Showing posts with label action. Show all posts
Showing posts with label action. Show all posts

Friday, 9 November 2012

Blizzard Sued over Battle.net Authentication

Blizzard is being sued over the Battle.net authentication used in multiple games including Diablo III. A class action suit led by plaintiff Benjamin Bell is seeking damages for "consumer fraud, unjust enrichment, negligence, breach of contract and bailment," claiming that Blizzard is "deceptively and unfairly" charging some users to secure their data from hackers.

Bell is specifically referring to Blizzard’s $6.50 keychain authenticators, alleging that Blizzard has made $26 million by selling them. The suit accuses Blizzard of unfairly requiring users to use Battle.net and says the company has continued to “negligently, deliberately, and/or recklessly fail to ensure that adequate, reasonable procedures safeguard the private information stored on this website.” Bell points to multiple hacking incidents -- including May’s Diablo III hacks -- as evidence that Blizzard failed to take "the legally required steps to alert" players.

Bell is seeking damages and an injunction to bar Blizzard from “tacking on” costs after games have already been purchased. He also seeks to stop Blizzard from requiring players to sign up for a Battle.net account.

We reached out to Blizzard about the suit and a spokesperson sent IGN the following statement:

"This suit is without merit and filled with patently false information, and we will vigorously defend ourselves through the appropriate legal channels.

We want to reiterate that we take the security of our players’ data very seriously, and we’re fully committed to defending our network infrastructure. We also recognize that the cyber-threat landscape is always evolving, and we’re constantly working to track the latest developments and make improvements to our defenses.

The suit’s claim that we didn’t properly notify players regarding the August 2012 security breach is not true. Not only did Blizzard act quickly to provide information to the public about the situation, we explained the actions we were taking and let players know how the incident affected them, including the fact that no names, credit card numbers, or other sensitive financial information was disclosed. You can read our letter to players and a comprehensive FAQ related to the situation on our website.

The suit also claims that the Battle.net Authenticator is required in order to maintain a minimal level of security on the player’s Battle.net account information that’s stored on Blizzard’s network systems. This claim is also completely untrue and apparently based on a misunderstanding of the Authenticator’s purpose. The Battle.net Authenticator is an optional tool that players can use to further protect their Battle.net accounts in the event that their login credentials are compromised outside of Blizzard’s network infrastructure. Available as a physical device or as a free app for iOS or Android devices, it offers players an added level of security against account-theft attempts that stem from sources such as phishing attacks, viruses packaged with seemingly harmless file downloads, and websites embedded with malicious code.

When a player attaches an Authenticator to his or her account, it means that logging in to Battle.net will require the use of a random code generated by the Authenticator in addition to the player’s login credentials. This helps our systems identify when it’s actually the player who is logging in and not someone who might have stolen the player’s credentials by means of one of the external theft measures mentioned above, or as a result of the player using the same account name and password on another website or service that was compromised. Considering that players are ultimately responsible for securing their own computers, and that the extra step required by the Authenticator is an added inconvenience during the log in process, we ultimately leave it up to the players to decide whether they want to add an Authenticator to their account. However, we always strongly encourage it, and we try to make it as easy as possible to do.

Many players have voiced strong approval for our security-related efforts. Blizzard deeply appreciates the outpouring of support it has received from its players related to the frivolous claims in this particular suit."

Source: Courthouse News

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


Source : ign[dot]com

First Look: Tom Cruise in All You Need is Kill

Here's your first look at Tom Cruise in the sci-fi action film All You Need Is Kill, which opens March 14, 2014.

Cruise plays Bill Cage, who must relive the same brutal battle against an unrelenting alien race in the Doug Liman-directed film. Emily Blunt co-stars.


Source : ign[dot]com

Tuesday, 6 November 2012

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

How Halo 4 is Seeking to Win Multiplayer Wars

Multiplayer combat gaming is dominated by titles that enfold players in quasi-realistic modern war-zones. The action and the perks and the zombies-on-the-moon modes may be pure fantasy, but the settings are rooted in the real world of multi-terrain combat boots and SA-58 clips.

The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time.

By contrast, Halo 4 is pure fantasy, a sci-fi dreamscape of weird colors, strange weapons, variable gravity as well as Ghosts, crazed AIs and abandoned deep-space mining vessels. Publisher Microsoft wants its key multi-billion-dollar franchise to sit at the heart of inter-human gaming.

Developer 343 has delivered what is arguably the best Halo ever made, and one key component to this is multiplayer, described by IGN reviewer Ryan McCaffrey as “golden” with “immaculate weapon balancing” and containing “an impressive collection of outstanding battlegrounds.”

343 hired Austin, Texas-based development house Certain Affinity to help out with modes, maps and map-creation tool Forge. Why? The company was founded by Max Hoberman, who spent a decade at Bungie, crafting the Halo series’ multiplayer experience.

I'm dying to see what crazy things people come up with.

Certain Affinity is also responsible for working on MP sections of recent Call of Duty games and on Left 4 Dead. In short, these guys really get multiplayer, and they have a long and intimate relationship with the Halo universe. 85 team-members spent 18 months working on Halo 4’s multiplayer, in close association with 343.

Hoberman says the starting point for refining and evolving Halo 4’s multiplayer modes has been making it available to as many people as possible.

He explains, “That was 343's approach across the board. How do we make this better by letting more people enjoy it? We started by smoothing off some of the rough edges on areas that could be great, but just weren't quite there for accessibility reasons. That can be really difficult, really challenging, especially when you're trying to develop something that has some inherent depth. How you balance depth and accessibility is always a challenge. But that has absolutely permeated all of our decision-making.”

Certain Affinity worked on some of the War Games modes, many based on old favorites that have now been tweaked. For example, Dominion is a team-based mode in which each side attempts to capture and defend a series of bases which, over time, sprout defensive upgrades, culminating in a ‘last stand’ slaughter of the team that’s failed to secure defensive positions.

Oddball is the classic game mode that wins players points for holding onto a ball, with an added twist of being able to throw the ball. When this one feature was first shown, at PAX, it drew enthusiastic whoops from the crowd.

When you're designing for multiplayer, you have to be selfless.

Part of the responsibility facing Certain Affinity, and all developers that specialize in multiplayer, is the intense relationship players have with the modes and maps they play. Unlike single-player games, which are experienced once or perhaps a few times, multiplayer games are experienced again and again. They are lived. They are also very public testing grounds for people who take their skills very, very seriously.

Not only, but also, through map-editors like Forge, players understand the fundamentals of multiplayer level design. Ten years ago, players might have enjoyed a multiplayer map, without stopping to think about the subtleties of sight blocks and cover positions. These days, they intuite sloppy design.

Hoberman says, “We’re very aware of the gravity of our responsibility. We're creating this content that people are going to play time and time again, sometimes thousands of times, for one map or one game mode. It feels like a massive responsibility. We mandate internally that we play this stuff over and over. We have to be fans of our own work and we have to put it to the test day in and day out.

We're creating this content that people are going to play time and time again, sometimes thousands of times.

“We insist that our developers participate in daily playtests. It can be tough. Our artists, for instance, they have a big to-do list, but we make them take an hour out of their day to playtest. We think that's invaluable. Fans are going to pick these things apart. They're passionate about every detail. It's critical that everyone working on these things is also passionate about every detail and understands how these things are going to be experienced by the players.”

He points out that in single-player modes, the story embraces the player as well as the characters in the game, but only the actual player is having a real emotional experience. But in multiplayer, it’s about everyone who is on screen.

“When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feel about their experience. When you're designing multiplayer, you have to care about everybody.

“What you're designing is inherently balanced and symmetric, even if it's physically asymmetric. It has to be balanced. It has to be a fair experience for everyone. The first time you play it, it has to be fair, but also it has to be fair on the hundredth time and the thousandth time. It takes a different mindset to design for multiplayer. I'd say it also takes a different personality sometimes. When you're designing for multiplayer, you have to be selfless. You have to be able to put yourself in someone else's shoes. If you're just concerned about designing a good experience for yourself, then you'll never be a great multiplayer designer.”

One of the massive projects undertaken by Certain Affinity was Forge, which allows players to make their own multiplayer maps. This tool has been around for some years but in Halo 4 has been drastically overhauled.

New features include better looks through dynamic lighting and gorgeous native environments; greater ease-of-use via neat gadgets like item-lock, duping and magnets; and local effects called player-trait zones which give designers all sorts of freedom to play around with their invented worlds.

Hoberman says, “Forge is interesting, any map editor is interesting, because so many people benefit from it whether they actually use it or not. Everyone benefits from the creations that come out of it. The accessibility improvements that we made and some of the feature additions are ultimately just going to mean that new users will find it easier, but because Forge is inherently a pretty sophisticated tool, the creations are going to be that much more inventive and novel.

He adds, “You always do something and you think maybe you’ll see a dozen interesting ways people use it. In reality, over time, you end up seeing hundreds of greats ideas. I'm dying to see what crazy things people come up with.”

Don't forget to make use of IGN's massive Halo 4 wiki.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN


Source : ign[dot]com

Thursday, 1 November 2012

Clive Owen and Morgan Freeman are The Last Knights

Stars Clive Owen and Morgan Freeman will soon be starring in Kazuaki Kiriya's action adventure film The Last Knights, reports Screen Daily.

The story follows a band of warriors who seek to avenge the loss of their master at the hands of a corrupt emperor. Bill Johnson's IF Entertainment is taking the project to the American Film Market later this week.

Luka Production International's Luci Kim is producing and Route One Film's Jay Stern, Russell Levine and Chip Diggins will serve as exec producers.

http://cdn.as7.org/51_MorganFreemanPrC3ADncipedelosladrones.jpg

Current plans are to begin production as early as this month in the Czech Republic. Kiriya will direct from a script by Michael Konyves (Version).

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 : ign[dot]com

Clive Owen and Morgan Freeman are The Last Knights

Stars Clive Owen and Morgan Freeman will soon be starring in Kazuaki Kiriya's action adventure film The Last Knights, reports Screen Daily.

The story follows a band of warriors who seek to avenge the loss of their master at the hands of a corrupt emperor. Bill Johnson's IF Entertainment is taking the project to the American Film Market later this week.

Luka Production International's Luci Kim is producing and Route One Film's Jay Stern, Russell Levine and Chip Diggins will serve as exec producers.

http://cdn.as7.org/60_MorganFreemanPrC3ADncipedelosladrones.jpg

Current plans are to begin production as early as this month in the Czech Republic. Kiriya will direct from a script by Michael Konyves (Version).

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 : ign[dot]com

Thursday, 25 October 2012

Arnold Schwarzenegger Looks Badass in Ten

Here's your first look at Arnold Schwarzenegger in the upcoming cop action-thriller Ten, directed by End of Watch's David Ayer.

Schwarzenegger tweeted the following today: "I'm having a great time working with @DavidAyerMovies on my new movie, Ten. Check out my look:"

In Ten, an elite DEA task force deals with the world's deadliest drug cartels. Specializing in complex mobile operations, the team executes a tactical raid on a cartel safe house. What looks to be a typical raid turns out to be an elaborate theft operation, pre-planned by the DEA squad.

After hiding millions in stolen cash, the team believes their secret is safe – until someone begins assassinating them one by one.


Source : ign[dot]com

Friday, 19 October 2012

See RoboCop's New Wheels in Action

Last week, we got our first look at RoboCop's new motorcycle. Now, ComingSoon.net has come across a new Toronto set video featuring the bike in action. Check it out:

RoboCop hits theaters on February 7, 2014.


Source : ign[dot]com

Monday, 15 October 2012

Watch an Explosive Scene From Skyfall

Watch the first clip from Skyfall! It's an action scene featuring Javier Bardem's sinister Silva and Daniel Craig's James Bond during a chase in the London underground. Via Apple:

Skyfall opens in the UK on Oct. 26 and in the US on Nov. 9.


Source : ign[dot]com

Thursday, 11 October 2012

Hansel and Gretel: Witch Hunters 3D Postponed Again

Paramount has once again pushed the release date of Hansel & Gretel: Witch Hunters 3D.

The action-fantasy -- starring Jeremy Renner and Gemma Arterton as the adult versions of the eponymous fairy tale characters, and Famke Janssen as the evil witch -- was previously moved from a March 2012 bow to January 11, 2013.

Now, according to TheWrap, Paramount has pushed the release date back to January 25, 2013 to accommodate an IMAX release of the film.


Source : ign[dot]com

Hansel and Gretel: Witch Hunters 3D Postponed Again

Paramount has once again pushed the release date of Hansel & Gretel: Witch Hunters 3D.

The action-fantasy -- starring Jeremy Renner and Gemma Arterton as the adult versions of the eponymous fairy tale characters, and Famke Janssen as the evil witch -- was previously moved from a March 2012 bow to January 11, 2013.

Now, according to TheWrap, Paramount has pushed the release date back to January 25, 2013 to accommodate an IMAX release of the film.


Source : ign[dot]com

Epic Mickey’s Epic Challenge

Epic Mickey 2: The Power of Two forges new territory for its franchise and action-adventure games as a whole. That a modern era game would even think to be a musical is daring enough, but mix that with an ambitious attempt to increasingly incorporate the ideas of choice and consequence with platforming, not to mention two-player, split-screen co-op, and you have one massive undertaking.  However, whether Power of Two can successfully turn that into an enjoyable experience remains to be seen – our recent time with the game revealed flaws that have carried over from its predecessor, plus missed opportunities when it comes to the Wii U version.

The first Epic Mickey was a single-player affair that sent Mickey Mouse out to investigate the twisted world of Wasteland, and the creature seemingly responsible for its destruction – Oswald the Rabbit. This time around, Power of Two works to bring Oswald and his unique abilities directly into the game as a playable character.

Oswald easily holds his own against Mickey, and his power set, which is based more around mechanics and electricity, is a necessity to gameplay. The game requires cooperation to succeed. Some enemies are more vulnerable to different power sets, and various puzzles will require both players to complete. When a partner isn’t present for split-screen play (there is no online option), AI will take over. A CPU-controlled ally is reasonably competent, though attempting to issue some commands in our recent demo proved troublesome.

Epic Mickey 2 retains a strong sense of character and world design. Much like its predecessor, the game pulls in vast amounts of Disney lore – from its theme parks to cartoon shorts that are decades old – to create a cohesive, fully realized world that fans will spend hours scrutinizing. The way developer Junction Point amalgamates so many sources is truly admirable, and is only helped by great voice work and some truly catchy musical numbers.

The catch here is that Epic Mickey 2 struggles when it moves beyond conceptual design and into practical application. Though the development team swears it has spent time refining its camera, but playing through a section of the game revealed similar problems. Getting a proper, intuitive perspective for battling is still frustrating – even with manual controls and a targeting system. Likewise jumping from platform to platform is problematic. Surfaces have a very slippery nature, and the camera often sits too low, impairing your ability to gauge distances. Combining those two elements means needlessly sliding off ledges is all too common, a frustrating exercise if there ever was one.

Bringing Epic Mickey 2 to Wii U has resulted in some strange development choices as well. Though it would seem likely (and logical) that port developer Heavy Iron would simply apply Wii’s remote-based controls to this HD counterpart, it doesn’t. In fact, it actually forces the first player (Mickey) to use the GamePad and the second (Oswald) to a remote and nunchuk. There are no plans for Pro controller support, and you can’t use the remote if you’re playing alone. It would have also been great to allow players to take advantage of the GamePad’s built-in map and objective displays while using a different controller, similar to Treyarch’s approach with Black Ops II. These types of omissions are simply baffling, as Wii U, alongside PlayStation 3 with Move, could easily be one of the more ideal consoles for this game. The core concept simply begs for pointer-based controllers - certainly a missed opportunity.

For Disney fans, Epic Mickey 2 is a dream come true. It’s truly a celebration of everything that makes Disney so special, from its rich animation to the wonders of its theme parks. And it does that in a musical package that has remarkable ambitions in terms of co-op gameplay. But for a platformer to struggle so much with its camera and controls worries us, particularly as the game has just over a month until its release. Junction Point swears it is tending to the problems of the first Epic Mickey, but some of them seem to be making a comeback – perhaps even more than before. Here's hoping these flaws were simply limited to the areas we tried this time around.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Wednesday, 10 October 2012

Team 7 #1 Review

Two issues in and Team 7 isn't doing much to justify its existence. It's not a bad book, there are funny beats here and there, some nice action moments, but it feels kinda pointless. Honestly, there are better DC books out there for your money. Team 7 just treads water, pretending to be important but never being anything more than “oh, that's was okay.”

Justin Jordan is at least having some fun. The highlights of this issue are the characters' quips and dialogue. Most of it is pretty light-hearted and funny. The story itself is not particularly interesting so far, though. Maybe, once this “Secret history of the New 52” finally rears its head, this book will be worth its cover price. Right now, three bucks for a few giggles is not exactly a great trade off.

Jesus Merino's art is all over the place in this issue. Some panels are finely detailed and look great. Others look rushed and lacking a polish. Overall, it gives the book a lackluster feel. The biggest art problem, however, is the overall design and look of the book. The characters look silly; the furthest thing from cool. Everything is battle armor and pouches. Seriously, if you didn't know better, you could easily mistake this book for a lousy title from the 90s. It has the all bad hallmarks, but none of the over-the-top fun. None of the heart. In short, the only thing that Team 7 has revealed about the history of the New 52 is that it's a time that is better off forgotten.

Remember that time on the beach when there was only one set of footprints? That was because Benjamin carried you. Follow Benjamin on Twitter @616Earth, or find him on IGN.


Source : ign[dot]com

Wednesday, 26 September 2012

Flood Confirmed for Halo 4

343 Industries has confirmed that The Flood will return in Halo 4. In a massive set of screenshots released today (which may contain campaign spoilers), Microsoft showed off The Flood in action, as well as a new map. The Flood will return in a new multiplayer mode called Flood.

Separately, during an event at the London Film Museum in Covent Garden last night, 343’s Frank O’Connor confirmed that Halo 4 is complete and ready for certification. According to Videogamer, O’Connor reported that "We had a big piece of news yesterday back in the office, which is that the game is literally finished at this point. They are handing it off through the various certification processes and that, and we're done. It's been three years of incredibly hard work by about 300 people." Developing story…

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


Source : ign[dot]com

Tuesday, 25 September 2012

Anna Kendrick on End of Watch

It’s emotional, gritty, and very realistic. The action-drama End of Watch chronicles two beat cops (Jake Gyllenhaal and Michael Pena) working in the heart of south central L.A. They deal with gang bangers, drug dealers, and the worst criminals the city has to offer. The film tells a story about men trying to control their world, fighting the good fight.

The emotional core of director David Ayer’s are the relationships. This is a movie as much about family, and what it means to rely on someone, as it is about day to day police work. Anna Kendrick plays Janet, girlfriend and eventual wife to Officer Brian Taylor (Gyllenhaal). She becomes a focal point as their relationship develops, and she learns what it means to enter this world.

IGN recently had a chance to sit down with Kendrick to talk about End of Watch and what the movie means to her.

IGN: What can you tell us generally your role in the film?

Anna Kendrick: I play Jake Gyllenhaal’s girlfriend, and fiancee, and eventual wife who is kind of taking the journey from thinking that dating a cop is like dating a teacher or an accountant, and realizing what it is that he risks everyday, and realizing how strong she has to be to accept that risk.

IGN: The film’s form is fascinating, how did the ‘day in the life’ aspect inform how you took on the film?

Anna Kendrick: It certainly created one of the most interesting atmospheres on set that I’ve ever experienced. One in which you were never really sure if you were being filmed or not, so it was weirdly liberating and challenging at the same time, in this wonderful way where you were in character for 12 hours a day. The only time we weren’t holding hands, snuggling or whatever the scene called for was at lunch. If there was ever a point that we realized that every other camera was re-loading then Jake or Michael would grab the handheld and we would just film something. Jake would pull me aside and he would grab the handheld camera and start doing something, and then David would notice that we were in the corner and come over and start filming, and we wouldn’t have noticed for a solid 5 minutes that they’d been filming us, until Dave yells out ‘kiss her!’

IGN: So it sounds like there was a lot of improv on set.

Anna Kendrick: Exactly. Two things happen when you’re allowed to improv that much. You do find these little magic moments that really add to the film, but also it creates such a natural environment that improv can bleed really naturally into scripted dialogue. Dave wrote a great screenplay, and he knew the story that he wanted to tell, so a lot of what’s in the film is paired back down to his original screenplay. There are certainly magical little moments that are peppered in there, and that’s definitely worth all the footage that we sacrificed, it’s certainly worth those tiny little moments that did make it into the film, and I think it aided our performances all around.

IGN: How do you get into the mindset of a police officer's wife?

Anna Kendrick: It was interesting for me because it was one of those weird life imitating art situations where all of my rehearsals were with just Jake. So I’ve met Mike (Peña) and I’ve met Natalie (Martinez), but I didn’t know them well at all, so when I came to set it really felt like my new boyfriend introducing me to his good friends. And the three of them were already really close so I really had that feeling of wanting to prove that I was strong enough to be a part of this family, but then also being overwhelmed by the bond that they had. In a healthy way, I was a little envious of the relationship Jake had with Mike, and the relationship that he has with everybody on the police force. Realizing again and again, and again through every scene just what it means to be a police officer, what it means to be a police officers wife.

In the wedding scene when Mike is giving a toast he gave such a beautiful performance I really felt like I was just listening and taking it in and then I was looking around the room at all these people and being told that they were my family now that all felt really real for me. It was really great to go on this journey with this character. I was a little nervous coming in without doing a ton of prep work because the guys had done so much, but I think actually it would have been detrimental to the entire experience and the performance.

IGN: How did you achieve such believable intimacy with Jake?

Anna Kendrick: I really followed his lead on that. I’m really glad that he was so open and giving on that end, just like somebody who wants to reach inside you and rip you open in this really incredible way. He was so deep in the shit by the time that I got there that he was completely mentally there all day every day. So when I showed up and he was holding my hand the entire time I was like ‘this is weird right?’; but I think that’s exactly why that relationship is believable in such a short amount of screen time.

IGN: What draws you to this kind of a character?

Anna Kendrick: I don’t have a thing for really likable characters. Even in this, Janet is likable and she has her heart in the right place but I think weirdly the scene that really puts the audience on her side is the scene when she goes through Brian’s wallet. Because it’s not a respectable thing to do, and I think the audience wants to be on a character’s side and they want to forgive them, but when you just say ‘here’s this character isn’t she great, this is why we love her’ I think people really resist that.

This is a really silly example but I think that on Community you know how at first people didn’t like Britta, because she was supposed to be the cool one, the moral one; and once they started breaking her down and making her like the worst, and making fun of her, people started to really come around on her. Little things like that is what makes you connect with characters and gets you on their side. Even the police officers, people talk about finally showing the story of two good cops, but they make some morally questionable decisions. I think those are the places where you’re rooting for them., because they’re human, and you think ‘if I met them they wouldn’t look down on me.’

IGN: What’s your take on some of the graphic violence in the film?

Anna Kendrick: That’s really David’s wheelhouse. I think this is a world that David understands and there are things in the film that I wish I could look at them and say ‘but I’m sure that kind of thing doesn’t really happen…’ but of course a lot of these are true stories or inspired by true stories so there’s a part of me that wants to block some of that out. I know that it’s a world that David understands so I’m glad he can put it across so beautifully, and in such a compelling way.

End of Watch is now playing.


Source : ign[dot]com

Hobbit Toys Hit Shelves, Tauriel Revealed

Good news for Tolkien collectors today: it looks like Bridge Directs' new action figure line from The Hobbit: An Unexpected Journey has begun appearing in toy stores. What's more, the packaging has given us our first official glimpse at Evangeline Lilly's Elven character Tauriel. Check out the images below for a closer look (via TheOneRing.net):

Tauriel has been a point of mild controversy since she was first announced -- the character was an original creation for Peter Jackson's film and is not a part of J.R.R. Tolkien's Middle-earth canon.

While the toys are specifically labeled for An Unexpected Journey, the site notes that Tauriel's appearance may not come until the second film, The Desolation of Smaug.


Source : ign[dot]com

Warehouse 13: "The Ones You Love" Review

Note: Full spoilers for the episode follow.

Wow, that episode sure did get going in a heartbeat. It's rare that Warehouse 13 starts off with crazy action, but within minutes we've got Artie and Brother Adrian fighting it out. And the pace never slowed down after that, giving us more varied, action-packed scenarios in one episode than we've ever seen before. But too much action can lead to sacrifices in cerebral storytelling, and that's exactly what happens here.

Here's the first sign that something was wrong. After Artie and Brother Adrian scuffle for a bit, the dear brother says, “Come, here. I want to tell you my plan.” And Artie dutifully leans in so the dear brother can whisper in his ear. That was the most awkward thing I've seen in TV in a long time. It's just incomprehensibly contrived and illogical.

But it was still early in the episode, so I didn't give up on it yet. Soon it is revealed that Brother Adrian is playing pretty dirty and he's going after the family members and loved ones of the warehouse agents, and we've got the thrust of this week's plot. Meanwhile, Mrs. Frederic and Jinks are off to the Vatican to get to the root of the problem in a story initially seems pointless, but becomes very important later. Still, the peril of the loved ones dominates this story, and the whole core cast of characters gets set on a different adventure. Myka goes off to see her pregnant sister who is stricken by sudden desire to poison her. Jeri Ryan returns to the show as Amanda, Pete's ex-wife. And Claudia rushes to California to save her brother again. To say this episode has a lot going on would be a severe understatement.

In recent past episodes, the writers tried to do too much. There were one too many stories, which left each mini-plot with less screen time than it needed to really shine. You'd think I'd lay down the same critique here, but...you know...although I was all prepared to be the big bad reviewer on this one, it isn't necessary. Despite the many, many stories going on here, I have to say that it works. Each of these little stories is simple enough that it doesn't need much exploration, and the scattered structure keeps the episode from having any sagging parts.

The most entertaining of these stories is Myka's. The sisterly rivalry is hilarious, and culminates in one scene that has Myka physically fighting with her pregnant sister while trading insults from years worth of juvenile grievances. It could have descended into Jerry Springer material, but it's actually tastefully funny. On the other side of things, Pete's story is the more dramatic one for once. Just as it looks like Pete is going to have something very nasty happen to him, quick thinking saves the day. Myka's conclusion that the leather box was the medium for the tattoo was brilliant, and Pete's idea to just lie on the ground and press the box against his back is immediately obvious, but the obvious sometimes escapes Pete so this is progress for him.

Soon, however, the episode got back to sloppy writing. Artie utters the illogical line, “I'm not a murderer. But don't worry; you're never getting out of here again.” Uhm...wouldn't never leaving be something to worry about? That whole sentence should've never left the writer's room. And since when did Leena not listen to a grave warning from Mrs. Frederic? Run, girl! Run!!!

Still, the shocking revelation that Brother Adrian had never actually been there is one of the biggest WTF moments WH13 ever had, but it's surprising because it comes out of nowhere. We didn't have any really hints for this turn of events. While a good plot twist is never seen coming, you do want it to make some sense based on what the viewer has seen. I don't know if re-watches of the previous episodes would really support this development, so I can't give the producers highest marks for execution. But I'll definitely give out extra points for effort, and this plot point does make it easy to segue into evil Artie doing a truly villainous deed; killing Leena.

Leena being dead is sad, but let's be honest – she was the most disposable of the cast members. It's been ages since she had anything to actually do in this series. Her death just means that we may finally have a permanent change in this series. But we've seen disaster averted so many times in WH13 that it's hard to know if this will actually stick. This is one of the times when the show's own history works against it, and the drama we should have is tempered by uncertainty. Despite that, I'll still be eagerly awaiting what WH13 has in store for a follow-up to this week's intriguing events.


Source : ign[dot]com

Friday, 21 September 2012

FOX Nabs New Comedy Series from Ted Trio

Deadline is reporting that FOX has bought a new live-action comedy series, with a put pilot commitment, to be written/executive produced by Ted co-writers Alec Sulkin and Wellesley Wild and executive produced by Ted co-writer/director/star Seth MacFarlane.

Yes, the minds behind the biggest comedy hit of the summer ($408 million worldwide) are working up a series about two successful guys in their 30s who have their lives turned upside down when their nightmare dads unexpectedly move in with them.  MacFarlane, of course is most famous for creating and starring in FOX's Family Guy, where Sulkin and Wild have also written and produced for years.


Source : ign[dot]com

Wednesday, 12 September 2012

New Little King's Story Vita Release Date

If you're anxious to try New Little King's Story on PlayStation Vita, the wait just got shorter. Konami says that the "action adventure title" will be downloadable October 2nd in North America and South America. No UK or AU dates were announced.

"New Little King's Story follows players as they assume the role of King Corobo, tasked with reclaiming his kingdom from the Devil King, 'The Nightmare,' " Konami said in a release. "Players will experience an incredible journey as they visit seven different kingdoms and battle against evil dark lords that have captured the royal princesses. As King, gamers will need to lead their Royal Guard in every grand battle, and plan attacks wisely as they grow their populations and broaden their territories."

The original Litle King's Story debuted on the Wii in 2009. The Vita version touts "upgraded 2D and 3D visuals, and utilizes intuitive touch controls, including the PlayStation Vita system rear touch pad. Players can also enjoy a myriad of newly added online features including downloadable content, item combining co-operative play, and online leaderboards."

Are you planning on downloading New Little King's Story? Let us know in the comments below and look for the review on IGN.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

Legion Lost #0 Review

Legion Lost #0 is a pretty standard origin story for the most interesting character in the title, supplying enough action and drama for the title to transition smoothly into its next issue. Timber Wolf receives a solid retelling of his backstory and motivation for his career as a vigilante/Legion member. In the end, Tom DeFalco’s story is enough to justify this issue’s existence, but it’s unlikely to be your favorite book this week.

Pete Woods is strong this month, driving the book’s action with some great perspectives and motion. The old pro effortlessly conveys the fury and tragedy of DeFalco’s story, as the plot swirls between past and present. In fact, the work is so good that it can almost tell the story without any text at all.

When so many #0 titles are falling short of spectacular, Legion Lost #0 actually gives readers a reason to tune in. The story’s skeleton is a bit familiar, but the Woods’ execution is worth the price of admission.

Poet is a freelance writer, mid-core gamer, and frequent IGN contributor. Follow Poet on Twitter, or post a message on his IGN profile.


Source : ign[dot]com