• Natural Resources on Mars Could Produce Rocket Fuel, Say Researchers

    A new study has discovered that future astronauts who find themselves on Mars may be able to use its natural resources to help make rocket fuel that could assist in getting them back to Earth.

    As reported by Space.com, scientists have detailed their findings on the matter in the journal Nature Communications and have shared certain proposals that could save billions of dollars in the mission to get our astronauts home.

    As it stands, NASA plans on using rocket engines that are fueled by both methane and liquid oxygen to depart Mars. The problem? Neither of these exist naturally on Mars, meaning that "30 or so tons" of methane and liquid oxygen would be needed to be transported from Earth to Mars for the return trip. NASA estimates this part of the process could cost upwards of $8 billion.

    NASA has explored the idea of reducing this cost by using chemical reactions to produce liquid oxygen from carbon dioxide in the Martian atmosphere, but methane would still be needed to be transported from Earth to Mars.

    These aforementioned scientists have proposed an alternative solution that would not only let astronauts produce methane and liquid oxygen from Martian resources, but the process would also provide extra oxygen for them to use.

    Instead of transporting tons of methane and liquid oxygen, astronauts would bring with them two microbes on their trip to Mars. The first – cyanobacteria – would "use sunlight to create sugars via photosynthesis after given carbon dioxide from the Martian atmosphere and water taken from Martian ice." The second – a genetically modified E. coli bacteria – would "ferment those sugars into a rocket propellant called 2,3-butanediol, which is currently used on Earth to help make rubber."

    2,3-butanediol is weaker rocket fuel than methane, but Mars' gravity is only one-third of Earth's, which would make this solution a good option for take-off.

    "You need a lot less energy for lift-off on Mars, which gave us the flexibility to consider different chemicals that aren't designed for rocket launch on Earth," study senior author Pamela Peralta-Yahya said in a statement. "We started to consider ways to take advantage of the planet's lower gravity and lack of oxygen to create solutions that aren't relevant for Earth launches."

    Enzymes would also be needed to be brought from Earth that could digest the cyanobacteria and free up their sugars and industrial seperation techniques would need to be utilized to "extract the 2,3-butanediol from the E. coli fermnetation broth."

    A proposed rocket fuel plant on Mars that would span roughly "four football fields" would be built, and it would "use 32% less power than the strategy that involved shipping methane from Earth and generate 44 tons of excess oxygen to support human crews. However, it would weigh three times more."

    The scientists note that further optimizations could increase microbial productivity to use 59% less power and weigh 13% less, all while "still generating 20 tons of excess oxygen."

    "Given the distinct advantages that the biological process provides, such as excess oxygen generation for colony formation, we should start thinking about how to engineer microbes for their safe use on Mars," Peralta-Yahya said.

    Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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    Goldeneye 007 German Ban Removal Raises Some Interesting Questions About Its Future On Switch Online

    N64's Goldeneye 007, one of the most iconic multiplayer games to ever be released, has been unbanned in Germany, sparking speculation that this could be a sign it may be on its way to Nintendo Switch Online or another platform.

    Goldeneye 007 has been part of the German Federal Review Board for Media Harmful to Minors list for some time, but Schnittberichte.com has reported that it was recently removed, meaning it is now legal to advertise and sell in stores in Germany.

    This development is made even more interesting because there is usually an automatic review of any media on the list after 25 years, but Goldeneye 007 was released only 24 years ago in 1997. This could mean someone was lobbying for its removal from the list early.

    Schnittberichte.com also notes that Stadlbauer Marketing – a toymaker who also licenses Mario Kart for its Carrera slot car line – has the German rights to Goldeneye 007. This could be a big hint that someone wants to re-release it in some form, be that on Nintendo Switch Online, on Xbox as original developer Rare is owned by Microsoft, or for licensed toys.

    While this may be a promising sign, bringing Goldeneye 007 to modern platforms requires much more to actually happen. One of the biggest reasons is Nintendo or another company would have to do its part in negotiating the rights for the James Bond license and possibly the actors' faces that appear in it in digital form like Pierce Brosnan.

    Hopefully, when/if Goldeneye 007 is added to Nintendo Switch Online, it will be in a bit better shape than it is in now. Players who have already upgraded to Nintendo Switch Online + Expansion Pack to play N64 and SEGA games have reported issues of input lag, sound delays, frame rate issues, and incorrect controller layouts.

    For more on Goldenye 007, check out a fan's remake of Goldeneye in Far Cry 5, how a Goldeneye 007 remaster was canceled by Nintendo with only a few bugs to fix, and how Nintendo's Shigeru Miyamoto wanted to make Goldeneye more family-friendly.

    Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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    Golf Club Wasteland Lets You Play Golf in the Ruins of a Climate Apocalypse

    Igor Simić has always maintained a penchant for dark commentary on the world around him. One of his earliest games, called Children's Play, asked the player to run a factory staffed by children and keep them from falling asleep on the assembly line while a mutated teddy bear spouted critiques of sweatshops.

    It was while he recorded music for Child’s Play that he met his future collaborator on Golf Club Wasteland, Shane Berry. In the studio break room Simić heard Berry's voice for the first time, and immediately cast him as the horrifying teddy bear.

    From there, the two began a working relationship that spanned several videos and short films, with Golf Club Wasteland ultimately their first commercial attempt at a game. They and their fellow collaborators all had day jobs at its onset, so they began brainstorming something they could easily make in the evenings after work.

    "I remember a couple of us were watching TV, and [Donald] Trump was becoming more likely a viable [presidential] candidate, and it was becoming reality," Simić says. "And also, Elon Musk on the other hand was more in the zeitgeist not only as an entrepreneur, but as a public figure. And also, Bernie [Sanders] was talking about the 1%, and somehow all of that coalesced in my head, and I realized, 'If Earth undergoes a massive climate change catastrophe, from the perspective of someone like Trump, who is a real estate guy in golf courses, that's a clean slate, because then the whole Earth can be a golf course.'"

    Their vision coalesced further in 2017, when a viral photo of golfers finishing their games as an Oregon wildfire blazed behind them made the rounds.

    The idea for a golf game jived with their need for a less complex project, too. Simić tells me the team never aimed to create a realistic golf game with Golf Club Wasteland. His development touchstones were simple ones: minimalist golfing title Desert Golfing, Worms, and an MS-DOS game called Gorillas where the player types in an angle and force in order to throw bananas at another gorilla across a city.

    The finished product, Golf Club Wasteland, is a lovely, haunting experience. It takes place in the post-apocalypse where almost all human life has been wiped out. Earth is now used solely as a golf course for the ultra-rich who escaped to Mars during the catastrophe that destroyed their home. Its visuals are minimalist but striking, featuring courses plotted out through demolished brutalist architecture with looming neon signs, roaming wildlife like ball-kicking cows and a towering giraffe, and empty buildings. It's a lonely game that's more about the light puzzling involved to sink a shot despite all the destruction than it is about a high score, though you can play to finish in as few strokes as possible if you like.

    Scoring well does unlock journal entries that give insight into the story and world of Golf Club Wasteland, but even if you're missing most of your shots, you can pick up the vibe just fine from the music. Golf Club Wasteland is tuned to its own radio show called Radio Nostalgia From Mars — a mix of stories, call-ins, safety public service announcements, and chill music underscoring the desolation of Earth as you golf. The dissonance between its relaxing tunes, the strange government warnings, and the melancholic stories shared by the world's inhabitants are not just the perfect background to hellscape golfing — they're integral to understanding the world you're golfing in.

    Berry derived Radio Nostalgia from Mars from his own experiences in audio, ranging from being in a death metal band at the age of 12 to DJing, a career in the Japanese underground techno scene, and commercial audio work. But most fitting to Golf Club Wasteland's score was his work doing cable radio in Tokyo — producing radio shows that fed into cafes and convenience stores to a few million listeners.

    "Not only did we have to produce all the music [for Golf Club Wasteland], we also had to come up with a story, basically, within the radio show, the world of what's happening on Mars," Berry says. "The premise is so absurd that we found very quickly on that if we made the radio show heavily satirical or lent towards a Terry Pratchett or Douglas Adams kind of angle, it didn't lend itself to the pathos and the reality of the game, despite its kind of crazy premise. It became quite interesting to explore the plausibility of that world and the reality of the insanity of going to Mars."

    A chance encounter at a Frankfurt art exhibition further aided Berry and Simić's desire to ground Golf Club Wasteland's absurdism in reality. There, they met a woman named Janet Biggs, who had worked as a part of the Mars Desert Research Station in Utah where scientists simulate what it might be like to actually live on Mars. They spent an evening with Biggs, listening to her tell stories about her day-to-day life in the habitat.

    "It was in that meeting that I realized that the reality was absurd enough," Berry says. "We didn't have to do anything other than just describe what it would really like to be on Mars, and that would be funny and humorous within itself and lend a kind of plausibility to the game. So, there was a balance between this humor of the signs and the building marred with this plausibility of the radio show that's kind of self-referential and kind of irreverent, but also kind of leaning more towards realism than it is towards the absurdity of the underlying premise."

    We can barely live underwater, and we can barely live in a desert for a couple of weeks without major problems…It's not going to be pretty moving to Mars.

    As you can probably tell, Golf Club Wasteland doesn’t shy away from political themes and commentary, and in fact explicitly embraces them. Simić says they did want to veer far away from anything that could come off as preachy, and described Golf Club Wasteland as "anti-escapist entertainment" — it relates to real life, sure, and climate change is treated as a fact of reality, for instance. Berry adds that they wanted to be very explicit, too, about the idea that just moving to Mars to escape reality isn't an easy option for humanity.

    "We can barely live underwater, and we can barely live in a desert for a couple of weeks without major problems, and a lot of those problems stem from us being human and being emotional creatures…It's not going to be pretty moving to Mars," he says.

    Simić adds: "Perhaps one thing that people could take away as a point or a message or something of that sort is in the stories in the Radio Nostalgia from Mars soundtrack, the stories are mostly just regular people of different nationalities who wrote together with me a memory from their past life on Earth, since they're recounting from Mars. And in reality, these memories are of simple things, like a walk in the park, cycling in your neighborhood, having coffee, singing, dancing with friends in Havana, in Italy, in Berlin, and so forth. So, these are things that we have now, but the radio and the game attempt to make you think of things that you have now as if you had lost them forever. That's an emotional kind of message."

    Golf Club Wasteland was almost a hard sell for me given the thorough saturation of my daily life in alarming news headlines about a darkening future. I don't want to pretend there's anything soothing about the idea of any kind of apocalypse, especially one inevitably presided over by the 1%. But Golf Club Wasteland's portrayal had an alluring calm to it that worked for me precisely because of how at odds it was with its subject matter. If the rich play golf on our ruins, it will be precisely like this — serene, unbothered, and careless as a ball rolls through a broken satellite dish, slides down a bemused giraffe's neck, and lands with a soft thud on the ruined surface we used to live on.

    Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

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    Horror Movie Face-Off: Best Scary Movie – The Winner Revealed

    Last week, we asked YOU to help us decide which of 105 of the most terrifyingly popular horror movies is the scariest and best of them all. After thousands and thousands of 1v1 battles with matchups like Alien vs. Psycho and The Excorcist vs. Scream, the ultimate winner has been chosen.

    So, who claimed the top spot in the battle for the greatest horror movie of all time? Drumroll please…

    With an 87.6% win percentage, Stanley Kubrick's The Shining narrowly defeated Alien and its impressive 86.5% win percentage by just 1.1%. This iconic horror film that recently received a sequel after 39 years in Doctor Sleep won 23,042 of its 26,299 battles to claim the ultimate prize.

    The Shining may not be a surprise winner as it has been one of the most celebrated horror films since its first premiered in theaters in 1980 and introduced the world to Jack and his iconic line, "Here's Johnny!" We actually placed The Shining at the #1 spot in our list of The Top 100 Best Horror Movies of All Time list, so you will see no argument from us here for the winner IGN's audience chose.

    Rounding out the top five were The Exorcist at #3, The Thing at #4, and the original Halloween at #5. All of these films won over 80% of their battles to claim a coveted Top 5 spot. All of the films in the Top 5 were released within nine years of each other, making the time between 1973's The Exorcist and 1982's The Thing one of the best decades for horror.

    As we look at the Top 10, we see the A Nightmare on Elm Street just missed out at the #5 spot but still placed at a respectable #6. Jaws, The Texas Chain Saw Massacre, The Evil Dead, and Poltergeist all helped make the scariest ten films that ensure your Halloween and beyond are as spooky as they can be.

    Taking last place, with a win percentage of only 18.5%, was Cat People. Not far behind was Son of Frankenstein, The Innocents, Momento Mori, and La Llarona. The bottom two films in this list of the Best Horror Movies of All Time – Cat People and Son of Frankenstein – were both released before 1943, so it could be a case of an older film not holding as much weight or terror in today's day and age.

    Rounding out the Bottom 10 were Kill List, Repulsion, The Cabinet of Dr. Caligari, Carnival of Souls, and Black Sunday. Many of these films were released prior to 1965 and six of the ten – Cat People, Son of Frankenstein, The Innocents, Repulsion, The Cabinet of Dr. Caligari, and Carnival of Souls – were all in black-and-white.

    Are you wondering where your favorite horror movie landed, like maybe Hereditary? (It took spot #10!) For all the rankings, you can check out the full list of where all of the 105 horror movies that competed in this Face-Off ended up.

    For more, check out the best 90s horror movies you can stream right now, the best horror films on Shudder, and what films we consider to be the scariest of the last decade.

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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    Nintendo Confirms It’s Closing Its Northern California And Toronto Offices

    Nintendo is shuttering its offices in Redwood City, California and Toronto, Ontario — a move that will reportedly affect more than 100 employees. The decision coincides with the reported resignation of Senior Vice President of Sales and Marketing Nick Chavez, who will be leaving Nintendo to join Kentucky Fried Chicken.

    First reported by Kotaku, Nintendo of America confirmed that the offices would be closing in a statement to IGN.

    "Nintendo of America headquarters are in Redmond, WA, and Vancouver, BC. We are moving more of our employees and operations into those headquarters and will be closing small satellite offices in Toronto, ON, and Redwood City, CA, over time," the statement says.

    It continues, "Devon Pritchard, Executive Vice President, Business Affairs and Publisher Relations for Nintendo of America (NOA), will assume interim leadership of Sales, Marketing and Communications following the departure of Nick Chavez. Ms. Pritchard will oversee strategy and execution of sales, marketing and communications across the U.S. and Canada."

    According to Kotaku, staff were reportedly "upset" by the decision to close the Redwood City office.

    Until their closure, the Redwood City and Toronto locations were satellite offices that primarily housed Nintendo's sales and marketing teams. IGN was in the Redwood City office last month to see the Switch OLED and play Metroid Dread, and the location was almost totally empty.

    Like many other companies, Nintendo has had to scramble to adapt to new work from home protocols and other issues related to the COVID-19 pandemic. It appears that this is an attempt to consolidate its physical offices as the pandemic wears on.

    Kat Bailey is a Senior News Editor at IGN.

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