Showing posts with label features. Show all posts
Showing posts with label features. Show all posts

Monday, July 9, 2012

Ghost Rider Producer Falls for Fifty Shades of Grey Movie




Universal Pictures and Focus Features have hired the Oscar-winning team behind The Social Network to produce their screen adaptation of Fifty Shades of Grey, that best-selling erotic romance novel you can't avoid that started as Twilight fan-fic.


The studios announced Monday that Michael De Luca (whose credits also include Ghost Rider 1 and 2, Fright Night, and Moneyball) and Dana Brunetti (Fanboys, 21, Safe) have come aboard to produce the adaptation of the E. L. James lit trilogy, which follows the relationship of 27-year-old billionaire Christian Grey and college student Anastasia Steele.


“At its core, Fifty Shades of Grey is a complex love story, requiring a delicate and sophisticated hand to bring it to the big screen,” said Universal Pictures Co-Chairman, Donna Langley, in a statement. “Mike and Dana’s credits more than exemplify what we need in creative partners and we’re glad to have them as part of our team."



Source : ign[dot]com

Thursday, June 21, 2012

Report: Final Fantasy VII Coming to Steam?




A new version of Final Fantasy VII containing a wealth of additional features could soon be available on Steam.

The users over at the GOG Forum spotted that Square Enix registered the domain FinalFantasyVIIPC.com on June 15th.  Though the site has since been taken down, it can still be viewed in Google's cache.

According to the information gleaned before the site was culled, this new version will include 36 achievements, cloud saving functionality, and also online profiles so you can compare progress with your friends.  The digital download was slated to cost £7.99/€9.99.

While the company hasn't spoken out to confirm the existence of the PC version, character designer Tetsuya Nomura recently suggested that new titles would "take precedence" over a remake of the much-loved classic. Desire for a remastering has remained high since a tech demo for the PlayStation 3 showed Cloud, Aerith and the bustling streets of Midgar in High Definition.





Source : ign[dot]com

Wednesday, May 9, 2012

What We Want in the New Skyrim DLC, Dawnguard Ads By Google » Blog Tags Today's Most Popular Videos »


Skyrim: Dawnguard

With the newly announced Skyrim DLC, Dawnguard, just over the horizon, now would be the perfect time to start making of list of features we expect to see.

Luckily for us, Bethesda tipped their hand at DICE this year to show off some of the projects that the genius developers there worked on behind the scenes. Since then, we’ve already seen the implementation of kill cams for arrows and dragon shouts by using the Kinect. We’re still waiting on a couple of other innovations to come to light.

Here are our picks for things we want to see in The Elder Scrolls V: Skyrim DLC.

Elder Scrolls 5 Skyrim

Horse Combat

Bethesda did something no one expected by making horses cool. Remember all of that hubbub during the days of Oblivion when they thought people would actually pay money for horse armor. I know several people who would gladly fork over some cold hard cash for a little steel for their horse. But forget the pony show here; what I want is to make horses even cooler.

Let me attack from the saddle. Swing a sword. Draw a bow. Throw a lightening bolt or two. As it is right now, even a mangy pack of wolves makes me off of my high horse just to dispatch them. Even simple maneuvers would allow me to feel as though I could at least defend my trusty steed.

To Ten Dumbest Skyrim Mods

Follower commands

I wonder if Lydia would still be alive today if I could have told her to run like hell when you see me leave. As it turned out, my running and screaming into the night after facing a cave filled with trolls seemed to be a cue for her to stand her ground to the very end. After running half a mile, pulling in a half a dozen city guards, and exhausting my last potion; I found what remained of my companion and thought, “who’s going to carry all my crap now?”

As in the DICE presentation, additional follower commands allows for more strategy as well as the ability to customize your companion with your play style. Since I play as a thief, I usually remain in the shadows and without a partner who usually runs into the middle of battle like Leroy Jenkins. Having the option to “sneak” or “let me attack first” would make me consider picking up a buddy from the local tavern. As it is now, I’m a lone wolf until I can find a friend who knows when to keep their swords sheathed.

To Ten Dumbest Skyrim Mods

Spell Combinations

How do you add something complex to an already complex game? By using what’s already there. Adding new spells to the game comes with its own problems, but by using spell combinations to create something new, we do away with working through more magic trees or negating the ones we’ve already built. Imagine creating a fire bound bow or raising electrical zombies.

Speaking of weapons, let’s learn to enchant weapons with magic powers as well. Let me take on the dragon priests with a flaming sword. Let’s see what happen when you dip your arrows into a little fear before letting them fly into a crowd of bandits. And by using the spells already set before us, we’re already grounded in the strengths we’ve picked for them and our character. Don’t think of it as bringing in something new, but rather building upon what we already have.

Werewolf Skyrim

Werewolves and Vampires (Oh my.)

Those glowing yellow eyes on the cover of Dawngaurd can only mean one thing – vampires or werewolves. Actually, those are two things, but with all the talk about crossbows showing up in the next DLC, I would put my money on some vampire action.

As it turns out, one of the projects that the developers worked on included new powers such as flying and calling on minions when you went full fang. We’re talking leather skin, wings, and nasty little overbite. I actually wanted to create a vampire thief in my original playthrough, but it’s rather difficult to sneak when you tend to spread fear faster than the common cold at E3.

With that said, werewolves need a little love as well with a couple of extra abilities like weapons and armor designed to protect their furry little hide. Let me be able to call on a pack of wolves to do my bidding like attack enemies or chasing balls. Better yet, let me work on my own pack of followers to lead into battle. When you have an army of werewolves, you’re gonna see the fur fly.

Elder Scrolls 5: Skyrim Screens Released; Not A Joke

More, More, More

As fans of Skyrim, our needs are relatively simple. We just want more. Give us a new area to explore, caves to loot, and perhaps a new weapons to start swinging around to kill people in the new areas to explore or caves to loot. Give me a castle with new enemies and a little challenge. Take us to the sand swept lands of the Khajiit or the dense forests of Cyrodiil yet again. We’ve spent hundreds of hours already in this open world and we’re only asking for a slightly bigger sand box.

And more dragon riding. I would like both if that’s available.


Source : http://www.g4tv.com/thefeed/blog/post/723632/what-we-want-in-the-new-skyrim-dlc-dawnguard/

Thursday, May 3, 2012

Risen 2: Dark Waters Review




Peg legs. Eye patches. Parrots. Rum. Think "pirate," and these images spring immediately to mind. Risen 2: Dark Waters features all these tropes and more, yet this pirate-themed role-playing game handles its inspiration with care. There are some grizzled pirates and ships flying the Jolly Roger to be sure, but Risen 2 never relies on the usual campy cliches to provide entertainment. Instead, it sends you on an island-hopping adventure to unearth treasure and defeat a sexy sea titan called Mara. This tale isn't just about grog-swilling drunkards sailing the high seas--it's also about a nobleman seeking political gain, a rambling freak with his soul split in two, and an ambitious tribesman proving his superiority.



The pirate's creed: finders, keepers!

Risen 2's central quest has you scouring the seas searching for magical artifacts to aid you in the battle against Mara. She's not much of a villain; she appears a few times, but her presence isn't as strongly felt as you'd expect, considering the role she plays in the plot. But the game is more about the journey than the destination, and there is enough variety and joy to keep you fixated on the continuing tale. You use voodoo dolls to take over a hiccuping boozer and infiltrate an enemy camp. You discover a shocking case of stolen identity. Missions rely a little too often on the same fundamental setups--following a quest-giver to a cave, and killing the creature inside, for example. But there's a lot to chew on: collecting fur for a wannabe fashion designer, disguising yourself as a messenger, spearing a gigantic kraken, or just searching for buried treasure.

Humorous dialogue and some sparkling voice acting brighten the tone, though it's unlikely you'll get attached to any of Risen 2's characters. Patty returns from the original Risen, refusing to be treated as a weakling simply because she's a woman. Like other cast members, she's got attitude to spare, but few of them ever threaten to steal any given scene. They give Risen 2 plenty of foul-mouthed color but never come into their own. That included the returning nameless hero, who speaks in the same monotone as in the previous game. It doesn't help that sound levels are occasionally off, allowing the soundtrack to overwhelm the main character's flatness. But at least it's a wonderful soundtrack: the main Risen theme is riffed on in countless subtle ways, never intruding, yet heightening tension when it's called for.
Lackluster lead aside, Risen 2 pulls you into its world, which is not a single spacious territory, but rather a set of scattered tropical islands. If you enjoyed the expansiveness of the original Risen (or the developer's Gothic games), the new structure can come across as disjointed. But each island offers plenty of room to explore and scavenge. Besides, what would a pirate game be without some high-seas travel? (Sadly, you never sail the ship yourself; you only witness it leave the harbor and arrive at its new destination.) Luckily, a few of these islands have their own visual identities, from the burning cityscapes of Caldera to the amber hues of a sacred underworld, and the game makes it easy to travel from isle to isle with a few clicks of the mouse.

Most islands, however, are blanketed with jungle foliage, though there's enough environmental variety that your eyes won't tire. Palm trees cast long shadows on the riverbank as you slosh toward the nearby native village. Investigate the beach near Puerto Isabella, and you can practically feel the sand and stones under your feet. Periodic thunderclaps make for a disquieting trek near alligator-infested waters. If you own an Nvidia card, you could run into some performance issues, but you'll likely enjoy smooth visuals and quick loading times on your journey. That's as it should be: Risen 2 isn't at the cutting edge of modern graphics. Flickering shadows, vegetation that grows into place before your very eyes, and robotic animations are among the blemishes that might distract you.

More problematic are the quest bugs that could interfere with your journey. Do a certain set of quests in an order the game doesn't expect, and your yo-ho-hoing is over, brought to a halt by missing dialogue options. Another apparent bug requires you to exploit the AI so that you can complete a story-critical task. Yet while Risen 2 isn't the most elegant role-playing game, it's a notable improvement over its clumsier predecessor, at least where technical execution is concerned. But it's also not as intricate, or as open-ended. You make some choices that determine how quests play out, but the consequences of the choices you do make are less far-reaching, and there are fewer puzzles to solve and hidden mysteries to uncover.


Source : http://www.gamespot.com/risen-2-dark-waters/reviews/risen-2-dark-waters-review-6374881/