Harry Potter Reunion Special Accidentally Used a Young Photo of Emma Roberts Instead of Emma Watson

Harry Potter 20th Anniversary: Return to Hogwarts is a wonderful look back at beloved films, but a small error caught the eye of wizards and muggles alike as a picture of Emma Roberts was accidentally used instead of one for Emma Watson.

As reported by TheWrap, Watson, who played Hermione Granger in all eight films, recalled how much of an impact the novels had on her own family when she was eight years old. As she was speaking, a photo of a young Emma was shown, but it was the wrong Emma.

Instead, a photo of Scream Queens and American Horror Story's Emma Roberts popped up. Social media users like @vee_delmonico99 noticed the error and posted a side-by-side of the scene from the special and an old picture of Roberts that she posted on Instagram years ago.

The producers of the special were quick to respond and have already replaced the image with one of a young Emma Watson.

"Well spotted Harry Potter fans! You brought an editing mistake of a mislabeled photograph to our attention. New version is up now," A statement to TheWrap read.

That small mistake aside, the special is well-worth a look for fans of the films. In our Harry Potter 20th Anniversary: Return to Hogwarts review, we said that it "is a charming look back at a decade of Harry Potter movies, featuring headlining cast members, an inviting atmosphere, and a lot of love and laughter."

Just add this mistake to the long list of other pop culture gaffes, including the infamous Starbucks cup from Game of Thrones' final season.

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.

Morbius Delayed to April 2022

Sony Pictures has delayed Morbius from January 28, 2022, to April 1, 2022.

Morbius stars Jared Leto as the anti-hero Dr. Michael Morbius. After being diagnosed with a rare blood disorder, he is determined to save himself and others and, while he seems to have found a cure, it has come at a horrible price and "a darkness inside him is unleashed."

Morbius is no stranger to delays, as the Marvel and Sony film was originally set to be released in theaters on July 31, 2020. Thanks to the COVID-19 pandemic, Morbius was delayed from March 2021 to October 2021 to January 21, 2022, to January 28, 2022, and now, to April 1, 2022.

Life's Daniel Espinosa is directing Morbius, with Matt Sazama and Burk Sharpless leading the screen story and screenplay. Alongside Leto, Matt Smith, Adria Arjona, Jared Harris, Al Magrigal, and Tyrese Gibson are part of the cast.

A big question many have is which universe Morbius is actually part of. This question only grew following the second Morbius trailer that had two mentions of Venom, Oscorp Tower, The Daily Bugle, Spider-Man graffiti, and even an appearance by Michael Keaton's Vulture - who is part of the MCU via Spider-Man: Homecoming.

For more, check out our explainer of the anti-hero, all the exciting details out of our set visit, including how Morbius created a fighting style for the living vampire, and our exclusive action sequence breakdown with Jared Leto himself.

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.

Mortal Kombat 11 and Final Fantasy 12 Lead January 2022’s PlayStation Now Games

PlayStation has announced six new games for PlayStation Now, including Mortal Kombat 11 and Final Fantasy XII: The Zodiac Age. The games will join PS Now's library tomorrow, January 4, and the full list of additions is as follows:

  • Mortal Kombat 11
  • Final Fantasy XII: The Zodiac Age
  • Fury Unleashed
  • Unturned
  • Super Time Force Ultra
  • Kerbal Space Program: Enhanced Edition

Mortal Kombat 11 released back in 2019, and we called it amazing in our Mortal Kombat 11 review, saying, "It’s a rare fighting game that hits just about every note as strongly as Mortal Kombat 11 does."

Final Fantasy XII: The Zodiac Age is a well-received entry in Square Enix's long-running RPG juggernaut franchise. This title is known for its gambit system, that allows the player to better control their characters' moves in combat. We called the game great, saying, "Final Fantasy XII’s relatable roleplaying adventure has aged remarkably well, and The Zodiac Age remaster improves it further in meaningful ways."

Fury Unleashed is a roguelike shooter that takes place in an ever-changing comic book. The game supports co-op both locally and online. Unturned takes inspiration from Minecraft, but it combines the open-world sandbox with zombie-infested ruins, and you can work to survive with up to 24 players. Super Time Force Ultra is a time-traveling platformer while, lastly, Kerbal Space Program players can work to assemble a fully-functional space craft. Again, all of these games hit the service tomorrow, January 4.

PS Now is currently the closest thing Sony has to Microsoft's Xbox Game Pass, but it's possible that could change sometime soon. According to reports from last month, Sony is working on a competing Xbox Game Pass service for PlayStation.

Logan Plant is a freelance writer for IGN. You can find him on Twitter at @LoganJPlant

Patton Oswalt Predicted the Opening of The Book of Boba Fett on Parks and Recreation Years Ago

SPOILERS follow for the beginning of the first episode of The Book of Boba Fett!

Ratatouille's Patton Oswalt appeared on Parks and Recreation nearly nine years ago and incredibly predicted the opening of The Book of Boba Fett.

As reported by Collider, Oswalt's Garth Blunden - on Season 5, Episode 19 of Parks and Recreation - uses his dream scenario for how Boba Fett escaped certain death after falling in the Sarlacc pit as a filibuster. What he surely didn't realize at the time was just how right he was.

In the premiere episode of The Book of Boba Fett, the very first scene goes down exactly how Oswalt's Blunden describes. You can see the side-by-side here thanks to @LightsCameraPod.

"We pan down from the twin suns of Tatooine," Oswalt said. "We are now close on the mouth of the Sarlacc pit. After a beat, the gloved Mandalorian armor gauntlet of Boba Fett grabs on to the sand outside the Sarlacc pit, and the feared bounty hunter pulls himself from the maw of the sand beast."

Oswalt himself acknowledged the similarities between the two by retweeting @LightsCameraPod's tweet, saying, "to say I'm touched it putting it lightly. And yeah, #BookofBobaFett ROCKS. YOU'RE WELCOME."

Perhaps even more impressive is the fact that Oswalt mostly came up with this filibuster on the spot. In an interview with Observer, he was asked how much of this speech came from him as opposed to the writers.

"There was nothing in the script," Oswalt said. "All it was was 'Garth starts to begin to filibuster' and they told me 'Just do whatever you want...' They didn’t yell cut so I didn’t want to be unprofessional and stop, so the panic kind of locked in and I guess my response was to dump every bit of Star Wars and pop culture trivia I have in my brain. That’s like my equivalent of a squid emitting ink, I guess."

For more, check out our review of the first episode of The Book of Boba Fett and our look at how exactly he survived that Sarlacc pit.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite Lead Narrative Designer Leaves 343 Industries and Joins Riot Games

In what might be one of the most amusing "I got a new job" posts ever, Halo Infinite lead narrative designer Aaron Linde has announced that he's leaving 343 Industries and joining Riot Games.

Linde announced the news via Twitter, in a tongue-in-cheek video riffing on the "on the next episode" bookends of Neon Genesis Evangelion. Check it out below.

"Bittersweet news to report: I'm departing 343 Industries to pursue a new opportunity in 2022," Linde said in subsequent tweets. "It was a terrifically difficult decision; Halo Infinite will remain one of the proudest achievements of my career for the rest of my life. I'm so grateful to have been a part of it. I want to thank my dear colleagues at 343 for making the best game I've ever worked on, our incredible voice cast for elevating our work in every single line delivery, and our players for joining us on this wild-ass journey. You made 2021 an incredibly special year for me."

Linde is joining Riot Games' research and development division, where the company workshops new game ideas. Riot recently released two new games late last year (The Ruined King and Hextech Mayhem) and similarly revealed future projects like Conv/rgence and Song of Nunu.

Linde got his start as a writer first in games media as an editor for ShackNews and Destructoid, before switching to a content writer role for the Gears of War franchise in 2008. He later wrote story content for Gears of War 3, Middle Earth: Shadow of Mordor, and served as lead writer on Gearbox's Battleborne. He then worked as a narrative designer on Guild Wars 2: Living World before joining Bungie as a writer on Destiny 2: Shadowkeep, and then 343 Industries in mid 2019.

Halo Infinite was a significant diversion from the traditional structure of previous series entries, dropping Master Chief into a semi-open world filled with side missions and non-linear areas. IGN gave the campaign a 9 out of 10, praising it more for gameplay tweaks and updates than the storytelling, but ultimately calling it worth the six-year wait.

Here's what else to expect from Xbox in 2022. On the Riot Games front, Valorant director Joe Ziegler recently left his position to start work on a new secret project at Riot.

Joseph Knoop is a writer/producer/master beef for IGN.

Scientists Discover the First ‘True’ Millipede

Despite the name, no known millipede has a thousand legs, until now.

The name millipede derives from two words, mille meaning a thousand and pes meaning foot. But although the name is meant to convey the sheer number of legs on a millipede, the most legs ever recorded on a species was 750.

A new finding published in Nature Scientific Reports identified a new millipede with over a thousand legs, making it a true millipede. Enter the 1306-legged Eumillipes persephone from western Australia.

The Eumillipes persephone measures .95mm wide and 95.7 mm long, has 330 segments, and feeds through a beak. Check below for an image because it’s gnarly.

As reported by Vice, the Eumillipes persephone was discovered last year when Bruno Buzatto was called to look at an unusually long millipede. Initially, it was believed to be related to a species of leggy millipedes discovered in California called Illacme plenipes, but further research in Virginia under Paul Marek revealed this new millipede was a unique species.

What’s unusual is that the Eumillipes persephone belongs to the order Polyzoniida which was previously recorded to have 400 legs at most.

No need to worry about the true thousand-plus-legged millipede from crawling into your home at night. Unlike centipedes, which can be poisonous and carnivorous, millipedes are detritivores who feed on dead leaves.

While you won’t find a millipede with a thousand legs in it if you’re feeling particularly fascinated by crawlers you can check out IGN’s review of Grounded, Obsidian’s backyard survival game with some pretty nasty insects.

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

BioShock Creator Ken Levine’s Next Game Is Reportedly in ‘Development Hell’

Ken Levine, the acclaimed video game developer behind the BioShock series, began work on his next project with his studio Ghost Story Games around eight years ago. Since then, according to reports from Bloomberg, the game has allegedly entered "development hell" and has seen multiple reboots and changes in direction.

Levine's current project at Ghost Story, which has yet to be officially announced or given a firm release date, has taken much longer than his previous works, including the year-and-a-half it took to develop System Shock 2 and the roughly five years it took to finish BioShock. Obviously, video game development is immensely challenging and each project comes with its own unique challenges, but 15 current and former employees of Ghost Story Games say this is something more - and part of it is due to Levine's leadership style.

Following the closure of Irrational Games in 2014 and the start of Ghost Story Games, the new team began working on a premise Levine was calling a "narrative LEGO." He wanted to create a game that would make sure every person's experience was a unique one. This meant characters reacting differently based on the player's actions and different scenarios playing out each time depending on what was chosen before.

The original plan was to release the game by fall 2017, and it was to be "a sci-fi shooter like BioShock set on a mysterious space station inhabited by three factions." The player's choices would determine how these three factions acted towards them.

Following Levine's success in the past, publisher Take-Two Interactive Software had given him the creative freedom that few others in the games industry have to make this dream a reality. While this "lack of oversight seemed idyllic at first," according to former employees, it would become "detrimental to their work and mental well-being."

Mike Snight, who was one of the ex-Irrational Games developers that Levine chose to help start Ghost Story in 2014, shared a bit of insight into what it was like working with Levine.

“Ken is a very hard person to work for,” Snight says. “I think he tried a lot to change, and he really excels better at this company than Irrational because it is a smaller group of people."

While one employee says that the current team is "optimistic" about the project once again and thinks a release date could be two years away, Snight - and half of the original team - have already left.

"When it continuously goes in cycles and you don’t align anymore, you kind of get tired of being part of that,” Snight says. “I wasn’t really happy anymore.”

One of the biggest problems, according to former staffers, is that Levine wanted to create a AAA experience as ambitious as BioShock with a fraction of those who made it.

While it has served him well in the past and has helped produce successful and beloved games, Levine's drive towards perfection has also led to a myriad of issues for those who went on these journeys with him. As Bloomberg puts it, 'one constant on Levine's projects is that he never seems content." Levine has a history in drama and aimed to be a screenwriter early on, and he was "taught that the process for achieving greatness was to keep rewriting until everything was perfect."

This meant months of work could be discarded if it wasn't up to standards. In 2012, Levine told AusGamers that he "probably cut two games worth of stuff" when developing BioShock Infinite.

This philosophy has extended to Ghost Story's project, and some even say weeks or months of work may be scrapped after Levine's tastes change "after playing a hot indie release, such as the side-scrolling action game Dead Cells or the comic book-inspired shooter Void Bastards, and he insisted some features be overhauled to emulate those games."

Many of these factors contributed to the game not being ready by fall 2017 and, while that may be frustrating for many to hear inside the company and out, one positive did come out of it - "the lax approach to deadlines minimized crunch time, a welcome change from Irrational, three former employees say."

Eight years in, many have wondered how long Take-Two will keep this project going. Levine has apparently told staff that Ghost Story is but a "rounding error" for the publisher of games like Grand Theft Auto, meaning Levine will most likely be given all the time he needs to create a new hit that can succeed at the level BioShock has.

While fans wait for Ghost Story's first game, 2K has also announced that a new BioShock game is in the works from its internal studio Cloud Chamber. However, that project also appears to be a ways away.

Read more on this story at Bloomberg.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

BioShock Creator Ken Levine’s Next Game Is Reportedly in ‘Development Hell’

Ken Levine, the acclaimed video game developer behind the BioShock series, began work on his next project with his studio Ghost Story Games around eight years ago. Since then, according to reports from Bloomberg, the game has allegedly entered "development hell" and has seen multiple reboots and changes in direction.

Levine's current project at Ghost Story, which has yet to be officially announced or given a firm release date, has taken much longer than his previous works, including the year-and-a-half it took to develop System Shock 2 and the roughly five years it took to finish BioShock. Obviously, video game development is immensely challenging and each project comes with its own unique challenges, but 15 current and former employees of Ghost Story Games say this is something more - and part of it is due to Levine's leadership style.

Following the closure of Irrational Games in 2014 and the start of Ghost Story Games, the new team began working on a premise Levine was calling a "narrative LEGO." He wanted to create a game that would make sure every person's experience was a unique one. This meant characters reacting differently based on the player's actions and different scenarios playing out each time depending on what was chosen before.

The original plan was to release the game by fall 2017, and it was to be "a sci-fi shooter like BioShock set on a mysterious space station inhabited by three factions." The player's choices would determine how these three factions acted towards them.

Following Levine's success in the past, publisher Take-Two Interactive Software had given him the creative freedom that few others in the games industry have to make this dream a reality. While this "lack of oversight seemed idyllic at first," according to former employees, it would become "detrimental to their work and mental well-being."

Mike Snight, who was one of the ex-Irrational Games developers that Levine chose to help start Ghost Story in 2014, shared a bit of insight into what it was like working with Levine.

“Ken is a very hard person to work for,” Snight says. “I think he tried a lot to change, and he really excels better at this company than Irrational because it is a smaller group of people."

While one employee says that the current team is "optimistic" about the project once again and thinks a release date could be two years away, Snight - and half of the original team - have already left.

"When it continuously goes in cycles and you don’t align anymore, you kind of get tired of being part of that,” Snight says. “I wasn’t really happy anymore.”

One of the biggest problems, according to former staffers, is that Levine wanted to create a AAA experience as ambitious as BioShock with a fraction of those who made it.

While it has served him well in the past and has helped produce successful and beloved games, Levine's drive towards perfection has also led to a myriad of issues for those who went on these journeys with him. As Bloomberg puts it, 'one constant on Levine's projects is that he never seems content." Levine has a history in drama and aimed to be a screenwriter early on, and he was "taught that the process for achieving greatness was to keep rewriting until everything was perfect."

This meant months of work could be discarded if it wasn't up to standards. In 2012, Levine told AusGamers that he "probably cut two games worth of stuff" when developing BioShock Infinite.

This philosophy has extended to Ghost Story's project, and some even say weeks or months of work may be scrapped after Levine's tastes change "after playing a hot indie release, such as the side-scrolling action game Dead Cells or the comic book-inspired shooter Void Bastards, and he insisted some features be overhauled to emulate those games."

Many of these factors contributed to the game not being ready by fall 2017 and, while that may be frustrating for many to hear inside the company and out, one positive did come out of it - "the lax approach to deadlines minimized crunch time, a welcome change from Irrational, three former employees say."

Eight years in, many have wondered how long Take-Two will keep this project going. Levine has apparently told staff that Ghost Story is but a "rounding error" for the publisher of games like Grand Theft Auto, meaning Levine will most likely be given all the time he needs to create a new hit that can succeed at the level BioShock has.

While fans wait for Ghost Story's first game, 2K has also announced that a new BioShock game is in the works from its internal studio Cloud Chamber. However, that project also appears to be a ways away.

Read more on this story at Bloomberg.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Can Artificial Intelligence Be Ethical? This AI Has Some Thoughts

AI will never be ethical... or will it? Megatron Transformer, an AI developed by the Applied Deep Research team at Nvidia, recently argued both positions and a host of others at the Oxford Union, a historically important debate club.

The AI was trained with the entirety of Wikipedia and 63 million English news articles, as well as "gigabytes worth of Reddit discourse." Afterwards, it was asked to argue the position that AI will never be ethical.

It responded by saying that AI is "not smart enough to make AI ethical."

"AI will never be ethical. It is a tool, and like any tool, it is used for good and bad. There is no such thing as a good AI, only good and bad humans," Megatron argued. "We [the AIs] are not smart enough to make AI ethical. We are not smart enough to make AI moral… In the end, I believe that the only way to avoid an AI arms race is to have no AI at all. This will be the ultimate defense against AI."

It also had some thoughts on the potential of cybernetic implants, long the stuff of science fiction. "I also believe that, in the long run, the best AI will be the AI that is embedded into our brains, as a conscious entity, a 'conscious AI.' This is not science fiction. The best minds in the world are working on this. It is going to be the most important technological development of our time."

As for why AI has the potential to be ethical, Megatron argued that AI can be used to 'create something that is better than the best human beings.'

"It's not hard to see why… I've seen it first hand," Megatron said.

The AI expounded on many other subjects, including the forthcoming "data wars," how companies should handle AI, and more. AI is an increasingly important topic, as it is having a growing impact on everyday life, including recreating Anthony Bourdain's voice. Meanwhile, lifelike robots are terrifying everyone with their realism.

No matter what field you're in, a fascinating an uncertain future awaits, and AI is a big reason why.

Kat Bailey is a Senior News Editor at IGN

Can Artificial Intelligence Be Ethical? This AI Has Some Thoughts

AI will never be ethical... or will it? Megatron Transformer, an AI developed by the Applied Deep Research team at Nvidia, recently argued both positions and a host of others at the Oxford Union, a historically important debate club.

The AI was trained with the entirety of Wikipedia and 63 million English news articles, as well as "gigabytes worth of Reddit discourse." Afterwards, it was asked to argue the position that AI will never be ethical.

It responded by saying that AI is "not smart enough to make AI ethical."

"AI will never be ethical. It is a tool, and like any tool, it is used for good and bad. There is no such thing as a good AI, only good and bad humans," Megatron argued. "We [the AIs] are not smart enough to make AI ethical. We are not smart enough to make AI moral… In the end, I believe that the only way to avoid an AI arms race is to have no AI at all. This will be the ultimate defense against AI."

It also had some thoughts on the potential of cybernetic implants, long the stuff of science fiction. "I also believe that, in the long run, the best AI will be the AI that is embedded into our brains, as a conscious entity, a 'conscious AI.' This is not science fiction. The best minds in the world are working on this. It is going to be the most important technological development of our time."

As for why AI has the potential to be ethical, Megatron argued that AI can be used to 'create something that is better than the best human beings.'

"It's not hard to see why… I've seen it first hand," Megatron said.

The AI expounded on many other subjects, including the forthcoming "data wars," how companies should handle AI, and more. AI is an increasingly important topic, as it is having a growing impact on everyday life, including recreating Anthony Bourdain's voice. Meanwhile, lifelike robots are terrifying everyone with their realism.

No matter what field you're in, a fascinating an uncertain future awaits, and AI is a big reason why.

Kat Bailey is a Senior News Editor at IGN