Someone Already Built P.T. in Halo Infinite’s Forge… Before the Mode Is Even Out
Halo Infinite's much-anticipated Forge Mode has yet to be released, but that hasn't stopped @DeathTempler from recreating P.T.'s terrifying hallway in an early version of it.
As reported by PC Gamer, certain players like Death Templer have found a way to access an unfinished version of Halo Infinite's Forge Mode in the latest co-op campaign test flight and it has given these creators some powerful tools to create some impressive pieces of work.
You can watch a walkthrough of P.T.'s hallway in Halo Infinite's Forge Mode by clicking here, and you can see that the newest iteration of Forge allows for much more customization, better lighting options, more varied sound effects, and more.
This is only the beginning for Death Templer's mission to recreate P.T., as he has a goal to "make PT so well in Forge one day, it prompts a cease and desist from Konami."
PC Gamer notes that players should avoid trying to access Forge mode and wait for the Open Beta in September as the process requires third-party tools that very well may get you banned by 343 Industries. The ban hammer has yet to be swung by the Halo developer, but it may just be a matter of time now.
Forge Mode is one part of the 2022 roadmap for Halo Infinite alongside campaign mission replay, campaign network co-op, season 3, new narrative events, campaign splitscreen co-op, and more.
P.T., which was a demo for the canceled Silent Hills game from Hideo Kojima and Guillermo del Toro, was set to star Norman Reedus and be the next step forward for the Silent Hill franchise. Unfortunately, Silent Hills was canceled by Konami and P.T. was removed from the PlayStation store for good.
The rumor mill for a new entry in the Silent Hill series has been pretty busy in recent months, and May 2022 saw an image of a potential new game leak and then get swiftly deleted.
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.
Someone Already Built P.T. in Halo Infinite’s Forge… Before the Mode Is Even Out
Halo Infinite's much-anticipated Forge Mode has yet to be released, but that hasn't stopped @DeathTempler from recreating P.T.'s terrifying hallway in an early version of it.
As reported by PC Gamer, certain players like Death Templer have found a way to access an unfinished version of Halo Infinite's Forge Mode in the latest co-op campaign test flight and it has given these creators some powerful tools to create some impressive pieces of work.
You can watch a walkthrough of P.T.'s hallway in Halo Infinite's Forge Mode by clicking here, and you can see that the newest iteration of Forge allows for much more customization, better lighting options, more varied sound effects, and more.
This is only the beginning for Death Templer's mission to recreate P.T., as he has a goal to "make PT so well in Forge one day, it prompts a cease and desist from Konami."
PC Gamer notes that players should avoid trying to access Forge mode and wait for the Open Beta in September as the process requires third-party tools that very well may get you banned by 343 Industries. The ban hammer has yet to be swung by the Halo developer, but it may just be a matter of time now.
Forge Mode is one part of the 2022 roadmap for Halo Infinite alongside campaign mission replay, campaign network co-op, season 3, new narrative events, campaign splitscreen co-op, and more.
P.T., which was a demo for the canceled Silent Hills game from Hideo Kojima and Guillermo del Toro, was set to star Norman Reedus and be the next step forward for the Silent Hill franchise. Unfortunately, Silent Hills was canceled by Konami and P.T. was removed from the PlayStation store for good.
The rumor mill for a new entry in the Silent Hill series has been pretty busy in recent months, and May 2022 saw an image of a potential new game leak and then get swiftly deleted.
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.
CHIPS Act Could Be a Big Step Toward Resolving Semiconductor Crisis Holding Back Next-Gen Consoles
The $280 billion CHIPS and Science Act has been passed by Congress and very well may be a big step towards resolving the semiconductor crisis holding back next-gen consoles and other devices.
As reported by The Verge, the CHIPS and Science Act passed in a 243-187 vote on Thursday, July 28, and it includes $52 billion in subsidies to "encourage chip manufacturers to build out semiconductor fabrication plants, or 'fabs,' in the U.S."
The House and Senate had been debating this issue for months, and its passing is great news for companies like Intel who recently delayed its groundbreaking ceremony for its $20 billion chip-making facilities in Ohio because of a lack of government funding.
"I congratulate Congress on voting to approve funding for the CHIPS Act," Intel CEO Pat Gelsinger said. "This is a critical step to support the entire U.S. semiconductor industry and to help ensure continued American leadership in semiconductor manufacturing and R&D. Congress has done its part, and now we are going to do ours. I'm excited to put shovels in the ground as Intel moves full speed ahead to start building in Ohio."
Chip shortages have been a huge issue since the COVID-19 pandemic began, and it has impacted the availability of next-gen consoles like the PS5 and Xbox Series X, new desktop GPUs, and more.
The CHIPS and Science Act also provides the "Commerce Departement with $10 billion to award states and localities grants to build out 'regional technology hubs' across the country." The National Science Foundation will also receive billions in funding to help with semiconductor manufacturing research and workforce development programs.
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.
CHIPS Act Could Be a Big Step Toward Resolving Semiconductor Crisis Holding Back Next-Gen Consoles
The $280 billion CHIPS and Science Act has been passed by Congress and very well may be a big step towards resolving the semiconductor crisis holding back next-gen consoles and other devices.
As reported by The Verge, the CHIPS and Science Act passed in a 243-187 vote on Thursday, July 28, and it includes $52 billion in subsidies to "encourage chip manufacturers to build out semiconductor fabrication plants, or 'fabs,' in the U.S."
The House and Senate had been debating this issue for months, and its passing is great news for companies like Intel who recently delayed its groundbreaking ceremony for its $20 billion chip-making facilities in Ohio because of a lack of government funding.
"I congratulate Congress on voting to approve funding for the CHIPS Act," Intel CEO Pat Gelsinger said. "This is a critical step to support the entire U.S. semiconductor industry and to help ensure continued American leadership in semiconductor manufacturing and R&D. Congress has done its part, and now we are going to do ours. I'm excited to put shovels in the ground as Intel moves full speed ahead to start building in Ohio."
Chip shortages have been a huge issue since the COVID-19 pandemic began, and it has impacted the availability of next-gen consoles like the PS5 and Xbox Series X, new desktop GPUs, and more.
The CHIPS and Science Act also provides the "Commerce Departement with $10 billion to award states and localities grants to build out 'regional technology hubs' across the country." The National Science Foundation will also receive billions in funding to help with semiconductor manufacturing research and workforce development programs.
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.
Spacewar!, the First Known Video Game Ever Made, Is Now Playable on Analogue Pocket
Spacewar!, the first known digital video game ever made, is now available on the Analogue Pocket thanks to the new PDP-1 Core developed with openFPGA.
FPGA, or field-programmable gate array, is a type of integrated circuit that can be reconfigured after it's manufactured. openFPGA, on the other hand, is the "first purpose built, FPGA driven hardware and ecosystem designed for 3rd party development of video game hardware." It was also "created specifically for preserving video game history."
Spacewar! is obviously a big part of video game history and a 3rd party developer has "painstakingly recreated" the game released on the PDP-1 in 1962 by developers at MIT using public domain open source code for openFPGA.
Using openFPGA, a 3rd party developer “Spacemen3” recreated the PDP-1 and Spacewar! using the original source code in the public domain. You can play it today on Pocket with openFPGA by following this guide here: https://t.co/XFS3ARmaUe pic.twitter.com/ut6N6Ovois
— Analogue (@analogue) July 29, 2022
Video game preservation has always had a big question mark next to it, especially with companies like Nintendo planning to shut down its Nintendo 3DS and Wii U eShops and making it even harder to play older games. Hopefully, with this new development, less games will be lost to the history books.
Spacewar! was inspired by science fiction books written by E.E. Doc Smith and developed by a group of MIT students who wished to make a space simulation video game. It was a space shooter and a 2-player versus style game that featured "orbital mechanics around a gravitational star." It was developed to be played by custom "control boxes" that were essentially also the first video game controller.
The PDP-1 had a 1024x1024 CRT vector display and Spacewar! itself used it to the fullest with its "beautiful blue and green phosphors, trailing, bursting, and decaying amidst modernist hexagons."
The developers behind Spacewar! also created certain criteria that a computer game should meet, and they are as follows;
- It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit.
- Within a consistent framework, it should be interesting, which means every run should be different.
- It should involve the onlooker in a pleasurable and active way-in short, it should be a game.
Nolan Bushnell, the founder of Atari, played Spacewar! and was so inspired by it that he would go on to create Computer Space, the first commercial video game and arcade game.
If you have an Analogue Pocket and would like to try Spacewar!, check out the support page that walks you through all you need to know to check out this important piece of history.
For more on Spacewar! and the early days of video games, check out our look back at the history of Atari.
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.
Spacewar!, the First Known Video Game Ever Made, Is Now Playable on Analogue Pocket
Spacewar!, the first known digital video game ever made, is now available on the Analogue Pocket thanks to the new PDP-1 Core developed with openFPGA.
FPGA, or field-programmable gate array, is a type of integrated circuit that can be reconfigured after it's manufactured. openFPGA, on the other hand, is the "first purpose built, FPGA driven hardware and ecosystem designed for 3rd party development of video game hardware." It was also "created specifically for preserving video game history."
Spacewar! is obviously a big part of video game history and a 3rd party developer has "painstakingly recreated" the game released on the PDP-1 in 1962 by developers at MIT using public domain open source code for openFPGA.
Using openFPGA, a 3rd party developer “Spacemen3” recreated the PDP-1 and Spacewar! using the original source code in the public domain. You can play it today on Pocket with openFPGA by following this guide here: https://t.co/XFS3ARmaUe pic.twitter.com/ut6N6Ovois
— Analogue (@analogue) July 29, 2022
Video game preservation has always had a big question mark next to it, especially with companies like Nintendo planning to shut down its Nintendo 3DS and Wii U eShops and making it even harder to play older games. Hopefully, with this new development, less games will be lost to the history books.
Spacewar! was inspired by science fiction books written by E.E. Doc Smith and developed by a group of MIT students who wished to make a space simulation video game. It was a space shooter and a 2-player versus style game that featured "orbital mechanics around a gravitational star." It was developed to be played by custom "control boxes" that were essentially also the first video game controller.
The PDP-1 had a 1024x1024 CRT vector display and Spacewar! itself used it to the fullest with its "beautiful blue and green phosphors, trailing, bursting, and decaying amidst modernist hexagons."
The developers behind Spacewar! also created certain criteria that a computer game should meet, and they are as follows;
- It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit.
- Within a consistent framework, it should be interesting, which means every run should be different.
- It should involve the onlooker in a pleasurable and active way-in short, it should be a game.
Nolan Bushnell, the founder of Atari, played Spacewar! and was so inspired by it that he would go on to create Computer Space, the first commercial video game and arcade game.
If you have an Analogue Pocket and would like to try Spacewar!, check out the support page that walks you through all you need to know to check out this important piece of history.
For more on Spacewar! and the early days of video games, check out our look back at the history of Atari.
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.
Rick and Morty Co-Creator Says Season 5 Was ‘a Weird One,’ Promises Season 6 Will Be ‘F*cking Amazing’
Rick and Morty co-creator Justin Roiland doesn't have a lot of love for the animated comedy's fifth season. Speaking with IGN for an interview during San Diego Comic-Con, Roiland admitted to having mixed feelings about last year's season, though there were extenuating circumstances.
"Season 5 was a weird one. We lost Mendel," Roiland says, referring to line producer J. Michael Mendel, who died unexpectedly in 2019.
The show's fifth season, which continued the adventures of the chaotic Rick and his perpetually traumatized grandson, Morty, put the spotlight on Evil Morty and his plan. As always, it featured a mixture of high-concept sci-fi, smart writing, and seriously dark humor.
But even if the season largely lived up to the standards set by earlier seasons, Roiland still has mixed feelings about it owing to the circumstances of the show's production.
"It was tough. We were thrown for a loop. That was... yeah. If I talk anymore, I'll start crying," Roiland says.
Now in its sixth season, which was confirmed to be releasing in September earlier this week, Rick and Morty has become known for its chaotic energy, quotable lines, and occasionally wild cultural moments. Originally a parody of sorts of Back to the Future, Rick and Morty has steadily grown into its own vast multiverse with a serialized storyline.
But for as much as it's grown, Roiland continues to prefer Rick and Morty's first and second seasons, which he owes to the "silliness and fun that was happening in the creative process."
Justin Roiland shares his five favorite episodes
Asked his five favorite episodes, Roiland ticks them off in no particular order: Total Rickall, the one where the family deals with memory parasites; Rixty Minutes, the first cable episode; Big Trouble in Little Sanchez, or the one with Tiny Rick; The Ricks Must Be Crazy, guest starring Stephen Colbert, and M. Night Shaym-Aliens, in which Rick, Morty, and Jerry get trapped in an alien simulation.
Roiland recalls these episodes as being akin to "Rubiks Cubes" that the team had to solve. He describes a scene where he, co-creator Dan Harmon, and the rest of the team would be gathered around a white board, exhausted, arguing over every possibility — "little things" like whether Jerry would lose his suit when the simulation went away.
Later seasons were a little more formalized, Roiland says, less likely to stray wildly. "We weren't just going to rip it all up and throw it away and start over."
The passing of Mike Mendel, who had previously worked on The Simpsons, The Critic, as well as Roiland's Solar Opposites, was difficult and tragic for the Rick and Morty staff. Roiland wrote at the time, "My friend, partner, and line producer Mike Mendel passed away. I am devastated. My heart breaks for his family. I don't know what I’m going to do without you by my side Mike. I'm destroyed."
Looking ahead to Rick and Morty's sixth season, though, Roiland seems more optimistic.
"I will say that it's a bit more canonical," he explains, though he says there will be also be good "point of entry" episode as well. "It really rewards fans of the show that have been watching up to this point...So it's like, I think we're kind of finally back into the rhythm of Rick and Morty, and I think Season 6 is... I didn't particularly think Season 5 was bad, but Season 6 is f*cking amazing. It really is a f*cking quality season."
As for his relationship with co-creator Dan Harmon, whom he compared to Rick at one point, Roiland says, "It's good."
"I mean, look, we work very differently and I don't like to work. His philosophy is perfection," Roiland says.
Roiland himself is busy as ever, working on Hulu's Solar Opposites and continuing to run his own game studio, which is current developing High On Life — an ambitious first-person shooter. Meanwhile, Rick and Morty Season 6 is slated to release September 4 on Adult Swim.
There's lots more coverage from San Diego Comic-Con, which wrapped up last Sunday, including our list of SDCC's winners and everything announced during the show.
Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.
Rick and Morty Co-Creator Says Season 5 Was ‘a Weird One,’ Promises Season 6 Will Be ‘F*cking Amazing’
Rick and Morty co-creator Justin Roiland doesn't have a lot of love for the animated comedy's fifth season. Speaking with IGN for an interview during San Diego Comic-Con, Roiland admitted to having mixed feelings about last year's season, though there were extenuating circumstances.
"Season 5 was a weird one. We lost Mendel," Roiland says, referring to line producer Mike Mendel, who died unexpectedly in 2019.
The show's fifth season, which continued the adventures of the chaotic Rick and his perpetually traumatized grandson, Morty, put the spotlight on Evil Morty and his plan. As always, it featured a mixture of high-concept sci-fi, smart writing, and seriously dark humor.
But even if the season largely lived up to the standards set by earlier seasons, Roiland still has mixed feelings about it owing to the circumstances of the show's production.
"It was tough. We were thrown for a loop. That was... yeah. If I talk anymore, I'll start crying," Roiland says.
Now in its sixth season, which was confirmed to be releasing in September earlier this week, Rick and Morty has become known for its chaotic energy, quotable lines, and occasionally wild cultural moments. Originally a parody of sorts of Back to the Future, Rick and Morty has steadily grown into its own vast multiverse with a serialized storyline.
But for as much as it's grown, Roiland continues to prefer Rick and Morty's first and second seasons, which he owes to the "silliness and fun that was happening in the creative process."
Justin Roiland shares his five favorite episodes
Asked his five favorite episodes, Roiland ticks them off in no particular order: Total Rickall, the one where the family deals with memory parasites; Interdimensional Cable, the first cable episode; Big Trouble in Little Sanchez, or the one with Tiny Rick; The Ricks Must Be Crazy, guest starring Stephen Colbert, and M. Night Shaym-Aliens, in which Rick, Morty, and Jerry get trapped in an alien simulation.
Roiland recalls these episodes as being akin to "Rubiks Cubes" that the team had to solve. He describes a scene where he, co-creator Dan Harmon, and the rest of the team would be gathered around a white board, exhausted, arguing over every possibility — "little things" like whether Jerry would lose his suit when the simulation went away.
Later seasons were a little more formalized, Roiland says, less likely to stray wildly. "We weren't just going to rip it all up and throw it away and start over."
The passing of Mike Mendel, who had previously worked on The Simpsons, The Critic, as well as Roiland's Solar Opposites, was difficult and tragic for the Rick and Morty staff. Roiland wrote at the time, "My friend, partner, and line producer Mike Mendel passed away. I am devastated. My heart breaks for his family. I don't know what I’m going to do without you by my side Mike. I'm destroyed."
Looking ahead to Rick and Morty's sixth season, though, Roiland seems more optimistic.
"I will say that it's a bit more canonical," he explains, though he says there will be also be good "point of entry" episode as well. "It really rewards fans of the show that have been watching up to this point...So it's like, I think we're kind of finally back into the rhythm of Rick and Morty, and I think Season 6 is... I didn't particularly think Season 5 was bad, but Season 6 is f*cking amazing. It really is a f*cking quality season."
As for his relationship with co-creator Dan Harmon, whom he compared to Rick at one point, Roiland says "It's good."
"I mean, look, we work very differently and I don't like to work. His philosophy is perfection," Roiland says.
Roiland himself is busy as ever, working on Hulu's Solar Opposites and continuing to run his own game studio, which is current developing High On Life — an ambitious first-person shooter. Meanwhile, Rick and Morty Season 6 is slated to release September 4 on Adult Swim.
There's lots more coverage from San Diego Comic-Con, which wrapped up last Sunday, including our list of SDCC's winners and everything announced during the show.
Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.
Max Headroom Could Be Getting a Comeback
1980s icon Max Headroom is making a long-overdue comeback.
According to Deadline, AMC is now developing a Max Headroom drama, with Matt Frewer reprising the role of the world’s first “Artificial Intelligence” TV personality.
The new Max Headroom series is being written by Halt & Catch Fire scribe, Christopher Cantwell, who will also act as showrunner. That feels like a particularly good choice, seeing that this show was all about the ‘80s computer revolution. Elijah Wood and Daniel Noah’s SpectreVision and All3Media will produce the project.
The character first appeared in a 1985 British cyberpunk movie, Max Headroom: 20 Minutes into the Future but went on to host The Max Headroom Show where he played a selection of music videos in between snarky commentary and hilariously timed visual glitches.
Of course, Max was a smash hit, gaining quite a following. He even appeared in adverts for new Coke, as well as on the cover of Newsweek.
But he became an even bigger sensation when ABC produced Max Headroom – a drama that continued the story that was introduced in the earlier film. The show aired on ABC between 1987 and 1988 when the character’s popularity began to take a hit.
However, he’s remained a cult figure over the years, often referenced in pop culture shows such as Bojack Horseman and even Marvel’s Agents of S.H.I.E.L.D. He even made a rare appearance in Selena Gomez’s music video, “Love You Like A Love Song”.
Max Headroom’s look is iconic, encapsulating the forward-thinking of the ‘80s computer revolution while remaining distinctly of the era.
Essentially a satire of older television hosts, Max came along at the perfect time – his computer-generated style, heavy makeup, and plastic suit created a very different kind of TV host that the ‘80s youth went wild about.
Although Frewer is best known for Max Headroom, he recently had roles in Fear the Walking Dead and Orphan Black, and notably played the character Moloch in Zack Snyder’s Watchmen.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
Max Headroom Could Be Getting a Comeback
1980s icon Max Headroom is making a long-overdue comeback.
According to Deadline, AMC is now developing a Max Headroom drama, with Matt Frewer reprising the role of the world’s first “Artificial Intelligence” TV personality.
The new Max Headroom series is being written by Halt & Catch Fire scribe, Christopher Cantwell, who will also act as showrunner. That feels like a particularly good choice, seeing that this show was all about the ‘80s computer revolution. Elijah Wood and Daniel Noah’s SpectreVision and All3Media will produce the project.
The character first appeared in a 1985 British cyberpunk movie, Max Headroom: 20 Minutes into the Future but went on to host The Max Headroom Show where he played a selection of music videos in between snarky commentary and hilariously timed visual glitches.
Of course, Max was a smash hit, gaining quite a following. He even appeared in adverts for new Coke, as well as on the cover of Newsweek.
But he became an even bigger sensation when ABC produced Max Headroom – a drama that continued the story that was introduced in the earlier film. The show aired on ABC between 1987 and 1988 when the character’s popularity began to take a hit.
However, he’s remained a cult figure over the years, often referenced in pop culture shows such as Bojack Horseman and even Marvel’s Agents of S.H.I.E.L.D. He even made a rare appearance in Selena Gomez’s music video, “Love You Like A Love Song”.
Max Headroom’s look is iconic, encapsulating the forward-thinking of the ‘80s computer revolution while remaining distinctly of the era.
Essentially a satire of older television hosts, Max came along at the perfect time – his computer-generated style, heavy makeup, and plastic suit created a very different kind of TV host that the ‘80s youth went wild about.
Although Frewer is best known for Max Headroom, he recently had roles in Fear the Walking Dead and Orphan Black, and notably played the character Moloch in Zack Snyder’s Watchmen.
Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.
