Thursday, June 14, 2012

Game of Thrones Cut Off George Bush's Head




Scroll down for an update to this story.


Everyone who knows the show remembers the severed heads from the Season 1 finale of Game of Thrones, "Fire and Blood." We'll avoid spoilers here, but suffice to say it was yet another reason to totally freaking hate little Joffrey.


Game of Thrones: Who We're Excited to See in Season 3!


But now an Easter egg from the show is making the rounds that reveals former President George W. Bush is one of the decapitated heads in the scene. Or, rather, a prop of his noggin is. Check it:



According to the DVD commentary, showrunners David Benioff and D.B. Weiss explained the head's presence thusly:


"George Bush’s head appears in a couple of beheading scenes. It’s not a choice, it’s not a political statement. We just had to use whatever heads we had lying around."


I guess they just had Bush heads… lying around? O.K. then.


Via Reddit


Update: Showrunners Benioff and Weiss have now apologized for the use of the Bush prop, while maintaining that they intended no disrespect or political commentary with its disembodied inclusion.


"We use a lot of prosthetic body parts on the show: heads, arms, etc." Benioff and Weiss said, according to The Wrap. "We can't afford to have these all made from scratch, especially in scenes where we need a lot of them, so we rent them in bulk. After the scene was already shot, someone pointed out that one of the heads looked like George W. Bush. … In the DVD commentary, we mentioned this, though we should not have. We meant no disrespect to the former President and apologize if anything we said or did suggested otherwise."


HBO also issued an apology:


"We were deeply dismayed to see this and find it unacceptable, disrespectful and in very bad taste. We made this clear to the executive producers of the series who apologized immediately for this inadvertent careless mistake. We are sorry this happened and will have it removed from any future DVD production."


So there you have it, guys. Your Game of Thrones DVDs just became collector's items.







Follow Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN, and subscribe to his Facebook updates.



Source : ign[dot]com

A New Take on Skins for League of Legends




Anyone who's followed the success of Riot Games free-to-play multiplayer online battle arena League of Legends knows that selling skins is one of the studio's biggest windfalls. Sales of champions and their skins amount for the bulk of Riot's vast income, and have resulted in a dramatic expansion of the champion design team over the last few years. Consequently, it's also resulted in a huge number of well-designed alternate takes on their champions, raising the bar for what their competitors have had to offer in order to make their own skin sales much more than a simple palette swap.

Today Riot's put up a lot of new information about the upcoming Legendary Skin for fan-favorite champion, Ezreal. Called Pulsefire Ezreal, this skin is not only a dramatic departure from the typical Ezreal look, changing everything from his animations to the look of his ability effects, but also changes as you level throughout a match. See examples of this in the image below.


Pulsefire Ezreal in his various forms.


Speaking on the game's official forums, Senior Character Artist Josh Singh said the goal was, "to make this something that would blow everyone’s mind." The team experimented a lot with various changes to spell effects, but eventually Senior Concept Artist Michael Maurino, "explored different methods of upgrading him from Level 6 to 11 to 16." The result is a suit that changes its look every time you level up Ezreal's ultimate ability, resulting in what Maurino feels is, "a much more powerful, impactful experience as you go on."

Pulsefire Ezreal will release for 1625 Riot Points to start, but eventually will raise to 3250 Riot Points.



Source : ign[dot]com

Street Fighter X Tekken Headed to Mobile




Capcom announced today that Street Fighter X Tekken will come to iOS devices this summer. Call Street Fighter X Tekken Mobile, the port will feature redesigned UI built around touch controls as well as new modes and “a new take on the tag team mechanic.”

Capcom notes that Street Fighter X Tekken Mobile is “based on the home console release” and will be compatible with iOS 5 or higher, including support for iPhone 4 and 4S, iPod touch 4th Gen or later, iPad 2 and the New iPad.



This is the second high profile fighting game Capcom has ported to iOS this year, following the release of Marvel vs. Capcom 2 back in April.

A list of modes and a specific release date haven’t been announced, but look for more information on Street Fighter X Tekken Mobile in the coming weeks.

Are you excited to try out Street Fighter X Tekken on the go? Let us know in the comments below.



Source : ign[dot]com

Wii U Batman: Arkham City – The Dark Knight's Weakened Armour




I find it hard not to be excited about Wii U. I'm a redoubtable optimist when it comes to new consoles. After all, they don't come around very often, and the GamePad – with its touchscreen and other gizmos – genuinely offers new possibilities to game developers. Currently, it's just potential, untapped and unexplored, but it's definitely there. And at this year's E3 when Miyamoto took to the stage and showed the world Pikmin 3 for the first time, it all made sense. For a moment.

This was a Nintendo franchise that had skipped a generation to be reborn on a new console with an even stranger controller. He talked about deep game mechanics and how they would take advantage of GamePad, as the colourful troupe of Pikmin dutifully constructed bridges in the background. We were sold. Here was a game that sensitively utilised the new hardware. And then, as everyone has been so eager to point out, the wheels fell off.

Lots of people have pointed their smug fingers at the decision to finish the conference with Nintendo Land as the major slip-up. Yes, it might not have been the rousing final note we were all hoping for, but flimsy cardboard Wendy houses aside, I actually think Nintendo Land has promise. Providing Nintendo is smart enough to update it regularly with new attractions, it could be somewhere players will visit regularly. But neglected, it will surely disassemble into a rabble of easily-forgotten mini-games ("that was a nice break, but we'll go somewhere different next year").



The most awkward moment, for my money, was when the line-up of third-party titles was unveiled – in particular, Batman: Arkham City – Armored Edition. Some grand claims were thrown about. We were told that this was a "unique must-have edition" of one of 2011's best games. So what has Rocksteady been up to with wonderful toy that is Nintendo's Wii U. Well, not much. Cut to a pre-recorded video of the game's director Sefton Hill, who "shares in our excitement for the franchise to come to the Wii U". Ever the pro, Hill did his best to stifle his enthusiasm, and spoke about how the "gameplay has been expanded with some awesome new features designed specifically for this new console". Cue the the introduction of Reid Schneider, VP of Production at WB Montreal – the studio responsible for the Wii-U-ificiation of Arkham City, not Rocksteady.

Perhaps I'm being a tad harsh and unrealistic about the investment of time it would take to properly adapt the game. But Rocksteady has lovingly supported Arkham City with a wealth of carefully-crafted DLC since it came out last October, so it seems strange it wouldn't want to take advantage of this new technology first-hand. Schneider went on to claim that the GamePad will "revolutionise the way you play the game", and he's right, in part. Having played Armored Edition, there are moments when the new control mechanics work wonderfully. It always works best when using the touchscreen compliments what's happening onscreen. So in Arkham City, whenever Batman enters Detective Mode to search for clues, you're asked to hold up the GamePad and align it with your television. The screen on the GamePad is used to scan the area for streams of incriminating molecules or patches of blood. When you find a clue, you touch the screen to examine the evidence more closely. It works really well, but it hardly transforms the game.



Similarly, when Batman is forced to use his cryptographic sequencer to hack locked doors, you're presented with a simple mini-game on the GamePad. Again, it makes sense because switching to the GamePad mimics what the character is doing on screen. There's a touch of performance to the whole thing. But the experience is ruined when the game asks you to do something unnecessarily fussy simply for the sake of using the touchscreen or the gyroscope. My concern is that games that have already been released on other consoles will feel obligated to use the Wii U's features at every opportunity – a way of justifying not only their very existence but perhaps a second purchase – even if it's detrimental to the game. This happened a couple of times while I was playing Armored Edition. Selecting items from the GamePad's inventory, instead of the onscreen UI, feels overly fussy; you can map items to the D-pad, but it's still a bit fiddly and looking down from the screen every time you need a new item breaks the flow of the game. Another equally jarring moment comes when you try to use the remote batarang: as soon as you throw it, you need look down quickly at the GamePad's screen and guide it using the gyroscope. It's said that this new control system affords an "unprecedented amount of accuracy", but it took me several attempts to guide the batarang effectively (and I'm not terrible at games). It was during these frustrating, distracting moments that I really questioned the claim that this is the most "immersive" version of the game yet.

Batman: Arkham City – Armored Edition, then. It's an unwieldy title – some flashy words have been crudely-bolted onto a good one – and in many ways, that's symptomatic of the game itself. Arkham City is still present and of course it's still great (though it doesn't look quite as good on Wii U – textures are muddy, as if modeled out of clay, and environments are less detailed). But onto this great game, WB Montreal has grafted some new mechanics: some work brilliantly, effectively taking advantage of the console's unique set-up, while others tarnish the experience. Armored Edition is an okay retread, but if you've already played the game it's unlikely that you'll want to revisit the streets of Arkham.



Source : ign[dot]com

E3 2012: SimCity preview






Heading into E3, the big news surrounding SimCity was the new multiplayer feature.  Up until now, SimCity had only been a single-player experience. Cities, however, are always part of something bigger, and that was EA’s goal with the latest installment to the long-running, popular franchise.  They wanted to make it bigger, and they wanted players to interact with other town’s mayors — trade resources, work together for common goals, and thrive off of each other’s cities — like real cities should do.

In our E3 preview, we were shown a few separate, but very distinct towns working together to create an airport, one of several major buildings that can benefit everyone.  The distinct cities, which included a friendly neighborhood, thriving metropolis, and a booming but rundown coal town, each provided the necessary resources to build this airport.  The goal was for each of them to benefit in some way from it being built.

Outside of them benefiting from the airport, each town relied on the neighbors in some form.  Some of the examples showed to us include one city providing electricity to the other. The multiplayer spreads beyond just providing resources.  The cities relied on neighbors in other ways.  For instance, the metropolis was looking to expand its commerce and retail, but it needed people to run the businesses.  Therefore, it relied on the neighborhood which needed to increase its population to provide the necessary workforce.

Here is where the airport enters.  In addition to the extra people it would bring in to the newly built stadium, it could help people arrive in the neighborhood suburb.  The airport also allowed goods and resources to be flown in for the coal town.  It may sound complex, but SimCity simplifies everything.


Sim City

From electricity to water pipes to public transit, SimCity says goodbye to spreadsheet numbers and introduces color-coded or other useful symbols to convey the message.  They showed us building an above-ground electrical railcar, and instead of just building tracks, a colorful line showed where traffic would be heavy for the railcar.  Green was good, yellow was medium, and red is heavy.

Multiplayer isn’t the only addition, however.  EA showed off SimCity’s new Glassbox Engine which literally simulates everything going on in the city.  From the street lamps turning on to the street lights switching from red to green, Glassbox simulates everything going on in the city and presents it as if it were real life.  Individual lighting for buildings, cars’ headlights, street lamps, and more are all present in the game.  It doesn’t only simulate lights either.  It simulates sims’ actions.  In our preview, the devs showed us a bank robbery play out as a result to crime from the neighboring city pouring in.

Neighboring cities don’t only help your town, but can also harm it. The coal city focused heavily on production and business, but lacked the necessary police stations. Because of that, the city was littered with graffiti and crime began spreading into adjoining towns. Unfortunately, that friendly neighborhood we saw was right next to the coal town.  As a result, crime began spilling into the streets and the aforementioned bank robbery occurred.

SimCity was already a fun game, but this added multiplayer component just adds a whole new level of interesting gameplay.  You can choose to help or harm friends’ cities.  And it’s not like everyone’s city is the same.  You can choose to make the city you desire.  If you want a bustling city, create it.  Just remember, you need people to work there and that is where the fun begins. There’s an all-new aspect to , and EA has done a remarkable job incorporating multiplayer.




Source : gamezone[dot]com