Yearly Archives: 2020

Saints Row 4: Re-Elected Officially Announced for Switch

Saints Row 4 : Re-Elected, the curren-gen port of the 2013 Superhero-President-Sandbox game, has been announced for Switch by Deep Silver. The new release, which will launch in both physical and digital formats on Nintendo Switch, will land on March 27 and include 25 pieces of DLC as well as the main game. [ignvideo url="https://www.ign.com/videos/2015/01/19/saints-row-4-re-elected-review"] Included among that huge pile of DLC are the two major story expansions, Enter The Dominatrix and How The Saints Save Christmas, as well as content packs such as the Dubstep Gun (Remix) pack and the Commander-In-Chief pack, which add new weapons and outfits to the game. [poilib element="commerceCta" json="%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F02%2F04%2Fsaints-row-iv-reelected1580837025701.jpg%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F02%2F04%2Fsaints-row-iv-reelected1580837025701_%7Bsize%7D.jpg%22%2C%22id%22%3A%225e39a8a7e4b035b46686dee8%22%7D%2C%22url%22%3A%22http%3A%2F%2Fr.zdbb.net%2Fu%2Fbn95%22%2C%22title%22%3A%22Saints%20Row%204%3A%20Re-Elected%20(Switch)%22%2C%22store%22%3A%22Amazon%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D"] As well as the main campaign, which sees your Saint take on the role as the President of the United States AND gain superhuman powers while also fending off an alien invasion, other key elements make their way to the Switch port, including an improved version of the drop-in, drop-out co-op the series is known for. [widget path="global/article/imagegallery" parameters="legacyId=20024000&captions=true"] Our review of the original Saints Row 4 awarded the game a 7.3, noting that the game feels like “enabling god-like cheat codes in Saints Row The Third and going nuts,” while our Re-Elected updated review pushed that score up to 7.8. Our own Jeremy Azevedo also argues that Saints Row 4 is the best sandbox game of all time. If you agree with him, then this Switch port is likely made for you. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. You can follow him on Twitter

Fast and Furious 9 Director Explains Why Han Is Back

Fast and Furious 9 director, Justin Lin, has explained why he’s acting on the popular #JusticeForHan fan campaign and bringing back character Han Lue from the dead. The latest trailer for Fast 9 revealed the shocking return of Han, who was seemingly killed in Fast and Furious: Tokyo Drift. Lin has decided to bring the character back to set certain things straight. [ignvideo url="https://www.ign.com/videos/2020/02/02/f9-fast-and-furious-9-big-game-spot"] “Han means so much to me because he was a character before Fast & Furious,” Lin told Total Film magazine. Han was a character in Better Luck Tomorrow, a film Lin worked on before the Fast movies. It was at a 15th anniversary screening of that movie where Lin learned about the #JusticeForHan hashtag campaign. “Somebody asked me about Han and [Deckard] Shaw,” says Lin. “I was like: ‘Wait, what? Shaw is at the barbecue in 8?’ [laughs] Really, I was so confused. One of the big reasons to come back was I felt like we needed to correct something.” Played by Sung Kang, Han was a part of Fast 6 due to the film being set before Tokyo Drift. That story revealed that Han was killed by Jason Statham’s Deckard Shaw, who was seen looking pretty cosy at Dom’s barbecue at the end of Fast 8. Many fans dislike that Shaw has become close with the crew considering his role in Han’s death, and so Fast 9 will hopefully set the score right. [widget path="global/article/imagegallery" parameters="albumSlug=f9-character-posters&captions=true"] You can check out the teaser poster for F9, as well as the first trailer. Don’t expect to get any answers about Han until the film opens, though, as its being kept a closely guarded secret. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. You can follow him on Twitter

Get a First Look at Anthony Mackie in Altered Carbon Season 2

Altered Carbon Season 2, produced by Skydance, is needlecasting its way back to Netflix on February 27, 2020, continuing the cyberpunk adventures of Takeshi Kovacs - only this time, he's wearing an Anthony Mackie Sleeve instead of the Joel Kinnaman edition we met in Season 1. If you can't wait for the premiere, you're in luck - IGN has an exclusive first look at Mackie's debut as Kovacs in the video below: [ignvideo url="https://www.ign.com/videos/2020/02/04/altered-carbon-season-2-exclusive-first-look-at-anthony-mackie-as-takeshi-kovacs"] Back in Season 1, we learned that Sleeves can be upgraded with unique traits that can make them more proficient in combat (if you have the cash and connections, anyway). Judging by the first-look teaser trailer above, it appears that Mackie's Takeshi has the ability to call his guns to his hands at will, which we're betting will come in handy, given all the trouble he seems to get himself into. Mackie himself is no stranger to action, having been a mainstay in the Marvel Cinematic Universe for years, and he'll soon star in the upcoming The Falcon and The Winter Soldier series, which is set to debut on Disney+ in August. Here's how Netflix describes Season 2 of Altered Carbon: "Season 2 finds Takeshi Kovacs (Anthony Mackie), the lone surviving soldier of a group of elite interstellar warriors, continuing his centuries-old quest to find his lost love Quellcrist Falconer (Renée Elise Goldsberry). After decades of planet-hopping and searching the galaxy, Kovacs finds himself recruited back to his home planet of Harlan’s World with the promise of finding Quell. Haunted by his past and responsible for investigating a series of brutal murders, Kovacs is stunned to discover his new mission to solve the crime and his pursuit to find Quell are one and the same. With the help of his loyal A.I. Poe (Chris Conner), Kovacs must now partner with new allies to outwit his enemies and find the truth: Who is Quellcrist Falconer?" We also have exclusive images from Season 2 featuring more of Mackie as Takeshi Kovacs, Chris Conner as Poe, and new cast addition Simone Missick as Trepp, in the gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=altered-carbon-season-2-gallery&captions=true"]  Other prominent characters featured in the teaser are the original Kovacs, played by Will Yun Lee; and Quellcrist Falconer (Renée Elise Goldsberry) herself. If you're in need of a refresher, Falconer is Takeshi's centuries-old former lover, who also created Stack technology and was the leader of the rebellion that sought to end the reign of the Meths -- wealthy individuals who can live forever by re-sleeving into new bodies. We'll see if Tak and Quell's paths are destined to cross again when Altered Carbon returns on February 27. [poilib element="accentDivider"] David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He's also the TV Editor for IGN. Say hi on Twitter.

Dreams: Early Access Players Will Unlock Full Game Early

Dreams will get its full release on February 14, but those who bought the Early Access version will get the full package three days earlier. Speaking to IGN, developer Media Molecule confirmed that it will upgrade all Early Access players at 12pm UK time (that's 4am Pacific / 7am Eastern / 11pm AEDT) on the 11th. The biggest addition to the existing version of Dreams is Art's Dream, a new game from Media Molecule that encompasses point 'n' click, platforming, shooting and more. We've played Art's Dream, and you can watch it in action and read our thoughts right now in our exclusive preview of the game. [ignvideo url="https://www.ign.com/videos/2020/02/04/explaining-arts-dream-the-story-mode-inside-dreams"] Budding designers will also get access to Art's Dream creator kits, which include sets of noir, sci-fi and fantasy creations made by Media Molecule, all of which can be used in your own projects. The update will also add two other creator kits: Welcome Home (based on the game's Homespace) and Ancient Temple. The update will also include a new introduction to Dreams, and "quite a few" new tutorials and how-to videos, so you can sharpen your creation skills. A new UI update will also make it easier to browse and search for other players' created content. That comes alongside some tweaks to the creation tools themselves, bug fixes and general polish. If you haven't played since the beginning of early access, you'll probably find a lot more has changed - Media Molecule estimates it's made over 18,000 changes since relese. [ignvideo url="https://uk.ign.com/videos/2019/02/21/dreams-see-whats-possible-in-30-minutes"] If you're still a little unclear on exactly what Dreams is, well, that's understandable, because it can kind of be anything. People have already created a Cyberpunk 2077 demake, PS5 concept designs, and an unbelievable recreation of an English cooked breakfast using it. If you want to see how, we've got a video that shows you what can be done in just 30 minutes with its tools, and the intrepid Simon Cardy has reported on his first hours with it, proving how Dreams can even make being bad at it fun. [poilib element="accentDivider"] Joe Skrebels is IGN's UK Deputy Editor, and you should play Haus of Bevis when you get Dreams. Follow him on Twitter.

The Rhythm Section is Now Worst Ever Box Office Debut in Wide Release

The Rhythm Section, the new thriller from the producers of James Bond starring Blake Lively and Jude Law, has set records for the worst ever box office debut performance for a film with a wide release. The movie opened on over 3000 screens and took just $2.8m in its US domestic opening weekend. The film also opened in the UK and India where it too failed to make a mark. Part of this dismal start is almost certainly down to negative reviews (it currently holds 31% on Rotten Tomatoes), despite critics noting Blake Lively’s strong performance. [ignvideo url="https://www.ign.com/videos/2020/02/03/no-time-to-die-big-game-spot"] This means The Rhythm Section overtakes Hoot - which earned $3.4m in its opening weekend in 2006 - as the worst wide-release US domestic debut ever. Hoot, a film about a children saving a burrowing owl habitat from destruction, was made for $15m. In comparison, The Rhythm Section was made on a much larger $50m budget. Deadline’s sources claim that the film is set to lose between $30-40m. In a statement to Deadline, producers Barbara Broccoli and Michael Wilson - the longtime production duo behind the James Bond series - said “We are obviously disappointed with the box office, but proud of Reed and our movie and the overwhelmingly positive reaction to Blake’s performance.” [widget path="global/article/imagegallery" parameters="albumSlug=the-next-james-bonds-who-never-played-007&captions=true"] Unlikely to suffer the same fate is Broccoli and Wilson’s next film, No Time To Die. The 25th James Bond film will feature a Hans Zimmer score and title theme by Billie Eilish, and will be Daniel Craig’s last in the role of 007. Don’t expect Craig to swap from spy to director, though, nor should you expect the next Bond to be a woman. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. You can follow him on Twitter

PS5 Price Is a ‘Balancing Act,’ May Be Influenced by Xbox Series X Price

Sony hasn't fully decided on a price for the PlayStation 5 yet. It seems this is in part due to wanting to see how its competition, the Xbox Series X, is priced, as well as a number of other monetary factors.

Sony had its Q3 earnings call this week during which it was announced that the PS4 just had its lowest Christmas sales period. In total 6.1 million units were sold during Christmas 2019, compared to 8.1 million units sold in Christmas 2018.

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Chief financial officer, Hiroki Totoki, stated he intends to ensure a "smooth transition" for Sony from the PS4 to PS5. But he was questioned on how he will do this and asked which costs Sony can control. And the answer is...complicated when it comes to how Sony will price the PS5. Totoki said:

"First we must absolutely control the labor cost the personnel cost. It must be controlled. And it leads to what should be recognized as a cost. We will definitely control that. And the initial ramp-up, how much can we prepare, initially we will work on the production and the sales and we will have to prepare the right volume as we launch this.

"What is not very clear or visible, it's because we are competing in the space. So it's very difficult to discuss anything about the price at this point of time. And depending upon the price level, we may have to determine the promotion that we are going to deploy and how much cost we are prepared to pay. So it's a question of balance.

"And because it's a balancing act, it's very difficult to say anything concrete at this point of time. But when I said a smooth transition, we mean that we will definitely choose the optimal approach, and that we would try to have the best balance, so that, we will be profitable in the life -- during, the life of this product."

[ignvideo url="https://www.ign.com/videos/2019/04/24/guessing-the-ps5s-price-beyond-episode-588"]

Totoki notes that, given PlayStation 5 is competing with the Xbox Series X, which has also yet to be given it a price, it's "very difficult to discuss anything" in relation to price without tipping the company's hand. Whether this means Sony will wait until Xbox announces price first, or the company ultimately decides to announce a price first is unclear, but for now the approach suggests Sony is willing to wait on this announcement.

However, Totoki's statements also imply that the pricing, which apparently is not set in stone, will also factor into the level of promotion needed to sell the PS5.

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Sony will be helping its players transition to its next-gen console, too, with the PS5's backwards compatibility allowing PS4 games to be played on it. Microsoft is promising the same, Xbox Series X backwards compatibility available at launch and able to play all Xbox One games on day one. The fact that both next-gen consoles will have backwards compatibility at launch is a first, and it's a big deal.

[poilib element="accentDivider"] Editor's note: This article has been updated to reflect the full comments given during Sony's earnings call in regard to price.

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

PlatinumGames Would Love to Finish Scalebound With Microsoft’s Permission

PlatinumGames says it would love to finish making its cancelled action-RPG Scalebound one day but would need Microsoft's permission to do so.

Earlier this year, Platinum announced it was expecting to have a big 2020, partly due to the studio making a move towards self-publishing. Producer Atsushi Inaba spoke to Eurogamer.pt recently about this and was asked if being able to self-publish could mean Scalebound would one day be finished.

[ignvideo url="https://www.ign.com/videos/2017/01/09/scalebound-canceled"]

(The quotes below are translated by Google.)

"Again, it's a good question! But this was an intellectual property that belongs 100% to Microsoft," Inaba said.

"Whatever happens with this project, we can't really do anything with it unless Microsoft leaves us. But it's a game that we fall in love with and love, if the opportunity arises, it's something we would love to return to."

Scalebound was in development for Xbox One and PC at PlatinumGames from 2013 with Microsoft as its publisher until it was cancelled in 2017. It was to an action-RPG that, most notably, involved commanding a huge dragon in battle.

[widget path="global/article/imagegallery" parameters="albumSlug=the-wonderful-101-remastered-screenshots-dev-photos&captions=true"]

The future of Platinum seemed shaky after the cancellation but the studio has since gone from strength to strength. It's released huge hits Nier: Automata and Astral Chain, is bringing the Vanquish and Bayonetta double pack to modern consoles, and has now launched a successful Kickstarter to for a Wonderful 101 remaster.

On top of that, Platinum is also developing Bayonetta 3 and Babylon's Fall, though we still don't know when they'll be released.

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Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

PlatinumGames Would Love to Finish Scalebound With Microsoft’s Permission

PlatinumGames says it would love to finish making its cancelled action-RPG Scalebound one day but would need Microsoft's permission to do so.

Earlier this year, Platinum announced it was expecting to have a big 2020, partly due to the studio making a move towards self-publishing. Producer Atsushi Inaba spoke to Eurogamer.pt recently about this and was asked if being able to self-publish could mean Scalebound would one day be finished.

[ignvideo url="https://www.ign.com/videos/2017/01/09/scalebound-canceled"]

(The quotes below are translated by Google.)

"Again, it's a good question! But this was an intellectual property that belongs 100% to Microsoft," Inaba said.

"Whatever happens with this project, we can't really do anything with it unless Microsoft leaves us. But it's a game that we fall in love with and love, if the opportunity arises, it's something we would love to return to."

Scalebound was in development for Xbox One and PC at PlatinumGames from 2013 with Microsoft as its publisher until it was cancelled in 2017. It was to an action-RPG that, most notably, involved commanding a huge dragon in battle.

[widget path="global/article/imagegallery" parameters="albumSlug=the-wonderful-101-remastered-screenshots-dev-photos&captions=true"]

The future of Platinum seemed shaky after the cancellation but the studio has since gone from strength to strength. It's released huge hits Nier: Automata and Astral Chain, is bringing the Vanquish and Bayonetta double pack to modern consoles, and has now launched a successful Kickstarter to for a Wonderful 101 remaster.

On top of that, Platinum is also developing Bayonetta 3 and Babylon's Fall, though we still don't know when they'll be released.

[poilib element="accentDivider"]

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

YouTube Earned $15 Billion in 2019

For the first time ever, Google's parent company Alphabet has publicly shared YouTube advertising revenue results. The information was included in earning reports for the 2019 financial year. Alphabet revealed that YouTube earned just over $15 billion dollars in ad revenue in 2019. Reported by Variety, YouTube's yearly revenue has nearly doubled since 2017 and increased 36% from 2018. Alphabet reported that YouTube earned $11.6 billion in 2018 and $8.15 billion in 2017. [ignvideo url="https://www.ign.com/videos/2019/12/16/pewdiepie-takes-a-break-from-youtube-ign-now"] Further, YouTube's 2019 financial report revealed that the video service earned $4.72 billion in Q4 2019, a 31% increase from the prior year. Alphabet also shared financial reports for Google Search and Google Cloud, which earned $27.19 billion and $2.61 billion respectively in Q4 2019. Overall revenue for all Alphabet companies in Q4 2019 came in at an impressive $46.08 billion, falling short of Wall Street’s expected $46.9 billion. "I’m really pleased with our continued progress in Search and in building two of our newer growth areas," said Alphabet and Google CEO Sundar Pichai. "YouTube, already at $15 billion in annual ad revenue, and Cloud, which is now on a $10 billion revenue run rate." YouTube's tremendous growth is likely due, in part, to the recent popularity of streaming and esports. In late January, Activision Blizzard announced that all of its esports broadcasts would air exclusively on YouTube. This means that some of the biggest competitive matchups for games, like Overwatch and Call of Duty, can only be streamed on YouTube. Are you surprised YouTube earned so much in 2019? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.

YouTube Earned $15 Billion in 2019

For the first time ever, Google's parent company Alphabet has publicly shared YouTube advertising revenue results. The information was included in earning reports for the 2019 financial year. Alphabet revealed that YouTube earned just over $15 billion dollars in ad revenue in 2019. Reported by Variety, YouTube's yearly revenue has nearly doubled since 2017 and increased 36% from 2018. Alphabet reported that YouTube earned $11.6 billion in 2018 and $8.15 billion in 2017. [ignvideo url="https://www.ign.com/videos/2019/12/16/pewdiepie-takes-a-break-from-youtube-ign-now"] Further, YouTube's 2019 financial report revealed that the video service earned $4.72 billion in Q4 2019, a 31% increase from the prior year. Alphabet also shared financial reports for Google Search and Google Cloud, which earned $27.19 billion and $2.61 billion respectively in Q4 2019. Overall revenue for all Alphabet companies in Q4 2019 came in at an impressive $46.08 billion, falling short of Wall Street’s expected $46.9 billion. "I’m really pleased with our continued progress in Search and in building two of our newer growth areas," said Alphabet and Google CEO Sundar Pichai. "YouTube, already at $15 billion in annual ad revenue, and Cloud, which is now on a $10 billion revenue run rate." YouTube's tremendous growth is likely due, in part, to the recent popularity of streaming and esports. In late January, Activision Blizzard announced that all of its esports broadcasts would air exclusively on YouTube. This means that some of the biggest competitive matchups for games, like Overwatch and Call of Duty, can only be streamed on YouTube. Are you surprised YouTube earned so much in 2019? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.