Intel Shares Early Details on Its Upcoming Arc Desktop GPUs

Intel has shared early details on its upcoming Arc A750 Limited Edition GPU and it looks to perform slightly better than the Nvidia GeForce RTX 3060 for such games as Cyberpunk 2077, Control, Fortnite, and more.

Intel shared the info in a blog and a video and revealed performance results from a small subset of games that "work very well with Intel Arc and the Alchemist architecture." Intel notes that not all games will show these results, but it's a "view of what Intel Arc A-series cards are capable of with the right software and engineering enablement."

When compared to the 3060 in relative performance in regards to average FPS, 2560X1440 resolution, and High preset settings, the Arc A750 performs 17% better with F1 2021, 15% better in Cyberpunk 2077, 14% better in Control, 13% better in Borderlands 3, and 6% better in Fortnite.

Intel still has a ton to reveal about the A750 GPU, including performance in other games, when it will be available, how much it will cost, how it will handle XeSS and ray tracing, and much more.

Intel is doing its best to be very open about its push into the GPU market, and recetly shared details on the Guinnir Intel Arc A380 and showed how it performs while playing PUBG and Monster Hunter Rise: Sunbreak.

The company showed the A380 running Monster Hunter at over 90 frames per second said it is "more than capable of playing the best games at 1080p medium."

The Arc brand of graphics cards were revealed by Intel in 2021 and shared that the entry-level Arc 3, specifically the Gunnir Intel Arc A380 Photon 6G OC graphics card would first be released in China, and that the higher-end Arc 5 and Arc 7 cards would follow later this summer.

This sneak peek follows a report that Intel will raise the price of its CPUs in 2022. In some cases, the price increases may reach more than 20%.

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.

Intel Shares Early Details on Its Upcoming Arc Desktop GPUs

Intel has shared early details on its upcoming Arc A750 Limited Edition GPU and it looks to perform slightly better than the Nvidia GeForce RTX 3060 for such games as Cyberpunk 2077, Control, Fortnite, and more.

Intel shared the info in a blog and a video and revealed performance results from a small subset of games that "work very well with Intel Arc and the Alchemist architecture." Intel notes that not all games will show these results, but it's a "view of what Intel Arc A-series cards are capable of with the right software and engineering enablement."

When compared to the 3060 in relative performance in regards to average FPS, 2560X1440 resolution, and High preset settings, the Arc A750 performs 17% better with F1 2021, 15% better in Cyberpunk 2077, 14% better in Control, 13% better in Borderlands 3, and 6% better in Fortnite.

Intel still has a ton to reveal about the A750 GPU, including performance in other games, when it will be available, how much it will cost, how it will handle XeSS and ray tracing, and much more.

Intel is doing its best to be very open about its push into the GPU market, and recetly shared details on the Guinnir Intel Arc A380 and showed how it performs while playing PUBG and Monster Hunter Rise: Sunbreak.

The company showed the A380 running Monster Hunter at over 90 frames per second said it is "more than capable of playing the best games at 1080p medium."

The Arc brand of graphics cards were revealed by Intel in 2021 and shared that the entry-level Arc 3, specifically the Gunnir Intel Arc A380 Photon 6G OC graphics card would first be released in China, and that the higher-end Arc 5 and Arc 7 cards would follow later this summer.

This sneak peek follows a report that Intel will raise the price of its CPUs in 2022. In some cases, the price increases may reach more than 20%.

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.

Thor: Love and Thunder Continues Its Reign Atop the Domestic Weekend Box Office Despite a 68% Drop

Despite a 68% drop from its opening weekend, Thor: Love and Thunder once again won the domestic weekend box office with $46 million in ticket sales.

As reported by Variety, that $46 million Thor: Love and Thunder earned this weekend helped bring its domestic total to $232 million. Globally, the latest MCU film and the fourth solo Thor movie has reached $497.9 million.

While those are obviously impressive numbers, Thor: Love and Thunder's 68% drop was one of the biggest second-weekend declines in MCU history and follows Doctor Strange in the Multiverse of Madness' 67% drop. For comparison, Eternals fell 61% in the same time frame and Shang-Chi and the Legend of the Ten Rings fell 52%.

As for why the latest Thor film had that big of a drop, it very well may be related to the complaints by some that Phase 4 of the MCU still doesn't have a Thanos-level threat or something that is connecting all these films as the previous phases did.

We are also getting a TON of MCU films and shows and there could be a bit of superhero fatigue. That being said, MCU films continue to dominate at the box office and may get back on track as the future trajectory of the MCU becomes clearer. With San Diego Comic-Con just around the corner and Marvel returning, that picture may come into focus sooner rather than later.

Minions: The Rise of Gru placed second with $26 million in ticket sales. In its third weekend, The Rise of Gru has brought in $262 million domestically and $532.7 million at the global box office.

Where the Crawdads Sing impressed in its debut with a $17 million third-place finish. The film that is based on the 2018 novel of the same name by Delia Owens cost Sony $24 million, so it is on track to make a profit.

In our Where the Crawdads Sing review, we said it "is only accidentally interesting if you know the controversy surrounding its author, Delia Owens. However, as an adaptation of her novel, the movie is too plain and indecisive to make a lasting impact."

Top Gun: Maverick took fourth place with $12 million in its eighth weekend in theaters and brought its domestic total to $617 million. The high-flying film is getting ever closer to passing Star Wars: The Last Jedi's $620 million and The Avengers' $623 million at the domestic box office.

Elvis, which recently passed the $100 million mark at the domestic box office without dinosaurs, superheroes, or fighter jets, rounded out the top five with $7.6 million. Globally, Elvis has passed $185 million.

For more, check out how Marvel brought Christian Bale's Gorr the God Butcher to life, our explainer of the ending, and our breakdown of the film's mystery character.

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.

Thor: Love and Thunder Continues Its Reign Atop the Domestic Weekend Box Office Despite a 68% Drop

Despite a 68% drop from its opening weekend, Thor: Love and Thunder once again won the domestic weekend box office with $46 million in ticket sales.

As reported by Variety, that $46 million Thor: Love and Thunder earned this weekend helped bring its domestic total to $232 million. Globally, the latest MCU film and the fourth solo Thor movie has reached $497.9 million.

While those are obviously impressive numbers, Thor: Love and Thunder's 68% drop was one of the biggest second-weekend declines in MCU history and follows Doctor Strange in the Multiverse of Madness' 67% drop. For comparison, Eternals fell 61% in the same time frame and Shang-Chi and the Legend of the Ten Rings fell 52%.

As for why the latest Thor film had that big of a drop, it very well may be related to the complaints by some that Phase 4 of the MCU still doesn't have a Thanos-level threat or something that is connecting all these films as the previous phases did.

We are also getting a TON of MCU films and shows and there could be a bit of superhero fatigue. That being said, MCU films continue to dominate at the box office and may get back on track as the future trajectory of the MCU becomes clearer. With San Diego Comic-Con just around the corner and Marvel returning, that picture may come into focus sooner rather than later.

Minions: The Rise of Gru placed second with $26 million in ticket sales. In its third weekend, The Rise of Gru has brought in $262 million domestically and $532.7 million at the global box office.

Where the Crawdads Sing impressed in its debut with a $17 million third-place finish. The film that is based on the 2018 novel of the same name by Delia Owens cost Sony $24 million, so it is on track to make a profit.

In our Where the Crawdads Sing review, we said it "is only accidentally interesting if you know the controversy surrounding its author, Delia Owens. However, as an adaptation of her novel, the movie is too plain and indecisive to make a lasting impact."

Top Gun: Maverick took fourth place with $12 million in its eighth weekend in theaters and brought its domestic total to $617 million. The high-flying film is getting ever closer to passing Star Wars: The Last Jedi's $620 million and The Avengers' $623 million at the domestic box office.

Elvis, which recently passed the $100 million mark at the domestic box office without dinosaurs, superheroes, or fighter jets, rounded out the top five with $7.6 million. Globally, Elvis has passed $185 million.

For more, check out how Marvel brought Christian Bale's Gorr the God Butcher to life, our explainer of the ending, and our breakdown of the film's mystery character.

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.

Netflix Reveals Live-Action Yu Yu Hakusho’s Kurama

IGN can exclusively reveal that Netflix has announced its casting of Kurama in the upcoming live action Yu Yu Hakusho series. The beloved fox demon will be played by Japanese actor and voice artist Jun Shison.

Kurama's character in the original manga and anime is one of the most popular and beloved among fans. He's a fox demon that, after being wounded, put his spirit into a newborn human to recover and, over time, became fond of his human mother.

He first meets protagonist Yusuke after Kurama steals a mirror that can grant wishes with the intent of using it to save his ill mother. Later, he joins up with Yusuke to battle against his former comrade Hiei, and fights alongside him in multiple arcs after that including the rescue of ice apparition Yukina and the Dark Tournament. He's known for his ability to transform into his silver-haired fox demon form, as well as his signature Rose Whip attack.

“The original work has been popular for more than 30 years now and I am sure that many people think very highly- and have their own interpretation of it. We are all working together to create the best series we can, with everything that we can express in this day and age here in Japan. I hope you will enjoy it!" Kurama says.

Jun Shison is a part of the D2 Japanese actor group, and has played a number of voice and acting roles over the years in numerous anime and adaptations going back to 2011. He's known for portraying Kōmei Sakakibara in 2017's Battle of Supreme High, and more recently he played Masa in The Way of the Househusband (both the TV series and the 2022 film), and Hibiki in Bubble.

Netflix first announced its live action adaptation of the popular manga late last year alongside a number of other anime investments. Yu Yu Hakusho currently isn't slated for release until December 2023, so we've got a while to wait, but the original anime is still available on the streaming service to tide us over until then.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Netflix Reveals Live-Action Yu Yu Hakusho’s Kurama

IGN can exclusively reveal that Netflix has announced its casting of Kurama in the upcoming live action Yu Yu Hakusho series. The beloved fox demon will be played by Japanese actor and voice artist Jun Shison.

Kurama's character in the original manga and anime is one of the most popular and beloved among fans. He's a fox demon that, after being wounded, put his spirit into a newborn human to recover and, over time, became fond of his human mother.

He first meets protagonist Yusuke after Kurama steals a mirror that can grant wishes with the intent of using it to save his ill mother. Later, he joins up with Yusuke to battle against his former comrade Hiei, and fights alongside him in multiple arcs after that including the rescue of ice apparition Yukina and the Dark Tournament. He's known for his ability to transform into his silver-haired fox demon form, as well as his signature Rose Whip attack.

“The original work has been popular for more than 30 years now and I am sure that many people think very highly- and have their own interpretation of it. We are all working together to create the best series we can, with everything that we can express in this day and age here in Japan. I hope you will enjoy it!" Kurama says.

Jun Shison is a part of the D2 Japanese actor group, and has played a number of voice and acting roles over the years in numerous anime and adaptations going back to 2011. He's known for portraying Kōmei Sakakibara in 2017's Battle of Supreme High, and more recently he played Masa in The Way of the Househusband (both the TV series and the 2022 film), and Hibiki in Bubble.

Netflix first announced its live action adaptation of the popular manga late last year alongside a number of other anime investments. Yu Yu Hakusho currently isn't slated for release until December 2023, so we've got a while to wait, but the original anime is still available on the streaming service to tide us over until then.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Soulframe Is the Next Game From Warframe’s Digital Extremes and It’s Inspired by Princess Mononoke

Soulframe is the next game from Warframe developers Digital Extremes, and this new project that is inspired by Studio Ghibli's Princess Mononoke looks to be the "mirror universe version of Warframe" set in a fantasy world.

As reported by The Washington Post, Soulframe was announced during TennoCon 2022 and is being led by Steve Sinclair, the director of Warframe who is stepping down from his current role to help bring this new adventure to life.

Soulframe is a free-to-play open-world adventure that is "heavily influenced by themes of nature, restoration, and exploration" alongside such works as Princess Mononoke and The NeverEnding Story. These inspirations will help the team build a world that is "the collision between industry and nature. In service of that, the world will show its displeasure toward players who occupy it."

“The conceit [in ‘Soulframe’] is that the world itself is a little angry about what’s been done to it, and the grounds underneath tend to shift throughout the day,” said creative director Geoff Crookes. “So there’s going to be proceduralism within the cave networks and crevasses and so on underneath the world.”

The game is still very early in development, but Sinclair notes that it will share Warframe's focus on cooperative player-vs-environment combat and procedurally generated environments. Furthermore, Soulframe will be a "suitably strange take on fantasy" and will differ from Warframe's "flesh-mech-powered spin on the sci-fi genre."

The differences don't just end there either.

"Where ‘Warframe’ is focused on shooting, this one’s focused on melee,” Sinclair said. “Where ‘Warframe’ is super fast and crazy high-speed, this one’s going to be a lot more slow and heavy. But it still has a lot of similarities to the genre that we have experience in.”

Soulframe looks to have a very open hub world which will be similar to Warframe's newer open-world planets, but it will have a greater focus on exploration that its predecessor. The team also wants to make it "feel more alive to players on a moment-to-moment basis."

Given the game is called Soulframe, it may seem as though Digital Extremes is also taking inspiration from FromSoftware's Dark Souls or Elden Ring. However, that wasn't the plan they originally laid out.

"I think it certainly isn’t an inspiration for the initial ideas or what we wanted to do,” Sinclair said. “Ironically, other titles that were maybe borrowing from ‘Warframe’ might have been some sort of reverse influence. But ‘Elden Ring’ has absolutely been a subject of some conversation — maybe to do with camera, maybe to do with how excellent their combat pacing is. And you know, screw those guys, because damn, ['Elden Ring'] was absolutely fantastic.”

The "basic concepts" for Soulframe began floating around the studio in 2019, and a very small team comprised of mainly artists had been the only ones working on it up until this February. So, why did Digital Extremes decide to announce the game now?

“Our work has been extremely community driven,” Sinclair said. “It feels disingenuous not to tell [players] about changes and who’s leading ‘Warframe.’ It’s way too early to announce ‘Soulframe,’ actually! But in terms of transparency and making sure they understand how we think, we tend to be a lot more open … than most studios.”

Sinclair and Crookes also said they don't plan to go silent for years as some games announced too early tend to do, and instead they plan on giving fans a "look behind the curtain" as soon as possible. Furthermore, "Digital Extremes die-hards will get to play a version of 'Soulframe' within a year."

“The thing we want to try is to do similar to ‘Warframe,’ which is, ‘Hey, watch us make the game and get your hands on the rough bits and tell us how you feel,’ ” Sinclair said.

For those interested in learning more about Soulframe, be sure to head over to the game's official website. While you have to solve a small puzzle to gain access, the website features a few images and a way to sign up for updates.

In addition to learning more about the game as new details are revealed, fans can also reserve their Envoy's Title (in-game display name) and instantly get the Alca's Eye item when the game launches.

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.

Soulframe Is the Next Game From Warframe’s Digital Extremes and It’s Inspired by Princess Mononoke

Soulframe is the next game from Warframe developers Digital Extremes, and this new project that is inspired by Studio Ghibli's Princess Mononoke looks to be the "mirror universe version of Warframe" set in a fantasy world.

As reported by The Washington Post, Soulframe was announced during TennoCon 2022 and is being led by Steve Sinclair, the director of Warframe who is stepping down from his current role to help bring this new adventure to life.

Soulframe is a free-to-play open-world adventure that is "heavily influenced by themes of nature, restoration, and exploration" alongside such works as Princess Mononoke and The NeverEnding Story. These inspirations will help the team build a world that is "the collision between industry and nature. In service of that, the world will show its displeasure toward players who occupy it."

“The conceit [in ‘Soulframe’] is that the world itself is a little angry about what’s been done to it, and the grounds underneath tend to shift throughout the day,” said creative director Geoff Crookes. “So there’s going to be proceduralism within the cave networks and crevasses and so on underneath the world.”

The game is still very early in development, but Sinclair notes that it will share Warframe's focus on cooperative player-vs-environment combat and procedurally generated environments. Furthermore, Soulframe will be a "suitably strange take on fantasy" and will differ from Warframe's "flesh-mech-powered spin on the sci-fi genre."

The differences don't just end there either.

"Where ‘Warframe’ is focused on shooting, this one’s focused on melee,” Sinclair said. “Where ‘Warframe’ is super fast and crazy high-speed, this one’s going to be a lot more slow and heavy. But it still has a lot of similarities to the genre that we have experience in.”

Soulframe looks to have a very open hub world which will be similar to Warframe's newer open-world planets, but it will have a greater focus on exploration that its predecessor. The team also wants to make it "feel more alive to players on a moment-to-moment basis."

Given the game is called Soulframe, it may seem as though Digital Extremes is also taking inspiration from FromSoftware's Dark Souls or Elden Ring. However, that wasn't the plan they originally laid out.

"I think it certainly isn’t an inspiration for the initial ideas or what we wanted to do,” Sinclair said. “Ironically, other titles that were maybe borrowing from ‘Warframe’ might have been some sort of reverse influence. But ‘Elden Ring’ has absolutely been a subject of some conversation — maybe to do with camera, maybe to do with how excellent their combat pacing is. And you know, screw those guys, because damn, ['Elden Ring'] was absolutely fantastic.”

The "basic concepts" for Soulframe began floating around the studio in 2019, and a very small team comprised of mainly artists had been the only ones working on it up until this February. So, why did Digital Extremes decide to announce the game now?

“Our work has been extremely community driven,” Sinclair said. “It feels disingenuous not to tell [players] about changes and who’s leading ‘Warframe.’ It’s way too early to announce ‘Soulframe,’ actually! But in terms of transparency and making sure they understand how we think, we tend to be a lot more open … than most studios.”

Sinclair and Crookes also said they don't plan to go silent for years as some games announced too early tend to do, and instead they plan on giving fans a "look behind the curtain" as soon as possible. Furthermore, "Digital Extremes die-hards will get to play a version of 'Soulframe' within a year."

“The thing we want to try is to do similar to ‘Warframe,’ which is, ‘Hey, watch us make the game and get your hands on the rough bits and tell us how you feel,’ ” Sinclair said.

For those interested in learning more about Soulframe, be sure to head over to the game's official website. While you have to solve a small puzzle to gain access, the website features a few images and a way to sign up for updates.

In addition to learning more about the game as new details are revealed, fans can also reserve their Envoy's Title (in-game display name) and instantly get the Alca's Eye item when the game launches.

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.

Unity CEO John Riccitiello Apologizes For Calling Devs Not Focusing on Monetization the ‘Biggest F****** Idiots’

Former EA CEO and current Unity CEO John Riccitiello has apologized for calling game developers who don't focus on implementing monetization early on in the creative process some of the "biggest f****** idiots."

Riccitiello shared the apology on Twitter and clarified his comments regarding these devs he called both the "most beautiful and pure, brilliant people" and "some of the biggest f****** idiots."

"I want to talk about both what I said in the interview, and my follow up tweet," Riccitiello wrote. "I'm going to start with an apology. My word choice was crude. I am sorry. I am listening and I will do better.

"What I can do, perhaps, is provide more on what I was thinking when I did the interview. What I would have said if I had taken great care.

"First -- I have great respect for game developers. The work they do is amazing. The creativity can be incredible whether on a AAA console, mobile or indie game, designed to be played by millions. Or a creative project, a game made just for the sheer joy of it.

"Second -- one thing I have seen is that most game devs work incredibly hard and want people to play their game. To enjoy it. And, when appropriate for players to engage deeply. For the game devs I have worked most closely with there is often anxiety about whether players will love the game and appreciate all the work and love that went into making it.

"Third -- Sometimes all a game developer wants is to have a handful of friends enjoy the game. Art for art sake and art for friends. Others want player $ to buy the game or game items so they can make a living. Both of these motivations are noble.

"Fourth -- What I was trying to say, and clearly failed at saying, is that there are better ways for game developers to get an early read on what players think of their game. To learn from their feedback. And, if the developer wants, to adjust the game based on this feedback. It's a choice to listen and act or just to listen. Again, both are very valid choices.

"If I had been smarter in choosing my words I would have just said this... we are working to provide developers with tools so they can better understand what their players think, and it is up to them to act or not, based on this feedback.

"Anyway, that's it. Lots of words. And a sentence that I wish I had never said."

Riccitiello received a lot of negative feedback on his comments, including from Last Night developer Tim Sore who tweeted that he was "destroying the Unity we all loved."

For more on monetizing games and microtransactions, check out our look at how loot box and microtransactions addiction destroys lives and Valve's thoughts on microtransactions and their place in the industry.

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.

Unity CEO John Riccitiello Apologizes For Calling Devs Not Focusing on Monetization the ‘Biggest F****** Idiots’

Former EA CEO and current Unity CEO John Riccitiello has apologized for calling game developers who don't focus on implementing monetization early on in the creative process some of the "biggest f****** idiots."

Riccitiello shared the apology on Twitter and clarified his comments regarding these devs he called both the "most beautiful and pure, brilliant people" and "some of the biggest f****** idiots."

"I want to talk about both what I said in the interview, and my follow up tweet," Riccitiello wrote. "I'm going to start with an apology. My word choice was crude. I am sorry. I am listening and I will do better.

"What I can do, perhaps, is provide more on what I was thinking when I did the interview. What I would have said if I had taken great care.

"First -- I have great respect for game developers. The work they do is amazing. The creativity can be incredible whether on a AAA console, mobile or indie game, designed to be played by millions. Or a creative project, a game made just for the sheer joy of it.

"Second -- one thing I have seen is that most game devs work incredibly hard and want people to play their game. To enjoy it. And, when appropriate for players to engage deeply. For the game devs I have worked most closely with there is often anxiety about whether players will love the game and appreciate all the work and love that went into making it.

"Third -- Sometimes all a game developer wants is to have a handful of friends enjoy the game. Art for art sake and art for friends. Others want player $ to buy the game or game items so they can make a living. Both of these motivations are noble.

"Fourth -- What I was trying to say, and clearly failed at saying, is that there are better ways for game developers to get an early read on what players think of their game. To learn from their feedback. And, if the developer wants, to adjust the game based on this feedback. It's a choice to listen and act or just to listen. Again, both are very valid choices.

"If I had been smarter in choosing my words I would have just said this... we are working to provide developers with tools so they can better understand what their players think, and it is up to them to act or not, based on this feedback.

"Anyway, that's it. Lots of words. And a sentence that I wish I had never said."

Riccitiello received a lot of negative feedback on his comments, including from Last Night developer Tim Sore who tweeted that he was "destroying the Unity we all loved."

For more on monetizing games and microtransactions, check out our look at how loot box and microtransactions addiction destroys lives and Valve's thoughts on microtransactions and their place in the industry.

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.