A special BBC show today finally ended speculation about who would take over from Matt Smith as the iconic Doctor Who: veteran stage and screen actor, Peter Capaldi!
Continue reading “Awesome: The New Doctor Who Is…Peter Capaldi”
A special BBC show today finally ended speculation about who would take over from Matt Smith as the iconic Doctor Who: veteran stage and screen actor, Peter Capaldi!
Continue reading “Awesome: The New Doctor Who Is…Peter Capaldi”
In his packed San Diego Comic Con panel, *Man Of Steel* director Zack Snider brought the house down this afternoon by announcing that the *MOS* sequel will feature Batman. Here’s the symbol that got the crowds going:
As if that were not enough, he then brought out actor Harry Lennix to read out the following lines:
I want you to remember, Clark…in all the years to come…in your most private moments…I want you to remember…my hand…at your throat…I want…you to remember…the one man who beat you.
In Frank Miller’s amazing graphic novel *Dark Knight Returns*, Batman has an epic fight against Superman and the above speech is from the final moments. It’s considered one of the standout stories in both franchises, so this could be very exciting indeed.
*Via [io9](http://io9.com/theyre-doing-a-superman-batman-movie-but-thats-not-851711013)*
Some great news out of San Diego Comic Con. In the middle of an interview with [Kotaku’s Evan Narcisse](http://kotaku.com/a-new-tomb-raider-comic-shows-whats-next-for-lara-crof-838044972), the writer of the new Tomb Raider comic, Gail Simone, dropped this delicious bombshell:
Kotaku: When does this series take place with respect to the events of the new game? Will this still be a new Lara who’s just starting out as an adventurer?
Simone: Very much so, we start just a few weeks after the end of the game, and this is all in continuity, it will be Tomb Raider canon, and lead DIRECTLY into the sequel. This is what got me excited; we get to be part of Lara Croft history.
The sequel. This is terrific news – as the comic (due out in 2014) is canon, it’s a certainty that Simone would have knowledge of Square Enix’s future plans with the franchise. After the first game was deemed “disappointing” in regard to sales, it seemed like a direct sequel might not happen, but this sounds much more concrete.
*Tomb Raider* is an amazing adventure game that is not only faithful to the legacy but improves on it massively. It’s currently my favourite game of 2013, so more of the same would make me very happy indeed.
*Interview and picture from [Kotaku](http://kotaku.com/)*
Matt and I experienced *Pacific Rim* last night and, boy, are you in for a treat. Imagine if you tapped into your eight-year-old head and made a big budget movie of the battle carnage. It’s just beautiful.
There’s a full review coming very soon, but here’s a little something to tide you over while you wait!
Continue reading “Awesome: Yoji Shinkawa’s Pacific Rim Poster Is Amazing”
My Maserati is silver-grey with a blood red stripe running from its beautiful head down to the nape of its back. With the accelerator pushed hard against the carpeted floor it makes the sound of a dozen screaming harpies. It fights gravity until the rubber melts into tarmac and pushes me forward, turning fences and faces into warping blurs. The perfect corner is part total mechanical control, part gamble that the lip of my fender will slip effortlessly past the barrier just inches away as the chassis rolls into position for the outward curve. Get it wrong and the jarring shutter of failure crunches and frustrates, time piling on to ruin dreams of slicing away personal records. Get it right, though, and the mercury flow of movement is just sheer bliss. Oh, I don’t own a Maserati, but I drive one, just not on the gridded streets of Vancouver. Or any physical streets, really. She – *of course it’s a “she”* – exists purely within my save file for *Forza Motorsport 3*, nestled deep within the digital confines of my Xbox 360, and will remain there until the day a certain disk gives me the chance to take her for a spin again.
I’ve been trying to write the first sentence of this review for twelve hours. The best I could come up with was something about how storytelling in video games can often be forgotten in favour of violent set-pieces or the need to polish multiplayer. How I’m sick of the eye-rolling from all quarters when I eulogise about how video games are as valid a medium for a *great story* as books or movies. How important it is to then balance the story with the actual playing mechanics.
I wanted to tell you how disappointed I am with *Remember Me*, the first game from Dontnod, published by Capcom. How the immaculate world of future Neo-Paris that is painted with such detail, and the science fiction story that takes a concept and has the confidence to fully explore its implications, exacerbate the failings in combat design and even basic play testing. I wanted to warn you off, to advise waiting for the bargain bin and leave you with a sense of initial impressiveness leading to final frustration.
The trouble is, I’m just completely split – a day after completion – on how I *feel* about it. Amidst all the combat repetition and flakiness in the final third, there’s *something* about this game that has really resonated.
What do you do with your only day to yourself for the next eight weeks? Read? Create? Play.
Capcom’s *Remember Me* has intrigued me since I last heard about it last year, and a copy seemed to arrive in my collection just in time, so today I’ll be playing the entirety of the game and constantly writing about my experience.
With Microsoft firmly setting out their stall regarding their plan to be the central entertainment hub of America’s homes, it was up to Sony to give gamers what they really wanted – a focus back on the things that made us fall in love with this hobby in the first place.
But could they manage to resist the allure of always-on Internet and restricted used game policies?
The answer was, emphatically, YES.
The timer is ticking down the last 37 minutes to the Xbox One media briefing in E3, executives are sweating, and tea is brewing. Get comfy and watch with me to see if Microsoft can do anything to reverse the tide of dissent stemming from gamers after their lukewarm first reveal. DRM? Trading? Prices? Exclusives? Hopefully, all of these questions will be categorically answered.
Every year, the gaming industry gathers in Los Angeles for the Electronic Entertainmeant Expo for the first taster of the latest handware, software and game exclusives that will be vying for your attention over the next twelve months. It’s always a massive, industry-only event, even when the press events themselves turn out to be disappointments. There will be none of that this year, though – with the twin giants of Microsoft and Sony ready to pull back the curtain on their respective next-gen consoles, it’s going to be stacked with big names and attractive soundbyes.
Continue reading “Incoming: E3 2013 – Press Schedules, Live Blogging and Special Podcast”
It’s time to start the speculation, as Matt Smith has announced today that his final appearance as Doctor Who will be in the 2013 Christmas Special.
Continue reading “Matt Smith Says Goodbye To The Doctor”
It’s been a terrible week for Microsoft. The long-awaited reveal of their next-gen console turned out to be a damp squib of television focus and Hollywood courting. It really laid out their stall in no uncertain terms: they want the Xbone to be The Blockbuster Console for movies, TV, music and big-name games. There’s no denying that their sights are set firmly on the Call Of Duty and FIFA set, the kind of players who just want their Friend Lists to carry over into a game that’s the same but shinier. However, for the rest of us, that leaves a bad taste in our mouths. The Xbone, for all its Kinect functionality and instant switching, will likely not be the place to find a wide variety of titles that further push back the boundaries of this medium. With the ball now deep in Sony’s court, all eyes will be on June’s E3 to see if they can seal the deal with actual, real games on display.
It’s here. After months of speculation and fevered guesswork, Microsoft today unveiled its latest machine poised to take on Sony’s incoming Playstation 4. At a special event in Seattle, journalists from all over the world were packed into a tent to to be shown…well, it’s a cable box that also plays games.
Ladies and gentlemen, the Xbox One.
It’s a giant black box, that’s for sure. The smaller section is actually the new Kinect, and it forms an integral part of the new system. In fact, it’s mandatory, and every part of the One is accessible via custom gestures. Full details after the jump.
Continue reading “Xbox One: Microsoft’s Next Generation Revealed”
It’s here! The full trailer for Joss Whedon’s *Avengers* TV follow-up, *Agents Of S.H.I.E.L.D.*, looks ridiculously shiny –
(Here’s where you imagine Matt got to this news first and embedded the video properly. Think of this as me adding to your anticipation.)
_**Update:*** I actually did get to this first but I scheduled it for the morning. I’ve since added a header image and the embedded video. -Matt_
Needless to say, it looks amazing. This man made Firefly. Can’t wait!
Mobile touchscreen games can often be accused of doing too much. Immersive storylines and complex controls are all well and good, but these do not translate well to small screens obscured by thumbs clawing at virtual sticks. As I noted when discussing my game of 2012 [Super Hexagon](https://awesomefriday.ca/2012/12/simons-best-of-2012/), the best mobile games are proving to be those that run with a single refined concept with simplistic on/off controls, and Kevin Ng’s *Impossible Road* is the latest title to show how mobile touchscreen gaming can also be hardcore.
A word of warning, though: you might hate this game. I get the feeling that there’s no middle ground with *Impossible Road*, and this is probably how you’ll start out, thumbs pressing hard into your screen, willing your ever-rolling ball to *just bank harder dammit*. However, give it time, learn what it *really* wants from you, and the shiny claws of addiction soon take firm hold.
The concept of *Impossible Road* is simple enough: a clean blue-on-white title screen takes you straight into the game, an unbordered white sphere rolling down a twisting blue path. Visually it’s very striking, looking like a Tron universe version of a marble rollercoaster, and is underscored by a pulsing soundtrack. If your ball falls off track and far enough into the void, whiteout rushing up to meet you with the same growing audio scream from *Mirror’s Edge*, it’s game over and back to a screen which simply asks, “Again?”. Scoring is based on number of gates rolled through, each growing in number by one. In these first few minutes you’ll spend more time tumbling into space than staying on track, swearing at the injustice, scoring never threatening to raise up into double figures.
There’s one extra score on your game over screen, however, and it’s this that points you towards the secret heart of the game. “Total Jumped”, with “Best Jump”, seem at first to be random numbers that doesn’t seem connected to gameplay at all. The moment it clicks – perhaps when the whole *game* clicks – is when you work this out. What this tally counts is not really small jumps – of which there are many – but more the leaps from one section of track down to the next. If you fall off track, your whiteout death can be instantly interrupted if you make contact with another piece of track. Moreover, the “Best Jump” counter keeps track of how many gates you jump – it’s possible, for example, to go from 3 to 22 points with a carefully controlled set of tense descents. It’s here that addiction kicks in. Your focus shifts from controlling the sphere along the twists and turns to always keeping an eye below your current level, looking for an opportunity to take a short cut and desperately aiming for the score gates to make the risks actually worthwhile. It’s a frenetic, tense experience where breathing becomes secondary.
There’s definitely an element of blind luck that perhaps removes it from a being an exercise of pure skill and, more often than not, you’ll completely misjudge a fall and end up with that question, “Again?”. However, it carries that secret element where you start becoming sure of how you can drop further next time, and your slowly rising score give this even more emphasis. You could hate it, of course, but there’s a very strong chance that you might discover a mobile game that bares the same hardcore teeth as the sublime *Super Hexagon*. At just $1.99, that’s worth a drop.
[* Impossible Road*, $1.99, App Store](https://itunes.apple.com/us/app/impossible-road/id608707318?mt=8)
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