Nintendo fans have really been enjoying The Legend of Zelda: Tears of the Kingdom. The game has received a lot of praise since its release, with many Nintendo Switch owners picking up the game. Despite the successful release, many Zelda fans have been hoping to see Nintendo tackle additional story elements and more with downloadable content for the game. For many, there are a lot of ways Tears of the Kingdom can have some great DLC. But it looks like Nintendo has other plans.
In a recent interview with Famitsu, Zelda series producer Eiji Aonuma confirmed that the game will not have any downloadable content. He told the magazine that the team had done everything they felt was possible with the game and this version of Hyrule. Unlike its predecessor, The Legend of Zelda: Breath of the Wild, it looks like Nintendo won’t be exploring more in this area of the Zelda timeline. Details of the interview were originally spotted by Eurogamer and detailed after being translated.
Aonuma went on to explain that there may be a possibility to return to this Hyrule again in a different game, but not again with Tears of the Kingdom. “There are no plans to release additional content this time, but that’s because I feel like I’ve done everything I can to create games in that world… In the first place, the reason why we chose this time as a sequel to the previous game is because we thought there would be value in experiencing a new kind of play in that place in Hyrule. Then, if such a reason is newly born, it may return to the same world again… Whether it’s a sequel or a new work, I think it will be a completely new way to play, so I’d be happy if you could look forward to it.”
When the previous Zelda game, Breath of the Wild, was released on Switch, the game received two separate DLC expansions and one Expansion Pass. Each of them added new elements to the core game, including new trials, new dungeons, and an original story. Unfortunately, it looks like Zelda fans won’t be getting anything similar for Tears of the Kingdom. Any side stories or plot points that were not detailed or resolved in the core game may be left as is, which sounds like a huge bummer. Regardless, The Legend of Zelda: Tears of the Kingdom is still considered one of the most beloved games for the Nintendo Switch.
What do you think about Nintendo not doing any new DLC for Tears of the Kingdom? Do you think this is a bad move for them? Or could it mean Nintendo is moving on with the Zelda series towards something new? Share all of your thoughts in the comment section down below!
If you haven’t gotten a chance to see the latest Teenage Mutant Ninja Turtles movie in theaters, you need to do so when possible! The movie is a fun time that reinterprets the origins of the Ninja Turtles and their story. There were many things to say about the film in our review we had upon the release of Mutant Mayhem. But the fun doesn’t appear to be slowing down for the turtles. Fans of the new movie will have something related to look forward to coming from Outright Games in 2024.
Teenage Mutant Ninja Turtles: Mutant Mayhem will be getting next year which will mirror the fun visuals and action that was seen in the movie. The game will be for both consoles and PC, but no specific consoles were mentioned in the announcement. Originally reported on Gematsu, the game will be set months after the events of the movie, with the group taking on a new mutant threat to New York City. The fallout from everything that happened to the turtles during the film may play a big part in the story of the game.
Outright Games shared the announcement with Gematsu and had only so much to say about the project. “Taking place months after the events of the movie, the game will feature unique visuals inspired by the film’s bold, painterly art style. Combining energetic ninja teamwork gameplay with a humorous narrative, players will take control of the Turtles as they interact with a host of memorable characters from the franchise and fight to save this stylized take on New York City from a new mutant threat.”
No other specific details about the game were given, nor the status of development on the game itself. Nothing was mentioned about multiplayer or exactly what type of game Mutant Mayhem would be. While a 2024 timeframe was given for its release, we could end up seeing this TMNT game released at any time during the year. Paramount senior vice president Doug Rosen went on to comment about the game and the reception of the new movie. “It’s exciting to launch our first console game set in the Teenage Mutant Ninja Turtles: Mutant Mayhem universe, especially as the franchise only continues to grow. The vibrancy of this new film’s animation lends itself perfectly to video games, and we can’t wait for everyone to play it.”
Are you excited to see a brand new Teenage Mutant Ninja Turtles game being made? Will you be checking out the new game when it’s finally out? Did you get to watch Mutant Mayhem in theaters yet? Let us know your thought about everything in the comment section below!
So you’re a new comic creator. Great. Welcome to the medium! As a wizen old veteran, allow me to guide you over the easy pitfalls. You have a lot of crazy ideas in your head and expectations— Most of them are probably wrong. Let me disabuse you of those romantic notions and see if I can put you a few weeks or months ahead, avoiding the biggest rookie mistakes, many of which I made myself.
20: Your vision is too ambitious:
Creators want their comics to be all things to all people. When they see a successful comic like Spiderman or Superman, they think that an all-encompassing narrative started right out of the gate. It didn’t.
Both Spiderman and Superman were niche, disposable entertainment. Superheroes were new, but heroes were not. And while they grew in leaps and bounds with their popularity, even in the early days, no one back then would’ve idolized those characters as they do today. It took time, so don’t compare yourself that way to the giants.
It’s more important your vision be coherent than all-encompassing, especially when you’re new.
19: Your creation is too derivative:
You might think all superheroes have capes. If they thought that with Spiderman, wouldn’t he have a cape since he came after Superman? You gotta mix it up. Unless you’re doing a parody or a satire like The Boys, you need to try to make your superhero comic as different as possible.
Any comic outside of that genre should be much, much more different— Whether it’s fantasy, sci-fi, or real-life — Whatever the genre, you need to know it and bring something new to the table. (See last week’s column about genres.) Know the genre, know what’s out there, and then bring something new to the medium.
Image by Img2go
18: Your comic is too long:
Launching with Part 1 of 27 might sound like a good idea initially, but you’re asking for a huge commitment of your audience to an unknown creator. Think about it. Would you make that kind of financial commitment to a comic book you never heard of?
Worse, there’s always a drop-off from issue one. Very few people pick up a comic two or three issues into the series. One good, short, self-contained story from a new creator gives the audience everything they want, and if you leave them wanting for more, you’ve done your job. You can always do a second story.
17: Bad logos:
I’ve made this mistake. Logos need to go across the top of the comic, so when it’s racked, it can clearly be seen from across the room. That title should pop. Look at the difference between the first issue of Jersey Devil and the second one with a more professional logo designed by the inker.
Insanely enough, I’ve seen some comic book companies put their logos horizontally along the side of the comic. Can’t think of a dumber move. The moment it’s racked, no one will be able to read the title of the damned thing. Unless they are already a fan of the cover artist, the chances of someone picking up a comic with a logo like that are slim, I think.
Image by Starry AI
16: No Website:
If you publish anything, have a website. Even if it’s only a page with links to where you can buy it, that’s enough. Some poorer creators may opt for social media pages like Facebook. I don’t think you want to be dependent on a platform, especially these days. They sometimes change the rules of the site or suddenly start charging fees for services that used to be free. If you have your own website, you might not get a lot of traffic, but you can usually rest assured it won’t get shut down.
15: Too Tight of a Production Schedule:
The first issue is often the easiest issue to launch. That’s because you have all the time in the world to do it. Unfortunately, when you get to issue two, some people attempt to jump right into an issue-a-month commitment. That’s a big commitment, and here’s why:
Distributors offer comic books to stores in the direct market three months in advance. Making arrangements with a printer has to happen at least a month in advance, and you probably need the covers at least four or five months in advance for advertising. What that means is you might need three, four, or five issues complete if you’re going to jump right into a monthly book. That means putting out a lot of labor and printing costs before making one dime. As the Iron Man meme says, “Not a good plan.”
Image by Pixabay
14: Crowdfunding Fail:
Nothing takes the wind out of the sails of you and your creative team like missing the mark on a crowdfunding site. Some creators ask for too much money, or they just don’t have the name recognition to pull it off. Keep the math tight and make your goal or use a crowdfunding site where it doesn’t matter if you make your goal if you’re okay to make up the difference with your own money. If things go well, you can always add stretch goals. In fact, it sometimes drives momentum if you’re constantly announcing new stretch goals as the month wears on to raise the money.
13: No Marketing Plan:
You have to have a plan to sell this thing. You’re the one that’s going to be stuck with all the excess copies. Yes, it might be a huge hit and sell millions, but it’s likely not going to happen. At least, you shouldn’t count on it.
If your orders come in way higher than you expected, that’s a good problem to have. You’ll deal with it and get the books out when you can. Fans will be understanding, especially if you’re a first-time creator.
But don’t anticipate a giant boom in sales unless you can absorb the cost (and have the storage) for thousands of books. Call stores personally, book comic book conventions, and reach out on social media. You can’t expect success to just magically happen; it’s work.
Images by Piscart
12: Entitled Attitude:
No one owes you a career in comic books or adoring fans; you have to earn it. Even before the Internet, I met entitled, pretentious, too-good-for-the-peasants artists who would go to comic-cons and ignore potential fans.
They would sit at their table, drawing and sometimes complaining about the sad state of mainstream comics. They considered their lack of popularity and sales a badge of honor. That kind of attitude might inflate your ego enough around your hipster friends at the coffee shop, but it has nothing to do with being a working professional in the medium.
You don’t have to be a clown at the convention (like me!), but you do have to greet potential fans and be prepared to explain your creative vision. Sitting on your high horse demanding respect is the surest way to never get it.
11: Bad Social Media:
Being an activist who lectures people regarding current social hot topics is one way to alienate fans, but there are others.
Some people like to think they’ve developed a badass persona where they can tear down anyone on the Internet and make it hilarious. This is extremely difficult to do because you have to balance the comedy by targeting the right kind of idiots on the Internet. It is also kind of exhausting, to be honest. Unless you’re a professional comedian, stay away. Stay far away. You’re much more likely just to make everyone hate you.
Bringing an entitled attitude or whining would also be a disaster. But one of the worst things you can do on the Internet is be a phony. There are countless examples of people attempting to be something they’re not and getting called out. Don’t be fake. You don’t have to spill your personal life all over online, but be genuine at all times.
Image by StarryAI
10: Too Much Sex or Violence:
Fans like a sexy cover and plenty of action, especially when it comes to superheroes. However, turn up the volume too much, and you turn people off. Go further, and your comic will only be racked in comic book stories that carry adult products.
Some creators have built their brands on excessive sexual and/or violent images, and it can work. But going down that path without knowing what you’re getting into can blow up in your face. I knew a webcomic creator that started posting topless images of his female protagonist, and while it got him record clicks, his webcomic slipped into porn. He also realized his newfound fanbase didn’t care about the story. He could post any sexually suggestive image, and it got him solid clicks.
Storeowners tend to shy away from such comics. Depending on the area of the world in which you live, there may even be obscenity laws that could get you in trouble for selling your comic. Fans of this work are only adults and a limited number. Breaking through to mainstream success will be nearly impossible for this kind of work.
The problem is most rookie creators try it because it gets them instant attention, but they don’t understand that the attention probably won’t translate outside of that limited fanbase.
9: You’re Not Ready:
The biggest rookie mistake of all is just not being ready for Prime Time. Maybe your art isn’t quite there, or your story, or both. There is no rush to get out your first comic, so do some research and maybe show it to some local pros before you jump into publishing. Worst case scenario, you’ll probably get some good advice and tweak your comic’s mistakes. Best case scenario, you read an article like this and avoid a major one.
Image by StarryAI
8: You Use a Title That Belongs to Someone Else:
Comic book characters, especially superheroes, tend to run into the same themes. It’s natural that rookie creators will come up with some of the same basic titles other creators tried and published in the past. For legal and ethical reasons, it’s your duty to research your title and make sure it’s unique to the best of your abilities.
The Internet makes it easy. And what’s even easier is changing the name so you can use something similar. No one has a copyright on the god Thor. It’s in the public domain. However, Marvel Comics has the copyright to the Mighty Thor and the look of their version of the character. Other comic book companies have their own version of Thor with a different look, outfit and personality. Several also have their own version of Hercules.
7: Your Comic is Too Expensive:
You’re in business, and you have to compete with other comic books out there. I’ve seen creators try to charge five, ten, and sometimes fifteen or twenty dollars for one comic— An issue, not a graphic novel— Like a standard 32-page comic with ads. It’s insane.
The only way that sale works is if you bamboozle your customer into believing the comic is going to appreciate in value. Don’t play into that Ponzi scheme. You will quickly poison whatever small fan base you were beginning to create.
You might get away with five dollars if your comic is high-end, full-color color, and all-story. And yes, there are plenty of people that will throw you a fin to support a local creator, but that reason eventually dries up, and now you’re sitting there with a pile of issues 2’s, 3’s and 4’s. Be competitive. Keep your price as low as you can, or add something else to sweeten the deal.
Image by Pixabay
6: Too Many People Work On The Comic:
It’s nice to include your friends, and if you want to do an anthology comic with all of them— More power to you. Unfortunately, it usually becomes a logistical nightmare.
The problem is that some creators think that more always equals more good when that is rarely the case. More people usually mean more problems. Someone is going to blow a deadline, and then what do you do? Who controls the rights to the anthology? What if the thing explodes and becomes a massive hit? Who negotiates the movie rights? What if someone doesn’t come up with their share of the printing costs? And on and on.
This isn’t something that is easier; it’s harder. For a rookie comic creator, I’d advise staying away from this kind of thing unless someone in your group is a highly capable and professional creator who’s done it before.
5: Don’t Work With Family, Friends, or Romantic Interests:
Again, this may sound like a good idea at the time. It can be fun and rewarding to work with family, friends, and significant others. But if things go wrong and you really want to publish a comic, it’s guaranteed to put a strain on those relationships.
Initially, it will feel like it’s easier. The problems arise later when one of your associates comes up short. How do you explain to your brother that he has to make a deadline or you’ll replace him? How do you cut a friend out of a project he started but then refuses to finish? And what happens to the rights of the comic you co-created with your girlfriend if you have a bad breakup?
By starting with a professional person you don’t know, most people begin on their best behavior. (Although, don’t get me wrong, working relationships can go sour too.) The distance you have between co-workers allows you to address issues professionally that some family, friends, and romantic interests can’t or won’t. The opposite is also true…
Image by Pixabay
4: Vet New Co-Workers Before You Start:
With total strangers, you need to get to know their work ethic and expectations. Some creators start out being incredibly professional, but when the pressure’s on, something goes wrong, or they have an issue in their life— You need a clause in your contract to pull out and start with someone new.
For new creators, a good test is to audition them with a hard deadline. Professionals will make that deadline without a fuss. Someone who comes back with a lot of excuses (unless it’s very unusual circumstances) probably isn’t a good fit. Just make it clear upfront and in your agreement that if the other creator drops out, you will continue the project without him/her.
The bottom line is artistic people can be volatile, crazy, and weird. In extreme cases, be prepared to jettison whatever work your former partner did and start over. I once watched a comics writer wreck his marriage, and the hit comic he was working on that was launching his career. The comic, sadly, was a casualty of the writer’s own self-destructive life.
3: Not Knowing Who Your Audience Is:
This is an unforgivable rookie mistake, and if you make it, remember you were warned. Know who your audience is for your comic and go promote it to them. If you do a Western comic, seek out events involving Western-related themes. Same thing with horror, fantasy, sci-fi. Don’t just dwell at the local comic-con.
I watched a TV wrestler with a kid’s comic show up to a super indy comic show and nearly got laughed out of the room. While the pretentious hipsters were dunking on him behind his back, he was making few sales because he was in the wrong room. (Although to be honest, the pretentious hipsters also ran the show. They might’ve told him what the room would be like.)
Comic book conventions can be lucrative but also expensive. Local art shows, fairs, libraries, and other events can provide you with a great avenue to sell your work, depending on the subject matter. People like to support local artists, the events are close by, and you probably won’t be competing with dozens of other creators for the same comic book dollar.
Image by Pixabay
2: Don’t Act Unprofessional:
When you’re out there selling your work, you need to look, sound, and act like you know what you’re talking about. Know your characters and be prepared to answer the basic questions: What your comic is about, what are the origins of its creation, how much is it, when the next issue comes out, etc..
Present well, be positive, be on time, and be on your best behavior. I’ve seen creators show up late, drunk, and snarky with the fans and then leave early. You’re not a rockstar. If you want to work in comics, treat the shows like a job because, for you, they are work. It doesn’t mean you can’t have fun, but it’s work-fun, not fun-fun.
Be very aware of your surroundings and yourself and how you might come off as a total stranger. People are always recording everything these days, especially at Comic-Con. After the show is over, you can exit the convention center and go back to normal behavior. The basic rule is just to be a nice person. Creators should act like people that other people want to be around.
1: Abandon Fan Fic:
The moment you jump into the professional arena, your life as a fanfic writer and/or artist should immediately die. Fan fic is armature hour, and those who bask in the delusion of doing it professionally are kidding themselves. It’s fine for practice, but that practice is over once you enter the professional arena.
As for pin-ups of other people’s characters, you’ve never worked on— I’ve known many artists that do this for extra money. It’s a bit of a gray area that’s mostly tolerated by the bigger comic publishers. That being said, you’re trying to push your comic. Every time you draw Iron Man or Luke Skywalker or Batman— You’re not.
I saw one creator that would do these pin-ups, but only if they could include his character fighting the one you requested. I’ve seen other artists insist that only original characters be part of their commissions. I understand you have to make money at shows, but at all times, you should try to push your characters and your comics. Yes, the commission is more money, but it probably won’t build you an audience.
Yes, even the big artists will do commissions of other people’s characters. I get it, but the focus needs to be pushing your creations first. If someone is going to drop $20-$50 on a pin-up, it probably won’t be a big leap to get them to buy a comic. Even building one into the price to make sure they buy one because your readership must grow.
Final Fantasy XVI has been received very well since it was released this year. The game has been praised for its mature story, crazy moments during gameplay, and astoundingly good-looking visuals. We had a lot of great things to say in our review of Final Fantasy XVI. But it looks like extra goodness is coming to FFXVI for fans wanting to see more. Square Enix plans on adding more content for players to download, as well as updating the game with additional features. And if that wasn’t enough, there’s a PC version on the way too!
Square Enix took to their social media, as well as at a panel during PAX West, to announce two new expansions that will be coming to Final Fantasy XVI. There will also be a free update available starting now. Everyone who owns the game on PlayStation 5 can boot up their console and get the new update. In addition, a PC version of Final Fantasy XVI is set to release before the end of the year.
Final Fantasy XVI producer Naoki Yoshida was part of a special video that Square Enix posted on their social media pages. In the video, Yoshida talked about the free update and what fans can expect in the near future for the game. “Allow me to take this opportunity to officially announce that development on a PC version is currently underway. I hope to be able to give you more information on both the upcoming DLC and the PC version before the end of the year, so please stay tuned.”
The new update for the game, Version 1.10, includes options for customizable costumes, as well as a new onion sword for players to equip to Clive. The other additions from the update include cool-down displays for abilities in the skill menu and changes to the game’s arcade mode. A full listing of all the changes with the update is detailed in a post that Square Enix shared on Twitter.
For many, Final Fantasy XVI is a huge success that has moved the series forward in many ways. While some reviews criticized the game for getting further away from traditional role-playing game elements, others heavily praised the game for trying something different with its overall gameplay. The combat has been one of the beloved aspects of the game, which leans heavily on action. For the upcoming DLC expansions that were announced, Square Enix has not yet announced a release date or timeframe fans can expect to see them. Some players believe these two expansions could dive into a part of FFXVI’s story that overlooked the lost Eikon Leviathan. But for now, we’ll have to wait long to see where the story of FFXVI will go next.
What do you think about Final Fantasy XVI? Are you excited to see two DLC expansions coming to the game? Have you gotten the free update yet? Share your thoughts about everything down below in the comment section and let your voice be heard!
For Nintendo fans, a somber cloud of sad news has been lingering around. Recently, the voice of Mario himself, Charles Martinet, recently announced his choice to step back from voicing the iconic game character. For many, Charles was the voice of Mario for many Nintendo fans who grew up playing games since the release of Super Mario 64. Along with the news of Charles no longer voicing Mario, Nintendo revealed that Charles would become an ambassador for Nintendo and the Mario franchise. But there’s one tiny problem. Charles still doesn’t know what a Mario ambassador does!
At the Texas-hosted convention Galaxy Con over Labor Day weekend, Charles Martinet was on a panel where he spoke with fans about his time as the voice of Mario. During the panel, Charles was asked about becoming a Mario ambassador and what he might do now that he won’t be involved with any new games. The response that fans got was both surprising and casually honest because even Charles still doesn’t have a full grasp on what that fully means.
When speaking on the panel, Charles was optimistic about it. “You might’ve seen the news, I’m a ‘Mario Ambassador… I don’t know what that is yet. I’m not retired, as it were, but I’m an ambassador. And as we step forward into the future, I will learn, we’ll all learn, what exactly that is.” Since the announcement by Nintendo over social media, the company hasn’t detailed or made an attempt to explain what exactly being a Mario ambassador will include. Although the company did mention that Charles would travel around the world, most likely to various gaming events, they didn’t go into any kind of detail.
And yet, that doesn’t seem to mean a lot will change for Charles himself. He’s been known to be incredibly enthusiastic about interacting with fans of Mario and Nintendo gamers wherever he goes. At the same panel, Charles said he plans to keep doing what he does best. “But in the meantime, you know, I’ll be ambassading as I always have. I’m always an ambassador of Nintendo and Mario at all of these events because I just cherish every moment of it, and I hope that, you know, your love of the game continues and grows the way mine does. So, thank you so much.”
Charles rounds off his time voicing Mario at around 25 years, which is an incredible run for any voice actor to play one massive character. As far as who will be taking over voicing duties moving forward, Nintendo has not yet discussed or announced who will step into the blue overalls and red cap. Charles Martinet is not lending his voice as Mario for the upcoming Super Mario Bros. Wonder on Nintendo Switch, so we don’t know who is doing the voice in there yet. Hopefully soon, Nintendo has a lot of things to say about what comes next for their iconic character.
What do you think about this news for Mario and Nintendo? Got an idea of what a Mario ambassador could do? Are you going to miss Charles Martinet voicing Mario in new games? Tell us your thoughts about everything down below in the comment section!
Silver Surfer returns to patrol the galaxy. Wolverine and Ghost Rider continue their unlikely alliance. Emma Frost and Tony Stark prepare for their wedding as the X-Men deal with the “Fall of X.” These stories are all highlighted in the new Marvel pull list.
“The FALL OF X inspires a surprise proposal in this week’s Marvel Comics,” Marvel said on their website. “In X-MEN (2021) #26 by Gerry Duggan, James Towe, and Javier Pina, the moment we swore would never happen—heck, the moment Emma Frost swore would never happen—is here at last! Then, later this month, Emma’s mutant family reacts to this surprise news as the Frost/Stark knot is tied in INVINCIBLE IRON MAN #10.”
Marvel revealed the full list online:
New Comics
BLACK PANTHER (2023) #4
DOCTOR STRANGE (2023) #7
FANTASTIC FOUR (2022) #11
GHOST RIDER/WOLVERINE: WEAPONS OF VENGEANCE OMEGA (2023) #1
IMMORTAL X-MEN (2022) #15
MAGNETO (2023) #2
MOON KNIGHT (2021) #27
SCARLET WITCH (2023) #8
SILK (2023) #5
SILVER SURFER REBIRTH: LEGACY (2023) #1
SPIDER-GWEN ANNUAL [CHAOS] (2023) #1
STAR WARS (2020) #38
STAR WARS: DARK DROIDS (2023) #2
THE AMAZING SPIDER-MAN (2022) #33
X-MEN (2021) #26
New Collections
CAPTAIN MARVEL BY KELLY THOMPSON VOL. 1 TPB
CAPTAIN MARVEL VOL. 10: REVENGE OF THE BROOD PART 2 TPB
LOKI MODERN ERA EPIC COLLECTION: EVERYTHING BURNS TPB
MIGHTY MARVEL MASTERWORKS: THE INCREDIBLE HULK VOL. 3 – LESS THAN MONSTER, MORE THAN MAN GN-TPB ROMERO COVER
RED GOBLIN VOL. 1: IT RUNS IN THE FAMILY TPB
SHE-HULK BY MARIKO TAMAKI TPB
VENOM BY AL EWING & RAM V VOL. 4: ILLUMINATION TPB
Marvel Unlimited
ALIEN (2023) #2
AVENGERS BEYOND (2023) #3
BETSY BRADDOCK CAPTAIN BRITAIN (2023) #4
CARNAGE (2022) #13
CLOBBERIN’ TIME (2023) #3
DEADPOOL (2022) #7
DOCTOR STRANGE (2023) #3
EDGE OF SPIDER-VERSE (2023) #2
PUNISHER (2022) #12
SILVER SURFER GHOST LIGHT (2023) #4
SPIDER-MAN 2099 DARK GENESIS (2023) #5
STAR WARS DOCTOR APHRA (2020) #32
STAR WARS SANA STARROS (2023) #4
THE AMAZING SPIDER-MAN (2022) #26
VENOM LETHAL PROTECTOR II (2023) #3
X-23 DEADLY REGENESIS (2023) #3
All of these titles will be available in print or digital formats on September 6, 2023.
Amazon Studios dropped a trailer for their upcoming series ‘Wilderness,’ a psychological thriller from the United Kingdom about a woman who discovers her husband is having an affair while they are on a trip.
“Prime Video has revealed the official trailer for UK Original thriller Wilderness, ahead of the series global launch on 15 September. Written and created by BAFTA Breakthrough Brit Marnie Dickens and based on B.E. Jones’ novel of the same name, Wilderness is a tale of betrayal from the intoxicating pull of an affair to the devastation it leaves behind,” Amazon said in a statement.
The show stars Jenna Coleman (The Serpent, Dr. Who, The Sandman) and Oliver Jackson-Cohen (The Haunting of Hill House, Dracula, The Haunting of Bly Manor) as the couple.
Amazon added, “The trailer reveals the striking backdrop of the series as the couple embark on the American road trip that Liv’s always dreamed of, from the Grand Canyon to Yosemite before ending with a wild weekend in Las Vegas. The series exclusively features Taylor Swift’s ‘Look What You Made Me Do (Taylor’s Version)’ as the song of the opening titles.”
You can watch the trailer below:
The show also stars Ashley Benson, Eric Balfour, Claire Rushbrook, Marsha Stephanie Blake, Morgana Van Peebles, Talia Balsam, and Jonathan Keltz.
Coleman described the series as a “darkly twisted thriller exploring a marriage gone wrong, which shifts into a cat-and-mouse psychological chess game between husband and wife. A drama about co-dependency and freedom. Boundaries and blurred edges. Revenge and sanity, or the lack thereof. Ultimately Liv’s tale is one of survival – it becomes a very primal, visceral, and feminine tale of coming into her own.”
B.E. Jones released her sixth novel ‘Wilderness’ in 2019, published by LittleBrown. Jones is a former journalist for The Western Mail and BBC Wales.
It seems like the Masters of the Universe Origins line of action figures is coming to an end, but Mattel surprises us with another announcement. And no, we’re not talking about thatRevelation. This time, it’s a good one that will benefit He-Man, not something intended to defy our expectations.
Thanks to one of our readers for forwarding this link to Survey Monkey, where we learned that Mattel is planning another Masters of the Universe crowdfunding campaign. After the success Mattel found when backers fully funded a new version of the giant Eternia playset, it makes sense to go back to the well in order to get some of these less-than-retail-friendly ideas off the ground.
If this survey is legit, then it could mean we may finally see some pieces of MOTU’s past finally become a reality. Yes, we could see BOTH Attack Trak vehicles made into full-fledged toys!
However, if you’re wanting to see an old favorite playset return, you could always vote for the Fright Zone. Will it come with another snake puppet? I sure hope so … as long as it smells better than the original.
Other possibilities include the Snake Lair playset to go along with Castle Grayskull and Snake Mountain. Or how about Hordak’s Doom Tower or Crawler Tank?
Regardless, you’ll have until September 10th at 11:59 PM PST in order to cast your vote for your two favorite concepts. Click here to start voting.
Image Credit: Mattel
Image Credit: Mattel
Image Credit: Mattel
Image Credit: Mattel
Image Credit: Mattel
What are your thoughts on the Snake Lair playset? With the Origins line having been available for years now and the upcoming release of Snake Mountain, is there really a need for another unfolding playset? Perhaps it would be wiser to focus on more familiar items like the Attack Trak or Fight Zone to attract a greater number of campaign backers.
Please share your opinion with us in the comments section.
Marvel Comics is relaunching Captain Marvel in a new comic book series with a different creative team. Giving her a new costume, Carol Danvers gets an unexpected ally to help her against the Omen, a new terrifying villain.
“Following Kelly Thompson’s historic run, writer Alyssa Wong and Marvel’s Stormbreaker artist Jan Bazaldua are taking the reins and catapulting Carol Danvers into her explosive next era,” Marvel said on a website. “October’s CAPTAIN MARVEL #1 will be a parade of exciting debuts as Carol sports an all-new costume courtesy of artist Jen Bartel, gains an unlikely partner in a street thief named Yuna, and becomes the target of a dangerously fresh new archenemy known as the Omen!
They added, “The pulse-pounding first issue kicks off a saga packed with cosmic repercussions as a reality-devouring entity known as the Undone realizes that Captain Marvel is the only hero powerful enough to stop it from annihilating Earth. In the opening arc, witness the Undone’s bold plan to take Carol off the board and how it unleashes chaos for Captain Marvel, Yuna, and the entire Marvel Universe!”
They also released a “first look” at the cover from artist Stephen Segovia:
Wong expressed her excitement for the new series saying, “I’m so excited to be writing Captain Marvel!”
She continued, “Carol is such an iconic character with a rich history, and I can’t wait to add to her story. It’s an honor to work with Jan and I hope everyone enjoys what we’ve got coming!”
Carol Danvers made her debut comic book appearance in the 1968’s ‘Marvel Super-Heroes #13.’ She became Ms. Marvel in a self-titled comic book series. Later, she would take on the identities Binary and Warbird while working with the Avengers. Danvers would become Captain Marvel in 2012’s ‘Avenging Spider-Man #9.’
Brie Larson has portrayed Captain Marvel in the Marvel Cinematic Universe.
The name TAITO comes with a lot of history in the games industry. The company is one of the older pillars of the golden days of gaming, where many aspects of the medium were in their infancy. But many things have changed, with a large number of games fading into obscurity. This is why retro game collections that compile various titles from companies like TAITO are great to have. They give a new generation an opportunity to see what came before their time. But while TAITO Milestones 2 does this for 10 games from the company’s past, it’s a very shallow execution that underwhelming for everyone.
TAITO Milestones 2 is the second bundle of the Arcade Archives games from the late 1980s and early 1990s that were published by TAITO. Unless you’re a big fan of the company, chances are you’ve probably never heard of any of the games included in this collection. And what you see is exactly what you’re getting here, just the games. No bonus content related to any of them. If you managed to come across any of these titles back in the day, then you might have some nostalgia for being able to play them once again. But beyond that, this bundle is incredibly meager.
The important part of a retro game collection such as this is that it gives everyone a chance to revisit these games and allow others to discover them for the first time. Having extra content that gives insight into the history of the games, as well as a behind-the-scenes look at them, adds value that newer players can be intrigued by. Without that, you just have a very underwhelming package that will only speak to those who know what these games are.
But are the games included here fun to play? That depends on whether you’re accustomed to playing primitive arcade games that were released during the era. The controls are basic for every game included, with little to no complexity in getting into any game. This is good because most arcade games of the era want you to get in and get out fast. The visuals and sounds are exactly how they were from back then, which is as authentic as you can get to the original arcade machines these games were on. The titles that are included in the collection are as follows…
New Zealand Story (1988)
Kiki Kaikai (1986)
Darius II (3 Screen Arcade Version) (1989)
Gun Frontier (1990)
Ben Bero Beh (1984)
The Legend of Kage (1985)
Liquid Kids (Mizubaku Adventure) (1990)
Solitary Fighter (1991)
Dinorex (1992)
Metal Black (1991)
At their core, they are all very simple arcade games that are designed to be somewhat difficult and eat up quarters. Luckily, you’re able to continue an infinite amount of times and keep playing to the end. So it doesn’t matter if you lose a bunch of times. But at the same time, you’re only getting the bare bone experiences from each games. Both the good and bad parts in full, nothing more or less.
The collection doesn’t have any bonuses to unlock for playing through any game. The few new features in this collection that add a layer of value are the online ranking leaderboards and interrupt save data. Every game allows you to submit your scores to the online ranking, which you can compare to others who have played the collection online. Interrupt save data lets you continue a game from just about any point you left off after booting it up. These are good features, but not enough to add more value to the overall package. Those hoping for something interesting to showcase why these games were so important will be incredibly disappointed.
For retro gaming fans and arcade enthusiasts, TAITO Milestones 2 will have some fun to experience. But everyone else who doesn’t have prior knowledge about any of these games will struggle to enjoy this collection. It’s very basic and shallow as a package, with little to no extra value beyond playing any of the ten games included. With such an important company to the games industry as TAITO, one would hope to see a better celebration of their legacy. For now, it still remains faded into the obscurity of video game history.
What do you think about TAITO? Did you grow up playing any of their arcade games from back in the late 80s or early 90s? Let us know your thoughts about TAITO Milestones 2 in the comment section down below!