Monthly Archives: February 2021
Blizzard Arcade Collection of Enhanced Retro Classics Announced
Blizzard Arcade Collection of Enhanced Retro Classics Announced
We Need to Talk About That Nintendo Direct
Mythic Quest Returns in May, Leaving Raven’s Banquet Behind
Tom Hardy Is Making a Netflix Movie With the Director of The Raid
Tom Hardy is teaming up with Gareth Evans, the director behind the critically acclaimed action films The Raid and The Raid 2, for a new crime thriller on Netflix titled “Havoc," THR reports.
Evans is writing, directing, and co-producing the new project, with Hardy also co-producing.
Havoc follows Hardy as a detective making his way through the criminal world after a botched drug deal, tasked with rescuing a politician’s son while also discovering how deep the corruption in his city runs. Familiar stuff for Evans, who previously explored the Indonesian crime world in both Raid films.
[widget path="global/article/imagegallery" parameters="albumSlug=2021-movies-preview&captions=true"]Filming is being eyed to start in June, possibly in Wales, where Evans filmed his 2018 cult horror Netflix movie Apostle.
Evans is known for his action-packed directorial style, both choreographing and editing his films personally. The Raid films also helped launch the career of martial arts star Iko Uwais, who starred in both Raid films as well as Evans’ 2009 debut Merantau. Those films helped introduce Pencak Silat, an Indonesian form of martial arts, to the world of cinema.
Are you a massive fan of Evans' work on The Raid films? Check out these other martial arts action flicks we think Raid fans will love.
[ignvideo url="https://www.ign.com/videos/2015/11/17/the-raid-2-berendal-teaser-trailer"]Hardy is also set to star in the upcoming Venom: Let There Be Carnage, due out on June 25.
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Joseph Knoop is a writer/producer/bat boy for IGN.
Hideo Kojima Is Writing a Book About His Creative Process
Hideo Kojima, creator of Metal Gear Solid, Death Stranding, and noted cinephile is writing a book.
The book, published by VIZ Media and titled “The Creative Gene,” is due out in Fall 2021 and focuses on exploring Kojima’s artistic influences and inspirations.
Longtime fans of Kojima games will recognize the influence classic action cinema has had on the developer’s work. Kojima’s early career was focused on getting into film production before changing track to game development. The original Metal Gear on MSX was influenced heavily by The Great Escape, encouraging the player to avoid conflict and use stealth rather than go into battle guns blazing. Solid Snake, Metal Gear’s protagonist, is seen as a clear homage to Escape From New York’s Snake Plissken, even going so far as to give himself the alias Iroquois Plissken, among countless other cinematic tropes throughout Kojima's work.
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Kojima Productions has also previously announced its plans to make films in the future, with Kojima saying he's interested in the possibilities that streaming will bring to the medium.Kojima isn’t the only iconic developer having their work explored in book format. A new book featuring words of wisdom on game design from the late Nintendo CEO Satoru Iwata, who died in 2015, is getting an English release in April this year.
[poilib element="accentDivider"] Joseph Knoop is a writer/producer/cliff for IGN.Blue Fire Review
It's easy to identify many of Blue Fire's potential inspirations. Its platforming, combat, and overall structure harken back to the sprawling maps and challenges of Hollow Knight, its handful of dungeons could pass for shorter versions of those in most Legend of Zelda titles, and its progression mixes many elements synonymous with From Software's Souls series. But developer ROBI Studios struggles to bring all of these elements together in a cohesive fashion, and the addition of the studio's own ideas to the mix weighs down Blue Fire's otherwise exceptional platforming.
Blue Fire's most prominent focus is its platforming, which permeates every action you take across its 12-hour adventure. You start with just a jump and a dash, and Blue Fire immediately makes great use of these limited mechanics by giving you a satisfying amount of control over your movements. The length of each jump or dash is tied to the length of a respective button press, which means you can easily cancel either action in mid-air and have greater control over your aerial movements. This in and of itself isn't unique to Blue Fire, but the fine-tuned feel of movement makes leaping around each varied biome in its world a treat.
These basic movements are coupled with a growing repertoire of moves that you acquire as you progress, including movement speed boosts, wall-running, and double jumps. Blue Fire introduces these new mechanics gracefully; you have plenty of time to get to grips with one before being tasked to learn another. Eventually, stringing them all together feels like you're conducting an elegant ballet in mid-air, accurately timing and weighing each button press with care to make sure you're making pin-point jumps around areas designed to challenge these skills.
Continue Reading at GameSpotBlue Fire Review
It's easy to identify many of Blue Fire's potential inspirations. Its platforming, combat, and overall structure harken back to the sprawling maps and challenges of Hollow Knight, its handful of dungeons could pass for shorter versions of those in most Legend of Zelda titles, and its progression mixes many elements synonymous with From Software's Souls series. But developer ROBI Studios struggles to bring all of these elements together in a cohesive fashion, and the addition of the studio's own ideas to the mix weighs down Blue Fire's otherwise exceptional platforming.
Blue Fire's most prominent focus is its platforming, which permeates every action you take across its 12-hour adventure. You start with just a jump and a dash, and Blue Fire immediately makes great use of these limited mechanics by giving you a satisfying amount of control over your movements. The length of each jump or dash is tied to the length of a respective button press, which means you can easily cancel either action in mid-air and have greater control over your aerial movements. This in and of itself isn't unique to Blue Fire, but the fine-tuned feel of movement makes leaping around each varied biome in its world a treat.
These basic movements are coupled with a growing repertoire of moves that you acquire as you progress, including movement speed boosts, wall-running, and double jumps. Blue Fire introduces these new mechanics gracefully; you have plenty of time to get to grips with one before being tasked to learn another. Eventually, stringing them all together feels like you're conducting an elegant ballet in mid-air, accurately timing and weighing each button press with care to make sure you're making pin-point jumps around areas designed to challenge these skills.
Continue Reading at GameSpot