Black Friday Gaming Deals
Black Friday Gaming Deals
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Get ready for the most exciting Black Friday gaming deals of the year! Unbelievable discounts on top games, consoles, and accessories await you. Don't miss the chance to upgrade your gaming experience and grab the hottest titles at unbeatable prices. Hurry, these exclusive deals won't last long!
Exit 8 Director Genki Kawamura Discusses Adapting The Game, Narrative Inspirations, And Advice From Shigeru Miyamoto
Exit 8 Director Genki Kawamura Discusses Adapting The Game, Narrative Inspirations, And Advice From Shigeru Miyamoto In November 2023, developer Kotake Create lured unsuspecting players into its unassuming but deeply unsettling horror game, The Exit 8. The first-person game traps players in a realistically rendered looping hallway of an empty Japanese subway station, and tasks them with studying their sparse surroundings to spot visual discrepancies, called "anomalies". Correctly identifying anomalies, which can be easy to miss, like an overhead sign reading “Turn back turn back turn back,” or more blatantly scary, like a locked closet door suddenly creaking open, allows players to progress to the next loop, starting from Exit 0 and ending at Exit 8. Failing to identify an anomaly before completing a loop resets the player to Exit 0. The Exit 8 became a well-received cult hit and has now been adapted into a live-action film. Premiering at the Cannes Film Festival 2025, Exit 8 was released in Japan last August and is set to premiere in US theaters this Friday, April 10 (courtesy of Neon, distributor of other foreign hits like Parasite and Portrait of a Lady on Fire ). After watching Exit 8 , we spoke with its director, writer, and producer, Genki Kawamura, to learn what he finds so fascinating about the game, how he approached adding an original story, and the surprising advice he received from Mario creator Shigeru Miyamoto. Note: This interview contains light spoilers for Exit 8. The Exit 8 Game Informer : How did you first learn about The Exit 8? Have you played the game, and what do you think makes it an interesting horror experience? Genki Kawamura (speaking through a translator): When this game first went on sale, I played it almost immediately, and I was amazed by the game design, the very simple rules of the game, as well as the sort of visual expression that the game had in itself. The one thing it didn't have, in the game version of it, is, of course, a story, which I actually thought was the perfect opportunity for me to come in. Was the lack of story the main appeal for why you thought it would make a good film? Kawamura: So, in terms of this game's appeal, I actually recall a talk that I had with Shigeru Miyamoto 10 years ago, and in one of his talks, he said that a really great game is not only fun for the players but also the people viewing the player playing the game. And that essence is what we wanted to capture with this film. So at times, the audience is in the shoes of the player, and at times it's almost as though they're watching a livestream. And this dynamic and relationship, in and of itself, is almost kind of a reflection of the video game industry at large. And that was one thing I was very adamant about. I didn't want to make a film adaptation of a video game. It was very important to me that we were blurring the lines between what is video game medium and what is a film medium, and in doing so, I think we created this very new film experience.   That's interesting because I think one of the things that impresses me about the film is how faithful it is to the game, down to just how accurate the hallway looks, and even how the first sequence is almost entirely in first person. How closely did you work with the game's developer, Kotake Create, on the project? Kawamura: I was working with Kotake Create very early on, from the screenplay, the writing stage, if you will. We worked very closely for the story component, and in terms of the visual expression, the production design team in Japan did an amazing job. We wanted to recreate that corridor and the visual expression that had almost as though it was rendered through Unreal Engine, but do it using only practical effects. So from the tiles to that glossy texture and effect you see on the floor, that was all done practically, but it was done in a way as if it was rendered through a game engine. And the same goes for the talent, the actors as well. The direction was to act as though they were characters in CG or kind of like a video game, but we want to do that with live-action actors, and we figured [out] how to recreate that, that eeriness. But I think it's that blend of recreating what seems like it should be a video game using live-action mediums and techniques that gives it that overall, very kind of creepy, eerie feel. Genki Kawamura So, just to clarify, that hallway is a physical set piece?  Kawamura: Yes, the corridors that you see in the film were all built using practical, physical sets. And the other gimmick that made a lot of what we shot possible was the fact that we built two identical corridors, and it was almost a copy and paste of these physical sets, but that allowed us to create that looping effect using single shot, or shot that kind of would blur the edit, so you couldn't even tell where one corridor begins and where the next one ends. And I think that really helped us in terms of blurring the cut point, but also immersing the people, the audience, into that world. Yeah, I think the cinematography, especially, I was impressed with because I think a lot of the way the camera moves, and the way it directs your eyes, manages to emulate playing the game in first person and capturing what makes the game scary; things appearing in your peripheral, or you turn a corner, and something is suddenly there. You mentioned before not necessarily wanting to do just a film adaptation of a video game, but at the same time, a lot of those techniques are very evocative of the game. Were you conscious of trying to capture the way the player moves in the game?  Kawamura: Certainly, the opening shots where we go into first-person [point of view], we took almost this daily routine going through the subway and filming it in a way that felt like you were in a video game. But once you entered the corridor, then we switched to [a] third-person point of view, and all the Exit 8 scenes are now viewed from the third-person. So we almost flipped your sort of daily routine and put it into a video game type of perspective, and what you would expect to find in [a] video game in a third-person kind of perspective. And when shooting the first-person POV shots, I had told the camera operator that it should feel like a video game; the motion, the way the camera turns, etc. And one other element is the corridor itself. We wanted the corridor to feel like a character in the film. And the yellow sign that you constantly see over and over again is almost like this divine creature, God overseeing the corridor. It's, in a way, my own throwback to 2001: A Space Odyssey, how HAL becomes this very, very creepy character in the film, in the same way we wanted the Exit 8 sign to have that equal level of divinity, but creepiness. You mentioned that The Exit 8, the game, is kind of devoid of an actual storyline. So it's a blank canvas to tell any story that you want to tell in it. What inspired the story of this game and the themes of parenthood and a fear of responsibility? What inspired the story of the protagonist? Kawamura: The video game to movie adaptation, I think, in and of itself, is somewhat cutting edge in that respect. But while being a very cutting-edge type of adaptation, I lean heavily on classic horror films and that classic horror storytelling structure, referencing Stanley Kubrick and The Shining or director [Kenji] Mizoguchi and his film Ugetsu , where they both kind of explore this idea of someone falling apart and the process of fatherhood. And I think for a video game source material to go into the Cannes Film Festival, we definitely relied a lot on that sort of classic movie structure, but also this new idea, the way we adapted it. And when I did go to Cannes, people also mentioned, I think it's the first time that a video game source material movie even made it into this festival. So I think that was kind of a very important point in the overall sort of structure and position of this film in its context. One of the things that surprised me was that there's an origin story for the walking man that you see just looping around. Why did you decide to focus on that character, who in the game is just another element of the hallway? Kawamura: If you notice in the film, none of the characters have names, and in the way I wrote it, I positioned everyone as an NPC, if you will. And from the player's perspective, when playing a video game, of course, all the other characters in the game appear as NPCs, but what if we switch the perspective to the NPC? What would happen? So going back to the train scene, and when I'm on a train myself, I feel like I'm the main character of whatever story this is that's unfolding around me, vice versa, if I was in that person's perspective, I would basically be an NPC or a mob, a character in that regard. So, taking that sort of idea of "What is an NPC?" from which perspective, I wanted to add a lot of humanity to that. So that's why I really put the spotlight on the NPC and developed their story to kind of almost be a reflection to us, that we're not also the main character, and I think that that was a very important turning point in the development of the screenplay, and really elevated it. I'm curious, do you know how many laps the actor who played the Walking Man had to walk while filming this movie? Kawamura: So I can't even recall how many times I had him walk down the corridor. And the same goes for that very eerie smile, that video game NPC CG-like smile. I remember towards the end of filming, he said his muscles were twitching because of how he had to hold that smile for so long. But a lot of our filming methods were very, very analog, very practical. It was almost like being in a circus. For example, when the Walking Man would walk through the corridor, and I wanted the Walking Man to show up again so we get that effect of looping, after he walked through the corridor and we got him on the shot, the camera's still rolling. He has to get on a bike, ride all the way to the beginning of the other side of the set, reset, hide the fact that he's completely out of breath, and walk again. So a lot of what we were doing was very rooted in this sort of practical filming, analog filming, type of style. So a huge shout-out to the actor [Yamato Kochi], who did an amazing job as the Walking Man. I can't remember every anomaly from the game because it's been years since I played it, but was every anomaly in the film taken straight from the game, or were there any that you guys created for the film? And were there any anomalies from the game that you wish you could have added, but couldn't find a place for?  Kawamura: In the game, we, of course, looked at it, found the anomalies, and adapted a lot of those into the film. For example, the moving eyes in the poster, the doorknob in the middle of the door, which, to me, was very, very creepy, and one of my favorites of the anomalies. But when looking at this film, and when I was developing the story for it, I thought really long and hard about what the corridor is and what it represented, and I kept coming back to Dante's Divine Comedy and this idea of purgatory. And in a way, I felt these anomalies were the manifestation of this guilt that we carry through our daily lives, projected onto the environment around us. So it's almost like an inside-out effect. Things on the inner side of our minds are then projected outwards, and those, then, are turned into anomalies. And when I arrived at that sort of understanding and structure, then we developed some original anomalies for the movie itself as well. So I think it was a good mixture of drawing anomalies from the video game itself as well as coming up with originals based on this idea of purgatory and mixing them together. What I also like about the movie is how it kind of expands the lore of how this purgatory, this hallway, works. At one point, you see more than one trapped character in the hallway at the same time, which is not something that happens in the game. Was that something that you guys brought to Kotake Creates to ask, "Hey, what if we had another person trapped, or two people trapped at the same time working together? Would that work in this universe?" Or did they give you guys some kind of lore guide explaining "Here's how this world actually works," even if it's not all explicitly shown in the game? I'm just wondering who helped expand the rules of this universe. Kawamura: It goes back to the original concepts of trying to blur the boundary between the video game and movie mediums. And the first-person components of the film, I think really kind of leans into that video game underlying source material. But also, I looked, when developing the screenplay, a lot at the streaming, the Twitch streaming and YouTube streaming culture, and specifically Exit 8 YouTube streams. And in doing so, I realized that there were as many stories as there were YouTube videos and content creators, and it really fascinated me that so many people can play the same game yet come up with so many different actions and reactions to what's happening on screen in their video and in the film. Ultimately, what I was trying to do was really capture all of that and drop it into this experience. That actually leads into another question I was going to ask. What I love about the film is how authentically the characters react. They react the way I felt playing the game in terms of their excitement when they would get an anomaly correct, and they would advance, and then the sheer frustration when they would reset the loop and everything in between. There are even bits where they almost become a little numb to seeing weird things, because now they're just focused on trying to get through it. Did you draw upon your own personal feelings and experiences playing the game, or how much of it was influenced by watching so many other players and getting a range of reactions? Kawamura: When I was playing the game for the very first time, I was actually playing with a group of friends, and I recall every time we would reset the corridor to zero, I'm getting mad at my friends too. It's like, "Man, why aren't you guys paying attention? There was an anomaly there!", or vice versa, and that sort of stress that you experience from getting reset all the way back to zero is something I definitely reflected in the movie itself. And what I also found very interesting was how the story in the game was almost a reflection of our daily lives itself, where there are anomalies in our daily lives, and we either go about our lives noticing them or pretending not to notice them, or not even notice them at all. We can be swiping through social media feeds, we'll see news of different violence or wars or any type of anomaly in the world, and what you do with that information, whether you act on it or ignore it, I think, is really something that I felt while developing the film. So I wanted to also capture that personal experience that I had in the movie. Have you played The Exit 8's sequel, Platform 8, and if so, what did you think of it? Do you have any interest in adapting that into a film? Kawamura: I have played it, and I'm not confident that I can get out of that particular corridor, but I had a lot of fun. Exit 8 will premiere in US theaters on April 10.
Game InformerApr 8
Connie Britton Says Working With Steve Carell on Rooster Was a Callback to Her Time on Friday Night Lights
Connie Britton Says Working With Steve Carell on Rooster Was a Callback to Her Time on Friday Night LightsThe Emmy-nominated actress reveals which celebrities professed their SNL fandom to her and what it was like on set with Steve Carell.
IGN AllApr 6
Limited Run Seemingly Throws Old Guard Under The Bus, Promising No Future Delays
Limited Run Seemingly Throws Old Guard Under The Bus, Promising No Future DelaysLimited Run has been no stranger to online controversy. Between allegations of using cheap recordable media in place of pressed CDs for certain games , a lawsuit for alleged violations of privacy , and severely delayed collectors' editions arriving with questionable quality control , things have been messy for the Embracer-Group-owned boutique physical games publisher for quite some time. However, with the recent departure of former CEO Josh Fairhurst, it appears that the new management is scrambling to make amends with customers --and subtly trashing the old management in the process. One of the most common complaints around Limited Run Games involves delays--buyers have come to expect delays of months, if not years on many projects, though many still grumble online whenever the dreaded release-date-change email from LRG hits their inbox. On Friday, many customers with outstanding preorders from LRG received a mass email from the company. After notifying the customers that their LRG preorder has been delayed--and notably, not naming specific products--the email continues by saying that they will be working to provide more accurate release dates going forward. "As we continue this transition of growth and transparency here at LRG, our new leadership has taken a hard look at our in-progress releases, and it’s clear: We’ve set some delivery dates that were too aggressive," the email states. "We were overly optimistic--and we’ve disappointed you in the form of delays and uncertainty." Continue Reading at GameSpot
GameSpot - All ContentApr 5
The Super Mario Galaxy Movie Box Office Exceeds $370 Million Globally After First 5 Days
The Super Mario Galaxy Movie Box Office Exceeds $370 Million Globally After First 5 Days[APRIL 5 UPDATE] The Super Mario Galaxy Movie earned $190.1 million domestic and $182.4 million internationally over the five-day period from April 1-5, meaning the film made $372.5 million globally after just its first weekend. The domestic and global first-weekend totals for The Super Mario Galaxy Movie were lower than 2023's The Super Mario Bros. Movie, but by all that much. The first movie made $204 million for its first five days in North America and $377 million globally. It's now the only animated franchise ever with two films exceeding $350 million out of the gate. The Super Mario Galaxy Movie is now the No. 9 highest-grossing video game movie of all time after just five days. [APRIL 4 UPDATE] The Super Mario Galaxy Movie made $48.3 million at US theaters on Friday, April 3. It is projected to earn $129.4 million domestically by Sunday, according to Variety. It will easily beat Project Hail Mary ($80.5 million in North America) for the biggest opening weekend of 2026 so far in the US. Over the five-day period from opening (April 1) to Sunday, April 4, The Super Mario Galaxy Movie is expected to make between $190 million and $200 million in North America, and that would be short of 2023's The Super Mario Bros. Movie ($204 million) over its first five days in North America. The Super Mario Galaxy Movie is also expected to help the theater chain AMC make a lot of money from merch. CEO Adam Aron said AMC locations in the US ordered more than 500,000 themed pieces of merch for the movie, which was the highest volume of merch the theater chain bought since the Taylor Swift: The Eras Tour movie in October 2023. "In just the first three days, we already have sold more Super Mario themed product than for any other movie since Taylor’s concert film in 2023. Indeed, through only Friday, we already have sold about two-thirds of our total available inventory. We should be at or close to being fully sold out by this Sunday--and totally sold out by the coming midweek or certainly by next weekend," he said. [APRIL 3 UPDATE] The Super Mario Galaxy Movie raked in a further $24.6 million on Thursday, April 2, to bring its domestic total to $59.1 million after its first two days. International markets added $27.9 million on April 2, lifting international results to $63 million after 48 hours. Globally, The Super Mario Galaxy Movie has now earned $122.1 million worldwide after its first two days. We will continue to update this post with more box office data for The Super Mario Galaxy Movie through its first weekend and beyond. More updates to come... The Super Mario Galaxy Movie hit theaters on April 1, and it's putting up huge numbers right out of the gate. The animated film brought in $34.5 million in the US for its opening day, which is good for the biggest opening day so far in 2026, outpacing Project Hail Mary ($33.1 million). It's also the highest opening for a movie that opened on a Wednesday in April in US history, beating a record set by April 2023's The Super Mario Bros. Movie ($31.7 million), according to Deadline . Internationally, The Super Mario Galaxy Movie made $33.9 million from 78 markets on April 1 to boost its global haul out of the gate to $68.4 million, according to Variety . The Super Mario Bros. Movie went on to make $146.3 million over its first three days on Easter weekend in 2023 and $204.6 million over the five-day period from Wednesday-Sunday. The Super Mario Galaxy Movie, meanwhile, is projected to make $128.2 million over its first three days and $186 million for its first five. Adam Aron, the CEO of AMC Theaters, said by Friday night, The Super Mario Galaxy Movie will have posted the highest-grossing opening weekend of 2026, and with Saturday and Sunday numbers helping improve figures even more. The Super Mario Galaxy Movie reportedly carried a production budget of $110 million, compared to $100 million for The Super Mario Bros. Movie. Critics generally did not like The Super Mario Bros. Movie, and The Super Mario Galaxy Movie did not fare all that well with critics, either. But audience scores were much higher, as The Super Mario Galaxy Movie boasts a very impressive A- CinemaScore rating. This suggests that, like the first movie, there will be strong word-of-mouth for The Super Mario Galaxy Movie, and it will continue to perform well in the coming weeks. Many public schools are closed on Friday, April 3, so that could help The Super Mario Galaxy Movie's success at the box office. Internationally, The Super Mario Galaxy Movie is projected to bring in $175 million for its first weekend to help boost the global first-weekend haul to more than $350 million. If it can achieve that number, The Super Mario Galaxy Movie would become the No. 10 highest-grossing video game movie of all time after just one weekend. The Super Mario Galaxy Movie doesn't come to Nintendo's home country of Japan until April 24, timed with the Golden Week holidays in the country, so it should get another boost then. The film brings back the main cast, including Chris Pratt as Mario, Anya Taylor-Joy as Peach, Charlie Day as Luigi, and Jack Black as Bowser. Newcomers for the sequel include Brie Larson as Rosalina, Glen Powell as Fox McCloud, Benny Safdie as Bowser Jr., and Donald Glover as Yoshi. The Super Mario Bros. Movie is the No. 1 highest-grossing video game film of all time, with more than $1.36 billion at the box office.
GameSpot - All ContentApr 5
Life is Strange: Reunion, Super Meat Boy 3D, And New Roguelike For Balatro Fans | The Game Informer Show
Life is Strange: Reunion, Super Meat Boy 3D, And New Roguelike For Balatro Fans | The Game Informer Show Alex returns from vacation to chat with Marcus and Charles about Life is Strange: Reunion, Super Meat Boy 3D, and several indie games: Damon and Baby, a twin-stick shooter from Arc System Works; Parseword, a new daily word game from the Wordle creator; and Raccoin, a coin pusher roguelike for fans of Balatro and quarter machines. Later in the show, we ask Marcus if his new PS5 Pro was worth the purchase.   The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!   Watch or listen to The Game Informer Show:   Listen to "Life is Strange: Reunion, Super Meat Boy 3D, Raccoin (New Balatro-Like)" on Spreaker. Follow our hosts online: Alex Van Aken ( @itsVanAken ) Charles Harte ( @chuckduck365 ) Marcus Stewart ( @MarcusStewart7 ) Timestamps: 00:00 - Introduction 01:41 - Cruise Ship Arcades 15:19 - Life is Strange: Reunion 44:10 - Raccoin: Coin Pusher Roguelike 58:06 - Parseword 01:46:27 - Damon and Baby 01:21:31 - Super Meat Boy 3D 01:39:39 - Is the PS5 Pro Worth It?
Game InformerApr 3
Life is Strange: Reunion, Super Meat Boy 3D, And New Roguelike For Balatro Fans | The Game Informer Show
Life is Strange: Reunion, Super Meat Boy 3D, And New Roguelike For Balatro Fans | The Game Informer Show Alex returns from vacation to chat with Marcus and Charles about Life is Strange: Reunion, Super Meat Boy 3D, and several indie games: Damon and Baby, a twin-stick shooter from Arc System Works; Parseword, a new daily word game from the Wordle creator; and Raccoin, a coin pusher roguelike for fans of Balatro and quarter machines. Later in the show, we ask Marcus if his new PS5 Pro was worth the purchase.   The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!   Listen to The Game Informer Show: Listen to "Life is Strange: Reunion, Super Meat Boy 3D, Raccoin (New Balatro-Like)" on Spreaker. Follow our hosts online: Alex Van Aken ( @itsVanAken ) Charles Harte ( @chuckduck365 ) Marcus Stewart ( @MarcusStewart7 ) Timestamps: 00:00 - Introduction 01:41 - Cruise Ship Arcades 15:19 - Life is Strange: Reunion 44:10 - Raccoin: Coin Pusher Roguelike 58:06 - Parseword 01:46:27 - Damon and Baby 01:21:31 - Super Meat Boy 3D 01:39:39 - Is the PS5 Pro Worth It?
Game InformerApr 3
Speed Racer Finally Races Onto 4K Blu-ray In May
Speed Racer Finally Races Onto 4K Blu-ray In MayAlmost two decades after it first raced into theaters, the live-action adaptation of Speed Racer is finally getting a 4K Blu-ray release. Directed by The Matrix creators Lana and Lilly Wachowski, preorders are now open at Amazon and Walmart , and priced at $31 ahead of its release on May 19. Speed Racer (4K Blu-ray) $31 | Releases May 19 Amazon Walmart The cover for this Blu-ray keeps things simple, as the cover features Speed Racer's Mach 5 car. The 4K film doesn't come with a standard Blu-ray version of the movie, but a digital streaming code is included. As for special features, bonus materials from the previous DVD and Blu-ray releases will accompany the feature film alongside newly filmed interviews. Tech specs include the usual Dolby Vision and HDR10 support alongside Dolby Atmos and DTS-HD Master Audio. The Blu-ray didn't offer an expansive selection at the time, but the featurettes on offer did go deep into the film's production with behind-the-scenes looks at how the racing cars were designed, the techniques used for the nail-biting racing scenes, and an in-depth look at how the Wachowskis shot the movie. Speed Racer special features Fast, Future, Family: Speed Racer Revisited New interview with the Wachowskis Sprilte in the Big Leagues featurette Speed Racer: Ramping Up featurette Speed Racer: Supercharged featurette Speed Racer: Car-Fu Cinema featurette Released in 2008, Speed Racer is a faithful adaptation of Tatsuo Yoshida's anime, Mach GoGoGo. The film wasn't a box office hit, but over time, it has become a cult-classic. While it is a case of style over substance, said style is a treat for the eyes thanks to the vibrant visuals that still hold up well to this day. No other racing movie has come close to replicating its high-speed action, and it has earned a loyal following over the years. Speed Racer starred Emile Hirsch as the titular character, with the rest of the main cast rounded out by Christina Ricci, John Goodman, Susan Sarandon, Matthew Fox, and Roger Allam. The original Blu-ray release was heavily criticized on release for being a basic--and heavily compressed--transfer of the film, so the 4K release is expected to do the movie proper justice. If you're looking to add to your collection, there are several more steelbook Blu-rays on the way soon. You hop into the danger zone with a new Top Gun Blu-ray release , hit the streets in Carlito's Way , and visit a grim ossuary in 28 Years Later: The Bone Temple . More Steelbook Edition 4K Blu-rays 28 Years Later: The Bone Temple Collector's Edition SteelBook -- $55 | Release Date TBA Carlito's Way 4K SteelBook -- $30 ( $35 ) | April 7 Friday the 13th: Part II 45th Anniversary 4K SteelBook -- $25 ($31 ) Sky Captain and the World of Tomorrow Limited Edition 4K SteelBook -- $37.49 ($45) | April 21 Top Gun 40th Anniversary 4K Steelbook -- $30 | May 5
GameSpot - All ContentApr 1
The Super Mario Galaxy Movie Set For Massive First Weekend With $350 Million Worldwide
The Super Mario Galaxy Movie Set For Massive First Weekend With $350 Million WorldwideThe Super Mario Galaxy Movie is coming to theaters in April, and it's expected to have a massive opening weekend. Ahead of the movie's release this weekend, Deadline reported that the movie is expected to make about $350 million globally over its first weekend, including $175 million over the first five days in the US and Canada at 4,000 theaters and $175 million in 79 markets internationally. The Super Mario Galaxy Movie doesn't come to Nintendo's home country of Japan until April 24, timed with the Golden Week holidays in the country. The Super Mario Galaxy Movie releases on April 1, so the five-day tracking period covers Wednesday through Sunday of that week. Deadline also reported that advance ticket sales for The Super Mario Galaxy Movie in the US are "slightly ahead" of the 2023 movie. 2023's The Super Mario Bros. Movie, for comparison, made $204.6 million over its first five days and $146.3 million for its Friday-Sunday three-day window . That movie also released over the Easter weekend, and it was the second-best Easter-weekend opening in the US for any movie, only trailing 2016's Batman v. Superman: Dawn of Justice ($166 million). The Super Mario Galaxy Movie does not have much in the way of major competition at the box office for its first weekend, as the only other somewhat high-profile movie coming out around then is The Drama, starring Robert Pattinson and Zendaya. The Super Mario Bros. Movie went on to make more than $1.36 billion worldwide and was 2023's No. 2 biggest movie globally, second only to Barbie ($1.44 billion). The Super Mario Galaxy Movie brings back the main cast from the 2023 film, including Chris Pratt as Mario, Anya Taylor-Joy as Peach, Charlie Day as Luigi, Jack Black as Bowser, and Keegan Michael-Key as Toad. Newcomers for the sequel include Brie Larson as Rosalina, Donald Glover as Yoshi, Luis Guzman as Wart, and Benny Safdie as Bowser Jr. Beyond The Super Mario Galaxy Movie, Nintendo is teaming with Sony on a live-action The Legend of Zelda movie that's set for release in 2027. There could be more Nintendo movies to come, as the company has said it wants to have a steady cadence of movie releases. Jack Black, who voices Bowser, has said he wants to come back to make "several more" Mario movies. There continue to be rumors of a Donkey Kong animated movie.
GameSpot - All ContentMar 30
Wanderstop Developer Ivy Road Is Shutting Down Tomorrow
Wanderstop Developer Ivy Road Is Shutting Down Tomorrow Ivy Road Studios, the team behind last year’s well-received narrative shop simulator Wanderstop , is closing its doors tomorrow, March 31. The team announced the news this past Friday. The studio was founded by Davey Wreden, known as the creator of The Stanley Parable and The Beginner’s Guide . In a website post , the team explains that it was unable to secure funding for its next project, known as Engine Angel. Because of this, the studio must shut down. “It's a particularly tough time for raising game funds, so while we weren't necessarily surprised, we are disappointed that we won't be able to bring Engine Angel to life together as a team,” reads a section of Ivy Road’s post. The team also provides a link to a 35-second concept video showing off what looks like a whimsical car combat game.  As for what this means for Wanderstop, the game will remain available for purchase on each platform it’s listed on, and owners will still be able to download and install it. Ivy Road also reveals that it has been working on one final surprise for the game to help it reach new players. Publisher Annapurna Interactive will share more about what this is in the future.   In the meantime, Ivy Road shared a chapter select code that will allow players to revisit specific chapters in Wanderstop or serve as a remedy to players who get stuck. This is activated by typing in the following command at the game’s main menu screen using the d-pad: UP, LEFT, DOWN, RIGHT, UP, B (RMB), UP, RIGHT, DOWN, LEFT, UP, B (RMB), UP, DOWN, UP. Wanderstop stars a retired warrior named Alta who begrudgingly helps manage a tea shop in a magical forest. Although the game sports cozy mechanics, such as harvesting ingredients to brew teas and managing the store and its whimsical customers, it’s a narrative-focused adventure that centers on Alta’s mental health stemming from her fighting days. Executive Editor Kyle Hilliard scored Wanderstop an 8 out of 10 in his review, in which he writes, “I admire the game for being able to use video game genre conventions to tell a pensive, funny, and surprising story set in a charming location with enjoyable characters. Watching Alta grow and accept her limitations will stick with me and make me reflect on my own inability to turn off and just relax. I appreciate any art that makes you think in that way, and Wanderstop is successful in that goal.” 
Game InformerMar 30
Trump said Iran talks were going “very well” on Friday, but hours later Iran struck a Saudi base and sent 10 American troops to the hospital
Trump said Iran talks were going “very well” on Friday, but hours later Iran struck a Saudi base and sent 10 American troops to the hospitalDiplomacy doesn't seem to be an option right now.
Attack of the FanboyMar 28