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Showing posts with label america. Show all posts
Showing posts with label america. Show all posts

Wednesday, November 14, 2012

Walking Dead: The Game Episode 5 Release Date Announced

Telltale has announced that The Walking Dead: The Game’s final episode will be released next week. Titled No Time Left, the episode will hit PlayStation Network in North America on November 20th, followed by Xbox Live, PC and Mac, iOS and the European PlayStation Network on November 21st.

“We can’t thank you all enough for your incredible support and we can’t wait for you all to experience the season finale of YOUR Walking Dead story,” Telltale said in a statement. “With one week left until launch worldwide, now is a great time for you and your friends to catch up on the series so you can all experience the season finale and discuss it together.”

The Walking Dead: The Game first launched in April, followed by Starved for Help in June, Long Road Ahead in August and Around Every Corner in October. A disc containing all five episodes will hit stores in December.

We’ll have a full review of No Time Left once it’s released, but until then be sure to read our review of episode 1, episode 2, episode 3 and episode 4, and check out a full walkthrough in our Walking Dead: The Game wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Monday, November 5, 2012

PlayStation Plus Members Get Resident Evil 5 For Free

If you’re a PlayStation Plus subscriber in North America, you’ll be pleased to learn that the service will get a refresh with November 5th’s PlayStation Store update.

For starters, Resident Evil 5: Gold Edition, which comes packing extra content, will be completely free for PlayStation Plus subscribers.

Additionally, the digital version of Portal 2 will be 30% off (from $19.99 to $13.99), and its newly-announced Portal 2 In Motion DLC will also be discounted 30% (from $9.99 to $6.99). Finally, the new PS3/Vita cross-play game When Vikings Attack will also be 30% off, bringing its price from $9.99 down to $6.99. And Absolute Supercars will be discounted at 20%, bringing its price from $9.99 to $7.99.

European gamers will get Ratchet & Clank: All 4 One, Cubixx HD and Crysis 2 for free beginning on November 7th. As a result, Just Cause 2 and Borderlands will be removed from the Instant Game Collection at that point, so download them now if you haven’t already.

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

Thursday, November 1, 2012

U.S. Gets Limited Release of Pink 3DS XL

Nintendo of America announced via Twitter today that U.S. gamers can now purchase a pink and white 3DS XL. Well... sort of. The Kirby-colored system, which came out not long ago in Japan, is only being made available in limited quantities. You must be a member of the shopping site Gilt to purchase it.

The pink XL is available in two bundles - one with Professor Layton and the Miracle Mask (read our full review here) and one with Style Savvy: Trendsetter. Both are being offered for $219.99.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can keep track of her wild adventures by following Aminka on IGN or @GameOnAminka on Twitter. Game on!


Source : ign[dot]com

Wednesday, October 24, 2012

Comic Book Reviews for 10/24/12

In one swift stroke, Marvel has concluded some of the most impressive superhero runs of the last decade. Ed Brubaker's 8-year stint on Captain America, Matt Fraction and Salvador Larroca's 4-year run on The Invincible Iron Man, Jonathan Hickman's mind-expanding work on Fantastic Four/FF, and Kieron Gillen's charming but all-too-brief turn on Journey Into Mystery. Luckily, most of these endings deliver in spades.

At DC, things get crazier in Batman Incorporated, I, Vampire continues to blow our minds, and Superman gets a status quo change by up and quitting the Daily Planet.

DC COMICS

All-Star Western #13

Written by Justin Gray & Jimmy Palmiotti | Art by Moritat

"All-Star Western is one of the standouts of the New 52 and deservedly so. It marries interesting dynamics between unique characters with exciting investigational storylines and potent visual storytelling. Or at least that’s what it usually does. Issue #13 focuses on a new threat emerging from Haly’s Circus, but it’s hard to feel excited when everything feels so familiar." -Poet

Click to read the entire review!

Final Score:

6.1

Batman: The Dark Knight #13

Written by Gregg Hurwitz | Art by David Finch

"Gregg Hurwitz and David Finch return to their horror driven Scarecrow story and the results are pretty good. Batman: The Dark Knight #13 is an interesting read. It's not spectacular, but it's a dark book filled with some frightening images. Sure, this is the same ol' song and dance when it comes to Scarecrow, but it's done well. It's probably safe to say that Batman: The Dark Knight has finally become a Batman book worth reading. That, in itself, is a feat worth praising." -Ben

Click to read the entire review!

Final Score:

7.5

Batman Incorporated #4

Written by Grant Morrison | Art by Chris Burnham

"If there is one thing that can be said about Grant Morrison's Batman, it is that it's like no other Batman book on the stands. Batman Inc. #4 is crazy, cartoony fun, mixed with just the right amount of drama and heft. This issue is heavy on the action and it's a seriously good time. Every other page, somebody is getting shot with an arrow (everyone is armed with a bow for some reason). All this and the ending still has a 'no freaking way' moment that'll have you flipping back through Morrison's run trying to connect the dots." -Ben

Click to read the entire review!

Final Score:

8.8

The Flash #13

Written by Francis Manapul & Brian Buccellato | Art by Francis Manapul

"The thing that really snared me about this series when it started was the frenetic presentation. Reading it was like Wile E. Coyote trying to stay in control of a pair of rocket skates. Sadly, the introductions of King Grodd and the rest of Flash’s rogues’ gallery have bogged down this title substantially. In issue #13, this problem only worsens. Rather than drilling through one villain at a time, the reader’s attention is been diluted between the lot of them, leaving the book’s main character little more than a passenger along for the ride." -Poet

Click to read the entire review!

Final Score:

6.2

I, Vampire #13

Written by Joshua Hale Fialkov | Art by Andrea Sorrentino

"This is how you change directions in a comic book, guys and ladies. After the nutty developments of issue #12, the story needed an excellent pivot to continue its spellbinding narrative. Happily, Joshua Hale Fialkov delivers an excellent story from the perspective of the newly directionless Mary Seward." -Poet

Click to read the entire review!

Final Score:

9.4

Justice League Dark #13

Written by Jeff Lemire | Art by Mikel Janin & Victor Drujiniu

"Hang on to your dog Toto because by the end of Justice League Dark #13 you will most definitely not be in Kansas anymore. Meaning, rising star Jeff Lemire tosses expectations to the tornado wind and delivers a hard-hitting, house-smashing ride into the freaky magic part of the DC Universe. With the Books of Magic on the line, Lemire ups the stakes while smothering his story in enough crazy magic to make the Wicked Witch of the West jealous." -Joshua

Click to read the entire review!

Final Score:

9.1

National Comics: Madame X #1

Written by Rob Williams | Art by Trevor Hairsine

"I honestly had no idea who Madame X was before cracking open this book, nor did I care. All I knew is that Cla$$war collaborators Rob Williams and Trevor Hairsine were the creative team on board and that was enough (if you’ve never read Clas$$war, seriously, peep it). Happily, I came away from this issue of National Comics with an excitement about this character and a familiar disappointment from the fact that I’m unsure of when, if ever, I’ll get to see her again." -Joey

Click to read the entire review!

Final Score:

8.5

Red Lanterns #13

Written by Peter Milligan | Art by Miguel Sepulveda

"Red Lanterns hurts to read. Atrocitus proclaims his actions as he performs them and leaves little to be inferred or wondered about. The ultra-violence reaches an all-time high, making some of the pages hard to get through. For example, Atrocitus uses a dead body as a melee weapon. Why use that instead of, you know, his power ring? Don’t get me started. If one saving grace can be found, it lies in Miguel Sepulveda’s gorgeous artwork; I only wish his talents were being put to better use." -Joshua

Click to read the entire review!

Final Score:

4.7

Superman #13

Written by Scott Lobdell | Art by Kenneth Rocafort

"The best thing I can say about Superman #13 is that new writer Scott Lobdell brings an undeniable new sense of light-heartedness to this issue, using fun captions to establish his settings and even giving Jimmy Olsen a fleeting moment in the sun of being a ladies man. Unfortunately, the title character feels all but absent from his own book, as we’re left with a Clark Kent that is hardly Clark Kent at all; more like Peter Parker jumping ship to DC and trying his hardest to fill Superman’s cape." -Joey

Click to read the entire review!

Final Score:

5.0

Talon #1

Written by James Tynion IV & Scott Snyder | Art by Guillem March

"Court of the Owls was one of the best things to come out of the first year of DC’s New 52, so it only makes sense for this Talon spin-off series to become a reality. The story follows Calvin Rose, an ex-Talon who returns to Gotham after hearing how the Court was seemingly taken down by Batman. Written by Scott Snyder James Tynion IV, the series gets off to a good start, but only that." -Joshua

Click to read the entire review!

Final Score:

7.1

Teen Titans #13

Written by Fabian Nicieza & Scott Lobdell | Art by Ale Garza

"To say I have had strong opinions about this new Teen Titans series is putting it lightly. Since the first issue, Teen Titans has been pretty awful. Sad, but true. So, imagine my surprise when I read Teen Titans #13 and thought that it was not half bad. In fact, it was mostly good. A good issue of Teen Titans! Crazier things have happened, I suppose, but at the moment I am having a hard time thinking of any." -Ben

Click to read the entire review!

Final Score:

8.0


Source : ign[dot]com

Thursday, October 18, 2012

An Early Look at Professor Layton and the Miracle Mask

Professor Layton and the Miracle Mask arrives in North America in less than two weeks. The game is the second entry in the prequel trilogy that began with the incredible DS title Professor Layton and the Last Specter, and represents this delightfully puzzling franchise's 3DS debut. We just recently received our copy here at the IGN office, and over the next few days I’ll be diving head first into the mysterious town of Monte d'Or. Keep an eye out for my full review sometime next week... but you don't want to wait that long for a look at the good professor's latest, do you? Of course you don't.

Below you'll find a handful of clips from Miracle Mask. Watch them without fear of spoilers - they're all from very early on in the adventure. As a reminder, Professor Layton and the Miracle Mask will be available to purchase both in stores and on the 3DS eShop on October 28. Nintendo will also be offering a new puzzle every day for an entire year as DLC for fans who purchase the game - all completely free of charge. A gentleman always appreciates a good freebie.

Now - to the clips! Let's start with a look at the game's opening...

You can't show off a Layton game without including a puzzle or two! This is the very first one in the whole game, so expect them to get a lot harder as the story progresses.

And now for one fo the game's unlockable Episodes - this one revolves around Emmy doing a bit of solo investigating.

And finally, one more puzzle for the road... and Luke's debut as a bona fide lady's man?!

That wraps up your early look at Professor Layton and the Miracle Mask. Let us know what you think in the comments below, and keep an eye on IGN 3DS in the coming days for my full review.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can keep track of her wild adventures by following Aminka on IGN or @GameOnAminka on Twitter. Game on!


Source : ign[dot]com

Tuesday, October 9, 2012

The Trials and Tribulations of PlayStation All-Stars: Battle Royale

It’s tough making fighting games in America. It’s even tougher to make fighting games in America that people will pay attention to. Omar Kendall knows this - he's a veritable veteran of the genre in America. Kendall’s most recent project, PlayStation All-Stars: Battle Royale, is a fighting game designed for both the hardcore and casual bracket. A game designed to stand out, but not reinvent the wheel: finesse here, a new take on an old mechanic there, and a hell of a lot of character.

“I’m a big fan of the fighting genre, obviously, but I know it’s a shrinking genre,” says Kendall. “Nowadays, there are obviously other game types that are dominating people’s attention. I hope that fighting games continue to evolve with the times and be able to react with people’s changing tastes. I hope they stay viable.”

To help stay relevant, Kendall believes that it's time for those working in the fighting genre to ask themselves the tough questions. What are they doing that’s hurting their appeal? What sorts of things can they do to expand their audience?

I hope fighting games continue to be viable - and that we’re a part of that.

“I think a game like PlayStation All-Stars: Battle Royale does ask those questions. The setting has a broad level of appeal, and the way we’re implementing systems we feel will also have broad appeal. I hope fighting games continue to be viable - and that we’re a part of that.”

Kendall is currently serving as Game Director at SuperBot Entertainment, the recently formed company developing Sony’s mascot brawler. He’s worked across a number of genres, but was headhunted by Shannon Studstill - Senior Director at SCEA - because he knows how to make a fighting game sing. What’s more, he’s based in the States, which is a rarity.

“It’s really difficult to make a fighting game in America, because basically there’s not a long history. You’ve got the dudes from Chicago who make Mortal Kombat, and that’s pretty much it. Most of the talent is from Japan."

evilcole3-copyjpg

Kick, punch, block, putt.

SuperBot was specifically formed to work on All-Stars. The company is comprised of a handful of fighting experts, a handful of developers who have a strong loyalty and affinity to the PlayStation brand, and a slew of in-betweeners. There are 100 odd devs working on All-Stars, so a harmony between these disparate groups was crucial.

“You do kind of have a struggle. We don’t have a hundred guys who are fighting game fanatics – maybe 25% of our total staff are really into fighting games and have maybe competed on a high tournament level. Then you’ve just got your casual guys, who maybe have played a fighting game or two, and you’ve got these die-hard PlayStation guys.”

Kendall believes this kind of melting pot is essential to the success of All-Stars; that the diversity is crucial. Not every guy who came from a fighting game background is going to give a crap about PaRappa the Rapper, and not every guy from Naughty Dog or Insomniac is going to care about the depth of Street Fighter’s mechanics. “We needed a very specific set of expertise to make the game like this,” he muses. “You have to pull from both worlds.”

It hasn’t been the smoothest ride for the fledgling studio. When All-Stars was first announced to the public, the reception was brutal.

It never occured to us we were being offensive to people. We just like video games.

“I think it only occurred to me... we had our announcements back in April, and we’d had some media training,” recalls Kendall, with a laugh. ‘This is what you say if someone asks this,’ that sort of thing. But inevitably, we’re making a mascot brawler, right? So someone’s going to ask THE question, and these people training us were like, ‘try to downplay the comparisons.’”

It seems absurd that the team would be requested to downplay any comparisons to Nintendo’s Super Smash Bros., considering how keenly aware they were of of its influence. But they were also surprised at the vitriolic nature of the feedback. “It never occurred to us that we were being offensive to people. We just like video games, and we wanted to make something that’s fun.”

SuperBot has succeeded in making a fun game, as anyone who’s played the beta or attended a recent consumer show can now attest to. Its appeal lies with its accessible premise and control scheme, which quickly seduces players into poking around under the hood.  For Kendell, this accessibility was crucial from the get-go.

“We’re going to attract people who are fans of the PlayStation brands, but just because they liked Sly Cooper doesn’t mean they’re going to be able to jump in and start doing dragon punches. So we set a very low technical department when it comes to inputs. It’s a really simple up, down, left, right control scheme.

"But at the same time, we like competition and getting people in the same room and have them battle it out to see who’s the best, so there is an underlying depth and strategy there. That to me is the great virtue of fighting games. It’s not like ‘oh, I can do this really super complicated sequence of input on a controller’ – it’s the mind-games that go on at a deeper level once you really have a good understanding of the systems and how they work. It’s that battle of wits. That’s the really interesting part of fighting games, and that’s what we tried to bring to All-Stars.”

Heavenly Sword's Nariko cutting loose.

Drawing from his experiences working on THQ’s UFC franchise, Kendall and his team also wanted to ensure that there was an authenticity to the game for fans of the characters.

“UFC fans are very savvy when it comes to the details of the sport. So we had a very specific strategy of really tapping into that, and going really deep into the authenticity of the mechanics and the positions that people were doing, because we knew the fans would respond to that.

"We take a similar approach to All-Stars. For example, for the Sly Cooper fan, we’ve tried very hard to get to the essence of that character. Obviously Sly Cooper has never appeared in a 2D fighting game, but there are elements to Sly that are very quintessential. He’s a very sneaky guy, so we give him invisibility and back-stabbing and the characters of Bentley and Murray play a very prominent role in those games, so we made sure to include them in his moves set. So we're really doing deep dives on these individual characters and these individual levels and universes and really trying to become as authentic and accurate in our portrayal of these characters as possible. We hope players will respond to that.”

In a game that pitches Fat Princess against Kratos, balance has also been a major focus, especially when it comes to each character’s super attack. Kendall acknowledges early criticisms of certain characters’ super attacks, where a push of a button equals a ‘kill-em-all’ cut-scene.

“PaRappa’s level three super – the Gotta Believe music concert – was actually one of the first supers that we made. It was controversial with a lot of members of the team, and on message boards, because essentially Parrapa pushes a button and watches a cut scene and then everybody dies.”

In a fighting game, says Kendell, this challenges a lot of people’s sensibilities of fairness and player agency. Sweet Tooth’s level three super, for example, requires him to shoot and catch other players in order to earn kills, demanding more from the player.

“It was a big challenge having supers like Kratos' and Sweet Tooth’s sitting next to supers like PaRappa’s, and I think that it could have been a situation where we just ran from it, and said, let’s not focus on stuff like that. But I think we really tried to offer something new and challenge some of the standard conventions of fighting games, and what it means to have a competitive landscape."

So SuperBot looked at how much energy each super cost, how many kills a super can get, how easy it is for a particular character to get energy, and tried to balance everything out. "We sort of used those exterior systems and features to try and balance those ‘I’m going to click a button and watch a cut scene’ supers with the ‘earn my kill’ kinds of supers. I guess we’ll find out if we did that right or not.”

There’s a lot of pressure, too, to be truthful to these iconic characters. Kratos must feel like Kratos, but still be able to work within the mechanics of a 2D fighting game. When we asked which characters gave Kendall and his team the biggest challenges, the answer was both obvious... and terrifying.

“The characters who appear in games that aren’t out yet. So we’ve got Dante from the new DmC, and Raiden from Metal Gear Rising: Revengance. The vast majority of people will experience those characters for the first time in our game.

Those are the characters that give us the biggest challenge - the ones we're developing at the same time as their creators are.

"It’s a strange level of pressure. Because – I sympathize with the developers that are working on those games, but we have to manage our own production cycle. Sometimes we’re asking them questions they haven’t even asked themselves yet about how they’re going to handle their characters, but we still have to ask, because we still have to make our game, and hope it sort of matches their vision. Those are the characters that give us the biggest challenge – the ones that we’re developing at the same time as their creators are.”

Sometimes, notes Kendall, the marketing machine can get in the way of communication between themselves and these other studios.

“I’ll be honest, there are some things that we watch, like trailers, or promotional footage that comes out of trade shows and we’re like, ‘we’ve never even seen that before!’ and want to immediately run back and put those new things into our version of the character. There’s this sort of leap frog thing that we’re doing with these characters.”

psvita-playstationallstarbattleroyals03jpg

Dude - your head's on fire. Might wanna put that out.

For all of All-Stars’ challenges, Kendall must surely be pleased with what he and his team has achieved. Previews have been positive, with many citing the old aphorism ‘easy to pick up and difficult to master.’ We ask Kendall if he thinks the adage still holds weight, considering the complexity of many games available on shelves today.

“I see a lot of parallels in the game industry with Hollywood. You used to see a wide variety of experiences. You could go to the movies and watch a strong piece built on acting, story and setting, and now you’ve seen this transition to this giant, big budget effects driven movies that have sort of drowned everything else out.

And so I think in consumers' minds, it's sort of separated. That a console experience has to be this big gigantic cinematic experience, and if you want something that is that ‘easy pick up, hard to master’ experience, well that’s your Angry Birds, or something like that. That divide does trouble me, a little bit. I’ve come from fighting games, and they’ve always had that element, you know, they can still be a graphical showcase or whatever, but take years to master. And I hope there’s still an audience for the kind of game that mixes both. I don’t think they have to be mutually exclusive."

Lucy O'Brien is Assistant Editor at IGN AU. You should talk to her about games, horror movies and the TV show Freaks & Geeks on IGN at Luce_IGN_AU,or follow her @Luceobrien on Twitter. If you like what you're readin', meet the rest of the Australian team by joining the IGN Australia Facebook community.


Source : ign[dot]com

The Trials and Tribulations of PlayStation All-Stars: Battle Royale

It’s tough making fighting games in America. It’s even tougher to make fighting games in America that people will pay attention to. Omar Kendall knows this - he's a veritable veteran of the genre in America. Kendall’s most recent project, PlayStation All-Stars: Battle Royale, is a fighting game designed for both the hardcore and casual bracket. A game designed to stand out, but not reinvent the wheel: finesse here, a new take on an old mechanic there, and a hell of a lot of character.

“I’m a big fan of the fighting genre, obviously, but I know it’s a shrinking genre,” says Kendall. “Nowadays, there are obviously other game types that are dominating people’s attention. I hope that fighting games continue to evolve with the times and be able to react with people’s changing tastes. I hope they stay viable.”

To help stay relevant, Kendall believes that it's time for those working in the fighting genre to ask themselves the tough questions. What are they doing that’s hurting their appeal? What sorts of things can they do to expand their audience?

I hope fighting games continue to be viable - and that we’re a part of that.

“I think a game like PlayStation All-Stars: Battle Royale does ask those questions. The setting has a broad level of appeal, and the way we’re implementing systems we feel will also have broad appeal. I hope fighting games continue to be viable - and that we’re a part of that.”

Kendall is currently serving as Game Director at SuperBot Entertainment, the recently formed company developing Sony’s mascot brawler. He’s worked across a number of genres, but was headhunted by Shannon Studstill - Senior Director at SCEA - because he knows how to make a fighting game sing. What’s more, he’s based in the States, which is a rarity.

“It’s really difficult to make a fighting game in America, because basically there’s not a long history. You’ve got the dudes from Chicago who make Mortal Kombat, and that’s pretty much it. Most of the talent is from Japan."

evilcole3-copyjpg

Kick, punch, block, putt.

SuperBot was specifically formed to work on All-Stars. The company is comprised of a handful of fighting experts, a handful of developers who have a strong loyalty and affinity to the PlayStation brand, and a slew of in-betweeners. There are 100 odd devs working on All-Stars, so a harmony between these disparate groups was crucial.

“You do kind of have a struggle. We don’t have a hundred guys who are fighting game fanatics – maybe 25% of our total staff are really into fighting games and have maybe competed on a high tournament level. Then you’ve just got your casual guys, who maybe have played a fighting game or two, and you’ve got these die-hard PlayStation guys.”

Kendall believes this kind of melting pot is essential to the success of All-Stars; that the diversity is crucial. Not every guy who came from a fighting game background is going to give a crap about PaRappa the Rapper, and not every guy from Naughty Dog or Insomniac is going to care about the depth of Street Fighter’s mechanics. “We needed a very specific set of expertise to make the game like this,” he muses. “You have to pull from both worlds.”

It hasn’t been the smoothest ride for the fledgling studio. When All-Stars was first announced to the public, the reception was brutal.

It never occured to us we were being offensive to people. We just like video games.

“I think it only occurred to me... we had our announcements back in April, and we’d had some media training,” recalls Kendall, with a laugh. ‘This is what you say if someone asks this,’ that sort of thing. But inevitably, we’re making a mascot brawler, right? So someone’s going to ask THE question, and these people training us were like, ‘try to downplay the comparisons.’”

It seems absurd that the team would be requested to downplay any comparisons to Nintendo’s Super Smash Bros., considering how keenly aware they were of of its influence. But they were also surprised at the vitriolic nature of the feedback. “It never occurred to us that we were being offensive to people. We just like video games, and we wanted to make something that’s fun.”

SuperBot has succeeded in making a fun game, as anyone who’s played the beta or attended a recent consumer show can now attest to. Its appeal lies with its accessible premise and control scheme, which quickly seduces players into poking around under the hood.  For Kendell, this accessibility was crucial from the get-go.

“We’re going to attract people who are fans of the PlayStation brands, but just because they liked Sly Cooper doesn’t mean they’re going to be able to jump in and start doing dragon punches. So we set a very low technical department when it comes to inputs. It’s a really simple up, down, left, right control scheme.

"But at the same time, we like competition and getting people in the same room and have them battle it out to see who’s the best, so there is an underlying depth and strategy there. That to me is the great virtue of fighting games. It’s not like ‘oh, I can do this really super complicated sequence of input on a controller’ – it’s the mind-games that go on at a deeper level once you really have a good understanding of the systems and how they work. It’s that battle of wits. That’s the really interesting part of fighting games, and that’s what we tried to bring to All-Stars.”

Heavenly Sword's Nariko cutting loose.

Drawing from his experiences working on THQ’s UFC franchise, Kendall and his team also wanted to ensure that there was an authenticity to the game for fans of the characters.

“UFC fans are very savvy when it comes to the details of the sport. So we had a very specific strategy of really tapping into that, and going really deep into the authenticity of the mechanics and the positions that people were doing, because we knew the fans would respond to that.

"We take a similar approach to All-Stars. For example, for the Sly Cooper fan, we’ve tried very hard to get to the essence of that character. Obviously Sly Cooper has never appeared in a 2D fighting game, but there are elements to Sly that are very quintessential. He’s a very sneaky guy, so we give him invisibility and back-stabbing and the characters of Bentley and Murray play a very prominent role in those games, so we made sure to include them in his moves set. So we're really doing deep dives on these individual characters and these individual levels and universes and really trying to become as authentic and accurate in our portrayal of these characters as possible. We hope players will respond to that.”

In a game that pitches Fat Princess against Kratos, balance has also been a major focus, especially when it comes to each character’s super attack. Kendall acknowledges early criticisms of certain characters’ super attacks, where a push of a button equals a ‘kill-em-all’ cut-scene.

“PaRappa’s level three super – the Gotta Believe music concert – was actually one of the first supers that we made. It was controversial with a lot of members of the team, and on message boards, because essentially Parrapa pushes a button and watches a cut scene and then everybody dies.”

In a fighting game, says Kendell, this challenges a lot of people’s sensibilities of fairness and player agency. Sweet Tooth’s level three super, for example, requires him to shoot and catch other players in order to earn kills, demanding more from the player.

“It was a big challenge having supers like Kratos' and Sweet Tooth’s sitting next to supers like PaRappa’s, and I think that it could have been a situation where we just ran from it, and said, let’s not focus on stuff like that. But I think we really tried to offer something new and challenge some of the standard conventions of fighting games, and what it means to have a competitive landscape."

So SuperBot looked at how much energy each super cost, how many kills a super can get, how easy it is for a particular character to get energy, and tried to balance everything out. "We sort of used those exterior systems and features to try and balance those ‘I’m going to click a button and watch a cut scene’ supers with the ‘earn my kill’ kinds of supers. I guess we’ll find out if we did that right or not.”

There’s a lot of pressure, too, to be truthful to these iconic characters. Kratos must feel like Kratos, but still be able to work within the mechanics of a 2D fighting game. When we asked which characters gave Kendall and his team the biggest challenges, the answer was both obvious... and terrifying.

“The characters who appear in games that aren’t out yet. So we’ve got Dante from the new DmC, and Raiden from Metal Gear Rising: Revengance. The vast majority of people will experience those characters for the first time in our game.

Those are the characters that give us the biggest challenge - the ones we're developing at the same time as their creators are.

"It’s a strange level of pressure. Because – I sympathize with the developers that are working on those games, but we have to manage our own production cycle. Sometimes we’re asking them questions they haven’t even asked themselves yet about how they’re going to handle their characters, but we still have to ask, because we still have to make our game, and hope it sort of matches their vision. Those are the characters that give us the biggest challenge – the ones that we’re developing at the same time as their creators are.”

Sometimes, notes Kendall, the marketing machine can get in the way of communication between themselves and these other studios.

“I’ll be honest, there are some things that we watch, like trailers, or promotional footage that comes out of trade shows and we’re like, ‘we’ve never even seen that before!’ and want to immediately run back and put those new things into our version of the character. There’s this sort of leap frog thing that we’re doing with these characters.”

psvita-playstationallstarbattleroyals03jpg

Dude - your head's on fire. Might wanna put that out.

For all of All-Stars’ challenges, Kendall must surely be pleased with what he and his team has achieved. Previews have been positive, with many citing the old aphorism ‘easy to pick up and difficult to master.’ We ask Kendall if he thinks the adage still holds weight, considering the complexity of many games available on shelves today.

“I see a lot of parallels in the game industry with Hollywood. You used to see a wide variety of experiences. You could go to the movies and watch a strong piece built on acting, story and setting, and now you’ve seen this transition to this giant, big budget effects driven movies that have sort of drowned everything else out.

And so I think in consumers' minds, it's sort of separated. That a console experience has to be this big gigantic cinematic experience, and if you want something that is that ‘easy pick up, hard to master’ experience, well that’s your Angry Birds, or something like that. That divide does trouble me, a little bit. I’ve come from fighting games, and they’ve always had that element, you know, they can still be a graphical showcase or whatever, but take years to master. And I hope there’s still an audience for the kind of game that mixes both. I don’t think they have to be mutually exclusive."

Lucy O'Brien is Assistant Editor at IGN AU. You should talk to her about games, horror movies and the TV show Freaks & Geeks on IGN at Luce_IGN_AU,or follow her @Luceobrien on Twitter. If you like what you're readin', meet the rest of the Australian team by joining the IGN Australia Facebook community.


Source : ign[dot]com

Thursday, October 4, 2012

Disney Epic Mickey 2 Confirmed for Wii U Launch

Disney has revealed that Epic Mickey 2: The Power of Two will be available for the Wii U at launch in the UK and America.

While we already knew that the game would appear as one of 23 games on Nintendo's console when it launches in America on November 18, Disney has now confirmed that the game will be available when the Wii U launches in the UK on November 30.

This now brings the number of Wii U launch day titles available in the UK to 12, and it remains to be seen if more will be announced as we move closer to the console's release.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, October 3, 2012

DC and Kia Team Up for JLA Car Fleet

DC Entertainment and Kia Motors America have now joined forces to create a fleet of Justice League-inspired vehicles combining automotive style with comic book art. The partnership, which will deliver eight individually customized vehicles, harnesses the talents of famed DC artist and co-publisher Jim Lee, who has collaborated on the design of each car.

Each core member of the Justice League of America -- Superman, Batman, Wonder Woman, Green Lantern, Flash, Aquaman and Cyborg -- has been matched up with a Kia vehicle. The Batman-themed Optima will be the first unveiled during New York Comic-Con on October 10. Other one-of-a-kind vehicles will be subsequently revealed over the next ten months at various events, including SEMA Show in Las Vegas, North American International Auto Show (NAIAS) in Detroit, Wonder-Con and San Diego Comic-Con. Additional model bases include the Soul, Sorento, Sportage, Rio and Forte.

The partnership between DC and KMA was originally conceived to benefit "We Can Be Heroes," a giving campaign, dedicated to helping fight hunger in the Horn of Africa and inspired by the heroism of the iconic Justice League characters.

"DC Entertainment is pleased to be partnering with Kia on this program to help raise awareness and funds for the devastating hunger crisis in the Horn of Africa,” said Amit Desai, DC Entertainment's SVP of franchise management.  "Each of the iconic members of the Justice League is a superhero in his or her own right, but when they band together as the Justice League, they become an unstoppable force for good and right."


Source : ign[dot]com

Friday, September 28, 2012

Captain America 2 Will Shoot in Cleveland

While Iron Man 3 and Thor 2 branched out to North Carolina and England (respectively), Captain America 2 will hang back and set up camp in Ohio where some of Marvel's The Avengers was shot.

According to Coming Soon (via the Greater Cleveland Film Commission), Joe and Anthony Russo's Captain America: The Winter Soldier will be shooting about 40 percent of its footage in Cleveland. That's the same city Joss Whedon used as a double for most of the New York final battle sequence in Avengers, which suggests that Cap 2 will likely also take place (at least partially) in NYC. Of course, the rest of production will probably relocate to Marvel's sound stages in California.

Captain America: The Winter Soldier stars Chris Evans, and is scheduled to begin filming in February.


Source : ign[dot]com

Friday, September 14, 2012

LittleBigPlanet Vita’s Street Date Broken

Tweets are currently raging around the ‘net concerning LittleBigPlanet Vita, and how its release date – September 25 in North America – has apparently been moved up. Whether or not this move has been authorized by Sony remains to be seen, but the game is currently in the hands of players well ahead of its release date.

On Twitter, users like MyVitaFeed have pictures of the game in their possession. Likewise, NKilburne has also posted a picture of his Vita’s screen playing the game. IGN reader Vargeth has also provided photographic proof. These copies were apparently purchased from various GameStop outlets.

We’ve also contacted two Bay Area GameStop stores inquiring about the game’s availability. One store said that they had no copies, but the other store verified that they have two copies left. It's unclear if the street date has been broken outside of North America, or by any other retailer domestically.

We reviewed LittleBigPlanet PS Vita earlier this week, and we loved it. Those looking for a new Vita game to play should certainly consider it.

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

Dokuro Coming to PlayStation Vita in October

If you’re looking for something to play on your PlayStation Vita, you may be pleased to learn that Dokuro has been slated for an October release in North America. Its release window in other territories is still unknown.

According to the PlayStation Blog -- and more notably a post from developer Antonio Cara – “With a captivating chalk-drawn setting and adorable fairytale themes, Dokuro provides a unique platform-puzzle experience that will flex your mind and heart!” The game revolves around a character named Dokuro who’s on a quest to save a “beautiful princess” from a foe known only as Dark Lord.

The thing is, this gorgeous princess isn’t too sharp, and “pays no mind to imminent danger… automatically [moving] forward until she reaches an obstacle she cannot cross.” As such, “Dokuro’s main goal is to get the Princess from point A to point B. Naturally, the path is always complicated by traps, pitfalls, and the occasional flying demon. These puzzles will take all the moxie and gumption you can muster as you travel through floors of ever-increasing complexity.”

Keep an eye out on IGN this October for a full review.

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

Wednesday, September 12, 2012

Captain America #17 Review

Considering that Ed Brubaker is about to wrap up a near eight-year stint on Captain America, you'd think the current series would be building towards an amazingly epic finish. Sadly, his run now seems poised to go out with a whimper rather than a bang. Though this arc does address some lingering plot threads, on the whole it just reads like filler until Brubaker's last hurrah in issue #19.

The problems with New World Orders are varied. The general premise of Americans being driven to violence and madness by a crazed TV pundit feels too similar to Fear Itself. The villains behind this latest outbreak of fear, the Discordians, are little more than faceless, slightly goofy-looking punching bags. At least Baron Zemo is still in the picture to lend a little bit of color to the conflict. It would have been nice if the cover didn't spoil the Zemo/Sharon Carter showdown, though.

Characterization is also a major problem in this arc. The love triangle between Cap, Sharon, and Diamondback seems forced and unnecessary. The interaction between Cap and Falcon on the helicarrier is full of stilted and even preachy dialogue as they bicker over the validity of the riots. With Brubaker taking a step back for this arc, the characters simply don't tread like they have for the past eight years.

The one element this arc has going for it is Scot Eaton's artwork. Eaton's work makes up for its lack of flashy style with a solid storytelling foundation and powerful, detailed figures. Eaton is a worthy follow-up to the likes of Steve McNiven and Alan Davis. He proves himself equally adept at massive riot scenes or outlandish shootouts on the moon. It's just a shame that this arc isn't half as interesting as that last sentence makes it sound.

Jesse is a writer for IGN Comics and IGN Movies. He can't wait until he's old enough to feel ways about stuff. Follow Jesse on Twitter, or find him on IGN.


Source : ign[dot]com

When Will Marvel's Ant-Man Shoot?

With Marvel's "Phase 2" in full force -- including a sequel run for Iron Man, Thor, Captain America and Avengers -- it's easy to forget that Edgar Wright's Ant-Man is still waiting patiently on the sidelines, just itching to get made.

However, it now sounds like Captain America may have a hitch in his giddy up. According to Chris Evans, who was making the interview rounds at the Toronto International Film Festival this weekend, production for Captain America: The Winter Soldier is now scheduled to begin in March instead of the end of this year. This leaves a gap in Marvel's shooting schedule between Thor: The Dark World and Cap 2. As a result, it's possible that Ant-Man could fill that gap.

As Screen Rant points out, director Edgar Wright recently noted that he could begin shooting the film in London directly after Thor 2 wraps production. Additionally, Marvel heads Louis D'Esposito and Kevin Feige have hinted that Ant-Man could hit theaters as soon as 2014, which means the studio could be lined up for three major releases in one year.

Should Ant-Man nab the production slot, fans can expect to see casting announcements in the very near future.

As it stands, Iron Man 3 is scheduled to hit theaters on May 3, 2013; Thor: The Dark World on November 3, 2013; Captain America: The Winter Soldier on April 14, 2014; Guardians of the Galaxy on August 1, 2014; and The Avengers 2 on May 1, 2015.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : ign[dot]com

Monday, September 10, 2012

Chris Evans on Captain America 2 Start Date

Actor Chris Evans was asked about the status of Captain America: The Winter Soldier while doing press at this week's Toronto International Film Festival.

Collider's Steve Weintraub tweets that Evans informed him that the Cap sequel starts filming March 2013.

The Russo brothers are directing Cap 2 from a script by Christopher Markus and Stephen McFeely. In addition to Evans reprising his role as Steve Rogers, the cast includes Sebastian Stan back as Bucky, aka the titular Winter Soldier, and Anthony Mackie as Sam Wilson, aka Falcon.

Captain America: The Winter Soldier opens April 4, 2014.


Source : ign[dot]com

Sunday, September 2, 2012

The Possession Burns Up the Box Office

Proving yet again that America loves itself some exorcism movies, producer Sam Raimi's The Possession did better than expected to win the box office crown this Labor Day weekend, dethroning The Expendables 2 after two weeks on top.

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Here are the weekend estimates via Rentrak:

  1. The Possession 17.7 million
  2. Lawless $9.7 million
  3. The Expendables 2 $8.8 million
  4. The Bourne Legacy $7.2 million
  5. ParaNorman $6.6 million
  6. The Odd Life of Timothy Green $6.1 million
  7. The Dark Knight Rises $5.9 million
  8. The Campaign $5.4 million
  9. 2016: Obama's America $5.1 million
  10. Hope Springs $4.7 million

The re-release of Marvel's The Avengers into 1,700 theaters earned $1.7 million, ranking it in 14th place.

The worst news this weekend is for The Oogieloves in the Big Balloon Adventure, the kid flick featuring Toni Braxton, Christopher Lloyd, Chazz Palminteri, Cary Elwes and Jaime Pressly. The $20 million film opened in 2,160 theaters earning just $448,000 or a mere $207 per theater average, making it the new worst ever wide release opening. Yes, even worse than Creature or Delgo.

Listen to Keepin' It Reel to find out how we did with our box office predictions!


Source : ign[dot]com

Tuesday, August 28, 2012

Rebooted Batman to Debut in Justice League Movie?

Rumor has it that the live-action Justice League of America movie will also ostensibly serve as the reboot of Batman on the big screen.

Batman-on-Film reports that a "solid as they come" source tells them the Batman "reboot will come after the JL film, not before. Therefore, the new cinematic Batman will be introduced in the JL film as opposed to a solo film. This would ... assure the new Batman film series will be part of a 'DC Cinematic Universe.'"

The site cautions, however, that while their source is legit, they still advise readers to take the rumor "with a grain of salt" for now.

Next summer's Man of Steel is expected to be the final DC Comics movie until at least 2015, when scuttlebutt suggests the JLA film will be released.

JLA is being scripted by Will Beall. No director is currently involved, although recent reports claims the Wachowskis are high up on Warner Bros.' wish list to helm it.


Source : ign[dot]com

Monday, August 27, 2012

The Newest PlayStation Plus Perks Are…

Sony has revealed the newest perks that will be available to PlayStation Plus subscribers in the coming weeks (in North America). So let’s get right into it.

Starting on Tuesday, August 28th, players can expect discounts for Lights, Camera, Party!, Space Channel 5: Part 2 and Spelunker HD. Discounts for all three games brings costs way down: Lights, Camera, Party! goes from $29.99 to $15.00, Space Channel 5: Part 2 from $4.99 to $2.99, and Spelunker HD from $9.99 to $5.00. The later also gets steep discounts to its DLC.

During the update rolling out the next Tuesday, September 4th, the big perk during this announcement comes into effect. Borderlands will be completely free for PlayStation Plus users, and all of its DLC will be slashed in price as well. Daytona USA and Greed Corp will also be discounted. The former goes from $4.99 to $2.99, and the latter falls from $4.99 to $2.50.

The post outlining this update also promises more information soon on when Plus will be migrating over to PlayStation Vita, as well as when the size update for cloud saving (from 150 MB to a full gig) will be rolling out. So keep an eye out for that information soon.

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

Saturday, August 25, 2012

Wachowskis Rumored as Justice League Director Contenders

Warner Bros. is actively looking for a director to finally bring their live-action Justice League of America movie to life. Ben Affleck recently shot down reports that he might do the film, and now there's a rumor that the studio is looking at not one but two filmmakers to direct JLA: Lana Wachowski and Andy Wachowski.

According to Moviehole, the sibling directors behind the Matrix trilogy, Speed Racer and the upcoming sci-fi epic Cloud Atlas are on the studio's list of possible contenders to helm JLA, which was scripted by Gangster Squad's Will Beall. The site claims the studio is "apparently jazzed with Cloud Atlas, and love that it’s as much a spectacle as it is a showcase for the immense ensemble involved, so it makes sense the W’s are under consideration. Justice League needs to be as big on character, as it does bells & whistles, and the Wachowski’s could probably offer that."

Moviehole cautions, however, that  the Wachowskis "definitely like to work at their own speed, and definitely like to do their ‘own’ thing as opposed to being merely one ‘cog’ in a venture, so I can’t see them jumping through hoops to pull the strings on a ‘we want it done now’ large corporate statement like this. Still, exciting possibility nonetheless."

The Wachowskis are no strangers to adapting DC Comics for the big screen. They produced the feature film version of V for Vendetta and once tried to turn Plastic Man into a movie, but to no avail.

Mad Max's George Miller came closest to making JLA a few years ago, casting Armie Hammer as Batman, Common as Green Lantern, and Adam Brody as Flash.


Source : ign[dot]com

Ben Affleck Denies Justice League Reports

Actor-director Ben Affleck has shot down recent reports that he's up for helming Warner Bros.' Justice League of America movie.

In a chat with 24 Hours Vancouver, the Oscar winner said, "I'm not working on the Justice League. One of the problems with entertainment web sites is that they need to fill pages, and that's how rumours get started."

Affleck added, "Justice League sounds really exciting, but it's not something I'm working on."


Source : ign[dot]com