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Elden Ring Movie Cast Confirmed, Reportedly A24's Most Ambitious And Expensive Film Ever
A24 and Bandai Namco have announced that the Elden Ring movie will arrive in theaters on March 3, 2028. The live-action movie is written and directed by Annihilation filmmaker Alex Garland and will be filmed for IMAX, with production starting this spring.
Additionally, the full cast has been unveiled for Elden Ring, though specific roles haven't been outlined quite yet. Warfare's Kit Connor has been confirmed to star in the film, and as previously reported, Alien: Romulus and Civil War actress Cailee Spaeny will join him in the film. Both actors have worked with Garland before, as the filmmaker co-directed Warfare and and helmed Civil War.
Continue Reading at GameSpotClair Obscur Star Says What We Were All Thinking With Gustave's Face
Despite Clair Obscur: Expedition 33 voice actor Charlie Cox's experience acting on screen, he has his own idea of how to depict his character Gustave in a film adaptation of the game, and it matches several fancasts.
Speaking to GamesRadar ahead of the BAFTA Games Awards, Cox expressed that he'd love to portray Gustave again in an Expedition 33 movie, but had a funny suggestion on how to approach the character, saying that "they should get Robert Pattinson to play the part, and I should do the voice. Because then they would have pretty much the exact Gustave from the game."
Look at online comments about Gustave (or use your own eyes), and you'll see that the resemblance between the character's face and Pattinson is quite evident. Cox is probably joking about wanting to dub his voice over The Batman star, but he isn't wrong in saying it would be a hilariously accurate depiction of the character.
Continue Reading at GameSpotSuper Mario Bros. And Galaxy Movies Combine For $2 Billion At The Box Office
Nintendo's decision to return to filmmaking after 1993's The Super Mario Bros. Movie, which was widely panned and bombed at the box office, has been a huge success. After another lucrative weekend in theaters, The Super Mario Galaxy Movie has now made nearly $750 million worldwide, which, combined with the $1.36 billion for 2023's The Super Mario Bros. Movie, amounts to more than $2 billion.
Of course, Nintendo does not keep all of the box office proceeds, as money is distributed among numerous different sources involved with production, but it's still a staggering sum. The movies have benefitted Nintendo beyond its cut of the proceeds, as Mario game sales jumped when The Super Mario Bros. Movie came out, and it's expected that will happen with the Galaxy movie as well, but Nintendo has yet to confirm this. To capitalize on the hype surrounding the movie, Nintendo launched a special Switch 2/Galaxy-themed offer.
The Super Mario Bros. Movie is the highest-grossing video game film of all time, and The Super Mario Galaxy Movie ($747 million) is already No. 3 on the list--and it's closing in on A Minecraft Movie ($960 million) for the No. 2 spot.
Continue Reading at GameSpotVampire Crawlers Review – Pixel-Perfect Pandemonium
"Okay, just one more run."
This is the phrase I've muttered at midnight--and then again at 2 AM--every day since diving into Vampire Crawlers. There are nights when it feels like it'd take an army to pull me from the clutches of its pixelated chaos. This deckbuilding spin-off to indie roguelike Vampire Survivors is every bit as gripping as that original outing, bringing both familiarity and freshness wrapped up into a first-person dungeon-crawling adventure.
I love that Vampire Crawlers maintains an undying commitment to the tone, characters, and retro visuals of its predecessor. It's evident even from the initial cutscene, which shows a returning character fending off hordes of attackers in the Mad Forest from Survivors' isometric view before transitioning to a first-person view of the area. Without using a single word, it proudly declares that a new perspective doesn't change the fact that this is still unquestionably Vampire Survivors at its core.
That being said, where Vampire Survivors was about quick reactions, Vampire Crawlers is about planning and execution. Its slow, grid-based movement is merely a means to reach the next turn-based battle in which you now use a deck of cards to perform gloriously ludicrous attacks against hordes of enemies. Vampires' items show up in the form of cards here, ranging from damage-based options like Knife, Whip, and Cross to support-focused options like the power-increasing Spinach or healing Pummarola. Evolutions even make their return, letting you combine two cards into a more powerful version that can further devastate your foes. New additions to the lineup are few and far between, but it's this dedication to serving up what players already know and love that helps the transition into a new format feel seamless.
This time around, you don't directly control specific characters so much as bring them along for the ride. Referred to as Crawlers, they each have unique starting weapons and passives, but they also present as cards that can be played from your deck to provide additional bonuses for a limited time, such as increased damage or XP boosts. Eventually, you can bring along up to three Crawlers at a time, so mixing and matching characters that complement each other helps you set the tone of your runs right out of the gate.
Choosing these Crawlers is a fun way to customize your loadout before ever visiting a dungeon, but it's also important since card acquisition is otherwise largely random. While you can banish, skip, or reroll cards a limited number of times once you've invested in some upgrades, luck still plays some part in the direction your deck takes during a run. Still, Vampire Crawlers is rarely too punishing with this, as it's more about knowing how to play the cards you've been dealt than it is about min-maxing your deck. Building a specialty deck no doubt improves your chances of victory, but I was surprised at how many times I managed to squeak by with a mismatched hand due to deft use of the game's combo system.
Each card requires a specific number of mana points to play, with most falling between zero and three, and playing them in numerical order creates a combo that powers up subsequent cards. This means you'll deal a lot more damage if you combo into an attack card, which is great for clearing away enemies--but it's leveraging this mechanic to improve buffs or stats that really make a run come together. It's very satisfying to use combos to power up a card that improves your max health over and over until you become a nigh-unkillable tank.
New cards are granted by leveling up or discovering unique loot spots throughout the game's multi-level dungeons. At least early on, it's vital to plan for how you want to tackle a level's enemy layouts to most easily reach potential loot opportunities. Choosing to take on a sub-boss before clearing other enemies on the floor may see you suffer from an underdeveloped deck, which could leave you with too little health to reasonably survive the run. Conversely, managing to eke out a win against these tougher villains could earn you exactly what you need to pummel every other group of monsters on the level. This risk-reward approach is what keeps early runs feeling enjoyably stressful.
That being said, a focus on strategic navigation peaks during the first half of Vampire Crawlers. Despite their random layouts, it doesn't take long to figure out the flow of dungeons and how to maximize your efficiency. Moreover, as with Vampire Survivors before it, you eventually progress far enough in stat upgrades and unlockables that you can start being bolder in your approach. Many enemies that once made you tremble become trivial, so older dungeons, should you revisit them, begin to feel like little more than laid-back coin farming spots--unless you toggle your upgrades off in the village, at least.
Even so, the game ensures your power creep doesn't get too out of control until you near the end of the campaign by locking certain major mechanics behind Relics found in later stages. While most of the core stat upgrades are pulled from the previous game and work the same--offering incremental increases to things like damage, total health, and base mana amount--Relics impact the complexity of the gameplay in more dramatic ways. There are over a dozen of these game-altering items to discover during the journey, and they frequently introduce entirely new features that change the way you approach exploration and building decks.
For instance, slotting gems into certain cards to get a variety of passive and active boosts can make or break a run. So, when you discover a Relic that adds a jeweller where you can increase or decrease the spawn rate of specific gems, the excitement of choosing between so many begins to give way to the realization that there's an advantage to limiting your options. When only the strongest (see: borderline game-breaking) gems are spawning, you can ensure you're virtually always reaching peak performance.
It's in that realization that Vampire Crawlers begins to reveal its true end goal: making you smile as you dispense pure carnage. In this way, it comes full circle back to Vampire Survivors, where you could leave your character idle and go eat dinner while it auto-farmed for a few hours. Here, once you've become a proficient deckbuilder, you can create an unstoppable stack of cards that lets you plow through dungeons while spamming the auto-play button to unleash anarchy without much thought. It's a sublime payoff for the 15-20 hours it takes to earn the necessary components to make it happen, and seeing just how far you can push things can feel like a whole game to master unto itself.
As a result, even with everything unlocked and nothing left to work toward, Vampire Crawlers still has its teeth in me, begging me to dive back in and decimate all who stand before me. Since I haven't come close to growing tired of mowing down baddies with the wackiest decks possible, I guess I'll give it just one more run.
And then maybe just one more after that.
Vampire Crawlers Review - Pixel-Perfect Pandemonium
"Okay, just one more run."
This is the phrase I've muttered at midnight--and then again at 2 AM--every day since diving into Vampire Crawlers. There are nights when it feels like it'd take an army to pull me from the clutches of its pixelated chaos. This deckbuilding spin-off to indie roguelike Vampire Survivors is every bit as gripping as that original outing, bringing both familiarity and freshness wrapped up into a first-person dungeon-crawling adventure.
I love that Vampire Crawlers maintains an undying commitment to the tone, characters, and retro visuals of its predecessor. It's evident even from the initial cutscene, which shows a returning character fending off hordes of attackers in the Mad Forest from Survivors' isometric view before transitioning to a first-person view of the area. Without using a single word, it proudly declares that a new perspective doesn't change the fact that this is still unquestionably Vampire Survivors at its core.
Continue Reading at GameSpotDragon Ball's Next Game Is Exactly What You Think
Earlier this year, Bandai Namco teased a new Dragon Ball game under the working title of Age 1,000. On the weekend, Bandai Namco officially confirmed what many were suspecting, as Age 1,000 is indeed Dragon Ball Xenoverse 3. Confirmed during the Dragon Ball Games Battle Hour 2026 weekend--which also saw the bittersweet announcement of a final DLC pack for Dragon Ball Xenoverse 2--the game is headed to PC, PS5, and Xbox Series X|S in 2027.
While details are still light, Bandai Namco did reveal that the game will take place in the distant future. As a member of the Great Saiyan Squad, players will explore West City and protect it from threats. Dragon Ball's late creator, Akira Toriyama, helped shape the story and a "completely new Dragon Ball world " for players. At this point in the timeline, Goku and the rest of the Z Warriors are (presumably) long gone, but in a world with sci-fi technology, Dragon Balls that can resurrect the dead, and day passes from the afterlife, no one truly stays dead for long--especially the poster child for the entire franchise.
The trailer for Dragon Ball Xenoverse 3 hints at a storyline that's completely separate from the previous games, which revolved around Trunks and the Supreme Kai of Time's efforts to protect the timelines from sinister forces. The final DLC for Dragon Ball Xenoverse 2, Future Saga Chapter 4, launches in Summer 2026 and will effectively close the chapter on that game, which first launched in 2016.
Continue Reading at GameSpot28 Days Later Is Getting A 4K Blu-ray--Even Though It Wasn’t Built For It
Danny Boyle's 28 Days Later has long been considered one of the best zombie-apocalypse movies, but it seemingly couldn't be re-released as a 4K Blu-ray because of the handheld nature of how it was shot. That looks set to change, as an official 4K steelbook edition of 28 Days Later has been announced. Preorders aren't live yet, but a few details have been revealed ahead of its September 1 launch.
28 Days Later Limited-Edition Steelbook (4K Blu-ray)Price: TBA | Releases September 1
Due to limitations with on-location filming in central London, 28 Days Later was shot with lightweight Canon digital camcorders. This allowed the cast and crew to capture scenes quickly, and the footage was saved to MiniDV cassettes, but as a result, all the footage was low resolution, making a remaster tricky and expensive for future home media releases. That's why the standard Blu-ray release never looked great, but the final scenes shot with an Arri camera in higher resolution look noticeably better.
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