Random: Zelda: Tears Of The Kingdom-Inspired Food Range Heads To Lawson Stores In Japan

Where’s the nearest Cooking Pot?

Nintendo is going all-out with the marketing for The Legend of Zelda: Tears of the Kingdom (big surprise). There are the trailers, the tie-in Switch OLED model, the novelty pre-order bonuses (Zelda spoon anyone?), in short, the game is everywhere.

Now, Nintendo has managed to spread the marketing for the title even further, as it has today revealed a range of Tears of the Kingdom-inspired food and drink items that are now available to buy from Lawson stores in Japan.

Read the full article on nintendolife.com

Invite Your Friends and Play Together – Announcing Game Pass’ New Friend Referral Program

We know that gaming is best with friends, so today, we’re introducing the Xbox Game Pass Friend Referral offer, which lets Xbox Game Pass Ultimate and PC Game Pass members give up to five friends a free 14-day PC Game Pass trial. Invited friends must be new to Game Pass to redeem the free trial.

You can find Friend Referral invitations on the Game Pass Home screen, just click the “Give PC Game Pass” button to share.

The free trial comes with all the benefits of PC Game Pass, including new titles from Xbox Game Studios on day one, an EA Play membership, and you can check out the biggest PC and mobile games on PC from Riot Games. Link your Riot Games account and Xbox profile to unlock the greatest Agents, champions, little legends, XP boosts, and more in Valorant, League of Legends, Teamfight Tactics, and Legends of Runeterra.

PC Game Pass lets you discover and play a curated library of hundreds of high-quality PC games from great developers around the world, including games like Forza Horizon 5, Sea of Thieves, and more. With new games added all the time, there’s always something new to play. ​You can learn more about the latest games that will be available with the Game Pass library coming soon here.

This also means that starting today, you can share PC Game Pass with more friends and jump right into Redfall on day one.

For new members checking out the service, the best place to get started is with the Xbox app on PC. With the Xbox app you can browse games, play PC titles, and connect and chat with friends on devices.

Stay tuned to Xbox Wire, @XboxGamePass, and @XboxGamePassPC for more Game Pass updates.

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Neill Blomkamp Q&A: Gran Turismo director talks inspiration and more

We were fortunate enough to sit down with famed sci-fi director Neill Blomkamp to discuss how he adapted the legendary racing simulator, the innovative camerawork devised to capture all the action on the track, and where he found inspiration from racing films of the past. 


Neill Blomkamp Q&A: Gran Turismo director talks inspiration and more

PlayStation Blog: The Gran Turismo Movie is a notable departure from previous films you’ve directed—it’s not based on one of your screenplays, nor is it dystopian sci-fi. What drew you to this project?

Neill Blomkamp: So, it’s actually a dystopian science fiction script I sold to Sony that started the conversation. As the pre-production process went on I started to get very eager just to work on something, and at that point they said, “How about Gran Turismo?” My first thought was, “Wait, how do you make a film out of a racing simulator?” But I read the screenplay, and I personally own three [Nissan] R35 GTRs—I have a personal obsession with Nissan and the whole Nismo lineage—so I was immediately intrigued as a car lover. 

I’ve also been very close to video games in a lot of ways throughout my career, and I had never come across something like Gran Turismo where the movie itself treats the game as a game. It’s based on a true story about Jann Mardenborough who learned to drive playing the game before driving professionally in real life, competing against other real drivers. It’s just an amazing story. 

Another reason I signed on was because my stuff tends to be a lot darker and more dystopian, as you mentioned, but this movie felt, well, very inspirational. It had never crossed my mind that I would direct a movie where the audience would leave the theater feeling uplifted and inspired. This was really appealing to me.

Are there any particular creative challenges—or benefits—to working within an IP like this? 

One great thing is that there weren’t a bunch of executives who would say, “Well, actually, we think it should be like this.” If you’re working on another IP with a more established universe or narrative everyone has preconceived ideas about how things should be. But, with Gran Turismo, you have a well-known IP that doesn’t carry these preconceived notions about what its film adaptation should look like. This gave me a ton of creative freedom to just go out and, you know, make it. 

Without an established plotline or fictional universe to draw on, in what ways did you pay homage to the game? How did you extract the game’s DNA into something recognizable for a film?

For one, the film tries to take you along the journey of someone who first experienced these legendary tracks virtually, and then took what they learned within a simulation and applied it to a real-life scenario. And so, I tried to visually connect those two points together using a lot of the imagery from the GT games, like the lines you’d take driving the track and the markers and checkpoints, as well as the awards for leveling up and things like that. 

And then there are a whole bunch of smaller easter eggs—tiny moments like recreating some of the in-game victory poses that we got our actors to do in the movie. There’s also a ton of cool cars for gearheads to spot as well; we did our best to drop interesting cars all over the place whenever we could.

On that note, what are some of your favorite cars that make an appearance? 

I mean, there’s a Generation 1 NSX at the beginning of the film, which is a big deal for me. I have a lot of love for that car. 

And at the other end of the spectrum, we also wanted some really glitzy choices that would be true easter eggs for car lovers—like the Koenigsegg Gemera, a still-unreleased car, a 4-seater with 1700 horsepower. It’s kind of like a Bugatti Rolls Royce.

From the limited clips we’ve seen so far, it looks like some of the cinematography directly references the in-game chase camera. We also get glimpses of a pretty serious looking rig to film the cars at high speeds. Can you walk us through your process here?

Well, it really came down to creating something that would just be cool to watch on a large cinema screen, and for that we doubled down on FPV drones to carry IMAX sensor-approved cameras. There’s a ton of airborne, high-speed drone work in the film, and we utilized a pursuit-arm mounted to a high-speed vehicle. In this case, we actually mounted it to an R35 GTR, which could actually keep pace (pretty much) with a lot of the GT3 cars in the film.

So between that car and the drone work, you already have some cool dynamic angles. But, I was also obsessed with recreating camera angles players know from the game: so, for the third-person chase perspective, we built an R1 rig that could position a camera such that the entire car would fit within the frame. 

To capture the driver’s POV (cockpit view), our stunt driver would lie back so we could mount a camera where his head should be. We liked including nods to the game in these kinds of ways.

There’s a rich history of movies that depict the on- and off-track drama of motorsport, from classics like Le Mans and Gran Prix to the more recent Ford vs. Ferrari. Which films in the genre did you look to for inspiration, if any?

The one film that I can genuinely point to and say is directly referenced in Gran Turismo is Steve McQueen’s Le Mans. That movie is insane. You can tell how fast they’re going. You can tell how dangerous it is. You can even tell how polluting the cars are. It’s amazing.

In the beginning of that movie, they spend a ton of time pushing in on each character before the race—the hero, the villain, the clock—and then it starts rapidly cross-cutting between them. There’s a very similar sequence in our film with our protagonist and his opponents that was directly inspired by the McQueen classic.

Usually there’s someone exploding or some, like, genetically mutated creature running amok in my films. I just never would have thought in a trillion years that I would have made a race/sports movie. It’s even surprising now, saying it.


Gran Turismo 7 is now available on PlayStation 5 and PlayStation 4, as well as PlayStation VR2 following a free update earlier this year. 

Gran Turismo arrives exclusively in theaters this August.

Glitch Buster’s great co-op shooting silliness unsurprisingly falls apart in solo mode

I first played co-op third-person shooter Glitch Busters: Stuck On You at Summer Games Fest last year, and came away really impressed. I played with couch co-op with two members of developers Toy Logic, which was lighthearted, slightly chaotic fun; everything couch co-op should be, right?

So, I thought I’d give the game a whirl but as a solo player. How would a game built for up to four players cope when there’s just one person taking the reins? Well, sort of fine for a bit, then quite agonising, actually. That’s not to say it can’t be a fun time, but bots definitely aren’t a substitute for real people.

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Star Wars Jedi: Survivor Fans Love New Froggy Character Turgle

Star Wars Jedi: Survivor fans have fallen hard in love with an unlikely character – a strangely charismatic frog-boy called Turgle.

Fans first encountered Turgle on the planet Koboh, where protagonist Cal Kestis intercedes to save the alien’s life from an electrifying end at the hands of the Bedlam Raiders – a criminal group intent on terrorising the system under the leadership of the Gen’dai Rayvis.

Though some gamers low-key wish that Cal had left Turgle to the predations of the Bedlam Raiders, others immediately fell for the comedic character’s open naivety and ineffable big frog energy. Whilst Turgle appears generally upbeat during his interactions with Cal, players can find hints of the amphibian’s deeply-rooted self doubt and anxiety by interacting with force echoes found on Koboh.

Turgle devotees quickly took to social media to post fan art and voice their appreciation for their newfound champion, with many pledging to protect him with their lives, while others called for further Turgle content in the form of a movie, or at the very least DLC.

“I am so proud to be a part of Star Wars cannon after so many tears, and I am so very touched by all the fan love for this little guy,” tweeted Turgle’s voice actor Richard Horvitz in response to the outpouring of affection. “I am Turgle!!”

Members of the development team also voiced their love for the character, with Respawn Entertainment’s Justin Perez tweeting, “All of us on the dev team were pretty sure Turgle was going to be the breakout star of Jedi Survivor, and the main takeaway from today is that we were absolutely correct”. Perez also revealed that the team had an internal Slack channel dedicated to pictures taken in the game’s photo mode, which was dominated by “Turgle glamour shots”.

IGN gave Star Wars Jedi: Survivor a 9/10, describing it as “a sequel that does virtually everything better than the original – which was already an exceptional Star Wars Game”. Be sure to check out the game’s Wiki page for all the tips, tricks and walkthroughs that you’ll need to get the most out of Respawn’s epic Jedi odyssey.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Spooky fishing sim Dredge lays out plans for a passive mode, paid DLC and more

The underwater scares of Dredge are about to run even deeper. Developer Black Salt Games have revealed a roadmap for their spooky fishing game, promising four new bits of content coming over the next year including a chiller passive mode, nice quality-of-life additions, and a larger paid DLC pack with a new non-eldritch horror threat.

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Street Fighter 6 – The Final Preview

I can’t think of another game I’ve put more time into pre-release than Street Fighter 6. Between time spent playing the game at the Capcom booth at Summer Game Fest Play Days back when it was first announced last year, to the late nights grinding through ranked matchmaking across two betas, to the times I’ve been fortunate enough to play it through special events at IGN, I feel like I can pretty confidently say that the core fighting of Street Fighter 6 is going to be excellent.

But that’s just one piece of the pie, and while the recently released demo has given us a small taste of everything else the full game will have to offer, I recently visited Capcom to play an updated build and delve even deeper. So, here are my final impressions of Street Fighter 6 before launch, covering the World Tour mode all the way up to chapter 3-2, along with some thoughts on one particular character that hasn’t been playable up to this point.

World Tour is Better Than You Might Expect

For those who haven’t gotten to check out the PlayStation demo, World Tour is Street Fighter 6’s new RPG-like single player mode that has you taking your own fledgling Street Fighter creation and building them up into a fierce world warrior. You can challenge just about anyone on the street to a fight, whether they deserve a rising uppercut to the face or not. The more you fight, the more EXP you gain, which allows you to level up, improving your stats, and giving you skill points to add to a fairly deep skill tree.

The build that I played at Capcom went a few chapters beyond where the demo left off, and thankfully corrected my biggest issue with the demo right away by letting me switch from modern to classic controls as soon as I reached the end of the first chapter. I appreciate the addition of the Modern control scheme, and think it’ll be a great way to get fighting game newcomers to stick around in this mode, but being able to play in the traditional Classic Control scheme made World Tour feel more like a natural extension of the core game as opposed to a walled-off single player mode.

World Tour absolutely nails the right vibe for a Street Fighter story mode.

The biggest thing that struck me while playing through the first three chapters of World Tour was the sheer amount of things to do. There was a main quest line that I could follow that involved seeking out Chun-Li in the Chinatown district, but I was in no hurry to do so, as just about every direction I went in Metro City had some sort of interesting encounter and payoff. Climbing up to the rooftops led me to find an extremely high level fighter in a Superhero outfit named the Watcher, who of course I had to beat up for a fighting magazine that I would ultimately give as a gift to Luke to deepen our bond (more on that in a bit). In addition to fun and goofy NPCs, there were also plenty of treasure chests to discover containing a variety of worthwhile items, equippable pieces of gear that provide a variety of bonuses, buff-granting drinks and food, and supplements that gave me permanent stat boosts. The city itself isn’t gigantic, but it feels dense and full of personality.

And really, that personality goes a long way. World Tour absolutely nails the right vibe for a Street Fighter story mode. It’s colorful, fun, doesn’t take itself too seriously, and feels like a mini version of Yakzua at times, complete with a whole clan of goofy gangsters who fight with boxes and TVs on their heads. I do hope that some sort of plot does take form as the mode goes on, but even if it doesn’t, there’s at least a lot of fun to be had just watching beloved characters like Chun-Li behave like a real person inhabiting this world.

What I appreciate most about the mode is the way in which it begins by stripping Street Fighter 6’s core gameplay down to its bare essentials, and builds it back up piece by piece, teaching new players the fundamentals by incorporating them into missions with tangible rewards, and introducing mechanics at a reasonable pace. When you begin, you have Luke’s core moveset and only two special moves, but as you keep playing, building up your relationship with Luke by sparring with him, giving him gifts that you find in the world, and chatting him up, you’ll start to gain his full moveset. And this is the case for other fighters too. Once you meet Chun-Li, you can deepen your relationship with her, and start learning her moves as well.

World Tour is definitely a mode that’s aimed at newcomers to Street Fighter and fighting games in general, but even as a seasoned fighting game fan, it won me over. I love the idea of getting to mix and match special moves from different characters, the world was full of fun things to discover, and I had a lot of fun finding and outfitting my character with new pieces of gear – like a pair of devil wings that granted a large damage boost, but also caused my life to slowly drain.

Fighting Ground

I also got to spend some time with the offline multiplayer suite, otherwise known as Fighting Ground. I spent most of my time playing as Cammy, since she was my main in Street Fighter 5, and while her core gameplan of knockdown and rushdown is still largely the same, she does have some pretty significant changes this time around.

For one, she now has a new mechanic involving charging her special moves. Charging her Spiral Arrow, for instance, now makes it behave like a V-Trigger 1 version of the move in Street Fighter 5. Meaning, she will attack through her opponent, and get an opportunity to combo into either a cannon spike or a super. It’s really cool, but also makes her feel like a bit more technical character this time around.

Her hooligan combo also has some new tricks. She can now use an overhead crescent moon kick out of it, which can lead to some nasty combos, she can cancel it early and drop right out of the sky, and of course she still has the option of throwing you if you just sit there and block, or hitting low with a slide attack (that is also now plus on block!) Overall, she’s extremely cool and I can’t wait to learn how to play her. Fortunately, Street Fighter 6 has no shortage of ways to learn a new character. There’s the combo trials, an excellent training mode, and the much improved character guides that not only walk you through each move, but also give you advice on how those moves should be used, and gives you the opportunity to practice each lesson as well.

Street Fighter 6 is shaping up to be the whole package, and certainly the most fully featured a Street Fighter game has ever been at the beginning of its lifecycle. We’ll have to see if it sticks the landing when it hits PlayStation 5, PlayStation 4, Xbox, and PC on June 2.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Street Fighter 6’s World Tour mode feels like a token distraction from its awesome arcade fights

In the incredibly rare circumstance that you might have had a Kinder Egg as a kid, was the toy ever your favourite part? It sure wasn’t for me. I was all about the chocolate. Sure, I’d crack open the yellow canister inside, let out some variation of, “Oh, an elephant!”, and promptly toss it in the bin and walk away, its destiny consigned to landfill. In the landfill of my brain, I’m currently carving out new space for Street Fighter 6’s World Tour mode. It’s available to try now in demo form on PC and consoles, but I’ve been able to play a larger build of it that covered the first two chapters. Sadly, I can’t say it left much of impression.

In case you’re equally bemused by what SF6’s World Tour actually is, this is a new, open world, RPG-style mode in which you make a custom fighter, run around small areas of Metro City and other locations around the globe, and level up. There are moves to learn, side quests to complete, and you can even do mini-game activities such as making pizza. Between all of that, you fight people. Other fighters, unruly gang members, random folk making their way to work in the morning. You can punch almost all of ‘em! There’s a glimpse of the Street Fighter you know and love here with its side-on 1v1 bouts, but everything else around it is unnecessary fluff. In other words, World Tour is the token toy inside the more delicious Street Fighter chocolate.

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Mortal Kombat 12 Teased By NetherRealm In 30th Anniversary Video

Team thanks fans for the support.

Earlier this year in February, Warner Bros. lifted the lid on Mortal Kombat 12, scheduled for a 2023 release. Not long after this, the series co-creator Ed Boon seemingly confirmed the news via social media.

Now, in an update, it seems Mortal Kombat fans have been given their very first teaser of the new entry in the series. In an extended message from the Mortal Kombat development team thanking fans for supporting the brutal, bloody and violent fighting series over the years, Ed Boon mentioned how the team was “not quite done yet”.

Read the full article on nintendolife.com

Random: Mario Movie Illegal Upload Watched By Millions On Social Media

Mamma Mia!

The Mario Movie has now officially surpassed $1 billion at the global box office, and while a lot of people have no doubt already seen it, a recent illegal upload on social media has also got some serious attention.

As reported by Forbes, a Twitter account known as “vids that go hard” recently uploaded the entirety of The Super Mario Bros. Movie in two parts. Twitter wasn’t exactly quick to respond – with the videos apparently reaching a whopping nine million views in just seven hours before the account – with over a million followers – was suspended.

Read the full article on nintendolife.com