Wednesday, February 13, 2013

AU: Win the Ultimate SimCity Experience

To celebrate the upcoming release of SimCity, we've teamed up with the crew at EA Games Australia to give you guys and gals the opportunity to compete in the first ever SimCity Challenge at Customs House, Sydney on the 27th of February. Six winners from around Australia and their friend will have the chance to battle it out for the highest population to win the 'Ultimate SimCity Experience.'

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Major Prize Includes:

- A helicopter ride over Sydney

- A Jet boat ride in Sydney's Harbour

- A Sydney Harbour bridge climb

How to Enter:

- Head to the EA Games Australia Facebook page and 'like' it

- Click on the competition tab

- Enter your details & tell them in 25 words or less why we should elect you and your Deputy Mayor?

If we choose your entry, you and a friend will take part in a 6-hour SimCity gameplay challenge in Sydney, where the goal is to build the highest SimCity population. The competition begins at 7.30AM and will finish at 1.30PM on February 27. An EA representative will officiate and watch over the teams to ensure fair game play.

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Prize Details

Flights and accommodation will be provided for the Teams selected outside of Sydney. 'Mayors' and their 'Deputy Mayors' will be flown in the night before the event.

The team that has the highest population at the end of the 6 hours will win the ‘Ultimate City Experience’. The Ultimate City Experience Prize Package includes:

(1) A Sydney Harbour Jet Boat 30 minute trip for two. (2) Sydney Harbour Bridge Climb for two. (3) A scenic helicopter ride over Sydney.

Plus the winning team will receive limousine transfers to the (1) Sydney Harbour Jet Boat Ride and (2) Bridge Climb. The Ultimate City Experience will begin immediately after the event at 15:00:00P.M AEDT on Wednesday February 27th, completing on Thursday February 28th 2013. The Ultimate City Experience Prize winners will also receive a total of 2 x nights Twin Share Accommodation.

Prize value AUD $4000.00

Winners must be over 18 and agree to the T&Cs on the competition page.


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Peter Dinklage Joins X-Men: Days of Future Past

Game of Thrones star Peter Dinklage has joined the ever-growing ensemble cast of X-Men: Days of Future Past.

Dinklage's casting was announced by director Bryan Singer today via Twitter.

While Singer didn't say what role Dinklage would play, it is a pretty safe bet he's been cast as Puck, aka Eugene Judd, a member of Canada's superhero team Alpha Flight.

Puck was a dwarf with a cauliflower ear and an old friend of Wolverine's from their days in Canadian intelligence. He is a hand-to-hand combatant and acrobat best known for his cartwheeling. Besides his work as a secret agent, Puck's also been a bouncer and a soldier of fortune.

Now for a Humblebrag: Watch my interview with Hugh Jackman below where I pitch him on the idea of Dinklage as Puck in The Wolverine. Yes, I am taking credit for this if he is indeed playing Puck!

X-Men: Days of Future Past opens July 18, 2014.


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Pixel People Valentines Update Released

It seems love is in the air in Utopia. The first content update for Chillingo's hit gene-splicing town builder is now available, just in time for Valentine's day.

Once players update the app, the next heart meter bonus unlocks the Romantic, a new special job. The Romantic can be matched a total of five different ways, unlocking five new love-related professions and one new building. This brings the total number of Pixel People professions up to 155. Gamers unconcerned with spoilers can hit-up IGN's comprehensive Pixel People wiki for the full scoop on the new jobs and new workplace.

Love comes to Utopia.

Version 1.1 also provides the much-requested ability for players to mirror their buildings - useful for town planners that have specific placements in mind.

In less positive news, the update also removes iCloud support due to lingering save transfer issues. Gamers with multiple iOS devices can perform manual backups or simply play on a single device for the time being.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter at @ErrorJustin and on IGN.


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A Heisenberg Breaking Bad Action Figure? Yes, Please

Plushie me, bitch! Mezco Toyz stole my heart with its 2013 Toy Fair showroom display, presenting a wide variety of Breaking Bad and DC collectibles. I can't wait for the day when I have my Heisenberg action figure standing victoriously over the various heroes and villains in my collection -- even Galactus will bow to his might. On the DC side of things, I never thought Two-Face could be so adorable, but there you have it.

Meanwhile, Bif Bang Pow! unveiled collectibles for favorite TV shows including Dexter, Doctor Who, The Venture Brothers and The Big Bang Theory. I just hope we never see the day where a talking Sheldon doll is announced... and if that does happen, at least we'll have a Dexter figure to slice it apart.

Check out the full gallery of images from Mezco's Toy Fair showroom here.

More from Toy Fair:

A Closer Look at Man of Steel's Zod and Jor-El

Kick-Ass 2's Bad Guy Revealed

Square Enix's Dark Knight Rises Statues

Chat with Gregg Katzman on Twitter at @GreggKatzman and on IGN at greggkatzman.


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IPL6 International Satellite

The IPL6 International Satellite finished off its last matches with four amazing players and great matches throughout. The four combatants in the semi-finals, EG.Revival and EG.Puma, aLive, and Quantic.HyuN duked it out for prizes for three placers. The top-three finishers actually qualified for IPL6 and should allow for more stacked SC2 play in Las Vegas. All four were former TSL players and showed their experience.

First Semi-final: aLive v. Revival

Revival's better macro and strategy won him the early late game encounter against aLive.

Cloud Kingdom -- Game one

Revival began slowly, pushed creep and spawned four queens before gas. aLive also turtled up with bunker walls and expanded. aLive started the aggression with a small hellion/marine group to force zergling spawns from Revival. Revival countered by caging aLive and sustained map control with speedlings/banelings and mutalisks. He also macro'd better with nearly two more bases. Revival's strategy of a stronger economy allowed him to constantly harass with speed and banelings with plenty of minerals to replenish his defenses. It allowed Revival to transition easier to the late game, while aLive was caged in. GGLords and a push from Revival ended the first game.

aLive missed his opportunity and was forced to playdefense until his tournament exit.

Ohana -- Game two

Revival pushed his momentum immediately with an early roach warren to harass aLive. With the advantage, Revival transitioned to mutalisks while also pushing out roaches. aLive's scout and harass with banshees was thwarted, but his superior tech of bio ball/tanks crushed through Revival's initial defense. Revival did hold the attacks and still held a better macro lead because aLive never went for a third base. The counter attack with a heavier supplied army from Revival ended aLive's timed opportunity and his tournament.

Second Semi-final: Puma v. HyuN

The key engagement from HyuN won the overall momentum.

Cloud Kingdom -- Game one

The second ZvT among the last four players pitted former teammates of TSL in HyuN (Zerg) and Puma (Terran). HyuN started some zergling aggression but Puma's micro quickly snuffed out any attempts and both players macro'd up instead. HyuN retreated into a three-base, roach warren push and took the big economic advantage (nearly double the opponent). Puma's upgrade advantage, however, kept him in the game to create the stalemate in map control. An amazing engagement from HyuN and his fungal growth eliminated Puma's main army and gave him the ultimate advantage. Map control, higher macro, higher supply, etc. for a game one win for HyuN.

HyuN's three-base roach pronged attack was the finishing blow.

Entombed Valley -- Game two

Puma started this game with hellion harass to buy time for a greedy third expansion. HyuN expanded quickly to three bases into roach warren defense. An insanely risky strategy from Puma ended up biting him back when HyuN pushed out with a three-base all-in roach attack for the win.

Third-Place game: Puma v. aLive

aLive's better control caged his opponent in and denied the third expansion.

Daybreak -- Game one

Here's the TvT that no one wanted to see. aLive went for an early banshee harass and for scouting, while Puma played the bio ball early game. aLive's control dominated the map and caged in Puma to only two-bases. With such a huge advantage, his army and supply was light-years ahead. aLive then cornered Puma's army into the third expansion and forced the deny. The advantage snowballed too large and aLive took game one.

aLive's missed scout on Puma's proxy barracks cost him game two.

Cloud Kingdom -- Game two

Puma began the game with two proxy barracks that snuck by aLive's scouting. Puma's 11/11 barracks won him the game with a cheeky play that could have cost him the entire tournament.

The 51-minute marathon ended in a base race that aLive won.

Entombed Valley -- Game three

aLive opened up with an early command center, while Puma did not start proxy barracks, but rather a 1/1/1 for hellions and banshees. Puma's hellion pressure paid off in economic damage and map control, while it bought time for a complete mech transition. aLive's bio ball commitment grabbed the map control back with great defense and pressure. Puma's quality of army was better, but the speed and control was in aLive's favor. After a favorable advantage in the middle for aLive, he transitioned immediately to mass vikings and won another fight to take the supply lead. Because of Puma's early macro advantage, it was difficult for aLive to close in on a significant base to attack. Eventually, Puma ran out of mining bases vs. aLive's higher supplied army and better micro. aLive finally moved into the production facilities of Puma, but the damage was minimum and no players took the initiative to push all-in. Again, aLive used a two-pronged bio ball attack to initiate a base race, but backed off. Finally the much-anticipated base race and aLive won with great placements of his army.

So, here are your three qualifiers:

aLive, HyuN, and Revival!

Timothy Lee is known more for his writing than his playing. He specializes in analysis, profiles, and news reporting. You can find his work on IGN.com, RotoAnalysis.com, 1UP.com, and the Daily Breeze. He is currently a free-lance video game and sports writer.


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Join Dark Skies Creator for a Live Video Chat

Join Dark Skies producer Jason Blum (Paranormal Activity, Insidious) for a live UStream video chat right here on IGN this Thursday, February 14, at 5:30 EST/2:30pm PST, and watch the creators answer your questions about the film in real time.

All you have to do is submit your questions in the comments below, via Twitter using the hashtag #DarkSkiesChat or by posting to the movie's official Facebook page. Then come back to this page tomorrow for the live video Q&A!

Dark Skies is a supernatural thriller that follows a young family living in the suburbs. As husband and wife Daniel (Josh Hamilton) and Lacey Barret (Keri Russell) witness an escalating series of disturbing events involving their family, their safe and peaceful home quickly unravels. When it becomes clear that the Barret family is being targeted by an unimaginably terrifying and deadly force, Daniel and Lacey take matters in their own hands to solve the mystery of what is after their family.

Dark Skies opens February 22.


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Mortal Kombat: Komplete Edition Awarded R18+ Rating In Australia

After being refused classification upon its initial submission in early 2011, and again upon a subsequent appeal from publisher Warner Games, it seems a third time's the charm for the most recent Mortal Kombat game. According to listings on the Australian Classification Board's website, Mortal Kombat Komplete Edition has been rated R18+ and will finally see a release in Australia (well, aside from Queensland) for PlayStation 3 and Xbox 360.

The R18+ rating for videogames was introduced to the majority of Australian states and territories on 1 January, 2013, enabling the publishers of previously banned games to resubmit those games for consideration under the new guidelines. With the success of Mortal Kombat: Komplete Edition in attaining an R18+ rating, it could open the door for more publishers of previously refused titles to try their luck.

Mortal Kombat: Komplete Edition features the full Mortal Kombat game plus all of the downloadable content on the disc, including the special character Freddy Krueger from A Nightmare on Elm Street. IGN asked Warner Games if they were able to confirm local release date, but they were unable to confirm one at the time of writing.


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What’s Next for The Sims 3?

People just can’t seem to get enough of living out alternate lives in EA’s The Sims 3. It should come as no surprise that more Sims content is coming in 2013, namely with the University Life and Island Paradise expansions. We’ve seen them running, watched virtual people lead new virtual lives, and have the first details right here.

The Sims 3: University Life

College is a formative time for many young people. You figure out what the heck you want to do with your life, meet and befriend a ton of new people and make a whole lot of mistakes along the way. This is also the case with The Sims 3: University Life.

Here’s the gist of how the school part works: You pick a major for your Sim, choosing between things like Communications, Technology or Business. You then leave your normal Sims 3 living space for a period of one to two weeks, moving into a new college town to earn your degree. Come back a few times, kick ass on some tests, and you’ll hopefully net you better job offers and salaries in careers associated with your major.

Ok, well, it’s actually a bit more complicated than all that.

Earn that art degree.

You see, for starters you have to actually study if you want to do well. This can be accomplished by taking notes in class, asking questions or even getting together with Sim friends at the coffee house for group study sessions. The coffee house becomes an important locale for any aspiring student, because the new Barista can cook you up a number of herbal concoctions to give you boosts (or maybe just feel things more, man). See, it’s just like real college, but with fewer arrests.

If you’ve done enough studying and working to boost your academic performance, then you’ll likely do well on the tests. The rub of studying, as we all know too well, is that it cuts into time that could be used for more important activities, like sweet parties.

When you go to university you have to decide where you want to live. You can jump into a variety of dorms, without mom crying while you drive away with all your stuff, or even join a fraternity or sorority. Whichever living situation you choose, it’ll affect your place within certain social circles. Improving your social standing with specific groups has tangible benefits such as new conversation options – which may come in useful if, say, you’re trying to impress a nerd at the new comic book shop hang out.

To see how you can improve your social standing with each faction, you’ll have to do what college kids do instead of paying attention in class: whip out the new smartphone. You can send pictures, flirt, harass, or even try for a bootie call with the texting options, and the smartphone functions for all Sims outside of University Life once it’s installed.

Phones make everything easier.

You can throw parties or be invited to them, and they can involve a number of activities including juice pong, juice keggers, and hanging out around a fire pit (a lethal combination for most). University Life features at least one party locale, which some of the Sims team politely referred to as their “makeout point.” And unlike old Sims 3 expansions, if you decide you want to try and make a move on someone, you don’t have to work up to it, but can instead use the new Heat of the Moment Kiss to try and see if they’re secretly into you too.

The Sims 3: University Life releases March 5.

The Sims 3: Island Paradise

The towns and places you can take your Sims are large, but the idea with Island Paradise is to open up the world even more. Instead of building a home and living in one place, this expansion allows you to build boat houses that you can use to explore uncharted waters. It’s basically The Sims: Trust Fund-Baby Edition.

Even pizza comes to you via speedboats.

It’s still a ways off from its June 25release, so EA is keeping most of the Island Paradise details hush hush. Still, EA did inform us that on top of exploring you’ll also be able to create resorts, working to get them a coveted five-star rating. The expansion will also have other new features, including the ability to go snorkeling, fish off your house boat, discover buried treasure, scuba dive and swim wherever you drop anchor.

So, that year off you wanted to take before going to college? You’ll have to wait until after classes are in session.


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Preview: IPL6 International Satellite

Stay tuned for the IPL6 International Satellite. The bracket was absolutely jam-packed with the "who's who" in StarCraft 2 (SC2). From killers like Nerchio, viPro, Zenio, and Stephano, the field was full of land mines and potential winners. The final four had to best an absolutely stacked bracket from all every which way -- there was no way road to the semi-finals.

Your final four for the International Satellite are:

EG.Revival

One of the two Evil Genuises' representatives for the last matches of the Satellite, Revival had a tough road to climb to get to this point. Besting his final opponents, Snute and viPro, he's proved he belongs to the elite tier of SC2. He's garnered plenty of first-place success with his signature Zerg play with another in sight.

Fnatic.aLive

The former teamless Terran player can prove his sponsors his worth if he wins the Satellite. He's a seasoned player with multiple performances and showings in the GSTL as well as the IPL Pro League, but a qualifier win over this stacked bracket may be a signature win.

Quantic.Hyun

Hyun's already proven he belongs with the best. His great zerg control and macro abilities were on display in earlier streams of IPL with his teammates in Quantic. Will Hyun control his destiny and march onto the finals?

EG.Puma

The next, and last, Evil Genuises' representative is no slouch himself. Puma had to best Hack and HerO to even sniff the semi-finals, but now that he arrived, it may be time to win it all. He remains one of the best Terran players to come out of Korea, but will he be the best today?

Timothy Lee is known more for his writing than his playing. He specializes in analysis, profiles, and news reporting. You can find his work on IGN.com, RotoAnalysis.com, 1UP.com, and the Daily Breeze. He is currently a free-lance video game and sports writer.


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Brutal Legend Returns for a PC Encore

Double Fine's Brutal Legend – an epic rock-and-roll fueled action/adventure starring Jack Black – is about to take the stage again for an encore over three years in the making. That's because the game first launched for PS3 and Xbox 360 all the way back in 2009, and just today we're getting the announcement of a PC version.

Oh well, you know rockstars live by their own timetable.

No specific release date accompanied today's announcement from Double Fine, though some PC-specific swag has been promised to be bestowed upon those who get on board for Eddie Riggs' latest gig. Customers who preorder will score two Team Fortress 2 items – Eddie's signature hair (to wear as a hat) and his guitar, Clementine. That preorder is now available on Steam for $14.99.

Those who want a little more Legend can also pick up the game's musical score for an additional $4.99, if bought alongside the game. (Or $7.99 as a separate purchase.)

But wait, there's more! The long-awaited Art of Brutal Legend book is also up for preorder now through Double Fine's own website storefront. Truly, today is a day blessed by the gods of rock.

We'll send you out with the official trailer for all this madness. Enjoy:

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


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John Constantine's New Solo Adventures

For fans of John Constantine, these next few weeks are host to both bad news and good news. The bad news is that Hellblazer, the longest-running Vertigo series by far, is concluding with issue #300 this month. The good news is that DC will quickly follow up that cancellation with the launch of Constantine, a new ongoing series that follows the crafty magician's exploits within the realm of the New 52. This new series will be co-written by Jeff Lemire and Ray Fawkes and illustrated by Renato Guedes.

DC released new preview art from the first issue today. Scroll down for a look at what's in store. Constantine #1 is scheduled for release on March 13th.

Jesse is a writer for various IGN channels. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter, or Kicksplode on MyIGN.


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X-Men: Days of Future Past Will be Shot in 3D

Director Bryan Singer revealed this week that X-Men: Days of Future Past will be shot in 3D, making it the first X-Men film to do so.

"I'll probably use some of the motion-capture technology for certain things [in Days of Future Past]. And of course the 3D technology. I'll be shooting native stereo on X-Men," the filmmaker revealed to Cinema Blend.

Singer was also asked why he's been so secretive about revealing plot points for Days of Future Past, especially considering how open he was with First Class.

"There's things that we're going to do in this movie that haven't been done in X-Men films before," he responded. "Stuff involving [time travel], and stuff involving certain technology, and certain science fiction aspects that haven't been used before in an X-Men film. We'd like to keep some of that a surprise."

X-Men: Days of Future Past hits theaters July 18, 2014.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


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Apple Reportedly Assembling a Team to Design iOS Smartwatch

According to a Bloomgberg report, Apple might be further along in the development of an iOS wristwatch than originally thought. Just a few days ago, it was reported that Apple was experimenting with designs for a curved glass smartwatch, but now, two inside sources, who did not divulge their names, are saying that a team of 100 product designers has been assigned to the task of developing a wearable iOS device.

The team is said to include hardware and software engineers, marketing professionals, and managers. Though there is no guarantee that the current group’s project will be developed into a commercially viable product and Apple has yet to comment on the rumors, the size of the team implies that Apple is taking the task of creating an iOS based watch-like device seriously.

The news comes at a crucial time for Apple, considering the skepticism amongst members of the media and Apple’s own shareholders that the company has seen its innovative edge dulled as of late. Over the course of the past decade, Apple has revolutionized the smartphone and tablet markets with their devices and their impact on the everyday consumer’s life is undeniable. With rival companies like Google developing devices like computerized spectacles, it's possible that wearable computers are the wave of the future and Apple appears eager to ride it to success.

Melissa Grey is a lover of all things cats, comics, and tech nerditry. She can be found on MyIGN at MelissaGrey or lurking on Twitter @meligrey.


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HTC is Obviously Unveiling New Flagship Smartphone Feb. 19

HTC launching its next smartphone, most likely the next "One" device, isn't exactly a huge surprise. Grade-school children have done a better job of keeping secrets. But as noted by Slash Gear, a new rolling countdown clock posted by HTC today might as well beat us over the head with unsubtle hints.

The countdown is all leading to HTC's upcoming February 19 event in New York City. Each time the number "1" rolls around, the screen goes all crazy with what appears to be giant, flying smartphone pieces. Unless this is all some amazing bit of marketing shenanigans, the company will reveal the new HTC One flagship phone at the event. You can watch a 20-second video of all the short clips pasted together on YouTube.

Most recently, alleged images of the codenamed HTC M7 were leaked. The images certainly bore a striking resemblance to the iPhone 5. No matter what happens on February 19, IGN Tech will be attendance in New York to fill you in on the latest news.

Matt Clark is a freelance writer covering the world of videogames, tech, and popular culture. Follow him on Twitter @ClarkMatt and MyIGN at Matt_Clark.


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Watch the Trailer for The Internship

Watch the new trailer for the upcoming comedy The Internship, starring Vince Vaughn and Owen Wilson and directed by Real Steel's Shawn Levy:

The Internship opens June 7.


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Stanley Kubrick's Favorite Movies

What movies did the late, great Stanley Kubrick -- the director of such classics as The Shining, 2001, A Clockwork Orange and Full Metal Jacket -- love most?

Criterion has compiled a list of the filmmaker's favorites as culled from various interviews with him, his colleagues and loved ones. While there are plenty of foreign language gems and the usual classics on there, the most noteworthy inclusions are the oddities.

According to Criterion's research, Kubrick was a fan of the horror films Rosemary's Baby, The Silence of the Lambs, An American Werewolf in London, and The Texas Chainsaw Masscare (the original, of course). He is also said to love David Lynch's Eraserhead.

Kubrick was also fond of Steve Martin's The Jerk, White Men Can't Jump (seriously), and Modern Romance, as well as Michael Moore's documentary Roger & Me.


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EA CFO Talks Next-Gen Consoles

Don't look forward to playing Halo 4 on the next Xbox or Ni no Kuni on your PS4, because if the predictions of EA's Blake Jorgensen come to pass, it won't be possible.

"An important thing to remember is that next-gen consoles will most likely not be backwards compatible," the Electronic Arts CFO had to say yesterday at the Goldman Sachs Technology and Internet Conference in San Francisco. Gamasutra was there to cover the event and came away with the comment, along with Jorgensen's thoughts on several other aspects of Sony and Microsoft's upcoming next-generation consoles.

How about the rumors that the next PlayStation and Xbox may lock out used games, or go fully digital?

"It's one of these classic double-edged swords. In one way the used game business has been critical for the health of the retail channel, and having a healthy retail channel is an important thing for us. The business will probably never be 100 percent digital."

How about when these two new machines would go on sale?

"If you're a FIFA player and, and the soccer season's starting in August, and all your friends are playing FIFA, you're going to want to be on the same box that they're on. So if they all go out and buy a gen-four box if it comes out at Christmas, then you'll most likely do it."

All interesting comments to be sure, and there are several more worth perusing in Gamasutra's full article on the event. Will there ultimately be any truth to Mr. Jorgensen's predictions, though? We'll have to wait to find out for sure, but we're hopeful that some of those questions will begin to be answered one week from today – when Sony's expected to unveil its fourth PlayStation.

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


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Apple Cuts Prices, Updates Specs on MacBook Pro with Retina Display

Less than a year after debuting the MacBook Pro with Retina Display, Apple has announced hardware updates for both the 13-inch and 15-inch models. The 13-inch MacBook Pro with Retina Display is now available with a 2.6 GHz Intel Core i5 processor and 256GB of flash memory, for a reduced price of $1,699. The base 13-inch model, with a 2.5 GHz i5 128GB of flash now starts at $1,499 -- $200 less than the price prior to today.

The 15-inch MacBook Pro with Retina Display also includes faster processors. The top model, starting at $2,799, features a new 2.7 GHz quad-core i7 and 16GB of RAM. The base 15-inch model now includes a 2.4 GHz i7 processor. The prices on the 15-inch models haven't changed.

Apple also announced a price cut on the 13-inch MacBook Air, now available for $1,399. All of the new MacBooks are ready for order on the Apple Online Store, or Apple retail stores.

Matt Clark is a freelance writer covering the world of videogames, tech, and popular culture. Follow him on Twitter @ClarkMatt and MyIGN at Matt_Clark.


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Layoffs Hit Valve

A number of employees have been laid off at Valve. News first broke via the Twitter account of electrical engineer Jeri Ellsworth, who wrote “yup. Got fired today. Time for new exciting projects.”

According to a report from Gamasutra, Ellsworth is one of several employees let go today as part of a “great cleansing” and “large decisions” within the company, and the layoffs were based on changes in the company rather than performance issues.

As many of 25 may have been affected, but the exact number remains uncertain. The layoffs are said to have hit multiple departments including hardware and Android development.

We’ve reached out to Valve for confirmation and clarification about the layoffs and will update this story with any comment we receive. IGN wishes the best of luck to anyone affected.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


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App Store Update: February 13

Every day hundreds of new apps make their debut on the App Store, and hundreds more are updated or reduced in price. We have sifted through the noise and highlighted those select few that might be worth your attention.

Game Debuts

Capsized+ – ($2.99)

It’s been nearly two years since we first reviewed this 2D indie shooter in its original PC form, scoring it with a “Great” rating of 8.5. This new iOS edition is cheaper than before and promises added content, too, so give it a look.

I, Gladiator – ($4.99)

Cel-shaded 3D gladiatorial combat with brutal, over-the-top violence? I’d say there’s an audience for this, definitely.

Price Drops

NBA 2K13 – ($2.99)

Just updated last week with a roster refresh, the latest NBA sim from 2K is now on sale for five bucks cheaper than normal, too.

Captain Nova – (Free)

A simple retro-styled platformer for you, for free. I’m getting a bit of an old-school Commander Keen vibe from it.

Badly Drawn Movies – (Free)

Sharpy the Narwhal wants to play Pictionary with you. Can you guess which movies his bad drawings are meant to represent?

Fog of World – (Free)

It’s a video game that takes place in the real world – neato! Fog of World layers a layer of fog over the a real-world map, then removes it little by little as you physically visit different locations on the planet. Use it to chronicle your travels on a vacation, or just get some insight into where you’re most often ending up in your normal day-to-day routine.

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

Lucas M. Thomas can tell you right now that his fog would never lift from over any local gym. You can follow Lucas on Twitter, @lucasmthomas.


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Nintendo Direct Coming Tomorrow

Less than a month after its massive Wii U Nintendo Direct, which announced new Mario, Mario Kart and Zelda games, Nintendo is returning with another Nintendo Direct broadcast, scheduled to air tomorrow, February 14, at 6am PT/9am PT/2pm GMT.

Curiously, the topics vary by region. Nintendo appears to have no plans for a Japanese broadcast, though the lack of an announcement could simply be due to the fact that it's past midnight in Kyoto. (It is not unprecedented for Nintendo to announce and stream a Direct within a span of hours. Perhaps they will announce in the morning?) Nintendo of America says it will be discussing upcoming 3DS and Wii U games. Nintendo of Europe, however, will only be discussing 3DS games.

In the meantime, tell us what you're expecting to see, and what you hope you'll see - sometimes two very different things when it comes to Nintendo. And stay tuned to IGN - we'll bring you all the latest news, plus our thoughts on what Nintendo reveals, tomorrow morning.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow Rich on Twitter, if you dare!


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The Last Guardian Still Being Developed Says Fumito Ueda

The creator of the long-delayed PS3-exclusive The Last Guardian has urged everyone to "keep an eye out" for more news on the game's development.

Fumito Ueda posted on his website that the game is still being worked on and that he remains in charge of the project, albeit in a freelance capacity. What's interesting though is his assertion that it's Sony's job to announce more details about the game, especially with the company having a big event taking place in New York next week.

The Last Guardian remains under my creative supervision and is still in development by an incredibly talented team.

"While it’s been a long time coming, The Last Guardian remains under my creative supervision and is still in development by an incredibly talented team," he said.

"I should also mention that details regarding The Last Guardian's release is solely decided by Sony Computer Entertainment, not myself. Please keep an eye out for their official announcement.

"Moving forward, it is my intent to continue my involvement with The Last Guardian project, as well as pursue new creative projects with a fresh perspective. As I rekindle my passions as a creator, I look forward to seeing where it will take me, and I deeply appreciate your support during this transition."

Now, we're not sure about you, but it's that middle bit that strikes us as interesting. If responsibility for the announcement lies with Sony, it seems reasonable that this could be because the company has yet to officially announce the platform that the game is now being developed for. With a big announcement of some sort planned for February 20, if this was the case then it'd certainly make sense for us to "keep an eye out" for fresh developments.

Not long to go now, folks. What do you reckon Sony will reveal next week? And could The Last Guardian be a significant part of whatever it shows us?

Luke Karmali is IGN's UK Editorial Assistant and would still prefer Final Fantasy Versus XIII. You too can revel in mediocrity by following him on IGN and on Twitter.


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WildStar: A Big MMO With A Big Personality

So begins the battle for Nexus.

An exiled spacefarer has discovered a lost planet. A planet of legend, once home to a powerful race known as the Eldan. With excitement and exotic technology beckoning them from across the stars, other Exiles have traveled to this planet, Nexus, with the intent of building a new home.

But the Exiles aren't the only ones with their eyes set on the tall mountains and lush forests of this exotic world. The people of the Dominion, an interstellar empire founded by the Eldan generations ago, believe the planet is theirs to claim.

So begins the battle for Nexus. The galactic stage for the upcoming MMO WildStar.

Getting Started

Developed by Carbine Studios -- a team with roots in World of Warcraft, Everquest, and City of Heroes -- WildStar is spinning up its engines and preparing for a launch sometime this year. Carbine is finally ready to start talking details after going dark for a long while following WildStar's debut in 2011.

"This is the first step of emerging from our hidden volcano lair," explained WildStar Executive Producer Jeremy Gaffney. Gaffney and his team want to make "the next big MMO." A lofty goal, but an attainable one -- if early areas of Nexus are any indication.

It's a big, colorful world. The team is striving for the same strong shapes and memorable characters Pixar employs in its work. The Exile and Dominion trailers are proof enough that Carbine is headed in the right direction.

WildStar is governed by several important design philosophies. Chief among them: play the way you want to play. It may sound obvious, but Carbine believes that MMOs have probably failed you before. Maybe, Gaffney mused, getting to the end of an MMO sucked. Or maybe arriving at the actual end sucked. Either way, Carbine plans to protect you from these pitfalls by giving you a "big, frickin, interesting world" to level in, and free-form combat designed with flexibility in mind.

Choose Your Path

WildStar provides more play style variety than the standard selection of races, classes, and factions (but it has those, too). Carbine has built a path system to give you even more control over your time on Nexus. During character creation you can select one of four paths: settler, scientist, soldier, or explorer.

A Mechari, ready for battle.

Paths reward you for playing in a certain way. As a soldier you receive bonuses for killing critters and you can activate large group battles for other players in the zone. Alternatively, an explorer receives rewards for uncovering different areas in each zone and can access things like underground tunnel networks that make zone traversal much faster.

Each path grants you special abilities, and each opens up specific quest types unique to that path. So not only can you select a faction, race, and class, but your path will fine tune that experience to suit your gaming preferences. It enables specific types of play outside of standard class progression, and caters to certain types of players -- like those that favor combat, exploration, or even lore.

Customizable Heritage

To date Carbine has revealed three races belonging to each faction. Humans can be selected for both Exile and Dominion players, as Carbine wanted newcomers to have a "safe choice" regardless of faction selection.

Rounding out the Dominion races are the Mechari and the Draken. Fierce and fearless, the Draken are the warrior backbone of the Dominion's star-sprawling empire. They hunger for battle and are fueled by the desire to conquer challenges of strength and skill.

The Mechari, created by the Eldan themselves, serve as the Dominion's intelligence agents and stewards. Cold and calculating, the Mechari are completely committed to the wellbeing of the Dominion.

The Exiles also have humans fighting for their cause, though these humans are a scrappier, more rugged sort than their Dominion counterparts. The Aurin, with fluffy ears and fluffier tails, represent the nature-loving members of the Exiles, driven from their home world after the Dominion ravaged it for resources. Then we have the Granok, who support the rest of the exiled peoples on shoulders of stone. Strong of body, the Granok have "more boulders than brains," but their hearts are in the right place. They also enjoy drinking beer.

Stay Classy

Every MMO needs a diverse set of classes. So far WildStar has this covered with the warrior, stalker, and spellslinger (Carbine has other classes still in development).

The warrior, as you might expect, handles up-close-and-personal combat, wielding massive melee weapons and close-range skills. The stalker fills the role of assassin in WildStar with a variety of stealth techniques that allow you to approach enemies unseen. This class uses dual claws to tear into unsuspecting victims.

A female Draken character.

And then you have the spellslinger -- a wizard with guns -- that unleashes storms of magic with a pair of pistols. You can build the spellslinger to focus on one target or tackle a larger group of creatures. Or a little of both.

So far the class-based skills in WildStar feel simple, perhaps overly so, but this is within the context of a few hours of play. Much more remains hidden in Carbine's secret volcano lair.

Down and Dirty

WildStar is fast and physical.

The planet Nexus boasts a variety of zones, but Carbine only opened up one for show. Grassy plains, trees, rivers, and hills fill the savanna of Deradune, making the zone a pleasure to explore. The Draken have built a home here, charming in its simplicity. The walls of the village encase piles of skulls to honor the dead and celebrate the warriors that put them there. Because of the Draken presence in Deradune the wilds surrounding the village are especially dangerous, as the Draken drop containers filled with powerful monsters to better challenge their warriors in battle.

When it comes to battle, WildStar is fast and physical. Every ability creates a visual "telegraph" that highlights the area of the ground about to be affected by the skill. These include offensives skills and defensive ones used by you and your party.

These telegraphs force you to stay active when engaged in a fight and dance around enemy attacks while also keeping your own skills on target. More importantly, the visual cues function as an additional method of communication for parties. About to unleash a powerful healing ability? Lay down a telegraph so your fellow adventurers can run in and snag a health boost.

Big Dreams

Carbine has a lot more planned for WildStar this year. Many aspects of play, including the elaborate housing system, still wait in the shadows for a chance at the spotlight. But WildStar already boasts incredible potential. Its mix of science-fiction, bombastic color, and unique zone design promise to win over an MMO crowd hungry for something new.

WildStar will launch "when it's ready," but hopefully that means by the end of this year.

Ryan Clements writes for IGN. He's really looking forward to playing WildStar, and will force himself not to cave and make a bunny girl character. Follow him on Twitter at @PwamCider.


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The Science of Video Game Explosions

As gamers we often take a lot for granted. Every year we are provided with vast new worlds for us to explore, filled to bursting with adventuring potential. Yet they’re never perfect. There’s always a quest that doesn’t quite work properly, or a texture that looks blurry or out of place, and when we stumble across such bugs or glitches, it’s inevitably annoying. After all, a book never crashes, suddenly slamming shut on your fingers, and actors in films don’t randomly fall halfway through the floor and start flapping around like a flag in a hurricane. Why do we have to put up with this nonsense?

Truth be told, we’re now so used to these grand spectacles it’s quite easy to get lost in the small things, and forget just how difficult it is to actually make a game. They are art created with maths, the most complex paint-by-numbers books in existence. To better understand the challenges involved, we’re going to explore the workings of one of gaming’s more frequent occurrences – the common or garden explosion – and see just what sort of technology is required to make something go “boom”.

To do this, I’ve enlisted the help of a couple of developers who know a thing or two about virtually blowing stuff up. Cliff Harris is the founder of Positech games, the one-man developer army behind Gratuitous Space Battles and the upcoming Gratuitous Tank Battles, both of which feature more explosions than the entire Michael Bay back-catalogue. Cliff also created an explosion generator program available for free download online, which gives us an insight into the early days of combustion rendering.

I’ve enlisted the help of a couple of developers who know a thing or two about virtually blowing stuff up.

In the beginning, there was the Sprite. Alongside being a carbonated drink and a sort-of fairy, a sprite is also a 2D image that has been used in gaming since the early days of computer graphics. Sprites can be easily integrated into larger scenes and were originally a method of blending animated characters and objects with a pre-rendered background. They’re also the foundation of gaming’s earliest explosions, which took the form of a sequence of sprite-based images to form an animation. “That is what the explosion generator is providing, for quite older-fashioned games, or ones with a constant frame rate,” Cliff says. “You can't do that if you want a lot of variety, big explosions, and the ability to control time.”

Nowadays, rendering explosions even in two dimensions is a far more complicated affair. The foundation of any modern explosion is the engine’s particle system. This is generally controlled by an emitter, which acts as both the source of the particles and dictates their direction of travel. “My last two games do particle-based explosions, where you have maybe five or six different layers of particle all being combined together, some using different blend effects to others,” Cliff explains. “The thing that makes the Gratuitous Tank Battles ones look nice is that they actually model heat, so particles change from white hot through yellows and reds to flames and then smoke over time.”

When the particle system is ready, the next stage is to find a template explosion as a base for the in-game render. What makes explosions a particularly tough rendering challenge is that they occur extremely quickly and yet have enormous variations in terms of size, shape, colour brightness etc within that tiny sliver of time. “It's quite amazing how much stuff you need to make it look right,” Cliff says. You need those white hot molten bits, the yellowish sparks, the flames, both bright and cloudy, you need debris, and you need various types of smoke and maybe some smoke plumes.”

And this is just for two-dimensional explosions. When making the transition to three-dimensional rendering, a whole range of new problems need to be solved. Not least of these is ensuring the effect looks right regardless of where the player witnesses it from. Oddly enough, part of the solution lies in using two-dimensional sprites. Caleb Essex, a visual effects artist at Crytek, points out that sprites always face the camera, which helps to negate the problem of which angle the player approaches from. “The effects artist can set the size, speed, scale, lifetime, rotation, brightness, and other parameters of these sprites to create the desired effect.”

It's quite amazing how much stuff you need to make it look right.

Sprites alone won’t make for a convincing explosion, especially not in a 3D environment. Lighting also plays an important role in making them look realistic, both within the explosion itself and how it lights the environment around it. Crytek use three different lighting techniques to accommodate this. “The first technique is to make the textures emissive, which makes the texture very bright in dark lighting conditions,” Caleb explains. “The second technique is to allow the effect to cast light and illuminate objects around the explosion. This can be used to illuminate other sub effects of the particle such as a fireball illuminating the smoke it creates. The final technique is setting the effect to receive light and shadows from itself and the environment.” The combined effect of these lighting tricks is that the explosion both affects and responds to the light level of the environment it is in.

Illumination isn’t the only way an explosion affects its surroundings. Without the appropriate concussive forces applied to it, the effect is only half-finished. At this point, we move away from graphics rendering and into some heavy physics programming. To make the detonation convincing, nearby objects must respond to it in accordance with their weight, density etc. Will the object be knocked over or thrown around? Will it be destroyed entirely? “When creating the effect we have the ability to add impulse forces such as wind or gravity,” Caleb states. “These forces are tied in directly to the engines physics system and interact with the environment accordingly. If an object that has physics enabled comes in contact with this force it will behave in a realistic manner.”

A fairly recent but enormously useful addition to in-game physics is a feature known as soft-body dynamics. This enables developers to accurately simulate structures that are non-rigid, or can become non-rigid. This can be used for anything from ensuring Batman’s cape ripples realistically to making a box crumple when it is stood on by the player. It can also simulate how heftier objects are deformed by particularly powerful or nearby explosions, such as the shipping container in Crysis 2 below. This allows for some nice middle-ground for an explosion’s effect on in-game objects, rather than it either obliterating them or chucking them around.

You may have noticed another area we haven’t covered yet, and that’s the noise of the explosion. Audio is a huge part of the overall effect, and frankly the methods behind creating the appropriate sounds are worthy of their own article. But the basic formula is: sample plus mixing equals awesome explosion. The wonderful thing about sound engineering is that the sample can be taken from a wide variety of sources, be it a bona-fide explosion, a bottle filled with dry ice, or even white noise mixed in Audacity. Regardless of the source, plentiful bass is crucial in the final mix, so you feel the effect in your gut as well as hearing the sound in your ears.

For audio, the basic formula is: sample plus mixing equals awesome explosion.

There’s one last consideration for any virtual anarchist hell-bent on simulated destruction. As we have explored, explosions are both graphically and physically intense. More often than not they’re also triggered by the player, meaning it’s possible to have a fair few going off at once. Hence it’s vital to ensure that the hardware playing it can actually handle the bombardment, and doesn’t become the victim of a far more real, far less fun explosion. Interestingly, different developers have different ways of getting around the performance issue.

For Gratuitous Space Battles, the solution is a little forward thinking and a lot of hard graft. “It actually utilizes the gaps between frames when not much is happening to predict what particle effects might be needed next and load them into memory so they are primed ready to go when needed,” Cliff says. “Plus every line of code in the explosion system has been endlessly measured and optimised to make it run as fast as possible.”

Geometry Wars - some unconventional explosions.

Meanwhile, Caleb describes how Crytek uses organisation to get around any performance woes. First, they specify and catalogue every possible explosion combination that can happen in the game, whether it’s throwing a grenade onto tarmac or firing a rocket into sand. Then, when the player triggers an explosion, the game looks up those weapon/surface libraries. “This way only the required effect is loaded and played instead of all of them being loaded, effectively mitigating CPU load.”

Mix all the above ingredients together, leave to cook in your renderer for, oh, preferably as little time as possible, serve with a rocket launcher and lashings of drama and voila, you have a perfectly formed explosion. All that work, all that preparation, for an in-game effect that lasts only a few seconds – a bit like scoffing a piece of Christmas cake.

Rick Lane is the lead explosives correspondent for a variety of game magazines and websites (honest). You can follow his trail of destruction via Twitter.


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Xbox Founder Says Microsoft's Last 5 Years Were "Painful to Watch"

Xbox 360's last five years have been "painful to watch" according to a former Microsoft engineer who helped create the original Xbox in 1999.

In a blog post entitled "Stupid, Stupid Xbox", Nat Brown asserts that Microsoft has spent the last five years mistakenly trying to turn the Xbox into a multimedia hub whilst abandoning all the studios and design features that made it a great games console in the first place.

He explains, "The past 5 years, and the last year in particular, have been simply painful to watch. Coasting on past momentum. Failing to innovate and failing to capitalize on innovations like Kinect. Touting strategic and market success when you’re just experiencing your competitor’s stumbling failure (yes, Sony, Nintendo – you are, I’m afraid, stumbling failures). A complete lack of tactical versus strategic understanding of the long game of the living room."

Brown goes on to clarify that he completely agrees greater living room connectivity should be part of Microsoft's business plan, but not at the expense of what made it great in the first place; a focus on games.

The past 5 years, and the last year in particular, have been simply painful to watch. Coasting on past momentum. Failing to innovate and failing to capitalize on innovations like Kinect.

"No, more and better content was always the point and the plan. My gripe is that, as usual, Microsoft has jumped its own shark and is out stomping through the weeds planning and talking about far-flung future strategies in interactive television and original programming partnerships with big dying media companies when their core product, their home town is on fire, their soldiers, their developers, are tired and deserting, and their supply-lines are broken.

"Xbox’s primary critical problem is the lack of a functional and growing platform ecosystem for small developers to sell digitally-/network-distributed (non-disc) content through to the installed base of xBox customers, period.

"Why can’t I write a game for Xbox tomorrow using $100 worth of tools and my existing Windows laptop and test it on my home Xbox or at my friends’ houses? Why can’t I then distribute it digitally in a decent online store, give up a 30% cut and strike it rich if it’s a great game, like I can for Android, for iPhone, or for iPad?"

Brown concludes by saying pretty damningly that "Microsoft is living in a naive dream-world," stating that "Xbox just needs somebody with a brain and focus to get the product in order tactically before romping forward to continue the long-term strategic promise of an Xbox in every living room, connected to every screen."

The company's come under fairly heavy fire recently from past employees. Just last week we revealed how the former VP of Windows Sales, Joachim Kempin, thought the company needed to refocus on PC, whilst he explained why it got into the console business, why Bill Gates didn't think buying SEGA was a good shout and how the Xbox 720 will likely use Windows 8 as the basis for its interface.

What do you think? Has Microsoft lost its way with how its handled the Xbox and is an urgent refocus on games needed? Let us know your thoughts in the comments.

Luke Karmali is IGN's UK Editorial Assistant and kinda wishes games companies would focus on games. You too can revel in mediocrity by following him on IGN and on Twitter.


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Cliff Bleszinski: Horror Games Don't Work in Disc-Based Market

Gears of War creator Cliff Bleszinski has revealed he doesn't believe horror games are commercially viable in the current market.

Taking to his blog, the former Epic Games design director claimed that he doesn't see the current batch of horror offerings working in the full-priced retail market, instead suggesting that the digital download space is the only place they can thrive.

Referring to his experiences with Dead Space 3, he explained, "In the 60$ disc based market horror doesn’t fly - it’s the ultimate “Campaign Rental” that’s played for 2 days and traded in and I’m sure EA knows this.

"When we’re fully digital we’ll see more true horror games coming back. (Look at Amnesia and Slenderman on PC.)"

This is almost exactly the same conclusion we came to recently when we explored the state of the genre, discovering that smaller indie titles are definitely the ones carrying the torch for real scares.

Elsewhere in the post he muses on why creating horror games is such a challenge. Citing suspense as one of the key issues, he posits that once you've played through a section then the enjoyment received from subsequent playthroughs is strongly diminished as you know what's coming.

In the 60$ disc based market horror doesn’t fly - it’s the ultimate “Campaign Rental” that’s played for 2 days and traded in.

"Horror is hard, and suspense is even harder," he explained. "It requires a true director's hand. A nudge this way and a moment plays as comedic, a nudge too far the other way and it's not scary at all. To compound it all, making a scary moment is kind of like trying to tickle yourself. You think it's scary, but you're never sure until you test it on someone who has never seen the moment."

Since leaving Epic in October, Cliffy has been quite the busy B. Later that same month he offered to "fix" Resident Evil for Capcom, before revealing he was being courted by numerous development studios. Last we heard on that front, he'd decided not to take any of them up on their offers, and was instead planning to start his own venture.

If you're looking for the biggest upcoming horror games of 2013, we've got you covered. But is the man right? Has horror had its day for the time being, or do you think that it's still possible for a horror game to justify a full retail price in the right hands?

Cheers, Eurogamer.

Luke Karmali is IGN's UK Editorial Assistant and won't touch a horror game since "the incident". You too can revel in mediocrity by following him on IGN and on Twitter.


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EA: Next-Gen Consoles Unlikely to be Backwards Compatible

The next generation of consoles are unlikely to support backwards compatibility, according to EA's chief financial officer.

Speaking at a Goldman Sachs Technology and Internet Conference Q&A session (via Gamasutra), Blake Jorgensen explained that the current generation of consoles still had some mileage left in them as a result.

An important thing to remember is that next-gen consoles will most likely not be backwards compatible.

"An important thing to remember is that next-gen consoles will most likely not be backwards compatible," he stated. "If you [play] multiplayer on a game, you'll most likely not be able to play with someone on a different generation."

Jorgensen went on to explain that sports games would play a large role in keeping current gen consoles relevant, as if the new boxes don't launch until December, that'll be midway through the season so you're likely to keep playing on your PS3 or Xbox 360 until next year.

"Fiscal year 2014 will still be a fairly large gen-three if there's a console business that comes in at the tail end of the year, mainly because a lot of our titles are built around sports calendars... And if a next-gen console doesn't come out until next Christmas, most people won't wait. They'll want to be involved in getting those titles early, because their friends are all playing those titles," he posited. "If they all hold on and continue to play on third-generation, you'll probably not see that box purchase until after the soccer season's over."

Sony and Microsoft still haven't confirmed anything about the next-generation of consoles, but thankfully it looks like we won't have to wait much longer. It's looking likely that the next PlayStation will be revealed a week today while Microsoft will surely spill the beans shortly after, probably around E3.

Luke Karmali is IGN's UK Editorial Assistant and believes backwards compatibility is a must. You too can revel in mediocrity by following him on IGN and on Twitter.


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Wonder Women! The Untold Story of American Superheroines Documentary to Air on PBS on April 15

While the status of the Justice League movie she would be a part of is murky , and the new CW pilot focused on her adventures as a young woman, Amazon, is not being ordered as a pilot just yet, Wonder Woman is the focus of a documentary that will be making its TV debut soon.

Following screenings at many film festivals, including SXSW, in the past year, Wonder Women! The Untold Story of American Superheroines will air on PBS’s Independent Lens series on Monday, April 15, 2013, at 10 PM ET.

From director Kristy Guevara-Flanagan, the documentary looks at the evolution and legacy of Wonder Woman, examining her status as the definitive superheroine and how the character has changed through the times – while continuing to influence and inspire fans.

Among the interview participants are Lynda Carter, who played Wonder Woman’s in the 1970s TV series.


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Tuesday, February 5, 2013

The Americans: Matthew Rhys on Cold War Intrigue

The Americans premiered last Wednesday night on FX to impressive ratings. The series follows Phillip (Brothers and Sisters alum Matthew Rhys) and Elizabeth Jennings (Felicity's Keri Russel), two KGB operatives functioning under deep cover in the United States as typical married suburbanites with two children and one car in1981 Washington, D.C.

(Read Eric Goldman's interview with Russel here).

We find the Jennings' 16-years into their time in America, it is the height of the Cold War, and while she remains steadfast and committed to the Motherland, Phillip has reservations. He is beginning to see the appeal of defection, and wishes to be the cover they have created, in truth.

Rhys is Welsh, playing a Russian spy, playing an American, who then must play a variety of additional characters when on assignment. He brings a unique perspective to the production, because though the Cold War is typically depicted as a battle for dominance between the two iconic global giants of the time, the U.S.S.R. and the U.S., the rest of the world was of course, deeply impacted by the ideological battle of wills. We had the opportunity to speak with Rhys recently about growing up in that era and living out an actor's dream on this show.

IGN: The pilot opens with your character in the midst of an intense inner conflict, is that going to continue to evolve?

Matthew Rhys: Yeah, enormously, it's one of the reasons that I wanted to do it. I've never come across a dramatic concept that's so designed so well for conflict in every element. There's the heightened situation that they're in. In terms of a personal conflict, you put two people together, who've been forced together and they're finding real emotions for each other. But they have two very different political and familial ambitions. It makes for amazing conflict.

IGN: I feel like your character isn't really operating from a political space, though, she is.

Rhys: Absolutely. That's what I mean. His is the familial, hers is the political. Which is a massive thing really for a mother of two to put her political views first in a way. It's huge.

Keri Russell and Matthew Rhys in The Americans

IGN: It's interesting, there seems to be a renewed focus on, or interest in, the Cold War in recent years. Do you recall it having a big impact on your life?

Rhys: Enormously, because Margaret Thatcher was between those two. She was pawn, and advocate, and conspirator and a number of things. And the Cold War was a lot closer to our doorstep.

IGN: There is this perception, or common depiction, of the Cold War as playing out primarily between these two great powers. We don't often see what was going for everyone else, here.

Rhys: Of course, those were the two superpowers, and we were this strange little separate Isle in the middle that was torn between a number of things. I mean we had nuclear bases, campaigning mercenaries, green protests...We ere very aware of being this strange thing being pushed and pulled in the middle. I think the Cold War works as a great analogy or simile for different kinds of conflict. It's funny, when you look back at it, it's one of the last times that the boundaries were clear. Now as we see on Homeland - there are no clear boundaries and enemies. It was the last bastion of old fashioned "them and us." And with the distance that we now have on it, you can do a number of things with it.

IGN: One of the draws of this series must be the opportunity to play all these sub-characters when you're on an assignment, it gives the show a real sense of fun.

Rhys: Massively. You know there's a number of reasons to want to do this. Not the least of which is the inner ten-year-old boy who wants to run around with a gun. Then there's that sort of complex relationship, which is at its heart. On top of that, as an absolute bonus, he's playing these different characters every week, it's kind of heaven sent.

IGN: Which has been your favorite sub-character so far?

Rhys: At the moment, none have been repeated. But my favorite is from the pilot, which is guy who went to beat up the man who was hitting on his daughter at the mall.

IGN: I loved him.

Rhys: So did I. I want to see him again.

IGN: Even in that moment, he's a family man. How does the tension between what Phillip wants, to be a husband and father, and what Elizabeth wants, to be a good agent begin to resolve over time. Does either start to see the other's perspective?

Rhys:That's the roller coaster that we're on, as they figure out who they are and what they want. It makes for great television and is eading to a massive conflict at the end of the season.

The Americans airs at 10pm ET/PT on FX.

Roth Cornet is an Entertainment Editor for IGN. You can follow her on Twitter at @RothCornet and IGN at Roth-IGN.


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