Tenet: 6 New Things We’ve Learned About Nolan’s New Movie

Ahead of Tenet releasing in some regions of the world, IGN was able to attend an online Q&A session with director Christopher Nolan, producer Emma Thomas, as well as the cast and score composer. It was a rare opportunity to learn more about Tenet, which has – in the traditional Nolan way – had its secrets kept firmly in the shadows during production and marketing. We’ve finally learned a few new details, though, and so we couldn’t not share them with you. Here’s everything new that we’ve learned about Tenet.

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It’s a Bond-like spy thriller with a global threat

It’s long been known that Christopher Nolan has been inspired by the James Bond films, but Tenet is the first of his films that actually is a proper spy film. And, in true Bond style, it’s a movie that takes its characters to numerous places across the world.

The international nature of Tenet – which involves countries like Ukraine, Mumbai, and Norway – isn’t just there as homage to 007; it actually informs the underlying threat of the narrative. “What we’re exploring in Tenet is a threat to the entire world,” says Nolan. “And I think by showing more of the world and the people of the world, you are constantly reminded of the scale of the threat. It’s not localised, it’s something that threatens all of us around the world.”

That’s not to say there isn’t a lighthearted side to exploring beautiful locations that may be foreign to many in the audience. The international playground element of espionage cinema is something that has enthralled Nolan since he saw The Spy Who Loved Me at the age of seven.

“What I remember and what I try to retain from that experience is the feeling of possibility,” he says. “That you could jump through the screen and go anywhere in the world and see amazing things. I’ve spent a lot of my career trying to get back to that feeling and try to give that feeling to audiences.”

The time-inverted sequences were inspired by a graphic artist

Tenet’s inverted approach to time is influenced by an unlikely source. Rather than a philosopher or scientist, Nolan was actually inspired by the works of dutch graphic artist M.C. Escher.

“I actually take a lot of visual inspirations from M.C. Escher,” says Nolan. “I tend to think in diagrammatic terms when I’m writing, and try and lay out directions of time and how they might fold in on each other. I cite Escher as a main inspiration on the script, actually.”

Escher is famous for his mathematical lithographs, and is arguably most well known for his endless staircase; an idea that is directly featured in Inception as a component used in dream architecture.

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The main characters are driven by faith and chaos

Tenet’s two leads, John David Washington and Robert Pattinson, may work together in the film, but they bring two very different energies to the mission.

“I led with faith, and the belief in humankind and the ability for human beings to evolve,” says John David Washington of his process in bringing The Protagonist to life. “He was willing to die for that belief, that central tenet. I imagine him being recruited at an early age because he had that drive and love for people then. He uses his vulnerability as a strength and as a weapon.”

Washington began with combat in order to craft his interpretation of the character. The start of “Nolan University” began with intense fight training, rather than any dialogue-based rehearsal. “I’d never worked that way before,” he says, “letting the physicality of the man dictate how I would approach it.”

In opposition to Washington’s faith-led Protagonist is Robert Pattinson’s Neil, who could perhaps be described as ‘chaotic good’ in his approach.

“Once I sort of realised that you can play Neil as someone who enjoys the chaotic situation he’s in, that seemed to be a touchstone for the rest of the character,” says Pattinson. “Neil is just one of those people who’s like ‘I love this, I love living in a nightmare’.”

He’s also much more aware of his own situation than The Protagonist. “There are so many layers to the characters, and you have to make it a part of the character’s consciousness,” says Pattinson. “He’s strangely aware of the layers of his own character.”

The villain has “struck a devil’s bargain”

Keneth Branagh plays the film’s antagonist, Andrei Sator; a Russian oligarch who Branagh describes as having struck “a devil’s bargain.” He likens Sator’s arc to that of the legend of Faust, the German character who leads a highly successful but unsatisfying life, and so trades his soul with the devil in exchange for knowledge and pleasure.

“It grants him this terrifying power, but it also curses him with this terrifying loneliness,” he explains.

Quite if that loneliness makes Sator a sympathetic character remains to be seen, especially considering how Branagh describes the eventual outcome of his master plan: “He’s a man who plays fast and loose with his own soul, and the consequences for humanity are absolutely appalling.”

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Christopher Nolan’s breathing is part of the soundtrack

Inception has its brahms. Dunkirk has the ticking clock. And Tenet has… erm… Christopher Nolan breathing. Yes, as part of creating Tenet’s soundscape for its original score, composer Ludwig Göransson made use of the director’s own breath.

“We use some human sounds from someone breathing into a microphone very heavily,” he says. “Part of [the sounds used for the antagonist] is actually Chris’s breath that I took and manipulated, turned it around, and made it into this really uncomfortable, raspy sound.”

A real plane was crashed at a real airport

You may be aware that Syncopy, Christopher Nolan’s production company, purchased a real Boeing 747 for an explosive action sequence in Tenet. What you may not be aware of is that, as if that wasn’t audacious enough, the scene itself was filmed not in an empty field or studio lot… but an actual airport.

“That sequence in particular took an awful long time to prep just from a logistical standpoint,” recalls producer Emma Thomas.

“We were doing something at an airport, which is a working airport, and that’s not traditionally what they do at that airport,” she laughs.

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For more on Christopher Nolan’s latest, check out our Tenet review and round up of the critics’ thoughts, as well as the new poster and Nolan’s discussion on how few visual effects shots there are in the film.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

The Sinking City Developer Explains the Game’s Disappearance from Some Platforms

Frogwares, the developer behind The Sinking City and the Sherlock Holmes game series, has explained why The Sinking City has been removed from sale across multiple platforms, accusing publishers Bigben Interactive and Nacon of repeatedly breaching contract, withholding at least €1 million in royalties, falsely implying ownership of the IP, and more.

In a lengthy open letter, a Frogwares spokesperson explained that, in 2017, the company signed a licensing agreement with Bigben (which subsequently merged with and became known as Nacon) in which the publisher would sell and commercialize The Sinking City, with Frogwares retaining the intellectual property. Frogwares has provided IGN with documents from the 2017 agreement that make clear that the developer retains ownership of the IP. That deal would see Frogwares earn a revenue share on sales of the game, with additional payments for a series of production milestones.

During production, Frogwares alleges that Bigben/Nacon repeatedly paid for those production milestones around 40 days later than agreed, with formal notices for payment served by the developer on several occasions. The developer also alleges that Bigben/Nacon demanded that it be given the source code for the game and, when Frogwares didn’t comply (as the terms of the agreement stated that the publisher only sell the game), stopped providing any payments for four months.

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Upon the game’s release in June 2019, Bigben/Nacon reportedly canceled all previously approved milestone payments. Speaking to IGN, Frogwares CEO Wael Amr said that Bigben/Nacon attempted to cancel out any royalties owed by alleging “various imaginary damages.”

Upon this move, Frogwares began a legal battle against Bigben/Nacon in August 2019. After the initial lawsuit began, the publisher restarted sending income reports, which Frogwares says were “incomplete and undocumented”, meaning the developer couldn’t correctly calculate revenue, or even see how many units had been sold. One report allegedly explained that an unnamed console manufacturer had itself not paid royalties in 5 months – but that same console manufacturer had paid royalties, during that period, directly to Frogwares for its other games.

Frogwares says that Bigben/Nacon owes approximately €1 million in royalties. However, Amr adds that, “The one million is only the royalties declared by BBI / Nacon. We have questions and are suing over damages for at least €4.5 million additionally.”

Amr also tells IGN that, while it fully controls the Sherlock Holmes series of games, 2016’s Sherlock Holmes: The Devil’s Daughter remains licensed by Bigben/Nacon for another 9 months. Amr tells IGN that Frogwares has, “serious doubts over reports and royalties for this title since we found numerous mistakes over the 4 years of licensing.”

Alongside the alleged non-payments, Frogwares also claims that Bigben/Nacon attempted to create a perception that the game was not owned or created by the developer through various means, including:

 

  • Removing Frogwares’ logo from the front of game boxes and store art, and listing the developer as a “Technical partner”.
  • Buying Sinking City and Sherlock Holmes domain names without notifying Frogwares.
  • Creating a Sinking City tabletop RPG without informing Frogwares.
  • Listing The Sinking City as a Nacon IP when the company went public.

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Amr tells IGN that, despite attempting to contact the publishers during this period, Bigben/Nacon hasn’t replied to any of Frogwares’ direct questions about any of these issues since July 2019.

On April 20, Frogwares moved to terminate its contract with Bigben/Nacon. The publisher reportedly attempted to block the termination by invoking French emergency laws set up to protect businesses during the COVID-19 crisis – a move that Frogwares says triggers a Force Majeure clause in the original contract and allows it to terminate for an entirely separate reason. Frogwares says a judge upheld that termination in July of this year.

That termination – and reported ongoing confusion among platform holders as to who was due the royalties on Sinking City game sales – led Frogwares to remove the game from any platform it doesn’t have an express agreement with.

Explaining the move, Amr tells IGN, “Platforms who signed an agreement with Frogwares only are selling the game with our permission. That includes Origin and Gamesplanet. The platforms which BBI / Nacon had temporary commercialization rights [PlayStation, Steam, more] are the ones where delisting has had to occur either by us or by the platforms themselves when they could not get clarity on who owns the game now.”

Many had noticed that The Sinking City had been removed (something Frogwares has acknowledged previously) but this marks the first time the developer has spoken out on why. The developer explains that it wants the game to become available on those platforms, but offers no timetable for when that could happen.

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I asked Amr how the company had been affected by Bigben/Nacon’s alleged non-payments:

“It’s impossible for such situations to not have some affect on development or morale. So much time and effort that could be spent on more productive things has gone into fighting these issues. Furthermore, we didn’t try to hide the situation from our development team so they were aware of it throughout the process.

“In all honesty this has been going on for years though. The culmination was during the summer of 2019 were we were simultaneously attacked by Focus Home Interactive who delisted 9 of our store listings, cutting off a major source of our revenue and then by Nacon who refused to report and pay millions of euros in owed royalties.

“But we fought back and Frogwares is quite meticulous in terms of finances and so we accumulated a strong cash autonomy over our 20 year existence. We’re surviving and will continue to try our best every time. So despite all this, we’re going to try to celebrate our 20th birthday with pride and determination and just hope we’ll continue to find the support of the players with our current and next titles.”

As for why it’s chosen to make this such a public feud after so long, Frogwares ends its letter by saying:

“It is a shame that in such a creative industry there is so much energy wasted because of such practices. That’s why we decided to write this open letter. We hope that this transparency will help everyone to be aware of what is really going on behind the scenes. We only have one goal: helping to banish bad practices by speaking freely about them, instead of remaining subject to the code of silence. We know that we are not the only ones in this situation. This is our way to bring a stone to the building to make the videogame industry more ethical.”

IGN has contacted Nacon for comment.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Pokemon Players Crown Their Own World Champion

The 2020 Pokemon World Championships may have been canceled due to the coronavirus pandemic, but that didn’t stop a group of dedicated trading card game fans from throwing their own version of the event. Sponsored by Atlas Collectables, the Pokemon Online Global Championship, or POG for short, saw 1235 players of all ages from around the world compete to decide who was the very best like no one ever was.

Traditionally, players must earn enough Championship Points by playing in sanctioned tournaments to qualify for an invitation to play in the official Pokemon World Championships, but the POG Championship was made open to all players.

The free-to-enter event was spearheaded by Pokemon community organizers Neil Pie and Draydon Davis, who started an Indie GoGo campaign to raise funds that would be used to give prizes to the top finishers. The initial goal of $1000 was surpassed, eventually reaching a total of $4216, unlocking stretch goals that upped the number of players who would receive prize money, added in side events, and made it so the top eight finishers received POG playmats and the winner was awarded a championship trophy.

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Players competed using the Pokemon Trading Card Game Online game client. While the Pokemon World Championships also feature competitions for the core video game (this year it would have been Pokemon Sword & Shield) and Pokken Tournament DX, the Pokemon TCG regularly draws the highest number of competitors and offers the largest first place prize — a cool $25,000 — making it the premiere contest of the event.

Despite not having the resources of The Pokemon Company, the POG Championship went full steam ahead as players competed in numerous rounds over two days, August 23 to 24, until a winner was crowned. In the end, the title of POG Champion (and a $500 prize) went to Isaiah Bradner from the United States, who played a Lightning deck focused around Pikachu & Zekrom-GX and the new Item-locking Vikavolt V. After achieving several high finishes in various regional tournaments throughout the 2019-2020 season, Bradner is now considered to be the “Unofficial 2020 Pokemon World Champion.”

“While this tournament couldn’t compare to the experience of an in-person World’s event — nothing can — it was great to have something that got me hyped and wanting to play Pokémon again,” Bradner told IGN. This was Bradner’s first season playing in the adult age group known as the Masters Division (kids play in a separate Juniors Division and young teens play in Seniors), so it means something special for his first big career win as a Master to be an event on par with the World Championship, whether it’s official or not.

The Pokemon World Championships are known for bringing together players of all kinds from all over the world, and that’s something the POG Championship managed to achieve, as well. According to POG’s Neil Pie, players from 58 different countries were represented, the youngest player was 7 and the oldest was 57, and over 6000 games of Pokemon were played throughout the weekend.

The POG tournament allowed players to use cards from the Standard Format, but whereas several sets likely would have been rotated out for this year’s Worlds given that’s what happened last year, the POG organizers chose to include all sets from 2018’s Sun & Moon: Ultra Prism to 2020’s Sword & Shield: Darkness Ablaze in order to give players a larger and more diverse card pool to work with.

Making it to the final playoff rounds of the tournament were three players from the United States and one from Mexico, Japan, Hong Kong, Brazil, and the Netherlands, respectively. Check out which decks they piloted by clicking through the slideshow gallery below, and head on over to Pokemon TCG expert OmniPoke for an in-depth analysis on how they work.

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Another fan-run Pokemon TCG tournament called the Limitless Online Series ran from April to June. The Pokemon Company is hosting its own online international tournament called the Players Cup, which is currently ongoing. And there are numerous unofficial online tournaments that are held on a daily basis by individual organizers. Though it’s tough to replicate the experience of people from around the globe gathering in a convention hall to compete in a game they love, the Pokemon community is doing what they can to recreate that magic online.

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Joshua is Senior Editor and Producer at IGN. Give him a follow on Twitter @JoshuaYehl and IGN.

New World’s Massive 50v50 PvP War Battles Are Epic

New World isn’t the first game to feature real-time combat with projectiles and PvP mechanics, nor is it the first MMO to feature massive battles with dozens of players on-screen at once. But it certainly is one of the first to do all of those things, seamlessly, in a persistent online world at this scale and visual fidelity. To fully appreciate just how impressive the 50v50 PvP War battles are in Amazon Game Studios’ upcoming flagship AAA MMO, you have to understand the technical details of what makes it all possible.

In a game like Dark Souls, which Amazon cites as major inspiration for New World’s core combat mechanics, every weapon swing, magical spell cast, or arrow fired travels through the air with actual velocity and momentum. This is what allows players to dodge out of the way if attacked at the last second rather than something hitting them no matter what if the enemy had them targeted. Most MMOs don’t have combat like this because calculating all those projectiles and simulating that many physics objects is a hefty undertaking to sync across hundreds of users at once. Luckily, the significant server resources via the AWS (Amazon Web Services) branch of the company makes it possible.

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I’ve played enormous PvP battles in games like Guild Wars 2 and Elder Scrolls Online – they’re absolutely fun and epic in their own right. But those games are a middle ground between modern real-time action-based combat and traditional target-based MMO combat. So when entering the fire-soaked battlefield of a War session in New World, it’s absolutely wild to see so many fireballs, arrows, and gunshots peppering the sky all at once.

Earlier this year I got to try New World at an onsite studio visit, pre-COVID that allowed me to dig into the PvE side of things for a few hours, followed by a quick run as a Defender in a War battle. Yesterday, that was flipped and I got to see things from the Attacker side.

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In New World, a War session lasts a maximum of 30 minutes and is essentially split into three phases: outer control points, breaching the gates, and taking the fort. From what I’ve seen, it’s a well-balanced system that strongly encourages teamwork and cooperation. Both times I’ve played it was mostly just chaos since everyone was new and still learning how to play, but I can imagine if all 100 people on the battlefield knew what they were doing and had rapport with one another it could be an impressive spectacle of combat tactics on both ends.

The first phase tasks the Attackers with capturing three control points. The first point, A, is in the middle of the open field and must be captured on its own before B and C open up. This creates an immediate and frantic slaughter at the very outset as a massive chokepoint of combat. From there B and C flank either side of the fort, requiring the Attackers to either split up or focus on one point at a time, but then that risks the Defenders mounting a foothold on the opposite end.

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After capturing all three points the second phase begins: breaching the fort. Attackers must knock down at least one of the gates on the fort to get inside, while Defenders have to keep them away and repair gates to try and survive. The final phase is simply all about taking control of the central point at the middle of the fort’s courtyard. If the Attackers can do that, it’s game over and that Company now controls the fort and its surrounding city. If the Defenders hold them off long enough and the time runs out, the Defenders win and retain control.

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There are some added layers to it all as well, such as Battle Tokens which can be used to purchase new supplies like healing items, ammo, and repair kits, as well as siege weapons to deploy along walls or on the battlefield. It adds a good sense of mid-game progression.

As great as the War mode is in and of itself, I still have some concerns about New World’s longevity and depth. There is only the one style of fort with only that exact layout as an option for sieges. I can certainly imagine that’s going to get awfully repetitive after a while.

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Even the most diehard of MMO fans can only stomach a certain amount of grinding before they get tired of the same thing over and over. I’m not convinced New World has a good solution for this problem, because every time the developers were pressed on the topic during the post-game roundtable Q&A it seemed like they either wanted to dodge end-game PvE questions or simply explain that players would be able to gather materials and fight world bosses for fun and resources. Anyone that’s spent any length of time at the end-game tier of other MMOs like World of Warcraft, Final Fantasy XIV, and Elder Scrolls Online will attest to the fact that grinding for crafting materials and bragging rights just isn’t enough.

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Based on what I’ve seen and heard, it doesn’t sound like the developers have any plans for more traditional, structured PvE content such as dungeons and raids, instead relying on emergent open world encounters and checklist-style resource gathering to support cities and forts in battles against rival Companies. The one exception is the Invasion scenario that Amazon keeps telling us about but hasn’t shown off specifically or let us try yet. An Invasion scenario works almost just like a PvP War, but instead of battling other players you’re fending off NPC enemies. Think of it kind of like a survival-based Horde mode, but if you lose, your Company loses control of the whole region.

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Granted, Amazon did delay New World into Spring 2021 and it sounds like the decision to announce that delay may have been driven heavily by the need to shore up the actual amount of content in the game, which is encouraging. Hopefully that’s enough time to flesh things out more.

At the end of the day though, if you’re more of a PvE player that likes questing and digging into a rich narrative, I’m not sure this is the game for you. I’d love to be wrong, but it certainly seems to be catering specifically toward those that enjoy large-scale PvP warfare.

For more on New World check out my Everything You Need to Know about the game and read my interview feature that focuses on how Amazon plans to make New World stand out in a crowded MMO market.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.

The 30% Fee Epic Is Fighting Apple Over Began With Nintendo

Epic Games’ battle with Apple and Google has spawned a spoof 1984 commercial, a hashtag, and even a surprising market for overpriced second-hand iPhones, all because of the 30% platform fee charged to developers hosting a game on Google Play or the App Store. A Bloomberg feature has charted the origins of that 30% fee all the way back to the Nintendo Entertainment System in the early 80s.

The NES became the first video game console to host third-party games, after Pac-Man‘s Namco Ltd. and Bomberman developer Hudson Soft Co approached Nintendo about distributing their games on its new platform.

The three companies agreed on a 10% licensing fee for appearing on Nintendo’s proprietary platform, but with Hudson Soft unable to manufacture its own cartridges, it paid Nintendo an additional 20% to manufacture the cartridges for its games as well.

While the 30% fee was created at that moment, it fluctuated over the years with the changing price of cartridge manufacturing, and later when discs became the primary method of distribution.

Though the way games are distributed has changed a lot since the 80s, the fee has stayed the same. Not only Apple and Google but also Nintendo, Sony, Valve, and Microsoft all charge the same 30% platform fee–and this isn’t the first time Epic’s CEO Tim Sweeney has taken a stand against what he sees as an outdated fee model. Sweeney’s Epic Games Store only takes a 12% cut from developers who list their games on its platform, compared to Steam’s 30%.

Bloomberg’s report suggests that the current fight between Epic and the two mobile giants could even lead to the creation of a new platform. While it’s been previously announced that the Epic Games Store would come to mobile, it’s still unknown what format this will take, or if it could dodge Apple and Google’s platform fees.

In the latest update on Epic’s legal battle, the judge has denied an appeal asking for Fortnite to be temporarily returned to the App Store, but granted another to prevent Apple from cutting off Unreal Engine developer accounts.

Now Playing: Fortnite Drama Heats Up: Epic To Lose Apple Dev Accounts | Save State

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Diablo 2 Dev Talks About The Impact Of Crunch Development On His Team

Diablo II is remembered very fondly as one of the best games of the year 2000, and 20 years on it’s still regarded as one of Blizzard’s best games. Now, reflecting back on the game, former Blizzard North president David Brevik has talked about the creation of the game–and the terrible period of crunch the team undertook to release it when they did.

Speaking at Devcom Digital, as reported by Gamesindustry.biz, Brevik opened up about the game’s development process, recalling how for the original Diablo the team crunched for “three or four months” to get it done. Following this, it took “a couple of months” for the developers to want to think about making a sequel.

For the sequel, the team wanted to implement improved online multiplayer, a version where there was “a real economy and you can trade items and it means something,” Brevik says. “That was one of the biggest motivations; seeing how people loved Diablo, but being very critical–and rightly so–about how things had been going with the online part of the game.”

The development team doubled from 20 to 40 (which is, of course, a small team by modern standards), and set about making a game that was also “at least twice as large”. However, the ambitious size of the game meant that there was a major grind at the end of production.

“It’s not a good decision,” Brevik admits. “I don’t recommend it. It cost me dearly. It cost everybody dearly. But it was what it was. We crunched.” He estimates that he worked, on average, 12 hours a day for seven days a week during the game’s crunch period, which ran from late April through to the game’s release in June 2000.

Brevik says that “everybody was working on the weekends,” and that many people slept in the office. “It was an incredible grind on myself, my relationships, my life, and my soul,” he says. The grind relaxed a bit when it became clear that the game would be delayed into 2000, but he only took three days off in this entire period.

Reflecting today, Brevik is glad that Diablo II is still “very, very popular,” although the development was extremely difficult. “For it to be so beloved is a wonderful experience. We’re very blessed to have that.”

Diablo IV is currently in the works, but Blizzard does not make a habit of setting firm release dates far in advance anymore. We expect to learn more at 2021’s Virtual BlizzCon.

Now Playing: Diablo 4’s Brutal Combat Is A Return To The Series’s Dark Side

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Court Rules Apple Doesn’t Have to ‘Immediately Reinstate’ Fortnite

Apple has taken an early victory in its legal battle with Epic Games, as the court ruled it doesn’t have to “immediately reinstate” Fortnite on its App Store.

As reported by Bloomberg, U.S. District Judge Yvonne Gonzalez Rogers made the ruling late Monday night, but it wasn’t a total loss for Epic Games as she also granted Epic’s request for “a temporary order blocking Apple from limiting the game developer’s ability to provide Unreal Engine, key graphics technology, for other apps.”

Rogers was very clear in saying that the case isn’t a “slam dunk” for either Apple or Epic Games, and that these temporary ruling will not “dictate the final outcome of the litigation.” There will be another hearing on September 28 to discuss a “longer-term solution.”

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This legal battle between Apple and Epic Games began when Epic altered the price of Fortnite V-Bucks and implemented a new direct payment system that would get around Apple and Google’s “exorbitant” app store fees.

Shortly after, Fortnite was removed from both the Apple App Store and Google Play store, and Epic followed those moves by filing a complaint against both companies.

Microsoft filed a statement in support of Epic, saying that “ensuring that Epic has access to the latest Apple technology is the right thing for gamer developers & gamers,” as the Unreal Engine is used by many developers, Microsoft included.

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This decision by the courts is an unfortunate one for Fortnite players on iOS devices, as Fortnite’s Chapter 2, Season 4 will launch on August 27 and will lock out those iPhone and iPad players who won’t be able to update the game.

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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.

Microsoft’s Mysterious Initiative Studio Hires Crystal Dynamics, Bungie Alumni

Microsoft has tapped top talent from Bungie and Crystal Dynamics to join its mysterious ‘AAAA’ studio, The Initiative.

Among the 16 new hires revealed on LinkedIn by studio head Darrell Gallagher, we can see that Shadow of the Tomb Raider and Marvel’s Avengers director Remi Lacoste has made the jump to The Initiative to work as an Experiental Director. Destiny 2 narrative lead Christine Thompson has also joined the studio in a lead writer position.

We’re yet to learn what the studio is working on, with our latest clue arriving from Xbox head Phil Spencer, who revealed The Initiative is “challenging themselves to do new things (and old things) in new ways,”, whatever that means.

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Microsoft revealed it had founded The Initiative in Santa Monica as part of its E3 2018 conference, where it announced a slew of acquisitions. The studio is being led by Darrell Gallagher, who previously worked at Rockstar Games, Crystal Dynamics and later Activision, overseeing the development of games like GTA IV, Tomb Raider and Destiny 2. At the time, Spencer touted Gallagher’s abilities, calling him a “visionary storyteller.”

According to Santa Monica job listings found on the Microsoft website later that year, the studio was calling for experience in “shipping high quality titles at AAAA standards” and a “knowledge and understanding of the process of building new IP.” The studio went on to hire God of War lead producer Brian Westergaard and Christian Cantamessa, who was the lead writer on Red Dead Redemption. The ‘AAAA’ studio then picked up Sunset Overdrive director Drew Murray.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

No Straight Roads Review – Bangers And Smash

It’s rock versus EDM in a bid to bring equality and electricity to all the people in Vinyl City and yes–it’s exactly as ridiculous as that sounds. No Straight Roads is an action game that is pure punk rock down to its soul and DNA. Much like punk, it’s kind of a mess at times, and not always in a way that works in the game’s favour. It reminds me of a talented and good-natured garage band who really believe they can make it but need a bit of support to reach the top. That’s part of the charm, though, and No Straight Roads features a lot of really good concepts and some absolutely excellent music to back them all up.

In No Straight Roads, you play as the rock duo Bunk Bed Junction. The band is made up of the hyperactive lead guitarist Mayday and chill technical drum wizard Zuke, who live in the sewers of the futuristic Vinyl City where electricity is powered by music. No Straight Roads (NSR) is the name of the governing company which controls this power, and thus also music, and it’s decided that EDM is king. May and Zuke want to bring rock music back to the city, but when they’re unjustly booted from a competition that might have seen them join NSR, they start to talk about revolution instead. The deal is sealed upon witnessing yet another blackout in the city where only NSR bigwigs have access to emergency power; all they do with it is throw sick EDM concerts. Thus Bunk Bed Junction decides to take out the top five NSR artists in music battles to rise to the top and bring electricity and musical equality back to the masses.

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This journey requires navigating the overworld which makes up Vinyl City. Here, you collect tubes of qwasa, the electricity this world runs on, and spend them to power faulty lights and other electronics in the area. Doing this earns you a small number of fans each time, which are the currency you can use to level up your skill tree and buy new abilities. You also find stickers that give your instruments of destruction passive buffs. This loop begins as an entertaining activity that encourage exploration, especially as it’s introduced before everything else, but it dwindles when you realize that qwasa is in far more supply than what you could ever hope to use–there’s not actually that much to repair, and more lucrative ways to get upgrades reveal themselves later on. The city itself ends up feeling small and compact as a result, and while I enjoyed finding the odd characters and other pieces of world building, I felt disappointed by how limited it ended up being.

At the end of each area, you challenge the next NSR artist to unlock the next district. These battles are typically split into two segments: an approach and the actual boss battle against the artist. The approach is a series of small 3D platforming levels where you take down enemies, progressing past the various levels of security until you reach the boss. Movement is quite floaty, which works well for combat and avoiding attacks but makes platforming activities like jumping precise gaps and landing on a small surface much harder. It can also be difficult to judge depth in this game, especially when playing on the graphically stripped-down Switch version. This not only affects platforming but combat as well–judging the distance to an enemy can be tricky. It’s something I got better at as I played, and I definitely found it easier on PC with the higher detail and character shadows, but there were still frustrating moments where things didn’t line up how I expected.

Battles take place in real-time, and enemies, including bosses, always attack in time with the music–but not always in the same way. There are several different classes of NSR robot, for example, who all jump and do a ripple of damage around them. Some will jump more times in a row than others, some on off beats. It will also depend on the song itself. The swell of an incoming chorus can indicate a different set of attacks from the boss; you learn to dodge on the beat or look out for certain attacks during parts of the corresponding songs. It ends up feeling really good when it works well, like you have a sort of sixth sense because you’re so in tune with the music. You also start to associate parts of the song with the motions you do to survive them and it becomes almost more like a dance than a video game battle.

Mayday and Zuke play quite differently, with May having heavier melee attacks and Zuke being all about quicker combos–which feel especially good to nail in time to the music. They also have different special moves that you can unlock and equip, which can heal you, do ranged damage, or provide some other buff. Being able to choose and edit this loadout per battle gives you a lot of control over different strategies. For example, some bosses may stay further away and require more ranged attacks, so kitting the characters out to take advantage of this gives a tactical streak to the engagements.

Playing solo, you can swap between both characters at a push of a button to use whoever is more suited, or you take advantage of couch co-op and have a friend take on the other role. I didn’t realise how different their playstyles were until my partner and I were arguing over the best method to take out a boss, realising we were trying to cater to each character’s strengths.

This became more evident when playing by myself. I expected to mostly stick to May but found myself really enjoying sapping between the pair. More importantly, I had to relearn how to play as a solo performer. Whichever character you’re not using won’t do a whole lot, which means you do far less damage playing solo. However, they regain health and energy for special moves so there’s a different strategy to it–battles can be longer but you feel much more in control of them, swapping for best use cases and survivability.

Playing solo means you also aren’t plagued as much by the camera issues that come with co-op mode. The two-player camera made me curse–while playing docked on the Switch, the combination of physical distance from the screen and lower resolution can exacerbate all the aforementioned depth issues. In overworld environments, only the primary player can control the camera, so it only really works if one player moves through the city while the other just allows themselves to let the game bring them forward between areas. It’s better during levels because the camera is fixed and will often pan out to accommodate both players. However, if the camera is at its limit it makes the action very difficult to parse, and will drag players at the edge into the field of view and often into harm’s way. A few times our controls would bug out and stop functioning all together, and while I have had it happen in single-player mode too, it seemed much more egregious when two people were involved. My partner and I still managed to play through every level together, but it wasn’t without frustration and it took easily twice as long as my solo playthrough because of it.

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That said, there are some especially unique and well-thought-out levels, boss ones especially. Each boss has their own distinct style and subgenre of EDM. One will have you dodging dozens of digital projectiles in a virtual underwater world against a digital Cutecore idol. Another has you in a surrealist artist’s weird mirror world with deep Psydub synths where she pops in and out of dimensions split between May and Zuke. I was always impressed with whatever new weird wonderful thing No Straight Roads had to throw at me but by far, the best part was always the music.

During the levels you’ll see a metre between rock and EDM in the centre of your screen. Each phase you make it through will push it to rock and then reset back to EDM for the next phase, but the reason this is so damned cool is because the music reflects this change. The EDM tracks are still absolutely banging, but the introduction of heavier rock elements of guitar and drums as the metre pushes over feels powerful. One of my favourite stages starts out as a young virtuoso’s piano recital which you crash in a very “Are we the baddies?” moment. The electronics intermixed with the just stunning piano melody was already great, but hearing the rock seep in made it even better again. You can hear that you’re winning as the songs get meatier with additional layers of sound. It makes you feel as though you really do wield the power of music and can change the atmosphere around you. It’s incredibly impactful.

No Straight Roads feels best when you can lean into the musical nature of it, but the game doesn’t always make this easy. My relationship to No Straight Roads changed depending on how well I was performing. When you’re doing terribly, it feels terrible, because things can snowball so quickly with the feeling of missing the beat, taking huge damaging hits and running into frustrating bugs. When you are doing well, it is completely engrossing. You feel one with the music–listening to it, reacting to it, and changing it. At its best, I was treating the game like a musical album–headphones on, controller in hand, and fully immersed in the music. Now that I’m actually decent it feels like a great session game I can experience in about three or four hours, or pick single tracks to play through in order to try for high scores. It’s quite a contrast to my 18-hour original save file filled with multiplayer failings and unnecessary busywork.

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And while the story is silly and dumb, it’s still got heart. The jaunt of rock rebellion has some real lessons to share, about why people love music, what drives their passions, and whether or not those reasons are good ones. This is backed up by a great cast of voice work. May’s voice is full of life and fire while Zuke’s feels perfectly patient. In fact, pretty much the whole cast feels fitting. The main antagonist Tatiana especially has a voice like rich butter I could listen to for hours with wonderful and interesting inflections. There’s also a wonderful sense of culture here that draws from the studio’s Malaysian home. The South-East Asian accents and colloquialisms are unique and lovely to hear; full sentences are spoken in Malay and subtitled in English. There’s even one music snob with an Australian accent which feels like a believable testament to my country’s proximity to the region.

My time in No Straight Roads was torn between true enjoyment and wanting to hurl my controller at the screen. Between camera issues, bugginess, and other weird little problems (especially in multiplayer mode), there’s enough to put a damper on the whole experience. However, The characters, bright futuristic world, imaginative boss battles, and excellent music act as wonderful antidotes. Once I eventually got into the groove, I found a really special and evocative musical experience in No Straight Roads. But I had to work pretty hard to get here. No Straight Roads asks a bit of its fans, but I’m glad I put the effort in and I’d gladly buy the t-shirt.

Xbox’s Newest Studio Continues Its Hiring Spree With Naughty Dog, Crystal Dynamics Alumni

Microsoft’s newest in-house studio The Initiative still has yet to announce or even tease its first game, but it’s already building up hype by building a talented and well-regarded team. Studio head Darrell Gallagher just announced a slew of new hires on LinkedIn, joining a team that already has some very big names on it.

The announcement included 16 new names working across various departments, including developers from Respawn Entertainment, Crystal Dynamics, Naughty Dog, Bungie, as well as talent making the switch from other areas of the entertainment industry.

The new hires have an impressive list of shipped games between them, and include Crystal Dynamics’ Remi Lacoste, game director on Shadow of the Tomb Raider and Marvel’s Avengers and lead on many of its earlier games, as well as Christine Thompson, a lead writer on Destiny 2 and Star Trek Online.

They join an impressive list of previously hired talent including Red Dead Redemption writer and designer Christian Cantamessa and God of War producer Brian Westergaard.

The project they’re working on is still top secret, as Initiative design director Drew Murray reiterates in his pinned tweet:

Given the backgrounds of the developers being hired, it seems pretty safe to assume that The Initiative’s first big game will be in the same vein as AAA games like The Last of Us or Red Dead Redemption, but the studio could yet surprise us.

While The Initiative has previously said it would like to remain small, it’s yet to be seen what the studio’s idea of “small” actually looks like. Eight new positions are still open for applications on the studio’s careers website.

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