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Showing posts with label spoilers. Show all posts
Showing posts with label spoilers. Show all posts

Monday, November 19, 2012

DmC Has Nothing Left to Prove

Editor's Note: This preview contains impressions from the first 5 missions of DmC, and so contains some mild early plot spoilers.

It’s fair to say the DmC has looked better every time we’ve seen it. Ninja Theory was reticent about putting it into players’ hands until the combat was absolutely in place – a process that took years of careful work in collaboration with Capcom Japan – but now that the game is pretty much ready for release, the studio has nothing to hide. Armed with a near-complete version of the game, I put young Dante through his paces over a good ten missions, and found nothing at all to be worried about. On this evidence, this new DmC might actually be better than the Devil you know – the best game in the series since 2008’s Devil May Cry 3.

It’s a pleasure to see DmC’s now fully-fledged combat system in action. It is balletic, rhythmic, subtle and satisfying, and as you play through and unlock more moves for sword, guns, axe and scythe your combos naturally become more varied and elegant. It takes a while to work your fingers around the controls – you need to use the triggers to modify attacks – but once you’ve done that, it emerges as a system with immense complexity and range, letting you flow smoothly between four different weapons at once.

There’s a drip-feed of new demons in the early missions to test out your increasingly diverse arsenal against, each of which exercises your skills differently; some are immune to certain weapons, others have shields that need to be snatched away with the grapple before they can be sliced into bits. This forces you to explore the full range of DmC’s combat and play with the entire system, which in turn naturally helps you to get better at the game. You can redistribute skills between weapons at any point if you want to adjust your combo repertoire; that means no grinding whatsoever.

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The real enjoyment in DmC doesn’t come from making it through the battles, it comes from mastering them.

It really helps to be able to see your Style ranking up in the right-hand corner of the screen, too. When it’s stalling, you know you’re not being creative enough. I nudged up into the SS rankings a couple of times over the first five missions (only on the default difficulty), but never got up to the elusive SSS; a single hit sends you instantly back to B. The real enjoyment in DmC doesn’t come from making it through the battles, it comes from mastering them – dodging out of the way of attacks at just the right second to trigger a damage bonus, chaining moves together, pulling enemies into the path of others’ attacks, using the grapple to either pull enemies towards Dante or yank him across the room towards them, and not getting hit.

Unsurprisingly, if you manage all of that you feel like a god, but the game makes you work for your buzz. DmC’s introductory three missions are relatively gentle, but after that it quickly ramps up the difficulty to the point where making it through a whole level without replenishing health with a Vital Star or having to revive becomes a real achievement. Lose your rhythm mid-fight and you can quickly sacrifice a good quarter of Dante’s health bar.

The difficulty settings are insane, too, in true Devil May Cry tradition: after you’ve completed the game, you unlock a mode with stronger enemies that appear in remixed waves. After that you unlock the appropriately-named Dante Must Die!, and beyond that a mode where all enemies die in one hit, but Dante does as well. And then if you’re completely crazy, there’s Hell or Hell mode, in which enemies all have normal health but Dante still dies in one hit. Yeesh. First person to complete the game under those conditions should probably be flown to Cambridge for personal congratulations from the development team.

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Ninja Theory has made some very successful tweaks to the Devil May Cry backstory that recast Dante and his twin brother Vergil as rather tragic figures.

Ninja Theory has made some very successful tweaks to the Devil May Cry backstory that recast Dante and his twin brother Vergil as rather tragic figures, sons of a murdered mother and an exiled father, separated as children and left to fend for themselves in the world of humans. Because of their enviable genetic heritage, the leader of the demon world fears their power, and has been hunting them down. That’s why Dante is such a thrill-seeking hedonist; he doesn’t believe he’ll be around for long.

Vergil isn’t a playable character (at least not in the retail game, though apparently you’ll be able to take control of him in DLC to be released “shortly after launch” – naughty Capcom), but the part his plays in this tale is significant. It’s Vergil who awakens Dante to his forgotten childhood and his true nature as the son of Sparda, a legendarily powerful demon. A third central character, Kat, slowly develops Dante’s relationship with his human side throughout the game. This is the first game in the series with even a remotely relatable story, but it hasn’t lost the cheekiness or over-the-top nature of old-school Devil May Cry, as the insane opening level amply demonstrates.

That said, Ninja Theory doesn't shy away from difficult imagery; there's a lot of violence and pain in Dante's background. Detailed, pulsing visions from his past show Dante as a young boy, steeped in blood and chaos. One particularly disturbed such image shows him literally digging his hands through his chest into his own heart, trying to feel whether or not he is human. DmC might have its tongue in cheek, but it's not flippant.

DmC is a subversive game in many ways. It’s a Devil May Cry game that doesn’t look like a Devil May Cry game, a hardcore action game with elements of cultural satire and comedy and even human tragedy mixed in. Ninja Theory has had a lot to prove with DmC, but at this late stage the game oozes confidence.

Keza MacDonald is in charge of IGN's games team in the UK and still has a shameful crush on New Dante. You can follow her on IGN and Twitter.


Source : ign[dot]com

Wednesday, November 7, 2012

How Video Games Became the Addict's Art

Editor's Note: this article contains ending spoilers for Papo y Yo and Demon's Souls.

Video games are addictive, but they also offer an opportunity to reconsider what addiction actually is; to ask ourselves why we fear it, and why it produces guilt in those who suffer from it. And video games can actually do something unprecedented: they make addiction a directed part of the player's experience. In games, addiction can become a familiar and survivable part of the human experience, not a devastating weakness lying dormant in our genealogies. And in that way, games can both translate addiction into art and make addiction itself an art.

The Fallout games used the basic tension between moderate consumption and full-blown dependence as a way of balancing its buffs and boosts. Drinking wine or whiskey before a fight, for instance, provides a temporary boost to strength and defense but comes at the cost of intelligence and precision. If this trade-off suits your play style, the game will eventually punish you for the preference, simulating an addiction withdrawal state with impaired vision and inhibited movement. The same mechanic applies to a number of substances in the game, from Stimpaks to Med-X.

Max Payne 3 ties its health regeneration system to the plot point of haggard Max's addiction to pain pills. When he's wounded he can take a bottle of pain pills to numb the effects of damage and bring him back to a state where he can be maximally aggressive. In a way, drugs are the engine of postponement in Max Payne, keeping the monstrous hero from confronting the consequences of his lifestyle for a few moments longer.

Rockstar's other cynical opus, Grand Theft Auto IV, depicts its impression of drunkenness when Nico take dates to a local bar. After a few drinks even basic actions like walking or aiming a reticule in a game of darts can become overwhelmingly imprecise, mired in controls that respond late to inputs and then wildly overcompensate for them. The sequence is at its best when drunk Nico gets back into a car and tries to drive drunkenly, turning the game's already loose driving mechanics into an impossible-to-control mess of dead pedestrians, side-swiped cars, and broken traffic laws.

The recently released Papo y Yo makes addiction a central metaphor for its mechanics. A young boy must use coconuts and poisonous frogs to bait a giant monster through environmental puzzles. The innocuous coconuts cause the monster to feel full and fall asleep, which allows the boy to use his belly as a trampoline to reach new areas, but the poisonous frogs turn the monster into a flaming beast who becomes obsessed with hunting the boy down and throwing him into the ground again and again.

Developed by Vander Caballero, a former Army of Two designer, the game can be taken as a petite fantasy diorama the child of an alcoholic and abusive father might make. The boy in the game occasionally slips into black and white flashbacks where his drunk father appears to have killed someone on a drive home. The ending directly connects the boy's cowering in fear of the frog-dosed monster to his hiding from his drunken father, who is trying to whip him with a belt. This is as naked as metaphors come, and its conclusion -- in which the boy sacrifices a mirror image of himself to the monster, lures it into a trap, and kills it -- is an effigial cutting of ties with the worst of his past.

In the broadest terms, addiction can be bisected into those that involve chemicals that actively change a person's body chemistry, and psychological/behavioral addictions more closely associated with the dependence video games can engender. With Papo y Yo we have a game that might lightly trigger some behaviorally addictive people, used as an evocation of the suffering that can come from chemical addiction. This distinction actually offers some insight into just how superstitiously we approach chemical addiction in the first place, an affliction which is rooted in biology and yet has its most successful treatment in the form of 12 step programs and group therapy.

Alcohol is an ideal substance to capture this duality -- the biological malaise that can only be healed through psychoanalysis. For all the daydreams of hedonistic house parties and amber-lit happy hours, there is a dark but constant acknowledgement that all of that joy is also a loose gamble with one's propensity toward addiction.

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The easiest and surest self-medication for that guilt and worthlessness is another distracting high.

In many cases this negative interpretation of the act contributes to an addictive cycle, where the person feels guilty and worthless because they have slipped into a category of social derision and shame, and yet the easiest and surest self-medication for that guilt and worthlessness is another distracting high. The stigma exaggerates the distance between someone with an addiction and everyone who identifies as a non-addict.

The word itself derives from Latin, addicere, to assign. Addicts are assigned a new identity, one that separates them from the normal flow of society. They are no longer us, but are defined by their sicknesses, an outwardly normal person who contains an untrustworthy beast within. When we ask whether or not something is addictive -- games for example -- what we're really asking is whether or not we have done something that will label us as an addict. In this view, addiction is not a capacity we all have in varying intensities, but a thing that happens to some of us, something that comes from outside, brands us, and leaves us forever assigned to another category.

Addictive properties are almost imperceptible in Papo y Yo, with its short length and relatively simple puzzle design, yet it offers a decent template for what many posit as the basic addictive formula. Writing in the BBC, Tom Stafford suggests video games' addictive properties can be explained through the Zeigarnik Effect. The phenomenon was first outlined in the 1930s by a Russian psychologist who noticed that waiters had outstanding memories for customer orders, but then completely forgot them after the food had been served. The Effect claims that the human mind is disproportionately more drawn to unfinished tasks and disorder.

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Video games are a powerful problem delivery device.

By this logic, video games are a powerful problem delivery device, regularly administering new forms of incomplete tasks and unordered items. Our ability to see what remains undone in a game world, and the powerful compulsion to reach in and do it, ordering the disorder, creates the addictive compulsion loop wherein players are drawn to completing one more task in perpetuity. This particular quality of video games can be exceptionally powerful, causing mild hallucinations and obsessive thought patterns, sometimes known as Tetris Syndrome.

Many games edge toward a self-aware commentary on the emptiness in these structures, but Demon's Souls is among the most intense, a near-perfect combination of artistic pathos and inescapable compulsion. The game is a nightmare of subtle complication that besets even simple goals with an exhausting number of secondary requirements and branching alternatives.

To turn your +4 Falchion into a magically charged Crescent Falchion, you'll first need 12 shards of Sharpstone, hoping they'll drop from the Miners in Stonefang Tunnel. Once you've farmed enough by repeating runs in one area, you'll be able to upgrade the Falchion to +6, and then you'll have to go harvest Darkmoonstones from Reapers in the Shrine of Storms, then return to the Stonefang blacksmith and have him convert the weapon. It's not complicated, and at no point is it especially difficult to imagine doing the necessary work to reach your goal. Yet the complications are just significant enough to trigger the part of the brain susceptible to the Zeigarnik Effect.

You can see the desirable endpoint, and the steps between it and your current state are systemically palpable. To this acquisition lust Demon's Souls adds several other systems that ask players to prioritize several simple goals -- each with their own slightly more complicated achievement paths. In the hour or two it will take to farm upgrade stones you could instead grind to increase your strength and dexterity, or else learn to use another weapon already in your inventory. Or else you could simply go on with the quest, choosing to sharpen your technique against the next tough boss and find a way to beat him with your current gear and stats. Demon's Souls is a vast network of simple tasks, and they are insidiously balanced against one another so that even when the player is diligently on her way to completing one, it comes at the cost of knowing there are several others left undone by that choice.

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Demon's Souls is a vast network of simple tasks, and they are insidiously balanced.

From Software seems to have been well aware of the torturously irresolvable desires Demon's Souls would evoke in players, appointing its lore and art with avaricious bastards, imprisoned liars, and a smothering sense of rot and waste. The game seems to taunt bleary-eyed grinders with its absence of musical accompaniment in most areas, filled with distant echoes that can't immediately be placed (the ghostly ringing of tiny bells in the Tower of Latria, the smoldering of torches in the distant haze of the Valley of Defilement). As one runs through these spaces where everything wants only to kill you, to prevent you from retrieving the ornament of order nested at the far end of the level, one's thoughts drift off into craven, irritable obsessiveness like a drunk returning to the liquor cabinet after everyone's gone to bed.

The game's apparent ending is a masterful play on the anguished but incessant need to solve, order, and advance. The penultimate boss has an attack that can in a few seconds drain an entire level of experience from your character. By the end of the game, each of these levels will have become symbolic of hours of toil, dutiful grinding in overfamiliar locations, falling into the same attack patterns against the same old enemies. It has the emotional effect of seeing a freshly bought bottle of whiskey shatter and spill its precious contents on the floor. And after this overwhelming fight, where players can see the dozens upon dozens of hours preparing to finish the game cruelly erased, they're drawn into the final encounter with the Old One, the source of all the rot and evil. The boss is a writhing, wilted worm of formerly human flesh, who can barely move let alone attack.

After killing him he delivers the game's summary motto, "No one wishes to go on." With this he dies, and the game throws you back to the very start. What seemed like a self-contained heroic epic is, in fact, an endless cycle of obsession, upgrading, grinding, and laboring in ignominy, encountering the same constrained characters that begin to seem more and more like road blocks on an infinite loop. Demon's Souls is an addictive hell. Its modular presentation spoking outward from a central hub, and its thorough absence of beauty in favor of rubble, filth, and toxicity, perfectly evoke the emotional meaning of its nihilistic system. Players become the addict who says he doesn't want to use anymore, knows it's killing him, and then takes another dose.

Addiction is a difficult and irreducible subject, but coded into the language of game systems we find a deployment of addiction's most basic properties in a way that intends to be emotional and artistic rather than destructive and stigma-laden. Games can make addiction art, and in doing so they point us toward an irrational fear we have about addictions in the first place. They begin in us; they are not exogenous spirits that invade us, but ways in which our best and most human characteristics can sometimes turn against us.

We are surrounded by addictive things, most people live with their lives in a matrix of complicated consumption choices with major positive and negative repercussions. We joke about being caffeine junkies, accept the modest thrills of a sugar high, and advertise pretty people having libidinally-charged conversations at cocktail hour.

And so a simple pleasure or a quirk of rationality can become unmoored from its purposeful context and turn into a histrionic tautology, both a means and an end. How this can happen to some of us, and to such extremes, is still unclear enough to leave room for our worst and most parochial superstitions, filling the void with dull stereotypes about zombie-eyed addicts who have abdicated their human dignity.

Games can free us from these separatist desires, if only by nudging us a tiny bit closer toward those we'd subconsciously forced into new identities: addicts, failures, broken people. In games we might yet discover our own weakened seams, which, when led on in the right environment, could rupture and leave us obsessively thinking about our next fix, our next level, our next button press. And with this comes the implicit challenge that everyone must answer for themselves: when will you stop, when will you have gained enough levels, chased after enough rarities, pressed enough buttons? We end with ourselves, after all, and it was only ourselves that we secretly feared when we set out to escape.

Michael Thomsen is a freelance writer based in New York. He subsides entirely on offal and intoxicants. Follow him on Twitter at @mike_thomsen.


Source : ign[dot]com

Sean Connery Skyfall Cameo Was "Discussed"

Sean Connery very nearly had a cameo in the latest Bond flick, Skyfall, according to director Sam Mendes.

Beware, minor spoilers for Skyfall follow.

In an interview with The Huffington Post, Mendes explained that he considered bringing back the original Bond as the ultimate nod to the series' 50 year history.

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So, it was a very brief flirtation with that thought, but it was never going to happen, because I thought it would distract.

Apparently Connery was very nearly approached to play the role of Kincade; the Scottish gameskeeper who appears at the Bond family estate of Skyfall.

"There was a definite discussion about that - way, way early on," Mendes revealed. "But I think that's problematic. Because, to me, it becomes too... it would take you out of the movie. Connery is Bond and he's not going to come back as another character. It's like, he's been there.

"So, it was a very brief flirtation with that thought, but it was never going to happen, because I thought it would distract."

Ultimately, the role went to veteran English actor Albert Finney, which seems like a good decision. As exciting as the thought of seeing Connery back in a Bond film is, as Mendes points out having him appear as another character would be pretty jarring.

Regardless, it seems that the decision not to include Connery hasn't harmed the film's prospects; since opening in the UK two weeks ago the movie has smashed box office records. Let's see if it can do the same in the US when it opens there on November 9.

Luke Karmali is IGN's UK Editorial Assistant and reckons he would make a hilarious Bond. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, November 2, 2012

Dark Souls' Miyazaki Talks Artorias of the Abyss

[Note: This is an interview with Dark Souls' director Hidetaka Miyazaki about the recently-released DLC content, and contains plot spoilers. Why haven't you played it yet?]

Dark Souls is an all-time masterpiece hall-of-famer, and one that's met with enough success to warrant an extension. The 'Artorias of the Abyss' DLC, now available on all platforms, adds a series of substantial linked areas, plus some superb new bosses and equipment – and also manages that Miyazaki trick of filling in blanks while suggesting a few new ones. The DLC is set in Dark Souls' past, in a kingdom called Oolacile beset by the Abyss, all accessed through the minor detail of a pendant.

“Oolacile is a kingdom of sorcery that had been ruined when the original story unfolded,” explains Miyazaki. “The additional content is set about a hundred years before Oolacile was ruined. In this kingdom, the sorceries are peculiar light spells that are different from the common ones in the original story.” Oolacile spells from the original game tended to be non-offensive and even charming magic – producing light, hiding things, disguising yourself. Tricks.

But in this Oolacile you find ridiculously strong dark magic and pyromancies. Sorceries designed to kill in direct, high-damage ways. “As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them,” says Miyazaki. “The darkness leads to the Abyss, which is a keyword this time.”

The Abyss is your ultimate destination, but before that comes Knight Artorias the Abysswalker – a name that resonates throughout the original game's story. The DLC ties up the Artorias thread neatly, but introduces some seemingly contradictory details about his past. Or perhaps we're taking too much at face value.

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As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them.

“There is not a contradiction,” says Miyazaki. “The lore of Artorias that prevailed in the original story is very old, so that it is uncertain.” Things we thought we knew may be false? Argh Hidetaka, don't do this to me! “Hence by experiencing the story of the additional content there's a partial view of new facts, and the newly unveiled lore will show players another dimension. I suppose this is what lore is like and why it is attractive.”

Amen to that. After Artorias the DLC's final stretch goes to the bottom of the Abyss, where its father Manus dwells. This boss isn't just one of the best fights in the entire Souls series, but carries many answers about the nature of the Dark Soul itself – as well as being, at bottom, a human who goes crazy over a pendant. Sound familiar?

When Dark Souls first came out, an answer Miyazaki gave in a Famitsu interview said he'd choose either nothing or a pendant for his starting gift in Dark Souls. The pendant, which has no in-game function, became a focal point for the wilder elements of the community, and the centre of every conspiracy theory going.

I ask Miyazaki whether Manus is a little dig at the series' more obsessive players. “That is a very interesting consideration,” says the devilish fox. “But I suppose I did not include the meaning.” And as for the original pendant speculation, brace yourselves Dark Soulers for Miyazaki's final word: “When it comes to the pendant, I actually had a little bit of an intention to play a prank.”

On that bombshell, perhaps it's time to move onto practical matters. The DLC adds several new weapons acquired in typical Souls fashion, such as the pimpin' sweet tracer set that can be acquired by killing the grieving lover of a guy you also killed. “It is hard to pick up one weapon for players to see but the tracers you point out are good ones I would like them to check,” says Miyazaki. “Since we did all the basic weapons in Dark Souls, these additional ones may look different. Most have a specific image of the user in them, so they tend to be peculiar according to that. I suppose the tracers strongly reflect an image of a particular user – they look like a rare set of weapons, both of which are different in the way they are handled.”

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It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls.

There's only one thing you can say to that: gnomic. I asked Miyazaki about some more specific ongoing aspects of Dark Souls play, such as the Gravelord covenant – is it true players can only see the black phantoms in NG+ and above? “That is almost true,” Miyazaki almost answers. “In Dark Souls' design the position of enemies is fixed, so we could have intended to make the effect of Gravelord Covenant a new element seen in the second try after the game's ending. To be honest, I suppose I could have made it better.”

This leads us to the murkier waters of Dark Souls' entire online experience, a rather partial realisation of its wonderful concepts on which Miyazaki politely declines to comment. He's much happier talking about general principles than concrete information, the big ideas rather than the tiny details – like the difference in world design between the two Souls games. “It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls,” he says. “But at the first development stage of Dark Souls I drew up a plan to implement the huge seamless map.”

I wonder about how fleshed-out some of the Dark Souls world is – do these names on the wind like Salaman have a specific history, did they ever even exist in some form? “Salaman is a character that has an important role, along with the witches of Izalith, in the story of pyromancy rather than in the story of Dark Souls,” says Miyazaki. “Salaman’s story was created to introduce a concept of pyromancy but, as you say, only his name appeared in the original story. His visual image has actually been created and he is one of my favourite characters. I have many favourite characters related to pyromancy as well as him.”

One of the few cheerful faces in Dark Souls is a pyromancer, Laurentius, but it's kind of interesting that there are any at all. I ask Miyazaki why he puts jolly characters in such a grim world, and with such grim endings. “As the creator of them I am very happy with your description of 'jolly characters',” Miyazaki says. “I think of serious characters like seedlings scattered over waste lands, hiding sorrow in their minds. But if I try to draw such characters, sometimes the seeds bloom unexpectedly. Having said that, I believe that some of the endings were what the characters hoped.”

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I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood.

The man's a poet. We move onto Dark Souls' iconography and specifically its veneration, in a traditionally religious sense, of femininity and the associative bounty, fertility, etc. It's the main reason Gwynevere's such a good gag, I think. Then there's that strange female-only role of the Firekeeper, one that seems to be pretty crucial but is never fully explained, in a game about fire.

“I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood,” says Miyazaki. “Also, one of my favourite Japanese cartoons is 'Yasuragi no Yakata' written by the famous Fujiko Fujio. A huge woman appears for a little in that scary story. When it comes to firekeepers, I assume that there is a kind of illusion for women in my mind.” You ain't seen nothing yet. “Finding a reason why I am attracted by huge women would be possible but I would not like to do it so far.”

Perhaps that is it. There's always a reason for everything, it's just whether you're prepared to look – the Souls games put enormous care and attention into details that only a handful of their players will ever see or think about. I ask Miyazaki if he likes this idea or not. “I am glad if users think so,” Miyazaki says. “I would like Dark Souls to be a broad exploration game filled with so many veiled things and details. A broad map that lacks details cannot be attractive for users who want to explore it in depth. Having said that, the reason why I put a lot of care into details might be much more simple. I enjoy the process of adding elaboration into games, and like to communicate with users through the details I create.”

The success of Dark Souls suggests a new entry in the series should be cooking away in From Software's wonder factory – we can only pray. I ask if the Artorias of the Abyss DLC finishes things for Dark Souls. “We are not planning to release more additional content so far,” says the gnomic Miyazaki, gnomically.  Come on then, is the next game called Dragon's Souls or what? “This is also a very interesting thought,” says the probably uninterested Miyazaki. “But so far I can not say anything about sequels. I am sorry but it is uncertain whether I can get involved in the next sequel yet. I would also like to avoid giving confusion by saying something wrong at this stage.”

Well, you can't say fairer than that.

One does not really interview Hidetaka Miyazaki so much as temporarily observe him. The director of both Demon's and Dark Souls is that rarest of things in videogames – a creator that, like his works, remains something of a mystery. When you play them it all makes sense. Miyazaki's games do anything but give the player answers, slowly unfolding their few concrete details into even more questions. Straight talking from Miyazaki, in other words, would in some way betray his creations. And what creations they are.


Source : ign[dot]com

Thursday, November 1, 2012

It's Always Sunny in Philadelphia: "Charlie and Dee Find Love" Review

Warning: Full spoilers for the episode follow...

"I know what this is. This is a les liaisons dangereuses."

"Oh s***!"

The Always Sunny Gang rebounded big time this week with "Charlie and Dee Find Love." A laugh riot through and through, this was Season 8's best episode so far, revolving around Charlie and Dee getting pulled into the life of the wealthy Taft family via beautiful siblings and heirs Trevor (Josh Casaubon) and Ruby (Alexandra Daddario).

Initially, Dennis, Mac and Frank see this an an opportunity to mooch off the rich, but then become flabbergasted when Trevor and Ruby aren't completely and utterly repulsed by Charlie and Dee during a fancy double dinner date. Man, just watching Charlie squeal when the cheese tray rolled up and then resisting for about ten seconds before just shoving his face into the entire thing like a hog was incredible. "Can the girl not smell Charlie? Can the guy not see Dee?" Dennis was totally confused, until he realized that the entire thing was an elaborate 1% "Dinner for Schmucks"-style mind game designed to humiliate the poor and revolting.

Meanwhile, Mary Elizabeth Ellis returned as "The Waitress," still never revealing her name even though she called Dennis directly in order to reach Charlie. It was a pretty funny gag, hearing only Dennis' side of the conversation, with him not being able to recognize her by whatever name she was saying. "Just say waitress next time," Dennis demanded.

Anyhow, Dennis and Mac decided to split up in order to discover Trevor and Ruby's ultimate scheme, leading to vagina punching, some shampoo laced with rat poison and Dee doing a horrifically un-sexy lap dance to "Bad Company" by Bad Company. "Let's hump!" she drunkenly commanded. One of the most gratifying things about this episode, aside from the fact that it had many hilarious exchanges, was that not everyone in The Gang was a complete moron. Sure, they were freaks, but Dennis was actually right about Dee being used by Trevor to show his frat buddies that he could find the biggest loser. Yeah, he was wrong about Charlie's situation, but Charlie still "won"; having a secret plan of his own to use Ruby in order to make The Waitress jealous.

Of course, in Charlie's mind, winning means merely going back to the way things were; with him doing insane and random stuff that he thinks helps keep The Waitress safe...from a court-imposed distance. "I guess Charlie had the cruelest intentions of all," said Dennis, halfway impressed. It isn't often that The Gang gets a win, even a tainted one, so for Dennis to actually be able to ruin Taft's big public offering announcement with his "Mac/Trevor Definitely Not Gay Sex" video was a lot of fun.

Frank didn't have much to do in this one, but I did laugh heartily when, after being discovered by The Waitress in her apartment, he said, from behind a wall, "I'm your neighbor" before jumping out and screaming at her until she ran out the front door. So yes, these are the kinds of episodes I relish. Always Sunny might not hit it out of the park each and every week, but episodes like this prove that there's still gas in the tank. To mix up my sports and car metaphors.

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, October 18, 2012

Nikita: The 10 Coolest Moments

Warning: Spoilers for the first two seasons of Nikita follow.

With Nikita back this Friday, October 19th, for Season 3, we thought it would be a good time to relive some of the show’s coolest moments. Nikita is one cool show, so narrowing it down wasn’t easy, but here’s what we came up with…

Knowing that a missile is headed toward the house where Michael is trapped, Nikita has raced into harm’s way in a desperate attempt to rescue him. The house explodes just as she gets there, and she stumbles around the debris, her grief growing with every second. Suddenly, Michael strides out of the smoke like something out of an 80’s music video and Nikita leaps into his arms. On this show, even the mushy stuff is really cool.

Robbie (played by Bug Hall - Alfalfa from The Little Rascals movie!) was a recruit who dreamed of seeing the world once he became a field agent. Those dreams were squashed when he was made a Division security guard instead and that disappointment eventually led to him snapping and going on a shooting spree inside Division. Alex and the rest of the recruits are told that Robbie has been terminated, but in the episode’s last scene, Amanda tells a bound and beaten Robbie that she underestimated him, and that he is a prime candidate for the group’s super creepy “cleaner” program--a chilling reminder of just how twisted Division is.

The deepening of the friendship between Nikita and hacker extraordinaire Birkhoff was a pleasantly surprising subplot during Season 2. Nevertheless, they had their share of conflict as well, not the least of which was Birkhoff’s vehement opposition to Nikita’s Hail Mary plan to infiltrate Division. After challenging her sanity, Birkhoff made nice in a most unexpected way: he gave her a big kiss (right in front of her studly boyfriend), then added sincerely, “May the Force be with you.” Way to go, Nerd!

Nikita had told Alex the truth about who killed her parents... From a certain point of view. Yes, it was a Division strike team sent by Percy but she left out one critical bit of information. And in a moment as shocking for fans as it was for Alex, Percy reveals to her that Nikita was not only a member of that strike team, she was the one who murdered her father.

Nikita has been captured and tortured by a man she maimed back when she worked for Division. He thinks he’s broken her when she says she’s sorry—but wait! That’s not what she’s apologizing for. With a downright evil smile on her face, Nikita regrets not gouging out his other eye, nor cutting out his tongue. Then she laughs in his face. And it isn’t an act. In this incredible moment, we see the part of Nikita that she fears the most. The woman that did evil things once upon a time—and liked it.


Source : ign[dot]com

Wednesday, October 17, 2012

The Amazing Spider-Man's Origin Behind the Origin

Just a heads-up: HUGE SPOILERS from Marc Webb's The Amazing Spider-Man to follow.

While Sony's Spidey reboot was met with mixed-to-positive reviews, there's no denying that the film left a few dangling threads. However, it seems that a big chunk of footage was cut from the final film that would have allegedly altered the origins of Spider-Man.

Although Webb has since denied that he had plans to tinker the comic book backstory, a new deleted scene involving Peter, the Lizard and Oscorp henchman Mr. Ratha hints that it may have been Peter's father who provided the source of Spider-Man's powers.

Badass Digest offers the full (and remarkably thorough) breakdown of where some of these other missing pieces would have fit in to the larger narrative that was eventually cut.

The Amazing Spider-Man hits Blu-ray and DVD shelves November 9.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : ign[dot]com

Monday, October 15, 2012

Once Upon a Time: “Lady of the Lake” Review

Note: Full spoilers for the episode follow.

This week's episode of Once Upon a Time brought us Lancelot (played by Sinqua Walls), mean parents, and all the feelings. Cora is back and evil as ever, the knight of the Round Table turns against his king and saves Snow White from an infertility curse, and there was an ogre. In other words, it was sort of all over the place.

Even though it jumped around, the focus was on Snow and Emma bonding. Snow is the protector now, not a meek schoolteacher and it’s an interesting change in dynamic that Emma doesn’t know how to handle. At least she didn’t until Snow saved her from an ogre. Putting Emma in a place where her knowledge and skills aren’t helpful is a great way to make her appreciate her mom and all she’s done for her daughter.

Emma had better get used to it too because she had to destroy the last known portal back to Storybrooke to keep Cora from crossing over. If you weren’t positive that she’s evil, she killed Lancelot and has been pretending to be him for a while. Speaking of mean parents, Charming’s sort of father - King George (Alan Dale) - tried to make Snow sterile and has also showed back up in the real world. And you thought your holiday dinners were awkward.

One other note about fairytale world - It’s hard not to note that they’ve made Aurora completely unlikable. She’s mean and whiny and hasn’t learned a thing from Mulan so far. There’s room for her to grow, and hopefully Snow will be a good influence on her. Fingers crossed for an epic training montage in a future episode.

The episode unfortunately displayed a couple of the less awesome factors about Season 1. For one thing, a couple of moments were just lazy. Lancelot didn’t thoroughly search that lake bed; how did he know there was just one shell with water? Most people wouldn’t have been turning all the sand upside down. Back in Storybrooke, why didn’t Charming either dig through Regina’s vault to search for magic or destroy everything instead of just making sure no one else finds it?

It was also jam-packed. The death of Charming's mother should have hit harder, but the story was moving along so fast that the full impact didn't have time to develop. Sure, they fit a lot of significant plot points into 42 minutes, but every piece felt rushed. These might be little things to focus on, but they don’t make sense and therefore stick out.

Then there was the ogre. Monsters and big bads are scarier when they aren’t seen, and that is especially true when the CGI isn’t amazing. I was nervous about the ogre until it ran into the clearing; then I just laughed. On the upside, Snow White got to show off her ability to shoot a bow (nice form too – better than Hawkeye!) and impressed the hell out of Emma.

In happier news, Jefferson was back again. Henry nudged him to find his daughter Grace, and their reunion was the very definition of happiness. Sebastian Stan plays the heck out of the Mad Hatter and always leaves an impression regardless of the length of his scenes. Stan needs to show up more, before his Captain America: The Winter Soldier duties pull him away. There were also some great one-liners like Emma comparing a cooked chimera to a turducken. Order one for Thanksgiving now – they’ll be all the rage!

Amy Ratcliffe is a writer for IGN TV. You can follow her on on Twitter at @Amy_Geek and IGN at alratcliffe .


Source : ign[dot]com

The Walking Dead: "Rick's Word is Law"

Warning: Full spoilers follow for The Walking Dead Season 3 premiere episode, "Seed," and minor spoilers for Robert Kirkman's Walking Dead comic book series.

So how about that for a Walking Dead season premiere, huh? Pretty exciting and gruesome stuff. And, as tradition here at IGN, we got to talk to comic series creator and show EP/writer Robert Kirkman about what we just saw. Months have passed, Rick's fully in command, Carl's now clearing houses with the likes of Daryl and T-Dog, there's a walker-filled prison that needs cleansing, Lori's not giving Rick any disapproving looks or pushback and Andrea and Michonne are still off on their own. There's just so much happening.

The Walking Dead: Season 3 Premiere Review

IGN: Well, we're finally here. We're at the prison now. What's it like to finally be tackling a big set piece and storyline that the comic fans have been anticipating ever since the show started?

Robert Kirkman: My experience in having the Walking Dead comic turned into a TV show has been indescribable. It's not something that I've ever heard of anyone really experiencing. It really is quite bizarre. I've gone from seeing comic book characters that I've written for nearly a decade come to be represented by flesh and blood human beings who you can have conversations with. Which is really awkward. But now I'm actually seeing an entire world built up that I can walk around in. I can go into cells inside the prison. I can walk the prison yard. I can play basketball on the basketball court. I can go up into the guard tower. It's really strange to see it all come to life and I think AMC's done a really good job in working with very talented people who really dedicate themselves into making this show the best that it can be. I know a lot of time and effort went into making this prison and it looks absolutely remarkable on screen. In person though, it's overwhelming for me to be there.

IGN: A lot of things have changed within the group since the last time we saw them. Exactly how much time has passed?

Kirkman: Well, we don't really like to nail things down too tightly, but we were getting into winter pretty much by the end of Season 2. The leaves were starting to fall off and it was getting pretty cold and so we were definitely approaching winter when we last left off. Season 3 picks up now with the end of spring and the beginning of summer. So we skipped through a little bit of fall, winter and a little bit of spring.

IGN: What was behind the decision to have Rick be so fully in charge? I think the term that was coined was "Ricktatorship."

Kirkman: I think it was very important, after the last scene in Season 2, to show that Rick's decision to not take any advice from his people and to make it his way or the highway has really made it so that they've all survived the winter, despite not being able to find a solid place to live in for any real length of time. I think we really wanted to show that Rick is a capable leader and that he does know what he's doing. And I think the first two episodes of the season will show everyone that this is a different guy; much more harsh, much more deadly and way more serious. A hardened leader.

IGN: He really has no opposition, at this point, from anyone. And they're a head-strong group.

Kirkman: For better or for worse, Rick's word is law right now. And that's something that has kept them alive. But we'll see, as the season progresses, sometimes he makes mistakes and sometimes bad things happen. But for now, at least, Rick's in charge and we're seeing a very different person. This is a guy who was a small town cop who was just kind of feeling his way through this world. And to a certain extent, he was scared out of his mind. Over the course of the first two seasons, he's become this guy that we have now who is running head first into a prison yard and taking walkers out. And doing whatever he has to do to keep these people around him safe.

IGN: Another big change, and more evidence that Rick's word is law, is how much Carl has changed. Rick would have gotten an earful if he'd tried to have Carl shoot walkers last year.

Kirkman: Carl has really evolved into a child soldier over the course of the winter. He's now there in the mix with Rick and Daryl when they're cleaning out that house in the beginning. He knows how to clear a room now. He knows how to run through a house that could be infested with zombies. And, as you can see, this is something he's done before. This is Carl growing up. Having that time jump in between the seasons has really facilitated turning Carl into a different character. A much more capable character. Someone who doesn't have to hide in the house while all the cool stuff happens. He's out there shooting guns, taking out Walkers and being a little badass.

IGN: What can you tell us about Rick and Lori's relationship? It seems pretty cold at this point. He's providing for her, but little more.

Kirkman: It's definitely damaged. Despite all the other changes that happened over the winter that we didn't get to see, they really haven't reconciled. For the most part, they're not really speaking. Lori has done something that Rick hasn't forgiven her for yet. And Rick did something that Lori wasn't too happy about, as we saw at the end of the second season. So they're really distant and struggling through the fact that they have to live together. She is carrying a child. Could be his child, could be Shane's. Nobody really knows. It is definitely a big sense of source of tension within the group this year.

IGN: Now this is close to the time, in the comic series, that Michonne would become a part of the group, but you've chose not to do that here. She's off with Andrea, which is a pairing we never saw in the comics. What was behind that decision?

Kirkman: I think as the season progresses, and we see our entry point into Woodbury and meeting The Governor, it will become pretty clear this pairing was a really cool change that came with a lot of great story in it. That's really the key to making changes to the comic book. Asking ourselves "what does it add?" or "how could this enhance the story?" And I think this enhances the story in a big way. Having these two warrior women out on the road, surviving together, is kind of a cool thing. And we've seen that they've bonded quite a bit over the winter. One thing that I really like about this season is that if you notice and do the math about how long Rick and the group were with Andrea, she's been with Michonne longer than she was with the rest of the survivors. So their bond has grown very strong over time. If these groups were to meet, if Andrea and Michonne were to encounter Rick and the others, her new bond might add some conflict to the reunion. ...Were it to take place this season.

IGN: Keeping things with the comics here... poor Hershel. We saw his leg get hacked off, but in the comics it wasn't him. It was a different character.

Kirkman: It's a pivotal moment in the comic series, but it happens to Allen, a character that hasn't been introduced on the television show. So we decided to do it to Hershel. And having that moment that comic book fans remember adapted for the show -- in a cool way that calls back to the comic series and the stories that were told there, but also done in a way that comic fans can still be surprised when it happens -- really is the meat and potatoes of the show. I want the comic fans to still go "Oh my god!" That's the really cool stuff, when people don't know what to expect. Even though it's still familiar.


Source : ign[dot]com

Thursday, October 11, 2012

It's Always Sunny in Philadelphia: "Pop-Pop: The Final Solution" Review

Warning: Full spoilers for the episode follow...

"You see free soup, you make a decision to eat it!"

Ugh, what were Mac and Charlie eating anyhow?  It looked like old, cold French Onion soup without the cheese.  At least that's the horrible taste I imagined when they were slurping it.

Yes, the Always Sunny gang is back for Season 8 (wow!) and kicking things off with a good old fashioned Nazi treasure hunt. Specifically, Adolph Hitler's priceless, hokey painting of a German Shepherd. A dog that Hitler must of of lost, mourned, and, according to Charlie, used an an excuse to exact vengeance upon the entire world. "Pop-Pop: The Final Solution" wasn't always killer, but it was still a decent enough way to open up the season given that we're now eight years deep into the rancid exploits of the wonderfully filthy and stupid denizens of Paddy's Pub.

The highlight of this one, for me, was Dennis and Sweet Dee discovering that they went to a racist Nazi youth camp when they were young, clearly not remembering the details of what the irate counselor was screaming at them in his speeches. But what caused them to take a trip down Aryan memory lane? Well, their dearly beloved, and currently rotting, Pop-Pop is being kept alive in a death-soaked, soup-filled hospital room by tubes and they have to decide whether or not to pull the plug on the old bastard.

Shorter cable seasons, and the ability to say just about everything except "f***" on FX, have helped preserve this show, keeping it mostly fresh a long while. But we're still years and years deep into Always Sunny and it's become harder to shock us with the gang's outrageous antics. I still expect to get two or three gems out of Season 8, like Season 7's "The Gang Goes to the Jersey Shore" and "Chardee MacDennis: The Game of Games," but I'm afraid this premiere wasn't the treasure I was hoping for. But it did show, like the Jersey Shore episode, that there's still comedy to be mined from Dennis and Dee misremembering their clearly effed-up formative years.

While Dennis and Dee went back and forth on whether or not to kill their creepy, corpse-like Pop-Pop, who was lying in a room that felt like something out of the movie Seven, Mac and Charlie were on the hunt! In a story that's sure to be adapted later into a big-budgeted "Ryan Gosling as Indiana Jones" Da Vinci Code-style thriller. It's always fun to watch these two spiral into insanity only to revisit their entire idea at the end and discover that one of them was just lying the whole time. This time it's Charlie, who was just pretending to think the dog painting was worth millions to get Mac to help him look for his favorite painting. Except, of course, Charlie had good reason to actually believe the picture could have been worth something. He just chose not to think that.

So throw in a few tasteless jokes about gassing, dog executions and a slight nod to dental torture and you've got yourself an Always Sunny stew goin'! All so that Frank, Mac and Charlie could get their hands on an "original Hitler." "It belongs in a museum!" Mac screamed, channeling his inner-Indiana. Brian Unger appeared, once again, as the gang's beleaguered attorney, providing us with one normal "real life" character to sync up with amidst the craziness. David Hornsby was also back as Cricket, with a wicked new scar on this face and a new job cleaning up giant Mastiff diarrhea at the local pound.

Not a total riot, but when placed side-by-side next to all the new, horrible network comedies that popped up this Fall,"Pop-Pop: The Final Solution" was a masterpiece. By Always Sunny standards though, it was okay.

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

Last Resort: "Eight Bells" Review

Note: Full spoilers for the episode follow.

After Julian and his prisoners were sidelined last week, that situation was front and center in this episode, creating another tough – and ultimately fatal – situation for the Colorado crew.

It all got pretty horrific – it’s vague what Cortez did to appease Julian at one point and stop him from initially killing anyone, though it’s hard not to guess it was sexual. But what was clear was that her fellow prisoner, Brannan, was willing to put his life and hers over their fellow crewmember, when he directly named Redman as the one Julian should kill. It was a suitably gut-wrenching moment, as he was protecting Cortez, yet also himself, over the life of his “brother” and again demonstrates that Last Resort is not going to back down on putting these characters in situations no one would ever want to face.

In D.C., I was glad to see more of Bruce Davison’s Admiral Shepard, and one hell of an uneasy alliance with Kylie, as he called her “A parasite who traffics in war.” The plans for the Perseus being stolen from her add again to the conspiracy scenario, with the implication her own dad may be involved. Also, we finally got to physically see Jay Karnes after two episodes of hearing him. Of course, he was only onscreen briefly, an on Kylie's TV no less - in an amusingly gradual rollout for the character.

Far less enthralling were the James/Tani scenes, despite James’ amusing line, “I’m sorry your dad didn’t hate me more.” I like both actors -- Dichen Lachman did some terrific work on Dollhouse -- but Tani’s “My mom got sick and I’m stuck with my dad who I don’t get along with” storyline sticks out like a distracting sore thumb among the intrigue and tension of Last Resort. I hope she can somehow be better integrated as time goes on.

Putting Prosser back on the sub is good to see, aided by Marcus telling Prosser he still would take Prosser at his word not to retaliate against him – and the fact that Prosser seemed suitably stirred that Marcus would still trust him in that way. Plus, the continued hatred between Prosser and Daisy works well, even getting darkly humorous at times with her excellent retort, “You didn’t hang yourself with your shoelaces. We all have our disappointments”

The sequence where the Colorado had to avoid a series of depth charges was well done. With a TV budget, it’s not like they can have blockbuster movie style effects constantly. But while much of the action was only from the POV of those onboard the sub, there were enough actual shots of the sub in danger to convey the scenario, coupled with the work of the cast to sell the tension of the sub being bombarded from above, while in danger of colliding with a trench below.

Marcus essentially bending over for Julian was a troubling part of the episode – but the good thing is, it was meant to be troubling, and put him at true odds with Sam for the first time. Marcus’ worry that the Colorado can’t deal with battling Julian’s men in the midst of their other crisis is valid, but at same time… just how far can you push Marcus? One of his men was actually killed by Julian now, which makes Julian a true threat (to the Colorado and on the show), but also it makes Marcus look weak and even cowardly not to retaliate. The good news is, it’s clear the Last Resort writers aren’t ignoring this fact… even as I look forward to seeing just how Marcus finally gets his payback, at the “Time and place of my choosing.”

Lastly, I want to commend Sahr Ngaujah for his performance as the oh-so easily offended Julian, whose need to be respected -- he was so upset Marcus hadn't come to talk to him already! -- is what makes him so dangerous.


Source : ign[dot]com

Wednesday, October 10, 2012

Supernatural Tackles Found Footage, LARPing and… Cartoons?

Spoilers for the Supernatural: Season 8 season premiere follow.

Supernatural returned last week, setting in place plenty of big new storylines for the show, as Sam and Dean were reunited after Dean’s year in purgatory. So what’s next for the Winchesters? Supernatural executive producers Robert Singer and Jeremy Carver discuss their plans for Season 8 – and beyond.

Flashbacks

There will be frequent flashbacks filling in more of what happened in the past year for Sam and Dean. “Not every episode, but where appropriate,” explained Singer, adding it would inform where “The boys’ headspace is in a given episode.”

Singer noted the flashbacks" allowed us to tell slightly different kind of stories.” When it comes to Sam and his newly revealed love interest, Emilia, he remarked, “Supernatural hasn’t spent, I think, a lot of time on relationship stories. This is a really nice mechanism to do that without imposing that on the forward momentum of these other stories that we’re telling.”

Noted Carver, “One thing we like particular about the first 13 [episodes] is the way we’re playing with perception… What happens as these brothers start to discover more about what they’ve done in the past year – and might those tables turn in terms of who has to answer for what?”

Sam

“Sam is keeping thoughts of this woman and this relationship to himself. It greatly informs where he is now at the beginning of the season. It represents something to him. It represents, essentially, another way – another life,” said Carver.

Carver, who returned to Supernatural in Season 8 in his new role as showrunner, after a couple of years away from the series, remarked, “The jumping off point, certainly when I came back to the show, was laid out by Bob [Singer] and Sera [Gamble]. You are truly alone. What does that mean? What kind of impact does that have on somebody? How does that affect somebody after so many years?”

While comparisons are inevitable to how Dean had his own domestic life when Sam was in hell, the producers noted that the big difference was that Dean “Never felt comfortable” in that scenario and couldn’t put aside all of his Hunter past – still salting windows and such. But Sam, “found real solace and real comfort. The only thing that sort of got him back was yeah, they were responsible for Kevin. ‘If we can do the Kevin thing and get this done, I’m done.’”

As Carver put it, Sam’s experience gave him, “A taste of something he never had before, and it had a really profound effect on him.”

Dean

As Carver noted, Dean had “a bit of a surprising reaction” to Purgatory, which was brought up in the season premiere.

“The idea that it was ‘pure’ down there… I think one of the last things you’d expect going to a place that is so horrible - That someone might actually consider it a happy experience. You have to ask yourself, why do you think it’s happy? What is this thing inside himself that he connected to? This primal side? How will he deal with that topside?”

As for Dean’s new friend Benny and how they became so chummy, Carver said, “It’s something we’ll see in those flashbacks. Hopefully the intriguing question that the premiere asks is, you see this warmness, but when they meet you see this reserve and general distrust. How did they get from that to that embrace? That’s what the flashbacks are telling us.”

Benny

As mentioned above, a big new player introduced in the season premiere is Benny, and Carver noted that as the season continues, “We use Benny as that thing that is representative of Dean in purgatory.”

“I think you’ll see Benny playing a pretty important part both in his physical presence and his psychological presence. The idea of Benny is hanging over our brothers pretty heavily. He’s a guy who has a tremendous, tremendous bearing and he’s really working out wonderfully. He’s a really complex character and adds really interesting wrinkle to the brother’s relationship this year – how they deal with something like this.”

Season 7 hammered home the hardline stance Dean had with the supernatural – going so far as to kill Sam’s old friend, who he believed was inevitably a danger. So just what changed for Dean to make him let a dangerous creature like Benny go, and how might Sam react to discovering this? Said Carver, “I think that’s the question that comes front and center when you see Benny. That’s something that’s got to be confronted at some point and arcs out through the course of the season.”

Kevin

The Season 8 premiere also brought back Kevin, introduced at the end of Season 7, in a big way. Noted Carver, “We’ll learn more about how he personally feels about being a prophet and being involved in this mission that the brothers are a part of – the personal cost it has for him. And to see how his willingness or desire to do the job, how that rubs off on the boys. They’re all playing off each other and inextricably linked here.”

We’re also about to meet Kevin’s mom and Carver explained, “Putting aside the question of trust for a second, you could say Ms. Tran does something sort of interesting and sort of fun and it gives the boys, in an odd way, a bit of a mother figure that they haven’t had I a long time. It’s a fun dynamic and it can be a rather moving dynamic at times, also. It also gives you a fourth wheel on the car that you have to deal with…”

Friends and Foes

When it came to recurring characters in Season 8, Carver and Singer were still tightlipped on what role Bobby might play, despite Jim Beaver being part of the Supernatural panel at San Diego Comic-Con this summer.

What could they say about who we’ll see this season? Said Carver, “We’ll be seeing a healthy dose of Kevin. Crowley is set up to be somewhat of the boy’s main agonist. There’s Benny, there’s Emilia. There are some new angels that we’re introducing. Amanda Tapping is playing a fairly mysterious angel named Naomi.”

As for the big, “What happened to Castiel?” question, “We’ll be telling that story pretty steadily through the first seven or eight episodes. By episodes seven, eight you’ll start to get a really good idea of what happened in Purgatory to Cas.”

Hellgate

The premiere set up a big new mission for Sam and Dean - to actually close the gates of hell, once and for all. But if they accomplished that, would that mean all their enemies would be vanquished? Clarified Carver, “There’s so many other monsters in this universe. In the Supernatural universe, you’re thinking ‘I’ve eliminated a big chunk’ – but certainly not all.

As for how big a story arc this is establishing, Singer noted, “Jeremy’s hell-bent on multiple seasons.” Carver said the actual quest to close the hellgate story was a season-long arc, but added, “The questions that come up in this quest and the series of reveals and the series of discoveries are meant to start giving us underpinnings for questions and secrets and things that will be explored in future seasons.”

As for whether closing the hellgate to demons coming in and out would also affect human souls, Carver revealed, “That’s something that will be clarified later on – or dealt with.”

Future Highlights

Supernatural has a reputation for doing some rather unusual and noteworthy episodes. Looking ahead to some highlights this year, Carver said, “We’re doing one a little bit later that’s dealing with what happens when you find yourself living in a cartoon universe. That’s a lot of fun. It actually won’t be animated. It deals more with cartoon physics in the real world. We will be doing an episode that deals pretty heavily with the LARPing universe, different from the way we’ve dealt with in the past. Those are two really fun ones we have coming up.”

There is also a found footage episode, which Carver described as “pretty unlike any episode the show has ever done before. Said Singer, “You’re living in this found footage. The boys are bracketed on either side in the opening and at the very end, but for 95% you’re living in this found footage. [Sam and Dean] are in it, unknowingly. It’s crazy. It’s a really good episode. It’s very compelling and has some great guest stars.”

Carver said the setup was, “College kids dealing with a situation that goes pretty horribly awry” and that the episode was much more in line with “your Paranormal Activitys or your Blair Witch” than the Ghostfacers episodes. Added Signer, “Tonally, it’s a 180 degrees away from Ghostfacers.” As Carver noted this episode “ain’t for laughs.”

Carver also remarked, “I’m excited about episode five. We’re dealing with a good deal of flashbacks from Sam and from Dean. That’s a really meaty and emotional episode. It’s somewhat of a turning point for the boys, also.”

Supernatural airs Wednesdays at 9pm ET/PT on The CW.


Source : ign[dot]com

Wednesday, October 3, 2012

New Girl: "Fluffer" Review

Warning: Full spoilers from the episode to follow.

This week on New Girl was all about fluffers, Romneys and loft trolls -- normally an odd combination, but not so outside the realm of possibility for Jess and the guys. More specifically, though, "Fluffer" acted as an emotional outlet this week, as each of the roomies dug a little deeper than normal to solve their respective problems.

For Jess, it was using Nick to justify her sexual urges with her new boy toy Sam. This, of course, started out innocent enough as Nick joined Jess for a platonic date at a fancy restaurant. This scene probably had some of the best bits, including Nick's out-of-place hesitation to stick around ("I don't know which fork to kill myself with.") and Jess's thermos full of white wine ("You unexpected genius!"). Unfortunately, the fun didn't last long after Nick learned that he was merely an emotional patsy -- a "fluffer," if you will -- for Jess.

By the end, however, this was a sweet story for Nick and Jess, if not a bit of a redundant one; at this point, we've pretty much gotten the all clear that they're both into each other. Still, Nick's dresser dilemma ("It's like high-stakes LEGOs.") was a pleasant arc for all involved. I particularly enjoyed Nick's few scenes with Winston, a one-on-one pair-up that I feel doesn't happen nearly as often as it should. It was also a plus to learn for sure that Nick and Jess had both "thought about it;" Jess's flashback with Nick and the peanuts was especially hilarious.

Meanwhile, Schmidt's recurring Romney gag provided a few good laughs, as well as some intriguing insight into his past. On the surface, the Tugg Romney stuff perhaps felt a little over-the-top -- after all, he looked a bad guy from an '80s movie -- but it did its job in leading Schmidt to the real heart of his character arc this week, namely his unresolved father issues. And while the Romney stuff was all well and good for awhile, it was Schmidt's final scene with Cece that let us see a side of him we hadn't really before. I suppose that can be chalked up to his sage-like advice from Cece, who, being brown, has "the wisdom of a thousand white women."

Another big win this week was Winston's storyline with Shelby and his mental cheating. Not only was it hilarious to see his creeptacular arousal face -- which, by the way, is now in the running for best facial expression alongside Nick's turtle face -- but we also saw his clear struggle to make ends meet emotionally with Shelby. This paired with his mom's career remark from last week, and it seems as though Winston is going to have his own struggles to work out. While he still hasn't really taken center stage this season, it was nice to see him land some of his own scenes here as well.

It's true, New Girl is usually at its finest when they can somehow keep all the major players together in one overarching event. In this case, though, it was fun watching the characters veer off into their own stories. Every character had their moment this week, and in a half-hour comedy, an impressive all feat by itself. On the other hand, the stories themselves weren't incredibly engaging this week. At the end of the day, we're pretty much where we were at when the episode started. Still, a little personal character development goes a long way, too, and it was very much appreciated to see a few more of those seeds sewn.

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

New Girl: "Fluffer" Review

Warning: Full spoilers from the episode to follow.

This week on New Girl was all about fluffers, Romneys and loft trolls -- normally an odd combination, but not so outside the realm of possibility for Jess and the guys. More specifically, though, "Fluffer" acted as an emotional outlet this week, as each of the roomies dug a little deeper than normal to solve their respective problems.

For Jess, it was using Nick to justify her sexual urges with her new boy toy Sam. This, of course, started out innocent enough as Nick joined Jess for a platonic date at a fancy restaurant. This scene probably had some of the best bits, including Nick's out-of-place hesitation to stick around ("I don't know which fork to kill myself with.") and Jess's thermos full of white wine ("You unexpected genius!"). Unfortunately, the fun didn't last long after Nick learned that he was merely an emotional patsy -- a "fluffer," if you will -- for Jess.

By the end, however, this was a sweet story for Nick and Jess, if not a bit of a redundant one; at this point, we've pretty much gotten the all clear that they're both into each other. Still, Nick's dresser dilemma ("It's like high-stakes LEGOs.") was a pleasant arc for all involved. I particularly enjoyed Nick's few scenes with Winston, a one-on-one pair-up that I feel doesn't happen nearly as often as it should. It was also a plus to learn for sure that Nick and Jess had both "thought about it;" Jess's flashback with Nick and the peanuts was especially hilarious.

Meanwhile, Schmidt's recurring Romney gag provided a few good laughs, as well as some intriguing insight into his past. On the surface, the Tugg Romney stuff perhaps felt a little over-the-top -- after all, he looked a bad guy from an '80s movie -- but it did its job in leading Schmidt to the real heart of his character arc this week, namely his unresolved father issues. And while the Romney stuff was all well and good for awhile, it was Schmidt's final scene with Cece that let us see a side of him we hadn't really before. I suppose that can be chalked up to his sage-like advice from Cece, who, being brown, has "the wisdom of a thousand white women."

Another big win this week was Winston's storyline with Shelby and his mental cheating. Not only was it hilarious to see his creeptacular arousal face -- which, by the way, is now in the running for best facial expression alongside Nick's turtle face -- but we also saw his clear struggle to make ends meet emotionally with Shelby. This paired with his mom's career remark from last week, and it seems as though Winston is going to have his own struggles to work out. While he still hasn't really taken center stage this season, it was nice to see him land some of his own scenes here as well.

It's true, New Girl is usually at its finest when they can somehow keep all the major players together in one overarching event. In this case, though, it was fun watching the characters veer off into their own stories. Every character had their moment this week, and in a half-hour comedy, an impressive all feat by itself. On the other hand, the stories themselves weren't incredibly engaging this week. At the end of the day, we're pretty much where we were at when the episode started. Still, a little personal character development goes a long way, too, and it was very much appreciated to see a few more of those seeds sewn.

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

Sunday, September 30, 2012

Boardwalk Empire: "Bone for Tuna" Review

Warning: Full spoilers for the episode follow...

So after three episodes, this has really become Bobby Cannavale's season. And let's face it, in "Bone for Tuna," we all knew there was no way Rosetti was leaving Atlantic City, for the second time, as anything other than bitter and angry. No matter how much Nucky tried to repair their working relationship. As Nucky put it so well, Rosetti could find an "insult in a bouquet of roses." And Cannavale is just crushing it. The way Rosetti not only gets offended when tells him something he doesn't know, but also when people who state the obvious is terrifying. And it was fun to see the fat corrupt cop get incinerated at the end since we all probably had him marked for death when he spoke out of turn in the diner at the top of the episode. Well, as fun as seeing someone burned alive can be. "You think you have friends. They're all dogs with bones."

"Everyone's a person though, right? How else are they supposed to take it?" Rosetti has a point, although taken to a psychotic extreme. Nucky's finding out the hard way that you can't remain cold and detached from a business that takes people's lives. Killing is personal, and now Nucky's repressed anxiety is manifesting itself in dreams. Now, I'm not a huge fan of dream sequences. Often they're a cheap way to show us what a character is thinking. In fact, I usually just deem most of them to be time fillers. And your enjoyment of this season will have a lot to do with how invested you are in Nucky's loneliness. Which is not an easy thing to care about when we're presented with people of great power. Nucky's obsession with Billie Kent is helping us empathize a little here since he's mistakenly fallen for a woman who simply can't give him what he needs. So he's actually making things worse for himself.

I do enjoy how much Nucky has Rosetti pegged though. "Are we starting with this now?," Nucky says right at the moment when Rosetti might be spiraling into one of his fits over a monkey comment...that Nucky actually said to diffuse a possible misunderstanding. So for Nucky nothing's personal and for Rosetti everything's a slight. And I have a feeling that, when all is said and done, Nucky's going to start to creep down to Rosetti's level, possibly even entering a state of rage. Of course, knowing how Rosetti is, Nucky should have known that him not being there to see Rosetti off would cause trouble. But, like I mentioned, he's distracted these days. Nucky's numbers might not come close to Harrow's "63," but he's still feeling the ill effects of an increased body count.

Harrow's scene with Nucky was great; telling Nucky that he blew out Manny's left eye for Angie, not Jimmy the soldier. I was also reminded of Eli's "How the f*** are you still alive?" from last week concerning Micky's hair-brained idea to start spreading the rumor that he killed Manny. Over in Chicago, Van Alden was having a harder time than usual bonding with the "Brotherhood of Bulls*** and Blarney." It was easy to tell that a raid was going to go down, as soon as the other salesbullies mentioned the speak easy, but I thought Van Alden was actually going to be the one to call it in, as payback on them for the ink prank. But no, he got caught in the raid himself. Actually taking more offense to the corrupt booze officer who asked for a bribe to let him scram. It's funny to watch for when and where Van Alden's "morality" rears up. Especially considering that he's now living a fake life and taken a new bride in Sigrid.

I don't particularly like not liking Margaret, so I was happy to see that she didn't make a giant scene in front of the Bishop regarding prenatal care. I expected a haughty lecture in front of unappreciative bores, but instead she actually acted a bit devious and played Dr. Landau for a fool. In the end, she just needed to present her case in front of someone who outranks Landau, and give the credit to Landau so no one thinks they're being upstaged by a woman. So I was happy to be able to leave this episode without being frustrated with her. Plus, she and Nucky were able to act nice and be civil with one another during the award ceremony. With even a slight undercurrent of caring.

On the less interesting side of "Bone for Tuna," Lucky and Lansky are still beefing with Joe Masseria. Not a lot of time was given to this story, and when you add to that the fact that viewers will have to remember back to last season in order to place the lesser Masseria storyline, it doesn't add up to anything interesting. On a more intriguing note, having to do with Rosetti naturally, Rosetti's infatuation with Gillian was nice touch. As gentle as he is around her though, I don't see this ending well. I just don't think anything can end well when Gyp wants something. Because that just means there's a possibility he can't have it. And then watch out!

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


Source : ign[dot]com

Doctor Who: "The Angels Take Manhattan" Review

Note: Full Spoilers for the episode follow.

"I always rip out the last page of the book - then it doesn't have to end. I hate endings."

As an immortal cosmic adventurer accustomed to ricocheting in and out of people's decidedly mortal lives, it was an understandable gripe for the Doctor to grumble.

But for fans who have come to know and love the Ponds, it was also a fittingly poignant foreboder for an episode we've long known was coming - an adventure that would write Amy and Rory out of the show for good.

And, as Steven Moffat had so excruciatingly and consistently teased, in a 'heartbreaker' which not everyone would make it out of alive.

The Angels Take Manhattan had its minor narrative quibbles (more on those later), but still stood strong as a heartfelt, emotional end for the TARDIS' longest serving companions (since the show's noughties' return at least), and the best episode of the season thus far.

A pitch-perfectly atmospheric film noir teaser set the scene with style - as the city that never sleeps, the Angels had set up scary shop in New York with a temporal battery farm that could sustain them like never before.

When Rory was Angel-napped back to 1938, Amy, the Doctor and a returning River/Melody fought past temporal distortions and chilling cherubims to save him - just in time to see his future self die old and alone.

Despite the Doctor's assertions that you can't change a history you've already acknowledged, Amy and Rory stood destiny in the face, flipped the bird, and sacrificed themselves to create a paradox with the power to change everything.

It was only fitting that as the Who monster so closely tired to Amy's own story, it was the Angels that contributed to her own (kind of) demise. While they weren't at their scariest (though the creepy J-Horror giggle of the cherubims was a nice, new touch), they were the best choice in helping deliver a definitively final (albeit bittersweet) end.

Unsurprisingly, Karen Gillan and Arthur Darvill were as excellent as we've come to expect, bouncing from rompy humour to heartbreaking drama with ease. While the idea of a suicide pact isn't exactly the most jovial of potential exits, their decision to jump into the unknown together encapsulated their relationship - no matter the danger or the potential pitfalls, as long as they made the journey with each other, everything would be ok.

Kudos also to Matt Smith, who managed to break my already fracturing heart with his grief-stricken, surprisingly selfish reaction in the face of Amy's immediate sacrifice. Thanks to The Power of Three, his emotional connection to the Ponds has never been more heartfelt, and the importance of his travelling companions never more stressed - so it'll be interesting to see how he's handling things come Christmas time.

Admittedly, it left a few nitpicky questions - if the only thing stopping the Doctor seeing the Ponds again is the TARDIS' inability to land in New York, why couldn't he just drop into Connecticut and drive/fly/bike over the state line? If Melody can use her Vortex Manipulator to get her parents the book, why couldn't the Doctor simply borrow that? And bugger Amy, Rory and the Doctor in all this - will nobody please just think of Rory's dad, Brian?!

Intriguingly though, there's every chance these questions - and more - will be answered in the series' latter half. Fan speculation suggests the episodes we've seen already have aired out of chronological order, and then we have River's comments that the Doctor's become almost too invisible suggesting series arc-related plot points we haven't even thought about until now.

Ultimately, The Angels Take Manhattan succeeded in an already uphill battle by honing in on the romanticism of the Ponds' connection to the Whoniverse and each other, bringing Amelia's journey full circle with a flurry of poignant touches, and definitively writing them out in the most bittersweet way imaginable.

As far as final pages go, it's one we're happy to leave unripped.


Source : ign[dot]com