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Showing posts with label reborn. Show all posts
Showing posts with label reborn. Show all posts

Wednesday, October 24, 2012

Wolverine #315 Review

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

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

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

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


Source : ign[dot]com

Wednesday, September 26, 2012

Wolverine #313 Review

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

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

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

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


Source : ign[dot]com

Friday, August 17, 2012

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Source : ign[dot]com

Thursday, July 26, 2012

Final Fantasy XIV Version 2.0 Named A Realm Reborn




Square Enix has revealed that Final Fantasy XIV’s sweeping version 2.0 update finally has an official name: A Realm Reborn. Originally announced in October 2011, version 2.0 re-launches Final Fantasy XIV, adding a new map system, new client software and more.





During E3, Square Enix detailed Final Fantasy XIV version 2.0, describing that only one Ifrit summon will be available per server. The update will also add a new graphics engine, tweak XIV’s battle regimen system and expand the role of Chocobos.


Producer Naoki Yoshida commented that “Since announcing our plans for the future of the title last October, we have been working tirelessly to include all of the elements that we have promised in Final Fantasy XIV: A Realm Reborn. This new title not only becomes a symbol of a completely new Final Fantasy XIV, but also marks the beginning of a new stage as the latest title in the Final Fantasy series.”


Square Enix previously said that an alpha test of A Realm Reborn would begin in September, with the final release to follow in late 2012 or early 2013. For more details, including Square Enix's eventual plans to bring the game to PlayStation 3, be sure to read our interview with producer Naoki Yoshida from E3 and check out Final Fantasy XIV’s official site for information on the realm of Eorza and details on the full world of Hydaelyn.







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