“Fresh Prince” star Alfonso Ribeiro has dropped his lawsuit against Fortnite creator Epic Games for using without his permission his “Carlton” dance as an emote in the popular game.
According to documents filed in an LA court, Ribeiro voluntarily dismissed the suit. He had already dropped a suit against Take-Two Interactive similarly related to his dance. Last month, Ribeiro was denied a copyright for his dance by federal officials, which seemed to put the nail in the coffin for his lawsuit.
The “Carlton” dance seems to be pretty immediately recognizable for its dorky arm-swinging maneuver, but that didn’t cut it for copyright officials. In the U.S. Copyright Office’s statement denying Ribeiro’s copyright claim, their detailed that his copyright was being refused because the work was a “simple dance routine” and thus wasn’t registrable as a choreographic work.
On one hand, original creative expression should always incentivize creators to keep pushing boundaries. On the other hand, singular dance moves are a bit of an annoying thing to copyright, though I still certainly understand the sentiment. Perhaps it’s for the best that future copyright trolls will have one less arena in which to file suit.
Fortnite Season 8 is almost here. There’s a lot we don’t know — most things, …
A new YouTube video making the rounds reveals that a long-canceled Star Wars game would have been the first time that bounty hunter and fan favorite Boba Fett starred in his own game.
Long before Fett scaled the streaming mountain of Disney+, the game development teams at LucasArts began work on an action video game about bounty hunters and the planet Coruscant. As Jason Schreier reported in his games-industry book Blood, Sweat, and Pixels, that project, dubbed Star Wars 1313, wildly morphed over a four-year span. 1313 was started in 2009 but was canceled after LucasArts shut down in 2013—a casualty of Disney’s acquisition of all things Lucasfilm and Star Wars.
While we’ve seen teases of Star Wars 1313 before—especially during its splashy debut at E3 2012—public footage thus far has been limited to the game’s brand-new bounty hunter heroes. This week’s video is the first to show what Boba Fett looked like as 1313‘s playable hero, a development shift mandated by George Lucas months before the E3 2012 reveal. Coincidentally, Lucas also demanded that Fett not appear in that public 2012 reveal.
Fett is finally seen taking Uncharted steps
The new video comes from The Vault, a YouTube channel that focuses almost exclusively on details and leaks surrounding the canceled Star Wars Battlefront III project. The channel’s first-ever video about Star Wars 1313 culls primarily from the portfolio of James Zachary, who directed 1313‘s animation team and led its motion-capture department.
Since Zachary’s Boba Fett videos are marked “private” and don’t have timestamps, we can’t be certain how long they’ve been hiding in plain sight on Zachary’s portfolio site. This footage shows 1313 at the point in which its development had shifted squarely into “Star Wars does Uncharted” territory, as opposed to an earlier state that reportedly borrowed from Gears of War.
Fett is framed in a three-quarters, third-person camera perspective, and The Vault video includes two discrete sequences: an atmospheric walk through a seedy bar, where he must contend with disagreeable patrons bumping into him, and an action-filled chase sequence complete with dramatic jumps, cliffside hangs, and downhill slides. While the video’s first half has a few clearly unfinished assets, the second half is all “gray boxes” and other rudimentary content.
Zachary describes the chase sequence as something “used to sell the ‘environmental interaction’ animation pillar” of Star Wars 1313. The Boba Fett we see may very well be a reskin of the game’s original brand-new bounty hunter protagonist, as the chase doesn’t include any of Fett’s signature jetpack moves—which, as Schreier reported, had evolved and become functional during development before the project was canceled. Instead, the chase looks like a Nathan Drake sequence with a Coruscant background, what with all the floating vehicles zipping across the horizon.
Coincidentally, Star Wars 1313 began life as a “connected universe” project. That means it would join the same gritty universe that George Lucas had been putting together for a planned, adult-focused Star Wars TV series dubbed Underworld. The game project continued moving forward even as its associated TV series descended into development hell before vanishing entirely.
With The Mandalorian, the Star Wars powers-that-be have carried on what Underworld began, at least on the TV front. And the success of The Mandalorian and the Book of Boba Fett TV series means we shouldn’t be surprised if one of the mysterious, recently announced Star Wars game projects from EA and Respawn follows a Fett-like bounty hunter.
After delaying Steam Deck’s launch to a vague “February 2022” window, Valve has returned to keep its promise. Today, the company confirmed the date its portable, gaming-centric PC will begin shipping to some preorder customers.
Valve listed two key dates in its Wednesday announcement. The first date: Steam Deck will begin shipping February 28. This applies to customers who got their $5 preorder payments in at the earliest possible time, i.e., the first few minutes after the clock struck 1 pm EST on July 16.
Customers have a chance of being part of this shipment window if their order has an official Steam shipping estimate of “Q1 2022,” which they can check by loading the Deck store page while logged into Steam.
“Launching” on February 25 (but not really)
But there’s another crucial date for Steam Deck preorder customers to keep in mind: February 25. That’s when Valve will send emails to an unconfirmed number of preorder customers requesting that they pay the rest of the console’s asking price. That figure ranges from $399 for the 64GB storage model to $649 for the largest 512GB storage model.
Valve’s announcement clarifies that these email alerts—which essentially ask preorder customers to pay the rest of their tab—will land at 1 pm EST on that Friday afternoon. The alerts, says Valve, will be sent out in the order that successful preorders were made. Customers who receive the alerts have exactly 72 hours to pay, and if they miss the window, their reserved console will move down the list to the next slew of preorders.
The announcement also mentions that Valve will operate a “weekly cadence” of Deck preorder payment requests. This suggests that the full gamut of “Q1 2022” preorders will be broken up between February 25 and the end of March. In other words, if you didn’t lodge your Deck preorder within the first 45 seconds of the floodgates opening on July 16, you might have to wait a week or four.
Valve’s post doesn’t clarify whether quicker preorder payments will change the order in which these systems are shipped. But based on the language used in the announcement, it sounds like users won’t need to hover over their inboxes on that Friday to be part of the first shipping wave on February 28. Just, you know, maybe don’t pick that weekend to unplug from the Internet.
One way to check the Deck
What’s more, preorder customers will get a reason to wait a few hours before pulling the “rest of the Deck tab” trigger. Valve has confirmed that Deck systems are being mailed to members of the press “shortly,” and the systems have a review embargo of February 25.
This review date will follow Valve’s tease of “preview coverage and impressions before that” date. If Ars’ experience reviewing the Valve Index virtual reality system is any indication, fans might expect to see a specific system feature broken out into a preview article, much like how I posted about “living with Valve Index as a work monitor for a week” before the product’s formal June 2019 launch.
Related: the comments section of this article would be a great place to request specific tests, benchmarks, use cases, touchpad scrutiny, cloud-sync confirmation, emulation front-ends, OS installations, game compatibility, and other things that Ars Technica might apply to a Steam Deck review, should Ars indeed be among the members of the press invited to Deck’s upcoming review period. (As the first reporter to confirm Steam Deck’s existence, I’ve already been dreaming up coverage plans in the case of such a review opportunity.)
Last year’s by-the-numbers Pokémon Diamond and Pearl remakes did even less than most Pokémon games to spruce up and modernize the series’ decades-old formula. That’s understandable for a remake of a 2006 Nintendo DS game, but the games were still disappointing follow-ups to the more adventurous Sword and Shield.
The good news is that if you’ve been waiting for Game Freak to really shake up Pokémon‘s gameplay without totally burning it to the ground and starting from scratch, Pokémon Legends: Arceus is the game you’ve been waiting for. Part Pokémon and part Breath of the Wild, Legends takes the free-roaming “Wild Area” concept from Sword and Shield and updates the series’ catching and battling mechanics to match.
That’s not to say it’s a perfect fusion of those disparate elements. Its mission-based structure gets pretty fetch quest-y, it leans heavily on an over-familiar roster of existing Pokémon, and the aging Switch hardware sometimes struggles to make it look good, especially when docked. But despite those problems, the whole package works together surprisingly well, and it makes the Pokémon feel fresher than it has in quite a while.
Legends is set up as a distant prequel to Diamond and Pearl that takes place in the Hisui region, which will someday become the modern Sinnoh region. The decision to set Legends not just in the past but way in the past gives it a distinct flavor from main-series Pokémon games. You aren’t just putting together a Pokédex—you’re assembling the first Pokédex. Item shops exist, but you’ll need to craft the vast majority of Pokéballs and other items you use with found materials. And there are few cities, no gyms, and no Pokémon League, which lets the series experiment with new modes of character progression.
Hisui is split up into five different biomes—you can’t walk from one end of Hisui to the other as you can in BotW‘s Hyrule, but each of the five areas has distinct topography that keeps things from getting too samey as you progress. Each biome is inhabited by a rampaging Noble Pokémon who you must calm and befriend, which replaces gyms and badges as the main way the game marks your progress. There are also plenty of side quests to keep you distracted if you don’t want to rush right to the end.
Your character, a member of Galaxy Team, also has a rank within the organization. You rank up by filling out your Pokédex, and you won’t be allowed into the game’s later biomes if your rank isn’t high enough (your rank also affects the kinds of items you’ll be able to craft, among other things). In the main series, all you need to do to fill out a Pokédex is see and catch a single Pokémon of each species. But in Legends, filling out each entry is done by accomplishing a series of sub-tasks, involving everything from catching multiple Pokémon of a single species to seeing Pokémon use specific moves in battle.
Catching and battling Pokémon in Legends is refreshingly fast and satisfying compared to the usual formula. There are no more random battles and no swirly time-consuming transitions between exploring and battling. All Pokémon are fully visible and walking around—if you want to catch one, the best way to do so is to sneak up on it and toss a Pokéball.
Some wild Pokémon will scamper away if they notice you getting near. Others will get mad and attack you directly. It’s possible to get totally knocked out by a wild Pokémon’s attacks, which will send you back to the nearest base camp with fewer items and a bruised ego. But you can defend yourself by tossing out one of your Pokémon, triggering an essentially traditional turn-based Pokémon battle.