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Matthew McConaughey Reveals The Loving Way Wife Camila Alves Psyched Him Up As He Rediscovered His Love For Acting

Matthew McConaughey Reveals The Loving Way Wife Camila Alves Psyched Him Up As He Rediscovered His Love For Acting

Yahoo11-03-2025

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Matthew McConaughey has had one of the most dynamic careers in Hollywood among his generation of peers. The list of McConaughey's best films alone, which range across numerous genres over the decades, is proof enough. Even still, some of the best in the biz lose their way now and again, the Interstellar alum included. He revealed ahead of the SXSW premiere of his new movie and the imminent True Detective Season 5 how his wife, Camila Alves, lovingly supported him as he rekindled his passion for acting.
Just ahead of his new 2025 movie schedule flick, The Rivals of Amziah King (which premiered at SXSW), McConaughey caught up with Variety. The Dazed & Confused actor opened up about various facets of his career, but most importantly, how he rediscovered his acting bug (along with why he thinks True Detective Season 1 is best). He presented three main reasons about why his love for working in movies and TV came back, and while two were specific to himself, the third has to do with Alves. McConaughey said this of being able to fully fall in love with diving into a character again:
I remembered a couple of things. One, how much I truly enjoy performing. Two, I remembered, hey, McConaughey, you're pretty damn good at this. And three, I remembered that acting is a vacation for me, and what I mean by vacation is that when when I'm performing, it's my singular focus. When I walk out the door in the morning, my wife says, 'go kick some ass. I got the kiddos. We're good.' That's vacation. Because I'm not multitasking. I'm not compartmentalizing. I'm fully focused on finding the truth of my character.
Enjoying acting and having talent are wildly large pieces of a Tinsletown career, no doubt. Having someone as supportive as Alves is to her husband changes the game though. And with how McConaughey shared about meeting his wife, there's no question that these two have each others back through anything and will support the other in any endeavor. After the couple recreated a classic McConaughey poster, they've kept up with the Brazilian Sunday kitchen tradition, which seems like a fun, at times challenging, yet helpful way to keep a well-running kitchen and relationship.
Taking the time to have this wholesome and fulfilling personal time seems like it's served the Mud star well. He's been in supporting roles post-The Gentlemen, and between his Dark Tower movie flop and McConaughey's leave from Hollywood due to rom-coms for Texas, the hiatus seems like a long time coming now. As he returns to star in the 2025 crime thriller flick, it'll be exciting to see a revitalized Dallas Buyers Club alum, I have a feeling he's going to knock it out of the park, thanks to Alves' support.
In addition to The Rivals of Amziah King, Matthew McConaughey is attached to the upcoming Apple TV+ movie The Lost Bus, which filmed last year. Keep visiting CinemaBlend for updates on those movies and other news concerning the actor.

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As Play Anywhere takes center stage, the future of Xbox has never been clearer: "Our plan is to keep making amazing games and have them reach as many players as we can"
As Play Anywhere takes center stage, the future of Xbox has never been clearer: "Our plan is to keep making amazing games and have them reach as many players as we can"

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As Play Anywhere takes center stage, the future of Xbox has never been clearer: "Our plan is to keep making amazing games and have them reach as many players as we can"

When you buy through links on our articles, Future and its syndication partners may earn a commission. Xbox is getting serious about Play Anywhere. The initiative has existed in some form for a decade, where a single purchase of a video game carries across to any supported device within the Xbox ecosystem. Despite the clear value proposition, Xbox Play Anywhere has largely been sat in the shadow of Game Pass; more of a curiosity than a centrepiece of the platform. But something has changed. Speaking at the Xbox Showcase, Microsoft Gaming CEO Phil Spencer declared that "we're working to make sure you're able to play our games wherever you are, which is why every new game in the show is Xbox Play Anywhere." The importance of this is easily overlooked amongst the excitement of an exceptional 2025 lineup of upcoming Xbox games, and the tease of a pivotal 2026 offering which could include new instalments to the platform's most iconic franchises: Fable, Forza, Halo, and Gears. "The Xbox business is pretty unique to the industry" Craig Duncan, head of Xbox Game Studios But Spencer's statement is a signal towards the future of Xbox – more critical to the expansion of the platform than any Xbox Game Studios exclusive or day-one entrant into Game Pass could ever be. The way we play is rapidly changing, and Play Anywhere could be how Xbox regains its competitive edge in a marketplace increasingly dominated by Nintendo, PlayStation, and Valve. "The Xbox business is pretty unique to the industry," says Craig Duncan, the head of Xbox Game Studios speaking exclusively with GamesRadar+. "Xbox is a platform. We publish some of the biggest and most-played multiplatform games; we have Cloud Gaming, Game Pass, and Xbox Play Anywhere. Our plan is to keep making amazing games and have them reach as many players as we can, wherever they want to play." To understand the changing dynamics of Xbox in 2025, you need to accept something: whether you like it or not, it's Microsoft's position that everything is an Xbox now – including whatever device you're using to read this article. The platform holder believes that the Xbox Store, Game Pass, and Cloud Gaming are its primary portals into the ecosystem, and that Xbox Play Anywhere will act as the bridge between them. "Recognising that everybody plays in different ways is just so central to what Xbox is trying to achieve – our vision of how we see gameplay evolving," says Roanne Sones, CVP of gaming devices and ecosystem at Xbox. There are over 1000 supported Xbox Play Anywhere titles. If you purchase any one of these video games from any Xbox online store, you'll be able to take it (and your progress) with you to any supported device – allowing seamless switching between console, PC, handheld, and cloud. Now if you only exclusively play Xbox games on console or PC, perhaps this feature doesn't appeal to you. But Xbox has anecdotal evidence and hard data to suggest that you may be part of an increasing minority. "We are really investing in refining the experience of playing your games across multiple devices," says Jason Beaumont, VP of experiences and platforms at Xbox. "What I noticed about my console is that it was just one of a constellation of gaming devices that I use in my house. I'm using my console, my gaming PC, my handheld, and Smart TV apps. I play games everywhere, and I want to be able to pick up my progress and continue that wherever I go." Beaumont is speaking literally here, with Microsoft investing in a collaboration with ASUS to bring the ROG Xbox Ally and ROG Xbox Ally X to market later this year – handheld gaming PCs that can play Xbox PC games natively, which is undoubtedly a more attractive way to play Xbox games on the go versus the alternative (entrusting your progression to cloud servers and mobile networks). He's also speaking figuratively, to this belief within Xbox that the state of play is changing. "Recognising that everybody plays in different ways is just so central to what Xbox is trying to achieve" Roanne Sones, CVP of gaming devices and ecosystem "Our data shows most console players use two or more devices, and that playing the same game on different devices can be difficult. We also know that the console market growth across generations has slowed," says Duncan. It's why Play Anywhere is the sort of service Xbox is gambling on. Two questions that the company has struggled to answer in the last 12 months are why console players would invest in Xbox over PlayStation when so many of its first-party titles are going multiplatform, and why PC players would purchase games through the Xbox app on Windows when Steam is right there. Here's Duncan's perspective on it: "When you make pro-consumer decisions, you're going to create a strong business now and into the future. We want our game franchises to be as big as possible, while making Xbox the best place to play these games. And our strategy of reaching as many players as we can, anywhere they are, while making it seamless to buy a game once and have it playable across devices is good for everyone." Perhaps Play Anywhere is the answer to both questions, then. A single purchase empowered with cross-progression and cross-entitlement. One which then lets you shift from playing online with friends on console, unlocking achievements on PC, and pick up your play on the move through handheld or mobile devices – your progress, community, and library right there with you. It's a compelling concept, particularly if Spencer's assertion that there's "28% growth in players playing our games on multiple devices, year over year" is evidence of changing consumer trends. One way to look at this is that Xbox is taking proactive steps to meet players. Another is that this shift in strategy is the result of another generation cycle spent in last place – PlayStation recently announced that it has no plans to change its strategy or platform initiatives. Regardless, it's difficult to begrudge Microsoft for wanting to get ahead of a trend rather than be caught following it. The question, of course, is what incentive developers have for supporting something like Xbox Play Anywhere – a service that only works if players are aware that it exists, and if more games are willing to support it. Marcus Morgan, executive producer of Grounded 2, tells me that the executives leading the Xbox division "always talk about Xbox in a way of the platform trying to connect to gamers across the globe – no matter who they are, no matter what they want to play. I think that is such a great and ambitious target." That's a sentiment echoed by Brandon Adler, game director of The Outer Worlds 2: "Anything that encourages more people to play my games I'm always going to love… It's why something like the Play Anywhere initiative is great, because it invites more people to play." Much like Game Pass, it was always going to be down to the first-party developers within the Xbox Game Studios network to really drive something like Xbox Play Anywhere forward. But unlike Microsoft's premium subscription service, I get the feeling that Play Anywhere can only truly succeed as a system seller – a platform incentive that could court players away from PS5 and Steam – if it receives wide adoption from third-party studios. Speaking with Anil Glendinning, creative director of There Are No Ghosts at the Grand, one of the breakout reveals from the Xbox Showcase, tells me that Play Anywhere support "felt like a natural fit" for Friday Sundae's debut game. "We've always believed that players should be able to pick up where they left off, regardless of the screen in front of them – it's something that aligns perfectly with the game's structure." "One moment you're redecorating haunted rooms in a British seaside hotel on your console, the next you're unravelling supernatural mysteries on your handheld. That flexibility just made sense," says Glendinning. "When considering Play Anywhere, the main questions we asked were: will this improve the experience for players? Can we deliver parity across platforms? And does it support the kind of seamless immersion we're aiming for? In all cases, the answer was yes." Of the two dozen independent developers and publishers I've spoken with in recent weeks, I'm told that building Play Anywhere support into upcoming projects is relatively simple (as much as anything in the game development process could be considered simple). A three step process which involves joining the ID@Xbox program, implementing cross-progression, and cross-entitlement. Although the general sentiment between this group was that aligning entitlements (which is to say, each device seamlessly registering that a single purchase should be accessible for a player) can be a 'living nightmare' for teams unfamiliar with the process, and that Xbox's support could be stronger. Does Play Anywhere contribute to (or break through) the noise? "We very much view Play Anywhere as an extension of Game Pass and Xbox's commitment to increasing their audience. That will have beneficial implications for developers, but I don't know if it will remove some of the noise from the gaming landscape," says Squanch Games CEO Mike Fridley. "In the long run, if it survives as a service, it will likely increase the noise as more indie and large studios add more and more titles that take advantage of the Play Anywhere feature. In the short run, though, I think it will give studios that are early adopters of the feature the opportunity to stand out. Long story short, the best way to cut through the noise is to make a great game, build a fanbase, and listen to that fanbase. There is no magic bullet to making your game stand out other than quality and availability. Play Anywhere definitely helps increase your availability." Some developers are taking a proactive approach to ensure its future titles are Play Anywhere ready. Rebellion is one prominent independent studio putting its weight behind the service – including 2025's Atomfall. "At Rebellion, we are keen for as many players as possible to enjoy our games, and Xbox Play Anywhere is a great way to help achieve this goal," says Ben Fisher, head of design at Rebellion. "Specifically, we create games using our own in-house engine, Asura, that has support for Xbox Play Anywhere built in. So, it is very straightforward for our teams to ensure that our titles are compatible for Play Anywhere, as well as support Xbox cloud ecosystem and optimise for Game Pass. The Asura engine also scales nicely for PC-based handhelds, which gives us more options beyond streaming and, alongside Xbox Play Anywhere, gives players a wide choice of when and where they can play our games." Speaking on background, other flashpoints raised by developers weighing support include recognition that video games are both taking longer and costing more to create. That cross-play and cross-progression initiatives have altered player expectations. That cost of living crises have changed spending habits, particularly as games reach $80. With Xbox claiming that Play Anywhere increases awareness, grows engagement, and keeps folks playing for longer, can this initiative help developers shoulder the burden of an increasingly volatile market to keep delivering for players? "We strive to create games that we want to play. As fans of gaming and gamers ourselves, whenever we create something that we love or play a game we enjoy, we want as many people as possible to share that fun," says Mike Fridley, CEO of Squanch Games, following the reveal of High on Life 2 at the Xbox Showcase. "Play Anywhere increases the number of gamers that will be able to play our games and partake in that experience." "Yes, there are potential financial benefits to increasing your audience, and for some other studios, that may be a major driver for them. To some extent, being able to sell to more customers is a driver for us as well, just not our major reason for doing it," says Fridley. "We are a very small indie studio whose fate is directly tied to our market success. We don't have a big publisher conglomerate that will be able to absorb costs if one of our games doesn't hit the financial mark. Being on as many screens as possible comes with some financial benefits that help us keep our doors open." Microsoft Gaming has endured yet another challenging generation cycle. Having spent a decade battling to overcome the perception that Xbox Game Studios isn't delivering new titles, the focus shifted just as the first-party floodgates began to open. There was the public battle to acquire Activision Blizzard, reports of Game Pass missing internal growth targets, and an unsteady venture into multiplatform play. And now, with the incoming release of an Xbox handheld and early talk of next-gen hardware on the horizon, the platform holder is starting to gradually realign its pieces on the board. "We want our players to enjoy the games we make and play where they want to play" Craig Duncan, head of Xbox Game Studios "We strive to engage with large communities of players around our franchises, and remove barriers so more people can play together and enjoy the games they love, play with their friends, and connect with likeminded gamers," says Duncan. "It's about playing your favorite games on your Series S or X, having cross-save just work, and your progress coming with you. Or finding new games through Game Pass, or playing cross play with some of our games on PC or that have shipped on other platforms. We want our players to enjoy the games we make and play where they want to play." 'Play Anywhere' is becoming more than an initiative to let you seamlessly carry your digital life between devices, then. It's a mantra which bridges Xbox's multiformat ambitions, its increasing first-party output, ongoing support of Game Pass, and new hardware initiatives. As Xbox looks to its future, with early talk of next-gen hardware on the near horizon, Xbox Play Anywhere is transforming into the sell for the entire ecosystem. Whether it will work, only time will tell. Gears of War: Reloaded campaign preview: If playing this classic campaign co-op with one player on a PS5 and the other on an Xbox Series X is wrong, then we don't want to be right. This is shaping up to be the terrific and loving re-release that builds on the success of Gears' 2015 Ultimate of War: Reloaded multiplayer preview: Both the best and worst thing we can say about returning to the multiplayer mode that once defined our lives is – it's still Gears of War. Chunky, uneven, and punishing. It's a tricky proposition in 2025, but we're so glad Gears is back in Gaiden 4 hands-on preview: It's clear from slicing and dicing waves of enemies that, yes, the joys of the best 3D games in this series are back (and yes, we did manage to beat the boss fight). Talking to the devs, we reflect on the evolution of the action game genre over the last Gaiden 4 interview: Team Ninja and PlatinumGames say that "Soulslikes have kind of taken center stage" since the last installment to the Ninja Gaiden series, but the devs promise that "we are going against the trend in that way" with the upcoming 2025 release of Ninja Gaiden 2 hands-on preview: 30 minutes with a survival game like Grounded 2 is just scratching the surface, but we are already hooked. Talking with the devs, they explain why now was the right time to jump into a full, numbered Grounded 2 an Xbox exclusive? Obsidian won't rule out bringing Grounded 2 to PS5 and other platforms in the future (just as its predecessor did in 2024), but says that this initial release is "all about being in Game Preview and Early Access"Grounded 2 player count: Everything is bigger in Grounded 2, but Obsidian never considered stretching beyond four-players. Speaking to GR+, the studio says doing so "would have undermined what Grounded was really about."Grounded 2 roadmap: Obsidian is targeting updates every "four to five months" after the studio learned the hard way: "When we started with Grounded 1 in early access we were trying to do monthly updates – that was a hassle and it didn't work"ROG Xbox Ally X hands-on preview: With its first handheld, Xbox's 'Play Anywhere' strategy is coming into sharper focus. And I'm not saying I regret buying a Nintendo Switch 2 at launch... but the ROG Xbox Ally X is almost everything I want from a new Xbox Outer Worlds 2 hands-on preview: This sequel feels like one of our favorite RPG devs (they also made Fallout: New Vegas and Avowed) finally got the resources to make a new sci-fi adventure with the scope they deserve. Full of details, choices, and great action, this is shaping up to be Outer Worlds 2 exclusive interview: With The Outer Worlds 2, Obsidian Entertainment is dedicated to making sneaky playstyles truly viable in its upcoming sequel: "We have a strike team going room-by-room to see if we can stealth properly through each location"The rising cost of video games: The Xbox Showcase confirmed that The Outer Worlds 2 will be the first video game out of Xbox Game Studios in 2025 to cost $80. Obsidian Entertainment says we don't set the prices for our games" and wishes "everybody could play" its new RPG.

As The Outer Worlds 2 hits $80, director says "we don't set the prices for our games" and wishes "everybody could play" Obsidian's new RPG
As The Outer Worlds 2 hits $80, director says "we don't set the prices for our games" and wishes "everybody could play" Obsidian's new RPG

Yahoo

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As The Outer Worlds 2 hits $80, director says "we don't set the prices for our games" and wishes "everybody could play" Obsidian's new RPG

When you buy through links on our articles, Future and its syndication partners may earn a commission. In the span of just a few months, $80 games have gone from an all-new idea that nobody liked to a reality that more and more of us would have to deal with, with The Outer Worlds 2 now the first Xbox-published game confirmed to boast the heftier price tag. However, the RPG's director has reiterated that the developers "don't set the prices" for their games. Following on from the Switch 2 and its $80 launch title Mario Kart World, Xbox confirmed in a recent price hike that some of its own "new, first-party games starting this holiday season" would cost the same. The Outer Worlds 2 is our first confirmed example of this, with pre-orders now open ahead of Obsidian's latest RPG launching on PC, PS5, and Xbox Series X|S on October 29 (not what I'd have called the "holiday season," but anyway). Asked about the ongoing $80 price conversations in an interview at Summer Game Fest, attended by GamesRadar+, The Outer Worlds 2 director Brandon Adler reiterates that it's ultimately not a decision made by the people making the game. "We're a game developer. We love to make games. We don't set the prices for our games," he begins. "Like, personally, as a game developer, I wish everybody could play my game, because that's what I want out of this whole thing. But for the reasons and so like, why the $79.99 price point, you'd have to honestly talk to the Xbox folks," he continues, avoiding touching on his "own personal feelings" during the interview. The Outer Worlds 2 likely won't be the only game to hit $80 this year and beyond, but one thing is for sure, fans really don't want Borderlands 4 to be one of them. Gearbox boss Randy Pitchford has been facing a lot of backlash lately after suggesting that "a real fan" would "find a way to make it happen," even if the upcoming looter shooter did cost $80 – something that's not actually been confirmed, it's worth noting. From serial killer to bad knees, The Outer Worlds 2 has some ridiculous perks even by RPG standards, including one that just "makes the game pretty unplayable if you happen to choose that."

From serial killer to bad knees, The Outer Worlds 2 has some ridiculous perks even by RPG standards, including one that just "makes the game pretty unplayable if you happen to choose that"
From serial killer to bad knees, The Outer Worlds 2 has some ridiculous perks even by RPG standards, including one that just "makes the game pretty unplayable if you happen to choose that"

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time3 hours ago

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From serial killer to bad knees, The Outer Worlds 2 has some ridiculous perks even by RPG standards, including one that just "makes the game pretty unplayable if you happen to choose that"

When you buy through links on our articles, Future and its syndication partners may earn a commission. The Outer Worlds 2 is coming this year, October 29, and it's adding a whole host of weird and wonderful perks so that you can roleplay as a serial killer or someone with bad knees. Bad knees is an in-game flaw that actually made me laugh out loud when it was described during the Outer Wilds 2 direct at Summer Game Fest. It allows you to move faster, but the drawback is when you go from crouching to standing, "your knees are gonna make a loud popping noise that makes it so that, well, everyone around you is gonna hear you." If, like me, you're on the wrong side of 30, you likely know at least one person whose knees do this – chances are, that person is you. It's actually a great roleplay quirk for a stealth character. All that crouch walking must play havoc with your joints – Red Dead Redemption 2 actor Roger Clark did say the hardest part of filming for the game was all the squatting: "three days later my thighs were absolutely killing me." One very cool and slightly cruel perk is serial killer. If you choose it, there's a chance every human you kill will drop a heart, which you can collect to get a permanent boost to your health. If you kill a human who "wasn't hostile" to you, there's a 100% chance of the drop. I'm not sure if this means stealth kills guarantee hearts or you have to kill innocent NPCs, but either way, it's an interesting reward for being a murderer, and another great boon for stealth players; if you do get caught, that extra health will stop you getting put down too quickly. The strangest and most unique flaw revealed so far is sungazer. Quite literally what it sounds like, your character just loves to stare at the sun, and that has permanently damaged their vision. The game will look hazy, and ranged weapon spread will be increased by 100%, making you very inaccurate. It "makes the game pretty unplayable if you happen to choose that," says one developer. While you wait for The Outer Worlds 2 to come out, check out all the upcoming Xbox games.

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