Avatar Wins the Global Weekend Box Office 13 Years After Its Debut Thanks to the Remastered Re-Release

13 years after it first made its theatrical debut, Avatar has once again won the global weekend box office thanks to its remastered re-release's $30.5 million performance.

According to Comscore, Avatar brought in $20.5 million internationally and $10 million domestically, which only adds to its lead as the highest-grossing film of all time. As it stands, Avatar, through all its theatrical releases, has earned $2,877,897,339. Avengers: Endgame sits behind Avatar at $2,797,501,328.

Domestically, Avatar claimed third place and was bested by Don't Worry Darling's $19.2 million and The Woman King's $11.1 million. Rounding out the top five, according to Box Office Mojo, were Barbarian's $4.8 million and Pearl's $1.9 million.

Avatar's remastered re-release was sent to theaters to excite moviegoers for the long-awaited release of Avatar: The Way of Water on December 16, 2022.

IGN had the chance to sit down with director James Cameron and discuss the re-release, and he said that even he was "a bit shocked a how good it looks."

Cameron also talked with us about why he believes 3D TVs for homes failed and how he is "very excited" by what Ubisoft is doing with the Avatar game.

As for Avatar: The Way of Water, D23 gave attendees a handful of clips to watch from the new film, and it teased a bit of the adventures to come later this year.

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.

Avatar Wins the Global Weekend Box Office 13 Years After Its Debut Thanks to the Remastered Re-Release

13 years after it first made its theatrical debut, Avatar has once again won the global weekend box office thanks to its remastered re-release's $30.5 million performance.

According to Comscore, Avatar brought in $20.5 million internationally and $10 million domestically, which only adds to its lead as the highest-grossing film of all time. As it stands, Avatar, through all its theatrical releases, has earned $2,877,897,339. Avengers: Endgame sits behind Avatar at $2,797,501,328.

Domestically, Avatar claimed third place and was bested by Don't Worry Darling's $19.2 million and The Woman King's $11.1 million. Rounding out the top five, according to Box Office Mojo, were Barbarian's $4.8 million and Pearl's $1.9 million.

Avatar's remastered re-release was sent to theaters to excite moviegoers for the long-awaited release of Avatar: The Way of Water on December 16, 2022.

IGN had the chance to sit down with director James Cameron and discuss the re-release, and he said that even he was "a bit shocked a how good it looks."

Cameron also talked with us about why he believes 3D TVs for homes failed and how he is "very excited" by what Ubisoft is doing with the Avatar game.

As for Avatar: The Way of Water, D23 gave attendees a handful of clips to watch from the new film, and it teased a bit of the adventures to come later this year.

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.

Oxenfree 2: Lost Signals Delayed to 2023

Oxenfree 2: Lost Signals has been delayed to 2023 to make it Night School Studio's "best game yet."

Night School Studio shared the update on Twitter, saying the delay was, in part, due to wanting to make it "truly special" and "add more localizations."

"We owe it to our amazing community to make OXENFREE II: Lost Signals the best game it can possibly be," Night School Studio wrote. "Seeing your fan art, reading your excited comments, and connecting with you fuels our ambition to make this our best game yet. To make OXENFREE II truly special and add more localizations, we're moving our release window to 2023.

"Thank you for your patience, support, and understanding. We can't wait to share the game with you. Stay tuned."

Oxenfree 2: Lost Signals was first announced for a 2021 release on Nintendo Switch, PS4, PS5, and Steam, and it will serve as a sequel set five years after the events of the original 2016 supernatural teen drama game.

This new story will follow Riley, who "returns to her hometown of Camena to investigate mysterious radio frequency signals causing curious disturbances."

In our Oxenfree 2 hands-off preview, we said, "the promise of its expanded potential seemed clear in just this brief section." Night School also noted that it is "aiming to deepen the promise of player agency and choice within an authored world and story, and do that in ways that extend beyond choosing dialogue options during a conversation."

If you have yet to play the original Oxenfree, be sure to check out our review and the news that a special Netflix edition of Oxenfree is now available to all subscribers at no extra cost.

For more, read the details on Netflix's acquisition of Night School Studio and how Oxenfree got updates five years after its launch to tie it to Oxenfree 2.

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.

Oxenfree 2: Lost Signals Delayed to 2023

Oxenfree 2: Lost Signals has been delayed to 2023 to make it Night School Studio's "best game yet."

Night School Studio shared the update on Twitter, saying the delay was, in part, due to wanting to make it "truly special" and "add more localizations."

"We owe it to our amazing community to make OXENFREE II: Lost Signals the best game it can possibly be," Night School Studio wrote. "Seeing your fan art, reading your excited comments, and connecting with you fuels our ambition to make this our best game yet. To make OXENFREE II truly special and add more localizations, we're moving our release window to 2023.

"Thank you for your patience, support, and understanding. We can't wait to share the game with you. Stay tuned."

Oxenfree 2: Lost Signals was first announced for a 2021 release on Nintendo Switch, PS4, PS5, and Steam, and it will serve as a sequel set five years after the events of the original 2016 supernatural teen drama game.

This new story will follow Riley, who "returns to her hometown of Camena to investigate mysterious radio frequency signals causing curious disturbances."

In our Oxenfree 2 hands-off preview, we said, "the promise of its expanded potential seemed clear in just this brief section." Night School also noted that it is "aiming to deepen the promise of player agency and choice within an authored world and story, and do that in ways that extend beyond choosing dialogue options during a conversation."

If you have yet to play the original Oxenfree, be sure to check out our review and the news that a special Netflix edition of Oxenfree is now available to all subscribers at no extra cost.

For more, read the details on Netflix's acquisition of Night School Studio and how Oxenfree got updates five years after its launch to tie it to Oxenfree 2.

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.

Black Panther: Wakanda Forever Looks to Answer How We Move On Despite ‘Insurmountable Odds’

According to director Ryan Coogler, Black Panther: Wakanda Forever had one question central to the development of the upcoming MCU film: 'How do you carry on in the face of seemingly insurmountable odds?'

Speaking to Empire, Coogler discussed the film that will deal with the tragic loss of Chadwick Boseman, the star of the original Black Panther that has played T'Challa in the MCU since Captain America: Civil War. He said the question, which even helped form a version of the film that was "spiritually very similar" to the sequel before Boseman's passing, became even more meaningful after the actor's death and the onset of the COVID-19 pandemic.

"Unfortunately, that question became more and more relevant," Coogler said. "Both for humanity as a whole, but also for the people in our production who were coming back for this one. It became super-relevant when we lost our bro.”

As for how Coogler and the team have tackled that question, he reveals that he is leaning on the supporting cast of Black Panther: Wakanda Forever to keep this story alive, including Letitia Wright's Shuri, Angela Bassett's Queen Ramonda, Winston Duke's M'Baku, and Lupita Nyong'o's Nakia.

“This unique group is more like a band than it is a group of actors, and Chad was our lead singer,” Coogler said. “So for me, it was like, ‘How do I figure out a song that they can still get up there and sing?’, in light of what we were dealing with.”

This is obviously easier said than done, and even Nyong'o admitted that she had something greater than doubts about the project initially, she had "dread." Fortunately, Coogler had a clear vision for something that would "honor both T'Challa, and Chadwick Boseman himself - and Nyong'o's fears were quelled."

“Ryan had walked me through what the film was going to be when Chadwick was still alive. And so once we lost him, the thought that we could go on, it was just unfathomable to me," Nyong'o said. "What Ryan ended up sharing with me was just so utterly truthful and beautiful. By the end of it, I was in tears.”

Black Panther: Wakanda Forever will be released in theaters on November 11, 2022. For more, check out why Namor is a villain in the film and our breakdown of the sequel's first trailer.

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.

Black Panther: Wakanda Forever Looks to Answer How We Move On Despite ‘Insurmountable Odds’

According to director Ryan Coogler, Black Panther: Wakanda Forever had one question central to the development of the upcoming MCU film: 'How do you carry on in the face of seemingly insurmountable odds?'

Speaking to Empire, Coogler discussed the film that will deal with the tragic loss of Chadwick Boseman, the star of the original Black Panther that has played T'Challa in the MCU since Captain America: Civil War. He said the question, which even helped form a version of the film that was "spiritually very similar" to the sequel before Boseman's passing, became even more meaningful after the actor's death and the onset of the COVID-19 pandemic.

"Unfortunately, that question became more and more relevant," Coogler said. "Both for humanity as a whole, but also for the people in our production who were coming back for this one. It became super-relevant when we lost our bro.”

As for how Coogler and the team have tackled that question, he reveals that he is leaning on the supporting cast of Black Panther: Wakanda Forever to keep this story alive, including Letitia Wright's Shuri, Angela Bassett's Queen Ramonda, Winston Duke's M'Baku, and Lupita Nyong'o's Nakia.

“This unique group is more like a band than it is a group of actors, and Chad was our lead singer,” Coogler said. “So for me, it was like, ‘How do I figure out a song that they can still get up there and sing?’, in light of what we were dealing with.”

This is obviously easier said than done, and even Nyong'o admitted that she had something greater than doubts about the project initially, she had "dread." Fortunately, Coogler had a clear vision for something that would "honor both T'Challa, and Chadwick Boseman himself - and Nyong'o's fears were quelled."

“Ryan had walked me through what the film was going to be when Chadwick was still alive. And so once we lost him, the thought that we could go on, it was just unfathomable to me," Nyong'o said. "What Ryan ended up sharing with me was just so utterly truthful and beautiful. By the end of it, I was in tears.”

Black Panther: Wakanda Forever will be released in theaters on November 11, 2022. For more, check out why Namor is a villain in the film and our breakdown of the sequel's first trailer.

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.

Xbox Announces Project Amplify, a Scheme to Support Black Youth in the Gaming Industry

Xbox has officially launched Project Amplify, a new video series that "aims to magnify Black voices within Xbox to inspire, educate and motivate youth across the U.S. to aspire towards careers in the gaming industry through real-life storytelling from Black leaders and employees across the Xbox ecosystem."

Alongside a teaser, the first details of Project Amplify were shared on Xbox Wire by Black Communities at Xbox Co-Leads Q Muhaimin and James Lewis, and they begin by discussing the results of a recent survey from Historically Black Colleges and Universities (HBCU) Connect that discovered that, out of 200 respondents, 95% of college students and alumni from HBCUs in the US had an interest in having a career in the games industry.

34% said they wanted Program Management roles, 24% wanted Engineering roles, and 18% wanted Gaming Development roles. These numbers tell a story about Black students wanting to join the games industry, but the reality paints a different picture as "only 2% of professionals in the video game industry are Black compared with 13% of the U.S. population."

Project Amplify wants to change this and will be featuring 14 Black employees from across Xbox as they "each share advice, insights into their current roles, and highlights from their time within the gaming industry." The hope is that Project Amplify will educate Black youth and beyond about the many roles that make up the games industry and show them that they can be a part of it.

“Growing up I didn’t have much of a vision for what my career would be," Q Muhaimin said. "I decided to go to college because I thought it was a way to ‘get a good job’ and escape poverty, but even as a freshman Computer Science major, I still had a very shallow knowledge of the opportunities that the tech industry presented me.

"Throughout my college experience and with internships, I learned more about how big the world is – how many companies, careers, and pathways exist for you to find or create a job that you love. I want more people to know that they have options, nothing is impossible or out of reach for them and encourage those to start chasing their passions early.”

“In my early years I was more focused on what not to do versus what I could be," James Lewis said.
"It wasn’t until my adult years that I learned to leverage my passion for games into a career. I am now incredibly thankful to be celebrating 10+ years in my dream career and I hope Project Amplify inspires people to dream and take action toward their own goals. As my coaches & mentors would say, 'play to win instead of playing to not lose.'"

In honor of this new initiative, Xbox has partnered with the 2022 Revolt Summit x AT&T for an event on September 24 & 25 to reach students through panels, networking opportunities, and more.

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.

Xbox Announces Project Amplify, a Scheme to Support Black Youth in the Gaming Industry

Xbox has officially launched Project Amplify, a new video series that "aims to magnify Black voices within Xbox to inspire, educate and motivate youth across the U.S. to aspire towards careers in the gaming industry through real-life storytelling from Black leaders and employees across the Xbox ecosystem."

Alongside a teaser, the first details of Project Amplify were shared on Xbox Wire by Black Communities at Xbox Co-Leads Q Muhaimin and James Lewis, and they begin by discussing the results of a recent survey from Historically Black Colleges and Universities (HBCU) Connect that discovered that, out of 200 respondents, 95% of college students and alumni from HBCUs in the US had an interest in having a career in the games industry.

34% said they wanted Program Management roles, 24% wanted Engineering roles, and 18% wanted Gaming Development roles. These numbers tell a story about Black students wanting to join the games industry, but the reality paints a different picture as "only 2% of professionals in the video game industry are Black compared with 13% of the U.S. population."

Project Amplify wants to change this and will be featuring 14 Black employees from across Xbox as they "each share advice, insights into their current roles, and highlights from their time within the gaming industry." The hope is that Project Amplify will educate Black youth and beyond about the many roles that make up the games industry and show them that they can be a part of it.

“Growing up I didn’t have much of a vision for what my career would be," Q Muhaimin said. "I decided to go to college because I thought it was a way to ‘get a good job’ and escape poverty, but even as a freshman Computer Science major, I still had a very shallow knowledge of the opportunities that the tech industry presented me.

"Throughout my college experience and with internships, I learned more about how big the world is – how many companies, careers, and pathways exist for you to find or create a job that you love. I want more people to know that they have options, nothing is impossible or out of reach for them and encourage those to start chasing their passions early.”

“In my early years I was more focused on what not to do versus what I could be," James Lewis said.
"It wasn’t until my adult years that I learned to leverage my passion for games into a career. I am now incredibly thankful to be celebrating 10+ years in my dream career and I hope Project Amplify inspires people to dream and take action toward their own goals. As my coaches & mentors would say, 'play to win instead of playing to not lose.'"

In honor of this new initiative, Xbox has partnered with the 2022 Revolt Summit x AT&T for an event on September 24 & 25 to reach students through panels, networking opportunities, and more.

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.

US Homeland Security Will Spend $700k to Investigate ‘Radicalization’ Through Video Games

The United States Department of Homeland Security has awarded a nearly $700,000 grant to terrorism and security researchers to investigate "radicalization" through video games.

As reported by Vice, the funds are headed to Middlebury Institute's Center on Terrorism, Extremism, and Counterterrorism (CTEC), the non-profit organization Take This, and a company looking to curb toxic online behavior called Logically.

“Over the past decade, video games have increasingly become focal points of social activity and identity creation for adolescents and young adults. Relationships made and fostered within game ecosystems routinely cross over into the real world and are impactful parts of local communities,” the grant announcement on the DHS website said. “Correspondingly, extremists have used video games and targeted video game communities for activities ranging from propaganda creation to terrorist mobilization and training.”

One of the goals of this new project is to develop a "set of best practices and centralized resources for monitoring and evaluation of extremist activities as well as a series of training workshops for the monitoring, detection, and prevention of extremist exploitation in gaming spaces for community managers, multiplayer designers, lore developers, mechanics designers, and trust and safety professionals,”

The announcement notes that video game studios of all sizes, in many cases, are not fully educated on how these extremists may try to exploit their games in an effort to radicalize the players. White nationalists have unfortunately found a footing in this space, as there have been groups on Steam who were "openly espousing Neo-Nazi beliefs and worshipping school shooters" in the past." Steam has attempted to remove these groups, but the people behind this grant want to go further.

Take This' Dr. Rachel Kowert and CTEC's Alex Newhouse shared some of their early findings at this year's Game Developer Conference, and it confirms that the initial focus will "lean towards white nationalism and white supremacy." Hopefully, their efforts will make some lasting change in this industry and beyond.

This effort comes in a time following the racially motivated mass shooting in Buffalo, New York, that was broadcasted on Twitch and saw ten people killed and three more injured.

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.

US Homeland Security Will Spend $700k to Investigate ‘Radicalization’ Through Video Games

The United States Department of Homeland Security has awarded a nearly $700,000 grant to terrorism and security researchers to investigate "radicalization" through video games.

As reported by Vice, the funds are headed to Middlebury Institute's Center on Terrorism, Extremism, and Counterterrorism (CTEC), the non-profit organization Take This, and a company looking to curb toxic online behavior called Logically.

“Over the past decade, video games have increasingly become focal points of social activity and identity creation for adolescents and young adults. Relationships made and fostered within game ecosystems routinely cross over into the real world and are impactful parts of local communities,” the grant announcement on the DHS website said. “Correspondingly, extremists have used video games and targeted video game communities for activities ranging from propaganda creation to terrorist mobilization and training.”

One of the goals of this new project is to develop a "set of best practices and centralized resources for monitoring and evaluation of extremist activities as well as a series of training workshops for the monitoring, detection, and prevention of extremist exploitation in gaming spaces for community managers, multiplayer designers, lore developers, mechanics designers, and trust and safety professionals,”

The announcement notes that video game studios of all sizes, in many cases, are not fully educated on how these extremists may try to exploit their games in an effort to radicalize the players. White nationalists have unfortunately found a footing in this space, as there have been groups on Steam who were "openly espousing Neo-Nazi beliefs and worshipping school shooters" in the past." Steam has attempted to remove these groups, but the people behind this grant want to go further.

Take This' Dr. Rachel Kowert and CTEC's Alex Newhouse shared some of their early findings at this year's Game Developer Conference, and it confirms that the initial focus will "lean towards white nationalism and white supremacy." Hopefully, their efforts will make some lasting change in this industry and beyond.

This effort comes in a time following the racially motivated mass shooting in Buffalo, New York, that was broadcasted on Twitch and saw ten people killed and three more injured.

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.