Monthly Archives: August 2020
How to Watch Star Wars: Return of the Jedi With Rahul Kohli and Sam Witwer
Welcome to Star Wars Week, where we're celebrating all things from that galaxy far, far away. From retrospectives on old favorites to explainers on timely topics to Face-Offs between beloved characters and beyond, Star Wars Week features articles, videos, slideshows and more on the beloved franchise.
At this week’s WFH Theater and as part of our Star Wars Week, we’ll be watching Episode VI - Return of the Jedi. Joining us in this digital event are special guests Rahul Kohli and Sam Witwer, a returning duo with a passion for Star Wars that (almost) rivals our own.
This isn’t the first time we’ve had Kohli and Witwer as guests on our show. You may remember our The Empire Strikes Back watch party in May where we celebrated its 40th anniversary. If you enjoyed the show then or if you missed it and would like to join us for their return, here’s everything you need to know to tune in.
[ignvideo url="https://www.ign.com/videos/2020/05/21/the-empire-strikes-back-watch-party-w-sam-witwer-rahul-kohli"]
WFH Theater Star Wars: Return of the Jedi Start Time
The Star Wars: Return of the Jedi WFH Theater is scheduled for Friday, August 14, and will start at 5 pm PT and 8 pm ET. If you’re joining us from the UK or Australia, that changes to Saturday, August 15 at 1 am BST and 10 am AEST. There will be a 30-minute countdown leading up to the start of the movie which will run about 2 hours and 10 minutes long. The hosts will also stick around after the movie is finished to answer any questions from viewers in the chat.Where to watch the Star Wars: Return of the Jedi WFH Theater Event
We’ll be hosting this week’s WFH Theater solely on YouTube. Our special guests will be in the chat alongside our hosts responding to viewers as they watch and talk about the movie. Here’s the list of places you can watch the Star Wars: Return of the Jedi WFH Theater event: [widget path="global/article/imagegallery" parameters="albumSlug=every-star-wars-rotten-tomatoes-and-metacritic-review-score&captions=true"]More About our Special Guests
If you'd like to know more about our guests, take a moment and familiarize yourself with some of the projects they have worked on.Rahul Kohli
Rahul Kohli is an actor who's starred in various British dramas such as Eastenders and Holby City. He's best known for his roles as Jack Spheer in Supergirl and Ravi Chakrabarti in iZombie, and he's also voiced characters Fahz Chutani in Gears 5 and the Scarecrow in the Harley Quinn TV series. Make sure to look for him in the upcoming Haunting of Bly Manor and check him out on Twitter.Sam Witwer
Sam Witwer is an actor known for his role as Professor Ben Lockwood in Supergirl and his Dark Side roles in Star Wars productions such as The Force Unleashed, Solo, and The Clone Wars. He has also voiced characters in video games, some of which include Deacon St. John from Days Gone and Emperor Palpatine in the Star Wars: Battlefront series. Check him out on Twitter. [poilib element="accentDivider"]How to Watch Star Wars: Return of the Jedi With Rahul Kohli and Sam Witwer
Welcome to Star Wars Week, where we're celebrating all things from that galaxy far, far away. From retrospectives on old favorites to explainers on timely topics to Face-Offs between beloved characters and beyond, Star Wars Week features articles, videos, slideshows and more on the beloved franchise.
At this week’s WFH Theater and as part of our Star Wars Week, we’ll be watching Episode VI - Return of the Jedi. Joining us in this digital event are special guests Rahul Kohli and Sam Witwer, a returning duo with a passion for Star Wars that (almost) rivals our own.
This isn’t the first time we’ve had Kohli and Witwer as guests on our show. You may remember our The Empire Strikes Back watch party in May where we celebrated its 40th anniversary. If you enjoyed the show then or if you missed it and would like to join us for their return, here’s everything you need to know to tune in.
[ignvideo url="https://www.ign.com/videos/2020/05/21/the-empire-strikes-back-watch-party-w-sam-witwer-rahul-kohli"]
WFH Theater Star Wars: Return of the Jedi Start Time
The Star Wars: Return of the Jedi WFH Theater is scheduled for Friday, August 14, and will start at 5 pm PT and 8 pm ET. If you’re joining us from the UK or Australia, that changes to Saturday, August 15 at 1 am BST and 10 am AEST. There will be a 30-minute countdown leading up to the start of the movie which will run about 2 hours and 10 minutes long. The hosts will also stick around after the movie is finished to answer any questions from viewers in the chat.Where to watch the Star Wars: Return of the Jedi WFH Theater Event
We’ll be hosting this week’s WFH Theater solely on YouTube. Our special guests will be in the chat alongside our hosts responding to viewers as they watch and talk about the movie. Here’s the list of places you can watch the Star Wars: Return of the Jedi WFH Theater event: [widget path="global/article/imagegallery" parameters="albumSlug=every-star-wars-rotten-tomatoes-and-metacritic-review-score&captions=true"]More About our Special Guests
If you'd like to know more about our guests, take a moment and familiarize yourself with some of the projects they have worked on.Rahul Kohli
Rahul Kohli is an actor who's starred in various British dramas such as Eastenders and Holby City. He's best known for his roles as Jack Spheer in Supergirl and Ravi Chakrabarti in iZombie, and he's also voiced characters Fahz Chutani in Gears 5 and the Scarecrow in the Harley Quinn TV series. Make sure to look for him in the upcoming Haunting of Bly Manor and check him out on Twitter.Sam Witwer
Sam Witwer is an actor known for his role as Professor Ben Lockwood in Supergirl and his Dark Side roles in Star Wars productions such as The Force Unleashed, Solo, and The Clone Wars. He has also voiced characters in video games, some of which include Deacon St. John from Days Gone and Emperor Palpatine in the Star Wars: Battlefront series. Check him out on Twitter. [poilib element="accentDivider"]Star Wars Squadrons’ Starfighter and Pilot Customization Detailed
Star Wars Squadrons' latest Pilot Briefing has revealed how players will be able to customize both their starfighters and pilots in this upcoming first-person space dog-fighting game set after Return of the Jedi.
Active and Passive Ship Components
This Pilot Briefing began with focusing on the ship components players can purchase by using the Requisition points they earn while playing Star Wars Squadrons. These components help change how your starfighter functions in "subtle and radical ways." Some have passive effects, like "reinforcing their defensive capabilities with different hulls or shields," while others help dictate what abilities will be available in gameplay. [ignvideo url="https://www.ign.com/videos/2020/07/22/star-wars-squadrons-hands-on-preview-narrow-but-deep-like-the-trench-run"] There are seven total component slots - Primary Weapons, Auxiliary (x2), Countermeasures, Hull, Shields, and Engines - but ships without shield generators will only have six. Starfighters can be equipped with up to three passive components and four active components. The active components are for your Primary weapons, Auxiliary components, and Countermeasures. The Primary weapons are your main canons, and components can offer many changes like a rate of fire boost for a lower damage output or a long-range cannon that uses burst fire. [widget path="global/article/imagegallery" parameters="albumSlug=star-wars-squadrons-pilot-briefing-screenshots&captions=true"] Furthermore, there are ion canons that can be equipped to cut through shields with ease, but don't do much damage to the ship's hull beyond that. Auxiliary components make up two of the seven slots and make up your starfighter's secondary abilities. Pilots can choose to add such items as a repair astromech, tractor beam, or a variety of torpedoes, bombs, and mines. It's important to know you can't choose two of the same Auxiliary components at once. Countermeasures help you survive when you need to disengage from intense fights. These components include seeker warheads that fire behind your ship and take out incoming missiles and a sensor jammer that will prevent another starfighter from locking on to yours. The passive components offer an improvement of either your engines, hull, and shields at the cost of one of the ones you don't choose. A default loadout will be very well balanced, without a major strength or weakness, but these components can help you make a starfighter for the role you want to play. [ignvideo url="https://www.ign.com/videos/2020/06/18/star-wars-squadrons-gameplay-reveal-and-overview-trailer-ea-play-2020"]Cosmetic Customization for Pilots and Starfighters
Whether you are playing as an Imperial or New Republic pilot, you can choose to customize each class you may be playing. These appearances will be used in both story mode and multiplayer. Most cosmetics are unlocked via Glory points that are earned while playing, and include different heads, voice styles, full-body flight suits, torso apparel, legwear, helmets, and gloves. Starfighters can also be customized, and give pilots the chance to "represent one of the classic iconic X-wing squadrons like Red Squadron, stay true to the noble values of Vanguard Squadron, or rep an entirely different paint job." While the Imperial pilots sport a more uniform look, there are still some "special customization options for Titan Squadron’s starfighters that remain true to the Empire’s aesthetic." Your cockpit can also be changed to your liking, and you can "add small knick-knacks on your dashboard, like a hologram of the galaxy, or hang a small Stormtrooper helmet from above." When you defeat an enemy, they will be able to see your crafted cockpit via the kill cam. [ignvideo url="https://www.ign.com/videos/2020/06/15/star-wars-squadrons-official-trailer"] The single-player story will feature traditional cockpits, but multiplayer allows for some creative liberties and gives pilots many more options to personalize their starfighters. "The holo-display, normally used to provide critical phase and objective information throughout the Fleet Battles doubles as a customizable image projector," Lead gameplay designer James Clements explained. "There are also hanging flairs like a miniature Millennium Falcon and dashboard-mounted objects like a severed protocol droid head or an Ewok bobblehead. Then of course there are the ship exterior paint jobs and pilot avatar customizations, all made through the culmination of months of concept art, modeling, and collaboration with the team at Lucasfilm." If it's too hard for you to decide which cosmetics you'd like for each ship, you can rest easy knowing you can unlock five loadout slots to create the perfect options for you. For more on Star Wars Squadrons, which will be released on PlayStation 4, Xbox One, and PC on October 2, 2020, check out our hands-on preview and read all about the last Pilot Briefing that focused on starfighter differences and special abilities. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-star-wars-game-review&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.Star Wars Squadrons’ Starfighter and Pilot Customization Detailed
Star Wars Squadrons' latest Pilot Briefing has revealed how players will be able to customize both their starfighters and pilots in this upcoming first-person space dog-fighting game set after Return of the Jedi.
Active and Passive Ship Components
This Pilot Briefing began with focusing on the ship components players can purchase by using the Requisition points they earn while playing Star Wars Squadrons. These components help change how your starfighter functions in "subtle and radical ways." Some have passive effects, like "reinforcing their defensive capabilities with different hulls or shields," while others help dictate what abilities will be available in gameplay. [ignvideo url="https://www.ign.com/videos/2020/07/22/star-wars-squadrons-hands-on-preview-narrow-but-deep-like-the-trench-run"] There are seven total component slots - Primary Weapons, Auxiliary (x2), Countermeasures, Hull, Shields, and Engines - but ships without shield generators will only have six. Starfighters can be equipped with up to three passive components and four active components. The active components are for your Primary weapons, Auxiliary components, and Countermeasures. The Primary weapons are your main canons, and components can offer many changes like a rate of fire boost for a lower damage output or a long-range cannon that uses burst fire. [widget path="global/article/imagegallery" parameters="albumSlug=star-wars-squadrons-pilot-briefing-screenshots&captions=true"] Furthermore, there are ion canons that can be equipped to cut through shields with ease, but don't do much damage to the ship's hull beyond that. Auxiliary components make up two of the seven slots and make up your starfighter's secondary abilities. Pilots can choose to add such items as a repair astromech, tractor beam, or a variety of torpedoes, bombs, and mines. It's important to know you can't choose two of the same Auxiliary components at once. Countermeasures help you survive when you need to disengage from intense fights. These components include seeker warheads that fire behind your ship and take out incoming missiles and a sensor jammer that will prevent another starfighter from locking on to yours. The passive components offer an improvement of either your engines, hull, and shields at the cost of one of the ones you don't choose. A default loadout will be very well balanced, without a major strength or weakness, but these components can help you make a starfighter for the role you want to play. [ignvideo url="https://www.ign.com/videos/2020/06/18/star-wars-squadrons-gameplay-reveal-and-overview-trailer-ea-play-2020"]Cosmetic Customization for Pilots and Starfighters
Whether you are playing as an Imperial of New Republic pilot, you can choose to customize each class you may be playing. These appearances will be used in both story mode and multiplayer. Most cosmetics are unlocked via Glory points that are earned while playing, and include different heads, voice styles, full-body flight suits, torso apparel, legwear, helmets, and gloves. Starfighters can also be customized, and give pilots the chance to "represent one of the classic iconic X-wing squadrons like Red Squadron, stay true to the noble values of Vanguard Squadron, or rep an entirely different paint job." While the Imperial pilots sport a more uniform look, there are still some "special customization options for Titan Squadron’s starfighters that remain true to the Empire’s aesthetic." Your cockpit can also be changed to your liking, and you can "add small knick-knacks on your dashboard, like a hologram of the galaxy, or hang a small Stormtrooper helmet from above." When you defeat an enemy, they will be able to see your crafted cockpit via the kill cam. [ignvideo url="https://www.ign.com/videos/2020/06/15/star-wars-squadrons-official-trailer"] The single-player story will feature traditional cockpits, but multiplayer allows for some creative liberties and gives pilots many more options to personalize their starfighters. "The holo-display, normally used to provide critical phase and objective information throughout the Fleet Battles doubles as a customizable image projector," Lead gameplay designer James Clements explained. "There are also hanging flairs like a miniature Millennium Falcon and dashboard-mounted objects like a severed protocol droid head or an Ewok bobblehead. Then of course there are the ship exterior paint jobs and pilot avatar customizations, all made through the culmination of months of concept art, modeling, and collaboration with the team at Lucasfilm." If it's too hard for you to decide which cosmetics you'd like for each ship, you can rest easy knowing you can unlock five loadout slots to create the perfect options for you. For more on Star Wars Squadrons, which will be released on PlayStation 4, Xbox One, and PC on October 2, 2020, check out our hands-on preview and read all about the last Pilot Briefing that focused on starfighter differences and special abilities. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-star-wars-game-review&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.Apple Removes Fortnite From iOS App Store
Update 4: Epic is filing for injunctive relief to stop Apple from revoking Epic's access to development tools for iOS on August 28. If successfully removed, Epic will not have the tools to develop for iOS platforms, including Unreal Engine which Epic licenses to third-party developers.
"If the Unreal Engine can no longer support Apple platforms, the software developers that use it will be forced to use alternatives," Epic says in a preliminary statement to courts. "The damage to Epic's ongoing business and to its reputation and trust with its customers will be unquantifiable and irreparable. Preliminary injunctive relief is necessary to prevent Apple from crushing Epic before this case could ever get to judgement."
Update 3: Epic Games founder and CEO Tim Sweeney has publicly commented about the company's decision to sue Apple and Google, following rampant debate online about the merits of the suit, Epic's intentions, and more.
"At the most basic level, we’re fighting for the freedom of people who bought smartphones to install apps from sources of their choosing, the freedom for creators of apps to distribute them as they choose, and the freedom of both groups to do business directly," Sweeney wrote in a start of his Twitter thread, before continuing:
"The primary opposing argument is: 'Smartphone markers can do whatever they want'. This as an awful notion. We all have rights, and we need to fight to defend our rights against whoever would deny them. Even if that means fighting a beloved company like Apple. "Another argument against supporting #FreeFortnite is "this is just a billion dollar company fighting a trillion dollar company about money". But the fight isn't over Epic wanting a special deal, it's about the basic freedoms of all consumers and developers. "Finally, there's nothing wrong with fighting about money. You work hard to earn this stuff. When you spent it, the way it's divided determines whether your money funds the creation of games or is taken by middlemen who use their power to separate gamers from game creators."[poilib element="accentDivider"] Update 2: Epic has subsequently filed a suit against Google as well, citing that "Google has eliminated competition in the distribution of Android apps using myriad contractual and technical barriers." According to Epic, "Google’s actions force app developers and consumers into Google’s own monopolized 'app store'—the Google Play Store. Google has thus installed itself as an unavoidable middleman for app developers who wish to reach Android users and vice versa. Google uses this monopoly power to impose a tax that siphons monopoly profits for itself every time an app." Epic is not seeking compensation, but rather "injunctive relief that would deliver... an open, competitive Android ecosystem for all users and industry participants." The full details of the suit can be read via The Verge. [poilib element="accentDivider"] Update: Google has now decided to remove Fortnite from the Google Play store for Android devices as well. In a statement to The Verge, Google explained that "While Fortnite remains available on Android, we can no longer make it available on Play because it violates our policies. However, we welcome the opportunity to continue our discussions with Epic and bring Fortnite back to Google Play." Fortnite can still be installed on Android devices directly through the Epic Games app. Original story follows: [poilib element="accentDivider"] Apple has confirmed that it has removed Fortnite from the iOS App Store following Epic Games' alteration of the price of Fortnite V-Bucks and a new direct payment system in response to Apple and Google's "exorbitant" app store fees. Epic has responded by filing a complaint for injunctive relief against Apple. In a statement to The Verge, Apple confirmed that "As a result [of Epic's update to the game,] their Fortnite app has been removed from the store." [ignvideo url="https://www.ign.com/videos/2020/08/13/fortnite-1984-apple-parody-video-short"] "Today, Epic Games took the unfortunate step of violating the App Store guidelines that are applied equally to every developer and designed to keep the store safe for our users," Apple's larger statement reads. "As a result their Fortnite app has been removed from the store. Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines regarding in-app payments that apply to every developer who sells digital goods or services." Apple goes on to cite Epic's agreement to the App Store rules in the first place, which allowed Fortnite to exist previously on the app store, noting that "The fact that their business interests now lead them to push for a special arrangement does not change the fact that these guidelines create a level playing field for all developers and make the store safe for all users." The company explains that it "will make every effort to work with Epic to resolve these violations so they can return Fortnite to the App Store," but it remains unclear how long this ban from the store may last at this time. [widget path="global/article/imagegallery" parameters="albumSlug=games-that-came-back-from-the-brink-of-disaster&captions=true"]
Epic Sues Apple Over App Store Policies
Epic has responded to this move by filing a legal complaint in California, stating that "Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation." "Rather than tolerate this healthy competition and compete on the merits of its offering, Apple responded by removing Fortnite from sale on the App Store, which means that new users cannot download the app, and users who have already downloaded prior versions of the app from the App Store cannot update it to the latest version," Epic's legal complaint reads. "This also means that Fortnite players who downloaded their app from the App Store will not receive updates to Fortnite through the App Store, either automatically or by searching the App Store for the update. Apple’s removal of Fortnite is yet another example of Apple flexing its enormous power in order to impose unreasonable restraints and unlawfully maintain its 100% monopoly over the iOS In-App Payment Processing Market. "Apple imposes unreasonable and unlawful restraints to completely monopolize both markets," the complaint goes on to read, taking issue with the "30% tax" both apps and in-app purchases come with, and the company believes Apple's behavior has "anti-competitive consequences" on the industry. Update: IGN has reached out to Epic for additional comment and will update this story should they respond. Epic debuted an in-game event, a new short film titled "Nineteen Eighty-Fortnite," which was a direct parody of Apple's famous 1984 commercial, an ad Epic cites in its suit against Apple. In the video, text reads "Epic Games has defied the App Store Monopoly. In retaliation, Apple is blocking Fortnite from a billion devices. Join the fight to stop 2020 from becoming '1984,'" along with the hashtag #FreeFortnite. Epic has elaborated on its #FreeFortnite campaign, urging fans affected by these recent moves to petition Apple on social media to reinstate Fortnite.How Fortnite's Removal Affects iOS Players
Epic has explained that players who already had Fortnite downloaded on iOS devices will be able to continue playing, but the app cannot be updated further. So once Fortnite Chapter 2 - Season 4 begins, which could be potentially as early as Aug. 28, iOS players will not be able to play Fortnite in the new season's content or Battle Pass unless this matter is resolved before then. And for those asking for refunds for purchases made through the iOS version, Epic's FAQ explains that those refunds must be requested through Apple, not Epic, due to the nature of in-app purchases. As for why Epic does not want to agree to Apple's terms any longer, the company said "Epic believes that you have a right to save money thanks to using more efficient, new purchase options. Apple’s rules add a 30% tax on all of your purchases, and they punish game developers like us who offer direct payment options." [ignvideo url="https://www.ign.com/videos/fortnite-the-joy-ride-update-trailer"] Before Apple's announcement, Epic confirmed a change to the cost of V-Bucks, changing the price of 1,000 V-Bucks from $9.99 to $7.99 on consoles, Mac, and PC. Mobile works somewhat differently, as players can still buy using Apple or Google accounts at the higher price, but will now offer 'Epic direct payment' when purchasing V-Bucks on mobile devices to save the 20%. Epic noted that this was done to "pass along the savings to players," citing the "exorbitant 30% fee" Apple and Google collect on every V-Buck payment. In the future, Epic is open to altering the deal "if Apple and Google lower their fees on payments." Epic is not the only gaming company to recently come into a public disagreement with Apple and its App Store policies. Apple's recent decision to block the Xbox Game Pass app from iOS drew ire from Microsoft, which said "Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content." And Apple also recently decided to restrict the Facebook Gaming app's functionality on iOS, with Facebook explaining how "months of submissions and repeated rejections by Apple" led them to "remove instant games entirely from the standalone app."[poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.Apple Removes Fortnite From iOS App Store
Update 4: Epic is filing for injunctive relief to stop Apple from revoking Epic's access to development tools for iOS on August 28. If successfully removed, Epic will not have the tools to develop for iOS platforms, including Unreal Engine which Epic licenses to third-party developers.
"If the Unreal Engine can no longer support Apple platforms, the software developers that use it will be forced to use alternatives," Epic says in a preliminary statement to courts. "The damage to Epic's ongoing business and to its reputation and trust with its customers will be unquantifiable and irreparable. Preliminary injunctive relief is necessary to prevent Apple from crushing Epic before this case could ever get to judgement."
Update 3: Epic Games founder and CEO Tim Sweeney has publicly commented about the company's decision to sue Apple and Google, following rampant debate online about the merits of the suit, Epic's intentions, and more.
"At the most basic level, we’re fighting for the freedom of people who bought smartphones to install apps from sources of their choosing, the freedom for creators of apps to distribute them as they choose, and the freedom of both groups to do business directly," Sweeney wrote in a start of his Twitter thread, before continuing:
"The primary opposing argument is: 'Smartphone markers can do whatever they want'. This as an awful notion. We all have rights, and we need to fight to defend our rights against whoever would deny them. Even if that means fighting a beloved company like Apple. "Another argument against supporting #FreeFortnite is "this is just a billion dollar company fighting a trillion dollar company about money". But the fight isn't over Epic wanting a special deal, it's about the basic freedoms of all consumers and developers. "Finally, there's nothing wrong with fighting about money. You work hard to earn this stuff. When you spent it, the way it's divided determines whether your money funds the creation of games or is taken by middlemen who use their power to separate gamers from game creators."[poilib element="accentDivider"] Update 2: Epic has subsequently filed a suit against Google as well, citing that "Google has eliminated competition in the distribution of Android apps using myriad contractual and technical barriers." According to Epic, "Google’s actions force app developers and consumers into Google’s own monopolized 'app store'—the Google Play Store. Google has thus installed itself as an unavoidable middleman for app developers who wish to reach Android users and vice versa. Google uses this monopoly power to impose a tax that siphons monopoly profits for itself every time an app." Epic is not seeking compensation, but rather "injunctive relief that would deliver... an open, competitive Android ecosystem for all users and industry participants." The full details of the suit can be read via The Verge. [poilib element="accentDivider"] Update: Google has now decided to remove Fortnite from the Google Play store for Android devices as well. In a statement to The Verge, Google explained that "While Fortnite remains available on Android, we can no longer make it available on Play because it violates our policies. However, we welcome the opportunity to continue our discussions with Epic and bring Fortnite back to Google Play." Fortnite can still be installed on Android devices directly through the Epic Games app. Original story follows: [poilib element="accentDivider"] Apple has confirmed that it has removed Fortnite from the iOS App Store following Epic Games' alteration of the price of Fortnite V-Bucks and a new direct payment system in response to Apple and Google's "exorbitant" app store fees. Epic has responded by filing a complaint for injunctive relief against Apple. In a statement to The Verge, Apple confirmed that "As a result [of Epic's update to the game,] their Fortnite app has been removed from the store." [ignvideo url="https://www.ign.com/videos/2020/08/13/fortnite-1984-apple-parody-video-short"] "Today, Epic Games took the unfortunate step of violating the App Store guidelines that are applied equally to every developer and designed to keep the store safe for our users," Apple's larger statement reads. "As a result their Fortnite app has been removed from the store. Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines regarding in-app payments that apply to every developer who sells digital goods or services." Apple goes on to cite Epic's agreement to the App Store rules in the first place, which allowed Fortnite to exist previously on the app store, noting that "The fact that their business interests now lead them to push for a special arrangement does not change the fact that these guidelines create a level playing field for all developers and make the store safe for all users." The company explains that it "will make every effort to work with Epic to resolve these violations so they can return Fortnite to the App Store," but it remains unclear how long this ban from the store may last at this time. [widget path="global/article/imagegallery" parameters="albumSlug=games-that-came-back-from-the-brink-of-disaster&captions=true"]
Epic Sues Apple Over App Store Policies
Epic has responded to this move by filing a legal complaint in California, stating that "Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation." "Rather than tolerate this healthy competition and compete on the merits of its offering, Apple responded by removing Fortnite from sale on the App Store, which means that new users cannot download the app, and users who have already downloaded prior versions of the app from the App Store cannot update it to the latest version," Epic's legal complaint reads. "This also means that Fortnite players who downloaded their app from the App Store will not receive updates to Fortnite through the App Store, either automatically or by searching the App Store for the update. Apple’s removal of Fortnite is yet another example of Apple flexing its enormous power in order to impose unreasonable restraints and unlawfully maintain its 100% monopoly over the iOS In-App Payment Processing Market. "Apple imposes unreasonable and unlawful restraints to completely monopolize both markets," the complaint goes on to read, taking issue with the "30% tax" both apps and in-app purchases come with, and the company believes Apple's behavior has "anti-competitive consequences" on the industry. Update: IGN has reached out to Epic for additional comment and will update this story should they respond. Epic debuted an in-game event, a new short film titled "Nineteen Eighty-Fortnite," which was a direct parody of Apple's famous 1984 commercial, an ad Epic cites in its suit against Apple. In the video, text reads "Epic Games has defied the App Store Monopoly. In retaliation, Apple is blocking Fortnite from a billion devices. Join the fight to stop 2020 from becoming '1984,'" along with the hashtag #FreeFortnite. Epic has elaborated on its #FreeFortnite campaign, urging fans affected by these recent moves to petition Apple on social media to reinstate Fortnite.How Fortnite's Removal Affects iOS Players
Epic has explained that players who already had Fortnite downloaded on iOS devices will be able to continue playing, but the app cannot be updated further. So once Fortnite Chapter 2 - Season 4 begins, which could be potentially as early as Aug. 28, iOS players will not be able to play Fortnite in the new season's content or Battle Pass unless this matter is resolved before then. And for those asking for refunds for purchases made through the iOS version, Epic's FAQ explains that those refunds must be requested through Apple, not Epic, due to the nature of in-app purchases. As for why Epic does not want to agree to Apple's terms any longer, the company said "Epic believes that you have a right to save money thanks to using more efficient, new purchase options. Apple’s rules add a 30% tax on all of your purchases, and they punish game developers like us who offer direct payment options." [ignvideo url="https://www.ign.com/videos/fortnite-the-joy-ride-update-trailer"] Before Apple's announcement, Epic confirmed a change to the cost of V-Bucks, changing the price of 1,000 V-Bucks from $9.99 to $7.99 on consoles, Mac, and PC. Mobile works somewhat differently, as players can still buy using Apple or Google accounts at the higher price, but will now offer 'Epic direct payment' when purchasing V-Bucks on mobile devices to save the 20%. Epic noted that this was done to "pass along the savings to players," citing the "exorbitant 30% fee" Apple and Google collect on every V-Buck payment. In the future, Epic is open to altering the deal "if Apple and Google lower their fees on payments." Epic is not the only gaming company to recently come into a public disagreement with Apple and its App Store policies. Apple's recent decision to block the Xbox Game Pass app from iOS drew ire from Microsoft, which said "Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content." And Apple also recently decided to restrict the Facebook Gaming app's functionality on iOS, with Facebook explaining how "months of submissions and repeated rejections by Apple" led them to "remove instant games entirely from the standalone app."[poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.Russell Kirsch, Inventor of the Pixel, Dies at 91
Russell Kirsch, the inventor of the pixel, has died.
Kirsch died Aug. 11 at his home in Portland, Oregon, at the age of 91. Best known as the inventor of the digital pixel, Kirsch was a computer scientist also credited with scanning one of the first digital photographs into a computer, per Oregon Live. He was born in Manhattan, New York, in 1929, and completed his primary education at the Bronx High School of Science. He then went on to study at New York University, Harvard, and then the Massachusetts Institute of Technology.
[caption id="attachment_2392492" align="aligncenter" width="720"] Image courtesy of National Institute of Standards and Technology[/caption]
Kirsch created a small digital image of his son, Walden, as a baby in 1957 and scanned it into a computer using a machine he and his team of researchers created. This digital image would make history as it is one of the first images scanned into a computer. Life magazine called it one of 100 photographs that changed the world. The original image is on display in the Portland Art Museum digital collection.
It was he and his team's belief that computers would one day come to mirror that of the human mind, and although the world isn't quite there yet, it grows closer to Kirsch's vision every day.
Kirsch worked for over 50 years as a scientist for what is now known as the National Institute of Science and Technology in Maryland. It was known as the U.S. National Bureau of Standards when he worked there. Kirsch left Maryland in 2001 and moved to Portland. He had dementia in his later years.
[caption id="attachment_2392496" align="aligncenter" width="720"] Russell Kirsch's son Walden as one of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology[/caption]
Kirsch is survived by his wife Joan Kirsch, whom he had been with for 65 years, and his sons Walden and Peter and his daughters Lindsey and Kara.
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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.
Russell Kirsch, Inventor of the Pixel, Dies at 91
Russell Kirsch, the inventor of the pixel, has died.
Kirsch died Aug. 11 at his home in Portland, Oregon, at the age of 91. Best known as the inventor of the digital pixel, Kirsch was a computer scientist also credited with scanning one of the first digital photographs into a computer, per Oregon Live. He was born in Manhattan, New York, in 1929, and completed his primary education at the Bronx High School of Science. He then went on to study at New York University, Harvard, and then the Massachusetts Institute of Technology.
[caption id="attachment_2392492" align="aligncenter" width="720"] Image courtesy of National Institute of Standards and Technology[/caption]
Kirsch created a small digital image of his son, Walden, as a baby in 1957 and scanned it into a computer using a machine he and his team of researchers created. This digital image would make history as it is one of the first images scanned into a computer. Life magazine called it one of 100 photographs that changed the world. The original image is on display in the Portland Art Museum digital collection.
It was he and his team's belief that computers would one day come to mirror that of the human mind, and although the world isn't quite there yet, it grows closer to Kirsch's vision every day.
Kirsch worked for over 50 years as a scientist for what is now known as the National Institute of Science and Technology in Maryland. It was known as the U.S. National Bureau of Standards when he worked there. Kirsch left Maryland in 2001 and moved to Portland. He had dementia in his later years.
[caption id="attachment_2392496" align="aligncenter" width="720"] Russell Kirsch's son Walden as one of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology[/caption]
Kirsch is survived by his wife Joan Kirsch, whom he had been with for 65 years, and his sons Walden and Peter and his daughters Lindsey and Kara.
[poilib element="accentDivider"]
Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.
Why Xbox Didn’t Consider Releasing Halo Infinite in Parts
With the announcement of Halo Infinite's delay to 2021 earlier this week came reassurance that the Xbox Series X console is still set for a holiday, specifically November, global launch. And Xbox head Phil Spencer has elaborated on the tough call to delay the flagship Xbox game, and why the company didn't consider a staggered release for it.
Speaking on Gary Whitta's Animal Crossing talk show Animal Talking, Spencer explained that while he and his team had some potential options on the table when it came to the delay, he wanted to make the decision that would have "the best intent, in the long-run, for our fans and our platform."
[ignvideo url="https://www.ign.com/videos/halo-infinite-is-delayed-now-what-unlocked-456"]
“We made the decision late last week. And I say ‘we’ — Bonnie Ross, who runs 343, Matt Booty, who runs our first-party studios organization, and myself. And they came with some options, things that we could do, maybe parts of the game that we could ship on given dates. It just didn’t feel, to all of us, like the Halo release that we would want. So in the end, I make the call based on the information that they present. I make a call, like I said, with hopefully the best intent, in the long-run, for our fans and our platform."
And so while Halo Infinite's multiplayer is still set to be free-to-play, Spencer and his team rejected the idea of releasing it and the other portions of Infinite at separate points, but Spencer believed this was the right call for fans, Xbox, the developers, and the Halo franchise.
[widget path="global/article/imagegallery" parameters="legacyId=20098018&captions=true"]
"So when looking at where we were, and the trajectory the team was on and frankly just the amount of effort and emotion that 343 [Industries] is putting into the game, and making sure that we want to be able to get the game out and delivered and have a healthy team after that, this was the decision that we made. And I’ll apologize to the fans, because I never like to set up expectations and not hit them, but I also believe that we’re making the right decision in the long run for both Xbox, and Halo, and our customers," he said.
Spencer elaborated that the final decision to the posting of the news was about a 24-hour turnaround, noting that in part the urgency comes from how many factors go into the launch of such a major franchise's new entry — not just for Xbox, but for its many partners, as well.
[widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"]
“One of the things that pushed us is, when you’re shipping a game like Halo, it’s not just a solo release - we have a lot of marketing partners and promotions that are out there, and you want to be respectful of your partners in giving them a heads-up so that they can plan their timelines for things that they’re doing in conjunction with the launch of the game, which is part of the input as well," he said. "But in reality, when we know we know - let’s make the decision, let’s put it out so we’re talking to our fans, and be as transparent as we can be.”
As for how this impacts the wider Xbox Series X launch, Spencer noted that the company is really investing in the value that Xbox Game Pass and Xbox Series X offer together for players.
[ignvideo url="https://www.ign.com/videos/halo-infinites-delay-is-the-right-movebut-a-painful-one"]
"Our investment in Game Pass and that portfolio continues to be strong. We’ve got some more good announcements, really great, strong announcements to come about things that will be coming to Game Pass," he said. "I think what you’ll see from us around the launch of the console, frankly, isn’t going to change too much because you were going to hear a lot about the console and a lot about Game Pass and how we think those two things together are a real great value proposition for gamers going into the next generation."
You can check out the full interview with Spencer on the latest episode of Animal Talking, which also features Lisa Loeb and Dylan Sprouse.
For more on IGN's coverage of the Halo delay, be sure to read the op-ed by IGN's Ryan McCaffrey about why Halo Infinite's delay was the tough but right call, and check out the latest from our weekly Xbox show, Podcast Unlocked.
[poilib element="accentDivider"]
Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and is continually impressed by the guest lineup for every episode of Animal Talking. Talk to him on Twitter @jmdornbush.
Why Xbox Didn’t Consider Releasing Halo Infinite in Parts
With the announcement of Halo Infinite's delay to 2021 earlier this week came reassurance that the Xbox Series X console is still set for a holiday, specifically November, global launch. And Xbox head Phil Spencer has elaborated on the tough call to delay the flagship Xbox game, and why the company didn't consider a staggered release for it.
Speaking on Gary Whitta's Animal Crossing talk show Animal Talking, Spencer explained that while he and his team had some potential options on the table when it came to the delay, he wanted to make the decision that would have "the best intent, in the long-run, for our fans and our platform."
[ignvideo url="https://www.ign.com/videos/halo-infinite-is-delayed-now-what-unlocked-456"]
“We made the decision late last week. And I say ‘we’ — Bonnie Ross, who runs 343, Matt Booty, who runs our first-party studios organization, and myself. And they came with some options, things that we could do, maybe parts of the game that we could ship on given dates. It just didn’t feel, to all of us, like the Halo release that we would want. So in the end, I make the call based on the information that they present. I make a call, like I said, with hopefully the best intent, in the long-run, for our fans and our platform."
And so while Halo Infinite's multiplayer is still set to be free-to-play, Spencer and his team rejected the idea of releasing it and the other portions of Infinite at separate points, but Spencer believed this was the right call for fans, Xbox, the developers, and the Halo franchise.
[widget path="global/article/imagegallery" parameters="legacyId=20098018&captions=true"]
"So when looking at where we were, and the trajectory the team was on and frankly just the amount of effort and emotion that 343 [Industries] is putting into the game, and making sure that we want to be able to get the game out and delivered and have a healthy team after that, this was the decision that we made. And I’ll apologize to the fans, because I never like to set up expectations and not hit them, but I also believe that we’re making the right decision in the long run for both Xbox, and Halo, and our customers," he said.
Spencer elaborated that the final decision to the posting of the news was about a 24-hour turnaround, noting that in part the urgency comes from how many factors go into the launch of such a major franchise's new entry — not just for Xbox, but for its many partners, as well.
[widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"]
“One of the things that pushed us is, when you’re shipping a game like Halo, it’s not just a solo release - we have a lot of marketing partners and promotions that are out there, and you want to be respectful of your partners in giving them a heads-up so that they can plan their timelines for things that they’re doing in conjunction with the launch of the game, which is part of the input as well," he said. "But in reality, when we know we know - let’s make the decision, let’s put it out so we’re talking to our fans, and be as transparent as we can be.”
As for how this impacts the wider Xbox Series X launch, Spencer noted that the company is really investing in the value that Xbox Game Pass and Xbox Series X offer together for players.
[ignvideo url="https://www.ign.com/videos/halo-infinites-delay-is-the-right-movebut-a-painful-one"]
"Our investment in Game Pass and that portfolio continues to be strong. We’ve got some more good announcements, really great, strong announcements to come about things that will be coming to Game Pass," he said. "I think what you’ll see from us around the launch of the console, frankly, isn’t going to change too much because you were going to hear a lot about the console and a lot about Game Pass and how we think those two things together are a real great value proposition for gamers going into the next generation."
You can check out the full interview with Spencer on the latest episode of Animal Talking, which also features Lisa Loeb and Dylan Sprouse.
For more on IGN's coverage of the Halo delay, be sure to read the op-ed by IGN's Ryan McCaffrey about why Halo Infinite's delay was the tough but right call, and check out the latest from our weekly Xbox show, Podcast Unlocked.
[poilib element="accentDivider"]
Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and is continually impressed by the guest lineup for every episode of Animal Talking. Talk to him on Twitter @jmdornbush.