Yearly Archives: 2020
Jurassic World 3 to Use More Animatronic Dinosaurs Than Past Two Films
Jurassic World: Dominion director Colin Trevorrow has claimed that the final installment in the reboot trilogy will feature more animatronic dinosaurs and practical effects than the previous two films.
Speaking on Collider's Comic-Con@Home 'Directors on Directing' panel, Trevorrow revealed that he had made a conscious effort to continue to build upon the practical effects of the franchise by adopting the latest technologies to bring the animatronics to life.
[ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/04/20/jurassic-world-may-feature-dinosaurs-in-the-snow-for-the-first-time]
"We've actually gone more practical with every Jurassic movie we've made since the first one, and we've made more animatronics in this one than we have in the previous two," he said. "And the thing that I've found, especially in working in the past couple months, is that we finally reached a point where it's possible to... digital extensions on animatronics will be able to match the texture and the level of fidelity that, on film, an animatronic is going to be able to bring. And you didn't use to be able to really mix them. You could really see the seams. And so that part of it is very exciting for me."
Trevorrow also revealed that he was taking things back to basics with "really simple puppetry" while at the same time borrowing ideas from J.A. Bayona's work on Fallen Kingdom in order to make the animatronics appear more realistic in their surrounding environments.
"[Jurassic World: Fallen Kingdom director] J.A. Bayona really, he found the value in creating really photo-real, just beautiful lighting references that could be articulated just slightly," he explained. "Just a head and a jaw that could move, but painted beautifully, hand-painted. And we do it for all of the dinosaurs now, so when we put it into a space, you can see how the light reacts to the skin. And even if they ultimately do make that a digital animal, there was always something there reacting to the light in that environment... just puppetry in general, just really simple puppetry is proving to be amazing."
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Trevorrow previously shared a photo of one of the pint-sized prehistoric stars set to appear in the Jurassic World trilogy-capper. He credited John Nolan Studios for the animatronic dinosaur, which bears a striking resemblance to the baby Nasutoceratops that stomped onto the scene in 2019's Battle at Big Rock, a short film created to help bridge the story between Fallen Kingdom and its upcoming sequel.
Jurassic World: Dominion is currently scheduled to be released on June 11, 2021, though that date could yet change, as production has only recently started back up after an almost four-month shutdown due to the coronavirus pandemic (COVID-19).
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Ghost of Tsushima Is PS4’s Fastest-Selling First-Party Original IP Debut
Ghost of Tsushima has become PlayStation 4's fastest-selling first-party original IP debut with over 2.4 million units sold through globally in the first three days following its July 17, 2020, release date.
PlayStation's Twitter revealed the news, marking the milestone for Sucker Punch's first game since inFamous Second Son and First Light.
For comparison, Horizon Zero Dawn sold over 2.6 million units in its first two weeks of sale.
[ignvideo url="https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review"]
Ghost of Tsushima and The Last of Us Part 2, which recently became the fastest-selling PS4 exclusive ever with over 4 million copies sold in its first three days, have both proven to be worthy investments for Sony and are giving PS4 owners two impressive games before the launch of PlayStation 5 this Holiday.
Ghost of Tsushima is doing more than just selling well, as Sucker Punch has partnered with the Nagasaki Prefecture and Tsushima Island tourism associations to give real-life context of Tsushima Island and its major landmarks, as well as more info on the history of the Mongol invasions of Japan and Komoda Beach event.
While Tsushima became the focus of Sucker Punch's latest game, the studio revealed that early on the game could have been about pirates, Rob Roy the Scottish folk hero, or the Three Musketeers. Additionally, Sucker Punch's cancelled project, codenamed Prophecy, leaked and has given another glimpse of what could have been.
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In our review of Ghost of Tsushima, we said it "is an enormous and densely packed samurai adventure that often left me completely awestruck with both its visual spectacle and excellent combat."
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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.
Ghost of Tsushima Is PS4’s Fastest-Selling First-Party Original IP Debut
Ghost of Tsushima has become PlayStation 4's fastest-selling first-party original IP debut with over 2.4 million units sold through globally in the first three days following its July 17, 2020, release date.
PlayStation's Twitter revealed the news, marking the milestone for Sucker Punch's first game since inFamous Second Son and First Light.
Ghost of Tsushima and The Last of Us Part 2, which recently became the fastest-selling PS4 exclusive ever with over 4 million copies sold in its first three days, have both proven to be worthy investments for Sony and are giving PS4 owners two impressive games before the launch of PlayStation 5 this Holiday.
[ignvideo url="https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review"]
Ghost of Tsushima is doing more than just selling well, as Sucker Punch has partnered with the Nagasaki Prefecture and Tsushima Island tourism associations to give real-life context of Tsushima Island and its major landmarks, as well as more info on the history of the Mongol invasions of Japan and Komoda Beach event.
While Tsushima became the focus of Sucker Punch's latest game, the studio revealed that early on the game could have been about pirates, Rob Roy the Scottish folk hero, or the Three Musketeers. Additionally, Sucker Punch's cancelled project, codenamed Prophecy, leaked and has given another glimpse of what could have been.
In our review of Ghost of Tsushima, we said it "is an enormous and densely packed samurai adventure that often left me completely awestruck with both its visual spectacle and excellent combat."
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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.
Halo Infinite’s Planned Public Beta Testing May Not Happen
Halo Infinite's planned public flighting program may be reduced in scope, or not happen at all due to the "unprecedented challenges" to development this year.
When announced in 2018, developer 343 Industries said it intended to run an "early flighting program" for Infinite, in a similar way to how the community has been able to test early versions of updates to Halo: The Master Chief Collection. In an update posted to the Halo Waypoint blog, Halo Infinite Studio Head Chris Lee noted that the beta program for Halo Infinite has been changed as the studio reacts to current circumstances.
"With Halo Infinite, we are also committed to building the game in partnership with our community but given the unprecedented challenges of this year, we’re not quite where we expected to be in terms of broader public flighting," Lee's statement reads. "While not the full program we had envisioned, we have been working very closely with the community on nearly every facet of the project."
[ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-2-wont-be-happening-says-343-industries-ign-news"]
This means that we may not see as many public flights of Halo Infinite via the Halo Insider Program as we approach the game's launch later this year. 343 could also shelve the program entirely if it doesn't fit with the studio's development schedule. Lee says that the team "is still working and assessing options for broader hands-on opportunities before launch," and 343 Industries will be sharing updates about potential public flights when they can.
Lee does make clear that, "this process doesn’t stop with launch. In fact, in many ways, feedback and community flighting will be even more important after launch as we partner together to continually evolve and update the game into the future." That fits with 343's wider plans, which place Infinite as something more like a platform for future Halo content than a single game.
The public flighting system was used extensively throughout the development of Halo: The Master Chief Collection, most recently for the PC ports of the older games in the series. In other Halo Infinite news, check out these promotional cans of Monster Energy that have been spotted in the wild. The game's box art was also revealed earlier this week, bearing a striking resemblance to the cover of Halo: Combat Evolved.
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Halo Infinite’s Planned Public Beta Testing May Not Happen
Halo Infinite's planned public flighting program may be reduced in scope, or not happen at all due to the "unprecedented challenges" to development this year.
When announced in 2018, developer 343 Industries said it intended to run an "early flighting program" for Infinite, in a similar way to how the community has been able to test early versions of updates to Halo: The Master Chief Collection. In an update posted to the Halo Waypoint blog, Halo Infinite Studio Head Chris Lee noted that the beta program for Halo Infinite has been changed as the studio reacts to current circumstances.
"With Halo Infinite, we are also committed to building the game in partnership with our community but given the unprecedented challenges of this year, we’re not quite where we expected to be in terms of broader public flighting," Lee's statement reads. "While not the full program we had envisioned, we have been working very closely with the community on nearly every facet of the project."
[ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-2-wont-be-happening-says-343-industries-ign-news"]
This means that we may not see as many public flights of Halo Infinite via the Halo Insider Program as we approach the game's launch later this year. 343 could also shelve the program entirely if it doesn't fit with the studio's development schedule. Lee says that the team "is still working and assessing options for broader hands-on opportunities before launch," and 343 Industries will be sharing updates about potential public flights when they can.
Lee does make clear that, "this process doesn’t stop with launch. In fact, in many ways, feedback and community flighting will be even more important after launch as we partner together to continually evolve and update the game into the future." That fits with 343's wider plans, which place Infinite as something more like a platform for future Halo content than a single game.
The public flighting system was used extensively throughout the development of Halo: The Master Chief Collection, most recently for the PC ports of the older games in the series. In other Halo Infinite news, check out these promotional cans of Monster Energy that have been spotted in the wild. The game's box art was also revealed earlier this week, bearing a striking resemblance to the cover of Halo: Combat Evolved.
[widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-xbox-games-showcase-gameplay-reveal-screenshots&captions=true"]
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Halo Infinite Demo Was a Work-in-Progress Build, But Running on a PC as Powerful as Series X
The Halo Infinite demo debuted during last night's Xbox Games Showcase was a work-in-progress build, running on a PC with equivalent specs to the Xbox Series X.
In an interview with Inside Gaming, Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying: "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game."
He continued by saying that the stream itself may be part of the response: "It's very hard to show the full power and graphical fidelity of what Xbox Series X will be able to deliver for you over a stream. Go back and look at it in 4K 60," referring to the fact that the stream was delivered live in 1080p, but the gameplay premiere can be viewed in 4K 60 FPS on the Halo YouTube channel.
[ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"]
That said, many have pointed to flat lighting and low-resolution textures in official screenshots of the game, but Greenberg reiterated that the looks will improve: "The other thing I'll just say is: it is a work-in-progress. I can tell you, because we see build check-ins every week, and they make progress week after week, so between now and Holiday it's just going to get better and better."
Some had wondered what hardware was being used to run the demo, given that the game is coming to Xbox One, PC and Xbox Series X. In a Q&A with 343 Industries, PCGamesN was told that the footage "was captured from a PC that is representative of the experience that players will have on Xbox Series X."
We've learned more about Halo Infinite than was announced yesterday, from brand new story details, to how the game will evolve as a platform, rather than with sequels, and that you can't pet the wildlife in the game's open world.
If you missed yesterday's showcase, you can read up on everything announced during the event. If that doesn't sate you, here's our list of every confirmed Xbox Series X game.
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Halo Infinite Demo Was a Work-in-Progress Build, But Running on a PC as Powerful as Series X
The Halo Infinite demo debuted during last night's Xbox Games Showcase was a work-in-progress build, running on a PC with equivalent specs to the Xbox Series X.
In an interview with Inside Gaming, Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying: "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game."
He continued by saying that the stream itself may be part of the response: "It's very hard to show the full power and graphical fidelity of what Xbox Series X will be able to deliver for you over a stream. Go back and look at it in 4K 60," referring to the fact that the stream was delivered live in 1080p, but the gameplay premiere can be viewed in 4K 60 FPS on the Halo YouTube channel.
[ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"]
That said, many have pointed to flat lighting and low-resolution textures in official screenshots of the game, but Greenberg reiterated that the looks will improve: "The other thing I'll just say is: it is a work-in-progress. I can tell you, because we see build check-ins every weekl, and they make progress week after week, so between now and Holiday it's just going to get better and better."
Some had wondered what hardware was being used to run the demo, given that the game is coming to Xbox One, PC and Xbox Series X. In a Q&A with 343 Industries, PCGamesN was told that the footage "was captured from a PC that is representative of the experience that players will have on Xbox Series X."
We've learned more about Halo Infinite than was announced yesterday, from brand new story details, to how the game will evolve as a platform, rather than with sequels, and that you can't pet the wildlife in the game's open world.
If you missed yesterday's showcase, you can read up on everything announced during the event. If that doesn't sate you, here's our list of every confirmed Xbox Series X game.
[widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"]
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Sonic The Hedgehog 2 Gets a Release Date
Paramount has announced its plans to release Sonic the Hedgehog 2 in theaters on April 8, 2022.
Ben Schwartz, who voiced the titular Blue Blur in the first movie, confirmed on Twitter that the video game movie sequel will speed onto the big screen in less than two years, though no further details about the Sega Sonic-oriented project have been revealed at this time.
[ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/02/13/sonic-the-hedgehog-review]
This calendar date confirmation for Sonic the Hedgehog 2 comes shortly after reports surfaced that a sequel was in development. Jeff Fowler, who helmed the 2020 film, is expected to return to direct the next movie from a script written by Pat Casey and Josh Miller.
The original live-action movie set a record for the most successful video game movie debut of all time, racing past its initial predictions of $40-45 million to bring in an estimated $57 million at the US box office and $100 million globally.
Sonic the Hedgehog also made a quick pivot to video-on-demand (VOD) before the end of the usual 90-day theatrical run, as several studios took the decision to release movies earlier than planned due to the global theater closures amid the coronavirus (COVID-19) pandemic.
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In our review of Sonic the Hedgehog: The Movie, we praised the "solid performances from Ben Schwartz as Sonic and Jim Carrey as Dr. Robotnik," calling their ongoing cat-and-mouse game "entertaining" because it features plenty of nods to Sonic's history for "passionate fans of the Sega franchise."
Alongside the Sonic 2 movie announcement, Paramount confirmed new release dates for both A Quiet Place: Part II and Top Gun: Maverick. Meanwhile, Disney pushed back the release of all of its upcoming Star Wars and Avatar films by a year, and also removed Mulan from 2020's release schedule.
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Sonic The Hedgehog 2 Gets a Release Date
Paramount has announced its plans to release Sonic the Hedgehog 2 in theaters on April 8, 2022.
Ben Schwartz, who voiced the titular Blue Blur in the first movie, confirmed on Twitter that the video game movie sequel will speed onto the big screen in less than two years, though no further details about the Sega Sonic-oriented project have been revealed at this time.
[ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/02/13/sonic-the-hedgehog-review]
This calendar date confirmation for Sonic the Hedgehog 2 comes shortly after reports surfaced that a sequel was in development. Jeff Fowler, who helmed the 2020 film, is expected to return to direct the next movie from a script written by Pat Casey and Josh Miller.
The original live-action movie set a record for the most successful video game movie debut of all time, racing past its initial predictions of $40-45 million to bring in an estimated $57 million at the US box office and $100 million globally.
Sonic the Hedgehog also made a quick pivot to video-on-demand (VOD) before the end of the usual 90-day theatrical run, as several studios took the decision to release movies earlier than planned due to the global theater closures amid the coronavirus (COVID-19) pandemic.
[widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"]
In our review of Sonic the Hedgehog: The Movie, we praised the "solid performances from Ben Schwartz as Sonic and Jim Carrey as Dr. Robotnik," calling their ongoing cat-and-mouse game "entertaining" because it features plenty of nods to Sonic's history for "passionate fans of the Sega franchise."
Alongside the Sonic 2 movie announcement, Paramount confirmed new release dates for both A Quiet Place: Part II and Top Gun: Maverick. Meanwhile, Disney pushed back the release of all of its upcoming Star Wars and Avatar films by a year, and also removed Mulan from 2020's release schedule.
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
FIFA 21 Is Finally Making Career Mode Changes
FIFA 21 is seemingly making major additions to its Career mode, following years of criticism about a lack of meaningful changes.
Announced on the FIFA 21 website, EA Sports has highlighted 8 key changes and additions to the long-static mode, most of which seem to add more emphasis to the management side of the game.
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The new Interactive Match Sim view.[/caption]

- Interactive Match Sim (Screenshot above) - The biggest change mentioned so far, this looks to be a stripped back management experience in the vein of Football Manager. You'll be able to jump in and out of matches - to take penalties or free kicks, for example - while using the management view to make tactical changes as the game progresses.
- Revamped Growth System - On a more micro level, this will let you take a more active view of your players' development in training, and allow you to train players in new positions, for instance pushing a right back into a right winger.
- Match Sharpness - This is an entirely new attribute that controls how well your players will perform in "crucial moments" - presumably, alongside fitness levels, this could result in a higher need for squad rotation.
- Active Training - Tied into Match Sharpness, you'll be able to organise group training sessions that improve players' sharpness, including finishing or tackling training.
- Activity Management - Another Football Manager-like addition, this allows you to manage how much training and how much rest your team will get between matches, balancing Match Sharpness with morale and fitness.
- Enhanced Opposition AI - EA Sports says your computer-controller opponents will now act more intelligently when attacking and defending, and make more "informed" decisions, in order to keep the game fresh.
- New Ways to Sign Players - Career will now offer Loan-to-Buy deals with optional or mandatory future transfer fees, as well as player swap proposals.
- Set-up Options - Before starting your Career, you'll be able to set elements that make the experience more or less realistic, including 'Authentic Transfers' (no specifics on that as yet), or getting a cash injection through a Financial Takeover.