Friday, July 6, 2012

Evo 2012 Fighting Game Tournament this Weekend, Watch It Live




For fans of competitive fighting games, this weekend, July 6 - 8, is the biggest weekend of the year. The Evo Championship Series is happening in Las Vegas, Nevada and brings together top fighting game players from around the world. The best players from the United States, Japan, Korea, China, the United Kingdom and elsewhere have pilgrimaged to Caesar's Palace in Vegas to find out who'll be this year's champions. And you can watch live this weekend from the comfort of your living room. It's too hot to go outside, anyway.


The games included in the tournament are:



  • Super Street Fighter 4: Arcade Edition

  • Ultimate Marvel vs. Capcom 3

  • Street Fighter X Tekken

  • King of Fighters XIII

  • Super Street Fighter II Turbo

  • Mortal Kombat

  • Soulcalibur V





Evo Live Stream






We've embedded the Evo live stream here, and will update this page with tournament results as we near the tournament finals on Sunday. To further satisfy your hunger for Evo, here's a handy set of links to watch this weekend.





More Ways to Enjoy Evo







Evo Schedule



Super Street Fighter 4



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 6:30 pm - 10:00 pm

  • Finals: Sunday July 8, 8:00 pm - 10:00 pm


Ultimate Marvel vs. Capcom 3



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 6:00 pm - 10:00 pm

  • Finals: Sunday July 8, 5:30 pm - 7:00 pm


Street Fighter X Tekken



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 11:30 am - 1:00 pm


King of Fighters XIII



  • Pools: Friday July 6, 8:00 am - 6:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 10:00 am - 2:00 pm

  • Finals: Sunday July 8, 3:00 pm - 4:30 pm


Super Street Fighter II Turbo



  • Tournament of Legends: Sunday July 8 , 12:00 am - 1:00 am


Mortal Kombat



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 1:00 pm - 2:30 pm


Soulcalibur V



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 4:00 pm - 6:00 pm

  • Finals: Sunday July 8, 10:00 am - 11:00 am


If you're watching Evo with us this weekend and want to pitch in on the coverage, contribute to the Evo Championship Series wiki--tournament results, player bios and info on past Evo events can improve the wiki for everyone.



Source : ign[dot]com

Sesame Street: Once Upon a Monster Preview








Onceuponamonster1







If there’s one thing I can’t stand, it’s an educational game based on a popular kids’ property that doesn’t really bring anything to the table. It’s one thing to try and teach kids something they don’t know about, but how you do it is just as important as getting the lesson across. For years, so many games have failed to do this, starting with the Sesame Street games on the NES (“I don’t think that’s a word!”). It continued on with Barney’s Hide-and-Seek, a Genesis game that was so practically bad that it played itself, which I believe would discourage kids worse than letting them discover the solution for themselves.


I’m going off on a tangent here. Kids’ games aren’t really that bad anymore, though there are still a number of releases that are aimed at younger players (mostly on Wii, like Sesame Street and – gag – Smurfs Dance Party) while shutting out older players from having any fun. However, Tim Schafer and his team at Double Fine could very well change how this formula works with its upcoming release for Xbox 360/Kinect, Sesame Street: Once Upon a Monster. This isn’t your typical foray down the familiar license – Tim and his team are actually doing something genuinely new, and something that…wait for it…all ages can seemingly enjoy.


The game is presented in a storybook format, telling a tale that involves a series of monsters that just want to have fun with their days. The two main stars are familiar characters from the Sesame Street lexicon – the sweet-eating Cookie Monster and the high-pitched, red-furred Elmo. They appear in this monstrous world and guide the player through the actions of a newly created monster character named Marco. You’ll start out coming upon this creature, as he’s the only attendee at his birthday party (insert sad face here), but rather than discouraging him, Elmo and Cookie Monster engage in a number of mini-games to help perk him up, eventually getting to a birthday party he truly deserves. This is just the first part of the game; other chapters in the story tell different monster tales.


So how does this manage to involve adults along the same lines as kids? Well, keep in mind that this production is the work of Double Fine, the same savvy studio that produced Brutal Legend, Stacked, and the recently released mech game, Trenched. It’s got his style of humor in it, but never to the point that it’s raunchy or questionable for younger gamers. Tim worked very carefully to make sure that the tone stayed in the Sesame Street realm, but by the same token, also made sure that entertainment went hand in hand with education, without the latter overshadowing the former. As a result, a number of Once Upon a Monster’s mini games are quite entertaining. One, for instance, has Marco taking part in a tandem race while Elmo playfully rides on his shoulders. Utilizing the Kinect, players must move left and right to avoid colliding with objects that could slow Marco’s momentum, while also ducking so that Elmo doesn’t hit his head on a passing tree branch. It’s never to the point that the activities are impossible, and young and old players alike will actually get into them more than you would’ve expected. Other activities include dancing (not hardcore Dance Central style either – we’re talking playful jumping around) and blowing out candles on a birthday cake. The game is packed with all kinds of enjoyable music, so kids can dance along to it, while parents won’t be worn out by it being loaded with thematic messages. Double Fine is making sure it’s fun all around, and not for a certain kind of audience. That’s where Once Upon a Monster’s main appeal lies.


To assure that the game had the same likable tone as the popular public television show, Double Fine worked closely with the teams at Warner Bros. Interactive Entertainment and Sesame Workshop to assure that the new monsters fit in with the classic ones, while the stories reflected the kind of proper tone that would be expected from the world of Sesame Street. Considering that many Double Fine staffers were fans of the show when they were growing up definitely helps, as their memories help fuel the events that occur in the game. We still have yet to see what later stages have to offer, but you can bet there will be some sort of fun motion activities that everyone can easily get into. Maybe we’ll even have a cookie-eating mini-game for good measure. I mean, Cookie Monster IS in the game, after all…


As far as presentation goes, the game features the authentic voicework of both Cookie Monster and Elmo, and the new creatures sound great as well. What’s more, the small monster universe that they dwell in is never to the point of being threatening. In fact, it’s quite comfortable, with its relaxed design and its fun, little atmospheric touches, like the mini swamps and the forests. Being able to check it out through the eyes of the Kinect is definitely a smart move, as it simply wouldn’t be the same experience by using a routine controller.


Okay, so maybe we’re a little bonkers previewing a Sesame Street game right after the release of the ultra-violent Gears of War 3. But what can we say? This isn’t typical licensed fare where the point of education is hammered into skulls. This is a delightful take on a classic franchise, going in an unexpected direction thanks to a devoted studio. We’re actually interested to see how ends up when it hits stores on October 11. We’ll be back with a full verdict then, along with a desire to eat a bunch of cookies. Actually, we feel that now. OM NOM NOM!!


Oh, and there will be a demo available next Tuesday on Xbox Live. Check it out if you can.





Source : gamezone[dot]com

Will One Studio Make All Call of Duty Handheld Games?




New reports suggest that Activision’s recently-founded Leeds studio will develop all future handheld and mobile iterations of the Call of Duty franchise. According to UK games industry expert Andy Payne, Leeds will be developing "all handheld versions [and] iOS versions of Call of Duty" moving forward.


According to Leeds, the various studios developing Call of Duty are collaborative, reusing assets and exchanging them as needed. From this point forward, Leeds will be able to use the same assets for use in mobile games. “The two studios are saying, 'I need a tank, pull it off from the library'. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds,” he said.







We know that Call of Duty: Black Ops Declassified is currently in development for Vita, though it’s still unknown who’s developing that game. Unfortunately, the rumor about Leeds is likely only referring to future games, as Declassified is set to hit stores before the end of the year and Activision Leeds was only created in May, which wouldn’t line up.


Previous Call of Duty handheld and mobile developers include n-space, who developed DS versions of Call of Duty 4, Black Ops, Modern Warfare 2 and World at War. Black Ops Zombies and World at War Zombies on iOS, meanwhile, were developed by Ideaworks.


Source: Videogamer







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Did Michael Bay Steal From David Fincher?




Check out the video below that compares early music videos directed by David Fincher with later ones directed by Michael Bay and then weigh in on the Comments if you think Bay ripped off Fincher's work:





Thanks to Vulture for the head's-up!



Source : ign[dot]com

PlayStation All-Stars Gets Two New Fighters, New Stage




During an exhibition at the EVO fighting tournament tonight, Sony revealed two new characters for PlayStation All-Stars Battle Royale. In addition to the eight characters already revealed, Japanese Sony mascot Toro Inoue and Tekken’s Heihachi Mishima will be joining the fray.



Toro Inoue was rumored to appear in the game just last week and is one of Sony’s most well-known mascots in Japan. Toro previously appeared as a fighter in Street Fighter x Tekken. Heihachi Mishima, meanwhile, is the villain of the original Tekken and most recently also appeared in Street Fighter x Tekken.







Lastly, Sony also showed off a new stage, Dojo from Parappa the Rapper. This brings the total number of known PlayStation All-Stars Battle Royale stages up to five, joining the previously announced Dreamscaoe, Hades, Metropolis and Sandover Village.


As Sony confirmed earlier today, PlayStation All-Stars Battle Royale will hit stores on October 23rd. Keep checking back to IGN for new updates, as an additional pair of characters for the game will be announced during the PlayStation All-Stars Battle Royale Comic-Con panel next week.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Slender is Pure Horror




You start in a dark wooded area with no weapons, a sense that something horrible is about to happen, and a nagging feeling that you can’t do much to prevent it. Such is the beginning of Slender, a free horror game you can play right now.


Based on the Slender Man mythology popularized through a Something Awful thread, and further spread through forum chatter, YouTube videos and even Minecraft, the game’s tall, unrelenting creature pursues you through the inky black of a fenced-in forest. Slender doesn’t bother telling you why you’re there or if it’s possible to escape. You’re given a standard video game goal – find eight pages – but the terror unlocked by discovering and collecting the pages obliterates the task’s comforting familiarity.







Few horror games thrust you so directly into the heart of fear. All of Slender’s elements – the lack of a map, the threat of instant death, the slight element of unpredictability of the page locations – all contribute to a pervasive sense of hopeless vulnerability as you frantically flee an unknowable predator who may or may not be directly behind you.



Source : ign[dot]com

Tech Fetish: Size Matters




This week Mark Ryan Sallee and Nic Vargus keep it classy, while discussing the possibilities of an iPad Mini. Does it exist? Doesn't it? Should it?


Believe it or not, that's not the only size news of the week. From the Higgs Boson to the Galaxy Note 2, it seems we can't escape reflecting on changes in the universe, both big and small (don't you love a good theme?).


Tech Fetish Podcast - Episode 135 (Must Right Click to Save)


Subscribe to IGN's Podcast Series


Rate Tech Fetish on iTunes!


Email us questions, feedback and topic suggestions!


 







Source : ign[dot]com

Evo 2012 Fighting Game Tournament this Weekend, Watch It Live




For fans of competitive fighting games, this weekend, July 6 - 8, is the biggest weekend of the year. The Evo Championship Series is happening in Las Vegas, Nevada and brings together top fighting game players from around the world. The best players from the United States, Japan, Korea, China, the United Kingdom and elsewhere have pilgrimaged to Caesar's Palace in Vegas to find out who'll be this year's champions. And you can watch live this weekend from the comfort of your living room. It's too hot to go outside, anyway.


The games included in the tournament are:



  • Super Street Fighter 4: Arcade Edition

  • Ultimate Marvel vs. Capcom 3

  • Street Fighter X Tekken

  • King of Fighters XIII

  • Super Street Fighter II Turbo

  • Mortal Kombat

  • Soulcalibur V





Evo Live Stream






We've embedded the Evo live stream here, and will update this page with tournament results as we near the tournament finals on Sunday. To further satisfy your hunger for Evo, here's a handy set of links to watch this weekend.





More Ways to Enjoy Evo







Evo Schedule



Super Street Fighter 4



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 6:30 pm - 10:00 pm

  • Finals: Sunday July 8, 8:00 pm - 10:00 pm


Ultimate Marvel vs. Capcom 3



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 6:00 pm - 10:00 pm

  • Finals: Sunday July 8, 5:30 pm - 7:00 pm


Street Fighter X Tekken



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 11:30 am - 1:00 pm


King of Fighters XIII



  • Pools: Friday July 6, 8:00 am - 6:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 10:00 am - 2:00 pm

  • Finals: Sunday July 8, 3:00 pm - 4:30 pm


Super Street Fighter II Turbo



  • Tournament of Legends: Sunday July 8 , 12:00 am - 1:00 am


Mortal Kombat



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 1:00 pm - 2:30 pm


Soulcalibur V



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 4:00 pm - 6:00 pm

  • Finals: Sunday July 8, 10:00 am - 11:00 am


If you're watching Evo with us this weekend and want to pitch in on the coverage, contribute to the Evo Championship Series wiki--tournament results, player bios and info on past Evo events can improve the wiki for everyone.



Source : ign[dot]com

Wii U’s Hidden Gem: Game and Wario’s ‘Fruit’




Set next to the likes of Project P-100 and Pikmin 3, I didn’t pay much attention to Nintendo’s Game and Wario at E3. The Wario series has never appealed much to me, as the thought of playing more and more mini-games isn’t something I’m eager to do. Add in the simplistic, bizarre visual style of Game and Wario, which is hardly pushing the limits of Wii U’s power, and it might be easy to understand my reservations. Yet when I sat down to finally play the game recently, I quickly found myself hooked – and just on one of the four games offered in the demo.


‘Fruit’ plays once again upon the idea of offering two experiences for two groups of players, one holding the GamePad, and the other simply observing actions on the television. The player with the GamePad selects a thief from a lineup, and then moves that thief through bustling city streets to steal a select number of fruit within a certain time limit. The other players, unaware of the thief’s identity, watch the television and attempt to determine who is actually taking the fruit, while the other player attempts to blend in with the crowd and avoid detection. The only real difference between the two displays is a simple marker above the thief’s head on the GamePad unit, allowing that player to navigate the top-down view of the city easier.







The goals couldn’t be simpler. Steal fruit. Find the thief. Yet it’s that tension – the risk that’s almost palpable – of going for the fruit and taking the risk that someone might figure out your identity, that makes the game so fun. Attempting to mimic the movements of the computer-controlled crowd is no easy feat. Characters switch directions, meander and generally don’t bother with the fruit. Simply heading right at your target is a recipe for disaster.


Making matters worse are the snapshots – occasional pauses in the action that momentarily re-frame the television screen near your character. The game is never so unfair as to center your character – you’re often on the peripheral or buried in a crowd – but anticipating these moments and ensuring you’re never too exposed is part of the fun.


‘Fruit’ is criminally simple in concept, yet packs in a level of entertainment that some of the other Game and Wario mini-games (see ‘Arrow’) lack. Even some of the Nintendo Land ‘attractions’ (Zelda’s Battle Quest comes to mind) don’t hold up.


Granted, this is only one element of Game and Wario, and one mini-game does not warrant purchasing an entire retail title. Yet as a proof of concept, ‘Fruit’ proves there’s more than meets the eye to this quirky game. Don’t dismiss it because it’s another mini-game collection, or because its art style is entirely too simplistic. With any luck, we’ll see more ideas like this when the game arrives in the Wii U’s launch window.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

LEGO Batman 2 PC Review




LEGO games are cute, funny and easy to jump into, but they've also been around since 2005. Whenever someone wandered by my desk and spied me playing LEGO Batman 2: DC Super Heroes, he or she would undoubtedly say "Yup, it's another LEGO game" before wandering off. Trouble is, LEGO Batman 2: DC Super Heroes isn't just another LEGO game. It does away with hard-to-judge platforming, its puzzles make sense, and it adds a couple of big things that are sure to become staples for the LEGO franchise moving forward.


The changes come with growing pains, but there's no denying that LEGO Batman 2: DC Super Heroes is a great video game.







Like the previous game, LEGO Batman 2 spins an original yarn, but this time it's engaging and really interesting. Lex Luthor is running for president, teaming with the Joker and using kryptonite to stuff the ballot box. With foulness afoot, Batman, Robin, Superman and eventually the entire Justice League step in to stop the plot.


This plays out via traditional LEGO game controls. You jump, punch and switch between characters with button presses and keystrokes. A local friend can drop in and out for co-op in a jiff. The game's as simple to understand as ever, but adds new suits for Batman and Robin along with powers for specific characters. Black Canary has her sonic blast, Cyborg is magnetized, and Wonder Woman can lasso hard to reach handles.








That's what LEGO games are all about -- exploring and collecting -- and LEGO Batman does that better than any iteration that's come before.




It's a focused story that's entertaining from start to finish, and part of that is thanks to voice acting. For the first time in LEGO history, LEGO Batman 2 packs a full voice cast to tell its tale. While the silent LEGO games have always been funny, LEGO Batman 2 is able to move beyond shrugs and grins. Robin fanboying out over Superman, Vicki Vale's newscasts, and Lex trying to convince Joker that killing Batman is a good idea -- these are brilliant moments we would've lost without the excellent actors. Among these actors is Superman: The Animated Series' Clancy Brown reprising his role as Lex Luthor. Fresh voices are used for most of the other characters, but the new takes are welcome.


Of course, the story is just a tiny sliver of any LEGO game. You'll run through the 15-chapter story of LEGO Batman 2 in about nine hours (probably a lot less if you don't methodically smash everything like I did and get distracted by side stuff), but then you'll replay levels for more studs (in-game currency) and to find collectables such as mini-kit parts.


That's what LEGO games are all about -- exploring and collecting -- and LEGO Batman does that better than any iteration that's come before. See, LEGO Batman 2 has another first for the series: an open world. While LEGO games always have a HUB world, they're usually a bit limited. LEGO Batman 2 gives you all of Gotham City to explore. Arkham Asylum, Ace Chemicals, GCPD -- it's an entire town and it's packed with stuff to collect, save and explore.







Hit the gas, Dark Knight.


Red bricks are tucked around corners and unlock cheats, new characters appear on rooftops, and bosses are around to fight and add to your playable roster. There are vehicles to purchase and then drive, people to save and so many studs to collect. Still, it's the Gold Bricks that stand out.


There are 250 Golden Bricks. While you'll get them for completing objectives in story missions, the majority are hidden around Gotham and only accessible via certain characters. Plenty of times I'd be flying around as Superman (the John Williams theme plays any time Kal-El is airborne), spot a Gold Brick, and have to work my way from the goal to the beginning of the challenge so that Robin in his acrobat suit or Batman in his electricity suit could go through the Mousetrap-like obstacle course to unlock the brick the appropriate way. The Gold Bricks are these little challenges inside the greater world that keep you on your toes and have you trying out the more than 50-character roster that includes the Flash, Hush, Martian Manhunter and more.





Of course, bringing in all of this new stuff creates a few new – albeit minor -- problems. While the map will show you where bosses and unlockables are, you can't zoom in to really orient where you should be looking so there's a lot of moving a few feet, pausing and reevaluating.


Again, developer Traveller's Tales has nailed the gameplay issues that have plagued the franchise for years, but now, the designers have to take some notes on how modern open worlds work. (Although Red Bricks do eventually label unlockables on the screen.)







Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!



Source : ign[dot]com

Miyamoto Discusses Metroid on Wii U




We all want to see one Nintendo franchise or another come to Wii U. Some of us eagerly anticipate the next Zelda, or want to see a true 3D Mario along the lines of Mario Galaxy. Yet if there's one person whose opinion matters more than all others, it's Shigeru Miyamoto's.


As the co-manager of Nintendo's internal development teams and one of the most senior executives at the company, the legendary designer surely has a bit more influence than just about anyone else in the world. When I recently chatted with Miyamoto, I asked him what he would want to see on Wii U.


With the caveat that he's not necessarily talking about games in active development, and that the process of evaluating which characters and games are appropriate for a system or mechanic is always ongoing, Miyamoto indicated two franchises have his attention. The first? Metroid.



"With Metroid it's very easy to imagine some interesting implementation for Wii U," Miyamoto mentioned. "I think that having another screen with the gyro built in really gives you a lot of interesting opportunities for development, and we can bring a lot of our games to life in a completely unique way with that."


"I feel like the possibilities of the GamePad for Metroid could be really fantastic," Miyamoto told me at a different point in our conversation. "There's certainly a lot that you could do there for that game."


Yet the one that Miyamoto really wants to see? The Nintendo executive didn't give any details, but noted that "personally" the franchise he wants most on Wii U is Star Fox. Here's hoping one day Miyamoto's wish - alongside millions of Nintendo fans - is realized on the HD system.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Ex-Kaos Devs: John Milius Didn’t Write Homefront




Remember Homefront? Of course you do. It was the second (and final) game from the now-defunct New York City-based developer Kaos Studios. And it was pretty good, too.


But while Homefront sold exceptionally well and proved profitable, that didn’t stop publisher THQ from shuttering the studio behind the game before THQ itself started to fall apart.


The thing is, even over a year after the game’s release and the subsequent closure of Kaos Studios, fascinating stories continue to leak regarding Homefront’s development and the myriad problems the team ran into while creating the game. One such absolutely fascinating, must-read article comes by way of Gamasutra, which has blown the doors off Kaos Studios’ behind-the-scenes rumblings with a slew of incredibly interesting revelations.







It’s one revelation buried in three pages of text, however, that’s possibly the most interesting of all. And it has to do with Homefront’s purported writer, John Milius. You may know Milius best for being the writer behind cult favorites Apocalypse Now and Red Dawn, the latter of which is very Homefront-esque. But according to the ex-Kaos staff members that spoke to Gamasutra, Milius didn’t actually write Homefront like it was originally claimed.


“Although Red Dawn scribe John Milius is credited with writing the script,” the article says, “multiple staffers tell Gamasutra he ultimately wrote not a word of it, despite the game containing at least 20,000 lines of dialog. Most former employees credit Kaos writer C.J. Kershner with Homefront’s script.” The “high-level story ideas for the game” are credited to Danny Bilson, the man recently replaced as THQ’s president by Naughty Dog co-founder Jason Rubin.


This is a fairly significant revelation considering a great deal of the attention paid to Homefront before it launched was due to John Milius having been promoted as the man behind the game’s story. We’ve reached out to THQ for official comment on Gamasutra’s claim regarding Milius and will update when we hear back. In the meantime, definitely read the entirety of Gamasutra’s article for an incredible behind-the-scenes look at the rise and fall of Kaos Studios.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

The Dark Knight Rises at Hot Toys




Last month we brought you a look at the Joker 2.0 figure from Hot Toys, which promises to offer the most eerily lifelike and movie-accurate take on Heath Ledger's Joker yet. Unsurprisingly, Joker isn't the only Batman icon enjoying renewed attention at the company. Today Hot Toys released new images and details for their Dark Knight Rises Batman figure.


As with Joker, this is hardly the first time Hot Toys has tackled Batman, or even this particular Batman suit. But also like Joker 2.0, the new sculpt and comprehensive assortment of accessories look to make this the version to own.



This figure is specifically inspired by Batman's look in The Dark Knight Rises, but as he's wearing essentially the same armor he first donned in The Dark Knight, the figure should cover both movies easily enough. The included accessories cover both three films. Aside from the swappable hands the figure includes a full armory of Bat gadgets - batarangs, mines, grappling gun, sticky bomb gun, and EMP gun.



Similar to Hot Toys' SDCC-exclusive Batman figure from last year, the figure includes a series of removable face plates that allow collectors to alter Batman's facial expression to suit their desired pose. In addition, the figure comes with an unmasked Bruce Wayne head that includes the same "Parallel Eyeball Rolling System" found on Joker 2.0.




Hot Toys also released a pair of images showcasing the new figure paired with their upcoming vehicles releases - the Batpod and the hovercraft known simply as "The Bat."




Sideshow Collectibles has this figure available for pre-order at a cost of $259.00, with an estimated release date of December 2012.



We expect both Joker 2.0 and the new Batman to be on display at SDCC next week. It also stands to reason that Bane and Catwoman will be receiving their debut figures soon. Until then, let us know what you think of the new Batman figure in the comments section below. Is it improved enough over the previous versions to warrant a purchase?







Jesse is a writer for IGN Comics and various other IGN channels. He only wishes he had enough petty cash to collect Hot Toys figures. Follow Jesse on Twitter, or find him on IGN.



Source : ign[dot]com

Telltale Plans More Episodes of Walking Dead Game




Telltale has announced that a second season of The Walking Dead: The Game will follow the first five episodes. The announcement comes hot on the heels of Activision’s announcement that it will release a Walking Dead first-person shooter, but to clarify, The Walking Dead: The Game is the downloadable adventure game that first released in April.


Telltale originally announced that The Walking Dead: The Game would feature five episodes. Episodes one and two have already been released, and episode three is currently slated for mid-August.


While release dates for episodes four and five haven’t been announced yet, Telltale is already planning for what it will do next. According to a statement from Telltale senior vice president of marketing Steve Allison, "Following the digital release of our fifth episode we will also be coming to North American retail shortly thereafter and this will not be the last The Walking Dead game series that we do."







Allison also revealed that the first episodes of the game have “sold nearly 1.7 million episodes to consumers in just our first 8 weeks with no signs of slowing down.” As for Activision’s announcement about the other Walking Dead game? Allison had a comment about that, too. "Regarding today's announcement of a project based [on] the AMC TV series coming in 2013, as huge fans of the franchise and the show, we're looking forward to seeing Terminal Reality's game when it comes out."


For more on The Walking Dead: The Game -- including a full walkthrough for episodes one and two -- be sure to check out our The Walking Dead: The Game wiki guide.


Source: Polygon







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Frankenstein, Agent of S.H.A.D.E. #11 Preview




The adventures of Frankenstein and company continues next week under the leadership of new writer Matt Kindt. In issue #11, it seems Frank and Nina will be getting swallowed by a "whale-beast" called Leviathan that holds a city within it. This is exactly why we dig Frankenstein, Agent of S.H.A.D.E. -- its crazy, bizarre concepts.


Issue #11 hits on Wednesday.


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Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.



Source : ign[dot]com

Awesome New Expendables 2 Poster




Feast your eyes on this sweet new banner for the upcoming action icon team-up sequel, The Expendables 2:



The Expendables 2 will be at San Diego Comic-Con next week, so if you're there do check it out!



Source : ign[dot]com

Two New Dota 2 Heroes Added




Announced officially on the Dota 2 website, today's game update added the classic heroes Disruptor and Undying to Valve's take on the action-RTS / MOBA genre. Disruptor is an Intelligence hero that focuses on blasting away at his opponents with electricity, while Undying is a Strength-based hero who uses plagues and the undead to unleash hell upon his foes.







The update also fixed numerous bugs for specific heroes, including quite a few changes to wisps. Also updated are the ways that bots work, with some specific bots like Crystal Maiden being  made "even more timid." To get a full breakdown, check out the latest update's notes.


To learn more about Dota 2, you should check out our Wiki, as well as our numerous character profile videos. Rest assured we'll be covering the heck out of Dota 2 leading up to its 2012 release.



Source : ign[dot]com

Comic-Con: Come See IGN's Channel Surfing Podcast Recorded Live!




Gonna be at San Diego Comic-Con next week? If so, I hope you can come to a live recording of Channel Surfing, the IGN TV podcast! I’ll be recording the podcast on Saturday, July 14th from 1:00pm-2:00pm at the new Warner Bros. “Extra at Comic-Con” stage in San Diego’s Bayfront Park, right by the San Diego Convention Center.


I’ll be joined by some very special guests, starting off with two guys who double as both the creator and star of their respective Adult Swim series, Childrens Hospital’s Rob Corddry and NTSF:SD:SUV’s Paul Scheer. I’ll then be chatting with a trio who are very familiar to Supernatural fans: Misha Collins, Jim Beaver and Mark Sheppard. We’ll talk about what’s to come on their shows in the coming season and what their experience is like at the always jam-packed Con-Con.




Supernatural's Jim Beaver ("Bobby") and Misha Collins ("Castiel") will be among the guests at the Comic-Con live recording of IGN's Channel Surfing



The Channel Surfing live recording will be one of many events planned for the Warner Bros./Extra stage, including a live Kevin Smith podcast, musical performances from The Bacon Brothers and contestants from The Voice, screenings of films like Beetlejuice, and a Chuck table read (Chuck may be gone, but it’s not forgotten!).


Click Here for more info!



Source : ign[dot]com

Will Borderlands 2 Come to PS Vita?




Rezzed is a PC and Indie games show that’s currently taking place over in the United Kingdom. And according to Eurogamer, Gearbox Software’s Randy Pitchford told an audience there that he’d “love to see a Vita version” of his upcoming game Borderlands 2.


Eurogamer categorizes Pitchford as being “excited by the idea of cloud powered connectivity between PlayStation 3 and Vita.” As such, Pitchford said he “wish[es] Sony would... get behind Borderlands.”







“I want to be able to have the character I’m working on with my PS3, and then when I’m on the road with my Vita I can just keep developing that same character because it exists on the cloud somewhere. Technologically, that’s possible.”


Unfortunately, Pitchford’s studio is occupied with the console and PC versions of Borderlands 2 and wouldn’t be able to complete a PlayStation Vita version of it on their own. “But I know there are a lot of talented developers who could take our code, our source and our content and perhaps create something like that,” Pitchford admitted. “That would be exciting to me.”


What's being pitched here -- a true cross-play shooter -- is something many PlayStation Vita gamers are clamoring for. With companies such as EA dropping the ball on how games like Madden on Vita will talk to the iteration of Madden on PS3, it would be nice to see a studio do cross-play properly.


Let’s keep our fingers crossed.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Joe Quesada Talks Marvel NOW!




Earlier this week, Marvel Comics dropped a bombshell and announced Marvel NOW! -- a new publishing initiative focused on freshening things up across the board. Among the coming changes are some huge creative team shake-ups including Jonathan Hickman taking over the Avengers titles and Brian Bendis delving into the X-Men at length for the first time. Marvel's also expanding their focus on their digital presence, their attitude toward cover design, and of course, giving some new looks to their most popular heroes.


But with the announcement came speculation that this was a universe-wide "reboot" which, in fact, is not the case. To do away with that misconception and talk about the exciting things Marvel has got planned, I sat down with Marvel's Chief Creative Officer and A-list artist, Joe Quesada.


IGN Comics: First and foremost, I know there will be a lot of discussion about what you guys are doing with Marvel NOW!. But just to clarify for our readers – this isn’t a reboot, correct?


Joe Quesada: No, it’s not a reboot. There are some absolute reconfigurations of characters and their status quos and maybe an alter ego here and there, but this is not a reboot of the Marvel Universe.


IGN: Why was staying true to the past, as opposed to just “restarting” or doing something like DC did last year, important to you guys?


Quesada: I would argue that DC’s 52 was really just a tremendous marketing campaign. They did promise a reboot, but I don’t think it was a complete reboot in the actual sense of the word. So if and when that day were ever to come from Marvel, we will promise that that’s what we’d do. But that’s really not something that’s in our game plan right now or something that we’re looking to, or need to do.


The Marvel Universe is operating fine and the thing that is always most important to us is to make sure that characters are evolving, changing, and keeping our readership interested. That’s really what Marvel NOW! is all about. This isn’t the first time we’ve done something like this. We’ve been very, very successful at shaking up our universe without shaking up people’s collections and continuity and starting everything from scratch. That being the clear past roadmap to success for us, that’s what we’re going to continue doing. Marvel NOW! is this generation’s version of Marvel looking at its universe from a fresh perspective.


marvelnowjpg


IGN: Like you mentioned, this is obviously a huge shakeup for you guys – can you talk a little bit about what led to this decision?


Quesada: You know, it’s just the stories. As creators come in and creators come out, it’s the stories that really take us to where we’re going next. What’s interesting about Marvel NOW! and ReEvolution is the fact that it’s change within the Marvel Universe story status quo as well as technology digging its heels into the modern publishing world of Marvel as we start looking toward the future. And not just the future of our characters, but the future in which we’ll be delivering these stories that offer all this change.


So there’s a lot of great stuff happening that’s dovetailing into this one singularity, beginning with Marvel NOW!. We’re using the opportunity not just to market the changes that are coming to the Marvel Universe, but also the great changes coming to the readership with respect to how they will be enjoying their stories in the future.


IGN: Like you were talking about, a huge part of Marvel NOW! and ReEvolution in general has been the digital component. How have fans responded to things like the digital downloads and Marvel AR and how did that inform the decisions you’ve made?


Quesada: The response has been fantastic. We’ve seen our digital sales grow in huge, huge numbers, more than we’ve seen at any time in our modern publishing history and that’s really a wonderful thing to see. At the same time, it’s not cannibalizing the sales of hard copy comics. The goal is to find a world in which people enjoy both, and I think it’s been very well received. The Infinite comics have, critically, been outstandingly received and people love them; I do think that’s the wave of the future. The AR stuff is fun; the fun stuff always gets well received, but I look at that stuff and go, boy, I know that two years from now we’re going to be so much further along with the AR stuff. What we’re doing right now is like cave paintings compared to where we’re going to be in the next year or two. But you gotta start somewhere, right?


So that’s the part that’s really interesting to see evolve, because there is so much growth there. It’s one of those things where no one can really tell you where the technology is going to take you, you just know that when you get there, you’re there. I think the important thing for us is to be first out of the gate, as we always have been in the digital world, and that we’re out there experimenting with the different formats and leading the way and eventually finding what the readership wants. Ultimately, the decision isn’t ours. We just put a bunch of things on the table for our fans and see what they gravitate to. They’re really going to lead us to where we’re going to go.


IGN: Awesome. Well I have to tell you, I’ve been loving the Infinite stuff and the exploration of that canvas and everything. Is that something you’re looking to do more of, post-AvX?


Quesada: Thank you. And yeah, absolutely… but let me preface this by saying that I think Infinite comics and/or a variation of how the Infinite stories are told is really how comics design for the digital medium will eventually be told. I really do firmly believe that and that’s why we’ve invested so much in it. The thing about doing an Infinite comic and, this will be a little bit of a long-winded explanation, but, going from the standard way a comic is made to the way an Infinite comic is made is going to have a learning curve attached.


I think if you look back at the origin of the comic book, when the very first comics came out, what those stories ended up being really were just repurposed Sunday strips from the newspapers that were shrunk down into the comic page not unlike today’s digital comics which are hard copy comics edited and chopped to fit the digital medium. Back then when you looked at those early comics, they didn’t translate well, because those Sunday strip pages were drawn huge to begin with and proportionally they weren’t the right size for the dimensions of the comic book. So what ended up having to happen is that as creators had to learn how to draw for the size of a comic book, and the way that they told their stories and the way that they designed their pages had to change from the way they were doing it for the newspaper, because it was all very different.



So I think that there is going to be a transition period between going from the hard copy comic to the Infinite comic. Not just because of the size of the aperture, but also just the construction and thought that’s involved in making the comic and using all the additional tools it gives the writer and artist to tell their narrative. While much of the skill set is the same as a regular comic, there are new skills that have to be learned. So the question is, how do we become proficient at doing it? It’s publishing. We publish comics every week, we publish every issue once a month, sometimes twice a month. So there’s a learning curve to get us from how long it takes us to produce an Infinite comic to being able to do it on a regular basis. It’s not as time consuming as a motion comic or anything of that complexity, but there’s a learning curve because everybody’s got to learn the new techniques and how to work this way and that includes our editors.


I think once that hurdle is crossed – and it’s not a big one – I think you’ll start to see these with more regularity. The only reason you’re not seeing more right now is because we’re testing the market, using AvX to see how the readership feels about it before spending a significant amount of money on it and producing regular content. So we take the initial investment, see how the readership feels and if all goes well, away we go. That said, reaction has been incredible, so keep your eyes and ears open.


IGN: That’s exciting to hear. Now, in terms of the changes for Marvel NOW!, do all of those events, story-wise, spin directly out of the events of AvX?


Quesada: Yeah. AvX launches a lot of things.



IGN: So far you’ve announced three new titles with a promise of more to come, including some current books being relaunched. Can you say what titles will be the most affected, which might be shifting direction the most drastically?


Quesada: I can tell you about two titles that I’m really excited about and a third that I can’t discuss, so let’s not go there. Now this is not picking favorites or anything, but being in the room and hearing the books that are going to offer a tremendous amount of change – not just change in their books, but change that will affect everything in the Marvel Universe. I think Jonathan Hickman’s Avengers is going to be groundbreaking just because of the way Jonathan thinks in a very, very universe-expanding way. And Brian Bendis’ All-New X-Men is going to rock the X-Men world. It’s going to be such a significant title for us; I can’t wait to read those books. We do have other stuff going on like the third mystery title that has me jazzed, but right now, from the initial launch, those are the first two that I’m reading as soon as they’re back from the printer.


IGN: One of the problems that some fans had back when DC relaunched last year, is that many of the ongoing titles didn’t really get a decisive end. We’re getting a lot of creative team change-ups in Marvel NOW!; is this a situation where those lengthier runs are going to come to a natural end?


Quesada: Yes. Everything is writer-friendly, all the writers are in the room, everybody’s handing off the baton to the next guy and making sure that it’s a seamless transition from one to the other.


IGN: Awesome, that’s great to hear. What about the success of the Avengers movie and hopefully Amazing Spider-Man – how are you guys making sure that movie fans can find a gateway into these books?


Quesada: I think it’s by keeping our characters consistent. It would be hard for us to just start everything from scratch, strictly for the movie-going public, because that’s really not fair to our hardcore, loyal fans that got us here in the first place. I think what’s important is that we keep our characters as consistent as possible, so that when somebody who decides to delve into the world of comics from experiencing the movie at least gets an experience that is similar to what they saw on the big screen. But at the same time, we also have plenty of trade paperback collections both in hard copy and digitally that are specifically designed for the movie-going public. So I think our bases are covered in that sense, but I do think there is a consistency of character – and that’s not just important for movie-goers, but anyone coming to comics for the first time.


IGN: With your being an artist, I should ask you about the changes Marvel is making in cover design. I haven’t seen an example yet, but it sounds like you guys are taking a more cinematic approach?


Quesada: Yeah. Artists have played with the idea of changing cover design and where they place the logos from time immemorial, but usually those are special one-off cases or things that don’t traditionally go to the newsstand. Traditionally, comic book covers, the way they’ve been designed, is that the top third has to have your logo; the name of your book. Because traditionally, the way they were stacked in newsstands is they were layered one over the other, so you’d only see that top third. Now as we move into the digital realm and the modern era of comics where there really isn’t much of a newsstand presence, I started questioning why we were doing this.


This really came about one day when Tom Brevoort had asked me to give a talk to the junior editorial staff about comic book design. I started to prep for it and I started pulling some of my favorite movie poster imagery to demonstrate layout, color, and how all of these things work into capturing the viewer’s eye and drawing them to your product. As I started doing this, I realized that all of my favorite movie posters, hardly any of them had the logo in the top third of the poster. The name of the movie was used as a design element and placed in the best spot to work with the piece and convey the message in the most clear fashion. If it was having the graphic or actor more prominent and leading your eye to the logo that was really the best solution, well that’s what they’d do.


So I started thinking, we’re now entering a digital age; we’re entering a time where comic shops don’t rack their books like the newsstand, for the most part, fans get to see the entire cover sitting on the shelf. In many cases fans are ordering their books in advance from their local retailers. In those cases they’re ordering from a catalog where they always see the full image and sometimes it’s just a thumbnail. So it became clear to me that we really should be thinking in terms of what is the punchiest design that captures the reader’s eye. Sometimes, that may not include the logo being in the top third. We challenged our cover artists to start thinking in more of a design sensibility; more of an advertising sensibility to how to design your cover. This doesn’t mean that the logo can’t be in the top third, but you’re not locked in. So we’re starting to open up that palette a bit more for our artists and moving into the modern era, because realistically speaking, I can’t think of anything – with the exception of magazines that are still sold on newsstands and video games these days – that still have the top third logo. But we’re not locked in anymore, so having that freedom is going to be interesting to see where it goes from here. Nothing is sacred anymore!


IGN: Is there a hard-and-fast point of where those kind of designs will start seeping into the titles that you’re shipping?


Quesada: I have a feeling it’s something that will slowly work its way in in. I don’t think it’s going to be a clean “here we go.” Because we are in the middle of the Marvel NOW! initiative, there are a couple of cover elements that have to be in place for the next few months that might infringe on complete design freedom. Chief amongst these is that the Marvel NOW! logo has to be top-center of our covers, just because we have to keep the consistency for a couple of months, but eventually that will fade away. It’s going to be interesting to see how our designers work out their covers.


IGN: Joe, I really appreciate your time, and thanks.


Quesada: Appreciated too, thanks man!







Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.



Source : ign[dot]com

Disney Developing Hocus Pocus 2




Remember Hocus Pocus, that Disney movie about three witches who were brought back to life on Halloween to terrorize trick 'r treaters? Well, it sounds like the studio is now quietly developing a sequel, Hocus Pocus 2: Rise of the Elderwitch.


The original family film, directed by High School Musical's Kenny Ortega in 1993, starred Bette Midler, Sarah Jessica Parker and Kathy Najimy as the three sister witches. However, Moviehole reports that this latest follow-up will be a completely different tale featuring a new cackling sorceress.


As of right now, it's uncertain whether Ortega or any of the first film's talent will be involved, but current plans are to have the film released sometime next year.


Personally, I just hope we get a reprise of this gem right here:












Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.



Source : ign[dot]com

Comic-Con: The Walking Dead Season 3 Poster Revealed




First debuted at EW, the Comic-Con poster for The Walking Dead: Season 3 has been revealed, showing a new image of Rick Grimes (Andrew Lincoln), along with two major new characters being introduced this year: Michonne (Danai Gurira) and The Governor (David Morrissey). And, while we’re analyzing the poster, hmm, interesting they made sure to include that helicopter, no?



The Walking Dead panel will be held Friday, July 13th at Comic-Con in Hall H. Lincoln, Gurira and Morrisey will be in attendance, joined by Sarah Wayne Callies, Laurie Holden, Norman Reedus, Steven Yeun, Lauren Cohan, Executive Producer and Showrunner Glen Mazzara, Executive Producer Gale Anne Hurd, Executive Producer Robert Kirkman and Co-Executive Producer and Special Effects Make-up Supervisor Greg Nicotero.


Check out our full list of all the TV series coming to San Diego Comic-Con.



Source : ign[dot]com

Terror Train and The Funhouse to scare BD, DVD




A few months back Shout! Factory unveiled their latest brand, Scream Factory. The new label is dedicated to vintage cult horror from the '70s, '80s and '90s. Their first two releases will be Halloween II and Halloween III: Season of the Witch, which make their premiere on Blu-ray and DVD September 18, 2012.


Now, Scream Factory sets its sights on another Jamie Lee Curtis thriller, Terror Train, as well as The Funhouse, from director Tobe Hooper. Like Halloween II and III, both discs will receive Collector's Editions, featuring loads of bonus material as well as remastered audio and video.


"Take an excursion into terror with Jamie Lee Curtis in this classic shocker from director Roger Spottiswoode (Tomorrow Never Dies). It's New Year's Eve and group of college co-eds have planned a masquerade bash aboard a chartered train. What they didn't plan on was that a knife-wielding psycho would crash the party and begin slaughtering the guests one by one!  Who is this brutal costumed killer? Climb aboard the Terror Train for a frightening combination of blood-curdling horror and intriguing mystery. Also starring Academy Award-winner Ben Johnson (1971, Supporting Actor, The Last Picture Show), Hart Bochner (Die Hard) and D.D. Winters (aka Vanity, 52 Pick-Up) and David Copperfield as The Magician."


Terror Train will feature a 1080p high definition transfer (1.85:1 aspect ratio) with 5.1 DTS-HD Master Audio. Please note that this release is a Blu-ray/DVD combo pack. No separate DVD will be released for this film. Fans can expect the following bonus features (preliminary confirmed lineup):



  • Audio Commentary by Director Roger Spottiswoode

  • Still Gallery

  • Theatrical Trailer And TV Spots

  • and more to be announced


Suggested retail is $29.93. Just like the Halloween Collector's Editions, if you pre-order your copy direct from Shout! Factory's website, you'll receive an exclusive 18”x24” poster featuring the newly commissioned artwork!  Less than 500 have been made, so these are only available while supplies last.


"Director Tobe Hooper (The Texas Chainsaw Massacre, Poltergeist) pays affectionate tribute to various classic horror movies in this tale of two teenage couples who spend the night in a sleazy carnival funhouse. On her first date with Buzz (Cooper Huckabee, True Blood), Amy (Elizabeth Berridge, Amadeus) disobeys her father and goes to the carnival with Richie (Miles Chapin, Hair) and Liz (Largo Woodruff), but their first date may end up as their last. After witnessing a murder, the four terrified teens are trapped in the maze of the funhouse and stalked by a real monster, a horribly deformed killer who lurks among the freakish exhibits to butcher them one by one. Also stars Sylvia Miles (Midnight Cowboy) and Kevin Conway (in three roles). Featuring special makeup designs by Academy Award-winner Rick Baker (An American Werewolf In London, Ed Wood)."


The Funhouse will feature a 1080p high definition transfer (2.35:1 aspect ratio) with 5.1 DTS-HD Master Audio on Blu-ray. The DVD (a separate release) will boast an anamorphic transfer with 5.1 audio. Extras will include the following (preliminary confirmed lineup):



  • Audio Commentary by Director Tobe Hooper, Hosted By Director Tim Sullivan

  • Theatrical Trailer

  • TV and Radio spots

  • and more to be announced


Suggested retail for the Blu-ray is $29.93 and $16.50 for the DVD. Fans who pre-order the Blu-ray or DVD directly from ShoutFactory.com will receive an exclusive 18”x24” poster featuring the newly commissioned artwork! Less than 500 have been made, so these are only available while supplies last.


Be on the lookout for more updates, news and reviews regarding all Scream Factory titles. We hear word from Shout! that John Carpenter's They Live will be hitting Blu-ray and DVD next, on November 6, 2012. Stay tuned for more!







"Who will dare to face the challenge of the Funhouse? Who is mad enough to enter that world of darkness? How about you, sir...?" Follow R.L. Shaffer on Twitter, Facebook and MyIGN for quotes, rants, reviews, news and more!



Source : ign[dot]com

Best-Selling Comics of June 2012




As expected, the big publishing events at DC Comics and Marvel have dominated the June 2012 comic book sales through Diamond Comic Distributors. DC was able to sneak past Marvel in unit share for the first time in months with a 38.23% compared to 37.82%, but Marvel still won a narrow victory in dollar share with a 33.77% compared to DC's 33.03%. Comics in general saw a steady increase in sales as compared to last year.


The top 10 comics of June 2012 are:



  1. Avengers vs. X-Men #6 (Marvel)

  2. Avengers vs. X-Men #5 (Marvel)

  3. Batman #10 (DC)

  4. Justice League #10 (DC)

  5. Before Watchmen: Minutemen #1 (DC)

  6. Before Watchmen: Comedian #1 (DC)

  7. Before Watchmen: Silk Spectre #1 (DC)

  8. Before Watchmen: Nite Owl #1 (DC)

  9. Spider-Men #1

  10. AvX VS #3


And the top 10 trades/graphic novels are:



  1. The Walking Dead Vol. 16 TPB (Image)

  2. League of Extraordinary Gentlemen III: Century #3: 2009 (Top Shelf)

  3. Watchmen TPB (DC)

  4. The Boys Vol. 11 TPB (Dynamite)

  5. Batman: Detective Comics Vol. 1 HC (DC)

  6. Fatale Vol. 1 TPB (Image)

  7. Batwoman Vol. 1 HC (DC)

  8. The Walking Dead Vol. 1 TPB (Image)

  9. DMZ Vol. 12 TPB (DC)

  10. Morning Glories Vol. 3 TPB (Image)







Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.



Source : ign[dot]com

Galaxy Nexus Pulled, Returning Next Week




After Apple won a patent dispute between Apple and Google regarding the search function, Google has ceased selling the smartphone on its Play store.


Google and Samsung were both barred from selling several devices, including the Galaxy Nexus smartphone and Galaxy Tab 10.1 tablet, after a judge refused to lift the injunction against the Nexus earlier this week. Google, which sold the phone through its Google Play store, has since changed the phone's availability to "coming soon."



That update will remove on-device search functions. This will happen for all Galaxy Nexus devices sometime next week. An over the air update will remove the search feature, along with several others (already expected to be removed in the Jelly Bean Android 4.1 update).


Unfortunately for current Galaxy Nexus owners who aren’t using the developer build of Android 4.1, losing the search feature will be a required downgrade. The feature in question specifically allows you to find applications and documents  through a multi-search tool which searches both online and in the phone’s database.


It's not a groundbreaking loss, but it is a loss nonetheless.



Source : ign[dot]com

Premiere Date for Nickelodeon's Teenage Mutant Ninja Turtles




A couple weeks ago, Nickelodeon released the first trailer for its new animated reboot of Teenage Mutant Ninja Turtles. Now, the network has set a premiere date for the CG show and will be airing two back-to-back episodes on Saturday, September 29 at 11am.


According to EW.com's Inside TV, Nick has created 26 half-hour episodes featuring a funnier, quirkier team of turtles: Leonardo (American Pie's Jason Biggs), Raphael (The Lord of the Rings' Sean Astin), Michelangelo (Teen Titan's Greg Cipes), and Donatello (Rob Paulsen, the original voice of Raphael in the '80s and '90s cartoon).


Rounding out the cast is Mae Whitman as April O'Neil, Hoon Lee as Master Splinter and Kevin Michael Richardson as Shredder.













Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.



Source : ign[dot]com

Company of Heroes 2: Creating an Authentic Experience




When it comes to tackling World War II, Relic Entertainment strives to do it respectfully. The studio’s Company of Heroes franchise is a testament to this, with previous titles in the real-time strategy franchise presenting the battles, heroes and horrors of the Greatest War to players in ways that felt more lifelike -- and, consequently, more unsettling -- than many had come to expect. Of course, as a company whose goal is to create video games, Relic must make its titles fun -- something that can easily take away from the authenticity of the experience.


How do they do it, then? How does a team that’s built a name making some of the most critically acclaimed and authentic strategy games take what they’ve learned from travelling around the world -- studying the weapons, mechanized monsters and battlefields where millions laid down their lives -- and apply it to the upcoming Company of Heroes 2? We interviewed Game Director Quinn Duffy to find out.


Now we present Duffy's insight, alongside some of Relic’s photographs, sound design clips and videos they’ve used to inspire, create and shape the direction of Company of Heroes 2’s Eastern Front.





Bread, Bullets and Battlefields



When you're making a game about the Eastern Front, it's safe to say one of the best ways to get an understanding of it is to saturate yourself in it. To gain valuable insight into the Russian people of the past and the present, Relic did just that in March of 2011, when the team leaders traveled to Russia and Germany. "We went to St. Petersburg, the former Leningrad, and went to a number of battle sties in and around the city," Duffy detailed, with regular stops to museums so they could, "see and feel and get reference images of all the equipment" for the game.




The rations people live off of. Click the image to see more photos from Relic's travels.



It didn't even take all that much effort to find what they needed in Russia since, as Duffy put it, "[the Russians] just went gangbusters on celebrating the Great Patriotic War." The Relic crew found ample material in an array of museums that cataloged everything from specific types of weapons to what Duffy refers to as "dark stories." In one instance Duffy and the Relic team got to see the food ration given to the people under siege at St. Petersburg, which he described as being "smaller than your computer mouse...125 grams of s***ty bread a day for non workers. A million people...a vast number of people starved."








They went gangbusters celebrating the Great Patriotic War.





That understanding of the darker side of the Eastern Front history was something Duffy felt the team really benefited from. "To be in Russia and then to go to Berlin again...It brings it to life," he said. Essentially, visiting the places where people died and became heroes brought it all home for the team, "We say, 'oh, 70 years ago,' but when you stick your finger in a bullet hole it doesn't feel that long ago. It brings it to life in a really dramatic way. That was hugely important trip for the leads team and for reinforcing the direction of the game."





The Human Element



The Company of Heroes franchise has always had much more believable infantry than most strategy titles, with soldiers who react to being shot at, scream when they're harmed and generally act like you might imagine soldiers did those 70 years ago. Like the previous games, Duffy said the goal in Company of Heroes 2 is to get across "real soldiers, real battlefields, real war. The team therefore added a lot of animations and contextual speech to "create this sense that these guys are really aware of their environment." Watching real combat footage, the team at Relic has seen the way panic affects soldiers, the way that people can become a bit confused, and they try to integrate that into their characters. Though Duffy does acknowledge that their characters have "a bit of that Hollywood" layered in since in real combat "you rarely see the enemy, guys aren't moving around a ton," and, "you don't have the sort of second-to-second type of reactions that you want in a game."


The foundation for more realistic characters may have been in place from their previous games, but Relic really wanted to take the knowledge gained from traveling and reading memoirs from people involved in the war and instill, as Duffy says, the "fatalism" and "unbelievable bravery" of the Russian people. Duffy said this will come across in "their speech, their acknowledgements, their griping, their bitching," all of which the team wrote to set the tone for a people pushed to the brink. Duffy wants to get past the Russia we know from movies like Enemy at the Gates, so that "you start to see the reach character, that these guys were soldiers like any other soldier," who "faced the most unbelievable hardships."







This philosophy and understanding of the Russian people has also played into the new mechanics for the Red Army. Duffy really, really didn't want "automagical b**lshit kinds of things going on" with how they functioned. The last Company of Heroes games gave you abilities to break suppression, for instance, where troops pinned down by machine gun fire could overcome their fear by pressing a button. This time around Duffy wants to avoid "the magical button," instead focusing on providing context for why soldiers are less likely to be suppressed. An example given was Soviet penal battalions, who had to fight until they either died or succeeded -- regardless of the situation. Contextually it would make sense why they're more likely to go through gun fire brazenly, as opposed to standard Russian infantry.



Source : ign[dot]com