• Marvel Explains Why Hawkeye Switched from a Movie to a Series

    Marvel’s Hawkeye is about to launch on Disney+ as an action-packed TV series – and that's because the original plan for a Hawkeye solo movie was simply too packed with details that needed explaining.

    During an interview with The Hollywood Reporter, producer Trinh Tran explained why Hawkeye was eventually turned into a TV series.

    “It allows us the creative flexibility to explore the characters a lot more because we have the time and space to do so,” she explained. “We decided to move Hawkeye from the feature side over to the Disney+ side for that very reason.”

    The Hawkeye TV series has been in the works for a while, with Marvel boss Kevin Feige confirming that Hawkeye almost had his own solo movie. Now, Marvel producer Trinh Tran has explained why it was so important to turn the project into a TV series. And it’s all about how much story they have to tell.

    “The big question was, ‘How are we going to fit all of this into a two-hour timeframe? We have an Avenger whose backstory we haven’t quite had time to explore yet,” she explained. “We also have to introduce a new character [Kat Bishop], as well as allow enough time for them to bond and create that special dynamic that everybody finds so appealing in the comics’.”

    Although Kate Bishop (played by Hailee Steinfeld) will be well known to comic book fans, the Hawkeye TV series marks her Marvel Cinematic Universe debut. Here, the character is a self-taught archer and Hawkeye fan who draws Clint Barton’s attention by masquerading as Ronin – Hawkeye’s deadly alter-ego who made an appearance in Avengers: Endgame. This show will also introduce Echo, who will be getting her own spin-off show in future.

    There’s certainly a lot of backstory to cover, so it makes sense for Marvel to develop Hawkeye into a TV series rather than a movie – even more so considering the phenomenal success of WandaVision and other MCU series.

    “In moving it over, it allowed us six hours, three times as much time, which really gave us the creative flexibility we needed to tell the story,” added Tran. “But challenges come with it as well. We have a process at Marvel, and we try to maintain that same process both on the feature side and the TV series side. We treat it as one process that works well for us.”

    “But things happen faster on the TV end,” she said. “We have the same amount of time that we normally do on the feature end, but we have three times as much content that we have to deliver in a shorter time span.”

    If you need to get caught up before Hawkeye begins this week, we've got a full MCU timeline for the character, and if you want to know what's next, we've got a full list of upcoming MCU projects.

    Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

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    Kojima Productions Opens a Division to Release Movies, TV, and Music

    Death Stranding developer Kojima Productions has opened a new division in Los Angeles that will be dedicated to movies, TV and music.

    As reported by GamesIndustry.biz, the new studio will be led by former PlayStation Vice President of business affairs, Riley Russell, who will lead the California team as the developer looks to branch out into a wider range of media.

    "The team has as its charter, the goal of expanding the reach and awareness of the properties now under development at Kojima Productions, and to make them even more a part of our popular culture," explains Russell in an interview with GamesIndustry.biz.

    "Although we are a global organization, the new business development team will be centred in Los Angeles, CA. We are truly excited and looking forward to working with the very best entertainment talent we can, across all of the entertainment industries."

    Kojima Productions was set up by video game designer Hideo Kojima in 2015 following his split with Konami. While the studio has since only produced one game in Death Stranding (or two if you count the subsequent Director's Cut), many fans have been speculating as to what the studio's next project might be.

    Since the release of Death Stranding, the rumour mill has churned up a number of different reports surrounding what Kojima is currently working on. From fan speculation earlier this year suggesting that Blue Box Games' Sony exclusive Abandoned might be a secret Kojima game to alternate rumours indicating that he might be working on a completely different title alongside Xbox, there's been a lot to unpick.

    In June, Kojima offered some insight into the future during an interview where he stated that he was rethinking his creative process following the events of the COVID-19 pandemic. “In the past, about creating things, I was always thinking about what could happen in society in 5, 10, or 20 years,” Kojima said in the interview.

    “It was like predicting the future and adding the entertainment essence. And that’s how I always created. But this time, [the pandemic] came much too soon. The reality came much too soon, especially on Death Stranding. So I’ve changed how I think and create now.”

    While in the past, rumours about the what's next for Kojima Productions and the game designer himself have largely revolved around projects from within the games industry, the addition of a new division created to branch out into other realms of media will only likely add to that fire and fans excitement.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Analogue Pocket Begins Shipping In Mid-December

    After pushing back the release date three separate times, Analogue, Inc. has announced today that its handheld game console, the Pocket will begin shipping next month.

    As noted in a recent blog post, the device will begin shipping on December 13. Due to unprecedented shipping constraints, those who preordered the handheld can expect their unit to arrive sometime between December 14 – December 30. With the holiday season approaching, Analogue notes that it will hold packages for those that may be away from their home, with those units slated to ship on January 3, 2022.

    Analogue Pocket was originally announced in 2019. This sleek device allows users to play handheld games released during the fourth, fifth, and sixth generation, such as GameBoy Color cartridges. The Pocket features a 3.5-inch 665ppi LCD display made of Gorilla Glass with an estimated battery life of six hours.

    Alongside the ability to play through a huge number of retro handheld games, Analogue, Inc. also announced last month that Pocket will have its own operating system, which will allow you to save games to and from cartridges, among other things.

    Analogue Pocket, like many other devices, has been negatively impacted by the global chip shortage. But despite the last two delays for the Pocket coming out of COVID-related impacts, Analogue Pocket will make its 2021 release date, unlike Valve's Steam Deck and Panic's Playdate, which have been delayed into early 2022 due to supply shortages.

    Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster

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    Sony Has Patented the PS5’s Faceplates After Threatening Others for Making Them

    Sony has finally patented the PlayStation 5's faceplates after threatening a number of other companies with legal action over making them – sparking speculation that it may begin selling its own variant editions.

    A patent filed by the publisher can be found on the US States Patent and Trademark Office website, which states that the patent was officially recognized on November 16.

    While it's released several official controller colorways for PS5, Sony has yet to offer differently colors of the PS5 itself. The patent has caused speculation that Sony may now be planning to sell individual faceplate replacements, perhaps to match the Midnight Black and Cosmic Red DualSense controllers.

    As Sony hasn't officially commented on its reasons for filing the patent (we've contacted the company for comment), it isn't yet clear whether the company has done so for the purpose of producing its own variant faceplates, granting licenses to third-party manufacturers to do the same, or to avoid future legal encounters with companies acting to create their own faceplates without consent from the publisher.

    On at least two different occasions since the launch of the PlayStation 5, Sony has threatened companies with legal action over their plans to sell unofficial faceplates to consumers. Last year the company Customize My Plates announced that it was canceling all pre-sales of its custom-ready PS5 faceplates following legal pressure from Sony.

    In a statement to IGN, the company explained that its decision had come following discussions with Sony's legal team, where it became apparent that trademarks over the console's removable side panels were too complex an issue for the company to navigate without risking legal infringement.

    In a separate dispute, Sony sent out a cease-and-desist letter to Canadian peripherals company Dbrand following its plans to release custom faceplates for the console. Dbrand announced that it was pulling its custom faceplates from sale before stating in a separate statement on the company's subreddit that it would be creating its own range of new PS5 faceplates that were far enough detached from Sony's original design to risk further infringement.

    When considering at the time whether or not Sony would still pursue the company over the new faceplates, a statement from Dbrand read: "Probably. The difference this time is that we’ve created an original design for which they have no basis to allege infringement. If they want to try, they'd better be ready to pay our legal fees."

    For more on the PlayStation 5, make sure to check out this article posted surrounding the console's first birthday and the lengthy list of first-party exclusive games coming to Sony fans in the future.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    GTA Trilogy Seems to Include an Unfinished VR Mode

    Rockstar's recent release of Grand Theft Auto: The Trilogy appears to contain an unfinished VR mode for the game.

    As spotted by Eurogamer, Rockstar Intel reporter Ben Walker recently tweeted a video (below) showing what seems to be a semi-working first-person mode in GTA: San Andreas, but which is marked as a VR option in back-end menus. "There is a debug Unreal command for GTA VR but it looks a little bit unfinished," says Walker in the tweet.

    "Maybe it would be cool if they implemented this as a first-person option? It plays pretty well. Gunfights and punching will need tweaking, would be super cool for screenshots!"

    Footage of the VR mode appears to display in a similar way to the first-person perspective granted in GTA V. As part of a thread on the mode, Walker notes that the mode plays well despite elements such as player collisions needing work.

    As the mode is currently hidden inside the game's code, accessing it is a little trickier than pressing a button or enabling an option in the game's menus. For starters, as noted by Walker in the tweet below, you'll need access to additional in-game mods and a debug menu.

    While a first-person (or VR) mode would certainly offer an exciting addition to the game, it isn't likely to have been top of Rockstar's priority list since launch. With users across a number of platforms criticizing the wide array of bugs across the trilogy, the publisher recently launched its first major patch for the games. According to Rockstar, this should fix a number of notable problems with the titles such as issues causing holes in the map, to character models in cutscenes and more.

    For more on GTA: The Trilogy, make sure to check out our review of the game where we gave it a 5/10 calling it "defective, disappointing, and surprisingly disrespectful to three classic games and their many legions of fans." Alternatively, if you're currently playing through the trilogy and need a refresher on the best cheat codes available in the series, then you can use our handy wiki guide to catch up on any you might have missed.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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