Jack Black Says Claptrap In Borderlands Movie Is “R-Rated R2D2”

Jack Black voices the robot Claptrap in the upcoming Borderlands film. The actor describes the character as an “R-rated R2D2.” This characterization should come as little surprise to fans of the game series, who know how Claptrap has many humorous and foul-mouthed lines.

Black revealed this to Total Film recently. Speaking about the upcoming film, Black said, “I love the voice acting. I also love that video game, so it was fun to be able to voice that character.”

He added: “[Claptrap is a] cool, fun, little turn, and another opportunity to bring a great video game to the silver screen.”

Black is no stranger to video game movies, as he also voiced Bowser in the wildly popular The Super Mario Bros. Movie in 2023. In video games themselves, Black voiced Eddie Riggs in Brutal Legend and Harm’ny Lightbeard in Broken Age, among other roles.

In fact, Black’s first-ever acting job was an advertisement for the video game Pitfall in 1982 when he was 13 years old.

Looking ahead, Black is playing Steve in the Minecraft movie. Black observed that there seems to be something of a resurgence in video game movies these days. “We’re kind of in the middle of a video game movie renaissance right now, and I’m stoked to be a part of it,” he said.

The Borderlands movie releases in theaters this August. It also stars Cate Blanchett, Kevin Hart, Ariana Greenblatt, and Jamie Lee Curtis.

Why Hasn’t There Been A GTA Or Red Dead Movie? Jack Black Wants To Know

Jack Black is surprised that there hasn’t been a movie based on Grand Theft Auto or Red Dead Redemption so far, but there might actually be a good reason for that.

Speaking to Total Film, Black said, “I can’t believe they haven’t already started making a movie of any of the Rockstar Games–Grand Theft Auto, but especially Red Dead Redemption.”

He said the GTA and Red Dead games are “already like movies,” and that might explain why they haven’t been adapted into feature films as of yet. “Some video games are already halfway there to telling those kind of stories, and there are some movies that are like video games,” he said.

For what it’s worth, Rockstar parent company Take-Two’s CEO Strauss Zelnick has said the company would want to fund a potential GTA or Red Dead movie itself to avoid a situation where some other entity might get to call the creative shots.

“Part of it is, if we were to do something like that, we’d want to have complete creative control to make sure we expressed [GTA] in the way we wanted–and that would mean we’d need to finance that motion picture,” Zelnick said. “While we have the balance sheet to do it, we don’t have the corporate expertise to do it, because only a handful of people inside Take-Two have ever worked in that business. I’m one of them. But that’s not what we do for a living.”

Zelnick has also reminded people that movies are by and large not a very profitable business. The Super Mario Bros. was a massive commercial success with over $1 billion at the box office, but Zelnick said more often than not, video game movies fail and money is lost.

Zelnick previously served as the president and chief operating officer of 20th Century Fox where he oversaw production and distribution of numerous movies. He was only 32 years old when he was running Fox’s film business.

Take-Two has licensed a couple of its franchises for feature films already. The Rock starred in 2005’s Doom and Mark Wahlberg played the lead in 2008’s Max Payne movie. Both were panned critically and didn’t make much money at the box office. Looking ahead, there is a star-studded Borderlands movie based on the 2K franchise coming this August and a BioShock movie in the works for Netflix.

Black went on to say that he sees a future where video games and movies merge more than before. He cited the interactive Black Mirror episode Bandersnatch as an example of this.

“I think we’re moving in that way where there’s going to be more combinations of video games and movies, and it’s exciting. It’s like the beginning of a new era,” he said.

Black voiced Bowser in 2023’s The Super Mario Bros. Movie and is playing Steve in the Minecraft movie. His next video game role is voicing Claptrap in the Borderlands film.

Jake Gyllenhaal On How Losing Batman Role Fueled His Motivation

Jake Gyllenhaal had come close to some serious franchise roles early in his career only to lose out in the final round. The Oscar-nominated actor, who can now be seen in the Roadhouse remake on Prime Video, recently talked about what drove him harder when being let down.

Talking to Howard Stern, Gyllenhaal said that losing out on Christopher Nolan’s Batman Begins and Baz Luhrmann’s Moulin Rouge helped him become more motivated in landing roles he believed in. He also praised both directors for coming to him personally and telling him he didn’t get the roles and why.

“When you get that far, there’s a real legitimacy to you potentially getting something. It’s not like they’re going, ‘Oh, thanks so much.’ They are going, ‘I saw these aspects of you that I really wanted in the role and are wonderful, but in the end I ended up moving this way because it matches better with this person who is opposite you or would be opposite you,” he said. “The color of their hair or their height, whatever it is. There are all these non factors that really are the inexplicable stuff that if you start to pick away at it doesn’t work, it’s not healthy.”

Being unable to work on Batman Begins allowed Gyllenhaal to work with another would-be Moulin Rouge star, Heath Ledger, in the pivotal Brokeback Mountain. The film earned Gyllenhaal his first Oscar nomination and worldwide critical acclaim.

“I remember getting a call from Christopher Nolan and thinking, ‘I just got a call personally from Christopher Nolan. That’s pretty cool. I’ve gotten pretty far. I went from them going they aren’t sure [about me] to a call saying they’re really thinking about you for this movie. So okay, I should keep going. I should just keep going.”

Gyllenhaal was also considered as a replacement for Tobey Maguire in Spider-Man 2 should the actor’s pre-existing back condition bother him. The actor followed Brokeback with David Fincher’s Zodiac and was elevated to leading man status.

As for playing Batman, Gyllenhaal isn’t averse to capes after playing Mysterio in Spider-Man: Far From Home and would still love a shot at the Caped Crusader.

“It’s an honor,” Gyllenhaal answered. “Speaking of playing roles that other incredible actors have played in the past…when I think about it, I’m going to play Iago in Othello with Denzel Washington, and I think about like the history of actors that have played that role throughout time, and I’m intimidated by that. So that’s the first level. That’s what I’m working on right now. But of course. It would be an honor always. Those types of things and those roles are classics.”

Pierce Brosnan Says Aaron Taylor-Johnson “Has The Chops” To Play James Bond

Leave it to a former James Bond actor to size up a future 007 candidate. In this case, GoldenEye star Pierce Brosnan absolutely believes Bullet Train’s Aaron Taylor-Johnson has the ability to suit up and drink martinis on the silver screen as the British spy.

According to Variety, Brosnan was asked on RTE Radio 1’s The Ray D’Arcy Show about the report that Taylor-Johnson could be the next Bond. “I think the man has the chops and the talent and the charisma to play Bond, very much so,” Brosnan said.

The two actors actually previously worked together on the 2009 drama film, The Greatest. Brosnan was very complimentary of Taylor-Johnson’s work in that movie, too, saying, “he was the greatest in it.”

This isn’t the first time Brosnan has given his approval to another actor assuming the role of 007. Earlier this year, he said Oppenheimer star Cillian Murphy would be a “magnificent” Bond. As for Taylor-Johnson, he’s done his best to stay mum about the 007 rumors. “I can only really talk about the other things I’m going to show and tell,” Taylor-Johnson told Rolling Stone this month.

Brosnan played Bond from 1995 to 2002, starring in four 007 movies that ended with Die Another Day. He pleaded guilty to entering an off-limits area at Yellowstone National Park earlier this month.

Epic Games Store On Xbox Would Benefit Gamers, Phil Spencer Says

Phil Spencer, CEO of Microsoft Gaming, has spoken more about his desire to create a more open console ecosystem, similar to how PC users can access multiple storefronts. When asked in a GDC interview if he could see a future where Xbox consoles allowed stores like Itch.io and the Epic Games Store to exist on that platform, Spencer replied with a brief “yes” before expanding on his vision for the future of gaming.

“[Consider] our history as the Windows company. Nobody would blink twice if I said, ‘Hey, when you’re using a PC, you get to decide the type of experience you have [by picking where to buy games].’ There’s real value in that,” Spencer said to Polygon.

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Now Playing: Senua’s Saga: Hellblade II – Official Trailer

Not only could console gamers benefit from having multiple stores to browse, but console makers could as well, Spencer added. According to him, while the typical approach of subsidizing console hardware costs by forcing players to purchase games through an official storefront would usually lead to profits in the long term, this approach may be motivating people to instead adopt more flexible platforms like PCs for their gaming needs.

Combined with hardware components not coming down as quickly in price as previous generations and the growth of console markets slowing down, the traditional way of doing business might not make sense, Spencer said.

“[Subsidizing hardware] becomes more challenging in today’s world,” Spencer explained. “And I will say, and this may seem too altruistic, I don’t know that it’s growing the industry. So I think, what are the barriers? What are the things that create friction in today’s world for creators and players? And how can we be part of opening up that model?”

Essentially, Spencer envisions consoles being more like PCs, as that market has been steadily growing thanks to various hardware options and multiple stores offering competitive prices on games.

The Microsoft Gaming CEO also finds the idea of an Xbox handheld intriguing, and he has implied that Microsoft wouldn’t stop supporting other PC handhelds if Microsoft brought its own hardware to the market. A new report claimed that Microsoft is working on Xbox handheld prototypes and the company did confirm earlier this year that next-gen Xbox hardware is under development.

V Rising’s Castlevania Crossover Challenges You To Kill Simon Belmont Next Month

Castlevania is making another video game comeback, this time as crossover content with the upcoming 1.0 launch of game V Rising. As part of the vampiric survival game’s full launch in May, this free update will allow players to pit their demonic strength against Simon Belmont in a boss battle, and if he’s successfully defeated, his trademark vampire-slaying whip will be added to the game’s arsenal.

Players will also earn new abilities “that embody the grace and precision of the deadly Vampire hunter” if they can survive this battle, and a paid cosmetic DLC will add Castlevania-inspired decor for your vampire lair, a new mount, classic Castlevania themes reimagined by V Rising composer Aleksandria Migova, and character customization.

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Now Playing: V Rising – Legacy Of Castlevania Crossover Teaser Trailer

“We’re all big fans of Castlevania, so being able to actually create original Castlevania content in our game is a dream come true,” Stunlock Studios CEO Rickard Frisegard said in blog post. “I want to express a heartfelt thank you to our friends at Konami for the chance to bring Castlevania to the V Rising universe.”

This isn’t the first time Castlevania has crossed over into another video game universe, as Dead Cells: Return to Castlevania was released last year. An homage to Castlevania, this expansion hit a terrific balance of heartfelt appreciation for the franchise while still retaining the core identity of Dead Cells.

A new and original Castlevania game hasn’t been released since 2014’s Lords of Shadow 2, but the franchise has made a big impact on television with a popular animated series. Netflix has renewed Castlevania: Nocturne for a second season, reuniting the cast of Richter, Annette, and Maria for a new high-stakes battle against the forces of darkness.

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn’t as much of a development shortcut as you might think. In a GDC talk on ToTK’s physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW’s two core concepts: the “vast and seamless Hyrule,” and “multiplicative gameplay”–where physics systems create novel solutions in-game even where those solutions weren’t explicitly designed for.

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Now Playing: Tears Of The Kingdom Is A Technological Marvel

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming “it broke!” or “it went flying!” to which he would say “I know–we’ll deal with it later. Just focus on getting the gameplay together and trying it out.”

The solution to the Ultrahand’s many issues came with a major change to the Breath of the Wild map the developers were working with–essentially all non-physics-driven objects in the game had to be replaced with physics-driven objects.

This resulted in changes to how some objects had worked in the previous game–for instance, shrine gates weren’t physics-driven in Breath of the Wild, but had to be converted in Tears of the Kingdom. This change opened up far more options for how the gates could be interacted with, and how players could choose to solve shrine puzzles in ToTK.

“As a result, regardless of what we do, we have a world free from self-destruction,” Takayama explained. “Players can freely express imagination and creativity, without destroying the world.”

Ken Levine Says 2K Really Pushed For Bioshock To Have Two Endings

Bioshock creator Ken Levine is doing the rounds talking about his upcoming game Judas, but he’s also taken some time to reflect on his past work–including expanding on his problem with Bioshock’s ending. Speaking with IGN, Levine explains that Bioshock’s multiple endings were something 2K really pushed for, and that he “didn’t really have my heart in.”

“I didn’t really want the two different endings and that was one of the few concessions,” Levine explained. “The publisher didn’t make too many demands on us, so I don’t want to say they were overbearing, but that was one thing they really wanted and I didn’t really have my heart in. I don’t think those endings were super great. They wanted the two endings and I wanted a much more ambiguous ending and let the player do a lot of the work in their head.”

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Now Playing: Bioshock – Celebrating 10 Years

When asked what ending he would have chosen for the original Bioshock, Levine said, “I never wrote it, but I kind of felt I wanted to,” explaining that “it’s tricky.”

“BioShock is a complicated world,” he continues. “You are harvesting, potentially harvesting Little Sisters and we’re not really trying to say this is how you should think about the things. Our games, we tend to make games that don’t answer questions for people who would ask questions. We’re just trying to stay objective in BioShock.”

Levine originally spoke about his reservations towards Bioshock’s endings just after the game released in a 2007 interview with GameSpot, explaining that the dual ending was “requested by somebody up the food chain from me.” He added, “I wanted to leave it more ambiguous. But I’m not sure if that would have been the right thing. At the end of the day, there are [aspects of games] that you collaborate on and agree upon.”

In the 2007 interview, Levine added that he hoped to refine his approach to branching endings in future games–which may come to fruition on his upcoming title Judas. With almost ten years in development, Judas is a refinement of many of the narrative concepts introduced in the Bioshock series.

“Depending on what you do in the endings can be quite… I mean I’m not giving away too much,” Levine said of Judas’ approach to endings. “There are some substantial differences.”

BioShock Successor Judas Is A Procedurally Generated Roguelite

Bioshock creator Ken Levine’s Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it’s also a procedurally generated roguelite set in a dynamically-shifting open world. Here’s what we know so far.

Judas is fundamentally built around a concept Ken Levine calls “narrative Legos,” which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player’s decisions in a way that feels natural.

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Now Playing: What Exactly Is Judas? | Spot On

“We call it pseudo-procedural because it’s not like Minecraft where everything’s being generated off a set of pure mathematical heuristics,” Levine explained in an interview with IGN. “You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do.”

One of the most obvious ways this comes across in Judas is through the player’s interactions with the game’s three main NPCs–the ship’s former leaders Tom, Nefertiti, and Hope. The characters appear to Judas as holograms, and she can build relationships with them, or end up on their bad side–often angering the other two if she does a favor for one.

With their relationships always dynamically changing, so too will these characters’ interactions with Judas–if she’s annoyed them, they might reveal her location to enemies or stop her from accessing an important resource. If she’s on their good side, they might autonomously help out in combat or otherwise aid in an objective.

“Those scenes can happen anywhere and there’s tons of those different kinds of interactions,” Levine explained. “The dialogue can happen anywhere they appear to you … They’re not in cutscenes. You don’t have to watch ’em in cutscenes. They’ll appear wherever you walk, wherever you look.”

Another big departure from Bioshock’s classic formula is Judas’ roguelite elements. In Judas, death is just a part of the journey–in fact, the game opens with Judas being brought back from the dead. Health is purposefully scarce, and not always easy to access when surrounded by enemies.

Levine clarified that Judas is not specifically a roguelite or a strategy game, but it does pull elements from those genres. “You do have the opportunity when you die to go change yourself,” he explains, though adds that he doesn’t want to give too much away. “Improve yourself, change your tool chest, which is a pretty broad and variable tool chest, and change the Mayflower itself.”

Despite the departures from the Bioshock formula, previewers agree that Judas will feel fundamentally familiar to fans of Bioshock–especially the weapon set-up of having a weapon in one hand and an elemental power in the other.

GameSpot’s Lucy James previewed the game for the Friends Per Second podcast, and also discussed her first impressions with managing editor Tamoor Hussain for Spot On, which you can check out here.

Judas is expected to release by March 2025, and will be available on PC, PlayStation 5, and Xbox Series X|S.