Dwayne Johnson Thinks the DCEU and MCU Should ‘Cross Paths’ One Day

Black Adam star Dwayne Johnson has expressed hope for an eventual crossover between the DC Extended Universe and the Marvel Cinematic Universe.

In the latest issue of Total Film magazine, per GamesRadar, Johnson touched on the studio's ambitions to expand the DCEU by introducing new characters and spinoffs. He noted that Black Adam exists in the "big umbrella of the DC universe," which could eventually pave the way for crossovers, both within that shared space and outside of it, possibly even with Marvel characters.

"I am optimistic," he said with a smile. "Just my nature is optimistic. And especially when it comes to creative. Especially when it comes to movies. And especially when it comes to the pantheon of DC superheroes and supervillains. Across the street, we have the pantheon of superheroes and supervillains of Marvel. To me, they can not only exist, but they should, in my mind, cross paths one day."

DC and Marvel have joined forces a handful of times for various comic books, but they are yet to collide on the big screen and right now, DC is experiencing a spell of uncertainty after the Warner Bros. Discovery merger. The high-profile cancellation of Batgirl kicked off a wave of drama for the studio, leading to several other cancellations and major changes with upcoming movies and series.

Warner Bros. Discovery has also announced a 10-year plan for DC films that will be similar to what Disney and Kevin Feige have done for Marvel, but the "reset" has not gone down too well. DC Films president Walter Hamada was reportedly on the brink of quitting over the abrupt cancellation of Batgirl but has agreed to stay with the studio until at least the October 21 release of Black Adam.

Johnson is expecting Black Adam to usher in a new era for DC and has referred to the movie as "the beginning" of what he hopes to be "a very long storytelling road" for his character. It's safe to say that Black Adam may go toe-to-toe with traditional foe Shazam in future, but they won't be crossing paths any time soon. Johnson also wants to fight Superman further down the line.

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

One Redfall Mission Location Is Bigger Than Prey’s Entire Talos Space Station

Arkane has revealed that just one section of Redfall’s map is bigger in size than the entirety of Talos I, the space station setting of Prey.

Speaking as part of the ‘Bringing Redfall to Life’ panel at Quakecon 2022, Redfall’s art director, Karen Segars, said: “The Talos in Prey was five football fields. The size of Redfall is kinda ‘hold my beer’ on that one.”

To help explain just how large the Redfall open world is, Arkane Austin’s studio director, Harvey Smith, recalled a fun moment from earlier in development. “Jim McGill took Talos at scale and dropped it in the middle of the farm that’s [in Redfall’s second district area]. And the district just eats the whole space station, of course. It’s gigantic.”

“It was just the size of the actual farm area, and that’s just one mission,” added Aaron Carter, Redfall’s lead producer.

As this makes clear, Redfall is the largest world Arkane has ever created. While admittedly being able to fit the entirety of Talos I into a farm doesn’t quite take into consideration the multi-layered aspect of the station and its many corridors and hidden spaces, it does give you a good idea of how Redfall dwarfs Prey in size. The farm which the station can be dropped into is one segment of one district, and Redfall is made up of two different districts.

Still, you should maybe not expect Redfall to be among the largest worlds ever created. “It’s an open world, but it’s not an open world based on the scale of vehicles, it’s an open world based on foot,” explained Smith. Something like GTA, in which you speed around in cars, needs to be much bigger than a world in which you’re only able to run and walk.

For more from Redfall, check out how Arkane had to rethink its “too open” open world, and our interview with the developers about how that classic Dishonored and Prey magic can still be found in a co-op game. The developers also recently revealed that vampire gods will be among Redfall's bosses.

Matt Purslow is IGN's UK News and Features Editor.

One Redfall Mission Location Is Bigger Than Prey’s Entire Talos Space Station

Arkane has revealed that just one section of Redfall’s map is bigger in size than the entirety of Talos I, the space station setting of Prey.

Speaking as part of the ‘Bringing Redfall to Life’ panel at Quakecon 2022, Redfall’s art director, Karen Segars, said: “The Talos in Prey was five football fields. The size of Redfall is kinda ‘hold my beer’ on that one.”

To help explain just how large the Redfall open world is, Arkane Austin’s studio director, Harvey Smith, recalled a fun moment from earlier in development. “Jim McGill took Talos at scale and dropped it in the middle of the farm that’s [in Redfall’s second district area]. And the district just eats the whole space station, of course. It’s gigantic.”

“It was just the size of the actual farm area, and that’s just one mission,” added Aaron Carter, Redfall’s lead producer.

As this makes clear, Redfall is the largest world Arkane has ever created. While admittedly being able to fit the entirety of Talos I into a farm doesn’t quite take into consideration the multi-layered aspect of the station and its many corridors and hidden spaces, it does give you a good idea of how Redfall dwarfs Prey in size. The farm which the station can be dropped into is one segment of one district, and Redfall is made up of two different districts.

Still, you should maybe not expect Redfall to be among the largest worlds ever created. “It’s an open world, but it’s not an open world based on the scale of vehicles, it’s an open world based on foot,” explained Smith. Something like GTA, in which you speed around in cars, needs to be much bigger than a world in which you’re only able to run and walk.

For more from Redfall, check out how Arkane had to rethink its “too open” open world, and our interview with the developers about how that classic Dishonored and Prey magic can still be found in a co-op game. The developers also recently revealed that vampire gods will be among Redfall's bosses.

Matt Purslow is IGN's UK News and Features Editor.

Redfall’s Biggest Bosses Are ‘Twisted’ Vampire Gods That Block Out the Sun

Arkane Austin has revealed that Redfall will feature a number of powerful bosses known as “vampire gods” that have trapped you in the Massachusetts town.

Speaking as part of the ‘Bringing Redfall to Life’ panel at Quakecon 2022, members of Arkane explained that the vampires in its upcoming open world game are not produced by a virus, but are instead the product of a biotech company. Aevum Laboratories came to the town of Redfall to research life extension and eventually created vampires.

Each and every vampire in the game has chosen to take Aevum’s technology, transforming into a blood dependent being in the name of living forever. But the ones that take Aevum’s technology to its very limits become supremely powerful monsters that Arkane refers to as vampire gods.

“We have a series of vampire gods, which are the most twisted, most changed by the whole process,” explained Arkane Austin’s studio director, Harvey Smith, “and those serve as chapter breakpoints across the game.”

“The vampire gods have the most power,” added creative director Ricardo Bare. “They’re the ones trapping you on the island. They’ve pushed the waters back, they’re the ones who’ve blacked out the sun. They’re tremendously powerful.”

The fact that the vampire gods act as “chapter breakpoints” suggests that they may be Redfall’s equivalent of Dishonored’s targets or Deathloop’s visionaries.

Working with the vampires are a bunch of human cultists, who hang out with their bloodsucking leaders in hope of one day becoming a vampire, too. While some are sired and become hugely powerful, others are turned into familiars and other such lower-end monsters.

“The vampires can choose instead to turn them into these other horrible things,” explained Bare. “One of them is called the Bloodbag, which is just this grotesque creature. It’s like the vampiric version of a milk cow, it just produces excess, bloated amounts of blood for the vampires to sip on when they’re thirsty.”

The panel also confirmed that staking would be one method of killing vampires, alongside a collection of conventional and DIY guns. Stakes are mounted to guns like bayonets, and the panel showed off a few of the more unusual ones, including a snapped guitar neck and a sharpened garden gnome. There will, of course, be many ways to kill vampires.

For more from Redfall, check out our interview with Arkane about how co-op and progression works, as well as how it will be a classic immersive sim-style single-player game, too.

Matt Purslow is IGN's UK News and Features Editor.

Redfall’s Biggest Bosses Are ‘Twisted’ Vampire Gods That Block Out the Sun

Arkane Austin has revealed that Redfall will feature a number of powerful bosses known as “vampire gods” that have trapped you in the Massachusetts town.

Speaking as part of the ‘Bringing Redfall to Life’ panel at Quakecon 2022, members of Arkane explained that the vampires in its upcoming open world game are not produced by a virus, but are instead the product of a biotech company. Aevum Laboratories came to the town of Redfall to research life extension and eventually created vampires.

Each and every vampire in the game has chosen to take Aevum’s technology, transforming into a blood dependent being in the name of living forever. But the ones that take Aevum’s technology to its very limits become supremely powerful monsters that Arkane refers to as vampire gods.

“We have a series of vampire gods, which are the most twisted, most changed by the whole process,” explained Arkane Austin’s studio director, Harvey Smith, “and those serve as chapter breakpoints across the game.”

“The vampire gods have the most power,” added creative director Ricardo Bare. “They’re the ones trapping you on the island. They’ve pushed the waters back, they’re the ones who’ve blacked out the sun. They’re tremendously powerful.”

The fact that the vampire gods act as “chapter breakpoints” suggests that they may be Redfall’s equivalent of Dishonored’s targets or Deathloop’s visionaries.

Working with the vampires are a bunch of human cultists, who hang out with their bloodsucking leaders in hope of one day becoming a vampire, too. While some are sired and become hugely powerful, others are turned into familiars and other such lower-end monsters.

“The vampires can choose instead to turn them into these other horrible things,” explained Bare. “One of them is called the Bloodbag, which is just this grotesque creature. It’s like the vampiric version of a milk cow, it just produces excess, bloated amounts of blood for the vampires to sip on when they’re thirsty.”

The panel also confirmed that staking would be one method of killing vampires, alongside a collection of conventional and DIY guns. Stakes are mounted to guns like bayonets, and the panel showed off a few of the more unusual ones, including a snapped guitar neck and a sharpened garden gnome. There will, of course, be many ways to kill vampires.

For more from Redfall, check out our interview with Arkane about how co-op and progression works, as well as how it will be a classic immersive sim-style single-player game, too.

Matt Purslow is IGN's UK News and Features Editor.

Prehistoric Mega-Shark Could Swim Thousands of Miles to Eat Prey the Size of Killer Whales

Scientists have used a combination of ancient fossil remains and the scans of a great white shark to create a 3D model of a prehistoric megalodon. Armed with this model, the researchers figured out the size of the monstrous carnivore, how much it needed to eat to survive, and how far it could travel.

For over 10 million years Earth’s ancient oceans were presided over by a single apex predator - the megalodon. A relative of the modern day great white shark, this monstrous carnivore was one of the largest creatures ever known to hunt the seas that dominate our planet’s surface.

Most scientists believe that the megalodon went extinct roughly 2.6 million years ago as the ocean cooled, altering its environment and disrupting the food chain it relied upon. However, researchers have been able to shed a surprising amount of light on the nature of the prehistoric beasts by analysing their fossilised remains.

As part of a new study, scientists created a 3D model of a megalodon to shed light on its movement and feeding habits. Ordinarily, the bodies of these ancient predators are poorly preserved, owing in part to the fact that the hard parts of their bodies are made up of cartilage that degrades over time.

However, the scientists behind the new research - published in the journal Science Advances - were able to use the extremely well-preserved remains of a megalodon that was discovered in Belgium in the 1860s as the basis for a 3D reconstruction.

This particular shark was roughly 46 years old when it died some 18 million years ago. Thankfully, a number of its teeth - and a large section of its vertebral column - survived to the present day. The researchers were able to take the remains of this terrifying beast, and combine them with a detailed scan of the body of a great white shark in order to create their model.

“Weight is one of the most important traits of any animal. For extinct animals we can estimate the body mass with modern 3D digital modelling methods and then establish the relationship between mass and other biological properties such as speed and energy usage,” comments co-author of the study John Hutchinson, professor at the Royal Veterinary College, UK, in a press release from the University of Zurich.

Their model revealed that the megalodon would have been around 16 meters long, and weighed in excess of 61.5 tons. Its stomach meanwhile had a volume of almost 10,000 liters. Based on the shark’s likely body mass and its probable energy requirements, the scientists estimated that it would have needed the equivalent of 98,175 kilo calories each day to sustain itself.

However, the shark likely wouldn’t have needed to eat every single day. Instead it’s possible that - like modern day great whites - a megalodon would feast on a large meal that would sustain it for weeks on end.

To this end the megalodon would be capable of eating 8 meter-long whales - the same size as a modern day Orca - in just five bites. A meal of this size could have sustained the megalodon for a full two months.

Based on the amount of food needed to survive, the researchers believe that the ancient shark would likely have travelled thousands of miles in search of its prey, crossing oceans at a cruising speed of 1.4 meters per second and generally being an absolute disaster fish.

Finally, it’s interesting to note that, in a 2021 study published in the journal PLOS ONE, wherein scientists ran tests to see when the megalodon went extinct, 6 out of the 10,000 computer simulations ran had the monstrous beasts surviving to the present day.

Despite the fact that the authors of the study went on to reject the possibility that the megalodon could have survived to the current era, those six simulations continue to haunt my nightmares. And now they haunt yours too.

Enjoy your swim.

Prehistoric Mega-Shark Could Swim Thousands of Miles to Eat Prey the Size of Killer Whales

Scientists have used a combination of ancient fossil remains and the scans of a great white shark to create a 3D model of a prehistoric megalodon. Armed with this model, the researchers figured out the size of the monstrous carnivore, how much it needed to eat to survive, and how far it could travel.

For over 10 million years Earth’s ancient oceans were presided over by a single apex predator - the megalodon. A relative of the modern day great white shark, this monstrous carnivore was one of the largest creatures ever known to hunt the seas that dominate our planet’s surface.

Most scientists believe that the megalodon went extinct roughly 2.6 million years ago as the ocean cooled, altering its environment and disrupting the food chain it relied upon. However, researchers have been able to shed a surprising amount of light on the nature of the prehistoric beasts by analysing their fossilised remains.

As part of a new study, scientists created a 3D model of a megalodon to shed light on its movement and feeding habits. Ordinarily, the bodies of these ancient predators are poorly preserved, owing in part to the fact that the hard parts of their bodies are made up of cartilage that degrades over time.

However, the scientists behind the new research - published in the journal Science Advances - were able to use the extremely well-preserved remains of a megalodon that was discovered in Belgium in the 1860s as the basis for a 3D reconstruction.

This particular shark was roughly 46 years old when it died some 18 million years ago. Thankfully, a number of its teeth - and a large section of its vertebral column - survived to the present day. The researchers were able to take the remains of this terrifying beast, and combine them with a detailed scan of the body of a great white shark in order to create their model.

“Weight is one of the most important traits of any animal. For extinct animals we can estimate the body mass with modern 3D digital modelling methods and then establish the relationship between mass and other biological properties such as speed and energy usage,” comments co-author of the study John Hutchinson, professor at the Royal Veterinary College, UK, in a press release from the University of Zurich.

Their model revealed that the megalodon would have been around 16 meters long, and weighed in excess of 61.5 tons. Its stomach meanwhile had a volume of almost 10,000 liters. Based on the shark’s likely body mass and its probable energy requirements, the scientists estimated that it would have needed the equivalent of 98,175 kilo calories each day to sustain itself.

However, the shark likely wouldn’t have needed to eat every single day. Instead it’s possible that - like modern day great whites - a megalodon would feast on a large meal that would sustain it for weeks on end.

To this end the megalodon would be capable of eating 8 meter-long whales - the same size as a modern day Orca - in just five bites. A meal of this size could have sustained the megalodon for a full two months.

Based on the amount of food needed to survive, the researchers believe that the ancient shark would likely have travelled thousands of miles in search of its prey, crossing oceans at a cruising speed of 1.4 meters per second and generally being an absolute disaster fish.

Finally, it’s interesting to note that, in a 2021 study published in the journal PLOS ONE, wherein scientists ran tests to see when the megalodon went extinct, 6 out of the 10,000 computer simulations ran had the monstrous beasts surviving to the present day.

Despite the fact that the authors of the study went on to reject the possibility that the megalodon could have survived to the current era, those six simulations continue to haunt my nightmares. And now they haunt yours too.

Enjoy your swim.

One-Punch Man Season 3 Announced

One-Punch Man Season 3 is officially happening, almost three years after the second season wrapped its run on the small screen.

As reported by Crunchyroll, the official website for the One-Punch Man TV anime confirmed on Thursday that a third season of the hit show will be going into production. A key visual drawn by character designer Chikashi Kubota was posted alongside the announcement. The artwork features Saitama and Garou, but it doesn't offer any teasers of what will actually evolve in the upcoming season.

Created by Japanese artist ONE, One-Punch Man tells the story of Saitama, a powerful superhero with the ability to defeat any opponent with a single punch. Bored by his flawless battle record, Saitama embarks on a quest to find an opponent who can actually challenge him. The series originally debuted as a webcomic in 2009 before transitioning to the magazine Shueisha's Young Jump Next in 2012.

The manga has already been adapted into a popular anime series and multiple video games, including the recent One-Punch Man: A Hero Nobody Knows. The second season of the popular anime series premiered back in 2019, laying the groundwork for another round of exciting fights, terrifying villains, and more Genos and Saitama adventures, with some bad-ass action scenes to boot.

One Punch Man's upcoming third season is being developed alongside a live-action film adaptation, which will be written by Venom's Scott Rosenberg and Jeff Pinker, with former Fast X director Justin Lin slated to direct. This movie joins several other live-action anime adaptations, including a Netflix series based on One Piece, the perpetually troubled Akira remake, and a reimagined version of Your Name.

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

One-Punch Man Season 3 Announced

One-Punch Man Season 3 is officially happening, almost three years after the second season wrapped its run on the small screen.

As reported by Crunchyroll, the official website for the One-Punch Man TV anime confirmed on Thursday that a third season of the hit show will be going into production. A key visual drawn by character designer Chikashi Kubota was posted alongside the announcement. The artwork features Saitama and Garou, but it doesn't offer any teasers of what will actually evolve in the upcoming season.

Created by Japanese artist ONE, One-Punch Man tells the story of Saitama, a powerful superhero with the ability to defeat any opponent with a single punch. Bored by his flawless battle record, Saitama embarks on a quest to find an opponent who can actually challenge him. The series originally debuted as a webcomic in 2009 before transitioning to the magazine Shueisha's Young Jump Next in 2012.

The manga has already been adapted into a popular anime series and multiple video games, including the recent One-Punch Man: A Hero Nobody Knows. The second season of the popular anime series premiered back in 2019, laying the groundwork for another round of exciting fights, terrifying villains, and more Genos and Saitama adventures, with some bad-ass action scenes to boot.

One Punch Man's upcoming third season is being developed alongside a live-action film adaptation, which will be written by Venom's Scott Rosenberg and Jeff Pinker, with former Fast X director Justin Lin slated to direct. This movie joins several other live-action anime adaptations, including a Netflix series based on One Piece, the perpetually troubled Akira remake, and a reimagined version of Your Name.

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

D&D Reviving ‘Planescape’ Setting in 2023, Expanding on 5e Adventures

Dungeons & Dragons has announced its intended release schedule for 2023. The lineup includes deep dives on classic D&D items and lore, the expansion of one of Fifth Edition's earliest and most famous adventures, as well as the revival of the classic Planescape campaign setting.

The schedule includes five releases, with one book dropping every season (except for Summer, in which a pair is planned):

  • Keys From the Golden Vault (Winter 2023)
  • Bigby Presents: Glory of the Giants (Spring 2023)
  • The Book Of Many Things (Summer 2023)
  • Phandelver Campaign (Summer 2023)
  • Planescape (Fall 2023)

Details about what's included in each sourcebook were minimal, but several members of the D&D creative team were on hand to provide a bit of insight into each. "Keys from the Golden Vault is Ocean's 11 meets Dungeons & Dragons," says Design Architect Chris Perkins. "It is an anthology of short adventures, each one revolving around a heist." Glory of the Giants is described as a companion to 2021's Fizban's Treasury of Dragons, only focused (as the name implies) on the various types of giants found throughout the D&D multiverse.

"A lot of folks have been wondering when it was coming back, and here it is."

The Summer releases are The Book of Many Things, a sourcebook based on the infamous Deck of Many Things from D&D lore, and an updated version of the original D&D 5e adventure Lost Mine of Phandelver, which kicked off Fifth Edition in 2015. "[LMoP] is a fan favorite," said Chris Lindsay, Product Manager for D&D. "And it's going to expand it into a full campaign that is tinged with cosmic horror."

The final release of 2023 will be a revival of the Planescape campaign setting. The product will be presented as a boxed set, similar to the recent Spelljammer: Adventures in Space. Classic computer RPG fans will likely remember this varied web of interplanar realms from 1999's Planescape: Torment, which IGN hailed as an amazing RPG thanks largely to its unique setting, which made it "a hell of a lot different than anything else that's ever been released."

"This is a legendary campaign setting," Perkins says. "A lot of folks out there in the world have been wondering when it was coming back, and here it is."

JR is a Senior Producer at IGN, you can follow him on Twitter for more video games and tabletop RPG shenanigans.