Star Wars: Liam Neeson Hasn’t Been Asked to Reprise Qui-Gon Jinn Role for Live-Action

Liam Neeson has confirmed that he hasn't been asked to reprise his Qui-Gon Jinn role for any live-action Star Wars projects in the two decades since his first appearance as the character. In an interview with Collider, Neeson, who played Obi-Wan Kenobi's Jedi Master in Star Wars Episode I: The Phantom Menace, indicated that he had only ever been approached for vocal cameos as Qui-Gon. He has lent his voice to the likes of Dave Filoni's The Clone Wars and 2019's The Rise of Skywalker, which featured several Jedi voices in Rey's climactic showdown with Emperor Palpatine. [ignvideo url="https://www.ign.com/videos/2014/03/04/star-wars-the-clone-wars-season-6-qui-gon-contacts-yoda"] "I've done the voice for Qui-Gon Jinn in a couple of the animated versions of it," Neeson said when asked whether he had ever been approached to reprise his Star Wars character. "I can't remember the names of them. Myself and Sam Jackson did our Jedi knights for those. I think I did two of them. But on film, I haven't been approached, no." Qui-Gon might have died during the ferocious lightsaber duel with Darth Maul in The Phantom Menace, but over the years there has been much speculation over whether the iconic character could return onscreen as a Force Ghost. Neeson questioned whether Star Wars fans wanted these reprisals and character spinoffs, as he admitted that he hadn't been keeping up with the galaxy far, far away. "I haven't really been following them, to be honest," Neeson admitted, referring to the films in the long-spanning franchise. "I don't know if they've come to an end. I heard they did a film of Harrison [Ford]'s character, Han Solo, and that there was a bit of trouble with that. What do you think? Are Star Wars fans finished with it?" [widget path="global/article/imagegallery" parameters="albumSlug=every-upcoming-star-wars-movie&captions=true"] With all of the projects that are currently lined up in the Star Wars universe, it would seem that fans are far from finished with the franchise. The highly-anticipated premiere of the second season of The Mandalorian is just around the corner, while an Obi-Wan Kenobi standalone series and an untitled Cassian Andor series are also both in the works for Disney+. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Star Wars: Liam Neeson Hasn’t Been Asked to Reprise Qui-Gon Jinn Role for Live-Action

Liam Neeson has confirmed that he hasn't been asked to reprise his Qui-Gon Jinn role for any live-action Star Wars projects in the two decades since his first appearance as the character. In an interview with Collider, Neeson, who played Obi-Wan Kenobi's Jedi Master in Star Wars Episode I: The Phantom Menace, indicated that he had only ever been approached for vocal cameos as Qui-Gon. He has lent his voice to the likes of Dave Filoni's The Clone Wars and 2019's The Rise of Skywalker, which featured several Jedi voices in Rey's climactic showdown with Emperor Palpatine. [ignvideo url="https://www.ign.com/videos/2014/03/04/star-wars-the-clone-wars-season-6-qui-gon-contacts-yoda"] "I've done the voice for Qui-Gon Jinn in a couple of the animated versions of it," Neeson said when asked whether he had ever been approached to reprise his Star Wars character. "I can't remember the names of them. Myself and Sam Jackson did our Jedi knights for those. I think I did two of them. But on film, I haven't been approached, no." Qui-Gon might have died during the ferocious lightsaber duel with Darth Maul in The Phantom Menace, but over the years there has been much speculation over whether the iconic character could return onscreen as a Force Ghost. Neeson questioned whether Star Wars fans wanted these reprisals and character spinoffs, as he admitted that he hadn't been keeping up with the galaxy far, far away. "I haven't really been following them, to be honest," Neeson admitted, referring to the films in the long-spanning franchise. "I don't know if they've come to an end. I heard they did a film of Harrison [Ford]'s character, Han Solo, and that there was a bit of trouble with that. What do you think? Are Star Wars fans finished with it?" [widget path="global/article/imagegallery" parameters="albumSlug=every-upcoming-star-wars-movie&captions=true"] With all of the projects that are currently lined up in the Star Wars universe, it would seem that fans are far from finished with the franchise. The highly-anticipated premiere of the second season of The Mandalorian is just around the corner, while an Obi-Wan Kenobi standalone series and an untitled Cassian Andor series are also both in the works for Disney+. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Ghost of Tsushima: Legends Raid Requirements, New Weekly Challenges Announced

Sucker Punch Productions revealed today that the Ghost of Tsushima: Legends raid will be released on October 30 and revealed the requirements players will need to meet to take part in 'The Tale of Iyo'. The studio also announced that starting tomorrow, and every Friday after, Ghost of Tsushima: Legends will feature a two-player story mission and four-player mission survival mission with specific weekly modifiers. [widget path="global/article/imagegallery" parameters="albumSlug=ghost-of-tsushima-legends-and-version-11-new-game-screenshots&captions=true"] "This is the culmination of the story in Ghost of Tsushima: Legends, bringing the fight directly to Iyo's realm," the announcement blog post reads. "This Raid is divided into three chapters and requires a full team of four Ghosts, as well as excellent coordination and communication." The Tale of Iyo raid will not support matchmaking, according to Sucker Punch, so players wishing to participate will need to arrange their raid team ahead of time. It's also recommended that everyone's gear be at KI level 100 as an "absolute minimum." Sucker Punch recommends completing all story missions and replaying story and survival missions on higher difficulties to obtain higher gear before the raid. If players complete all of the new weekly challenges and all bonus objectives, they'll receive max-level gear perfect for the raid. Doing so won't be easy because the weekly challenge missions will be Nightmare difficulty, "intended to put you and your team to the test." [ignvideo url="https://www.ign.com/videos/2020/10/16/the-first-18-minutes-of-ghost-of-tsushima-legends"] An exact launch time for the raid will be announced closer to its launch on October 30, but weekly challenges will go live every Friday at 8 a.m. PT. If you haven't yet jumped into this multiplayer mode,  watch the first 18 minutes of Ghost of Tsushima: Legends and then read how about how multiplayer has always been a pillar of Sucker Punch's plan. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

Batwoman: DC Introduces Ryan Wilder Before the Arrowverse

A brand new character will be taking up the mantle of Batwoman when The CW's superhero series returns to the air in January 2021. But before fans meet Javicia Leslie's heroine Ryan Wilder, she'll first be appearing in DC's comic book universe. DC just released a new preview of Batgirl #50, an issue that explores the aftermath of the recent Joker War crossover. As Barbara Gordon struggles to move forward from that ordeal and figure out the next phase of both her costumed and professional careers, she bumps into an old friend from her librarian days. That's right, Barbara Gordon and Ryan Wilder already have a history together. Check out that dynamic in the slideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=batwoman-ryan-wilder-makes-her-comic-debut-in-batgirl-50&captions=true"] While the preview pages only give us a brief glimpse of Ryan, it seems she's a longtime Gotham City resident who's spent a great deal of time living on the streets. She certainly seems mistrustful of authority in general and the politically connected Barbara in particular, which definitely tracks with what little we know about the Arrowverse version so far. It's fitting that DC would debut Ryan Wilder in a Batgirl comic ahead of her first TV appearance. The publisher actually introduced the Barbara Gordon version of Batgirl in a similar way. Though the Barbara Gordon version of Batgirl was technically conceived for the 1966 Batman TV series by producer William Dozier, the character was first fleshed out by editor Julie Schwartz, writer Gardner Fox and artist Carmine Infantino in the Batman comics. Barbara first appeared in 1967's Detective Comics #359, several months before Yvonne Craig's Batgirl debuted on the TV series. This debut certainly suggests DC Comics has big plans for Ryan Wilder alongside Batwoman: Season 2. But given that Batgirl #50 is also a series finale, it may be a few months before readers really learn what that entails. Kate Kane is still currently active as Batwoman in DC's comic universe, so DC may not necessarily be positioning Ryan to take over that mantle. But given that the publisher will be devoting the entirety of January and February 2021 to Future State, a storyline that explores the state of the DCU a decade in the future, perhaps we'll see Ryan take over the role of either Batgirl or Batwoman there. We already know Future State will introduce a new Batman and Wonder Woman and feature Jon Kent taking over the mantle of Superman. [ignvideo url="https://www.ign.com/videos/2020/07/09/new-batwoman-actress-has-been-cast"] Arrowverse fans got their first look at Leslie in the Batwoman costume in September, as the actress posted a screenshot from a costume test on Instagram, along with the message, "Look out, Gotham, I'm suited up and ready to go... But just wait until Ryan Wilder puts her own spin on the Batsuit." How do you think Ryan Wilder will fir into the Batman comic franchise? Let us know in the comments below. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

The Addams Family: Tim Burton Producing Live-Action TV Series Reboot

The Addams Family is reportedly coming back to TV in a new live-action series produced and possibly directed by Tim Burton. Deadline reports that Burton is currently in talks to executive produce the new show and is considering directing all of the episodes. The creators of Smallville, Alfred Gough and Miles Millar, would be the showrunners and writers of the series. The show takes place in present day from the point of view of Wednesday Addams, according to Deadline's sources. Netflix is reportedly the likely buyer of the series although multiple companies are reportedly in consideration. [ignvideo url="https://www.ign.com/videos/2018/11/10/10-best-horror-tv-shows-of-the-last-10-years"] This would be Burton's first television project since he was an executive producer on Family Dog in 1993, although Burton also directed a webseries titled The World of Stainboy that was released in 2000. Burton's last project was a live-action remake of Dumbo, which received negative reviews from critics and was considered a box office disappointment. The Addams Family originally started off as comics in the 1930s and has already been adapted into four different TV shows, four movies, countless video games and a stage musical that made it to Broadway in 2010. It was the first Addams Family TV series from 1964 that boosted popularity of the brand and introduced the iconic theme song. Another Addams Family movie, a sequel to the animated movie from 2019, is set for release in theaters in October 2021. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-horror-tv-shows-on-netflix-right-now&captions=true"] IGN's review of the Addams Family movie from 2019 calls it, "the perfect Halloween treat for film fans young and old!" For anyone looking for some horror TV shows now, check out IGN's list of the best horror TV shows of the past decade. [poilib element="accentDivider"] Petey Oneto is a freelance writer for IGN.

Xbox Brazil Host Firing Unrelated to Her Getting Death Threats, Microsoft Says

A video host for Xbox Brazil has parted ways with the company after a months-long harassment campaign from elements of the Brazilian gaming community. However, while the host says this decision was a result of her harassment, a Microsoft spokesperson says the split is “unrelated” to the online attacks directed at her. Isadora Basile announced her new job at Xbox Brazil in September of this year. Since then she has been bombarded by harassment, ranging from accusations that she’s a 'fake gamer' to death and rape threats. Last Friday, Basile tweeted a statement from her personal Twitter account, explaining that she would no longer be a host for Xbox Brazil. The statement is in Portuguese, but IGN independently translated her statement which can be read below.
"At the beginning of September, when I announced my new job at Xbox Brasil, I suffered harassment of all kinds, from people saying that I didn't play x or y and that I wasn't "worthy" of my job, to rape/death threats and aggression for exposing tense situations. Thanks to the help of my family, boyfriend and friends, I learned well on how to deal with this, but that doesn't mean it wasn't happening anymore. Due to all these harassments, Microsoft decided that it was for the best sever ties with me as a host, so I wouldn't be more exposed to situations like these that happened. I respect the decision made by Microsoft. My love for Xbox and Microsoft remains strong, as it always has been. Thank you."
While Basile says in her statement that this decision was partly a result of the harassment, Microsoft – both in the US and Brazil – maintains that it is a result of programming changes, specifically. In a statement to IGN by a Microsoft spokesperson, the company says:
“We do not tolerate harassment or disrespectful behavior of any kind and we took action to support Isadora when personal attacks against her were brought to our attention. Last week’s programming changes are unrelated. They are the direct result of our ongoing effort to reach more players in more languages with the real-time news and comprehensive information available from our global news outlet, Xbox Wire.”
A similar message was posted on the official Xbox Brazil Twitter account which thanks Isadora Basile for her work, but that a new strategy will funnel official communications and Xbox News through Xbox Wire. This is sadly not the first instance of toxicity within Brazil’s Xbox community. IGN has also learned that Isadora Basile is not the first Xbox Brazil host to receive harassment. Bruna Penilhas, Assistant Editor at IGN Brasil has informed us that a previous Xbox Brazil host, Mariana Ayres, has also received threats. Earlier this year, Vice reported that Microsoft finally severed ties with the Brazilian YouTube channel Xbox Mil Grau, which was known for spreading racist and sexist rhetoric while receiving products and consoles from Xbox. Xbox Mil Grau was also invited to E3 2018 by Microsoft’s then-streaming platform Mixer. Xbox Mil Grau fed their fanbase on toxic console wars content and attacked YouTubers and journalists who were critical of Xbox. Microsoft officially severed ties with Xbox Mil Grau, who now go by XMG after being told to stop using the Xbox name. Given this recent history of toxicity, Microsoft’s statement could be considered partially true, in that it’s aiming to minimize harassment of talent by focusing on delivering news exclusively through Xbox Wire. However, that doesn’t discount the conflicting narrative regarding Basile, who contends that the harassment she received did factor into Xbox severing ties with her. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Godfall Devs on Loot, Progression, and Making ‘The Tinkerer’s Dream’

Any good looter game worth its, well, loot, needs to have a solid grasp on its inventory system and customization options. Players need to want to keep looking for more loot, while still finding value in what they’ve already acquired. And so crafting that loop has been a core ambition for Counterplay Games, the team behind PS5 launch game Godfall, which is coming to Sony’s next-gen console and PC on November 12. Speaking with IGN, senior technical producer Richard Heyne walked us through the philosophy behind Godfall’s loot, the customization options it offers, and the many ways the developers are hoping to let players look good, feel powerful, and want to keep coming back to play more. Watch the video above for a look at some of Godfall’s customization and UI options, and read on for more on the philosophy and practical application of Counterplay’s work.

The Tinkerer’s Dream

As Heyne and I spoke about all the options Godfall has on hand, he used one phrase that best encapsulates the wide array of options players will have — the Godfall team aimed to make it “The Tinkerer’s Dream.” “We had this idea, we wanted [Godfall] to be the tinkerer's dream. Anybody who loves to get intimate with their loot and put the pieces together and see the numbers and see the impact immediately, that's the kind of game we wanted to create,” Heyne said. [widget path="global/article/imagegallery" parameters="albumSlug=godfall-loot-variety-valorplate-crafting&captions=true"] And as the team has spent years building that dream, a few of the fundamentals were crystallized early on; namely, that what you acquire should make you look cool. “At a high level, what's exciting about Godfall and the way that we're able to package this progression and this satisfying desire to keep chasing for more was you really have to earn the right to look like a badass,” he said, noting the early character and weapon art really helped the team settle on the look and feel for its expansive loot list. “...Once we had the visual hierarchy established for the weapons, we were able to think about, ‘Would I chase for this weapon for hours just off visual appeal?’ Not thinking about how it functions or how the player's going to experience it beyond visuals, but just this visual alone, would I chase this? Is this something that's that value? Is it worth my time? And once we were able to identify that, that's when it moved over to our design and gameplay programming.” But, as Heyne put it, the team wanted to ensure that its loot “wasn’t all flash with no bang,” and the cosmetic appeal was certainly not the only consideration that went into the game’s loot system. “For us it was all about that satisfaction of how you look in the beginning of Godfall, and how you look at the end. You should be proud of where your character is at the end, and what your arsenal looks like,” Heyne said.

Skill Grid Master

Much of the Counterplay’s general customization and loot philosophy can be seen in the Godfall skill tree design — namely maximum opportunity to tinker and experiment — which you can check out in the video above or the images below. “We really just wanted there to be maximal flexibility with the skill grid. We wanted to avoid choice paralysis, because Godfall combat can be quick, it can be snappy. It's action-packed, and if every two levels you're having to open the UI menu, read each individual skill, decide the best path for you... it wasn't synonymous with what Godfall is, and it would really hinder the player's experience,” he explained. [widget path="global/article/imagegallery" parameters="albumSlug=godfall-skill-grid-augment-constellations&captions=true"] Though players start from any of the four corner nodes on the skill grid, they can respec their builds instantly and “are never married to your choices” for any Valorplate’s skill tree. Skill points carry over from one Valorplate to the next in a universal system so that players don’t have to worry about grinding for levels with each Valorplate, or feel locked in if you decide to, say, drop plenty of points to level up a certain couple of skills. “You're constantly able to evolve and change the way that you're playing. And then when you land on something you like, you lock it in. And then maybe once you switch Valorplates you try to adjust and go from there,” he continued. Heyne noted that the intent isn’t to have players fill out the entire grid by the end of the campaign, but of course can work toward improving on their build in the post-game. The skill grid is on top of the augment constellation system Counterplay detailed earlier this year, offering yet another way for players to uniquely build out their character builds. But the options don’t stop there.

The Craft of Godfall

Players will be able to outfit their character with different weapon, life stone, ring, charm, amulet, banner, and augment options, all built around a loot searching and inventory system that’s meant to make your hunt always meaningful. While players will have to go to the forge in the Seventh Sanctum, Godfall’s player hub, to upgrade, but Counterplay is hoping to make the process streamlined. As Heyne described it, “We wanted to make sure this wasn't cumbersome that you had to run from point A, to point B, to point C, and you spend an hour in the Sanctum before you actually get to a mission.” [widget path="global/article/imagegallery" parameters="albumSlug=godfall-forge&captions=true"] You will be able to swap out weapons and other equipment mid-mission, but the process at the Sanctum’s forge should be “streamlined” to let you enchant, upgrade, and overall tweak with ease. And speaking of enchanting and upgrading, as you can see in the images below, players will be able to augment their items a couple of ways — think of upgrading as leveling up your weapon while enchanting is boosting it to the next rarity level. Heyne explained this system came from the idea that “If there was a piece of loot that you really liked and you wanted to use for an extended period of time, we wanted to make sure there was some ability to bring that weapon with you throughout the game.” Not that Counterplay is expecting players to stick with a single weapon throughout the entirety of Godfall, but with 125 weapon options and the ability to have two in your loadout at any time, the developers realized players may want to gravitate toward particular favorites. That inventory management also speaks to the ways in which Heyne described Counterplay’s approach of respecting the player’s time at all points. Speaking about the ability to craft other Valorplates offered a good example of the team’s approach to a meaningful loot system in this way. [widget path="global/article/imagegallery" parameters="albumSlug=godfall-loadout-and-trinket-menus&captions=true"] “We didn't want to force players too heavily to do activities that they didn't enjoy to unlock the content that they want. So to obtain certain crafting materials for certain Valorplates, you'll have to go to the Water realm. There will be crafting ingredients you can only find if you're in the Water realm. But, you can go into the Water realm during your campaign missions. You'll naturally be brought there. You'll be in the Water realm for hunt missions. There will be endgame content that takes place in the Water realm. There will be co-op opportunities in the Water realm,” he said. “So you're not being told, ‘Hey, you have to go do this side mission to unlock Mesa the Valorplate.’ You should be able to probably get enough crafting materials for a handful of those throughout the campaign itself, and then if there are any [items needed for the others]... you should have a list of activities to pick from, be able to choose what you want and to fill out those last pieces of your armory without feeling slowed down.” That philosophy of wanting players to have their time feel respected, and to make the rewards for that time spent meaningful, means Counterplay is hoping to make every aspect of your build valuable. While the studio has showcased or discussed Valorplates, Weapons, augments, and more before, Heyne spoke to Trinkets, a suite of loot players will be able to assign to their character build. “Trinkets should be adding that last final touch. They're unique pieces of loot in the sense that they're not visual the same way that weapons are. You don't see the trinkets that you have equipped... but they have these unique traits that closely tie into the various archetypes that you can explore within Godfall. And the right Trinket put into the right build is really what is supposed to round it out and bring that build together.” And whatever aspects of your character’s build you choose to focus on at any one time, Counterplay is hoping Godfall’s combination of menu management, in-game experimenting, and loot collection all feeds into a satisfying loop that doesn’t hinder players from how they want to fight — and how cool they want to look while doing it. “One of our core philosophies will always be the tinkerer's dream. If there's the appetite for that, for the player to continue experimenting, we want to just make sure that the playground's open and you're ready to play,” Heyne said. [poilib element="accentDivider"]

Borderlands 3 Designer’s Cut Moze and Zane Skill Trees Revealed

2K and Gearbox have revealed the final two skill trees coming as part of the Borderlands 3 Designer’s Cut DLC. With new active and passive abilities for Moze and Zane, it means all four Vault Hunters have something new to experiment with. Moze’s skill tree is Mother Bear, and swaps out her stompy mech for a mini-mech called Iron Cub. This smaller mech cannot be piloted, but will run around on its own and maul any enemies it finds until its fuel tank runs dry. While the Iron Cub is smaller than the Iron Bear, it has access to the same weapon hardpoints, so can still be equipped with grenade launchers if you so wish. You’ll probably want to use the Salamander flamethrower, though, as the skill tree provides bonuses for setting enemies on fire. [ignvideo url="https://www.ign.com/videos/2019/08/01/borderlands-3-moze-character-trailer-the-bffs"] Zane’s new skill tree is called The Professional, which comes with the Active Skill MNTIS Shoulder Cannon. This new gun is a high-tech railgun that can be used as an OTT sniper-rifle. Interestingly, The Professional skill tree has an ability that allows the MNTIS to fire a grappling hook instead of a bullet, which allows you to pull enemies towards you for close-quarter kills. As with Amara and FL4K, the new skill trees have been added to Moze and Zane’s interactive character builders on the Borderlands website, so you can already start planning your new builds ahead of the launch of the Designer’s Cut. [widget path="global/article/imagegallery" parameters="albumSlug=top-10-borderlands-dlc-of-all-time&captions=true"] Alongside new skill trees for Moze, Zane, Amara, and FL4K, the Designer’s Cut also features a new Arms Race mode, which Gearbox will show off in full on October 29 at 9am PT on the Borderlands Twitch channel. These skill trees are part of the Designer’s Cut, which releases on November 10, and can be bought individually or as part of Season Pass 2, which also includes the Director’s Cut DLC that will release in Spring 2021. For more Borderlands, check out what you need to know about free next-gen upgrades, a look at the most recent DLC, and our full Borderlands 3 review. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer.