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Senin, 06 Agustus 2012

Withnail And I star Richard E Grant will appear in this year's Doctor Who Christmas episode, which started filming this week.

The BBC has announced that the special will be written by Doctor Who veteran Steven Moffat and directed by Saul Metzstein.

Speaking about his upcoming appearance, Grant said, "I played Doctor Who in the digital animated Scream Of The Shalka and I'm honoured to be in the Christmas Special." Scream of the Shalka is a flash-animated series produced to coincide with the 40th Anniversary of the series and was originally posted in six weekly parts back in 2003.

That's not the actor's only connection to the role of The Doctor though; his Withnail and I co-star Paul McGann took on the role of the Eighth Doctor  in the 1996 Doctor Who television movie and subsequent tie-in media, including the BBC Radio 7 series between 2007 and 2010.

Also joining Matt Smith's Doctor and his new companion played by Jenna-Louise Coleman in the episode is Tom Ward, who has starred in BBC One's Silent Witness since 2002.

Season seven of Doctor Who will start this August, and the Christmas Special will be followed by a further eight episodes next year.

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

Withnail And I star Richard E Grant will appear in this year's Doctor Who Christmas episode, which started filming this week.

The BBC has announced that the special will be written by Doctor Who veteran Steven Moffat and directed by Saul Metzstein.

Speaking about his upcoming appearance, Grant said, "I played Doctor Who in the digital animated Scream Of The Shalka and I'm honoured to be in the Christmas Special." Scream of the Shalka is a flash-animated series produced to coincide with the 40th Anniversary of the series and was originally posted in six weekly parts back in 2003.

That's not the actor's only connection to the role of The Doctor though; his Withnail and I co-star Paul McGann took on the role of the Eighth Doctor  in the 1996 Doctor Who television movie and subsequent tie-in media, including the BBC Radio 7 series between 2007 and 2010.

Also joining Matt Smith's Doctor and his new companion played by Jenna-Louise Coleman in the episode is Tom Ward, who has starred in BBC One's Silent Witness since 2002.

Season seven of Doctor Who will start this August, and the Christmas Special will be followed by a further eight episodes next year.

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

EA has released a trailer for SSX that implies that multiplayer will be coming to the snowboarding game.

The footage implies that at least five players will be able to jump out of the helicopter at the start of a course, but the other racers will appear as hologrammatic 'ghosts' (presumably to avoid unsightly and painful collisions).

Although well-received upon its release, SSX have multiplayer out of the box, allowing only for asynchronous head-to-heads via leaderboards.

Will the addition of multiplayer take you back to the slopes? Let us know in the comments below.

Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

EA has released a trailer for SSX that implies that multiplayer will be coming to the snowboarding game.

The footage implies that at least five players will be able to jump out of the helicopter at the start of a course, but the other racers will appear as hologrammatic 'ghosts' (presumably to avoid unsightly and painful collisions).

Although well-received upon its release, SSX have multiplayer out of the box, allowing only for asynchronous head-to-heads via leaderboards.

Will the addition of multiplayer take you back to the slopes? Let us know in the comments below.

Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Crysis 3 is currently not being developed for the Wii U, according to Crytek general manager Nick Button-Brown.

Just to answer the speculation, we are not currently working on a wiiU version of #Crysis3.

The announcement was made on Button-Brown's official Twitter, where he said, "Just to answer the speculation, we are not currently working on a wiiU version of #Crysis3."

Rumours about the potential for the game to come to Nintendo's console started when Crytek CEO Cevat Yerli said Wii U is "minimum on par with the current generation." He also shared the news that the CryEngine 3 ran "beautifully" on the platform, and that while the main Crytek team wasn't working on a project, there is "a game in development from a respected developer that [the company] will be announcing."

We still don't know what that title is, but just because the main Crytek team isn't working on anything doesn't mean a smaller division like Crytek UK couldn't be developing a game.

Crysis 3 is due out on Xbox 360, PS3 and PC and is currently targeted for a February 2013 release.

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

Crysis 3 is currently not being developed for the Wii U, according to Crytek general manager Nick Button-Brown.

Just to answer the speculation, we are not currently working on a wiiU version of #Crysis3.

The announcement was made on Button-Brown's official Twitter, where he said, "Just to answer the speculation, we are not currently working on a wiiU version of #Crysis3."

Rumours about the potential for the game to come to Nintendo's console started when Crytek CEO Cevat Yerli said Wii U is "minimum on par with the current generation." He also shared the news that the CryEngine 3 ran "beautifully" on the platform, and that while the main Crytek team wasn't working on a project, there is "a game in development from a respected developer that [the company] will be announcing."

We still don't know what that title is, but just because the main Crytek team isn't working on anything doesn't mean a smaller division like Crytek UK couldn't be developing a game.

Crysis 3 is due out on Xbox 360, PS3 and PC and is currently targeted for a February 2013 release.

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

A screenshot purporting to be from the Prince of Persia reboot appeared on an official Ubisoft forum over the weekend.

The image shows a heavy-set Prince in what looks like an Egyptian setting. The screenshot is obviously taken from a work in progress: the crowd are hovering and various bits of technical data can be seen.

The screenshot is branded 'Pop Zero 2', which probably refers to POP Zero, a reboot of the popular wall-running franchise that was apparently set in the modern day that never saw the light of day.

So is it authentic? We don't know. We've reached out to Ubisoft for comment. But the image of the new black prince is consistent with images that leaked on NeoGaf (rumoured to be from a new Prince of Persia game) in the run up to this year's E3.

Let the speculation begin.

Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

A screenshot purporting to be from the Prince of Persia reboot appeared on an official Ubisoft forum over the weekend.

The image shows a heavy-set Prince in what looks like an Egyptian setting. The screenshot is obviously taken from a work in progress: the crowd are hovering and various bits of technical data can be seen.

The screenshot is branded 'Pop Zero 2', which probably refers to POP Zero, a reboot of the popular wall-running franchise that was apparently set in the modern day that never saw the light of day.

So is it authentic? We don't know. We've reached out to Ubisoft for comment. But the image of the new black prince is consistent with images that leaked on NeoGaf (rumoured to be from a new Prince of Persia game) in the run up to this year's E3.

Let the speculation begin.

Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Minggu, 05 Agustus 2012

The last time we wedged video game characters into films the end result was a list of movies so stupid not even Hollywood would bankroll them. We were just about out of ideas until you guys hit us with so many more suggestions we just had to do it again.

Click on the image if you missed it.

Here goes nothing.

Suggested by A_Different_Nate

This poster reminds us of a puzzle.

Suggested by langstonwells

Koming Soon.

Typical Nintendo; Bogarting all the classics.

Suggested by langstonwells

Get it? We made him red. Cough.

Well, don't you? 10 bucks he's wearing his underwear in the bath.

See? Even a hologram of Duke Nukem gets more tail than regular men.

Suggested by langstonwells

Somebody get on the Source Filmmaker!

Any more ideas? Check out here for the first batch of mash-ups.

Or click this image.

Luke is Games Editor at IGN AU. You can chat to him about games, cars and '80s movies on IGN here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

The last time we wedged video game characters into films the end result was a list of movies so stupid not even Hollywood would bankroll them. We were just about out of ideas until you guys hit us with so many more suggestions we just had to do it again.

Click on the image if you missed it.

Here goes nothing.

Suggested by A_Different_Nate

This poster reminds us of a puzzle.

Suggested by langstonwells

Koming Soon.

Typical Nintendo; Bogarting all the classics.

Suggested by langstonwells

Get it? We made him red. Cough.

Well, don't you? 10 bucks he's wearing his underwear in the bath.

See? Even a hologram of Duke Nukem gets more tail than regular men.

Suggested by langstonwells

Somebody get on the Source Filmmaker!

Any more ideas? Check out here for the first batch of mash-ups.

Or click this image.

Luke is Games Editor at IGN AU. You can chat to him about games, cars and '80s movies on IGN here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

In a genre that thrives on cutting and pasting the best aspects of other games, The Secret World has done something more than a little different. It has taken the MMO and given it a distinctly single-player sheen, concentrating more on the narrative content and open character development than on the more traditional limited role, loot grind model. There are still elements of traditional MMO mechanics in place – the holy trinity of tank, healer and DPS still rules the roost when it comes to instances and the end game still devolves into running and re-running the same dungeons until geared – but for the most part, The Secret World asks players to approach the game in a manner different to pretty much any other by putting the RPG back into the MMO.

You're all but forced to watch the cutscenes and absorb the information contained within. You need to pay attention to the quest dialogue and the frequent books and notes you're tasked to read. Sometimes you even need to think entirely for yourself, deciphering Morse code, translating runes, working out passwords and locations from cryptic clues and generally immersing yourself in a world of conspiracy, ancient magic and intrigue. You're given the ability to adapt your character for any situation you might come across and not locked into the same archetype you originally chose to play. It's a fascinating approach, one that is all but new in the MMO space and hugely enjoyable to boot, but it can be argued that the conventional MMO structure has been successful for a reason. The Secret World tells a great story but how do you keep people interested in a story once the story is over? Let’s take a look.

Brian just wanted to hang out, but he often scared off the other children.

THE END GAME

Funcom recently dropped its first content update: a range of new quests dotted throughout the different zones and two new nightmare mode dungeons. As far as free content updates go, it's expansive and most welcome, but it sets a benchmark that is going to be a challenge to meet on a monthly basis - eight new quests and two end game dungeons. As the first free content update it's excellent, offering content to players across the entire game, from the first zone to the last, but aside from the two new nightmare mode dungeons there is little in the update that has lasting value to players and even then the value is questionable.

Up until the end game (or the closing stages of Transylvania, the final zone) the emphasis is placed heavily on story but once that story is finished the game reverts to a much more traditional structure of repeated dungeon runs and loot grinding. Whilst this may appeal to some, it runs kind of counter to everything that came before. This is the problem of a narrative and content-driven game that works on a monthly subscription basis – at some point it has to deliver repeatable content to fill the space until the next narrative content update. The promised monthly content updates will go some way to alleviating this divide, but unless Funcom can create meaningful repeatable content then the monthly content drop will only add a few hours of single use questing, or less for advanced characters, as gear and abilities can make can make lower level combat missions trivial.

Extensions of the story in the form of new zones seem inevitable thanks to the semi-open ending of the main story quests, but the frequency and pricing of these have not been set. A new zone can potentially add a wealth of new content for end game stage players but these will more likely appear as paid expansions rather than regular content updates thanks to the huge amount of work required from artists, writers, programmers, animators, voice actors and the like.

You know what they say about the night of the full moon: 'stay the hell inside, idiot'.

ALTS

The Secret World gives players the ability to learn all the skills and abilities available with a single character, giving players access to the entire range of experiences from the get-go. It's a hugely malleable system that allows for interesting play-style exploration but it does away with a key player retention mechanic – alts (that's alternate characters for those of you not down with the vernacular). Being able to do everything with one character somewhat negates the need or drive to roll an alternative character to explore different paths or careers. Rift, another MMO that essentially gave players the ability to fill all the roles in the “holy trinity” (tank, healer and DPS) got around this by having two factions with wildly different story lines, ensuring that whilst the experience might be similar, the questing and story was different.

Is The Secret World's system too free-form?

FACTIONS

As it stands the factions in The Secret World are purely cosmetic. The narrative tells players that the various factions are waging a covert war against each other for power, but aside from some outfits and voice actors they are almost identical, sharing that same style of faction progression and the same story line quests. The only place in which this factional divide is actually played out is the PVP battlegrounds but, in a general view, the PVP is meaningless. The different factions get stat bonuses for territories held, but the actual battling is segregated from the rest of the game. Players are told that the Templars, Illuminati and Dragon are enemies vying for power, but it never comes up in general play. In fact, the enmity is downplayed thanks to missions that see players from different factions travelling to the home cities of their enemies unmolested and the acts of banking and shopping require two of the three factions to enter the realm of their so-called enemy.

And oh how they danced, the little children of Stonehenge...

WEAPONS

A new weapon, something that's “slower, with bigger explosions” has been promised in a future update, with more varied ordnance to come at a later date. Unlike other MMOs in which the addition of new weapons isn't particularly interesting, the addition of a new weapon to The Secret World is tantamount to the addition of a new class. Whilst the weapons will almost invariably fall into the categories that already exist in game (support, DPS, tanking and healing) they will offer a new approach to that role and new synergies for players to experiment with. New weapons will also allow the developers to create new faction decks and outfits for players to strive towards.

While its unconventional approach to MMO design may have limited some of Funcom's options for extending the playability of The Secret World, that same unconventional style is what gives the team the ability to add new weapons, essentially the TSW version of a character class, to the mix. It seems rather bizarre for a game in which the narrative is the driving concern, but at the moment it looks as though it could be a mechanic, such as a new weapon, that will be the easiest approach for retaining players between sizable narrative content updates.

What do you think? How can Funcom best stay true to the intention of the game, while keeping its player base hooked? Let us know in the comments.

Daniel Wilks is a freelance writer based in Australia. You can follow the Aussie team on Facebook here, and Daniel on IGN here.


Source : feeds[dot]ign[dot]com

In a genre that thrives on cutting and pasting the best aspects of other games, The Secret World has done something more than a little different. It has taken the MMO and given it a distinctly single-player sheen, concentrating more on the narrative content and open character development than on the more traditional limited role, loot grind model. There are still elements of traditional MMO mechanics in place – the holy trinity of tank, healer and DPS still rules the roost when it comes to instances and the end game still devolves into running and re-running the same dungeons until geared – but for the most part, The Secret World asks players to approach the game in a manner different to pretty much any other by putting the RPG back into the MMO.

You're all but forced to watch the cutscenes and absorb the information contained within. You need to pay attention to the quest dialogue and the frequent books and notes you're tasked to read. Sometimes you even need to think entirely for yourself, deciphering Morse code, translating runes, working out passwords and locations from cryptic clues and generally immersing yourself in a world of conspiracy, ancient magic and intrigue. You're given the ability to adapt your character for any situation you might come across and not locked into the same archetype you originally chose to play. It's a fascinating approach, one that is all but new in the MMO space and hugely enjoyable to boot, but it can be argued that the conventional MMO structure has been successful for a reason. The Secret World tells a great story but how do you keep people interested in a story once the story is over? Let’s take a look.

Brian just wanted to hang out, but he often scared off the other children.

THE END GAME

Funcom recently dropped its first content update: a range of new quests dotted throughout the different zones and two new nightmare mode dungeons. As far as free content updates go, it's expansive and most welcome, but it sets a benchmark that is going to be a challenge to meet on a monthly basis - eight new quests and two end game dungeons. As the first free content update it's excellent, offering content to players across the entire game, from the first zone to the last, but aside from the two new nightmare mode dungeons there is little in the update that has lasting value to players and even then the value is questionable.

Up until the end game (or the closing stages of Transylvania, the final zone) the emphasis is placed heavily on story but once that story is finished the game reverts to a much more traditional structure of repeated dungeon runs and loot grinding. Whilst this may appeal to some, it runs kind of counter to everything that came before. This is the problem of a narrative and content-driven game that works on a monthly subscription basis – at some point it has to deliver repeatable content to fill the space until the next narrative content update. The promised monthly content updates will go some way to alleviating this divide, but unless Funcom can create meaningful repeatable content then the monthly content drop will only add a few hours of single use questing, or less for advanced characters, as gear and abilities can make can make lower level combat missions trivial.

Extensions of the story in the form of new zones seem inevitable thanks to the semi-open ending of the main story quests, but the frequency and pricing of these have not been set. A new zone can potentially add a wealth of new content for end game stage players but these will more likely appear as paid expansions rather than regular content updates thanks to the huge amount of work required from artists, writers, programmers, animators, voice actors and the like.

You know what they say about the night of the full moon: 'stay the hell inside, idiot'.

ALTS

The Secret World gives players the ability to learn all the skills and abilities available with a single character, giving players access to the entire range of experiences from the get-go. It's a hugely malleable system that allows for interesting play-style exploration but it does away with a key player retention mechanic – alts (that's alternate characters for those of you not down with the vernacular). Being able to do everything with one character somewhat negates the need or drive to roll an alternative character to explore different paths or careers. Rift, another MMO that essentially gave players the ability to fill all the roles in the “holy trinity” (tank, healer and DPS) got around this by having two factions with wildly different story lines, ensuring that whilst the experience might be similar, the questing and story was different.

Is The Secret World's system too free-form?

FACTIONS

As it stands the factions in The Secret World are purely cosmetic. The narrative tells players that the various factions are waging a covert war against each other for power, but aside from some outfits and voice actors they are almost identical, sharing that same style of faction progression and the same story line quests. The only place in which this factional divide is actually played out is the PVP battlegrounds but, in a general view, the PVP is meaningless. The different factions get stat bonuses for territories held, but the actual battling is segregated from the rest of the game. Players are told that the Templars, Illuminati and Dragon are enemies vying for power, but it never comes up in general play. In fact, the enmity is downplayed thanks to missions that see players from different factions travelling to the home cities of their enemies unmolested and the acts of banking and shopping require two of the three factions to enter the realm of their so-called enemy.

And oh how they danced, the little children of Stonehenge...

WEAPONS

A new weapon, something that's “slower, with bigger explosions” has been promised in a future update, with more varied ordnance to come at a later date. Unlike other MMOs in which the addition of new weapons isn't particularly interesting, the addition of a new weapon to The Secret World is tantamount to the addition of a new class. Whilst the weapons will almost invariably fall into the categories that already exist in game (support, DPS, tanking and healing) they will offer a new approach to that role and new synergies for players to experiment with. New weapons will also allow the developers to create new faction decks and outfits for players to strive towards.

While its unconventional approach to MMO design may have limited some of Funcom's options for extending the playability of The Secret World, that same unconventional style is what gives the team the ability to add new weapons, essentially the TSW version of a character class, to the mix. It seems rather bizarre for a game in which the narrative is the driving concern, but at the moment it looks as though it could be a mechanic, such as a new weapon, that will be the easiest approach for retaining players between sizable narrative content updates.

What do you think? How can Funcom best stay true to the intention of the game, while keeping its player base hooked? Let us know in the comments.

Daniel Wilks is a freelance writer based in Australia. You can follow the Aussie team on Facebook here, and Daniel on IGN here.


Source : feeds[dot]ign[dot]com

Note: Full spoilers for the episode follow.

Rian Johnson, who directed this episode, is awesome. Brick is fantastic; see it if you haven’t. His next movie, Looper, looks good. Johnson’s ideas waffle between incredulous and bizarrely mundane, but the focus on the bare bones of a scene or story (e.g.: the dialogue; the acting) and getting into the heads of his characters can make even the most absurd story realistic.

You can see it in the way characters talk to one another; the close-ups on their faces; the subtle droning tones. It’s not manipulative, but it draws you in. When Walt, Hank, Marie and Skyler are all outside, having dinner together, the entire scene is about Skyler about to break; and when it comes to a head—when Walt describes how Skyler was there for him, taking care of him during the cancer, one year ago—the camera doesn’t shift to the table at all. It is entirely on Skyler, her face unmoved with a twinge of regret, cut-to her point of view of the pool, cut-to her face. Cut to her walking into the pool.

Got dang. Even if “distressed person jumping into the pool” is a cliché, it worked wonderfully here.

“Fifty One” is a beautiful episode. Compared to Johnson’s last directed episode of Breaking Bad, “Fly,” it fits a lot more seamlessly into Breaking Bad’s catalog and especially into this season.

There was a lot to love in this one.

First, Skyler melted down. While I think there’s been a lot of misguidance on her character throughout the series—a good deal of it because fan reaction to her was so oddly visceral—“Fifty One” took a second to explore the depths of her fear and articulated it perfectly in one of the best scenes in this show’s history.

Just before that scene between Walt and Skyler, Marie and Hank talked to Walt about Skyler and brought up taking care of the kids while they work out their differences and of course this is Walt’s soft spot. Though Skyler’s clearly been out of sorts in the last few episodes, Walt’s ignored it. Now that the kids were being taken away—and how about those early scenes where Walt and Walt Jr. were connecting?—Walt needed some answers. She’s breaking up the family.

And this is the scene that gets BB another few Emmys in hand. The entire scene is so natural and familiar, it’s less like we’re watching a show and more like we’re seeing into some family’s life. The line between Cranston and Walt was severely blurred in this one. Nothing is brought out into the open unnaturally.

The whole scene was almost cut from a brilliant play, which, for a series that’s so excellent on so many levels, is something we haven’t seen before. The conversation ebbs and flows, from an early “OK, we need to talk” sentiment to a pretty harsh tone of implied domestic abuse one-upmanship and backhanded, subversive threats. When Walt knew she had the upper hand, he attacked her ability to plan and she broke down: “I don’t know!! This is the best I can come up with! I’ll count every minute the kids are away from you as a victory.”

Anna Gunn was fantastic in this scene. She was fantastic in the whole episode. This was her finest work yet on the series.

Lydia returned in this one and she attempted to game the system. I like Lydia. It’s not because she’s smart or clever or mean or anything, but she’s so type A and stressful and the fingernail biting and the wrong shoe wearing and etc. etc. I love it. She’s not a good person, but hey, who is in this series?

Yo soy Heisenberg!

Yo soy Heisenberg!

When she convinced Jesse (who, ya know, can get fooled like we can) that the can was lo-jacked by the DEA and Mike saw through it, you knew she was done for. What was kind of weird was when Jesse stopped him and Mike called him sexist for thinking she didn’t deserve to die, just like he was when Mike let her live. I haven’t seen many instances of character confusion in this series, but this was one—Mike let her live because his soft spot is for people who have one last wish to speak with family before they die.

Either way, I’m looking forward to where Lydia takes us.

Maybe most important was the Heisenberg hat is back to full throttle. I love that hat. It’s kinda dorky, but it makes Walt feel so empowered, you kind of want him to have it.

“Fifty One” packed a punch. It didn’t have any explosions, but it was cathartic and demonstrated just what Breaking Bad can do best: hard-hitting dialogue, powerful acting and cool directing and editing, with a few laughs and some fun here and there.

What’s most impressive this season is how everything has been building toward a crescendo. Yeah, Season 1 through 4 were all pointing to this season, but even the episodes within this season itself are pointing to something greater; some great cataclysmic ending. I don’t know if there’s anything that can match this kind of build-up, but the series has taken a turn for the epic and I think we all know it.


Source : feeds[dot]ign[dot]com

Note: Full spoilers for the episode follow.

Rian Johnson, who directed this episode, is awesome. Brick is fantastic; see it if you haven’t. His next movie, Looper, looks good. Johnson’s ideas waffle between incredulous and bizarrely mundane, but the focus on the bare bones of a scene or story (e.g.: the dialogue; the acting) and getting into the heads of his characters can make even the most absurd story realistic.

You can see it in the way characters talk to one another; the close-ups on their faces; the subtle droning tones. It’s not manipulative, but it draws you in. When Walt, Hank, Marie and Skyler are all outside, having dinner together, the entire scene is about Skyler about to break; and when it comes to a head—when Walt describes how Skyler was there for him, taking care of him during the cancer, one year ago—the camera doesn’t shift to the table at all. It is entirely on Skyler, her face unmoved with a twinge of regret, cut-to her point of view of the pool, cut-to her face. Cut to her walking into the pool.

Got dang. Even if “distressed person jumping into the pool” is a cliché, it worked wonderfully here.

“Fifty One” is a beautiful episode. Compared to Johnson’s last directed episode of Breaking Bad, “Fly,” it fits a lot more seamlessly into Breaking Bad’s catalog and especially into this season.

There was a lot to love in this one.

First, Skyler melted down. While I think there’s been a lot of misguidance on her character throughout the series—a good deal of it because fan reaction to her was so oddly visceral—“Fifty One” took a second to explore the depths of her fear and articulated it perfectly in one of the best scenes in this show’s history.

Just before that scene between Walt and Skyler, Marie and Hank talked to Walt about Skyler and brought up taking care of the kids while they work out their differences and of course this is Walt’s soft spot. Though Skyler’s clearly been out of sorts in the last few episodes, Walt’s ignored it. Now that the kids were being taken away—and how about those early scenes where Walt and Walt Jr. were connecting?—Walt needed some answers. She’s breaking up the family.

And this is the scene that gets BB another few Emmys in hand. The entire scene is so natural and familiar, it’s less like we’re watching a show and more like we’re seeing into some family’s life. The line between Cranston and Walt was severely blurred in this one. Nothing is brought out into the open unnaturally.

The whole scene was almost cut from a brilliant play, which, for a series that’s so excellent on so many levels, is something we haven’t seen before. The conversation ebbs and flows, from an early “OK, we need to talk” sentiment to a pretty harsh tone of implied domestic abuse one-upmanship and backhanded, subversive threats. When Walt knew she had the upper hand, he attacked her ability to plan and she broke down: “I don’t know!! This is the best I can come up with! I’ll count every minute the kids are away from you as a victory.”

Anna Gunn was fantastic in this scene. She was fantastic in the whole episode. This was her finest work yet on the series.

Lydia returned in this one and she attempted to game the system. I like Lydia. It’s not because she’s smart or clever or mean or anything, but she’s so type A and stressful and the fingernail biting and the wrong shoe wearing and etc. etc. I love it. She’s not a good person, but hey, who is in this series?

Yo soy Heisenberg!

Yo soy Heisenberg!

When she convinced Jesse (who, ya know, can get fooled like we can) that the can was lo-jacked by the DEA and Mike saw through it, you knew she was done for. What was kind of weird was when Jesse stopped him and Mike called him sexist for thinking she didn’t deserve to die, just like he was when Mike let her live. I haven’t seen many instances of character confusion in this series, but this was one—Mike let her live because his soft spot is for people who have one last wish to speak with family before they die.

Either way, I’m looking forward to where Lydia takes us.

Maybe most important was the Heisenberg hat is back to full throttle. I love that hat. It’s kinda dorky, but it makes Walt feel so empowered, you kind of want him to have it.

“Fifty One” packed a punch. It didn’t have any explosions, but it was cathartic and demonstrated just what Breaking Bad can do best: hard-hitting dialogue, powerful acting and cool directing and editing, with a few laughs and some fun here and there.

What’s most impressive this season is how everything has been building toward a crescendo. Yeah, Season 1 through 4 were all pointing to this season, but even the episodes within this season itself are pointing to something greater; some great cataclysmic ending. I don’t know if there’s anything that can match this kind of build-up, but the series has taken a turn for the epic and I think we all know it.


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