Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, 8 November 2012

McG to Helm Magic Castle Movie

McG is now attached to direct Fox and Radar Pictures' Hollywood Magic Castle movie, based on the famed magicians' night club. Andrew Barrer and Gabe Ferrari will pen the screenplay.

Built in 1909, the historic mansion on Franklin Avenue serves as the headquarters of the nonprofit Academy of Magical Arts Inc. and offers a private space for renowned magicians to perform. Celebs who have performed at the exclusive nightclub include Cary Grant, Steve Martin, Johnny Carson and Neil Patrick Harris, who is the current president of the Academy of Magical Arts.

McG will soon begin filming the Kevin Costner-starrer Three Days to Kill, which will wrap production in February. From there, says The Hollywood Reporter, the filmmaker will shift his focus to Magic Castle, which has Radar's Ted Field producing.

Now repped by agency CAA, the Magic Castle will begin expanding its marketing opportunities not only to films, but other outlets such as television, live events, video games, digital media and merchandising.

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

Friday, 26 October 2012

Dishonored’s Many Influences

Describe Dishonored with any one element of the game and you’re immediately doing it a disservice. It’s a stealth game; it’s assassination with pistols and magic; it’s Victorian oppression mixed with steampunk sensibilities; it’s a step forward in directed storytelling; it’s an attempt to give you the freedom of games like Thief and Hitman with the rich history and sense of place of Bioshock and Deus Ex; it’s the architecture of Half Life 2 seen through the lens of a world from nearly two hundred years ago; It’s Dark Messiah without the boot. Dishonored is all of these things, and a whole lot else. Arkane has made a game whose influences are bursting out of its seams.

Dishonored is the culmination of all these ideas. It’s a joy to play, from the very first mission trudging through the stained sludge of the sewer systems right through to its impressive final act. It provides you with a choice of playstyles, and executes each of them with competence that would seem impossibly unrealistic were it not directly in front of you. In short, Dishonored is one of the best games of this year, and easily sits among the best of the past ten.

But it’s the way in which the other best games of the past decade have influenced and informed Dishonored that is most notable. Everything about it has been smartly designed to take advantage of thirty years’ worth of game development learning, while at the same time bringing originality and creativity into the mix.

Dishonored’s influences ebb and flow depending on how you play the game. Blast through to the objective cutting a bloody swathe behind you and the game you’re playing is most influenced by Dark Messiah of Might and Magic, Arkane’s previous first person hack and slash. The combat mechanics and raw brutality of stabbing a dude with a sword in the side of his head before sending him tumbling to his death off the side of a very tall cliff is recognisably an iteration on the developer’s previous work.

Everything about Dishonored has been smartly designed to take advantage of thirty years’ worth of game development learning, while at the same time bringing originality and creativity into the mix.

However, if you eschew combat for the most part, favouring subterfuge and stealth instead, you’re playing something much closer to Thief, sticking to the shadows and knocking out lights when and where you can before ransacking the city. Even your perspective on the city will change, as you naturally seek out high places so you’re above sight lines. Your pockets will be full, your conscience mostly clear, and Dishonored will be a quiet and tense game for you. You’ll be able to spend much more time observing, which makes it a very good thing there’s so much to observe.

Dunwall, Dishonored’s city, rests somewhere between London, Edinburgh and HG Well’s opium-addled imagination. As detailed in Arkane’s shorts, Dunwall is a city defined by its technology, the discovery of whale oil as a volatile and highly powerful source of energy.  It’s that technology that gives away Dishonored’s most obvious influence: Half Life 2. The Combine’s stark panels, along with the omnipresence of forcefields and railways, is present here in full force. Both Dunwall and City 17 come from the mind of Viktor Antonov, and they share a visual ancestry: there’s a sense of massive, overwhelming height to the buildings as they bear over and down upon you.

Like City 17’s, Dunwall’s environmental storytelling leaps from every stone of its buildings. Valve has often espoused the practice of garnishing environments with details that tell a story simply by being there; it carries through from Half-Life to Left 4 Dead’s safehouse graffiti.  It means that cutscene-style story exposition doesn’t need to be relied upon nearly so heavily, and long speeches about the history of City 17 were entirely unnecessary. You could infer the history just by looking at the state of the place, and that initial run through the tenement block as Freeman escapes from Combine forces tells you everything you ever need to know about what it’s like to live there.

Dunwall is similarly drenched in environmental history. Slogans are daubed on the wall in lurid red paint, and everywhere is lit by an oppressive light, always coming down or thrust forward. It casts long, hard shadows that give an impression halfway between noir and gothic. Rats are everywhere, a constant reminder of the state of plague. There’s also the prevalence of the neon blue whale oil, powering so much of the weapons and equipment of the authoritative state, and so little of anything the civilians own. It’s a statement of how vastly separated the social classes are in the game, and testament to how extensively, and more importantly intelligently, Arkane has learned from the most vivid worlds gaming has managed to offer us so far.

Each mechanic that works together to create the complicated machinery of Dishonored’s missions makes little effort to hide its roots, but it all becomes unique in the implementation.

In the assassination missions themselves, Arkane’s biggest influences show their colours. Each mechanic that works together to create the complicated machinery of Dishonored’s missions makes little effort to hide its roots, but it all becomes unique in the implementation.

Bioshock’s Plasmids are superficially recognisable in the powers that Corvo receives – abilities like a short range teleport, possession of creatures great and small and freezing time. But Bioshock was focused around combat, where having bees fly from your fists was beneficial. Dishonored uses its powers in ways that are only indirectly related to murder, such as stealth or movement, as well as killing.

Instead, it’s Deus Ex that seems to beat closest to Dishonored’s heart. There’s always that one mission objective with branching paths, which themselves have branching paths, which all feed into one giant decision over the future of the world. The actual levels themselves are powerfully reminiscent of Ion Storms’ opus, splintering constantly into alternate avenues and secret entrances. Even the incidental details, such as your cadre commenting on whether you’re the bloodthirsty or merciful type, and whether you complete any sidequests that you might have been tasked with, all point to that single common ancestry - which is hardly surprising with Harvey Smith on the development team, a man who worked on both Deus Ex and System Shock.

There’s also a Hitman influence: every level has a huge amount of complex systems underpinning it, and you can sit back and observe them, playing fly on the wall (sometimes literally perched on a wall). It’s only once you actually become the aggressor, kill a few guards or head into a restricted area that things become seriously dangerous for you. Indeed, Arkane has actually attempted to implement one of Blood Money’s more interesting but sadly failed features: originally IO was going to have your performance in each mission impact the security in future levels, meaning that if you leave a lot of witnesses it’s easier to spot you, and security becomes tighter the more people you kill. This is the inspiration for Dishonored’s Chaos system, only here it looks like it actually works, and affects more than just a post-mission tabloid headline.

Mix all these influences together and you’d think you’d end up with some lurching Frankenstein’s Monster of a game, attempting too much and falling flat on almost all fronts. But instead they cohere into something greater than the sum of all those great parts. Every single one of these elements hasn’t just been lifted wholesale; instead, Arkane has observed some of the past twenty year’s most influential and intelligent games and taken the time to understand them.


Source : ign[dot]com

Thursday, 11 October 2012

NYCC: Soul Sacrifice -- Spells and Specialization

Magic makes the drama of battle much more interesting. Wielding a sword has its own exhilarating charms, but wielding the elements, even the dead, dazzles in a way that wood and iron fail to do. The battles waged in Soul Sacrifice are driven entirely by magic. And you define the magic you sling and summon, which in turn defines you as a sorcerer and your subsequent style of play.

But why is all this magic crackling at your fingertips? As it turns out, you've been imprisoned by a rival sorcerer at the start of Soul Sacrifice. During your imprisonment, you find a strange (talking) journal that once belonged to a powerful spellcaster. You live out this sorcerer's memories in Soul Sacrifice by completing quests, which in turn unleashes new magic into your catalogue and inches you closer to freedom.

Before embarking on a quest you select which spells you bring into battle. These aren't your ordinary, everyday spells, mind you. These are dangerous, unstable, and often grotesque techniques that torment your body and unleash destruction on the creatures that snarl and bark before you. You can distort your hand into a seething hammer, or wield a sword wreathed in fire. Perhaps you'll coat your arm in ice and spew a frigid wind at the opposition, or summon a golem from beneath the dirt to do your bidding.

There are hundreds of spells to unlock as you journey through the dark. And by playing with up to three other friends you are encouraged -- and in some cases required -- to select spells that complement each other. Questing with an aggressive lover of blades? Select supportive magic to heal his wounds or hold his enemies in place while he whittles their flesh away.

With each monster vanquished, a choice must be made: do you save the soul of the defeated, or sacrifice it? Saving souls restores health and graces you with icy light, while sacrificing an enemy enhances your strength and bathes you in a glow as red as blood. These choices alter the appearance of your sorcerer, and purify or twist their physical form over time.

All these choices mold each sorcerer into a different conduit of mystical devastation, including the option to sacrifice your avatar's body to unleash a terrible attack onto enemies of immense power. But once this spell fizzles to a halt, you're forced to wander the battlefield as a ghost while your allies finish the quest alone. You can only heal them or hamper their foes, but you have little direct control over what's left of the battle.

The spells of Soul Sacrifice power its charm and hum with potential. While an English-version build has yet to be shown, the diversity and unique quality of the magic vouch strongly for the whole experience, which will arrive this coming spring.

Ryan Clements writes for IGN and gravitates towards ice magic. It's always so cool. Get it? Cool.


Source : ign[dot]com

Saturday, 1 September 2012

Magic the Gathering 2013 Expansion Details

If you clicked on that headline I assume you already know how awesome the Magic the Gathering: Duels of the Planeswalkers games are. You've finished the campaign and unlocked all the decks in the 2013 edition, and now you're ready for more. Well, let's get right to the details of the upcoming expansion, then.

What's new in the Magic: the Gathering -- Duels of the Planeswalker 2013 expansion?

  • Five new two-color decks
  • Ten new campaign challenges
  • Five new puzzle challenges

Okay, how much will it cost, Daemon?
$5, dear reader.

When can we play it?
This fall. Look for a simultaneous release on all platforms (360, PS3, PC, and iPad).

These are some screens of the new content:

e13-campaign-ladder-copyjpg

Ten new campaign challenges.

deck-manager-copyjpg

Five new two-color decks.

Daemon is IGN's Senior Editor and his love of Magic is probably the nerdiest thing about him. You should follow him on Twitter.


Source : ign[dot]com

Tuesday, 31 July 2012

Microsoft Reveals Wedge and Sculpt Touch Peripherals

Not to be outdone by Apple's gesture-command Magic Mouse, Microsoft launched the Touch Mouse for Windows 7 last year, allowing for four-way finger swiping for simple commands like switching applications and minimizing open tasks.

With the upcoming release of Windows 8 and the Microsoft Surface tablet, the Redmond-based software developer (recently turned computer manufacturer) will be updating its touch suite with the Wedge Touch Mouse and Mobile Keyboard and the Sculpt Touch Mouse and Mobile Keyboard, two peripherals designed with Metro in mind.

For those who have already sprung for the Windows 7 Touch Mouse, Microsoft will be updating the driver to include new Windows 8-specific gesture controls. Those looking to pick up all new hardware will have to choose between the pragmatist's Wedge model and the artist's Sculpt model.

The Wedge Touch Mouse ($69.95) is small, running on only a single double-A battery and, according to Microsoft, compact enough to fit in your pocket. The minimalist aesthetic is designed to highlight the four-way touch controls, which in addition to scrolling or snapping items to the left or right of the screen, will be able to open up the Windows 8 charm menu and zoom. The thumb swipe will still move forward and backward through open apps.

The Wedge Mobile Keyboard ($79.95), like its mouse counterpart, will connect via Bluetooth and feature battery-saving sleep modes when not in use. The pitch here is that this keyboard will have some Windows 8 shortcut hotkeys for navigating Metro and settings menus. It also comes with a case that puts the keyboard to sleep and doubles as a stand for a tablet.

The Sculpt Touch Mouse ($49.95) has a more traditional mouse design but it still supports four-way gesture controls. It's larger than the Wedge Touch Mouse, aimed more towards the desktop user crowd.

The Sculpt Mobile Keyboard ($49.95) is curved in at the back, giving the face of the keys an ergonomic feel without committing fully to that framework. According to Microsoft, the battery life for this model is ten months in active use.

All of these devices will be available on or around the Windows 8 release date of October 26.

Source: PCWorld

Dan Crabtree is an I.T. guy and freelance writer with words on IGN, and a league of other gaming news outlets. His dog is considered handsome and well-read. You can find him (the human) on Twitter and IGN.


Source : ign[dot]com