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Sony will once again lay its cards on the table with a September PlayStation Showcase, kicking off Thursday, September 9 at 1 PM PT. The event will last roughly 40 minutes according to the official PlayStation Blog announcement, featuring upcoming PS5 games from both first-party and third-party studios.
The PlayStation Showcase begins at 1 PM PT / 4 PM ET. The live stream, according to the PlayStation Blog post, will “include updates from PlayStation Studios and some of the industry’s most imaginative developers, for games releasing this holiday and beyond.” The blog also mentions “more updates from the studio teams featured in the Showcase” after the main show, but the teams featured have not been specified.
In addition to the embedded stream above, the event will be broadcast on PlayStation’s official Twitch channel and at Playstation.com/Showcase.
While no official announcements have been made concerning what will be in the presentation, Sony has confirmed that the next version of PlayStation VR will not be included, saying “the next generation of VR won’t make an appearance this time. But there will still be plenty of great PS5 games from developers large and small.”
Following a leak, Netflix has released the first trailer for its start-studded disaster movie Don’t Look Up, which follows astronomers played by Leonardo DiCaprio and Jennifer Lawrence trying to inform the President–and the world at large–that a comet is coming to destroy Earth. The problem is, no one believes them.
“Do you know how many ‘the-world-is-ending’ meetings we’ve had over the last two years?” Meryl Streep’s US President character says when presented with the life-changing information. Jonah Hill’s chief of staff character says, “drought, famine, hole in the ozone… it’s so boring.”
“Turns out warning mankind about a planet-killer the size of Mount Everest is an inconvenient fact to navigate,” reads a line from the movie’s description.
DiCaprio and Lawrence’s characters, Randall and Kate, set out on a media tour to try to get the word out about the Earth’s impending doom. In addition to talking to the President and Chief of Staff, Randall and Kate go on a morning show with characters played by Cate Blanchett and Tyler Perry. “With only six months until the comet makes impact, managing the 24-hour news cycle and gaining the attention of the social media obsessed public before it’s too late proves shockingly comical–what will it take to get the world to just look up?!” reads another line from the movie’s synopsis.
Don’t Look Up was written and directed by Adam McKay, who previously directed Anchorman and Step Brothers before getting into somewhat more serious fare with The Big Short and Vice. He says Don’t Look Up borrows a trope from Jaws where the mayor denies the existence of a killer shark, even though the evidence is all around him. In Don’t Look Up, people seemingly don’t want to believe the meteor is coming, even though experts say it is.
“So it’s two mid-level, very sincere astronomers who make the discovery of a lifetime, which is a killer asteroid headed toward Earth. They have to warn everyone and have to go on a media tour,” McKay said (via MovieWeb). “It’s them navigating our world. It’s them navigating their equivalent of Twitter. It’s them navigating the political landscape. It’s them navigating talk shows and how they’re perceived. I call it a dark comedy.”
The film is also about how people struggle to communicate these days thanks to the internet.
“We can’t even talk to each other anymore. We can’t even agree. So it’s about climate change, but at its root [Don’t Look Up is] about what has the internet, what have cellphones, what has the modern world done to the way we communicate,” McKay told Collider.
In addition to Lawrence, DiCaprio, Streep, Hill, Blanchett, and Perry, Don’t Look Up features Mark Rylance, Ron Perlman, Timothee Chalamet, Ariana Grande, Scott “Kid Cudi” Mescudi, Himesh Patel, Melanie Lynskey, Michael Chiklis, and Tomer Sisley.
Don’t Look Up will play in select theaters on December 10, 2021, before coming to Netflix on December 24.
Steve Burns, perhaps still better known simply as Steve from Blue’s Clues from your millennial childhood, has released a video to let his now-adult fans know that he never, ever forgot them since leaving the show in 2002. The emotional video is part of the Nickelodeon show’s 25th anniversary–and it is likely to provide a powerful dose of nostalgia and closure for kids who maybe didn’t even realize they never quite got over Steve’s sudden departure from that show.
“You remember how when we were younger, we used to run around and hang out with Blue and find clues and talk to Mr. Salt and freak out about the mail and do all the fun stuff?” said Burns, wearing his familiar and iconic green-striped shirt for the clip. “And then one day, I was like, ‘Oh hey, guess what? Big news, I’m leaving. Here’s my brother Joe, he’s your new best friend,’ and then I got on a bus and I left and we didn’t see each other for like a really long time? Can we just talk about that? Because I realize that was kind of abrupt.” Check out the video below to see the full heartfelt message.
While earlier this year it finally came out that a major motivator for Burns to leave the show was due to an interest in pursuing a music career (with Flaming Lips producer David Fridmann and drummer Steve Drozd), his heartfelt message here is solely focused on expressing gratitude for his viewers–and thanking them for still being his friend. The show never really dwelled much on the gravity of his exit.
Burns does in passing reference some shared pains his audience is also enduring (student-loan debt, for example), but for two solid minutes it’s like Steve had never left.
Sony has acquired UK developer Firesprite, marking the third studio acquisition from Sony this year alone.
As noted on the PlayStation Blog, Firesprite has worked closely with Sony, creating several titles together. Most notably, the developer helped to create The Playroom and The Playroom VR. Firesprite is also the developer behind The Persistence, a horror shooter originally released on the PS4 as a PSVR title before becoming a non-VR version on PS4, Xbox One, Switch, and PC two years later.
“We’ve had the pleasure of working with many talented developers and publishers across the industry and PlayStation, in particular, has been a friend and co-development partner for the best part of a decade,” Firesprite Managing Director Graeme Ankers said in the announcement post.
It’s something of a full circle moment, as Firesprite was formed by members of the disbanded Sony Liverpool after it closed in 2012. With over a 250-person team, Firesprite marks a major addition to PlayStation’s stable of developers, too. In an interview with GameIndustry, Firesprite confirmed that it would work on games outside of the genres currently covered by Sony’s other in-house studios.
This marks the third studio Sony Interactive Entertainment has purchased in 2021. In June, Sony acquired Housemarque, the Finnish developer that released the PS5-exclusive Returnal earlier this year. In July, Sony announced that it had acquired Nixxes, a Dutch studio that specializes in porting games to PC. Firesprite becomes the 14th studio in the wider PlayStation Studios stable.
Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.
Disney’s second annual Hallowstream on Disney+ will be making Muppet history this year with the addition of The Muppets Haunted Mansion, the first Muppets Halloween special ever. Gonzo has to spend one night in the iconic Gracey Manor, known to Disney fans as the Haunted Mansion.
“Inspired by all four of the iconic Disney Haunted Mansion attractions located across the globe at various Disney Parks, the Muppets Haunted Mansion includes many hidden easter eggs for Disney fans and “Muppet-ized” sets,” Disney said in a press release.
From the sound of it, we’re not going to get Haunted Mansion references from just Disneyland and Walt Disney World, but also Tokyo Disney and Disneyland Paris where it is known as the Phantom Manor.
Ed Mitchell and Steve Morrell are once again returning to the music of the Muppets as the special will features three new original songs: Rest In Peace, Life Hereafter, and Tie The Knot Tango. The last of which could be a reference to the Ghost Host himself or Contance Hatchaway, the Black Widow Bride.
The Muppets Haunted Mansion will join the Lego Star Wars for its upcoming Halloween special, which is also part of Hallowstream this year, with more announcements to come.
The Muppets Haunted Mansion will air exclusively on Disney Plus, October 8.
PlayStation has acquired yet another game studio, with Studios boss Hermen Hulst announcing on Wednesday that The Playroom developer Firesprite is now a Sony studio.
Firesprite becomes the 14th member of the PlayStation Studios group. This is the third studio that Sony has acquired this year, following the buyouts of Returnal developer Housemarque and PC port specialist Nixxes Software.
“I couldn’t be more delighted to welcome Firesprite to the PlayStation Studios family as our 14th studio! Quite a few members of Firesprite come from SIE’s Studio Liverpool and we’re thrilled to welcome them back,” Hulst said in a blog post.
SIE Studio Liverpool was previously shuttered, so it is a homecoming of sorts for the developers who moved to Firesprite and are now back at Sony.
“Firesprite is a creative and ambitious studio that is exceptional at building incredible experiences that truly showcase the potential of our hardware,” Hulst said. “The team’s technical and creative capabilities will be paramount to growing our stellar catalogue of exclusive games, and I think you’ll be excited for what’s to come.”
Terms of the acquisition were not disclosed.
“Today is an incredibly exciting day for Firesprite as we join PlayStation Studios with the backing of Hermen and the entire PlayStation Family. We are very much looking forward to the next part of our journey!” Firesprite managing director Graeme Ankers said.
“PlayStation also gave us the opportunity to create our own IP, The Persistence, and we were given the creative freedom to explore, innovate, and release a survival horror game we are immensely proud of. Now, as a first party studio, we know we have the full support of PlayStation in furthering our heritage of combining creativity and technical innovation to offer some truly unique experiences for PlayStation fans.”
“We can’t wait to show you what we have been working on……we’re just getting started!”
Firesprite has 250 employees, according to GI.biz, so the studio brings a considerable workforce to Sony. “What I really like, is that Firesprite has grown so much. It is now a substantial developer of over 250 people,” Hulst told the site. “They’ve really established an entrepreneurial spirit as an independent team. They’re very experimental in their approach to game development. I think the combination of that legacy, and that entrepreneurial spirit… that’s a great foundation for us to collaborate on the few great exclusive game projects that we’re working on together.”
The announcement of this acquisition comes just one day before Sony’s big PS5 games showcase event on September 9, though whether or not any projects from Firesprite are shown off during the event remains to be seen.
Hulst said in an interview that he doesn’t believe there is an “arms race” going on right now between Sony and Microsoft when it comes to studio acquisitions. Microsoft acquired ZeniMax in a blockbuster $7.5 billion deal that will bring Starfield to Xbox exclusively.
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Diablo 2: Resurrected won’t feature ultrawide monitor support when it launches on September 23 due to the discovery that the wider screens break AI mechanics within the original game.
Following the technical beta for Diablo 2: Resurrected, developer Vicarious Visions and Blizzard Entertainment took to updating fans on a number of in-game features that the team has revisited. As well as briefing players on changes that had been made to console lobbies and offering more insight into the removal of TCP/IP support (which it dropped back in August), Blizzard also updated fans on the subject of ultrawide monitors and why players won’t be able to utilize the full width of their 21:9 screens when the game launches.
According to Blizzard, the issue mainly stems from the game’s AI not registering players at distances available to those using 21:9 ultrawide screens. The update post expands on issues caused by ultrawide screens in the game:
“Ultrawide monitor support being modified was a subject we saw heavily discussed across our channels following the Beta. In the Technical Alpha, players with Ultrawide hardware saw their full 21:9 screens utilized during that test. However, during that test we identified limitations affecting those players and others. For example, the AI failed to sense the player and trigger attacks. Furthermore, players with 21:9 monitors were able to pull many more monsters into battle at a range limit beyond the original game’s intention. In a scenario where players (for example: playing a ranged class) were attacking monsters, players with 21:9 monitors could hit enemies with that extra screen space, but the monsters would not pull or react, but could still be defeated. Ultimately, the AI doesn’t register getting hit from that additional distance a 21:9 monitor provides. That’s not intended, especially if you’re sharing a game with a 16:9 user. To protect the integrity of everyone’s experience and promote an equal playing field for all, those with Ultrawide monitors will be able to have their game screen purview extended to 19:9 (the maximum length of the in-game limitation zones) with a vignette on the sides of the game screen.”
Blizzard acknowledged that players are likely to have paid top-dollar for their ultrawide monitors and in doing so may feel irritated by the inclusion of black bars on the screen during their playthrough. In response to this, Blizzard has said that that it will continue to “explore possible solutions that don’t change how the game is played.”
Elsewhere in the post, Blizzard said that two of its core principles for the game are “protecting the authenticity of the original Diablo II experience and making it more accessible in this modern age.” Whilst finding a way to include ultrawide monitor support would arguably lean into the latter, a future patch to address the issue currently looks far from certain.
To read more about the upcoming remaster for Diablo 2, you can check out this piece that details everything you need to know about the game.
Jared Moore is a freelance writer for IGN. You can follow him on Twitter.
As the first major original JRPG on new consoles and the latest installment of a very long-running series, Tales of Arise comes with a lot of expectations attached. Arise sets out to refresh its visual presentation and gameplay to appeal to a new audience, but it also tries its best to retain what has made the Tales series so beloved among its longtime fans: fun characters, fast-paced combat, and an epic sense of scale. While it manages to succeed admirably at most of what it tries to do, a few shortcomings keep it from being the new standard-bearer for RPGs to come.
300 years ago, the planet Dahna was invaded by the people of their neighboring star, Rena, and crumbled beneath the might of the Renans’ advanced technology and knowledge. Since their conquest, the Renans have destroyed the once-vibrant Dahnan culture and enslaved the planet’s people. One day, a nameless, amnesiac slave known only as Iron Mask finds himself caught up in a supply train hijacking by rebel forces–and discovers that the freight is a Renan woman with a strange curse. As he gets swept up in a Dahnan rebellion, Iron Mask discovers new powers, his true name–Alphen–and a connection to the Renan girl, Shionne. But this tiny slave rebellion grows into something much bigger.
The beginning of Tales of Arise is a marked departure from the chipper banter and adventuring most Tales games lead off with. With heavy topics like slavery and oppression taking center stage in the narrative, the overall tone of Arise’s story for the first several hours is quite dour, drilling into you the sheer misery and desperation of the Dahnan people. Fortunately, once your party fills out, the familiar Tales party dynamics come back in full force, with characters’ personalities bouncing off each other in numerous entertaining dialogue exchanges. The rapport among your teammates–and watching their interactions change as they go through individual character arcs–is a major draw, and you’ll find yourself eager to keep playing just to see the team react to the latest turn of events around the campfire or complain about the latest broken dungeon elevator.
It’s good that the characters are so likable because they really help carry the story through some rough patches. The abuse and liberation of oppressed peoples is very challenging and prescient subject matter to tackle, and generally, Tales of Arise handles the material well–but at times it disappoints by not diving beyond a superficial level into some of the difficult moral issues the story presents. The pacing can also feel rushed, as the plot frequently introduces characters who we don’t get to know well but are suddenly rendered very important to the current events, and then quickly exit the narrative after contributing their major story beat. While the narrative in Arise’s latter half shifts thematically, many of the same issues remain throughout.
Like most JRPGs, the narrative in Tales of Arise is very linear. That isn’t a bad thing, however, as the constant promise of new lands to explore or new dungeons to delve into is a strong impetus to keep moving. You are also presented with numerous optional side quests to tackle, should so you so choose, and a very convenient fast-travel system makes it easy to return to previous areas should you want to do additional exploration or resource gathering for crafting and cooking. (There’s also a surprisingly satisfying fishing minigame at ponds throughout Arise that, if you’re not careful, will consume far too much of your playtime.)
But as beautiful as Arise’s environments are, the big gameplay draw lies in its battles. The Tales series has always leaned heavily on the appeal of its robust, action-oriented combat, and Arise is no different in this respect. When you encounter enemies during exploration, you’ll be spirited off to a combat screen where you’ll go toe-to-toe with foes in a small arena. During combat, you can move freely and execute a variety of normal and special attacks called Artes, which you assign to controller buttons. Naturally, you can also jump and guard/dodge enemy attacks. Heavy emphasis is placed on positioning, dodging, and chaining attacks together to land massive combos, breaking down foes’ resistances to set up a team-based finisher called a Boost Strike. While you can only directly control one character at a time, you can give your three companions detailed strategies to follow, and their AI tends to function quite well.
There’s always something fresh and new being added to combat … making Tales of Arise’s battles feel consistently exciting
There are some interesting new twists to combat this time around, however. Offensive and restorative Artes no longer use the same resource pool, as healing spells (and environmental interactions) now utilize a separate, party-wide Cure Points stock. This separation allows for all characters to focus more heavily on offense during battle, as there’s no need to worry about saving a specific character’s Artes for healing in emergencies–though characters like Shionne will still need to be ready to switch between fighting and healing when needed, and the Cure Points pool always needs to be carefully monitored.
Each character is also given unique perks that differentiate themselves and establish their particular roles in battle, making each of them play wildly different from each other. Alphen can sacrifice HP after using Artes to deal extra damage; sprightly mage Rinwell can charge and hold her magical Artes to chain together combos more easily; elegant knight Kisara guards with her massive shield rather than dodging and performs enhanced Artes out of her guarding stance; and so on. Each character also has a unique, limited-use Boost Attack that serves a distinct purpose, like Law’s armor-shattering punches or Dohalim’s movement-restricting vines.
Many of these layers to combat aren’t revealed or aren’t obvious right away, instead being rolled out over the course of the game. A good chunk of each characters’ skills will need to be opened up as you play through the Skill Panel system, where you spend SP earned throughout the game to enhance your characters’ abilities in combat. There’s always something fresh and new being added to combat as a result, making Tales of Arise’s battles feel consistently exciting.
When Tales of Arise’s combat is at its best, it feels like a well-oiled machine, with Artes flying, enemies being smacked around and juggled through the air, armor being crushed, and guards being broken, all topped off by a spectacular finishing Boost Strike or Mystic Arte to crush foes into oblivion. But it’s not always that smooth and satisfying–sometimes there is just so much happening on-screen at once (with much of it out of your control) that it’s difficult to keep track of what Artes your squad is tossing at the enemy and what attacks they’re flinging back at you, particularly during boss fights or when you’re taking on a large enemy pack. It’s not uncommon to find yourself severely damaged or KO’d without fully understanding why in these cases–and while it’s fairly easy to pick yourself back up, it’s still frustrating. There were numerous times when I felt like I was playing at my best and still getting pummeled for reasons that were unclear. Unlike many other Tales games, Arise doesn’t offer any co-op play, so you can’t rely on a buddy to help keep things under control, either.
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And then there’s the DLC problem. While Tales of Arise offers some paid cosmetic DLC–extra costumes and decorations, which don’t change gameplay–it also offers “gameplay boosting” packages that grant bonuses like permanent EXP and SP boosts, massive shop discounts, reducing all crafting and cooking materials needed to 1, and so on. While this is an optional purchase, the fact that it exists at all constantly made me second-guess the game’s design decisions: are healing items expensive to teach me to take less damage, or to get me to buy a shop discount DLC package? Are boss fights so much harder than standard fights because the designers really want to test my skills, or because I didn’t get that EXP boost DLC? I often felt like money and resources like SP were kept scarce, so instead of focusing completely on having fun and exploring Tales of Arise’s various gameplay systems, I was often wondering if I was being subtly pushed to buy gameplay advantages.
Taken as a whole, Tales of Arise is a very good RPG, boasting beautiful visuals, a wonderful cast of characters, and engaging combat mechanics–but its flaws (and that odious DLC) are also difficult to ignore. If you’re looking for a lengthy, charming, and engaging JRPG to play on your shiny new console or PC gaming rig, Tales of Arise is certainly a fine choice. Just don’t go into it expecting an all-time classic.
Titane hits theaters on Oct. 1.
Are you ready for a serial killer tale that is not just gory and vicious, but also wickedly funny and slyly sweet? Ready or not, Titane has arrived like a blow to the head, violent, nauseating, and deliriously dizzying. Fitting, since a blow to the head is the start of its anti-heroine’s tale, leaving her with the titular titanium plate embedded in her skull. But a warning to the faint of heart — or stomach — this is a supremely strange ride, and your mileage may vary.
Years after the formative car crash that made her part metal, 32-year-old go-go dancer Alexia (mesmerizing newcomer Agathe Rousselle) splits her time between twerking on hot rods at car shows and casually murdering anyone who dares come too close. With the law on her tail, she goes into hiding by binding her breasts, shaving off her hair, and posing as the long-lost son of a rugged firefighter named Vincent (Vincent Lindon). However, her true identity isn’t all she has to hide. A night of torrid car sex means her body is becoming a ticking timebomb, dripping with oil and dread.
“Hot femme fatale goes into hiding” might sound like a relatively simple crime-thriller setup, but on this framework, co-writer/director Julia Ducournau builds details that are savagely surreal and unapologetically transgressive. She welds the madness of midnight movies with the stranger-than-fiction details of a disturbing true-crime case, in which a French con man preyed on a grieving family desperate for hope. (Related: Watch Bart Layton’s documentary The Imposter). Together, these elements form a radical vehicle for exploring the terrain of broken souls and found families.
Within all this weirdness and violence, Ducournau works in a deranged sense of suspense and humor. A scene where Alexia purposely breaks her own nose is not only stomach-turning, it’s unnervingly funny. It’s not that violence is played for laughs. Instead, Ducournau sets up our expectation for the violence, and then slows the pace to make us twitch in anticipation of the impact. Laughter becomes our release valve. Alexia’s coolness in these moments is so shocking that it’s grimly hilarious, so much so that the impact of her blows need not even be onscreen to illicit cries, moans, or guffaws. A sound design rich with bone-crunching, flesh tearing, and organs squishing is powerful enough.
This sensational collision of body horror and comedy makes Titane a sensational follow-up to Raw, the cannibal coming-of-age film that first won Ducournau international acclaim. That menacing yet madcap movie also centered on an introverted antiheroine who had an irrepressible urge for violence. Here, however, Ducournau refuses to start off with a character who is sweet and meek, much less remotely affable. Alexia is hell on wheels from the first scene, revving her engines without a care to whom it might harm. Over the course of the film, she barely speaks. There are no monologues spelling out excuses for her bad behavior. No confidantes will display her softer side. Remarkably, this is Rousselle’s first feature film role, yet she scorches on screen. Alexia’s motivations are left unspoken, but her feelings are clear through every fearsome grimace, every hard stare, every slinky swivel of her hips, and even a stone face finally falling to softness. Rousselle is ruthlessly riveting, whether dancing, devastating, or crumbling.
Storied French actor Lindon proves her perfect match on screen. Playing an aging firefighter determined to be a protective and devoted dad, he’s got Big Christopher Meloni Energy. His burly muscles flex with a desperation to wrestle his world into order. His face clenches in efforts of patience. This projected toughness makes moments where he dances goofily or gently hugs all the more profound. The tension shifts from if he will find out who Alexia really is to the potential emotional fallout of that discovery. While Titane is full to the brim with jaw-dropping reveals, ghoulish gore, and twisted humor, it is plumbing the complexities of two characters who feel impossibly lost and unloved, so this mind-bending ride ultimately lingers in your heart.