• Light & Magic Review

    Light & Magic premieres on Disney+ on July 27, 2022.

    If you grew up in the ‘70s and ‘80s and loved movies, that was a magical time for film magazines. Starlog, Cinefantastique, Fangoria, and Cinefex, just to name a few, specialized in revealing the below-the-line creative people who brought the spectacle to life. And for those interested in the making of the movies, like me, they were a virtual master class in technique and innovation. Writer/director Lawrence Kasdan was smack in the middle of that creative whirlwind, working with George Lucas and Steven Spielberg as a screenwriter on the Star Wars and Indiana Jones franchises. And it’s his ground level perspective that provides the necessary insider’s point of view in telling how Lucas’ special effects company, Industrial Light & Magic, came to be in the new six-part Disney+ docuseries, Light & Magic. Like those magazines of old, the series goes deep, especially with the original Star Wars trilogy, in regards to how ILM became synonymous with creating modern special effects and visual effects. As a series, it works best when it focuses on the incredible talent who launched the company and have since become legends in their field. Where it stumbles is in its pacing, frontloading episodes with a micro focus on Star Wars and then in the later episodes, rushing through 30 years of VFX innovation to end on what feels like a very sanitized, underwhelming corporate sizzle reel.

    The first episode, “Gang of Outsiders,” starts with archival footage of Lucas explaining why he had to start a visual effects company for Star Wars: there weren't any existing shops that could handle the depth and breadth of shots that he envisioned. John Dykstra was recommended by special effects legend Douglas Trumbull (Close Encounters of the Third Kind) to supervise the start of Industrial Light & Magic. Lucasfilm producer Gary Kurtz and Dykstra set out to headhunt the best talent they could find. They collected a group of young artists and tech geeks with varied backgrounds, including now legends Richard Edlund, Joe Johnston, Phil Tippett, and Dennis Muren. Within a hot warehouse in Van Nuys, Calif., they were given a $1 million budget to literally invent new hardware and techniques to bring Lucas’ vision of Star Wars to life. Documented with a wealth of incredible archival film from those days and interspersed with talking-head interviews with the players today, Kasdan captures a palpable sense of history and perspective with everyone looking back at essentially their younger selves enthusiastically throwing themselves into the job. And there’s also the necessary guideposts of understanding exactly what wasn’t possible at the time, and how the people in the trenches of ILM bypassed existing roadblocks to use every technique at their disposal to solve the problems.

    Throughout the first four episodes of Light & Magic, Kasdan breaks up the granular stories of the individual challenges in making the original Star Wars trilogy effects by giving key creatives from ILM’s early years breakout personal biographies that allow us to get to know these people outside of their jobs. They’re contextualized via a treasure trove of personal photos and delightful 8mm movies they made as kids building into more mature projects from college. These intimate asides are some of the strongest elements of the whole series. Getting to see what first inspired them to pursue their passions and how they made their early creative marks warms up the technical focus of what they were doing back in the day. And Kasdan makes space for the players to share their personal assessments with the benefit of almost five decades of hindsight. For instance, Tippett is incredibly unguarded about sharing his early compulsion to lose himself in the painstaking work of stop-motion animation to deflect his depression. Only now has he come to understand that was undiagnosed bipolar disorder, which is brave to share. Those kinds of stories add so much context and grounding reality to the spectacular feats they achieved in the VFX field.

    By the third episode, though, the series starts to get overburdened by the hyper focus on the work done on the original Star Wars films, which by far get the majority of the docuseries’ storytelling real estate. Yes, ILM was literally founded to facilitate Lucas’ ambition in regards to those movies, but there’s also a whole host of BTS and special featurettes made for each one that document in detail how everything was made. And if you love those films, there’s a good chance there’s plenty that will be familiar in this series as already covered in other docs, books, and Blu-ray extras. By this point in the overall story of ILM as an entity, it should be deeper into the work done on other films. But that doesn’t happen until the fourth episode as Raiders of the Lost Ark, Poltergeist, and Star Trek: The Wrath of Khan are finally given some time.

    The docuseries also leans softly on the creative rifts that occurred, especially when Dykstra was not asked to join ILM’s move to Marin in Northern California. To Kasdan’s credit, Dykstra and others address it on camera, which is important because it effectively changed the entire org chart of ILM and forced friends and colleagues to make some really tough personal choices. And it set off further cracks in the tight team which are documented in the fourth hour, with Johnston and Edlund deciding to go their own ways, opening up space for the ascent of Dennis Muren, John Knoll, and then the eventual digital shift of the entire company. There’s certainly no need for a scorched-earth approach to the major exits but there’s a noted absence in self reflection with regards to what those major flexion points did to the overall company culture. Perhaps that’s because Lucas’ own frustrations with the slow development of tech in his own words is rather binary and without emotion.

    The doc makes it clear that the chasm between what he sees in his head and what it took to make that happen was thwarted for decades by the slow evolution of what would become digital VFX. And when it finally met his intentions, he was all about looking forward instead of honoring the prior work of those in the ILM trenches. That’s likely why there’s no mention at all by any of the old guard of ILM about how they felt when large chunks of their work was essentially erased with replacement visual effects in the Star Wars Special Editions. Some candor on those more controversial decisions would have helped with the overall context of ILM shifting from physical to digital effects. And that insight could have easily been provided by outside industry VFX experts, film historians, or even other directors influenced by the work of ILM. But all of the talking heads in the series are current Lucasfilm employees, former ILM staff, or directors who have used ILM. It doesn’t broaden the impact of the company outside of its own footprint.

    Overall, it needed better planning on how to unfold the whole story of ILM, or just two more hours.

    Episodes 5 and 6 then suffer from the series shifting from a deep dive approach to ILM projects to just a skimming of the company’s work for 30 years. The Star Wars prequels, which Lucas had ostensibly been working towards as the fulfillment of his dream for entirely digital VFX, are remarkably zipped through quickly. And then outside of James Cameron’s The Abyss and T2, and Spieberg’s Jurassic Park, no other films get the micro treatment. Even the movies in the opening title animation like Pirates of the Caribbean, Transformers, and the MCU entries are reduced to mere visual cameos.

    In the last minutes, The Mandalorian and ILM’s invention of the Volume system are crammed into the piece and that basically reminds you that the series forgot to continue to chart the innovations of ILM. With six hours and 50 years to cover, maybe the series would have better served the company’s legacy regarding how much they’ve impacted cinema if it frontloaded Star Wars in the first two hours and then each hour after covered a single decade and the films within that really moved ILM forward creatively and technologically. While there are some appreciated inclusions of new era creatives like Doug Chiang and Ellen Poon, they feel a bit shoehorned into the narrative, missing the context of ILM’s bigger picture focus which was done more organically in the first few hours. As it stands, the last two hours feel overly crowded with a lack of focus in its storytelling – and a very corporate sizzle reel ending that feels like a PR piece rather than the docuseries it started out as.

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    GTA 6 Will Reportedly Feature a First Female Playable Character, and Add New Cities Over Time

    Grand Theft Auto 6 will reportedly feature a female playable character in its campaign for the first time. Rockstar apparently plans to launch the game with a single city, but add more locations over time through updates.

    As part of a report on Rockstar by Bloomberg, sources close to the studio discussed the new female character, who will be Latina. The character will reportedly be part of a pair of bank robbers in a story influenced by real-life criminals Bonnie & Clyde.

    Female protagonists have previously only been available as custom characters in GTA Online, never in the game's single player campaigns. Rockstar co-founder Dan Houser (who has since left the company) previously indicated the company was thinking about a female lead as far back as 2013. [Update: The first Grand Theft Auto game featured female playable characters – this would mark the first in the 3D GTA series as we know it today]

    The report also indicates that the launch version of GTA 6 will begin with fictionalized Miami and surrounding areas (presumably a return for Vice City), but will be updated with "new missions and cities on a regular basis". That launch version apparently already includes more interior locations than any GTA game previously.

    Per the report, the game is codenamed Project Americas due to its original plan to include huge territories based on North and South America – a plan that was scrapped in part to reduce crunch for employees.

    Sources say that developers on the game are sceptical about predictions for a launch between April 2023 and March 2024 due to multiple changes on the team and bottlenecks in production. Some developers are even said to have quit due to a lack of progress on the game recently. Developers on the team reportedly expect the game to be at least two years away, and say that no firm release date has been set internally.

    However, much of the report focuses on progressive changes at Rockstar in recent years, including a more inclusive office culture, a focus on reducing crunch, a removal of abusive managers, conversion of contractors into full-time employees and a restructure to improve working conditions. Morale is said to be higher at the company as a result, and one source said Rockstar was “a boys’ club transformed into a real company.”

    The report also points to a more progressive mindset at the company in narrative terms, too. Bloomberg says that a mode called Cops 'n' Crooks was shelved before release following the 2020 police killing of George Floyd, and has not been considered for release since. The company is also focusing on making fewer jokes in GTA that 'punch down' at marginalized groups.

    After years of rumours, GTA 6 was finally confirmed this year, but more official news will apprently only be released when Rockstar is ready, not when its owner Take-Two requests it. Rockstar is said to have moved more developers onto GTA 6 recently having scrapped remasters of Red Dead Redemption and GTA 4.

    Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

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    MultiVersus Is Having an Absolutely Enormous Beta Launch

    Brand new platform fighter MultiVersus is already hitting huge player numbers and nearing to tops of console charts.

    After a launching into open beta yesterday, the new fighting game from Warner Bros. has seen some staggering numbers – reaching a peak of 144,456 concurrent players yesterday on Steam alone. This puts the game ahead of the likes of Warframe, Rust, and even Destiny 2.

    The free-to-play multiversal crossover game, starring the likes of Batman, Bugs Bunny, and Shaggy, has already proven to be an extremely popular alternative to Nintendo’s Super Smash Bros. Ultimate. And even without console figures, the game’s Beta launch is doing ridiculous numbers.

    MultiVersus is also proving to be very popular on consoles with the game creeping into the Xbox Most Played list. It’s also currently sitting at second place in the Xbox Series X/S Top Free Games, pipped to first place by Fall Guys.

    On PlayStation, it’s a similar story, appearing 2nd on the PS5 Most Downloaded list, only beaten to the top spot by “That Cat Game”, aka Stray (itself a free download for PS Plus subscribers).

    It looks as though the game’s free-to-play status, as well as the popularity of its characters, has created the perfect combo to give MultiVersus the edge. We’ll have to check how the player numbers look in the coming months to get a better idea of how popular the new fighting game will really be. For now, it looks as though Warner Bros. is onto a winner.

    Despite a smooth beta launch, MultiVersus players have already seen some nerfs implemented to the popular character, Taz. “If you have been following early access, Taz’s Tornado has been dominating his character kit and presenting a non-obvious knowledge check for newer players,” read yesterday’s patch notes. “By reducing its effectiveness we hope to improve his gameplay health and loop and bring the game to a healthier state for newer players.”

    The problem was that Taz’s signature tornado move was absolutely steamrolling other players, causing significant knockback and regularly comboing for several hits with minimal effort.

    “The tornado is Taz's signature move so we want to keep it as one of his most powerful attacks,” explained developer Player First. And that will likely mean adding a cooldown in the long run.

    Want to find out more about MultiVersus? Check out our character guide for a full list of playable characters, as well as our tips and tricks to get the most out of your match-ups.

    Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

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    Dwayne Johnson Says Black Adam Will ‘Usher In a New Era’ of the DC Cinematic Universe

    Black Adam will bring about a “new era” of DC movies according to Dwayne Johnson.

    During an interview with Screen Rant, the 50-year-old actor explained how his upcoming Black Adam solo movie will change the future of the DC Universe.

    “That footage is a reflection of our director’s vision, who wanted to create something that was different,” said Johnson about the new Black Adam trailer. “[Jaume Collet-Serra] wanted to create a movie that was disruptive, but he also wanted to create a movie that would start the pendulum swing in the DC universe… to usher in a new era of the DC universe.”

    Black Adam is not your usual hero. Starting life as a comic book villain and nemesis of popular DC superhero Shazam! it looks as though Johnson’s portrayal of the classic DC character will veer more into antihero territory – and he says that brings DC into a new era.

    “A new antihero era, a new era of tone, a new era of story, and also… It’s this incredible opportunity that we have… to just build out the DC Universe.”

    Johnson's comments came just days after DC's Jim Lee suggested that the company had no plans to make more movies set in the the 'Snyderverse' – the series of Zack Snyder DC movies that culminated with Justice League. Given that Johnson has previously teased a Black Adam cinematic universe, it may be that he considers this the new continuity to follow for DC's movies.

    “[We want] to build out the DC Universe with disruption, with respect, listening to the fans, because they’ll always guide you,” he added. “I was a DC kid right out of the gates. I’m still a DC kid because I’m a big ass kid – I don’t think I ever grow up. But if you look a little further past the obvious characters in the DC world, there is a cadre of so many cool characters that we look forward to highlighting and introducing to the world.”

    Some of those less-obvious DC characters will debut in the upcoming Black Adam film as the DC antihero takes on the Justice Society of America, also known as the JSA.

    “The JSA pre-dated the Justice League,” said Johnson. “So, there’s a lot of great characters and it feels like audiences have been really responding to our JSA and these great characters so fingers crossed.”

    Want to find out more about the JSA and how they connect to Black Adam? Check out our guide to the Justice Society of America as well as who’s been cast in the ambitious DC solo movie.

    Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

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    A Fan Is Remastering The Simpsons: Hit and Run – Including Hand-Drawing All the Cutscenes

    A dedicated fan is creating a remaster mod for The Simpsons: Hit & Run – while also hand-drawing every cutscene for the game in the classic Simpsons style.

    El Gato Del Tejado on YouTube uploaded a video showing their progress so far, which includes the complications that occur when remastering a near-two decade old game by yourself. One of these issues occurred as El Gato Del Tejado began work on Hit & Run's cutscenes, which are depicted in 3D in the original 2003 version.

    "I would love to see the cutscenes of Hit & Run with current 3D technology like [the] Crash Bandicoot remake or Battle for Bikini Bottom," they said in the video. "I don't have much experience in 3D animation, so better to choose 2D."

    El Gato Del Tejado explained that they tried using rotoscoping – where animators trace over footage frame by frame – but this only really worked for the backgrounds and not for the actual characters. The only alternative was to draw these by hand, and several pages of research of Simpsons creator Matt Groening's work was shown before the final result. Instead of being in 3D like the original game, the remaster mod will therefore have a cutscene style more akin to the Simpsons cartoon.

    However, outside of cutscenes, El Gato Del Tejado is updating the original 3D look of the game. A previous video showed the modder's work recreating dozens of textures, and updating the Homer Simpson model to offer a more modern look at the character. It's clearly not going to be a quick process, with El Gato Del Tejado readily admitting the issues they've run into (including how Bart's nose disappeared in the new style and how Lisa turned into a monster), but the work so far is pretty astonishing.

    El Gato Del Tejado hasn't offered a timescale for how long the work might take, but has opened a Patreon to help fund the project.

    It's not the first remake of The Simpsons: Hit & Run, however, as several other modders have tried to recreate the beloved open world game.

    One modder started recreating the game in Unreal Engine 5, impressing the original lead designer, while a Dreams player created perhaps the weirdest version yet. Finally, one completely ridiculous mash-up saw modders combine The Simpsons: Hit and Run with God of War.

    Thumbnail Image Credit: El Gato Del Tejado on YouTube

    Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

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