How Silent Hill f developers crafted tense melee-only combat 

Silent Hill f is a part of a new generation for the legendary horror franchise, one that sees the ethereal and eerie titular setting extending its horrific manifestations into different places around the world. This title was an opportunity for us at NeoBards to harness what makes Silent Hill the psychological horror staple it is and shape a fresh new experience that brings the terror in both familiar and new ways.

I’m Al Yang, studio creative director at NeoBards and game director for Silent Hill f. I’m excited to share a slice of my Game Developers Conference (GDC) Festival of Gaming session for the PlayStation community, giving you all a behind-the-scenes look into the systems behind the first melee-only Silent Hill title.

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Creating a different Silent Hill

In Silent Hill f, the secluded town of Ebisugaoka is consumed by a sudden fog in 1960s Japan, transforming lead character Shimizu Hinako’s home into a haunting nightmare. We initially spent some time considering what types of weapons we wanted to use from Showa-era Japan, doing some prototyping work along the way. With many horror games that emphasize action, there’s gunplay and other ranged combat in the majority of them. What if we flip the script here? It isn’t something horror players are entirely unfamiliar with, but not quite to the extent we’re proposing.

When players say they want to play a horror game and that they want to be scared, I think what they really mean is they want to feel tense. Jump scares are scary, but if you’re giving nonstop jump scares, players become numb, and it detracts from the atmosphere. The real fear lives in the anticipation and build-up, which became a guiding philosophy for how we built story and combat in Silent Hill f.

Injecting tension into combat

There’s intentional design that yields crucial tension for the typical survival horror experience. Slower rhythms with things like aiming and reloading, resource management and scarcity, and pacing. How do we translate these things into our game?

There is a lot of data across the history of survival horror on how to create tension despite the power of guns. For example, let’s look at resources when you encounter a monster in your path. Having 4 bullets in this situation creates a very different feeling from seeing that creature and having 100 bullets. The player’s fear and approach change entirely.

There are no bullets in Silent Hill f, so we showcase resource management with weapons breaking. Every time you hit a monster, you see the durability bar go down. But you don’t know exactly how much damage you’re doing. It isn’t like an RPG where you see numbers or a bar above the enemy’s head. Having concrete values shown significantly decreases the tension, as a large part of the tension of horror games relies on giving the player incomplete information.

How enemies behave is key as well. With guns, monsters will take shots to different body parts and keep shambling unless you hit them in the head or another critical spot, causing them to react differently. We deliver this with the Focus system. With patience and the right timing, you can do a counter or focus attack. It is like aiming down the sights with a gun, so you can hit those vulnerable spots.

If you get in a really meaty hit, you’ll see it in how the creature reacts. You’re not quite sure how close you are to defeating the enemy, but you know that your attacks are having an effect.

A delicate, horrific balancing act

Just as important as building tension, it is important to have a period of release. A way to impact pace and inject those moments of tension release in combat is something we call a master key. It is a system breaker, entirely subverting the gameplay rhythm the player has been engaging with thus far.

Many combat systems can be distilled down to a rock, paper, scissors design, where certain weapons work better against certain monsters. That rhythm builds tension and, to release it, we have the master key. In a horror game with ranged combat, a master key could be a grenade or rocket launcher—a weapon or item that doesn’t care about balanced design and just damages your enemy no matter what. You don’t have to think; you turn your brain off and get this thing out of your way. Players are diverse and are challenged by different situations, so it’s important to have systems where they can choose when they want to break out on their own terms.

In Silent Hill f, that is the fox arm, which is a part of Hinako’s transformation throughout the game. The focus hit system I mentioned before is also a much lighter sample of that master key experience.

Thanks from NeoBards

GDC is a major knowledge-sharing hub where developers and other industry professionals share insights into the many different things that bring your favorite games to life, and I appreciate this opportunity to give some insight into how the NeoBards team crafted a new survival horror title while respecting and engaging with the long history of horror gaming that has come before us. For those who have played or those who have yet to play, I hope you enjoyed getting some new insight into this game that we’re very proud of.

Silent Hill f is available now on PlayStation 5.

‘It Is More Fun to Destroy That Which Is Beautiful’ – Nintendo Crammed More Than 340 Million Voxels Into Just One of Donkey Kong Bananza’s Layers

Nintendo says it believes in the idea that “it is more fun to destroy that which is beautiful,” which is why it stuffed hundreds of millions of voxels into at least one of the layers in Donkey Kong Bananza.

Nintendo producer Kenta Motokura and programmer Tatsuya Kurihara peeled back the layers of last year’s Nintendo Switch 2 Donkey Kong game during a GDC panel attended by IGN earlier today. The hour-long session offered a deep dive into the crust of what made the game special, including information about its ties to Super Mario Odyssey and, of course, its destruction mechanics.

Outside of his love for bananas, Motokura says one of the first things that comes to mind when many others think about DK is that “his arms are big and strong” and allow him to do things most humans are incapable of. The Nintendo team kept this in mind when challenging themselves to deliver a unique experience with Donkey Kong Bananza, which eventually led to its core feature: destructable environments.

Voxels, which Kurihara describes as 3D versions of pixels, were used in Super Mario Odyssey for elements like snow and cheese. Following that game’s launch in 2017, Nintendo experimented with the technology (one famous example saw the team strap arms onto a Goomba) before completely destructible terrain became the core feature in Donkey Kong Bananza.

Kurihara describes the game’s Canyon layer, just one of its 17 nearly destructible levels, as “rather big,” saying that it contains roughly 347,070,464 voxels. Each voxel on any one level can contain properties that include things like density, wetness, destructibility, and more. Voxels materialize as terrain and NPCs, and are always moving, with individual voxels also carrying varying resolutions, too.

Motokura, Kurihara, and the rest of the team felt each detail packed into the voxels helped make exploring layers more satisfying. It’s a complex, dynamic system that Nintendo strived to bring to life. DK’s destructible sandbox takes elements from Super Mario Odyssey and brings them to a new level, but achieving these goals was easier said than done.

Building a foundation on voxels while maintaining 60fps proved difficult, especially when the project was originally in development for the original Switch. It wasn’t until the technological advancements offered by the Switch 2 that the team was able to build DK and Pauline’s journey to the planet’s core with more freedom.

“There were times confusion permeated the team. There were even times when I wanted to say, ‘Oh, banana,'” Motokura said via translator, quoting DK’s Bananza catchphrase. “Even in those times, we understood each other’s ideas and continued forth, like when Donkey Kong gives a thumbs up.”

Donkey Kong Bananza launched exclusively for the Switch 2 July 17, 2025. Its DK Island and Emerald Rush DLC added new locations to dig through and mechanics to uncover when it launched for $19.99 in September. We gave the base game a 10/10 review upon its release, calling it “a truly groundbreaking 3D platformer, with satisfying movement, powerful abilities, impressive destructible environments, and clever challenges.”

Photos by Rebekah Valentine/IGN.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

“Valve does not cooperate with gambling sites” – Counter-Strike publishers issue rare public defence of lootbox mechanics, following New York lawsuit

In an unusual show of candour, Valve have spoken out publicly against a lawsuit filed in New York, USA that accuses them of “letting children and adults alike illegally gamble” via loot boxes in Counter-Strike 2, Dota 2, and Team Fortress 2.

With the caveat that I am no Atticus Finch-esque legal expert or even a Louis Tully-grade bumbler, I find Valve’s rebuttal to be a mixture of whataboutery and tactical mitigation, with a couple of fair points. It basically sidesteps what I think is the lawsuit’s most important argument – that lootbox mechanics are fundamentally manipulative. You can read the thing in full here, or you can read my slapdash summary-with-notes, below.

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New Scott Pilgrim EX Update Arrives On Switch 1 & 2, Here Are The Full Patch Notes

Edgar Wright-ing the Edgar Wrongs.

It has been a little over a week since Scott Pilgrim EX arrived on Switch 1 and 2, and today, Tribute Games has released its first proper update to tackle some of the post-launch issues.

The ‘Update 1’ patch — as it is titled on Steam — targets all sorts of progression blockers, softlocks and online multiplayer issues that have been reported since the game’s release. The following Switch-specific fixes were also applied to the Nintendo versions:

Read the full article on nintendolife.com

Outbreak: Shades of Horror Devours XPA with Cross-Platform Multiplayer

Outbreak: Shades of Horror Devours XPA with Cross-Platform Multiplayer

Outbreak SoH key art

Summary

  • The Spring seasonal event is here.
  • New Raid and map, unlockable cosmetics and more.
  • Story Mode with exciting new maps and gameplay systems.

Even the beautiful sight of cherry blossoms and festive masks won’t stop the zombie horde from destroying everything in sight!  My name is Julia Wolbach, Co-Founder and Chief Operating Officer of Dead Drop Studios.  I’m delighted to introduce you to the Sakura Ridge district just as Outbreak: Shades of Horror joins Xbox Play Anywhere and adds cross-platform multiplayer!

No Place to Hide When the Infected Can Strike AnywhereThe many frights and blights of Cypress Ridge can now be experienced whenever and wherever with Xbox Play Anywhere.  Looking for a quick four-player co-op online rush with friends?  Hop into Raid Mode online on Xbox Live on your Xbox Series X|S console.  Have time at work to make a little progress in the tense Chromatic Split: Enhanced Edition campaign?  Craft the items you need to survive on handheld with the ROG Xbox Ally X.  Prefer to get creative with artsy shots of a city under siege at your desk?  Boot into the robust Photo Mode (usable across the whole game) on Windows PC and snap away.  With Xbox Play Anywhere, when you purchase Outbreak: Shades of Horror, you can enter the fray on your preferred platform and pick up exactly where you left off with cross-save support.  Need more?  Cross-platform multiplayer across all versions of the game is now live!

 The Ruined City of Cypress Ridge Expands with New Sakura Ridge AreaAs part of our major Spring update, players can now explore the scenic Sakura Ridge region in a stunning new map.  Lay waste to and dismember legions of zombies as they ravage this once serene locale.  Protect civilians for as long as you can by fortifying your defenses, building traps, and shooting the skin off of never-ending waves of enemies in Invasion Mode.  Reach the evacuation point in a suspenseful Raid Modescenario where the longer you dawdle, the more difficult and powerful your foes become.  Can you distract yourself from the gorgeous scenery long enough to avoid becoming a zombie chew toy?

Express Yourself with Unlockable Masks and More!When you load into Cypress Reel, the game’s feature-rich hub world, you’ll see the once-thriving theater has been decorated for the occasion!  Take in the added pastel sights while you enjoy the game’s expansive content and modes.  By completing special challenges and earning Seasonal Tickets, you can unlock seasonal cosmetics; this season marks the arrival of masks in Outbreak: Shades of Horror, and they can be equipped on any of the characters in your roster as you see fit.  Combine them with the hundreds of already existing clothing pieces in the game to serve while you slay.  Have you missed previous events?  Don’t worry: you can still play previously added seasonal maps like Wordy’s Winter Wonderland and unlock older event rewards!

An Engrossing Adventure with a Heart-Stopping Storyline

On top of upcoming seasonal and game crossover events, we are also hard at work on an ambitious new campaign.  Story Mode will arrive in the future featuring sprawling maps with multiple paths, exits, and secrets, a gripping and emotional narrative, and even entirely new gameplay systems that we’ll reveal as we approach release.  Existing owners of Outbreak: Shades of Horror will receive Story Mode as a free update when it’s available.  Stay tuned for more details!

Until next time, may the gentle Spring air relax you…at least before you’re faced with a whole manner of nasty zombie brutes ready to tear you asunder!  Happy surviving!

Xbox Play Anywhere

Outbreak: Shades of Horror

Dead Drop Studios LLC


28

$29.99

Outbreak: Shades of Horror supports cross-platform online 4-player cooperative play.

BEWARE! Retro survival horror lives!
Outbreak: Shades of Horror is inspired by retro survival horror from the ’90s and ’00s! The title blends bleeding edge tech and modern gameplay mechanics with archaic concepts from the roots of survival horror, like a restricted inventory, heavy resource management, and crushing difficulty. If you’re an old hat, or a lover of the past, you’ll find a lot to love in the janky but crushing experience. If that’s not your jam, proceed with caution as this nightmare is unforgiving!

Welcome to Cypress Ridge!
Experience the harrowing beginning of a full-scale Zombie Apocalypse as it descends on the Midwestern city of Cypress Ridge. Start from the (relative) safety of the beloved local movie theater, Cypress Reel. Choose between a central cast of 9 characters, with loads more on the way, and then venture out into a city fundamentally changed with the goal to survive and outlast the mysterious horrors that have suddenly arisen?

Do You Want To Play a Game? Or maybe some shopping?
Between rounds of running and gunning, there is plenty to do at Cypress Reel. Shop ‘til you drop at Ferret’s Emporium, where you can earn new guns, weapon skins, and millions of different combos of clothing to customize your character just the way you like. If you are in the mood for a different kind of game, Cypress Reel Arcade has a vast array of small-scale mini modes to cleanse your palette before you go back to chasing zombie flesh. Can you survive the Boss Rush gauntlet? Will you be able to skip a creepy rural town in Looming Dread? Test your reflexes as you escape a flooding subway tunnel in Collapse! While short and sweet, these mini-games will put your skills through drills! Plus – with adjustable difficulties, there’s always new challenges to face.

Past Meets Present
Players will also have access to Outbreak: Shades of Horror Chromatic Split, the original prologue to Shades of Horror, and an all new side story, Trials of Hank.

Shades of Horror: Chromatic Split Enhanced Edition: Enjoy the classic, three act prequel to the main game, now enhanced with new weapons, items, and mechanics. Can Lydia get essential information from her contact in the Cypress Ridge underground before it’s too late?

Trials of Hank: While Lydia is traversing the underground in Chromatic Split, fan-favorite Hank hits the rooftops in this over-the-top side campaign where the answers to all of life’s problems are lead, explosions, and more lead! Will Hank complete his mission, or will the monsters that haunt the Cypress Ridge skyline be too much for him to handle?

Challenges and Events: Seasonal and game-crossover events begin immediately with a Halloween celebration and DINOBREAK-themed content and cosmetics. Players can enjoy fun decorations in the theater, thrilling seasonal maps, special challenges to complete, and unique rewards to earn. In addition, test your mettle with Daily, Weekly, Monthly, Crossover and Seasonal challenges.

The post Outbreak: Shades of Horror Devours XPA with Cross-Platform Multiplayer appeared first on Xbox Wire.

How the Clair Obscur: Expedition 33 dev process powered creative design freedom

I’m Tom Guillermin, co-founder and CTO of Sandfall Interactive, and I’m excited to share some insight into how our team created the community and critically acclaimed RPG Clair Obscur: Expedition 33. This blog draws on our session at the GDC (Game Developers Conference) Festival of Gaming, where video game professionals from across a range of disciplines come together to share knowledge and experiences.

Our talk, which was delivered alongside our senior gameplay programmer, Florian Torres, explores how our small technical team aimed to give designers maximum creative freedom by enabling them to create and combine gameplay elements. Here, we will highlight examples that we believe this great community will appreciate.

The team and our reality

Creating video games is a marriage of many disciplines, and the skill set available changes as the team changes. From the bombastic abilities you see in combat to the assets that make up the game’s world map and beyond, efficient and smart structuring and planning put us in the best position to bring Clair Obscur: Expedition 33 to life.

The earliest versions of the game were made by Guillaume Broche, CEO of Sandfall Interactive, alone in his bedroom, with occasional help from me. Then we moved on to more advanced prototypes, growing the team with the ultimate goal of creating a vertical slice. Suddenly, there were twelve of us, and in 2022, we went to GDC in hopes of finding a publisher to help us continue development. There, we met Kepler Interactive, whose support meant we could develop an Alpha build and continue adding necessary roles: artists and programmers, especially.

Now for an important confession: We’re not much for coding. Our development philosophy at Sandfall is based on the reality that we have limited programming bandwidth, so we focus on what’s most important to delivering a good player experience and helping the creative team achieve their aims.

For that reason, we’re big fans of the Unreal Engine for its many core features. It also offers many additional benefits, such as bug fixes and performance optimizations. You have to do some integration work on each update, but as a small team, you try to keep the engine as-is to keep the process straightforward. During production, we also used quite a few external plugins for engine features not native to Unreal, as well as to prototype gameplay features.

Unreal Engine Blueprints

Because not everybody on the team is a programmer and we needed everyone to be able to contribute to the logic of the game, we used Blueprint visual scripting instead of C++ programming language: it’s a system in Unreal Engine that uses a node-based interface to script gameplay elements directly in the Unreal Editor. Essentially, you have a collection of recipes made of code that you can creatively deploy to get the results you want. It gives designers the ability to use many concepts and tools generally restricted to programmers.

With the team able to engage with this shared language, Blueprints allowed us to craft everything that goes into showcasing a skill in-game—character movement, visual effects, camera movement, etc. It’s really similar to any 3D software. You control the camera’s location and rotation, as well as the focal length, which can be animated. We have camera shakes, visual effects, and time dilation… All this contributes to a feeling of intensity over the course of the skill activation.

Creative solutions

There’s a lot of work that goes into the assets your team makes for these engaging and exciting experiences. You can deploy them multiple times and get very creative in different situations. A different perspective, visual deployment, detailed changes, etc.

The world map is a great example of this for us, and it was a major focus in development. It was one of the last levels we created, but it is also the biggest, with the most features. We used elements from other levels to create this one, even if it doesn’t appear that way. Technically, everything related to enemies and battles is the same—interaction, looting, NPCs, dialogues, and so on. We also repurposed art elements from the other levels, in keeping with our emphasis on efficiency.

Coding is an incredibly important part of video game development, and Blueprints, which are themselves a different way of coding, are one of the modern ways for aspiring developers or the infinitely curious within the PlayStation community to start creating their own projects.

At Sandfall Interactive, programmers create the building blocks—like the Blueprints nodes—and we let the designers play with them. Usually, that means using them in a way different from how the programmers imagined, which is exactly what we wanted. As programmers, our job is to make designers’ lives simpler.

There’s truth in many cliches, and we certainly stress this one: Teamwork makes the dream work. It sounds simple, but you need to truly need to lean on each other and create workflows that recognize, encourage, and benefit from that teamwork. We chose an engine that gave us a lot to work with in its base form, grabbed a few external enhancements, simplified the set of tools in our toolbox, reused elements we crafted, and more, all to achieve our goal of realizing our shared creative vision. That’s game development.

Clair Obscur: Expedition 33 is available now on PlayStation 5, and there’s also a two-hour trial for PlayStation Plus subscribers.

PETA and Edmund McMillen are trolling each other again, as the activist group hand Mewgenics a “Hero to Animals Award”

Many moons ago, Mewgenics developer Edmund McMillen successfully lured the People for the Ethical Treatment of Animals into developing a vegan parody version of Super Meat Boy, Team Meat’s gut-slathered 2D platformer. Team Meat responded by triumphantly adding a spoof vegan character to Super Meat Boy, the puny and crater-eyed Tofu Boy. As McMillen himself recently recalled on MechaMusk.com, “I personally trolled the peta forums for months seeding info about this ‘ground breaking new indie game coming out soon that must be stopped!; I never thought they would actually take the bait but it was amazing to see and a very fun exchange.”

Well, McMillen and PETA are at it again. PETA have just released a video honouring a character in Mewgenics, which very much isn’t a game that promotes the ethical treatment of animals, or of beings in general.

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Walmart Has the Lowest Price on an Nvidia GeForce RTX 5070 12GB Graphics Card in 2026

If you’re planning out a PC build and have been hoping to get ahold of one of the new Nvidia Blackwell graphics cards at a reasonable price, this might be as good of an opportunity you’ll get in the near future. Walmart is offering a retail boxed PNY GeForce RTX 5070 12GB graphics card for just $599 shipped. Mind you this is still $50 over MSRP, but it’s the best price I can find right now for a standalone 5070 GPU and the first time I’ve seen this card drop below $600 this year.

For a limited time, purchase an Nvidia GeForce RTX 5070 graphics card and get a free digital download code of Resident Evil Requiem Standard Edition on Steam while supplies last. The promotion ends on March 16 and the redemption deadline is April 16. Full details on Nvidia’s official website here.

PNY GeForce RTX 5070 12GB OC Graphics Card for $599

The GeForce RTX 5070 GPU is an excellent choice for 1080p or 1440p gaming. Compared to the previous generation GPUs, the RTX 5070 offers a slight performance improvement over the RTX 4070 Super, which was and still is an excellent GPU. The fps gain is greater in games that support DLSS 4.5 with multi-frame generation. Read our RTX 5070 review for our hands-on impressions. This PNY model features a slim 2.4-slot triple-fan cooling system and a slight overclock.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Oscars 2026: How to Watch and Everything Else You Should Know

We’re just a few days away from the 98th Academy Awards. Ahead of this year’s Oscars celebrating 2025 in film, we’re here to share how you can watch, plus break down the nominees, host, presenters and performers, and what’s new for the 2026 ceremony.

Going into the show, Sinners leads the way with a record-breaking 16 nominations, beating the previously held 14-nomination record tie between All About Eve, Titanic, and La La Land. One Battle After Another takes second place with 13 nominations.

Read on below for everything else you need to know about the Oscars.

When are the Oscars?

The Oscars will take place on March 15, 2026, from the Dolby Theater in Los Angeles at the new time of 7pm ET/4pm PT/11pm GMT. The broadcast is expected to run for three hours, but you can almost certainly count on it going long.

How can I watch the Oscars?

The Oscars will be be televised on your local ABC station. It will also be streaming live on Hulu. (We’re still a few years out from the Oscars on YouTube.) If you’re interested in the pre-show arrivals and red carpet interviews, ABC’s coverage will begin at 3:30pm ET/12:30pm PT and E!’s will kick off at 4pm ET/1pm PT.

Who is hosting the Oscars?

Conan O’Brien – who also starred in If I Had Legs I’d Kick You alongside Best Actress nominee Rose Byrne – is hosting the Oscars for the second year in a row. O’Brien was announced as the 2026 host two weeks after the 2025 Oscars, saying in a statement, “The only reason I’m hosting the Oscars next year is that I want to hear Adrien Brody finish his speech.” To refresh your memory, Brody dragged on for nearly six minutes accepting the award for Best Actor for his role in The Brutalist.

“There’ll be some explosions, CGI will be used,” O’Brien told ABC News about Round 2. “I see this second Oscars as an opportunity to take things up a notch,” especially now that he’s well-informed on crucial standards and practices, like always keeping an Oscar statuette upright.

What’s new at the Oscars this year?

The Academy Awards are rolling out a new category for the first time since 2001’s addition of Best Animated Feature Film: Achievement in Casting will get its debut after being announced in 2024. The award will go to a casting director, but the criteria for winning sounds unexpectedly more complicated than someone who can put together a list of top-notch actors. The first-ever nominees are:

  • Nina Gold, Hamnet
  • Jennifer Venditti, Marty Supreme
  • Cassandra Kulukundis, One Battle after Another
  • Gabriel Domingues, The Secret Agent
  • Francine Maisler, Sinners

The next new category will come at the 2028 Oscars, when the Academy finally acknowledges stunts as the bone-breaking art form it is.

Who is presenting at the 2026 Oscars?

Presenters include: Will Arnett, Priyanka Chopra Jonas, Robert Downey Jr., Anne Hathaway, Paul Mescal, Gwyneth Paltrow, Chris Evans, Kumail Nanjiani, and Maya Rudolph. Last year’s winners Adrien Brody, Kieran Culkin, Mikey Madison, and Zoe Saldaña, as well as 2025 nominee Demi Moore, are also among the group of presenters. Javier Bardem and Chase Infiniti, who starred respectively in F1 and One Battle After Another but did not receive individual nominations, will also present. (Infiniti’s omission in the Supporting Actress race is considered one of the big snubs of this year’s awards.)

Who is performing at the Oscars?

The telecast will include two major “moments” that the show producers are calling “more than just performances — they expand into cinematic tributes that celebrate the relationship between music and storytelling and why these films resonated so deeply with audiences around the world.” These are “Golden” from KPop Demon Hunters and “I Lied to You” from Sinners, both nominated for Best Original Song this year. (The other nominated tracks — “Train Dreams” from Best Picture nominee Train Dreams, “Dear Me” from the documentary Diane Warren: Restless, and “Sweet Dreams of Joy” from the documentary Viva Verdi! — will not be performed live.)

The singing voices behind Huntr/x — Ejae, Audrey Nuna, and Rei Ami — will perform “Golden,” accompanied by “a fusion of traditional Korean instrumentalists and dance, celebrating the folklore and cultural inspiration that anchors the story behind this animated blockbuster.”

Sinners’ breakout star Miles Caton and singer-songwriter Raphael Saadiq will perform “I Lied To You,” officially described as exploring the “role music plays in the film’s storytelling for a cinematic live moment.” (Hopefully that means it attempts to replicate the electric, glorious fever dream of the film’s scene the song comes from.) Blues musicians Buddy Guy and Bobby Rush, rapper Shaboozey, ballet dancer Misty Copeland, and actresses Li Jun Li and Jayme Lawson will join, along with musicians Brittany Howard of the Alabama Shakes, Eric Gales, Alice Smith, and Christone “Kingfish” Ingram.

Josh Groban and the Los Angeles Master Chorale will also perform, we’ll speculate during the In Memoriam segment.

What are this year’s Oscars nominees?

Read on for the nominees in some of the top categories, but you can check out the full list of nominees here.

Best Picture:

  • Bugonia
  • F1
  • Frankenstein
  • Hamnet
  • Marty Supreme
  • One Battle after Another
  • The Secret Agent
  • Sentimental Value
  • Sinners
  • Train Dreams

Best Actor:

  • Timothée Chalamet, Marty Supreme
  • Leonardo DiCaprio, One Battle after Another
  • Ethan Hawke, Blue Moon
  • Michael B. Jordan, Sinners
  • Wagner Moura, The Secret Agent

Best Actress:

  • Jessie Buckley, Hamnet
  • Rose Byrne, If I Had Legs I’d Kick You
  • Kate Hudson, Song Sung Blue
  • Renate Reinsve, Sentimental Value
  • Emma Stone, Bugonia

Best Director:

  • Chloé Zhao, Hamnet
  • Josh Safdie, Marty Supreme
  • Paul Thomas Anderson, One Battle after Another
  • Joachim Trier, Sentimental Value
  • Ryan Coogler, Sinners

Which nominees are expected to win?

Though the ballot is a lot of the same movies being celebrated in many categories, a clear winner hasn’t pulled ahead in many of the key races, with a few exceptions. KPop Demon Hunters definitely has Best Animated Feature Film in the bag. Best Actress will probably go to Jessie Buckley as Shakespeare’s grieving wife Agnes in Hamnet, despite the earned fervor around Rose Byrne’s performance in If I Had Legs I’d Kick You. The screenplay awards will repesctively go to Ryan Coogler and Paul Thomas Anderson for Best Original and Best Adapted. Outside of that, other categories are a coin toss, usually between One Battle After Another and Sinners.

Though Timothée Chalamet was practically the presumptive winner in Best Actor as a ping pong hustler in Marty Supreme a few months ago, taking the early win at the Golden Globes, that stance has position has cooled; the SAG Award went to Michael B. Jordan for his twin brothers, Stack and Smoke, from Sinners. Another key win from the Actor Awards was Amy Madigan taking the trophy for Supporting Actress as Aunt Gladys in Weapons, which people have taken as an indicator of an impending Oscars win over Teyana Taylor’s revolutionary Perfidia Beverly Hills in One Battle After Another.

What’s the controversy this year?

There are two, kind of. First of all, this is the first year where AMPAS voters must attest to having actually seen all of the films they’re voting on, a new rule imposed for the first time (!!) a few months after last year’s awards. (Voters can log this after watching films through the Academy screening app, which would automatically track whether or not something has been played, or click a box that pledges they’ve seen it in a theater or by other means.)

The other one, closest to the ceremony and therefore the one that will live on in the Discourse up until the event, is the fact that Timothée Chalamet dissed opera and ballet, in the context of concern about the state of movie theaters.

“I admire people — and I’ve done it myself — who go on a talk show and say, ‘Hey, we’ve got to keep movie theaters alive, y’know, we’ve gotta keep this genre alive,” he said during a Variety and CNN town Hall with his Interstellar co-star Matthew McConaughey. “And another part of me feels like if people want to see it, like Barbie, like Oppenheimer, they’re going to go see it and go out of their way to be loud and proud about it. I don’t want to be working in ballet or opera or things where it’s like, ‘Hey! Keep this thing alive,’ even though no one cares about this anymore. All respect to the ballet and opera people out there. I just lost 14 cents in viewership. I just took shots for no reason.”

“That’s not a shot, I hear what you’re saying,” McConaughey responded.

The video clip started going viral late last week, nearly two weeks after it was originally posted — after the window for Oscars voting had closed on March 5. It won’t directly impact his chances, but it’s enough to rile patrons and providers of the fine arts: Many institutions, including the Metropolitan Opera, the English National Opera, and the Royal Ballet and Opera, posted rebuttals on social media praising their artisans or making a case for him to come to a show. Plenty more have fired back, calling his take shades of “disrespectul”. The comments made their way to The View and Saturday Night Live’s Weekend Update, where Colin Jost quipped that Chalamet “made the comment on a press tour for his movie about… ping-pong.”

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.

Leanne Butkovic is an Editorial Project Manager at IGN, where they’ve also written about movies, TV, and games.

Learn about real-life rewilding in “idle city-builder + creature collector” Grow Wild, which is taking playtest sign-ups

Spectrum48’s Philip Sinclair has spent 15 years rewilding a field, “rewilding” being a process of restoring ecosystems to something like a state of ‘natural’ equilibrium. Now, he’s making a videogame about it. That game is Grow Wild, which is currently accepting playtest sign-ups. It sees you restoring biomes across the globe, touching down on sickly square arcadias like an avenging angel equipped with a trowel, magnifying glass, and probably some tartan-pattern slippers, out of shot.

It makes me think a little of Viva Pinata, but it’s populated by representations of non-digital creatures, flowers and trees with convincing growth cycles. There are some lovely ‘time lapse’ shots in the trailer, below.

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