Showing posts with label director. Show all posts
Showing posts with label director. Show all posts

Tuesday, July 10, 2012

Square Enix: Current Console Generation Has Lasted "Way Too Long"




Square Enix's worldwide technology director has said that the length of the current console generation is "the biggest mistake [Sony and Microsoft] ever made".


In an interview with GamesIndustry, Julien Merceron shared his opinion that those developers who grew bored of the current generation were pushed into exploring iOS and browsers, and were now unlikely to return to hardware.








We have Sony and Microsoft talking about this generation lasting seven,eight, nine or even 10 years and it's the biggest mistake they've ever made.





"We have Sony and Microsoft talking about this generation lasting seven,eight, nine or even 10 years and it's the biggest mistake they've ever made," he claimed.


"This generation has been way too long, and I say this because you have a lot of developers that work on a new platform, and perhaps will not succeed, so they will wait for the next generation, and will jump on that platform. You could not do that with this generation though. So these developers went elsewhere to see if the grass was greener. They found web browsers, they found iOS, they found other things and a lot of them won't come back to the hardware platforms. So you could look at it that thanks to Microsoft and Sony and the length of this generation, it helped the emergence of other platforms and helped them get strong before the next hardware comes out."


Merceron elaborated by suggesting that future generations could afford to be shorter, thanks to simpler hardware and increased online functionality.







He explained, "With a simple architecture you do give more chances to everybody, which I believe is very important based on the critical business situation we're in. Games will be more costly. If you start to make the entry bar really high, more studios will die, more publishers will die, there'll be less titles on platforms, etc. If you make it accessible, you give more chances to people, you'll have a better portfolio at launch , but now you also have a problem with your longevity.








Now you don't need to manage longevity by complexity of programming, because your longevity is ensured by your online model. And I would suggest that maybe we don't want long generations.





"Now you don't need to manage longevity by complexity of programming, because your longevity is ensured by your online model. And I would suggest that maybe we don't want long generations."


The worldwide technical director concluded by discussing the company's latest tech demo, Agni's Philosophy, and asserted developers will always be plagued by the Uncanny Valley.


"As soon as we ramp up the quality on graphics, this level of quality on facial animations won't be good enough. Some games succeed to be at the limit of the Uncanny Valley, but … the problem is that as rendering quality will go up, new problems will surface. The quality of the facial and body animations and the acting won't be good enough. So that is why as you evolve, you have to upgrade your physics, rendering and animations," he stated.


"It will always be a problem. As you push something, you have to recalibrate and rebalance these out. You can't have these stunning graphics while characters are acting funny on the screen."












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Monday, July 9, 2012

Man of Steel Plot Details Revealed




With Comic-Con fast approaching, director Zack Snyder will no doubt have plenty of Man of Steel goodness to showcase in San Diego. Until then, Warner Bros.' Superman reboot has been held under lock and key, with only a logo and the promotional image below to whet our appetites.


MOS-0001RV_1312466738


However, /Film reports that an update to the official IMAX website -- a posting which has already been removed -- has revealed two very important bits of information: one, the film will be in both 3D and IMAX (obviously); and two, we've also been given a new plot synopsis:


"In the pantheon of superheroes, Superman is the most recognized and revered character of all time. Clark Kent/Kal-El (Henry Cavill) is a young twenty-something journalist who feels alienated by powers beyond his imagination. Transported years ago to Earth from Krypton, a highly advanced, distant planet, Clark struggles with the ultimate question ‘Why am I here?’ Shaped by the values of his adoptive parents Martha (Diane Lane) and Jonathan Kent (Kevin Costner), Clark discovers having extraordinary abilities means making difficult decisions. When the world is in dire need of stability, an even greater threat emerges. Clark must become a Man of Steel, to protect the people he loves and shine as the world’s beacon of hope -- Superman."


Still a little vague, yes, but it does give us a general sense of what's to come. Also, since Man of Steel was not shot using IMAX cameras; the movie will be DMR up-converted for the final release.


Man of Steel is scheduled to hit theaters on June 14, 2013.








Source : ign[dot]com

Nolan: No JLA Movie or Batman Reboot for Me




While doing press for the impending release of The Dark Knight Rises, director Christopher Nolan was asked if he was involved with Warner Bros.' planned Justice League of America movie.


"No, none at all," Nolan said, according to Entertainment Weekly. "We’re finished with all we’re doing with Batman. This is the end of our take on this character. ... I’ve got no plans to do anything more, and certainly, no involvement with any Justice League project."







This lack of any future involvement with Batman movies also extends to any potential reboot of the character, which contradicts past reports that he would essentially godfather the franchise's future.


"Obviously, Warners will have to decide in the future what they’re going to do with him," said Nolan, adding that he and his team have told the Batman story they wanted to tell and the character will live on for future filmmakers to interpret.



Source : ign[dot]com

Saturday, July 7, 2012

SDCC: New Poster for The Hobbit




Director Peter Jackson has revealed via his Facebook page a sweet new poster for The Hobbit: An Unexpected Journey just in time for next week's San Diego Comic-Con. Check it out:




Source : ign[dot]com

Thursday, July 5, 2012

The Hobbit: It's a Wrap!




Director Peter Jackson announced on Facebook that his forthcoming two-part adaptation of The Hobbit has completed principal photography:


"We made it! Shoot day 266 and the end of principal photography on The Hobbit. Thanks to our fantastic cast and crew for getting us this far, and to all of you for your support! Next stop, the cutting room. Oh, and Comic Con!


Cheers, Peter J"







The Hobbit: An Unexpected Journey opens December 14. The Hobbit: There and Back Again opens December 13, 2013.



Source : ign[dot]com

Friday, June 29, 2012

Wrath of the Titans Blu-ray Review




There are some very odd things going on in director Jonathan Liebesman's Wrath of the Titans. For starters, the film doesn't really feel like a direct follow-up to the surprise smash-hit, Clash of the Titans. Rather, it boasts a totally different feel and tone to the previous chapter, and in some ways represents a refinement of the ideas presented in the 2010 remake.


In the film, 10 years have passed since Perseus (Sam Worthington) defeated the mighty Hades (Ralph Fiennes) and the Kraken. His wife, Io, has passed away, leaving him to care for his son. But when Zeus (Liam Neeson) comes to Perseus in the night, warning him of his impending doom at the hands of Cronos, the father of Zeus, Perseus must decide if he will stay behind and ignore his fate, or prove himself worthy of the title of Demigod.









If Clash of the Titans represented the height of the power of the Gods, Wrath of the Titans represents the tragic end, when the once towering, armored, threatening beings of unlimited power are worn out, shriveling and dying, forced to stare fate in the eye. As such, Wrath is a surprisingly low-key experience, despite boasting far more visual effects and action than the previous chapter.


The narrative is more intimate, with a broken, decaying world surrounding our heroes. No more do we see the glistening hall of Olympus. No more does the eagle of Zeus fly free. And no more do the Gods seem like creatures to fear.


Focusing largely on the tumultuous, complex relationship between Zeus and his brother, Hades, Fiennes and Neeson provide the true heart and spirit of the picture. Fiennes is eons better than he was in Clash, borrowing less from Voldemort, and offering a slight Shakespearean twist to the character's inner-turmoil as he stares down his inevitable fate.


Neeson does the same, playing both the worried father of Perseus, and the regretful brother to Hades. There's an absolutely wonderful scene between Hades and Zeus where Zeus pleads with his brother, calmly and lovingly asking for forgiveness. It's a surprisingly rich scene that delves into the death rattle of these dying Gods, and it's a prime example of how the Titans franchise has evolved into its own being, far removed from the 1981 cult classic (though at least one amusing reference still remains).


Sam Worthington is actually a bit better this time around, too, dropping his infamous 'New York cabbie' accent for his homeland Australian accent. It's a jarring switch at first, but it also seems to free the actor to deliver a richer, more complicated performance.







Of course, the film is not without its faults. After all, it's pretty much just one big excuse for high-flying CG action and adventure, and the film provides a near-nonstop experience on that front. Unfortunately, it's at the cost of character.


While Perseus, Zeus and Hades are fairly well-drawn, Andromeda (now played by Rosamund Pike) has absolutely no purpose in the film, other than to play the token love interest. Bill Nighy and Danny Huston also chime in with quick one-note roles, adding a little color to the narrative, but not much else.


Edgar Ramirez and Tobey Kebbell play the sons of Zeus and Poseidon, respectively, but neither performer really captures their characters with any depth. Ramirez is forced into the tired mindless villain role, while Kebbell is a competent Demigod we're only told is not very competent.


F/X sequences are downright marvelous, though the Titans themselves are far less interesting or developed as those seen in the first film, though admittedly, Medusa and the Kraken were a hard act to follow. Also, the film's somewhat intimate character structure does limit set pieces, rendering a film that feels far smaller and cheaper, despite costing more and featuring even more impressive visuals and engaging action.


Wrath of the Titans is a great follow-up to Clash. It's still pretty dumb at times, even a little rough around the edges. The characters are fun, though, the visuals are awesome, the action is entertaining and there's plenty of replay value, especially for those with a taste for B-movies and Greek mythology. Liam Neeson and Ralph Fiennes bring a lot to the table, too. Wrath is in no way a masterpiece, but it seems to be trying harder than most to be something more than just popcorn junk.


Wrath comes to Blu-ray courtesy of Warner Home Video. The film is available on DVD, Blu-ray (a movie-only edition and a combo pack), Blu-ray 3D (combo pack) and digital download. The version we'll be looking at for this review is the Blu-ray/DVD/UV combo pack.


Presented in 1.78:1, encoded in 1080p/AVC and mixed in 5.1 DTS-HD Master Audio, Wrath of the Titans looks and sounds quite extraordinary. Shot on film and digital, the transfer provides a sharp, textured appearance, painted with a sandy palette. The only major issue here is a hint of noise and grain, present during a few low-light sequences, and during a few action set pieces, too. It's not too distracting, nor does it last for very long, but it's noticeable nonetheless.







Audio is incredibly engaging, rich with aggressive surround cues that aide in the film's exciting action sequences. But even during the down time, the track is atmospheric and immersive. Dialogue is clean and crackle-free, and bass is hefty and impacting, without overpowering the rest of the mix.


Extras include a series of deleted scenes (presented in HD), Warner's tightly edited, insightful Focus Points featurettes (35 minutes, HD) and two equally fascinating Maximum Movie Modes, one that explores the mythology of the series, and one that examines the production itself. While extras appear limited on the surface, there's quite a bit here to explore. The Maximum Movie Modes alone are filled with a wealth of trivia to explore.


Much like Clash, Wrath of the Titans plays better on home video, where the rough edges aren't as noticeable, the sometimes sloppy story is far more forgivable, and the film's strengths come to the surface. It helps that the Blu-ray looks and sound terrific, and extras are pretty great, too. If you liked the first film, give Wrath a spin.







"Enough! You are, all of you, beneath me! I am a god, you dull creature, and I shall not be bullied..." Become a friend of R.L. Shaffer on TwitterFacebook or MyIGN for quotes, rants, reviews, news and more!



Source : ign[dot]com

No 3D Shoot for Mad Max 4




Director George Miller and company have finally started shooting Mad Max 4: Fury Road in Namibia, Africa, but they have made a major last-minute change to their plans.


As Twitch Film notes, Miller has always been very adamant about filming the movie in 3D and even developing custom rigs from Dalsa Corporation. However, those plans have now fallen through, and although the film will still be screened in 3D, it will no longer be shot that way. Instead, the production team will be using a blend of Alexa digital cameras and Canon and Olympus DSLRs (for the trickier, more dangerous shots). The film will be converted to 3D in post-production.


Tom Hardy and Charlize Theron star.



Source : ign[dot]com

Sunday, June 24, 2012

Forza Horizon: Reinventing the Wheel




“It’s almost exactly two years since I met Dan for the first time, here in LA,” says Forza Horizon design director Ralph Fulton of Playground Games. “We had dinner and we talked about games, about racing games, about car culture and Dan really talked to me about his vision for the Forza franchise.”


He’s talking about Dan Greenawalt, the big wheel down at the Turn 10 cracker factory and the man with the keys to the Forza franchise. We’re tucked away in a room deep in the bowels of Microsoft’s E3 stand. The deafening buzz from outside is still a persistent hum but Fulton doesn’t need to shout.


“It’s gone from strength to strength over the years, and as a developer and a gamer I’ve always been totally aware of it, but Dan just wants more,” he continues. “He wants to broaden what Forza means. He wants to turn car lovers into gamers and gamers into car lovers, and the ambition of that statement really resonated with us, because we set Playground Games up to make racing games that make a difference.”







It’s a statement Greenawalt himself uses regularly but it’s one that’s been a crucial pillar of the Forza franchise. Fulton goes on to explain Greenawalt challenged them to go away and think about what Playground Games could bring to Forza. Forza Motorsport has circuit racing stitched up, so Playground Games looked to the world outside the racetrack.


“We looked at car culture, and we looked at the point where car culture coincides with youth culture,” says Fulton. “We set out to make a place where cars belong, and that’s the Horizon festival. The Horizon festival is the conceptual starting point and the centrepiece of our game.”


“As soon as we created the Horizon festival a lot of things about our game just fell into place. We knew, for example, that we were making an open world game because if the Horizon festival was really this Mecca for car lovers then surely it would be surrounded by the world’s greatest driving roads.








The Horizon festival is the conceptual starting point and the centrepiece of our game.





“We knew a lot about our world as well, from the Horizon festival; we knew the world needed to be vast, we knew it needed to be environmentally diverse. We knew it needed to be visually stunning with amazing vistas begging to be explored. So we set about finding a location for the Horizon festival; we researched 30 places around the world and ultimately we ended up in Colorado, in the United States, as a place that just ticked all of our boxes.”


On paper Colorado seems like a random place to settle on, particularly with the world at your fingertips. Even Greenawalt, who hails from Colorado, admitted to me earlier he was initially surprised. But when you begin to absorb the sort of driving variety a single environment like Colorado can encompass the decision makes a lot of sense.


“We learnt more about our game from the Horizon festival than just where it was to be set,” continues Fulton. “We knew we wanted to create a really authentic, vibrant festival atmosphere for the game so we went to a guy who has the inside track on festival culture, a guy from the UK named Rob da Bank. He’s a radio DJ, record label boss but most relevantly he’s founded and run two of the biggest summer music festivals in the UK and he’s been on board with Horizon right from the start advising the festival culture and also curating the soundtrack.”



e3forzahorizonpresskit03jpg

The Horizon festival will basically be your hub for the game.



Fulton is quick to stress Horizon does not represent a sidestep in the fundamental feel of a Forza game. The handling has not been overhauled and simplified to suit the new open-world focus.


“Open-world games in the past have been characterised by arcade handling, which is fine,” he says. “But there’s a problem with those games: that all the cars start to feel the same, they start to handle the same. And that doesn’t work for Forza. In Forza, the car is the star. Every car is special.”


“We use exactly the same best-in-class physics and graphics systems that you’ve known and loved in Forza games previously. We have the same unrivalled handling model, which gives all those cars a sense of weight and heft, and believability. We prove, I think, that action racing doesn’t have to compromise on authenticity in order to achieve what we’ve achieved.”


The team also knew right from the start that they were going to be the ones who would bring off-road racing to Forza franchise for the very first time.








We have some devs who’ve worked on the best off-road racing games; the DiRT franchise, the Colin McRae Rally franchise...





“Now at Playground Games we were excited by that because we have some devs who’ve worked on the best off-road racing games; the DiRT franchise, the Colin McRae Rally franchise,” says Fulton. “And if you marry that experience to Forza’s best-in-class physics system you get an unrivalled off road racing experience.”


There are 65 different surface types in Forza Horizon.


“It’s not as simple as asphalt and dirt; there are many nuanced combinations in between,” says Fulton.


The team also knew they would need a dynamic day/night cycle; in Fulton’s words, “that’s price of entry for open world game.”


“A road that you’ve travelled during the day could take on a completely different complexion during the night, with only your headlights to light the way,” he says.







Fulton is rehearsed yet earnest during his presentation; chatting further after the demo it’s clear his passion is sincere. Pressed on the accessibility of Horizon, which is promising to be as hard-nosed as its circuit-based brother, Fulton is relaxed.


“I think I would argue that Forza has always been about accessibility,” he says. “They’ve always been about offering an experience to people regardless of their ability level and catering for both ends of the spectrum, if you like. Horizon’s not different from that. We’ve designed it so if you pick up the pad and leave all the assists on it’s a fun experience to drive and navigate around this open-world.”


“Now that’s necessitated some changes to, not the physics, but the car set-ups – and also the assists themselves, because there are certain things you do when driving in an open-world that you would never do driving around Silverstone. But if you want to switch any or all of those assists off, even down to activating simulation steering, you can totally do that in Horizon and have a fantastic experience doing it, and be rewarded in festival races for having upped the difficulty level.”


The UK has traditionally had a very strong racing game culture, and also a very different car culture to the likes of North America and Australia. We ask Fulton what Playground can bring to the series now they’re part of the Forza umbrella.


“That’s a good question; I think you hit on the first part of my answer already,’ he says. “One of the reasons that the Turn 10 guys went out looking for a partner and eventually turned up with us in the United Kingdom is that the United Kingdom has a really strong heritage of making great racing games, and also motorsport culture as well.”








The United Kingdom has a really strong heritage of making great racing games.





“I think we bring a different perspective on a lot of different things just because of who we are. When we first met the guys from Turn 10 we knew we had a lot of shared values, and we had shared goals as well. We set both of our teams up to be the best racing game developer in the world.


“But we think about things differently in some key ways; I think that brings us together a lot. Our skills and our attitudes complement each other, which is why I think the Turn 10 guys put so much faith in us to take Forza and take it in this entirely new direction.”


So with two teams now sharing the load and building up a shared stockpile of assets and experience where does Fulton see Forza going?


“As I said, right at the top, one of the things Dan always wants is more,” says Fulton. “To broaden. To bring more people in, and infuse them with not only a passion for racing games but a passion for cars as well. And he sees Forza, I think, as a real way to encourage, almost create car passion in people that maybe don’t have it.”


“I don’t want to speak too much for Dan, he can speak to the franchise goals much more articulately than I can, but certainly I know this is one part of his plan to increase what Forza means in both the videogame space and also in automotive culture in general.


“One of the things I’m really keen to stress whenever I can is that this doesn’t divert from the Turn 10 guys’ efforts with the Forza franchise; it doesn’t mean you’re not getting more track racing, although Dan will be the guy who will announce what’s next. I think there’s a huge amount to love for the hardcore Forza faithful in this game. It gives not just one, but a number of new experiences which they’ve never had before; you know, driving at night, driving off-road, driving on the open-road, away from a race track.”



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You can't do this at Laguna Seca.



Forza Motorsport 4 has a well-integrated Top Gear partnership that utilises the show’s famous Test Track. If there’s any similar involvement with the BBC’s motoring juggernaut in Horizon no-one’s being overt about it but, that said, Horizon does seem to tap into a certain Top Gear-style fantasy; the joy of open-world driving in world-class driver’s cars. The idea of being able to tackle public roads in the kind of cars Clarkson, Hammond and May regularly test outside of the track is tantalising.


“That’s something we’ve always come back to; that freedom, sometimes just to drive aimlessly, almost purposelessly,” says Fulton. “It’s difficult to put that in the context of game design, which is always about setting objectives for players and goals for players.”


“I rarely have more than 10 minutes to sit down and lose myself in the game but, when I do, I get in a really fast car, I put on our second radio station, it’s our metal radio station, and I’ll set the time of day and just drive towards the Rockies as the sun rises behind them. Games are about magical moments, right? That is just one of Horizon’s.”







I’m able to chat further with Fulton after the first day of E3 draws to a close at an after-hours Microsoft event. We talk about our love of the original Test Drive: Unlimited and reflect upon the satisfaction you can glean from simply cruising through a vast, picturesque open-world.


We talk about the work Playground Games has done to the cars the team has inherited from Turn 10; for instance, with the addition of night racing Playground has needed to add functioning driving lights and illuminated dials for the cabin view, and some cars have required things like pop-up headlamps. Fulton also mentions they’ve added indicators.


Fulton talks about one of the non-traditional races they’ve added, a race between a Mustang and a Mustang. The catch is only one of them is a Ford; the other is a P-51 Mustang, a classic WWII fighter. He talks about how, after discovering how much fun it was to drive through a golf course they had designed, they decided to make the fence smashable and allow players to drive over it too.


We talk about the shift to 30 frames per second in order to free up headroom for the likes of night racing and the game’s stunning 20 kilometre draw distance; Forza Motorsport 4 was 60 fps. I mention I’m not actually able to notice the change and Fulton tells me they had a similar reaction from Turn 10. Horizon is absolutely locked at 30 fps, Fulton tells me, and it will not deviate. This is why it still looks incredibly smooth. Horizon’s physics still update at 360 fps.







We also talk about the pedigree of Playground Games, and this is a hugely important point for racing game fans. Playground Games is a veritable supergroup of UK racing developers. Fulton tells me how the team went from around 20 people to over 100; how over the space of a year they had new people starting every week.


Playground Games was co-founded by British games industry veterans Trevor Williams and Nick Wheelwright. Williams was formerly GM of Codemasters’ Southam and Birmingham development operations. Wheelwright was Codemasters CEO between 1996 and 2004.


Development Director at Playground Games Gavin Raeburn was executive producer at Codemasters for DiRT and GRID, and his involvement with Codemasters stretches back to 1988.


Fulton himself was formerly chief game designer at Codemasters.


Senior cinematic designer Matt Turner also hails from Codemasters, as does senior producer Adam Askew, technical director Alan Roberts, chief engineer Matt Craven and many more.


In fact, Playground Games has so many former Codemasters employees that, back in mid-2010, Codemasters actually accused Playground Games of poaching key employees and disrupting the development of its own racing games.


Former Bizarre Creations staff are also well-represented; lead environment artist Chris Downey, lead audio designer Mathias Grunwaldt, and senior environmental artist Gavin Bartlett all used to work for the house Project Gotham Racing built.


Lead game designer Martin Connor was lead multiplayer level designer at Rockstar North. Senior physics engineer Graham Daniell came to Playground Games from Criterion. Lead vehicle artist Simon Gibson has worked for Ubisoft Reflections, Evolution Studios and Eutechnyx.


Juice Games, Supersonic Software, Slightly Mad Studios, BlackRock Studios; the list of experienced racing games studios that members of Playground Games have worked for in the past goes on. Today Playground Games occupies three floors of its building in the centre of Leamington Spa, in the UK’s West Midlands.


Playground Games may be a brand new studio working on its first title, but experience is not something it lacks.



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"Tonight, on Top Gear..."



"We are, as a group, actively worried about replacing ourselves," Greenawalt recently told Autoblog. "I love cars, but I'm 40. I want my kids to be into Camaros and Mustangs and Supras. I want cars like the Subaru BRZ to come out and ignite a new car lust among the younger generation."


With Forza Horizon Playground Games is aiming to do just that.







Luke is Games Editor at IGN AU. You can chat to him about games, cars and the GTHO Phase III on IGN here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.



Source : ign[dot]com

Monday, June 4, 2012

Ridley Scott Going Biblical




It seems like Ridley Scott's wish list of projects just keeps going and going, but earlier this week the director revealed yet another film he has lined up in his queue, and this time it's .


"I've got something else in the works. I'm already doing it. It's called Moses," Scott told Esquire in a recent interview. "I probably shouldn't have let that slip out. I'm not supposed to say anything... It's definitely in the cards, though. What's interesting to me about Moses isn't the big stuff that everybody knows. It's things like his relationship with Ramses [II, the pharaoh]. I honestly wasn't paying attention in school when I was told the story of Moses. Some of the details of his life are extraordinary."


The story of Moses has been a hot ticket item at the studios lately. Both Warner Bros. and 20th Century Fox have laid claim to their own projects centered on the ancient prophet. Last we heard, Spielberg was attached to direct Gods and Kings for Warners, so we can only assume for now that Scott was referring to the Moses pic over at Fox.


In the meantime, the filmmaker has plenty more to work on, including his next film The Counselor.









Source : http://www.ign.com/articles/2012/06/05/ridley-scott-going-biblical

Forte Denies MacGruber 2




A couple weeks ago, rumors were circulating that writer-director Jorma Taccone was developing MacGruber 2 with star Will Forte and co-writer John Solomon. However, Forte recently pumped the breaks on that idea during a press conference for That's My Boy.



"As for MacGruber 2, it's very much in the works. We're just... no, I'm kidding. Jorma mentioned it," Forte said according to Ain't It Cool News. "He was really tired one morning giving an interview, and he said something stupid about it. Believe me, we would love -- we had so much fun doing that. We're proud of it, and we jokingly talk about the sequel all the time. But I don't think anybody in their right mind would give us any money for it. If somebody gives us money for it --"


Interjected Andy Samberg, "I'll give you a thousand bucks right now."


"There is going to be a MacGruber 2 then," Forte said. "Funded by Andy Samberg."


"On a flipcam."


So there you have it. Unless Andy Samberg makes good on his word, it sounds like we'll have to keep on waiting for that MacGruber sequel. Nevertheless, Forte went on to express his gratitude to everyone who's embraced the first film and suggested that there may be "one alternate universe in a series of parallel universes" where MacGruber 2 gets made. Unfortunately, that's probably not our universe he's talking about.




Source : http://www.ign.com/articles/2012/06/04/forte-denies-macgruber-2

Wednesday, May 30, 2012

The Legend Returns: Hironobu Sakaguchi on The Last Story




The man behind the Final Fantasy series, Hironobu Sakaguchi, made his return to the director's chair with The Last Story for Wii. This epic RPG hit Japanese store shelves in early 2011, and will finally be making it's way stateside this summer.


Recently IGN had the chance to chat via e-mail with Sakaguchi-san. We talked everything from The Last Story to his directorial return to his current projects. Check out the full interview below, then be sure to sound off with your own thoughts in the comments afterward.






IGN: How did you go about creating the battle system in The Last Story? It’s decidedly less traditional than many people were probably expecting - was this intentional?


Sakaguchi: In the three years of development, we dedicated the first year to research and development, mainly as a trial and error period for the battle system. The battle system in the game is the culmination of that phase.


IGN: The Last Story marks your first return to the director’s chair in quite some time. Was it difficult getting back into the swing of things, or is directing something like riding a bicycle?


Sakaguchi: Since I was working with the same members as the Blue Dragon team, I was able to get back into it fairly smoothly. Also, from my experience, the producer and director do the same type of workload in the initial development phase, which I think is another reason why it wasn’t so difficult getting back into things as a director. I guess I’m the type of creator that wants to get involved in the grunt work.


IGN: What was the greatest challenge you encountered in your quest to make a brand new RPG adventure from the ground up? Alternately, what was the most rewarding aspect of this project?


Sakaguchi: At the initial stage our plan was completely shot down by Nintendo. To create an entirely new world view and characters again was a bit challenging, but rewarding in the end. That would probably be the answer on both accounts.









IGN: Music always seems to play a huge role in your games, if only in terms of setting a certain atmosphere and tone. What tracks stand out to you from The Last Story? What’s the overall tone you hope to invoke as readers play through the story (whether it be through music, dialogue, backgrounds, etc.)?


Sakaguchi: That would be the track called “Toberumono (The Flying One).” There’s a lot of sentimental value attached to it since I wrote the lyrics, and it also voices the “foreignness” that the game has. The song is about the world you are in not being the place where you are meant to be. The phrase “going home” is used positively as you fly towards the future.


The tone I would like players to invoke while playing this game is “warmth” and a sense of “texture.” I want players to experience the sensation of a handmade craftwork that feels natural, yet very detailed, with beautiful workmanship.


IGN: Creating a game as vast and fresh as The Last Story must have taken quite a bit of trial and error. Was there anything you tried to fit in but for whatever reason just couldn’t make it work?


Sakaguchi: That would be the “Rewind Function.” This was a feature that when a mage’s magic was successful, an icon would appear for the player to shake the remote. By shaking the controller at that moment it would rewind the battle to just before the mage unleashed their magic. From there it would show the sequence again from an overhead view.


Using this feature, players would have been able to see who used what magic, check the battle situation and then strategize on what to do next. However, the feature slowed the battle tempo too much, so unfortunately we decided to take it out. You can still see remnants of this feature in the overheard view while in command mode, or while watching the Lazulis Knights cheating in the match at the arena.


IGN: Characters play a key role in The Last Story. How did you go about creating a cast of characters that players can relate to?


Sakaguchi: We put together most of the characters’ bios while creating the plot. Then, while Fujisaka (artist of The Last Story) was finalizing the illustrations, I’d get inspiration from the art which I used to fine tune their characteristics and backgrounds.


This title also has a lot of voices. In the dungeons the characters converse with each other about random things, and this was something that was very important for me in the game. Because I wanted to convey some of their personalities through this small talk, it was crucial to include some of the voice actors’ adlibs and make small changes to the actual scripts to keep refining them and carefully mold each character.




lots-of-last-story-screenshots-20110120021444492


Characters matter in The Last Story.


IGN: As an overall experience, how was working on The Last Story different from working on other RPG franchises you’ve been linked to in the past (which shall remain nameless).


Sakaguchi: The biggest difference is the battle system. I was aiming to create something that would make people say, “This is the new RPG battle style,” if possible. Additionally, we were really careful about the collision detection in the background graphics. I wanted to be careful about those small aspects because I thought they would affect the overall feel of the “texture” of the game while walking around in the world.


IGN: What’s the one thing you want players to take away from The Last Story?


Sakaguchi: To feel as though they are having an adventure together with the characters. I would be very pleased if players are able to feel truly immersed in the world and share the moments together with the characters.


IGN: Now that development on The Last Story has concluded, what are you working on next?


Sakaguchi: Currently we are developing a surfing game for the iOS. It’s called Party Wave, and is scheduled to come out this July. It’s a small development project, but the environment is very free and open which reminds me of the early Final Fantasy titles.


I’m very excited as I’m involved in creating some number fonts which I haven’t done in a while and writing the music. I’m enjoying it, and at the same time I think it’ll become another title that has that handmade warmth to it. We are also developing two more iOS titles. We’ll be able to release these shortly as well.


IGN: Lastly, what was your experience creating a sweeping RPG for the Wii? Did you enjoy the creativity yielded by having technical limitations to work within, or do you ultimately wish you had created the game on more advanced hardware?


Sakaguchi: It’s unfortunate, but the final issue that always seemed to deny certain ideas was the SD resolution limitation. However, within those parameters we aimed to create a title with beautiful graphics that can compete with modern day specs. I would be pleased if people would view our efforts to their best by switching their cables to advanced connection cables or by playing it in the best environment possible. And though the resolution may be SD, I think players will really enjoy the sophisticated world.









Source : http://www.ign.com/articles/2012/05/30/the-legend-returns-hironobu-sakaguchi-on-the-last-story

Tuesday, May 29, 2012

Christopher Nolan's Catwoman Concerns




Director Christopher Nolan was initially reluctant to include Catwoman in The Dark Knight Rises. So what prompted the change of heart?


In an interview with Empire (pointed out via /Film and CBM, Nolan credits his brother and TDKR co-screenwriter Jonathan "Jonah" Nolan with helping him see the value of including the feline fatale. "I was nervous about how she would fit into our world. But Jonah was very much convinced that there would be a great way to do it and eventually turned me around," said Nolan. "Once I got my head around the idea of looking at that character through the prism of our films, saying, 'Who could that person be in real-life?' we figured it out. She's a bit of a con-woman, something of a grifter. A hard-edged kind of criminal."



Jonathan Nolan added, "Chris often comes from a position of, 'Why should we do this?' You know, presumed guilty. But I said, 'What we're endeavouring to do here is tell a complete take on the Batman mythos'. And a complete take of the Batman mythos without the character for me was sacrilegious. You've gotta gave her, because she has a delicious greyness to her that helps define who Batman is. She keeps wavering on this line of, 'Is she a good guy or a bad guy?' Well, she's kind of neither. And that's why, to me, that relationship and that character only enhances the universe - and the Batman character." He also said that "Anne Hathaway threatens to steal the show."





And what about the much-hyped secret ending of The Dark Knight Rises?


David Goyer, who co-plotted the Batman trilogy with the Brothers Nolan, said the final scene of The Dark Knight Rises is "completely unchanged" from the one the filmmakers envisioned years earlier at the start of the franchise's reboot. "We both knew in our hearts that we were onto something special. I have to tell you, having finally seen everything strung together a little while ago and seeing that scene, I got a complete lump in my throat."




Source : http://www.ign.com/articles/2012/05/29/christopher-nolans-catwoman-concerns

Monday, May 21, 2012

Storage 24 Inspired by Gremlins and Spider-Man




Saturday afternoon at Kapow! saw Noel Clarke and Johannes Roberts (director of the impressive and underrated ) on a panel to talk about their latest sci-fi horror flick, .

The film - in which Clarke takes lead actor, writer and producer credits - sees a military cargo plane crash and spew its highly classified contents all over London. With all electricity down, a group of friends are trapped in a storage unit and it soon becomes clear they are not alone, as a terrifying predator is hunting them down.


The panel treated us to exclusive stills of huge explosions and wounded characters scrambling through air vents, as well as an exclusive clip, which gave the first look at the mysterious other-wordly creature tormenting the group. In the clip, Clarke’s character comes face-to-face with the alien – a 7-foot tall, bony monstrosity with bulging yellow eyes and a claw-like drooling mouth. As the alien closes in on a trapped Clarke, a yapping toy dog distracts him and Clarke is able to narrowly escape. The dog, sadly, isn’t so lucky.

For the look of the alien, Clarke was inspired by the Spider-Man villains Venom and Carnage. Unlike other creature features that keep the big nasty mostly off screen, Clarke and Roberts made a point of giving the creature a big personality and wanted him to be fully present as a terrifying being on screen. Roberts revealed that, to the cast, the alien was actually female and called Gertrude – something the Design Department really ran with, as Noel explained: “They made the suit with a huge vagina, and I saw it and was like, ‘That bit has got to go. This film is a 15.”

Talking about the film’s overriding genre, Roberts noted: “It’s very sci-fi. The whole movie is really retro – it almost borrows from and other '80s movies.” Despite these allusions, the panel went on to discuss Clarke’s desire to create something new, something that no one else is currently doing in the British film industry. There are obvious comparisons to 2011’s big-budget British alien horror but although it’s a similar genre, Clarke feels he has done something different with because of the disparity in budget. Clarke is keen to prove he can make entertaining big-spectacle movies to rival even Hollywood’s output of sci fi/horror, and for a fraction of the cost. Or, as Roberts neatly summed it up, “ is a f**k-sight better than .”

Talking about his upcoming projects, Clarke revealed that there are plans for a sequel to , currently being called . Both he and Roberts feel that his character and the creature are too good not to be used again. He’s also about to start writing the 4. 3. 2. 1 sequel - entitled 5. 4. 3. 2. 1 - but is refusing to give away any plot details just yet. On top of this he currently has six scripts on the go. His pace of work is impressive - last year he wrote three scripts in 55 days, and was one of them.

So it looks like you’d be mad to miss out on seeing when it hits U.K. cinemas on June 29. We’ll leave you with the same advice that Clarke gave to us when talking about the scariness of the film’s final scene – take a spare pair of pants.



Source : http://www.ign.com

Saturday, May 19, 2012

Duncan Jones Targets James Bond Creator




Moon and Source Code director Duncan Jones will direct a biopic about James Bond creator Ian Fleming.

The Hollywood Reporter says the project, announced at this week's Cannes film festival, will focus on the author's early years as a British naval intelligence officer during World War II and how his commando days inspired his greatest literary creation.

The film will be based on Andrew Lycett's biography Ian Fleming, The Man Behind James Bond.

"Fleming lived through one of the most perilous periods in world history, in a position that allowed him a unique vantage point of all the players, all the stakes. He witnesses true heroism first-hand. And he saw the evil men could do," said Jones. "Then, when the war ended, he went off to write fiction. The essential question for me is where did Ian Fleming end and Bond begin?"



Source : http://www.ign.com/articles/2012/05/19/duncan-jones-targets-james-bond-creator

Gareth Evans Talks The Raid Remake




The Raid director Gareth Evans discussed the future of the franchise at Kapow In London today. During the Momentum Showcase at the Comic Convention, the Welsh director explained his involvement in the American remake, as well as the upcoming sequel.


 


He said the remake would incorporate some changes as the original was, “a movie in a foreign language with a star nobody knew and a director nobody knew.”  It won’t be anything too drastic though, as Evans is on board as executive producer and the Indonesian star of the first film, Iko Uwais, will be choreographing the action.


 


While fans may be sad not to see him at the helm for the remake, he said he felt it was important that he stood back.  He explained, “I’m not remaking it myself.  My approach is to be hands off; in order for them to do the job properly they need to be given freedom.”


 


The good news is that this leaves Evans free to focus on getting the Indonesian sequel underway.  When The Raid was still in script form, Evans was primarily focused on another project called Berandal.  After seeing how well people responded to The Raid, he decided that with a small rewrite (“about 15 per cent”) Berandal could serve as a sequel.


 


He’s now planning a full trilogy and shared today that *SPOILER* Mad Dog will be reappearing in the next film, though we’re not sure in what capacity.  With filming due to start January 2013, he said he felt hopeful about releasing by “the tail end of next year.”


 


Finally, with the American remake underway, Evans was asked how he’s coping with the influx of Hollywood offers.  He said that he hasn’t received any, putting this down to the level of violence in his films.  He teased, “I make violent movies, so I don’t quite fit the Hollywood mould… yet.  But at the moment I can make smaller films that allow me to do what I want.”




Source : http://www.ign.com/articles/2012/05/19/gareth-evans-talks-the-raid-remake

Friday, May 18, 2012

Original Blade Runner Writer on Sequel




Scroll down for an update on this story!


Hampton Fancher, who co-wrote Blade Runner, is in talks to reteam with director Ridley Scott for the planned sequel to the sci-fi classic. Specifically, according to a press release from producers Alcon Entertainment, the idea is "to develop the idea for the original screenplay" for the follow-up.


Additionally, it has now been confirmed that the film will in fact be a sequel to the original tale of the Replicant-hunting, down-on-his-luck future cop played by Harrison Ford. "The filmmakers would reveal only that the new story will take place some years after the first film concluded," we're told. So does that mean Ford will be back?







Fancher worked on the original Blade Runner before Scott was even onboard, and the way the story goes, creative differences led to Scott and producer Michael Deeley dumping the scribe and hiring David Peoples to rewrite him. Obviously those creative differences have long since abated, but you can read about the whole bloody affair in the great book Future Noir: The Making of Blade Runner.


Despite today's announcement, we still have no clear idea on this production's timeline, though obviously it's still very early days.


Update: In a chat with The Daily Beast, Scott revealed the following: "I started my first meetings on the Blade Runner sequel last week. We have a very good take on it. And we’ll definitely be featuring a female protagonist." Does that mean she'll be the protagonist? Time will tell.









Source : http://www.ign.com/articles/2012/05/18/original-blade-runner-writer-on-sequel

Wednesday, May 9, 2012

Dark Shadows Review



Director Tim Burton and star Johnny Depp reunite for their eighth collaboration in this feature film adaptation of Dark Shadows, the 1966-71 cult classic supernatural soap opera they loved as kids.

In this version, scripted by John August and Seth Grahame-Smith, Depp portrays Barnabas Collins, the heir to a prosperous fishing family who leave England to settle in the New World. In 1752, Barnabas is cursed by the witch Angelique (Eva Green) after breaking her heart and falling for his one true love, Josette (Bella Heathcote). Angelique's spell leads to Josette's death and turns Barnabas into a vampire. She chains Barnabas inside a coffin and buries him "alive" for the next two centuries.





After being unintentionally released from his grave, Barnabas finds himself in the strange, perplexing world of 1972. He returns to his family estate, Collinwood, where he passes himself off to his descendants -- matriarch Elizabeth Collins Stoddard (Michelle Pfeiffer), her troubled children Susan and David (Chloe Grace Moretz and Gulliver McGrath), Elizabeth's shady brother Roger Collins (Jonny Lee Miller), as well as the family's live-in psychiatrist Dr. Julia Hoffman (Helena Bonham Carter) and caretaker Willie Loomis (Jackie Earle Haley) -- as a distant relative from England back to help the struggling dynasty return to prosperity and prominence. His true nature will remain a secret to most of them ... for now.

But the Collins aren't the only ones he finds in the namesake town of Collinsport. Barnabas meets Victoria Winters (Heathcote), David Collins' new governess and the spitting image of his beloved Josette. He also discovers that Angelique is still very much alive and well, having thrived in the ensuing centuries to become a successful businesswoman and the Collins' biggest rival. Her lusty obsession for Barnabas remains, and she's grown powerful enough to destroy him and the newfound family he's vowed to help.


- Warner Bros.

The characters are played by one of Burton's best ensemble casts yet, but only Depp's Barnabas has anything remotely resembling an arc or development. Pfeiffer is commanding as the Collins' matriarch, but we never get to see her do much more than sit at the head of the dining table or at her desk. Moretz's Susan is the character most radically altered from her small screen counterpart as she's about a decade younger and more akin to Winona Ryder's moody teen in Beetlejuice than the young woman from previous incarnations of the show.

There's an element to Susan that's introduced late in the story, that comes out of left field and is completely arbitrary. Why even introduce it if it's not going to truly be explored? McGrath is a very likable child actor whose arc here as David is, like Susan's, underexplored and underwhelming in the end. For a kid whose problems have brought not one, but two different people (Dr. Hoffman and Victoria) to Collinwood to care for him, there's practically no time spent showing them doing anything with or for him. It's all just exposition to nowhere

Haley has a dopey appeal as the family's oft-drunk handyman and Barnabas' mind-controlled servant, while Miller's self-centered Roger is all upper crust smugness. But, outside of Barnabas, the women are the true protagonists of Dark Shadows and besides Pfeiffer the real standouts among them are Carter as the bitter, besotted shrink and Green as the obsessed enchantress whose spurned love for Barnabas and disdain for the Collins knows no bounds. Green and Carter clearly enjoy sinking their teeth into their roles and have fun with them even when the script seems to forget about them. The most inexplicably neglected character is Heathcote's Victoria, who begins the movie as the protagonist and eyes of the audience only to almost literally disappear from the narrative once Barnabas takes center stage. Their romantic subplot is completely shoe-horned in and woefully undeveloped.

 
But this movie is, as expected, The Johnny Depp Show where everyone else is just a guest star. Both Depp and Burton show a degree of restraint here (well, for them at least), finding the pathos in Barnabas' plight even as they have fun with the fish out of water and anachronistic elements. Yes, there are times when Depp seems like Captain Jack Vampire, but there's more vigor and palpable interest from him in this character than there's been in any of his performances in the Pirates sequels. Depp keeps you interested in Barnabas even after it's become clear the movie is in a rush to nowhere during its homestretch.

Like the cult classic TV series it's based on, Tim Burton's Dark Shadows is oddly charming despite being a mess that never reaches its full potential. There are strange characters galore, almost none of whom ever develop into anything more than an image of an interesting character. Commercially, one can't help but suspect that Dark Shadows may prove a disappointment despite the usually powerhouse coupling of Depp and Burton. The film's not horrific enough to be scary, funny enough to truly be recommended as a comedy, and about as dark and Gothic as a Hot Topic t-shirt. And yet, like the original TV show, there's just something about Dark Shadows that keeps you watching to see how things play out. It's just all so damn … peculiar.


Source : http://movies.ign.com/articles/122/1223999p1.html

BioShock Infinite Release Delayed To February 2013 Ads By Google » Blog Tags Today's Most Popular Videos »


7 Questions With BioShock Infinite's Ken Levine

The planned October 16, 2012 release of BioShock Infinite has been pushed back to February 26, 2013, a message from Irrational Games creative director Ken Levine confirms. He explains that the delay will give the dev team the time that they need to polish everything up and make sure it all works as it should. It also means that we won't be seeing the game at this year's summer trade shows; Levine specifically names E3 and Gamescom as being off the table.

It's a bummer to be sure, but I think we can all agree that we'd rather see BioShock Infinite arrive late and whole than on time and unfinished. The coming holiday 2012 season is jam-packed with some huge titles, so it's not like we'll be wanting for things to play. You can find the full message from Levine reprinted after the jump.


A MESSAGE FROM KEN LEVINE

When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing.

Since then, we’ve come to realize that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.

I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco.

The same principle now applies to BioShock Infinite.

What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: “Hey, can we have a few more of those checks?”

We are also going to hold off on showing BioShock Infinite at the big events of the summer, like E3 and Gamescom. That way, the next time you see our game, it will be essentially the product we intend to put in the box. Preparing for these events takes time away from development, time we’re going to use instead to get the best version of Infinite into your hands in February.


Source : http://www.g4tv.com/thefeed/blog/post/723606/bioshock-infinite-release-delayed-to-february-2013/

Tuesday, May 8, 2012

Is Kingdom Hearts Coming Back to Consoles?



The next Kingdom Hearts game could finally see the series make its long-awaited return to consoles, according to a new interview.

In the new issue of Game Informer, series director Tetsuya Nomura said he felt "it's about time" that the Kingdom Hearts series had another outing on consoles.

Talking about the current direction of the series, he explained, "The PS Vita is definitely a powerful device that is very interesting, but because of its high power, there isn't much of a difference with a console. So even if we were to make a game, we would have to be very careful about how to create it for that device.

"I also feel that it's about time that Kingdom Hearts should go back to being on a console."

The last time the Disney/Square hybrid had an outing on consoles was in 2004 with Kingdom Hearts 2. It's too soon to tell whether Kingdom Hearts 3 would make it onto this generation of consoles or the next, but Nomura has some advice for anyone wanting to know more.

He said, "I'm not able to disclose any information on what's coming next or any other future plans, but you may be able to find a hint if you play through Dream Drop Distance to the very end."


Kingdom Hearts: Dream Drop Distance will launch on the 3DS in Europe on July 20th.

Thanks, VH247.



Source : http://games.ign.com/articles/122/1224505p1.html