Ray Fisher Clarifies Cyborg’s Removal From The Flash Movie
UPDATE: Ray Fisher has clarified details of Cyborg's apparent removal from The Flash movie.
The actor posted a thread of tweets in relation to The Wrap's article that cited insiders (with purported knowledge of the situation) as the main source behind emerging claims that Cyborg has been removed from The Flash movie screenplay, and that the role isn't going to be recast. The story also asserted that Fisher "publicly stated he did not want to be involved with the project via Twitter."
Fisher urged the outlet to amend the article immediately, as he discredited the report for being factually inaccurate since he "did not publicly step down from anything." He then shifted emphasis to the studio, writing: "If Warner Bros. has made the decision to remove me from The Flash, rather than address, in any way, Walter Hamada tampering with the JL investigation—that's on them."
He continued: "The Warner Bros. pr team has struggled to regain control of the narrative ever since they failed to bury me and the JL investigation with their September 4th hit piece—which, unsurprisingly, was written by the same reporter. "The fact is: the Justice League investigation led to WarnerMedia (and it's affiliates) parting ways with Joss Whedon. Geoff Johns will be following suit. Had Walter Hamada gotten his way, NONE of that would have been possible, and the cycle of abuse would've continued. "My team and I are still in deep conversation with WarnerMedia regarding all these matters and—Flash or no Flash—we fully intend to see this through. I'll keep you all posted, but in the meantime—thank you for your continued support." Shortly after, Variety reported that multiple sources have disputed Fisher's claim that WarnerMedia will be parting ways with Geoff Johns after the company's Justice League investigation. According to three of those sources, the company "remains in business" with Johns, who continues to work on The CW's Stargirl, and several other DC properties. [ignvideo url="https://www.ign.com/videos/2016/03/23/cyborg-in-a-minute"] [poilib element="accentDivider"] ORIGINAL STORY: Ray Fisher's Cyborg cameo has reportedly been written out of The Flash movie, and there's currently no plans to recast the role. According to The Wrap, insiders with purported knowledge of the situation have claimed that Cyborg has been removed from The Flash movie screenplay entirely, which means that the cameo has been cut and that Fisher will not be replaced by another actor in the upcoming DC movie — despite the character's inclusion in the long-gestating DCEU installment dating back to 2016. This comes shortly after Fisher stated that he would no longer participate in any productions associated with DC Films president Walter Hamada. "Walter Hamada is the most dangerous kind of enabler," Fisher tweeted. "His lies, and WB PR's failed Sept. 4th hit-piece, sought to undermine the very real issues of the 'Justice League' investigation. I will not participate in any production associated with him." A week later, it was announced that Hamada had renewed his deal with DC, and would be continuing as president of the studio through to 2023. [ignvideo url="https://www.ign.com/videos/2020/09/12/the-flash-movie-features-lots-of-superheroes-and-will-restart-the-dceu-dc-fandome"] Hamada was thrust into the public spotlight after Fisher accused him, along with DC Films co-chairs Geoff Johns and Jon Berg, of enabling an alleged toxic work environment from Joss Whedon, who took over directorial duties on Justice League after Zack Snyder's departure in 2017. Hamada was not president of DC Films at the time of principal photography. WarnerMedia recently confirmed that the Justice League investigation had concluded and that "remedial action" had been taken over Fisher's claims following a months-long investigation into the allegations. It remains unclear what "remedial action" was taken, though Fisher observed on Twitter that it includes "some we've seen, and some that is still to come." [widget path="global/article/imagegallery" parameters="albumSlug=the-flash-movies-possible-dceu-cameos&captions=true"] Fisher's Cyborg/Victor Stone character may not be appearing in The Flash but he will be back for The Snyder Cut of Justice League, which is expected to debut on HBO Max in March. The movie is said to feature over 150 minutes of unseen footage, and won't be using a "single frame" from Whedon's theatrical version of the movie. As for cameos in The Flash, Michael Keaton previously joked that all "127" previous "Batmen" will be making an appearance in the DCEU movie after he confirmed he had been in discussion over the possibility of reprising his Batman role in the movie, which is now scheduled to hit theatres on November 4, 2022, after being pushed back from its original June 2, 2022 release date. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.I strongly suggest that @TheWrap amend this article immediately.
While I appreciate the reporter’s undying desire to do @wbpictures and Walter Hamada’s bidding—it is factually inaccurate. I did not publicly step down from anything. 1/5https://t.co/905q9eX2QX — Ray Fisher (@ray8fisher) January 7, 2021
The Nerdy Details of Warhammer 40K: Darktide – Obscure Bolters and Era Indomitus
In its two Vermintide games, developer Fatshark has proven its dedication to recreating the fine details of Games Workshop’s Warhammer ‘Old World’ setting. The studio’s next game, Warhammer 40,000: Darktide, sees the same team explore the very different - but equally dense - 40K universe. And after a recent chat with a handful of Fatshark staff, it’s safe to say that they are nerding out just as much as they did on Vermintide, if not more.
“How should we do the chainsword?” asks Mats Andersson, Game Designer on Darktide, recalling an early design meeting. “Because it shouldn't just cut. It should stick in, it should saw through, and then we should have a second damage that actually pops the [limb] off."
The chainsword is Warhammer 40,000’s most recognisable close combat weapon; a device swung like a medieval longsword, but with the blade exchanged for a 30-inch long chainsaw. Hack into someone with it, and the result is akin to Gears of War’s Lancer MK2 bayonet, but significantly more goth. This gory, mechanical process, described in the many Warhammer 40K source books and novels, has meant recreating it has required a slightly different approach to Vermintide’s fantasy knives and axes.
[ignvideo url="https://www.ign.com/videos/2020/12/11/warhammer-40000-dark-tide-cinematic-reveal-trailer"]
“And the coder is just like, ‘But can't we just chop the head off?’” recounts Andersson. “‘No, no, no. You have to go into the neck and saw down. And then you'd rip it out and that's when the head comes flying off. This is not other weapons, this is a chainsword.’”
Adjust that last sentence a little, and it could be a seeming design philosophy for Darktide: this is not other shooters, this is a Warhammer 40K shooter.
Like the Vermintide games before it, Darktide is a Left 4 Dead-style co-operative game in which teams of four progress through levels that are governed by an AI ‘Conflict Director’. That AI dictates what enemies the team will face; in Vermintide that was generally packs of man-sized rats known as Skaven, but in Darktide players will carve their way through hordes of Poxwalkers. These undead horrors, created by the literal god of disease, have provided the perfect next step in evolving Vermintide’s gory melee systems.
“Looking at the amount of weapons we did for Vermintide, we have quite a robust set for us to paint a vivid picture of how to break bodies,” says Andersson. “And it's just about applying that and expanding it specifically with the different enemies. There's a difference between a Poxwalker breaking apart and a Renegade Guard breaking apart.”
Having opted to cast the forces of Chaos as the game’s villains, Fatshark has a huge canvas of potential enemies to pull from (Games Workshop’s range of Chaos miniatures for the tabletop number at well over 100). “The options of using Chaos is almost endless,” says Anders De Geer, Darktide’s Game Director, who also just so happens to have a collection of Chaos Cultists on his tabletop. “From cultists, to daemons, to Traitor Marines, the scale is enormous.”
[widget path="global/article/imagegallery" parameters="albumSlug=warhammer-40000-darktide-screenshots&captions=true"]
The most important aspect of Darktide’s foes, though, is that they’ll often be wielding guns. Where Vermintide was predominantly a melee game, Darktide’s 41st millenium setting allows ranged weapons to be a significantly larger portion of the game. This creates a variety of opportunities for gameplay encounters, as well as replicating the distinct shoot and fight phases of the tabletop game – but more than that it’s been a chance for Fatshark to get incredibly nerdy about bringing 40K’s vast arsenal of absurd guns to life.
“We have worked on the visuals of the Lasgun for a pretty long time,” says De Geer, referring to one of 40K’s most common weapons. Darktide’s version of the rifle is based on the M35 model, a variant chosen from “a list of 150 different patterns”. Some adjustments have been made to the version hobbyists will have painted - Fatshark has added a loading mechanism to the side - but already fans have responded kindly to the authenticity of its almost World War 2-like operation, as seen in the first gameplay trailer.
“We want to live up to people's expectations around weapons, but we also want to make sure that their favorite weapons are represented,” says Steve Bigras, Darktide’s Executive Producer. “And so there's been a lot of work put into [thinking] ‘Is it okay if a Guardsman can even have this? Because it's such a cool and iconic thing.’ We're really trying to do our best to make sure that peoples’ favorite weapons are there, and they make sense. And maybe some of them you might have to squint your eyes a bit, but you're happy that you get to play with it.”
While the chainsword and lasgun are among Warhammer 40,000’s most beloved weapons, the most iconic is unquestionably the Bolter; a boxy automatic assault weapon that fires explosive bullets. They’re the signature weapon of 40K’s most recognisable warriors: the Space Marines. But in Darktide, you play as regular humans rather than those superhuman posterboys, and the recoil of a Godwyn Pattern Boltgun would break a normal soldier’s bones. This meant Fatshark had to dig a little deeper into the lore to get the gun into Darktide without breaking canon.
“We had quite a vivid [discussion about gun caliber] early on between art and design and everyone else,” says Andersson. “We have human sized Bolters, which is their own pattern,” adds De Geer, referring to smaller variants of the gun described in the tabletop game’s lore, such as the Locke and Godwyn-De'az patterns.
[ignvideo url="https://www.ign.com/videos/2020/07/23/warhammer-40k-darktide-announcement-trailer"]
Adding the Bolter to Darktide’s arsenal provides a new angle for gameplay design, since the gun is effectively a rapid-fire grenade launcher. “There are very few weapons that just work as a gun,” says Andersson. “They all do different things. From the Bolter, to the Lasgun, to another one, to whatever. And integrating that into the gameplay, you can actually have a player utilize that to take out the different things, and at the same time we're cashing in on your expectations.”
Those different things currently consist of a whole host of Chaos troops and daemons, but Fatshark appears to have significantly long-term plans for Darktide. One day we could be jamming the muzzle of a Bolter into the maws of 40K’s cockney greenskins.
“Every single interview [Andersson] will talk about Orks, but it's not their time yet,” says Martin Wahlund, co-founder of Fatshark. “At some point they will matter, I promise you, but I don't know when... We see this as a long, continuous journey, so to speak, that we want to build over time.”
And, with any luck, there may be more than Orks in the future, too. “When we started Vermintide 1, the Old World was an active IP,” recalls De Geer, referring to the original version of Warhammer Fantasy that has since been discontinued. “And then it stopped being an active IP. And so this time we felt that we want to be current. We want to be able to connect to whatever Games Workshop plans for the future, and so Darktide is very much current 40K, it's the latest and greatest of 40K.”
That means Darktide is set during Era Indomitus, the storyline currently powering 40K’s 9th edition on tabletop. And while Chaos remains humanity’s greatest threat, this new phase has placed greater emphasis on 40K’s stranger, more out-there foes, including the skeletal Necrons. If Fatshark plans for Darktide to be a platform for all kinds of 40K conflicts, then they couldn’t have begun development at a more exciting time for the setting. The studio is still holding many cards to its chest about Darktide’s intricate details, but what they will say points to a reverence and depth of understanding of the 40K universe rarely seen outside of Relic’s Dawn of War games. So while Fatshark still has much to prove, one thing is certain: the universe is certainly in passionate hands.
[poilib element="accentDivider"]
Matt Purslow is IGN's UK News and Entertainment Writer and resident Games Workshop enthusiast, currently assembling the Adeptus Astartes half of Indomitus (as Ultramarines, sorry).
The Nerdy Details of Warhammer 40K: Darktide – Obscure Bolters and Era Indomitus
In its two Vermintide games, developer Fatshark has proven its dedication to recreating the fine details of Games Workshop’s Warhammer ‘Old World’ setting. The studio’s next game, Warhammer 40,000: Darktide, sees the same team explore the very different - but equally dense - 40K universe. And after a recent chat with a handful of Fatshark staff, it’s safe to say that they are nerding out just as much as they did on Vermintide, if not more.
“How should we do the chainsword?” asks Mats Andersson, Game Designer on Darktide, recalling an early design meeting. “Because it shouldn't just cut. It should stick in, it should saw through, and then we should have a second damage that actually pops the [limb] off."
The chainsword is Warhammer 40,000’s most recognisable close combat weapon; a device swung like a medieval longsword, but with the blade exchanged for a 30-inch long chainsaw. Hack into someone with it, and the result is akin to Gears of War’s Lancer MK2 bayonet, but significantly more goth. This gory, mechanical process, described in the many Warhammer 40K source books and novels, has meant recreating it has required a slightly different approach to Vermintide’s fantasy knives and axes.
[ignvideo url="https://www.ign.com/videos/2020/12/11/warhammer-40000-dark-tide-cinematic-reveal-trailer"]
“And the coder is just like, ‘But can't we just chop the head off?’” recounts Andersson. “‘No, no, no. You have to go into the neck and saw down. And then you'd rip it out and that's when the head comes flying off. This is not other weapons, this is a chainsword.’”
Adjust that last sentence a little, and it could be a seeming design philosophy for Darktide: this is not other shooters, this is a Warhammer 40K shooter.
Like the Vermintide games before it, Darktide is a Left 4 Dead-style co-operative game in which teams of four progress through levels that are governed by an AI ‘Conflict Director’. That AI dictates what enemies the team will face; in Vermintide that was generally packs of man-sized rats known as Skaven, but in Darktide players will carve their way through hordes of Poxwalkers. These undead horrors, created by the literal god of disease, have provided the perfect next step in evolving Vermintide’s gory melee systems.
“Looking at the amount of weapons we did for Vermintide, we have quite a robust set for us to paint a vivid picture of how to break bodies,” says Andersson. “And it's just about applying that and expanding it specifically with the different enemies. There's a difference between a Poxwalker breaking apart and a Renegade Guard breaking apart.”
Having opted to cast the forces of Chaos as the game’s villains, Fatshark has a huge canvas of potential enemies to pull from (Games Workshop’s range of Chaos miniatures for the tabletop number at well over 100). “The options of using Chaos is almost endless,” says Anders De Geer, Darktide’s Game Director, who also just so happens to have a collection of Chaos Cultists on his tabletop. “From cultists, to daemons, to Traitor Marines, the scale is enormous.”
[widget path="global/article/imagegallery" parameters="albumSlug=warhammer-40000-darktide-screenshots&captions=true"]
The most important aspect of Darktide’s foes, though, is that they’ll often be wielding guns. Where Vermintide was predominantly a melee game, Darktide’s 41st millenium setting allows ranged weapons to be a significantly larger portion of the game. This creates a variety of opportunities for gameplay encounters, as well as replicating the distinct shoot and fight phases of the tabletop game – but more than that it’s been a chance for Fatshark to get incredibly nerdy about bringing 40K’s vast arsenal of absurd guns to life.
“We have worked on the visuals of the Lasgun for a pretty long time,” says De Geer, referring to one of 40K’s most common weapons. Darktide’s version of the rifle is based on the M35 model, a variant chosen from “a list of 150 different patterns”. Some adjustments have been made to the version hobbyists will have painted - Fatshark has added a loading mechanism to the side - but already fans have responded kindly to the authenticity of its almost World War 2-like operation, as seen in the first gameplay trailer.
“We want to live up to people's expectations around weapons, but we also want to make sure that their favorite weapons are represented,” says Steve Bigras, Darktide’s Executive Producer. “And so there's been a lot of work put into [thinking] ‘Is it okay if a Guardsman can even have this? Because it's such a cool and iconic thing.’ We're really trying to do our best to make sure that peoples’ favorite weapons are there, and they make sense. And maybe some of them you might have to squint your eyes a bit, but you're happy that you get to play with it.”
While the chainsword and lasgun are among Warhammer 40,000’s most beloved weapons, the most iconic is unquestionably the Bolter; a boxy automatic assault weapon that fires explosive bullets. They’re the signature weapon of 40K’s most recognisable warriors: the Space Marines. But in Darktide, you play as regular humans rather than those superhuman posterboys, and the recoil of a Godwyn Pattern Boltgun would break a normal soldier’s bones. This meant Fatshark had to dig a little deeper into the lore to get the gun into Darktide without breaking canon.
“We had quite a vivid [discussion about gun caliber] early on between art and design and everyone else,” says Andersson. “We have human sized Bolters, which is their own pattern,” adds De Geer, referring to smaller variants of the gun described in the tabletop game’s lore, such as the Locke and Godwyn-De'az patterns.
[ignvideo url="https://www.ign.com/videos/2020/07/23/warhammer-40k-darktide-announcement-trailer"]
Adding the Bolter to Darktide’s arsenal provides a new angle for gameplay design, since the gun is effectively a rapid-fire grenade launcher. “There are very few weapons that just work as a gun,” says Andersson. “They all do different things. From the Bolter, to the Lasgun, to another one, to whatever. And integrating that into the gameplay, you can actually have a player utilize that to take out the different things, and at the same time we're cashing in on your expectations.”
Those different things currently consist of a whole host of Chaos troops and daemons, but Fatshark appears to have significantly long-term plans for Darktide. One day we could be jamming the muzzle of a Bolter into the maws of 40K’s cockney greenskins.
“Every single interview [Andersson] will talk about Orks, but it's not their time yet,” says Martin Wahlund, co-founder of Fatshark. “At some point they will matter, I promise you, but I don't know when... We see this as a long, continuous journey, so to speak, that we want to build over time.”
And, with any luck, there may be more than Orks in the future, too. “When we started Vermintide 1, the Old World was an active IP,” recalls De Geer, referring to the original version of Warhammer Fantasy that has since been discontinued. “And then it stopped being an active IP. And so this time we felt that we want to be current. We want to be able to connect to whatever Games Workshop plans for the future, and so Darktide is very much current 40K, it's the latest and greatest of 40K.”
That means Darktide is set during Era Indomitus, the storyline currently powering 40K’s 9th edition on tabletop. And while Chaos remains humanity’s greatest threat, this new phase has placed greater emphasis on 40K’s stranger, more out-there foes, including the skeletal Necrons. If Fatshark plans for Darktide to be a platform for all kinds of 40K conflicts, then they couldn’t have begun development at a more exciting time for the setting. The studio is still holding many cards to its chest about Darktide’s intricate details, but what they will say points to a reverence and depth of understanding of the 40K universe rarely seen outside of Relic’s Dawn of War games. So while Fatshark still has much to prove, one thing is certain: the universe is certainly in passionate hands.
[poilib element="accentDivider"]
Matt Purslow is IGN's UK News and Entertainment Writer and resident Games Workshop enthusiast, currently assembling the Adeptus Astartes half of Indomitus (as Ultramarines, sorry).
Monster Hunter Rise Will Let You Ride Monsters
A Monster Hunter Rise digital event revealed a lot of new gameplay details - not least the fact that you can now ride unsuspecting monsters.
The new Wyvern Riding feature uses the new Wirebug item, and an unlockable ability, to let you ride and control monsters, even letting you organise fights between monsters in the process. It looks, quite frankly, brilliant.
[widget path="global/article/imagegallery" parameters="albumSlug=monster-hunter-rise-20-new-screenshots&captions=true"]
Other new content included a new area, the Frost Islands, and the presentation detailed a number of new and returning monsters, including the Oni-like, ice blade wielding Goss Harag, as well as Barioth, Khezu, Great Baggi, Lagombi, Tigrex.
We also learned more about the previously revealed Mizutsune - which can create movement-hindering bubbles - and flagship monster Magnamalo, an armoured beast that attacks with claws, tail, and hellfire-like gas.
[ignvideo url="https://www.ign.com/videos/monster-hunter-rise-official-gameplay-details-trailer"]
The show also showed off the game's key characters - village leader Fugen, singing twins Minoto and Hinoa, tea shop owner Yomogi, guildmaster Hojo, hunting leader Master Utsushi, and buddy handler Iori, who helps you with your Palamutes and Palicos. Outside of the village, Kogarashi is the chief of the local Felyne Meowcenaries, and Rondine is a travelling trader.
Monster Hunter Rise gets a demo later today, featuring two tutorial quests and two hunting quests. The game will be released on March 26.
[poilib element="accentDivider"]
Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Monster Hunter Rise Will Let You Ride Monsters
A Monster Hunter Rise digital event revealed a lot of new gameplay details - not least the fact that you can now ride unsuspecting monsters.
The new Wyvern Riding feature uses the new Wirebug item, and an unlockable ability, to let you ride and control monsters, even letting you organise fights between monsters in the process. It looks, quite frankly, brilliant.
[widget path="global/article/imagegallery" parameters="albumSlug=monster-hunter-rise-20-new-screenshots&captions=true"]
Other new content included a new area, the Frost Islands, and the presentation detailed a number of new and returning monsters, including the Oni-like, ice blade wielding Goss Harag, as well as Barioth, Khezu, Great Baggi, Lagombi, Tigrex.
We also learned more about the previously revealed Mizutsune - which can create movement-hindering bubbles - and flagship monster Magnamalo, an armoured beast that attacks with claws, tail, and hellfire-like gas.
[ignvideo url="https://www.ign.com/videos/monster-hunter-rise-official-gameplay-details-trailer"]
The show also showed off the game's key characters - village leader Fugen, singing twins Minoto and Hinoa, tea shop owner Yomogi, guildmaster Hojo, hunting leader Master Utsushi, and buddy handler Iori, who helps you with your Palamutes and Palicos. Outside of the village, Kogarashi is the chief of the local Felyne Meowcenaries, and Rondine is a travelling trader.
Monster Hunter Rise gets a demo later today, featuring two tutorial quests and two hunting quests. The game will be released on March 26.
[poilib element="accentDivider"]
Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Monster Hunter Rise Demo Out on Nintendo Switch Today
Capcom has announced that a demo for Monster Hunter Rise is coming today for Nintendo Switch, and will run until February 1. No specific release time has been announced.
The demo includes 4 quests set in the Shrine Ruins area - a beginner and intermediate quest, and two tutorial quests. All 14 weapon types are available, and multiplayer can be played both online and locally. You'll also be able to bring along Palicoes and the new dog-like Palamutes.
[widget path="global/article/imagegallery" parameters="albumSlug=monster-hunter-rise-20-new-screenshots&captions=true"]
The beginner quest will task you with taking down a Great Izuchi and its pack, with the intermediate example pitting you against a stronger Mizutsune. The tutorials will teach you the basics of using a Wirebug, and the new Wyvern Riding feature, which sees you controlling monsters and even causing them to fight one another.
Today's presentation also introduced a new area, new and returning monsters, and other new gameplay details. The game will be released on March 26.
[ignvideo url="https://www.ign.com/videos/monster-hunter-rise-official-gameplay-details-trailer"]
We've learned quite a lot about the Switch exclusive in the run-up to its release, including that it marks the a new era in non-numbered Monster Hunter games, that it will feature skippable cutscenes, and much more.
[poilib element="accentDivider"]
Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Monster Hunter Rise Demo Out on Nintendo Switch Today
Capcom has announced that a demo for Monster Hunter Rise is coming today for Nintendo Switch, and will run until February 1. No specific release time has been announced.
The demo includes 4 quests set in the Shrine Ruins area - a beginner and intermediate quest, and two tutorial quests. All 14 weapon types are available, and multiplayer can be played both online and locally. You'll also be able to bring along Palicoes and the new dog-like Palamutes.
[widget path="global/article/imagegallery" parameters="albumSlug=monster-hunter-rise-20-new-screenshots&captions=true"]
The beginner quest will task you with taking down a Great Izuchi and its pack, with the intermediate example pitting you against a stronger Mizutsune. The tutorials will teach you the basics of using a Wirebug, and the new Wyvern Riding feature, which sees you controlling monsters and even causing them to fight one another.
Today's presentation also introduced a new area, new and returning monsters, and other new gameplay details. The game will be released on March 26.
[ignvideo url="https://www.ign.com/videos/monster-hunter-rise-official-gameplay-details-trailer"]
We've learned quite a lot about the Switch exclusive in the run-up to its release, including that it marks the a new era in non-numbered Monster Hunter games, that it will feature skippable cutscenes, and much more.
[poilib element="accentDivider"]
Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.
Lost Tomb Raider Remake Seemingly Discovered, Made Partially Playable
A seeming lost remake of the original Tomb Raider game has been discovered and made partially playable – and it may also have been planned as a possible Indiana Jones or National Treasure game.
As reported by PC Gamer, Tomb Raider: 10th Anniversary Edition is now being preserved on the Internet Archive and is playable with some tinkering. The files include several levels, including Croft Manor, but there are no enemies present.
The build was originally posted by Tomb of Ash, who says in a playthrough video that they were sent the files by an ex-Core Design developer. Per Tomb of Ash, Tomb Raider: 10th Anniversary was being developed for PSP by Core Design, the original creator of Tomb Raider, before it was cancelled in 2006.
[ignvideo url="https://www.ign.com/videos/2015/11/02/tomb-raider-anniversary-official-tv-commercial"]
Interestingly, these files apparently represent a build of the game created after that cancellation, when Core Design may have attempted to reskin its work and create either a game based on Indiana Jones or National Treasure. Modder XProger has seemingly discovered a main menu screen that includes a National Treaure logo, but an Indiana Jones model. A tweet from Emircan mentions that, in the game's files, the Indiana Jones model on that screen is named 'Cage' (potentially referencing Nicholas Cage, star of the National Treasure series). You can check out multiple videos of the build in action on Roli's Tomb Raider Channel on YouTube.
As for what actually came next for Tomb Raider, publisher Eidos asked Crystal Dynamics to create its own remake of the first Tomb Raider, resulting in Tomb Raider: Anniversary, which launched on PC, PlayStation 2, Xbox 360, PSP, Nintendo Wii and mobile devices in June of 2007.
Here's our review of Tomb Raider: Anniversary, from 2007. In other Tomb Raider news, Crystal Dynamics' Shadow of the Tomb Raider is currently one of the PlayStation Plus games for January 2021.
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Lost Tomb Raider Remake Seemingly Discovered, Made Partially Playable
A seeming lost remake of the original Tomb Raider game has been discovered and made partially playable – and it may also have been planned as a possible Indiana Jones or National Treasure game.
As reported by PC Gamer, Tomb Raider: 10th Anniversary Edition is now being preserved on the Internet Archive and is playable with some tinkering. The files include several levels, including Croft Manor, but there are no enemies present.
The build was originally posted by Tomb of Ash, who says in a playthrough video that they were sent the files by an ex-Core Design developer. Per Tomb of Ash, Tomb Raider: 10th Anniversary was being developed for PSP by Core Design, the original creator of Tomb Raider, before it was cancelled in 2006.
[ignvideo url="https://www.ign.com/videos/2015/11/02/tomb-raider-anniversary-official-tv-commercial"]
Interestingly, these files apparently represent a build of the game created after that cancellation, when Core Design may have attempted to reskin its work and create either a game based on Indiana Jones or National Treasure. Modder XProger has seemingly discovered a main menu screen that includes a National Treaure logo, but an Indiana Jones model. A tweet from Emircan mentions that, in the game's files, the Indiana Jones model on that screen is named 'Cage' (potentially referencing Nicholas Cage, star of the National Treasure series). You can check out multiple videos of the build in action on Roli's Tomb Raider Channel on YouTube.
As for what actually came next for Tomb Raider, publisher Eidos asked Crystal Dynamics to create its own remake of the first Tomb Raider, resulting in Tomb Raider: Anniversary, which launched on PC, PlayStation 2, Xbox 360, PSP, Nintendo Wii and mobile devices in June of 2007.
Here's our review of Tomb Raider: Anniversary, from 2007. In other Tomb Raider news, Crystal Dynamics' Shadow of the Tomb Raider is currently one of the PlayStation Plus games for January 2021.
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Wasteland Developer InXile Appears to Be Making an FPS RPG
Wasteland 3 developer InXile Entertainment appears to be working on an FPS RPG, according to new job listings.
Spotted by Twisted Voxel, the studio's open positions such as Lead Gameplay Engineer mention that applicants will be working on InXile's "next-generation action role-playing game", implementing "new first-person shooter gameplay features".
The Senior Gameplay Designer position talks about the creation of "powerful, tactile first-person weapons and unique combat abilities that draw the player right into the middle of the action", all but confirming that Inxile's project will be an first-person shooter RPG similar to the likes of Cyberpunk 2077 or Deus Ex.
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You can read through all of the job openings for yourself here, which offer more tidbits about the Xbox-owned studio's next big game. The Senior Lighting Artist position mentions experience in raytracing as a requirement, and the Lead Environment Artist listing talks about "evocative and immersive worlds" with a range of art assets "from realistic to slightly stylized" which gives us a vague idea of how this unannounced game will look. InXile is also looking for a Facial Animator to "deliver life-life face performances on original timeless characters".
Back in May of 2020, Inxile CEO Brian Fargo mentioned that the studio's next-gen RPG will harness the power of Unreal Engine 5 during development. Later that year in September, Fargo added that the studio is working on two RPGs right now, with the second "in the infancy of pre-production".
It's not clear whether Inxile is hiring for one in particular, or both, but the news is exciting regardless. Fargo is known for creating the Fallout franchise, and now that Inxile, Bethesda and Obsidian are all under one roof at Microsoft, a collaboration could be possible. Fallout: New Vegas 2, anyone?
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
