Monthly Archives: May 2021
Zack Snyder Says a Black Live-Action Superman Is ‘Long Overdue’
Justice League director Zack Snyder has praised the decision to cast a Black actor in the lead role of J.J. Abrams' upcoming Superman reboot.
Snyder reportedly shared his thoughts on Superman's future on the big screen while speaking to Radio Times and others at a recent event. Specifically, Snyder is said to have expressed his interest in J.J. Abrams and Ta-Nehisi Coates' new live-action take on the classic DC character, in which the Krypton-born superhero will be played by a Black actor.
"My feeling is that I love J.J. [Abrams], I love what he's done in the past," Snyder said, touching on the project. "I'm interested to see what happens, it's a bold and cool and probably long overdue move. But I love Henry [Cavill] as Superman, of course, I do. He's my superman."
[ignvideo url="https://www.ign.com/videos/2021/02/26/superman-reboot-project-coming-from-jj-abrams"]
"I'm not really involved in any of the decision-making at Warner Brothers in any way," he continued. "So I guess for me it's just wait and see what they do with this and how it manifests itself. But on the surface, it seems interesting."
Bad Robot's J.J. Abrams and Hannah Minghella are attached to produce the upcoming feature, though no director has been found as of yet. Warner Bros. and DC are reportedly "committed" to hiring a Black director to helm the movie, the script for which is being written by Ta-Nehisi Coates. No casting details have been announced but there has been plenty of speculation on who could play Superman.
Michael B. Jordan was one likely candidate after it was reported that he had met with Warners in early 2019 to pitch his idea for a Superman reboot (before he became attached to produce the Static Shock movie). While the upcoming Superman reboot isn't believed to be connected to Jordan's original pitch, he has been rumored for the lead role — though it's a suggestion that he has downplayed.
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As Superman fans may well remember, Abrams himself was once attached to direct a Superman reboot in the early 2000s. Abrams' Superman: Flyby would have been the start of a brand new trilogy featuring a very different take on Superman and Krypton. Unfortunately, though, it became one of the many DC movies that never came to pass.
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Ratchet and Clank: Rift Apart Devs on Rivet’s Importance to the PS5 Game
Though she may not be in the title, Rivet not only shares a co-starring role with Ratchet and Clank in the upcoming PS5 adventure Rift Apart, but she’s also been at the heart of the marketing for the new game since its reveal.
And though she went from “that mysterious lombax” in the original Rift Apart trailer to the now-Jennifer Hale voiced Rivet who captivated us in our recent hands-off Rift Apart preview, she’s always been a foundational part of the game.
[ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"]
“When I pitched the game, it had a scene that was very similar to what we released in our [reveal] trailer, where Clank finds himself isolated and calls out to Ratchet and a female lombax steps up and is like, ‘Who?’ That was in the original pitch,” creative director Marcus Smith told IGN in an interview. “And there were some people who were a little worried that it's a game called Ratchet and Clank, not Ratchet and Clank and Rivet. And I had to walk them through the idea that it is Ratchet and Clank. It's just a different Ratchet. We're playing with dimensionality. That allows us to bring in new players by experiencing new versions of different characters.”
Of course, as the past looks at the game, our hands-off demo, and time with Smith indicated, Rivet is a fully realized, new hero with her own hopes and goals, who is simply serving the Ratchet role in her dimension. The two interacting and even merely existing in the same adventure allowed Insomniac to explore new character relationships, play off of expectations from pre-existing ones, and create a story that felt true to the franchise but still forged new ground.
“The biggest challenge was how do we tell a story that can bring in new players, but also builds on the past history of the franchise that we've been building,” Smith explained, noting that they didn’t want to abandon the series and just continue on from the 2016 reboot. “We wanted to build off of what's already there. So we were thinking of the It's a Wonderful Life model. Is there a way that we can tell the story as it was through the eyes of new characters? So, alternate dimensions were something that came up pretty quickly because we'd already been doing dimensionality in previous entries. That was a compelling hook for us, which is, what happens if there's a Ratchet who doesn't have a Clank, what are all the differences in that world and how is the character different or the same.”
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That has, naturally, led to Rivet and her unique journey that players will learn more about in Rift Apart. Smith highlighted how the love for this character from members of the team, like lead writer Lauren Mee and senior animator Lindsay Thompson, and the emotional depth and nuanced with which she is portrayed as a result shines through in the final game.
“I may be the grizzled old man on the team, and I deal with a lot of people who are much, much younger. And the energy that they bring is one of not wanting to hide behind some sort of guarded machismo but much more [open about their feelings and express something like], ‘Yeah, we're insecure constantly.’ We're exposing the human condition in these characters that ironically aren't human at all."
Smith explained how that humanity and emotional depth on screen, both in Rivet’s story and throughout the rest of Rift Apart, is thanks to Insomniac’s collaborative approach during development.
“The spirit of insomniac has always been that great ideas come from everywhere. And that's not just some empty platitude. We create these things together, and collaborative problem solving is what we do best. And the benefit is you get the best possible,” he said. “Lindsay and Lauren, they love Rivet like their own child. And that is extraordinary. That's the dream, right? That you can have people on the team who don't care where the idea came from. We just love this character and we're going to [bring her to life].”
For more, be sure to read up on how 3D audio and the DualSense are used in Rift Apart, and how the developers learned from Spider-Man and applied those narrative and gameplay lessons to Rift Apart.
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Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
Ratchet and Clank: Rift Apart Devs on Rivet’s Importance to the PS5 Game
Though she may not be in the title, Rivet not only shares a co-starring role with Ratchet and Clank in the upcoming PS5 adventure Rift Apart, but she’s also been at the heart of the marketing for the new game since its reveal.
And though she went from “that mysterious lombax” in the original Rift Apart trailer to the now-Jennifer Hale voiced Rivet who captivated us in our recent hands-off Rift Apart preview, she’s always been a foundational part of the game.
[ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"]
“When I pitched the game, it had a scene that was very similar to what we released in our [reveal] trailer, where Clank finds himself isolated and calls out to Ratchet and a female lombax steps up and is like, ‘Who?’ That was in the original pitch,” creative director Marcus Smith told IGN in an interview. “And there were some people who were a little worried that it's a game called Ratchet and Clank, not Ratchet and Clank and Rivet. And I had to walk them through the idea that it is Ratchet and Clank. It's just a different Ratchet. We're playing with dimensionality. That allows us to bring in new players by experiencing new versions of different characters.”
Of course, as the past looks at the game, our hands-off demo, and time with Smith indicated, Rivet is a fully realized, new hero with her own hopes and goals, who is simply serving the Ratchet role in her dimension. The two interacting and even merely existing in the same adventure allowed Insomniac to explore new character relationships, play off of expectations from pre-existing ones, and create a story that felt true to the franchise but still forged new ground.
“The biggest challenge was how do we tell a story that can bring in new players, but also builds on the past history of the franchise that we've been building,” Smith explained, noting that they didn’t want to abandon the series and just continue on from the 2016 reboot. “We wanted to build off of what's already there. So we were thinking of the It's a Wonderful Life model. Is there a way that we can tell the story as it was through the eyes of new characters? So, alternate dimensions were something that came up pretty quickly because we'd already been doing dimensionality in previous entries. That was a compelling hook for us, which is, what happens if there's a Ratchet who doesn't have a Clank, what are all the differences in that world and how is the character different or the same.”
[widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"]
That has, naturally, led to Rivet and her unique journey that players will learn more about in Rift Apart. Smith highlighted how the love for this character from members of the team, like lead writer Lauren Mee and senior animator Lindsay Thompson, and the emotional depth and nuanced with which she is portrayed as a result shines through in the final game.
“I may be the grizzled old man on the team, and I deal with a lot of people who are much, much younger. And the energy that they bring is one of not wanting to hide behind some sort of guarded machismo but much more [open about their feelings and express something like], ‘Yeah, we're insecure constantly.’ We're exposing the human condition in these characters that ironically aren't human at all."
Smith explained how that humanity and emotional depth on screen, both in Rivet’s story and throughout the rest of Rift Apart, is thanks to Insomniac’s collaborative approach during development.
“The spirit of insomniac has always been that great ideas come from everywhere. And that's not just some empty platitude. We create these things together, and collaborative problem solving is what we do best. And the benefit is you get the best possible,” he said. “Lindsay and Lauren, they love Rivet like their own child. And that is extraordinary. That's the dream, right? That you can have people on the team who don't care where the idea came from. We just love this character and we're going to [bring her to life].”
For more, be sure to read up on how 3D audio and the DualSense are used in Rift Apart, and how the developers learned from Spider-Man and applied those narrative and gameplay lessons to Rift Apart.
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Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
How Ratchet and Clank: Rift Apart Uses PS5’s DualSense, 3D Audio
Despite the PS5 being just over six months old, Ratchet and Clank: Rift Apart isn’t Insomniac Games’ first game for Sony’s newest console. But while the developer does have Marvel’s Spider-Man: Miles Morales and a Marvel’s Spider-Man Remastered edition under its belts, the studio is looking to take advantage of all of the new system’s features for their first PS5-exclusive outing.
Insomniac have, of course, emphasized how the PS5’s SSD allows the developers to let Ratchet, Clank, and Rivet hop from one dimension to the next near instantaneously, and with good reason. Shifting between fully rendered locations, sometimes from completely different planets, is an impressive example of what the console can do. But after a few months with the PS5’s available, it’s the DualSense’s haptics and 3D audio that allow for yet another level of immersion that couldn’t be achieved before. And given Ratchet and Clank’s penchant for wacky weapons, fascinating alien planets, and vibrant environments, Rift Apart is looking to certainly take advantage of those elements.
“We've put a lot of effort into our haptics implementation, and the result is you get this very complex tapestry of haptics responses. It feels like audio in the sense that the world is filled out with a lot of small details that have these little haptics responses,” game director Mike Daly said in an interview with IGN.
[widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"]
“One thing we found was that if we use the full range of volumes available in haptics, and we basically constrained the duration enough, that already opened the door to having a lot more frequent responses that lived in the background, like the ambient sound on a level doesn't distract you from the music or the dialogue,” he continued in response to my question about tuning the haptics to be immersive but not too distracting.
“We realized that we could dial things up, and we could also dial things back dynamically, which means when big things happen like weapons or explosions, it's like listening to the sound of the game where things naturally go down to let you hear the dialogue come through. We have the same system applied to haptics, so that you're always feeling the most important things, but it never gets muddy or confusing,” he continued.
And if it sounds like, well, sound has a lot in common with haptics rather than traditional rumble, you’re right. Both Daly and creative director Marcus Smith, spoke about how the team has had to adjust its thinking about haptics not just in what players will perceive, but how it’s developed.
[ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"]
“Rumble used to be something that we had designers or production support do because it was much more scripting, but now it's waveform editing. It's an audio tool more than anything else,” Smith said.
Ingenuity, when it came to sound, wasn’t something that just applied to haptics, either. Due to the built-in ability to offer 3D audio in games, Insomniac sought to bring the worlds of Ratchet and Clank to life like never before.
“One of the nice things about it is that the sound designers more or less get to say whether a given thing needs to have 3D spectral audio, or traditional, depending on your sound output device. We did learn some lessons about what makes for good complimentary 3D spatial audio, where were the most effective places where we want players to pick up on a thing coming from a particular location,” Daly explained.
While we didn't get to experience the haptics or proper 3D audio for ourselves, IGN did see more than 30 minutes of Rift Apart in a hands-off preview. And more on Rift Apart, be sure to hear more about how Rivet has always been core to the PS5 game's pitch, and how the developers have applied what they learned from Spider-Man to make this ambitious new Ratchet and Clank.
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Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
How Ratchet and Clank: Rift Apart Uses PS5’s DualSense, 3D Audio
Despite the PS5 being just over six months old, Ratchet and Clank: Rift Apart isn’t Insomniac Games’ first game for Sony’s newest console. But while the developer does have Marvel’s Spider-Man: Miles Morales and a Marvel’s Spider-Man Remastered edition under its belts, the studio is looking to take advantage of all of the new system’s features for their first PS5-exclusive outing.
Insomniac have, of course, emphasized how the PS5’s SSD allows the developers to let Ratchet, Clank, and Rivet hop from one dimension to the next near instantaneously, and with good reason. Shifting between fully rendered locations, sometimes from completely different planets, is an impressive example of what the console can do. But after a few months with the PS5’s available, it’s the DualSense’s haptics and 3D audio that allow for yet another level of immersion that couldn’t be achieved before. And given Ratchet and Clank’s penchant for wacky weapons, fascinating alien planets, and vibrant environments, Rift Apart is looking to certainly take advantage of those elements.
“We've put a lot of effort into our haptics implementation, and the result is you get this very complex tapestry of haptics responses. It feels like audio in the sense that the world is filled out with a lot of small details that have these little haptics responses,” game director Mike Daly said in an interview with IGN.
[widget path="global/article/imagegallery" parameters="albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true"]
“One thing we found was that if we use the full range of volumes available in haptics, and we basically constrained the duration enough, that already opened the door to having a lot more frequent responses that lived in the background, like the ambient sound on a level doesn't distract you from the music or the dialogue,” he continued in response to my question about tuning the haptics to be immersive but not too distracting.
“We realized that we could dial things up, and we could also dial things back dynamically, which means when big things happen like weapons or explosions, it's like listening to the sound of the game where things naturally go down to let you hear the dialogue come through. We have the same system applied to haptics, so that you're always feeling the most important things, but it never gets muddy or confusing,” he continued.
And if it sounds like, well, sound has a lot in common with haptics rather than traditional rumble, you’re right. Both Daly and creative director Marcus Smith, spoke about how the team has had to adjust its thinking about haptics not just in what players will perceive, but how it’s developed.
[ignvideo url="https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale"]
“Rumble used to be something that we had designers or production support do because it was much more scripting, but now it's waveform editing. It's an audio tool more than anything else,” Smith said.
Ingenuity, when it came to sound, wasn’t something that just applied to haptics, either. Due to the built-in ability to offer 3D audio in games, Insomniac sought to bring the worlds of Ratchet and Clank to life like never before.
“One of the nice things about it is that the sound designers more or less get to say whether a given thing needs to have 3D spectral audio, or traditional, depending on your sound output device. We did learn some lessons about what makes for good complimentary 3D spatial audio, where were the most effective places where we want players to pick up on a thing coming from a particular location,” Daly explained.
While we didn't get to experience the haptics or proper 3D audio for ourselves, IGN did see more than 30 minutes of Rift Apart in a hands-off preview. And more on Rift Apart, be sure to hear more about how Rivet has always been core to the PS5 game's pitch, and how the developers have applied what they learned from Spider-Man to make this ambitious new Ratchet and Clank.
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Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.
Multiple New SteamWorld Games are in Development
'Several' games in the SteamWorld series are currently in development at the developer now previously known as Image & Form.
Announced on the Image & Form Twitter account, the developer announced that not just one, but multiple new SteamWorld games are in the works. Image & Form also announced that it was formally rebranding as Thunderful Games, bringing it closer in line to it s parent company:
In 2018, Thunderful Games was founded to bring together indie studios Image & Form and Zoink Games under one umbrella. Then, in 2020, Thunderful Games also acquired Coatsink, creators of Jurassic World Aftermath and Esper. Now Image & Form itself has become Thunderful Games, with the company assuring fans that it's the "Same folks, new name!" The next game to come out from Image & Form / Thunderful Games will be The Gunk, exclusively for Xbox Series consoles, scheduled for later this year. Image & Form built its reputation working on games for Nintendo platforms, with SteamWorld Tower Defense launching on DSiWare in 2010. But the series has since grown to become a popular and recognised franchise, spawning SteamWorld Dig, Dig 2, Heist, and Quest – and has shipped games on pretty much all major platforms. While the games themselves differ wildly, all of them are adventures led by charming, steam-powered robots, with the latest game, SteamWorld Quest: Hand of Gilgamech, launching in 2019. [ignvideo url="https://www.ign.com/videos/2019/04/23/steamworld-quest-review"] Whilst we don’t yet know what the new SteamWorld games will be, Image & Form has tried its hand at everything from tower defense, to platformers, and even card games. Whatever direction the team heads in next, fans can remain satisfied that the SteamWorld franchise is set to continue. [poilib element="accentDivider"] Liam Wiseman is a Freelance News Writer at IGN. You can follow him on Twitter @liamthewisemanHowdy! We’re thrilled to share that several new SteamWorld games are in the making!
With this in mind, we'll dedicate this space to SteamWorld games old and new! Image & Form is @ThunderfulGames nowadays. Same folks, new name! Follow us there for news on The Gunk and more games! pic.twitter.com/FQPpXS1t9i — Image & Form is home Questing! (@ImageForm) May 12, 2021
Multiple New SteamWorld Games are in Development
'Several' games in the SteamWorld series are currently in development at the developer now previously known as Image & Form.
Announced on the Image & Form Twitter account, the developer announced that not just one, but multiple new SteamWorld games are in the works. Image & Form also announced that it was formally rebranding as Thunderful Games, bringing it closer in line to it s parent company:
In 2018, Thunderful Games was founded to bring together indie studios Image & Form and Zoink Games under one umbrella. Then, in 2020, Thunderful Games also acquired Coatsink, creators of Jurassic World Aftermath and Esper. Now Image & Form itself has become Thunderful Games, with the company assuring fans that it's the "Same folks, new name!" The next game to come out from Image & Form / Thunderful Games will be The Gunk, exclusively for Xbox Series consoles, scheduled for later this year. Image & Form built its reputation working on games for Nintendo platforms, with SteamWorld Tower Defense launching on DSiWare in 2010. But the series has since grown to become a popular and recognised franchise, spawning SteamWorld Dig, Dig 2, Heist, and Quest – and has shipped games on pretty much all major platforms. While the games themselves differ wildly, all of them are adventures led by charming, steam-powered robots, with the latest game, SteamWorld Quest: Hand of Gilgamech, launching in 2019. [ignvideo url="https://www.ign.com/videos/2019/04/23/steamworld-quest-review"] Whilst we don’t yet know what the new SteamWorld games will be, Image & Form has tried its hand at everything from tower defense, to platformers, and even card games. Whatever direction the team heads in next, fans can remain satisfied that the SteamWorld franchise is set to continue. [poilib element="accentDivider"] Liam Wiseman is a Freelance News Writer at IGN. You can follow him on Twitter @liamthewisemanHowdy! We’re thrilled to share that several new SteamWorld games are in the making!
With this in mind, we'll dedicate this space to SteamWorld games old and new! Image & Form is @ThunderfulGames nowadays. Same folks, new name! Follow us there for news on The Gunk and more games! pic.twitter.com/FQPpXS1t9i — Image & Form is home Questing! (@ImageForm) May 12, 2021
Magician Penn Jillette Has a Small Role in the Borderlands Movie
Magician Penn Jillette is no stranger to the Borderlands universe, having voiced one of the magical duo Pain and Terror in Borderlands 3 – but he’s also going to pop up in Eli Roth's Borderlands movie too.
Revealed in Jillette’s Sunday School Podcast, Jillette announced that he would be taking to the big screen for a small role in the live action movie adaptation of the Borderlands universe. Whilst his previous work for the games was based on characters inspired by his magic act, Penn and Teller, the role in the movie looks to be more unique.
Jillette will be filming in Budapest, and plays a preacher overseeing a wedding. During the wedding, a fight breaks out (very Borderlands) and he ends up in a “space paddywagon”. Jillette makes clear that most of his scenes are with Kevin Hart, and the part isn't much more than a cameo: "I have a very, very, very small part – I'm in like four scenes and I have like four lines."
[caption id="attachment_2512541" align="alignnone" width="1280"] Penn Jillette, of Penn and Teller. (Image Credit: Ethan Miller/Getty Images)[/caption]
Borderlands has already received spin-off games and novels set in the Borderlands universe, such as Tales from the Borderlands, but this will be the first movie version that the franchise has seen. Borderlands 3 was the most recent instalment in the franchise, releasing in 2019.
The plot of the live action movie follows Cate Blanchett's Lilith as she returns to Pandora to find the missing daughter of business tycoon Atlas. Teaming up with an assortment of Vault Hunters and miscreants, she will journey across Pandora to protect the girl from the planet's various monsters and mysteries.
The live action Borderlands movie has gradually announced an all-star cast, including Kevin Hart as Roland, Jamie Lee Curtis as Dr. Tannis, Cate Blanchett as Lilith, Gina Gershon as Moxxi, Janina Gavankar as Commander Knox, and Jack Black as Claptrap. The movie, loosely based on the games, is being directed by Eli Roth and scripted by Craig Maizin, and is due to be released in 2022.
[ignvideo url="https://www.ign.com/videos/2021/04/05/borderlands-the-movie-gets-an-official-synopsis"]
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Liam Wiseman is a Freelance News Writer for IGN. You can follow him on Twitter @liamthewiseman
Magician Penn Jillette Has a Small Role in the Borderlands Movie
Magician Penn Jillette is no stranger to the Borderlands universe, having voiced one of the magical duo Pain and Terror in Borderlands 3 – but he’s also going to pop up in Eli Roth's Borderlands movie too.
Revealed in Jillette’s Sunday School Podcast, Jillette announced that he would be taking to the big screen for a small role in the live action movie adaptation of the Borderlands universe. Whilst his previous work for the games was based on characters inspired by his magic act, Penn and Teller, the role in the movie looks to be more unique.
Jillette will be filming in Budapest, and plays a preacher overseeing a wedding. During the wedding, a fight breaks out (very Borderlands) and he ends up in a “space paddywagon”. Jillette makes clear that most of his scenes are with Kevin Hart, and the part isn't much more than a cameo: "I have a very, very, very small part – I'm in like four scenes and I have like four lines."
[caption id="attachment_2512541" align="alignnone" width="1280"] Penn Jillette, of Penn and Teller. (Image Credit: Ethan Miller/Getty Images)[/caption]
Borderlands has already received spin-off games and novels set in the Borderlands universe, such as Tales from the Borderlands, but this will be the first movie version that the franchise has seen. Borderlands 3 was the most recent instalment in the franchise, releasing in 2019.
The plot of the live action movie follows Cate Blanchett's Lilith as she returns to Pandora to find the missing daughter of business tycoon Atlas. Teaming up with an assortment of Vault Hunters and miscreants, she will journey across Pandora to protect the girl from the planet's various monsters and mysteries.
The live action Borderlands movie has gradually announced an all-star cast, including Kevin Hart as Roland, Jamie Lee Curtis as Dr. Tannis, Cate Blanchett as Lilith, Gina Gershon as Moxxi, Janina Gavankar as Commander Knox, and Jack Black as Claptrap. The movie, loosely based on the games, is being directed by Eli Roth and scripted by Craig Maizin, and is due to be released in 2022.
[ignvideo url="https://www.ign.com/videos/2021/04/05/borderlands-the-movie-gets-an-official-synopsis"]
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. You can follow him on Twitter @liamthewiseman
Gabe Newell Hints at Steam Games Coming to Consoles
Valve president Gabe Newell has hinted at the idea of PC-only Steam games coming to consoles, and said we should know more "by the end of this year."
In a talk at Sancta Maria College in Auckland, New Zealand this week, Newell was asked by a student if Steam would be porting games to consoles, to which the legendary developer hesistated, before saying, "You will have a better idea of that by the end of this year."
The exact meaning of that is a matter of speculation right now. Some have taken Newell's comment to mean we could see Steam itself, as a storefront, brought to consoles. Others have taken it to mean that Valve's own games, currently available only on Steam, will be ported to consoles. With each console currently only featuring its own closed store, the former seems unlikely – but we've seen Xbox in particular striving to see its services on other consoles, so it's not outside the realms of possibility.
[ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"]
Valve has of course launched its own games on console before, most notably with the likes of Portal and The Orange Box. With Valve now actively working on its own games in a way it hasn't for some years, it may be that we'll see the company return to the console space. As you might expect, Newell's comments have led to many hoping that VR exclusive Half-Life: Alyx will be released for PSVR, or its upcoming next-gen follow-up.
As for why Newell was giving a group of New Zealand schoolchildren this news, the Valve co-founder has been living in the country since March 2020, and has clearly been enjoying himself so much that he's done everything from give unexpected interviews to putting on a free festival to say thank you to the country.
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Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.