Showing posts with label things. Show all posts
Showing posts with label things. Show all posts

Monday, August 27, 2012

Resident Evil 6: The War on Bio-Terror

Demos are tricky things. Though certainly better than only watching trailers, or agonizing over the smallest details in screenshots, demos only give you a small slice of an experience. They lack the context of previous gameplay or story to fully demonstrate a game’s potential.

Resident Evil 6 has certainly suffered from that problem. A premature and poorly constructed E3/Dragon’s Dogma demo exposed the game’s weaknesses in all the worst places. A startling lack of quality made it easy to start drawing conclusions about the game. Would the camera get better? Would screen-tearing constantly be a problem? Would Leon Kennedy be robbed of action? Would Jake Muller and Chris Redfield not benefit from slower moments that allow for a proper ebb and flow of tension?

We’ve now had the chance to spend about 15 hours with Resident Evil 6, completing approximately half of the three lead campaigns featuring Leon, Chris and Jake. That time not only reinforces some of our impressions (be sure to read them) based on the second, much-improved round of Comic-Con demos, but allowed us a glimpse at new functionality, new storyline elements and new design elements in general. What follows are three new video previews detailing our thoughts, plus a variety of other notes.

Be warned: There are some spoilers ahead, particularly in the video previews. Nothing huge, but we know some of you care about that sort of thing.

Leon Kennedy's Campaign

Think Leon's campaign is just about a slow crawl through Tall Oaks University? Not quite.

Chris's Campaign

Are you a recent convert to the world of Resident Evil? Are you a big fan of RE 5? You'll definitely want to pay attention to Chris Redfield's campaign.

Jake's Campaign

Leon and Chris are easily two of the most iconic characters in RE lore, but Capcom sough to add a new face to the mix this time around. Let's take a look at Jake's storyline, which pairs this newcomer with RE 2's Sherry Birkin.

The Campaigns

We cover a lot of different details between the three video previews above, but there's even more to say about how Resident Evil 6 tells its story. What's probably most important is that while all three campaigns share similar control schemes, and feature pairs of characters fighting bio-terror across the globe, they have their distinct tones and in their own way feel like their own complete experience.

Leon's campaign definitely takes on a darker, slower tone that does feel similar to Resident Evil 4. With its emphasis on BSAA action, and plenty of battling in the broad daylight, Chris Redfield's story does call back strongly to Resident Evil 5. Finally, Jake Muller's arc is based more on tension than horror, as Jake and Sherry are constantly being chased by the Ustanak. Although all campaigns have some tonal overlaps - there's plenty of high action for Leon and some slower, creepier moments for Chris - they do stand apart all the same.

Expect plenty of Resident Evil's signature traits as well - both good and bad. This is B-movie horror at its finest, with some cringe-worthy dialogue, obtuse main characters and a large, generic supporting cast waiting to be slaughtered. Yet as any B-horror movie fan will tell you, that's part of the fun. Every so often the game attempts to take itself seriously, with mixed results, but by and large Resident Evil 6 is attempting to be everything that any Resident Evil fan would want. So far, with about a dozen hours spent between all three campaigns, Capcom appears to be succeeding.

Playing With Skill

For many years, Resident Evil has wrestled with how players should handle things like inventory, ammo scarcity and character evolution. With solutions ranging from briefcases to storage bins to upgradeable weapons and mysterious merchants, the past decade has presented many options. Resident Evil 6 tries to walk a fine line between everything.

So far it appears as though Capcom has opted for an upgrade system that focuses on the actual characters, not weapons. Likewise, the stores - merchant or otherwise - are gone, replaced by a skill point system that is accessible from the game's main menu, or between chapters. Points are found during the campaigns themselves, picked up as random drops from fallen enemies or in random treasure chests. More difficult enemies will drop thousands of points, while more common ones will typically drop 50-100 points, if they're not leaving ammunition or herbs behind.

The upgrade system can affect everything from the effectiveness of melee attacks to gun recoil to the likelihood of certain types of ammo drops. Once purchased, these upgrades (some of which have multiple levels to buy) can be placed into one of three slots, which affect all characters regardless of campaign. In other words, if you decide you want to exit from Leon's campaign to make some progress in Chris's, you'll want to check your skill set to make sure it's appropriate for that specific campaign. What you select can definitely make a difference.

Herbs and Ammo

A few other details stood out to us during our time with Resident Evil 6. The herb system is particularly different, as it not only focuses on what types of herbs you have, but rewards you for risking your character's health.

Herbs are no longer something that can be instantly consumed. They must be converted into pills before your character can use them to recover one of your six health blocks. Typically one green herb yields one pill, but waiting until you have two, and combining them when you convert, will yield three. Better yet, combining a red and green will yield six. So the game rewards you for taking risks, for holding your herbs rather than pushing to have them available. It's a small detail, but occasionally you'll find yourself strongly weighing whether to enter a room fully equipped, or risk having to scramble in the hopes of finding some extra herbs and profiting from that patience.

Ammunition is also an unusual commodity this time around. Resident Evil 5 was well known for providing ample amounts of ammo, particularly before major confrontations. This time around Capcom isn't quite so generous. Though it's certainly not as punishing as some of the older games, Resident Evil 6 often holds back on the bullets, particularly because enemies frequently drop skill points instead of usable commodities. Careful item management is definitely something worth considering. In fact there were several points where we let our partners do some of the work for us, or restricted ourselves to melee attacks to conserve ammo for another battle. It was strange to feel the need to do these things - but very much welcome.

This limited stock of ammunition does lead to a few bumps, where you simply must shoot something to progress, and little will happen until you do. If your guns aren't loaded, prepare for some rather awkward gaps in action until you do. This type of situation doesn't happen often, and in some ways it's a reasonable price to pay for the thrill of having limited resources.

The Battle Continues

Even a dozen hours in, we know we've only scratched the surface of what Resident Evil 6 has to offer. Capcom is almost literally crafting four games in one. While each is estimated to be shorter than previous entries in the series, the sum of the parts is one massive adventure. Better than that - our early fears have been put to rest, as the more time we spend in Tall Oaks, Europe and China, the more the experience grows on us. Capcom is still taking a variety of risks here. Not all of them will pay off. Yet somehow that's always been the story of the Resident Evil series. If we have to take a few weird moments alongside our epic horror show, we'll gladly do it.

We're just over a month away from the release of Resident Evil 6. Stay tuned for more and more coverage of the game and its legacy as the days count down.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : feeds[dot]ign[dot]com

Sunday, August 26, 2012

True Blood: "Save Yourself" Review

Warning: Full spoilers for the episode follow...

Hey, I remember that old Stabbing Westward song! "I can not save you..." Sorry guys, my '90s are showing.

Okay, so big things were poppin' in the True Blood season finale. And I don't mean that metaphorically. Fangers were 'splodin' all over the joint. And Sam (as much as it still hurts my brain to accept that shifters can turn into flies) flying into Chancellor Harris' mouth and then bursting out of her as a human was pretty freakin' rad. As was the final 10 minutes of "Save Yourself," in fact. But before I get into the whole naked, bloody "Billith" reveal - which actually seems to be borrowing from Deacon Frost's plan to become the Blood God from the movie Blade - I need to talk about the quick, unceremonious death of Russell and some of the things that were lacking in this season ender.

True Blood has always been an oddly paced show. Often, the finales dispatch with the "big bad" within the first half hour, leaving the rest of the episode to act as set up for the next season. One gets the sense that the writers know when they want to have big moments happen, but filling in all the moments in-between, or leading up to them, is treated as a stagnant chore. So we either get episodes of filler leading up to exciting bloody carnage, or we get random crazy side-stories that go nowhere and leave a handful of characters with nothing to do at the end but drink Cajun Margaritas. And witness the beauty of the orgasmic fairy birthing process. "I have no idea what's happening" says the drunken Mrs. Boathouse in Merlotte's, in that True Blood meta-way that tries to excuse the crazy bulls*** by having the characters call out how crazy their lives are. "Who the f*** does?" Lafayette replies.

So, while one story in this finale had "life or death" stakes, the other had Maurella telling everyone "My light broke" and leaving Andy with four newborn baby girls. The worst part of which is that we'll now have to see Andy comically deal with four newborn babies in Season 6. And as for Russell? The driving force for most of Season 3 and the man who we all cliff-hanged on last week? He got splattered by Eric within the first two minutes; before the opening credits. Now, since I figured that this season couldn't end without Sookie actually meeting and seeing "Evil Bill," I knew the Russell situation would get handled quickly. But not that fast. I mean, I'm glad Eric was the one who got to kill him, but the hastiness of the whole thing made it feel very unsatisfying. I would have much rather watched things play out in the field a bit longer than, say, watch "constantly seeing things" Jason constantly see visions of his vampire-hating parents.

But, like I mentioned already, the final act of this episode was pretty damn fun. And guys...skinwalking paid off! It was used to actually do something useful! And, I have to say that I didn't even know it was Luna acting as Steve at first. I thought it was just Steve being protective of his pet. We'd even seen him tell Luna not to shift into a human before. Also, Tara kissing Pam and Jess screaming "I knew it!" was awesome.

And I'm glad they decided to keep Evil Bill around for Season 6. Though, I'm not sure what his plan will be now that almost every vamp in the Authority HQ has been staked by Jason, Eric and Nora. His army seems to be gone. But who knows what Bill's mind is even going to be like after fully transforming into that blood demon thing? Will he even be in charge of anyone? Season 5 did a good job of expanding its vampire story out across the U.S. I mean, I still didn't believe Jess when she said that the Bill and the Authority were just crazy enough to take over the world, but it was a step in the right direction.

But now the world knows that Steve Newlin "eviscerated" 22 frat boys. And they know that shifters exist too, thanks to Luna. So there's definitely some interesting possibilities taking shape. The trouble is, it makes me care even less about the smaller characters at Merlotte's. This finale ended with a single cliff-hanger and not several character-specific cliff-hangers like last year. Which makes me really only want to follow this one story even more.

Oh, and Alcide's pack-master story was fine too. Robert Patrick's always a kick to watch, although Alcide now seems even more detached from the core characters than usual.

At this point, given the final scene, I can see no way back for Bill. Of course, we all thought that at one point when Angel turned into Angelus back in '97, so I suppose there's always a way. And this is where series creator Alan Ball leaves us, as he wrote this finale and now heads off to focus on his new Cinemax series, Banshee. He leaves us (thought probably not entirely) with our former hero flipping his crippling guilt upside-down and using it as an excuse for divine madness. It's funny too, to think about how every new Authority character that was introduced this year, aside from Nora, is now paste. No one from that now overly-familiar set was meant to survive the religious purge; with ever-devious Salome being the last to bite the dust. And now that Bill is Billith, will we ever know what Lilith's game was? I mean, she wanted one of them to drink all of her blood. So now what? Stay tuned...

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN. WARNING: No Nudity!


Source : feeds[dot]ign[dot]com

Wednesday, August 15, 2012

South Park Returns Next Month

Comedy Central has just announced its fall schedule, which includes the next season of South Park as well as all-new series and specials.

The fall season kicks things off on Tuesday, September 25 with a new episode of Daniel Tosh's Tosh.0 at 10pm, followed by the comedian's new animated series Brickleberry at 10:30. South Park returns the night after that on Wednesday at 10pm, with Season 2 of Key & Peele premiering directly afterward.

Additionally, the network will air two stand-up series: Season 2 of Gabriel Iglesias Presents Stand-Up Revolution (Thursday, October 4, at 10pm) and the series premiere of T.J. Miller's Mash Up (Tuesday, October 9, at 12:30am).

On Tuesday, November 6, The Daily Show with John Stewart and The Colbert Report will televise live election night coverage at 10 and 10:30pm, respectively.

Also on the docket are several specials, including the fourth biennial event Night of Too Many Stars: America Comes Together for Autism Programs on Sunday, October 21; and new stand-up specials from Demetri Martin (September 29), Jeff Dunham (October 7), D.L. Hughley (October 27), Chris Hardwick (November TBA) and Russell Peters (TBA).

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

Sunday, August 12, 2012

Breaking Bad: "Dead Freight" Review

Note: Full spoilers for the episode follow.

Of all the disturbing things this show has done, there hasn’t been a detailed, in-your-face instance of any innocent bystanders paying a price. Sure, there was Jane’s dad, who crashed a plane and killed a bunch of people, but there wasn’t much tangible about that; we never saw people burning alive on a plane or crashing to the ground (that would’ve been pretty bleak, even for this show). The most we’ve seen is the crack addicts or dealers who occasionally kill someone or one another and they’re not "innocent" in the same way. Gale may have been the most innocent person on the show, but he was still a meth cook.

People are people and every death is a tragedy, yes, but it doesn’t hit home. We, the viewers, are mostly law-abiding citizens. We don’t do drugs (OK, most of us don’t), we don’t skirt the law, and we don’t kill anyone. Therefore, we don’t identify with the drug dealers or the addicts or any person who, to this point, faced direct, tangible repercussions -- i.e.: death (and on camera) -- for decisions they didn’t make.

Most of the people in the series do terrible things and don’t see the repercussions of their actions—especially Walt, our "hero". The one character who’s the most closely related to us, Jesse, has a conscience, but he’s still a cook and he’s killed. He does harm to other people. In "Dead Freight," we have a boy killed in cold blood, whose only crime was he wanted to motorbike through the wilderness. Everything about him was supposed to be the definition of innocence and childhood. He even wears a helmet because he feels safety is important (or his loving parents do).

And it was a horrible twist. It was a tragedy. It was disturbing. It was necessary. It was amazing TV.

Gotta love all of the little hints in there. First, there was the opening. Although the show’s done at least one red herring opening, this opening looked more like a flashback. The kid on the motorbike looked straight out of the ‘70s. The kid was off-screen just long enough to completely forget about him.

Then there was Mike saying, “I've been around long enough to know there are two kinds of robberies: the ones that get away with it and the ones that leave witnesses.” It could’ve been just a Way of the Gun kind of one-off random philosophical quote about murder and crime, but since this show is Breaking Bad (and doesn't have bad writers), it had to come into play.

There was also all the talk about (and action from) kids in this one, with Walt Jr. returning to Flynn and Holly existing (we haven’t seen much of her this season). The one that stuck was Lydia asking Walt if he had kids and their brief conversation about it. In any other episode these probably would’ve been red herrings, but they definitely weren’t... Holy S**t...

And there’s this odd parallel to this story and the meta-story, where the entire story is a train robbery itself. How much time do you think it took the Breaking Bad writers to A) come up with this idea and B) plan how to do it? I’m guessing weeks, maybe even months. It’s clear it took a long time to figure out the details anyway. The director made damn sure we knew they put a ton of thought and planning into it, from the feeder tubes and their installation right down to the little silver “SECURED” tags. There wasn’t a shot out of place.

Three shaved heads are better than one.

Jesse Pinkman contemplates which came first, "bitch" or "yo."

So the writers came up with a great idea to solve a big problem for this season. It had to be executed to perfection. The tension was high. There were a lot of stumbling blocks.

But after this was done, how would the season progress? How would we take this into a far more disturbing territory?

And that’s where the motorbike boy came back in. With just that last minute—that last little flick of the wrist—the writers found their gateway into the end of the series while destroying everything Jesse had worked so hard for. It moved us into a bigger, deeper abyss.

How each character reacts to this will be important too. The idea of the train robbery was innocent, too. Jesse came up with the idea so no one would get hurt and it was a brilliant idea. It’s innocence was slaughtered at the same moment that boy was shot. Where will this take Jesse? Todd (Friday Night Lights' Jesse Plemons) was oddly the seasoned professional despite being the newest “member” of the team. He’s a good insert in this series to provide that bridge between where Walt and Jesse are into the bleaker territory. And dang did he deliver in this one.

Even without that last minute, this was an amazing episode. There was talk of killing Lydia again—and hey, she turned out to be innocent! That’s interesting. Holy Shlamoley, what’s going to happen with that? There was tension throughout and we were taken on quite a ride. “Flynn’s” return delved us back into developing Walt Jr. and where is that going to go? Is he going to side with Hank eventually? (Oh man, that scene with Walt and Hank in Hank's office was amazing).

The whole train robbery scene was action-thriller-y, even up to Walt doing the “HOOLLLD! OK NOW!!!” on the feeder tubes, right up until the final scene. “Dead Freight” was the series in a nutshell.

Maybe the greatest part of this episode was how well this will lead us into the end. This was a train robbery of an episode. It was beautifully crafted, excellently executed and we know the ending is coming soon.


Source : feeds[dot]ign[dot]com

Thursday, August 9, 2012

What’s New in Dark Souls: Prepare to Die Edition

I’ve done a lot of things in life that weren’t exactly easy. In 2008 I moved to Japan with what turned out to be an embarrassingly rudimentary knowledge of Japanese, and had to either learn to read fast or subsist entirely on convenience-store cup ramen. I spent six weeks as a door-to-door sales girl in suburban California, where on one occasion I was literally hosed down by an angry fat shirtless man yelling at me to get off his property. I sat through all of Transformers 2 without screaming, once.

Reviewing Dark Souls last year, though, was the hardest thing I’ve ever done. Playing that game with no online functionality and no help from wikis or fellow players for 80-odd hours, relying on an email thread with other hapless Dark Souls reviewers that soon became known as the Chain of Pain for help, turned an invigoratingly difficult game into a near-impossible one. For various boring review-related technical reasons I had to start that game over from the beginning four times without ever being able to finish it.

So it’s understandable that the thought starting all over again on PC with the Prepare to Die edition, which comes out in just over two weeks, is giving me heartburn. This PC release of one of the very best games of the past five years is definitely a port rather than any kind of remake – even on a powerful PC, it never looks any better than Dark Souls did on consoles, and it still struggles a bit on the framerate front from time to time. FROM Software has had tremendous trouble bringing the game to PC and has no experience with the platform, which means they’ve clearly had to work very hard just to get it up to standard. But it does come with ten hours of new gameplay that will draw Dark Souls players like moths to an open flame, ready and willing to be immolated.

It’s very, very annoying that the extra content, entitled Artorias of the Abyss, won’t be available to PS3 and Xbox 360 players as paid DLC until sometime this winter. If you’re a lover of Dark Souls and want to get at this new material, you’ll have to either purchase this version of the game and play the whole thing again, or wait for months before you can use your existing save. That’s not the most attractive choice in the world, and I’m not sure if it’s one I can face when the game actually comes out.

Thankfully, for the purposes of this demo, I’m deposited right at the entrance to the Abyss, a black portal from which a monstrous, many-eyed hand emerges to drag you away. Like the Painted World of Ariamis, it is a portal to another world rather than part of Dark Souls’ vast map, located down in Darkroot Basin. (Those wanting to avoid hearing anything about what it contains should probably skip the next few paragraphs).

It seems – from what I can gather – that the portal sucks you into the past, to when the legendary Knight Artorias was still alive. He’s a shadowy figure in Dark Souls lore – even more so than every other incidental character in the game, most of whom you can only really learn anything about by digging through wikis in the absence of in-game clues or exposition. It promises to tell the tale of the once-great night’s downfall, and how he walked the Abyss to meet the Four Kings.

Perhaps unsurprisingly, the first thing you encounter upon being sucked into the past is an absolute jerk of a boss

Perhaps unsurprisingly, the first thing you encounter upon being sucked into the past is an absolute jerk of a boss, the Sanctuary Guardian. It’s a chimeric cross between a lion, a poison-tailed scorpion, a griffin, a ram and a really angry polar bear, and it will f*** you right up if you have it the merest opening.  Oh, and it flies, and shoots killer paralysing lightning at you from its face. Even equipped with a fresh level-60 character and a couple of +5 weapons to pick from, it’s a monster of a boss, so fast and aggressive that there’s rarely time to catch your breath and down an Estus before the thing savages you with a headbutt-and-clawing combo after paralysing you with electricity.

As ever with Dark Souls, it looked almost impossible to beat him at first. After half an hour with the Prepare to Die edition I was facing the very real possibility that I might not be able to get any further. But the Sanctuary Guardian crumbled, eventually, with the help of a greatsword and some very well-timed dodges, and I was hit by that head-spinning wave of adrenaline and relief that every Souls player knows. I knew I’d been drawn back in.

The Sanctuary that the guardian was protecting turned out to be the Sanctuary of Oolacile – home of a civilisation that’s already been lost to the ages by the time Dark Souls starts. It’s a forested area not unlike the hidden place in Darkroot Garden guarded by White Wolf Sif (the wolf with the greatsword between his teeth), with winding forest paths weaving over a yawning, pitch-dark Abyss that seems to be slowly swallowing everything around it. As you approach this cavernous void, there’s a growing otherworldly rumbling in your ears that makes your heart rise into your throat.

Pick your way around its edge and you’ll find less terrifying things: stone knights with giant hammers, scarecrow-like forest monsters chasing you with hay-forks and gigantic scissors. Down through the ruins of some long-abandoned building that looks a lot like the perimeter wall that you fight the Moonlight Butterfly from, you find a white mist door leading through to a stone city that seems to wind down into the darkness. I’m not allowed to talk about what lies beyond, but there are supposedly about ten hours’ worth of gameplay in this area for moderately skilled players and I’ve only seen two or three hours’ worth, so we can be certain there’s much more to see (including, presumably, some of the promised new items and weapons, which didn’t turn up despite a thorough scouring of the forest).

I’m still not sure whether I’ll actually play the Prepare to Die edition, from the beginning. If this were a better version – properly HD, with a better framerate, nicer-looking environments and a Blighttown that didn’t slow to a crawl when you pointed the camera in the wrong direction – I’d be very tempted. But playing the same game again, with all the same niggling faults and graphical quirks, from the start, just to get access to this new content? I think I might endure the wait until it’s out on consoles, and hope that it will spur a new wave of Dark Souls players to repopulate the online servers.

You might decide to do the same, if you’re already a Dark Souls fan. But if you’re a PC gamer who’s never played Souls before, then despite this port’s problems, there’s absolutely no question: clear your schedule for the end of August, and prepare for one of the defining gaming experiences of your life. I promise, you’ll get used to the framerate.

Keza is in charge of IGN’s games team in the UK, and adores Dark Souls despite the fact that it may have had permanent effects on her mental health. You can follow her on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Friday, August 3, 2012

Minecraft: A Tale of Survival - Day One

[Editor’s Note: At IGN one of the things we've all come to agree on is this: Minecraft is special not only because it allows you to unleash your creativity, but because it allows you to create a narrative for your character. Are you the king of the realm? A crazed and brave slayer of zombies? A spelunker? Or maybe, just maybe you're like this pour soul here: a bewildered victim of a ship-wreck, starting in a world with only a single tree and a single land mass. What follows is the start of a one survivor's story, told through a his journal. Can he survive with just a single tree and his wits?]

DAY ONE

I awoke with a start. Head throbbing. Disoriented. Where was I? Where was the ship? Oh god! The ship…was gone. Wrecked.

I shouted out, but received no reply. I quickly realized that I was wholly and completely alone here. But where is “here,” anyway?

Oh no.

Oh no. No no no!

I quickly realized I had washed up on a small island. For a moment I felt hopeless. But I only allowed myself that one moment. I steeled my nerves. I quickly found two small trees. And some tall grass.

I can do this.

I felled the trees and quickly replanted the saplings. I knew I would need ample wood supplies if I wished to have any hope of survival.

I also gathered as many seeds as I could manage from the surrounding tall grass. Using the wood from the initial two trees I fashioned a few simple tools, including a farming implement, and planted a very basic farm plot.

My lifeline.

Oh God, is it already mid-day? They will be coming soon.

Using a crude wood pickaxe I struck at the earth wildly. I didn’t have a plan. Just survival. I would huddle in a dark dirt hovel overnight, if I had to.

By the Void-Makers, finally some luck! I had used all my wood fashioning my initial tools, and had resolved to spent the night in darkness. Just as I began to lose hope, through pure happenstance I managed to stumble across a small coal deposit.

I quickly crafted a few torches using the coal. By torchlight I burrowed a basic shelter, constructing a basic work bench, furnace and storage chest along the way. By now I was beginning to feel a bit silly about my frenzied digging.  Surely they wouldn’t be able to reach an area as remote as this.

Right?

I resolved to take a look outside, confident that my earlier precautions would prove to be causeless.

Oh no. No no no.

They're here.

END OF DAY ONE.

Justin is Editor of IGN Wireless. He also enjoys playing Minecraft during his free time and apparently has a penchant for the dramatic. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com