Rob and Big Season 3

Season Three of the MTV Comedy Ron and Big has arrived on DVD and is loaded with laughs. The show features the adventures of professional skateboarder Rob Dyrdek and his bodyguard Christopher “Big Black” Boykin. The two friends have their lives captured in this reality show that features a lot of humor as well as some real touching moments.
One holdover from the last season was the purchase of a miniature horse to keep the beloved dog Meaty company.

Great moments of season three including exorcising the demons of a haunted statue, turtle racing and mini horse competitions, as well as Rob’s effort to break every skateboarding world record.

Humorous and bittersweet, the show is a breath of fresh air in Reality Television what has largely becomes a series of scripted and manipulated events designed to mimic reality.
The set features commentaries, deleted footage and much more.

New and Upcoming DVD Releases

Based on the popular Fearnet digital series, “Buried Alive” is a horrifying look at what happens when a group of friends are held captured and placed in an underground torture chamber.
Trapped in coffins, and given clues, the victims must figure out who is behind their situation and figure out a way to survive. On the surface two people follow a trail of clues and try to save their friends by locating the killer before it is to late.
Mixing elements of “SAW” with some original content, “Buried Alive” is a pleasant enough diversion and has enough to keep you entertained. The DVD features deleted scenes, commentaries, and a making of segment.
Available from Sony Home Entertainment.

The classic Comedy of The Three Stooges has never been better and every eye gouging, head slapping moment is captures in the Three Stooges Collection Volume Four which looks at 21 shorts from 1943-1945.
From the classic War Time segments such as Back From The Front and Dizzy Pilots to the outrageous Micro-Phonies, the collection has been digitally remastered and concludes what is for many the Golden Age of the group as sadly health problems lead to the absence of Curly soon after due to a stroke, which affected some of his performances in the later material in the collection.
That being said, the timeless comedy never goes out of style and the collection of one of the greatest comedy teams in history is not to be missed.
Sony Home Entertainment.

Friends star David Schwimmer takes a crack at Directing the comedic “run fatboy run”, which stars Simon Pegg, Thandie Newton, and Hank Azaria.
Simon Pegg stars as Dennis Doyle, an out of shape lout who is trying to regain the heart of Libby (Thandie Newton), whom he left pregnant and alone years earlier. With the London Marathon pending, Dennis is convinced he can win back Libby by beating her fit boyfriend in the marathon. What follows is a truly madcap adventure that will leave you smiling.
Included delted scenes, commentary by Simon Pegg, Thandie, Newton, outtakes, and Dolby 5.1 this is not to be missed.

The Lifetime original movie “The Memory Keeper’s Daughter” is coming to DVD via Sony Home Entertainment.
The film is loosely based on the #1 New York Times Best Seller and tells the story of Dr. David Henry (Dermot Mulroney), who secretly hid his Down Syndrome daughter from her twin as well as from his wife (Gretchen Mol). The film follows the 25 years that follow as the daughter raised in secret grows to an amazing woman, while his family falls apart.

Godfather DVD Collection

Legendary Director Francis Ford Coppola and Paramount to the delight of fans the world over have releases a truly amazing box set of the legendary Godfather film series.

Lovingly restored by American Zoetrope under the watchful eye of Coppola the set is a true marvel that bursts from the screen in amazing picture quality and 5.1 Surround Sound that produces a superior viewing experience. I first saw “The Godfather” on VHS years ago, and the sharpness of the sound and picture of the DVD adds another level of enjoyment to this epic story.

The films tell the story of the Corleone family and follows there world of crime. As the family patriarch (Marlon Brando) transfers power to his reluctant son which in turn causes a series of events to unfold that set the epic saga of love, power, and violence into motion. The incredible cast features Al Pacino, James Caan, Robert Duvall, Diane Keaton, Talia Shire, Rober DeNiro, and Andy Garcia which makes the series the most star powered trilogy in film history.

All three films in the series are contained in the collection, and Coppolla has recorded full commentaries for each film. The set also includes a disc of bonus materials which includes a wealth of bonus features including additional scenes, and alternate opening for “Godfather III”, as well as a great featurette on filming locales for the films as well as segments on the music of the series and much more.

With superior storytelling, acting, and this lovingly crafted set, this is not only a must own for fans of the series, it is also an ideal gift for the upcoming holidays and a must own.

5 stars out of 5.

Eagle Eye

eagle The modern world is powered by intelligence and many wars have been averted or in some cases, started based on information that was obtained through clandestine means. It is said that nations that posses the ability to gather and control information have a superior tactical advantage and as such vest networks of people and technology are empowered to collect, preserve, and analyze sensitive information.

In the new film “Eagle Eye”, an ordinary man and woman become caught in a web of deception as they become unwilling participants in a game of high stakes.

Jerry Shaw (Shia LaBeouf) is a chronic under-achiever who has lived in the shadow of his successful twin brother for his entire life. When his brother is tragically killed, Jerry returns home to find his apartment filled with weapons grade materials, passports, and sensitive data. This combined with a large deposit recently made into his bank account has Jerry as a prime person of interest for the F.B.I. who arrive and arrest him seconds after Jerry receives a mysterious call telling him his has been activated and that the authorities are on the way to detain him.

Around the same time, a single mother named Rachel (Michelle Monaghan) is spending a night on the town with her girlfriends after placing her son on a train to Washington D.C. so he can perform with his school band.

Rachel also gets a mysterious calling telling her she has been activated and is warned that should she not follow instructions then the train carrying her son will be derailed. Another mysterious call soon has Jerry escaping from custody and eventually teamed with Rachel as they attempt to avoid the authorities under the lead of Agent Thomas Morgan (Billy Bob Thornton), and discover the true intentions of the mysterious caller who is following their every move, and leads them into one increasingly dangerous encounter after another.

As the danger increases, Jerry and Rachel must find out who is behind their situation and fight back when their every word and action are being monitored.

The first 30 minutes of the film are a very intense and exciting adventure that is one of the most grippingly original and fresh thrillers in a long time. Sadly the film is unable to maintain this promise and soon becomes little more than a movie of the week style thriller that becomes sadly lacking in surprises.

One of the biggest issues with the film is that it tips its hand early in the film and roughly 40 minutes in I knew who was behind the plot and what the ultimate goal of the plot is. Knowing this information the final hour and change of the film drags on with little suspense and causes the characters and plot to stagnate.

Had the reveal been saved for the final act, then perhaps the film could have lived up to the promise it showed early on but sadly “Eagle Eye” is yet another example of style over substance that comes up short.
2.5 stars out of 5

Sunbeam Core-Contact Freezer

sunbeamAs a reviewer of gaming, I naturally have to make sure to have quality hardware in my computer in order to experience the games in the best possible conditions. Since many of the new games feature cutting edge graphics and performance, and with the advent of Direct X 10 graphics, the need for more powerful graphic cards and processors arose in order to better showcase the programs of tomorrow.

As any gamer will tell you, the addition of new hardware requires proper measures to ensure that the processor, memory, and other cards are cooled as they do tend to run warm, and not providing a fan to cool the interior somewhat can lead to overheating which will damage the costly hardware in a system.

Thankfully Sunbeam has a solution for hardcore and casual gamers alike with their Sunbeam Core-Contact Freezer which is an easy to use and affordable resource that will keep your system cool. While I found it easy to install, some people may run into space issues with the unit as it is a bit tall and I have read about some users having issues with this. That being said, the results were solid and you cannot argue with the performance based on the price. The unit is a very good way to eliminate heat, and I was impressed how it directed the heat to the rear of the case instead of up and down.
Installation was very easy and the system came with everything I needed for my install and once up and running I was happy that the noise level created by the unit was low. The bent fin design also allows for greater cooling over the motherboard and makes this unit a true winner.

Razer Destructor Mousepad

razerI have been a fan of the Razer line of precision gaming tools since I first learned of them last year. As a user of the Lachese Mouse, Lycosa Keyboard, and Piranha headset, I have quickly become won over to the benefits of precision gaming accessories.

In the past, I had always considered such items to be better suited for competitive gaming and for a casual gamer they may simply be overkill. Needless to say I fell in love with the products soon after their first install, and have used them exclusively for all of my gaming and gaming reviews.

The latest Razer product is the Razer Destructor which is a professional gaming mat designed to provide the best gaming surface for your mouse. Already impressed with the response time of my Lachese, I was curious over how much better the Destructor could improve my gaming control. With the improved response and tracking provided by the destructor, I did indeed see a response time that was significantly better as now slight and subtle moves are tracked. While I was concerned that this would make the mouse to sensitive and force me to relearn how to play many of my favorite games, this has not been an issue. The biggest advantage I gained in Call of Duty 4 was the ability to be more subtle in my movements when attacking. For example, when coming out from cover to knife attack an enemy, I often had to make a larger movement with the mouse. With the Destructor, I was able to reduce the amount of motion needed to perform the same attack, and I was able to have a much greater degree of control and be more locale specific rather than thrusting in the direction of my target.

For those who are into Sniping, the ability to line up precision shots with much greater accuracy and control will be a huge advantage in your gaming.

The Destructor was tested by professional gamers who also helped in the design process so gamers can rest assured that the Destructor has been designed and tested by the best gamers in the world and is a top quality product that will enhance their gaming experience.

Simply put, The Razer Destructor will provide ample enhancement to your gaming experience and it’s attractive design makes it a must own for gamers everywhere.

Team America: World Police

With world tensions at an all time high with the very real threat of terrorism, the creators of South Park, Trey Parker and Matt Stone, have rushed to the rescue with a biting political and social satire named “Team America: World Police”.

The film is a puppet movie based upon the old Thunderbirds television show about a team of specialists who fight to save the world from all manner of threats both real and imagined. The story is told entirely by puppets and miniatures which allows Stone and Parker to push the boundaries much further than they would be allowed to with live actors and in doing so, give the audience some of the deepest albeit raunchiest laughs seen in a long time.
The story opens with Team America battling the terrorists in Paris. Ever quick on the trigger, the team is able to stop the deployment of a weapon of mass destruction but in the process much of the cities famed landmarks fall from collateral damage.

Forced to find a new team member, the leader of Team America, Spottswoode recruits a stage actor named Gary Johnston to join the team and infiltrate the terrorist organization to learn what new attacks are being planned.
While this is seen as a good move by the team, there are parts of the team that are unsure of this as one in particular does not trust actors and thinks that he will escalate an already volatile situation. Undaunted, the team sets off for Cairo Egypt and eventually leaves a trail of mayhem and destruction in their path.

It is at this point that the real story of the films kicks into gear. It is learned that North Korean leader Kim Jong Il is working with the terrorists to plot the ultimate attack and have convinced a cadre of Hollywood actors to attend a peace conference with other world leaders in an attempt to undermine Team America.

In between battles, Team America has plenty of time to take on other concerns such as love, self-doubt, personal issues, and suspicions, some of which result in a side-splitting sex scene that will soon become legend, as even though it involved puppets, it has to be severely edited in order to avoid an NC-17 rating. As it stands, it is one of the funniest moments in cinematic history and worth the price of admission alone.

The film does a good job of mixing comedy and commentary without ever drawing a line and saying this is how it is. We see Team America as a gun happy bunch, but we are also shown that they are true patriots who are willing to do what it takes to keep the country safe. Such is the genius of Parker and Stone as they are able to create a biting social commentary that makes you aware of issues without pounding the audience over their heads with the creator’s viewpoints. Instead the audience is given a situation and watch things taken to highly comical levels in an effort to entertain. People are free to draw their own conclusions and interpretations of the messages in the film as despite your beliefs or political leanings, we all laugh. There will be those that take umbrage to the crude humor and language, and others will not like what they may call a right-wing message. Instead I looked at the film as a very funny comedy with solid social commentary.

The only fault I had with the film is that it does drag a bit about ¾ in before getting to the final confrontations but those are well worth the wait. The film also parodies many action films and it is fun to try to try to uncover which film is being parodied. The puppets themselves are very impressive as their movements and facial expressions are easily the best ever captured on film.

4/5

Shaun of the Dead

With the recent influx of the walking dead at your local multiplex, it would be easy to dismiss the British film “Shaun of the Dead” as just another cheap zombie film. While few will mistake “Shaun” as a landmark in cinematic history, but despite its flaws, there are a few funny moments on the film.
The film attempts to mix horror and comedy and largely but works best if viewed as a comedic satire of the genre. Shaun, (Simon Pegg), (who also helped write the film), is a working class stiff who toils away his time in an London district selling electronics by day and squiring the love of his life Liz (Kate Ashfield), to the local pub much to her dismay as the monotony of the situation and Shaun’s obscene slacker friend Ed (Nick Frost), have worn on her last nerve.
Despite getting an ultimatum from Liz to take her to someplace other than the pub, Shaun becomes distracted and fails to secure a table elsewhere, causing Liz to storm out and send Shaun into a spiral as he begins to question his place in life and suspect that there is much more that he should be doing.
As if this was not enough of a burden for Shaun to endure, the local population seems to be acting oddly as reports of mayhem and carnage are starting to arise and the streets start to fill with Zombies. At first Shaun and Ed are oblivious to the changes around them as they continue their daily routines without noticing the blood stains, bodies and walking dead in the neighborhood, that is until one decided to attack.
Shaun and Ed soon get a nasty dose of reality and Shaun eventually decides that he must get his mother and Liz to safety, so armed with his Cricket bat, he takes on the grisly horde of undead against overwhelming odds.
While the film does have some good comedic moments, it drags horribly for the last 20 minutes as only a funny but albeit brief segment involving a zombie attack to a Queen classic is the only respite in the monotone that the film crawls to. The biggest problem is that the film seems to run out of material about 40 minutes in and the makers of the film try to stretch the film using standards from past zombie films. We have the desperate stand in a surrounded building, the improvised weapons, the infighting between survivors, and the classic bearing of the soul when it seems darkest.
I do admire the creative element that the creators of the film came up with especially with the obvious budget restrictions they were under. That being said, the film is not worthy of the praise that is being heaped upon it. Yes, it shows promise for the cast, and yes it is a nice twist on the tired zombie genre, but any momentum that was gained in the early portion of the film is quickly destroyed by the sputtering plot that crawls its way to the finish with a ho-hum climax that will disappoint any in the audience who still care.

3 stars out of 5

Sky Captain and the World of Tomorrow

Harkening back to the days of episodic serials, “Sky Captain and the World of Tomorrow” attempts to blend the thrills of the old adventure films and serials with the high tech computer effects of the modern age.

The film stars Gwyneth Paltrow and Jude Law as reporter Polly Prince and Aviator Sky Captain, who are reunited during a surprise attack on New York by an army of robot . Polly has been investigating a recent wake of scientists who have vanished under mysterious circumstances, and when the robots attack, Polly sees a connection and gets in contact with her old flame the Sky Captain.

Sky Captain is not thrilled to see Polly as he does not trust her, especially when they last parted under a difficult situation where the Sky Captain was left in a dangerous situation as a result of Polly’s ambition. Nevertheless, the duo team up and investigate the cause of the attacks. No sooner does the duo start the investigation, then Sky Captain’s base is attacked and his friend and gadget creator Dex (Giovanni Ribisi), has been kidnapped.

In a race against time to save Dex and stop the evil Dr. Totenkoph from destroying the world, Sky Captain and Polly must travel the globe meeting all manner of deadly and bizarre resistance in some of the most remote locations on the planet. Eventually the team meets up with Captain Franky Cook, (Angelina Jolie), who also has a past with Sky Captain, and her legion of flying forces help stage an attack on the good doctors compound in a lavish display of FX and action as they attempt to gain entry to a hidden fortress.

With the clock ticking, and the situation growing tense, Sky Captain and his crew must traverse the exotic and deadly location of the hidden location before it is to late if they are to stop the doctor and his henchmen (Bai Ling), and save Dex, the missing scientists, and the world.

While ambitious “Sky Captain” suffers from a lack of focus as the film tries to do too much. Writer/Director Kerry Conran does a good job in his first feature, as he is able to blend lavish visuals in a unique and creative way to create and populate the world of the film. Sadly though, the performances of Paltrow and Law are remarkably understated and the talented cast often comes across as bland. This causes the audience to have little connection with the characters and any real tension or chemistry is sadly lacking. We know there was some history between the two lead characters but it is mostly glossed over in favor of the action that after a while comes across as more of the same and becomes bland. Only the Franky character stands out as Jollie plays her with a sultry charm and flair that hides her devilish streak, yet emphasizes the strength of her character and her loyalty to the captain.

I had really wanted to like this film, as I found the premise to be interesting, however the action sequences were rather under whelming and to me it was very obvious that the film was filmed entirely against screens and used CGI for everything from buildings to sets. While ambitious, it became overwhelming after a while and in more than one instance the backgrounds were obviously false and did not match up well with the actors.

While this can be excused, what cant be a pedestrian plot that borrows heavily from other works, and while they like this film were inspired by the serials of old, and pulp comics, I could not help but see the “Indiana Jones”, “Star Wars”, and “Jurassic Park”, over and over in the film. Law, Jolie and Paltrow are talented actors but they are given little to do aside from run around and spout stale dialogue from a story that is already muddled down by a lackluster plot, lack of tension, pacing, and average special effects.

Conran is a director with promise and it should be noted that despite the film’s faults, the film was a daunting task as it was shot in just 29 days, which would strain even the most seasoned of directors. As it stands “Sky Captain” is an average film that could have been much better with just a little more time in the hangar.

2.5 stars out of 5

City of Heroes

Recently I had the chance to speak with Rick Dakan of Cryptic Studios about their new game, City of Heroes game. With the demise of many super hero games such as “Agents of Justice” fans have been clamoring for a super hero game that delivers the goods. I would like to thank Rick and Jack Emmett for their time and help with this interview.

GVK: Describe how the idea for the game came about.

RK: Our lead designer, Rick Dakan, was intrigued by the idea of a superhero RPG for quite some time. Comic books, in general, were a medium filled with story potential; Rick wanted to marry this potential with the nascent MMORPG genre. Cameron Petty, our CEO, Bruce Rogers, our CTO, and Matt Harvey, our Art Director, had been independently working on a MMORPG of their own. After extensive experience in the arcade industry, they were interested in a new challenge. That’s how City of Heroes came about.

GVK: Going into this game, what were the main objectives you wanted to achieve in regards to content and gameplay?

RK: On a very practical level, we wanted to create a thrilling, exciting game that captured the spirit of the modern super hero. We needed to deliver the sort of epic storylines and foes that super heroes face day in, day out.

GVK: What were the biggest obstacles and success stories that you encountered
when you were creating the game?

RK: Creating a living, breathing city is no easy task. And then there’s creating all the super powers, and balancing them appropriately. Those have been, and continue to be, challenges. Our greatest success has to be the look of the game. The costume options for players are just phenomenal – and our villains look truly evil.

GVK: In regards to content, were there features you wished to include but were
unable to do so, and if so what were they?

RK: We would have loved to create player villains, but that just wasn’t feasible within the development time. And although Paragon City is full of adventure and excitement, we naturally wanted to flesh out the rest of the world. That will need to wait for the expansions. Lastly, we couldn’t work player vehicles into the first release; that also will need to wait.

GVK: What are some of the powers players will have, and can they increase their powers and game new ones during the game?

RK: There are 40 major powers and 150 sub powers – that’s a lot of variation. And yes, players can increase their powers during game play and they can also purchase new ones. But every origin type has a finite number of powers; players need to make their choices wisely, because once they’ve chosen a power, it’s their’s for good.

GVK: In regards to the multiplay, what are some of the game play options for this mode?

RK: Players can team up and take on missions to foil the plots of Paragon City’s villains. Players can also enter Hazard Zones and attempt to clear them of threats. Teams can also pool resources and rent an HQ. Teams will have access to more equipment and facilities than a single hero will.

GVK: What are some of the things a player can do to gain money, and can they lose money?

RK: Heroes will gain money by accomplishing missions or defeating foes in a Hazard Zone. Heroes spend money on their insurance plan that ensures they will teleport out of dangerous situations, when the heroes on the brink of death, and into a hospital. Heroes can also spend money on equipment for themselves and their HQ.

GVK: How large is the city map, and will players have the run of the map?

RK: Let’s say that Paragon City is the size of any large U.S. city. Heroes will have run of everything but those Hazard Zones that have certain fame and experience requirements.

GVK: Will players have to guard a secret identity as well?

RK: No, this is not included in gameplay.

GVK: In regards to the Alien invasion, will the Aliens play a part in the game and future series?

RK: Yes, the Rikti have a huge part to play in the storyline

GVK: can players destroy objects such as buildings in the course of their combat?”

RK: There will be some of this in missions and Hazard zones.

GVK : Will players be able to edit and create their own missions?

RK: No, not in the first release.

GVK: Of the villains, is there a group that will stand out as more dangerous then others?

RK: Each villain group has a number of minions and “bosses” that vary in power level. So no group at the moment stands out as more dangerous than others. Each one has the same potential to wreak havoc. As a hero grows in power, the hero will face more powerful minions of each villain group.

GVK: The game engine seems to be an ambitious effort to blend cutting edge graphics with stable online play for large numbers. Have you had to make sacrifices in order to increase the online play ability?

RK: Sure – our first design ideas were way too ambitious. We wanted to flesh out the entire planet – not just Paragon City. That quickly became unfeasible! We soon learned that we’d need to focus just on the city itself. The same with powers – we started off with a ton of super powers, but soon realized that a few would present such difficulties that it would be impossible to make the game in our schedule. So we needed to cut down the list to a more manageable level; players need not fear, however, because we’ll be returning to these powers at a later date.

GVK: In terms of the online play, how many players can be in a game at once, and what is the planned cost to play?

RK: We’re planning on 2000-3000 players concurrently on a single Continuity (i.e. server). Missions will support up to 8 or 9 heroes teaming up.

GVK: Is there a solo play mode as well?

RK: Sure. A hero can take on missions and enter Hazard Zones all by himself. He can use his resources to build his own HQ.

GVK: What is the present development cycle of the game?

RK: 2 years.

GVK: Will there be an add on pack or a sequel?

RK: Yes. We have plans for several expansions.

GVK: What are you working on now?

RK: We’re all working towards “feature complete” and the beginning of private testing. Public Beta will be around the corner…

Spider-Man 2

There comes a time in every young persons life where they have to make a series of decisions regarding their future. For many the pressures of finance, school, work, and ever-changing social dynamic force individuals to take a look at their values and what is important, adjusting their lives as needed.

For many this is a difficult situation that is often accomplished through trial and error marking the difficult transition into adulthood. For Peter Parker (Tobey Maguire), the added pressure of dealing with his dual identity of Spider-Man has driven him to the edge.

Since Peter spends his evenings scouring New York fighting crime, his college studies and job have become seriously neglected. With difficulties paying the bills and making it to class and work on time, Peter has become weary of his life, as Spider-Man has made it close to impossible for him to lead any semblance of normality.

Further hindering Peter’s life is his strong feelings for Mary Jane Watson (Kirsten Dunst), who he keeps at a distance to protect her from reprisals from enemies of his alter ego, though it is causing him endless emotional turmoil to do so.

Faced with losing the woman of his dreams and his lives goals, Peter decides to abandon his alter ego and live life as a normal person allowing his energies to be focused on his studies and pursuit of science.

Peter’s new found freedom is interrupted by the emergence of a new villain named Dr. Octopus (Alfred Molina), who is a brilliant scientist turned evil as a result of an experiment gone awry. The Doctor has four metallic limbs grafted to his body and is capable of amazing feats of strength and copious amounts of destruction and mayhem due to his unrestrained madness.

The cause of the good doctors wrath is to complete the experiment that disabled him and avenge the loss of his wife in the accident that created him. Towards that end, the Doctor needs an abundance of financial assets and a rare fuel source that can only be provided by his former employer Harry Osborn (James Franco). Harry is only to happy to comply as he still blames Spider-Man for the death of his father in the previous film, and promises to supply the Doctor if he delivers Spider-Man to him. The recent failure of the Doctors experiment, have pushed Norman to the edge as what was to be a shining achievement for the company has now left him reeling and looking for answers, straining his relationship with Peter and Mary Jane.

What follows is a wild ride of action, romance, drama, and comedy as the tangled web that is Peter Parker’s life unfolds and it is one wild ride.

“Spider-Man 2” is a solid film that will delight fans of the first film as well as the comic and will provide a welcome presence at the theaters this Summer from the flock of big budget disappointments that have been the norm.

Sam Raimi paces the film at a slow pace to start with and allows the action and pace of the film to unfold. The film never seems in your face as despite the intense action sequences, the film remains a character driven piece as the relationship between Peter and those he cares for are central elements to the film.

As adventure films go, “Spider-Man 2” has a very complex storyline as several mature issues are developed and explored which helps round out the characters from comic book icons to people that you actually care about.

If I had to find fault with the film, and it would be nitpicking, would be that Doctor Octopus did not stand out as menacing a threat as The Green Goblin did in the last film, as he does not embody the same level of fear and evil. That being said, Maguire is amazing as he does a great job of making Peter a realistic character by showing the audience the pain and conflict as well as the joy that Peter experiences being Spider-Man.

The special effects are amazing but never overshadow the human performance and tone of the film, as after all, this is still a story about a regular guy, with regular problems and extraordinary abilities that are part gift and part curse.

The supporting work of Franco and Dunst is solid and there chemistry amongst the leads is evident. The ending of the film sets the stage perfectly for the next chapter in the series and here is hoping that the winning formula continues as “Spider-Man 2” is not only the best comic inspired film ever made, but one of the best films of the year.

5 stars out of 5

Call of Duty

The current flux of WWII theme games has a new champion and its name is Call of Duty.

The folks at Infinity Ward and Activision have squeezed every drop out of the modified Quake 3 engine to creation the most enthralling and realistic WWII game to date.
Players take on the characters of three characters as they take up American, British, and Russian campaigns. Each campaign is based on historical events such as the Normandy invasion and the Battle of Stalingrad and allows players to interact with a number of AI controlled players as they embark on both solo and squad missions.
The game has a training mood that allows players to become accustom to tossing grenades for accuracy and using the weapons of the era.

Once the game began, I was amazed at the detail, as being a student of history; I was amazed at the detail level. Everything from the parachute patterns to the way the squad had to take and maintain territory often fighting in and around villages was captivating. The enemy A.I. is solid, as I had to employ strategy to take out the bad guys, as simply charging at them with guns blazing was not always effective.

The early levels of the game were a bit easy, and just when I was thinking that the game would be easy to complete, I was tossed some real curve balls especially in the British and Russian campaigns.

Players do get the chance to use a tank, but the games main focus is on tactics and action. Missions included destroying gun emplacements, freeing a prisoner from a camp, destroying V2 rockets and so on.

The artwork of the game is outstanding as the settings were well detailed and interesting. Weapons were generally a pistol, grenades, a rifle and a machine gun. There are no super weapons though tank busters are available for some missions. The maps contain various gun emplacements, which can be used to help dispatch enemies. I got a kick out of taking on a squadron of Stukas with a gun battery while my team attempted an escape.

Multiplay was solid as there are many servers available for all sorts of games from traditional deathmatch to team deathmatch and other mission based multiplay modes.

The only real issue I had an it is minor was that the games frequent saves were based at checkpoints rather than specific locations and at times it made me want to rush ahead to find a checkpoint rather than work on objectives so I could avoid having to repeat several sections should my player be killed.

Game Title Rating
ConceptFantastic and Gripping 5
GameplayA perfect mix of action and strategy. 5
GraphicsOutstanding and full of detail. 5
SoundGreat mix of music, voice, and sounds to create a realistic atmosphere. 4.5
TechnicalNo problems at all, a solid build. 4.5
OverallThe best WWII Game ever, and a true classic. 4.5

Glory Road

Sports films have long been a popular genre in Hollywood as classics such as Pride of the Yankees, The Natural, and Raging Bull are all examples of some of the finest examples of sports films which encapsulate the very essence of the sport they portray.

In the new film Glory Road Josh Lucas stars as Don Haskins, a girls Basketball coach who is given the chance to coach a Division 1 team at Texas Western in 1966.

The small school cannot offer the coach much in the way of amenities as Don and his family are required to live in the student’s dorm. Since his dreams of playing pro ball came to a halt after a knee injury, Haskins looks at his job as a chance for him to make a name for himself.

The task will be daunting as Texas Western is a very small school that puts the majority of its athletic budget into the football program leaving next to no money for the gym, new equipment, and recruiting of players.

After a frustrating attempt to recruit players at a local invitational, Haskins sets his sites on a young African American player who while big on attitude, is also big on potential.

With scholarships to offer, Haskins and his staff travel the nation and shock the conservative school by offering scholarships to 8 African American players. In a day and age when teams had at most 1-2 African American players; many of whom did not see much playing time; this is a risky move for the coach.

Undaunted, the coach begins the process of integrating his new players with his current players all of whom are Caucasian, which leads to some tension over starting rights, abilities, and styles.

Haskins is a no nonsense coach who is very strict in regards to grades, effort in practice, and above all avoiding late nights and carousing while the season is underway. Despite this, many players decide to test the will of the coach which raises issues of commitment to the team and discipline, all of which are standard staples of sports films.

When the season starts, a funny thing happens. Not only is the coach playing his African American players in a heavy rotation, but little Texas Western is winning their games and beating some of the more noted teams in the country in the process.

As their notoriety increases so does the amount of hostility directed towards the team from racially incensed fans who do not like the make up of the team and especially hate their success.

Despite this, the team finds itself in the National Championship game against powerful Kentucky coached by the legendary Adolph Rupp (Jon Voight), where Haskins makes history by starting and playing only his African American players which is a first in NCAA finals history.

While the marketing and trailers for the film certainly do not hesitate from telling you most of the above and underscoring that the team ends up in the finals and that the film is based on a true story, it is not about the final results, it is about the journey the team took getting there.

Producer Jerry Bruckheimer is a master at knowing what the fans want and director James Gartner gives viewers a by the number film that delivers the goods. Yes, the film heavily uses all the sporting clichés from the ailing player, the us against the world mentality, the team of misfits, and so on all of which combines to offer little cinematic tension as it is very clear early on and from the ads where this film will end up.

Despite tipping their hand early and throughout, the filmmakers have decided not to rock the boat and have stuck with a tried and true formula that results with a winning albeit very predictable film.

Lucas does a solid job in the roll and makes the best of the material he has to work with. The game sequences are well managed and rousing which had members of my preview audience cheering.

While it offers little originality, Glory Road is a lot of fun, and despite mining every cliché in the book, is an entertaining time at the movies.

4 stars out of 5

Scream 2008 is coming to SPIKE

Voting has begun at www.scream.spike.com for Spike TV’s Scream 2008, a celebration of the best in the horror, sci-fi, fantasy and comic genres. If you are interested, we would love to see a post of it on your site. In the top right-hand corner of the page, there is also a “Countdown to Scream” widget, which users can embed directly into their page.

With categories including The Ultimate Scream, Best Superhero, Best Villain, Best Director, Most Memorable Mutilation and Best Fantasy Movie – Spike believes it’s about time that someone paid homage to the incredible talent involved in this industry.

Be sure that your voice is heard when Scream 2008 premieres on Spike Tuesday, October 21st (9:00-11:00 PM, ET/PT).

Star Trek 20 Q

20Q Boldly Goes Where No One Has Gone Before

NEW YORK, NY, September 9, 2008¾20Q.net is putting its artificial intelligence (A.I.) into warp speed to bring players 20Q™ STAR TREK, the latest version of the hugely popular online game that can “read your mind.” In a partnership with CBS Consumer Products and Mattel, Inc., 20Q™ promises to deliver a game that’s both fun and challenging for even the most die-hard STAR TREK fans.

20Q™ STAR TREK will test the knowledge of Star Trek aficionados by asking players to think of any sentient being, place or thing from the iconic entertainment franchise. The all-knowing 20Q™ will then guess what the player is thinking in twenty questions or less. Fans eager to stump the game better do their homework, because with each game played, 20Q™ gets a little smarter.

20Q™ dares players to stump the A.I., which has become an expert in just about everything from Harry Potter, The Simpsons, music, sports, movies, TV, people, the Old Testament, Doctor Who, and the U.K.’s longest running soap, Coronation Street.

Visit http://20Q.net/startrek and try to stump the newest version of the all-powerful neural-net of 20Q™.

About 20Q.net Inc.

20Q™ is an artificial intelligence, a website, a company and a phenomenon that speaks for itself at http://20q.net. Players think of something, and 20Q™ guesses what is on their mind, in twenty questions or less.

Each time the online game is played it learns a little more. After more than 62,000,000 games played and half a billion questions asked, 20Q™ has evolved from an experiment in artificial intelligence into a software development firm that licenses games built on the capabilities of the 20Q A.I.

Inventor Robin Burgener has nurtured this A.I. technology since he created it in 1988. The 20Q™ A.I. played 2,000 games in the first ten years of its existence. By April 2008, more than 60 million games were played. 20Q™ has been translated into more than 20 languages, so now more players from around the world can test its knowledge. Handheld versions of the original 20Q™ Classic (in nine languages), 20Q™ Harry Potter, 20Q™ People, 20Q™ TV, 20Q™ Rock & Pop, and 20Q™ Sports are in stores now, with more specialty versions to come. Check it out at http://20Q.net.

Licensed to Radica Games USA Ltd., a subsidiary of Mattel, Inc., millions of the popular and addictive handheld versions have been sold worldwide. The original handheld 20Q™ game has won many awards, including the 2006 Toy Industry Association’s Electronic Toy of the Year Award and the 2007 U.K. Toy Retailers’ Association Special Recognition Award.

Call of Duty World at War Interview

codRecently I got the chance to ask Rich
Farrelly, Creative Director of Call of Duty: World at War, some questions about the hotly anticipated new game. I want to thank Rich for answering my questions and Robert for arranging the interview.

GVK: What is the background and setting for the game?

RF: The game is set in World War 2 during the final brutal days of conflict.

It covers the stories of two squads, one from the Russian Red Army and
one from the US Marines as they close in on the final objectives of the
war.

GVK: What can you tell us about the A.I. in the game? I have heard that they will hide in the grass, set ambushes, and do suicide attacks?

RF: They will certainly do all of those things and more. When we were
designing the gameplay for the new Pacific Theater content, we realized
that the existing Call of Duty AI just didn’t feel right in the new
environments.

After a quite bit of research we learned that the Imperial
Japanese Army fought in a completely different way than their European
counterparts. We spent a great deal of effort integrating these new
tactics into the existing AI. The results were great, it completely
changed the way the game felt and how players approached it.

GVK: What are some of the locales gamers will see in the game?

RF: We have two campaigns. One takes the player from the edge of Germany and on into Berlin with the Russian Red Army, the other starts on a small Pacific Island called Peleliu and moves into Okinawa with the US Marines. The settings offer a wide range of visuals from swampy jungles to bombed out cities. Using the well seasoned Call of Duty 4 engine as a foundation, we have been able to build upon it to continue to push the hardware to new limits, creating some incredibly stunning environments.

GVK: What are some of the weapons we will see and will they change
between locales?

RF: There are way too many to list especially when you count in the
diversity we have in the multiplayer game. Players will see the usual
suspects like the Garand rifle or the MG-42, but the new Pacific
campaign introduces a whole range of new Imperial Japanese weaponry.

One type we are particularly excited about is the flame based weaponry. This ranges from the venerable flamethrower to flame tanks and Molotov
cocktails. All of these will effect the environment and characters as
players burn their way through the levels.

GVK: How will vehicles be used in game and what will players be able to ride in?

RF: There are vehicles in both the Single Player, Co-Op, and Multiplayer modes of the game. Players will be able to drive different tracked vehicles, including the awesome Russian T-34 flame tank.

GVK: What forms of multiplay does the game include and will players be
Able to play both sides of the conflicts?

RF: We recognized early on that the Call of Duty 4: Modern Warfare
multiplayer experience was amazing and beloved by many players.

We made it our aim to build upon that model rather than re-invent the wheel.

You’ll see a similar perks and experience system and some familiar game
modes along with some new modes including specific vehicle based levels.

Players will be able to play as anyone of the four nations depicted in
the game.

GVK: After 3 games and 2 add on packs in the series set during W.W.II
how do you keep it fresh and was it tempting to move away from W.W. II
entirely as COD 4 successfully did?

RF: It was a very tall order, and something we took very seriously from the outset of the project. We knew we couldn’t come to market with the same old World War 2 game.

We looked at every aspect of the game and asked the question “How can we make this different?”. One of the first things was to take on a grittier more serious tone rather than the usual “Go get ‘em boys” approach. This permeates everything from the graphics
though dialogue and even the music has an edgier more contemporary feel.

GVK: Blending action with a detailed plot can always be tricky. How
have you attempted to create this element, and will scripted events be a part of the game?

RF: As with every Call of Duty title we always try to have a strong story and cinematic presentation. Call of Duty: World at War is no exception to this.

One goal we did have however, was to eliminate in-game 3rd
person cuts-scenes and dry documentary style campaign movies. The
loading movies are very different from anything else presented to
players before and all of the storytelling in game is in first person.

GVK: What is the scope of the game, and how many new maps will
players get for multiplayer?

RF: The game offers a lot of variety and consists of a Single Player
campaign, Co-Op modes of gameplay, and competitive Multiplayer (13 maps) with persistent stats and rankings. Additionally in the Co-Op, you play through friendly or compete online for points for added replayability.

There will also be modifiers that players can set up when playing
through co-operative mode that will vary the experience.

GVK: How has the gaming engine been enhanced since COD 4 and what
can gamers look forward to?

RF: Players can expect to see all of the great features that were present in Call of Duty4: Modern Warfare along with a few enhancements made by the Treyarch team.

Some of these include realistic fire and water elements
that behave as you would expect. Fire spreads and burns objects and
foliage based on wind direction. Water reflects the environment in
real-time and deforms when disturbed by explosion or contact with
physics objects which incidentally, have realistic buoyancy.

GVK: What are some of the biggest obstacles you faced in creating
the game and the biggest successes?

RF: Making the new Pacific Theater a fresh gameplay experience was
definitely our toughest task. When we were prototyping, we took some
great looking Imperial Japanese Army character models and put them in a
Pacific environment with standard Call of Duty AI. It just didn’t work
for us. It looked great, but the enemy didn’t “fit” and the scenarios
didn’t feel like they should.

We realized that to create the unique gameplay feel we wanted, we needed to focus on developing tactics that were specific to the Imperial Japanese Army – banzai charges, spider holes, flanking maneuvers, tree snipers, ambushes, etc.

It took months for this to come together, but when it finally did it crystallized the game. This new enemy is very real and very aggressive.

GVK: With such a successful series and a very loyal fan base, how
much pressure is there with each new game in the series not only to
please yourselves but the fans as well?

RF: The pressure was immense, not only to follow up the great game that is Call of Duty 4: Modern Warfare, but also to meet our own standards.

We all knew that coming to the table with a new Call of Duty set in World War 2, that we had to craft a game that was both fresh and AAA on every level. To that end, everything that went in was heavily scrutinized and if it didn’t pass muster then it was cut. With World at War, this team has set out to make the best game of our careers.

Spider-Man Web of Shadows Interview

smTim O’Neil / Lead Gameplay Programmer of the pending Spider-Man Web of Shadows game was kind enough to answer our questions.

GVK: What is the background and setting for the game?

Spider-Man: Web of Shadows is set in New York City and at the outset of the game Venom learns how to clone his own symbiote to infect others which in turn causes Spider-man to be re-infected with the Black Suit symbiote. This event triggers a massive invasion where NYC is overrun by symbiote-infected minions of Venom and Spider-man along with a few of his friends (and enemies) is left to face off against this alien army.

GVK: What can you tell us about the A.I. in the game?

Our primary goal with the game was to marry the web-based movement that is iconic of Spider-Man with a combat system that would allow the player to fight on the ground, on the walls, in the air and while swinging. To achieve this goal we had to create enemies that could pose definite challenges to Spidey in all of these modes. The game includes friendly and hostile characters that can fight with you and against you on the ground, crawling on walls or flying through the air which was no mean feat for the A.I. team.

As encounters happen anywhere and everywhere, the ai is very aware of its surroundings. Don’t be surprised to see enemies jumping from building to building or ambushing you from the wall as you try to swing by.

The main goal of the ai is to provide you with challenges for your mechanics. Rather than have weakling enemies that you grind through until you hit a boss with completely unique mechanics, our enemies cover the difficulty spectrum with the bosses being the ultimate challenge for those skills. For instance, the shooter AI is meant to train the player to move like Spider-man. If you run up to shooters, you get shot. If you swing, bounce off the walls, and then pull yourself into them with your web from the air, they don’t stand a chance. The “heavy” AI is the opposite. They defend themselves from your aerial attacks, and want nothing more than for you to get close to them so they can smash you. They train you to use more advance techniques, like webbing and swing kicking. You won’t find any bosses that you can button mash through, but there are also a wide variety of tactics you can use to defeat them.

GVK: What are some of the locales and missions gamers will see in the game?

Most of the action in Web of Shadows takes place in and above Manhattan which is quarantined by S.H.I.E.L.D. early in the game. Rather than spending our time adding lots of unique locations we dedicated our resources into making every inch of the city be interactive and destructible. You won’t necessarily be pulling down whole city blocks or collapsing buildings, but just about everything else is destructible and reacts (explosively) to the player’s actions creating a very dynamic feeling to the city.

Players will be challenged with a wide array of missions as the story and city advance. Our focus with Web of Shadows has been to tell a compelling story and create a game where it is fun to fight your enemies in the way you would expect Spider-Man to fight with a tight integration between combat and movement. As a result most of the missions will revolve around combat, defeating enemies, protecting allies, rescuing and escorting civilians, etc, etc.

GVK: What are some of the moves players will be able to do?

Players will have access to a wide range of moves to combat their foes. My personal favorite is the swing kick which is just what the name implies. The fun part is that the faster Spidey is swinging and the better the player times his attack, the more damage will be done and the farther your targets will fly. If done properly the player can take out a dozen foes with one massive swinging kick and send them flying two city blocks down the road!

As you advance through the game over a hundred new moves become available across the Red and Black Suits that the player can add to their arsenal. Each new ability is more and more powerful and features bigger, flashier, more dramatic visuals and sound FX to highlight the action.

GVK: What gaming engine will you be using and what enhancements will it bring to the game?

For Web of Shadows we began from the Spider-Man 3 engine and overhauled it extensively. This framework allowed our team to work in parallel and to start answering some of the high level gameplay questions on cameras and combat while the underpinnings of the graphics and AI systems were being thoroughly revamped. At the end of the day there is very little old code left over and most of the outwardly visible components have been remade, but this head-start was invaluable to crafting the game we have today.

GVK: What have been some of the biggest challenges and rewards in crafting the game?

There have been a lot of really challenging aspects of this games development (aren’t there always?) but for me the two that stand out the most have been the development of the new combat system and the city transformation as the story progresses, each for different reasons.

The new combat system was a big undertaking that involved the cooperative work of designers, animators, scripters and programmers who had to collectively answer a number of questions that simply hadn’t been answered before. Sure games have individually had fantastic melee combat, great ranged combat and awesome character movement before… but to try and put all of those together so that they flowed seamlessly and to add vertical surface fighting as well was a huge leap and I’m very proud of how so many people came together to make it work.

As the game goes on and the story advances New York is transformed from its everyday, normal state into a very different place. The city begins to look like an infected warzone with rubble everywhere and signs on infection all over the place. Making these changes on such a large scale was very challenging not only for the art staff who had to create all the new assets but also for the engineers who had to figure how to fit it all into a big streaming, open-world environment. Looking at the game today and looking back at our earliest concepts I’m still amazed at how close we’ve come and in a lot of way exceeded the initial vision that we laid out for ourselves.

GVK: What sort of enemies and heroes will players face and will there be boss battles?

There absolutely are boss battles with some classic Spider-Man villains as well as some of Spidey’s old friends! As in real life, when an alien invasion occurs you can’t always trust who are your actual friends and who are your actual enemies.

GVK: How do players game new skills and abilities in the game?

The game features a robust upgrades and unlockables system that allows players to create the Spider-Man that best suits their tastes. The player is awarded experience for defeating enemies, performing long combos and completing missions. This experience can then be used to purchase upgrades or unlock new moves for the Red suit or for the Black suit, each of which have their own unique upgrade paths. As the game advances more and more abilities become available for purchase and Spidey increases in power dramatically.

In addition to the combat-driven upgrade system there is an exploration-based advancement system that rewards the player with advance swinging and jumping abilities. To facilitate the exploration upgrades, there are a massive number of collectible tokens blanketing the city and as the players collect these tokens their rating level increases. As their rating level increases they gain access to faster swing speeds, higher zip jumps as well as higher maximum health and ‘special attack’ values.

GVK: Does the game offer multiplay and if so, how does that work?

We have focused all of our energies into crafting the best single-player story experience possible and hence the game does not feature a multi-player option.

GVK: How do NPC characters figure in the game?

The NPCs in the game will serve as quest-givers, allies in combat, enemies to defeat and poor souls to escort and/or rescue at varying points through the game and these relationships will change over time based on the player’s actions and choices in the Red and Black Suits.

GVK: The scope of the last game was huge in terms of the scale of the city how has it been improved upon for this game?

As I mentioned earlier, we’ve maintained the scale of the city but gone to great lengths to make every inch of it destructible and reactive to the players’ actions. It has been a massive undertaking and we couldn’t have achieved our goals without a lot of fantastic work from the artists at both Treyarch and Shaba.

Sean Kennedy of Volition Inc. Talks Red Faction Guerrilla

RFWhile covering PAX in Seattle, I got the chance to meet Sean Kennedy Associate Producer of Volition Inc about the pending third title in the Red Faction Series, Red Faction: Guerrilla. I want to thank Sean for taking the time to answer my questions.

GVK: What is the background and setting for the game?

SK: Red Faction: Guerrilla takes place 50 years after the events of the original Red Faction. Essentially this is the true sequel to the first game, though a gamer does not have to have any previous knowledge of the first game to fully enjoy this one. Those who played the original game will enjoy many references and connections to the first game.
Like the first game, RFG is set on Mars in an expansive territory called Tharsis. This territory is made up of six distinct sectors that the player can freely travel to and from at the start of the game. This is truly a free-roaming open world. To give a size comparison, Tharsis is twice the size of Stillwater from Volitions other franchise Saints Row.
At the end of the first Red Faction the Earth Defense Force (EDF) came in and helped the Red Faction beat Ultor and rid Mars of them. Instead of leaving once the job was done the EDF stayed on Mars and over the 50 years they have gone from being the liberators of Mars to the new oppressors. In fact they are worse then Ultor. The people of Mars do not have any rights, are beaten in the streets by EDF officers, and live in complete misery. Finally having enough of the oppression, once again the miners have called up the name of Red Faction and have started a guerrilla movement against the EDF to push them off the planet and liberate the people.
Players take on the role of Alec Mason. Alec came to Mars in search of a new life and work after being persuaded by his brother Dan, who was already on Mars working as a miner. After his brother is suddenly killed by the EDF, Alec is pulled into the Red Faction and joins in the fight against the EDF.

GVK: What can you tell us about the A.I. in the game?

SK: Without getting too technical, the A.I. in Red Faction: Guerrilla is one of the many aspects of the game that we are proud of. In a game in which the entire world can be changed by the user at any moment and in any way, creating A.I. that works with destruction was a huge undertaking which has proven to be successful. Both civilian and enemy A.I. work with and can use destruction. For example, say you enter a two story building and must rescue a hostage on the second floor. You reach the hostage only to have the stair destroyed by an EDF grenade. The player must create a new exit by smashing a hole through the side of a wall. The A.I. will immediately recognize this newly created a hole as an exit and flee through it to safety. If the hole is too far from the ground and running through it will result in a fatal fall, the A.I. will recognize this and not go through the hole. In a regular game AI will have paths it will follow always know where a door is, a wall to hide behind, etc. But in our game where there might be a door one second, suddenly a remote charge causes that door to be gone and the AI has lost that path, so it will search for another. It will find that the blast that destroyed the door created a hole large enough for it to fit through and it will use that as a new exit. Another example of A.I. utilizing destruction would be the player taking cover behind a wall or in a building and staying there during a gunfight with the EDF. The EDF will realize they cannot shoot you and will instead throw grenades to destroy your cover and expose you.
This is just a small sample of what our A.I. is capable of, but is one of the revolutionary aspects of it. Never before has A.I. had to learn and adapt itself on the fly to a world that can be changed and destroyed.

GVK: What can you tell the readers about the new environmental destruction and the new type of warfare they can conduct?

SK: Red Faction: Guerrilla is the first game ever to feature true destruction. The destruction is RFG is completely physics and stress based. Everything in the world can be destroyed and brought into complete pile of rubble. This is not a flash effect, scripted event, or corpse swapping like in other games that claim to have destruction, but instead true real-world physics based destruction. The result of this is creating an entirely new experience for players unlike anything they have experienced before.
No longer are players limited by what they can do within a playing field with enemies hiding behind walls or in buildings, or left wondering why when they drove full speed into a building with a tank did tank come to a stop upon contact with the wall. Players will learn that they can and will and will need to utilize the weapons and tools at their disposal to master destruction. Enemies are held up in a building using it for cover? Plant remote charges around the exterior of the building, detonate them and trap them on that second floor. Watch as the building instantly begins to stress under the amount of damage done and because it is now top heavy. Watch as the enemies inside panic as the building gives way and collapses to ground bringing them tumbling down with it dead from debris. When the entire world can be destroyed, the face a traditional warfare in video games changes from being just a game to being as close to reality as you will get.
This level of destruction and change to how players will wage war not only applies to single player but also all of our multiplayer modes. Multiplayer also features full destruction and with that changes the face of online combat. Even traditional modes such as death match and team death match are no longer the same in RFG when you apply destruction to it.
What we have done with RFG and destruction is a double edged sword really. Players will immediately become accustomed to destruction, using it, expecting it, and loving the limitless world of fun it opens for them. I say double-edged because once you play RFG it is hard to go back to other popular FPS and 3rd person war-based games because suddenly you are back into worlds that confine you and limit your freedom to static unchanging world. Once you’ve experienced the level of freedom in RFG, it’s hard to go back.

GVK: What are some of the locales gamers will see in the game?

SK: Red Faction: Guerrilla features a large number of different locales for players to explore. People often ask if placing the game on Mars limits our ability to create truly unique locales for players because generally people think of Mars as a barren red environment. Thanks to the fiction of terraforming, Mars is really an empty canvas for us with the only limits being the limits of our artists’ imaginations. Players will find that our Mars has many varying environments. For example, at the start of the game players will be in a sector called Parker.
Parker is the first settlement on the surface of Mars once the terraforming process was far enough along that people were able to leave the underground settlements of the first Red Faction and come to the surface. This sector has the traditional Mars look people would expect from the red terrain to the orange sky. The buildings look as though they were made using whatever scraps of material could be found, be it parts of space craft to panels from cargo crates. In a stark contrast to this, there is another sector in Tharsis called Oasis. Oasis is much farther along in the terraforming process, so the terrain is covered in a large of grass and there are small plants sprouting up everywhere. The sky is bluer, the clouds whiter, and everything is a little more Earth-like. Due to this, Oasis has a much greater residential population and more wealth. Buildings are larger and their architecture reflects many different cultural styles brought to Mars from Earth such as African and Middle Eastern influences.
These are just two examples of different locales in RFG, but there are many more beyond this such as Dust (a dirty and rough environment, home to all of Mars’ mining), Eos (the most technologically advanced and wealthiest area on Mars; set apart by its sleek and towering buildings of white and blue glass and its whiter terrain and sky), the Badlands (a wasteland of jagged rockets, dead settlements, and more; this is where terraforming went wrong), and the end game area which is very distinct and beautiful in its own way, which players will have to wait and see for themselves.

GVK: What are some of the weapons we will see and will they change between locales?

SK: Keeping with Red Faction tradition, Red Faction: Guerrilla features a large number of weapons for the player to kickass EDF ass with. There are two classes of weapons in RFG: guerrilla weapons and EDF weapons. EDF weapons are the more traditional in style military weapons such as assault rifles, pistols, and grenades along with some more unique weapons. Guerrilla weapons are for the most part mining tools that the guerrillas have been forced to modify into weapons to fight against the EDF with. Some of these include remote charges, a rocket launcher, the grinder which shoots saw blades at high-speed, the arc welder which is a welding tool modified into a highly electrifying weapon that’s attracted to any metal in the environment, and many more impressively destructive weapons and some of which fans of the original Red Faction will be excited to see.
At anytime the player can hold up to four weapons, one of which will always be the iconic sledgehammer. As players progress through the game they will unlock additional weapons and be able to upgrade the weapons already in their possession. While the player can only carry four weapons at a time, weapons can be exchanged at guerrilla safe houses for any weapons the player has already unlocked.

GVK: How will vehicles be used in game and what will players be able to ride in?

SK: Vehicles actually play an important role in RFG. There are a large number of vehicles in the game that will be at the player’s disposal. Non-military vehicles range from mining vehicles such as pickup trucks, cargo trucks and dump trucks, to busses and a number of passenger vehicles.
Vehicle variety and types change depending on what sector of the world the player is in. In an area such as Dust the player will find mostly mining and construction vehicles, where in an area such as Eos the player will find more luxury vehicles and other high-end vehicles. EDF vehicles include troop carriers, APC’s, a number of tanks, and aircraft.
The coolest vehicles in the game which everyone loves using the most once they get their hands on them are the mining walkers. The walkers are large mech-like vehicles normally used for mining, but that have been drafted by the guerrillas to be essentially their answer to the EDF’s tanks. Walkers range from the large construction walkers used for smashing through anything that gets their way, to the small walker which while not as strong as the large walker, can still cause damage but also run faster, jump, and even temporarily fly due to a large jet mounted to its back.

GVK: What forms of multiplayer does the game include and will players be able to play both sides of the conflicts?

A game can’t be called Red Faction unless it has a huge multiplayer component, and Red Faction: Guerrilla keeps that tradition alive. RFG features a large number of multiplayer modes from all of your standard multiplayer modes such as deathmatch and team deathmatch which we call Anarchy and Team Anarchy, to a large number of modes built around destruction and even reconstruction. Some multiplayer modes have a weapon called the reconstructor that will allow players to instantly rebuild anything that has been destroyed in real-time. Need cover but all of the walls around you have been destroyed? Pull out your reconstructor and rebuild cover. As I mentioned earlier multiplayer features the same level of destruction as the single player game, and because of this even traditional modes of play are totally different in RFG. When the entire world around you can be destroyed you have to constantly keep moving and fighting because there is nowhere to hide. Camping is officially dead.
Our multiplayer features 16 players, a large number of modes, and we are looking at shipping with around 20 maps. Players will be able to fight as a guerrilla or an EDF soldier.

GVK: Blending action with a detailed plot can always be tricky. How have you attempted to create this element, and will scripted events be a part of the game?

SK: Despite having a truly open world in which everything can be destroyed, Red Faction: Guerrilla does feature a compelling story that is told through a number of in-game cutscenes and through mission briefings and other ways. While players can complete available missions in any order and in any way they wish, completing story missions will unlock more of the story and advance the player through it. Telling a story in a game like RFG has been a challenge but we have succeeded in delivering it the way we wanted to in-game and without having to fill the game with scripted events.

GVK: Roughly how long is the game and how many new maps will players get for multiplayer?

SK: The single player campaign could take a player around 20hrs or more only focusing on missions, guerrilla actions (our activities), and targets. Through in diversions, other yet to be announced elements of the game, and just destruction in general and players could easily keep playing Red Faction: Guerrilla for 100hrs.
See questions 7: around 20 maps. There will be downloadable content for MP and SP too in the future.

GVK: What are some of the biggest obstacles you faced in creating the game and the biggest successes?

SK: The biggest obstacle, creating the first true physics and stress based destruction engine. We spent over 4yrs creating the technology behind Red Faction: Guerrilla. We wanted to create something that no one has seen before and will not see anything like it for years to come. As challenging as creating the technology was, it was equally challenging creating a game around destruction. We have succeeded in what we feel is redefining open world gaming by creating a world that does not limit the player. Everything is destroyable. Everything is built around destruction, from the design of the terrain to the missions and activities. When I say we do not limit the player, this applies to the missions in the game as well.
While missions and activities in open world games still ultimately have a linear path to them, in RFG they do not. You can approach every mission whatever way you want. You can go in with guns blazing or go in strategically using cover and destruction. Ultimately the player will find that mastering destruction and using it as a tool will help in ultimately being successful in the campaign. When handing players a world in which they could destroy everything we didn’t feel we should then force them down linear paths that hampered their ability to be creative with destruction.

GVK: Why did it take so long for the series to resume after Red Faction 2?
SK: The reason it has taken so long for us to resume the franchise after Red Faction 2 is that we felt we could not go any farther with the technology available to us. With the last generation consoles, we pushed the PS2/Xbox/GCN to the max with our geomoding technology.
After two games we felt we couldn’t go any farther with the technology so we had to wait until a new generation of systems came along that had the power to do what we wanted to do. It has been rewarding for us that even after all these years no one has come close to or done what we did with geomoding in the original Red Faction, and that was back in 2001. But even with that fact we did not want to just make a next-gen version of Red Faction but instead raise the bar once again so high that we are bring gamers something that they have never seen before and will not see for years to come. So even though the wait has been long, it has been worth it in every way.

Red Faction: Guerrilla
Release: Q1 2009
Platforms: Xbox 360, Playstation 3, PC (Games for Windows Live)
PS3 and Xbox 360 will be feature matched and visually identical. All versions will support 16 players in multiplayer.

Child's Play 20th Anniversary Edition

cp It is hard to believe it has been 20 years since I sat in a darkened theater and watched what was supposed to be a standard slasher film, and instead turned into one of the more original and refreshing entries into the genre that would spawn four follow up films.

The film is “Child’s Play” and with Halloween around the corner it is coming to DVD in a very impressive 20th Birthday Edition which is loaded with tons of bonus features from MGM and FOX DVD.

The film opens with wounded mass murderer Charles Lee Ray (Brad Dourif), on the run from the cops. Sensing his pending death from a gunshot wound, Charles takes up refuge in a toy store, and using his knowledge of the arcane arts, transforms his essence into the body of a plastic Good Guy Doll before he expires.

In time, the doll winds up in the hands of young Andy Barclay (Alex Vincent), who is given the doll as a birthday present by his mother Karen (Catherine Kicks).

In no time, the doll, named Chucky is wrecking havoc as Charles has resumed his killing spree and soon has Andy and his Mother in his sights. It is learned that Charles can only remain in the doll for a limited amount of time and must soon transfer his essence into a new body or else he will become forever trapped in the body of the doll.

Since Andy is the first person he has revealed his secret identity to, Andy becomes the intended new home for Charles and what follows is a taught and tense thriller as Andy and his mother seek to end the murderous campaign of Charles Lee Ray AKA Chucky once and for all.

Directed by Tom Holland who has directed many horror films, the movie works not only as a fresh take on a genre that had grown somewhat stale, but as a tense thriller. While the films in the series that followed were often hit or miss, the first film stands out as a true genre classic.

DVD Bonus Features include Audio Commentary with Alex Vincent and Catherine Hicks, Screenwriter Don Mancini numerous featurettes and much more.

Madden 09

maddenWith the NFL Season underway, it is time for gamers to satiate their pigskin frenzy with the latest in the best selling Madden games from EA Sports. Madden 09 features a host of new features including a new animation system for even great realism and immersion into the world of the NFL.

Players can select from all 32 NFL teams and are able to select variables such as stadium, weather conditions as well as a to play a quick match or an entire season.

Gameplay is standard for what fans have come to expect from Madden and in a nice new feature, the game will adapt to your changing skill level and will set an appropriate challenge for a specific player’s skill. This will change as players gain more experience with the game.

Another nice feature is a tutorial by Coach madden that allows players to gain knowledge during halftime as well as post game and during strategic moments of the game.

One of my biggest frustrations with football games has been that many times I am forced to simply throw in a direction and do not have the ability to lay precision passes into a receiver amidst tight coverage.

Thankfully the designers at EA Sports have added a new feature that helps this situation greatly.

The Action Cam system allows players to deploy combo moves, break tackles, return missed field goals, and my favorite, user controlled celebrations.

Gameplay has the look and sound of a television broadcast and thanks to the in game commentary by Chris Collinsworth and Tom Hammond players do really get a true sense of being in the action.

Of course all the best graphics and features can only carry a sports game so far as the most important factor for gamers has always been gameplay.

In this area Madden 09 is a mixed bag. Slants, bootlegs, and QB sneaks work amazingly well, but sadly play action passes do not. There are also issues with the challenge system as it did not always work, and issues with the clock such as it continuing to run after a player has gone out of bounds.

Graphically the game shines as the animations are strong and fluid and does create the best looking football game to date.

Fans of the series will be happy to know that the online mode also includes a league play option as well as intense head to head action against fellow gamers.

At the end of the day, Madden 09 is a mixed bag. It offers amazing graphics and reality, but is hampered by some nagging issues. Fans of the series may not see this as the great leap forward that they had hoped for, but casual gamers or new fans in the series will see the game for what it is a solid and deeply entertaining football experience.

Developer EA Sports
Rating E
Creativity 5 Longevity 5
Graphics 4 Fun 5
Sound 4 Na F
Final Score 4.5

Her Best Move

Fresh off the triumphant Gold Medal performance of the U.S. Women’s soccer team, comes a delightful DVD that is ideal for the entire family. The film is “her Best Move” and it stars Leah Pipes as Sara Davis, a 15 year old Soccer prodigy who walks a razor thin line between her commitments’ to soccer, family, school, and her relationships.

While this would be a daunting task for most young people, the fact that Sara is being looked at by the U.S. National Team only adds to the intensity of her situation as this is a huge step up from playing and practicing for the local team.

While the film does offer some of the standard issues between parents, the boyfriend, and school that are common in many films of this type, it presents them in a very honest and refreshing way that is very enjoyable and fun and best of all, appropriate for all age groups.

The on field action is solid and the jokes are solid. Make sure to include this one the next time you are looking for a film the entire family can enjoy.

Star Wars The Force Unleashed Interview

swRecently I got the chance to speak with Haden Blackman, Executive Producer for The Force Unleashed the upcoming Star Wars game from LucasArts

GVK: What is the background and setting for the game?

HB: The Force Unleashed takes place in between Episodes III and IV. It bridges the gap between the two movie trilogies, and starts fairly soon after the end of Revenge of the Sith. The Emperor has ordered Darth Vader to hunt down and eliminate the remaining Jedi, and you play a big part in that.
GVK: What can you tell us about the A.I. in the game?

HB: We’ve incorporated a technology called euphoria from NaturalMotion, Inc. that gives our NPCs true biomechanical AI. It’s basically a digital nervous system, so they have a sense of balance, natural reflexes, and a will to live. Throw a crate at them and they’ll recognize the incoming projectile and might jump out of the way, duck underneath it, block it with their hands, or get hit by it if they can’t react in time. When you grip them, they’ll flail about and try to grab onto anything nearby, even another character. And they have a true sense of balance, so if you bump them, you’ll see them wobble – sometimes they’ll fall over, but other times they’ll regain their balance and continue attacking you.

GVK: What are some of the locales gamers will see in the game?
HB: We have several locations, which represent a wide range of Star Wars environments that should feel both familiar and new. We haven’t revealed all of them yet, but you’ll visit a TIE Fighter Construction Facility, the fungal world Felucia (see briefly in Episode III), a planet made completely of junk called Raxus Prime, and several other locations throughout the game. You’ll also be able to return to some of the worlds to see how the Empire’s influence – and your actions – have changed them.

GVK: What are some of the weapons we will see?

HB: The Force is your ultimate weapon in the game. We really focused on redefining the Force, and creating new applications for the Force. You’ll have a really powerful Force Push that can be upgraded to take out multiple enemies, and can be used to blast through doors. Force Grip allows you to manipulate nearly anything in the environment, turning things like crates or even enemies into weapons. Force Lightning shocks enemies silly and leaves them stunned. Every Force power can be upgraded over time, giving you a number of options in every combat situation. We also treated the lightsaber as a Force power: it has its own set of combos, and can be upgraded over time with new crystals. You can also combine your lightsaber attacks with Force power use, charging up the blade with lightning for added effect, for example.

GVK: How will vehicles be used in game and what will players be able to ride in?

HB: To traverse environments, we really focused on making the Apprentice feel like a Sith warrior, with agile movements, a rapid dash, and the ability to leap huge distances. Darth Vader does provide the Apprentice with starship called the Rogue Shadow, which he uses to reach the various locations throughout the game.

GVK: What gaming engine will you be using and what will enhancements will it bring to the genre?

HB: Our internal team at LucasArts created a brand new engine from the ground up for The Force Unleashed. We worked closely with our sister company, Industrial Light & Magic, to incorporate technologies and techniques similar to those they use when creating visual effects for movies. On top of that, we’ve licensed several third-party physics technologies, like Havok, Digital Molecular Matter, and euphoria.

GVK: What forms of multiplayer will the game include?

HB: On Wii we’ve included a two-player Duel Mode, so you and a buddy can determine who’s the universe’s most powerful Jedi. And both the PSP and DS have local Wi-Fi four-player multiplayer.

GVK: What sort of enemies will players face?

HB: The game features literally dozens of different enemies types. We spent a huge part of our development designing these enemies to ensure there was enough diversity throughout the game, and that they made you feel both powerful and challenged. Because you’re Darth Vader’s Secret Apprentice, you’re ordered to kill everyone you run across in order to leave no witnesses, so you’ll be able to attack and battle stormtroopers from the very first level. We have a number of stormtrooper variants throughout the game, including shielded troopers, flying jet-troopers, and a version of the fearsome Dark Trooper. You’ll also run across early rebels, Force-wielding aliens and painted rancors on the planet Felucia, junk golems and Rodian scavengers on Raxus Prime, the Emperor’s elite Shadow Guard, Ugnaughts, and even Jawas. And, of course, you’ll battle Jedi and other powerful Force users, including the Jedi Master Shaak Ti. All of the “bosses” have their own unique set of powers, which are themselves “unleashed.” In all, there are over 60 different enemy types in the game.

GVK: Blending action with a detailed plot can always be tricky, how have you attempted to create this element, and will scripted events be a part of the game?

HB: Our goal was to tell a compelling Star Wars story in The Force Unleashed, and scripted sequences play a part in that. There are numerous moments where you stumble across something – perhaps an exchange between two stormtroopers – that help tell the story, provide context, or just give you a bit of comic relief. We also use both in-game cinematics and cutscenes to move the plot forward, and there’s a fair amount of “in your ear” dialogue that not only helps clarify mission objectives but also further develops some of the supporting cast. Finally, we have a robust in-game databank that provides Star Wars fans with nearly one hundred entries providing backstory, factoids, and other information on characters, locations, and hardware found in the game.

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?

HB: Well, the game is done now, but we faced several big challenges in building it. First, we had to build a brand new team and a brand new engine and tools, with brand new technologies that had never shipped in a game before, all for two brand new platforms. At the same time, we wanted to tell a new Star Wars story, re-envision the Force, and create new gameplay mechanics. Assembling the team was the first real challenge: putting a game team together is like casting a moving – experience is really important, but you also really need to find the right chemistry between all the key contributors. Luckily, I think we’ve found some of the best developers in the industry. The next big challenge was getting all of the diverse technologies to work well together. DMM props needed to react when hit by a euphoria-enabled stormtrooper, for example. Our physics simulations are all based on the real-world laws of physics, but Star Wars is a fantasy setting where those laws don’t always apply – and a game sometimes needs to bend the laws of physics in order to ensure the fun factor. Our Force Push hits stormtroopers with the Force of a cannonball, and the simulations initially had trouble coping with the amount of force and stress we were putting on our characters and environments. The team really came together and worked closely with our technology partners to keep the essence of the simulations intact while remaining true to our vision of the Force truly “unleashed.” Finally, getting the game to run on both the PS3 and the Xbox360 was a monumental task, but again the team really came through and, in some ways, did the impossible.

From the outset, we just wanted to create a really fun game all about kicking ass with the Force, coupled with a strong Star Wars story. Despite all the challenges, I’m hopeful that we’ve done what we set out to do. But we’ll no for sure soon!

GVK: It was reported that you will play as an apprentice to Darth Vader which may cause some fans issue with the rule of two, and Vader’s quest for Luke in the film. Is it difficult to create new stories in Star Wars knowing how fanatical the fans are over film cannon, and how have you attempted to solve this for the game?

HB: It is daunting knowing that thousands and thousands of people will be double-checking our work. Fortunately, many of us on the team are huge Star Wars fans. At a certain point, we just decided we had to make a game that we, as fans, would want to play with a story that we’d want to experience. I think that a lot of care and love went into crafting a true Star Wars experience as a result. And of course working closely with George Lucas early on really helped. He gave us a thorough history lesson on the time period between Episodes III and IV; and once we presented him with the idea that Vader has taken an Apprentice, he really provided great feedback on what Vader would want out of that Apprentice and how he would motivate him.

PAX 2008 Overview on KISW FM

Here is a link to the Radio Segment I did this morning for KISW 99.9 FM in Seattle. I am the movie and game person for the top rated BJ Shea Morning Experience. On the show today, we looked at the top games of PAX.

http://www.fileden.com/files/2007/8/16/1353531/gareth9-1.mp3

Hal Halpin Talks About the ECA and Censorship from PAX

HHWhile covering the PAX Expo in Seattle, I was able to speak with Hal Halpin, President of the ECA. The Entertainment Consumers Association is members based advocacy group that fights for gamers rights.
I want to thank Hal for taking the time from the very hectic convention schedule to talk with us.

GVK: GVK: Can you give the readers a brief background of how this got started?

HH: I was heading the IMA the previous nine years and we supported companies like Best Buy, Target, Wal-Mart, and Gamestop but realized that the consumers were not being covered, so we merged and founded the ECA.

GVK: How is the ECA setup?

HH: We are a non-profit membership based organization like A.A.A. Membership is $19.99 a year and members get over $30.00 a year in benefits back. We deal mainly with State and Federal level advocacy and rights.

GVK: There has been a lot of talk about your move into Canada, can you tell the readers what prompted that to come about at this time?

HH: Mainly it was PAX 07. We were only 9 months old at the time, and we had such a strong demand to go into Canada. So, we looked into ways that we could do that with our non-profit status as well as keeping an eye on the growth management to go international. We were able to setup Canada as chapters but we do not see any further expansion for a while.

GVK: What are some of the perks of membership?

HH: Game Rentals, Discounts on stays at the Hyatt, Magazine subscriptions and much more.

GVK: What are some of the biggest challenges facing the ECA?

HH: Broad Stroke 1st Amendment issues, anti-gaming factions, net neutrality, Universal Broad Band and Fair Use doctrines.

That and the negative image many gamers get especially Generations X and Y as they are portrayed as being lazy slackers.

GVK: How does the ECA attack and issue, do you have lobbyists working in Washington?

HH: Mainly through grass roots campaigns as we have over 44 chapters many are at colleges which have sanctioned them as approved clubs.

GVK: How do you pick the issues you want to battle?

HH: Mainly we have to take a reactionary approach and see where things are going and nip things in the bud before they go too far. Sometimes it can be simply showing politicians that fighting a certain issue will cost a lot of time and money and based on past examples is not likely to succeed.
We are currently 11-0 in issues dealing with 1st Amendment rights as we have won 9 at the state level, 1 at the city level and 1 at the county level.

GVK: I have talked with some people who have complained that in parts of Europe or Australia they not only are banned from buying certain games, but they are banned from buying and downloading digital copies. What can you tell them to do about this issue?

HH: Keep the faith, as we feel your pain. Many politicians are banning games based on false research and information that is being passed around by people like Jack Thompson who have a clear agenda against gaming. The best way to fight this is to partner up with overseas groups who defend the rights of gamers and consumers.

GVK: With the upcoming election, does it matter which candidate wins the White House or is The Senate and Congress the main focus of interest?

HH: The Congress and Senate for sure have the most impact on what we do. Due to our status we cannot endorse candidates but there are clearly some such as Biden who are not consumer friendly as well as some on the state level as well. The key is to be aware of what is being said as many times politicians do not speak about gaming issues while they are running for office and you do not know until it is to late as to who will be anti-gaming once in office.
http://www.theeca.com/

Demigod Interview from PAX

dgWhile covering the PAX Expo in Seattle, I got a hands on look and interview with lead designer Mike Marr about the very impressive looking Demigod which is due this February.

GVK: What is the background and setting for the game?

MM: You are a half mortal half god offspring of the All Father. The All Father has gone missing and there has been fighting to ascend to the Pantheon. You must battle the other factions for supremacy.
There are 9 gods, 4 good, 4 bad and you play essentially the swing vote.

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

MM: We have two people working on that now. One is focusing on path finding and the other person is working on the actions. It is still being finalized at this point.

GVK: Are there mega weapons and if so, how do you balance giving players the destructive power they want, yet maintaining a balance in the game?

MM: There are some ultimate attack weapons in the game. As you progress you will be able to get things like the “Finger of God” which will allow you to drop a small nuke like object on your targets.

GVK: How is resource gathering handled for the game?

MM: Gold is the main currency and it will be earned in a number of ways. While there will be mines, players can also earn it by gaining a bounty on other gods, assisting in a battle and by killing enemy units.

GVK: What graphic engine is the game using?
MM: It is an in house engine which is a modified version of the one we used for Supreme Commander.

GVK: What forms of multiplayer will be featured and will there be co-op play?

MM: We have 5 vs 5, team deathmatch, and a persistant universe mode in which you fight for a god. This mode can take two months to play so you can play the game and when you return you can continue the campaign.

GVK: How do you plan to implement weather conditions in the game and what can players look forward to?

MM: I am not able to talk about this at this time

GVK: What can you tell the readers about the control systems in the game?

MM: We have inventory slots which allows players to access special abilities via achievements but the majority of the game is played with the mouse.

GVK: How long does it take to play the game?

MM: The maps can take anywhere from 15-20 minutes all the way up to 60 minutes a map.