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Over on the Geek side, Eddie Wright got a chance to speak with screenwriter Marcus Dunstan about his horror film "The Collection" and attempted to get some news on the long-in-development "God of War" movie at Sony.

Of course Dunstan couldn't drop any major revelations, but he did say that the latest draft was just turned in to Sony last week, adding:

[Laughs] I can tell you verbatim, I have been gag ordered. It's under lock and key and I think for very good reasons. Man, I hope this film gets made so much because it is awesome! I say that like a high school kid with devil horns in the air, revving a car, spinning outside in the lot. It is awesome. And I really think it deserves to be made. Because we've seen so many interpretations of the sword and sandal films as of yet, but we have not seen anything like this.

If you're a horror fan, you owe it to yourself to check out the full interview.

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Luigi's Mansion: Dark Moon

Yesterday, we posted the first half of our interview with Nintendo's Mr. Yoshihito Ikebata, and Next Level Games' Bryce Holliday and Brian Davis, where they discussed some of their thoughts on "Luigi's Mansion: Dark Moon." Today the group tackles multiplayer, some of their favorite Luigi moments from the past, and even gives us a little insight into the possible beginnings of the "Luigi's Mansion" mini-game in "Nintendo Land." Oh, they even talk a little bit about Luigi's lesser known big brother, Mario.

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Luigi's Mansion: Dark Moon

The collaborative development process for "Luigi's Mansion: Dark Moon" is an interesting one. With teams on two continents working on a sequel to a decade old game there would clearly be some interesting stories to tell. As I continued my chat with Mr. Yoshihito Ikebata, Supervisor for the game at Nintendo, and two members of the Next Level Games team, Director Bryce Holliday, and Gameplay Programmer Brian Davis, I wanted to pull back the curtain a bit, and look at where the game came from, and what were some of the major influences on the final release.
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Luigi's Mansion: Dark Moon

Over the years, Nintendo has grown its catalog of games to include a wide variety of genres. From kart racing to puzzlers, the industry's longest standing hardware and software developer has just about all of the bases covered. However, there is one area that, when compared to other publishers, they come up a little short in - third person action adventure games.

Sure, there are the 3D Mario games ("64," "Sunshine," and the "Galaxy") that keep them covered to a certain extent, but those are really platformers at heart. Their best example is "Luigi's Mansion" on the GameCube, a game where Luigi hunted down ghosts and sucked them up with a vacuum cleaner. It's no "Gears of War," but it's also not not. So, what happens when you give this unique franchise to a team of internal and external developers with a range of expertise to create its first sequel? Well, "Luigi's Mansion: Dark Moon," is the easy answer, but I wanted to dig a little deeper.

Last week during a video conference interview that spanned four different cities, I posed the question, "What was it like to make a third person action-adventure game, especially one staring Luigi?" to the game's Supervisor, Mr. Yoshihito Ikebata, as well as the Director of Next Level Games, Bryce Holliday. They both had different takes on the situation given their unique backgrounds.
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The new web series "Aperture R&D" is the latest project from Wayside Creations, the team behind the hit "Fallout: Nuka Break." The masterminds behind the latest project--which drops viewers into a live-action, multiversal version of "Portal," focuses on a pair of ambitious (if not exactly talented) scientists, Nik and Charles, struggling heroically to win the Lab of the Month award for their team. Shenanigans, as they will, ensue.

With the series making its debut today via Machinima, we spoke with director Vince Talenti and "Aperture R&D" creator/writer Zack Finfrock about the tricky business of telling stories when all of the characters are dead, the importance of canon (and when to ignore it), and the problems of using a scale Companion Cube.

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What does the future holds for video games? It's one of the most important questions of our time, so we asked one of gaming's greatest minds, Shigeru Miyamoto, and he thinks it's connectivity. "Evolving beyond being the experience that simply comes in the package, and becoming something that becomes more a part of lifestyle through connections to the network."

In a recent interview where Mr. Miyamoto also told us his thoughts on "Hyrule Historia," noted some of his favorite Famicom games, and spoke at length about Luigi, he gave us some insight into the thinking behind where some of Nintendo games are headed in the near future.
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2013 is going to be a big year for Mario’s little brother, Luigi, so much so that Nintendo has already taken to calling it "The Year of Luigi." Never really one to steal the spotlight from Mario, Luigi has always been a secondary character for the franchise, but, that still makes him arguably one of the biggest names in video games... ever. Between the release of "Luigi's Mansion: Dark Moon" on March 24, the upcoming "New Super Luigi U" expansion pack, and his role in a host of other Nintendo games on both the Wii U and 3DS, Luigi is set to have an unprecedented presence this year, which should make his faithful followers, both inside and outside of Nintendo very happy. We recently had a chance to ask Luigi’s creator, Shigeru Miyamoto, some questions about the origins of everyone’s favorite green-shirted plumber, and we learned that there’s a lot more to Luigi than you might think.

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"Hyrule Historia" is the definitive collection of thirty years worth of “The Legend of Zelda” history. Its 280 pages are packed to the brim with art, designs, factoids, and even a timeline for all of the games in this beloved series. So, with all of that information, who better to give us their take on some of the most intriguing pieces included in the book, than series creator Shigeru Miyamoto? At a recent interview we asked Mr. Miyamoto for his thoughts on the book, as well as what were favorite parts of "Hyrule Historia." Read More...

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When I reviewed "Castlevania: Lords of Shadow - Mirror of Fate" earlier this week, I warned fans of the side-scrolling "Castlevania" games of recent years that they shouldn't come in expecting the huge amount of exploration found in post-"Symphony of the Night" 2D titles in the franchise. That was deliberate, MercurySteam boss and "Mirror of Fate" producer Dave Cox told me, citing "Dracula's Curse" as his team's main point of influence.

MercurySteam have their heads down now developing "Lords of Shadow 2"--what Cox promises will be the U.K. studio's last "Castlevania game, so we talked a bit about shepherding the franchise through a new continuity, going back in time over and over with Trevor, Simon, and Alucard, and the next-gen ambitions of "Lords of Shadow 2."

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LEGO City Undercover

"LEGO City Undercover" is on track to be the biggest game that TT Games has ever released as part of the LEGO franchise. "Undercover" will be the first game to break the pattern of licensed games which already extend to almost every corner of nerdom - from "Star Wars" to Batman to "Lord of the Rings." This time around, TT Games are creating two entirely new games, one for the Wii U and one for the 3DS, that are inspired by the LEGO City brand. The games will both center on police officer Chase McCain as he does whatever it takes to clean up the streets of LEGO City. To celebrate the upcoming launch of both games, we had a chance to sit down with TT Games' Executive Producer, Loz Doyle, who took us through some of the exciting changes that fans can expect when they step into the first open world LEGO game later this month.
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