FOX Developing Expendables TV Series

FOX is teaming with The Expendables writer/creator/star Sylvester Stallone to develop a TV series version of the action franchise - with the twist being that it would use legendary TV action stars for its mercenary team.

Per Deadline, Stallone is executive producing alongside Expendables producer Avi Lerner and NCIS's Shane Brennan (who will also serve as series showrunner).

So who are we thinking here? The realm of TV action stars actually covers a lot of territory. More so than film perhaps. Everyone from Chuck Norris to Don Johnson to Kiefer Sutherland all the way to Jennifer Garner to Lucy Lawless to Sarah Michelle Gellar.

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Vince Vaughn, Nic Pizzolatto on True Detective Season 2

True Detective creator Nic Pizzolatto and Season 2 star Vince Vaughn recently spoke about the crime drama's upcoming sophomore season, sharing their excitement for working with one another.

"Nic is very unique because he writes literally every episode by himself," Vaughn told Variety. "And it’s such adult storytelling. You investigate a specific culture and really climb in and explore it over a long period of time."

Vaughn added he is especially excited about working on True Detective as he feels he's "moving into a more adult part" of his career.

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Lords of the Fallen – Ancient Labyrinth Review

Lords of the Fallen cannot escape Dark Souls' shadow, but its weighty combat and impossibly chunky art style still give it an identity of its own. Yet the shadow still looms, and in the case of Lords of the Fallen's newest add-on, Ancient Labyrinth, it wholly swallows its imitator. That Ancient Labyrinth is so short is not, in itself, a fundamental flaw. That it is devoid of imagination and betrays the exploratory wonder of the main game, however, is unforgivable. This tiny, throwaway slice of action is a rude return to a world with far better stories to tell.

The eight-dollar asking price may sound reasonable, but it is important to understand what you are getting: a skimpy maze that amounts to three hallways, a few levers to pull, some skeletal archers, and a few other cronies to defeat. A difficult boss battle puts the cap on this miniature adventure, which includes about 30 minutes of content and a finale that stretches that half-hour into a masochistic stretch of trial-and-error bashing and blocking that could substantially extend your play time, depending on how quickly you learn The Keeper's tricks, and how flawlessly you execute your attacks. The skimpy gameplay leading to that battle is so forgettable as to be barely worth detailing: A secretive stranger--that Lords of the Fallen storytelling staple--sends you into the maze of monsters, hoping that you might defeat The Keeper hidden within and thus free him of his torment. Calling the three, tight, same-ish corridors you traipse through a "labyrinth" is laughable, sadly, as would calling the ensuing lever-pulling "puzzles." Your greatest challenge within the gothic stone halls is the collection of creatures that patrol them: Ghostly warriors, translucent wizards, and those pesky undead archers pester you on your lever quest, and you apply the same blocking-rolling-swinging-spellcasting techniques to off them as you do elsewhere in Lords of the Fallen.

The DLC knows how to make an entrance. But it's all downhill from here.

You might have expected a grander journey, not simply because Lords of the Fallen itself provided one, but because the first glimpse of the labyrinth from the staircase leading there is so dramatic. Slabs of rock hover over the menacing maze, and ribbons of flame and lightning warn you of the danger waiting within. Pulling a lever causes the maze's circular walls to rotate and reveal entrances, which produces a satisfying sound of grinding and a conclusive thud. There's little fault to find in the presentation, presuming you take to this particularly exaggerated art style, in which every surface and every piece of armor is covered with sharp edges and intricate carving. Draw too near, and some part of your anatomy would surely be punctured.

Alas, the first boss is the only boss, and a troublesome one at that. Like The Worshiper from the main game, The Keeper employs an instakill area-of-effect attack that requires speed and care to avoid. Determining how to survive the explosion is your first task; actually performing the required tactics is the other. If you have built player-character Harkyn for bulk and not for speed, you may have a tough time of it, though there is a magical trick you can pull off to ease your troubles. The boss has four stages, the third of which breaks the rules the battle previously established regarding how and when the explosive attack occurs--a deviation likely to result in a torrent of profane language. The fourth stage, on the other hand, is easily exploited with particular types of magic, like Ram. It's an unrewarding gameplay arc for a boss fight, ending with the easiest form, rather than building the challenge to a proper climax.

And so you reach the center of three hallways called a labyrinth.

And then your task is complete. A shield of your choice is the reward, along with a few other odds and ends, and you may then return to the monastery, or wherever else you might have been exploring. "Is that it?" you may ask , though not just because the add-on is so short. No--that reaction is born of what a droplet of nothing this long-awaited return to Lords of the Fallen is. It is a miniscule stroll, made to feel longer by gating its ending behind tedious lever-pulling and a trial-and-error boss battle. With Ancient Labyrinth, Lords of the Fallen doesn't just fail to take a step forward: It takes a momentous leap backwards.

Lords of the Fallen – Ancient Labyrinth Review

Lords of the Fallen cannot escape Dark Souls' shadow, but its weighty combat and impossibly chunky art style still give it an identity of its own. Yet the shadow still looms, and in the case of Lords of the Fallen's newest add-on, Ancient Labyrinth, it wholly swallows its imitator. That Ancient Labyrinth is so short is not, in itself, a fundamental flaw. That it is devoid of imagination and betrays the exploratory wonder of the main game, however, is unforgivable. This tiny, throwaway slice of action is a rude return to a world with far better stories to tell.

The eight-dollar asking price may sound reasonable, but it is important to understand what you are getting: a skimpy maze that amounts to three hallways, a few levers to pull, some skeletal archers, and a few other cronies to defeat. A difficult boss battle puts the cap on this miniature adventure, which includes about 30 minutes of content and a finale that stretches that half-hour into a masochistic stretch of trial-and-error bashing and blocking that could substantially extend your play time, depending on how quickly you learn The Keeper's tricks, and how flawlessly you execute your attacks. The skimpy gameplay leading to that battle is so forgettable as to be barely worth detailing: A secretive stranger--that Lords of the Fallen storytelling staple--sends you into the maze of monsters, hoping that you might defeat The Keeper hidden within and thus free him of his torment. Calling the three, tight, same-ish corridors you traipse through a "labyrinth" is laughable, sadly, as would calling the ensuing lever-pulling "puzzles." Your greatest challenge within the gothic stone halls is the collection of creatures that patrol them: Ghostly warriors, translucent wizards, and those pesky undead archers pester you on your lever quest, and you apply the same blocking-rolling-swinging-spellcasting techniques to off them as you do elsewhere in Lords of the Fallen.

The DLC knows how to make an entrance. But it's all downhill from here.

You might have expected a grander journey, not simply because Lords of the Fallen itself provided one, but because the first glimpse of the labyrinth from the staircase leading there is so dramatic. Slabs of rock hover over the menacing maze, and ribbons of flame and lightning warn you of the danger waiting within. Pulling a lever causes the maze's circular walls to rotate and reveal entrances, which produces a satisfying sound of grinding and a conclusive thud. There's little fault to find in the presentation, presuming you take to this particularly exaggerated art style, in which every surface and every piece of armor is covered with sharp edges and intricate carving. Draw too near, and some part of your anatomy would surely be punctured.

Alas, the first boss is the only boss, and a troublesome one at that. Like The Worshiper from the main game, The Keeper employs an instakill area-of-effect attack that requires speed and care to avoid. Determining how to survive the explosion is your first task; actually performing the required tactics is the other. If you have built player-character Harkyn for bulk and not for speed, you may have a tough time of it, though there is a magical trick you can pull off to ease your troubles. The boss has four stages, the third of which breaks the rules the battle previously established regarding how and when the explosive attack occurs--a deviation likely to result in a torrent of profane language. The fourth stage, on the other hand, is easily exploited with particular types of magic, like Ram. It's an unrewarding gameplay arc for a boss fight, ending with the easiest form, rather than building the challenge to a proper climax.

And so you reach the center of three hallways called a labyrinth.

And then your task is complete. A shield of your choice is the reward, along with a few other odds and ends, and you may then return to the monastery, or wherever else you might have been exploring. "Is that it?" you may ask , though not just because the add-on is so short. No--that reaction is born of what a droplet of nothing this long-awaited return to Lords of the Fallen is. It is a miniscule stroll, made to feel longer by gating its ending behind tedious lever-pulling and a trial-and-error boss battle. With Ancient Labyrinth, Lords of the Fallen doesn't just fail to take a step forward: It takes a momentous leap backwards.

Spider-Man: Freddie Highmore Wants to be the New Spidey

We know that a new Spider-Man will appear in the Marvel Cinematic Universe - likely in Captain America: Civil War - followed by a solo Spider-Man movie for Sony. We're not entirely certain which Spider-Man will be hitting the big screen. The inital press release listed Peter Parker, but some subsequent rumors have indicated that it may be Miles Morales, rather than Parker, or at the very least a non-white actor playing the role. If those rumors prove true, then some of the current casting theories wouldn't make much sense.

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AU: Zombie Army Trilogy Competition

Berlin 1945. Facing defeat at the hands of the Allies, Hitler has unleashed one last unholy gamble – a legion of undead super soldiers that threatens to overwhelm the whole of Europe.

We have 10 copies of the Zombie Army Trilogy on Xbox One and 10 copies on PS4 to giveaway. All you need to do is tell us in 25 words or less who you would want fighting alongside you to repel the Zombie horde!

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Join IGN for Our Live Coverage of Apple’s “Spring Forward” Event

On March 9, Apple will hold its "Spring Forward" event—and we'll be liveblogging it so you can follow along with the news as it's dropped.

What can we expect? With the Apple Watch launching in April, it's practically a guarantee that the press conference's opening focus will be on the upcoming wearable. Expect an exact release date, as well as more specific pricing for the three versions of the smartwatch and likely more information on what apps it'll support.

Of course, given Apple's approach to press conferences, there'll be other product announcements in store too. Product lines we haven't heard much about recently include Macbooks, AppleTV, and the iPod Touch; we may hear about a Macbook Air with an Intel Broadwell processor or an AppleTV that supports 4K. (And perhaps iPod Touch fans will see an upgrade from a 2011-era A5 processor to last fall's A8 processor.)

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The Daily Show’s Samantha Bee Lands TBS Show

Back when Jon Stewart announced that he was leaving The Daily Show, we wondered if one of the show's current correspondents would take his place. But then the news came last week that Jason Jones was leaving the show to star in and executive produce a new scripted comedy for TBS.

Now it's been announced that Jones' wife, The Daily Show's Samantha Bee, is also leaving - also for TBS - to host her own (currently untitled) show where she can "apply her smart and satirical point of view to current and relevant issues."

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SEGA and Pokemon Dev Tease New Project

SEGA may have a project in the works with Pokémon developer Game Freak, according to a recent tweet.

SEGA Tweeted the below image, which shows what appears to be an elephant (or other animal with a trunk) shooting peanuts and grenades at another ambiguous fleeing animal. The image shows the date March 11, 2015, suggesting the companies may have an announcement coming soon.

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