• Pokémon Has a Leak Problem

    Pokémon Brilliant Diamond and Shining Pearl aren't out until next week, but the long-awaited remakes have already leaked owing to the retail copies being released early. This is nothing new for The Pokémon Company, which has been forced to deal with multiple leaks over the past few years. From the huge Pokémon Sword and Shield backlash to this new Diamond and Pearl leak, it's safe to say the Pokémon series has a noticeable problem keeping information under wraps.

    Reported over the weekend by VGC, a Reddit user posted that they'd gotten a North American copy of the upcoming Pokémon Brilliant Diamond and Shining Pearl. The post has since been removed, but pictures and videos of the games have been floating around on Twitter.

    Leaks for Upcoming Pokémon Switch Games

    The Gen 4 remakes were initially revealed back in February. However, just days before the official announcement, leaker Centro Pokemon said fans would soon get the "big news they've been waiting for", along with pictures of Dialga and Palkia from Pokémon Diamond and Pearl. The leak turned out to be true, as Brilliant Diamond and Shining Pearl were unveiled shortly after.

    In the same presentation back in February, Pokémon: Legends Arceus was also revealed. However, the morning of the presentation, the game leaked, with clips of the trailer floating around Twitter, along with descriptions of the game.

    The Pokémon Sword and Shield Saga

    Even further back, Pokémon games have had the tendency to leak, both leading up to their release and their announcements.

    The most well-known example is 2019's Pokémon Sword and Shield, which suffered from a handful of leaks leading up to release, followed by a lengthy legal pursuit. Months before release, a leak surfaced that ended up containing many true elements of the final games, including Team Yell, the rival's names, regional evolutions, and more.

    Then, the firestorm started in early November 2019, just before the games were set to come out. A list of Sword and Shield leaks detailed the Galar region Pokédex, Gigantamax forms, Galarian forms, and more. We already knew that select Pokémon from previous generations would not return to Sword and Shield, but these leaks further fueled the fire of the "Dexit" outrage and backlash on social media.

    Shortly after release, lawyers for The Pokémon Company began searching for the Sword and Shield leakers. The lawyers said the leaks caused The Pokémon Company "irreparable injury" in their ability to market the game. Later on, The Pokémon Company began a lawsuit against the leakers. Finally, in February of 2020, Nintendo cut ties with a game publication after one if its reviewers leaked images of Sword and Shield. All said and done, the Sword and Shield incident was one of the biggest leaks of 2019.

    More Switch and 3DS Pokémon Leaks

    Even further back, Let's Go Pikachu and Let's Go Eevee leaked just ahead of their official reveal at E3 2018, while 2016's Pokémon Sun and Moon dealt with leaks leading up to launch, as the version exclusives surfaced just a week ahead of release.

    As is usually the case, not all of the leaks have turned out to be true. Shortly after Sun and Moon's release, it was rumored that Pokémon Stars would be coming to Nintendo Switch, a third version of the Alolan adventure. However, it turned out to be Pokémon Ultra Sun and Ultra Moon on 3DS, as the first Pokémon game the Switch got was Let's Go Pikachu and Let's Go Eevee. A trademark for Pokémon Delta Emerald also surfaced, but it also never came to be.

    And now, potentially due to all of the repeated instances of leaked Pokémon games, Nintendo has become notorious for strict review copy distribution and complex embargo restrictions. Even with their best efforts to shut down the leaks, Pokémon Brilliant Diamond and Shining Pearl have become another example of information becoming public before it was supposed to.

    Fans are already reacting to the leaks, with some complaining about what they've seen so far, while others are poking fun at the idea of spoilers for a remake of a 15-year-old game. Still, it won't be long until Pokémon fans can try the remakes out for themselves, as Brilliant Diamond and Shining Pearl launch next Friday,

    While you wait for the official release, check out our Pokémon Brilliant Diamond preview, where we call the remakes the "old-school Pokémon games we've been missing."

    Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

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    How Xbox Is Advancing Gaming Accessibility on Its Platforms, And, Hopefully, Throughout the Industry

    October marks the one-year anniversary of Microsoft and Sony releasing the current generation of consoles. The Xbox Series X/S and PS5 bring with them powerful new hardware, as well as libraries of titles that benefit from faster loading speeds and special features like Quick Resume or the haptics of the DualSense. With new systems comes the potential to innovate in making gaming not just faster or more tactile, but just as importantly more accessible, too.

    Xbox has notably endeavored to make accessibility advancements part of its mission since before the launch of the Xbox Series X and S. From the launch of the Xbox Adaptive Controller, to several new accessibility updates and features for its systems recently unveiled during Disability Awareness Month in October, Xbox is building an accessible gaming package that many disabled players will gravitate toward. Speaking with IGN, Xbox accessibility leads discussed the company’s journey so far in building a more accessible platform, the work still left to be done to make all of gaming more accessible, and the hopes for better cooperation across the industry to achieve that future.

    The Evolution of Xbox's Accessibility

    Accessibility at first-party studios is not new, as systems have included console-wide accessibility as early as 2015. Yet, progress is relatively incremental aside from Xbox's latest updates and announcements. Both PlayStation and Xbox allow players to fully customize controls, regardless of a specific game’s inputs, though these customization options existed during the previous generation and have largely been untouched since their initial release. The Nintendo Switch takes this feature a step further with five custom controller profiles for each official Nintendo controller. Other notable accessibility options included at a hardware level or present in most games are zoom features, text to speech and the capability to reduce screen movements and motions. But Xbox is creating new features to help distinguish their accessibility from competitors, and, hopefully, push the entire industry to find new ways to innovate..

    Speaking with IGN, Director of Accessibility at Xbox Anita Mortaloni notes the progressive evolution of accessibility, especially with consoles.

    “We know that accessibility is a journey, and we are just getting started, and there is still a lot to do, and a lot that we can continue to do even on the Xbox Adaptive Controller,” Mortaloni said.

    One of the new innovations she discussed is the Game Accessibility Feature Tags system. According to an official post by Xbox, the store page will now display what accessibility features are present in a game. Tags like “Narrated Game Menus, Subtitle options, Input Remapping, Full keyboard support, and Single Stick Gameplay” will provide disabled players with a brief synopsis of what to expect to help inform their purchase decisions. Currently, only 20 tags are present, but Xbox intends to build Feature Tags into a more comprehensive system as it gains feedback from disabled players and developers.

    “The number one question that we have continued to get is ‘What game can I play,’” Mortaloni said. “We wanted to make it really easy for gamers to find the next game they will love and be able to play. On top of the fact that it’s frustrating to have to do all of that research to begin with, you don’t want to purchase or download a game, and minutes in, or seconds, find out you can’t play it.”

    The capability to check features is beneficial beyond those opening minutes of a game, too. Often, disabled players will struggle to complete a section or boss encounter far beyond the rare refund request period some platforms offer. Mortaloni notes it’s frustrating for disabled individuals to play “…99 percent through, [only to] find out you can’t finish that final boss fight because a feature is not there.”

    Feature Tags are a great way to inform disabled consumers about potential barriers and their accessible solutions, but they still don’t give disabled players an ability to play more games. Currently, the Xbox Adaptive Controller is the only first-party developed piece of tech available intentionally created to assist disabled individuals. Yet, the device, famously equipped with the tagline “When everyone plays, we all win,” primarily benefits those with motor disabilities, a fraction of the total number of disabilities that exist. For disabled individuals with limited reach or limited motor function, the Adaptive Controller is a superb piece of tech. But for people who are sightless or have limited sight, or deaf and hard of hearing gamers, there’s room for more options to be created, rather than the Adaptive Controller existing as the only focus of accessibility enhancing hardware. And that’s a problem Xbox seems keenly aware of.

    "The number one question that we have continued to get is ‘What game can I play?'"

    Xbox Game Studios Accessibility Lead, and Gaming and Disability Lead Tara Voelker notes the need to continue searching for and developing accessible tech for disabled players beyond motor disabilities.

    “Xbox has already been taking its first steps to improve accessibility beyond the Adaptive Controller by incorporating our learnings back into our other products,” Voelker said. “Even if you look at the Xbox Series X|S Controllers, we made a concerted effort to expand it to more people by adjusting the size and ergonomics. Going forward, we still have a lot to think about. The Xbox Adaptive Controller is a product that was developed to address the needs of a specific set of gamers, those affected by certain motor disabilities. To really improve our tech, we need to look at gamers that still aren’t having their needs met and ask why. Once we understand the challenges these gamers are having, we can attempt to solve it by creating new, innovative products.”

    Xbox's Wish for Industry-wide Inclusion

    Xbox's lack of accessible tech for individuals besides those with motor disabilities is indicative of a greater issue across the industry – the need for inclusive devices like controllers. While the Xbox Adaptive Controller is immensely beneficial for physically disabled individuals, there’s one problem it, nor other Xbox accessibility advancements, can specifically handle.

    The Adaptive Controller is the only accessible first-party controller on the market, and it’s only operational with Microsoft systems. While the massively popular Switch offers several controllers and the capability to position them in unique ways, their button layout and strength required to press buttons cannot be modified. And PlayStation games made specifically for the PS5 can only be played with a DualSense. Until the rest of the industry designs accessible controllers, Xbox and Windows are the only platforms that offer a controller for those with varying motor disabilities. And while third-party workarounds exist, there’s no uniformly agreed upon technology, so consistency of quality and depth of uses can drastically vary from one controller to the next.

    One way of mitigating these inconsistencies, and opening up more consoles to having accessible controller options, could be for companies to begin working together and sharing their knowledge bases. And while this isn't a direct comparison, Xbox-published games like Minecraft, Psychonauts 2, and more are available on other company’s platforms, and Xbox-owned characters have appeared in Super Smash Bros. Ultimate, demonstrating that companies are at the very least starting to chip away at the walls we normally think of when it comes to PlayStation, Xbox, and Nintendo.

    “I would love the gaming industry to form partnerships so that accessible tech can be used on more platforms with minimal effort on the part of players,” Voelker said. “I’d love to be in a world where gamers pick the controller that is right for them (whether it’s the Xbox Adaptive Controller, the HORI Flex, or something else of their choosing) and they can use it to play wherever they want. I’d also love to see the industry working together as a whole to figure out how we can drive down the cost of assistive technology so that more people can afford to get the best gaming experience.”

    Voelker’s wish for accessible partnerships across multiple studios highlights one of the ultimate barriers that disabled people encounter when playing console games – exclusivity. While accessible features can be universally baked into platforms, such as subtitles, remappable controls and colorblind filters, the tech behind these features continues to remain exclusive or be built separately into specific platforms. And when there is only one first-party accessible controller, individuals with motor disabilities are only left with one option.

    "I would love the gaming industry to form partnerships so that accessible tech can be used on more platforms with minimal effort on the part of players."

    “I don’t think competition is necessary to fuel innovation in accessibility,” Anita Mortaloni said. “Accessibility is one of those fields [where] 1+1=3. Yes, we can all totally do a whole lot individually, but when we come together, and partner and share ideas, be it across companies or with the community, we get a lot more done, and we are able to advance the industry a lot farther.”

    Innovation is commonplace within the gaming industry. As studios continue to develop powerful new systems, pieces of tech that complement new games are sure to follow. Yet, for disabled individuals, there still remains a lack of software and hardware designed specifically to assist disabled individuals when facing unnecessary and unintentional gameplay barriers. Until more disabilities are represented with better console accessibility and pieces of tech, the gaming industry cannot be truly inclusive. Xbox's strive to provide continuous support to disabled players is indicative of an industry that is willing to change. And as Mortaloni notes, industrywide collaboration for accessibility is necessary, and hopefully Xbox’s focus can encourage others to follow in its footsteps.

    “There is no benefit to keeping it to ourselves. We all win when more people know about it, and understand it, and include it….”

    Grant Stoner is a freelance writer for IGN. You can find him on Twitter.

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    Back 4 Blood Roadmap Reveals New Co-Op Mode, Difficulty, And Solo Offline Release Timing

    Back 4 Blood is going to get a bunch of new features starting in December and into 2022. These include heavily-requested features like a new co-op mode, new difficulty level, and even an offline mode.

    Turtle Rock has announced that this month the team will focus on various quality of life improvements and bug fixes. The biggest feature coming in December is an offline solo mode with campaign progression. This was a much-requested feature since playing Back 4 Blood requires an internet connection, even when playing solo.

    Also in December, there will be new supply lines and cards as well as a new Ridden practice area, card type, and holiday seasonal event.

    In 2022, there will be even more content such as a new difficulty level, new co-op mode, melee updates, and additional quality of life improvements, as well as both new player and corruption cards.

    Back 4 Blood's first story expansion, Tunnels of Terror will also launch in 2022. It's part of the game's Annual Pass and introduces new playable characters and Ridden types. The pass comes with new weapons, cards, skins, and a new activity type. Expansions 2 and 3 are scheduled to launch later in 2022.

    IGN's Back 4 Blood review praised the co-op horror shooter saying, "Between its stellar card augmentations, excellent campaign, and jovial tone that creeps into every facet of its design, Back 4 Blood puts some exciting new spins on a familiar genre."

    Check out how to unlock characters and cosmetics in Back 4 Blood as well as how to create an overpowered melee build in the game.

    George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey

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    Dune Producer Confirms Part Two Will Start Filming in July 2022

    The second half of Dune will begin filming in summer 2022, a year before it's set to premiere in 2023 exclusively on theaters.

    Dune: Part Two will start filming on July 18, 2022, a producer for the film has said, according to The Film Stage reporter Josh Encinias (via SlashFilm). Encinias heard the filming date when he attended a special screening and Q&A session hosted by the SAG-AFTRA Foundation this past Saturday in Los Angeles.

    Dune grossed $41 million in its opening weekend, setting a pandemic record for Warner Bros. That's also considering that Dune was simultaneously released on HBO Max for no extra cost. As of November 8, Dune has grossed almost $84 million domestically and $246,500,000 internationally according to BoxOfficeMojo.

    Dune: Part Two has an official release date of October 20, 2023, exclusively in theaters. Villeneuve is set to return as director. Dune was set up as a multi-part series, and Part One ends with Paul and mother Jessica Atreides finally linking up with the Fremen, setting up an obvious next installment.

    Encinias also reported that director Denis Villeneuve said there is no extended cut of the film, and that the only version of the film is what made it to theaters and HBO Max. And in a much more strange bit of trivia, the guttural roars of Dune's iconic sandworms were made by the supervising sound editor Mark Mangini putting a small mic down his throat and making noises. Movie magic, y'all.

    The script for Dune: Part Two is still in the works, though, according to an earlier comment from Villeneuve. Composer Hans Zimmer, however, has already made about 90 minutes of new music for Part Two to help Villeneuve as he writers.

    You can read more about what to expect in Dune: Part Two here, including which characters may return, new characters that will likely be introduced, and even romantic entanglements for primary characters.

    Joseph Knoop is a writer/producer for IGN.

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    Best Lord of the Rings Gifts

    Shopping for friends and family can sometimes be difficult, especially if you're not sure what they're into. However, if you've got a Lord of the Rings fan on your holiday shopping list this year – you're in luck!

    The Lord of the Rings is one of the most popular movie and book franchises of all-time, so you better bet plenty of awesome gifts are available. From interactive board games set in J.R.R. Tolkien's vast world to branded apparel and licensed merchandise – there's truly something fun for everyone.

    And don't worry, we've scoured all of Middle-earth for the best Lord of the Rings-inspired gifts to get your loved ones this holiday season. Check out all the best Lord of the Rings gifts below.

    Top 3 Must-Have Lord of the Rings Gifts

    These are the perfect gifts for the biggest fans of the Middle-earth saga.

    Best Lord of the Rings Game Gifts

    Get lost in the world created by J.R.R. Tolkien with these great board and card games.

    Best Lord of the Rings Gear Gifts

    Show off your love for The Lord of the Rings with these great collectibles.

    Best Lord of the Rings Book Gifts

    Boxed gift sets, authentic recipe books, and expanded lore from Middle-earth.

    Best Lord of the Rings Clothing and Apparel Gifts

    T-shirts, hoodies, jewelry, and costumes – all inspired by The Lord of the Rings saga.

    Matthew Adler is a Commerce, Features, Guides, News, Previews, and Reviews writer for IGN. You can follow him on Twitter @MatthewAdler and watch him stream on Twitch.

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