The Elder Scrolls V: Skyrim Is Getting A Board Game

The Elder Scrolls V: Skyrim has been ported to just about everything at this point, including Nintendo Switch and even Amazon Alexa. But Modiphius Entertainment sees one more platform it can be on: cardboard. The Elder Scrolls V: Skyrim – The Board Game is in the works, and it appears the company will be seeking crowdfunding to make it possible.

In a listing on the crowdfunding site Gamefound, Modiphius described The Elder Scrolls V: Skyrim – The Board Game as an “epic cooperative board game” that will be playable by one to four players. It’s honestly baffling that it took this long for a Skyrim board game to be made at all. Presumably, the game will involve one of the quests we saw in the video game, as well as dragons. We could do without any “arrow in the knee” jokes.

Naturally, it will take place on Skyrim itself, and it will be more of an adventure-style game than the miniatures-based The Elder Scrolls: Call To Arms game that Modiphius already announced. The company did hint, however, that you may be able to use your Call To Arms figures for this game in some fashion.

Modiphius didn’t share much else about the project, but it did say the game has already been completely designed and that it will be shown off in Tabletop Simulator during the campaign so those interested can see how it works. It’ll also be heading to distribution after the campaign ends, so you will be able to buy it if you don’t back it.

You can look at Modiphius’ game list to get a sense of the projects the company has worked on in the past. It also created games based on Fallout, Vampire: The Masquerade, Dishonored, and even Kung Fu Panda. Additionally, it handles the English version of Mutant, which the video game Mutant Year Zero: Road to Eden is based on.

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E3 2021 In-Person Event Canceled, Tourism Board Says

It’s news that isn’t particularly shocking, but it was all but inevitable. E3 2021 has been canceled as an in-person event, with the Board of Los Angeles Department of Convention and Tourism Development Commissioners planning some sort of digital replacement to be broadcast from the city.

The news, shared by VGC and available as part of an 84-page presentation on the city’s official website, lists E3 2021 as a “canceled live event in 2021,” with potential broadcast options at LA Live and/or the Los Angeles Convention Center. The same update says the city is still working on the license for the next two years’ conferences.

We did already know that the ESA was considering doing a very different sort of E3 for 2021, per a statement it gave to GameSpot earlier this month. The organization said it was “transforming the E3 experience for 2021” and added that it would share details on publishers’ involvement in the event soon.

With E3 2020 canceled last year, companies like Microsoft and Ubisoft opted for separate, unaffiliated presentations where they announced news games and gave demonstrations. They were spread out significantly more than the typical E3 conferences, which take place over just a few days.

Holding an in-person E3 event this year would be especially dangerous if the show had stuck with its open-to-the-public approach that began a few years ago. Prior to this, it was an industry-only event, but interested players were able to buy tickets and attend beginning in 2017.

The 3DS Games That Actually Utilized 3D Well

The 3DS was mostly sunset shortly after the Nintendo Switch began gaining traction. In numerous ways, the Switch is a far superior piece of gaming hardware, with a capacitive screen instead of a resistive one, along with more obvious improvements like the higher processing power and visual resolution. But the 3DS’ namesake–its glasses-free 3D technology–hasn’t been utilized by other traditional systems, and it remains one of the most underappreciated and underused features in gaming history.

Consumers didn’t universally accept the feature, and many actually turned down the slider on the 3DS. Nintendo eventually even released its 2DS lineup that omitted the feature entirely, but many games were better with it enabled. In fact, a few of them used it so well that it makes 3D sorely missed on the Switch. These games didn’t rely on 3D as a gimmick but instead included it to add a greater sense of space and texture to the world. In the best cases, the 3D even made the game more fun to play, and it’s no surprise that Nintendo developed most of those examples in-house earlier on in the handheld’s lifespan.

It’s a shame that Nintendo stopped emphasizing 3DS’ stereoscopic 3D functionality because it was notably unique and awe-inspiring, following closely in step with the company’s always forward-thinking philosophy to expand the way we think about and play games. With that said, we’ve compiled the games that made the best use of 3D to commemorate the 3DS’ 10th anniversary. Below we discuss why they’re still worth picking up or digging out of storage if you’ve retired the system in favor of the latest offerings.

Super Mario 3D Land

Super Mario 3D Land (2011)
Super Mario 3D Land (2011)

Super Mario 3D Land is the reason we decided to round up this game list. More specifically, the lack of 3D in its successor, Super Mario 3D World, is the reason for it. One of the first must-have games for 3DS, Super Mario 3D Land finally solved one of 3D platformers’ biggest hurdle: lack of depth perception.

Gauging the perfect jump across a gap in front of you in a standard platformer is often left to your own limited senses, but with the 3D slider cranked up in Super Mario 3D Land, these sorts of jumps became that much easier to manage. The level design took advantage of this gifted superpower by creating obstacles and hazards that toyed with your senses. It challenged you to master your environmental awareness, making each jump from one place to the next utterly thrilling. On Wii U and Switch, Super Mario 3D World certainly improves some things, including larger courses, but the most important Mario mechanic–jumping–can’t touch its 3DS predecessor. — Gabe Gurwin

Star Fox 64 3D

Star Fox 64 3D (2011)
Star Fox 64 3D (2011)

Who would have thought that a remake of a Nintendo 64 game could make such good use of 3D? Star Fox 64 3D certainly benefited from its perspective, as the space shooter constantly has objects and enemies coming directly toward the screen, but these all pop even more in 3D. Explosions look more real, space looks more vast and mysterious, and battles feel more intense. It’s the sort of subtle improvement that the game needed, rather than a drastic overhaul that would lead to something like Star Fox Zero. Nintendo seems intent on reinventing the wheel every time it makes a Star Fox game, but simply making what was already there even better seems to be the wiser move. — Gabe Gurwin

Kirby: Triple Deluxe

Kirby: Triple Deluxe (2014)

You can never go wrong playing a Kirby game; they’re such straightforward, breezy adventures that are more likely to charm you with their adorable cast of characters than anything else. But Kirby’s first 3DS outing is a delight set apart from previous entries, brimming with an infectious confidence that makes its tried-and-true platforming feel remarkably refreshing. But as the first Kirby on 3DS, it leverages the handheld’s glasses-free 3D technology to provide a sense of depth that makes its colorful world shine that much more.

As you venture through Kirby: Triple Deluxe‘s simple stages, you might notice the host of creative aesthetic touches that accentuate your constant advance, like wind-swept daisies passing by just out of focus on the screen’s foreground. The dense multi-layered stages you’ll explore often interact with one another. The 3D always stimulates the senses in these cases, instilling a heightened feeling of danger and urgency to the obstacles and projectiles you need to clear. It also helps that Kirby: Triple Deluxe runs so well, keeping all the exciting action and deft maneuvers running at 60 frames-per-second, which only emphasizes how great the game looks with the 3D slider turned up.

In many ways, Kirby: Triple Deluxe’s 3D implementation embodies the design of the Kirby series, itself being so easy to pick up and always a pleasure to look at. Without a doubt, this one is essential to play with 3D enabled. And if you thoroughly enjoy your time here, then be sure to hop into its sequel, Kirby: Planet Robobot. — Matt Espineli

Ghost Recon: Shadow Wars

Tom Clancy's Ghost Recon: Shadow Wars (2011)

The 3DS’ launch lineup was not good. In fact, that’s about the nicest thing you can say about it, with a port of then three-year-old Street Fighter IV being the most exciting game of the bunch. However, there was also the massively underrated strategy game Tom Clancy’s Ghost Recon: Shadow Wars, which was notably designed by X-COM series creator Julian Gollop. Turn-based tactics doesn’t necessarily sound like the best way to use 3D, but Ubisoft Sofia smartly used the technology to give levels texture and height–almost like they were pop-up books or board games with terrain pieces. It wasn’t mandatory to enjoy the experience, but it certainly added an extra element of novelty on top of the strategic gameplay Gollop has refined throughout much of his career. — Gabe Gurwin

Phoenix Wright: Ace Attorney – Dual Destinies

Phoenix Wright: Ace Attorney - Dual Destinies (2013)

Phoenix Wright: Ace Attorney – Dual Destinies might seem like an odd pick when you think about it. This is effectively a visual novel with minimal kinetic action, aside from lawyers dramatically pointing fingers, of course. So what does it even have to offer using stereoscopic 3D? Honestly, it’s nothing overly fancy. Like many games in this feature, what Dual Destinies does so well is leverage 3D to accentuate its existing trademark qualities.

Phoenix Wright is a series known for its over-the-top courtroom drama, but more importantly, its equally ridiculous characters. They’re often memorable for distinct reasons, whether because of their eccentric designs or humorously animated body language. But what Dual Destinies does to push its presentation above its predecessors is use 3D to make its cast feel alive and their visual gags even funnier. An angry, self-righteous professor will throw a piece of chalk directly at your view when you continually accuse him of murder; the lead prosecutor’s pet hawk swiftly swoops in within close distance after the wrong evidence is presented; and a skittish yokai-fearing girl repeatedly smacks a demon charm on your head–that cleverly shows up on the screen’s foreground–because she suspects you’re in league with them. Subtle touches like this serve to endear you further to the larger-than-life personalities on screen.

And you can bet that when the moment does come to point fingers dramatically, Dual Destinies does so with dynamic shots that only carry as much weight as they do because of the 3D. It’s all wonderfully-executed fun that strengthens the series’ already great core, which makes it unfortunate that future games in the series won’t utilize the effect. Still, as we remember it, Dual Destinies’ amusing use of stereoscopic 3D more than makes it a worthy inclusion on this list. — Matt Espineli

Shovel Knight

Shovel Knight (2014)

It’s not a 3D game or even a game meant to look like it was designed for modern consoles, but Shovel Knight still manages to make great use of the 3DS’ 3D effect. A retro-style platformer that draws heavy influence from old Mega Man and DuckTales games, its brilliance is in using the 3D effect to create a sense of layering rather than the nebulous “immersion” that 3D games often shoot for. It doesn’t overdo the effect, and it’s perfectly fine to play it without–as we’ve seen from the game’s many ports–but the charm of Shovel Knight on 3DS is seeing everything in a new light. The backgrounds actually look like they’re behind the characters, so despite being on a 2D plane, the game doesn’t feel cramped or compressed. — Gabe Gurwin

Mario Kart 7

Mario Kart 7 (2011)

One of the best games on 3DS, Mario Kart 7 has largely been overshadowed at this point by Mario Kart 8 and Mario Kart 8 Deluxe, which were bigger and prettier takes on the same Mario Kart formula we’ve enjoyed for years. But Mario Kart 7‘s gliders made it the perfect place to experience 3D for the first time. Based on the game’s sales and when the 3DS itself started to recover from its early slump, that’s likely what a lot of players did, too. Worlds from past games made appearances, meaning you could experience them in a whole new light on 3DS. It also means the blue shell looks even more menacing and annoying as it knocks you out of first place. As all true Mario Kart experts know, however, that’s why you stay in second until the very end. — Gabe Gurwin

Metal Gear Solid 3: Snake Eater 3D

Metal Gear Solid 3: Snake Eater 3D (2012)

For Metal Gear Solid fans, the 3DS port of the third game in the series may not seem an obvious candidate for praise. It’s an easy one to criticize for its jagged visuals and lower framerate alone. It’s also not one to instantly recommend to anyone playing through the series for the first time. But that’s a shame because Snake Eater 3D is admittedly a fantastic port of an excellent game, and it leverages the handheld’s stereoscopic 3D with remarkable results.

MGS3’s lush, densely-packed jungles take on a new life with 3D enabled. The trees and tall grass stand out with peculiar detail simply because of the depth the 3D effect gives them. On occasion, the flora will hang within view for a short while as you slowly but steadily crawl across the dirt jungle floor. Compared to the original console versions, the camera hangs in closer to Snake, giving you a more intimate, limited perspective of the environment, which, in turn, challenges you to be all the more aware of your surroundings. It’s all very subtle, but these effects are played up tastefully, with the 3D only used to emphasize the raw tension and thrill of infiltrating enemy territory, pulling you that much deeper into the world that developer Hideo Kojima and his team so lovingly crafted with the original.

While it may not be an obvious recommendation for those seeking to play MGS3 for the first time, Snake Eater 3D is still a worthwhile experience for established fans. We say that not for the quality-of-life improvements the game introduces to the original (though that is another huge selling point), but for the stereoscopic 3D alone. If you have any affinity for MGS3, this port is guaranteed to give you a new perspective on this stealth-action classic. — Matt Espineli

The Legend of Zelda: A Link Between Worlds

The Legend of Zelda: A Link Between Worlds (2013)

The Legend of Zelda: A Link Between Worlds is often called a spiritual successor to A Link to the Past, but it’s so much more than just a modern take on the same formula. Its use of the 3D effect as Link turns 2D and accesses hidden areas would not work on any other platform, and the dungeons have a sense of scale and depth that we would usually only see in a 3D console Zelda game. The Switch can’t do that, and even the gorgeous Link’s Awakening remake couldn’t capture that same feeling on a traditional 2D display. A Link Between Worlds still avoids using the 3D in a gimmicky way, and though the fidelity of the visuals hasn’t exactly aged all the well since it released nearly eight years ago, there’s a charm to its simplicity that translates excellently to 3D. It helps that the game runs very smoothly, too, as low frame rates can pull you out of a game just as much as well-used 3D can pull you in. Its more freeform approach to items and progression even, oddly enough, makes it a great choice to play before jumping into Breath of the Wild. — Gabe Gurwin

Honorable Mentions

For more 3DS-related features, be sure to read our piece talking about the brilliance of StreetPass and our roundup highlighting the best 3DS games.

Zack Snyder Confirms Justice League Length, Snyder Cut Edit Is Locked

Zack Snyder confirmed during IGN Fan Fest 2021 that the Snyder Cut edit of Justice League is locked, and HBO Max confirmed the film will be 4 hours and 2 minutes.

This was only one of the 27 things we learned from Zack Snyder in our in-depth conversation about his version of the Justice League, which is set to be released in theaters and on HBO Max on March 18, 2021.

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Snyder also released a brand new Mother Box origins clip that is packed with Easter Eggs for Superman, Batman, Wonder Woman, Aquaman, Cyborg, and The Flash.

He also revealed how the Snyder Cut will have a “massive cliffhanger” ending, what his thoughts are on Joker’s redesign, and how this new version will flesh out Ben Affleck’s Batman’s full character arc.

Zack Snyder’s Justice League will include two-and-a-half hours of never-before-seen footage, with “four or five minutes of additional photography,” original footage from the theatrical release, and elements the ended up on the cutting room floor.

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For more on IGN Fan Fest 2021, check out the exclusive premiere of The Flash season 7 premiere episode, the first Shadow and Bone trailer, and director Adam Wingard’s comments on how Godzilla vs. Kong will have a definitive champion.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Justice League Investigator, WarnerMedia Dispute Ray Fisher’s Allegations Against Walter Hamada

WarnerMedia and Justice League investigator Katherine Forrest have disputed Ray Fisher’s recent allegations against DC Films President Walter Hamada.

Ray Fisher Tweeted these allegations against Hamada, saying he tried to “destroy a Black man’s credibility” and tried to interfere with the investigation.

“Do ya’ll remember that time Walter Hamada and @wbpictures tried to destroy a Black man’s credibility, and publicly delegitimize a very serious investigation, with lies in the press? But hey, Black Superman… A>E,” Fisher wrote.

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WarnerMedia responded by saying that, following an “extensive and thorough third-party investigation,” there was no interference found whatsoever.

“Once again there are false statements being made about our executives and our company surrounding the recent Justice League investigation,” WarnerMedia said. “As we have stated before, an extensive and thorough third-party investigation was conducted. Our executives, including Walter Hamada, fully cooperated, no evidence was found of any interference whatsoever, and Warner Bros. did not lie in the press. It’s time to stop saying otherwise and move forward productively.”

Forrest, the investigator and former Federal Judge, also spoke up and said there was no interference of any kind by Hamada.

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“I am disappointed by continued public statements made suggesting that Walter Hamada in any way interfered with the Justice League investigation. He did not,” Forrest said. “I interviewed him extensively on more than one occasion and specifically interviewed him concerning his very limited interaction with Mr. Fisher.  I found Mr. Hamada credible and forthcoming.  I concluded that he did nothing that impeded or interfered with the investigation. To the contrary, the information that he provided was useful and advanced the investigation.”

This is another development in the ongoing story following Fisher’s allegations that there was a toxic, hostile working environment under Joss Whedon, the director of the reshoots of 2017’s Justice League.

Fisher also called out Hamada, saying he is “the most dangerous kind of enabler,” and that he would not be participating in any future production that is associated with him.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Snyder Cut Of Justice League Is Getting Multiple Versions

Fans of Justice League are in for a treat as Zack Snyder’s cut of the movie will be getting multiple releases. During IGN’s Fan Fest, the director revealed a black and white edition will be coming to HBO Max, along with multiple versions for IMAX theaters.

Coming to the streaming service on March 18 will be the color version of the movie, but shortly after, you’ll be able to watch the movie in black and white. “There is Zack Snyder’s Justice League “Justice is Gray” edition, which is the black and white version, which I’m a huge advocate of and huge admirer of,” the director explained. “For me, it’s my favorite version of the movie. I understand that people want to see it in color, and that’s great, and I really want them to enjoy it in color. But for me, the ultimate version is the black and white IMAX version of the movie, which is sort of the penultimate ridiculous movie that shouldn’t exist at its highest most fetishistic level, and I really, really love that.

“And of course, the black and white version of Justice League will be released on HBO Max, at some point after release, I believe, and you’ll be able to see that somehow on, I don’t know how you’re gonna get to it but that’s the plan.”

Specific theatrical release dates were not mentioned, but Snyder did discuss the movie coming to theaters at some point. “As far as IMAX go [sic], as we start to figure out how people can get back in the movie theaters and see movies, I would hope for an opportunity to let fans get in the theater and see the color and black and white versions of Justice League on the big screen,” he said. “It’s an afternoon and into evening experience. That’s pretty cool.”

While the aspect ratio for the movie is suited for IMAX, the equipment used for production was not. “I didn’t use the IMAX cameras per se, because their cameras aren’t sound,” Snyder said. “And so I knew there was gonna be a lot of dialogue in this movie but I did shoot it in the aspect ratio that would be ideal for the big 1:4:3 theaters. And so when you see it in its big square, it’s unbelievable because you know they’ve never done a movie in IMAX that’s entirely in that aspect ratio, and they’ve never done one in black and white so it’s kind of it’s kind of two firsts in a row so it’s kind of fun to see.”

IGN Fan Fest revealed a lot about the new movie. We saw the intro to the HBO Max Snyder Cut of Justice League, the director explained why Joker is in the movie, and we learned that the movie ends on a cliffhanger.

Zack Snyder Explains Why Joker Is In His Justice League Movie

One of the most surprising revelations about Zack Snyder’s director’s cut of Justice League is that the film will feature the return of the Joker, as portrayed by Jared Leto–who reprises his role from the Suicide Squad movie. For those wondering how this came about, Snyder gave some context during IGN’s Fan Fest.

As revealed in a trailer for Justice League, Joker appears in Batman’s Knightmare vision of a post-apocalyptic world that was first seen in Batman v Superman: Dawn of Justice. How that fits into this movie and whether it’s actually a version of the future or merely a dream remains to be seen, though it could have something to do with the cliffhanger that will end the Snyder Cut. Regardless, that setting was too tempting for Snyder to not include Joker.

“You’d always wanted [Joker] to be in the Knightmare reality,” he explained. “And so it was a great opportunity. And when I talked to Jared and he was interested in doing it, I just felt like, ‘Okay, this feels like a thing. I can’t pass up.'”

As for Joker’s new look in the film, Snyder elaborated on the makeover. “What inspired the look was, you know, the sort of post-apocalyptic world that I’m a huge fan,” he said. What’s more, this version of Joker–and the Knightmare sequence as a whole–could have eventually fed into future movies.

“The idea was that as the movies progressed, the next movie–if there ever was one and it doesn’t seem like there ever will be–but if there was, it would exist primarily in that world with them trying to set it right,” he explained. “We played around with a lot of different things. I did a bunch of drawings and we pulled a bunch of different costumes and tried a bunch of different looks. Jared had a bunch of great ideas and we all kind of mashed that together and sort of settled on this cool version of Joker.”

It’s worth noting that while Snyder did collaborate with Leto on Joker’s appearance in Justice League, he did not consult with Suicide Squad writer and director David Ayer. Instead, Snyder said he looked to the film itself, as well as the images released to support it–including advertising. “I was inspired a lot by that imagery,” he said.

Zack Snyder’s Justice League launches March 18 on HBO Max.

Now Playing: Zack Snyder’s Justice League: 17 Things To Know About The Director’s Cut

Zack Snyder’s Justice League Ends On A Cliffhanger

Zack Snyder’s cut of Justice League arrives on HBO Max on March 18. The director revealed that the finale of the movie is open-ended. During IGN’s Fan Fest, Snyder said multiple times that his cut of the movie ends on a “massive cliffhanger.”

Snyder spoke additionally about the original Justice League, which was going to be two have more films. “No, [The Snyder Cut] doesn’t really encompass any of the additional movies, other than little, I mean it hints at a potential other worlds,” explained Snyder. “I plant the seeds, as I wanted to of what would come in the you know later films.”

Originally, the sequel to the theatrically-released Justice League would have taken the team to the Knightmare future where we briefly saw Batman. “The next movie–if there ever was one and doesn’t seem like there ever will be–but if there was, it would exist, primarily in that world with them trying to set it right,” Snyder explained.

However, when it comes to the Snyder Cut, all we know is that is ends on a cliffhanger. Where it will take us next and what happens won’t be known until the Snyder Cut of Justice League lands on HBO Max next month. IGN Fan Fest also revealed the opening title shot of the new movie, which contains a bunch of Easter eggs.