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Showing posts with label peter. Show all posts
Showing posts with label peter. Show all posts

Friday, November 9, 2012

Fringe: A Key Component Revealed

Hey, Fringe fanatics, ready to have your mind blown again?

After the last two tragic, game-changing episodes, it looks like Walter, Peter and Olivia are ready to take the battle to The Observers like never before.  On this Friday's episode, "Through the Looking Glass and What Walter Found There," a new tape is discovered, sending Walter out on his own to search for answers.  A few weeks back, I visited the set of Fringe in Vancouver and talked to stars Anna Torv, Joshua Jackson and John Noble about this particular episode, which they were in the middle of shooting.

"Essentially, we're fighting Observers today," Torv said with a grin, also telling me that a ton of the episode takes place inside one particular building. "We've been in this, like, green hallway for days, and we've been doing it in parts too." 

Jackson -- who, at the time, had to keep quiet about the big change Peter went through in last week's episode -- was able to elaborate a little more on the whole "green hallway" aspect of the shoot.  "We are in the midst of the device that gets introduced in episode 1, about the tapes," he said.  "So that becomes the motivational device - plot device - of every episode mostly this season. That is the direct consequence of one of the pieces of Walter’s plan that he’s hidden. And it takes us into this hallway. He’s hidden a key component that, actually, I think will probably be for all the serious Fringe-heads the coolest reveal of the episode - What it is that’s in there."

Look, if Jackson's even geeking out about this fun reveal, then you know it's going to rock.  "This is one of those things you don’t want to tease too much, because maybe everyone will be like, 'meh,' Jackson shrugged. "The thing that we reveal in the episode that we’re shooting right now - if you geeked out on the mythology of the show - is going to be one of those 'knock-your-socks-off' moments."

Check out these two new clips from Friday's episode...

"We’ve mined our own history well for things going forward," Jackson continued.  "And it’s a smart show that takes things that either weren’t intended or were intended and is sort of engaged by its own mythology, and lets the story spin out of things that we’ve already established. So something that seemed incidental is going to come back to be crucial. And ultimately, it gets one of our characters to his or her natural finishing state in a way that is going to make the original intention -- or that thing that seemed incidental -- seem so f**king cool."

John Noble, whose Walter Bishop has now buried himself in his quest to take down The Observers, talked to me about his path on this particular episode. "In the episode now, I'm sort of going through a few manifestations of just retrieving Walter's lost memories, depending on what memories are coming up at the time," Noble said.  "So, it's an interesting challenge.  His brain is jangled.  Having regained a lot of his skills, now he's had them all shattered again, which creates a problem. Then we have little pieces of it returning at different times, and different manifestations of his character coming back."

"The reason [Walter] had his brain cut out was because he didn't actually like what he was," Noble added, "which was a man of hubris and arrogance. That sort of slips back in every now and again.  Some of the stuff is almost Walternate-like.  Very stern and hard."

"Through the Looking Glass and What Walter Found There" airs Friday, November 9th at 9/8c on FOX.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and on IGN at mattfowler. No other choice you will ever make will be as easy and render such a great reward.


Source : ign[dot]com

Fringe: A Key Component Revealed

Hey, Fringe fanatics, ready to have your mind blown again?

After the last two tragic, game-changing episodes, it looks like Walter, Peter and Olivia are ready to take the battle to The Observers like never before.  On this Friday's episode, "Through the Looking Glass and What Walter Found There," a new tape is discovered, sending Walter out on his own to search for answers.  A few weeks back, I visited the set of Fringe in Vancouver and talked to stars Anna Torv, Joshua Jackson and John Noble about this particular episode, which they were in the middle of shooting.

"Essentially, we're fighting Observers today," Torv said with a grin, also telling me that a ton of the episode takes place inside one particular building. "We've been in this, like, green hallway for days, and we've been doing it in parts too." 

Jackson -- who, at the time, had to keep quiet about the big change Peter went through in last week's episode -- was able to elaborate a little more on the whole "green hallway" aspect of the shoot.  "We are in the midst of the device that gets introduced in episode 1, about the tapes," he said.  "So that becomes the motivational device - plot device - of every episode mostly this season. That is the direct consequence of one of the pieces of Walter’s plan that he’s hidden. And it takes us into this hallway. He’s hidden a key component that, actually, I think will probably be for all the serious Fringe-heads the coolest reveal of the episode - What it is that’s in there."

Look, if Jackson's even geeking out about this fun reveal, then you know it's going to rock.  "This is one of those things you don’t want to tease too much, because maybe everyone will be like, 'meh,' Jackson shrugged. "The thing that we reveal in the episode that we’re shooting right now - if you geeked out on the mythology of the show - is going to be one of those 'knock-your-socks-off' moments."

Check out these two new clips from Friday's episode...

"We’ve mined our own history well for things going forward," Jackson continued.  "And it’s a smart show that takes things that either weren’t intended or were intended and is sort of engaged by its own mythology, and lets the story spin out of things that we’ve already established. So something that seemed incidental is going to come back to be crucial. And ultimately, it gets one of our characters to his or her natural finishing state in a way that is going to make the original intention -- or that thing that seemed incidental -- seem so f**king cool."

John Noble, whose Walter Bishop has now buried himself in his quest to take down The Observers, talked to me about his path on this particular episode. "In the episode now, I'm sort of going through a few manifestations of just retrieving Walter's lost memories, depending on what memories are coming up at the time," Noble said.  "So, it's an interesting challenge.  His brain is jangled.  Having regained a lot of his skills, now he's had them all shattered again, which creates a problem. Then we have little pieces of it returning at different times, and different manifestations of his character coming back."

"The reason [Walter] had his brain cut out was because he didn't actually like what he was," Noble added, "which was a man of hubris and arrogance. That sort of slips back in every now and again.  Some of the stuff is almost Walternate-like.  Very stern and hard."

"Through the Looking Glass and What Walter Found There" airs Friday, November 9th at 9/8c on FOX.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and on IGN at mattfowler. No other choice you will ever make will be as easy and render such a great reward.


Source : ign[dot]com

Thursday, November 8, 2012

Fringe: A Key Component Revealed

Hey, Fringe fanatics, ready to have your mind blown again?

After the last two tragic, game-changing episodes, it looks like Walter, Peter and Olivia are ready to take the battle to The Observers like never before.  On this Friday's episode, "Through the Looking Glass and What Walter Found There," a new tape is discovered, sending Walter out on his own to search for answers.  A few weeks back, I visited the set of Fringe in Vancouver and talked to stars Anna Torv, Joshua Jackson and John Noble about this particular episode, which they were in the middle of shooting.

"Essentially, we're fighting Observers today," Torv said with a grin, also telling me that a ton of the episode takes place inside one particular building. "We've been in this, like, green hallway for days, and we've been doing it in parts too." 

Jackson -- who, at the time, had to keep quiet about the big change Peter went through in last week's episode -- was able to elaborate a little more on the whole "green hallway" aspect of the shoot.  "We are in the midst of the device that gets introduced in episode 1, about the tapes," he said.  "So that becomes the motivational device - plot device - of every episode mostly this season. That is the direct consequence of one of the pieces of Walter’s plan that he’s hidden. And it takes us into this hallway. He’s hidden a key component that, actually, I think will probably be for all the serious Fringe-heads the coolest reveal of the episode - What it is that’s in there."

Look, if Jackson's even geeking out about this fun reveal, then you know it's going to rock.  "This is one of those things you don’t want to tease too much, because maybe everyone will be like, 'meh,' Jackson shrugged. "The thing that we reveal in the episode that we’re shooting right now - if you geeked out on the mythology of the show - is going to be one of those 'knock-your-socks-off' moments."

Check out these two new clips from Friday's episode...

"We’ve mined our own history well for things going forward," Jackson continued.  "And it’s a smart show that takes things that either weren’t intended or were intended and is sort of engaged by its own mythology, and lets the story spin out of things that we’ve already established. So something that seemed incidental is going to come back to be crucial. And ultimately, it gets one of our characters to his or her natural finishing state in a way that is going to make the original intention -- or that thing that seemed incidental -- seem so f**king cool."

John Noble, whose Walter Bishop has now buried himself in his quest to take down The Observers, talked to me about his path on this particular episode. "In the episode now, I'm sort of going through a few manifestations of just retrieving Walter's lost memories, depending on what memories are coming up at the time," Noble said.  "So, it's an interesting challenge.  His brain is jangled.  Having regained a lot of his skills, now he's had them all shattered again, which creates a problem. Then we have little pieces of it returning at different times, and different manifestations of his character coming back."

"The reason [Walter] had his brain cut out was because he didn't actually like what he was," Noble added, "which was a man of hubris and arrogance. That sort of slips back in every now and again.  Some of the stuff is almost Walternate-like.  Very stern and hard."

"Through the Looking Glass and What Walter Found There" airs Friday, November 9th at 9/8c on FOX.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and on IGN at mattfowler. No other choice you will ever make will be as easy and render such a great reward.


Source : ign[dot]com

Fringe: A Key Component Revealed

Hey, Fringe fanatics, ready to have your mind blown again?

After the last two tragic, game-changing episodes, it looks like Walter, Peter and Olivia are ready to take the battle to The Observers like never before.  On this Friday's episode, "Through the Looking Glass and What Walter Found There," a new tape is discovered, sending Walter out on his own to search for answers.  A few weeks back, I visited the set of Fringe in Vancouver and talked to stars Anna Torv, Joshua Jackson and John Noble about this particular episode, which they were in the middle of shooting.

"Essentially, we're fighting Observers today," Torv said with a grin, also telling me that a ton of the episode takes place inside one particular building. "We've been in this, like, green hallway for days, and we've been doing it in parts too." 

Jackson was able to elaborate a little more on the whole "green hallway" aspect of the shoot.  "We are in the midst of the device that gets introduced in episode 1, about the tapes," he said.  "So that becomes the motivational device - plot device - of every episode mostly this season. That is the direct consequence of one of the pieces of Walter’s plan that he’s hidden. And it takes us into this hallway. He’s hidden a key component that, actually, I think will probably be for all the serious Fringe-heads the coolest reveal of the episode - What it is that’s in there."

Look, if Jackson's even geeking out about this fun reveal, then you know it's going to rock.  "This is one of those things you don’t want to tease too much, because maybe everyone will be like, 'meh,' Jackson shrugged. "The thing that we reveal in the episode that we’re shooting right now - if you geeked out on the mythology of the show - is going to be one of those 'knock-your-socks-off' moments."

Check out these two new clips from Friday's episode...

"We’ve mined our own history well for things going forward," Jackson continued.  "And it’s a smart show that takes things that either weren’t intended or were intended and is sort of engaged by its own mythology, and sort of lets the story spin out of things that we’ve already established. So something that seemed incidental is going to come back to be crucial. And ultimately, it gets one of our characters to his or her natural finishing state in a way that is going to make the original intention -- or that thing that seemed incidental -- seem so f***ing cool."

John Noble, whose Walter Bishop has now buried himself in his quest to take down The Observers, talked to me about his path on this particular episode. "In the episode now, I'm sort of going through a few manifestations of just retrieving Walter's lost memories, depending on what memories are coming up at the time," Noble said.  "So, it's an interesting challenge.  His brain is jangled.  Having regained a lot of his skills, now he's had them all shattered again, which creates a problem. Then we have little pieces of it returning at different times, and different manifestations of his character coming back."

"The reason [Walter] had his brain cut out was because he didn't actually like what he was," Noble added, "which was a man of hubris and arrogance. That sort of slips back in every now and again.  Some of the stuff is almost Walternate-like.  Very stern and hard."

"Through the Looking Glass and What Walter Found There" airs Friday, November 9th at 9/8c on FOX.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and on IGN at mattfowler. No other choice you will ever make will be as easy and render such a great reward.


Source : ign[dot]com

Peter Molyneux on the Future of Touch Control

Acclaimed game developer Peter Molyneux is hard at work with his new studio, 22 Cans, developing his next big game. While Molyneux is busy designing a series of interactive experiments, beginning with Curiosity, he has kept abreast of the developing game industry as it branches out to growing platforms like mobile, free-to-play, and social. He's had a chance to check out the Nintendo Wii U, as well as Microsoft's SmartGlass.

Thus far, he has reservations about tablet gaming.

Molyneux talks about the challenges that developers face when trying to create true multi-screen gaming experiences.

IGN: What do you think of the multi-screen experience that’s evolving with tablets and with the new Nintendo Wii U and Microsoft SmartGlass?

Peter Molyneux: The thing about the SmartGlass is that the tablet is a thing that you have with you all the time. Now, in that sense, I understand completely as a consumer and I’m excited to see what these guys do with it. But I do have a problem with it. I now have a screen in front of me on my lap and a screen up on the wall that I’m looking at. Which one should I be looking at? Should I be looking up at the big screen and down, or at my lap and up? Should I be checking down on my lap every few seconds?  What’s going to incentivize me to move my eyes from the wall to my lap?

In a way, part of me is excited by this. But part of me is worried that this is a bit of tech which us tech boys get really excited about, and until I see some really great uses of that SmartGlass or the Wii U GamePad, the jury is out for me to be honest with you. I can see it if I’m watching a football game that the scores would come up on the SmartGlass. I’m all there for that. I can see if I’m watching a TV episode and it gives me some background on the actors. I’m kind of there, but I can do that on the internet already. The real use for me is how it’s used as part of the entertainment experience, and then that divided attention that you’re demanding of a player is going to be really challenging to balance well.

IGN: Do you think also it could be a generational thing in the sense that you and I are both older, but there’s a younger generation that does currently watch TV and play on a tablet or a smartphone or a PC all at the same time?

Peter Molyneux: That’s a very interesting point, but I think what people do when they have multiple screens is something very simple. They will listen to the big screen whilst distracting themselves on the small screen. That’s not what SmartGlass and Wii U are talking about.

They’re talking about producing an entertainment experience that you’re engrossed in. So you’re not typing an email while watching TV. You’re playing a game while watching TV on the GamePad and that’s where my problem comes in. I know I need it when I’m watching a football game. I need SmartGlass to do my emails or check Twitter or distract myself, especially when the things are at a low point in the plot. But that’s not what SmartGlass or the Wii U are about.

It’s about giving you a second screen into the same experience, and that’s where I’m a little bit challenged. I agree that the younger generation has the ability to switch very fast between different things, but that’s not what we’re talking about. We’re talking about them being in the same experience. I just think it’s like a lot of tech out there at the moment. There’s a huge amount of tech out there at the moment, including the cloud -- and the cloud has been around for some time -- and it’s not until we get the great applications that actually use that hardware and delight us with those experiences, that we’ve really appreciated its value.

IGN: What are your thoughts on what Nintendo is doing with the Wii U overall?

Peter Molyneux: I struggle to see anything amazing coming out of Nintendo. There are a few, “Oh, that’s smart,” but there’s nothing that makes me rush out as a consumer to buy the new device. I’ll give you a great example of how tech should be used.  It’s what Nintendo did with the Wii when it first came out. They introduced motion control.  They were one of the first companies to introduce motion control and they had a fantastic Wii Sports Game. As soon as I picked up the controller and started waving it around, I got it. I already understood it. But I’m not sure there’s a same sort of application out there for Wii U. I think to myself, “Well, what’s the reason to get it?”  Do you see what I mean?

IGN: I do. I’ve tried out a lot of the launch games and outside of the Nintendo games like NintendoLand and Ubisoft’s Rayman Legends and ZombiU, there’s not a lot of innovations. And I did find it challenging, even while standing at the kiosk, focusing on both screens.

Peter Molyneux: There you go. I had exactly the same experience. I played those games and I thought, “That’s cute.” But the psychology of making a game is hard enough because plasma screens are so big now. It’s hard enough to get the player to move their eyes from the center of the screen to the borders.

“

It’s hard enough to get the player to move their eyes from the center of the screen to the borders.

When you’re designing a game for a plasma screen you’ve got to really flash the corners of the screen. You’ve got to get movement in, otherwise people don’t notice anything in the corners. Getting people to move their eyes from the screen down to their laps is incredibly hard. There has to be some huge motivational thing like the words coming up, “Look at your GamePad now.” If you’re going to do that, from a design perspective that sounds a bit clumsy and complex.

IGN: As we look at the upcoming launches of three new consoles, what role do you see them playing in this evolving gaming ecosystem?

Peter Molyneux: Consoles have a very tough time ahead of them. The main issue is that existing console manufacturers are so embedded into the standard retail model in that they spend two years developing a game and then they push it out to retail stores and they’re done. They get a huge amount of money and then they move on to the next sequel that takes another two years. That world is gone forever.

Retail is still an important part of the console business, but a lot of consumers are starting to move to things like the iPad and to digital distribution. People don’t want to go down to a store and buy something that they can buy online just like they don’t want to go down to the store and buy music anymore. The console manufacturers have these two big problems. Their existing business model of development and investing in multiple million dollar development projects and then launching and having this marketing shock and awe campaign. Plus the fact that the technology that’s out there in every consumer’s hands through tablets and phones is now more accessible than ever, and their consoles are stuck in the basement or they’re stuck in the living room. That’s hugely challenging for them.

When you look at the number of units that Apple and Android and Motorola are able to make, the power of tablets and phones are going to exceed the power of consoles very soon now. That’s a problem for console manufacturers because if they’re lucky, over five years they’re going to sell 40 or 50 million devices. And if they’re very, very lucky they’ll eventually -- over a lifetime of consoles -- maybe sell 100 million. That is a drop in the ocean when you compare it to the number of smartphones that are in the market today, and then a tiny drop in the ocean when you compare the number of smartphones that are predicted in the market in the next few years. Just the scaling cost of producing hardware or the penetration of it means that they’ve got a real pricing issue.

“

We gamers love our games.

On the plus side, they have a very loyal following. We gamers love our games. We love setting up our gaming locations. We love going into them and inviting our friends.  So they have some loyal fans, but they used to be on the cutting edge of innovation. And they just feel like they’ve fallen back a step now and the people at Apple and Android have taken the crown of innovation from them.

John Gaudiosi is a freelance writer that, among other things, travels the world.


Source : ign[dot]com

Monday, November 5, 2012

Peter Molyneux's Curiosity Now Available

After many months of speculation, famed game designer Peter Molyneux's Curiosity is now available on the iOS app store.

Gamers have known for some time the basic premise of the app. Curiosity presents gamers with a gigantic cube made of of many millions (or perhaps billions) of smaller cubes. Participants worldwide can chink away at the cube block my block, cooperating to reveal what's underneath each layer.

But... what the heck does this actually mean? And how does it work? Let's take a look...

This is the first screen you see when you fire up the app. It's wholly white, which obviously blends right in with IGN's page background. It also already sets up the mysterious, high-concept mood:

The stark white screen stays until you tap it. Apparently Curiosity takes your initial tap as a "yes" to the stark question above. You're next told how many people before you have downloaded and fired up Curiosity - a surprisingly powerful and compelling way to get both the cooperative and competitive juices flowing. I was the 335th person to try out Curiosity:

The cube has many layers, but getting to the center won't be easy...

What's more, only one person will get to hit that final block and see what's actually there. I certainly hope they choose to share what they see with the world...

After this enigmatic and oddly compelling into... we're finally here! On the cube itself! So... now what?

You can swipe your finger to rotate the cube, or pinch two fingers to zoom in and out. Zooming in reveals sections that other users have chipped away at that aren't visible from a distance. It's neat to see them slowly materialize.

Users are already beginning to clear away sections of the cube in an ad-hoc form of self expression:

Each layer of the cube promises to have something new underneath. A new color, a photograph, a painting... something that will satisfy each players', well... curiosity. But for now it looks like each side of the cube just has a blue-green layer underneath.

But let's get down to brass tacks. How does curiosity actually work? Blocks are deleted simply by tapping on them. Gamers start with a set amount of coins. I wholly expected to be charged a coin for each block I deleted. I expected them to refill slowly over time, and perhaps be charged real money for extra coins. But it turns out Curiosity actually does the opposite.

Each block you delete earns coins. If you delete blocks rapidly in an unbroken burst of play (work? participation?) a coin multiplier begins to tick upward. At first each block deleted just earns you one coin. But then two, three, and on upward with no upper limit that I could find.

This is a supremely interesting design decision because it means you're earning exponentially more coins the longer you play in one unbroken chunk. A user that deletes 1000 blocks a few at a time will only have 1000 coins. But a user that breaks 1000 blocks in a single chunk could earn 50 times that much currency.

But... what are these coins actually spent on?

The chisels, bombs and firecrackers in the menu above make you a more efficient block clearer for a limited time by allowing you to clear more cubelets with a single tap. These power-ups range in price from a few thousand coins up to 3 billion for the diamond pickaxe. What's a little more interesting is that even accessing the stats menu costs coins - 100, to be precise. Inside, you can see how many cubelets remain on the current layer of the cube, how many users are participating, how many cubelets you personally have cleared and plenty more.

Interestingly, the outer layer of the cube contains 100,000,000 cubelets just on its own. All of which must be cleared one by one. Anyone want to crunch some numbers and figure out how many total cubelets are contained within the cube, if it is solid all the way through?

So, there you have it. A first look at Curiosity from Peter Molyneux's new studio 22cans. The app is both absurdly simple and wildly complex. It's very silly and yet oddly compelling. Perhaps most unusual of all, given the current state of the App Store, is that Curiosity is an entirely free download, with no In-App-Purchases in sight. Yes, the entire experience is 100% free, from top-to-bottom.

Is it a video game? A piece of interactive art? To me, it feels like a commentary on mass cooperation. With millions upon millions of cubes to break, there is no getting to the center without cooperation on a massive scale.

Curiosity also makes me think about the human desire for self expression. The cube's grey face has no instructions in the same way that a canvas of wet sand has no instructions. No one tells you to write your initials in the sand with your finger. Or draw something considerably less benign and more vulgar, if that's or disposition. But it still spontaneously happens, regardless. We all want to leave our mark on the world, even if it is fleeting.

And so it is with Curiosity. Gamers don't need to be told to communicate using the surface of the cube. It just happens. And like messages written in sand, Curiosity's very nature ensures that any message left is fleeting. It will be washed away by the actions of other users, replaced with a new layer of the cube and new engravings.

Until the center is reached, at least. After that... who knows?

Spot something especially memorable on the cube? Add it to our user-powered gallery of curiosity sightings!

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter at @ErrorJustin and on IGN.


Source : ign[dot]com

Wednesday, October 17, 2012

X-Factor #245 Review

Another month, another mile in Peter David’s marathon revamping of X-Factor. This time, we say goodbye to another member of the team and work through some fresh emotions left buried for far too long. As a whole, the book is a solid group of character studies bereft of major action pieces, which may not tickle every X-Factor reader’s fancy.

If you’re not into hearing about emotions and implications, this may not be the best book for you. There are hurt feelings and cute, romantic moments to be found but not much in the way of action. Now, you may be saying, “But Poet, David’s character work is the best part of X-Factor! It’s the reason I keep coming back!” Fear not, gentle reader. I understand where you’re coming from, and you stand a very good chance of enjoying this story. Monet provides some nice moments of levity to contrast the seriousness of Lorna’s engaging dilemma. The problem is, not every reader will have the necessary attention span or interests for an episode of Gilmore Girls in comic form.

Peter David’s trusty comic book partner, Leonard Kirk, is once again the artist in charge of X-Factor, but his work fails to meet his usual standard. It’s not too tough to find instances of stiff character posture, and some images seem a bit rushed, with inker Jay Leisten needing to guess at facial features in some backgrounds and smaller panels. The expressions on characters' faces – usually Kirk’s strong suit – are noticeably inconsistent as well, especially during the confrontation in the bedroom. The small degree of visual spice to be found here is underwhelming, with most large format images serving better to chew up space than to improve the story.

Don’t let the score sway your opinion, here. This is one of those issues that will appeal strongly to one type of reader and repulse another. It’s not terribly difficult to find technical flaws in this issue, but, overall, it’s a sturdy episode. When deciding on this one, it’s best to be honest with yourself about whether or not you can stand an issue entirely comprised of superheroes emoting.

Poet is a freelance writer, mid-core gamer, and frequent IGN contributor. Follow Poet on Twitter @PoetMase, or post a message on his IGN profile PoetMase.


Source : ign[dot]com

Sinestro Enters the Mindscape

Actor Mark Strong (Kick-Ass, Green Lantern) is now set to star in the Jaume Collet-Serra and Peter Safran-produced Mindscape, a new paranormal caper from the filmmakers' Ombra Films. Taissa Farmiga (American Horror Story) and Brian Cox (X2) have also joined the cast.

According to Deadline, the story centers on a man capable of entering people's memories who takes on the case of a genius, troubled teenage girl to determine if she's a sociopath or a trauma victim.

Production began today, and plans to shoot on location in France, Barcelona and Canada.


Source : ign[dot]com

Wednesday, October 10, 2012

Possible Villain, MJ Revealed for Amazing Spider-Man 2

Peter Parker has traditionally had two major women in his life: Gwen Stacy and Mary Jane Watson. (No, we're not gonna include Aunt May.) And while she was absent from The Amazing Spider-Man this summer, it looks like the redhead of the group will soon be making her return.

Variety reports that The Descendants' Shailene Woodley is in early talks to play MJ in Amazing Spider-Man 2 for director Marc Webb. The film is about to start casting, and Woodley is said to be Sony's top choice for the role. The first film's Andrew Garfield and Emma Stone will of course be returning as Peter Parker and Gwen Stacy.

Shailene Woodley

Character breakdowns are floating around Hollywood now, and they reportedly reveal that Electro is one of the villains "the filmmakers are considering" for the film. Additionally, an unspecified villain and Harry Osborn are also said to be in the cast.

Production starts early next year. The trade paper claims that means the filmmakers still have time to settle on which villain will show up, so I guess the basics of the script are still being hashed out? In any event, there was a bit of Electro-like lightning in the post-credits sequence of the first film, wasn't there?

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN at scottcollura and on Facebook.


Source : ign[dot]com

Monday, September 24, 2012

Peter Panzerfaust Heads Deeper into World War II

The epic Image Comics series that blends the Peter Pan story with the time period of World War II just hit its next stage of evolution last week with issue #6, so we caught up with writer Kurtis Wiebe to take us on a journey through what's to come for Peter and the Lost Boys.

Check out our review for Peter Panzerfaust #6!

IGN Comics: Peter Panzerfaust presents much more mature, weighty issues than the Disney fairy tale versions of Peter Pan, and, in issue #6, the story adopts a more serious, thoughtful tone compared to even the series' first arc. What made you think to use these characters to tell this particular story, and who is the target audience for the series?

Kurtis Wiebe: Peter Pan has always been the story of holding onto our innocence and youth. Those themes are fascinating because we all have gone through that transition in our lives and we easily relate to them. Take that idea and put it in a context where many children were forced to grow up early, not because of their own choices, but by circumstances put upon them. That’s what happens in war and I think the theme of Peter Pan collides perfectly with the loss of innocence in a real world conflict.

Peter Panzerfaust originally, to me, was a series aimed at young adults, early to late teens. I’ve had so many messages from fans, or been approached by some at conventions, who tell me their 5 year old son loves it, or that they bought the series for their middle aged parents who adore it. It’s a universal story that everyone has grown up with and I think that makes it appropriate for all ages. This upcoming arc might take things down a darker path but there will never be gratuitous language, gore or violence and I think that helps keep it safe for all age groups.

IGN: You mention on your website that you have a general notion that Peter Panzerfaust will run 25 issues. Seeing as the first arc ran 5 issues, did you conceive of the plot as a 5 act drama? Do you find that you feel more comfortable writing series of a definite length or are you also passionate about writing open-ended series as well?

Wiebe: There’s definite structure to this series, and 25 issues is a very precise number and it’s tied into the interviews. Each arc will be narrated by a different member of Peter’s group, so with 5 issues per arc that means 5 of the people who experienced adventures with Peter will get to share their story. Knowing who those characters are and what they bring to the history of the story is very important and there’s a plot happening with those interviews as well. In this case, I’m comfortable with the plan because I know exactly what the narrative beats are and I’m building to a major resolution at an exact point in time.

With long form stories where there’s not a certain ending point, sometimes you can get bogged down with filler or meandering plots. I want this experience to be very concise for readers because that is exactly what I have planned.

IGN: The cover for Peter Panzerfaust #10 sports Wendy and the recently introduced Tiger Lily sporting some hardware. What is your vision for these two women and their roles in the maturation of Peter and his Lost Boys?

Wiebe: They are very important to the overall story and I can’t even begin to tell you how excited I am to finally bring these women into the adventure in a more meaningful way. Tiger Lily has honestly been my favorite character to write in the series so far. She’s taken on such a powerful voice and any scene she’s in she absolutely dominates. It’s rather unexpected, truthfully. I was always a bit worried when I planned ahead in the series that she’d be difficult to distinguish from the huge cast of characters.

Wendy is also going to start to take a more central role later on in this arc and future arcs. She’s been a minor character so far but, rest assured, she’s a major player by the end.

IGN: Hook will be taking center stage soon as well, but I'm sure fans are wondering whether they'll be seeing Tinkerbell any time soon. Any hints?

Wiebe: Tinkerbell has made an appearance. Of sorts. If you go back and read the first volume, Peter talks about our version of her a few times. It’s a more metaphorical interpretation of Tinkerbell and what a mythological creature means in the real world.

IGN: You've previously implied that Peter shows his "magic" by having a knack for escaping tight situations, popping up atop exceptionally high structures, etc., but just how far do you plan to explore the uncanny aspect of the Peter Pan lore in your series?

Wiebe: It’s just beginning. Peter’s "power," for lack of better term, will start to be explained as this arc continues. It’s tied into how Julien is a much more grounded man than Gilbert and his memories, therefore, are a lot more reliable as to the reality of the events.

That’s not to say Peter isn’t extraordinary, he definitely is, probably in a way readers aren’t expecting, though.

IGN:  You recently won the Shuster Award for Outstanding Comic Book Writer, primarily for your work on Green Wake. Can you tell us a little about your motivations for writing Green Wake and what it means to be recognized for a work that was so personal in nature?

Wiebe: Green Wake was a concept I came up with while I was going through the early stages of a divorce. In that time I was reflecting a lot; on myself, on the nature of relationships, on the concept of guilt and shame. It was probably the most difficult comic I’ve ever written, and I still have trouble reading the last 10 pages of the first volume. It’s too real to me and the sequence where Morley sees everything that was, is and what could’ve been... yeah. Very difficult.

So, when I won the award for that series it made me realize that this series, despite its early end from lack of sales, had profoundly affected those that read it. It mattered to them. That’s a huge victory to me and made it very worthwhile to struggle through the writing process which was, really, a grieving period in my life.

IGN: Anyone who has ever tried to produce a comic book knows that artistic talent is a limited commodity yet you consistently collaborate with artists who are among the hottest new talent on the market. What is the secret to forging successful collaborations?

Wiebe: It’s funny, but a lot of people don’t realize that most of the artists I work with are friends. I’ve just been lucky to become involved with a group of people that are all interconnected in some way, mostly through ACAD in Calgary, Canada which is an art college. Tyler Jenkins, Riley Rossmo and Scott Kowalchuk all attended that school so I met them all roughly around the same time. I think I just had to prove to them that I was willing to bust my ass to make comics and get them in front of editors.

As for the secret? I’ll give a tip for finding artists, how to secure them totally depends on what they are looking for. A good way to find artists is to go to conventions and scout the artist alley. Many of those artists are looking for something cool to work on and if you can be enthusiastic and promise an equal investment of time and energy in a project as they would have to commit, you’ll do yourself a service.

IGN: You've got a few titles coming out right now, including the romantic comic, Grim Leaper, and the post-apocalyptic adventure story, Debris. Which one of your comic book efforts are you currently most excited about, and which one do you wish more people knew about?

Wiebe: Tough question. I think Grim Leaper really slipped under the comic community radar but the feedback and reviews have been really strong. That series is also based on life experience; it’s inspired by my dating life after my marriage ended and I was heading back into that terrifying world at age 31. If you’ve ever had to navigate the dating world at that age, or, even any age, Grim Leaper will be painfully hilarious.

And, of course, Peter Panzerfaust. I can’t lie. Our sales have fallen since the first arc and I’m trying to get the word out about this series because our fan base is so in love with the series. We need to maintain, or even better, increase our sales to ensure we get our 25 issues. I don’t want to break hearts like I had to with Green Wake. So, readers out there, if you love this series, please, spread the word.

IGN: What comics do you buy for yourself, and which creators do you see dominating sales in 5 years?

Wiebe: I quite honestly buy mostly Image titles, and outside of Image it’s always creator owned. I’m reading Saga, Mind MGMT, Punk Rock Jesus, Mind the Gap and Harvest. Those are just a few off the top of my head, there’s more of course. I think we’re already seeing Justin Jordan exploding, he’ll be a top writer in the next few years. Which is great because he’s an awesome guy. Riley Rossmo is finally going to get the eyes on his work he’s always deserved with Nick Spencer’s Bedlam. I’ve seen the pages, and they are his best work yet (yes, even better than Debris). Joe Keatinge is also bursting onto the scene, writing a stack of Image titles and getting work at Marvel in a very short time so I bet we’ll be seeing him a lot more as the years go by.

IGN:  In a world of Kickstarter, Image, and work-for-hire, what would your recommendations to aspiring creators be?

Wiebe: Creator owned. All the way. Own your worlds, your characters and your stories. Yeah, the money isn’t always great, and, let’s be honest, it can be downright terrible, but at the end of the day you are in full control of your story and nothing is worth more than that. We are hearing more all the time about dissatisfied creators walking away from the big two. There’s a reason for that, and it comes down to being able to tell a story without a thousand restrictions.

I love creative freedom.

Poet is a freelance writer, mid-core gamer, and frequent IGN contributor. Follow Poet on Twitter, or post a message on his IGN profile.


Source : ign[dot]com

Wednesday, September 5, 2012

The Amazing Spider-Man #693 Review

After two issues, Alpha isn't exactly proving himself to be a memorable addition to the cast of Amazing Spider-Man. The idea of Peter Parker mentoring a young hero with plenty of power but no sense of responsibility is perfectly sound. The problem is that the execution feels half-baked. Like the debut chapter, issue #693 spends plenty of time telling readers how powerful and important and special Alpha is without actually proving it. Meanwhile, Alpha's personality is lacking, and the character is almost wholly unlikable at this point. Looking at Joshua Fialkov's backup feature from issue #692 and certain portions of AvX, it's clear that pairing Spidey with a young, inexperienced foil can yield great results. But not in this case.

Another element that drags this arc down is the return of the Jackal and his science projects. Dan Slott put the villain to perfectly good use during Spider-Island. However, nothing in this story suggests he needed to return to menace Spider-Man so soon. Jackal's latest plot seemingly begins and ends in this issue, and it just reads like a lump of poorly paced filler material that doesn't do much to grow the relationship between Spidey and Alpha.

Humberto Ramos' artwork is at least reasonably well suited to the tone of the story. His rendition of Alpha is brimming with energy, and he delivers some more creepy Spider clones. As usual, it's really the civilian characters who suffer. Aunt May and Mary Jane are too stylized to be convincing, with the former sporting some wonky facial work and the latter taking on an overly masculine appearance at times.

There's some decent character work to enjoy in this issue as Peter interacts with Max Modell, his family, and various superhuman allies. Sadly, none of it involves Alpha himself. As poorly executed as these two issues have been, my enthusiasm for the series and the build-up to Amazing Spider-Man #700 is beginning to wane.

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

Thursday, August 23, 2012

Peter Molyneux's Plans Thwarted by NASA

The first game created by Peter Molyneux since his departure from Lionhead is apparently undergoing a name-change thanks to NASA.

The project, called Curiosity, is being developed by Molyneux's new studio 22 Cans and was recently delayed until next month.

“

Due to NASA and the Martians we are wondering what we should officially name our first experiment Curiosity...

But it appears Curiosity will never be released, at least not titled as it is, due to the Washington-based NASA being uncomfortable with the game sharing a name with its Mars Rover.

Taking to his Twitter account, Molyneux asked fans for help, writing "Humm there is a problem the the name curiosity, we can't use it because of NASA. I wonder what one word would sum up curiosity:the cube."

The news appeared to be verified when the 22 Cans account posted a similar question, sharing "Due to NASA and the Martians we are wondering what we should officially name our first experiment Curiosity..."

There's already a wealth of suggestions out there, including Cuberosity, but there's still time to share your ideas.

Due out next month, Curiosity will launch on PC, iOS and Android platforms. The game is planned as a social experiment which revolves around breaking apart a giant black cube with the help of thousands of gamers worldwide.

Luke Karmali is IGN's UK Editorial Assistant and would quite like Molyneux to knuckle down on Black & White 3. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Tuesday, August 21, 2012

The Dictator: Banned and Unrated Blu-ray Review

Many critics and film aficionados have likened Sacha Baron Cohen to the great Peter Sellers, a comic genius known for his staggering slapstick, limitless impressions and impersonations and incredible dedication to his craft. Baron Cohen isn't much different. He inhabits his characters completely, and manages to shock and allure his audience with nearly every film he's in. But like Peter Sellers, not every film he works on is a masterpiece. And for every two or three masterworks, there's a dud.

That's not uncommon for comedians. Not every gag will work with a wide audience. And sometimes a joke, or set of jokes, just bombs. Such is The Dictator, a messy film layered with sight gags, pop culture humor and thin jokes that feel insulting, pandering and curiously irrelevant.

This is Baron Cohen's third team-up with director Larry Charles, and the pairing is starting to show some wear and tear. The film never seems to know what it wants to be, juggling back and forth between a more traditional (and downright terrible) “fish out of water” tale with the usual documentary-style antics that made Borat a big hit back in 2006 (yes, it's been that long). Larry Charles seems married to the idea of shooting his films a certain way, and the end results are often bland and cheap, drawn to the surface by the film's more traditional framework.

Sacha Baron Cohen is also a little weak here. He seems less invested in the character this time around, and mostly ends up recycling gags from Borat, Bruno and Ali G. Most of the time he resorts to name-calling and offensive stereotypes to drive the humor, all thinly painted under a veil of righteous social commentary. But you can only take things so far. Pouring a glass of urine on the Israeli prime minister, for example, is funny on a very shallow level, but it's also treacherously offensive and stupid for the sake of being stupid.

Pushing the boundaries is what Baron Cohen is known for, of course, but it seems like he's going out of his way to piss off as many people as he can, while delivering only a thin coat of laughs along the way. The film is poorly made, with obvious green screen shots and a slapped-together, sloppy plot fit for an Adam Sandler flick (Jack and Jill kept coming to mind throughout the film). The documentary-style footage doesn't sit well with the traditional narrative, and most of the humor isn't nearly as stinging or sharp as Borat, or even Bruno.

The only saving grace here is Anna Faris, who perfectly embodies the role of Zoey, a hippie girl, and owner of a New York co-op, who inexplicably falls in love with Baron Cohen's hate machine, Admiral General Aladeen. While the nature of their relationship isn't believable in the slightest, Faris gets the best gags and often steals the show away from Sacha Baron Cohen when she's on screen. In a very dark and dreary film, she's its saving grace.

The Dictator feels like a film Sacha Baron Cohen was forced to make. It doesn't have the passion of Ali G or Borat, or the sharp eye for social commentary that's made his earlier efforts so charming, even when they're crass as hell. The film feels like everyone is simply winging it, throwing out entire chunks of improv, with almost no guidance whatsoever. While The Dictator is certain to have an audience who loves and adores it, it just isn't as solid as Sacha Baron Cohen's previous efforts. But don't count the comic genius out just yet. Not every film has to be a masterpiece, and sometimes a misfire is exactly what's needed to bring things back on track.

The Dictator: Banned and Unrated edition arrives on Blu-ray presented in 1.78:1 widescreen, encoded in 1080p/AVC and mixed in 5.1 DTS-HD Master Audio. As noted above, The Dictator is shot almost like a video documentary, even when the film doesn't call for it. As such, the image never quite feels like film. This is further hindered by obvious inconsistencies in the video quality, sometimes wavering between shots (this is more evident in the unrated version). The image is solid overall, and the encode rarely exhibits any major flaws or intrusive distractions, but the cinematography leaves much to be desired.

Audio is generally pretty engaging, though hardly reference quality. The 5.1 DTS-HD MA track is atmospheric at times, and dialogue is clean and without distortion. Bass is a tad subdued, but mixing is immersive, with the film's awesome soundtrack filling the surrounds.

Extras are a bit on the thin side. The biggest goodie is the “unrated” cut of the film, which extends The Dictator by about 15 minutes. To be frank, it's terrible. The added padding amounts to lingering scenes, dull additions and a completely stupid “breast fight” sequence that sounds cooler than it really is. It's also highly derivative of the “naked fight” from Borat. The much tighter, concise theatrical cut is simply a better version of the movie, albeit only by a fraction. If nothing else, it's shorter, which is a good thing in this case.

The rest of the goodies consist of about 35 minutes of deleted/extended material, an interview with Larry King and a music video. The Blu-ray also includes a DVD, Digital Copy and UltraViolet copy of the film. Unfortunately, no commentary or picture-in-picture features are provided. That PiP feature on Bruno was absolutely fantastic – almost better than the film itself. It's a shame that same idea wasn't employed here.

The Dictator is a misfire. It has a few funny moments every now and then, but it's generally a lifeless comedy that recycles gags and offensive humor we've seen before. The film just doesn't have much to say and feels slapped together like a schmaltzy Sandler flick. That said, The Dictator is worth a rental. While it may not be Sacha Baron Cohen's best, it might just tickle your funny bone.

"Never recreate from your memory. Always imagine new places!" Follow R.L. Shaffer on Twitter, Facebook and MyIGN for quotes, rants, reviews, news and more!


Source : ign[dot]com

Thursday, August 2, 2012

Bill Murray Off Ghostbusters 3 (Again)

First he was, then he wasn’t, then he might. And now it looks like Bill Murray definitely won’t be reprising his role as Peter Venkman in Ghostbusters 3.

Speaking to the Metro, Murray’s co-star and the driving force behind the project Dan Akroyd said “No, I can tell you he won’t be involved.”

And in reference to the fact that a new set of actors would be Ghostbusting in the sequel. Akroyd said “It’s sad, but we’re passing it on to a new generation. Ghostbusters 3 can be a successful movie without Bill. My preference would be to have him involved but at this point he doesn’t seem to be coming and we have to move on. It’s time to make a third one.”

As for a start date, Akroyd believes Ghostbusters 3 will go into production next year. So would you want to see a Murray-free threequel?


Source : ign[dot]com

Tuesday, July 31, 2012

EA ‘Keeping a Very Close Eye’ on Wii U

During its first quarter earnings call today, EA commented on its plans to support Nintendo’s upcoming Wii U. According to EA chief operating officer Peter Moore, the publisher is interested in the console and has plans to make announcements in the future.

“We’re keeping a very close eye on the platform,” Moore said before acknowledging the “lackluster response” Nintendo received coming out of E3. He added that EA has learned to “never underestimate Nintendo, as proven by the last generation.”

Moore noted that EA has “great franchises poised to be on that platform,” but that no announcements are ready to be made at this time. “We’ll probably announce more in the future,” he said.

During E3, EA announced that Mass Effect 3 is headed to Wii U. Since then, BioWare confirmed that the Wii U version will integrate Mass Effect 3’s extended cut endings.

The publisher is expected to make additional announcements leading up to Nintendo’s launch of Wii U later this year.

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


Source : ign[dot]com

Thursday, July 26, 2012

EA Will Not Replace Its CEO




EA has confirmed that John Riccitiello will remain CEO. Last month, rumors emerged that COO Peter Moore would be stepping up to replace Riccitiello, but during its annual shareholders meeting today, EA said that will not be the case.


"At this point in time, there is absolutely no plan to replace John as the CEO. We have a high level of confidence in both him and the management team," EA Chairman Larry Probst said. "The Board has a very high level of confidence in John and the management team."







Probst added that the management team has "done a really good job of exceeding their operating plan in the last two fiscal years. We think the strategy is spot on going forward and we have a high level of confidence they will execute well against that strategy."


According to Probst, all senior positions are evaluated regularly, but Riccitiello’s role is safe for now. Riccitiello first became CEO when Probst stepped down in 2007 and held the position during EA’s launch of Origin and unveiling of the Online Pass.


EA will likely discuss its future in more depth during its first quarter earnings call, currently scheduled to take place next week.


Source: Game Informer







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



Source : ign[dot]com

Tuesday, July 24, 2012

Three Hobbit Movies Still Possible?




Could Peter Jackson's upcoming Hobbit films still expand into a trilogy? Recent claims seem to suggest a third movie is indeed feasible.


According to The Hollywood Reporter, Warner Bros. is considering one more feature for J.R.R. Tolkien's classic tale, or so says an inside source close to the production. However, this would require additional shooting which would begin this summer for about two months in New Zealand. This would also mean securing new actor deals and story rights.


"If we’re going to do it, we have to make a decision soon," said the insider. "It’s strongly driven by the filmmakers' desire to tell more of the story."


It's important to keep in mind that this same rumor was debunked a few weeks ago prior to The Hobbit's Comic-Con panel. Nevertheless, Jackson did tease the following day that he wanted to shoot more footage. As a result, speculation surrounding the notion of a third movie has only accelerated, with this report being the first real sign of any substantial news on the subject.


In the meantime, we do know that the first film, The Hobbit: An Unexpected Journey, is scheduled for release on December 10, 2012, with The Hobbit: There and Back Again slated for December 13, 2013. A third film would likely be released the following year in 2014 -- much like Warners did with The Lord of the Rings trilogy, which was spread across three consecutive years.













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, July 23, 2012

Peter Jackson Shows Some Hobbit Footage




Couldn't make it to this year's San Diego Comic-Con? Director Peter Jackson brings The Hobbit presentation to you instead with this latest video production blog entry. Much of this video was screened for the fans who attended the SDCC panel. It shows off snippets of footage from the movie, as well as lots of behind-the-scenes content featuring Ian McKellen, Martin Freeman, Andy Serkis, Lee Pace, and the actors playing the dwarves. It chronicles the talent's appearance at SDCC and the wrap of principal photography.





And what did we think of the 12 minutes of scenes from The Hobbit screened exclusively for fans at SDCC? Watch the video reaction below!








Source : ign[dot]com