• Next Justice League Movie Is Likely ‘A Number of Years Away’

    Producer Charles Roven – known for his work on a range of DC films including The Dark Knight trilogy, Zack Snyder's Justice League, and Wonder Woman – has said that the next Justice League movie is likely going to be "a number of years away."

    Speaking in an interview with The Hollywood Reporter, Roven spoke about his ties to future DC projects, which would likely include more Suicide Squad and Justice League films should they happen. Roven says that he believes his future work would probably take him as far as another Justice League movie:

    "If it was a Batman-involved product like Batman v Superman or Justice League, I would be involved in those," Roven said. Suicide Squad, I would be involved in those, up until a certain amount. And that is kind of where we are. […] But [I] still have an affiliation with some more Suicide Squads, which I’m thrilled about. I hope James will, when he’s got some time, come back and see if he’s going to do another one of these, because he did such an amazing job. I would definitely be a part of that. Probably another Justice League, although I think that’s a number of years away."

    If we did see a new Justice League movie, it's unlikely to be Zack Snyder's take on a sequel. The outspoken director has already explained the plot of his planned Justice League 2 and 3 (including Superman's son becoming Batman), but made very clear that he thinks Warner Bros. won't let him make them, saying the studio is "aggressively anti-Snyder."

    Justice League debuted in 2017 and, since then, the DCEU has produced five subsequent films (six if you include Zack Snyder's Justice League). However, most of those subseqeunt movies have largely focused on individual character stories as opposed to crossover events within the DC universe, with solo movies for Wonder Woman, Shazam, Harley Quinn, and Aquaman.

    Based on the current slate of movies, the DC universe will continue to flesh out more of its iconic heroes. In 2022, The Flash and Black Adam will get solo movies, while sequels for Aquaman and Shazam are also in the works. It remains to be seen if and when fans will see a return to the Justice League, but if Roven's comments are anything to go by I wouldn't be scouring the internet for film trailers anytime soon.

    DC's most recent project, The Suicide Squad, was released last week, but has had a lacklustre opening weekend at the box office. Despite wide praise from audiences and critics (check out our review of the film here), the film opened to $26.5 million in theatres – a figure lower than the industry expectation that it would generate around $30 million. It may not all be doom and gloom for the film's unlikely heroes though – The Suicide Squad's box office numbers likely don't tell the full story for the film's release, which also premiered on HBO Max at the same time.

    Jared Moore is a freelance writer for IGN who often debates which DC superhero he'd choose to be. You can follow him on Twitter to tell him why The Flash is the wrong choice.

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    PAX Aus Cancelled for 2021

    PAX Aus has been cancelled for 2021 due to ongoing concerns around the new outbreaks of COVID-19 in Australia.

    The PAX Aus team has stressed it was initially optimistic the expo would be able to take place this October but has now conceded an event is no longer possible.

    All PAX Aus 2021 ticket purchasers will receive a full refund. Refund information will arrive within the next seven days.

    The PAX Aus team has confirmed it will still be working to host an online PAX Aus event from October 8-10 in place of the physical show.

    PAX Aus is planned to return to Melbourne as a physical event in 2022.

    This is the second year in a row PAX Aus has been cancelled; last year's event was also scrapped thanks to the impact of COVID-19.

    Luke is Games Editor at IGN's Sydney office. You can find him on Twitter every few days @MrLukeReilly.

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    Aussie Deals: Cut-Price Controllers, Mice, Wheels and More!

    Accessories make everything better—an old fashion axiom that holds just as true for video gaming. With our help, your games den shall sparkle a little brighter today, thanks to some choice peripherals deals. Now's the time to grab yourself a replacement mouse and/or controller that's been through one too many rage-quits. We've also got our usual, carefully curated list of discounted titles to own.

    Notable Sales for Nintendo Switch

    Purchase Cheaply for PC

    Exciting Offers for XO/XS

    Product Savings for PS4/PS5

    Sign up to get the best Aussie gaming deals sent straight to your inbox!

    Adam's an Aussie deals wrangler who spends too much of his income on the bargains he finds. You can occasionally find him @Grizwords.

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    Grime Review

    Grime is rock hard. A Souls-influenced take on the side-scrolling Metroidvania, sprawling in scope yet intricate in detail, it stands resolute, patiently waiting for you to reveal its secrets while testing your mettle with bouts of tough combat and rigorous sequences of platforming. Progress is earned in increments where lessons are not just learned but fully internalized. You chip away, chisel in hand, until Grime eventually reveals itself as a thing of beauty – a monument to whatever we're calling this genre today – and one of the best "Souls-vanias" of recent times.

    For all its difficulty, what's more notable is Grime's generosity. Killing enemies and discovering secrets earns you mass, the primary currency and the equivalent of souls. But unlike most other similar games, in Grime you don't lose your mass when you die. You keep it.

    This one design choice has a profound effect. By letting you retain mass upon death, Grime lets you level up after you die. You respawn back at the last surrogate (Grime's term for a Dark Souls-style bonfire) and can immediately spend mass to increase your health or stamina for a little extra survivability, or boost one of the three damage-dealing stats (strength, dexterity, and resonance). The returns here aren't enormous – they're improvements at the margins, at best a few percentage points with each level-up – but the process feels significant in terms of the sheer relief. Sure, you died, and you're gonna have to repeat what is in all likelihood a large section of the level, but you get to hang onto everything you picked up along the way and gain the benefit of being slightly better equipped to tackle its challenges on your return.

    It's liberating. The additional stress of the corpse-run, of retracing your steps to recover your lost cash while knowing that another death means permanent loss, is absent here. It doesn’t make Grime easy by any measure, but it does mean you never feel punished for failure. Instead, you're afforded an infinite supply of missteps, and each time you’re picked back up again, dusted off and delivered a little pep talk before you’re sent on your way once more.

    The lack of death penalty encourages experimentation and exploration.

    More than that, though, the lack of penalty encourages experimentation and exploration. I never felt that nagging doubt over whether I should press on into uncharted territory or retreat to the last checkpoint to cash in. I simply explored. Grime's map is a dense network of tunnels, chambers, and nooks and crannies, all looping through and around each other, interconnecting in places both expected and surprising. I greeted each junction with an inquisitive confidence, keen to discover what lay ahead rather than the almost paralyzing anxiety over which path is the right one to take that often accompanies more punitive Soulslike design.

    This approach dovetails with the areas where Grime adheres more closely to the Souls template, such as storytelling. Echoing From Software's restraint, NPCs speak in riddles and metaphor, alluding to grand-sounding beings and events whose mystery is deepened by the impression you're only barely scratching the surface. Other characters are even less coherent – muttering away, unconcerned by your presence, lost in their own little worlds. Even your overall goal is unexplained beyond the impishly cryptic utterings of the few NPCs who seem invested in your journey.

    Silent as a stone, Grime sustains mystery and heightens moments of revelation by wilfully withholding information. And because it encourages you to explore and experiment, it was so rewarding to discover all of its little secrets and nuances and intricacies on my own terms.

    While the basics are explained, much is left for you to figure out. Each of the Metroid-style abilities acquired after defeating a boss have their primary function explained, but they all possess a secondary use or variation that may not become apparent until hours later. Unlocking these tiny epiphanies – "Wait, that's how THAT works?" – provided some of the most delightful moments of my time with Grime.

    Grime is a tough, demanding experience with no difficulty options.

    But there were also plenty of moments when I thought about giving it all up. You may notice that this review is going up more than a week after Grime came out, and that’s largely because it is very difficult to beat (also because I hit a game-breaking bug and had to restart, but that was fixed before release). It's a tough, demanding experience, and of course there are no difficulty options. Even with the salve of being able to spend mass upon death, there were still plenty of occasions when I feared I wouldn't make it to the end.

    The combat is tough. Enemies hit hard and often, and your stamina bar depletes rapidly. Get yourself in a bad spot and you'll quickly find yourself dead. But enemy attacks are readable – even telegraphed – and you're equipped with useful moves to avoid them. Dashing can be used to put distance between yourself and an enemy, or to dodge through them and their advance, thanks to an ample period of invulnerability. Attacks can be parried with the correct timing, and eventually a staggered enemy can be absorbed as you literally seize its final breath.

    Killing enemies by conventional means is usually quicker than absorbing their breath, but sometimes you'll want to get in an early parry to eliminate their shield before switching to your preferred weapon to finish the job. There's considerable variety here, with the numerous swords, axes, and clubs, each falling somewhere on a granular spectrum from "hits light and fast" to "hits hard but slow." Even within a category, similar weapons are distinguished by their moveset and it's worthwhile keeping two equipped in case one is more suitable to the task at hand. I played a "strength build" at first, settling on a club and sword that were both described as slow, and output a similar amount of damage, but the distinct arcs of their respective attacks – both light and heavy – meant I found myself switching between them constantly and really enjoying having to think about which weapon was going to be more effective at any given moment.

    Underlining the complexity Grime wrings from its weapon variety, on a second character I opted for a "dex build" and was pleased to realise I had to rethink the tactics I adopted during combat, even finding enemies that had given me trouble previously were now dispatched more easily (and vice versa). The handful of arms that scale with the resonance stat are more exotic – to the extent that I didn't even understand how they worked during the brief time I spent with them – and left me anticipating what new discoveries a third character would bring.

    The fine balance of combat is the tension between absorbing and attacking.

    The fine balance of combat is the tension between absorbing and attacking. Parrying is risky because a mistimed attempt leaves you open to counter-attack. Successfully parrying will do some damage but it's nowhere near as effective as attacking, and trying to parry more than one enemy at a time is usually a terrible idea. But some enemies need to be parried before you can hit them with your weapon, and you need to parry to be able to absorb an enemy's breath – and that’s a maneuver vital to both replenishing your ability to heal and unlocking traits that boost your performance.

    It's a lot to think about in the heat of the action, especially when you're trekking through lengthy areas where the combat feels relentless, multiple enemy types are testing you with wildly different attack patterns, the platforms are littered with harmful environmental hazards, and you're still expected to perform some deft acrobatics. It's, well… it can be A LOT. But gradually applying order to chaos is such a satisfying process; learning to read enemy behaviours, when to prioritize absorbing and when to start attacking, which enemies to take down first, how you're going to make time and space to use your heal, and how you're going to escape if necessary. It all helps distil a sense of clarity in the face of what can feel like overwhelming odds.

    The boss fights are tougher still. With the exception of the first, every boss is a stern challenge; even the easier ones required me to make double-digit attempts, and I was stuck on the hardest for an entire weekend and countless deaths. Even so, I enjoyed every minute of it. The boss designs are visually arresting and, at first, feel like nothing you've encountered before. A couple of late-game bosses, in particular, initially seem impossible, leaving me wondering – even after many attempts – how anyone could conceivably avoid that attack or when I'll ever get a chance to deal it some damage. But I soon started to discern familiar elements, began to appreciate its attack patterns, and recognised sparse windows of opportunity. I realised there's nothing unfair about them, nothing I couldn't have anticipated and avoided if I’d done your homework and remained vigilant.

    And yet, if anything, the platforming is toughest of all. Not consistently so, I should make clear – most of the time I explored Grime with ease, running along solid ground and performing simple jumps and dashes. But when the platforming ramps up, it raises the overall challenge to its peak. For me, at least, the difficulty here is derived from the sheer length of the trickiest platforming sections, not because they demand precision. They're tests of endurance, of whether you can string together screen after screen of jumping, dashing, and just generally flinging yourself in between all manner of deathtrap without missing a beat and falling to your doom. And they're exhausting to undertake, right up until the point you finally clear them and that exhaustion is swept away by exhilaration.

    This became the cycle for me throughout Grime: exhaustion then exhilaration. It's a draining experience since for much of the time it demands all of your attention and concentration. Many sections and encounters, whether heavy with combat or platforming or occasionally both, initially feel impossible. I put down the controller many times, thinking to myself "I'm never going to get through this." But I persisted, I paid attention, I experimented, I regrouped, and then I tried again and again and again, learning a little more with each failure. Each daunting new challenge I broke down into its constituent parts, identifying how I'd evade that attack or how to position myself for the timing of that jump, and I was able to conquer the challenge by putting those parts back together, piece by piece.

    In the end I felt like a master craftsman. I'd spent dozens of hours chipping away at Grime, steadily knocking it in to shape, revealing its textures and contours. Grime is still rock hard, but as the credits rolled, I could put down the chisel, sit back, and admire its beauty.

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    Funimation Completes Crunchyroll Acquisition In Anime Streaming Merger Worth Nearly $1.2 Billion

    Funimation has completed its acquisition of Crunchyroll, bringing two of the largest anime streaming services together under the banner of Sony Pictures Entertainment.

    First announced back in December 2020, the deal is worth almost $1.2 billion, with Crunchyroll topping more than 5 million subscribers. In a release, Sony Pictures said the deal would provide an opportunity to "broaden distribution" and "expand fan-centric offerings for consumers."

    "We are very excited to welcome Crunchyroll to the Sony Group," said Sony CEO Kenichiro Yoshida. "Anime is a rapidly growing medium that enthralls and inspires emotion among audiences around the globe. The alignment of Crunchyroll and Funimation will enable us to get even closer to the creators and fans who are the heart of the anime community. We look forward to delivering even more outstanding entertainment that fills the world with emotion through anime."

    Sony's announcement follows reports that the U.S. Department of Justice was probing the deal for potential antitrust violations. The U.S. government reportedly wished to determine whether the deal would give Sony a monopoly over streaming anime. It's worth noting that other streaming services have been investing heavily in anime of late, particularly Netflix.

    The deal was evidently able to pass muster with the U.S. government though, giving Sony a massive catalogue of anime shows. It's unclear whether Sony Pictures will seek to launching a new streaming service that combines the two.

    Whatever happens, the anime boom isn't dissipating anytime soon. If you want some ideas on what to watch, check out our Top 25 best anime series of all time.

    Kat Bailey is a Senior News Editor at IGN.

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