Pages

Showing posts with label thing. Show all posts
Showing posts with label thing. Show all posts

Monday, November 19, 2012

Sony Unveils Uncharted: Fight For Fortune For PS Vita

A strange piece of news was revealed just a couple of weeks ago. It appeared that a new Uncharted game called Fight For Fortune would be coming to PlayStation Vita. The thing is, it was listed as an E-for-Everyone equivalent card game from a random developer, not a core Uncharted game from the likes of Sony first party studios Naughty Dog and Bend.

Today, we have confirmation that the game exists, is in fact called Uncharted: Fight For Fortune, will indeed be exclusive to PlayStation Vita, and, perhaps most interestingly of all, will be out in only a few weeks. Stranger yet, it seems Sony Bend is involved with the game’s development, even if the original leak of the game from Brazil had the developer listed as One Loop Games.

According to Sony Bend’s Chris Reese, “Uncharted: Fight For Fortune is an action-adventure turn-based card game featuring the heroes and villains from the Uncharted universe… The core gameplay in Uncharted: Fight For Fortune involves creating a team of Faction cards featuring heroes, villains, and mercenaries from the Uncharted universe, then using that team to defeat your opponent while defending yourself from their attacks.”

Interestingly, Fight For Fortune ties in directly with Sony Bend’s launch PlayStation Vita game, Uncharted: Golden Abyss. “Along with the release of Uncharted: Fight For Fortune,” Reese explains, “we will also release a new patch for Uncharted: Golden Abyss that will power up the artifacts that you’ve collected for immediate use within Fight For Fortune. Using the artifacts found within Golden Abyss, you can go to battle with other players as well as AI opponents.” The game can also be played sans Golden Abyss, should you choose (though Golden Abyss is about to be free for PlayStation Plus users).

The game launches on December 4th in North America and will cost $4.99. Its release date in other territories is still unknown.

Keep it tuned to IGN for a full review in the coming weeks.

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, October 25, 2012

Deadpool Battles Some Dead Presidents

Today Marvel held the fourth in a week-long series of Next Big Thing press calls covering the various Marvel NOW! releases lined up for November. Today's call focused on the new volume of Deadpool from writers Brian Posehn and Gerry Duggan and artist Tony Moore. Duggan and Moore were present on the call, along with editor Jordan White.

With the first issue still a couple weeks away, the creators weren't able to reveal too much more than was discussed in our exclusive interview this past August. We'd recommend checking out that article for the full scoop on the new series. However, there were some interesting new tidbits revealed during the call.

Duggan explained how the initial story arc, wherein Deadpool does battle with a horde of reanimated, super-powered US Presidents, was designed to take advantage of the current election season. "We knew it was going to debut near Halloween during an election cycle. We wanted to open big with our Ghostbusters or Big Trouble in Little China -- some really big action thing that would also allow us to be funny. And Marvel agreed and said, 'That's how we should open it up'... We figured people are going to be sick of the election. Here's a way to have fun with the Presidents that wasn't political."

Duggan discussed how the zombie Presidents will be portrayed. "They've all sort of returned with their various strengths and weaknesses. Gerry Ford is a little bit of a stumblebum. JFK still has a weakness for the ladies." He also revealed that master huntsman Teddy Roosevelt will be a major threat to Deadpool in issue #2 and hinted that "Reagan finally gets to enjoy a little Star Wars later in the run." The zombie Presidents will be joined by at least one other historical figure, as the ghost of Benjamin Franklin is poised to play a major role in the arc.

The preview for issue #1 included below showcases a team-up between Deadpool and Thor. This is characteristic of the interaction Deadpool will have with various Marvel heroes in the series. Duggan said, "People will help him because the situation demands it, but they don't want to be seen doing it." Following Thor's guest role in issue #1, Doctor Strange will appear in issue #3.

Scroll below for preview art and cover images of the first two issues of the series, both of which are scheduled to ship in November. And we'll have plenty more Deadpool coverage next month.

Deadpool #1 interior art

Deadpool #1 interior art

Deadpool #1 interior art

Deadpool #1 interior art

Deadpool #2 cover

Deadpool #2 cover (Gurihiru variant)

Deadpool #2 interior art

Deadpool #2 interior art

Deadpool #2 interior art

Jesse is a writer for various IGN channels. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter, or Kicksplode on MyIGN.


Source : ign[dot]com

Wednesday, October 24, 2012

Revival #4 Review

The best thing about Revival is that it's four issues and it is still nearly impossible to tell where the story is going. Is it a horror story? Kinda. A murder mystery? Kinda. An alien, demon thingy, monster tale? Sorta, yeah. It's got a great mix of elements that will keep you guessing. This issue doesn't give any more answers than the previous three, but that doesn't make it any less captivating. I may have no idea where the hell Revival is going, but I know I want to be there when it finally arrives.

Tim Seeley does a great job of dangling threads in front of you. He gives you just enough questions and not enough answers. You keep turning the page hoping for a big reveal, and we are all kinda secretly happy when it's not there. Don't worry, you'll still get your violent horror fix in this issue. Guts are spilled. The only problem this issue has is there is simply not enough of Dana Cypress. She's more interesting than any of the other characters in the book.

The art by Mike Norton is the same great quality we have come to expect. Lots of detail, especially when it comes to the aforementioned gut spilling. This is character driven though and Norton gives the characters' expressions and emotions lots of heft. It looks great. Mark Englert's color work adds to the books dull, snowy grey look. Revival is a book to keep your eye on. Wherever it's going, it's someplace awesome.

Benjamin is the mayor of Awesomeville. Follow Benjamin on Twitter @616Earth, or find him on IGN.


Source : ign[dot]com

Tuesday, October 23, 2012

Hulk: Agent of S.H.I.E.L.D.

In their second Next Big Thing press call of the week, Marvel turned the spotlight on Indestructible Hulk, which landed the #2 spot in the Marvel NOW! titles that we’re most excited for. Joined by writer Mark Waid, artist Leinil Yu, and editor Jon Moisan, the call shed some light on what’s to come for Bruce Banner and his fan-favorite alter ego.

First and foremost, Waid is aiming to take Hulk in a new direction and tie him more directly into the familiar surroundings of the Marvel Universe. “I’m trying to take [him] on the most imaginative Marvel Universe-based ride we can concoct. Like with Daredevil, part of the edict was let’s make sure we strengthen Hulk’s ties to the Marvel Universe in general. As part of that, you get to see the Hulk fighting villains that he’s not necessarily fought before; we get to see him in locales that are familiar to Marvel books,” said the writer. “We want to bring Bruce Banner and the Hulk into the Marvel Universe tapestry a little more tightly. The most immediate way to do that is to – as implausible and strange as this sounds – to make Hulk an agent of S.H.I.E.L.D.”

While Hulk working for S.H.I.E.L.D. certainly sounds like a bizarre idea, Waid is confident that it will showcase Banner himself in a new light. “Banner’s biggest takeaway of Avengers vs. X-Men is that he doesn’t get to be the science hero; he never gets to be the science hero. He’s the guy who smashes stuff,” he explained. “We always speak of him in the same breath that we do Hank Pym and Reed Richards and Tony Stark; we do that as creators and we do that as fans. But in the context of the Marvel Universe, Banner spends almost all of his time in a lab trying to make himself not the Hulk anymore.”

“Hulk is a chronic condition, hence the phrase ‘indestructible Hulk.’ Bruce has come to this post-AvX epiphany that no matter how hard he tries, he can’t seem to get rid of the Hulk permanently,” he continued. “It doesn’t mean that he won’t try in the future and it doesn’t mean that he’s given up on it, but it does mean that he’s decided to take a bit of sabbatical from trying to control Hulk. Instead, he’s taken the new philosophy of ‘Hulk destroys, Banner builds.’”

In light of this realization, Banner will strike a deal with S.H.I.E.L.D., though Waid confirmed that it won’t be as simple as Banner asking the organization for a job. Instead, there will be a “web of intrigue” (isn’t there always with S.H.I.E.L.D.?) in regards to their relationship. “Exactly the deal he cut to make that happen is part of the mystery that spills out over the next few issues,” said Waid.

Yu expressed his excitement working with Waid again, saying that the writer has left him a lot of room in the script to add his own flavor to things. “He seems to be able to read my mind. He knows how to make use of my strengths,” said the artist.

Waid returned the compliment, describing how Yu’s work brings “a real sense of power to these characters,” referring to how we often think of Hulk as “a lumbering brute who stomps around Frankenstein-like when he’s angry,” but in reality, “Hulk moves like lightening when he’s angry. He’s not slow by any stretch of the imagination. Leinil does such a beautiful job of capturing that sense of the Hulk as a force of nature.”

Waid referenced the great reception that his work on Daredevil has received and how its success was an obstacle in terms of being able to catch lightning in a bottle twice. “With Hulk, you don’t get to write witty banter. With Hulk, it’s harder to put him in danger. With Hulk, it’s a less human book; it’s a less street-level book. All of the things that were sort of obvious to duplicate from Daredevil were difficult to translate to Hulk,” explained Waid. “I stepped back further and found that the commonality between the two books it that, like we’ve done with Matt Murdock, Bruce Banner has reached a point in his life where he realizes that the things he’s been doing for the recent past have not worked.”

“What Stan and Jack did so beautifully back in the day was they created the world’s first persecuted superhero,” he continued. “The guy who every day and every moment of his life was filled with angst and turmoil and agony about his super powers. Yes, Ben Grimm didn’t like being the Thing either, but he still could laugh every once in a while. Bruce Banner was the atypical morose, tortured superhero. 50 years later, and you can go to a comic shop and pick up a bunch of superhero comics at random and most of those characters are tortured and angst ridden now. That seems to be the big thing, ‘Oh, I have superpowers, my life is terrible!’ So I thought rather than Hulk continue on that same route, let’s try and turn left. Let’s try to make Hulk’s perspective on his life and his powers unique again, as it was back in the day.”

In terms of Hulk’s intelligence and ability to speak, Waid said that it will vary, but there’s a reason for it. “A lot of the Hulk’s level of articulation or his ability to communicate his interest in doing anything other than smashing has a lot to do with how angry he was when he turned into the Hulk. It has a lot to do with the circumstances of the moment.”

Waid continued to explain that S.H.I.E.L.D. “thinks of him as a cannon, not a bomb,” and that it’s their job to simply point him in the right direction once Banner Hulks out. However, fans know that Hulk isn’t exactly the type of character that’s easily controlled. “S.H.I.E.L.D. has what they believe is a fairly tight leash on the Hulk. They are mistaken.” He referenced the armor-like clothing we’ve seen on Hulk in some of the cover images, which has been speculated as a piece of equipment for S.H.I.E.L.D. to keep Hulk in line. Waid said only, “It’s not for Hulk. It’s for Banner.” He later referenced the “floating robot head” on one of the covers and said that it somehow ties into S.H.I.E.L.D.’s plan for controlling the Hulk.

The writer expressed the fun of writing Banner interacting with S.H.I.E.L.D. head honcho Maria Hill, saying, “They both have a different idea of what the Hulk’s role in all this is.” He said later that Banner isn’t above dropping a heavy box on his foot just to make Hill sweat.

As far as the villains of the book go, Waid confirmed a few: Attuma, Frost Giants, and a revamped Quintronic Man, who Yu added was a lot of fun to redesign. “There is a big bad behind the first year,” teased Waid, offering little more insight into the overarching vision for the book.

Though Maria Hill came up quite a bit throughout the call, surprisingly a bulk of the supporting cast for the book won’t be S.H.I.E.L.D. related or even contain the traditional Hulk mainstays. Instead, the supporting cast will consist of lab assistants and interns that are crazy enough “to work alongside Bruce Banner in a closed space all day long.” Expect their debut in issue #3, each with “a hidden self inside them that may or may not need to be explored.”

Finally, Waid said there is “no question” that Hulk and Daredevil would be meeting up under his watch. “I really want to do ‘Blind Justice’ or ‘Blind Rage’ or something with these guys.”

Walt Simonson Variant Cover

Indestructible Hulk #1 hits comic shops and Comixology on November 14.

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. He loves superhero pets so hard.


Source : ign[dot]com

Thursday, October 18, 2012

Acer Iconia Tab A110 - One More Small Budget Android Tablet

The first thing for you to know about Acer's 7-inch Iconia Tab A110 is that it costs $230. That's $30 more than the base price of sold-at-cost Android mainstays like the 7" Kindle Fire HD and Nexus 7.

And with its Tegra 3 processor clocked at 1.2GHz, just 8GB of internal storage, and a 1024 x 600 display (i.e. less than 720p), it's not the most competitive piece of hardware.

Will it run the top Android tablet games? Sure, at least for now. But they won't look as good on its display, and Acer's tablet will show its age before the Nexus 7 or Fire HD.

Except here's why you still might want it: Unlike the Nexus 7, the A110 has a microHDMI-out port. Unlike the Fire HD, it runs a non-forked version of the latest Android OS, without any of that "special offers" nonsense. And unlike both competing tablets, the A110 has a microSD slot for expanded storage capacity. (Although that'll cost extra, of course.)

Is expandable storage enough to make you consider a (nominally) more expensive tablet than Google's or Amazon's, when it has a weaker display? Let us know in the comments.

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

The XCOM Ironman Diaries, Part 1

If there's one thing I don't take any crap from, it's virtual aliens. Come on then, XCOM: Enemy Unknown: let's do this properly. Impossible difficulty. Ironman mode. EARTH DEFENCE FORCE, ASSEMBLE!

Hmm... that didn't go so well. But as any fule kno, Classic difficulty is where it's at in a strategy game like this, and if you ask me the aliens are cheating on Impossible anyway. So let's roll from the top. Over three instalments of this diary, I'm going to take down the alien menace on Classic, in Ironman mode, no messing. I've placed the XCOM main base in Asia, reasoning that we want trooper upgrades as soon as possible – this continent's bonus reduces their cost - and as we'll be losing a lot of operatives, softening the blow is paramount. I'm a realist.

My hardy squad prepare for their first mission – Osaka, Japan. The first trooper's barely taken a step before a group of Sectoids are spotted. They scatter, but our brave forces move in and start picking them off, all thanks to the commander's advanced knowledge of 45% potshots. This is more like it.

The Sectoids fall easily to these special tactics, and now I get to name the IGN squad. Keza's the sniper, bold and true. Daniel Krupa, Alex Simmons and Tom Butler are the next three names on my list, and to make up for a bit of gender-mismatching Simmons and Butler get cool Master Chief helmets. I'm not going to put myself in: I'm the boss.

In this second mission, the IGN crew's debut, it turns out Tom Butler is the hero this earth needs. A close-quarters engagement in Liverpool, six Sectoids are almost immediately flushed from hiding and scarper inside a nearby bar. While the other three distract the aliens by running between cars, Butler sneaks around the outside and pops two while they're mind-merging with their buddies – a cool four kills in two turns, and instant promotion.

Back at base, I get some research cooking to better my gear, and after two missions and no losses things are looking just swell. A UFO makes the mistake of flying too near an XCOM satellite and is downed like it ain't no thang. Off to the crash site we go! 'Classic' difficulty, Firaxis? Pshaw! This is a piece of cake!

Keza, I am so so sorry. XCOM's first loss was a combination of a commander's recklessness, and a dastardly Sectoid mind-merge critical-ing our plucky Scottish sniper to death. We got him next turn. It didn't feel as good as it should have. No more Keza, because this is Ironman. She didn't even get a nickname.

Onwards, brave probably-Christian soldiers! Alex Simmons is doing pretty well, so I decide to reward the brave soul with a snazzy hero turtle look, which I think goes rather well with his newly-acquired nickname of 'Vixen'. As soon as I do this, of course, Simmons decides to run straight into a nest of Sectoids at the start of the next mission.

I'm ready to kiss Vixen goodbye, when in one of those rare strokes of good fortune every single shot from the cranial foes flies by. It could still get ugly, but then the Sectoids bunch within grenade distance and... well, boomshakalaka. Dr Vahlen moans about how we can't recover artefacts from ze bodies, but she wasn't in the mouth of the beast.

The next few missions pass without incident, thanks to some truly awesome commanding – XCOM disarms a bomb, salvages another UFO, and takes out a herd of Sectoids on an abduction mission. No lives lost, and NOW we've got Scopes for better aiming, an Alien Containment facility and the stun gun ('Arc Thrower') to fill it, plus an Officer Training School. The good old USA eventually gets a satellite, because they pay megabucks and are looking a bit panic-stricken and... well, everything's going along smoothly.

It couldn't last. A seemingly routine mission sees the now-legendary 'Vixen' Simmons taken out in a single shot from a Thin Man, while in cover. I mean, god rest his soul, but I don't see how the commander's to blame for that. And on the plus side, we captured a Sectoid.

The Sectoid capture was quickly followed up by another great success: after shooting down another UFO, and stunning a glowy crystal dude, we've found the aliens' base on Earth. I thought things were going a bit too well. In part 2, we're going in.

Rich Stanton is a Terran freelancer who spends most of his free time in Lordran. Check him out on IGN or Twitter for all of your sun-praising and Zerg-smashing needs.


Source : ign[dot]com

Saturday, September 29, 2012

Green Lantern: The Animated Series -"The New Guy" Review

Warning: full episode spoilers follow.

The thing about being a superhero with a secret identity is that life tends to pass you by while you're off saving the world or the universe or whatever. How many times has Peter Parker webbed up Green Goblin, only to come home and get yelled at by Aunt May for not being around to stir her soup and give her her heart medication? That's pretty much the theme of Hal Jordan's life as Season 2 of Green Lantern opens. Hal just got done saving the universe from an invasion by Atrocitus' Red Lanterns. And what does he get in return? Carol fired him from Ferris Aircraft. The Guardians replaced him as Green Lantern of Sector 2814. No respect at all.

Luckily, Hal's bout of "Parker luck" made for an entertaining season premiere. Much of this was thanks to the titular "new guy,"Guy Gardner. Some fans might have preferred that the show introduce Kyle Rayner or John Stewart before bringing Guy in, but his overconfident swagger was really what the episode needed to offset Hal's grim intensity. This is a character whose was initially best known for getting punched in the face by Batman. He manages to tick off just about everybody, and his running conflict with Hal drove the episode forward. Every time it seemed the two rival Lanterns had finally made peace, Guy would do something to set Hal off again and the fists and Lantern constructs resumed flying.

To their credit, the writers avoided painting Guy as too much of an obnoxious jerk, which is often a problem in the comics. He's got a bit of a Dudebro aura going (complete with a love of fist bumping), but he's likable enough regardless. It's a shame that the show doesn't appear to be maneuvering the two for a regular partnership, as Guy would make an entertaining foil for Hal as the latter adjusts to his new promotion.

Though her role was relatively minor, the newscaster character was a bit annoying throughout the episode. She was pretty much the apotheosis of every cartoon damsel in distress, right down to her willingness to fly right into harm's way for the perfect scoop. It was pretty bizarre to see her chopper just happen to show up in the middle of the mountains right as the Manhunters were attacking. Maybe I'm just nitpicking, but her presence was garting and generally felt felt unnecessary.

On the bright side, this episode laid the groundwork for an interesting new conspiracy dating back to the origins of the Green Lanterns. We have the mysterious, hugely powerful new villain (The Anti-Monitor?) who seems capable of controlling the Manhunters. I'll be interested to see how deeply into Green Lantern and general DC lore the writers delve in the coming episodes.

The new status quo for Hal also holds plenty of potential. As an Honor Guard, he's now pretty much free to travel wherever in the universe he chooses. That offers the show ample freedom going forward, but also leaves the danger of the series becoming meandering and unfocused. Let's hope that isn't the case.

Jesse is a writer for various IGN channels. Allow him to lend a machete to your intellectual thicket by following Jesse on Twitter, or on IGN.


Source : ign[dot]com

Wednesday, September 26, 2012

Voodoo #0 Review

Like Resurrection Man #0, Voodoo #0 is one of those Zero Month issues that simultaneously serves as a flashback tale and a series finale. One thing Voodoo has going for it that Resurrection Man didn't is that the ongoing plot threads will be continued in the pages of Grifter, meaning Josh Williamson isn't forced to tie up all the loose ends in the span of 20 pages. The result is a very straightforward but competently executed finale that offers readers no real surprises.

This issue opens as Priscilla finds herself a Daemonite captive and doesn't stray far from there. There are the obligatory scenes of confusion and Pris coming to grips with her newfound powers. Williamson does little more than elaborate on details that were already reasonably well developed earlier in the series. The dialogue is sort of a mixed bag. While Williamson relies heavily on Priscilla's internal narration, there's really no other way to convey her jumble of thoughts and emotions in such a sparsely populated comic. The stilted Daemonite dialogue is more of a chore, though at least one of the characters pokes fun at them at one point.

One area this series deserves ample praise for is the art. Sami Basri holds the distinction of being one of the very few artists to remain on the same New 52 title for these past 13 months. Through it all, Basri has delivered consistently clean, attractive work with a strong sci-fi flair. I can only hope DC has future plans for Basri that will result in an equally long stint. Maybe an ongoing WildCATs series?

On that note, though Williamson has few surprises to offer here, he does effectively pave the way for the Grifter/Voodoo partnership and helps transition readers into that series. All signs seem to be pointing to a full WildCATs reunion down the road. It may be that Voodoo functions better as part of a team than on her own.

Jesse is a writer for IGN Comics and IGN Movies. Allow him to lend a machete to your intellectual thicket by following Jesse on Twitter, or on IGN.


Source : ign[dot]com

Wolverine #313 Review

The last thing Wolverine needs is a more complicated back-story, and that's precisely what Sabretooth Reborn has saddled him with. Wolverine #312 dropped the revelation that the Weapon X program was actually Wolverine's idea all along. Issue #313 wraps up Jeph Loeb's return to the franchise, and it's every bit as underwhelming as the three issues that preceded it.

For one thing, it's a bit startling how little a story called Sabretooth Reborn has actually featured Sabretooth. Even in the finale, the character has little relevance other than as a sidekick to Romulus. The notion that he spent his time in hiding training and becoming a tactical genius is never reflected in his behavior or characterization. This issue merely offers a handful of fight scenes between the three characters and a flashback or two to the Weapon X days. The same cliched fight dialogue continues to run rampant. In the flashbacks, Loeb never elaborates enough on why Wolverine was motivated to transform himself or why he was perfectly happy to commit casual murder in the lead-up to that transformation. Nor does this issue offer much resolution to any of the plot threads or character conflicts.

At least Simone Bianchi's art has its appeal. As mentioned in past reviews, his work really benefits from the shift towards more traditional page layouts. His character designs are sometimes overly androgynous, but there's a nice fluidity to the action sequences.

We've already seen other Wolverine-centric stories pick up where Loeb is now leaving off in terms of Sabretooth's return. Loeb leaves plenty more open for either himself or another writer to continue with. But considering that Romulus and his conspiracies have done nothing but dilute and complicate Wolverine's mythology so far, that prospect is not at all enticing.


Source : ign[dot]com

Tuesday, September 25, 2012

Ivan Reitman May Just Remake Ghostbusters

After all the "will they, won't they" drama surrounding a third Ghostbusters film, it sounds like Ivan Reitman may just call the whole thing off and start from scratch.

In a recent interview with Collider, Reitman was asked about the long-gestating Ghostbusters 3 and where the project was in development. In response, the filmmaker gave a rather unexpected answer: "I think Ghostbusters probably should be remade, if we can get it all right. We're working on it, so we'll see."

Brief as it is, this statement definitely seems to indicate that Reitman may be over trying to get a threequel off the ground, instead aiming for a complete do-over.

What do you think? Would you rather see a Ghostbusters reboot as this point as well? Or are you still rooting for the old team getting back together? Let us hear your thoughts in the Comments below!

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

Ivan Reitman May Just Remake Ghostbusters

After all the "will they, won't they" drama surrounding a third Ghostbusters film, it sounds like Ivan Reitman may just call the whole thing off and start from scratch.

In a recent interview with Collider, Reitman was asked about the long-gestating Ghostbusters 3 and where the project was in development. In response, the filmmaker gave a rather unexpected answer: "I think Ghostbusters probably should be remade, if we can get it all right. We're working on it, so we'll see."

Brief as it is, this statement definitely seems to indicate that Reitman may be over trying to get a threequel off the ground, instead aiming for a complete do-over.

What do you think? Would you rather see a Ghostbusters reboot as this point as well? Or are you still rooting for the old team getting back together? Let us hear your thoughts in the Comments below!

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 17, 2012

The Mob Doctor: "Pilot" Review

Advance Review: The first thing that FOX's new series, The Mob Doctor, has working against it is... its name. It's hard to not giggle and pre-judge a show with such a nail-on-the-derp title. Yes, creators often look for for a name that can singularly sum up their show, but I feel like a lot more people aren't going to be able to get past this silly title than will wind up eventually over-looking it. Also, it doesn't help that the show a mostly-laughable shlock-fest riddled cliches and familiar beats.

My Boys' Jordana Sprio (off her two-episode dramatic arc on Dexter last year) stars as Grace Devlin (a name not lost on anyone), a tough, punchy surgeon who grew up poor on the south side of Chicago. She's part angel, part lie/cheat/and steal if it protects the right people hellion. And her hospital rounds are filled with a rogue's gallery of characters you've seen before. Her bitchy rival (Jamie Lee Kirchner), her arrogant, weaselly boss (David Pasquesi, almost channeling his Strangers with Candy role) and wasted Emmy-winner Zeljko Ivanek as an extra-bland Chief of Surgery.

Instead of starting off the show with the story of how Grace became a doctor who moonlights for the local mob in order to pay a debt for her brother's life, we begin in the thick of it. Grace has been a "Mob Doctor" for years already and we're just catching up with her on a particularly busy day where she deals with a goon who has a screwdriver in his head, a kid with a gunshot wound, a girl from the "neighborhood" who's pregnant thanks to outercourse and an FBI witness in dire need of heart surgery. And once again, thanks to pilot-itis, everything moves at breakneck speed, with the writers thinking that fast stories and super-speed dialogue make things seem more urgent and characters seem more clever.

Spiro can be a fun and lively actress, but she crumbles here at the feet of sloppy sentiment and an interesting premise that's treated more like a glossy adventure series than a tension-filled drama. Grace's doctor boyfriend, Brett (Zach Gilford), is handsome and nice while the crooks she deals with, notably Michael Rapaport's Moretti, are dumb and mean. It's all flat. I will say that, toward the end, there's a surprise twist that gave the show a jolt, but it's all for naught. One would think, that given the premise, Grace would be desperately looking for a way out. That she's afraid of being caught and tired of keeping secrets. But she's not. In fact, when given the opportunity to actually leave criminal servitude and make a clean getaway, she stays. And becomes an even mobbier Mob Doctor! Her excuse is, naturally, family. Even though we meet her pushy mom and incompetent brother and see first hand that they're no treasure trove.

But she's from the south side. And just like Boston's south side, cinematically, family is supposed to mean more than anything, no matter how dopey and troublesome they are. William Forsythe, fresh off his Boardwalk Empire stint, plays a typically Forsythian role in the form of Constantine Alexander, a soft spoken crime boss freshly released from prison. And while his relationship with Grace might feel more interesting, and rife with potential, the fact that, right off the bat, Grace has accepted her lot in life as a physician for both sides of the law makes the show feel empty and harmless.

The Mob Doctor premieres on Monday, September 17th at 9/8c on FOX.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN. WARNING: No Nudity!


Source : ign[dot]com

Wednesday, September 12, 2012

Journey Into Mystery #643 Review

It's a good thing Everything Burns is shipping at such a rapid pace. Last week's installment revealed that Loki's former partner and BFF Leah was plotting his demise. I would hate to be kept waiting any longer than necessary for an explanation.

Luckily, Matt Fraction and Kieron Gillen waste no time in getting to the heart of the matter. The explanation for Leah's sudden turn toward villainy is not only surprisingly satisfying, it pays off on material Gillen set up in the first arc of Journey Into Mystery. As I mentioned last week, this crossover is far more of a payoff to Gillen's series than it is Fraction's. Not only is it building on the framework Gillen set up, this issue hinges the conflict on Loki's shoulders more squarely than before. And as ever, Loki is more than up to the task of carrying the story. Gillen tackles him from a significantly different angle for most of this chapter. It seems almost certain that the newest revelation is merely a red herring, but it should be a fun ride while this story beat plays out.

The writers offer up some entertaining material involving the other Asgardians as well. Most notably, Volstagg settles uncomfortably into his new role as Asgard's steward. While there's a bit of comedy to this subplot, there's also a genuine sense of despair at the dark days facing his kingdom. The character has and continues to fare well in this book. The battle scenes across the Nine Realms are also enjoyable, though once again annoying brief and limited in scope.

The biggest problem with Carmine Di Giandomenico's artwork is simply that he isn't Alan Davis. The two styles really clash in the transition from series to series. It's a shame Doug Braithwaite couldn't have returned to deliver the same epic fantasy style he delivered during Fear Itself, as his style would have been a much stronger match for Davis'. Di Giandomenico's pages work well enough, they're just a bit cluttered at times. His Loki also has a tendency to shift dramatically in age from panel to panel. This may actually be an intentional effect, but if so, it doesn't work as well as it should.

Now that fans needn't worry about the Loki/Leah relationship being trampled, they can resume enjoying what is a very dramatic and worthy finish to Gillen's run.

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

Monday, September 10, 2012

Jerry Lawler Collapses Live on WWE RAW

The first thing I'll say is that what happened live tonight on RAW was not a part of a WWE storyline...

During a match involving Daniel Bryan and Kane vs. The Prime Time Players, and shortly following his own match against CM Punk and Dolph Ziggler, 62 year-old commentator and WWE Hall of Famer Jerry "The King" Lawler became short of breath and collapsed at the announce table, falling to the floor. During this time, the cameras did not show what was happening, but viewers at home could see the crowd watching off to the side as a medical team came down to attend to Lawler.

Michael Cole, Lawler's co-commentator, understandably shaken, continued to call the match on his own while Lawler was placed on a stretcher and taken backstage. Twitter erupted, with everyone wondering what had happened to Lawler. The rest of the night was a surreal experience as Cole came back on intermittently to give the viewers health updates throughout the night. After receiving CPR backstage, Lawler was taken to a local Montreal medical facility where he was placed in an isolated ER and given oxygen through a tube. The final update, before RAW went off the air, was that Lawler was now breathing on his own and responsive to light. He is to undergo a CT scan on his head and chest. The doctors have listed him in "stable" condition.

The final hour of RAW's three-hour broadcast from Montreal went commentary-free as a tribute to Lawler.

Get well, Jerry.


Source : ign[dot]com

Wednesday, September 5, 2012

Animal Man #0 Review

Much like Swamp Thing #0, Animal Man #0 goes to great lengths to establish the dastardly ways of Anton Arcane, and succeeds. However, it also retreads much content that was inferred over the course of the series to date. We get a recap of Buddy’s strange role in relation to the Red, and a charming but ultimately fruitless summation of Buddy’s early days as Animal Man. These are moments that are well-written in the tradition of the dynamic between the members of the Baker family, but ultimately it’s nothing that is terribly necessary to witness.

That being said, Lemire does offer some great insight into the justification for the change he made to Buddy’s origin that is clever and thought-provoking, which is really the best thing that can be said about this issue. Though Lemire offers nothing particularly essential to the ongoing events of Animal Man, the ideas and thematic content he provides are interesting enough to warrant a read. It’s a bit of a leap to see Ellen so accepting of Buddy’s apparently alien-given powers, but at least their established dynamic in the previous 12 issues helps to offset that a bit.

Steve Pugh delivers some more fine work here, keeping up his usual momentum. Pugh’s ability to manage the bizarre radness of the Red alongside the quieter, more introspective moments in the Baker household remains impressive. The final scene between Buddy and Ellen in particular is great, considering that their conversation is predictable, yet Pugh is able to make you feel the impact through his stellar framing and emotional punch.

If not required reading, Animal Man #0 is still an enjoyable issue.

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He loves superhero pets so hard.


Source : ign[dot]com

Thursday, August 30, 2012

Why ‘Real Death’ Beats the Hell Out of Respawning

Witnessing others act out this shameful deed, I’d scoffed at their stupidity. But here I was, playing Counter-Strike: Global Offensive, doing the exact same thing, glorying madly in my own blood-lust and sated revenge.

This was when I understood about how dying and killing means so much more in games where death is ‘real’, where there’s no respawning.

It was the sniper in Italy. The first time he got me I was strolling up a broad gallery like a goddamn idiot tourist. He blew my head off.

After waiting an age for the next game, kindling my bruised pride, I figured the bastard would play the same tactics. I was right. But he had a pal guarding his back with an SMG and, once again, I was forced to watch the game play out, fuming, helpless, literally lacking the facility to help.

The third time, I blew the guard away with a shotgun and cut the sniper’s throat. And that’s when I did it.

That’s when I stood over him pumping shells into his dead body.

Morons normally do this at the end of the game, a victory dance, when the shells don’t mean anything, when giving away your position doesn’t matter. But I’m a special kind of hot-tempered bloody idiot, so I was doing it half-way through the game, endangering myself and the mission.

In the end it didn’t matter. With the sniper dead, we won.

This is not the sort of primal reaction I've experienced in normal respawn FPSs, where dying doesn’t really matter.

Those games are merely about shooting, while Counter-Strike and its ‘real death’ kind are about killing.

Firing bullets into a corpse, even an avatar that rudely fails to reward you with disintegrating features, is a form of trophy-taking, a statement of power.

This kind of behavior is not the done thing in modern warfare, nor industrial, nor even chivalric battles. It’s what happens in primitive combat, the taking of heads, scalps, teeth, ears, genitals. It’s savage.

Shooting that sniper’s prone corpse, I was basically cutting off his dick so I could keep it in a jar of vinegar, along with all the others, like that Assyrian king way back when. (I keep my imaginary dead-dick-jar on the mantelpiece, next to the smiling seaside photograph of Aunty Pat.)

When you die in multiplayer arenas in Call of Duty, you are reborn, inconvenienced very slightly by a delay in the action, taking a tiny hit on your Kill/Death ratio.

If dying bugs the hell out of me, it must also rankle with the other guys too. He wants to live as much as I do.

When you die in Counter Strike, you’re dead. That’s it. You have to wait until the next mission. It’s only a few minutes, but it’s a long, long few minutes. You watch your team-mates soldier on without you, bumbling into a you-less world of dangers. When they lose, it’s your fault, at least partly. You failed, they paid the price.

Even on a purely selfish level, you are drumming your finger-nails, using your precious play-time to watch other people having fun.

It was my fault when that happened to me, of course, but I was going to make the sniper feel my frustration. That’s what we do, isn’t it?

So when you play Counter-Strike, you take the time and effort to avoid making dumb mistakes, to think about terrain, lines-of-fire, cover, fire-power, marksmanship, timing, strategy, tactics, teamwork. You use your eyes, your facility for silence or for sudden movement, you listen to the voice that says, ‘go back, not forward, get them later’.

You watch your buddies’ backs because when they die, you lose power.

The man says, “Stay frosty,” and you do just that, coldly going about your business, checking every corner.

You cooly watch as the stupid players charge down that alleyway firing off shots like a berserker, succumbing to the consequences of their own rashness. You profit from their lack of care.

Sooner or later you make a mistake or you come across someone who stayed frostier than you.

You awaken from the moment, not in a tense combat-zone, but in your front-room, watching some other guys play a videogame. You start yelling, nasty words that IGN's style-guide does not permit.

Respawn games? Yeah, you can play them carefully, but it just doesn’t feel this good, this real, when you’re effectively invincible. How could it? The consequences are so much less.

Of course, we use the word ‘real-death’ with the customary abandon of all videogame-mechanics argot. There’s nothing real about it, not even in the sense of ‘pretend-real’. Being dead here lasts only until the new game begins, the long-term consequences being slightly less moolah in your wage-packet to spend on guns, grenades, gear.

It’s a combat simulation, but it can’t simulate actual combat. Such would be a foolish claim. Even so, soldiers say the two things really missing from military games are that they encourage silly tactical behavior, like running around in the open firing off shotguns, and that they fail to encourage the core army ethic of the buddy system. Counter-Strike, at the very least, nods in this direction.

It’s a game, but Counter-Strike is still dry-of-mouth, carefully-does-it pretending, the kind that makes you really want to live long enough to hurt the other guys, to savour the moment of their defeat. It’s a game about staying alive as long as possible, taking a few of them out along the way. In the back of your mind, there are strategic concerns about bombs and hostages, but they are beside the point.

And here is where the difference really tells. Because what’s real for you is also real for them. Because if dying bugs the hell out of you, it must also rankle with the other guys too. He wants to live as much as I do.

It’s not the consequences of dying that makes Counter-Strike so awesome. It’s the consequences of killing, the way it really, actually screws up the bad guys and their nefarious schemes. It’s the pleasure I take from making the game end, for him.

So bye-bye sniper. You failed. You’re dead.

Counter-Terrorists Win.

I write opinions on games pretty much every weekday. You can follow me on Twitter to debate and argue about games. Or IGN.


Source : ign[dot]com

Friday, August 24, 2012

IGN Game Play: Top 5 Clips of the Week -- Aug. 23

We at IGN hear that this whole "video" thing is a pretty big deal. We love to watch games almost as much as play them, which is why we launched our YouTube channel IGN Game Play.

If you want to flood your brain with sweet gaming goodness, hit up our channel, like the videos you like, and subscribe if you want to help us feel loved. If you need more convincing, we've assembled an appetizer of cool stuff below. If you need even more convincing, then you're clearly in a bad mood. Please watch this and then reconsider subscribing.

Enjoy, and have an awesome weekend!

FIFA Soccer 12 - Spanish SuperCup: Real Madrid Vs. Barcelona - Gameplay

Indigo Prophecy aka Fahrenheit Episode 6 - Let's Play with Destin

New Super Mario Bros. 2 - Playing Mario in Reverse - Gameplay

Borderlands - RakkHive - Gameplay

Metal Gear Solid Peace Walker HD - Meeting Galvez Cinematic - Gameplay

Ryan Clements writes for IGN. Go and follow him on Twitter if you want to hear him freak out this weekend over Guild Wars 2.


Source : ign[dot]com

Wednesday, August 22, 2012

Ultimate Comics: The Ultimates #14 Review

One thing that can be said about the Ultimate Universe is that its heroes are forced to deal with an even heavier dose of misery than those of the regular Marvel Universe. Currently, Ultimate America is in shambles, with soul patch-wearing robots ruling the Southeast, various states seceding from the union, and Texas primed to drop a bomb on New York City.

That's the situation the Ultimates are struggling to deal with in this second chapter of the Divided We Stand arc. And it's that sense of scale and sheer desperation that helps the book stand apart from the umpteen other Avengers-themed titles on the stands. Sam Humphries is finally able to write the Big Three in action as they team with Hawkeye and Black Widow to prevent Texas unleashing nuclear armageddon. Thor isn't given the chance to do much, although this issue does hint at ties between current conflicts and the Asgardian material that Jonathan Hickman dealt with in his issues. But Cap and Iron Man have some solid material. In terms of both the team roster and their personalities, this is a series that should appeal very much to fans of the Avengers movie.

In addition to the main cast, there's also a healthy dose of political conspiracy and maneuvering by the current villains. This material helps spice up the conflict and lend an air of unpredictability to the conflict. Unfortunately, these scenes don't always integrate that well with the Ultimates-focused ones. In particular, the final sequence reaches an awkward and unfulfilling conclusion.

Also disappointing is the return of multiple pencillers. I had hoped the series could avoid that for a while given how prevalent fill-in art was on Humphries' early issues. Billy Tan's pages are generally sound, though his facial work is pretty bland. Timothy Green tackles the remainder. As much as I've enjoyed Green's recent cosmic Marvel work, his pencils are too flat and rushed in appearance here. This series really needs to find a greater level of consistency and regularity when it comes to the visuals.

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

Friday, August 17, 2012

Final Fantasy XIV: A Realm Reborn Takes its Tentative First Steps

Naoki Yoshida is keen to stress one thing above all else about Final Fantasy XIV: A Realm Reborn: that it is neither an expansion nor a patch update, but is instead a brand new game.

Certainly, there are a whole host of new features to add credibility to this claim, even if its numerical denomination remains the same as its previous iteration. From the team working on its creation, to the engine used to power it, through to the user interface, combat system and around 90 percent of the in-game assets; a great deal about this MMORPG has changed. Yoshida also highlights that all of the field maps have been scrapped and recreated from the ground up, giving even existing Final Fantasy XIV players a whole new world to explore.

Of course, after the disappointment of the first attempt at Final Fantasy XIV, a great deal of change was necessary.

That doesn’t mean that we’re not looking to the future though, we realise that [new consoles] will be coming and making the game compatible with these systems is something that we’re currently thinking about.

The combat system, for example, borrows from Final Fantasy VII’s Limit Break mechanic, where actions during combat fill a gauge that can be used to unleash devastating attacks. Instead of being confined to the individual, this is an adapted party-based Limit Break system, which each party member contributes to and that can be activated by any one of them, with effects varying depending on the role of the person that triggers it.

However, the most immediately obvious change is the new engine, which does a very good job of providing an alluring reason to spend time in the world of A Realm Reborn and the forest setting shown during an in-game demo provides the perfect opportunity to highlight the real-time shadows as light filters through the tree canopy. The initially intrusive-looking HUD, which stacks three lines of spell and ability slots atop vital stat readouts, can be reordered, moved around the screen and then either locked in place or left floating to be adjusted on the fly.

Despite the increased graphical prowess of Final Fantasy: A Realm Reborn and members of its development also having worked on Square Enix’s impressive Luminous Studio engine, Yoshida dismisses the notion that that technology could be used in an MMO. In fact, the producer jokes that a MMO run on Luminous would probably require the power of a PlayStation 5.

Talk of the future generation of consoles does raise an interesting question concerning A Realm Reborn’s development for PS3: why release a MMO, that Yoshida acknowledges is built to run for anywhere between five to ten years, so late in the life of the current gen, especially when it is widely anticipated that the PS4 will arrive at some point in the next 18 months.

We talked about losing the trust of the player base with the original release of Final Fantasy XIV and so one of the steps to rebuilding that trust is to fulfil our promises.

“The biggest reason for doing so is because we promised that we would release Final Fantasy XIV on PS3 and there are still a lot of players that are waiting for us to do that,” Yoshida answers. “Before, we talked about losing the trust of the player base with the original release of Final Fantasy XIV and so one of the steps to rebuilding that trust is to fulfil our promises.

“That doesn’t mean that we’re not looking to the future though, we realise that [new consoles] will be coming and making the game compatible with these systems is something that we’re currently thinking about, but until Sony and Microsoft actually make an announcement, we can’t make an announcement.

“The biggest thing though is that our new engine is very scalable and so when new technology comes out we can easily scale to meet its capabilities.”

Yoshida proceeds to show us just how scalable the engine is by showing A Realm Reborn running in HD on high settings, followed by demoing the game on a laptop running on an Intel i5 processor. The game is optimised to around 70 percent and while the shadows suffer a noticeable downgrade in quality it still runs smoothly, albeit without the strains of being online.

The switchover to A Realm Reborn will be worked into the narrative.

Those currently playing Final Fantasy XIV needn’t abandon their characters, as the switchover to A Realm Reborn will be worked into the narrative, with an in-game event facilitating the switch-off of the servers running the original game as player data will be migrated across to A Real Reborn at some point during the beta testing.

As with any MMO, significant in-game time will be required to ascertain how well the implemented changes function and whether A Realm Reborn fixes the myriad issues of its predecessor. The upcoming beta testing will provide that necessary time to do that but the features highlighted so far suggest a game much improved.

The biggest test that Final Fantasy XIV: A Realm Reborn faces is whether it can justify Square’s decision to charge a premium monthly subscription to enjoy its world remade. It’s something that Star Wars: The Old Republic hasn’t been able to sustain and, like Final Fantasy, that title entered the MMO market with a massive, well recognised and well loved brand behind it. Both the fans and beta testers will provide the answer to that question in the coming months and provide the biggest indicator of whether A Realm Reborn will outlive its doomed predecessor. Keep an eye on this one as it takes its first tentative steps in the world, it has the potential to grow-up strong.

Final Fantasy XIV: A Realm Reborn beta is expected to launch on PC later this year, with the PS3 version coming in 2013.


Source : ign[dot]com

Monday, August 13, 2012

Sonic & All-Stars Racing Transforms on Wii U

Memory is a funny thing. It twists and distorts the past, rewriting what actually happened. But occasionally, just occasionally, it stretches one’s memories into elaborate, death-defying race courses. Well, maybe it doesn’t, but that’s exactly what happens in Sonic & All-Stars Racing Transformed.

Classic settings from SEGA games gone-by have been reimagined as frantic tracks which you traverse as familiar SEGA characters, including Sonic, Joe Musashi, and AiAi. It’s a kart racer, with the emphasis firmly on speed, power-sliding, and power-ups. And you aren’t always confined to a four-wheel kart: your vehicle transforms periodically from a car to a boat to a plane, and back again.

We’ve already taken a look at the All-Star Racing on current-gen consoles but the game is also heading to Nintendo’s Wii U when it launches later this year. As with most games on Nintendo’s forthcoming console, it packs a raft of unique features tailored for the Wii U’s rather unique GamePad.

First up, as with most Wii U games, the action can be pulled down from the TV onto the GamePad. This is done rather simply by swiping your finger down on the controller’s touchscreen, as if you’re ‘dragging’ down the game onto the smaller screen. Conversely, if you want to resume playing on the big screen, flick your finger in the opposite direction. It works well, though I doubt people will use it mid-race; it’s too disorientating, but once you’re playing on the GamePad, the game looks good and handles well.

Allowing you to play the game on either screen, Wii U presents developers with the opportunity to transform (sorry) any console game optimised for large HD televisions into something more akin to a handheld experience. But is this not also a curse? Is something not lost in the transition from the big to the small screen? SUMO – the developer behind the game – doesn’t think so. “I don’t think it’s compromised,” says Steve Lycett, executive producer on the game. “For a start we’re already building the game across a selection of handhelds, on 3DS and Vita, so we consider it one more option the players has.” And compared to these handhelds, the Wii U’s screen compares favourably. “Put it this way, when I’m kicked off the TV as the latest soaps need to be caught up with, I certainly won’t complain about being able to seamlessly carry on playing!”

Adder's Lair

Seamlessly. That’s the crucial word with the Wii U. Used smartly and sensitively the Wii U’s controller allows the game to expand in novel and curious ways; otherwise, it just feels gimmicky and forced. When you’re in a race, jockeying for position, the screen displays a range of pertinent information – the current order of racers, a mini-map of the course. It’s all unintrusive and useful, but I expect most people to keep their eyes firmly on the race. Similarly, when you unleash one of the game’s eccentric power-ups, you’ll be able to see its destiny on the GamePad’s screen. Launch a remote-controlled car loaded with a stick of dynamite and you can watch it travel towards its unfortunate target. Again, it’s unlikely you’ll divide your attention, but if you’re the kind of person who revels in the misfortune of others, the GamePad’s screen will accommodate your sadism.

It’s a subtle expanding of the game’s canvas onto the GamePad; it’s not a crowbarring.

Perhaps the biggest advantage of the GamePad is not its touchscreen or its gyroscope (incidentally, you can also steer using the GamePad like a wheel, rotating it left and right) – it’s the ability to open up weird and wonderful forms of asymmetrical gameplay. Yes, I know it was one of the most of overused and mocked phrases of this year’s E3 but with one person using a GamePad while others use more traditional controllers – Classic Controllers or the new Pro Controller – new types of gaming experiences become possible.

Depending on the circumstances, a GamePad can prove to be an advantage or disadvantage, and All-Star Racing Transformed smartly uses this discrepancy as the basis for its mini-games.

I only saw one during my time with the Wii U version, called ‘Super Monkey Ball Arena’, and whomever had the GamePad took control of AiAi, who was as usual encased in his perspex sphere. Meanwhile, opponents using Classic Controllers played as Sonic and Tails in racing cars. The aim of the mini-game was simple: before the time ran out, squash the tiny versions of Sonic and Tails, who were driving around attempting to collect as many bananas as possible.

The GamePad “gave us a reason to think about how we can use the fact one player has an advantage (or disadvantage!),” says Lycett. And the source of inspiration behind many of these games is an interesting one. “We came back to game you’d play as school kids. So things like Tag, British Bulldog, Hide and Seek, all the classics basically, became the inspiration for what we’d prototype and try. Then it’s how you bend that into something SEGA themed, and luckily we’ve had a bit of experience of doing that.”

Seaside Hill

That’s how the game plays but Sonic All-Star Racing Transformed also looks good on Nintendo’s latest console. I only saw two tracks: Adders Lair, inspired by Golden Axe, and Seaside Hill which is based on a level from last year’s Sonic Generations. Both looked good – like its predecessor, the visuals are bright and chaotic – but things were obviously still being fine-tuned for Wii U. Ocean View was nicely designed, especially as the level slowly crumbled around you, forcing you to hit the waves, where you weave in and out of the flailing tentacles of a huge mechanical cephalopod. The game is “easily on a par [with Xbox 360 and PlayStation 3 versions],” says Lycett. “We’re still very much getting to grips with what we can make the hardware do [...]. So it’s hard to really answer that right now, but yeah, I think once we’ve had a bit more time finding our way around it, chances are you can look to do things that you may not be able to do before.”

2012 is shaping up to be the year of the console racer, with LittleBigPlanet Karting and F1 Race Stars also lining up on the grid. But Sonic & All-Stars Racing Transformed is the only one heading to Wii U, and it seems to be intelligently embracing the new console’s capabilities. It’s there during races, but in a subtle ways, expanding the game beyond the narrow confines of your television screen.


Source : ign[dot]com