Monthly Archives: September 2021
Star Wars: The Book of Boba Fett Premiere Date Revealed for Disney+
Disney has revealed that Star Wars: The Book of Boba Fett will premiere on Disney+ on December 29, 2021.
The news was revealed alongside an image of our favorite bounty hunter in Jabba's Palace that mirrors the same shot that announced the series in after credits of The Mandalorian's season two finale.
His story is only beginning. The Book of @BobaFett, an all-new Original Series, starts streaming December 29 on @DisneyPlus. #TheBookOfBobaFett pic.twitter.com/bWPg0D0Z6l
— Star Wars (@starwars) September 29, 2021
"The Book of Boba Fett, a thrilling Star Wars adventure, finds legendary bounty hunter Boba Fett and mercenary Fennec Shand navigating the galaxy’s underworld when they return to the sands of Tatooine to stake their claim on the territory once ruled by Jabba the Hutt and his crime syndicate," the official description reads on StarWars.com.
Temuera Morrison and Ming-Na Wen return as Boba Fett and Fennec Shand, respectively, and Jon Favreau, Dave Filoni, Robert Rodgriguez, Kathleen Kennedy, and Colin Wilson are serving as executive producers. Karen Gilchrist and Carrie Beck will serve as co-executive producers. John Bartnicki and John Hampian will also take on the role of producers.
The Book of Boba Fett is "set within the timeline of The Mandalorian, and will tide fans over until the third season of The Mandalorian returns" which, according to Moff Gideon actor Giancarlo Esposito, is said to begin filming soon.
The Book of Boba Fett is only one of the many Star Wars series in development at Disney, and will be joined by an Ahsoka Tano and Rangers of the New Republic series, another one focused on Lando Calrissian, and lastly, one starring Diego Luna's Cassian Andor, which will serve as a prequel to Rogue One.
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Star Wars: The Book of Boba Fett Premiere Date Revealed for Disney+
Disney has revealed that Star Wars: The Book of Boba Fett will premiere on Disney+ on December 29, 2021.
The news was revealed alongside an image of our favorite bounty hunter in Jabba's Palace that mirrors the same shot that announced the series in after credits of The Mandalorian's season two finale.
His story is only beginning. The Book of @BobaFett, an all-new Original Series, starts streaming December 29 on @DisneyPlus. #TheBookOfBobaFett pic.twitter.com/bWPg0D0Z6l
— Star Wars (@starwars) September 29, 2021
"The Book of Boba Fett, a thrilling Star Wars adventure, finds legendary bounty hunter Boba Fett and mercenary Fennec Shand navigating the galaxy’s underworld when they return to the sands of Tatooine to stake their claim on the territory once ruled by Jabba the Hutt and his crime syndicate," the official description reads on StarWars.com.
Temuera Morrison and Ming-Na Wen return as Boba Fett and Fennec Shand, respectively, and Jon Favreau, Dave Filoni, Robert Rodgriguez, Kathleen Kennedy, and Colin Wilson are serving as executive producers. Karen Gilchrist and Carrie Beck will serve as co-executive producers. John Bartnicki and John Hampian will also take on the role of producers.
The Book of Boba Fett is "set within the timeline of The Mandalorian, and will tide fans over until the third season of The Mandalorian returns" which, according to Moff Gideon actor Giancarlo Esposito, is said to begin filming soon.
The Book of Boba Fett is only one of the many Star Wars series in development at Disney, and will be joined by an Ahsoka Tano and Rangers of the New Republic series, another one focused on Lando Calrissian, and lastly, one starring Diego Luna's Cassian Andor, which will serve as a prequel to Rogue One.
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Valve Could Be Working on a Standalone VR Headset
Valve could be working on a standalone virtual reality headset, similar to the Oculus Quest and Quest 2.
Spotted first by YouTuber Brad Lynch (SadlyItsBradley), multiple references to a device codenamed "Deckard" have been found inside Valve's SteamVR code. Lynch notes that the information he found indicates multiple iterations of the headset exist, including a "proof of concept" version, which was last updated in June. The code string also mentions the term "standalone," in addition to a string of code that implies Deckard may feature internal processing power, meaning the headset would function without being tethered to another device like a computer.
Outlet Ars Technica has also reported on the existence of Deckard through its own sources, noting the information Lynch reported on was fact, but only in terms of products that Valve was currently making from within its headquarters — further noting that these products do not always get a retail release. Ars Technica also confirmed that the rumored VR headset has updated optics, meaning you would be able to move the lens closer to your face, offering a few benefits such as better weight distribution and performance.
Valve already released its own virtual reality headset, the Index, in 2019, but that headset requires external sensors and a PC to function. The reports that Valve could be working on a standalone VR headset are interesting as the company is currently working on its first handheld gaming device, Steam Deck. Though the Steam Deck's FAQ mentions that while the headset can technically be connected to a VR headset, the handheld is "not optimized" for VR gaming.
Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.
Valve Could Be Working on a Standalone VR Headset
Valve could be working on a standalone virtual reality headset, similar to the Oculus Quest and Quest 2.
Spotted first by YouTuber Brad Lynch (SadlyItsBradley), multiple references to a device codenamed "Deckard" have been found inside Valve's SteamVR code. Lynch notes that the information he found indicates multiple iterations of the headset exist, including a "proof of concept" version, which was last updated in June. The code string also mentions the term "standalone," in addition to a string of code that implies Deckard may feature internal processing power, meaning the headset would function without being tethered to another device like a computer.
Outlet Ars Technica has also reported on the existence of Deckard through its own sources, noting the information Lynch reported on was fact, but only in terms of products that Valve was currently making from within its headquarters — further noting that these products do not always get a retail release. Ars Technica also confirmed that the rumored VR headset has updated optics, meaning you would be able to move the lens closer to your face, offering a few benefits such as better weight distribution and performance.
Valve already released its own virtual reality headset, the Index, in 2019, but that headset requires external sensors and a PC to function. The reports that Valve could be working on a standalone VR headset are interesting as the company is currently working on its first handheld gaming device, Steam Deck. Though the Steam Deck's FAQ mentions that while the headset can technically be connected to a VR headset, the handheld is "not optimized" for VR gaming.
Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.
Spider-Man 2 Will Be Darker Than Insomniac’s Last Two Spidey Games
Marvel has said that Insomniac's Spider-Man 2 will present fans with a "darker" follow-up to its previous two installments, comparing the game's tone to The Empire Strikes Back.
Speaking on a recent episode of the This Week in Marvel podcast, Creative Vice President of Marvel Entertainment Bill Rosemann gave fans a brief insight into what they can expect from Spider-Man 2.
"If the first Spider-Man game was Star Wars, Spider-Man 2 is kind of our Empire," Rosemann said. "It gets a little darker." Insomniac's first Spidey adventure did well to set fans up with the studio's take on Peter Parker by exploring elements of the character's superhero secret identity and relationships without leaning too far too early into some of Spidey's grittier storylines.
Similarly, the studio's release of Spider-Man: Miles Morales gave fans a story exploring a teenage Miles establishing himself and finding his rhythm as a superhero while Peter Parker was out of the picture taking annual leave.
That's not to say that neither character faces darker elements within their respective storylines, but there's definitely room for Insomniac to explore further now that both characters have established themselves. From the teaser trailer shown off during Insomniac's reveal of Spider-Man 2 at this year's PlayStation Showcase, we know that the sequel will see Peter and Miles teaming up to take on notorious symbiote villain, Venom.
As a Marvel villain, Venom's appetite for destruction and aggression lends himself well to a darker storyline in Spider-Man 2. While Venom isn't always depicted as being truly evil, such as in Tom Hardy's recent movie adaptations of the character, the symbiote life-form certainly has the potential to create for a far more sinister fully-blown sequel.
Elsewhere in the interview, Rosemann remained relatively tight-lipped when talking about Insomniac's upcoming Wolverine game, which was also showed off in a brief teaser trailer at this year's PlayStation Showcase. "We will eventually reveal when Wolverine is aimed to launch," Rosemann said. "For more, go back and study those trailers - they are packed with details and Easter eggs."
For more on Spider-Man 2 make sure to check out our breakdown of the game's teaser trailer where we explore what villains could be coming to Insomniac's Marvel universe and how Venom could end up featuring in the upcoming sequel. Alternatively, if you'd like a bit more insight into why the game isn't being released until 2023, then check out this article where Venom voice actor Tony Todd talks a little more about the scale of Spider-Man 2.
Jared Moore is a freelance writer for IGN. You can follow him on Twitter.
Spider-Man 2 Will Be Darker Than Insomniac’s Last Two Spidey Games
Marvel has said that Insomniac's Spider-Man 2 will present fans with a "darker" follow-up to its previous two installments, comparing the game's tone to The Empire Strikes Back.
Speaking on a recent episode of the This Week in Marvel podcast, Creative Vice President of Marvel Entertainment Bill Rosemann gave fans a brief insight into what they can expect from Spider-Man 2.
"If the first Spider-Man game was Star Wars, Spider-Man 2 is kind of our Empire," Rosemann said. "It gets a little darker." Insomniac's first Spidey adventure did well to set fans up with the studio's take on Peter Parker by exploring elements of the character's superhero secret identity and relationships without leaning too far too early into some of Spidey's grittier storylines.
Similarly, the studio's release of Spider-Man: Miles Morales gave fans a story exploring a teenage Miles establishing himself and finding his rhythm as a superhero while Peter Parker was out of the picture taking annual leave.
That's not to say that neither character faces darker elements within their respective storylines, but there's definitely room for Insomniac to explore further now that both characters have established themselves. From the teaser trailer shown off during Insomniac's reveal of Spider-Man 2 at this year's PlayStation Showcase, we know that the sequel will see Peter and Miles teaming up to take on notorious symbiote villain, Venom.
As a Marvel villain, Venom's appetite for destruction and aggression lends himself well to a darker storyline in Spider-Man 2. While Venom isn't always depicted as being truly evil, such as in Tom Hardy's recent movie adaptations of the character, the symbiote life-form certainly has the potential to create for a far more sinister fully-blown sequel.
Elsewhere in the interview, Rosemann remained relatively tight-lipped when talking about Insomniac's upcoming Wolverine game, which was also showed off in a brief teaser trailer at this year's PlayStation Showcase. "We will eventually reveal when Wolverine is aimed to launch," Rosemann said. "For more, go back and study those trailers - they are packed with details and Easter eggs."
For more on Spider-Man 2 make sure to check out our breakdown of the game's teaser trailer where we explore what villains could be coming to Insomniac's Marvel universe and how Venom could end up featuring in the upcoming sequel. Alternatively, if you'd like a bit more insight into why the game isn't being released until 2023, then check out this article where Venom voice actor Tony Todd talks a little more about the scale of Spider-Man 2.
Jared Moore is a freelance writer for IGN. You can follow him on Twitter.
Thor 2’s Director Would Like to Do a ‘Snyder Cut’ on the Little-Loved MCU Movie
Alan Taylor, the director behind Thor: The Dark World, has expressed interest in returning to the MCU to helm a director's cut of the Marvel sequel.
During a recent interview with Inverse, Taylor said he would very much like to be given the opportunity to revisit The Dark World, and referred to Zack Snyder's recent experience with Justice League as an example of how he would approach the sequel a second time, though he doesn't really expect it to work out like that for him.
"I was cheering for Zack Snyder when he was doing that and thinking, 'Will he pull this off? This is amazing,'" Taylor told the outlet. "I think every director was kind of rooting for that. I would love to, I mean to. Can you imagine that? They give me however many millions of dollars they gave him to go back in. Yeah, I don't think I'm going to get that phone call."
Taylor also addressed some of the changes that were made to the 2013 MCU installment as he explained how the studio decided to change direction after initially bringing him on board to add a touch of "Game of Thronesiness" to the Thor sequel. He said decisions were made in post-production that ultimately altered the movie's narrative and tone.
"For me, the process was not fun," Taylor admitted, reflecting back on his own personal experience of working on the Marvel movie. "I focused all my attention on making a certain movie, and then in the editing process, decisions were made to change it a lot. [Kevin Feige has] got an empire he's running and things have to be changed to fit into other things.
"My regret was that the movie that got released was changed quite a bit in a way that I couldn't shape really," he said in conclusion, looking back on the project. "I mean, I shot all the material that we put in the movie, but we set out to make one movie, and then major plot points were reversed in post. It's not the ideal way to work."
Thor: The Dark World was by no means a box office bomb. The sequel earned $644 million globally, but production seemed troubled before Taylor even arrived on the scene. Wonder Woman director Patty Jenkins bowed out as director due to script issues, as she didn't believe she "could make a good movie out of the script that they were planning on doing."
This isn't the first time that Taylor has been vocal about his experience on Thor 2, either. In an interview earlier this year, he offered up a few more details about the unseen Taylor Cut of The Dark World after admitting he had "lost the will to live as a director" following negative backlash to the poorly received Thor sequel — and later Terminator: Genisys.
In the aftermath of those releases, Taylor returned to TV where he directed episodes of Roadside Picnic, Game of Thrones, and Electric Dreams. His most recent project, The Many Saints of Newark, is out now in UK cinemas and will hit US theaters and HBO Max on October 1. However, there are four things you should know before watching the Sopranos prequel.
Adele Ankers is a freelance writer for IGN. Follow her on Twitter.
Thor 2’s Director Would Like to Do a ‘Snyder Cut’ on the Little-Loved MCU Movie
Alan Taylor, the director behind Thor: The Dark World, has expressed interest in returning to the MCU to helm a director's cut of the Marvel sequel.
During a recent interview with Inverse, Taylor said he would very much like to be given the opportunity to revisit The Dark World, and referred to Zack Snyder's recent experience with Justice League as an example of how he would approach the sequel a second time, though he doesn't really expect it to work out like that for him.
"I was cheering for Zack Snyder when he was doing that and thinking, 'Will he pull this off? This is amazing,'" Taylor told the outlet. "I think every director was kind of rooting for that. I would love to, I mean to. Can you imagine that? They give me however many millions of dollars they gave him to go back in. Yeah, I don't think I'm going to get that phone call."
Taylor also addressed some of the changes that were made to the 2013 MCU installment as he explained how the studio decided to change direction after initially bringing him on board to add a touch of "Game of Thronesiness" to the Thor sequel. He said decisions were made in post-production that ultimately altered the movie's narrative and tone.
"For me, the process was not fun," Taylor admitted, reflecting back on his own personal experience of working on the Marvel movie. "I focused all my attention on making a certain movie, and then in the editing process, decisions were made to change it a lot. [Kevin Feige has] got an empire he's running and things have to be changed to fit into other things.
"My regret was that the movie that got released was changed quite a bit in a way that I couldn't shape really," he said in conclusion, looking back on the project. "I mean, I shot all the material that we put in the movie, but we set out to make one movie, and then major plot points were reversed in post. It's not the ideal way to work."
Thor: The Dark World was by no means a box office bomb. The sequel earned $644 million globally, but production seemed troubled before Taylor even arrived on the scene. Wonder Woman director Patty Jenkins bowed out as director due to script issues, as she didn't believe she "could make a good movie out of the script that they were planning on doing."
This isn't the first time that Taylor has been vocal about his experience on Thor 2, either. In an interview earlier this year, he offered up a few more details about the unseen Taylor Cut of The Dark World after admitting he had "lost the will to live as a director" following negative backlash to the poorly received Thor sequel — and later Terminator: Genisys.
In the aftermath of those releases, Taylor returned to TV where he directed episodes of Roadside Picnic, Game of Thrones, and Electric Dreams. His most recent project, The Many Saints of Newark, is out now in UK cinemas and will hit US theaters and HBO Max on October 1. However, there are four things you should know before watching the Sopranos prequel.
Adele Ankers is a freelance writer for IGN. Follow her on Twitter.
Diablo II: Resurrected Review – Pile Of Old Bones
It's impossible to talk about action role-playing games without mentioning Diablo II. The original release of Blizzard's sequel in 2000 was an inflection point for the nascent genre, defining the direction all games after it would take. It's one of those games whose DNA you can still trace in modern ARPGs such as Path of Exile, Lords of Wolcen, and the eventual Diablo III. But it's also a game that has been drastically improved upon in the two decades since its release, which makes its 2021 remaster a confusing re-release that does very little to address how the genre has evolved since, making it challenging to recommend over modern contemporaries outside of reasons of nostalgia or short-lived curiosity.
Like all of the games it would eventually inspire, Diablo II is a dungeon-crawler, albeit stripped down to the genre's fundamental basics. You progress through the campaign over a series of acts, each contained within their own map. These maps have distinct areas and enemy-ridden dungeons you'll need to explore, eliminating scores of enemies that drop all sorts of color-coded loot that help you get more powerful as you go. The more you progress, the stronger you become, allowing you to deal the damage required to take down incredibly dangerous bosses that provide a challenging climax to each act. The campaign is also not the end of your journey, with additional difficulties incentivizing you to restart and continue crunching enemy skulls for more powerful loot, and so on.
Where Diablo II differs strongly to its most recent entry, Diablo III, is in its role-playing. Here you're given three separate skill trees to invest points into, each of which will go a long way in defining what type of style your chosen class will take. My Necromancer, for example, focussed on summoning the dead over dealing out curses and magical damage, which led me to invest most of my skill points in only one of the three trees. You additionally need to manage staple role-playing attributes like strength, dexterity, vitality, and more, although these don't function as you might expect. Points in each mostly determine what gear you can equip, and not necessarily how much damage (physical, ranged, or magic) you deal. This can be initially counter-intuitive to how you imagine each point invested will play out, with established Diablo II players already knowing that the majority of these points need to go into vitality and little else if you can already equip all the items you need.
Continue Reading at GameSpotDiablo II: Resurrected Review – Pile Of Old Bones
It's impossible to talk about action role-playing games without mentioning Diablo II. The original release of Blizzard's sequel in 2000 was an inflection point for the nascent genre, defining the direction all games after it would take. It's one of those games whose DNA you can still trace in modern ARPGs such as Path of Exile, Lords of Wolcen, and the eventual Diablo III. But it's also a game that has been drastically improved upon in the two decades since its release, which makes its 2021 remaster a confusing re-release that does very little to address how the genre has evolved since, making it challenging to recommend over modern contemporaries outside of reasons of nostalgia or short-lived curiosity.
Like all of the games it would eventually inspire, Diablo II is a dungeon-crawler, albeit stripped down to the genre's fundamental basics. You progress through the campaign over a series of acts, each contained within their own map. These maps have distinct areas and enemy-ridden dungeons you'll need to explore, eliminating scores of enemies that drop all sorts of color-coded loot that help you get more powerful as you go. The more you progress, the stronger you become, allowing you to deal the damage required to take down incredibly dangerous bosses that provide a challenging climax to each act. The campaign is also not the end of your journey, with additional difficulties incentivizing you to restart and continue crunching enemy skulls for more powerful loot, and so on.
Where Diablo II differs strongly to its most recent entry, Diablo III, is in its role-playing. Here you're given three separate skill trees to invest points into, each of which will go a long way in defining what type of style your chosen class will take. My Necromancer, for example, focussed on summoning the dead over dealing out curses and magical damage, which led me to invest most of my skill points in only one of the three trees. You additionally need to manage staple role-playing attributes like strength, dexterity, vitality, and more, although these don't function as you might expect. Points in each mostly determine what gear you can equip, and not necessarily how much damage (physical, ranged, or magic) you deal. This can be initially counter-intuitive to how you imagine each point invested will play out, with established Diablo II players already knowing that the majority of these points need to go into vitality and little else if you can already equip all the items you need.
Continue Reading at GameSpot