Monthly Archives: March 2021

PS5 Developers Can Now Add Denuvo Anti-Cheat to Their Games

Denuvo Anti-Cheat has joined the PlayStation 5 Tools and Middleware program, hoping to help developers to fight cheaters on the platform. Revealed in a press release from Denuvo creator Irdeto, the company announced that game publishers and developers would be able to leverage its anti-cheat technology to "bring cheating to an end" on PlayStation 5. "Denuvo, the leader in video games protection, offers its Anti-Cheat solution through this program to publishers and developers whose games are available on PlayStation 5," the release reads. Denuvo reasons that its tools will allow developers to protect their investment, when "approximately 70% of their revenue is earned in the first two weeks after the launch of a game." Many developers risk losing their player base if a game is overrun by cheaters. [ignvideo url="https://www.ign.com/videos/2021/01/28/top-10-ps5-games"] Irdeto said that Denuvo's technology allows developers to "secure both online gameplay as well as securely reward offline progress," and mentioned that it was already being used in a number of PlayStation 5 launch games (although it's not clear which ones). The company reiterated that its technology "has no negative impact on in-game performance," and noted that it has protected "over 2 billion unique game installs" across all gaming platforms. Denuvo has been controversial in the games community previously. id Software recently added and then later removed Denuvo Anti-Cheat from Doom Eternal following online backlash from players. Denuvo Anti-Tamper, a separate anti-piracy tool, has more frequently been a cause for concern, with developers and players citing performance issues. In other PS5 news, here's our coverage of the first 100 days of the console's launch. Internal storage upgrades will reportedly be enabled for the console via a firmware patch later this year. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter

Teenage Mutant Ninja Turtles: Shredder’s Revenge Announced for PC and Consoles

Teenage Mutant Ninja Turtles: Shredder's Revenge has been announced for PC and consoles. It's a 4-player co-op, side-scrolling brawler, developed by members of the Scott Pilgrim vs. the World: The Game team. Inspired by games like 1991's Teenage Mutant Ninja Turtles: Turtles in Time, Teenage Mutant Ninja Turtles: Shredder's Revenge offers a classic pixelated art style and "shell-shocking new abilities built on a foundation of classic brawling mechanics." Players will fight through "a breathless tour of iconic TMNT locations" such as the NYC sewers and Dimension X to thwart Bebop, Rocksteady, Krang and Shredder. [ignvideo url="https://www.ign.com/videos/2021/03/10/teenage-mutant-ninja-turtles-shredders-revenge-official-reveal-trailer"] The trailer for Shredder's Revenge (above) also debuts a new take on the famous TMNT theme song, performed by Faith No More's Mike Patton. A release date for the game was not provided, but we know the game will come to PC and consoles when it launches. Teenage Mutant Ninja Turtles: Shredder's Revenge will be published by Dotemu in association with Nickelodeon, and is being developed by Tribute Games, whose previous work includes Flinthook and Mercenary Kings: Reloaded Edition. Tribute is made up of former Ubisoft employees who worked on beat-em-ups like Scott Pilgrim vs. the World: The Game and the 2007 TMNT hack-and-slash movie tie-in. Dotemu has some retro pedigree, having published Streets of Rage 4, brought Windjammers back to life, and is helping to remake Pharaoh. [widget path="global/article/imagegallery" parameters="albumSlug=teenage-mutant-ninja-turtles-shredders-revenge-screenshots&captions=true"] For more turtle-y goodness, check out our article covering every Teenage Mutant Ninja Turtle movie, TV series and game. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Teenage Mutant Ninja Turtles: Shredder’s Revenge Announced for PC and Consoles

Teenage Mutant Ninja Turtles: Shredder's Revenge has been announced for PC and consoles. It's a 4-player co-op, side-scrolling brawler, developed by members of the Scott Pilgrim vs. the World: The Game team. Inspired by games like 1991's Teenage Mutant Ninja Turtles: Turtles in Time, Teenage Mutant Ninja Turtles: Shredder's Revenge offers a classic pixelated art style and "shell-shocking new abilities built on a foundation of classic brawling mechanics." Players will fight through "a breathless tour of iconic TMNT locations" such as the NYC sewers and Dimension X to thwart Bebop, Rocksteady, Krang and Shredder. [ignvideo url="https://www.ign.com/videos/2021/03/10/teenage-mutant-ninja-turtles-shredders-revenge-official-reveal-trailer"] The trailer for Shredder's Revenge (above) also debuts a new take on the famous TMNT theme song, performed by Faith No More's Mike Patton. A release date for the game was not provided, but we know the game will come to PC and consoles when it launches. Teenage Mutant Ninja Turtles: Shredder's Revenge will be published by Dotemu in association with Nickelodeon, and is being developed by Tribute Games, whose previous work includes Flinthook and Mercenary Kings: Reloaded Edition. Tribute is made up of former Ubisoft employees who worked on beat-em-ups like Scott Pilgrim vs. the World: The Game and the 2007 TMNT hack-and-slash movie tie-in. Dotemu has some retro pedigree, having published Streets of Rage 4, brought Windjammers back to life, and is helping to remake Pharaoh. [widget path="global/article/imagegallery" parameters="albumSlug=teenage-mutant-ninja-turtles-shredders-revenge-screenshots&captions=true"] For more turtle-y goodness, check out our article covering every Teenage Mutant Ninja Turtle movie, TV series and game. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Games Workshop Is Giving Away Warhammer Games in Upcoming White Dwarf Magazine

Games Workshop is giving away a dozen Warhammer PC games, plus some DLC, in the next issue of White Dwarf, the official Warhammer magazine. Available from Games Workshop, other magazine stockists, and FLGS (friendly local games stores), the March edition of White Dwarf contains a voucher code for Steam, which will redeem 12 free games, including favourites Total War: Warhammer and Warhammer 40,000: Space Marine. White Dwarf Warhammer GiveawayThe code also redeems a 75% off voucher for 4X strategy Warhammer 40,000: Gladius, and a Legendary Khorne pack for Warhammer: Chaos & Conquest, a free-to-play MMORPG/strategy hybrid. The 12 games provided as part of the promotion are: Total War: Warhammer (plus the Call of the Beastmen DLC), Warhammer: 40,000: Dawn of War, Warhammer: 40,000: Space Marine, Warhammer: 40,000: Armageddon Da Orks, Warhammer: 40,000: Sanctus Reach, Warhammer: Vermintide 2, Warhammer: 40,000: Space Wolf, Warhammer Quest, Warhammer Quest 2: The End Times, Warhammer Underworlds Online, Adeptus Titanicus: Dominus, and Talisman: Digital Edition. As announced on the Warhammer Community site, the 462nd issue of White Dwarf will be available to buy from March 19, and can be pre-ordered from March 12. Importantly, the free games can only be claimed from a physical copy of White Dwarf, so if you get the magazine in digital format you won’t be able to get these games. [ignvideo url="https://www.ign.com/videos/2016/05/19/total-war-warhammer-review"] As many fans of Games Workshop know, there are a mountain of Warhammer games out there, some great, some not so great. Thankfully, this code includes some of the best games set in the Warhammer universes; Vermintide 2 is a particularly great grab, and the original Dawn of War - while showing its age now - is continually beloved as one of the best video game representations of the 41st millennium. For more from Games Workshop in the digital space, check out our incredibly nerdy interview with the team behind Warhammer 40K: Darktide, as well as the details on the upcoming Total War: Warhammer 3. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Games Workshop Is Giving Away Warhammer Games in Upcoming White Dwarf Magazine

Games Workshop is giving away a dozen Warhammer PC games, plus some DLC, in the next issue of White Dwarf, the official Warhammer magazine. Available from Games Workshop, other magazine stockists, and FLGS (friendly local games stores), the March edition of White Dwarf contains a voucher code for Steam, which will redeem 12 free games, including favourites Total War: Warhammer and Warhammer 40,000: Space Marine. White Dwarf Warhammer GiveawayThe code also redeems a 75% off voucher for 4X strategy Warhammer 40,000: Gladius, and a Legendary Khorne pack for Warhammer: Chaos & Conquest, a free-to-play MMORPG/strategy hybrid. The 12 games provided as part of the promotion are: Total War: Warhammer (plus the Call of the Beastmen DLC), Warhammer: 40,000: Dawn of War, Warhammer: 40,000: Space Marine, Warhammer: 40,000: Armageddon Da Orks, Warhammer: 40,000: Sanctus Reach, Warhammer: Vermintide 2, Warhammer: 40,000: Space Wolf, Warhammer Quest, Warhammer Quest 2: The End Times, Warhammer Underworlds Online, Adeptus Titanicus: Dominus, and Talisman: Digital Edition. As announced on the Warhammer Community site, the 462nd issue of White Dwarf will be available to buy from March 19, and can be pre-ordered from March 12. Importantly, the free games can only be claimed from a physical copy of White Dwarf, so if you get the magazine in digital format you won’t be able to get these games. [ignvideo url="https://www.ign.com/videos/2016/05/19/total-war-warhammer-review"] As many fans of Games Workshop know, there are a mountain of Warhammer games out there, some great, some not so great. Thankfully, this code includes some of the best games set in the Warhammer universes; Vermintide 2 is a particularly great grab, and the original Dawn of War - while showing its age now - is continually beloved as one of the best video game representations of the 41st millennium. For more from Games Workshop in the digital space, check out our incredibly nerdy interview with the team behind Warhammer 40K: Darktide, as well as the details on the upcoming Total War: Warhammer 3. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Astro’s Playroom Soundtrack: The Story Behind the Catchy GPU Jungle Song

Out of the many delights that came from PS5 pack-in Astro’s Playroom, the unexpected earworm track from the GPU Jungle level may have just been the best surprise of them all. And, surprisingly, it was the first pieces of music that composer Kenny Young created as he put together Astro’s first score for PlayStation 5. That score will be available digitally on March 12, for those hoping to get that or any of Astro’s many other delightful songs stuck in their heads. But ahead of its launch, Young spoke to IGN about the process of creating the score and its biggest hits, like the GPU Jungle track, as well as why the game being a free download for every PS5 owner allowed the LittleBigPlanet and Astro Bot: Rescue Mission composer to take some risks he may not have otherwise. [ignvideo url="https://www.ign.com/videos/2020/11/06/astros-playroom-review"] “After we'd finished working on Rescue Mission, [Creative Director Nicolas Doucet] and I had spoken quite a bit about how particularly the use of voice in the soundtrack for Rescue Mission seemed to add a human element to the soundtrack and to the project... and people seemed to really respond to that,” he explained. “[And] the fact that this game was going to be pre-installed in every PlayStation 5, that meant in some respects, the commercial pressure that would be there for a traditional product was kind of lifted because... We didn't have the weight of having to justify people's purchase decisions just through our product, and that meant that we could maybe afford to take a few creative risks on Astro's Playroom that otherwise, we might have been too scared to go there.” Taking those two ideas to heart, Young went about beginning to work on his second Astro Bot score. And while the soundtrack is full of infectious tunes, from the bouncy sounds of CPU Plaza that introduce players to Astro’s Playroom to the rhythmic grooves of SSD Speedway, Young’s process, perhaps somewhat unexpectedly, began with an idea that would be behind some of Playroom’s most recognizeable tracks. “I had been briefed on the project before I started working on it, a few months before. I was out for a run one morning and I was thinking about all these ideas and what was I going to do, and I had this idea of making the PlayStation 5 sing to the player, personifying the spirit of the PS5,” Young said. “And I came up with this lyric, ‘You remember me, I've been in your dreams,' which was this idea inspired by a lot of the original PlayStation 1 and PlayStation 2 advertisements which had a lot of dream-like imagery. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] “As it comes to pass, I didn't actually get to do that specific [lyrical] idea, but that really sowed the seed of the idea in my head when we were working on GPU Jungle, to make the GPU sing to the player.” But Young emphasizes that just because the conceit of the song came about naturally, it “wasn’t like I just wrote the song and that was it.” GPU Jungle went through several iterations before it became the track we all know and love. “I tried the obvious thing [first], which was a traditional, old-school approach to scoring the Jungle stage. And the feedback was, ‘That's a little bit too expected, what else can we do?’ They were also a little bit worried about maybe it being a little bit too kiddie...so, I then tried something a bit more contemporary and mainstream and that's when I started thinking about, ‘Okay, maybe this song idea's got legs.’" Young began to focus in on that idea of a more traditional song with lyrics, but jokingly admitted that his first attempt, as a kind of love song, “was a little too sensual,” and while the next iteration didn’t work either, it ended up becoming the basis for another piece of music in Playroom. “Then I did something that was a bit more clubby, and that didn't quite fit the GPU Jungle level because it was maybe a bit too serious in tone, of going from too kiddie to too serious, but the developers felt that might actually work in the CPU Plaza area, which didn't actually exist at that point, so I wasn't fully aware of it. And so that track in the hub area was originally [born from] one of the sketches for GPU Jungle," he said. [ignvideo url="https://www.ign.com/videos/2020/11/11/astros-playroom-accolades-trailer"] “I tested the waters a bit and felt I could find some middle ground that would work, and we came back to the song idea. And it just seemed to all come together relatively quickly. I sent over a little sketch that was just me singing it in my voice, and I was excited about it because I was like, ‘Oh, this is cool, I think it's working,’” Young said. “It was not ready for primetime, but I think Nicolas was like, ‘Oh, yeah, it's a bit weird, but it's cool, and that might work.’ That was the first thing that I worked on for the whole game. So in a way that set the tone.” And that tone is one that runs throughout Astro’s Playroom’s charming soundtrack, which is often integrally built into the rest of the levels. Though Young admits he was unaware about the GPU Jungle Easter egg - the song’s lyrics are inscribed in areas of the level for players to find - he praised the wider Astro’s Playroom dev team for their ingenuity and the ways they found to make Young’s ideas work in the levels. “The song idea was mine and I don't think it was too much of a hard pitch to sell them into it, because I think they got it. Snd I think they already planned to put the GPU Mountain in to the vista, so getting them to make it actually  lip-sync to the music wasn't too much of an ask, I think they were quite excited about that idea,” Young explained from his side of things. [poilib element="accentDivider"] Spoilers for Astro’s Playroom’s Endgame Follow! [poilib element="accentDivider"] And on the subject of risks Young was able to take on the project, one of Astro’s Playroom’s biggest setpieces allowed the composer to find creative ways of paying homage to PlayStation history, which is often at the core of Playroom’s experience. Young explained how, in wanting to provide a memorable soundtrack for the final T-rex boss fight that serves as an homage to the original PS1 demo disc, he discussed his methods for making it as authentic as possible. [widget path="global/article/imagegallery" parameters="albumSlug=64-playstation-game-easter-eggs-in-astros-playroom&captions=true"] “I went back to period synthesizers and sampled them and converted them over to the PlayStation 1's proprietary audio format to get some of that PS1 grit, and then impulse response of the PS1's reverb to try and get even closer to that kind of sound. And then in the track that follows that, it was all period '90s synths and percussion sounds to try to do the other kind of PlayStation 1 music approach, which is rather than the real-time, Final Fantasy 7 approach where you trigger memory-resident samples, it was like the red book CD audio approach, a bit like Wipeout, where you would just play the CD tracks. So I tried to do both approaches in there. “And I think for a lot of people, that would go over their head, particularly people who have never had a PlayStation 1, but you don't need everything to land home with every single player. Some people will spot stuff and get super excited about it or emotional about something that they remember from their youth.” Young’s risks, of course, paid off with a score that will be available for those who want to listen digitally if they’ve already mastered Astro’s Playroom. But Young explained how he was excited by the prospect of composing for a game that will be available to everyone who buys a PS5, not just at launch but for years to come. “It's nice when you realize you're able to do something that you probably couldn't do on other projects, and then you can dial it up and make it your own. The nice thing about the game being pre-installed on PS5 is that it's this great opportunity to really find an audience,” he said. “At the beginning of the project, it took me a long time to get my head around the fact that, I don't know what percentage of people who buy a PS5 actually boot up Playroom, but it's probably the majority, so you can say within the lifetime of the console, at the very least, it's potentially going to be 10’s of millions of people checking it out. It’s mind-blowing, but such a great opportunity.” For more on Astro's Playroom, check out our guide on where to find Astro's many PlayStation Easter eggs and be sure to read our Astro's Playroom review if you haven't yet played. [poilib element="poll" parameters="id=6dd2b926-8863-4080-99b2-d08eb61f67f6"] [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Astro’s Playroom Soundtrack: The Story Behind the Catchy GPU Jungle Song

Out of the many delights that came from PS5 pack-in Astro’s Playroom, the unexpected earworm track from the GPU Jungle level may have just been the best surprise of them all. And, surprisingly, it was the first pieces of music that composer Kenny Young created as he put together Astro’s first score for PlayStation 5. That score will be available digitally on March 12, for those hoping to get that or any of Astro’s many other delightful songs stuck in their heads. But ahead of its launch, Young spoke to IGN about the process of creating the score and its biggest hits, like the GPU Jungle track, as well as why the game being a free download for every PS5 owner allowed the LittleBigPlanet and Astro Bot: Rescue Mission composer to take some risks he may not have otherwise. [ignvideo url="https://www.ign.com/videos/2020/11/06/astros-playroom-review"] “After we'd finished working on Rescue Mission, [Creative Director Nicolas Doucet] and I had spoken quite a bit about how particularly the use of voice in the soundtrack for Rescue Mission seemed to add a human element to the soundtrack and to the project... and people seemed to really respond to that,” he explained. “[And] the fact that this game was going to be pre-installed in every PlayStation 5, that meant in some respects, the commercial pressure that would be there for a traditional product was kind of lifted because... We didn't have the weight of having to justify people's purchase decisions just through our product, and that meant that we could maybe afford to take a few creative risks on Astro's Playroom that otherwise, we might have been too scared to go there.” Taking those two ideas to heart, Young went about beginning to work on his second Astro Bot score. And while the soundtrack is full of infectious tunes, from the bouncy sounds of CPU Plaza that introduce players to Astro’s Playroom to the rhythmic grooves of SSD Speedway, Young’s process, perhaps somewhat unexpectedly, began with an idea that would be behind some of Playroom’s most recognizeable tracks. “I had been briefed on the project before I started working on it, a few months before. I was out for a run one morning and I was thinking about all these ideas and what was I going to do, and I had this idea of making the PlayStation 5 sing to the player, personifying the spirit of the PS5,” Young said. “And I came up with this lyric, ‘You remember me, I've been in your dreams,' which was this idea inspired by a lot of the original PlayStation 1 and PlayStation 2 advertisements which had a lot of dream-like imagery. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] “As it comes to pass, I didn't actually get to do that specific [lyrical] idea, but that really sowed the seed of the idea in my head when we were working on GPU Jungle, to make the GPU sing to the player.” But Young emphasizes that just because the conceit of the song came about naturally, it “wasn’t like I just wrote the song and that was it.” GPU Jungle went through several iterations before it became the track we all know and love. “I tried the obvious thing [first], which was a traditional, old-school approach to scoring the Jungle stage. And the feedback was, ‘That's a little bit too expected, what else can we do?’ They were also a little bit worried about maybe it being a little bit too kiddie...so, I then tried something a bit more contemporary and mainstream and that's when I started thinking about, ‘Okay, maybe this song idea's got legs.’" Young began to focus in on that idea of a more traditional song with lyrics, but jokingly admitted that his first attempt, as a kind of love song, “was a little too sensual,” and while the next iteration didn’t work either, it ended up becoming the basis for another piece of music in Playroom. “Then I did something that was a bit more clubby, and that didn't quite fit the GPU Jungle level because it was maybe a bit too serious in tone, of going from too kiddie to too serious, but the developers felt that might actually work in the CPU Plaza area, which didn't actually exist at that point, so I wasn't fully aware of it. And so that track in the hub area was originally [born from] one of the sketches for GPU Jungle," he said. [ignvideo url="https://www.ign.com/videos/2020/11/11/astros-playroom-accolades-trailer"] “I tested the waters a bit and felt I could find some middle ground that would work, and we came back to the song idea. And it just seemed to all come together relatively quickly. I sent over a little sketch that was just me singing it in my voice, and I was excited about it because I was like, ‘Oh, this is cool, I think it's working,’” Young said. “It was not ready for primetime, but I think Nicolas was like, ‘Oh, yeah, it's a bit weird, but it's cool, and that might work.’ That was the first thing that I worked on for the whole game. So in a way that set the tone.” And that tone is one that runs throughout Astro’s Playroom’s charming soundtrack, which is often integrally built into the rest of the levels. Though Young admits he was unaware about the GPU Jungle Easter egg - the song’s lyrics are inscribed in areas of the level for players to find - he praised the wider Astro’s Playroom dev team for their ingenuity and the ways they found to make Young’s ideas work in the levels. “The song idea was mine and I don't think it was too much of a hard pitch to sell them into it, because I think they got it. Snd I think they already planned to put the GPU Mountain in to the vista, so getting them to make it actually  lip-sync to the music wasn't too much of an ask, I think they were quite excited about that idea,” Young explained from his side of things. [poilib element="accentDivider"] Spoilers for Astro’s Playroom’s Endgame Follow! [poilib element="accentDivider"] And on the subject of risks Young was able to take on the project, one of Astro’s Playroom’s biggest setpieces allowed the composer to find creative ways of paying homage to PlayStation history, which is often at the core of Playroom’s experience. Young explained how, in wanting to provide a memorable soundtrack for the final T-rex boss fight that serves as an homage to the original PS1 demo disc, he discussed his methods for making it as authentic as possible. [widget path="global/article/imagegallery" parameters="albumSlug=64-playstation-game-easter-eggs-in-astros-playroom&captions=true"] “I went back to period synthesizers and sampled them and converted them over to the PlayStation 1's proprietary audio format to get some of that PS1 grit, and then impulse response of the PS1's reverb to try and get even closer to that kind of sound. And then in the track that follows that, it was all period '90s synths and percussion sounds to try to do the other kind of PlayStation 1 music approach, which is rather than the real-time, Final Fantasy 7 approach where you trigger memory-resident samples, it was like the red book CD audio approach, a bit like Wipeout, where you would just play the CD tracks. So I tried to do both approaches in there. “And I think for a lot of people, that would go over their head, particularly people who have never had a PlayStation 1, but you don't need everything to land home with every single player. Some people will spot stuff and get super excited about it or emotional about something that they remember from their youth.” Young’s risks, of course, paid off with a score that will be available for those who want to listen digitally if they’ve already mastered Astro’s Playroom. But Young explained how he was excited by the prospect of composing for a game that will be available to everyone who buys a PS5, not just at launch but for years to come. “It's nice when you realize you're able to do something that you probably couldn't do on other projects, and then you can dial it up and make it your own. The nice thing about the game being pre-installed on PS5 is that it's this great opportunity to really find an audience,” he said. “At the beginning of the project, it took me a long time to get my head around the fact that, I don't know what percentage of people who buy a PS5 actually boot up Playroom, but it's probably the majority, so you can say within the lifetime of the console, at the very least, it's potentially going to be 10’s of millions of people checking it out. It’s mind-blowing, but such a great opportunity.” For more on Astro's Playroom, check out our guide on where to find Astro's many PlayStation Easter eggs and be sure to read our Astro's Playroom review if you haven't yet played. [poilib element="poll" parameters="id=6dd2b926-8863-4080-99b2-d08eb61f67f6"] [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

WandaVision Writer Didn’t Want Quicksilver Cameo to Feel Like a ‘Prank’

Warning: Full spoilers for WandaVision follow. [poilib element="accentDivider"] WandaVision's Jac Schaeffer has explained how the show's Quicksilver cameo supported the larger narrative of the MCU experiment, and says she didn't want anyone to feel that the lack of connection to X-Men universe was a "prank". Schaeffer, who served as WandaVision's showrunner and executive producer, recently sat down with IGN's Joshua Yehl to address some of the twists and turns that were plotted throughout the Disney+ series. In particular, Schaeffer shared her considerations for Quicksilver's surprise appearance in Episode 5, explaining how the casting of Evan Peters "felt very right" for the identity of the show. "The idea of it was us, [co-executive producer] Mary Livanos and me in a room, being like, 'Oh my God, could we do that? Could we actually do that?' Then the first question was literally, legally, can we do that?" Schaeffer revealed. "We didn't want it to just be a gimmick and just be a gag because that's no good, so there were several things in play." [ignvideo url="https://www.ign.com/videos/2021/02/05/marvels-wandavision-just-introduced-the-mcus-strangest-ever-cameo-ign-news"] "First, it was the 'this is the metaist metashow in the metaverse,'" Schaeffer added, explaining the thought process behind the inclusion of the cameo from Pietro Maximoff, aka Quicksilver. "It's just meta, meta, meta, and so it complemented the overall tone and aesthetic of the show in this uber way, so that felt very right and great for the identity of the show." When Wanda opened the door to find her brother standing there, it was a big twist for Wanda, who certainly never expected to see her dead sibling alive again, but also a big twist for the audience because the actor playing him was not the MCU's Aaron Taylor-Johnson, but rather Evan Peters, who played the character in Fox's X-Men universe, which sparked theories about an MCU crossover with the existing X-Men movie universe by Fox. However, the WandaVision finale revealed "Pietro" to be someone called Ralph Bohner, a Westview resident who was unlucky enough to be drafted into Wanda's fake reality. Despite the audience's misdirection, Schaeffer told IGN that she didn't want anyone to feel like a "prank" had been pulled on them because, after all, there were some very meaningful reasons behind the casting choice. "I don't want anyone to feel like a prank was pulled on them. I don't want anyone to feel tricked and of course, you don't want people disappointed in things," she said, addressing those fans who were invested in the idea of the cameo potentially turning into an X-Men connection. "I would redirect to what the show is really about, and what is meaningful about the show, and what does resonate." [ignvideo url="https://www.ign.com/videos/2021/03/06/why-the-wandavision-finale-is-not-the-end-for-wanda-or-vision-mcu-canon-fodder"] Schaeffer said the cameo was a way for the audience to get inside Wanda's headspace. She explained: "It was really about what's happening in Wanda's head and the idea that someone could show up and not look like her brother and that she would accept it. What's going on with her in terms of her denial, and her self-doubt, and her disorientation that Agatha could trick her in this way? "We wanted to feel that very viscerally and it seemed like an incredible opportunity for the audience to feel it too with this meta-level of casting, with all of their associations to Evan in this other space. The idea of doing it with just any other actor, I'm like, 'That's not going to land.' That's not going to have the same thrill, and craziness, and questions, and be as disorienting." WandaVision director Matt Shakman also spoke to IGN about the team's decision to bring Evan Peters into the MCU as a "fake Pietro." He explained how the cameo thematically tied into the show's narrative — particularly Wanda's inability to cope with the overwhelming loss that she has encountered throughout her life, and her all-consuming grief. "Our whole show ultimately is about how we deal with trauma, how we come to terms with loss," he said. "And sometimes we trick ourselves, and sometimes we agree to see things that we know are not there, because it brings us some solace. She's willing to fall into the arms of Evan Peters, believing that it's Aaron Taylor-Johnson, because she needs it. And I think that my heart goes out to her for that." [widget path="global/article/imagegallery" parameters="albumSlug=wandavision-cast-and-characters&captions=true"] While WandaVision aimed to deliver a "satisfying and also surprising" conclusion for the audience, Scarlet Witch's journey in the MCU is far from over. The character will return in Marvel's Doctor Strange in the Multiverse of Madness, which started filming in November with Sam Raimi at the helm. The plot of that movie is also said to be connected to Spider-Man: No Way Home. The Doctor Strange sequel is scheduled to be released on March 25, 2022, but there's a lot of MCU to come before that. With the credits rolling on the WandaVision finale, many are now turning their attention to The Falcon and the Winter Soldier, coming up on March 19. There's also Black Widow, Loki, Shang-Chi, What If...?, Eternals, and the third Spider-Man sequel starring Tom Holland. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

WandaVision Writer Didn’t Want Quicksilver Cameo to Feel Like a ‘Prank’

Warning: Full spoilers for WandaVision follow. [poilib element="accentDivider"] WandaVision's Jac Schaeffer has explained how the show's Quicksilver cameo supported the larger narrative of the MCU experiment, and says she didn't want anyone to feel that the lack of connection to X-Men universe was a "prank". Schaeffer, who served as WandaVision's showrunner and executive producer, recently sat down with IGN's Joshua Yehl to address some of the twists and turns that were plotted throughout the Disney+ series. In particular, Schaeffer shared her considerations for Quicksilver's surprise appearance in Episode 5, explaining how the casting of Evan Peters "felt very right" for the identity of the show. "The idea of it was us, [co-executive producer] Mary Livanos and me in a room, being like, 'Oh my God, could we do that? Could we actually do that?' Then the first question was literally, legally, can we do that?" Schaeffer revealed. "We didn't want it to just be a gimmick and just be a gag because that's no good, so there were several things in play." [ignvideo url="https://www.ign.com/videos/2021/02/05/marvels-wandavision-just-introduced-the-mcus-strangest-ever-cameo-ign-news"] "First, it was the 'this is the metaist metashow in the metaverse,'" Schaeffer added, explaining the thought process behind the inclusion of the cameo from Pietro Maximoff, aka Quicksilver. "It's just meta, meta, meta, and so it complemented the overall tone and aesthetic of the show in this uber way, so that felt very right and great for the identity of the show." When Wanda opened the door to find her brother standing there, it was a big twist for Wanda, who certainly never expected to see her dead sibling alive again, but also a big twist for the audience because the actor playing him was not the MCU's Aaron Taylor-Johnson, but rather Evan Peters, who played the character in Fox's X-Men universe, which sparked theories about an MCU crossover with the existing X-Men movie universe by Fox. However, the WandaVision finale revealed "Pietro" to be someone called Ralph Bohner, a Westview resident who was unlucky enough to be drafted into Wanda's fake reality. Despite the audience's misdirection, Schaeffer told IGN that she didn't want anyone to feel like a "prank" had been pulled on them because, after all, there were some very meaningful reasons behind the casting choice. "I don't want anyone to feel like a prank was pulled on them. I don't want anyone to feel tricked and of course, you don't want people disappointed in things," she said, addressing those fans who were invested in the idea of the cameo potentially turning into an X-Men connection. "I would redirect to what the show is really about, and what is meaningful about the show, and what does resonate." [ignvideo url="https://www.ign.com/videos/2021/03/06/why-the-wandavision-finale-is-not-the-end-for-wanda-or-vision-mcu-canon-fodder"] Schaeffer said the cameo was a way for the audience to get inside Wanda's headspace. She explained: "It was really about what's happening in Wanda's head and the idea that someone could show up and not look like her brother and that she would accept it. What's going on with her in terms of her denial, and her self-doubt, and her disorientation that Agatha could trick her in this way? "We wanted to feel that very viscerally and it seemed like an incredible opportunity for the audience to feel it too with this meta-level of casting, with all of their associations to Evan in this other space. The idea of doing it with just any other actor, I'm like, 'That's not going to land.' That's not going to have the same thrill, and craziness, and questions, and be as disorienting." WandaVision director Matt Shakman also spoke to IGN about the team's decision to bring Evan Peters into the MCU as a "fake Pietro." He explained how the cameo thematically tied into the show's narrative — particularly Wanda's inability to cope with the overwhelming loss that she has encountered throughout her life, and her all-consuming grief. "Our whole show ultimately is about how we deal with trauma, how we come to terms with loss," he said. "And sometimes we trick ourselves, and sometimes we agree to see things that we know are not there, because it brings us some solace. She's willing to fall into the arms of Evan Peters, believing that it's Aaron Taylor-Johnson, because she needs it. And I think that my heart goes out to her for that." [widget path="global/article/imagegallery" parameters="albumSlug=wandavision-cast-and-characters&captions=true"] While WandaVision aimed to deliver a "satisfying and also surprising" conclusion for the audience, Scarlet Witch's journey in the MCU is far from over. The character will return in Marvel's Doctor Strange in the Multiverse of Madness, which started filming in November with Sam Raimi at the helm. The plot of that movie is also said to be connected to Spider-Man: No Way Home. The Doctor Strange sequel is scheduled to be released on March 25, 2022, but there's a lot of MCU to come before that. With the credits rolling on the WandaVision finale, many are now turning their attention to The Falcon and the Winter Soldier, coming up on March 19. There's also Black Widow, Loki, Shang-Chi, What If...?, Eternals, and the third Spider-Man sequel starring Tom Holland. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Rust Developer Expecting ‘Large Amount Of Data Loss’ Following Server Fire

Rust developer Facepunch Studios has said that it is expecting a "large amount of data loss" after a fire burst out at a datacenter that held many of the game's EU servers. The news came in a tweet from the official Rust account earlier today, as the studio learned that a blaze had broken out at the OVHCloud Datacenter in Strasbourg, France. "25 of our EU servers remain offline due to a fire at OVH Datacenter in the early hours of this morning," the statement reads. "Unfortunately, the fire destroyed SBG-2 building. We're expecting a large amount of data loss across the affected servers." According to a statement from OVHCloud, the fire broke out at 12:47am local time on March 10. The fire was contained several hours later, and OVHCloud has confirmed that no one was harmed. Footage of the destroyed Datacenter can be seen here, courtesy of Microsoft's Kevin Beaumont. The Rust account later confirmed that "Data will be unable to be restored" after assessing the total loss of the EU servers affected by the fire, although it remains unclear how many players will be affected by the event. The studio is currently exploring how it can replace the servers that have been affected by the fire. The console edition of Rust was initially delayed due to the impact of COVID-19 and transitioning to remote work, but we recently learned that it is now coming to PlayStation 4 and Xbox One this spring. The game initially launched on PC in 2013 but saw a huge surge in popularity in 2020 as streamers flocked to the game. [ignvideo url="https://www.ign.com/videos/rust-console-launch-reveal-trailer"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.