Former Ghostface Matthew Lillard says returning for Scream 7 "may not have been the best idea"
Scream star Matthew Lillard has reflected on his return to the franchise in Scream 7, admitting he now feels "ashamed" to have appeared in the movie. He told fans at a Q&A recently that this is because he didn't take a stand when Melissa Barrera was fired from the franchise.
Per Entertainment Weekly, Lillard shared the insight at a 30th anniversary screening of Scream. He was asked about speaking about issues as a public figure when he told audiences that he doesn't "know how else to do it." He then pointed to his regrets over Barrera's exit from Scream 7. She was removed by production company Spyglass Entertainment after sharing support for Palestine on social media.
"When that happened to Melissa, the whole world didn't pipe up," he said, before adding: "I went back to do Scream, and I got called out. And I'm like, 'Oh, fuck. That’s brutal,' I feel bad about that. I feel ashamed about that. Because in that moment I was so excited to go back, I didn't really think about Melissa and that journey. I didn’t say no." musojam.blog
He continued: "I'm embarrassed, that's the truth. I blew that. I'm on the wrong side of history for that. I still like being in the movie [but] it may not have been the best idea."
Lillard appeared in Scream 7 as (spoiler alert) a deepfake Stu Macher, 30 years after he last played the role. It's not clear whether he'll come back for Scream 8, but given his recent comments, it feels unlikely.
For more on the franchise, check out our guide to the best Scream movies, ranked.
Laura Kaminski relishing trophy hunt at Brann after Crystal Palace ‘crash course’ | Moving the Goalposts
Former Palace head coach has won a cup final in Norway and says chance to challenge for league title was a pull
“When it’s a good day, it’s absolutely stunning, so we’ll take that,” Laura Kaminski says with a laugh about the rainy west coast of Norway. The English former promotion-winning Crystal Palace coach is referring to Bergen, the place she now calls home, whose football club, Brann, she has taken to her heart since her appointment in January.
She could easily be speaking about the job itself. After Brann failed to qualify for the Women’s Champions League owing to a 4-0 second-leg defeat by Austria Vienna, they secured a cup final success against Aalesund, handing Kaminski a first major trophy on the continent. Her team are four points clear at the top of the league with seven games remaining.
Continue reading...WoW Forever dataminers have dug up set bonuses, which are interesting even on low-level gear
World of Warcraft: Forever's beta arrives today, but the dataminers are way ahead of us, having ferreted out all sorts of new details. WoW Forever's still around a month and a half from launch day, so this should be considered a work in progress, but it's still interesting.
As datamined by WoWHead, Forever will be bringing all sorts of unique set bonuses to the game as an incentive to actually go out and farm. The Postmaster set, a level 56 kit, now nets owners Return to Sender, which gives you a free spell reflect after falling to 25% health. The Necropile's Raiment, meanwhile, has a chance to steal life from spellcasting, and the Bloodmail's Regalia can bleed enemies that attack you.
Even low-level armor sets have cool bonuses now, like the Defias Leather set, which, at four pieces, has a chance to make your melee attacks bleed the target on a 5% proc chance. The Embrace of the Viper five-set bonus seems wild, too, giving you a chance to just outright stun your targets for 1 second.
I think it's neat as heck and a good sign that Blizzard intends to keep up this whole horizontal development thing. The fact that even lower-level gear is being treated as more than just a stop-gap makes me more excited for the entire exercise.
The max level dungeon sets are interesting as well—like the Warlock's Dread/Deathmist raiments, which have a chance to fear attackers when they strike you on a 60 second cooldown. Raid sets, which should come from the new raids added to Forever and have bespoke set bonuses, are also cool.
For example, the feral tanking set, Grovekeeper's Rage, lets you cast Rebirth while in bear form. And a lot of these sets provide damage bonuses against certain creature types, like a rogue set that adds attack power versus humanoids, or the warlock's Demonheart Raiment, which gives spellpower against demons.
And while not all of these datamined sets are made equal, they're also not made finished, so I anticipate a few of them getting a heck of a lot more interesting when the full game comes out in November.

Best MMOs: Most massive
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Best open world games: Unlimited exploration
Best survival games: Live craft love
Best horror games: Fight or flight
Risk of Rain inspired one of my favorite new roguelikes, and it's getting a huge update and console ports a year after blowing up on Steam
Shape of Dreams, probably the closest any roguelike has come to the Risk of Rain experience, is coming to PlayStation, Xbox, and Nintendo Switch 2 thanks to console ports shadowdropped during today's Xbox Tokyo Game Show showcase.
Billed as an action roguelike with combat inspired by MOBAs, Shape of Dreams launched on Steam last September and quickly became one of the biggest success stories for Neowiz, best known as the creator of Lies of P and publisher of other indie hits like DJMax Respect 5, Sanabi, and Skul: The Hero Slayer. (The Lies of P team itself has rebranded as Studio Nough, and seems to be working on a sequel called Wonders of O.)
Now one year old, Shape of Dreams is coming to consoles with full crossplay support just in time for an anniversary update packing a new playable character – the ice leviathan Cetus – as well as additional story content and new options for existing characters. All platforms will get the new content simultaneously.
Shape of Dreams has sold over 1.5 million copies, plays well with a controller, and always gave me a comfy Diablo vibe, so it seemed destined for a multiplatform release. I was smitten from its very first Steam demo release, which also ended up becoming much bigger than the creators anticipated.
The similarities between Shape of Dreams and Risk of Rain, which sits near the top of our list of best roguelikes, are no coincidence, as members of the dev team were heavily inspired by the series before and during development. But the overlap runs so deep that it almost feels like fate: like Risk of Rain, Shape of Dreams was made by two college kids who weren't expecting to stumble into a very successful career. Coincidentally, I've also interviewed both them and Risk of Rain makers Duncan Drummond and Paul Morse repeatedly.
Ahead of Tokyo Game Show, I spoke to CEO Eunseop Shim of Korean developer Lizard Smoothie about the game's runaway first year. He says the small studio, which has grown to five people, is still "very chaotic," but now they have more wind in their sails thanks to all the love and feedback from players. "I think we shifted to a generally healthier direction of concerns," he says, no longer worrying if the game will flop.
"I am not letting this game go," Shim says when I ask if he's also dreaming of Risk of Rain 2-style update and expansion support. "There are so many things that players have been asking, and so many things that we want to do. We want a whole new game mode that I probably shouldn't go into. The players are giving us love, so we should keep working on.
"Even without that, we all have a direction on the game. We have a future view, the ideal view of what Shape of Dreams should be going for. It's not yet reached it in our opinion, so we are not letting go."
With some distance from launch, Shim reflects on the hard-won knowledge that he really could've used two years ago. "If I could go back, I would tell myself and our team that you cannot prove a game is fun through internal logic and thought experiments alone," he says. "No amount of experience and confidence will do that. You have to put it in our hands, or players' hands, to know it. Much earlier than what date feels comfortable.
"Especially in the months before launch, we had to make many compromises because we simply didn't have much time to apply all the insights we’d held, and that kind of backfired in spectacular ways. We released the game without enough extensive playtesting. Players had major concerns about the progression and the way we steered our game towards perfection in balancing and a stable experience, rather than the frantic fun that is the very essence of our gameplay.
"We were frantically working overtime to put out the fire. Our intentions were misinterpreted and undermined by so many obvious mistakes we've made that could've been prevented. I still think our launch went great with so many copies sold, but I don't think it was perfect."
Neowiz, members of which joined our call, and Shim don't see an end in sight for Shape of Dreams. "Being so new in the field, it can feel like we work in wonky ways, but I think there is still a charm in that," Shim says. "We'll keep doing our best to learn and to listen to our players."

