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Rabu, 05 September 2012

FarmVille 2 is out now! We've played the first 30-40 minutes, so you don't have to. Check it out:

1

You’re just a city guy (or gal), fixing up the old family farm.

2

A short tutorial teaches you how to harvest, sow and water plants & feed animals.

3

Bam! You’re asked to post a status to your wall after just a few seconds playing. You can ignore it, though.

4

More nefariously, you’re bribed to allow the game to post on its own. You can ignore this too.

5

About one minute later you’re asked to invite your friends to join.

6

After the tutorial you get to expand your farm for the first time. It grows in small square chunks.

7

A herd of goats rush in and eat away all the tall grass – it’s actually pretty adorable.

8

After the tutorial you’re free to play how you want, but some basic quests still help guide you.

9

…Some of these quests are more hand-holdy than others.

10

After about 10 more minutes of basic farming you’ll be level three with a small (but bustling!) farm.

11

But it’s around now that players will run out of water. Everything you do uses it up, and it recharges slowly.

12

Without water you can’t farm – you’re stuck. You can pay money to get more, or wait an hour or two and come back to a full water pale.

…and there you have it! The entire tutorial and initial farming fun lasts about 30-40 minutes and ends unceremoniously once players use up all their water supplies. During that period players will be encouraged to share the game with their friends around 6-7 times, but none of these posts are mandatory.

When you level-up all watered crops automatically spring to life, even if they had hours or days of growing time left. So strategic players will make sure everything is watered before they earn that final bit of XP required to gain a level.

Will you be giving FarmVille 2 a shot? Leave a note in the comments below and let us know.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

FarmVille 2 is out now! We've played the first 30-40 minutes, so you don't have to. Check it out:

1

You’re just a city guy (or gal), fixing up the old family farm.

2

A short tutorial teaches you how to harvest, sow and water plants & feed animals.

3

Bam! You’re asked to post a status to your wall after just a few seconds playing. You can ignore it, though.

4

More nefariously, you’re bribed to allow the game to post on its own. You can ignore this too.

5

About one minute later you’re asked to invite your friends to join.

6

After the tutorial you get to expand your farm for the first time. It grows in small square chunks.

7

A herd of goats rush in and eat away all the tall grass – it’s actually pretty adorable.

8

After the tutorial you’re free to play how you want, but some basic quests still help guide you.

9

…Some of these quests are more hand-holdy than others.

10

After about 10 more minutes of basic farming you’ll be level three with a small (but bustling!) farm.

11

But it’s around now that players will run out of water. Everything you do uses it up, and it recharges slowly.

12

Without water you can’t farm – you’re stuck. You can pay money to get more, or wait an hour or two and come back to a full water pale.

…and there you have it! The entire tutorial and initial farming fun lasts about 30-40 minutes and ends unceremoniously once players use up all their water supplies. During that period players will be encouraged to share the game with their friends around 6-7 times, but none of these posts are mandatory.

When you level-up all watered crops automatically spring to life, even if they had hours or days of growing time left. So strategic players will make sure everything is watered before they earn that final bit of XP required to gain a level.

Will you be giving FarmVille 2 a shot? Leave a note in the comments below and let us know.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

And all this time we thought Noel Gallagher was just tripping...

A team of astronomers from CalTech, the University of Toronto and Lawrence Berkeley National Laboratory observed a Type Ia supernova 4 billion light years from Earth, which originated from a "white dwarf" star. The mass of this supernova exceeds all previously known examples by far.

An article in Nature by U. of OK professor David Branch termed it the "Champagne Supernova," explaining some of the most nebulous Oasis lyrics years after the fact and prompting us to wonder anew whether scientists have great senses of humor or none at all. Branch's explanation for the new moniker: discovering a supernova of this magnitude is an obvious cause for celebration.

Seriously, are we laughing with him or at him?

On a more serious note, the similar levels of brightness for all previously discovered Type la supernovae were a crucial element of a 1998 study that concluded the universe's rate of expansion is accelerating due to dark energy. The Champagne Supernova apparently doesn't invalidate those claims, but the researchers haven't explained why, and we probably wouldn't have understood anyway.

Now if only architects would tell us what the hell a Wonderwall is.

Source: Space Daily 

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

And all this time we thought Noel Gallagher was just tripping...

A team of astronomers from CalTech, the University of Toronto and Lawrence Berkeley National Laboratory observed a Type Ia supernova 4 billion light years from Earth, which originated from a "white dwarf" star. The mass of this supernova exceeds all previously known examples by far.

An article in Nature by U. of OK professor David Branch termed it the "Champagne Supernova," explaining some of the most nebulous Oasis lyrics years after the fact and prompting us to wonder anew whether scientists have great senses of humor or none at all. Branch's explanation for the new moniker: discovering a supernova of this magnitude is an obvious cause for celebration.

Seriously, are we laughing with him or at him?

On a more serious note, the similar levels of brightness for all previously discovered Type la supernovae were a crucial element of a 1998 study that concluded the universe's rate of expansion is accelerating due to dark energy. The Champagne Supernova apparently doesn't invalidate those claims, but the researchers haven't explained why, and we probably wouldn't have understood anyway.

Now if only architects would tell us what the hell a Wonderwall is.

Source: Space Daily 

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Just in time for the holidays, Paramount and CBS Home Entertainment will bring Star Trek: The Next Generation - Season Two to Blu-ray December 4, 2012!

From the official press release, "Fans have been clamoring for a high-definition release of "Star Trek: The Next Generation,"" Ken Ross, Executive Vice President and General Manager of CBS Entertainment, said in a statement. "Transferring the series to high-definition presented difficult technical challenges, but our team has come up with a process to create true 1080p HD masters with true HD visual effects. We can’t wait to show fans how pristine the series looks and sounds with our upcoming Blu-ray releases."

CBS is, in fact, returning to the original film negatives, a mother lode of material encompassing 25,000-plus reels of footage, and editing the episodes together precisely as they were when they originally aired between 1987 and 1994. Visual effects will not be upconverted from videotape, but instead will be recompositioned. The freshly cut film will ultimately be transferred to high definition with 7.1 DTS Master Audio. And all of the work is being done in conjunction with respected, longtime Star Trek figures Denise and Michael Okuda, who are on board as consultants."

Fans can expect 1080p transfers, lossless audio, and archival extras, in addition to new extras produced exclusively for the Blu-ray release. More details on these goodies in the coming days.

Suggested retail for Star Trek: TNG - Season Two is set at $129.99. Amazon has already listed the Blu-ray with a pre-order price of $90.99.

Stay tuned for more news regarding this release. And if you haven't already, be sure to read our review of Star Trek: TNG - Season One, and listen to Scott Collura's exclusive interview with LeVar Burton!

"Do you realize how many great advancements of mankind have been tied to speed? This is a moment in history, right here, right now." Become a friend of R.L. Shaffer on TwitterFacebook or MyIGN for quotes, rants, reviews, news and more!


Source : feeds[dot]ign[dot]com

Just in time for the holidays, Paramount and CBS Home Entertainment will bring Star Trek: The Next Generation - Season Two to Blu-ray December 4, 2012!

From the official press release, "Fans have been clamoring for a high-definition release of "Star Trek: The Next Generation,"" Ken Ross, Executive Vice President and General Manager of CBS Entertainment, said in a statement. "Transferring the series to high-definition presented difficult technical challenges, but our team has come up with a process to create true 1080p HD masters with true HD visual effects. We can’t wait to show fans how pristine the series looks and sounds with our upcoming Blu-ray releases."

CBS is, in fact, returning to the original film negatives, a mother lode of material encompassing 25,000-plus reels of footage, and editing the episodes together precisely as they were when they originally aired between 1987 and 1994. Visual effects will not be upconverted from videotape, but instead will be recompositioned. The freshly cut film will ultimately be transferred to high definition with 7.1 DTS Master Audio. And all of the work is being done in conjunction with respected, longtime Star Trek figures Denise and Michael Okuda, who are on board as consultants."

Fans can expect 1080p transfers, lossless audio, and archival extras, in addition to new extras produced exclusively for the Blu-ray release. More details on these goodies in the coming days.

Suggested retail for Star Trek: TNG - Season Two is set at $129.99. Amazon has already listed the Blu-ray with a pre-order price of $90.99.

Stay tuned for more news regarding this release. And if you haven't already, be sure to read our review of Star Trek: TNG - Season One, and listen to Scott Collura's exclusive interview with LeVar Burton!

"Do you realize how many great advancements of mankind have been tied to speed? This is a moment in history, right here, right now." Become a friend of R.L. Shaffer on TwitterFacebook or MyIGN for quotes, rants, reviews, news and more!


Source : feeds[dot]ign[dot]com

As with most filmmakers and producers who drop into the mainstream consciousness, there comes a time where an audience grows tired of their cliches, plot conventions and hangups. With Judd Apatow, the gripes boil down to one big complaint – pacing. And like many of Apatow's other productions, this issue is alive and well throughout Nicholas Stoller's latest rom-com, The Five-Year Engagement.

Running over two hours (even longer in the extended cut), the film takes you on a lengthy journey through Stoller and Jason Segel's potent narrative revolving around a grand-scale communication breakdown between boyfriend and girlfriend. And while some might enjoy the journey, others will find the humor stretched a bit too thin.

In the film, Segel plays Tom, an up-and-coming chef in San Francisco who proposes to his girlfriend, Violet (Emily Blunt). After Violet is offered a position in Michigan, the two decide to delay their nuptials and move. Tom abandons his career while Violet pursues hers, but one thing after another forces the two to question their relationship as their wedding grows further and further from sight.

It would seem Jason Segel loves breaking down the lines of communication between loved ones. It's been a staple of pretty much any film he's written, even The Muppets. And while he has treaded this ground before, The Five-Year Engagement does manage to find enough energy and originality to keep things lively. In fact, on some levels, this film represents a strong sense of maturity and growth in Segel's writing as he delivers more realism and less raunch.

The film does, at times, languish in its sluggish pace, dragging the audience through a surprisingly moody middle act that takes you down a few dark roads. That said, in order to really bring the crux of the psychological side of the narrative to the surface, it's sometimes necessary to take the audience to the darkest corners of a relationship. But for those seeking a laugh-a-minute riot, The Five-Year Engagement is likely to disappoint.

If you're in the market for a film that challenges you, however, The Five-Year Engagement will be a delightful experience. The film is often very funny, with more than its fare share of laugh-out-loud moments. Director/co-writer Nicholas Stoller does a knockout job balancing the picture's quirky sense of humor with the rigid drama the story must endure, all while giving his characters weight and purpose.

Jason Segel is absolutely terrific as usual, and Emily Blunt is put to good use, and not just played as the token love interest. The supporting cast, including Rhys Ifans, Chris Pratt, Mindy Kaling, Kevin Hart and Allison Brie, are top-notch, with nearly every single performer nabbing a scene-stealing moment. Sure, The Five-Year Engagement isn't a comedy gold mine, but it's a meaningful, honest (and sometimes brutal) look at relationships, told by two expert writers. If nothing else, the film is a terrific complement to other Apatow hits, as well as indies like Bachelorette, Friends with Kids and Take This Waltz (which stars Seth Rogen and Segel's real-life girlfriend, Michelle Williams).

The Five-Year Engagement arrives courtesy of Universal Studio Home Entertainment as a Blu-ray/DVD/Digital Copy/UltraViolet combo pack. The film is presented in 1.85:1, encoded in 1080p/AVC, mixed in 5.1 DTS-HD Master Audio.

There's not really much to say about the presentation. While hardly earth-shaking on any level, the transfer is quite strong, with no noticeable compression flaws or distortions. Colors are balanced, flesh tones are spot-on, and the image is just slightly soft, but detailed. Audio is right on par with the transfer. While not remarkably aggressive, the track is perfectly balanced, providing plenty of atmosphere and nuance. Dialogue is clean. No crackles or distortions of any kind were noted.

Apatow productions rarely skimp on extras, and this release is no different. Not only do fans get two cuts of the film (the 125-minute theatrical cut and a 132-minute extended cut), but the film also includes a mostly solid commentary track (featuring Nicholas Stoller, Jason Segel, Emily Blunt, Chris Pratt, Alison Brie and Rodney Rothman) and nearly three hours of additional bonus content, including dozens of BD-exclusive deleted scenes, featurettes and extended material.

You can expect nearly 90 minutes of deleted/extended scenes, in addition to the usual gag material and line-o-ramas – a token of Apatow releases. There are also five featurettes, many of which are also deleted scenes or gags in their own right. And lastly, there's a terrific 45-minute making-of documentary that walks you through the production. While the extended material can get a little tiresome, there are plenty of fun goodies to keep you occupied, and smiling, for hours.

The Five-Year Engagement is not going to be everyone's breed of romantic-comedy, but it's a film well worth checking out, especially on Blu-ray. With hours of bonus features, two cuts of the film, and a knockout commentary track – not to mention a solid overall presentation – there's plenty to love about this disc.


Source : feeds[dot]ign[dot]com

As with most filmmakers and producers who drop into the mainstream consciousness, there comes a time where an audience grows tired of their cliches, plot conventions and hangups. With Judd Apatow, the gripes boil down to one big complaint – pacing. And like many of Apatow's other productions, this issue is alive and well throughout Nicholas Stoller's latest rom-com, The Five-Year Engagement.

Running over two hours (even longer in the extended cut), the film takes you on a lengthy journey through Stoller and Jason Segel's potent narrative revolving around a grand-scale communication breakdown between boyfriend and girlfriend. And while some might enjoy the journey, others will find the humor stretched a bit too thin.

In the film, Segel plays Tom, an up-and-coming chef in San Francisco who proposes to his girlfriend, Violet (Emily Blunt). After Violet is offered a position in Michigan, the two decide to delay their nuptials and move. Tom abandons his career while Violet pursues hers, but one thing after another forces the two to question their relationship as their wedding grows further and further from sight.

It would seem Jason Segel loves breaking down the lines of communication between loved ones. It's been a staple of pretty much any film he's written, even The Muppets. And while he has treaded this ground before, The Five-Year Engagement does manage to find enough energy and originality to keep things lively. In fact, on some levels, this film represents a strong sense of maturity and growth in Segel's writing as he delivers more realism and less raunch.

The film does, at times, languish in its sluggish pace, dragging the audience through a surprisingly moody middle act that takes you down a few dark roads. That said, in order to really bring the crux of the psychological side of the narrative to the surface, it's sometimes necessary to take the audience to the darkest corners of a relationship. But for those seeking a laugh-a-minute riot, The Five-Year Engagement is likely to disappoint.

If you're in the market for a film that challenges you, however, The Five-Year Engagement will be a delightful experience. The film is often very funny, with more than its fare share of laugh-out-loud moments. Director/co-writer Nicholas Stoller does a knockout job balancing the picture's quirky sense of humor with the rigid drama the story must endure, all while giving his characters weight and purpose.

Jason Segel is absolutely terrific as usual, and Emily Blunt is put to good use, and not just played as the token love interest. The supporting cast, including Rhys Ifans, Chris Pratt, Mindy Kaling, Kevin Hart and Allison Brie, are top-notch, with nearly every single performer nabbing a scene-stealing moment. Sure, The Five-Year Engagement isn't a comedy gold mine, but it's a meaningful, honest (and sometimes brutal) look at relationships, told by two expert writers. If nothing else, the film is a terrific complement to other Apatow hits, as well as indies like Bachelorette, Friends with Kids and Take This Waltz (which stars Seth Rogen and Segel's real-life girlfriend, Michelle Williams).

The Five-Year Engagement arrives courtesy of Universal Studio Home Entertainment as a Blu-ray/DVD/Digital Copy/UltraViolet combo pack. The film is presented in 1.85:1, encoded in 1080p/AVC, mixed in 5.1 DTS-HD Master Audio.

There's not really much to say about the presentation. While hardly earth-shaking on any level, the transfer is quite strong, with no noticeable compression flaws or distortions. Colors are balanced, flesh tones are spot-on, and the image is just slightly soft, but detailed. Audio is right on par with the transfer. While not remarkably aggressive, the track is perfectly balanced, providing plenty of atmosphere and nuance. Dialogue is clean. No crackles or distortions of any kind were noted.

Apatow productions rarely skimp on extras, and this release is no different. Not only do fans get two cuts of the film (the 125-minute theatrical cut and a 132-minute extended cut), but the film also includes a mostly solid commentary track (featuring Nicholas Stoller, Jason Segel, Emily Blunt, Chris Pratt, Alison Brie and Rodney Rothman) and nearly three hours of additional bonus content, including dozens of BD-exclusive deleted scenes, featurettes and extended material.

You can expect nearly 90 minutes of deleted/extended scenes, in addition to the usual gag material and line-o-ramas – a token of Apatow releases. There are also five featurettes, many of which are also deleted scenes or gags in their own right. And lastly, there's a terrific 45-minute making-of documentary that walks you through the production. While the extended material can get a little tiresome, there are plenty of fun goodies to keep you occupied, and smiling, for hours.

The Five-Year Engagement is not going to be everyone's breed of romantic-comedy, but it's a film well worth checking out, especially on Blu-ray. With hours of bonus features, two cuts of the film, and a knockout commentary track – not to mention a solid overall presentation – there's plenty to love about this disc.


Source : feeds[dot]ign[dot]com

Acer as a company has been around in eSports for many years long before their decision to create and manage a team. They have been supporting and donating money to wide range of tournaments in all kinds of games, whether it was League of Legends or Starcraft 2. However, it was their decision to create their own team that brought them huge attention from all kinds of eSports-related websites and communities.

Still, Starcraft 2 was not their game of choice; they first acquired FIFA back in February 2011 when they’ve launched Team Acer’s website. Yet, their current super-star players are all in the Starcraft 2 roster.

At the very beginning of Acer’s existence in the world of Zerg, Terran, and Protoss they brought in four players to the team, including the most famous German SC:BW player – Mondragon, but as the time was passing by none of them excluding Nerchio, who we are going to talk about in a minute, have not shown any promising results.

Currently, the once called “all-zerg” team has 5 active players in their line-up. Four zergs:  Bly, Nerchio, ParanOid, and Scarlett who joined Acer late June 2012, and one terran – DarkHydra. Single SCV user on the team is also the youngest – he was born in 1997. He participates in online cups on a regular basis, but has won only 1 so far back in 2011. Earlier this year Christian was invited as a stan-in for DeMulim to attend HomeStory Cup IV; he lost 0-3 in his group.

ParanOid aka GOsia used to be one of the top SC:BW players in Poland winning 2009 Polish WCG qualifiers. He played alongside Mondragon in clan called Templars of Twilight. Lately he qualified to IPL Season 5 through the European Satellite Qualifiers, but just like DarkHydra, he also has no huge victories in his Starcraft 2 portfolio.

Bly, despite not being the most recognized player from his country, is one of the top players representing Ukraine on the international scene at the moment. Active participant in many online cups he proves every single time why people cannot underestimate him. He took first place during WCS Ukraine Nationals beating faer, White-Ra, Strelok, and White-Ra once again in the finals. He also qualified for the IPL Season 5 just like DarkHydra and Nerchio through the European Satellite Qualifiers.

Until recently Team Acer was known because of Nerchio who grew immensely as a player since he joined the team in July 2011, but now he’s not the only star  on the team. Scarlett has been performing good since she started playing in the official tournaments like IGN ProLeague Season 4 where she took out DeMusliM, Terius and DdoRo or IPL TAC 3, but the epiphany of her skill took place during WCS Canada qualifiers and WCS NA Championship where she destroyed the competition winning both events with less than 10 games lost in total.

She is more than ready to take part in a huge international events, and go against the best our scene has to offer, but IPTL Season 1 is also going to be a test of her true abilities. For the first time in her career, Scarlett will have to play against the best of what Europe and Korea has to offer; this is not a North American only tournament anymore. Is she going to step up? We might potentially find that out on the 13th of September when Team Acer face aTn.Type in their IPTL Season 1 opening match.

The last but definitely not least on the team is Artur “Nerchio” Bloch. This Polish zerg is not only perceived as a top player in his country, but as one of the best players outside Korea. What is more, in public’s opinion he is also the most skilled Zerg on the western scene, but he exchanges this title with Stephano constantly based on their results in the most recent events. Second place at IEM Cologone 2012, First place in HomeStory Cup V, First place in WCS Poland Nationals and many many more – this is a short list of his latest achievements, and he’s still coming for more.

Although, we what we are seeing now is Nerchio at his best, last year during European Battle.net Invitational he was still an inexperienced newcomer, constantly described as a maphacker and a stream cheater due to his amazing runs in online cups, and poor performance during offline tournaments. Back then people didn’t believe him, when he said that he gets stressed during big events like EBI 2011 for example, but now he got it all sorted out, and can perform at the highest competitive level in Starcraft.

In a team league like IPTL both Nerchio and Scarlett might be used for two things; opening a match to get an early advantage and closing a match to secure a victory. Scarlett has proven many times in the past that she has no problem with being under pressure, hence she might be used by her team mainly as a closer, whereas Nerchio can open a match or be used in the middle of it to secure a draw or catch-up with a score.

Nonetheless, Team Acer, being one of the best team in their group, have a huge chance of advancing into the Up and Down Matches. With two strong star players as a core of their success they might even advance to Premier Division next season.

Written by Albert Palka


Source : feeds[dot]ign[dot]com

Acer as a company has been around in eSports for many years long before their decision to create and manage a team. They have been supporting and donating money to wide range of tournaments in all kinds of games, whether it was League of Legends or Starcraft 2. However, it was their decision to create their own team that brought them huge attention from all kinds of eSports-related websites and communities.

Still, Starcraft 2 was not their game of choice; they first acquired FIFA back in February 2011 when they’ve launched Team Acer’s website. Yet, their current super-star players are all in the Starcraft 2 roster.

At the very beginning of Acer’s existence in the world of Zerg, Terran, and Protoss they brought in four players to the team, including the most famous German SC:BW player – Mondragon, but as the time was passing by none of them excluding Nerchio, who we are going to talk about in a minute, have not shown any promising results.

Currently, the once called “all-zerg” team has 5 active players in their line-up. Four zergs:  Bly, Nerchio, ParanOid, and Scarlett who joined Acer late June 2012, and one terran – DarkHydra. Single SCV user on the team is also the youngest – he was born in 1997. He participates in online cups on a regular basis, but has won only 1 so far back in 2011. Earlier this year Christian was invited as a stan-in for DeMulim to attend HomeStory Cup IV; he lost 0-3 in his group.

ParanOid aka GOsia used to be one of the top SC:BW players in Poland winning 2009 Polish WCG qualifiers. He played alongside Mondragon in clan called Templars of Twilight. Lately he qualified to IPL Season 5 through the European Satellite Qualifiers, but just like DarkHydra, he also has no huge victories in his Starcraft 2 portfolio.

Bly, despite not being the most recognized player from his country, is one of the top players representing Ukraine on the international scene at the moment. Active participant in many online cups he proves every single time why people cannot underestimate him. He took first place during WCS Ukraine Nationals beating faer, White-Ra, Strelok, and White-Ra once again in the finals. He also qualified for the IPL Season 5 just like DarkHydra and Nerchio through the European Satellite Qualifiers.

Until recently Team Acer was known because of Nerchio who grew immensely as a player since he joined the team in July 2011, but now he’s not the only star  on the team. Scarlett has been performing good since she started playing in the official tournaments like IGN ProLeague Season 4 where she took out DeMusliM, Terius and DdoRo or IPL TAC 3, but the epiphany of her skill took place during WCS Canada qualifiers and WCS NA Championship where she destroyed the competition winning both events with less than 10 games lost in total.

She is more than ready to take part in a huge international events, and go against the best our scene has to offer, but IPTL Season 1 is also going to be a test of her true abilities. For the first time in her career, Scarlett will have to play against the best of what Europe and Korea has to offer; this is not a North American only tournament anymore. Is she going to step up? We might potentially find that out on the 13th of September when Team Acer face aTn.Type in their IPTL Season 1 opening match.

The last but definitely not least on the team is Artur “Nerchio” Bloch. This Polish zerg is not only perceived as a top player in his country, but as one of the best players outside Korea. What is more, in public’s opinion he is also the most skilled Zerg on the western scene, but he exchanges this title with Stephano constantly based on their results in the most recent events. Second place at IEM Cologone 2012, First place in HomeStory Cup V, First place in WCS Poland Nationals and many many more – this is a short list of his latest achievements, and he’s still coming for more.

Although, we what we are seeing now is Nerchio at his best, last year during European Battle.net Invitational he was still an inexperienced newcomer, constantly described as a maphacker and a stream cheater due to his amazing runs in online cups, and poor performance during offline tournaments. Back then people didn’t believe him, when he said that he gets stressed during big events like EBI 2011 for example, but now he got it all sorted out, and can perform at the highest competitive level in Starcraft.

In a team league like IPTL both Nerchio and Scarlett might be used for two things; opening a match to get an early advantage and closing a match to secure a victory. Scarlett has proven many times in the past that she has no problem with being under pressure, hence she might be used by her team mainly as a closer, whereas Nerchio can open a match or be used in the middle of it to secure a draw or catch-up with a score.

Nonetheless, Team Acer, being one of the best team in their group, have a huge chance of advancing into the Up and Down Matches. With two strong star players as a core of their success they might even advance to Premier Division next season.

Written by Albert Palka


Source : feeds[dot]ign[dot]com

Filmmaker Scott Derrickson (The Exorcism of Emily Rose, Sinister) has signed on to direct Beware the Night from a script he co-wrote with Paul Boardman. Screen Gems will produce the film and is currently in negotiations with Disney for the rights.

TheWrap describes the story which follows a New York police officer tasked with investigating demon possessions, exorcisms and werewolves after dark. Casting has yet to begin, although Mark Wahlberg was reportedly being eyed for the leading role.

In addition to Emily Rose, Derrickson directed 2008's The Day the Earth Stood Still and penned the screenplay for the upcoming Devil's Knot.


Source : feeds[dot]ign[dot]com

Filmmaker Scott Derrickson (The Exorcism of Emily Rose, Sinister) has signed on to direct Beware the Night from a script he co-wrote with Paul Boardman. Screen Gems will produce the film and is currently in negotiations with Disney for the rights.

TheWrap describes the story which follows a New York police officer tasked with investigating demon possessions, exorcisms and werewolves after dark. Casting has yet to begin, although Mark Wahlberg was reportedly being eyed for the leading role.

In addition to Emily Rose, Derrickson directed 2008's The Day the Earth Stood Still and penned the screenplay for the upcoming Devil's Knot.


Source : feeds[dot]ign[dot]com

Every day hundreds of new apps make their debut on the App Store, and hundreds more are updated or reduced in price. We have sifted through the noise and highlighted those select few that might be worth your attention.

Game Debuts

Pocket Trucks – ($0.99)

In the tradition of titles like Trials HD and MotoHeroz comes Pocket Trucks, your latest place to send vehicles flying through side-scrolling stages full of loops and realistic physics. The 99 cent price is for launch only, so move fast before it jumps up.

IGN's App for Guild Wars 2 – (Free)

Are you already knee-deep in playing through the recently released Guild Wars 2? Well, our next app recommendation is one of our own – IGN's App for Guild Wars 2 brings together an interactive map, wiki access and more in one convenient place, making your iPad or iPhone the perfect traveling companion for your adventures through the land of Tyria.

Price Drops

Thor: Son of Asgard – (Free)

On Avengers withdrawal? Been too long since your last showing at the local theater? Get back into gear with Marvel's superhero team for free today by joining the God of Thunder in this iOS adventure.

Robber Rabbits! – (Free)

It's been a while since this puzzler starring a couple of bandit bunnies last came to our attention, and its latest content – a pack of Easter-themed levels – isn't exactly timely any more here in September. But when the game is free, we'll gladly ignore the calendar on go on another egg hunt. (There's a free iPad version for this one too.)

Reckless Racing 2 – (Free)

Check out the trailer below, then just try to keep yourself from zipping straight to the App Store to download this one for free.

Depict – (Free)

If you're a little burned out on Draw Something, try this alternative Pictionary homage for free.

Hunters: Episode One HD – ($0.99)

We highlighted Hunters 2 in our list of Price Drops yesterday, but don't miss the series' first installment at the same low 99 cent level.

Updates

King of Dragon Pass – ($9.99)

This interactive storytelling adventure (set in the world of HeroQuest) has received a new universal update. Enjoy crafting your own epic legend on either iPhone or iPad!

That's all for now! If you haven't already, consider subscribing to the App Store Update via email. It's extra convenient!

Lucas M. Thomas is IGN Nintendo's longtime champion of downloadable titles across the Wii, DSi and 3DS. He's happy to now be helping Justin round up the best options for App Store shoppers. You can follow him on Twitter.


Source : feeds[dot]ign[dot]com

Every day hundreds of new apps make their debut on the App Store, and hundreds more are updated or reduced in price. We have sifted through the noise and highlighted those select few that might be worth your attention.

Game Debuts

Pocket Trucks – ($0.99)

In the tradition of titles like Trials HD and MotoHeroz comes Pocket Trucks, your latest place to send vehicles flying through side-scrolling stages full of loops and realistic physics. The 99 cent price is for launch only, so move fast before it jumps up.

IGN's App for Guild Wars 2 – (Free)

Are you already knee-deep in playing through the recently released Guild Wars 2? Well, our next app recommendation is one of our own – IGN's App for Guild Wars 2 brings together an interactive map, wiki access and more in one convenient place, making your iPad or iPhone the perfect traveling companion for your adventures through the land of Tyria.

Price Drops

Thor: Son of Asgard – (Free)

On Avengers withdrawal? Been too long since your last showing at the local theater? Get back into gear with Marvel's superhero team for free today by joining the God of Thunder in this iOS adventure.

Robber Rabbits! – (Free)

It's been a while since this puzzler starring a couple of bandit bunnies last came to our attention, and its latest content – a pack of Easter-themed levels – isn't exactly timely any more here in September. But when the game is free, we'll gladly ignore the calendar on go on another egg hunt. (There's a free iPad version for this one too.)

Reckless Racing 2 – (Free)

Check out the trailer below, then just try to keep yourself from zipping straight to the App Store to download this one for free.

Depict – (Free)

If you're a little burned out on Draw Something, try this alternative Pictionary homage for free.

Hunters: Episode One HD – ($0.99)

We highlighted Hunters 2 in our list of Price Drops yesterday, but don't miss the series' first installment at the same low 99 cent level.

Updates

King of Dragon Pass – ($9.99)

This interactive storytelling adventure (set in the world of HeroQuest) has received a new universal update. Enjoy crafting your own epic legend on either iPhone or iPad!

That's all for now! If you haven't already, consider subscribing to the App Store Update via email. It's extra convenient!

Lucas M. Thomas is IGN Nintendo's longtime champion of downloadable titles across the Wii, DSi and 3DS. He's happy to now be helping Justin round up the best options for App Store shoppers. You can follow him on Twitter.


Source : feeds[dot]ign[dot]com

After many months in development, Zynga announced today that FarmVille 2, perhaps the company’s biggest title to date, is now out of closed beta and available to players on Facebook and Zynga.com.

The sequel includes a variety of improvements and changes to the social farming formula Zynga helped popularize back in 2009, but the most dramatic change is undoubtedly the new 3D visuals. Gameplay plays out from the same semi-overhead viewpoint found in most other Zynga titles, but now all decorations, crops and animals are rendered in full stylized 3D instead of 2D pixel art.

In a recent demo of the title, members of the FarmVille 2 team repeatedly stressed to me that one of the team's big creative goals for the title was to give players the feeling that they were “bringing the farm to life.” FarmVille 2’s 3D crops, animals and decorations are far more interactive than in any previous Zynga game. Crops and trees sway in the wind. Animals will wander around freely unless kept in a pen. All decorations spring into action when players mouse over them – fires crackle to life, rocking chairs rock, kites fly lazily and so-on.

When playing in full-screen, the fidelity of the visuals and the high-quality animation and sound made it easy for me to forget I was looking at a “simple” Facebook game. Zynga’s presentation and artistic prowess has come a long way in the last three years.

Only a lengthy hands-on play session can determine if the company’s game design chops have also kept up, but here my early impressions are also positive. All of FarmVille 2’s farming systems are now interconnected and feature actual crafting trees, giving “hardcore gamer” min/maxers something to chew on. Is it better to sell your wheat, or turn it into feed for your cows and sell their milk? Or should you save the milk and combine it with more goods to craft and sell high-priced baked goods like pies, custards and cakes?

Gone are the days of clicking on a crop to see an abstract pile of coins pop up – players must now balance crafting, feeding their animals and watering farm plots.

Just as some elements of Farmville 2 are becoming more complex and properly “game-like,” Zynga strove to simplify some of the original’s rough edges. Players can now mouse-over large swaths of crops to plant, water or harvest them – no need to click hundreds of times. It’s a change sure to please the wrists of millions of virtual farmers.

Since FarmVille 2 uses Flash 11 as its foundation, this also gave Zynga access to the right-mouse button for the first time. The company put it to use as an easy “redecorate” button. Right-clicking a farm plot, decoration or animal picks it up. Right-clicking again drops it in its new location. Simple.

FarmVille 2 is full of little details that show the game was created with more care than most social games. When purchasing an expansion for your farm, the land doesn’t just magically pop up. Instead, an army of goats rush in from off-screen to eat up the tall grass, tin cans and other trash to make the land farmable. When players pick up an animal it dangles in the air, eyes bulging out, as if it had been picked up by the scruff of its neck. Your custom avatar is also fully animated and will jump fences & perform other complicated movements to perform his or her farm chores as efficiently as possible.

Zynga told me that their goal for FarmVille 2 was to create an experience that felt “relaxing and pastoral.” They want the title to evoke a feeling of nostalgia and recapture the feeling of living in a small town and running a small farm. They want the five-minute breaks people spend with FarmVille 2 to be “The best five minutes of their day.”

Whether the social gaming giant has achieved that goal remains to be seen, but FarmVille 2’s combination of actual crafting complexity, lively and atmospheric visuals & quality-of-play improvements are all steps in the right direction.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

After many months in development, Zynga announced today that FarmVille 2, perhaps the company’s biggest title to date, is now out of closed beta and available to players on Facebook and Zynga.com.

The sequel includes a variety of improvements and changes to the social farming formula Zynga helped popularize back in 2009, but the most dramatic change is undoubtedly the new 3D visuals. Gameplay plays out from the same semi-overhead viewpoint found in most other Zynga titles, but now all decorations, crops and animals are rendered in full stylized 3D instead of 2D pixel art.

In a recent demo of the title, members of the FarmVille 2 team repeatedly stressed to me that one of the team's big creative goals for the title was to give players the feeling that they were “bringing the farm to life.” FarmVille 2’s 3D crops, animals and decorations are far more interactive than in any previous Zynga game. Crops and trees sway in the wind. Animals will wander around freely unless kept in a pen. All decorations spring into action when players mouse over them – fires crackle to life, rocking chairs rock, kites fly lazily and so-on.

When playing in full-screen, the fidelity of the visuals and the high-quality animation and sound made it easy for me to forget I was looking at a “simple” Facebook game. Zynga’s presentation and artistic prowess has come a long way in the last three years.

Only a lengthy hands-on play session can determine if the company’s game design chops have also kept up, but here my early impressions are also positive. All of FarmVille 2’s farming systems are now interconnected and feature actual crafting trees, giving “hardcore gamer” min/maxers something to chew on. Is it better to sell your wheat, or turn it into feed for your cows and sell their milk? Or should you save the milk and combine it with more goods to craft and sell high-priced baked goods like pies, custards and cakes?

Gone are the days of clicking on a crop to see an abstract pile of coins pop up – players must now balance crafting, feeding their animals and watering farm plots.

Just as some elements of Farmville 2 are becoming more complex and properly “game-like,” Zynga strove to simplify some of the original’s rough edges. Players can now mouse-over large swaths of crops to plant, water or harvest them – no need to click hundreds of times. It’s a change sure to please the wrists of millions of virtual farmers.

Since FarmVille 2 uses Flash 11 as its foundation, this also gave Zynga access to the right-mouse button for the first time. The company put it to use as an easy “redecorate” button. Right-clicking a farm plot, decoration or animal picks it up. Right-clicking again drops it in its new location. Simple.

FarmVille 2 is full of little details that show the game was created with more care than most social games. When purchasing an expansion for your farm, the land doesn’t just magically pop up. Instead, an army of goats rush in from off-screen to eat up the tall grass, tin cans and other trash to make the land farmable. When players pick up an animal it dangles in the air, eyes bulging out, as if it had been picked up by the scruff of its neck. Your custom avatar is also fully animated and will jump fences & perform other complicated movements to perform his or her farm chores as efficiently as possible.

Zynga told me that their goal for FarmVille 2 was to create an experience that felt “relaxing and pastoral.” They want the title to evoke a feeling of nostalgia and recapture the feeling of living in a small town and running a small farm. They want the five-minute breaks people spend with FarmVille 2 to be “The best five minutes of their day.”

Whether the social gaming giant has achieved that goal remains to be seen, but FarmVille 2’s combination of actual crafting complexity, lively and atmospheric visuals & quality-of-play improvements are all steps in the right direction.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

At today's event with Microsoft in New York, Nokia announced its new top-of-the-line Windows Phone 8 device, the Lumia 920.

A cut above the Lumia 900 (Nokia's current top-end Windows phone) in just about every way, the 920 looks to be competitive with the rest of the US smartphone market, not just other Windows phones. So before we get into the details here's the bottom line: if you're looking for a Windows Phone 8 handset this fall, then (pending a price announcement, and maybe HTC's Sept. 19 hail-mary) the Lumia 920 should make your decision easy.

Nokia has packed the 920 with a bevy of novel, exciting features; but first let's talk about speed. With a dual-core 1.5GHz Snapdragon S4 processor and 1GB of RAM, the 920 leaves previous Lumia generations in the dust. More importantly though, it's as fast as the Samsung Galaxy S III and HTC One X, at least according to Gizmodo's hands-on report. And unless the rumor mill has been underestimating Apple, it's not unlikely the Lumia 920 will be able to keep up with the iPhone 5 too. All that power requires, well, power, but Nokia assures us the 920's beefy 2,000mAh battery is up to the task.

The Lumia 920's NFC chip and Qi-standard wireless charging support should make for some pretty awesome accessories, and ought to keep the device (foreseeable-)future-proof as mobile payment infrastructures expand and wireless charging becomes more commonplace.

The phone's 4.5-inch screen, which boasts a resolution of 1,280 x 768 pixels, is super responsive in more ways than one. Hands-on reports are reporting no detectable touch latency, and Nokia's Kevin Shields demonstrated the 920 this morning while wearing a pair of fuzzy mittens.

The 8.7-megapixel PureView camera will likely be one of the Lumia 920's top selling-points. Integrated image-stabilization and 1080p video is all well and good (okay, it's awesome), but what got us most excited is the Cinemagraph app, which promises to make it just as easy to waste entire days making your own animated gifs as it's always been to waste entire days looking at gifs.

For the smartphone mortals among us, Nokia has also updated its mid-range Lumia 800. The Lumia 820 looks to be the 920's scrappy younger brother. A slightly smaller (4.3-inch) display with half the pixel-count and no PureView upgrade for the camera are the chief differences, though on the 820 wireless charging becomes an optional feature.

When the time comes to make calls from your Lumia 920 or 820, both phones will support HSPA+ or LTE, presumably depending on carrier availability.

Whether you love the Windows Phone 8 UI or hate it, there's no denying that the current state of the Windows Phone marketplace will probably be the Lumia 820 and 920's main shortcoming. This is the catch-22 of device adoption: developers won't make Windows Phone 8 apps until everybody buys Windows phones; but lots of folks won't buy them until the app selection improves. Preloaded apps like Nokia Maps and Nokia's ESPN app are great; but Apple's App Store and Android's Google Play store will definitely have a leg up for a while.

Can sweet hardware compensate for a limited app market? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

At today's event with Microsoft in New York, Nokia announced its new top-of-the-line Windows Phone 8 device, the Lumia 920.

A cut above the Lumia 900 (Nokia's current top-end Windows phone) in just about every way, the 920 looks to be competitive with the rest of the US smartphone market, not just other Windows phones. So before we get into the details here's the bottom line: if you're looking for a Windows Phone 8 handset this fall, then (pending a price announcement, and maybe HTC's Sept. 19 hail-mary) the Lumia 920 should make your decision easy.

Nokia has packed the 920 with a bevy of novel, exciting features; but first let's talk about speed. With a dual-core 1.5GHz Snapdragon S4 processor and 1GB of RAM, the 920 leaves previous Lumia generations in the dust. More importantly though, it's as fast as the Samsung Galaxy S III and HTC One X, at least according to Gizmodo's hands-on report. And unless the rumor mill has been underestimating Apple, it's not unlikely the Lumia 920 will be able to keep up with the iPhone 5 too. All that power requires, well, power, but Nokia assures us the 920's beefy 2,000mAh battery is up to the task.

The Lumia 920's NFC chip and Qi-standard wireless charging support should make for some pretty awesome accessories, and ought to keep the device (foreseeable-)future-proof as mobile payment infrastructures expand and wireless charging becomes more commonplace.

The phone's 4.5-inch screen, which boasts a resolution of 1,280 x 768 pixels, is super responsive in more ways than one. Hands-on reports are reporting no detectable touch latency, and Nokia's Kevin Shields demonstrated the 920 this morning while wearing a pair of fuzzy mittens.

The 8.7-megapixel PureView camera will likely be one of the Lumia 920's top selling-points. Integrated image-stabilization and 1080p video is all well and good (okay, it's awesome), but what got us most excited is the Cinemagraph app, which promises to make it just as easy to waste entire days making your own animated gifs as it's always been to waste entire days looking at gifs.

For the smartphone mortals among us, Nokia has also updated its mid-range Lumia 800. The Lumia 820 looks to be the 920's scrappy younger brother. A slightly smaller (4.3-inch) display with half the pixel-count and no PureView upgrade for the camera are the chief differences, though on the 820 wireless charging becomes an optional feature.

When the time comes to make calls from your Lumia 920 or 820, both phones will support HSPA+ or LTE, presumably depending on carrier availability.

Whether you love the Windows Phone 8 UI or hate it, there's no denying that the current state of the Windows Phone marketplace will probably be the Lumia 820 and 920's main shortcoming. This is the catch-22 of device adoption: developers won't make Windows Phone 8 apps until everybody buys Windows phones; but lots of folks won't buy them until the app selection improves. Preloaded apps like Nokia Maps and Nokia's ESPN app are great; but Apple's App Store and Android's Google Play store will definitely have a leg up for a while.

Can sweet hardware compensate for a limited app market? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Last week, we heard from Fernando Meireilles that his close friend and fellow filmmaker Jose Padilha was going through "hell" on the set of his upcoming RoboCop reboot. However, Padilha plays down these claims in a recent interview with Brazilian newspaper Cinema em Cinema.

"I have a script I’m happy with and I got the cast I have picked," he said. "The director of photography is Lula Carvalho, my editor is Daniel Rezende (City of God, Elite Squad, The Tree of Life). I was even consulted for the selection of the producers."

As for the rumors of his bad time spent in pre-production, the director added, "We deal with those difficulties with coolness and familiarity."

So perhaps Padilha's hellish experience with the studio was a little bit exaggerated. On the other hand, as Latino Review points out, this could also just be the RoboCop helmer's own way of protecting himself.


Source : feeds[dot]ign[dot]com

Last week, we heard from Fernando Meireilles that his close friend and fellow filmmaker Jose Padilha was going through "hell" on the set of his upcoming RoboCop reboot. However, Padilha plays down these claims in a recent interview with Brazilian newspaper Cinema em Cinema.

"I have a script I’m happy with and I got the cast I have picked," he said. "The director of photography is Lula Carvalho, my editor is Daniel Rezende (City of God, Elite Squad, The Tree of Life). I was even consulted for the selection of the producers."

As for the rumors of his bad time spent in pre-production, the director added, "We deal with those difficulties with coolness and familiarity."

So perhaps Padilha's hellish experience with the studio was a little bit exaggerated. On the other hand, as Latino Review points out, this could also just be the RoboCop helmer's own way of protecting himself.


Source : feeds[dot]ign[dot]com

New tour dates have been added to The Legend of Zelda: Symphony of the Goddesses tour. The show features live orchestral performances of classic Zelda tunes, as well as a new four-movement symphony recounting the storylines from Ocarina of Time, Wind Waker, Twilight Princess and A Link to the Past. The concert also highlights music from Majora’s Mask and Link’s Awakening, as well as other games in the series.

The newly announced dates are as follows:

Sept. 15: Toronto, Ontario, Canada (Sony Centre for the Performing Arts)

Sept. 22: Minneapolis, Minnesota (Orpheum Theatre)

Oct. 12: Dallas, TX (AT&T Performing Arts Center)

Oct. 18: Boston, Massachusetts (Wang Theatre)

Oct. 25: Chicago, Illinois (The Chicago Theatre)

Nov. 3: San Antonio, TX (The Majestic Theatre)

Nov. 6: Calgary, Alberta, Canada (Southern Alberta Jubilee Auditorium)

Nov. 28: New York, New York (The Theater at Madison Square Garden)

Dec. 8: West Palm Beach, Florida (Raymond F. Kravis Center for the Performing Arts)

Dec. 9: Miami, Florida (Adrienne Arsht Center)

Dec.14: San Jose, California (San Jose Civic Auditorium)

To commemorate the tour, the Nintendo World Store (located in New York City) will be hosting a special event on Friday, September 14 from 6-9pm. The event will feature an interactive workshop with ocarina expert David “Docjazz” Ramos, a mini-concert and photo opportunities.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

New tour dates have been added to The Legend of Zelda: Symphony of the Goddesses tour. The show features live orchestral performances of classic Zelda tunes, as well as a new four-movement symphony recounting the storylines from Ocarina of Time, Wind Waker, Twilight Princess and A Link to the Past. The concert also highlights music from Majora’s Mask and Link’s Awakening, as well as other games in the series.

The newly announced dates are as follows:

Sept. 15: Toronto, Ontario, Canada (Sony Centre for the Performing Arts)

Sept. 22: Minneapolis, Minnesota (Orpheum Theatre)

Oct. 12: Dallas, TX (AT&T Performing Arts Center)

Oct. 18: Boston, Massachusetts (Wang Theatre)

Oct. 25: Chicago, Illinois (The Chicago Theatre)

Nov. 3: San Antonio, TX (The Majestic Theatre)

Nov. 6: Calgary, Alberta, Canada (Southern Alberta Jubilee Auditorium)

Nov. 28: New York, New York (The Theater at Madison Square Garden)

Dec. 8: West Palm Beach, Florida (Raymond F. Kravis Center for the Performing Arts)

Dec. 9: Miami, Florida (Adrienne Arsht Center)

Dec.14: San Jose, California (San Jose Civic Auditorium)

To commemorate the tour, the Nintendo World Store (located in New York City) will be hosting a special event on Friday, September 14 from 6-9pm. The event will feature an interactive workshop with ocarina expert David “Docjazz” Ramos, a mini-concert and photo opportunities.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

Sometimes you can be too famous.

Actor Tobey Maguire has been cut from the final edit of director Ang Lee's upcoming Life of Pi, where he had a small role as a writer interviewing the other characters. According to sources for The Hollywood Reporter, "the actor's performance wasn't working -- he may have been too famous for the role." The cast is made up of relative unknowns.

The character has been recast and reshot with Prometheus actor Rafe Spall.

Maguire told THR, "I fully support Ang's decision to go a different direction for this role in Life of Pi. Ang shared a lot of the film with me, and what I saw was absolutely beautiful."

"To be consistent with the other casting choices made for the film, I decided to go with an entirely international cast. I very much admire Tobey and look forward to working with him again in the future," said Lee.

Life of Pi opens December 14.


Source : feeds[dot]ign[dot]com

Sometimes you can be too famous.

Actor Tobey Maguire has been cut from the final edit of director Ang Lee's upcoming Life of Pi, where he had a small role as a writer interviewing the other characters. According to sources for The Hollywood Reporter, "the actor's performance wasn't working -- he may have been too famous for the role." The cast is made up of relative unknowns.

The character has been recast and reshot with Prometheus actor Rafe Spall.

Maguire told THR, "I fully support Ang's decision to go a different direction for this role in Life of Pi. Ang shared a lot of the film with me, and what I saw was absolutely beautiful."

"To be consistent with the other casting choices made for the film, I decided to go with an entirely international cast. I very much admire Tobey and look forward to working with him again in the future," said Lee.

Life of Pi opens December 14.


Source : feeds[dot]ign[dot]com

Valve has announced that submitting a game to Steam Greenlight will now cost $100. Steam Greenlight was announced in July and allows users to vote on which games they believe should be available for sale on Steam, but in an announcement posted on the Steam Community, Valve says there is “unfortunately a significant amount of noise and clutter being submitted, either as a joke or by fans not fully understanding the purpose of Greenlight.”

In order to cut down on that noise, Valve will be charging a $100 fee for developers to post a game to Greenlight. All proceeds from the fees will be donated to the Child’s Play charity, as Valve says “we have no interest in making money from this, but we do need to cut down the noise in the system.” The announcement notes that anyone who has already submitted a game to Greenlight will not be charged the fee retroactively, but they will need to pay for future submissions.

Valve is also changing discoverability in Greenlight, giving users new ways to find games that relate to their interests. “The next time you visit Steam Greenlight you’ll be shown a smaller, manageable list of games that you haven’t rated,” the announcement says. “This view is a mix of popular games and new games to Greenlight.”

Valve concluded by saying it’s “very interested in maintaining an environment that is fair and beneficial to everyone involved, and one that is fun and rewarding to join” and that it will “keep iterating on this system and updating as we learn more about how the community and developers want to utilize it.”

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Valve has announced that submitting a game to Steam Greenlight will now cost $100. Steam Greenlight was announced in July and allows users to vote on which games they believe should be available for sale on Steam, but in an announcement posted on the Steam Community, Valve says there is “unfortunately a significant amount of noise and clutter being submitted, either as a joke or by fans not fully understanding the purpose of Greenlight.”

In order to cut down on that noise, Valve will be charging a $100 fee for developers to post a game to Greenlight. All proceeds from the fees will be donated to the Child’s Play charity, as Valve says “we have no interest in making money from this, but we do need to cut down the noise in the system.” The announcement notes that anyone who has already submitted a game to Greenlight will not be charged the fee retroactively, but they will need to pay for future submissions.

Valve is also changing discoverability in Greenlight, giving users new ways to find games that relate to their interests. “The next time you visit Steam Greenlight you’ll be shown a smaller, manageable list of games that you haven’t rated,” the announcement says. “This view is a mix of popular games and new games to Greenlight.”

Valve concluded by saying it’s “very interested in maintaining an environment that is fair and beneficial to everyone involved, and one that is fun and rewarding to join” and that it will “keep iterating on this system and updating as we learn more about how the community and developers want to utilize it.”

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Remote Play -- the ability to tether your PlayStation Vita to a PlayStation 3 and access content on that PS3 from anywhere via wifi -- hasn't gotten much use since Sony's handheld debuted. However, PlayStation is looking to change that today with patches for the God of War Collection and The Ico and Shadow of the Colossus Collection.

After installing the free game updates (God of War's is available now but Ico's isn't yet), the Vita can connect to its registered PS3 and play the collections off the console. Extra buttons -- such as R2 and L2 -- are mapped to the rear touch panel. From our brief time with the God of War Collection, Remote Play is easy to setup and works well. Latency doesn't seem to be a problem for Kratos, but that might depend on how strong your wifi connection is.

Let us know your Remote Play impressions in the comments below.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : feeds[dot]ign[dot]com

Remote Play -- the ability to tether your PlayStation Vita to a PlayStation 3 and access content on that PS3 from anywhere via wifi -- hasn't gotten much use since Sony's handheld debuted. However, PlayStation is looking to change that today with patches for the God of War Collection and The Ico and Shadow of the Colossus Collection.

After installing the free game updates (God of War's is available now but Ico's isn't yet), the Vita can connect to its registered PS3 and play the collections off the console. Extra buttons -- such as R2 and L2 -- are mapped to the rear touch panel. From our brief time with the God of War Collection, Remote Play is easy to setup and works well. Latency doesn't seem to be a problem for Kratos, but that might depend on how strong your wifi connection is.

Let us know your Remote Play impressions in the comments below.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : feeds[dot]ign[dot]com

Assassin's Creed III creative director Alex Hutchinson has described the game as being one of the last of the big triple-A "dinosaurs".

In the latest issue of Edge (via CVG), Hutchinson claims that massive production teams the likes of which made Assassin's Creed III are becoming a thing of the past.

We're the last of the dinosaurs. We're still the monster triple-A game with very large teams [and] multiple studios helping out on different bits. There are fewer and fewer of these games being made.

"We're the last of the dinosaurs. We're still the monster triple-A game with very large teams [and] multiple studios helping out on different bits. There are fewer and fewer of these games being made, especially as the middle has fallen out," he said.

"We really felt like this was a rare opportunity. We had an experienced team, who had worked on the franchise for a while; we had the full backing of Ubisoft to make something huge; we had almost three years to do it, which is a rarity these days; the tech and the hardware platforms were both mature, which allowed us to start running instead of building base features; and the installed user base for all platforms is massive.

"Many of these factors are about to change, by choice of circumstance," Hutchinson concluded, "so a lot of us truly believed this was a once in a career opportunity."

His concerns have been echoed by others in the industry like Cliff Bleszinski who feels that the cost of developing on the next generation of hardware will stymie development. But others, such as Eidos president Ian Livingstone, have come out equally strongly saying we'll always want triple-A single-player games, and the industry must find ways to accommodate this.

What do you think? Should escalating costs mean Assassin's Creed III may be the last of its kind, or do you feel it's a worthwhile investment for companies to employ larger teams?

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

Assassin's Creed III creative director Alex Hutchinson has described the game as being one of the last of the big triple-A "dinosaurs".

In the latest issue of Edge (via CVG), Hutchinson claims that massive production teams the likes of which made Assassin's Creed III are becoming a thing of the past.

We're the last of the dinosaurs. We're still the monster triple-A game with very large teams [and] multiple studios helping out on different bits. There are fewer and fewer of these games being made.

"We're the last of the dinosaurs. We're still the monster triple-A game with very large teams [and] multiple studios helping out on different bits. There are fewer and fewer of these games being made, especially as the middle has fallen out," he said.

"We really felt like this was a rare opportunity. We had an experienced team, who had worked on the franchise for a while; we had the full backing of Ubisoft to make something huge; we had almost three years to do it, which is a rarity these days; the tech and the hardware platforms were both mature, which allowed us to start running instead of building base features; and the installed user base for all platforms is massive.

"Many of these factors are about to change, by choice of circumstance," Hutchinson concluded, "so a lot of us truly believed this was a once in a career opportunity."

His concerns have been echoed by others in the industry like Cliff Bleszinski who feels that the cost of developing on the next generation of hardware will stymie development. But others, such as Eidos president Ian Livingstone, have come out equally strongly saying we'll always want triple-A single-player games, and the industry must find ways to accommodate this.

What do you think? Should escalating costs mean Assassin's Creed III may be the last of its kind, or do you feel it's a worthwhile investment for companies to employ larger teams?

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

Capcom's annual financial report has been released, and it contains some interesting information concerning how the company will make games going forward.

In the report, Capcom president and COO Haruhiro Tsujimoto said:

"We launch sales of popular series titles held by the Company approximately every 2.5 years. This is because the development of a single major title usually requires 3-4 years; in the event that there are few hits, it will be difficult to create a series title every year and earnings will be adversely impacted.

"For this reason, it is important either to maintain a large number of popular titles or shorten the sales cycle to ensure stable earnings. Among the multitude of major titles held by Capcom - such as Monster Hunter, Street Fighter, Resident Evil, Devil May Cry, Lost Planet, Dead Rising and many others - we will promote shortening of the sales cycle in pursuit of further earnings stabilisation and growth."

Tsujimoto went onto to describe how this increased productivity will be achieved. Firstly, Capcom will limit development teams to 100 members, with "multiple sequel titles [being] developed at the same time". The Japanese publisher will additionally strengthen its in-house development, increasing its staff by 100 graduates each year. It will also attempt to increase the number of titles released in a single year, "using a hybrid development model whereby the core portions of the project aredeveloped in-house by Capcom and the process-work is outsourced to outside development companies".

While he didn't have much to say about the next generation of home consoles, Tsujimoto did say that Capcom will be allocating around "20 per cent of development investment " into creating new products, including a "new popular next generation franchise".

So we'll get more Capcom games each year, and there will be less time between sequels for its more popular titles.

Are these announcements something to be happy about or do they inspire a creeping fear that quality standards could slip? Capcom seems to be making the right noises, reassuring fans that's its strengthening in the areas it needs to in order to execute this new strategy. But let us know your thoughts in the comments below.

Daniel is IGN's UK Staff Writer. His development cycle was roughly nine months. Follow him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Capcom's annual financial report has been released, and it contains some interesting information concerning how the company will make games going forward.

In the report, Capcom president and COO Haruhiro Tsujimoto said:

"We launch sales of popular series titles held by the Company approximately every 2.5 years. This is because the development of a single major title usually requires 3-4 years; in the event that there are few hits, it will be difficult to create a series title every year and earnings will be adversely impacted.

"For this reason, it is important either to maintain a large number of popular titles or shorten the sales cycle to ensure stable earnings. Among the multitude of major titles held by Capcom - such as Monster Hunter, Street Fighter, Resident Evil, Devil May Cry, Lost Planet, Dead Rising and many others - we will promote shortening of the sales cycle in pursuit of further earnings stabilisation and growth."

Tsujimoto went onto to describe how this increased productivity will be achieved. Firstly, Capcom will limit development teams to 100 members, with "multiple sequel titles [being] developed at the same time". The Japanese publisher will additionally strengthen its in-house development, increasing its staff by 100 graduates each year. It will also attempt to increase the number of titles released in a single year, "using a hybrid development model whereby the core portions of the project aredeveloped in-house by Capcom and the process-work is outsourced to outside development companies".

While he didn't have much to say about the next generation of home consoles, Tsujimoto did say that Capcom will be allocating around "20 per cent of development investment " into creating new products, including a "new popular next generation franchise".

So we'll get more Capcom games each year, and there will be less time between sequels for its more popular titles.

Are these announcements something to be happy about or do they inspire a creeping fear that quality standards could slip? Capcom seems to be making the right noises, reassuring fans that's its strengthening in the areas it needs to in order to execute this new strategy. But let us know your thoughts in the comments below.

Daniel is IGN's UK Staff Writer. His development cycle was roughly nine months. Follow him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

New details have surfaced about the design mantras behind Square Enix's recently announced Final Fantasy XIII: Lightning Returns.

An interview in the latest issue of Famitsu, translated by Andriasang, reveals that the game will come with just one ending and that it'll be a happy one.

Despite this, the game is apparently being designed to encourage players to go through and complete it multiple times, and the length of the game will reflect this (i.e. it's not going to take hundreds or even, apparently, tens of hours to complete).

Depending on your actions, the remaining life of the world can also increase and decrease, meaning the world could end before the previously mentioned 13 days. It also appears that each of these in-game days will last between one and two real-world hours.

So it looks like Lightning's adventure is going to be a very different experience to the ones that have come before. Also in the interview it's mentioned that Hope will make an appearance, guiding Lightning by wireless com, and that this entry in the Final Fantasy XIII series will be "World Driven", asking players to consider how they interact with the changing world.

There's no reference to a potential release window, but the game is apparently about 30% complete. Seeing as we heard at the start of August that the game had only recently entered production, it seems the game is making good progress, regardless.

Lightning Returns: Final Fantasy XIII will be the final game to feature Lightning and is due out on PS3 and Xbox 360.

Luke Karmali is IGN's UK Editorial Assistant and long-time Final Fantasy lover. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

New details have surfaced about the design mantras behind Square Enix's recently announced Final Fantasy XIII: Lightning Returns.

An interview in the latest issue of Famitsu, translated by Andriasang, reveals that the game will come with just one ending and that it'll be a happy one.

Despite this, the game is apparently being designed to encourage players to go through and complete it multiple times, and the length of the game will reflect this (i.e. it's not going to take hundreds or even, apparently, tens of hours to complete).

Depending on your actions, the remaining life of the world can also increase and decrease, meaning the world could end before the previously mentioned 13 days. It also appears that each of these in-game days will last between one and two real-world hours.

So it looks like Lightning's adventure is going to be a very different experience to the ones that have come before. Also in the interview it's mentioned that Hope will make an appearance, guiding Lightning by wireless com, and that this entry in the Final Fantasy XIII series will be "World Driven", asking players to consider how they interact with the changing world.

There's no reference to a potential release window, but the game is apparently about 30% complete. Seeing as we heard at the start of August that the game had only recently entered production, it seems the game is making good progress, regardless.

Lightning Returns: Final Fantasy XIII will be the final game to feature Lightning and is due out on PS3 and Xbox 360.

Luke Karmali is IGN's UK Editorial Assistant and long-time Final Fantasy lover. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

The real problem with DLC, quite apart from the fact it costs money, is that most developers don't give it enough TLC. Instead of feeling like extra content, it can feel like superfluous content. Dark Souls has always followed its own path. And with its new content, which comes as part of the PC's Prepare To Die Edition and will be available to buy on consoles soon, it shows just what DLC should be like - almost.

You can find IGN's full review of the Prepare to Die edition here but here we’re just concentrating on the new stuff. There are two sides to it, the first being a large single-player area, Oolacile, which is split into roughly four smaller sections (the environments flow into one another very easily, so dividing them up is a little arbitrary). The second is a multiplayer arena, something the playerbase has wanted since Demon's Souls, which theoretically should lead to easier matchmaking.

A set of carvings can be found that let you communicate in multiplayer. Drop one and the odd, distorted voices utter a phrase like 'Very Good!', 'Hello!', or 'I'm Sorry'.

If you're a Dark Souls nut and don't want minor spoilers about the content, such as character names, best to skip to the final paragraph now and know this: you will absolutely lap it up. The best thing about this new content is that it slots beautifully into Dark Souls' world, like it had always been there, and shines much light on certain unexplained aspects of the original. Dark Souls, superb as it is, has the unmistakeable signs that it was rushed to make its original release date, and this feels like it was meant to be there all along.

This new content is that it slots beautifully into Dark Souls' world, like it had always been there

Finding it is the first tricky task, and you won't be able to enter Oolacile until a significant way into the game - basically, you need access to the Duke's Archives and the Darkroot Basin. There's a little in-joke with the fans, based around a broken pendant and a somewhat obscure character in the world, but that's about as friendly as Dark Souls ever gets. From here it's one big stretch of deadly environments, and one hell of a boss line-up.

Things start off with the Sanctuary Guardian, which managed to kill me about ten times as a welcome present, a lion and serpent combination that's vicious, poisonous, and shocking. After this comes the only minor disappointment with the single-player portion of the DLC, an expansive wooded environment that is basically a mirrored version of the Forest area from the original. It's a different beast, with a visual overhaul turning it into a spooky netherworld dotted with fake lights, but the familiar geography blunts a little of the impact. As with everything to do with Dark Souls, the lore justifies it, but I'm still not happy.

The setups for each boss are amazing and actually finding the hardest enemy in the DLC is a challenge in itself.

This place takes ages to explore safely, thanks to the ridiculously hard-hitting tree-men that are dotted everywhere and can be all-too-easily aggro'd in groups, though shortcuts can eventually be opened up and there's a very interesting merchant character waiting to be found. I was around soul level 45 when first attempting this section, and got a good kicking quite a few times.

The boss awaiting at the end of this is a killer. Knight Artorias is one of the great legendary figures in Dark Souls' world, a presence often hinted at but never seen - and here he is, a corrupted beast swallowed by the Abyss. Putting him away solo is a massive challenge, worthy of comparison with anything in the original, and I could only do it in the end thanks to Summoning in some wonderful help. The fight is so good though, with more than an echo of Ornstein and Smough, that you want to go straight back and do it again.

From here things go down - deep down. A stretching walk over the remains of a town take you into its guts, preparation for what's to come with ranks of bloated-head warriors and their deadly dark mage backup. As you press further and further in, you eventually find the very bottom. Barely lit, filled with enemies in corners, haunted at pockets by the unblinking eyes of ghosts that then begin to move slowly, steadily towards you. Unaffected by your shield, and simply wanting to touch you and drain sweet life, they're a dangerous and unsettling addition to the Dark Souls bestiary.

If you kill enough former inhabitants of Oolacile you might get one of their pustule-ridden heads to wear. Hats FTW!

The final boss lies in wait beyond this - and then, in best Dark Souls tradition, there is actually a final, hidden boss back along the path that's even tougher. Both are terrifying opponents to face, capable of destroying ill-prepared teams and turning what looks like a possible victory into a crushing defeat. Both match up to the very best Dark Souls has to offer, and ensure this new content slots neatly in alongside the wonderful original.

What is not such an easy fit, though it can also be great on occasion, is the PvP.

What is not such an easy fit, though it can also be great on occasion, is the PvP. The arena is unlocked after defeating Artorias, and is snuggled away in an antechamber almost like From Software is somehow embarrassed. Six pedestals represent three different PvP modes over two maps - duels (one versus one), team battles (two versus two) and four-player FFA matches. If you ever want to actually play a game of Dark Souls PvP, then go for a Duel at the Ruins.

That mode and map is your only real chance of action. I've spent hours – and I mean hours – standing on the trapdoors for the other modes and maps, waiting patiently as the little glowing red circles supposed to indicate other players blink in and out of existence. Dark Souls' online has always been less-than-perfect, but the game is so good you tend to muddle through and be grateful when it does work.

The red circles are supposed to show other players waiting for matches, but they didn't impact anything for me.

But this is a dedicated matchmaking system that gives its players no feedback - it may well break the lore, but the fact you can't have something as crass as a player count or an estimated wait time begins to really grate after a few hours. So basically, the PvP modes are largely unplayable at the moment. Perhaps things will improve as more and more players discover the arena, and there's a wider spread of levels, but going on From Software's past form don't count on it.

That said, the one mode that does work semi-regularly, a Duel at the Ruins, shows what we're missing. I've fought crazy dark wizards that are half-Saruman half-Zorro, giant hulks in unbreakable armour heaving clubs and knocking you around like a tennis ball, and assassins that turn invisible when you respawn, and strike with a backstab while you're looking.

People don't talk much about Dark Souls' customisation options, but it's a game where you can make your avatar look unique, and there are some awesomely silly hats and armour sets lying around - as well as unbelievably cool weapons. The duels are so good because you see all of this, and come across tactics you'd never have imagined. Just like the single-player, thinking on your feet is the only way to victory, and so it breaks my heart there isn't a better structure for it.

There was no-one else around to fight with – so we decided to strip naked and do this queensbury-style.

The Prepare to Die content adds much to Dark Souls, and not a bit of it feels out of place, or like filler. The single-player is recommended without any caveats, though it is important to emphasise it's designed for experienced players rather than newcomers and thus you won't see it for a good while. As for the PvP... well, it's the same old story. The concept is great, and when it infrequently works it is great. But it just doesn't work most of the time. While I love Dark Souls more than anything, sitting in front of your PC for hours waiting for something to happen is just a waste of time. The matchmaking needed to be much, much better than this.

To find out how Dark Souls: Prepare to Die edition scored, check out IGN’s review.


Source : feeds[dot]ign[dot]com

The real problem with DLC, quite apart from the fact it costs money, is that most developers don't give it enough TLC. Instead of feeling like extra content, it can feel like superfluous content. Dark Souls has always followed its own path. And with its new content, which comes as part of the PC's Prepare To Die Edition and will be available to buy on consoles soon, it shows just what DLC should be like - almost.

You can find IGN's full review of the Prepare to Die edition here but here we’re just concentrating on the new stuff. There are two sides to it, the first being a large single-player area, Oolacile, which is split into roughly four smaller sections (the environments flow into one another very easily, so dividing them up is a little arbitrary). The second is a multiplayer arena, something the playerbase has wanted since Demon's Souls, which theoretically should lead to easier matchmaking.

A set of carvings can be found that let you communicate in multiplayer. Drop one and the odd, distorted voices utter a phrase like 'Very Good!', 'Hello!', or 'I'm Sorry'.

If you're a Dark Souls nut and don't want minor spoilers about the content, such as character names, best to skip to the final paragraph now and know this: you will absolutely lap it up. The best thing about this new content is that it slots beautifully into Dark Souls' world, like it had always been there, and shines much light on certain unexplained aspects of the original. Dark Souls, superb as it is, has the unmistakeable signs that it was rushed to make its original release date, and this feels like it was meant to be there all along.

This new content is that it slots beautifully into Dark Souls' world, like it had always been there

Finding it is the first tricky task, and you won't be able to enter Oolacile until a significant way into the game - basically, you need access to the Duke's Archives and the Darkroot Basin. There's a little in-joke with the fans, based around a broken pendant and a somewhat obscure character in the world, but that's about as friendly as Dark Souls ever gets. From here it's one big stretch of deadly environments, and one hell of a boss line-up.

Things start off with the Sanctuary Guardian, which managed to kill me about ten times as a welcome present, a lion and serpent combination that's vicious, poisonous, and shocking. After this comes the only minor disappointment with the single-player portion of the DLC, an expansive wooded environment that is basically a mirrored version of the Forest area from the original. It's a different beast, with a visual overhaul turning it into a spooky netherworld dotted with fake lights, but the familiar geography blunts a little of the impact. As with everything to do with Dark Souls, the lore justifies it, but I'm still not happy.

The setups for each boss are amazing and actually finding the hardest enemy in the DLC is a challenge in itself.

This place takes ages to explore safely, thanks to the ridiculously hard-hitting tree-men that are dotted everywhere and can be all-too-easily aggro'd in groups, though shortcuts can eventually be opened up and there's a very interesting merchant character waiting to be found. I was around soul level 45 when first attempting this section, and got a good kicking quite a few times.

The boss awaiting at the end of this is a killer. Knight Artorias is one of the great legendary figures in Dark Souls' world, a presence often hinted at but never seen - and here he is, a corrupted beast swallowed by the Abyss. Putting him away solo is a massive challenge, worthy of comparison with anything in the original, and I could only do it in the end thanks to Summoning in some wonderful help. The fight is so good though, with more than an echo of Ornstein and Smough, that you want to go straight back and do it again.

From here things go down - deep down. A stretching walk over the remains of a town take you into its guts, preparation for what's to come with ranks of bloated-head warriors and their deadly dark mage backup. As you press further and further in, you eventually find the very bottom. Barely lit, filled with enemies in corners, haunted at pockets by the unblinking eyes of ghosts that then begin to move slowly, steadily towards you. Unaffected by your shield, and simply wanting to touch you and drain sweet life, they're a dangerous and unsettling addition to the Dark Souls bestiary.

If you kill enough former inhabitants of Oolacile you might get one of their pustule-ridden heads to wear. Hats FTW!

The final boss lies in wait beyond this - and then, in best Dark Souls tradition, there is actually a final, hidden boss back along the path that's even tougher. Both are terrifying opponents to face, capable of destroying ill-prepared teams and turning what looks like a possible victory into a crushing defeat. Both match up to the very best Dark Souls has to offer, and ensure this new content slots neatly in alongside the wonderful original.

What is not such an easy fit, though it can also be great on occasion, is the PvP.

What is not such an easy fit, though it can also be great on occasion, is the PvP. The arena is unlocked after defeating Artorias, and is snuggled away in an antechamber almost like From Software is somehow embarrassed. Six pedestals represent three different PvP modes over two maps - duels (one versus one), team battles (two versus two) and four-player FFA matches. If you ever want to actually play a game of Dark Souls PvP, then go for a Duel at the Ruins.

That mode and map is your only real chance of action. I've spent hours – and I mean hours – standing on the trapdoors for the other modes and maps, waiting patiently as the little glowing red circles supposed to indicate other players blink in and out of existence. Dark Souls' online has always been less-than-perfect, but the game is so good you tend to muddle through and be grateful when it does work.

The red circles are supposed to show other players waiting for matches, but they didn't impact anything for me.

But this is a dedicated matchmaking system that gives its players no feedback - it may well break the lore, but the fact you can't have something as crass as a player count or an estimated wait time begins to really grate after a few hours. So basically, the PvP modes are largely unplayable at the moment. Perhaps things will improve as more and more players discover the arena, and there's a wider spread of levels, but going on From Software's past form don't count on it.

That said, the one mode that does work semi-regularly, a Duel at the Ruins, shows what we're missing. I've fought crazy dark wizards that are half-Saruman half-Zorro, giant hulks in unbreakable armour heaving clubs and knocking you around like a tennis ball, and assassins that turn invisible when you respawn, and strike with a backstab while you're looking.

People don't talk much about Dark Souls' customisation options, but it's a game where you can make your avatar look unique, and there are some awesomely silly hats and armour sets lying around - as well as unbelievably cool weapons. The duels are so good because you see all of this, and come across tactics you'd never have imagined. Just like the single-player, thinking on your feet is the only way to victory, and so it breaks my heart there isn't a better structure for it.

There was no-one else around to fight with – so we decided to strip naked and do this queensbury-style.

The Prepare to Die content adds much to Dark Souls, and not a bit of it feels out of place, or like filler. The single-player is recommended without any caveats, though it is important to emphasise it's designed for experienced players rather than newcomers and thus you won't see it for a good while. As for the PvP... well, it's the same old story. The concept is great, and when it infrequently works it is great. But it just doesn't work most of the time. While I love Dark Souls more than anything, sitting in front of your PC for hours waiting for something to happen is just a waste of time. The matchmaking needed to be much, much better than this.

To find out how Dark Souls: Prepare to Die edition scored, check out IGN’s review.


Source : feeds[dot]ign[dot]com

Ahead of Medal Of Honor: Warfighter's October 26th release, we're launching a new competition to give you the chance to win some incredible hardware. For the last few weeks IGN readers were given the opportunity to choose your ultimate gaming prize and the voting has now closed.

We're happy to announce that we're giving away a 46-inch 3DTV and a PlayStation 3 so that you can play EA's upcoming shooter as it was intended to be played - on a massive screen with the volume turned up to the max!

HOW TO ENTER

If you want to get involved all you need to do is head to...

http://uk-microsites.ign.com/medalofhonor/ 

...and click on the competition link at the very top of the page then click on the button marked Enter.

You've got until 10am on September 18 2012 to submit your details, so what are you waiting for soldier?

This competition is open to UK residents over the age of 18 only, with full terms and conditions on the competition page.


Source : feeds[dot]ign[dot]com

Ahead of Medal Of Honor: Warfighter's October 26th release, we're launching a new competition to give you the chance to win some incredible hardware. For the last few weeks IGN readers were given the opportunity to choose your ultimate gaming prize and the voting has now closed.

We're happy to announce that we're giving away a 46-inch 3DTV and a PlayStation 3 so that you can play EA's upcoming shooter as it was intended to be played - on a massive screen with the volume turned up to the max!

HOW TO ENTER

If you want to get involved all you need to do is head to...

http://uk-microsites.ign.com/medalofhonor/ 

...and click on the competition link at the very top of the page then click on the button marked Enter.

You've got until 10am on September 18 2012 to submit your details, so what are you waiting for soldier?

This competition is open to UK residents over the age of 18 only, with full terms and conditions on the competition page.


Source : feeds[dot]ign[dot]com

Ubisoft has abandoned its controversial always-on DRM for PC games following sustained consumer criticism.

The company revealed its decision to RPS, with its worldwide director for online games Stephanie Perotti explaining that the decision was actually implemented some time ago.

We have listened to feedback, and since June last year our policy for all of PC games is that we only require a one-time online activation when you first install the game, and from then you are free to play the game offline.

"We have listened to feedback, and since June last year our policy for all of PC games is that we only require a one-time online activation when you first install the game," she said. "From then you are free to play the game offline."

Ubisoft's DRM attempted to prevent piracy by requiring players to have an active internet connection at all times while playing a game. This meant playing without an internet connection was impossible, even if the game had no online functionality. Even more annoyingly, if your connection dropped at any stage then the game would instantly stop, meaning you lost whatever progress was unsaved.

A large amount of its controversy stemmed from the fact that pirated versions of Ubisoft titles could be played offline, effectively meaning that only honest purchasers were being penalised, especially when its servers went down. Thankfully this won't be the case for any of Ubisoft's upcoming titles, including the hotly anticipated Assassin's Creed III; all you'll need an internet connection for in future is the one-time online activation, and then to access any online services.

Perotti clarified, "Whenever you want to reach any online service, multiplayer, you will have to be connected, and obviously for online games you will also need to be online to play. But if you want to enjoy Assassin’s Creed III single player, you will be able to do that without being connected. And you will be able to activate the game on as many machines as you want."

The use of always-on DRM has never been particularly popular, with Diablo III coming under fire earlier this year as one of the most high profile adopters.

Ubisoft recently revealed it's experienced piracy rates of 93-95%, and was looking at adopting more F2P models in the future to try to recoup lost revenue.

Luke Karmali is IGN's UK Editorial Assistant and has become immune to the demands of constantly being online thanks to MMOs. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

Ubisoft has abandoned its controversial always-on DRM for PC games following sustained consumer criticism.

The company revealed its decision to RPS, with its worldwide director for online games Stephanie Perotti explaining that the decision was actually implemented some time ago.

We have listened to feedback, and since June last year our policy for all of PC games is that we only require a one-time online activation when you first install the game, and from then you are free to play the game offline.

"We have listened to feedback, and since June last year our policy for all of PC games is that we only require a one-time online activation when you first install the game," she said. "From then you are free to play the game offline."

Ubisoft's DRM attempted to prevent piracy by requiring players to have an active internet connection at all times while playing a game. This meant playing without an internet connection was impossible, even if the game had no online functionality. Even more annoyingly, if your connection dropped at any stage then the game would instantly stop, meaning you lost whatever progress was unsaved.

A large amount of its controversy stemmed from the fact that pirated versions of Ubisoft titles could be played offline, effectively meaning that only honest purchasers were being penalised, especially when its servers went down. Thankfully this won't be the case for any of Ubisoft's upcoming titles, including the hotly anticipated Assassin's Creed III; all you'll need an internet connection for in future is the one-time online activation, and then to access any online services.

Perotti clarified, "Whenever you want to reach any online service, multiplayer, you will have to be connected, and obviously for online games you will also need to be online to play. But if you want to enjoy Assassin’s Creed III single player, you will be able to do that without being connected. And you will be able to activate the game on as many machines as you want."

The use of always-on DRM has never been particularly popular, with Diablo III coming under fire earlier this year as one of the most high profile adopters.

Ubisoft recently revealed it's experienced piracy rates of 93-95%, and was looking at adopting more F2P models in the future to try to recoup lost revenue.

Luke Karmali is IGN's UK Editorial Assistant and has become immune to the demands of constantly being online thanks to MMOs. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

Selasa, 04 September 2012

The term "iron chef" just took on scary new connotations.

Chef Cui, invented by Beijing restauranteur Cui Runguan, is a $2000 robot for Asian noodle bars. A motorized arm modeled after windshield wipers cuts fresh noodles faster and more evenly than most human workers can.

Robot labor is also cheaper than human labor (yes, even in China). Noodle bar employees earn about $4700/year, so Chef Cui is pretty much a no-brainer for any shop doing enough business that it would have to hire somebody just to slice noodles.

Runguan has sold over 3000 units already. "It's a great machine," one Chef Cui owner said, "and it is better than a man." A customer at his restaurant concurs: "The noodles made by the robot are as good as the man-made ones."

Chef Cui was expressly designed to eliminate jobs, but that's not necessarily a bad thing: slicing noodles all day would probably be pretty tedious and exhausting. As Runguan explains, "young people don't want to work slicing noodles." On behalf of young people everywhere, he's right.

Of course, when you make robots do menial work, there's always the risk of an uprising. Chef Cui is obviously quick with a blade, and just look at those creepy yellow eyes and sinister chevron-shaped unibrow. Why it has a head at all is a mystery, but we're just glad these things aren't mobility-enabled.

Will you refuse to eat android-sliced food on principle or welcome our new robo-chef overlords? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

The term "iron chef" just took on scary new connotations.

Chef Cui, invented by Beijing restauranteur Cui Runguan, is a $2000 robot for Asian noodle bars. A motorized arm modeled after windshield wipers cuts fresh noodles faster and more evenly than most human workers can.

Robot labor is also cheaper than human labor (yes, even in China). Noodle bar employees earn about $4700/year, so Chef Cui is pretty much a no-brainer for any shop doing enough business that it would have to hire somebody just to slice noodles.

Runguan has sold over 3000 units already. "It's a great machine," one Chef Cui owner said, "and it is better than a man." A customer at his restaurant concurs: "The noodles made by the robot are as good as the man-made ones."

Chef Cui was expressly designed to eliminate jobs, but that's not necessarily a bad thing: slicing noodles all day would probably be pretty tedious and exhausting. As Runguan explains, "young people don't want to work slicing noodles." On behalf of young people everywhere, he's right.

Of course, when you make robots do menial work, there's always the risk of an uprising. Chef Cui is obviously quick with a blade, and just look at those creepy yellow eyes and sinister chevron-shaped unibrow. Why it has a head at all is a mystery, but we're just glad these things aren't mobility-enabled.

Will you refuse to eat android-sliced food on principle or welcome our new robo-chef overlords? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Sony Pictures Home Entertainment will bring The Amazing Spider-Man to Blu-ray, DVD and Blu-ray 3D November 9, 2012. While the film was the lowest grossing entry in the popular franchise, the reboot, directed by Marc Webb and starring Andrew Garfield, Emma Stone and Rhys Ifans, still managed to gross more than $735 million worldwide, hardly an unimpressive number.

Sony Pictures Home Entertainment is rolling out the red carpet for this film, with five separate releases, including a limited edition gift set featuring two collectible figurines. Unfortunately, there does not appear to be an extended (or alternate) cut of the film, despite rumors of much post-production tinkering. The release does, at least, include a deleted scenes reel.

Below is a breakdown of what all to expect from each release:

The Amazing Spider-Man Three-Disc Blu-ray/DVD/UltraViolet Combo Pack

(Suggested Retail: $40.99. Amazon Pre-Order Price: $28.69)

Disc 1: 2D Blu-ray feature film, featuring a 1080p transfer with 5.1 DTS-HD Master Audio.

Special Features:

  • The Amazing Spider-Man Second Screen App, including interviews, storyboards, alternate takes, costume tests, pre-visualization sequences and more. Allows you to “sling" content from your tablet to the TV.
  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

Disc 2: Blu-ray featuring 90 Minutes of Behind-the-Scenes Documentaries, including:

  • Development and Direction
  • Casting
  • Costumes
  • On Location: LA
  • On Stage: Sony Studios
  • On Location: NY
  • Post Production and Release
  • 16 Pre-Visualization Sequences

Disc 3: DVD feature film

Special Features:

  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

The Amazing Spider-Man Four-Disc Blu-ray 3D/Blu-ray/DVD/UltraViolet Combo Pack

(Suggested Retail: $55.99. Amazon Pre-Order Price: $38.99)

All of the 3-Disc Combo Pack Special Features plus...

Disc 1: 3D Blu-ray

  • 3D versions of the film
  • 3D 101 with Director Marc Webb
  • 3D Image Progression Reel

Disc 2: 2D Blu-ray feature film

Disc 3: 2D Blu-ray featuring 90 Minutes of Behind-the-Scenes Documentaries

Disc 4: DVD feature film

The Amazing Spider-Man Limited Edition Four-Disc Blu-ray 3D/Blu-ray/DVD/UltraViolet Combo Pack Gift Set

(Suggested Retail: $95.99. Amazon Pre-Order Price: $66.99)

All of the 4-Disc Blu-ray 3D/Blu-ray/DVD Combo Pack Special Features plus...

  • Collectible Amazing Spider-Man Figurine
  • Collectible Lizard Figurine

The Amazing Spider-Man Single-Disc DVD/UltraViolet Combo Pack

(Suggested Retail: $30.99. Amazon Pre-Order Price: $21.69)

Disc 1: DVD feature film with an anamorphic widescreen transfer and 5.1 Dolby Digital audio

Special Features:

  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

The Amazing Spider-Man Single-Disc Blu-ray/UltraViolet Combo Pack

(Suggested Retail: $35.99. Amazon Pre-Order Price: $24.99)

Disc 1: 2D Blu-ray feature film, featuring a 1080p transfer with 5.1 DTS-HD Master Audio.

Special Features:

  • The Amazing Spider-Man Second Screen App, including interviews, storyboards, alternate takes, costume tests, pre-visualization sequences and more. Allows you to “sling" content from your tablet to the TV.
  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

As always, stay tuned for more updates! While you wait, be sure to check out our video review of the film:

Holy Social Networks, readers! Now you can follow R.L. Shaffer on TwitterFacebook orMyIGN for quotes, rants, reviews, news and more!


Source : feeds[dot]ign[dot]com

Sony Pictures Home Entertainment will bring The Amazing Spider-Man to Blu-ray, DVD and Blu-ray 3D November 9, 2012. While the film was the lowest grossing entry in the popular franchise, the reboot, directed by Marc Webb and starring Andrew Garfield, Emma Stone and Rhys Ifans, still managed to gross more than $735 million worldwide, hardly an unimpressive number.

Sony Pictures Home Entertainment is rolling out the red carpet for this film, with five separate releases, including a limited edition gift set featuring two collectible figurines. Unfortunately, there does not appear to be an extended (or alternate) cut of the film, despite rumors of much post-production tinkering. The release does, at least, include a deleted scenes reel.

Below is a breakdown of what all to expect from each release:

The Amazing Spider-Man Three-Disc Blu-ray/DVD/UltraViolet Combo Pack

(Suggested Retail: $40.99. Amazon Pre-Order Price: $28.69)

Disc 1: 2D Blu-ray feature film, featuring a 1080p transfer with 5.1 DTS-HD Master Audio.

Special Features:

  • The Amazing Spider-Man Second Screen App, including interviews, storyboards, alternate takes, costume tests, pre-visualization sequences and more. Allows you to “sling" content from your tablet to the TV.
  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

Disc 2: Blu-ray featuring 90 Minutes of Behind-the-Scenes Documentaries, including:

  • Development and Direction
  • Casting
  • Costumes
  • On Location: LA
  • On Stage: Sony Studios
  • On Location: NY
  • Post Production and Release
  • 16 Pre-Visualization Sequences

Disc 3: DVD feature film

Special Features:

  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

The Amazing Spider-Man Four-Disc Blu-ray 3D/Blu-ray/DVD/UltraViolet Combo Pack

(Suggested Retail: $55.99. Amazon Pre-Order Price: $38.99)

All of the 3-Disc Combo Pack Special Features plus...

Disc 1: 3D Blu-ray

  • 3D versions of the film
  • 3D 101 with Director Marc Webb
  • 3D Image Progression Reel

Disc 2: 2D Blu-ray feature film

Disc 3: 2D Blu-ray featuring 90 Minutes of Behind-the-Scenes Documentaries

Disc 4: DVD feature film

The Amazing Spider-Man Limited Edition Four-Disc Blu-ray 3D/Blu-ray/DVD/UltraViolet Combo Pack Gift Set

(Suggested Retail: $95.99. Amazon Pre-Order Price: $66.99)

All of the 4-Disc Blu-ray 3D/Blu-ray/DVD Combo Pack Special Features plus...

  • Collectible Amazing Spider-Man Figurine
  • Collectible Lizard Figurine

The Amazing Spider-Man Single-Disc DVD/UltraViolet Combo Pack

(Suggested Retail: $30.99. Amazon Pre-Order Price: $21.69)

Disc 1: DVD feature film with an anamorphic widescreen transfer and 5.1 Dolby Digital audio

Special Features:

  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

The Amazing Spider-Man Single-Disc Blu-ray/UltraViolet Combo Pack

(Suggested Retail: $35.99. Amazon Pre-Order Price: $24.99)

Disc 1: 2D Blu-ray feature film, featuring a 1080p transfer with 5.1 DTS-HD Master Audio.

Special Features:

  • The Amazing Spider-Man Second Screen App, including interviews, storyboards, alternate takes, costume tests, pre-visualization sequences and more. Allows you to “sling" content from your tablet to the TV.
  • Deleted Scenes
  • Filmmaker Audio Commentary
  • The Oscorp Archives – Production Art Gallery
  • Stunt Rehearsals

As always, stay tuned for more updates! While you wait, be sure to check out our video review of the film:

Holy Social Networks, readers! Now you can follow R.L. Shaffer on TwitterFacebook orMyIGN for quotes, rants, reviews, news and more!


Source : feeds[dot]ign[dot]com

It may have been overly obvious how much the writers and producers were really stretching out the three hours on last night’s RAW, but not only did we get another wonderful leaf pile of Daniel Bryan/Kane shtick to leap into, but they managed to take the CM Punk story and...well...

Man, and just when it was starting to get boring too. Freakin’ Paul Heyman and CM Punk! Friends forever! Amazing. I adore this.

And just one week off of Punk having to fight Jerry Lawler – which is sort of bottom-barrel heat seeking. But this? This makes everything better. This makes it all go down smooth. Of course, it’s weird to pair them up so close to a title match that CM Punk seems destined to lose.  But now...perhaps...maybe not...with the losing so much? Maybe Punk can retain? I don’t want to get my hopes up. I mean, I don’t know the exact nature of Heyman and Punk’s storyline relationship yet. All I know is that this tweet (and response) makes my eyes piss tears.

It’s all happening. Back during “Pipe Bomb 3:16”, Punk said he was a “Paul Heyman guy.” And people have been wanting these two dynamos to hook up for years. But what Heyman originally said, months back when he reappeared on behalf of Brock, was true. Heyman works best when he’s speaking for a guy who needs help speaking. Punk doesn’t need a mouth (too...many...jokes…). He’s his own Heyman. That being said, I don’t care. Give me ALL THE MOUTHS! (more excerpts from my pre-written eulogy)

Snow Angels.

It seems as though, with Punk facing Cena in Boston at NOC, that the WWE was trying to get some nuclear heat on Punk right quick. So that there, in the very least, would be split crowd in Cena’s hometown. But now, after a RAW in Chicago and a team-up with Heyman? All of that Lawler beating was for naught. Punk was getting cheered last night no matter what. Even when he barfed out typical heel rhetoric like “When you disagree with me, you disrespect me.” Didn’t matter. The crowd was too intellimark. And next week’s RAW is in Canada! That’s not going to help Cena one bit! Anyway. Regardless of whether Punk still winds up losing at NOC, this is all great freakin’ news.

Well, except for the official theme song for NOC. By Kevin “Suuuuuucks” Rudolf and Fred “Still Doing Things Despite All Our Wishes That He Wouldn't” Durst. Yeah, f*** that. And not only are there horrible people behind the writing and producing of the song, it’s also an effing awful song! Like, probably the worst song I’ve ever heard. And I know that those of us who write on the internet would be absolutely nothing without the rampant abuse of hyperbole, but it was truly atrocious. And I only heard a few seconds. Imagine if I’d heard the entire magnum opus? I’ve never felt the need to describe a piece of music as gamey before. I wish I could give it a Yelp review. If that song were an ice cream flavor it would be Uncooked Pork Ripple.

Now, I do understand why Lawler wouldn’t be back doing commentary this week after last week’s match. So why the extra Punk/Lawler brawl at the beginning? That was clearly a brawl and not a sneak attack. In fact, Punk even said that the footage never showed how the fight started. I mean, it wasn’t going to get Punk any heat in Chicago, so why do it? And for the love of...it’s been weeks now, thanks to Lawler and Matthews' various stories -- of Cole doing a solo act at the announce table. I mean, it’s not really any more terrible than him doing it with someone else…but why is it happening? Why the parade of guest commentators? The funny thing is that…when Cole is by himself, and has no one else to bulls*** with, he CALLS THE MATCH! And drops his heel agenda. So – surprise surprise – there is an upside to all of it. For the entire Ziggler vs. Orton match, Cole just played it straight and boring. Which was fantastic, since it meant that I could just enjoy the match. And it was a great match. As was the Del Rio/Cena match at the end. Speaking of Del Rio, someone on Tumblr ships him and Daffney.

I don’t know what sparked this obsession, but I’ll support anyone’s ridiculous shipper fantasies. Sometimes, in this lonely dark world, it’s all we have. Speaking of good news for depressed people...

More from RAW, including Kane and Daniel Bryan's officiated hug match, on page 2...


Source : feeds[dot]ign[dot]com

It may have been overly obvious how much the writers and producers were really stretching out the three hours on last night’s RAW, but not only did we get another wonderful leaf pile of Daniel Bryan/Kane shtick to leap into, but they managed to take the CM Punk story and...well...

Man, and just when it was starting to get boring too. Freakin’ Paul Heyman and CM Punk! Friends forever! Amazing. I adore this.

And just one week off of Punk having to fight Jerry Lawler – which is sort of bottom-barrel heat seeking. But this? This makes everything better. This makes it all go down smooth. Of course, it’s weird to pair them up so close to a title match that CM Punk seems destined to lose.  But now...perhaps...maybe not...with the losing so much? Maybe Punk can retain? I don’t want to get my hopes up. I mean, I don’t know the exact nature of Heyman and Punk’s storyline relationship yet. All I know is that this tweet (and response) makes my eyes piss tears.

It’s all happening. Back during “Pipe Bomb 3:16”, Punk said he was a “Paul Heyman guy.” And people have been wanting these two dynamos to hook up for years. But what Heyman originally said, months back when he reappeared on behalf of Brock, was true. Heyman works best when he’s speaking for a guy who needs help speaking. Punk doesn’t need a mouth (too...many...jokes…). He’s his own Heyman. That being said, I don’t care. Give me ALL THE MOUTHS! (more excerpts from my pre-written eulogy)

Snow Angels.

It seems as though, with Punk facing Cena in Boston at NOC, that the WWE was trying to get some nuclear heat on Punk right quick. So that there, in the very least, would be split crowd in Cena’s hometown. But now, after a RAW in Chicago and a team-up with Heyman? All of that Lawler beating was for naught. Punk was getting cheered last night no matter what. Even when he barfed out typical heel rhetoric like “When you disagree with me, you disrespect me.” Didn’t matter. The crowd was too intellimark. And next week’s RAW is in Canada! That’s not going to help Cena one bit! Anyway. Regardless of whether Punk still winds up losing at NOC, this is all great freakin’ news.

Well, except for the official theme song for NOC. By Kevin “Suuuuuucks” Rudolf and Fred “Still Doing Things Despite All Our Wishes That He Wouldn't” Durst. Yeah, f*** that. And not only are there horrible people behind the writing and producing of the song, it’s also an effing awful song! Like, probably the worst song I’ve ever heard. And I know that those of us who write on the internet would be absolutely nothing without the rampant abuse of hyperbole, but it was truly atrocious. And I only heard a few seconds. Imagine if I’d heard the entire magnum opus? I’ve never felt the need to describe a piece of music as gamey before. I wish I could give it a Yelp review. If that song were an ice cream flavor it would be Uncooked Pork Ripple.

Now, I do understand why Lawler wouldn’t be back doing commentary this week after last week’s match. So why the extra Punk/Lawler brawl at the beginning? That was clearly a brawl and not a sneak attack. In fact, Punk even said that the footage never showed how the fight started. I mean, it wasn’t going to get Punk any heat in Chicago, so why do it? And for the love of...it’s been weeks now, thanks to Lawler and Matthews' various stories -- of Cole doing a solo act at the announce table. I mean, it’s not really any more terrible than him doing it with someone else…but why is it happening? Why the parade of guest commentators? The funny thing is that…when Cole is by himself, and has no one else to bulls*** with, he CALLS THE MATCH! And drops his heel agenda. So – surprise surprise – there is an upside to all of it. For the entire Ziggler vs. Orton match, Cole just played it straight and boring. Which was fantastic, since it meant that I could just enjoy the match. And it was a great match. As was the Del Rio/Cena match at the end. Speaking of Del Rio, someone on Tumblr ships him and Daffney.

I don’t know what sparked this obsession, but I’ll support anyone’s ridiculous shipper fantasies. Sometimes, in this lonely dark world, it’s all we have. Speaking of good news for depressed people...

More from RAW, including Kane and Daniel Bryan's officiated hug match, on page 2...


Source : feeds[dot]ign[dot]com

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