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Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, October 26, 2012

IGN Live Presents: WWE '13

We're just days away from the release of WWE '13, so naturally the one question on the minds of most wrestling fans is when IGN will post its full review. We're now able to reveal that our full critique, in written and video form, of the game will go live this coming Monday, October 29 at 9am PT.

But we're not done there. Just after the review hits, be sure to tune in - on this very page - for a live stream of the full game, showcasing everything from the Attitude Era mode to Universe mode and more. Design Director Cory Ledesma and Designer Bryan Williams will join us starting at Noon PT - so bookmark this page and come back. You never know - we just might give away a few items while we're at it.

So there you go - by the end of Monday you'll not only know what we think about the game, but get an hour-long look for yourself. This will be the precise page where you'll find the live stream. You won't be able to miss the review.

See you then!

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Friday, October 12, 2012

FIFA 13: EA Sells Old Games as New

You might have noticed that something’s been missing. IGN hasn’t yet published a review of FIFA 13 on Wii, and the review for the Vita version just went live. Meanwhile, the review for the Xbox 360 and PS3 versions has been up for weeks.

This isn’t negligence. In order to bring reviews to you, our readers, in a timely fashion, we’re lucky enough to receive review copies weeks in advance. But this didn’t happen with either the Wii or Vita versions of FIFA 13. When we politely enquired, EA told us that copies were in short supply, or that they hadn’t received additional promotional copies from Sony, and when we asked again, they even dodged our requests by employing the ingenious tactic of ignoring us.

Since my review went live, I’ve had people on Twitter asking me on the whereabouts of the Vita version, and when they could expect to read the review. Around the same time, I also received a worrying tweet. There were rumours that these versions weren’t really new games at all but cynical reskins of last year’s instalments. And having played the Vita version, I can confirm the rumour. (I still haven’t played the Wii version.)

When I use the phrase ‘cynically re-skinned’ I’m aware of how sensational it sounds. It can’t really be all that bad. Can it? But it really is – just look at these menu screens:

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FIFA Football (Soccer) on Vita

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FIFA 13 on Vita

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FIFA Football (Soccer) on Vita

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FIFA 13 on Vita

These have been taken from the main menu and training area. The backgrounds haven’t been updated, and without knowing that Lionel Messi is this year’s cover star you’d be hard-pressed to tell which was the latest iteration. It’s obviously the same character model, adopting the same poses. The menu has been grudgingly spruced up. At the time of writing, FIFA 13 on Vita is priced at £43.99 at HMV on London’s Oxford Street. FIFA Football on Vita can be bought new for as little as £14.99 on Amazon. And they are fundamentally, as far as I can tell, the same game.

We contacted EA about this situation but it wouldn’t go into specifics, providing the following statement:

“FIFA 13 on PS VITA features 30 leagues, 500 officially licensed teams and 15,000 players all wearing this year’s kits and playing for their current teams. It is the same great FIFA gameplay for the PS VITA, including touch-screen controls, and also features popular modes like Career Mode, Be A Pro, and a deep set of online features. We felt it was important to continue to offer fans the opportunity to play an authentic football experience on PS VITA.”

It doesn’t talk about any specific gameplay innovations, focussing on the number of teams and “this year’s kits” and “current team”. It stresses how up-to-date the game is but the gameplay is anything but. ‘Popular’ modes are championed instead of new ones. There isn’t much different from the bullet points on the back of last year’s box, which boasted about “more than 500 officially licensed clubs” and “unique touch-screen controls”.

When FIFA launched on the Vita last year, there was something revealing about its title: FIFA Football (or Soccer, depending on where you live in the world). From the get go, it didn’t pretend to be the same game. While ostensibly alike, it had its own identity, its own set of features to define it – it didn’t masquerade as the same game. This year the name changed, and understandably, so did the expectations. It was called FIFA 13. Surely it was safe to assume that with the same name, the advanced nature of Sony’s handheld, and a year’s worth of time, that the new game would mirror some of the innovations that makes FIFA 13 on Xbox 360 and PlayStation 3 such a great game. But that just isn’t the case. There’s no Match Day. No first-touch control. No advanced dribbling. No attacking intelligence. And yet it dares to have the same name. Like it says in EA’s statement, “It is the same great FIFA gameplay for the PS Vita.”

As for the Wii version, I still haven't managed to get my hands on a copy of the game - but UK site Nintendo Gamer has, and the screenshot gallery posted on the site is shocking. This really is exactly the same game, being sold at full price as a new one.

FIFA 12 (Nintendo Gamer)

FIFA 13 (Nintendo Gamer)

What I find most interesting about this whole farrago is the way in which the Wii and Vita have been treated in the same way. The Wii has already reached its twilight hour but the Vita hasn’t. Despite wobbly initial sales figures and an inconstant supply of games, the Vita is still a new console and surely deserves better than this during its infancy? It deserves innovation, creativity – games that rudely press at the limits of what it’s capable of delivering. Vita means ‘life’ in Latin, but games like FIFA 13 are poison for the still vulnerable handheld. People who purchased the system deserve better than last year’s game in a new full-priced box.

It’s so easy to imagine how all of this could have been avoided: don’t release a full-priced retail game, release the latest kits as shrewdly-priced DLC instead. While this might not be feasible with the Wii version, FIFA Football could have been updated in this way. If EA was only really interested in updating the squads and kits, surely this was the easiest and safest way of providing this type of update?

As it stands, EA is selling last year's game with some new skins and a new title to customers on Wii and Vita without properly explaining it. The publisher has also tried to dodge the inevitable controversy by failing to provide reviewers with copies of the game on these platforms. This is absolutely not acceptable practice, and it could easily be construed as lying to customers. If you're thinking about buying FIFA 13 on Wii or Vita, don't let yourself be duped.

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


Source : ign[dot]com

Sunday, September 30, 2012

Watch the Dexter Season Premiere

If you've seen Matt Fowler's IGN review of the Dexter season premiere, you know he was quite happy with it, finding it a big return to form for the series - a sentiment shared by many of here at IGN, myself included. But if you haven't seen the episode yet, what are you waiting for? You can watch Dexter: "Are You...?", right here, right now!


Source : ign[dot]com

Wednesday, September 26, 2012

Elementary: "Pilot" Review

Advance Review: The idea of updating Sherlock Holmes is nothing new. It's not even new for CBS, which has twice before aired modern-day series based on Sir Arthur Conan Doyle's iconic detective (The Return of Sherlock Holmes in 1987 and the radically differently titled Sherlock Holmes Returns in 1993). But this latest iteration is notable for coming out at a time when Holmes is enjoying a resurgence on screens both big and small. Tempted as I am to compare and contrast Elementary's version of Sherlock Holmes to the recent Guy Ritchie film franchise or the Steven Moffat series (still my favorite) or even Hugh Laurie's Dr. House, I'm going to try and stick to evaluating the premiere on its own merits.

But let me just say this before moving on - if you enjoy Elementary and you haven't yet seen Moffat's Sherlock, starring Benedict Cumberbatch, track it down and watch it immediately. You won't be sorry. Then you can come back to Elementary and bask in the notion that there will be a fourth episode a week after the third, and then another one after that, and so on for likely 13 episodes at the very least, and probably 22 in one whole year if it gets a full-season order. Of course, just those 13 would be more than twice as many episodes as Sherlock has had in its two seasons combined.

The case that kicks off the series is a standard murder mystery, with twists and turns no more surprising or extraordinary than those you might find on Law & Order, or any other procedural show (and not, as far as I know, based on any particular Doyle story). What sets Elementary apart is the enigmatic personality of Sherlock Holmes (Jonny Lee Miller) himself and the unique way he reacts to his surroundings. He leaves rehab early to offer his skills as a consultant, free of charge, to the NYPD via a former colleague, Captain Gregson (Aidan Quinn). Worried about his son's rash actions, Holmes' father --- unseen for now, though producers say we will meet him -- hires a "sobriety companion" to follow him around and make sure he doesn't use. That companion, of course, turns out to be Joan Watson (Lucy Liu), a washed up surgeon who finds that solving murders is a lot more fun than glorified babysitting.

Miller gives us a more emotionally vulnerable Holmes than we've seen before. He's had his heart broken and is recovering from drug addiction, exiled to New York for the convenience of an American television show. These scars are close enough to the surface they sometimes get in the way of the cold, robotic analysis we're used to seeing from the ultimate detective. He still makes instant appraisals of total strangers based on deductive reasoning but, at least in the pilot, it's often as much a trick of smoke and mirrors (and Google) as it is the unrestrained tick of a genius mind. This Sherlock is good at looking like he has a master plan, even when he's just losing his temper. He may not always be in control, but it seems like he is. And if there's one thing Miller is good at, it's looking cool.

As fascinating as he is, we can't truly appreciate Holmes' intellect without Watson by his side to serve as an exposition device, someone to ask, "How did you know that?" Liu's Watson is quite capable, almost his equal. She even picks on clues he misses. Based on this first episode, it doesn't seem like the show will immediately be exploring a romantic angle between the two, but by casting a woman as Watson the door will always be open for that possibility. So far, I like platonic working relationship the two have established in the pilot, even if it is muddied by the fact that Watson's loyalties are divided between Sherlock and his father. I hope the writers can resist messing with it for a while - and for what it's worth executive producer Robert Doherty says he doesn't intend to make things romantic between Holmes and Watson. Regardless though, that relationship will keep viewers coming back to the show more than the weekly cases, I suspect.

Speaking of the cases, it's worth pointing out that it isn't just the other versions of Sherlock Holmes that Elementary has to contend with, but all the other procedural shows on television now as well. This kind of detective storytelling has become so formulaic it's difficult to be original or shocking. The first hour does a good job of introducing us to a new Sherlock, but I predict the ongoing challenge of making this show will be to keep the storylines as smart as the main character.

Elementary premieres Thursday, September 26th at 10pm on CBS.


Source : ign[dot]com

The Dark Knight Rises Blu-ray Art?

With The Avenges now out on home video (review here), the inevitable Blu-ray and DVD announcement of The Dark Knight Rises is just around the corner.

A few images from the UK release of The Dark Knight Rises Blu-ray and DVD, as well as some images from a Batman Trilogy box set, have already started popping up all over the internet today, courtesy of ComicBookMovie and DCU Movie Page. It's unclear if these are official or fan-made just yet. Some of the images look fairly legit, while others are a little more questionable. Take a look and judge for yourself:

Meanwhile, actor Joseph Gordon-Levitt, out promoting Looper (review here), spoke with Collider and shot down any hopes of seeing those rumored deleted scenes from The Dark Knight Rises. "Every movie has a longer cut which gets edited, and deleted scenes implies that there’s whole chunks of the film missing. It’s not that, it just gets tightened up in the editing process."

It's certainly possible Joseph Gordon-Levitt simply doesn't know about the deleted scenes, but his statement feels fairly definitive. We should know more in the coming days. The Dark Knight Rises is tentatively slated to come home December 3, 2012. Expect an official announcement from Warner Home Video very soon.


Source : ign[dot]com

Tuesday, September 25, 2012

Ben and Kate: "Pilot" Review

Advance Review: From creator Dana Fox (What Happens in Vegas) comes a sweet, but not too sweet, comedy about a pair of grown siblings who, long ago, formed a unique bond due to an unhappy home life while growing up. Kate (Dakota Johnson - daughter of Don Johnson and Melanie Griffith) wound up getting pregnant at an early age and is now the sort of typical young, quirky "trying to make ends meet" TV mom that we've all come to expect. Unlucky in love, but lucky when it comes to the simple, genuine things in life. Like her extremely precocious five year-old daughter, Maddie. So far, so what, right? Kate's a somewhat typical klutzy, "rom-com" leading lady. But then comes Ben.

Ben, played by Academy Award-winning screenwriter (he co-wrote The Descendents with Community's Jim Rash) Nat Faxon, is Kate's older brother. And whereas Kate "grew up too fast," Ben "never grew up at all." He's a big, doofy man-child who's constantly making Kate's life more complicated with his crazy, random antics and, honestly, your enjoyment of Ben and Kate is primarily going to depend on whether or not you find Ben annoying or endearing. I happen to be fall into the latter category on this one, although I can totally see people not enjoying Ben's juvenile mania. I understand if he gets under your skin. In fact, I've seen this pilot twice now and I think about the Bill Murray movie "What About Bob?" each time I see it. Because, drawing from that film, you either love Bob or you totally empathize with Richard Dreyfuss.

So, much in the same way that FOX presented us with Zooey Deschanel's quirky Jess last year when New Girl premiered, Ben's naive dreamer qualities will either excite or irritate you. I think Faxon does a wonderful job of playing a lovable idiot and there were more than a few scenes here that I found pretty damn funny. In this first episode, Ben discovers that his ex, the love of his life, is getting married and decides to come up with a last ditch effort to win her back. Of course, none of this gels with Kate's plan to finally go out on a normal date with her boyfriend George and, possibly, have "the sex" for the first time since her daughter was born.

And while I brought up "What About Bob?" earlier, my thoughts also shift into darker territory when I'm reminded of Laura Linney's character from Love Actually. Remember her? The woman who had to be at the beck and call of her mentally ill brother and couldn't maintain a normal relationship because of it? I probably think of that because A) I just recently watched that movie again, and B) Kate's total acceptance/surrendering to the fact that the comically-obtuse Ben will always be a giant, dominating chunk of her life.

The spotlight might be on Faxon's Ben, but it's Johnson's Kate who does the heavy lifting. She's the other main reason why I feel this show works. If she were just the "straight man" put-upon sister, this would fall apart. These two have a goofy connection and by the end of the episode you feel as though they actually compliment one another. Ben, despite his life-disrupting ways, is protective of Kate a way that has no equal. Which comes in handy since Kate herself winds up in screwball situations of her own.

The rest of the players here - Lucy Punch's full-of-advice bimbo BJ, Echo Kellum's Kate-obsessed Tommy - are fine. Young Maddie (Maggie Elizabeth Jones), when not spouting wisdom beyond her years, makes a great, doe-eyed sounding board for Ben's lunacy. Again, depending on your personality there's a chance that Ben might frustrate you, but I think Ben and Kate is one of the most promising new comedies of the season.

The Ben and Kate pilot can be seen on Hulu. The series premieres on Tuesday, September 25th on FOX.

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


Source : ign[dot]com

Monday, September 24, 2012

Vegas: "Pilot" Review

Advance Review: Older dude solving crime? Check. A well-known, likeable veteran actor cast in the lead? Sure. A "case of a week" blueprint set up for viewers not looking for heavy serialization? Yup. But hold on there. CBS' new retro-series, Vegas, does have a bit more going for it than your average mega-popular crime-labbapalooza. Set in early '60s Las Vegas, this series not only boasts movie star Dennis Quaid as the lead justice dispenser, but a dusty, modern-era Western tone that's brought about by the clash of two worlds; that of cattle rancher Ralph Lamb (Quaid) and casino owner Vincent Savino (Michael Chiklis).

Make no mistake though. Even though the title at the outset of this pilot reads "This is the true story of Sheriff Ralph Lamb and the rise of the Vegas Strip," Vegas is still going to be, underneath the historical histrionics, a procedural. Lamb will solve a crime each week; a murder that will most likely have to do with shady strip dealings causing him to passive-aggressively butt heads with transplanted Chicago mobster Savino. But while Vegas may not be totally off-brand for CBS, it gets some extra points for tweaking the formula.

As Savino's plane lands outside Vegas, pointedly throwing Lamb's herd of a cattle into a frenzy, it's clear that Lamb's peaceful post-war life, and the lives of those living in the Vegas vicinity, will never be the same. Savino's in town to help whip a casino called The Savoy into shape, but with Chiklis' Savino comes a sort of calm logic that you wouldn't expect. He's more Ace Rothstein than he is Nicky Santoro, if we're going by the yin and yang of Scorsese's Casino. He doesn't have it out for innocent citizens, but instead the inept and corrupt goons and thugs that have caused him to have to move to Las Vegas to fix a hotel that's bleeding money. Yes, it's interesting to pit Quaid's rootin' tootin' rustler against a "gentleman gangster," but the mostly-polite Savino also comes off a bit toothless.

So I would expect that, down the line, things will get much more vicious between the two. Because the conflict that we might be anticipating from these two actors is not really present in this series opener. Instead, we're given the tale of how a reluctant Lamb, who was a former crack MP investigator, becomes acting Vegas Sheriff. "Ask a few questions. Listen to what people say. What they don't say is just as important." That's Lamb's low-key take on solving murders that he shares with his brother Jack (a fresh off Terra Nova Jason O'Mara), who Lamb brings along for the ride when the Mayor asks Lamb to solve the murder of the Governor's niece, Samantha. Fortunately for Lamb, the real Sheriff is nowhere to be found (aka "hiding from the mob") and the Mayor knows Lamb from the war and can testify to his stubborn determination when it comes to tracking down perps.

Carrie-Anne Moss (The Matrix, Memento) is also on hand as an Assistant DA whose family ranch was next to the Lamb's ranch when she was growing up. So she represents both an "in" with the slick political crowd and a down home girl who will probably wind up being a love interest for a seemingly non-interested Lamb. I say non-interested because Lamb, a widower, for all his gruffness, really just wants to tend to his herd. He only agrees to find Samantha's killer so that he can get back to his ranch. And because he's not actually the Sheriff, he doesn't feel compelled to follow any of the pesky rules that come along with the title. By the end though, Lamb sees that he can actually step up and face the corruption that surrounds him when he's got a star pinned to his vest. And he likes feeling in control again.

Vegas isn't perfect, and it may very well fall too deeply into the less-interesting "case of the week" zone after a few episodes, but it does represent a couple of interesting left turns for CBS. And for those of you who might be a bit exhausted by the veneer of the '60s on TV, Quaid's side of the fence shows us that not everything was highballs and fedoras.

Vegas premieres on Tuesday, September 25th at 10/9c on CBS.

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


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

Thursday, September 13, 2012

Meat Playground takes down Orbit 2-1

League of Legends Match Review: Meat Playground vs. Orbit Gaming

This Best of Three series left nothing to be desired. These teams packed all 3 games with action from the moment they started. The meta was not challenged by the tactics of these players. Strategy and coordination are what won this match. The players are reaching new heights of personal skill. These teams will continue to improve their game and raise the level of competitive play in League of Legends.

Game 1: Meat Playground Victory

Meat Playground had first pick and wanted to make an aggressive statement immediately in the match. They banned the strong CC of Alistar, followed by the mid lane and team fight strength of Twisted Fate and Zyra. Meat Playground picked Morganna for a safe mid, and a Cho’gath top lane with a support Blitzcrank to secure the endgame. Orbit wanted to rely on a counter pick to allow their mid lane to dominate. They banned the top lane strength of Shen. Malphite, and Vladimir. Orbit then took the safe Jayce pick for top, Gragas in the middle, and Sivir to win the bottom lane.

The players of Meat Playground were out for blood, and secured first blood before minions spawned with a 2-for-2 trade. Both teams stuck to their guns using aggressive tactics to take down the first 2 towers before 5 minutes thanks to a lane swap from Orbit. Meat Playground soon took the lead with some strong team coordination. LightSludge secured several kills and had a large item advantage that he used to give his team a large lead. Meat Playground made some catches and team fights happen and closed out the first game with a major item advantage.

Game 2: Orbit Victory

Orbit took first pick in game 2 and looked to ban out what defeated them in the previous game. They banned the epic hooks of Blitzcrank, the fed terror of Ezreal, and the standard Malphite. Orbit then picked a double AP composition with Vladimir and Ahri, followed by the ganking potential of Skarner. Meat Playground was confident after their victory and decided to try some uncommon picks. They took out the potential first pick of Nunu, along with the standard Alistar and Shen. Meat Playground picked Rumble to win the top lane, Maokai to counter the fast ganks, and Mordekaiser to see what he is capable of.

Game 2 did not have the same ignition as the previous game. The teams did not warm up until first blood happened in bot lane, ending in a 1-for-2 for Meat Playground. Skarner made his presence known with constant appearances in all of the lanes. Orbit was still pressured in the lanes despite the efforts of their jungle player. Soon these efforts paid off and allowed Orbit get the positioning they needed to take an advantage in the game. Orbit quickly took control of the map with oracles and took a huge lead through forced fights and face checks. Meat Playground found themselves insurmountably behind and surrendered.

Game 3: Meat Playground Victory

Meat Playground had first pick and needed to get their valued picks to win the game and the match. They banned Alistar, Twisted Fate, and the Skarner that gave them trouble in the last game. Meat Playground picked the Nunu and Morganna that were key to their game 1 victory, along with Olaf to play it safe in the top lane. Orbit had taken the momentum in the match and wanted to close it out quickly. They banned the Ezreal that did so much in game 1 followed by the standard Shen and Vladimir. Orbit went with a Malphite top, the successful Ahri mid, and a blind Lee Sin in the jungle.

Meat Playground wasted no time in turning up the heat in game 3. They went right into the enemy jungle and slowed down the early game strength of Orbit’s team composition. Orbit went with another lane swap and successfully shut down Olaf early in the game. Morganna was a major threat to Orbit and they sent their support to the middle lane to assist Ahri. Pobelter would not be stopped and picked up a quadra kill with only a tower to aid him. Meat Playground started grouping up and used their strong team fight to take objectives and force poor position from Orbit. Orbit had no answer to the coordination of Meat Playground and lost out to a rushed baron followed by 1-for-4 team fight and victory in game 3.

Player of the Match: Eugene ‘Pobelter’ Park

The mid lane is the center of the rift and the action whenever Meat Playground takes the field. Eugene ‘Pobelter’ Park can play what his team needs and stun spectators with unusual tactics. What he does best is be there when his team needs him. Even his champions roster changes to what best benefits his team. Meat Playground has a bright future ahead of them with Pobelter backing up their plays.

Conclusion

These teams gave it their all in a chance at the IPL5. They tested their abilities and kept it close to the last second. Meat Playground showed that they have what it takes to challenge the best teams on the scene. Orbit has some solid victories over the best teams, but showed that they still have room to improve. The conventional meta was not challenged. The balance was not strained. These teams displayed a true competitive treat to the avid LoL follower.

That’s it for today’s review. We hope you will join us tomorrow for more exquisite League of Legends action.


Source : ign[dot]com

Monday, September 3, 2012

See Unaired Asylum of the Daleks Prequel

Following Saturday's triumphant return of Doctor Who (read the IGN review of Asylum of the Daleks here), a mini-prequel written by Steven Moffat and previously unaired in the UK, has appeared online. According the YouTube channel, the video was "available only by subscription on iTunes in the US, or by US Amazon InstantVideo," but you can watch it in all its glory below.

The next episode of Doctor Who, Dinosaurs on a Spaceship, is on BBC One and BBC America this Saturday.


Source : ign[dot]com

Friday, August 31, 2012

Ben and Kate: "Pilot" Review

Advance Review: FOX's new single-camera comedy Ben and Kate doesn't officially premiere for another month, but since the pilot episode is currently available for viewing via Hulu (see below!), we're considering it fair game for review.

From creator Dana Fox (What Happens in Vegas) comes a sweet, but not too sweet, comedy about a pair of grown siblings who, long ago, formed a unique bond due to an unhappy home life while growing up. Kate (Dakota Johnson - daughter of Don Johnson and Melanie Griffith) wound up getting pregnant at an early age and is now the sort of typical young, quirky "trying to make ends meet" TV mom that we've all come to expect. Unlucky in love, but lucky when it comes to the simple, genuine things in life. Like her extremely precocious five year-old daughter, Maddie. So far, so what, right? Kate's a somewhat typical klutzy, "rom-com" leading lady. But then comes Ben.

Ben, played by Academy Award-winning screenwriter (he co-wrote The Descendents with Community's Jim Rash) Nat Faxon, is Kate's older brother. And whereas Kate "grew up too fast," Ben "never grew up at all." He's a big, doofy man-child who's constantly making Kate's life more complicated with his crazy, random antics and, honestly, your enjoyment of Ben and Kate is primarily going to depend on whether or not you find Ben annoying or endearing. I happen to be fall into the latter category on this one, although I can totally see people not enjoying Ben's juvenile mania. I understand if he gets under your skin. In fact, I've seen this pilot twice now and I think about the Bill Murray movie "What About Bob?" each time I see it. Because, drawing from that film, you either love Bob or you totally empathize with Richard Dreyfuss.

So, much in the same way that FOX presented us with Zooey Deschanel's quirky Jess last year when New Girl premiered, Ben's naive dreamer qualities will either excite or irritate you. I think Faxon does a wonderful job of playing a lovable idiot and there were more than a few scenes here that I found pretty damn funny. In this first episode, Ben discovers that his ex, the love of his life, is getting married and decides to come up with a last ditch effort to win her back. Of course, none of this gels with Kate's plan to finally go out on a normal date with her boyfriend George and, possibly, have "the sex" for the first time since her daughter was born.

And while I brought up "What About Bob?" earlier, my thoughts also shift into darker territory when I'm reminded of Laura Linney's character from Love Actually. Remember her? The woman who had to be at the beck and call of her mentally ill brother and couldn't maintain a normal relationship because of it? I probably think of that because A) I just recently watched that movie again, and B) Kate's total acceptance/surrendering to the fact that the comically-obtuse Ben will always be a giant, dominating chunk of her life.

The spotlight might be on Faxon's Ben, but it's Johnson's Kate who does the heavy lifting. She's the other main reason why I feel this show works. If she were just the "straight man" put-upon sister, this would fall apart. These two have a goofy connection and by the end of the episode you feel as though they actually compliment one another. Ben, despite his life-disrupting ways, is protective of Kate a way that has no equal. Which comes in handy since Kate herself winds up in screwball situations of her own.

The rest of the players here - Lucy Punch's full-of-advice bimbo BJ, Echo Kellum's Kate-obsessed Tommy - are fine. Young Maddie (Maggie Elizabeth Jones), when not spouting wisdom beyond her years, makes a great, doe-eyed sounding board for Ben's lunacy. Again, depending on your personality there's a chance that Ben might frustrate you, but I think Ben and Kate is one of the most promising new comedies of the season.

The Ben and Kate pilot can be seen on Hulu. The series premieres on Tuesday, September 25th on FOX.

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


Source : ign[dot]com

Thursday, August 30, 2012

Guild Wars 2: Review in Progress

No more stress tests or beta weekends, Guild Wars 2 is officially live. Throughout the coming weeks as I check out the launch version for review, I’ll post text and video updates during the work week, showing off how my Norn Guardian is progressing as I level through the 1 – 80 content, take part in World versus World battles and jump into PvP arenas. If you're completely new to the game and have no idea what Guild Wars 2 is or what's going on, check out this starter guide to get a sense of the basics.

Experience for Everything

Whether I was picking blueberries out of bushes or hacking at the frigid body of a maelstrom-summoning, zone-threatening snow demon, I was earning experience toward leveling my Norn Guardian. The experience rewards for doing nearly everything in the game made it feel like there was little time wasted while playing Guild Wars 2, lending significance to even minor activities, and contributing to a sense that no matter what I did, I was always getting stronger and working toward unlocking more gameplay options for my class.

The amount of experience handed out shows how ArenaNet wants people to play. Killing standard monsters results in very small experience gains. It makes no sense to sit there and try to round up and slay packs of mobs. Instead, the big chunks of experience come through events and story quests, emphasizing participation in structured content instead of rewarding those willing to put up with tedious grinding.

Quests come in various types, and from what I’ve played so far, at level 19, not all are equally entertaining. Scattered around zones are NPCs represented by hearts, all with unique lists of objectives. You don’t necessarily have to complete their tasks, though the financial rewards for doing so make questing for the heart NPCs seem worthwhile. And after their demands have been met, they’ll sell items, some of which can be powerful. Sometimes the tasks are fairly straightforward: just kill a bunch of stuff around the NPC. Sometimes they’re goofy enough to be entertaining, like bottling worms and fireflies or protecting baby animals, but at other times the tasks, particularly those that emphasize fetching and collecting, are too safe and conventional to be memorable.

Thankfully they’re over quickly, so it’s never long until there’s something new to play with. Events are the real highlight of the main leveling content so far. These quests start up periodically around each zone and can be undertaken by anyone in the area. There’s no quest log to manage and no need to join a group and make sure everyone’s on the right quest stage. If a convoy needs protection or a friendly faction is mounting an assault on an enemy encampment, you can jump in and start fighting at any point. Your contribution is taken into account and you’re given substantial rewards.

This makes it feel like Guild Wars 2’s world isn’t a static funhouse waiting for you to show up in order for all the lights to brighten and music to start playing. It makes it feel like the world has its own rhythms and that it exists independent of your presence, which in some ways helps defeat the inherent artificiality of the experience. Of course, that sense of artificiality is reestablished after an event re-triggers for the fifth time, but at least on the initial journey, it’s a powerful motivator, and a big reason to keep looking around the world, earning rewards while learning how the inhabitants of this incredibly detailed world interact.

The events represent the best storytelling in Guild Wars 2 from what I’ve seen so far, skillfully mixing gameplay with just enough dialogue to establish context and add a layer of personality. Sometimes the storylines can be serious, where characters strive to stop potentially catastrophic events, and sometimes they can be comedic, like when a scientist asks you to protect cattle from invaders so he can launch them through the air as part of an experiment. So far the variety of tasks has been really impressive, and in some cases even affects which faction controls settlements. The fact that ownership of territory in the virtual world can shift like this helps lend more significance to events, because their outcomes can have very noticeable effects on the game world. I’m looking forward to seeing how these systems develop in later zones.

The personal story quests so far haven’t been quite as exciting for me, as many of the characters feel like stale, brittle fantasy stereotypes. The stories are all very well presented, with plenty of fancy visuals and fully voiced dialogue, but so far nobody’s had anything terribly interesting to say. Perhaps that’s still because I’m early in the game, though, and later on things will become more exciting. Dull characters aside, the goals for each quest are well done, adding even more variety to the experience, tossing me into in one-on-one brawls in front of a cheering audience and phasing me into mystical planes of existence to recover trapped spirits.

So far, the shortcomings of the story quests and heart NPC tasks haven’t sucked out the fun of exploring Guild Wars 2. It’s a stunning world, beautifully crafted, and the diversity of gameplay styles possible even within a single class’ skill set is really impressive. The pace is fast, travel around the world is conveniently linked by instant-travel waypoints, so there’s rarely any downtime. It feels like Guild Wars 2 really lets me get to the fun parts without much of the tedious fuss normally found in MMOs.

Still, these are only really my first steps into the game. Group dungeons aren’t accessible until later in the leveling progression, I’ve barely looked at World versus World combat or the PvP arenas, and I’m still learning how the crafting system works and unlocking new skills for my Guardian. I’ll post many more updates in the coming weeks covering all these aspects before a final review is ready. But so far, Guild Wars 2 is a lot of fun.

Mix and Match

There’s no dedicated healing class in Guild Wars 2. There’s no class you can point to and label as the permanent tank or permanent damage dealer. Every class does a little bit of everything. Combat seems to be more about movement and buff / debuff management than spike healing and aggro capture.

Without the clarity of strictly defined class roles, ArenaNet tried to prevent the skill system from getting too complicated by giving each weapon a set of fixed skills. When I equip my Guardian with a one-handed mace, I get three unique attacks, and can fill in the other two weapon slots on my skill bar with an off-hand. That means I can use a mace with a torch, a mace with a focus, or a mace with a shield. The three mace skills will always be the same for the Guardian, but the other skills will change depending on the equipped off-hand, altering my role in a fight.

By fixing skills to weapons, ArenaNet essentially created subclasses for my Guardian. As you might expect, a shield is based more around defensive skills, and lets me protect allies and knock back enemies. A one-handed mace's skills provides a number of healing and defensive bonuses, making it a good choice for more survivability while fighting enemies at melee range. If I want to deal more damage, I can swap in a one-handed sword for the mace. If i want to deal even more damage, I can replace the shield with a torch so my Guardian can breathe fire and launch fireballs like a caster.

There’s a lot of versatility to the system, even with the pre-made skill loadouts of the weapons. By equipping a two-handed sword the Guardian becomes a much more mobile damage-dealer, capable of leaping at targets and dealing heavy damage across a large area by spinning his blade. A two-handed mace gives the Guardian powerful crowd control, letting him encircle himself with magic barriers that enemies can’t cross and blast foes with lines of immobilizing energy.

Weapon skills only take up half the skill bar, though. The other five slots can be occupied with a healing skill, three utility skills and one elite skill. Every class must equip a heal, so there’s no way to equip only damage-dealing skills.  Once you’ve unlocked an assortment of utility skills, you can slot them individually – they don’t come in pre-set packs like the weapon skills – so there’s more freedom to customize, and it prompts interesting questions. Should I equip all spirit weapon summons so my Guardian can run around with a floating mace, sword and bow following along? Should I equip area of effect fire blasts or energy walls that block incoming projectiles? There’s a huge amount depth to the system, and so far experimenting with all the different possible combinations has been a lot of fun.

It takes a while to unlock all the skill slots and even longer to accumulate enough skill points to purchase all the utility, elite and healing skills. As a result, I haven’t so far felt overwhelmed as new things are introduced. I’m currently still looking over the Trait system, which provides passive bonuses to support specific play styles. For instance, I can use Trait points, gained while leveling, to increase the length of time my spirit weapons stay active, as well as reduce their cooldown rates. Like the weapon and slots skills, I can also swap around major trait bonuses that I’ve unlocked too, so if I later decide spirit weapons aren’t useful any more, I can add in different bonuses that augment different skills. It’s an extremely flexible system, letting me experiment and adjust instead of locking me into a specific role.

So even though I’m a heavy armor-wearing, giant weapon-using combatant, I can actually adjust my skills so I’m more of a caster type, crowd control type, or healer type, or even a summoner. I love that there’s this much freedom of choice within the class, and assume it has a lot to do with trying to stay alive in the dungeon encounters I still haven’t arrived at yet.

The diversity between classes is also impressive. Even though every class can do so many things, each seems to retain a sense of identity from what I’ve seen so far. The Mesmer’s ability to copy himself and command his images sets him far apart from the quick-hitting Thief, while classes like the Necromancer and Ranger rely more on pets to stay alive while questing along and to help out in group fights.

One complaint I do have so far is that, despite the obvious depth in each class, it’s tough to know exactly what kind of an effect I’m having on a battle. If it’s a big event quest and thirty players are bunched up on a boss, there are so many arrows and fireballs and mystical bits of energy flying around that I have a hard time keeping track of exactly what’s going on. This sensation is fading somewhat as I continue to play and learn how all the skills interrelate, but it’s still there.

Despite that, even in my early twenties, I feel like I’m still opening the lid of an enormous toy box as I unlock more Guardian skills. I’ll have to wait and see, once the feeling fades, if all the toys I pull out are equally fun to use.

A Sense of Adventure

This game is absolutely gorgeous. The armor sets, the environments, the inventory and crafting menus, everything is beautifully tied together with a painterly style and wildly creative fantasy designs. The mini-map too. Maybe that’s a weird thing to call out, but it’s a functional piece of art always visible on the bottom of the screen that shows all the necessary information without ever being intrusive, and can be easily zoomed in and resized. In combination with the overworld map and on-screen notifications of events, it makes it easy to access Guild Wars 2’s content without wasting time.

Performance so far has been excellent at maxed out settings. Though I’ve been using pretty powerful machines (actually two, both with single GTX 580s), they’re by no means top of the line, and even in during events and the few big World versus World fights I’ve gotten into, the framerate hasn’t suffered significantly. Cranking up the settings really makes a difference, too, because the spectacle of Guild Wars 2’s visuals really adds to the powerful sense of adventure and discovery the game conjures.

The zone maps are huge, and it routinely feels like just over the next ridge is yet another pocket of marvelously crafted architecture to take in. From the lazy spin of a brightly colored windmill overlooking the rolling hills of Gendarran Fields to the dense clusters of rusted, spiky construction equipment in the Bloodcliff Quarry area of Diessa Plateau, ArenaNet’s artists really went overboard in the best possible way.

Even the elements common to many fantasy games, such as a seaside town, ArenaNet delivered with a signature style. The main cities are stunning, and Lion’s Arch in particular is achingly pretty. It’s the kind of thing that redeems some of the dull qualities of the Norn storyline, because the inspired architecture says so much more about the world and its inhabitants than a few stale lines of voice acting ever could. I know I can always return to this place and see players clustered around crafting stations, running between portals and hopping up its dizzying network of crisscrossing wooden walkways to reach vista points. It gives me a comforting sense that even when I’m surrounded by hostiles and near death, I can still return to a safe, beautiful place to relax, unwind, and craft a hamburger and cup of potato fries.

Though it may seem somewhat arbitrary, it’s so important for an MMO to make players excited about gathering together doing things like dancing on the dome of Lion’s Arch’s exquisitely designed fountain. Without it an interest in behavior the that has no impact on gameplay, social ties suffer, the feeling of community disintegrates, and ultimately the cities could feel more like museums than populated spaces. So far it feels like people aren’t spending time in the city only because it’s a convenient crafting hub and nexus of travel, but because they want to. Hopefully that stays consistent in the coming weeks, and isn’t purely driven by a fleeting sense of wonder.

For now it’s yet another reason why playing Guild Wars 2 is exciting, because so much of the world is feels unique. The thought of logging in again and continuing to explore remains powerfully motivating because the discoveries feel so significant, so worthwhile, and ideally that feeling will remain as I venture into higher level zones. So far, Guild Wars 2 is one of the most exhaustingly detailed fantasy worlds I’ve yet seen, not only because of the sheer volume of content, but because so much thought was put into every single piece.

Into the Dungeons

What a difference a dungeon makes. I was complaining a bit before that it’s tough to get a sense of how you’re affecting a fight while taking part in large-scale events. That sense was shredded to tiny, near-invisible bits as I stepped into the Ascalonian Catacombs. This dungeon doesn’t unlock until level 30, so any who enter already have a pretty good feel for their class anyway, but throughout the few hours I spent slashing and dying and casting and dying and then dying again, I felt I learned more about the Guardian’s skills and how they’re best used together than I had the entirety of the prior leveling experience.

Initially it was total chaos. First off, our group had connection issues as we tried to hop between overflow servers and home servers in order to all arrive in the Catacombs. Once that hassle was all sorted out, we set out to take down the first few enemies. I expected them to be pushovers. They wiped our entire group in seconds. They were not trash mobs in the traditional sense, they were lethal, aggressive, and difficult to predict.

I’m still getting a sense of how the aggro mechanics work, but mobs would often switch their focus instead of stick to certain targets. The result was all in the group had to stay mobile, watch for incoming attacks, and always have a dodge ready to jump out of the way of a mace swing or magical area of effect blast. The enemies also hit hard, really hard. Even minor enemies were capable of two or three-shotting my level 30 Guardian. I quickly learned that standing still was guaranteed death, much like sloppy dodge resource management.

For a moment I panicked. I brought up my skill menu with a sense of hopelessness, because the servers were going down for maintenance in two hours and at the initial rate of progress, clearing the dungeon would probably take five. I experimented, and after a while the usefulness of certain skills I’d been ignoring while leveling became apparent. Crowd control became paramount. Being able to root an enemy even for a few seconds had a very noticeable effect on my ability to survive. Swapping weapon sets so I could adjust my role as a ranged caster to an up-close damage dealer had huge benefits. The comfortable rhythm of combat I’d fallen into while completing events and heart quests was completely disrupted, and seemed by comparison like I’d been playing with training wheels on the whole time.

What really impressed me was how so many of the encounters require different approaches. For one early fight against enemy melee fighters, I switched to a two-handed sword so I could quickly leap in, drop an area of effect buff, perform a spinning attack and then dodge back out before taking too much damage. While at a distance I healed up (using a skill that also healed group members), summoned a spectral bow to help nullify conditions, triggered group regeneration with another skill, then leapt back in to continue dealing damage. I watched the enemy’s weapon as it rose up into the air, and timed my next dodge so I was in the clear just before it was slammed down. I used the entirety of my skill bar regularly, and felt an immense sense of accomplishment after every kill, because the degree of challenge made it feel like I’d earned my victory.

Later I was forced to completely switch skills. Three ranged enemies fired projectiles at our group from a distance, and their powerful knockback ensured nobody could fight at close-range for very long. I was forced to switch away from my two-handed sword to a scepter, which gave me a ranged magical attack. I also had to change my utility skills so that instead of heals and buffs, I could activate temporary shields that blocked and even reflected projectiles, giving our group some cover to hide behind while focus-firing.

Those were just fights against basic enemies. The bosses, as expected, had more sophisticated mechanics. One teleported around the battlefield, so that I often had to switch weapon sets to effectively deal damage from range and up close. Another pair of bosses had to be kept away from one another, requiring our group split up to keep the bosses at opposite sides of the battle arena. One of these bosses spawned magical minions that dealt heavy damage, so I switched to a staff weapon that allowed me to run around while casting a damaging AoE blast, as well as trigger several types of heals to help out the rest of my group.

Because anyone can resurrect during combat, it’s not too difficult to keep a boss fight going without a health bar reset. And as far as I could tell, as long as someone stays in the fight, it’s also possible to respawn at a nearby waypoint and run back to battle and keep the battle going. I’m assuming with more practice it’ll be possible to avoid frequent death and the associated repair costs, but the multiple ways to bypass a full wipe serves as an example that, despite the seemingly steep learning curve, there’s still some forgiveness to the combat system.

The more I learn about the skill system and experiment with its applications, the better it seems. While the chaos of outdoor world events sometimes overshadow the intricacies of the skill system, the tightly controlled dungeon environments show just how well the system is designed, and how heavily dependent on twitch skill and proper preparation success can be.

Boots and Burgers

Tying into the theme of experience for everything, creating armor, weapons, food and other items in Guild Wars 2 can provide huge experience bonuses not only for the selected crafting discipline, but also for your character. It’s not uncommon to return to town after a few hours questing, fuse together your collected items and level up your class.

It makes crafting more exciting knowing I’m not disconnected from the leveling process while in town fashioning iron equipment and making pizza. I’m always advancing my character, which, like so many things about Guild Wars 2, deemphasizes the need to grind through one particular type of content to hit the cap. There’s a lot to do, and it all counts.

The crafting system itself is pretty dense, so much so that it might be off-putting to newcomers who have no idea what the discovery tab is for or how new recipes unlock. After figuring out the mechanics, though, it’s easy to appreciate what ArenaNet built.

Though Guild Wars 2 limits you to two active crafting disciplines at a time, it’s possible to switch between disciplines without losing the progress gained in whichever one was dropped. I chose Armorsmithing and Cooking to start out, but recently temporarily switched over to Huntsman to fashion my surplus of logs into planks and earn the associated experience. Afterward, I walked back over the appropriate NPC, dropped the Huntsman craft and re-learned Armorsmithing. I had to pay a fee, so there is some penalty, but all my previously learned Armorsmithing recipes were still there, so I lost no progress for switching.

I know there’s an argument against this kind of flexibility. Some players out there might prefer a system where all progress is lost if a discipline is dropped, because that adds meaning to the decision process. It shapes virtual identity in the same way as picking a character class. As it is, saying ‘I’m a cook’ in Guild Wars 2 doesn’t have the same significance, because anyone can be a cook after dedicating enough time, and what’s gained is never put at risk.

Still, I appreciate the flexibility here. For an MMO where, over time, I’ll likely spend hundreds of hours in a virtual world, I like the idea that I can still explore different crafting styles without having to sacrifice much of what I’d already accomplished.

The basics of the crafting system should be familiar to most MMO fans. Go out into the field to kill enemies for ingredient drops and harvest from resource nodes, then use the collected items to build new things. To prevent constant inventory space overload, you can also deposit all crafting-related items directly into a bank from anywhere in the game, removing the need to frequently return to town to clear space. Unwanted items can also be broken down into component parts, giving you a lot of ways to rapidly build up a base of crafting materials.

At crafting stations, which are located in all major cities and some settlements in questing zones, you can then browse a recipe list and build whatever you have the proper components for. New recipes unlock automatically as you level a crafting discipline, so there’s no need to constantly spend money to build more stuff. While you can level up your class and crafting discipline by creating what’s on the recipe lists, the biggest bonuses come through the discovery tab.

In this tab you’re able to combine ingredients and items in your inventory to unlock even more crafting options. It requires a lot of trial and error (or wiki browsing), but with the proper collected components you can get big spikes in experience gain. This kind of mechanic adds an element of surprise to the system, and the substantial rewards always make discovery feel worthwhile. It actually makes finding new ingredients in the field more interesting, because every component could potentially unlock something powerful.

In terms of how useful crafted items are, I’m wearing multiple pieces of crafted armor, and every food item activates a temporary buff that gives various statistical bonuses as well as a bonus to experience gained by killing enemies. So in other words, I’m using a lot of what I make. Cooking has proven to be especially enjoyable, mostly because of ArenaNet’s obsessive attention to detail. The icons for items like cheeseburgers blueberry cookies and slices of pizza are strangely appetizing, which at least for me, adds another layer of satisfaction to the production and discovery process.

The only real problem so far is the trading post is still down for maintenance, so there’s no central location to sell products and pick up needed items in bulk. Hopefully ArenaNet fixes this soon.

There has been a lot of coverage of Guild Wars 2 over the past few years at IGN, so in case you'd like more of an overview of what it's about, check out everything below. You can also check out my Twitter, where I'll be posting more updates as I play.

Guild Wars 2: The End Game

World versus world combat, dungeons and high level loot in ArenaNet’s MMO.

Skill Combat in Guild Wars 2

ArenaNet's Jonathan Sharp talks skill design in an MMO without a dedicated healing class.

Blending Social and Solo Story

ArenaNet’s take on how to tell stories in an MMO.

IGN's Guild Wars 2 Wiki

A comprehensive database of Guild Wars 2, including interactive maps for WvW and the 1 - 80 world. A great resource if you're new to the game.

All Previous Coverage

IGN's history of covering Guild Wars 2's development from start to launch.

Charles Onyett is an Executive Editor at IGN and can often be found hunched over a keyboard while writing and playing games. He's on Twitter and MyIGN.


Source : ign[dot]com

Friday, August 24, 2012

Star Wars: The Clone Wars - Season 5 Trailer Reveals Premiere Date, a New Timeslot and an Awesome Sith Battle!

Star Wars: The Clone Wars had its Season 5 premiere tonight at Star Wars Celebration VI. And while I will be holding my full review of that premiere until it actually airs, I will say that it is a very cool, action-packed season opener, that continues that Obi-Wan vs. Darth Maul & Savage Opress drama that was in play when Season 4 ended.

After the screening, there was a Q&A with The Clone Wars’ supervising director, Dave Filoni and the voice of Darth Maul, Sam Witwer. But Filoni also had another surprise in his pocket – as the Q&A ended, he revealed we would be seeing the brand new trailer for The Clone Wars: Season 5.

The trailer will be playing again tomorrow at the full Clone Wars panel at Star Wars Celebration (and likely will be online within the next few days), but I have to note a couple of highlights from it...

Namely, Darth Sidious fighting Darth Maul and Savage Opress! This was the part where the audience lost it. We’ve seen the holographic version of Sidious on The Clone Wars (and plenty more of his alter-ego, Palpatine), but in Season 5, it’s clear Sidious gets into the thick of it. Filoni had previously indicated the fact that they wouldn’t ignore how many Dark Side Force users/Sith are in play and how that violates the rule of two. And the trailer shows Sidious taking on both his former apprentice, Maul, and Maul’s brother, using two red lightsabers!

That footage definitely stole the show, but there was a lot of other cool moments as well, including Maul battling Death Watch leader Pre Vizsla and Maul also leading a group of Death Watch himself. There were moments indicating a big rift in Death Watch and the potential for all out war among the Mandalorians, as Vizsla talks about resorting them to the warriors they once were. The Death Watch vs. Death Watch aspect was previously hinted at in the below scene from Season 5, released at Comic-Con, which also shows Obi-Wan gets very mixed up in this scenario.

The end of the trailer also revealed both The Clone Wars premiere date and its new timeslot: Season 5 will premiere on September 29th, as the show moves from Friday nights to Saturday mornings at 9:30am.


Source : ign[dot]com

Change The Law And Win Big With Dredd 3D

To celebrate the upcoming release of the awesome Dredd 3D on September 7, 2012 (read the glowing IGN Review of Dredd 3D here) we've put together the most awesome Judge Dredd prize bundle known to man for you to try and win!

Up for grabs over the coming weeks is:

  • Win your own private screening of Dredd 3D at your local Cineworld Cinema in RealD 3D
  • A replica Judge Dredd helmet prop from PlanetReplicas.com
  • Three replica Judge Dredd Lawmaker gun props from PlanetReplicas.com
  • Four replica Judge Dredd Metal Badge props from PlanetReplicas.com
  • Five copies of Judge Dredd Complete Case Files V1
  • Five copies of The Best of 2000AD
  • Fifty copies Dredd, a specially produced comic prequel

Real D 3D has teamed up with Cineworld to produce limited edition Dredd 3D glasses, which the screening winners will be able to claim at their free screening.

HOW TO ENTER

Entering this amazing prize draw couldn't be easier. All you need to do is follow @IGNUK on Twitter and tell us, if you were a Judge for a day, what law would you want to enforce?

It could be a ban on the music of Nickelback or the legal enforcing of high-fives as the standard greeting in the UK - whatever you like - you are the LAW!

Submit your suggestions to us via Twitter using the Hashtag #IAMTHELAW any time between now and 10am on the film's release date of September 7th 2012.

We'll be picking winners throughout the next three weeks at random times, so feel free to enter every day! This competition is open to UK residents only (sorry!) over the age of 18 with full terms and conditions on the next page.


Source : ign[dot]com

Monday, August 20, 2012

Jaws Swims to Theaters August 23rd!

Jaws is coming to a Cinemark XD theater near you for one night only! The 1975 Steven Spielberg classic, which just premiered on Blu-ray last week (read our review here), will kick off Cinemark’s Fall Classic Film Series on Thursday, August 23, 2012.

Rare Jaws Japanese Poster

From the official press release, "As part of Universal Pictures’ ongoing 100th Anniversary celebration, Jaws was one of 13 classic Universal films to be digitally remastered and fully restored from 35mm original film elements. Over the course of several months, skilled technicians worked with Steven Spielberg to meticulously balance color, remove dirt and scratches, and repair any damage to the film elements shot by shot and frame by frame.

“Jaws is one of the most influential pictures in Hollywood history and changed the landscape of how movies are released,” states James Meredith, VP of Marketing & Communications for Cinemark. “With this incredible restoration, fans now have the opportunity to see one of Hollywood’s legendary films in crystal clear digital projection and incredible surround sound. Some of our locations will be featuring these titles on our Cinemark XD Extreme Digital Cinema screen!”

In addition to Jaws, Cinemark has selected six titles that were visionary films at their time of release, and still stand as true “classics” in every sense of the word. The list of films and dates of their presentation are:

  • August 23 - Jaws (1975)   Rated PG
  • August 30 - High Noon (1952)   Not Rated
  • September 6 - Doctor Zhivago (1965)   Rated PG-13
  • September 13 - Chinatown (1974)   Rated R
  • September 20 - The Bridge on the River Kwai (1957)   Rated PG
  • September 27 - The African Queen (1951)   Not Rated

For more info, visit Cinemark's Classic Film Series website where you can buy a ticket to see all six films for just $30!

Credit: R.L. Shaffer

Y'all know me. Know how I earn a livin'. And now, you can follow me on Twitter and Facebook for insights and adventures.


Source : ign[dot]com

Saturday, August 18, 2012

Copper: "Surviving Death" Review

Advance Review: From TV crime veteran Tom Fontana (Oz, Homicide: Life on the Street) comes BBC America's first ever original scripted series, Copper - a gritty, gloppy "Uptown/Downtown" look at law and order in 1864 New York City. And you don't have to look much further than the cinematic world of Five Points, Manhattan in Scorsese's The Gangs of New York to know that justice rarely reared its head in this time and area that we now consider to be a fascinating hotbed of socioeconomic strife.

Copper has the appealing grime and soot for a show dedicated to showing the corruption that permeates through an entire city system, but I never quite felt invested in any of the characters; especially (and most importantly) the hero of the tale, Irish immigrant Officer Kevin Corcoran (Tom Weston-Jones). Within this first episode, entitled "Surviving Death," we're loaded up with so much back-story that there's almost no way one leading man can live up to all the potential.

Old Timey Pew Pew Pew!

Corcoran is a beloved Civil War hero and a former prized pugilist looking for his missing wife and a mysterious ship all while mourning the death of his six year old-daughter, Maggie. Sure, he's corrupt, but only enough to make him fit in with his historical surroundings, and nowhere near as corrupt as his higher-ups. As a man with - conveniently - no prejudices, Corcoran is able to utilize the entire city in order to solve a crime - from a black forensic expert named Matthew who's opinion no one will accept, to a posh city-aristocrat who Corcoran saved in the war. Copper never stops being interesting, but the predictable way that Corcoran is allowed to be, for example, the only one who cares about the death of a young prostitute sinks the show into the mire a little bit.

Business does pick up however when Corcoran starts running into bureaucratic walls after his investigation begins pointing to places and people whose reputations simply won't allow for sordid accusations. And so while a case might get solved in the pilot episode, it doesn't necessarily mean that things will play out the way we might expect them to on a contemporary cop show. And I'm not sure whether the loose ends from this premiere will get wrapped up as soon as the second episode, or if they'll play out in a Terriers/Luther-style through the rest of the season.

I will admit to enjoying watching how Matthew (Ato Essandoh) uses the science and lab techniques available at the time to run his CSI: Five Points experiments, even though anybody who's watched enough procedural autopsy TV could look at the dead girl's body and tell you the exact murder weapon.

As Copper moves forward, with several mysteries yet to play out, we'll watch issues of immigration, segregation and voter rights texturize the background, giving the series extra weight and significance. And like Scorsese showed us previously, any hero of this era is mostly likely marked by past tragedy as a way of helping us believe that he would want to see true justice served. A yearn for vengeance works well in that respect too. Unfortunately, any hero surrounded by so much interesting history can be easily overshadowed and made bland. Run Lola Run's Franka Potente is also on board as Eva, a hooker with a heart of silver - aka Corcoran's lust interest. As female characters go on this series, it'll probably be hard to find one that isn't a prostitute or a princess as such was the times.

Copper has some good seeds planted down in its muddy Mulberry Street and I'm hoping that the reason that some of it came off as bland to me is due to the fact that I've seen a lot of these characters before; in Westerns and other films and shows taking place post-Civil War. Still, a decent start.

Copper premieres Sunday, August 19th at 10/9c on BBC America.

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


Source : ign[dot]com

Wednesday, August 8, 2012

Comic Book Reviews for 8/8/12

Though it was hardly expected, this week turned out to be one of those rare weeks in comics when the IGN Comics review crew gifted a book with the rare perfect 10 score -- let alone a book we least expected it from. Not only that, but there were boatloads of solid comics this week, from Batman to Atomic Robo to Punk Rock Jesus to Thor and much more.

There were some stinkers too, sure, but all in all this was a damn fine week for comic books.

DC COMICS

American Vampire: Lord of Nightmares #3

Written by Scott Snyder | Art by Dustin Nguyen

"Lord of Nightmares #3 is a fast-paced affair that throws a lot of information at you, but Dustin Nguyen’s gorgeous artwork and Snyder’s larger American Vampire tapestry helps keep this issue an enjoyable one. Snyder bounces between many different scenes and characters rather quickly, employing a faster story pace than we’re used to seeing in AV. That’s not a detriment though, as it allows for the greater mythos to take charge as Snyder details the true power of the Carpathian vampire known as Dracula and how Felicia Book and her son may have unexpected ties to him." -Joey

Click to read the entire review!

Final Score:

8.0

Batman #12

Written by Scott Snyder | Art by Becky Cloonan & Andy Clarke

"Batman #12 is the kind of comic that DC should be striving to make 100% of the time. It’s a socially conscious character study that not only gives a glorious (and proper) introduction to Harper Row – the young woman that assisted Batman escape from the sewer in the midst of the Court of Owls story – but also succeeds in bringing Batman back to the streets after spending the last year locking horns with the epitome of a super villain." -Joey

Click to read the entire review!

Final Score:

9.5

Batman and Robin #12

Written by Peter Tomasi | Art by Patrick Gleason

"Despite having to coexist alongside books like Scott Snyder's Batman and Grant Morrison's Batman Incorporated, Pete Tomasi's Batman and Robin has carved out a comfortable niche for itself by focusing on the tense relationship between the current Dynamic Duo and the ways in which both heroes' past mistakes continue to haunt them. Unfortunately, this newest arc has fallen well short of the first. Tomasi brings some strong ideas to the table, but three issues wasn't nearly enough to develop them to their full potential." -Jesse

Click to read the entire review!

Final Score:

6.0

Batgirl #12

Written by Gail Simone | Art by Adrian Syaf

"For the first ever meeting of Batgirl and Batwoman, I was sure it was going to come off forced and they were going to make some cute little self-aware jokes at each other. Nope. Gail Simone plays it straight and uses Batwoman to add to the tensions of the book, which were already running high between Knightfall’s twisted plan and the escape of a certain psychopath you might remember from last year’s Detective Comics Black Mirror story by Scott Snyder." -Joshua

Click to read the entire review!

Final Score:

8.0

Before Watchmen: Ozymandias #2

Written by Len Wein | Art by Jae Lee

"Ozymandias is perhaps the most narrow of the various Before Watchmen books in terms of focus. Len Wein is wholly concerned with fleshing out the early years of Adrian Veidt, and the greater Watchmen universe only begins to intersect with Adrian's rise to power in issue #2. That single-minded approach could work well if Wein had anything new or exciting to say about his hero, but the central flaw with this mini-series is that it tells us remarkably little about Ozymandias we haven't read before." -Jesse

Click to read the entire review!

Final Score:

6.5

Demon Knights #12

Written by Paul Cornell | Art by Diogenes Neves

"Most of the time, Demon Knights doesn't even feel like a DC book. It's so in its own world that it's easy to forget that these are DC characters. Demon Knights isn't a superhero book, it's a kick ass fantasy story filled with awesome action, betrayal, and humor. This issue showcases all of that plus an ending that will have you cursing the upcoming zero issues." -Benjamin

Click to read the entire review!

Final Score:

8.0

Fairest #6

Written by Bill Willingham | Art by Phil Jimenez

"You know, magic looks so much easier when Harry Potter uses it. Apparently, there’s a crapload of rules that come along with it. The showdown between Hadeon and the Snow Queen reaches its conclusion here, but it’s not the cataclysmic brawl that you might be expecting." -Poet

Click to read the entire review!

Final Score:

7.0

Frankenstein: Agent of S.H.A.D.E. #12

Written by Matt Kindt | Art by Alberto Ponticelli

"As Frankenstein’s adventures unfurl, it’s becoming more and more clear that Father Time’s paranormal operation isn’t quite as tightly controlled – or even understood – as he would have others believe. This dynamic should feel familiar to a great many readers, as the progression is very similar to the loss of innocence that happens when people grow up to better understand the institutions surrounding them in real life. While interesting undercurrents like this are running throughout this book, the highlight for many will be Franky acting like a total badass." -Poet

Click to read the entire review!

Final Score:

8.5

Punk Rock Jesus #2

Written by Sean Murphy | Art by Sean Murphy

"Two issues in and Punk Rock Jesus is really becoming the comic book to watch. The story of a clone of Jesus being made for a TV show is deeper than you might think. It's about the actions of people always looking at the bigger picture and the those that get left in their wake. There is a ton of heart in these pages and some of the most interesting and complex characters to come along in a long time." -Benjamin

Click to read the entire review!

Final Score:

9.0

Suicide Squad #12

Written by Adam Glass | Art by Fernando Dagnino

"I've kept up with Suicide Squad since it launched last fall, the reasons for which I'm not entirely sure. Though this series has shown potential all along, too often the execution is dull and the character dynamics nowhere near as entertaining as they should be. Issue #12 finally reveals who the team's traitor is. Sadly, that isn't enough to revive my flagging interest in the team or the series." -Jesse

Click to read the entire review!

Final Score:

5.5


Source : ign[dot]com