Monday, August 27, 2012

It Would Be a Van Damme Shame if You Missed Any of These

Did you miss any of our Greatest Hits reels for the superstars of The Expendables 2? Here they all are, in one handy location. It's one shot of triple-distilled testosterone after the other, so line up those glasses.

Cop a roundhouse kick to your adrenal gland with this video tribute to Chuck Norris' greatest hits, kicks and 'splosions.

A celebration of the kicks, splits and goofy dance moves delivered by the Muscles from Brussels.

The Yippee Ki-A to Z of Bruce Willis' action hero career.

Tracing the cinematic history of the raspy-voiced British action hero.

A look back at the careers of the two titans of action movie excellence.


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PES 2013 Adds Licensed Brazilian Teams for the First Time

Konami has officially announced a new licensing agreement that will bring 20 teams from across Brazil to the Pro Evolution Soccer series for the first time.

Some of the region's most prestigious football clubs, including Flamengo, Corinthians, Sao Paolo FC, Palmerias and Santos, will now feature in Pro Evolution Soccer 2013.

"The Latin American region, particularly Brazil, continues to grow tremendously for us, so it's important we bring teams and licenses from this region," said Erik Bladinieres, Director of Latin America for Konami. "Bringing in these teams from Brazil, along with the Copa Libertadores license, makes PES 2013 the most authentic soccer experience available in the market."

The full list of teams includes: Flamengo, Corinthians, São Paulo, Santos, Portuguesa, Internacional, Palmeiras, Fluminense, Ponte Preta, Coritiba, Grêmio, Vasco, Atlético Mieiro, Bahia, Atlético Goianiense, Sport, Figueirense, Náutico, Botafogo, and Cruzeiro.


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Why Games That Make YOU a Developer Are a Crucial Part of the Future

The level of connectivity we’ve reached this generation has brought with it a lot of undesirable side-effects. Day one patches. On-disc content sold back to us as downloadable content. Multiplayer that empowers and unleashes the biggest jerks mankind has to offer.

But it’s not without its benefits, and the rise and rise of user-generated content is one of them. More and more games are beginning to embrace the power of user-generated content, or UGC.

LittleBigPlanet developer Media Molecule recently announced that a staggering seven million levels had been created by users for the series. LittleBigPlanet players have made the game exponentially larger than any one studio could ever attempt to make, or any one gamer could ever hope to play. The Forza franchise has built on entire online in-game economy on the buying and selling of car designs players create themselves. Forza owners can choose from thousands upon thousands of custom and replica liveries that have been crafted by other fans with no input from developer Turn 10 whatsoever.

xb-paintedjpg

If you can think of a famous race car, somebody has probably already recreated it in Forza 4.

However, while UGC that’s basically indistinguishable from similar studio-created content may look like an attractive way to have users help offset the soaring costs of AAA development, there’s far more to it than that.

“It’s definitely a nice add-on to the main game, but it’s also one that has to be thought out carefully right from the start of the game,” says Antti Ilvessuo, creative director at RedLynx and lead designer of Trials Evolution. “It’s no silver bullet that you can just throw in there and think, ‘Hey this will make our game popular.’”

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It’s no silver bullet that you can just throw in there and think, ‘Hey this will make our game popular.’

“Games and how we play them are changing really rapidly nowadays, so how you define user generated content changes also. Letting users create stuff for a game is definitely a big part of the future of games. I think a big part of that will be creating content creation in way that users don’t notice that what they are doing is creating a lot of the game’s content.”

It’s a sentiment echoed by Bigpoint’s Rune Vendler, game director on the browser-based free-to-play Gameglobe – a game built entirely around the concept of UGC.

“I don't really think of user-generated content as a shortcut to cheap labour, almost the opposite,” says Vendler. “With Gameglobe, the goal was to design a platform where being creative did not feel like hard work, but an entertaining activity in itself.”

“Putting user-generated content into a product massively changes it. Once it went live, it was obvious that we, the developers, were no longer the sole owners of Gameglobe; it's as if the game itself is now owned just as much by the community, and they get to decide a great deal about how the game evolves. For a lot of AAA games, you can't or won't share that kind of control with the users.”

John Drake, Director of Communications & Brand Management at Harmonix Music Systems, looks at UGC success stories as falling into two groups; games that let users share and/or sell created content (like the Rock Band Network) and games that drive users to create as a fundamental part of the experience. Drake cites games like Minecraft, LittleBigPlanet, and Sound Shapes as great examples of the latter.

“Both approaches have big wins and inherent limitations,” says Drake.

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If you can give players agency to not only engage in a world but actively create within that world, your universe will be infinitely richer.

“I hope we see companies continue to evolve and embrace user-driven content as a strategy. When it's done right, ‘formal UGC’ – as opposed to general modding done outside the structure of a game – embraces the fact that games are inherently an interactive expression. If you can give players agency to not only engage in a world but actively create within that world, your universe will be infinitely richer.

“Though UGC certainly isn't a perfect fit for every title, I think it's a gamble we'll see more games willing to take as the medium evolves. The value UGC adds to a game goes beyond simple monetisation of a mechanic.

“UGC empowers the player, enriches a community, and makes a game come to life with the passion of its fans. I don't think gamers should pin all of our hopes on it, especially since designing these systems can be as time-consuming and expensive as building more assets in studio, but I think it's an exciting area to be optimistic about.”

rbnjpg

As John Drake pointed out to us, RBN is most certainly NOT 'Baby's First Rock Band Authoring Toy'.

So why is it that more studios haven’t quite embraced this model of conscripting fans to create canyons full of content as well as others?  Are there risks in letting users make and share their own content?

“Allowing for user-generated content is limited by your game’s style,” says RedLynx’s Antti Ilvessuo. “For example, a game that is story driven would need new content that somehow fits into the rest of the game. Then there are issues about game balance, and you have to have a way to monitor and check content for stuff that is offensive. So the game style also has to be the right fit for user-generated content.”

“But still, content creation can be made possible in numerous ways. It’s just not an easy thing to do.”

Bigpoint’s Rune Vendler agrees that the process is not a simple one.

“I don't want to speculate about other studios' development plans, but I don't believe you can conscript anyone to create content,” he says. “Users have to want to make it, and have fun doing so.”

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Users have to want to make it, and have fun doing so.

“Creating a game that supports user-generated content well is not trivial. The creative tools in Gameglobe have taken a long time to develop, and are of a completely different quality than what we're used to internally. The infrastructure needed to host and serve the content is substantial, and the technology to drive it all is complex.

"Once we got Gameglobe working, however, it was an amazing experience. We're giving people the freedom to create games and express themselves in a way many didn't think possible. Of course, they can misbehave, but with Gameglobe we've found that almost everyone reacts very positively to being handed this freedom.”

Harmonix’s John Drake also gives us a similar response.

“There are practical realities that keep UGC from being baked into every game,” he says. “Building tools that are accessible to the average player is a massive design challenge, supporting UGC systems for an evolving audience in perpetuity is expensive, curating the excellent from the average can be a struggle, and it's a big gamble that your audience will show up and be excited to create.

Drake points out that crafting a system that truly compels users to create “can't just be about ‘conscripting fans’ and crowdsourcing content.”

“For UGC to really take off, a developer needs to understand what fans love about the game in question, where they'd want to take it if they could, and how to build a pipeline to connect those desires in an accessible and decipherable way.”

“Oh, and then they need to build all those tools and ensure it doesn't absolutely break the core product that it's meant to extend,” adds Drake. “I'm thrilled, for example, that Rock Band Network tracks will work in Rock Band Blitz when it launches this August , but it meant testing for weird edge cases like, ‘What if the song only has drums and guitar?’; cases created by the breadth of content in RBN.”

The payoff for UGC done right, however, can be hugely satisfying.

“It's incredible to see what people have done in the Rock Band Network,” says Drake. “This was a professional suite of tools and standards and, to make it into Rock Band, we expected folks to rise to that level.”

“We had some reservations about whether people would want to invest that amount of time and energy, but all our concerns were silenced when we launched. The enthusiasm was palpable, and the community really self-enforced a quality bar beyond expectations.”

At this point there are over 1,800 tracks available on the RBN, available to Rock Band fans around the world.

“We've had big bands add extra tracks via this system and burgeoning acts find a really passionate audience of rhythm gamers,” says Drake. “It launched us way beyond where we expected, expanding the volume of content we could have ever created for the Rock Band audience at Harmonix.”

“The team who built the Rock Band Network are fans ourselves, so it's infinitely satisfying to see a community form around these creative tools. Harmonix built the system, but the network is really driven and owned by the community of Rock Band authors, and they're doing amazing things.”

It’s tracks of a different sort being built by fans in Trials Evolution, but the RedLynx team are no less amazed at what their biggest fans can put together.

“We as developers are always really surprised at some of the amazing things that our users have created,” says Ilvessuo. “It’s really humbling to see stuff that you never thought possible when making game made by users. It is definitely very satisfying too, to be sure.”

Luke is Games Editor at IGN AU. You can chat to him about games, cars and how Rock Band is a great way to give a four-year-old great taste in music here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


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Sunday, August 26, 2012

Breaking Bad: "Say My Name" Review

WARNING: FULL SPOILERS AHEAD!!

I know what you were thinking before this episode started: a Destiny’s Child reference? I wouldn’t put it past Gilligan. There may be some hidden meaning in "destiny's child," maybe it refers to Walt being the child of destiny to take over the meth business in the Southwest?

Last week, we wrapped up with a precarious situation--Mike with a gun to Walt’s head and Walt convincing him (via Jesse) that he had a plan to make everyone happy. Whether or not that was true was quasi-unimportant. This goes one way: Mike is out of the picture and Walt becomes more powerful, but because Mike is so sympathetic (Mike is awesome) I think we all wanted to see him leave peacefully.

It is kind of funny to watch three middle-aged men stand around, looking tough in pleated slacks and generic black old-man coats. The scene was awesome for its dialogue and how Bryan Cranston can pull off being tough and cool moreso than a dude being surrounded by tough-looking guys with tough-looking GM trucks.

"Say My Name" was partially about Walt coming into his own and the first half of Season 5 has done its job. Suddenly Mike is out, Gus' whole infrastructure is gone and all that's left is Walt, the guy from the other Southwest state.

Mike left the game. He ditched his guns and got rid of his bugging computer. He made Hank look really bad when Hank got a search warrant and everything to tear apart his house. He really was done. His undoing was, hilariously, that he didn't hire Saul. LOL.

The cover art for Walt's new band, The Heisenberg Trio.

The cover art for Walt's new band, The Heisenberg Trio.

Jesse attempted to take his steps out the door too, but Walt tried to rope him back in. Nice work trying to goad him back in by shaming him about his addiction history. Cranston, again, delivered an ice cold speech.

It's been nice to see the creators let the actors pull out their A-material. This whole season has been about giving the actors some dialogue, putting them in a room together and filming it. It's paid off wonderfully as Season 5 has been excellent.

As soon as they flashed that gun in the bag, though, it was certain that something was going to happen. It was an absolutely unhinged scene and seeing Mike bit into that impulse with gusto--rip into Walt--was satisfying, but horrifically worrying. That gun had to come back into play. And waiting for Walt to use it was excruciating--congrats to everyone who made that scene as tense and nerve-wracking and making us believe that maybe nothing was going to come of it as Mike went to his car and Walter stood their impotently.

I hate to see Mike go out like that. He deserved more. I literally can't give this higher than a 9.0, it was just too sad of an ending.

The transition for Walt from pathetic dude who's trying to provide for his family into scary dude who doesn't give a dang about anybody is complete. If there's anybody still siding with Walt right now, consider that person a psychopath.

One last thing, is Hank putting it together? He missed Mike by just so little, are those wistful stares at images him putting together that someone else is in charge?

Sometimes Breaking Bad takes a bigger leap of faith than it should, putting together pieces that might not be there. There seemed to be some self-awareness in that scene where Hank told Gomez to follow the lawyer. It will get him in trouble. It might get him fired.

That it paid off for Gomez and Hank may be a sign that Hank's intuition will ultimately pay off, but only get him in further trouble.

We got one more episode.


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The Expendables 2 vs Toy Story: Action Heroes vs Action Figures

Pixar's Toy Story series is beloved by children of all ages and contains some of the most human and heartwarming moments in the history of CGI animation. You already knew that. But did you also realise that the trilogy of big screen outings for Buzz and Woody contains enough balls-out action set pieces to recreate the trailer for The Expendables 2, shot for armour-piercing shot? Check the two trailers out below and find out what happens when action heroes are replaced by action figures. Spoiler alert: Jean-Claude Van Damme is just a cuddly teddy bear either way.

The Original Expendables 2 Trailer

Pixar's The Expendables 2 Parody Trailer


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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!


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Star Wars: Attack of the Clones and Revenge of the Sith 3D Opening Back-to-Back

As Star Wars Celebration VI came to an end Sunday, there was one last reveal: The release dates for not just Attack of the Clones 3D but Revenge of the Sith 3D as well., during the Celebration closing ceremonies.

When The Phantom Menace 3D opened in February this year, it was with the assumption that each Star Wars film would get a 3D re-release a year apart – likely around the same time of year.

Star Wars: The Clone Wars – New Republic Commando Scene from Season 5

The first surprise was that there’s a longer wait for Attack of the Clones than expected – the 3D version won’t be out until September 20th, 2013. But the bigger surprise was that Revenge of the Sith 3D will be opening just three weeks later, on October 11th, 2013.

The Clone Wars Introducing Mustafar, Black Sun and More

No reason was given for opening the films so close together this time around, though the dates were revealed in a very amusing manner: Via a video of The Emperor himself, Ian McDiarmid, saying the date, only for George Lucas – who it turned out was sitting beside him – to tell him to repeat what he said, “Faster and more intense.”

George Lucas’s Surprise Appearance at Star Wars Celebration

During the closing ceremonies, the sizzle reel for Attack of the Clones 3D was shown again, along with a new addition – the first moments of the space battle over Coruscant that begin Revenge of the Sith, converted into 3D. You can read my thoughts on the Attack of the Clones 3D footage by clicking here, but I will say that this tease of that scene from Sith – which was always visually stunning – was pretty spectacular, hinting that Sith, like Clones, has undergone a very impressive 3D conversion that is far superior to the one The Phantom Menace had.


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