• Shang-Chi Will Still Only Debut in Theaters, Despite COVID Surges

    Despite growing concerns around the COVID-19 Delta variant, Disney is committed to releasing Shang-Chi exclusively in theatres for the previously announced 45-day window, thanks to locked-in partnership agreements.

    During today's earnings call, Disney CEO Bob Chapek responded to an investor question from an investor about potentially delaying or pausing upcoming theatrical releases by saying the company "values flexibility" and did not anticipate the resurgence of COVID via the Delta variant.

    However, he added, "at some point, we have to put a stake in the ground."

    The questioner followed up by asking why Disney wouldn't just add premier access on top of the theatrical release — effectively offering viewers a chance to watch in the safety of their homes if they wanted to avoid crowded movie theatres.

    "On Shang-Chi, we think it's actually going to be an interesting experiment for us because it's got only a 45-day window for us," Chapek said. "So the prospect of being able to take a Marvel title to the service after going theatrical with 45 days, would be yet another data point to inform our actions going forward on our titles.

    "But once again, I'll refer back to my previous answer, when we planned Shang-Chi, that title was planned on being in a much more healthy theatrical environment, and at this point unfortunately due to distribution agreements that we have and due to just the practicalities of last-minute changes, it wouldn't be possible."

    Shang-Chi debuts in theatres on September 3 and has previously been announced for the 45-day theatrical exclusivity before coming to Disney+. Today's commitment from Disney to waiting for the film's release on streaming services comes after the company got flack from theater owners for Black Widow hitting a box office slump in its second week of simultaneous release, and after Scarlett Johansson sued Disney for breach of contract related to the same issue.

    Meanwhile, we got a look at six new character posters last week for Shang-Chi including Simu Liu as Shang-Chi, Awkwafina's Katy, Tony Leung's Wenwu, and others, and have an explainer ready for those less familiar with the film's hero.

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

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    Amazon’s Lord of the Rings Filming is Shifting From New Zealand to the United Kingdom For Season 2

    Ever since Lord of the Rings founds success on the big screen in the early 2000s, New Zeland has been a kind of spiritual home for the franchise's film projects. So it's notable to see Amazon's Lord of the Rings series shifting away from New Zealand, with its second season set to film in the United Kingdom.

    The shift to the U.K. comes as part of a broader strategy of "expanding [Amazon's] production footprint," the studio said in a release. It will join numerous other Amazon shows already filming in the UK.

    "We want to thank the people and the government of New Zealand for their hospitality and dedication and for providing The Lord of the Rings series with an incredible place to begin this epic journey,” said Vernon Sanders, who is the co-head of television at Amazon Studios.

    COO Albert Cheng added that Amazon does not intend to actively pursue the financial incentives to film in New Zeland, nor will it try to preserve the terms of its original agreement.

    It seems to be the end of an era for the series, which made splendid use of New Zealand's distinct geography to bring Middle-earth to life. Lord of the Rings has been a major tourism driver for New Zealand since Peter Jackson wrapped the trilogy back in 2005, with themed tours being a popular destination for fans.

    In the meantime, Amazon is pushing forward with one of the most ambitious projects in television history, with the first season alone reportedly costing a cool $465 million. Amazon seems to hope that the new series can fill the gap left by Game of Thrones, which hasn't been adequately replaced since wrapping its run in 2019.

    We'll see how it all goes when Lord of the Rings premieres on September 2, 2022, with Season 2 set to begin pre-production in early 2022.

    Kat Bailey is a Senior News Editor at IGN.

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    Gamescom 2021 Xbox Stream: When It Is and How to Watch

    Microsoft announced its Gamescom 2021 Xbox Stream on August 24, and it promises to give in-depth updates on previously announced Xbox Game Studios titles alongside other games from its third-party partners.

    IGN is carrying the stream and, as usual, this guide will provide you with everything you need to know to watch the show, including when it starts, a list of places you can watch it with us, and what you can expect to see at the show.

    Gamescom 2021 Xbox Stream Start Time

    The upcoming Gamescom 2021 Xbox Stream takes place on Tuesday, August 24, and will start at 10am PT, 1pm ET, 6pm BST. If you’re tuning in from Australia, that translates to Wednesday, August 25, at 3am AEST. The show's runtime is currently unknown, but we do know that Parris Lilly and Kate Yeager will be the hosts.

    Where to Watch the Gamescom 2021 Xbox Stream

    If you’re interested in watching the upcoming Gamescom 2021 Xbox Stream, we’ll be hosting the stream here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch the Gamescom 2021 Xbox Stream:

    What to Expect From the Gamescom 2021 Xbox Stream

    Although Gamescom is a 100% virtual experience, Xbox has big plans to show off some of its biggest games at this year's show. From their official announcement, it looks to be focused on previously announced games from Xbox Game Studios, which could include anything from Halo Infinite to Forza Horizon 5 to Starfield to Perfect Dark to the new Fable.

    With Halo Infinite's first multiplayer tech preview being such a success, this could be the perfect time to announce the game's new release date, a new test, or reveal more about the game's campaign.

    There will also be updates from Microsoft's third-party partners, and this will undoubtedly get fans hoping for another update on FromSoftware's Elden Ring, the reveal of the new Call of Duty, and much more.

    As Microsoft is known to do, it will also be giving updates on Xbox Game Pass and subscribers will surely have new games to look forward to as we head into fall and winter.

    Microsoft also reminded readers to tune into gamescom: Opening Night Live on August 25, which is hosted by The Game Awards' Geoff Keighley, hinting that there may also be some big announcements for Xbox fans at that show as well.

    For more on Gamescom 2021, check out our full Gamescom page that features the dates of the show, its partners, our prediction, and much more.

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

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    Splitgate: How a 30 Person Team Is Coping With This ‘Portal Meets Halo’ Shooter’s Unexpected Success

    1047 Games expected to learn a lot about Splitgate and its development as it approached open beta last month. But there was no way to know how big or popular it would become until Splitgate was in people’s hands. As it turned out, it was big — so big that Splitgate’s servers were completely overwhelmed.

    When Splitgate launched on PS4, Xbox One, and PC in mid-July, its servers could hold 65,000 players, a capacity that was reached in almost no time at all. 1047 Games was soon forced to increase its server capacity to 160,000, then 175,000.

    For a team with just 30 members, it was overwhelming — so much so that Splitgate’s launch had to be delayed in order to better prepare for the expected influx of players.

    “I think I can go on record and say that I think we’re the only game in the history of gaming that’s delayed a game the day before launch and have pretty much a 100% positive response to it,” 1047 CEO and co-founder Ian Proulx tells IGN. “I mean, genuinely, like we announced that and our community was so supportive. It’s been so awesome to see and I think that’s the beauty of being a small independent studio. We are fans and our community has rallied behind that, behind us. They’ve stuck with us for two and a half years and now (that community has) obviously grown.”

    Lessons Learned From Humble Portals and Even Humbler Beginnings

    There was little to suggest that Splitgate would grow as much as it did when it first arrived two years ago. When Splitgate first launched in 2019, it quickly garnered a lot of attention, bringing in about 11,900 concurrent players. Splitgate is often characterized as Halo-meets-Portal and it’s a fair description. The team isn’t necessarily trying to dodge that comparison either — Proulx says a three-word description like that does a lot for getting players in or out — but 1047 Games does feel that Splitgate is its own unique thing, and they’re right.

    Still, Splitgate wasn’t a massive success out of the gate. Momentum dwindled during its initial launch as players disappeared and the “dead game” comments began to roll in. But Proulx says he and the team knew they were on to something.

    “[W]hat I mean by that is, with a multiplayer game, we constantly faced these issues that all stem from the same problem which was having a small player base,” Proulx says. “It didn’t matter what kind of improvements we made, we could never get growth because people would eventually get to the point where it’s like, they’re tired of the long queue times, they’re tired of getting poorly balanced games, and they’re tired of playing on high ping.”

    Proulx says they basically had a game where it’s like, “yeah, it’s really fun, but you’re going to wait 10 minutes to get into a game and then you’re probably going to have a LeBron James playing against the JV kid kind of situation.” On top of that, if you were a player outside of America, you were almost certainly playing on a 150-plus ping server. All of those things sucked, Proulx says, and the team knew that.

    However, Proulx figured that if Splitgate could get to 2000 concurrent players, it could grow a lot.

    “If you do a bell curve with 2000 players, that means you’ve got 200 in the top 10% and the bottom 10%, which means you’ve got plenty of players at every single skill range on every single server,” Proulx says. “That’s all we needed… for this to take off.”

    In between the 2019 Early Access launch and the Beta launch last month, the game changed in many ways. The “arena FPS with portals” gameplay largely remained the same, but Splitgate received a big glow-up in the form of better visuals, additional weapons and maps, new game modes, and more. An item shop was added, as was a Battle Pass to give something for players to work towards besides raking up the kills and increasing their own personal teabag counter (yes, that’s a real statistic the game tracks).

    With Great Success Comes Great Server Stress

    Fast-forward to last month’s open beta, and the first day saw 4000 concurrent players. Success. But then it kept growing. And growing.

    “All of our theories over the last two and a half years came true,” Proulx says. “It was like all of a sudden, the games are good, there’s low ping for everybody, load times are fast, and overnight, it went from this thing where it’s like, ‘yeah, it’s a cool game,’ to all of a sudden, ‘it’s a cool game that works like every other game where you expect to have a fast queue and a great time.’”

    Just a few days into the Beta, Splitgate hit a new high with 12,000 players. That number was extremely emotional for Proulx. He remembers tearing up when he learned of Splitgate’s new record. For him, it was a massive weight off of his shoulders, a weight that had sat there for two and a half years. It was also a moment of personal reflection for him — for all the disgruntled comments over years past, their game was not dead.

    The team quickly set to work expanding server capacity, which hasn’t been easy given the number of interrelated features to manage.

    “The backend has to handle authentication, matchmaking, tracking user stats, coordinating parties, banning cheaters, reporting metrics, calculating challenges, displaying the store, processing payments, and much much more,” 1047 Games vice president of engineering Olly Freeman recently told Inverse. “The interrelated nature of many of these actions means that the more players that you have, the more complex the interaction and computations, which means that you need increasingly intricate, optimized, and resilient algorithms as your player base grows.”

    The team likened it in that interview to turning a five-table restaurant into a 2000-table restaurant. All of it builds on itself because more tables means you need a larger kitchen, and a larger kitchen needs more chefs and more ingredients.

    To accommodate these changes, 1047 Games ultimately made the decision to delay Splitgate’s full release.

    “Our team has been blown away by the incredible reception the Splitgate community has shown us. With the steep and sudden increase in players trying to access servers, we’re having to sort out a myriad of technical issues that come with this level of insane growth,” Proulx said in a statement the day of the delay. “We’ve worked hard to provide a high-quality game and experience, and our biggest challenge is simply to have enough capacity to serve the entire community.”

    Looking Through a Portal Into the Future

    Fans, for their part, seem content to wait for Splitgate’s impending release. A quick scroll through the replies to the Splitgate tweet announcing the delay reveals an overwhelming amount of support.

    AbsolutelyTTV, who also streams the game on Twitch, questioned why the team even called the delay “bad news,” alluding to it being a mark of success and said congrats on garnering such a large player base. Twitter user Jordan_5o2 said this unique delay shows how 1047 Games’ hard work is paying off and another user, Yasyszcjosh, said the studio’s delay messaging is the definition of “true transparency” and “hard work and dedication to your fans and user base.”

    Further fueling positive responses was the news that the beta was being extended. Since then, the team has kept players updated on what’s being fixed, new settings being added, additional customization options, and more. They’re aware of server issues and constantly tweeting about how they’re addressing it, which typically comes with the announcement that the server capacities have been increased alongside a playful meme.

    For now, Proulx says the community remains a “huge strength.”

    “They’ve rallied behind us, they’ve stuck with us for two and a half years, and now they’ve obviously grown,” he says. We really don’t take that for granted. I think it is a huge, huge advantage we have over a lot of other games. We want to make sure that we maintain that and maintain that open dialogue with them.”

    “We’re making the game for them at the end of the day so it doesn’t make sense to not listen to them. Otherwise, what’s the point?”

    Splitgate launches this month on PlayStation 4, Xbox One, and PC. PlayStation 5 and Xbox Series X|S versions are in the works Proulx said on a recent developer stream, but the team’s focus has been devoted to Splitgate’s servers. For now, the Splitgate Beta is playable on those consoles via backwards compatibility. Proulx also recently stated that the team wants to bring the game to “everything,” including mobile and the Nintendo Switch, with cross-play too, as reported by GameSpot.

    For more Splitgate, check out our thoughts on the game in IGN’s Splitgate Review-in-Progress and then watch this video showcasing the game’s new visual overhaul compared to its original 2019 graphics. Watch the game running on console here after that and then check out this Open Beta trailer recently released.

    Wesley LeBlanc is a freelance news writer and guide maker for IGN. He's also really good at Splitgate and welcomes you to challenge him via his Twitter @LeBlancWes.

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    Bugsnax Devs Tease ‘Meaty News’ and Surprises Along With Steam Release

    After debuting as an Epic Games Store exclusive on PC, Bugsnax is finally coming to Steam “sometime next year,” developer Young Horses announced Thursday. Young Horses is also teasing “some meaty news and a few juicy surprises to get people talkin’ ‘bout Bugsnax again later this year.”

    Bugsnax debuted last November as a launch title for the PlayStation 5 (along with a PS4 version) and on PC and Mac via Epic Games Store. Bugsnax was also free for PS5 PS + for about two months after its release.

    Young Horses president Philip Tibitoski said last February that despite being free for PS+ members, Bugsnax had by then already sold more copies than their previous game Octodad: Dadliest Catch. Bugsnax appears to be following in the footsteps of other indie games with enough success to allow its developer to continue working on and expanding the world, like Yacht Club Games’ success with Shovel Knight (which has received multiple new campaigns and two planned spin-offs) and Concerned Ape’s Stardew Valley (which has sold more than 10 million copies since launch). It’s clear that Young Horses was hoping for long-term success, with Tibitoski and creative director Kevin Zuhn teasing future plans on a pre-launch episode of IGN’s Podcast Beyond.

    As of now, though, it’s unclear if Bugsnax will receive a major piece of DLC, an outright sequel, or something more modest in scale. It’s worth noting that Octodad: Dadliest Catch was itself a sort of expansion of the original Octodad, which was a student game project by many of the developers who went on to form Young Horses. So expanding on an existing project certainly isn’t an unfamiliar concept for the team.

    You can wishlist Bugsnax on Steam now, or check out IGN’s review of Bugsnax, which called it an adventure “full of charm, mystery, and a surprising amount of emotional depth.”

    If you’ve already played Bugsnax, check out IGN’s interview with the developers to learn how the game’s ending was originally much darker and drastically changed a main character’s fate.

    Joseph Knoop is a writer/producer/bunger for IGN.

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