Monthly Archives: September 2021

Hot Toys Spider-Man Figure Showcases No Way Home’s Black and Gold Costume

Spider-Man: No Way Home looks to be introducing multiple new costumes to Peter Parker's ever-growing wardrobe. While his new black and gold costume is only briefly glimpsed in the first No Way Home trailer, Hot Toys is giving MCU fans a much closer look at the suit.

While Hot Toys teased this figure earlier in 2021, it's since been tweaked to more closely resemble the design seen in the film (including removing the red costume elements). Get a closer look at Spidey's new duds in the slideshow gallery below:

Interestingly, the new costume is more reminiscent of the symbiote costume worn by Tobey Maguire's Peter Parker in 2007's Spider-Man 3. The figure does include an unmasked Tom Holland head sculpt, but given Marvel's ironclad secrecy these days, we wouldn't entirely rule out the idea that Holland isn't the one wearing this costume in the film. Both Maguire and Andrew Garfield are heavily rumored to be reprising their roles in No Way Home.

These new images also hint at a possible magical upgrade for Spidey. The gauntlets resemble those worn by Doctor Strange, and the figure includes several mystical energy accessories. Will Peter be forced to augment his high-tech costume with magic this time around? There's already a precedent for this, thanks to the animated series Marvel's What If? (coincidentally, Zombie Hunter Spider-Man is also getting the Hot Toys treatment).

The Spider-Man: No Way Home Black & Gold Suit figure is currently available to preorder through Sideshow Collectibles, Big Bad Toy Store and various other retailers, with an estimated release window of Q1 to Q2 2022.

Spider-Man: No Way Home hits theaters on December 17. Fans are already speculating Tom Hardy's Venom will make an appearance, following a deleted photo of Hardy wearing a No Way Home hat.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Hot Toys Spider-Man Figure Showcases No Way Home’s Black and Gold Costume

Spider-Man: No Way Home looks to be introducing multiple new costumes to Peter Parker's ever-growing wardrobe. While his new black and gold costume is only briefly glimpsed in the first No Way Home trailer, Hot Toys is giving MCU fans a much closer look at the suit.

While Hot Toys teased this figure earlier in 2021, it's since been tweaked to more closely resemble the design seen in the film (including removing the red costume elements). Get a closer look at Spidey's new duds in the slideshow gallery below:

Interestingly, the new costume is more reminiscent of the symbiote costume worn by Tobey Maguire's Peter Parker in 2007's Spider-Man 3. The figure does include an unmasked Tom Holland head sculpt, but given Marvel's ironclad secrecy these days, we wouldn't entirely rule out the idea that Holland isn't the one wearing this costume in the film. Both Maguire and Andrew Garfield are heavily rumored to be reprising their roles in No Way Home.

These new images also hint at a possible magical upgrade for Spidey. The gauntlets resemble those worn by Doctor Strange, and the figure includes several mystical energy accessories. Will Peter be forced to augment his high-tech costume with magic this time around? There's already a precedent for this, thanks to the animated series Marvel's What If? (coincidentally, Zombie Hunter Spider-Man is also getting the Hot Toys treatment).

The Spider-Man: No Way Home Black & Gold Suit figure is currently available to preorder through Sideshow Collectibles, Big Bad Toy Store and various other retailers, with an estimated release window of Q1 to Q2 2022.

Spider-Man: No Way Home hits theaters on December 17. Fans are already speculating Tom Hardy's Venom will make an appearance, following a deleted photo of Hardy wearing a No Way Home hat.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Nickelodeon’s Rugrats Reboot Renewed for a Second Season at Paramount+

Nickelodeon's Rugrats reboot has been renewed for a second season, with all-new episodes of Season One heading to Paramount+ on October 7.

You better continue to hang on to your diapers, babies, because the CGI reboot of Rugrats has just been renewed for a 13-episode second season in the U.S., Latin America, Australia and Canada. The news of the renewal arrives right ahead of the next eight episodes of Season One.

"Kids series' are a key driver of engagement for Paramount+," Tanya Giles, Chief Programming Officer at Paramount+, said of the announcement. "With the renewal of Rugrats for a second season, we look forward to bringing even more adventures with Tommy, Chuckie, Angelica and the rest of the Rugrats for kids and families to enjoy."

"This next season of Rugrats will dive even deeper into the secret life of babies and their unsuspecting parents, while continuing to highlight the main themes of friendship and family," added Nickelodeon Animation President Ramsey Naito, who also highlighted that the renewal comes in tandem with the iconic series celebrating 30 years since its original launch.

The new Rugrats is based on the original '90s hit, created by Arlene Klasky, Gabor Csupo, and Paul Germain. The reimagined series will return with new episodes in October, including a half-hour Halloween special where Tommy and his friends try to save Angelica after she turns into a werewolf at a scary party and their parents seemingly disappear one by one.

The series stars EG Daily as Tommy, Nancy Cartwright as Chuckie, Cheryl Chase as Angelica, Cree Summer as Susie, and Kath Soucie as Phil and Lil, together with a whole new voice cast featuring the likes of Ashley Rae Spillers, Tommy Dewey, Tony Hale, Natalie Morales, Anna Chlumsky, Timothy Simons, Nicole Byer, Omar Miller, and Michael McKean.

The series is produced by Nickelodeon Animation Studio and is overseen by Mollie Freilich, Senior Manager of Current Series Animation at Nickelodeon. Kate Boutilier and Casey Leonard are executive producers alongside co-executive producers Dave Pressler and Rachel Lipman, with Kellie Smith as line producer on season two. Charlie Adler is the voice director.

IGN's review of the Rugrats reboot series premiere concluded that the show makes for suitable family-friendly viewing, with its "fantastical adventures, low-brow silliness, and a sprinkling of observational wit," however, "the CG look feels like a fresh coat of paint intended to make a house blend in on the block instead of standing out."

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Nickelodeon’s Rugrats Reboot Renewed for a Second Season at Paramount+

Nickelodeon's Rugrats reboot has been renewed for a second season, with all-new episodes of Season One heading to Paramount+ on October 7.

You better continue to hang on to your diapers, babies, because the CGI reboot of Rugrats has just been renewed for a 13-episode second season in the U.S., Latin America, Australia and Canada. The news of the renewal arrives right ahead of the next eight episodes of Season One.

"Kids series' are a key driver of engagement for Paramount+," Tanya Giles, Chief Programming Officer at Paramount+, said of the announcement. "With the renewal of Rugrats for a second season, we look forward to bringing even more adventures with Tommy, Chuckie, Angelica and the rest of the Rugrats for kids and families to enjoy."

"This next season of Rugrats will dive even deeper into the secret life of babies and their unsuspecting parents, while continuing to highlight the main themes of friendship and family," added Nickelodeon Animation President Ramsey Naito, who also highlighted that the renewal comes in tandem with the iconic series celebrating 30 years since its original launch.

The new Rugrats is based on the original '90s hit, created by Arlene Klasky, Gabor Csupo, and Paul Germain. The reimagined series will return with new episodes in October, including a half-hour Halloween special where Tommy and his friends try to save Angelica after she turns into a werewolf at a scary party and their parents seemingly disappear one by one.

The series stars EG Daily as Tommy, Nancy Cartwright as Chuckie, Cheryl Chase as Angelica, Cree Summer as Susie, and Kath Soucie as Phil and Lil, together with a whole new voice cast featuring the likes of Ashley Rae Spillers, Tommy Dewey, Tony Hale, Natalie Morales, Anna Chlumsky, Timothy Simons, Nicole Byer, Omar Miller, and Michael McKean.

The series is produced by Nickelodeon Animation Studio and is overseen by Mollie Freilich, Senior Manager of Current Series Animation at Nickelodeon. Kate Boutilier and Casey Leonard are executive producers alongside co-executive producers Dave Pressler and Rachel Lipman, with Kellie Smith as line producer on season two. Charlie Adler is the voice director.

IGN's review of the Rugrats reboot series premiere concluded that the show makes for suitable family-friendly viewing, with its "fantastical adventures, low-brow silliness, and a sprinkling of observational wit," however, "the CG look feels like a fresh coat of paint intended to make a house blend in on the block instead of standing out."

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Netflix’s Next Bandersnatch-Style Game Is a WWE Horror Adventure

Netflix has released the first trailer for Escape the Undertaker, an upcoming WWE-themed special that allows viewers to control how the plot unfolds.

The trailer for the choose-your-own-adventure experience sees The New Day's Big E, Xavier Woods, and Kofi Kingston take on a series of supernatural challenges at The Undertaker's mansion, which has been transformed into an extreme haunted house, where viewers are granted the authority to choose the participants fate. Check it out below:

The footage shows Taker unleashing the powers of his urn and warning the wrestling tag team that they must confront their "deepest darkest fears." One clip shows the trio entering the WWE legend's morgue, where Xavier bravely ventures further into the mists of the foggy room whilst audiences at home choose whether to follow him or stay with the others.

Netflix's Escape the Undertaker continues the streaming service's ongoing partnership with WWE. The landing hub for the interactive horror adventure states that it's 31 minutes in length, though it's unclear exactly how many different endings and variants of additional scenes are locked inside that runtime, just waiting to be uncovered.

This isn't the first time that Netflix has offered an interactive title to its subscribers — perhaps one of the most memorable additions to the choose-your-own-adventure genre was Black Mirror's Bandersnatch event. The film, released in 2018, allowed viewers to make choices that would lead them to different stories, with five main endings to unlock.

Escape The Undertaker will be released on Netflix on October 5 as part of this year's Netflix and Chills lineup, which features a skele-ton of hair-raising, door-locking, keep-the-lights-on treats for streamers this coming season. Other notable additions include the final season of Lucifer, the second season of Locke & Key, and Mike Flanagan's Midnight Mass.

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Netflix’s Next Bandersnatch-Style Game Is a WWE Horror Adventure

Netflix has released the first trailer for Escape the Undertaker, an upcoming WWE-themed special that allows viewers to control how the plot unfolds.

The trailer for the choose-your-own-adventure experience sees The New Day's Big E, Xavier Woods, and Kofi Kingston take on a series of supernatural challenges at The Undertaker's mansion, which has been transformed into an extreme haunted house, with viewers granted the authority to choose their fate through various options presented on screen.

The footage shows Taker unleashing the powers of his urn and warning the wrestling tag team that they must confront their "deepest darkest fears." One clip shows the trio entering the WWE legend's morgue, where Xavier bravely ventures further into the mists of the foggy room whilst audiences at home choose whether to follow him or stay with the others.

Netflix's Escape the Undertaker continues the streaming service's ongoing partnership with WWE. The landing hub for the interactive horror adventure states that it's 31 minutes in length, though it's unclear exactly how many different endings and variants of additional scenes are locked inside that runtime, just waiting to be uncovered.

This isn't the first time that Netflix has offered an interactive title to its subscribers — perhaps one of the most memorable additions to the choose-your-own-adventure genre was Black Mirror's Bandersnatch event. The film, released in 2018, allowed viewers to make choices that would lead them to different stories, with five main endings to unlock.

Escape The Undertaker will be released on Netflix on October 5 as part of this year's Netflix and Chills lineup, which features a skele-ton of hair-raising, door-locking, keep-the-lights-on treats for streamers this coming season. Other notable additions include the final season of Lucifer, the second season of Locke & Key, and Mike Flanagan's Midnight Mass.

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Quantic Dream Wins One Libel Case Against French Newspaper, But Loses Another

Quantic Dream, the developer behind Beyond: Two Souls and Detroit: Become Human, has successfully won its libel case against French newspaper Le Monde, while also losing another to Mediapart.

Back in 2018, the Heavy Rain developer took issue after a joint report published in French publications Le Monde, Mediapart, and Canard PC made accusations of inappropriate behaviour, overworked staff and a "schoolboy culture" that allowed for racism, sexism and homophobia at the studio.

The studio won its case against Le Monde earlier this month, on September 9. According to Solidaires Informatique (as translated by Eurogamer) Le Monde's case was weakened as it could not prove certain factors of its reporting without revealing the name of its anonymous sources. Despite the ruling, neither Le Monde nor Quantic Dream has publicly commented on the judgment.

As part of the same case, Quantic Dream also sued French outlet Mediapart. However, the studio was unsuccessful and Mediapart was subsequently completely cleared. During the trial, which took place in May, a spokesperson for Quantic Dream told GamesIndustry.biz that it had taken the outlets to court for "publishing articles that we felt were not printed in good faith, nor with reasonable research nor evidence, and which drew false conclusions which extensively damaged the reputation and morale of the studio.

IGN covered the reports at the time, relaying claims made about the studio's leadership as well as reports of a "cache" of controversially photoshopped images that allegedly existed on Quantic Dream's servers.

At the time, Quantic Dream co-leads David Cage and Guillaume de Fondaumière categorically denied the allegations calling them "ridiculous, absurd and grotesque" before issuing a formal statement with the studio.

In other Quantic Dream news, rumours have recently surfaced that the studio is making a Star Wars game. The studio has also expanded beyond its home nation of France and set up a new Quantic Dream studio in Montreal, Canada.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Quantic Dream Wins One Libel Case Against French Newspaper, But Loses Another

Quantic Dream, the developer behind Beyond: Two Souls and Detroit: Become Human, has successfully won its libel case against French newspaper Le Monde, while also losing another to Mediapart.

Back in 2018, the Heavy Rain developer took issue after a joint report published in French publications Le Monde, Mediapart, and Canard PC made accusations of inappropriate behaviour, overworked staff and a "schoolboy culture" that allowed for racism, sexism and homophobia at the studio.

The studio won its case against Le Monde earlier this month, on September 9. According to Solidaires Informatique (as translated by Eurogamer) Le Monde's case was weakened as it could not prove certain factors of its reporting without revealing the name of its anonymous sources. Despite the ruling, neither Le Monde nor Quantic Dream has publicly commented on the judgment.

As part of the same case, Quantic Dream also sued French outlet Mediapart. However, the studio was unsuccessful and Mediapart was subsequently completely cleared. During the trial, which took place in May, a spokesperson for Quantic Dream told GamesIndustry.biz that it had taken the outlets to court for "publishing articles that we felt were not printed in good faith, nor with reasonable research nor evidence, and which drew false conclusions which extensively damaged the reputation and morale of the studio.

IGN covered the reports at the time, relaying claims made about the studio's leadership as well as reports of a "cache" of controversially photoshopped images that allegedly existed on Quantic Dream's servers.

At the time, Quantic Dream co-leads David Cage and Guillaume de Fondaumière categorically denied the allegations calling them "ridiculous, absurd and grotesque" before issuing a formal statement with the studio.

In other Quantic Dream news, rumours have recently surfaced that the studio is making a Star Wars game. The studio has also expanded beyond its home nation of France and set up a new Quantic Dream studio in Montreal, Canada.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Halo Infinite Dev Explains Multiplayer Challenges to Ease Worries About Progression

Halo Infinite developer 343 Industries has addressed player concerns about the game's challenge-based multiplayer progression, stating that it "it should take a player 16 to 18 hours of playing" before they run out of daily challenges.

On the latest Inside Infinite post on Halo Waypoint, 343's community manager John Junyszek outlined how Halo Infinite's progression will work. Rather than progressing through Infinite's Battle Pass system with traditional XP granted for kills, assists, and wins, XP will instead be provided for completing weekly and daily challenges. Players have previously voiced concern about how this system time-gates progression, as if you run out of challenges then there's no way to push forward through the Battle Pass. However, 343 states that it will take many hours for that to happen.

"At launch, we anticipate that on average, it should take a player 16 to 18 hours of playing, and eventually winning, before they run out of Daily Challenges," said Junyszek.

"While we understand the community's feedback around wanting a steady drip of match XP and more ways to earn XP for the battle pass, we are optimistic that the system available at launch will give players adequate means of continually having something to accomplish and a means to progress," he added. "Looking further ahead beyond launch, we expect these systems to evolve in direct partnership with player feedback."

The Inside Infinite post also goes into great detail to break down how Halo Infinite's daily and weekly challenges work, which is notably more complex than most games that use a similar system. Infinite has a three stage approach, in which the first challenges provided on any given day will be "easy tier", such as simply playing a match. After this "large pool" of challenges are completed, you'll progress to a second stage of challenges that hand out slightly more XP but are slightly more difficult (and must be played against real players, not bots). Completing all these challenges moves you up to the more valuable stage three, in which winning matches is a requirement. This system resets each day, starting again at stage one.

Daily challenges are said to be "strictly engagement-focused" and appear to be more about simply playing matches. Weekly challenges, meanwhile, are more directed. 343 has offered some examples, including 'Stay Off My Yard' which requires you to kill an enemy Spartan who is attacking a friendly zone, or 'Grapple-jack', which demands you grapple to and hijack three enemy vehicles in PvP. Each player will be given approximately 20 of these each week, and they are randomised per player to avoid everyone chasing the same goals.

Completing all weekly challenges unlocks a "Capstone" challenge, which is the same for all players each week, and grants a coating or emblem as a reward for completion. An example is 'Tactical Precision', which requires 15 headshot kills.

There are still elements that could cause contention, though. Players can only have three challenges active at any one time, although this can be increased to four by purchasing a Battle Pass. It means those who spend money can complete challenges a little quicker than those who don't. But 343 point out that it is still exploring progression options.

"We have heard community feedback around wanting more progression options including things like 'match XP' to feed into the battle pass and an entirely separate, incremental system along the lines of earning SR152 in Halo 5: Guardians," said Junyszek. "Expanding multiplayer progression offerings is something the team is actively exploring, and we look forward to continuing to evolve the experience in future seasons post-launch."

To get an idea of how this system works, you can try out the Halo Infinite multiplayer test, which takes place across two weekends starting September 24. Following the previous test, 343 has made some improvements, including alterations to the radar. Halo Infinite will release on Xbox on December 8, as well as on PC. You can check out the Halo Infinite PC system requirements if you plan to play on computer.

Matt Purslow is IGN's UK News and Entertainment Writer.

Halo Infinite Dev Explains Multiplayer Challenges to Ease Worries About Progression

Halo Infinite developer 343 Industries has addressed player concerns about the game's challenge-based multiplayer progression, stating that it "it should take a player 16 to 18 hours of playing" before they run out of daily challenges.

On the latest Inside Infinite post on Halo Waypoint, 343's community manager John Junyszek outlined how Halo Infinite's progression will work. Rather than progressing through Infinite's Battle Pass system with traditional XP granted for kills, assists, and wins, XP will instead be provided for completing weekly and daily challenges. Players have previously voiced concern about how this system time-gates progression, as if you run out of challenges then there's no way to push forward through the Battle Pass. However, 343 states that it will take many hours for that to happen.

"At launch, we anticipate that on average, it should take a player 16 to 18 hours of playing, and eventually winning, before they run out of Daily Challenges," said Junyszek.

"While we understand the community's feedback around wanting a steady drip of match XP and more ways to earn XP for the battle pass, we are optimistic that the system available at launch will give players adequate means of continually having something to accomplish and a means to progress," he added. "Looking further ahead beyond launch, we expect these systems to evolve in direct partnership with player feedback."

The Inside Infinite post also goes into great detail to break down how Halo Infinite's daily and weekly challenges work, which is notably more complex than most games that use a similar system. Infinite has a three stage approach, in which the first challenges provided on any given day will be "easy tier", such as simply playing a match. After this "large pool" of challenges are completed, you'll progress to a second stage of challenges that hand out slightly more XP but are slightly more difficult (and must be played against real players, not bots). Completing all these challenges moves you up to the more valuable stage three, in which winning matches is a requirement. This system resets each day, starting again at stage one.

Daily challenges are said to be "strictly engagement-focused" and appear to be more about simply playing matches. Weekly challenges, meanwhile, are more directed. 343 has offered some examples, including 'Stay Off My Yard' which requires you to kill an enemy Spartan who is attacking a friendly zone, or 'Grapple-jack', which demands you grapple to and hijack three enemy vehicles in PvP. Each player will be given approximately 20 of these each week, and they are randomised per player to avoid everyone chasing the same goals.

Completing all weekly challenges unlocks a "Capstone" challenge, which is the same for all players each week, and grants a coating or emblem as a reward for completion. An example is 'Tactical Precision', which requires 15 headshot kills.

There are still elements that could cause contention, though. Players can only have three challenges active at any one time, although this can be increased to four by purchasing a Battle Pass. It means those who spend money can complete challenges a little quicker than those who don't. But 343 point out that it is still exploring progression options.

"We have heard community feedback around wanting more progression options including things like 'match XP' to feed into the battle pass and an entirely separate, incremental system along the lines of earning SR152 in Halo 5: Guardians," said Junyszek. "Expanding multiplayer progression offerings is something the team is actively exploring, and we look forward to continuing to evolve the experience in future seasons post-launch."

To get an idea of how this system works, you can try out the Halo Infinite multiplayer test, which takes place across two weekends starting September 24. Following the previous test, 343 has made some improvements, including alterations to the radar. Halo Infinite will release on Xbox on December 8, as well as on PC. You can check out the Halo Infinite PC system requirements if you plan to play on computer.

Matt Purslow is IGN's UK News and Entertainment Writer.