Weekend Box Office

WEEKEND TOP 5 STUDIO ESTIMATES, JULY 4-6, 2008

Rank. Movie Title (Distributor)
Weekend Gross | Theaters | Total Gross | Week #

1. Hancock (Sony / Columbia)
$66.0 million | 3,965 | $107.3 million | 1

2. Wall-E (Buena Vista)
$33.4 million | 3,992 | $128.1 million | 2

3. Wanted (Universal)
$20.6 million | 3,185 | $90.8 million | 2

4. Get Smart (Warner Bros.)
$11.1 million | 3,574 | $98.1 million | 3

5. Kung Fu Panda (Paramount (DreamWorks))
$7.5 million | 3,347 | $193.4 million | 5

Fractured Q&A

How long is the Fracture single player campaign going to take to complete? And, what will the pace of the game be (like Halo with long chapters or Farcry with frequent saves)?

We’re estimating that the average campaign play through will take around 10 hours. The game is broken up into three acts that are made up of smaller missions. Fracture is very fast paced and designed to pull the player through to the end of each act, but we have an auto-save system to make sure that you can leave the game and come back without loosing your progress.

Is Fracture going to feature a cover system like those in Gears of War or GTAIV?

Terrain Deformation (TD) puts in a new twist on the cover system concept. Players will be able to use their grenades and Entrencher to create cover for themselves on-the-fly, when and where they need it, anywhere on the battlefield. Players will be able to create large hills to hide behind, or dig themselves foxholes to advance on the enemy.

What game types will Fracture feature in online multiplayer? Is it all going to be Team Deathmatch type games or are there going to be some objective-based games as well?

We are planning a variety of game types for multiplayer such as Free-for-all and Capture the Flag. The inclusion of terrain deformation in multiplayer has allowed the addition of unique game types and “TD Twists” to the gameplay modes that players are familiar with.

What type of customizable features are there going to be for online and single player modes in Fracture, i.e. Can you customize your armor colors?

While there won’t be any character customization in the single player campaign, players will be able to choose from several options to tailor multiplayer matches. Players can choose to play as either Pacifican or Atlantic Alliance, and will be able to customize weapon, grenade, and augmentation options for the matches.

Will there ever be times during Fracture where you will need to switch between 3rd and 1st person views — such as when you are sniping? Fracture will feature a Sniper Rifle…right?!

In addition to a sniper rifle, there are several weapons that allow you to zoom in to a 1st person-like view, but the camera in Fracture is always 3rd person.

Will there be an online Public Beta Test for Fracture (like Halo 3)? Or, will there be a demo available on Xbox Live?

Currently, we don’t have plans for a Public Beta Test, but we will be releasing demos for both the 360 and PS3 versions of the game.

In Fracture, are the Pacificans really going to be just “the bad guys”? Or, is there more to that story?

Fracture’s story sets the Pacificans up to be the bad guys primarily because their leader has gone off the deep end and is trying to take over the world. However, not all the Pacificans you will encounter in the game will be crazy, power hungry bad guys. Additionally, in multiplayer, you can play either the Alliance or Pacificans and decide who the real “bad guys” are.

Why don’t any of the Atlantic Alliance soldiers have helmets? Or, are their heads made of reinforced titanium alloy?

Most of the Atlantic Alliance soldiers do actually have helmets. The main character Jet doesn’t have a helmet, and his head is not made of titanium, but his overbody shield protects him from damage. We also felt like showing Jet without a helmet helped the player identify with the character on a human level.

In Fracture, there is a girl in the characters section. Is there going to be romance in Fracture? (please say no, please say no).

I’d say Fracture is about 90% romance and 10% action. Just kidding! However, there are a couple of female characters, but with everything else going on in the game, there’s no time for romance.

Is Jet Brody going to have personality/opinions? Or, is he the next master chief?

Jet does have a personality and opinions. He’s kind of a reluctant hero, but, ultimately, he’s the only guy who can get the job done, and it’s up to the player to decide exactly how Jet goes about completing his mission.

Will Fracture have Xbox Achievements and Playstation Trophies?

Fracture will have Xbox Achievements. We really wanted to include Playstation Trophies as well, but since they’re relatively new, we weren’t able to support the trophy system in time.

Are there any plans for download content (DLC) for Fracture after the game is released?

We’re keeping our options open for downloadable content, but at this point in time, we don’t have any definite plans.

Will Fracture be available for the Wii? Why not?

Unfortunately, there are no plans for a Wii version of Fracture at the moment. We felt like the best way to do what we wanted to do with the game and showcase our Terrain Deformation tech was to focus on the 360 and PS3.

What is the planned rating for Fracture? E, T or M?

Fracture will have T rating in the US.

Wanted

wantedWesley Gibson (James Mc Avoy) is a man with issues. He toils away in his office cubicle taking countless amounts of grief from his boss and lamenting the fact that he has gone nowhere with his life. As if this was not bad enough, his best friend is having an affair with his girlfriend, and he has a standing order for anti anxiety medication to deal with his frequent flare ups.
One day while waiting in line for his prescription, Wesley encounters a very attractive lady, and before long, is in a world gone mad as a violent gunfight has erupted all around him. As he attempts to flee the scene, the mysterious woman comes to his aid and whisks him away in dramatic style only to thrust Wesley into a frantic chase through the city streets as they attempt to escape from their mysterious attacker.
Eventually Wesley learns that the woman is named Fox (Angelina Jolie), and that he has been recruited to join a secret society known as The Fraternity.
At first awash in disbelief, Wesley is told that the man who tried to kill him also killed his father. Wesley had thought that his father had abandoned him at childhood and despite initial reservations, joins the group.
Under the leadership of Sloan (Morgan Freeman), Wesley begins to train and learns that he is part of an elite assassin’s guild and has abilities that go beyond the powers of normal men. As the training progresses, Wesley changes from the docile offer drone to an efficient and deadly adversary who is capable of killing with a variety of weapons.
Wesley will soon have to use all of his training and abilities to the fullest extent as the action switches into overdrive leaving a path of death and destruction as this bloody tale of revenge unfolds.
In the new movie “Wanted” Director Timur Bekmambetov, the guiding power behind the highly successful Russian Vampire “Day Watch” trilogy, has crafted a sleek action film that pulls no punches. From edge of your seat action and stunts to graphic violence, the film is a ballet of bullets and blood that mixes in equal amounts of humor with solid FX in a winning formula.
The leads work well with one another, and the story and characters are a cut above the standard genre staples. While the film does drag in the final third, it recovers nicely to conclude with an action filled finale as well as a few unexpected twists.
Angelina Jolie does well with a very physical role as does McAvoy who shows that he is a talent to be watched. The film is based on a graphic novel and as such has a distinctive style that mixes the real world with the unknown to help illustrate the transformation of Wesley from doormat to deadly weapon. The FX is solid, though at times the bullet time may seem a bit repetitive after you see it a few times. That being said, “Wanted” is a solid action film that is not afraid to take chances and step outside the box.
4 stars out of 5


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WALL-E

wall eBy Gen

To be honest, I didn’t put much faith in a movie about a robot who could only say, “Wa-AA-lleee….” Especially one that’s been by himself for 700 years. Then again, the last Pixar release of talking machines wasn’t exactly a stellar production, either. Give me talking rats or talking fish, at least they had personality. But talking cars? C’mon, now. But maybe Pixar learned from its mistake of verbosity in Cars and decided limited dialogue would bring back the luster of Pixar’s blinding three dimensional success. If that’s how WALL*E came about, then kudos to Pixar. WALL*E not only kept me fascinated, it made me giggle throughout and left me sighing.

In this new offering from the same team who brought you Finding Nemo, The Incredibles and Ratatouille, Earth is a virtual wasteland, and no longer inhabited by humans. The humans are all aboard a space colony called Axiom, pampered and waited on in robot-assisted existence. Left behind is WALL*E, a hardworking Waste Allocation Load Lifter – Earth class robot, has done what he was programmed to do, compact trash and stack it neatly, cleaning the planet one trash cube at a time. Apparently the passing of years all alone has given this clunky, rusty, dented and creaky machine, time to develop a sense of curiosity, a playful personality, and a love for “Hello, Dolly” showtunes and choreography. His best friend is a cockroach, he’s managed to amass a treasure trove of junk, is seemingly content, albeit lonely.

Then along came EVE. A sleek, state-of-the art egg-shaped robot deposited on earth by an Axiom spacecraft to scan its surroundings as an Extra-terrestrial Vegetation Evaluator. WALL*E is instantly enthralled and admires EVE’s speed, versatility and gracefulness from a tentative distance. She exudes efficiency and focus and comes with a laser she’s not afraid to use. EVE has a classified directive and WALL*E, after he’s overcome his fear of her laser, befriends her and inadvertently helps EVE achieve her goal. EVE has to return to the Axiom to report her findings, but WALL*E is desperate to build on this new found friendship. Who can blame him? If you’d been alone for 700 years, wouldn’t you be reluctant to say good bye to a new friend? So WALL*E becomes an accidental tourist of the galaxy, embarking on a thrilling adventure that makes him an anxious stowaway aboard a ship of advanced machines and lazy humans.

Under the direction of by Academy Award(r)-winning writer-director Andrew Stanton, the gifted storytellers and artists who brought charm and innovation to The Incredibles and Ratatouille, elevated their game by enabling WALL*E to convey in beeps and tones and soulful eyes a gamut of emotions that captivates the viewer. Limited dialogue was definitely on the menu, at least between robots. Which makes WALL-E all the more enchanting. It’s up to the viewer to draw on simple exchanges and the robots’ varying intonations of each other’s names to interpret their growing affection for one another.

With its breathtaking animation and deft rendering of heartwarming characters, CGI-animated features don’t get much better than this.
A fantastic voyage with an eco-friendly warning wrapped in a poignant love story, WALL*E restored my faith in Pixar’s well-deserved, acclaim.

4.5 out of 5 stars.

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The Big Names in Gaming are coming to PAX

The organizers of the fifth annual Penny Arcade Expo (PAX) today announced key details of the upcoming gaming festival, to be held Aug. 29-31, 2008 at the Washington State Trade and Convention Center in Seattle.

This year’s exhibit floor will offer PAX attendees hands-on time with highly anticipated games and products from more exhibitors than ever, including Microsoft, Sony, Nintendo, EA, Activision and Ubisoft (see below for a complete exhibitor list). In addition to seeing a massive number of pre-release games on its show floor, attendees can expect a bevy of panels, the Omegathon gaming competition, tournaments, and more. First details of PAX 2008 programming include:

- The ECTO-1, of Ghostbusters fame, will be on display for all three days of PAX
- The PAX 10 independent games showcase, to thrill and delight you
- Two nights of music that will almost certainly change your life

“We nearly doubled our exhibition hall and added another 80,000 square feet of content overall, so the show is going to be pretty amazing this year,” says Penny Arcade’s Robert Khoo. “You should come. I think you would like it.”

Complete List of PAX 2008 Exhibitors:

- 1up.com
- 2K Games
- Activision
- Antec, Inc.
- Astro Gaming
-The Behemoth
- Bethesda
- Bioware
- Blizzard
- Brawndo
- Bungie
- CCP/Whitewolf
- CDV
- clubNAMCO.com
- Cogswell Polytechnical College
- Cryptic Studios
- D3P
- Destineer
- Dolby
- EA Mythic
- ECA (Entertainment Consumer’s Association)
- Electronic Arts
- Fantasy Flight Games
- Flying Frog Productions
- Flying Lab Software
- Foundation 9 Entertainment
- Game Publishers Association
- Gamecock
- GameTrailers
- Garage Games
- Guildhall at SMU
- Harmonix
- Hothead Games
- Hudson
- Indiecade
- Intel
- ITT Tech
- Klei Entertainment
- Media-blasters NYC
- Mega64
- Meteor Games
- Microsoft XNA
- Microsoft
- Midway
- Namco Bandai
- NCsoft
- Nintendo
- Nokia
- Patriot Memory
- Pegasus Publishing
- Pink Godzilla
- Plantronics
- Privateer Press
- Razer
- Rockstar
- Roosterteeth.com
- Sierra/Vivendi
- Sony
- SouthPeak Games
- Stardock
- Sumo Lounge
- Telltale
- THQ
- Tinderbox Entertainment
- Tritton Technologies
- Turbine
- Ubisoft
- Udon Entertainment / Oni Press
- Upper Deck
- Vivox
- Wizards of the Coast
- Zenimax

Crash: Mind Over Mutant Q&A:

Answered by: The Radical Team!

Is there really going to be online play in Crash Bandicoot: Mind Over Mutant?

Um, no? Was that a trick question? Who said there was? They shall be forced to eat 100 wumpa fruits and drink 100 wumpa whips while doing the Crash dance. Seriously, we are looking to find the best application for Crash online in the future, but not in MoM. We believe there are a lot of people who like playing Crash Bandicoot multiplayer together in the same room. To have any chance of online in the ever-so-brief Mind over Mutant development schedule, we would have had to sacrifice coop play, and that’s not a sacrifice we believed our players would want to make.

In Crash Bandicoot: Mind over Mutant, will Cortex be really evil like he was in the original Crash 1 and 2?

Absolutely, he’s in charge and gloriously, indeed pointlessly evil in this one. For too long he’s been sort of hanging out with other villains and not acting like that’s his N on all the evil lairs. He’s just as big a part of the franchise as Crash and it’s time people remember it! People like you! And I suppose Crash too.

When are we going to learn more about N.Brio? (And could you please reveal one of his quote’s so I can put it in my signature?)

Well, I suppose you’ll learn something the very moment you start the game. N.Brio’s a classic Crash character so were very mindful about re-introducing him to the story. It had to make sense and be true to all the various insanities he’s known for. N.Brio after all is the guy that really invented everything! Cortex’s whole life is an evil sham based on N.Brio’s hard work. Now then, you want a quote do you?

N.Brio: Well you were wrong and I was right! As right as Betamax!

Is Dingodile going to be in the new Mind over Mutant? What about any other old characters?

Oh Dingodile! That character is like the white whale in my life. I really want to do him but I want to do him properly. He was almost in this game but to do him I would have really short changed the other characters. I mean it’s easy to get the humour right with him but everything we know about him suggests a lot of gameplay opportunities and difficulties we’d then pick up as well. I’ll keep pushing to get him in and his fans can keep writing letters asking for his inclusion until eventually we reach some sort of mutant crocodile tipping point.

Will the Playstation 2 version of Mind over Mutant have a lot of content removed? Any examples of how it will be different?

Very little content was removed actually. The only thing we weren’t able to squeeze into the game was Coco as the second playable character in coop mode. It’s not her character model that’s the problem, but animations. To make Coco believable as a platforming, fighting character we felt she needed her own combat style and moves. It would have looked too weird if she moved the exact same way Crash does. And so she has her own animations. She looks great, but animations take a lot of memory. There’s not much you can do in code to compress them either.

Will Mind over Mutant feature a “battle tutorial” where Crash could use Mario as a punching bag? With realistic noises and sounds. Such as…” Mama Mia, I suck!”

Ha ha, that would be great. And I personally would love to be sued by a large corporation with unlimited resources – what could be more fun than that? We do have a battle tutorial though, just not with your favorite plumber. It will teach you how to break enemy blocks (as in CoTT) but more importantly trains you how to do Crash’s new counter attacks.

What sort of game is Mind over Mutant? Is it mostly a platform game, a fighting game, or a little bit of both?

Can I say “Action/Adventure” without being too generic? :-) There is combat, but much less of a dominating force as it was in CoTT. Much more platforming not just for Crash, but through the creature’s unique abilities too. Our goal was a 50/50 split this time and I think we’ve come close to achieving that.

Will there be some sort of replay value besides the rewards and achievements in Mind over Mutant?

Personally I find the biggest replay value is in maxing out the upgrades for all creatures. After you’ve beat the game, you can continue to make your mutant’s stronger (it’s easier in fact, since a number of cheats become available at that point).

Spyro The Dragon: Dawn of the Dragon Q&A:

Answered by: Mike Graham, Associate Producer, Sierra Entertainment

Why was Etranges Libellules selected for the latest Spyro adventure?

Etranges Libellules had caught our attention when they released “Arthur and the Invisibles” (based on the movie). We were all very impressed with the artistic style and the visual quality that they were able to achieve on the PS2. Based on their prior experience with platform adventure games, we knew they would be a good fit. But at the time, we were waiting for a few decisions to be made regarding Spyro, and weren’t really sure when we would be able to release the final chapter in the “Legend” trilogy. It just so turned out that the timing was perfect. The call was made for a 2008 next-gen release and they had a team ready to hit the ground running. It became very clear early on that they were all very passionate about making great games, and we knew were onto something very special.

Will this be the last Spyro game or are there plans to make more after this finale?

Without a doubt, there will be more Spyro games in the future. The entire purpose of the trilogy was to re-establish the characters and the world in a way that would allow for growth and expansion. We’ve only scratched the surface.

Will there be any other playable characters in The Legend of Spyro: Dawn of the Dragon?

Spyro and Cynder are the only playable characters in Dawn of the Dragon. This is a story about dragons after all. More specifically, this is a story about Spyros destiny and a story of Cynders redemption. We wanted our main characters to have a lot of abilities and really be the stars. Often times, when more playable characters are introduced, you end up having to spread the time and effort across so many mechanics, that the end result feels diluted and simple. We chose to focus all of our efforts on giving players a deeper experience with the two main characters.

Will the Spyro’s moves be a bit more diverse than those in The Eternal Night?

The ability to fly alone has totally opened up Spyro’s move set. I really can’t wait for players to get their hands on it. It feels very fantasy and magical to fly and glide on the air. But that aside, Spyro’s elemental abilities are much more diverse than they were in “The Eternal Night”. Plus Cynder has all new elements that have never appeared in any Spyro game.

How long is The Legend of Spyro: Dawn of the Dragon going to be?

Seeing as how we aren’t finished with it yet, it’s hard to estimate how long the game will end up. We’ve taken a “best of both worlds” approach in terms of level design to allow player to play the game at their own pace. We have way more hidden gems and collectible items than any of the previous games in the trilogy. Not all of them are necessary in order to progress, but they certainly help. Any player that wants to blast through the game as fast as they can are certainly welcome to try, but it will be much more challenging for them. Players that take their time to explore will have an easier time in the end.

What exactly do we mean by the element “fear” for Cynder? I’m imagining moves that scare the daylight out of enemies to send them running or freeze them to the spot.

Part of the inspiration for FEAR came from a various popular fantasy books – such as Dragon Lance. Dragons give off Dragon Fear, which frightens anyone in the vicinity to near paralysis. There are a lot of really interesting magical abilities that some of the darker dragons have, not just in that series, but in many fantasy books that deal with dragons.

Is it going to be harder to power up your moves in The Legend of Spyro: Dawn of the Dragon?

Powering up Spyro and Cynder’s elemental abilities will function similarly to the way it has in the first two games of the series. But that’s not to say it will be easy. A large amount of spirit gems (experience points) will be hidden in gem clusters throughout each level so players aren’t just blasting through everything and getting too powerful. In addition to elemental upgrades, we have included a lot of health and magic upgrades, as well as armor pieces. Each armor piece has an impact on your character. Some pieces increase your attack speed, some reduce damage – there’s quite a diverse list of armor that players can equip once they are found.

Will the levels in The Legend of Spyro: Dawn of the Dragon be larger than in previous games?

Not all of the levels are the same size. Each area in the game is the length and size that we felt they needed to be in order to maintain the proper pacing for the story and gameplay. Having said that, we do have quite a few areas that are very large – much larger than anything we have done in the series so far.

What’s the purple bar between Cynder and Spyro on the HUD?

The purple bar that has been seen in a few screenshots is a rough (not final) version of the Fury Meter. Furies will be slightly different in this year’s game. We like the presentational aspect of furies – it’s neat to see a buildup and a massive explosion of magic and energy. We just wanted the aftermath to be more interactive. So now furies will temporarily give Spyro and Cynder special powers.

Can you use Cynder to play the entire game?

Yes, players can choose to use either Spyro or Cynder throughout the entire game. Of course, there are some areas in the game where the player will need to use an ability of one of the dragons in order to advance, but aside from those instances, it’s really up to the player.

World of Warcraft Jam Comes to Guitar Hero III

Combining the best selling game of 2007 with the world’s most popular massively multiplayer online role-playing game, Blizzard Entertainment®’s World of Warcraft®, players across the globe will soon be shredding to a free downloadable track for Activision Inc.’s (Nasdaq: ATVI) Guitar Hero® III: Legends of Rock.

World of Warcraft players will remember the hit “I am Murloc” as the tongue-in-cheek tribute to the beloved race of fish-people by Blizzard Entertainment’s house band, Level 70 Elite Tauren Chieftain. The thrash metal-style song debuted to delighted attendees at Blizzard Entertainment’s BlizzCon™ 2005 gaming convention in Anaheim, CA.

Rock stars will be able to rip it up to “I am Murloc” by downloading it on Xbox LIVE® Marketplace for Xbox 360® video game and entertainment system from Microsoft and the PLAYSTATION®Store for the PLAYSTATION®3 computer entertainment system starting on June 26, 2008 in advance of the 2008 Blizzard Entertainment Worldwide Invitational held in Paris, France June 28 and June 29.

Site Updates

Hello All!!

We are almost done with all the updates. We still have some links, colors, and a few tweaks to do, but enjoy the site. Also, you can reach me at gareth@nwlink.com

We will have the contact us link up soon.

Josh Peck and Director Jonathan Levine for The Wackness

Wackness Recently I got the chance to interview writer/director Jonathan Levine and Josh Peck about their new film “The Wackness” which takes a nostalgic look at early 90’s New York and the vibrant music of Hip Hop as it tells a touching and at times funny look at love and coming of age.

GVK: What attracted you to the film?
JP: I liked the fact that it was about the People Generation and beyond. I am also a big fan of early 90’s Hip-Hop and any reason not to be a waiter was fine with me.
The part jumped off the page at me and I liked that Luke had a weakness to him as well as a lot of truth and honesty to the character as well as the New York Setting.

JL: It was a favorite era of mine and as a white guy who loves Hip-Hop it really gave me a chance to look at the era in which I grew up in and the changes that were happening in New York and the world as well as include some great music and a real emotional truth to the story and characters as well as work with some great people.

GVK: What sort of preparations did you do for the film and what were some of the key moments of the times that you wished to capture?

JP: I studied the nuances and speech of the character as well as the real essence of who the cat really was. He used a lot of slang from the time such as “mad crazy” and had a real sick hair style.
JL: I looked back at the key 90’s moments such as the death of Kurt Cobain, the O.J. Trial, as well as the 90’s moments like the rise of Rap and my days in school and saw how it was a real era of change in society.

GVK: What do you hope that audiences will take away from the movie?
JP: I hope they will be entertained and laugh as well as have been inspired to think. Also I hope they remember a summer like the characters had in the film and get a sense of nostalgia.
JL: I hope they will not be bored and that they do not fall into the grid of the usual summer movie garbage, the big budget bloated films, and have a great time and enjoy the characters and music.
GVK: Final question, what do you think Luke would be like today?
JL: (Laughs), I would like to think he is a right minded well adjusted person who a bit more advanced in technology. He is not using a pager but has moved on from a Walkman to an I-Pod.
JP: I think he would be a person who still loves Hip-Hop and is a real well-adjusted weed smoker with a very hot wife and funny kids who supports Obama.


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Olivia Thrilby Talks about The Wackness and Juno

otRecently I got the chance to interview rising starlet Olivia Thrilby about her new film “The Wackness” as well as her time on the smash hit “Juno”. Olivia was kind enough to let us take a look inside the creative process of how she created her character Stephanie and what makes her tick.

GVK: What attracted you to the film?

OT: The script, and the fact that it was very New York centric. Jonathan also wrote a terrific script and the characters were very unique.

GVK: What did you do to prepare for playing Stephanie and how much of her is the real you?

OT: I was given a mix tape by Jonathan and watched a lot of Taxi. The tape was mostly 90’s anthems and I based a lot of Stephanie on myself. I gave her more ego and smugness than she had in the script, but she has those qualities.
I also remember the changes in the city during that time as there was a new Mayor and a real effort to clean up the city. I was only 8 in 1994, but I grew up in the area and remember that it used to be a very dirty city.

GVK: What are some of your favorite memories from the film?
OT: The music, and there was the scene with Josh shortly following being bailed out from jail. There was Manhattan and Mulberry Street and I just loved being there as it was very close to where I grew up and it was exciting to be making a film there.

GVK: What sort of music do you listen to?

OT: I love Jazz, old Hip-Hop and Indy Rock. Artists like My Morning Jacket, Modest Mouse, and I am so happy that D’Angelo is finally making a new CD.

GVK: What do you hope that audience will take away from the film?
OT: I would hope they would get that addressing your pain and not ignoring it is the key. It never works to skirt around the issues and you should address pain. I also hope people feel good after seeing the movie and enjoy the comedy, and get a desire to dig out some old cds.
GVK: Final question, did you have any idea when you were making “Juno” that it would take off like it did and become such a huge hit?
OT: Not at all which was a good thing as had we known what was to happen we would have been much more nervous and it would not be as fun to make as it was.


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American McGee Talks Grimm and The Alice Movie

GrimmRecently I got the chance to speak with American McGee, who not only helped create the classics Doom, Doom 2, Quake, and Quake 2 as well as the macabre Alice and the pending Grimm. I want to thank America for taking the time to answer our questions as well as Wendy for making it happen. The game is due to ship on July 31st on Gametap.com

GVK: What is the background and setting for the Grimm and how is it similar and different from Alice?

AM: The backgrounds and settings in Grimm vary from episode to episode. Each new episode is based on a different fairy tale – presented by the main character “Grimm”. In every episode he presents a puppet theater of the current-day “light” version of the tale. He then invites you to help him return the tale to a form closer to the original – darker, meaner, and more informative. When finished he presents the “fixed” version in another puppet theater.

Throughout our 24 episodes we visit well known tales from The Brothers Grimm, but also from interesting places like Chinese and Greek mythology. Each new episode contains tons of unique new assets, a complete presentation of a fairy tale along with beautiful music, high quality VO, and other bits of fun content.

In comparison to Alice – there really is no comparison other than the fact that both games use are based on fairy tale stories.

GVK: What can you tell us about the A.I. in the game and how it different from other games in the genre?

AM: There are no “other games in the genre”. Grimm defines a unique genre… maybe call it a “transformation game”. I’ve heard the designer of Katamari Damacy describe the core design philosophy of that game as “rolling”. Along those lines I’d describe the core design of Grimm as “transforming”.

For the game’s NPCs and AI – there are characters interacting with you in the world, but they only serve two purposes: communicate the story and try to stop Grimm from turning their world dark. Wherever you go your actions impact the world they live in, and they try to resists by literally “cleaning” the darkness you are spreading.

GVK: What are the advantages and disadvantages in releasing a game in episodic format?

AM: So far we’re uncertain about the advantages of releasing in an episodic format. Grimm will represent the first “true” episodic game – in the sense that new episodes come out, like television series, once per week in a pre-defined time slot. My feeling is that the size of our episodes (designed to be played in :30 minutes) and the regular release schedule will attract and retain an audience in a new (and hopefully better) way. It’s a grand experiment – we’ll only know the outcome once episodes start being released on July 31st.

That being said, we have found tremendous value in episodic development. Unlike traditional development where everyone is working to put 12+ hours into a fully functioning “whole” state and ship that inside single box, episodic development forced us to break things into more manageable chunks. That means that there’s little room for things to go wrong or schedules to slip without immediately seeing it. The development process is much easier to steer. The analogy I think of is piloting dozens of individual speed boats as opposed to a massive super tanker.

GVK: The scope of the game sounds amazing. What are some of the biggest obstacles you see in creating the game and what are your biggest goals for the game?

AM: We’ve already overcome all our major obstacles! But there were some pretty big ones. In the past 1.5 years we’ve grown a new studio from 2 people to over 55. We built a new studio in Shanghai, China – something that presents major challenges in itself, trust me! We’ve established a unique and compelling new game play concept, main character, and art style. And we’ve managed to build a highly efficient development model that has resulted in a very smooth production: no missed milestones, no budget overruns, and no loss in quality or fun. Oh, and best of all… we’ve never had a single crunch mode.

Our biggest goals? We really wanted to build something different. Not just the game, but the studio and its culture as well. I think that with all the goals we set for ourselves we’ve succeed. That success owes a lot to the opportunity that GameTap gave us, the talented people who joined the team from around the world, and our dedication to “doing it right”. We got really serious about process, best practices, and quality – and it has paid off in a big way.

GVK: What are some of the Fairy Tales that will be featured?

AM: The Brothers Grimm published more than 200 tales in all, so the first eight episodes will feature some tales most people are familiar with, Beauty and the Beast and Little Red Riding Hood, but we will also have some lesser known tales like The Girl Without Hands and A Boy Learns What Fear Is.

July 31 A Boy Learns What Fear Is
August 7 Little Red Riding Hood
August 14 The Fisherman and His Wife
August 21 Puss In Boots
August 28 The Girl Without Hands
September 4 Godfather Death
September 11 The Devil and His Three Golden Hairs
September 18 Beauty and the Beast

GVK: What graphic engine is the game using, and what does it allow you to do that is new to the genre?

AM: We built the game with Epic’s UE3 engine. I think that officially makes Grimm a “next gen casual” game. Working with the UE3 toolset was a real pleasure. We initially tested a number of engine solutions, but found that UE3 had the best core tools, renderer, support, documentation, and talent base. It allowed us to prototype quickly and focus on core mechanics – something critically important when trying to nail an innovative art style and game mechanic.

A lot of what we did “new” with the engine actually involved simplifying things that are considered normal in next-gen games these days. For instance, our art style called for a story-book flatness and chunkyness to the characters and objects in the game. That meant that high-tech lip synching and facial animation (something UE3 does out of the box) would be out of place… so we had to effectively “dumb down” the facial animation system to achieve something closer to a South Park style of facial animation. Tim Sweeny (the lead engineer on UE3) probably wouldn’t be impressed.

GVK: What can you tell gamers about the control system in the game?

AM: Because we wanted to make sure that even the most casual gamer could enjoy Grimm we designed the controls to be super simple: everything on a two-button mouse. You can also combine mouse with keyboard or use a gamepad. Either way, the controls boil down to run, jump, and a “buttstomp” attack. As you run around you level up by converting more and more things from light to dark. The higher your level, the bigger the things you can convert, the faster you run, and the higher you can jump. Sounds overly simple, but once you start playing it is highly addictive.

GVK: What can you tell readers about the score of the game as I would think that the right music and sounds are essential to set the mood for the game.

AM: The score and sound effects were all created in-house by our composer/sound engineer Jason Tai. He brought a wide mix of styles and influences to the process of composing Grimm’s music. It suits perfectly the wide range of narratives, characters, and locations you see in the episodes. He also handled creating all of the game’s sound effects in-house. And we recorded some pick-up VO at our in-house sound studio.

The game’s main character Grimm is voiced by veteran VO actor Roger Jackson. Roger has previously lent his talents to cartoons like Power Puff Girls, movies like Scream, and video games like Sam & Max. He also did several voices for my own Alice game. Not only does Roger do Grimm’s voice, but because Grimm is presenting puppet theaters – Roger does Grimm doing the voices of all the fairy tale characters! Quite a feat – and he does an amazing job of it.

GVK: How do you balance action, story, and puzzle solving in a game like this and is there a temptation to prioritize one over the other?

AM: We did prioritize! Our focus was narrative, art, gameplay – in that order. Some people read that to mean that gameplay was the least important aspect, but that’s not how we looked at it. Our sense is that story and characters are what give life to the world, art is what draws you in, and gameplay of course is what holds you. We arranged our priorities in that fashion and the result is something we think is really compelling.

GVK: What can you tell the readers about the Alice movie and its production?

AM: I just did a detailed interview with Scott Faye, the film’s producer. I posted it over on my blog here: http://www.americanmcgee.com/wordpress/2008/06/20/american-mcgees-alice-film-interview/

In the interview he answers questions about the film and its status.

Also be sure to check out all the cool Grimm content you can find on my blog and on the GameTap site: www.gametap.com/grimm

GVK: It has been said that Grimm will be available for X-Box live. Looking down the road do you see the PC as the preferred platform for your games or is the time of the console being the dominant platform approaching?

AM: I still feel very strongly that PC as a platform is excellent for innovative, smaller scale concepts like Grimm. And with a publisher like GameTap to help developers get their creative ideas built and to the market – it’s even more viable than ever. I’ll maintain my passion for PCs as long as there’s an audience, and the last time I checked, the PC gamer audience is bigger than all the console players put together. In all, not a bad place to be.


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Prototype FAQ

prtotypeGeneral Game Overview¬

As part of our coverage, here is the full FAQ for the pending action game Prototype.

Q: How would you summarize PROTOTYPE to someone who has never heard a bit about it?

Answer: PROTOTYPE is first and foremost an open world/action game, offering players the chance to be a lethal shape-shifter named Alex Mercer and allows players the ability to consume and become ANYONE in New York City, while simultaneously cutting through relentless enemy factions and a deeply layered conspiracy that is 40 years in the making. We’re really pushing hard to redefine the boundaries of what the term ‘action’ means with this next-gen game.

Q: How did the big concepts in terms of story and gameplay take shape?

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Answer: After working hard on bringing licensed properties to the gaming medium (i.e. – Hulk Ultimate Destruction), the team here at Radical were looking for a way to express ideas without potentially limited ‘creative handcuffs’. PROTOTYPE is our own ‘baby’ so we now have the chance to throw out the rule book and let players control a true anti-hero – someone who is neither black or white in terms of moral approach. In open-world games, it’s no secret that the majority of gamers like to behave very badly. Hulk was a great stepping stone for us in learning to understand these impulses, so with PROTOTYPE we’ve attempted to loosen the rules and let gamers have their greater freedom with the missions, the environment interaction and the choice of how powers can be used to complete objectives. So I guess you could say we’ve been driven by this attempt to let the open-world nature of PROTOTYPE’s game environment also help inform the open-choice nature of the gameplay structure.

Q: How long have you been working on PROTOTYPE so far and what have been the main obstacles developing it?

Answer: The PROTOTYPE team at Radical has been working on the project for over two and a half years now. We’re feeling really good about our work so far and can’t wait for gamers to experience the shape-shifting powers of Alex Mercer. I’d be lying if I said we haven’t had some pretty large challenges along the way though – making any open-world/action game on new hardware is a massive task in and of its own right. One of the largest challenges has been trying to work out how movement animation (or locomotion) could be blended and combined with artificial intelligence so that Alex Mercer can hyper-parkour across hundreds of cars, vehicles, buildings or pretty much any obstacle smoothly. We’re really proud of cracking this problem and I think the latest gameplay clips and videos definitely show the results to date.

Q: Can you tell us a little about what sort of experience gamers can expect to have while playing PROTOTYPE? How is the story integrated into the open city environment?

Answer: PROTOTYPE is first and foremost an open-world/action game, offering players the chance to be a lethal shape-shifter called Alex Mercer. Set in New York City in 2008, PROTOTYPE is a game that lets players consume and become ANYONE, and unleash a hundred new ways to kick ass that you’ve never seen before…against some pretty relentless enemy forces. And underlying it all is a deeply layered conspiracy storyline, presented in a completely new way.

Basically, we’re trying to show gamers something new in the open-world game space. Some games use the word ‘revolutionary game experience’ to describe what amounts to better looking water effects or improved motion of grass. That’s not what we think gamers want when it comes to new experiences. We’re really pushing hard to redefine the boundaries of what the term ‘action’ means with this game.

The story is delivered through a series of memory flashbacks that Alex experiences when consuming particular people in the city itself. The memories are effectively the building blocks to a ‘web of intrigue’ inside Alex’s mind – something only he can understand which ultimately lets the player solve the conspiracy unfolding around him. Rather than the traditional approach of having 40 minutes of cut-scenes to explain everything, we wanted the story-telling process to be more organic and the pace to be dictated by the player.

Q: Sandbox games are a competitive marketplace right now. What makes PROTOTYPE stand out?

Answer: PROTOTYPE is a game that brings something very different and exciting to the open-world market. Open-world games can take many forms, though traditionally the stories they tell involve rising to the top of a crime organization, or being a super-hero. We feel that the open-world structure is simply a ‘medium’, and using this medium, you can tell completely new kinds of stories and create completely new forms of action. For example, PROTOTYPE’s story is structured as a high-voltage thriller built around a conspiracy that’s the ultimate cause of all the incredible events happening. As another example, Alex Mercer employs a system of abilities we like to call ‘Deceive or Destroy’. At any point, in any mission, the player is completely free when engaging enemies and situations. Through one of Alex’s shape-shifting abilities, which is to consume and become anyone in New York City, he gains their knowledge, appearance, memories and abilities in a matter of seconds. You now get to mix-n-match how you play a mission and decide whether you want to unleash hell via explosive action or use deception and shape-shifting to sneak your way into a scenario.

Q: What can players expect to see in PROTOTYPE that they’ve never seen before?

Answer: Wow – that’s a question I may need some extra space to really get you the full lowdown, though one of the key aspects we’ve focused on getting right with PROTOTYPE is the locomotion and agility of Alex Mercer. When you have ultra aggressive, fast-moving enemies steamrolling towards you in an open-world recreation of New York City, you simply need to move FAST and be very agile. Through a combination of AI and animation technology, we’re extremely happy with our progress on making Alex move with a kind of ‘hyper-Parkour’ grace. Unlike other games that force you to choose the individual brick or tile that you wish to climb onto whilst in a chase, we put the focus on simultaneous high speed maneuvering and agile combat. Simplifying the control mechanic whilst maximizing the volume of interesting combat scenarios is a key goal. It’s just the right balance between automated response and interactive control. So if you wanted to jump off an 80 story building in Times Square, do a back flip over an Apache gunship and shape-shift into a military commander just before you land on an Abrams tank.. you can! That’s something we can’t wait to show off to gamers as something totally new to open-world gaming. Plus, our boss fights are going to be pretty amazing. There’s a REASON we needed to build a gameplay area as vast as Manhattan, though more on that stuff later.

Q: Will we have different endings of the game or is PROTOTYPE just a one-time game?

Answer: PROTOTYPE will have a big ending, though this story is an origin story. It’s our intention to build on this first game since conspiracies rarely are solved in just one episode. And also to re state some things I mentioned above, with the open-world, the Deceive or Destroy gameplay, the side missions, I’m sure there’s plenty of content to have gamers wanting a second go at playing through PROTOTYPE. We just can’t wait to get the game finished and have your readers play it later this year.

Q: Will the different gaming platforms deliver different gaming experiences (gaming style, graphics, sounds, online features) between PC and console versions of the game?

Answer: Radical has always tried to ensure every format delivers a high quality experience. Right now we’re concentrating on getting the most out of each respective platform since each has its own unique strengths and challenges. One thing we’re very proud of is that we’ve recently announced a pioneering partnership with THX where PROTOTYPE will be the first game to offer Neural THX 7.1 surround sound.

Q: Do you plan to develop the brand of “PROTOTYPE” any further?

Answer: I think any development team that has poured this much work into a new IP would jump at the chance to do a sequel. Once we get PROTOTYPE into the marketplace I think our ability to deliver a sequel will be strongly dictated by the world’s reaction. We’re positive that by listening to our fans from previous titles and additionally being massive gamers ourselves, we’ll crack something truly special in 2008 with PROTOTYPE.

Missions (home)
Q: Since PROTOTYPE is an open-world game, how will the missions play out? We know you consume people, but how exactly will that tell you what to do?

Answer: PROTOTYPE is all about Alex Mercer; a man who wakes up with no past, hell bent on reconstructing his identity. By consuming people, not only does Alex gain their DNA and their abilities, but also their memories. These memories guide him by slowly revealing key objectives that tie into his past. The missions will revolve around Alex acquiring these objectives to fill the blank spots in his memory and will involve epic battles against both the Military and the Infected that plague the streets of New York.

Q: Speaking of the missions, what exactly will do besides kill things? What kind of variety can we expect?

Answer: One of PROTOTYPE’s main design principles is freedom of choice. It is important to us that gamers have a sense of independence in the way they choose to approach the game. Alex Mercer is a shape-shifter and has the ability to transform his body into a living weapon or assume the perfect disguise. With this ability, you can instantly activate your claws and carve through the military to get to your objective. Or you can trigger a disguise and use advanced weaponry to achieve your goals. The choice is yours.

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Q: Can you describe what missions will be like? Will there be side missions? If so, any examples you’d be willing to divulge?

Answer: PROTOTYPE will deliver a wide spectrum of gameplay experiences throughout the story/missions. Because Alex Mercer can use either his shape-shifting powers at any moment in any mission, players will be able to choose how they wish to complete any mission. For starters, the concept of ‘Deceive OR Destroy’ is absolutely essential to our design process for each mission. You get to mix-n-match how you play a mission and decide whether you want to unleash hell via explosive action, or use deception and shape-shifting to sneak your way into a scenario. There are also side missions we call the Web of Intrigue that accompany the key storyline missions, though we’ll be releasing more info on these in the future.

Alex Powers (home)
Q: Can you tell us a little about the disguise and shape-shifting powers will work within the game world?

Answer: Alex Mercer operates under a system we call ‘Deceive or Destroy’. At any point, in any mission, we want the player to feel completely free when engaging enemies and situations. Through one of Alex’s shape-shifting abilities, which is to consume and become anyone in New York City, he gains their knowledge, appearance, memories and abilities almost instantly. You now get to mix-n-match how you play a mission and decide whether you want to unleash hell via explosive action or use deception and shape-shifting to sneak your way into a scenario.

The attack and defensive shape-shifting abilities then add another layer of choice to the gamer. And we’ve really beefed up the concept of traditional power progression. The goal is to make players feel extremely powerful from the start of the game, whilst correctly balancing the enemy threat so that you’re always on edge. The devastation that any one of these powers can cause is pretty spectacular, this is not a Tekken-like one-on-one fight, this is one man taking out 20 elite soldiers with a single killer move.

Q: Alex Mercer has the ability to shape-shift parts of his body in order to create new weapons and defensive shields. How will this be approached during gameplay? Will it be through button combinations or by selection through a menu?

Answer: The number one feature of PROTOTYPE is deadly shape-shifting action. Speed is an essential element to the shape-shifting mechanism, since Alex Mercer will face some incredibly fast and lethal enemies. The system is designed for super-fast equipping of shape-shifting powers into the available Attack, Defensive, Sensory and Disguise slots on the D-pad. You trigger an equipped power instantly by tapping the D-pad. It all happens in the blink of an eye. Even in the middle of extreme combat and epic movement across a burning sea of wrecked cars while being pursued by helicopter gunships.

Q: Shape-shifting sounds like it’s mainly used for disguise. Can you give a specific example of when shape-shifting would be useful, and how a situation might be different if you walked into it with the proper disguise vs. the wrong disguise?

Answer: Shape-shifting is a weapon. You can assume identities to fade into the background and make your attack that much more devastating when it comes, or to gain access to attacks you might not normally have access to. When the player is in the wrong disguise, alerts are triggered, enemies appear and the military are suddenly all over the place. When the player is in the right disguise, the world is an open-book. He can weave in and out of areas where minutes before he was under fire with no fear of discovery.

Q: As Alex Mercer kills, he absorbs the knowledge of his victims we know that can this reveals story elements (cut-scene flashes) and unlock new nodes/missions on the map. Can you cite other specific examples of how this affects gameplay? Can you absorb the knowledge of a sharpshooter and, say, learn how to aim a sniper rifle better or reload faster?

Answer: Everything from power upgrades, access to classified information which may give you a leg-up on a mission, finding a cache of never-before-seen weaponry, learning the location of a an identity needed to absorb to get to the center of a mystery; and yes, even absorbing skills, like consuming a pilot to become better at flying.

Q: How do the Assimilation mechanics work? Is it automatic (kill something, and it’s absorbed immediately), or is it manual?

Answer: PROTOTYPE is first and foremost about choice — freedom to do what you want, when you want. Consuming a target is up to the player; for example, you can grab a target and do any number of things with them: throw them forty or fifty feet to their death, consume them, or continue moving at insane speeds around the city while hanging on to them.

Q: Does every person you touch and power you gain go into a catalog, or are you limited to having a certain number of powers at a time (so if you’re at your max, you’ll need to forget one to learn a new one)? If so, is this catalog available at all times to assign to your “quick keys”, or do you need to find a BioShock-like “Gene Bank” when you want to switch?

Answer: Once unlocked, powers are always available, and are always accessible from the quick-select. You can even toggle the selection order of powers — assigning any power you like to be the “first up” in the quick-select menu.

Q: Can you assimilate any of the pedestrians milling about on the street, and would you ever want to? To regain health, maybe? Would some random pedestrian, say, have witnessed a key event because he was just walking by, meaning you’d unlock a “quest” through luck?

Answer: People in PROTOTYPE are health. The PROTOTYPE feeds on biomass. In certain situations — such as in the Web of Intrigue —Pedestrians might have witnessed something important. But these are the exception, not the rule.

Q: What is Radical’s favorite power, or ability of the main character Alex?

Answer: I’m sure every member of the team here at Radical working on PROTOTYPE has a different answer for this question, though what I’m most proud of is the shape-shifting ability to consume and ‘become’ any living person. The team worked very hard to get the effects and animations honed to really show off how a lethal shape-shifter could biologically break-down and ingest an enemy into his own body mass. I also love the ground spike ability that you can see in our trailers!

Q: We’re heard about blade arms and ground spikes or creating a shield; what are some of the other powers you haven’t covered yet?

Answer: We have quite a few powers up our sleeve that haven’t been mentioned yet. We have an array of sensory powers for example, that make the PROTOTYPE a hunter on the par of the Earth’s most dangerous predators.

Q: How do you explain where some of the more “out there” powers come from? From what would you absorb the ability to, for example, make spikes shoot up from the ground?

Answer: The PROTOTYPE is a creature for whom evolution is a dim memory — he’s moved beyond it— his genetic structure is completely malleable and under his control. These powers are not so much “absorbed” from targets (though that does occur), as the PROTOTYPE learns how to more effectively manipulate his genetic structure by advancing through the game.

Q: The concept lends me to believe you’ll have a theoretically limitless number of powers, but obviously that’s not feasible. How are you making sure it feels like there are enough different powers to make it seem like you really can absorb just about anything, without having too many redundant abilities?

Answer: Well, we have multiple categories of powers: ATTACKS, DEFENDS, SENSORY and DISGUISE. At any time, the PROTOTYPE can have one power active in each slot, and the combinations these generate (which affect the look of the character) make for a huge number of possible choices. Also, each power itself is composed of MOVES — these over-the-top uses are unique to the powers, allowing even more variety.

Q: We’ve seen the main character shape-shift into some cool stuff: super-powered body armor, crazy-ass hands – what are some of the other abilities he’ll be able to steal from folks. Will he ever use firearms?

Answer: Yeah we’re pretty excited about seeing player’s reactions when activating Alex Mercer’s shape-shifting powers. One of our favorite internal memes is that we want Alex to kick butt in a hundred different ways that no one has ever seen before. In addition to the ability to consume and become anyone in New York City, Alex can shape-shift his arms into lethal blades, whipfists, ground spikes and claws amongst others. Defense powers will include some very cool powers such as large arm-shields and a powered ‘armored’ form that let’s Alex literally smash through vans and large vehicles unhindered. If that wasn’t enough, we know gamers want to be able to run-n-gun so yes, I’m glad to say that we’re also offering the use of firearms in PROTOTYPE. We’re really trying to show off what we feel is ‘choice’ of next-gen gameplay.

Q: What incentive is there to use weapons, when it sounds like your absorbed powers are much more potent? Are the PROTOTYPE’s abilities limited by anything, like a ‘mana bar’ or other resource mechanic?

Answer: The PROTOTYPE is all about speed, choice and getting the job done. We do not limit the player in his ability to access powers, but sometimes, for example, the Ground Spike is just too much for the situation. Weapons in PROTOTYPE are there as an option — don’t want to fight an Apache in a prolonged engagement? Grab that Stinger missile and bring it down in one shot. Hiding as a Soldier and want to remain in disguise? Open fire and watch the madness ensue. PROTOTYPE is about options…

Alex Memory / Web of Intrigue (home)
Q: To what extent do you connect the story with the missions included in the game?

Answer: The PROTOTYPE story absolutely drives and informs the missions, directly or indirectly at all times. The conspiracy and the origin story of Alex Mercer is delivered through a series of memory flashbacks that Alex experiences when consuming particular ‘targets’ in the city itself. The memories are effectively the building blocks to a ‘Web of Intrigue’ inside Alex’s genetic makeup – something only he can understand which ultimately lets the player progress through the story and solve the conspiracy around him. Rather than the traditional approach of having 40 minutes of cut-scenes to explain everything, we wanted the story-telling process to be more organic and the pace to be dictated by the player.

Q: Several movies and video games use amnesia to push the story forward and help the player empathize with the main character. In the VGA trailer, we hear Alex mention he has no recollection of who he is or what has happened to him. Will his amnesia be an issue during gameplay or will it only be addressed in cut scenes?

Answer: We’re very aware of other “amnesia” stories such as the Bourne Identity or Memento. The unique aspect of PROTOTYPE is that Alex gains knowledge about his identity and unravels the conspiracy surrounding him by consuming the minds of his ‘web targets’. These are particular people or enemies roaming the world who know something about Alex and his past. To answer your last question, we are using some very cool interactive techniques called the “Web of Intrigue” to weave memories into the actual gameplay, going beyond the cut scenes.

Q: One of you guys said that PROTOTYPE’s story is going deeper than any other videogame story. What does that mean exactly?

Answer: This definitely does not mean we’re competing with story-driven RPG’s like Mass Effect, so let me get that straight right away. What our team is really happy with is the fact that we have built a pretty robust series of ‘layers’ to the unfolding narrative of PROTOTYPE because of its conspiracy-bound nature. Similar to peeling an onion, we’re letting the player choose just how many layers to peel back of the complete back-story via a system called the ‘Web of Intrigue’. The Web of Intrigue is a story-driving device that is visually represented in the game’s interface. As Alex consumes the minds of his victims, pieces of their memory and their knowledge flow into place in his overall web of memories. The more ‘web targets’ you consume throughout the city, even out of the main missions, the closer you get to re-constructing the entire depth of PROTOTYPE’s storyline.

Q: You put a lot of emphasis on the story and we get a glimpse of how rich it is when we scratch the surface of the Blackwatch conspiracy. Can we expect any user-driven plot twists or does the story follow a more linear approach?

Answer: PROTOTYPE’s story will have a pre-set arc that has been written to maximize the impact of the conspiracy as it unfolds. The way the player chooses to enrich and deepen that key story-arc is based on how much they wish to explore the ‘Web of Intrigue’. We will have a huge number of web of intrigue ‘targets’ for the player to track down, and by doing so, get a more complete understanding of all the factions, individuals and events involved in the origins of Alex Mercer.

Production Specific (home)
Q: Quite a few people have noticed the link between PROTOTYPE, its setting, and various comic book super heroes (something that you guys have already worked with), is there a major comic-book inspiration for the game?

Answer: A lot of the team members at Radical really do love comics, though to be honest we also love graphic novels, movies, and games. Our last game (Hulk: Ultimate Destruction) was the highest rated Super-Hero game ever and so we think of ourselves as specialists in epic combat and movement in an open-world setting. But now we’re inventing our own IP and we don’t have the limitations of a licensed property. Now we’ve got the chance to take off the handcuffs and really go nuts with all of our biggest ideas. We’re got some big plans for the PROTOTYPE IP so stay tuned for more info.

Q: So what was the original inspiration for this game?

Answer: At the completion of Hulk: Ultimate Destruction, the team here looked at a lot of options. We had a many ideas for new properties so it was a very exciting time of course. At a particular brainstorm meeting involving Eric Holmes, Dennis Detwiller and Martin Bae, two core ideas emerged which ultimately came to form the same concept.

Idea #1 was based on weaponization. We asked ourselves, “What was good in Hulk and how can we build on that? Wouldn’t it be cool if there was a character who weaponized himself rather than picking up a car to do that?”

Idea #2: Consuming people and assuming their characteristics – the team knew there was great potential here, so we asked, “What if we could consume anything in the game and take on some of its properties; to become it? What if you could combine elements from previous consumptions with each and every subsequent one?” There’s a lot of creative headroom with that idea – maybe a little too much.

At present we’ve come a long way from these points, though they were our initial kernels that inspired PROTOTYPE’s current design.

Q: Why did you choose this type of game? Are there any connections with your earlier game called The Incredible Hulk: Ultimate Destruction?

Answer: We choose to make PROTOTYPE an open-world/action game because that’s where our team’s greatest strength and experience lies. We had a lot of great feedback from Hulk: Ultimate Destruction from both gamers and press alike, though obviously we felt it necessary to not break ‘canon’ from the Hulk universe of powers and enemies. When Vivendi Games presented us with the opportunity to create an original IP, we became extremely excited because finally we could say to our designers, ‘The sky’s the limit – let’s make our dream product.’

There are some strong connections to our previous game with PROTOTYPE, though more so in the approach that our lead designer (Eric Holmes) has when it comes to player freedom. Freedom of choice, freedom of action and the ability to solve missions in multiple ways is something we try to instill in all of our open-world games. Prototype is no different.

Q: In your opinion what do you think are the advantages of doing something completely new in the gaming industry?

Answer: First, breaking into an original IP allows us to take off the creative ‘handcuffs’ that are traditionally associated with licensed properties. We’ll be forced to shelve a lot of huge game ideas or features because it simply won’t fit within an established licensed character’s personality or abilities. We’ve come to realize it’s now time to unleash the full force of these wild ideas into an open-world/action game that we get to control and shape 100% internally at Radical. Second, going for something ‘new’ is an obvious way to generate new audience interest and higher levels of hardcore gamer interest since there’s a lot of repetition in today’s games market. Open-world games can take many forms, though traditionally it’s a form revolving around urban crime gangs. We feel that the ‘open-world’ should be used simply as a ‘tool,’ and that as a tool, completely new forms of action can be derived within it. Third and lastly, it’s incredibly fun to work with such a talented team who are encouraged to improvise and challenge the status quo of action games today.

Q: PROTOTYPE looks impressive. Can you tell us something about the game engine?

Answer: PROTOTYPE’s engine is 100% developed and owned by Radical. We’re really proud of this fact and so far we’ve had the wonderful ability to develop all console and PC skus in a relatively simultaneous fashion. We have a great team of people in our ATG division [Advanced Technologies Group] who created this engine, titled the ‘Titanium Engine’. Without them we simply could not have pulled off a game like PROTOTYPE.

We strongly favor the internal engine-development model for many reasons, perhaps too many to list here. One key reason is that we get to control more of our own development destiny. If we have an issue with a particular tool, we have the luxury of being able to walk down the corridor and speak to the specific coder. You just can’t put a price on what that means for being able to hit tough deadlines.
Q: Can you tell us about how PROTOTYPE is exploiting next-gen technology and processing power to come up with truly new AI solutions? What do you feel are the most significant advances in AI programming and techniques for this generation of consoles (specifically in shooting games and third-person adventures)?

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Answer: The two main areas where PROTOTYPE is pushing boundaries for AI are density and integration with complex environments. We have created a densely populated world with hundreds of pedestrians and vehicles, and tons of enemies, which was impossible until now. Also, those enemies have to navigate and understand a fully dynamic urban environment that, in the case of PROTOTYPE, is not limited to the streets, but includes the vertical dimension as well. Having hunters and helicopters chase you as you run up a building and jump from rooftop to rooftop is a new experience.

In order to make all of this possible, we had to do research in level of detail techniques, not just limited to the graphical representation of characters, but also for their AI. On top of that, individual behavior is more challenging, as the traditional approach of having everything pre-computed falls down in heavily dynamic environments like PROTOTYPE’s. Being able to take advantage of this is another area where technology has advanced. For instance, some of our characters can use props they find in the world as weapons, much like the player can.
Q: What do you think are the key problems facing AI coders when it comes to making realistic enemies in PS3/Xbox 360 games? Are the old bugbears of path finding and locating cover points still key?

Answer: Yes, path finding and generally understanding the environment are still extremely important. But on top of that, the focus for the new consoles is shifting into animation and, more generally, presentation. Characters can be smart, but all the AI code is meaningless unless players understand it and perceive it. We’re working hard to make animation realistic and dynamic, but most of all rewarding. Characters will look and sound more intelligent, and provide a much better game experience.

Q: Would you say that most elements referred to as AI, for example, leaping for cover or flanking the player, are still generally quite heavily scripted?

Answer: There are still many games using scripts, as they have proven to be a good solution to a certain category of problems. For an open-world game however, the amount of script that is needed to account for player freedom in these types of games makes this approach generally unfeasible. Instead, more dynamic and adaptive approaches like hierarchical state machines, behavior trees or even planning systems are becoming predominant. Players will also appreciate this, as enemies will be less predictable and handle emergent situations more robustly.

Q: How close are we to having autonomous agents (perhaps using GOAP) that perceive the game world exactly like the player, with no scripting, patrol routes or other ‘cheats’? Is this going to become more essential as games switch to sandbox rather than linear designs?

Answer: That is mostly tied to design considerations and the player experience. The technology is mainly there, even GOAP is generally well understood, but the main obstacle lies in translating that into a workable game design. Most players today still expect and enjoy particular moments, set-pieces in games, which are the perfect match for scripting technologies. And I don’t consider that cheating. The purpose of the AI is not to use purely autonomous technology, it’s to provide players with an enjoyable opponent or peer. In PROTOTYPE we keep a balance between autonomous and scripted behavior: all characters behave autonomously most of the time, but our level designers have the ability to control them when they need, inside the context of a mission.

Q: Why did you pick the name PROTOTYPE? Is there any connection with any older novel or the idea itself is completely unique?

Answer: We put a lot of thought into naming this game and ultimately, PROTOTYPE was the perfect answer that represented both the vision and tone for what we want to do with the property. Despite the fact that some people instantly think of a ‘car’ or ‘airplane’ when they hear the word ‘prototype’, the true meaning of the word is derived from biology and refers to an archetype upon which a larger group is based. In our case, PROTOTYPE completely encapsulates the plight of Alex Mercer, a character who is something more than human and perhaps the start of an entire new species. Additionally, we also like to think that we’re heading down a path of game design that lets players kick butt in a hundred different new ways, so we’re trying to make something prototypical from a purely gameplay sense as well.

Q: How about story, did the story predate the gameplay or did the gameplay come first?

Answer: To be honest there was pretty much a parallel growth between the two. To elaborate, I think that one needed the other, in order to crystallize into a full blown concept that could be communicated clearly to the larger team. We know our strengths are definitely in the action + open-world categories, plus we obviously were salivating at the chance to create an original character who could break the rules of traditional game characters. I think the chance to create a true ‘anti-hero’ and someone whose motivations were in the darkest shades of grey was something that guided a lot of the design decisions for PROTOTYPE.

Q: How did they affect each other? Like was there anything that you added to the gameplay because of the story, or was there some ability that came out of experimenting with the gameplay and then had to explain it in the story?

Answer: One element that definitely took form from how the story developed was our ‘Web of Intrigue’ system. We realized we had a really big story on our hands, something with layers like an onion because of the nature of a conspiracy-based approach. To tell it in a linear, cut-scene style would have probably taken way too long so we created a visual device that allowed a more organic distribution of the mystery. It’s something that becomes interactive and as you hunt down each successive target across New York City, the web becomes richer and deeper and allows for the ‘penny to drop’ at key moments. We’re quite proud of how it’s turning out so far –we think it will be a great way to further communicate PROTOTYPE’s overall story.

Q: What other games were influences on Prototype’s gameplay?

Answer: Well we would be extremely remiss if we didn’t state the obvious here. Many of our key open-world learnings have come from our previous games, though the entire team is made of avid gamers and movie-goers so inspirations are indeed wide. Games such as the Tekken series deliver excellent animation in combat, open-world titles such as GTA have obviously influenced a lot of people as well.

Q: In the Blackwatch Featurette, Art Director, Maurice Kimball, makes a bold statement: “We do not allow any restraints from 3D to hinder any creativity in this room.” Can you elaborate on how this feeling has manifested itself during the production of Prototype so far?

Answer: Well, we’re extremely lucky to have an amazingly talented world-art production team who are bringing PROTOTYPE’s world to life in a way that gets very close to the concepts of Maurice Kimball (our Art Director). It’s his job to set a visual benchmark. Although no console yet made could ever achieve this painted, hand-made vision, we’re really proud of how our art team on a daily basis are bringing it to life using our in-house engine and tools.

Q: The game’s visual style seems to be more gritty than cartoonish, more like Gears of War than Spider-man. Why, given the super heroic bent, did you decide to go in this direction and what were the influences on the game’s visual style?

Answer: One of our guiding principles in the development phase of PROTOTYPE has been ‘reality plus one fantastic element’. That concept guides everything we do here on the team. We wanted to completely leave the super hero space and move decidedly into the realm of realistic, relatable characters and scenarios that truly were recognizable to all gamers. By doing this, we get to heighten the impact and thrill of unleashing Alex and the Infected forces onto the city because you just DON’T expect such action to happen in a realistic setting. If we set this game on Mars in 2306, then gamers would pretty much be surprised by nothing Alex does, since we have no context or familiarity with Mars so anything goes. We want reality engrained, because we want the action that unfolds to be truly unsettling and unusual within that known, relatable setting. X-files or Lost both achieve wondrous results because they present a realistic setting against a spiraling ‘fantastic’ element.

Q: What kinds of gamers are going to love Prototype?

Answer: We hope that when people see PROTOTYPE in action for themselves, we’ll be validated in answering that question with ‘Anybody with a pulse’. To be more specific though, our immediate target is all fans of action games, whether that be open-world games like Grand Theft Auto or more linear-based experiences such as God of War / Devil May Cry. We love all of those games so we’re very aware of what gamers are looking for next, since our team ‘is’ that type of gamer already.

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Q: What systems is the game coming out on? Will there be any major differences between them?

Answer: PROTOTYPE will be released simultaneously on Xbox 360, PLAYSTATION 3 and Games for Windows. We’re developing all three games simultaneously and we’re very happy with the progress on all fronts. Like previous Radical titles, we intend the experience to be identical on all formats.

Q: Barring any unforeseen circumstances, when do you think the game will be out?

Answer: We’re targeting Fall 2008 for PROTOTYPE’s launch.
New York City (home)
Q: PROTOTYPE is set in a contemporary New York City. How large and realistic will this scenario actually be? I’ve heard rumours that the in-game NYC is an impressive 70% of the real NY…true?

Answer: One of our guiding principles in making PROTOTYPE is that everything should revolve around the concept of ‘reality plus one fantastic element’. Having a very topical, believable environment lets us make the fantastic action become so much more stunning because you can contrast it against something you understand and recognize. We took 22,000 photographs of New York City and many hours of 7.1 surround sound-compatible recordings, so the first point to make is we’re really keen to do New York City ‘right’. Previous games have shown New York City and when you enter their version of Time Square, it has no more than 20 people walking around. That’s definitely NOT New York and so we’re really happy with the sheer density, intensity and bustling nature of our game world. We’re talking hundreds of cars, thousands of pedestrians – so when things start to explode you really get the impression the world is caving in around you. Importantly though, we’re not trying to recreate a slavish replica of NYC like what you may find on Google maps. If you’re going to include say, an alleyway, then you’d better have something fun to do in that alleyway. Hence we’re going for a slightly modified vision of the city that builds in more action-per-square-foot than all of our previous efforts.

Q: You’ve chosen New York City as the backdrop for Prototype. What led you to New York City rather than a fictional city?

Answer: There are a few answers to that though so I’ll quickly summarize by saying the following: New York City is the most recognized and iconic city in the world. It was very important to us to set the game in a real place that everyone recognizes. We wanted to contrast this reality with the fantastic and horrific events that are taking place in the story. The virus sweeping across Manhattan is the source of the mayhem and we felt it was more impactful to set this in a real location. The vertical and horizontal depth of the city lends itself perfectly to gameplay scenarios – action at every possible angle is something we’re trying to accomplish and the city lets us achieve this.

Q: We see Alex leaping from the top of a skyscraper in the Spike TV VGA 2007 trailer. We can tell he has the ability to jump very high, but can he also climb buildings as gamers have experienced in other games such as “Assassin’s Creed” and “Spider-Man”?

Answer: Yes absolutely! Alex uses a form of “hyper-Parkour” locomotion that allows him to move across ALL the surfaces of ALL the architecture of our giant Manhattan environment. What point is there in creating all of these huge skyscrapers if you can’t take advantage of them in gameplay? The action in PROTOTYPE will come at you from every possible angle, so running up and over buildings will be essential in trying to avoid enemies like the Infected Brawlers [who have the same movement abilities as you and are trying to rip you to shreds].

Q: From the early screenshots and videos the city seems pretty alive. Can we have some insight into what kind of encounters we are going to have in the game (rather than enemies)? Will there be day and night cycles or atmospheric effects like rain, etc?

Answer: This is an area of PROTOTYPE that we’re truly excited about and think gamers will love. It’s all about intensity of action and asking yourself whilst playing a mission, ‘What would happen if I unleashed a massive ground spike into the middle of a traffic jam in Time Square?’ Thousands of pedestrians inhabit our New York City, hundreds of cars interact with them and when you huge explosions going off, the mayhem of those AI-driven systems really starts to accelerate. For example, if you were to jump into a busy street, the nearest car would swerve to avoid you. It would probably ram into the side of the road and maybe cause two other cars to also make an emergency stop. The first car may explode, sending people everywhere running for their lives, which would then cause a truck to spin out of control and explode three other vehicles. This is the kind of mayhem and next-gen action we’re trying to deliver with PROTOTYPE. We will have a full day and night cycle, which we’re seeing come together right now in development. It looks very cool to see all of the street lights and neon signs of Time Square start to randomly turn on at 5pm.

Q: How destructible are the environments and how much of a part do the game’s physics play in the anti-hero journey?

Answer: We’re doing open-world destruction effects on an entirely new level in this game. One great example is that in real life, a missile hitting a building will cause large voluminous smoke clouds to linger over the scene for an extended time. We’re trying to replicate this in our game so that when you send a truck smashing into a tank and they both explode, massive smoke clouds, fire, debris and particles just fly everywhere and stay on screen in a more realistic extended way. We have our own physics system embedded in Radical’s Titanium engine, and we’re really happy with how it adds to the gameplay. For instance, if you throw a car into the middle of Times Square, it will bounce off other vehicles, smash into Blackwatch soldiers, who in turn will let rip with rocket launchers that cause secondary explosions that further impact the screaming crowds etc. Its physics and AI interacting at a pretty advanced level for console gaming. The incredible cascading knock-on affects of all these systems interacting really delivers the heart of why this game is fun.

Q: Executive Producer, Tim Bennison, takes pride in saying that developers at Radical Entertainment are “Open-World Specialists” with games such as “Hulk: Ultimate Destruction”, “Scarface: The World Is Yours”, and “The Simpsons: Hit & Run” under their belt. Will the player really have the freedom to roam New York City or will the story push the player into specific areas?

Answer: We’ve built pretty much all of New York City. There are no restrictions in where you can go. Since Alex can move on any vertical or horizontal surface, this is a huge volume of game world to play in. The story itself will guide the player on specific missions, events and scenarios. How a player navigates and completes those missions is completely up to them, which leaves a huge amount of creative room to play in. Additionally, players are always free to leave a mission and go on a hunt for our web targets, humans who when consumed by Alex, offer up their memories that fit into our ‘web of intrigue’ storytelling device. Open-world games need to offer open choice and freedom – that’s something we hold very dear to PROTOTYPE’s design vision.

Q: Is the open-world completely seamless, or are there instances where you’ll enter a building, for example, and it’ll load a new “level”? Are you offering “quick travel” from one side of the map to the other, or is the player fast enough to travel great distances by himself?

Answer: PROTOTYPE is completely open. The player can immediately travel anywhere on the game map from the moment he starts. As far as movement is concerned, I can safely say the player character has no problem covering HUGE distances at incredible speed. There’s no need to teleport around, moving the PROTOTYPE through Manhattan is so much damn fun, I get the feeling people will be doing it just for kicks.

Q: Can you explain the virus/human meta-game taking over zones of New York? How do you affect it? Are the changes merely cosmetic, or will you encounter different enemies or “quests” depending on who “controls” a section of the city?

Answer: The player can directly change the disposition of areas seized by the military or the virus. He can drag forces from one zone into another, causing a conflict. The changes are most definitely not cosmetic. Throughout the game, there are big changes in store for New York City.

Q: How much interactivity do you have with the city itself: We know you’ll be able to plow through small objects, but will you ever reach a point in power where you’ll be able to raze whole buildings?

Answer: The level of action in this game is as crazed, over-the-top and fun as we can make it. If you played INCREDIBLE HULK: ULTIMATE DESTRUCTION, you know we take our destruction very seriously. Everything in PROTOTYPE is taken to the next level — power, movement, speed and destruction.

Q: Is there gameplay up on top of the buildings, or do you see “high-ground travel” as a means to escape the hectic battle on the ground?

Answer: Once again it comes down to choice. Rooftops — like the streets — are always open to the player. Are you into stealth? Then disguise on the ground is your game. Do you like high-action shoot-em-ups? Then leap rooftop to rooftop and wade into the enemy. We think people will pick and choose between these two styles, they are not mutually exclusive.

Q: It might be too early to answer this, but do you know how many maps you’ll be including at launch and how many people they’ll accommodate?

Answer: Well we’re an open-world game, so all of New York City is our ‘map’. Unlike a traditional ‘map’ for an action game, we’re giving players the entire three dimensional space of New York City, since Alex can literally go anywhere and climb anything. When you think about that for a moment, you realize that it’s a colossal play area that we’re offering here.

Q: We’ve seen a lot of open-world games set in New York City. What steps are you taking to ensure that gamers won’t be bored with traversing this familiar backdrop yet again? Basically, what makes your NYC stand out among the others (True Crime’s rendition, the Spider-Man games, etc.)?

Answer: Firstly, we took 22,000 photographs of New York City and literally hours of 7.1 surround sound-compatible recordings – so the first point to make is we’re really keen to do New York City ‘right’. Sure, earlier open-world titles have recreated New York City, though when entering iconic areas such as Time Square, they’ve had no more than 20 people walking around! That’s definitely NOT the New York we’ve all come to know and love so we’re aiming for a new level of density, intensity and an overall bustling nature to PROTOTYPE’s game world. We’re talking hundreds of cars, thousands of pedestrians – when things start to explode you really get the impression that the world is literally caving in around you. So it’s this insane level of AI-driven systems colliding, combined with Alex’s extreme locomotion ability and movement across every building surface that we feel is our standout feature for the world itself. Not to mention what happens to buildings once the Infected get their hands on them…but that’s for a later reveal.

Q: Is this open-world bigger than your previous efforts like Scarface? Also, can you go inside buildings?

Answer: Well, I’d need to take out the measuring stick and actually walk both of those game’s perimeters to truly know the answer. PROTOTYPE has a massive landscape across Manhattan and the key difference is that we’re opening up every rooftop and building for Alex to explore. That alone doubles or triples the play size since gameplay will be coming at you from many more angles than traditional ground-only titles. Since Alex has these incredible movement abilities and can leap from building to building, interiors quickly became a lot less important in our game design versus the exterior spaces, so interiors will be available in very specific cases that link directly to the story missions.

Q: Is NYC the only city in the game or will you travel or other locations?

Answer: NYC is the only location we have announced. It’s a massive environment that really captures the feeling of being in a huge, iconic city. The key thing about our NYC is that it FEELS like you’re actually there, with an unprecedented density of cars, people, and interactivity. This is the backdrop, the playground, and you are dropped in the middle of it all, controlling one of the most powerful, versatile characters in videogame history.

Q: There are a lot of NPCs crowding the streets of NYC. How realistic are their actions and how complex is the AI?

Answer: Well, again to raise our previous point about hitting ‘Reality plus one fantastic element’, we’re trying to get as much behavioral fidelity into the pedestrians as possible for an open-world game. One thing we’re really keen to do is even have some pedestrians NOT run when Alex consumes somebody in front of them. The reason is that in real life, there probably are about 2% of people who actually would prefer to get their camera-phone out and film something incredible in front of them than actually run for their lives. That’s just something we keep striving to include each day as we press towards the finish line. Already though we’re really happy with how the world around Alex reacts to the destruction or deception he causes amongst his enemies.

Q9: How “interactive” will New York be? Is it possible to enter buildings?

Answer: The short answer is ‘very’. The longer answer is that PROTOTYPE has a massive landscape across Manhattan Island and the key difference is we’re opening up every rooftop and multiple buildings for Alex to explore. That alone doubles or triples the play size since gameplay will be coming at you from way more angles than traditional ground-only titles. Interiors will be available in very specific cases that link directly to the story missions. Since Alex has these incredible movement abilities and can leap from building to building, interiors quickly became a lot less important in our game design versus the exterior spaces.

Blackwatch/Infected (home)
Q: Our hero, Alex Mercer, is a truly powerful subject that can run, jump, lift heavy objects, turn his arms into weapons, even shape-shift himself into other people and use their abilities. All these powers have to be balanced by incredible and equally powerful kinds of enemies. Could you say something about them?

Answer: First off, I’d like to clarify that Alex Mercer is not a ‘hero’, but rather he’s actually an anti-hero. Alex Mercer is the PROTOTYPE, and while his intentions of finding out what happened to him are generally good natured, he will likely end up victimizing a few innocent pedestrians along the way. Additionally, one of the key things to remember for games featuring powerful central characters is the need to keep a very fine balance between empowerment and challenge. It’s very important that we keep the player feeling engaged with the action and that means having enemies who can really pose a big challenge to Alex Mercer.

In PROTOTYPE there’s a three way war happening, all taking place in NYC. One faction of that war is the single-minded group known as the ‘Infected’. We aren’t prepared to give away too much information on the Infected at this time, though we can reveal that both Alex and the military/Blackwatch Special Forces will not be spared from the Infected’s onslaught. They have some of the most deadly and destructive abilities in any video game and we can’t wait to show them off in the future. Then, as I note above, the other key faction is the U.S. Military and the ultra-elite and secretive ‘Blackwatch’. They will bring the latest in high technology against you and the Infected, including Apache helicopters, Abrams Tanks, UAV’s and a lot more.

Q: The story we know so far just tells of some factions ruling NYC. Other than the army and the mutants, will there be other groups and enemies? Why are these factions so important for Alex and his mission?

Answer: PROTOTYPE’s storyline is wrapped tightly into a global conspiracy so there will definitely be some stunning ‘reveal’ moments of other forces and factions that have an interest in Alex. The main ‘secretive’ faction of the game is the above-top-secret ‘Blackwatch’. You can watch our latest documentary on this heavily armored faction at www.prototypegame.com, though essentially they are very much operating in the shadows of official military and government circles.

Q: The Blackwatch is a Top Secret Branch of the U.S. Military that deals with biological outbreaks and their technology evolves to counter the player’s abilities. Will this be displayed through boss battles or will we notice it by simply fighting Blackwatch soldiers throughout the game?

Answer: The latter assumption is correct – the Blackwatch will be introducing new technology and weaponry that allow them to effectively counter the growing powers of Alex Mercer. We need to keep you constantly on a knifes-edge when it comes to feeling both ever-more-powerful yet challenged by the threat from enemies who evolve and adapt to your shape-shifting abilities.

Q: “The Specialist”, Blackwatch’s best, is human, but he is equipped and experienced enough to take down Alex. Will The Specialist also be gifted with organic abilities or will he be limited to technology and weapons?

Answer: We’ll be revealing more about the Specialist over the coming months and that’s where a lot more info will be divulged on his unique abilities. For now, let’s just say this guy is one tough nut to crack. The other day we had our lead AI programmer controlling the Specialist through code commands vs. our lead gameplay programmer playing as Alex Mercer. It was a truly epic battle and a taste of what’s to come in the full game.

Q: When speaking of Blackwatch, Senior Designer, Dennis Detwiller, mentions “They won’t run. They’re used to things like this, they’ve seen it before.” and that The Specialist had “dealt with things like Alex before.” If Alex really is just a “prototype”, is it safe to assume that Alex is one of many, and that the people who created him are working on a “final” version?

Answer: That’s also a very deep question and something that would probably destroy some of the story that we can’t wait for you and all gamers to enjoy when the game is released. Alex is definitely the first of his kind, though that’s probably giving away more info than we’re comfortable with. I think we’ll have to set the Specialist after you now!

Q: The Blackwatch are the bad guys, right? Are they based on any real life organization?

Answer: No, not any one particular organization but perhaps when you look at many of the most popular Tom Clancy books and any military-themed book or film you can obviously draw some comparative examples of similar ‘dark/sinister’ secret forces. They are trained to be absolutely single-minded, resourceful and relentless in achieving the tasks set out for them. Capturing Alex Mercer is one of those goals.

Q6: Who are these Infected creatures? Why are they attacking the army and Alex Mercer as well?

Answer: The Infected are a single-minded enemy faction of ‘Infected’ beings. Nothing in this game comes from anywhere except science/DNA-based thinking since we’re telling a story that remotely ‘could’ happen. DNA and the evolution of mankind is a wonderful playground to base fiction around, since there is still so much we simply don’t understand about it. The Infected are one of the key factions in this game and are somewhat linked to Alex. We aren’t prepared to give away too much information on the Infected at this time, though we can reveal that Alex, the military and Blackwatch special forces will not be spared from the Infected’s onslaught.

PC Specific (home)
Q: Talking about the PC version of PROTOTYPE, we need some specific information if you can say something about that. First of all, please tell us that the PC version is going to be published at the same time of Xbox 360 and PS3!
Answer: Yes it is our intention to have all skus of PROTOTYPE launch at the same time. We are already seeing the Games for Windows version run extremely well and we’re confident PC gamers will truly be able to experience one of the best open-world/action games on that platform.
Q: Again for the PC version, will there be some particular hardware requirements like DirectX 10 video card to run PROTOTYPE?
Answer: We’re still got plenty of time left in the development cycle, so we have yet to determine the final Games for Windows operating specs for PROTOTYPE

Q: Will the PC version allow for more “quick keyed” powers than the console version, since you’re not limited to switching with the d-pad? Are there any interface changes for the PC version? Answer: We’re still mulling this over; however, we’re definitely of the mind that if we can get it right on the console, why change a good thing? Our goal is seamless, fast in-game power transitions.

Weapons & Vehichles (home)
Q: Can you tell us something about special weapons and vehicles in the game? Will we be able to use different vehicles or is Alex Mercer “a vehicle for himself”?

Answer: Yeah we’re very excited about seeing players’ reaction when unleashing these shape-shifting powers. One of our favorite internal memes is that we want Alex to kick butt in a hundred different ways that no one has ever seen before. Alex has the ability to consume and become anyone in New York City, plus Alex can shape-shift his arms into lethal blades, whip fists, ground spikes and claws among others. Some of the defense powers will include forming large arm-shields and a powered, armored form that lets Alex literally smash through vans and large vehicles unhindered.

If that wasn’t enough, we know gamers want to be able to run-n-gun, so yes, I’m glad to say that we’re ALSO offering the use of traditional weapons in PROTOTYPE. We’re really trying to show off what we feel is next-gen gameplay and next-gen ‘choice’ of gameplay. It’s pretty darn fun just ripping a missile-launcher out of a Blackwatch soldier’s arms and taking down their own Apache gunships with it.

Violence (home)
Q: What role does violence play in PROTOTYPE? Do you think you have created game for adults only? Do there exist ways to sneak around enemies without killing them?
Answer: PROTOTYPE is a mature video game, no different than our competitors who exist in this space. Adults are our target consumer of course and we hope to enjoy the type of commercial success as seen by games such as GTA, Assassin’s Creed, Crackdown, Scarface etc. Part of PROTOTYPE’s design mantra at Radical is ‘Deceive or Destroy’ – the idea that players can always switch between playing styles to accomplish their objectives. So in that respect, depending on a player’s ingenuity and patience there exists many ways to be deceptive in achieving mission success whilst minimizing outright violence. Player behavior in open-world games tends to be historically tilted to one thing though…doing very bad things. PROTOTYPE recognizes this and let’s players really have fun with few rules attached.

Q: What do you think about the violence in PROTOTYPE? It isn’t too violent? Aren’t you afraid of Jack Thompson?

Answer: First and foremost, PROTOTYPE will be an M-rated game, and along with Vivendi Games we fully abide by the ESRB’s rules regarding that. As such, we’re taking

Upcoming Appearances

Here is my upcoming schedule of appearances.

Rustycon
Seattle, WA
Saturday January 10th 2009
Movies of 2009-2012 Panel and Upcoming Video Games.

http://rustycon.com/

Gottacon
Victoria B.C.
Gareth will be discussing what the movie and gaming industry has in store for us over the next five years Sunday February 8th, 2009 from 1:00pm to 3:00pm.
www.gottacon.com

Spocon
Spokane, WA
Movies of 2009-2013 and Upcoming Video games.
August 1st 2009

http://www.spocon2009.com/

V-Con
Surrey B.C.
Movies of 2009-1013
October 3rd 2009

http://www.vcon.ca/index.htm

Orycon
Portland Oregon
November 28th
Movies of 2009-2013

http://orycon.org/orycon31/

More to come….

Comedy Great George Carlin has Passed Away

From Reuters News

Comedian George Carlin, a counter-culture hero famed for his routines about drugs and dirty words, died of heart failure at a Los Angeles-area hospital Sunday, a spokesman said. He was was 71.

Carlin, who had a history of heart problems, died at St. John’s Health Center in Santa Monica about 6 p.m. PT after being admitted earlier in the afternoon for chest pains, spokesman Jeff Abraham told Reuters.

Known for his edgy, provocative material, Carlin achieved status as an anti-Establishment icon in the 1970s with stand-up bits full of drug references and a routine about seven dirty words you could not say on television. A regulatory battle over a radio broadcast of his “Filthy Words” routine ultimately reached the U.S. Supreme Court.

Uwe Boll on his Feud with Michael Bay and POSTAL Censorship.

Recently I got the chance to speak with controversial Director Uwe Boll about his feud with Michael Bay as well as the stop Boll Petition and his new film “Postal” and the controversy he has generated. I want to thank Uwe for answering our questions in this exclusive interview and his first since the Banning of POSTAL.

1.) Postal has been generating not only solid buzz but the best reviews of any of your films to date. What is the status of the theatrical release and why has it taken this long to come to theaters?

It’s hard to get screens because a lot of exhibitors think the movie Postal is too politically incorrect. They should book it and leave the decision to the audience.

2.) Can you explain some of the concerns that have been given as why the film is not getting a major theatrical release; especially with the good word of mouth on the film I find this to be a real surprise.

It’s the exhibitors who are blocking it. If you read this interview go to your theatre and ask if they are going to play “POSTAL” and if the answer is NO; then ask WHY NOT.

3.) The film has been surrounded in controversy since it was first announced. Do you find that much of the concerns of the film were unwarranted?

Absolutely: The audience loves it. In New York after a screening, a young man came to me and said: “My father died at September 11 …and I think your movie is great and necessary! Bush used the victims to start a shitty war against a country which had nothing to do with September 11!”

4.) What do you think are the most misunderstood things about your films and yourself by the public and what do you attribute this to?

A lot of people judge my movies without watching the movies. This is absurd. If you see POSTAL, SEED and soon 1968 TUNNELRATS, you won’t see the films of my past ………….HOUSE OF THE DEAD and ALONE IN THE DARK

5.) There have been a lot of shots at you in the media lately over your comments regarding Michael Bay, George Clooney and others. Do you think that speaking your mind as you do has earned you a tag as a loose cannon amongst the major studios and do you think that exercising your right to free speech may have hinder future projects with the larger studios?

I said what I was feeling at the moment. So what? Clooney is a great guy and I don’t want to trash him …I was only annoyed by “LEATHERHEADS” …why a movie like this gets made and gets a big release and we have to fight for every screen to get POSTAL out …

And POSTAL is maybe the most controversial movie since September 11.

6.) Is it easier or harder now to be an independent filmmaker as opposed to five years ago, and if so, why?

Way harder. The Major Studios are losing money every weekend because they spend so much money in advertising – they never make the money back and the old rule: for every 10 movies that are made there are 7 bombs but the other 3 make enough money for all 10 —This is not true anymore. 15 years ago you could release a movie with $10 million in P & A (Publicity and Advertising) ..but now medium movies have $25 million in P & A invested in them. Now 8 out 10 movies are not even making it after DVD REVENUES to cover their P & A. But the Majors keep going because they are poorly managed and they want to control the market and destroy the competition even if the studios lose money.

If I was a head of a studio, I would not pay any actor more than $3 million. And I would film no more than 60 shooting days on picture. So much money gets tanked in the production and distribution costs because the studios hire the wrong people. My “IN THE NAME OF THE KING” cost $60 million – the same movie produced by a studio would not cost less than $100 million.

7.) Do you believe that you would not have as much online venom towards your works if they were not based on video games and why do you think gamers still tend to be overtly critical of your films as compared to other gaming films that do not meet their expectations such as “Doom”?

They think it’s cool to hate me …in 20 years they will all know that I was on their side. To be against me is to be with the PRO HOLLYWOOD SYSTEM …they support the SYSTEM of HOLLYWOOD, which gets more redundant and boring every year…with the same movies over and over again. They go against me but I’m an Independent. Instead they should go against the Hollywood Studios…….. “JUMPER”, “10000 B.C.” and all the tons of boring and bad movies produced by the Hollywood machine.

8.) What can you tell the readers about when they may see “Seed” and “Tunnel Rats” released and how would you say they compare and contrast to the previous films you have done?

“SEED” is really hard and disturbing and it will be out on DVD in September. With “Tunnelrats” I hope to get it into the theaters …it’s a very dark, depressing war movie.

9.) What is the status of the Tunnel Rats video game and when can gamers expect to see that released?

We are done and just did a deal for Russia. Soon the rest of the world will be able to buy it.

10.) Finally, it must be difficult dealing with all of the negative things you have to endure when you promote your films. I have been asked by readers to ask you, what keeps you going as surely there must be days when you say to yourself you do not need all of the crap that goes on. Have you ever given serious thought to getting away from films for a while, or does your boxers mentality keep you in the fight for as long as it takes.

I will always be a fighter – I will die fighting.

Iron Man

Iron The summer 0f 2008 movie season kicks off in a big way with the release of “Iron Man”, the latest in a long line of popular Marvel Comics superheroes to make the leap to the big screen.
Robert Downey JR. stars as Tony Stark a Billionaire playboy who owns a vast company that is known mainly for manufacturing weapon systems. When the film opens, Stark is ambushed shortly after a weapons demonstration in Afghanistan and is wounded by the attackers who take Stark into captivity.
Using a device to keep the shrapnel from his vital organs and thus keep him alive, Stark is forced to create a weapon for his captors who plan to use the creative genius of Stark for their own nefarious schemes.
Stark turns the tables on his captors and devices a special suit which allows him to escape, and eventually make his way back to America after three long and harrowing months of captivity.
One back in home, Stark starts to take stock of his life and realizes that many of the weapons he designed to protect America are now being used by other factions to kill those they were designed to protect. When Stark announces to the press that he is stopping the manufacture of weapons by his company he is viewed as suffering from the long captivity and finds himself at odds with the shareholders and board of directors, as well as his long time advisor and friend Obadiah Stane (Jeff Bridges).
Undaunted, Stark begins to build a prototype suit in his lab, and soon emerges as an iron clad crusader who is obsessed with keeping the bad guys from using the weapons his company created against the innocent.
Assisted by his friend in the military Colonel Rhodes (Terrance Howard) and the lovely Pepper Potts (Gwyneth Paltrow), Tony Stark soon finds himself caught in an even more dastardly plot, and needs every ounce of his creativity and his latest invention to keep the world safe.
The movie is a pure delight and it was nice to see a summer movie that actually had some plot and character development, and did not try to dumb the material down for the audience or let the film be carried entirely by the special effects.
The movie also has some moments of good humor which work well within the film as much of it comes from the quick wit of or at the expense of Stark.
Robert Downey JR. is perfect in the role as he perfectly captures the character without making him to over the top as often is the case in many comic adaptations. He portrays Stark exactly as he is portrayed in the comics, a hard drinking womanizer, who is forced to take stock of his life, and make changes.
The supporting performances by Paltrow, Howard, and Bridges help make the film stand out as does the solid work by Director John Favreau who clearly has a grasp on the character and story and thankfully took the time to establish the characters and the premise before rushing Downey into the Iron Man suit.
When the action comes it is solid, and shines with modern effects, but never once overshadow the fact that this is a character driven story. The action teases the audience with the full potential of the suit, which I am sure will be explored further in future films.
Many times summer films arrive in a frenzy of hype and expectations only to be little more than thinly plotted films awash in FX that fail to satisfy. I am happy to say that “Iron Man” is the rare exception to the recent trend and is easily one of the best Super Hero Films ever crafted.
4.5 stars out of 5
Gareth Von Kallenbach

The Picture quality was amazing on the DVD and one of the great advantages of having a HDTV is that many times you get a picture superior to that of some theaters. With the film presented in widescreen and 5.1 Dolby Digital, I did not have to use my surround sound in order to get truly crisp sound. Of course when I did engage surround sound, the experience was amazing as the action truly came alive and the soundtrack was alive and crystal clear.

The 2 Disc DVd Features a treasure trove of bonus materials including deleted and extended scenes, a 7 part making of documentary, and a 6 part making of the hero documentary. There is also the Screen test for Robert Downey JR. a visual effects guide and much more.

Guild Wars Factions Hands On

On a cold and gray evening in Seattle, WA, the folks at ArenaNet warmed things up with a look at their new game Guildwars Factions. Factions is both a stand alone game as well as an addition to the popular MMOPG Guild Wars which has garnered legions of fans thanks to its catching gameplay and innovative lack of a monthly subscription fee.

The event was held at the Science Fiction Museum which is part of the Experience Music Project (E.M.P.) and the historic Seattle Center. In addition to getting a chance to rub elbows with the designers and get a hands on look at the game, those lucky enough to be in attendance were treated to the sounds of Hell’s Belles, an all-female AC/DC tribute band who delivered the goods and had the E.M.P. rocking.

While the Belles were a draw in and of themselves, the night was really about Factions and what I saw is certain to make fans of the original salivate at the pending release and is likely to draw in new players as well. As the first of many planned new episodes in the Guild Wars universe players once again can forget about the level grinding that makes up many MMOPG titles and focus on the action and the series trademark large battles. The new episodes are planned to be released roughly every six months and if Factions is any indication of what is to come, then gamers are going to be for a series of treats.

One of the new features of Factions is a new continent called Cantha which has a strong Asian influence and features a scenic monastery. There is also a breathtaking Jade Sea which according to a legend was caused by the final cry of a condemned guard who was guilty of murdering the leader of Cantha years ago.

There are two new groups in the game, Kurzicks and the Luxans which allow players and their guilds to form alliances with the new factions.

Factions also features three mission types: the hard but rewarding Elite, the competitive and co-op style that forces groups to work with one another to complete various tasks and the Challenge missions which are all about showing what you can do in order to make the games leader board.

With over 100 new enemies, it is a good thing that players will have two new character classes to play. The first is called the Ritualist and it is a Native American inspired class who can summon spirits in battle as well as the Assassin who uses two weapons in battle and has Ninja-like speed and grace.

Graphically, Factions is amazing. I was amazed at the attention to the smallest details the game makers have included. In one segment, my character was walking along a beach, fairly standard stuff until I saw the dust and footprints that were created when I walked. Later I returned to the same locale to see the prints exactly as I had left them.

Naturally Factions is not about making footprints and gamers will be happy to know that Factions has plenty of action to keep gamers fixated. During a Player VS Player match, I was treated to an array of stealth and agility as a player nimbly dispatched a group of opponents in less than 30 seconds. The finishing touch was a nice cartwheel move that allowed the player to move from one recently dispatched player onto their next target all the while avoiding an incoming attack.

The graphics are just mind blowing as the attention to details is in every aspect of not only the characters but the terrain. During one segment of the game, I heard more than one observer ask if the image on screen was artwork, only to be told that it was part of the game. Horizons and other monuments have an appropriate scale and change as players move closer to, or further away.

Based on the promising showing, it looks clear that Guild Wars Factions is set to take its place as one of the top MMOPG games on the market. Gamers will be able to find out for themselves when the game is released on April 28th.

Kal Penn Talks The Namesake and Harold and Kumar 2

Recently I had the chance to interview Kal Penn about his film “The Namesake” as well as his pending projects such as the new Harold and Kumar film.

GVK: What attracted you to the part and what did you do to prepare for the role?

K: I had read the book a few years before the film was made, and that was actually the impetus behind pursuing the film project so aggressively. Jhumpa has created such awesome and intimate details about Gogol’s life and who he is, it was a treat to have that manuscript to refer to every day as we shot the film. It reminded me of “Catcher in the Rye” in a lot of ways. In terms of research, I studied up on architecture, visited Yale and Columbia (where Gogol went to school), and learned and experienced as much as I could from his life.

GVK: . Where there moments in the film you could relate to and if so, what where they?

K: I think there are moments in the film that everyone can relate to: spending time with your parents, going away to college, having your first love-interest, being alone.

GVK: What were some of your more memorable experiences making the film?

K: The entire process is memorable to me. “The Namesake” is the most challenging and my favorite project I’ve had the chance to work on so far.

GVK: You have blended comedy and drama in your recent work, do you have a preference for one and if so, which one?

K: I enjoy both, because they each have something special to offer.

GVK: As a follow up, which one do you find harder and why?

K: That depends on the specific project, not the genre.

GVK: What did you learn from working with Director Mira Nair and how was your experience working with her?

K: Mira was a role model of mine, and has been ever since I saw “Mississippi Masala”. Her eye for storytelling and conveying the human spirit is so unique and positive. I hope we get t work together again.

GVK: In what ways are you and Gogol alike and different?

K Gogol and I are both from the east coast, both Americans born to Indian-American parents, and both bilingual; in that sense, we share a certain experience and history. But personality-wise, we couldn’t have been further apart – Gogol is quiet and subdued, whereas I tend to be a little more gregarious.

GVK: What do you hope people who watch this film take away from it?

K: To me the film is a very American story that’s ultimately about family. I hope it reconnects people with the folks they love.

GVK: What can you tell the readers about the return of Kumar and will we see you in the next Superman film? Also, I was asked to see if there was any chance we could see Taj again in the future?

K: As far as I know, both Taj and Stanford are not planning on making any returns. The new “Harold and Kumar” film opens April 25th!

Thank you,

Fat Albert

In the time-honored Hollywood tradition of remaking the past, comedian Bill Cosby has at long last seen his standup and cartoon character Fat Albert arrive on the big screen.

In the live action version of the classic series which ran in the 70’s Fat Albert (Kenyan Thompson), is once again playing with his friends in the familiar Philadelphia Junkyard when he is interrupted by the tears of a girl named Doris (Kyla Pratt). It seems that Doris (who lives in the real world), is unhappy and Albert, who is always wanting to help a person in need, travels through the television along with most of his gang to help out.

Needless to say that Albert and his gang do not fit in the real world as they are taken aback by computers, cell phones, and all manner of modern conveniences. Further complicating the matter is that Doris is unsure what to do with her new guests as they tend to stand out and she is unable to send them back home until the next episode of their show airs, which will be the afternoon of the following day.

Along the way Albert and company make friends and get the attention of a few schemers who want them out of the way so they can have Doris and her attractive relative Lori (Dania Ramirez), to themselves.

One further issue is that the longer Albert and company stay in the real world, the more they fade out as they are cartoon characters that are not meant to exist in reality.

In a race against time, Albert must save the day and return with his gang to the television, not only to save themselves, but to save their beloved junkyard from those who want to claim it for themselves in their absence.

While the movie is non offensive, it also plays very blandly. I was a fan of the original show but all this film did was make me nostalgic to watch the cartoon series. The actors do their best, but the very weak plot and lack of character development makes this film ideal for those under 12 but not for those much older. There were some cute moments in the film, but they were to few and far between for me and it underscored the fact that what was cute and enjoyable in 30 minute installments becomes labored and tedious when drawn out over nearly 90 minutes. My advice, go get the original series on DVD and watch it with your family and save this one for a rainy day rental.

The Alamo

The classic siege of the Alamo comes to the big screen yet again this time with a mega-budget in “The Alamo”. The film stars Dennis Quaid as Sam Houston and Billy Bob Thornton as Congressman Davie Crockett and chronicles the events that would forever etch the name Alamo into American lore.

While many people know of the battle of the Alamo, few know the range of events that lead up to it and the film does a good job of setting the stage for the classic confrontation between Texas settlers and the vast Mexican forces under General Santa Ana (Emilio Echevarri’a), for control of the region.

The film attempts to fill in much of the lore, but has to speculate on many events as very little is confirmed about the battle aside from the fact that the defenders of the Alamo fought and dies valiantly against overwhelming opposition.

What is shown is that the Alamo was a former mission that is was a strategic point defending the settlements in Texas, which at that time was land that was claimed by Mexico. Sam Houston and many Americans headed to the land as it offered plentiful amounts of land and a chance to start anew for many such as William Travis (Patrick Wilson), who avoided debt and a failed marriage to find success and redemption in the new territory.

Infighting amongst the settlers caused Houston and his forces to deal with political events thus leaving the Alamo without at reliable plan of relief should the Mexican army attack. The attack did come and roughly 183 men found themselves facing off against 2000 battle hardened troops of the Mexican army.

The film shows the setup to the battle well, but the first shot is not even fired until 45 minutes into the film. The main battle does not start until almost 85 minutes into the film and by this point you may find yourself losing interest as the setup is painfully drawn out. Once the battle arrives it fails to satisfy as the action comes to late.

The filmmakers are to be commended for showing that Mexican nationals and slaves fought side by side against the Mexican forces for the cause of freedom as this is a fact that is often overlooked by the very history that inspired the film.

Another issue with the film is that the cast was woefully underused as Quaid spends the majority of the film scowling and aside from the Battle of San Jacinto is given little to do save drink and grumble to anyone who will listen. Thornton attempt to add some life to the film but aside from some colorful moments Crockett is largely relegated to playing the part of folk hero to the troops. Another issue is the woefully underused Jason Patrick as James Bowie who aside from flashing his namesake knife spends the majority of the film bed ridden dying from consumption and offers little to the story.

The film is not a total loss but due to its plodding pace, is better suited for a rental.

Pursuit of Happyness

By Genevieve Mc Bride
There are a few different messages one could contemplate after watching “Pursuit of Happyness” (misspelling intentional, and explained in the movie). It could be taken as an ode to the me-generation extremes of the 80s, a nod to the idea that money just might buy happiness or a salute to the dogged determination of a single father. The contradictory messages are present in this movie, inspired by a true story, but at the heart of the film is the dedication of a father for his son.

Will Smith, in his first dramatic turn since “Ali”, plays Chris Gardner, a single father, down-on-his-luck in San Francisco, circa 1981. He doesn’t start out single. He lives with his girlfriend, Linda, played by Thandie Newton, who is becoming more and more disenchanted with their life and Gardner’s inability to make a solid living selling medical equipment, a failing business venture in which Gardner had invested their life’s savings. She’s working two jobs and they are still three months behind on the rent and the IRS is breathing down their necks. Gardner’s feeling the pressure and it’s apparent Linda is at her wit’s end. Their 4 year old son, Christopher, is caught in the middle.

As he does tirelessly every day, Gardner is hauling around a bulky bone density scanner, on his way to another doctor who’ll more than likely say, “Thanks, but no thanks,” when he sees a man parking a bright red Ferrari and stops to ask him two questions. “What do you do and how do you get to do it?” The man tells Gardner he’s a stockbroker and that he just had to be good with numbers. Gardner decides he wants to be stockbroker, too, and is soon pursuing an internship at the investment firm, Dean Witter, much to Linda’s disbelief and dismay.

Persistent in his quest for an internship, Gardner convinces a Dean Witter human resource executive to grant him an interview, just as his home life falls apart. His girlfriend bails on him and their son and the landlord is ready to evict. In the middle of painting his apartment in exchange for being allowed to stay another week, he’s arrested for unpaid parking tickets. He’s released the day of his interview, forcing him to show up in paint-splattered pants and a white undershirt. With desperate wit, he survives the interview only to belatedly learn that the internship is unpaid. With sales prospects waning for his limited supply of medical equipment, Gardner has to decide whether or not to risk his & Christopher’s already questionable future on the slim odds that he’ll be hired for the one opening at Dean Witter when the internship ends.

Gardner takes his chances on being the smartest and the most successful of the 20 candidates, moving to a motel and continuing to try to sell the unpopular medical equipment on weekends just so he and Christopher could pay for rent and food for the week. He succeeds in selling some of the equipment, but it’s not enough to keep them housed, especially with the IRS ready to swoop in for their share of Gardner’s meager earnings. One night the Gardners find their belongings outside of their motel room. They’d been evicted. Forced to sleep in a transit station restroom, Gardner turns to a women’s shelter the next day, but is turned away because, well, it’s a women’s shelter. He’s directed to the Glide Church, and while the other interns stay late to make more sales calls, Gardner rushes through his day to get Christopher out of day care and in line at the church shelter by 5 in hopes of getting a bed to sleep in. Most days they’re lucky, and it becomes their temporary home. Still they have to pack their belongings every morning, and Gardner lies to his coworkers about having to leave for a trip after work when they see him lugging his suits and bags around.

The movie was nicely paced and well-acted by both Smiths, although there were times you couldn’t help but ask, “Geez, what else could go wrong? Enough already.” But even more compelling than the story at times is Gardner’s 4 year old son, Christopher, played by Jaden, who offers a surprisingly good performace, delivered with a natural charm and a beguiling face. Will Smith is unwavering in his portrayal of a man desperate to succeed. Whether or not it be for his own pride, Gardner leaves no doubt that there is always his son to think about. Gardner grew up without a father and he was determined that Christopher would never be without his. Smith conveys that dedication with an understated performance whenever he shares the screen with Jaden. Although it’s easy to point out that Jaden is his natural son, the chemistry between the two is still poignant and unforced.

At times difficult to watch as father & son’s situation gets more desperate, the movie’s predictability still draws the viewer in with the tenuous hope that maybe, just maybe, the rewards will be sweet after the bitter work is done. Be ready with tissues and enjoy the performances

Oceans Thirteen

Danny Ocean (George Clooney) is not a man to back away from a challenge. So when greedy real estate developer Willie Bank (Al Pacino), cheats Danny’s friend Reuben(Elliot Gould), in a major business deal which leaves Rueben incapacitated, there is only one thing he can do, seek revenge.

Danny gathers his gang from his last two capers and in short order sets about a fiendishly clever ban to destroy Willie Bank, and make some money in the process. Doing so is not going to be an easy task, as Bank is as smart as he is ruthless and he has covered seemingly every security loophole and has a state of the art system in place to monitor his games to ensure nothing has been tampered with and that all of the casino winners are legit.

While Danny and his crew have pulled off some amazing capers, they know that this is the hardest challenge they have faced, and they pull out all of the stops in order to cover all the bases and get back at Banks on multiple fronts. On hand to assist Danny are Rusty (Brad Pitt) and Linus (Matt Damon), who spearhead a multi-level infiltration and assault that requires them to take on some hilarious personas in order to get close to Bank and his key associate Abigail (Ellen Barkin).

As the plan takes form complications naturally arise which requires Danny and the gang to think on their feet and improvise as they race against time to pull off the score for the ages.

One such instance was a member of the group who got to into his role as a Mexican laborer at the factory where the dice for Bank’s casino are made. Desperate to ensure that people do not learn what he is up to, he becomes so concerned with the working plight of his fellow workers, he nearly derails the plan when his impassioned speech for unity causes labor unrest that shuts down the plant.

It is moments like this which are sprinkled throughout the film which gives the veteran cast moments to shine and makes this film so enjoyable

Fantastic Four: Rise of the Silver Surfer

Since audiences last visited the crime busting quartet, the group has become media darlings, and the impending wedding of two of the team members, Mr. Fantastic (Ioan Gruffudd), and Sue Storm (Jessica Alba), has become media frenzy.

As plans for the wedding move forward, and Sue is confident that the wedding will not be postponed by another crisis, unaware that the greatest threat the earth has ever known is about to put very existence of the world in their hands.

When a mysterious Silver Surfer arrives on Earth leaving a path of chaos in his wake, it falls to the Fantastic Four, to get to the bottom of the threat and stop it as only they can. A chance encounter with the Surfer leads Johnny Storm (Chris Evans), on a high-speed race across the land which ultimately leads to a startling and at times comedic discovery. The surfer has the ability to disrupt what it touches and in the chase of Johnny, causes him to swap powers with any team member he touches.

While this is a potential disaster for Johnny, it does lead to some hilarious moments between him, Sue, and the Rock Laden The Thing, (Michael Chiklis), and ultimately leads Mr. Fantastic to devise a new way to track when and where the Surfer will appear.

The Silver Surfer is not the only danger facing the team, as the arrival of the Surfer has somehow revived the teams arch nemesis Dr. Doom (Julian Mc Mahon), who becomes obsesses with the Surfer and his secrets and forms a tenuous alliance with the Fantastic Four, despite their serious misgivings about trusting Doom.

Eventually it is learned that the Surfer is simply a harbinger for a much greater threat, Galactus, a being who eats planets to survive and who has determined the earth to be his next feats.

With the clock ticking, the team must battle, Dr. Doom, The Surfer, and each other as they try to unlock the mystery behind the surfer and save the world before it is too late.

The film though light on plot and character development, is a lot of fun and is a surprisingly enjoyable summer popcorn film. It does not try to be as haughty and pretentious as some past comic book film, and makes the most of its 89 minute run time without dragging itself out unnecessarily.

The cast works well with one another, and there are some good moments of humor to go with some well done action sequences that stay within themselves and the story rather than being the only point of the film.

If I had to find fault with the film, it would be that Dr. Doom is not really used much in the film and seems almost an afterthought to the story. He is supposed to be the ultimate villan but his real motives are only explained on a very superficial level which really detract from his effective use in the story. Another issue that the action was a bit less than I had expected it to be, especially the fact that the team is rarely seen in combat, and instead use the bulk of their powers in comedic or rescue efforts. I really would have liked to have seen the full power of the team used against a bad guy in an ongoing battle, instead of a few moments here or there.

In a summer where most of the offerings have failed to live up to expectations, this is a film that knows what it is, and does not try to be anything more than that. In doing so, the audience is treated to a briskly paced action adventure that delivers the goods, and does not promise more than it can deliver.

3.5 stars out of 5.

1408

For writer Mike Enslin (John Cusack), ghosts and the supernatural are simply myths people use to bolster the local economy with tourism dollars. Mike has made a career of evaluating and debunking so called haunted inns, hotels, graveyards, and locales all over the nation.

While his books do well enough for his editors to be happy with his work, and for locales to be included in his next book, Mike lives a life of routine.
One a promising author, Mike abandoned his novels for his haunted travel guides, and a life of hotels and sparsely attended book signings.

While Mike is evaluating the numerous brochures sent to him by prospective topics, he notices a simple hotel post card that features the simple message “Do not stay in room 1408”. Intrigued, Mike attempts to book the room for a review, but is unable to as the room is no longer available to the public.

With the help of his editor and the legal staff, Mike is able to cover the mysterious room 1408 at the Dolphin Hotel in New York.

Upon his arrival, Mike is greeted by the hotel manager Gerald Olin (Samuel L. Jackson), who offers numerous incentives ranging from rare Brandy, to a penthouse suite if Mike will give up his request to stay in 1408.

It is learned that over 50 people have died while staying in that room and that nobody has even been able to last an hour before befalling some horrific tragedy. Mike is convinced that this is all just part of the hype and that Olin is simply trying to scare him off.
Despite the numerous pleads from Olin to reconsider, Mike insists upon staying in the room, and is soon alone in room 1408.

Upon entering the room, Mike finds it to be a cozy and well maintained room. At first nothing seems out of the ordinary, until a couple of bizarre things happen. Mike is at first convinced there is a member of the hotel staff in hiding, who is playing a trick on him, but soon, Mike realizes just how and why 1408 earned its reputation.

What follows is a serious of horrors that Mike is unable to escape from, despite his best efforts, and he must figure out the mystery of 1408 before it kills him.

The film is based on a short story by Stephen King and is one of the better adaptations of the author’s works. Briskly paced at around 90-minutes, the film is careful to setup the characters and locale, but once the bizarre starts, the audience is in for a thrill ride complete with twists, turns, and some bizarre and suspenseful moments.

Cusack does a masterful job of portraying the conflicted Mike, but never lets you lose sympathy for the man, and displays a very effective ability to blend action, horror, emotions, and pathos, as Mike walks a razor thin line between reality and chaos.
It is especially effective given the fact that Cusack has to carry large segments of the film on his own, without any co-stars in much of his scenes.

The film does lose some momentum in the final 20 minutes, but still rebounds nicely to come to an effective and memorable ending without overusing many of the hackneyed horror film staples.

That being said if chills are what you are looking for this summer, then make sure to check into ?”

4 stars out of 5

Evan Almighty

Evan Baxter (Steve Carell) is a man who is going places. When last we saw Evan in “Bruce Almighty”, he was playing the foil to Jim Carrey and having one of the most spectacular on air meltdowns ever recorded.

In the new film “Evan Almighty”, Evan has left his job as a Buffalo anchorman to take his place as a newly elected member of Congress. Evan ran under the campaign of “Change the World” and with his wife Joan (Lauren Graham), and their three sons, heads off to their new home in Virginia to embark on their new life.

Evan’s first day seems to be going well as he finds that he has been reassigned to a much larger office, and that he has been approached to co-sponsor a bill by prominent Congressman Long (John Goodman). This huge honor is not lost on Evan and he sets out to read the very long bill proposal at the sacrifice of a planned family outing. Needless to say this does not sit well with his children.

Evan’s life soon takes a series of unexpected turns when his alarm starts to go off at 6:14 every morning and mysterious shipments of wood and tools begin to arrive at his home. They are quickly dismissed as oddities, but even Evan has a hard time dismissing the arrival of a man who claims to be God (Morgan Freeman), who instructs Evan to build an Ark to prepare for a new flood.

Try as he might, Evan cannot avoid the facts as he soon finds himself followed by all manner of animals and growing a beard that will not go away, despite numerous shaves.

Those around Evan are convinced he is cracking from the stress of his new job, when he finally relents and begins to build the massive ark on lots adjoining his home. As the ark takes form, Evan begins to change and soon sports long hair and a beard and is clad in biblical robes.

This sudden transformation as well as his declaration before Congress and the television public that God has instructed him to build an Ark soon leads Evan to be barred from his duties in Congress, and a laughing stock to the nation.

Undaunted, Evan presses on, even though the strain is wearing on his family and friends as he is convinced he is doing the right thing.

What follows is a funny and touching adventure as Evan and company learn about priorities, life, and what truly matters in one of the most enjoyable family comedies in years.

The film works very well without being over the top or preachy in its messages. Carell once again shows why he is one of the funniest individuals in film and television.
Morgan Freeman is delightful as the almighty himself as he has a very smooth and compassionate style that helps him recapture the performance he did so well in the first film.

While not side-splitting funny, “Evan Almighty” has a lot going for it, and Carell and Freeman as well as the fine supporting cast keeps the film afloat.

3.5 stars out of 5.

Live Free or Die Hard

Computers have become such a mainstay of modern life that few of us even stop to imagine just how much of our lives are affected by them. In the course of a standard day, everything from the lights at the corner, offices, banks, and even the cars we drive are all governed in some ways by computers.

In the latest chapter in the Die Hard series, “Live Free or Die Hard”, audiences are given a glimpse of what could happen should a massive attack on our nation’s computer network occur, and shown how life as we know it could be severely altered without our digital creations monitoring the numerous tasks to which they have been assigned.

For Detective John McClane, (Bruce Willis), being in the wrong place at the right time has become par for the course, when his routine transportation of a suspected hacker named Matt Farrell (Justin Long), soon has him in a heated shootout, he realizes this is not going to be just another day at the office.

The nations computer network has come under attack by a cyber terrorist named Thomas Gabriel (Timothy Olyphant), and in short order everything has shut down, and the cities of the country are in total chaos.

Since the bad guys have been so intent on silencing Matt, John becomes his guardian as the two try to unravel the master plan behind the attacks, and stay one step ahead of the legion of hired goons.

This is no easy task as seemingly every step of the way the duo are under attack from all fronts from an unseen enemy that can strike anywhere, and often without warning which results in some truly inspired and impressive action sequences.

In a race against time, old school cop McClane must rely on the tech fluent Matt as he once again finds himself the only man who can save the day before the world as we know it is lost.

This “Die Hard” is a real treat as it is the rare summer offering that not only lives up to the hype and promise, but surpasses it. Willis reportedly waited to find the write script and director (Len Wiseman of the “Underworld” films); to bring the next chapter to the series and it is a dynamic and effective pairing.

Wiseman is a fan of the series and as a teen was influenced by the earlier films in the series. His love and understanding of the characters and subject matter is clear as he stages very clever and entertaining action sequences that while thrilling, never take the place of the human elements of the film.

The film is clearly about McClane and his reluctant heroics as he laments that being a hero is not all that it is cracked up to be, and the aftermath of such actions often make for a life filled with baggage.

Willis is in top form, as he comfortably steps back into the familiar role and throws himself physically into a very demanding role, where he insisted upon doing the majority of his stunt work. His gritty approach to the character pays off, as McClane is not some super-powered character; he is a normal man, with faults who is driven to do his part when needed.

The film does take a brief pause about 80 minutes into the nearly two hour run time to expand on some of the characters and the plot, but ramps up for an amazing finale that has some of the best action and stunt work in recent memory.

It was reported that Wiseman kept CGI effects to a minimum for many sequences in order to give them a more realistic look, and in doing so, has crafted a true gem.

Some people have complained about the film being “toned down” to PG-13 but I can tell you that there is just as much action, violence, and body count as any film in the series; they were just not overly gratuitous with the use of blood. That being said, at no point did I get the impression I was watching a sanitized film, I was too busy enjoying a solid action film that takes the audience on one hell of a thrilling ride.

4.5 stars out of 5.

Transformers

Based on the popular line of toys and animated television series from the 80′s. Steven Spielberg and Michael Bay have teamed up to create a mega million FX extravaganza that will delight fans both old and new.

The story involves a group of sentient machines who have battled for centuries in an effort to locate and possess an all powerful object. The kind Autobots led by Optimus Prime, wish to locate and destroy the artifact to keep it from the evil Decepticons who would use the artificat for their own evil purposes, and the deaths of billions.

The film opens with a spectacular battle at a U.S. military installation in the middle east, where one of the Decepticons is attempting to access sensative information from the computer network. Overwhelmed by the attack and subsequent assault on Air Force One, the U.S. government has called in the best and brightest in effort to get to the bottom of the mysterious attacks and the mysterious assailants.

Meanwhile, mild mannered high school student Sam Witicky (Shia LaBeouf), is trying to raise money for a car, and uses his class presentation to hawk his Ebay auctions, unaware that the fate of the universe will soon rest in his hands. After purchasing a used Camaro and giving a ride to the hottest girl in school Mikaela (Megan Fox), Sam thinks his luck is about to change. Little does Sam know that his car is actually one of the advanced scouts for the Autobots, who are attempting to locate one of the items in Sam’s online auction, as it actually contains clues as to the location of the lost artifact.

In short order, the two sides are facing off in several shape changing battles with Sam, Mikaela, and the rest of humanity caught in the balance. Bay and Spielberg have done a great job of combining jaw-dropping FX and action with the humor, charm, and fun that made the original series such a huge success. The audience at my press screening reacted very positively to the film, and there were numerous cheers and rounds of enthusiastic applause throughout the film.

If I had to find fault with the film, it would be that at roughly the 3/4 point, a plot line involving John Turturro as an agent in a secret organization seems forced and unnecessary, as it greatly detracts from the pacing and action of the film. Until this point, the film was very engrossing and moved along at a brisk clip. When the film gets back to the action, it delivers with a solid finale, that while using some of the action film staples, still manages to keep it exciting.

LaBeof works well with Fox and there are numerous supporting roles and cameos that make “Transformers” a pleasant, if silly treat.

4 stars out of 5.

The film has some amzing visuals and thankfully Paramount has done a masterful job of preserving the image as it truly shines on an HDTV. I also ran it on a standard TV and was rewarded with sharp colors and a crips transfer. The 5.1 Dolby Digital worked well with our surround sound system and enhanced the quality of the show. To often films are presented on DVD with colors or sound that are somewhat muted compared to the theatrical version which undermines a film. Transformers is a celebration of sight and sound and it was nice to see this captured for home viewing.

The Two Disc Special edition Comes with a Collector Figure as well as Michael Bay Commentary and cast, crew, and stunt interviews and behind the scenes. Production notes on the Autobots and Decepticons as well as in depth look at the desert attack sequence and much more.