• Bugsnax Developer is Embracing the Four Day Work Week

    The developer of PS5 launch title Bugsnax is permanently transitioning to a four-day work week in an attempt to give its employees a healthier work-life balance.

    Axios reports that back in July, Young Horses said it tested out a four-day work week model as a trial run. Now, that change will become the norm for the eight-person studio. Young Horses President Phil Tibitoski says they know this shift was easier for them due to the studio's small size.

    "It was easier for us to implement because to measure our small team's output is simple relative to those bigger studios, so our trial period and decision-making is faster than a studio who has to get buy-in from so many departments and investors," Tibitoski said. He added that he thinks a four-day work week is possible at larger studios, but that expectations would have to change in order for it to work.

    Crunch remains a heavily-discussed topic within the video game industry. Earlier this month, the co-presidents of Naughty Dog shared their thoughts on potential remedies to crunch, including unionization, mandatory hours, and more.

    In our Bugsnax review, we called the game, 'great,' saying, "the laughs outnumbered the groans significantly as I found myself surprisingly invested in the events of the island and its inhabitants." Now the game is set to come to Steam sometime next year.

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

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    Owen Wilson Joins Disney’s Haunted Mansion

    After a supporting turn as Mobius in Marvel's Loki, Disney is back in the Owen Wilson business. The actor is set to star in the studio's Haunted Mansion, a new movie based off of the company's popular theme park ride. The news was first reported by The Hollywood Reporter.

    Wilson joins a cast that already includes LaKeith Stanfield and Tiffany Haddish. Reports describe it as an ensemble production.

    Director Justin Simien is helming the production, which will begin shooting in Atlanta in October. The filmmaker is coming off of his directorial debut Dear White People and the 2020 horror movie Bad Hair. Ghostbusters and The Heat writer Katie Dippold is penning the adaptation.

    Haunted Mansion will be the latest Disney film based off of one of the company's theme park rides. This summer, the studio's Jungle Cruise grossed $193.7 million at the global box office, along with additional profits from its release on Disney Plus' Premier Access program. A sequel has already been confirmed.

    A movie based on Haunted Mansion was first released in 2003. The Eddie Murphy-starring comedy was a modest box office success, grossing $182.3 million worldwide against a reported production budget of $90 million.

    In our review of the series premiere of Loki, IGN gave the episode a 7, saying that "Wilson and [Tom] Hiddleston have stellar comedic chemistry." The actor can next be seen in Wes Anderson's next film The French Dispatch in October.

    For more on Disney's upcoming slate, read our complete rundown of the studio's line-up of live-action remakes.

    J. Kim Murphy is a freelance entertainment writer.

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    Metroid Prime’s Crunch Was So Bad That It Nearly Broke Retro Studios

    Metroid Prime is nearly 20 years old, but a new interview is shedding light on the development of the groundbreaking series.

    Former Retro Studios developer Mike Wikan went on an episode of the Kiwi Talkz podcast to discuss crunch within Retro during the development of Metroid Prime, as well as the effort from Nintendo to change the Metroid Prime Trilogy's writing to fit within the Metroid Prime universe.

    The 'Nine Month Death March' at the End of Metroid Prime's Development

    Discussions surrounding crunch are at the forefront of video game discourse in 2021. From Naughty Dog to Rockstar, to CD Projekt Red, more employees, writers, and fans are speaking out about a problem in the video game industry that dates back to long before the wider public noticed it.

    In this case, it dates back to 2002, when the Austin, Texas-based Retro Studios was developing the first-ever 3D Metroid game in partnership with Nintendo. Wikan, who worked on the game, said that crunch was a big problem during the development of Metroid Prime.

    "I had two times where I was there for 48 hours straight with one hour of sleep, and then a couple of 36 hour days," Wikan said. "The last nine months we were pretty much there 24/7, working on the game."

    After Metroid Prime shipped, Wikan says morale was low within Retro's ranks. In fact, according to Wikan, many team members were ready to quit, and Wikan himself even had multiple job offers on the table. Then, things changed for the studio when Nintendo stepped in.

    "To their credit, Nintendo realized what was going on, and they came in and took over the company, [they] bought it out," Wikan said. After Nintendo bought Retro, Nintendo of America's Michael Kelbaugh was put in charge. Wikan says he asked Retro employees to give him a few weeks to turn it around, and he eventually, "restored faith in leadership."

    The turbulent past of Retro Studios pre-Nintendo is well-documented. The studio has a history of layoffs, crunch, and unrealized ambition prior to Nintendo's decision to step in and put Kelbaugh in charge, who is still President of Retro Studios today.

    According to Wikan, the change in ownership and leadership worked, and the studio began following healthier work practices. However, it still wasn't perfect. "In fact, after Metroid Prime 1, we rarely crunched," Wikan said. "We had some crunch but it wasn't like the nine-month death march at the end of Metroid Prime 1. That was the worst."

    Nintendo's Involvement in Reworking Metroid Prime Trilogy's Script

    Also in the interview, Wikan revealed he was part of a four-person team tasked with reworking the three mainline Metroid Prime games into a collection. The package was released in 2009 on Wii as Metroid Prime: Trilogy.

    Besides changing some boss fight balance issues, and some small technical problems, Wikan and his team left the three games largely unchanged. At least, until Nintendo came in and started reworking the script. Wikan says Nintendo combed through the scans from all three Prime games and created a spreadsheet analysis of how it fits within the Metroid Prime universe.

    "They sent us hundreds and hundreds and hundreds of edits and changes for all the text to make sure everything harmonized and worked in the Metroid universe. That’s the level of detail that they put into it," Wikan said. "Probably 50 to 60% of the work we did on the Trilogy was changing those dang scan files."

    Wikan is no longer with Retro, but the studio is now working on the delayed Metroid Prime 4. At E3 this year, Nintendo said they're "working hard" on Metroid Prime 4, which lead to the announcement of Metroid Dread; a new entry in the mainline 2D Metroid series. Dread is wrapping up the story of Samus and the Metroids, a story that is largely unrelated to her adventures in the Prime games.

    Check out the full episode of the Kiwi Talkz Podcast for more insight from Wikan on his time at Retro Studios making Metroid Prime.

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

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    NZXT Capsule Review

    NZXT may be best known for its stylish PC cases and components, but it's finally ready to try its hand at something new. Today, the company is unveiling its first-ever USB microphone, the NZXT Capsule, and I’ve spent the last week putting it through its paces against both the Blue Yeti, Blue Yeti X, and HyperX Quadcast, some of the best microphones out there. Coming in at $129.99, it’s all about simplicity, allowing gamers to kickstart their stream in style without spending time learning the ins and outs of microphone settings. It certainly looks cool, but is it worth the more expensive price?

    NZXT Capsule – Design and Features

    NZXT’s goal with the Capsule was to make the mic as plug-and-play as possible, and it’s safe to say it succeeded. The Capsule streamlines the process of getting started with a new mic, making it a good fit for new streamers and gamers who don’t want to fuss about with settings just to be heard well. It removes settings most people don’t need, integrates features that would usually come as accessories right into the body of the mic, and comes tuned with enough gain that you could plug it in, set it in front of your keyboard, and go without touching anything else.

    It accomplishes this by focusing purely on what’s important for gamers, and because this is NZXT, that also means looking great on camera. The microphone is shaped like a cylinder, not unlike the HyperX QuadCast. Rather than go with the usual boring matte black, the Capsule embraces contrast with a white body and integrated black grille on the front. Around the back, the side facing the camera, an array of drilled holes reveals the same black grille hidden underneath. The bottom is ringed by an LED diffuser that’s white when it receives power and turns red when muted. It’s altogether more stylish than the majority of mics out there and feels solid thanks to its aluminum construction (though the gain and volume dials are plastic and have a bit of wobble to them).

    Unlike the Yeti or Quadcast, the Capsule only features a single cardioid polar pattern. This makes the mic a good fit for recording your own voice or another single sound source, as it’s tuned to capture what’s directly in front of it and reject outside noise. If you’re hosting a podcast with another person or conducting interviews across a table, that single polar pattern is going to be limiting. For most users (and especially newcomers) just interested in recording their own voice, including only cardioid mode eliminates a source of confusion and the chance of a poor recording because the microphone was set wrong. At the same time, it does make it less versatile than the competition for different types of recording.

    What it lacks in polar patterns, it makes up for in recording quality. NZXT has equipped the mic with a medium-to-large 25mm condenser capsule that’s been tailored for speech. Large diaphragm microphones are a popular choice for broadcast and other spoken word content due to their tendency to sound warm and lush (though that isn’t quite the case here). The microphone is able to capture hi-res audio up to 24-bit/96kHz, putting it in line with the Blue Yeti X and exceeding both the original Blue Yeti and HyperX Quadcast. While that level of detail is far beyond what you’ll hear in spoken word, especially when streamed over the internet, it lends the Capsule some definite chops for local recordings, especially for musicians.

    The mic also streamlines the process of getting started and learning how to use the microphone. There are only two dials on the front, one for system volume and another to adjust microphone gain. Clicking the gain button mutes the microphone and turns the LED ring red. Once it’s connected over USB-C, Windows automatically detects it and installs drivers without the need for additional software. After it’s installed, the mic acts as a sound card for your PC, so by connecting a pair of headphones to the audio jack by the USB port, you can hear your system volume and monitor your own voice straight through the mic with no latency.

    These features are all straightforward and easy to figure out without looking at a manual. Even the process of swapping over sound sources from my speakers to the mic happened automatically without any need to to fiddle with my system’s Control Panel. A quick turn of the two dials made it clear what they controlled, and I only needed to moderately adjust its mic volume since it defaults to 50-percent out of the box. I liked that I didn’t have to flip the microphone around to adjust multiple dials like on the Yeti, but wasn’t a fan of how the Capsule’s knobs endlessly turn. Having a hard stopping point makes it easier to tell gain levels at a glance but here I had to play it by ear – literally.

    The Capsule features an innovative mounting solution for swapping to a boom arm. Virtually every other USB mic that comes with a desktop stand forces you to unscrew its adjustment knobs and keep track of multiple washers when it’s not in use. The Capsule features a removable back piece that detaches with a simple button press and allows the microphone to slide off its stand. A replacement piece comes in the box to fill in the gap, as well as an adapter to screw the mic onto the boom arm. The back piece on my pre-production model had an extremely tight fit which made it difficult to remove, but NZXT is aware of the issue and claims it will be fixed for launch. I would usually be cautious in a case like this, but I was able to remedy the issue myself simply by bending the guide rails out a hair, so it seems like an easy fix.

    NZXT Capsule – Performance

    I started testing the microphone with some local recordings captured in the free software, Audacity. On its own I was impressed by how crisp and clear the microphone sounded. There wasn’t a lot of excess white noise coming from the microphone’s electronics either. When I wasn’t speaking, there was enough noise to tell that the microphone was turned on and not muted, but not enough to be distracting or make the recording sound low quality. Discord and OBS noise suppression had no trouble removing it.

    While the Capsule sounds good, it’s entering a busy market with lots of options at similar prices, so I was curious to see how it compared. Against both the original Blue Yeti, the Yeti X, and the HyperX Quadcast, it delivered impressive results. The Capsule lacked nothing in clarity that the others offered, but did offer a more realistic, brighter tone overall. If you like a bit of extra warmth and bass to your voice, the Yeti may still be the better bet, but for realism the Capsule is the better choice.

    I was also impressed to see the Capsule win in overall white noise too. The results between all four mics were close enough that you wouldn’t be able to tell a difference without a decibel meter, but the Capsule managed consistently less self-noise than any of the other mics by 2-3dB. This shows that the internal design of the microphone is well-done and uses quality components.

    For gaming and Discord, the Capsule performed well. My teammates were able to hear me clearly whether I had the mic on its desktop stand or mounted on my Rode PSA-1 boom arm. At only 314 grams, the mic was a bit too light for my arm, so you’ll want to use it with one that supports lightweight mics or can be tightened down.

    As a condenser mic, it’s naturally more sensitive to outside noise, but it did a good job of quieting down sounds that aren’t right in front of its capsule. I played in an untreated room with hardwood floors but didn’t have any issues with reverb. Even the sound of my clacky mechanical keyboard was effectively dampened. It could still be heard, however, so you’ll still want to limit unwanted noise to keep it from making its way into the mic.

    The dials left a lot to be desired. Compared to the Yeti, they just felt cheap, endlessly spinning on their pins. At this price, I would have liked to feel a little more resistance and to quickly see what my level is instead of guessing. The clicky mute button also causes a nice “chunk” sound every time it’s pressed, which makes its way into recordings.

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    Andrew Garfield Reacts to the Rumors He’s in Spider-Man: No Way Home

    With a new trailer that revealed the return of Alfred Molina's Doctor Octopus, Spider-Man: No Way Home is teasing an expansion of the Marvel Cinematic Universe that could encompass previous cinematic incarnations of the webslinger. Along with Molina and Jamie Foxx's Electro, the cast is also rumored to include the return of both Tobey Maguire and Andrew Garfield's versions of Peter Parker.

    While Garfield has emphatically denied any involvement in the MCU film before, the actor offered another canny response when asked about the casting rumors in a recent Variety profile.

    "I understand why people are freaking out about the concept… because I’m a fan as well. You can’t help but imagine scenes and moments of ‘Oh, my God, how f—ing cool would it be if they did that?’" Garfield said. “It’s important for me to say on the record that this is not something I’m aware I am involved in.

    "I know I’m not going to be able to say anything that will convince anyone that I don’t know what’s happening," he continued. "No matter what I say, I’m f—ed. It’s either going to be really disappointing for people or it’s going to be really exciting.”

    Garfield also reflected on his own tenure as Peter Parker in the interview. Although his run came to an abrupt end after the release of 2014's The Amazing Spider-Man 2, the actor still thinks back on his time making superhero movies fondly.

    "It was only beautiful," Garfield said. "I got to meet Emma [Stone] and work with her and Sally Field. I had karma with [Sony Pictures co-chairman] Amy Pascal, who was a mother figure, and we would fight, but ultimately, we loved each other on a deep level. We tried to meet as much in the middle as we could in terms of why I wanted to do this role, and what her needs were as the head of the studio."

    Spider-Man: No Way Home is set to hit theaters on December 17. For more about the upcoming MCU movie, read about how fans are arguing if an old villain is hidden in the teaser and check out our complete analysis of the trailer.

    J. Kim Murphy is a freelance entertainment writer.

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