Shown exclusively at the MTV Movie Awards, this new clip from the X-Men sequel is part of the opening battle taking place in the future timeline. Featuring Blink, Bishop, Iceman, Sunspot, Kitty Pryde, Warpath and Colossus all getting their mutant powers on to fight the future sentinels.
Whatever the film may bring there is no doubt that some of the best bits are going to be witnessing mutants wield their powers, just seeing Bishop charge made me exclaim “yes” and Bobby getting his ice slide on just… whoa. I CANNOT WAIT!
https://www.youtube.com/watch?v=cA-T-HLdv7g
X-Men: Days of Future Past is due in theatres on the 23rd of May, the film is directed by Bryan Singer and stars Hugh Jackman, James McAvoy, Michael Fassbender, Jennifer Lawrence, Halle Berry, Nicholas Hoult, Ellen Page, Peter Dinklage, Shawn Ashmore, Omar Sy, Evan Peters, Daniel Cudmore, Bingbing Fan, Adan Canto, Booboo Stewart, Ian McKellen and Patrick Stewart.
Two ways to imbibe this review; either watch the video ( half way down the page) or read the gumff below:
Is it just me or do you still get excited when a box of toys turns up at your door? Just me then hmmm.
Thanks to the kind people at mega blocks I was sent a few surprises in the post
UNSC quad walker £29.99
Covenant Weapons Pack £4.99
Now generally whenever I get some freebies through the proverbial post box, I pass them out to you, our loyal followers. ( what a swell guy) but sadly geeks and geekets, I’m a Halo fan boy and there ain’t no one going to get between me and free Halo stuff!
In the quad walker box you get (obviously) a quad walker, a spartan, an elite and a covenant gun turret; so not bad for only £30. Obviously it is Mega Bloks so you have to make it but the instructions are laid out well, easy to understand, if a bit Intimidating to start with, and generally you can’t go wrong… That is unless you are me and you build the whole thing , then realise one of the pieces I need for the gun turret I used in the body of the walker…. Face palm!
Everything comes in bag which is a good idea but in my mind badly executed. There seems like there is no logic in what goes in what bag, bar big pieces in one, smaller in another and random ones in a third. Some are numbered ( which I couldn’t figure out) and some are not. It got to the point where I just dumped them all out of the bags and, like a game of where Wally tried to find the piece I needed.
In my mind the bags should correlate with the instruction page or something like that ( numbers in the bags coinciding with the page number), making it a bit easier , and faster to assemble… But hey I guess you could argue finding the pieces is part of the fun? Sadly I’m impatient and I get the rage when I can find that one piece I need! Assembly rage!
All it took me about 2.5 hours to build both the walker, the turret and the weapons pack so it’s not a fast process though I’m sure had I organised myself and the pieces beforehand I could have shave maybe 30 minutes off that.
The minis of the elite and Spartan are pretty damn cool, have multiple joints and can be articulated into different poses. The walker itself is the same , the canopy opening and closing , legs rotating / bending and the guns able to rotate in most directions, though I fear the UNSC designer may have gone to the same college as the guy who made the deathstar as there is one slight oversight; they can’t move outwards. Major tactical error I fear!
Anyway it’s been a while since I’ve made something like this and damn it I had a good time, if somewhat frustrating time. It’s not bad quality cheaper than Lego and there isn’t much difference. The quality is good and if you don’t like halo… Laugh….. Then there are other franchises you can choose from.
After some log in issues Matt makes it to his first town and starts his first quest chains…. and dies.. a lot. Things learnt back in the days of wow, still a distant memory. Watch him stumble through and come out of it a stronger and cooler looking player…BAM!
I should probably get something out of the way first with this review. I have never really been a fan of action-adventure games and have actually found my dislike for them growing them over the last few years. When I was but a small boy, action-adventure represented one of the very few genres out there and whilst I have nostalgic memories of eating random street fowl in Streets of Rage and twatting bad guys as a homicidal dwarf in Golden Axe, for a long time I’ve felt as though these genres have been at least contributed towards holding the medium back.
For every The Wolf Among Us or Journey, there are countless Lego-branded games or super hero tie-in’s that all seem hell bent on convincing the world that video games are still just toys.
Japanese offerings aside, most western action titles were of questionable quality during the PS2 era and that didn’t really improve until Ubisoft decided to shake things up with the first Assassin’s Creed. What followed was a knee-jerk reaction from the industry as a whole and a requirement to add additional layers of narrative, style and cinematics to a genre that long grown stale, regardless of whether they suited that particular game concept or not. Like Assassin’s Creed, some managed to succeed and became synonymous with the current state of the industry whereas others never quite got it.
Yeah, you just stand there pouting, that will fix everything. Twat.
For me, the Infamous series has always been an example of the unfortunate latter. Since the PS3 exclusive original in 2009, it has always endeavoured to be innovative but quickly fell flat by resorting to tired stereotypes and repetitive mechanics. Infamous: Second Son is the latest sequel in the series and the first episode to be released on the PS4 but sadly there still remains no exception to this rule. The console generation may have changed but the series hasn’t.
Second Son takes place in Seattle, 7 years after the events of Infamous 2. Mass hysteria and anti-mutant propaganda has led to the formation of the Department of United Protection (DUP), a government sanctioned and largely private security force tasked with finding and eliminating the remaining Conduits. The lead protagonist, Delsin Rowe, is a small-time grafitti artist and trouble maker who for some reason lives with his brother on a native American reservation. After a bizarre twist of fate involving an escaped Conduit convict, Delsin finds himself suddenly empowered with the Conduit’s abilities and subsequently on the run from the law.
The story is mostly generic and saccharine but worst of all is that Delsin is easily the most unlikeable, irritating and immature prick that I have found in any game since Sticky in Fallout 3. Like a digitised combination of Justin Bieber and PewDiePie, Delsin’s obnoxiousness knows no bounds and grows to a point where watching cutscenes can be a grating experience.
With a Bro-bag voice and a face that’s just crying out for a smack, I’m not sure whether the developer’s casting was indicative of their target audience or just a poor design decision. With the exception of the game’s irritating love interest, Fetch, the other characters manage not be quite so infuriating whilst not particularly well acted either. Delsin’s interactions with his peers mostly appear to be forced and attempts at invoking emotion are far more cringeworthy than they are affective.
Second Son is visually stunning. It’s just a shame that there isn’t more there to back it up.
As one of the signature set of Sony’s initial PS4 exclusive line-up, Second Son is predictably gorgeous. SuckerPunch have built the kind of virtual city that I didn’t expect to see until Watch Dogs. The level of detail is immense and from puddles that seem to fill with rain and glimmer in the moonlight to worn down road markings on the highway, a lot of love has clearly gone into creating this virtual homage to the home of Frasier Crane and Nirvana. Similarly, virtual Seattle’s occupants all seem to look and behave independently and their responses to the player’s actions almost seem to be procedurally generated to some basic degree. The particle, neon and smoke effects caused by Delsin’s powers are equally impressive and the lighting almost never fails to hit the sweet spot.
What isn’t as impressive are the frequent camera bugs which seem to plague many areas of this gigantic metropolis. The fact that Delsin can fly, climb almost any building, and drop from insane heights without dying makes some technical issues forgiveable, particularly since texture pop in and draw distance problems are near non-existent however it really isn’t fun to be killed from behind by an enemy just because the camera rendered it near impossible to see them.
The core of the gameplay is for Delsin to fight the DUP and gain new powers in an effort to save his friends who are poisoned by the DUP’s psychotic director at the beginning of the story. Whilst slick, the combat quickly grows tired in spite of the range of different abilities available and most of the various enemy types and battles are more likely to cause a groan than impress. Delsin’s unique ability to absorb the powers of rival conduits paves the way to upgrades but most of these just seem to be a way to justify some of the more intense combat sections and boss battles.
Recharging Delsin’s powers means draining things like smoke and neon from innocent and law abiding pipes and store fronts. No Seattle kebab shop will ever be safe again.
The unique selling point of the series in that players can choose whether to pursue a good or evil agenda. Although this good or evil choice system adds a small layer of depth to an otherwise fairly shallow experience, it is never truly explored and seems to represent more of a means to aid replay value and side quests than a concious urge to lead the player into carefully considering their actions. Combined with the cringe worthy dialogue and lacklustre cinematics, the result is a game which can never be taken seriously and winds up being much closer to the Lego tie-ins than the likes of Uncharted and Assassin’s Creed.
Infamous: Second Son is a sign that not much seems to have changed with the turn of a new console generation. Although the game represents a solid technical accomplishment and is likely to support arguments of the PS4’s visual supremacy for at least the next twelve months, those who didn’t care much for the previous episodes in the series are unlikely to find anything new here. Anyone just looking for some mindless virtual sandbox fun could do far worse but just don’t expect anything too deep from the experience. The PS4 is definitely due a killer app to meet with the might of Titanfall but unfortunately this game just doesn’t seem to be it.
It has been 75 years since we were first introduced to Batman, and we are still in love with this Dark Knight of Gotham – we’ve seen the character move from the pages of a comic book to appear in several comic books, witnessed him make the transition from the small screen to the big screen.
And to celebrate his enduring legacy, we have a short from the Godfather of DC’s animated work, Bruce Timm – a man who worked on almost all projects in the DCAU – from ‘Batman: The Animated Series’ to ‘Batman Beyond’, from ‘Justice League’ to ‘Justice League Unlimited’.
Ladies and Gentlemen, I give you…”Batman: Strange Days”
Jim Cummings is a voice actor with an impressive CV, with roles such as Sonic the Hedgehog, MODOK and the Tazmanian Devil to name just a small fraction, I can guarantee that you have watched something has voiced.This guy is also rings sick kids as Pooh to cheer them up on behalf of the Make a Wish foundation, what a guy!
In this particular video, Cummings takes on the lines of Darth Vadar using that well known voice of Winne the Pooh, which is a little disturbing but highly watchable, plus listen out for Darkwing who also makes an appearance.
Had an email in about this the other day and thought it might be of interest to people.
O2 interviewing William Simpson, Story board artist for Game of Thrones.
https://www.youtube.com/watch?v=uESjz_EZ9tc
As proud sponsors of the 2014 Belfast Film Festival, setting for the premiere of the fourth season of Game of Thrones, O2 International Sim had the opportunity to interview one of the main people who helped get the books onto television screens around the world.
William Simpson is a storyboard and conceptual artist whose role includes designing the appearance of the White Walkers, all the weapons for the show, as well as planning all of the shows most famous scenes.
Watch the clip to see what’s it’s like to have such a large role in making one of the most popular shows on television.
Designer – Richard Launius, Kevin Wilson Number of Players – 1-8
“Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.” – In his house at R’lyeh dead Cthulhu waits dreaming.
HP Lovecraft is known as a master of the mysterious dark, the enigmatic horror that lives in the space between worlds. With such a rich backdrop to call upon, it’s no wonder publishers Fantasy Flight games have based several games on the iconic franchise, including Mansions of Madness, Eldritch Horror and Arkham Horror. These games however tend to be a bit heavier, which whilst adding to the desperation and epic-ness of the game does mean it takes a while to get to the end game. Hence my personal choice, Elder Sign!
Elder Sign is set in a museum in 1926. Strange things are happening, with monsters and cultists trying to unleash an Ancient One into our world. It’s up to the players to find elder signs (you don’t say) to hopefully seal away the evil entity.
At the start of the game, players take an investigator card each, and choose an Ancient One to battle. Each investigator has a special ability and a set amount of health and sanity, which varies from one to the next. Ancient Ones also have abilities based on whether they are ‘Asleep’ or ‘Awoken’ (P.S. Awoken gods are bad news), along with a track called the Doom Track. During the game, certain events such as failing a challenge will cause the Doom Track to fill up; if the Track becomes full, the Ancient One will awaken and attack the investigators, usually with fatal results! With 16 different investigators to choose from, plus 8 different Ancient Ones, no two games need to be the same. However, there is definitely a difference in power level between some of the investigators, so experienced players will tend to play the same ones, thus mitigating the ‘variety’ built in to Elder Sign.
The unpronouncible evil from another dimension!
The game is based on several decks of cards, representing rooms in the museum, magic spells, common items and unique items. During their turn, a player can choose a room to move to and attempt to complete the challenges printed on the room card (more on how this is done below). If the player is successful, they’ll receive rewards based on the difficulty of the challenges, including the aforementioned items, spells, clue tokens (spent to give rerolls) and even elder signs themselves. But if you fail, the price is going to be high, with players losing health, sanity and even inadvertently releasing a new monster into the museum!
The rooms are random and come from a large stack, so you won’t see every one each time you play. Unfortunately, the set-up of six random rooms can leave the players with challenges that require a heavy dose of luck to complete. The problem can be self-perpetuating: players can’t complete the rooms without extra items or spells, which they can’t get unless they complete the rooms. Players do have the option of ‘going to the entrance’ and trying their hand at getting a new item, but again it comes down to a dice roll meaning luck plays a role in every facet. Frustration can set in if every turn is spent facing the same challenges.
The game after set-up
To complete the challenges, players use the custom dice. Each challenge will have a list of symbols which they must roll on the dice, setting them into their position on the card as they spot the right symbols. If the player doesn’t spot the right ones, they have the chance to roll the dice again, but they have to roll with one fewer. Players continue in this fashion until either they complete the room, or they run out of dice, at which point they fail. This system creates a lot of tension, as not everything is under the player’s control. It does take a bit of getting used to though, as players have to remember when they can lock in dice, or when they have to discard one. With practice it becomes intuitive but don’t expect to get the hang of it straight away.
So how does this game not devolve into a roll-a-thon of pure luck? Remember those items and spells I mentioned? Well, some of these will add extra dice to your pool, giving you more chances to spot the symbols you need. Other items and spells can be used to lock other dice you spot in place, allowing you to use them on later rolls (normally, players can only complete one challenge at a time). On top of this, players can assist each other by locking dice as well so long as they’re in the same room, or using their investigators’ abilities to give rerolls; this gives the game a more communal feel, with players actively contributing outside of their own turn, keeping them more engaged. That said, more is sometimes less so I’d recommend having less than the maximum of 8 players, and try to not allow the more experienced players to take control.
To ramp up the tension further, at the end of each player’s turn a clock dial is given a quarter turn. At each stroke of midnight (basically every fourth player turn), a Mythos event card is revealed. These generally cause horrible things to happen to the investigators, like rooms suddenly becoming harder to complete, or adding tokens to the Ancient One’s Doom Track. This adds a nice touch to proceedings, as with each card flip players hold their breath waiting for some new horror to be visited upon them. On the flipside it adds another layer of admin to a game that tries to be Arkham Horror-lite. Along with the common co-op game problem of experienced players taking over and talking through every player’s decisions, any extra admin can sometimes be forgotten, meaning lengthy back tracks and changes in circumstance as players suddenly find the board has filled with monsters or rooms with ‘At midnight’ effects trigger.
Just one of the 16 investigators; this professor is weak of body, but strong of mind.
The artwork has a healthy pedigree from the previous Call of Cthulhu games by Fantasy Flight, and Elder Sign doesn’t disappoint. The artwork is beautifully rendered, but unfortunately it gets kinda lost on the room cards, being squeezed into the top quarter. Whilst the rest of the card is laid out sympathetically and maintains the low key colouration of the rest of the artwork, I would have preferred a bit more of the picture itself. Card stock and the tokens are built to last, with my own copy showing no wear after many play sessions.
In summary, Elder Sign is a game with a decent variety and a clever set of mechanics bedded in a rich and stygian theme. Some niggles do exist in the forms of incongruous admin tasks and the risk of too high a difficulty at the start leading to successive poor turns. This is rare however, and the game moves a good pace if all players work together (whatever you do, DON’T LET SOMEONE TAKE THE LEAD, you’ll lose a lot of the enjoyment of making your own calls). Wrapped in a darkly fascinating box, Elder Sign is my choice for Lovecraftian gaming goodness!
Thoughts? Opinions? Lovecraft love affair? We’d love to hear from you!
Images courtesy of Fantasy Flight Games and Boardgamegeek. For a playthrough of the game with the legendary Wil Wheaton and Felicia Day, chck out this video at Tabletop!
What a joy, but really not much of a surprise. Given how well received the show has been for four consecutive years, by both critics and fans alike, cancelling it would be the biggest faux-pas in the history of television. (I might be overreacting, but I might also be right). Announced by HBO’s Game of Thrones official Twitter account, the news has already circled the globe, more than once, I’m sure.
With more novels to draw from, the series won’t ever become stale or dull, and given George R.R. Martin’s penchant for killing beloved characters, the flow of tears, the cries of anguish and the raging fits of fans old and new won’t cease for quite a while to come. I’m thinking each death increases the therapy bills for at least half of the fandom. And lucky for our therapists, we’ve got two more years of awesome sass, incredible wit and high levels of emotional torment to go thorough. Who wants to bet that they’ll announce series 7 next year? I still have some Monopoly dollars I could easily part with.
Set prior to the events of ‘Arkham Origins’, this short film takes a look at one of the most high-profile characters who appeared in the game and how he got into the Christmas Day Bat-Hunt in the first place.
The plot of the short is simple – Dissatisfied with the performance of recent mercenaries, Black Mask decides to accept the demands of the mercenary Deathstroke should he overcome all gang-members in the room. Unarmed. Given what you know from ‘Arkham Origins’…well, you can guess the ending.
There is no real character development – Black Mask is cold and merciless, Deathstroke is brutal and professional…and that is just about it. It does, however, give us a good glimpse of the one of DC’s most notable assassins in action.
In this light, the cinematography is excellent, and the use of special effects really give this short a nice feel. In some ways, it also reminds me of the game – much like how you can in the Arkham games, he receives a nasty beating…but gives us a spectacle the Dark Knight never could.
Warning – in order to showcase Deathstroke’s brutality, their quite a bit of blood. Not just blood from gunshots, but…well, it’s not exactly ‘clean’.
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