SCOOP: Shabana Azmi teams up with Italy’ greatest living writer

Shabana Azmi joins other international stars to collaborate with Erri De Luca, a major Italian author, some would even say the greatest Italian writing today.

Luca has launched a new project The Decameron 2020 in which a selected group of authors from different nations have been invited to pen 1000-word long stories about the so-called virus crisis). Michael Mayer, Tony award-winning director, is working with Erri and Erri’s partner and manager, Paola Bisson, in order to turn the stories into dramatic recitations.

Shabana Azmi has recorded Prof. Tabish Khair’s story, River of No Return Speaking on this, yet one more singular honour in her super-distinguished career, Shabana says, “When I was approached for this project by Prof. Tabish Khair, I said yes immediately because I was very   touched by his story, River of No Return. I was aware of Pasolini’s film Decameron and was honoured to be part of a project conceived by the great Italian writer Erri de Luca. Decameron 2020 has an extremely impressive line up of international stars. I am glad to be part of such a distinguished lineup.”

Not for the first time in her life and career Shabana Azmi brings up the of the artiste and his/her social responsibility. She says, “In trying times like this viral crisis – I prefer to call it a human crisis, but let us leave that alone – it is the artist who must rise to the occasion and create sense out of chaos. It was a new experience to work with the Tony Award winning director Michael Myers on a virtual platform without having ever met him. It’d be inconceivable just a few months ago. But I’ve always been one for embracing new challenges.”

So is this how we will all be working henceforth? “You mean is this going to be the new normal? I hope not! I like to work with people around me not in isolation but with the future being so uncertain I’m ready to go with the flow.”

Also Read: Shabana Azmi scolds Javed Akhtar for spilling soup, latter gives an epic reply

2020-05-16 13:38:45

EXCLUSIVE: Writer Kanika Dhillon bags Shah Rukh Khan-Rajkumar Hirani’s next!

Shah Rukh Khan’s last film, Zero, released in December 2018 after which he went on a long sabbatical. He has been reading scripts and even shortlisted a few of them. Meanwhile, the names of a lot of filmmakers did the rounds with whom the superstar was supposedly working with. However, of late, it has come to light that SRK is working with blockbuster filmmaker Rajkumar Hirani in his next directorial flick. Recently, while answering a fan question, he also let out a strong hint that he has indeed given his nod to Rajkumar Hirani’s flick. And naturally, it led to a lot of excitement among fans.

EXCLUSIVE: Writer Kanika Dhillon bags Shah Rukh Khan-Rajkumar Hirani's next!

While not much is known about the film and its subject, Bollywood Hungama has exclusively learnt that for this venture, Rajkumar Hirani and his frequent collaborator writer Abhijat Joshi have been joined by Kanika Dhillon. She has become quite well known of late thanks to her work in films like Manmarziyaan (2018), Kedarnath (2018), Judgmentall Hai Kya (2019) and the web film Guilty (2020). Interestingly, in the beginning of her career, she had extensively worked with SRK’s Red Chillies Entertainment. She worked as an assistant director on SRK’s 2007 blockbuster Om Shanti Om. She wrote the screenplay of Ra.One (2011) and additional screenplay of Always Kabhi Kabhi (2011). Rajkumar Hirani’s next hence marks Kanika’s reunion with Shah Rukh and Red Chillies Entertainment after almost 9 years.

A source close to the project says, “Kanika Dhillon has come on-board and she along with Rajkumar Hirani and Abhijat Joshi are busy scripting the film. Kanika is mainly scripting while Rajkumar and Abhijat are helping her with inputs. They are hoping to finish in a month or two. The film was to go on floors in August but due to the lockdown, it seems that the shoot will be pushed ahead.”

Rajkumar Hirani’s last film, Sanju, released in 2018 and was based on the controversial life of actor Sanjay Dutt. Starring Ranbir Kapoor, this flick emerged as the biggest hit of that year, earning Rs. 342.53 crores. Hirani, in fact, holds the envious record of not giving a single flop as a director. The source assures, “His film with Shah Rukh Khan too seems to be shaping up well, at the writing stage. And Rajkumar-Abhijat-Kanika collaboration has added a lot to the script and it’ll be something to watch out for.”

Also Read: Post Manmarziyaan, Taapsee Pannu and Kanika Dhillon reunite for Haseen Dillruba

2020-05-10 08:10:29

She-Hulk writer confirms the script of the upcoming series is ready

There have been reports that have suggested that the She-Hulk series at Disney + is in works! Now, the confirmation has come from the makers that the scripting is completed for Disney+ series is complete.

She-Hulk writer confirms the scripting is completed for Disney+ series

She-Hulk writer Dana Schwartz took to Twitter on May 6 and wrote, “The She-Hulk room ended so if you happen to be a showrunner looking for a writer who makes jokes and writes books and knows a lot of historical fun facts, hit me up!!!!”

Recently, Mark Ruffalo confirmed that he was in early talks with She-Hulk makers to return as Bruce Banner/The Hulk. “There’s nothing completely at a place where it’s a done deal,” the actor told Variety recently. “There’s some talk of having Banner/Hulk show up in [the Disney Plus series] ‘She–Hulk.’ If we come up with something good, that would be really interesting. Right now that’s about it. That’s all there is on the table.”

According to the comics, lawyer Jennifer Susan Walters developed Hulk-like abilities when she received a blood transfusion from her cousin Bruce Banner. Now, it seems like this might be a great segway for the actor to return to the Marvel universe. The character first appeared in the comics in the 1980s as a member of the Fantastic Four.

ALSO READ: Mark Ruffalo reveals he had turned down the role of Hulk in The Avengers, has an idea for standalone movie and speaks about She-Hulk series

2020-05-08 01:30:41

Kemal Tahir: Remembering the prolific Turkish writer and social justice warrior

Last Tuesday, April 21, marked the 47th death anniversary of one of the most prolific authors and intellectuals in Turkish literature – Kemal Tahir.

Known for being a realist and… .

2020-04-24 13:10:00

Untitled Spider-Man Spinoff Movie In The Works From Writer Roberto Orci

An untitled Spider-Man spinoff is in the works at Sony, which will be written by The Amazing Spider-Man 2 co-writer Roberto Orci. The news comes as Sony continues to develop its own Marvel universe apart from the MCU. It released Venom in 2018, with Tom Hardy in the leading role. Both a sequel to that film and the highly-anticipated Morbius movie are due out this year. Of course, Sony also continues to work with Tom Holland’s Spider-Man and Marvel, with Spider-Man: Homecoming 3 expected summer of 2021.

Orci is no stranger to the world of Spider-Man, having co-written The Amazing Spider-Man 2 with three others in 2014. He’s also worked on one other major franchise in Star Trek, starting with the 2009 movie. He then returned for its sequels Star Trek Into Darkness and Star Trek Beyond. Though Orci has worked extensively in TV over the years, his last film writing credit was on The Amazing Spider-Man 2. He’s also served as a producer on films since.

Related: How Sony’s Venom 2 Could Connect To The MCU & Spider-Man

Per TheWrap, Orci’s script for the upcoming movie will focus on an unknown Spider-Man character. Perhaps unsurprisingly, the movie will be a part of Sony’s Marvel Universe, not the MCU. Other than that, little is known about the project at this time. There are a whole host of possibilities about which character or characters the movie could focus on, considering the breadth of the comics. However, the Spider-Man connection alone should be enough to make fans turn out if a movie comes to fruition.

Spider-Man himself has been in the news a lot in recent months, thanks to a well-publicized deal between Marvel and Sony. As Sony owns the rights to the character, a new deal had to be made to allow him to appear in the MCU’s Phase 4. After a tense few weeks, both studios eventually came to an agreement. Tom Holland played a pivotal role, as he has a relationship with both Marvel and Sony. Recently, Holland shared he believes Spider-Man belongs in the MCU, echoing the feelings of many fans. As one of the franchise’s newest and most popular heroes, he’s needed to carry the MCU into Phase 4 and beyond.

Though there are very few details known about the upcoming Spider-Man spinoff, fans should be excited to hear it’s in the works. It also helps that Orci is already familiar with the character, even if Spider-Man was played by a different actor at the time. Plus, since it is a spinoff, there’s no guarantee Tom Holland will make an appearance, though it would be exciting for fans. Hopefully, the new Spider-Man spinoff makes it to screen, allowing fans to see Orci’s take on a mystery character.

More: How Tom Holland’s Spider-Man Could Appear In Venom 2

Source: TheWrap

2020-03-10 05:03:06

Rebecca VanAcker

GTA 6: What Grand Theft Auto’s Writer Leaving Means for the Game

Grand Theft Auto is one of the most successful video game franchises of all time, and for good reason. The series has helped define open-world games and has been Rockstar’s chief series since their inception.

One of the driving forces behind the studio has always been its co-founders, Dan and Sam Houser, who also functioned as producers and writers on most of Rockstar’s games.

Related: Theory: Grand Theft Auto 6’S Protagonist Is From GTA 4 & 5

In February 2020, Rockstar announced that Dan Houser would be stepping down from his role as Vice President and be leaving the company. Of course, the question on many fan’s minds at that point is just what that might mean for the inevitable GTA 6.

Obviously a massive series like GTA has many, many people that work and contribute to it. That said, the storytelling and tone aren’t completely from Dan Houser, but he has been a huge part of the series, in general, since its inception. Dan has been credited as one of the main writers on every single Grand Theft Auto game since the London 1969 pack for the original. He was also one of the writers on the Red Dead Redemption games. Contrast this to Sam Houser who’s been an executive producer on every GTA game, but not a writer.

Dan was one of the core creative forces for the series, and a huge reason Grand Theft Auto sports the tone it does, as well as the amalgamation of pop culture references. The Housers have chosen to mostly stay out of the spotlight, instead letting accolades go to Rockstar in general. The studio hasn’t been without its fair share of problems, however, including long-standing reports of crunch and troubling work culture. Rockstar and Houser haven’t detailed any particular reason for the departure, but it’s sure to have effects.

Rockstar has said they have multiple major games in development, and considering GTA 5 is the most successful entertainment property of all time, it’s almost confirmed that one of those has to be GTA 6. On GTA 4 and 5, Houser was joined by Rupert Humphries and Michael Unsworth.

Related: Grand Theft Auto V: 15 Hidden Missions You Didn’t Know About

Considering both of these writers are still working with Rockstar, they’ll likely have a large impact on GTA 6. The absence of Dan Houser shouldn’t have a drastic effect, but players could be seeing a shift in the game’s story and style. It’s possible that Rockstar will bring on a brand new writer to help helm the team, or they could simply rely on the skills of Humphries and Unsworth.

Another possibility is that the narrative and much of the writing is already finished for GTA 6. The last game released back in 2013, and while the Houser’s have been working on Red Dead Redemption since then, it’s more than likely that at least the outline is already done.

GTA 6 will undoubtedly still happen, and probably be more ambitious than ever before. However, Houser’s departure could affect the timeline of development, and even the overall tone of the experience.

Next: Rockstar Stuntman Is Again Hinting At GTA 6 On Social Media

2020-03-03 01:03:04

Hayes Madsen

Lead Writer Adam Smith Interview: Baldur’s Gate III | Screen Rant

There are plenty of video games based on Dungeons & Dragons, but few are as universally adored as Baldur’s Gate. Originally developed by BioWare, the 1998 RPG and its 2000 sequel are still regarded as some of the greatest games ever made by D&D enthusiasts and mainstream RPG fans alike. Following the release of remastered editions of the classic games back in 2012 and 2013 (and an unexpected expansion released in 2016), the stage was set for a proper return of the beloved  role-playing franchise.

After being quietly announced last year, Baldur’s Gate III finally got its big unveiling at PAX East. The new game is being developed by Larian Studios, the company best known for their work on the Divinity: Original Sin series. In particular, Divinity: Original Sin II is hailed as one of the best RPG titles of the decade, and that game’s positive critical and commercial reception is often cited as a key reason why Wizards of the Coast saw fit to entrust Larian with the treasured Baldur’s Gate license.

Related: History of the Baldur’s Gate Series (And What It Means For Baldur’s Gate 3)

At a New York City press event prior to PAX East, Screen Rant sat down with lead writer Adam Smith to discuss his team’s work on Baldur’s Gate III. He talks about the lore of the series and his own personal experience with D&D, as well as the responsibility of making a direct sequel in the Baldur’s Gate canon. He discusses the storytelling of D&D and the enduring appeal of the CRPG genre, and provides some hints as to what players can expect from the story and narrative elements of Baldur’s Gate III.

Baldur’s Gate III will release on PC and Google Stadia following a period of Early Access.

You’re in the midst of finally pulling back the curtain on Baldur’s Gate III. What’s it like to be quietly working on something so big without being able to give away any details?

It’s been, like, two years I haven’t been allowed to talk about this. So now it’s like, open the floodgates!

Has there been a lot you’ve wanted to say, and only now can you finally chat about it, at least a little?

Yeah. There’s been a million things I’ve wanted to say for so long, without being allowed to talk about it. And there’s so much we want to talk about, but we want to be able to show it first. We wanted people to see it so that we wouldn’t just be talking a load of crap that people couldn’t see. So showing it and having people see that it’s actually Baldur’s Gate III, that lets us open up and really go.

We got to see a behind-the-scenes demo that really felt like D&D. He’d have a D20 check of 5, but he’d roll a 3. He didn’t expect that! Nobody expects that. But that’s part of the magic, right?

Exactly, yeah.

We secretly want that to happen, right?

It’s part of the experience. There will be people who will want to quickload their save, and we allow that, but we absolutely want to cater to people who roll and are like, “Oh s**t… Well, let’s see what happens!” And that goes for narrative design. I said to the team and to the press, so many times, that for me, I want to give you a really cool experience when you fail. I don’t want you to have situations, regions, questlines, characters, where the people who roll a 20 every time are going to have the best experience. I want those people who are having a bad day with the RNG gods to still be, like, “Actually, I would have never found this, been lead here.”

It’s all part of the adventure.

It has to be! It provides you a way out of a bad situation. In combat, in a puzzle, it’ll go horribly wrong, but there are things, whole paths you’ll never see if you don’t embrace failure. There are characters who you’re going to have a different experience with if you fail in a persuasion, or if you fail to spot something about them. We have passive checks where you’ll have a completely different experience if you don’t notice someone hiding something.

Baldur’s Gate still influences so many games. I think last year, in particular, was a really good year for the PC RPG. I mean, it’s not quite the same type of game, but Disco Elysium came out of nowhere for a lot of people.

I played that game five years ago, for the first time. We spoke a lot to those guys, and I’m really glad that some people have discovered it. My biggest worry was always that it would come out and it would just be the bunch of us who really love it and nobody else ever notices it and it doesn’t get the acclaim it deserves. So it’s really nice that, you know, that it came out of nowhere for so many people. It’s been floating around and it’s been in my headspace for so long, I think it’s a masterpiece. Anything that has that quality, it deserves to make an impact, and I’m so glad it did.

Does it feel encouraging? I mean, not that the genre ever went away, but that it’s more popular than ever, is seeing a success like Disco Elysium encouraging for the BGIII team?

Yes. Any time we see that people want the kinds of games you make, you feel good about it! For me, personally, I don’t think the audience ever went away. I think there’s a few factors. These are really complicated games to make, and it takes a specific kind of mindset, and it takes a lot of time. And so, there’s been a movement towards shorter form games, and I love a lot of them. I play a wide variety of games. I think, for the big, chunky, in-depth RPG, there are so many ways you can compromise making that game. The challenge for us is, how do we make the game that feels very modern in terms of presentation, that has a lot of these things that we’ve never done before as a studio; the cinematics are a big part of that, but also doing a lot of the stuff that we love. We wanted multiplayer. We wanted the Origin characters. We wanted custom characters. We wanted a full party. We wanted all these different things, so we asked, how do we add this all onto it? For me, it’s always inspirational when you see other people doing good work, even if it’s not in our genre. Just knowing that there are people who really want to play this game is also very encouraging. The audience never went away. The audience hasn’t even gotten older, since there are new people playing RPGs, and D&D is so popular right now. There are young people coming up who may have never even heard of Baldur’s Gate, but they want to play games with great stories and interesting systems. Our audience is anyone who wants to play something that’s got depth and storytelling and weird mechanics. I don’t think it’s just a specific audience, and I don’t think it’s just the audience who played games in the 90s.

There’s no shortage of D&D Games, and even Baldur’s Gate itself is a defined brand with its own spin-offs. But for your game to be Baldur’s Gate III, that’s a statement.

It is. And I think this could have been a Forgotten Realms game, or a Sword Coast game, but it’s very specifically a Baldur’s Gate game. For us, calling it Baldur’s Gate III is our saying that it’s a huge privilege to be working on it, and there’s a huge respect we pay to the previous games. It works out really well, because the best way to respect the original trilogy… I call it a trilogy because there’s an expansion, Throne of Bhaal, to Baldur’s Gate II, which almost feels like the end of a trilogy. But that story, fortunately for us, is a story with an ending. And that’s so rare! (Laughs) We don’t need to retcon anything, we don’t need to pick up a loose thread. Instead, we can say, “This stuff happened. It left a mark on the city. It left a mark on the world. But we’re telling a different story… But also, history has a way of coming back.” Our approach has always been to say, the city, the world, and some of the people have memories of these things. There were scars left by these events. But there’s a new conflict with new adversaries. There are new movements in the world, or in the worlds, that will create new adventures and opportunities, new threats. But something as big as the Bhaalspawn Saga, the events of Baldur’s Gate I and II, that’s not going to be forgotten. And thematically, we wanted it to be very firmly a Baldur’s Gate game. One of those big links back is this idea of having something inside you that’s changing you, that’s potentially not great and doesn’t have your best interests at heart. That’s absolutely part of our story.

Can you talk a bit about your history with D&D, and with BG in particular?

Baldur’s Gate wasn’t my introduction to D&D. It wasn’t even my first D&D computer game! It was Eye of the Beholder, that was my first. Then I got into tabletop play much later. So it was Eye of the Beholder, then Eye of the Beholder II, and then Baldur’s Gate… Good God, I’m really old. (Laughs) I played a whole bunch of the Gold Box games, which are these really old D&D games. I go back a long way… But I didn’t play tabletop until I went to university. I met a group of people who did role-playing, and I thought, this is storytelling. And that’s how I got into it. It’s a way to tell stories. I think the kind of collaborative storytelling is such a huge draw to me. I think that’s what, for me, is the best part of the writing. The things I enjoy the most. It’s not, “oh, I love this character or this line of dialogue,” it’s the moments where I’m not telling a story, but I want you to tell me a story and I’m going to react to it. That’s the cool stuff. That’s the fun stuff. You can’t do that in so much media. But tabletop role playing games is where that happens. The sense of play… Storytelling is a type of play. That back and forth between players and the DM, I fell in love with that. I’ve been the player who derails someone’s carefully laid campaign because I just think it’s funny, but I’ve also been the person trying to keep things on track because I’m getting really into the story. And we can support that! You saw Sven play today, and he was doing tricky and involved systemic stuff. But all I want to do is be in multiplayer and shove him off the beams when he’s trying to sneak around. “Oops.”

(Laughs) He so meticulously planned knocking the boss into the spider pit, but instead, he hits him so hard that he goes all the way across the pit and lands safely on the other side. I didn’t predict that! Sven didn’t predict that! There were a couple dozen writers or reporters in the room, and none of them predicted that, not for a second!

No we didn’t! (Laughs)

Do you have a degree of lament… I imagine it comes with the territory, but you write entire plot threads, whole storylines, but if the player wants to, they can just kill every character they meet and block off all that dialogue for that playthrough.

No, because it will usually open up something else. There’s an exchange. If somebody goes up to a character and kills them, I’m like, okay, what opportunities did that open up? And you can use Speak with Dead. Some of my favorite lines are in the Speak with Deads. They’re very short, they’re quite cryptic, but you find seeds and hints about who these people were when they were alive. I want players to feel a sense of guilt when they see a bandit on the road and think, “He’s a nasty bandit,” and then kill him… But then I want them to go talk to him, find out what was going on with him. Then maybe you won’t feel so good about your five experience points! (Laughs) So, there’s that, but genuinely, my favorite bits are really really hidden. It’s writing a really cool branch of dialogue, or even just a specific line, knowing that so few people are going to see it. Players will have to be this race, this class, and have done this one specific thing. But when they get it, they’ll feel really rewarded. The stuff most people see is great, but it’s those bits that feel really special. Sometimes I’ll write something that I think is really good and seven people are going to see it, but that’s good because those seven people are going to be, like, “Holy s***!” I really enjoy that side of it.

That’s a positive attitude!

Very early on, I was aware that we were going to do this big tribe of goblins. And if you get to that goblin camp, a lot of people are going to be, like, “Goblins!” And just start killing them. But there’s so much else to explore. So much else is going on. But it’s legit. We give people the freedom to do whatever they want. Some people are going to go to Baldur’s Gate and just start killing everyone because that’s how they want to play!

They’ve gotta get that five experience points! Okay, I’m imagining the room where you write, and I have an image in my head of a massive wall full of red string connecting sheets of paper.

Always Sunny in Philadelphia?

Yes, exactly!

A lot of it does look exactly like that, but on the computer screen. We work in a dialogue editor we built ourselves.

Did you build the dialogue editor for this?

No, no. Pretty much every tool we have has been built on from the Divinity Original Sin 2. And, obviously, we have the cinematics team, who are completely new, and they built their own tools that plug into our tools. There’s a lot of overlap and a lot of exchange. But yes, the screen with all the writing looks a lot like a conspiracy board. The dialogue is written in all these inter-connected boxes. And the way it works is, you can have a dialogue that’s enormous that fills this entire wall, but that doesn’t mean we’re going to talk for an hour. Instead, you’re going to talk and get a little tiny corner of that. And somebody else is going to get the corner that was written for that character in that situation. Sometimes those things overlap, because some characters won’t react to things they don’t know or care about, or they might not care about your race or your class. But, on the whole, there’s going to be a little bit of specificity. There’s a constant flow of information. We handle it, partly by having really clever people who help us to organize it all and make tools for that. It’s a side of development that doesn’t get talked about enough because people don’t find it interesting, but it’s fascinating that the people who make the tools, the coders, they let us do our jobs. They make sure we have things that let us organize information better and let us identify what is a flow problem. None of it happens without the people who make it easy for us… Or, well, for me. I’m really dumb when it comes to that stuff. I don’t understand how to code! I understand design, but when it comes to, “can you make this thing do that?” They do it, and I go, “Why are you magic?”

That’s great. Okay, let’s go back in time. You get the green light. You get permission, you get the rights to the license. Is there a Baldur’s Gate bible, a lore tome? Is there a guy who comes to the office with a briefcase handcuffed to his arm that contains the notes on what is and isn’t canon?

No, but there is a huge amount of stuff to get a sense of the history of the world. If you go through the sourcebooks and the adventure modules, a lot of them have the influence of Baldur’s Gate games in there. There’s very specific ones, like Murder in Baldur’s Gate, which has a huge amount of wrapping up of certain things. But really, it’s a case of throwing yourself really deep into Forgotten Realms as a whole and saying, what’s interesting there? What can we tie-in? And how inter-connected we can make all these different cosmologies and deities and concepts? One of the things that’s liberating about working on D&D as a license is that it’s a storytelling platform. It’s a series of stories that are canonical, and that’s really important, but it’s also a platform for telling stories, and that’s really liberating. We want to tell a really cool story, and we want players to tell really cool stories. That is fundamentally Baldur’s Gate. So there’s multiple bibles. There’s a huge amount of information that’s really important for us to get right, to be accurate on. But at the same time, it’s a case of, “Hey, let’s just tell really cool stories.”

Okay, the internet wants to know: are those controversial Baldur’s Gate novels canon?

The Baldur’s Gate novelizations? I haven’t read them, actually, so I guess not! There’s a huge amount of D&D novels I have read. They give me information on, say, the Underdark, or the way a deal with the devil might work, or something. Anything we want to put into the game, we can usually find a sourcebook or a novel that’s covered it. So we’ll go and read that and see if it gives us new ideas, informed our ideas, or changed some ideas.

Okay, the fandom will be pleased. I haven’t read them either, but they made some decisions that people really did not like, from my understanding. They flipped some tables.

I think I’ve heard some of those flipped tables landing, but I wasn’t in the vicinity.

The team caught them and fixed them.

(Laughs) We’re 100 years later, so we can also say, hey, maybe some people remember these events a bit differently. Maybe they feel like legends and myths to some people. Some people are going to have different ideas about what happened, but we know it through this.

That’s such a great storytelling device. Like, the minutia a lot of people can get hung up on, in fiction and in real life, you always find out that after 100 years, nobody cares!

And some of these people are still alive. Some of our characters are very long-lived. Volo is still around. I’ve had people ask me, how is he still alive? It’s great, because it goes with everything I like about Volo. He’s something of an exaggerator. But he’s also someone who gets himself into… He should be dead a million times over because of all the bad situations he gets himself into. There’s a line in the 5th Edition Volo’s Guide. I’m paraphrasing, but the section about Illithid mind flayers has a part where Volo is writing and says, “I wonder what a mind flayer’s brain tastes like?” And Elminster says, basically, “You’re an idiot, Volo.” That’s the thing. Volo just stumbles through the world, but he’s smart, but also somehow manages to get into all these terrible situations.

He min-maxed on Luck! That’s always my build.

This is how deeply we tie the systemics to the character. Volo has a plan to bumble into the goblin camp and get caught, but he also has a plan to get out. He has a potion of invisibility. But you can pickpocket it from him and screw up his entire plan. The same way you can loot the weapons off of skeletons before they reanimate, you can steal Volo’s potion and he’s gonna have an even worse time!

More: Baldur’s Gate I & II Enhanced Edition PS4 Review: Advanced Dungeon Slogging

2020-02-27 01:02:56

Zak Wojnar

Creed 3 With Michael B. Jordan Hires King Richard Writer

MGM is moving forward with plans for Creed 3 starring Michael B. Jordan, as King Richard writer Zach Baylin has been hired to pen the script. Picking up years after Sylvester Stallone’s Rocky movies, Ryan Coogler managed to evolve the franchise in a new direction with Creed in 2015. With Michael B. Jordan playing the son of Apollo Creed, Adonis, and Stallone’s return as the Italian Stallion, Creed was a financial and critical hit that has since become a franchise.

The movie Creed 2 was released in 2018 with Jordan and Stallone returning, along with Tessa Thompson and Dolph Lundgren as the franchise’s ultimate villain, Ivan Drago. Although it didn’t receive the overwhelming praise of the first film, Steven Caple Jr.’s addition to the franchise was another hit. The sequel made $214 million worldwide (up from Creed‘s $173M) after a franchise-record opening weekend and left the door open for Adonis’ story to continue – but without Rocky. There hasn’t been much movement on the possibility of Creed 3 happening though, until now.

Related: Carl Weathers’ Apollo Creed Should Never Appear In Future Rocky Movies

According to THR, MGM has hired Zach Baylin to write the script for Creed 3. He most recently wrote King Richard, a biopic following the father of future tennis stars Serena and Venus Williams. The movie is set up at Netflix and stars Will Smith. There are no plot details for Creed 3 at this time, but Jordan will return to star. It is also unclear if Caple Jr. will be back to direct the third installment, or if MGM will find a new filmmaker – possibly even Jordan himself – to move the franchise forward.

Now that Creed 3 finally has a writer attached, there is finally a definitive sign that MGM plans to keep the franchise alive. With the two films grossing almost $400M combined and Jordan’s popularity continuing to rise, it would’ve been a surprising decision to not at least finish the trilogy. That said, it is unknown how quickly Creed 3 will happen, especially with Jordan’s busy schedule. He recently joined David O. Russell’s new film and will star in Denzel Washington’s A Journal for Jordan immediately after. There’s also been plenty of speculation that Jordan could even return as Killmonger in Black Panther 2, and Jordan has potential new franchises in the wings with Without Remorse and The Silver Bear.

Without any plot details for Creed 3, the possibilities for what the new film could explore are endless. Seeing how Adonis has adjusted to life without Rocky is something that will have to be dealt with, along with how he’s balancing his growing family and fighting career. Of course, plenty of fans are surely hoping that Stallone will return for the next installment too – even though he says he is done with the role. It is now up to Zach Baylin to figure out the direction Creed 3‘s story should take, and clearly there are plenty of options.

MORE: All 8 Rocky & Creed Movies Ranked: From 1976 to 2018

Source: THR

2020-02-25 03:02:42

Cooper Hood

DCeased Writer Teases A New Twist in The Undead Series

Fans of DCeased won’t have to wait long, as the DC Comics zombie apocalypse is rising from the grave for seconds with DCeased Unkillables by Tom Taylor and Karl Mostert. The comic, produced through DC’s mature Black Label imprint, will follow the Anti-Life apocalypse through the eyes of anti-heroes and supervillains like Red Hood and Deathstroke.

However, there might be more to this story than meets the eye, as Tom Taylor revealed in the press release.

Related: Jason Todd Finally Gets Revenge on Batman & Joker in DCEASED

“There is also a major threat hanging over this whole miniseries, which will be revealed soon, and there will be some surprise characters showing their faces (regular faces and torn),” Tom Taylor said in an interview with “DCeased Unkillables shows what the villains did when the heroes failed.”

DCeased shows the heroes of the DC Universe forced to confront an Anti-Life equation that has spiraled out of even Darkseid’s control. Those infected with Anti-Life exist only to infect more people, and soon their ranks are filled with a growing number of metahumans. The surviving heroes must figure out how to contain the Anti-Living before the infection consumes the Earth – and beyond.

The first DCeased miniseries ended with a small number of heroes evacuating Earth with the survivors, while the Green Lantern Corp quarantined the Earth. By then, Anti-Living had spread throughout the globe and claimed the trinity of Batman, Superman and Wonder Woman. However, there remained several unanswered questions. For example, John Constantine departed with Doctor Fate and Zatanna to parts unknown after Constantine and several heroes participated in a failed bid to stop the Anti-Life Equation. Where the mystics went remains at least one mystery posed by the mini-series.

While the original DCeased seemed like a mostly self-contained story, it seems clear that Tom Taylor had bigger plans from the start. Just what were the various supervillains of the world doing after the Anti-Life Virus hit? Did they make it to the arks to escape? Or did they have a back-up plan all along? DCeased Unkillables certainly has plenty of ground to cover. Taylor has already shown he can write heroes and villains and all points in between in books like Injustice and previous DCeased saga. Hopefully, DCeased doesn’t meet the same fate as other horror franchises in delivering lackluster sequel after sequel. However, given that this new miniseries will feature a cast of some of the baddest villains in the DCU – and Tom Taylor’s impressive track record – that probably won’t be the case with DCeased Unkillables.

DCeased Unkillables #1 is on sale now.

More: Joker is Coming To Kill Nightwing (The Same Way as Robin?)

2020-02-20 06:02:13

Richard Pulfer

Doctor Strange 2 Recruits MCU Loki TV Show Writer | Screen Rant

Marvel’s Doctor Strange in the Multiverse of Madness finds a new writer in Loki showrunner Michael Waldron. The Doctor Strange sequel found itself without a director last month, after original helmsman Scott Derrickson stepped down over creative differences. It’s been speculated the filmmaker, who was best known for his work in the horror genre before directing the original Doctor Strange, wanted to take the sequel further into the realm of horror than Marvel Studios was comfortable with.

For the past few weeks, Marvel has been actively searching for Derrickson’s replacement, in the hope of keeping Doctor Strange 2 moving on schedule to begin production this May for a theatrical release one year later. Currently up for the job is Sam Raimi, a director who’s known for his work in both the horror and superhero genres, with the Evil Dead franchise and Tobey Maguire-Kirsten Dunst Spider-Man trilogy under his belt. Derrickson has even come out and voiced his support for Raimi, calling him a “great choice” to take over Doctor Strange 2. Now, it appears Marvel has found a new writer to work on the film with (potentially) Raimi.

Related: Sam Raimi Could Direct Spider-Man Again (In Doctor Strange 2)

THR is reporting Waldron, who’s serving as showrunner on the upcoming Disney+ MCU Loki TV show, has boarded the Doctor Strange sequel, taking over from original Multiverse of Madness writer Jade Bartlett. This is the second time Marvel has turned to one of the writers of its Disney+ MCU series to work on a movie, having recently hired WandaVision writer Megan McDonnell to script Captain Marvel 2. It’s especially appropriate in this case since MCU head honcho Kevin Feige previously confirmed the Loki TV show will tie directly into Doctor Strange 2.

With Raimi in talks to take over as director, it only makes sense for Marvel to bring in a new writer to realize his vision for Doctor Strange 2. Thanks to his work on Loki (which doesn’t premiere until 2021), Waldron should already be well-versed in the MCU’s lore and have a firm grasp on how to connect the dots between Multiverse of Madness and the Disney+ shows. The plan is for the Phase 4 MCU movies and TV series to interconnect with and expand upon one another, much more than the now-defunct Marvel Television’s projects and the films did back in Phases 1-3. Of course, more casual viewers should still be able to enjoy Doctor Strange 2 and the rest of the Phase 4 movie slate without watching everything on Disney+.

Waldron’s hiring also has interesting implications for the larger connection between Doctor Strange 2 and the Loki TV show. It’s been speculated Loki, who possesses the Space Stone, will be the key to the Multiverse of Madness and have a role to play in either creating and/or saving it from Wanda Maximoff aka. Scarlet Witch. The latter is similarly said to be an important part of Doctor Strange in the Multiverse of Madness, building off the events of WandaVision (which premieres on Disney+ in December). If so, the MCU may finally start to live up to its (in)famous “It’s all connected” tagline in Phase 4.

NEXT: Every Marvel Character Confirmed & Rumored for Doctor Strange 2

Source: THR

2020-02-07 02:02:05

Sandy Schaefer