The Mandalorian Season 2: Robert Rodriguez, Peyton Reed Confirm They’re Directing Episodes
The directors each revealed the news via Twitter, with Rodriguez quipping he’d had the “rare privilege of directing the biggest star in the universe” while posing with a puppet of “The Child” (colloquially known as Baby Yoda) and Reed simply sharing a shot of his director’s chair with Din Djarin’s helmet perched on it.I am truly humbled to say I have now had the very rare privilege of directing the biggest star in the universe. @StarWars #TheMandalorian #MayThe4th #StarWarsDay pic.twitter.com/pcmzOHfgaW
— Robert Rodriguez (@Rodriguez) May 5, 2020
It was announced in February that a second season of the popular Star Wars streaming series will debut on Disney+ in October 2020. Joining the series in front of the camera will be veteran actor Michael Biehn (The Terminator, Aliens), who has been cast in season two in an unspecified role as an unknown bounty hunter. Rosario Dawson has also been reportedly cast as Ahsoka Tano, the breakout character from Star Wars: The Clone Wars movie and TV series. [widget path="global/article/imagegallery" parameters="albumSlug=sideshow-collectibles-the-child-life-sized-statue&captions=true"] While The Mandalorian only wrapped production on season two in March, pre-production on season three has apparently already begun. [ignvideo url="https://www.ign.com/videos/2020/01/03/the-mandalorian-season-1-review"] [poilib element="accentDivider"] Luke is Games Editor at IGN's Sydney office. You can find him on Twitter sporadically @MrLukeReilly.#MayThe4thBeWithYou pic.twitter.com/XUk5Xfs0JE
— Peyton Reed (@MrPeytonReed) May 4, 2020
Streets Of Rage 4 Review – The Beat-‘Em-Up Boys Are Back In Town
Everybody has a favorite old game series that they'd like to see make a comeback, but modernizing a long-dormant franchise requires a deft touch. Not only do you have to please the old fans--who see their longtime favorites through rose-tinted nostalgia goggles--but you also have to find a way to make the game appealing to a newer audience. Fortunately for longtime Sega and beat-'em-up fans, Streets of Rage 4 adeptly walks the tightrope of classic and modern appeal while busting some heads in the process.
Taking place a decade after the third game (which released 26 years ago), Streets of Rage 4 reunites Axel and Blaze to unmask an evil plot devised by the children of series uber-antagonist Mr. X. Joining them are two new fighters: Cherry, a hard-rockin' young woman with deft moves and (literal) killer guitar riffs, and Floyd, a cybernetically-enhanced hulk who might not have speed or high jumps, but definitely has a myriad of ways to get his giant metal fists up in somebody's business. As the story unfolds, you meet characters old and new, sometimes in surprising places... but don't expect much from the plot, as it exists simply to take you to new and exciting locales where you pound a rogue's gallery of enemies into the pavement.
And there is a good amount of pavement-pounding to be had. The 12 stages in Streets of Rage 4 offer a lot of variety in scenery, obstacles, and enemies. While the clean, sharp lines of the new art are very different from the low-res, gritty pixel look fans have come to love, the HD hand-drawn characters and backgrounds look spectacular, and are packed with fun details and little Easter eggs that'll take you by surprise. The stages are fairly typical beat-'em-up settings--a dive bar, some sewers, back alleys, Chinatown--but the animations of crowds, steam, critters, and machines make these archetypal stages feel fresh and exciting. Equally excellent is the soundtrack, a techno/dance-inspired collection of hot beats from Eastern and Western game music composers, including veteran Streets of Rage alumni Yuzo Koshiro and Motohiro Kawashima.
Continue Reading at GameSpotStreets Of Rage 4 Review – The Beat-‘Em-Up Boys Are Back In Town
Everybody has a favorite old game series that they'd like to see make a comeback, but modernizing a long-dormant franchise requires a deft touch. Not only do you have to please the old fans--who see their longtime favorites through rose-tinted nostalgia goggles--but you also have to find a way to make the game appealing to a newer audience. Fortunately for longtime Sega and beat-'em-up fans, Streets of Rage 4 adeptly walks the tightrope of classic and modern appeal while busting some heads in the process.
Taking place a decade after the third game (which released 26 years ago), Streets of Rage 4 reunites Axel and Blaze to unmask an evil plot devised by the children of series uber-antagonist Mr. X. Joining them are two new fighters: Cherry, a hard-rockin' young woman with deft moves and (literal) killer guitar riffs, and Floyd, a cybernetically-enhanced hulk who might not have speed or high jumps, but definitely has a myriad of ways to get his giant metal fists up in somebody's business. As the story unfolds, you meet characters old and new, sometimes in surprising places... but don't expect much from the plot, as it exists simply to take you to new and exciting locales where you pound a rogue's gallery of enemies into the pavement.
And there is a good amount of pavement-pounding to be had. The 12 stages in Streets of Rage 4 offer a lot of variety in scenery, obstacles, and enemies. While the clean, sharp lines of the new art are very different from the low-res, gritty pixel look fans have come to love, the HD hand-drawn characters and backgrounds look spectacular, and are packed with fun details and little Easter eggs that'll take you by surprise. The stages are fairly typical beat-'em-up settings--a dive bar, some sewers, back alleys, Chinatown--but the animations of crowds, steam, critters, and machines make these archetypal stages feel fresh and exciting. Equally excellent is the soundtrack, a techno/dance-inspired collection of hot beats from Eastern and Western game music composers, including veteran Streets of Rage alumni Yuzo Koshiro and Motohiro Kawashima.
Continue Reading at GameSpotTom Cruise in Space Movie to Be Directed by Edge of Tomorrow Helmer
[poilib element="accentDivider"] Tom Cruise has hung off the sides of planes, piloted helicopters and planes, scaled skyscrapers, and pretty much spent his entire action film career performing many of his own death-defying stunts. And now he's reportedly setting his sights on the biggest stunt of all: filming a movie in outer space. Cruise is reportedly teaming with Elon Musk's SpaceX and working with NASA to make the first narrative film ever shot in space -- and an action movie, at that! "It’s not a Mission: Impossible film and no studio is in the mix at this stage," Deadline reports. "But this is real, albeit in the early stages of liftoff." [ignvideo url="https://www.ign.com/videos/top-gun-maverick-big-game-spot"] Cruise's latest project, the back-to-back production of Mission: Impossible 7 and 8, is currently on hold due to the coronavirus pandemic. M:I 7 was about to film in Italy when the countrywide quarantine forced the production to shut down. The delays have now prompted Paramount to set new release dates for both films. Cruise's next release is Top Gun: Maverick, which flies into theaters this December. [poilib element="accentDivider"]NASA is excited to work with @TomCruise on a film aboard the @Space_Station! We need popular media to inspire a new generation of engineers and scientists to make @NASA’s ambitious plans a reality. pic.twitter.com/CaPwfXtfUv
— Jim Bridenstine (@JimBridenstine) May 5, 2020
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Doom Eternal’s Soundtrack Controversy, Explained
In a lengthy post on the Doom Eternal subreddit, Stratton attempted to clear the air as to why the soundtrack for the new shooter was not fully mixed by composer Mick Gordon’s whose award-winning work on Doom 2016 has defined the rebooted Doom series. The reason for this was because of some complications on the production side of things, and according to Stratton, a shifting deadline. After agreeing with Gordon on the contract for a soundtrack by early March, Gordon reached out to id requesting an extension. “On February 24, Mick reached out to communicate that he and his team were fine with the terms of the agreement but that there was a lot more work involved than anticipated, a lot of content to wade through,” Stratton writes. “He apologized and asked that ‘ideally’ he be given an additional four weeks to get everything together. He offered that the extra time would allow him to provide upwards of 30 tracks and a run-time over two hours[.]” [ignvideo url="https://www.ign.com/videos/2020/03/24/doom-eternal-final-review"] Stratton says that id agreed to the extension with a new deadline set for mid-April. However, once April arrived Stratton says “we grew increasingly concerned about Mick delivering the OST to us on time. I personally asked our Lead Audio Designer at id, Chad [Mossholder], to being work on id versions of the tracks” as a backup plan. Mossholder would mix music Gordon previously submitted for use in-game into soundtrack form, which requires a different kind of sound-mixing. Stratton says that as the deadline approached Gordon was the one who suggested he and Mossholder combine the work they both completed into a full soundtrack, leading to the final version of the Doom Eternal OST that includes tracks mixed by Gordon and tracks edited by Mossholder using Gordon’s original music he previously submitted for use in-game. [widget path="global/article/imagegallery" parameters="albumSlug=10-best-id-software-weapons&captions=true"] “As for the immediate future, we are at the point of moving on and won’t be working with Mick on the [Doom Eternal] DLC we currently have in production,” says Stratton. “I’m as disappointed as anyone that we’re at this point, but as we have many times before, we will adapt to changing circumstances and pursue the most unique and talented artists in the industry with whom to collaborate.” The ending to Stratton’s statement makes clear that, as far as the DLC is concerned, Gordon will not be involved with music for that. It’s unclear if the two parties will collaborate again, but this episode appears to have frayed the relationship between the two parties somewhat. This would be a shame as our Doom Eternal review highlights the music, but there are times when production issues can affect a working relationship. IGN has reached out to Gordon for a statement. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.I didn't mix those and wouldn't have done that. You'll be able to spot the small handful of tracks I mixed (Meathook, Command and Control, etc...)
— Mick Gordon (@Mick_Gordon) April 19, 2020