Nintendo Confirms It Has New Hardware Planned, But Offers Very Few Details
Ray Fisher Calls Ben Affleck’s Batman Return a Publicity Stunt in Justice League Investigation
Fisher appears to be stating that, following his announcement of the investigation, Warner Bros. quickly gave permission to Vanity Fair to publish its exclusive interview with The Flash director Andy Muschietti about Affleck’s return, which presumably was originally embargoed until the DC FanDome event that took place two days later. Fisher implies that the discussion generated around Affleck’s return would then act as a smokescreen for the more serious topic of discussion. This is Fisher’s latest point of contention against an investigation that he considers to not be taking the situation as seriously as required. A few days earlier, he posted to Twitter to state that the firm conducting the investigation has “avoided contacting key witnesses”.Unfortunately, the fake Frosty news with Jason wasn’t the only PR tactic used to distract from the seriousness of the JL situation.
Ben returning as Batman was clearly meant to be revealed at DC Fandome. I’ll give you one guess as to why @wbpictures likely jumped the gun. A>E pic.twitter.com/IvmOOnN97s — Ray Fisher (@ray8fisher) September 15, 2020
The case against WarnerMedia and Fisher’s allegations against Joss Whedon’s set on Justice League has been going for several weeks now, with the company denying the allegations. Fisher has also accused the investigation of not being independent. [widget path="global/article/imagegallery" parameters="albumSlug=justice-league-snyder-cut-all-the-known-differences-from-the-theatrical-version&captions=true"] [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer.Others (including an implicated individual that called me to apologize) have already been interviewed.
We will not let ANY investigator cherry-pick interviewees that best suit @wbpictures’ false narrative and scapegoating efforts. All with stories WILL be heard! A>E 2/2 — Ray Fisher (@ray8fisher) September 14, 2020
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Road To Guangdong Review – Journey To Nowhere
There are only two radio channels in the slice-of-life driving simulator, Road to Guangdong--one plays some blend of milquetoast "oriental" music, while the other broadcasts more upbeat and decidedly modern synthwave-inspired melodies. It's this gulf between the two genres that also seems to inspire one of the few highlights behind Road to Guangdong: the light-hearted ribbing between you and your Guu Ma--the Chinese honorific for aunts--as you embark on a road trip together. The elderly Guu Ma's disdain for the pulsating grooves of electronic music means she will always try to change the radio channel back to the vaguely Guangdong-esque music she's more familiar with, after much grumbling about the unrefined state of modern music. You can, of course, flip the channel back again, if only to annoy her--and cackle at her exasperation as she reaches out to change the music once again.
While this small interaction is mildly amusing, it doesn't sustain the game's novelty for long. Road to Guangdong is a long-winding, exhausting ride--and I don't mean in terms of hours. Not only is its pacing extremely sluggish, its characters' minimalist expressions are also overly mechanical and too limited in their range to convey any emotion--an unfortunate design choice that only brings more attention to the game's flat, lacklustre dialogues. This is made more apparent when Guu Ma occasionally sprinkles some canned advice over the course of your endless drives, one of which is a recurring suggestion to change your radio channel. But why would you suggest that, Guu Ma, if the only other option is these trance-like bangers you hate so much?
Continue Reading at GameSpotRoad To Guangdong Review – Journey To Nowhere
There are only two radio channels in the slice-of-life driving simulator, Road to Guangdong--one plays some blend of milquetoast "oriental" music, while the other broadcasts more upbeat and decidedly modern synthwave-inspired melodies. It's this gulf between the two genres that also seems to inspire one of the few highlights behind Road to Guangdong: the light-hearted ribbing between you and your Guu Ma--the Chinese honorific for aunts--as you embark on a road trip together. The elderly Guu Ma's disdain for the pulsating grooves of electronic music means she will always try to change the radio channel back to the vaguely Guangdong-esque music she's more familiar with, after much grumbling about the unrefined state of modern music. You can, of course, flip the channel back again, if only to annoy her--and cackle at her exasperation as she reaches out to change the music once again.
While this small interaction is mildly amusing, it doesn't sustain the game's novelty for long. Road to Guangdong is a long-winding, exhausting ride--and I don't mean in terms of hours. Not only is its pacing extremely sluggish, its characters' minimalist expressions are also overly mechanical and too limited in their range to convey any emotion--an unfortunate design choice that only brings more attention to the game's flat, lacklustre dialogues. This is made more apparent when Guu Ma occasionally sprinkles some canned advice over the course of your endless drives, one of which is a recurring suggestion to change your radio channel. But why would you suggest that, Guu Ma, if the only other option is these trance-like bangers you hate so much?
Continue Reading at GameSpotVampire: The Masquerade – Shadows Of New York Review
The set-up for Vampire: The Masquerade - Shadows of New York, the second V:TM visual novel following last year's Coteries of New York, is irresistible. The protagonist, Julia, is a newly turned vampire whose life as a struggling freelance investigative journalist is now thankfully behind her. But instead of living a glamorous, exciting vampire existence, she essentially becomes a glorified immigration officer, overseeing vampire movement in and out of New York. It's a rather drab existence until her background as a journalist gifts her an opportunity to head up an investigation concerning the locked-room murder of a high-profile vampire, and her future within New York's vampiric society will depend on whether she's able to solve the crime.
In practice, Shadows of New York is less exciting than this premise indicates. There's a murder, yes, and Julia has to solve it. But you, the player, are barely involved. This is a five-hour visual novel that's very low on meaningful choice and consequence, and while there will be some differences and unique elements to different playthroughs, your impact on the investigation is negligible. But even though it's light on player input, Shadows of New York is an entertaining visual novel for the most part, with an interesting central character, solid script, and strong presentation.

Shadows of New York is somewhere between a self-contained spin-off and a direct sequel to Coteries of New York. Julia and a few other characters are new, but most of the main cast carries over directly from that first game, including the murder victim. The main thrust of Shadows of New York's story involves meeting with the four characters who you could choose to serve in the first game's titular coterie, all of whom have some insight into the case and what happened… kind of. In truth, the investigation into the murder never really coheres into a satisfying whodunnit--you spend most of your time reading text that's projected over animated backgrounds and character portraits, and occasionally you get to make a choice about what Julie says or does next. However, these don't lead to meaningful consequences, with most of the major reveals happening right near the end. None of them are particularly surprising either.
Continue Reading at GameSpotVampire: The Masquerade – Shadows Of New York Review
The set-up for Vampire: The Masquerade - Shadows of New York, the second V:TM visual novel following last year's Coteries of New York, is irresistible. The protagonist, Julia, is a newly turned vampire whose life as a struggling freelance investigative journalist is now thankfully behind her. But instead of living a glamorous, exciting vampire existence, she essentially becomes a glorified immigration officer, overseeing vampire movement in and out of New York. It's a rather drab existence until her background as a journalist gifts her an opportunity to head up an investigation concerning the locked-room murder of a high-profile vampire, and her future within New York's vampiric society will depend on whether she's able to solve the crime.
In practice, Shadows of New York is less exciting than this premise indicates. There's a murder, yes, and Julia has to solve it. But you, the player, are barely involved. This is a five-hour visual novel that's very low on meaningful choice and consequence, and while there will be some differences and unique elements to different playthroughs, your impact on the investigation is negligible. But even though it's light on player input, Shadows of New York is an entertaining visual novel for the most part, with an interesting central character, solid script, and strong presentation.

Shadows of New York is somewhere between a self-contained spin-off and a direct sequel to Coteries of New York. Julia and a few other characters are new, but most of the main cast carries over directly from that first game, including the murder victim. The main thrust of Shadows of New York's story involves meeting with the four characters who you could choose to serve in the first game's titular coterie, all of whom have some insight into the case and what happened… kind of. In truth, the investigation into the murder never really coheres into a satisfying whodunnit--you spend most of your time reading text that's projected over animated backgrounds and character portraits, and occasionally you get to make a choice about what Julie says or does next. However, these don't lead to meaningful consequences, with most of the major reveals happening right near the end. None of them are particularly surprising either.
Continue Reading at GameSpot