Showing posts with label things. Show all posts
Showing posts with label things. Show all posts

Saturday, July 7, 2012

Best Games Quotes of the Week - July 7th




People say the darndest things and IGN is always listening. Here's a new selection of wisdom and weirdness from gaming folk over the past seven days. If this doesn't completely satisfy, you an navigate back to previous weeks' entries. As always, add your opinions on any of these issues in the Comments section. The best one will be featured in next week's column.





Akin to Porn




“Mainstream AAA videogames operate on principles akin to porn: highly repetitive activities premised on visceral pleasure and spectacle.”


Game designer Eric Zimmerman.


Kotaku





Dead Cat




"It's so amazing I think it will appear on news reports. Though it's not a dead cat, by the way."


Peter Molyneux announces his new game Curiosity, in which players chip away at a block, but only one finds the "life changing" prize at the center.


Eurogamer





Or They Will Fail




"Sony and Microsoft cannot let the retailers dictate game prices going forwards if they want to break free from the current over-priced model. Their next consoles, PlayStation 4 and Xbox 720, need to be digital only, or they will fail."


Kwalee CEO and Codemasters co-founder, David Darling.


Kwalee via GameSpot





Everyone is British




“One of the fun questions we get all the time is – are you only killing British people? And the actual answer to that is - yes, because before the end of the game there are no American people, so it’s a ridiculous question. Everyone is British, even the patriots.”


Assassin's Creed III's creative director Alex Hutchinson.


IGN





It’s Not True Innovation




“Y'know, at some point dinosaurs are the hottest thing and everyone is making games with dinosaurs, but there are trends. It used to be WWII, and recently it's been the modern era and people are now moving towards near future. But it's a bit cheap to just say, 'Okay, we're going to switch and go back in time or into the future and that will be innovation'. It will definitely drive the franchise forward for whatever game, but it's not true innovation, it's more a thematic change that has a perceived value to the gamers out there.”


DICE general manager Karl Magnus Troedsson lets off a few shots in the ongoing FPS wars.


Edge





This Industry Will Die




"This industry will die if it doesn't try more to be innovative and to come up with new ideas.”


Quantic Dream’s David Cage.


GamesIndustry





Differentiators in Graphics






"Other companies might launch a next-generation console with more power, but we don’t necessarily think that the difference between the Wii U and such console will be as drastic as what you felt it was between the Wii and the other consoles because there will be fewer and fewer differentiators in graphics.”


Nintendo boss Satoru Iwata.


IGN





Think of Graphical Capability




“They are building a platform that is effectively a 360 when you think of graphical capability."


Microsoft’s Phil Spencer talks Wii U.


GamesIndustry





Rich or Poor




"No company, rich or poor, will continue to fund projects that aren't profitable and have no hope of becoming profitable."


IGN reader phipee2 wades into the debate over studio closures.


IGN



Source : ign[dot]com

Friday, July 6, 2012

Joe Quesada Talks Marvel NOW!




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


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


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


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


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


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


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


marvelnowjpg


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


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


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


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


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


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


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


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


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



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


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


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


Quesada: Yeah. AvX launches a lot of things.



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


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


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


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


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


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


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


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


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


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


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


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


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


Quesada: Appreciated too, thanks man!







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



Source : ign[dot]com

Friday, June 29, 2012

How Are Consoles and Handhelds Selling in Japan?




Japanese hardware numbers have been released chronicling how things have been selling both overall, as well as in the last six months. These figures and the details surrounding them have been translated and provided by Andriasang.


The story is a fairly predictable one. The Nintendo DS has dominated the handheld market, with PSP coming in second. In the realm of the console, Nintendo Wii has been the strongest seller this generation, with PlayStation 3 coming in second. You can see the total number of each current generation console and handheld sold in Japan below.



  • Nintendo DS - 32,855,741 sold since December 02, 2004

  • PlayStation Portable - 18,737,441 sold since December 12, 2004

  • Nintendo Wii - 12,433,321 sold since December 02, 2006

  • PlayStation 3 - 8,112,613 sold since November 11, 2006

  • Nintendo 3DS - 6,355,287 sold since February 26, 2011

  • Microsoft Xbox 360 - 1,554,547 sold since December 10, 2005

  • PlayStation Vita - 756,451 sold since December 17, 2011


In the last six months, Nintendo 3DS has by far been the best-selling handheld, with PlayStation 3 selling the most consoles.







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



Source : ign[dot]com

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

Thursday, May 31, 2012

Nintendo's Wii U at E3 2012




Last year was just a taste of things to come.

In a few days, Nintendo will formally pull back the curtain on its plans for Wii U. Though the system was revealed at E3 2011, this is the year that truly matters. This is the year the system launches. That means we'll see final hardware, not just prototypes. That means we'll see games, not demos. That means we'll see real plans and not just sweeping promises.

Or at least that's what happen. Though Nintendo has much to prove at this year's show - and not much time between now and when the system is slated to launch - it's tough to tell exactly what gaming's most enigmatic publisher will actually do. Wii U is by far E3 2012's biggest spectacle. It's the biggest question mark. As we've said time and time again, all eyes will be on Nintendo as it transitions from one of its most successful eras into the unknown.

With all that said, here are some of the games we expect to see at this year's show. These are the stars of Wii U's evolving line-up, one that seems to be growing almost daily.

The Unknown



The strange thing about Wii U is that its biggest games are likely still waiting in the shadows. We know Mario and Pikmin are on the way, and we've seen some promising third party support, but we're still waiting for the real knockout punch.

We're waiting for the Zelda game. The Metroid. The addition of key third party franchises like Resident Evil and Bioshock Infinite. And while adding third party ports wouldn't seem like the biggest deal, it's a critical element to Nintendo establishing itself as being in the same league as the Xbox 360 and PlayStation 3 - while still setting itself apart with its own content. Balancing all of those ideas will be very difficult for Nintendo - and we should have some idea of its success next week.

Rayman Legends



Release Date:TBA
Publisher: Ubisoft
Genre: Platformer

Rayman Legends first surfaced through a leaked concept trailer, one which demonstrated an array of specialized Wii U functionality. One question we have is whether all of those ideas will make it in the final product, but we're also curious to see how Ubisoft follows up last year's platformer, which we rather loved.

It's likely we'll see games like Assassin's Creed or Mario taking a bit of the spotlight this year, but we're particularly interested in seeing what happens with Legends. If Ubisoft has managed to take the creativity of last year's Rayman Origins and fully meshed it with the potential of Wii U, Nintendo fans might have more than one platformer to look forward to at some point in the future. Hopefully at launch.

Pikmin 3



Release Date: TBA
Publisher: Nintendo
Genre: Strategy

We've been waiting for a new Pikmin game for almost a decade. As much as Nintendo fans seemed to gravitate towards Shigeru Miyamoto's quirky strategy game, the publisher didn't quite seem to agree. Or, at the very least, it was intent on taking its time developing a sequel.

What matters most, however, is that we know the game is on the way, and we know it will be at E3 2012. It will be interesting to see if this is the Pikmin we all know. Though the Wii U controller immediately begs application to existing Pikmin mechanics, it would be fascinating to see Nintendo change direction and do something entirely different.

Regardless, we are eager to see what shows up in just a few days.

Assassin's Creed III



Release Date: October 30, 2012 (360, PC, PS3)
Publisher: Ubisoft
Genre: Action

The more Ubisoft reveals about Assassin's Creed III, the more it climbs up our most anticipated games of 2012. While the franchise seems like a known quantity, this drastic change in setting and tone has us eager to see more. Even though we want to see more footage - and more importantly play the game - the one thing that has our attention is the Wii U version. Bringing a core action title like this to Nintendo's new console is the perfect testing ground to see if this grand experiment can change the way we play traditional Xbox 360 and PlayStation 3 games. We'll see if Ubisoft is able to bring Nintendo's vision to life.

New Super Mario Bros. Wii U



Release Date: TBA
Publisher: Nintendo
Genre: Platformer

We've been a little apprehensive about Nintendo's announced Mario game so far. It's not that the game will be bad - we rather enjoyed its predecessors. But based on the demo we played last year, which Nintendo has confirmed will be the basis for its upcoming game, we didn't see anything new or exciting. We didn't see anything that really grabbed our attention, that proved the idea of the Wii U console. So that is New Super Mario Bros. Wii U's big test - to take a tried-and-true gameplay formula - one that has existed for more than 25 years - and find a way to evolve it to perfectly reinforce Nintendo's innovation in 2012. That's a tall order, but if there's any character that can pull it off, it's Nintendo's plumber.

In just a few days Nintendo will lay out its opening concept for Wii U. The system will no longer be a concept in our minds, one that wasn't entirely realized or brought to life by brief (albeit enticing) demos at E3 2011. Games will be announced. Games will be confirmed. Games will be played. And in about one week, we'll know if Nintendo's next gamble will be something we can believe in. The publisher risks much and has often been rewarded for that risk. We'll see if it can do it one more time.



Source : http://www.ign.com

Tuesday, May 22, 2012

House "Everybody Dies" Review




SPOILER ALERT: If you haven't seen the final episode of House, please watch before reading this review. Full episode spoilers follow.

One of the most difficult things in television is to deliver a series finale that summarizes the message of an entire show, ties up loose ends, and gives a satisfying conclusion to the folks who have poured hundreds of hours of their lives into following the story. With that much pressure on a single episode, it's no wonder that many series finales are often divisive or mediocre.

That said, it's doubtful that the final episode of House will inspire much controversy, and that's a bit of a shame. For a show that often pushes buttons and boundaries (or at least features a title character that does), the series finale played things very safe. It didn't ultimately betray the time investment of its audience, but it didn't take any risks, either.

After a prank that threatens to put House back in jail after violation of his parole, House finds himself in a burning building next to a dead body. The episode constantly returns to this location as we flash back to find out what put House in this situation. The gist of the main story is that House takes one last case, a drug addict (James LeGros) who finds more joy in taking drugs than living. House saves the addict (momentarily) even though the man, thinking he has nothing left to lose, offers to take the fall for House's prank. In saving the patient, House damns himself, proving he is less selfish than he claims... at least for the time being.

House takes up with the addict and eventually ends up waking from a heroin haze to find himself in the abandoned building with the dead addict. The main problem with this story line is that ultimately, House's bad behavior end up killing the patient, which undercuts his sacrifice back at the hospital (a main motivating factor in his decision making later in the episode). Of course, it's all just set-up to put House in a life-or-death situation in the burning building (it's never explained why the building is on fire), so he can start reflecting back on his life as the flames creep closer.

This allows the show to trot out a litany of familiar faces in a Scrooge-esque analysis of House's life: each ghost emerges to dig deeper into House's motivations for self-destruction in light of Wilson's impending death. The carousel of guest stars has long been a series finale cliche, but here it feels unnecessary. For some, it may provide closure to see Kal Penn or Olivia Wilde or Andre Brauger return, but it feels like a move that is made purely because this is the last episode of the series, and not because it is essential to bring these characters back to tell this story.

Having everyone back also puts a harsh light on the absence of Cuddy (Lisa Edelstein) in this finale. She exited the series between seasons and never got a satisfactory farewell, so it was disappointing that among all of the characters we see, the one who needs her story wrapped the most, and one of the folks who could have helped explore House's fractured psyche the best, does not get a swan song of her own.

Then there's the matter of the ending. Again, if you do not want to be spoiled, do not read further. Just as House has chosen to live, and change his life (it's Scrooge's revelation without the happy running through the streets hugging Tiny Tim bit), the building he is in explodes. Wilson and Foreman have tracked House to the warehouse and are there to see it go up, and by the time all the flames are out, virtually the entire staff is collected outside the smoking building waiting to hear House's fate. Eventually, a stretcher is wheeled out and later House is identified as the body. Dental records confirm it. But it's a little too coincidental that there was another body in the building that is never discovered, and so by the time we get to House's funeral, it's already pretty obvious he is pulling a Huck Finn.

Of course, there is nothing fundamentally wrong with the false ending, or with House faking his death to avoid jail time and hang out with Wilson in his last days... it all just feels a bit tidy and safe. There is a braver ending out there, but not one that is as audience-pleasing, perhaps.

And the mere fact that the episode is safe does not make it bad; it just does not make it transcendent. But it does cap a comeback season; after getting bogged down in some wacky, wayward episodes last season, House snapped back to form this season and delivered a solid suite of farewell episodes.

This show has been a great success due to clever writing and great performances, especially the anchoring presence of Hugh Laurie, who has been excellent throughout the show's run. House has become one of the most memorable and unique characters in TV history, in large part due to Laurie. Despite a somewhat disappointing finale, the show will be missed. There's nothing on TV quite like it.



Source : http://www.ign.com

Monday, May 21, 2012

Frankie Boyle Slates Iron Man at Kapow!




IGN's Kapow! Comic Con adventures continued with a light-hearted Q&A with Frankie Boyle, hosted by Jimmy Carr, in which they chatted all things Hulk, Iron Man and The Walking Dead.

Frankie Boyle is adding to the long line of Scottish comic book writers with his supervillain ('Earth's antibody') for CLiNT magazine, and he's a self-confessed comic book geek. With the help of his mate Jimmy Carr, Boyle talked us through his influences, what he loves about comic books and why he Iron Man.

"When I was about nine years old I got into this comic book called about this blonde kid who, like everyone in comics, had two roles - he was a footballer and he was a champion sheepdog trialist as a sideline," says Boyle. "The stories were all f*cking horrible - 'Hitler Lives' or 'Limp-Along Leslie'. There was also a comic I read called about a formula one driver who was also a stunt driver, and who wanted to die in each issue 'cause he was disfigured so he would sabotage the races."

Boyle went on to say that ‘80s British comics appealed to him because they were "still slightly outside the mainstream eye - stuff that you would never get now in the TV or movie versions."

Although Frankie didn't get into American comics until his 20s, he developed a passion for Vertigo titles such as , and (a particular favourite of his) from fellow Scotsman Grant Morrison, whom he clearly admires. "I always wanted to do comics, I f*cking love comics. You'd have to write a bad comic for me not to read it. In fact, even if it was sh*t I'd probably still read it."

When asked who his favourite comic book characters are Boyle launched into a story of his childhood in Glasgow: "I once dressed up as The Hulk as a kid, but I used water based paints to make myself green so kept applying layer on layer on layer - I ended up looking like a green scab." On the flipside, he was very passionate about the character he most dislikes in the comic book world: "Iron Man is basically a f*cking arms dealer, he blows people up...I'd fly Iron Man right into the f*cking sun!"

As for what he's currently into he tells us "I'm reading and .I read but it's so f*cking bleak I almost gave up." Clearly passionate about this subject Boyle said that he really believes that "there are so many great comics out there - this could be coming into the best time for comics...we're now at the point where everyone knows all the characters and archetypes, and can put their own twist on it." Let the golden age begin!



Source : http://www.ign.com

Saturday, May 12, 2012

Fringe: Season Finale Review



Note: Full spoilers for the episode follow.

The Fringe: Season 4 finale was fun and fulfilling, but it was far from flawless. If this had been the end of all things Fringe, it might not have been as satisfying. But as it stands this is just a transition point for a future we've already seen, and that casts the events of this story in a much more favorable light.

The opening minutes contain all sorts of interesting, mysterious nuggets to suck us into this episode. Bell's slick little hologram of a world without humans is an odd but compelling start. Then we have September getting stuck in a ground trap, which was a nifty idea, although the explanation as a "stasis rune" seems more like it would be at home in World of Warcraft than Fringe.

And Astrid's alive! It may have been unlikely that they'd kill her off (especially given her appearance in "Letters of Transit"), but the producers uncertain about the future of the series when they filmed the season finale, so it wasn't a far-fetched idea. But she's not dead, just bed-ridden, and Jasika Nicole does a great job of pulling at the heartstrings with an emotional scene full of tears and reddened eyes.

Then our girl Jessica Holt (Rebecca Mader) appears and shows her true colors as one of William Bell's pawns. Excitement abounds when she starts busting caps at September, finally giving him the wound he's had for the past few episodes and answering at least one mystery from this season. Too bad Jessica didn't get the memo that Olivia's gotten pretty good at killing bad guys with her superpowers.

Then Fringe does that thing they do fairly often... you know, talking to the dead. But I have to admit, this was the best of all the dead body interrogations. Crazy Eyes Jessica was a brilliant touch, and of all the scenes in the episode this is the one that's getting the most buzz on the Interwebs. It's strange and disconcerting, but in the best possible ways.

So that concludes my first gushing session for this episode. Now things get a little more critical, so gird your loins.


- FOX

In the past few weeks I've felt like Fringe has been getting a bit goofy/cheesy with its storytelling. The villains were becoming more comic bookish and less nuanced, and the dialogue has started to get stilted. That's still the case in this episode. Some of the lines border on extreme cheesiness, like "you had the power all along" from Nina. In fact, a lot of questionable lines came out Nina's mouth this week, although I still loved her role in setting up the chat with Crazy Eyes Jessica.

Then the climax arrives, and everything culminates with the showdown on Bell's ship. William Bell is there ranting and patting himself on the back as classic supervillains often do, and he's telling all the secrets of his master plan in long expository sessions so that there's only one logical conclusion: Olivia has to die.

So I wasn't really that surprised when Walter shot her.

That doesn't mean the events were any less entertaining. It was just that I was expecting it to happen since it seemed the only logical direction. I was still sitting on the edge of my seat when these events played out, but these great moments were still tinged with disappointment. Bell's reaction to the foiling of his carefully laid out plans is weak. There's barely any dejection at all. Bell's final moments in this story basically boil down to "Oh... Well, that sucks. Anyways, peace out!" Then he disappears in suitably convenient manner that seems like the equivalent of a puff of a smoke.

And for all this to pass the "suspension of disbelief" test, you have to assume that Bell, the mastermind that he is, wouldn't have considered that Peter or Walter or might have offed Olivia to save billions of lives. Hell, she might have even done it herself. It's just not airtight storytelling that holds up to scrutiny.


Leonard Nimoy Discusses Returning to Fringe


We didn't get the anticipated tie-in between William Bell's plans and the impending Observer invasion which, though predictable, would've been freaking awesome with the right execution. Instead, all these happenings were just the plan of a brilliant man gone insane and mad at the world. It's very cliche and seems like an inadequate end to a season that spent so much time building up complex plots, but it is saved by the gravitas of Leonard Nimoy and John Noble. Without them, this plot might have been laughable, at best.

Okay, let's go back to gushing now.

Once Olivia is "dead" Walter jumps into action and does what only he can do: save the day with genius. The tie-in to Walter's regenerative lemon cake was a nice touch, and the images of him having to do all sorts of gruesome impromptu surgery are charged with emotion and concern about the aftermath of all this craziness.

After all that, Walter is still just his usual self as we see at the end of the episode when he confuses urine samples for lemon jello. That was beautiful. Then the scene switches to a tender moment between Peter and Olivia. After the events of "Letters of Transit", it wasn't hard to figure out that Olivia's big news was a bun in the oven but it's still another nicely done tie-in that keeps things going flowing into next season. And that bullet that popped out of Olivia's brain is surely the same one we saw Henrietta wearing on her necklace.
Broyles getting promoted is a nice touch too, and adding Nina to the R&D division could make for some interesting moments later as well. Everything is coming together rather nicely.

Serving as a bridge for next season is ultimately the great success of this episode. It's entertaining TV, but it certainly wouldn't have been a great end to the series if it had come down to that. Questions that Fringe fans have been waiting for answers to forever (like the identity of Mr. X) were left untouched and Bell's final plan felt a little disappointing after all that build-up. But fortune and benevolent TV executives have smiled upon Fringe, and the show will have a chance to wrap up everything next year. We've seen a glimpse of what's to come, and this episode just helps to get us there.


Source : http://tv.ign.com/articles/122/1224617p1.html

Tuesday, May 8, 2012

Starhawk Review


Life on the frontier is all about routine, until one day, it isn't. You work your claim, taking things step-by-step and steadily surmounting the daily obstacles that life presents. Then suddenly, a gang of gun-toting outlaws rides into town, and everything changes. So it is with Starhawk, a new third-person shooter from LightBox Interactive that teaches you how to shoot, fly, and build structures as part of its novel brand of warmongering. Armed with this knowledge, you venture into online competitive or cooperative multiplayer, only to find that most of what you learned no longer applies. Disarmed and disoriented, you must struggle to get a handle on the action, but once you figure out the way things really work, Starhawk provides a lot of frantic fun with an intriguing constructive twist.


When the going gets tough, the tough get in a tank.

The short single-player campaign stars a gruff mercenary who returns to his old stomping grounds for a contract gig. Emmett Graves is the likable, well-voiced protagonist, and the simple story is laid out with stylish animated cutscenes that contrast nicely with the rich, colorful environments. From dusty earthbound outposts to clanking orbital platforms, Starhawk creates the strong sense that you are in an industrial backwater of civilization. Pipelines and mechanical detritus scar the barren landscapes, and the big, beautiful skies imbue the game with a great frontier feel.

As Emmett gets to work clearing out the mutated humans that plague the local industry, you learn the basics of combat. You run and gun with vigor, zipping around at a sprint that sets a fast pace for combat. Though your enemies can move quickly too, there's no real sense of urgency on the default difficulty. Your partner in the sky keeps you well apprised of the enemies you are facing, and you frequently have timed indicators that show you which enemies to expect and where they will come from. This methodical pacing gives you plenty of time to employ Starhawk's most novel feature: the ability to bring prefabricated buildings crashing down from low orbit.

With a press of the triangle button, you call up a radial menu of available assets, make your choice, and release the button to summon your structure (provided you can afford it). Walls and turrets can stand alone to form a rudimentary defense, but with a little care, you can create one long linked wall studded with elevated turrets--a much more formidable barrier. Supply depots and watchtowers bring new weapons and cover positions, while shields and repair arms help fortify your position. Seeing enemy waves crash against your fortifications and be thrown back is a pleasing reward for your efforts, and it's also fun to take the fight to them.
The best way to do this is in vehicles, which spawn from buildings that you call down from the sky. The swift hoverbikes are mainly for mobility, though a good roadkill is definitely possible. The three-man jeep comes with a handy turret, and the heavy tank has a traditional shell and an arcing artillery shot that can both deal serious damage. A jetpack grants you limited flight capabilities, but the skies belong to the titular hawks. Flying these nimble jets is easy and exciting, and the array of weapons available for midair pickup can make them very deadly. You can also transform into a lumbering assault mech with the push of a button, and then bring stomping melee attacks and your full aerial arsenal to bear on the ground.

The five-hour campaign lets you play around with all of these things, though basic structures like turrets and supply depots are much more heavily featured than more advanced buildings. In each level, your loadout is tailored to the task at hand. This means that your decisions lie in choosing where to position things rather than deciding what combination of things is effective. With one notable exception in which resource farming and lengthy building prep are all but required, you coast through the campaign believing that you have a great grasp on how to counter threats using your available arsenal. Then you jump into the online multiplayer and find out how little you actually know.


Source : http://www.gamespot.com/starhawk/reviews/starhawk-review-6375695/

Saturday, May 5, 2012

Revelations 2012 Review




The end of the world has arrived, and things are looking grim.

Ancient Mayans swarm sacred temples, running up and down walls as if the laws of gravity have been repealed. Boulders pop into existence and fall to the ground, squishing you underneath. Your friends fall down shafts to their deaths, as they have somehow become incapable of using ladders. These and other horrors await you in Revelations 2012, an incompetent co-op shooter that tries to ape Left 4 Dead but gets almost nothing right. If this ridiculous game actually represents the near future, we might as well just give up now.



The greatest horrors have yet to come.

The incompetence begins with the cooperative campaigns. You join up to three others to fight your way through hordes of natives in loincloths and witches zapping you with magical green plasma. In the likely event you don't find anyone to play with, AI cronies fill in. But these computer-controlled morons have apparently lost their brains in the Mayan apocalypse and are incapable of behaving in any sensible manner. They can't pick up the healing or ammo items enemies drop on the ground. They can't use secondary fire, are unaware of deadly booby traps, and sometimes stand around doing nothing. Even on easy difficulty, you might be unable to get past the second of five campaigns: the AI easily gives up the ghost, and you end up fighting a miniboss that renders you unable to move and shoot with every ground pound.

You might be lucky enough to have friends who have a billion more brain cells than these cretins, but they won't remain friends for long if you force them to wade through this mess. Everyone gets the same mystic weapon that can morph into different forms: magical sniper rifle, magical peashooter, and magical shotgun. But regardless of what form you use, there's no sense of power. The audio is atrocious: water pistols sound more powerful than your weapon's mild peeps and clicks. When you kill foes, their skin melts away and their skeletons dissipate, which is a neat little effect. Another nice touch: sometimes your enemies lose limbs and pull their legless torsos along. But there are no animations to indicate impact; you just fire piddly lasers or swipe at your attackers until they fall down dead.

You encounter dozens and dozens of ancient dudes as you roam about slapdash environments that have no sense of design or pacing. You run around looking for levers to activate, grab some skulls, encounter a final boss, and everything is done. And every moment is laughably bad. The tribal hordes behave in the oddest ways. They climb up poles and columns for no apparent reason, defying physics as we understand them. They jump on top of swinging traps and get deposited on an AI companion's head. They even fall from above and get stuck midair, their legs treading ceaselessly as if in contact with the ground.


The "gotcha" traps are insane. A boulder rolls down a hill from behind, or a spiked log suddenly swings toward you, but there is no audiovisual cue indicating such an occurrence is possible. A dense field makes it impossible to see what you're shooting at. In one area, you navigate a trap of spears that move to and fro, but the spears aren't spaced or timed properly, and are not collision-enabled; it's impossible to get through undamaged. You deal with a set of rising and falling columns immediately afterward, where another legion attacks you in a dramatically tiny space. It's all so depressingly horrible.

All the while, your companions spout occasional quips, Left 4 Dead style, but have no discernible personalities aside from "obnoxious twerp," and have nothing interesting to say. (Endless profanity doesn't make for fascinating characters.) There isn't even anything interesting to look at in all this mess. You move from boring tan corridors to jungle clearings with low-polygon bushes. Light sources are static, textures are low resolution, and shadows are often nonexistent. There's no sense of art direction. Trees, statues, and sad brown flowers look randomly placed, as if someone just threw these objects into the level without any consideration of an overall aesthetic.

Revelations 2012 doesn't skimp on content, with five campaigns of multiple levels each, and several competitive modes, though your chances of finding a competitive match are even lower than finding a cooperative one. One of these modes could have been great: Battlegrounds. Conceptually, it's a mix of first-person shooter, real-time strategy, and online battle arena. Players on each of two teams must take down defensive towers as they push toward the opposing team's base and face a final boss. But they also command respawning minions, ordering them to battle opposing forces and defend key areas.

It's a cool idea utterly destroyed by execution problems. Minions get stuck trying to cross bridges and won't move. On one map, you use glowing portals to teleport into your enemy's base, but huge minion collisions can turn the battle into a horrible joke. But hey--if you get bored during the resulting stalemates on this map, you can also hit a key and watch your character dance a dumb jig from a third-person perspective. Heck, you can even shoot stuff while you do it, all while your own avatar performs animations that have nothing to do with shooting.

Perhaps Revelations 2012 is a sign of the times. If so, pray hard to the deity of your choice, because the end is nigh. Whatever you do, don't waste your precious last moments playing this horrendous shooter.


Source : http://www.gamespot.com/revelations-2012/reviews/revelations-2012-review-6375175/