mardi 31 mai 2016

Person of Interest Creators on Episode 100's Big Twist


Jonathan Nolan and Greg Plageman on the huge turn of events and how and why they'd been planned for years.

Warning: Full spoilers for the May 31st Person of Interest, “The Day The World Went Away,” below.

The 100th episode of Person of Interest was a hugely eventful one, and ultimately a tragic installment that saw the team losing one of their own - even as the Machine took on a very familiar persona.

I spoke to Person of Interest’s executive producers, Jonathan Nolan and Greg Plageman, about the death of Root (Amy Acker) in “The Day the World Went Away,” how and why they chose to kill her and how Root lives on, in a way, thanks to the Machine taking on her personality (and voice) for itself.

For more on Person of Interest's 100th episode, check out our review, along with our interview with Amy Acker about what occurred.

IGN TV: Obviously, this isn’t the first time you've had a big death happen on the show, but how did you decide on this fate for Root?

Jonathan Nolan: You know, we had been talking about this for a long time, way back to teasing it at Comic-Con just after Season 2. We had sat down and started to break Root's arc at the end of that season. She goes into a lunatic asylum, and we started to break and write her arc for the beginning [of Season 3] where there's this redemptive path, sort of an inflection point for her character. She's desperate to find the Machine. She fights her way to an empty warehouse, and the Machine has moved itself; kind of heartbreaking. So we sat down and charted out her path going forward. At this point we knew we were obsessed with Amy Acker, who's an incredible actor and become a dear friend. Just a lovely person, amazing actor. So we knew we wanted her to be a series regular, and we wanted to build her. We wanted her redemptive story to be believable, because we've invested in this great villain. You don't want to just throw that away and have her become cuddly. But such a fun character to write, and we knew we needed a great arc for her. So we started planning at that point, and then obviously some unexpected turns along the way, most notably her relationship with Shaw, which was awesome to write and see with those two actors. But when we came to the beginning of this season last year, we sat down and said, "Look, this is the plan we had in mind. Do we really want to go this way?" And our only hesitation was we loved working with Amy so much, so what made up for not getting to write her as Root was getting to write her as the Machine, which was always an incredibly cool development and fulfilled the mandate for our show of over the seasons building an AI and anthropomorphizing it one piece at a time, until finally, right at the end here, you put a name and a face to it.

IGN: It's very rare that people know exactly when their show is going to end. You didn't know 100% this was the final season when you made it, although it seemed very likely. If there had been two or three more years of Person of Interest, would things have gone very differently this year? Or did it just seem like this was the right time, regardless?

Greg Plageman: Well, I certainly think, Eric, that things got more compressed. There was more story we could tell, there was more story we could have done with Elias and the merging of the municipal world with the Samaritan and Machine world. That happened in a rather compressed manner. Some of those things we could have taken more time with -- certainly down the stretch of the last couple of episodes, we were compressing some things. I don't think it adversely affected the storytelling, and I do believe we acquitted ourselves well. We went out in a way that I'm proud of. It's a show that I think people will remember fondly, and we always endeavor to tell this incredibly -- when you get over 100 episodes on broadcast television, it's very difficult to sustain a larger narrative, a bigger story, and then finish it off in a way, because you rarely get the notice that this is the last season. And Jonah and I made the decision at the beginning of the year that this was probably it; we should write to that. And I think that in some ways is a gift, certainly on broadcast television, because most people don't know, as witnessed from a number shows that got a sudden cancelation these past few weeks.

IGN: I watched the episode twice now, and first time I didn't see her death coming, and then I watched it the second time and went, "Oh, Root talks about death a lot in this!" Was that one of those things where you wanted to play it carefully because you didn't want to obviously telegraph, "I'm dying in this episode!", while still including these very interesting things she has to say about her philosophy on the Machine and what it means to their existence beyond death?

Nolan: It's a profound point that we're trying to make in that moment, and one that we had three minutes in the middle of a car chase to make, just because we had an attenuated season -- and also because you don't want to telegraph it, as you said Eric. But the idea is that any kind of AI that would be able to anticipate your next move -- and that's really what the machine is there for; it's about reading intent, malicious intent, and hundreds of millions of people simultaneously -- the reality of what that means is you'd have to be able to simulate a person to such a fine degree that you'd essentially have to build a model of that person internally, right? So the Machine has a model, and we've seen it in "If-Then-Else" and then this year, you know, the Machine's counterpart, Samaritan, in "6741" -- and with Samaritan, less so, because it's not as good as the Machine -- but its perfectly capable of simulating not just the world, but our characters within that world. So the implicit idea of there's a literal backup of Root and Reese and Elias and Finch and all of the other people in Team Machine inside the Machine -- as well as all the bad guys; I mean, Greer's in there somewhere too, right? It's the Walt Whitman line: "The Machine literally contains multitudes." And there's something so beautiful…

Greg and I have always played in this show with all of the amazing things that are to come, and this is one of those paradoxical things that's to come. For the Machine to do its job, it would have to contain us inside itself. It's the Venn diagram thing. The set that contains itself. There's a copy of the Machine somewhere in there too, right? You can play these games ad infinitum, and if CBS gave us a few more seasons to do it, we probably would be playing with some fairly loopy quests. But here the point that Root is making is that in their advocacy and protection of the Machine, they've basically created a system in which some trace memory of them lives forever, and there's something to me very beautiful about that. It's not a cop-out, it's an evolution of a character, a Machine that has been, for five seasons, casting about looking for a voice for an avatar, and has settled, for three seasons now, on Root as its analog interface. Well, this is the ultimate evolution of that.

IGN: Root was the first person to so personalize the Machine and call it "she.” Obviously, she didn't want to die, but it feels as though she would be, basically, honored by the Machine choosing her voice.

Plageman: For me, it feels like the perfect bookend. Think about how Root's character was introduced on this show; like her endeavor to figure out, what was this thing? She knew there was something else. When we saw the flashbacks of young Root, she felt adamantly that human beings were bad code, and trying to find Harold Finch, track down Harold Finch -- she abducted Harold, the father of the Machine. She is its purest acolyte. I feel like the Machine was Root's first love, in some ways, and the way she went out, protecting the father of the Machine and understanding the ultimate import of this in the world, is perfect. It's perfect.

Nolan: Yeah, and not to sound like an asshole, but her name is Root, right? The Root directory of Linux-based computer system. I mean, we’re not Babe Ruth calling our shots here, but I think this is definitely the direction we've been headed for an awfully long time.

Continue on as Nolan and Plageman discuss potential fan reaction to Root's death and what's to come on the final episodes, in the wake of this event.

Continues

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Person of Interest Actor on the Huge Change to Their Role


The POI star on the game-changing events in the 100th episode and what she felt about them.

Warning: Full spoilers for the May 31st Person of Interest, “The Day The World Went Away,” below.

The 100th episode of Person of Interest was a huge – and hugely sad – one, as Root (Amy Acker) was killed protecting Finch (Michael Emerson). But with just three episodes left, it was also clear this wasn’t the end for Acker on the series, as the Machine, which Root worked so hard to help, took on her voice and persona, becoming more of a full character than ever before.

I spoke to Acker about this big turn of events, when she found out and what she felt about Root’s fate. We also discussed the incredibly popular Root/Shaw relationship in relation to this twist and what it was like to find herself for the second time, after Angel, finding out she was being killed off on a series, yet would continue on as a god-like entity.

For more on Person of Interest's 100th episode, check out our review, along with our interview with POI executive producers Jonathan Nolan and Greg Plageman about what occurred.

Amy Acker as Root in Person of Interest.

Amy Acker as Root in Person of Interest.

IGN TV: I also spoke to Jonah and Greg, and it was kind of amazing to find out how long they had been planning this. When did you find out what was going to happen here with Root and with the Machine?

Amy Acker: They told me like the day before San Diego Comic-Con last summer, which was very hard to keep a secret. I was like, "What!? Wait...!" [Laughs] So I knew pretty early on -- well, at least before we started shooting Season 5.

IGN: And what was your reaction?

Acker: Well, I think they broke it in the best possible way. They said, "Root is going to die, but you're still going to be part of the show. You're becoming a god." So it was kind of hard to get mad at them. [Laughs]

IGN: It's funny, because I think back on that trailer they showed at San Diego Comic-Con with your voiceover at the end [see below], which obviously takes on a very different feeling now knowing what's happening. Did you record that the day before Comic-Con?

Acker: I guess it must have been a few days before Comic-Con, because that was when they told me. They told me, and then they said, "Can you come make this?" I knew what the voiceover was leading to at that point. I knew I was talking as the Machine as Root.

IGN: That's fascinating, because it was in your mind then, "Okay, I'm playing the Machine here.” Did you ask, "How much should I differ my performance, versus what I have been doing as Root?"

Acker: Yeah, they kind of had a very specific idea, that they knew that linking back to this episode, in the 100th episode, and assuming -- I haven't seen the episode yet -- all the dialogue is still there, but where Root and Harold are in the car, and she's saying how you never really die, that the Machine has been watching us and knows us, and she knows every part of us. So we're almost like a virtual reality piece of the Machine, that she knows us better than we know ourselves. So what they were trying to convey was that the Machine knows Root with like 99.9% accuracy, so that when the Machine decides to be Root, it would be indistinguishable.

IGN: It’s a cool thing to know that you're getting killed off and yet still will be a part of the show beyond this, but was it still sad for you to say goodbye to Root as a character, having played her for all these years?

Acker: Yeah, it was really sad. I didn't quite know what the involvement was going to be necessarily when I became the voice of the Machine, but it actually ended up -- I was crying, "I'm so sad to leave!", thinking I wasn't going to see everyone. And then the way that it worked out with the last three episodes, they were like, "You're back!" [Laughs] But even now I feel sad. I was so sad when it was officially canceled. I just loved this part, and it was such a cool world to be a part of. The writing was always exciting and surprising. You know, I got a call from Jim [Caviezel] the other night, and he was like, "I miss everyone!" I think we're all still in denial and wish it was still going on.

IGN: Well, you know I share that sentiment. I'll miss this show a lot. And you'll be happy to know, by the way, having seen the episode -- they should send you the episode! -- but yes, all that is in there with her and Finch's discussion in the car.

Acker: Oh, good!

IGN: I've watched the episode twice, actually, so now I feel really bad that you haven't seen it! It is interesting to watch it again, with the knowledge that she dies, because what she's saying takes on greater meaning. We already knew how Root felt about the Machine and how much she personalized it -- calling it "she" early on. Do you think for her this would almost be the ultimate honor, that she's going to live on in this way?

Acker: I mean, that's what makes it hard to get mad at anything about this storyline; this is how she came into Person of Interest, wanting to set this Machine free and all of this stuff leaning towards the singularity and all of that. Now it's basically like her dream has been realized in a way that's almost better than what she could have imagined, because I think she always imagined wanting to be part of the Machine, and the fact that the Machine chose her is like a dream come true.

Continue on as Acker discusses the Root/Shaw dynamic, the parallels to what happened to her character on Angel and more.

Continues

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Powers TV Series Finally Available on PSN in Australia & UK


And only 450 days after it originally debuted in the US!

Sony Computer Entertainment Australia has today confirmed the Sony Pictures Television series Powers is available now on PlayStation Network in Australia.

All episodes of the first season, plus the initial three episodes of season 2, hit the PSN today. They can be streamed for no additional cost for PlayStation Plus members. It's also being reported the first three episodes of season 2 are available on the UK PSN (via Videogamer), but the first season is not (absurdly Powers season 1 is only currently available in the UK via Spike TV, and only three episodes have aired at the time of writing.)

Powers, co-created and produced by acclaimed Marvel writer Brian Michael Bendis, is a police procedural set in a world where superheroes and humans co-exist. It stars South African actor Sharlto Copley as a homicide detective who specialises in crimes involving superhumans. The show was revealed at Sony’s E3 2014 press conference and made available to US PlayStation Plus subscribers way back on March 10, 2015.

In February 2015 an update on the EU PlayStation.Blog assured international PlayStation users that Powers was “coming soon to the PAL region” in 2015, but only silence followed.

You can catch up on the incredibly (and irritatingly) confusing availability of the ‘PlayStation Original’ Powers around the world here, or check out IGN's review of the pilot here. Don't worry heading to PlayStation's official YouTube channel to try the free pilot, though; Australians still aren't allowed to watch that.

Luke is Games Editor at IGN's Sydney office. You can find him on Twitter @MrLukeReilly.

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James Bond 25 Eyes Series' First Female Director


Plus, Bier's taking the helm could seriously tip the scales in Tom Hiddleston's campaign for the 007 role.

The Night Manager director Susanne Bier is one of a "handful" of names being considered to helm the next James Bond film.

According to RadioTimes, Bier is among producer Barbara Broccoli's favorites for the gig—a job that would make her the first woman to director a James Bond movie. If chosen, she'll take over for Sam Mendes, whose last Bond film was Spectre.

Last week, rumors emerged that The Night Manager star Tom Hiddleston was in talks to replace Daniel Craig as Bond. And if Bier takes over, it certainly tips the scale in the actor's favor. However, Broccoli reportedly also met with Fantastic Four actor Jamie Bell for the title role.

Craig is rumored to have turned down almost $100 million to play Bond for two more movies.

There's been no shortage of actors willing to take his place. The X-Files actress Gillian Anderson also showed interest in playing James—or Jane—Bond.

Nicole is a freelance writer for IGN who would happily take $100 million to play James Bond. Or less, you know. Follow her on Twitter.

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Road to E3 2016: Watch Dogs 2


Counting down E3 2016's 25 most anticipated games.

Brace yourselves: E3 2016 is nearly upon us. From June 12-16, the entire gaming industry will converge on Los Angeles to showcase the biggest games that we’ll be playing for 2016 and beyond. We’ve been updating our Games of E3 List whenever news drops, but now we’re going to go even deeper. Every day leading up to the show, we’re going to highlight one of the biggest games that we hope to see more of at E3. Up today: Watch Dogs 2!

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Never. We technically haven’t seen anything from the sequel to 2014’s Watch_Dogs - officially, we only really know two things: (A) it exists and (B) it’s supposed to release sometime between now and April of 2017.

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Ubisoft has already admitted the first game wasn’t perfect (despite favorable reviews), and with all the rumors we’ve heard it looks like they’re working hard to address the issues that were raised with the first game. The possibility of a new setting (if it really is San Francisco, I can’t imagine a better choice and will eagerly hack every techie’s bank account I can) and a new protagonist could not only let it rise above its predecessor, but also expand the Watch_Dogs universe into much more interesting territory.

Despite its flaws, Watch_Dogs had some really great elements. The pseudo-sci-fi premise of “Fighting the Man” through electronic espionage was not only cool as hell, but also allowed for some really cool gameplay moments when hacking into Chicago’s infrastructure. You basically became a modern-day wizard once you’d spend enough upgrade points, and I thought the invasive nature of the multiplayer components were some of the coolest ideas I’d seen implemented in a AAA game in years. If Ubisoft manages to take the best parts of the original, and the “risks” they claim they’re taking pay off, Watch_Dogs 2 could be something very special.

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9/10. While Ubisoft hasn’t officially confirmed its presence, there’s little doubt in my mind that we’ll be seeing Watch_Dogs 2 at this year’s E3. It’s practically unheard of for a massive developer/publisher to sideline one of their biggest franchises within a year of release - especially if there’s a chance it might be coming out this fall. Which I sorely hope it is.

Jon Ryan is an editor at IGN, who you can argue about Gwent cards with on Twitter.

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Road to E3 2016: Watch Dogs 2


Counting down E3 2016's 25 most anticipated games.

Brace yourselves: E3 2016 is nearly upon us. From June 12-16, the entire gaming industry will converge on Los Angeles to showcase the biggest games that we’ll be playing for 2016 and beyond. We’ve been updating our Games of E3 List whenever news drops, but now we’re going to go even deeper. Every day leading up to the show, we’re going to highlight one of the biggest games that we hope to see more of at E3. Up today: Watch Dogs 2!

Last_inline (1)

Never. We technically haven’t seen anything from the sequel to 2014’s Watch_Dogs - officially, we only really know two things: (A) it exists and (B) it’s supposed to release sometime between now and April of 2017.

Hyped_inline

Ubisoft has already admitted the first game wasn’t perfect (despite favorable reviews), and with all the rumors we’ve heard it looks like they’re working hard to address the issues that were raised with the first game. The possibility of a new setting (if it really is San Francisco, I can’t imagine a better choice and will eagerly hack every techie’s bank account I can) and a new protagonist could not only let it rise above its predecessor, but also expand the Watch_Dogs universe into much more interesting territory.

Despite its flaws, Watch_Dogs had some really great elements. The pseudo-sci-fi premise of “Fighting the Man” through electronic espionage was not only cool as hell, but also allowed for some really cool gameplay moments when hacking into Chicago’s infrastructure. You basically became a modern-day wizard once you’d spend enough upgrade points, and I thought the invasive nature of the multiplayer components were some of the coolest ideas I’d seen implemented in a AAA game in years. If Ubisoft manages to take the best parts of the original, and the “risks” they claim they’re taking pay off, Watch_Dogs 2 could be something very special.

Odds_inline (1)

9/10. While Ubisoft hasn’t officially confirmed its presence, there’s little doubt in my mind that we’ll be seeing Watch_Dogs 2 at this year’s E3. It’s practically unheard of for a massive developer/publisher to sideline one of their biggest franchises within a year of release - especially if there’s a chance it might be coming out this fall. Which I sorely hope it is.

Jon Ryan is an editor at IGN, who you can argue about Gwent cards with on Twitter.

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Former EA CEO on VR


"It's going to recover"

Former EA CEO John Riccitiello has elaborated on his prediction that we'll see a “gap of disappointment” in the VR market.

Speaking at VentureBeat's GamesBeat summit, the Unity CE said that 2016 is a "masking tape and twine year" for VR.

“The truth this year is that from a hardware and a software perspective, it’s a masking tape and twine year,” he said, as recorded by VentureBeat. “These things are barely making it to the shelf. They’re barely making it to the consumer. They do magical things. I’m a giant bull on the long-term opportunities for VR and AR. But these revenue forecasts for the early years—they’re going to miss their numbers in 2016 by 80 percent. They’ll miss them again in 2017 by 60 percent or more.”

Riccitiello also predicts that we'll experience a "VR is dead" sentiment in the mainstream media as the hardware struggles to gain hold in its early years.

"It’s only a matter of time before people say, “Oh, it didn’t happen. VR and AR is all a hoax. It’s a fizzle.” The New York Times is going to run that on the front page, right before Christmas, to p*ss us all off. We’re going to get that.

"It’s going to recover, but all of you out there, if you can, play down this year’s numbers. They aren’t going to happen. Don’t let the journalists get away with the I-told-you-so. They set up this straw monster and the monster doesn’t show up. This is so predictable."

http://ift.tt/24i2KqQ

Riccitiello took over the head honcho role at Unity Technologies in 2014 after serving as both COO and CEO at Electronic Arts for six years.

Lucy O'Brien is an editor at IGN’s Sydney office. Follow her ramblings on Twitter.

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Guardians of the Galaxy 2's Villain Rumored


We may now know whom Star-Lord, Gamora and company are battling against in the sci-fi sequel.

While people continue to speculate about Star-Lord's father, there are also questions about who the main villain will be in Guardians of the Galaxy Vol. 2.

Possible spoilers below...

JoBlo is reporting that actress Elizabeth Debicki (The Man From U.N.C.L.E. and The Night Manager) will portray the antagonist Ayesha in the sequel. The cosmic being from the comics has also been known as Her, Kismet and Paragon.

Elizabeth Debicki as Jed Marshall in The Night Manager

Elizabeth Debicki as Jed Marshall in The Night Manager

This is on top of ComicBookMovie saying in March that Debicki would play Ayesha in Guardians of the Galaxy Vol. 2.

Now it's unknown how Ayesha will fit in the Marvel Cinematic Universe, assuming this rumor pans out, or what her origin story might be in the film. The Enclave are behind her creation in the comics, and she has a close connection to another cosmic Marvel character, Adam Warlock.

Ayesha from Marvel Comics

Ayesha (a.k.a. Her, a.k.a. Kismet, a.k.a. Paragon) from Marvel Comics

Debicki is officially part of the Guardians sequel cast, though her role has not yet been confirmed by the studio.

Evan Campbell is a freelance writer who scripts the Daily Fix, streams games on his Twitch channel, and chats about movies and TV series on Twitter.

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Road to E3 2016: For Honor


Counting down E3 2016's 25 most anticipated games.

Brace yourselves: E3 2016 is nearly upon us. From June 12-16, the entire gaming industry will converge on Los Angeles to showcase the biggest games that we’ll be playing for 2016 and beyond. We’ve been updating our Games of E3 List whenever news drops, but now we’re going to go even deeper. Every day leading up to the show, we’re going to highlight one of the biggest games that we hope to see more of at E3. Up today: For Honor!

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Since For Honor's announcement at last year’s E3, information on Ubisoft's upcoming melee action game has been scarce. It was playable at E3 and then again at PlayStation Experience last December. Most recently, during last year's Tokyo Game Show, Ubisoft revealed the Oni, a hero character belonging to the Samurai faction.

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We know For Honor will have a singleplayer campaign, even though all we've seen of it so far has been multiplayer. It would be great to learn more about what that singleplayer mode looks like: whether or not there will be separate campaigns for each individual faction, or if it'll take a more vignette-style approach that jumps between the three groups. We also know For Honor will have a number of playable hero characters with distinct name and personalities. A new hero debut would be awesome.

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100%. A video from Ubisoft’s community developers recently promised “a ton of new information” at both E3 and Gamescom this year, so there is for sure going to be more For Honor in the near future!

Chloi Rad is an Associate Editor for IGN. You can follow her on Twitter at @_chloi.

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X-Men-Connected TV Series Legion Officially Coming to FX


Debuting in early 2017.

Legion is officially making its way to TV, as FX has picked up the X-Men-related television series for its first season.

Season 1 will span a total of eight episodes, with production scheduled to being within the next few months in Vancouver. The show will make its debut on FX in early 2017.

Legion tells the story of David Haller, a "young man who may be more than human." After visiting a number of psychiatric hospitals in the hopes of remedying a mental illness, Haller comes to the realization that the voices and visions filling his head may be more than just figments of his imagination. In the comics, David, AKA Legion, is the son of Professor X, though it remains to see how much the TV series directly delves into this.

Dan Stevens in Legion.

Dan Stevens in Legion.

The series stars Dan Stevens (Downton Abbey, The Guest) as David, and also includes Rachel Keller (Fargo), Aubrey Plaza (Parks and Recreation), Jean Smart (Fargo), Jeremie Harris (A Walk Among the Tombstones), Amber Midthunder (Hell or High Water), Katie Aselton (The League) and Bill Irwin (Interstellar). Fargo's Noah Hawley is executive producing and wrote the pilot episode. The show is also executive produced by Lauren Shuler Donner, Bryan Singer, Simon Kinberg, Jeph Loeb, Jim Chory and John Cameron and is the first series to boast a partnership between Marvel TV and Fox, who make the X-Men movies - Marvel and FX Productions are producing Legion together.

"Marvel Television is thrilled to not only have our first partnership with FX go to series, but working with the enormously talented Noah Hawley makes it even better," said Executive Producer/Marvel TV head Jeph Loeb, in a statement. "From the first time we heard Noah's vision to his exceptional script and cast through the extraordinary filming of the pilot, we knew the series would be incredible."

It was previously revealed that Legion won't be set in the X-Men film universe, with Kinberg describing it as the Breaking Bad of superhero shows.

Alex Osborn is a freelance writer for IGN. You can follow him on Twitter.

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Powers: Season 2 Premiere Review


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Retro Girl Remembered.

Warning: Full spoilers for the episode below.

PlayStation's Powers is back for its second season, featuring the "Who Killed Retro Girl?" storyline that kicked off the Brian Michael Bendis/Michael Oeming comic series over fifteen years ago. Season 1 may have had a handful of flaws, but I did like the idea of not starting things off with Retro Girl dead. Getting to know her (as played excellently by Michelle Forbes) was a good thing as we now enter a world that's mourning her shocking, unceremonious death.

Better too, this time around, is the chemistry between Sharlto Copley's Walker and Susan Hayward's Pilgrim. Perhaps the fact that they're not allowed to work together on the Retro case, because Walker's too close (and eventually a suspect himself), made for a better opening dynamic. Because they both miss each other. And know they work better together than anyone else they'd get paired with. And all of this while the Powers Division itself is under the gun for the "Wolfe Debacle," which was another nice touch since there were so many sloppy parts to the Wolfe arc last year that I'm glad someone, whatever the reason, is being held accountable for it within the show.

Also, a Walker mourning Retro Girl is a much better Walker than the guy last season who was a mess over losing his powers. Especially since we never truly came to know how Wolfe took those powers. Here, there's a more relatable pain for the viewers - a lost love and a cop going a bit rogue outside the system. Which brings me to the fact that this episode, aside from Calista testing out her powers and Zora light-cubing her way out of the hospital, was light on "powers." The murder case was the most important aspect, along with how Retro's death affected those close to her and the world at large.

It's still a strain to like Calista, even despite her violent reconciliation with her abusive father (William Mapother) and her subsequent decision not to kill him. She was all over the place in Season 1 and because of that I'm still waiting to see where she lands this year. And speaking of haphazard characters, Krispin was back as well. Fortunately though, he wound up getting sacrificed at the end - in a faked suicide (I'm assuming) - for the sake of the larger mystery. Meaning, the shadowy secret person who put him and "Kaotic Chic" up to the Retro murder. Because we did sort of get a hard answer on the murder itself. Those two did it, but with the aid of Triphammer tech that allowed them to take out one of the world's most powerful heroes. The question remains though: Who ordered the hit?

So the "Who Killed Retro Girl?" query's been answered, to a point. There's still a mastermind out there and a few new faces who could morph into red herrings down the line. There's Michael Madsen's SuperShock, a hero who retired forty years earlier and appeared briefly here to brutally lift Walker in a fit of grief. There's Cobalt Knight (Enrico Colantoni), Retro and Shock's old partner, now a senator. Plus, Tricia Helfer's Agent Lange, who seems the least likely of the bunch - but who knows? I just appreciate the fact that things feel streamlined a bit and more focused on the police work itself.

The Verdict

The scale still feels small and the special effects are still shoddy, but the Season 2 opener wisely focused in solely on Retro Girl's death, the possible ramifications of this loss, and the possible suspects who could have orchestrated the attack.

Editors' Choice

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One Piece: Burning Blood Review


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Can't always shift Into fourth gear.

When it comes to current games based on One Piece, there isn't much room on the Thousand Sunny pirate ship for neophytes. One Piece: Burning Blood reshapes one of the series' most important arcs into a 3D fighting game that'll confuse anyone outside of its fanbase. But as someone heavily invested in the pirate lifestyle of the long-running manga and anime series, I’m impressed with how just dense the crew is on this voyage, even as I wished for better combat and a broader story in Luffy's newest brawler.

Burning Blood's combat will be immediately familiar to anyone who played the underwhelming crossover J-Stars Victory Vs.+. Burning Blood is all about colorful, noisy, one-on-one 3D battles where you swap between fighters in teams of up to three different characters, and the combat is full of flashy action ripped straight from the source. That style makes the early rounds of battle a visual treat, particularly when Haki users enter the fray to pull off some badass dodges and combos. Unfortunately, Burning Blood needs that flash to compel you to learn its somewhat wonky and chaotic approach to combat.

Even though the roster is an admirable 44 characters deep, their actual variety is so limited that battles feel overly simple. I took out most early AI-controlled fighters by button-mashing my way through Burning Blood's nine large, sparsely decorated arenas. Later challenges up the difficulty some and there's certainly technique to dodging massive attacks from heavies like Hawk Eyes and Sengoku, but overwhelming an opponent with a flood of richly detailed attacks is still a winning strategy. As disappointing as it was to find that ceiling to Burning Blood's gameplay, I still had fun with those adjusted expectations.

Battles On The Too Open Waves

The stages are a bit too big for this kind of action, too – you spend nearly as much time chasing your opponent as you do firing off attacks. Space is needed for some of the bigger moves to work, but the available distance can briefly get confusing when an enemy runs too far away. Plus, the slightly off-center camera takes some getting used to, and even once I adjusted to it, the over-the-shoulder camera placement never felt preferable to more traditional camera views from classics like Tekken or Virtua Fighter.

Attacks get wackier and wackier the deeper you go into the roster.

Attacks get wackier and wackier the deeper you go into the roster, like Emporio Ivankov's wonderfully ridiculous Face Spectrum that fills up the screen with his Rocky Horror Picture Show-like features. And these vibrant displays still look good even after seeing them dozens of times. Burning Blood prioritizes style over substance -- arguably the correct choice when making such a fan service-focused game, but it comes at the cost of mechanical depth. I was much more interested in seeing Luffy's many Gum-Gum attacks being done correctly than if a screen-filling attack really hit me.

Burning Blood may lack carefully measured hitboxes, but that chaos is the draw of One Piece. None of the hits I took felt unfair to the point of frustration, even if with unbalanced gameplay. One Piece is at its most enjoyable when folks (whether online or in person) toss away any tactical restraint and treat fights like a reckless party game they are.

Tell It To The Marines

When it comes to the solo campaign, Burning Blood somehow finds a way to simultaneously over- and underdeliver. The single-player adventure is ripped straight from one of One Piece's most epic adventures: The Paramount War, aka the Marineford Arc. The fully Japanese-voiced cutscenes gorgeously recreate moments from the series, with a source-material-accurate spin on traditional cel-shading that captures the heavily inked style of the manga. In the concise four-hour-long campaign, you experience multiple viewpoints of the triumph and tragedy of Luffy's attempt to save his brother Ace, all while a war between pirates and marines happens all around you.

Burning Blood expects high familiarity with One Piece from anyone who picks up the controller.

But that also means the somewhat short campaign will make zero sense to non-fans, explaining virtually nothing from the previous 500-plus episodes of the anime that lead up to this story. Burning Blood expects high familiarity with One Piece from anyone who picks up the controller. Conversely, while One Piece fans will enjoy playing through such an important chapter in Luffy's life, the limited scope mostly ignores the more than five years of plot that have taken place since, simply stopping when the Paramount War concludes. This approach to the campaign ends up being a lose-lose situation: too dense for the uninitiated, and too limited for diehards.

Good thing the limited scope of the campaign doesn't extend to Burning Blood's fighters. The massive roster and even bigger collection of support characters offers a taste of the later years of One Piece, particularly with post-timeskip Luffy and his relatively new Fourth Gear form. That transformation changes up his combat considerably. Another great moment of mythology influencing gameplay is seeing all the creative ways Sanji avoids fighting the women on the roster.

You'll get little bits of the characters' background here and there as the fights go on, sometimes with a quick quip before a fight with folks like Nami and Zoro referring to some past history. You'll even get surprising trivia thrown in to spice up an assist from the likes of Ivankov stopping an attack from Sakazuki. Moments big and small like those are when Burning Blood is at its best - using One Piece mythology to justify a cool addition to the gameplay even if there isn't space for them in the brief campaign. Still, I wish the developers had a more expansive view of the series rather than briefly touching on some of the more interesting, recent mythology.

The Verdict

One Piece: Burning Blood understands what makes the pirate life so compelling in the source material, and is fairly successful in channelling that roguish spirit into its chaotic fights. That flashy, firm commitment to action will feel welcoming to One Piece's biggest fans, but confusing to everyone else. It’s great to have something made just for fans, though even Luffy's biggest supporters will be let down by the brief, limited campaign. At its best, this wild and crazy fighter makes for a fun distraction for folks who've been dying for more One Piece games to get localized.

Editors' Choice

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Top Comics to Buy This Week: June 1, 2016


Civil War II and DC Rebirth begin this week.

We all want the best of the best, so let us point out the hottest comics released each week. We spotlight our favorite comics that we know are money-well-spent and new books that look cool and are backed by some top-tier talent.

Check out our picks, then take to the comments to let us know what looks good to you!

Batman Rebirth #1 - $2.99
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Written by Tom King & Scott Snyder & Drawn by Mikel Janin | DC

This Rebirth special helps wrap up one era of Batman's career and usher in a new one, as outgoing writer Scott Snyder and incoming writer Tom King join forces. This issue explores the relationship between the rejuvenated Dark Knight and his newest protege, Duke Thomas, as the two contend with a dramatically revamped version of a classic Bat-villain. The result is a surreal, exciting romp through Gotham that makes the most of a very talented creative team. If you weren't excited about the future of the Batman franchise before, you will be after reading this comic.

Casanova: Acedia #5 - $3.99
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Written by Matt Fraction & Michael Chabon & Drawn by Fabio Moon & Gabriel Ba | Image

Matt Fraction, Gabriel Ba and Fabio Moon's Casanova will always have a special place in our hearts, and we're excited to see the series returning this week. This latest story arc bucks the usual trend of relaunching with a new #1 and a new subtitle, instead picking up where the creative team last left off with Acedeia #4. But with super-spy extraordinaire Casanova Quinn dealing with amnesia, this issue might just be the ideal jumping-on point for new readers.

Hellboy in Hell #10 - $2.99
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Written & Drawn by Mike Mignola | Dark Horse

Ideally, we were hoping that an ongoing Hellboy series written and drawn by Mike Mignola would have lasted longer than 10 issues. But whatever Hellboy in Hell lacked in quantity or timeliness, it more than made up for in quality. This issue will wrap up the sad, strange saga of Hellboy's journey through the underworld. And based on Mignola's comments about taking a break from comics, this may be the last Hellboy take he draws for quite a while. We're going to savor this one.

Green Lanterns Rebirth #1 - $2.99

Written by Sam Humphries & Geoff Johns & Drawn By Ethan Van Sciver & Ed Benes | DC

The Green Lantern franchise is undergoing a major shakeup thanks to DC Rebirth. This Rebirth issue kicks off a new series that will focus on rookie Green Lanterns Simon Baz and Jessica Cruz as they settle into their roles as the new Lanterns of Sector 2814. It's like the ultimate buddy cop tale. And like Batman Rebirth, this issue features a bit of old and new, creatively. Not only is Sam Humphries making his DC debut with this issue, he's being joined by Geoff Johns (who, as you might be aware, knows a thing or two about the GL franchise).

Shang-Chi: Master of Kung-Fu Omnibus Vol. 1 HC - $125.00
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Written & Drawn by Various | Marvel

The '70s were a time when Marvel branched out from traditional superhero fare and explored other genres like horror and martial arts. When it comes to the latter, you'll be hard-pressed to find a better or more influential series of stories than those featuring martial arts whiz Shang-Chi. And now, at long last, those old tales are finally being reprinted for modern audiences. This hardcover is the first of four massive tomes exploring Shang-Chi's quest to rid the world of his father's evil.

Continues

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Thor: Ragnarok Might Be a Planet Hulk Mash-Up


Plus, Thor’s mission in the film rumored.

With Thor: Ragnarok’s god-like cast recently announced -- including Jeff Goldblum, Tessa Thompson, Karl Urban, and Cate Blanchett as the villainous Hela, in addition to Chris Hemsworth as Thor and Mark Ruffalo as the Hulk -- we’re now starting to get word on what direction the film’s story could be taking. That includes a new rumor that indicates the film will definitely take some elements from the popular Planet Hulk comic-book tale.

Potential spoilers for Thor: Ragnarok follow...

JoBlo reports that the Thor sequel will be a sort of mash-up between the Ragnarok story and Planet Hulk. As per the site: “How Thor ends up on the planet in question is unclear, but he will definitely be involved in some gladiatorial games run by none other than Jeff Goldblum’s Grandmaster. In terms of Hulk’s appearance in this portion of the film, he will be rocking the one-shoulder armor as seen in the comics, so expect him to be decked out in the familiar Planet Hulk look.”

Planet Hulk

Planet Hulk

In Planet Hulk, the Incredible One found himself exiled to space where he wound up becoming a gladiator on an alien world. Ragnarok, meanwhile, is the Asgardian version of Armageddon -- the End Times for Thor’s people. Combining these two tales is a novel approach to getting a version of Planet Hulk on the big screen, since Marvel reportedly cannot make standalone Hulk movies (due to their deal with Universal Pictures, who made Ang Lee’s Hulk film and retain some rights to the character).

Additionally, JoBlo says that Thor will cut off his golden locks for at least part of the film, and Tessa Thompson’s Valkyrie will look less like a Norse shield maiden and more like a “Native American warrior” with war paint and the such.

As for Thor’s mission in the film, it reportedly involves finding “the ultimate weapon to stop Ragnarok and reset the universe.” This would track with where we last saw the Thunder God in Age of Ultron, as he set off to figure out the mystery of the Infinity Stones. And with two Stones still unaccounted for in the MCU (the Soul Stone and the Time Stone), could it be that this weapon is one of them? The Time Stone to stop the End Times, perhaps…?

Talk to Senior Editor Scott Collura on Twitter at @ScottCollura.

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Friday the 13th: Next Film Will Be an Origin Story


And feature an appearance by his mom Pamela.

The next installment in Platinum Dunes' Friday the 13th film franchise is moving forward and will reportedly serve as an origin story for Jason Voorhees.

Producer Brad Fuller told The Reel World (via Bloody Disgusting) that a script from Prisoners writer Aaron Guzikowski is complete and the "story has great characters."

The film will provide context for Jason's actions and explore the character's motivations. "You kind of have to understand Jason Voorhees, so we go back and we kind of started over and work our way forward," he explained.

While prior films have touched on Jason's origins, this installment will serve as "an origin that no one has seen before" and include an appearance by his mother. "Obviously Pamela’s there, but it’s a little bit different from what you’ve seen before," Fuller said.

The project has yet to find a director.

Alex Osborn is a freelance writer for IGN. You can follow him on Twitter.

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Arrow Star Blasts Suicide Squad Film for Ruining TV Plans


"You just have to sit there on your hands, like okay, I get it!"

Willa Holland, who stars as Speedy in Arrow, has come forward to voice her frustration with the way in which Warner Bros. is handling the separation of its DC Comics film and television universes, noting the company could learn a few things from Marvel.

"Marvel does it in their own weird way, the mash between Agents of S.H.I.E.L.D and the movies and stuff," she said at MCM London Comic-Con (via Mirror). "So it's a little upsetting because you know it is possible and it can be done and how good it would be if it was done."

Both Holland and co-star Katrina Law noted that Arrow's Stephen Amell and The Flash's Grant Gustin would "kill it" if they were given the opportunity play their respective heroes on the big screen. Instead, Gustin's role is being portrayed by Ezra Miller, with Holland noting that "basically you're giving the world two different Flashes all of a sudden."

She also expressed her frustration with the impact that Suicide Squad has had on the future of Arrow, as Harley Quinn appeared back in Season 2 before Margot Robbie was cast in the upcoming film. The show initially had plans for Quinn, but have since been scrapped. "When DC found out they were going to be doing their own movie we had to axe all of the characters before we even got to show them," she explained."

With regard to Amell, she continued: "It was annoying at first and then when Stephen found out there was going to be a Justice League movie it only seemed, rightly so, he would be playing Green Arrow on it as well as Grant playing the Flash. It just seemed like the right normal answer.

"Once they said no, you can't really fight against them for it, because they are the people that gave us a job in the first place. You just have to sit there on your hands, like okay, I get it!" she added.

Do you think DC should keep its film and television universes separate? Let us know in the comments, and for more on Warner Bros.' upcoming villain-focused flick, read up on the weird things Cara Delevingne did to get cast as Enchantress in Suicide Squad.

Alex Osborn is a freelance writer for IGN. You can follow him on Twitter.

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Overwatch: Get the Best Visuals on PC


Putting Overwatch’s visuals into overdrive.

Partner Content by NVIDIA

It’s not every day one of the world’s biggest video game studios releases a brand new IP. Small wonder, then, that Blizzard’s Overwatch, a squad-based online multiplayer first-person shooter now available on PC, is generating so much excitement.

Thanks to a lengthy closed beta and open beta, Overwatch has already garnered huge amounts of effusive praise among existing players. Now that the game has officially released, the following guide will make sure your hardware will deliver the best possible performance.

Is my gaming rig up to the job?

For a game on the scale of Overwatch, it’s surprising to learn that the minimum hardware requirements to run the game are not particularly high.

Minimum System Specifications

OS: Windows 7/8/10 64-bit

Processor: Intel Core i3 or equivalent

Memory: 4GB RAM

Hard Drive: 5GB space on a 7,200 RPM drive, or better

Graphics: GeForce GTX 460

The Result: 4GB RAM and a GTX 460 is a pretty modest ask. With a rig like that you’ll be able to enjoy it at a resolution of 1280x720, albeit on the lowest detail settings, but at a solid 30fps.

Recommended System Specifications

Processor: Intel Core i5 or equivalent

Memory: 6GB RAM

Graphics: GeForce GTX 660 with 2GB VRAM

The result: With a GTX 660 and a little more RAM, you can expect to see the graphics setting jump up to medium, the resolution at 1280x720, and all running at a solid 60fps.

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Want more?

While the GPUs listed in the specs above are no longer available to purchase, you can still invest in a new rig or upgrade, and the best bet is a 900 series GTX card. By doing so, you can experience Overwatch in various shades of brilliance. To help you choose, here’s what NVIDIA’s high-end GPUs have to offer Overwatch players. GeForce GTX 950

Resolution: 1920x1080

Detail level: Medium

Frame rate: 60fps

The upshot: This provides a significant leap in resolution from the minimum and recommended specs, and, of course, the freedom to play around with the settings.

GeForce GTX 970

Resolution: 2560x1440

Detail level: High

Frame rate: 60fps

The upshot: The GTX 970 gives you another jump in resolution, high detail settings, and a high frame rate. This is the gold standard for the Overwatch experience just below the GTX 980 Ti.

GeForce GTX 980 Ti

Resolution: 3840x2160

Detail level: High

Frame rate: 60fps

The upshot: This is where things get interesting. Invest in a 980Ti and a 4K monitor and you will be able to enjoy Overwatch maxed out and in glorious ultra high-definition. 4K gaming places substantial demands on your hardware, so nothing less than a GTX 980Ti will cut it. And if you’re looking to really get the best possible visual fidelity in the game, NVIDIA’s recently unveiled next-generation GPU powerhouse, the GeForce GTX 1080, delivers up to 3x the performance of previous generation graphics cards.

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GeForce Experience

Anyone with a GeForce equipped rig will have certain advantages over other Overwatch players.  For example, players are automatically alerted to new driver releases, which means everything is always up to date. NVIDIA’s cloud datacenter provides settings tailored precisely to your PC at the click of a button. You can even tweak the settings yourself using a slider so that you can easily manage the direct trade-off between frame rate and graphical detail.

NVIDIA also works closely with developers to enhance their games using the various technologies incorporated into GTX 900 series GPUs. These technologies include Dynamic Super Resolution, which compresses a higher resolution image onto a lower resolution monitor. Developers take advantage of graphics tools like HBAO+, NVIDIA’s superior ambient occlusion system that delivers more realistic shadow effects thus improving the authenticity of gaming environments.

NVIDIA’s new GeForce Game Ready 368.22 WHQL drivers are also specifically optimized for Overwatch, and enable you to enjoy a smooth and SLI-enabled experience crucial for the game's fast-paced multiplayer matches. To download and install, simply launch GeForce Experience and click the "Drivers" tab.

Undoubtedly, one of the most beneficial technologies for many Overwatch players will be G-Sync. Due to the legacy of old monitor technology, there is often a mismatch between what the PC GPU is attempting to display and what the monitor is capable of displaying. This poor communication leads to tearing where fragments of several frames are displayed at once; it’s both distracting and a strain on the eyes.

However, if you have both a G-Sync equipped monitor and a GTX powered rig, the two are able to communicate, virtually eliminating tearing, stuttering, and lag. What G-Sync means for Overwatch gamers is that they get the smoothest, most responsive experience possible.

Experience one of the most hotly anticipated PC games this year, in the most stunning way, with Overwatch.

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