Category: Gamespot

  • Mafia III's Devs on Refreshing the Mafia Franchise

    Mafia III's Devs on Refreshing the Mafia Franchise

    Mafia III isn’t just an open-world adventure packed with criminal activity. During a recent hands-on session of the title and a sit-down talk with developers from studio Hangar 13, it’s clear the team also treats it like a period piece. Set in 1968 the southern city of New Bordeaux–Hangar 13’s fictional take on New Orleans–players see its criminal underbelly through the eyes of Lincoln, a mixed-race veteran of the Vietnam War who returns to find his people, the black mob, brought low. You, as Lincoln, are tasked with building up a ring of associates, infiltrate and destroy rival mobs’ rackets and restore balance–at your discretion–to your city.

    I sat down with creative director and studio head Haden Blackman as well as lead writer Bill Harms to discuss what swayed the team towards a setting in 1968 New Orleans, their hopes for portraying authenticity of experience with their protagonist, and the research that went into building the world of Mafia III. For both men, the year itself was the tipping point: in 1968, Blackman’s father returned from fighting in the Vietnam War, and a few months later Harms’ father left for the frontlines. Both felt strongly about imbuing their hero with this identity–but in many ways, we can’t call him a hero, as both developers asserted the importance of having a flawed protagonist.

    Although the game is scheduled to launch later this year, there’s still much that hasn’t been revealed: for example, we’ve yet to see the Bayou, an environment to the south of the game’s nine-district map, a swathe of swampy ground where many mobsters hide what they can’t in the city. We’ve met but know don’t know much about Lincoln’s associates, although we do know that how you dole out power between them will affect your resources throughout the game. But knowing the intensity of research putting into fleshing them out and building New Bordeaux can give us a few hints.

    GameSpot: It’s been a while since Mafia II. I’m interested in what happened, or where the franchise went in the years in between, and then your role in it, since you mentioned early that you came here [to Hangar 13] and brought up working on Mafia.

    Blackman: It was more of a conversation in terms of the possible things we could work on, Mafia III was something that was kicking around, and some concepts had been worked on and there were ideas that were definitely floating around. I think the franchise is really near and dear to 2K, so it never was not something that people were pursuing and talking about. But it didn’t really crystallize until we started talking about setting it in 1968, and Lincoln as the protagonist, and building a studio here to lead the creative effort behind it. Luckily, we are incredibly fortunate that a lot of the guys that worked on Mafia II decided to come out here and join us, and a lot of the guys that worked on Mafia II that remained in the Czech Republic agreed to continue to work on the project.

    You mention that everything came together when you settled on your setting, so can you talk about how that conversation went? Who came up with the idea, how did it evolve?

    So again, because they had kind of kicked around ideas for Mafia III for a bit, there were a couple different settings that were talked about that were already in the wind, or already part of the conversation. For me it was easy to just come in and say, “Well that’s the one that’s most interesting to me, let’s explore that more.” So there had already been some concept work that had been done, some concept art, some assets that had been built just to see what it would like to build those assets. [There were] Some very early prototypes of the city layout that had been done by various groups that had been kind of working on the project off and on between Mafia II and Mafia III.

    For me, it was a no-brainer to pick New Orleans as our inspiration. The harder thing, I think, was narrowing down the year, because we could have set it at any time after Mafia II [Editor’s note: Mafia II was set in an era drawing from the 1940s/early 1950s]. I think 1968 really came from the personal note for… [laughs] Well, I looked at what music was out at that time, and said “we can’t have this track if it’s not in 1968 or beyond, right?” But just the fact that that’s the year my dad returned from Vietnam, that became the year that we really settled on. And then obviously it’s such a tumultuous year in American history, it was again kind of a no-brainer.

    Can you talk at all about the other settings you were thinking about, and what was the definitive mark that made you go with 1968?

    I don’t want to talk too much about other settings in terms of places in case we revisit them. I will say we looked at a wide swath. We considered returning to Empire Bay for example, which was the setting of Mafia II. I wanted to do something different that felt new and fresh and move it in a different direction. We looked at some tropical settings. We looked at stuff that was maybe a little bit more unexpected.

    But for me, the rule was I wanted it to be a city that you could look at and go, “I can believe that the mob runs a big part of this city, and that there’s plenty for them to do there from an ecology standpoint.” So you have to have industry, you have to have entertainment, you have to have tourism, you have to have all these things that feed into the mafia. That was really important, but then I also wanted it to be a city that you imagine, “If I was running that city, it would be a city that I would have fun in.” You don’t want to pick a city that maybe does have a strong criminal presence, but it isn’t aspirational in any way, you know, a city you can go have fun in, right? So, again, when you think of those kind of criteria, New Orleans makes perfect sense. Then the fact that it’s got this rich musical history: pirates, and bootlegging, there’s so much that goes on there, and that really helped.

    In terms of years, we considered everything from the end of Mafia II up until 1968. We didn’t want to go past that, really, we knew the late 60’s was were we wanted to stop. Anyway, we talked whether we wanted to do a 10-year span like Mafia II, but for me it was really important to make it an immediate story that felt very urgent and covered a short period of time, even though it’s hours and hours and hours of gameplay. It’s this very short period of time in Lincoln’s life.

    So Lincoln: did you have same sort of deliberations over who your protagonist would be as you did your setting?

    Yeah, it was interesting because it’s hard now looking back, and I can’t remember what came first, the year or New Bordeaux or Lincoln. They all kind of happened at the same time, and they informed each other. We talked about it, we definitely talked about who Lincoln should be. We kicked around ideas for an Italian mobster protagonist in this era, maybe someone who has been sent down from Empire Bay to make his mark in New Bordeaux, and we kept that alive in [another character] Vito, because that’s Vito’s backstory, that he got sent down there.

    We explored some other things, other ideas: people that are tangentially related to the mob that aren’t part of the mob, but maybe work with the mob, making them the main character. But, really, when we started talking about the time period, and everything that was going on in the country, and where we were located, because it’s the South, we thought that the most interesting thing would be to make Lincoln mixed race. It doesn’t really matter if he’s mixed race, because he looks black, so he’s treated as black. But then once we made the decision to do it, we never wavered. Throughout the whole organization, which has been awesome, nobody ever second guessed it, nobody ever said, “Ah, it’s kind of risky, maybe we shouldn’t do it.”

    You guys are doing something a little different here. To bring up every other game that’s come out in the past few years: you have your main protagonist who is not a white guy. Do you feel a lot of pressure having a different protagonist? How has that added to your world-building?

    I feel pressure in the sense that I don’t want to let people down. We want to make a great game that feels authentic, and I think at the end of the day, we can obsess over the fact of, are we accurately portraying his specific experience, or are we accurately portraying the experience of a black man in 1968 in the South? We can can obsess over that all day. We have African American people on the team, we have done a lot of research, but none of us know what it would be like to be that guy in that setting, because he’s a fictional character, right? And none of us were a black man in 1968 in the South, who is also a Vietnam vet and a criminal, I mean, he is a criminal, we don’t want to shy away from that.

    So at the end of the day, for me, the direction I gave the team–and the writing team in particular — is to just be authentic. Just try and be authentic to the character, and tell a story that feels true to that character. It’s not necessarily going to be the experience of every criminal who grew up in 1968 in the South, it’s not going to be the experience of every Vietnam vet, it’s not going to be the experience of every African American, it’s not going to be the experience of every man. But it’s Lincoln’s experience, and we should be able to look at it and go, “That feels authentic to Lincoln, to what he’s gone through and who he is.”

    That’s where we’re putting a lot of pressure on ourselves, is making sure that we always feel like we’re just telling the truth with this in terms of, you look at it and you’re like, “Well, that just feels true to life, even if it’s fiction and some things are blown out and some things are more extreme than they would be in the real world.” Some stuff we downplayed because it’s a game. We can’t have the cops hunt for you endlessly after you murder somebody in the street like what would happen in real life, because it’s a video game. But the reaction in the moment should still feel authentic.

    Where did you do your research? Did you do location scouting? Where did you look?

    We did location scouting. We sent people not just to New Orleans, but to other places that are relevant to us, because I think any good fictional city borrows from a bunch of different places. Although New Orleans is our main inspiration, there are other elements. The Bayou, for example, butts right up to the city, we did swamp tours and things like that.

    The hard part now is obviously any place we go to, there’s very few places that are stuck in 1968. We found a few, but very few places that are stuck in 1968, so a lot of it came from doing research, watching documentaries. Not just for things like architecture, you know: advertisements, movie posters… We have movie posters in the game that are fake movie posters, and if you look at them from a distance, they are very reminiscent of the time period. But we did a lot of reading, too, and a lot of reading of stuff that was non-fiction or historical fiction. Matterhorn is a book written by a Vietnam vet, and it’s fiction, but clearly it’s inspired by things that happened, that either he experienced, or other people that he knew experienced. Between Bill [Harms, lead writer], myself, and the rest of the writers, we probably have read 1,000 books on either the time period, the place, or the mob. Maybe 1,000 books on the mob alone.

    What’s the weirdest, or strangest thing you came across while doing research about the mob?

    The stuff that they were involved with that I had no idea. Just the volume of money they were dealing with, even in 1968. We have a reference in the game that’s related to the narrative early on, and it deals with the black lottery. In a lot of different cities, they had what they called “the black lottery,” which was in the predominantly black neighborhoods. They would basically do these lotteries where people would buy numbers, some set of numbers, and it would be based on wherever the stock market ended at the end of the day, or some other number that was seen as random, but that nobody thought could be fixed or could be controlled. You would get a little slip of paper that said, this is your number, and if it happens to match the lottery number for that day, or the end of the stock market for that day, you get whatever the [payout] was, and everybody pays into it. Then the guy running the lottery would get a cut. And you hear that and you’re like, that’s going to be small time, he’s not going to be making tons of money on that.

    Well this was worth hundreds of thousands of dollars in some areas of the country and some neighborhoods. And of course it was rigged, and it was fixed, and nobody ever saw a big payday, and that’s where you get the term, “number runners.” It was these kids, essentially, or teenagers, that would go out and go to the different people that wanted to buy tickets, and would do the money exchange and bring the money back to whoever was running it.

    I was surprised about how much money people made running slots. I still don’t understand it, but the way that they manipulated gas markets, and dealt with really obscure taxation laws on gas to move it from one county to another, and then benefit from that. This book, Double Deal, that we read, which is all about a guy that became a chief of police, and he was in the mob’s pocket, he started working for the mob by running a gas station that they owned, and they were skimming from it and running poker games in the back. So [in the game] we actually have a poker games in the back of the gas stations. There’s little things like that, if there was a way to make money that was even borderline illegal, they found it. It’s crazy, the stuff that they would do.

    I’m a completionist. If I wanted to sit down and do everything, how long would that take me?

    We’re not talking about the exact hours yet, I’m a completionist too. It is hours and hours and hours of content. I hope that people are encouraged to replay and see things that they didn’t see before, like that stash that we showed yesterday where Marcano’s guys execute somebody in a pretty dramatic fashion. You don’t see that every playthrough. Hopefully people go back and look for those little hidden gems.

    After speaking with Blackman, we got a chance to talk to lead writer Bill Harms, who gave us more details on the work that went into Mafia III’s story.

    Why 1968 New Orleans?

    Harms: My answer to that is the Mafia franchise itself. One of the biggest aspects of it is keeping consistent, and one of the cool things about the Mafia franchise as a whole is that each game is in a very specific time and place. Mafia was set in a very specific place. Mafia II was set in a very specific place. It enables the city itself to be a character. To me that’s the primary driver of we’re going for our version of New Orleans in 1968.

    One of the reasons we settled on it is because 1968 was just such a crazy year. It’s almost like a parallel story in some ways to Lincoln’s story. Lincoln’s story: he suffered a great loss and he’s on this revenge path and because of that there’s a lot of havoc and chaos in the city, which also totally reflects what was really going on in the country at the time. The country was on the verge of chaos. Martin Luther King was assassinated, there were riots, there were shootouts with the Black Panthers, Bobby Kennedy was assassinated, the democratic convention…

    Lincoln is particularly interesting to me because he is a criminal, he is mixed race, he’s a Vietnam vet… All of these–in the world of video game protagonists–give him underdog status. As a writer, what were the challenges in writing him, what kind of research did you do?

    I love Lincoln. I know that sounds cheesy. But I love him, I do. He’s a very flawed man, which in video game writing is rare. I view writing Lincoln and the story as a whole as a very rare opportunity to have characters that don’t really show up very often in video games. We have this guy, there’s all these various pressures being applied to him. He’s a criminal, but he’s also an orphan which is why he ended up being a criminal. He goes to the army, tries to get some structure in his life find a place to belong but he doesn’t find it there but he goes back to the thing he knows which is being a criminal. At the same time he’s mixed race in 1968 in the South in America. There’s obviously pressures from that.

    Something I noticed is that a lot of the flavor text for missions and item explanations are all written in the same sort of colloquial speech as how people are talking. I think one mission was “so and so is out fucking up hipsters,” it’s not just sterile descriptions. Can you talk a little bit about that decision?

    On a very basic level, it was just extending the tone of the game into the UI and not having very sterile text. For example, for the molotov [item], it says–I can’t really remember exactly what it says– but it’s something like, “for when you really just need to burn a motherfucker.”

    I could just say “this is a jar with gasoline and you throw it and it ignites your enemies.” That separates you from the experience. Lincoln’s out and people are yelling, then you go in the UI and if it’s very dry text it’s going to destroy your suspension of disbelief a little bit. It’s just all part of creative cohesion. The other thing we’re doing with that is, mission titles are intentionally very pulpy to harken back to the golden age of pulp crime fiction, like the dime novels from the 50s. “The Crow Flies at Midnight” stuff like that. It’s very intentional to keep that part of the experience.

    What is the one thing you hope players notice?

    What I’d like to have them take away would be that they have a fully immersive view of what it would be like–not just specifically Lincoln, he’s mixed race and all these things, but when they enter it they feel like they really lived the experience of the game. It came through all the way across both in terms of the narrative and the writing but also with the gameplay, and [I hope] they exit with that. That’s the mark of a good game, when you’re in it and you feel it and you can’t wait to get back to it. If we get away that, that would be awesome.

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  • Captain America: Civil War Set for Massive Box Office Opening

    Captain America: Civil War Set for Massive Box Office Opening

    The early reviews for next month’s Captain America: Civil War are already among the best that any Marvel movie has received. It has now been predicted that the film is also set for a huge opening weekend at the box office.

    According to Variety, the third Captain America movie could earn between $175 million and $180 million in its first three days. This figure would place it at third in the list of Marvel openings, behind the two Avengers films and ahead of Iron Man 3.

    Unlike the previous Captain America films, both of which opened with considerably smaller grosses, Civil War features many of the high profile actors and characters from the Avengers movies, increasing its appeal.

    Only three films in history have topped $200 million in their first weekend–The Avengers, Star Wars: The Force Awakens, and Jurassic World. When asked about the chances of Civil War joining them, media analyst Eric Handler told Variety: “It’s tough to predict any movie getting above $200 million, but this one has a shot. They have two weeks of good buzz to build on and the marketing machine behind this is going to be huge.”

    Captain America: Civil War is directed by Joe and Anthony Russo, and stars Chris Evans, Robert Downey, Jr., Anthony Mackie, Scarlett Johansson, and Jeremy Renner. It is released on May 5, 2016.

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  • FIFA 16 Now Free on Xbox One and PC With EA/Origin Access

    FIFA 16 Now Free on Xbox One and PC With EA/Origin Access

    Right on schedule, EA’s FIFA 16 has joined the free game lineup for the EA/Origin Access programs on Xbox One and PC. Subscribers can grab the game, released in September 2015, from “The Vault” today. The download weighs in at 16.87 GB on Xbox One, while the game requires 15 GB of free space on PC.

    FIFA 16 joins FIFA 14 and FIFA 15 on Xbox One‘s EA Access, while PC‘s Origin Access already has FIFA 15 in its library.

    All games in the EA Access/Origin Access Vault are free for subscribers for as long as their subscription remains active. These are the full, unrestricted versions of the games. There is no set schedule for when new games will arrive, but EA has pledged never to remove any of them.

    The full lineup of free EA Access and Origin Access games is available below.

    Subscriptions go for $5/month or $30/year. In addition to free games, other benefits include five-day early access to upcoming EA games and a 10 percent discount on all EA digital content.

    EA Access is not available on PlayStation 4 because Sony thinks it does not represent a good enough value for its users. It’s still possible the service could come to Sony’s system, but no announcements have been made.

    EA Access Free Games:

    Origin Access Free Games:

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  • The Division's Falcon Will Be Fixed "in a Few Days"

    Ubisoft has said it will deploy a fix for The Division‘s Falcon Lost exploit soon. Speaking in the latest State of the Game stream on Twitch, community developer Yannick Banchereau assured players addressing the issue was its top priority.

    “Exploits have been an ongoing thing for the last week,” he said. “We had the first ones and we fixed them. Then new ones came and we fixed them, now we have more new ones and we will fix them.

    “We’re working on a fix that will be deployed in a few days, that hopefully should be a pretty solid one … Fixing the exploits is the priority. We want to make sure that, before we talk about anything else, the game runs how it’s supposed to run.”

    Falcon Lost is The Division’s first raid mission and was introduced in the April update. The multiplayer activity pits players against waves of enemies and, when completed, dishes out high-level rewards. It was designed to deliver these items once a week, but players discovered a riot shield could be used to phase through a wall and repeatedly run the mission and get the rewards.

    Ubisoft has suggested it will punish players that have used the exploit, since it violates the company’s code of conduct.

    “We are working on fixing the exploit,” said community manager Natchai Stappers. “Obviously, it is against our Code of Conduct and the team is looking into what can be done in terms of punishment for those who have exploited.”

    Although the extent of the punishment hasn’t been detailed, players have criticised Ubisoft for suggesting it will penalise players for issues with its own design and coding.

    The April update to The Division resulted in two big issues, both of which have been resolved since. The first resulted in player characters going missing, while the second removed Daily Challenges.

    The Falcon Lost Incursion is the first in a series of new post-launch missions. The next one is Conflicts and launches in May. Following this Ubisoft plans to release paid expansions further into the summer and beyond.

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  • Compensation for The Division's Backpack, Missing Character Bugs Detailed

    Compensation for The Division's Backpack, Missing Character Bugs Detailed

    Ubisoft has detailed the compensation it will be giving players affected by The Division’s backpack bug, which locked players out of the game, and character disappearance bug. The plan was revealed by community developer Yannick Banchereau on the latest State of the Game stream.

    “I know that we’ve talked about compensation already, there will be compensation for these two [bugs],” he said. “In a few days, we still need to sort it out, we are going to send to all the people affected by one of these bugs 500 Phoenix Credits and ten of each high-end crafting material.

    “It’s going to be 10 fabric, 10 electronics, 10 weapon parts, 10 tools, and also 10 Division tech. High-end,” he added. “Expect that soon. We’ll try to have it this week, but if it’s not this week it will be later, but it will happen.”

    Banchereau noted the issues had since been remedied, but said that some players were still experiencing them in isolated cases. He encouraged these players to continue reporting them and contacting the support team.

    “The backpack issue was fixed with update 1.1, so most of the players that were reporting the issue have had it fixed now. There are still isolated cases, but these are caused by other types of bugs, these are being investigated on a case-by-case basis.

    “So if you’re still experiencing it, keep informing us. We know that not 100 percent of cases have been fixed, but the main cause of the backpack issue, which was inventory space has been fixed.”

    He added that those that still encounter issues on the character select screen should progress into the game, where it has been solved. Some user-interface issues have persisted in the character selection phase, but these don’t reflect the state of a character once the game is fully loaded.

    The April update introduced new features and content to The Division, but also created a number of issues. The first resulted in player characters going missing, while the second removed Daily Challenges. Both have since been fixed, as mentioned above.

    One that has not yet been addressed, however, is an exploit in the Falcon Lost Incursion, which allows players to repeatedly unlock high-end items. Ubisoft has said it will release a patch for this “in a few days.”

    Looking forward, the next content update is in may, when Conflicts will be released. Following this. Ubisoft plans to release paid expansions further into the summer and beyond.

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  • Watch New Trailer for No More Heroes Dev's Stylish and Brutal Brawler

    Grasshopper Manufacture has released a teaser trailer for Let It Die, its upcoming PlayStation 4-exclusive action game. The trailer is incredibly stylish, which is what we’ve come to expect from the minds behind Killer7 and No More Heroes. It starts with what looks like a grim reaper wearing shades and riding a skateboard, then moves onto brutal violence and weird monsters. Check it out below.

    On April 12, Let It Die’s developers ended an extended period of silence to offer an update on the project.

    “Let it Die remains a crazy survival action game,” said executive producer Kazuki Morishita. “The world we are creating will push the envelope for asynchronous, free-to-play. The trademark Grasshopper visual and narrative flair remains a signature for the title.”

    As previously detailed, enemies in Let it Die will be based on data collected from other, making gameplay asynchronous multiplayer. One of the key elements of gameplay is customising your character based on what is recovered from the bodies of defeated enemies.

    Let it Die is the first Suda and Grasshopper Manufacture game since the studio was acquired by Puzzle & Dragons publisher GungHo Online Entertainment. It is also the first PS4 game for both companies. The game was originally revealed as Lily Bergamo, but has changed its title since.

    Let it Die will be available to play at PAX East in Boston. The event is scheduled to take place between April 22 and April 24.

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  • Guitar Hero MMO Was Reportedly in Development, See the Footage Here

    Activision was apparently working on an ambitious-sounding Guitar Hero MMO before it was ultimately canceled as part of the company’s decision to halt all “Hero” game development in 2011.

    This information comes from Unseen64‘s latest video, which has the story on the game’s genesis, its features and ambitions, and why it ultimately didn’t happen.

    As explained, the game–Hero World–would have been essentially a platform accessible by web browsers that tied together all of Activision’s “Hero” games. It was conceived by DJ Hero developer FreeStyle Games, but work on the project was done by Amsterdam-based Virtual Fairgrounds, which had experience in the free-to-play MMO space with the game Club Galactik.

    Hero World was described as being ahead of its time, capable of rendering appealing visuals even on lower-spec machines. The game also would have automatically purchased extra servers during peak times and shut them off when not in use. It would have been efficient and cost effective, the video says.

    In Hero World, players would have imported characters from the Guitar Hero and DJ Hero console games, or make new ones, and then embark on a journey to “musical stardom.” There would have been some kind of story, and you would have done battle in turn-based dance-offs.

    A complementary Facebook app for Hero World was also in the works, apparently. It would have allowed players to customize their own venues; there was even talk of the possibility for music labels and bands to sponsor in-game content.

    The gameplay loop would have involved building a venue in Hero World and then “hiring” console gamers to play shows there. Console players would have been rewarded for doing so with large in-game payouts that they could spend on other items. Another interesting thing to note is that the plan, according to the video, was for Hero World to be fully cross-platform compatible, working with the popular consoles at the time: PlayStation 3, Xbox 360, and Wii.

    It’s mentioned in the video that pitches to Activision went well and Hero World was planned for release (though the Facebook app never left the pages of the design document), but it was not meant to be. Due to other factors, Activision’s Hero brand became too much of a financial burden, according to the video, and in February 2011, Activision put the franchise on hiatus.

    Guitar Hero returned in 2015 with the FreeStyle-developed Guitar Hero Live, but the franchise’s revival was not what Activision would have wanted, as the game failed to meet expectations.

    Would you have been interested in Hero World? Let us know in the comments below!

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  • The Jungle Book is King of the Box Office With Massive Opening Weekend Gross

    The Jungle Book is King of the Box Office With Massive Opening Weekend Gross

    Disney’s new movie of The Jungle Book has swung to the top of the box office this weekend. The film, which mixes live-action with cutting-edge 3D animation, has scored the second highest ever April opening, pulling in a massive $103.6 million.

    The weekend gross goes beyond estimated figures, which, as Collider notes, had the film topping out at a maximum of $85 million. The movie is now second only to Furious 7 in terms of an April opening. Worldwide, it has to date made $290.9 million.

    The film, which is directed by Iron Man‘s Jon Favreau and based on the classic stories of Rudyard Kipling, has been backed by extremely strong reviews and much acclaim for its use of 3D and CGI. The all-star voice cast includes Bill Murray, Ben Kingsley, Idris Elba, Lupita Nyong’o, Scarlett Johansson, and Christopher Walken, plus newcomer Neel Sethi as Mowgli.

    The Jungle Book is the latest classic fairy tale that Disney has retooled for modern audiences. Tim Burton’s Alice in Wonderland earned more than $1 billion in 2010, and a sequel is due in cinemas next month. Further down the line, Beauty and the Beast, starring Emma Watson, is set for release in March 2017.

    What the success of The Jungle Book means for the rival adaptation from Warner is unclear. That film has already been moved back an entire year to October 2018, and a report in Variety quotes a source as saying that the popularity of the Disney film “could spell disaster” for the Warner version.

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  • Dark Souls 3 1.04 Patch Notes Include Greatsword Changes, Bug Fixes, More

    Dark Souls 3 1.04 Patch Notes Include Greatsword Changes, Bug Fixes, More

    A new update for Dark Souls III is coming to all platforms later today, adjusting the performance of the Greatsword and making a number of fixes and other tuning tweaks, Bandai Namco has announced.

    This patch adjusts the performance of the Greatsword, the Dancer’s Enchanted Sword, and the Winged Knight Twinaxes, but no specific details were divulged. In terms of bug fixes, the update clears out a problem where the game blocked players from using multiple items at Road of Sacrifices, Farron Keep, and Cathedral of the Deep after they beat the game.

    Other bugs are fixed as well, though they were not specified.

    In addition to the changes listed below, Bandai Namco said it is aware of the problem on Xbox One related to Regulations. A fix is in the works, though no other details were shared.

    It’s also not stated if this Dark Souls III patch will offer any relief for the PC players experiencing crashing issues. There are workarounds available, but a fix does not yet appear to have been pushed out.

    Dark Souls 3 1.04 Patch Notes:

    • Performance adjustment for “Greatsword”
    • Battle performance adjustment for “Dancer’s Enchanted Sword,” “Winged Knight Twinaxes”
    • Performance adjustment for “Soul’s Greatsword,” and “Farron Flashsword”
    • Fix for issue where multiple items become impossible to use at “Road of Sacrifices,” “Farron Keep,” “Cathedral of the Deep,” after clearing the game.
    • General balance adjustments and bug fixes

    Release Schedule:

    • PS4 – April 18 at 7 PM PST / 10 PM EST
    • Xbox One – April 18 between 5-8pm PST / 8-11 PM EST
    • PC (listed as 1.03.1) – April 18 at 2 AM PST / 5 AM EST

    Dark Souls III was released in the west on April 12. The From Software-developed role-playing game got off to a strong start in the UK, where it climbed to the top of the charts and broke franchise records.

    For more on Dark Souls III, check out GameSpot’s review and what other critics are saying.

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  • PSA: Gears of War 4 Beta Begins Today for Some

    PSA: Gears of War 4 Beta Begins Today for Some

    The Gears of War 4 multiplayer beta starts its rollout today, April 18, for some players. As announced previously, people who played Gears of War Ultimate Edition on Xbox One and PC before April 11 are getting in first through the “early access” period. Tokens are being distributed in chronological order based on when you played Gears of War Ultimate Edition and should all be delivered by this Thursday, April 21.

    Codes will be distributed through Xbox Live messages.

    If you didn’t play Gears of War Ultimate Edition, you’ll still be able to play Gears of War 4’s beta. After the early access period ends on April 24, an open beta will begin on April 25 and run through May 1.

    Alternatively, if you’re attending PAX East in Boston this week, you can play the game’s multiplayer mode at the show. For lots more on the Gears of War 4 beta, check out this detailed FAQ.

    While you wait to get in to the beta, you can check out this video that covers eight tips to help you succeed. Players who reach level 20 in the beta will be rewarded with special content when Gears of War 4 launches in October.

    For more on Gears of War 4, check out the stories below.

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