Court Rules Apple Doesn’t Have to ‘Immediately Reinstate’ Fortnite

Apple has taken an early victory in its legal battle with Epic Games, as the court ruled it doesn't have to "immediately reinstate" Fortnite on its App Store. As reported by Bloomberg, U.S. District Judge Yvonne Gonzalez Rogers made the ruling late Monday night, but it wasn't a total loss for Epic Games as she also granted Epic's request for "a temporary order blocking Apple from limiting the game developer's ability to provide Unreal Engine, key graphics technology, for other apps." Rogers was very clear in saying that the case isn't a "slam dunk" for either Apple or Epic Games, and that these temporary ruling will not "dictate the final outcome of the litigation." There will be another hearing on September 28 to discuss a "longer-term solution." [ignvideo url="https://www.ign.com/videos/2020/08/13/apple-removes-fortnite-from-ios-app-store"] This legal battle between Apple and Epic Games began when Epic altered the price of Fortnite V-Bucks and implemented a new direct payment system that would get around Apple and Google's "exorbitant" app store fees. Shortly after, Fortnite was removed from both the Apple App Store and Google Play store, and Epic followed those moves by filing a complaint against both companies. Microsoft filed a statement in support of Epic, saying that "ensuring that Epic has access to the latest Apple technology is the right thing for gamer developers & gamers," as the Unreal Engine is used by many developers, Microsoft included. [widget path="global/article/imagegallery" parameters="albumSlug=games-that-came-back-from-the-brink-of-disaster&captions=true"] This decision by the courts is an unfortunate one for Fortnite players on iOS devices, as Fortnite's Chapter 2, Season 4 will launch on August 27 and will lock out those iPhone and iPad players who won't be able to update the game. [poilib element="accentDivider"] 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.

Multiple Lab Zero Games Employees Resign Following Studio Head’s Behavior

Multiple Lab Zero Games employees have resigned from the developer behind such games as Skullgirls and Indivisible following inappropriate behavior and abuse from its studio head Mike "MikeZ" Zaimont. Zaimont was previously accused of making two employees "uncomfortable with demeaning and sexually suggestive comments" and, on July 3, 2020, Lab Zero Games Tweeted that it would make a "full statement soon" on the allegations. This statement never happened, and now multiple Lab Zero Games employees have resigned and are speaking up against the abuse that occurred at the studio. Former lead animator and art director Mariel Cartwright called Mike a "close friend and coworker for 10 years," and tried to be as "understanding as any friend could by trying to listen to his side, always being willing to talk things through." However, following the "widely-criticized racist joke and then the inappropriate DMs and other stories, Cartwright and the team started speaking up. "What we realized was that there was a pattern of behavior that I don't think we had fully understood until then," Cartwright wrote. "A pattern of hostility, insults, threats, lying, and harassment that many on our team had not openly shared with each other before." Zaimont was approached about his behavior multiple times, but he'd "say we were being unfair and would threaten to quit - which would jeopardize our projects, and so people would back down. He's also outright told us that he can't and won't change." Former senior animator Jonathan Kim also resigned from Lab Zero Games after 8 years and described how the "goal for Lab Zero was to become an employee-owned company, where everyone would have the equity and the workers would enjoy the benefits of their work." This goal was never reached, and Zaimont became 100% owner in March 2020. Groundwork for giving all employees equity was in process until Zaimont's issues in June 2020, when the team began an internal investigation and "soon realized that Mike's behavior wasn't just scattered incidents, but actually systemic signs of his overall behavior and attitude as an individual." Kim explained that "almost every employee had a story where Mike abused his position of power to put his coworkers in uncomfortable stressful situations for years, which include: frequently mentioning his genitals, forcing unwanted physical contact, making sexual comments about himself or about employee's bodies, insulting coworkers privately or openly in front of other coworkers, or using very personal details to threaten or demean coworkers when they didn't go along with what he wanted or act in a way he wished." Former artist Brian "EU03" Jun wrote how, due to Zaimont being the sole owner of Lab Zero Games, it was very difficult to remove him from the company. Zaimont had entered negotiations for terms of separation while he was on administrative leave, but his terms "were unrealistically high and event potentially illegal to force onto the company and employees." Lab Zero's board rejected his proposal, and Zaimont "reversed his stance and said he will not leave the company. He also removed all members of the board to assume full control of Lab Zero Games." He then, to the shock of Lab Zero's employees, tried to re-engage in negotiations with mostly the same terms just a few days later. These decisions by Zaimont, and the many allegations of abuse detailed above, caused these employees to resign and speak up about their experiences. [poilib element="accentDivider"] 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.

Multiple Lab Zero Games Employees Resign Following Studio Head’s Behavior

Multiple Lab Zero Games employees have resigned from the developer behind such games as Skullgirls and Indivisible following inappropriate behavior and abuse from its studio head Mike "MikeZ" Zaimont. Zaimont was previously accused of making two employees "uncomfortable with demeaning and sexually suggestive comments" and, on July 3, 2020, Lab Zero Games Tweeted that it would make a "full statement soon" on the allegations. This statement never happened, and now multiple Lab Zero Games employees have resigned and are speaking up against the abuse that occurred at the studio. Former lead animator and art director Mariel Cartwright called Mike a "close friend and coworker for 10 years," and tried to be as "understanding as any friend could by trying to listen to his side, always being willing to talk things through." However, following the "widely-criticized racist joke and then the inappropriate DMs and other stories, Cartwright and the team started speaking up. "What we realized was that there was a pattern of behavior that I don't think we had fully understood until then," Cartwright wrote. "A pattern of hostility, insults, threats, lying, and harassment that many on our team had not openly shared with each other before." Zaimont was approached about his behavior multiple times, but he'd "say we were being unfair and would threaten to quit - which would jeopardize our projects, and so people would back down. He's also outright told us that he can't and won't change." Former senior animator Jonathan Kim also resigned from Lab Zero Games after 8 years and described how the "goal for Lab Zero was to become an employee-owned company, where everyone would have the equity and the workers would enjoy the benefits of their work." This goal was never reached, and Zaimont became 100% owner in March 2020. Groundwork for giving all employees equity was in process until Zaimont's issues in June 2020, when the team began an internal investigation and "soon realized that Mike's behavior wasn't just scattered incidents, but actually systemic signs of his overall behavior and attitude as an individual." Kim explained that "almost every employee had a story where Mike abused his position of power to put his coworkers in uncomfortable stressful situations for years, which include: frequently mentioning his genitals, forcing unwanted physical contact, making sexual comments about himself or about employee's bodies, insulting coworkers privately or openly in front of other coworkers, or using very personal details to threaten or demean coworkers when they didn't go along with what he wanted or act in a way he wished." Former artist Brian "EU03" Jun wrote how, due to Zaimont being the sole owner of Lab Zero Games, it was very difficult to remove him from the company. Zaimont had entered negotiations for terms of separation while he was on administrative leave, but his terms "were unrealistically high and event potentially illegal to force onto the company and employees." Lab Zero's board rejected his proposal, and Zaimont "reversed his stance and said he will not leave the company. He also removed all members of the board to assume full control of Lab Zero Games." He then, to the shock of Lab Zero's employees, tried to re-engage in negotiations with mostly the same terms just a few days later. These decisions by Zaimont, and the many allegations of abuse detailed above, caused these employees to resign and speak up about their experiences. [poilib element="accentDivider"] 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.

PS5 DualSense Patent Suggests Next-Gen Controller Could Detect Users

A recently approved PS5 DualSense patent suggests that Sony's next-gen controller may one day be able to identify specific users simply by how they are holding it. As reported by SegmentNext (via VGC), this patent describes a system that would use DualSense's sensors, including its gyroscope and accelerometer, to gather telemetry data to track the controller's position, orientation, and properties "such as the maximum velocity, minimum velocity or mean velocity of the controller for a given time, such as 60 seconds for example." If a match is found by the controller, it would prompt the user to accept or reject the detected profile. This patent looks to solve the issue of having to manually log into multiple accounts and provide a more seamless experience. [ignvideo url="https://www.ign.com/videos/2020/06/12/ps5-reveal-event-in-5-minutes"] This patent isn't strictly limited to the DualSense, however, as it also indicates this technology could work with other devices like the DualShock controller, Move Motion controllers, PSVR Headset, and more. It's important to note that patents are filed by companies all the time, and this specific filing does not guarantee this will make it to PS5 owners around the world. Other recent patents filed by Sony include one that gives a glimpse of what the PS5 UI could look like, an AI tool that could help players if they are stuck in a game, a cloud system to play PS1, PS2, and PS3 games, and more. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"] [poilib element="accentDivider"] 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.

PS5 DualSense Patent Suggests Next-Gen Controller Could Detect Users

A recently approved PS5 DualSense patent suggests that Sony's next-gen controller may one day be able to identify specific users simply by how they are holding it. As reported by SegmentNext (via VGC), this patent describes a system that would use DualSense's sensors, including its gyroscope and accelerometer, to gather telemetry data to track the controller's position, orientation, and properties "such as the maximum velocity, minimum velocity or mean velocity of the controller for a given time, such as 60 seconds for example." If a match is found by the controller, it would prompt the user to accept or reject the detected profile. This patent looks to solve the issue of having to manually log into multiple accounts and provide a more seamless experience. [ignvideo url="https://www.ign.com/videos/2020/06/12/ps5-reveal-event-in-5-minutes"] This patent isn't strictly limited to the DualSense, however, as it also indicates this technology could work with other devices like the DualShock controller, Move Motion controllers, PSVR Headset, and more. It's important to note that patents are filed by companies all the time, and this specific filing does not guarantee this will make it to PS5 owners around the world. Other recent patents filed by Sony include one that gives a glimpse of what the PS5 UI could look like, an AI tool that could help players if they are stuck in a game, a cloud system to play PS1, PS2, and PS3 games, and more. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"] [poilib element="accentDivider"] 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.

Next Stop Nowhere Review – Bugs On The Windshield

Next Stop Nowhere gets off to a promising start. You play as Beckett, a sci-fi courier who pilots a spacecraft and is best friends with an AI program. While visiting a bar, he meets Serra, and gets embroiled in her family drama when he learns that she’s trying to track down her wayward thief son before the authorities can get to him. The game is framed as a sort-of road trip through space, where the choices you make will change how the story plays out. At first, the charming characters and intriguing plot are enough to pull you from one location to the next. But unfortunately, a lack of meaningful consequence and a plethora of horrific bugs make for a trip not worth taking.

Next Stop Nowhere is, by design, a very simple game. You guide Beckett by touching where you want him to go, and the points you can interact with in each map are highlighted with big white circles. There are, essentially, no puzzles--moving forward is simply a matter of interacting with every object signposted in a room, and it’s all but impossible to get stuck. It’s a slightly awkward control system, as I found that Beckett often did not go where I wanted. There are also a handful of sections where you fly your ship through dangerous areas, piloting it with simple touch controls between floating debris and avoiding other ships that try to ram you. These sections offer some variety, although there are only a few of them. Judging the distance between your ship and the objects you’re trying to avoid is difficult and the degree of control you are offered is quite limited, but they’re also the best indicator the game gives of the vastness of the space you’re exploring--each of the game’s locations is otherwise very small.

No Caption Provided

This is an adventure game that focuses largely on the choices you make, and how (or whether) they impact the story. Choices rarely have huge ramifications, and I never found myself having to think about what to do for long. Most decisions boil down to dialogue responses to things other characters say, and framing what sort of relationship you want Beckett and Serra to have. A few of the choices you have to make are framed as though they have major implications within the story, like if you should wipe a robot’s memory or try to reprogram it to be nicer, or whether you should hold a character captive or let them go after they hack into your ship’s computer. However, by the time the credits roll, most of these decisions end up feeling inconsequential to how things played out--if they factored in at all.

Continue Reading at GameSpot

Next Stop Nowhere Review – Bugs On The Windshield

Next Stop Nowhere gets off to a promising start. You play as Beckett, a sci-fi courier who pilots a spacecraft and is best friends with an AI program. While visiting a bar, he meets Serra, and gets embroiled in her family drama when he learns that she’s trying to track down her wayward thief son before the authorities can get to him. The game is framed as a sort-of road trip through space, where the choices you make will change how the story plays out. At first, the charming characters and intriguing plot are enough to pull you from one location to the next. But unfortunately, a lack of meaningful consequence and a plethora of horrific bugs make for a trip not worth taking.

Next Stop Nowhere is, by design, a very simple game. You guide Beckett by touching where you want him to go, and the points you can interact with in each map are highlighted with big white circles. There are, essentially, no puzzles--moving forward is simply a matter of interacting with every object signposted in a room, and it’s all but impossible to get stuck. It’s a slightly awkward control system, as I found that Beckett often did not go where I wanted. There are also a handful of sections where you fly your ship through dangerous areas, piloting it with simple touch controls between floating debris and avoiding other ships that try to ram you. These sections offer some variety, although there are only a few of them. Judging the distance between your ship and the objects you’re trying to avoid is difficult and the degree of control you are offered is quite limited, but they’re also the best indicator the game gives of the vastness of the space you’re exploring--each of the game’s locations is otherwise very small.

No Caption Provided

This is an adventure game that focuses largely on the choices you make, and how (or whether) they impact the story. Choices rarely have huge ramifications, and I never found myself having to think about what to do for long. Most decisions boil down to dialogue responses to things other characters say, and framing what sort of relationship you want Beckett and Serra to have. A few of the choices you have to make are framed as though they have major implications within the story, like if you should wipe a robot’s memory or try to reprogram it to be nicer, or whether you should hold a character captive or let them go after they hack into your ship’s computer. However, by the time the credits roll, most of these decisions end up feeling inconsequential to how things played out--if they factored in at all.

Continue Reading at GameSpot

Powerpuff Girls Live-Action TV Series in Development at The CW

A new live-action version of Cartoon Network's The Powerpuff Girls is in development at The CW. As reported by Variety, this new version of the classic series sees the Powerpuff Girls as "disillusioned twentysomethings who resent having lost their childhood to crime fighting. Will they agree to reunite now that the world needs them more than ever?" This new project is from writers and executive producers Heather Regnier and Diablo Cody. Regnier has worked on the recent Veronica Mars revival, iZombie, and Sleepy Hollow, while Cody is best known for writing Juno, where she won the Academy Award for best original screenplay in 2008. She also worked on Jennifer's Body and Young Adult. [ignvideo url="https://www.ign.com/videos/2016/02/11/the-powerpuff-girls-return-clip-i-am-not-a-princess"] Warner Bros. Television will produce the series, and Greg Berlanti, Sarah Schechter, and David Madden will executive produce via Berlanti Productions. The Powerpuff Girls ran for six seasons and 78 episodes between 1998 and 2005. It was created by Craig McCracken, and was the tale of Blossom, Bubbles, and Buttercup, who were created when Professor Utonium combined "sugar, spice, and everything nice with the mysterious Chemical X." The Powerpuff Girls Movie was released in 2002, and a reboot of the series aired on Cartoon Network in 2016. [widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-adult-cartoon-tv-series&captions=true"] [poilib element="accentDivider"] 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.

Powerpuff Girls Live-Action TV Series in Development at The CW

A new live-action version of Cartoon Network's The Powerpuff Girls is in development at The CW. As reported by Variety, this new version of the classic series sees the Powerpuff Girls as "disillusioned twentysomethings who resent having lost their childhood to crime fighting. Will they agree to reunite now that the world needs them more than ever?" This new project is from writers and executive producers Heather Regnier and Diablo Cody. Regnier has worked on the recent Veronica Mars revival, iZombie, and Sleepy Hollow, while Cody is best known for writing Juno, where she won the Academy Award for best original screenplay in 2008. She also worked on Jennifer's Body and Young Adult. [ignvideo url="https://www.ign.com/videos/2016/02/11/the-powerpuff-girls-return-clip-i-am-not-a-princess"] Warner Bros. Television will produce the series, and Greg Berlanti, Sarah Schechter, and David Madden will executive produce via Berlanti Productions. The Powerpuff Girls ran for six seasons and 78 episodes between 1998 and 2005. It was created by Craig McCracken, and was the tale of Blossom, Bubbles, and Buttercup, who were created when Professor Utonium combined "sugar, spice, and everything nice with the mysterious Chemical X." The Powerpuff Girls Movie was released in 2002, and a reboot of the series aired on Cartoon Network in 2016. [widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-adult-cartoon-tv-series&captions=true"] [poilib element="accentDivider"] 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.

New Nutty Professor Reboot in Development With Zodiac and Amazing Spider-Man Writer

A new Nutty Professor reboot is in the works and it's coming by way of Zodiac and Amazing Spider-Man writer James Vanderbilt. Vanderbilt will pen the script for this Nutty Professor reboot alongside William Sherak and Paul Neinstein of Project X Entertainment, as reported by Deadline. Project X Entertainment reportedly obtained the rights to The Nutty Professor, originally a 1960s movie starring Jerry Lewis. Many might know the franchise today however due to Eddie Murphy's 1990s reboot. [widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-comedies&captions=true"] Lewis' Nutty Professor centered around a professor who drinks a special potion that transforms him into a more handsome character, Buddy Love. Murphy's 90s reboot took it up a notch as the actor not only played the professor and Love, but five of the professor's family members. This 1996 movie was followed up by the 2000 sequel, The Nutty Professor II: The Klumps. Not much else is known about this reboot as it appears to be in the very early stages of development. Vanderbilt is best known as the writer for 2007's Zodiac and 2012's The Amazing Spider-Man. He and the rest of Project X are quickly becoming known as a company with its sights set on reboots. It was announced earlier this year that Project X would reboot Scream with Ready or Not directors Matt Bettinelli-Olpin and Tyler Gillet set to direct. [ignvideo url="https://www.ign.com/videos/2018/02/18/7-great-comedies-that-critics-hated"] This news of a Nutty Professor reboot is the first time in years that a new Nutty Professor movie has made the rounds. In 2008, Universal was eyeing a third movie starring Eddie Murphy but that never came to fruition. You can read our thoughts about the Eddie Murphy reboot in our Nutty Professor review. If you're looking for some comedy to watch, check out the best comedies available on Netflix right now and then be sure to check out IGN's list of the 25 best comedies. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.