Monthly Archives: October 2019
Doctor Sleep Director Is Working With Stephen King on Further Adaptations
Mike Flanagan, the director of Doctor Sleep and creator of The Haunting of Hill House, is currently in talks with Stephen King about adapting another one of the legendary author’s works.
Talking to IGN, Flanagan revealed that he is currently engaged in “robust” discussions with the author of The Shining and Doctor Sleep. “I’ve been talking with Stephen King about what we can do next,” said Flanagan. “And being the fan that I am of his, there are so many of his books that I would love a chance to adapt. So it’s been about ‘Which one do you want to do next?’ We’re having robust conversations about what that could be. We have a plan and we’ll see.”
If that plan comes to fruition, this will be the third Stephen King book that Flanagan will have adapted. Prior to this year’s Doctor Sleep. Flanagan directed 2017’s Gerald’s Game, based on King’s 1992 novel.
Monster Hunter World: Iceborne PC Release Date Revealed
Monster Hunter World: Iceborne will be released on PC via Steam on January 9, 2020.
The much-anticipated release date was revealed alongside a new trailer that details all the new features headed to the PC version of Monster Hunter World's expansion that released for PlayStation 4 and Xbox One earlier this year.
New to the PC version will be High Resolution Texture Pack support, 4K and uncapped framerate, Ultra-Wide Screen support, DirectX 12 support, and improved keyboard and mouse controls.
In addition, the "Yukumo" layered armor set, which changes the character's appearance but does not include any weapons, will be available as a pre-order bonus.
There will also be a Digital Deluxe version of Monster Hunter World: Iceborne that includes the "Silver Knight" layered armor set, 3 gestures, 2 sticker sets, 1 face paint, 1 hairstyle, and 1 decor set (for room customization.)
Terminator Can’t Escape The Shadow of T2
Terminator: Dark Fate is, once again, an attempt to reignite the time-travelling-robot series. Like Terminator Genisys before it, and The Sarah Connor Chronicles TV show before that, Dark Fate seeks to run closer to the tones and themes of the original two Terminator movies in order to find success. It does exactly that, too; it is the best Terminator film since Judgment Day without even breaking a sweat. However, it once again demonstrates something that’s fused itself the series since 1991: a refusal - or perhaps even inability - to escape Terminator 2’s formula.
Terminator 2 flipped the original film’s formula on its head by turning Arnold Schwarzenegger’s T-800 killing machine into a bulletproof protector. No longer hunting Sarah Connor, he was programmed to protect her son John, who will go on to become the future leader of the human resistance. Hunting John is the T-1000, a hyper-advanced melty man sent back to 1991 by the AI Skynet. This pairing - the good robot vs the bad robot - is thrilling in Terminator 2, but has become increasingly tiresome after being used as the central conceit of every film in the series since.
Fallout 76 Players Reporting Private Server and Issues After New Patch
Fallout 76 players are reporting a variety of problems that have been introduced following the latest patch, including significant issues that afflict Fallout 1st subscriber players.
A bug roundup thread on Reddit explains that players believe that “newly created” worlds within Fallout 76 are not new, but re-purposed server instances. While yet to be confirmed by Bethesda, players have come to this conclusion due to these servers containing dead NPCs and junk that has already been looted.
Here Are All the Xbox Games on Sale This Halloween
If you're looking to pick up some new or classic games to play over the spookiest time of the year, now is the time to buy. Classic horror titles such as Alien Isolation (£11.99), Resident Evil 2 (£22.49), and State of Decay 2 (£12.49) have all been discounted for the rest of the month on the Xbox store.
This is all part of Microsoft's Shocktober sale event, that runs from October 25 to October 31, coming to a close after Halloween. This is a great chance to embrace All Hallows' Eve and get scared out your wits. Other horror titles on offer include Day Z, Dead by Daylight, World War Z, The Evil Within 2, and much more.
Obi-Wan Kenobi Series Will Be Six Episodes; New Timeline Details
New details about the Obi-Wan Kenobi series recently emerged, as Ewan McGregor revealed that the Disney+ show will consist of six hour-long episodes.
McGregor shared the information with Men's Journal, though he admitted that he wasn't allowed to tell them anything about the series, he seemingly couldn't resist letting this slip, as he explained that he had been keeping the series a secret for a lot longer than people realise.
"It's a f***ing massive relief," he told the publication. "Because for four years, I've been having to lie to people about it."
IGN UK Podcast #510: Terminator Episode VI – A New Hope
Could it be real? Could there really be another good Terminator film in the world? It seems so, and that's one of the plethora of topics on the table in this week's IGN UK Podcast. Matt's seen it, and he's got a few thoughts on why - for better and for worse - it's the best one since T2. Not only that, but we've got an interview with stars Arnold Schwarzenegger and Linda Hamilton on the show, too.
Before all that, though, there's more to discuss. Star Wars! The Outer Worlds! Watchmen! Big hefty topics that require big old hefty chats. And that's exactly what Matt, Cardy, and Joe have for you in episode 510.
There's also a truly thrilling edition of The Endless Search with a first act twist that you wont want to miss, plus your feedback.
Call Of Duty: Modern Warfare Review In Progress – Horrors Of War
The Modern Warfare series has always been about the messiness of modern war--the fundamentally different rules of engagement that come with a battle that has no set battlefield. When the fight could be anywhere at any time, where do you draw the line between doing what's right and doing what has to be done?
Throughout Call of Duty: Modern Warfare's campaign, that line is chemical weapons. It's a safe line to draw; people are largely in agreement that chemical weapons are beyond horrific. But there are other horrors of war, some of which Modern Warfare depicts, starkly, in strong but uncomfortable missions. Just when it could really make a point about any other aspect of modern war, it pulls back. Modern Warfare makes old observations and presents them with new flourishes. Those new flourishes do make for a good campaign and solid multiplayer. But it's when Modern Warfare asks you to think harder that it falls short.
Campaign
In one of the game's most distressing levels, you play Farah, a young girl in a fictional war-torn Middle Eastern country as she hides from both a Russian terrorist and the deadly gas his cohorts have unleashed on her town. To escape, you have to kill a man twice your size with his own gun. It's a deeply uncomfortable experience. But the flashback serves to illustrate why Farah, now the leader of a group of freedom fighters, refuses to use chemical weapons or associate with anyone who does. It is a hard line she won't cross, even though she's had to face a lot of ugliness in the course of defending her country.
In many ways, Farah is Modern Warfare's moral compass. There are a few key players in Modern Warfare's proxy war, and everyone you play as--Sgt. Kyle Garrick from the UK, rogue American soldier Alex "Echo 3-1," and sometimes Farah herself--abides by her one rule. Outside of that, though, the rules are much murkier. In getting pulled into a war between the Russian terrorists, a separatist group from Farah's country, and the freedom fighters, US and UK military personnel disagree on how best to proceed with the situation--matters of disobeying orders, sacrificing some lives to save others, taking civilian hostages, and even torture. And on these matters, the moral compass is Captain Price.
A returning face from the original Modern Warfare and undeniably a problematic fave, Captain Price is the seasoned badass who takes the lead in most Garrick missions. Early levels with Price are among the best. As a rash and impatient Garrick, you follow Price's directions in order to save as many people as possible from terrorists--though more than once that means watching as innocent people die while you wait to make the best possible move.
These missions range from large-scale, high-octane firefights to a carefully planned raid on a terrorist hideout with less than a dozen enemies total. You direct a woman through an embassy under siege using security cameras to make sure her path is clear. You quietly search a compound for an enemy using night vision goggles as Price watches overhead, shooting out lights to keep you hidden. Price guides you through the different approaches you need for each mission, and his mentorship--both in the mechanical skills you need to be successful and the hard choices you have to make along the way--makes these missions memorable.
While Alex's missions don't stick out quite as much in a gameplay sense, he gets a sniping level reminiscent of the original Modern Warfare's "All Ghillied Up"--though with more enemies--and otherwise a few cool gadgets. His dynamic with Farah is strong, though. He follows Farah's lead on her turf and on her terms because he believes in the cause, and they share mutual respect.
It's disappointing, though, that Farah doesn't play more of a role. While she is a key part of Alex's missions and the driving force behind much of the story, you only play as her a few times. On top of the childhood flashback, there is an even more disturbing flashback later on in which you see the full extent of Farah's resolve. Experiencing her suffering this way borders on unnecessary, as it's already established in Alex's missions that she's a respected leader and a strong-willed person in general. While I liked Alex, I would have rather just played as Farah in those missions than get to know her character largely through her trauma.
I already liked and respected Farah without that context, and despite some questionable decisions, I liked each of the main characters and their small but crucial differences in working toward the same goals. Farah and Alex are principled, whereas Garrick and Price are results-driven. Alex goes so far as to disobey orders in favor of doing what's right, and when he's told that would be illegal, he responds, "I'm pretty sure everything we do is illegal." To Alex, it's a criticism; to Price and Garrick, it's an excuse.
That tension builds up over the course of the campaign, and because the characters are likable, it's easy to at least consider each one's view of what's right. But in the end, all you get is a vague "we all did what we had to do" sentiment rather than anything more substantial or interesting. Quite a bit of what you had to do--as Garrick, as Alex, and as Farah--was unpleasant or distressing, but the questions raised by your actions aren't interrogated further, especially the questionable side of Price's approach. Modern Warfare's ending isn't bad, but it is a safe one, leaving you to think on the harder questions yourself.
If anything, Modern Warfare lets Farah down with the bizarre and much-discussed inclusion of white phosphorus as a killstreak in multiplayer. Given how strong the campaign's emphasis is on chemical weapons being a reprehensible war crime, it's tone-deaf to include one in multiplayer, even though one could argue--much like Alex does--that pretty much all of it is illegal at the end of the day.
Multiplayer
Outside of any thematic contradictions, Modern Warfare's multiplayer is up to par, with a variety of game types for different kinds of players. Across all the modes, maps move away from the obvious three-lane structure in favor of nooks, crannies, and tons of cover; there's generally a balance of close-quarters and long-range approaches. The standard, highly customizable toolkit for your chosen loadouts returns, with a good selection of perks to suit different game types and playstyles. Modern Warfare largely stays within the strong foundations of Call of Duty multiplayer without pushing them much, with the exception of the excellent Realism mode.
Undeniably the highlight of Modern Warfare's multiplayer, Realism mode is somewhere between the familiar Core and Hardcore modes, bridging the gulf between them. Oddly enough, in a mode called "Realism," you can take more damage than in Hardcore, and your health regenerates like it does in Core. But Realism removes the HUD entirely, going beyond Hardcore to strip out the kill feed on top of everything else. In order to confirm a kill, you have to listen for the sound effect that plays upon death, and you also have to listen for NPCs over the comms alerting you to available killstreaks and enemy intel. It's a fantastic balance for those who want more of a chance to survive a scrap, rather than dying in one or two shots like in Hardcore, but with the rest of the challenge intact. It's a smart, satisfying evolution, and as a stubborn Hardcore-only player, it's one I could see myself playing exclusively going forward.
While none of the new game types are earth-shattering, some are better additions than others. TDM 20, a 10v10 version of the classic 6v6 Team Deathmatch mode, is the least inventive or warranted of them, instead functioning as a more bloated version of regular TDM with bigger maps that can make getting back into the action an overly long process. One of the two maps I've tried, Euphrates Bridge, also suffers from balance problems on top of that; of the two spawns, one is much closer to the bridge dividing the map, and the closer side was almost guaranteed victory in every match I played. My team once managed to flip the spawn mid-match after struggling against snipers on the bridge for a while, and from there we were able to gain the lead relatively easily.
Gunfight is the antithesis of TDM 20. It's a one-life, 2v2 mode in which your loadout rotates each round, and the goal is to kill your two opponents with the means available to you before they get you first. Gunfight features small maps with two main routes on each, and quick coordination with your partner--a "you go left, I'll go right" at the beginning, plus callouts over voice chat if things go haywire--can make or break the fight. With a relatively level playing field, battles are often exhilaratingly close, and it's hard to get discouraged by a loss since rounds go by so quickly. There's also a version where you start without any weapons and have to find a gun in the map, which is a fun scramble before the frenzy of Gunfight itself. Either way, the more arcadey bent to Gunfight keeps things light and makes both versions a great addition to the multiplayer suite, if not a huge draw.
Ground War is somewhere in the middle. Maps are sprawling, with five control points to capture and one safe zone for each team on either end. Unlike in TDM 20, you can pretty easily get back to the fight after dying by respawning at any capture point your team owns, or on vehicles or your teammates (provided they're not actively in a fight). Having objective points is also helpful for keeping such a large game type--it supports 64 players currently--more structured than the free-for-all of TDM. That said, matches can drag on a bit too long, as there isn't anything to break up the constant tug-of-war for capture points.
There's also a night vision mode, NVG, for a different take on the same maps, and by its nature it makes things a bit more tense. It pretty much plays the same as the other game types, but you don't aim down sights in night vision--you have a laser, and that laser is easy to spot. You have to be extra cautious when lining up your shots, paying close attention to sightlines and who might see where your beam is coming from. Like in the campaign, the threatening glow of these beams cutting through the darkness looks excellent, and the slight change of pace NVG affords is enough to keep it interesting and distinct from the daytime modes. Editor's note: As of October 24, Infinity Ward has removed NVG maps from the rotation and has said it will add them in at a later time. Stay tuned for updates.
Spec Ops
As of this writing, Spec Ops is the mode I've had the least experience with, though it's not one I particularly want to play much more of. On paper, it's a co-op mode where you and a team complete a set of objectives and are rewarded with some story. You can choose one of several roles at the onset, each with its own ultimate ability--there's a medic, for instance, that can revive fallen teammates--and as a group, you have to work together to overcome enemies while gaining intel, heading to specific objective points, and so on.
In practice, my team of four could barely complete a handful of the objectives on both of the missions we attempted. This was largely due to frustrating enemy spawning--enemies seem to generate endlessly from all directions, and it's all too easy to get overwhelmed by them. To add insult to injury, there are also no clear waves. It's just enemies, from everywhere, at all times. After struggling to fight them off, reviving each other was we each inevitably died, we would end up running out of ammo and dying for good.
We tried a few different approaches on each of the two missions to try to figure it out. Splitting up was a disaster; stealth seemed to have no impact whatsoever on the number of enemies; different loadouts with PvE-friendly perks helped marginally. No matter what we did, it didn't help our understanding of the mode itself. It's just frustratingly, inexplicably hard. That said, I will be trying it again in the coming days to see if there was anything we were missing, and I also have to play the PS4-exclusive Survival mode as well as Spec Ops' Classic mode.
But the pitfalls of Spec Ops don't detract from what Modern Warfare does well. Realism mode is an excellent addition to the slate, and although not all the new multiplayer modes are great, Gunfight and the Night Vision playlist are refreshing standouts. And while the campaign ends up playing it safe in the end, it's still a memorable one, and it lays a strong foundation for where the Modern Warfare series could go from here.
Editor's note: This review, including the score, will be finalized once we've tested multiplayer on live servers and played more Spec Ops.
Call Of Duty: Modern Warfare Review In Progress – Shock And Awe
The Modern Warfare series has always been about the messiness of modern war--the fundamentally different rules of engagement that come with a battle that has no set battlefield. When the fight could be anywhere at any time, where do you draw the line between doing what's right and doing what has to be done?
Throughout Call of Duty: Modern Warfare's campaign, that line is chemical weapons. It's a safe line to draw; people are largely in agreement that chemical weapons are beyond horrific. But there are other horrors of war, some of which Modern Warfare depicts, starkly, in strong but uncomfortable missions. Just when it could really make a point about any other aspect of modern war, it pulls back. Modern Warfare makes old observations and presents them with new flourishes. Those new flourishes do make for a good campaign and solid multiplayer. But it's when Modern Warfare asks you to think harder that it falls short.
Campaign
In one of the game's most distressing levels, you play Farah, a young girl in a fictional war-torn Middle Eastern country as she hides from both a Russian terrorist and the deadly gas his cohorts have unleashed on her town. To escape, you have to kill a man twice your size with his own gun. It's a deeply uncomfortable experience. But the flashback serves to illustrate why Farah, now the leader of a group of freedom fighters, refuses to use chemical weapons or associate with anyone who does. It is a hard line she won't cross, even though she's had to face a lot of ugliness in the course of defending her country.
In many ways, Farah is Modern Warfare's moral compass. There are a few key players in Modern Warfare's proxy war, and everyone you play as--Sgt. Kyle Garrick from the UK, rogue American soldier Alex "Echo 3-1," and sometimes Farah herself--abides by her one rule. Outside of that, though, the rules are much murkier. In getting pulled into a war between the Russian terrorists, a separatist group from Farah's country, and the freedom fighters, US and UK military personnel disagree on how best to proceed with the situation--matters of disobeying orders, sacrificing some lives to save others, taking civilian hostages, and even torture. And on these matters, the moral compass is Captain Price.
A returning face from the original Modern Warfare and undeniably a problematic fave, Captain Price is the seasoned badass who takes the lead in most Garrick missions. Early levels with Price are among the best. As a rash and impatient Garrick, you follow Price's directions in order to save as many people as possible from terrorists--though more than once that means watching as innocent people die while you wait to make the best possible move.
These missions range from large-scale, high-octane firefights to a carefully planned raid on a terrorist hideout with less than a dozen enemies total. You direct a woman through an embassy under siege using security cameras to make sure her path is clear. You quietly search a compound for an enemy using night vision goggles as Price watches overhead, shooting out lights to keep you hidden. Price guides you through the different approaches you need for each mission, and his mentorship--both in the mechanical skills you need to be successful and the hard choices you have to make along the way--makes these missions memorable.
While Alex's missions don't stick out quite as much in a gameplay sense, he gets a sniping level reminiscent of the original Modern Warfare's "All Ghillied Up"--though with more enemies--and otherwise a few cool gadgets. His dynamic with Farah is strong, though. He follows Farah's lead on her turf and on her terms because he believes in the cause, and they share mutual respect.
It's disappointing, though, that Farah doesn't play more of a role. While she is a key part of Alex's missions and the driving force behind much of the story, you only play as her a few times. On top of the childhood flashback, there is an even more disturbing flashback later on in which you see the full extent of Farah's resolve. Experiencing her suffering this way borders on unnecessary, as it's already established in Alex's missions that she's a respected leader and a strong-willed person in general. While I liked Alex, I would have rather just played as Farah in those missions than get to know her character largely through her trauma.
I already liked and respected Farah without that context, and despite some questionable decisions, I liked each of the main characters and their small but crucial differences in working toward the same goals. Farah and Alex are principled, whereas Garrick and Price are results-driven. Alex goes so far as to disobey orders in favor of doing what's right, and when he's told that would be illegal, he responds, "I'm pretty sure everything we do is illegal." To Alex, it's a criticism; to Price and Garrick, it's an excuse.
That tension builds up over the course of the campaign, and because the characters are likable, it's easy to at least consider each one's view of what's right. But in the end, all you get is a vague "we all did what we had to do" sentiment rather than anything more substantial or interesting. Quite a bit of what you had to do--as Garrick, as Alex, and as Farah--was unpleasant or distressing, but the questions raised by your actions aren't interrogated further, especially the questionable side of Price's approach. Modern Warfare's ending isn't bad, but it is a safe one, leaving you to think on the harder questions yourself.
If anything, Modern Warfare lets Farah down with the bizarre and much-discussed inclusion of white phosphorus as a killstreak in multiplayer. Given how strong the campaign's emphasis is on chemical weapons being a reprehensible war crime, it's tone-deaf to include one in multiplayer, even though one could argue--much like Alex does--that pretty much all of it is illegal at the end of the day.
Multiplayer
Outside of any thematic contradictions, Modern Warfare's multiplayer is up to par, with a variety of game types for different kinds of players. Across all the modes, maps move away from the obvious three-lane structure in favor of nooks, crannies, and tons of cover; there's generally a balance of close-quarters and long-range approaches. The standard, highly customizable toolkit for your chosen loadouts returns, with a good selection of perks to suit different game types and playstyles. Modern Warfare largely stays within the strong foundations of Call of Duty multiplayer without pushing them much, with the exception of the excellent Realism mode.
Undeniably the highlight of Modern Warfare's multiplayer, Realism mode is somewhere between the familiar Core and Hardcore modes, bridging the gulf between them. Oddly enough, in a mode called "Realism," you can take more damage than in Hardcore, and your health regenerates like it does in Core. But Realism removes the HUD entirely, going beyond Hardcore to strip out the kill feed on top of everything else. In order to confirm a kill, you have to listen for the sound effect that plays upon death, and you also have to listen for NPCs over the comms alerting you to available killstreaks and enemy intel. It's a fantastic balance for those who want more of a chance to survive a scrap, rather than dying in one or two shots like in Hardcore, but with the rest of the challenge intact. It's a smart, satisfying evolution, and as a stubborn Hardcore-only player, it's one I could see myself playing exclusively going forward.
While none of the new game types are earth-shattering, some are better additions than others. TDM 20, a 10v10 version of the classic 6v6 Team Deathmatch mode, is the least inventive or warranted of them, instead functioning as a more bloated version of regular TDM with bigger maps that can make getting back into the action an overly long process. One of the two maps I've tried, Euphrates Bridge, also suffers from balance problems on top of that; of the two spawns, one is much closer to the bridge dividing the map, and the closer side was almost guaranteed victory in every match I played. My team once managed to flip the spawn mid-match after struggling against snipers on the bridge for a while, and from there we were able to gain the lead relatively easily.
Gunfight is the antithesis of TDM 20. It's a one-life, 2v2 mode in which your loadout rotates each round, and the goal is to kill your two opponents with the means available to you before they get you first. Gunfight features small maps with two main routes on each, and quick coordination with your partner--a "you go left, I'll go right" at the beginning, plus callouts over voice chat if things go haywire--can make or break the fight. With a relatively level playing field, battles are often exhilaratingly close, and it's hard to get discouraged by a loss since rounds go by so quickly. There's also a version where you start without any weapons and have to find a gun in the map, which is a fun scramble before the frenzy of Gunfight itself. Either way, the more arcadey bent to Gunfight keeps things light and makes both versions a great addition to the multiplayer suite, if not a huge draw.
Ground War is somewhere in the middle. Maps are sprawling, with five control points to capture and one safe zone for each team on either end. Unlike in TDM 20, you can pretty easily get back to the fight after dying by respawning at any capture point your team owns, or on vehicles or your teammates (provided they're not actively in a fight). Having objective points is also helpful for keeping such a large game type--it supports 64 players currently--more structured than the free-for-all of TDM. That said, matches can drag on a bit too long, as there isn't anything to break up the constant tug-of-war for capture points.
There's also a night vision mode, NVG, for a different take on the same maps, and by its nature it makes things a bit more tense. It pretty much plays the same as the other game types, but you don't aim down sights in night vision--you have a laser, and that laser is easy to spot. You have to be extra cautious when lining up your shots, paying close attention to sightlines and who might see where your beam is coming from. Like in the campaign, the threatening glow of these beams cutting through the darkness looks excellent, and the slight change of pace NVG affords is enough to keep it interesting and distinct from the daytime modes. Editor's note: As of October 24, Infinity Ward has removed NVG maps from the rotation and has said it will add them in at a later time. Stay tuned for updates.
Spec Ops
As of this writing, Spec Ops is the mode I've had the least experience with, though it's not one I particularly want to play much more of. On paper, it's a co-op mode where you and a team complete a set of objectives and are rewarded with some story. You can choose one of several roles at the onset, each with its own ultimate ability--there's a medic, for instance, that can revive fallen teammates--and as a group, you have to work together to overcome enemies while gaining intel, heading to specific objective points, and so on.
In practice, my team of four could barely complete a handful of the objectives on both of the missions we attempted. This was largely due to frustrating enemy spawning--enemies seem to generate endlessly from all directions, and it's all too easy to get overwhelmed by them. To add insult to injury, there are also no clear waves. It's just enemies, from everywhere, at all times. After struggling to fight them off, reviving each other was we each inevitably died, we would end up running out of ammo and dying for good.
We tried a few different approaches on each of the two missions to try to figure it out. Splitting up was a disaster; stealth seemed to have no impact whatsoever on the number of enemies; different loadouts with PvE-friendly perks helped marginally. No matter what we did, it didn't help our understanding of the mode itself. It's just frustratingly, inexplicably hard. That said, I will be trying it again in the coming days to see if there was anything we were missing, and I also have to play the PS4-exclusive Survival mode as well as Spec Ops' Classic mode.
But the pitfalls of Spec Ops don't detract from what Modern Warfare does well. Realism mode is an excellent addition to the slate, and although not all the new multiplayer modes are great, Gunfight and the Night Vision playlist are refreshing standouts. And while the campaign ends up playing it safe in the end, it's still a memorable one, and it lays a strong foundation for where the Modern Warfare series could go from here.
Editor's note: This review, including the score, will be finalized once we've tested multiplayer on live servers and played more Spec Ops.
Marvel’s Cloak and Dagger Canceled After Season 2
Another Marvel TV series bites the dust, as Freeform has officially canceled Marvel's Cloak and Dagger.
Deadline broke the news, which comes five months after the live-action superhero series wrapped its second season. That lengthy gap already had fans speculating as to the show's future (or lack thereof). But as Deadline reports, the final nail in the coffin came this week as the cast's options ran out and the actors were released to pursue other projects.
“We are so proud of Marvel’s Cloak & Dagger and the trailblazing stories this series told,” Freeform said in a statement to Deadline. “We are also grateful to our incredible talent Olivia Holt and Aubrey Joseph for bringing these beloved characters to life, and showrunner Joe Pokaski for his vision. We’d like to thank our partners at Marvel Television for a wonderful two seasons and are we are hopeful that we can find another project together.”