Showing posts with label trailer. Show all posts
Showing posts with label trailer. Show all posts

Thursday, August 23, 2012

Rachel McAdams and Noomi Rapace Have a Passion for Each Other

Check out the steamy new trailer for Passion, director Brian De Palma's upcoming thriller starring Rachel McAdams and Noomi Rapace (Prometheus, The Girl With the Dragon Tattoo). Passion, an English-language remake of the French film Love Crime, follows two women: the icy, career woman Christine (McAdams), who is into kinky sex, and her shy, but increasingly ambitious assistant Isabel (Rapace). When one betrays the other, a nasty revenge plot kicks in. The film will screen at this year's Toronto Film Festival.


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Eli Roth Celebrates Thanksgiving

Eli Roth has been talking up the prospect of his proposed horror film Thanksgiving.

The Hostel helmer shot a fake trailer for the non-existent movie as part of the Grindhouse feature, but since then has been making noises about making it for real.

And while speaking to Behind the Thrills about his Las Vegas attraction Goretorium, Roth revealed that the project is one step closer to becoming a reality.

And to make it that much more complicated, he’s working with the writers of another fake trailer-turned-movie.

“It’s gonna happen,” he explained. “I’m working with the Clown writers on it… Jeff Rundell, my co-writer, and I have a very extensive treatment. We finally cracked the story and figured out how to make it really, really scary.”

“The Clown writers wrote one of the best scripts I’ve ever read, and we’re like ‘before Jon [Watts] shoots Clown, he’s got a window.’ And Chris Ford, whose movie Robot and Frank just opened… Chris and John are going to write the screenplay with me and my writing partner Jeff, so we’ll have a draft soon.”

More news on this one as and when it happens, but before then check out both fake trailers below or read our feature on other fake movies we want to see happen.

Chris Tilly is the Entertainment Editor for IGN really, really wants to see a Thanksgiving movie. His idle chit-chat can be found on both Twitter and MyIGN.


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Monday, August 20, 2012

Star Trek: How to Make a Movie Tie-In That's Good

We've still not seen much of Star Trek. Yes, a new trailer came out at Gamescom, but we still haven't played the game. Normally this would be a bad sign – a signal that the game isn't up to scratch, perhaps; that it's a bit of a rushed job. You know, the sort of thing we've come to expect from movie tie-ins over the years.

But Brian Miller, senior VP of games at Paramount Pictures, says that the new Star Trek game, based on the critically-acclaimed and commercially-successful J.J. Abrams's reboot, is the exact opposite.

"We had a conversation about why movie games don’t work," says Miller. "Most of them aren't very good. And we tried to figure out why that was. Because even though people loved the movies, and you’d think they'd want to play those games because of the characters, most movie tie-ins just don't work.

And after sitting down with creatives from Bad Robot (J.J. Abrams' production studio), they came up with a few reasons.

"One of the biggest reasons was that you don’t give those types of games enough time. By the time you start filming a movie to the time you get ready to have it in theatres, you’re lucky to have 12 months for a developer to really work on a game. That’s not enough time. That’s not enought time to do it right. So by the time Star Trek comes out early 2013, we’ll have been working on the game for around 3 years. So that problem has been solved."

Star Trek is the ideal property out of which to make a co-op title. It centres on one of popular cultures most enduring friendships, right up there with Han and Chewie, Woody and Buzz. At the same time there is a danger that having such an iconic, strongly-defined pair of characters at its core might prove too chafing for players. So many video game characters are, of course, purposefully devoid of personality.

Kirk is headstrong, impulsive. Spock is thoughtful, measured. The game will subtly encourage players to play in character. "For Kirk we have a lot of upgrades and bonuses for doing things that Kirk does," says Miller. "So his shooting ability is much better than Spock’s. But Spock is half-vulcan so he runs a little faster and jumps a little further." He wouldn't be drawn on how else the game would incentivise gameplay that was consistent with the character, but it's clear that it's in no way compulsory. You can still be gun-hoe as Spock or a more strategic Kirk. But the personality of each character is very much embodied in their actions. I briefly saw some pre-Alpha footage of a stealth-based mission, in which Kirk and Spock have to make their way through a series of corridors down which Gorn sentinels are patrolling. If Kirk gets the jump on one the scaly foes, he brutally snaps its neck or slams its face into a nearby surface (a bit like Nathan Drake). But Spock takes them down using a more characteristically restrained Vulcan neck pinch.

A lot of times these games become a little piece of merchandise – you put it right next to the lunchbox and the t-shirt and hat that you sell.

"When you make a co-op game, the AI is the main thing you have to worry about," says Miller. "If the AI isn’t great and breaks, it ruins the entire experience of the game. So our developer, Digital Extremes, has had that at the top of the list right from the beginning. It is a little bit different depending on who you play as. We have a lot of banter that we’ve recorded where it’s Spock being frustrated with Kirk doing stuff. And Kirk being frustrated with Spock."

But it's more than just gameplay tactics. Depending on which character you play as, you'll experience different things in the game. One of Spock's most famed abilities is the Mind Meld. It even featured in Abrams's recent reboot. I was told that at certain points in the game Spock will be able to fuse his consciousness with various characters in the game, glimpsing their memories. This dreamy cinematic will only be experienced by the player controlling Spock. Kirk will just see Spock engaging in the Mind Meld. If you're playing online with a friend, you'll have to ask them what's going on.

Another one the problems with movie tie-ins that Miller and his team quickly identified was not believing and funding the game properly. "A lot of times these games become a little piece of merchandise – you put it right next to the lunchbox and the t-shirt and hat that you sell. But to do a game right you can’t really think of it like that. We’ve invested heavily to compete with all of the other triple-A level games that are out there. It’s not something that is just a byproduct."

This is demonstrated by the creative talent that Miller is more than happy to boast about. From the special effects team over at ILM sharing assets of the Enterprise – so it's the exact same model in the game as in the latest movie – to writer Bob Orci helping out with the script and Academy Award winning composer Michael Giacchino being consulted on the score. And unlike most tie-in games, it has the voices of the entire cast, giving the game that unparalleled authenticity.

It's all very impressive, but what's more heartening for the Trekkie is that the attention to detail and the fondness for the original show that served Abrams's reboot so well is present in the game, too. One of the things that made Abram's Star Trek reboot so good was it did new things without forgetting its heritage. It was, after all, that strangest and most paradoxical of things: a canonical reboot, linking together both the new and the old.

It was shocking to us that the Gorn have remained in the public consciousness for so long, and so well.

The choice of enemy is emblematic of this affection. The Gorn has endured in the popular consciousness. It might be down to the ropey effects – it's quite clearly a green rubber suit – but Miller thinks it's something more. "When we sat down, and said ‘Who do you pick as the villain?’ The Gorn were at the top of the list. It was shocking to us that the Gorn have remained in the public consciousness for so long, and so well. And people love that character, as do we. They were in one episode, 45 years ago. And for something to last that long and be that popular, clearly there was something in there."

The Gorn first appeared in the episode Arena. And in the style of Abrams' affectionate reboot, it's a moment in Trek history that will be acknowledged in the game. "That whole episode – Arena – is so imporant because it’s Kirk fighting the Gorn in an arena," says Miller. "It’s a big staged event. And we do have – and I think I’m telling you for the first time and I probably shouldn’t – but we do have a moment where we reference the whole arena fight, where we can throw Kirk back into that mess."

When I asked Miller if fans could expect any more classic Trek moments to be referenced, he smiled and said, "Yes. The only one I’ll hint at is there’s a great moment... I’ll put it this way. If you’re playing a co-op game where you’re set up to work together, it would be a great moment if Kirk and Spock were actually pitted against each other. And there’s a very classic episode we may be making reference to." Miller is alluding to Amok Time, a classic episode from the original series in which Kirk and Spock face-off in a fight to the death on Spock's home planet of Vulcan. 

Miller knows why movie tie-in games tend not to succeed. He also knows what made J.J. Abrams's reboot so good. Hopefully, the extra time the game has been in development, its production values, and its love of the original show will make Star Trek a movie tie-in which isn't just a glorified piece of merchandise but the quality co-op experience it could be.

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


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Friday, August 17, 2012

Homeland: Season 2 Trailer

One of our favorite new series of 2011, Homeland returns for a second season on September 30th.

Showtime has just released a new trailer for the series -- an intriguing, completely dialogue-free preview, set to a cover of The Police's "Every Breath You Take" --  showing a lot of imagery from the new season, but leaving a lot of room to guess what exactly is going on and how it will play out. (That being said, beware of spoilers, since a lot is shown - though very out of context).


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Thursday, August 16, 2012

Soul Sacrifice Reveals the Brutal Cost of Ultimate Power

You wouldn’t think it to watch the trailer, but Keiji Inafune insists that Soul Sacrifice has strong autobiographical overtones. While the veteran developer readily admits that he’s never had to go quite so far as to stick his hand down his throat and pull his spinal column out through his mouth and brandish it as a sword, Inafune reveals that he struck upon the theme of sacrifice while reflecting on the career decisions that have brought him to his current role as an independent developer, after years of towing the company line at Capcom.

“I’ve always wanted to do a dark fantasy, but the concept of the sacrifice came up when I left my former job and looked back on my life and rethought the choices I’d made to get to that position,” explains Inafune. “I realised that I’d made sacrifices to get to that point and that made me think of the sacrifices that are necessary in life and the path that those sacrifices create.”

However, unlike Inafune, the decisions taken and sacrifices made by the player throughout this Vita-exclusive action-RPG will not lead to the founding of an independent video game company. Instead, they will influence how much power the customisable protagonist is able to wield and, ultimately, how noble or corrupt a sorcerer they will become.

The concept of the sacrifice came up when I left my former job and looked back on my life and rethought the choices I’d made.

The sacrifices are not just of a personal nature, though. While the wince-inducing sacrifice of a hand or eyeball will grant access to spells of varying destructive power, the most common choice to be made is with regard to the hostile denizens of Souls Sacrifice’s twisted worlds.

Once defeated, the broken creatures can either be offered in sacrifice, a process from which great power can be derived, or laid to rest, thus freeing their tortured souls. It’s a question that’s not unlike the harvest/rescue mechanic posed by Bioshock’s Little Sisters, but where those otherwise innocent infants were victims of Rapture’s peculiar ecosystem, the grotesque, once-human antagonists of Soul Sacrifice are creations of their own making, contorted by avaricious over-use of the same power afforded to the player.

Inafune hopes that the emotional kicker in this instance will come from the delivery method of the back story for each genus of creature. Instead of a static screen or entry in a bestiary that can be easily ignored, a tale of woe is spun via short sentences of text overlaid on the action as the player engages the beast in mortal combat. Subsequent encounters with bloated harpies or deformed minotaurs reveal more of the story of each and at the end of the fight the once aggressive assailant will become a pitiful shade of its former self and beg to be released from its torment. Whichever way the player leans in deciding the fallen creature’s fate will affect not only the power they can harness, but their path through the game, as different levels will open up depending on the choices made. The levels here are represented as chapters in a book that recounts the tales of former sorcerers, read and relived by the protagonist while their corporal body sits imprisoned in a cell.

It’s not as simple as making a choice one way and then making another choice the other way five times in a row

“It’s not as simple as making a choice one way and then making another choice the other way five times in a row; it’s not that mathematical,” explains Inafune. “Every time you’re given a different back story and so the more you find out about the monsters that you’re defeating, the more you might feel sorry for them.”

This constant requirement to re-examine your motivations extends to other players, too. Soul Sacrifice features ad hoc four-player co-op in which alliances with friends or strangers can be forged and broken as each player weighs-up the benefits of having other players fighting alongside them against the potential power to be harnessed by sacrificing them for their own ends, a process that the sacrificial victim has little say in – except perhaps to offer pleas to the other players over voice chat.

“There will be different rewards if you are sacrificed, but really what I want to illustrate is the emotional aspects of whether you are the one being sacrificed or are sacrificing another, such as feelings of guilt and different motivations that would lead you to do that,” highlights Inafune.

The headline gore and gristle of Soul Sacrifice might have already ensured it will be forever referred to as “that game where you pull your spine out through your mouth”, but its customisable protagonist, varied spell set and ample replay options suggest there’s more to its DNA that wanton, bloody violence; it appears that a tale of unlikely hope and irrepressible despair lurks beneath its adult-rated, mutilated facade.

Soul Sacrifice launches next spring exclusively for Vita, pricing details have not yet been revealed but in all likelihood it won’t cost an arm and a leg. Perhaps just an eye and a foot.


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Friday, August 3, 2012

Codemasters Teases Grid 2

A new trailer has strongly hinted that Grid 2 is on its way. And the trailer's website – www.theracereturns.com – promises that more information will arrive on August 8th.

The trailer keeps things pretty cryptic, with shots a car, a set of spinning wheels, and lots of smoke, before revealing a logo bearing the number 2. But all signs point towards a sequel to Grid, Codemasters' 2008 reboot of the TOCA series. Since 2008, the racing-focused publisher has released two installments of its popular Dirt franchise. Is Grid 2 just around the bend?

Daniel is IGN's UK Games Writer. He is an excellent driver and regularly watches People's Court. Follow him on IGN and Twitter.


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Thursday, August 2, 2012

Let's See Those New Assassin's Creed 3 Kills Again

By our count, Connor kills about 15 dudes in the new Assassin's Creed 3 trailer.

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First he gets this guy with his hook rope thingy.

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Then he chops this guy.

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He uses this guy as a human shield, Total Recall style (old Total Recall, not new lame Total Recall).

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He sprays this guy's blood on the snow.

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He stabs this guy with his buddy's bayonet.

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These guys get it on the docks.

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Whaaaaaaaaaaaat?!

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He slow motion jumps on this dude who's just standing there.

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Two guys get it here.

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He breaks this guy's neck.

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And then he jumps out of the sun to kill this guy.

Daemon is a Senior Editor at IGN. It took him all afternoon to figure out how to make animated GIFs. You can follow him on Twitter.


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Watch the New Doctor Who Season 7 Trailer

Finally, it's here! The full trailer for the upcoming season of Doctor Who has debuted over at BBC Amerca, and it is a glorious thing to behold. Weeping angels, dinosaurs, and, of course, Daleks, show up in grand fashion.

The Doctor, Amy, Rory, and River Song are set to make a return this fall, along with a brand a new companion played by Jenna-Louise Coleman.

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars (and Doctor Who) until the end of his days.


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Tuesday, July 31, 2012

Bond Skyfall Trailer 2 Hits

The new trailer for Skyfall has hit the net, alongside a couple of brand-new stills from the latest James Bond picture.

Beware of spoilers from the trailer ahead…

It kicks off with M apparently writing Bond’s obituary, before being berated by Ralph Fiennes’ Gareth Mallory for losing a drive that contains the identity of every of every agent embedded in terrorist organizations across the globe.

Bond then makes a miraculous return from the grave before becoming embroiled in a series of spectacular action set-pieces, including one atop a train.

We are also introduced to the new Q – played by Ben Whishaw – who issues Bond with his iconic weapon of choice, the Walter PPK.

And we get our first glimpse at a very blonde Javier Bardem as the film’s villain Silva, whose plan seems to be… well, you’ll just have to watch the trailer below!

Chris Tilly is the Entertainment Editor for IGN and is a big fan of blonde Bardem. His idle chat can be found on both Twitter and MyIGN.


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