Monthly Archives: November 2021

Doctor Strange Merch Appears To Confirm a Major Villain

Warning: Potential Spoilers for Doctor Strange in the Multiverse of Madness

Box art for a new piece of merch from Doctor Strange in the Multiverse of Madness has leaked, and it appears to confirm a major villain not previously seen in the Marvel Cinematic Universe: Shuma-Gorath, the Great Old One and longtime nemesis to Strange.

Leaked on Resetera, the art shows Doctor Strange battling a giant squid-like creature with an equally giant central eyeball. Though previous reports indicated Strange might be pitted against the sea monster Gargantos, the box art for this 1000-piece puzzle more closely resembles Shuma-Gorath, a distinctly Cthulhu-esque Great Old One originally created by writer Robert Howard in the 1920's as part of the expanded Lovecraft mythos.

Shuma-Gorath was later adapted into the Marvel comic mythos as one of Doctor Strange's antagonists in 1972. In the decades since, he's battled with the Avengers, the Fantastic Four, the Invaders, and even Groot from Guardians of the Galaxy. Video game fans will also recognize Shuma-Gorath as a playable fighter from the Marvel vs. Capcom series.

We recently saw Shuma-Gorath appear briefly in Marvel's What If...? series, in an episode where an alternate Doctor Strange summons the Great Old One to try and harness Shuma-Gorath's power. It...doesn't go well.

Being an ancient demon, Shuma-Gorath's powers include the ability to communicate with and control other lifeforms across dimensions, in addition to shooting energy blasts from his eye and tentacles, and transforming the genetic makeup of lifeforms on a planetary scale. If you're wondering how a giant Elder God can be tossed into Marvel vs. Capcom fights, Shuma-Gorath's size and power can fluctuate depending on the dimension. On Earth, he's typically humanoid-sized, but in his home dimension, he's at his largest and nearly invincible.

Marvel hasn't confirmed any leaks as of yet, so of course take everything with a grain of salt. Considering Shuma-Gorath is much more of a Doctor Strange nemesis than the mere Gargantos, it's looking better for the Great Old One than the big squid, though who can blame you for confusing the two.

The puzzle box art also shows Strange fighting alongside characters like fellow sorcerer Wong, the interdimensional teenager America Chavez, and Wanda Maximoff/Scarlet Witch. Wanda's actions in the WandaVision series will play a role in Multiverse of Madness, and it's theorized that she'll become a student of Doctor Strange, or possibly his ultimate enemy, or both. We've seen similar art of the characters in a gift that was given to cast and crew.

It wouldn't be Doctor Strange's first time going up against a galaxy-sized deity, though. You can read everything else we know about Doctor Strange in the Multiverse of Madness and what it means for the MCU here.

You can also check out the most recent delays for the MCU's Phase 4, which has pushed back a number of projects all the way to 2023. Doctor Strange's next adventure is scheduled to debut on May 6, 2022.

Joseph Knoop is a writer/producer/fish man for IGN.

Now Chris Pratt Is Voicing Garfield Too

Chris Pratt is voicing Garfield in an upcoming animated film, making him two-for-two on iconic characters, having previously been confirmed to be the voice of Mario in the upcoming film by Illumination.

The movie is being written by David Reynolds, who previously wrote Finding Nemo. Mark Dindal will direct, having previously worked on Emperor's New Groove and Chicken Little. Sony Pictures will distribute the movie.

Garfield originated as a comic strip by Jim Davis that debuted in 1978. Garfield is a lazy orange cat who loves lasagna and hates Mondays, and the comic follows his daily life with his owner, Jon, and Jon's dog, Odie. Garfield has previously appeared in two live action/animated movies with Bull Murray voicing the famous cat. Those movies did not receive great critical acclaim.

Earlier this fall, we learned Pratt will voice Mario in the upcoming Super Mario movie from Illumination. Along with Pratt, the film also includes Anya Taylor-Joy as Peach, Charlie Day as Luigi, Jack Black as Bowser, Keegan-Michael Key as Toad, and Seth Rogen as Donkey Kong.

After the internet was flooded with reactions to the casting, Pratt told fans he's "working hard" to get Mario's voice right. Pratt also jokingly shared some fake footage that shows Mario and Guardians of the Galaxy colliding.

Pratt has appeared in many high-profile animated movies, including Pixar's Onward and the Lego movies. As for live action projects, Pratt is working on Jurassic World: Dominion and Guardians of the Galaxy Vol. 3.

Image credit: Frazer Harrison/Getty Images

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

Now Chris Pratt Is Voicing Garfield Too

Chris Pratt is voicing Garfield in an upcoming animated film, making him two-for-two on iconic characters, having previously been confirmed to be the voice of Mario in the upcoming film by Illumination.

The movie is being written by David Reynolds, who previously wrote Finding Nemo. Mark Dindal will direct, having previously worked on Emperor's New Groove and Chicken Little. Sony Pictures will distribute the movie.

Garfield originated as a comic strip by Jim Davis that debuted in 1978. Garfield is a lazy orange cat who loves lasagna and hates Mondays, and the comic follows his daily life with his owner, Jon, and Jon's dog, Odie. Garfield has previously appeared in two live action/animated movies with Bull Murray voicing the famous cat. Those movies did not receive great critical acclaim.

Earlier this fall, we learned Pratt will voice Mario in the upcoming Super Mario movie from Illumination. Along with Pratt, the film also includes Anya Taylor-Joy as Peach, Charlie Day as Luigi, Jack Black as Bowser, Keegan-Michael Key as Toad, and Seth Rogen as Donkey Kong.

After the internet was flooded with reactions to the casting, Pratt told fans he's "working hard" to get Mario's voice right. Pratt also jokingly shared some fake footage that shows Mario and Guardians of the Galaxy colliding.

Pratt has appeared in many high-profile animated movies, including Pixar's Onward and the Lego movies. As for live action projects, Pratt is working on Jurassic World: Dominion and Guardians of the Galaxy Vol. 3.

Image credit: Frazer Harrison/Getty Images

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

Final Fantasy 14’s Infamously Long Story Proves No Match For Hironobu Sakaguchi

An MMO like Final Fantasy 14: A Realm Reborn can take 100+ hours to complete, and that's not even considering its growing list of huge expansions, which add anywhere from another 50 to 100 hours. This is seemingly no problem for Final Fantasy creator Hironobu Sakaguchi, who has reportedly played through the entirety of Final Fantasy 14 in a month, setting himself up for the Endwalker expansion that releases on November 23.

As reported by PCGamesN, Sakaguchi started playing Final Fantasy 14 in late September, sharing his progress and screenshots on Twitter. Sakaguchi only needed 16 days to complete the base game and just two days for Heavensward (an estimated 73 to 150 hours on HowLongToBeat). He then completed Stormblood, Shadowbringers, and smaller patch content by October 29. He even managed to squeeze in some time to attend his daughter's wedding, the madman.

A conservative estimate, just counting the base game plus three expansions, puts Sakaguchi at 300+ hours of playtime according to HowLongToBeat. That's assuming he touched absolutely none of the side content in the expansions or smaller patch content updates, which could put him up to a maximum of 1567, which is literally impossible to pull off in a month and change.

Sakaguchi initially started playing Final Fantasy 14 in preparation for a discussion with the game's director Naoki Yoshida at this year's Tokyo Game Show. The chat was hosted on October 1, but Sakaguchi clearly kept grinding beyond that.

Sakaguchi has been playing as a gnome-like Lalafell, but he's been sharing a ton of screenshots on his Twitter account, noting similarities and references to the classic Final Fantasy games he worked on decades ago. Sakaguchi seems particularly fond of calling out classic monster designs, like the appearance of "Mr. Typhon."

Sakaguchi notoriously left Square Enix on pretty rough terms in 2003, with his last official credit on Final Fantasy X-2. He's since founded Mistwalker, which released Blue Dragon in 2006 and most recently the iOS RPG Fantasian.

Read up on Final Fantasy 14's Endwalker expansion in our huge hands-on preview, where we dive into several new areas, two new job classes, and changes to the house hunting process. In the meantime, Sakaguchi is in good hands with Final Fantasy 14, which just cracked 24 million players and has become the franchise's most profitable game to date.

Image Credit: Mega64/YouTube

Joseph Knoop is a writer/producer/chocobro for IGN.

Final Fantasy 14’s Infamously Long Story Proves No Match For Hironobu Sakaguchi

An MMO like Final Fantasy 14: A Realm Reborn can take 100+ hours to complete, and that's not even considering its growing list of huge expansions, which add anywhere from another 50 to 100 hours. This is seemingly no problem for Final Fantasy creator Hironobu Sakaguchi, who has reportedly played through the entirety of Final Fantasy 14 in a month, setting himself up for the Endwalker expansion that releases on November 23.

As reported by PCGamesN, Sakaguchi started playing Final Fantasy 14 in late September, sharing his progress and screenshots on Twitter. Sakaguchi only needed 16 days to complete the base game and just two days for Heavensward (an estimated 73 to 150 hours on HowLongToBeat). He then completed Stormblood, Shadowbringers, and smaller patch content by October 29. He even managed to squeeze in some time to attend his daughter's wedding, the madman.

A conservative estimate, just counting the base game plus three expansions, puts Sakaguchi at 300+ hours of playtime according to HowLongToBeat. That's assuming he touched absolutely none of the side content in the expansions or smaller patch content updates, which could put him up to a maximum of 1567, which is literally impossible to pull off in a month and change.

Sakaguchi initially started playing Final Fantasy 14 in preparation for a discussion with the game's director Naoki Yoshida at this year's Tokyo Game Show. The chat was hosted on October 1, but Sakaguchi clearly kept grinding beyond that.

Sakaguchi has been playing as a gnome-like Lalafell, but he's been sharing a ton of screenshots on his Twitter account, noting similarities and references to the classic Final Fantasy games he worked on decades ago. Sakaguchi seems particularly fond of calling out classic monster designs, like the appearance of "Mr. Typhon."

Sakaguchi notoriously left Square Enix on pretty rough terms in 2003, with his last official credit on Final Fantasy X-2. He's since founded Mistwalker, which released Blue Dragon in 2006 and most recently the iOS RPG Fantasian.

Read up on Final Fantasy 14's Endwalker expansion in our huge hands-on preview, where we dive into several new areas, two new job classes, and changes to the house hunting process. In the meantime, Sakaguchi is in good hands with Final Fantasy 14, which just cracked 24 million players and has become the franchise's most profitable game to date.

Image Credit: Mega64/YouTube

Joseph Knoop is a writer/producer/chocobro for IGN.

Uncharted 3’s Director Reveals the Origin Of the Famous Cargo Plane Sequence On Its 10th Anniversary

Uncharted 3's most memorable sequence is undoubtedly Nathan Drake's running battle through a cargo plane in midflight. It's peak Naughty Dog action design, steadily escalating until Drake finds himself hanging desperately from a cargo net over the desert.

Hard as it is to believe, Uncharted 3 is now 10 years old, having first released on PS3 on November 1, 2011. To mark the occasion, several of its original developers came together to share their memories of Uncharted 3's development. They include building the cargo plane sequence, which director Kurt Margenau says was the first time in his career he had a chance to build such a setpiece.

"It was truly a collaborative effort with animators, programmers, sound designers, and anyone else who cared to contribute. It started with an off-the-cuff idea of, 'What if you could chase down a plane on the tarmac and board it,' which turned into, 'Ok, what if the plane crashed while you were in it?' and then figuring out how that could even work and be playable," Margenau remembers.

The scene was born of Naughty Dog's desire to keep escalating after Uncharted 2, which left the studio confident that it could "achieve whatever wild-ass blockbuster ideas we could think up to one-up ourselves."

"I was making little models of trucks on my desk to figure out how the player could climb on these things as they're hanging out of the back of the plane. Jeremy [Yates] was doing wire-work on the mocap stage to capture climbing on a cargo net blowing in the wind. We had to implement some old-school perfectly seamed-up infinitely scrolling backgrounds to make the desert able to move infinitely below the plane (while the plane actually stood still. shhh). We even had a fully playable zero-g sequence inside the plane that we cut at the last second!" Margenau says.

The sequence wound up being one of the best moments in Uncharted 3, and one of the best in the series overall. It wound up inspiring a similar sequence in Mission Impossible: Rogue Nation, and a live-action version will be showcased in the upcoming Uncharted movie. Margenau called seeing the scene in the recent trailer "surreal" and expressed excitement at seeing the final version.

In the meantime, the Uncharted series remains largely dormant, as former director Amy Hennig has long since departed and Naughty Dog has moved on to other projects. However, Uncharted: Legacy of Thieves Collection is currently under development for PS5, with a release date set for 2022.

Kat Bailey is a Senior News Editor at IGN

Uncharted 3’s Director Reveals the Origin Of the Famous Cargo Plane Sequence On Its 10th Anniversary

Uncharted 3's most memorable sequence is undoubtedly Nathan Drake's running battle through a cargo plane in midflight. It's peak Naughty Dog action design, steadily escalating until Drake finds himself hanging desperately from a cargo net over the desert.

Hard as it is to believe, Uncharted 3 is now 10 years old, having first released on PS3 on November 1, 2011. To mark the occasion, several of its original developers came together to share their memories of Uncharted 3's development. They include building the cargo plane sequence, which director Kurt Margenau says was the first time in his career he had a chance to build such a setpiece.

"It was truly a collaborative effort with animators, programmers, sound designers, and anyone else who cared to contribute. It started with an off-the-cuff idea of, 'What if you could chase down a plane on the tarmac and board it,' which turned into, 'Ok, what if the plane crashed while you were in it?' and then figuring out how that could even work and be playable," Margenau remembers.

The scene was born of Naughty Dog's desire to keep escalating after Uncharted 2, which left the studio confident that it could "achieve whatever wild-ass blockbuster ideas we could think up to one-up ourselves."

"I was making little models of trucks on my desk to figure out how the player could climb on these things as they're hanging out of the back of the plane. Jeremy [Yates] was doing wire-work on the mocap stage to capture climbing on a cargo net blowing in the wind. We had to implement some old-school perfectly seamed-up infinitely scrolling backgrounds to make the desert able to move infinitely below the plane (while the plane actually stood still. shhh). We even had a fully playable zero-g sequence inside the plane that we cut at the last second!" Margenau says.

The sequence wound up being one of the best moments in Uncharted 3, and one of the best in the series overall. It wound up inspiring a similar sequence in Mission Impossible: Rogue Nation, and a live-action version will be showcased in the upcoming Uncharted movie. Margenau called seeing the scene in the recent trailer "surreal" and expressed excitement at seeing the final version.

In the meantime, the Uncharted series remains largely dormant, as former director Amy Hennig has long since departed and Naughty Dog has moved on to other projects. However, Uncharted: Legacy of Thieves Collection is currently under development for PS5, with a release date set for 2022.

Kat Bailey is a Senior News Editor at IGN

Returnal’s Suspend Feature Can Be Turned Into a Full Save

Returnal's recent 2.0 update finally gave players a method to suspend their game, turn off their PS5, and return to the suspend point to continue their run. The catch? That suspend point erases when you return, meaning you can still absolutely bungle a run in the next area and have to run through the lengthy, punishing roguelike world all over again. Now players have discovered an exploit that turns that suspend point into a full-blown save point can be reloaded again and again like the save scumming monsters we are.

As described by Inverse writer Joseph Yaden (and reported by Kotaku), the exploit requires you to suspend your save in-game, upload your save to PlayStation's cloud servers, and then when you die, download the save from the cloud. This will allow you to return to your suspend point as many times as you want as long as it's in the cloud, since it can't be erased.

A tedious chore? Sure, but not nearly as tedious as restarting a run in Returnal. One of the most common complaints leveled against Returnal was that its roguelike runs were so long that they could easily last over an hour or more. This made it even more difficult for players who had a limited amount of time to commit or had a distraction take their focus away. The only solution at the time was leaving your game running and putting your PS5 in standby mode, the lower-power state that lets you quickly pick up a game from where you left off.

It's worth noting that Returnal's suspend system won't let you save during boss battles, cinematics, first-person sequences, or "intense combat scenarios," so keep that in mind when planning your next run.

Hopefully this will let players get more snapshots from the other alien biomes, since the 2.0 update also added a photo mode to Returnal.

Joseph Knoop is a writer/producer/scum for IGN. He says "hi, fellow Joseph" on Twitter.

Returnal’s Suspend Feature Can Be Turned Into a Full Save

Returnal's recent 2.0 update finally gave players a method to suspend their game, turn off their PS5, and return to the suspend point to continue their run. The catch? That suspend point erases when you return, meaning you can still absolutely bungle a run in the next area and have to run through the lengthy, punishing roguelike world all over again. Now players have discovered an exploit that turns that suspend point into a full-blown save point can be reloaded again and again like the save scumming monsters we are.

As described by Inverse writer Joseph Yaden (and reported by Kotaku), the exploit requires you to suspend your save in-game, upload your save to PlayStation's cloud servers, and then when you die, download the save from the cloud. This will allow you to return to your suspend point as many times as you want as long as it's in the cloud, since it can't be erased.

A tedious chore? Sure, but not nearly as tedious as restarting a run in Returnal. One of the most common complaints leveled against Returnal was that its roguelike runs were so long that they could easily last over an hour or more. This made it even more difficult for players who had a limited amount of time to commit or had a distraction take their focus away. The only solution at the time was leaving your game running and putting your PS5 in standby mode, the lower-power state that lets you quickly pick up a game from where you left off.

It's worth noting that Returnal's suspend system won't let you save during boss battles, cinematics, first-person sequences, or "intense combat scenarios," so keep that in mind when planning your next run.

Hopefully this will let players get more snapshots from the other alien biomes, since the 2.0 update also added a photo mode to Returnal.

Joseph Knoop is a writer/producer/scum for IGN. He says "hi, fellow Joseph" on Twitter.

Call of Duty: Vanguard Official PC Specs Revealed

Call of Duty: Vanguard's PC specs have officially been revealed, giving players an idea of just how beefy their rig will need to be to venture into its alternate vision of WWII. Pre-loading time has also been announced, which will help you play as soon as the game releases on November 5.

The big takeaways are that you can still miraculously get away with a CPU as low as an Intel Core i3-4340 or AMD FX-6300. If you want WWII to look its finest in 4K, however, you'll need a much more recent Intel Core i9-9900K/AMD Ryzen 9 3900X.

As previously reported, Vanguard will take up considerably less storage space than earlier Call of Duty games. You'll need a minimum of 36GB if you just want to play multiplayer and zombies mode, but getting 4K assets will cost you "up to 64 GB" or up to 32 GB with Vanguard's Hi-Rez Assets Cache feature, which streams high-resolution assets.

Read below for the full list of PC spec requirements for Call of Duty: Vanguard.

Call of Duty: Vanguard PC Spec Requirements

Operating System

Minimum: Windows 10 64-bit (latest update)

Recommended/Competitive/Ultra 4K: Windows 10 64-bit (latest update) or Windows 11 64-bit (latest update)

CPU

Minimum: Intel Core i3-4340 or AMD FX-6300

Recommended: Intel Core i5-2500K or AMD Ryzen 5 1600X

Competitive: Intel Core i7-8700K or AMD Ryzen 7 1800X

Ultra 4K: Intel Core i9-9900K or AMD Ryzen 9 3900X

RAM

Minimum: 8 GB

Recommended: 12 GB

Competitive/Ultra 4K: 16 GB

Storage Space**

Minimum: 36 GB at launch (Multiplayer and Zombies only)

Recommended/Competitive/Ultra 4K: 61 GB at launch

Hi-Rez Assets Cache

Minimum/Recommended/Competitive: Up to 32 GB

Ultra 4K: Up to 64 GB

Hi-Rez Assets Cache is optional disk space that can be used to stream high-resolution assets. That option can be turned off in the game's settings.

Video Card

Minimum: NVIDIA GeForce GTX 960 or AMD Radeon RX 470

Recommended: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580

Competitive: NVIDIA GeForce RTX 2070/RTX 3060 Ti or AMD Radeon RX 5700XT

Ultra 4K: NVIDIA GeForce RTX 3080 or AMD Radeon RX 6800 XT

Video Memory

Minimum: 2 GB

Recommended: 4 GB

Competitive: 8 GB

Ultra 4K: 10 GB

Recommended Drivers of NVIDIA/AMD

NVIDIA: 472.12

AMD: 21.9.1

Call of Duty: Vanguard Pre-Loading Time

If you've pre-ordered Call of Duty: Vanguard on Battle.net, you can pre-load it before its November 5 release date.

Pre-loading starts on November 2 at 10 AM PT. Activision notes in its blog post that some players might find that their digital copy doesn't automatically pre-load, so you'll need to find Call of Duty: Vanguard under the Battle.net Launcher "partner games" section and follow the prompts to get your download started.

Don't forget to check out IGN's preview coverage of Call of Duty: Vanguard and Call of Duty: Warzone's new Pacific map. You can also check out our multiplayer beta impressions.