Avengers: Endgame Directors Are Done With Marvel Movies, For Now
Anthony and Joseph Russo, collectively known as the Russo brothers, have helmed four Marvel movies--including both Avengers: Infinity War and Avengers: Endgame, and two of the three Captain America movies--back-to-back. With Endgame here, the Russo brothers are taking the chance to say goodbye to Marvel Studios and the Marvel Cinematic Universe--at least, for now.
According to a GamesRadar interview, the Russo brothers have no plans for more Marvel movies at this time. "It's our Endgame, at least for now," said Anthony Russo. "We don't have any plans for now to make any more Marvel movies." The key phrase is "for now," as Anthony confirms that the opportunity "certainly may come up in the future at some point."
So what's next for the director duo? The two are teaming up with Tom Holland (Captain America: Civil War, Spider-Man: Homecoming) on a smaller project called Cherry, with American screenwriter Jessica Goldberg (creator of Hulu's The Path) writing the script.
"[It's] loosely based on a real story about a veteran of the Iraq War, who suffers from PTSD ... gets a heroin addiction and ends up robbing banks to sustain that addiction." The book, also titled Cherry and published in August 2018, is the debut novel of currently-incarcerated Nico Walker, who robbed 10 banks around Cleveland in a four-month period in 2010. Walker was arrested in April 2011 and indicted with an 11-year sentence in 2012.
In addition to Cherry, the Russo brothers have 21 Bridges and Dhaka in post-production. 21 Bridges, an action thriller, stars Chadwick Boseman (Black Panther), J. K. Simmons (Justice League, Whiplash), Sienna Miller (American Sniper, Foxcatcher), and more. Dhaka, meanwhile, is an action drama featuring Chris Hemsworth (Thor: Ragnarok, Avengers: Infinity War), David Harbour (Hellboy, Stranger Things), Manoj Bajpayee (Love Sonia, Missing), and more.
In our Avengers: Endgame review, we called it "an emotional, fulfilling ride [that's] a love letter to the entire MCU--the whole thing."
Don’t Expect A Skies Of Arcadia Port Or Sequel Anytime Soon
When Skies of Arcadia was originally released on the Sega Dreamcast in the year 2000, it was widely praised by fans and critics alike. To this day, it’s still considered to be one of the greatest JRPG and video games of all-time.
After underperforming commercially on the system, it was then ported across to the Nintendo GameCube as Skies of Arcadia Legends in 2002 when Sega exited the hardware business.
In a recent interview with Kotaku, the producer of the game Rieko Kodama was asked about the possibility of the game being re-released on the PC or modern video game hardware such as the Nintendo Switch.
Unfortunately, Kodama wasn’t very direct with her reply, instead stating how she was “very grateful” the game had a special place in the hearts of those who had played it and was happy to hear fans were openly voicing their wishes.
As for a sequel – don’t go expecting any announcements in the near future. Kodama believes the GameCube release was more than enough:
“I personally feel that [the GameCube’s] Skies of Arcadia Legends completed the “director’s cut” of the title. But I am honored when fans of the game who have become game developers themselves express interest in creating a sequel. It makes me happy to think of its legacy being passed on in this way.”
Would you like to see Skies of Arcadia re-released one day on modern hardware? How about a sequel? Did you play the GameCube or Dreamcast version? Tell us in the comments.
Talking Point: What Are You Playing This Weekend? (April 27th)
After another busy week, this time full of Nintendo financial news and that Persona 5S reveal for Switch, it’s finally time to wind down with a game or two. Team Nintendo Life has gathered to discuss our gaming plans once again, and we’ve love for you to get in on the action in the comments and poll below. Enjoy!
Ryan Craddock, staff writer
Each night this week, I’ve been rummaging around my office, attic, and anywhere I can think of to gather every single video game I own. Annoyingly, I sold quite a few in my youth (darn you, younger Ryan) but I still have most of my Nintendo games and I’ve been cataloguing everything in hopes of keeping on top of a physical collection.
As tedious as this sounds, it’s been an utter delight stumbling across games I’d forgotten about. From the excellent Pokémon Trading Card Game on Game Boy Color, to the probably not-so-excellent Bunnyz on DS (don’t ask), it’s been making me want to spend some time booting up some golden oldies for the sake of nostalgia. If I get any time to do just that this weekend, I might have to go with Banjo-Kazooie – I haven’t played this for well over 15 years and I think it’s time to give it a revisit.
Austin Voigt, contributing writer
My friends – it is with a happy heart that I say I will finally be delighting in a full replay of Zelda: Breath of the Wild in cardboard Virtual Reality. Had a little taste last night before bedtime (nothing like waiting til the last minute to release that update), and I’m already hooked. I’ll also be visiting my little brother at uni, so I have a feeling I’ll get a chance to take down some college kids in Mario Kart 8Deluxe and Smash Bros. Ultimate.
Lastly, I’ll be continuing my adventures in Xenoblade Chronicles 2 (officially very glad I finally picked up this title), and My Time at Portia (but for the love of the Church of Light, please fix those lag times…).
Dom Reseigh-Lincoln, reviewer
This weekend I’ll be spending even more time with Mortal Kombat 11 as I attempt to reclaim my once proud prowess with Sub-Zero. Alongside punching people until their heads come off, I’ll be taking Beyond Enemy Lines: Covert Operations for a spin to see if an indie developer can make a sandbox FPS really work on Switch. The things I do without COD…
Gavin Lane, staff writer
Ah, the weekend. All being well, I’d love to dive into the first course of Overcooked 2‘s DLC. Despite losing enthusiasm for some of the later challenges in the main game, I’ve got such residual affection for it that I immediately bought the season pass without a second thought.
On the subject of co-op, I noticed a new icon for Death Squared on my Switch menu indicating an update has dropped, so that could also be on the menu. We’ve also been having fun with blasting fruit at hippos in Kablasta’s hippodrome (ha!) for Labo VR, but if my significant other is indisposed for any reason, I may squeeze in a level-or-two of Wolfenstein II, too. Too many ‘toos’?
Have a good one!
Gonçalo Lopes, contributing writer
My condition of physical cartridge addiction once again came back to haunt my weekend. There will be no Dragon’s Dogma: Dark Arisen or Mortal Kombat 11 for me because neither game currently exists at European retailers. However, the weekend was saved by a timely arrival of a parcel from the Far East; added to my humble Japanese import collection are Chocobo’s Mystery Dungeon Every Buddy!, Final Fantasy X/X-2 HD Remaster and Blade Arcus Rebellion from Shining. New spirits arriving in Super Smash Bros. Ultimate also ensure that I will once again be hustling at the Spirit Board.
My game of the week is rather special since I had the pleasure of accompanying this one since its early access days on Steam. Loren Lemcke’s Super Blood Hockey is not only the single current gen hockey game on the Switch, but it’s also one of the best games representing the sport ever made. And I’ve been around for all of them. Drop the puck!
Which games are you playing this weekend? (272 votes)
Posted by: xSicKxBot - 04-28-2019, 07:03 AM - Forum: Lounge
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Flash Deal: Get 12 Months Of Xbox Live Gold For $40
If you're an Xbox One owner who plays online multiplayer games, you're probably very familiar with Xbox Live Gold, Microsoft's premium service that lets you do just that. A 12-month membership sells for $60 at most retailers, but for a very limited time, you can grab an annual subscription to Xbox Live Gold for just $40 at MassGenie. The deal ends in less than 24 hours, so act fast.
Here's how to claim the offer at MassGenie: On the product page, click on the Power Deal circle. It'll prompt you to sign in or create an account--creating an account is free (and there's no guest checkout for Power Deals). After you're signed in, you'll automatically be redirected to checkout, and you'll see that the coupon (XBOXLIVE12M) has automatically been applied.
After you check out, the Xbox Live Gold code will be sent to you in a tracking email after the Power Deal ends. The Xbox Live Gold code is the same as the tracking ID in your order history. To see the code, just click "track your package" in the email you'll receive, and you'll be redirected to your order details, where you can see the tracking ID/digital code to redeem at the bottom right.
Video: Digital Foundry Takes A Look At Mortal Kombat 11
Earlier this week, Mortal Kombat 11 arrived in North America on the Nintendo Switch. The European release will be out next month. If you’re still on the fence about this particular version of the game, Digital Foundry has now uploaded a video comparing the Switch release to its PlayStation 4 and Xbox One counterpart. According to the tech experts, it’s simply “remarkable” a demanding 60fps Unreal Engine game like this is even running on such a device.
Shiver Entertainment has managed to keep all of the gameplay intact in the Nintendo release. The main difference between each version is image quality and resolution. When the Switch is docked, the game resolution runs at 1280×720 and can fall to 960×540. The bigger drops appear during the fatalities and opening moments, but on average, the gameplay runs at 720p. On the portable front, MK11 takes quite a hit. At best, it is 854×480 and can go down to 682x 384 during more intensive moments.
In terms of frame rate, the Switch release runs at 60fps with a few stutters here and there in docked mode. It’s only the cut scenes that struggle, often dropping below the 30fps cap. In the portable mode, the game runs at 60fps but can go down to 45fps. Overall, though, Mortal Kombat 11 is one of the most ambitious Switch ports to date. The portable play is what makes the Switch version worth considering.
Have you tried out Mortal Kombat 11 on the Switch yet? What do you think of it so far? Tell us below.
The folks over at Humble are running another bundle of interest to developers, especially those working on web games. They are running the Humble Full-Stack Web Development Bundle, a collection of courses from Zenva. The courses cover the gamut of web development, both on the front end as well as back end systems and it includes a couple courses specific to developing games. As always the Humble Bundle is organized into tiers, buy a higher tier and you get all the lower tiers included. The contents of this bundle include:
1$ Tier
Intro to Bootstrap
Intro to Next.js
Bite-Sized HTML
Bite-Sized CSS
Bite-Sized JavaScript
19$ Tier
Create Interactive Pages with JavaScript and the DOM API
Advanced JavaScript and ES6
Express for Beginners
TypeScript for Beginners
Bite-Sized jQuery
Bite-Sized HTML5 Game Development
The Complete Responsive Web Design Course
Learning Angular by Creating a Web Application
25$ Tier
Responsive Admin Pages with Semantic UI
Node.js for Beginners
MongoDB for Beginners
Server-Side Rendered Webapps with Node.js, Express and MongoDB
Create REST APIs with Express and MongoDB
Build Web Applications with React
Intermediate React and Redux
Introduction to GraphQL
Git and GitHub Version Control and Collaboration
AWS Deployment for Node.js Applications
Azure Deployment for Node.js Applications
Project Based Next.js Games Website
As with all Humble Bundles, you get to decide how your money is allocated, between the creator, Humble, charity (the World Wildlife Foundation or The V Foundation are featured this bundle) or using this link even supporting GFS (thanks!). Check out the video below to see how the bundle works, how to redeem your code and hands-on with a sample lesson from the courses.
Posted by: xSicKxBot - 04-28-2019, 12:56 AM - Forum: Lounge
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Respawn Delays Titanfall Plans To Focus On Apex Legends
It appears Respawn's current Titanfall project and plans on all future Titanfall games have been delayed. Previously scheduled for later this year, Apex Legends executive producer Drew McCoy announced plans for all future Titanfall games have been delayed so that Respawn can better focus on future seasons for Apex Legends.
"[Regarding] other games in development at Respawn, it is important to understand that there are entirely separate development teams working on Apex Legends and Star Wars Jedi: Fallen Order," McCoy wrote in a blog post. "Additionally, in order to fully support Apex Legends, we are pushing out plans for future Titanfall games. No resources from the Apex Legends team are being shifted to other titles in development here at the studio, nor are we pulling resources from the team working on Star Wars Jedi: Fallen Order."
Not many details about this upcoming Titanfall project have been revealed, but Respawn CEO Vince Zampella has clarified that it is not Titanfall 3. "We love being able to experiment in this crazy universe!" he said. On Twitter, Zampella also shot down the theory that the Titanfall project would be a VR game. In an earnings call, EA described the project as a "premium" title but suggested the game would not be a typical Titanfall sequel.
In this regard, the Titanfall project sounds like it could be similar to Apex Legends, Respawn's battle royale game set within the Titanfall universe years after the events of Titanfall 2. This upcoming game could just be set within the same setting as the original first person shooters, but doesn't quite follow the same mixture of fast-paced, wall-running gameplay and slower, mech-based combat.
Respawn is set to announce the details concerning Apex Legends Season 2 during EA Play in June. "For Season 2 you can expect a Battle Pass with more meaningful content, the introduction of a new Legend, the debut of a new weapon...and you didn't expect Kings Canyon to stay the same forever, did you?" McCoy wrote. Following the start of Season 2, Respawn is scheduled to release Star Wars Jedi: Fallen Order on November 15 for Xbox One, PS4, and PC. The Star Wars game is set after the events of Revenge of the Sith and sees you play as Jedi padawan Cal Kestis.
We’ve just shipped the official version of the SignalR Service SDK for ASP.NET support:
Azure SignalR Service is a fully managed Azure service for real-time messaging. It is a preferred way for scaling ASP.NET Core SignalR application. However, SignalR Service is based on SignalR for ASP.NET Core 2.0, which is not 100% compatible with ASP.NET SignalR. Some code changes and proper version of dependent libraries are needed to make ASP.NET SignalR application work with SignalR Service.
We have received many usage feedbacks from customers since we announced the preview support for ASP.NET, at Microsoft Ignite 2018. Today, we are excited to announce that we have released the generally available version 1.0.0 of ASP.NET support SDK for Azure SignalR Service!
This diagram shows the typical architecture to use Azure SignalR Service with application server either written in ASP.NET Core, or now, in ASP.NET.
For self-hosted SignalR application, the application server listens to and serves client connections directly. With SignalR Service, the application server will only respond to clients’ negotiate requests, and redirect clients to SignalR Service to establish the persistent client-server connections.
Using the ASP.NET support for Azure SignalR Service you will be able to:
Continue to keep SignalR application using ASP.NET, but work with fully managed ASP.NET Core based SignalR Service.
Change a few lines of SignalR API codes, to switch to use SignalR Service instead of self-hosted SignalR Hubs.
Leverage Azure SignalR Service’s built-in features and tools to help operate the SignalR application, with guaranteed SLA.
To receive the full benefit from the new ASP.NET support feature, please download and upgrade your SDKs to the latest supported versions:
Many factors, including non-technical ones, make the web application migrate from ASP.NET to ASP.NET Core difficult.
The ASP.NET support for Azure SignalR Service is to enable ASP.NET SignalR application developers to easily switch to use SignalR Service with minimal code change.
Some APIs and features are no longer supported:
Automatic reconnects
Forever Frame transport
HubState
PersistentConnection class
GlobalHost object
HubPipeline module
Client side Internet Explorer support before Microsoft Internet Explorer 11
ASP.NET support is focus on compatibility, so not all ASP.NET Core SignalR new features are supported. To name a few: MessagePack, Streaming, etc., are only available for ASP.NET Core SignalR applications.
SignalR Service can be configured for different service mode: Classic/Default/Serverless. For ASP.NET support, the Serverless mode is not supported.
For a complete list of feature comparison between ASP.NET SignalR and ASP.NET Core SignalR, the proper version of SDKs to use in each case, and what are the recommended alternatives to use for features discontinued in ASP.NET Core SignalR, please refer to doc here.
We’d like to hear about your feedback and comments. You can reach the product team at the GitHub repo, or by email.
Epic Games is facing yet another lawsuit over a Fortnite emote
Epic Games has been hit with a number of lawsuits at this point over several of the emotes featured in its free-to-play battle royale game Fortnite, but the latest person to accuse Epic Games of using their likeness or dance moves without permission is taking a slightly different legal approach.
According to the Verge, the musician Leo Pellegrino has filed a lawsuit against Epic Games that accuses the company of misappropriating his likeness for the game’s “Phone It In” emote.
Pellegrino is represented by the same law firm representing many of the other artists that have taken a legal stab at Epic Games since Fortnite rose to popularity. While those past cases focused on copyright infringement over the use of certain dance moves, Pellegrino is arguing that Epic’s use of his “trademark moves [that] have become inseparable from his persona and his life story” makes this a case of using his likeness without permission or compensation rather than copyright infringement.
As the Verge points out, it’s likely a legal strategy intended to get around some of the roadblocks faced by the murky business of copywriting dance moves that have held up similar cases filed by Alfonso Ribeiro, 2 Milly, and others.