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In a new interview with Empire, McQuarrie revealed that M:I 6 will break with tradition by not opening with a big action sequence. "It starts in a very unconventional way," he said. "It does not start with action. That was the hardest pitch of this movie."
McQuarrie went on to explain that the movie will involve an "emotional journey" for Ethan Hunt, played by Tom Cruise. "I've seen five of these movies and I don't know who Ethan Hunt is," he said. "One movie sort of dealt with his personal life; the other movies are about people speculating what's really going on in Ethan's head. I want to know who Ethan is in this movie, I want an emotional journey for this character, and Tom really embraced it.
"I don't want to string together a bunch of action scenes, I want to actually deal with character. So I put Ethan in a bunch of complicated moral quandaries, and I'm trying to find ways to connect them--and then, ironically, the way to connect them was through giant action scenes."
M:I 6 was due to start filming last year, but a pay dispute between Cruise and the studio led to pre-production being paused while negotiations took place. It now kicks off in April.
The last movie in the series, 2015's Rogue Nation, was also directed by McQuarrie and made $682 million at the worldwide box office. Mission: Impossible 6 arrives in theaters on July 27, 2018.
Wolverine is the best there is at what he does, and what he does isn't very nice. Logan, the next Wolverine movie, will soon be in theaters and is getting good reviews from the critics.
There was a little concern among some fans over the decision to make it an R-rated movie. It does make sense since over the years, there have been plenty of really violent moments. Here are 13 of our favorites.
The Days of Future Past story arc is one of the most beloved X-Men stories for comic readers. The story was loosely adapted for the X-Men: Days of Future Past film in 2014.
Set in the future, the X-Men were forced to live in mutant camps. While fighting for their freedom, they faced the mutant hunting Sentinel robots. Wolverine tried taking one head-on and got blasted. All that was left was his Adamantium skeleton.
Kitty Pryde was a young mutant that Wolverine took under his wing. While trying to figure out what her father was mixed up in with his business in Japan, she was kidnapped and brainwashed by Ogun, an old enemy of Wolverine's. When Wolverine found Kitty, she stabbed him through the heart with a sword. Good thing he had a super-healing factor.
Wolverine and Havok got pulled into a mission to stop General Meltdown from creating another Chernobyl-style nuclear disaster. The villain had the ability to to absorb massive amounts of radiation and release them in powerful blasts. During their final confrontation, he hit Wolverine in the arm with some deadly energy. This caused the skin to melt away but didn't stop Wolverine from putting an end to him.
During the Fatal Attractions story arc, the X-Men fought against Magneto and his Acolytes. Despite many clashes over the years, Magneto finally unleashed his full magnetic powers against Logan, pulling the Adamantium off his bones through his skin. Ouch.
Wolverine got captured and ended up facing a cannibalistic sorcerer named Mauvais. He found Wolverine's body enjoyable and even took out and ate his eye while he was tied to a chair. With his healing factor, Wolverine would make a good source of replenishable meals.
The Punisher's Marvel Knights comic was a mature comic with loads of violence. During a fight, Punisher shot Wolverine in the face with a shotgun which blew off his skin. He later ran over the mutant with a steamroller. Sounds like something out of a Looney Tunes cartoon, but it was pretty messy.
In the Ultimate Marvel universe, the alternate reality versions of Wolverine and Hulk fought. Hulk managed to tear the mutant apart. To make things worse, he threw the bottom half a few miles away. Logan had to crawl after it so he could try to get the two halves to heal. Later, Hulk threatened to eat one of Wolverine's legs so he wouldn't be able to reattach it.
Wolverine and Sabretooth have fought many times throughout their lives. In what was meant to be their final conflict, Wolverine used the mystical Muramasa blade against his enemy. The blade had the ability to negate his healing factor when he chopped off his arm and head.
Don't worry, writers later came up with a way for Sabretooth to return.
In the original Enemy of the State story arc, Wolverine was brainwashed by Hydra and the Hand. They make him their killing machine and forced him to fight friends and other heroes.
In the What If? issue, we saw what happened when things went further. Wolverine killed several heroes, including Captain America, Invisible Woman, and Magneto. When cornering Kitty Pryde, she used her phasing powers to stick her hand through his head. Unfortunately, he also decided to chop off her arm, causing the hand to un-phase in his skull.
The mutant Nitro had a big role in causing the conflict between heroes in the Civil War story arc. Nitro was genetically altered by the Kree and given the ability to explode and reform himself at will.
When Wolverine was pursuing the villain, he got a full taste of that power. Wolverine mentioned you don't really feel the burn. At least you don't after the first five-hundred degrees. Slowly, Wolverine's body healed from the blast.
The Old Man Logan story was set fifty years in the future. Logan gave up being Wolverine and refused to pop his claws. The reason for this was the supervillains teamed up against the heroes of the world. Mysterio was able to trick Wolverine into thinking several villains were attacking the Xavier School for Gifted Youngsters. As he believed the children were being led away, he fought, stabbed, and hacked his way through a horde of villains. It turned out he really slaughtered his X-Men family.
Another gruesome moment in Old Man Logan dealt with a fight against the humongous Bruce Banner. Wolverine and the Hulk have had several clashes, but this time, Hulk simply ate Wolverine. Logan managed to survive and clawed his way out. Talk about indigestion.
Comic books may be full of brightly colored, spandex-wearing heroes and villains. That doesn't mean they all contain wholesome adventures. It makes sense for a movie starring a character with six razor-sharp blades that pop out of his hands to be really violent.
We haven't covered all of Wolverine's violent moments. Let us know which is your favorite or if there's one we didn't list that you truly dig.
The information can be found on Nintendo's Japanese website, and while the majority of the games will fit comfortably on the Switch's 32 GB internal memory, Dragon Quest Heroes I & II will require a separate SD card.
This is because it weighs in at a hefty 32 GB, and given that some of the Switch's internal memory will be allotted to the operating system, extra space will be needed. Nintendo's website advises "a microSD card of 32GB or more is required separately."
Take a look at list of games and their file sizes below.
As previously announced, you can expand Nintendo Switch's memory with Micro SDXC cards. Nintendo has said the Switch will support cards of up to 2 TB. However, cards of this size aren't currently available.
The largest commonly available SDXC card has a capacity of 512 GB, but these retail for upwards of USD $200 / £200 in their respective territories.
Nintendo Switch launches on March 3, priced at US $300/£280/AU $470. The console's touchscreen was recently shown off for the first time, using Skylanders Imaginators. The toys-to-life game is one of 10 confirmed Switch launch titles.
The other nine games are: 1-2-Switch, The Binding of Isaac: Afterbirth+, Just Dance 2017, The Legend of Zelda: Breath of the Wild, I Am Setsuna, Human Resource Machine, Little Inferno, World of Goo, and Super Bomberman R.
For all the games confirmed to be coming to Switch--but not necessarily at launch--take a look at our roundup.
The patch, which is out now, also introduces limited-time quests and raises the level cap to 120. You'll also be able to take more photos using Prompto's camera now, and you can even listen to music while riding Chocobos.
Publisher Square Enix had reportedly said in November that the update would offer two modes: one targeting 1080p 60 FPS and one aiming for 4K / 30FPS. It is unclear if these targets are reached; Square Enix has not confirmed the resolution or frame rate of the game post-patch.
In addition, Final Fantasy XV's Booster Pack+ DLC launched today. The expansion includes three new combat items: Ragnarok, a powerful one-handed sword; Dragon Drain, a fishing rod that slows fish down, making them easier to catch; and Avior, a reel that pulls fish in with "greater strength."
A free content update, simply called Booster Pack, will launch at a later date.
Square Enix recently reached out to ask fans what they wanted from Final Fantasy XV in the future. Announced updates include a change to the controversial Chapter 13 and a new character creation tool, while Japanese players recently received some wacky cup noodle hat DLC. Really.
In our Final Fantasy XV review, critic Peter Brown called it "a fascinating game" with a "beautiful world and exciting challenges," even though its "characters fail to impress."
On Overwatch And Its Story:
"I play a lot of Overwatch. I think it's a phenomenal game. That's an interesting one. I think Blizzard has done a masterful job with how they've given you the characters in this world that you love through their short videos and in the game. Overwatch is a game you would not--it shouldn't have a good story. But it does. And it's very compelling."
On Fallout 4's VR Version:
"It's been incredibly exciting. The challenges have more to do with how you move through the world. What we're doing right now is we've taken the entirety of Fallout 4 into VR and there is still work to do. But the promise of that, the 'OK, I'm standing in this vast world and I can go do what I want.' It really is--when it's working well, it's one of the most incredible experiences I've had in a game."
Howard received a Lifetime Achievement award in 2016. Later this week, he'll become the 22nd inductee to the Academy of Interactive Arts & Science' Hall of Fame.
As a college student in the early '90s, Howard literally knocked on Bethesda's door to ask for a job. He officially started with the company in 1994, and The Terminator: Future Shock was his first credit at Bethesda.
He was a designer on The Elder Scrolls II -- Daggerfall (1996) and then became a project lead for 1998's The Elder Scrolls Adventures: Redguard, before continuing with the franchise with The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, and Skyrim.
Johnson took to Instagram to reveal the production start date, and stated that he had gathered with the movie's director, producers, and writers for an epic meeting to go through the movie's script. He posted the following image:
In his post, Johnson stressed the importance of his audience to the movies he makes. He wrote: "My fave moment from this merciless six hour meeting was when I shared with this group that there's an equity and trust I've built with my audience that they trust me to take them on an epic ride, and [we] always do our best to send them home happy.
"[It was] very cool moment to see everyone's eyes light and heads start to nod. To win on any level you gotta have teamwork and collaboration and can't thank everyone enough in this room for their energy and focus. More to come. Start shooting this April. "
Johnson also hinted at the character he will playing the movie: "Next stop for me in my research--the primate division at the Atlanta Zoo (my character's a Primatologist and head of an anti poaching unit in Rwanda). [He's a] really informative and educational character to play."
Brad Peyton (San Andreas) is set to direct Rampage. In January, Peyton explained that the movie might "surprise" audiences. "We're going to build a movie, like San Andreas, that is really going to surprise people in what it delivers," he said. "It's going to be a lot more emotional, a lot scarier, and a lot more real than you'd expect."
Rampage was originally released in arcades back in 1986 before being ported to more than a dozen other platforms--it's appeared on everything from the Commodore 64 to the PS2. It's also seen a number of sequels produced, though by the time the movie comes out, it will have been more than a decade since the last of these, Total Destruction, was released.
Horizon Zero Dawn is a PlayStation 4-exclusive action-RPG from Guerrilla Games, developer of the Killzone series. It features some pretty cool cyborg animals, and a beautiful open world. To see Horizon in action, check out some brand-new gameplay here, or the game's most recent trailer here. Take a look at some more details about the game in the links below:
Horizon: Zero Dawn Has A Photo Mode, See Some Pictures Here
As for critics' opinions, GameSpot has a Horizon Zero Dawn review up now. For a wider view on what reviewers think of the game, you can take a look at GameSpot sister site Metacritic, or check out our quick roundup below.
"This is first departure from the Killzone series for developer Guerrilla Games, and though you might think the team took a risk by stepping out of its FPS comfort zone to create a third-person open-world action game, you'd never know it was their first rodeo. For every minor imperfection, there's an element of greatness that recharges your desire to keep fighting and exploring Zero Dawn's beautiful and perilous world. Guerrilla Games has delivered one of the best open-world games of this generation, and redefined its team's reputation in the process." -- Peter Brown [Full review]
"Horizon Zero Dawn is familiar but also really refreshing. It's not a short game (I spent around 30 hours with it), but the storytelling still feels concise and efficient. The combat has some nice options that make encounters fun, even when you're just stacking up stealth kills from the relative safety of a bush. And the presentation end of the game holds up its end of things with a solid soundtrack, great voice acting, and a cohesive design that makes all its disparate parts fit together. All in all, it's a great game, it's Guerrilla's strongest release to date, and I suspect I'll go back in after the fact to clean up whatever side quests and errands I have remaining, if only to spend a little more time in that world." -- Jeff Gerstmann [Full review]
"Horizon Zero Dawn is disappointing. It has a story that I struggled to care about (complete with massive expository dumps--yay), a bland protagonist, and overtly repetitive and constraining missions that worked against its open-world sensibilities. When Horizon Zero Dawn hit its rare strides--from its gloomy cauldrons to traveling across its sprawling vistas--it only made me wish the rest of the game were as worthwhile." -- Caty McCarthy [Full review]
"Across a vast and beautiful open world, Horizon Zero Dawn juggles many moving parts with polish and finesse. Its main activity--combat--is extremely satisfying thanks to the varied design and behaviors of machine-creatures that roam its lands, each of which needs to be taken down with careful consideration. Though side-questing could have been more imaginative, its missions are compelling thanks to a central mystery that led me down a deep rabbit hole to a genuinely surprising--and moving--conclusion." -- Lucy O'Brien [Full review]
"Horizon Zero Dawn is a work of considerable finesse and technical bravado, but it falls into the trap of past Guerrilla games in being all too forgettable. For all its skin-deep dynamism it lacks spark; somewhat like the robotic dinosaurs that stalk its arrestingly beautiful open world, this is a mimic that's all dazzle, steel and neon yet can feel like it's operating without a heart of its own." -- Martin Robinson [Full review]
Chart-Track also states that it is the biggest "entirely new IP to launch at No.1 since No Man's Sky." It reports 57 percent of For Honor sales were on PS4, with the remaining 43 percent on Xbox One.
Sniper Elite 4 makes its top 10 debut at No.2, knocking chart mainstay Grand Theft Auto V down to No.3. Further down, Forza Horizon 3 re-enters the top 10 by moving from No.12 to No.9.
You can take a look at the full top ten below. This table does not include digital sales data, and thus should not be considered representative of all UK game sales.
How the world ended up in disarray isn't clear at first, but Aloy, an orphaned outcast who locates an advanced communications and analysis device, holds the key to unlocking these mysteries. Using her newfound tool--known as a Focus--you can tap into techno-artifacts and glean info about the past. While the full story of the world's downfall takes a while to unravel, the fascinating revelations you eventually uncover more than make up for time spent navigating less-than-compelling tribal politics during the first half of the game.
The dueling themes of nature and technology are present in Aloy, who's forever changed when she accepts technology into her otherwise primitive life. She transforms in so many ways throughout her journey, and it's amazing to look back when all is said and done, reflecting on not just the awesome challenges you've overcome, but also on how much confidence and maturity Aloy's gained in the process.
But no matter where the story takes you, combat--deservedly--owns the spotlight. The world's intricately crafted environments teem with electric beasts and warfaring cultists, and the pronounced excitement of controlling Aloy in the midst of rampaging enemies is a near-constant thrill.
This excitement comes in part from Aloy's ability to deftly leap out of harm's way and bound right back into action, but her arsenal of weapons and ammunition are the special ingredients that give you the ability to topple Zero Dawn's massive robotic monsters with power and style. You start with a simple bow and arrows, but you eventually gain access to elementally charged bolts, slingshots that lob explosives, and an assortment of traps that can surprise or constrict unsuspecting enemies.
Juggling these tools mid-fight is made easy by a weapon wheel that opens with the tilt of the right analog stick and slows down time to give you a moment to plan. It's simple to get the hang of, and you never have to put yourself in too much danger when looking for your weapon of choice; you can still run, dodge, and jump while accessing the wheel.
Dodge-rolling between enemies, turning around, and jumping to deliver a critical blow while drawing and aiming your bow in slow-motion never gets old. There are no actual supernatural powers on display, unless you count the fact that Aloy's Focus can pinpoint enemy weak points. Nevertheless, when the controls seep into your subconscious, heroic displays of cunning, might, and fearlessness lend Aloy a superhuman quality. You can employ basic stealth tactics and sneak up on enemies, but when you're properly armed, there's hardly a compelling reason to deny yourself the pleasure of Zero Dawn's head-on engagements.
While sprinting around the battlefield and fighting with a range of projectiles makes for a great time, melee combat is unfortunately less effective. Your only options are light or heavy spear attacks, and when fighting indoors, you're more likely to hit a wall than your intended target. Furthermore, where spear-wielding enemies can block incoming attacks, you cannot, putting you at an immediate disadvantage when relying on your spear. But you're never forced to use melee, and can always revert to fighting with a mix of evasive maneuvers and projectile weaponry.
When the controls seep into your subconscious, heroic displays of cunning, might, and fearlessness lend Aloy a superhuman quality.
To keep fights interesting over dozens of hours, Zero Dawn doles out new robotic enemies at a gratifying pace, introducing slightly larger and more complex beasts by the time you gain mastery over less challenging foes. Where you may face small bipedal Watchers as well as approximations of horses and bulls at the start, you eventually engage with rampaging armored crocodiles, jaguar-like bots with cloaking devices, and, yes, giant enemy crabs. By the end of the game, you can confidently roll into battle facing a towering metallic T-Rex knowing full well that you are in control, despite your relatively diminutive stature.
Being an effective hunter in Zero Dawn requires one part execution and one part knowledge--namely, understanding what enemies are capable of and what parts of their body are most vulnerable. A well-placed shot on a body part that glows through the use of Aloy's Focus can knock off a piece of armor and expose a robot's vulnerable innards. It's also possible to disarm enemies and use their own weapons against them. Your standard weapons are effective enough, but nothing beats finishing a fight with a massive laser cannon you've earned through tactful aggression.
Zero Dawn's map is predominantly wild, but tribal settlements are easy to find. Most are modest--just a few shacks and a store--but a handful of miniature kingdoms offer sizable populations of merchants and quest-givers. At best, typical side quests are vehicles that propel you into the far-reaching wild with some semblance of narrative motivation, but it's common to find the personality of the quest giver more interesting than the ultimate meaning behind your objective. With larger questions and fates at play in the main quest, Zero Dawn's sub-stories simply can't compete.
While combat is at the forefront of Zero Dawn, you habitually gather any resource in reach as you travel from point A to point B. Plants and pieces of animals and robots alike are necessary for crafting Aloy's ammunition and traps, upgrading item storage, and brewing health potions. When it comes to making items, it's as simple as looking through a crafting menu and seeing what is or isn't available based on your current stash of resources. Selling items is a painful process, however, as there's no way to sort your inventory. You have to scroll through a gallery grid of up to 100 icons and manually read details to determine what to keep and what to sell. For a game that manages to handle complex systems in real-time with aplomb, it's odd to see something as basic as inventory management feel like an afterthought.
There are sets of rare artifacts to find in the wild, though the material rewards you get for collecting an entire set and trading it to a merchant are a bit of a letdown. While this realization comes as a slightly sour note, any excuse to look around a new corner or down a new valley is a good excuse to jump back into battle. And don't write Zero Dawn's open-world off just yet; items aren't all it has to offer.
A handful of alien-like constructs lie embedded in the earth, and at the heart of each of these intricate, otherworldly dungeons is a machine that will give you the power to hack a specific category of robotic animals. Some robots will simply fight on your side or leave you alone when hacked, but a few allow you to ride on their backs. Granted, this option is limited--no, you can't ride a robot T-Rex--but it's the one argument for the game's stealth mechanics, as you can only hack a robot by sneaking up to it.
Looking beyond your reward for conquering these high-tech dungeons, they also exist as the antithesis to the natural splendor that permeates most of Zero Dawn. Yet from the heat of dusty plateaus to the cool shadows of metal monstrosities, you'll feel at home no matter where you travel. This is because Aloy and the beasts she topples are walking embodiments of the dueling themes that define their world. Zero Dawn is a bit too concerned about establishing its primitive side at times, but by at large it does a fantastic job of bringing its two halves together for a truly captivating experience.
This is first departure from the Killzone series for developer Guerrilla Games, and though you might think the team took a risk by stepping out of its FPS comfort zone to create a third-person open-world action game, you'd never know it was their first rodeo. For every minor imperfection, there's an element of greatness that recharges your desire to keep fighting and exploring Zero Dawn's beautiful and perilous world. Guerrilla Games has delivered one of the best open-world games of this generation, and redefined its team's reputation in the process.
Culdcept Revolt is "bigger and better than ever," according to the announcement press release, with more than 400 unique cards, and new game boards to add to old favorites.
The game will include a quest-based story mode, a solo match mode, leaderboards, and both local and online multiplayer.
Culdcept Revolt will be available in North America and Europe as a physical 3DS release, and on the Nintendo eShop.
The original story is below.
Bethesda Game Studios is one of gaming's most veteran and esteemed developers, known for its open-world franchises like Fallout and The Elder Scrolls. The developer's last two games, Fallout 4 and Skyrim, were well-received and sold well, so there is a good amount of interest in what the Maryland studio is making next.
In an interview with Glixel, director Todd Howard confirmed that Bethesda Game Studios has at least three games in development right now. Two of them are "more classically" of the scale that Bethesda is known for, and the other is a mobile game.
"We've got a good number of projects on the go," he said. "We're bigger now and we do want to be putting out more stuff. We have two larger projects that are more classically the scale of what we do, but even bigger. We overlap the projects so we're working on them at the same time, but they're staggered," he said. "I can't talk a lot about them, but I can say that they're bigger than anything we've ever done. They're a bit different, but definitely in the wheelhouse that people are used to from us."
As for the new mobile game, which will be a follow up to Fallout Shelter, Howard said this will be a "different style game" that is "unique in the space."
"We need to not look too hard at what's working well for other people," he said. "The game we're doing is a very different style game, unique in the space. There isn't something else we're looking at for style."
Also in the interview, Howard revealed that Fallout Shelter has reached 75 million downloads, up from 50 million in June 2016.
You can read the full interview here at Glixel.