Cross-Play Not Widely Used, But May Still Come To Some Games, Says EA

Apex Legends from Respawn surprise-launched this week, and already one of the top-requested features is cross-play between its various platforms. During the Q&A portion of a recent earnings call, CEO Andrew Wilson suggested that while their data has found the feature isn’t widely used by players, it still plans to utilize it–especially for franchises with big player bases like FIFA.

“We think cross-play and cross-progress is going to be a very important part of our future, and you should anticipate that we’ll be doing more in that space,” Wilson said. “What our information would suggest to us is that there isn’t a tremendous amount of play across devices, but that overall liquidity in any gaming community is a good and positive thing, even if it’s only a few people or a small portion of the community that utilizes that.

“We absolutely are looking into that in the context of Apex, and we’ll be looking at that across our portfolio over time. We think about franchises with tremendously large communities like FIFA, and we think that they would absolutely benefit from cross-play and cross-progress, as more and more people come into these big communities.”

That doesn’t sound as if the feature is high on the company’s priority list, but it’s not ruling it out either. Respawn has hinted that cross-platform play could come to Apex Legends in the future, but it has already ruled out cross-platform progression due to how the basic framework was built.

The EA earnings call also confirmed that in addition to Apex Legends, Respawn has another Titanfall project in the works. We know that it’s a “premium game [coming] this year that is a new twist on the Titanfall universe,” according to Wilson, and Respawn head Vince Zampella has since confirmed that it isn’t a VR game. The earnings call also confirmed a new Need for Speed and Plants vs Zombies are both on the horizon.

Red Dead 2 Has Sold Extremely Well, Take-Two Shares New Figures

Take-Two Interactive has reported strong financial results for the third quarter of 2019, led by the huge success of Rockstar Games’ Red Dead Redemption 2. In a statement, the company confirmed that, to date, Red Dead Redemption 2 has “sold-in more than 23 million units worldwide.” It’s worth noting that “sold-in” means shipped to retailers and not necessarily to consumers. However, typically, sold-in stock is a good indication of how much is sold through to people.

Take-Two’s revenue grew to $1.2 billion, which is up from $480 million during the same period in the previous financial year. “The largest contributors to net revenue in fiscal third quarter 2019 were Red Dead Redemption 2, NBA 2K19 and NBA 2K18, Grand Theft Auto Online and Grand Theft Auto V, WWE 2K19 and WWE SuperCard, Dragon City and Monster Legends, and Sid Meier’s Civilization VI,” Take-Two said.

Red Dead Redemption 2 was also noted as being one of the largest contributors to digitally-delivered revenue in the quarter, alongside Grand Theft Auto Online, Grand Theft Auto V, and NBA 2K18, among others.

“Our outperformance was driven primarily by the record-breaking launch of Red Dead Redemption 2 along with strong results from NBA 2K19,” added Take-Two CEO Strauss Zelnick. “In addition, consumers engaged significantly with our offerings, and recurrent consumer spending grew 31% to a new record. We generated strong cash flow and ended the period with $1.6 billion in cash and short-term investments, after deploying $109 million to repurchase 1 million shares of our stock.”

Red Dead Redemption 2 has now outsold its predecessor, Red Dead Redemption, by a comfortable margin. As of February 2017 the first Red Dead Redemption has sold 15 million units in total. Its sequel has managed to shoot past this number in a fraction of the time. In an investor call, Zelnick highlighted that Red Dead Redemption 2 has “sold more in its first eight days than its predecessor sold in eight years.”

Red Dead Redemption 2 has received critical acclaim, earning a 9/10 from GameSpot. Kallie Plagge described it as “an excellent prequel, but it’s also an emotional, thought-provoking story in its own right, and it’s a world that is hard to leave when it’s done.” You can read our full Red Dead Redemption 2 review for more of Kallie’s thoughts on it.

Disney Will Still Make R-Rated Deadpool Movies After Buying The Franchise From Fox

One of the franchises that Disney will get when its deal to buy the bulk of 20th Century Fox’s assets is complete is the Deadpool series. Unlike a lot of Disney’s programming, Deadpool is not family friendly–that’s part of the appeal and what makes the series so refreshing and unique. But will the House of Mouse’s acquisition of Deadpool change that? It sounds like no.

Disney chief Bob Iger said on an earnings call that he understands there is significant interest in the R-rated Deadpool movies, and he pledged that Disney will “continue in that business,” and potentially even expand to do more.

“We do believe there is room for the Fox properties to exist without significant Disney influence over the nature of the content, meaning that we see that there is certainly popularity amongst Marvel fans for the R-rated Deadpool films, as a for instance,” he said. “We’re going to continue in that business, and there might be room for more of that.”

Iger added that it is not concerned about “standards and practices” considerations when it looks at the assets it’s acquiring from Fox. In addition to Deadpool, Disney is getting The Simpsons and Family Guy, which are known to be edgier and less family friendly. The important matter will be ensuring that more adult-focused programming is branded that way, Iger explained.

“There’s nothing that we’ve really seen in the Fox either library or in the activities that Fox is engaging in today from a standards perspective that would be of concern to us as long as we’re very carefully branding them and making sure that we’re not in any way confusing the consumer with product that would be sort of either Disney product or the more traditional Marvel product,” Iger said.

While Deadpool 2 hit theatres as an R-rated film, a toned down PG-13 cut featuring Fred Savage was released around the holidays in an attempt to reach a wider audience.

No new Deadpool films have been announced, but given the enormous success of the franchise so far, you can expect more to come at some point down the road. Deadpool 2 made a massive $785 million at the box office against a budget of $110 million.

In other Disney news, Iger also commented on how Disney struggled to publish video games internally, so that’s why Disney has partnered with companies like EA for licensing deals.

Avengers: Endgame Is Going To Be A Very Long Movie

Avengers: Endgame directors Joe and Anthony Russo have reaffirmed that the current cut of the much-anticipated film is three hours long; the editing process isn’t over yet, but it appears Endgame will end up being the longest Marvel movie ever.

Asked by Collider if Marvel and Disney are OK with Endgame running for as long as Titanic, the Russo brothers said Marvel/Disney are “down with what the best story is,” even at three hours.

Endgame is so long because it’s said to wrap up a story that started 22 movies ago. Not only that, but extra time is required for scenes to allow the film to deliver emotional resonance, they said.

“Right now, we think the movie is playing well and we’ve had great responses from our test audiences and we’re feeling very good about where it is,” they said. “We’re still doing work to it. We’re not done with it. Again, this is a culmination film of 22 movies, it’s a lot of storytelling to work into it. Emotion is an intrinsic part of that to us. When you have to tell a really complicated story and you want strong emotional moments with the characters, it just requires a certain amount of real estate. This one, in particular, feels like three hours worth of real estate.”

They added that in the four screenings for test audiences so far, not one person has left their chair to use the bathroom.

For comparison, Avengers: Infinity War was already a long movie, running for two hours and 40 minutes.

Endgame hits theatres in the US on April 26. A new trailer for it was shown during the Super Bowl this weekend; for more, check out GameSpot’s breakdown in the video embed above.

ABC Boss Wants A “Lost” Reboot But It May Never Happen

With this new era of reboot television, some might be wondering if one of the most famous modern TV shows, Lost, might be eyed for a revival someday. It may never return to screens, but ABC Entertainment president Karey Burke hopes it might someday.

Speaking at the Television Critics Association event recently, Burke said she dreams about Lost coming back to TV, but she stressed that no official conversations have taken place about it.

“It’s literally at this point just what I dream about when I go to bed at night,” she told The Hollywood Reporter. “I have not spoken to [executive producers] Carlton [Cuse] or J.J. [Abrams] or ABC Studios about it. But I do often get asked the question what show would I reboot and often my answer is Lost–sometimes Alias. Nothing to report yet. Maybe ever. But it would be a fun thing to have a conversation about.”

If a Lost revival does happen, Cuse may not be a part of it. Cuse told THR last year that he and Lindelof have said for a long time that they wouldn’t work on Lost again because “we told the story that we wanted to tell.” Cuse added that he would personally be OK if ABC brought someone else on to reboot Lost with characters who go to the island at a different period of time.

“I would be less excited if they wanted to use the characters that we had in our show,” he said.

Lost ran for six seasons from 2004 to 2010. One of its other co-creators was JJ Abrams, who would go on to direct Star Wars: The Force Awakens and the new Star Trek.

Would you be interested in a reboot of Lost? Let us know in the comments below!

Sunless Skies Combat & Adventuring Gameplay

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Sunless Skies Review – Text Appeal

Would you like to hear a Tale of Terror or a Sky-Story? Relay some Salon-Stewed Gossip or pass on a Savage Secret? The names given to the various forms of currency exchanged across Sunless Skies give you a good idea of what sort of game it is. This is a world where words flow like water and stories hydrate whole planets. Where a turn of phrase is just as likely to unlock a door as the turn of a key.

Sunless Skies is a narrative-heavy adventure where every dramatic event is conveyed through beautifully written text. A delicate, customizable layer of “rogue-lite” action and survival encases a beating heart of vivid location descriptions, verbal flights of fancy, and giddy, spiraling story paths. Developer Failbetter Games has cleverly built upon the foundation of Sunless Sea, designing a sequel that improves core mechanics and spins its world into imaginative new orbits while easing the avenue of entry for new players. You’re welcome here as long as you love words.

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The British Empire, headed by Empress Victoria, has boarded its steam-powered engines and, improbably, made for the stars. There, amid the floating drifts of rock snaking across the sky, it has founded New Albion and, by remaking the Sun, it hopes to start again. It’s an eccentric vision of outer space as alien territory where polar winds blow through ice-crusted canyons, hive-shaped asteroids drip honey, and myriad fungal spores glitter like stars. You play the captain of Her Majesty’s Locomotive, the Orphean, newly inherited after the untimely death of the previous captain, and your ambition is to travel the stars seeking fame, fortune, or the truth.

Dotted around the New Wilderness, which is composed of four maps you may travel between once you’ve earned the appropriate permits, are dozens of busy ports and isolated homesteads. You pilot the Orphean between them, revealing new points of interest on the top-down 2D map and working to ensure you’ve packed enough fuel and supplies to make it to your destination. While docked you can repair and re-supply your engine, purchase any available upgrades, and visit the bazaar to claim prospects and earn additional revenue through trade.

Once that admin is out of the way, you can take your time to explore. Each port is well-stocked with fascinating locations and idiosyncratic characters. Buy a ticket to Polmear & Plenty’s Circus and enjoy a show where the clowns can’t juggle and the trapeze artist has lost their partner. Encounter an Inadvisably Big Dog at Port Prosper while seeking to aid the establishment Stove-pipes in their civil war against the revolutionary Tacketies. Travel to Hybras in search of a lost filmmaker and discover an entire colony of seniors has mysteriously vanished. There’s a new captivating story to be found every step of the way.

As you follow each new narrative thread you’re called upon to make choices and meet certain requirements. You might find a dying captain whose engine ran aground. Do you: end his suffering, return him home for one last glimpse of London, or escort him and try to complete his final, failed mission? There’s something odd about that Repentant Devil you picked up at the previous port, but you’ll need to track down some tea before he’ll open up to you and reveal his true motivations. The decisions you make can see you gain or lose favor with a host of rival factions as you chart a course through the political struggles of this new frontier.

Every time you are presented with a path of action or choice to make, it’s always clear how you have unlocked it. Some are based on having the correct items, purchased at a port or found in an earlier part of the story, while others provide a percentage chance of success depending on one of your character’s core attributes. Actions you cannot yet take are grayed out but visible, allowing you to note that you need to find another Vision of the Heavens to make that selection or come back later once you’ve increased your Hearts attribute and boosted those odds in your favor. It’s a clever setup in that you always have the information you need about your immediate options and enough of a nudge towards how to open up new sets of paths.

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Between ports, however, things can slow down. Exploring an uncharted region of the map can be tense, especially as you venture into the outskirts and encounter some of the more dangerous enemies. It’s also never less than beautiful to look at. But combat is simplistic and, much of the time, completely avoidable anyway. And while puttering the often long distances between points of interest, there’s not a great deal to do beyond pinging your bat scout to identify random resource deposits and just watching the maze-like scenery wash by.

Popping up from time to time, and helping to enliven long journeys, are incidents involving the various officers you’ve recruited on board and your crew. Like the cast of a Mass Effect, each named officer–and like everyone in this world they all sport wonderfully evocative titles like The Incautious Driver or The Incognito Princess–has their own storyline to follow and they serve up some of the best questlines in the entire game. You’ll want to check in with them whenever you can and prioritize their next steps.

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There’s also the ever-lurking concern of the “Terror” itself. As with Sunless Sea, Sunless Skies leans into elements of horror, in particular a kind of horror that draws on the ineffable mystery of the cosmos. Despite reaching the stars in our iron engines, no matter the expertise of all our Phlegmatic Researchers and Romantic Ornithologists, we don’t have all the answers. So as you explore the darkest corners of space, and run headlong into the inexplicable, the Terror accumulates. Untreated, the Terror will send your crew, and ultimately you, into madness. But not before you’ve wasted supplies in a futile effort to placate their fears or lost crew members to horrific accidents.

You can die, of course, at which point you reroll as a new captain and inherit (most of) what could be salvaged of the Orphean. Certain character traits can be “passed on” as it were, a nod to your predecessors’ achievements, and any banked goods can be retrieved at a major port. However, in what at first feels like a jarring rebuff, all story progress is reset upon death, leading to the retreading of narrative beats and character interactions. But, in combination, the freedom you have to explore the world, the small random elements it throws up, and the sheer speed at which you can breeze through any previously encountered scenario mean such repetition is ultimately only of minor concern.

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There are small flaws, but each is balanced out. Travel can be dull, yet the passing scenery and shifting soundtrack are never so. Combat isn’t interesting, but the decision to fight or flee carries weight, and the choices you make when scavenging through the wreckage can feel momentous. Repeating a quest can feel tedious, but this time you’re wiser and, hopefully, better prepared.

At its best, Sunless Skies is a triumph. Its writers have crafted a world of endless wonder where seemingly anything is possible. At heart, it’s a text adventure that conjures the imagination to send you on a journey as spectacular and memorable as any big-budget graphical blockbuster.