Arc System Works has revealed the first character that will be available in its Year One Character & Stage Pass for Marvel Tokon Fighting Souls, and it is a character no one was expecting to show up. That character is Phoenix Cyclops, based upon the Cyclops variant from the Avengers vs X-Men comic run, in which Cyclops wielded the power of the Phoenix Force.
The reveal trailer for Phoenix Cyclops shows Storm confronting him, telling him to stop before he turns everything to ash. However, the trailer cuts out before we get to see Phoenix Cyclops in action as he takes on his own mission to save mutant kind. We will probably get a gameplay trailer closer to the release of Phoenix Cyclops, and news of the other three characters plus the new stage that will make up the first year pass. The confirmed roster so far for Marvel Tōkon: Fighting Souls includes Captain America, Iron Man, Ms Marvel, Dr Doom, Storm, Star Lord, Ghost Rider, Spider-Man, Peni Parker, Magik, Wolverine, Danger, Hulk, and Black Panther. Team names will play a part in Marvel Tokon: Fighting Souls, with Amazing Guardians being one of them. The game will feature automatic team name generation that will take into account the characters chosen and Marvel lore.
While Marvel Tokon Fighting Souls is set to pique the interest of Marvel fans around the world, not every fan will be able to play the game. That is because Marvel Tokon on PC is blocked from countries without PSN. 132 countries to be precise including much of Africa, Asia, and Oceania. Marvel Tōkon: Fighting Souls will launch on 6th August 2026 for PS5 and PC, in some countries anyway.
HairyViking has released the ZX Spectrum port of Porklike, a classic, turn-based roguelike originally created by Krystian Majewski for the Pico-8 virtual console. True to its roots, the 8-bit adaptation preserves the minimalist, lo-fi aesthetic of the original while redesigning the experience to run seamlessly on the iconic ZX Spectrum. The game tasks players with infiltrating the treacherous tower of the nefarious Wurstlord, navigating nine levels packed with hazardous traps, deadly blockades, and hostile encounters.
To survive the descent into the fortress and successfully pull off the ultimate heist—stealing the Wurstlord’s legendary Kielbasa—players must carefully calculate every move and fully exploit their character’s specialized abilities. The tactical, step-by-step gameplay requires meticulous planning, punishing careless errors while rewarding strategy. Built with broad accessibility for retro enthusiasts, the port functions on real hardware (browser based too!) and features flexible control schemes, allowing players to conquer the tower using either standard keyboard inputs or classic Kempston, Sinclair, and Cursor joysticks.
Warning: I am labeling this NSFW because the content should be not seen by anyone.
Why am I reviewing Anime Feet Girls: The Charm Finder Quest, by Red Fables, the same people behind Love Furry Girls? Reviewing that game got me mocked by my own family(true story). Well, I’m reviewing it because A) it was on sale, and B) it got some press on X back in June despite being released in January:
Nintendo eShop is now selling anime boy and anime girl feet games
Players can unlock “exclusive scenes” and “close-up perspectives” as they progress through the game pic.twitter.com/IdnqZwrcf9
— Dexerto (@Dexerto) June 9, 2026
That wasn’t the only post on the subject, it caused quite a stir. Anime Feet Girls and Anime Feet Boys caused that stir because it marked the grand realization fetish porn had come to the Switch. But if you were me, you already knew that. Red Fables had been at it a long time by that point and they’re still at it, releasing a game or two a week.
I really should do a “degradation series” on Red Fables, but this will do.But what
But what about Anime Feet Girls?
I have yet to talk about the game of Anime Feet Girls. Well there are three modes. One is where you talk to a randomized girl and have to answer dialog correctly or game over. Then there is “Defense Mode” where you direct a ball around a circle to prevent a foot from hitting a heart. And then there is a very bad version of Suika Game.
Why is this here? I don’t know.
In the end, the contents of Red Fable games is secondary to the AI generated fetish content, Anime Feet Girls is no exception. But honestly, the games are expensive and not worth the money. They are twenty-five dollars not on sale, ten dollars on sale. Money would be better spent putting towards a NSFW AI-generator(like Better Waifu), you’d get better images.
How about no?!
Anime Feet Girls: The Charm Finder Quest, which has no quest component, gets a Garbage verdict with a one score. Obviously somebody is buying this garbage(beside your masochistic reviewer) otherwise they’d be out of business. Save your sanity, please don’t buy this! Never buy this or any other Red Fables game!
Overall: Anime Feet Girls is fetish content for your Nintendo Switch where foot fetishists can now feel Included… yeah… it’s bad!
Wuchang: Fallen Feathers has officially reached five million players worldwide, with developer Leenzee Games and publisher 505 Games announcing the milestone as part of the action RPG’s first anniversary celebrations.
Since launching on July 24, 2025, the Chinese mythology-inspired Soulslike has grown into one of 505 Games’ biggest recent releases. It made an immediate impression on Steam, peaking at more than 131,000 concurrent players around launch before going on to attract five million players during its first year.
It is worth noting that this figure represents total players rather than confirmed copies sold, as Wuchang: Fallen Feathers has also been available through Xbox Game Pass. Still, reaching such a large audience is no small feat, particularly in a genre where players are spoiled for choice.
If you’re not aware of what the game entails, Wuchang: Fallen Feathers takes place during the final years of the Ming Dynasty, placing players in the war-torn land of Shu. Its combination of challenging combat, Chinese folklore, striking environments, and a dark narrative helped it stand apart from the previously alluded to crowded Soulslike market.
To mark the anniversary, 505 Games has released a new highlight montage alongside a hand-drawn poster created by content creator Shimi. You can also pick up the game at a 30% discount across several platforms, but the exact sale period varies depending on where you want to play.
Steam’s anniversary promotion runs from July 24 until August 7, while discounts are also available through the Xbox Ultimate Game Sale, Epic Games Store Summer Sale, and PlayStation Summer Sale.
If you have been playing and absolutely love what Wuchang: Fallen Feathers is all about, you can showcase your support by voting for the game in the World Soundtrack Awards 2026. Voting is open until August 15, so you’ve got a couple of weeks to do so at the time of writing.
The incredibly detailed zombie survival game Project Zomboid is set to level up in a huge way with the proper release of Build 42 on July 29th.
An update that has been years in the making, filled to the brim with new stuff and upgrades across the game. Some of what’s in the update includes deeper crafting and building systems, animal husbandry, new and updated map content, improved lighting, expanded lore, and a host of quality-of-life improvements. The zombie apocalypse never looked so good.
We even get a brand new up to date trailer for the game:
From the press release sent to GamingOnLinux: “Build 42 has been a huge undertaking for the team, and we are all incredibly grateful to the community for sticking with us: testing, surviving, dying, and then doing it all again, while providing valuable feedback all along the way,” said Christian Allen, Design Director at The Indie Stone. “Project Zomboid has always been about creating a world where the player tells their own story, and this update gives them even more areas, systems, and tools to create the memories of How They Died.”
update highlights
A heavily evolved Knox Country, expanding and overhauling the game’s Kentucky setting with new and reworked areas.
Deeper crafting and building systems, giving players more ways to create, maintain, and improve their long-term survival setup, from short-term fixes to more ambitious attempts at self-sufficiency.
Animals and animal husbandry, adding new layers to wilderness survival, farming, food production, and the fragile dream of building something that lasts.
Improved lighting and atmosphere, making homes, towns, forests, roads, and the dark corners between them feel more grounded, readable, and dangerous.
Expanded lore and environmental storytelling, offering more texture to the world before, during, and after everything went extremely sideways.
Quality-of-life improvements and system updates across inventory, interactions, UI, and more, supporting one of the broadest updates in Project Zomboid’s long development history.
Once they’ve ensured it’s stable with any needed fixes after the release – they plan to improve the modding scene even further with the release of their latest mapping tools, their in-house animation editor and a new extensive modding guide. They also said to expect continued multiplayer and controller improvement throughout the Build 42 patching and support process.
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Project Zomboid’s long-awaited Build 42 update will receive its full stable release on July 29, bringing sweeping changes to the zombie survival game after years of development and public testing.
Developer The Indie Stone describes Build 42 as one of the broadest updates in Project Zomboid’s history. It expands and refreshes the Knox Country map while introducing animal husbandry, deeper crafting and construction systems, improved lighting, additional environmental storytelling, and numerous quality-of-life changes.
A new trailer has also been released showcasing some of the environments, animals, and survival systems arriving with the update.
What is included in Project Zomboid Build 42?
One of the headline additions is a substantially expanded version of Knox Country, the game’s enormous fictional recreation of zombie-infested Kentucky. Existing areas have been refreshed, while new locations will give experienced players more buildings, wilderness, and potential death traps to explore.
Build 42 also makes considerable changes to crafting and base building. Players will have more options for creating, maintaining, and improving settlements, with the expanded systems intended to support longer-term survival and attempts at becoming self-sufficient.
Animals and animal husbandry add another major layer to the game. Survivors will be able to incorporate livestock, farming, food production, and wilderness survival into their plans, assuming those plans are not immediately ruined by a horde or one badly timed scratch.
The game’s lighting and atmosphere have also been overhauled to make houses, forests, roads, and towns more readable and immersive. Expanded lore and environmental storytelling will provide additional information about Knox Country and the events surrounding its collapse.
Elsewhere, players can expect improvements to the inventory, interface, interactions, and several of the underlying systems that power Project Zomboid’s detailed survival simulation.
The major Build 42 additions include:
An expanded and refreshed Knox Country map
Deeper crafting and construction systems
Animals and animal husbandry
Improved lighting and atmosphere
Additional lore and environmental storytelling
Inventory, UI, interaction, and quality-of-life improvements
Build 42 has been years in the making
Project Zomboid first entered Steam Early Access in 2013 and has since developed into one of the platform’s most detailed survival games.
Its combination of zombie survival, character progression, base building, farming, crafting, multiplayer, and mod support has helped it maintain a dedicated community throughout its lengthy development.
Build 42 has been in production for several years, with players testing unstable versions and providing feedback ahead of the stable launch.
“Build 42 has been a huge undertaking for the team, and we are all incredibly grateful to the community for sticking with us: testing, surviving, dying, and then doing it all again, while providing valuable feedback all along the way,” said Christian Allen, Design Director at The Indie Stone. “Project Zomboid has always been about creating a world where the player tells their own story, and this update gives them even more areas, systems, and tools to create the memories of How They Died.”
Although the update gives survivors considerably more tools for building a sustainable life, Project Zomboid’s core premise remains unchanged. Death is inevitable, and Build 42 simply provides players with many more elaborate ways to reach it.
Project Zomboid Build 42 launches in full on July 29 for PC, Mac, and Linux.
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Bokosuka Wars does not have a great reputation among retro enthusiasts. In fact, it is considered one of the worst games ever made. Part of that reason is, you need to read the manual to see how everything works. The problem is, even if you read the manual, the game still sucks. I wonder how the conversation at Hamster Corporation went: “Hey guys, you know what gamers today need? Bokosuka Wars!” Let me demonstrate why that is. I have a video of me dying in 20 seconds(this will be sans intro):
How Bokosuka Wars works:
In Bokosuka Wars, you are a king, who must walk six hundred meters to the enemy king and kill them. In between them are lots of enemies and allies trapped in trees and rocks. Bump into an enemy, its random whether you live or die. Well partially, all enemies have a kill strength, as do you. If your kill strength is higher, more likely to win, if not, you will die. This is where the allies come in. There are peasants, who are fodder, and knights, who can win most battles. The strategy is to unlock enough allies to protect you to get to the enemy king.
You and your knight
But the ultimate question is: Is Bokosuka Wars any good? No. It is difficult. It is not fun. The music is annoying. And this happens a lot(your allies block your paths for no real reason):
Conclusion:
In the end, Bokosuka Wars is a dud the refuses to die. Google said it was a major success and the first “strategy RPG.” By RPG they mean just stumble around and hope you don’t die. If you know what is going on, it makes the game a little more bearable, but not by much. In order to dissuade you from purchasing this ancient POS, I’m going to give it a Garbage verdict with a two score. Just because the game has survived for thirty years, does not make it good. Bokosuka Wars is not good, it should have stayed buried.
Overall: Bokosuka Wars is a game that is thirty years old. It is a terrible game with few redeeming qualities and should have remained buried.
There are a few different currencies in Palworld, but arguably none more vital to the endgame than Dog Coins.
Chances are you’ve found quite a few of these throughout your adventures, whether from fishing or simply scavenging through piles of scrap. However, one of the best ways to get a ton of these is by defeating or catching wild Mimog.
Related
Palworld: How to Get the Mimog Effigy
Capturing Pals at a breakneck pace!
Of course, if you’ve ever encountered a Mimog, you’ll be more than aware of how devious these little pups can be, running away from you at ridiculously high speeds if you don’t snare them quickly enough.
So where can we consistently find Mimog, and how can we start hoarding those sweet Dog Coins? Let’s take a look!
This is a late-game farming method, only available to those who have entered the World Tree.
Preparing Your Party
Before we go out to hunt down some Mimog, we first need to understand a little bit more about Pal types, partner skills, and drop rates.
Mimog is a neutral-type Pal, and drops a random amount of Dog Coins every time it’s defeated. Luckily for us, there are a couple of Pals in the game that increase the quantity of items dropped by neutral Pals:
Firstly, you’ll want to grab yourself a Katress, which can be found pretty early on around Mount Flopie, the Frostbound Mountains and No Man’s Trail. This will increase neutral-type drop rates by 40%. In addition, you’ll also have a chance to save a Pal sphere when thrown!
Next up, you’ll need to find a Blazehowl Noct, which is found very commonly around Mount Obsidian. This will give you another 40% Neutral-type drop rate increase.
While it says this buff doesn’t stack, that only applies to stacking with the same species of Pal. Because we have 2 different species with 2 buffs, they can stack together.
The next thing we will need to do is increase the star level of both of these Pals to level 4. You can do this either by catching a bunch of the same Pal and then condensing them through the Pal Condenser. Or you can simply use Starfruits, earned from Bounty Officers, the Relic Recycler, or bought from the Medal Merchant.
When increased to the max level of 4, the drop rate will double to 80%, giving us a total of 160% increased drop rate for Dog Coins.
Farming Mimog
Spawning Locations
Alright, so now you’ve got a 4-star Katress and Blazehowl Noct. They might take a while to get to 4-stars, but it will be well worth it in the long run.
Now, you’ll need to head over to the World Tree, making sure you have a fast-flying Mount. Something like Jetragon or Eidrolon with strong moves is perfect for this.
Mimog spawns more commonly in the World Tree compared to other places across the game. It isn’t confirmed whether Mimog spawns more commonly in specific biomes, but I’ve had pretty good results farming in the icy Northwest area.
Firstly, you’ll want to start off from the Abandoned Lab fast-travel point, and then head in a straight line all the way to the Remnant Riverside fast-travel point. This is pretty much a straight line with a lot of open ground to cover, which seems to be good for spawning Mimog.
Method and Drops
Fly back and forth from these two points, keeping an eye out for the cyan-black of the Mimog as you zip on by. The quicker you can refresh the spawn radius of Pals, the more chances you have of finding a Mimog, so using a Pal with speed passives like Dimensional Leap is great here.
As soon as you spot a Mimog, smack it with your hardest-hitting attack. Something like Meteorain is perfect here, as if the first meteor doesn’t kill, the spreading rings will catch the Mimog as it tries to flee. Make sure to mark the Mimog using the targeting mechanic, in case you lose sight of it!
With all the drop rate modifiers, I’ve been getting anywhere from 300-600 Dog Coins every time I kill a Mimog, which honestly is pretty great for a very relaxed method.
If you really want, you can alter the world settings in the main menu, upping the spawn rate to 3x. Now, instead of finding a single Mimog, you will find 3 sitting next to each other. However, this trivialises a lot of aspects of the game and may ruin your own immersion. Of course, whichever settings players enjoy the most should be prioritised.
The Medal Merchant
So, you’ve been farming for a little while, and you’ve got a healthy stack of Dog Coins. What can we use these for, and why are they so valuable? Well, if you’ve visited any of the ruined churches around the map, you might have found a Medal merchant hanging around.
These merchants have some of the most insane and broken items that you can use to create some incredibly overpowered pals. Here’s a quick look at some of your options:
Item
Cost
Description
Stat Fruits
200
These fruits will increase the hidden stat of a Pal by 10. Using the Ability Glasses, you can see the Attack, Life and Defence stats of Pals. Making these stats 100 across the board will result in the most powerful Pal.
Elixirs
200
These Elixirs can be used to permanently increase your own stats.
Star Fruits 1/2/3/4
50/100/200/400
These star fruits will increase the star level of a Pal. Every time a star level is gained, it will increase the effectiveness of the Pal’s Partner Skill, as well as their combat stats and work stats.
Handbooks
300
These handbooks will increase the work affinity of a Pal by 1. This can be increased to a maximum of 10 for the fastest work speed, as long as the Pal has at least 1 in that chosen affinity.
Increasing the star level, the hidden stats and using Pal souls are extremely important in maximising the overall potential of a Pal. Of course, if you want to max these stats and take on tough challenges like Hard Mode Towers or the Arena, you’re going to need a lot of Dog Coins! So get farming!
Next
Palworld: Best Kindling Pals
A blazing fire makes flame and brightness out of everything that is thrown into it.
After spending nearly two decades in development, Motor City has finally reached the big screen. Starring Alan Ritchson as an ex-Army Ranger seeking revenge after being framed and sent to prison, the film tells much of its story with little dialogue, relying instead on physical performances, visual storytelling, and a soundtrack of classic rock needle drops that become as important as the characters themselves.
Polygon spoke with director Potsy Ponciroli about finally landing the long-gestating project, collaborating with Ritchson, Shailene Woodley, and Ben Foster, building key sequences around songs like “Nights in White Satin” and “The Chain,” and why sometimes the best direction an actor can receive is, “The first person to speak usually loses.” (We also snuck in a question about his involvement in a planned Goonies sequel.)
Check out the full interview, edited for brevity and clarity, below.
Polygon: Motor City spent nearly two decades in development before finally making it to the screen. How did the project find its way to you?
Potsy Ponciroli: This one came to me through my agent. You get sent scripts all the time, and this one really stuck with me because it’s so unique and such a cool story. Chad St. John [screenwriter of Peppermint and London Has Fallen] wrote it so well. There’d been a lot of directors and actors attached over the years who’d fallen off, or the funding didn’t come through.
When I got it, I pitched on it and got a second pitch, which is always good. Then it came down to me and another director. We went back and forth with the producers, and at the end it went to the other director, but it stuck with me.
I didn’t want anything to be pantomime. We’re not overexaggerating movements to sell anything.
Seven or eight months later, I got a call from my agent. He said, “Hey, that movie Motor City, the director just fell off.” I was like, “Oh, shit.” I called Jon Berg, the producer, and said, “I sat with this thing for seven months now. Let me pitch again.” He said, “I’d love it.”
So I pitched him and (producer) Greg Silverman, and it was the best pitch of my life because I’d had all that time to prepare. They wanted me to meet with Alan [Ritchson]. He was already on board, so I drove home early from vacation, did the Zoom with Alan, they did my deal over the weekend, and I started work on Monday. It was a really quick way in after that, but it was great to see it come back around and have a shot at it.
Image: IFC
With so little dialogue, how did you work with the cast to communicate so much through body language, facial expressions, and silence?
I didn’t want anything to be pantomime. We’re not overexaggerating movements to sell anything. It still has to be subtle and real.
It’s kind of the way I approach all my projects. It’s a billion conversations beforehand. We really dig into who the character is.
With Shailene [Woodley], she was like, “What’s my playlist?” I was like, “Oh, let’s find your playlist.” Then we took that onto every other character and was like, “How do we really define this person before we even get into it?”
We created a Spotify playlist, and we’d put songs on there, go through it, add songs, and figure out who her character is and what she listens to. It helped her get into, “This is what I would listen to in the afternoon writing in a journal. This is what I’d listen to at a party at night,” things like that. I think it just helped her get into the feel of that character.
Then we had conversations between each actor and conversations with the actors together. It was constant dialogue so that when we got to set, everyone knew where they were and where they wanted to go. It was just a combination of being overly prepared and allowing everyone to be free to create in that moment.
Did the lack of dialogue beco
Image: IFC Films
me a selling point for the actors—a chance to approach acting in a completely different way?
Everyone was up for that challenge. Shay and Ben [Foster], in the diner scene, it’s this couple making up after leaving on bad terms. It’s a four-minute-and-change scene, and it’s like, how do you navigate that moment without saying a single word?
The only thing I gave them was, “When you get in a fight with somebody you love, the first person to speak usually loses. Nobody wants to be the first person to say something.” They were like, “Got it, got it.” They just played and toyed with each other and worked the scene, and it was incredible.
So yeah, that was a huge selling point. It was a challenge. It was something you don’t always get to do.
How did you decide which songs belonged in the film? Were there tracks you knew had to be there from the beginning, or did they emerge during editing?
A little bit of both. “Nights in White Satin,” that song had to be for the prison break. I edited it on paper before we even shot it. It was like, from 10–25 seconds is this section, from 25–32 seconds is this moment. We actually had to do a little bit of a song edit when the car comes through the gate to get to that crescendo at the end. My editor, Joe Galdo, loves this era of music. We would sit in the edit, try 30 songs. I’d go home, he’d stay up until 2:00 in the morning and try 20 more. Things like “The Chain,” we had edited that scene and were trying different songs. I came in the next day, and he goes, “I didn’t touch anything. Just check this out.”
Nights in White Satin, that song had to be for the prison break.
He laid “The Chain” in there, and all those musical breaks and tempo changes, where it slows down and where it speeds up, just happened to land weirdly right. It was like, “All right, we have to have ‘The Chain’ now.”
For “Cat People (Putting Out Fire),” Ben Foster gets all the credit because he had a boombox on set to get into character. In my mind, he played “Cat People” on repeat, and he swears he didn’t, but that was a song I kept picturing whenever he’d come in. That just felt like the vibe of the time and the texture and feel we were going with. We dropped that at the beginning, and it felt right.
Image: IFC
With so little dialogue, the audience learns a lot through visual details like tattoos, newspaper clippings, and photographs. Were those storytelling beats already in the script, or did they evolve during production?
It depends. A lot of those things, like the newspaper clippings, were in the script. But there were a couple of scenes we knew were going to be kind of a problem. How do you get out of the scene without saying anything at all?
One of them was the café with Ben McKenzie and Shailene. This guy [McKenzie] has to come in, put the ring on the table, and tell her he’s [Alan Ritchson] been framed, whatever he says in that moment.
Trying to figure out how you shoot that without any verbal dialogue? My DP, John Matysiak, and I scoured New Jersey for locations and found this really cool café. It was like, “Oh, well, this is high-end enough. It would have a piano player [played by Jack White]. What if we pull the camera back here, and we’re actually seeing it from the POV of a piano player?”
That gets us out of that cone of dialogue, and we hear it from the outside, or we see it from the outside. So things like that were kind of found in the moment. But the Ranger tattoos that was in the script originally.
Image: IFC Films
In just three feature films, you’ve directed an impressive lineup of actors, including Tim Blake Nelson, Joseph Gordon-Levitt, Lily James, and now this ensemble. What have those collaborations taught you as a filmmaker?
Look for actors that are phenomenal and trust them. I’ve been really lucky with the people who’ve said yes to work with me and trusted me, because you can get into a three-month project with somebody with all the right intentions, and it may turn out a different way. It’s really nice to find people who want to collaborate and want to work. Everyone’s just been the best people, the best humans in general—kind, patient, excited about what we do, and really digging into the creative side of it. It’s been a blast.
Tim Blake Nelson has come back a few times because we’ve gotten to be really good friends. Shay and I were trying to build another project when I got this script and got the job. I called her on a Saturday morning at 8:00 and said, “I have this movie. It’s ’70s Detroit. No dialogue.”
She was like, “Wait, what?” I was like, “No dialogue in the whole movie.” She said, “Please let me read this.” I sent it over, and I think it was 10:30, about two and a half hours later. She called me back and said, “I have to do it. How do I get this job?” I was like, “Let me have the producers make an offer.”
Image: IFC
When the credits roll, what do you hope audiences are talking about on the drive home?
The elevator fight. Everybody has to see. We just did our premiere last week, and you could literally feel the entire theater tense up during it. That’s the big moment.
You could literally feel the entire theater tense up.
The other part is, just don’t go in expecting the… I wouldn’t call it a gimmick of no dialogue. It’s just a way to tell a story and a way to express these characters and their journey. Just commit to it. Don’t look at your phone, don’t look up. See it in the biggest, loudest room you can and just immerse yourself in this movie.
It takes you on a 96-minute ride, and you come out, and you’re like, “All right, that was really fun.” It’s a really fun, enjoyable, actiony, dramatic ride.
Earlier this year it was announced that you’re writing the script for Goonies 2. The original means so much to so many people. How do you approach a sequel to something that’s this beloved without simply trying to recreate the magic of the original film?
This is a really tricky subject. I got in trouble in Venice for saying anything. That’s my favorite movie of all time. It’s the movie that got me into this business. I saw it as a kid a bunch. I saw it as an adult a bunch. There’s such a magic to it and just a feeling it gives you of adventure and fun. So that was one that I think the kid in me was excited about. That’s really all I can say on that.
Motor City premieres in theaters on Friday, July 24.
The proposed $55 billion takeover of Electronic Arts has cleared another major hurdle, with the European Commission approving the deal under the EU Merger Regulation.
In a short statement published today, the Commission said the transaction would not raise competition concerns because of its limited impact on the markets where the companies operate. The acquisition was examined under the normal merger review procedure and approved without conditions.
However, this does not mean EA has now been bought. Yet.
The European Commission is still examining the acquisition under its Foreign Subsidies Regulation, which is designed to prevent companies from using financial support provided by non-EU governments to gain an unfair advantage. A decision in that separate review is due by July 30, although Reuters reported last week that the deal is expected to receive clearance there as well.
In other words, the sale has not crossed the finish line, but somebody is already stretching out the tape.
As I covered a few days ago, EA agreed last September to be acquired and taken private by a consortium consisting of Saudi Arabia’s Public Investment Fund, private equity company Silver Lake and Jared Kushner’s Affinity Partners.
Calling it a consortium-led acquisition is technically correct, but perhaps gives a slightly misleading impression of three roughly equal partners. Following the takeover, PIF (that’s the Saudi money) is expected to own approximately 93.4% of EA. Silver Lake will hold around 5.5%, while Affinity Partners will own the remaining 1.1%. The European Commission’s own notice describes PIF as acquiring “sole control” of EA, so calling this a Saudi takeover is hardly an outrageous simplification.
I remain unconvinced that any of this is particularly good news. The games industry has spent years placing more of its biggest publishers and developers into fewer, vastly richer hands. EA becoming part of another enormous investment empire means one fewer major company operating independently, and it will arrive carrying around $20 billion in debt used to help finance its own purchase. That does not inspire warm, fuzzy thoughts about creative freedom or job security.
There is also the unavoidable issue of Saudi Arabia itself. Human Rights Watch has accused PIF of facilitating and benefiting from human rights abuses, while describing the country’s investments in sport and entertainment as an attempt to whitewash its record. Concerns about it controlling The Sims, EA Sports FC, Battlefield and Mass Effect are therefore understandable.
Do I expect EA’s games to suddenly be forced to reflect Saudi Arabia’s deeply conservative social values? Probably not. Saudi authorities enforce harsh rules at home while state-controlled money happily pours into international entertainment that does not follow them. These investments appear designed to generate money, influence and positive attention; aggressively interfering with the products would undermine all three.
That doesn’t make the ownership harmless. It simply means the more immediate threat to EA’s studios is probably the gigantic pile of debt and the demand for returns, rather than somebody ordering BioWare to put a cardigan on every Mass Effect character.
For now, EA remains a publicly traded company and the takeover remains incomplete. But with the EU’s merger approval secured and its separate subsidy review reportedly heading towards the same outcome, this is beginning to look less like a question of whether the sale will happen and more like a question of when.