Christopher Walken Says He Has Never Sent an Email

Christopher Walken has revealed he has never owned a computer or a cellphone, and that he has never sent an email or text to anyone. The veteran actor made the surprising admission while participating in a Zoom interview on The Late Show with Stephen Colbert, where he appeared as a guest to discuss his new movie Wild Mountain Thyme, revealing that he had someone set up the virtual chat for him. Walken told Colbert: "Somebody had to come and set this up because I don't have a cellphone or a computer." When Colbert asked Walken if he was "morally, philosophically or emotionally opposed" to using electronic devices, the actor replied: "No, no. I just got to it too late. I think I'm right at a certain age where it just passed me by. And I never got involved in it because it would be strange to have any 10-year-old be much better at it than I am." [ignvideo url="https://www.ign.com/videos/2020/02/26/checking-who-uses-an-iphone-in-movies-could-be-a-spoiler-now"] Walken continued his talk about technology, saying cellphones were like watches because "if you need one, somebody else has got it" and admitted that people were nice about letting him "borrow things." As a result, Walken confirmed that he has never sent an email or a text message and that he has never been on Twitter, which is a shame because he might make the trending section with this one. "Sometimes on a movie they'll give me a cell phone, but it's more so that they can find me," he said about the logistics of working with him on a production. "[It's like] a tracking collar. If I want to use it, someone has to dial it for me, that kind of thing." While Walken doesn't have a penchant for technology, he does seem to like acting almost as much as he likes cowbell. Throughout his long and colourful career, Walken has simultaneously charmed us and weirded us out playing a range of characters, from the deranged Russian roulette-playing vet in The Deer Hunter to the shamelessly over-the-top villain in A View to a Kill, and his various SNL incarnations. [widget path="global/article/imagegallery" parameters="albumSlug=snl-stars-best-comedies&captions=true"] For more on his idiosyncratic and oddball performances, check out our exploration into the many looks of Christopher Walken. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Christopher Walken Says He Has Never Sent an Email

Christopher Walken has revealed he has never owned a computer or a cellphone, and that he has never sent an email or text to anyone. The veteran actor made the surprising admission while participating in a Zoom interview on The Late Show with Stephen Colbert, where he appeared as a guest to discuss his new movie Wild Mountain Thyme, revealing that he had someone set up the virtual chat for him. Walken told Colbert: "Somebody had to come and set this up because I don't have a cellphone or a computer." When Colbert asked Walken if he was "morally, philosophically or emotionally opposed" to using electronic devices, the actor replied: "No, no. I just got to it too late. I think I'm right at a certain age where it just passed me by. And I never got involved in it because it would be strange to have any 10-year-old be much better at it than I am." [ignvideo url="https://www.ign.com/videos/2020/02/26/checking-who-uses-an-iphone-in-movies-could-be-a-spoiler-now"] Walken continued his talk about technology, saying cellphones were like watches because "if you need one, somebody else has got it" and admitted that people were nice about letting him "borrow things." As a result, Walken confirmed that he has never sent an email or a text message and that he has never been on Twitter, which is a shame because he might make the trending section with this one. "Sometimes on a movie they'll give me a cell phone, but it's more so that they can find me," he said about the logistics of working with him on a production. "[It's like] a tracking collar. If I want to use it, someone has to dial it for me, that kind of thing." While Walken doesn't have a penchant for technology, he does seem to like acting almost as much as he likes cowbell. Throughout his long and colourful career, Walken has simultaneously charmed us and weirded us out playing a range of characters, from the deranged Russian roulette-playing vet in The Deer Hunter to the shamelessly over-the-top villain in A View to a Kill, and his various SNL incarnations. [widget path="global/article/imagegallery" parameters="albumSlug=snl-stars-best-comedies&captions=true"] For more on his idiosyncratic and oddball performances, check out our exploration into the many looks of Christopher Walken. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

The Book of Boba Fett Confirmed As Mandalorian Spinoff Series

Disney has confirmed a new live-action Star Wars TV show, The Book of Boba Fett, coming in December 2021. The Boba Fett spinoff was teased in the Season 2 finale of The Mandalorian that aired December 18. (Read our Mandalorian Season 2 finale review here.) The show will be separate from the plot of The Mandalorian Season 3, which is already in production. Disney confirmed the news on Dec. 21 courtesy of The Mandalorian's official Twitter account, writing, "The Book of Boba Fett, a new original series, starring Temuera Morrison and Ming-Na Wen and executive produced by Jon Favreau, Dave Filoni and Robert Rodriguez, set within the timeline of The Mandalorian, is coming to Disney Plus Dec. 2021." Warning: Spoilers for The Mandalorian, Chapter 16 follow. Beware! [ignvideo url="https://www.ign.com/videos/2020/12/18/star-wars-the-book-of-boba-fett-what-could-it-be-spoilers"] A post-credits scene following The Mandalorian's Season 2 finale, "The Rescue," first announced the news. The episode - which also includes a cameo from the actual Luke Skywalker (in de-aged form) - ends with a short scene in which Boba and Fennec Shand pay a violent visit to Jabba the Hutt's Palace, which is now seemingly ruled over by Bib Fortuna. After dispatching his old friend, Boba sits on Jabba's throne, and we see "The Book of Boba Fett" appear, before confirming a December 2021 release. [widget path="global/article/imagegallery" parameters="albumSlug=%5Bwidget%20path%3D%22global%2Farticle%2Fimagegallery%22%20parameters%3D%22albumSlug%3Devery-upcoming-star-wars-movie%26captions%3Dtrue%22%5D&captions=true"] The Book of Boba Fett may be a one-off event series, in the vein of the upcoming Disney+ Obi-Wan Kenobi and Lando Calrissian series, or an ongoing series in the vein of The Mandalorian, but either way, Disney has confirmed it will take place during the same timeline as the events of The Mandalorian. The Book of Boba Fett joins a long list of in-development Star Wars shows, alongside those announced and discussed at the recent Disney Investor Day - alongside Obi-Wan and Lando, there's also Andor, The Acolyte, Rangers of the New Republic, Ahsoka, The Bad Batch, and Visions. For more on the Mandalorian's Season 2 ending, check out our theories on Season 3's plot, see how old Luke Skywalker, Boba Fett, and Ahsoka Tano are at this point in the timeline, and read up on the history of the darksaber after Mando won it from Moff Gideon in the finale. [poilib element="accentDivider"] This post was first published on Dec. 18 and updated on Dec. 21 with official confirmation. 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.

Shigeru Miyamoto Talks His Career and ‘Creating a Kinder World’

Nintendo's Shigeru Miyamoto, who is best-known for his work in creating beloved series like Mario, The Legend of Zelda, and Donkey Kong, was recently interviewed and discussed his career at Nintendo, how people view him as a boss, how he wants to "create a kinder world," and how his kids playing SEGA games inspired him to be better. Speaking to The New Yorker, Miyamoto touched on many aspects of his life since joining Nintendo as a 24-year-old in 1977. When he joined, Nintendo wanted to capture the success Atari was experiencing and hoped to expand in to the world of video games. Miyamoto and the team took on the challenge and, in 1981, Donkey Kong was the result. Since then, Miyamoto and Nintendo have sold hundreds of millions of games and hardware and, with the Switch currently leading the way, they show no sign of stopping.

My Dad Works At Nintendo!

He began by talking about how Nintendo's headquarters is not quite as extravagant as some might imagine. He explained how the outside is very "simple and clean" and some people have "likened the reception area to a hospital waiting room. It's kind of serene." When you go inside, Miyamoto mentions that while the staff can bring in any toys or action figures they may wish to, Nintendo has a system that has its designers switching desks depending on what project they are working on, meaning that "people don't have that many personal belongings around them." [ignvideo url="https://www.ign.com/videos/2019/06/04/our-6-favorite-miyamoto-e3-moments"] "I think, if a child were to visit and look at the space, it might seem a bit boring? The unique creative work takes place within each person," Miyamoto said. "It doesn’t require a unique-looking environment. Obviously, we have all the equipment to do our work: motion-capture studios, sound studios. And we have a well-lit cafeteria, too, with good food." Following Super Mario Bros.' worldwide success, someone told Miyamoto that he had reached "the status of Walt Disney." At the time, Super Mario Bros. had only been out for a few years, whereas Mickey had been around for more than fifty. To Miyamoto, success is intrinsically tied to "whether or not it's sought several decades after its creation," so he had a "lot to catch up on." He continued to discuss his relationship with his two children and one grandchild, and how his success didn't prevent him from being a "normal dad." "I don’t think my children cared too much about my occupation, to be honest," Miyamoto said. "Even with their friends, once in a while, a major fan comes to visit us, but most of the time we’ve been able to just hang out as a family. They’ve certainly never felt pressure to follow a certain path or to be a certain way. At home, I’m a normal dad. I don’t think that they have felt any undue burden because of who their father is." [ignvideo url="https://www.ign.com/videos/2020/12/18/super-nintendo-world-direct-presentation"]

Miyamoto's Game Design Philosophy and How His Kids Playing SEGA Games Inspired Him to Be Better

He also tried to give advice to those looking to ensure kids maintain a healthy relationship to video games, especially in a time where many are stuck at home during the ongoing COVID-19 pandemic. "It’s important for parents to play the games, to understand why the child can’t quit until reaching the next save point, for example. It’s important to note that, in our household, all the video-game hardware belonged to me, and the children understood that they were borrowing these things. If they couldn’t follow the rules, then there was an understanding that I could just take the machine away from them. [Laughs.] When it was good weather outside, I would always encourage them to play outside. They played a lot of SEGA games, too, by the way." In regards to the SEGA comment and if he was jealous his kids were playing games from a competitor, Miyamoto simply laughed, saying "not jealous so much as inspired to try harder, so that they preferred the ones I made." [widget path="global/article/imagegallery" parameters="albumSlug=the-top-25-switch-games-fall-2020-update&captions=true"] When creating and designing games, Miyamoto likes to keep in mind how interactive media allows players to uniquely "engage with a problem, conjure a solution, try out that solution, and then experience the results." This trial and error helps "build the interactive world in their minds," and "is the true canvas on which we design - not the screen." Miyamoto also always tries to implement "a dash of truth and a big lie" in his games to keep players connected, even in a small way, to the real world. This ensures that when they "make a move in the game it feels familiar but also, somehow, different."

Creating a Kinder World Through Empathy

When asked how he would change our world, given he had the ability to design it, Miyamoto discussed how a little empathy could go a long way. "I wish I could make it so that people were more thoughtful and kind toward each other. It’s something that I think about a lot as I move through life. In Japan, for example, we have priority seating on train carriages, for people who are elderly or people with a disability. If the train is relatively empty, sometimes you’ll see young people sit in these seats. If I were to say something, they’d probably tell me: “But the train is empty, what’s the issue?” But if I were a person with a disability and I saw people sitting there, I might not want to ask them to move. I wouldn’t want to be annoying. "I wish we were all a little more compassionate in these small ways. If there was a way to design the world that discouraged selfishness, that would be a change I would make." In 2015, Miyamoto expressed sadness over all the killing James Bond does in Goldeneye for N64. He suggested "it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital." [ignvideo url="https://www.ign.com/videos/2020/12/15/best-nintendo-games-2020-igns-nominees"] He then elaborated on this thoughts toward shooting games, saying that he has "some resistance to focusing on this single source of pleasure." While he doesn't think it's a terrible thing that certain studios do focus on shooting, he thinks it is "not ideal to have everybody doing it just because that kind of game sells well." He also pushed back against the notion that every monster in a game needs to be simply killed. "Even monsters have a motive, and a reason for why they are the way they are. This is something I have thought about a lot. Say you have a scene in which a battleship sinks. When you look at it from the outside, it might be a symbol of victory in battle. But a filmmaker or writer might shift perspective to the people on the ship, to enable the viewer to see, close up, the human impact of the action. It would be great if video-game makers took more steps to shift the perspective, instead of always viewing a scene from the most obvious angle."

Miyamoto On His Legacy and Leadership Style

Miyamoto went into detail on what kind of boss he thinks he is, and understands that when people think about him and his smiling persona, they probably think he is "very nice." "But if you asked the people on the front lines, those who actually work with me, they might say that I’m very picky, or that I always comment on their work. I’ve had the pleasure of growing up in an environment where people praised me. But I’m aware that there is a feeling, among people who work with me, that they do not receive adequate praise, that I’m always fastidious about their work." [ignvideo url="https://www.ign.com/videos/2020/09/22/what-nintendos-e3-2020-could-have-been"] He talked about how his strength is that he is able to "paint a compelling picture of what a project can be, while also being concerned with the details of actually realizing that dream." This creates a rift between those who my see him as a negative person when dealing with details vs. a positive person when talking about the broader vision of the project. "I also believe that a shared feeling of success should come only after the players have actually enjoyed a game. Before that point, people might see me as a mean boss, trying to drive us through the rough patches. But I think that’s what dictates whether someone is a good leader or not." Miyamoto also tries to encourage creativity and doesn't wish to shut down a person's idea or concept outright. He wants to make everyone feel that they can come to him, and wishes to create an environment that allows for the birth of new experiences. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-super-mario-review-ever&captions=true"] While Miyamoto is still working at Nintendo, and a big focus of his work is on Super Nintendo World at Universal Studios Japan, he believes that the company is "moving toward a position that will insure the spirit of Nintendo is passed down successfully." This allows him to continue to focus on "discovering the new" and bringing smiles to the faces of millions around the world. Speaking of smiles, Miyamoto's only regret in his many years brightening up our world is that he wishes he "could have provided more cheer, more laughter." If only there were more who shared that dream. [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.

Shigeru Miyamoto Talks His Career and ‘Creating a Kinder World’

Nintendo's Shigeru Miyamoto, who is best-known for his work in creating beloved series like Mario, The Legend of Zelda, and Donkey Kong, was recently interviewed and discussed his career at Nintendo, how people view him as a boss, how he wants to "create a kinder world," and how his kids playing SEGA games inspired him to be better. Speaking to The New Yorker, Miyamoto touched on many aspects of his life since joining Nintendo as a 24-year-old in 1977. When he joined, Nintendo wanted to capture the success Atari was experiencing and hoped to expand in to the world of video games. Miyamoto and the team took on the challenge and, in 1981, Donkey Kong was the result. Since then, Miyamoto and Nintendo have sold hundreds of millions of games and hardware and, with the Switch currently leading the way, they show no sign of stopping.

My Dad Works At Nintendo!

He began by talking about how Nintendo's headquarters is not quite as extravagant as some might imagine. He explained how the outside is very "simple and clean" and some people have "likened the reception area to a hospital waiting room. It's kind of serene." When you go inside, Miyamoto mentions that while the staff can bring in any toys or action figures they may wish to, Nintendo has a system that has its designers switching desks depending on what project they are working on, meaning that "people don't have that many personal belongings around them." [ignvideo url="https://www.ign.com/videos/2019/06/04/our-6-favorite-miyamoto-e3-moments"] "I think, if a child were to visit and look at the space, it might seem a bit boring? The unique creative work takes place within each person," Miyamoto said. "It doesn’t require a unique-looking environment. Obviously, we have all the equipment to do our work: motion-capture studios, sound studios. And we have a well-lit cafeteria, too, with good food." Following Super Mario Bros.' worldwide success, someone told Miyamoto that he had reached "the status of Walt Disney." At the time, Super Mario Bros. had only been out for a few years, whereas Mickey had been around for more than fifty. To Miyamoto, success is intrinsically tied to "whether or not it's sought several decades after its creation," so he had a "lot to catch up on." He continued to discuss his relationship with his two children and one grandchild, and how his success didn't prevent him from being a "normal dad." "I don’t think my children cared too much about my occupation, to be honest," Miyamoto said. "Even with their friends, once in a while, a major fan comes to visit us, but most of the time we’ve been able to just hang out as a family. They’ve certainly never felt pressure to follow a certain path or to be a certain way. At home, I’m a normal dad. I don’t think that they have felt any undue burden because of who their father is." [ignvideo url="https://www.ign.com/videos/2020/12/18/super-nintendo-world-direct-presentation"]

Miyamoto's Game Design Philosophy and How His Kids Playing SEGA Games Inspired Him to Be Better

He also tried to give advice to those looking to ensure kids maintain a healthy relationship to video games, especially in a time where many are stuck at home during the ongoing COVID-19 pandemic. "It’s important for parents to play the games, to understand why the child can’t quit until reaching the next save point, for example. It’s important to note that, in our household, all the video-game hardware belonged to me, and the children understood that they were borrowing these things. If they couldn’t follow the rules, then there was an understanding that I could just take the machine away from them. [Laughs.] When it was good weather outside, I would always encourage them to play outside. They played a lot of SEGA games, too, by the way." In regards to the SEGA comment and if he was jealous his kids were playing games from a competitor, Miyamoto simply laughed, saying "not jealous so much as inspired to try harder, so that they preferred the ones I made." [widget path="global/article/imagegallery" parameters="albumSlug=the-top-25-switch-games-fall-2020-update&captions=true"] When creating and designing games, Miyamoto likes to keep in mind how interactive media allows players to uniquely "engage with a problem, conjure a solution, try out that solution, and then experience the results." This trial and error helps "build the interactive world in their minds," and "is the true canvas on which we design - not the screen." Miyamoto also always tries to implement "a dash of truth and a big lie" in his games to keep players connected, even in a small way, to the real world. This ensures that when they "make a move in the game it feels familiar but also, somehow, different."

Creating a Kinder World Through Empathy

When asked how he would change our world, given he had the ability to design it, Miyamoto discussed how a little empathy could go a long way. "I wish I could make it so that people were more thoughtful and kind toward each other. It’s something that I think about a lot as I move through life. In Japan, for example, we have priority seating on train carriages, for people who are elderly or people with a disability. If the train is relatively empty, sometimes you’ll see young people sit in these seats. If I were to say something, they’d probably tell me: “But the train is empty, what’s the issue?” But if I were a person with a disability and I saw people sitting there, I might not want to ask them to move. I wouldn’t want to be annoying. "I wish we were all a little more compassionate in these small ways. If there was a way to design the world that discouraged selfishness, that would be a change I would make." In 2015, Miyamoto expressed sadness over all the killing James Bond does in Goldeneye for N64. He suggested "it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital." [ignvideo url="https://www.ign.com/videos/2020/12/15/best-nintendo-games-2020-igns-nominees"] He then elaborated on this thoughts toward shooting games, saying that he has "some resistance to focusing on this single source of pleasure." While he doesn't think it's a terrible thing that certain studios do focus on shooting, he thinks it is "not ideal to have everybody doing it just because that kind of game sells well." He also pushed back against the notion that every monster in a game needs to be simply killed. "Even monsters have a motive, and a reason for why they are the way they are. This is something I have thought about a lot. Say you have a scene in which a battleship sinks. When you look at it from the outside, it might be a symbol of victory in battle. But a filmmaker or writer might shift perspective to the people on the ship, to enable the viewer to see, close up, the human impact of the action. It would be great if video-game makers took more steps to shift the perspective, instead of always viewing a scene from the most obvious angle."

Miyamoto On His Legacy and Leadership Style

Miyamoto went into detail on what kind of boss he thinks he is, and understands that when people think about him and his smiling persona, they probably think he is "very nice." "But if you asked the people on the front lines, those who actually work with me, they might say that I’m very picky, or that I always comment on their work. I’ve had the pleasure of growing up in an environment where people praised me. But I’m aware that there is a feeling, among people who work with me, that they do not receive adequate praise, that I’m always fastidious about their work." [ignvideo url="https://www.ign.com/videos/2020/09/22/what-nintendos-e3-2020-could-have-been"] He talked about how his strength is that he is able to "paint a compelling picture of what a project can be, while also being concerned with the details of actually realizing that dream." This creates a rift between those who my see him as a negative person when dealing with details vs. a positive person when talking about the broader vision of the project. "I also believe that a shared feeling of success should come only after the players have actually enjoyed a game. Before that point, people might see me as a mean boss, trying to drive us through the rough patches. But I think that’s what dictates whether someone is a good leader or not." Miyamoto also tries to encourage creativity and doesn't wish to shut down a person's idea or concept outright. He wants to make everyone feel that they can come to him, and wishes to create an environment that allows for the birth of new experiences. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-super-mario-review-ever&captions=true"] While Miyamoto is still working at Nintendo, and a big focus of his work is on Super Nintendo World at Universal Studios Japan, he believes that the company is "moving toward a position that will insure the spirit of Nintendo is passed down successfully." This allows him to continue to focus on "discovering the new" and bringing smiles to the faces of millions around the world. Speaking of smiles, Miyamoto's only regret in his many years brightening up our world is that he wishes he "could have provided more cheer, more laughter." If only there were more who shared that dream. [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.

Wonder Woman 1984 International Theatrical Debut Disappoints

Wonder Woman 1984's international theatrical debut was not as successful as planned, opening to only $18.8 million in China and a total of $38.5 million overseas. As reported by THR, Wonder Woman 1984 didn't even place 1st in China during its opening weekend, losing out to The Rescue's $35 million. For comparison, 2017's Wonder Woman opened to $38 million in China before earning a total of $90.5 million. At this pace, it could be a tough road for the sequel to recoup its $200 million budget. Box office analysts anticipate Wonder Woman 1984 will make around $40 million in its theatrical run in China. [ignvideo url="https://www.ign.com/videos/2020/12/15/wonder-woman-1984-review"] This result is "particularly disappointing since China is known for its affinity for superhero movies and was expected to be the title's largest theatrical market." Wonder Woman 1984 appeared in 32 territories ahead of its December 25 release date on HBO Max that will begin a year where Warner Bros. will be releasing all of its films in theaters and HBO Max on the same day. As Variety notes, Wonder Woman 1984 "pulled in $3.6 million in Taiwan, $2 million in Thailand, $1.7 million in Brazil, and $1.6 million in Mexico and Japan." In our review of Wonder Woman 1984, we said it "is a film with a heart full of hope and love; a nostalgic look back to a beloved time that provides escapism from an exceptionally difficult year." [widget path="global/article/imagegallery" parameters="albumSlug=wonder-woman-1984-exclusive-character-posters&captions=true"] In North America, Monster Hunter was released and earned only $2.2 million in its debut. It's obviously important to take into consideration that less than 37% of theaters are open and certain cities have closed them completely for the time being due to the rise in COVID-19 cases. [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.

Wonder Woman 1984 International Theatrical Debut Disappoints

Wonder Woman 1984's international theatrical debut was not as successful as planned, opening to only $18.8 million in China and a total of $38.5 million overseas. As reported by THR, Wonder Woman 1984 didn't even place 1st in China during its opening weekend, losing out to The Rescue's $35 million. For comparison, 2017's Wonder Woman opened to $38 million in China before earning a total of $90.5 million. At this pace, it could be a tough road for the sequel to recoup its $200 million budget. Box office analysts anticipate Wonder Woman 1984 will make around $40 million in its theatrical run in China. [ignvideo url="https://www.ign.com/videos/2020/12/15/wonder-woman-1984-review"] This result is "particularly disappointing since China is known for its affinity for superhero movies and was expected to be the title's largest theatrical market." Wonder Woman 1984 appeared in 32 territories ahead of its December 25 release date on HBO Max that will begin a year where Warner Bros. will be releasing all of its films in theaters and HBO Max on the same day. As Variety notes, Wonder Woman 1984 "pulled in $3.6 million in Taiwan, $2 million in Thailand, $1.7 million in Brazil, and $1.6 million in Mexico and Japan." In our review of Wonder Woman 1984, we said it "is a film with a heart full of hope and love; a nostalgic look back to a beloved time that provides escapism from an exceptionally difficult year." [widget path="global/article/imagegallery" parameters="albumSlug=wonder-woman-1984-exclusive-character-posters&captions=true"] In North America, Monster Hunter was released and earned only $2.2 million in its debut. It's obviously important to take into consideration that less than 37% of theaters are open and certain cities have closed them completely for the time being due to the rise in COVID-19 cases. [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.

Cyberpunk 2077: CD Projekt Red Could Face Lawsuit Over ‘Misrepresentation’

Amidst all of Cyberpunk 2077's launch issues, CD Projekt Red could be the target of a class-action lawsuit that accuses the developer of "misrepresentation in order to receive financial benefits." As reported by The New York Times, lawyers and investors in Warsaw, Poland - where CD Projekt Red is located - are "circling the situation" and are contemplating whether or not they should take action. The controversy began when the first embargo for Cyberpunk 2077 reviews lifted. Outlets, including IGN, only received the PC version of the game and weren't allowed to initially show footage captured during the review process. [ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"] Following the game's release on December 10, 2020, major problems were reported by those playing Cyberpunk 2077 on base PS4 and Xbox One units and warnings were issued for a possible seizure-inducing sequence. CD Projekt Red apologized for not showing the base PS4 and Xbox One versions of Cyberpunk 2077 and told those who were unhappy with the game that they would be able to get a refund if they so desired. However, they ended up promising refunds they actually couldn't guarantee, as many had issues securing one. Microsoft and Sony did eventually officially offer a way for players to get a refund, and Sony even went so far as to remove Cyberpunk 2077 from the PS Store indefinitely. [ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"] Right around the launch of Cyberpunk 2077, CD Projekt Red's stock price dropped around 29%, but that didn't stop it from selling over 8 million copies and recouping its entire development and marketing costs with pre-orders alone. CD Projekt Red has promised fixes are on their way, and it just released Hotfix 1.05 to address many of them. If you are able to get past some of the issues and are enjoying the game, be sure to check out our Cyberpunk 2077 walkthrough, cheats and secrets, and tips on hacking. [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.

Cyberpunk 2077: CD Projekt Red Could Face Lawsuit Over ‘Misrepresentation’

Amidst all of Cyberpunk 2077's launch issues, CD Projekt Red could be the target of a class-action lawsuit that accuses the developer of "misrepresentation in order to receive financial benefits." As reported by The New York Times, lawyers and investors in Warsaw, Poland - where CD Projekt Red is located - are "circling the situation" and are contemplating whether or not they should take action. The controversy began when the first embargo for Cyberpunk 2077 reviews lifted. Outlets, including IGN, only received the PC version of the game and weren't allowed to initially show footage captured during the review process. [ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"] Following the game's release on December 10, 2020, major problems were reported by those playing Cyberpunk 2077 on base PS4 and Xbox One units and warnings were issued for a possible seizure-inducing sequence. CD Projekt Red apologized for not showing the base PS4 and Xbox One versions of Cyberpunk 2077 and told those who were unhappy with the game that they would be able to get a refund if they so desired. However, they ended up promising refunds they actually couldn't guarantee, as many had issues securing one. Microsoft and Sony did eventually officially offer a way for players to get a refund, and Sony even went so far as to remove Cyberpunk 2077 from the PS Store indefinitely. [ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"] Right around the launch of Cyberpunk 2077, CD Projekt Red's stock price dropped around 29%, but that didn't stop it from selling over 8 million copies and recouping its entire development and marketing costs with pre-orders alone. CD Projekt Red has promised fixes are on their way, and it just released Hotfix 1.05 to address many of them. If you are able to get past some of the issues and are enjoying the game, be sure to check out our Cyberpunk 2077 walkthrough, cheats and secrets, and tips on hacking. [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.

Cyberpunk 2077 Devs Reportedly Confront CDPR Leadership Over Launch Issues

CD Projekt Red developers who have worked on Cyberpunk 2077 have allegedly confronted the leadership team over issues that include crunch and the game's rocky launch. As reported by Bloomberg, "frustrated and angry staff" questioned CD Projekt Red management during a recent internal video meeting and asked questions related to unrealistic deadlines, the mandatory crunch, and much more. This meeting took place before Sony's announcement that it would be not only offering refunds for those unhappy with Cyberpunk 2077's performance, but that it would also be removing the game from the PS Store indefinitely. [ignvideo url="https://www.ign.com/videos/2020/12/18/cyberpunk-2077-being-removed-from-playstation-store"] When asked about crunch, the directors said that they were planning on improving production practices, but didn't go into detail on the steps they would take to make it happen. Also brought up was CD Projekt Red's comments back in January 2020 that Cyberpunk 2077 was "complete and playable," despite the game's delay. The board answered that "it would take responsibility." Another developer asked if CDPR's directors "felt it was hypocritical to make a game about corporate exploitation while expecting that their employees work overtime. The response was vague and noncommital." [ignvideo url="https://www.ign.com/videos/2020/12/15/cyberpunk-2077-for-xbox-one-and-playstation-4-review"] While Cyberpunk 2077's initial PC reviews were mostly positive, the narrative quickly changed when the console versions were tested, specifically on the base PS4 and Xbox One units. Following this messy messaging around Cyberpunk 2077's launch, CD Projekt Red, Sony, and Microsoft all decided to offer refunds to those upset with the game's performance. [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.