Netflix’s Live-Action One Piece Series Begins Production
The live-action adaptation of One Piece has officially begun production, more than two years after Netflix confirmed the series' existence.
A tweet from Netflix Geeked (below) confirmed the start of production and showed images of the cast on set.
One Piece began in 1997 and has logged over 1,000 chapters of manga and 1,000 episodes of the anime, but the Netflix series is only pegged for ten episodes so far.
ONE PIECE is officially in production the road for Luffy to become the Pirate King has just begun pic.twitter.com/n2CzadWXh7
— Netflix Geeked (@NetflixGeeked) February 1, 2022
The tweet shows Emily Rudd (who'll play Nami) sporting a One Piece t-shirt plus a photo of Jacob Romero Gibson (Usopp), Iñaki Godoy (Monkey D. Luffy), and Taz Skylar (Sanji).
Netflix Geeked also posted pictures of the set chairs for executive producers Matt Owens and Steve Maeda, alongside one for "Nami". The cast was revealed in November last year and also includes Mackenyu as Roronoa Zoro.
The creator of One Piece, Eiichiro Oda, is also an executive producer on the Netflix show and its first episode is named after the original anime arc: Romance Dawn. It's also the name of the original one-off manga that One Piece was based on.
Netflix is yet to reveal a release window for its One Piece adaptation.
Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.
Netflix’s Live-Action One Piece Series Begins Production
The live-action adaptation of One Piece has officially begun production, more than two years after Netflix confirmed the series' existence.
A tweet from Netflix Geeked (below) confirmed the start of production and showed images of the cast on set.
One Piece began in 1997 and has logged over 1,000 chapters of manga and 1,000 episodes of the anime, but the Netflix series is only pegged for ten episodes so far.
ONE PIECE is officially in production the road for Luffy to become the Pirate King has just begun pic.twitter.com/n2CzadWXh7
— Netflix Geeked (@NetflixGeeked) February 1, 2022
The tweet shows Emily Rudd (who'll play Nami) sporting a One Piece t-shirt plus a photo of Jacob Romero Gibson (Usopp), Iñaki Godoy (Monkey D. Luffy), and Taz Skylar (Sanji).
Netflix Geeked also posted pictures of the set chairs for executive producers Matt Owens and Steve Maeda, alongside one for "Nami". The cast was revealed in November last year and also includes Mackenyu as Roronoa Zoro.
The creator of One Piece, Eiichiro Oda, is also an executive producer on the Netflix show and its first episode is named after the original anime arc: Romance Dawn. It's also the name of the original one-off manga that One Piece was based on.
Netflix is yet to reveal a release window for its One Piece adaptation.
Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.
The Boys Animated Show Has an Incredible Voice Cast
The Boys: Diabolical has revealed an all-star voice cast including the likes of Justin Roiland, Michael Cera, Awkwafina, Andy Samberg, and many, many more.
The animated anthology series will premiere on Prime Video this March, and a new teaser serves up a hot new advertisement for Vought-a-Burger, an in-universe restaurant occupied by an eclectic ensemble of customers. The voiceover, provided by Christian Slater, encourages viewers to invite the "whole family down for a super surprise," but the biggest surprise may actually come by way of the animated show's all-star line-up.
Among the voice cast revealed are Awkwafina, Michael Cera, Don Cheadle, Chace Crawford, Kieran Culkin, Giancarlo Esposito, Eliot Glazer, Jason Isaacs, Kumail Nanjiani, Justin Roiland, Seth Rogen, Andy Samberg, Ben Schwartz, Elisabeth Shue, Kevin Smith, Antony Starr, Nasim Pedrad, Simon Pegg, Kenan Thompson, Aisha Tyler, and Youn Yuh Jung, with more to follow.
The brand new animated series, premiering on Prime Video on March 4, will tell "unseen stories within The Boys universe," which will be brought to life by a slew of writing talent, including Awkwafina, Garth Ennis, Eliot Glazer and Ilana Glazer, Evan Goldberg and Seth Rogen, Simon Racioppa, Justin Roiland and Ben Bayouth, Andy Samberg, and Aisha Tyler.
Eric Kripke, who is executive producer and showrunner of The Boys, is also an executive producer on this project with Simon Racioppa, Seth Rogen, Evan Goldberg, James Weaver, Neal H. Moritz, Pavun Shetty, Ori Marmur, Ken F. Levin, Jason Netter, Garth Ennis, Darick Robertson, Michaela Starr, Loreli Alanís, Chris Prynoski, Shannon Prynoski, and Ben Kalina.
The bonkers world of Diabolical will unfold across eight "fun-size" stories, with each episode running between 12 and 14 minutes. The show's first animated teaser saw Laser Baby causing carnage as the perpetrator of some very gory scenes, which we may see more of when the series debuts on March 4, just ahead of The Boys Season 3 premiere on June 3.
Adele Ankers-Range is a freelance writer for IGN. Follow her on Twitter.
The Boys Animated Show Has an Incredible Voice Cast
The Boys: Diabolical has revealed an all-star voice cast including the likes of Justin Roiland, Michael Cera, Awkwafina, Andy Samberg, and many, many more.
The animated anthology series will premiere on Prime Video this March, and a new teaser serves up a hot new advertisement for Vought-a-Burger, an in-universe restaurant occupied by an eclectic ensemble of customers. The voiceover, provided by Christian Slater, encourages viewers to invite the "whole family down for a super surprise," but the biggest surprise may actually come by way of the animated show's all-star line-up.
Among the voice cast revealed are Awkwafina, Michael Cera, Don Cheadle, Chace Crawford, Kieran Culkin, Giancarlo Esposito, Eliot Glazer, Jason Isaacs, Kumail Nanjiani, Justin Roiland, Seth Rogen, Andy Samberg, Ben Schwartz, Elisabeth Shue, Kevin Smith, Antony Starr, Nasim Pedrad, Simon Pegg, Kenan Thompson, Aisha Tyler, and Youn Yuh Jung, with more to follow.
The brand new animated series, premiering on Prime Video on March 4, will tell "unseen stories within The Boys universe," which will be brought to life by a slew of writing talent, including Awkwafina, Garth Ennis, Eliot Glazer and Ilana Glazer, Evan Goldberg and Seth Rogen, Simon Racioppa, Justin Roiland and Ben Bayouth, Andy Samberg, and Aisha Tyler.
Eric Kripke, who is executive producer and showrunner of The Boys, is also an executive producer on this project with Simon Racioppa, Seth Rogen, Evan Goldberg, James Weaver, Neal H. Moritz, Pavun Shetty, Ori Marmur, Ken F. Levin, Jason Netter, Garth Ennis, Darick Robertson, Michaela Starr, Loreli Alanís, Chris Prynoski, Shannon Prynoski, and Ben Kalina.
The bonkers world of Diabolical will unfold across eight "fun-size" stories, with each episode running between 12 and 14 minutes. The show's first animated teaser saw Laser Baby causing carnage as the perpetrator of some very gory scenes, which we may see more of when the series debuts on March 4, just ahead of The Boys Season 3 premiere on June 3.
Adele Ankers-Range is a freelance writer for IGN. Follow her on Twitter.
Sony Forced to Cut Its PS5 Sales Forecast By Millions of Units
Sony is expecting to sell fewer PlayStation 5 units in the current financial year than previously forecasted. The company slashed its forecasts by millions of units due to ongoing component shortages.
Sony had previously expected to sell more than 14.8 million PS5s by March 2022 – a number that would have seen the console exceed PS4's on sales in its second financial year on the market. The company is now no longer expecting to be able to reach that level of supply, and is now forecasting 11.5 million sales for the year.
"Unfortunately," said CFO Hiroki Totoki in a Q3 earnings call, "due to limitations on the supply of components – especially semiconductiors – and an increase in delivery times resulting from the disruption of the global distribution supply chain, we have revised our FY21 unit sales forecast for PS5 hardware to 11.5 million units."
Totoki added that the supply constraints are likely to continue: "Limitations on the supply of components are expected to continue going forward, but we are continuing to exert every effort to meet the strong demand for PS5."
In an earnings call Q&A, Totoki explained that the company hopes to be able to "catch up" from the short-term impact of these shortages. Later, he said, "[We are working closely with] our partner companies supplying us with components – collaborating, negotiating and working with them closely. We hope we can make that happen, but in terms of [PS5], I think it's safe to say that we will continue to have supply disruption in terms of the components globally, because of the distribution problems and so on. So we can't say for sure what is exactly the demand for next year."
Totoki added that he thinks it's good for the company to maintain high sales targets in future, despite those issues.
Despite the lower-than-expected numbers in this financial year, PS5 has still seen major success. Sony reports that the console has now sold 17.3 million PS5s as of December 3, 2021. While hasn't been able to keep piece, PS5 outsold PS4 in its first financial year on sale, and had the fastest-selling console launch in US history.
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.
Sony Forced to Cut Its PS5 Sales Forecast By Millions of Units
Sony is expecting to sell fewer PlayStation 5 units in the current financial year than previously forecasted. The company slashed its forecasts by millions of units due to ongoing component shortages.
Sony had previously expected to sell more than 14.8 million PS5s by March 2022 – a number that would have seen the console exceed PS4's on sales in its second financial year on the market. The company is now no longer expecting to be able to reach that level of supply, and is now forecasting 11.5 million sales for the year.
"Unfortunately," said CFO Hiroki Totoki in a Q3 earnings call, "due to limitations on the supply of components – especially semiconductiors – and an increase in delivery times resulting from the disruption of the global distribution supply chain, we have revised our FY21 unit sales forecast for PS5 hardware to 11.5 million units."
Totoki added that the supply constraints are likely to continue: "Limitations on the supply of components are expected to continue going forward, but we are continuing to exert every effort to meet the strong demand for PS5."
In an earnings call Q&A, Totoki explained that the company hopes to be able to "catch up" from the short-term impact of these shortages. Later, he said, "[We are working closely with] our partner companies supplying us with components – collaborating, negotiating and working with them closely. We hope we can make that happen, but in terms of [PS5], I think it's safe to say that we will continue to have supply disruption in terms of the components globally, because of the distribution problems and so on. So we can't say for sure what is exactly the demand for next year."
Totoki added that he thinks it's good for the company to maintain high sales targets in future, despite those issues.
Despite the lower-than-expected numbers in this financial year, PS5 has still seen major success. Sony reports that the console has now sold 17.3 million PS5s as of December 3, 2021. While hasn't been able to keep piece, PS5 outsold PS4 in its first financial year on sale, and had the fastest-selling console launch in US history.
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.
Gardens, a New Studio Focused on Employee Wellbeing, Has Already Attracted AAA Developers to Join
A new, remote-first games studio aims to build a company built on the health of its employees and the world. This philosophy has attracted talent from across the industry including veterans who’ve worked on games like Marvel’s Spider-Man, What Remains of Edith Finch, Journey, Fallout 4, and more.
The studio is called Gardens and is co-founded by Chris Bell (Journey, What Remains of Edith Finch), Lexie Dostal (Dustforce), and Stephen Bell (Blaseball, What Remains of Edith Finch.). Gardens already has plans for its first game, which is set to be an online game where players will interact with each other within a mysterious and magical world. It will build upon the online games the team has built in the past including Journey, Ashen, and Blaseball.
Check out the concept art below.
This remote studio, with employees primarily based out of Portland, OR and Los Angeles, CA, was named after the kind of games the team is looking to create which are “artfully-crafted, living environments” primarily focused on online multiplayer experiences.
“With Gardens, we wanted to create a studio that cares as much about the health, happiness, and wellbeing of its team members as we do the craftsmanship of the games we create together,” says Bell in a statement on the studio’s founding.
Gardens has already attracted veterans with experience working on a wide range of games. Alongside the founders, the studio has a team that includes Leighton Milne (Asen, The Hobbit), Ryan Benno (Spider-Man, Ratchet & Clank), ma-ko, Sarah Sands (Fullbright), Rose Dale (Skyrim, Fallout 3, Fallout 4), Roldan Melcon (Where Cards Fall), and Tonia Beglari (Monster Hunter Iceborne XR Walk).
“I decided to join Gardens after my first meeting with the founders,” says Sands who had previously left the games industry entirely before speaking with Gardens' founders. “I’m thankful every day that I get to help build a studio that is focused as much on creating an inclusive environment where everyone feels valued and respected as it is on creating amazing innovative games.”
After receiving a round of funding, Gardens is also looking to hire and build up the team as it gets to work on its first online game.
Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.
Gardens, a New Studio Focused on Employee Wellbeing, Has Already Attracted AAA Developers to Join
A new, remote-first games studio aims to build a company built on the health of its employees and the world. This philosophy has attracted talent from across the industry including veterans who’ve worked on games like Marvel’s Spider-Man, What Remains of Edith Finch, Journey, Fallout 4, and more.
The studio is called Gardens and is co-founded by Chris Bell (Journey, What Remains of Edith Finch), Lexie Dostal (Dustforce), and Stephen Bell (Blaseball, What Remains of Edith Finch.). Gardens already has plans for its first game, which is set to be an online game where players will interact with each other within a mysterious and magical world. It will build upon the online games the team has built in the past including Journey, Ashen, and Blaseball.
Check out the concept art below.
This remote studio, with employees primarily based out of Portland, OR and Los Angeles, CA, was named after the kind of games the team is looking to create which are “artfully-crafted, living environments” primarily focused on online multiplayer experiences.
“With Gardens, we wanted to create a studio that cares as much about the health, happiness, and wellbeing of its team members as we do the craftsmanship of the games we create together,” says Bell in a statement on the studio’s founding.
Gardens has already attracted veterans with experience working on a wide range of games. Alongside the founders, the studio has a team that includes Leighton Milne (Asen, The Hobbit), Ryan Benno (Spider-Man, Ratchet & Clank), ma-ko, Sarah Sands (Fullbright), Rose Dale (Skyrim, Fallout 3, Fallout 4), Roldan Melcon (Where Cards Fall), and Tonia Beglari (Monster Hunter Iceborne XR Walk).
“I decided to join Gardens after my first meeting with the founders,” says Sands who had previously left the games industry entirely before speaking with Gardens' founders. “I’m thankful every day that I get to help build a studio that is focused as much on creating an inclusive environment where everyone feels valued and respected as it is on creating amazing innovative games.”
After receiving a round of funding, Gardens is also looking to hire and build up the team as it gets to work on its first online game.
Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.
PlayStation to Launch ‘More Than 10′ Live Service Games By 2026
PlayStation plans to release "more than 10" live service games by March 2026, a feat that will be helped by its acquisition of Bungie.
Speaking during Sony's latest earnings call, CFO Hiroki Totoki said, "Through close collaboration with Bungie and the PlayStation Studios, we aim to launch more than 10 live service games by the fiscal year ending March 31 2026."
Live service games are games that are updated with new content over time, often making the majority of their money through in-game purchases, rather than initial sales. Totoki pointed to a huge jump in revenue from these kinds of games as part of the reason for Sony pursuing the model:
"From calendar year 2014 to calendar year 2021, the size of the global game content market doubled, driven by add-on content revenue from live game services, which grew at an average annual rate of 15% during this period. We expect this trend to continue going forward."
Bungie's early investment into live service games with the launch of Destiny in 2014 allowed it to accumulate "a wealth of experience and superb technology in the space," Totoki said, something Sony sees as a major asset in acquiring the studio.
"The strategic significance of this acquisition lies not only in obtaining the highly successful Destiny franchise as well as major new IP that Bungie is currently developing," explained Totoki, "but also in incorporating into the Sony group the expertise and technologies that Bungie has developed in the live game services space.
"We intend to utilize these strengths when developing game IP at the PlayStation Studios, as we expand into the live game services area."
It will be something of a major shift for first-party Sony games, which have tended to focus on single-player narrative experiences in recent years, often to huge acclaim. It's unlikely that Sony will abandon that strategy, but it feels likely that live service games will become a major part of the company's output.
Bungie is already working on a "comedic" new IP that is quite possibly a part of the selection of live service games that Sony plans on releasing.
Interestingly, while these may be first-party games, they may not be the exclusives that Sony is notable for sticking to. Totoki also said the company plans to extend its presence across non-PlayStation platforms, referencing the recent success of God of War on PC. "We intend to acquire new users and increased engagement on platforms other than PlayStation," he said.
This push could be tied to the Xbox Game Pass competitor that Sony is reportedly working on, but could also mean its continued release of first-party PlayStation games on PC, and the work of Bungie in a multiplaform space.
The combination of live service titles and mutliplatform releases is something Sony is banking on as a huge revenue driver in the coming years: "Catalyzed by the acquisition of Bungie," continued Totoki, "we intend to accelerate the growth of our first-party game software revenue, aiming to more than double the amount by FY 2025."
Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.
PlayStation to Launch ‘More Than 10′ Live Service Games By 2026
PlayStation plans to release "more than 10" live service games by March 2026, a feat that will be helped by its acquisition of Bungie.
Speaking during Sony's latest earnings call, CFO Hiroki Totoki said, "Through close collaboration with Bungie and the PlayStation Studios, we aim to launch more than 10 live service games by the fiscal year ending March 31 2026."
Live service games are games that are updated with new content over time, often making the majority of their money through in-game purchases, rather than initial sales. Totoki pointed to a huge jump in revenue from these kinds of games as part of the reason for Sony pursuing the model:
"From calendar year 2014 to calendar year 2021, the size of the global game content market doubled, driven by add-on content revenue from live game services, which grew at an average annual rate of 15% during this period. We expect this trend to continue going forward."
Bungie's early investment into live service games with the launch of Destiny in 2014 allowed it to accumulate "a wealth of experience and superb technology in the space," Totoki said, something Sony sees as a major asset in acquiring the studio.
"The strategic significance of this acquisition lies not only in obtaining the highly successful Destiny franchise as well as major new IP that Bungie is currently developing," explained Totoki, "but also in incorporating into the Sony group the expertise and technologies that Bungie has developed in the live game services space.
"We intend to utilize these strengths when developing game IP at the PlayStation Studios, as we expand into the live game services area."
It will be something of a major shift for first-party Sony games, which have tended to focus on single-player narrative experiences in recent years, often to huge acclaim. It's unlikely that Sony will abandon that strategy, but it feels likely that live service games will become a major part of the company's output.
Bungie is already working on a "comedic" new IP that is quite possibly a part of the selection of live service games that Sony plans on releasing.
Interestingly, while these may be first-party games, they may not be the exclusives that Sony is notable for sticking to. Totoki also said the company plans to extend its presence across non-PlayStation platforms, referencing the recent success of God of War on PC. "We intend to acquire new users and increased engagement on platforms other than PlayStation," he said.
This push could be tied to the Xbox Game Pass competitor that Sony is reportedly working on, but could also mean its continued release of first-party PlayStation games on PC, and the work of Bungie in a multiplaform space.
The combination of live service titles and mutliplatform releases is something Sony is banking on as a huge revenue driver in the coming years: "Catalyzed by the acquisition of Bungie," continued Totoki, "we intend to accelerate the growth of our first-party game software revenue, aiming to more than double the amount by FY 2025."
Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.
