Monthly Archives: July 2020

Red Dead Online Players Dress Up As Clowns To Protest Rockstar’s Lack of Updates

Red Dead Online players are dressing up as clowns and organising in-game protests against a lack of major updates from Rockstar, with a large cross-platform event scheduled for the 20th July. As first spotted by PCGamesN, the Red Dead Online community has been banding together to populate servers in digital clown cosplay. The lighthearted events are being organised to draw attention to the fact that it's been seven months since Red Dead Online received a major content update. The trend seems to stem from the Red Dead Fashion community, which has been hosting monthly fashion contests. July's theme is The Travelling Circus, which ran with the mantra "since we're all clowns for believing we'll get an update, it's fitting that we dress up as them in-game too!" From there, the community began filling servers with clowns and documenting their antics. In an interview with Polygon, Magnar - an admin for the Red Dead Online Discord group - explained that, “Rather than let it turn negative or nasty, which in game communities things often can, I thought I’d turn [our protests] into something a bit more fun or even wholesome in a way." The meetups have further mobilised the Red Dead Online community, which plans to hold a major cross-platform clown event next Monday, July 20. "I'll share details over the weekend, but I'd suggest planning a nice circus/clown-themed outfit in the meantime," reads a tweet from the Red Dead Online Community Twitter account. You can get involved by joining the Red Dead Online Discord group and checking out the Red Dead Fashion community within. In other Red Dead Redemption 2 news, check out this week's special bounty hunter rewards and bonuses for Red Dead Online players, available to all players regardless of their chosen costume. You can also check out our coverage of the alien gang war that recently hijacked GTA Online. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Red Dead Online Players Dress Up As Clowns To Protest Rockstar’s Lack of Updates

Red Dead Online players are dressing up as clowns and organising in-game protests against a lack of major updates from Rockstar, with a large cross-platform event scheduled for the 20th July. As first spotted by PCGamesN, the Red Dead Online community has been banding together to populate servers in digital clown cosplay. The lighthearted events are being organised to draw attention to the fact that it's been seven months since Red Dead Online received a major content update. The trend seems to stem from the Red Dead Fashion community, which has been hosting monthly fashion contests. July's theme is The Travelling Circus, which ran with the mantra "since we're all clowns for believing we'll get an update, it's fitting that we dress up as them in-game too!" From there, the community began filling servers with clowns and documenting their antics. In an interview with Polygon, Magnar - an admin for the Red Dead Online Discord group - explained that, “Rather than let it turn negative or nasty, which in game communities things often can, I thought I’d turn [our protests] into something a bit more fun or even wholesome in a way." The meetups have further mobilised the Red Dead Online community, which plans to hold a major cross-platform clown event next Monday, July 20. "I'll share details over the weekend, but I'd suggest planning a nice circus/clown-themed outfit in the meantime," reads a tweet from the Red Dead Online Community Twitter account. You can get involved by joining the Red Dead Online Discord group and checking out the Red Dead Fashion community within. In other Red Dead Redemption 2 news, check out this week's special bounty hunter rewards and bonuses for Red Dead Online players, available to all players regardless of their chosen costume. You can also check out our coverage of the alien gang war that recently hijacked GTA Online. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Godfall Director Explains How the Game Will Use PS5 DualSense

Godfall Game Director Keith Lee has explained how the game will use the PS5's DualSense controller to its advantage. In an interview with Gamespot, Lee spoke about how the game is using the power of the PS5 to augment the in-game experience for players. As well as using the PS5's solid-state drive "for faster transfers and higher graphical performance," the game will also utilise the haptic feedback and adaptive triggers in the DualSense to communicate different feelings during combat, depending on the weapons used and the environment around your character. [ignvideo url="https://www.ign.com/videos/2020/06/13/godfall-pc-gameplay-trailer-pc-gaming-show"] "What's exciting about the DualSense controller is the fact that it has stereo vibration in terms of the rumblers, as well as resistance on the triggers, so one of the things that you can do is to create, for the first time, a sensation of your weapon hitting another weapon and how it resonates," Lee told Gamespot. "The fact that if you're sliding across the ground, depending on the surface of the material - you might slide on gravel or sand or water - the way the vibrations work really feel like the way that those surfaces would feel." Lee added that this new technology is especially exciting for a third-person melee combat game like Godfall, where "full awareness of your surroundings" is important. "We can have the clash of weapons, that there could be ways that we can notify the player if an enemy is offscreen about to attack you." This marks the first time we've heard about a brand new game using the DualSense's features to its advantage. We've previously heard how the controller could communicate the feeling of walking through mud, or the tension on a bow string, and devloper Mike Bithell has mentioned that he came away impressed with the controller's haptic features after demo sessions. Godfall is coming to PlayStation 5 and PC, and the game will launch during the 2020 holiday season. For more on Godfall, check out the PS5 box art for the game, revealed last week. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Godfall Director Explains How the Game Will Use PS5 DualSense

Godfall Game Director Keith Lee has explained how the game will use the PS5's DualSense controller to its advantage. In an interview with Gamespot, Lee spoke about how the game is using the power of the PS5 to augment the in-game experience for players. As well as using the PS5's solid-state drive "for faster transfers and higher graphical performance," the game will also utilise the haptic feedback and adaptive triggers in the DualSense to communicate different feelings during combat, depending on the weapons used and the environment around your character. [ignvideo url="https://www.ign.com/videos/2020/06/13/godfall-pc-gameplay-trailer-pc-gaming-show"] "What's exciting about the DualSense controller is the fact that it has stereo vibration in terms of the rumblers, as well as resistance on the triggers, so one of the things that you can do is to create, for the first time, a sensation of your weapon hitting another weapon and how it resonates," Lee told Gamespot. "The fact that if you're sliding across the ground, depending on the surface of the material - you might slide on gravel or sand or water - the way the vibrations work really feel like the way that those surfaces would feel." Lee added that this new technology is especially exciting for a third-person melee combat game like Godfall, where "full awareness of your surroundings" is important. "We can have the clash of weapons, that there could be ways that we can notify the player if an enemy is offscreen about to attack you." This marks the first time we've heard about a brand new game using the DualSense's features to its advantage. We've previously heard how the controller could communicate the feeling of walking through mud, or the tension on a bow string, and devloper Mike Bithell has mentioned that he came away impressed with the controller's haptic features after demo sessions. Godfall is coming to PlayStation 5 and PC, and the game will launch during the 2020 holiday season. For more on Godfall, check out the PS5 box art for the game, revealed last week. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

PS5: Sony Reportedly Increasing Production to 10 Million Consoles in 2020

Sony is reportedly increasing its PlayStation 5 production to 10 million units in 2020 as it "sees the prolonged effects of the COVID-19 pandemic boosting demand for gaming." As reported by Nikkei Asian Review and Bloomberg, Sony had originally planned to produce 5-6 million consoles by the end of March 2021, but the change in demand due to the global pandemic has caused it to change course. Sony is said to have begun PS5 mass production in June and "under the latest plan, expects to assemble 5 million units by the end of September and another 5 million between October and December." [ignvideo url="https://www.ign.com/videos/2020/06/12/ps5-reveal-event-in-5-minutes"] Not all 10 million may make it to store shelves in 2020, however, as logistical delays may delay a percentage of the PlayStation 5 consoles to 2021. A big factor in the potential delay for some of the stock is due to shipping constraints, as "a large proportion of Sony’s consoles are made in China and sent out via sea around the world." It can take months for these consoles to make it from China to the U.S. and Europe via ocean lines, which can cause issues keeping PS5s in stock. Nintendo has recently faced a similar problem with Nintendo Switch. [ignvideo url="https://www.ign.com/videos/2020/06/11/playstation-5-official-console-reveal-ps5-reveal-event"] Sony is also said to be increasing production for PlayStation 5's DualSense controller. It had originally planned on producing 10 million units. While we do know what the PlayStation 5 looks like and that it will be released in Holiday 2020, we still don't know the price or exact date. However, the PlayStation 5 Reveal Event did showcase some upcoming games for Sony's next-gen console, including Spider-Man: Miles Morales, Horizon Forbidden West, and Ratchet and Clank: Rift Apart. Alongside the news about PlayStation 5, Nikkei reports that Facebook is also increasing production on its Oculus headsets by at least 50% to 2 million units. Info like PS5 price and preorders have yet to go up, but retailers have information pages and mailing lists set up to alert consumers when the console does become available. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

PS5: Sony Reportedly Increasing Production to 10 Million Consoles in 2020

Sony is reportedly increasing its PlayStation 5 production to 10 million units in 2020 as it "sees the prolonged effects of the COVID-19 pandemic boosting demand for gaming." As reported by Nikkei Asian Review and Bloomberg, Sony had originally planned to produce 5-6 million consoles by the end of March 2021, but the change in demand due to the global pandemic has caused it to change course. Sony is said to have begun PS5 mass production in June and "under the latest plan, expects to assemble 5 million units by the end of September and another 5 million between October and December." [ignvideo url="https://www.ign.com/videos/2020/06/12/ps5-reveal-event-in-5-minutes"] Not all 10 million may make it to store shelves in 2020, however, as logistical delays may delay a percentage of the PlayStation 5 consoles to 2021. A big factor in the potential delay for some of the stock is due to shipping constraints, as "a large proportion of Sony’s consoles are made in China and sent out via sea around the world." It can take months for these consoles to make it from China to the U.S. and Europe via ocean lines, which can cause issues keeping PS5s in stock. Nintendo has recently faced a similar problem with Nintendo Switch. [ignvideo url="https://www.ign.com/videos/2020/06/11/playstation-5-official-console-reveal-ps5-reveal-event"] Sony is also said to be increasing production for PlayStation 5's DualSense controller. It had originally planned on producing 10 million units. While we do know what the PlayStation 5 looks like and that it will be released in Holiday 2020, we still don't know the price or exact date. However, the PlayStation 5 Reveal Event did showcase some upcoming games for Sony's next-gen console, including Spider-Man: Miles Morales, Horizon Forbidden West, and Ratchet and Clank: Rift Apart. Alongside the news about PlayStation 5, Nikkei reports that Facebook is also increasing production on its Oculus headsets by at least 50% to 2 million units. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Joker and Dragon Quest 11’s Hero amiibo to Be Released in October 2020

Nintendo has announced that Persona 5's Joker and Dragon Quest 11's Hero Super Smash Bros. Ultimate amiibo will both be available on October 2, 2020. Nintendo shared a quick video of the new amiibo, giving fans of these two DLC fighters a good look at the figures they can purchase later this year. The Joker and Hero amiibo were both announced during the reveal presentation for Min Min from ARMS last month. Min Min is available now and, in our review of the latest fighter, we said "Super Smash Bros. Ultimate's Latest DLC character Min Min is one part Dhalsim, one part Pokemon Trainer, and one of the more exciting (if tricky to wield) concepts for a Smash character yet." In our review of Joker as a fighter, we said "As a fighter, Joker’s moves translate extremely well into the realm of Smash Bros., between the sharp red accents flying alongside his knife’s slash and his cinematic final smash that might be one of the most entertaining finishers yet – and winning the match with the All-Out Attack is just icing on the cake." [ignvideo url="https://www.ign.com/videos/2019/04/18/super-smash-bros-ultimate-joker-challenger-pack-dlc-review"] In our review of Dragon Quest 11's Hero as a fighter, we said "Hero creates an entirely new archetype in a game that already features 74 unique characters (76 including Pokemon Trainers’ individual Pokemon), one that’s heavily influenced by RNG and a player’s ability to quickly identify the best of four options presented in a menu in the heat of battle, and that’s kind of astounding." [ignvideo url="https://www.ign.com/videos/2019/08/01/super-smash-bros-ultimate-hero-dlc-review"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Joker and Dragon Quest 11’s Hero amiibo to Be Released in October 2020

Nintendo has announced that Persona 5's Joker and Dragon Quest 11's Hero Super Smash Bros. Ultimate amiibo will both be available on October 2, 2020. Nintendo shared a quick video of the new amiibo, giving fans of these two DLC fighters a good look at the figures they can purchase later this year. The Joker and Hero amiibo were both announced during the reveal presentation for Min Min from ARMS last month. Min Min is available now and, in our review of the latest fighter, we said "Super Smash Bros. Ultimate's Latest DLC character Min Min is one part Dhalsim, one part Pokemon Trainer, and one of the more exciting (if tricky to wield) concepts for a Smash character yet." In our review of Joker as a fighter, we said "As a fighter, Joker’s moves translate extremely well into the realm of Smash Bros., between the sharp red accents flying alongside his knife’s slash and his cinematic final smash that might be one of the most entertaining finishers yet – and winning the match with the All-Out Attack is just icing on the cake." [ignvideo url="https://www.ign.com/videos/2019/04/18/super-smash-bros-ultimate-joker-challenger-pack-dlc-review"] In our review of Dragon Quest 11's Hero as a fighter, we said "Hero creates an entirely new archetype in a game that already features 74 unique characters (76 including Pokemon Trainers’ individual Pokemon), one that’s heavily influenced by RNG and a player’s ability to quickly identify the best of four options presented in a menu in the heat of battle, and that’s kind of astounding." [ignvideo url="https://www.ign.com/videos/2019/08/01/super-smash-bros-ultimate-hero-dlc-review"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Matrix Cinematographer: “I Want to Dig Stanley Kubrick Up and Kill Him”

While Stanley Kubrick may not have been directly involved in their making, the cinematographer of The Matrix Reloaded and The Matrix Revolutions blames the late filmmaking legend for why making those sequels proved "sort of torture" to make -- and for the diminished quality of the films themselves. Appearing on Oscar-winning cinematographer Roger Deakins' podcast Team Deakins, Matrix sequels cinematographer Bill Pope explained how Stanley Kubrick influenced the films' directors, the Wachowskis, which in turn made for a grueling back-to-back production for both cast and crew. "Everything that was good about the first experience was not good about the last two. We weren’t free anymore. People were looking at you. There was a lot of pressure," Pope told Deakins (via Indiewire). Pope confessed, "In my heart, I didn’t like them. I felt we should be going in another direction. There was a lot of friction and a lot of personal problems, and it showed up on screen, to be honest with you. It was not my most elevated moment, nor was it anyone else’s." [ignvideo url="https://www.ign.com/videos/2019/03/28/the-matrix-trilogy-in-six-minutes"] Pope lays part of the blame for the arduous shoot -- and how it translated to less than great work up on the screen -- on a book penned by Kubrick, the director of The Shining and 2001, that influenced the Wachowskis' approach to working with actors. "The Wachowskis had read this damn book by Stanley Kubrick that said, “Actors don’t do natural performances until you wear them out.” So let’s go to take 90!," Pope said. "I want to dig Stanley Kubrick up and kill him." As /Film points out, Kubrick was notorious for doing dozens of takes, and Shining actress Shelley Duvall made no secret of the hell Kubrick put her through on set. The Matrix sequels shot back-to-back over 276 days, a punishing challenge even without directors' embracing Kubrickian levels of exhaustive meticulousness. Bill Pope sees such a long shoot as ultimately working against the quality of the films, citing Peter Jackson's Hobbit trilogy as another example. “There is something about making a shoot that long, 276 shoot days, that is mind numbing and soul numbing and it numbs the movie,” Pope told Deakins. “You think about The Hobbit, where they [shot] one, two, and three, and the movies are just numbing. In the books, you don’t feel that because you pick it up and put it down. In a movie shoot, it’s too long. There’s a limit from what you can take in.” [widget path="global/article/imagegallery" parameters="albumSlug=the-most-disappointing-third-movies-in-trilogies&captions=true"] For all his grievances with the making of the sequels and feeling like the films themselves suffered because of the long shoot, Pope recently transferred The Matrix Reloaded and The Matrix Revolutions to 4K for Warner Bros.' archives and told Deakins, "I wrote the Wachowskis and Keanu and Carrie Ann that we did a good job [on the sequels], we should be proud of them.” The Matrix 4 recently resumed production in Germany after the coronavirus pandemic halted production in March. Bill Pope is not the cinematographer on it, with Braveheart's John Toll serving as director of photography this time around.

Matrix Cinematographer: “I Want to Dig Stanley Kubrick Up and Kill Him”

While Stanley Kubrick may not have been directly involved in their making, the cinematographer of The Matrix Reloaded and The Matrix Revolutions blames the late filmmaking legend for why making those sequels proved "sort of torture" to make -- and for the diminished quality of the films themselves. Appearing on Oscar-winning cinematographer Roger Deakins' podcast Team Deakins, Matrix sequels cinematographer Bill Pope explained how Stanley Kubrick influenced the films' directors, the Wachowskis, which in turn made for a grueling back-to-back production for both cast and crew. "Everything that was good about the first experience was not good about the last two. We weren’t free anymore. People were looking at you. There was a lot of pressure," Pope told Deakins (via Indiewire). Pope confessed, "In my heart, I didn’t like them. I felt we should be going in another direction. There was a lot of friction and a lot of personal problems, and it showed up on screen, to be honest with you. It was not my most elevated moment, nor was it anyone else’s." [ignvideo url="https://www.ign.com/videos/2019/03/28/the-matrix-trilogy-in-six-minutes"] Pope lays part of the blame for the arduous shoot -- and how it translated to less than great work up on the screen -- on a book penned by Kubrick, the director of The Shining and 2001, that influenced the Wachowskis' approach to working with actors. "The Wachowskis had read this damn book by Stanley Kubrick that said, “Actors don’t do natural performances until you wear them out.” So let’s go to take 90!," Pope said. "I want to dig Stanley Kubrick up and kill him." As /Film points out, Kubrick was notorious for doing dozens of takes, and Shining actress Shelley Duvall made no secret of the hell Kubrick put her through on set. The Matrix sequels shot back-to-back over 276 days, a punishing challenge even without directors' embracing Kubrickian levels of exhaustive meticulousness. Bill Pope sees such a long shoot as ultimately working against the quality of the films, citing Peter Jackson's Hobbit trilogy as another example. “There is something about making a shoot that long, 276 shoot days, that is mind numbing and soul numbing and it numbs the movie,” Pope told Deakins. “You think about The Hobbit, where they [shot] one, two, and three, and the movies are just numbing. In the books, you don’t feel that because you pick it up and put it down. In a movie shoot, it’s too long. There’s a limit from what you can take in.” [widget path="global/article/imagegallery" parameters="albumSlug=the-most-disappointing-third-movies-in-trilogies&captions=true"] For all his grievances with the making of the sequels and feeling like the films themselves suffered because of the long shoot, Pope recently transferred The Matrix Reloaded and The Matrix Revolutions to 4K for Warner Bros.' archives and told Deakins, "I wrote the Wachowskis and Keanu and Carrie Ann that we did a good job [on the sequels], we should be proud of them.” The Matrix 4 recently resumed production in Germany after the coronavirus pandemic halted production in March. Bill Pope is not the cinematographer on it, with Braveheart's John Toll serving as director of photography this time around.