Peacemaker: James Gunn Has a Lot of Unused Footage of the Big Cameo

James Gunn successfully wrapped the first season of Peacemaker and it ended with a pretty surprising cameo. But according to Gunn, there was a lot of unused leftovers from this scene.

Spoiler warning for the first season of Peacemaker below.

A fun cameo scene connected Peacemaker to the wider DC Universe when some of the Justice League’s biggest hitters showed up in the John Cena-starring DC vehicle. While this included Superman, Wonder Woman, Aquaman, and The Flash, only Jason Momoa and Ezra Miller actually appeared in person.

And while the two were used to great comedic effect, Gunn says Miller riffed the scene and produced nearly 20 minutes worth of material.

“I have tons of stuff I didn’t use,” Gunn tells Total Film. “Ezra went on — and I’m not kidding — for 16 minutes about Aquaman having sex with fish. It was really funny.”

During the scene, the Justice League shows up to save the world, but Cena’s Peacemaker has already finished the job. Peacemaker then tells Aquaman to, uh, go back to the fishes which Aquaman angrily says is just a rumor.

Miller’s The Flash says otherwise, however.

“It was done through pure force of will on my part, or really pushing it to happen,” Gunn says of the scene. Luckily Gunn also says the next season will keep Peacemaker connected to the DCEU through the movies and other HBO Max shows.

Check out IGN’s review of Peacemaker for our take on one of the most surprising, and fun, outings in the DC universe.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

PlayStation Will Keep Making Single-Player Games as Live-Service Ambitions Expand

With PlayStation's acquisition of Haven earlier this week, the platform holder is pushing deeper into the live-service space. But PlayStation reiterates that it will continue to create the premier single-player games that it has been known for these last few years.

In an interview with GamesIndustry.biz, head of PlayStation Studios Herman Hulst says, "Obviously we will always carry on making these single-player narrative-based games such as Ghost of Tsushima, The Last of Us, and Horizon Forbidden West."

He continued, explaining, "But you've spotted correctly that we have invested in live service games, because that's incredibly exciting for us. It allows us to build larger worlds, it allows us to create really meaningful social connections between players."

Hulst also notes that PlayStation still has plenty of single-player games in development or in conceptualism, but the Haven acquisition provides an opportunity to add a studio that specializes in live service games to the overall portfolio.

Haven Studio head Jade Raymond says that she's excited to make a PS5 exclusive game, considering PlayStation's track record with high-scoring first-party titles. "PlayStation has its own unique secret sauce to getting to those amazing games. It's not by chance that you see so many 90+ blockbusters [from Sony]," she explains. "It's because they do something a little differently, and that's been the thing that we've experienced over the last year."

While PlayStation is still committed to creating single-player games, it's also hoping to put out at least 10 live-service ones by March 2026. Sony's surprise acquisition of Bungie last month is also a step towards that goal.

George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey

PlayStation Will Keep Making Single-Player Games as Live-Service Ambitions Expand

With PlayStation's acquisition of Haven earlier this week, the platform holder is pushing deeper into the live-service space. But PlayStation reiterates that it will continue to create the premier single-player games that it has been known for these last few years.

In an interview with GamesIndustry.biz, head of PlayStation Studios Herman Hulst says, "Obviously we will always carry on making these single-player narrative-based games such as Ghost of Tsushima, The Last of Us, and Horizon Forbidden West."

He continued, explaining, "But you've spotted correctly that we have invested in live service games, because that's incredibly exciting for us. It allows us to build larger worlds, it allows us to create really meaningful social connections between players."

Hulst also notes that PlayStation still has plenty of single-player games in development or in conceptualism, but the Haven acquisition provides an opportunity to add a studio that specializes in live service games to the overall portfolio.

Haven Studio head Jade Raymond says that she's excited to make a PS5 exclusive game, considering PlayStation's track record with high-scoring first-party titles. "PlayStation has its own unique secret sauce to getting to those amazing games. It's not by chance that you see so many 90+ blockbusters [from Sony]," she explains. "It's because they do something a little differently, and that's been the thing that we've experienced over the last year."

While PlayStation is still committed to creating single-player games, it's also hoping to put out at least 10 live-service ones by March 2026. Sony's surprise acquisition of Bungie last month is also a step towards that goal.

George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey

Devolver Co-Founder Announces Annual Mental Health Game Jam

An annual mental health game gam is coming soon, and will aim to create game concepts that could help treat and destigmatize mental health issues.

The new event from Global Game Jam (in partnership with DeepWell Digital Therapeutics, the new company from Devolver co-founder Mike Wilson) challenges developers to create games that use themes and mechanics that can be utilized in mental wellness treatment.

“The environment of a game jam is the perfect place for exploring and experimenting with new ideas and approaches to problem-solving,” said Global Game Jam executive director, Kate Edwards. “As the world’s largest game jam event, the Global Game Jam is thrilled to see our community create games around this critical topic.”

The first annual DeepWell DTx Mental Health Game Jam officially starts on May 1 (although participants can join at any time after that) and will run for several weeks, until May 22.

The aim of the new event is to acknowledge and further the role of game developers in identifying and treating mental health challenges – tapping into the power of play for the benefit of mental wellbeing.

Participants will be asked to create games that:

  • Demonstrate how video game themes and mechanics can be utilized as treatment mechanisms.
  • Help dispel misconceptions and social stigma related to openly discussing and addressing mental health issues.
  • Build communities that work to connect and support those suffering from stress, anxiety, and depression.

Entrants must submit their games by May 22, 2022, with all development teams registered using this form.

All games submitted to the DeepWell DTx Mental Health Game Jam will be promoted and fully playable via Global Game Jam’s itch.io page.

“Don’t miss this opportunity to explore this critical theme through games and educate the world about the importance of mental health and wellness,” reads an official statement.

It sounds like a great opportunity to get create while also helping push forward the use of games and play when it comes to addressing mental health challenges. Prizes for the Game Jam’s top games are to be announced.

DeepWell itself was announced last week, a new games publisher explicitly dedicated to both developing and publishing games that provide proven health benefits.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Devolver Co-Founder Announces Annual Mental Health Game Jam

An annual mental health game gam is coming soon, and will aim to create game concepts that could help treat and destigmatize mental health issues.

The new event from Global Game Jam (in partnership with DeepWell Digital Therapeutics, the new company from Devolver co-founder Mike Wilson) challenges developers to create games that use themes and mechanics that can be utilized in mental wellness treatment.

“The environment of a game jam is the perfect place for exploring and experimenting with new ideas and approaches to problem-solving,” said Global Game Jam executive director, Kate Edwards. “As the world’s largest game jam event, the Global Game Jam is thrilled to see our community create games around this critical topic.”

The first annual DeepWell DTx Mental Health Game Jam officially starts on May 1 (although participants can join at any time after that) and will run for several weeks, until May 22.

The aim of the new event is to acknowledge and further the role of game developers in identifying and treating mental health challenges – tapping into the power of play for the benefit of mental wellbeing.

Participants will be asked to create games that:

  • Demonstrate how video game themes and mechanics can be utilized as treatment mechanisms.
  • Help dispel misconceptions and social stigma related to openly discussing and addressing mental health issues.
  • Build communities that work to connect and support those suffering from stress, anxiety, and depression.

Entrants must submit their games by May 22, 2022, with all development teams registered using this form.

All games submitted to the DeepWell DTx Mental Health Game Jam will be promoted and fully playable via Global Game Jam’s itch.io page.

“Don’t miss this opportunity to explore this critical theme through games and educate the world about the importance of mental health and wellness,” reads an official statement.

It sounds like a great opportunity to get create while also helping push forward the use of games and play when it comes to addressing mental health challenges. Prizes for the Game Jam’s top games are to be announced.

DeepWell itself was announced last week, a new games publisher explicitly dedicated to both developing and publishing games that provide proven health benefits.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

John Romero Remembers How Sierra On-Line Nearly Acquired id Software In One Of Gaming’s Biggest “What-Ifs”

What if King's Quest developer Sierra On-Line had purchased id Software before it had a chance to make DOOM? It's a fascinating "what-if" in gaming history, and it might have happened if Sierra founder Ken Williams hadn't balked at the extra $100,000 needed to close the deal.

John Romero, who founded id Software and played a key role in designing DOOM, related the story of Sierra's near-acquisition during a talk earlier today at GDC 2022. In the course of discussing the development of Wolfenstein 3D — which was completed in less than six months — Romero took a detour to recall Sierra's offer to purchase id Software.

According to Romero, id Software came to Sierra's attention after Romero sent Ken and Roberta Williams a copy of one of the studio's Commander Keen games. Ken Williams was impressed and invited the id Software to California to "talk business."

At the time Sierra On-line was a PC development powerhouse, having found great success with the King's Quest series and a host of other releases in the mid-to-late 1980s. Romero recalls being impressed by Sierra's picturesque studio, which had more than 200 developers and was nestled in a town not far from Yosemite National Park. By contrast, id Software had just four employees.

The id Software showed Ken Williams an early version of Wolfenstein 3D, and Romero recalls being "dumbfounded" by his response.

"After about 30 seconds of watching, he wanted to show me the new game they were working on, Red Baron Online," Romero said. "I was dumbfounded. Like, here's the future, the start of a new genre: the first-person shooter. And Ken could not pay it any notice."

Williams, for his part, was reportedly shocked to hear that id Software was making $50,000 per month from its shareware model, which was exploding in popularity in the early 90s. He offered to acquire id Software for $2.5 million in company stock.

Romero says id Software was thrilled by the offer, but decided to ask for an extra $100,000 in cash up front.

"Ken thought about it for a second, then he was like, 'No thanks, but good luck with everything.' So the 100k was a little too rich for him," Romero says.

Wildly diverging destinies

The destinies of Sierra On-Line and id Software diverged wildly after that encounter. Just a few years later, Sierra On-Line was acquired by CUC International, which put it on the path toward collapse and closure. In the meantime, id Software made DOOM, which propelled it into the ranks of the most famous studios ever, later to be acquired by Bethesda and eventually, Xbox.

Had id Software decided to go forward with the deal, it may have met the fate of Red Baron developer Dynamix, which was shuttered amid a restructuring effort in 2001. Either that, or the success of DOOM might have pushed Sierra On-Line away from its fateful acquisition. Either way, gaming history might have been very different.

As it happens, Ken and Roberta Williams recently returned to the games industry after a lengthy hiatus. They are currently working on Colossal Cave 3D — a massive update of the classic 1970s text adventure. As for Romero, he recently made a new level for DOOM 2 with all proceeds aiding refugees from the Ukraine conflict.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

John Romero Remembers How Sierra On-Line Nearly Acquired id Software In One Of Gaming’s Biggest “What-Ifs”

What if King's Quest developer Sierra On-Line had purchased id Software before it had a chance to make DOOM? It's a fascinating "what-if" in gaming history, and it might have happened if Sierra founder Ken Williams hadn't balked at the extra $100,000 needed to close the deal.

John Romero, who founded id Software and played a key role in designing DOOM, related the story of Sierra's near-acquisition during a talk earlier today at GDC 2022. In the course of discussing the development of Wolfenstein 3D — which was completed in less than six months — Romero took a detour to recall Sierra's offer to purchase id Software.

According to Romero, id Software came to Sierra's attention after Romero sent Ken and Roberta Williams a copy of one of the studio's Commander Keen games. Ken Williams was impressed and invited the id Software to California to "talk business."

At the time Sierra On-line was a PC development powerhouse, having found great success with the King's Quest series and a host of other releases in the mid-to-late 1980s. Romero recalls being impressed by Sierra's picturesque studio, which had more than 200 developers and was nestled in a town not far from Yosemite National Park. By contrast, id Software had just four employees.

The id Software showed Ken Williams an early version of Wolfenstein 3D, and Romero recalls being "dumbfounded" by his response.

"After about 30 seconds of watching, he wanted to show me the new game they were working on, Red Baron Online," Romero said. "I was dumbfounded. Like, here's the future, the start of a new genre: the first-person shooter. And Ken could not pay it any notice."

Williams, for his part, was reportedly shocked to hear that id Software was making $50,000 per month from its shareware model, which was exploding in popularity in the early 90s. He offered to acquire id Software for $2.5 million in company stock.

Romero says id Software was thrilled by the offer, but decided to ask for an extra $100,000 in cash up front.

"Ken thought about it for a second, then he was like, 'No thanks, but good luck with everything.' So the 100k was a little too rich for him," Romero says.

Wildly diverging destinies

The destinies of Sierra On-Line and id Software diverged wildly after that encounter. Just a few years later, Sierra On-Line was acquired by CUC International, which put it on the path toward collapse and closure. In the meantime, id Software made DOOM, which propelled it into the ranks of the most famous studios ever, later to be acquired by Bethesda and eventually, Xbox.

Had id Software decided to go forward with the deal, it may have met the fate of Red Baron developer Dynamix, which was shuttered amid a restructuring effort in 2001. Either that, or the success of DOOM might have pushed Sierra On-Line away from its fateful acquisition. Either way, gaming history might have been very different.

As it happens, Ken and Roberta Williams recently returned to the games industry after a lengthy hiatus. They are currently working on Colossal Cave 3D — a massive update of the classic 1970s text adventure. As for Romero, he recently made a new level for DOOM 2 with all proceeds aiding refugees from the Ukraine conflict.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Oscar Isaac Gives an Update on Metal Gear Solid Movie: ‘We’re Searching Like Solid Snake’

Oscar Isaac has given an update on the live-action Metal Gear Solid movie where he’s set to star as Solid Snake.

During the red carpet premiere for the upcoming Disney Plus Marvel series, Moon Knight, IGN asked Isaac if there was any movement on the Metal Gear Solid movie. The Metal Gear Solid movie was announced back in 2020 but has not been heard of since.

“We’re searching, we’re searching like Solid Snake,” Isaac said. “We’re climbing through air ducts, we’re looking for the story.”

Kong: Skull Island director Jordan Vogt-Roberts has been attached to direct a Metal Gear Solid movie since as far back as 2015. Vogt-Roberts and Metal Gear creator Hideo Kojima are close friends, with Vogt-Roberts having appeared in Kojima’s Death Stranding in a cameo. Getting a “Kojima-san version” of the movie is one of Vogt-Roberts’ biggest priorities.

In 2018, during another IGN interview, Oscar Isaac confirmed his interest to play Solid Snake. “Metal Gear Solid, that’s the one… I’m throwing my hat in for that one,” Isaac told IGN while promoting the Netflix film Triple Frontier.

Following the interview, Vogt-Roberts revealed Oscar Isaac was his preferred casting for Solid Snake as well and shared a photoshop of Isaac as the character created by artist BossLogic.

The dream was finally real in 2020 when Isaac was cast as Snake in the Metal Gear Solid movie, but it still appears a ways away. With Isaac telling IGN that the Metal Gear Solid team is still looking for a story, the film still sounds like it’s in development.

There hasn’t been a new Metal Gear Solid game since Kojima left Konami in 2015. Since then, Kojima has started a new video game studio, Kojima Productions, and released their first game Death Stranding. Check out IGN’s review of Death Stranding here.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

Oscar Isaac Gives an Update on Metal Gear Solid Movie: ‘We’re Searching Like Solid Snake’

Oscar Isaac has given an update on the live-action Metal Gear Solid movie where he’s set to star as Solid Snake.

During the red carpet premiere for the upcoming Disney Plus Marvel series, Moon Knight, IGN asked Isaac if there was any movement on the Metal Gear Solid movie. The Metal Gear Solid movie was announced back in 2020 but has not been heard of since.

“We’re searching, we’re searching like Solid Snake,” Isaac said. “We’re climbing through air ducts, we’re looking for the story.”

Kong: Skull Island director Jordan Vogt-Roberts has been attached to direct a Metal Gear Solid movie since as far back as 2015. Vogt-Roberts and Metal Gear creator Hideo Kojima are close friends, with Vogt-Roberts having appeared in Kojima’s Death Stranding in a cameo. Getting a “Kojima-san version” of the movie is one of Vogt-Roberts’ biggest priorities.

In 2018, during another IGN interview, Oscar Isaac confirmed his interest to play Solid Snake. “Metal Gear Solid, that’s the one… I’m throwing my hat in for that one,” Isaac told IGN while promoting the Netflix film Triple Frontier.

Following the interview, Vogt-Roberts revealed Oscar Isaac was his preferred casting for Solid Snake as well and shared a photoshop of Isaac as the character created by artist BossLogic.

The dream was finally real in 2020 when Isaac was cast as Snake in the Metal Gear Solid movie, but it still appears a ways away. With Isaac telling IGN that the Metal Gear Solid team is still looking for a story, the film still sounds like it’s in development.

There hasn’t been a new Metal Gear Solid game since Kojima left Konami in 2015. Since then, Kojima has started a new video game studio, Kojima Productions, and released their first game Death Stranding. Check out IGN’s review of Death Stranding here.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

The Final Season of Pacific Rim: The Black Has a Premiere Date

Pacific Rim: The Black's second and final season is coming to Netflix on April 19.

The streaming service and producer Legendary Television announced the release date today alongside a selection of new images from the new series which you can check out below.

Netflix didn't confirm the number of episodes in season two, though it will likely match the seven in season one which was released in March last year.

It did offer a plot synopsis, however, saying that the story is far from over. "Our brave siblings Taylor and Hayley still hope to reach the safety of Sydney aboard Atlas Destroyer, the scaled-down training Jaeger left behind when Australia was evacuated," it said.

"With teenage assassin Mei and the mysterious human/kaiju hybrid bOy joining Taylor and Hayley, this makeshift family must cross a dangerous territory controlled by the bloodthirsty cult Sisters of the Kaiju.

"These zealots, led by the enigmatic High Priestess, are convinced that bOy is their long-awaited Messiah and will stop at nothing to indoctrinate him into their dark circle – something Hayley would sacrifice everything to prevent."

Despite the Netflix show ending, fans looking for more Pacific Rim can find it in the standalone graphic novel that serves as a prequel to the series.

In our 7/10 review of the first season, IGN said: "Pacific Rim: The Black may take a few episodes to kick in fully, but once you wholly acclimate yourself to these visuals and this tone - which is a bit more emotionally catastrophic (and less popcorn-y) than the films - it's a rewarding continuation, and extrapolation, of the franchise."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.