Masahiro Sakurai Quips About Playing It Takes Two by Himself
Super Smash Bros. creator Masahiro Sakurai is known for sometimes playing two characters in Smash Bros. simultaneously, against himself. He's done this multiple times before, including in a Nintendo Direct to show off Banjo and Kazooie. But while this is an admittedly goofy way to play Smash, Sakurai hinted recently that he might also play other games like this, too. Like It Takes Two, for example.
When It Takes Two won Game of the Year at The Game Awards, Sakurai posted on his Twitter, suggesting it might be possible to play It Takes Two by oneself, with two controllers. The co-op game has some pretty tricky coordinated puzzling and boss fights, but given how complex Smash can be (especially when you're, you know, the creator of the series trying to look pristine on a Nintendo Direct), it seems entirely possible Sakurai managed it.
The Game Award 2021を獲得した『It Takes Two』。
— 桜井 政博 / Masahiro Sakurai (@Sora_Sakurai) December 11, 2021
ふたり専用ゲームであることが最大の障壁だけど、ひとりでできなくもない…かも? pic.twitter.com/xb2WtE8Fvn
He even included two different configurations, in a reference to his own prior comments about how he used to play with two controllers simultaneously on GameCube by stacking them vertically. Sadly, he can't do that anymore on the Switch Pro Controller without accidentally pressing L and R.
Sadly, Sakurai does not show his hand as to whether or not he actually played or intends to play It Takes Two by himself. Hopefully he can find a buddy to play it through with if not, since It Takes Two is a "spectacular co-op adventure that lays down a path of great gameplay ideas and uses it to play a giddy game of hopscotch" (or at least, we thought it was in our review).
Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
Masahiro Sakurai Quips About Playing It Takes Two by Himself
Super Smash Bros. creator Masahiro Sakurai is known for sometimes playing two characters in Smash Bros. simultaneously, against himself. He's done this multiple times before, including in a Nintendo Direct to show off Banjo and Kazooie. But while this is an admittedly goofy way to play Smash, Sakurai hinted recently that he might also play other games like this, too. Like It Takes Two, for example.
When It Takes Two won Game of the Year at The Game Awards, Sakurai posted on his Twitter, suggesting it might be possible to play It Takes Two by oneself, with two controllers. The co-op game has some pretty tricky coordinated puzzling and boss fights, but given how complex Smash can be (especially when you're, you know, the creator of the series trying to look pristine on a Nintendo Direct), it seems entirely possible Sakurai managed it.
The Game Award 2021を獲得した『It Takes Two』。
— 桜井 政博 / Masahiro Sakurai (@Sora_Sakurai) December 11, 2021
ふたり専用ゲームであることが最大の障壁だけど、ひとりでできなくもない…かも? pic.twitter.com/xb2WtE8Fvn
He even included two different configurations, in a reference to his own prior comments about how he used to play with two controllers simultaneously on GameCube by stacking them vertically. Sadly, he can't do that anymore on the Switch Pro Controller without accidentally pressing L and R.
Sadly, Sakurai does not show his hand as to whether or not he actually played or intends to play It Takes Two by himself. Hopefully he can find a buddy to play it through with if not, since It Takes Two is a "spectacular co-op adventure that lays down a path of great gameplay ideas and uses it to play a giddy game of hopscotch" (or at least, we thought it was in our review).
Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
Steam Reveals Its Best-Selling and Most Played Games of 2021
Steam has released its Best of 2021 lists and, while it doesn't rank the top games in each category, they do reveal which games were the most played, sold the best, and much more.
Steam's Best of 2021 lists include Top Sellers, New Releases, Most Played, Early Access Grads, Best of VR, and Controller Friendly; and games like Valheim, New World, Halo Infinite, Battlefield 2042, PUBG, Counter-Strike and Grand Theft Auto V appear in multiple categories.
The Top Sellers category features the top 100 games as measured by gross revenue and places each one into the Platinum, Gold, Silver, and Bronze tier; but it does not detail how much a game has to earn for it to qualify for a new level. The Platinum Top Sellers, in alphabetical order, are as follows;
- Apex Legends
- Battlefield 2042
- Counter-Strike: Global Offensive
- Dead by Daylight
- Destiny 2
- DOTA 2
- Grand Theft Auto V
- Naraka: Bladepoint
- New World
- PUBG: Battlegrounds
- Tom Clancy's Rainbow Six Siege
- Valheim
The New Releases category is measured the same way as the Top Sellers one, but games only qualify if they were released in 2021. Sorry, GTA V, but this is one award you can't win! The Platinum-tier New Releases, in alphabetical order, are as follows;
- Age of Empires IV
- Back 4 Blood
- Battlefield 2042
- Farming Simulator 22
- Forza Horizon 5
- Halo Infinite
- Mass Effect: Legendary Edition
- Naraka: Bladepoint
- New World
- Outriders
- Resident Evil Village
- Valheim
The Most Played category celebrates the games that reached the most "highest peak concurrent players" throughout the year. The games that reached the highest tier - Over 200,000 Peak Players - are as follows;
- Apex Legends
- Counter-Strike: Global Offensive
- Cyberpunk 2077
- DOTA 2
- Grand Theft Auto V
- Halo Infinite
- New World
- PUBG: Battlegrounds
- Rust
- Valheim
The Early Access Grads category is all about rewarding the games that left Early Access and earned the most gross revenue in 2021. The Platinum-tier Early Access Grads, in alphabetical order, are as follows;
- Breathedge
- Chernobylite
- Draw & Guess
- Endzone: A World Apart
- Hell Let Loose
- GTFO
- Medieval Dynasty
- Skul: The Hero Slayer
- Solasta: Crown of the Magister
- Subnautica: Below Zero
- Totally Accurate Battle Simulator
- Wildermyth
The Best of VR category collects the top-selling VR-exclusive experiences that earned the most gross revenue in 2021. The Platinum-tier Best of VR games, in alphabetical orders, are as follows;
- Arizona Sunshine
- Beat Saber
- Blade & Sorcery
- Boneworks
- Hal-Life: Alyx
- Hot Dogs, Horseshoes, & Hand Grenades
- Into the Radius
- Pavlov
- Superhot VR
- The Elder Scrolls V: Skyrim VR
- The Walking Dead: Saints & Sinners
- VR Kanojo
Lastly, the Controller Friendly category honors those games that had the most daily active controller players in 2021. The Platinum-tier Controller Friendly games, in alphabetical order, are as follows;
- Apex Legends
- Cyberpunk 2077
- eFootball 2022
- FIFA 21
- FIFA 22
- Forza Horizon 5
- Grand Theft Auto V
- Guilty Gear -Strive-
- Halo Infinite
- Monster Hunter: World
- Tales of Arise
- The Binding of Isaac: Rebirth
To see how Steam's top games compare to IGN's choices, check out all the winners from our Game of the Year Awards 2021.
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.
Steam Reveals Its Best-Selling and Most Played Games of 2021
Steam has released its Best of 2021 lists and, while it doesn't rank the top games in each category, they do reveal which games were the most played, sold the best, and much more.
Steam's Best of 2021 lists include Top Sellers, New Releases, Most Played, Early Access Grads, Best of VR, and Controller Friendly; and games like Valheim, New World, Halo Infinite, Battlefield 2042, PUBG, Counter-Strike and Grand Theft Auto V appear in multiple categories.
The Top Sellers category features the top 100 games as measured by gross revenue and places each one into the Platinum, Gold, Silver, and Bronze tier; but it does not detail how much a game has to earn for it to qualify for a new level. The Platinum Top Sellers, in alphabetical order, are as follows;
- Apex Legends
- Battlefield 2042
- Counter-Strike: Global Offensive
- Dead by Daylight
- Destiny 2
- DOTA 2
- Grand Theft Auto V
- Naraka: Bladepoint
- New World
- PUBG: Battlegrounds
- Tom Clancy's Rainbow Six Siege
- Valheim
The New Releases category is measured the same way as the Top Sellers one, but games only qualify if they were released in 2021. Sorry, GTA V, but this is one award you can't win! The Platinum-tier New Releases, in alphabetical order, are as follows;
- Age of Empires IV
- Back 4 Blood
- Battlefield 2042
- Farming Simulator 22
- Forza Horizon 5
- Halo Infinite
- Mass Effect: Legendary Edition
- Naraka: Bladepoint
- New World
- Outriders
- Resident Evil Village
- Valheim
The Most Played category celebrates the games that reached the most "highest peak concurrent players" throughout the year. The games that reached the highest tier - Over 200,000 Peak Players - are as follows;
- Apex Legends
- Counter-Strike: Global Offensive
- Cyberpunk 2077
- DOTA 2
- Grand Theft Auto V
- Halo Infinite
- New World
- PUBG: Battlegrounds
- Rust
- Valheim
The Early Access Grads category is all about rewarding the games that left Early Access and earned the most gross revenue in 2021. The Platinum-tier Early Access Grads, in alphabetical order, are as follows;
- Breathedge
- Chernobylite
- Draw & Guess
- Endzone: A World Apart
- Hell Let Loose
- GTFO
- Medieval Dynasty
- Skul: The Hero Slayer
- Solasta: Crown of the Magister
- Subnautica: Below Zero
- Totally Accurate Battle Simulator
- Wildermyth
The Best of VR category collects the top-selling VR-exclusive experiences that earned the most gross revenue in 2021. The Platinum-tier Best of VR games, in alphabetical orders, are as follows;
- Arizona Sunshine
- Beat Saber
- Blade & Sorcery
- Boneworks
- Hal-Life: Alyx
- Hot Dogs, Horseshoes, & Hand Grenades
- Into the Radius
- Pavlov
- Superhot VR
- The Elder Scrolls V: Skyrim VR
- The Walking Dead: Saints & Sinners
- VR Kanojo
Lastly, the Controller Friendly category honors those games that had the most daily active controller players in 2021. The Platinum-tier Controller Friendly games, in alphabetical order, are as follows;
- Apex Legends
- Cyberpunk 2077
- eFootball 2022
- FIFA 21
- FIFA 22
- Forza Horizon 5
- Grand Theft Auto V
- Guilty Gear -Strive-
- Halo Infinite
- Monster Hunter: World
- Tales of Arise
- The Binding of Isaac: Rebirth
To see how Steam's top games compare to IGN's choices, check out all the winners from our Game of the Year Awards 2021.
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.
Scientists Develop New Tool That Achieves Mind Control Using the Power of Light
A team of South Korean researchers have developed a new tool that uses only light to control brain circuits, emotion, and behaviors.
As reported by The Debrief, a press release for the study explains that the ontogenetic technology, dubbed Opto-vTrap, is "a light-inducible and reversible inhibition system that can temporarily trap vesicles from being released from brain cells" — meaning that emotions and behaviors of the mind can be controlled at a chemical level using only a single light source.
Director C. Justin Lee at the Center for Cognition and Sociality within the Institute for Basic Science (IBS) and professor Heo Won Do at the Korea Advanced Institute of Science and Technology (KAIST) led the study, and their findings were later published in the scientific journal Neuron, further outlining the components and processes behind the Opto-vTrap.
The research team tested the technique on mice in a lab setting and discovered that the system's blue light was capable of temporarily controlling the release of neurotransmitters. The light triggered vesicle clusterization in the brain, which declustered when the light was turned off again, with neurons regaining their full functions within an hour.
The authors of the study underscored the importance of studying brain cell types in order to better understand brain functions. They considered the real-world benefits of a technology like Opto-vTrap and how it could be used in various fields of brain science research to potentially contribute to the treatment of certain neurological disorders in the future.
"The usability of Opto-vTrap can extend not only to neuroscience but also to our lives," Lee explained, speaking of the tool's ability to uncover complex interactions in the brain. "Opto-vTrap will contribute not only to elucidate brain circuit mapping but also epilepsy treatment, muscle spasm treatment, and skin tissue expansion technologies."
Scientists examine neurons to discover more about the processes of the brain, occasionally verifying or debunking previously held notions on the subject. One study left scientists in awe of how brains react to watching movies, having shown clips of various visual stimulus to mice. Researchers in the same field also found a way to restore some brain function in dead pigs.
Adele Ankers is a freelance writer for IGN. Follow her on Twitter.
Thumbnail image credit: RunPhoto/GettyImages
Scientists Develop New Tool That Achieves Mind Control Using the Power of Light
A team of South Korean researchers have developed a new tool that uses only light to control brain circuits, emotion, and behaviors.
As reported by The Debrief, a press release for the study explains that the ontogenetic technology, dubbed Opto-vTrap, is "a light-inducible and reversible inhibition system that can temporarily trap vesicles from being released from brain cells" — meaning that emotions and behaviors of the mind can be controlled at a chemical level using only a single light source.
Director C. Justin Lee at the Center for Cognition and Sociality within the Institute for Basic Science (IBS) and professor Heo Won Do at the Korea Advanced Institute of Science and Technology (KAIST) led the study, and their findings were later published in the scientific journal Neuron, further outlining the components and processes behind the Opto-vTrap.
The research team tested the technique on mice in a lab setting and discovered that the system's blue light was capable of temporarily controlling the release of neurotransmitters. The light triggered vesicle clusterization in the brain, which declustered when the light was turned off again, with neurons regaining their full functions within an hour.
The authors of the study underscored the importance of studying brain cell types in order to better understand brain functions. They considered the real-world benefits of a technology like Opto-vTrap and how it could be used in various fields of brain science research to potentially contribute to the treatment of certain neurological disorders in the future.
"The usability of Opto-vTrap can extend not only to neuroscience but also to our lives," Lee explained, speaking of the tool's ability to uncover complex interactions in the brain. "Opto-vTrap will contribute not only to elucidate brain circuit mapping but also epilepsy treatment, muscle spasm treatment, and skin tissue expansion technologies."
Scientists examine neurons to discover more about the processes of the brain, occasionally verifying or debunking previously held notions on the subject. One study left scientists in awe of how brains react to watching movies, having shown clips of various visual stimulus to mice. Researchers in the same field also found a way to restore some brain function in dead pigs.
Adele Ankers is a freelance writer for IGN. Follow her on Twitter.
Thumbnail image credit: RunPhoto/GettyImages
The Witcher Showrunner Lauren S. Hissrich Takes to Twitter to ‘Talk About Eskel’
Warning: This article contains spoilers for The Witcher Season 2! Be sure to check out IGN's review of Episode 2 for more about Eskel.
The Witcher Season 2 introduced a close friend of Geralt’s – fellow Witcher, Eskel. The character had previously been seen in the novels and videogame series, and fans were very eager to see him turn up on the show.
Taking to Twitter, showrunner Lauren S. Hissrich discussed how The Witcher handled the introduction of Eskel, and why they decided to do things differently.
“Let's talk about Eskel,” she said. “One of my favorite moments on screen is when Geralt first hugs Eskel. The concern and confusion on his face says it all: ‘Are you okay?’ And Eskel's not.”
Let’s talk about Eskel.
— Lauren S. Hissrich (@LHissrich) December 29, 2021
Of course, anyone who’s seen The Witcher Season 2 will know that things did not end well for poor old Eskel…
“He's been infected by a monster that we don't know yet, who is connected to Ciri in a way we don't understand yet (and won't for a while),” said Hissrich. “But from the get-go Geralt knows this person so well, and can't understand why he's acting out of character: mean, and coarse, and flagrantly disobeying Kaer Morhen rules by bringing women there, disrespecting the other brothers with whom he shares a deep history.”
It turns out that Eskel had been infected by a Leshy and his monstrous transformation was turning him into one of the behemoths of the forest.
“The story unfolds, of course, as you've seen,” said Hissrich. “Eskel admits he came home to seek help from Vesemir and his brothers, but the monstrous infection has taken over so deeply that he's lost himself. Geralt makes a choice that breaks his heart: he sacrifices Eskel to save Vesemir.”
Now, this chain of events doesn’t happen in either the novels or the game. Why did The Witcher choose a different path for poor Eskel? It’s all about how to push Geralt’s story along.
“Articulating Geralt's journey on screen had one other big challenge for us: namely, that in [Blood of Elves], his time is mostly spent watching and taking in Cirilla and her powers so that he could understand the breadth of what he had promised Calanthe, and how best to protect the girl from future threats that hadn't yet presented themselves.”
Hissrich explained that the slow burn of this story works well in print, but it needed to be adapted for television, because “most tv audiences don't want to watch 8 episodes of any character watching and waiting and reacting”.
“How could we take the growth that we need to see in Geralt, but have it have all the appropriate ups and downs and cliffhangers and devastation and action that modern audiences expect?” posed Hissirch. “Enter the idea of a mystery Geralt needs to solve in order to learn about Ciri and her powers. And enter the idea that the mystery should unfold in the place where Geralt should have felt most protected and safe: his home.”
The return of Eskel, and his ultimate demise, gives The Witcher a neat way of packaging all of this dramatic tension in one neat bundle. It also manages to keep things fresh – surprising fans of the books and games alike.
Despite this shocking twist, Season 2 of The Witcher is going down well with the fans. There’s plenty more where that came from, too, with a seven-season plan which we can only assume will take us in plenty more unexpected directions. Even if Henry Cavill wants to see a Season 3 which remains true to the novels.
The Witcher Season 2 launched on Netflix on December 17, 2021.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
The Witcher Showrunner Lauren S. Hissrich Takes to Twitter to ‘Talk About Eskel’
Warning: This article contains spoilers for The Witcher Season 2! Be sure to check out IGN's review of Episode 2 for more about Eskel.
The Witcher Season 2 introduced a close friend of Geralt’s – fellow Witcher, Eskel. The character had previously been seen in the novels and videogame series, and fans were very eager to see him turn up on the show.
Taking to Twitter, showrunner Lauren S. Hissrich discussed how The Witcher handled the introduction of Eskel, and why they decided to do things differently.
“Let's talk about Eskel,” she said. “One of my favorite moments on screen is when Geralt first hugs Eskel. The concern and confusion on his face says it all: ‘Are you okay?’ And Eskel's not.”
Let’s talk about Eskel.
— Lauren S. Hissrich (@LHissrich) December 29, 2021
Of course, anyone who’s seen The Witcher Season 2 will know that things did not end well for poor old Eskel…
“He's been infected by a monster that we don't know yet, who is connected to Ciri in a way we don't understand yet (and won't for a while),” said Hissrich. “But from the get-go Geralt knows this person so well, and can't understand why he's acting out of character: mean, and coarse, and flagrantly disobeying Kaer Morhen rules by bringing women there, disrespecting the other brothers with whom he shares a deep history.”
It turns out that Eskel had been infected by a Leshy and his monstrous transformation was turning him into one of the behemoths of the forest.
“The story unfolds, of course, as you've seen,” said Hissrich. “Eskel admits he came home to seek help from Vesemir and his brothers, but the monstrous infection has taken over so deeply that he's lost himself. Geralt makes a choice that breaks his heart: he sacrifices Eskel to save Vesemir.”
Now, this chain of events doesn’t happen in either the novels or the game. Why did The Witcher choose a different path for poor Eskel? It’s all about how to push Geralt’s story along.
“Articulating Geralt's journey on screen had one other big challenge for us: namely, that in [Blood of Elves], his time is mostly spent watching and taking in Cirilla and her powers so that he could understand the breadth of what he had promised Calanthe, and how best to protect the girl from future threats that hadn't yet presented themselves.”
Hissrich explained that the slow burn of this story works well in print, but it needed to be adapted for television, because “most tv audiences don't want to watch 8 episodes of any character watching and waiting and reacting”.
“How could we take the growth that we need to see in Geralt, but have it have all the appropriate ups and downs and cliffhangers and devastation and action that modern audiences expect?” posed Hissirch. “Enter the idea of a mystery Geralt needs to solve in order to learn about Ciri and her powers. And enter the idea that the mystery should unfold in the place where Geralt should have felt most protected and safe: his home.”
The return of Eskel, and his ultimate demise, gives The Witcher a neat way of packaging all of this dramatic tension in one neat bundle. It also manages to keep things fresh – surprising fans of the books and games alike.
Despite this shocking twist, Season 2 of The Witcher is going down well with the fans. There’s plenty more where that came from, too, with a seven-season plan which we can only assume will take us in plenty more unexpected directions. Even if Henry Cavill wants to see a Season 3 which remains true to the novels.
The Witcher Season 2 launched on Netflix on December 17, 2021.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
Eternals Director Chloe Zhao Shares the Film’s Original ‘Really Bleak’ Ending and More About That Post-Credits Character
Warning: This article contains spoilers for Marvel’s Eternals! Be sure to check out IGN's review of Eternals for more about the movie.
Marvel’s Eternals could have concluded very differently, as an early version of the film's story had a “really bleak” ending.
During an interview with Empire Magazine, the Eternals director Chloé Zhao revealed what was originally in store for the ancient heroes.
“We actually had another ending that is really bleak,” she revealed. “Bleak. I didn't hate it, because I'm used to films that are more melancholy. But I don't think it went down well with audiences.”
“It used to end with everybody back on the ship, minds erased and just going on to another planet, like The Twilight Zone,” she explained. “I remember when it goes to black, everyone was like, ‘I don't know what to do.’ And also, it's the MCU, and you want to be excited for what's next.”
This ending was eventually replaced in favour of the theatrical one, which sees Druig, Makkari, and Thena leave aboard the Domo to find more Eternals. Sersi, Phastos and Kingo are then dragged into space by the return of Arishem – allowing Earth to remain as long as the memories of the three Eternals prove that the planet is worthy.
Disappearing in the blink of an eye, the three Eternals depart with Arishem. Although the Eternals are scattered, this ending leaves the door open for them to return. It’s easy to see why Marvel would be more inclined to go with that.
But it looks as though that cameo, with Harry Styles appearing as Eros, would have tied into the film’s original, bleak ending.
“Long story short, with that depressing ending, at some point he was going to be one of the Eternals on that ship,” said Zhao. “And that didn't quite work out. But I had been wanting to bring Eros into the MCU. So, I kept mentioning it to Kevin [Feige] at every chance I had in the hallway because I love the idea of Eros being another Eternal, another Ajak.”
In the comic books, Eros is Thanos’ brother – an eternal who grew up on Titan. But Zhao explains how the MCU version differs.
“He's an Eternal, and he was stationed on Titan – 10 of them were, just like the 10 Eternals on Earth, assuming Titan is also a host planet at some point. Now, if you think about that, what influence could Eros have had on the inhabitants of Titan, the way Ajak has influenced people on Earth? And how that has affected Thanos?”
“If you go to the comics, there's some quite beautiful, heartbreaking influence Eros has had on Thanos,” she added. “How much does Thanos know? I love him as a character. It makes my imagination go crazy thinking, 'Why does Thanos think this way? Why is he worried about overpopulation and destroying his planet?' Think about the emergence – does Eros know about it? Maybe if he's an advisor, the way Ajak advised kings and queens on Earth? It gets my imagination going.”
Additionally, Zhao offered up some insight into Eros’ backstory:
“For me, the backstory of Eros is that he deserted, he said, ‘I'm not doing this anymore.’ So, he somehow got that sphere, which you saw in his hand, and he ran off and made Pip the troll. They're like Han Solo and Chewie. Arishem's been looking for him, and he's just been a space outlaw. That's the character I had in my mind. But I never said once to Kevin, ‘Here's the character. Let's find an actor.’ For me, it was a package deal. It's got to be Harry. That's how I pitched it to Kevin.”
Eternals opened in theaters on November 5, 2021, and is heading to Disney+ in January.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
Blogroll Image Credit: Chris Pizzello-Pool/Getty Images
Eternals Director Chloe Zhao Shares the Film’s Original ‘Really Bleak’ Ending and More About That Post-Credits Character
Warning: This article contains spoilers for Marvel’s Eternals! Be sure to check out IGN's review of Eternals for more about the movie.
Marvel’s Eternals could have concluded very differently, as an early version of the film's story had a “really bleak” ending.
During an interview with Empire Magazine, the Eternals director Chloé Zhao revealed what was originally in store for the ancient heroes.
“We actually had another ending that is really bleak,” she revealed. “Bleak. I didn't hate it, because I'm used to films that are more melancholy. But I don't think it went down well with audiences.”
“It used to end with everybody back on the ship, minds erased and just going on to another planet, like The Twilight Zone,” she explained. “I remember when it goes to black, everyone was like, ‘I don't know what to do.’ And also, it's the MCU, and you want to be excited for what's next.”
This ending was eventually replaced in favour of the theatrical one, which sees Druig, Makkari, and Thena leave aboard the Domo to find more Eternals. Sersi, Phastos and Kingo are then dragged into space by the return of Arishem – allowing Earth to remain as long as the memories of the three Eternals prove that the planet is worthy.
Disappearing in the blink of an eye, the three Eternals depart with Arishem. Although the Eternals are scattered, this ending leaves the door open for them to return. It’s easy to see why Marvel would be more inclined to go with that.
But it looks as though that cameo, with Harry Styles appearing as Eros, would have tied into the film’s original, bleak ending.
“Long story short, with that depressing ending, at some point he was going to be one of the Eternals on that ship,” said Zhao. “And that didn't quite work out. But I had been wanting to bring Eros into the MCU. So, I kept mentioning it to Kevin [Feige] at every chance I had in the hallway because I love the idea of Eros being another Eternal, another Ajak.”
In the comic books, Eros is Thanos’ brother – an eternal who grew up on Titan. But Zhao explains how the MCU version differs.
“He's an Eternal, and he was stationed on Titan – 10 of them were, just like the 10 Eternals on Earth, assuming Titan is also a host planet at some point. Now, if you think about that, what influence could Eros have had on the inhabitants of Titan, the way Ajak has influenced people on Earth? And how that has affected Thanos?”
“If you go to the comics, there's some quite beautiful, heartbreaking influence Eros has had on Thanos,” she added. “How much does Thanos know? I love him as a character. It makes my imagination go crazy thinking, 'Why does Thanos think this way? Why is he worried about overpopulation and destroying his planet?' Think about the emergence – does Eros know about it? Maybe if he's an advisor, the way Ajak advised kings and queens on Earth? It gets my imagination going.”
Additionally, Zhao offered up some insight into Eros’ backstory:
“For me, the backstory of Eros is that he deserted, he said, ‘I'm not doing this anymore.’ So, he somehow got that sphere, which you saw in his hand, and he ran off and made Pip the troll. They're like Han Solo and Chewie. Arishem's been looking for him, and he's just been a space outlaw. That's the character I had in my mind. But I never said once to Kevin, ‘Here's the character. Let's find an actor.’ For me, it was a package deal. It's got to be Harry. That's how I pitched it to Kevin.”
Eternals opened in theaters on November 5, 2021, and is heading to Disney+ in January.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
Blogroll Image Credit: Chris Pizzello-Pool/Getty Images