Apple Removes Fortnite From iOS App Store

Update 4: Epic is filing for injunctive relief to stop Apple from revoking Epic's access to development tools for iOS on August 28. If successfully removed, Epic will not have the tools to develop for iOS platforms, including Unreal Engine which Epic licenses to third-party developers. "If the Unreal Engine can no longer support Apple platforms, the software developers that use it will be forced to use alternatives," Epic says in a preliminary statement to courts. "The damage to Epic's ongoing business and to its reputation and trust with its customers will be unquantifiable and irreparable. Preliminary injunctive relief is necessary to prevent Apple from crushing Epic before this case could ever get to judgement." Update 3: Epic Games founder and CEO Tim Sweeney has publicly commented about the company's decision to sue Apple and Google, following rampant debate online about the merits of the suit, Epic's intentions, and more. "At the most basic level, we’re fighting for the freedom of people who bought smartphones to install apps from sources of their choosing, the freedom for creators of apps to distribute them as they choose, and the freedom of both groups to do business directly," Sweeney wrote in a start of his Twitter thread, before continuing:
"The primary opposing argument is: 'Smartphone markers can do whatever they want'. This as an awful notion. We all have rights, and we need to fight to defend our rights against whoever would deny them. Even if that means fighting a beloved company like Apple. "Another argument against supporting #FreeFortnite is "this is just a billion dollar company fighting a trillion dollar company about money". But the fight isn't over Epic wanting a special deal, it's about the basic freedoms of all consumers and developers. "Finally, there's nothing wrong with fighting about money. You work hard to earn this stuff. When you spent it, the way it's divided determines whether your money funds the creation of games or is taken by middlemen who use their power to separate gamers from game creators."
[poilib element="accentDivider"] Update 2: Epic has subsequently filed a suit against Google as well, citing that "Google has eliminated competition in the distribution of Android apps using myriad contractual and technical barriers." According to Epic, "Google’s actions force app developers and consumers into Google’s own monopolized 'app store'—the Google Play Store. Google has thus installed itself as an unavoidable middleman for app developers who wish to reach Android users and vice versa. Google uses this monopoly power to impose a tax that siphons monopoly profits for itself every time an app." Epic is not seeking compensation, but rather "injunctive relief that would deliver... an open, competitive Android ecosystem for all users and industry participants." The full details of the suit can be read via The Verge. [poilib element="accentDivider"] Update: Google has now decided to remove Fortnite from the Google Play store for Android devices as well. In a statement to The Verge, Google explained that "While Fortnite remains available on Android, we can no longer make it available on Play because it violates our policies. However, we welcome the opportunity to continue our discussions with Epic and bring Fortnite back to Google Play." Fortnite can still be installed on Android devices directly through the Epic Games app. Original story follows: [poilib element="accentDivider"] Apple has confirmed that it has removed Fortnite from the iOS App Store following Epic Games' alteration of the price of Fortnite V-Bucks and a new direct payment system in response to Apple and Google's "exorbitant" app store fees. Epic has responded by filing a complaint for injunctive relief against Apple. In a statement to The Verge, Apple confirmed that "As a result [of Epic's update to the game,] their Fortnite app has been removed from the store." [ignvideo url="https://www.ign.com/videos/2020/08/13/fortnite-1984-apple-parody-video-short"] "Today, Epic Games took the unfortunate step of violating the App Store guidelines that are applied equally to every developer and designed to keep the store safe for our users," Apple's larger statement reads. "As a result their Fortnite app has been removed from the store. Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines regarding in-app payments that apply to every developer who sells digital goods or services." Apple goes on to cite Epic's agreement to the App Store rules in the first place, which allowed Fortnite to exist previously on the app store, noting that "The fact that their business interests now lead them to push for a special arrangement does not change the fact that these guidelines create a level playing field for all developers and make the store safe for all users." The company explains that it "will make every effort to work with Epic to resolve these violations so they can return Fortnite to the App Store," but it remains unclear how long this ban from the store may last at this time. [widget path="global/article/imagegallery" parameters="albumSlug=games-that-came-back-from-the-brink-of-disaster&captions=true"]

Epic Sues Apple Over App Store Policies

Epic has responded to this move by filing a legal complaint in California, stating that "Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation." "Rather than tolerate this healthy competition and compete on the merits of its offering, Apple responded by removing Fortnite from sale on the App Store, which means that new users cannot download the app, and users who have already downloaded prior versions of the app from the App Store cannot update it to the latest version," Epic's legal complaint reads. "This also means that Fortnite players who downloaded their app from the App Store will not receive updates to Fortnite through the App Store, either automatically or by searching the App Store for the update. Apple’s removal of Fortnite is yet another example of Apple flexing its enormous power in order to impose unreasonable restraints and unlawfully maintain its 100% monopoly over the iOS In-App Payment Processing Market. "Apple imposes unreasonable and unlawful restraints to completely monopolize both markets," the complaint goes on to read, taking issue with the "30% tax" both apps and in-app purchases come with, and the company believes Apple's behavior has "anti-competitive consequences" on the industry. Update: IGN has reached out to Epic for additional comment and will update this story should they respond. Epic debuted an in-game event, a new short film titled "Nineteen Eighty-Fortnite," which was a direct parody of Apple's famous 1984 commercial, an ad Epic cites in its suit against Apple. In the video, text reads "Epic Games has defied the App Store Monopoly. In retaliation, Apple is blocking Fortnite from a billion devices. Join the fight to stop 2020 from becoming '1984,'" along with the hashtag #FreeFortnite. Epic has elaborated on its #FreeFortnite campaign, urging fans affected by these recent moves to petition Apple on social media to reinstate Fortnite.

How Fortnite's Removal Affects iOS Players

Epic has explained that players who already had Fortnite downloaded on iOS devices will be able to continue playing, but the app cannot be updated further. So once Fortnite Chapter 2 - Season 4 begins, which could be potentially as early as Aug. 28, iOS players will not be able to play Fortnite in the new season's content or Battle Pass unless this matter is resolved before then. And for those asking for refunds for purchases made through the iOS version, Epic's FAQ explains that those refunds must be requested through Apple, not Epic, due to the nature of in-app purchases. As for why Epic does not want to agree to Apple's terms any longer, the company said "Epic believes that you have a right to save money thanks to using more efficient, new purchase options. Apple’s rules add a 30% tax on all of your purchases, and they punish game developers like us who offer direct payment options." [ignvideo url="https://www.ign.com/videos/fortnite-the-joy-ride-update-trailer"] Before Apple's announcement, Epic confirmed a change to the cost of V-Bucks, changing the price of 1,000 V-Bucks from $9.99 to $7.99 on consoles, Mac, and PC. Mobile works somewhat differently, as players can still buy using Apple or Google accounts at the higher price, but will now offer 'Epic direct payment' when purchasing V-Bucks on mobile devices to save the 20%. Epic noted that this was done to "pass along the savings to players," citing the "exorbitant 30% fee" Apple and Google collect on every V-Buck payment. In the future, Epic is open to altering the deal "if Apple and Google lower their fees on payments." Epic is not the only gaming company to recently come into a public disagreement with Apple and its App Store policies. Apple's recent decision to block the Xbox Game Pass app from iOS drew ire from Microsoft, which said "Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content." And Apple also recently decided to restrict the Facebook Gaming app's functionality on iOS, with Facebook explaining how "months of submissions and repeated rejections by Apple" led them to "remove instant games entirely from the standalone app."[poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

Apple Removes Fortnite From iOS App Store

Update 4: Epic is filing for injunctive relief to stop Apple from revoking Epic's access to development tools for iOS on August 28. If successfully removed, Epic will not have the tools to develop for iOS platforms, including Unreal Engine which Epic licenses to third-party developers. "If the Unreal Engine can no longer support Apple platforms, the software developers that use it will be forced to use alternatives," Epic says in a preliminary statement to courts. "The damage to Epic's ongoing business and to its reputation and trust with its customers will be unquantifiable and irreparable. Preliminary injunctive relief is necessary to prevent Apple from crushing Epic before this case could ever get to judgement." Update 3: Epic Games founder and CEO Tim Sweeney has publicly commented about the company's decision to sue Apple and Google, following rampant debate online about the merits of the suit, Epic's intentions, and more. "At the most basic level, we’re fighting for the freedom of people who bought smartphones to install apps from sources of their choosing, the freedom for creators of apps to distribute them as they choose, and the freedom of both groups to do business directly," Sweeney wrote in a start of his Twitter thread, before continuing:
"The primary opposing argument is: 'Smartphone markers can do whatever they want'. This as an awful notion. We all have rights, and we need to fight to defend our rights against whoever would deny them. Even if that means fighting a beloved company like Apple. "Another argument against supporting #FreeFortnite is "this is just a billion dollar company fighting a trillion dollar company about money". But the fight isn't over Epic wanting a special deal, it's about the basic freedoms of all consumers and developers. "Finally, there's nothing wrong with fighting about money. You work hard to earn this stuff. When you spent it, the way it's divided determines whether your money funds the creation of games or is taken by middlemen who use their power to separate gamers from game creators."
[poilib element="accentDivider"] Update 2: Epic has subsequently filed a suit against Google as well, citing that "Google has eliminated competition in the distribution of Android apps using myriad contractual and technical barriers." According to Epic, "Google’s actions force app developers and consumers into Google’s own monopolized 'app store'—the Google Play Store. Google has thus installed itself as an unavoidable middleman for app developers who wish to reach Android users and vice versa. Google uses this monopoly power to impose a tax that siphons monopoly profits for itself every time an app." Epic is not seeking compensation, but rather "injunctive relief that would deliver... an open, competitive Android ecosystem for all users and industry participants." The full details of the suit can be read via The Verge. [poilib element="accentDivider"] Update: Google has now decided to remove Fortnite from the Google Play store for Android devices as well. In a statement to The Verge, Google explained that "While Fortnite remains available on Android, we can no longer make it available on Play because it violates our policies. However, we welcome the opportunity to continue our discussions with Epic and bring Fortnite back to Google Play." Fortnite can still be installed on Android devices directly through the Epic Games app. Original story follows: [poilib element="accentDivider"] Apple has confirmed that it has removed Fortnite from the iOS App Store following Epic Games' alteration of the price of Fortnite V-Bucks and a new direct payment system in response to Apple and Google's "exorbitant" app store fees. Epic has responded by filing a complaint for injunctive relief against Apple. In a statement to The Verge, Apple confirmed that "As a result [of Epic's update to the game,] their Fortnite app has been removed from the store." [ignvideo url="https://www.ign.com/videos/2020/08/13/fortnite-1984-apple-parody-video-short"] "Today, Epic Games took the unfortunate step of violating the App Store guidelines that are applied equally to every developer and designed to keep the store safe for our users," Apple's larger statement reads. "As a result their Fortnite app has been removed from the store. Epic enabled a feature in its app which was not reviewed or approved by Apple, and they did so with the express intent of violating the App Store guidelines regarding in-app payments that apply to every developer who sells digital goods or services." Apple goes on to cite Epic's agreement to the App Store rules in the first place, which allowed Fortnite to exist previously on the app store, noting that "The fact that their business interests now lead them to push for a special arrangement does not change the fact that these guidelines create a level playing field for all developers and make the store safe for all users." The company explains that it "will make every effort to work with Epic to resolve these violations so they can return Fortnite to the App Store," but it remains unclear how long this ban from the store may last at this time. [widget path="global/article/imagegallery" parameters="albumSlug=games-that-came-back-from-the-brink-of-disaster&captions=true"]

Epic Sues Apple Over App Store Policies

Epic has responded to this move by filing a legal complaint in California, stating that "Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation." "Rather than tolerate this healthy competition and compete on the merits of its offering, Apple responded by removing Fortnite from sale on the App Store, which means that new users cannot download the app, and users who have already downloaded prior versions of the app from the App Store cannot update it to the latest version," Epic's legal complaint reads. "This also means that Fortnite players who downloaded their app from the App Store will not receive updates to Fortnite through the App Store, either automatically or by searching the App Store for the update. Apple’s removal of Fortnite is yet another example of Apple flexing its enormous power in order to impose unreasonable restraints and unlawfully maintain its 100% monopoly over the iOS In-App Payment Processing Market. "Apple imposes unreasonable and unlawful restraints to completely monopolize both markets," the complaint goes on to read, taking issue with the "30% tax" both apps and in-app purchases come with, and the company believes Apple's behavior has "anti-competitive consequences" on the industry. Update: IGN has reached out to Epic for additional comment and will update this story should they respond. Epic debuted an in-game event, a new short film titled "Nineteen Eighty-Fortnite," which was a direct parody of Apple's famous 1984 commercial, an ad Epic cites in its suit against Apple. In the video, text reads "Epic Games has defied the App Store Monopoly. In retaliation, Apple is blocking Fortnite from a billion devices. Join the fight to stop 2020 from becoming '1984,'" along with the hashtag #FreeFortnite. Epic has elaborated on its #FreeFortnite campaign, urging fans affected by these recent moves to petition Apple on social media to reinstate Fortnite.

How Fortnite's Removal Affects iOS Players

Epic has explained that players who already had Fortnite downloaded on iOS devices will be able to continue playing, but the app cannot be updated further. So once Fortnite Chapter 2 - Season 4 begins, which could be potentially as early as Aug. 28, iOS players will not be able to play Fortnite in the new season's content or Battle Pass unless this matter is resolved before then. And for those asking for refunds for purchases made through the iOS version, Epic's FAQ explains that those refunds must be requested through Apple, not Epic, due to the nature of in-app purchases. As for why Epic does not want to agree to Apple's terms any longer, the company said "Epic believes that you have a right to save money thanks to using more efficient, new purchase options. Apple’s rules add a 30% tax on all of your purchases, and they punish game developers like us who offer direct payment options." [ignvideo url="https://www.ign.com/videos/fortnite-the-joy-ride-update-trailer"] Before Apple's announcement, Epic confirmed a change to the cost of V-Bucks, changing the price of 1,000 V-Bucks from $9.99 to $7.99 on consoles, Mac, and PC. Mobile works somewhat differently, as players can still buy using Apple or Google accounts at the higher price, but will now offer 'Epic direct payment' when purchasing V-Bucks on mobile devices to save the 20%. Epic noted that this was done to "pass along the savings to players," citing the "exorbitant 30% fee" Apple and Google collect on every V-Buck payment. In the future, Epic is open to altering the deal "if Apple and Google lower their fees on payments." Epic is not the only gaming company to recently come into a public disagreement with Apple and its App Store policies. Apple's recent decision to block the Xbox Game Pass app from iOS drew ire from Microsoft, which said "Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content." And Apple also recently decided to restrict the Facebook Gaming app's functionality on iOS, with Facebook explaining how "months of submissions and repeated rejections by Apple" led them to "remove instant games entirely from the standalone app."[poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

Russell Kirsch, Inventor of the Pixel, Dies at 91

Russell Kirsch, the inventor of the pixel, has died. Kirsch died Aug. 11 at his home in Portland, Oregon, at the age of 91. Best known as the inventor of the digital pixel, Kirsch was a computer scientist also credited with scanning one of the first digital photographs into a computer, per Oregon Live. He was born in Manhattan, New York, in 1929, and completed his primary education at the Bronx High School of Science. He then went on to study at New York University, Harvard, and then the Massachusetts Institute of Technology. [caption id="attachment_2392492" align="aligncenter" width="720"]Image courtesy of  National Institute of Standards and Technology Image courtesy of National Institute of Standards and Technology[/caption] Kirsch created a small digital image of his son, Walden, as a baby in 1957 and scanned it into a computer using a machine he and his team of researchers created. This digital image would make history as it is one of the first images scanned into a computer. Life magazine called it one of 100 photographs that changed the world. The original image is on display in the Portland Art Museum digital collection. It was he and his team's belief that computers would one day come to mirror that of the human mind, and although the world isn't quite there yet, it grows closer to Kirsch's vision every day. Kirsch worked for over 50 years as a scientist for what is now known as the National Institute of Science and Technology in Maryland. It was known as the U.S. National Bureau of Standards when he worked there. Kirsch left Maryland in 2001 and moved to Portland. He had dementia in his later years. [caption id="attachment_2392496" align="aligncenter" width="720"]Russell Kirch's son Walden, on of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology Russell Kirsch's son Walden as one of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology[/caption] Kirsch is survived by his wife Joan Kirsch, whom he had been with for 65 years, and his sons Walden and Peter and his daughters Lindsey and Kara. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Russell Kirsch, Inventor of the Pixel, Dies at 91

Russell Kirsch, the inventor of the pixel, has died. Kirsch died Aug. 11 at his home in Portland, Oregon, at the age of 91. Best known as the inventor of the digital pixel, Kirsch was a computer scientist also credited with scanning one of the first digital photographs into a computer, per Oregon Live. He was born in Manhattan, New York, in 1929, and completed his primary education at the Bronx High School of Science. He then went on to study at New York University, Harvard, and then the Massachusetts Institute of Technology. [caption id="attachment_2392492" align="aligncenter" width="720"]Image courtesy of  National Institute of Standards and Technology Image courtesy of National Institute of Standards and Technology[/caption] Kirsch created a small digital image of his son, Walden, as a baby in 1957 and scanned it into a computer using a machine he and his team of researchers created. This digital image would make history as it is one of the first images scanned into a computer. Life magazine called it one of 100 photographs that changed the world. The original image is on display in the Portland Art Museum digital collection. It was he and his team's belief that computers would one day come to mirror that of the human mind, and although the world isn't quite there yet, it grows closer to Kirsch's vision every day. Kirsch worked for over 50 years as a scientist for what is now known as the National Institute of Science and Technology in Maryland. It was known as the U.S. National Bureau of Standards when he worked there. Kirsch left Maryland in 2001 and moved to Portland. He had dementia in his later years. [caption id="attachment_2392496" align="aligncenter" width="720"]Russell Kirch's son Walden, on of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology Russell Kirsch's son Walden as one of the first scanned images in to a computer. Image courtesy of National Institute of Standards and Technology[/caption] Kirsch is survived by his wife Joan Kirsch, whom he had been with for 65 years, and his sons Walden and Peter and his daughters Lindsey and Kara. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Why Xbox Didn’t Consider Releasing Halo Infinite in Parts

With the announcement of Halo Infinite's delay to 2021 earlier this week came reassurance that the Xbox Series X console is still set for a holiday, specifically November, global launch. And Xbox head Phil Spencer has elaborated on the tough call to delay the flagship Xbox game, and why the company didn't consider a staggered release for it. Speaking on Gary Whitta's Animal Crossing talk show Animal Talking, Spencer explained that while he and his team had some potential options on the table when it came to the delay, he wanted to make the decision that would have "the best intent, in the long-run, for our fans and our platform." [ignvideo url="https://www.ign.com/videos/halo-infinite-is-delayed-now-what-unlocked-456"] “We made the decision late last week. And I say ‘we’ — Bonnie Ross, who runs 343, Matt Booty, who runs our first-party studios organization, and myself. And they came with some options, things that we could do, maybe parts of the game that we could ship on given dates. It just didn’t feel, to all of us, like the Halo release that we would want. So in the end, I make the call based on the information that they present. I make a call, like I said, with hopefully the best intent, in the long-run, for our fans and our platform." And so while Halo Infinite's multiplayer is still set to be free-to-play, Spencer and his team rejected the idea of releasing it and the other portions of Infinite at separate points, but Spencer believed this was the right call for fans, Xbox, the developers, and the Halo franchise. [widget path="global/article/imagegallery" parameters="legacyId=20098018&captions=true"] "So when looking at where we were, and the trajectory the team was on and frankly just the amount of effort and emotion that 343 [Industries] is putting into the game, and making sure that we want to be able to get the game out and delivered and have a healthy team after that, this was the decision that we made. And I’ll apologize to the fans, because I never like to set up expectations and not hit them, but I also believe that we’re making the right decision in the long run for both Xbox, and Halo, and our customers," he said. Spencer elaborated that the final decision to the posting of the news was about a 24-hour turnaround, noting that in part the urgency comes from how many factors go into the launch of such a major franchise's new entry — not just for Xbox, but for its many partners, as well. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] “One of the things that pushed us is, when you’re shipping a game like Halo, it’s not just a solo release - we have a lot of marketing partners and promotions that are out there, and you want to be respectful of your partners in giving them a heads-up so that they can plan their timelines for things that they’re doing in conjunction with the launch of the game, which is part of the input as well," he said. "But in reality, when we know we know - let’s make the decision, let’s put it out so we’re talking to our fans, and be as transparent as we can be.” As for how this impacts the wider Xbox Series X launch, Spencer noted that the company is really investing in the value that Xbox Game Pass and Xbox Series X offer together for players. [ignvideo url="https://www.ign.com/videos/halo-infinites-delay-is-the-right-movebut-a-painful-one"] "Our investment in Game Pass and that portfolio continues to be strong. We’ve got some more good announcements, really great, strong announcements to come about things that will be coming to Game Pass," he said. "I think what you’ll see from us around the launch of the console, frankly, isn’t going to change too much because you were going to hear a lot about the console and a lot about Game Pass and how we think those two things together are a real great value proposition for gamers going into the next generation." You can check out the full interview with Spencer on the latest episode of Animal Talking, which also features Lisa Loeb and Dylan Sprouse. For more on IGN's coverage of the Halo delay, be sure to read the op-ed by IGN's Ryan McCaffrey about why Halo Infinite's delay was the tough but right call, and check out the latest from our weekly Xbox show, Podcast Unlocked. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and is continually impressed by the guest lineup for every episode of Animal Talking. Talk to him on Twitter @jmdornbush.

Why Xbox Didn’t Consider Releasing Halo Infinite in Parts

With the announcement of Halo Infinite's delay to 2021 earlier this week came reassurance that the Xbox Series X console is still set for a holiday, specifically November, global launch. And Xbox head Phil Spencer has elaborated on the tough call to delay the flagship Xbox game, and why the company didn't consider a staggered release for it. Speaking on Gary Whitta's Animal Crossing talk show Animal Talking, Spencer explained that while he and his team had some potential options on the table when it came to the delay, he wanted to make the decision that would have "the best intent, in the long-run, for our fans and our platform." [ignvideo url="https://www.ign.com/videos/halo-infinite-is-delayed-now-what-unlocked-456"] “We made the decision late last week. And I say ‘we’ — Bonnie Ross, who runs 343, Matt Booty, who runs our first-party studios organization, and myself. And they came with some options, things that we could do, maybe parts of the game that we could ship on given dates. It just didn’t feel, to all of us, like the Halo release that we would want. So in the end, I make the call based on the information that they present. I make a call, like I said, with hopefully the best intent, in the long-run, for our fans and our platform." And so while Halo Infinite's multiplayer is still set to be free-to-play, Spencer and his team rejected the idea of releasing it and the other portions of Infinite at separate points, but Spencer believed this was the right call for fans, Xbox, the developers, and the Halo franchise. [widget path="global/article/imagegallery" parameters="legacyId=20098018&captions=true"] "So when looking at where we were, and the trajectory the team was on and frankly just the amount of effort and emotion that 343 [Industries] is putting into the game, and making sure that we want to be able to get the game out and delivered and have a healthy team after that, this was the decision that we made. And I’ll apologize to the fans, because I never like to set up expectations and not hit them, but I also believe that we’re making the right decision in the long run for both Xbox, and Halo, and our customers," he said. Spencer elaborated that the final decision to the posting of the news was about a 24-hour turnaround, noting that in part the urgency comes from how many factors go into the launch of such a major franchise's new entry — not just for Xbox, but for its many partners, as well. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] “One of the things that pushed us is, when you’re shipping a game like Halo, it’s not just a solo release - we have a lot of marketing partners and promotions that are out there, and you want to be respectful of your partners in giving them a heads-up so that they can plan their timelines for things that they’re doing in conjunction with the launch of the game, which is part of the input as well," he said. "But in reality, when we know we know - let’s make the decision, let’s put it out so we’re talking to our fans, and be as transparent as we can be.” As for how this impacts the wider Xbox Series X launch, Spencer noted that the company is really investing in the value that Xbox Game Pass and Xbox Series X offer together for players. [ignvideo url="https://www.ign.com/videos/halo-infinites-delay-is-the-right-movebut-a-painful-one"] "Our investment in Game Pass and that portfolio continues to be strong. We’ve got some more good announcements, really great, strong announcements to come about things that will be coming to Game Pass," he said. "I think what you’ll see from us around the launch of the console, frankly, isn’t going to change too much because you were going to hear a lot about the console and a lot about Game Pass and how we think those two things together are a real great value proposition for gamers going into the next generation." You can check out the full interview with Spencer on the latest episode of Animal Talking, which also features Lisa Loeb and Dylan Sprouse. For more on IGN's coverage of the Halo delay, be sure to read the op-ed by IGN's Ryan McCaffrey about why Halo Infinite's delay was the tough but right call, and check out the latest from our weekly Xbox show, Podcast Unlocked. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and is continually impressed by the guest lineup for every episode of Animal Talking. Talk to him on Twitter @jmdornbush.

LEGO Star Wars Holiday Special Coming to Disney+ in November

Lucasfilm has announced that a LEGO Star Wars holiday special is set to make its way to Disney+ later this year. The official Disney+ Twitter account shared the news on Thursday alongside two first-look photos and a festive-sweater emblazoned logo for the 45-minute feature, which will premiere exclusively on the service on November 17, the same day that the original Star Wars holiday special aired on CBS in 1978. The all-new animated special will follow the events of The Rise of Skywalker, with Rey setting off on a quest with BB-8 to gain a deeper knowledge of the Force ahead of Life Day. While visiting a mysterious Jedi Temple, she is hurled into a cross-timeline adventure through beloved moments from the saga, coming into contact with Luke Skywalker, Darth Vader, Yoda, Obi-Wan and other iconic characters. Meanwhile, back on Chewbacca's homeworld of Kashyyyk, Finn, Poe, Chewie, Rose and the droids will be busy preparing for the galaxy's most cheerful and magical holiday, which will play host to "LEGO versions of some of the Wookiee characters from the '70s special", according to executive producer Josh Rimes, per USA Today, though Rimes failed to confirm whether a LEGO Lumpy would be in attendance. "It's a celebration of the saga. A lot of characters will be interacting with different characters and perhaps even different versions of themselves at different ages," Rimes told the outlet, suggesting that the "heart and soul of the special is Rey's relationship with Luke," as he teased a "different take on a teacher and apprentice with the more seasoned Rey and a younger Luke." [ignvideo url="https://www.ign.com/videos/2020/08/12/the-history-of-star-wars-on-tv-from-the-holiday-special-to-disney-plus"] The LEGO Star Wars Holiday Special is a production of Atomic Cartoons, the LEGO Group, and Lucasfilm. It is directed by Ken Cunningham and written by David Shayne, who is also co-executive producer. James Waugh, Josh Rimes, Jason Cosler, Jacqui Lopez, Jill Wilfert, and Keith Malone are also attached as executive producers on the project. The 1978 Star Wars holiday special was broadcast a single time before disappearing from the public eye altogether. It was never made available on home video either, meaning that fans had to scour the Internet for the cult-favourite feature or consider purchasing a bootleg recording if they wanted to see what passed for a Star Wars Expanded Universe back in the seventies. [widget path="global/article/imagegallery" parameters="albumSlug=every-upcoming-star-wars-movie&captions=true"] Earlier this year, Jon Favreau expressed interest in creating a new Star Wars holiday special after making a brief reference to the Wookiee holiday, Life Day, in the pilot episode of The Mandalorian. He even revealed that he had a story outline and casting ideas for the potential seasonal spinoff, but it appears that the newly-announced LEGO special will be spreading the holiday cheer this season. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

LEGO Star Wars Holiday Special Coming to Disney+ in November

Lucasfilm has announced that a LEGO Star Wars holiday special is set to make its way to Disney+ later this year. The official Disney+ Twitter account shared the news on Thursday alongside two first-look photos and a festive-sweater emblazoned logo for the 45-minute feature, which will premiere exclusively on the service on November 17, the same day that the original Star Wars holiday special aired on CBS in 1978. The all-new animated special will follow the events of The Rise of Skywalker, with Rey setting off on a quest with BB-8 to gain a deeper knowledge of the Force ahead of Life Day. While visiting a mysterious Jedi Temple, she is hurled into a cross-timeline adventure through beloved moments from the saga, coming into contact with Luke Skywalker, Darth Vader, Yoda, Obi-Wan and other iconic characters. Meanwhile, back on Chewbacca's homeworld of Kashyyyk, Finn, Poe, Chewie, Rose and the droids will be busy preparing for the galaxy's most cheerful and magical holiday, which will play host to "LEGO versions of some of the Wookiee characters from the '70s special", according to executive producer Josh Rimes, per USA Today, though Rimes failed to confirm whether a LEGO Lumpy would be in attendance. "It's a celebration of the saga. A lot of characters will be interacting with different characters and perhaps even different versions of themselves at different ages," Rimes told the outlet, suggesting that the "heart and soul of the special is Rey's relationship with Luke," as he teased a "different take on a teacher and apprentice with the more seasoned Rey and a younger Luke." [ignvideo url="https://www.ign.com/videos/2020/08/12/the-history-of-star-wars-on-tv-from-the-holiday-special-to-disney-plus"] The LEGO Star Wars Holiday Special is a production of Atomic Cartoons, the LEGO Group, and Lucasfilm. It is directed by Ken Cunningham and written by David Shayne, who is also co-executive producer. James Waugh, Josh Rimes, Jason Cosler, Jacqui Lopez, Jill Wilfert, and Keith Malone are also attached as executive producers on the project. The 1978 Star Wars holiday special was broadcast a single time before disappearing from the public eye altogether. It was never made available on home video either, meaning that fans had to scour the Internet for the cult-favourite feature or consider purchasing a bootleg recording if they wanted to see what passed for a Star Wars Expanded Universe back in the seventies. [widget path="global/article/imagegallery" parameters="albumSlug=every-upcoming-star-wars-movie&captions=true"] Earlier this year, Jon Favreau expressed interest in creating a new Star Wars holiday special after making a brief reference to the Wookiee holiday, Life Day, in the pilot episode of The Mandalorian. He even revealed that he had a story outline and casting ideas for the potential seasonal spinoff, but it appears that the newly-announced LEGO special will be spreading the holiday cheer this season. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Cyberpunk 2077: Dark Horse Reveals Exclusive Trauma Team Comic Bundle

Dark Horse is expanding on the world of Cyberpunk 2077 through the upcoming Trauma Team comic book series, and IGN can exclusively debut a limited edition bundle of the first issue. This bundle includes a copy of Cyberpunk 2077: Trauma Team #1 with an exclusive variant cover drawn by artist Robert Sammelin, as well as an 11x14 lithograph print of that cover art. You can get a closer look at both pieces in the slideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-trauma-team-gets-an-exclusive-art-bundle&captions=true"] First announced in June 2020, Trauma Team is a tie-in to the game that focuses on a Night City resident named Nadia, the lone survivor of a botched rescue mission. Here's Dark Horse's official description for the series:
Cyberpunk 2077: Trauma Team spins the story of Nadia, a citizen of Night City and the sole survivor of a gone-wrong Trauma Team International rescue mission. When she agrees to continue working for the corporation and takes on an upcoming extraction mission, Nadia and her new team soon find themselves in an even more dangerous and life-threatening situation and discover Trauma Team is not what it seems.

Trauma Team is written by Cullen Bunn (X-Men Blue) and drawn by Miguel Valderrama (Giants). Both the standard version of issue #1 and the limited edition bundle will be released on September 9. The bundle is limited to 300 copies and will be sold exclusively through Dark Horse Direct.

Trauma Team was originally intended to launch a week ahead of the game, but unfortunately, Cyberpunk 2077 has now been delayed until November 19. In a letter from CD Projekt Red co-founder Marcin Iwiński and head of studio Adam Badowski, they explained "ready when it's done" is "not just a phrase we say because it sounds right, it's something we live by even when we know we'll take the heat for it."

[ignvideo url="https://www.ign.com/videos/2020/07/24/the-world-of-cyberpunk-2077-artbook-is-packed-with-lore"]

This delay will most likely put Cyberpunk 2077 near the launch of both Xbox Series X and PlayStation 5 (the former of which may be launching on November 6). Even though CD Projekt Red has confirmed Cyberpunk 2077 will be coming to next-gen consoles and owners of the Xbox One version will be upgraded to Xbox Series X for free, it has not committed to when these new versions will be available.

For more on Cyberpunk 2077, be sure to check out the Easter Egg that appears on the Cyberpunk 2077 Xbox One controller and 40 awesome details from the deep dive of the 15-minute edited gameplay demo from last year.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Cyberpunk 2077: Dark Horse Reveals Exclusive Trauma Team Comic Bundle

Dark Horse is expanding on the world of Cyberpunk 2077 through the upcoming Trauma Team comic book series, and IGN can exclusively debut a limited edition bundle of the first issue. This bundle includes a copy of Cyberpunk 2077: Trauma Team #1 with an exclusive variant cover drawn by artist Robert Sammelin, as well as an 11x14 lithograph print of that cover art. You can get a closer look at both pieces in the slideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-trauma-team-gets-an-exclusive-art-bundle&captions=true"] First announced in June 2020, Trauma Team is a tie-in to the game that focuses on a Night City resident named Nadia, the lone survivor of a botched rescue mission. Here's Dark Horse's official description for the series:
Cyberpunk 2077: Trauma Team spins the story of Nadia, a citizen of Night City and the sole survivor of a gone-wrong Trauma Team International rescue mission. When she agrees to continue working for the corporation and takes on an upcoming extraction mission, Nadia and her new team soon find themselves in an even more dangerous and life-threatening situation and discover Trauma Team is not what it seems.

Trauma Team is written by Cullen Bunn (X-Men Blue) and drawn by Miguel Valderrama (Giants). Both the standard version of issue #1 and the limited edition bundle will be released on September 9. The bundle is limited to 300 copies and will be sold exclusively through Dark Horse Direct.

Trauma Team was originally intended to launch a week ahead of the game, but unfortunately, Cyberpunk 2077 has now been delayed until November 19. In a letter from CD Projekt Red co-founder Marcin Iwiński and head of studio Adam Badowski, they explained "ready when it's done" is "not just a phrase we say because it sounds right, it's something we live by even when we know we'll take the heat for it."

[ignvideo url="https://www.ign.com/videos/2020/07/24/the-world-of-cyberpunk-2077-artbook-is-packed-with-lore"]

This delay will most likely put Cyberpunk 2077 near the launch of both Xbox Series X and PlayStation 5 (the former of which may be launching on November 6). Even though CD Projekt Red has confirmed Cyberpunk 2077 will be coming to next-gen consoles and owners of the Xbox One version will be upgraded to Xbox Series X for free, it has not committed to when these new versions will be available.

For more on Cyberpunk 2077, be sure to check out the Easter Egg that appears on the Cyberpunk 2077 Xbox One controller and 40 awesome details from the deep dive of the 15-minute edited gameplay demo from last year.

[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.