Monthly Archives: July 2015
Westworld Footage Description and New Photos
At the very end of the Person of Interest Comic-Con panel this past weekend, series creator and Dark Knight scribe Jonathan Nolan previewed 60 seconds of his new HBO series, Westworld - based on the 1973 Michael Crichton sci-fi classic - for the crowd on hand.
Nolan politely asked that everyone put their phones away and that no one film the footage being shown since it was intended just for those who took the time to attend the Q&A panel. And as far as we can tell, people abided. So we'll just briefly describe the screened footage for you.
Comic-Con: Person of Interest to "Drop the Mic" with Season 5
Avatar: The Last Airbender Complete Series DVD Set Announced
All three seasons of Avatar: The Last Airbender are going to be available as a complete series DVD set later this year.
According to TV Shows on DVD, the entire boxed set of all 61 episodes will arrive in stores on October 6 and will span a whopping 16 discs.
Top 10 Avatar: The Last Airbender Episodes
The Last Airbender first aired on Nickelodeon in 2005 and concluded in 2008. A follow-up series, dubbed The Legend of Korra, continued the tale, spanned four seasons of its own. Check out the video below, in which we weigh in on the show's epic finale.
Until Dawn is a Big, Broad Homage to Horror
30 years ago, you’d be hard pressed to find a horror movie that didn’t focus on attractive teenagers getting cut up into little pieces as punishment for their rebellious attitudes and sexual proclivities. Though the slasher film in earnest eventually ran out of steam at the end of the ‘80s, it’s since found success in throwbacks and parodies; affectionate nods to a time when jocks were jocks, nerds were nerds, and everyone desired the pretty blond cheerleader.
Supermassive Games’ Until Dawn plays with familiar slasher movie beats in big, broad strokes. Its group of teens are familiar - the guys are obnoxious and wear letter jackets, the girls are petty and narcissistic - and all are driven primarily by their sex drives. In my two-hour playthrough I found them pretty exhausting, but I’m inclined to think that’s the point. After all, something out there in the woods is going to punish them for being very bad boys and girls.
Tekken Boss Updates Status of Tekken x Street Fighter
Tekken boss Katsuhiro Harada has provided an update on the status of the long dormant Tekken x Street Fighter.
According to Siliconera, a translation of an interview in Famitsu reveals Tekken x Street Fighter is “at a pretty far stage into its development," nearly a year after the last time Harada reassured fans the game was still happening.
NBC Moving Hannibal and Aquarius to Saturday Nights
NBC is moving Hannibal and Aquarius from their respective Thursday timeslots to Saturday nights, effective immediately. The network made the move in order to "appease affiliates not happy with their numbers," according to Wall Street Journal's Joe Flint on Twitter.
While another blow for fans, the move sadly isn't too shocking for Hannibal; the series has already been cancelled by NBC and continues to perform poorly in its Thursday night slot. However, the shift is much more surprising for Aquarius, seeing as the Charlie Manson-themed series was already renewed by NBC for a second season. NBC touted the show's viewership online -- all the episodes were released at once, Netflix-style -- in their renewal, but having the show moved to what is considered a network TV wasteland on Saturdays raises questions about the disparity in viewership for Aquarius on the network itself vs. online.
Your Favorite Iwata Memories
To celebrate Satoru Iwata's life and legacy, we asked you to tell us your favorite memories, moments, and games that he was involved in. Thank you for sharing.
@IGN The 2014 E3 Digital Event. He showed that business can not only be serious, it can also be fun. Really admired his personality.
— Esteban Cebreros (@az_dolfan) July 13, 2015
@IGN For me, it was the humor he brought to the industry. He enjoyed to laugh and make others happy. He really was cheerful. #ThankYouIwata
Lego Jurassic World Review
When we think of high-budget games, we may think of the cinematic experiences that drag you along a roller coaster-like ride through scripted set pieces and quick time events, like Call of Duty or Uncharted. Or we may think of the glut of open world games we've seen flood the market, all complete with minimaps covered in dots of things to do or collect, compelling you to comb the landscape and visit every single one. The Lego series of games by Traveller's Tales has perfectly embodied these conflicting design philosophies across the many franchises it's taken on and put them in a kid-friendly package. That's why setting a Lego game in the Jurassic Park world is such an enticing prospect: it's a series that naturally combines the cinematic with the sprawling. Lego Jurassic World encompasses just that with style and undeniable charm that will melt your cynical heart, but the boring things the game makes you do hamper the joy.
If you've played any of the recent Lego games, you know exactly what you're getting into: solidly designed platforming amidst a world made of bricks. Combat takes a back seat to simple problem solving as you find ways to clear environmental obstacles, which often takes the form of building new things out of loose bricks that are lying around. Cooperation is also encouraged thanks to hop-in multiplayer and a cavalcade of characters to take control of, each of which has special abilities you need to use to progress through the game. Tying everything together are hub worlds that you can wander around in and collect red bricks (which unlock the ability to buy certain perks) and gold ones (which unlock certain optional sections once you have enough of them), so you get a little bit of structural variety as you progress, which is a nice counterpoint to the very linear levels proper.
A big part of the appeal of the Lego games is the fact that you can switch between characters at will and play around with them. The characters' special powers also go with their personalities quite well and in unexpectedly hilarious ways. Ellie, for instance, can water sprouts to make them grow (because she's a paleobotanist, you see) and jump into giant piles of dino poop to find useful things (because other characters can't stand the smell). And the open world bits fit right into the theme park conceit perfectly, though it doesn't work quite as well in The Lost World and Jurassic Park III since the settings are just more wilderness. But the big draw with Lego Jurassic World is the fact that you can play as the dinosaurs themselves. Here, you get to embody the famous dinos we all found so fascinating as kids, like the velociraptor and, of course, the star of the franchise, the T-Rex. It's great to be given go many options to play, especially once you get through the main game and just want to unravel as much of what's still out there as you can.
The problem is that you can't actually experiment with anything in any real sense. The different abilities are simply keys to unlock progress or secrets. You never get the chance to noodle around with the mechanics or improvise since there's always just one solution to every obstacle the game puts in your way. Another unfortunate side effect of this approach is the fact that the things you're doing in-game aren't nearly as interesting as the things your in-game avatar is doing. She might be performing a high-pitched scream to break some glass in your way or building a giant replica of a hot dog to distract a rampaging dino. In reality, you're moving from one spot in a level to another, where you activate a thing that lets you move on to the next thing, and so on. Granted, this is the baseline for how game levels are built at their core, but Traveller's Tales does nothing to hide this pattern, nor does it add any complexity to how scenarios play out. It's all focused on throwing exactly one obstacle at you at a time with very little stopping you in between.
This makes for adventuring that is bereft of tension and friction, leading to a game you just stroll through with very little resistance. Iconic scenes are replicated as Lego-built levels, like when Lex and Tim try to evade hungry velociraptors in a kitchen or a T-Rex stampeding through San Diego as Jeff Goldblum speeds in front of it. While it's quite pleasing to stroll through these set pieces as you progress through the game, you never feel like you're in danger in the slightest. The reason the velociraptor scene is timeless is the ever-present danger of the kids being found, the unsettling purring noise the raptors make, approaching closer and closer until the children are right under their noses. In Lego Jurassic World, no such tension exists. Again, you have to find the right thing to fiddle with to move on to the next section to find the next thing and repeat the process until you make it to the end. In the meantime, the two raptors are “looking” for you, but they never actually move from their pre-determined spots except to pace uselessly until you trigger their next movement. If you attempt to move close to them, the kids back away looking cautious and frightened--an inelegant cover for the dreaded invisible wall. Suddenly, you're not playing Lego versions of your favorite scenes but instead find yourself as the cast of a badly-acted Lego play where you can see the stagehands changing the scenery.
The only potential source of tension that the game tries to throw at you is when it occasionally sends a swarm of tiny dinos (or occasionally other Lego people) to attack you, but even this is hollow. Your punch attack is a pathetic wiggle that you have to be right next to an enemy to use. But everything goes down in one hit, so when things swarm at you, you merely have to mash the button as you move around and try not to get hit--and even that doesn't work, as an enemy might land a lucky shot on you as you're moving. The tepid combat makes any enemy encounter annoying, especially when they start pouring infinitely out of a hole until you plug it up. Notably, only the first movie's set of stages is completely bereft of combat segments, and it's all the better for it.
Don't get me wrong, though: Lego Jurassic World absolutely has its heart in the right place. Every scene is injected with the now-trademark Lego sense of humor. Events like seeing Chris Pratt gleefully play with toy dinosaurs during a tense scene or seeing someone's hair fall off and land on a raptor's head always produce a chuckle at worst. It helps that you have the very serious lines from the original movies juxtaposed with your silly Lego people doing ridiculous things. Unfortunately, the audio from the movies wasn't mixed very well with the game audio, which sounds jarring next to the pristine, polished sounds and voices recorded for the game. Luckily, the funniest aspect of the game requires no voice acting at all: the dinosaurs. They don't talk, so all their humor is relayed in pantomime, a trick not seen in Traveller's Tales Lego games since their earliest efforts. Since so much of the Lego multimedia experience relies on visual humor, the dinosaurs make up the lion's share of funny moments, like raptors chasing a tiny ice cream truck or the hybrid T-Rex from Jurassic World forming emoticons with bones from its pen. It really speaks to the strength of the game's charm and humor that the non-speaking dinosaurs steal the show, but then again, they are the stars of the Jurassic Park franchise, so it's appropriate.
The Lego games set out to create an accessible, joy-filled romp through our favorite pieces of popular media with as few barriers stopping the fun as possible. They are part of one of the few franchises that can get by on charm alone. But Traveller's Tales take this approach to extremes, focusing on the visual and thematic experience almost entirely while letting the actual gameplay languish. Jurassic Park in particular doesn't suit this design because flattening the mechanics removes all notions of tension from the game, an essential part of the film series. Lego Jurassic Park is a nice, pleasant nostalgia trip, but it won't be long before you're asking to leave.
Traverser Review
Let us for a moment consider the idea that, one day, the sun might poof out and that the surface air of the earth will vanish in the process. Let us suppose that the remnants of humanity will flee below the earth's surface, where the core remains surprisingly warm. Furthermore, let us imagine that humanity will embrace a vaguely steampunk aesthetic straight out of Dishonored in the process and that, even with all that's happened, some folks will find the time to express the desire that their home be painted in garish hues of red, green, and blue. Considering the circumstances, it's a pretty uplifting message, isn't it? That's the world that Traverser presents us, and it has all the ingredients of a scrappy adventure that can grab the hearts of millions in a way that the most blockbusters never could. It's such a shame, then, that this isometric 3D platformer and puzzler becomes such a stark reminder of the fact that good concepts amount to little if they don't have good gameplay to match.
It's a concept that works well in part because it's so surreal. At the heart of the world, so to speak, stands a city called Brimstone that floats suspended above a sea of lava and below a cavern roof studded with crystals, and the rich and the poor occupy the top and bottom sides, respectively, through a trick of gravity. Breathable air is the society's main commodity, and the poor denizens of the undercity must trot about in masks to stay alive. Lately, they're not so happy with the arrangement, and a rebellion is at hand when the action kicks off.
The story itself centers on young Valerie, who has to find out why her father has disappeared on the same day that she becomes a traverser, a type of secret police in the employ of the company that controls the air supply. She travels between the two cities by pounding on platforms at specific points. She earns tools and information from the populace, and she picks up more lore from scattered recordings in the style of BioShock. Her main tool? A gravity glove that lets her sling around crates and other objects with some precision. It's in this very concept, though, where the first signs of trouble show up. Valerie is told that she has to wear her normal clothes to blend in with the populace, but everyone already seems to know what she is, and many Brimstonians even have the audacity to ask her to perform tasks such as pickpocketing fellow citizens or flinging trash into the void. Whatever else the traversers do, they don't seem to inspire much fear.
However, despite the prevailing dark tone of the story, there's plenty of evidence that we're not meant to take all this too seriously and that it may even be aimed at children. The villains, for instance, have a Snidely Whiplash air about them that all but screams that we're supposed to boo and hiss when they amble on screen. Deep in the sewers, there's a diploma on which a mad scientist has scrawled his name as "Nicholas Cage." When simply hitting shift to sneak past guards isn't enough, Valerie can hop into a comically oversized barrel and hope her adversaries won't notice. Toss in some jaunty music and an exaggeratedly angular visual design, and it's easy to spot the influence of Tim Burton pervading the whole.
This isometric 3D platformer and puzzler becomes such a stark reminder of the fact that good concepts amount to little if they don't have good gameplay to match.
All of this would work in Traverser's favor if Valerie's gravity gun were more fun to use. She can use it to smack some enemies out of the way by slamming boxes on them, Magneto-style, but most of the time, she merely uses it to stack boxes to craft makeshift ladders or plop them on buttons or in front of lasers in the style of Portal.
That's all fine, but actually using the glove isn't. Grabbing an object and hoisting it up or down requires using both the left mouse button and the mouse's scroll wheel, which can be a bit of a feat when you have to direct the object you're holding with mouse movements as well. Adding to the awkwardness is Traverser's fixed camera, which often prevents you from accurately seeing how high or low an object you're holding is since the camera often ends up perfectly aligned with the beam. The crates and other objects often don't fall into place as easily as they probably should (which, again, might be the fault of the camera), leading to creations that tumble over just when you think you're almost done.
The puzzles themselves are usually simple, introductory affairs, although Traverser does manage to generate some excitement when Valerie has to use a number of techniques in quick succession. These moments are especially prevalent in the few boss fights and when Valerie has to switch between the top world and the bottom world to overcome obstacles. Never once, though, does Traverser present a challenge that's truly memorable or satisfying, and other aspects of its gameplay are complicated by the lack of a minimap or the occasional vague entry in Valerie's journal that leaves little clue as to what to do next. Traverser's at its best when it requires Valerie to use stealth, but even that's complicated by unwieldy objectives and guards who can apparently see through walls.
Still, there are worse ways to spend four hours, which is the amount of time you'll spend on a full playthrough, and the game's personality is generally strong enough to forgive some of its shortcomings. But it's a shadow of what it could be. Were it better able to traverse the gap between an attractive presentation and engaging gameplay, Traverser would be a game to remember.
Denis Leary’s Sex&Drugs&Rock&Roll is This Week’s TV Highlight
Not the craziest week in TV debuts, but a lot goes down this Thursday, as Syfy premieres a new late night lineup and FX debuts a new series from Denis Leary about an aging rock 'n' roll "never been" who sees a new young singer as his ticket to the limelight.
In Sex&Drugs&Rock&Roll, Leary plays Johnny Rock, lead singer of a legendary early '90s New York band called The Heathens. The Heathens were on the brink of becoming famous until they broke up the same day their first album dropped. 25 years later, the only thing bigger than Johnny’s ego is his prostate. That’s when a massively talented young singer named Gigi (Elizabeth Gillies) shows up - and pretty soon SHE’S the new lead singer while Johnny just becomes a behind-the-scenes songwriter. The race is on to see who gets famous first.
TMNT 2: Stephen Amell Teases a Different Casey Jones
Casey Jones will take up his regular arsenal of sports equipment in Ninja Turtles 2, but that doesn't mean he'll be the same jovial character we've seen before.
Speaking with IGN Live at Comic-Con -- you can see the full interview below -- actor Stephen Amell discussed his role as Casey Jones in the upcoming sequel to 2014's Ninja Turtles.
"It's certainly not your father's or your younger self's Casey Jones, but that's because we meet him at a very different time in his development," Amell said.
"He is not the Casey Jones that a lot of comic fans have come to know and love. He is a guy with a job that lives in New York and loves hockey. When things go awry,
when he goes through the normal methods of what someone would do when they're