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This May Be The First Look At Doctor Strange And Wanda In ‘Avengers: Doomsday’

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'Avengers: Doomsday' seems like it would have been a good fit for Doctor Strange and Scarlet Witch? Now, new images show that could happen.

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Jagmas
12 seconds ago
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Round Rock, Texas
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HBO’s House of the Dragon Replacement Officially Arrives in 1 Week

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HBO established itself as the home for prestige drama with shows like The Wire and The Sopranos, but the 2011 premiere of Game of Throneschanged everything. The smash hit became the network’s biggest draw, leading HBO to try to keep fantasy fans subscribing by launching two spinoffs — House of the Dragonand A Knight of the Seven Kingdoms.



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Jagmas
1 minute ago
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Round Rock, Texas
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Brand New Day Is Giving Marvel’s Spider-Man 2 Its Biggest Sales Boost In Years

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Spider-Man: Brand New Day just cleared $1.6 billion at the box office, and that has also led to a surge in sales of Marvel's Spider-Man 2. According to new data estimates by Alinea Analytics, another 316,000 copies of the 2023 game have been sold on PS5 and PC via Steam since Spider-Man: Brand New Day swung into theaters, generating $11 million in sales.

As Alinea's head of market analysis Rhys Elliot noted online, 20% of the copies sold since the film launched were physical, and another 274,000 players jumped into the game via its availability through PlayStation Plus Game Catalog for Extra and Premium tiers. In terms of pure numbers, Marvel's Spider-Man 2 now sits at 18.2 million units sold--92% of which were on PS5--and has made over $1.2 billion since launch.

"While some smart discounts had an impact, hype around the movie did most of the work here, as shown by the pricing data in our platform," Elliot wrote. To put this into perspective, AA's data estimates that the game has sold 15,000 [copies] a day on PS5 at the current price of $29.39, a massive uptick when compared to the February promotion that saw Sony sell around 6,300 units per day. On Steam, sales also increased, with the game priced at $40 on PC.

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Could this effect be repeated with the dozens of other video game movie adaptations in development right now, like Nintendo's Legend of Zelda film? Elliot added that "these lifts happen mostly by accident," and considering how unpredictable movie and video game development cycles are, syncing up two massive productions to release within one another like this would be a "logistical" nightmare to pull off. "But for the handful of publishers making movies AND games in the same IP, surely one of these has to line up. I'd kill to see that impact," Elliot concluded.

To coincide with the launch of Spider-Man: Brand New Day, Marvel's Spider-Man 2 developer Insomniac Games added a PSSR update for PS5 Pro owners and the new "Fresh Start" costume from the movie. The film also took inspiration from the game, with star Tom Holland and director Destin Daniel Cretton talking about how some of the stylish finishers were incorporated into several action scenes. Spider-Man: Brand New Day made another $145 million at US theaters during the August 7-9 weekend, and it looks like it could clear $2 billion globally by the time its run ends, raising the bar for Avengers: Doomsday when it arrives on December 18.



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Jagmas
2 minutes ago
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Round Rock, Texas
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"They don't understand art" - id Software lead slams Xbox, says it's "impossible" to make games like 2016's Doom now

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A lead developer at id Software has spoken out about Microsoft's decision to make major cuts at the developer, and has said it's "impossible" to make triple-A games like 2016's Doom with half the staff.

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Jagmas
4 minutes ago
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Round Rock, Texas
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1666: Amsterdam has the makings of something brilliant but I came away from its preview with a bad feeling as it's early access release creeps too close for comfort

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I can think of little else cooler than flying above the streets of 17th Century Amsterdam, in the dead of night, on a broom stick, with a black cat. Looking down on the amber glow of the oil-lit streetlamps is my lasting positive memory of 1666: Amsterdam's preview, but I can't say I had the same fondness for it once I got up close and personal with what was on the ground.

1666: Amsterdam is over a decade old now, the brainchild of Patrice Désilets, director and creative lead of Assassin's Creed and co-founder of Panache. He had to fight for the game, suing his former employer Ubisoft for the rights to it. Now, he's working on it at Montreal indie-based studio Panache Digital Games.

1666: Amsterdam preview screenshots

(Image credit: Panache Digital Games)

"We do between 15 to 20 builds a day," Désilets explains. "So it always has to be playable, it's an iterative process at Panache. Progression is more important than perfection." A lot of progression has clearly been made in 1666: Amsterdam, what with its impressive map, interesting story, and smart exploration ideas. Even just during the preview its world felt impossibly big, but the real question is whether all these grand ideas will be polished enough for an early access release on August 25.

Witchful thinking

1666: Amsterdam preview screenshots

(Image credit: Panache Digital Games)

The preview picked up from where the demo left off with the protagonist Noa. I'd just picked my cat—who has the soul of a man named Aaron from the 1990s trapped inside it—and was promptly given the unenviable task of uncovering the demonic Originals and taking their unholy power back for my witchy self. But before I could even say goodbye to my fellow spellcasters before setting out on this journey, my coven was rudely interrupted by a group of witch hunters. From here on out there was a lot of running, fighting, and flying over the streets of Amsterdam to evade capture.

Noa was limited to dodging and brawling like a street sweeper.

I couldn't wait to get stuck into a fight, against mere humans no less, I could turn them into frogs, replace their skeletons with jello, anything felt possible. I decided to start out simple with a good old wack around the noggin with my broomstick, and then another hit, and another, and that's when I realised that Noa was limited to dodging and brawling like a street sweeper.

This was what the combat was like for the rest of the preview, although the dodging did get slightly harder as a new kind of enemy was introduced (a soldier with a pike) I didn't find any of it particularly challenging, which is not what I wanted, especially since 1666: Amsterdam has no different difficulty settings as of writing this although the team is apparently "thinking about it".

1666: Amsterdam preview screenshots

(Image credit: Panache Digital Games)

It also didn't help that my boss battle ended in disappointment as a tech mishap meant that the fight was bugged out for the entire session. After locating the Original alongside the seal they used to sign the contract which granted them great power, you force it to transform into its demonic self and fight it to the death. Unfortunately, the Original I encountered got half way through shifting and then got distracted by something and walked off. My experience of this seemed like the exception and not the rule, so while it shouldn't be held against 1666: Amsterdam, this was unfortunately my only firsthand experience of the boss fight.

Aside from getting stood up by a demon I did manage to see a bit more of what the combat has to offer later on in the game via a hands-off walkthough. One surprise was that 1666: Amsterdam will have roguelite features in that you'll come across chances to pick an ability out of three random ones after defeating Originals, or just by getting lucky when searching through houses. If you die then the abilities you gained during a section will reset and you'll have to pick new ones.

This is where I think the combat will really come into its own. With abilities that let you cast a shield of vines, attack with a swarm of crows, or just turn you into a beefy tank the combat will hopefully become more interesting as you grow Noa into the witch you want to fight with.

1666: Amsterdam preview screenshots

(Image credit: Panache Digital Games)

Abilities can also come in handy when it comes to traversing the town. Whether that be infiltrating houses or warping onto the roof tops so you can glide through the city without being interrupted by pesky humans.

Because the Originals are very private, you'll have to uncover their identities by snooping around, asking the right questions and getting into the right buildings. One fun way to get into a building or sneak into a meeting that would otherwise be a no-go is by using your cat to scare someone so badly you possess them. Once they're locked into a trance you can take them by the arm and lead them to wherever you want to go so they can let you in. You can also go the other way and use your cat as a distraction tactic for NPCs as the cat lures them from their guard post so you can sneak through undetected.

The exploration and infiltration is what I'm most excited to try out for myself. The level designers at Panache thought "of different ways to approach the puzzle" of getting into houses, which means there's no one answer to it. You can break into places with brute force, witchy powers, or just by being smart and sly. Désilets promises that you, the player, will get to "decide how you want to play it."

Spell it out

1666: Amsterdam preview screenshots

(Image credit: Panache Digital Games)

But even with all these promising features, after rewatching the capture and b-roll, thinking about my experience over and over while writing this preview I can't help but keep coming back to: "Progression is more important than perfection." In some ways it is, I've always valued experimentation over polish, I'd rather play something interesting than smooth, but I don't know if the same can be said for your average player who'll have to pay for the experience.

I would have wanted to see for myself how the roguelike elements felt and played out, because as is that first portion of fighting seems pretty stale. Then there's it's expansive world which seemed big but didn't quite feel full. I came away thinking that its real gems are hidden later on in the game, or perhaps better experience with a less bugs.

If 1666: Amsterdam can convince players that everything it has in the pipeline is worth the wait through early access and it gains some traction, then I think Panache could have something really great on its hands. I had an unfortunate playthrough—what with the boss bugging out and walking off before we could fight—but what I saw in that playthrough wasn't quite enough to convince me that this game is a dead cert. With early access release so close I have a bad feeling it may have a rocky start, but I'd be very happy to be proven wrong.

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Jagmas
7 minutes ago
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Round Rock, Texas
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UTA Signs ‘Tangles’ Director & Giant Ant Founder Leah Nelson

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EXCLUSIVE: United Talent Agency (UTA) has signed writer and director Leah Nelson for representation in all areas as her profile continues to rise thanks to her well received directorial debut Tangles. The moving animated feature – about a young woman who puts her burgeoning graphic art career in San Francisco on hold to return home […]

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Jagmas
2 hours ago
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Round Rock, Texas
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