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Showing posts with label haven. Show all posts
Showing posts with label haven. Show all posts

Friday, November 2, 2012

Dark Souls' Miyazaki Talks Artorias of the Abyss

[Note: This is an interview with Dark Souls' director Hidetaka Miyazaki about the recently-released DLC content, and contains plot spoilers. Why haven't you played it yet?]

Dark Souls is an all-time masterpiece hall-of-famer, and one that's met with enough success to warrant an extension. The 'Artorias of the Abyss' DLC, now available on all platforms, adds a series of substantial linked areas, plus some superb new bosses and equipment – and also manages that Miyazaki trick of filling in blanks while suggesting a few new ones. The DLC is set in Dark Souls' past, in a kingdom called Oolacile beset by the Abyss, all accessed through the minor detail of a pendant.

“Oolacile is a kingdom of sorcery that had been ruined when the original story unfolded,” explains Miyazaki. “The additional content is set about a hundred years before Oolacile was ruined. In this kingdom, the sorceries are peculiar light spells that are different from the common ones in the original story.” Oolacile spells from the original game tended to be non-offensive and even charming magic – producing light, hiding things, disguising yourself. Tricks.

But in this Oolacile you find ridiculously strong dark magic and pyromancies. Sorceries designed to kill in direct, high-damage ways. “As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them,” says Miyazaki. “The darkness leads to the Abyss, which is a keyword this time.”

The Abyss is your ultimate destination, but before that comes Knight Artorias the Abysswalker – a name that resonates throughout the original game's story. The DLC ties up the Artorias thread neatly, but introduces some seemingly contradictory details about his past. Or perhaps we're taking too much at face value.

As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them.

“There is not a contradiction,” says Miyazaki. “The lore of Artorias that prevailed in the original story is very old, so that it is uncertain.” Things we thought we knew may be false? Argh Hidetaka, don't do this to me! “Hence by experiencing the story of the additional content there's a partial view of new facts, and the newly unveiled lore will show players another dimension. I suppose this is what lore is like and why it is attractive.”

Amen to that. After Artorias the DLC's final stretch goes to the bottom of the Abyss, where its father Manus dwells. This boss isn't just one of the best fights in the entire Souls series, but carries many answers about the nature of the Dark Soul itself – as well as being, at bottom, a human who goes crazy over a pendant. Sound familiar?

When Dark Souls first came out, an answer Miyazaki gave in a Famitsu interview said he'd choose either nothing or a pendant for his starting gift in Dark Souls. The pendant, which has no in-game function, became a focal point for the wilder elements of the community, and the centre of every conspiracy theory going.

I ask Miyazaki whether Manus is a little dig at the series' more obsessive players. “That is a very interesting consideration,” says the devilish fox. “But I suppose I did not include the meaning.” And as for the original pendant speculation, brace yourselves Dark Soulers for Miyazaki's final word: “When it comes to the pendant, I actually had a little bit of an intention to play a prank.”

On that bombshell, perhaps it's time to move onto practical matters. The DLC adds several new weapons acquired in typical Souls fashion, such as the pimpin' sweet tracer set that can be acquired by killing the grieving lover of a guy you also killed. “It is hard to pick up one weapon for players to see but the tracers you point out are good ones I would like them to check,” says Miyazaki. “Since we did all the basic weapons in Dark Souls, these additional ones may look different. Most have a specific image of the user in them, so they tend to be peculiar according to that. I suppose the tracers strongly reflect an image of a particular user – they look like a rare set of weapons, both of which are different in the way they are handled.”

It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls.

There's only one thing you can say to that: gnomic. I asked Miyazaki about some more specific ongoing aspects of Dark Souls play, such as the Gravelord covenant – is it true players can only see the black phantoms in NG+ and above? “That is almost true,” Miyazaki almost answers. “In Dark Souls' design the position of enemies is fixed, so we could have intended to make the effect of Gravelord Covenant a new element seen in the second try after the game's ending. To be honest, I suppose I could have made it better.”

This leads us to the murkier waters of Dark Souls' entire online experience, a rather partial realisation of its wonderful concepts on which Miyazaki politely declines to comment. He's much happier talking about general principles than concrete information, the big ideas rather than the tiny details – like the difference in world design between the two Souls games. “It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls,” he says. “But at the first development stage of Dark Souls I drew up a plan to implement the huge seamless map.”

I wonder about how fleshed-out some of the Dark Souls world is – do these names on the wind like Salaman have a specific history, did they ever even exist in some form? “Salaman is a character that has an important role, along with the witches of Izalith, in the story of pyromancy rather than in the story of Dark Souls,” says Miyazaki. “Salaman’s story was created to introduce a concept of pyromancy but, as you say, only his name appeared in the original story. His visual image has actually been created and he is one of my favourite characters. I have many favourite characters related to pyromancy as well as him.”

One of the few cheerful faces in Dark Souls is a pyromancer, Laurentius, but it's kind of interesting that there are any at all. I ask Miyazaki why he puts jolly characters in such a grim world, and with such grim endings. “As the creator of them I am very happy with your description of 'jolly characters',” Miyazaki says. “I think of serious characters like seedlings scattered over waste lands, hiding sorrow in their minds. But if I try to draw such characters, sometimes the seeds bloom unexpectedly. Having said that, I believe that some of the endings were what the characters hoped.”

I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood.

The man's a poet. We move onto Dark Souls' iconography and specifically its veneration, in a traditionally religious sense, of femininity and the associative bounty, fertility, etc. It's the main reason Gwynevere's such a good gag, I think. Then there's that strange female-only role of the Firekeeper, one that seems to be pretty crucial but is never fully explained, in a game about fire.

“I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood,” says Miyazaki. “Also, one of my favourite Japanese cartoons is 'Yasuragi no Yakata' written by the famous Fujiko Fujio. A huge woman appears for a little in that scary story. When it comes to firekeepers, I assume that there is a kind of illusion for women in my mind.” You ain't seen nothing yet. “Finding a reason why I am attracted by huge women would be possible but I would not like to do it so far.”

Perhaps that is it. There's always a reason for everything, it's just whether you're prepared to look – the Souls games put enormous care and attention into details that only a handful of their players will ever see or think about. I ask Miyazaki if he likes this idea or not. “I am glad if users think so,” Miyazaki says. “I would like Dark Souls to be a broad exploration game filled with so many veiled things and details. A broad map that lacks details cannot be attractive for users who want to explore it in depth. Having said that, the reason why I put a lot of care into details might be much more simple. I enjoy the process of adding elaboration into games, and like to communicate with users through the details I create.”

The success of Dark Souls suggests a new entry in the series should be cooking away in From Software's wonder factory – we can only pray. I ask if the Artorias of the Abyss DLC finishes things for Dark Souls. “We are not planning to release more additional content so far,” says the gnomic Miyazaki, gnomically.  Come on then, is the next game called Dragon's Souls or what? “This is also a very interesting thought,” says the probably uninterested Miyazaki. “But so far I can not say anything about sequels. I am sorry but it is uncertain whether I can get involved in the next sequel yet. I would also like to avoid giving confusion by saying something wrong at this stage.”

Well, you can't say fairer than that.

One does not really interview Hidetaka Miyazaki so much as temporarily observe him. The director of both Demon's and Dark Souls is that rarest of things in videogames – a creator that, like his works, remains something of a mystery. When you play them it all makes sense. Miyazaki's games do anything but give the player answers, slowly unfolding their few concrete details into even more questions. Straight talking from Miyazaki, in other words, would in some way betray his creations. And what creations they are.


Source : ign[dot]com

Thursday, October 11, 2012

New Gaikai Site Teases Uncharted, Mass Effect and More

We haven't heard much from cloud gaming service Gaikai since Sony acquired it earlier this year, but that's changed this morning as the service's official site has been updated with an image that teases a wealth of PlayStation 3 classic content.

The image on the homepage, which you can see below, shows off iconic characters from a number of franchises that have appeared on Sony's console over the years, while clicking on other areas of the site unveils even more.

The games that appear somewhere on the site are Metal Gear Solid 4, Mass Effect 3, LittleBigPlanet, God of War III, Uncharted: Drake's Fortune, Killzone and Infamous.

Alongside the new layout and images, a statement on the site reads, "Over the past several years, we've worked tirelessly to re-define the way people access and play video games. We developed amazing streaming technology, assembled an accomplished management team, and built the world's most widespread cloud gaming network.

"And while we think all of that is pretty cool, we're not done yet. As a new member of the Sony Computer Entertainment family, we're working even harder to ensure the world's best entertainment content is delivered instantly to you, no matter where you are in the world."

Sony has previously voiced its support for backwards compatibility, and we've speculated about how Gaikai could be the means through which the company could make all its old franchises available through streaming.

Luke Karmali is IGN's UK Editorial Assistant and is glad we've all moved on from making FF7 jokes about cloud gaming. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

New Gaikai Site Teases Uncharted, Mass Effect and More

We haven't heard much from cloud gaming service Gaikai since Sony acquired it earlier this year, but that's changed this morning as the service's official site has been updated with an image that teases a wealth of PlayStation 3 classic content.

The image on the homepage, which you can see below, shows off iconic characters from a number of franchises that have appeared on Sony's console over the years, while clicking on other areas of the site unveils even more.

The games that appear somewhere on the site are Metal Gear Solid 4, Mass Effect 3, LittleBigPlanet, God of War III, Uncharted: Drake's Fortune, Killzone and Infamous.

Alongside the new layout and images, a statement on the site reads, "Over the past several years, we've worked tirelessly to re-define the way people access and play video games. We developed amazing streaming technology, assembled an accomplished management team, and built the world's most widespread cloud gaming network.

"And while we think all of that is pretty cool, we're not done yet. As a new member of the Sony Computer Entertainment family, we're working even harder to ensure the world's best entertainment content is delivered instantly to you, no matter where you are in the world."

Sony has previously voiced its support for backwards compatibility, and we've speculated about how Gaikai could be the means through which the company could make all its old franchises available through streaming.

Luke Karmali is IGN's UK Editorial Assistant and is glad we've all moved on from making FF7 jokes about cloud gaming. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, September 26, 2012

Call of Duty: Black Ops 2 -- Everything We Know About Zombies

After months of speculating, the veil has finally been lifted on Call of Duty: Black Ops 2's Zombie gameplay. While we still haven't gotten a chance to try it, a recent visit to Treyarch resulted in a glut of information about the evolution of the mode, and what fans can expect on November 13th. What started as something simple and silly, a treat for those who beat Call of Duty: World at War, is being developed into the biggest, most fully-featured Zombies game yet.

See the new zombies trailer right here.

The biggest change to Call of Duty: Black Ops 2's Zombie gameplay comes in the form of its campaign mode. Titled Tranzit, this tosses you and up to three of your friends into the biggest world the team at Treyarch has ever created for Zombies. Your goal in Tranzit is simple: kill all the undead that you come across and leave a trail of bodies in your wake. You and your team jump between a number of locales along the way, doing what appears to be defensive stands and clearing them out before moving on to the next place. However, getting from place to place isn't a simple loading screen, but instead requires you to get there by foot or by bus. It's unclear whether or not you'll be able to steer the bus, but the first trailer makes it pretty clear you'll be defending yourself and perhaps even building barricades in order to survive the journey between survival spots.

You'll also have plenty to look out for while you're battling in the zombie-infested wasteland, as Tranzit now includes "buildables," something Treyarch describes as elements you can put together to do things like open up new parts of the world or make weapons. As for how the campaign ends? That's anyone's guess. Treyarch is playing whatever story it's inserting into Tranzit close to its chest, which fits with its strategy of letting the fans parse together the narrative through message boards and other online communities.

If Tranzit doesn't sound like your thing, if you're the type of person that just wants to hop in with friends and defend a single position, you'll be pleased to hear that Survival mode is returning with Black Ops 2. Playable either solo or with three friends, Survival offers the classic survival experience wherein you build defenses and hold out. The nitty-gritty details haven't been discussed, but the environments you play in are apparently custom-made takes on locations from the Tranzit campaign.

Cooperative play isn't for everyone, and while Black Ops 2 will feature a competitive multiplayer mode as well, Treyarch's also developing a new take on competitive play for Zombies called Grief. Internally the team at Treyarch likes to refer to Grief as "4z4," because unlike traditional competitive games both sides have to deal with a third party that wants their brains -- the Zombies. In Grief, your only goal is to have your team outlive the other, but, unlike every other Call of Duty mode you've ever played, you can't shoot other players. Instead you have to "grief" them and get the zombies to do the work for you. Treyarch's being disappointingly mum in regards to how "griefing" actually works, so for now we're left to speculate about how we'll be attempting to kill our friends come November.

If there's a rule or any other part of Zombies' three modes that you don't like, Treyarch wants you to tweak them and create your own using the Custom games feature -- a first for Zombies. You can live out your hardcore zombie fantasy and make it so only headshots kill, turn off magic items and set your starting round.

 

Previously, the Zombie portion of Treyarch's Call of Duty games felt like a distraction, a way to break up the multi-hour sessions with the competitive multiplayer. Black Ops 2 aims to change it into something on par with the multiplayer and campaign. This isn't just a mode, it's a series of modes buried within a game, a testament to Treyarch's dedication to the fans. Without their input and devotion, Zombies wouldn't exist as it does today.


Source : ign[dot]com

Friday, September 21, 2012

The 9 Craziest Headlines of iPhone 5 Week

Now that everyone who wanted an iPhone 5 badly enough to wait in line in the cold has one, we're just going to get all the funniest stories we haven't covered yet out of our system at once.

Fox News reports the iPhone 5 will have a laser-keyboard and holographic display.

Mixing up a year-old concept video with on-the-ground footage led to a pretty amusing if utterly blundering couple seconds of programming at Fox.

Verizon CFO takes this opportunity to say "That Whole Unlimited Thing" was a Fad.

"…unlimited is just a word, it doesn’t really mean anything…. I think a lot of consumers think they consume a lot more data than they really do. So that whole unlimited thing I think is going by the wayside, and they see the benefit of shared [data]."

That's what Fran Shammo, CFO of Verizon, had to say about iPhone 5-buyers ditching their unlimited data plans. Sure Fran, it's not that Verizon's quit subsidizing phones for folks with unlimited plans; it's that we "see the benefit" of paying extra to get a data cap.

Of course, given that Verizon throttles the top 5 percent of its 3G users, it's hardly news that "unlimited is just a word" to them.

Source: Verizon

Samsung releases ad viciously mocking iPhone hipsters. Exactly like last time.

Last November, Samsung took a page out of Apple's book - not by copying the iPhone, but by copying Apple's "I'm a Mac, I'm a PC" ad campaign from a few years ago. If you'd like to see more of the same, good news: Samsung has refreshed its ad about how people who want iPhones are dumb and annoying while people who have a GS3 are smart and cool.

https://www.youtube.com/watch?feature=player_detailpage&v=nf5-Prx19ZM

Apparently everyone agrees on one thing: a bigger screen is a better screen.

iPhone 5 queue is "retarded, superficial and pretentious," says girl in iPhone 5 queue.

Because time zones are a thing, Australia was the first country to get the iPhone 5 in stores. Apparently, Samsung's ad-execs aren't the only people who think everyone waiting in line for a new iPhone is an annoying hipster. Even the people in line for a new iPhone think so. A girl who waited overnight in flannel Cookie Monster pajamas (could we make this up?) to be second in line for the iPhone 5 referred to her compatriots as "absolutely retarded, superficial and pretentious."

Source: The Register

iOS 6 stole its clock face from a Swiss railroad co.

The design of Apple's new clock app is so clean! The only problem: it's been "borrowed" (as in not properly licensed) from the clock faces of Swiss rail company SBB. The company has stated that while they don't want Apple to stop using it, they do want to get paid.

Source: The Verge

Instead of apologizing for the new Maps, Apple goes on a hiring spree to fix it.

Okay, 6 new job postings at a company as big as Apple is barely news. But we needed an excuse to link to The Amazing iOS 6 Maps again.

Source: BGR

Burglars were among the first to get an iPhone 5. And they've got lots.

London residents hoping to pick up an iPhone 5 at the O2 Store near Wimbledon this morning were disappointed, because the store's entire shipment of iPhone 5 handsets (about 250) was stolen before the store opened for business.

In Japan, nearly 200 iPhone 5s were stolen from multiple stores in Osaka.

Source: CNet, WSJ

Some people bought an iPhone 5 just to break it.

We appreciate what the guys at iFixit do, but isn't there something sort of insane about buying an iPhone just to find out whether taking it apart will turn it into a paper-weight? No? How about throwing it at the ground with more and more force until the screen shatters?

Yes. It is possible to shatter the iPhone 5's glass screen.

Steve Wozniak's already tired of his iPhone 5, wants an iPhone 45.

You read that right (well, maybe). Speaking at a conference in Brisbane yesterday, Apple co-founder Steve Wozniak said he's more excited about the iPhone 45 (forty-five!) than the iPhone he's got right now. Why? In his words, "In 40 years we will have computers that are conscious, that have feelings, that have a personality."

Is Woz scared? Nope; he can't wait. "My iPhone [45] will know so much about me. I won't want you humans."

On the other hand, it's fun to imagine how ridiculous we'll think the iPhone 5 was when we look back in 20 or 30 years…

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : ign[dot]com

Tuesday, August 21, 2012

Wield Godlike Power in Harold, a Playable Saturday Morning Cartoon

“My goal is to create a downloadable game with the quality of a triple-A game.”

Sure, like I haven’t heard a game developer tell me that a thousand times before. But for Moonspider Studios CEO Loris Malek, he’s taking aim at his goal by somewhat nontraditional gaming means: he’s hired a team of the most talented 2D animators he can find and is creating a Don Bluth cartoon that happens to be playable with a controller.

Yes, animation has been given top priority in Harold, a sidescrolling platformer where you control a veritable doofus. See, you’re a guardian angel’s apprentice, and in order get your people-protecting Master’s degree, as it were, you must complete the final exam in which you steer the clumsy Harold through timed obstacle runs where pratfalls and dangers constantly befall him.

The obstacle course also happens to be a race against other sad-sack mortals, however, so you’re competing with your fellow guardian angel apprentices for the top finish times. As such, you’ll need to egg Harold on with divine bolts of lightning, sabotage other racers, and use your godlike powers to look ahead in the race and clear a path for Harold as he ignorantly runs toward certain death.

And prepping the course for a smooth run is all you need to worry about, big job though it may be, as you don’t actually control Harold’s movements outside of jumping. Like the 2009 LucasArts platformer Lucidity, the stage is constantly advancing and you can’t stop it. Your job is to make sure Harold doesn’t kill himself, thereby causing you to flunk your guardian angel SAT.

Things start simply enough, but before long you’ll be constantly juggling hazards and looking for any shortcut you can in order to shave precious seconds off of Harold’s time. Gators ahead in a river you need to traverse? Give ‘em a holy whack on the noggin with your divine hammer. Is Harold nervously tiptoeing across a teetering plank bridge? Give him a nudge forward by pulling the bridge tight at each end and then release it to rubber-band snap the young man into gear. A total of four worlds – desert, jungle, beach, and snow – house multiple stages each, adding up to a pre-replayability total of about 6-8 hours of gameplay.

And as for those animations? You truly have not seen a video game look like this since…well, ever. “I wanted to make the first game that would look like a Walt Disney movie,” Malek says enthusiastically.

It shows. Film-quality cartoon cutscenes form the introductory sequence, finale, map introductions, and even mid-race moments. Harold is one game where you’re not likely to want to skip any of the cutscenes. Now that would be a divine miracle.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Monday, August 20, 2012

Star Trek: How to Make a Movie Tie-In That's Good

We've still not seen much of Star Trek. Yes, a new trailer came out at Gamescom, but we still haven't played the game. Normally this would be a bad sign – a signal that the game isn't up to scratch, perhaps; that it's a bit of a rushed job. You know, the sort of thing we've come to expect from movie tie-ins over the years.

But Brian Miller, senior VP of games at Paramount Pictures, says that the new Star Trek game, based on the critically-acclaimed and commercially-successful J.J. Abrams's reboot, is the exact opposite.

"We had a conversation about why movie games don’t work," says Miller. "Most of them aren't very good. And we tried to figure out why that was. Because even though people loved the movies, and you’d think they'd want to play those games because of the characters, most movie tie-ins just don't work.

And after sitting down with creatives from Bad Robot (J.J. Abrams' production studio), they came up with a few reasons.

"One of the biggest reasons was that you don’t give those types of games enough time. By the time you start filming a movie to the time you get ready to have it in theatres, you’re lucky to have 12 months for a developer to really work on a game. That’s not enough time. That’s not enought time to do it right. So by the time Star Trek comes out early 2013, we’ll have been working on the game for around 3 years. So that problem has been solved."

Star Trek is the ideal property out of which to make a co-op title. It centres on one of popular cultures most enduring friendships, right up there with Han and Chewie, Woody and Buzz. At the same time there is a danger that having such an iconic, strongly-defined pair of characters at its core might prove too chafing for players. So many video game characters are, of course, purposefully devoid of personality.

Kirk is headstrong, impulsive. Spock is thoughtful, measured. The game will subtly encourage players to play in character. "For Kirk we have a lot of upgrades and bonuses for doing things that Kirk does," says Miller. "So his shooting ability is much better than Spock’s. But Spock is half-vulcan so he runs a little faster and jumps a little further." He wouldn't be drawn on how else the game would incentivise gameplay that was consistent with the character, but it's clear that it's in no way compulsory. You can still be gun-hoe as Spock or a more strategic Kirk. But the personality of each character is very much embodied in their actions. I briefly saw some pre-Alpha footage of a stealth-based mission, in which Kirk and Spock have to make their way through a series of corridors down which Gorn sentinels are patrolling. If Kirk gets the jump on one the scaly foes, he brutally snaps its neck or slams its face into a nearby surface (a bit like Nathan Drake). But Spock takes them down using a more characteristically restrained Vulcan neck pinch.

A lot of times these games become a little piece of merchandise – you put it right next to the lunchbox and the t-shirt and hat that you sell.

"When you make a co-op game, the AI is the main thing you have to worry about," says Miller. "If the AI isn’t great and breaks, it ruins the entire experience of the game. So our developer, Digital Extremes, has had that at the top of the list right from the beginning. It is a little bit different depending on who you play as. We have a lot of banter that we’ve recorded where it’s Spock being frustrated with Kirk doing stuff. And Kirk being frustrated with Spock."

But it's more than just gameplay tactics. Depending on which character you play as, you'll experience different things in the game. One of Spock's most famed abilities is the Mind Meld. It even featured in Abrams's recent reboot. I was told that at certain points in the game Spock will be able to fuse his consciousness with various characters in the game, glimpsing their memories. This dreamy cinematic will only be experienced by the player controlling Spock. Kirk will just see Spock engaging in the Mind Meld. If you're playing online with a friend, you'll have to ask them what's going on.

Another one the problems with movie tie-ins that Miller and his team quickly identified was not believing and funding the game properly. "A lot of times these games become a little piece of merchandise – you put it right next to the lunchbox and the t-shirt and hat that you sell. But to do a game right you can’t really think of it like that. We’ve invested heavily to compete with all of the other triple-A level games that are out there. It’s not something that is just a byproduct."

This is demonstrated by the creative talent that Miller is more than happy to boast about. From the special effects team over at ILM sharing assets of the Enterprise – so it's the exact same model in the game as in the latest movie – to writer Bob Orci helping out with the script and Academy Award winning composer Michael Giacchino being consulted on the score. And unlike most tie-in games, it has the voices of the entire cast, giving the game that unparalleled authenticity.

It's all very impressive, but what's more heartening for the Trekkie is that the attention to detail and the fondness for the original show that served Abrams's reboot so well is present in the game, too. One of the things that made Abram's Star Trek reboot so good was it did new things without forgetting its heritage. It was, after all, that strangest and most paradoxical of things: a canonical reboot, linking together both the new and the old.

It was shocking to us that the Gorn have remained in the public consciousness for so long, and so well.

The choice of enemy is emblematic of this affection. The Gorn has endured in the popular consciousness. It might be down to the ropey effects – it's quite clearly a green rubber suit – but Miller thinks it's something more. "When we sat down, and said ‘Who do you pick as the villain?’ The Gorn were at the top of the list. It was shocking to us that the Gorn have remained in the public consciousness for so long, and so well. And people love that character, as do we. They were in one episode, 45 years ago. And for something to last that long and be that popular, clearly there was something in there."

The Gorn first appeared in the episode Arena. And in the style of Abrams' affectionate reboot, it's a moment in Trek history that will be acknowledged in the game. "That whole episode – Arena – is so imporant because it’s Kirk fighting the Gorn in an arena," says Miller. "It’s a big staged event. And we do have – and I think I’m telling you for the first time and I probably shouldn’t – but we do have a moment where we reference the whole arena fight, where we can throw Kirk back into that mess."

When I asked Miller if fans could expect any more classic Trek moments to be referenced, he smiled and said, "Yes. The only one I’ll hint at is there’s a great moment... I’ll put it this way. If you’re playing a co-op game where you’re set up to work together, it would be a great moment if Kirk and Spock were actually pitted against each other. And there’s a very classic episode we may be making reference to." Miller is alluding to Amok Time, a classic episode from the original series in which Kirk and Spock face-off in a fight to the death on Spock's home planet of Vulcan. 

Miller knows why movie tie-in games tend not to succeed. He also knows what made J.J. Abrams's reboot so good. Hopefully, the extra time the game has been in development, its production values, and its love of the original show will make Star Trek a movie tie-in which isn't just a glorified piece of merchandise but the quality co-op experience it could be.

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Sunday, August 5, 2012

Breaking Bad: "Fifty-One" Review

Note: Full spoilers for the episode follow.

Rian Johnson, who directed this episode, is awesome. Brick is fantastic; see it if you haven’t. His next movie, Looper, looks good. Johnson’s ideas waffle between incredulous and bizarrely mundane, but the focus on the bare bones of a scene or story (e.g.: the dialogue; the acting) and getting into the heads of his characters can make even the most absurd story realistic.

You can see it in the way characters talk to one another; the close-ups on their faces; the subtle droning tones. It’s not manipulative, but it draws you in. When Walt, Hank, Marie and Skyler are all outside, having dinner together, the entire scene is about Skyler about to break; and when it comes to a head—when Walt describes how Skyler was there for him, taking care of him during the cancer, one year ago—the camera doesn’t shift to the table at all. It is entirely on Skyler, her face unmoved with a twinge of regret, cut-to her point of view of the pool, cut-to her face. Cut to her walking into the pool.

Got dang. Even if “distressed person jumping into the pool” is a cliché, it worked wonderfully here.

“Fifty One” is a beautiful episode. Compared to Johnson’s last directed episode of Breaking Bad, “Fly,” it fits a lot more seamlessly into Breaking Bad’s catalog and especially into this season.

There was a lot to love in this one.

First, Skyler melted down. While I think there’s been a lot of misguidance on her character throughout the series—a good deal of it because fan reaction to her was so oddly visceral—“Fifty One” took a second to explore the depths of her fear and articulated it perfectly in one of the best scenes in this show’s history.

Just before that scene between Walt and Skyler, Marie and Hank talked to Walt about Skyler and brought up taking care of the kids while they work out their differences and of course this is Walt’s soft spot. Though Skyler’s clearly been out of sorts in the last few episodes, Walt’s ignored it. Now that the kids were being taken away—and how about those early scenes where Walt and Walt Jr. were connecting?—Walt needed some answers. She’s breaking up the family.

And this is the scene that gets BB another few Emmys in hand. The entire scene is so natural and familiar, it’s less like we’re watching a show and more like we’re seeing into some family’s life. The line between Cranston and Walt was severely blurred in this one. Nothing is brought out into the open unnaturally.

The whole scene was almost cut from a brilliant play, which, for a series that’s so excellent on so many levels, is something we haven’t seen before. The conversation ebbs and flows, from an early “OK, we need to talk” sentiment to a pretty harsh tone of implied domestic abuse one-upmanship and backhanded, subversive threats. When Walt knew she had the upper hand, he attacked her ability to plan and she broke down: “I don’t know!! This is the best I can come up with! I’ll count every minute the kids are away from you as a victory.”

Anna Gunn was fantastic in this scene. She was fantastic in the whole episode. This was her finest work yet on the series.

Lydia returned in this one and she attempted to game the system. I like Lydia. It’s not because she’s smart or clever or mean or anything, but she’s so type A and stressful and the fingernail biting and the wrong shoe wearing and etc. etc. I love it. She’s not a good person, but hey, who is in this series?

Yo soy Heisenberg!

Yo soy Heisenberg!

When she convinced Jesse (who, ya know, can get fooled like we can) that the can was lo-jacked by the DEA and Mike saw through it, you knew she was done for. What was kind of weird was when Jesse stopped him and Mike called him sexist for thinking she didn’t deserve to die, just like he was when Mike let her live. I haven’t seen many instances of character confusion in this series, but this was one—Mike let her live because his soft spot is for people who have one last wish to speak with family before they die.

Either way, I’m looking forward to where Lydia takes us.

Maybe most important was the Heisenberg hat is back to full throttle. I love that hat. It’s kinda dorky, but it makes Walt feel so empowered, you kind of want him to have it.

“Fifty One” packed a punch. It didn’t have any explosions, but it was cathartic and demonstrated just what Breaking Bad can do best: hard-hitting dialogue, powerful acting and cool directing and editing, with a few laughs and some fun here and there.

What’s most impressive this season is how everything has been building toward a crescendo. Yeah, Season 1 through 4 were all pointing to this season, but even the episodes within this season itself are pointing to something greater; some great cataclysmic ending. I don’t know if there’s anything that can match this kind of build-up, but the series has taken a turn for the epic and I think we all know it.


Source : ign[dot]com

Thursday, August 2, 2012

The Sims 3: Seasons First Details and Announcement

EA has just announced the next Sims expansion, The Sims 3: Seasons. In case you haven't guessed it, this expansion pack adds the oft-requested seasons to the world of The Sims. Now your Sims will have a chance to interact with changing weather, as well as participate in various festivities associated with the seasons.

Sims 3 Associate Producer Ryan Vaughan feels that the expansion adds more immersion to The Sims, stating:

As much as I love summer, the fact that every day in The Sims 3 has the same exact weather can take away from the realism of the open world. With The Sims 3 Seasons, that is completely changed. Having both seasons and weather transitioning naturally during play adds a whole new dynamic to not only the realism of the open world, but to the gameplay as well. You can let your Sims swim in the ocean on a hot summer day, bob for apples among the autumn leaves, test their snowboarding skill on the half pipe, or welcome spring with a colorful umbrella and a walk in the rain! With all new activities to keep your Sims busy year-round, and an all new outerwear category in Create A Sim, seasons and weather create a brand new element for players to interact with.

Click the image above to see all of IGN's excluve screens.

The weather can also directly affect the health of your Sims, giving them a tan if they stay out in the sun, getting them struck by lightning during a storm or even making them catch a cold or possibly freeze to death. Of course your Sims can also dress accordingly, with new fashion options including snow clothes, raincoats, and Halloween costumes. You can also give your Sims new traits like Loves the Heat or Loves the Cold to make them more impervious to various temperature extremes.

Seasons are still under your control, though. Vaughan says, "The length of a season -- even the mere existence of a season -- is fully customizable by the player," adding that there's a new menu to tweak the settings to your liking.

Some activities will only be available during certain seasons. Vaughan clarifies, stating, "For instance, having a snowball fight in the middle of summer just doesn't make sense. However, the snow ball fight interaction is replaced by a water balloon fight during the times of year where there's no snow on the ground. There's always plenty of new features and content available despite the current weather." When IGN asked whether or not the seasons affected the new swimming feature, which allows your Sims to hop into the ocean, Vaughan said, "Swimming in the ocean can be done year round," though, "Sims who decide to take a dip during a particularly cold day may receive the Polar Bear Club moodlet, giving them a temporary immunity to the cold."

Likely in an effort to be as inclusive to as much of the gigantic Sims audience as possible, the holidays included in The Sims 3: Seasons won't be named after those in real-life. "The world of The Sims is a lot like ours, but with some pretty funny and amusing differences. Sims can go trick-or-treating on Spooky Day, or host a gift exchange party on Snow Flake Day. A good old-fashioned Hot Dog Eating Contest on Leisure Day happens to be one of my favorites," says Vaughan.

Other new features include UFOs, complete with alien abductions, and ice furniture. Various items such as barstools or love seats made of ice will now be purchasable. Additionally, your Sims will also have new lifetime wishes associated with participating in various seasonal activities.

Anthony Gallegos is a part of IGN's PC team, and is an avid player of various simulation games. You can follow him on IGN and get to know him a bit better by reading his Twitter.


Source : ign[dot]com