Monthly Archives: April 2021

MPLS Sound: New Graphic Novel Celebrates the Musical Legacy of Prince

While Prince fans the world over are still mourning the musician's tragic, untimely death in 2016, his music continues to inspire new generations of artists. That's basically the theme of MPLS Sound, a new graphic novel from Humanoids. IGN can exclusively debut a new preview of MPLS Sound ahead of its April 13 release. Get a closer look at this funk-infused new comic in the slideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=mpls-sound-exclusive-graphic-novel-preview&captions=true"] MPLS Sound is a collaboration between writers Joseph Illidge and Hannibal Tabu, artist Meredith Laxton, colorist Tan Shu and cover artist Jen Bartel. The book is being published through Humanoids' LifeDrawn imprint, which specifically focuses on intimate, personal stories anchored in the real world rather than the science fiction tales for which Humanoids is generally known. Rather than act as a biography of Prince Rogers Nelson, the book explores his musical and cultural impact through the lens of a fictional Minneapolis funk band called Starchild. The story explores how the band, its lead singer Theresa Booker and the entire city are inspired by Prince's music, even as it also addresses the darker aspects of the singer's career and Minneapolis' recent history. "Prince was a nexus and catalyst of music history, and MPLS SOUND is the story of how he changed the trajectory of fictional bandleader Theresa Booker's life." said Illidge in a press release. "The way PURPLE RAIN was a musical quasi-biography in film form, MPLS SOUND is a romance, ballad, and musical drama in the graphic novel form. A narrative and visual homage to His Purple Goodness and the era of MTV's birth. Get ready for a journey of art, courage, and the price of reaching for the sky." “There is a certain level of expectation involved when trying to draw the unique wardrobe and general aesthetic of Controversy-era Prince and many scenes throughout the book are inspired heavily by the flashiness of 80’s funk,” said Laxton. “Ultimately, the story is about Theresa finding her own voice within the MPLS music scene and her evolving style throughout the book showcases that.” [ignvideo url="https://www.ign.com/videos/2021/01/04/what-to-expect-from-marvel-in-2021"] "It’s hard to learn your heroes have feet of clay, but Prince’s problematic issues of colorism and capricious business practices cannot overshadow his eventual philanthropy and gigantic musical legacy,” said Tabu. “Here we got a taste of all of that while looking at some of the roots of the city that eventually killed George Floyd. Minneapolis is a complicated town, and its tragedies have left lives battered as much as its triumphs have inspired.” MPLS Sound will release in bookstores on Tuesday, April 13 and comic shops on Wednesday, April 14. In other upcoming comic book news, Miles Morales is about to face his own Clone Saga, Inferno Girl Red will expand on the tokusatsu universe introduced in Radiant Black and MIND MGMT is returning as an NFT comic. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Batman: The Long Halloween, Part One – Exclusive Trailer Debut

Warner Bros. Animation, DC, and Warner Bros. Home Entertainment are returning to Gotham City for their next DC Universe Movie, but this isn't just any Batman movie. Batman: The Long Halloween is an adaptation of one of the most critically acclaimed Batman graphic novels of all time. IGN can exclusively debut the first trailer for this gritty animated DC movie. Check out the video player above or the embed below for your first glimpse at how this bona fide Bat-classic has been adapted for 2021. [ignvideo url="https://www.ign.com/videos/2021/04/06/batman-the-long-halloween-part-one-exclusive-official-trailer"] As we recently learned, Supernatural star Jensen Ackles has been cast as Batman, his second animated DC role after playing the titular villain in 2010's Batman: Under the Red Hood. Here's the full cast of The Long Halloween, Part One:
  • Jensen Ackles as Batman
  • Naya Rivera as Catwoman
  • Josh Duhamel as Two-Face
  • Billy Burke as James Gordon
  • Titus Welliver as Carmine Falcone
  • David Dastmalchian as Calendar Man
  • Troy Baker as Joker
  • Amy Landecker as Barbara Gordon
  • Julie Nathanson as Gilda Dent
  • Jack Quaid as Alberto Falcone
  • Fred Tatasciore as Solomon Grundy
  • Alistair Duncan as Alfred Pennyworth.
[widget path="global/article/imagegallery" parameters="albumSlug=batman-the-long-halloween-part-one&captions=true"] The film is written by Tim Sheridan and directed by Chris Palmer, who previously collaborated on 2020's Superman: Man of Tomorrow. Producers are Jim Krieg (Batman: Gotham by Gaslight) and Kimberly S. Moreau (Batman vs. Teenage Mutant Ninja Turtles). Butch Lukic (Justice Society: World War II, Superman: Man of Tomorrow) is Supervising Producer. Executive Producer is Michael Uslan. Sam Register is Executive Producer. The Long Halloween -- originally published as a 13-issue limited series in 1996, written by Jeph Loeb and illustrated by Tim Sale -- is set shortly after the events of Batman: Year One, in a time when most of Batman's major rogues have been established but Robin has yet to join the Caped Crusader. The series unfolds over the course of a year, as Batman, Gordon, and Dent take on the Falcone crime family and hunt down a serial murderer known as the Holiday Killer. The Long Halloween ranked highly in IGN's list of the 25 greatest Batman graphic novels. It's unknown whether The Long Halloween is meant to take place in the same shared universe as Man of Tomorrow. However, given the creative team, the similar art style, and the fact that the story revolves around a younger, less experienced Batman, that connection certainly seems possible. [widget path="global/article/imagegallery" parameters="albumSlug=the-25-greatest-batman-graphic-novels-of-all-time&captions=true"] This animated adaptation will mark the third DC Universe Movies project to adapt an existing story as a two-part film. The previous two were The Dark Knight Returns and the Death of Superman/Reign of the Superman duology. Batman: The Long Halloween, Part One will release at some point in Summer 2021, with the second part to follow in Fall 2021. Before that, DC fans can look forward to the release of Justice Society: World War II, which pairs the classic superhero team with a time-displaced Barry Allen. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Batman: The Long Halloween, Part One – Exclusive Trailer Debut

Warner Bros. Animation, DC, and Warner Bros. Home Entertainment are returning to Gotham City for their next DC Universe Movie, but this isn't just any Batman movie. Batman: The Long Halloween is an adaptation of one of the most critically acclaimed Batman graphic novels of all time. IGN can exclusively debut the first trailer for this gritty animated DC movie. Check out the video player above or the embed below for your first glimpse at how this bona fide Bat-classic has been adapted for 2021. [ignvideo url="https://www.ign.com/videos/2021/04/06/batman-the-long-halloween-part-one-exclusive-official-trailer"] As we recently learned, Supernatural star Jensen Ackles has been cast as Batman, his second animated DC role after playing the titular villain in 2010's Batman: Under the Red Hood. Here's the full cast of The Long Halloween, Part One:
  • Jensen Ackles as Batman
  • Naya Rivera as Catwoman
  • Josh Duhamel as Two-Face
  • Billy Burke as James Gordon
  • Titus Welliver as Carmine Falcone
  • David Dastmalchian as Calendar Man
  • Troy Baker as Joker
  • Amy Landecker as Barbara Gordon
  • Julie Nathanson as Gilda Dent
  • Jack Quaid as Alberto Falcone
  • Fred Tatasciore as Solomon Grundy
  • Alistair Duncan as Alfred Pennyworth.
[widget path="global/article/imagegallery" parameters="albumSlug=batman-the-long-halloween-part-one&captions=true"] The film is written by Tim Sheridan and directed by Chris Palmer, who previously collaborated on 2020's Superman: Man of Tomorrow. Producers are Jim Krieg (Batman: Gotham by Gaslight) and Kimberly S. Moreau (Batman vs. Teenage Mutant Ninja Turtles). Butch Lukic (Justice Society: World War II, Superman: Man of Tomorrow) is Supervising Producer. Executive Producer is Michael Uslan. Sam Register is Executive Producer. The Long Halloween -- originally published as a 13-issue limited series in 1996, written by Jeph Loeb and illustrated by Tim Sale -- is set shortly after the events of Batman: Year One, in a time when most of Batman's major rogues have been established but Robin has yet to join the Caped Crusader. The series unfolds over the course of a year, as Batman, Gordon, and Dent take on the Falcone crime family and hunt down a serial murderer known as the Holiday Killer. The Long Halloween ranked highly in IGN's list of the 25 greatest Batman graphic novels. It's unknown whether The Long Halloween is meant to take place in the same shared universe as Man of Tomorrow. However, given the creative team, the similar art style, and the fact that the story revolves around a younger, less experienced Batman, that connection certainly seems possible. [widget path="global/article/imagegallery" parameters="albumSlug=the-25-greatest-batman-graphic-novels-of-all-time&captions=true"] This animated adaptation will mark the third DC Universe Movies project to adapt an existing story as a two-part film. The previous two were The Dark Knight Returns and the Death of Superman/Reign of the Superman duology. Batman: The Long Halloween, Part One will release at some point in Summer 2021, with the second part to follow in Fall 2021. Before that, DC fans can look forward to the release of Justice Society: World War II, which pairs the classic superhero team with a time-displaced Barry Allen. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Bill Murray Says He Was Tricked Into Making Ghostbusters 2

Bill Murray has said that he was tricked into making Ghostbusters 2, and that the studio brought the original cast back "under false pretences". In an interview during the Santa Barbara International Film Festival (transcribed by Collider), Murray talked about how he was "very reluctant" to do Ghostbusters 2 at first, and that he was "outfoxed" by the studio: "I don’t know if [director Ivan Reitman] set it up, but they got us all back together in a room, and really, we hadn’t been together in a room since the movie came out and it was just really, really fun to be together. [...] They got us all together and they pitched a story idea that was really great. I thought, “Holy cow, we could make that work.” [ignvideo url="https://www.ign.com/videos/2019/12/09/ghostbusters-afterlife-official-trailer"] The problem is that, according to Murray, that story idea never came to fruition. "They got us in the sequel under false pretenses," Murray said. "Harold had this great idea, but by the time we got to shooting it, I showed up on set and went, ‘What the hell is this? What is this thing?’ But we were already shooting it, so we had to figure out how to make it work.” Murray went on to say that he's more fond of the first film than the second "I probably like the first one better than the second one, just because the first cut is the deepest. We were in New York and we really made a mess in New York for a couple of months, but we had a lot of fun." Bill Murray will appear in Ghostbusters Afterlife, a direct sequel to both Ghostbusters and Ghostbusters 2 that's set to launch later this year. Murray praised the script in January of 2020, saying "It's got a lot of emotion in it. It's got lots of family in it, with through lines that are really interesting." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Bill Murray Says He Was Tricked Into Making Ghostbusters 2

Bill Murray has said that he was tricked into making Ghostbusters 2, and that the studio brought the original cast back "under false pretences". In an interview during the Santa Barbara International Film Festival (transcribed by Collider), Murray talked about how he was "very reluctant" to do Ghostbusters 2 at first, and that he was "outfoxed" by the studio: "I don’t know if [director Ivan Reitman] set it up, but they got us all back together in a room, and really, we hadn’t been together in a room since the movie came out and it was just really, really fun to be together. [...] They got us all together and they pitched a story idea that was really great. I thought, “Holy cow, we could make that work.” [ignvideo url="https://www.ign.com/videos/2019/12/09/ghostbusters-afterlife-official-trailer"] The problem is that, according to Murray, that story idea never came to fruition. "They got us in the sequel under false pretenses," Murray said. "Harold had this great idea, but by the time we got to shooting it, I showed up on set and went, ‘What the hell is this? What is this thing?’ But we were already shooting it, so we had to figure out how to make it work.” Murray went on to say that he's more fond of the first film than the second "I probably like the first one better than the second one, just because the first cut is the deepest. We were in New York and we really made a mess in New York for a couple of months, but we had a lot of fun." Bill Murray will appear in Ghostbusters Afterlife, a direct sequel to both Ghostbusters and Ghostbusters 2 that's set to launch later this year. Murray praised the script in January of 2020, saying "It's got a lot of emotion in it. It's got lots of family in it, with through lines that are really interesting." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Isabelle and Tom Nook Build-a-Bears Are Up for Pre-Order, but the Queue is a Nightmare

Update: Both Isabelle and Tom Nook are now sold out, though Build-a-Bear reassures they will return "soon." The digital queue to buy them lasted for over three hours, and even if those who were in line right when it started weren't guaranteed to get a chance to buy either. Original story: This morning, Build-a-Bear and Animal Crossing officially revealed the stuffed toys they announced a partnership on last month: it's Isabelle and Tom Nook...but you might not be able to get one today. The Build-a-Bears went live at 8 am PT today, following a 30-minute "waiting room" queue you could sit in on the website. While in that queue, I was told I would get a "random place in line" if I was in the waiting room early. When 8 am hit, though, I was told my estimated wait time was "more than an hour" -- and I'm still in it at the time this is being written. There's a tiny progress bar on my screen that inches forward every so often, but after 40 minutes in the queue it's not really gone anywhere, and my wait is still over an hour. I can sign up to be notified by email when it's my turn, but I'm worried that closing this window will cause me to lose my place. Isabelle and Tom Nook were only available for pre-order online today, and come with their own "summer outfit" and either music or spoken phrases included when you give them a squeeze. They're limited to one per person, too. The Build-a-Bear website's FAQ says the toys will reappear online in the future once they sell out, but does not specify when -- though it does indicate they will also come to physical stores sometime this summer. This is far from the first time something Animal Crossing (or even Nintendo)-related has suffered from ridiculous demand. Anyone who has tried to get their hands on the Animal Crossing Sanrio amiibo cards has had a nightmare of a time given their limited supply and Target exclusivity. And while Build-a-Bear has done plenty of other franchise crossovers before, including Super Mario, Doctor Who, Pokémon, Frozen, How to Train Your Dragon, Batman, Wonder Woman, and The Mandalorian, none have quite reached this level of demand. Not even Sonic the Hedgehog. [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Isabelle and Tom Nook Build-a-Bears Are Up for Pre-Order, but the Queue is a Nightmare

This morning, Build-a-Bear and Animal Crossing officially revealed the stuffed toys they announced a partnership on last month: it's Isabelle and Tom Nook...but you might not be able to get one today. The Build-a-Bears went live at 8 am PT today, following a 30-minute "waiting room" queue you could sit in on the website. While in that queue, I was told I would get a "random place in line" if I was in the waiting room early. When 8 am hit, though, I was told my estimated wait time was "more than an hour" -- and I'm still in it at the time this is being written. There's a tiny progress bar on my screen that inches forward every so often, but after 40 minutes in the queue it's not really gone anywhere, and my wait is still over an hour. I can sign up to be notified by email when it's my turn, but I'm worried that closing this window will cause me to lose my place. Isabelle and Tom Nook were only available for pre-order online today, and come with their own "summer outfit" and either music or spoken phrases included when you give them a squeeze. They're limited to one per person, too. The Build-a-Bear website's FAQ says the toys will reappear online in the future once they sell out, but does not specify when -- though it does indicate they will also come to physical stores sometime this summer. This is far from the first time something Animal Crossing (or even Nintendo)-related has suffered from ridiculous demand. Anyone who has tried to get their hands on the Animal Crossing Sanrio amiibo cards has had a nightmare of a time given their limited supply and Target exclusivity. And while Build-a-Bear has done plenty of other franchise crossovers before, including Super Mario, Doctor Who, Pokémon, Frozen, How to Train Your Dragon, Batman, Wonder Woman, and The Mandalorian, none have quite reached this level of demand. Not even Sonic the Hedgehog. [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

The Binding of Isaac: Four Souls Card Game Gets Its First Expansion: Requiem

Like The Binding of Isaac itself, creator Edmund McMillen often embraces controlled, successful chaos. He speaks to me over the phone just 34 hours before launching The Binding of Isaac: Repentance last week, in the middle of moving house, with no internet. He tells me stories of throwing together absurd, over-the-top Kickstarter stretch goals for the card game he launched in 2018, The Binding of Isaac: Four Souls, like when they added a tier for backers to get their names engraved on gravestones in McMillen's backyard. He had to hire befuddled movers to bring the gravestones along to his new place. In the midst of all this, McMillen is gearing up for even more calculated mayhem. He's partnered with Maestro Media to launch the first major expansion to Binding of Isaac: Four Souls, called Requiem, on Kickstarter later this summer. [ignvideo url="https://www.ign.com/videos/2018/06/27/the-binding-of-isaac-four-souls-how-to-play"] According to McMillen, Requiem is almost the size of the original base Four Souls game, and will add numerous cards with references to enemies, items, bosses, and other scenarios from The Binding of Isaac that Four Souls didn't get to include the first time around. He's collaborating with comic artists like Sam Keith, Tom Bunk, Alex Pardee, Peach Momoko, and Agnes Garbowski to create art for the game. And yes, he's including new content from The Binding of Isaac: Repentance. "I absolutely loved designing this," McMillen says. "Designing a board game after designing video games for so many years-- video games are like the most stupidly complicated art form. Like, literally they're the most in-depth art form there is. Because you basically take what you do in movies, and then you add game design to it. You add gameplay, game design, game design mechanics... It's this very long-winded, artistic expressions-type situation where I've got to wait four years for somebody to see something that will take them a few hours to beat. [caption id="attachment_2496277" align="aligncenter" width="720"]New art designed for The Binding of Isaac: Four Souls: Requiem, by Peach Momoko New art designed for The Binding of Isaac: Four Souls: Requiem, by Peach Momoko[/caption] "But with Four Souls, it was literally sitting down with my friends and playing a card game over and over again, and just editing on the fly. I got to design this game with my wife, which I've never been able to do. I got to sit down and prototype the game with her. "I think one of the reasons I started working on it was because I was kind of in a really low spot in video games in general, where I felt like I wasn't feeling it as much anymore. And I didn't know what I wanted to do. And working on the card game was a breath of fresh air. And it really got me back in that creative open thinking, like anything is possible." [poilib element="quoteBox" parameters="excerpt=A%20lot%20of%20the%20cards%20in%20this%20expansion%20force%20people%20to%20rock%20the%20boat.%20You're%20forced%20to%20make%20friends.%20You're%20forced%20to%20make%20enemies."] McMillen isn't ready to reveal too much about the specifics of Requiem just yet, especially as he wants to avoid spoiling anything Repentance-related. But he did have a specific idea in mind early on for how he wanted Requiem to impact gameplay. "The mechanics are more focused on pushing people into situations," he says. "I found in testing that sometimes people play pretty conservatively. They will just wait it out because they don't want to cause an issue early on, because they don't want to be the target of retaliation. Or they don't want to look like they're playing favorites by doing favors for different people because then other people will get jealous... And a lot of the cards in this expansion force people to rock the boat. You're forced to make friends. You're forced to make enemies. And then there are a bunch of cards that actually allow you to attack other players directly, which wasn't a mechanic at all in the original game. So it's like, 'Let's rock the boat really hard for you and then give people an option to kill you.'" Requiem Figures Requiem comes a few years after Four Souls Kickstarted its way to immediate, overwhelming success. According to Maestro Media's Javon Frazier, the over $2.7 million that Four Souls made on the platform in 30 days was "only a fraction" of the revenue done to date," and over 18,000 people are signed up to hear updates about future expansions to the game. McMillen tells me that it's gotten so big that the card game has its own fanbase now, distinct from the general Binding of Isaac fanbase. And he's even hired artists and editors from those fans to help him update old cards in preparation for a re-release of the original Four Souls. Frazier says there's a kind of "magic" to the sort of connection McMillen has with the fan community that makes it really enjoyable to make things with him. He's worked with McMillen for three years now, first as a part of Studio71 on Four Souls, and now as Maestro Media for Requiem. [poilib element="quoteBox" parameters="excerpt=%5BThe%20first%20Kickstarter%5D%20felt%20like%20a%20party%20where%20we%20were%20just%20trying%20to%20have%20fun%20and%20celebrate%20The%20Binding%20of%20Isaac."] Frazier is excited for the Kickstarter, and says that the goal of running a Kickstarter for this expansion is less about raising funds necessary for the game to exist at all, and more about bringing the community together around the announcement and the fun extras that follow from meeting goals. McMillen agrees. "When it comes to our Kickstarter, it wasn't just, 'Hey, come put some money into funding this game.' It was more like, 'Hey, come tell us what you think of these things that I'm sharing with you. And let's all interact together and have fun.' It felt like a month-long party where we weren't so much just trying to make a bunch of money, but we were just trying to have fun and celebrate The Binding of Isaac, and then get hyped about this game that I'd come up with that I wanted everybody to play. Jacob and Esau Card "I think originally Kickstarter really was about somebody who'd had absolutely no money and they had a cool idea and they wanted to do it. And I'd say that that's not so much what people use it for anymore,” McMillen adds. “It's still there, obviously, for that. But I think if you look, you'd mostly see like large IP companies that are utilizing it to kind of get a bunch of people in and gauge interest. But I think with ours, it was a communal thing." McMillen and Frazier both confirm that weird stretch goals ala the tombstones from last time are on the table again this time, though they expect to come up with them on the fly as needed. McMillen quips that in a way, he's playing "financial improv," noting that some of the stretch goals they added during the first Kickstarter did not actually make them any money, even if they did result in cool merchandise or incentives. The Requiem card game Kickstarter comes on the heels of the release of The Binding of Isaac: Repentance, which McMillen has said is the final update he'll do on the decade-old video game. He's said similar things before -- but this time, at least in terms of The Binding of Isaac video game, he emphasizes that he's really done. [poilib element="quoteBox" parameters="excerpt=I%20would%20like%20to%20be%20able%20to%20close%20the%20book%20on%20the%20video%20game%2C%20so%20it%20can%20be%20put%20on%20the%20shelf%20and%20you%20can%20look%20at%20it%20and%20ask%2C%20'Was%20this%20a%20classic%3F'"] "I feel like Isaac never got its-- it's become a classic in a lot of people's eyes. Like, I'll get people messaging me saying, 'I played your game when I was eight years old. And now I'm 18 years old. I still play it every day.' It seems insane. But the thing is, the game has been in development for that long as well. It's kind of almost like Minecraft in that respect, where we're updating it constantly. And I would like to be able to close the book on the video game, so it can be put on the shelf and you can look at it and ask, 'Was this a classic? How do I feel about it? How does it compare five years from now?' I'd love to do a sequel in the future. But I would also love to do a lot of other stuff. "I want it to age like fine wine. You've got to put it on the shelf and look at it for a little while, and stop adding to it and stop messing with it, so people can just experience and let the legacy lie, you know? And that's what I want to do for a while before I hop back in. As an artist too, it's very difficult to not see the potential in what a sequel could be if you start thinking about a sequel while you're still finishing up the first one. So I want that time to kind of reflect and figure out exactly what I would do with a sequel before I just jump in and make an almost sequel." [ignvideo url="https://www.ign.com/videos/2021/04/01/the-binding-of-isaac-repentance-launch-trailer"] McMillen may be ready to walk away from the original Binding of Isaac game, but given his sequel teases, he's not at all ready to walk away from The Binding of Isaac universe as a whole. And neither is Frazier -- who teased other "variations, or other iterations" on The Binding of Isaac coming in the future -- suggesting these discussions were critical to what he wanted to do with Maestro Media as a whole. Ultimately, McMillen believes that the power of The Binding of Isaac realistically lies in the video game's replayability -- therein lies the reason for the game's ongoing success and ability to generate spin-offs like Four Souls and now Requiem. But he hopes that its popularity has a bit more to it than that. [poilib element="quoteBox" parameters="excerpt=What%20I'd%20like%20to%20believe%20is%20that%20I%20put%20myself%20as%20honestly%2C%20and%20just%20raw%20as%20possible%20into%20this."] "What I'd like to believe is that I put myself as honestly, and just raw as possible into this. I feel like The Binding of Isaac's themes, and mechanics, and the story and everything are the most true to who I am than anything I've ever done. "It's almost ironic at this point. Because I made The Binding of Isaac as a free game. It was supposed to be a free game in Flash that was supposed to be my break from the structure. I had just gotten off of Super Meat Boy. And even though I didn't compromise a lot when it came to [Super Meat Boy], I still played it as safe as I possibly could because I invested many years and all of my savings in the project. "...[But] with The Binding of Isaac, I went unbridled. I wasn't going to sell it, so what does it matter what I put in it? I can put whatever I want in, and I don't have to worry about anything and I can just go nuts. And that's what I did. And I didn't stop myself from anything I wanted to do. And that's what came out. And I'd like to think that people can feel that, and that it's so different than what a lot of other people have to offer." [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.