Death on the Nile Cruises to a Weekend Domestic Box Office Victory With $12.8 Million

Death on the Nile has secured victory at the domestic weekend box office by earning $12.8 million in ticket sales.

As reported by Variety, Death on the Nile, which is Kenneth Branagh's follow-up to 2017's Murder on the Orient Express and stars Gal Gadot, Annette Bening, Russell Brand, and Letitia Wright, brought in an extra $20.7 million overseas for a global total of $33.5 million. Murder on the Orient opened to $28.7 million in ticket sales and earned $352 million globally during its run.

In our Death on the Nile review, we said, "It takes Death on the Nile far longer than it should to reach its most impactful moments, but actor-director Kenneth Branagh cares deeply enough about Detective Poirot to make it work."

Jackass Forever took second place this weekend with $8.05 million domestically. It saw a 65% drop from its opening weekend and has earned $37.4 million so far in North America. Globally, it is currently sitting at $47.4 million.

The Jennifer Lopez and Owen Wilson-led Marry Me took third place with $8 million. Unlike Death on the Nile, which is only showing in theaters, Marry Me is also available on Peacock.

Spider-Man: No Way Home added another $7.1 million to its domestic total and placed fourth over the weekend. It's currently only about $1.5 million away from passing Avatar's $760.5 million to become the third highest-grossing domestic release of all time. Globally, Spider-Man: No Way Home is at $1.8 billion and remains #6 on the all-time list.

Rounding out the top five was Liam Neeson's action-thriller Blacklight, which earned $3.6 million in its debut.

These films were all competing over Super Bowl weekend, and the big game saw some exciting new trailers debut, including those for Doctor Strange and the Multiverse of Madness, Moon Knight, and The Lord of the Rings: The Power of the Rings.

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.

Death on the Nile Cruises to a Weekend Domestic Box Office Victory With $12.8 Million

Death on the Nile has secured victory at the domestic weekend box office by earning $12.8 million in ticket sales.

As reported by Variety, Death on the Nile, which is Kenneth Branagh's follow-up to 2017's Murder on the Orient Express and stars Gal Gadot, Annette Bening, Russell Brand, and Letitia Wright, brought in an extra $20.7 million overseas for a global total of $33.5 million. Murder on the Orient opened to $28.7 million in ticket sales and earned $352 million globally during its run.

In our Death on the Nile review, we said, "It takes Death on the Nile far longer than it should to reach its most impactful moments, but actor-director Kenneth Branagh cares deeply enough about Detective Poirot to make it work."

Jackass Forever took second place this weekend with $8.05 million domestically. It saw a 65% drop from its opening weekend and has earned $37.4 million so far in North America. Globally, it is currently sitting at $47.4 million.

The Jennifer Lopez and Owen Wilson-led Marry Me took third place with $8 million. Unlike Death on the Nile, which is only showing in theaters, Marry Me is also available on Peacock.

Spider-Man: No Way Home added another $7.1 million to its domestic total and placed fourth over the weekend. It's currently only about $1.5 million away from passing Avatar's $760.5 million to become the third highest-grossing domestic release of all time. Globally, Spider-Man: No Way Home is at $1.8 billion and remains #6 on the all-time list.

Rounding out the top five was Liam Neeson's action-thriller Blacklight, which earned $3.6 million in its debut.

These films were all competing over Super Bowl weekend, and the big game saw some exciting new trailers debut, including those for Doctor Strange and the Multiverse of Madness, Moon Knight, and The Lord of the Rings: The Power of the Rings.

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.

Nagoshi Studio Explains Its Post-Yakuza Plans: ‘You Won’t Find Us Making Smartphone Games’

Toshihiro Nagoshi has explained how his first post-Sega, post-Yakuza company – Nagoshi Studio – will approach making games, and the goals for its debut project.

Speaking to IGN Japan, Nagoshi explained how he felt about leaving his extremely successful work at Sega behind for a new studio, backed by NetEase Games:

“Well, when the team and I decided to start a new studio, we knew we’d be leaving the content we had previously been working on behind. But I also have a strong mental attitude and a lot of ideas I would like to try, which could even surpass my previous work, so I was confident that leaving the old series behind will afford the chance to try new things.”

Nagoshi wouldn’t go into detail about his specific plot or gameplay ideas for a new project – which is still at least a few years away – but made clear that he and his team will be looking to replicate the global success of Yakuza, rather than scale back their expectations.

“We are influenced by movies and are interested in creating games that offer a high level of human drama,” Nagoshi explained. “That’s what we find fun. Just as before, I hope to create games in that vein that can reach a global audience. So you won’t find us making, like, smartphone puzzle games or whatever. Those games are fun, but what we’re good at and what the world expects from us is games with dramatic and moving stories, and that’s what we want to make. So that’s where our focus is.”

Asked if he already had an idea what that would mean for the first game, Nagoshi said, “Yes, as a game creator I have always had a number of things I’d like to do one day, and there is one idea in particular from my personal locker that I’d like to try to expand on now. Now the idea is slowly taking shape, with the input of the team.”

Nagoshi made clear that he wants to continue capturing human performances in digital characters, but didn’t go as far as saying he would be continuing the trend of using celebrity actors (like Judgment’s Takuya Kimura) in his games:

“When we started the Yakuza series, at that time it was common to design an original character and have them voiced by a voice actor, and anything beyond that was not considered important. We were able to break through that system, and in doing so we learned a lot. I don’t think we have perfected this approach yet, and I think we can achieve even more emotionally engaging performances, facial expressions and so on. So I do have the desire to keep improving on that. In the meantime, whether or not we decide to work with any particular actors, I think it’s important to keep fostering those connections.”

Similarly, when asked whether his new game would be set in a modern-day real-world setting like the recognisable Japanese locations of the Yakuza series or something more fantastical like the near-future of Binary Domain, Nagoshi commented that the needs of the drama will take priority over the setting.

“Looking at the sales of the Yakuza series, I think having an Oriental setting probably helped to make it feel more unique, but I don’t think that on its own would be enough to make it a million-seller. There must be something stronger, such as an emotional story, or the balance between gameplay and storytelling, and the overall quality being high. So for our next game to be a worldwide success, I don’t think the setting is that important. If the drama is good, then people in France will be moved by a Takeshi Kitano movie, and we in Japan can enjoy a movie from India. If the quality is good then anyone anywhere should be able to enjoy it. I want to return to that pure element of entertainment.”

The studio currently consists of around 10 people, and while they are currently hiring more staff, Nagoshi says he intends not to grow beyond 100. For now, the team is taking it slow and steady, and may not focus on much more than the first game idea, to avoid biting off more than they can chew:

“We haven’t decided how many projects to produce at once. But the studio will have a compact number of staff, which means it would be difficult to focus on several games at a time. So there are limitations. It’s possible that we will work on an extra project in tandem, but the basic idea is to work on one idea and put all of our energy into it, to release a first game that is strong and that is well received.”

As for when we’ll see Nagoshi Studio’s first game, that too remains a secret – but Nagoshi himself wants to do it sooner rather than later: “I like to be able to hear players’ feedback to the games we work hard to develop, to consider the reaction and adjust the end goal accordingly. So I hope to be able to show off the game as soon as it is in a condition that is good enough to share. And we will ensure the game is impressive when we do so. I don’t want to take too long.”

Nagoshi joined SEGA in its early arcade days and worked on such series as Virtua Racing, Monkey Ball, and more before founding Ryu Ga Gotoku Studio and creating the Yakuza franchise. He confirmed that he was leaving the company last year, and announced the creation of Nagoshi Studio last month.

Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Nagoshi Studio Explains Its Post-Yakuza Plans: ‘You Won’t Find Us Making Smartphone Games’

Toshihiro Nagoshi has explained how his first post-Sega, post-Yakuza company – Nagoshi Studio – will approach making games, and the goals for its debut project.

Speaking to IGN Japan, Nagoshi explained how he felt about leaving his extremely successful work at Sega behind for a new studio, backed by NetEase Games:

“Well, when the team and I decided to start a new studio, we knew we’d be leaving the content we had previously been working on behind. But I also have a strong mental attitude and a lot of ideas I would like to try, which could even surpass my previous work, so I was confident that leaving the old series behind will afford the chance to try new things.”

Nagoshi wouldn’t go into detail about his specific plot or gameplay ideas for a new project – which is still at least a few years away – but made clear that he and his team will be looking to replicate the global success of Yakuza, rather than scale back their expectations.

“We are influenced by movies and are interested in creating games that offer a high level of human drama,” Nagoshi explained. “That’s what we find fun. Just as before, I hope to create games in that vein that can reach a global audience. So you won’t find us making, like, smartphone puzzle games or whatever. Those games are fun, but what we’re good at and what the world expects from us is games with dramatic and moving stories, and that’s what we want to make. So that’s where our focus is.”

Asked if he already had an idea what that would mean for the first game, Nagoshi said, “Yes, as a game creator I have always had a number of things I’d like to do one day, and there is one idea in particular from my personal locker that I’d like to try to expand on now. Now the idea is slowly taking shape, with the input of the team.”

Nagoshi made clear that he wants to continue capturing human performances in digital characters, but didn’t go as far as saying he would be continuing the trend of using celebrity actors (like Judgment’s Takuya Kimura) in his games:

“When we started the Yakuza series, at that time it was common to design an original character and have them voiced by a voice actor, and anything beyond that was not considered important. We were able to break through that system, and in doing so we learned a lot. I don’t think we have perfected this approach yet, and I think we can achieve even more emotionally engaging performances, facial expressions and so on. So I do have the desire to keep improving on that. In the meantime, whether or not we decide to work with any particular actors, I think it’s important to keep fostering those connections.”

Similarly, when asked whether his new game would be set in a modern-day real-world setting like the recognisable Japanese locations of the Yakuza series or something more fantastical like the near-future of Binary Domain, Nagoshi commented that the needs of the drama will take priority over the setting.

“Looking at the sales of the Yakuza series, I think having an Oriental setting probably helped to make it feel more unique, but I don’t think that on its own would be enough to make it a million-seller. There must be something stronger, such as an emotional story, or the balance between gameplay and storytelling, and the overall quality being high. So for our next game to be a worldwide success, I don’t think the setting is that important. If the drama is good, then people in France will be moved by a Takeshi Kitano movie, and we in Japan can enjoy a movie from India. If the quality is good then anyone anywhere should be able to enjoy it. I want to return to that pure element of entertainment.”

The studio currently consists of around 10 people, and while they are currently hiring more staff, Nagoshi says he intends not to grow beyond 100. For now, the team is taking it slow and steady, and may not focus on much more than the first game idea, to avoid biting off more than they can chew:

“We haven’t decided how many projects to produce at once. But the studio will have a compact number of staff, which means it would be difficult to focus on several games at a time. So there are limitations. It’s possible that we will work on an extra project in tandem, but the basic idea is to work on one idea and put all of our energy into it, to release a first game that is strong and that is well received.”

As for when we’ll see Nagoshi Studio’s first game, that too remains a secret – but Nagoshi himself wants to do it sooner rather than later: “I like to be able to hear players’ feedback to the games we work hard to develop, to consider the reaction and adjust the end goal accordingly. So I hope to be able to show off the game as soon as it is in a condition that is good enough to share. And we will ensure the game is impressive when we do so. I don’t want to take too long.”

Nagoshi joined SEGA in its early arcade days and worked on such series as Virtua Racing, Monkey Ball, and more before founding Ryu Ga Gotoku Studio and creating the Yakuza franchise. He confirmed that he was leaving the company last year, and announced the creation of Nagoshi Studio last month.

Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Capcom Countdown Page Is Teasing an Announcement for Next Weekend

Capcom has launched a new website that is teasing an announcement for next weekend.

The countdown page, which gives no further information as to what it may be for, is set to end on February 20 at 10pm PT/February 21 at 1am ET/6am GMT/4pm AEST.

It's important to note that the Capcom Pro Tour 2021 season final is set to end next weekend, meaning this very well may be an announcement for Street Fighter 6 or something else in the legendary fighting series.

Street Fighter 6 was part of a massive data breach at Capcom alongside Dragon's Dogma 2, the Resident Evil 4 Remake, Monster Hunter 6, and more.

It's also possible we may learn more about the DLC for Resident Evil Village, Monster Hunter Rise's Subreak expansion, or even the possible remaster of Marvel vs. Capcom 2.

Whatever it may be, we won't have too long to wait. Let us know below what you'd most be hoping for from Capcom.

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.

Capcom Countdown Page Is Teasing an Announcement for Next Weekend

Capcom has launched a new website that is teasing an announcement for next weekend.

The countdown page, which gives no further information as to what it may be for, is set to end on February 20 at 10pm PT/February 21 at 1am ET/6am GMT/4pm AEST.

It's important to note that the Capcom Pro Tour 2021 season final is set to end next weekend, meaning this very well may be an announcement for Street Fighter 6 or something else in the legendary fighting series.

Street Fighter 6 was part of a massive data breach at Capcom alongside Dragon's Dogma 2, the Resident Evil 4 Remake, Monster Hunter 6, and more.

It's also possible we may learn more about the DLC for Resident Evil Village, Monster Hunter Rise's Subreak expansion, or even the possible remaster of Marvel vs. Capcom 2.

Whatever it may be, we won't have too long to wait. Let us know below what you'd most be hoping for from Capcom.

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.

2022 MVP Named in Puppy Bowl XVIII

Kirby, a 20-week old Labrador Retriever playing in his rookie year in the prestigious Puppy Bowl, has been officially named the Puppy Bowl XVIII MVP. Hailing from Houston, TX, Kirby was the super star ultra with 4 TDs in a mass attack for his star allies as part of the 2022 Starting Line-Up at the 18th annual Puppy Bowl.

Puppy Bowl XVIII MVP (Most Valuable Puppy) award winner Kirby gave Team Fluff its best chance at adding the Lombarky Trophy to its dream collection with an avalanche of Touchdown runs, including scoring a double-touchdown blowout blast in the 3rd quarter. This star-stacker is training to be Super Kirby in real life, as a member of America's VetDogs, TX team of service dogs for first responders and American veterans.

Rival team Ruff in came to the Bissell Stadium hoping to create a nightmare in dream land for its opponents. The Puppy Bowl reigning champion Ruff squad squeaked out a win last year, stopping the three-peat dream course for Team Fluff. This year, the Ruff ball-blockers would have their paws full against Kirby's extra epic string of TDs. Team Ruff's Ted D. Bear had an amazing air ride of his own with a triple-deluxe of three scores.

Final score: 73 to 69, and Team Fluff are your new chompions -- an amazing mirror of 2021's 69-73 scoreboard tally!

Each and every one of these canine competitors left it all on the field in this year's big game. And in the end, no pup was left out in the cold, as Animal Planet found adoptive parents for the stars of the event. Puppy Bowl XVIII was one for the Hound Hall of Fame. Stay tuned to IGN for more information on Kirby as it becomes apparent.

2022 MVP Named in Puppy Bowl XVIII

Kirby, a 20-week old Labrador Retriever playing in his rookie year in the prestigious Puppy Bowl, has been officially named the Puppy Bowl XVIII MVP. Hailing from Houston, TX, Kirby was the super star ultra with 4 TDs in a mass attack for his star allies as part of the 2022 Starting Line-Up at the 18th annual Puppy Bowl.

Puppy Bowl XVIII MVP (Most Valuable Puppy) award winner Kirby gave Team Fluff its best chance at adding the Lombarky Trophy to its dream collection with an avalanche of Touchdown runs, including scoring a double-touchdown blowout blast in the 3rd quarter. This star-stacker is training to be Super Kirby in real life, as a member of America's VetDogs, TX team of service dogs for first responders and American veterans.

Rival team Ruff in came to the Bissell Stadium hoping to create a nightmare in dream land for its opponents. The Puppy Bowl reigning champion Ruff squad squeaked out a win last year, stopping the three-peat dream course for Team Fluff. This year, the Ruff ball-blockers would have their paws full against Kirby's extra epic string of TDs. Team Ruff's Ted D. Bear had an amazing air ride of his own with a triple-deluxe of three scores.

Final score: 73 to 69, and Team Fluff are your new chompions -- an amazing mirror of 2021's 69-73 scoreboard tally!

Each and every one of these canine competitors left it all on the field in this year's big game. And in the end, no pup was left out in the cold, as Animal Planet found adoptive parents for the stars of the event. Puppy Bowl XVIII was one for the Hound Hall of Fame. Stay tuned to IGN for more information on Kirby as it becomes apparent.

Ghostbusters Director Ivan Reitman Has Died at 75

Ivan Reitman, director of iconic action comedies Ghostbusters, Stripes, and Kindergarten Cop, has died. He was 75.

Reitman passed away in his sleep at his California home on Saturday night, according to The Associated Press.

A respected director and prolific producer, Reitman was best known for his work on a large number of widely celebrated comedies. Reitman initially hit the big time when he produced John Landis’ college classic National Lampoon’s Animal House, before going on to direct Meatballs (1979), Stripes (1981), and Ghostbusters (1984).

Reitman went on to direct Arnold Schwarzenegger in a trio of the action icon’s most memorable comedies – Twins (1988), Kindergarten Cop (1990), and Junior (1994) – before scaling back his directorial work and increasing his role as a producer and executive producer. Reitman produced a wide range of films over several decades, culminating with 2021’s Ghostbusters: Afterlife, which was directed by son Jason Reitman.

Reitman was set to return to the director’s chair with the long-gestating sequel to Twins, Triplets, with Tracy Morgan joining original stars Arnold Schwarzenegger and Danny DeVito as the pair’s long-lost third brother. Production on Triplets was due to commence this year.

The son of Hungarian Jews who survived the Holocaust, Ivan Reitman was born in Czechoslovakia in 1946, but grew up in Toronto, Canada after his family fled Eastern Europe as refugees when he was four years old.

Luke is Games Editor at IGN's Sydney office.

Ghostbusters Director Ivan Reitman Has Died at 75

Ivan Reitman, director of iconic action comedies Ghostbusters, Stripes, and Kindergarten Cop, has died. He was 75.

Reitman passed away in his sleep at his California home on Saturday night, according to The Associated Press.

A respected director and prolific producer, Reitman was best known for his work on a large number of widely celebrated comedies. Reitman initially hit the big time when he produced John Landis’ college classic National Lampoon’s Animal House, before going on to direct Meatballs (1979), Stripes (1981), and Ghostbusters (1984).

Reitman went on to direct Arnold Schwarzenegger in a trio of the action icon’s most memorable comedies – Twins (1988), Kindergarten Cop (1990), and Junior (1994) – before scaling back his directorial work and increasing his role as a producer and executive producer. Reitman produced a wide range of films over several decades, culminating with 2021’s Ghostbusters: Afterlife, which was directed by son Jason Reitman.

Reitman was set to return to the director’s chair with the long-gestating sequel to Twins, Triplets, with Tracy Morgan joining original stars Arnold Schwarzenegger and Danny DeVito as the pair’s long-lost third brother. Production on Triplets was due to commence this year.

The son of Hungarian Jews who survived the Holocaust, Ivan Reitman was born in Czechoslovakia in 1946, but grew up in Toronto, Canada after his family fled Eastern Europe as refugees when he was four years old.

Luke is Games Editor at IGN's Sydney office.