Kailyn Lowry and Jenelle Evans have been through their fair share of drama – but it all came to a head in January when Jenelle and her mother, Barbara Evans, went on Instagram Live and made a joke about killing her. While filming a video with Brittany DeJesus, Barbara joked they should “all get lit, and we’ll go kill Kail.”
The comment almost immediately went viral and Kail, 27, quickly got word. “I heard Barb wants to kill me. … Are drunk words sober thoughts?” she tweeted at the time. The incident played out during the Monday, April 15, episode of Teen Mom 2 and was extremely intense.
During the episode, Jenelle and her mom went to Atlanta for a girls’ trip to destress. Even though David Eason wasn’t thrilled about Jenelle traveling without him, she needed a break from the real world and said that she was tired of hearing Kailyn talk about her on her podcast, so off they went.
After a day of shopping, Jenelle and Barbara broke out the wine and beer and went live on Instagram. She added Briana Dejesus’ sister to her stream, too. However, it all came crashing down when producer Kristen called Barbara while the stream was still going on.
Despite being hospitalized, Leah Messer revealed that her ‘sick’ daughter, Adalynn Faith, is still cracking everyone up in the ER. But the ‘Teen Mom’ star also got serious as she shared what’s ailing her little one.
Need a quick recap of the past week in movie news? Here are the highlights:
Idris Elba to star in Suicide Squad 2: Will Smith is unable to reprise his role as Deadshot for Suicide Squad 2, but the character will appear in the sequel, and according to The Hollywood Reporter, none other than Idris Elba is set to be the replacement. Meanwhile, Collider has the scoop on the new characters we’ll see in the movie, one of which could be played by Dave Bautista.
Need a quick recap of the past week in movie news? Here are the highlights:
Green Book named Best Picture: The 91st Academy Awards were held last weekend, with Hollywood’s elite naming the best in movies and performances of last year. Green Book won the Oscar for Best Picture, while Rami Malek and Olivia Colman took the awards for lead acting, in Bohemian Rhapsody and The Favourite, respectively. See the full list of winners here and check out the ceremony’s…
Here are a bunch of little bites to satisfy your hunger for movie culture:
Movie Trailer Parody of the Day:
Captain Marvel tickets are now on sale, and while we wait for the release of the highly anticipated next entry of the Marvel Cinematic Universe, it’s time to watch a Toon Sandwich animated parody of the movie, in which the titular hero’s biggest weapon is her snarky attitude:
Need a quick recap of the past week in movie news? Here are the highlights:
Terminator 6 has a new name: The next installment in the Terminator franchise, a retconning reboot that will bring back Linda Hamilton and Arnold Schwarzenegger, has a new working title: Terminator: Dark Fate. Find out everything else we know about the sequel here.
The Favourite leads the BAFTA winners: Awards season continued last weekend with the…
Need a quick recap of the past week in movie news? Here are the highlights:
Doctor Strange 2 holds on to director Scott Derrickson: Marvel is moving forward with a sequel to 2016’s Doctor Strange with a planned 2021 release. The original’s director, Scott Derrickson, will take the helm again with stars Benedict Cumberbatch and Benedict Wong returning on screen. Read everything we know so far here.
SPOILER ALERT: Do not read if you have not yet watched “Elseworlds, Part 2” the second part of the 2018 “Arrowverse” crossover, which aired Dec. 10. “Arrow’s” leg of the “Elseworlds” crossover had a little more to think about than “The Flash’s,” mainly because it served as the first introduction to Ruby Rose’s Batwoman. For […]
Sometime next year we’ll all get to play Rage 2, a frantic mix of Mad Max vehicle combat and Bulletstorm execution combos. It’s an odd project that probably has more DNA from other franchises than its own — and that’s a good thing. While the first Rage was forgettable, the second looks much better.
We’ll have to play it before we know for sure, but in the meantime we were able to speak to Tim Willits, studio director at id Software, about the knowledge sharing between id Software and Avalanche Studios – one the grandfather of traditional level design, the latter more versed in open worlds – and also how Bethesda checks three key metrics at each milestone to make sure targets are being hit without resorting to crunch.
FANDOM: We imagine being a level designer under you is both enlightening and challenging, having one of the people who helped create level design as we know it as your boss.
Tim Willits: I love level design. Because I feel level design is kinda where the rubber meets the road in terms of gameplay.
You know I still, when I get the chance, help some of the younger level designers with their levels. It’s really rewarding. Like when I go to Sweden, and I meet with Avalanche on Rage 2. The level designers – they’re so funny – they call it Willits University. So I get them all in a room, and bring up the whiteboard, and I’m like “Okay! Let’s talk about corners…This is a typical corner. But if you add a cutout here, and move the wall here, there’s a little extra gameplay. Most people turn right here… And here’s how to draw attention to something… ” So there are some techniques and things I’ve learned over the years that I try to teach people.
In the old days, when it was just like one or two people working on levels, we did everything. But nowadays level design is kind of a group effort. Where you have a blackout person, and you have a lighting person, an environment art person… So levels are far better now than when I was younger, but they require a much more concerted effort, and better communication between each person who adds to the level at some point.
But I try to work with the kids as much as I can. Newer designers. I love it. Some people just have a gift. Some of the new folks we have on the team are so good. They’re far better than I ever was. It’s fun working with them.
You were involved in the earliest days of FPS level design, going from the technological innovation to perfecting how it should be used. Now that open worlds are a more mature technology, what does perfection in open world level design look like to you?
I have learned a lot about that. I discovered that I did know know as much as I thought I did about level design. Before I started working on this.
For example, I’d sit down with the Avalanche designers. And we’d be talking about a mission. And I would go straight into classic id Software mode. And be like “Okay, you start here, we go here, this guy jumps out, and this explodes, and this opens…” And the guys are looking at me, and say “Okay, what happens if you drive a tank through the back door?” And I’m like “Oh, I didn’t think of that.”
So I’ve definitely learned to approach level design differently. So in an open world, it’s the robustness. It’s creating fun play spaces that you can approach from any direction. But then also, you need AI which is smart. Which is way harder than you think. Open world AI is so difficult to program. Because the player can do anything, and approach from anywhere. And when you play Rage 2, you’ll see where we try to push the player in certain directions, that’s the id Software coming out.
So perfect level design is robust enough to approach from anywhere, the AI is smart enough to react, and play spaces that are fun and exciting from any direction.
It also has to double as a level for vehicle combat and infantry combat. Outside spaces are used for both, is that right?
So one of the things we struggled with in Rage… We had some fun things in Rage. We had some great levels, we had some great driving. But they were all disconnected. Which kind of made the game feel like separate pieces. Whereas in Rage 2, we’re in a complete open space.
And obviously yes, things like the tunnel, the sewers, there’s a main entrance that you go in. And when you go in there, you’re going to have to feel like you’re really in that area.
But then you just walk out back, and you get your stuff, and you’ve gotta find your car, and you talk to the person that sent you there. Whereas then we have some more areas that are more open and accessible from all directions. So I think we have a good mix. It flows well, nothing feels jarring. There’s no level loads, which is nice.
That’s I think the biggest issue with the first game, all the level loads and all the pieces that didn’t feel like they fit together.
The hot topic at the moment is crunch, and some Rockstar apologists point to the attention to detail in Red Dead Redemption 2 as a reason why crunch is a “necessary evil.” Do you think any game could be special in that way, or is crunch just a failure of management planning?
At Bethesda we try to have regular check-ins where we check scope, time, and resources. Because you know every game you start with has more scope than you can ever do. But at each point, along the way, we figure out if we’re still good on all of those.
So we’ve applied those techniques to working with Avalanche, so yes they have their own sprints, and their own scrums, and their own internal development, and they’re very organised. But we had to really change the way they do production, we had to make sure they hit big milestones.
Whenever we have a big sprint, we have a thing we’ll do on Thursdays where we’ll have taco day. We’ll line those up, with our sprints. We have the big team meeting, where the departments showcase what they’ve been working on in the sprint. Then we talk about what the next sprint’s going to be, and then we’ll go eat tacos. Or we’ll have cupcakes or something.
We often give our managers a little leeway there, if you work really hard here we’ll give them a little more time off there. But we try hard not to have death marches, if you like to call them that, in our scheduling, and our check-ins, and it’s a whole thing, it’s a multi-year process that Bethesda has done really well with.
Red Dead Redemption 2 — the epic follow-up to Rockstar’s 2010 Western masterpiece — is now available on PS4 and Xbox One.
Red Dead Redemption 2 is set in 1899 — 12 years before Red Dead Redemption — with the Wild West all but tamed. The steam engine has revolutionized transportation, railroads carve harsh lines through what used to be wilderness, and while many don’t yet know it, the world sits on the precipice of change.
The world of Red Dead Redemption 2 features swampy bayous filled with hillbillies, snakes, and gators. There are rolling green hills, luscious flat countryside, and snowy mountains to trek over. Cities and towns of all sizes freckle the land, many connected by rail. It’s massive in size: There are more than 1,000 things to do and discover, and NPCs sport half a million lines of dialog — more than twice the amount featured in Grand Theft Auto 5. And it’s made bigger still thanks to the technology of the setting. There are no Hydra Jets or Ocelot Pariahs in the Wild West: instead of thousands of horsepower, you’re traveling at just one.
Rockstar makes the most of this, filling every inch of the map with things to see and do — be it wildlife, other travelers, or landmarks.
In Red Dead Redemption 2 you’ll play as Arthur Morgan, an enforcer in Dutch van der Linde’s gang. A no-nonsense kind of guy, Arthur has been a member of the gang since he was a young boy, and his upbringing as an outlaw shows.
The Van der Linde Gang is an anarchic collection of misfit wayfarers — that is to say, a bunch of scoundrels — and you’re a key member of the group. Dutch handles the strategy: He decides where you and the crew will find your next big score. That means train robberies, bank heists, assaulting other gang hideouts, and more — and as one of the best shooters in the gang, you’ll be front-and-center.
Your time is mostly your own though. You can play poker or blackjack, either at the camp or in one of the saloons in the many towns. You can tame wild horses, get into brawls, fish in the rivers, and hunt down wildlife.
If you’re looking to help the Camp out, you can lean on debtors for a loan shark friend or scramble up herbs for your friendly doctor. You don’t have to do these things, but if you do the Camp will grow as you improve it, and you’ll get access to better medicines, fast travel points, and more as you go.
The Combat (or Lack Thereof)
Rockstar is revolutionizing the way we interact with games in Red Dead Redemption 2. If you accidentally antagonize someone, sure, you could draw your revolver and shoot them dead. You’re the notorious outlaw Arthur Morgan, after all. But you’ll get a bounty on your head, and you’ll have to dodge the sheriffs until you get rid of it.
In Red Dead Redemption 2, if you keep that weapon holstered and interact with the person you’ve upset, you’ll be able to try to talk your way out of the situation.
It’s part of the revolutionary new interaction. You use it to bond with your horse, to butter up shopkeeps around the world, to pat dogs, and to start fistfights with men who look at you funny. Instead of primarily interacting via the shooting of a gun, the world of Red Dead Redemption 2 feels more alive because you interact with it in a more natural way.
The Honor System
Those interactions you have influence another new system in Red Dead Redemption 2: Honor. The actions you take will be reflected in the way people react to Arthur in the game world. Do honorable things, and people will be quicker to give Arthur the benefit of the doubt. He’ll get more offers for bounty hunting jobs, allowing him to make legal cash easier.
Act dishonorably, and things will be a bit rougher on Arthur — in law-abiding towns, anyway. People will steer clear of you, and deputies might be quicker on the draw. Outside of civilization though, robberies will pay more, witnesses will be easier to intimidate and the cinematic killshots will be more intense. Balancing Honor will play a large role in your time with the game, and will influence many of your decisions as you play.
Red Dead Redemption 2 is Rockstar’s most ambitious game yet. It’s more in-depth, more intimate and more immersive than any game they’ve ever done. It’s out now on PlayStation 4 and Xbox One.
There’s a serial killer on the loose in Red Dead Redemption 2. You may have seen his “works of art” close to Valentine. The game won’t point you in the right direction here. You’ll have to find him and catch him yourself. But he does have one weakness.
Like most pop culture serial killers, this one is just begging to be caught. But it’ll take the right detective to figure out the clues. He wants his genius to be understood — but of course, that’ll be his downfall.
Each victim the RDR2 serial killer leaves out in the world has a clue nearby. Usually shoved inside a facial orifice, but not always the same one — it’s a surprise each time!
Much like the first mysterious shack, RDR2’s first serial killer victim is quite close to one of the starting areas, designed to pique your interest so you keep an Eagle Eye out for more…
As Gory As RDR2 Gets
The first of these clues is on the ride from Horseshoe Overlook to Valentine. Many players will stumble on it in their early game back-and-forth. If you load up the map nearby, a simple marker named “corpse” can be seen.
Travelling below the train tracks will reveal the body, or what’s left of it. If you find the severed head, you’ll get the clue: one third of a map that leads to… something.
But unlike most quests, there’s nothing to signpost where the next steps are. This is one of the rare mysteries in RDR2 that you either find yourself, or you miss.
Humans Don’t Have That Many Organs
Not too far away, in the land of the Braithwaites, there’s a corpse on the edge of the plantation property. There are actually so many body parts scattered around, we think more than one killing has taken place to signal this clue. There’s also a lot of blood, providing a trail to follow.
True to form, there’s a disembodied head nearby, with a scroll stuffed into a novelty face-hole. It’s the second third of the map. Here’s where to find it from Braithwaite Manor:
But we still need the third piece…
Third Crime’s a Charm
Back towards Valentine, if you go southwest and a bit south of Wallace Station, you’ll come across the third clue deep into the woods.
Follow the same formula, and use your Eagle Eye if you get lost.
Once your map is fully put together, it’ll look like this:
This just so happens to look like a run down shack that’s quite close to Valentine. Once you’re there, you can open up the basement to find the serial killer’s dwelling. There also appears to be a safe combination, but Arthur will use that to open the serial killer’s locked door.
Finding the RDR2 Serial Killer
Investigate the serial killer’s hideout, and in the very back there’ll be a knife you can inspect. Doing so will trigger a cutscene in which the serial killer will attack you.
He’s not too hard to fight off, and you can hogtie him and take him back to the sheriff’s office in Valentine to collect your reward.
Trust a serial killer to get all weird, and when the sheriff tries to put him into his cell, he goes full Hannibal and tries to take a bite out of the sheriff’s neck. You’d almost think it was the vampire quest… but more on that one later.
Dead Eye makes it pretty easy to pop the serial killer in the head and save the sheriff. He’ll reward you for your trouble with a stack of bills. It’s not as much as you get from robbing a train, but at least the people of Valentine are a little safer now — until you next decide to rob them.
The year 2018 is not what you would call a Larry Clark moment. The director of “Kids,” “Bully,” “Wassup Rockers,” and the new “Marfa Girl 2” — yes, he has made a sequel to a film that virtually no one saw — is now 75 years old, and he may be the cinema’s last shameless […]
It’s time to properly get into the meat of Red Dead Redemption 2, and we all have many glorious gunslinging hours ahead of us. We want to make sure you get off to the best start possible.
Thankfully, much of Red Dead Redemption 2 is explained very well. It’s not like you’re excessively having your hand held, but there’s enough polish to the game that helpful messages pop up at the right times, and Rockstar has made it impossible to dig yourself into a hole you can’t get out of.
That said, there are a few things we were stressing over that we probably didn’t need to.
Any Gun or Horse Will Do
There’s been a lot of hype about the weapon systems, and taking care of your horse. We’ve written about it, and the hype is warranted — these are very cool parts of the game. But they’re also more optional than perhaps you were led to believe.
The default autoaim (which can be turned off) is so strong, we found it didn’t really matter which gun we used. Aim with Left Trigger and the reticle will centre on your enemy’s chest. Adjust for a headshot if you like, and pull Right Trigger to fire the shot.
Similarly, we went through the game with what we’re sure is a “weak” horse with unexciting stats. We never had a problem. We still won races, and hauled carcasses after hunting. Bonding happens naturally with time in the saddle, and there’s plenty of that when going from A to B.
There’s a deep side of the game for anyone who wants to take care of their horse, and customise their weapons. But just be aware this is something to do if you want to. It simply won’t make much of a difference if you use a different horse or gun, so use your favourite and customise the hell out of it.
Sure, a sawed-off shotgun will perform better in short range engagements than a sniper. But for most middling firefights? Use whatever you like.
Decisions Come in Many Forms
Much of the time in Red Dead Redemption 2, you’re making decisions without even knowing it. Even when you do know it, it’s hard to know the import of those decisions at the time.
That’s because games usually give you challenges with a fail state and a win state. Many of RDR2‘s activities have neither — rather, just different story branches.
Take this spoiler-free example from a mission in which you get Lenny drunk to take his mind off some things. Eventually you’re intoxicated enough to run from the police. If you’re caught, it seems like you were meant to be caught. If you get away, it seems like getting caught would have resulted in a fail state.
In reality, both are just different story branches which see you wake up in a different spot. Though admittedly, waking up in jail is worse. But the drunkard who gave you a hard time earlier in the night? Depending on what you chose to do with him, the night could’ve taken a much darker turn. You might’ve been okay with that, but would Lenny? Especially given his state of mind?
Fast Travel in RDR2
It’s not exactly hidden, but it’s not exactly signposted either. Red Dead Redemption 2 has a fast travel option, but you’ll almost always have to pay (in-game money) to use it.
There’s a fast travel ability from your camp to anywhere you’ve visited before, or there are stagecoaches in each town that can take you to previously reached locations. Just make sure you don’t have a bounty on your head if you want to use a taxi coach.
Not all stories are told through missions, either. Some of the coolest things you’ll come across in Rockstar’s wild west are somewhat off the grid.
These intentionally unexplained elements of the game range from mysterious cabins, a serial killer’s bodies to find, hunting legendary animals and fish, and… well, hunting in general. The game doesn’t explain that very well.
The serial killer’s first victim is quite close to Valentine, and will just appear as “corpse” on the map. We recommend checking that out, as well as the first shack at Hani’s Bethel for an example of Rockstar’s environmental storytelling at work.
Just beware that if you’re on a mission, sometimes going a little too far will force you to restart from a checkpoint. But otherwise, ride free once in a while. It’s a little too easy to rely on that map. Get lost and find yourself at a new town far away, and ride the stagecoach back.
Hunt Smarter, Not Harder
Running out and using whatever weapon/ammo you want when hunting is fine for food, but not for pelts. You can sell poor and good quality pelts, but for crafting, only perfect pelts will do.
That means paying attention to the factors that will damage the pelt. Some ammo and weapons are meant for small game like rabbits, for example. The place your shot hits matters too.
You can get close to an animal and press RB or L2 to study the animal and get valuable hunting information. This includes what kind of weapon and ammo to use. Even if you’re chasing down an animal and holding RB/L2 while close to it, it’s worth it. This was the largest factor for us in getting perfect pelts.
Stay tuned for a more in-depth hunting guide here on FANDOM which will cover things like poison arrows, weak spots, and legendary animals.
Change Your Appearance
Using your mask when performing dastardly deeds does help, but it’s not a cure-all. Townsfolk will still put two and two together, sometimes even if they didn’t see the crime.
Another thing you can do is change your clothes and facial appearance whenever you can. Let them gossip all they like about the “man in the blue shirt who caused a ruckus” as you walk around town in your new coat. And yes, the AI really does work like that.
Upon its premiere in late 2015, Netflix’s Making a Murderer became an instant phenomenon (and sparked a true-crime documentary renaissance) by bringing to national attention the plight of Manitowoc County, Wisconsin, residents Steven Avery and Brendan Dassey, who in 2005—shortly after Avery was released from prison after serving 18 years for a rape he didn’t commit—were charged with the murder of Teresa Halbach.
Filmed over the course of 10 years, during which time Avery and Dassey were convicted and sentenced to life in prison, Laura Ricciardi and Moira Demos’ series was an exhaustive examination of injustice, laying bare the devious motivations and tactics (including planting evidence and eliciting a false Dassey confession) used by state and law enforcement officials to put the men behind bars. Depressing and enraging in equal measure, it was an expert non-fiction exposé, as compulsively addictive as anything released during our modern binge-watching era.
Fans of Making a Murderer are thus thrilled by its return for an all-new 10-episode run—except, of course, that like its predecessor, the series continues to paint a portrait of the legal system that’s destined to infuriate. Charting Avery and Dassey’s attempts to exonerate themselves with the aid of new lawyers (famed attorney Kathleen Zellner for Avery; Center on Wrongful Convictions of Youth co-founders Laura Nirider and Steve Drizin for Dassey), Ricciardi and Demos’ follow-up affords a detailed look at the myriad obstacles of the post-conviction process, the amazing possibilities afforded by forensic science, and the dogged obstinacy of the state of Wisconsin, which continues to uphold Avery and Dassey’s convictions even in the face of contradictory evidence. Multifaceted, eye-opening and heartbreaking, it’s yet another must-see effort from the directors.
Osaka sat there blushing and couldn’t believe what was happening. The Jasmine Brand reports that Ellen decided to take things to another level when she wished Osaka a happy birthday this week. Attached to the birthday tweet was a photo of Jordan without his shirt on. Osaka tweeted back that she wanted Ellen to block her, but then Jordan tweeted something very special to Osaka.
He sent a newer photo with no shirt on and said, “This one is better and more recent. LOL Happy Belated Bday Naomi. But seriously I want to invite you to the Creed 2 premiere as a bday present.” We haven’t heard if Osaka is going or not, but if she doesn’t want to accept the invitation we know plenty of people that will take her place.
One of the most exciting writer-directors working right now is a guy by the name of Drew Goddard. His may not be a household name at this point, but the varying projects he’s worked on – both as a writer and as a director – have all been memorable and worth talking about. From Cloverfield to The Cabin in the Woods to The Martian, and now Bad Times at the El Royale (advance tickets on sale now), Goddard is slowly carving out a name for himself as being a ferociously inventive…