Posted by: xSicKxBot - 3 hours ago - Forum: Lounge
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News - Resident Evil Movie Director Reacts To Backlash, Says He Was “Naive” To T
One of the talking points surrounding the upcoming Resident Evil movie is that director Zach Cregger took an original idea and slapped the Resident Evil name on it. That's not true, Cregger has said, and now he's shared more of his thought process as it relates to some of the blowback from fans of the games.
He told IGN that, in retrospect, he feels it was "naive" to think that fans of the games would immediately embrace his pitch for his Resident Evil movie.
"I thought fans of these games, like me, would be thrilled that somebody was coming along and turning Resident Evil into a survival horror movie. I was like, ‘That’s great.’ I did not really appreciate the sentiment that, ‘We’ve been waiting forever for Leon’s story.’ And I appreciate that, and I’m sorry that’s not the story I’m bringing. I get it, I understand the frustration," he said. "I understand it so well because I haven’t seen the earlier [Resident Evil] movies, because they don't look like the Resident Evil that I love, so how could I be frustrated with fans who have that same attitude?"
Cregger went on to say he hopes fans of the game see his movie "regardless of their skepticism or their disappointment" that he's not re-telling a story from the games. He said he hopes fans of the games "feel seen" when they watch the movie and see "all of the love for the games that are in this movie."
"This is not me just telling a story and slapping Resident Evil on it so I can get a budget. This is me telling a Resident Evil story. I understand the resistance, I do, because I have it myself. It is coming from a true place of love," he said.
In a separate interview with The Playlist, Cregger said the press tour he's doing to promote Resident Evil feels more like an "apology tour" given all the negative sentiment from fans. "I feel like I’m running for office, trying to get these people not to call me a LARPer," he said.
"Now, I’m just like, 'You know what? See the movie.' If you still feel the same way after you’ve seen it, then whatever you think is fair. You’re going to decide if I’m an actual Resident Evil fan or a fake. What can I say? I think the movie is going to speak for itself," he added.
Also in the interview, Cregger addressed the possibility of working on another Resident Evil movie project in the future. He said he "can't help" to think about "other places this story could go," adding that he has "ideas." At the same time, Cregger pointed out that his movie isn't even out yet. "Let's see what happens," he said.
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Posted by: xSicKxBot - Yesterday, 04:00 AM - Forum: Lounge
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News - The Legend Of Zelda: Ocarina Of Time Remake Looks Fantastic In First Gameplay
After months of rumors, Nintendo finally revealed that The Legend of Zelda: Ocarina of Time remake was real back in June. While that reveal was purely cinematic, today's Nintendo Direct for The Legend of Zelda showed off gameplay for the remake and offered a closer look at its updated art direction.
The Switch 2 exclusive stays true to the 1998 original's aesthetics, while showcasing a huge upgrade visually. Link's hat and tunic, for example, showcase detailed threading and embroidering, along with berries on his cap. The lighting system looks fantastic, too, as sunlight pokes through the forest as Link heads to the Great Deku Tree.
As for gameplay, players will have a button for Link to jump and dash. That may sound silly to younger people who grew up on The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, but it's a huge change from the Nintendo 64 title. How the jump button could possibly impact dungeon design wasn't addressed but should prove interesting later this year.
Overall, the first gameplay revealed for The Legend of Zelda: Ocarina of Time remake seemed to address a lot of my concerns of a simple remaster for the game. The Switch 2 title seems faithful while still altering enough for modern audiences--and those of us who played the original (or 3DS remaster) plenty of times already.
Long considered to be the greatest Legend of Zelda game--until the Switch era at least, thanks to Breath of the Wild and Tears of the Kingdom--Ocarina of Time was originally released for the Nintendo 64 console. The first 3D Zelda game, Ocarina of Time, was a trailblazer and laid the foundation that future entries in the franchise would emulate.
The game has received multiple ports and remasters over the years, and out of all of them, the 3DS version is considered the best of the best thanks to the various quality-of-life changes added to the game--including some welcome revisions to the Water Dungeon.
You need an Alienware Arena account, and each Key costs you a few of your account (APR) points. To get points, you have to do things like posting on their forum and logging in each day... if I remember, there are lots of ways you can get points easily but I don't remember them.
Region restrictions apply and the keys will be gone very quickly, one of them is almost out of keys already, and it's only been live for under an hour!
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Doomspire [na.alienwarearena.com] Already out of keys
Posted by: xSicKxBot - 09-09-2026, 11:35 AM - Forum: Lounge
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News - Steam Has Generated $15 Billion In Revenue So Far In 2026, And New Games Are
As the platform that gets the lion's share of PC game sales, Steam naturally makes a lot of money every year from commissions, publishing fees, and more through its storefront. But how much cash has it made so far in 2026? Unsurprisingly, enough dough to buy Valve co-founder Gabe Newell a few more superyachts. According to the head of market analysis at Alinea Analytics, Rhys Elliot, Steam has made $15 billion in 2026, and with a massive period of high-profile game releases around the corner, that number is likely to surge even higher before the year is over.
Steam's top releases by gross revenue include AAA games and breakout indie hits, with Forza Horizon 6 leading the charge. The new racing game earned Steam $210.5 million in revenue, while Crimson Desert sales were responsible for $203.3 million, Resident Evil Requiem made just over $200.9 million, and Slay the Spire 2 brought in over $148 million. Rounding out the list is Subnautica 2 at $139.2 million and Meccha Chameleon at $89.8 million.
That's a lot of cheddar, but it only counts for 6.6% of the $15 billion that Steam has made so far. Elliot noted that the top 100 new games by gross revenue make up 15.9% of Steam's total 2026 revenue so far--around $2.4 billion. Crimson Desert is also doing a lot of heavy lifting, as it accounts for about 18% of all new-IP revenue in the top 100. "Of the new-game top 100, 63% were actually new IP, but 52.5% of the revenue ($1.25B) came from established IP," Elliot wrote. "But it’s worth noting Crimson Desert, with its $203M, accounts for about 18% of all new-IP revenue in the top 100. When we take Crimson out of the analysis, the 62 new-IP games make up only about 39%. So yeah, a lot of established IP is doing the legwork, as you'd expect."
Looking ahead, Steam's coffers can expect an influx of cash from highly anticipated releases like Phantom Blade Zero, Call of Duty: Modern Warfare 4, and Gears of War: E-Day, just to name a few. Valve gets a cut from whatever is sold on Steam, including the lucrative microtransactions and DLC that accompany most games these days. Elliot also spoke to GameSpot recently about what goes into a game price tag as part of our Cheap Week deep-dives.
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News - Game Pass Is Getting Worse, And More Expensive
Microsoft has made a big announcement about one of the big perks of Xbox Game Pass, cloud streaming, and the news is not great.
Starting in November, Microsoft will put limits on how many hours per month people can use the service, and then allow people to pay more to unlock more time. Below is a breakdown of how many hours you'll get included with the tier of Game Pass you're subscribed to:
Game Pass Ultimate: 15 hours
Game Pass Premium: 10 hours
Game Pass Essential: 5 hours
Microsoft said it understands this is a "meaningful change," especially for those who use the cloud regularly for gaming. However, the company said it estimates that these changes will impact about 4% of Game Pass subscribers, though the company did not share any specifics on how it arrived at that projection.
A first look at the "cloud playtime remaining" UI on Xbox.
For people who want or need more monthly streaming hours, Microsoft will allow people to buy more--but pricing was not announced.
Additionally, Microsoft said that in November, for the first time, people will not need to have an Xbox Game Pass membership to stream games with the cloud. People outside of Game Pass will be able to buy cloud playtime through the Xbox Store, though, again, pricing was not shared. Microsoft said this option is meant to appeal to people who don't want to subscribe to a recurring membership like Game Pass and only want "occasional access."
"We’re introducing this model because the cost of providing cloud gaming grows as more people use it and play for longer. Moving to monthly limits allows us to keep offering the service while continuing to invest in its reliability and performance. We understand that for some players the practical result is a higher cost," Microsoft said. The company added that it will "listen closely" to player feedback and make adjustments if necessary.
Xbox's cloud gaming service runs on Azure servers, and the Azure business is booming. For the first time ever, Microsoft just revealed how much money it makes on Azure quarterly, and the latest numbers showed $29.4 billion in sales. As relayed by Reuters, that's behind Amazon's latest quarterly revenue for AWS of $42.2 billion but ahead of Google's $24.8 billion cloud business results.
Posted by: harryjkevin - 09-08-2026, 05:51 AM - Forum: Lounge
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Posted by: harryjkevin - 09-08-2026, 05:18 AM - Forum: Lounge
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