Kazunori Yamauchi--recognized as the creator of Gran Turismo--is considered one of the most approachable game studio heads in the industry, provided you know how to get a hold of him. He was more than happy to meet with GameSpot at E3 2017, where he shared thoughts on what was learned from the spring beta of Gran Turismo Sport and he shared feelings on how the his series differentiates itself from Forza Motorsport.
More recently, we recently threw 10 questions at him about his personal history with driving. Given his well-known love of cars, we wanted to know all the cars he's owned and we also learned how his tastes and enthusiasm for sports cars has influenced his driving series, which happens to be celebrating its 20-year anniversary.
GameSpot: Would you be able to name every car you've owned?
Kazunori Yamauchi:
Toyota Corolla
Toyota Supra
Nissan 300ZX
Nissan GT-R (R32)
Mitsubishi FTO
Mitsubishi Lancer Evo 5
Honda S2000
Porsche 911 GT3 (996)
Mercedes Benz SL55 AMG
Ford GT
Nissan GT-R (R35)
Of these cars, which one was your favorite? Why?
Ford GT, because it's the most beautiful car.
Has Gran Turismo ever influenced your car-buying decisions? If so, how?
The R35 Nissan GT-R appeared in Gran Turismo starting from its concept model, and I was responsible for the design of the information system in the production car. It was a car which Gran Turismo helped to bring into the world, and it was a car I helped to create in part, so it was natural for me to buy the car.
Think of a car you own that's in a Gran Turismo game. How would you describe the handling of the car in the streets of Tokyo compared to a race track?
The Tokyo Expressway in Tokyo, is 14 miles per lap, and is a challenging course much like the Nürburgring, but as long as you are driving at the speed limit it is a unique winding road even on a global level, with beautiful scenery. Cars like the Porsche 911GT3 and the Nissan GT-R are cars which are difficult to understand their true worth unless you take it to the track, but when you are driving on the Shuto (Capital City) Expressway, it is possible to understand their level of handling performance even at a slow speed.
Is there a type of car that you wish you could put in Gran Turismo that has never appeared in the series?
'Work cars' like firetrucks, ambulances, crane cars and road rollers, I am half joking, but I'd like to include them in Gran Turismo one of these days.
Of the cars you have handled in real life that are in GT Sport, are there any nuanced driving tips that aren't covered in Gran Turismo Sport's tutorial?
The world of driving is very deep, and we can only touch upon the entrance to this world in a tutorial. It would take a long amount of time to talk about things that are not covered. But once you are at the entryway, I believe that people will be able to trail blaze their own way into the vast world of driving beyond it with their senses. I myself continue to make new discoveries regarding driving even now.
Do you remember what made you become a car enthusiast to begin with?
When I was 3 years old, I rode along in the car my father drove for work every day. I naturally started to take interest in the cars driving around town, and by the time I was 4 I was able to name all the cars on the road.
What's your dream car?
The most balanced car on earth is a racing car. The higher the performance of the racing car, the more control you have when you are driving, and the better it feels to you. It would be fantastic if a racing car like that was sold as a road legal production car as is.
When you've purchased a car, do you keep its factory specifications or do you like modding?
That would depend on the car. If it's a Mercedes or Porsche, I would keep it factory. If it's a GT-R or S2000, it's fun to tune and mod the cars. There are lots of high performance parts available too.
Going through all the cars you've owned, can you say in one or two sentences why you decided to buy that car in that time in your life?
Toyota Corolla – This was the first car in which I experienced understeer. I raised my cornering speed a bit at a time every day, and one day, the front tires started sliding and I experienced understeer.
Toyota Supra - This was the first car I practiced drifting in. When it snowed in the winter I would line up pylon cones in a parking lot, and practice slaloms and drifting.
Nissan 300ZX – This was a difficult car to drive. Just changing lanes on the highway while on the throttle would make the car oversteer and dance on the road.
Nissan GT-R (R32) – This was the car in which I first experienced what a high performance sports car is. I will never forget the first time I drove this car. It was like a combat fighter.
Mitsubishi FTO – It was front wheel drive, but had a naturally aspirated V6 engine that would run up to 8000RPM. When I look back on it now, I think it really had a lot to offer.
Mitsubishi Lancer Evo 5 – Acceleration, cornering, stability, at the time it was the most potent weapon of choice.
Honda S2000 – Sharp steering and a chassis balance that would make it oversteer immediately; it was a difficult to drive, but educational car.
Porsche 911 GT3 (996) – Incredible body rigidity and direct response, I think it is still the benchmark of sports cars today.
Mercedes Benz SL55 AMG – Not only is it fast, you can relax when you drive with its soft ride quality. And its movements are very precise.
Ford GT – Low ride height, beautiful exterior and interior. Fantastic to drive, and it just makes you happy looking at it.
Nissan GT-R(R35) – High performance, like a modern day weapon. I completed the Nürburgring 24 hour race in an almost fully stock production car, winning in its class.
It's no secret that the Nintendo Switch is in high demand. With an infamous history of missing the mark when it comes to supply meeting demand, Switch production is looking more optimistic as Nintendo has reportedly increased production to a massive two million units a month.
DigiTimes reports the increase is meant to finally help meet the high demand for the console in Asia as well as meet Nintendo's target production numbers. In just 2017, the company is aiming to reach 20 million units.
But even with the increase in production, Nintendo Switch consoles are still in short supply in Japan and won't be available in Taiwan until this December. The console is expected to launch in China in 2018, and with the recent support of Tencent, the move to get the console in the country could be very lucrative.
When it comes to video games portraying the atmosphere and tone of its film influences, Alien: Isolation is in a class of its own. Translating the Alien film series into a unique horror game focused on persistent terror as opposed to fleeting cheap thrills, this survival horror experience channels a sense of dread and slow-burn tension that forces players to respect the very thing that stalks them. Though its reception at launch was met with some polarizing responses--including from GameSpot's former reviews editor Kevin VanOrd--and along with modest sales, this comparatively unorthodox take on the Alien franchise became a favorite in the years since its release--even prompting fans to make an unofficial VR mod to amp up the scares.
On the third anniversary of its release and in time for Halloween, GameSpot is taking a look back at Creative Assembly's uncompromising horror game, and how it made players to learn to fear the Xenomorph once again.
Right from outset, Alien: Isolation sets the tone for what players can expect. Its eerie 1977-era 20th Century Fox fanfare opening is a throwback to the beginnings of the Alien franchise. Creative Assembly wears its reverence for the source material on its sleeves, reveling in the iconic 70s retro-futurism that defined the movies. In the game, the nostalgia of it is alluring, but Isolation does more than pay its source material lip-service, it builds on and presents a story of its own that both fits into and enhances the movies.
Ridley Scott's 1979 film is still regarded as one of the most influential and powerful horror films ever. Channeling elements of slasher films and science fiction, the crew of the Nostromo stumble upon a strange alien life-form of Lovecraftian cosmic horror, quickly spiraling out into a fight for survival. Despite their reliance on futuristic, yet run-down technology capable of interstellar space travel, the film was very much a humbling experience for its characters. For survival horror, this feeling of vulnerability and perilousness is an especially vital pillar of the genre--which Alien: Isolation ratchets up considerably throughout.
Initially developed as a third-person stealth action game with an in-depth cover system, the developers at Creative Assembly soon shifted to first-person to have a more intimate feel. Along with this, it introduced design tenants from the immersive-sim sub-genre--a la Dishonored and BioShock--and leaned on the tension and gameplay of classic survival horror games. Set 15 years after the Nostromo's destruction, Alien: Isolation brings Ellen Ripley's daughter Amanda to the Space Station Sevastopol to uncover clues behind her mother's disappearance. But of course, an alien organism is already onboard, unleashing a seemingly unstoppable creature focused entirely on picking off members of the space station one by one.
Unlike the bombast of movie's sequels, the game stays true to the first movie's subdued, disquieting feel. Aside from the flamethrower, firearms are the least useful of tools at the player's disposal, as the Alien is invulnerable to bullets, and is always lurking in the vents and tunnels of the station. Alien: Isolation is a re-examination of what horror and the fragility of character is in gaming, hammering the notion that you're trapped, and with no way out.
Video games as a medium have quite a history of boiling complex, highly-intelligent apex predators into a moving target for players to unload bullets into. This is especially true for how the Alien series has evolved in the gaming medium, with most of these games revolving around shooting swarms of Xenomorphs with smart-guns, pulse-rifles--and even with the Predator making an appearance. Because of this, the Alien creature became the quintessential video game cannon-fodder. However, Isolation was cold and cruel in showing players how futile this approach was, instead forcing players to relearn their relationship to the Xenomorph and, ultimately, respect it. While your goals and destination are mostly one-note, Isolation allows players to come up with their own solutions, either from sacrificing resources to craft new items, or by making a bold move to take advantage of nearby enemies as a distraction to make a quick getaway.
With a focus on staying on top of your resources, avoiding enemy encounters when possible, and a static save system that makes simply recording your progress a risk in itself--the main hook of Isolation's design is making players constantly aware of how vulnerable they are. Coming a year after the lackluster and uninspired action-horror game Aliens: Colonial Marines, the developers at Creative Assembly distinguished their Alien game with authenticity. Alien: Isolation, in many ways, relishes in subverting expectations; whether that's making players the prey instead of the predator, or giving players conditioned to expect a shooter something entirely different.
Though Isolation's lead character comes from one of the sequel's deleted scenes, Isolation benefits from extrapolating out what made the original movie memorable. In addition to Amanda, however, are an assortment of side-characters that can be played as in the Survival mode, offering their side of the story on the Sevastopol. As a ramshackle space station falling apart, populated with knock-off Working Joes androids that couldn't be sold off due to how creepy and off-putting they look, the setting feels like a haunted house floating in the cold depths of space. And to make matters worse--there's a high-intelligent, merciless killer lurking about.
Alien: Isolation saw its release in a particularly interesting year for horror gaming. The genre had gone through a rather surprising upswing with notable releases from independent developers like Five Nights at Freddy's, to some more larger scale releases like the enigmatic P.T--the teaser for the now dead Silent Hills. What these games have in common with Alien: Isolation was that they forced players into a position of disempowerment, either keeping them in a specific location, or tasking them with making to it one location from another, while avoiding the gaze of the antagonist.
With the survival horror genre, much of the experience is about humbling the player and getting them to feel the sense of uncertainty that looms throughout their trek. Alien: Isolation isn't about the big victories of taking down bosses over the course of several hours, but rather the smaller victories scattered throughout; slinking back into the shadows as the Xenomorph enters the room, narrowly avoiding certain death, or managing to grab an item of a desk in the same room as a Working Joe. Broadly speaking, Alien: Isolation spends 12-15 hours ratcheting up the tension when needed, and then gradually loosening it up. But in the midst of it all, the ever-present threat of the Xenomorph feels like the touch of fingertips on your neck, threatening to choke the life out of you at a moment's notice. Its delicate cycling of tension feels more like a constant chokehold.
While Creative Assembly and Sega may never make a game like Isolation again, it will be remembered for its bold, brave inventive realisation of the Alien franchise's potential. It understood what the property was capable of beyond the shooting galleries and recycling of cheesy one-liners. Alien: Isolation stands as a remarkable achievement for its re-examination and re-invigoration of the horror experience in gaming, and is likely one of the best things to happen to the Alien franchise in a long time.
While you can check our our Shadow of War review for thoughts on how it's turned out, we recently discussed the challenges of making a Lord of the Rings video game with Tony Elias, Monolith's lead narrative designer. In our chat, he touches on why it wouldn't be fun to do a straight adaptation of the books, the rationale behind Lady Shelob, and whether he would be interested in taking on the material in The Silmarillion.
GameSpot: What's your background with Tolkien lore and The Lord of the Rings and The Hobbit, and maybe something like Silmarillion?
Tony Elias: I was not one of those kids who read it when I was really young, like many of the people here. I kind of came to it later in life, so in my 20s I read the Hobbit and Lord of the Rings, and got into it in that way. It's interesting; now I have kids, and so I have an eight-year-old boy, and we finished The Hobbit last year. We just worked our way through Fellowship [of the Ring], and so it's kind of fascinating to see him experience that for the first time. He's just become such a big fan.
He obviously can't play the game, but he's just really fascinated, like, "Wow, you're making a game in the Lord of the Rings universe!" It's really kind of funny to see him geek out over playing Lego Hobbit, and just learning about Mordor and Middle-earth in general.
Yeah, I think I first came to it when I was 12, and I obviously wasn't old enough to appreciate it. I think Tolkien was too descriptive for that age for me. I think maybe I had seen the Fellowship, and then assumed that the books would be more descriptive in the battles, which is what I was looking for at that age. Then I came back to it like six years ago, and I was like, "Oh, okay, I get it." It's super good, because--
It's interesting to see someone coming to it. It's kind of a little above his reading grade, and so there are long sections. You look at Fellowship for example, and after Gandalf gets there, it's a long time before they leave the Shire. It's like 100 pages, and you watch the movies for example, and it happens immediately.
It's kind of a good reminder of just what happens with adaptation, and that things exist differently. Every time you're recreating this story in a different medium, pacing changes, character emphasis changes, all of those things. Seeing it through, like going back to the books is always really useful, because it's just such a great touchstone for the themes that Tolkien was obsessed by, the subjects, that we really take to heart and try to retell again.
Speaking of adaptations, what was it like coming over to work on Shadow of War knowing that you would be able to work on a Tolkien video game?
You don't get that many opportunities in a lifetime to work in such a beloved world as Middle-earth, and the opportunity here is, not only is it Middle-earth, but the focus is Mordor. Not that much has been written about Mordor. You read Lord of the Rings, and there are a few conversations between orcs here and there, you go to Mordor, but the orcs are this kind of unknown population. That's where we really dive in, and we get to create this culture and civilization around the orcs. We put this undead man fighting this war, having to form alliances with orcs, and battle against them. It's their rightful gains, but it gives us the opportunity also to create new stories in this world that we really all love.
I think Tolkien died in '73? Ever since then, it's been Christopher Tolkien and the estate publishing his stuff posthumously. It must be exciting to contribute to that, but flip side of that coin, it must be pretty daunting. Maybe intimidating.
Oh, absolutely. I think whenever you have an IP or a book series that is so beloved by a fanbase, you have to take that on board and realize that there's this kind of a handle with care there. Thankfully, the people who have worked on this game, the developers, we love Tolkien's work. We want to realize it in a different medium, and with I guess a more contemporary sensibility. I think the danger of adaptation is being too conservative, and being overly reverent, because I think that, it's safe in some respects, but I think you walk a path in which you create something that is dull, and doesn't work in the medium that you're creating it for.
Our number one priority is to make the most fun, enjoyable game that really feels like it comes from Tolkien's world, that it is Middle-earth, that these characters and themes are really recognizable, but realizing this [is a] different medium. That's been the objective. We have a lot of conversations here, sometimes sort of arguments over like, "Well, is this appropriate? Would we do this?" Sometimes you make a decision where, we realize, okay, we've been debating this for 15 minutes. Maybe that's a good thing, because I think the films that I've most enjoyed, the games that I've most enjoyed are ones in which you walk out, and there's so much to talk about.
When you look at someone's intention or someone's motivation, and two people can have very different viewpoints about what they were trying to accomplish, it lives on beyond the experience rather than something that like, "Okay, I've experienced that, completely digested it, and never have to think about it again." I think that's probably a mark of failure in a lot of ways, and it's what we've tried to avoid. We really want to put in as much content as possible that will really excite and motivate conversation and debate.
I used to imagine what was going through Peter Jackson's mind when he sat down. You know, there have been animated films of The Hobbit and Fellowship, and then I think there was the Return of the King one as well, but I was always wondering what went through his mind. Like, "How do I adapt this to a movie?" I can only imagine what would go through Monolith's minds when you're saying, "Not only how do I adapt that into something entertaining but also fun." Because the movies can be entertaining, but I wouldn't necessarily call them fun. They're not like lighthearted or anything, not that Shadow of Mordor is, but … if you were to make a game that's super, super faithful to the books, it would be a boring game.
Yeah, I'm not sure how fun it would be. I think you have to ... I think there were some decisions made at the outset that really put us in a strong position for making something that is well-suited to [a] third-person open-world action game. It's set in Mordor, so you are a human in Mordor, so you're kind of a sort of stranger in a strange land, and you're fighting this war, and everyone hates you. Everyone is trying to kill you. It's just sort of a setup that is perfect for gameplay.
Also we have this death mechanic that allowed us to really work with the themes of deathlessness in Tolkien's work, but adapt it to a medium where death is usually a fail point. Oh, I died, I got to do that again. No, time moves forward here, and you get to chase down your enemy, and create a continuous story that would usually have ended.
Unlike Boromir or Faramir, when I think Talion, I actually think of like an anti-hero, because I think he's more on a revenge quest than a heroic kind of odyssey, right? I was telling Michael, before I played Shadow of Mordor, I was always wondering, I was like, "I wish they would have a character in a Lord of the Rings game that would actually be an antihero and use evil power against the evil people." Because that's the fun part, and then in Shadow of War of course, you're forging your own ring, and you're getting really powerful, and you're building an army, and there's that strategy aspect to it. I know you weren't on the writing process for Shadow of Mordor, but for Shadow of War, was that kind of a conscious thought: How do we make this even more fun and expansive, but also how do we fit into these themes with Talion, with the setting, with what you're doing throughout your time in this game?
Yeah, absolutely. I think Shadow of Mordor was very much a revenge story. Talion's family is killed at the beginning, it's a very immediate event, and he's seeking vengeance for that. Our dual protagonist is formed at the beginning of that game, with Celebrimbor and Talion. A lot of Celebrimbor's time is trying to rediscover who he was. We pick up in Shadow of War with the forging of a new ring. They have a very solid objective: they're going to forge a new ring of power, and build an army of orcs, and take this war to Sauron. The stakes have been really widened to all of Middle-arth at this point.
Although in some ways, I think Talion's story is one of four in a lot of ways. He finds himself in Mordor; Celebrimbor as well. He's already fought a war against Sauron, he knows what it takes, and you find Talion in this position of asking himself, and he's fighting these monsters, these orcs, he's having to deal with the Nazgul, dealing with Shelob, and asking himself, "How much of a monster do I have to become in order to defeat these enemies?" Which is kind of a struggle in their relationship as well. There's a lot of drama that comes out of that in the course of Shadow of War.
I think people's sense of who Shelob is is one of the great spiders, and we could have done just that, sure. ... We really wanted to explore this character.
It was great in Shadow of Mordor, when they were first announcing, you're kind of showing off the characters, and then when we heard that Celebrimbor was in it, we were like, "Oh, that's a huge deal." Because obviously, I think was it like 1,000 years before Elrond, the alliance, marched against Sauron? It was the 1,000 years before that when Celebrimbor fought Sauron?
In the first war, yeah, after he forged the rings. Yeah, he stole the rings.
Then I'm like, "Okay, that's cool, he's in this game." I don't know who Talion is, obviously, but Celebrimbor, that's a name people know. Now I'm curious, I don't know how much experience you would have, when you're kind of figuring out what to put into this story, what's going to be faithful to the books or the movies, what's going to be faithful to the Tolkien license--did you have any interactions with Middle-earth Enterprises or do you mainly go through Warner Bros. or on the writing team?
I think everything is reviewed by Warner Bros., but also Middle-earth Enterprises. Every line of dialogue goes through them, every story arc; the story outlines are reviewed, and we get feedback and respond to that. They've been a great partner to work with on this. I think there's always a bigger question when we want to use a famous character from the original IP, or sometimes we'll create … We don't actually have that many characters from Lord of the Rings, for example, but you may have Gollum, for example. You really want to honor people's sense of who that character is, but sometimes you'll create a character like Eltarial, this elven assassin. We have references for how she might be, but we have how an elf might be, and how she might speak, and what her bearing might be. We'll later talk about the art that goes into that, for example, but all of that is reviewed ultimately by Middle Earth Enterprises.
There was some feedback when people saw this Shelob, who is traditionally a giant spider, and now she's this woman. What went into the process for playing with artistic liberties in that sense? Stuff like that, that some people might not think is faithful.
Oh yeah. I think people's sense of who Shelob is is one of the great spiders, and we could have done just that, sure. We could have had Shelob appear in great spider form, but she would have had a much smaller role in the game, ultimately. We really wanted to explore this character. If you look back at Two Towers for example, I think one of the first descriptions of Shelob is an evil thing in spider form. It's an interesting way to describe this creature, a spider form. Not just a spider, or a great spider, and so it feels like it's chosen [that form] in a way.
Her mother was Ungoliant, who it's suggested is a Maiar, but this kind of primordial being, all powerful. Shelob is the daughter of Ungoliant. We kind of ran with that idea of a creature that could transform itself, depending on the context--we have done that in the first game with Sauron in fear form. Sauron has his war form and he has his fear form, and Shelob, you could think of the spider as Shelob's war form, and her fear form she uses when she counsels Talion. She can read the web of fate. We see her as this kind of dark oracle, a sort of dark Galadriel who can see the future and guide his path.
We thought there was a lot to explore there, and we could do that with a humanoid representation. We're not saying she is a woman; maybe she goes back between the two. It's very clear from the outset that this is a form that she takes when she communicates with Talion. It allowed us to do a lot more with the story, it allowed us to use her in a more meaningful way in the story.
It kind of reminds me of--when you say in spider form, I always think of It.
That's a really, yeah, I mean--spoilers--but it is an actually great contemporary reference. Because these are sort of archaic icons in a way, these creatures that inspire terror in humanity, these ancient, monstrous forms. Shelob is just that, it's just sort of if she had appeared in spider form and remained in spider form, and then she's going to guide Talion on his path in the future, what actions he might want to take with the siege of Minas Ithil. I think this is not something that could probably be dramatically supported over the long haul. People generally don't trust monsters when they appear in monstrous form. I think you have to give it more breadth, and explore what this character, the other dimensions of what this character could be, and that's what we were trying to do in Shadow of War.
Talking about It, I feel like one of the big themes of Shadow of Mordor and a lot of Tolkien stuff is fear, and how that plays into it. You mentioned the themes. What are the big touchstones in terms of themes that you felt between the books, the movies, and bringing them into video games? What are some of those major ones that you really wanted to hit with Shadow of War?
Speaking of the themes, I think the major theme that we explore in Shadow of War is probably the idea of deathlessness, because our character is kind of this undead human who can die and return over and over. Where's our ring of power? The promise of the rings is one of, it's not necessarily immortality; it's deathlessness. It's this kind of weird intermediate state between the two. There's the temptation of power in the rings that kind of speaks to the fall of so many characters before--Talion and Boromir and Gollum, characters like that.
I think we really wanted to explore the cost of deathlessness. Sure, it will allow you to accomplish certain goals, but at what cost? That was I think an important one, especially through Talion, through Gollum, but also through the Nazgul; we get to explore their back stories in Shadow of War ... little is said in the books about the identities of who these kings of men were. We get to explore that a little further. These were men corrupted by the power of the rings, and [who] became these kind of undead creatures, these monstrous lieutenants of Sauron.
I think another theme that, it's probably not spoken of a lot, but it was one of Tolkien's main subjects, was friendship or fellowship. This idea of camaraderie and bonds that are forged in war, or through adversity. You think of Lord of the Rings, but you think when we start our game with the siege of Minas Ithil, and Talion has been undead. For a while now, he's in a way losing his humanity, and I think he senses that. When he forms these friendships with characters like these Gondorian lieutenants, like Idril and Boromir, it's a way to reconnect with that lost humanity, but also he's forming these alliances in a way that he did when he was alive t the Black Gate with his fellow soldiers. Even in the first game, I think that was explored with characters like Ratbag, and we get to do that a little more in Shadow of War.
What's it like to know you can look back and say that you added to this universe that you kind of fell in love with through literature, and then it's the most iconic fantasy franchise? Game of Thrones is up there, but it's not Lord of the Rings, it's not Middle-earth, right? What is it like to know that you can look back and know that you added to that world?
Well, the experience of working on this game, and there are projects where you get to work on an IP like this, and it might not be the best version of it. I think we are so lucky at Monolith; we have put together a team of people who are incredibly talented and collaborative, who created this great game in Shadow of Mordor, and really wanted to expand the scale and depth of the game in Shadow of War. My experience coming in as a writer on this team was, it's something I'm always going to sort of cherish in a way. You know? Who knows how the game will do when it comes out, but the experience of having worked on it, and it's an honor, and it's humbling, and it's the sort of thing that you do this job for.
Do you wish that at some point in your life you could do something with the Silmarillion?
That would be fun. I think there's ... [I] don't want to go into the various license agreements and what we can work on, and what we can't work on, but yeah. To be able to work on everything that Tolkien wrote really expands the canvas. We have a pretty good chunk in The Hobbit and Lord of the Rings. There are so many characters and themes that are touched on in the appendices, and just those stories that there's no shortage of material for us to work in.
The next big event in Destiny 2 is just around the corner. Bungie has confirmed that the game's limited-time Iron Banner Crucible event returns on October 10, making its first appearance in the sequel. While the name is the same, there's actually quite a bit that's changed from the previous game's version of Iron Banner. Below, we've outlined what's different, how to unlock Iron Banner access, and what kind of gear and rewards you can earn by taking part.
How To Access Iron Banner
To participate in Iron Banner, you need to visit Lord Saladin in the Tower. That task itself requires that you complete the campaign, as the Tower is inaccessible until you've done so. Once you've spoken with Saladin, Iron Banner is entered through its own Crucible playlist, which features Quickplay modes and matchmaking. You can join with a Fireteam or dive in solo.
When It Starts
Destiny 2's first Iron Banner begins on October 10 at 2 AM PT / 5 AM ET, as part of the weekly reset. It will run for the entire week, ending with the following weekly reset on October 17. This isn't the only major thing opening up on October 10, as that's the day the Prestige mode version of the Leviathan Raid unlocks.
What's New
As with all Crucible modes, Iron Banner matches are now 4v4, rather than 5v5 in the original Destiny. But the biggest change is that Iron Banner is now entirely about skill; Power levels are not taken into account, as Light levels were previously. "Your fighting abilities, not your power levels, will decide the outcome," Bungie says. Additionally, rather than completing bounties and ranking up, there are new Iron Banner Engrams that you'll earn for participating.
What You Can Earn
Iron Banner Tokens are handed out for every match you complete, win or lose--but you'll earn more if you win. Those can then be turned in for the aforementioned Iron Banner Engrams. New Iron Banner armor and gear is available for Titans, Hunters, and Warlocks, as pictured above. Daily and seasonal Milestones will let you "track your progress to glory."
Destiny 2 seasons are still something we don't know much about, but Bungie has said it plans to share further details about them soon. In the meantime, you can check out the latest Nightfall Strike.
For most players, Destiny 2's Leviathan raid is already challenging. But if you're seeking an even more difficult version of it, you're in for a treat. Bungie has announced that the harder version of the raid, Prestige mode, launches for all PS4 and Xbox One players on Tuesday, October 10 at 10 AM PT after the weekly reset.
Bungie says you may not be able to beat the raid at this super-difficult level. "We do not expect everyone to be successful in completing this activity. Mechanical changes to the encounters are minimal, but they are there," Bungie said. The overall goal for the Prestige difficulty is to put players into a "more punishing sandbox" and challenge you to master the ins and outs of it.
There will be rewards for successful completion of the raid at the new difficulty level, but Bungie said the goal is "not to provide a boon to your character progression." Instead, players can expect "unique rewards to help you shine." Unfortunately, that's as specific as Bungie got, but presumably more details on the rewards will be announced soon.
The Star Wars Battlefront II beta is now underway and EA has announced more details about the PC version specifically, revealing its minimum and recommended requirements. Starting off, you'll need 15 GB of hard drive space to install the beta client. As for the rest of the requirements, you can see them below, as posted on EA's website.
Minimum PC System requirements:
OS: 64-bit Windows 7 SP1, Windows 8.1 and Windows 10
Online Connection Requirements: 512 KBPS or faster Internet connection
Hard-drive space: 15 GB
Given that Battlefront II is only in a beta state, it's possible that the final PC requirements will change for the full release. We'll report back with more details as they become available. The Battlefront II beta runs October 6-9 on PC, as well as Xbox One and PlayStation 4. People who pre-order got in two days early, beginning on October 4.
Progress from the beta does not carry forward to the full game. This is often the case with betas--for EA games and others. For Battlefront II specifically, EA said, "We want everyone to start on a level playing field at launch, whether they have been able to take part in the beta or not, so we're resetting all progress after the beta." Here's what's included in Battlefront II's beta.
A new trailer for Battlefront II released recently that showed off how much more content the game has compared to its 2015 predecessor. The video is narrated by Star Wars actor John Boyega, who famously lamented the absence of a single-player mode in the previous game.
Bungie has rolled out the latest weekly reset for Destiny 2, which soon see some server downtime and the release of a new 1.0.3.1 update. Among other things, the weekly reset means a new Nightfall is now available, complete with another set of modifiers, Challenges, and rewards.
This week's Nightfall Strike is Savathun's Song. As always in Destiny 2, you'll have to rush to finish, as a time limit is in place. But whereas last week's Nightfall featured a modifier that didn't permit you to extend the time limit, one of the modifiers this time around is Timewarp - Anomalies. Throughout the Strike, you'll encounter floating objects that can be destroyed, with each one providing an additional 30 seconds for you to make it to the final boss and defeat it.
The other active modifier is Momentum (which was to be used in an earlier Nightfall but had to be replaced because it was broken). When you stand still, neither your health nor shields will regenerate, which means taking cover like you normally might isn't a viable strategy. Instead, you'll want to consider sprinting, which actually increases the rate of your recovery.
There are again three Challenges, the first of which is the returning Speed Of Dark; this tasks you with finishing the Nightfall with at least five minutes on the clock, which may require taking out most or all of the anomalies you encounter. Unbroken requires completion of the Nightfall with fewer than three deaths. And The Best Defense asks you to shoot down 15 projectiles before defeating Savathun's Song.
Players have reported a possible Nightfall cheese, which once again takes advantage of the Timewarp - Anomalies modifier. As documented in this YouTube video, you can reach a point in the Strike where you can turn around and return to an earlier area, where the Anomalies will have respawned. Doing so provides you with more anomalies to destroy than you would otherwise have access to--and thus, additional time to finish.
Completion of the Nightfall rewards players with Powerful Gear rewards. This is one of the few activities to offer those, and they're among the best items you can get your hands on. It's also a reliable way to increase your Power level past 265, should you be struggling to pass that point. If you haven't made it to that point, you may want to consider waiting until after you've raised your Power level before grabbing the Nightfall reward. This Nightfall will be available until the next weekly reset, which occurs at 2 AM PT / 5 AM ET / 10 AM BST / 4 PM AEST on Tuesday, October 10.
If you haven't yet unlocked the Nightfall, you'll need to complete two Strikes and approach the suggested Power level of 240 before Zavala will allow you to take part in them. Traditional matchmaking is not available, but in its place we have Guided Games, providing players with the opportunity to be matched up with members of a clan for the mission (which requires a Nightfall Ticket). Alternatively, clan members can sign up to serve as guides through the Nightfall, and doing so does not require a Ticket.
Unlike its predecessor, Destiny 2 will release on PC. Although players have had to wait longer for it, there's not too long left now. Destiny 2 doesn't launch on PC until October 24, and for those of you that didn't pick it up on Xbox One and PS4, the PC version features a variety of improvements and differences compared with its console counterparts. To help you get an idea of what to expect from the PC release of Bungie's hotly anticipated sequel, we've gathered all of the essential details below. Take a look and you'll find detailed information on everything from what's different, to recommended PC hardware specs, and how it works with Blizzard's Battle.net client.
Unfortunately, if you didn't try it already, the Destiny 2 PC beta has already passed. For more on the game, check out our Destiny 2 review. We also have tons of Destiny 2 guides, tips, and tricks for those who have already begun playing on consoles or are simply looking to get a head start on how things will work on PC.
Destiny 2 PC Release Date and Differences
The PC version is confirmed to have release date on October 24, while the Xbox One and PS4 versions are already out, having launched on September 6. (Betas on all platforms have also wrapped up.) In terms of actual playable content, everything is the same on PC--with one exception. Sony's timed-exclusive content for Destiny 2 affects not just Xbox One players, but those on PC. The PS4 version comes with an extra Strike, Crucible map, and some items that will not be available on other platforms for at least one year. There's no precise date for it yet, but after PlayStation-exclusive content in Destiny 1 remained exclusive for longer than expected, Bungie has explicitly stated that this Destiny 2 content will be out by the end of 2018.
Destiny 2 PC Minimum Requirements and Recommended Specs
While there may be changes made for the final release, Destiny 2's PC beta brought a list of minimum and recommended system specs. Additionally, Bungie provided a list of hardware for those looking to upgrade their systems, with CPU and GPU minimums and recommendations.
Texture Anisotropy (Anisotropic Filtering, up to 16x)
Texture Quality
Shadow Quality
Depth of Field
Environmental Detail Distance
Character Detail Distance
Foliage Detail Distance
Foliage Shadow Distance
Light Shafts
Motion Blur
Wind Impulse
Render Resolution
High Dynamic Range (HDR)
Chromatic Aberration
Film Grain
Destiny 2 PC Control Scheme
The PC version uses a relatively straightforward control scheme, which you can see in the image below. It's worth noting that the controls are completely customizable.
Destiny 2 Doesn't Use Dedicated Servers
Unfortunately, the game will use peer-to-peer servers. However, this doesn't work quite the same as in the previous game; when Bungie explained why Destiny 2 doesn't use dedicated servers, it noted that you'll never run into a host migration situation.
Destiny 2 PC Impressions
During our hands-on time with the game, we found the mouse and keyboard support to be a welcome addition. It enhanced the overall feel of multiplayer, though it did seem to make the single-player portions we played easier than we anticipated. You can check out our analysis of the PC beta for a technical look at the game; for further impressions of the PC version, watch the video below.
Destiny 2 Review
If you're hoping the game is dramatically different from the original Destiny, you may be in for a disappointment, but those seeking a refined version of that game will likely be pleased. You can read our impressions of the full game on console in our Destiny 2 review diary and Destiny 2 review-in-progress.
Destiny 2 Uses Blizzard Battle.net
Destiny 2 uses Blizzard's desktop app. It's the first game not directly developed by Blizzard to appear on the platform. Activision and Blizzard have changed its name several times recently, but moving forward it will be referred to as Blizzard Battle.net.
Destiny Progress Doesn't Transfer to Destiny 2
Unfortunately, Destiny 1 power, possessions, and Eververse-related items and currency will not transfer over. While your character's appearance will not be abandoned in the sequel for console owners, there's no word if it'll support any kind of transfer from console to PC.
Like some sort of intergalactic, otherworldly ice cream truck, Xur has rolled back into town and he's got some nice treats for you Guardians out there. This week Destiny 2's mysterious merchant has pitched up on Earth, close to the Winding Cove.
Fast travel to the Winding Cove, bring up the map, and you'll see the icon for Xur on the bottom left(ish) side. Again, it's pretty easy to get to his general location, but you'll need to do a bit of jumping to get up to him. Look for the crashed ship and you'll spot him. If you're having trouble locating him, watch the video above to see his exact position. And if you're wondering if it's even worth the effort, you can find images and details on what he's selling below.
Foetracer (Hunter Class Helmet) -- 23 Legendary Shards
An Insurmountable Skullfort (Helmet) -- 23 Legendary Shards
Nezarec's Sin (Warlock Class Helmet) -- 23 Legendary Shards.
Destiny 2 director Christopher Barrett recently took to Twitter and asked fans to give feedback on what they would like to see in Destiny 2's first DLC expansion. Some of the most popular ideas so far include custom games, more loot, and a greater focus on endgame content.
Before Destiny 2 was released, reports suggested that the first DLC pack will focus on Osiris and will take players to Mercury. Later, Bungie confirmed that Curse of Osiris is real. However, since Barrett is still taking suggestions, it appears that Bungie hasn't finished all the content yet.
Most horror franchises quickly run out of ideas, and there are very few that have made it past two or three parts without a major drop in quality. The Chucky series is the big exception. Cult of Chucky is the latest movie in the killer-doll franchise, which started back in 1988 with the cult smash Child's Play. Seven films later, creator Don Mancini is still finding new ways to keep the franchise fresh, with each movie changing settings, style, actors, and story, but all anchored by the iconic, foul-mouthed murderous doll at the center.
Mancini, who also directed episodes of TV's Hannibal and is a producer on the horror anthology show Channel Zero, has written every Chucky movie since 1988 and directed the last three. The 54-year-old filmmaker explained that changing the formula each time is the key to the franchise's ongoing success.
"I always want to do something different," he told GameSpot. "I don't want to make the same movie over and over again. I'm interested in what's going on with these characters and what would be an interesting new story to tell with them. So, that's how I proceed. I'm very inspired by the characters, and I'm also very inspired by the actors that are playing them."
"To me, sequels are unique opportunities," he continued. "Any good narrative is about subverting expectation. And I think that sequels provide a unique opportunity to do that, because people come with a lot of expectations based on what they have seen before. So, that gives me a unique opportunity to surprise them."
Brad Dourif (who played Grima Wormtongue in The Lord of the Rings) has provided the voice of Chucky from the very first Child's Play. Since 1998, he has been joined in three movies by Jennifer Tilly, as Chucky's bride Tiffany, while Dourif's daughter Fiona stars in both Cult and 2013's Curse of Chucky. Mancini recognizes that the strength of his cast is a hugely important element.
"One of the cool things about having a franchise is that I am writing to specific actors," he explained. "We're are really lucky with Brad and Jennifer--both Oscar nominees. Fiona is amazing. Since we worked together the first time on Curse of Chucky, she's really starting to break out."
Mancini explained that he doesn't start writing a new Chucky movie until he knows that the key cast members are available. "They definitely have to be locked in," he said. "We have to know that this is going to work with these specific actors. But that is nine-tenths of the fun, because these are the same actors that have been doing these roles for many films and many decades."
As for Chucky himself, it's impressive that in an age of extensive, increasingly affordable digital effects, Mancini has resisted turning the doll into a CGI creation. The director admits that animatronics are a vital part of the character's appeal, and the one time he did go the digital route wasn't exactly popular with fans.
"On the last movie [Curse of Chucky], I did one CG shot of Chucky," he said. "It was something we had shot with the puppet, but it was the one shot that didn't work. Since it was a shot that was kind of in shadow, we thought we would get away with it. But the fans zeroed in on it, they spotted it, and they hated it. So, lessoned learned, never again."
"I also think it is important for the actors to have something tangible on set," he continued. "So, Chucky is on set. He is a character who is performing right there in the scene with Fiona, Jennifer, and all of them."
Cult of Chucky shifts the setting to a psychiatric hospital, where Fiona's character has been incarcerated after she is framed for murder by Chucky and Tiffany. Mancini explained that a decision was made to build a hospital set rather than film in a real one.
"We built all of that," he said. "I wouldn't have wanted to shoot in a real hospital, just because aesthetically, I wanted to push the stylization of it. The aesthetics of the movies are another thing I want to do differently every time. On Curse, we had done the gothic vibe with that house, but I didn't want to go that route with the asylum. I wanted to do something very modernist and minimalist."
Mancini went on to state that, with this new movie, his influences were more the surrealist horror of directors such as Brian De Palma, Dario Argento, and Mario Bava, rather than the slasher movies to which the Chucky movies are often compared.
"My interest in the horror genre, it's not gritty horror movies like Texas Chainsaw Massacre," he said. "Those are great and have their indispensable place in the genre, but for me personally, that's not what motivates me creatively. I'm much more about finding the perverse beauty in horror."
Finally, Mancini revealed that Chucky very nearly had a different name. "In my original script [for Child's Play], Chucky was named Buddy," he said. "This was when I wrote it in the mid-'80s. But it turns out there was a doll on the market called My Buddy, that I was not familiar with that at the time. So, the name was originally Buddy, but I think Chucky is better. Because Chucky phonetically has the consonants with 'Ch' and 'K,' and Chucky sounds violent. Chucky to me sounds like the sound of a knife plunging into a pumpkin and pulling out. Or a body!"
Cult of Chucky is now available on DVD, Blu-Ray, and Video on Demand.
In honor of Rick And Morty Season 3 Finale, we're giving away a Weaponized RickFunko Pop! One (1) winner will be chosen after the giveaway closes on Sunday, October 8th at 12:00PM PT.
Open to US residents only, void where prohibited.
Enter below (the additional entries are optional to increase your chances of winning):
To celebrate the 10-year anniversary of The Witcher franchise, we've teamed up with J!NX to give away five (5) $100 Giftcards to use towards their new The Witcher 3 apparel and accessories collection! Scroll down to enter below.
Entry is open to US residents, void where prohibited. Competition ends on Wednesday, October 11, 2017 at 5:00PM PT. Five winners will be contacted via email.
J!NX has released an epic loot chest to celebrate the 10-year anniversary of The Witcher franchise. See their new collection:
Enter below (the additional entries are optional to increase your chances of winning):
In case you haven't heard, Cuphead is a very difficult game. From dodging numerous projectiles to making challenging jumps, this throwback run-n-gun shooter puts players through its paces when guiding the titular character through the many challenges that come his way. Despite the overwhelming obstacles--and the ensuing frustration--Cuphead is a game that greatly rewards patience and perseverance. And when you're finally able to clear through a tough boss after dozens of tries, you'll get a feeling of satisfaction that not many games will be able to match.
We at GameSpot have spent many hours with the game, and we're ready to share the fruits of labor. With each of the bosses having their own unique strategies and quirks, simply getting through them on the normal setting can be difficult enough. But we've gone the extra mile and cleared through the entire game on the Expert mode with no damage sustained during each battle. Check back with us for updates on this guide, along with a complete no-damage run of the final boss.
Microsoft has revealed the latest batch of deals for Xbox Live Gold members. This week's selection includes discounts on a number of great games and DLC bundles for both Xbox One and Xbox 360, which will only be on sale until next week.
Xbox One Gold members in particular can find savings on some acclaimed titles. BioShock: The Collection is available for $30/£22.50, while Borderlands: The Handsome Collection has been discounted to $19.80/£14.85. Another BioWare RPG is on sale this week; this time, players can pick up Dragon Age: Inquisition Game of the Year edition for $13.20/£8.25 and its DLC bundle for $9.90/£8.25. Some other notable discounts for Gold members include:
Even if you don't have an Xbox Live Gold membership, you can still find discounts on some great titles this week, including Batman: Arkham Knight Premium Edition ($16/£16), Injustice 2 Deluxe ($48/£42) and Ultimate editions ($60/£54), Lego City Undercover ($25/£25), and Middle-earth: Shadow of Mordor Game of the Year edition ($8/£9.60).
This week's Deals with Gold discounts are available until 3 AM PT/6 AM ET on October 10. You can find the full list of discounts on Major Nelson's blog.
Another week of deals and discounts have arrived on the PlayStation Store in the US. There is no game- or publisher-specific sale this week--and thus, far fewer things are on sale--but there are still some worthwhile deals to be had across PlayStation platforms.
Two of the year's best PS4 games are both on sale right now. Most notably, Uncharted: The Lost Legacy, which was only released in August, has dropped from $40 to $30 for everyone. Meanwhile, PlayStation Plus members can get Nier: Automata for $39 ($42 without Plus).
PS3 and Vita owners have almost no options at all. Space Hulk's Vita version is $16, AeternoBlade is $3.74, and Blue-Collar Astronaut is $4 (with Plus, or $7 without it). Beyond that, there is some discounted Pinball Arcade DLC and little else.
Sony's Day 1 Digital offer is still ongoing. Purchasing two select games (from a list of some very good ones) on PSN nets you a coupon for 20% off a future purchase. Additionally, if you're a subscriber, October's free PS Plus games are now available.
Once again, Microsoft has expanded the Xbox One's backwards compatible catalog. Another two Xbox 360 games are now playable on the current-generation console, both of which hail from the company's Fable RPG series.
The bigger of the two is 2014's Fable Anniversary, the Xbox 360 HD remaster of the first Fable, which was released on the original Xbox. It features improved graphics, a new UI, Achievement support, and everything from The Lost Chapters, an expanded version of Fable released in 2005.
This is joined by the Xbox Live Arcade title Fable II Pub Games, a collection of mini-games that were also playable in Fable II. Pub Games released ahead of that game, allowing you to earn money and items that could be carried over into the RPG.
Both of these games are now playable on Xbox One. If you own them digitally, you'll find them waiting in the Ready to Download section of the My Games and Apps area; if you have a disc for Anniversary, you can simply pop that in and begin playing. Both are also available for purchase from the Xbox Store.
Those without an Xbox Live Gold membership can currently enjoy the core benefit--online multiplayer--free of charge. Microsoft has unlocked online play to all Xbox Live users for the next few days, which is excellent timing with the Star Wars Battlefront II open beta now live.
From now until Monday, October 9, at 11:59 PM PT (2:59 AM ET/7:59 AM BST), a Free Play Days For All event is active. This allows you to play games online on both Xbox One and Xbox 360 without paying for Xbox Live Gold.
One thing that is not included during this free trial period is Games With Gold. The free titles that Xbox Live Gold entitles you to are restricted to those paying for the service. October's Games With Gold freebies for subscribers include Oxenfree, Gone Home, and Rayman 3.
Following an early access period for those who pre-ordered, the Battlefront II open beta is underway across Xbox One, PS4, and PC. It offers four modes and a decent look at what to expect from the full game, which releases on November 17.
Sony has released its US PSN sales charts for September, and it's no surprise which game placed number one. Destiny 2 was the hottest selling PlayStation 4 game in September, as expected (it launched on September 6), followed by three sports games.
NBA 2K18 came in second, with FIFA 18 and Madden NFL 18 following in third and fourth. The surprise PS4 release of RPG classic Final Fantasy IX came in fifth place. It's always worth noting that Grand Theft Auto V, first released for PS4 in 2014, is still in 7th place.
The charts also contain PS VR games too. While shooter Superhot VR remains in top place, new game Sparc took the second spot. As for PS Vita, the critically-acclaimed Undertale continues to dominate. On the PS3 chart, Pro Evolution Soccer 2018 topped the list last month. For PS3, Grand Theft Auto V remains in second place. Check out the chart for PS4 sales below, or head over to PlayStation's website to check out the full listings.
The latest expansion for the Pokemon Trading Card Game, Shining Legends, is available now. It adds over 70 cards to the TCG, most notably alternate-color (or "Shining") versions of legendary Pokemon from all generations.
The Shining Pokemon--referred to as "shiny" in the games--include Mew, Ho-Oh, and Rayquaza. The set also adds powerful Raichu and Mewtwo cards, though in their normal colors. See some of the new cards below.
The last TCG expansion to add Shining Pokemon was Neo Destiny in 2002. Previous shining Pokemon included Gyarados, Charizard, Raichu, and Mewtwo. When they were first introduced, only one Shining Pokemon was allowed per deck; with the Shining Legends expansion, that rule has been eliminated.
Alternate-color Pokemon were also featured in some of the EX series sets, called Pokemon-Star. They work similarly to Shining Pokemon and include Pikachu, Charizard, and Rayquaza. The last of these alternate-color cards were added in 2007.
With New York Comic-Con happening this weekend, a new Justice League trailer arrives soon. DC has released a new poster featuring the various stars of the superhero team-up movie and announced exactly when we'll be seeing a bit more of the upcoming film.
DC shared the poster below on Twitter along with the trailer's date and time. If you're in the US, you may need to get up a bit earlier than usual: the Justice League trailer drops this Sunday, October 8, at 6 AM PT / 9 AM ET / 2 PM BST (12 AM AEDT on October 9). There was no specific tease for what it will contain, but we don't have to wait much longer to find out.
Earlier this week, we got a look at five colorful new Justice League character posters, each focusing on one member of the Justice League: Batman, Aquaman, Wonder Woman, Cyborg, and The Flash. The film sees them team up to take on Steppenwolf (and presumably deal with the absence of Superman in the wake of Batman v Superman: Dawn of Justice).
Justice League stars Ben Affleck as Batman, Gal Gadot as Wonder Woman, Jason Momoa as Aquaman, Ezra Miller as Flash, and Ray Fisher as Cyborg. Its release date is coming up soon: it arrives in theaters on November 17, 2017.
The squid research lab is back at it again to keep the freshest Switch game up and running. Splatoon 2's latest free update will include the Snapper Canal map and a returning weapon from the original Splatoon, the Bamboozler 14 Mk 1.
The Snapper Canal map was revealed just recently in the latest Nintendo Direct. Nintendo of Europe tweeted out some images, showing off the map's massive bridges and river running straight through the middle. This map is already available in game at the time of publication.
And to no one's surprise, the title's latest weapon fits its namesake a little too well. The new charger weapon, the Bamboozler, is actually made of bamboo. It should be circulating globally later tonight or tomorrow morning.
For those over in Europe this weekend, don't forget about your Splatfest to answer the age old question of over or under. North Americans, there's more in store for you too. Today Nintendo revealed a most spooky Splatfest coming October 13: vampires versus werewolves.
Following earlier reports that the gap between this year's Fast and Furious movie and the next would be bridged by a spin-off, Universal Pictures has officially confirmed such a project. A movie focused on the characters played by Dwayne "The Rock" Johnson and Jason Statham is officially on the way, and it's due out before the next main entry in the series. But not everyone in the main cast appears to be happy with the news.
The as-of-yet untitled spin-off has a release date of July 26, 2019, according to The Hollywood Reporter. It will be written by Chris Morgan, a longtime writer on the series and other movies, including Wanted and 47 Ronin. Despite the fact that Johnson and Statham are obviously key to a spin-off starring them, neither actor has yet to sign a deal.
"Fast & Furious is one of Universal's most beloved properties, and we handle every decision we make surrounding this franchise with great care," Universal Pictures chairman Donna Langley said in a statement shared with THR. "The global brand of Fast & Furious is strong and full of iconic characters, and we look forward to continuing to build on the film that started it all, as well as expanding into different narratives beginning with our first spinoff."
This news comes not long after Universal confirmed a release date for the next core film, tentatively titled Fast 9. It's due out on April 10, 2020, meaning it will end up being a three-year wait. That's longer than the typical two-year gaps of recent years, which might be to facilitate the spin-off film. THR says the wait may be due to the prospective director, as Justin Lin could make a return to the series. He directed the fourth, fifth, and sixth entries in the franchise before stepping away.
Drama between the Fast and Furious cast is nothing new, but this week's news has seemingly generated some new commotion. Fast and Furious co-star Tyrese Gibson took to Instagram to take a shot at Johnson "for making the Fast and the Furious franchise about YOU." He also references Baywatch, the flop which Johnson starred in earlier this year. Subsequently, Vin Diesel posted a picture of his own on Instagram, which shows him, Gibson, and Paul Walker with the caption "Brotherhood." That could be a coincidence, but coming just hours after Gibson's post, it's hard not to see a possible connection.
Destiny 2 has already seen the release of several Trials events that spice up the Crucible PvP scene, and soon we'll have the game's first Iron Banner event. It's coming quite soon, as Bungie has announced the limited-time event makes its Destiny 2 debut on October 10 at 2 AM PT. It will run for one week, and unlike the original version, Iron Banner in Destiny 2 works differently.
Iron Banner matches will be 4v4 affairs, just like other Crucible modes, and features the Control game mode. Bungie stated that your "fighting abilities, not your power levels, will decide the outcome," so it sounds as if Power levels will not be taken into account. Standard Iron Banner ranks and bounties are also out and have been replaced by Engrams.
To access Iron Banner, you need to have beaten the campaign to find Lord Saladin in the Tower. After speaking to Lord Saladin, you'll unlock an Iron Banner quest, which provides access to the Iron Banner playlist.
All matches you participate in (win or lose) will yield Iron Banner Tokens, and you'll get more if you win. There will also be daily and season-length milestones. And of course, there is armor for each class up for grabs. You can see this armor in the image above.
Will you check out Destiny 2's Iron Banner event next week? Let us know in the comments below!
While there were good Lord of the Rings video games before it, none were as impactful as Middle-earth: Shadow of Mordor. The Monolith Productions-developed game proved to be extremely innovative, introducing a new story set in Mordor and the Nemesis system that allowed you to forge stories with individual, procedurally generated enemies.
GameSpot: What's your background with Lord of the Rings, even before you were working on Lord of the Rings games and at Monolith?
Michael de Plater: So I guess my history with Middle-earth goes back to when I was four. My grandma was a teacher, so she was giving me books all the time from when I was tiny. And The Hobbit was like the second book she ever gave me. And so I just loved it. Devoured that and then immediately after read Lord of the Rings and then read it again and again and again, right through up to my teenage years and devoured every other epic fantasy book ever that was available from the late '70s through to pretty much the present. But it's absolutely the foundation of all of them, of the entire genre. So I've just always loved it. And then, of course, like a lot of gamers, I was massively into Dungeons and Dragons and role-playing and kind of running around and exploring all these worlds. And so ultimately getting the opportunity to make this big open-world action RPG in Middle-earth is just totally my 12-year-old self's dream come true.
At what point did you know you would be able to make a game in Middle-earth? Can you walk me through that point in your career and what you were feeling knowing that, like you said, your 12-year-old self would finally realize your dream and be able to make what ended up being Shadow of Mordor, Shadow of War, Guardians of Middle-earth?
Yes, so when that first flickered in my mind that [it] might be a possibility, I used to work on strategy games. I worked on the Total War series and then I was at Ubisoft and we did a console RTS called [Tom Clancy's] EndWar. And [Electronic Arts RTS] Battle for Middle-earth was great. I think I'd always imagined that maybe I'd get to work on a strategy game in this universe, in big, epic battles and so on. But then, I think it was around the time The Hobbit movie started coming out and I heard that Warner Bros. had acquired the rights.
So it was this combination of here was Warner Bros., here's these Hobbit movies coming out, here's Arkham Asylum getting published by Warner, which is the greatest licensed game that had ever been made and totally redefined what you could do with a game [by] moving away from that idea of it being a movie game.
I approached Warner Bros. and got in touch and started talking, and then I was hired to come and work here. And from that moment was the inception of getting to make this open-world Middle-earth game.
Yeah, it's interesting you mention Arkham Asylum because when I first played Shadow of Mordor, the combat, the attack counter ... was Arkham Asylum a big influence on Shadow of Mordor?
Absolutely. It just set the bar for how to make an amazing game within this rich world that's not a movie game. In particular, that it was coming out simultaneously with the Chris Nolan movies, but it was completely its own thing. So it was a very direct inspiration for us, and also did set the bar and elevate third-person combat and action-adventure games. So both are kind of our what we call our predator gameplay; our stealth [was] really influenced by it.
But, of course, we also wanted to have things that made us stand apart and that were really unique. Firstly, the fact that we can have all these weapon systems and be really visceral on the violence of the game, that was pretty fun for us. And secondly, we wanted to have a way to think about what we do with the enemies and how to make them interesting and engaging in varied and that was part of the genesis of the Nemesis system as well.
It's funny that you mention Arkham Asylum and then obviously seeing Shadow of Mordor, in my opinion ... I'm not just trying to be a suck up ... Shadow of Mordor, it's my favorite licensed game.
Oh, wow. Thank you.
It's like that, it's Arkham Asylum, it's GoldenEye. But there's always that difficulty, right? How do you remain faithful to the source material, but also it's super important that you make a fun game, right?
Yep.
I imagine it's a difficult balancing act to straddle the line between those two poles.
Yeah, it's really hard to balance because at the core, the number one thing is you have to make a great game. But you have to make a great game that is incredibly respectful of the source material. So I think from our point of view, it was going through the source material and looking for the themes and the ideas that best worked with what could make really great game. And that's where the Orcs were fantastic. We looked at Saruman's Uruk-hai slaughtering and getting into this fight with the Orcs of Mordor as they're carrying Merry and Pippin. All the Orcs turning on each other and slaughtering each other in Cirith Ungol when Sam's going to rescue Frodo. Being able to get these guys to turn on each other, kind of being the spark that sets off that chaos, that seemed like a really interesting angle.
And the other thing that we looked at was the number of times, in both the books and the movies, it teases this idea of what would have happened if Boromir had gotten the ring of power? What would have happened if Galadriel had taken the ring off Frodo and we had dark Galadriel? So that teasing of someone with heroic goals, but tempted down the road of using power and fighting the dark lord head to head was a really interesting idea.
So we found the kind of ideas and the themes that were in the books and the movies that were appealing that we could focus on in order to try and make the best game we could. One of the things we hear most often as feedback is why don't you go to the Shire, or why don't you go throughout Middle-earth? And obviously that would be exciting as well. But Mordor was this place where we could really bring together what would make this great action-adventure game in such a way that really draws on the themes and core ideas of Middle-earth.
I always thought it made sense for a video game if someone actually used the ring's power, and then you have Talion come along he's like this anti-hero. It seems like it fits. How do Talion and Mordor fit into the themes you mentioned, like of power and fear in this fantasy world?
Talion's two biggest influences from the books is [first] of course Boromir. So he's this heroic warrior of Gondor who is trying to use the weapons of the enemy against them. Like he's trained as a soldier and he's brought up as a soldier. But his difference from Boromir that I think makes him a bit more like Sam is that he's an everyman as well. Like he also would really just prefer that he got to live out his quiet life with his family and that this war hadn't come to him at all. And there's a great scene with Sam in the books where, when he does put on the ring, his mind is just totally overtaken with these fantasies of power, of raising armies and marching through Mordor and conquering everything. And Sam's got enough common sense to realize, "No, I'm just getting deluded by the ring. That's never gonna happen."
Whereas Talion I think is enough of a hero and a warrior to really believe and buy into that particular power fantasy and that promise. And of course games are so often about that same kind of power promise as well. So it very much puts Talion in the same shoes as players are [in] when they're playing the game. And then Celebrimbor, who is united with him, is much more like a figure of power. More like Galadriel. But whereas Galadriel was, "Okay, I resisted temptation. I'm not gonna take the ring," Celebrimbor is much more of the opinion, "No, if I do take the ring, I can do a better job than Sauron. I can fix this." You'll have a bright lord instead of a dark lord and that'll be great.
You mentioned the Nemesis system. Obviously that was Shadow of Mordor's crowning achievement? It created these villains and let people find their own emergent stories and we've gone on a few of these trips this year ... Prey [creative director] Raphael Colantonio said he knew you back at EA.
Yeah, we started at like the same time. We used to sleep on the floor of EA UK.
Then he saw your name on Shadow of Mordor after playing through it. I think he thought, "Oh my God. I worked with that guy for a while." And a bunch of [developers] mentioned Shadow of Mordor as where they think games can go next, in terms of emergent narrative. Where were the kernels for the Nemesis system? How did that start? Was that something you wanted to do for a while, or was it like a collective effort?
That's funny hearing about Raph and thinking all the way back to EA UK and those days because I think the seed of it, a lot of it really was in sports games. I started off working on EA Sports games. Sports games--and sports in general, not just sports video games--are actually really good at creating dynamic narratives around the interaction of these different characters. And the thing I always really liked in sports seasons as well ... You know you've got this beginning, you know you've this escalation of drama that comes up through the finals, you know you've got this epic climax in the Super Bowl or whatever. So there's a narrative structure to it, but there's a lot of different ways that it can go along the way. And there's a lot of individual rivalries and personalities.
In a lot of ways, the dynamic commentary in sport games and so on, of keeping track of what you've done, and then when two teams meet again later--calling back to that is really powerful. And something we also had on Total War was embracing that same idea. We really wanted to have this non-linear campaign. So you never want this thing of okay, I've got to mission four and I failed, so I'm gonna do mission four again. It's like no, I lost, but that set me back. So that's dramatically interesting, because now I want to go forward in another way. So that kind of open-ended story. But taking those ideas of a dynamic narrative and these procedural characters and putting them into an action-adventure [game], that was really exciting.
And then the other sort of seed of it is going back to pen-and-paper role-playing games, where they are always dynamic and the most memorable characters are the guy[s] who started as a random NPC that you met on the fly, but he managed to get the last hit in. They're always more memorable and more meaningful than whatever the crafted narrative that the dungeon master wants to tell you is.
After Shadow of Mordor released, everybody thought the Nemesis system is the next thing that a bunch of studios are gonna try to copy, right? And looking at it, I read ... I think it was Mike Bithell from over in the UK. He had written something like why it was so good and how other devs can emulate it. It's great to see immersive sims with emergent gameplay becoming much bigger in recent years. And I see Shadow of Mordor as one of those sparks for that.
Yeah, and it's a real process of learning about all this emergent gameplay and not just ... Emergent I think is very different from random. We really are trying to create stories and emotional connections to these characters. So when there is a betrayal, or when you lose someone you're attached to, or when you finally get revenge, it's a big emotional moment. So we've learned so much and we've been doing this for six years now and are still just at the beginning of what the possibilities are of where we can take it in the future.
For Shadow of War specifically, when you sat down to think about what you want to do in the sequel, … obviously, you want to say where can we go narratively, where can we go in terms of the setting, the artwork. But also when you're thinking about the Nemesis system, what were some of the tenets you wanted to hit and kind of expand upon from Shadow of Mordor?
I think just in terms of making the core experience of having these personal enemies that you love to hate, just making that stronger. Like going and looking and reading a lot of people's stories of who was your most memorable nemesis, or who did you hate the most. And just looking at those user stories or videos and just saying, "Okay, how do we make sure that more players who play the game absolutely will have those really memorable experiences?" It was a little bit more random in Shadow of Mordor. Some people had these great, memorable, personal enemies. Some people, because they either didn't die or they died too much, didn't get to have the best possible experience, or the most memorable enemies. So trying to make sure everybody got that, [and] being smarter about how we spawn enemies, how they cheat death, how they come out and ambush you, and making sure those stories are stronger.
And then expanding it from just being about enemies to actually having this notion of followers as well. So they all start off as enemies, but as you kill them, you really have that choice between am I gonna kill this guy and get the loot, or am I gonna make him part of my army? And then you've got this whole different relationship. That opens up new stories because you've got the guy who potentially kills him, or you've got him when he betrays you, or you've got him saving you and promoting him. So [we worked on] expanding the whole emotional pallet of the type of stories we could tell.
I genuinely can't imagine anything we could come up with--even if you set it as your goal--[that would] make everybody happy; I think it would be impossible.
To go back to talking about working with the book and movie license. When you are trying to figure out what story to tell ... Did you ever interact with the Tolkien estate throughout the years, or did you usually go through Warner Bros.? How does it work, clearing it with the Tolkien estate, Warner Bros., and how does that influence your design?
Yeah, it's Middle-earth Enterprises that we work with. And then Warner Bros. also has a number of experts and scholars. So it both gets submitted to these kind of official Tolkien scholars. So Janet Croft is great. And then Middle-earth Enterprises. And they're super constructive. I can't think of a time where--if they have had some detail that they're like this is wrong, there should only ever be seven Palantir--they haven't also come back with, "Here's a way you could solve that." Or, "Here's another detail." Or, "Could we help you figure out to do it like this?" Even more so after the success of Shadow of Mordor, I think that gave them a level of trust in how much we love the lore and how we're really genuine in trying to do the best job we can. Because we do, to some extent … it's not canon. We've changed things on the timeline. It is another story that exists alongside the books and the movies. And the movies also have events that are different from the books. So it's really striking that balance, like any good adaptation has to do, of telling your own story but really trying to capture what's strongest about the source material as well.
Yeah and that's always the tough part. I'm sure when Shadow of Mordor released, tons and tons of people loved it, but I'm sure there were some really diehard Tolkien fans who were like, "Oh, a Tolkien character wouldn't use these kind of powers against the enemy." But again, that's kind of where you have to really find that balance to really make a fun game, but also not really shrug off the Tolkien property.
Yeah, it's really hard because I genuinely can't imagine anything we could come up with--even if you set it as your goal--[that would] make everybody happy; I think it would be impossible. Because there are just differences of interpretation, and people are emotionally attached to different things. And people really care, including us, about these universes and IPs that they're attached to. We just have to commit to making the best game we can within the context of our interpretation of the lore. It's more important that a lot of people really love it, [rather] than [ensuring] that everybody thinks it's okay. So it's just kinda, make something that the people who do play it and enjoy it can really love it and really find something to get engaged with.
Was it tough to sell the idea for Shadow of Mordor, whether it was Warner Bros. or Middle-earth Enterprises?
Yeah, every game is tough. I think, again, the thing that they really supported right from the beginning is that we were ambitious. Basically, we want to have this innovation of everyone having their own unique enemies, and we really love the lore and we're really inspired by the success and attention to detail and quality of Arkham. We don't want to make a movie game. We're trying to make the best game we can. And everyone got behind those goals. And then I think when we were fortunate enough that the game did come out and was successful, again the thing that goes up is trust and then people want to support us to then become even more ambitious. And it's like, "Okay, we've done that. Now we want to do the truly epic version of all of those ideas."
Obviously you're super happy with how Shadow of Mordor did. I'm sure you're happy with Shadow of War before release. You probably can't even talk about specifics, but are there some things that you regret not being able to put into these games?
Oh, always. It's a three-year process. So if you're thinking about something 24/7, and [are] inspired by it and playing it, you're just constantly going through a process of having new ideas or things you wish you could have done. But at the same time, you have to make the game and get it out. But, and hopefully if Shadow of War does well, there's a place and an opportunity to take all those ideas and all that learning and all that inspiration and use it in the future. Because that's one of the most exciting things about working in games. Because it is relatively new as a medium, and because the technology is always moving and because we're always learning, there's always that excitement about what's going to happen next.
The CPU market has gotten much more exciting in 2017 for PC gamers and "prosumers" with the launch of AMD Ryzen and Intel's 8th-generation Core processors. We're getting much more performance and speed for our money, leading the way for better multitasking, video production, and gaming. And the Intel Core-i7 8700K is the latest example of the leap these chips are making.
You can watch our video review (above) here at GameSpot or read our full written Intel Core-i7 8700K review. In it I stated, "Upgrading to the 8700K (and consequently a Z370 motherboard) from an older platform makes sense if you plan to do more than gaming, especially if you're hoping to stream and render video off the same computer. It's a bridge between a competent gaming CPU and a workstation CPU. And for $360, Intel is leaning closer towards affordability and high-end performance, something AMD capitalized on with Ryzen."
We also wanted to highlight what tech critics across the internet are saying about Intel's new flagship processor.
"For consumers after the best processor for gaming, and even some content creation tasks, the 8700K is a no-brainer, even with its proclivity for heat. But those with an eye on the wider CPU market and the revived competition between Intel and AMD should note that is very much a battle won, not a war." -- Mark Walton (former GameSpot editor) " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">full review]
PCWorld
"As skeptical we were initially of how Intel's 6-core CPU could go toe-to-toe with AMD's 8-core chips, the tests show Coffee Lake is a lot more competitive than we expected and a lot more affordable than ever before from Intel." -- Gordon Mah Ung " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">full review]
Digital Foundry / EuroGamer
"In the here and now though, it's been a remarkable year for PC CPU technology. AMD's return with Ryzen has shaken things up, but the lacklustre incremental improvements found in the i7 7700K have effectively forced Intel to be more bold - to go wider with more cores, more threads and more performance. Put simply, the Core i7 8700K is an excellent flagship product, and we look forward to testing the cheaper six-core i5 alternatives." -- Richard Leadbetter " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">full review]
Guru3D
"There are many things happening from the two primary brands, both keep each other in line and for the first time in a long time, both offer something very competitive and AMD Ryzen and its platforms currently are really good. So more or less cores? Again, in my opinion the age of the quad-core processor is a dying one. AMD sparked and ignited something in the processor and developer landscape with the release of affordable Ryzen 8-core parts. If you look for more value, I find the 6-core parts to be the better balance for what is realistic for today's gaming PCs relative to pricing... So yes, we had little to no issues with the proc and Z370, everything ran as expected and performed even better. More expensive yes, but recommended for sure. Your choice, other than that I certainly like what we have tested here today." -- Hilbert Hagedoorn " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">full review]
Tom's Hardware
"Intel finally expanded the core count of its mainstream processors, facilitating solid all-around performance from the Core i7-8700K. Aggressive Turbo Boost bins ensure great performance in lightly-threaded workloads, while six cores cut through demanding tasks much more adeptly than Core i7-7700K. Intel's Core i7 line-up is still expensive, but you'll pay a lot less per core than in prior generations." -- Paul Alcorn " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">full review]
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