The Lord of the Rings: The War of the Rohirrim has been in the works for about three years now, but with its release date fast approaching we now have our first trailer. It's one of the more unusual and intriguing projects under the Lord of the Rings franchise, an anime-style standalone movie that covers events in the kingdom of Rohan some 200-ish years before the War of the Ring.
The trailer starts with some iconic footage from the '00s Lord of the Rings films focused on Rohan before diving into the animation. It's immediately obvious that this project is connected to Peter Jackson's films, as the designs for key areas like Edoras and Helm's Deep clearly reference those earlier movies despite the distinctly different style. As for characters, we're introduced to King Helm Hammerhand and his daughter Hera who, judging by the trailer, will likely be our main protagonist. It looks like an attempt to marry her off goes south, angering the family of suitor Wulf — things get decidedly more tense after that, with plenty of action and Oliphaunts and, naturally, some teases of ring-related events to come.
The film is directed by Kenji Kamiyama, who has been a writer and director on various anime including Ghost in the Shell: Stand Alone Complex and Eden of the East. He's also directed episodes of Star Wars: Visions and Ultraman. Most of the cast is still under wraps, but we know Brian Cox is voicing King Hammerhand, while Gaia Wise is voicing his daughter Hera. Miranda Otto is also reprising her role from the Lord of the Rings films as Eowyn, who will serve as the narrator for the story.
The movie is set to be released on December 13, and it's the first of several Lord of the Rings films in development — Andy Serkis, perhaps best known for his performance as Gollum in Jackson's Middle-earth films, is directing a new film tentatively entitled The Hunt for Gollum. While that movie is years away, fans can also catch Middle-earth on-screen in a week when season two of Amazon's Lord of the Rings: The Rings of Power premieres.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/first-trailer-for-lord-of-the-rings-the-war-of-the-rohirrim-shows-an-anime-styled-middle-earth-202139240.html?src=rss
Animal Crossing: Pocket Camp will cease to exist on November 28, but players' saves should be getting a new home. Since its global launch in 2017, Pocket Camp has offered the core Animal Crossing experience on smartphones, including limited time special events.
Sales of Leaf Tickets, the in-game currency for speeding up access to camp accessories, will stop on November 27. The company is also ending its subscription plans for the Pocket Camp Club, which provides additional in-game cosmetics each month. New plans will not be accepted after October 28 and existing subscriptions will not renew after that date.
But all is not lost for those of us who have invested a lot of hours into building pint-sized communities. Nintendo cushioned the blow with the news that a new app is in the works where existing players can continue their save files. The new take on the game will be a paid purchase with no in-app purchases, as opposed to Pocket Camp's freemium approach. The team promised more information on the new app this October.
This article originally appeared on Engadget at https://www.engadget.com/apps/dont-freak-out-but-nintendo-is-killing-off-animal-crossing-pocket-camp-181640622.html?src=rss
This is a story about serendipity and probability.
Nicole He met Arnaud De Bock while waiting in line for the bathroom at a GDC developer party in 2019. She was giving a talk on voice technology in art and games based on her work as a creative technologist, her portfolio filled with interactive projects like the True Love Tinder Robot, Garden Friends, ENHANCE.COMPUTER and Soylent Dick. De Bock was working on the Reigns series and Card Shark for Nerial, and finishing up Pikuniku on the side.
Technically, He wasn’t invited to this particular party, but Ape Out co-creator Maxi Boch snuck her in.
“There in the bathroom line, I met Arnaud,” He told Engadget. “We started chatting, and we were sort of mutual fans of each other's work, and we talked about potentially collaborating on something. A few months later, we were trying to work on this other idea that he had with his collaborator Rémi [Forcadell] from Pikuniku. That idea never really worked out into anything. But at the same time, Arnaud and I were both obsessed with this reality show called Terrace House.”
Devolver Digital
Terrace House was a Japanese reality series that aired from 2012 to 2020, featuring a rotating cast of six strangers, mainly young professionals, as they lived together for months at a time. Episodes followed the participants as they navigated work and relationships, and the entire thing had a soothing, quiet kind of vibe, even during explosive arguments about eating someone else’s steak. Though cast members often ended up dating each other, you could call Terrace House very demure and very mindful — especially in comparison to Western reality shows like Love Island or Too Hot to Handle, which are built around the themes of bikinis, lust, betrayal and neon-lit product placement.
Inspired by Terrace House and 1990s reality shows like The Real World and Room Raiders, He and De Bock started creating a game called The Crush House. Nerial jumped on board: The studio was finishing up Card Shark and co-founder Francois Alliot saw this reality TV project as an opportunity for his team to flex their narrative muscles.
“At some point, we made a major pivot as far as the writing goes, just ramping it up from this chill Terrace House style, slice-of-life relaxed thing, to be trashy, essentially,” He said. “Like, the dialogue needs to be a lot more engaging. It needs to be funnier and raunchier, more over the top.”
Devolver Digital
That’s when shows like Love Island and The Ultimatum entered the production conversation. In its final form, The Crush House falls in the space between Terrace House and Love Island. It’s set in a bright seaside mansion (with an infinity pool, of course) and it stars four characters at a time as they form strategic friendships, have fiery arguments and make out with each other between ad breaks.
The Crush House is set in 1999, before smartphones enabled a call-and-response relationship with viewers, but the audience still plays a critical role. Players are the on-site producer and videographer, and they have to respond in real-time to demands from different categories of viewers, like drama queens, foodies, fish freaks, divorced dads and butt guys, while also appeasing advertisers and the mysterious network overlords. Capturing the correct footage, playing ads at the right time and placating the suits makes for a surprisingly intense gameplay loop. There’s a sprint button here for a reason.
One of the most intriguing aspects of The Crush House is its replayability. There are 12 cast members to choose from at the start of every run, and they have distinct personality traits that play off of each other in unique ways. There are classic reality-TV archetypes, like the himbo, the naive girl and the pretentious one, and their interactions are driven by procedural generation.
“Everything that you see on the screen, the dialogues, are generated,” Alliot said. “We have a system called rigmarole, which is a system that matches the traits of a character with what we call sagas, which are like models of stories. For example, if you got a love triangle, you have a number one, number two, number three, they will have different traits that we will match to the characters. If we have a match, we play that story and then it unfolds like that, with possible outcomes that may be different depending on the character that you picked. And this system allows us to have a very broad or very narrow type of narrative.”
He and the developers at Nerial wrote about 50,000 lines of dialogue for the Crush House rigmarole system. With 12 characters to choose from and four characters in each playthrough, there are 495 total possible cast combinations in the game. Essentially, The Crush House had to be procedurally generated.
“We have things that are logical, but it's never 100 percent super structured,” Alliot said. “It's a bit loose, a loose narrative that fits very well with reality TV. And so you can play the game basically forever, matching different characters, and it will still surprise you.”
The Crush House was a jumble of random dialogue and code for a long time before its procedural generation systems had enough information to produce a rational, powerful experience, He said. Alliot warned her this would be the case, and encouraged her to be patient and watch out for the moment when everything would snap into place. Eventually, that’s exactly what happened.
Devolver Digital
“It's kind of a mess for a long time,” He said. “But when we reached the point where actually it all came together — we had enough writing, we had the technical stuff working out, and the animations playing and all this stuff happening. It's like there's something that clicks and it kind of becomes magical.”
The Crush House still surprises He, even after years of studying its code and iterating on its outputs.
“I had this experience even yesterday playing the game, where there was a very sweet, romantic scene between Veer and Alex, and then the next scene, Veer says something that's really cruel to him,” He said. “And I was struck by that. I mean, I can see through the veil of it, I know how everything works, but it's really awesome to have that effect.”
The Crush Houseis available on Steam for PC, developed by Nerial and published by Devolver Digital.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/how-the-crush-house-turns-procedural-generation-into-social-manipulation-160020111.html?src=rss
If there's one thing that's guaranteed in the world of social media, it's that platforms are going to copy each other's features. However, the newest iteration of this is still surprising, to say the least. Instagram has announced a new music feature that allows you to attach a song to your profile a la Myspace.
Instagram has copied MySpace, a platform that peaked long before Instagram ever existed, and arguably was thrown into decline by the rise of Instagram's parent company.
So, how does this new feature work? You can choose a song by going to edit profile and clicking "Add music to your profile." You can then choose a song or search in the For You section. From there, pick the 30 seconds of the song you want to feature and it will remain on your profile until you pick a new one or decide Myspace features are better left in the past. Don't worry if you're scrolling in public as songs won't start playing now the second you go on someone's profile — click the play button to hear it.
Instagram
Instagram teamed up with singer Sabrina Carpenter to promote the feature, with fans able to hear a clip of her new song "Taste." exclusively on her profile (though the album comes out tomorrow). Earlier this year, Instagram's parent company, Meta, teamed up with another pop star, Taylor Swift. She created a Threads account alongside the release of her new album, The Tortured Poet Society, in April. The first group of people to share her post received a customized badge on their profile.
This article originally appeared on Engadget at https://www.engadget.com/social-media/instagram-copiesmyspace-140049134.html?src=rss
YouTube added a new AI assistant feature that allows users who have been hacked to recover their accounts and safeguard them from future invasions. An announcement for the new help feature appeared earlier today on Google’s support page for YouTube.
The new “hacked channel assistant,” available on YouTube, will allow “eligible creators” a way to troubleshoot their accounts when they’ve been hacked. The feature can be accessed in the YouTube Help Center.
The assistant will ask a series of questions to help affected users secure their Google login, undo anything the hacker may have done to their channel and secure their channel from further access to hackers. So far, the feature is only available in English and for a select group of “certain creators,” but Google says it’s working to make the features accessible to all YouTube creators.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/youtube/a-new-ai-support-chatbot-is-available-for-hacked-youtube-channels-222800979.html?src=rss
Better get out your winter parka and a thermos full of hot cocoa because the hit downhill mountain biking game Lonely Mountains: Downhill is getting a very snowy sequel. Megagon Industries’ released a gameplay trailer with commentary during Gamescom for its new blocky skiing game Lonely Mountains: Snow Riders.
The new downhill racing game will get a Steam release by the end of the year. If it becomes a big enough hit just like the first Lonely game, it could be ported to consoles.
The Lonely Mountains titles are racing games at their core but they aren’t loud and brash. They don’t even have any music. There are times and challenges to beat with rewards like new bikes and new trails and mountains to explore. The game’s real focus is more on the simple, serene experience of riding downhill through beautiful polygonal landscapes at the pace you want to go and finding new paths that can carve seconds off your best times. Just like your therapist always tells you, it’s more about the journey, not just the finish line.
Lonely Mountains: Snow Riders carries that same, simple gaming formula but with some added features. Snow Riders will offer a solo and live multiplayer mode with up to eight other players. The multiplayer matches can also be a simple race to the bottom of the mountain or a cooperative mode in which players must work together to complete certain milestone challenges and work towards getting the highest collective score, according to the trailer commentary.
The new downhill game will also have a special “Zen Mode.” This mode allows you to just go on a ride and explore the different paths on the mountain to uncover shortcuts and other secrets. You can even pause your snow session and just sit and take in the scenery with your block headed rider friend.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/lonely-mountains-snow-riders-makes-its-gameplay-trailer-premiere-at-gamescom-210059169.html?src=rss
There’s also a “Hot” badge for content with a Verified Audience Score of 60 percent to 90 percent. Finally, the dregs will be slapped with a “Stale” badge, which is for any show or movie that falls beneath 60 percent.
Rotten Tomatoes is trying to get around review bombing here by mandating that user reviews be from people who actually saw the movie in question. There are a couple of little problems with this. It verifies that a consumer saw the movie via the ticketing firm Fandango, and there are plenty of other ticketing firms out there, including, you know, the theater cashier.
Also, Comcast owns both Rotten Tomatoes and Fandango, so this seems more like synergistic advertising than an actual way to beat review bombers. Finally, this whole verification thing is only for movies. There’s no way to verify whether someone watched a TV show or not, so this wouldn’t have helped all of those trolls descending upon the recently-canceled Star Wars show The Acolyte.
From a cynic’s perspective, this move only works to further dilute the utility of the entire site. There will be more uncertainty and plenty of more badges floating around, making the whole thing, well, messy. Will an average user be able to instantly know the difference between Hot and Fresh?
The critic score average was already problematic, as reputable reviewers are weighted the exact same as purveyors of internet garbage. However, Rotten Tomatoes is addressing that by updating the minimum number of critic reviews required before a Tomatometer score will appear. For smaller films, the site mandates at least ten reviews for a score. Blockbusters will require 40 reviews.
The Hot badge has already been issued to current barn-burners Deadpool & Wolverine, Twisters, Bad Boys: Ride or Die, Fly Me to the Moon and It Ends With Us. The company says it has also retroactively awarded over 200 films.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/rotten-tomatoes-further-dilutes-its-utility-with-verified-hot-badge-163415420.html?src=rss
Secret Level is a gaming-inspired anthology series coming to Prime Video on December 15. The upcoming Amazon title is from the same team behind Netflix's Love, Death and Robots. From the teaser released during Gamescom, this new project will be continuing the Blur Studio specialty for creating masterful animated works for an adult audience. The creative team was looking to inspire "nerd joy" with Love, Death and Robots and from the first glimpse, Secret Level seems like a natural progression of that goal.
Each of the 15 stories in the show are inspired by a different game. The official list of inspirations is: Armored Core, Concord, Crossfire, Dungeons & Dragons, Exodus, Honor of Kings, Mega Man, New World: Aeternum, PAC-MAN, various PlayStation Studios games, Sifu, Spelunky, The Outer Worlds, Unreal Tournament and Warhammer 40,000.
Games feel like a natural inspiration for this type of animation showcase. The cinematics in some contemporary AAA titles have all the polish and emotion of standalone films. Plus, game-inspired television series have been reaching new levels of success in recent years thanks to projects like Fallout, The Last of Us and Arcane.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/animated-video-game-anthology-series-secret-level-is-coming-to-prime-video-202027254.html?src=rss
Tarsier Studios, creators of the first two Little Nightmaresgames, is back with another creepy adventure — and its “partially disemboweled talking pig” teaser video looks like it set the proper tone. Announced at Gamescom Opening Night, Reanimal takes two children on an adventure across land and sea as they work together to rescue their missing friends on an island filled with horrifying creatures.
The developer helmed the first two Little Nightmares installments before Supermassive Games took over for part III. The new game promises to up the ante with “a more terrifying journey than ever before.”
The horror-adventure game stars a brother and sister in an “unsettling tale” who “go through hell to rescue their missing friends.” The protagonists are described as broken but resilient, facing fragments of their troubled past in the guise of gruesome beasts. It will somehow explore themes of hope and redemption as they navigate the chilling environment.
Tarsier Studios / THQ Nordic
The game lets you play single-player or co-op (local and online). In an illustration of the creators’ understanding of the horror genre, it uses a shared, directed camera “to maximize claustrophobia and tension.”
Reanimal doesn’t yet have a launch date other than “coming soon,” but we know it will be available on PS5, Xbox Series X/S and PC. You can check out the announcement trailer below.
This article originally appeared on Engadget at https://www.engadget.com/gaming/reanimal-promises-a-more-terrifying-journey-than-little-nightmares-200457474.html?src=rss
Indiana Jones and the Great Circle is set in 1937, in the space between Raiders of the Lost Ark and The Last Crusade, and it’s being developed by MachineGames, the studio behind the most recent Wolfenstein installments. So, of course the game’s main enemies are Nazis, and obviously it has a robust range of Nazi-punching mechanics. What makes The Great Circle intriguing, even after just a 30-minute hands-off preview, is its lighthearted interpretation of classic Indiana Jones tropes, leaning into the series’ humorous tone and adding twists like open-handed Nazi slapping to Indy’s repertoire.
When it comes to combat, Indiana has a whip, a revolver and his fists (or palms). His whip appears to be the most useful tool on his belt, allowing him to swing across gaps, activate levers, and pull in enemies nice and close for a one-two punch. Hitting a Nazi with the whip briefly incapacitates them while they’re reeled in, setting up an advantageous close-quarters melee situation. Hand-to-hand combat requires precise timing in order to land knockout combos or finishing moves, and on top of throwing punches and slaps, Indy is able to block and defensively parry. In fistfights, the game’s first-person perspective crops in extra tight, filling the screen with punchable Nazi surfaces and enhancing the tension behind each blow and dodge. He can also pick up objects and hit enemies with them, and in pre-recorded gameplay footage, it all looks supremely satisfying.
MachineGames
Indiana Jones and the Great Circle isn’t just an action game, though. Many of its encounters can be approached with stealth mechanics, where players sneak past guards and perform silent takedowns without fisticuffs or gunfire at all. The revolver is really a last-ditch option in each scenario, game director Jerk Gustafsson and creative director Axel Torvenius said. Otherwise, puzzles are a pivotal component of gameplay.
Indiana is joined on his adventures by Gina, an Italian journalist who’s searching for her sister, and together they encounter a variety of logic and spatial puzzles. Some are quick, like finding an alternative entrance to a sealed room, and others are more involved, requiring a few minutes of focus to fully understand.
The preview focused on Giza, Egypt, showcasing bustling outdoor marketplaces, a depressing Nazi meeting room and a vibrant temple hidden beneath the sands of the Great Sphinx. Here, Indy and Gina had to catch the sunlight with a series of ancient mirrors, lining them up one by one until the beam bounced to the proper place. This particular puzzle room seemed straightforward and slightly clever (though maybe that’s just because The Mummy is one of my favorite childhood movies), but there are apparently more challenging riddles in the game, too. The most complex puzzles are hidden, requiring some light exploration in various regions, and they’re not necessary in order to complete the main storyline. These bonus riddles are just some of the many secrets to find around the game’s world.
MachineGames
“I don’t really like too difficult puzzles myself,” Gustafsson said. “I like to just enjoy the experience and not be so challenged by them. That said, we do have a mix [of puzzle difficulties] because I like a lot of variation. It’s not like we have some unique puzzle mechanic that goes across the entire game. We tried to create every puzzle in a different, unique way.”
There are also difficulty options for the puzzles overall, allowing players to choose how complex they’ll be throughout the entire game.
Indiana has a notebook that fills up with evidence, objectives and photos that he takes while investigating various relics around the globe. The camera is an essential tool in The Great Circle, and each snapped pic can unlock new clues and trails to follow. Indy also carries a lighter, which functions as a flashlight and can set stationary torches ablaze. His play style is customizable, with dozens of upgrades available as the game progresses. One potential upgrade is True Grit, an ability that allows him to recover from a fatal blow by crawling toward and grabbing his fedora within a certain amount of time. You know, classic Indiana Jones stuff.
MachineGames
I’ve seen some angry chatter online from people who don’t like the first-person perspective in The Great Circle, citing a desire to actually see Indiana as he does all this cool stuff, just like in the movies. I don’t think these people have much to worry about — not only are there plenty of cutscenes featuring Troy Baker’s utterly impressive 1980s Harrison Ford impression, but parts of the game are in third-person after all.
“When it comes to a character like Indiana Jones, I want to play the character and I want to be the character, I want to look through and explore the world through his eyes,” Gustafsson said. “To me that’s a very important part of what we do here. For me, it was a very easy choice. But also, we do mix in some third-person elements here. We have very much come back to our own history with games like Riddick and The Darkness where we also did this mix between first-person and third-person perspective. We do that for this game, too. Everything is not first-person, even though the core experience is in first-person.”
Torvenius added, “There’s a great opportunity here as well for us because we do have a large section of the game that is mystery, it’s solving puzzles, being up front and close to ancient relics and ruins and scriptures. So it adds an intimacy to the adventure to some aspect, that you can get really up and close and can really inspect things, which is actually pretty nice how it plays out in the game.”
MachineGames
Even in first-person scenes, Indiana Jones and the Great Circle looks, sounds and feels right so far. Baker’s Indiana Jones is nearly indistinguishable from the early film versions, his voice drawling and gravelly with a sarcastic bite. There’s a dry humor built into his interactions, as is fitting. In one scene, he’s introducing himself to a woman who has an intricately designed eye patch; she seems to be indigenous to the jungle they’re sitting in.
“I’m an archaeologist,” Indiana says.
“Another one,” she replies, clearly unimpressed.
It’s a quick moment from a short preview, but it sets a solid tone for the game as a whole: dry, lighthearted, and a little punch-drunk in between all the actual punching. Or you could say, a bit slap-happy amid all the slapping. Either way, these Nazis won't know what hit them.
Indiana Jones and the Great Circle is coming to Xbox Series X/S and PC on December 9. It'll be available on Game Pass Ultimate, and it's also coming to PlayStation 5 in spring 2025.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/indiana-jones-and-the-great-circle-has-a-nazi-slapping-mechanic-200052110.html?src=rss