Friday, 28 June 2013

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 : ign[dot]com

Tom Clancy's The Division Multiplayer, Clan Features Explained

Ubisoft has explained a bit more about the details of The Division's online multiplayer. The open-world RPG shooter, coming to Xbox One and PlayStation 4 next year, won't put a cap on the number of players who can join a clan, and aims to have "a very extensive web-based clan support system," according to Ubisoft.

It's still uncertain how many players will occupy your online game world at a given moment, but player vs. player encounters "play a very big role in our game."

Mitch Dyer is an Associate Editor at IGN. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

App Store Update: June 28

Every day hundreds of new apps make their debut on the App Store, and hundreds more are updated or reduced in price. We have sifted through the noise and highlighted those select few that might be worth your attention. For more mobile game trailers, reviews and news be sure to Subscribe to IGNMobileGames on YouTube.

Game Debuts

Super Paper Pool – ($1.99)

A combination of billiards and miniature golf, Super Paper Pool has you knocking a celestial cue ball into a variety of different shapes, all floating up among the stars:

Great Battles Medieval – ($4.99)

Step back in time to The 100 Years War and lead huge armies into epic battles.

pvpmode

Bounty Hunter: Black Dawn – ($2.99)

The makers of Star Warfare and Amazing Runner offer up a new way to frag your friends.

pvpmode

Freebies!

Muffin Knight – (Free)

Action-platformer Muffin Knight takes a simple idea from indie sensation Super Crate Box and blows the walls off it. The concept is simple – collect as many muffins as you can in each arena-like stage before the never-ending enemies overwhelm you. The catch is that each time you grab a muffin you turn into a new hero, each complete with their own attacks, strengths, and weaknesses. The result is a fast and frantic arcade experience that will keep you collecting muffins for hours. Add in an RPG-style progression system for each of the heroes and you have a recipe for a great game. And it's free right now!

That’s it for today! Email subscriptions to the App Store Update are still just one sign-up away, right here:

You can follow Lucas M. Thomas on Twitter, @lucasmthomas.


Source : ign[dot]com

Phineas and Ferb: Mission Marvel Debut Date Announced

Disney Channel and Marvel have announced that the amusingly bizarre team-up special Phineas and Ferb: Mission Marvel will debut on Friday, August 16th on Disney Channel with Disney Channel SVOD and verified WATCH Disney Channel users given an early look on Monday, August 12th.

What’s the plot of this special? Here’s the official network description:

In Phineas and Ferb: Mission Marvel, Spider-Man, Iron Man, Thor and Hulk stand powerless after being struck by Dr. Doofenshmirtz's power-draining "inator." Once the Marvel Super Villains – Red Skull, Whiplash, Venom and M.O.D.O.K. – find out that Dr. Doofenshmirtz is responsible for robbing the Super Heroes of their powers, they seek him out and together create mayhem in Danville. Meanwhile, Phineas and Ferb do everything they can to restore the Super Heroes' powers before the evil villains take over the world.

"The Marvel series and 'Phineas and Ferb' both feature strong, memorable characters and compelling stories for kids and families alike, and we're excited to present their great match-up to Disney Channel and Disney XD viewers this summer," said Eric Coleman, Senior Vice President, Original Series, Disney Television Animation.

"This is a real Marvel Super Hero operation," said Jeph Loeb, Head of Marvel Television. "It's an extraordinary opportunity for these two franchises to come together and create an adventure never before seen in the world of Marvel and Disney."

The voice cast includes: Vincent Martella as Phineas Flynn; Ashley Tisdale as Candace Flynn; Thomas Brodie-Sangster as Ferb Fletcher; Caroline Rhea as mom Linda Flynn-Fletcher; Richard O'Brien as dad Lawrence Fletcher; Dee Bradley Baker as Perry the Platypus; Alyson Stoner as Isabella; Jeff "Swampy" Marsh as Major Monogram; Dan Povenmire as Dr. Doofenshmirtz; Tyler Mann as Carl; John Viener as Norm; Maulik Pancholy as Baljeet; Bobby Gaylor as Buford; Jack McBrayer as Irving; Drake Bell as Spider-Man; Adrian Pasdar as Iron Man; Travis Willingham as Thor; Fred Tatasciore as Hulk; Liam O'Brien as Red Skull; Charlie Adler as M.O.D.O.K.; Peter Stormare as Whiplash; Danny Trejo as Venom; and Chi McBride as Nick Fury. Stan Lee also guest stars as himself.

THOR, FERB, PHINEAS, HULK, SPIDER-MAN, PERRY THE PLATYPUS, IRON MAN

There is quite a big multi-platform rollout for Phineas and Ferb: Mission Marvel, with the following schedule:

FRIDAY, JULY 26
Beginning Friday, July 26, fans can visit DisneyChannel.com/MissionMarvel to play an all new game featuring characters from "Phineas and Ferb" and Marvel. The site will also feature videos and a chance to create your own "Phineas and Ferb: Mission Marvel" Photo Mash Up.

MONDAY, AUGUST 12
Beginning Monday, August 12, Disney Channel will feature a weeklong strip of "Phineas and Ferb" episodes as a countdown to the special event of the summer. Additionally, Disney Channel SVOD and verified WATCH Disney Channel users will be treated to a first look at "Phineas and Ferb: Mission Marvel."

FRIDAY, AUGUST 16
Premiere of "Phineas and Ferb: Mission Marvel" (8:00 p.m., ET/PT) on Disney Channel with simulcasts on WATCH Disney Channel and Disney Channel Mobile VOD.

SATURDAY, AUGUST 17
"Phineas and Ferb: Mission Marvel" will be available for purchase on iTunes, Amazon Instant Video Store and Microsoft Xbox.

SUNDAY, AUGUST 25
"Phineas and Ferb: Mission Marvel" premieres SUNDAY, AUGUST 25 (10:00 a.m., ET/PT) on Disney XD and will be hosted by Dr. Doofenshmirtz via "Doof's Daily Dirt." The premiere event will feature six spots, including Dr. Doof dishing on his exploits with the Marvel Super Villains and encouraging viewers to visit DisneyXD.com to play an all-new game inspired by "Phineas and Ferb: Mission Marvel." Episodes of "Doof's Daily Dirt" can be seen on Disney.com and YouTube.com/DoofDaily.


Source : ign[dot]com

Wednesday, 26 June 2013

Limbo Sells 3 Million, Coming to iOS in July

Limbo will release for iPhone, iPad, and iPod Touch on July 3. The modern classic will cost $4.99 on iOS, and features "extensive optimizations to ensure an amazing touch-based experience."

This news comes alongside developer PlayDead revealing that Limbo has sold more than 3 million copies on PC, Mac, Xbox 360, PS3, and Vita.

Limbo will run on iPad 2, iPad Mini, iPhone 4S, and any superior versions of those platforms, as well as the latest iPod Touch generation.

PlayDead is cagey about its next project, but you can read everything we know about the follow-up to Limbo here.

Mitch Dyer is an Associate Editor at IGN. He adores Limbo. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

10 Movies With Re-Shot Endings

You'd think the first thing that would be locked down on a $200 million Brad Pitt blockbuster would be the script, but World War Z's famously troubled production proves that even the biggest movies in Hollywood aren't immune to the dreaded reshoot. Many things can determine if a movie needs a new ending – duff scripts, scissor-happy producers, finicky test audiences – but it's almost always an indicator that something just ain't right. With a mandatory spoiler warning before we begin, here are 10 movies that needed their finales tweaked – and it wasn't always for the best...

World War Z (2013)

The ending you saw: Brad Pitt's plane crash lands in Cardiff, Wales, conveniently near the World Health Organization. It plays host to a tense finale in which Pitt's character Gerry Lane navigates through a series of zombie-filled corridors in order to test out his theory about immunity from zombies. It has not been particularly well received due to a huge tonal shift, but that could be because people know how the movie was originally to end...

The original ending: The plan was for the movie to climax in a gigantic battle in Moscow – one trailer even has Pitt asking "If I could get into Russia, where would I start?" Gerry eventually becomes a hard-nosed zombie killer who discovers that the cold slows the zombie hordes down. When he gets the chance to call his wife, he discovers that she's in a semi-consensual relationship with the parajumper who saved her at the beginning of the movie – thereby explaining Matthew Fox's bafflingly small role in the movie. Lane then begins an epic trek back to the US to win her back. Blimey.

I Am Legend (2007)

The ending you saw: Last man alive Robert Neville (Will Smith) heroically saves humanity and sacrifices himself by blowing up his laboratory filled with Darkseekers. In slow-motion, natch. Fellow survivors Anna and Ethan miraculously survive the explosion by hiding in a coal chute. Mankind lives to fight another day. Yay for Will Smith. Again.

The original ending: Blame the test audiences for torpedoing this vastly superior finale. When the Darkseekers come knocking, Neville realises they have come for the female subject he's been working on. With balls of steel, he slides open the glass, gives her back, and they leave. It's only then he realises that, due to his constant experiments on the creatures to find a cure, he is the one considered the monster. It ends the movie on a huge existential downer, but at least justifies its title.

Men In Black II (2002)

The ending you saw: Alien queen Serleena (Lara Flynn-Boyle) has her plan foiled and is eaten by a giant worm. Agents J and K save the day, but the citizens of New York have no idea, because they have their minds wiped by a giant neutralizer hidden in the Statue of Liberty's torch.

The original ending: While the movie was in production, terrorists flew two planes in the Twin Towers on September 11th, 2001. Out of respect, the filmmakers cut the ending which saw the World Trade Centre open up to reveal a swarm of Serleena's UFOs. MIB2 wasn't the only movie to remove scenes featuring the World Trade Centre – Spider-Man famously cut a scene in which a helicopter was stuck in a web spun between the two towers.

Little Shop Of Horrors (1986)

The ending you saw: Softly-spoken florist Seymour (Rick Moranis) and his true love Audrey (Ellen Greene) survive their brush with alien plant-life Audrey II after it is electrocuted and killed. They get married and move out into the suburbs – where a smiling Audrey II bulb grows from their garden. Somehow.

The original ending: Way darker. Frank Oz initially opted to film the ending of the Broadway play, which saw Seymour feed a dying Audrey to Audrey II, then attempt to commit suicide. Upon realising Audrey II's plan to replicate across America, Seymour instead squares off with the killer plant, only to be eaten for his trouble. Audrey II then takes over America, destroying buildings and eating trains. So a bit different, then.

Fatal Attraction (1987)

The ending you saw: Spurned lover Alex (Glenn Close) turns up to threaten Beth (Anne Archer), wife of dirty dog Dan (Michael Douglas), but is drowned in the bathtub after attacking them with a kitchen knife. Even replacing oxygen with bath-water doesn't kill her completely, and after rising dramatically from the tub, Alex is shot dead by Beth.

The original ending: Instead of turning her aggression onto her ex-lover and his family, Alex slashes her own throat to make it look like she was murdered, with Dan arrested for her death. Glenn Close favoured this original ending as a more fitting psychological breakdown for her character, but reluctantly returned for a three-week reshoot after test audiences were disappointed with the lack of revenge.

Die Hard With A Vengeance (1995)

The ending you saw: John McClane (Bruce Willis) necks an aspirin given to him by villain Simon Gruber, assumed to have escaped scot free. However, on the bottom of the bottle lies a clue to his whereabouts, and before long, McClane has a helicopter and an attack squad on his ass. It's he who finally kills Gruber II, shooting power lines into his chopper with that immortal sweary kiss-off – you know, the one he's not allowed to say any more.

The original ending: The much more downbeat original ending saw McClane eventually track down Simon Gruber in Austria some months later. Having lost his job and his family, McClane has nothing to lose, so challenges Gruber to a game of rocket launcher Russian Roulette: "McClane Says". The sights are removed, leaving Jeremy Irons' baddie unable to know which way it is pointing, but he guesses wrong and blows himself up.

What Dreams May Come (1998)

The ending you saw: Robin Williams' dead character Chris journeys from Heaven to Hell to rescue his wife Annie (Annabella Sciorra), who committed suicide while grieving over him. Racked with guilt, Williams agrees to spend the afterlife with his wife in her own personal Hell, but his intent is so powerful it leads to the both of them ascending to Heaven. They are later reincarnated to meet and love each other all over again. Bleurgh.

The original ending: Here's another example of a darker ending getting thrown out and replaced with a happy-clappy ending, regardless of how much sense it made. Originally, the pair did get reincarnated, but in order to atone for her suicide, the powers that be made it so Annie would die young in her new life, forcing her husband to live the majority of his life as a widower. Which is pretty harsh for a Robin Williams weepie, it has to be said.

Army Of Darkness (1993)

The ending you saw: After successfully leading his medieval solders to victory over an army of Deadites, Ash (Bruce Campbell) is whisked back to his own time and his old life. Now a plain old S-Mart worker, he tells tales of his adventures to uninterested co-workers, until he's forced to slay a possessed woman in the store. Groovy.

The original ending: Far more suited to Sam Raimi's devilishly dark sense of humour is this spurned final scene, considered too deflating for the movie's climax. Having defeated the Deadites, Ash accidentally takes one drop too many of the potion that'll have him kipping until he wakes up in his own time. Ash rises, and upon surveying the apocalyptic wasteland that surrounds him, bellows "I slept too long!" A fitting gag for a hilarious movie.

Pretty In Pink (1986)

The ending you saw: High school girl Andie (Molly Ringwald) attends the prom in her own (hideous) home-made dress. Accompanied by best friend Duckie (Jon Cryer), Andie is confronted by cool love interest Blane (Andrew McCarthy), who concedes he's treated her poorly and leaves. Third wheel Duckie tells Andie she should go after him, and she and Blane end up smooching in the parking lot. John Hughes has done it again!

The original ending: Legend has it Pretty In Pink's original ending, in which Andie spurns the advances of Blane to stay with Duckie, was cut because test audiences didn't respond to Cryer's character. It certainly explains how Blane could spend the whole movie acting like a douchebag and still get the girl – because everyone in the 80s loved a good bad boy.

Terminator 2: Judgement Day (1991)

The ending you saw: The theatrical ending to Terminator 2 is perfect – a voiceover from Sarah Connor as we travel down a road uncertain: "The unknown future rolls toward us. I face it, for the first time, with a sense of hope. Because if a machine, a Terminator, can learn the value of human life, maybe we can too." Dun-dun dun dun-dun.

The original ending: James Cameron might be the king of the box-office, but he frequently has trouble ending his movies – The Abyss' mega-tsunami ending was shot but scrapped, Titanic originally featured a hilariously naff encounter with the old lady on the boat ("That really sucks lady!") but by far the worst offender was his epilogue for T2. It flashed forward to the future, with Linda Hamilton in old lady make-up watching her grandkids lark about in a playground. "August 29th,1997 came and went," she says. "Nothing much happened. Michael Jackson turned 40." Seriously. We're not even kidding.


Source : ign[dot]com

The LEGO of Zelda: From Pixels to Plastic

Great things have small beginnings, even small things.

The story of LEGO begins in a small carpenter’s shop in the Danish working town of Billund. It specialised in the mundane, providing the local community with modest homes and simple furniture. But after a series of unfortunate events, including a fire and a recession, the company re-focussed, producing smaller pieces of furniture. The new items were prototyped by the carpenter, Ole Kirk Christiansen, using miniatures. And it was while painting one of these tiny models that he realised this was the future of his business: toys.

Tractor

Piggy banks, pull-toys, wooden houses, and painted trucks followed. But it wasn’t till after the Second World War and the advent of injection moulding that the company was able to file a patent for its most famous product: ‘Automatic Binding Bricks’.  Thankfully the name didn’t stick but these hollow cubes of stud-crowned plastic, which can be indefinitely stacked and interlocked, would go onto to define the company. In 1953, they were renamed LEGO bricks.

Today, LEGO is everywhere. And one of the most interesting recent developments is the emergence of CUUSOO, a site that allows users to submit ideas for consideration by the LEGO company. The world has begun to think in bricks. People provide an overview of their desired set and imagery to illustrate how it would be constructed and how each minifigure would be brought to life, while other users are able to register their support. Once a design reaches 10,000 backers, it goes to the board. To date, in the five years CUUSOO has been active, only five sets have received the green light.

The first two were highly-detailed models, originating from Japan: the Shinkai 6500 submarine and the Hayabusa spacecraft. Next came a set based on Minecraft, submitted by Mojang itself after a flurry of amateur projects were submitted. Currently in production, and scheduled for release later this year, are sets based on the time-travelling Delorean from Back to the Future and the Mars Curiosity Rover.

thumb640x360 Shinkai 6500 submarine

Currently awaiting review is a set based on The Legend of Zelda. You might have already seen it – if not, you really should take a look at it now. It’s a great labour of love, made by someone who evidently cares passionately about both Zelda and LEGO. That person is Ruben B. Nerheim, a 22-year-old animation student from Norway, who also goes by the artistic alias ‘Ragaru’.

“I first got the idea for the Zelda CUUSOO Project in the beginning of December 2011,” he tells me. “Just about a week's time or so before Michael Inglis (or Mingles as he is called) had his Zelda project published.” That project, which can still be viewed on CUUSOO, failed its review because it required too many custom parts to make production viable.

Iron Knuckle Encounter Iron Knuckle Encounter

Mingles’ set, depicting the Iron Knuckle encounter, draws heavily on the Ocarina of Time aesthetic – bright, colourful, a more elven Link.  And while it was tempting to revisit the most popular and highly-regarded instalment in the franchise, Ragaru initially had something much grander in mind for his set. “Originally, I did not want to restrict myself to just one game and style alone. I had this ambitious idea of making a generalisation of the entire franchise, so that we could have elements spanning over the 27-year history of Zelda in one single-set interpretation.”

Zelda distilled: a condensation of its many incarnations. Speaking to Ragaru, it’s clear he doesn’t really perceive them as distinct games. “To me Zelda is like an organism where all the games are part of the essence... everything from every era is part of the entire continuity defining each other across time, with chapters that are yet to be told and expand the history. That is the beauty of the Zelda franchise.”

But the magnitude of this alchemic task quickly became apparent, and Ragaru decided to embrace the look of Twilight Princess for his designs. “It would require one universal visual style for the minifigures and set designs, and being an artist with an obsession for details, I felt that basing it on the detail level of Twilight Princess would add more to the minifigures and set designs alike.

Link Minifigure Link Minifigure

“It was of course a personal preference, but as LEGO has introduced increasingly more unique and detailed figures thanks to licensed themes over the past years, I also felt that it would be an opportunity to get truly detailed LEGO Zelda minifigures and items.”

That balance – between otaku obsession and thoughtful design – is struck perfectly in the construction of the set itself."

So he plumped for Twilight Princess, not because it’s his favourite Zelda, but to create the best minifigures possible. And this is something you quickly realise speaking to Ragaru – there’s always reason behind the details, and behind that, an overflowing love of Zelda.  That balance – between otaku obsession and thoughtful design – is struck perfectly in the construction of the set itself.

“I decided to check the average piece count based on the released CUUSOO sets, which ended up at 425, but I also noticed that the Hayabusa set had the substantially lowest piece count and was the only one with a minifigure,” he observed. Minifigures greatly increase the cost of a set, so his original plan to have both Link and Ganondorf, as well as their horses, was way too ambitious. So Ragaru decided to focus his efforts on Link, ensuring the rest of the set could still be decently sized.

The proposed set is a charming amalgamation of Zelda past and present, deftly blending iconic locations and specific moments into one representative diorama. “It is a temple-like structure, drawing inspiration from the Sacred Grove/Temple of Time,” says Ragura, as he walks me through it. “But also a little from the Hyrule Field as I wanted to combine the overworld traveling with the dungeon exploration. In the end it turned out to be a hybrid location where you would find the Master Sword. I also decided to include a brick built Deku Baba plant and one of the skeletal Stalfos warriors to get some interesting enemies to fight.”

The prosed set. The prosed set

So will this happen? Will this design ever exist outside of Photoshop CS4? It’s possible, but the CUUSOO process isn’t straightforward, and like the archetypal Zelda dungeon it’s full of obstacles to overcome. Some of these are practical concerns. LEGO won’t greenlight a project if it will tread on the toes of something it already has in the works. The recent Modular Western Town project, for instance, was passed over because LEGO already had Lone Ranger sets in the works. It’s entirely possible that LEGO might have a new fantasy series in development, scuppering the Zelda set.

“Minecraft is about placing blocks to build anything you can imagine in the virtual world. You can build anything you imagine with LEGO bricks in the physical world."

Profitability, of course, is also another big factor – is there really enough interest in the set not only to cover the cost of production, but to make a profit? Ragaru believes Zelda is a strong enough brand to pass this test, and cites Hyrule Historia topping the New York Times’ booklist in the first week of North American release as a sign of its continuing popularity.

Passing the CUUSOO review is also a question of ideology. Ragaru explains that “the model design itself has to be appealing and represent the theme and nature of the concept it is based on.” The last CUUSOO set to be released was Minecraft, and it perfectly illustrates what Ragaru means by a set embodying the ethos of its source material.

“The Minecraft set based itself on a modular structure where the focus was to build using 1x1 plates and bricks, representing the topography of a Minecraft landscape, making it more of an interactive display model in the spirit of Minecraft’s gameplay.” The experience of Minecraft has been approximated by the type and arrangement of bricks used.

LEGO_Minecraft_01-1024

Similarly, Ragaru has tried to channel the spirit of Zelda into his set. “I tried to put in as much of the adventurous dungeon and temple exploration feeling as I could, by focusing on a set design featuring a balance of ancient ruins and wild growing forest around it.” It’s a much harder sensibility to capture in LEGO form. Mojang faced a much lower hurdle, as indicated by what the developer said on its application, “Minecraft is about placing blocks to build anything you can imagine in the virtual world. You can build anything you imagine with LEGO bricks in the physical world. Minecraft and LEGO were meant to be together.”

There’s also the ever-so-slight problem of Nintendo itself. The company has been traditionally protective of its brands, but that’s changed in recent years. “Just now in 2012 we saw a sudden appearance of high quality Nintendo-based action figures from the Japanese Good Smile Company,” he tells me. “They have released a Samus Aran figure from Metroid: Other M and a Skyward Sword based Link figure in their 12th scale Action Figure line called Figma.  And there are more coming…” The brand affinity between Nintendo and LEGO is an additional source of hope – both are known for making high-quality products for similar audiences. It’s not impossible.

Ragaru's depiction of Zelda's final battle. Ragaru's depiction of the final battle

I hope for Ragaru’s sake that Nintendo is sympathetic to his cause, because talking to him about potential future designs is hugely exciting. “I’d love to make big sets based on individual temples, featuring items, traps, and bosses. It would also be interesting to condense a temple or dungeon into a single set, especially some of the more iconic ones. I could easily imagine an Ocarina of Time-inspired Water Temple set with a Dark Link Battle, lots of confusing corridors and rooms going everywhere, and the Boss Chamber with Morpha…”

Going back to LEGO’s origins, it was Christiansen’s son Godtfred who truly recognised the potential of those little plastic bricks and how they would kindle the imagination of the young. It was a system to support creativity. He believed that “children should not be offered ready-made solutions; instead they needed something different that would strengthen their imagination and creativity.” A blank page is overwhelming, even paralysing. But if a system is already in place, then the imagination doesn’t feel quite so apprehensive. This is how I’ve always regarded toys – catalysts of the imagination, creating fantastical worlds on table tops and living-room carpets.

When I first saw Ragaru’s project, I thought it was cute to see the vast world I’d visited throughout my life miniaturised, constructed out of those familiar blocks. But now the kinship between Zelda and LEGO seems obvious, and this is why I have hope for the project. Before entering production a CUUSOO design must demonstrate that it reflects the values of LEGO. Minecraft’s kinship with LEGO might be more obvious, but Zelda also rests upon a system of play, a set of rules and procedures that excite the imagination and foster creativity. I think Godtfred Christiansen probably would’ve been a fan.

As the projects approaches review, Ruben is still busy working of the LEGO of Zelda. He even kindly shared the below poster with IGN to accompany this feature. Yeah, it's quite brilliant.

legothelegendofzeldaposter1920jpg

Daniel is IGN's Staff Writer. You can be part of the world's most embarrassing cult by following him on IGN and Twitter.


Source : ign[dot]com