Sunday, June 30, 2013

D4: Xbox One’s Most Enigmatic Exclusive

One of the most enigmatic Xbox One exclusives announced to date would have to be D4, or Dark Dreams Don’t Die, to give the game its full title. In development by cult Japanese game designer Hidetaka “Swery” Suehiro and his team at Access Games, D4 is a murder mystery with an intriguing hook: its detective lead David has lost his memory, but is able to dive into the past to solve crimes. Specifically, his wife’s murder.

Of course, given this is a game from Swery, the real hook is likely to be just how strange and offbeat everything is, and D4’s initial reveal certainly doesn’t disappoint on that basis. David refers to his wife as ‘little Peggy,’ and interactions between characters are deliberately weird, with bizarre facial expressions and glances held for uncomfortably long moments.

“Deadly Premonition… was a little bit weird,” Swery tells us, “and this one’s also a little bit weird.”

The best way to think about D4 – from the little we’ve seen – is that it’s going to play something like a modern point and click adventure. Think Telltale’s The Walking Dead series and you’d be on the right track. Within the demo’s passenger jet setting, for instance, players are able to investigate the world in a number of ways, bringing up information about people and objects, and choosing their responses when in conversation. Action sequences are choreographed, but will play out with a few different variations based on how well players follow the on-screen cues.

In general it seems like a good direction for Access to go in, as it lets Swery put characters and story on centre stage and avoid the stuff that – traditionally – he hasn’t been as strong at. Y’know, like good controls.

David.

Only this time, David won. Hopefully.

On that subject, D4 is designed from the ground up for the next generation of Kinect. Players mimic on-screen gestures during action sequences and can simply speak their chosen option during conversations. How seamlessly this works remains to be seen; we’ve only been privy to a video of the game in action to date and haven’t been able to go hands-on. Swery explicitly made the point, however, that D4 is designed to be played sitting down. He also said that the Xbox One controller would be supported for players that aren’t interested in using Kinect.

D4 will be episodic in structure, with David’s quest to solve his wife’s murder as the overarching story arc. It's also a digital-only title, and at this stage the team is planning on releasing it episode by episode. At least, that's “our thought at this point,” according to Swery. The episodic structure should work well given David’s memory-hopping ability. It's likely that each episode will take place within a different memory, with its own set of self-contained objectives, as well as an important tie-in to the main story.

So exactly how does this time-jumping work? Well, in order to jump into the past, David has to touch mementos that are connected to memories he wants to investigate. “The day little Peggy died,” he tells the player, “I managed to survive, through some miracle. In exchange for my memories, I got this skill. This has to be some kind of revelation, but I plan to use this skill to find a memento that can take me back to that day, so I can save my wife.”

Whether he can save his wife is something of a mystery. “It’s a bit complicated, but he actually understands that he can’t change the past…” Swery tells us. Surely the act of travelling into the past changes it, we point out. “I can’t give you many details just yet, but I think that being in the past was meant to be that way.”

D4-A

Zapatero. Exactly how far back did David go?

It’s intriguing stuff, and deliberately multi-layered. No surprise, really; even the name is symbolic in more ways than one. In addition to Dark Dreams Don’t Die, it “also comes from the fact that the main character’s special skill is to go back into the past, so it’s the fourth dimension…" says Swery. "Also, in the game, ‘D’, the initial, is going to be a key word, and it’s going to have lots of important meanings.”

For the moment though, all we have to go on is the demo reel's short, densely-packed sequence. We meet a stewardess that looks exactly like David’s dead wife (to the extent that the gum bubble he’s blowing when he bumps into her pops and he just leaves it there, a pink mask across his astonished face), who alludes to being on the same “side” as him. We meet a scarred bald man who demands to know how David got on the plane. The pair have a history, evidently: “this time I’m interested in him, not you,” David says, motioning towards his target, a psychopath named Antonio Penny Zapatero, who he's convinced is harbouring evidence he needs.

Aforementioned stewardess.

Little Peggy?

Throughout these conversational vignettes the screen regularly splits into two or three frames, showing various elements of the scene from different angles. It complements D4’s cel-shaded visual style nicely, underlining a graphic novel flavour.

The climax of the sequence we’re shown is a raucous, entertaining and creative fight between David and Zapatero. They struggle up and down the aisle, with the game moving in and out of slow motion. David screams into a megaphone in Zapatero’s face and the cord from an air mask is used as an impromptu garrotte. There’s also a delightful move mid-way through the battle where our hero is pushed back into a stewardess. Players who nail the timing on the input see him turn smoothly and grasp her hands as if she were a dancing partner, pirouetting on the spot to get past. It all ends with Zapatero disappearing amidst a blinding flash of light.

D4-B

The fashion police collar another offender.

A small slice, then, and we’ve certainly come away with more questions than answers. It’s going to be interesting to see just what Swery has in store, given how much of an unknown this is. In fact, when we asked him whether there was a direct source of inspiration for D4 – akin to Twin Peaks’ influence on Deadly Premonition – he just laughed and told us – in English – “I have no idea.” Swery, unplugged. Bring it on.

Cam Shea is the Senior Editor at IGN Australia. Click these links and hit follow so we can be friends! Twitter | IGN | Facebook


Source : feeds[dot]ign[dot]com

It’s All in Your Head: Gaming and the Brain

We’ve all been gripped by such mischief at one time or another - most likely at Christmas, when spirits are high, or some other holiday when the clan converges: the irresistible urge to fire up the gaming rig and, after she’s had a few egg nogs … Blow. Grandma’s. Mind.

But with what? Delightful cartoon worlds? Dashing hot laps in a Maserati? Of course not. She’s frail, hunched, rheumy-eyed. She wears compression socks, for god’s sake. Naturally, we choose a bit of the old ultra-violence. Zombies are good. Gods of war. The type of space where no one can hear you scream. Odds on, Gran’ll peer into the television screen wearing a puckered gape (quad comedy multiplier for denture detachment), before slowly leaning back in her chair as if sensing a great disturbance in the force, and with reluctant diplomacy, not wishing to crush your spirits, say something like, “Goodness ... I can see that it involves quite a measure of ... hand-eye coordination.”

Hand-eye coordination! What a dusty old phrase. Not that it’s no longer relevant - quite the opposite - it’s so commonplace as to be invisible. Modern life demands it. No surprise: the Twentieth Century was a veritable hothouse of H.E.C. There was the mass production of the motor vehicle (and therefore drivers), improvements in manufacturing and synthetic compounds, which brought games and amusements into the backyard and home. Global warfare. The explosion of sport and music as activities for all, not just the wealthy. And then gaming. And what a breed of hand-eye adepts it discovered. But when it came down to putting your initials at the top of the leaderboard, what separated the wheat from the chaff? Was it practice, or something that couldn’t be taught? And in either case, what mechanisms lay behind it?

Hand-eye coordination: you're doing it wrong.

Hand-eye coordination: you're doing it wrong.

Reflexes

Of course, H.E.C. is the dynamic relationship between movement and vision: vision informing movement which feeds back into vision - a process which involves almost all of the brain and central nervous system, so describing it in depth would take all day. Suffice it to say, given that it’s been such an integral part of our survival since day dot, it’s no surprise that it’s neurologically intensive. But when it comes to gaming, are there any areas that can be singled out?

Perhaps the most relevant research indicates that a structure that hums away right between the ears, known as the basal ganglia, holds one of the keys to gaming performance—more specifically a subsection called the dorsal striatum.

The interesting thing - and the most disheartening for the fan of twitch shooters and the like - is that the activity in this area of the brain is the greatest predictor of improvement in skill, and that level is something you’re born with. If you’ve poured hours into the latest Call of Duty, only to get owned by that novice friend with the seemingly supernatural ability to frag you, you’ll relate. Just like a mesomorph (a person with a naturally muscular build) and ectomorph (a naturally lean build) starting a weight-training program at the same time, the chunkier guy is going to make far greater gains over the same period. Of course, the human body is an amazingly malleable thing—who hasn’t seen a photo of a 150 pound weakling transformed into a flexing mass of veiny bulk? It’s just that the average person isn’t going to put in hours at the gym for years on end, and nor is the average gamer going to go blind trying to match it with the lords of twitch town.

Twitch Town, population your dead corpse.

Twitch Town, population: your dead corpse.

Memory

Fortunately, gaming involves far more than freakish coordination and lightning reflexes. Take an FPS map, for instance. Knowing where the spawn points are, ammo dumps, and the sniping sweet spots, has nothing to do with inherent ability - such things must be learned.

The particular aspect of memory most related to gaming is called spatial memory. The part of the brain responsible for this capacity is known as the hippocampus, a worm-like band which wraps around the brain’s core.

The hippocampus allows us to recall the layout (up, down, left, right) and landmarks (where to go up, down, left, right) of an environment. It’s also the structure which allows us to mentally picture a learned environment, and therefore plan our route ahead of time (while running from the cops in Grand Theft Auto, for instance).

People with injuries to the hippocampus have severe difficulties learning video game maps, though their abilities can be significantly improved with gaming “therapy.” By the same token, it has been found that the hippocampi of people with spatially intense jobs, such as taxi drivers in big cities, actually grow to accommodate the vast amounts of information.

The implications for gamers are clear - exercise your hippocampus! You might not have the best H.E.C. in the world, but you can more than compensate with superior tactics.

Statue of Liberty? Never heard of it.

Statue of Liberty? Never heard of it.

Mental Acuity

As everyone knows, the brain isn’t a machine, and making use of our faculties isn’t like flipping a switch. So when you really need to bring your A-game, what can give you the boost you need?

Tiredness is a major contributor to cognitive impairment. Everyone can remember playing a new game well into the wee small hours, until the burning desire to progress is thwarted by numb fingers and a blank mind. All that we’ve learned over the past eight hours seems to have evaporated, our minds wander hopelessly, and our carefully honed reflexes have become sloth-like and misguided. Curiously, science hasn’t yet determined the biological basis for sleep. “Because we get tired,” doesn’t cut it. The question of why we get tired still hasn’t been answered. At any rate, tiredness is the scourge of any determined gamer, so what can be done?

A forty minute nap can boost performance by a third, and double alertness. If that’s not an option, old faithful (caffeine) might be needed. Does caffeine do anything beyond making you feel more alert, though? And if so, what kind of dose is required for a boost?

The general consensus is that coffee stimulates all areas of the nervous system, ensuring improvements to reflexes and H.E.C. But research has also shown that while it can speed up simple problem solving, it can actually cause you to do worse at complex tasks. So, Pac-Man yes, Civilization no.

Caffeine obviously has a dark side too.

Caffeine obviously has a dark side too.

Perhaps surprisingly, physical exercise - not just of the fingers and eyeballs, but the other six hundred and fifty odd muscles too - can be a great kick-starter of the major cognitive systems. Running, cycling, lifting weights. Fresh air, Lycra and sweat. Sedentary people who begin an exercise program experience significant growth in the aforementioned hippocampus, as well as other structures of the brain related to information processing. But if you’re already pretty fit, what else can you do?

Perhaps it’s time to look into the world of nootropics. Derived from the Ancient Greek words nous (mental activity) and trepein (to bend) - therefore, mind-benders - these substances engage with the chemical pathways of the brain to help overclock it. Legally.

The level of acetylcholine in the brain, for instance, has a significant relationship to attention and memory. So, just like A Clockwork Orange’s moloko vellocet, it might be just the thing to sharpen you up. Look out for foods rich in its primary component, choline, such as beef liver, eggs, cod, chicken, quinoa, and nuts, and let your body do the rest. A little sugar boost can assist the process, so don’t feel too guilty about chasing the cod down with some Junior Mints. Your significant other will thank you for it.

Just be careful where you put it.

Just be careful where you put it.

The Takeaway

The parts of the brain related to gaming are among the first structures to have formed in the development of Homo Sapiens. Given that many of our favoured past-times, as a species, involve lashings of the primal, it’s not surprising that we love to exercise them in the virtual world. So, what have we learned about squeezing the most out of our CPUs?

Twitch reflexes are pretty much innate, and while they can be improved, have more to do with individual variation. Spatial memory used in remembering maps can be greatly improved by anyone. Physical fitness is a wonderful boost to mental capacities, while the fit and active might wish to look into foods rich in the fundamental fuel of synaptic activity - choline. And finally, coffee can be relied upon to enhance reflexes and simple problem solving, but can actually hamper more complex strategizing. To get back to your best, you’ll need some good old-fashioned shuteye.

Daniel Clark is an Australian freelance gaming journalist and writer. Why not follow him on IGN and join the IGN Australia Facebook community?


Source : feeds[dot]ign[dot]com

BioShock Infinite DLC Reveal Coming in Late July

Irrational Games has confirmed to IGN that new BioShock Infinite downloadable content will be revealed in late July.

The content will mark the first expansion to be released as part of the BioShock Infinite season pass, which was available at launch and will include three pieces of DLC overall.

Last week, Irrational head Ken Levine said the studio is still working on the content, noting that they “have been since the game shipped.” Levine said “things are going well,” but asked fans to understand that “game development takes time.”

Thus far, the only additional content released for BioShock Infinite includes bonuses offered in the game’s special editions and as pre-order incentives. That content was bundled into the Columbia’s Finest pack last week and is available for $5 on Xbox 360, PlayStation 3 and PC.

For more on BioShock Infinite, check out our wiki and be sure to check back to IGN in late July for the first details about DLC.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : feeds[dot]ign[dot]com

Monsters University Holds Off The Heat at the Box Office

Pixar's Monsters University remained the No. 1 movie this weekend, staving off competition from newcomers The Heat and White House Down.

Sandra Bullock and Melissa McCarthy's R-rated buddy cop comedy had a healthy second place debut with $40 million, but director Roland Emmerich's White House Down bowed with a disappointing fourth place showing of $25.7 million.

It appears White House Down really was hurt in the public's eyes by its similarly-themed Olympus Has Fallen, which opened this past spring to $30+ million and ended up earning $160.9 million worldwide.

Here are the weekend's domestic box office estimates via Rentrak:

1. Monsters University $46.2 million

2. The Heat $40 million

3. World War Z $29.8 million

4. White House Down $25.7 million

5. Man of Steel $20.8 million

6. This is The End $8.7 million

7. Now You See Me $5.5 million

8. Fast & Furious 6 $2.4 million

9. Star Trek Into Darkness $2 million

10. The Internship $1.4 million


Source : feeds[dot]ign[dot]com

Friday, June 28, 2013

AMC to Host The Walking Dead: Preview Weekend

Beginning Thursday, July 4th at 1pm ET/PT, AMC will be hosting The Walking Dead: Season 4 Preview Weekend, a marathon event hosted by filmmaker and Comic Book Men EP Kevin Smith from the Atlanta-based set where the cast are currently shooting.

The Walking Dead: AMC CEO Sees No End in Sight

During the marathon, Smith will speak with the cast and crew, sharing behind-the-scenes footage from the highly anticipated fourth season. The first season of TWD will air twice on July 4, featuring marathons of both the original and special black-and-white editions. This will be followed by Season 2 on Friday, and Season 3 on both Saturday and Sunday. Each day of this four-day event begins at 1pm.  (Side Note: The black-and-white editions only apply to Season 1 on July 4.)

As for The Walking Dead: Season 4, new episodes will begin airing in October.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

Daily Fix Headlines for June 28, 2013

In today’s headlines, Microsoft might soon be making new friends in the indie dev world and an Xbox executive speaks out about the insignificance of specs. Un-Microsoft related, we also have some new insight on the upcoming The Last of Us DLC. Sweet! Finally, Friday is always a big day for us but more so for you as we announce (as we do every Friday) our giveaway! Just watch today’s episode.

Here are the stories we covered:

Xbox executive Albert Penello has a few things to say about how we, the consumers, compare consoles.

Microsoft has reportedly stopped charging developers to update their Xbox 360 games, according to a number of sources. What does this mean for indie developers and the future of their games?

The Last of Us directors give us a few hints on what to expect in their upcoming add-on. Check out today's Fix for more.

Naomi Kyle is IGN's news host and on-camera personality. You can find her every day on The Daily Fix, kicking ass and taking names. You can follow her on Twitter @NaomiKyle.


Source : feeds[dot]ign[dot]com

Infinity Looms for the Marvel Universe

Age of Ultron just wrapped up last week, but Marvel is already paving the way for its next event comic. But despite the short gap between the two stories, Infinity has been in the works ever since Jonathan Hickman first took the reins of Avengers and New Avengers. The story spins directly out of current conflicts and sees the Avengers fighting a massive battle on two fronts. On one hand, Captain America leads an A-List team of heroes deep into space to confront a looming threat from a group of beings called The Builders. That leaves Earth almost completely unprotected and ripe for an invasion by Thanos and his army.

That's the crux of Infinity, a story which will unfold in a mini-series of the same name, both of Hickman's Avengers titles, and various other tie-ins (including the recently announced Mighty Avengers ongoing). Marvel held one of their "Next Big Thing" press calls today to shed more light on Infinity and how it fits into Hickman's overarching plan for the Avengers. Joining Hickman was Marvel Executive Editor Tom Brevoort.

Infinity_1_Cover

To start off, Brevoort reiterated the core concept of the event. "Infinity is a direct outgrowth of the events that have been building slowly through Avengers and New Avengers since we started the books as part of Marvel NOW. It is a big, epic, space sci-fi spectacular in which, in terms of the little loose shorthand we've been using, there's a war on two fronts. The Avengers and most of Earth's other big heroes have to head out into the outer reaches of the cosmos to deal with a threat coming this way that's plowing its way through the other known cosmic civilizations on its way to Earth."

Brevoort continued, "While that is happening, Thanos sees his opportunity for he and his forces to descend on a largely unprotected Earth looking for something - looking for that which Thanos desires. So there will be stuff going out on the biggest canvas you can imagine in terms of space, cosmic, and galactic, but there will also be things simultaneously going on in our own backyard. These two arms of the story will intersect and dovetail before the piece is over."

Infinity_2_Cover

The conversation then shifted to how Avengers and New Avengers will intertwine with the Infinity mini-series. Brevoort said that Infinity will veer slightly from Marvel's traditional strategy of offering a core mini-series and a slate of tie-in projects. "There are events taking place in the core Infinity series that will be greatly expanded upon and illuminated in the Avengers and New Avengers tie-in issues. It's really not wrong to say that these are virtually as important as the core book. That's why, even in terms of the cover setup we're using for them, Avengers and New Avengers will carry an Infinity cover dress that is much closer visually to the Infinity mini-series."

Brevoort compared it to the relationship between Secret Invasion and concurrent issues of Mighty Avengers/New Avengers. "But in this case, even more so, because these tie-ins are happening in real-time, whereas Brian [Bendis] tended to use those tie-ins to kind of tell side-stories or focus in on a single character or two characters... Here, we're dealing with the actual big events of this massive cosmic war that's going on in linear, regular time. There are essentially two tracks - you can follow the Avengers track and you can follow the New Avengers track. But they do kind of jig together in this nice symphony if you're looking at it all together." Hickman joked that Marvel solicited a six-issue mini-series and he delivered a 16-issue series instead.

Infinity_3_Cover

Hickman then clarified how the art duties on the core Infinity series will be divided. Jim Cheung is pencilling the first and last issues of Infinity. Jerome Opena and Dustin Weaver are splitting pages on issue #2-5, with Opena handling the cosmic sequences while Weaver tackles the material set on Earth. Hickman said, “I've worked with Jerome and Dustin before, and they're both fantastic artists that are equally adept at world-building and character interaction. It's always a pleasure. I don't think I'm exaggerating when I say that the big stuff inside my head is always better when it's realized by those two guys.”

As for Cheung, Hickman said he had been looking forward to the chance to work with the artist. “He's one of my favorite artists... I've asked for him on pretty much everything. It was such a pleasure to start seeing him draw the stuff I'm writing. He just makes it so much better.” Cheung had previously drawn the Infinity FCBD prologue issue, and Brevoort revealed that that comic will be made available digitally for readers who missed the print version.

Mike Deodato will continue drawing New Avengers for the course of Infinity, while Leinil Yu is handling Avengers. Hickman praised both artists, and said of Yu's work, “I gave Leinil some of the hardest stuff I've ever given anyone, and he's just crushed it. I feel like every time I start a new script I need to write even more difficult stuff just to see if we can break him.”

Infinity_4_Cover

As press questions began, Hickman was asked to shed more light on the Builders and what specific threat they pose to the galaxy's heroes. “Before I was doing Infinity, I was always going to do a story called 'Avengers Universe,' happening at this exact same time in the Avengers. All of this kind of got married into that. This is sort of the culmination of everything we started back in issue #1 – the guys on Mars, the garden created by the Builders, who are this nebulous, older than ancient race in the universe. They've been building great societies and destroying them based on whether or not they were were worthy enough to evolve. This all comes to a head, like everything I'm doing in the Avengers books. There's the stuff happening on the top with the Avengers, which is what this is. There's the stuff happening underground, which is what New Avengers is. Because of the events in New Avengers, all of these guys start interacting with the Marvel cosmic and are heading to Earth, and the Avengers have to become prime players in stopping them.”

Infinity will mainly focus on the same large cast of characters from Hickman's two Avengers books, along with characters like Nova and the Guardians of the Galaxy. However, Brevoort teased a large presence from the Inhumans, as well as appearances by Super-Skrull, Ronan the Accuser, Gladiator and the Shi'ar Imperial Guard. “This is about a big story in terms of scale as anything that's been done in the Marvel Universe.”

Age of Ultron was notable for its accelerated shipping schedule, which saw all ten issues ship between March and June. Infinity won't ship quite as rapidly, but it will have a fairly compressed schedule. Issue #1 ships in August. Both September and October will see the series ship twice, and the final issue will ship in November. Both issues #1 and 6 will be oversized. Brevoort compared the level of ancillary tie-ins to events like Fear Itself and Secret Invasion. “It's not absolutely every single book, but it's a wide swath. Probably a slightly greater concentration on the Avengers/Marvel heroes side of the line, but not exclusively. So there will be X-Men titles that tie in. There will be Spider-Man stuff that ties in.”

Obviously Infinity isn't the first Marvel event to have the word "infinity" in the title. The original Infinity Gauntlet was followed up by a number of sequels including Infinity War, Infinity Crusade, and Infinity Abyss, many of which featured Thanos prominently. Brevoort talked about the connections between those books and this one. “There's typically been something of interest to Thanos in all of these stories, whether it was the Cosmic Cube, the Soul Gems, the Infinity Gems, or what have you. In that regard, Infinity is no different. But it's not the same story. It's not the fourth or fifth part of that Infinity cycle... While there's obviously a thematic resonance in that it's called 'Infinity,' that doesn't have to do so much with the Infinity Gauntlet, per se, so much as it does the scope and scale and other things that will become more apparent when you read the book.” That said, Brevoort hinted that recent events involving the Illuminati's accidental destruction of the Infinity Gems might be touched upon in Infinity.

Infinity_5_Cover

Finally, Brevoort and Hickman discussed Thanos' presence in upcoming Marvel Studios movies and if the desire was to craft an accessible, cosmically-oriented epic to capitalize on the growing popularity of Marvel's cosmic characters. Brevoort said, “All we really know for certain is what you guys know, that Thanos was in the end of Avengers as the sort of after-credits Easter egg. And certainly the fact that he was there got a lot of people really interested, which is why we've done the stories we have. We did Brian's story in Avengers Assemble that came out around the same time. We've done Thanos Rising. And it's why we're doing a big, huge story that Thanos is at the center of. It's nice, easy, low-hanging fruit. Clearly, a lot of people are interested in him or re-interested in him."

Brevoort continued, "Clearly, it doesn't hurt us that he was on 10 million movie screens and in a billion DVD players recently. I absolutely hope to take advantage of that and get a bunch of people who haven't checked out what we do to give us a gander and become interested in this as advance peek as to what might happen with Thanos in the cinematic world i none way, shape or form. But really, we're doing what we always do. We're doing our thing... We're guided by the stories we want to tell and the things we want to do rather than specifically setting up anything [Marvel Studios] are doing."

Hickman said, "In terms of what we get out of it, specifically relating to the comics, this is the first big kind of pushpin moment that we have in the longer Avengers plan that I originally pitched to Tom. This is the first of three of these that are going to be continually escalating. This is big. Like Tom aid, it's as big as we can go. What we get out of it is something that will project us forward into something even bigger."

Scroll down for a look at more variant covers and interior art from the core Infinity mini-series:

Infinity #1 cover (Arthur Adams variant)

Infinity #1 cover (Arthur Adams variant)

Infinity #1 over (general variant)

Infinity #1 cover (general variant)

Infinity #2 cover (Steve McNiven variant)

Infinity #2 cover (Steve McNiven variant)

Infinity #2 cover (general variant)

Infinity #2 cover (general variant)

Infinity #3 cover (Simone Bianchi variant)

Infinity #3 cover (Simone Bianchi variant)

Infinity #3 cover (general variant)

Infinity #3 cover (general variant)

Infinity#4 cover (Rn Stegman variant)

Infinity #4 cover (Ryan Stegman variant)

Infinity #4 cover (general variant)

Infinity #4 cover (general variant)

Infinity #5 cover (Sara Pichelli variant)

Infinity #5 cover (Sara Pichelli variant)

Infinity #5 cover (general variant)

Infinity #5 cover (general variant)

Infinity #1 interior art

Infinity #1 interior art

Infinity #1 interior art

Infinity #1 interior art

Infinity #1 interior art

Infinity #1 interior art

Infinity_1_Preview4

Infinity #1 interior art

Infinity #2 interior art

Infinity #2 interior art

Infinity #2 interior art

Infinity #2 interior art

Jesse is a writer for various IGN channels. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter, or Kicksplode on MyIGN.


Source : feeds[dot]ign[dot]com

Watch Two New Kick-Ass 2 Viral Videos

Check out this pair of new viral videos for Kick-Ass 2 featuring Doctor Gravity, Battle Guy and Insect Man looking to recruit you for their superhero team Justice Forever:

Kick-Ass 2 opens August 16.


Source : feeds[dot]ign[dot]com

Johnny Depp's Top 10 Movies

Johnny Depp is undoubtedly one of the biggest stars in Hollywood today. He first broke onto the scene when he starred in the 21 Jump Street TV series and played bit parts in movies like Platoon and Nightmare on Elm Street. We knew from the moment we saw Depp's death scene in Elm Street that he was destined for greatness:

And he hasn't disappointed. Depp's career has been nothing if not eclectic. He quickly veered away from pretty-boy roles to tackle more challenging fare in the '90s - Edward Scissorhands, Ed Wood, Fear and Loathing in Las Vegas. And his superstar status was finally cemented after several Pirates of the Caribbean movies.

Disney is clearly hoping that Depp's turn as Tonto in the big-budget remake of The Lone Ranger will spark a new multi-billion dollar franchise. We'll find out when that movie hits theaters next week. But for now, we figured it was a perfect time to take a look at Depp's colorful career and select his ten best movies. Read our list and let us know your favorite Depp roles in the comments section below. And check out last year's look back at the many collaborations between Depp and director Tim Burton.

10

Cry Baby

Released 1990

Despite his early controversial fare, director John Waters attracted mainstream interest with the original Hairspray in 1989. For his studio-backed follow-up, Waters again chose to craft a musical set in mid-century Baltimore. But Cry-Baby was a more personal reflection on Waters' own experiences growing up in a city divided by racial and class tensions. Depp played Wade "Cry-Baby" Walker, leader of a gang of juvenile delinquents known as Drapes.

Cry-Baby was Depp's first feature-film starring role in the wake of 21 Jump Street. Though he didn't actually sing on the soundtrack and had no dance experience prior to the movie, he was utterly convincing as the charismatic leader of the Drapes. It was as if a young Elvis or James Dean had returned to the screen.

9

Dead Man

Released 1995

Dead Man is viewed by many as one of the quintessential examples of the post-modern Western (No Country For Old Men being another). But director Jim Jarmusch describes this film as a "psychedelic Western." It certainly stands out from the pack, thanks to its black-and-white filming approach, its electric guitar-infused, Neil Young-composed score, and Jarmusch's own distinct directorial style.

However you choose to describe it, Dead Man stars Depp as Billy Blake, an accountant who sets out for the remote town of Machine, only to be turned away from his would-be employer, blamed for a double-murder, and hounded by a trio of bounty hunters. Blake's only ally is an American Indian named Nobody who, despite his hatred of most white men, is convinced that Blake is the reincarnation of his favorite poet, William Blake.

Dead Man is one of the more unusual Westerns movie lovers are likely to come across, and that's a big part of its charm. Sleepy Hollow fans can look to Depp's performance here as a precursor to his meek, bumbling take on Ichabod Crane several years later.

Depp was no stranger to playing kooky characters by the time he joined Fear and Loathing in Las Vegas, nor was portraying real-life celebrities outside of his comfort zone. Both roles collided as Depp took on the role of Hunter Thompson, recreational drug enthusiast and pioneer in the field of gonzo journalism. Fear and Loathing is based on Thompson's semi-autobiographical book of the same name, chronicling journalist Raoul Duke's misadventures while covering a story in Las Vegas alongside his lawyer, Dr. Gonzo (played by Benicio del Toro).

This is the sort of film that lives or dies on the strength of the lead actor's performance. Luckily, Depp spent a good deal of time hanging out with Thompson before the shoot, honing in on the writer's bizarre mannerisms and speech patterns. Whether critics praised Terry Gilliam's film for capably bringing Thompson's exploration of America's dark and surreal side to life or simply bombarding the viewer with one inane situation after another, no one seemed to complain about the strength of Depp's performance.

Depp even reprised the role (sort of) when he starred in The Rum Diary, another adaptation of a Thompson book.

Pirates of the Caribbean had every reason to be a massive failure for Disney. It was based on a theme park attraction, and that formula had already fizzled thanks to Haunted Mansion and The Country Bears. And the failure of 1995's Escape From Cutthroat Island suggested that audiences just weren't interested in pirate-themed movies anymore. Instead, Pirates proved to be one of the most successful films of 2003 and spawned a mammoth new franchise for Disney.

Part of the success was due to Gore Verbinski, whose whip-smart directorial style delivered a fun, attractive, engaging pirate adventure. But much of the franchise's continued success rests squarely on Depp's shoulders. Depp took what was originally written as a fairly standard pirate anti-hero role and gave it new life. His Captain Jack Sparrow is as spastic as he is charming. He's a pirate of impeccable comic timing, countless strange mannerisms and personality quirks, and sometimes ambiguous sexual orientation. Disney execs were reportedly flabbergasted by early footage of Depp sauntering his way across the Caribbean, but audiences adored Sparrow.

The Pirates franchise has seen a steady decline in quality with each new film, but as long as Depp is still willing to don the buccaneer boots and makeup, we expect the money will keep rolling in.

It's not uncommon to see a new Hollywood take on the classic Peter Pan story every few years. Finding Neverland offered a nice change of pace in that, rather than rehashing the same old tale or offering a sequel, it focused on the real-world inspiration for Pan, Captain Hook, and Neverland. Depp starred as playwright J.M. Barrie, a man who found inspiration for his career-defining story from a widow (Kate Winslet) and her four children (including a pre-Bates Motel Freddie Highmore).

Finding Neverland was also a nice change of pace in terms of Depp's performance. After chewing every scrap of scenery in Pirates of the Caribbean, Finding Neverland allowed the actor to focus on a more subdued, understated role. Depp showed a willingness to step back and allow Winslet and Highmore to show their dramatic chops. But "understated" hardly means "boring." Depp expertly conveyed the good-natured charm and dreamy disposition of Barrie. The movie might not have offered the most historically accurate depiction of Barrie's life, but it was a thematically rich story that celebrated the joy of never having to truly grow up.


Source : feeds[dot]ign[dot]com

IGN Assemble! #88 - Barfin' Blood Rage

It was one of the biggest weeks in comics so far this year, but luckily, it was also one of the best. We touch on some of the small news tidbits of the week, but mostly, it's all about the comics themselves.

On this episode we talk Batman/Superman, Larfleeze, Red Lanterns, Aquaman, Justice League, Justice League of America, All-New X-Men, Age of Ultron AI, Hawkeye, Daredevil, Wolverine and the X-Men, X-Men, The Wake, Lazarus, and Regular Show.

As always, there are spoilers for everything discussed, so you've been warned.

In the interest of self-promotion:

Check out the IGN Assemble! Facebook Group!

Check out the IGN Assemble! Wiki Page!

If you've got a question, comment, or art, feel free to drop us a line at ignassemble@ign.com.

IGN Assemble! Podcast: Episode #88

Subscribe to IGN Assemble! on iTunes

IGN Assemble! RSS

Follow us on Twitter:

Joey Esposito

Benjamin Bailey

Enjoy!

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.


Source : feeds[dot]ign[dot]com

Martin Brodeur Is NHL 14’s Cover Athlete

Back in April, EA Sports began its cover athlete contest for NHL 14. Hockey fans didn’t do what was required of them – vote for John Tavares – so longtime New Jersey Devils goaltender Martin Brodeur will grace the cover of this year’s game.

760x428_NHL14CoverVoteWinner

Brodeur has been New Jersey’s starting goaltender since 1993, has won 669 regular season games, and 113 more in the playoffs. Brodeur carried the Devils to three Stanley Cup victories, and also has won two gold medals as part of Team Canada.

As a parting gift, here’s a video of John Tavares lighting the lamp in the 2013 playoffs.

Colin Moriarty is IGN’s Senior Editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : feeds[dot]ign[dot]com

Tech Fetish Podcast: E3 / WWDC Recap!

After a several week hiatus, the Tech Fetish podcast returns to recap the big news from E3 and Apple's Worldwide Developers Conference, as well as rumors of a new Google-produced Android games console. Hosts Scott Lowe, Marc Ryan Sallee, and Mitch Dyer discuss the PlayStation 4 and Xbox One hardware, pricing, and accessories, followed by a comprehensive recap of Apple's new products, like iOS 7, OS X 10.9 Mavericks, new MacBooks, and the Mac Pro. Tune in for these stories and more!

Click to download this week's podcast. (Must Right Click to Save)

Subscribe to IGN's Podcast Series

Rate Tech Fetish on iTunes!

Email us questions, feedback and topic suggestions!


Source : feeds[dot]ign[dot]com

Game of Thrones Casts Oberyn the Red Viper

Season 3 may have only just ended, but Game of Thrones is already gearing up for Season 4 and the show's producers have now cast the highly anticipated role of Prince Oberyn, the Red Viper.

EW.com reports that the character will be portrayed by Chilean actor Pedro Pascal, who has previously appeared on CBS's The Good Wife, ABC's Red Widow and most recently, USA's Graceland.

Pedro Pascal in Burn Notice: The Fall of Sam Axe.

Pedro Pascal in Burn Notice: The Fall of Sam Axe.

The site also provides a spoiler-free description of the character, for those who haven't read the books: "Oberyn is a brash, charming, cunning prince of Dorne (part of the Seven Kingdoms of Westeros). His sister Elia was brutally murdered by the Lannister knight Gregor 'The Mountain' Clegane when Mad King Aerys was overthrown by Robert Baratheon and the Lannisters. In Season 4, Oberyn comes to King's Landing with revenge on his mind."

"This was a tough one," showrunners David Benioff and D.B. Weiss said of the casting announcement. "The Red Viper is sexy and charming, yet believably dangerous; intensely likable, yet driven by hate. The boys love him, the girls love him, and he loves them all back. Unless your last name is Lannister. We found a fellow who can handle the job description and make it seem effortless. He wasn't easy to find, and he won't be easy to stop."

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

Aaron Paul's Reaction to the End of Breaking Bad

This August, AMC's Breaking Bad will begin its end. With only eight episodes left, many fans are wondering what's in store for the show as it approaches its final hours.

Yesterday, IGN caught up with Breaking Bad's leading man Aaron Paul, who plays Jesse Pinkman opposite Bryan Cranston's Walter White, and got his thoughts on the series finale.

"You guys are gonna s*** your pants," Paul said.  "Before I read the final eight episodes, the final eight hours of the show, I was thinking to myself, 'This is so tragic. I can't believe this show is ending.' I didn't want it to end. But after knowing how the final eight hours play out, I couldn't be happier with the way that it ended. Hopefully, you all agree, and I feel pretty confident that you will."

jeese-pinkman-aaron-paul-breaking-bad

Obviously, Paul couldn't go into more detail, but he noted that keeping everything under wraps isn't as difficult as you'd think. "I don't have a problem not telling people because I don't want to ruin it for anybody. Everyone asks me, but deep down they don't really want to know, and I know that," he said.

Breaking Bad returns to AMC on August 11, and will be in attendance at San Diego Comic-Con for its farewell panel on Sunday, July 21 in Hall H.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

Sony Confirms PlayStation 4 Does Not Have a Power Brick

Shuhei Yoshida, Sony President of Worldwide Studios, has confirmed via Twitter that the PlayStation 4 will not use a power brick. Instead, the power supply will be housed internally, not unlike the Xbox One.

Additional details regarding the PlayStation 4's power supply and how the company managed to fit it within the console's relatively small casing are still unknown, but at least we have a better idea of what Sony has in store for us later this year.

Justin is all about his family and his gadgets. Follow him on MyIGN or on Twitter at @ItsTheLingo.


Source : feeds[dot]ign[dot]com

Jacob's Ladder Getting a Remake

Mickey Liddell's LD Entertainment is financing a remake of Jacob's Ladder, based on the 1990 thriller/horror film starring Tim Robbins.

According to The Hollywood Reporter, Jeff Buhler (The Midnight Meat Train) is penning a screenplay and working from an earlier draft written by Jake Wade Wall, who wrote the 2006 remake of When a Stranger Calls. Michael Gaeta and Alison Rosenzweig will produce and are currently looking for a director.

"The producers are looking to make something more akin to an homage and not mimic the original," says the trade. "The plan is to contemporize the story with new situations and characters but still maintain a story that examines issues and poses existential questions."

The original film centered on a Vietnam veteran, Jacob Singer, who after returning from the war experiences flashbacks and hallucinations that continue to haunt him and warp his sense of reality.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

SyFy Announces Comic-Con Panels

Syfy has revealed its slate of panels at San Diego Comic-Con this year, including presentations for Defiance, Helix, Being Human and Warehouse 13. Here's the official lineup and details:

FRIDAY, JULY 19:

  • Defiance (10:30am-11:30am, Room 6A): Earth has changed, and entertainment will never be the same. Join Grant Bowler (Nolan), Julie Benz (Amanda Rosewater), Stephanie Leonidas (Irisa), Tony Curran (Datak Tarr), Jaime Murray (Stahma Tarr), Jesse Rath (Alak Tarr), Executive Producer Kevin Murphy and more from Syfy's groundbreaking multi-platform series as they discuss the overwhelming success of Defiance (the show and game) and share exclusive details from the second season. Moderated by Maureen Ryan, TV Critic for Huffington Post.

  • Helix (11:45am-12:45pm, Room 6A) Leave sunny San Diego behind for an icy chill as the team behind Helix (Executive Produced by Battlestar Galactica's Ronald D. Moore) discusses Syfy's hotly anticipated new series. Get an inside look at the thriller about a mysterious outbreak at a desolate Artic outpost. The truth will spread! Moderated by Entertainment Weekly's Geoff Boucher.

SATURDAY, JULY 20:

  • Being Human (4pm-5pm, Hilton Bayfront, Indigo Ballroom): Itching to know what goes on behind the scenes of Syfy's smash hit series Being Human? Give in to your temptation and join cast members Sam Witwer (Aidan), Meaghan Rath (Sally), Sam Huntington (Josh), Kristen Hager (Nora) and Executive Producer Anna Fricke as they discuss what's in store for the new season. Moderated by Aaron Sagers, entertainment journalist (CNN.com/MTV.com) and geek culture expert.
  • Warehouse 13 (5pm-6pm, Hilton Bayfront, Indigo Ballroom): Go behind the scenes of America's top-secret supernatural storage facility with Warehouse 13's Eddie McClintock (Pete), Joanne Kelly (Myka), Saul Rubinek (Artie), Allison Scagliotti (Claudia) and Jack Kenny (Executive Producer). Take a look back at four out-of-this-world seasons and get a glimpse of what's in store for the fifth and final season of the beloved Syfy series. Moderated by Entertainment Weekly's Geoff Boucher.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

How Need for Speed Rivals Competes With Other Next-Gen Racers

It’s a big year for racing games. At this year’s E3, every single press conference featured at least one driving game, and many seem to be boasting similar next-gen features. In a crowded category including Gran Turismo 6, Forza Motorsport 5, DriveClub and The Crew, EA showed off Need for Speed Rivals, the latest entry in the long-running series and the first title from EA's Ghost studio in Gothenburg.

In an interview with IGN, EA Labels president Frank Gibeau explained why he thinks Rivals stands out from the pack, plus commented on whether he thinks Need for Speed will continue to be an annualized franchise.

A lot of the driving games we go up against are simulations. The way that we think about it internally is, that’s like going to the symphony. Ours is about going to a Jay-Z show.

“I think we do a really good job capturing the feel of driving and getting the chase-or-be-chased feature,” Gibeau told IGN about Need for Speed. “A lot of the driving games we go up against are simulations. The way that we think about it internally is, that’s like going to the symphony. Ours is about going to a Jay-Z show. It’s rock and roll. It’s in your face. It’s a lot more about the visceral feel of driving through a billboard, doing a jump, but doing it in an authentic car, a car that looks and feels like a 911 should drive. We like to tell the stories of cops and racers. We like to tell stories in an open world. We think that the racing category, it used to be like 20 percent of the business back on the PS2. Now it’s single digits as far as a percentage of the overall business. We think that there’s a lot of innovation required to continue to keep driving as a category expanding. We think it’s the open world approach. We think it’s the competition approach. We think it’s the multiplayer approach.”

“Unfortunately, racing games got to a point where you’d have 16 people ready to go, and after the first lap, 15 people didn’t care anymore,” he continued. “They’d crashed or they were far behind. It was like an F1 race with Michael Schumacher. There’s just no point. We think that having an open world where you can mingle racing, have quests and adventures to go jump through stuff and do different things, that’s the way to start re-broadening the racing category and bringing in a larger audience. We saw a lot of good feedback in that respect on Most Wanted. If you look at Rivals this year, it builds on the open world. It’s more of a country open world, as opposed to an urban open world, but we’ll look at how we create the experiences in a much more open world. It’s competition-based, but authentic to the cars. We like that idea.”

Gibeau believes that Need for Speed is a franchise that has a lot of room to grow, and while thus far the returns have made it worth annualizing the franchise, there’s no guarantee that will continue.

We think that there’s a lot of innovation required to continue to keep driving as a category expanding.

“We take Need for Speed one at a time,” Gibeau said. “We’re going to see how Rivals does this fall. We’re very pleased with it. We think it looks great. It plays extremely sharp this early in development. We have a lot of cool features in terms of how you mingle single-player and multiplayer. We’re confident. There’s a lot of driving games out there this fall. There’s a lot of competition in the segment. But Need for Speed, I think, is now in its 15th year? Its 17th year? It’s still going strong. It’s still selling multiple millions of copies. It’s got great opportunities on the PC and mobile devices. The Need for Speed brand is reaching some of the largest audiences it’s ever reached in its history. We’re continuing to find ways to tell new stories and innovate. But if you look at Need for Speed this year, we’re going to learn from it, and we’ll come back with a future announcement of what we’re going to do next.”

Gibeau also commented on the upcoming Need for Speed film and its presence at EA’s E3 conference.

“For us, what’s important is to get to a movie that’s high-quality, and that reflects the world,” Gibeau said. “We don’t make that much money on the movies, so it’s not at all a monetary thing. It’s helping to build the brands and bring the experience to a larger audience. We always think about, in the case of Need for Speed, let’s get a great actor. Let’s get a director in Scott Waugh who knows how to do action and can deliver on the authenticity of driving.”

“From our perspective, whenever we partner on something like a Mass Effect or a Need for Speed – we have Mass Effect at Legendary Pictures – we go with the best,” he continued. “We try to create experiences that are authentic to the game world, but do tell different stories. It’s a linear experience, it’s a theatrical experience, but we don’t want to compromise on our philosophy. We want to deliver a high-quality movie.”

Need for Speed Rivals will be in stores this November, while the Need for Speed film hits theaters in February 2014. For much more on Rivals, be sure to read our hands-on impressions.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : feeds[dot]ign[dot]com

Netflix Wants 'Max' to Host Your Movie Viewing on PS3

PlayStation 3 users watch a lot of Netflix. Last year, the company announced Sony's console received more living room-based Netflix than any other device. So, it stands to reason Netflix would roll out its latest concept to PlayStation 3 first. Max, as he's called, is little bit game show host and a whole lot of program guide.

The video released by Netflix on Friday afternoon shows a system closely resembling the lighthearted, graphics-heavy tone of You Don't Know Jack. After starting Max up, the faceless voice will offer a number of ways to personalize your Netflix viewing experience and find something great to watch. For example, Max may ask you to pick between two genres--based on your viewing preferences--or offer up a surprise, mystery selection he thinks you might like.

All in all, the system looks like a fun way to interact with Netflix, as opposed to just shuffling though a queue. The service is available on PS3 starting today, but only in the US.

Matt Clark is a freelance writer covering the world of videogames, tech, and popular culture. Follow him on Twitter @ClarkMatt and MyIGN at Matt_Clark.


Source : feeds[dot]ign[dot]com

Iron Man 3 Takes Flight on Blu-ray & Digital

Marvel Studios has announced the home video release of Iron Man 3, with an early debut of the HD Digital Copy (also available in 3D!) on September 3. This will be followed by the 3D Super Set, Blu-ray Combo Pack, DVD, Digital Copy and On Demand on September 24.

iron man 3 blu

No word on the inclusion of that Peggy Carter One Shot, but there's still plenty of bonus content on these discs. Here's the studio's official breakdown of special features, including an exclusive sneak peek at Thor: The Dark World:

  • Deconstructing The Scene: Attack On Air Force One: Jump into action with the stunt-team skydivers in this close-up look at creating one of the movie's most memorable scenes.
  • Exclusive Behind-The-Scenes Look - Marvel's Thor: The Dark World: Experience the spectacular new worlds, unforgettable characters, and pulse-pounding thrills of the upcoming blockbuster movie.
  • Marvel's Iron Man 3 Unmasked: Join the cast and crew for a crash course in epic filmmaking, Marvel-style.
  • Gag Reel
  • Deleted & Extended Scenes
  • Audio Commentary: Featuring writer Drew Pearce & director Shane Black.
  • And More...

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : feeds[dot]ign[dot]com

The Importance of New Franchises and Studios

Sequels are everywhere these days. Some franchises are becoming bigger than ever before, growing exponentially with each new installment. Still, as we approach a new generation, publishers are investing more than ever in launching new series alongside their existing franchises, pushing original brands that they hope can thrive on new systems.

In separate interviews at E3, IGN spoke with Ubisoft, EA and Bethesda about the risks and rewards of launching new intellectual property and why it remains an important part of their businesses.

“More than any other first party or publisher that I’ve seen, we’re bringing more new IP to the market,” Ubisoft senior VP of sales and marketing Tony Key told IGN. “[CEO] Yves Guillemot has always believed that new IP was how we were going to make it – continuing to build more brands and cultivating the ones we have. We can only go as fast as the resources provide. We found the resources for The Division. We found the resources for The Crew. We found the resources for Watch Dogs. That’s not easy. It’s one of the reasons why so little new IP comes along. You have to have really good people to build a new IP. The risks are so high. The games cost a lot to make. They cost a lot to market.”

You have to have really good people to build a new IP. The risks are so high. The games cost a lot to make. They cost a lot to market.

“In this blockbuster world of ours, to feel confident in a team that's building this thing, that they can provide that. There are only so many talented people lying around,” Key continued. “We’re constantly trying to find more and more talented people who want to come to Ubisoft to work on our established brands, but also to build new IP. For us, we consider it the lifeblood of our company, to continue to be able to build new IP and bring new brands to the market. That’s clear.”

“That’s one of the huge pulls to launch new IP. You get a whole refresh,” EA Labels president Frank Gibeau explained. “You get new technology that allows you to do new things. It’s really hard to launch new IP in the last three years of a platform. As I looked at the marketplace and as we thought about our strategy, we held a lot of our new IP development for the transition because we knew it was coming. We knew what it was roughly capable of. Things like Mirror’s Edge, going out and doing the Battlefront deal, doing the UFC deal, Titanfall. Frankly, there’s probably anywhere between four and six additional IPs that we’re working on that are unannounced, that are completely original. The best time to launch those is in the first few years of a platform cycle, so that you can come out with multiple versions of it over the life cycle of PS4 and Xbox One.”

“We’ve always done that as a company,” Gibeau continued. “New IP is the lifeblood of any studio. The moment you stop developing new IP, a lot of your best people are on to other things. Having said that, we do see incredible innovation inside of our franchises, around Battlefield and FIFA. Every year we try new things there. EA has a blended strategy, where we have proven franchises that we innovate and continue to expand with. Then we bring in new IP to help get into new genres that we’re potentially not represented well in, or try new things like Garden Warfare. That was just something we experimented with. It was really fun as a prototype. We decided to make it into a full product.”

Part of taking a risk on new brands often means starting with entirely new studios. Bethesda vice president of PR and marketing Pete Hines explained to us that the passion behind a new studio is part of what can let new franchises thrive. This year, Bethesda announced Wolfenstein: The New Order from Machine Games and The Evil Within from Tango Gameworks. This will be the first game for both studios.

New IP is the lifeblood of any studio. The moment you stop developing new IP, a lot of your best people are on to other things.

“If you look at the last big thing we did, Dishonored, the fun of it was talking guys like Raph and Harvey and their team at Arkane, with all of them chomping at the bit,” Hines said. “That’s maybe not a thing that most publishers would embrace, because clearly most publishers that are doing these kinds of games are moving towards really heavy action. We’re going the other way. These guys get excited about it. ‘Bethesda is going to take a chance on me doing this thing that nobody else would let me do.’ And they know it, because they’ve worked with other publishers. There is a benefit to that. Jens at Machine Games has a really funny way of putting it, based on past experiences and how that’s very different. There is just a bit of feeling untethered.”

“There’s benefit to how we publish games as opposed to other folks,” Hines continued. “When Machine Games has a build of Wolfenstein, we have points along the way where they share a build, and it’s not just me and them who are playing it. They share it with the guys at Bethesda Game Studios, or at id, or at Tango, or at Arkane, who will play it. The level designers and artists and stuff at these other studios will play it and give them feedback. It’s helpful. I don’t know of other publishers that let all of their studios see all of the other stuff – and not just see it, but play it and say what they think. That collaboration, on the surface it sounds pretty powerful, but for these guys I think it’s really meaningful that somebody else who does what they do is giving them feedback.”

Hines believes that this kind of collaboration can help a new studio along, and also helps Bethesda be more confident in new brands.

“That kind of feedback is really helpful for guys like Tango and Machine Games. They have a little bit of a safety net along the way, to kind of sanity-check what they’re doing,” he said. “We publish from a developer’s standpoint – understanding the process, how it works, where it can go sideways, how to do it better. It’s that collaboration thing. Feedback is really important, and not just focus-testing and bringing in gamers.”

We’re going to continue to pick and choose where we want to place our bets.

“We’re constantly talking with other developers, but it always has to be the right fit,” Hines said. “Who are you, what have you done, what are you trying to do now, and how does it sync up with us? We don’t have a process like ‘well, what are our 15 titles for this year? What’s our Q2 shooter?’ Because we’re smaller, we just do fewer titles and go big on all of them, rather than deciding to go big on a lot, but [saying] ‘half of them are going to fail, and the ones that succeed will pay for the ones that fail.’ We’re not built that way. We’re never going to get to 20 games a year.”

“We’re going to continue to pick and choose where we want to place our bets,” Hines added. “What’s the game and the idea and the team where we say, ‘we believe in those guys. We think they have the chops to do it. We think we can make that a success and sell everybody else on the idea that what they’re making is great.’ If that ends up being somebody external, great, but we’re not in a rush, like, ‘quick, we have to sign three more titles for next year.’ That’s not how we’re structured and it’s not our focus.”

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : feeds[dot]ign[dot]com