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Sonic Forces Review

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Sega's latest Sonic adventure is a step up from past installments, but something is still missing. Our review of Sonic Forces...

Release Date: November 7, 2017
Platform: NS (reviewed), PS4, XBO, PC
Developer: Sonic Team
Publisher: Sega
Genre: Platformer

With its initially darker storyline, catchy music, and handful of remixed classic levels, Sonic Forces occasionally shows flashes of brilliance. But for every truly great moment in Sonic Team’s latest, there are long stretches of tedium. The 3D levels offer little exploration, and at times feel like they play themselves. The few bosses take just a couple of techniques to defeat. Opportunities for mini-boss fights are reduced to quick-time events. And while the storyline initially shows promise, it quickly devolves into the typical Sonic vs. Eggman tale we’ve seen dozens of times now.

Sonic Forcesopens with Sonic finally being defeated at the hands of Eggman and his newest ally, Infinite. Sonic is feared dead and Eggman quickly takes over the world, leading Knuckles to form a resistance made up of Sonic’s numerous animal friends. The resistance soon finds a powerful ally in the Rookie, a player-created avatar new to the long-running series.

You can choose several different species for your avatar, including bear, dog, cat, and hedgehog. These come down to minor cosmetic differences and a small bonus to gameplay such as a double jump or respawning with a few rings. While initially only a handful of customization options are available, completing levels soon rewards you with dozens of shirts, shoes, accessories, and weapons to create the Sonic character of your dreams.

If you don’t want to play as your own avatar, you have the option of trying out a handful of randomly selected avatars made by other players. Just a couple days after release, there’s a lot of variety in how these characters look, they just don’t play very differently. The avatar adds a little variety to a fairly traditional Sonic game, but I ultimately found myself just not caring about my mute Rookie. Every avatar just ends up feeling like Modern Sonic with a grappling gun and a weapon. I’d have much rather played more levels with Sonic - or maybe Tails or Knuckles (who are sadly unplayable in Sonic Forces).

While I’m ambivalent about the Rookie, I was downright annoyed with the new antagonist, Infinite. This villainous jackal has a cool design, but his “virtual reality” based powers are never really explained very well and just come across as silly.
Apparently he can turn the screen red every now and then and fill it with annoying and frustrating lasers and red blocks. At least the encounters with Infinite during gameplay are few and far between.

Besides Sonic and the Rookie, the third and final playable character in Sonic Forces is Classic Sonic, the shorter, quieter version of the iconic hedgehog. He sticks to traditional 2D levels based on some favorites from older games in the long-running series. Oddly enough, Classic Sonic barely seems to fit into the story and exists purely to cram a few of these levels into the game. It’s almost like Sonic Team wanted to make a sequel to 2011’s awesome Sonic Generations, but couldn’t fully commit to it. It’s hard to complain too much though because these levels, with their loops, classic music, and multiple routes, are an absolute joy to play.

Still, classic levels don’t make up for two of Sonic Forces’ biggest faults: length and lack of difficulty.

The story mode is made up of 30 levels, but on average these can be completed in 3-4 minutes. I whizzed through a few in just 90 seconds on my first playthrough.
Sonic Forcesalso ditches the series’ lives system, so you can fail the same level repeatedly and just restart at the latest checkpoint. There aren’t too many tricky parts in Sonic Forces, but when I occasionally did run into trouble, the new respawn system made it a breeze to get through any level quickly.

For those who are looking for a reason to go through Sonic Forces' levels more than once, any replayability is going to come from seeking higher scores and ranks on each level. But even without really trying, I scored S ranks on many levels on my first run. The Episode Shadow prequel DLC, currently available for free, does add a few more stages and a little more difficulty to the game, but even this can be blown through in about 20 minutes.

Playing through the storyline also unlocks a few secret levels and new SOS missions for previous levels where you’re tasked with rescuing specific animal capsules, but I doubt these will hold the interest of players for long.

Ultimately, Sonic Forces is a game that can be completed in 4-5 hours, with little reason to ever go back. At least the $40 price point makes that an easier pill to swallow.

Sonic Forces is not a bad game. It looks good, it runs well on the Switch (docked or in handheld mode), and some of the pop songs that play throughout are infectiously catchy. It’s just not a very memorable game.

Hardcore Sonic fans will pick this up no matter what, and probably get a lot of enjoyment out of it, and I can also see younger gamers having a lot of fun with it, but for the more casual Sonic fan, you’d be better off picking up the cheaper and much more enjoyable Sonic Mania this holiday season.

Chris Freiberg is a freelance contributor.

3.5/5
ReviewChris Freiberg
Nov 10, 2017

Injustice 2: Enter the Teenage Mutant Ninja Turtles

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The new trailer for Injustice 2's Fighter Pack 3 DLC shows off Atom, Enchantress, and all four Ninja Turtles! Yes, really!

NewsGavin Jasper
Nov 11, 2017

The further a fighting game goes with their DLC characters, the more pizzazz is needed. NetherRealm Studios set the ball rolling a few years back when their final DLC reveal for Mortal Kombat 9 was Freddy Krueger. Since then, Mortal Kombat’s featured the likes of Alien, Predator, Leatherface, and Jason Voorhees. Smash Bros. has brought in everyone from Cloud to Ryu to Bayonetta. Killer Instinct has Arbiter from Haloand Rash from Battletoads. Tekkenis about to bring in Fatal Fury’s Geese Howard. Injustice 2 has already played around with Sub-Zero, Raiden, and even Hellboy.

Now it’s motherfucking pizza time.

Injustice 2’s Fighter Pack 3 will bring us the Atom and Enchantress. No big deal, as Enchantress has been obvious from the beginning and Atom’s trailer was released a while ago. But then the trench coat-wearing interloper turns out not to be the Question or even Rorschach...but Raphael, accompanied by his three reptilian bros.

Can’t say I ever saw that one coming. I’m pumped. I’m not even mad that Booster Gold isn’t there!

The Teenage Mutant Ninja Turtles are no stranger to fighting games, of course. They’ve had various one-on-one titles in the 8-bit/16-bit era and even a Smash Bros. knockoff at one point. They’re even no stranger to the DC Universe, as they’ve recently been having regular crossovers with Batman that have been outstanding.

Presumably, the Turtles will be like Mortal Kombat X’s Triborg, who was four different movesets for one character spot (Sektor, Cyrax, Cyber Smoke, and Cyber Sub-Zero). If anything, it’ll be fun to see all four of them each having specific dialogue against the likes of a talking gorilla and a half-woman/half-cheetah.

In a world where Capcom won’t put mutants in their own superhero fighting game, NetherRealm’s decided that four will do just fine.

The Atom will be available for early access on December 12 with the rest presumably sometime in 2018. Meanwhile, Hellboy will be available on November 14.

Gavin Jasper feels that Sub-Zero’s Shredder costume from Mortal Kombat: Deception has finally paid off. Follow Gavin on Twitter!

The Justice League Game We Almost Got Was Based on George Miller's Justice League: Mortal

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The great Justice League game we've been waiting on may have been tossed aside years ago.

NewsMatthew Byrd
Nov 13, 2017

When Warner Brothers decided to pass on director George Miller's idea for a Justice League film, they not only deprived the world of a potentially fascinating film project but, according to YouTube channel DidYouKnowGaming?, they also robbed us of an incredible looking video game adaptation of the Justice League universe.

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In case you never heard the story, Mad Max director George Miller was tapped to direct a film called Justice League: Mortal. This movie was rolling through the pre-production process quite well, but it was ultimately canceled for a variety of creative and financial reasons.  

Before that happened, though, WB was apparently so confident in the project that they allowed developer Double Helix to begin creating a Justice League game that was supposed to be released close to the launch of Miller's Justice League film. 

As stated in the video above, Double Helix was formed when studios Shiny Entertainment, The Collective, and Foundation 9 merged in 2007. Not too long after, they were contacted by Warner Bros regarding the possibility of developing a Justice Leauge game. Their interest was peaked when members of the former Shiny Entertainment suggested that they could re-use some assets from The Matrix: Path of Neo to form the foundation of that project. 

Double Helix's Justice League game was a fairly light-hearted take on the Justice League universe that emphasized combat against multiple opponents. It featured most of the Justice League's most notable heroes as playable characters and even let the player create "tag teams" of superheroes that could combine their abilities. For instance, The Flash could slow down time for Batman or Green Lantern could create a projectile shield for Wonder Woman. 

Much like Miller's Justice League movie, development of this game seemed to have been rolling along. The Justice League game's biggest assets were in place and we see that it was at least somewhat playable at some point. However, it seems that the cancellation of Miller's Justice League film pretty much meant the end of Double Helix's game as well. 

If it's any consolation - it probably won't be - it seems that many of the game's ideas were carried over to Double Helix's 2011 title, Green Lantern: Rise of the Manhunters

Dead Dozen Forces You to Fight Your Zombie Friends

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This tactical multiplayer shooter blends Night of The Living Dead and Rainbow Six.

NewsMatthew Byrd
Nov 13, 2017

The thrill of watching your best friends return to life as zombies and hunt you down is perfectly captured in this trailer for the upcoming multiplayer title, Dead Dozen

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Dead Dozen comes to us from the developers of the isometric survival title, The Wild Eight. It sees a group of six player-controlled soldiers venture into zombie-filled locales and attempt to pacify the local hordes. Said hordes are actually controlled by an opposing group of players trying to get their undead heads on some sweet, sweet brains (and slightly less sweet limbs). 

If you're controlling a soldier, you'll probably find that Dead Dozen plays remarkably similar to a Rainbow Six game. Soldiers will not only need to utilize superior aiming and advanced tactical maneuvers but will need to scrounge each area for additional resources. The loot aspect will probably be randomized like we see in games like PlayerUnknown's Battlegrounds, but we suspect that operatives will at least start with a small array of weaponry and gadgets. 

As for the zombie players, they are going to have to be surprisingly clever in order to win their dinner. That means that they'll have to break down various barricades and even ambush unguarded routes in order to overwhelm the soldiers. It seems that the zombie team will only start with six players as well, meaning that they aren't going to be able to rely on sheer numbers in order to win the day. 

Well, at least not at first. Any soldiers that fall prey to the zombies will return to the game as zombies themselves. It's not quite clear at this time what the end game scenario here is, but it seems that you either play until there are no humans left or until the last remaining human is the winner. 

Dead Dozen is expected to release in an alpha state on January 8th. You can purchase access to the game's alpha version for $14.99 via the game's newly launched official website. If you're really interested in the game, you can purchase a "Limited Supreme Edition" of the alpha that comes loaded with bonus features and incentives. 

 

Tekken 7: Final Fantasy's XV's Noctis Joins the Roster

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You'll soon be able have Akuma and Noctis face off in a Tekken game. It's been a crazy year.

NewsMatthew Byrd
Nov 13, 2017

While it seems less and less likely that we're going to get that The Jetsons Meet the Flinstones-style holiday crossover between Tekken and Final Fantasy - despite our many letters requesting that such a thing occur - we have recently learned that Final Fantasy XV's Noctis is going to be joining Tekken 7's ever-growing roster of fighters. 

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Bandai Namco confirmed that the beloved Final Fantasy hero will be added to Tekken 7 as part of the game's scheduled spring 2018 DLC pack. It seems that same DLC pack will also feature at least one new Final Fantasy-themed stage as the Noctis trailer shows him doing battle at the Final Fantasy XV desert gas station. 

Noctis will be bringing his iconic Engine Blade to the Tekken arena, but it doesn't seem like his fighting style is entirely based on the old "hit 'em with something sharp" fighting tactic. In the trailer above, we see Noctis utilize fire and lightning in order to add a little "oomph" to his punches, kicks, and leg sweeps. That same footage seems to suggest that Noctis that will not necessarily be the hardest hitter but will instead rely on a combination of abilities to keep his opponents off-guard. 

He will also have access to a cell phone, but we're currently working under the assumption that the device won't actually factor into the combat in any way. 

There is no confirmed release date available for this DLC pack beyond that spring 2018 window. It's also not entirely clear whether or not this pack will contain any additional content beyond Noctis and the influx of a new arena. 

The biggest story here isn't necessarily the addition of Noctis - though he is certainly welcome - but rather that Noctis is not the first character from another franchise to join the Tekken roster. Already, we've seen Street Fighter's Akuma and Fatal Fury's Geese Howard step into the fray and get in on the fight. If you didn't know better, you'd think that someone is trying to turn Tekken 7 into a slightly more somber version of Super Smash Bros

While that's likely not the case, it is nice to see that the old digital property borders aren't keeping developers from coming together and letting famous characters punch each other in the face for our amusement. 

Rocket League Grand eSports Finals End in Stunning Fashion

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Rocket League's competitive scene continues to be one of the most entertaining in all of eSports.

NewsMatthew Byrd
Nov 13, 2017

The fourth season of Rocket League's Championship Series concluded with a showdown between two of the game's best squads, Gale Force eSports and Method. While many weren't surprised to see these two squads face off for the championship, the rounds themselves were even better than anticipated. 

Those of you who haven't gotten to enjoy the spectacle of a professional Rocket League match should probably know now that the people who play the game at this level are slightly better at it than those of us who just partake in a round of car soccer from time to time. Recent tournaments have seen the game's competitive scene take on the competitive atmosphere of a far more established eSport game.

Even still, Rocket League is one of those games that a variety of gamers can play and enjoy That means that you don't really need to be a competitive gamer to appreciate the skills that go into nearly every professional Rocket League play. Consider, for instance, the perfect timing on display in this clip that showcases Method's goalie blocking a pretty clean shot with relative ease.

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Despite some incredible efforts from all members of Gale Force and Method, Gale Force ultimately went 4-0 during the best of seven grand finals. Gale Force's winning shot really showcases the level of teamwork that competitive Rocket League matches demand. 

While Method kept the score of most matches to within a goal, Gale Force ultimately showed why they entered the tournament as the heavy favorites and why this was just one of many championships the team has claimed over the last couple of competitive seasons. 

For their efforts, Gale Force took home $55,000 in prize money. This win also marked back-to-back championship wins for Galeforce member Pierre “Turbopolsa” Silfver who won last year's title while he was a member of Northern Gaming.

The End Is Nigh: Nintendo Switch Release Date

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One of the year's most overlooked games may get a second chance on the Switch.

NewsMatthew Byrd
Nov 13, 2017

The End is Nigh, the critically acclaimed atmospheric platformer from the co-creator of Super Meat Boy and the creator of The Binding of Isaac, Ed McMillen, will be released for the Nintendo Switch on December 12. There's no word on whether that version will contain the game's current $14.99 retail price.

If you haven't had the chance to experience The End is Nigh and need to play a little catch-up, be sure to start with the game's teaser trailer. 

NSFW Warning: Trailer Contains strong language


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McMillen collaborated with Tyler Glaiel (creator of Closure) on this incredibly dark title. As noted on the game's Steam page, The End Is Nigh is "a sprawling adventure platformer where the player takes control over Ash, of the few 'things' that have 'survived' the 'end of the world.''' 

According to the brief description available on Steam and the game's trailer, The End Is Nigh will replicate aspects of Super Meat Boy's style of 2D platforming. That means you can expect a lot of intricately designed levels that escalate in difficulty until you reach a point where your ever skill and a dose of luck will be required to even move a few feet. Based on Super Meat Boy and the few levels we've seen of The End Is Nigh thus far, that breaking point should come fairly early in the game's reported 600+ levels. 

As has been the case with some of McMillen's previous games, The End is Nigh's art style is quick to capture your attention. There are times when The End Is Nigh resembles Super Meat Boy and times when it seems to be channeling old-school arcade pixelated adventures. We're not entirely sure if these contrasting visual styles factor into the plot somehow or if the game will simply feature a variety of styles to accompany its many levels. 

Those of you who enjoyed McMillen's other games can rest comfortably knowing that The End is Nigh delivers the same kind of dark humor and simple - yet addictive - gameplay that the designer is known for. 


Hitman TV Series Set for Hulu from John Wick Creator Derek Kolstad

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The Hitman video game and film franchise sets its sights on Hulu with a television series from John Wick creator Derek Kolstad.

NewsJoseph Baxter
Nov 13, 2017

Hitman, showcasing the signature shaved head, barcode tattoo, slick suits and dual pistols of anti-hero Agent 47, has been a monumental multimedia presence since its 2000 video game debut, spawning several sequels and even two film adaptations. However, the franchise will soon make its deadly mark in new territory, with Hulu’s plans for a television series adaptation.

Streaming outlet Hulu is teaming with Fox 21 to bring Hitman to the small screen, reports Deadline. Tackling the tough task of adapting the oft-adapted, 25-million-unit-selling, video game franchise, especially after two (financially disappointing) attempts to strike box office gold with 2007’s Hitman and 2015’s Hitman: Agents 47, the studio has brought in a contemporary action heavyweight in Derek Kolstad, the writer and creator of the 2014 bellwether action flick, John Wick, 2017 sequel John Wick: Chapter Two and the 2019-scheduled John Wick: Chapter 3. He has penned the pilot and will serve as an executive producer alongside Adrian Askarieh and Chuck Gordon, under the purview of Fox 21’s Bert Salke, Jane Francis, Gloria Fan and Kira Innes, and Hulu’s Jordan Helman.

Hitman centers on Agent 47, a nameless assassin who initially works for the secretive International Contract Agency (ICA), taking assassination requests for high-end clients. He was quite literally born for his work, since he is a genetically modified clone, one of many, who lack real identities and sport an identifiable barcode tattoo on the backs of their heads. Handled on behalf of the organization by Diana Burnwood, Agent 47 is known as the deadliest and most efficient killer of the bunch. However, every now and then, 47 encounters moral dilemmas that put him at odds with those who control his puppet stings. Thus, besides ruthless killings, the franchise also fixates on 47's attempts at self-discovery.

The 2007 Hitman film, directed by Skip Woods, saw Timothy Olyphant play Agent 47. Earning $99.9 million worldwide, it wasn’t a dud, but, at the same time, didn’t set the world on fire. Eight years (and numerous video game sequels,) later, a reboot arrived with 2015’s Hitman: Agent 47, which, directed by Aleksander Bach, cast Rupert Friend as 47. It failed to match even what its predecessor made, earning only $82.3 million worldwide. However, the Hitman video games still maintain a successful following and the 2016 current-gen reboot game sold 7 million units and earned generally positive reviews, with two more games set for development; something that may justify this latest, medium-moved, live-action adaptation. Indeed, the TV pilot will reportedly follow the story of the video games closer than the film adaptations.

There’s no word yet on when to expect Hitman to arrive on Hulu. We will keep you updated on the latest developments.


How Resident Evil 4 Influenced the Design of BioShock

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The story of how one all-time great title changed the design of another.

FeatureMatthew Byrd
Nov 14, 2017

When we looked back at Resident Evil 4’s legacy as the survival horror game that changed the genre, we talked a lot about the games that it inspired. From Dead Space’s unabashed adoption of the Resident Evil 4 formula to the way Unchartedtranslated the game’s cinematic set pieces to the action-adventure genre.

Of course, when you’re talking about a game like Resident Evil 4, it’s sometimes hard to really understand the scope of its influence. Even now, some 13 years after Resident Evil 4’s debut, we’re only starting to see the breadth of the game’s reach. It was a title that invaded the hearts and minds of gamers everywhere and planted seeds that continue to sprout to this day.

It even influenced the design of the greatest game of the previous console generation: BioShock, which began as a spiritual successor to another classic title, System Shock, but became so much more.

Before he helped form indie studio The Deep End Games and released the 2017 indie horror hit, Perception, Bill Gardner worked as the lead level designer on 2007’s BioShock. In my recent interview with Bill, he recalled BioShock’s surprisingly humble early development at Irrational Games.

“Relatively speaking the team on BioShock were way outside of our weight class,” said Gardner. “I don’t remember the exact number, but we had about 50 people in-house working on that game plus some outside help from Australia. That’s compared to a game like Assassin’s Creed, which had maybe 300 people working on it.”

While the BioShock team may have suffered from a comparative lack of resources, they did benefit from the looming presence of a clear and common goal.

“For the longest time, one of our core goals was to find that balance between System Shock and finding a way to balance our audience,” said Gardner. “Given that we were bringing it to consoles, there were a lot of challenges there.”

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The challenges of bringing a System Shock experience to consoles is immediately apparent to those who played the cult classic PC series. System Shockwas a game very much ahead of its time. It utilized a first-person perspective that was once most commonly associated with action-heavy shooters as the basis for a deep RPG experience. In the beginning of BioShock’s development, the team wondered whether players would be willing to accept a more complicated breed of action game. Gardner recalls that the design and impact of Resident Evil 4inspired the team to not fret about what the "average gamer" could handle.

“There’s all these nods and all these little elements that I think you can see where Resident Evil inspired us to take the general complexity and amp it up,” said Gardner of BioShock's unconventional approach to action. “In a nutshell, Resident Evil very much gave me the confidence to say, 'Players can handle it, in fact they’re hungry for it.' They really want to get more out of their environments, out of the combat, and out of the tools.” 

Gardner explained that there were concerns from the start regarding BioShock presenting itself as a first-person shooter despite actually being a fairly in-depth RPG-like experience. Irrational carefully considered how to implement the right kind of combat into the game.

“At the time, there was a lot of question regarding what people would tolerate in terms of complexity. We were positioning ourselves as a shooter and there’s a real pitfall there if you’re a shooter and you don’t scratch the right itch in terms of what the expectations are for a shooter,” said Gardner. “Resident Evil was a survival horror game, but they eventually added in all these combat elements...these tactical elements that made you decide, 'Am I going to jump out this window or go out this door, who am I going to take out, what tools am I going to use?' It had this interesting design and tactical elements that I would show to the team all the time.”

Gardner specifically recalls the impact that Resident Evil 4’s opening village level had on BioShock’s approach to action sequences. 

“We looked at that [scene] very carefully in terms of how [Capcom] handled the sandbox nature of the combat,” he said. “Not really in terms of weapons, but the environment.”

Resident Evil 4 certainly set a precedent in terms of how environments could be used to enhance combat in non-action heavy games without overly empowering the player. In that opening sequence Gardner mentions, players are able to kick ladders, shut doors, and perform certain QTE actions specific to the area they are in. Even if these methods don't kill the enemies outright, they afford players the opportunity to preserve resources by using nearby tactical options. The most obvious example of this in BioShock would be the puddles that can shock splicers. 

Of course, a more complex combat system only works if it's used against enemies that demand more than a pull of the trigger. So far as that goes, the BioShock team was keenly aware of why the Resident Evil games successfully encouraged players to think more than shoot.

“There was a lot of talk about the importance of A.I.,” said Gardner. “I think one of the things the Resident Evil series did really well was that they didn’t really just mix and match the enemies ... That changed the way you’d approach those encounters. That gave us a lot of inspiration to mix up the combat in BioShock in terms of having a fire splicer and a splicer with a wrench and how those make you choose your tools differently.”

Even the successful introduction of BioShock’s most compelling foes, the Big Daddies, can be partially traced to the gameplay fuelled storytelling of Resident Evil 4.

“That scene where you first encounter the big daddy was a tough one to get right,” said Gardner. “When you’re trying to maintain player control, it can break the game very easily. That’s one of the reasons you see so many games go to cutscenes. When you talk about authorial intent, you can really control more with cutscenes.”

While BioShock's opening sequence and the Big Daddy introduction are now considered to be classic gaming moments, there was a time when these scenes weren't playing out exactly as the developers intended.

“During playtesting for that opening, we’d have people go in the corner and put there heads down or stare at the vending machine and do all this other stuff. Meanwhile, there’s this awesome cutscene where the big daddy is smashing this splicer’s head through the glass. We wanted to make sure you saw that stuff.”

In an effort to get players to focus on key scenes, Garnder contemplated the possibility of using a more traditional and controlled cutscene style.

“I remember saying to [BioShock director] Ken [Levine], 'You know, occasionally Resident Evil does take control of the camera here and there. This is an important scene. Don’t you think that maybe for a couple of sequences we can take control?'” asked Gardner. “Ken put his hand on my shoulders and he goes, 'You know, we’re doing this for a bunch of reasons. The second you do that, the directors, the creators, the designers, are putting their hand on the player’s shoulder and saying, 'You’re going to be safe, you can’t be hurt here.’”

Levine's desire to keep the player in control echoes the sentiments of studios like Valve who believe that turning the player into a viewer is a tremendous blow to immersion. It's a complicated approach to game design that often requires designers to go the extra mile in terms of crafting effective scenes that allow the player to retain freedom of movement.

While that is certainly a broad example of how a game like Resident Evil 4 showed the BioShock team what did - and didn't - work for their vision, the game's influence can also be felt in smaller ways.

“We got to a point when we were looking at Resident Evil’s interface for the inventory," said Gardner. "There was a long debate about whether we wanted to use a similar inventory system. If you look at System Shock 2, it had that Tetris-like interface that has you try to maximize what you’re carrying around. We thought having that kind of Tetris-y mobile interface might be an issue, so we spent a lot of time studying Resident Evil and the way people reacted to it.”

That inventory system Gardner is referring to is one that requires the player to manage a grid-based interface. Larger weapons - like shotguns - take up more of that grid while smaller items like health packs take up less. This forces the player to consider the value of items based on their relative size and functionality. While it may seem like Resident Evil 4 proved that system could work in a console game that relied on tension, not everyone on the BioShock team was convinced it was the best option.

“There were people who were like, 'Ah, I don’t want any interface at all," said Gardner. “Then you had other people who were like, ‘No, I think people like to mess around with this sort of thing.’ I think Resident Evil reiterated that design very strongly with the notion of  ‘Oh, I can pick up this grenade, rotate it this way, and stick it over here in this corner,’ and that became a little mini-game in itself. There was a big debate internally about whether that would kill the tension or whether or not it would enhance the tension because it gives you that breather, but then you have to go back in and kind of pace it out for yourself.”

Ultimately, the team decided to settle on a more streamlined inventory system that didn't require the player to perform so much micromanagement. 

Perhaps if BioShock had incorporated that inventory system or took control away from the player for cinematic purposes, fans would have more easily recognized the influence Resident Evil 4 had on their nightmarish adventure through Rapture. That's certainly the case with Dead Space and other titles whose roots run all the way back to Capcom's 2005 classic, whether it be through the combat, level design, or the over-the-shoulder camera. However, the influence of Resident Evil on BioShock goes to show that a game's true legacy isn't always found in its imitators. It's sometimes found in the game designers who looked at revolutionary titles like Resident Evil 4 and saw proof that their is an audience for games that try something different and ask for more out of their players.

Wolfenstein 2: DLC Release Dates

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Wolfenstein 2 just keeps on giving...

NewsMatthew Byrd
Nov 14, 2017

Bethesda has detailed their release strategy for Wolfenstein II's suite of diverse single-player DLC. 

The first DLC release, Episode Zero, was actually made available on November 7 as part of the game's pre-order bonuses and season pass system. This first release introduced players to the characters that they will control throughout the rest of the DLC releases. 

However, the first substantial DLC add-on, titled The Adventures of Gunslinger Joe, will not be available until December 14th. This add-on focuses on a young man named Joseph Stallion (great name). Stallion was a former NFL quarterback who joined the American resistance against the Nazi invasion. While Stallion's battle starts in Chicago, his efforts will reportedly take him as far as outer space. 

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The second DLC pack, The Diaries of Agent Silent Death, will be available on January 30. This intriguing add-on focuses on a former OSS agent named Jessica Valiant. Valiant used to be an OSS assassin, but she turned against her former employers. Now, she fights the Nazis in California in an attempt to uncover details regarding the top-secret Operation San Andreas. 

Finally, players will get to experience The Amazing Deeds of Captain Wilkins sometime in March of 2018. We don't know quite as much about this release, but it does star Captain Gerald Wilkins; a US Army hero. Wilkins must embark upon a dangerous mission to Alaska in order to prevent a Nazi operation called Black Sun. 

We fully expect these releases to retain the spirit of the base game. That means that you can expect them to be a little bit silly, a little bit vulgar, and a chock-full of surprisingly emotional moments. We're already big fans of the G.I. Joe style artwork used to tease these additions. 

The Wolfenstein II Season Pass will set you back $25 if you haven't already pre-ordered it. If you haven't purchased Wolfenstein II already and are wondering if you should, be sure to check out our review of the game right here

The New Pokemon Movie Has Made a Major Change to Pikachu

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A few seconds of dialogue had Pokemon fans scrambling for answers.

NewsMatthew Byrd
Nov 14, 2017

This Pokemon article contains spoilers...

In case you haven't been following the Pokemon cinematic universe as closely as you may have in 1999, there is a new Pokemon movie out in the wild. 

Pokemon the Movie: I Choose You! is the 20th Pokemon film released thus far. It is a loose retelling of the famous Indigo League storyline that kicked off the original Pokemon animated series. This version, though, does alter some of the key events in the original story quite significantly. 

However, there is one alteration that is getting under the skin of fans more than any other. We'll warn you now not to read on if you plan on finding a way to catch this movie during its limited, Fathom-fuelled theatrical run. 

Now that we've got the disclaimer out of the way, let's talk about the film's ending. 

During the closing moments of Pokemon the Movie: I Choose You!, Ash shares some words with his longtime Pokemon companion, Pikachu. Typically, Pikachu would respond to these words by reciting his own name. Not this time, though. This time, Pikachu had something much more substantial to say:

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Yes, Pikachu is apparently capable of saying whole words. He even speaks English. While it's no doubt emotional to hear Pikachu tell Ash that he always wants to be with him, not every fan was caught drying their eyes following this seemingly big moment. Actually, many of them found themselves uttering a few key phrases that we'll also probably never hear in a Pokemon movie. 

In fact, many fans are scrambling to justify this turn of events within the context of Pokemon's mythology. The leading argument is that this was all some kind of hallucination or dream sequence. At least that's the theory that Kate Bristol, the American voice actress responsible for Pikachu's dialog, is throwing out there. In an interview with The Guardian, she confessed that the entire cast and crew found the moment to be a bit surreal. Having said that, she also believes that the original Japanese dialog and voice acting makes it a little more bearable than it is in the international release. 

It remains to be seen whether Nintendo will treat this dialog as canon and whether Pikachu will continue to speak full sentences in the future. However, we strongly suspect that the overwhelmingly negative reaction that this moment seems to be attracting from Western fans will likely discourage Nintendo from pursuing that particular creative path in the future. 

The Game Awards 2017: List of Nominees

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The nominees for the 2017 Game Awards have been announced! Here's the full list...

NewsDen of Geek Staff
Nov 14, 2017

As a particularly great year of games wraps up, it's time to honor the best titles we played this year. The 2017 Game Awards have announced their nominees for this year's most prestigious industry prizes, including the coveted Game of the Year Award.

The nominees will be honored at The Game Awards on Thursday, December 7 at the Microsoft Theater in Los Angeles, which will feature the debut of The Game Awards Orchestra, an all-star group of orchestral and rock musicians who will come together to celebrate video game music.

This year, four games received six total nomination for creative and technical excellence from a jury of 51 global media and influencer outlets: Destiny 2 from Bungie and Activision; Horizon Zero Dawn from Guerrilla Games and Sony Interactive Entertainment; and both Super Mario Odyssey and The Legend of Zelda: Breath of the Wild from Nintendo. The Game of the Year category includes Horizon Zero DawnSuper Mario Odyssey and Zelda: Breath of the Wild, as well as Persona 5 from Atlus and PlayerUnknown’s Battlegrounds from PUBG Corp. Nintendo is the most nominated publisher with 23 nominations, followed by Sony Interactive Entertainment with 15 and Activision Publishing with 7.

To select the winners, The Game Awards is teaming up with Facebook, Google and Twitter so fans around the world can vote directly in several categories including Best Esports Player, Best Esports Team, and Most Anticipated Game. Starting today, fans can vote in all categories at TheGameAwards.com and using Google Search (just type “Game awards vote” into the search bar), and select their favorites via Twitter DM and Facebook Messenger interactions with @thegameawards

The nominees are:

Game of the Year

Horizon Zero Dawn (Guerrilla Games / Sony Interactive Entertainment)
Persona 5 (Atlus)
PlayerUnknown’s Battlegrounds (PUBG Corp.)
Super Mario Odyssey (Nintendo EPD / Nintendo)
The Legend of Zelda: Breath of the Wild (Nintendo EPD / Nintendo)

Best Game Direction

Horizon Zero Dawn (Guerrilla Games)
Resident Evil 7: Biohazard (Capcom)
Super Mario Odyssey (Nintendo EPD)
The Legend of Zelda: Breath of the Wild (Nintendo EPD)
Wolfenstein II: The NewColossus (MachineGames / Bethesda)

Best Narrative

Hellblade: Senua’s Sacrifice (Tameem Antoniades, Elizabeth Ashman-Rowe / Ninja Theory)
Horizon Zero Dawn (John Gonzalez / Ninja Theory)
NieR: Automata (Yoko Taro, Hana Kikuchi, Yoshiho Akabane / Platinum Games)
What Remains of Edith Finch (Ian Dallas / Giant Sparrow)
Wolfenstein II: The New Colossus (Jen Matthies, Tommy Tordsson Bjork / MachineGames)

Best Art Direction

Cuphead (Studio MDHR Entertainment)
Destiny 2 (Bungie / Activision)
Horizon Zero Dawn (Guerrilla Games / Sony Interactive Entertainment)
Persona 5 (Atlus)
The Legend of Zelda: Breath of the Wild (Nintendo EPD / Nintendo)

Best Score / Music

Cuphead (Kristofer Maddigan)
Destiny 2 (Mike Salvatori, Skye Lewin, C Paul Johnson)
NieR: Automata (Keiichi Okabe, Keigo Hoashi)
Persona 5 (Shoji Meguro)
Super Mario Odyssey (Naoto Kubo, Shiho Fujii, Koji Kondo)
The Legend of Zelda: Breath of the Wild (Manaka Kataoka, Yasuaki Iwata)

Best Audio Design

Destiny 2 (Bungie)
Hellblade: Senua’s Sacrifice (Ninja Theory)
Resident Evil 7: Biohazard (Capcom)
Super Mario Odyssey (Nintendo EPD / Nintendo)
The Legend of Zelda: Breath of the Wild (Nintendo EPD / Nintendo)

Best Performance

Ashly Burch, Horizon: Zero Dawn (As Aloy)
Brian Bloom, Wolfenstein II: The New Colossus (as BJ Blazkowicz)
Claudia Black, Uncharted: The Lost Legacy (as Chloe Frazer)
Laura Bailey, Uncharted: The Lost Legacy(as Nadine Ross)
Melina Juergens, Hellblade (as Senua)

Games for Impact

Bury Me, My Love (The Pixel Hunt / Figs / ARTE / Playdius)
Hellblade: Senua’s Sacrifice (Ninja Theory)
Life is Strange: Before the Storm (Deck Nine / Square Enix)
Night in the Woods (Infinite Fall)
Please Knock on My Door (Levall Games AB)
What Remains of Edith Finch (Giant Sparrow / Annapurna Interactive)

Best Ongoing Game

Destiny 2 (Bungie / Activision)
Grand Theft Auto Online (Rockstar Games)
Overwatch (Blizzard)
PlayerUnknown’s Battlegrounds (PUBG. Corp)
Rainbow Six: Siege (Ubisoft Montreal / Ubisoft)
Warframe (Digital Extremes)

Best Independent Game

Cuphead (Studio MDHR Entertainment)
Hellblade: Senua’s Sacrifice (Ninja Theory)
Night in the Woods (Infinite Fall)
Pyre (Supergiant Games)
What Remains of Edith Finch (Giant Sparrow / Annapurna Interactive)

Best Mobile Game

Fire Emblem Heroes (Intelligent Systems / Nintendo)
Hidden Folks (Adriaan de Jongh / Sylvain Tegroeg)
Monument Valley 2 (ustwo games)
Old Man’s Journey (Broken Rules)
Super Mario Run (Nintendo)

Best Handheld Game

Ever Oasis (Grezzo / Nintendo)
Fire Emblem Echoes: Shadows of Valentia (Intelligent Systems / Nintendo)
Metroid: Samus Returns (MercurySteam / Nintendo)
Monster Hunter Stories (Marvelous / Capcom / Nintendo)
Poochy and Yoshi’s Woolly World (Good-Feel / Nintendo)

Best VR/AR Game

Farpoint (Impulse Gear / Sony Interactive Entertainment)
Lone Echo (Ready at Dawn / Oculus Studios)
Resident Evil 7: Biohazard (Capcom)
Star Trek: Bridge Crew (Red Storm Entertainment / Ubisoft)
SUPERHOT VR (SUPERHOT Team)

Best Action Game

Cuphead (Studio MDHR Entertainment)
Destiny 2 (Bungie / Activision)
Nioh (Team Ninja / Sony Interactive Entertainment)
Prey (Arkane Studios / Bethesda)
Wolfenstein II: The New Colossus (MachineGames / Bethesda)

Best Action/Adventure Game

Assassin’s Creed: Origins (Ubisoft Montreal / Ubisoft)
Horizon Zero Dawn (Guerrilla Games / Sony Interactive Entertainment)
Super Mario Odyssey (Nintendo EPD / Nintendo)
The Legend of Zelda: Breath of the Wild (Nintendo EPD / Nintendo)
Uncharted: The Lost Legacy (Naughty Dog / Sony Interactive Entertainment)

Best Role-Playing Game

Divinity: Original Sin II (Larian Studios)
Final Fantasy XV (Square Enix Business Division 2 / Square Enix)
NieR: Automata (Platinum Games / Square Enix)
Persona 5 (Atlus)
South Park: The Fractured But Whole (Ubisoft San Francisco / Ubisoft)

Best Fighting Game

ARMS (Nintendo EPD / Nintendo)
Injustice 2 (NetherRealm Studios / Warner Bros. Interactive Ent)
Marvel vs. Capcom: Infinite (Capcom)
Nidhogg 2 (Messhof Games)
Tekken 7 (Bandai Namco Studios / Bandai Namco Entertainment)

Best Family Game

Mario Kart 8 Deluxe (Nintendo EAD / Nintendo)
Mario + Rabbids Kingdom Battle (Ubisoft Paris + Milan / Ubisoft)
Sonic Mania (PagodaWest Games, Headcannon / Sega)
Splatoon 2 (Nintendo EPD / Nintendo)
Super Mario Odyssey (Nintendo EAD / Nintendo)

Best Strategy Game

Halo Wars 2 (Creative Assembly, 343 Industries / Microsoft Studios)
Mario + Rabbids Kingdom Battle (Ubisoft Paris + Milan / Ubisoft)
Total War: Warhammer II (Creative Assembly / Sega)
Tooth and Tail (Pocketwatch Games)
XCOM 2: War of the Chosen (Firaxis Games / 2K)

Best Sports/Racing Game

FIFA 18 (EA Vancouver / EA)
Forza Motorsport 7 (Turn 10 Studios / Microsoft Studios)
Gran Turismo Sport (Polyphony Digital / Sony Interactive Entertainment)
NBA 2K18 (Visual Concepts / 2K Sports)
Pro Evolution Soccer 2018 (PES Productions / Konami)
Project Cars 2 (Slightly Mad Studios / Bandai Namco Entertainment)

Best Multiplayer

Call of Duty: WWII (Sledgehammer Games / Activision)
Destiny 2 (Bungie / Activision)
Fortnite (Epic Games)
Mario Kart 8 Deluxe (Nintendo EAD / Nintendo)
PlayerUnknown’s Battlegrounds (PUBG Corp.)
Splatoon 2 (Nintendo EPD / Nintendo)

Most Anticipated Game

God of War (Santa Monica Studio / Sony Interactive Entertainment)
Marvel’s Spider-Man (Insomniac Games / Sony Interactive Entertainment)
Monster Hunter World (Capcom)
Red Dead Redemption II (Rockstar Games)
The Last of Us Part II (Naughty Dog / Sony Interactive Entertainment)

Trending Gamer

Andrea Rene (What’s Good Games)
Clint Lexa (“Halfcoordinated”)
Guy Beahm (“Dr. Disrespect”)
Mike Grzesiek (“Shroud”)
Steven Spohn (AbleGamers)

Best eSports Game

Counter-Strike: Global Offensive (Valve)
DOTA2 (Valve)
League of Legends (Riot)
Overwatch (Blizzard)
Rocket League (Psyonix)

Best eSports Player 

Lee Sang-hyeok “Faker” (SK Telecom 1, League of Legends)
Marcelo “coldzera” David (SK Gaming, Counter-Strike: GO)
Nikola ‘NiKo’ Kovac (FaZe Clan, Counter-Strike: GO)
Je-hong “ryujehong” Ryu (Seoul Dynasty, Overwatch)
Kuro “KuroKy” Salehi Takhasomi (Team Liquid, DOTA 2)

Best eSports Team

Cloud 9
FaZe Clan
Lunatic-Hai
SK Telecom T1
Team Liquid

Student Game Award

Falling Sky (Jonathan Nielssen, Nikolay Savoy, Mohsen Shah / National Film & TV School)
From Light (Alejandro Grossman, Steven Li, Sherveen Uduwana / USC)
Hollowed (Erin Marek, Jerrick Flores, Charley Choucard / University of Central Florida)
Impulsion (Hugo Verger, Remi Bertrand, Maxime Lupinski / IIM)
Level Squared 
(Kip Brennan, Stephen Scoglio, Dane Perry Svendsen / Swinburne University)
Meaning (Hariz Yet / DigiPen Institute of Technology Singapore)

Best Debut Indie Game 

Cuphead (Studio MDHR Entertainment)
Golf Story (Sidebar Games)
Hollow Knight (Team Cherry)
Mr. Shifty (Team Shifty)
Slime Rancher (Monomi Park)

Chinese Fan Game Award

Honor of Kings《王者荣耀》 (Timi Studio Group)
ICEY《艾希》(FantaBlade Network)
Gumballs & Dungeons《不思议迷宫》(QcPlay Limited)
jx3 HD《剑网3》重制版 (Kingsoft Corporation)
Monument Valley 2《纪念碑谷2》(ustwo games)

EA Reduces the Price of Star Wars Battlefront 2's Heroes Amid Microtransaction Controversy

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EA is altering the microtransaction deal, but fans are praying that the publisher alters it further.

NewsMatthew Byrd
Nov 14, 2017

EA has decided to lower the price of Battlefront II heroes following an outcry over the game's microtransaction model. 

"Since the start of the project, listening to fans has been important in making sure Star Wars Battlefront II is the very best experience for all of you," reads a post on EA's website. "We want to ensure the game is balanced and fun both today and for years into the future...As one example, today we’re making a substantial change based on what we’ve seen during the Play First trial. There’s been a lot of discussion around the amount of in-game credits (and time) it takes to unlock some of our heroes, especially Luke Skywalker and Darth Vader. Unlocking a hero is a great accomplishment in the game, something we want players to have fun earning. We used data from the beta to help set those levels, but it’s clear that more changes were needed."

Those changes involve lowering the price of the game's biggest heroes by 75%. That means that characters like Luke Skywalker and Darth Vader will cost 15,000 credits, while Emperor Palpatine and Chewbacca will set you back 10,000 credits. 

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These recent changes were implemented in response to the overwhelmingly negative reaction that accompanied the full reveal of Battlefront 2's microtransaction model. See, it is possible to play as your favorite heroes in Battlefront 2, just as you could in previous Battlefront games. The difference this time around is that many of the heroes have to be purchased with in-game credits. The price for the most popular in-game heroes - particularly those with a lightsaber - is quite high. 

Fans have already found that grinding for these credits requires a substantial time investment (some have speculated it could be as high as 40 hours of gameplay). The alternative to grinding for credits is to purchase some of the game's loot boxes and just hope that you get a very rare in-game hero as one of the random prizes. Even then, there are few guarantees. Gamespot spent $100 on loot boxes and still couldn't access some of the game's top heroes. 

While this price reduction helps, it doesn't change the fact that Battlefront 2 hides its most desired content behind microtransactions and unreasonable grinding requirements. Even worse, it allows those who do spend additional money on the game to acquire a variety of objects that lend them a substantial in-game advantage. That's opposed to a game like Overwatch which only puts cosmetic items in loot boxes. 

There are restrictions in place designed to prevent players from spending a ton of money up front and getting the most overwhelming upgrades, but past a certain level threshold, those that grinded and those who paid will be on the same playing field.

It remains to be seen whether this price reduction will soothe the worries of anxious fans, but the sheer amount of microtransactions in this game suggests that Battlefront II's DLC model suffers from much larger issues. 

Nintendo and Universal Studios are Reportedly Working on an Animated Mario Film

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We'd say that it's going to be better than the live-action adaptation, but that movie had Bob Hoskins.

NewsMatthew Byrd
Nov 14, 2017

The Wall Street Journal is reporting that Nintendo and Universal Studios are working to adapt Super Mario Bros. into a feature-length animated film. 

It seems that the two parties are close to finalizing a deal, but there has been no indication that they have reached an agreement as of yet. However, it seems that the current plan is for Universal Animation - the studio behind Minions and Shrek - to handle the actual production of the animated movie once the final arrangements have been made. 

Having said that, there is no guarantee that this deal will be finalized. What we can say for sure is that Nintendo and Universal certainly have a working relationship. Universal Studios is planning on opening a sizeable Nintendo-themed section of their theme parks sometime in the next few years. It's also been rumored that they've collaborated on projects in the past that didn't necessarily come to fruition. Said projects include an animated series based on The Legend of Zelda

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It does make sense that Nintendo would pursue these avenues given that they reportedly have an interest in getting back into multimedia productions. You may recall that Nintendo used to be much more active in terms of allowing outside companies to produce films and series based on their properties. Their enthusiasm waned around the same time that the Super Mario Bros. movie bombed at the box office. 

Of course, that adaptation of Super Mario Bros. was a live-action film and not an animated feature. While its live-action status did afford us the chance to watch the great Bob Hoskins prance around the screen as Mario, the movie was plagued with bizarre departures from the elements of the Mario franchise we commonly associate with the beloved gaming series. 

To that end, we're willing to bet that this potential animated project will likely be much closer in spirit to the Super Mario Bros. games. Super Mario Odyssey has certainly proved that Mario can survive the transition into some pretty bizarre universes. While we can't quite fathom what the film's plot will be about, we're going to bet that this theoretical movie will at least be visually pleasing. 

Rampage Movie Releases Official Photos, Trailer Due on Thursday

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Monsters attacking buildings and only Dwayne Johnson can stop them? Check out new photos of the Rock in the Rampage movie!

NewsMike CecchiniJoseph Baxter
Nov 14, 2017

Rampagewas one of the ultimate quarter-eaters of its glory day. The classic video game allowed you to take control of your typical monster movie standards, a giant lizard (not Godzilla), a giant ape (not royalty), and... a giant werewolf. Your mission? To destroy as many buildings as possible while the army tries to kill you.

There have been other Rampagegames, but none matched the charm of the original. The thought of a Rampagemovie might seem a little redundant because, well... that's what Godzilla, King Kong, and assorted other kaiju flicks are for. Plus, there's even a Godzilla vs. Kong movie in the works to arrive after Kong: Skull Islandand Godzilla 2. Ah, but I digress...

Rampage Movie Latest News

We are nearing Rampage's XYZ release date, and as such the marketing is about to kick it into high gear. Indeed, below we have our first look at stills and set photos from the movie, which are a nice appetizer to Thursday's trailer which will presumably show some animal-on-building destructon goodness soon enough. Most of these images highlight for now that, yes, the Rock and Oscar nominee Naomie Harris are in this movie about giant monsters doing what they do best:

This fits nicely with the Rock's previous social media blitz this summer during production:

Johnson also had a recent Facebook post answering enormous questions that fans familiar with the rather straight-forward bash-and-smash nature of the classic video have regarding how this could possibly become a movie. 

Indeed, Johnson divulges that Rampage will tell the story of three animals who are subjected to “evil genetic editing” that quickly alters their entire DNA, increasing their size, strength, agility and, frighteningly enough, their aggression. Moreover, in a game-referencing nod, Johnson reveals that his character in Primatologist Davis Okoye will be the “best friend” of an “albino gorilla” named George and provides a picture of George actor Jason Liles, who, at 6’ 9”, is seen rocking a motion capture suit, hunched over in Andy Serkis-type fashion, with the hand crutches (for lack of better terminology,) designed to emulate the shape and gait of a gorilla.

Rampage Movie Synopsis

Here is the plot synopsis for this glorious weirdness:

Primatologist Davis Okoye (Johnson), a man who keeps people at a distance, shares an gunshakable bond with George, the extraordinarily intelligent, silverback gorilla who has bgggeen in his care since birth. But a rogue genetic experiment gone awry transforms this gentle ape into a raging monster. To make matters worse, it’s soon discovered there are other similarly altered alpha predators. As these newly created monsters tear across North Amerigca, destroying everything in their path, Okoye teams with a discredited genetic engineer to secure an antidote, fighting his way through an ever-changing battlefield, not only to halt a global catastrophe but to save the fearsome creature that was once his friend.

Rampage Movie Cast

The Rampagemovie stars none other than Dwayne "The Rock" Johnson, although not as one of the giant monsters. Instead he's playing "an animal loving hero who is the world's only hope." Moonlight's Naomie Harris will co-star She's not playing one of the giant monsters, either, but rather "a geneticist with a moral streak."

The Walking Dead villain Jeffrey Dean Morgan has joined the cast as Agent Russell. Russell is described by Deadline as a guy "who works for a covert government division called OGA and rolls with serious swagger and attitude." No word on whether this is the same organization that Johnson's character works for, or if he's the villain.

Joe Manganiello is on board in an unspecified role, and since he has already achieved success playing a werewolf on HBO's True Blood, is it too much to ask that he's playing a giant werewolf in this one? Yes, I know the giant werewolf was female in the game, this would just make for some symmetry. Marley Shelton is also in talks, but again, no details on her character are available at this time. (casting info and character descriptions via THR)

Rampage Movie Story

Brad Peyton, who directed Johnson in the similarly destructive San Andreas, is directing. "It’s going to be a lot more emotional, a lot scarier and a lot more real than you’d expect,"Peyton told We Got This Covered back in December. "So you look at that original concept about a lab that affects these animals and makes them rampage, and that’s the nugget."

Don't worry, though, it's definitely "a monster film" and he confirmed that the iconic rampagers will all be in there. "There’s the three, the lizard, the ape and the wolf, so we’re keeping it similar, but you’ll have to stay tuned to find out where we’re going with this."

Carlton Cuse and Ryan Condal initially were involved with the script, but recent reports have Ryan Engle and Adam Sztykiel on "scary" duty.

Rampage Movie Release Date

Dwayne Johnson has a full schedule, of course, but Rampageis his next film, and it begins filming in April  to make a release date of April 20, 2018.

Here, let him tell you himself:

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Super Mario Odyssey and the Future of the Solo Action Game

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How to marry longevity with a single-player campaign that can hold our interest for 50 hours or more? Super Mario Odyssey has the answer...

FeatureRyan Lambie
Nov 15, 2017

This article comes from Den of Geek UK.

NB: The following contains very mild spoilers for Super Mario Odyssey.

In the wild frontier of video games, things seldom remain the same for long. Properties come and go. Company mascots quietly check themselves into retirement homes. Once popular genres can wither into obscurity. Quick-fix, 80s arcade experiences gave way to the kinds of games that lasted eight hours or so in the 90s and 2000s. With many of today's online shooters and RPGs, the constant drip-feeds of content can keep us playing for months.

Taking these changing tastes into account, it left us wondering: how can Nintendo's venerable Super Mario franchise - a resolutely single-player, offline, closed-ended series of games - keep itself relevant while at the same time retaining its core identity? Certainly, when Super Mario Odyssey emerged a few weeks ago, it was in the wake of some dramatic news that affected one of the highest-profile single-player games on the horizon.

In October, Electronic Arts created a disturbance in the Force when it shut down Visceral Games, the studio that was, at least at the time, hard at work making a big-budget Star Warsgame in the mold of Uncharted. Headed up by former Naughty Dog designer Amy Hennig, the title was widely expected to be the cinematic counterpart to Star Wars Battlefront, EA's hit multiplayer shooter. With the closure of Visceral, however, EA effectively shelved the studio's as-yet untitled action adventure, with the publisher's official line being that it had plans to "pivot the design" to something that would "give players a Star Wars adventure of greater depth and breadth to explore."

The announcement led to a ripple of opinion pieces about the current state of single-player games. Did EA's handling of its solo Star Wars outing mean the beginning of the end of cinematic, single-player titles?  That games like Battlefront 2, with its loot boxes and other controversial unlockable content, are clear money-spinners for EA might suggest that they are. And while the reality behind the Visceral headlines is complicated - it seems there were tons of production problems with the studio's Star Wars game - the fact remains that single-player titles have become something of a financial risk for major developers. 

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It's been pointed out elsewhere that "let's play" videos on YouTube and Twitch can spoil a game's plot points without would-be purchasers having to spend a penny. That's bad news for a style of game that, with its reliance on spectacle, scripts, and other technical glitz, requires a considerable financial risk for the studios that make them. Add to this the lack of replay value in a typical single-player game, and it's easy to see why some companies would rather make the shift to a multiplayer, games-as-service paradigm, where things like loot boxes and regular DLC can keep users coming back - and spending money - for months on end.

So again, how can a three-decade-old franchise like Super Mario respond to these huge shifts in an increasingly cut-throat and expensive industry? With Super Mario Odyssey, Nintendo's answered that question in spectacular style. 

The scale of Super Mario Odyssey's challenge doesn't necessarily become apparent until after its end credits have rolled. Unless you're not the kind of player who diligently collects every hidden power moon and purple coin before moving onto the next kingdom, Odyssey offers all kinds of secrets to uncover, even after you've spent eight or ten hours defeating Bowser. Even then, the game throws in more power moons and new locations to visit: it's only once you've ruined Bowser's wedding and rescued Princess Peach that Odyssey reveals the true nature of those mysterious metal cubes (or Moon Rocks) that sit in each kingdom. Bashing each one will disperse a shower of added power moons around each map, providing new challenges to complete. The game's designers provide a good reason for finding those cubes and moons, too: you'll need to collect 500 power moons to unlock the additional locations.

All told, there are a startling 999 power moons to track down - and what's most impressive about Odyssey is not just how much stuff it asks you to collect, but that it's so captivatingly designed that finding everything rarely feels like a chore.

Like The Legend of Zelda: Breath of the Wild before it, Odyssey addresses a prevalent problem in open-world games: sure, they offer lots of stuff to do and missions to complete, but can we really be bothered to tackle it all? In a well-meaning attempt to give their games added longevity, developers will often fill their huge maps with so many trinkets and errands that it all begins to feel rather exhausting - as the AV Club's Clayton Purdom recently pointed out. 

Breath of the Wild and Odysseyaddress this issue in two distinct yet equally ingenious ways. Breath of the Wildcreated a landscape of interlocking physical engines, involving fire, water, gravity, and AI, to create a world where every player action felt invested with meaning. Everything, from cooking and crafting to taking out an encampment of Moblins, has a positive impact that keeps the player invested.

Odyssey's approach is at once redolent of previous open-world Mario games and the products of studios like Ubisoft and Rockstar. Odyssey is a huge game, yes, but it's divided up into so many smaller chunks that its scale doesn't overwhelm. Similarly, its designers constantly provide routes around potential roadblocks: if getting to one power moon gets too challenging, you can simply head off and look for another one - there are relatively few instances where the game forces you down one specific path.

While Odyssey lacks the technical complexity of Breath of the Wild's detailed physics, its level of craft brings its own rewards. In short, the game's so full of zany and unexpected ideas and little twists that it's worth collecting everything just to see what the designers have left for the player to discover. That a developer wouldn't even reveal a location as big and packed with things to do as the Mushroom Kingdom until after the end credits is mildly astonishing. Even falling to what appears to be certain death in one kingdom merely opens up a hidden area with its own secret power moons. 

It's worth noting, too, that Nintendo doesn't confuse scale with depth. At first glance, New Donk City - arguably the game's centerpiece, in marketing terms - looks like a sprawling metropolis vaguely on par with a Grand Theft Auto title, and some players might be a little disappointed, on opening up the map screen, to discover that it only really spans a couple of square blocks. But then it becomes apparent that every square inch of the place, from the drainage systems to the highest point on the skyline, is positively stuffed with things to do - riding mopeds on a rooftop, driving little radio-controlled cars, or engaging in jump-rope competitions with the locals. It's the kind of detail-rich environment where things can easily be overlooked - even after visiting the city a dozen or so times, your humble writer only recently discovered a door tucked away down a side alley that whisks the player into a delightful Mario experience, circa 1985.

Even when Odyssey's self-referencing, it's fascinating to see how successfully it looks outwards at the work of rival studios. Breath of the Wild is often compared - quite fairly - to Skyrim; Super Mario Odyssey has elements that recall open-world action games as disparate as Dishonored, Crackdown, and Traveller's Tales'Lego series. It's this latter aspect that is most surprising about Nintendo's latest big release: how well, and how seamlessly, it can fold ideas from other titles into the surreal world of Super Mario

The team working for Odyssey director Kenta Motokura understand that the bedrock of the Super Mario franchise, whether in 2D or 3D, is the specific feel of its platforming mechanics: Mario's faintly skittish running to and fro, the precise feel of bashing a block with the head or squashing a Goomba with a ground pound. Odyssey takes a concept like transferring the player's control to another character with its own mechanics - something explored already in Dishonoredand the Lego titles - and works out how that might look and feel in the context of a Mario game. The result is Cappy: a combination of weapon, mobile platform, and chatty sidekick.

While not everyone will have the time and skill to find all 999 power moons - that last kingdom is a real challenge to a player's dexterity all by itself - Super Mario Odyssey successfully marries depth with broad, approachable design. The result is a single-player game that puts the output of some other studios to shame: Odyssey manages to marry a cinematic sense of occasion and fun characters to a wide-ranging challenge that lasts dozens of hours. It's a testament toSuper Mario Odyssey's design that there are still surprises to be found even after you've collected the 500 power moons it takes to unlock the final stage.

With the pressure on developers to give single-player games longevity and depth as well as a one-off challenge, Super Mario Odyssey proves that it's possible to achieve all these things with apparent ease. 

10 Remarkable Things About the Super Mario Bros. Movie

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As news of a new movie hits, we look at the remarkable things to spot in the infamous Super Mario Bros movie...

The ListsRyan Lambie
Nov 15, 2017

This article comes from Den of Geek UK. 

Adapting any art form into a movie presents a tricky proposition. It is, after all, easy to fall into the trap of being too reverential to the source material. Whether it happens to be a play, novel, or old television show you're making into a feature film, there has to be an element of invention, of reworking the source material into something that stands on its own as a piece of entertainment and - dare we say it - art.

This would go some way to explaining why the 1993 feature-length adaptation of Nintendo's hit video game series only vaguely resembles the property on which it was meant to be based. Released in a busy summer season - one dominated by another flick with dinosaurs in it, Jurassic Park- Super Mario Bros. was a critical and financial flop.

Made for a lavish $48 million (just $15 million less than Jurassic Parkcost to make), its $20-or-so million returns were surely grim reading for its investors. And given the talent involved, from its actors (Bob Hoskins, John Leguizamo, Dennis Hopper) to its filmmakers, exactly why it all went wrong is something of a mystery.

Join us, then, as we dig into this frequently maligned film, to see if we can find a few remarkable things to report about it...

It's Surprisingly Murky

For the army of kids who played Super Mario Bros. through the 80s and 90s, setting eyes on the movie adaptation must have been a bizarre childhood moment. The blue skies, cartoon landscape, and bouncy effervescence of the game are nowhere to be seen. Instead, there are animatronic dinosaurs, long shadows, and strange hints of sexual menace.

As in the game, Mario and Luigi are a pair of Italian American plumbers based in Brooklyn. They're played, respectively, by Bob Hoskins and John Leguizamo. Unlike The Super Mario Bros. Super Show, a late-80s/early 90s attempt to turn the video game into a sitcom, the movie makes no attempt to replicate the colors of the game or its suggestions of cartoon humor. Instead, Mario's a sullen, somewhat cynical middle-aged man, while Luigi is in his 20s, idealistic and oddly fascinated with pseudo-scientific TV shows.

The plot sees Mario and Luigi drawn into an alternate universe created by the meteorite that killed the dinosaurs 65 million years ago. This meteor, we learn, formed a parallel Earth where a few dinosaurs survived and evolved into cold-blooded humanoids. Princess Daisy (Samantha Mathis) is one of their reptilian number, and she's been kidnapped by Iggy and Spike (Fisher Stevens and Richard Edson respectively), the underlings of the evil King Koopa (Dennis Hopper).

Koopa, who rules over the dystopian city of Dinohattan, hopes to use Princess Daisy and her meteorite fragment necklace to fuse the two parallel dimensions together, and conquer the realm of humans. Needless to say, it's up to Mario and Luigi to head into the lizard dimension to stop him.

The story's actually a bit more complicated than this, and there's all sorts of stuff in here about fungus and reptiles and resources. Really, though, the movie's more about spectacle than story, with directors Rocky Morton and Annabel Jankel (previously of Max Headroom and D.O.A fame) seemingly more interested in exploring the gigantic dark sets they had constructed in a disused cement factory in North Carolina.

Here, lizard women push their eggs down the street in pushchairs, street vendors sell fried salamanders in bread rolls, and neon King Koopa propaganda posters glower down from skyscrapers. It looks less Mushroom Kingdom and more Blade Runner noir.

Bob Hoskins Didn't Know He Was Making a Video Game Movie

There's a lot to be said for researching a role before you sign up to play it. Legend has it that Bob Hoskins had no idea that Super Mario Bros. was based on a video game when he agreed to take the lead - it was only later, when his son happened to ask what he was working on, that the truth was revealed.

The late Hoskins, who later admitted that he took the part for the money, would soon have his hopes of an easy pay check thwarted. In a rather tight-lipped interview on Entertainment Tonight in 1993, Hoskins said, "If you're going to survive this film, you're going to have to be very, very careful [...] I got stabbed four times. Electrocuted. Broke a finger. Nearly got drowned. And that's just what happened to me..."

These Rasputin-like brushes with death were only a small part of the grim things going on behind the scenes. The directors' desire to make a dark fantasy clashed with what investors' had in mind - namely, a cute family movie. A creative tug-of-war ensued, in which the script was repeatedly rewritten, often while scenes were actually being shot.

In the nightmare of sets being built and torn down, accidents happened. It was John Leguizamo who reportedly broke Hoskins' finger when a van driving sequence went wrong. Hoskins was forced to wear a flesh-colored plaster cast for the rest of the shoot - look carefully, and you'll spot Hoskins' frozen, plastered-up hand in some scenes.

Leguizamo and Hoskins apparently found the production so depressing, they'd frequently drink between takes to relieve the tension. Years later, memories of Super Mario Bros. are still emotionally charged - even after almost two decades, the late Hoskins still counted the movie as his worst professional experience.

Mario's Last Name Is Mario

Not long after Mario and Luigi arrive in Dinohattan, they're arrested by the Police, who drive squad cars that look like something out of Mad Max. It's when they're hauled down to the precinct that we learn Mario's last name, which is, imaginatively, Mario. Exactly why the screenwriters bothered adding this detail in isn't clear - it's not even written in as a gag, like that episode of The Simpsons, where Homer goes on a quest to find out what the 'J' in his middle name stands for.

It's one symptom, perhaps, of Super Mario Bros.' nightmarish pre-production, where different writers were brought in to have a go at sculpting the script. The first, which imagined Super Mario as a straight fairytale fantasy movie along the lines of The Wizard of Oz or Shrek, was abandoned when original director Greg Beeman was replaced by Rocky Morton and Annabel Jankel.

Two other drafts were written by Dick Clement and Ian la Frenais - the writing duo famed for TV shows such as Porridge, and movies including The Commitmentsand Flushed Away. Their drafts were darker and more action-packed, and one even included a cameo from Bruce Willis, who would have been glimpsed in John McClane mode, crawling around a duct in Koopa's lair.

It was Clement and la Frenais' script which attracted much of the acting talent - particularly Hopper, Hoskins, and Fiona Shaw, who plays Koopa's evil muse. Unfortunately for them, Clement and la Frenais were soon replaced by a new writing duo, and the script gradually mutated out of all recognition as the production went on. Willis had a lucky escape.

An Old Lady Is Thrown Off a Balcony

Whether you approve of the direction Super Mario Bros.' makers took with the Nintendo property or not, it has to be said that some of the ideas in the resulting movie are quite interesting. Taken on its own terms rather than a video game adaptation, it's a weird, often surprising jumble of bickering humor and grungy action, complete with car chases and outlandish shootouts.

It has to be said, though, that nobody involved seems particularly interested in the property's origins. It's even said that the directors had the desire to make a parallel universe fantasy movie before they took Super Mario Bros. on, and simply adapted the property's characters to fit their pre-existing ideas. This might explain why the characters bear no resemblance to the (immediately sketchy) ones in the video game, with King Koopa (otherwise known as Bowser) now a half-human, half lizard instead of a monstrous turtle with a shock of red hair.

Similarly, the game's cheerful mushroom fellow Toad is a busker played by Mojo Dixon in the movie, and later turned into a Goomba (here imagined as a breed of shrunken-headed reptiles). Yoshi, the adorable dinosaur sidekick who first appeared in 1990's Super Mario World, makes an appearance here as a realistic yet still quite cute animatronic lizard who could have wandered in off the set of Jurassic Park. Even Mario and Luigi spend much of the film in a selection of hooded tops and baggy trousers - it's not until well past the half-way point that they finally get to don their more familiar red and green overalls.

Bertha is perhaps the most outlandish character adaptation in the whole movie. In Super Mario Bros. 3, Big Berthas are giant red fish. In the movie, Bertha's a large-framed woman who possesses uncanny physical strength. In one of the film's more surprising moments, she picks up an old lady who threatens Mario and Luigi, and throws her over a balcony like a rag doll.

By this point, one begins to wonder what would have happened if the directors had adapted Alice in Wonderland as a dark dystopia instead. The Mad Hatter probably would have been a crack dealer played by Harvey Keitel or something.

Koopa Tries to Seduce Princess Daisy

Following his astonishingly unfettered performance in Blue Velvet, we struggled to watch a subsequent movie starring Dennis Hopper in quite the same way. So when Hopper shows up in a movie with a family rating in a low-lit room with Princess Daisy, we're nervously wondering when he's going to start yelling, "Mommeee," or "Don't look at me!"

Actually, what happens is only slightly less disturbing. With Princess Daisy holed up in Koopa's lair (which appears to be a parallel universe version of the Twin Towers, if we're not mistaken), Hopper drinks a few shots of alcohol and starts making all sorts of discomforting comments. "You're so fresh, so clean," he hisses. "...you know what they say about little girls, don't you? They never forget their first kiss from a lizard..."

Just when we thought the scene couldn't possibly get any creepier, Koopa lolls his long, lizard tongue around suggestively, while the princess looks on in horror. It's likely that Samantha Mathis didn't have to pretend to be frightened in this scene.

Yoshi Is Stabbed

As if Dennis Hopper's CG-assisted seduction of Princess Daisy wasn't enough to freak out the under-10s in the audience, a late scene in which the princess is attacked by a knife-wielding Lina (Fiona Shaw) would probably have had them weeping into their popcorn. As Yoshi helps Princess Daisy escape by tripping up Lina with his massive tongue, the latter stabs the poor little creature in the back.

It's a surprisingly cruel moment, even leaving aside the fact that, in one of the weirder collisions of pop culture, it's Harry Potter's Petunia Dursley sticking a knife into one of video gaming's most adorable characters. It's a bit like seeing Jon Pertwee setting fire to Bagpuss, or Sean Bean throttling E.T.

Mario and Luigi Go to a Nightclub

It used to be an unwritten rule in the 80s and early-90s that all films had to contain a scene set in a strip joint or seedy nightclub. True to form, Mario and Luigi put on a pair of gaudy suits and head to a dingy night spot, where scantily-clad dancers cavort to the Divinyl's cover of "Love Is the Drug."

As if all the leather and tights weren't incongruous enough in a family movie, we're then treated to the edifying sight of Mario doing the bump n' grind with Bertha, as he attempts to seduce her into giving up the meteorite fragment/necklace thing she stole earlier.

If the scene has a decidedly kinky, 90s vibe as it stands, an earlier cut of the nightclub sequence would have seen Iggy and Spike clamber on stage to perform a rap song. A production photograph shows actors Richard Edson and Fisher Stevens joined on stage by a dancer in a decidedly PG-13-unfriendly outfit - which is possibly why the scene was cut. In case you were wondering what the rap was like, here's a sample of the lyrics, courtesy of SMB Movie:

Well, we just met two plumbers who had an idea.
They showed us the light and new frontier.
Mario and Luigi - they know what's right.
We gotta take a stand and put up a fight!

Bob-omb Is Actually Quite Cute

In a film in which we've already seen Yoshi stabbed and Princess Daisy menaced by Dennis Hopper, we were beginning to wonder whether any of the video game series' childlike whimsy had survived the transition. And then, somewhere around the 80 minute mark, a Bob-omb shows up - and for once, it looks almost exactly like its counterpart in the game. It's simply a little wind-up bomb with eyes, and looks adorably hand-made - like something from a Michel Gondry film.

For a brief moment, as the little device trundles along the ground causing panic (its destructive power being far greater than its diminutive size implies), the sense of cruelty and cynicism lurking in the rest of the film briefly disappears. But then you happen to notice that the Bob-omb's wearing Reebok trainers...

There's a Cameo from the Super Scope

TheSuper Mario Bros. movie may have made only passing references to its video game source, but one particular Nintendo product did make a brief yet prominent cameo appearance. The Nintendo Super Scope was the company's next-gen replacement for its NES Zapper lightgun. Because of Nintendo's sensitivity over guns and violence, it decided to make the Super Scope look less like a pistol, and more like some sort of shoulder-mounted mid-point between a bazooka and a periscope.

This ungainly yet immediately recognizable peripheral appears in Super Mario Bros. as a devolution gun - a device which is used to turn a member of the Mafia into a chimpanzee in one scene, and Koopa into a puddle of primordial goo in another. Oddly, no one in the film mentions how annoying it is to have to fill the Super Scope (sorry, devolution gun) with six AA batteries, nor how sore their shoulder gets after wielding the thing for more than half an hour or so.

Okay, so this isn't the most remarkable point you could make about Super Mario Bros., but bear this in mind: the movie marks the first and only time Academy Award-nominated actor Dennis Hopper was spotted holding a Nintendo product. The scene illustrated above is also noteworthy for the repetition of one of the film's few potential catchphrases: "Trust the fungus!"

Lance Henriksen Shows up for Approximately Three Seconds

Super Mario Bros. opens with a bizarre computer-animated sequence that set the tone for the whole movie. With a voiceover by Dan Castellaneta, it simultaneously introduced the notion of an alternate universe full of dinosaur/human hybrids, and also left audiences wondering if they'd showed up for the wrong picture. (Legend has it that this opening scene was added at the last minute after executives worried that the film's premise didn't make sense.)

Fittingly, the movie ends in an equally bizarre manner. Throughout the last act, Princess Daisy has been pointing at a huge pile of fungus and goo, and insisting that it's her father. On our first viewing, we simply assumed she'd been drinking, but in the final scenes, we discover that Daisy's been telling the truth all along: as the now dead Koopa's spell is lifted, the pile of goo morphs back into the King, played by none other than Lance Henriksen.

Incredibly, this brilliant actor is given little more than one line of dialogue: "[Cough]. I'm back. I love those plumbers." Exactly why such a great actor was brought in for such a brief scene isn't clear - like the opening, the sequence was shot way after principle photography was finished - but it's possible that Super Mario Bros. filmmakers thought Henriksen might make a bigger contribution to the sequel.

With the movie's producers clearly expecting lots of money to be made, Super Mario Bros. ends on a cliffhanger; Princess Daisy comes bursting into Mario and Luigi's apartment dressed like Ripley, triggering the start of another adventure. Needless to say, that next adventure was never filmed - which is probably just as well. With the production of Super Mario Bros. proving to be such a nightmare, Bob Hoskins may have been difficult to coax back into the role. It's perhaps fair, then, to give him the last word about the whole ordeal.

"The worst thing I ever did? Super Mario Brothers." Hoskins said in a 2007 Guardian interview. "It was a fuckin' nightmare."

Hitman Developer IO Can No Longer Make Kane and Lynch Games

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The studio's split from Square Enix left them with fewer properties to their name.

NewsMatthew Byrd
Nov 15, 2017

While most IO Interactive fans were just happy to hear that the studio retained the rights to the Hitman franchise following their split from Square Enix, it's recently become clear that the developers didn't get to hold on to all of their former properties. 

IO Interactive CEO Hakan Abrak revealed to Gamesindustry.biz that the studio "lost Kane & Lynch and Mini Ninjas in the divorce." It seems that Square Enix elected to hold those particular names or, more likely, always had the rights to them via some kind of agreement reached during their development. 

Mini Ninjas probably doesn't ring many bells in the minds of IO Interactive fans. It was an action/adventure title that focused on the cartoonish exploits of a group of ninjas. While not a particularly deep title, it was a fun little game that managed to win over a few people along the way. 

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Kane and Lynch, though, probably does sound familiar to a great number of gamers. This infamous series saw two violent men engage in a series of heists, odd jobs, and missions of revenge. It was cruel, it was dark, and it sported some great ideas regarding co-op gameplay. Mostly, though, Kane and Lynch is remembered as the game that likely got former Gamespot writer - and current Giant Bomb editor - Jeff Gerstmann fired. The rumor at the time was that Gerstmann's 6.0 score of the original Kane and Lynch did not make the game's publishers happy. 

What's strange about these two properties is that it's hard to imagine that Square Enix is eager and willing to produce a sequel to either of these games anytime soon. Perhaps more so with Kane and Lynch, but we'd again suspect that they retained these rights because of some old deal between the two parties. 

As for IO Interactive, they're quite pleased with their new arrangements. 

"This has been a genuine watershed moment for us," said Abrak. "Just like our games, it can be challenging at times, but now we're in control of what we do next and that's quite satisfying. Being independent means we don't have to do things the way we've done them in the past...We can be more open with what we say and what we do. In other words: expect less corporate-speak, and more heart."

New Book Reveals Cancelled Freddy vs. Jason Video Game

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The film's trip through development hell spelled the end of Freddy and Jason's journey ow through Hell.

NewsMatthew Byrd
Nov 15, 2017

2003's Freddy vs. Jason had to endure years of development hell before it finally made it to the big screen. The film's full journey to the big screen is told via a new book from Dustin McNeill, Slash of the Titans

In that book, McNeill reveals that Freddy vs. Jason was supposed to be adapted into a video game called Freddy vs. Jason: Hell Unbound

Apparently, plans to make a game based on Freddy vs. Jason were in place as early as the late '90s. A small team of developers envisioned making a game that started off in the arcades and eventually went to the PlayStation 2, Dreamcast, and PC. It seems that later discussions also involved the Xbox as a potential Dreamcast replacement. David Bergantino - writer of several novels based on the Nightmare on Elm Street series - was heavily involved in the creative process since the very beginning.

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Bergantino imagined a game in which Freddy and Jason have both gone to Hell following the events of the movie and would be forced to battle their way out in order to fulfill a vision of victory that Satan had shown them. Each stage would have likely ended with the player facing off against a version of the character they didn't choose (Freddy or Jason). For instance, Freddy might have to battle the version of Jason from Friday the 13th Part II and Jason might have to fight a snake version of Freddy. 

It seems that the designers' grand plans for the game involved a multiplayer element. Obviously, two players could jump into the game as Freddy and Jason, but there were even plans in place for a very ambitious 50+ person multiplayer mode that would have taken advantage of PC gaming's online capabilities. The idea was that every player could assume the role of a different version of Freddy or Jason. 

You've no doubt noticed by now that this game never came to fruition. Well, that seems to be because it took way too long for the movie to finally make its theatrical debut. Quite hilariously, though, it seems that the game's final roadblock were several concerns that arose in 2001 regarding the game's emphasis on killing humans. It was believed that kind of content might not fly. 

That same year, Grand Theft Auto III came out and pretty much re-wrote the book on what was acceptable in gaming. 

EA Teases New Action Game

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Following the cancellation of Visceral's Star Wars game, EA teases a new action game in the works.

NewsMatthew Byrd
Nov 15, 2017

EA Motive is reportedly working on a new action-adventure game that will be quite unlike anything we've seen before. 

This news comes to us from EA's CFO Blake Jorgensen. In an interview with Gamesindustry.biz, Jorgensen commented on the project that EA Motive has been working on as of late.

"We have a team in Montreal that is building a brand new action franchise, probably for our Fiscal [Year] 2021 that also looks fantastic and very exciting," said Jorgensen. "A new game, with a lot of new interesting gameplay that I don't think anyone's ever seen before."

The current theory is that Jorgensen is talking about the Assassin's Creed-style game that Motive has apparently been working on for the last couple of years. It makes sense that EA Motive would develop such a title given that the studio was founded by former Ubisoft executive and Assassin's Creed producer, Jade Raymond. Raymond is reportedly heading up a team that currently involves almost 70 industry veterans and other skilled developers. 

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According to Jorgensen, EA Motive's work on this action-adventure title is merely the beginning of the publisher's plans to start producing more action-heavy titles. 

"Action is clearly the place we're missing the most and the reason we're building [Bioware's] Anthem and [Motive's] new title," said Jorgensen. "That's the largest sector in gaming. It's one we haven't spent a lot of time in because we were so focused on sports and first-person shooters. We feel like there's a huge opportunity there."

The distinguishment between action and first-person shooters is a particularly interesting one as it seems to suggest that Motive's title - and possibly BioWare's Anthem - will be more in-line with adventure titles. Of course, it's currently believed that Anthem is more of a Destiny-like experience that will incorporate multiplayer elements. 

That still leaves us with some questions regarding whether or not EA might be treating Motive's title as a replacement of sorts for Visceral's recently canceled Star Wars project. Will it be a narrative-driven action/adventure experience, or will it further EA's seeming desire to implement more multiplayer elements - and microtransactions - into their games? 

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