jeudi 28 juillet 2016

Arkane Reveals New Prey Details


Solving at least a few mysteries.

Arkane Studios has revealed new details about the upcoming Prey.

In a new Bethesda video, Arkane president Raphael Colantonio says the new game - which was re-revealed at E3 after several years in development hell at more than one studio - is "not a sequel, not a remake, it has no tie with the original. You have to look at it like a re-imagining of the IP."

That re-imagined format sounds an awful lot like Bioshock, essentially. "It is important to note that's it's not just shooting." Colantonio says. "It's more like a hybrid game where there's, like, narrative meets with action meets with a little bit of RPG. You have some weapons, but you also have lots of other things - including powers that you can learn from the aliens themselves."

Colantonio adds that while there will be familiar weapons, your arsenal's bolstered by repurposed scientific gadgets from the space station setting's science-focused areas.

He also adds that the game will feature choice and consequence - much like Arkane's other ongoing project, Dishonored - and that "it's not horror. The psychological thrill dimension is more around the theme of identity."

Finally, the name Morgan was chosen for the lead character specifically because it's gender-neutral - players will have the choice of a male of female lead character before they begin.

Prey will arrive in 2017 on PS4, Xbox One, and PC.

Joe Skrebels is IGN's UK News Editor, and he hopes they at least keep (Don't Fear) The Reaper in there somewhere. What a banger. Follow him on Twitter.

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mercredi 27 juillet 2016

Predator vs. Judge Dredd vs. Aliens #1


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Judge, scurry and executioner.

When it comes to the Alien and Predator properties, crossovers are nothing new. The titular titans have faced off against everyone from Superman to Archie, leaving an assortment of separated spines and open chest cavities in their wake. With that in mind, John Layman and Chris Mooneyham turn the malleable monsters towards Mega-City One and its barrel-chested lawman, Judge Dredd. The resulting free-for-all proves to be an effortless, if by the numbers, debut, and one sure to appease fans of all the included properties.

With an ain’t-broke-don’t-fix-it approach to storytelling, Layman’s script wastes no time in getting this collision course up and running. In quick succession he introduces all three of the soon-to-be combatants (though the Xenomorph is as of yet a newly resurrected husk), utilizing the machinations of the diabolical Doc Reinstot and his mutated manimals as a means of tying things together. There’s no deep exploration of shared history – though the Predator carries a Xenomorph skull, there’s no mention of Dredd’s previous shared history with the brood. Rather, the debut operates in as clear cut a manner as possible, efficiently presenting the players, the motivations and the conflict.

While undoubtedly a setup issue, Layman does a solid job of ensuring that the tone of each individual property works in concert with the others. His setup is simple, arguably too much so, but its nonetheless quite effective in both setting the stage and crafting a tone consistent with what we’ve come to expect. With such a focused approach, it’s the moments outside of setup that really shine, namely those with Dredd and his fellow Judges. Layman delivers some great action banter and a pitch perfect new foil in Archbishop Emoji. With the Predator largely silent and the Xenomorph largely deceased, it’s on Dredd and artist Mooneyham to provide the initial pull.

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From the opening page Mooneyham proves an excellent fit for the subject matter, his gritty backdrops and beefed up baddies well at home within Mega-City One. There’s a heavyset edge to his lines, each panel loaded with hatched texture and depth. His Dredd cuts a particularly imposing figure, his grizzled mug and bodacious badge only heightened by the dystopian reds and yellows of Michael Atiyeh. The two also combine for some great action beats, framed with plenty of blood and an appearance by Dredd’s famed Lawgiver. While the attention to setup allows for very little Predator action and nary a wiggle from the face-hugger, Mooneyham’s final pages tease the kind of royal-rumble that hopefully comes with such a concept.

In the end Predator vs. Judge Dredd vs. Aliens is about as adventurous as its three-tiered title suggests, relying on past tropes and a basic setup to get things going. That said, its setup that, while simple, works quite well within the confines Layman and Mooneyham have created, with plenty of promise for better to come. All good stories need a beginning, and with the convergence of some of comics’ most fearsome fighters now in motion, here’s hoping the end product measures up to the title billing.

The Verdict

Predator vs. Judge Dredd vs. Aliens #1 is a solid debut, its commitment to the various properties as unwavering as Dredd’s granite jaw. John Layman’s script hits all the requisite beats, highlighting the many players while deftly building a narrative to house them all. While there’s not much that stands out to this first chapter beyond Chris Mooneyham’s atmospheric visuals, the story presented here has the potential to be pretty darn fun.

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How Luke Cage is Influenced by Westerns and Albums


The executive producers of Marvel's Luke Cage discuss the Western movie elements of the show's hero and how music influenced the writing process.

At the Television Critics Association summer press tour, the creators and stars of upcoming Netflix series Marvel's Luke Cage sat for a Q&A session with critics, noting how the series plays as a sort of reluctant hero-style western.

Head of Marvel Studios Television Jeph Loeb played up how Cage, at first, doesn't want to get involved with the chaos around him, which "has similarities to classic westerns. He’s the [lone] hero who arrives into town.”

Music is also a big influence on the series. Showrunner Cheo Hodari stated that each episode of Luke Cage is named after a Gang Starr song and that he took a very musical approach to things when creating the show. The first season is like an album, with episodes instead of songs.

“Luke Cage came out in 1972, the year I was born," Coker added. "The character was always Marvel Universe’s reaction to Blaxploitation.” And like in classic Blaxploitation films, the hero would fight, get the girl and get the big imposing camera shot from below. “The same as John Wayne, Sean Connery, Steve McQueen."

Coker then said he felt Luke Cage was a great fit for Netflix as it's built for both fans of the comic and those unfamiliar with the iconic '70s hero. “You can come in as a comic geek, a hip hop geek. It bears repeated viewing,” he said, adding that the series works really well on Netflix with no commercials. Going back to the Blaxploitation influence, he remarked, "We get to have swagger. A compelling hero and compelling villains. We spruced it up a little bit and added some music but it was going to be fun either way.”

Jeph Loeb then said that Luke Cage has most certainly evolved since his comic book debut, which is something Marvel does in general. “The character changes with the times," Loeb said. "I think if the character hadn’t grown and remained relevant today, I don’t think we could get this level of talent for the series.”

From what we've seen of Luke Cage, he's a pretty imposing figure as is. But will he go from the hoodie to Cage's more famous comic book look? “The yellow shirt and the tiara aren’t immediately present,” Coker said with a laugh.

Growing up, Coker was a big fan of comics like X-Men: God Loves, Man Kills and the Claremont/Miller Wolverine series and was used to his comic books being filled with social issues. Meaning, it didn't feel like an odd fit at all for Luke Cage.

That being said, star Mike Colter noted, "We're just trying to tell a story. We have no agenda. But I hope the black community can feel good about [the series]."

Regarding character crossovers, Loeb and Coker noted that Claire Temple (Rosario Dawson) would appear. No one else was confirmed as of yet, but Loeb stressed that while Easter eggs are fun, he didn’t want them to ever be there for their own sake or have a character appear without any significance, saying you wouldn’t see, “Luke Cage gets into a cab as Matt Murdock and Foggy Nelson get out of a cab.” If someone guest stars, the aim was, Loeb stressed, “You actually see them interact with each other.”

Marvel's Luke Cage premieres September 30th.

Additional reporting by Eric Goldman.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and Facebook at http://ift.tt/1kiBJkp.

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Mr. Robot: "eps2.2_init1.asec" Review


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The definition of insanity.

Warning: Full spoilers for the episode below.

The plot thickened this week with mentions of "Operation Berenstain," the return of Whiterose and her mysterious partnership with Price, and Elliot's final surrender to Mr. Robot after realizing that resistance was, indeed, futile.

"eps2.2_init1.asec" had several key moments, all riddled with paranoia and mental distortion. Now that episodes creep across our skin for more than an hour -- yes, these Season 2 chapters are ambitiously hefty and long -- scenes can be as long or short as needed. Hell, they can even gloriously ape the loopiness of Raising Arizona, as with Elliot's dream sequence where he imagined a perfect future filled with both corporate destruction and easy social interaction.

Kicking things off though was, in a sense, the birth of fsociety itself. Like last week's origin tale of the arcade, this week gave us the mask and the very seeds of the idea to take down Evil Corp - flashing us back to one fateful Halloween with Elliot and Darlene and the re-watching of an old slasher flick called "Careful Massacre of the Bourgeois." There, for the first time, Darlene witnessed Elliot transform while wearing the mask (and a Mr. Robot jacket). His delusions hadn't fully developed yet, but he had started to experience lost time. Lost time with violent outbursts.

So, given that flashback, it made sense for Darlene to finally be the one to really get Elliot back in the game. Her being in danger - either from the Dark Army or the Feds - has brought Elliot out of his own self-exile and back into the aftermath of the chaos he instigated. The clean-up he himself, as proto-Robot, said would be the most integral part, execution-wise.

So who's out to wipe up fsociety? Tyrell? Whiterose? Is it someone we've met or someone new? Or, could it even be Elliot himself, unaware of the drastic measures his alter ego is taking? Whatever the outcome, Season 2 is filled with more than a few mysteries, giving this summer's story a much different and richer texture than Season 1.

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I like that Ray comes off more cool and friendly than dangerous, but that also there's always that undercurrent of sinister politeness. When he left Elliot with his thug at the end, you got the idea that Elliot may have made the wrong deal with the wrong guy, despite the fact that Elliot finds much more solace in Ray than he does with his actual therapist. Yes, Ray's words resonate with Elliot and his advice on how to move forward emotionally, for the most part, is sound, but right now Ray is this angel on Elliot's shoulder who's really a devil in disguise.

And what's going on with Angela exactly? For a brief moment she seemed to find a crack in Price's armor, suspecting that she was being coddled and cared for because of some huge secret in the class action lawsuit. But he didn't balk. After giving her so much, he held firm when she demanded more. Even if she was right about everything. Maybe he's just counting on her new love of money and power to conquer any inclinations she might have regarding doing further damage to him and the company.

The chess match between Elliot and Mr. Robot was a great sequence, though I did feel a bit teased in the end. Sure, I know that one side winning would mean Christian Slater would have to take a break for a while, and that seemed unlikely, but there was such a huge build up to this showdown that the resolution, ultimately, seemed flat. Basically it was the same conclusion Elliot came to last week, that the two of them must co-exist and there's no eliminating the other. This was just a much more showy way of getting to that end point.

The Verdict

The Tyrell mystery took a backseat this week (though we did see Joanna grow low on funds while paying off the parking lot attendant) as intrigue ramped up regarding the possible undoing of fsociety. Flashbacks, dream sequences, and chess battles for supremacy of the mind filled this episode with layers and mystery, making for a great chapter.

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Spider-Man Sequels Could Be Like Harry Potter Films


Chronicling Peter's high school journey.

Marvel Studios may be taking Hogwarts-inspired approach in bringing Tom Holland's Spider-Man to the big screen, according to studio president Kevin Feige.

Spider-Man: Homecoming is going to be a high school-focused movie and, in the event it's a success and Marvel decides to continue Peter Parker's journey, Feige told Collider the sequels could progress in fashion similar to to the Harry Potter films.

"This is sophomore year, is the next one junior year? Is the next one senior year? Is there a summer break between each of those?" Feige suggested, noting that "one of the early ideas" they had for the sequels was to "do a journey for Peter not dissimilar for what the students of Hogwarts would go through each of their years."

Spider-Man: Homecoming opens in theaters on July 7, 2017 and will feature Vulture as its villain. For more on Sony and Marvel's upcoming superhero film, here's a rundown of Homecoming's main cast.

Alex Osborn is a freelance writer for IGN. You can follow him on Twitter and subscribe to him on YouTube.

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Deus Ex: Mankind Divided's Producer on the Problems With Boss Fights


Olivier Proulx on building the next Deus Ex entry.

We got some hands-on time with Deus Ex: Mankind Divided recently, and also had the chance to sit down with its producer, Eidos' Olivier Proulx. During our chat, Proulx talked about building its game world, the problem with boss fights in Human Revolution, choice and consequence, and more.

Read on for the full transcript.

IGN: Looking back on Human Revolution, what did you do well enough to elaborate on in Mankind Divided, and what did you want to get rid of entirely? 

Olivier Proulx: Starting with what was very successful in Human Revolution: the choice and consequence aspect, the impact you have on the game world, and the city hub. So we've built a bigger city hub in Mankind Divided, one with more immersion, more side-missions, more layers to explore. We've improved the cool stealth mechanics, because we feel a good Deus Ex game must provide good stealth gameplay. So all of these things were improved on in many ways. But then we looked at the things we weren’t happy with: primarily the boss fight situation. We didn’t want to have another part of the game where you’re forced to kill someone. We don’t have that in the game anymore. All the challenges are more consistent with your play style.

IGN: Will there be 'boss fights' in the traditional sense at all in Mankind Divided?

Olivier Proulx: We're always thinking 'what does it mean to have boss fights in a Deus Ex game in 2016?' You will have some important encounters, but are they boss fights? I think at this point, it’s semantics. But you'll certainly have some intense encounters with some key characters at different moments in the game.

But going back to your original question -  we thought the traversal mechanics were a bit weak in Human Revolution.  So we wanted to make sure Mankind Divided feels good when you’re on the controller, and you’re running around the environment. When you start shooting the aim down sights is natural, and we've improved the cover system. From a combat perspective, we wanted to have more depth in weapon customization. We have very aggressive augmentations as well, that you’re activating on your controller. Not that Mankind Divided is a 'combat game' - we want both combat and stealth to be real options for the player. That element of choice is stronger because the game is solid on both sides.

IGN: Do the choices you make in-game affect the makeup of the game-world, or how characters perceive you?

Olivier Proulx: Yes and no. The way you play and some of the decisions you make - either your gameplay style or the way you talk to people, quest and explore - definitely has an impact in the world. Sometimes it has a big impact, like life or death, or sometimes it’s just in the little details, like you might not realize right away, but a character might comment on how you perform, or you’ll read an email that’s customized to what you did in the game. It’s very cool, it’s empowering as a player to have agency. But there’s no preferred way to play. There’s no “you should play stealth” and fail if you play combat. There are no more experience points or rewires if you play stealth over combat, or vice versa. Often players start with stealth. they break stealth, they move to combat. Also There’s no morality system in Mankind Divided. You can decide to kill everyone, and that’s on you. The game doesn’t tell you “you shouldn’t do this”. There’s no morality meter. But what we find is that a lot of players - because the factions are well-thought-out and the characters are well fleshed out, they avoid killing.

IGN: How has the world in Mankind Divided changed from Human Revolution? 

Olivier Proulx: We tried to build a lot on top of what we had in terms of art direction. So we came back with many of the same aesthetics - cyber punk, cyber renaissance. When you start Mankind Divided, it’s a much colder setting, with much harsher lines, you’re in the daylight so it exposes everything in a harsh manner, That’s very deliberate, we’re over the dream of the augmented future so we’re moving away from the black and gold palette. The aesthetic to something much more corporate and clean -  our art director likes to call it “corporate feudalism"  - and that’s really what you see, the cops look like knights. Everything is very harsh, very straight lines, big opressive buildings. That conveys the themes of Mankind Divided: the dream of the augmented future is over.

IGN: From what we've played, the hubs in Mankind Divided seem much more dense and populated then they were in its predecessor.

Olivier Proulx: I think we went much deeper in Mankind Divided. And literally deeper. In Prague, you can go from the sewers to many levels of verticality through the buildings. And everything is at your finger tips, there’s always a door to hack or a secret area to find or a vent to infiltrate. We just put in so many details in terms of storytelling, emails, people to meet, side-missions to unconver, in a very dense sandbox. Compared to Human Revolution I don’t know if we have more square meters but we have a much denser city hub environment. I think ultimately depending on how you play you can spend 20-35 hours on the main mission, but some players spend so much tine reading and exploring everything it can  take a lot longer. We also have cool new additions in Mankind Divided like NG+ so if you finish and want to restart the whole game and see different ways the story plays out while decked out with all your augmentations, you can do that. There’s also the “I Never Asked For This” game mode - if you finish on hard you can play on hard mode again, but you only have one life.

IGN: How deep did you go with the dystopian branding/advertising this time around? 

Olivier Proulx: It is so much fun to create. It’s also so daunting. Sometimes looking back I think I’d go crazy having to start again! I think it’s part of the fun - all those layers of depth and detail. So you have movie posters that kind of make sense to the themes of the game, and you have news. Say you find some ammo in the game, and it comes in a box. The ammo is produced by a certain corporation, right? So you find the logo on the box. Very late in production our Narrative Director was looking at an asset. And she said “that's not the right logo for the ammo type”. It was a tiny logo! So we realized we had to rewrite a whole bunch of things, and pull out the right corporation logo, and have a team come in late to fix everything. But that’s what we do here.

IGN: Do the side quests in Mankind Divided reflect the themes of the augmented as being "othered" and ostracized? 

Olivier Proulx: Absolutely, we explore this theme in the side-quests but on a more personal level. The main story is all about the politics around [augmentation], and the big time players and how they try to steer the lives of millions of people through the main storyline, and that’s cool, but the side-missions are all about maybe a family being torn apart, or someone who doesn't’ want to be pushed into the ghetto, or extortion, people trying to take advantage of the situation. So you have a lot of these more personal stories, where you can explore these themes from another angle. And the backstory of Adam Jensen will be fleshed out a bit, toom and all sorts of things that give personality to Prague.

IGN: How do you maintain balance in a game where you encourage players to essentially "play how they want"?

Olivier Proulx: It’s a very iterative process. It starts with very solid level design, even though we know there are some levels in Mankind Divided that will be more difficult for a combat player, and some levels that will be more difficult for a stealth player. So beyond that, balancing loot, energy cost, weapon power, credits, character progression - there’s a lot to look at. But we have game designers that are experts, coming from HR, who know good 'recipes', how to balance everything. One particular senior designer - he owned that part of the game. And he’s using his own knowledge to give it a good first pass, and then there was a lot of user testing. We have metrics in the game to see what’s being used and what’s not, and then we just iterate and iterate. Our QA department plays so much, and they'll tell us what we need to hear - "this augmentation is way too powerful, you should think about nerfing it". That’s how we iterate. The goal at the end is that the game should be empowering, so you feel like you’re enjoying playing as Adam Jensen, but you'll be challenged as well.

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

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Captain America: Steve Rogers #3 Review


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Steve's loyalties are sorely tested.

The main takeaway from the first three issues of this series is that writer Nick Spencer is playing the long game. Issue #1 introduced the controversial twist about Cap supposedly being a Hydra double agent. Rather than immediately rush into the fallout of that twist and what it means for the Marvel Universe, subsequent issues have taken a step back. How did this startling turn of events come to be? What actually happened to Steve Rogers when his body was restored by Kobik? What is the real connection between Cap and the resurgent Hydra? This issue delves even deeper into those questions. That might disappoint readers hoping for a faster paced story, but the character work in these issues is so strong it's tough to be upset at the methodical pace.

Issue #3 does explore the immediate aftermath of Steve's betrayal of Jack Flag. The result is basically the Marvel Universe version of Black Hawk Down, as Steve and his allies fend off a mob of supervillains in the streets of Bagalia. While that standoff is enjoyable enough on its own (especially once a certain recurring Cap villain enters the stage), it benefits from the added dramatic tension of Steve trying to maintain his cover. Can he afford to protect the comatose Jack Flag if it means his sidekick will wake up and implicate him?

That's just one thread in multilayered script from Spencer. This issue also flashes forward to explore the new dynamic between Red Skull and his prize Hydra mole. Those scenes have their own brand of tension as the reader strains to determine whether Steve has truly fallen to the dark side or if a fighting spark remains. Spencer seems to delight in torturing his readers in that regard. But it's all for the greater good. This issue delivers several more compelling twists to an already unpredictable narrative. Rarely has a comic made me so eager to find out what happens next.

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There are also more flashbacks to Steve's early childhood and induction into Hydra. It's a bit strange to see these flashbacks still in play after the reveal that they were fabricated by Kobik. Do they still serve a purpose now? Time will tell, but as purposeful as every aspect of Spencer's writing is, it's hard to imagine they won't pay off in one way or another.

Even if the new Hydra Cap status quo gets your blood boiling, there's no denying that this is one visually bedazzling comic. Jesus Saiz continues to offer some of the strongest work in his already impressive career. His action scenes are impeccably rendered. His figures are brimming with emotion, whether it's the pained plight of Steve Rogers, the arrogant bravado of Red Skull or the weary responsibility borne by Sharon Carter. Saiz's colors are  every bit as striking as his pencils and inks. The colors aptly highlight the drama and danger of the Bagalia battle and the cold interaction between Cap and a hologram of Red Skull. But nowhere do the colors stand out more than in the flashback sequences, which blend a washed-out, sepia-toned approach with bold dashes of red.

The Verdict

This new Cap series is taking the slow burn approach, and so far it's paying off handsomely. Cap's current status quo only grows more intriguing in this issue as new twists emerge and our hero finds himself torn between his friends and his new Hydra allies. It certainly doesn't hurt that artist Jesus Saiz is crafting one of marvel's most gorgeous comics every month.

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