The Mandalorian, Arrow, and More Exclusives from Fall’s Big TV Premieres

Between all the broadcast, cable, and streaming networks, there's more TV than ever before, and with several new streaming platforms launching in the next few months alone, you'll soon have hundreds of new and returning shows competing for your attention (not to mention your subscription dollars) between now and December.

That's why, this September, we once again highlighted some of the best upcoming TV shows of the new season in our IGN First Fall Preview, featuring exclusive trailer debuts, image reveals, episode sneak peeks, and interviews with your favorite TV stars and creators. We didn't have time to feature every show we're excited for, but we feel confident that you'll find something to love in our choices below. Check out all of the exclusive IGN First reveals we debuted this September for some of our favorite new and returning series:

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Fall TV Premieres: Every Release Date You Need to Know

September once again marks IGN's Fall TV preview, in which we'll spotlight a host of upcoming new shows and returning favorites, one per day, throughout the entire month, to get you fully prepped for some of the season's biggest series. But before we kick off our IGN First TV spotlight on September 3, we figured you might want a list of every announced fall TV premiere date we know so far.

Just when you thought Peak TV couldn't get any Peak-ier (and we're not even talking about Peaky Blinders), Disney is entering the streaming arena with Disney+ this fall. So while TV premieres usually slow down in November, this year there's a full docket due to the November 12 launch of the new streaming platform - featuring a new live-action Star Wars show, a Jeff Goldblum docu-series, and a hanfdul of original movies, among other offerings.

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The Irishman Tested De-Aging Tech by Recreating Goodfellas Scene

Martin Scorsese recreated an iconic scene from his 1990 mob masterpiece Goodfellas to quality-check the potential use of digital de-aging technology in his upcoming film The Irishman.

According to Empire, the director enlisted Robert De Niro to re-enact one of the key scenes from Goodfellas, wherein De Niro's Jimmy Conway orders his high-flying cohorts to dispose of their extravagant purchases to avoid unnecessarily drawing attention to their criminal activities.

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YouTubers Uncover Hidden GTA San Andreas Cheat Codes

GTA fans have discovered that the mobile port of Grand Theft Auto: San Andreas is packed with undocumented cheat codes that don't exist in the original PS2 version of the game.

As reported by Kotaku, a group of GTA fans including YouTuber Vadim M have uncovered the hidden cheats that seem to have been invented to help the development team test and debug the mobile port of GTA: San Andreas.

These include a cheat that unlocks difficult-to-obtain weapons on the fly, perhaps so the developers could test gear outside of specific missions. Another code allows you to skip missions and events by inputting "scriptbypass," presumably so developers could quickly get to the area they needed to test. Another makes your vehicle totally invincible to any damage - including from tanks.

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Joaquin Phoenix Says Joker Weight Loss Affected His Psychology

Joaquin Phoenix has revealed that he "started to go mad" while preparing to take on the titular role of the Gotham City super-villain in the upcoming Joker movie.

Speaking at the Venice Film Festival on Saturday, Phoenix discussed the extensive groundwork that he put into crafting his own unique interpretation of the iconic DC character. The acclaimed actor reportedly cited his rapid weight loss as a major contributing factor, as THR claims he lost 52lbs to morph into the Clown Prince of Crime.

"The first thing was the weight loss, that's really what I started with. As it turns out, that impacts your psychology, and you really start to go mad when you lose that much weight in that amount of time," Phoenix recalled at the press conference, per ET Canada. "There's also a book about political assassins that I thought was interesting, and breaks down the different types of personalities that do those sorts of things

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Yakuza 7’s Turn-Based Battles Still Let You Use Bicycles as Weapons

Yakuza 7's producer,  Masayoshi Yokoyama, has elaborated on how the game's new JRPG-style combat will work. While Yakuza is switching to a turn-based system, some things are staying the same.

In a series of tweets translated by Gematsu, Yokoyama said "the 'objects' that exist on the battlefield, such as bicycles, can be used as weapons or obstacles like in the action-based battles of previous games."

Fights now play out using a ‘Live Command RPG Battle' system, meaning combat is turn-based but will have a degree of fluidity. Skirmishes begin wherever you're standing, for instance, which is important because if your characters happen to be close to objects you can use in a fight (like a bike) you can use it to your advantage.

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Dragon’s Dogma: The Most Influential Game No One Ever Copied

There’s a phrase you’ll hear from time to time - ‘a comedian’s comedian’. It’s the idea that a certain kind of (usually odd, or cerebral) comic’s main audience is just other comics, who often go onto co-opt that style in more marketable ways. It’s an idea that maps to games rather well.

The ‘game developer’s game’ is something like Frozen Synapse - I’ve lost count of the developers I’ve seen losing their minds over its elegant, Spartan approach to tactics - or Vampire: The Masquerade - Bloodlines, a game so broken but so compelling that it died and had its bones picked clean by the likes of Bioware and CD Projekt Red.

But then you have something like Dragon’s Dogma. On the surface, Capcom’s 2012 action-RPG seems a similar case. This was a game made with the stated intention of capitalising on Elder Scrolls Fever, arriving mere months after Skyrim, and bringing with it similar fantasy references, quest design and open world structure. But its Japanese creators, and Capcom’s action game expertise meant it came out quite differently, a chimeric hodgepodge of cross-Pacific ideas.

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Knights And Bikes Review – Double Trouble

Even the most mundane, everyday things can seem full of mystery and adventure when you're a kid. Especially when you have a like-minded friend to bounce ideas off and encourage your flights of fancy. Knights & Bikes channels this familiar childhood experience in a knock-about co-operative (but you can still play it solo) adventure that remains endlessly charming even when its core mechanics don't join in the fun.

Nessa is a stowaway on a boat that's just docked at the holiday island home of Demelza. Quickly, the two girls meet and, in that way only children can do, become firm friends almost instantly. Nessa is slightly older and seemingly orphaned; Demelza lives in the island's caravan park run by her single dad, who is struggling to keep the business afloat. The pair seize the opportunity to escape into each other's imaginations, setting off on a grand adventure to recover the island's legendary buried treasure and, Demelza hopes, use it to reverse her father's financial misfortune.

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The girls may have a treasure map to guide them, but things aren't quite so straightforward as realizing X marks the spot. Getting around town is a challenge. Nessa and Demelza can run--and if you hold down the run button they'll do that thing kids do where they spread their arms like wings and yell "Vrrrrrrrmmmm!" like they're a plane arcing through the air--but it's often not entirely clear where they ought to be running to. Luckily, Demelza's pet goose, Honkers, has a good nose for direction and will run off in the right direction, honking his little heart out if the girls fall behind. Oh, and don't worry, you can absolutely pet the goose.

Early on Nessa and Demelza procure the eponymous bikes which allow them to zip around the island much faster than on foot. The bikes can be upgraded, too, with all kinds of handlebar grips, paint jobs, spoke decorations, and so on. All of these are purely cosmetic, save for one--a particular set of wheels that lets the girls traverse pools of mud that would otherwise be blocking their progress. Cycling around the island is hugely entertaining in itself, not because it's especially interesting to navigate the many crisscrossing paths connecting the handful of major points of interest, but because the presentation does such a great job of capturing the carefree abandon these girls are feeling. You mash to pedal and build up momentum then hold down the button for a short burst of extra speed, all the while the girls are hooting and howling and, it must be said, not necessarily obeying strict road safety procedures.

Their adventure takes them from the caravan park to a mini golf course that doubles as the site of some historical battle to a maze-like scrapyard that transforms into a terrifying dungeon with seemingly no way out; to a hiking trail through the woods that twists and turns back in on itself in the manner of other more famous Lost Woods. Every step of the way the girls imbue the world with unwarranted but understandable wonder. The history book the local librarian is reading is obviously full of clues to the whereabouts of the treasure. That old man with a beard is very probably a wizard. And, clearly, every stroke of misfortune they encounter is a sign of the horrible curse afflicting the island.

No Caption Provided

It's all great fun. The (probably) consensual hallucinations of the two girls are for the most part light and breezy and carry them headlong into one thrilling scrape after another. Their humour is infectious and their bonds of friendship, forged so fast in the fire of fantasy, are never in doubt. They're both such superbly written characters, flinging one-liners at each other and building upon the other's latest witty invention. And they're vividly expressive, each new close-up of their comically contorted faces frozen in shock, disgust, awe or sly realization will never fail to bring a smile to your lips.

Where Knights & Bikes falters is in the moment to moment, the rote combat and light puzzling that knits together its seat-of-the-pants dash through childhood curiosity. Each girl finds three pieces of gear over the course of the game and these are used to both fend off enemies and negotiate numerous environmental puzzles. Nessa's water bombs, for example, can be thrown to deal damage to enemies, extinguish fires (and do extra damage to fire-based enemies) and, when splatted into a puddle on the ground, conduct electricity.

But combat is mostly trivial. Enemies aren't especially hard to defeat and the girls can heal each other (via a cute high-five) as long as they have enough of the bandages that drop in consistently plentiful amounts. Combat has the same knock-about energy that infuses the rest of the game, so it's sort of fun to button-mash your way through. But it's never interesting enough to look forward to.

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The puzzles fare slightly better. There were a few occasions where I had to pause for a minute to think about what I needed to do next to progress. And I always enjoyed watching the next nonsensical triggered event play out after solving a puzzle even if I wasn't always sure what I was trying to accomplish. Most of the time I just chuckled and wondered what was going to happen next.

Remarkably, for a game clearly designed for two-player cooperative play (locally or online), it works well when played solo. Here, you can switch between the two girls whenever you wish and the capable AI will assume control of the other. In combat, the AI controlled girl will use her abilities effectively and, even more impressively, when required to help solve a puzzle she'll smartly move to the right spot and perform whatever is necessary. Even if you don't have a co-op partner, you're not really missing out on much.

Knights & Bikes was created by a small team featuring several people who worked on LittleBigPlanet and Tearaway, and you can feel that all these games share a similar creative vision. There's a kind of wide-eyed, rough and tumble spirit of adventure running through all three games that is hard to resist. Knights & Bikes is a wonderfully warm, effortlessly inviting experience that'll make you feel young again.

Knights And Bikes Review – BMX Bandits

Even the most mundane, everyday things can seem full of mystery and adventure when you're a kid. Especially when you have a like-minded friend to bounce ideas off and encourage your flights of fancy. Knights & Bikes channels this familiar childhood experience in a knock-about co-operative (but you can still play it solo) adventure that remains endlessly charming even when its core mechanics don't join in the fun.

Nessa is a stowaway on a boat that's just docked at the holiday island home of Demelza. Quickly, the two girls meet and, in that way only children can do, become firm friends almost instantly. Nessa is slightly older and seemingly orphaned; Demelza lives in the island's caravan park run by her single dad, who is struggling to keep the business afloat. The pair seize the opportunity to escape into each other's imaginations, setting off on a grand adventure to recover the island's legendary buried treasure and, Demelza hopes, use it to reverse her father's financial misfortune.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The girls may have a treasure map to guide them, but things aren't quite so straightforward as realizing X marks the spot. Getting around town is a challenge. Nessa and Demelza can run--and if you hold down the run button they'll do that thing kids do where they spread their arms like wings and yell "Vrrrrrrrmmmm!" like they're a plane arcing through the air--but it's often not entirely clear where they ought to be running to. Luckily, Demelza's pet goose, Honkers, has a good nose for direction and will run off in the right direction, honking his little heart out if the girls fall behind. Oh, and don't worry, you can absolutely pet the goose.

Early on Nessa and Demelza procure the eponymous bikes which allow them to zip around the island much faster than on foot. The bikes can be upgraded, too, with all kinds of handlebar grips, paint jobs, spoke decorations, and so on. All of these are purely cosmetic, save for one--a particular set of wheels that lets the girls traverse pools of mud that would otherwise be blocking their progress. Cycling around the island is hugely entertaining in itself, not because it's especially interesting to navigate the many crisscrossing paths connecting the handful of major points of interest, but because the presentation does such a great job of capturing the carefree abandon these girls are feeling. You mash to pedal and build up momentum then hold down the button for a short burst of extra speed, all the while the girls are hooting and howling and, it must be said, not necessarily obeying strict road safety procedures.

Their adventure takes them from the caravan park to a mini golf course that doubles as the site of some historical battle to a maze-like scrapyard that transforms into a terrifying dungeon with seemingly no way out; to a hiking trail through the woods that twists and turns back in on itself in the manner of other more famous Lost Woods. Every step of the way the girls imbue the world with unwarranted but understandable wonder. The history book the local librarian is reading is obviously full of clues to the whereabouts of the treasure. That old man with a beard is very probably a wizard. And, clearly, every stroke of misfortune they encounter is a sign of the horrible curse afflicting the island.

No Caption Provided

It's all great fun. The (probably) consensual hallucinations of the two girls are for the most part light and breezy and carry them headlong into one thrilling scrape after another. Their humour is infectious and their bonds of friendship, forged so fast in the fire of fantasy, are never in doubt. They're both such superbly written characters, flinging one-liners at each other and building upon the other's latest witty invention. And they're vividly expressive, each new close-up of their comically contorted faces frozen in shock, disgust, awe or sly realization will never fail to bring a smile to your lips.

Where Knights & Bikes falters is in the moment to moment, the rote combat and light puzzling that knits together its seat-of-the-pants dash through childhood curiosity. Each girl finds three pieces of gear over the course of the game and these are used to both fend off enemies and negotiate numerous environmental puzzles. Nessa's water bombs, for example, can be thrown to deal damage to enemies, extinguish fires (and do extra damage to fire-based enemies) and, when splatted into a puddle on the ground, conduct electricity.

But combat is mostly trivial. Enemies aren't especially hard to defeat and the girls can heal each other (via a cute high-five) as long as they have enough of the bandages that drop in consistently plentiful amounts. Combat has the same knock-about energy that infuses the rest of the game, so it's sort of fun to button-mash your way through. But it's never interesting enough to look forward to.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The puzzles fare slightly better. There were a few occasions where I had to pause for a minute to think about what I needed to do next to progress. And I always enjoyed watching the next nonsensical triggered event play out after solving a puzzle even if I wasn't always sure what I was trying to accomplish. Most of the time I just chuckled and wondered what was going to happen next.

Remarkably, for a game clearly designed for two-player cooperative play (locally or online), it works well when played solo. Here, you can switch between the two girls whenever you wish and the capable AI will assume control of the other. In combat, the AI controlled girl will use her abilities effectively and, even more impressively, when required to help solve a puzzle she'll smartly move to the right spot and perform whatever is necessary. Even if you don't have a co-op partner, you're not really missing out on much.

Knights & Bikes was created by a small team featuring several people who worked on LittleBigPlanet and Tearaway, and you can feel that all these games share a similar creative vision. There's a kind of wide-eyed, rough and tumble spirit of adventure running through all three games that is hard to resist. Knights & Bikes is a wonderfully warm, effortlessly inviting experience that'll make you feel young again.