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16 Sep 15:31

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12 Sep 17:44

ICE Releases iPhone App to Capture Child Predators - KCSG


ICE Releases iPhone App to Capture Child Predators
KCSG
(ST. GEORGE, Utah) – U.S. Immigration and Customs Enforcement's (ICE) and Homeland Security Investigations (HSI) are releasing today an iPhone app to Capture Child Predators. For more information go to the IPHONE App Store. Copyright 2013 KCSG ...

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12 Sep 17:42

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12 Sep 16:41

Places to buy meeples: http://boardsandbarley.com/2013/09/12/sourcing-game-components-meeples/

12 Sep 16:25

Assad: I will hand over chemical weapons because of Russia - Channel 4 News


Assad: I will hand over chemical weapons because of Russia
Channel 4 News
Syria's President Assad tells Russian TV that the threat of an American missile strike hasn't influenced him at all, as he prepares to hand over his chemical weapon stockpile to the UN. News. The threat of American military action did not affect President ...

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12 Sep 16:25

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12 Sep 16:24

Valve renews IGF deal, finalists to be offered Steam distribution

by Sinan Kubba
Valve will offer Independent Game Festival finalists the chance to bring their games to Steam, renewing the agreement set in place last year. As the IGF announcement notes, several of last year's finalists came to Valve's portal after being nominated, including Gone Home, MirrorMoon EP, and Kentucky Route Zero. The award is no doubt illustrious, but a Steam distribution agreement is a big deal, too.

Fine print time: The offer applies to every Main Competition finalist in jury-voted categories. That means each finalist for the Seamus McNally Grand Prize, the Nuovo Award, and the Excellence in Art, Narrative, Audio, and Design Awards can have a bite of the Steam pie, working directly with Valve to release their games on PC, Mac, and Linux.

The deadline for IGF 2014 submissions is October 19, while entries for the student showcase are due by October 31. The finalists will be announced in January, and two months later the winners will be crowned at GDC 2014.

JoystiqValve renews IGF deal, finalists to be offered Steam distribution originally appeared on Joystiq on Thu, 12 Sep 2013 11:30:00 EST. Please see our terms for use of feeds.

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12 Sep 16:24

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12 Sep 16:24

actegratuit: Justin Jacques De Oliveira Cezar

12 Sep 16:24

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12 Sep 16:24

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12 Sep 16:23

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12 Sep 16:23

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12 Sep 16:23

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12 Sep 16:22

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12 Sep 16:21

After 20-year absence, Star Trek returns to the world of pinball

by Aurich Lawson
From left to right, the new Star Trek Pro, Premium, and Limited Edition pinball models.

Last time on Pinball Technica we covered the announcement of the Metallica pinball machine. Reader response was pretty positive, even if the band theme was a little polarizing for some, so we've decided to occasionally check in on the world of pinball. In this age of 64-bit smartphones, there's still something magical about knocking around a 1-1/16" steel ball with a lot of high-voltage electricity.

This time around, pinball machine manufacturer Stern is ditching the band and comic book licenses for a tried-and-true pinball theme: a Star Trek table. For those keeping score, this is the fourth time the franchise has graced the silver ball, with the 1978 Bally original series pin, Data East's 25th Anniversary version in 1991, and the wide-bodied Star Trek: The Next Generation table Williams released in 1993. The cast from the series reboot is taking center stage this time around, with elements from both of the J.J. Abrams-directed films making the game.

Acclaimed pinball designer Steve Ritchie is handling the layout this time around. Ritchie was also the designer on the last Star Trek table in 1993, and there are more than a few similarities between their layouts. It's too early to say how closely the gameplay will match. The older Trek pin was a wide body, which generally leads to a slower playing style; it also used dual cannons that would load and fire the pinball around the playfield, something this new design appears to be missing.

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12 Sep 16:16

Street BMX Bike Tricks Performed on a Citi Bike

by Kimber Streams

Tyrone Williams performs wheelies, jumps, and other impressive BMX bike tricks on a Citi Bike in this video made by ANIMAL New York.

There’s a lot of talk about the limitatons of Citi Bikes: they’re heavy, people say, they’re slow, and they’re more suited to boring workday commutes than cycling that’s exciting in any way. In the spirit of testing those supposed limits, we asked street BMX king Tyrone Williams — co-owner of Chinatown bike shop Dah Shop and Animal Bikes team rider — to take one for a spin and show everyone how it’s done.

submitted via Laughing Squid Tips

12 Sep 15:57

Microsoft's 'Cortana' is like Siri for Windows Phone

by Tom Warren
firehose

but is she naked? nobody will want it if Cortana isn't naked dudes

Microsoft is currently testing and readying its Windows Phone 8.1 update that is believed to include a new personal assistant. ZDNet's Mary Jo Foley reports that the Siri-like feature, codenamed Cortana after the Halo character, will let Windows Phone users interact with a handset through voice commands. Windows Phone already includes basic voice commands, but Cortana looks to be a step further with a system that will learn and adapt.

Steve Ballmer has promised a "service-enabled shell" for Microsoft's devices, and Foley claims Cortana is central to this new shell for Windows Phone, Windows, and Xbox One. It's not clear exactly how Cortana will work on Windows Phone, but screenshots of Windows Phone 8.1 earlier this year revealed that Microsoft is already testing the technology. The Verge has obtained additional screenshots of Cortana in action. It looks like Microsoft is testing the ability to pull in weather information, notifications, and calendar events into a single central interface. The interface also includes location information, and access to Bluetooth controls. Microsoft has previously shown concepts of a voice activated personal assistant for Windows Phone, and it could be ready to now make it a reality.

The screenshots show an early test version of the app, and Microsoft's Cortana UI and features are likely much more advanced now. The software will likely ship with Windows Phone 8.1, an update that's also set to include a notification center and several UI changes. Alleged screenshots leaked earlier this week that show the notification center in action alongside some Start Screen tweaks. Microsoft is expected to roll out its Windows Phone 8.1 update in early 2014.

12 Sep 15:56

The Legend Of 'Legends Of The Hidden Temple'

firehose

a surprisingly touching and detailed interview with the show's host and the voice of Olmec...

...right up until the photos of college kids in temple guard blackface, which makes no sense because the guards were mostly white and _wore fucking masks_

What went on behind the temple gates, those “dreaded temple guards,” why the Shrine of the Silver Monkey was so damn hard and much more.
12 Sep 15:50

Former Hostage Crisis Spokeswoman Named Iranian Vice President - RadioFreeEurope/RadioLiberty


RadioFreeEurope/RadioLiberty

Former Hostage Crisis Spokeswoman Named Iranian Vice President
RadioFreeEurope/RadioLiberty
Following criticism that Hassan Rohani's proposed cabinet had failed to live up to the expectations of those who voted him into office, the newly elected Iranian president has appointed a woman to serve as his vice president for legal affairs.
Iran says it won't budge on nuclear program, demands respect from WestJerusalem Post
IAEA committed to working constructively with Rohani government: AmanoTehran Times
Strike on Syria will prompt attack against Israel: Iran deputy FMPress TV
Fars News Agency -Peninsula On-line -Tasnim News Agency
all 381 news articles »
12 Sep 15:47

Hayao Miyazaki's final film 'The Wind Rises' hits US theaters in February

by Sam Byford
firehose

"there is no strong front-runner for this year's animated feature Oscar; potential contenders include Monsters University, The Croods, and Turbo."

makes Miyazaki's retirement even more depressing

Hayao Miyazaki recently announced that he has made his final feature film, and now US audiences can start making plans to see it for themselves. The Wind Rises, currently playing in Japanese theaters under the name Kaze Tachinu, will get a week-long run beginning November 8th in New York and Los Angeles that's designed to poise the movie for Oscar success. This will be in Japanese with English subtitles; a dubbed version will also see limited release on February 21st before expanding to more theaters on the 28th.


"Purists, give [the English dub] a chance."

Variety reports that the February run will give audiences the chance to watch either version, with Studio Ghibli's international head Geoffrey Wexler urging "purists" to "give [the English dub] a chance." None of the English voice cast has been announced, but Miyazaki's last movie, Ponyo, attracted major Hollywood stars like Matt Damon, Liam Neeson, and Cate Blanchett. The LA Times notes that there is no strong front-runner for this year's animated feature Oscar; potential contenders include Monsters University, The Croods, and Turbo.

The Wind Rises takes two main sources as its loose inspiration: a Japanese short story from the 1930s also called Kaze Tachinu, and the life of Jiro Horikoshi, the World War II-era aircraft designer. Horikoshi worked on the feared Mitsubishi A6M Zero fighter used by the Japanese air force in the assault on Pearl Harbor, but, rather than glorifying war, The Wind Rises marks a return to Miyazaki's long-held love affair with flight. In an interview with the Asahi Shimbun, the celebrated animator talks about Horikoshi's "extraordinary genius" and his desire to "snatch back" the designer's legacy from patriotic Zero enthusiasts.

12 Sep 15:44

BioWare On Race, Romance, And (R)Time In Dragon Age

by Nathan Grayson
firehose

every RPG must now namedrop Planescape: Torment, the new shorthand for depth in character and setting development

By Nathan Grayson on September 12th, 2013 at 11:00 am.

Has it really been an entire age since Dragon Age: Inquisition lead designer Mike Laidlaw and I last spoke? Of course not. The first part of our interview went up yesterday. We discussed combat, choice, and exploration, and today we’re delving even deeper into the rabbit hole dragon den of certain doom. Read on to find out how race/sex, crossovers with previous DA games, romance, and more will function in BioWare’s hopeful return to form.

RPS: You can choose your race and your sex again in this one. I assume that’ll have a pretty major impact on what you see and don’t see this time around? You previously noted that the year-long delay allowed you to make some pretty big changes on this front.

I want it to rear up and say, ‘So you chose elf! Let’s deal with that.’ That, to me, is a very intriguing element of the game.

Laidlaw: To some degree. Our big goal is that there’s some sort of significant impact to making that choice. I don’t think I want to spend the entire game being called a knife-ear because I chose an elf, over and over again. At that point it just becomes background noise. But at least at one or two points in the game, I want it to rear up and say, “So you chose elf! Cool! Let’s deal with that.” That, to me, is a very intriguing element of the game and it always has been.

RPS: Yeah. It’s something that genres like fantasy or sci-fi are pretty well-equipped to discuss, because you can take a fairly sticky subject and abstract it and see the effects of it. There was a lot of stuff dealing with race in DA 2. Is that still a big theme, a big thread in the game?

Laidlaw: It always has been. Again, to some degree, you being an Inquisitor overrides some of the race stuff. But yeah, the elves are still considered lower-class citizens. The dwarves are still this kind of alien culture. And if you’re on the surface, by nature you’re an outcast from the real dwarven culture, as far as they’re concerned. They have this weird internal racism.

And then on top of that, Qunari bring in a really interesting new wrinkle, in that they’re kind of the barbarian invader race. They’re a highly advanced barbarian invader race from across the sea that everyone’s terrified of, because at one poine they tried to conquer the whole darn place. They fought to a standstill and they never really were pushed back at all. So suddenly one of them is Inquisitor. It poses some interesting challenges.

RPS: Another thing that’s recurring is the fact that mages are seen as this potentially devastating force because they could just go off and ruin everything at the drop of a hat. But you guys have had that theme percolating arounnd for a while. It was fairly prevalent in Origins and it made a return in DA 2. Are you worried about repeating yourself? When does a theme like that run out of steam?

Laidlaw: There’s points where the Chantry is in the spotlight, but it doesn’t mean it goes away when it’s not in the spotlight. I think DA 2 was absolutely the big one for the mage. In a world where demons are pouring out of the sky, regardless of mages, it becomes a little less pressing. But it’s still something that I think is… It’s a permanent part of the franchise. Mages are never safe. They can always be tempted to do something wrong, and they are essentially constantly hearing whispers tempting them to do that. That’s something that keeps them fascinating. It doesn’t have to stay on the front burner forever, but I’d never take it away, because I think that it’s an intriguing part of the experience.

RPS: Given that Varric and Cassandra are party members, I’m assuming Inquisition isn’t terribly far removed from Dragon Age 2′s timeline. For you guys, is there ever an interest in going beyond that point in the Dragon Age world and saying, “Okay, we’ve seen this place. We’ve seen what it’s like at this particular time. Let’s go into the future. Let’s go into the past”?

Laidlaw: I would almost say it’s a classic fantasy temptation. From there, there’s an enormously slippery slope which leads to cogs and large goggles. That’s cool. That’s a neat thing to do and it’s one way to take a franchise. But in our case, any time I’m asked that, I tend to say to myself, “What’s Minrathous like? What’s the capital of the Tevinter Empire like?” I’m kind of curious to find out.

I don’t think I need to go to a different time to see something different. I’ve never been to Antiva. I don’t know what Rivain is like. I’ve never been to the homeland of the Qunari. There’s so much still left out there. There are so many other cool issues we can explore. I don’t necessarily see the future or the past to be places that we need to go digging just yet. There’s so much more stuff that I’d like to explore.

RPS: It also allows you to have little bits where various games in the series interweave. Characters like Varric showing up, or Anders in DA 2.

Laidlaw: Absolutely.

RPS: How much are you doing that in Inquisition? Is it mainly just going to be some Varric and Cassandra, or is there going to be a lot more weaved into what’s going on?

Laidlaw: I don’t want to get too much into story stuff. That treads pretty firmly into story territory. But I do want a blend. I think we have to build a game where, if you’re totally new, coming in isn’t mystifying. If it was the Varric Show, it would be like, “Go play DA 2, it’s mandatory.” But instead, I think that if you’re a returning player, you’re playing the game, to some degree cameos, to some degree references, to some degree actual heavy story presence. Those things are all very cool.

But the big thing for me is to make sure that we’re crafting a really interesting story and an interesting cast of characters. In our case, looking at who’s coming from DA 2, Cassandra and Varric have a very cool dynamic. They do not get along. They do not really agree. But what kind of thing could draw them together? What kind of situations would they both set aside grievances to deal with? That, to me, is absolutely fascinating. So as a result, we have both of them coming back.

RPS: I feel like, at least from what I’ve seen in the past, the interesting challenge of trying to tell an all new story like that is that sometimes you end up with a little overlap with the roles characters serve. For instance, I love both Alistair and Anders, but on an archetypal level, they’re sort of similar. They’re the wisecracking, charming guys that are with you pretty much from the get-go. How do you tackle that when you’re creating those characters? How do you differentiate them? How do you avoid repeating yourself?

Laidlaw: Ultimately what you want is a cast of characters who inherently are their own people. That’s all character writing is. You think of a person first, and then you worry about their gender and their race and all that stuff later. Think about a person. And so when we build up a cast for something like, say, DA 2, the big burning question is the mages and the templars. Everybody either has an opinion or doesn’t.

And “doesn’t” is an opinion in and of itself. That’s Isabela. She really doesn’t care. That’s a big part of her character, that she is frustrated by the fact that everybody seems to be getting increasingly caught up in this. Aveline is worried about it in the sense that “This is causing unrest in the city that I’m trying to keep safe.” She doesn’t really have… She has views, because of her husband, but that’s not really her problem. Her problem is the unrest that results. And so you want to say, “What is this game about? What are the things that are happening?”

And in this case it’s about a world in calamity. It’s about something going on behind the scenes and uncovering it, which is why it’s an Inquisition, not some kind of big military action. In a lot of ways, it’s the scalpel, not the knife. And so what you want to do is say, “What characters have a vested interest in the events that are occurring?” You have a character like Vivienne who was the first enchanter of Orlais. Then the Circles fell apart. That’s a bummer, because she was basically as powerful as a mage could be, and then it all came crashing down. Varric and Cassandra are both absolutely desperate to uncover what’s actually happening. That was made very clear at the end of DA 2.

So you build up those characters that have their own motivations and their own goals. And to some degree their personality will come out of it. But you put them together and you say, “Okay, do we have a really good mix of interesting characters? Do we think their interactions will intrigue and that players will [get behind them]?” Our goal is that, as a player, you should love them or hate them, but you should never be like, “Yeah, whatever.”

When I think to my personal favorite, Planescape Torment, it’s an amazing game, and part of the thing that made it so amazing was that the characters who surrounded the Nameless One were such extremes. So what’s up with Ignus? He’s on fire and in pain ALL THE TIME. Most of his dialogue is “AAAAGH!” and you’re like, “Wow, okay…” There’s a wise-cracking guy who’s a skull and threatens to bite you. The succubus tries to focus on her poetry.

And of course it’s a setting that allows for that kind of rampant extremism, which is why I loved it. And in the same way… We obviously aren’t going to have a Modron running around in DA. It’s not going to fit the current state of the world. But we can still look at our characters and say, “Are they intriguing enough? Do they offer that kind of perspective?”

RPS: Oooo, Planescape Torment, you say? Was anything else in Inquisition directly inspired by it?

Laidlaw: From Torment specifically? Huh. Well, I think the big thing Torment brought to the table was offering a lot of different solutions and really cool solutions to the problems you faced. Not everything was fighting. Often just being persuasive or certain stats and stuff would come across like, “Whoa! I have a wisdom of 25, so let’s just shortcut the entire ending.” I really like that kind of stuff.

It also did the job of, “Did you pursue this path in the game?” There’s some stuff there too. That’s something we’re trying to explore more deeply. There’s making a choice, and that’s fine. But there’s also, what’s the aggregate of your choices? What’s the long term? And occasionally saying, “Look. There’s this really cool scenario in here. Not every player is going to see it.” But as developers, we’re trying to get more efficient in our work, because it lets us do a little more sandbox with what you play. Which is to say, “Not everyone is going to see this, and that’s cool.” That’s not a problem. That’s not a waste of money. That’s awesome.

As we build up our community efforts, it’s like, social media and e-mail and FAQs and everything, there are no secrets in gaming. If that’s the case, I think part of the joy is from having a friend who says, “Oh, you beat the game? Did you see this?” And you’re like, “No, I didn’t!” That’s as thrilling as seeing it. And that’s something that we’re getting increasingly comfortable with. I don’t want it to be a weaker experience because you didn’t do X or Y. It should be complete. But understanding that sometimes, even if you never replay it, you’re probably going to hear about it, and you’re going to feel so much more satisfied about the fact that you made a choice and something else happened from your friend who made a different one.

I think Planescape paved a really good path on that front.

RPS: You mentioned that you enjoyed having certain stats affect different choices you made and your ability to pursue certain dialogue options. Is that something that you’re going to pursue in Inquisition?

Laidlaw: We’re going to look at some more non-combat solutions, but at this point… My general rule for Inquisition is that if I don’t have it locked down, I don’t really want to talk about it. I’d rather underpromise and overdeliver. It’s a direction we’re heading in, but I don’t want to go into details on it.

[PR motions that we're running out of time]

RPS: You’ve mentioned that romances are going to break outside the box of traditional “BioWare romances.” They’ve been described as more “event-based.” What does that mean? Do you reach this point in the game/romance and this thing happens, next point, this thing happens?

Laidlaw: No, no, I wouldn’t say so. It’s just attempting to get away from the idea of, “Oh, +10, and here’s a gift, +5.” Getting away from that kind of raw, mechanical, insert happiness event kind of stuff. So event-based is more just a general approach.

RPS: So when you talk to them, things happen. You advance standing with people through interactions, conversations, and whatnot?

Laidlaw: Yeah.

RPS: Sounds sensible! Thank you for your time.

12 Sep 15:43

Google+ now lets you do serious photo editing, but only in Chrome

by Jeff Blagdon
firehose

market share dropping? force people to use your products! sincerely, 20th-century microsoft

It’s been a while since we’ve heard from Google’s Snapseed team (formerly Nik Software), but today we find out what they’ve been working on: building some sophisticated new photo editing features into Google+. Back in May, the company unveiled a feature called Auto Awesome that made its best guess at how your uploaded photos should look, but now the team is putting photographers in the driver’s seat, giving them the keys to a handful of really useful image adjustments.

Standard sliders are available for things like brightness, contrast, and saturation, as well highlight and midtone contrast controls. You can also make local adjustments with a control point interface that will be immediately familiar to anyone that’s used Snapseed or Nik’s other products like Viveza or Silver Efex Pro. Snapseed filters like Grunge and Drama are also available for you to play around with as well.


The new editing features have been ported to Google+’s iOS and Android apps as well, writes Google’s Josh Haftel. Because the new features rely on Google Native Client's support for native code, desktop Safari and IE users are out of luck, but getting these kinds of image editing tools in the browser for free is definitely worth the download. Haftel notes that the new features are rolling out slowly, so if you don’t see them right away, you’ll need to hang tight.

12 Sep 15:39

NBC Remains Bullish on Million Second Quiz

by gguillotte
firehose

re: how the internet works

"Somewhere on the planet a few more air conditioned rooms had buttons pushed in them. And we increased the server capacity by 1200 percent."
12 Sep 15:33

MasterChef, “Winner Chosen”

by Phil Dyess-Nugent
firehose

don't care; shared because we have the blender in that photo
is real nice
crushes ice and errything

“In our search for the next MasterChef,” Gordon intones, “we left no stone unturned!” Those who’ve been following the show all summer will not be surprised to hear that some of this year’s contestants were found under a rock. (And some of the celebrity guests, too. But I kid Paula Deen!) In the end, though, the show managed to winnow its way down to two talented cooks who come across well on TV, who have done their best to act as if they were neurotic enough to develop a bitter rivalry between them. Looking to pump up the volume, the judges usher in the finalist’s families, that they might cheer them on and help the viewers put a face to whichever group of people is going to leave the kitchen disappointed in their loved one. It’s a lot to take in, especially since all the cooks ...

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12 Sep 15:32

Vatican #2: Priest Celibacy Is Open For Discussion

firehose

fuck your priest

The Vatican’s new secretary of state has said that priestly celibacy is not church dogma and therefore open to discussion, marking a significant change in approach towards one of the thorniest issues facing the Roman Catholic Church.
12 Sep 15:31

Meet the Guy Who Fact-Checks Stephen King On Stephen King

by samzenpus
firehose

age of the professional fan

cartechboy writes "Stephen King has sold more than 300 million books of horror, suspense, science fiction and fantasy. The guy has written so many works, and words, that he actually needs a "continuity adviser" to fact check him when he picks old stories up as a new book. Enter Rocky Wood — who is the world-wide leading expert on Stephen King's work. So much so, that King hired Wood (who has authored a 6000+ page encyclopedia on CD-ROM on every single aspect of King's work — including 26,000 different King characters) to fact check himself when he writes."

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12 Sep 15:29

Games: The Gameological Society: The creator of Mega Man ought to let Mega Man be Mega Man

by John Teti
firehose

fuck off, Teti, Inafune can do whatever the fuck he wants

Teti's complaints are:
* Inafune makes too many Rockman references in his pitch video
* "The hero of Mighty No. 9 is Beck, who works with a female partner, Call. The names are unsubtle echoes of Rock—Mega Man’s original Japanese name—and Roll, Mega Man’s female quasi-sibling."
* "for me, the kid robot in blue is something more, and I would have liked to believe that’s true for Inafune, too. I get none of that from this Kickstarter campaign. Instead, I see a carbon-copy mentality being touted at every opportunity."

Keep in mind that this is in light of Capcom basically putting the Mega Man franchise into a safe and burying it under a few dozen feet of concrete.

Yes, Inafune, whose entire career has revolved around his Astro Boy ripoff game, is making another Astro Boy ripoff game. _And it's probably gonna be the exact same fucking thing as every Rockman/Mega Man/whatever game he's ever made. AND WHAT THE FUCK DO YOU EXPECT?_ I don't see anybody hating on fucking Sid Meier for making fucking Alpha Centauri after he launched Firaxis, AND THIS IS THE EQUIVALENT. FUCKING. THING.

jesus fucking christ, getting real goddamned sick of this entitlement bullshit from nerd culture/tech press. "oh god Inafune is shitting in the mouth of my 8-year-old self because he enjoys his own games too much and is making another one without the IP which he has no control over! I'm gonna get mad at Inafune instead of Capcom! I'm gonna get SO MAD"

and/or

"My complaint is a narrow but important one: All I ask is that Inafune let this new project be its own thing. When the producers of Star Trek: The Next Generation launched their show, they made it clear that they would be elaborating on the same, familiar Star Trek universe, but they didn’t make Jean-Luc Picard out to be a bald version James T. Kirk. We have more respect for our human characters than that."

FUCK
YO
SHIT

IT'S A BOY ROBOT
IT'S ALREADY A RIP-OFF
THERE HAS NEVER BEEN A PLOT IN A MEGA MAN GAME THAT DID NOT EXIST TO INSPIRE MORE MUSIC-RELATED PUNS
SHUT THE FUCK UP AND PLAY THE GODDAMNED FUCKING GAME

For Our Consideration: The Measure Of A Mega Man

Keiji Inafune, the most prominent guiding force behind the Mega Man series, has a new and already successful Kickstarter campaign. It’s a familiar setup: A venerable game designer offers to make something a lot like the popular stuff he used to make, as long as the players agree to fund it. In this case, the project is Mighty No. 9, a game that resembles Mega Man in practically every possible respect. The hero, Beck, looks and acts like Mega Man, and the game is structured like Mega Man.

As a fan of Inafune’s past work, I’m excited to play Mighty No. 9. If it lives up to its promise, it could be a fantastic modernization of the classic Mega Man formula. Yet the campaign also saddens me. I’m not saddened by the prospect that Mega Man is dead—Capcom, which holds the rights to the character ...

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12 Sep 15:05

Tweet2Cite

Tweet2Cite:

A quick, easy, and free way to convert a Tweet into various properly formatted citations.

12 Sep 14:26

Whedon Says Spader Was 'First And Only Choice' For Ultron In 'Avengers 2′ [Video]

by Matt D. Wilson
firehose

"Whedon continued: ... Muwahaha."

If James Spader couldn’t play Ultron in Avengers: The Age of Ultron, no one could, according to director Joss Whedon.

The actor was Whedon’s “first an only choice” for the role, he told Marvel’s Web show The Watcher, which has got to make anyone else who auditioned for it feel like a real chump.

Whedon continued:

He’s got that hypnotic voice that can be eerily calm and compelling, but he’s also very human and humorous. Ultron is not Hal. Spader can play all of the levels. He’s the guy to break The Avengers into pieces. Muwahaha.

To hear someone who is not Joss Whedon give the full statement, check out the video:

It’s interesting to hear that Whedon wants Ultron to have a degree of humanity and humor to him. (We’ll assume that by “Hal,” he means Hal 9000, the computer from 2001: A Space Odyssey, not Hal Jordan.) Certainly the comic version of the character has some classically human desires — Oedipal ones — but without Hank Pym in the movie to serve as the targeted father figure, someone else is clearly going to have to take the spot (the safe money seems to be on Tony Stark).

We’ll just have to see when Avengers: The Age of Ultron hits theaters May 1, 2015.