Showing posts with label knight. Show all posts
Showing posts with label knight. Show all posts

Tuesday, July 10, 2012

New Dark Knight Rises Spot Reveals Reno 911! Actor's Role




A brand new TV spot for The Dark Knight Rises focuses on the lighter moments in the film, and also reveals that Reno 911! star Thomas Lennon -- yes, Lt. Dangle himself -- is in the film. Check it out:





The Dark Knight Rises opens July 20.



Source : ign[dot]com

The Dark Knight Rises Set Visit, Part 2




We visited the Pittsburgh set of The Dark Knight Rises one relentlessly hot day last summer. What follows is the second and final part of our chats with the cast and crew behind Christopher Nolan's swan song to the Batman film franchise. (Part 1 of our set visit can be found HERE).


Be advised that there are SOME SPOILERS ahead ...










The Man Behind Batman's Wonderful Toys (No, Not Lucius Fox)



Special effects supervisor Chris Corbould on the film's biggest challenge: "I think it was getting all our head around the fact that we had to top Dark Knight. Getting all the creative juice flowing to format this film so we've got a great film for everybody so they won't be disappointed. There were a lot of very. very intense meetings going on about story line, what we could do, how we could change things, and how we could change digital effects. It was a very, very intense period, generally shorter than what we're used to. In Batman Begins, when we were building the tumblers, I think we had eight months to build them. Probably the Batpod was bit shorter, seven months. (Nolan) is very into his machines. He knows every single bit of them. He's deigned it with the Batpod and the Batmobile we started with a model this big, and what we built was almost identical to the little, plastic model. Every step of the way, whether it be the size of the tires, the color of the black-- I didn't even know there were so many shades of black. The Batmobile was like four different shades. To me, they look black, but he sees some difference in them. He's very meticulous in every single vehicle, gadget, costume... He's very, very intimate with that."






Dressing Bane and Catwoman



Costume designer Lindy Hemming on Catwoman's costume: "It's very, very simple. And she's the kind of female version of Batman in a way. She's someone who's produced a suit which has a technology of its own which is in the fabric. She has her own functional items which she needs. She has a custom-made belt with tiny -- everything to do with burglary, looking at jewelry. She has a belt which is full of those things all miniaturized for that. The tech in the fabric is our own creative tech. It's not a special fabric. We made it ourselves by screen printing the under-layer and putting a very thin, silky over layer on. We wanted to keep her very, very light, very creeping-about. Not robotic or anything like that. And we didn't want it to be rubbery or shiny like the previous Michele Pfeiffer suit. We didn't want it to have any implication of being a bondage or sex kind of suit. It was to be something functional but you wear when you're trying to creep about in the dark, not be visible."


Hemming on making Catwoman's "ears" work: "Christopher Nolan and I were trying to work out how we were going to keep it modern and trendy and cool. ... We said, 'What is forming these ears? What's the logic to have the ears?' And the logic you will see behind the ears is that when the  goggles go up, the shape of the goggles makes the ears. And we think it's really cool. We went through so many incarnations of how to make it happen. I don't know how many of you have seen jewelers, when they've got the jeweler loupe. Or when you go to the dentist -- that was my inspiration -- and they're looking at you, and they've got the thing that looks into your mouth. They've got magnification and everything. Both of us looking at different versions of that, and then we employed the sunglasses. ... We started making our version of night-vision goggles-- or magnification goggles when she's doing her cat burgling. We made it so that when it goes up, it falls into ears."



Hemming on Bane: "When you look at the comic version of Bane, he's this massive man. He wearing a wrestling suit, and it's a bit difficult to imagine how you could translate that into a Chris Nolan film because everyone is meant to have a real background and come from real story. So with Bane you can see him with his mercenary men and you can know in the story where he's come from and why he is like he is. Following that route, he's much more armored with a nod toward the straps of the wrestling suit he started with. He's got an injury which is why in the comic he has to have the venom. In our story, it's slightly different, but it's the same kind of idea. Using all those things, and using the fact that he doesn't come form the same technology as Batman -- he doesn't have Fox making all these things for him -- his stuff has been made on-the-move, over the mountains of the world, maybe in training camps. He's the guy who's had his stuff made by different people along the way. So there is a sort of slightly clunky element to him, and that's part of his story. But at the same time, the way he's directed in the film, is the menace within him because he's a wrestler. And he's also an older character. He's not a young kid. He's an older man who, as you'll see in the film, you'll know he's been around for a long time. The reason he looks like he looks is he's much more a warrior, mercenary kind of man."







On Bane's mask: "We wanted it to be like an animal. I wanted it to have an animalistic feeling, and I looked at things like silverback gorillas and snarling teeth, fangs coming up and fangs coming down. You're getting sort of what it is. ... We all decided early on that if you have a film where two people are wearing a mask -- we didn't want when they're fighting together, Batman and him, to look the same. And Bane's mask in the comic is this sort of black, wrestling mask thing, and you can't see any of his face. So my first thing was animals, and my second thing with Chris-- and it was his idea really-- is how on Earth can we make this man not look the same as the other man when they're fighting? So just between working, drawing, looking at reference pictures of animals and everything, we came up with the idea that the [mask is partially covering his face] so the mask is functioning. The painkillers are being fed down into here, and it could be that his face is damaged. We don't know. And I think we didn't mind about the fact that it would limit his vocal abilities because it's a film, and we can put that in or do whatever we want with that afterwards. But it seemed to make him more menacing [for] this bit to be hidden."





A Chat With Mayor Garcia



Actor Nestor Carbonell on the mayor's stance in TDKR: "The mayor definitely feels that he is not for a vigilante coming in here and solving crime this way. It's just not the way that he envisions things. I think that there is an ego element to him. This is a man who wants to restore law and order. This is a man who is very much for putting out legislation where he has the freedom to really go after criminals, to really pursue them in a hard way. You know, I'm not saying he's going to violate civil liberties, but this is a man who is very much tough on crime and takes it upon himself to take on criminals headfirst. And no, he does not appreciate someone like The Batman to come in here and solve problems. ... With a man like this, from his point of view, he's absolutely against corruption, and if he's done anything within his teneur as mayor, it's to fight the mob head-on. Now, we have these lunatics running around doing their own thing, and they're essentially terrorists. That's a different thing altogether, but in terms of handling organized crime, this is a man who's dead set against that existing. He makes it part of his campaign."


http://cdn.as7.org/44_Photo%20Jul%206,%202012%205%3A12%20PM.jpg?fileId=19143366





Batman and Bane Work (and Fight) Well Together



Stunt coordinator Tom Struthers on working with Christian Bale and Tom Hardy: "Christian is very, very disciplined. Christian is one of these people where you can show him something once or twice, walk him through it, and after two or three days, a major fight sequence which has maybe 200 different moves in it-- a very, very long fight when we're filming one-- he picks it up very, very well. So does Tom I must say. Both are very easy to work with. They both pick up choreography, of the fighting, of the style. And then Chris will insert the drama that he wants and the moods and feels and the flow of it. ... They have a good chemistry because they're both physical actors, and they're both physical people that both get out and do stuff. It just makes a big difference when we're putting it on the screen because that bit flows, and then they can concentrate on the drama that they need to give to the director. And they're easy people to work with."






Maintaining Secrecy in the Age of iPhones and Twitter



TDKR co-producer Jordan Goldberg: "It's amazing how much it's changed since we shot The Dark Knight. With The Dark Knight, it was usually about a day before things got on the Internet. Now it's like within two minutes it's on the Internet. I think it's fun because on one hand, it's a love/hate thing because people are really that enthusiastic about the project that they want to be the first person to post something out there, which is cool. And ultimately, the comments I've seen so far have been very positive. But you're very wary about it sometimes because you don't want to ruin the surprise. When people are filming you filming a movie, you don't want to ruin the illusion of the film. All these movies, they're kind of like magic tricks. You don't want to have people see behind the scenes because we want [to conceal] tricks."







The Dark Knight Rises opens July 20.



Source : ign[dot]com

Monday, July 9, 2012

The Dark Knight Rises: Biggest 2D Opening of All Time?




Ready for another round of wall-to-wall packed movie theaters? New pre-release tracking predicts Christopher Nolan's The Dark Knight Rises could very likely surpass the $158.4 million opening of The Dark Knight, which had the biggest three-day domestic debut of all time when it opened.


Rises will be hitting theaters on July 20, the same debut weekend as The Dark Knight in 2008. To this day, TDK remains the top domestic opener in terms of 2D feature films. Since then, two 3D pics -- this summer's The Avengers and last year's Harry Potter and the Deathly Hallows, Part 2 -- have taken the No. 1 and No. 2 spots with $207.4 million and $169.2 million, respectively.


According to The Hollywood Reporter, TDKR's overall tracking numbers come close to The Avengers,' but the latter had an added boost of 3D ticket sales. However, Nolan's final Bat-chapter will also screen in several hundred IMAX theaters, which charge at a premium. (Over an hour of the movie was shot using IMAX cameras.) What's more, the film clocks in at 164 minutes -- 21 minutes more than The Avengers and 12 more than The Dark Knight.


Females are reportedly less interested in seeing The Dark Knight Rises than The Avengers, but Warner Bros. still has two weeks to court this demo.













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

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

Friday, July 6, 2012

The Dark Knight Rises: Cool New Images Revealed




Check out this set of new, hi-res images from The Dark Knight Rises via Warner Bros.:












The Dark Knight Rises opens July 20.








Source : ign[dot]com

Batman's Plan for World Domination




Warner Bros. will release The Dark Knight Rises on even more screens overseas than it did The Dark Knight.


Variety reports that the studio will roll out TDKR on 15,000 international screens starting July 20, nearly 4000 more than The Dark Knight was on back in 2008. The reason for this is that, unlike blockbusters such as The Avengers and the Harry Potter films, The Dark Knight made most of its fortune domestically rather than from abroad. The Dark Knight may rank 4th on the all-time domestic box office list, but it's only in 35th place on the international all-time hit list.







The Dark Knight Rises has a couple of big factors, though, that will likely prevent it from making Avengers-sized numbers abroad. First, the film has a 2 hour, 45 minute running time, which limits the number of times a day a movie can be shown (hence upping the screen count). Also, Batman simply has more appeal domestically than he does internationally given the grosses for all the Batman movies to date, not just the Nolan ones.



Source : ign[dot]com

Thursday, July 5, 2012

The Dark Knight Rises: Air Superiority




Check out the latest international TV spot for The Dark Knight Rises, featuring more snappy dialogue from Lucius Fox and shots of The Bat:





The Dark Knight Rises opens July 20.



Source : ign[dot]com

Monday, June 4, 2012

Dark Knight Rises Tickets Go on Sale Monday




Can't wait to see The Dark Knight Rises? Well, we've got good news for you. Warner Bros. tweeted today that tickets for the final Christopher Nolan-directed Batman film go on sale this Monday, June 11! Tickets will be available for both standard and IMAX screenings.


Furthermore, AMC Theatres reveals that The Dark Knight Rises has an epic running time of 2 hours and 45 minutes. The theater chain will also host a marathon of The Dark Knight and The Dark Knight Rises starting July 19. (TDKR opens July 20.) Tickets for the marathon go on sale at AMC Theatres at 12:00pm EDT on June 11.









Source : http://www.ign.com/articles/2012/06/04/dark-knight-rises-tickets-go-on-sale-monday

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

Tuesday, May 22, 2012

Batman Vol. 1: The Court of Owls Hardcover Review





Just as Batman: The Black Mirror (read my review!) reads differently the second time through as a collected edition, so too does Scott Snyder’s work on the Dark Knight in the New 52. Batman Vol. 1: The Court of Owls collects issues #1-7 of Snyder and Greg Capullo’s highly acclaimed run, but just as Batman discovers new layers of Gotham City that he never knew existed, so too will the reader discover new depths to the story. What Snyder and Capullo have presented in this first volume of Batman is a meticulously plotted tale that aims to shake the very root of the Batman mythos to its core.

The central theme to The Court of Owls is that Batman doesn’t know Gotham as well as he thinks he does; that the very notion of Gotham being city is misplaced. Snyder crafts the story so that it’s equally surprising for Bruce to discover his shortcomings as it is for the readers, referencing key, highly identifiable moments of Batman’s history to underline his point. My favorite instance comes within issue #7, where Snyder replays the iconic scene from Batman: Year One – the “Yes, father. I shall become a bat.” scene – but follows the intruding bat out of Wayne Manor, where it is maliciously torn apart by an owl, rendered in stunning, haunting detail by Capullo. It’s a moment that is so poignant in the minds of Batman fans, but Snyder uses it to put a stamp on his point that there’s something far older than the Dark Knight waiting for him in the darkness.

Though we’re only introduced to the notion of the Court within this collection, Snyder’s integration with past stories and well-placed dialog references to the legend make it feel like a part of Gotham’s history all along. Even on the very first page of this collection – in fact, the first -- you’ll find owls seamlessly integrated into the architecture of the Gotham City skyline. Later, when Bruce is giving his presentation of his new and improved Gotham, you’ll see them again in the holographic model of the city. It’s these sort of deliberate easter eggs that make this collection a joy to re-read after we’ve seen the true scope of the story. And good luck resisting the desire to scan old images of Gotham City from comics of years past for owls – I’ve already caught myself doing it. It’s just another confirmation of the success that Snyder and Capullo have had in integrating a new element to a well-traversed history and making it seem organic.

Capullo’s work on the series cannot be understated; his dynamic storytelling and penchant for badassery abounds from every page. Capullo deserves much credit for the success of the story’s seamless integration of the Court of Owls. From the detailed architecture of Gotham City to the utter creepiness of the Court once they are revealed, Capullo hones in on the madness of Gotham and exploits it to the best of his ability. Best depicted in the phenomenal issue #5 – the one that requires the reader to turn the book around as the pages realign – Capullo showcases why he was the perfect candidate to tackle this story. His pencil work is tight, and the incredible, bold inks of Jonathan Glapion only make them tighter.

From action sequences – the train/helicopter scene in issue #2 is a standout – to the more subtle horror elements, like the glowing yellow eyes of the Talon (capped by the great color work of FCO), Capullo is churning out the best work of his career on this book. When the story comes together in the chilling sequence that finds Batman discovering the “nests” of the Court of Owls, culminating in a gigantic explosion, the only thing running through your head (on the second read through, at least, when you’re not distracted by the utter insanity of the story) is how Snyder and Capullo are a match made in superhero heaven.
So. Awesome.

The only significant problem with the collection is the production itself. While this hardcover keeps with the style of the rest of the New 52 collections (original covers acting as chapter breaks with some supplemental material in the back), the nature of this story unfortunately makes the less-than-stellar binding of the book a bit more glaring. Particularly in the aforementioned book turning sequence, when you are reading the book vertically, images and text get lost into the spine. The same goes for the double page spread early in issue #1. This has been an issue in all of the New 52 hardcovers so far, but unfortunately here the problem is exacerbated when it sucks you out the story, replacing the jarring effect of confusion that you felt reading the floppy version with frustration.

The other problem is that this collection was released with only seven chapters. Much like The Black Mirror, The Court of Owls story is a long-form tale. As such, Volume 1 answers a few questions and resolves a limited number of thematic points, but ultimately there are more questions than answers when you close this book. In fact, it ends on a pretty huge cliffhanger. That’s well and good for those of us that read the books monthly, but those that wait for trades often do so in order to get a complete story in one go – which you won’t get here. That’s not a knock against the story itself, but as a collected edition it might be frustrating to some.

Finally, the supplemental material is only a little better than what the other hardcovers have shown off. Along with the covers (and their un-colored counterparts) dispersed throughout the book, you’ll find a variant cover gallery and an insightful comparison of Snyder’s script to Capullo’s pencils – similar to what we’ve seen in other collections of Snyder’s work. You’ll also find a brief sketch book from Capullo featuring some early designs for Batman’s rogues. In all, it’s decent material but severely lacking – like the rest of the collections – any real input or commentary from the creators themselves.

Despite the physical collection having some shortcomings, Snyder and Capullo’s Batman is by far the standout book coming from DC’s relaunch. Present in Volume 1 is everything that you loved about Snyder’s work on Detective Comics, with the addition of the meticulous, stylistic detail of Capullo, and some Gotham history thrown in for good measure. If the Court of Owls story wraps up as strongly as it started in this first volume, these creators will have fundamentally changed Batman’s relationship to Gotham City forever.



Source : http://www.ign.com

Wednesday, May 9, 2012

Interview with Jane Jensen: Her new project and the art of storytelling in games Ads By Google » Blog Tags Today's Most Popular Videos »


Mobius

Fans of the classic Gabriel Knight PC adventure series are already aware that game designer and novelist Jane Jensen is one of the medium's most gifted storytellers. Even those who haven't pointed-and-clicked through one of her twisty tales, though, may have recently noticed her name buzzing about the net.

Jane's pulling a Tim Schafer to fund her new studio Pinkerton Road and its first title Moebius. We recently caught up with the master mystery writer to discuss her upcoming projects, her approach to weaving an engaging yarn, and what she thinks of David Jaffe's recent rail against videogame storytelling.

What's your take on the current state of storytelling in videogames?

Jane Jensen: I'm really not an expert as I tend to focus on the games that I like and I don't play widely in other genres. But it seems like it's about what it has always been -- lots of people saying you can't do story, or wondering how it might possibly be done, and then some strong games that just do it. It's been that way since the Infocom days. There have been some good story games out recently and seems to be an uptick in interest in it.

Have you played anything recently you feel has told an especially good story?

JJ: I like the Blackwell adventure games and I'm fond of some of Telltale's games, like Hector and Puzzle Agent -- simple stories, but fun. I thought Heavy Rain was amazing.

More than ever it seems game designers are attempting to tell absorbing stories. As someone who's always placed a premium on narrative, do feel like you were ahead of your time?

JJ: Well, it's been in, and out again, several times in my career. I'm sure it will be out again. I don't know that I'm ahead of my time -- it's probably more accurate to say 'permanently on the fringe' in the game business. It's just my passion and I really don't know how to write a game any other way.

Do you see any consistent or common flaws in the way most stories are told in games today?

JJ: I'm really pretty tolerant of most stories and characters. If there's one thing that I don't like is when things ramble on when it's just not new or interesting information. But really, most games are short on story rather than long on it.

Gabriel Knights

What advice would you offer prospective game-makers trying to craft a compelling story?

JJ: I went to a seminar early in my career on the craft of storytelling by Robert McKee. It was really life altering. There are basic principles on how to craft an engaging story and he covers them well. He's got a book out, Story, that I would highly recommend to anyone interested in improve their story-telling.

How do you feel about the comments designer David Jaffe recently made about storytelling in games? I imagine you might have a counterargument to his point

JJ: I can only assume that he's referring to a certain type of game. Story may not be a great addition to some games -- games where action is the whole reason for the game to exist. But it's a bit like saying that people only watch movies for car chases and sex scenes. There are game genres in which story is an integral part of the game, and there are gamers who like to play them. I've been designing games for 20+ years and I have certainly not found the pursuit of story to be a dead end for me. Storytelling has always been my focus as a game designer and is today as much as or more so than ever.

Are you a storyteller first and game-maker second? Do you build your games around the story or vice versa?

JJ: I would say I'm a storyteller first, but game making is very wrapped up in how I think of story. If I were to have a story idea, and I decided to write a novel with it instead, I'd have to very consciously de-couple it from gamedom -- for example, deliberately add in things that could not be represented in a game scene. Because I'm so used to games I think in those very literal terms.

How do you balance telling a great story for those who want it, while also keeping the gameplay interesting for those maybe less interested in the narrative?

JJ: One reason why I wanted to return to adventures, is that it's accepted that adventure games are story-driven, so you don't have to sort of design a lot of extra hoops or escape clauses for people who 'don't want story'. But I have certainly done that with some games I've worked on in the past. It usually boils down to keeping the story as short and punchy as possible, letting players skip the story bits with a nice fat SKIP button, and representing things visually as much as possible.

So what can you share about your upcoming project Moebius?

JJ: It's a 3rd person adventure game, a metaphysical thriller with a little bit of a sci-fi slant. In the game you play a guy named Malachi Rector. He travels the world buying unique artifacts and researching their history for his clientele. He's hired by a billionaire to investigate and document a series of events that are going on around the world. As Rector, you investigate the events in these exotic places and you have to put together the big picture of what's going on behind the scenes. It's planned as an ongoing series.

Can you offer any specifics on the actual gameplay?

JJ: The gameplay will be classic adventure -- probably with a radial menu of action choices on hotspots. And I'd like to do some cool things with the touchscreen for the tablet version, like dragging drawers open, tapping for hit, etc. It's in early days of production still.

What sort of visual style and sound design will it adopt?

JJ: Art style will be very high-end, high-resolution 2D. Robert Holmes, my husband, will be doing the music but he hasn't filled me in yet on what he's planning.

Gray Matter 2

Will fans of your previous titles instantly recognize Moebius as a Jane Jensen production? If so, can you offer some examples of how?

JJ: Yes, I think so. There's sort of a "big idea" in Moebius that I can't really explain without it being a spoiler. But it's on the more philosophical end. That and the sort of mystery/thriller aspect of it should feel familiar to Gabriel Knight and Gray Matter fans.

Are you doing anything to make Moebius an experience that will appeal to more than your existing, passionate fan-base?

JJ: I think making it have a true classic adventure mode, as opposed to Gray Matter which was easier, is a nod in that direction. Also, we will be using our CSG members (the people who pledge to our campaign on Kickstarter) to alpha and beta test, so we'll definitely be getting the input from the hard-core base. (CSG stands for Community Supported Gaming - learn more on the Kickstarter page.)

How do you market an experience like Moebius to gamers unfamiliar with the point-and-click adventure genre.

JJ: Good question. Great graphics and a compelling trailer help. A strong publisher and big marketing budget helps! (ha) We'll be looking for opportunities to cross-promote with the casual game market and e-book market.

Do you think the genre needs to evolve to attract beyond its existing audience?

JJ: Yes, I think so. The casual game market is quite large and that's a perfect audience for adventure games, so that's the next nut to really crack.

You mention the e-book market and casual audience--do you think Moebius would also be a good fit for services such as XBLA, PSN, and the App Store?

JJ: We do plan to support iPad and Android tablets but have not looked at XBLA or PSN seriously as of yet. It's a possibility.

What can we expect from Pinkerton Road after Moebius?

JJ: Many more titles, hopefully. It's a bit early to say exactly what. I'd love to do Gabriel Knight at some point, if I can work out something with Activision. And Gray Matter II and a concept we called "Anglophile Adventure" on our CSG concept vote are definitely on my to do list.


Source : http://www.g4tv.com/thefeed/blog/post/723350/interview-with-jane-jensen-her-new-project-and-the-art-of-storytelling-in-games/