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Showing posts with label frank. Show all posts
Showing posts with label frank. Show all posts

Wednesday, October 24, 2012

Wolverine #315 Review

Wolverine is in sort of a weird transition phase right now. Jeph Loeb recently wrapped up Sabretooth Reborn, but there are still several months to fill before Frank Cho's Savage Wolverine relaunch debuts. The good news is that Cullen Bunn's brief return to the series is reading less like filler and more like a necessary coda to some still dangling threads left over from Jason Aaron's run.

I'm not crazy about the idea of Bunn reverting Wolverine to his amnesiac days, even partly, but the general conflict in this arc is interesting. The series has a slightly pulpy, almost Indiana Jones vibe as Logan and his new partner Elsa Bloodstone travel the globe. The fact that Logan is decked out in full Indy attire in the 1930's-era flashbacks doesn't hurt either. Bunn shows a similar flair for fiendishly wacky villains that Aaron did. Offsetting the rampant violence and adventurous tone is the more emotional struggle Melita Gardner is facing. Aaron seemed to all but abandon the character towards the end of his run, and it's nice to see Bunn dust her off again and explore the lingering ramifications of their romance. One complaint about Bunn's structure is that I wish he would be quicker about revealing the nature of the Dreaming Maiden and what it is the various characters are actually squabbling over.

Paul Pelletier rounds out a solid storyline with his visuals. Pelletier's work is a bit more loose and frenetic than it was on the previous arc, but that doesn't necessarily go against the grain of the story. This collaboration is proving enjoyable enough that I'm beginning to wonder why Bunn and Pelletier weren't simply given the keys to a new Wolverine ongoing for Marvel NOW!

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

Monday, September 10, 2012

Dishonored Dev: People are Tired of “the Same Thing Over and Over”

Dishonored’s executive producer Julien Roby disagrees with the sentiment recently expressed by EA Labels president Frank Gibeau that late in the console cycle is a poor time to launch new IPs.

We asked Roby for his thoughts on the matter during a hands-on with the game in Sydney late last week.

“Well, you probably have some insight on that but I think as long as the game is good, whether it’s a new IP or not, if the game is good, it gets a good review and it’s marketed properly people will want to look at it,” said Roby. “Specifically now, because it’s been a few years where we’ve only got sequels of sequels of sequels of sequels. I think people are getting tired of just playing the same thing over and over.”

I think people are getting tired of just playing the same thing over and over.

“So I hope that they’re going to try Dishonored for the fact that it’s trying to do something a little different that those other games.”

Roby agreed that it’s perhaps telling that two of the most-talked about games of E3 and Gamescom this year were, like Dishonored, both brand new titles: Watch Dogs and Remember Me.

We asked Roby whether he felt gamers are craving something new.

“I think so,” he said. “You look at the line-up for Christmas this year and it’s like something number six, something number five, something number seven. I really think people are starving for something new. Something new in terms of universe. Something new in terms of gameplay. Something new in terms of visuals.”

The level available to playthrough, already detailed in part here, was packed with a glut of ways to complete it. The target building can be entered via several means; teleporting from a higher neighbouring building, possessing a fish and swimming underneath the cellar, or simply finding the right credentials to walk straight through the front door. The target herself, one of three similarly dressed women at a masquerade party, can be identified in a number of different ways and can be taken care of, either lethally or non-lethally, in even more. With the combinations of powers at players’ disposal, and the freedom to complete hits however one sees fit, Roby and the team hope gamers will exchange stories on how they’ve tackled the game’s missions and encourage one another to experiment and re-experiment.

“We really hope players are going to talk together and say, ‘Oh, you did it this way?’ and ‘Oh, you did it this way?’ and realise that they actually created their own little stories in terms of how they did their objectives,” said Roby. “And then they’re going to get back to it and try different things.”

It’s a lot about experimenting... [G]o through different routes, use different powers, try different things that you didn’t try the first time.

“It’s a lot about experimenting... [G]o through different routes, use different powers, try different things that you didn’t try the first time. It’s not about running through a linear corridor.”

On the topic of multiplayer and forcing it into games that don’t require it, Roby and the Dishonored team are pleased the game is remaining a dedicated, single-player title.

“Bethesda has been very supportive of that since the beginning,” said Roby. “I mean, it doesn’t make any sense to make multiplayer if it’s just to add it on the box. As a checkbox, you know?”

“The idea was to make a great single-player experience, as we did with a lot of player choice, and if we had to lose some time making multiplayer it means we would lose focus on the single-player and spend more time on multiplayer and in the end you just get lower [quality] single-player and crappy multiplayer.”

One of the key pillars of Dishonored is emergent gameplay and the ability to combine powers with unexpected results, results that sometimes surprise even the designers. The tricky thing is balancing the ability to let players circumvent things in ways the designers may not have realised was possible and keeping the game functional.

If the player thinks about something we want to make sure they can actually do it.

“Well, there is of course the possibility that people will be able to break the game if they really try to insist on wrecking it, but what we wanted to ensure was that the player always feels in power and that we always say yes to the player,” said Roby. “For instance, if the player thinks about something we want to make sure they can actually do it, that there are no stupid rules that prevent them from doing it. So we prefer to overpower the player a little but still let them have fun rather than trying to direct the game so much, and let the player do what they want to do.”

Luke is Games Editor at IGN AU. You can chat to him about Die Hard with a Vengeance, cars and single-player games here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : ign[dot]com

Friday, August 24, 2012

Halo 4: Spartan Ops DLC is "Longer Than ODST"

343 Industries' boss Frank O'Connor has responded to fan concerns over the length of Halo 4.

After yesterday's achievement list leak pointed to the game containing just eight missions, O'Connor explained on NeoGaf that this didn't reflect how long each would be.

The main campaign is substantial and will compare favorably with previous entries in the series.

Posting as 'Stinkles', he wrote that the "Number of missions has no bearing on the length of the campaign. It's a Halo sized campaign. PLUS [Spartan Ops] etc."

His words were then added to by 343 Industries' designer David Ellis (as lybertyboy) who claimed that "[Spartan Ops] season alone is longer than [Halo 3: ODST].

"Spartan Ops and Campaign are completely separate teams. As Frank mentioned earlier, the main campaign is substantial and will compare favorably with previous entries in the series."

Spartan Ops is a new story-driven game mode set to feature in Halo 4 and will replace the Firefight mode that appeared in Halo 3 and Halo 3: ODST. Gamers can play it on their own or co-operatively with up to three other players, and the first Season of Spartan Ops plans to deliver five new objective-based missions and cinematics each week over a 10-week period. It's this content taken in isolation that Ellis has claimed will consist of more content than Halo 3: ODST.

So it seems if you were concerned after yesterday's news then there's no need to panic. Halo 4 launches on Xbox 360 on November 6.

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


Source : ign[dot]com

Wednesday, August 8, 2012

Space Punisher #2 Review

You have to love a series whose title so elegantly sums up everything about it. Space Punisher is all about Frank Castle heading into the cosmos to deal out his particular brand of justice. Squid monsters and four-armed Hulks replace the usual drug dealers and mob bosses, but the basics remain the same. It's as if Lobo chewed up a bunch of Fear Agent and Cosmic Marvel comics and barfed the mixture onto a drawing board. Only prettier.

Frank Tieri dials up the zaniness a few notches in issue #2 as Frank battles Sabretooth, Deadpool, and The Leader. It isn't long before Hulk is thrown into the mix as well. Half the fun of this series is in seeing the entire Marvel Universe reflected though Tieri's goofy sci-fi mirror. It isn't just familiar Punisher players who are given the space treatment, but all corners of the Marvel U. In truth, the sci-fi re-imagining of Barracuda is the weakest one in the series so far, as there's really nothing whatsoever to tie this character to the traditional version.

There's not a great deal of subtlety in Tieri's handling of Frank. It's a very old school take on the character and his quest for vengeance. But nothing about this series is or should be subtle. Tieri embraces the zaniness of the concept and runs with it. I only wish we could see more of Frank's enemies in the Six-Fingered Hand. His clashes with them in this issue are fairly well glossed over.

Mark Texeira strikes the perfect visual tone with his painted artwork. His characters look like they crawled out of a sci-fi B-movie poster with their massive physiques, dramatic faces, and generally larger than-life presence. The painted approach provides a much-needed smooth, almost sterile look that Texeira's scratchier penciled style wouldn't have allowed for.

This is the sort of book that Marvel supposedly doesn't publish anymore -- off-the-wall, out of continuity, and delightfully bizarre. The least Punisher fans can do is give it a chance.

Jesse is a writer for IGN Comics and various other IGN channels. Follow Jesse on Twitter, or find him on IGN.


Source : ign[dot]com

Tuesday, August 7, 2012

Mickey Rourke in Sin City 2 Talks

With Marv playing a central part in the second Sin City book A Dame to Kill For, fans have been wondering if Mickey Rourke would reprise the role in Frank Miller and Robert Rodriguez’s forthcoming film adaptation.

And while rumours have been circulating that he definitely will be starring, it's only today that we've had any kind of update, with Deadline reporting that Rourke is currently in negotiation to top-line Sin City: A Dame to Kill For (which takes place before the events of the first film).

And if that’s not enough Mickey Rourke news for one day, the actor-turned-boxer-turned-actor is also in talks to join Gerard Butler in Motor City.

Albert Hughes will direct the revenge thriller, with both films set to hit in 2013.

Chris Tilly is the Entertainment Editor for IGN and would like to go for a beer with Mickey Rourke. His idle chat can be found on both Twitter and MyIGN.


Source : ign[dot]com

Thursday, July 26, 2012

Indiana Jones 5 Not in the Works




According to producer Frank Marshall, rumours of a fifth Indiana Jones film have been greatly exaggerated.


While doing the publicity rounds for The Bourne Legacy, Marshall discussed George Lucas’s position with Crave Online, explaining: “I think he’s thinking about ideas but he’s certainly not writing one. We’d love to keep the series going but again it’s got to be a really good story. They’re hard to do.”


The most recent film in the series - Indiana Jones and the Kingdom of the Crystal Skull – received mixed reviews when it hit in 2008, but went on to gross $787m world-wide.


And as far as Marshall is concerned, the franchise could end there. “I say, for me, [Kingdom of the Crystal Skull] is the last hurrah” he told Collider. “I know that yes, we talked about [a fifth film], but there’s no idea. There’s no MacGuffin.”







Chris Tilly is the Entertainment Editor for IGN and wishes they'd left it at three. His idle chat can be found on both Twitter and MyIGN.



Source : ign[dot]com