The fifth episode of Rapman’s Supacell resolves the previous episode’s cliffhanger, showing us what it’s like for several superheroes to be in the same location and the same fight. Episode five focuses on Rodney Cullen (Calvin Demba) as the super forces collide.
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Rodney decides to visit his mother, with whom he has an estranged relationship. In a quick but informative scene, we learn that she’s staying with a man Rodney doesn’t approve of. He offers to help financially, but she promises she’s got a good life and is happy. Distraught, he asks to stay and even offers to pay rent, but she denies him because her partner, Rick, is not approving. The implication is that Rodney’s white mother chooses this new person and new family over him, her biracial son, motivates Rodney to reunite with Michael and the other superheroes.
You’re being watched
Throughout the series, we’ve seen an experimental facility in which a white man oversees the superheroes and Black captives behind bars. In this episode, we learn that he and his staff have been actively tracking the main characters, and that he takes a special interest upon learning four of them have been in the same location concurrently. The facility gets more cut scenes this episode, emphasizing how they are invasively tracking the superheroes.
Whenever multiple heroes are in proximity of each other, the people in the facility take notice. Because community social worker and Michael’s fiancee Dionne doesn’t have superpowers, she’s able to operate under the radar as she investigates disappearances.
We continue to see the devastating impact of Sickle Cell Disease as Michael’s mother experiences a crisis. He stays overnight at the Sickle Cell Center, then decides to tell Dionne the truth about the future and her possible murder, as he learned about it by visiting the future the first time he used his powers in the initial episode. He laments being unable to change the outcome of her death, even when given some of the information he might need to do so.. The disproportionate presence of Sickle Cell Disease in Black communities, the lack of support for patients and families struggling with this disease, and Michael’s perceived inability to change outcomes for both his mother and Dionne represents a large picture in the struggle of the Black communities represented in the show, and the greater human experience – it’s like always swimming against the current.
As we now know, the Sickle Cell gene is also related to the superpowers the characters have, exposing pain in a more chronic way, and bringing characters together to heal.
Investigating the disappearance of Jasmine, Dionne (Adelayo Adedayo) tracks down her parents. She learns that Jasmine’s father has Sickle Cell Disease, but Jasmine was able to heal his pain using her superpowers. Brought back together by Michael’s mother’s health crisis, Dionne and Michael get a chance to talk – but they’re interrupted by Rodney, who insists Michael leaves now.
This is hard to watch. Michael has been on a quest to be there for everyone, save everyone, and do the right thing, and he drops the ball. Instead of telling Rodney he needs to hold on a moment, Michael abandons Dionne, delaying off their big conversation.
Supacell and women characters
This could have been an opportunity for Michael to be truthful, but instead he falls short, and for a weak reason.. In the beginning of the series, Michael was so easy to root for. But like many of the male characters, he treats women as an afterthought if not an object, and this makes it hard to believe he’s going to act with responsibility in the future–even though he can see the future himself.
My assumption is that his failure to warn Dionne or be honest with her will lead to her death, making her a plot point and another fridged female character in superhero history, because having a motivational tragedy for Michael is more important than having him treat his fiancee with respect. I hope the show moves in a better direction, but it isn’t looking good in conjunction with Sharleen’s (Rayxia Ojo) abuse becoming her personality in addition to a plot point. Taze (Josh Tedeku), meanwhile, potentially murders a woman in broad daylight, leading him to be a less redeemable character by the minute.
Sharleen’s constant dive into danger overshadows Sabrina’s (Nadine Mills) good news. Here, however, it’s not careless writing buried in tropes, but it’s clearly meant to be an injustice that Sabrina’s career achievement is overshadowed by abuse and violence.
The male characters in the show are constantly examined, judged, and captured by systems in society. In truth, most of them don’t trust each other, which is why it takes so long for Michael and Rodney to get Andre (Eric Kofi Abrefa) to trust him and consider joining the team. And even then, Rodney only wants to help Michael because he thinks Michael can and will rewind time to help his injured friend. The overarching power structures intentionally damage the trust and the Black community. But it’s clear the women suffer most, and the men can’t break free of the cycle of both receiving and perpetuating unfairness.
Overall, this episode should have had more like pieces come together, but instead the storytelling was disjointed and it fell flat. Hopefully, the final episode packs more of a punch when it comes to connectedness, or permits Michael to use his powers to access the past in a way that changes the story and empowers all of the characters, including Dionne.
Microsoft shutdown the Xbox 360’s marketplace this week and nearly two decades after the console first launched it feels like the final nail in the coffin for a particular era of gaming we’ll probably never see again.
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The Xbox 360 came out a year earlier than the competition and $100 cheaper than the base PlayStation 3. It seemed to make all the right moves, using Halo, Gears of War, and Call of Duty to jump start online multiplayer into the soon-to-be dominant form of gaming, while investing it all back into indie curation, big exclusives, and marketing deal that made the console feel like the place everyone had to be.
In some ways it felt like the best of all worlds, and by the end of the generation you could pick up an Xbox 360 for just $100 and play dozens of the best games ever made. The culture was far from healthy, and some of the places making everything were a mess to work for. But it was also a fun time, and a weird one. Here’s what we’ll miss about it and why the Xbox 360 still feels so special to us.
Carolyn Petit: The first E3 I ever attended was in 2005, with the Xbox 360’s launch still some months out and I have to say, the games I saw on the show floor looked amazing. It’s hilarious to me now considering I haven’t even thought about this game in probably 15 years, but at that time, the game that blew me away the most was probably GRAW. Interestingly, though, despite my initial excitement about the console being rooted in its graphical power and my lust for next-gen spectacle, now, when I think back on what made the console so special to me, it’s not really about that aspect of it at all. What about you Alyssa?
Alyssa Mercante: I’ve told mine on Kotaku.com more than once, but I had borrowed my high school sweetheart’s original Xbox to play Halo 2 when he went away to college, but not long after that Halo 3 came out, which wasn’t backwards compat. So I went out during my free period in high school (we had an open campus for seniors, you could take your car and leave if you didn’t have class), and drove to a Target where I spent my summer job savings on a 360, Halo 3, and Xbox Live.
Ethan: I have zero recollection of the Xbox 360’s launch. What was I even doing at the time? 2005. Hmm. I was going into my senior year in high school, barely playing anything except for the occasional late-stage PS2 game—Shadow of the Colossus and Dragon Ball Z: Budokai, followed eventually by Okami and Final Fantasy XII. My only real memory of the beginning of that console cycle is my brother getting a PS3 and me having almost no interest in it. It wasn’t until my girlfriend’s roommate’s boyfriend in college got me hooked on Call of Duty: Modern Warfare 2 that I finally picked up a super cheap used Xbox 360 arcade edition for like $150. That four years after the console launched but still somehow only the mid-way point.
Carolyn: Yeah, I don’t remember exactly when I finally got one myself—I certainly couldn’t afford one at launch, and my memories of the time around release have a lot to do with playing Peter Jackson’s King Kong: The Official Game of the Movie (lol) at GameStop kiosks.
Moises Taveras: The first time I ever played an Xbox 360 also had to do with Call of Duty: MW2. It was all the rage with the kids in my middle school, but I was largely looking from the outside in as a) a PlayStation kid since my youth and b) someone who came from a family too poor to afford more than one console. But eventually, I made friends who had 360s and I remember us all cramming onto a couch in the smallest bedroom imaginable at our friend Howard’s house and playing local multiplayer matches till we lost our voices from shouting. I learned really quickly then that the 360 was synonymous with multiplayer and socializing with folks and it made me want one so bad. Little did I know I wouldn’t get a 360 till the very end of the console generation!
Carolyn: I think part of the Xbox 360’s dominance in that era can be attributed to the fact that it offered the best online experience for folks wanting to play Call of Duty, but it also did something incredible that totally won over people like me. I’m not saying I didn’t have an amazing time playing Gears of War co-op, I absolutely did, and huge credit to Microsoft for putting out a steady stream of banger exclusives that really made Xbox Live feel essential. But for me, when I think about the Xbox 360, what still gets me excited most is Xbox Live Arcade, and particularly amazing games like Pac-Man Championship Edition. Games like this took the arcade leaderboard competition of my childhood and absolutely exploded it. Suddenly I was staying up nights pouring everything I had into beating my friends’ high scores on online leaderboards for all the world to see. Man, it was incredible.
Moises: Supergiant Games’ Bastion absolutely blew my mind as far as what I thought games could be. It being a console exclusive to the 360 through XBLA broke my heart and kept me from the portfolio of what’d become my favorite studio, and then Xbox just kept pumping out indie titles like it. Honestly, my working definition of an indie game was largely informed by this era of XBLA games.
Xbox Dashboard Evolution 2001-2019 (Xbox Original, Xbox 360, One)
Kenneth Shepard: The Xbox 360 was the first console launch I was really tuned into the industry for. I was full-blown sicko mode for that thing as a kid, and was counting down the days. I was a huge Rare fan at the time and Kameo and Perfect Dark Zero were a huge deal to me. But broadly, I think I fell off video games for a bit because the system just didn’t speak to my tendencies. As Moises said, the 360 became the multiplayer system and I preferred gaming in solitude, and eventually pivoted to the PS3 in the final years of that generation. But I played the Mass Effect trilogy on the 360, so I ended up keeping an old 360 in my home longer than any other system. I had to replace the household 360 more times than probably any other system my family owned.
We got a launch window system that died by the time Halo 3 came out, so we had to replace it swiftly. Then I got my own 360 for Christmas 2009, just before the launch of Mass Effect 2. That sucker lasted over a decade. It gathered dust for large swaths of the time, but since I didn’t own an Xbox One, it was the only way for me to go back to my old Mass Effect trilogy saves until the Legendary Edition came out in 2021. So while I had mostly abandoned the system by the end of the generation, the 360 is still a defining system in my life because it gave me one of the most important video game experiences of my life. I’ll always be grateful for it, even if I think the Microsoft was a trailblazer for some of the industry’s worst modern tendencies with it.
Ethan: That was the other thing that I think tipped me in the direction of the Xbox 360 besides the price and walled multiplayer gardens. As someone coming from the PS1 and PS2, it just had more of the RPGs I was craving earlier or in better condition. I came to the original Mass Effect late but it blew my mind. I got to catch up on Star Wars: The Old Republic. It was synonymous with retro and couch-coop indie games for me like Castle Crashers and Super Meat Boy. It really did just nail a lot of the same things that the PS4 did a generation later and which ultimately helped Sony to reverse the tide.
Moises: it’s so weird to think about now given Xbox’s current situation and catalog, but the 360 was where all the games were!
Carolyn: Another thing that was a big factor for me, I have to admit, is that I was totally cheevo-pilled. The Xbox 360 brought about the advent of achievements and I got extremely excited about pulling off absurd things like beating Call of Duty campaigns on Veteran to get all the achievements. I no longer put much stock in achievements or trophies, but to this day I greatly prefer the at-a-glance number that reflects your achievements compared to all the trophies of PlayStation’s system. And on top of that, the whole interface on Xbox just felt so much more inviting to me than that on Sony. I think avatars were really smart of them to introduce in that era. I loved signing on and seeing little cartoon versions of all my good friends online, playing games of their own. In comparison to that, the whole interface of the PS3 just felt cold and impersonal to me, and that console would end up gathering dust in my entertainment center.
Ethan: The Xbox 360 home screen definitely felt a lot more inviting and hit that sweet spot of clutter to chill. The controller was also very solid. Have any of you gone back and tried to hold a PS3 DualShock? It feels like you’re being pranked. I take it none of you ever had an issue with red-ringing or other hardware failures?
Photo: Mark Davis (Getty Images)
Moises: Nope! Correct me if I’m wrong but those issues got ironed out with later iterations of the console, so by the time one of my best friends let me indefinitely borrow his 360, it was smooth sailing for me.
Carolyn: I did have to send mine back for repairs once, and for a while there at least, it felt like everyone I knew who owned one was hitting the red ring. There was a period there, at least in my circle of friends, where there was real disbelief and anger that Microsoft had sold us all a product that was so prone to failure. I think it speaks to just how fond people were overall of the console—its library, its interface, its online features—that today, when you bring it up, you’re far more likely to get fond recollections than bitter complaints. It was so good that even the considerable irritations so many of us experienced with it are now just a footnote in our memories.
Ethan: My console ended up red-ringing in like, 2012? But then I read that you can just put it in the oven and bake it at a low temperature to loosen up the glue. Has worked like a charm ever since.
Carolyn: Wow, I never knew that!
Ethan: I think one of the reasons people look back so fondly on the Xbox 360 is that, in retrospect, it felt like the last time you could contain the entirety of what was going on, coming out, and being talked about in your head at any given time. It was still very intimate and physical, with midnight launches and stacks of controllers in the split-screen coop session. There was spectacle with E3 but also the feeling you alone were discovering these incredible hidden treasures on Xbox Live Arcade, which was like a return to finding the internet for the first time again.
Carolyn: I agree. And they just had so many games that became sensations for a time, from Braid to Geometry Wars. The curation was exceptional, and it was an era in which it still felt like the whole culture, or much of it at least, could still come together for a few weeks around some exciting new downloadable game.
Moises: Yeah. By comparison, when the PS4 really started to pivot to those smaller more intimate games early in its lifetime, it wasn’t that those games were lesser, but it did feel like they were being more haphazardly thrown on the platform to fill gaps between big exclusives. Meanwhile XBLA had these clearly thought out rollouts and events that made a big deal of Arcade titles. Also everything was less shitty. Xbox Live Gold was the original multiplayer subscription, and the only one for quite some time, but it at least seemed to provide value with great deals and a platform that produced rock solid multiplayer hits. It also wasn’t as expensive as anything is nowadays.
Carolyn: Before we wrap things up here, I think we can’t talk about what an amazing console the 360 was without saying a little more about its games. Are there any games y’all want to shout out as particular favorites that really helped make that library great or were emblematic of what the console was doing? When I think about the 360, I think about how the grittiness of Gears of War coexisted harmoniously alongside the whimsy of Viva Pinata, and I’ll never forget the dozens of hours my friends and I spent driving around doing challenges together in Burnout Paradise. It really did feel, more than a lot of other consoles, like it offered something for everyone, and like the people behind it thought deeply about how to bring people together to share in the experiences it offered.
And even though some of its games were also on PlayStation, at least everyone in my friend group, won over by the cheevos and online features of Xbox, always bought multiplatform games there, which perpetuated the console’s dominance in that generation. It’s a little wild to think how this generation it feels somewhat the opposite for me, like most people I know play most multiplatform games on PlayStation. Wild how the tables have turned. But yeah, any other 360 shoutouts?
Moises: I cannot separate the 360 from the stunning role it did in promoting so many smaller studios to the mainstream. I already invoked Bastion from Supergiant Games, but I can’t not shoutout Limbo and Playdead, which has now delivered two absolutely singular game experiences in a row. Oh and Shadow Complex does still own.
Ethan: Limbo was incredible. While the indie darling backlash was fair and warranted, it was really an incredible run of curation there for several years. The Dishwasher games were great, and really spoke to that sense of Newgrounds 2.0 animating the grungy vibe of XBLA. It’s also wild how much Microsoft tried to court Japanese RPG fans with Blue Dragon and Lost Odyssey. For me personally, Dungeon Defenders is still an all-time great. One of the last times I was able to rope friends into playing something for hours with me on a couch.
I was trying to think of my top five favorite 360 games, exclusive or no, and couldn’t stop listing stuff. The end of that console generation was so strong, on both 360 and PS3, maybe there’s hope that the Series X/S and PS5 pick up in their final years. But with massive budgets, long development times, and so much risk-averse consolidation, I’m not hopeful.
Carolyn: Whether it picks up to some degree or not, I think it’s safe to say that there will never be an era quite like that exemplified by the 360 again. The console was just perfectly poised to take advantage of a given moment in gaming culture and technology, employing exciting new ideas like achievements to build a sense of both community and friendly competition around games in ways that its library and online service leveraged brilliantly. Also, Sneak King was great.
Ethan: Any parting thoughts since you vanished, Alyssa?
Alyssa: LMAO. The time my 360 red ringed right before I went up for senior year of college. The day before. And I went out and bought another because not having one wasn’t an option. That or the time my mother heard me cursing out misogynists in Italian?
Ethan: Was it on the $3 phone bank operator Xbox 360 headset?
Image: Kotaku / Ubisoft / Sony / Rocksteady / Nosyrevy (Getty Images), Digital Sun, Vicky Leta / Blizzard, Nintendo, Ryu Ga Gotoku Studios / Sega, Cyan Worlds Inc
This week, Ubisoft released a statement addressing what might generously be called a “controversy” about the upcoming Assassin’s Creed game, Shadows. Let’s be real, though. It’s just the latest salvo from a reactionary hate movement. You can read our thoughts on that, the terrific texture of Yakuza 0, the missteps of Nintendo World Championships: NES Edition, the amazing sound design of the Riven remake, and more, in the pages ahead.
As you wander the wasteland of Appalachia, you may notice what looks like an oddly dressed ghoul stumbling down the cracked pavement toward you. It’s actually a Scorched, which isn’t anything special, but lately you might’ve seen them dressed in holiday attire. The bright red and white frock of a Scorched Wanderer stands out in the bleak post-apocalypse, and if you manage to beat your fellow survivors to the punch, you can actually farm Holiday Scorched in Fallout 76 for fantastic rewards. Why would you want to? Well, read on. – Brandon Morgan Read More
Video game actors are going on strike for the first time since 2017 after months of negotiations with Activision, Epic Games, and other big publishers and studios over higher pay, better safety measures, and protections from new generative AI technologies. They’ll be hitting the picket line a year after Hollywood actors and writers wrapped up their own historic strikes in an escalation that could have big consequences for the development and marketing of some of the industry’s biggest games.
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Members of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) voted last fall to authorize a strike citing an unwillingness of big game companies to budge on guaranteeing performers rights over how their work is used in training AI or creating AI-generated copies. Roughly 2,600 voice actors and motion capture artists, including talents like Troy Baker from The Last of Us, Jennifer Hale from Mass Effect, and Matt Mercer from The Legend of Zelda: Tears of the Kingdom, have been working without an Interactive Media Agreement since November 2022. The strike starts on July 26 at 12:01 a.m.
“The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games,” chief negotiator Duncan Crabtree-Ireland said in a statement. “That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year – that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
“We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations, spokesperson Audrey Cooling for the companies involved in the Interactive Media Agreement said in an emailed statement. “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions. Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”
While games set to come out this fall like Dragon Age: The Veilguard, who’s recently revealed voice cast includes several guild members, likely already have their voice and motion-capture work completed, the strike means SAG-AFTRA members would be unavailable for projects that are years out, and wouldn’t be around to record for any potential last-minute re-writes for things that are closer to coming out. Games relied much less on actor performances in the past, but most popular franchises are now fully voice-acted, with the biggest-budget productions using motion capture to transfer actors’ real-life performances, frame by frame, into the game.
The last time video game actors went on strike in 2016, it was primarily over pay rates and lasted a entire year. It’s unclear if the strike this time around will be over any sooner. Unlike with the issue of higher pay, people involved in the current negotiations say that the lack of AI protections poses an existential threat to actors and their creative output. Just this week, Wired reported that companies like Activision Blizzard and Riot Games were moving ahead with using generative AI tools to help create concept art and even potentially assets that would make it into finished games like Call of Duty: Modern Warfare 3.
“Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable A.I. protections, but rather flagrant exploitation,” said negotiating committee chair Sarah Elmaleh said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer. We look forward to collaborating with teams on our Interim and Independent contracts, which provide A.I. transparency, consent and compensation to all performers, and to continuing to negotiate in good faith with this bargaining group when they are ready to join us in the world we all deserve.”
SAG-AFTRA video game voice actors are set to hold a panel featuring Ashly Burch (Horizon Forbidden West), Noshir Dala (Red Dead Redemption II), and others at San Diego Comicon later this week on July 26.
Update 7/25/2024 3:42 p.m. ET: Added a statement from the game companies.
Fortnite’s Chapter 5 Season 3 Battle Pass has various quests you can finish each week for some sweet XP to unlock new cosmetics with. Week 9’s batch of quests introduces five new challenges for players to complete, each worth 15,000 XP. Those who complete all five quests will be rewarded with 75,000 XP, which can be used to further your progress with this season’s battle pass.
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Fortnite’s Chapter 5, Season 3, Week 9 Quests
Give ‘em a big wasteland BOOM! – Eliminate opponents with the Combat Shotgun (5)
Finders keepers! – Outlast players while holding a Medallion (30)
It’s all about staying INSIDE the Storm Circle. Survive Storm Circles (15)
Let’s show ‘em nothing scares us. NOTHING! – Emote at Brawler’s Battleground and Nitrodrome
Mod it up! – Damage opponents using a weapon with an underbarrel mod (1,000)
Give ‘em a big wasteland BOOM!
Screenshot: Epic Games / Kotaku
To complete this quest, you’ll need to grab a Combat Shotgun and eliminate five different opponents. You need to kill players to complete this quest, so we recommend landing at the Nitrodrome, Brutal Beachhead, or the Redline Rig and finding a Combat Shotgun there. Once you’re there, take out five players, and you’ll complete the quest.
Finders keepers!
Screenshot: Epic Games / Kotaku
To complete this quest, you’ll need to outlast a total of 30 players while holding a medallion. This can be a bit tricky. You’ll either need to kill a player or the boss holding them and once you pick it up, your general location is exposed to the entire lobby. We recommend you land at Nitrodrome, Brutal Beachhead, or the Redline Rig and kill the boss immediately. After you do that, use their medallion to unlock their car, and drive around with it until 30 other players die, while you’re holding the medallion. As long as 30 other players die while you’re holding one, it’ll count towards completion.
It’s all about staying INSIDE the Storm Circle
To finish this quest, you’ll need to survive 15 storm circles. This can be done by naturally playing. Of course, you won’t be able to do this in one game, so you’ll need to play a few rounds before completing this one.
Let’s show ‘em nothing scares us. NOTHING!
Screenshot: Epic Games / Kotaku
This is another fairly straightforward quest. To complete this, you’ll need to do it at Brawler’s Battleground and the Nitrodrome. You can complete this all in one go if you’re fast enough, but you can complete this quest across multiple games..
Mod it up!
Screenshot: Epic Games / Kotaku
This quest will require you to inflict a total of 1,000 damage with an underbarrel mod attached to a weapon. Weapons can be modded at bunkers, Which can be spotted all over the map and will open up as the game progresses. We recommend using the Vertical Foregrip because it improves ADS recoil and spread. But you can also complete this quest by picking up a weapon with an underbarrel mod too, So you don’t need to be the one to equip it.
There you go, you’re all done with Week 9’s quest! Enjoy all the XP, and be sure to spend those stars!
Paramount+ announced today that it has canceled Xbox’s Halo TV show after its second season. The team behind the show is reportedly looking to shop the sci-fi adaption around to other places in an effort to continue the series.
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On July 18, Paramount confirmed with The Hollywood Reporter that the Halo TV show will not receive a third season on its streaming platform. In March, the show—based on the popular Xbox video game franchise—ended its second season with fans hopeful that there was more to come following an uptick in quality. But that isn’t going to happen, or at least not at Paramount+.
“We are extremely proud of this ambitious series,” said Paramount+ in a statement confirming the news. “And would like to thank our partners at Xbox, 343 Industries, and Amblin Television, along with showrunner and executive producer David Wiener, his fellow executive producers, the entire cast led by Pablo Schreiber as Master Chief, and the amazing crew for all their outstanding work. We wish everyone the best going forward.”
The Hollywood Reporter says that its sources have confirmed that Xbox, 343 Industries, and Amblin are all interested in continuing the live-action series somewhere else. It’s reported that Paramount is supportive of this plan.
Xbox / Paramount
“We deeply appreciate the millions of fans who propelled the Halo series to be a global success, and we remain committed to broadening the Halo universe in different ways in the future,” said 343 Industries in a statement. “We are grateful to Amblin and Paramount for their partnership in bringing our expansive sci-fi universe to viewers around the world.”
New data shows that Resident Evil 7, which was recently ported to iOS devices, was purchased and downloaded by less than 2,000 players, yet another example of big games failing to succeed on Apple’s powerful portable devices.
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Capcom’s fantastic survival horror sequel Resident Evil 7—originally released in 2017—launched on iOS earlier this month for $20. It’s the latest big console game to arrive on iOS devices as part of Apple’s ongoing push to get more AAA titles running natively on iPhones and iPads. Last year, Resident Evil Village and the Resident Evil 4 remake arrived on iOS. While they were playable and impressive, they were pretty awful ways to play such great games due to poor performance and crappy touch controls. And it seems players agree that these aren’t great versions of these games, as data shows that these ports are likely flopping hard on iOS.
As reported on July 16 by MobileGamer.biz, data seems to indicate that RE7′s iOS port, which launched on July 2, has only made Capcom around $28,000 via 2,000 people paying for the full game after downloading the free demo.
Other AAA iPhone ports have also failed to find much success on the App Store. As previously reported by the outlet in June, data indicates that after a month only 3,000 people had purchased Assassin’s Creed Mirage, even though its free trial version had been downloaded over 120,000 times.
2023’s Resident Evil 4 remake did a bit better after six months on the market. It was downloaded 357,000 times with data indicating that around 7,000 people paid the $30 to unlock the full game. Resident Evil Village, on the other hand, did horribly on iOS. In about the same amount of time, only around 5,700 people paid $15 to play Village on their iPhone or iPad.
Why AAA games are flopping on iPhone
So what’s happening here? Well, I think the higher price points for these AAA ports are scaring away a lot of mobile players who are used to free games. But I think the bigger issue is that these aren’t the kind of games people want to play on their phones in 2024. I love Assassin’s Creed Mirage. It’s a wonderful return to the stealth-focused gameplay and smaller worlds of older AC games, while still feeling modern and fun to play. Good shit! But I have zero desire to play that game on a tiny iPhone with a cumbersome controller attached or via terrible touchscreen buttons.
Capcom / TapGameplay
These AAA games were designed to be played for hours and hours, often in a comfy chair or couch, with a controller or keyboard and a big screen. And that’s just not the experience you get with a phone. The best mobile games are pick-up-and-play. Things you can open up, have a bit of fun with, and then drop a few seconds later because your bus arrived or your game finished installing on Xbox.
iPhones will for sure get more powerful and be able to run even more AAA games at high framerates and resolutions in the future. That’s a fact. But I’m not sold on any of these games finding success on the App Store because they just aren’t what most people want to play on their mobile devices.
So now the question is, with Capcom and other publishers not making money on these ports, how long before Apple stops (probably, this hasn’t been confirmed) funding them and all these AAA games stop arriving on iOS? How long before Apple tosses in the towel on gaming once more? We shall see…
Of all the deaths in the Game of Thrones pantheon—the beheadings, stabbings, poisonings, drownings, suffocations, flayings, suicides, burnings, beatings, explosions, and zombie attacks—very little beats the intensely traumatic, harrowing childbirth of Aemma Arryn, wife of King Viserys, in the series premiere of HoD. It is the most realistic of any Game of Thrones death, an unforgettable depiction of the brutalities of childbirth. Aemma’s labor becomes complicated, and it quickly becomes evident that both her life and that of the unborn child are in grave danger. King Viserys, desperate for a male heir to secure the Targaryen succession, faces an excruciating decision when he is informed that the only way to potentially save the baby is through a risky and primitive cesarean section, which would almost certainly result in Aemma’s death. Torn between his love for his wife and his duty as king, Viserys decides to proceed with the procedure. Needless to say, you won’t soon shake the grim sights and sounds of it all.
Depicted with graphic detail and emotional intensity, Aemma is forcibly held down as the maester makes the incision without anesthesia. She dies in agony, begging for her life, grimly aware of the fate that’s been chosen for her. That the baby doesn’t survive is almost beside the point (though it sets in motion the internecine war within House Targaryen). Both GoT and HoD are, if nothing else, odes to the horrors humans inflict on one another. But very little compares to the brutalities inherent in simply living.
We’re about halfway through the summer and I’ve given up on avoiding sweat You’re probably about halfway to giving up on Elden Ring’s Shaddw of the Erdtree DLC, but we can help with that. We’ve also got a tip for a free game for you to snag, and some FF14 advice. Read on for more of this week’s best tips.
Elden Ring: Shadow of the Erdtreelaunched some weeks ago, meaning players have hopefully managed to surmount its immensely difficult fights (the last one in particular) and roll credits on the expansion. However, a contingent of players have found themselves underwhelmed by the conclusion, and the expansion’s narrative content as a whole, since Shadow of the Erdtree is Elden Ring’s only DLC and bears the weight of sending off one of the biggest games of our time.
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Some have expressed frustration with the ramifications, or lack thereof, of Shadow of the Erdtree. Many expected characters from the base game to return in some way, react to the events of the expansion, or simply play a bigger role in it, especially ones who have close ties to Miquella, the DLC’s central character. The lack of consequence, and the absence of new dialogue that’d further the player’s understanding of the story, have been a sore point for folks who are starved for morsels of Elden Ring’s massive, sometimes inscrutable narrative.
There’s a contingent of folks who are especially disappointed in the final cutscene of the DLC, feeling that it does very little to pay off the experience that preceded it. That sentiment is likely bred from the fact that Shadow of the Erdtree ends in a massive fight. I’m talking, like, a huge pain in the ass that is even rigged against the player thanks to insane hitboxes, seemingly unavoidable attacks, and the kinds of long combos that Elden Ring has become infamous for doubling down on. Once you have beaten that absolute unit of a final boss, there’s a cutscene that can be triggered, and many fans of the game are none too pleased with its brevity and lack of oomph, for lack of a better word.
Spoilers for Shadow of the Erdtree’s ending follow.
For many, this ending to Elden Ring’s saga seems like a whimper rather than a triumphant bang. The scene is straightforward enough (or as clean-cut as FromSoftware’s esoterica can be) and that appears to be the source of the tension. Miquella, the quintessential character of the entire expansion, appears for the first time and effectively doubles down on his goal, or at least restates it. There is no pomp to the affair. Miquella is kneeling throughout the scene, which takes place in a void save for the nearby throne of the Elden Lord, and it is over before you know it. It betrays no significant new insight.
I won’t lie: this does kind of suck ass. I actually get the contingent who were maybe expecting more from the end of this DLC. Elden Ring is an epic, and if this is the end of it, yeah, it’s not exactly what I would’ve expected. But while some are fixated on the short nature of the ending, others are pissed because of how little it appears to add to the story, or at the least their understanding of it all.
Elden Ring, like most of FromSoftware’s oeuvre, is fascinating to digest and think about. I love people who sniff out bits of lore and propose theories about the motivations of characters and the larger schemings of the world. I too have fallen asleep to many Vaatividya videos piercing together scraps of item descriptions into a cogent and deeply tragic narrative. However, these practices have also borne a kind of fan that demands “truth” from these games. People who expect answers for their sleuthing and investment. In my humble opinion, those folks are playing these games—and engaging with art—in a reductive manner, and only getting in the way of their own enjoyment.
The absolute truth of these games is supposed to elide you, you dingbats. Whatever absolute meaning you are trying to wring from them flies in the face of the entire point of FromSoft’s preferred method of storytelling. If Miyazaki wanted players to know everything about the game, he and his team could’ve simply written it out for you in a game rich with endless dialogue, exposition, and scenes pontificating on every minute detail. The fact that these games have never fit that mold should have clued you all into an obvious fact: there is no truth waiting for you at the center of Elden Ring or its expansion.
Disgruntled players who can’t believe that Shadow of the Erdtree would end in such an abrupt and curt manner are outright hoping that there’s a secret ending to be uncovered. Though Elden Ring didn’t have a secret one, it did feature multiple endings depending on what quests you completed and what force/faction you ultimately aligned with. Shadow of the Erdtree lacks a similar framework, and Miyazaki has outright stated that the DLC wouldn’t impact the endings already baked into the game, but that hasn’t stopped a select few from praying that those claims were little more than a red herring.
I find how little I understand Elden Ring to be a fucking joy, y’all. When I do come back to it, I love trying to click the puzzle pieces together. Some of them fit, and others don’t. Some of them may never click and that’s okay. I can master the game’s mechanics and dog-walk half of these bosses in my sleep, but there’s something about the fact that I may never really understand all of its mysteries, including Miquella’s motivations for abandoning the Lands Between and seeking godhood, or whatever people are bent out of shape about. I’ll never really stop exploring the larger-than-life cast of Elden Ring and that keeps the thrill of it alive. I don’t need to know everything about Elden Ring to know that I love it and love being engaged by it. Believe it or not, that’s enough.
When season one of office thriller show Severanceaired in early 2022 it became an instant hit. The Apple TV+ show starring Adam Scott was a biting critique of the modern workplace and an engaging sci-fi mystery wrapped into one. Fans have been waiting for news of a second season of the program for over two years! Now we can finally celebrate with the appearance of a release date announcement trailer.
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Season 2 of Severance will premiere on January 17, 2025. That’s next year! Having already waited well over two years, another five months feels too much. But at least we now have something tangible to look forward to.
Apple TV+
For those unfamiliar with the show, it follows a group of workers that are part of a “severance program,” that separates a person’s work memories from their life outside of the office, the two resulting personalities dubbed innies and outies.
The show heavily depicts the life of the innies to be one filled with constant workplace abuse, and centers around both the innies and outies fighting to gain a better life. Season 1 wrapped up with a lot of cliffhangers about the future of the severance program and the workers who are a part of it, but the season 2 teaser puts them right back in the office. With all the memory shenanigans, it’s possible season 2 could pick up with characters having no memory of the final moments of the first season.
Hopefully musician SZA is happy to know when she can watch the second season, even if it isn’t “right the fuck now” as she had begged for in a social media post this May. The delay in season 2 can partially be attributed to a pause in production from May 2023 to January 2024 due to the SAG-AFTRA strike. But as I’m sure viewers of the show can imagine, it’s good to let workers fight for better rights even if it disrupts your life a little.
Above all else,Zenless Zone Zero is beautiful to look at. HoYoverse’s latest action RPG gacha title, following 2020’s Genshin Impactand last year’s Honkai: Star Rail, has a lot much going for it, with a beautifully detailed world, characters, and animations. Underneath that style there is even some substance, but the game may not be able to best HoYoverse’s other successful titles in the long run.
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Smart features that lessen the gacha grind make ZZZ perhaps the most player-friendly title in HoYoverse’s growing library, but it lacks a good hook that will keep the player coming back for more. In the dozen or so hours I’ve spent with ZZZ it takes shape as a promising melting pot of useful features and gorgeous design that I’m worried won’t garner the same avid fan base as its siblings.
Damn, Zenless Zone Zero has style!
In Zenless Zone Zero you take on the role of a Proxy, a person who guides agents (the characters you control in combat) through dangerous pocket dimensions called Hollows. These Hollows have valuable resources, so the residents of New Eridu (where the game is set), are always in want of a good Proxy to guide them in hopes of turning a profit. At the start of ZZZ,you help a trio of agents escape the Hollows and fall into a rabbit hole of intrigue and mystery that only gets deeper the more you play.
Image: HoYoverse
Immediately upon starting, New Eridu and its inhabitants stand out visually, thanks to the game’s incredible urban punk aesthetic that blends the futuristic and nostalgic. The protagonist duo Belle and Wise (per HoYoverse’ tradition since Genshin Impact, you get to pick to play as a female or male main character) are another great example of ZZZ’s wonderful design. Belle has a simple gray and orange color palette only contrasted by the dark blue of her stylish short hair. She’s wearing a fashionable ensemble with geometric patterning that alternates between her main colors while also sporting a walkman-like device on her hip. It’s a fit that would be right at home in the most fashionable neighborhoods of New York City.
That high-quality design extends to the rest of the game’s cast, each of whom is stylish and could very well be your new favorite character, which is the ideal for a game that asks you to pay real-world money to get the characters you want. I especially love the variety ZZZ offers, which includes non-human characters, like a bear named Ben Bigger, a first for aHoYoverse game. Similarly, New Eridu is a shining city filled with a love of the real world’s past. The central neighborhood you explore while not actively on missions (we’ll get to those) is littered with stores dedicated to physical media (what a concept). Belle and Wise run a video rental store that you get to manage while they aren’t doing their less-than-legal activities guiding people through the Hollows.
ZZZ’s core gameplay loop is centered around the Hollows. You can accept missions that send your party of three into the dangerous dungeons to fight and gain loot. Some missions progress the story, some are side activities, and some are combat-focused challenges to test your skill. In contrast to the open-world of Genshin Impact or the more expansive space traveling escapades of Honkai: Star Rail the world of ZZZ feels small. That extends to missions, which you begin not by traveling a long distance to a location, but by launching into them from a simple menu. It reminds me most of HoYoverse’s Honkai Impact 3rd, but that’s not where the similarities end. ZZZ’s entire combat system feels most like HI3.
Image: HoYoverse
Even when it works, I kind of wish I was playing something else
In ZZZ, you control one member of your party at a time in real time combat against hordes of enemies. Each character has a basic, special, and ultimate attack, with the latter two charging up as you perform basic attacks. This alone is fairly simple and probably will feel familiar to anyone who has played HI3 or Genshin Impact. However, ZZZ’s special sauce is it sassist attacks. Before an enemy attacks, a short sparkle signals to switch characters. If timed perfectly, you dodge the incoming attack and can in turn do some big damage. With this system, combat encounters take on a certain flow that can feel exceptionally good when you string together assist attack after assist attack, unleashing ultimates and decimating the enemy in no time.
HoYoverse constantly iterates from one title to the next, and ZZZ’s combat is clearly the result of some great iteration on Genshin Impact, which to this day has a pretty boring combat loop. Combat shines even brighter thanks to some of the best animations I’ve seen HoYoverse put to screen. When compared to Genshin Impact, it’s a wonderful improvement, however it can’t reach the same heights as this year’s HoYoverse competitor, Wuthering Waves. WuWa still feels much more engaged than ZZZ, as even in the latters’ most challenging fights the combat loop can lean towards button-mashing without the need for much thought.
Naturally, ZZZ’s combat loop is in service of gaining in-game resources by which you can unlock and upgrade new characters and weapons. Thankfully, that gacha grind isn’t nearly as bad as something like Genshin Impact or Honkai: Star Rail. Everything feels more easily accessible to the player through the limited collection of activities. You can probably get your favorite character with a lot less work than it would take in other HoYoverse games due to ZZZ’s approach, which shows the developer is clearly attempting to make quality of life improvements to its games (and something I desperately hopes makes its way back to Genshin Impact and HSR). Combined with the smaller world and simple mission design, ZZZ is HoYoverse’s most approachable and player-friendly title. Yet it still hasn’t gotten its hooks into me.
HoYoverse
Ironically I think the reason for that is because ZZZ sands maybe one too many edges off the HoYoverse formula. While combat is the most impressive it’s ever been in a HoYoverse title, it feels too easy, which makes moment-to-moment gameplay unengaging. The characters and world are gorgeously designed, but the story itself isn’t very enticing as of yet. The stories of Genshin Impact and Honkai: Star Rail are what keep me coming back, but even with ZZZ’s a lower barrier to entry I find its narrative to be easy to bounce off of. To be fair, the game is in its first week and has barely gotten started on the narrative front, so things could get better, but right now, it’s not gripping me. More than anything, while playing ZZZ I find myself wishing its improved features could just be put in the HoYoverse games I’d rather be playing.
As much as I love many things in Zenless Zone Zero, I can’t quite place it in the HoYoverse portfolio. Alongside Genshin Impact, Honkai: Star Rail, and Honkai Impact 3rd, Zenless Zone Zero feels like it has the biggest hurdles in the way of its success. Genshin is already an established hit with an avid fan base thanks to a sprawling open-world matched by an equally sprawling story. Honkai: Star Rail has become popular in its own right after only being released a year ago on the strength of its tight turn-based combat and enthralling space opera adventure. Then there’s Honkai Impact 3rd, which despite releasing back in 2016, still has loyal fans. This all stretches the potential player base for ZZZ even thinner. I hope it does find its audience, however, as there is a lot to love.
Zenless Zone Zero is now available on Android, iOS, PC, and PlayStation 5.
A screenshot I took while Remote Playing the Elden Ring expansion this weekend.Screenshot: From Software / Bandai Namco / Kotaku
I used to consider myself a certifiable cloud hater. I’ve never enjoyed my experiences trying to engage with cloud gaming, which allows players to stream their console games to PCs, smartphones, and dedicated handhelds, as well as adjacent remote play technology. In my limited experience, it was always too laggy, made the games look ugly as shit, and needed far too potent a signal to work even passably well. However, I went away this past weekend and didn’t want to lug around either of my consoles, so I gave it an earnest shot again and I must say, I’m pleasantly surprised with how far cloud and remote gaming’s come. – Moises Taveras Read More
In 2002 a group of friends in Italy started developing an action-platformer with RPG elements for Nintendo’s Game Boy Advance handheld. Then 22 years passed and now, in 2024, Kien is finally launching on GBA, ending one of the longest delays in video game history.
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Over the decades, there have been numerous games with protracted development cycles and delayed releases. One of the most famous is Duke Nukem Forever, which was first announced in 1997 but didn’t end up shipping until 2011, nearly 15 years later. But Kien took even longer to finally arrive.
As reported by The Guardianand Patricia Hernandez (former EIC of Kotaku), Kien was developed by a small group of friends in Italy back in 2002. None of them had experience making games. But for the next two years, the pals worked extremely hard to develop Kien, taking very few breaks and crunching a lot. After a few years of development, the game was finished and ready to be published. However, the high costs of shipping the game on Game Boy carts and the risk that Kien might not be successful led to no publisher wanting to release the game.
GameTrailers / Incube8
Eventually, only one member of the original development team remained: game designer Fabio Belsanti. Despite believing in the unpublished game, he moved on with his life, founded a new development company, and began creating educational games for kids and teens. Through it all, though, Belsanti never gave up hope for Kien. When he noticed recently that retro games and consoles were popular again, he decided to return to Kien and give it another chance.
“I believe we are in a phase similar to [the revival of] vinyl or cassettes for music,” Belsanti told The Guardian, “a return to previous, more primitive forms of the medium driven by nostalgia from the generations who lived those eras, and curiosity by those who came after such technology.”
Belsanti teamed up with Incube8, a publisher focused on releasing and supporting new games for classic consoles, like the GBA. Incube8 was a perfect fit for Kien and in June it finally launched, 22 years after development had started on the action-platformer.
“On a romantic level, the thought of releasing the game on its original console is simply magical,” said Belsanti. “To see Kien come to life on the very platform it was designed for is a dream come true.”
Kien is out now. You can pick up a physical version of the game for Game Boy Advance or buy a digital version that you can play on an emulator.
The 4th of July is a day for jingoistic mythmaking and summer merriment. I can’t think of a better way to celebrate it than by grilling food, watching things explode, and ordering a bunch of cool stuff online that you totally don’t need but will still be really awesome to have.
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Commerce was a key driver of dissatisfaction with the crown when a bunch of American colonies originally told England to fuck off, so it makes sense that shopping remains a core ritual at the heart of celebrating the nation’s founding. Independence Day is a great time to buy a car or a refrigerator, but you’re not here for any of that. Instead, I’ve rounded up an eclectic mix of 4th of July gaming deals and culturally adjacent curios that happen to be discounted right now. Check them out. It’s what George Washington would have wanted.
Best Nintendo Switch Game Sales
The eShop is currently running a few sales through July 14, including the Recollection Collection Sale and Devolver Digital Summer Sale. Capcom also has a publisher sale running through July 7. There’s a wide-array of great games for cheap. Here are some of the highlights:
Crash Bandicoot N. Sane Trilogy: $16 (60 percent off)
BioShock: The Collection: $10 (80 percent off)
Terra Nil: $15 (40 percent off)
Pepper Grinder: $10 (33 percent off)
Mega Man Battle Network Legacy Collection: $30 (50 percent off)
Ultra Street Fighter II: The Final Challengers: $20 (50 percent off)
Capcom Fighting Collection: $16 (60 percent off)
Street Fighter 30th Anniversary Collection: $10 (66 percent off)
The Messenger: $5 (75 percent off)
Best PS5 Game Sales
It’s been back-to-back-to-back sales on the PlayStation Store for a while now between Play Days and the Mid-Year sale. Now there’s another with the Essential Picks sale running through July 17. Many of the above Switch game deals are also available for the PlayStation versions, as well as these additional ones:
Dragon’s Dogma 2: $56 (20 percent off)
Persona 3 Reload: $49 (30 percent off)
System Shock: $28 (30 percent off)
Batman Arkham Collection: $6 (90 percent off)
Nier: Automata: $16 (60 percent off)
Castle Crashers Remastered: $3 (80 percent off)
Octopath Traveler II: $36 (40 percent off)
Like a Dragon: Ishin!: $24 (60 percent off)
Star Wars Jedi: Survivor Deluxe: $45 (50 percent off)
Dead Space Deluxe: $28 (65 percent off)
Far Cry 6 Deluxe: $20 (75 percent off)
Diablo II: Resurrected: $13 (67 percent off)
Best Xbox Sales
Not to be left out, a bunch of Xbox games are currently discounted, too. Many of the Switch and PS5 game deals also apply to the Xbox versions, as well as these other cheap games worth a shout-out:
Hades: $12.50 (50 percent off)
Dead Rising 2: $5 (75 percent off)
Monster Hunter Rise: $25.50 (65 percent off)
Resident Evil Village: $20 (60 percent off)
Aragami 2: $10 (75 percent off)
Axiom Verge 1 & 2: $10.50 (70 percent off)
Flinthook: $7.50 (50 percent off)
Metro: Last Light Redux: $3 (85 percent off)
Wasteland 3: $8 (80 percent off)
Best PC Game Sales
If you haven’t already looked through our Steam Summer Sale overview you should do that, as there’s a lot of surprisingly steep discounts. So instead, I’ll take this opportunity to highlight a bunch of really good Steam Deck compatible game sales. The PC gaming handhelds themselves are 15 percent off right now. Here’s what you can play on them:
Elden Ring: $42 (30 percent off)
Cyberpunk 2077: $30 (50 percent off)
Stardew Valley: $9 (40 percent off)
Slay the Spire: $8.50 (66 percent off)
Dead Cells: $12.50 (50 percent off)
Hollow Knight: $7.50 (50 percent off)
Halo: The Master Chief Collection: $10 (75 percent off)
Marvel’s Midnight Suns: $15 (75 percent off)
Risk of Rain 2: $8.25 (67 percent off)
Vampire Survivors: $3.50 (25 percent off)
Balatro: $13.50 (10 percent off)
Best TV Sales
There are hundreds of cheap TVs to pick from, but I have two for you that should get the job done at either end of your price range. If you’re content to game and stream shows on a budget TV like I am, then Best Buy is currently selling 55-inch TCL Q5 series 4K displays for just $300 (33 percent off). If you want something more fancy, you’re also in luck. While you could spend thousands on a truly top-of the line TV with blacks as dark as an event horizon, you could also splurge on a 48-inch LG OLED. Best Buy is also selling those for just $800 (almost 50 percent off the sticker price).
Best Used Game Sales
GameStop is currently running a buy 2, get 1 free on all used games, including its (very limited) retro collection. It’s great way to catch up on bargain bin stuff you might have never gotten to (Star Wars Jedi: Fallen Order, Watch Dogs 2, GTA V) as well as more recent stuff that hasn’t dropped in value yet. For example, you could play some of 2024’s biggest games so far like Final Fantasy VII: Rebirth, Paper Mario: The Thousand-Year Door, and Tekken 8 and save roughly $50 in the process. Have fun mixing and matching. Just make sure they actually have used copies of the games in stock.
The Best Of The Rest
Here’s where we have fun with a rapid-fire round of some other neat deals:
It always seemed a bit weird that famed, Oscar-winning actress Cate Blanchett decided to be a part of the Borderlands live-action movie. Now we know the story of how this odd casting happened and it seems we can blame covid-19.
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In May 2020 it was first reported that Blanchett was in talks to star in the upcoming Borderlands movie. Directed by Eli Roth and also starring Jack Black and Kevin Hart, the live-action adaptation of Gearbox’s popular looter shooter series seemed like a strange choice for the renowned actress. What was it about the troubled development of Borderlandsand Lilith—her character in the film—that attracted Blanchett? Some theorized she was looking for a big paycheck. Others suggested she was secretly a Borderlands sicko. But the actual truth is that during the pandemic lockdowns, being cooped up and not working started taking a toll on her, and she took the job.
As explained in a new online excerpt from a feature about the Borderlands film in Empire, Blanchett says that she enjoys “crazy” roles that people wouldn’t expect her to take. However, she also suggested a bit of “covid madness” was involved as well.
“I was spending a lot of time in the garden, using the chainsaw a little too freely. My husband said, ‘This film could save your life,’” said Blanchett.
IGN / Lionsgate
Funnily enough, the previously mentioned report claiming she was in talks to star in the film (which ended up being accurate) was from May 2020, just a few months into the global lockdowns happening due to the pandemic. So this all tracks. Honestly, it makes more sense now that she said yes to Borderlands because she was stuck in her house for months and was losing her mind.
According to Empire, to get prepared for the role Blanchett got a PS5 and started playing the games. She also got “absorbed” into the Borderlands community, looking at cosplayers and super fans online. And hey, she seems to have had a good time making the film, telling Empire: “The gun-slinging stuff was so much fun.” So that’s nice. Now, I wonder if Jamie Lee Curtis—who is also in Borderlands—can similarly blame Covid-19 for taking the role.
If there’s one thing we can all agree on about Destiny 2, it’s that it has a lot of menus, where you probably spend lots of time managing all sorts of little things, from bounties to excess inventory, quest tracking, and more. Honestly, I think I spend a quarter of my time with Destiny not shooting aliens or exploring the surface of Europa or Nessus but just trudging through unintuitive menus laden with tabs and subpages.
But there’s a better way to play Destiny! All you need is an iOS or Android device. If you’re already a regular user of the Destiny companion app, then I don’t need to sing its praises to you, though it’s worth noting that with the Prismatic class introduced in Destiny 2’s latest expansion, The Final Shape, the app is arguably more useful than ever. For those who aren’t acquainted with how it dramatically improves and streamlines the experience of playing Bungie’s sci-fi shooter (especially on PlayStation and Xbox), let me outline a few excellent use cases for this more-than-handy tool.
This guide will only cover app functions that let you manage bounties and inventory. Clan and fireteam management, as well as other social features, are outside the scope of this piece. – Claire Jackson Read More
The developers behind Space Marine 2 have announced that a planned multiplayer beta has been canceled as the team wants to focus all of its attention on the retail game and its launch. And after the last few years, which saw many big games launch in rough shape, this sounds like a smart move.
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Announced in 2021, and then delayed in 2023, Space Marine 2 looks pretty dang rad. I’m very excited to check out the third-person shooter when it launches later this year. And I’m not even a big Warhammer 40k guy! I just loved the original Space Marine, which launched on PC, Xbox 360 and PS3 in 2011. And this new entry looks to be even bigger and better. But if you were excited to check out the upcoming Space Marine 2 before its launch via a beta, well, bad news: It ain’t happening anymore.
On June 28, developers Saber Interactive confirmed that it was not going to hold a previously planned Space Marine 2 online multiplayer beta test. The devs say that the game is “almost ready” and that they are focused on optimizing, polishing, and fixing any remaining bugs and issues. As such, the devs decided to cancel the beta as they claimed it would take “the development teams away” from preparing for launch.
“We know this is disappointing news for some of you,” said Saber Interactive in a Steam post on Friday. “As a thank you to those interested in participating, players who registered via the online signup before June 28, 2024, midnight Paris Time, will receive the limited Bolt Pistol skin.”
“We appreciate your understanding and continued support as we work towards delivering the exceptional game you deserve,” said Saber.
Focus Entertainment / Saber Interactive
The now-canceled beta test was first teased in August 2023, with players able to sign up for access on the game’s official website. At the time there was no release date or window for the beta. After that initial tease, however, Saber Interactive went radio silent on the beta, leaving some fans worried about whether it was going to happen at all. Now we know.
On Steam, some fans expressed concern that Saber Interactive was trying to hide the game from players before launch. Others were confused as to why it took so long to announce this news. Personally, I’m hopeful that the team being allowed to focus on finishing and polishing up the main game instead of running a beta will give Space Marine 2 the best chance at launching in solid shape.
We will have to wait and see if canceling the test paid off. Space Marine 2 finally arrives on PS5, Xbox Series X/S, and PC on September 9.
Screenshot: 343 Industries / Claire Jackson / Kotaku
It ain’t perfect, but damn do I love Halo Infinite. So naturally, I wasn’t all too thrilled when it suddenly kept crashing before it even reached the main menu and nothing seemed to fix it. Verifying the game’s file integrity, reinstalling it, restarting Windows, casting spells and rituals in the forest. Nothing! Turns out, the problem for me and many other players was that we were using Nvidia driver 555.99.
Long-Lost Halo Demo Comes To Life
Released on June 4, 2024, Nvidia Game Ready and Studio Driver 555.99 caused quite a bit of havoc for many fans of Halo Infinite as it rendered the game unplayable for most who had an Nvidia card and were timely with their driver updates. The workaround, of course, was to roll back to driver version 555.85. Halo developer 343 Industries acknowledged the issue early on. It released a statement via the official Halo Support X account stating that it was working with Nvidia to be sure the issue wouldn’t persist into the next driver update. Thankfully, driver version 556.12 was released on June 27 and lets Halo Infinite launch and run without issue.
How to update your Nvidia driver to play Halo Infinite
Odds are if you found your way to Nvidia driver 555.99, you probably know how to update your system to the latest version to get back into some Halo. If not, you can download the driver via Nvidia’s GeForce Experience app (which is how I prefer to manage my drivers), or by downloading the driver directly from Nvidia’s website. The latter is a handy way to locate past drivers should you run into any other issues.
While rolling back to the previous driver was the solution to playing Halo Infinite on a PC with an Nvidia card, it’s usually preferable to keep your machine’s drivers as up-to-date as possible. But now that 556.12 fixed the Halo issue, I have a can of Monster energy, an aggressively frantic metal playlist, and endless rounds of Husky Raid with my name on them.