The Comics Run: April 22, 2013

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Hey, comic book world. These are the books I'm super excited for this week. We probably have different opinions, which is why this is the perfect opportunity for you to cruise it on over to the comments and strike up a healthy discussion about this week's most exciting books!

If you want a comprehensive list of everything that’s coming out this week and not just my own picks for what’s hot, check out Diamond’s shipping list.

Superman Family Adventures #12 - $2.99

By Franco & Art Baltazar | DC

DC’s best Superman book is also, sadly, now a cancelled Superman book. Picking up where the spirit of the phenomenal Tiny Titans left off, Franco and Baltazar’s Superman Family Adventures is an all-ages celebratory romp through the world of the Man of Steel, from the classic comics to the Donner movie to the New 52 and beyond.

While this is the book’s final issue, its charm – much like its predecessor – lives on through infinite re-reads and will surely be enjoyed by the generations still to come. It’s just pure fun.

Ultimate Comics Spider-Man #22 - $3.99

By Brian Bendis & Sara Pichelli | Marvel

This issue of Ultimate Spidey is a collection of endings in a way. Not only does the recent Venom arc come to its close, but so too does Sara Pichelli’s time on the book. She’s been with Ultimate Spider-Man in some capacity for about five years now, so it’s going to be a major bummer to see her go. That said, she’ll be debuting on Guardians of the Galaxy soon enough while the awesome David Marquez takes over full-time duties for Miles Morales.

This issue promises some big changes for Miles as Spidey, and judging by Bendis’ track record, he ain’t lying.

Jupiter’s Legacy #1 - $2.99

By Mark Millar & Frank Quitely | Image

While Image’s solicitation text for this issue – “the superhero epic that all future comics will be measured by” – might feel like hyperbole, it’s undeniable that the anticipation for this book is through the roof. Millar and Quitely have talked about the book for years, so it’s hard to believe that it’s finally coming out. The general idea is that this universe’s superheroes are old now, and the story follows their children who struggle to live up to the legacy of their parents.

More importantly, it’s Frank Quitely, which is enough to sell me on almost anything.

Witch Doctor: Mal Practice #6 - $2.99

By Brandon Seifert & Lukas Ketner | Image

Witch Doctor is one of those books with endless possibilities for stories; the flexible environment in which these characters exist make it easy for their creators to craft a variety of different adventures. While this is the final issue of Mal Practice, I’m hoping that Doc Morrow and friends will be making a return sooner rather than later. When people ask me what the book is about, I just tell them it’s X-Files meets Doctor Who, and that usually makes their ears perk up a bit.

This is the big finale, so expect some twists and turns as Morrow tries (and perhaps fails) to save a town from the evil forces at work.

The Creep HC - $19.99

By John Arcudi & Jonathan Case | Dark Horse

John Arcudi is one of the best working comic book scribes, no doubt about it, so The Creep was a book I’d been looking forward to for a really long time. A nice chunk of the writer’s work of late has been in the Mignola-verse, but The Creep is a full-fledged creator owned book that mixes a lot of different elements to create a delicious noir cocktail.

The book follows a private detective named Oxel working a case that revolves around the suicide of a teenage boy. Naturally, there’s more to it – the dead boy’s mom is an old flame of the detective, who’s been cursed with a disease called acromegaly, which gives him a disfigured form. If all of these elements sound disparate and crazy, don’t worry. It all comes together in a complex and creative narrative.

Related: if you’ve never read Arcudi’s A God Somewhere, do so.

Joey is a Senior Editor at IGN and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. After Man of Steel comes out, his life will lose all sense of direction and purpose.

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Darksiders, Red Faction, MX vs ATV Purchased by Nordic Games

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THQ’s remaining assets including Darksiders, Red Faction, MX vs. ATV and more have found new homes. According to THQ, three buyers spent a total of $6.55 million on the company’s remaining assets, subject to court approval.

  • Nordic Games purchased the rights to Darksiders, Red Faction and MX vs. ATV, as well as rights to THQ’s other owned software (Destroy All Humans!, Summoner and more) and licensed software (Marvel Super Hero Squad, Supreme Commander and more) for $4.9 million in total.
  • As announced earlier today, Borderlands 2 developer Gearbox Software purchased the rights to the Homeworld franchise, and THQ has now disclosed that the purchase price was $1.35 million.
  • The rights to Drawn to Life and Drawn to Life: The Next Chapter were purchased by 505 Games for $300,000.

Previously, THQ confirmed it would be selling its remaining assets following its bankruptcy and the sale of its other intellectual property in January.

THQ expects the court to finalize the sales by May 13th.

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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Mark Waid and Dean Haspiel Revive a Pulp Hero at Archie

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You've seen him take on pulp heroes like the Green Hornet, The Rocketeer, and soon, The Spirit, but now comics superstar Mark Waid is taking on a hero you've probably never heard of: The Fox. Along with artist Dean Haspiel, Waid is reviving this classic hero under Archie's Red Circle imprint, where he will be integrated into the Red Circle Universe alongside the New Crusaders.

Our Review of New Crusaders Vol. 1

The Fox made his original debut in 1940 in Blue Ribbon Comics #4, and was later revamped under the Archie banner, where he appeared briefly in the mid-1980s. The traditional story behind The Fox is that he's Paul Patten, a college athlete-turned-ace reporter/photographer, who decides to become a crimefighter so as to be the first on the scene and get the best shots. Whether or not Waid and Haspiel will be keeping that origin remains to be seen.

In addition, Archie announced a new trade paperback called New Crusaders: Legacy, which will collect "new and iconic" stories featuring the Crusaders characters -- including The Fox -- by the likes of Carmine Infantino, Alex Toth, and Steve Ditko. The only downside is that Archie has pushed back the release of New Crusaders: Dark Tomorrow, which will now release in early 2014.

Joey is a Senior Editor at IGN and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. After Man of Steel comes out, his life will lose all sense of direction and purpose.

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NES Game 'Holy Grail' Found for $8

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A gamer’s $8 Goodwill find has turned into a windfall of at least $12,000.

An unidentified woman bought the super-rare collectible NES game Family Fun Fitness: Stadium Events at a Goodwill thrift store in North Carolina. She is now auctioning the rare game on GameGavel, a video game auction site. The current bid is at $12,000, and there are still six days left on the listing.

She recognized the “Holy Grail” of the Nintendo NES, and recalled its fame from an eBay auction a few years prior for a group of games that fetched over $10,000 due to Stadium Events’ inclusion.

According to her interview on GameGavel, she is planning to use the money she makes from the auction to pay off her student debt.

This isn’t the first time a casual discovery has netted a gamer several thousand dollars. Red Sea Crossing, an independently-developed 1983 game for the Atari 2600, earned its owner $10,000 in a 2007 auction. Last year, a copy of Air Raid fetched $33,000.

When a copy of Stadium Events surfaced in 2011 it sold for $38,000.

Katie Williams is a freelance games journalist and critic. She tweets at @desensitisation and hopes that one day, a bird will tweet back.

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Being Human's Sam Huntington Coming to C2E2

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Sam Huntington, star of Syfy's Being Human, will have his own Q&A panel at Chicago Comics & Entertainment Expo this week on Friday, April 26 from 8:15-9:15pm.

The third season of Being Human may have just ended, but fans know that there's still plenty left to discuss. Luckily, Huntington will be on-hand at the convention to talk about his time playing Josh Levison.

The Huntington panel will take place in W470b. For more info, head on over to the C2E2 website.

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Grand Theft Auto 5 Live-Action Commercial Outed

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A fan in Mexico City has spotted the set of a live-action Grand Theft Auto V commercial. In a series of photos, Marco Donjuan shows off various car accidents and destruction as part of the shoot.

"Once I parked my car, I went out to ask about it, [and] one of the staff members told me it was an ad for Grand Theft Auto 5," Donjuan told Polygon. Donjuan says he saw two more cars and “a bunch of washing machines” added to the set.

Earlier today, Rockstar released a teaser video related to Grand Theft Auto V featuring The Epsilon Program. Grand Theft Auto V will hit Xbox 360 and PlayStation 3 on September 17th.

We've reached out to Rockstar about the ad and will update this story with any comment we receive.

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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Archer and Armstrong #10 Preview

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On June 5, an all-new arc of Valiant's Archer and Armstrong -- the publisher's best reviewed series to date -- kicks off. Written by Fred Van Lente and featuring art by Pere Perez, the new storyline promises, Archer, Armstrong, and... aliens!

Not to mention that Mary-Maria makes her return to take over The Sect. So basically, Archer and Armstrong is about to get even stranger... but that's a good thing.

We've got an early look at the issue below!

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Joey is a Senior Editor at IGN and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. After Man of Steel comes out, his life will lose all sense of direction and purpose.

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Gearbox Acquires Rights to Homeworld

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Gearbox Software has announced plans to acquire the Homeworld franchise from THQ. In a statement today, Gearbox said “Brian Martel, Gearbox Software's Chief Creative Officer, has great love and respect for Relic's brilliant, fun and innovative game and personally spearheaded the acquisition.”

Gearbox plans “to preserve and assemble the purest form of the original acclaimed and beloved games” and aims to make Homeworld and Homeworld 2 “accessible on today's leading digital platforms.”

In a post on its official site, Gearbox asked fans “to share with us and Brian what you think should be done with Homeworld moving forward.”

Last week, court documents revealed that 17 bids were placed for THQ’s remaining properties. At the time, we knew that Magicka publisher Paradox Interactive had the third-highest bid in the process, while Sins of a Solar Empire publisher Stardock had the second-highest.

More results from the auction of THQ’s remaining assets are expected to be announced throughout the day.

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: April 22

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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. For more mobile game trailers, reviews and news be sure to Subscribe to IGNMobileGames on YouTube.

App Store Update Video

Game Debuts

City of Secrets 2: Episode 1 – ($0.99)

The original City of Secrets is getting an episodic follow-up beginning today, and fans of the point-and-click adventure genre should take a look. (The 99-cent price is also a temporary launch sale, so move fast before it jumps up to its normal $4.99 level.)

The Legend of Holy Archer – (Freemium)

Let fly with a blessed arrow and follow its flight path as it sails through the air seeking its target.

Fort Defense – ($2.99)

A new tower defender that has you protecting a seaside fort from waves of invading pirate ships coming in with the tide.

Hiversaires – ($2.99)

A cryptic adventure in a textless world, Hiversaires is the latest entry into the "intentionally obtuse" portion of the adventure game genre – you're left to make your own maps and figure out what's going on on your own, with no hand-holding.

Freebies!

Zombiez! – (Free)

A Lemmings-alike with the undead taking over as the stars.

Gravity Maze – (Free)

Spin your device in circles to clear this pack of free physics puzzles.

Connect Six: Piratron & Four Friends – (Freemium)

A pirate-themed multiplayer board game for kids. For free!

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

Lucas M. Thomas is going to go pray over his old plastic bow & arrow set and see if that improves his aim. You can follow Lucas on Twitter, @lucasmthomas.

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Summer Movie Poll: Iron Man 3 or Star Trek Into Darkness?

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Which upcoming May movie release are you most excited to see: Iron Man 3 (May 3) or Star Trek Into Darkness (May 17)?

Cast your vote in the poll below and then sound off in the Comments about why you voted the way you did!

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WWE and E! Team Up for Total Divas

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This morning, E! and the WWE announced an upcoming new series that goes inside the private lives of WWE Divas such as the Bella Twins, The Funkadactyls, Natalya and newcomers Eva Marie and Jo-Jo Offerman.

Total Divas, as per the press release, will take viewers into a whole new world of drama by exploring life beyond the ring for seven WWE Divas who must wrestle with the challenges of life in the spotlight, a grueling work and travel schedule, and the intense competition for prominence in a career that leaves little time for a personal life.

"I’m thrilled for E! and WWE to join forces and pull back the curtain on one of pop culture’s most fascinating arenas," said Suzanne Kolb, President E! "With tens of millions of weekly fans at their disposal, these glamorous, entertaining and powerful women prove that behind the glitz of the spotlight, the locker room drama and the jockeying for position within the organization, they are all drawn to one thing: stardom.”

“We are excited to work with E! on the launch of 'Total Divas,' a series that will showcase the professional and personal lives of WWE’s multi-talented female performers,” said Kevin Dunn, Executive Vice President, Television Production, WWE. “There is no series on the air that can rival the charm, beauty, larger than life personalities, drama and glamour that this show will deliver.”

The Bella Twins on RAW, 4.8.13

More from the release:

The series will focus on a select group of seven women from the ranks of the WWE Diva corps. Five are established Divas who are no strangers to the life, and two are newbies, girls who have entered into the Diva training program, but have yet to prove themselves worthy of the title. Throughout the series, we will see these women attempting to establish their own pecking order, as the new girls attempt to handle the jealousy and pressure that comes with working your way up the ladder for the most airtime, ring time and top celebrity status. With no two days alike and juggling their constant demands, the Divas definitely find time to celebrate their star status by traveling the world for their various charities, appearing in feature films, attending star-studded red carpets and glamorous photo shoots. Through it all, the everyday challenges of maintaining relationships with their boyfriends, as well as their families, in their over the top lifestyles start to take their toll on the girls.

Appearing in the series are:

  • The Bella Twins, Brie and Nikki, a pair of seasoned veterans who have reached superstar status in the WWE ring and earned their places in the spotlight. The duo will work harder than ever to maintain this level of excellence, whether the newbies like it or not.
  • Naomi and Cameron are two knockouts whose dance routines have made them stars on the tour. When conflict and success collide head on between these two, will both be left standing? They don't call them Divas for nothing!
  • Natalya is a third-generation sports entertainment star who knows the ropes and knows them well. She's seen lots of doors open for other Divas, but often finds herself left behind when it comes to achieving superstar status. Can she continue to soldier on as a perennial "bridesmaid"?
  •  And tagging into the ring as the newest member of the Divas is Eva Marie, a passionate, sexy, extremely competitive force that wants stardom more than anyone else.
  • Also joining in on the action is Jo--Jo Offerman, an entertainer at heart, young and energetic who will no doubt be a charismatic force in the ring.

The show kicks off with an unprecedented look inside the most-anticipated WWE event of the year, WrestleMania®, marking the first time that any television series was granted exclusive behind-the-scenes access to WWE. Following the drama, the series heads to WWE’s flagship television program, Monday Night Raw®, with a match between the Bellas in one corner, and Naomi/Cameron (aka “The Funkadactyls”) in the other.

So, as of WrestleMania 29, this series has already started filming.  I think the question that we're all asking is: How real will it be?  Will this just be another way to promote the WWE and their storylines or will we actually get to see authentic behind-the-scenes footage?  Will we see the Bellas and the Funckadactyls being told, at the last minute, that their WrestleMania match is being scrapped for time?  Will the drama we're shown be legitimate or manufactured?

Of course, it's still an E! reality series, so authenticity isn't the first thing we think of. But will we get to see things that the WWE wouldn't normally permit us to see?

Also...No AJ?  Who loves comics and video games?  BOOOOOOO!

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Saddle Up, Partner: Call of Juarez Returns to Old West with Gunslinger

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Gameplay commentary by IGN's Mitch Dyer and Ryan McCaffrey

Call of Juarez: Gunslinger can be considered something of a reprieve for Techland’s hard-bitten FPS series. While 2011’s The Cartel wasn’t entirely without merit, it shot an otherwise enjoyable franchise full of holes and left it to bleed-out on its modern-day sidewalk. Fortunately, this stubborn old dog has managed to drag itself back to where it belongs so that it might rise again in America’s Wild West.

Gunslinger is eschewing its predecessor’s lacklustre level design and interminable cuss-filled cut-scenes in favour of quick-draw arcade action, which perfectly suits its download-only format. Divided into three distinct modes (Story, Arcade, and Duel), Gunslinger’s central conceit is a series of tall-tales told by grizzled bounty hunter Silas Greaves, which form flashbacks that span his unsavoury career of the of the last three decades.

Story mode follows Greaves’ dealings with some familiar figures of the period, such as Billy the Kid, Pat Garrett, and Jesse James through a host of score-attack levels. Bonuses are awarded for achieving familiar feats such as headshots and hitting moving targets, while valuable multipliers can only be maintained by regular kills. These points translate into XP that facilitates the purchase of new skills across of a range of upgrade paths that take in pistols, rifles, and the slow-motion Concentration power.

Dodge bullets in slow-mo, Neo-style, with the thumbstick.

Gunslinger’s unique selling point is Greaves’ narration, which elevates story mode above pure score-attack and paints a vivid picture of each colourful character. However, beside the good there is certain amount of bad and ugly. In the opening levels, Greaves’ narration feels a little heavy-handed as it struggles to balance a stop-start tutorial with otherwise fast-paced action; a separate training mode might have served Techland better than repeatedly reining-in Gunslinger’s natural high tempo. The script occasionally falters too, descending into cliché and farce that doesn’t quite live up to the entertaining voice work.

Where Greaves’ narration succeeds is in setting the tone of the adventure as he gently admonishes his cocksure and reckless younger self. There’s also an entertaining trick to the way that Greaves’ hazy recollections allow for level details to be filled-in or swapped-out on the fly. This occasionally changes the appearance of a scene or the action of a set piece as Greaves recalls a previously forgotten detail or is challenged by a member of his audience. An early example of this narrative dissonance plays out when a young whippersnapper in the saloon recalls how he read in a dime novel that Greaves fought and killed Pat Garrett in a one-on-one duel. After this section plays out, the action rewinds and replays as Greaves recounts how his first meeting with Garrett came to an all together more ignominious end. It’s a neat mechanic that, if used to good effect throughout the game, could introduce a unique narrative twist as well as encapsulating the mix of fact and fiction that still surrounds tales of the Wild West to this day.

Pro tip: Aim for the explosive red barrels.

The section with Garrett also introduces the duelling mechanic that features throughout the story and as a separate 15-round standalone mode. This initial duel is a straightforward one, asking only that you keep a drifting cursor on Garrett, then draw and shoot. Additional factors such as moving targets, correct hand placement, and honourable kills are introduced as the duels progress to considerably heighten the challenge and dictate the overall success rating and potential scoring opportunities.

Gunslinger’s final mode is Arcade, which introduces a choice of three character classes and turns the campaign levels into a shooting gallery in which score multipliers and combos are king. Both the design and gameplay of the bite-size levels offer a pleasing amount of variety, with some requiring traversal from A-B while others charge you with simply surviving waves of enemies or defending an outpost. Each level is linear, but like the arcade-shooters of old, the challenge comes from learning enemy placement and understanding which character is best suited to each in order to rack-up monstrous scores to post on the leaderboards.

Concentration mode returns for some choice bad guy killin'.

Gunslinger seems to be a mixed bag of ideas and execution. However, it’s looking promising that its strengths as a high-tempo arcade shooter will outweigh its weaknesses of an occasionally limp script and finicky traversal sections. While its release this quarter is unlikely to entirely wipe away the memory of The Cartel’s misdeeds, it could go some way to putting a smile back on the face of fans of the franchise and of old-school arcade shooters. If it succeeds in doing so it will be because it delivers something that The Cartel severely lacked: good old-fashioned fun.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherent the Earth. You can follow him on Twitter.

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Futurama Ending This Summer on Comedy Central

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Futurama is coming to an end… Again. EW.com has revealed that Comedy Central is not renewing the series and that the episodes airing this summer on June 19 – the second half of Season 7 -- will be the final ones, with the finale airing on September 4th.

Futurama of course had has a long, strange ride. It began on FOX in 1999 and was cancelled in 2003. It then returned as four straight-to-DVD movies, which also were edited into episodes shown on Comedy Central. And then Comedy Central ordered brand new episodes, which began airing in 2010.

Given the fact that they felt the show was over when FOX cancelled it and once again when they completed the DVD movies, co-creator David X. Cohen said Comedy Central’s decision wasn’t a shock, particularly since they were surprised when the cable channel ordered 26 additional episodes two years ago after the first 26 they ordered. He tells EW, “I felt like we were already in the bonus round on these last couple of seasons, so I can’t say I was devastated by the news. It was what I had expected two years earlier. At this point I keep a suitcase by my office door so I can be cancelled at a moment’s notice.”

While the producers say they are exploring options for yet another home for Futurama, there are no serious talks occurring with another network at the moment. Co-creator Matt Groening tells EW, “We’ve been in this situation before and it’s tempting when you’re doing episodes that are as good or better than anything you’ve ever done to continue doing it. We’re catching our breath and seeing what the fans have to say. The experience of this show has been so much fun from the very beginning to now — everybody is so happy to work on this show — that it’d be a shame if we all went our separate ways… We would love to continue. We have many more stories to tell. But if we don’t, this is a really great way to go out… I think these episodes are the best ones we’ve ever done.”

Describing this as “the natural end” for Futurama, Comedy Central’s Dave Bernath says, “That’s a helluva run that few shows achieve, and especially given the fact that it came back to life, it’s really an amazing story,” he says. “I’m more thankful and feel a sense of gratitude toward the whole process — and that we found a way to keep going for 52 more episodes — than I really am even thinking about the ending. It’s a blessing that it came back and lasted so long.”

EW notes that Futurama has declined in viewers since it returned on Comedy Central, averaging 2.6 million viewers in 2010, 2.3 million in 2011, and 1.7 million in 2012. When it finishes its run on Comedy Central this summer, Futurama will have aired 140 episodes.

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The Evil Within First Look

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Shinji Mikami looks up from beneath the brim of his trademark cap, which sits low, shielding his eyes.

“Obviously I like horror,” he muses. “But survival horror has been drifting away from what makes it survival horror. And so I want to bring it back. Bring back survival horror to where it was.”

If anyone can restore essence to the genre, Mikami can. The characteristically subdued Resident Evil creator is returning to his old stomping ground with the debut game from his Tokyo-based studio Tango Gameworks, the third-person survival horror The Evil Within. And while the game may not adhere to all the ideals we recognize from the genre’s golden age – which, let’s face it, were shakily defined in the first place - it’s built around Mikami’s own definition of the genre he helped create.

“There are a lot of survival horror games nowadays, but the thing that I want to focus on is having the perfect balance between horror and action.”

That perfect balance, in Mikami’s opinion, is what makes ‘pure’ survival horror.

The Evil Within certainly has the set-up to deliver on Mikami’s promises. Its premise is a cliché, but it would be misleading to suggest the game is; the poster for The Evil Within plastered around the colourful walls of Tango’s office depicts a brain wrapped in barbed wire. It’s in this image that its mental asylum spookhouse setting develops new meaning, one more sinister than the threat of things that go bump in the night.

Survival horror has been drifting away from what makes it survival horror. And so I want to bring it back.

“Thematically, it’s less about having twists and turns and more about maintaining an air of mystery,” explains Mikami. “So through the story you learn a little bit more, and then a little bit more, but the more you learn, you also realize there’s far more mystery out there to unfold.”

The game’s prologue sets up protagonist Sebastian, a chiselled but otherwise nondescript detective called in to investigate a homicide at an inner-city asylum. He and his colleagues – a man called Joseph and a female detective they simply address as ‘Kid’ – arrive late to the scene. The parking lot is littered with police cars. The asylum, all Gothic architecture, looms. The cars are empty, Sebastian notes. There are no signs of violence but every single car is empty.

Like Mikami’s last foray into the genre, Resident Evil 4, The Evil Within is deeply cinematic, but while RE4 was presented in 16:9 (letterboxed on the GameCube within a 4:3 frame), The Evil Within has a true cinematic 2.35:1 aspect ratio, resulting in a low-sitting camera which displays an enormous amount of the environment at any given time. The camera, naturally, sits over Sebastian’s shoulder.

“We’re paying a lot of attention to the theatrical and cinematic aspects of the game,” says Mikami. "We want the game to be scary so we want to support that throughout the game experience, but we don’t want to go so far as to impact on the flow of gameplay. We want the controls and the way players interact with the controls and the game to feel scary and cinematic, but not cumbersome. So once you get on more of the action elements you want players to focus on that. So you’ll see something of a wave, you’re drifting from one end to the other end – from cinematic elements to purely gameplay elements and back and forth.”

Venturing into the asylum’s vast, high-ceilinged lobby, someone remarks that the place “smells of blood.” Bodies of cops, doctors and patients slump on chairs and against walls. Sebastian makes his way into a video surveillance room, where a wounded doctor mumbles something I half missed (although I have a feeling that was the point), “it was him, it couldn’t be,” perhaps. Peering at the screens, Sebastian sees a hooded figure slaughtering helpless police; suddenly, the figure appears behind Sebastian, and he’s knocked unconscious.

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Deserted cop cars are creepy.

It’s here that The Evil Within proper begins, and I start to gain an understanding of the kind of game Mikami is weaving together: confrontational, gore-soaked and rooted in madness; although whose madness exactly is part of the intrigue. It’s recognizably survival horror, but delivered with a wealth of detailing realized in a heavily modded id Tech 5 engine which Art Director Naoki Katakai (Resident Evil Remake, Okami, Vanquish) calls “Tango-stylized.”  We see every spot of blood, every severed intestine with garish clarity; beautifully disgusting.

It’s recognizably survival horror, but delivered with a wealth of detailing realized in a heavily modded id Tech 5 engine.

When Sebastian wakes up, he’s hanging upside down in a meat-locker, the lair of a madman, surrounded by victims of a similar fate.  A giant, hulking butcher in a stained wife-beater and apron lumbers in and cuts down one of Sebastian’s hanging fellows, dragging him off to a well-worn butcher’s block to gut him with an indelicate squelch. The scene is immediately otherworldly, a decrepit, blood-splattered alternate asylum lit by a flickering fluorescent bulb, too at odds with the game’s previous environment to be in any way grounded in ‘reality’.

“The mental hospital is a really important key word for us,” says Katakai. “It’s one of the many stages that we have, but it’s one of the more forward facing, symbolic areas. It’s really important to us to design and realize that as a playable area. Visually the sense is that it’s inside of a metropolitan area but it has a feel that it could be urban or maybe rural with some sort of history associated with it. Having said that, through the course of the narrative, it may take on different faces. It may look different ways or have different aspects that come to the fore in depicting what this place is.”

What happens next is a striking example of Mikami’s grasp of tension; Sebastian must avoid the giant in a long, drawn out, silent bid for freedom.

“The way the player moves is very important," explains Mikami. “Obviously you’re going round in this environment, but when there are enemies nearby the character becomes very alert, and that’s when you start sneaking and crouching, you can run as well; but depending on whether there’s monsters out to get you or whether you feel safe, the variety and range of motions change, the animations change.”

It’s when Sebastian accidentally trips an alarm in the corridor that the tension breaks, as the alerted butcher bursts onto the scene brandishing one of Mikami’s trademark weapons, a chainsaw. Our protagonist runs from the encroaching rattle at an awkward gallop, all arms flung behind him, far from graceful. His very human physicality evokes former survival horror everymen – a Harry from Silent Hill or a Leon - and crucially, encourages us to see him as vulnerable.

“It’s much harder to scare players these days,” says Producer Masato Kimura. “We hope to overcome that, or address that by having a more immersive experience, we want you to identify with the protagonist, with the main character, we want you to feel what he feels. When he’s scared we want you to be scared. When he’s excited we want you to have the same feeling. We’re hoping we can address this and represent this in a way you don’t see in other games.”

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This guy is creepier.

When the fiend doesn’t know where Sebastian is, its movements are erratic and unpredictable; when it spots him, Sebastian must either run or get a chainsaw to the neck (an outcome that Tango kindly demonstrated for us). It’s tense, so tense that when Tango’s representative tries to demonstrate how Sebastian can interact with his environment by throwing an empty bottle to distract the monster, he screws it up; the bottle smashes against the monster itself and it carries on with its relentless search. The rep curses, and laughs. There’s no hiding now; Sebastian must race to literally save his neck.

It’s much harder to scare players these days. We hope to overcome that, or address that by having a more immersive experience.

Unsurprisingly, this particular sequence ends in a frenzied sprint towards freedom; right after Sebastian leaps into an elevator and safety, the asylum itself begins to crumble around him. He limps past the rusted frames of forgotten gurneys and ancient wheelchairs – the abandoned hospital trope puts us very much in Jacob’s Ladder territory here – runs through the lobby, and opens the door to a devastated cityscape. Police cars lie upside down in a giant crater, and the carnage stretches as far as the eye can see. The prologue ends.

“It’s just my personal opinion,” says Mikami, “but I’m the type of person, I’m the type of creator that when someone says ‘that’s what I do, that’s my personal thing’ I want to do something different. I’ve done a lot of different things; I’ve done a lot of different kinds of games in my career, but really it always comes down to that – I want to overcome people’s perceptions of me.”

Indeed.

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Well, this is awkward.

The second half of our demo dumps Sebastian alone in the dark outside as he makes his way towards an old abandoned cottage. There is no context for where he is; it’s a section intended to demonstrate the ‘action’ part of Mikami’s central pillar. We’re yet to see anything on the HUD, save a single sliver of a health bar at the bottom of the screen, but interactive elements are marked with on-screen prompts. Sebastian has a gun: when he draws it, a small weapon icon shows a limited amount of ammo; a gesture of defence, really.

“We’re not giving the player really any extraordinary powers,” says Mikami, "but we don’t want to go in the opposite direction and not give them any means of fighting back – that would violate the rules of survival horror. So we’re looking at appropriate types of weapons with a limited amount of ammunition in order to get them through... if they’re good.”

It’s in this cottage that Sebastian encounters what I can only assume are The Evil Within’s more garden-variety enemies, if such aberrations could be labelled as such. Zombie-like, they shamble towards him with blind bloodlust, but they’re a more unearthly kind of undead; of the first two that Sebastian encounters, one is wrapped in barbed wire, and the other peppered with glass shards. Physical manifestations of their own mental torment, perhaps.

“With most of the enemies in the game,” explains Katakai, “an important design concept is that they are always victims. Even when they’re evil creatures, there are greater evils still that are impacting on them or causing them to suffer.”

Like the asylum, the decrepit cottage presents a very linear, labyrinthine environment, although Katakai promises that the game will open up later on.

“Overall we have both very narrow, confined spaces and larger, wide open spaces – a variety of different types of environments. The idea is to have a wave where the player builds up a lot of tension and feels very claustrophobic and set upon and then they break through that tension and things open up and they feel a sense of relief. Then to repeat that cycle. Also, having narrow stages and having more open stages, it provides more opportunities to have enemies come out in unexpected ways or in unexpected places.”

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The double-splat.

In this instance, a wave of enemies – moving in a slow and purposeful  flock very much in the spirit of Resident Evil 4’s Los Ganados – approach Sebastian from outside. Our Tango representative selects a mine trap from his inventory, which Sebastian lays down by the doors; the rest of them are taken care of via handgun as they try to clamber through the windows. Headshots explode brains with a satisfyingly meaty splat.

Of course, such straightforward run n’ gun gameplay is far too pedestrian for Tango, and it’s here that we are offered a tantalizing glimpse of what Mikami believes will be The Evil Within’s game-changing feature. Without warning, Sebastian’s environment suddenly switches; but not so dramatically that I was sure it wasn’t a glitch, or that I hadn’t, in a split-second, missed something vital. Sebastian traces his steps back, the all-knowing Tango representative mimicking the confusion new players will likely feel. Where did I just come from? What just happened? Where’s the exit? Before we get an answer, a wave of blood tumbles down the corridor and envelops our bewildered protagonist; a set-piece straight out of The Shining. When Sebastian ‘comes to,’ he is back in the asylum.

The inspiration for the strange switches in space came from the infamous Winchester House.

“It’s a fundamental setting in the game," says Mikami. “It’s what’s going to make the game stand out and really be unique. It’s going to make The Evil Within what it is.”

While Mikami didn’t want to provide context for me for fear of spoilers, he did explain that the inspiration for the strange switches in space came from the infamous Winchester House, the architectural oddity that was under construction for 38 years under the unhinged eye of Sarah Winchester.

“It has doors that open up and suddenly there’s a dead drop or stairs or something like that. It otherwise looks normal but suddenly things change in an instant and you don’t know what to expect.”

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Would you rather lose an arm, or a leg?

It’s clear that the developers are aiming for a careful balance of not only action and horror, but of the old and the new, weaving classic survival horror tropes with new and interesting psychological horror features. And it’s all wrapped up, of course, in a state-of-the-art package (on both current and next-gen technology), resulting in a game that has that Resident Evil-era Mikami vibe, but feels much, much richer overall.

It’s clear that the developers are aiming for a careful balance of not only action and horror, but of the old and the new.

“15 or 20 years ago, characters in video games were walking around like robots, and the games were very linear, but now you’re able to put in a much greater detail into the character and it really adds to the immersion,” says Mikami.

"You don’t require the player to use their imagination as much as you had to in the past. You’re able to show things on a much more granular level. A much finer level of detail. And make things feel that much more visceral to the player. You’re able to impart a much greater sense of space and able to use lighting to your advantage much more than you were able to in the past.”

Our demonstration ends with a glimpse at a new enemy, which - fittingly - throws up further questions pertaining to the nature of this world and its inhabitants. It's a giant, multi-legged, multi-armed wraith that explodes from a fountain of blood and rushes towards Sebastian at a breakneck clip. As the code resets to the title screen, everyone in the room laughs nervously. It’s an appropriate reaction to such a relentless 25 minutes. While Mikami acknowledges that it’s harder to scare people these days, that laugh says it all.

“Horror as a genre has a set number of patterns, and the more time you spend with those patterns the more you get used to them. And the more used to those patterns a person is, the harder it is to scare them and do something above and beyond and original.”

He lifts up the brim of his cap slightly.

“If players say 'I haven’t played a game this scary in a while,' that would make me the happiest.”

Lucy O'Brien is Assistant Editor at IGN AU. Follow her disembodied ramblings on IGN at Luce_IGN_AU,or @Luceobrien on Twitter. Hey, why not follow the whole Aussie IGN Facebook community while you're at it?

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Leisure Suit Larry Reloaded Out This June

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Leisure Suit Larry Reloaded will be released on PC, Mac and Linux this June priced at £14.99.

Reloaded is a remake of Leisure Suit Larry in the Land of the Lounge Lizards, the first game in the cult series, which originally came in 1987. The remake not only features brand-new high-definition hand-drawn artwork but expanded puzzles, locations and gameplay.

Furthermore, the 26 year-old game features a re-written musical score by Austin Wintory, the BAFTA-winning composer behind Journey's gorgeous music. It will even feature the game's original designer Al Lowe on saxophone.

Daniel is IGN's UK Staff Writer. You can be part of the world's most embarrassing cult by following him on IGN and Twitter.

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Pink 3DS XL Releasing in the UK

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Nintendo will release a pink version of the 3DS XL in the UK next month.

MCV reports that the company will make the handheld available on May 31, when it'll join the pink version of the standard 3DS already available.

The pink 3DS XL was first available in North America last year, with extra stock supplied in preparation for Valentine's Day. It joins the white, red, black, blue and silver editions already available in the UK.

Will you be getting one? Let us know in the comments.

Luke Karmali is IGN's UK Junior Editor and the proud owner of a White 3DS XL. You too can revel in mediocrity by following him on IGN and on Twitter.

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New Vulcan: Reborn – Star Trek Competition

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STATUS REPORT #2: The mission to colonise New Vulcan is now in its final week. If you haven't already help rebuild Spock's civilisation on a new planet, it's never too late to lend a helping hand. Rebuild New Vulcan now.

Details on all the prizes can be found below.

STATUS REPORT: The mission to colonise New Vulcan is well under way with thousands of people competing globally to win starship-loads of amazing Star Trek swag, but it's not too late to get your name on the leaderboard. Simply head to our Star Trek: The Game microsite, sign up, and get playing. All of the previously released missions are there for you to play, so beam yourself over and see if you can conquer the leaderboard by building New Vulcan.

To celebrate the launch of Star Trek: The Video Game, we're giving you the opportunity to help settle the Vulcan home world. If you remember, in J.J. Abrams's 2009 movie Nero destroyed Spock's planet leaving a once-great civilisation without a planet. It's your mission to help create a new home for the Vulcan people by building landing pads, founding water treatment centres, establishing mining rigs and much more.

The better your placements, the more points you rack up, giving you a better chance of winning some amazing prizes including a 3D TV, consoles, Blu-rays, and copies of the game.

You won't have to travel far, though – the game can play directly in your browser:

CLICK HERE TO START PLAYING

And if you're over 18 years old (19 in Canada), and live in Sweden, Canada (excluding Quebec), US (excluding the states of New York and Florida), UK, France, Germany or Norway you stand a chance of winning some awesome prizes. If you live elsewhere, you won't be eligible to win but can still enjoy the game.

PRIZES ON OFFER

It's all about collecting points, which you'll do by finishing missions and exploring the site.

Top Prize

The player with the most points in each country will win:

  • A 3D TV
  • Choice of an Xbox or PS3
  • Choice of Star Trek The Video Game on either Xbox or PS3
  • A copy of the first JJ Abrams Star Trek movie on either DVD or Blu-ray (winner’s choice)

Runner Up Prizes

Runners-up (10 per country) will receive:

  • Choice of Star Trek The Video Game on either Xbox, PS3 or PC
  • A copy of the first JJ Abrams Star Trek movie on either DVD or Blu-ray (winner’s choice)

Spot Prizes

Furthermore, there'll be spot prizes given out each week, including:

  • Choice of Star Trek The Video Game on either Xbox, PS3 or PC

(Please note Swedish users are exempt from receiving spot prizes.)

PLAY HERE

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Dyad on PC Gets a Release Date

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Tunnel shooter Dyad will be available on PC through Steam, GOG and the game's website from April 24.

The game's developer Sean McGrath explained on YouTube that the delay was largely due to him becoming a father, but the former-PS3 exclusive was now ready to make the move to other platforms.

"It has everything the PlayStation 3 version has except a platinum trophy, because they don’t exist," he said.

You can pre-order the game now on Steam and GOG, where you'll save 20% for doing so.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on IGN and on Twitter.

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Whatever Happened to World War II Shooters?

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Considering the poor stigma and accusations of unoriginality associated with World War II shooters just a few years ago, it’s almost odd to think that if one of the industry’s publishing powerhouses were to release a WWII shooter today it would actually be a refreshing change of pace.

With the lines between what distinguishes one modern day shooter and another continuing to blur as the current crop of shooters refuse to budge from their me-too contemporary settings, a bone fide AAA WWII shooter would be, for want of a better word, bizarrely unique amongst the shelf-loads of sandy brown same-fests.

It was Call of Duty 4: Modern Warfare that really set the tone for the modern combat shooters that dominate the discussion today. Interestingly, Infinity Ward had actually wanted to work on a modern combat game for years.

“With Call of Duty 2, we were dead set against it being World War II,” former Infinity Ward CEO Vince Zampella told OPM UK back in 2009, "but Activision really wanted it, the compromise sort of being that we'd get some dev kits for consoles in exchange for doing a World War II game.”

“And something I'll add to that, Activision also did not want Modern Warfare. They thought working on a modern game was risky and [thought], 'Oh my god you can't do that, it's crazy!' They were doing market research to show us we were wrong the whole time.”

“We had to fight for everything,” added former president and CTO Jason West, who along with Zampella was famously ousted from the company in 2010. "They wanted it to be World War II. Again.”

Around 14 million copies later the signature on World War II’s death warrant was signed. It would no longer be the shooter setting of choice.

It’s tough to be too sore about it; publishers had been traipsing back and forth across the same WWII battlefields for years. For gamers exhausted with typical WWII scenarios repeated ad nauseam, modern combat was the new hotness.

Several years on, however, there’s been a role reversal. Today I sit, fatigued with modern soldiering and desperate for one of the genre juggernauts to step back in time. I know I’m not alone. Together we know now how those of you who passionately embrace modern day shooters must have felt back then, faced with an onslaught of WWII shooters.

By that same token, though, those same gamers should probably be able to sympathise with how WWII junkies feel today.

It’s been a long time since the last top-tier WWII shooter. Brothers in Arms: Hell’s Highway was released way back in 2008, as was Call of Duty: World at War. Both excellent games. Since then, there’s been little to speak of. The passable Wolfenstein came out the following year, as did Battlefield 1943. The latter was online multiplayer only. There’s 2011’s Red Orchestra 2, but it’s only available for PC and the single-player is more-or-less just training for the game’s fairly intimidating multiplayer.

Outside of first-person shooters there have been the likes of The Saboteur and Sniper Elite V2. Still, The Saboteur’s charming yet exaggerated approach to the war doesn’t really share the same page with something like Hell’s Highway, and Sniper Elite V2 doesn’t offer a great deal beyond its sharpshooting shtick. Once you’ve put a thirty-aught-six slug through a German man’s wedding vegetables you’ve basically seen most of what it has to offer.

They’re few and far between. Worst still, there’s very little on the horizon. Sniper Elite 3 is taking the war to North Africa (which is a welcome change of scenery) but it’s a way off. There hasn’t been any sight of City Interactive’s CryENGINE 3-based Enemy Front for months. We’ve heard barely a whisper about Gearbox’s Furious 4 since it was announced back at E3 2011 as a Brothers in Arms game. Speaking of Brothers in Arms, where has that series vanished to? Gearbox has said we haven’t seen the last of Matt Baker and company but, for now, there’s silence.

Why do publishers seem so disinclined to revisit WWII? Well, the difference that stepping 70 odd years into the past would make to multiplayer would be stark. With multiplayer being the leading component of today’s shooters, such a drastic shift is a big red flag.

It’s a shame, really. Call of Duty: World at War notched up over 11 million sales, but it’s tough to imagine the series going back anytime soon. It’s disappointing, personally. It was actually a glimpse of the original Call of Duty expansion pack United Offensive back in 2004 that got me back into PC gaming after a several year hiatus, and Call of Duty 2 remains my favourite of the series. Call of Duty’s multinational approach always seemed to be the perfect environment to tell stories inspired by the many, many theatres of battle WWII encompassed.

The Medal of Honor series has been yanked out of rotation after a lacklustre performance by Warfighter. Will we ever see a resurrection of the series as it was first crafted? Skulking about behind enemy lines, slipping onto U-boats and into rowdy bars filled with drunken German soldiers, false papers in hand to trick our way past over-zealous guards? I’m not counting the sleeps.

Who are we fighting again in Battlefield 4? Can we not just go back to Nazis? Everyone hates those guys.

World War II games were really their own worst enemy. There’s never been a reason for them to hit so many of the same tropes. There’s more to the Second World War than just a Normandy beach landing or a slog through debris-laden Berlin streets. It was a conflict that spanned continents. Recounts of incredible events that occurred during WWII could fill entire libraries, yet 99.9% of these tales remain untold in video games.

Maybe the advent of the next generation will bring with it an emotionally potent and powerful WWII shooter or several. Something new. Something filled with incredible action inspired by the era’s greatest unknown stories. Or maybe it’ll just bring us more of what we’re getting already, with a few more polygons and red dot sights crammed in.

What are you after?

Luke is Games Editor at IGN AU. You can find him on IGN here or on Twitter @MrLukeReilly, or chat with him and the rest of the Australian team by joining the IGN Australia Facebook community.

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First Official Stills From The Amazing Spider-Man 2 Released

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Check out the first official photos from The Amazing Spider-Man 2 showing Max Dillion, aka Electro (Jamie Foxx), and Harry Osborn (Dane DeHaan).

Via director Marc Webb's Twitter.

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