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Jumat, 31 Agustus 2012

When it comes to talking about shooters, calling the market "crowded" is an understatement. If you want to make something that can compete with the likes of Call of Duty, Battlefield, Counter-Strike or any other numerous established shooter franchises, it's not enough to make it cheap or even free. Alongside a price point that makes it attractive, you need a hook -- some sort of innovation or series of innovative twists on what's come before -- to stand out.

For Zombie Studios next game Special Forces: Team X, the hook comes from the fact that it's a less-than-serious, third-person, cover-based shooter with a cool take on map design. Sure, cover-based shooters have been partially explored on the Xbox thanks to Gears of War, but virtually not at all on the PC, making it a much easier genre to become a potential competitor in. Combine these mechanics with Special Forces: Team X's sub $20 price tag, and you have what could be an attractive alternative to players looking for a cheap, multiplayer-only option in the genre Gears so firmly established.

Let's just get all of Team X's similarities to Gears of War right out of the way. It puts a similar premium on utilizing cover. Battles don't boil down to who can rush in and get themselves killed the fastest, but who can play methodically, out-flanking the enemy team. Moving between cover is crucial, and Team X gives gives you a very roadie-run-like sprinting ability that lets you press on enemy positions. You can also vault and blind fire from cover and you have recharging health.

Now that that's cleared up, let's focus on how Team X mixes it up, namely by tossing in elements from Call of Duty. Just like COD, Team X gives you loadouts, and you unlock new gear for your loadouts based on your level, which is raised by killing people, completing objectives -- you know the drill by now, right? As you level up you'll unlock new weapons for your two weapon slots, new perks (called Skills in Team X), as well as a host of options for changing your appearance. Weapons can be further customized with attachments, but Zombie has intentionally made it so you only have to worry about a few items and stats, rather than the slew of options that were in their last game, Blacklight: Retribution. The point of this isn't too think too much about how to best min-max your loadouts stats, but to put things on that sound fun and then see if they work. Since it's not a free-to-play but rather a single transaction, you don't have to fret over whether or not you want to pay to rent or buy items, either.

One really cool thing that Team X does different from its competitors is its map generation. Instead of launching with a few pre-made maps, Team X lets players vote on the map layout before each match. Every map is composed of three segments, and to vote you simply swap out the segments until you find a combination you like. Then, after the timer counts down, Team X counts which map sections got the most votes in which slots and generates the level accordingly. This results in a few things that could make Team X a lot of fun to play. First of all, it's a great way to keep you on your toes, since this means that you can't simply learn a map in its entirety, but instead have to learn the ins and outs of sections, and then understand how they'll play off one another when next to one another. Second, it makes voting on each round feel more exciting, because you're not just picking between two maps that you might not like, you're actively participating in the design of the level -- albeit on a very basic level. Third, it means that Zombie Studios could roll out new map DLC at a fast rate if Team X does well, since the team only has to create single segments at a time rather than entire maps.

Other standout features in Team X could also help differentiate it. For instance you can play traditional modes like team deathmatch and king of the hill with two teams, but Team X also allows as many as four separate teams against one another at a time. Or if you don't like to use grenades as your method for breaking someone out of cover, you can also bring dogs into the fight, sending them at your attackers to kill them or provide a distraction while you flank your enemy.  Even the Skill system in Team X tweaks the standard formula a bit, with some Skills giving area of effect bonuses to your teammates instead of only benefiting you. These group-focused skills are important, too, because they encourage you to stick together -- something particularly important in a cover-centric shooter.

With so many generic shooters or blatant clones releasing in recent years, it's nice to see a studio attempt to innovate on established formulas. Whether or not this will bring success to Special Forces: Team X, though...well that remains to be seen. At least we won't have to wait long, since Team X is slated to release on XBLA and PC before the end of the year.


Source : feeds[dot]ign[dot]com

When it comes to talking about shooters, calling the market "crowded" is an understatement. If you want to make something that can compete with the likes of Call of Duty, Battlefield, Counter-Strike or any other numerous established shooter franchises, it's not enough to make it cheap or even free. Alongside a price point that makes it attractive, you need a hook -- some sort of innovation or series of innovative twists on what's come before -- to stand out.

For Zombie Studios next game Special Forces: Team X, the hook comes from the fact that it's a less-than-serious, third-person, cover-based shooter with a cool take on map design. Sure, cover-based shooters have been partially explored on the Xbox thanks to Gears of War, but virtually not at all on the PC, making it a much easier genre to become a potential competitor in. Combine these mechanics with Special Forces: Team X's sub $20 price tag, and you have what could be an attractive alternative to players looking for a cheap, multiplayer-only option in the genre Gears so firmly established.

Let's just get all of Team X's similarities to Gears of War right out of the way. It puts a similar premium on utilizing cover. Battles don't boil down to who can rush in and get themselves killed the fastest, but who can play methodically, out-flanking the enemy team. Moving between cover is crucial, and Team X gives gives you a very roadie-run-like sprinting ability that lets you press on enemy positions. You can also vault and blind fire from cover and you have recharging health.

Now that that's cleared up, let's focus on how Team X mixes it up, namely by tossing in elements from Call of Duty. Just like COD, Team X gives you loadouts, and you unlock new gear for your loadouts based on your level, which is raised by killing people, completing objectives -- you know the drill by now, right? As you level up you'll unlock new weapons for your two weapon slots, new perks (called Skills in Team X), as well as a host of options for changing your appearance. Weapons can be further customized with attachments, but Zombie has intentionally made it so you only have to worry about a few items and stats, rather than the slew of options that were in their last game, Blacklight: Retribution. The point of this isn't too think too much about how to best min-max your loadouts stats, but to put things on that sound fun and then see if they work. Since it's not a free-to-play but rather a single transaction, you don't have to fret over whether or not you want to pay to rent or buy items, either.

One really cool thing that Team X does different from its competitors is its map generation. Instead of launching with a few pre-made maps, Team X lets players vote on the map layout before each match. Every map is composed of three segments, and to vote you simply swap out the segments until you find a combination you like. Then, after the timer counts down, Team X counts which map sections got the most votes in which slots and generates the level accordingly. This results in a few things that could make Team X a lot of fun to play. First of all, it's a great way to keep you on your toes, since this means that you can't simply learn a map in its entirety, but instead have to learn the ins and outs of sections, and then understand how they'll play off one another when next to one another. Second, it makes voting on each round feel more exciting, because you're not just picking between two maps that you might not like, you're actively participating in the design of the level -- albeit on a very basic level. Third, it means that Zombie Studios could roll out new map DLC at a fast rate if Team X does well, since the team only has to create single segments at a time rather than entire maps.

Other standout features in Team X could also help differentiate it. For instance you can play traditional modes like team deathmatch and king of the hill with two teams, but Team X also allows as many as four separate teams against one another at a time. Or if you don't like to use grenades as your method for breaking someone out of cover, you can also bring dogs into the fight, sending them at your attackers to kill them or provide a distraction while you flank your enemy.  Even the Skill system in Team X tweaks the standard formula a bit, with some Skills giving area of effect bonuses to your teammates instead of only benefiting you. These group-focused skills are important, too, because they encourage you to stick together -- something particularly important in a cover-centric shooter.

With so many generic shooters or blatant clones releasing in recent years, it's nice to see a studio attempt to innovate on established formulas. Whether or not this will bring success to Special Forces: Team X, though...well that remains to be seen. At least we won't have to wait long, since Team X is slated to release on XBLA and PC before the end of the year.


Source : feeds[dot]ign[dot]com

Kamis, 30 Agustus 2012

Check out this quartet of new stills from Dredd 3D, the upcoming Judge Dredd movie starring Karl Urban, Lena Headey and Olivia Thirlby.

Dredd 3D opens September 21.


Source : feeds[dot]ign[dot]com

Check out this quartet of new stills from Dredd 3D, the upcoming Judge Dredd movie starring Karl Urban, Lena Headey and Olivia Thirlby.

Dredd 3D opens September 21.


Source : feeds[dot]ign[dot]com

A recently-surfaced 1980s brochure reveals that Nintendo nearly released a knitting add-on for the NES. Posted on the Facebook page of former Nintendo employee Howard Phillips, the brochure shows off the Nintendo Knitting Machine, a device that would have connected to the NES and allowed players to create and print their own designs.

“You're looking at the Nintendo Knitting Machine,” the ad reads. “It's not a game; not a toy; not something a young girl can outgrow in three or six months or even a year. It's a machine that interacts with the powerful Nintendo Entertainment System to actually knit sweaters: and not just one or two patterns but a multitude of different and unique designs.”

“The Nintendo Knitting Machine is just one more example of the innovative thinking that keeps Nintendo on the cutting edge of video technology," it continues. "And your customers on the edge of their seats. Of course we should probably mention that no other video game system offers anything even remotely similar. But why needle the competition?”

According to Phillips, original Nintendo of America president Minoru Arakawa asked him to pitch the peripheral to Toys R Us chairman Charles Lazarus in a live demo, which he humorously describes as “one of my least genuinely enthusiastic demos.” While no reason for the cancellation of the Knitting Machine has been revealed, it’s said to have been briefly shown off at a late 1980s Consumer Electronics Show and has never been seen or heard from since.

Source: Tiny Cartridge

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

A recently-surfaced 1980s brochure reveals that Nintendo nearly released a knitting add-on for the NES. Posted on the Facebook page of former Nintendo employee Howard Phillips, the brochure shows off the Nintendo Knitting Machine, a device that would have connected to the NES and allowed players to create and print their own designs.

“You're looking at the Nintendo Knitting Machine,” the ad reads. “It's not a game; not a toy; not something a young girl can outgrow in three or six months or even a year. It's a machine that interacts with the powerful Nintendo Entertainment System to actually knit sweaters: and not just one or two patterns but a multitude of different and unique designs.”

“The Nintendo Knitting Machine is just one more example of the innovative thinking that keeps Nintendo on the cutting edge of video technology," it continues. "And your customers on the edge of their seats. Of course we should probably mention that no other video game system offers anything even remotely similar. But why needle the competition?”

According to Phillips, original Nintendo of America president Minoru Arakawa asked him to pitch the peripheral to Toys R Us chairman Charles Lazarus in a live demo, which he humorously describes as “one of my least genuinely enthusiastic demos.” While no reason for the cancellation of the Knitting Machine has been revealed, it’s said to have been briefly shown off at a late 1980s Consumer Electronics Show and has never been seen or heard from since.

Source: Tiny Cartridge

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

Earlier today, I had the opportunity to speak with God of War writers Marcus Dunstan and Patrick Melton about their highly anticipated game-to-feature adaptation. Coming from a background in horror films such as Saw IV, the Feast trilogy and Piranha 3DD, Patrick and Melton only just recently took their first steps into the action genre after polishing the script for Guillermo Del Toro's Pacific Rim. Since then, they've been hired to rewrite the long-gestating God of War movie, which was originally penned by David Self (Road to Perdition, Thirteen Days).

As Dunstan recalled, he and Melton were hired to rework Self's screenplay, which he mentioned was actually pretty good. "The only problem with that is it was written before Clash of the Titans, Wrath of the Titans, 300 and Immortals, and those movies borrowed quite a bit from the God of War stories. It was just a little bit outdated, so we wanted to differentiate it from those other movies."

Their first step, according to Dunstan, was to humanize the film's main character Kratos. "In the same way that Batman was grounded with Christopher Nolan's rendition, we were attempting to do that with Kratos so that when we meet him -- like they're doing in this newest game, which is sort of a prequel to the original -- we're seeing him before he became the Ghost of Sparta, when he was just a Spartan warrior and he had family and kids."

Explained Melton, "In the game... there's that attack from the barbarians and Kratos has to call upon Ares to help him. Really, that's going to be our first act break. Before then, he's going to be mortal, and he's going to have his family. We're going to learn about him and understand how he operates. So it's potentially 30 minutes -- give or take -- of building up this character so that, when he does turn and becomes the Ghost of Sparta, we understand him as a human and we understand the journey that he's going to take. We're emotionally invested, so that it could go beyond just this one movie."

In regards to switching gears from low-budget horror to larger-than-life action, Dunstan and Melton couldn't be happier. "There's almost an element of relief," continued Melton. "When it comes to God of War, we are first-time visitors, and we have a wealth of imagination that has built up from our appreciation for the sword-and-sandals films of our history... We know it doesn't have to be done for a million bucks in a garage. [Laughs] That helps, too. But also, with a bigger movie like God of War, you have to go quite a bit deeper into the character as opposed to a horror film, in which you generally need to get things going; people are concerned that the audience won't have patience, so it's go go go go go.

"With God of War, the studio's saying, 'We're going to spend $150 million to make this movie. We really need to understand this character and get behind him and feel his pain and feel his emotions so that, when he is in these giant set pieces, we're in there with him and we're feeling it.' That is a critique of some of these big action films is that they often get too big and just become noise; you're not invested in the character."

Added Dunstan, "There was a recent movie, which will remain nameless, that depicted the main character without any fear. When you do that, how are we supposed to be afraid through him? How are we supposed to gauge anything as a legitimate threat? It's become this dulling element. So with this, we take an intimidating presence such as Kratos, fighting and pursuing a bloodthirsty vengeance trail to the God of War. How do we make that genuinely scary? The man of action must prevail, but it's got to hurt to getting there."

Speaking of hurt, the writers also have big plans for Ares, who will become a more proactive villain in their adaptation. "In the game, you know, he's immortal, and he doesn't really do much besides raid Athens," noted Melton. "So we're trying to build him up a bit more, too, so that he can become a true villain."

As of right now, Dunstan and Melton are still working on the screenplay. While Brett Ratner was once attached to helm the project, God of War is currently without a director. In the meantime, consider this your first taste of what's to come.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Earlier today, I had the opportunity to speak with God of War writers Marcus Dunstan and Patrick Melton about their highly anticipated game-to-feature adaptation. Coming from a background in horror films such as Saw IV, the Feast trilogy and Piranha 3DD, Patrick and Melton only just recently took their first steps into the action genre after polishing the script for Guillermo Del Toro's Pacific Rim. Since then, they've been hired to rewrite the long-gestating God of War movie, which was originally penned by David Self (Road to Perdition, Thirteen Days).

As Dunstan recalled, he and Melton were hired to rework Self's screenplay, which he mentioned was actually pretty good. "The only problem with that is it was written before Clash of the Titans, Wrath of the Titans, 300 and Immortals, and those movies borrowed quite a bit from the God of War stories. It was just a little bit outdated, so we wanted to differentiate it from those other movies."

Their first step, according to Dunstan, was to humanize the film's main character Kratos. "In the same way that Batman was grounded with Christopher Nolan's rendition, we were attempting to do that with Kratos so that when we meet him -- like they're doing in this newest game, which is sort of a prequel to the original -- we're seeing him before he became the Ghost of Sparta, when he was just a Spartan warrior and he had family and kids."

Explained Melton, "In the game... there's that attack from the barbarians and Kratos has to call upon Ares to help him. Really, that's going to be our first act break. Before then, he's going to be mortal, and he's going to have his family. We're going to learn about him and understand how he operates. So it's potentially 30 minutes -- give or take -- of building up this character so that, when he does turn and becomes the Ghost of Sparta, we understand him as a human and we understand the journey that he's going to take. We're emotionally invested, so that it could go beyond just this one movie."

In regards to switching gears from low-budget horror to larger-than-life action, Dunstan and Melton couldn't be happier. "There's almost an element of relief," continued Melton. "When it comes to God of War, we are first-time visitors, and we have a wealth of imagination that has built up from our appreciation for the sword-and-sandals films of our history... We know it doesn't have to be done for a million bucks in a garage. [Laughs] That helps, too. But also, with a bigger movie like God of War, you have to go quite a bit deeper into the character as opposed to a horror film, in which you generally need to get things going; people are concerned that the audience won't have patience, so it's go go go go go.

"With God of War, the studio's saying, 'We're going to spend $150 million to make this movie. We really need to understand this character and get behind him and feel his pain and feel his emotions so that, when he is in these giant set pieces, we're in there with him and we're feeling it.' That is a critique of some of these big action films is that they often get too big and just become noise; you're not invested in the character."

Added Dunstan, "There was a recent movie, which will remain nameless, that depicted the main character without any fear. When you do that, how are we supposed to be afraid through him? How are we supposed to gauge anything as a legitimate threat? It's become this dulling element. So with this, we take an intimidating presence such as Kratos, fighting and pursuing a bloodthirsty vengeance trail to the God of War. How do we make that genuinely scary? The man of action must prevail, but it's got to hurt to getting there."

Speaking of hurt, the writers also have big plans for Ares, who will become a more proactive villain in their adaptation. "In the game, you know, he's immortal, and he doesn't really do much besides raid Athens," noted Melton. "So we're trying to build him up a bit more, too, so that he can become a true villain."

As of right now, Dunstan and Melton are still working on the screenplay. While Brett Ratner was once attached to helm the project, God of War is currently without a director. In the meantime, consider this your first taste of what's to come.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

The upcoming true crime flick The Iceman chronicles the life and crimes of Richard Kuklinski (Michael Shannon), who seems like a family man but is in fact a ruthless assassin for the mob. The stellar supporting cast includes Chris Evans, James Franco, Ray Liotta, Winona Ryder and David Schwimmer. Check out the new trailer:


Source : feeds[dot]ign[dot]com

The upcoming true crime flick The Iceman chronicles the life and crimes of Richard Kuklinski (Michael Shannon), who seems like a family man but is in fact a ruthless assassin for the mob. The stellar supporting cast includes Chris Evans, James Franco, Ray Liotta, Winona Ryder and David Schwimmer. Check out the new trailer:


Source : feeds[dot]ign[dot]com

It was revealed a few days ago that the screenplay for producer Michael Bay's Ninja Turtles was leaked online, resulting in an outpouring of negative reviews. Among those who read the script was TMNT co-creator Peter Laird, who had this to say:

"I think the script that I read is so fundamentally flawed, and -- more to the point -- so NOT a Teenage Mutant Ninja Turtles movie, that trying to make piecemeal changes to it in an effort to make it into something halfway decent is probably a fool's errand. In my opinion, the thing should just be tossed out, deliberately forgotten, and the process of generating a new script really a new outline, then treatment, then script -- should be started again."

On the whole, fan reactions weren't much better. However, Bay recently issued a response to this brouhaha, explaining the situation:

"The leaked script that different sites continue to comment on was written well before I, or anyone at Platinum Dunes, was involved with the project. That script saw the shredder a long time ago. This is tired, old news -- wait for the movie!"

Ill-timed "Shredder" pun aside, Latino Review also points out that the script had a 1/30/12 date, which was two years after Bay and Platinum Dune were attached the project in late May 2010. Suspicious, no?

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

It was revealed a few days ago that the screenplay for producer Michael Bay's Ninja Turtles was leaked online, resulting in an outpouring of negative reviews. Among those who read the script was TMNT co-creator Peter Laird, who had this to say:

"I think the script that I read is so fundamentally flawed, and -- more to the point -- so NOT a Teenage Mutant Ninja Turtles movie, that trying to make piecemeal changes to it in an effort to make it into something halfway decent is probably a fool's errand. In my opinion, the thing should just be tossed out, deliberately forgotten, and the process of generating a new script really a new outline, then treatment, then script -- should be started again."

On the whole, fan reactions weren't much better. However, Bay recently issued a response to this brouhaha, explaining the situation:

"The leaked script that different sites continue to comment on was written well before I, or anyone at Platinum Dunes, was involved with the project. That script saw the shredder a long time ago. This is tired, old news -- wait for the movie!"

Ill-timed "Shredder" pun aside, Latino Review also points out that the script had a 1/30/12 date, which was two years after Bay and Platinum Dune were attached the project in late May 2010. Suspicious, no?

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

We may know Tobey Maguire and Andrew Garfield as the faces of your friendly neighborhood Spider-Man, but apparently there was once a time when Charlie Sheen nearly joined that roster.

"I had an office at Orion at the time, and I brought them Spider-Man," Sheen told Jay Mohr on the latest episode of his podcast Mohr Stories. "I said, 'Look, in a couple of years, I'll be too old to play Peter Parker.' And they said, 'Yeah, we're just thinking that cartoons are not the future, comic books are not the future.' And I said, 'But it's Spider-Man, I'm perfect.' And they were like, 'Nah, we're gonna wait.'"

But did Sheen really have the rights to the character? According to him, it didn't matter. "I had a guy in my pocket who was going to get them for me," he said. As for Orion, the actor added, "They didn't know s***."

Of course, it wasn't Charlie, but his father Martin Sheen, who would finally make it into the franchise as Uncle Ben in this year's reboot.

Via The Hollywood Reporter

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

We may know Tobey Maguire and Andrew Garfield as the faces of your friendly neighborhood Spider-Man, but apparently there was once a time when Charlie Sheen nearly joined that roster.

"I had an office at Orion at the time, and I brought them Spider-Man," Sheen told Jay Mohr on the latest episode of his podcast Mohr Stories. "I said, 'Look, in a couple of years, I'll be too old to play Peter Parker.' And they said, 'Yeah, we're just thinking that cartoons are not the future, comic books are not the future.' And I said, 'But it's Spider-Man, I'm perfect.' And they were like, 'Nah, we're gonna wait.'"

But did Sheen really have the rights to the character? According to him, it didn't matter. "I had a guy in my pocket who was going to get them for me," he said. As for Orion, the actor added, "They didn't know s***."

Of course, it wasn't Charlie, but his father Martin Sheen, who would finally make it into the franchise as Uncle Ben in this year's reboot.

Via The Hollywood Reporter

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

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