Monthly Archives: March 2020

Family Guy’s Stewie & Brian Host Quarantine Podcast

Family Guy creator Seth MacFarlane has shared a new podcast, hosted by Stewie Griffin and his martini-swilling sidekick Brian, in which the cartoon duo offer up advice and life hacks for getting through the global coronavirus (COVID-19) pandemic. MacFarlane, who provides the voices for the characters on the animated show, posted an audio clip from the fictional podcast on Instagram on Wednesday night, alongside an illustration of the two characters, both wearing protective face masks while recording the special episode from isolation. Stewie introduces the podcast by reeling off a list of activities that the pair have been engaged in while being holed up in quarantine, including playing Trivial Pursuit, Candyland and Sorry! the board game. "Our goal is to help remind everyone that we can get through this with cooperation and togetherness," Brian explains before launching into a rendition of John Lennon's Imagine, imitating a bunch of other celebrities who released their own version last week. However, Stewie abruptly interrupts his canine companion's singing session, telling him it's "unwelcome, even in a global pandemic." [ignvideo url="https://www.ign.com/videos/2019/02/01/family-guys-10-best-episodes"] Further on in the podcast, Brian addresses the topic of panic-buying, saying, "Hoarding helps no one, and actually hurts those among us who need the supplies the most," while Stewie offers some life hacks on how to cope with toilet paper shortages, suggesting, "If you own a tie, you have toilet paper." The clip ends with the characters bickering over who offers the most up-to-date coronavirus guidelines, though it doesn't take long for them to clear up their misunderstanding and settle on the World Health Organisation (WHO). Stewie and Brian then sign off by telling everyone to "stay home as directed by your local and state governments," so "we can beat this thing and get back to life." [widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-adult-cartoon-tv-series&captions=true"] Seth MacFarlane joins a host of other celebrities who are spreading awareness about the pandemic while also offering some lighter entertainment options during these difficult times. Sir Patrick Stewart is currently reading daily sonnets for his fans and Jodie Whittaker recently shared an "emergency transmission" as Doctor Who. For a list of recommendations on how best to help, and stay safe, during the Coronavirus pandemic, please read our resource guide. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Valve Explains Insane Levels of Audio Detail in Half-Life: Alyx

The Source 2 engine enables Half-Life: Alyx to have staggering levels of detail, such as unique clothing movement sounds based on player movement speed, body position and, according to Valve developer Robin Walker, that's just the tip of the iceberg. In this month's episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about Half-Life: Alyx, The Orange Box, the mystique of Valve, and much more. [ignvideo url="https://www.ign.com/videos/2020/03/18/ign-first-half-life-alyx-gabe-newell-interview"] "One of the things we learned, many years ago, that we used a lot in Half-Life 2 was the idea of building technology where... each creative discipline was as unconstrained as possible in applying their discipline to the product," Walker said. "Wherever we could, we tried to make it so that, if you are a sound person, you could put sound into the game and hook it up as much as you can, to all the things you want, without needing to get anyone else involved." This process was in place during Half-Life 1 but, according to Walker, by Half-Life 2 the team at Valve was much better at it. Going into Half-Life: Alyx using the Source 2 engine, this level of discipline independence was a focal point for the studio. "We spent a lot of time on the 'tools' side of things in Source 2, relative to Source 1, so Half-Life: Alyx is the first time we've had a bunch of audio people with, essentially, a bunch of superpowers they haven't had in the past. [ignvideo url="https://www.ign.com/videos/2020/03/04/half-life-alyx-13-minutes-of-valve-commentary-ign-first"] "The net result of that has been, they have produced an ungodly amount of sound and they have tied it to the state of the world, and to a greater extent than they've ever been able to. There's... little bits of code, that they write and control, associated with every sound in the game if they want it. They can feed any information from the game into it." Here is where it gets crazy, according to Walker. "Some examples of how they've used that, that stuck in my head when I heard about it, were things like; we have built a virtual character, essentially, that has a set of clothing... they have simulated how that clothing responds to the player's movement, and they use that to make sound. [widget path="global/article/imagegallery" parameters="albumSlug=half-life-alyx-first-screenshots-4k&captions=true"] "So, in the case of teleport, for example, if you're playing in 'blink' or 'shift' modes, if you teleport over a ledge or around a corner, they're going to adjust... the sounds that your clothes make will be affected by you falling some distance. Or, if you move quickly... over a long distance, or short distances, it will affect the amount of noise that your clothes make, and how they move around." "If you're playing 'continuous' mode, we feed that same information in as well... It's not just some looping sound that's played or anything, it's fully aware of... is your body standing? Crouching? Movement... all that sort of stuff. The surfaces you're working on... brushing through plants, all that sort of jazz. It's been pretty exciting to see all the ways things happen as a result of empowering individual disciplines, as opposed to having some kind of gate in there where they need to get some help from some other discipline, just to be able to deploy their craft." [ignvideo url="https://www.ign.com/videos/2020/03/14/half-life-2-developers-react-to-50-minute-speedrun"] When asked how Source 2 and Half-Life: Alyx propelled each other forward, Walker said another change (which sounds simple but had huge knock-on effects) was improving the ability of multiple people, from different disciplines, to work on the same area of the game at the same time. Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more.

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Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).

Valve Explains Insane Levels of Audio Detail in Half-Life: Alyx

The Source 2 engine enables Half-Life: Alyx to have staggering levels of detail, such as unique clothing movement sounds based on player movement speed, body position and, according to Valve developer Robin Walker, that's just the tip of the iceberg. In this month's episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about Half-Life: Alyx, The Orange Box, the mystique of Valve, and much more. [ignvideo url="https://www.ign.com/videos/2020/03/18/ign-first-half-life-alyx-gabe-newell-interview"] "One of the things we learned, many years ago, that we used a lot in Half-Life 2 was the idea of building technology where... each creative discipline was as unconstrained as possible in applying their discipline to the product," Walker said. "Wherever we could, we tried to make it so that, if you are a sound person, you could put sound into the game and hook it up as much as you can, to all the things you want, without needing to get anyone else involved." This process was in place during Half-Life 1 but, according to Walker, by Half-Life 2 the team at Valve was much better at it. Going into Half-Life: Alyx using the Source 2 engine, this level of discipline independence was a focal point for the studio. "We spent a lot of time on the 'tools' side of things in Source 2, relative to Source 1, so Half-Life: Alyx is the first time we've had a bunch of audio people with, essentially, a bunch of superpowers they haven't had in the past. [ignvideo url="https://www.ign.com/videos/2020/03/04/half-life-alyx-13-minutes-of-valve-commentary-ign-first"] "The net result of that has been, they have produced an ungodly amount of sound and they have tied it to the state of the world, and to a greater extent than they've ever been able to. There's... little bits of code, that they write and control, associated with every sound in the game if they want it. They can feed any information from the game into it." Here is where it gets crazy, according to Walker. "Some examples of how they've used that, that stuck in my head when I heard about it, were things like; we have built a virtual character, essentially, that has a set of clothing... they have simulated how that clothing responds to the player's movement, and they use that to make sound. [widget path="global/article/imagegallery" parameters="albumSlug=half-life-alyx-first-screenshots-4k&captions=true"] "So, in the case of teleport, for example, if you're playing in 'blink' or 'shift' modes, if you teleport over a ledge or around a corner, they're going to adjust... the sounds that your clothes make will be affected by you falling some distance. Or, if you move quickly... over a long distance, or short distances, it will affect the amount of noise that your clothes make, and how they move around." "If you're playing 'continuous' mode, we feed that same information in as well... It's not just some looping sound that's played or anything, it's fully aware of... is your body standing? Crouching? Movement... all that sort of stuff. The surfaces you're working on... brushing through plants, all that sort of jazz. It's been pretty exciting to see all the ways things happen as a result of empowering individual disciplines, as opposed to having some kind of gate in there where they need to get some help from some other discipline, just to be able to deploy their craft." [ignvideo url="https://www.ign.com/videos/2020/03/14/half-life-2-developers-react-to-50-minute-speedrun"] When asked how Source 2 and Half-Life: Alyx propelled each other forward, Walker said another change (which sounds simple but had huge knock-on effects) was improving the ability of multiple people, from different disciplines, to work on the same area of the game at the same time. Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more.

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Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).

Smash Bros. Player Builds Controller That Tazes Him, Pichu-Style

A Smash Bros. player has built a special controller that will inflict the pain Pichu feels after certain special moves. YouTuber insertcontrollerhere created a mod for a Gamecube-style controller that uses a tazer to inflict electric shocks at the same time Pichu shocks itself after using some moves. When Pichu uses the special moves Thunderjolt, Skullbash, Agility, or Thunder, they take a few percentage points of damage and now, thanks to this mod, insertcontrollerhere will feel that pain as well. [widget path="global/article/imagegallery" parameters="albumSlug=20%20Major%20Nintendo%20Console%20and%20Handheld%20Upgrades&captions=true"] You can check out the controller in action below: insertcontrollerhere, whose real name is Eric Heckman, was going to upload footage of live gameplay with the taser controller hooked up, but posted last night that the recorded footage was lost after a camera issue. Heckman will be posting footage soon though, according to Twitter. As to why someone would want to create a controller like this, Heckman doesn't offer any answers in the video about the controller, but a quick stroll through the insertcontrollerhere YouTube channel will give you some idea why, given its focus on mods for all kinds of controllers, to do wildly different things. [ignvideo url="https://www.ign.com/videos/2018/12/06/super-smash-bros-ultimate-all-final-smashes"] Those projects include a controller that makes Smash Bros characters "teabag" when insertcontrollerhere dips a teabag connected to a controller into water, as well as a controller that lets you rage quit with the power of salt. When you want to rage quit, poor salt into a cup of water connected to a controller and the controller will then automatically pause the match and select the quit option. It's a treasure trove of unique controller mods. For more controller mods, check out this ex-NASA engineer's PS4 and Xbox One mod that makes the controllers' vibrations 10 times more powerful. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Smash Bros. Player Builds Controller That Tazes Him, Pichu-Style

A Smash Bros. player has built a special controller that will inflict the pain Pichu feels after certain special moves. YouTuber insertcontrollerhere created a mod for a Gamecube-style controller that uses a tazer to inflict electric shocks at the same time Pichu shocks itself after using some moves. When Pichu uses the special moves Thunderjolt, Skullbash, Agility, or Thunder, they take a few percentage points of damage and now, thanks to this mod, insertcontrollerhere will feel that pain as well. [widget path="global/article/imagegallery" parameters="albumSlug=20%20Major%20Nintendo%20Console%20and%20Handheld%20Upgrades&captions=true"] You can check out the controller in action below: insertcontrollerhere, whose real name is Eric Heckman, was going to upload footage of live gameplay with the taser controller hooked up, but posted last night that the recorded footage was lost after a camera issue. Heckman will be posting footage soon though, according to Twitter. As to why someone would want to create a controller like this, Heckman doesn't offer any answers in the video about the controller, but a quick stroll through the insertcontrollerhere YouTube channel will give you some idea why, given its focus on mods for all kinds of controllers, to do wildly different things. [ignvideo url="https://www.ign.com/videos/2018/12/06/super-smash-bros-ultimate-all-final-smashes"] Those projects include a controller that makes Smash Bros characters "teabag" when insertcontrollerhere dips a teabag connected to a controller into water, as well as a controller that lets you rage quit with the power of salt. When you want to rage quit, poor salt into a cup of water connected to a controller and the controller will then automatically pause the match and select the quit option. It's a treasure trove of unique controller mods. For more controller mods, check out this ex-NASA engineer's PS4 and Xbox One mod that makes the controllers' vibrations 10 times more powerful. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Campaign for New Marvel vs. DC Crossover Builds Momentum

Writer Gail Simone is spearheading a call for the Big Two comics publishers to do another epic Marvel vs. DC crossover. Simone, best known for writing Deadpool, Birds of Prey, and Wonder Woman, wants the two companies to make it happen because she thinks it will generate buzz and bring in a new audience, which will help comic book shops recover in the wake of the coronavirus pandemic that has left the comics industry in a bad spot. “When comics shops open back up as we all hope they will, I would love it if DC and Marvel could ask the lawyer to step outside, and have another big Marvel/DC crossover,” Simone tweeted. “A lot of people would love it and it would lay the welcome mat back out in a big way.”   While Marvel and DC have had a handful of crossovers in the past -- like the Amalgam Comics crossovers that fused together iconic characters to make extreme hybrid heroes like Dark Claw (Batman + Wolverine) and Catsai (Catwoman + Elektra) -- there hasn't been one since the ‘90s and the notion of another crossover has been a distant thought for the Big Two. [widget path="global/article/imagegallery" parameters="albumSlug=marvel-and-dc-crossover-characters&captions=true"] But it's fair to say that many things have been happening lately that we all never thought were possible, so perhaps in these trying times we'll see Marvel and DC join forces for the common good once more. That’s the hope, at least. Simone got the ball rolling with the hashtag #PleaseMarvelDC and offered a few ideas on which characters should crossover and which creator should execute the idea: Vision/Mr. Miracle by Tom King, Thor/Wonder Woman by Donny Cates, and Superman/Spider-Man by Brian Michael Bendis.   Numerous creators replied with their dream crossovers, which built momentum for the campaign and spread the idea across social media like wildfire. Writer Tom Taylor (DCeased, X-Men Red) wants to do a story where Harley Quinn and Deadpool team up to take down Darkseid and Thanos. Writer Christos Gage (Avengers Academy, The Amazing Spider-Man) went for a more obscure (yet no less awesome) approach.   Then writer Scott Snyder (Batman, American Vampire) presented a very spot-on idea for a crossover story featuring the Dark Knight. It looks like the comics creators themselves are all on board and have plenty of exciting ideas. Even though the general public might see Marvel and DC as fierce rivals, the people that create the comics are all part of one artistic community that work in the same industry and make friends with one another regardless of which publisher they happen to be working for. In fact, most creators end up working for Marvel and DC at one point or another, sometimes both at the same time. So it all boils down to whether those in charge at Marvel and DC would ever make a deal to do another crossover. DC senior editor Chris Conroy has already cast his vote in favor of the crossover, but with one specific condition.   Do you want to see another Marvel and DC crossover? Which characters do you want to see go up against one another? Let us know in the comments. [poilib element="accentDivider"] Joshua is Senior Features Editor at IGN. If Pokemon, Green Lantern, or Game of Thrones are frequently used words in your vocabulary, you’ll want to follow him on Twitter @JoshuaYehl and IGN.