Monthly Archives: July 2022
Nichelle Nichols, Star Trek Legend Who Played Nyota Uhura, Dies at 89
Nichelle Nichols, the Star Trek legend who played Nyota Uhura on Star Trek: The Original Series, has died at the age of 89.
Nichols son, Kyle Johnson, shared the news on his mother's official Instagram account, saying that he regrets to inform us that "a great light in the firmament no longer shines for us as it has for so many years."
"Last night, my mother, Nichelle Nichols, succumbed to natural causes and passed away," Kyle Johnson wrote. "Her light however, like the ancient galaxies now being seen for the first time, will remain for us and future generations to enjoy, learn from, and draw inspiration. Her's was a life well lived and as such a model for us all.
"I, and the rest of our family, would appreciate your patience and forbearance as we grieve her loss until we can recover sufficiently to speak further. Her services will be for family members and the closest of her friends and we request that her and our privacy be respected."
Nichols was born in Robbins, Illinois in 1932 and was one of six children. She would grow up in Chicago and would make her first big appearance as an actor in the musical Kicks and Co. in 1961. She would act in other roles following that one, including as a guest star in Star Trek creator Gene Roddenberry's first series The Lieutenant, but Star Trek was where she made her historic mark.
Her legendary run as Nyota Uhura in Star Trek: The Original Series can't be justly put into words. She was one of the first black women to be featured in a major television series and would pave the way for so many others that followed her.
However, Nichols almost left Star Trek after only a year on the series, but Dr. Martin Luther King Jr., a huge fan of Star Trek, changed her mind and said she "could not give up" because she was making such a difference for black children and young women around the world.
Nichols is also part of what is cited as the first interracial kiss on scripted U.S. television when she kissed William Shatner's Captain James T. Kirk on the Star Trek episode "Plato's Stepchildren."
Following the cancellation of Star Trek: The Original Series in 1969, Nichols would continue on as Uhura in Star Trek: The Animated Series and six Star Trek films.
After Nichols stopped playing her, the role of Nyota Uhura lived on with Zoe Saldana playing her in the Kelvin timeline films and Celia Rose Gooding becoming a younger version of her in Star Trek: Strange New Worlds.
Besides Star Trek, Nichols recieved her first Daytime Emmy nomination for her work on The Young and the Restless and also appeared in an episode of Futurama, Gargoyles, Batman: The Animated Series, Snow Dogs, Heroes, The Blacks, and more.
She also worked closely with NASA to help recruit minorities and females to the agency.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
DC League of Super-Pets Soars to a $23 Million Domestic Weekend Box Office Victory Over Nope
DC League of Super-Pets has soared to a domestic weekend box office victory over Jordan Peele's Nope by earning $23 million in ticket sales.
As reported by Variety, DC League of Super-Pets, which stars Dwayne "The Rock" Johnson as Superman's dog Krypto who works with Kevin Hart's Ace and other pets to rescupe superheroes that were captured by Lex Luthor, brought in another $18.4 million internationally on its way to a global tally of $41.4 million.
The animated adventure still has a ways to go to recoup its $90 million price tag and places in line behind the openings of other animated titles like Lightyear's $51 million and Minions: The Rise of Gru's $107 million. It did, however, perform on a similar level to The Bad Guys' $23.9 million, Sing 2's $22.3 million, and Encanto's $27 million.
In our DC League of Super-Pets review, we said that it "may have thoughtful filmmaking on its side, but what it doesn’t have is a voice cast that can lend life and personality to its characters. The superpowered pets end up with the short end of the stick; neither are their stories as rich as the movie hopes, nor are they ever truly funny beyond a few fleeting comic references."
Nope, in its second weekend in theaters, saw a 58% decline from its opening weekend by bringing in $18.5 million. Nope has earned $80.5 million at the domestic box office and has yet to open internationally.
Thor: Love and Thunder placed third with $13.1 million in its fourth weekend and helped push the latest MCU film to $300 million in North America and $662 million globally.
Minions: The Rise of Gru took fourth place by racking up $10.8 million. In its fifth weekend, the latest Minions movie has earned $320 million domestically and $710 million worldwide.
Rounding out the top five was Top Gun: Maverick with $8.2 million in its 10th weekend in theaters. The high-flying adventure continues to dominate the box office and has brought in over $650 million domestically and $1.3 billion globally.
Elsewhere in box office news, Everything Everywhere All At Once has officially crossed $100 million worldwide and marks the first time an A24 film has reached that milestone.
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.
Someone Already Built P.T. in Halo Infinite’s Forge… Before the Mode Is Even Out
Halo Infinite's much-anticipated Forge Mode has yet to be released, but that hasn't stopped @DeathTempler from recreating P.T.'s terrifying hallway in an early version of it.
As reported by PC Gamer, certain players like Death Templer have found a way to access an unfinished version of Halo Infinite's Forge Mode in the latest co-op campaign test flight and it has given these creators some powerful tools to create some impressive pieces of work.
You can watch a walkthrough of P.T.'s hallway in Halo Infinite's Forge Mode by clicking here, and you can see that the newest iteration of Forge allows for much more customization, better lighting options, more varied sound effects, and more.
This is only the beginning for Death Templer's mission to recreate P.T., as he has a goal to "make PT so well in Forge one day, it prompts a cease and desist from Konami."
PC Gamer notes that players should avoid trying to access Forge mode and wait for the Open Beta in September as the process requires third-party tools that very well may get you banned by 343 Industries. The ban hammer has yet to be swung by the Halo developer, but it may just be a matter of time now.
Forge Mode is one part of the 2022 roadmap for Halo Infinite alongside campaign mission replay, campaign network co-op, season 3, new narrative events, campaign splitscreen co-op, and more.
P.T., which was a demo for the canceled Silent Hills game from Hideo Kojima and Guillermo del Toro, was set to star Norman Reedus and be the next step forward for the Silent Hill franchise. Unfortunately, Silent Hills was canceled by Konami and P.T. was removed from the PlayStation store for good.
The rumor mill for a new entry in the Silent Hill series has been pretty busy in recent months, and May 2022 saw an image of a potential new game leak and then get swiftly deleted.
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.
Someone Already Built P.T. in Halo Infinite’s Forge… Before the Mode Is Even Out
Halo Infinite's much-anticipated Forge Mode has yet to be released, but that hasn't stopped @DeathTempler from recreating P.T.'s terrifying hallway in an early version of it.
As reported by PC Gamer, certain players like Death Templer have found a way to access an unfinished version of Halo Infinite's Forge Mode in the latest co-op campaign test flight and it has given these creators some powerful tools to create some impressive pieces of work.
You can watch a walkthrough of P.T.'s hallway in Halo Infinite's Forge Mode by clicking here, and you can see that the newest iteration of Forge allows for much more customization, better lighting options, more varied sound effects, and more.
This is only the beginning for Death Templer's mission to recreate P.T., as he has a goal to "make PT so well in Forge one day, it prompts a cease and desist from Konami."
PC Gamer notes that players should avoid trying to access Forge mode and wait for the Open Beta in September as the process requires third-party tools that very well may get you banned by 343 Industries. The ban hammer has yet to be swung by the Halo developer, but it may just be a matter of time now.
Forge Mode is one part of the 2022 roadmap for Halo Infinite alongside campaign mission replay, campaign network co-op, season 3, new narrative events, campaign splitscreen co-op, and more.
P.T., which was a demo for the canceled Silent Hills game from Hideo Kojima and Guillermo del Toro, was set to star Norman Reedus and be the next step forward for the Silent Hill franchise. Unfortunately, Silent Hills was canceled by Konami and P.T. was removed from the PlayStation store for good.
The rumor mill for a new entry in the Silent Hill series has been pretty busy in recent months, and May 2022 saw an image of a potential new game leak and then get swiftly deleted.
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.
CHIPS Act Could Be a Big Step Toward Resolving Semiconductor Crisis Holding Back Next-Gen Consoles
The $280 billion CHIPS and Science Act has been passed by Congress and very well may be a big step towards resolving the semiconductor crisis holding back next-gen consoles and other devices.
As reported by The Verge, the CHIPS and Science Act passed in a 243-187 vote on Thursday, July 28, and it includes $52 billion in subsidies to "encourage chip manufacturers to build out semiconductor fabrication plants, or 'fabs,' in the U.S."
The House and Senate had been debating this issue for months, and its passing is great news for companies like Intel who recently delayed its groundbreaking ceremony for its $20 billion chip-making facilities in Ohio because of a lack of government funding.
"I congratulate Congress on voting to approve funding for the CHIPS Act," Intel CEO Pat Gelsinger said. "This is a critical step to support the entire U.S. semiconductor industry and to help ensure continued American leadership in semiconductor manufacturing and R&D. Congress has done its part, and now we are going to do ours. I'm excited to put shovels in the ground as Intel moves full speed ahead to start building in Ohio."
Chip shortages have been a huge issue since the COVID-19 pandemic began, and it has impacted the availability of next-gen consoles like the PS5 and Xbox Series X, new desktop GPUs, and more.
The CHIPS and Science Act also provides the "Commerce Departement with $10 billion to award states and localities grants to build out 'regional technology hubs' across the country." The National Science Foundation will also receive billions in funding to help with semiconductor manufacturing research and workforce development programs.
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.
CHIPS Act Could Be a Big Step Toward Resolving Semiconductor Crisis Holding Back Next-Gen Consoles
The $280 billion CHIPS and Science Act has been passed by Congress and very well may be a big step towards resolving the semiconductor crisis holding back next-gen consoles and other devices.
As reported by The Verge, the CHIPS and Science Act passed in a 243-187 vote on Thursday, July 28, and it includes $52 billion in subsidies to "encourage chip manufacturers to build out semiconductor fabrication plants, or 'fabs,' in the U.S."
The House and Senate had been debating this issue for months, and its passing is great news for companies like Intel who recently delayed its groundbreaking ceremony for its $20 billion chip-making facilities in Ohio because of a lack of government funding.
"I congratulate Congress on voting to approve funding for the CHIPS Act," Intel CEO Pat Gelsinger said. "This is a critical step to support the entire U.S. semiconductor industry and to help ensure continued American leadership in semiconductor manufacturing and R&D. Congress has done its part, and now we are going to do ours. I'm excited to put shovels in the ground as Intel moves full speed ahead to start building in Ohio."
Chip shortages have been a huge issue since the COVID-19 pandemic began, and it has impacted the availability of next-gen consoles like the PS5 and Xbox Series X, new desktop GPUs, and more.
The CHIPS and Science Act also provides the "Commerce Departement with $10 billion to award states and localities grants to build out 'regional technology hubs' across the country." The National Science Foundation will also receive billions in funding to help with semiconductor manufacturing research and workforce development programs.
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.
Spacewar!, the First Known Video Game Ever Made, Is Now Playable on Analogue Pocket
Spacewar!, the first known digital video game ever made, is now available on the Analogue Pocket thanks to the new PDP-1 Core developed with openFPGA.
FPGA, or field-programmable gate array, is a type of integrated circuit that can be reconfigured after it's manufactured. openFPGA, on the other hand, is the "first purpose built, FPGA driven hardware and ecosystem designed for 3rd party development of video game hardware." It was also "created specifically for preserving video game history."
Spacewar! is obviously a big part of video game history and a 3rd party developer has "painstakingly recreated" the game released on the PDP-1 in 1962 by developers at MIT using public domain open source code for openFPGA.
Using openFPGA, a 3rd party developer “Spacemen3” recreated the PDP-1 and Spacewar! using the original source code in the public domain. You can play it today on Pocket with openFPGA by following this guide here: https://t.co/XFS3ARmaUe pic.twitter.com/ut6N6Ovois
— Analogue (@analogue) July 29, 2022
Video game preservation has always had a big question mark next to it, especially with companies like Nintendo planning to shut down its Nintendo 3DS and Wii U eShops and making it even harder to play older games. Hopefully, with this new development, less games will be lost to the history books.
Spacewar! was inspired by science fiction books written by E.E. Doc Smith and developed by a group of MIT students who wished to make a space simulation video game. It was a space shooter and a 2-player versus style game that featured "orbital mechanics around a gravitational star." It was developed to be played by custom "control boxes" that were essentially also the first video game controller.
The PDP-1 had a 1024x1024 CRT vector display and Spacewar! itself used it to the fullest with its "beautiful blue and green phosphors, trailing, bursting, and decaying amidst modernist hexagons."
The developers behind Spacewar! also created certain criteria that a computer game should meet, and they are as follows;
- It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit.
- Within a consistent framework, it should be interesting, which means every run should be different.
- It should involve the onlooker in a pleasurable and active way-in short, it should be a game.
Nolan Bushnell, the founder of Atari, played Spacewar! and was so inspired by it that he would go on to create Computer Space, the first commercial video game and arcade game.
If you have an Analogue Pocket and would like to try Spacewar!, check out the support page that walks you through all you need to know to check out this important piece of history.
For more on Spacewar! and the early days of video games, check out our look back at the history of Atari.
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.
Spacewar!, the First Known Video Game Ever Made, Is Now Playable on Analogue Pocket
Spacewar!, the first known digital video game ever made, is now available on the Analogue Pocket thanks to the new PDP-1 Core developed with openFPGA.
FPGA, or field-programmable gate array, is a type of integrated circuit that can be reconfigured after it's manufactured. openFPGA, on the other hand, is the "first purpose built, FPGA driven hardware and ecosystem designed for 3rd party development of video game hardware." It was also "created specifically for preserving video game history."
Spacewar! is obviously a big part of video game history and a 3rd party developer has "painstakingly recreated" the game released on the PDP-1 in 1962 by developers at MIT using public domain open source code for openFPGA.
Using openFPGA, a 3rd party developer “Spacemen3” recreated the PDP-1 and Spacewar! using the original source code in the public domain. You can play it today on Pocket with openFPGA by following this guide here: https://t.co/XFS3ARmaUe pic.twitter.com/ut6N6Ovois
— Analogue (@analogue) July 29, 2022
Video game preservation has always had a big question mark next to it, especially with companies like Nintendo planning to shut down its Nintendo 3DS and Wii U eShops and making it even harder to play older games. Hopefully, with this new development, less games will be lost to the history books.
Spacewar! was inspired by science fiction books written by E.E. Doc Smith and developed by a group of MIT students who wished to make a space simulation video game. It was a space shooter and a 2-player versus style game that featured "orbital mechanics around a gravitational star." It was developed to be played by custom "control boxes" that were essentially also the first video game controller.
The PDP-1 had a 1024x1024 CRT vector display and Spacewar! itself used it to the fullest with its "beautiful blue and green phosphors, trailing, bursting, and decaying amidst modernist hexagons."
The developers behind Spacewar! also created certain criteria that a computer game should meet, and they are as follows;
- It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit.
- Within a consistent framework, it should be interesting, which means every run should be different.
- It should involve the onlooker in a pleasurable and active way-in short, it should be a game.
Nolan Bushnell, the founder of Atari, played Spacewar! and was so inspired by it that he would go on to create Computer Space, the first commercial video game and arcade game.
If you have an Analogue Pocket and would like to try Spacewar!, check out the support page that walks you through all you need to know to check out this important piece of history.
For more on Spacewar! and the early days of video games, check out our look back at the history of Atari.
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.
Rick and Morty Co-Creator Says Season 5 Was ‘a Weird One,’ Promises Season 6 Will Be ‘F*cking Amazing’
Rick and Morty co-creator Justin Roiland doesn't have a lot of love for the animated comedy's fifth season. Speaking with IGN for an interview during San Diego Comic-Con, Roiland admitted to having mixed feelings about last year's season, though there were extenuating circumstances.
"Season 5 was a weird one. We lost Mendel," Roiland says, referring to line producer J. Michael Mendel, who died unexpectedly in 2019.
The show's fifth season, which continued the adventures of the chaotic Rick and his perpetually traumatized grandson, Morty, put the spotlight on Evil Morty and his plan. As always, it featured a mixture of high-concept sci-fi, smart writing, and seriously dark humor.
But even if the season largely lived up to the standards set by earlier seasons, Roiland still has mixed feelings about it owing to the circumstances of the show's production.
"It was tough. We were thrown for a loop. That was... yeah. If I talk anymore, I'll start crying," Roiland says.
Now in its sixth season, which was confirmed to be releasing in September earlier this week, Rick and Morty has become known for its chaotic energy, quotable lines, and occasionally wild cultural moments. Originally a parody of sorts of Back to the Future, Rick and Morty has steadily grown into its own vast multiverse with a serialized storyline.
But for as much as it's grown, Roiland continues to prefer Rick and Morty's first and second seasons, which he owes to the "silliness and fun that was happening in the creative process."
Justin Roiland shares his five favorite episodes
Asked his five favorite episodes, Roiland ticks them off in no particular order: Total Rickall, the one where the family deals with memory parasites; Rixty Minutes, the first cable episode; Big Trouble in Little Sanchez, or the one with Tiny Rick; The Ricks Must Be Crazy, guest starring Stephen Colbert, and M. Night Shaym-Aliens, in which Rick, Morty, and Jerry get trapped in an alien simulation.
Roiland recalls these episodes as being akin to "Rubiks Cubes" that the team had to solve. He describes a scene where he, co-creator Dan Harmon, and the rest of the team would be gathered around a white board, exhausted, arguing over every possibility — "little things" like whether Jerry would lose his suit when the simulation went away.
Later seasons were a little more formalized, Roiland says, less likely to stray wildly. "We weren't just going to rip it all up and throw it away and start over."
The passing of Mike Mendel, who had previously worked on The Simpsons, The Critic, as well as Roiland's Solar Opposites, was difficult and tragic for the Rick and Morty staff. Roiland wrote at the time, "My friend, partner, and line producer Mike Mendel passed away. I am devastated. My heart breaks for his family. I don't know what I’m going to do without you by my side Mike. I'm destroyed."
Looking ahead to Rick and Morty's sixth season, though, Roiland seems more optimistic.
"I will say that it's a bit more canonical," he explains, though he says there will be also be good "point of entry" episode as well. "It really rewards fans of the show that have been watching up to this point...So it's like, I think we're kind of finally back into the rhythm of Rick and Morty, and I think Season 6 is... I didn't particularly think Season 5 was bad, but Season 6 is f*cking amazing. It really is a f*cking quality season."
As for his relationship with co-creator Dan Harmon, whom he compared to Rick at one point, Roiland says, "It's good."
"I mean, look, we work very differently and I don't like to work. His philosophy is perfection," Roiland says.
Roiland himself is busy as ever, working on Hulu's Solar Opposites and continuing to run his own game studio, which is current developing High On Life — an ambitious first-person shooter. Meanwhile, Rick and Morty Season 6 is slated to release September 4 on Adult Swim.
There's lots more coverage from San Diego Comic-Con, which wrapped up last Sunday, including our list of SDCC's winners and everything announced during the show.
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.
Rick and Morty Co-Creator Says Season 5 Was ‘a Weird One,’ Promises Season 6 Will Be ‘F*cking Amazing’
Rick and Morty co-creator Justin Roiland doesn't have a lot of love for the animated comedy's fifth season. Speaking with IGN for an interview during San Diego Comic-Con, Roiland admitted to having mixed feelings about last year's season, though there were extenuating circumstances.
"Season 5 was a weird one. We lost Mendel," Roiland says, referring to line producer Mike Mendel, who died unexpectedly in 2019.
The show's fifth season, which continued the adventures of the chaotic Rick and his perpetually traumatized grandson, Morty, put the spotlight on Evil Morty and his plan. As always, it featured a mixture of high-concept sci-fi, smart writing, and seriously dark humor.
But even if the season largely lived up to the standards set by earlier seasons, Roiland still has mixed feelings about it owing to the circumstances of the show's production.
"It was tough. We were thrown for a loop. That was... yeah. If I talk anymore, I'll start crying," Roiland says.
Now in its sixth season, which was confirmed to be releasing in September earlier this week, Rick and Morty has become known for its chaotic energy, quotable lines, and occasionally wild cultural moments. Originally a parody of sorts of Back to the Future, Rick and Morty has steadily grown into its own vast multiverse with a serialized storyline.
But for as much as it's grown, Roiland continues to prefer Rick and Morty's first and second seasons, which he owes to the "silliness and fun that was happening in the creative process."
Justin Roiland shares his five favorite episodes
Asked his five favorite episodes, Roiland ticks them off in no particular order: Total Rickall, the one where the family deals with memory parasites; Interdimensional Cable, the first cable episode; Big Trouble in Little Sanchez, or the one with Tiny Rick; The Ricks Must Be Crazy, guest starring Stephen Colbert, and M. Night Shaym-Aliens, in which Rick, Morty, and Jerry get trapped in an alien simulation.
Roiland recalls these episodes as being akin to "Rubiks Cubes" that the team had to solve. He describes a scene where he, co-creator Dan Harmon, and the rest of the team would be gathered around a white board, exhausted, arguing over every possibility — "little things" like whether Jerry would lose his suit when the simulation went away.
Later seasons were a little more formalized, Roiland says, less likely to stray wildly. "We weren't just going to rip it all up and throw it away and start over."
The passing of Mike Mendel, who had previously worked on The Simpsons, The Critic, as well as Roiland's Solar Opposites, was difficult and tragic for the Rick and Morty staff. Roiland wrote at the time, "My friend, partner, and line producer Mike Mendel passed away. I am devastated. My heart breaks for his family. I don't know what I’m going to do without you by my side Mike. I'm destroyed."
Looking ahead to Rick and Morty's sixth season, though, Roiland seems more optimistic.
"I will say that it's a bit more canonical," he explains, though he says there will be also be good "point of entry" episode as well. "It really rewards fans of the show that have been watching up to this point...So it's like, I think we're kind of finally back into the rhythm of Rick and Morty, and I think Season 6 is... I didn't particularly think Season 5 was bad, but Season 6 is f*cking amazing. It really is a f*cking quality season."
As for his relationship with co-creator Dan Harmon, whom he compared to Rick at one point, Roiland says "It's good."
"I mean, look, we work very differently and I don't like to work. His philosophy is perfection," Roiland says.
Roiland himself is busy as ever, working on Hulu's Solar Opposites and continuing to run his own game studio, which is current developing High On Life — an ambitious first-person shooter. Meanwhile, Rick and Morty Season 6 is slated to release September 4 on Adult Swim.
There's lots more coverage from San Diego Comic-Con, which wrapped up last Sunday, including our list of SDCC's winners and everything announced during the show.
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.