Friday, May 18, 2012

Daniel Radcliffe @IGNUK Twitter Takeover




Daniel Radcliffe, the star of box office horror smash The Woman In Black, doesn't do Twitter. There are plenty of imitators out there, but none are the real deal. This will all change this afternoon at 4pm (GMT) on Friday May 18th as the actor formerly know as Harry Potter takes over the @IGNUK Twitter feed for 30 minutes.




"Hashtag terrified."



Daniel will be taking over the 140-character reigns to answer your questions about The Woman In Black, his past and future projects, and anything else you care to quiz him about. So, if you've ever wanted to ask Daniel about his thoughts on ghost stories, horror films, or just his preferred sandwich filling, this is the time to do it.


To submit a question for Daniel simply tweet it to @IGNUK using the hashtag #WomanInBlack and we'll try to get as many of your questions answered as we can between 4pm and 4:30pm.


The Woman In Black is out on DVD and Blu-ray on June 18th, 2012.




Source : http://www.ign.com/articles/2012/05/18/daniel-radcliffe-ignuk-twitter-takeover

Far Cry 3 Multiplayer Beta Incoming




Far Cry 3’s multiplayer will be available to console players this summer in a closed beta. Ubisoft revealed the event on its Facebook page, which asks for potential testers to ‘Like’ if they want a chance of getting in the closed beta.

Six classes will be on offer alongside 16-player matches and a variety of modes and maps.  It’s set to run for 2 weeks but PC gamers won’t be able to get in on the action this time.

Only 500 keys are being handed out at this stage, though Ubisoft has said that more will be available before everything kicks off in summer.  US gamers can guarantee their inclusion by pre-ordering Ghost Recon: Future Soldier from Gamestop before May 22nd.

Far Cry 3 is due out September 4th in the US and September 6th in Europe. Read our Far Cry 3 multiplayer preview here.



Source : http://www.ign.com/articles/2012/05/18/far-cry-3-multiplayer-beta-incoming

Ni No Kuni Leads the JRPG Charge




Japanese developer Level-5 has been responsible for some shining examples of quintessential JRPGs, over the years. From PS2 gems in the Dark Cloud and Rogue Galaxy franchises through to its iconic Dragon Quest series, much of Level-5’s output has been characterised by a focus on young protagonists who embark on fantastical journeys of self-discovery rendered in the studio’s distinctive cel-shaded visual style.

Ni No Kuni: Wrath of the White Witch is set to continue both of these traditions whilst exhibiting another of the traits that has helped stand Level-5 titles in such high regard: high-quality localisation. From voice work to choice colloquialisms and distinctive accents (most notably Drippy the fairy who speaks with a charming Welsh tang, an accent seldom heard in video games), Ni No Kuni’s localisation is being undertaken with an eye for detail to ensure that the humour, sentiment and relationships between characters are conveyed as they were initially intended by the developer in its native version.

For all of the efforts to deliver a polished product to an international audience, the game design, RPG mechanics and over-arching storyline have their roots steadfastly grounded in Japanese soil. Clearly, Ni No Kuni is a JRPG at its core but this is something that Level-5 seems unwilling to wholeheartedly embrace when it discusses the game.





“We can say that Ni No Kuni will certainly be representative of a Japanese RPG in terms of the level of quality that it provides, but we never really intended to adhere to a JRPG formula,” says Level-5 CEO Akihiro Hino.

“In terms of the game universe, it feels very Japanese and that’s what we’re keen to keep but the game systems don’t necessarily follow the formula that’s been created by past JRPGs. So, it’s fair to say that it has a Japanese feel but will be a different type of RPG.”

We won’t truly know just how different Ni No Kuni will feel until its international release early next year, but from hands-on time with early sections that feature exploration, combat and interaction with NPCs, it feels every bit the full-blooded JRPG. This impression is further enforced by Level-5 working closely with Japanese animation powerhouse, Studio Ghibli, the company responsible for the likes of animated features Spirited Away, Howl’s Moving Castle and The Secret World of Arrietty.

Level-5’s reticence to proudly hold Ni No Kuni aloft as a shining example of what JRPGs are capable of is perhaps born of a concern that Western audiences have grown tired of the genre or, more broadly, of Japanese-developed games in general; a sentiment succinctly expressed at this year’s GDC by Fez developer Phil Fish and previously discussed by long serving ex-Capcom staffer Keiji Inafune. However, a beautifully crafted experience such as Ni No Kuni can – and should – seek to fly in the face of such opinions, and by marrying a Japanese game developer that has experienced success overseas with a native animation studio whose creations have likewise been incredibly well received in the West, the groundwork has been laid to do just that.

This collaboration between Level-5 and Studio Ghibli marks the first game project for the animation studio and so its efforts in character and environment design have to be seen in action to be fully appreciated. Both the real-time animation and rendered cut scenes are far beyond what we’re used to seeing a video game deliver and stand as both a milestone in game development and a testament to Studio Ghibli’s talent.





Such is Ni No Kuni’s visual impact that discussion around it is dominated by how important the animation studio’s involvement has been during development and how crucial it might be to the success of the game in the West. This leads to the question of whether Hino feels that the focus on Studio Ghibli’s work on the project might be to the detriment of Level-5’s creative vision and contribution to the game underneath the aesthetics.

“There is a sense that [Studio Ghibli’s work] could potentially be overshadowing what Level 5 has done for the game,” ponders Hino. That said, Level 5 had completed the entire game design, the planning and the storyline prior to Studio Ghibli’s involvement.

“I think that the most important part of this process was working with Studio Ghibli to create a game that could represent Japan. To do that, we incorporated the know-how of both companies into Ni No Kuni; I think that using its technology and abilities, Level-5 has achieved its goal of creating a Studio Ghibli-like universe within a game.”

This is a potent partnership of two companies at the top of their game that have their expertise to bear on a uniquely Japanese title. Whilst some believe the Japanese industry is still suffering a crisis of confidence and struggling to re-establish its identity, Ni No Kuni: Wrath of the White Witch looks to be an achievement that its creators can be proud to call a quintessential JRPG.



Source : http://www.ign.com/articles/2012/05/18/ni-no-kuni-leads-the-jrpg-charge

Moonrise Kingdom Review




Wes Anderson's movies have often been categorized as coming of age stories, but it's seldom the kids in his films who are confused. It's usually the adults who need the most work, and this holds true in his latest film, Moonrise Kingdom. At its core, Moonrise Kingdom is about a pair of young lovers who make a pact to run away together and end up causing a manhunt across the sleepy East Coast island of New Penzance. But as with all of Anderson's films, it's also about complex family dynamics, the immaturity of adults and the fragility of love.

Newcomers Jared Gilman and Kara Hayward are Sam and Suzy, the 12-year old lovers in question. Neither has starred in a movie before, and both were cast after a lengthy search. It's a gamble to hang an entire film on two untried kids, but Anderson has proven he is adept at working with youthful actors, and he works his magic again here to good effect. Gilman and Hayward aren't perfect, but they are believable, and more importantly, emotionally engaging.

They have to be, too, because the film relies heavily on the two leads to carry the action. When the movie opens, Sam is an orphan who doesn't get along with his foster family and is alienated from his Khaki Scout group. Suzy is the product of a troubled home, whose lawyer parents (Bill Murray and Frances McDormand) spend more time moping about their own lives than caring what happens to their daughter and three sons. When a chance encounter introduces the kids to each other, their destiny is sealed, and they carry out their love pact in a wilderness survival trip across New Penzance.

The sweetest scenes in the movie are the quiet moments Sam and Suzy spend together learning about each other and falling in love. The back-and-forth during their wilderness trek sets the stage for a touching, believable relationship that is the foundation of the film. In the later stages (I don't want to give anything away), it becomes a bit of a Romeo and Juliet tale with an East Coast sensibility and caper feel, but it all works because we believe in the kids' awkward but authentic love.

Bruce Willis is great in a subtle, understated role as the local sheriff who leads the search party efforts from the law enforcement side. His character is simple (in a mental sense), but complex and sad and in the end, quite warm. Willis brings a soft touch to the film, moving away from the cookie cutter flexing and sneering of some of his recent protagonist roles. Tilda Swinton is excellent in a funny, overtly stereotypical role as "Social Services," a dour, buttoned-up shrew who's hell-bent on "protecting" Sam. But sadly, most of the adults don't have enough to do.

The one disappointment in the movie is that we don't get to spend enough time digging into these characters' back stories. Anderson is very adept at crafting full, rich characters that usually achieve roundness through carefully-chosen dialogue, flashbacks and detail, but since a lot of this film dwells on the activities of the kids, we don't get as much from folks like Bill Murray, Frances McDormand, Edward Norton and especially Harvey Keitel. The movie was slim at 94 minutes, and a chunk of that was taken up by credits, so there is more room to develop, but it doesn't happen.

Edward Norton is perfect for the role of Scout Master Ward, a man whose life is dedicated to the routine and duty of managing the Khaki Scouts, a ragtag batch of characters with names like "Lazy Eye" and "Izod." The scout camp portions of the movie are great; here, Anderson creates a deep, organized world that is instantly recognizable. This is his take on a 1965 scout troop, and it's perfect.  It's awesome when you see the expanded scout universe that exists on New Penzance, which includes Jason Schwartzman's Cousin Ben. Schwartzman shines in this small role, but Norton, as noted, just isn't given enough to do.



Anderson's unique, charming and highly particular cinematic style is on full display in Moonrise Kingdom, and although this movie is not as visually honed as Royal Tenenbaums (whose every frame was a masterpiece of detail), Moonrise Kingdom offers plenty for Wesophiles to worship.

For instance, each costume is painstakingly crafted, and the little things are the most important: the felt patches on the scout uniforms, the hint of gray poking out beneath the wig of Tilda Swinton's Social Services character, Bill Murray's amazing Technicolor checked pants. Anderson knows that detail is what ties us to the tale, makes the make-believe real; makes us believe. As with Tenenbaums, this film uses illustrations to amazing effect, this time in the form of several fictional book covers that Suzy reads from throughout the film. The covers are so amazing (and so beloved by the director as well), that they earn their own spot in the credits, and rightfully so.

As is true of most Anderson films, the setting itself is its own character, but this time it's given even more emphasis in the form of Bob Balaban, who serves as a narrator and personification of New Penzance. The creators painstakingly scouted islands all over America (and even overseas) before settling on the Rhode Island location, and the exhaustive search was worth it. The woods and craggy shores of New Penzance are transporting and wonderful.

This isn't the perfect Wes Anderson film, but it's a damn good one. And let's face it: the care, detail and intelligence that go into his films trump most of what's in cinemas these days. His unique visions are never boring, and his take on the world is still as refreshing as ever.

If you couldn't find anything to love about Rushmore or Tenenbaums, this movie won't make you a Wes Anderson convert. But if you respect the subtlety of a charming visual joke, or the simple pleasure of a well-constructed tableau, or well-chosen piece of music, you will adore Moonrise Kingdom.



Source : http://www.ign.com/articles/2012/05/18/moonrise-kingdom-review

Sly Cooper Vita Coming, Does What Madden 13 Won't




I was probably going to blow off covering Sly Cooper: Thieves in Time at PlayStation's Pre-E3 event. The game looks great, but how many different ways are there to describe Sly's gameplay? Well, turns out there are now two ways -- PlayStation 3 and PlayStation Vita.



Yes, Sanzaru Games is bringing Sly Cooper: Thieves in Time to both the PS3 and the Vita. The games will share one Trophy set and one save file. So, just like MLB 12: The Show, you'll be able to play on your TV and then transfer your save for when you're headed out with the Vita. Something Madden NFL 13 is skipping this year.

But that's not to say the games are identical. Well, their content is, but the controls aren't. Whereas the PS3 has two extra shoulder buttons to play with, the Vita's going to make up the difference with the touch screen. A tap will switch Sly into one of his ancestors' disguises (the whole game is about jumping around Sly's family tree and using unique abilities) and a tap will activate the binoculars (which you aim by moving the Vita and taking advantage of the gyroscopes in the device). Tapping the back touch will pop-up a compass pointing to your objective.

I was excited for Sly Cooper: Thieves in Time before, but something about the game on the Vita really clicked for me. Switching to Sly's Robin Hood-like costume, I'd shoot arrows and steer them through the air with the Vita's tilt controls, and it was fun. Sure, the Vita version drops the action from 60 frames per second to 30, but Thieves in Time still looked pretty and as colorful as the console experience.



I can't really put it into words, but all this felt like an experience made better on the Vita. Leaping on the tight rope the arrow drew through the air, navigating past traps, playing as Carmelita -- it all felt like an experience I'd want to tackle on the go. Thankfully, I now can.

I just wish we had a release date.



Source : http://www.ign.com/articles/2012/05/18/sly-cooper-vita-coming-does-what-madden-13-wont