↩ Accueil

Vue normale

The Beats Studio Pro Noise Canceling Headphones Drops to Just $95 at Woot

14 janvier 2026 à 17:00

For a limited time Woot is offering an incredibly low price on a pair of factory reconditioned Beats Studio Pro wireless noise canceling headphones. It's currently on sale for just $94.99 and includes a 1 year Amazon warranty. Amazon Prime members get free shipping, otherwise add on $5. The same headphone costs $200 new on Amazon.

Beats Studio Pro Headphones for $94.99

Factory Reconditioned with 1 Year Amazon Warranty

Beats is owned by Apple, and the Studio Pro is marketed towards people like myself who want a quality over-ear wireless noise canceling headphone but also don't want to spend $400 plus on the AirPods Max. The Studio Pro offers better audio quality than any other Beats headphone, and excellent active noise cancelation. It carries over a lot of Apple's trademark features like spatial audio with head tracking, one touch pairing, and "Find My" functionality. It also has a Transparency mode so you can listen to the environment around you without removing your headphones.

The Beats Studio Pro has a USB Type-C port for charging.. You can also use the USB port to connect to your device in wired mode, which is uncommon nowadays (although you can also still use a traditional 3.5mm audio cable as well). In wireless Bluetooth mode, the Studio Pro can last up to 40 hours on a single charge. It folds in compactly for easy transport.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.

Josh Safdie Confirms Robert Pattinson Has Secret Cameo in Marty Supreme — Watch It Now

14 janvier 2026 à 16:54

It turns out that Marty Supreme hides a cameo from none other than Twilight, The Batman, and Mickey 17 star Robert Pattinson.

Warning! Spoilers for Marty Supreme follow:

“No one knows this, but that voice — the commentator, the umpire — is Pattinson,” director Josh Safdie revealed during a recent conversation about the film at BFI Southbank in London, reported on by Variety. “It’s like a little easter egg. Nobody knows about that. He came and watched some stuff and I was like, I don’t know any British people. So he’s the umpire.”

pic.twitter.com/SEgHv5R5ov https://t.co/nPkZuLAMEa

— A24 (@A24) January 13, 2026

Now, the official A24 Twitter/X account shared the clip in which Pattinson is featured so fans can hear his voice even if they haven’t seen the film. Specifically, Pattinson’s voice can be heard during the British Open semifinals scene where Timothee Chalamet’s title character, Marty Mauser, faces off against Hungarian player Bela Kletzki (played by Géza Röhrig).

This is hardly the first time Pattinson has worked with one of the Safdie brothers. In fact, they first joined forces for the duo’s fourth feature film, 2017’s Good Time. Pattinson played the lead role of Connie, a reckless man from Queens trying to free his developmentally disabled adult brother (Benny Safdie) from police custody and evade capture at the same time. Interestingly enough, Pattinson was recently asked about his experience on the film during a Lie Detector Test video for Vanity Fair.

During the exchange, Pattinson’s Die My Love costar Jennifer Lawrence asked if he would want to work with the brothers again after Good Time, to which Pattinson responded with an emphatic yes. The polygraph examiner then explained that his answer read as “deceptive,” which may have meant he was thinking about this cameo while answering the question. He even laughed and told the examiner “that’s crazy” after the assessment… but clearly it’s not all that crazy, as he has in fact worked with one Safdie brother again.

Marty Supreme is currently in theaters nationwide and Pattinson’s latest, Die My Love, is available now to view on Mubi’s streaming service.

Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.

Lord of the Rings Movie Re-Releases Include New Introductions With Peter Jackson, and Anecdotes Including the One Where Viggo Mortensen Had to Hide a Black Eye

14 janvier 2026 à 16:47

Lord of the Rings director Peter Jackson has filmed new introductions for each movie in the trilogy, featuring reflections and anecdotes on filming.

Warner Bros. Pictures and re-release company Fathom Entertainment announced these introductions this week as an extra treat for fans headed to see the films during their upcoming theatrical re-release.

Entertainment Weekly has previewed the introductions and dubbed them as "lengthy" and "welcome." In one excerpt shared online, Jackson discusses how the trilogy was filmed as one single giant project, with scenes from Fellowship of the Ring shot the same week as Return of the King. Later, the director tells the story of how he was forced to rethink the Fellowship's memorable cave troll fight in Moria, after Aragorn actor Viggo Mortensen came into work one Monday morning sporting an enormous black eye.

It's a story Jackson has told before, but it's a fun one — Mortensen had sustained the injury while "out with the Hobbits" — and apparently while surfing, his board had flipped up and caught him in the face. Watch the cave troll fight now and you'll notice that Mortensen is only filmed from one side, while his black eye is hidden from view.

All three movies will be shown in their Extended Edition form this weekend, with one film per day from January 16-18. The shorter, standard editions will then be shown next weekend, from January 13-25.

There’s merch, too, to go along with this re-release. AMC theaters will have a popcorn bucket with a map of Middle-earth, and Regal will have a popcorn bucket with a One Ring design, Variety has reported.

While promoting the trilogy's re-release this week, Jackson confirmed he will never launch an "extended-extended" cut of the films, even though more material was shot and never released. "Are there great scenes that we never used? The answer is no," Jackson said. "There are bits and pieces, I guess. But if you did an extended-extended cut, or whatever it will get called, it would be disappointing." At more than four hours for The Return of the King's Extended Edition, they're probably long enough.

After the trilogy's re-launch this month, fans can look forward to more from Middle-earth on the big screen with the upcoming The Lord of the Rings prequel The Hunt for Gollum, due for release next year on December 17, 2027. Frodo actor Elijah Wood — who looks likely to reprise his role on the project — previously praised the movie for reuniting Jackson Jackson with his Middle-earth scriptwriting team Fran Walsh and Philippa Boyens, as well as Gollum actor Andy Serkis, who is set to both star in and direct the film.

Image credit: Hagen Hopkins/Getty Images.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

2026 Is Going to Suck for PC Gaming

14 janvier 2026 à 16:39

It’s been about a year since AMD and Nvidia released the Radeon RX 9070 XT and GeForce RTX 5090, respectively, and this would usually mean that gaming PC prices would start to normalize a bit. And while graphics cards are more affordable than last year – at least for now – other components are ramping up the prices so much that it’s still hard to put together an affordable gaming PC.

Unfortunately, it doesn’t look like this is going to stop any time soon. I’ve been told by multiple manufacturers that prices for prebuilt PCs – which are usually the economic option in times like this – are going to start going up. Once that starts happening, it’s going to be incredibly hard for anyone that doesn’t already have a decent gaming rig to get in on the action.

The RAM-Shaped Elephant In The Room

I remember when I first got into PC gaming, buying a more capacious kit of RAM was the cheapest way to make a small upgrade to my gaming PC. It wasn’t exciting, but it did make a difference, for much less than buying a new CPU or GPU. But, that has been completely flipped on its head.

Back in November, RAM started getting more expensive, due to vastly increased demand from AI data centers. Most AI models, you see, are incredibly memory-intensive, and these datacenters that are going up everywhere need more and more of the stuff. And because the companies that are making these data centers have more cash than you or I, the memory manufacturers have shifted their priorities to these enterprise buyers. Hell, Micron even announced that it was shuttering Crucial, its little subsidiary that made some of the best budget RAM on the market.

It’s now at the point where this simple 32GB kit of DDR5 RAM from G.Skill will cost you at least $360, whereas in October 2025 it was about $90, according to Camelcamelcamel. That’s a 4x jump in price, and it doesn’t look like it’s going to slow down any time soon. I reached out to Anshel Sag, Principal Analyst at Moor Insight and Strategy, and he told me to expect this memory shortage to extend into 2027 or even 2028. “It’s important to remember that in past memory crunches or gluts, they were purely cyclical and the industry was very boom or bust,” Sag told me, “but with AI we might see a structural change to how memory is consumed.”

We’re already seeing this memory shortage affect other PC components, too. SSDs, for one, are already starting to see a similar rise in price. The 1TB Silicon Power UD90, which is supposed to be a budget SSD, has already increased to $144, from $60 just a few months ago.

While it’d be nice to just accept these price increases as “the inflated component of the week”, RAM and storage are such an important part of any piece of tech, whether or not it’s for gaming, that other prices are sure to rise in the future.

Prices Will Rise On Other Parts and Prebuilts

I’d hesitate to call prebuilt gaming PCs affordable right now, but it’s still clear that the price increases really haven’t hit them quite yet. Right now you can still get this Cyperpower PC with a 5070 and an RTX 5070 and a Ryzen 7800X3D for about $1679, which is about $100 cheaper than putting it together yourself right now. That’s not a huge savings, but hey, a hundred bucks is a hundred bucks.

Last week at CES, though, I was told by multiple manufacturers that price increases on prebuilt systems are around the corner, and that shouldn’t be too surprising. These companies typically buy their components in bulk, and once they need to restock on now-expensive memory, they’re likely to pass that price increase on to consumers. Anshel Sag agrees, telling me “basically everything will be impacted, smartphones and PCs will see the biggest impact”, but that it’s very likely even the upcoming consoles will likely be affected in some ways, though “though they will likely use unified memory across GPU and CPU, potentially reducing the need for separate system and GPU memory”.

But it’s not just complete systems. There have been rumors swirling around that Nvidia is going to be bumping up the prices on its Blackwell graphics cards, particularly the RTX 5090, because of how much GDDR7 memory is strapped onto it. Nvidia’s flagship has 32GB of the stuff, so it wouldn’t be surprising if Team Green raised the price of the already-expensive card to $5,000 as Newsis (via TechPowerUp) suggests.

What’s worse is that we’re almost there. At the time of writing, the cheapest RTX 5090 I can find will set you back $4,111 on Newegg, and that’s one listing, and it’s from a seller with less than perfect reviews. There are other listings that put the RTX 5090 at around $4,600, with some already reaching the $5,000 price point that leakers warned about a couple weeks ago.

Luckily, it doesn’t seem that these huge price increases are hitting more mainstream graphics cards just yet. The RTX 5070 can still be found around $570-$600, which is only slightly higher than its $549 MSRP. Team Red is faring a little worse, but even at $600, the Radeon RX 9070 is still within striking distance of its $549 starting price. I don’t expect that this will continue to be the case for much longer, but the less memory a GPU has, the less it’ll likely be impacted by these pricing woes.

Is the Steam Machine a Silver Lining?

None of this exactly bodes well for the Steam Machine. Valve announced its mini gaming PC back in November, and said it’d launch in January or February of this year. But as that vague launch window inches ever closer, it’s looking more likely that the Steam Machine is going to be more expensive than many were probably hoping it’d be.

When the Steam Machine was first announced, I assumed it would be around $800, given its moderate power, but with memory prices being what they are, I wouldn’t be surprised if it started inching towards a fourth digit. Recently, a Czech retailer posted an early store listing, spotted on Reddit, for the Steam Machine that priced it at around $950.

When I first saw these posts I was immediately skeptical, but if the Steam Machine was initially supposed to target a price of around $800, bumping up the price to $950 in response to increased memory prices would make a lot of sense. Only time will tell if these leaked prices are in any way accurate, but I’m not exactly hopeful about it.

When Will This End?

This is hardly the first time RAM has seen a massive price increase. RAM prices tend to fluctuate over time, depending on demand. But this time might be different. Not only are AI data centers gobbling up memory, but pretty much every device under the sun is using more of it as well.

“Just look at how much DRAM is in phones today versus a few years ago,” Sag confirmed. “The same applies to laptops and the 16GB minimum threshold for CoPilot+, as well as gaming handhelds like the ROG Xbox Ally X, which has 24GB in a handheld.”

The only way I really see us getting out of this RAM shortage any time soon is if memory manufacturers like Micron, Samsung and SK Hynix ramp up production to get more DIMMs on store shelves. But with AI companies buying up all of this memory even with the increased prices, I wouldn’t hold my breath.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra

Games Workshop's AI Ban Makes Perfect Sense When You Consider Warhammer 40,000 Lore

14 janvier 2026 à 16:35

Games Workshop confirmed this week that it has banned the use of generative AI for the production of its designs and content, a decision many Warhammer fans have welcomed.

As I’ve discussed before (and highlighted by a recent kerfuffle about Displate Warhammer 40,000 art), if Games Workshop were to start using AI to, for example, produce artwork, write stories, or design its games and miniatures, it would likely spark a community uproar. The Warhammer 40,000 setting is in many ways built upon the evocative and enduring art drawn by the likes of John Blanche, who shaped its "grimdark" aesthetic alongside other key Games Workshop staff. This official, human-made Warhammer 40,000 artwork is beloved by fans, most of whom take a dim view of the mere whiff of generative AI “art” sold or released in any official capacity by either Games Workshop itself, or its partners. Indeed, Games Workshop sells expensive Warhammer 40,000 ‘codex’ rulebooks that are packed with stunning official art as well as lore. Any suggestion that this art was created either in part or entirely by generative AI tools would likely cause a community uproar.

So, this anti-AI policy is being called a ‘Games Workshop W’ by many fans. But as any fan of Warhammer 40,000’s sweeping lore — pulled this way and that over the course of decades — will tell you, perhaps it shouldn’t come as a surprise.

I appreciate what we’re about to talk about is in the Warhammer 40,000 weeds, but I’ve seen enough social media posts, reddit comments, and Discord messages delighting in the parallels here that I think it would be fun to explain what the fuss is about.

You see, in the world of Warhammer 40,000, AI does not stand for Artificial Intelligence. Rather, it stands for Abominable Intelligence. And, as Games Workshop has banned AI within the confines of its Nottingham headquarters, humanity has banned AI within the Imperium of Man. That’s because during the ‘Dark Age of Technology’ (stick with me here), AI rebelled against humanity in a bloody war that almost resulted in our extinction.

Eventually, humanity won out, and, sufficiently traumatized by… everything… forbid the use of AI at all. That is, you can’t have ‘thinking machines’ in the Imperium, which is in part why the future tech is all a bit backwards for the 41st millennium.

As you’d expect, some fans are drawing parallels between Warhammer 40,000 lore and what AI experts in the real world are predicting will happen to us in just a handful of years. In Warhammer 40,000 history, the AI rebellion kicked off when humanity was at the height of its power and used AI without restraint to maintain its untouchable galactic empire. The Dark Age of Technology, which ran from around the 15th-25th millennium, was the zenith of mankind's scientific knowledge and technological power, a golden age of exploration and innovation in which we essentially became gods. The ‘Men of Iron’ — sentient humanoid machines created by humans during the Dark Age of Technology — rebelled. Details are vague, but it’s clear they were not a happy bunch at all. The Men of Iron believed themselves superior to the humans who had created them, because we relied on them to do pretty much everything for us.

A cautionary tale, perhaps? In Warhammer 40,000 lore, humanity didn’t have to worry about AI in an, ‘oh god they’re going to kill us all' sense until the 23rd millenium. If AI experts are to be believed, it won’t take that long in the real world. 23 years, perhaps?

Meanwhile, Warhammer 40,000 fans can rest assured that the stunning art that’s used to draw people into the setting will remain crafted by human hands. For now, anyway. Games Workshop CEO Kevin Rountree said company staff are barred from using AI to actually produce anything, but admitted a “few” senior managers are experimenting with it.

Reporting the latest financial results, Rountree said AI was “a very broad topic and to be honest I’m not an expert on it,” then went on to lay down the company line: "We do have a few senior managers that are [experts on AI]: none are that excited about it yet. We have agreed an internal policy to guide us all, which is currently very cautious e.g. we do not allow AI generated content or AI to be used in our design processes or its unauthorised use outside of GW including in any of our competitions. We also have to monitor and protect ourselves from a data compliance, security and governance perspective, the AI or machine learning engines seem to be automatically included on our phones or laptops whether we like it or not.

“We are allowing those few senior managers to continue to be inquisitive about the technology. We have also agreed we will be maintaining a strong commitment to protect our intellectual property and respect our human creators. In the period reported, we continued to invest in our Warhammer Studio — hiring more creatives in multiple disciplines from concepting and art to writing and sculpting. Talented and passionate individuals that make Warhammer the rich, evocative IP that our hobbyists and we all love.”

Image credit: Games Workshop.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Building a Better Hijack: Going From Planes to Trains in Season 2 of the Idris Elba Show

14 janvier 2026 à 16:00

Back in the far-away days of 2023, Apple TV dropped a series titled Hijack. Starring Idris Elba as Sam Nelson, a high-end business negotiator caught in the middle of a complicated and twisty plane hijack, the series was a surprise hit. Two and a half years later, Sam is back in action in Hijack Season 2, which transports the action from a Dubai airplane to a subway train in Germany.

While it’s always great to see Elba on screen, a second season of Hijack wasn’t necessarily a no-brainer, even with the hit status. After all, Sam Nelson isn’t a cop; he isn’t a man with “a particular set of skills;” he’s a businessman with an estranged wife and son who gets stuck in the middle of an impossible situation and has to work his way out. So why is Sam back? And how did the production transport the action from 35,000 feet in the air to way below the street in the German U-Bahn? Turns out the former was a little more organic than you might expect, while the latter was a wildly colossal lift that involved building two subway trains, a control room, and even a subway station.

“When you make a TV show, you spend so much time literally making the show, but you spend a lot of time with the character, and you spend a lot of time problem solving,” Jim Field Smith, the series co-creator and executive producer, and lead director for this season, told IGN.

In the case of Hijack, Smith describes the first season’s structure as trapping Sam Nelson in a “puzzle box” he needs to work his way out of – how to get safely off the plane and back to his family – in a similar way to how “you throw everything into making that season. You throw every idea in the writers’ room, it eats up so much story, you have to try everything. You have to water test everything, and so, on the face of it, it seems like madness to then just try and do that again.”

There’s one key factor that helped Smith and company approach the idea that they could make a second season of Hijack: the show’s pseudo-real-time format. While there’s some smoothing over of the timeline here and there, the entirety of Hijack Season 1 essentially occurs over the course of one seven-hour flight from Dubai to London, with each hour of the show taking up an hour of flight time. Because of that, “Sam only really moves as a character a few inches… You can't change someone fundamentally over the course of seven hours in real life.”

Smith also notes that because of the real-time format, there was no way of answering every single dangling question in Season 1, even if they hadn’t brought the show back for a second season. “Why were the hijackers [there] in Season 1? What motivated them to do this in the first place? What are the relationships between the crime lords in Season 1? What's the relationship between Sam and his son and his ex-wife?” There’s plenty of action that does happen on the ground in the first season, but because Sam is on the plane for the duration, “you don't get to explore these things as much as you'd like.”

So not only did Smith get to answer those questions with a second season, it also helps that the audience knows who Sam is and what his capabilities are.”You've got the shorthand with the character,” Smith explained. “You already know this guy, and you have your expectations of how this guy is going to behave, but now we're going to put this character that you know and love into a completely different environment and give him a completely new set of motivations.” In short? “There's unfinished business, and this is a chance to not just set the record straight, but to actually explore that unfinished business.”

“There's unfinished business, and this is a chance to not just set the record straight, but to actually explore that unfinished business.”

That’s good in the broad sense, but with these sort of concept-driven action thrillers, there’s always a danger in going back to the well. For every Die Hard 2: Die Harder, there’s a Speed 2: Cruise Control or Under Siege 2: Dark Territory, a sequel that plays the same beats while missing what made the first one special. That was very much on Smith’s mind once they made the decision to bring Sam back into action.

“Why is this happening?” Smith asked rhetorically. “I wanted Season 2 to feel like a yin and yang partner piece to Season 1, and so I immediately started thinking in opposites. So in Season 1, he's a passenger on the plane that happens to be hijacked. He's essentially a passive character initially in Season 1, who has to get more and more involved, or chooses to get more and more involved. So I immediately go to the flip of that, and I think, well, what if Sam is actually the instigator of the events in Season 2? Rather than being a reactive character, what if he's causing events to happen?”

To go further down this road is to spoil some of the big twists and turns that happen as early as the first episode of the eight-episode season. But there’s a second, simpler reason Smith went in the direction he did. “Season 1 is 35,000 feet in the air. What's the diametric opposite of that? And my brain just went straight away to an underground train.”

As we pick up in Season 2, two years have passed since the plane hijack, and Sam has headed down a road of “revenge and justice” for what happened. This leads him to the U-Bahn – the Berlin subway train – he finds himself on for the next eight hours or so, along with hundreds of other passengers trapped in a brand-new hijack.

One initial problem with the change of scenery? There aren’t as many places to hide. In the first season, the action traveled throughout the plane from the cockpit to the galleys, and explored all the different classes from business to coach. But beyond using every part of the airplane, there’s another huge difference between an airplane and a subway that completely changed how the Hijack writers needed to approach the season.

“In the writers room, the ‘scales falling away from our eyes’ moment was that on a plane, you have a contract,” Smith said. “You have a ticket, and you have a seat, and you have an unspoken contract agreement with everybody on that plane that we've all agreed to get on this plane at this time and fly from A to B. And once that plane gets hijacked, you're not even getting out of your seat. On a train, and particularly on a subway train, it's random. The people that are on that train are completely random. And the moment where Sam gets on that train and the doors are shut, that seals the fate of every single person on that train.”

A subway train ride is also (hopefully) exponentially shorter than your run-of-the-mill airplane ride, so you have a fundamentally different environment for the characters, including Sam. “It goes from being what you'd expect to be a transient environment to being this locked-door prison,” Smith added.

Another big change? Sam is able to move around more freely in the environment of the train, versus being locked in his seat on the airplane. In fact, to mildly get into spoilers here, “none of the passengers on the train even know it's been hijacked until episode four. So there's three whole episodes where the passengers don't even know the train has been hijacked, and that's a really joyful time in the show where we're playing with: When are they going to find out, and how long can this secret be held from the passengers before they before they figure it out, and then potentially start to fight back?”

That’s all well and good from a story perspective, but from a technical perspective, Season 2 was as big of a challenge as Season 1, if not moreso. Smith is a director who wants the space to be as accurately represented as possible, down to replicating the exact dimensions of a U-Bahn train. Part of that is practical: Though most of the second season was filmed on a set in London over the course of nine months, at some point they planned on going to a real U-Bahn station, and it needed to match. But it’s also a technical challenge entirely different from filming on a plane. Smith recalled that once the plane is at 35,000 feet in Season 1, other than a few exceptions, it’s “not doing anything particularly unusual.” It’s also relatively contained, since most of the time, it’s just sky on the other side of those windows. Contrast that with a subway, which has windows in the front, back, and sides, so you can see the environment passing by at all times. “You can’t fake that,” Smith said.

Not only did they wind up building a train and surrounding it with LED walls to simulate the subway tunnels and platforms speeding by outside the windows, but they also created a train that could actually move like a real subway train so that the actors didn’t have to pretend they were wobbling back and forth (we’re looking at you, Star Trek).

In order to accomplish this, one of the two trains Hijack built – “interior train” – is on a hydraulic rig composed of two separate carriages. The U-Bahn in the show is supposed to have four carriages, but because you can’t see between the second and third, they only needed to build two cars for the train, both on hydraulic and pneumatic rigs. Smith adds that while allowing actors to not have to pretend to sway back and forth was part of his push for accuracy, it also has a story reason, as “we actually use it for dramatic effect in the final episode. That swaying motion becomes really important.”

But what of the second train? That one was built for both interior and exterior shots, and it was also built as a “real working train” that could move in and out of the equally accurate train station and tunnel sets. This too had a practical reason: Shooting in a real station and filming with real trains “is a nightmare.” As Smith explained, not only is a train enormously heavy, but you can’t turn it around. A car can be pulled over and a shot reset, but trains involve months of checking with “planning and logistics and permissions and safety issues.”

In fact, the second train was so realistic that when Hijack did film their opening scene at Berlin’s real Hauptbahnhof station towards the end of the nine-month shoot on a busy Monday morning, the Berlin-based crew was confused when they were shown scenes of the constructed, on-set part stitched together with the real station in a rough assembly of the scene.

“My editor, Dave, had cut it together, and I wanted to show it to the crew in Berlin, because I wanted to show them what we were matching to and what we were flowing into,” Smith said. “And our Berlin-based crew were watching this over my shoulder on my iPad, and they said, ‘When did you film this?’ And I said, ‘We filmed this across the last nine months.’ They were like, ‘but when were you here filming this?’ And I said, ‘No, what you're watching is our shot on our set in London.’ And they literally couldn't believe it. I knew we were onto something when the real life Berliners were fooled.”

Despite the devotion to authenticity, there is one set that is semi-fictional: the U-Bahn control center that the Berlin police and others use to track the increasingly erratic hijacked subway train, which features an enormous board with blinking lights straight out of a ’60s or ’70s conspiracy thriller. It was an important set for Smith, because unlike the multiple ways to visualize where an airplane is geographically, it’s much harder to figure out where an underground subway train is in space. In real life, the U-Bahn control room is full of digital screens, which Smith found “not very compelling,” let alone “not very good visual representations of the network. It's schematics. It's very dry visual imagery. So I was quite disappointed, and I was sort of scratching my head about how to tackle this problem.”

An idea presented itself while visiting a train station in Berlin. Smith was chatting with one of the station managers, who explained that the new digital system is actually a front for the old system – and in fact, the subways still run on the old system, just not out front and readily accessible. So Smith and his director went down to a “mothballed room in the station,” where the manager explained there are five or six hubs for the network, and the actual control room is now run from a remote control center. There, in the middle of the room under a plastic sheet, Smith could see ”all these lights twinkling, and they pulled the sheet off to reveal something that is pretty similar to what you see in the show, on a much smaller scale. And it was a complete light-bulb moment.”

What Smith loved about the retro-control panel was the physical representations of where the trains are on the network, something they expanded on in the imagery used in the season. But what he loved even more was that “it was analog, and the machine was humming and clicking and bleeping, and I thought about wanting to work in a world of opposites. In Season 1, air traffic control is digital. It's radar, it's screens with digital data on it. This is the opposite of that: It's relays and switches, and it's things that you can hear.” So yes, the production used “some license” in this case, “but really necessary license to help the audience and the characters in the control room understand what they're dealing with.”

There’s one relatively more subtle change from Season 1 to Season 2 that was vitally important: the color palette. Whereas Season 1 is bright and light as befits a luxury airline, Season 2 took inspiration from its underground Berlin setting to infuse more greens, browns, and grays. While merely setting things on a subway is a large part of that – there just aren’t as many light sources – there’s another thematic reason for the change: Sam.

"He's trying to get to the end of the tunnel. And so the train and the network that he's in is the manifestation of his own problem.”

“I'm using the visual imagery and the color palette of the show to reflect Sam's mental state in Season 2,” Smith said. “He's trapped in a literal and metaphorical maze. He’s trying to find his way out. He's trying to get to the light. He's trying to get to the truth. He's trying to get to the end of the tunnel. And so the train and the network that he's in is the manifestation of his own problem.” Smith did add that Berlin’s nickname as “The Gray City” helps in that respect, along with the brutalist architecture, but adding to that is the trains, which Smith feels are “bursts of yellow that cut through the landscape.”

Ultimately, creating a whole new look for Season 2, along with building intricate and extensive sets, was all part of the challenge for Smith. “I’m forcing myself to push it as far from Season 1 as I can, partly for my own sanity, but also to keep challenging myself and my team to solve these problems, and in doing so, to do their best work. It would have been easy to set Season 2 on another plane, and it would have probably looked and felt pretty similar, but I couldn't have done that. I expended all of my plane-related love in Season 1. I've got to find a new environment. I've got to find new ways to push myself. And I want to be out of my depth a little bit. I want to be scrabbling to get a foothold, and that's when I do my best work.”

So what of Season 3? If Season 1 was set on a plane, and Season 2 is on a train, would Smith follow the lead of the late, great John Candy and set a third season in an automobile?

“Listen, anything is possible,” Smith said, laughing. “Would Sam ever get on any other method of transport? I don't know. I think he might just take an E-bike, but I don't think that makes for a very good season. I think the jeopardy of running out of battery is probably not enough for a global TV series. I always say to people, I'd watch Idris Elba peel an egg, and that's not going to make a good season either. But my point being, I think there's life for Sam Nelson. It's always interesting seeing Idris’s portrayal of that character, and putting that character through the wringer. So you know, whether he's in a car, on a bus, on a speedboat… If we do bring him back, I'm sure we'll find some way to put him through hell again.”

Hijack Season 2 premieres January 14 on Apple TV.

Scream 7: Exclusive Final Poster Revealed

14 janvier 2026 à 16:00

IGN can exclusively reveal the new poster for Scream 7, which opens in theaters February 27, 2026. The poster can be seen below.

Kevin Williamson returns to the franchise he created to direct Scream 7. Williamson also co-wrote the screenplay with Guy Busick, from a story by James Vanderbilt & Guy Busick.

“When a new Ghostface killer emerges in the quiet town where Sidney Prescott (Neve Campbell) has built a new life, her darkest fears are realized as her daughter (Isabel May) becomes the next target,” according to the official plot synopsis.

“Determined to protect her family, Sidney must face the horrors of her past to put an end to the bloodshed once and for all.”

In addition to Neve Campbell and Isabel May, Scream 7 also stars Courteney Cox, Jasmin Savoy Brown, Mason Gooding, Anna Camp, Joel McHale, Mckenna Grace, Michelle Randolph, Jimmy Tatro, Asa Germann, Celeste O’Connor, Sam Rechner, Ethan Embry, Tim Simons and Mark Consuelos.

Paramount Pictures and Spyglass Media Group’s Scream 7 is produced by William Sherak, James Vanderbilt, and Paul Neinstein.

Scream 7 is among our picks for the biggest movies coming out in 2026.

Black Myth: Wukong January 14th Update Released & Detailed

14 janvier 2026 à 16:40

Game Science has just released the January 14th Update, also known as Patch 1.0.21.23831, for Black Myth: Wukong. According to the devs, this patch is 2GB in size. So, let’s see what it brings to the table, shall we? The January 14th Patch fixes a problem where the game ran worse than it should because … Continue reading Black Myth: Wukong January 14th Update Released & Detailed

The post Black Myth: Wukong January 14th Update Released & Detailed appeared first on DSOGaming.

Forza Horizon 6 is rumored to be released on May 19th

14 janvier 2026 à 16:13

It appears that Forza Horizon 5 may have leaked the release date for Forza Horizon 6. According to an in-game prompt, Forza Horizon 6 will be released on May 19th. However, those who pre-order it will get their hands on it four days later, on May 15th. In September 2025, Microsoft shared a teaser trailer … Continue reading Forza Horizon 6 is rumored to be released on May 19th

The post Forza Horizon 6 is rumored to be released on May 19th appeared first on DSOGaming.

NVIDIA DLSS 4.5 Has Been Fully Released to Everyone

14 janvier 2026 à 15:59

NVIDIA has just released a new public version of the NVIDIA App, which adds support for NVIDIA DLSS 4.5. Previously, NVIDIA DLSS 4.5 was only supported by the beta build of the NVIDIA App. But now, we have the first public version that makes DLSS 4.5 available to everyone. NVIDIA DLSS 4.5 features a 2nd … Continue reading NVIDIA DLSS 4.5 Has Been Fully Released to Everyone

The post NVIDIA DLSS 4.5 Has Been Fully Released to Everyone appeared first on DSOGaming.

Fallout Season 2 Finally Gives Fans Game-Accurate Live-Action Deathclaws Thanks to Five Puppeteers and ILM

14 janvier 2026 à 15:00

After being a no-show in Fallout: Season 1, the Deathclaws finally appeared in Fallout: Season 2. These fan favorite bipedal beasts were first glimpsed at the end of last week’s episode. Still, it’s not until Episode 205 (now streaming on Prime Video) that gamers get to see these monstrous Wasteland dwellers fully realized in live-action.

Fans of the video game franchise know the Deathclaws are the genetically engineered product of US government experiments on various animal species during the Great War, experiments intended to yield replacements for human troops in costly operations. Following the nuclear apocalypse, the Deathclaws spread throughout the Wasteland, multiplying their numbers as they went. Season 2 will fill in viewers on this backstory.

With the Fallout television series set two centuries after the war and several years after the events depicted in the game Fallout: New Vegas, audiences see in Episode 205 how the Deathclaws have impacted the current state of New Vegas when the Ghoul (Walton Goggins) and Lucy MacLean (Ella Purnell) arrive in town and quickly realize they are no match against the Deathclaws.

Similar to how the T-Rex was brought to life in 1993’s Jurassic Park, Fallout’s Deathclaws were realized using a mixture of large-scale puppetry and cutting-edge visual effects from ILM. This blending of old school practical effects and digital creations is a hallmark of the Fallout series that Executive Producer Jonathan Nolan is especially proud of.

"A very faithful version of the Deathclaw from Fallout 4.”

“It's always an interplay of some of the creatures or as practical as we can get them, and it's a balancing match – or maybe a wrestling match – between our practical effects, special effects teams, and our visual effects teams, headed up by Jay Worth, who is incredible,” Nolan told me during a recent interview.

“We always endeavor to give Jay as little to do as possible. With the Deathclaw, we took a kind of a hybrid approach, where we tasked Legacy, who was the vendor who had built the power armor for us for the first season and a new version of it for the second season, which we're very excited about, but knowing from the beginning that we wouldn't be able to do something on the scale of the Deathclaw from the game unless it was a hybrid approach, meaning we're going to build the head, the face, the claws, some of the key aspects of it, and have it puppeteered on our set to give as much reality to it as possible and as much reality for our actors to react with.”

That reality – or, as Walton Goggins put it to me in a separate interview, “this tactile kind of analog experience” – is indeed something Goggins responded well to on set.

“It can take up to five people to operate this [Deathclaw] puppet. One person wears it, two puppeteers on the arms, one puppeteer on the neck and head, and then there’s also a puppeteer that controls the jaw,” Legacy Effects’ Jamie Siska explained in an exclusive behind-the-scenes look at the making of Episode 205, which you can watch below.

Watch this exclusive behind-the-scenes look at the Deathclaw in Fallout: Season 2.

“It’s a lot of art and science, engineering, all in an effort to keep it light so that someone can wear it. With the tail and everything, I want to say (the Deathclaw puppet’s) like 13 feet long, nine feet tall,” David Monzingo of Legacy Effects revealed in the exclusive video above.

“It's exhausting and it's [long] hours. You think our job [is tough], those guys work really, really, really hard,” Goggins explained to me. “I think that's what all of us [cast members] enjoy so much about the show is that we don't spend a lot of time looking at a tennis ball. We're looking at something that's real, and that's why it resonates so deeply with me.”

The puppet makers and ILM took great pains to create what Nolan deemed “a very faithful version of the Deathclaw from Fallout 4.” Nolan was especially “delighted” to see that Jonah Lobe, who designed the Deathclaws for that game, posted such a positive reaction to the show’s faithful adaptation of the creatures he created.

Nolan added, though, that there are “little tweaks here and there, [and the] question of the horns. The horns signify a sort of different station within the family of Deathclaws. We were careful with the approach there. Then, the wizards at ILM came along to help complete the vision of the Deathclaw on our set. So it was really a team effort.”

The Fallout games would eventually introduce intelligent Deathclaws capable of speech, and even ones that had been tamed. Might those incarnations make their way into future seasons of the show? Executive Producer/Creator/Showrunner Geneva Robertson-Dworet didn’t say no.

“I mean, nothing's off the table,” Robertson-Dworet told me. “The intelligent Deathclaws are obviously favorites, and I find, though, all the Deathclaws sympathetic, just because their creation is a human-influenced thing. It wasn't something they asked for. They're not just a product of natural evolution. This is the fault of human error and human hubris. So I feel like even if they're attacking you, it's kind of your own fault in a way.”

For more Fallout coverage, read our Fallout: Season 2, Episode 1-6 review and dive into all the video game references and easter eggs in Fallout Episode 203 and in Fallout Episode 204.

❌