Monthly Archives: January 2022
Why Aren’t Adam Sandler and Kevin James in Hotel Transylvania: Transformania?
Hotel Transylvania: Transformania has arrived on Prime Video, but it has done so without the voice talents of Adam Sandler and Kevin James, the two comedic actors who played Dracula and Frankenstein, respectively, since the original film. Why is that? Let's take a look.
As reported by Decider, Sandler was replaced in Hotel Transylvania: Transformania by Brian Hull and James was replaced by Brad Abrell. The pair had starred in all three previous Hotel Transylvania films and there has been no official word as to why they weren't part of this final installment.
While Sony, Sandler, or James have yet to give any statement on the matter, Transformania's directors Derek Drymon and Jennifer Kluska shared a bit as to why the change in voice actors actually fit the story they were trying to tell. It's also important to note that Drymon and Kluska have taken over for Genndy Tartakovsky, the director who lead the first three films.
"The fact that he turns into a human was a good opportunity to do things a little differently," Drymon told ScreenRant. "He could be a little different than he was in the movies, and it would be natural. So, it kind of was the perfect movie to have a person come in and fill those shoes."
"We started with the design, and how do we make that character feel as different as possible," Kluska added. "He's not going to animate the same; he's not going to look the same. And it felt like embracing Brian and, more specifically, embracing what the difference in that would be as a human. It felt like it was a great opportunity."
While this may answer why Sandler and James aren't in Transformania, it doesn't necessarily account for why those like Andy Samberg returned to voice Jonathan, who turns into a monster after being human.
There are those who also believe Sandler and James did not return because of their ongoing deals with Netflix. In 2020, Sandler signed on to make four more movies for Netflix, while James also recently signed on to a development deal with the company.
Sandler signed his original deal with Netflix in 2014 and was no longer an executive producer on the Hotel Transylvania films after the second one.
While we may never know the truth as to why these two did not return for Hotel Transylvania: Transformania, the mainline films are officially over - for now - and it looks like everyone will be going their separate ways regardless.
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.
Nvidia CFO Expects GPU Shortages to Improve in the Second Half of 2022
Nvidia CFO Colette Kress has revealed that the company believes its ongoing GPU shortage will begin to ease up in the second half of 2022.
As reported by Tom's Hardware, Kress was speaking at the 24th Annual Needham Growth Conference and gave a promising update regarding the GPU shortage that has made it extremely difficult to obtain Nvidia graphics cards.
"So even throughout all of calendar 2021, we have seen strong demand for GeForce," Kress said, as transcribed by SeekingAlpha. "And it continues to remain strong and stronger than our overall supply that we have. The holiday demand, for example, was quite strong, particularly in laptops. And we're still finishing out our quarter. But we'll look at the end of the quarter in terms of what we've seen in terms of channel levels.
"We had seen channel levels be quite lean, and we are working with our supply chain partners to increase the availability of supply. And we feel better about our supply situation as we move into the second half of the calendar year '22."
The timeline given appears to lineup with when Nvidia is planning to release its next-generation GeForce 40-series 'Ada Lovelace' GPUs, although nothing has been confirmed. Nvidia released its GeForce RTX 30-series in September 2020 and tends to release new graphics cards every two years in the later parts of the year.
This shortage is impacting not just the GPU market, but the challenges brought on by the COVID-19 pandemic and more have caused short supply in PS5s, Xbox Series X/S, and much more.
Intel's CEO Pat Gelsinger recently said that while he expects this chip shortage to "bottom out in the second half [of 2022], it will take another one to two years before the industry is able to completely catch up with the demand."
For more, check out Nvidia's new entry-level desktop GPU known as the RTX 3050 and its newest high-end GPU, the RTX 3090 Ti.
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.
Nvidia CFO Expects GPU Shortages to Improve in the Second Half of 2022
Nvidia CFO Colette Kress has revealed that the company believes its ongoing GPU shortage will begin to ease up in the second half of 2022.
As reported by Tom's Hardware, Kress was speaking at the 24th Annual Needham Growth Conference and gave a promising update regarding the GPU shortage that has made it extremely difficult to obtain Nvidia graphics cards.
"So even throughout all of calendar 2021, we have seen strong demand for GeForce," Kress said, as transcribed by SeekingAlpha. "And it continues to remain strong and stronger than our overall supply that we have. The holiday demand, for example, was quite strong, particularly in laptops. And we're still finishing out our quarter. But we'll look at the end of the quarter in terms of what we've seen in terms of channel levels.
"We had seen channel levels be quite lean, and we are working with our supply chain partners to increase the availability of supply. And we feel better about our supply situation as we move into the second half of the calendar year '22."
The timeline given appears to lineup with when Nvidia is planning to release its next-generation GeForce 40-series 'Ada Lovelace' GPUs, although nothing has been confirmed. Nvidia released its GeForce RTX 30-series in September 2020 and tends to release new graphics cards every two years in the later parts of the year.
This shortage is impacting not just the GPU market, but the challenges brought on by the COVID-19 pandemic and more have caused short supply in PS5s, Xbox Series X/S, and much more.
Intel's CEO Pat Gelsinger recently said that while he expects this chip shortage to "bottom out in the second half [of 2022], it will take another one to two years before the industry is able to completely catch up with the demand."
For more, check out Nvidia's new entry-level desktop GPU known as the RTX 3050 and its newest high-end GPU, the RTX 3090 Ti.
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.
Scream Takes Down Spider-Man: No Way Home to Win the Domestic Weekend Box Office
Scream has officially ended Spider-Man: No Way Home's four-week domestic weekend box office winning streak by earning an impressive $30.6 million in North America.
As reported by Variety, 2022's Scream - which is actually the fifth entry in the slash franchise - earned more than Spider-Man: No Way Home's $20.8 million to secure its victory, and it's projected to bring in a total of $35 million over the Martin Luther King Jr. holiday weekend. Internationally, Scream brought in another $18 million from 50 markets, according to THR.
The first Scream movie since 2011's Scream 4 only cost $25 million to produce, so it will now look to continue its successful exclusive theatrical run without worrying about recouping its costs anymore.
Scream is both a direct sequel to the events of Scream 4 (which itself opened to only $19.3 million) and also a jumping-off point for newcomers that aims to lay the foundation for its future. Alongside various new faces, the fifth Scream film also brought back Neve Campbell's Sidney Prescott, Courteney Cox's Gale Weathers/Riley, and David Arquette's Dewey Riley.
In our Scream review, we said, "The 5th entry into the Scream franchise sets up a future for the franchise that some may not have thought possible with a tight story, great performances, and stellar new directions."
Spider-Man: No Way Home still performed well by earning $20.8 million in its fifth weekend domestically, and it is expected to earn around $26 million over the holiday weekend. This brings its domestic total to $703.9 million and makes it the fourth-highest grossing domestic release in history. It only trails Avatar's $760 million, Avengers: Endgame's $858 million, and Star Wars: The Force Awakens $936 million.
Spider-Man: No Way Home has also now earned over $900 million internationally and its global total is sitting right around $1.62 billion.
Sing 2 placed third by earning $8.3 million, and The 355 and The King's Man rounded out the top five.
For more on Scream, check out our explainer of the ending, and our chat with the cast of Scream where we asked them to choose their favorite lines from the series.
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.
Scream Takes Down Spider-Man: No Way Home to Win the Domestic Weekend Box Office
Scream has officially ended Spider-Man: No Way Home's four-week domestic weekend box office winning streak by earning an impressive $30.6 million in North America.
As reported by Variety, 2022's Scream - which is actually the fifth entry in the slash franchise - earned more than Spider-Man: No Way Home's $20.8 million to secure its victory, and it's projected to bring in a total of $35 million over the Martin Luther King Jr. holiday weekend. Internationally, Scream brought in another $18 million from 50 markets, according to THR.
The first Scream movie since 2011's Scream 4 only cost $25 million to produce, so it will now look to continue its successful exclusive theatrical run without worrying about recouping its costs anymore.
Scream is both a direct sequel to the events of Scream 4 (which itself opened to only $19.3 million) and also a jumping-off point for newcomers that aims to lay the foundation for its future. Alongside various new faces, the fifth Scream film also brought back Neve Campbell's Sidney Prescott, Courteney Cox's Gale Weathers/Riley, and David Arquette's Dewey Riley.
In our Scream review, we said, "The 5th entry into the Scream franchise sets up a future for the franchise that some may not have thought possible with a tight story, great performances, and stellar new directions."
Spider-Man: No Way Home still performed well by earning $20.8 million in its fifth weekend domestically, and it is expected to earn around $26 million over the holiday weekend. This brings its domestic total to $703.9 million and makes it the fourth-highest grossing domestic release in history. It only trails Avatar's $760 million, Avengers: Endgame's $858 million, and Star Wars: The Force Awakens $936 million.
Spider-Man: No Way Home has also now earned over $900 million internationally and its global total is sitting right around $1.62 billion.
Sing 2 placed third by earning $8.3 million, and The 355 and The King's Man rounded out the top five.
For more on Scream, check out our explainer of the ending, and our chat with the cast of Scream where we asked them to choose their favorite lines from the series.
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.
Halo Infinite Developer 343 Industries Is ‘Focused on Reducing Pricing’ for In-Game Items
343 Industries has confirmed that it is gearing up to make some changes to Halo Infinite's in-game store, including reducing prices, improving bundles, putting individual items outside of certain bundles, and much more.
343's Head of Design Jerry Hook shared the news on Twitter, saying that the team is going to begin implementing these changes on Tuesday, January 18, and they will continue to monitor and try new things throughout the remainder of Halo Infinite mutliplayer's first season.
"We’ve been monitoring the discussions on the Shop, bundles, and pricing closely since launch," Hook wrote. "Using data and community feedback, we’re going to begin rolling out changes to how we package and price items in @Halo Infinite – and it all starts next week.
"Starting Tuesday, the Shop experience will vary week-to-week. We are focused on reducing pricing across the board, providing stronger values in our bundles, starting to put individual items outside of bundles, and more.
"We will be trying new things throughout the rest of the season so that we can continue to learn and improve for the future. Please keep the feedback coming during this process and I hope to see you all next week for the Cyber Showdown event!"
While Hook didn't go into further detail as to how much these prices will be reduced and what other types of changes we can expect, we won't have long to wait to see some of them put into action.
This is another example of 343 Industries communicating with the Halo Infinite community and committing to improvements, much like it did - and is still doing - for the Battle Pass, multiplayer progression, and lack of a dedicated Slayer playlist.
Halo Infinite's shop isn't the only focus of next week, as 343 has also promised that a fix for the Big Team Battle matchmaking bug is on the way that will hopefully solve the many issues players have been running into.
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.
Halo Infinite Developer 343 Industries Is ‘Focused on Reducing Pricing’ for In-Game Items
343 Industries has confirmed that it is gearing up to make some changes to Halo Infinite's in-game store, including reducing prices, improving bundles, putting individual items outside of certain bundles, and much more.
343's Head of Design Jerry Hook shared the news on Twitter, saying that the team is going to begin implementing these changes on Tuesday, January 18, and they will continue to monitor and try new things throughout the remainder of Halo Infinite mutliplayer's first season.
"We’ve been monitoring the discussions on the Shop, bundles, and pricing closely since launch," Hook wrote. "Using data and community feedback, we’re going to begin rolling out changes to how we package and price items in @Halo Infinite – and it all starts next week.
"Starting Tuesday, the Shop experience will vary week-to-week. We are focused on reducing pricing across the board, providing stronger values in our bundles, starting to put individual items outside of bundles, and more.
"We will be trying new things throughout the rest of the season so that we can continue to learn and improve for the future. Please keep the feedback coming during this process and I hope to see you all next week for the Cyber Showdown event!"
While Hook didn't go into further detail as to how much these prices will be reduced and what other types of changes we can expect, we won't have long to wait to see some of them put into action.
This is another example of 343 Industries communicating with the Halo Infinite community and committing to improvements, much like it did - and is still doing - for the Battle Pass, multiplayer progression, and lack of a dedicated Slayer playlist.
Halo Infinite's shop isn't the only focus of next week, as 343 has also promised that a fix for the Big Team Battle matchmaking bug is on the way that will hopefully solve the many issues players have been running into.
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.
Several PlayStation Studios Asked to Put Their Games on PC, God of War Director Says
Following the launch of God of War on PC, Sony Santa Monica creative director Cory Barlog has revealed that many of PlayStation's own studios helped convince Sony that it was a "really good idea" to bring its biggest exclusives to PC.
Speaking to Game Informer, Barlog - who served as game director on 2018's God of War - was asked what insight he may have into Sony's decision to put a greater focus on the PC market.
"I think it was the collective of studios all over saying this is a really good idea," Barlog said. "We should be looking into this. Eventually, I think it reached that tipping point. When we had sent so many suggestion box suggestions that they were like, 'I’m tired of hearing all this. Fine, we’ll do this.' It’s a process. We’re still figuring it out as a company and as individual studios how to do this and what the process and strategy will be."
Sony's push into the PC market began in 2020 when it announced it would be bringing Horizon Zero Dawn: Complete Edition to the platform. While other games that were either funded or published by Sony had already made their way over like Death Stranding, Horizon was a true first-party PlayStation Studios game that would no longer be exclusive.
Following Horizon, Sony released Days Gone on PC in 2021 and is gearing up to make Uncharted: Legacy of Thieves Collection available to PC players in early 2022.
As for God of War Ragnarok, Barlog isn't ready to commit one way or another and confirms the decision is ultimately up to Sony as to whether we may see the sequel arrive less than the four years it took the original to.
"I have no idea," Barlog said. "Right now, we’re taking it one game at a time, kind of looking at each one and determining, 'Okay, is this the best thing?' And we’ll gauge how it does. Do people enjoy it? Did we do it right? Is there anything we did wrong? What can we do better in the future if we do this again? But at the end of the day, ultimately, it’s Sony’s decision."
Hopefully, Ragnarok does make its way to PC as, in our God of War PC performance review, we said, "this PC port offers some nice boosts over the PS4 Pro release, it scales well, and although impactful on hardware, it does give you the choice of increasing resolution, quality, frame rates, and even aspect ratio over what PlayStation consoles offer."
For more on God of War on PC, check out our chat with Barlog and Santa Monica Studio lead UX designer Mila Pavlin that dives deep into how Santa Monica Studios made the game more accessible and how it sets the stage for the studio's future projects.
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.
Several PlayStation Studios Asked to Put Their Games on PC, God of War Director Says
Following the launch of God of War on PC, Sony Santa Monica creative director Cory Barlog has revealed that many of PlayStation's own studios helped convince Sony that it was a "really good idea" to bring its biggest exclusives to PC.
Speaking to Game Informer, Barlog - who served as game director on 2018's God of War - was asked what insight he may have into Sony's decision to put a greater focus on the PC market.
"I think it was the collective of studios all over saying this is a really good idea," Barlog said. "We should be looking into this. Eventually, I think it reached that tipping point. When we had sent so many suggestion box suggestions that they were like, 'I’m tired of hearing all this. Fine, we’ll do this.' It’s a process. We’re still figuring it out as a company and as individual studios how to do this and what the process and strategy will be."
Sony's push into the PC market began in 2020 when it announced it would be bringing Horizon Zero Dawn: Complete Edition to the platform. While other games that were either funded or published by Sony had already made their way over like Death Stranding, Horizon was a true first-party PlayStation Studios game that would no longer be exclusive.
Following Horizon, Sony released Days Gone on PC in 2021 and is gearing up to make Uncharted: Legacy of Thieves Collection available to PC players in early 2022.
As for God of War Ragnarok, Barlog isn't ready to commit one way or another and confirms the decision is ultimately up to Sony as to whether we may see the sequel arrive less than the four years it took the original to.
"I have no idea," Barlog said. "Right now, we’re taking it one game at a time, kind of looking at each one and determining, 'Okay, is this the best thing?' And we’ll gauge how it does. Do people enjoy it? Did we do it right? Is there anything we did wrong? What can we do better in the future if we do this again? But at the end of the day, ultimately, it’s Sony’s decision."
Hopefully, Ragnarok does make its way to PC as, in our God of War PC performance review, we said, "this PC port offers some nice boosts over the PS4 Pro release, it scales well, and although impactful on hardware, it does give you the choice of increasing resolution, quality, frame rates, and even aspect ratio over what PlayStation consoles offer."
For more on God of War on PC, check out our chat with Barlog and Santa Monica Studio lead UX designer Mila Pavlin that dives deep into how Santa Monica Studios made the game more accessible and how it sets the stage for the studio's future projects.
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.
Game Scoop! 658: Xbox’s Incredible Comeback
Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- are discussing the Xbox vs. PlayStation console race, flipping through the January 2001 issue of GamePro, and observing some important gaming anniversaries. And, of course, they play Video Game 20 Questions.
Watch the video above or hit the link below to your favorite podcast service.
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