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Netflix and Guillermo del Toro Team on 'Boy in the Iron Box' Film
Product Reviews

Netflix and Guillermo del Toro Team on ‘Boy in the Iron Box’ Film

by admin September 20, 2025


After partnering with Netflix on Pinocchio and Frankenstein, Guillermo del Toro is reteaming with them on a third film project.

Per the Hollywood Reporter, this’ll be The Boy in the Iron Box, a series of short stories the filmmaker co-created with Chuck Hogan. (Their second collaboration, following their Strain trilogy that was adapted into an FX series.) del Toro will produce the adaptation to be directed and written by David Prior, writer/director/co-editor of the 2020 cult classic The Empty Man. The upcoming film has also found its three leads in Rupert Friend (Jurassic World Rebirth), Jaeden Martell (Y2K), and Kevin Durand (Abigail). Production for the film will begin in October.

The Boy in the Iron Box tells the story of mercenaries who crash land on a remote snowy summit. In their efforts to find shelter, they stumble across a mazelike stone fortress deadlier than the wolves and freezing wind. The six novellas released for Kindle in 2024 via and each earned a solid reception. Friend will play mercenary leader Liev and Durand one of the men under his command, while Martell plays the titular Boy in the iron box found by the guns for hire.

We’ll have more on The Boy in the Iron Box as news emerges. Until then, you can read the books for yourself here, and see Frankenstein in theaters on October 17 before it hits Netflix on November 7.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 20, 2025 0 comments
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Showdown gets Wild Iron event
Esports

Showdown gets Wild Iron event

by admin September 11, 2025


Apex Legends is getting a new Wild Iron event! The event will bring a new weapon collab, Wild Cards, and updates to Mad Maggie and Seer! The new season will go live on September 16th. For more information, read the release below:

Wildcard gets explosive and players can loot the new Mythic Flatline from Rampart Care Packages to try its two devastating abilities: knocked enemies turn into time bombs and every 5th bullet fired does double damage plus an AOE blast. Plus, EPG-1 grenade launchers in Mythic bins and higher Bocek spawns fuel the carnage. Legends can craft new Wild Cards to get the edge over rivals, with new abilities like marking enemies with explosive damage or instant reload on knock. This mid-season also sees Mad Maggie and Seer blow up the scene with their new Legend updates.

Wild Iron Event:

Overview: Rampart comes in with a new weapon collab with Fuse on the Flatline. This collab weapon has bullets that occasionally explode on impact and will place a bomb on knocked enemies. Defuse a bomb on your teammate by picking them back up. During this event, players will find more explosive gear in loot, with a chance of finding an EPG.

Wild Cards: Replicators contain 8 Wild Cards to increase explosive power and grant new benefits like, reviving teammates with more health and shields, gaining an extra ordinance, exploding knocked enemies, and more.

Legend Updates:

Mad Maggie

Mad Maggie becomes more reliable with some important changes to her Level 2 upgrades. The new Gunrunning upgrade allows her to have more flexibility in the close-range weapons she can use effectively. Fire Ball also now drops magma patches along the ground as it moves, and Mad Maggie takes 50% less fire damage from all sources.

Seer

Seer comes back to the spotlight with more in-combat power in his Tactical Focus of Attention and Ultimate Exhibit, while avoiding some of the issues that made him feel oppressive as an opponent in the past.

Additional Updates to the Weapon Meta, Game Engine, and More

Apex Legends: Showdown is available now for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2 and PC via the EA App, Epic Game Store and Steam. For more news about Apex Legends, check out the game’s official X, Instagram, TikTok and YouTube pages or visit www.playapex.com for the latest updates.

To stay up to date on Apex Legends, stay tuned to GamingTrend!


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September 11, 2025 0 comments
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Johnny Cage in Mortal Kombat 2 and Rain in MK11
Esports

Iron Lung creator gives glowing first impression of Markiplier’s movie adaptation

by admin September 3, 2025



David Syzmanski, creator of the hit indie horror game Iron Lung, gave his first impressions of Markiplier’s long-awaited movie adaptation — and his takeaway should make fans excited.

YouTube star Mark ‘Markiplier‘ Fischbach first announced his ambitious plan to bring Iron Lung to the big screen in early 2023 with a cinematic trailer that mimicked the dark ambience of its namesake.

It’s been over two years since the project was revealed, with the YouTuber giving sporadic updates on the film here and there, saying it was “officially done” in summer 2024.

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Things have been comparatively quiet in the year after, with Markiplier saying he’s bent on giving the flick a theatrical release. He’s been working closely alongside Iron Lung’s creator, indie game developer David Syzmanski, who’s gotten a first look at the full film.

Iron Lung creator praises Markiplier’s movie as “very good”

Syzmanski opened up about his impression of the movie in an episode of the Quad Damage Podcast on September 2, 2025 — and it’s safe to say that he’s thoroughly impressed by Mark’s interpretation of his vision.

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“It is very good,” Syzmanski said. “I know I am the least unbiased source you could hear from, but the movie is very good. I don’t think people are ready for it.

“It’s a proper ‘movie’ movie. It’s not just, ‘Here, let’s make a fun little movie from the game.’ It’s a serious, proper horror film.”

He reiterated that Markiplier is focused on bringing the flick to theaters, revealing that the project was created “from the ground up” with a theatrical release in mind.

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“That’s the hope,” he said when asked about the topic. “That’s why it’s not out yet. The plan has always been for it to release in theaters. It was filmed and scored and everything as a theatrical release. The sound for the movie was created and mixed for a theater, and it makes full use of that.”

(Topic begins at 50 minutes)

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Markiplier has admitted that the one thing holding back Iron Lung’s release is his refusal to compromise putting the flick in theaters. Once that happens, fans can finally expect to see it on the silver screen.

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“I’m not accepting anything less than theatrical,” he said during an October 18 live stream. “That movie needs to be in theaters. There have been opportunities besides that, but I have not taken them…That’s what I want. That’s what I aim for, and that’s what I think it deserves.”

Markiplier has been intermittently uploading YouTube videos whenever he gets a break from putting the final touches on his movie — a project that has resulted in a few serious injuries for the star, including a hospital visit that resulted from him creating one of the bloodiest scenes in film history.

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September 3, 2025 0 comments
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Cronos: The New Dawn Review - The Iron Hurtin'
Game Reviews

Cronos: The New Dawn Review – The Iron Hurtin’

by admin September 3, 2025



Coming off the Silent Hill 2 remake, the biggest question I had for Bloober Team was whether the studio had fully reversed course. Once a developer of middling or worse horror games, Silent Hill 2 was a revelation. But it was also the beneficiary of a tremendously helpful blueprint: The game it remade was a masterpiece to begin with. Could the team make similar magic with a game entirely of its own creation?

Cronos: The New Dawn tells me it can. While it doesn’t achieve the incredible heights of the Silent Hill 2 remake, Cronos earns its own name in the genre with an intense sci-fi horror story that will do well to satisfy anyone’s horror fix, provided they can stomach its sometimes brutal enemy encounters.

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Now Playing: Cronos: The New Dawn Review

Cronos: The New Dawn looks and feels like the middle ground between Resident Evil and Dead Space. Played in third-person and starring a character who moves with a noticeable heft that keeps them feeling vulnerable, it’s a game that at no point gets easy in its 16- to 20-hour story. All the hallmarks of a classic survival-horror game are here, from its long list of different enemy types that demand specific tactics, to a serious commitment to managing a very limited inventory, and especially to the feeling of routinely limping to the next safe room, where the signature music becomes the soundtrack to your brief moments of respite before you trek back out into the untold horrors that await you.

Cronos is set mostly in the future, decades after a pandemic referred to as The Change has left most of the world in shambles. Mutated monsters called orphans roam the abandoned lands of Poland, which fell before the Iron Curtain did in this alternate history tale. As the Traveler, you’ll move through time, extracting the consciousnesses of key figures who might help you work out how The Change occurred and how to fix things.

The story’s impact is stunted by the main character’s attire, which looks like an all-metal blend of a spacesuit and a diving suit, completely obscuring her face at all times. This, coupled with her cold, almost robotic delivery, made it hard for the game to emotionally resonate with me, though, like most good stories, the inverted triangle shrinks from big-picture problems down to an interpersonal level. It does, by the end, achieve something closer to emotional weight.

Still, while the narrative specifics sometimes miss their mark, the setting helped keep me invested. I love a good time-travel story, and Cronos’ saga combines Cronenbergian body horror with mental mazes akin to Netflix’s Dark. I found myself obsessing over all of the optional notes and audio logs, hoping to stay on top of the twisting, deliberately convoluted plot. Cronos starts with a good sense of intrigue, and though I didn’t feel attached to any characters by the end, I was invested in the grand scheme of things. It’s also a good example of the difference between story and lore: While its beat-by-beat narrative is merely fine, its world-building is much more interesting and had me eager to learn more about the way the world succumbed to its sickness.

The worldbuilding of Cronos is intriguing, though the characters themselves don’t often do well to support its intended emotional weight.

One of Cronos’s coolest visual touches is the glove-like machine The Traveler uses to extract the minds of people from the past. Long, wiry, metal, almost Freddy Krueger-like prods unfold from The Traveler’s knuckles and dig into people’s skulls–and she’s the good guy of the story. It’s an unforgettable, uncomfortable sight and reminds me that even when Bloober Team’s past games didn’t often have memorable gameplay, they weren’t short on horrific sights.

Bloober Team swore to me several times across multiple interviews that the game isn’t at all inspired by the COVID-19 pandemic, which really strains credulity early on when so many of the loose notes you’ll find refer to things like social distancing, lockdowns, and crackpot conspiracies around vaccines. The studio told me at Summer Game Fest that any allusions to the real-life pandemic were subconscious at best. I don’t see how, but nonetheless, taking my own experience with the pandemic into this game heightened the intrigue. Our timeline didn’t lead to mutated monsters, but I found it interesting to witness the Polish team grapple with a pandemic depicted as something like what I lived through–at least early on–set to the backdrop of its nation’s Soviet era, exploring how communism would’ve led to different outcomes, even before you throw in the creatures made of multiple heads and many tentacles.

Where Cronos really shines is in its combat. The Traveler is equipped with a number of guns, but nearly all of them are better used with charged-up shots, meaning the second or two between charging a shot and hitting an enemy can be very tense. Monsters don’t stand still while you line up your shots, and like many great horror games, this is not a power fantasy. Missed shots are stressful because they waste ammo and allow the monsters to persist unabated, but such shots can be hard to avoid given the sway of your weapons and their charging times, combined with the sometimes complex enemy movement patterns. Even after many upgrades to my guns, I never became a killing machine. Most of my greatest combat achievements came in the form of creatively using gas canisters, exploding a small horde of enemies at once, thus saving a lot of bullets for my next struggle.

Like in the team’s remake of Silent Hill 2, even fighting just two of Cronos’ grotesque enemies at once can be a test of endurance, aim, and wit. A great feature of Cronos is that bullets can penetrate multiple enemies, so sometimes I’d kite multiple “orphans” into a line, then send a searing shot through their deformed, mushy torsos all at once. Featuring sci-fi versions of firearms like pistols, shotguns, SMGs, and eventually even a rocket launcher–all meant to be carried in a severely restricted inventory space that can be upgraded over time–Cronos takes some obvious cues from Resident Evil. Thankfully, like in Capcom’s series, you’ll rarely have more than just enough ammo to eke out a victory in any encounter.

Combat is tense at all times. Cronos doesn’t relent.

What ties all of this together is the game’s “merge system.” The mutants can absorb the bodies of their fallen, creating compounded creatures that double- or triple-up on their different abilities. For example, if I killed an enemy that was able to spit acid at me and I didn’t burn its body away, another enemy may approach it and consume it, with an animation that looks like guts and tendrils ensnaring the dead, resulting in a bigger, tougher monster standing before me. In one sequence, I’d regrettably allowed a monster to merge many times over, and it became this towering beast the likes of which I never saw again, partly because I tried my hardest never to allow such a hellish thing to come to fruition once more. It’s for this reason that combat demanded I pay close attention, not only to staying alive, but when and where to kill enemies. Ideally, I’d huddle a few corpses near each other, so when I popped my flamethrower, its area-of-effect blast would engulf many would-be merged bodies at once.

That’s if the best-case can be achieved, though. This is a horror game, so I often couldn’t do this. Sometimes I was forced to accept some merged enemies, which then meant dedicating even more of my ammo to downing them–merged enemies don’t just gain new abilities, they also benefit from a harder exterior, creating something like armor for themselves. Because of all of this, combat is difficult from the beginning all the way through to the final boss. It levels well alongside your upgrades, matching your ever-improving combat prowess with its own upward trajectory of tougher, more numerous enemies.

While I want and expect some difficulty in a survival-horror game, Cronos does include a few notable difficulty spikes that had me replaying moments several times over. After a while, these would get frustrating, often because they felt like they demanded perfection, especially as it relates to preventing merges. If too many enemies merged, I simply didn’t always have enough ammo to kill them, and the game’s Dead Space-like melee attacks are much too weak to rely on–not to mention that virtually every enemy in the game is considerably more harmful when fought up close. Keeping my distance and resorting to firearms was key, but if all my chambers were emptied and enemies still roamed, it was likely I’d need to force my own death and try to kite and burn them more efficiently next time.

On two occasions, I even resorted to totally respeccing all my gun upgrades, forcing all my attention onto just two guns. This might sound like a clever workaround, but it felt more like I was brute-forcing my way past a difficulty spike that was best not to have been there in the first place.

Thankfully, these moments don’t color most of the experience. Combat is unforgiving, but mostly not unfair. Boss battles are very tough too, and I ended just about all of them in the “blinking red screen” phase of my health bar. These are achievements in a horror game. I ought to feel tested consistently, and Cronos’ way of lining all its optional paths with both more rewards and more monster encounters quickly taught me that no savvy scavenger hunt for a few spare bullets or health kits would go unpunished. Though this formula became predictable over time–the game almost never gave me an optional path free of hazards–I didn’t find it frustrating. I was glad to find a challenge around every corner.

Finding stray cats is a fun and very rewarding side quest during the 16- to 20-hour horror story.

Like a lot of horror games, I find Cronos to be tense, but not scary. I admit some of that is probably due to decades of desensitization as a massive horror fan, but some things do still unnerve me, and Cronos doesn’t really hit in that way. Some of the enemies and hazards caused me to move slowly through its world in a way I greatly appreciated. Sometimes, one wrong step would do me harm, like enemies crashing through walls and knocking me over if I wasn’t careful. But mostly, its scare language is one of throwing more monsters at you, not leaving you to worry about when the next one might appear.

Cronos tries toying with atmospheric soundscapes akin to what Bloober Team seemed to learn from working on the GOAT of horror atmosphere, but it doesn’t enjoy similar accomplishments–not that they would be easy for anyone to achieve. In this case, I feel that’s because Cronos’ world is much more aggressive overall than Silent Hill 2’s, and doesn’t leave space for things to just breathe as often. Sometimes, the quiet is the horror, but as mentioned, Cronos is more akin to Resident Evil or Dead Space than the series this studio has already helped revive. It’s survival-horror for sure, but it leans a bit more toward action than some of the genre’s titans. Thankfully, a great soundtrack full of synth-heavy songs suits the world very well. It gives the game a sense of character that it sometimes lacks when judged on the merits of the actual people in its story.

There are aspects of Cronos the team would be wise to improve upon with its next horror game. Particularly, knowing when not to challenge me with combat, but instead leaving me with a guttural sense of dread, could go a long way to marking future projects from Bloober Team as being on the level of its landmark remake project. Still, that’s not to say what the team has done here is less than great in its own right. Cronos: The New Dawn is Bloober Team cementing itself as not just a studio obsessed with horror–it’s been that for over a decade already. This is Bloober Team becoming a trusted voice in horror.



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September 3, 2025 0 comments
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