Showing posts with label franchise. Show all posts
Showing posts with label franchise. Show all posts

Thursday, August 23, 2012

Uncharted Movie Loses Another Director, Gains New Writers

The writers of the National Treasure franchise have boarded Sony's Uncharted movie as Limitless director Neil Burger exits the long-gestating game-to-film adaptation. Burger had succeeded Oscar nominee David O. Russell, whose story plans rankled fans as did his choice of Mark Wahlberg to play hero Nathan Drake.

Variety reports Marianne and Cormac Wibberley will rewrite Uncharted: Drake's Fortune for Atlas Entertainment and Arad Prods. (the former's Charles Roven produced the Nolan Batman films, while the latter is run by Spider-Man producer Avi Arad). "Project will wait to tap a new helmer until the Wibberleys complete their script," according to the trade.

In addition to scripting the National Treasure movies, the Wibberleys also scripted Charlie's Angels: Full Throttle and created the TV series Common Law.


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Monday, August 20, 2012

Halloween 5: The Revenge of Michael Myers Blu-ray Review

On the heels of the success of Halloween 4, which had successfully revitalized the dormant franchise, Halloween 5: The Revenge of Michael Myers hit theaters just one year later. Unfortunately though, it was a huge step down in quality, delivering a very subpar and frustrating installment of the series.

Where Halloween 4 had managed to get the elements right for a crowd-pleasing entry in the series that didn't insult the audience, Revenge was not nearly as satisfying. First off was the decision to essentially undo the wonderful twist ending to the fourth film: while these events are not ignored, they are quickly made to be far less severe than they appeared and their ramifications are ultimately not dealt with. It was a real copout and letdown for audiences who were very excited to see where the series was going to go, after 4 seemed to strongly hint that some big changes were in store.

Halloween 4: The Return of Michael Myers Blu-ray Review

Once again, Michael is pursuing his young niece, Jamie (Danielle Harris) and Harris is easily the best thing about Halloween 5. In an unnecessary move, Jamie has been rendered mute as the film begins, but Harris again brings a lot of gravity and seriousness to her role as this very traumatized little girl, who once again finds Uncle Michael trying to kill her on a night most kids have a ton of fun on. Also back again is Dr. Loomis (the late Donald Pleasance), here perhaps at his most manic and unhinged; in a few scenes, Jamie seems in danger from Loomis too, who seems like he's finally really lost it a bit, having pursued Michael all these years.

On the other hand, the film is a total mess when it comes to introducing new characters. Tina (Wendy Kaplan) takes up a ton of screen time - a flighty friend of Jamie's family who finds herself in the midst of Michael's new killing spree. The character is meant to be a funky, offbeat girl who dances to the beat of her own drum, in her own, lovable way. However, she comes off as insufferably annoying, with her little noises and forced quirks. And then there are the "comic relief" cops, who seem to have been transplanted in from Police Academy, and come complete with nauseating sound effects and wacky music.

Where Halloween 4 (mostly) had characters behave more appropriately and proactively, Halloween 5 is firmly entrenched in the cliché horror movie realm where the characters do everything movies like this are mocked for, continually putting themselves in needless danger. Meanwhile, a well-liked returning character is dispatched early on here, and not only does it feel like a questionable decision, but then it's not used in any interesting way, nor even mentioned or discovered by anyone else for the next hour of the film.

Then there's the incredibly random and out of nowhere inclusion of the Man in Black, a mysterious stranger who watches from afar throughout the film, clearly having a connection to Michael that raises many questions the film gives no answers to. Halloween 5 features a huge cliffhanger, which while nowhere near as powerful as Halloween 4's conclusion, definitely left the fans anxiously awaiting what would happen next. Sadly the answers Halloween 6 delivered six year later were some of the worst, most laughable decisions possible. Of course, you don't want to hold another film against it, but Halloween 5 is a poor film by itself.

There are a couple of nicely done sequences, most notably a rather scary and claustrophobic scene in which Jamie is trapped inside a laundry chute, with Michael doing everything he can to pull or stab her out of it. But more often, the film just doesn't hit the mark and coming off of Halloween 4, it's easy to note how little the film works by comparison.

Halloween 5, for all its faults, was always a rather well-shot and often “pretty” example of a slasher movie, and the new, first-ever Blu-ray release of The Revenge of Michael Myers definitely delivers a strong transfer. Even better looking than the already-impressive 2006 DVD, Halloween 5’s transfer is very clean and clear and the best this movie has ever been, visually. The audio isn’t as impressive, but is serviceable.

The one brand new extra feature is a new commentary track from Don Shanks, who played Michael Myers in the film, and Justin Beahm (editor-in-chief of halloweenmovies.com and author of the upcoming Halloween: The Complete Authorized History). Beahm’s presence helps the commentary immensely, as he asks Shanks a lot of questions about his time on the set, although there are moments where the actor’s memory and/or area of expertise can’t fully answer a question. Still, it’s an informative commentary. [Note: The packaging incorrectly says the new commentary is with Dominique Othenin-Girard and Beahm.]

Ported over from the 2006 DVD is an earlier commentary from Danielle Harris, Jeffrey Landman (he played Jamie’s young friend, Billy) and director Dominique Othenin-Girard. As weak as a film as Halloween 5 is, this is a great commentary track, with Landman providing plenty of great stories (this guy has an impressive memory) and Harris and Othenin-Girard engaging in a friendly but in-depth conversation, as she asks him some rather pointed questions about some of his decisions on the film that it’s clear she wasn’t quite thrilled with.

Also ported over from the 2006 DVD is a rather random assortment of behind-the-scenes footage, though the “Inside Halloween 5” featurette from both the 2001 and 2006 DVDs is not on this release. However, the two commentaries provided are more than sufficient when it comes to discussing the making of this film from several key players.

Halloween 5: The Revenge of Michael Myers will be released on Blu-ray on Tuesday, August 21st.

Eric Goldman is Executive Editor of IGN TV. You can follow him on Twitter and IGN.


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Wednesday, August 15, 2012

Resident Evil's Weirdest Enemies

Through the years, the Resident Evil franchise has offered its fair share of epic, zombie-fueled adventures. From the exceptional first entries that focused on survival horror to the more action-oriented modern releases like Resident Evil 4 and Resident Evil 5 - the franchise stands as a shining example of how to do zombie-gore right.

The funny thing is, the more memorable Resident Evil enemies usually aren't traditional zombies. In fact, some of them are downright weird. Elephants, giant snakes, plants, dudes in armor - when you really think about it, some of the creatures we've taken down in the name of survival have been pretty damn freaky.

In honor of the forthcoming release of Resident Evil 6, we've compiled the absolute weirdest enemies the RE franchise has to offer. These are in no particular order - although I think we can all agree the zombie elephant would have been number one. Take a look, then let us know your own favorites in the comments afterward.

On to the weirdness!

Neptune

As if Great White sharks weren't frightening enough, the bastards at Umbrella had to go and make B.O.W.s out of them. Bop it on the nose! I hear they hate that...

Hunter

Good ole hunters - giant, reptilian B.O.W.s with giant claws and mean tempers. He looks like he's yelling, "WHY ARE MY HANDS SO BIG!?"

Eliminator

ZOMBIE MONKEY! How can you not like that? Still - it's freaking weird.

Plague Crawler

Ew. Freaking... EW! Giant bugs are not only nasty, and unsanitary, they're also just not normal. Bugs should stay bug-sized.

Stalker

You only thought Aslan was on your side.

Web Spinner

This one's kind of just a spider. But it's HUGE! That's weird.

G

Not surprisingly, G is a product of the G-Virus. It's born from a human host - which is not only strange, but also endlessly unsettling. Also, if you looked at that and didn't think "zombie E.T." - shame on you.

Duvalia

This dude makes those Plagas that burst from your neck seem downright friendly. Disgusting.

Titan

It's a zombie elephant. What more do you need to know?

Alligator

A zombie alligator is different from a regular alligator because... it... well... it's bigger. That's about it.

Queen Leech

A former pet of Dr. Marcus, the Queen Leech is a product of Progenitor virus experimentation. That's what you get for keeping a leech as a pet. Freak. It also looks strangely like Bongo Bongo from The Legends of Zelda: Ocarina of Time. Except without the bongo...

Ivy

A lot of the other enemies on this list are funny, but still frightening. This one is a plant with legs - which is just dumb.

Cephalo

It's like some sick game of jack-in-the-box, but where Jack is a disgusting Plaga that pops out of a zombie's severed neck rather than a box. Thanks for stomping all over our innocence, RE. At least he's wearing sandals, though. You can't be afraid of a man in sandals.

William Birkin

Man, and you thought your family was messed up. Worst. Father. EVER.

Armadura

A suit of armor infected by a Plaga. WTF?! So many questions... so few answers.

Big Man Majini

This one is basically just a big dude. The fact that he doesn't look at all like a zombie is the weird part. Um, ya. Moving on.

Licker

Its body is rotting, but its brain is perfectly intact? Its tongue is longer than its neck? This classic villain makes no sense. Watch out though! It'll lick you to death! Nooooo!

Giant Moth

Look at his mouth - this guy was clearly infected by the Zoidberg virus. Seriously though, what were they hoping to accomplish with this one? When is Umbrella going to learn that no one benefits from giant, infected bugs?

Bitores Mendez

That... has got to hurt.

Ghiozzo

That ginormous fish-monster could never fit in that tiny pool. Weird!

Lurker

Okay, this guy is just awesome. Expect to trip the **** out if you lick this frog's back. And maybe die. And maybe turn into a zombie. Proceed with caution.

Ndesu

He was actually only unshaven before the mutation happened and now look - a full beard! Also, he wears a dead dude for a belt buckle.

Executioner

At what point did he decide it was a good idea to stick nails in his head and torso? Dumbass.

Cerberus

The RE developers sure do love their zombie dogs. He looks more like a "Spot" to me though. I mean, come on. Silly RE developers. Cerberous has three heads.

Yawn

The most badass of badass snakes, Yawn is an awesome - though admittedly weird - B.O.W. that likes to hang around creepy mansions. That expression though - not frightening. He's either yawning, as his name implies, or the happiest puppy ever. I wish I felt half that good right now.

Were those weird enough for you? Did we miss any? Sound off in the comments below, and be sure to let us know your picks for the weirdest Resident Evil enemies.

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


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Monday, August 13, 2012

Hybrid Review

The doom and gloom of brutal sci-fi warfare may be a far cry from the bubbly color and cutesy sheen of developer 5th Cell’s most famous franchise, Scribblenauts, yet the studio’s creative touch doesn't shine as brightly in its new divergent online-only multiplayer shooter -- at least not on the surface. Hybrid masks its highly innovative third-person combat with generic factions, standard weapons, and a presentation that's been cribbed many times before. But underneath all of that lies some of the craziest, most unique multiplayer mayhem I've hopped into in a long time.

Hybrid's three-on-three matches have teams of alien and human combatants gunning the hell out of one another across a medley of stark futuristic battlefields. While many of the weapons, play modes, and settings feel all too familiar, the bizarre way battles play out makes for a completely fresh, thrilling experience. Instead of running around freely on foot, everyone is stuck fighting from behind cover for most of the game. The only way to move around the map is to zip between fortified positions by picking another patch of nearby cover and making a wild, jetpack-aided beeline to safety. It's way cooler than it sounds. A lot can happen in the time it takes to rocket between locations, and the unpredictable ting of danger that comes with each commitment you make adds to the excitement.

Once you hit the air, you automatically fly to your selected destination, freeing up your focus to spray bullets at foes in any direction as you move. There's some built-in maneuverability to let you dodge and boost as you go, and selecting a different cover spot within view lets you change course on the fly. You can also tap a button to make a split-second retreat if things get too gnarly up ahead, which happens often. You could get blasted out of the sky in mid-flight or wind up landing face-to-face with a foe waiting for you on the opposite side of the barrier you just flew to. Firefights flow at a crazy pace, forcing you to keep a close eye on enemy positions and pull off turn-on-a-dime moves to stay alive.

Midair jetpack-fueled duels add chaos to Hybrid's cover-based shooting.

Successful kill streaks up the ante by letting you summon multiple tiers of AI-controlled robot drones to aid in battle, ranging from massive well-armed bots that pack a mean punch to heat-seeking ninja droids that emit a horrifying screech as they zoom in to insta-kill a single foe. In addition, unlockable special abilities and perks make leveling up feel satisfying and add nice depth to combat, since they expand your death-dealing repertoire with fun extras like teleportation, a self-destruct sequence, drone hacking grenades, increased firepower. You can only equip one cool-down ability and one persistent perk at a time, but there's a staggering amount of room for strategic variety.

Brisk one-off matches offer intense bursts of trigger-happy bliss on their own, but the fact they also play into a larger persistent global meta-game is what makes blasting from one battle to the next so addicting. Since you're recruited for one of the two warring factions from the get-go, every round you fight in a given territory earns points for your side and helps level-up your base in that region. Capturing territories takes a lot of joint effort but rewards your faction precious dark matter orbs that push you closer to winning the war. The meta-game is well underway, though there's plenty of contested territory left to capture before the season wraps up with a winner and everything is reset.


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Thursday, August 9, 2012

First Look: New Toy Story Short

The larger Toy Story tale might be over, but there's no end in sight for the ancillary short films based on the beloved franchise. "Partysaurus Rex" is up next, scheduled to play before Finding Nemo 3-D beginning September 14, and a first look at the film has popped up online today.

EW has the images from the short, which stars Wallace Shawn's Rex in a bath-time adventure which turns into a "sort of bubble-filled rave, complete with glow-in-the-dark toys making disco lights under an overturned colander and dance music by Grammy-nominated electronica musician BT." Rex the party animal, eh?

Check out the images here:

Check out the full shots at EW.com.

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


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Tuesday, August 7, 2012

The Bourne Legacy Review

How do you continue a franchise that only recently concluded in perfectly satisfying fashion? That was the problem facing the makers of the Bourne trilogy – a hat-trick of films that achieved the twin feats of impressing critics and audiences alike, grossing nearly $1bn at the global box office in the process.

Their solution to further reap those Bourne bucks is a reboot of sorts, but one which runs in parallel to the original story, revealing that Jason wasn’t the only super-spy on the C.I.A.’s books, and that Operation Treadstone was one of many such programs being run by the U.S. government.

The film kicks off with an image familiar to fans of The Bourne Identity – that of a motionless body floating in water. But where first time around it was the injured and amnesiac Jason Bourne cast adrift, this time the man is Aaron Cross, and he has entered the icy Alaskan waters very much by choice.

Proceedings commence with Cross alone in the wilderness, retrieving canisters from the freezing waters, popping a variety of mysterious pills, leaping across treacherous ravines and somewhat ridiculously doing battle with a pack of wolves (which hot-on-the-heels of The Grey, could become the cinematic equivalent of jumping the shark).

Meanwhile back in Washington, the Bourne situation is blowing up, and we are introduced to the guy behind the guy behind the guy in the shape of Edward Norton’s Eric Byer. Director of the National Research Assay Group, Byer has built several of these programs from the ground up, with Cross a member of one of the jewels in his crown: Outcome, wherein agents are trained for use in isolated, high-risk, long-term intelligence assignments.

These men and women are stationed deep undercover all over the world, but with Bourne’s activities in Supremacy and Ultimatum infecting other programs and threatening to expose their illegal methods to the world, Byer takes drastic action. Cross is quickly forced on the run, embarking on a spot of globe-trotting with only his smarts, lightning quick reactions, and expertise with weapons and hand-to-hand combat for comfort.

So far, so Bourne trilogy, but unlike those films, Cross’s memory is fully intact. The mystery is therefore not psychological but rather physical, as Aaron endeavours to discover what Outcome has done to both his mind and body as he flees the program’s clutches.

Trouble is our hero investigating the side effects of green and blue pills is far less interesting than a protagonist trying to unlock his memory and rediscover his humanity.

And good as he is, Jeremy Renner is no Matt Damon. He’s never less-than-convincing as Aaron Cross, nailing the action and delivering intensity in spades. But he doesn’t quite have that movie star charisma that makes Damon so damn watchable and had you rooting for Bourne in spite of the terrible things he had done.

Renner’s best scenes are with Rachael Weisz’s Dr. Marta Shearing, whose work in behavioural design may shed some light on his predicament. This knowledge puts her own life in jeopardy however, and the pair are soon forced to collaborate to save both their skins.

Yet while they make an engaging duo, the twosome also share several somewhat clumsy scenes in which Shearing has to explain some pretty complicated science to Cross, and as a by-product the audience. And The Bourne Legacy is full of such sequences, with shady Agency men regularly popping up to recap what happened in the previous films and indulge in exposition-heavy conversations to explain the complicated political machinations of this one.

It’s a clear case of too much talk and not enough action, as Byers spends scene-after-scene barking orders from his crisis suite when all we want to see is Cross getting stuck into the bad guys.

That may be the result of trilogy screenwriter Tony Gilroy – who has previously helmed the dialogue-heavy Michael Clayton and Duplicity – stepping into the director’s chair for this instalment.

However when the action does rear it’s high-octane head, Gilroy handles it with aplomb, never quite scaling the muscular, shaky-cam highs of predecessor Paul Greengrass, but nevertheless nailing several scenes.

Stand-outs include an impressive sequence in which Cross scales a building in a single, unbroken shot, and a truly jaw-dropping motorcycle chase (which owes more than a passing debt to Terminator 2) in Manila.

And while a pulsating rooftop chase is a little too reminiscent of Supremacy, Gilroy does deliver a truly stunning movie moment in a laboratory that is more horrific than anything that the series has delivered thus far.

But aside from odd moments like this, The Bourne Legacy is very much more of the same, only less compelling and entertaining than what’s come before.

The film does endeavour to expand the mythology of the series, but in building out rather than pushing forward, it fails to fully engage as an absorbing story in its own right.

If this had been the first film in a series – and could therefore be taken entirely on its own terms – The Bourne Legacy is an entertaining if at times uninvolving action picture, featuring sharper dialogue and better performances than most movies of the genre.

But the film constantly reminds us that we are in both Jason Bourne’s universe and his timeline, with Cross following in his footsteps metaphorically and at times quite literally.

It all makes for a frustrating viewing experience when you know that those films are superior to this one in every way, shape and form. The result is the fourth best entry in a series of four, and one that leaves you wishing the filmmakers had simply left Bourne’s legacy alone.

Chris Tilly is the Entertainment Editor for IGN and regrets his time in Operation Treadstone. His idle chat can be found on both Twitter and MyIGN.


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F1 2012: A Real Winning Formula

When Codemasters picked up the Formula One license, it marked a return to prominence for the legendary racing franchise. Having been exclusive to Sony’s consoles for a time, its re-emergence as a multi-format title with F1 2010 proved a huge success, shifting an astounding 2.3 million units worldwide.

However, last year’s follow-up, despite having numerous improvements on its forebear, sold slightly less and was generally considered to be a much tougher game. “I think the problem that we had in the past was that we didn’t call things out,” said Steve Hood, Creative Director on F1 at Codemasters’ Birmingham Studio. “It’s really galling for developers when there’s that blood, sweat and tears, we’ve put all that work into this title, there’s all those new features from 2010... But we didn’t always call stuff out, so if there was a new feature in there, players didn’t always find it. This year it’s a very simple thing that we never got around to doing; little tags that just saying ‘new feature in here!’ It just makes the player a little more inquisitive about ‘what is this new thing? Oh, Champion Mode? I think I’ll try that out.’”

The mode in question reflects the staggering line up of talent competing in the sport this year. Each of the six current superstars has specific events calling you to beat them. The first is Kimi Raikonnen, starting a half dozen positions ahead of you but on worn tires. To advance, you have to chase him down in your freshly kitted vehicle and complete the circuit ahead of him. Beat him and it’s Lewis Hamilton’s turn, taking him on in a wet weather race – and as much of a cliché as it is for the British racer to be caught in the rain, it makes for superbly thrilling race material.

Yes, we’re working on the physics engine [but] we want the players to experience the beauty of Formula 1, which differentiates it from other racing series.

Another new addition is the Season Challenge, targeted at players who don’t necessarily have the time to commit to a lengthy F1 gaming session. Breaking a drivers’ career down to ten races, it brings all the essential F1 elements together in bite size chunks. Conversely, the full career mode will take you from the Young Drivers Test out in Abu Dhabi, serving as a brief tutorial, through to joining one of the premier sponsor teams and becoming the best driver in the world. In the course of the lengthy mode, you’ll do a fair bit of globetrotting. Tracks include old favourites such as Silverstone, and new locations – notably, the upcoming Austin, Texas ‘Circuit of the Americas’, due for completion later this year.

The weather system is one of the areas that’s had significant improvement this year. Deemed revolutionary in 2010, it’s operating at a whole new level now. “We spent a lot of time working out on the console what we could do with the weather systems,” Hood says. “We’ve made these storm-fronts which can sweep across the track, and that’s awesome.” The dynamic weather patterns can produce localised effects on different parts of tracks, depending on your location. A longer race might see rain sweep over half of it, demanding a change in your tire strategy or when to make pit stops – not to mention the nightmarish effort of steering a precision vehicle while blinded by back-splatter from the car ahead.

Criticism over 2011’s perceived difficulty should be lessened this year by a streamlined control system. “Making the cars easier to drive on the pad was number one priority for us,” Hood explains. “Yes, we build it and developed on the steering because it gives you a clear focus on what’s going on. Yes, we’re working on the physics engine [but] we want the players to experience the beauty of Formula 1, which differentiates it from other racing series. You can only get to that point if you can stay on the track and drive consistently.”

F1 2012 should come across as a more complete experience, and we’re trying to call out the things that it has got above and beyond from 2011.

As well as being more responsive when playing on a pad, quick access commands on the d-pad allow you to select changes to your tire or engine rollout, applied at the next pit stop, or the type of fuel being used. At a lower level, these are nice bonuses but the more you improve, the more you’ll want to explore their impacts on your race. All these small changes can greatly affect the outcome of any race, and along with the likes of KERS and DRS – recent technologies added to the FIA’s rule set since 2009 and 2011, respectively – combine to make F1 2012 ever closer to fully replicating the motorsport.

“F1 2012 should come across as a more complete experience, and we’re trying to call out the things that it has got above and beyond from 2011,” says Hood. “It’s obvious to players what they’re spending their money on this year.”

Retaining the authenticity devoted fans crave while being just a touch more accessible for newcomers has seemingly paid off. The new tracks look to be a joy, and the precision given to the player – especially on a pad – is much improved. All told, F1 2012 is shaping up to be the finest virtual outing the sport has seen yet. A real winning formula.

Matt Kamen is a freelance games journalist. When the revolution comes, he's putting anyone who didn't buy a Dreamcast up against the wall first. You can follow him on IGN and Twitter.


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