Sam Neill will reportedly star in the forthcoming The Legend of Zelda film
A new report suggests New Zealand born actor Sam Neill, who passed away in July, will appear in the forthcoming The Legend of Zelda film adaptation. According to Deadline's sources, filming for the Nintendo and Sony collaboration wrapped in April, just months before the star's death.
While Neill's appearance hasn't been confirmed by Sony, the late star will appear alongside three newly confirmed actors. Uli Latukefu, best known for his role in Young Rock, will play Ganondorf. Dichen Lachman and Yvonne Strahovski, who have appeared in Severance and The Handmaid's Tale respectively, will play yet-to-be-specified roles. These join a cast including Bo Bragason (Renegade Nell) as Zelda and Benjamin Evan Ainsworth (Son of a Critch) as Link. truewildslot.com
It's not the only posthumous appearance for Neill: he'll also appear in Godzilla x Kong: Supernova and The Last Resort in 2027. As for The Legend of Zelda, that's scheduled for an April 30 release. It was filmed in Neill's native New Zealand.
Neill died suddenly on July 13 in Sydney, Australia. "The loss was sudden and unexpected but blessed by the fact that Sam remained cancer free," an official statement read, alluding to the actor's struggle with blood cancer.
The Legend of Zelda is directed by Wes Ball, whose recent work includes Kingdom of the Planet of the Apes and Maze Runner. Shigeru Miyamoto is onboard as a producer.
Ex Dragon Age boss warns devs against listening to player feedback for solutions: "They're not developers"
Former Dragon Age series producer Mark Darrah says fellow game developers should "absolutely" listen to player feedback, but when it comes to identifying solutions to problems, he says it's best to look elsewhere.
"Of course you should listen to people that are playing your game," Darrah says in a new YouTube video titled 'Why 'Listen to the Community' is Bad Advice'. "Except it's more complicated than it sounds, because people don't talk with one voice, because the loudest voices in your community don't always represent the majority of your players, and because players don't always know exactly what they want."
Immediately upon watching this video, I was reminded of a similar sentiment expressed by Path of Exile co-creator Chris Wilson, who said recently in his own YouTube video that surveying players can yield valuable information about problems, but not necessarily solutions. Darrah seems to agree wholeheartedly, stressing the value of community feedback but warning against letting it guide development.
"So I don't get completely canceled, let's start by saying developers should absolutely listen to their communities," says Darrah. "Players are incredibly valuable sources of information. They tell you when they're frustrated. They tell you where they're frustrated. They tell you what they like, what they don't like. They tell you where they feel like the game is unbalanced, where they feel like they're not getting a fair shake from the multiplayer systems in your game. They tell you where they're getting lost and confused. They also give you a great insight into how they're actually playing the game as opposed to how you wish they were playing the game.
"A lot of times they're going to identify problems way faster than even the best QA team possibly can, because there are so many more of them," adds Darrah. "If you ignore them completely, you're making a game in a vacuum. This is a complete mistake.
"Players are really, really good at identifying problems. What they're a lot less good at is identifying solutions. They're not developers, they're game players. They know they don't like something, but the solution they may come up with may not be the best."
Darrah then lists a number of ways players might identify a pain point but misidentify the problem at its heart. "If they're saying this enemy AI needs to be smarter, it might be that the AI is bad, [or] it might just be that the creatures are dying too fast and the balance is off," he says. "It might be a simple mistake in pathfinding. The feedback that this class is boring or these enemies need to be smarter isn't useless. It's incredibly valuable. It's giving you a window into what they're feeling. You need to understand and pick apart that feedback and understand the problem underneath the solution."
Another issue with listening to player feedback is that it's generally "not a monolith," meaning any given player base is going to have people all across the spectrum from casual to hardcore, from people who play games for the story to math nerds who just want to watch numbers go up.
"Especially if you're a studio that's been around for a while, you've built up a pretty deep relationship with one of those groups, and then a weaker relationship with a couple of others, and there are some groups which you are never talking to at all," says Darrah. "Those hardcore players, they want more math, they want a crunchier system, they want realism, they want complexity, but that's going to potentially make the systems unconsumable by other players."
I've long recognized this as a potential issue with Diablo 4, a game I love dearly but whose online communities and discourse I can't relate with because I don't play the game nearly as much as they do. It very much depends on the season, but it seems like Blizzard allocates a disproportionate amount of development resources to making sure the top commenters on r/Diablo4 are happy, when I reckon those folks make up a tiny portion of the overall player base. That leaves more casual players like me and my wife feeling a little left out of the conversation, although great expansions like Vessel of Hatred and Lord of Hatred compensate for that very periodically.
"You need to remember that your community is a bunch of different groups, and when you are in a conversation that seems to be unified by your community, take a step back and ask, 'Is this actually all of the community, or have we built up a very special relationship with a specific part of the community and we are listening to them to the exclusion of other groups?'" Darrah says.
"Most of your players aren't talking to you at all. Most people buy a game, play the game for a while, maybe really enjoy it, and then finish it and move on. They're not yelling about the game on Reddit, or tweeting about what they want, or engaging with the community, or making YouTube videos. Most people aren't terminally online."
Ultimately, Darrah says the trick is to "get as many different data sources as you can, get the feedback from the community, but do playtesting, put telemetry in, look at what's actually happening with sales of other games to try to figure out what the reality is versus what the community is telling you."

Darrah's final piece of advice for developers navigating community feedback is to "remember your vision." As a creative myself, I've always been intrigued by the fact that games are one of the very few creative mediums where the artist so often takes cues from the consumer and actually changes the art based on feedback.
If a movie or TV show comes out and the viewers don't like that a character dies, the director doesn't go back and make them survive. As much as Game of Thrones fans protested over the disastrous eighth season, it remains streaming on HBO Max exactly as it first premiered (trust me, I've had the displeasure of re-watching it). Of course, games, especially online multiplayer games, are a whole different beast with continual updates, limited-time modes, seasons, and the like, but the principle remains: should developers be twisting their visions to suit the desires of gamers? Darrah says no.
"If you get the best suggestion form your community but it violates the vision of your game, it's not actually the best suggestion. Not every suggestion is going to line up with what the game is trying to be, and that's OK. And there will be more games for those players to experience, and they may get that feature in a game in the future."
Original-Switch närmar sig Playstation 2, och Switch 2 sålde fyra miljoner enheter under våren
Under morgonen levererade Nintendo sin kvartalsrapport för perioden april - juni, vilket som vanligt innehåll data om konsolförsäljningen. Dels är det intressant att se hur pass bra det går för Switch 2, men dels är många naturligtvis även nyfikna på original-Switch som börjar komma väldigt nära Playstation 2 (tidernas bäst sålda konsol med en total på 160,63 miljoner enheter).
Switch 2 har under kvartalet sålt 3,82 miljoner enheter, vilket dock är lite långsammare än samma period förra året. Jämförelsen är dock orättvis eftersom Switch 2 lanserades i juni 2025, och det såldes miljontals redan dag ett. Totalt ligger den nu på 23,68 (fram till och med juni, det har säkerligen sålts ytterligare en miljon i juli).
Nintendo skriver att de är nöjda och att Switch 2 står sig väl mot föregångaren trots prishöjningen, som i Japan infördes redan i maj, medan det för oss är den 1 september som gäller:
"First-quarter sales for Nintendo Switch 2 did not reach the level seen in the same quarter of last fiscal year, which was when the console launched. However, for a hardware system in its second year, sales compare favorably to the adoption trajectory of Nintendo Switch. In the Japanese market, where a price revision took effect on May 25, hardware sell-through has also remained solid."
Switch då? Jo, den tappade naturligtvis mot förra året eftersom Switch 2 släpptes då, men det såldes ändå 0,66 miljoner enheter. Den ligger därmed fortfarande på ett tempo som motsvarar några miljoner om året, och totalförsäljningen är 156,59 miljoner. Håller siffrorna i sig och julhandeln blir bra, så kan vi teoretiskt ha en ny världsetta under nästa år, men det är långt ifrån säkert.
Vad tror du själv, kommer Switch bli tidernas bäst sålda konsol?
Nu ved vi, hvem der spiller Ganondorf i den kommende Legend of Zelda-film
Vi har vidst i noget tid nu, at Bo Bragason og Benjamin Evan Ainsworth vil påtage sig hovedrollerne som Zelda og Link i den kommende film baseret på Nintendos videospilserie The Legend of Zelda. Men udover dem er der mindst én rolle, som mange har været meget nysgerrige på. Det er selvfølgelig den, der skal spille Ganondorf.
Nu rapporterer Deadline, at Uli Latukefu har fået rollen som Links ærkefjende. Den australske skuespiller har tidligere medvirket i film som Black Adam og Next Goal Wins – og han spillede også en ung Dwayne Johnson i NBC-serien Young Rock.
Wes Ball instruerer filmen, som får premiere den 30. april næste år, og måske giver afsløringen af, hvem der skal spille Ganondorf, et lille håb om, at en første teaser for filmen er på vej.
Nå vet vi hvem som skal spille Ganondorf i den kommende «Legend of Zelda»-filmen
Vi har lenge visst at Bo Bragason og Benjamin Evan Ainsworth skal spille hovedrollene som Zelda og Link i den kommende filmen basert på Nintendos videospillserie The Legend of Zelda. Men i tillegg til disse er det minst én rolle som mange har vært veldig nysgjerrige på. Det er selvfølgelig hvem som skal spille Ganondorf.
Nå melder Deadline at Uli Latukefu har fått rollen som Links erkefiende. Den australske skuespilleren har tidligere medvirket i filmer som «Black Adam» og «Next Goal Wins» – og han spilte også den unge Dwayne Johnson i NBC-serien «Young Rock».
Wes Ball regisserer filmen, som har premiere 30. april neste år, og kanskje avsløringen av hvem som skal spille Ganondorf gir et lite glimt av håp om at en første teaser for filmen er på vei.
