Showing posts with label novel. Show all posts
Showing posts with label novel. Show all posts

Friday, July 6, 2012

Catwoman Gets a New Writer




Judd Winick is leaving the ongoing Catwoman title at DC Comics to focus his efforts on writing and drawing a new all-ages graphic novel, but that doesn't mean Selina Kyle is being left in the lurch: DC Comics announced that writer Ann Nocenti will be taking control of the book as of September's Catwoman #0. Despite already being solicited for writing that issue, Winick will in fact be finished with the feline fatale as of issue #12, however he will still be writing Batwing for the foreseeable future. Nocenti is of course known for her fan-favorite run on Daredevil, and is currently writing Green Arrow for DC. There was no mention of an artist shake-up on the book.



ctwcv130jpg

Catwoman #13 Cover by Andy Clarke



Winick's Catwoman didn't start off so hot in our reviews, but has slowly been creeping up on us as it has progressed. Hopefully, Nocenti can give Selina Kyle her just due.







Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. In case you didn't know, he loves Catwoman somethin' fierce.



Source : ign[dot]com

Tuesday, May 22, 2012

Read This Book: Ready Player One




Ready Player One is geek crack, a novel that reads like a cross between Charlie and the Chocolate Factory and Tron, with a healthy dose of Avatar, The Matrix, The Last Starfighter and The Hunger Games thrown in for good measure.

It combines sci-fi, romance, action and drama, while referencing all manner of 1980s pop culture brilliance, from Ghostbusters and The Goonies to Dungeons & Dragons and Dungeons of Daggorath. The Ladyhawke soundtrack plays a big part in the narrative and Pac-Man makes his presence felt throughout, while Wil Wheaton reads the real-world audio book, and it doesn’t get any geekier than that.



Story-wise, it’s a futuristic spin on the kind of quest adventure that authors have been chronicling for centuries. Proceedings are set in 2044, when The Great Recession has brought the planet to its knees. To escape the misery, the majority of humans spend their every waking hour in the OASIS, a massive multiplayer online simulation where the sky, and pretty much anything beyond, is the limit.

The OASIS was created by Gregarious Simulation Systems chiefs James Halliday and Ogden Morrow, but when Halliday mysteriously dies, he throws the OASIS into chaos with the video and book he leaves behind.

They explain - Willy Wonka-style - that whoever manages to collect three keys and pass through three gates hidden within the OASIS will receive his fortune and a controlling stake in GSS.

The bulk of the novel takes place five years after this announcement, and follows the efforts of Wade Watts to hunt down the keys and win the contest. A lonely Oklahoman teen, Wade goes by the name of Parzival in the OASIS, and he’s a likeable central character with a quick wit and a passion for all things ‘80s, from Galaga to Rush to The Adventures of Buckaroo Banzai Across the 8th Dimension.

His journey spans the length and breadth of the OASIS, taking the reader on a magical mystery tour to distant planets that are influenced by everything from Blade Runner to Back to the Future. Along the way he finds friendship, love, and the ultimate enemy in the shape of Innovative Online Industries, a powerful corporation who will stop at nothing to win the contest and turn the OASIS into a purely commercial destination.

It’s hugely derivative stuff - a grab bag of pop culture citations and allusions - but there’s a charm to the way in which Ready Player One wears its influences on its sleeve, and part of the fun is trying to pick out the multitude of references peppered throughout.

Indeed, so detailed is the 1980s knowledge that one wonders if author Ernest Cline has a time machine (housed in a DeLorean) facilitating his fact collecting and checking.

Yet as well as being geek central for overgrown children of a certain age, the book is also quite simply a gripping adventure that unfolds at a breathless pace and builds to a grandstanding conclusion.

So whether you know your Voight-Kampff from your Kobayashi Maru or not, Ready Player One is quite simply a must-read, an epic adventure crafted from the ground up for nostalgia junkies who love the movies, games and music of the 1980s, and those who simply like a rip-roaring story.

Chris Tilly is the Entertainment Editor for IGN in the UK and although he was born in the 1970s, he considers himself a child of the '80s. Chris can be found going on and on about Back to the Future on both Twitter and MyIGN.



Source : http://www.ign.com

Friday, May 18, 2012

Game of Thrones Review




The appeal of a novel is readily apparent. Fascinating characters and intricate plots suck you into elaborate worlds, and you furiously flip pages to find out what happens next. But video games are more complex than that. Stories are just one aspect of the total package, and the balance of the various elements determines how effective the adventure is at getting you invested. In Game of Thrones, the story deftly carries the mantle of the book (or the show, for that matter) it's based on, and the addition of moral choices gives impressive flexibility in how events play out. However, the other aspects struggle to keep up their end of the bargain. Confined exploration and entertaining bouts of shallow combat are adequate enough, but are hardly a draw on their own. Thankfully, Game of Thrones pushes its story to the forefront, creating a flawed though memorable addition to the Song of Ice and Fire universe.






Ambushing Mors in the woods is always a bad idea.






Game of Thrones doesn't retell the story of the novel. Rather, the game's story travels a parallel path to the cataclysmic events that rocked a kingdom. You view Westeros through the eyes of two separate characters created just for this adventure, Alester Sarwyck and Mors Westford. Alester returns to his home of Riverspring after spending the last 15 years in self-imposed exile. Merely walking through the gate should, by rights, make him the ruler given that his lord father recently passed, but his conniving bastard brother, Valaar, stands between him and his rightful seat of power. Internal conflicts flare up in Alester as he tries to wrestle power away from Valaar without succumbing to the dirty influences whispering in his ears.


Way up in the north, Mors calls the Wall home and the Night's Watch his family. Trapped in his own exile after he disobeyed orders during the war that placed Robert Baratheon on the Iron Throne, Mors mercilessly slays wildlings and deserters to stay true to the sacred oath he swore. When a letter arrives from the Hand of the King commanding him to protect a mysterious woman, he travels to southern lands to keep her safe.





Both Mors and Alester are strong figures that have a clear idea of the difference between right and wrong. Alester puts his family and townsfolk above all else. He would rather be humiliated at the feet of Queen Cersei than suffer the wrath of her displeasure. The greater good is a burning flame in the back of his mind, always reminding him that things are better for everyone if he doesn't let his pride get in the way. Mors couldn't be more different. He acts with his rigid view of morality in mind at all times. To kneel at the feet of evil is to align yourself with wickedness, so he takes the punishment for his choices without wavering in the slightest.


Dialogue choices determine how others react to your characters. If you approach a prostitute in Mole's Town with insults on your lips and violence in your heart, she may run away instead of offering you the valuable information you require. But if you appear to be a pushover, a clever villager might talk himself out of punishment for a murder he committed. There's no morality judge to keep you in line. You respond in conversations with whatever you most want to say and bear the consequences of your actions. Regardless of what card you play, the world changes slightly as you get deeper into the story. Alliances are frequently forged and destroyed, so choose carefully. There are five different endings based on what you do in the last chapter, but the bigger changes occur throughout the adventure as characters are either present or absent based on how you treated them earlier.





For the most part, Game of Thrones stays true to the world George R. R. Martin created. A web of intrigue stretches from the crown in the Red Keep all the way north to the Wall. Black Brothers fight wildlings, Gold Cloaks keep peace based on the Lannisters' whims, and everyone mutters quietly of the Others who reside where snow flourishes. Occasional missteps feel out of place for those intimately familiar with the source material, but aren't egregious enough to take you out of the experience. For instance, as in most role-playing games, you have a healthy assortment of armor to clothe your characters in. However, draping a Lannister cloak over Alester's shoulders is just strange, and there's no reason Strong Belwas' gauntlets should be in a Westeros dungeon. Plus, why are street vendors selling wild fire? But such discrepancies are nitpicky considering how true to the books most of this game is.


The only time the story stumbles is in the dialogue. Certain characters are dangerously close to being gruff caricatures rather than fully realized people, existing only as easy straw men to tear down. And though the main cast is well acted, supporting characters are woefully inconsistent. Thankfully, the dialogue is good most of the time. And the villains are just as fleshed out as the heroes. Valaar is particularly well crafted. A bastard who was spat on for most of his life, Valaar has a thirst for power that's so overwhelming that he performs any act, no matter how insidious, to curry favor with the queen. Violence bubbles under the surface of every conversation with him, making you yearn for the moment when you can thrust your sword through his throat.




Source : http://www.gamespot.com/game-of-thrones/reviews/game-of-thrones-review-6377620/

Wednesday, May 16, 2012

Game of Thrones Review




The appeal of a novel is readily apparent. Fascinating characters and intricate plots suck you into elaborate worlds, and you furiously flip pages to find out what happens next. But video games are more complex than that. Stories are just one aspect of the total package, and the balance of the various elements determines how effective the adventure is at getting you invested. In Game of Thrones, the story deftly carries the mantle of the book (or the show, for that matter) it's based on, and the addition of moral choices gives impressive flexibility in how events play out. However, the other aspects struggle to keep up their end of the bargain. Confined exploration and entertaining bouts of shallow combat are adequate enough, but are hardly a draw on their own. Thankfully, Game of Thrones pushes its story to the forefront, creating a flawed though memorable addition to the Song of Ice and Fire universe.


 

Mors was never warned about the dangers of running with a sword.
Game of Thrones doesn't retell the story of the novel. Rather, the game's story travels a parallel path to the cataclysmic events that rocked a kingdom. As in the book, you view Westeros through the eyes of two separate characters created just for this adventure, Alester Sarwyck and Mors Westford. Alester returns to his home of Riverspring after spending the last 15 years in self-imposed exile. Merely walking through the gate should, by rights, make him the ruler given that his lord father recently passed, but his conniving bastard brother, Valaar, stands between him and his rightful seat of power. Internal conflicts flare up in Alester as he tries to wrestle power away from Valaar without succumbing to the dirty influences whispering in his ears.

Way up in the north, Mors calls the Wall home and the Night's Watch his family. Trapped in his own exile after he disobeyed orders during the war that placed Robert Baratheon on the Iron Throne, Mors mercilessly slays wildlings and deserters to stay true to the sacred oath he swore. When a letter arrives from the Hand of the King commanding him to protect a mysterious woman, he travels to southern lands to keep her safe.
Both Mors and Alester are strong figures that have a clear idea of the difference between right and wrong. Alester puts his family and townsfolk above all else. He would rather be humiliated at the feet of Queen Cersei than suffer the wrath of her displeasure. The greater good is a burning flame in the back of his mind, always reminding him that things are better for everyone if he doesn't let his pride get in the way. Mors couldn't be more different. He acts with his rigid view of morality in mind at all times. To kneel at the feet of evil is to align yourself with wickedness, so he takes the punishment for his choices without wavering in the slightest.

Dialogue choices determine how others react to your characters. If you approach a prostitute in Mole's Town with insults on your lips and violence in your heart, she may run away instead of offering you the valuable information you require. But if you appear to be a pushover, a clever villager might talk himself out of punishment for a murder he committed. There's no morality judge to keep you in line. You respond in conversations with whatever you most want to say and bear the consequences of your actions. Regardless of what card you play, the world changes slightly as you get deeper into the story. Alliances are frequently forged and destroyed, so choose carefully. There are five different endings based on what you do in the last chapter, but the bigger changes occur throughout the adventure as characters are either present or absent based on how you treated them earlier.


For the most part, Game of Thrones stays true to the world George R. R. Martin created. A web of intrigue stretches from the crown in the Red Keep all the way north to the Wall. Black Brothers fight wildlings, Gold Cloaks keep peace based on the Lannisters' whims, and everyone mutters quietly of the Others who reside where snow flourishes. Occasional missteps feel out of place for those intimately familiar with the source material, but aren't egregious enough to take you out of the experience. For instance, as in most role-playing games, you have a healthy assortment of armor to clothe your characters in. However, draping a Lannister cloak over Alester's shoulders is just strange, and there's no reason Strong Belwas' gauntlets should be in a Westeros dungeon. Plus, why are street vendors selling wild fire? But such discrepancies are nitpicky considering how true to the books most of this game is.

The only time the story stumbles is in the dialogue. Certain characters are dangerously close to being gruff caricatures rather than fully realized people, existing only as easy straw men to tear down. And though the main cast is well acted, supporting characters are woefully inconsistent. Thankfully, the dialogue is good most of the time. And the villains are just as fleshed out as the heroes. Valaar is particularly well crafted. A bastard who was spat on for most of his life, Valaar has a thirst for power that’s so overwhelming that he performs any act, no matter how insidious, to curry favor with the queen. Violence bubbles under the surface of every conversation with him, making you yearn for the moment when you can thrust your sword through his throat.



Source : http://www.gamespot.com