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Senin, 03 September 2012

Choice and consequence play major roles in Producer Warren Spector’s design for Epic Mickey 2. This was something downplayed in the original, having what Spector referred to in an interview at PAX as “choice and consequence light,” but with Epic Mickey 2 the goal is to put forward he and his studio’s design manifesto: playstyle matters.

“The key is asking players, ‘How do you succeed? What defines a hero? What makes Mickey a hero for you?,” said Spector, “and then the way this is exactly like every other game I’ve ever done is that I hope you have no idea what I think or what our QA department or design department thinks defines a hero, because the only thing that matters is what you think defines a hero.”

Indeed, during the short demo it became readily apparent the way that you will define what Mickey is to you. For instance you might come upon a point where you have two routes to get to the same place, one involving enemies and the other a rigorous platforming section. The combat route gives you a lot of options: you could wipe out the enemies with thinner, subdue them with paint, or even use your various abilities to distract them and sneak past. The platforming route could be a big challenge if you want to maintain the world, or you could maybe use your thinner to saw a tree in half and make an easier route.

It’s one thing for Epic Mickey 2 to give you multiple ways to get through the story, to play it your way, but what makes it special to Spector is that it records and responds to your previous actions -- something he should be familiar with considering he helped create the original Deus Ex games. Major choices will present themselves throughout the story, such as one moment during the demo where Mickey and Oswald had to choose to either subdue a bunch of enemies with paint or destroy them with thinner. The toons in town wanted them destroyed, but a ghost named Ian appealed to Mickey and Oswald for mercy. Destroy them and the toons in town will help you out. But Ian? Well, that'll be the last you'll hear from him (sparing the nasty enemies will net you a friend that will come back time and again). The point is to make your choices really matter, but without telling you in some sort of Karmatic system that you're doing the right thing. No matter what you'll be getting the good ending since, after all, you are Mickey Mouse, but it's the bits and pieces of the ending that'll change. Spector likens it to the ending of Star Wars: A New Hope, where Luke Skywalker appears with a number of other important characters. No matter what you'll be earning medals, but as for who will be standing on stage with you? That's for you to decide with your actions.

Choices are being monitored, even the ones that are less obvious than the obvious moral dilemmas and those involving multiple characters. Take for instance if you're the type of Mickey who constantly uses thinner to wipe out your enemies and cut out portions of the environment. In this case Epic Mickey 2 will intuitively start throwing more enemies at you because the game's trying to respond to what you are showing you like to do. Even the music starts to respond to your actions, with players who use a lot of paint and play more passively experiencing flutes and a more full soundtrack, while players who use thinner will experience a less lighthearted soundtrack with fewer instruments. The thinking is this, if you're cutting out portions of your visual landscape, why not have the soundtrack respond and present a lessened audio landscape as well? Most people won't even notice this in all likelihood, but it's an awesome bit of flavor that could make your choices stand out a bit more in Epic Mickey 2.

Another aspect of being the hero you want to be involves using your imagination in unprecedented ways. Mickey and Oswald have a number of tools at their disposal, such as an anvil you can use to smack enemies or a TV you can call down to distract them with cartoons. "It's all about you deciding how to use your tools in the context of our little simulation to accomplish things I hope the designers never even intended," said Spector, at which point his QA tester showed me how internally they use the TV and anvil combination to create an impromptu two-step platform to reach places they otherwise wouldn't. "Oh my god," Spector uttered, launching into a whole tirade about how players used explosives in Deus Ex to climb out of the game world. He isn't embarrassed by people figuring out how to break his game, he embraces it. "Stuff that's a bug for most developers is gold for Junction Point," said Spector, "People have already done things that are impossible in this game...and that's great."

"If gamers can really wrap their minds around playing a mouse for 20 hours...the kinds of choices you're making are different, and the kinds of consequences and tone are different from Deus Ex, but the gameplay? If Deus Ex fans don't see the gameplay depth in this game, then they're not paying attention," said Spector. The hope is that Epic Mickey 2 won't simply be perceived as a children's game, but a game for everyone. Something you can play as an adult and enjoy the way so many of us do with Sonic or Mario, and now on our platform of choice since, unlike the first game, it's expanding beyond the Wii market. Whether or not it succeeds in this regard we'll just have to wait and see when Epic Mickey 2 releases November 18th.

Anthony Gallegos is an Editor on IGN's PC team and doesn't believe something cute has to be only for children. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

Choice and consequence play major roles in Producer Warren Spector’s design for Epic Mickey 2. This was something downplayed in the original, having what Spector referred to in an interview at PAX as “choice and consequence light,” but with Epic Mickey 2 the goal is to put forward he and his studio’s design manifesto: playstyle matters.

“The key is asking players, ‘How do you succeed? What defines a hero? What makes Mickey a hero for you?,” said Spector, “and then the way this is exactly like every other game I’ve ever done is that I hope you have no idea what I think or what our QA department or design department thinks defines a hero, because the only thing that matters is what you think defines a hero.”

Indeed, during the short demo it became readily apparent the way that you will define what Mickey is to you. For instance you might come upon a point where you have two routes to get to the same place, one involving enemies and the other a rigorous platforming section. The combat route gives you a lot of options: you could wipe out the enemies with thinner, subdue them with paint, or even use your various abilities to distract them and sneak past. The platforming route could be a big challenge if you want to maintain the world, or you could maybe use your thinner to saw a tree in half and make an easier route.

It’s one thing for Epic Mickey 2 to give you multiple ways to get through the story, to play it your way, but what makes it special to Spector is that it records and responds to your previous actions -- something he should be familiar with considering he helped create the original Deus Ex games. Major choices will present themselves throughout the story, such as one moment during the demo where Mickey and Oswald had to choose to either subdue a bunch of enemies with paint or destroy them with thinner. The toons in town wanted them destroyed, but a ghost named Ian appealed to Mickey and Oswald for mercy. Destroy them and the toons in town will help you out. But Ian? Well, that'll be the last you'll hear from him (sparing the nasty enemies will net you a friend that will come back time and again). The point is to make your choices really matter, but without telling you in some sort of Karmatic system that you're doing the right thing. No matter what you'll be getting the good ending since, after all, you are Mickey Mouse, but it's the bits and pieces of the ending that'll change. Spector likens it to the ending of Star Wars: A New Hope, where Luke Skywalker appears with a number of other important characters. No matter what you'll be earning medals, but as for who will be standing on stage with you? That's for you to decide with your actions.

Choices are being monitored, even the ones that are less obvious than the obvious moral dilemmas and those involving multiple characters. Take for instance if you're the type of Mickey who constantly uses thinner to wipe out your enemies and cut out portions of the environment. In this case Epic Mickey 2 will intuitively start throwing more enemies at you because the game's trying to respond to what you are showing you like to do. Even the music starts to respond to your actions, with players who use a lot of paint and play more passively experiencing flutes and a more full soundtrack, while players who use thinner will experience a less lighthearted soundtrack with fewer instruments. The thinking is this, if you're cutting out portions of your visual landscape, why not have the soundtrack respond and present a lessened audio landscape as well? Most people won't even notice this in all likelihood, but it's an awesome bit of flavor that could make your choices stand out a bit more in Epic Mickey 2.

Another aspect of being the hero you want to be involves using your imagination in unprecedented ways. Mickey and Oswald have a number of tools at their disposal, such as an anvil you can use to smack enemies or a TV you can call down to distract them with cartoons. "It's all about you deciding how to use your tools in the context of our little simulation to accomplish things I hope the designers never even intended," said Spector, at which point his QA tester showed me how internally they use the TV and anvil combination to create an impromptu two-step platform to reach places they otherwise wouldn't. "Oh my god," Spector uttered, launching into a whole tirade about how players used explosives in Deus Ex to climb out of the game world. He isn't embarrassed by people figuring out how to break his game, he embraces it. "Stuff that's a bug for most developers is gold for Junction Point," said Spector, "People have already done things that are impossible in this game...and that's great."

"If gamers can really wrap their minds around playing a mouse for 20 hours...the kinds of choices you're making are different, and the kinds of consequences and tone are different from Deus Ex, but the gameplay? If Deus Ex fans don't see the gameplay depth in this game, then they're not paying attention," said Spector. The hope is that Epic Mickey 2 won't simply be perceived as a children's game, but a game for everyone. Something you can play as an adult and enjoy the way so many of us do with Sonic or Mario, and now on our platform of choice since, unlike the first game, it's expanding beyond the Wii market. Whether or not it succeeds in this regard we'll just have to wait and see when Epic Mickey 2 releases November 18th.

Anthony Gallegos is an Editor on IGN's PC team and doesn't believe something cute has to be only for children. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

Minggu, 02 September 2012

Gearbox has confirmed that Furious 4 will no longer be a Brothers in Arms game. Speaking during a panel at PAX today, Gearbox said the game has changed to the point that it’s become an entirely new game and will instead became its own property, complete with a new name.

The shift isn’t entirely surprising, as Gearbox president Randy Pitchford said back in July that the game was “evolving” and that Gearbox needed "to make further changes before we can start talking about it."

Furious 4 was originally announced during E3 2011 as part of the Brothers in Arms franchise, a realistic World War II action series that previously included Road to Hill 30 and Earned in Blood, in addition to spinoffs on Nintendo DS, PSP and mobile phones. Furious 4’s stylized, hyperviolent take, which we compared to Tarantino’s Inglourious Basterds last year, raised eyebrows as a departure for the series soon after its initial announcement.

Furious 4’s new name has not yet been announced. While all previous console outings of Brothers in Arms were published by Ubisoft, it isn’t clear if that will be the case for Furious 4 (or whatever it becomes in the future) moving forward. We’ve reached out to Ubisoft for comment and will update with any information we receive.

Source: Kotaku

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

Gearbox has confirmed that Furious 4 will no longer be a Brothers in Arms game. Speaking during a panel at PAX today, Gearbox said the game has changed to the point that it’s become an entirely new game and will instead became its own property, complete with a new name.

The shift isn’t entirely surprising, as Gearbox president Randy Pitchford said back in July that the game was “evolving” and that Gearbox needed "to make further changes before we can start talking about it."

Furious 4 was originally announced during E3 2011 as part of the Brothers in Arms franchise, a realistic World War II action series that previously included Road to Hill 30 and Earned in Blood, in addition to spinoffs on Nintendo DS, PSP and mobile phones. Furious 4’s stylized, hyperviolent take, which we compared to Tarantino’s Inglourious Basterds last year, raised eyebrows as a departure for the series soon after its initial announcement.

Furious 4’s new name has not yet been announced. While all previous console outings of Brothers in Arms were published by Ubisoft, it isn’t clear if that will be the case for Furious 4 (or whatever it becomes in the future) moving forward. We’ve reached out to Ubisoft for comment and will update with any information we receive.

Source: Kotaku

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

Man we love Breaking Bad, which is why we'll forgive AMC for making things a bit difficult as far as our coverage of the midseason finale is concerned - not making the episode available early for press, while airing it in the middle of a holiday weekend.

That all being the case, our review won't be going up until Monday, while our "Breaking it Down" video chat will be up Tuesday this week. But in the meantime, I wanted to give everyone a place to talk about what went down in "Gliding Over All." So spoilers obviously are fair game, since this is meant for those of you who've seen the episode to chat about it in the comments below. Make sure to check back at IGN on Monday for our review!


Source : feeds[dot]ign[dot]com

Man we love Breaking Bad, which is why we'll forgive AMC for making things a bit difficult as far as our coverage of the midseason finale is concerned - not making the episode available early for press, while airing it in the middle of a holiday weekend.

That all being the case, our review won't be going up until Monday, while our "Breaking it Down" video chat will be up Tuesday this week. But in the meantime, I wanted to give everyone a place to talk about what went down in "Gliding Over All." So spoilers obviously are fair game, since this is meant for those of you who've seen the episode to chat about it in the comments below. Make sure to check back at IGN on Monday for our review!


Source : feeds[dot]ign[dot]com

Three of 2012's biggest comic book blockbusters have topped the list of the year's biggest movie mistakes, compiled by movie goof website www.moviemistakes.com.

The site, which adds up continuity errors, factual errors and technical issues amongst others, lists The Amazing Spider-Man as the most mistake-filled movie of 2012, closely followed by The Dark Knight Rises (20 mistakes) and Marvel's The Avengers (16).

The Amazing Spider-Man's biggest issue was continuity. Examples include inconsistencies with prop and wound placement, such as a vertical wound suddenly appearing as diagonal, and disappearing and reappearing dust on Peter Parker's jacket.

The Dark Knight Rises had a handful of revealing mistakes, including a lighting screen reflected in Commissioner Gordon's glasses, and a lack of settled snow on any street lights or mailboxes during the final act, despite the fact it is relentlessly snowing throughout.

Marvel's The Avengers had a series of factual errors, including spelling video game company NAMCO Bandai as 'NAMECO' Bandai in the end credits.

Considering the positive reviews and box office gross the three films have generated, it goes to show gaffes such as these can't keep a good movie down.

Lucy O'Brien is Assistant Editor at IGN AU. You should talk to her about games, horror movies and the TV show Freaks & Geeks on IGN here or find her and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

Three of 2012's biggest comic book blockbusters have topped the list of the year's biggest movie mistakes, compiled by movie goof website www.moviemistakes.com.

The site, which adds up continuity errors, factual errors and technical issues amongst others, lists The Amazing Spider-Man as the most mistake-filled movie of 2012, closely followed by The Dark Knight Rises (20 mistakes) and Marvel's The Avengers (16).

The Amazing Spider-Man's biggest issue was continuity. Examples include inconsistencies with prop and wound placement, such as a vertical wound suddenly appearing as diagonal, and disappearing and reappearing dust on Peter Parker's jacket.

The Dark Knight Rises had a handful of revealing mistakes, including a lighting screen reflected in Commissioner Gordon's glasses, and a lack of settled snow on any street lights or mailboxes during the final act, despite the fact it is relentlessly snowing throughout.

Marvel's The Avengers had a series of factual errors, including spelling video game company NAMCO Bandai as 'NAMECO' Bandai in the end credits.

Considering the positive reviews and box office gross the three films have generated, it goes to show gaffes such as these can't keep a good movie down.

Lucy O'Brien is Assistant Editor at IGN AU. You should talk to her about games, horror movies and the TV show Freaks & Geeks on IGN here or find her and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

If you watched Nintendo's brief E3 demo of Paper Mario: Sticker Star, then you've pretty much seen exactly what was playable at this year's Penny Arcade Expo. Without any real introduction Mario's simply dropped into Sticker Star's take on the Mushroom Kingdom, moving as a 2D character in an environment that's a mixture of 2D objects in a 3D space. Mario can do iconic things like smash brick blocks, nab coins and items from question mark blocks and collect the stickers that drive the main mechanics of the game.

Sticker Star takes away the traditional RPG attack menu, replacing it with a sticker board on the bottom screen of the 3DS. Mario doesn't just get access to a number of pre-learned skills, but instead has to find attack-enabling stickers around the environment, either by peeling them off of surfaces or by smashing blocks. Powers include simple moves like a single stomp, which makes Mario jump on the heads of adorable 2D Goombas, a more powerful boot that makes him stomp on all enemies in a line, and even a hammer he can use to smash a target. Sticker Star maintains the timed combat elements of the other Paper Mario titles, allowing you to press a button at just the right moment to mitigate some incoming damage by blocking. And like you'd expect in an RPG, killing enemies in battle nets you some of those coins Mario just can't ever seem to get enough of. In the demo groups of enemies were represented by a single character on screen, allowing you to avoid them if you weren't interested in fighting. This is important, since if you're stickerless your only real option in a battle is to run away or avoid it altogether.

Beyond the battlefield, stickers can be useful for getting you out of...erm...sticky situations. In the demo Mario needed to get inside a windmill, but the door was blocked by one of the fan's gigantic blades. While an actual fan was present in the environment, it was unfortunately not a sticker, and thus Mario was unable to use it. That is, at least, until he gathered it up and "stickerized" it at a special shop back in a village. After a quick conversation with a Toad, Mario was back in the field with a 2D version of the fan which, when placed in just the right spot, unleashed a torrent of air, pushing the fan blade out of his way. Nintendo representatives on hand indicated this is just an example of how players will have to use their smarts to stickerize items they find so that they're useful to our favorite little plumber.

For now that's unfortunately all there is to know about Paper Mario: Sticker Star. While it on November 11, 2012, Nintendo is keeping a lot of the details -- and longer game demos -- close to its chest. To satiate your Paper Mario needs, though, why not check out our excellent features, including a Paper Mario RPG retrospective and a look at the franchise's evolving art style.

Anthony Gallegos is an Editor on IGN's PC team and doesn't get a chance to check out Nintendo games all that often. But a chance to play anything with Mario in it is always awesome. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

If you watched Nintendo's brief E3 demo of Paper Mario: Sticker Star, then you've pretty much seen exactly what was playable at this year's Penny Arcade Expo. Without any real introduction Mario's simply dropped into Sticker Star's take on the Mushroom Kingdom, moving as a 2D character in an environment that's a mixture of 2D objects in a 3D space. Mario can do iconic things like smash brick blocks, nab coins and items from question mark blocks and collect the stickers that drive the main mechanics of the game.

Sticker Star takes away the traditional RPG attack menu, replacing it with a sticker board on the bottom screen of the 3DS. Mario doesn't just get access to a number of pre-learned skills, but instead has to find attack-enabling stickers around the environment, either by peeling them off of surfaces or by smashing blocks. Powers include simple moves like a single stomp, which makes Mario jump on the heads of adorable 2D Goombas, a more powerful boot that makes him stomp on all enemies in a line, and even a hammer he can use to smash a target. Sticker Star maintains the timed combat elements of the other Paper Mario titles, allowing you to press a button at just the right moment to mitigate some incoming damage by blocking. And like you'd expect in an RPG, killing enemies in battle nets you some of those coins Mario just can't ever seem to get enough of. In the demo groups of enemies were represented by a single character on screen, allowing you to avoid them if you weren't interested in fighting. This is important, since if you're stickerless your only real option in a battle is to run away or avoid it altogether.

Beyond the battlefield, stickers can be useful for getting you out of...erm...sticky situations. In the demo Mario needed to get inside a windmill, but the door was blocked by one of the fan's gigantic blades. While an actual fan was present in the environment, it was unfortunately not a sticker, and thus Mario was unable to use it. That is, at least, until he gathered it up and "stickerized" it at a special shop back in a village. After a quick conversation with a Toad, Mario was back in the field with a 2D version of the fan which, when placed in just the right spot, unleashed a torrent of air, pushing the fan blade out of his way. Nintendo representatives on hand indicated this is just an example of how players will have to use their smarts to stickerize items they find so that they're useful to our favorite little plumber.

For now that's unfortunately all there is to know about Paper Mario: Sticker Star. While it on November 11, 2012, Nintendo is keeping a lot of the details -- and longer game demos -- close to its chest. To satiate your Paper Mario needs, though, why not check out our excellent features, including a Paper Mario RPG retrospective and a look at the franchise's evolving art style.

Anthony Gallegos is an Editor on IGN's PC team and doesn't get a chance to check out Nintendo games all that often. But a chance to play anything with Mario in it is always awesome. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

At PAX today, Ratchet: Deadlocked was confirmed to be headed to PlayStation 3 later this year. Deadlocked will be released in HD as a download on PlayStation Network and will include reworked online multiplayer.

Ratchet: Deadlocked was originally released in 2005 and focuses on battle as opposed to the platforming elements of earlier Ratchet & Clank games. Sony hasn’t provided specific details about pricing, release date or new features, but we’ve reached out for more information and will update this story when we hear back.

Deadlocked follows HD versions of three other Ratchet & Clank games in the Ratchet & Clank Collection, which was released last week in North America and includes Ratchet & Clank, Ratchet & Clank: Going Commando and Ratchet & Clank: Up Your Arsenal. A new game, Ratchet & Clank: Full Frontal Assault, is set to hit both PlayStation 3 and Vita.

For more on Ratchet: Deadlocked, you can read our original review of the PlayStation 2 version from 2005.

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

At PAX today, Ratchet: Deadlocked was confirmed to be headed to PlayStation 3 later this year. Deadlocked will be released in HD as a download on PlayStation Network and will include reworked online multiplayer.

Ratchet: Deadlocked was originally released in 2005 and focuses on battle as opposed to the platforming elements of earlier Ratchet & Clank games. Sony hasn’t provided specific details about pricing, release date or new features, but we’ve reached out for more information and will update this story when we hear back.

Deadlocked follows HD versions of three other Ratchet & Clank games in the Ratchet & Clank Collection, which was released last week in North America and includes Ratchet & Clank, Ratchet & Clank: Going Commando and Ratchet & Clank: Up Your Arsenal. A new game, Ratchet & Clank: Full Frontal Assault, is set to hit both PlayStation 3 and Vita.

For more on Ratchet: Deadlocked, you can read our original review of the PlayStation 2 version from 2005.

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

One of the biggest criticisms of director Christopher Nolan is that he can't direct action, that his staging of action is at best pedestrian and at worst messy.

Now one film critic, Jim Emerson, has taken it upon himself to break down one of the most famous action sequences from Nolan's The Dark Knight to show why he believes it's a big mess as an action film.

Check out his video analysis below -- yes, please actually watch it rather than simply scream that he's wrong -- and then sound off in the Comments whether you agree with him, at least see his points, or (politely please) disagree:


Source : feeds[dot]ign[dot]com

One of the biggest criticisms of director Christopher Nolan is that he can't direct action, that his staging of action is at best pedestrian and at worst messy.

Now one film critic, Jim Emerson, has taken it upon himself to break down one of the most famous action sequences from Nolan's The Dark Knight to show why he believes it's a big mess as an action film.

Check out his video analysis below -- yes, please actually watch it rather than simply scream that he's wrong -- and then sound off in the Comments whether you agree with him, at least see his points, or (politely please) disagree:


Source : feeds[dot]ign[dot]com

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Me just me,,,on my way to actualize my self...