Monthly Archives: January 2020

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Phil Spencer Teases Xbox Studio The Initiative Doing ‘New Things…And Old Things’

After being officially announced at E3 2018, Xbox's The Initiative studio has been rather quiet. With the new console generation seemingly only a few months away, Xbox head Phil Spencer recently met with the team at The Initiative and revealed that the first-ever 'AAAA' studio was "challenging themselves to do new things (and old things) in new ways." In a short Twitter tease, Spencer shared that he recently met with Initiative studio head Darrell Gallagher and head of Xbox Game Studios Matt Booty to discuss the future of the 'AAAA' development team. Unfortunately, Spencer's tweet is pretty vague, so we can only guess at what Gallagher's team is up to. [widget path="global/article/imagegallery" parameters="albumSlug=the-big-xbox-games-coming-in-2020&captions=true"] Perhaps this means that the studio is working on bringing back/rebooting an old Xbox IP. Further, it could mean that it is hard at work on a new project that has ties to an old Xbox franchise, or the studio could be headed in a completely different direction. Either way, Spencer's tease will likely be a breath of fresh air for Xbox fans, as The Initiative has been rather quiet over the past few months. Since its announcement almost two years ago, Gallagher has quietly assembled a talented team of experienced game developers. In August, Gallagher revealed that the studio had hired God of War's lead producer Brian Westergaard and Red Dead Redemption's writer Christian Cantamessa. [ignvideo url="https://www.ign.com/videos/2019/11/14/phil-spencer-on-the-future-of-xbox-ign-live-x019"] The studio has also added Sunset Overdrive director Drew Murray and Tomb Raider reboot director Dan Neuburger. With the team in place, Xbox fans have been longing to get a glimpse at what The Initiative is working on. However, for now, it seems that fans will have to wait a bit longer. What do you think The Initiative is up to? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.

Phil Spencer Teases Xbox Studio The Initiative Doing ‘New Things…And Old Things’

After being officially announced at E3 2018, Xbox's The Initiative studio has been rather quiet. With the new console generation seemingly only a few months away, Xbox head Phil Spencer recently met with the team at The Initiative and revealed that the first-ever 'AAAA' studio was "challenging themselves to do new things (and old things) in new ways." In a short Twitter tease, Spencer shared that he recently met with Initiative studio head Darrell Gallagher and head of Xbox Game Studios Matt Booty to discuss the future of the 'AAAA' development team. Unfortunately, Spencer's tweet is pretty vague, so we can only guess at what Gallagher's team is up to. [widget path="global/article/imagegallery" parameters="albumSlug=the-big-xbox-games-coming-in-2020&captions=true"] Perhaps this means that the studio is working on bringing back/rebooting an old Xbox IP. Further, it could mean that it is hard at work on a new project that has ties to an old Xbox franchise, or the studio could be headed in a completely different direction. Either way, Spencer's tease will likely be a breath of fresh air for Xbox fans, as The Initiative has been rather quiet over the past few months. Since its announcement almost two years ago, Gallagher has quietly assembled a talented team of experienced game developers. In August, Gallagher revealed that the studio had hired God of War's lead producer Brian Westergaard and Red Dead Redemption's writer Christian Cantamessa. [ignvideo url="https://www.ign.com/videos/2019/11/14/phil-spencer-on-the-future-of-xbox-ign-live-x019"] The studio has also added Sunset Overdrive director Drew Murray and Tomb Raider reboot director Dan Neuburger. With the team in place, Xbox fans have been longing to get a glimpse at what The Initiative is working on. However, for now, it seems that fans will have to wait a bit longer. What do you think The Initiative is up to? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.

Lenna’s Inception Review – Press Start

In the southwesternmost corner of the overworld map sits a building that houses a slot machine. You've seen this sort of mild gambling den in any Zelda game; pull the lever, match three heart pieces and you win. Here, though, row upon row of slots are being played, their skeletal victims under permanent house arrest by the one-armed bandits. The building is, in fact, a bank. Betting on the slots requires you to purchase shares in various enterprises, all of which are owned by the bank that is manipulating the odds; the financial system is a casino and the capitalist always wins. This isn't your typical Zelda clone.

Lenna's Inception is a top-down action-adventure that is--ahem--very heavily inspired by the Legend of Zelda. Mechanically it is extremely similar to Link's early adventures, but thematically and through a couple of mechanical surprises it finds its own voice. The result is a playful and inventive homage to a classic series of games that manages to distinguish itself from its inspirations.

The setup immediately departs from Zelda tradition, with schoolteacher Lenna roped into saving the world after the prophesied hero--and clear Link analogue--succumbs to an unexpected demise in the tutorial dungeon. Elsewhere, an evil banker has imprisoned the prince of the land, archangels are signalling the end times, glitched-out pixels are spreading across the world, and somewhere a mysterious fridge is on the blink. This is weird Millennial Zelda, touched by creepypasta yet restrained enough to not go full internet meme.

No Caption Provided
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My opening paragraph was a little misleading. In my game the bank was to be found in the southwest corner, but in your game--or indeed my subsequent games--it may not be. Lenna's Inception generates its maps procedurally, shuffling the contents of its world to ensure a new route through the quest each time you start a new game and to allow players to share "seeds" of maps they particularly enjoyed. There's a daily challenge seed, too, further encouraging the sense of a shared experience.

Experiments with the map generation revealed that it's not just the overworld being reconfigured. All but one of the dungeons you enter are unique to your playthrough, from the overall layout to the design of individual rooms, from the critical-path boss dungeons to the small secret lairs you might find hidden away behind a bush or a rock. Further still, the key items you collect along the way are shuffled to the extent that one playthrough might hand you the bomb item immediately while the next might make you wait for it until near the very end.

In itself this doesn't necessarily have any bearing on the quality of the level design, though in general the suspicion is always that a compromise must have been made somewhere, that a procedural level could never be as good as one that was hand-crafted. The trade-off seems acceptable here: We forgo one painstakingly intricate design for the prospect of near-endless hopefully good variations. Certainly the overworld I played through (seed “ystreath” if you want to try it yourself) felt consistent and well-designed--no jarring sections that felt obviously untouched by a human hand. It had a mazelike quality that demanded exploration and was crammed with teases of just-out-of-reach areas I'd have to note to return to later and that in any other non-procedural game I'd credit to smart design.

Dungeon design is mostly solid, with an emphasis on having the right item to allow you to bypass obstacles and finding the various coloured keys to open their respective doors. Save for the final dungeon, they all lack the light puzzle elements you would find in a typical Zelda dungeon, and are poorer for it. The last dungeon, however, takes full advantage of the environment-altering ability of a late-game item to push puzzle design to the fore. Perhaps not coincidentally, it's the only hand-crafted dungeon in the game. Where the procedural generation truly detracts is in the little side dungeons that throw you into a handful of random rooms, lock the doors until you've killed all the monsters, and then reward you with a health or weapon upgrade. They're not terrible in isolation, but they are all essentially the same and wear out their welcome long before you've acquired all the pick-ups they house.

As you find new items--such as a spring that enables you to bounce over gaps or a cigarette lighter that lets you melt ice--you can unlock new regions of the map or return to previous areas to find secrets in classic Zelda fashion, a facet of the genre that is as inherently compelling here as it so often is, even if the execution is slightly off. The random order in which items are acquired does have a tendency to flatten out the experience. Some items have multiple uses, lending a degree of redundancy that diminishes the impact of obtaining a new piece of gear. Still, it's rewarding to nab a new ability and start mulling over all the possibilities, the new places you can now explore. It's a high that never diminishes.

Perhaps as a consequence of the non-linear item progression, fighting regular enemies doesn't require you to use items other than your sword. They can be damaged by several of your items--the lighter sets things on fire and does useful damage over time while the bow, hammer, axe and bombs can all be effective--but there isn't a single enemy that, for example, must be staggered with the hammer before taking damage from your sword. With little variation it's sufficient to mash the attack button in order to survive any non-boss encounter.

Bosses themselves are smartly designed even if they hew closely to the Zelda archetype. The rule of threes applies here, as each boss requires you to perform the same set of steps three times in order to beat it. And each one demands the use of a certain ability you've picked up, though the precise execution tends to not be telegraphed. Quite a few of the bosses had me puzzling things out for several attempts before the eureka moment hit and I knew exactly what I had to do. Fortunately in such instances, death isn't a hassle and you find yourself respawning in the chamber before the boss room.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The procedural aspects of Lenna's Inception lay a solid foundation upon which to build. On top you'll find a handful of NPC quests to follow, some of which test your lateral thinking as you chuckle along with the mischievous sense of humour of the writing. Moments of oddness abound. I found what the game described as a "urine potion" before cheerfully informing me that I would have to drink it to discover what effect it had. My first follower companion was a chicken that would relentlessly peck enemies to death. My last was a librarian who could hurl books with pinpoint accuracy. At one point I donned a growth tunic and ran around as a giant Lenna until she couldn't fit through the door to escape the dungeon. Surprises like these are scattered throughout the entire game and are never less than a joy to discover. There's even an option to play the entire game with either 8-bit or 32-bit graphics.

Lenna's Inception is a lighthearted Zelda-style adventure fuelled by levity and a taste for the bizarre. At its heart, though, it's a testament to the powers of procedural generation. On balance it gains more than it loses, delivering an endlessly rearrangeable, replayable quest that suffers only slightly from the lack of a guiding human touch.

Lenna’s Inception Review – Fresh Start

In the southwesternmost corner of the overworld map sits a building that houses a slot machine. You've seen this sort of mild gambling den in any Zelda game; pull the lever, match three heart pieces and you win. Here, though, row upon row of slots are being played, their skeletal victims under permanent house arrest by the one-armed bandits. The building is, in fact, a bank. Betting on the slots requires you to purchase shares in various enterprises, all of which are owned by the bank that is manipulating the odds; the financial system is a casino and the capitalist always wins. This isn't your typical Zelda clone.

Lenna's Inception is a top-down action-adventure that is--ahem--very heavily inspired by the Legend of Zelda. Mechanically it is extremely similar to Link's early adventures, but thematically and through a couple of mechanical surprises it finds its own voice. The result is a playful and inventive homage to a classic series of games that manages to distinguish itself from its inspirations.

The setup immediately departs from Zelda tradition, with schoolteacher Lenna roped into saving the world after the prophesied hero--and clear Link analogue--succumbs to an unexpected demise in the tutorial dungeon. Elsewhere, an evil banker has imprisoned the prince of the land, archangels are signalling the end times, glitched-out pixels are spreading across the world, and somewhere a mysterious fridge is on the blink. This is weird Millennial Zelda, touched by creepypasta yet restrained enough to not go full internet meme.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

My opening paragraph was a little misleading. In my game the bank was to be found in the southwest corner, but in your game--or indeed my subsequent games--it may not be. Lenna's Inception generates its maps procedurally, shuffling the contents of its world to ensure a new route through the quest each time you start a new game and to allow players to share "seeds" of maps they particularly enjoyed. There's a daily challenge seed, too, further encouraging the sense of a shared experience.

Experiments with the map generation revealed that it's not just the overworld being reconfigured. All but one of the dungeons you enter are unique to your playthrough, from the overall layout to the design of individual rooms, from the critical-path boss dungeons to the small secret lairs you might find hidden away behind a bush or a rock. Further still, the key items you collect along the way are shuffled to the extent that one playthrough might hand you the bomb item immediately while the next might make you wait for it until near the very end.

In itself this doesn't necessarily have any bearing on the quality of the level design, though in general the suspicion is always that a compromise must have been made somewhere, that a procedural level could never be as good as one that was hand-crafted. The trade-off seems acceptable here: We forgo one painstakingly intricate design for the prospect of near-endless hopefully good variations. Certainly the overworld I played through (seed “ystreath” if you want to try it yourself) felt consistent and well-designed--no jarring sections that felt obviously untouched by a human hand. It had a mazelike quality that demanded exploration and was crammed with teases of just-out-of-reach areas I'd have to note to return to later and that in any other non-procedural game I'd credit to smart design.

Dungeon design is mostly solid, with an emphasis on having the right item to allow you to bypass obstacles and finding the various coloured keys to open their respective doors. Save for the final dungeon, they all lack the light puzzle elements you would find in a typical Zelda dungeon, and are poorer for it. The last dungeon, however, takes full advantage of the environment-altering ability of a late-game item to push puzzle design to the fore. Perhaps not coincidentally, it's the only hand-crafted dungeon in the game. Where the procedural generation truly detracts is in the little side dungeons that throw you into a handful of random rooms, lock the doors until you've killed all the monsters, and then reward you with a health or weapon upgrade. They're not terrible in isolation, but they are all essentially the same and wear out their welcome long before you've acquired all the pick-ups they house.

As you find new items--such as a spring that enables you to bounce over gaps or a cigarette lighter that lets you melt ice--you can unlock new regions of the map or return to previous areas to find secrets in classic Zelda fashion, a facet of the genre that is as inherently compelling here as it so often is, even if the execution is slightly off. The random order in which items are acquired does have a tendency to flatten out the experience. Some items have multiple uses, lending a degree of redundancy that diminishes the impact of obtaining a new piece of gear. Still, it's rewarding to nab a new ability and start mulling over all the possibilities, the new places you can now explore. It's a high that never diminishes.

Perhaps as a consequence of the non-linear item progression, fighting regular enemies doesn't require you to use items other than your sword. They can be damaged by several of your items--the lighter sets things on fire and does useful damage over time while the bow, hammer, axe and bombs can all be effective--but there isn't a single enemy that, for example, must be staggered with the hammer before taking damage from your sword. With little variation it's sufficient to mash the attack button in order to survive any non-boss encounter.

Bosses themselves are smartly designed even if they hew closely to the Zelda archetype. The rule of threes applies here, as each boss requires you to perform the same set of steps three times in order to beat it. And each one demands the use of a certain ability you've picked up, though the precise execution tends to not be telegraphed. Quite a few of the bosses had me puzzling things out for several attempts before the eureka moment hit and I knew exactly what I had to do. Fortunately in such instances, death isn't a hassle and you find yourself respawning in the chamber before the boss room.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The procedural aspects of Lenna's Inception lay a solid foundation upon which to build. On top you'll find a handful of NPC quests to follow, some of which test your lateral thinking as you chuckle along with the mischievous sense of humour of the writing. Moments of oddness abound. I found what the game described as a "urine potion" before cheerfully informing me that I would have to drink it to discover what effect it had. My first follower companion was a chicken that would relentlessly peck enemies to death. My last was a librarian who could hurl books with pinpoint accuracy. At one point I donned a growth tunic and ran around as a giant Lenna until she couldn't fit through the door to escape the dungeon. Surprises like these are scattered throughout the entire game and are never less than a joy to discover. There's even an option to play the entire game with either 8-bit or 32-bit graphics.

Lenna's Inception is a lighthearted Zelda-style adventure fuelled by levity and a taste for the bizarre. At its heart, though, it's a testament to the powers of procedural generation. On balance it gains more than it loses, delivering an endlessly rearrangeable, replayable quest that suffers only slightly from the lack of a guiding human touch.

DC Teases New Story With Wonder Woman’s Chainsaw of Truth

Dark Nights: Metal creators Scott Snyder and Greg Capullo are gearing up for a new Justice League adventure, and DC is teasing that story with an image of Wonder Woman wielding the Chainsaw of Truth. This new teaser image appears in Justice League #39, the final chapter of Snyder's run on the series. It shows an armored, battle-scarred Diana wielding what appears to be a chainsaw forged of Nth Metal and powered by her own Lasso of Truth. Check it out below: [caption id="attachment_2295257" align="aligncenter" width="930"]Art by Greg Capullo. (Image Credit: DC) Art by Greg Capullo. (Image Credit: DC)[/caption] Snyder also posted the teaser on Twitter, along with the cryptic message "It's all been building to this..." This unnamed new series looks to be the Dark Nights: Metal followup Snyder and Capullo have been teasing for the past couple years. Judging from the teaser, this series may be called Mayhem and focus on Wonder Woman in the same way Metal was a largely Batman-centric story. [widget path="global/article/imagegallery" parameters="albumSlug=20-most-anticipated-comics-of-2020&captions=true"] As Snyder alluded, this new project is the culmination of several years of storytelling. Metal set the stage for the current volume of Justice League, which pits the League against Lex Luthor's Legion of Doom. Luthor is now a servant of a dark goddess called Perpetua, with the goal of proving that Doom is a stronger force than Justice and that humanity's selfish, fearful nature will ultimately win out. That conflict is also at the heart of DC's Year of the Villain event, as the evolved "Apex Lex" approaches various villains with offers of greater power. Warning: the following paragraph contains spoilers for Justice League #39! [poilib element="accentDivider"] Sadly, Luthor is proven correct in Justice League #39, as humanity makes its choice and the Justice League find themselves cast out of Earth altogether. Snyder's run ends on a cliffhanger when the Quintessence (a group that includes the Highfather, Ganthet, Hera, the wizard Shazam, the Spectre and the Phantom Stranger) return and open a door to an unknown region. The exiled Justice League members pass through that door, hoping it will lead them to the key to defeating Perpetua and triumphing over the power of Doom. [caption id="attachment_2295256" align="aligncenter" width="931"]Art by Daniel Sampere and Juan Albarron. (Image Credit: DC) Art by Daniel Sampere and Juan Albarron. (Image Credit: DC)[/caption] That cliffhanger won't be resolved in the pages of Justice League itself, as issue #40 begins a new story from writer Robert Venditti and artist Doug Mahnke, one which is set before the events of Justice/Doom War. Instead, this ending will lead directly into Mayhem, which we assume will be debuting in spring or summer of 2020. The current Hell Arisen miniseries will also chronicle the final battle between Apex Lex and Metal villain The Batman Who Laughs. Fortunately, Snyder also reassured readers they won't need to have read all 39 issues of Justice League to enjoy Mayhem. After all, a book with a chainsaw-wielding Wonder Woman pretty much sells itself. He tweeted, "We just needed a bigger stage to make a final all encompassing saga that links many DC stories, past & present, in the biggest showdown possible." [ignvideo url="https://www.ign.com/videos/2020/01/30/birds-of-prey-you-lost-something-right-clip"] Will you be reading Snyder and Capullo's latest DC epic? Let us know in the comments below. And for more big comic book news, see what happens when Thor's new enemy meets the Justice League and learn how Marvel solves a long-running Star Wars mystery. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Guillermo del Toro Begins Filming Nightmare Alley

Guillermo del Toro has begun filming Nightmare Alley starring Bradley Cooper, Cate Blanchett, and, of course, Ron Perlman. “In ‘Nightmare Alley,’ an ambitious young carny (Cooper) with a talent for manipulating people with a few well-chosen words hooks up with a female psychiatrist (Blanchett) who is even more dangerous than he is," reads the official plot synopsis according to IndieWire. Rooney Mara will star as carnival worker Molly, Willem Dafoe plays the barker Clem, Perlman is Bruno the Strongman, and Richard Jenkins will play the tycoon Ezra Grindle. Toni Collette and David Strathairn also star in the movie. Leonardo DiCaprio was once rumored for Cooper's part, but Variety reports that he passed after a deal fell through. The cameras began rolling for Nightmare Alley on January 21, according to producer J. Miles Dale. The film is an adaptation of the 1946 novel, which was made into a movie that was released in 1947. There is no release date for Nightmare Alley, but hopefully it will join these movies in 2020. [ignvideo url="https://www.ign.com/videos/2019/12/28/2020-movies-we-cant-wait-to-see"] The del Toro adaptation was first reported by Variety in December 2017, less than two weeks after The Shape of Water was first released. Del Toro is writing the script with Kim Morgan, who is one of Tarantino's New Beverly Cinema bloggers. It's del Toro's follow-up to The Shape of Water, which was the director's second-biggest hit at the box office behind Pacific Rim. He also beat out Christopher Nolan's Dunkirk and Jordan Peele's Get Out for the Academy Awards for Best Director and Best Picture. Many of the crew members from The Shape of Water have returned for this production. Production designer Luis Sequeira, cinematographer Dan Laustsen, visual effects supervisor Dennis Berardi, and editor Cam McLauchlin are reuniting with the legendary director. Production designer Tamara Deverell, who previously worked on del Toro's FX series The Strain, is on board for Nightmare Alley. Nightmare Alley does not have a release date yet. [poilib element="accentDivider"] Petey Oneto is a freelance writer for IGN who still wants Hellboy 3.

Overwatch’s Hero Pools Will Shake Up the Meta

Overwatch director Jeff Kaplan hosted a new developer update from the Blizzard team today that addressed many of the balance and meta grievances within the competitive Overwatch community. Blizzard says it will commit to more regular balance updates and will implement a Hero Pool system, not a hero ban. Talks of introducing a hero ban in Overwatch have been happening within the competitive community for some time. The idea originates from MOBAs where before a match, each team can choose a hero to “ban” from the match. While there have been arguments from both sides about whether or not Overwatch should also have a hero ban system, Kaplan has gone ahead and introduced a new solution: Hero Pools. [widget path="global/article/imagegallery" parameters="albumSlug=overwatch-winter-wonderland-2019-skins-and-screenshots&captions=true"] Each week during Season 21, Blizzard will implement a new Hero Pools system where a few heroes will be disabled from Competitive Play for a given week. Each week a new pool of heroes will be temporarily disabled. Kaplan said that the Hero Pools system is a test for Season 21 and “may not persist” past the season. The cadence of hero pools rotation could also change during the experiment. Furthermore, the disabled heroes aren’t going to be chosen by an algorithm and instead by the design team. The goal is to shake up the meta every week and promote hero diversity. The system will only be available in Competitive Play and not Arcade or Quick Play. Blizzard said the Overwatch League will implement a version of the Hero Pool as well. The Hero Pool isn’t the only system Blizzard is testing to shake up the meta. Kaplan said that aside from the weekly Hero Pool rotation and more rapid balance updates, Overwatch will start up an Experimental Card. This is a new Card on the Play screen that will allow Blizzard to test major changes before Blizzard devs decide (or not) to implement them in the standard game modes. The Experimental Card is different from the PTR and is not meant to test bugs. Instead, it’s to experiment with balance updates, game modes, and rule changes that Blizzard wants to test. The Experimental Card is a live version of Overwatch and will be available to PC and console players, and players can progress and unlock loot boxes from playing. [ignvideo url="https://www.ign.com/videos/2016/05/27/overwatch-review"] Kaplan is clear that Blizzard wants to shake up the meta and create big changes to how players compete. But these changes are also experimental, and some of the changes may or may not stick. Either way, Overwatch competitive fans should expect a lot more changes coming to the game soon, and it will hopefully keep the meta fresh. Overwatch previously tried to vitalize the meta by introducing a 2-2-2 role lock, though it’s not enough to keep the meta from stagnating. Meanwhile, Blizzard is also working on Overwatch 2, read IGN's Overwatch 2 preview from Blizzcon. [poilib element="accentDivider"] Matt Kim is a reporter for IGN. You can reach him on Twitter.

Nintendo Mobile Games Reportedly Gross Over $1 Billion

Nintendo's lineup of smartphone games has reportedly reached a new milestone. Sensor Tower reports that Nintendo's mobile titles have generated more than $1 billion in revenue on Apple and Android devices. Fire Emblem Heroes accounts for over half of the revenue, coming in with $656 million in player spending. Here are the numbers:
  • Fire Emblem Heroes: $656 million
  • Animal Crossing: Pocket Camp: $131 million
  • Dragalia Lost: $123 million
  • Mario Kart Tour: $86 million
  • Super Mario Run: $76 million
  • Dr. Mario World: $4.8 million
Sensor Tower's data does not include numbers from the social app Miitomo, even though it included microtransactions. [ignvideo url="https://www.ign.com/videos/2020/01/30/nintendo-switch-sales-cross-50-million-pokemon-sword-and-shield-sales-pass-16-million-ign-news"] Nintendo's Mario smartphone games have not grossed nearly as much as the company's other releases, despite Super Mario Run becoming the fastest app to reach 50 million downloads on the App Store. Unlike standard mobile games, Super Mario Run let players try the first few levels for free, and then blocks the rest of the game behind a one-time payment. On the other end of the spectrum, Mario Kart Tour is filled with microtransactions, including a subscription service that's more expensive than Nintendo Switch Online. [widget path="global/article/imagegallery" parameters="legacyId=20100633&captions=true"] The data also shows that Super Mario Run is still the most downloaded Nintendo mobile game. Interestingly, Fire Emblem Heroes is both the highest grossing title, and the least downloaded. Nintendo has grossed $581 million from its mobile titles in Japan alone, while $316 million has come from the United States. For more, read why some people are disappointed with Nintendo's mobile efforts. Or, learn how Nintendo is reportedly "not interested" in making a large amount of revenue from one smartphone title. [ignvideo url="https://www.ign.com/videos/2019/10/03/is-nintendos-mobile-strategy-working-nvc-477"] [poilib element="accentDivider"] Logan Plant is a news writer for IGN, and the Production Assistant for Nintendo Voice Chat, IGN's weekly Nintendo show. You can find him on Twitter at @LoganJPlant.

Steam Connectivity Issues Seemingly Resolved

Update (10:25 a.m. PT): All services appear to be restored, though Steam is still running slowly for some users. [poilib element="accentDivider"] Update (10:15 a.m. PT): IGN was able to access the Steam store, though reports of outages persist. Original story follows. [poilib element="accentDivider"] Steam is currently experiencing widespread connectivity issues. According to Downdetector, users are reporting problems logging in, accessing the store, and playing online. Nearly 10,000 outage reports have been submitted from various countries, all within the last two hours. Valve has yet to comment on the outage. [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Terminator: Linda Hamilton Doesn’t Think She’ll Play Sarah Connor Again

Terminator actress Linda Hamilton doesn't see herself playing Sarah Connor again after the box office failure of Terminator: Dark Fate. In an interview with THR, Hamilton said she's fine with not returning to the role, but will come back if something really great comes along. "...I would be quite happy to never return. So, no, I am not hopeful [to return to Terminator] because I would really love to be done," Hamilton said. "But, if there were something new that really spoke to me, I am a logical person, and I will always consider viable changes." [ignvideo url="https://www.ign.com/videos/2020/01/10/terminator-dark-fate-exclusive-deleted-scene-the-crossing"] The interviewer brought up the weak box office performance of Terminator: Dark Fate. $250 million in box office is great for most movies, but Terminator 6 had a production budget of $185 million, a marketing budget probably worth tens of millions on its own, and movie theaters taking their percentage of that $250 million. After Dark Fate's opening weekend in November 2019, pundits predicted a final worldwide gross of $180 million to $200 million, which would've resulted in a $100 million loss. "Today’s audience is just so unpredictable. I can’t tell you how many laymen just go, 'Well, people don’t go to the movies anymore,'" Hamilton said. "That’s not Hollywood analysis; that just comes out of almost everybody’s mouth. It should definitely not be such a high-risk financial venture..." Terminator: Dark Fate received mixed reviews from critics judging by the 54/100 on Metacritic. On Rotten Tomatoes, Dark Fate has a 70% approval rating from critics, which is about on par with Terminator 3's 69% rating. Both sequels are far away from Terminator 2 at 93% and the original Terminator at a perfect 100% rating. [widget path="global/article/imagegallery" parameters="albumSlug=best-reviewed-movies-of-2019&captions=true"] Terminator 6 was the lowest-performing Terminator movie at the box office since the original. Dark Fate made less than half of the $515 million worldwide gross of Terminator 2: Judgment Day. For more on Terminator, read about why the director of Dark Fate will never work with producer James Cameron again and how the U.S. Army is keeping Terminator in mind when developing cyborg soldiers. [poilib element="accentDivider"] Petey Oneto is a freelance writer for IGN.
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