PUBG Mobile Has Been Downloaded Literally One Billion Times
PUBG Mobile has just surpassed a frankly enormous 1 billion downloads worldwide.
The news was revealed by the official PUBG Mobile account on Twitter. A commemorative video has been released alongside the news, thanking players for their continuous support.
Krafton and PUBG Studio CEO C.H. Kim delivered a special message to fans to mark the occasion, which also happens to be the third anniversary of the game's launch in March of 2018. Kim told fans to "stay tuned as PUBG Mobile continues to evolve." It's not clear how the game will coexist with PUBG: New State, the sequel to PUBG Mobile set in 2051, with futuristic equipment to utilise. The new game will add in-game weapon customization, drones, a combat roll ability, destructible windows, interactable objects, futuristic ballistic shields, and new environments to explore, including a defunct shopping mall. PUBG Mobile recently introduced a number of music-based abilities as part of the Hundred Rhythms update, which sees players using musical armbands to commit abilities and thwart foes. Back in November of 2020, a special version of the game was reintroduced to India after the game was banned in the country. If you're just digging into the new content, here's a video covering everything you need to know about PUBG Mobile's Season 18. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.Players, it's our turn to level up! PUBG MOBILE just hit 1 billion downloads worldwide! Stay tuned for an awesome new update #pubgm1Billion pic.twitter.com/0XotZfblqM
— PUBG MOBILE (@PUBGMOBILE) March 22, 2021
Michael Keaton Assessing COVID Situation in the UK Before Reprising Batman Role
Michael Keaton has indicated that he hasn't yet committed to reprising his Batman role for The Flash because of his busy schedule and concerns over the current COVID situation in the UK.
In an interview with Deadline, Keaton appeared to cast some doubt over whether he would be suiting up to play Batman in the upcoming DC superhero film, opposite Ezra Miller's Barry Allen. The actor acknowledged that he is "fortunate and blessed" to be busy with work at the moment, though he also cited his packed schedule and COVID concerns as two major considerations for taking on new projects.
"I am needing a minute to think about it because I'm so fortunate and blessed, I got so much going on now," Keaton explained. "I'm really into work right now. I don't know why, but I am, and so, yeah, I mean, you know, to tell you the truth, somewhere on my iPad is an iteration of the whole Flash thing that I haven't had time yet.
[ignvideo url="https://www.ign.com/videos/2020/09/12/the-flash-movie-features-lots-of-superheroes-and-will-restart-the-dceu-dc-fandome"]
"I called them and said, I have to be honest with you. I can't look at anything right now. I'm so deep into this thing I'm doing. Also, I’m prepping a thing I’m producing and getting ready to do down the road in the fall that I'll be in, and I feel responsible to that. So, yeah, there is that. I'm not being cute or coy. If I talked about it, I'll be just bulls***ting you. I don't really know. I have to look at the last draft."
Beyond scheduling, Keaton raised concerns about the ongoing COVID situation, especially in the UK where The Flash is filming. The actor admitted that COVID had become one of his greatest worries when deciding whether to take on new projects, and that he regularly monitors the ever-changing to situation to help him determine whether it's safe for him to accept the work.
"I keep my eye more on the Covid situation in the UK than anything," Keaton said. "That will determine everything, and so that's why I'm living outside the city here on 17 acres, staying away from everybody, because the Covid thing has got me really concerned. So, that's my first thing about all projects. I look at it and go, is this thing going to kill me, literally? And you know, if it doesn't, then we talk."
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With Ben Affleck's Batman already confirmed to have a "very substantial part" in The Flash, Keaton previously joked that all "127" previous "Batmen" will be making an appearance in the movie, which is expected to deal with the DC multiverse and offer its own take on the iconic Flashpoint storyline that inspired elements of The Flash TV series and 2013's Justice League: The Flashpoint Paradox.
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Michael Keaton Assessing COVID Situation in the UK Before Reprising Batman Role
Michael Keaton has indicated that he hasn't yet committed to reprising his Batman role for The Flash because of his busy schedule and concerns over the current COVID situation in the UK.
In an interview with Deadline, Keaton appeared to cast some doubt over whether he would be suiting up to play Batman in the upcoming DC superhero film, opposite Ezra Miller's Barry Allen. The actor acknowledged that he is "fortunate and blessed" to be busy with work at the moment, though he also cited his packed schedule and COVID concerns as two major considerations for taking on new projects.
"I am needing a minute to think about it because I'm so fortunate and blessed, I got so much going on now," Keaton explained. "I'm really into work right now. I don't know why, but I am, and so, yeah, I mean, you know, to tell you the truth, somewhere on my iPad is an iteration of the whole Flash thing that I haven't had time yet.
[ignvideo url="https://www.ign.com/videos/2020/09/12/the-flash-movie-features-lots-of-superheroes-and-will-restart-the-dceu-dc-fandome"]
"I called them and said, I have to be honest with you. I can't look at anything right now. I'm so deep into this thing I'm doing. Also, I’m prepping a thing I’m producing and getting ready to do down the road in the fall that I'll be in, and I feel responsible to that. So, yeah, there is that. I'm not being cute or coy. If I talked about it, I'll be just bulls***ting you. I don't really know. I have to look at the last draft."
Beyond scheduling, Keaton raised concerns about the ongoing COVID situation, especially in the UK where The Flash is filming. The actor admitted that COVID had become one of his greatest worries when deciding whether to take on new projects, and that he regularly monitors the ever-changing to situation to help him determine whether it's safe for him to accept the work.
"I keep my eye more on the Covid situation in the UK than anything," Keaton said. "That will determine everything, and so that's why I'm living outside the city here on 17 acres, staying away from everybody, because the Covid thing has got me really concerned. So, that's my first thing about all projects. I look at it and go, is this thing going to kill me, literally? And you know, if it doesn't, then we talk."
[widget path="global/article/imagegallery" parameters="albumSlug=the-flash-movies-possible-dceu-cameos&captions=true"]
With Ben Affleck's Batman already confirmed to have a "very substantial part" in The Flash, Keaton previously joked that all "127" previous "Batmen" will be making an appearance in the movie, which is expected to deal with the DC multiverse and offer its own take on the iconic Flashpoint storyline that inspired elements of The Flash TV series and 2013's Justice League: The Flashpoint Paradox.
[poilib element="accentDivider"]
Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Super Mario 3D All-Stars Retail Download Codes Will Still Work After March 31
Despite Nintendo's plan to remove Super Mario 3D All-Stars from Nintendo Switch's eShop and to cease production of physical copies on March 31, the company has confirmed that retail download codes will still be valid past that date.
As reported by VGC, Nintendo's Japan HQ confirmed that these codes will be redeemable "after April," and it would be safe to assume this would be the same for Western markets as well.
[ignvideo url="https://www.ign.com/videos/2020/09/16/super-mario-3d-all-stars-analysis"]
It's a small bit of good news for those who have yet to purchase Super Mario 3D All-Stars, but those interested shouldn't waste time picking up the game if they wish to as March 31 is only seven days away.
Super Mario 3D All-Stars' release was part of the celebration of the 35th anniversary of Super Mario Bros. on the NES. When the Mario party ends on March 31 - the day the internet has dubbed "The Day Mario Dies" - Super Mario 3D All-Stars will be gone alongside the battle royale-esque Super Mario Bros. 35., the Game & Watch: Super Mario Bros. device, and themed merchandise.
If you've been waiting to purchase this collection that includes Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy, Nintendo has supported it with updates like adding inverted camera controls and GameCube controller support for Super Mario Sunshine.
[ignvideo url="https://www.ign.com/videos/2021/03/22/is-march-31-the-day-mario-dies-ign-now"]
For more on Super Mario 3D All-Stars, check out our full analysis to see how some of the best Mario games of all time perform on the Nintendo Switch.
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Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Super Mario 3D All-Stars Retail Download Codes Will Still Work After March 31
Despite Nintendo's plan to remove Super Mario 3D All-Stars from Nintendo Switch's eShop and to cease production of physical copies on March 31, the company has confirmed that retail download codes will still be valid past that date.
As reported by VGC, Nintendo's Japan HQ confirmed that these codes will be redeemable "after April," and it would be safe to assume this would be the same for Western markets as well.
[ignvideo url="https://www.ign.com/videos/2020/09/16/super-mario-3d-all-stars-analysis"]
It's a small bit of good news for those who have yet to purchase Super Mario 3D All-Stars, but those interested shouldn't waste time picking up the game if they wish to as March 31 is only seven days away.
Super Mario 3D All-Stars' release was part of the celebration of the 35th anniversary of Super Mario Bros. on the NES. When the Mario party ends on March 31 - the day the internet has dubbed "The Day Mario Dies" - Super Mario 3D All-Stars will be gone alongside the battle royale-esque Super Mario Bros. 35., the Game & Watch: Super Mario Bros. device, and themed merchandise.
If you've been waiting to purchase this collection that includes Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy, Nintendo has supported it with updates like adding inverted camera controls and GameCube controller support for Super Mario Sunshine.
[ignvideo url="https://www.ign.com/videos/2021/03/22/is-march-31-the-day-mario-dies-ign-now"]
For more on Super Mario 3D All-Stars, check out our full analysis to see how some of the best Mario games of all time perform on the Nintendo Switch.
[poilib element="accentDivider"]
Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
PlayStation Patents the Ability to Add Trophies to Older, Emulated Games
Sony has patented the ability to add trophies to older, emulated games, potentially allowing the rewards to be added to titles that pre-date the Trophy system.
The patent was published on March 18 and spotted by the Bartman013 on the GamingLeaksAndRumours subreddit. The patent is described as a "Method and apparatus for awarding trophies," and describes how an emulated game could still trigger trophies "by comparing a memory value of the emulated game to a predetermined value and assigning the one or more trophies to the user based on the detected trophy trigger."
The patent's description talks about how the technology will allow Sony to award trophies in "previously released or sold video games, without modifying the original game." Essentially, this could allow for older titles to be retrofitted with trophies, so players can earn them in games that pre-date the feature, which was introduced with the PlayStation 3.
[ignvideo url="https://www.ign.com/videos/2020/11/06/playstation-5-review"]
It also mentions how the system would perform validity checks on the code of older games to determine if criteria has been met to award players with trophies, by tracking disk access in-game and monitoring strings and frames. It also mentions Cloud computing, suggesting this technology could interface with the PlayStation Now service.
One of the most interesting parts of the patent is a section which talks about physical rewards. In describing the trophy awarding process, the patent says the following: "This may be done by transmitting an electronic trophy or sending a notification that a physical award, such as a T-shirt, accessory or other physical merchandise, has been earned by the player."
This isn't the first time Sony has produced a patent for this kind of thing - as far back as 2013, we saw patents that could add Trophies to PS1 and PS2 games, although those were specifically for disk-based games. Given that that tech never emerged, it may be that this new filing is simply an update to that original idea. As always, patents don't necessarily mean a feature is on the way, but do offer us a glimpse at what companies are considering behind the scenes.
In and of itself, the mention of PlayStation game emulation will be of interest to many, after unconfirmed rumours suggested that the PS3, Vita and PSP stores could be permanently closed in a few months, potentially cutting off access to many older games.
In other PlayStation news, Sony recently acquired the Evolution Champion Series, the world's largest fighting game tournament. We also learned that Assassin's Creed creator Jade Raymond will be making a new game for PlayStation, and got a first look at PSVR 2's brand-new controllers.
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
PlayStation Patents the Ability to Add Trophies to Older, Emulated Games
Sony has patented the ability to add trophies to older, emulated games, potentially allowing the rewards to be added to titles that pre-date the Trophy system.
The patent was published on March 18 and spotted by the Bartman013 on the GamingLeaksAndRumours subreddit. The patent is described as a "Method and apparatus for awarding trophies," and describes how an emulated game could still trigger trophies "by comparing a memory value of the emulated game to a predetermined value and assigning the one or more trophies to the user based on the detected trophy trigger."
The patent's description talks about how the technology will allow Sony to award trophies in "previously released or sold video games, without modifying the original game." Essentially, this could allow for older titles to be retrofitted with trophies, so players can earn them in games that pre-date the feature, which was introduced with the PlayStation 3.
[ignvideo url="https://www.ign.com/videos/2020/11/06/playstation-5-review"]
It also mentions how the system would perform validity checks on the code of older games to determine if criteria has been met to award players with trophies, by tracking disk access in-game and monitoring strings and frames. It also mentions Cloud computing, suggesting this technology could interface with the PlayStation Now service.
One of the most interesting parts of the patent is a section which talks about physical rewards. In describing the trophy awarding process, the patent says the following: "This may be done by transmitting an electronic trophy or sending a notification that a physical award, such as a T-shirt, accessory or other physical merchandise, has been earned by the player."
This isn't the first time Sony has produced a patent for this kind of thing - as far back as 2013, we saw patents that could add Trophies to PS1 and PS2 games, although those were specifically for disk-based games. Given that that tech never emerged, it may be that this new filing is simply an update to that original idea. As always, patents don't necessarily mean a feature is on the way, but do offer us a glimpse at what companies are considering behind the scenes.
In and of itself, the mention of PlayStation game emulation will be of interest to many, after unconfirmed rumours suggested that the PS3, Vita and PSP stores could be permanently closed in a few months, potentially cutting off access to many older games.
In other PlayStation news, Sony recently acquired the Evolution Champion Series, the world's largest fighting game tournament. We also learned that Assassin's Creed creator Jade Raymond will be making a new game for PlayStation, and got a first look at PSVR 2's brand-new controllers.
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Mortal Kombat Movie Aims to Push R-Rating to the Limit, Without Becoming ‘Unreleasable’
Mortal Kombat director Simon McQuoid has detailed the extent of the brutality in the R-rated reboot of the film series, which is set to debut in theaters and on HBO Max in April.
Speaking to SFX Magazine via GamesRadar, McQuoid discussed how his upcoming Mortal Kombat movie lives up to its ultraviolent roots in order to deliver a faithful adaptation that brings the blood and gore strongly associated with the series to the big screen in a way that pushes the limits of the MPAA's R rating without completely overstepping the boundaries.
"We wanted to push the [blood, gore, and fatalities] right to the limit," McQuoid explained, speaking about the fatality-filled flick. "Obviously, there's a point where the film becomes unreleasable if you push it too far, and that would be a very unwise return on investment for the studio but from day one it's been, 'Okay, we're doing this and we're going to do it properly.'"
[ignvideo url="https://www.ign.com/videos/2021/02/18/mortal-kombat-movie-official-red-band-trailer"]
According to the MPAA, Mortal Kombat has been rated R for "strong bloody violence and language throughout, and some crude references." Producer Todd Garner said that the movie's R rating had been one of their top priorities from the very beginning. In fact, he revealed that he addressed it in his first meeting with studio executives, though they quickly assured him that there would be "no other way."
McQuoid previously spoke to IGN about the execution of the fight scenes, saying, "We didn't have to hold back on the fights. If there was a fight going on, someone got stamped through the head, blood probably would burst out the back, and we could do that. New Line deserves a lot of credit because they always wanted to do it justice as well."
Warner Bros. will release the new James Wan-produced live-action adaptation of Mortal Kombat to theaters and HBO Max simultaneously on April 16, 2021. The movie's distribution plan was reconsidered due to the coronavirus (COVID-19) pandemic, which has impacted several studios and their release calendars over the past year.
[widget path="global/article/imagegallery" parameters="albumSlug=meet-the-cast-of-the-mortal-kombat-reboot-movie&captions=true"]
For more Mortal Kombat action, check out our deep-dive into the history of its bizarre movie and TV adaptations and read more about how the upcoming movie will be grounded in realism.
[poilib element="accentDivider"]
Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Mortal Kombat Movie Aims to Push R-Rating to the Limit, Without Becoming ‘Unreleasable’
Mortal Kombat director Simon McQuoid has detailed the extent of the brutality in the R-rated reboot of the film series, which is set to debut in theaters and on HBO Max in April.
Speaking to SFX Magazine via GamesRadar, McQuoid discussed how his upcoming Mortal Kombat movie lives up to its ultraviolent roots in order to deliver a faithful adaptation that brings the blood and gore strongly associated with the series to the big screen in a way that pushes the limits of the MPAA's R rating without completely overstepping the boundaries.
"We wanted to push the [blood, gore, and fatalities] right to the limit," McQuoid explained, speaking about the fatality-filled flick. "Obviously, there's a point where the film becomes unreleasable if you push it too far, and that would be a very unwise return on investment for the studio but from day one it's been, 'Okay, we're doing this and we're going to do it properly.'"
[ignvideo url="https://www.ign.com/videos/2021/02/18/mortal-kombat-movie-official-red-band-trailer"]
According to the MPAA, Mortal Kombat has been rated R for "strong bloody violence and language throughout, and some crude references." Producer Todd Garner said that the movie's R rating had been one of their top priorities from the very beginning. In fact, he revealed that he addressed it in his first meeting with studio executives, though they quickly assured him that there would be "no other way."
McQuoid previously spoke to IGN about the execution of the fight scenes, saying, "We didn't have to hold back on the fights. If there was a fight going on, someone got stamped through the head, blood probably would burst out the back, and we could do that. New Line deserves a lot of credit because they always wanted to do it justice as well."
Warner Bros. will release the new James Wan-produced live-action adaptation of Mortal Kombat to theaters and HBO Max simultaneously on April 16, 2021. The movie's distribution plan was reconsidered due to the coronavirus (COVID-19) pandemic, which has impacted several studios and their release calendars over the past year.
[widget path="global/article/imagegallery" parameters="albumSlug=meet-the-cast-of-the-mortal-kombat-reboot-movie&captions=true"]
For more Mortal Kombat action, check out our deep-dive into the history of its bizarre movie and TV adaptations and read more about how the upcoming movie will be grounded in realism.
[poilib element="accentDivider"]
Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Fan Favorite Ex-Bethesda Director Ikumi Nakamura Opens Indie Studio
Fan favorite ex-Bethesda Director Ikumi Nakamura has announced that she is opening her own indie studio, and is developing a new game.
A short documentary from GameSpark and Archipel (which is available on YouTube) follows Nakamura as she tours abandoned buildings in Japan. Nakamura revealed that she left Evil Within developer Tango Gameworks due to health troubles. "I started wondering whether there wasn't a way for me to make games while feeling better," she says. "I took the decision to quit before it was too late." After leaving, Nakamura received over 2000 messages on LinkedIn offering studio visits and support. She used these opportunities to understand "what made a good working environment."
"I decided to use that experience to open my own small studio and build my IP," Nakamura says. Later in the documentary, Nakamura adds that she wants to build a diverse team, noting that after her E3 presentation, 80% of the messages she received were from women "happy to see a female game creator getting on stage and showing her game." Nakamura rounds off the documentary by adding that she wants to make a game "full of dark jokes," and compares herself to Deadpool.
[ignvideo url="https://www.ign.com/videos/2019/06/10/ghostwire-tokyo-full-presentation-reveal-e3-2019"]
Ikumi Nakamura left Tango Gameworks in September of 2019 after nine years as a creative director, her last project being Ghostwire: Tokyo. This came shortly after Nakamura stole Bethesda's E3 show with an on-stage presentation of the upcoming game at E3 2019. Nakamura says that she initially thought that her talk had gone badly, but a colleague later showed her how the presentation was blowing up on Twitter and in the media. "I realised how important it was, to be honest to oneself," Nakamura says.
Nakamura also talks about the games that motivated her to pursue a career in the games industry such as Devil May Cry and provides an overview of her career so far. Describing Ghostwire: Tokyo, Nakamura says "I really like urban legends and everything that touches the occult. Fringe science as well, using science to solve ghost mystery series. There was the 'Fringe' series as well, which I liked a lot. I was thinking that we could make a game that was mixing all of these."
Ghostwire: Tokyo is aiming to arrive for PS5 and PC in October, and will remain a timed console exclusive, despite Microsoft's purchase of Bethesda and, by association, Tango Gameworks. In June 2020, Nakamura told IGN Japan that she has plans to pitch a new Okami game to Capcom, after teasing a potential collaboration with PlatinumGames' Hideki Kamiya in October of 2019.
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
