The Mortal Kombat Movie Will Be Filmed In Australia

The upcoming Mortal Kombat movie will be filmed and produced in Australia. It was announced today that the action movie will be the largest ever film production for South Australia.

According to reporter Claire Campbell, the production is expected to create 580 jobs and see $70 million AUD get poured into the local economy. In terms of a timeline, pre-production is tipped to begin later this month. SA premier Steven Marshall said the film will be shot in Adelaide. Post-production will be handled by VFX studios in the region.

More specifically, the Mortal Kombat movie will be filmed at Adelaide Studios in Glenside, according to AdelaideNow. “Mortal Kombat will be the largest film production in South Australia’s history and highlights the importance of engaging with the world’s major production houses,” Premier Steven Marshall said at a news conference. “The State Government’s investment in Mortal Kombat will enhance the scope and reach of our production and post production capabilities, bringing the promise of fantastic new jobs for the local film industry.”

The new Mortal Kombat film, which has been in development for a long time, will be directed by Australian commercials director Simon McQuoid who is making his directorial debut with the project. Aquaman director James Wan is producing.

The Mortal Kombat movie is just the latest high-profile production to announce plans to film in Australia. Earlier this year, Marvel announced it would film an upcoming Marvel Cinematic Universe movie in Sydney.

The first Mortal Kombat movie, released in 1995, was directed by Paul W.S. Anderson who would go on to make the Resident Evil series. The movie made more than $120 million worldwide, but its 1997 sequel, Annihilation, was a disappointment by comparison with only $51 million.

An internet video series called Mortal Kombat Legacy ran from 2011-2013.

As for the Mortal Kombat video game franchise, the newest instalment, Mortal Kombat 11, was released in April behind mostly positive review scores. For more, check out GameSpot’s new feature, “Mortal Kombat 11’s Kano Can Teach You A Lot About Australia.”

Honey, I Shrunk The Kids Reboot In The Works With Josh Gad, Report Says

Disney is rebooting the classic Rick Moranis comedy Honey, I Shrunk the Kids with Josh Gad in the lead role, according to a new report. SlashFilm reports that the film is a reboot that takes place in the same universe; it’s being billed as a “legecyequel.”

The new film, which will apparently be called “Shrunk,” will take place 30 years after the 1989 original in which Rick Moranis plays a scientist who creates a shrink-ray that accidentally zaps his children, Nick and Amy Szalinski, and family friends down to the size of ants. Gad, who is known for his role as the voice of Olaf in Frozen, will play an adult Nick Szalinski who shrinks his own children.

Shrunk was apparently at one time considered as a movie for Disney’s new streaming service, Disney+, but now SlashFilm reports that it’s going to be a theatrical release. The film was director Joe Johnston’s first movie; he would go on to direct Jurassic Park III, October Sky, Hidalgo, and Captain America: The First Avenger.

Honey, I Shrunk the Kids was followed up in 1992 by Honey, I Blew Up the Kid, in which the kid gets blow up to a massive size. A straight-to-video movie, Honey, We Shrunk Ourselves was released in 1997, which was also the same year a TV show called Honey, I Shrunk Kids premiered.

In other Disney news, a new trailer for the Malicent sequel, Mistress of Evil, has been released–check it out the new Mistress of Evil trailer.

Game Of Thrones Aaron Rodgers Cameo: Did You Spot Him? Here Are Some New Clues

Superstar NFL quarterback Aaron Rodgers had a cameo role in Game of Thrones Season 8, Episode 5, “The Bells,” but it isn’t exactly clear where he showed up. People think they saw him in different parts. Now, more information has come to light about where to find the Green Bay Packers QB in the episode.

Speaking in a behind-the-scenes video feature, showrunner D.B. Weiss said Rodgers appears as a background actor in the assault on King’s Landing. “There are a lot of people lurking in the background; see if you can find Aaron Rodgers,” Weiss said.

Rodgers himself confirms in the mini-documentary that you can see him helping a woman who is injured on the streets. But then he decides, “The hell with her, I’m getting out of there.”

You can skip to around 17:14 in the video to hear from Weiss and Rodgers about the cameo. Rodgers posted a picture of himself in costume on Instagram, and in the caption he says he appears for “a few seconds.”

Rodgers is just the latest celebrity to have a cameo in Game of Thrones Season 8. Country music star Chris Stapleton and his bandmates played White Walkers in Episode 3. Showrunners D.B. Weiss and David Benioff appeared in Episode 4 during the dinner scene.

Previous seasons of Game of Thrones have included cameos by musicians like Sigur Ros, members of Mastodon, and Ed Sheeran.

Game of Thrones comes to an end with next week’s series finale–check out a trailer for Episode 6 here. You can also check out GameSpot’s review of Episode 5, “The Bells.”

Read next: Game Of Thrones Episode 5: Everyone Missed This Massive Hint At How Dany Might Die

More Than 1 Million People Still Play 2012’s Borderlands 2 Every Month

The Borderlands franchise has reached new sales heights ahead of the release of Borderlands 3 later this year. Parent publisher Take-Two Interactive announced today that entire shoot-and-loot series has now hit 43 million copies shipped across all titles.

Take-Two, which owns Borderlands publisher 2K Games, added that Borderlands 2 alone has shipped around 20 million copies. Management added that the game is still played by more than 1 million monthly unique users, which is impressive given the game released all the way back in 2012.

With Borderlands 2 shipping 20 million copies by itself, that leaves a further 23 million across the other the other releases. The figure was announced as covering the entire Borderlands franchise, so this presumably includes Borderlands 1 and Borderlands: The Pre-Sequel, though it’s not clear if it also counts sales of spinoffs like Telltale’s Tales from the Borderlands or the iOS game Borderlands Legends. The latest Borderlands release is the Borderlands: Game of the Year Edition, which launched in April.

Borderlands 3 comes out in September for PlayStation 4, Xbox One, and PC, and Take-Two expects it to be yet another hit. CFO Lainie Goldstein declined to share a specific unit sales projection figure for the title, but she did mention that Take-Two expects all of its new games to perform better than the previous release, and this is no different for Borderlands 3.

“For Borderlands 3 we have really high expectations, and we’re really excited for the title,” she said.

Goldstein also fielded a question regarding the margin profile of Borderlands 3, which is developed by Gearbox, a studio that it does not own. She confirmed that margins–that is, how much Take-Two will make on the game–are “in line” with games that Take-Two’s own studios develop internally.

For more from Take-Two’s earnings report today, you can check out the stories below:

Red Dead Redemption 2 Sales Slowing Down As Online Mode Leaving Beta Soon

Red Dead Redemption 2 is a huge hit, though sales appear to be slowing. Take-Two Interactive, which owns developer Rockstar Games, announced today that the open-world western has now shipped 24 million copies.

That’s up from the 23 million figure that Take-Two announced in November. Growth for the title seems to be slowing. Red Dead Redemption 2 shipped 17 million copies right at launch, with a further six million coming by November. One million copies shipped since then is impressive but it’s on a slower pace than before.

Red Dead Redemption 2 also makes money from Red Dead Online’s microtransactions. Take-Two CEO Strauss Zelnick confirmed on an earnings call that Red Dead Online will exit beta during the current quarter, so it should happen soon. Red Dead Online launched in November as a beta, and it has remained in beta since then with Rockstar supporting it with new content regularly.

The signs are looking good for Red Dead Online to continue to be a huge success, as Zelnick said Red Dead Online is performing better than GTA Online over similar periods of time after release. “We have very high expectations for that title going forward,” Zelnick said. This is specifically related to various engagement metrics that Zelnick did not expand on. He did add that Rockstar learned a lot from the release of GTA Online, lessons that were applied to RDR Online.

A PC edition of Red Dead Redemption 2 is rumored, but nothing is confirmed at this stage. Whatever the case, launching on PC would presumably help improve sales, which might be what Take-Two is looking for given sales of the game on PS4 and Xbox One are slowing.

Take-Two also announced in its earnings report today that Rockstar’s previous game, Grand Theft Auto V, has now shipped an astonishing 110 million copies sold. It was also confirmed that NBA 2K19 has now shipped 9 million copies.

GTA 5, Which Is 6 Years Old, Continues To Sell Incredibly Well

Grand Theft Auto V has reached yet another massive sales milestone. The Rockstar Games open-world action game has now reached almost 110 million copies shipped, parent publisher Take-Two Interactive announced on an earnings call today. That is up from the 100 million figure announced in November 2018. This means that Grand Theft Auto V, which was initially released in 2013, shipped around 10 million copies since the previous figure was announced.

Take-Two CEO Strauss Zelnick said GTA V and GTA Online performed better than expected for the publisher. GTA Online is the game’s multiplayer mode, and it brings in money from its various microtransactions.

GTA V’s ongoing success is due in part to the game’s quality: it is very good. Zelnick said it has proven to be must-have title on any system that it’s on. Not only that, but GTA Online receives regular updates to keep things fresh and interesting for players.

GTA V was originally released in 2013 for PS3 and Xbox 360 before coming to PS4 and Xbox One a year later. A PC edition was released in 2015.

Fans have for a long time wondered if GTA V would get single-player DLC, but Rockstar confirmed in 2017 that the game will never add new story content. “We did not feel single-player expansions were either possible or necessary, but we may well do them for future projects,” Rockstar design director Imran Sarwar said.

A Plague Tale: Innocence Review – A Sea Of Putrid Rats

One of the most macabre scenes in A Plague Tale: Innocence is the eponymous plague, manifesting in the form of cursed rats. These vermin have a malevolent, otherworldly presence, their incessant screeching and scratching on stone pavements and atop piles of corpses making for a nightmarish, cacophonous din. Like sewage sludge, these creatures pour out of crevices towards their unwitting victims, ravaging them until they are just skin and bones. It’s an incredibly grotesque and spine-chilling sight–one that will linger in your mind hours later.

But even though the rats are a constant presence in Innocence, they merely serve as the backdrop for its more poignant moments, featuring the two characters you’ll spend the bulk of your time with: Amicia and Hugo de Rune, a pair of young siblings who are suddenly thrust into this hellscape of war and pestilence. Set amidst the Hundred Years’ War during the Middle Ages, the comfort the siblings once knew as children to a noble French family has been ruthlessly shattered. The Black Death, too, has wrought terror upon the country, with the bulk of the French population either dying from the plague or eaten by rats. Compounding this is the Inquisition, a fanatical group of knights keen to get their hands on the last of the de Rune descendants. Surrounded with sludgy pools of grimy rats, and with murderous knights hunting them down at every other turn, the duo need to gather their wits, leaning on stealthier means to escape from this mess. But not only do you have to navigate through the bedlam as the teenage Amicia, you’ll also have to take care of the five-year-old Hugo; he panics and shouts for Amicia when she ventures too far from him–as any young child will presumably do when surrounded by a neverending miasma of death and decay.

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This arrangement does give Innocence the appearance of an elaborate escort mission, but fortunately, the game knows how to subvert the tedium that’s so typical of such games. A huge part is due to how human Innocence is. Despite his neediness and naiveté, Hugo is easy to grow fond of. His childlike wonder cuts through the wretchedness of their circumstances, allowing him–and helping Amicia–to appreciate the beauty even in the bleakest of times. In one scene, he quickly takes off to a nearby pier, fascinated by the curious sight of bubbles from frogs in the lake. Even a small gesture from him, such as plucking a flower–a symbol of tenacity in such trying times–to gently place it among Amicia’s braids, captures the warmth of their relationship. Such moments are heart-wrenchingly sweet, and you’ll share Amicia’s growing attachment to Hugo; his companionship is even greatly missed when she has to be paired up with other characters you meet along the way. On a mechanical level, it also helps that the artificial intelligence behind the characters isn’t hopelessly illogical, at least most of the time. Hugo isn’t usually one to chase after a butterfly in the thick of trouble, but the game still has its moments where a companion might accidentally take a kamikaze dive into a pool of quivering rats. Thankfully, these blunders are mercifully rare.

With survival being the thematic core of the game, Innocence is, at its crux, a series of survival puzzles; you’ll need to avoid the ravenous rat colonies, as well as evade the knights of the Inquisition. The rodents are terrified of light and will scuttle away at its mere presence–a weakness you can exploit to make your way across death-stricken battlefields and cities. Yet key to survival is also vigilance; wander too close to the rats, and they will attempt to devour you, clawing at the fringes of the light as their teeth chatter with insatiable hunger. And when a few stray rodents manage to latch onto you, Amicia can drown in a whirlpool of vermin, as they viciously and noisily gnaw on her. Few scenes in video games manage to be quite as eerie as this, heightening the game’s cloying atmosphere of despair and danger.

What’s decidedly less impressive, however, are the members of the Inquisition. As children, Amicia and Hugo won’t survive most direct confrontations with these armored brutes, who are only too eager to swing their cudgels and swords upon discovering them. Luckily for the de Rune siblings, the knights are also dumb as rocks; these barbarians are easily distracted by loud noises or sudden movements, such as by smashing a pot near their feet or tossing a rock towards a nearby chest full of armor. After staring at the offending object for a minute, the knight will mutter a variant of “Guess it’s just my imagination”–the most hackneyed and quintessential line used by hilariously obtuse NPCs in stealth games–and lumber back to their post, completely bewildered by the sound. In another far more egregious gaffe, another knight, while gawking at rats stripping his comrade to the bones, would grouse about the pointlessness of searching for his murderer, since they must be far gone by now. He then settled back to his programmed patrol, his back turned against the torrent of crazed rodents. For a game whose storytelling relies heavily on its atmosphere of dread and fear, such illogical instances absolutely butcher the mood.

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That said, the game’s puzzles eventually ramp up in difficulty in later chapters, which renders combat and confrontations unavoidable at certain points. As dim-witted as the knights are, they’re still mostly decked out in heavy armor and weaponry–and can make devastating enemies. To compensate for her lack of brute strength, Amicia can modify and augment her trusty slingshot and ammunitions with the right materials and a dash of basic alchemy, turning the humble tool into a deadly and versatile weapon. Hugo isn’t a passive companion either; reaching cramped, hard-to-access places is his forte, and he’s gutsy enough to crawl through smaller breaches in walls alone to open up new paths for Amicia–provided the coast is cleared. Other characters, like a talented young alchemist named Lucas and a pair of orphaned thieves called Mellie and Arthur, will come with vastly different capabilities–and each with their own affairs to settle in this dire tale.

Scenes of desolation and tragedy mark Innocence’s dark, intriguing world, tied together with a narrative that’s genuinely moving without resorting to fetishizing the children’s sufferings. Despite their challenging situation, the siblings make do with what little help they get, bolstered by Amicia’s astounding resourcefulness, to survive this catastrophic mess. The game also magnifies the cataclysmic impact of the Black Death through a lens of cosmic horror, invoking the frightful atmosphere of H.P. Lovecraft’s macabre stories; the slithering rats, whether they are scurrying in the dank blackness beneath the city or trailing around half-eaten cadavers, never fails to be disconcerting. On the other hand, its villainous characters are almost painfully one-dimensional, with predictable twists and turns in the plot. This renders some of its revelations lackluster.

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Powerfully ghoulish depictions of the plague and rats aside, Innocence is ultimately an emotive story of resilience against harrowing odds. The game’s title is an obvious nod towards the loss of innocence the endearing young cast faces throughout their journey. But more than that, it also speaks of the depths of human depravity and the agonizing cost of survival in the midst of war. Despite the unremitting horrors of Innocence’s beginnings, the game occasionally lets in a faint glimpse of hope. One of my favorite moments is when Amicia spots another wildflower in a lone trek across the city, nestled among the decay of the rats’ revolting nests. Without her brother around, she picks it up, and places it gingerly in her own hair–a personal reminder to keep trudging on amidst the hardships, and a testament to her growing strength and tenacity. Despite flashes of predictability, moments like these will bring a lump to your throat, as it did mine.