Friday, August 21, 2009

WE HAVE MOVED!!!!!!! www.techtv101.com now new blog address

Hi Everyone, Just to let you know we have moved our blog posts to the snazzier settings of www.techtv101.com so please, please please come by and check it out. The blog here has been a huge sucess and now hopefully we can provide a better and moore uptodate service over at the main page! We look forward to seeing you over there:)

Thanks

Mick

Wednesday, July 22, 2009

Techtv101.com - RAIMI TO DIRECT UPCOMING WARCRAFT® MOVIE



Blizzard Entertainment, Inc. and Legendary Pictures announced today that Sam Raimi has signed on to direct the eagerly-anticipated major motion picture based on Blizzard Entertainment®’s award-winning Warcraft® universe. Raimi has, in the course of his career, clearly demonstrated a genius for developing and adapting existing fictional universes for mainstream audiences while staying true to the spirit of the original content.
Raimi directed the Spider-Man trilogy, which has broken box-office records around the world and garnered five Academy Award® nominations. Known for his imaginative filmmaking style, richly drawn characters and offbeat humor, Raimi wrote and directed the cult classic, The Evil Dead and produced 30 Days Of Night. He most recently wrote and directed the supernatural thriller, Drag Me To Hell.

"At its core, Warcraft is a fantastic, action-packed story," said Raimi. "I am thrilled to work with such a dynamite production team to bring this project to the big screen."

Charles Roven’s producing talents were recently seen with last summer’s blockbuster The Dark Knight, which grossed in excess of $1 billion, was nominated for eight Academy Awards® and won two. His body of work also includes the widely acclaimed Batman Begins and the sci-fi classic 12 Monkeys. Roven, with Atlas producing partner Alex Gartner, will be producing with Legendary Pictures CEO Thomas Tull, Legendary’s Chief Creative Officer Jon Jashni, Raimi and Raimi’s producing partner Joshua Donen. Raimi’s partner, Robert Tapert, will be an Executive Producer and Blizzard Entertainment’s Senior Vice President of Creative Development, Chris Metzen, a Co-Producer.

"Partnering with Sam Raimi exemplifies Legendary's mandate of marrying the highest quality intellectual property to world-class filmmakers" said Legendary’s Tull. "Sam's passion for 'Warcraft' is undeniable and we know that he will create an incredible film worthy of Blizzard's phenomenal franchise. We look forward to collaborating with our partners at Warner Bros. and continuing our successful relationship with Chuck in bringing this rich new world to the screen."

"Blizzard Entertainment and Legendary Pictures have a shared vision for this film and we searched at length to find the very best director to bring that vision to life," said Paul Sams, chief operating officer of Blizzard Entertainment. "From our first conversation with Sam, we could tell he was the perfect choice. Sam knows how to simultaneously satisfy the enthusiasts and the mainstream audience that might be experiencing that content for the first time. We're looking forward to working with him to achieve that here."

"Blizzard Entertainment’s Warcraft has become a second home for millions of players and Sam’s experience and talent make him the perfect director for this remarkable and action-packed world," said Atlas’ Roven. "Alex and I are proud to be working with Sam and re-teaming with our friends at Legendary and Warner Bros."

The film will fall under Legendary Pictures’ co-production and co-financing deal with Warner Bros. "Warcraft is emblematic of the kind of branded, event films for which our studio is best known. We have enjoyed great success with our partners at Legendary, and this is an incredible opportunity for us to work with Sam on a project that is so eagerly anticipated by so many," said Jeff Robinov, President, Warner Bros. Pictures Group.

Blizzard Entertainment’s Warcraft universe is a rich fantasy setting that revolves around the epic conflict between the opposing forces of the Horde and the Alliance. Since its debut in 1994, Warcraft has developed a loyal following across the globe, with several bestselling, award-winning PC games and a range of popular licensed products including novels, action figures, apparel, comic books, board games, and more. World of Warcraft®, Blizzard Entertainment’s subscription-based massively multiplayer online role-playing game set in the Warcraft universe, is the most popular game of its kind in the world. Its most recent expansion, Wrath of the Lich King™, is the fastest-selling PC game of all time, with more than 2.8 million copies sold in its first 24 hours of availability and more than 4 million in its first month.

Further details about the upcoming Warcraft movie, including cast and targeted release date, will be revealed as development progresses.

STAN LEE TO APPEAR IN NEW MARVEL GAME

stan lee makes his first ever ONSCREEN videogame appearance in activision's marveL™: ultimate alliance 2

Activision Publishing, Inc. announced today that beloved comic book legend Stan Lee will make his first onscreen videogame cameo in the highly anticipated Marvel: Ultimate Alliance 2, slated for release this September. Lee lends his likeness and voice to a character whose role is pivotal to the game's storyline, which incorporates elements of the acclaimed Marvel Civil War comic book series.

"I am thrilled to be making my first onscreen videogame cameo in Marvel: Ultimate Alliance 2," said Stan Lee, Publisher Emeritus, Marvel Comics. "It's such a kick to see characters that I've helped create come to life in the game and now I'm a part of the Marvel videogame universe!"

"With Activision's long-standing history of bringing so many of Stan Lee's creations to life, it's great to be able to incorporate him into Marvel: Ultimate Alliance 2," said Rob Kostich, head of marketing for licensed properties, Activision Publishing, Inc. "Stan is a legend in the comic world and his appearance is yet another special treat that fans can look forward to when we bring back the largest army of playable Super Heroes and Super Villains this Fall."

Tuesday, July 21, 2009

PRE ORDER ‘PRESTIGE EDITION’ OF MODERN WARFARE 2 EXCLUSIVELY FROM GAMESTOP IRELAND



PRE ORDER 'PRESTIGE EDITION' OF MODERN WARFARE 2 EXCLUSIVELY FROM GAMESTOP THIS THURSDAY

Tuesday, 21 July 2009: GameStop, Ireland's leading specialist games retailer has secured the Irish exclusive for the 'Prestige Edition' of the highly anticipated Call of Duty: Modern Warfare 2 on Xbox 360 and PS3. As stocks of the Prestige Edition will be limited, GameStop will be taking pre-orders in stores across the country from this Thursday, 23 July. Modern Warfare 2 is due for worldwide release on 10 November, 2009. It is the sixth instalment of the Call of Duty series, and the direct sequel to Call of Duty 4: Modern Warfare, continuing along the same storyline. The Prestige Edition of Call Of Duty: Modern Warfare 2 which is exclusive to GameStop in Ireland is the ultimate collector's item for any Call Of Duty fan. It will be presented in a premium, special-edition SteelBook case with custom artwork by Infinity Ward and will include: A Hardbound art book, "Behind The Lines" – Designed by artists at Infinity Ward, featuring the art of Modern Warfare 2. Call Of Duty Classic full downloadable game – For the first time ever Infinity Ward's 2003 award-winning game that launched a franchise comes to consoles. Fully-functional, wearable Night Vision Goggles See in absolute darkness up to 50 feet Ability to view in black and white or night vision green Custom-Designed and painted to replicate the in-game goggles which are wearable, adjustable and hands-free Individually-numbered and engraved collector's stand inspired by game character Captain "Soap" MacTavish, displays the goggles when not in use. Call of Duty Modern Warfare 2 Prestige Edition will be available from GameStop from 10 November 2009 for an estimated retail price of €159.99. www.gamestop.ie

Monday, July 20, 2009

CALL OF DUTY: WORLD AT WAR > MAP PACK 3 AVAILABLE THIS AUGUST


CALL OF DUTY®: WORLD AT WAR MAP PACK 3

LOCKED AND LOADED TO RELEASE FOUR NEW MAPS THIS AUGUST

 

London, UK – 20th July, 2009 – Reinforcements are scheduled to arrive for one of the most-played online multiplayer games, as Activision Publishing, Inc and developer Treyarch, confirmed plans today to deliver Call of Duty: World at War Map Pack 3 in August. Map Pack 3 will feature three multiplayer maps ("Battery," "Revolution," and "Breach"), co-developed with partner Certain Affinity, and one new Zombie map ("Der Riese"), for the Xbox 360™ video game and entertainment system from Microsoft and the PLAYSTATION®3 computer entertainment system. Visit www.CoDWaW.com for more details.

 

Call of Duty: World at War Map Pack 3 follows the enormous success of its first two predecessors, which to date have sold more than four million copies on both Xbox LIVE and the PlayStation Network (combined) for a Call of Duty® game that has sold more than 11 million units to date across all platforms, according to The NPD Group, Charttrack and Gfk.

 

Call of Duty: World at War is rated 15 by the BBFC.  For more information and exclusive updates about Call of Duty: World at War, visit www.callofduty.com.

 

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products.

 

Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, the Netherlands and Australia. More information about Activision and its products can be found on the company's website, www.activision.com.

Friday, July 3, 2009

Techtv101 Chats with "Wolfenstein" Music Composer Bill Brown about the upcoming release and its music.



Music Composer Bill Brown began his career composing powerful scores for triple-A game titles, including Tom Clancy's 'Rainbow Six' and 'Ghost Recon', Clive Barker's 'Undying', 'Return to Castle Wolfenstein', 'Lineage II: The Chaotic Chronicle' and 'Command & Conquer: Generals'. Bill also contributed additional music to the hit films 'Any Given Sunday', 'Ali', and 'Finding Forrester', and he is currently the composer for the hit CBS television series, CSI:NY.

Bill Chatted to Techtv101.com about the upcoming Activision release "Wolfenstein" which is due to be released this August and his input into the composition of the music for the game.



TECHTV101: Hi Bill Thanks for talking to us, do you think the growth of game scores in the last 10 years has helped out peoples attitude towards enjoying gaming as a whole (As in proper, orchestral compositions as opposed to the electronic dross of old)

BILL BROWN: Absolutely. Developers were generally already aware of the emotional power that live orchestral recording offered films; it was just a matter of the technology evolving to the point where full orchestral scores could be implemented. I think Playstation was the first platform to stream 16 bit stereo tracks directly from the game CD/DVD, and this opened up a whole new level of possibilities for game audio. Slowly, all platforms evolved and allowed for reactive and interactive use of live scores in multiple tracks and layers in Dolby 5.1, matching the audio spectrum allowed in films, and then making the score reactive to the player's experience, making the game experience truly cinematic and immersive - a pretty far cry from the mono computer bleeps and bloops from 30 years ago...

TECHTV101: Michael Giacchino was one of the leaders in this trend when he started to write scores for the Medal of Honour series for DreamWorks and EA, What do you look for in the game to guide you to the style of composition, and do your compositions sway the game producers much on the way they make the cut scenes etc?

BILL BROWN: Cut scenes are completed or are well under way by the time I get them. I try to get as much information about the game, as early on in the process as possible so the score is as connected and reflective of the game's content and narrative as is possible. I imagine there have been moments where editors have re-edited to my tempo, or have been inspired by something in the score and re-worked visual textures, etc. - but I rarely hear about it.

TECHTV101: How do you go about scoring for a game from start of game production to finish? Can you go through stages with us please?

BILL BROWN: With Wolfenstein, I actually started writing cues after some long conversations with the developers and before seeing anything substantial from the game.. We really kicked into high gear when the development team was able to send me QuickTime movies for every cue. That's when we really dug our feet in and got serious about the schedule and scope of work to be completed, not to mention it was a lot of fun to see the game in progress! It took more than a year off and on to complete and followed the production schedule for the levels of the game, which is generally not a blazingly fast process. I actually completed 95% of the score before we got into showcasing the score within the game for the producers at id, and luckily, they loved every cue. Then there were a few more last-minute additions to the scope of work, which I was happy to help with before the final milestone. The score was fully approved just a couple months ago after more than a year and a half of work (off and on).


TECHTV101: What is your favourite piece of music which has been used in a game to date?
BILL BROWN: The first thing that comes to mind is the theme for Tom Clancy's Rainbow Six. That is meaningful to me because it basically helped launch my career, and I got to live with it for so many years, reinventing it as the franchise evolved. My second fav might be the intro cinematic from Return to Castle Wolfenstein. I'm getting more nostalgic now where before it was always whatever I happened to be working on at the moment..


TECHTV101: Wolfenstein is a cult classic, have you tried to stay with the same style and tempo for your compositions as the original, or have you used any of the original sound samples in your compositions?

BILL BROWN: I've done something similar in that I've used some of the original themes from Return to Castle Wolfentein in the new Wolfenstein score, but sparingly as it was more important for me to explore a more classic 20th century orchestral sound for Wolfenstein, inspired more by composers like Bernard Herrmann, Stravinsky and Bartok.

TECHTV101: Finally, years ago game music was midi based, now large orchestras are being used along with well know artists providing music for games. What in your opinion is the future for game scores as a whole?

BILL BROWN: I would like to see the game genres open up a bit as generations of gamers mature. There will always be the first person shooter, and those can be fun. I'd be interested in working on the next generation of "indie" games and game narrative.. out of the box story-telling, surprising, cinematic and still immersive - where the score doesn't "have" to work a certain way to push the action forward - where there is more open-ended room for creativity, musically and otherwise..

http://www.billbrownmusic.com


Check Back Soon to see the Techtv101 review of the new game!

Thursday, July 2, 2009

Techtv101.com - PS3 - GHOSTBUSTERS THE VIDEO GAME REVIEW

Genre: Action
Publisher: Atari
Developer: Terminal Reality
Platform: Playstation 3

If you are a child of the '80s, then it's inevitable that you know a great deal about the Ghostbusters. The movie franchise — starring Dan Aykroyd, Ernie Hudson, Bill Murray and Harold Ramis as the titular busters of ghosts — was a pop-culture phenomenon in the late '80s and early '90s, spawning not only the two films but also a Saturday morning cartoon, Ghostbusters cereal and tons of other merchandise. Now, 25 years after the bumbling New Yorkers made their big-screen debut, Atari and Terminal Reality have seen fit to bring us a brand-new Ghostbusters video game. While the game presents itself quite nicely, it's eventually crushed under the weight of its own sky-high expectations, and it ultimately turns out to be little more than an above-average adventure title.

Ghostbusters: The Video Game picks up six months after the events of the second Ghostbusters movie. Once again, spooks and specters are haunting the streets of New York, and the gang has reason to believe that their old nemeses Gozer and his acolyte Ivo Shandor are behind the mayhem. The boys then set out to shut off a series of conduits that seem to be funneling paranormal energy into one point and eliminate the threat of the ghost world invading our world.

Players join the crew as The Rookie, a new recruit who has been brought onboard to be Egon's "Experimental Weapons Tester." What this basically means is that players will have a proton pack strapped to their back, complete with all manner of attachments and upgrades that will either make the Ghostbusters' lives a lot easier or "blow you into somewhere in New Jersey." Obviously this is a sweet gig, one for which you should be extremely excited. Just be careful out there; the health insurance doesn't kick in for 90 days and giant holes in the abdomen aren't the type of wound that you can just take cold medicine for and wait out.

The story line is extremely competent, which makes sense since it was written by Aykroyd and Ramis. The two handled all the script work for the title, thus ensuring that the game can be relied on as part of the official Ghostbusters canon. The stars have called the game essentially the third movie, and for the most part, it does a great job of extending the franchise and delivering a well-paced, well-plotted and well-acted experience.

There are a few minor missteps, however, though none are completely game-wrecking. First off, while the main actors are still just as comfortable in their old Ghostbusters skins and hilarious as ever, Alyssa Milano utterly flops as the female lead. Her disinterest and detachment from the project is apparent from the first moment she opens her mouth, and never once in the game did I wish we could hear more from the girl I still think of as Sam from "Who's the Boss?" Secondly, the ending feels shoehorned and stilted, as though Aykroyd and Ramis ran out of pages and had to write an ending. While some might say the revelations at the end of the experience are unexpected and therefore entertaining, in actuality they are bizarre, out-of-left-field reveals that don't fit into the larger context. Most of the moments in the eight- to 10-hour tale are solid, but the last 30 minutes or so completely fall apart.

Since the game largely feels like a movie, you would hope that it would look like one too, and that's an area where the title doesn't disappoint. The character models are created with tender loving care, and the boys all look just as you remember them … a couple of decades ago. Perhaps more importantly, the equipment is amazing, and a special round of applause goes out to the proton pack. The entire piece looks strikingly similar to what one would notice in the movies, but with just enough embellishments and additions to allow for a nice transition into the game. The folks at Terminal Reality were given access to Sony's prop archive while they were crafting the digital re-creations of the equipment, and the long hours of study and attention to detail pay off in a huge way. The eye candy here is plentiful indeed.

While the story and larger mythos of the game are important, the business of busting ghosts won't handle itself, so you're probably wondering if it's any fun. The answer is mostly yes, but with some major reservations on a few key areas that make some aspects extremely frustrating.

The game really excels at the basics of fighting and trapping ghosts of various sizes, shapes and dispositions. You start out with the basic beam on your proton pack, but as the game progresses, you add some more firepower to your arsenal. There is a shotgun-like blast that can make short work of more minor baddies, as well as a nasty rapid-fire attachment that not only dishes out the pain but also has limited tracking capabilities. The most important weapon you'll unlock is the slime blower, which does double duty as a method for damaging baddies and an integral tool in solving puzzles. Some areas are covered in caustic black slime that must be neutralized by the slime blower, while others feature heavy, out-of-reach objects that must be pulled in using the slime tether. Ultimately, each weapon's primary and secondary fire modes have their uses, and the game does a great job of keeping you on your toes so you never get too comfortable with any one gun.

Of course, the most important part of any Ghostbuster's job is trapping the nefarious spirits and making sure they never cause havoc again. In the game, once you wear down a ghost's health enough, you can engage your capture beam and haul it toward a trap. After some wrangling and slamming, the baddies will end up stunned, and from there it's simply a matter of dragging them over to the cone of light above your deployed trap. There's a great feeling of satisfaction the first time you watch a ghost get sucked in and hear the ka-ching of coin you just earned (which can be used to buy upgrades for your weapons and traps), and that sense of accomplishment remains throughout the game. One thing you'll learn early on is that bustin' does indeed make you feel good.

Even though the basics of combat are solid, there are a ton of poor design decisions and head-scratching bad moves that cause the game to quickly devolve into tedium and frustration. First and most importantly, is teammate AI, which was harvested fresh from the idiot farm. Your fellow Ghostbusters are decent enough about attacking the ghosts that appear, but it's clear from the get-go that in any schoolyard fight these guys thought that the best way to defend oneself was to cover your eyes because hey, if you can't see the bully, then he obviously can't see you. They'll simply stand in place and allow themselves to be pounded by enemy attacks until they're put out of commission and you're forced to haul ass across the level to revive them. During tense enemy encounters and especially boss battles, you'll easily spend the majority of your time babysitting teammates rather than doing any actual damage. The only thing that keeps them from being completely worthless is the fact that they can actually make the ghost trapping process a bit easier, but only when they aren't being ripped to shreds by the baddies they are choosing to ignore.

There are some other problems with combat as well, including the fact that anytime an enemy manages to knock you into the air, your character goes into a ridiculous ragdoll animation and is rendered completely incapacitated for an inordinately long time, as well a camera so tight that you'll lose track of enemies entirely too frequently. Since there's no way to lock onto a bad guy or keep track of all your foes once the action gets hectic, you'll take a lot of cheap shots from behind on behalf of baddies you never saw coming. Also, given their ghostly nature, they'll likely teleport away before you manage to turn and face them, resulting in a hellish game of hide-and-seek that inevitably ends in tears.


The final gameplay failing is the title's extremely unbalanced difficulty, which spikes so severely in some spots that sections are nearly impossible for those without nerves of steel and the patience of a saint. I can recall three separate occasions in the game where I was beset by about a dozen ghosts at once, each of which seemed to have the skill to kill me and my teammates with two or three attacks. There is even one section I'm convinced I only passed because while I played it, the game glitched and didn't send in a wave of ghosts that it was supposed to. Not that I'm complaining, but if I only made it through a section due to a line of code not being read properly, then it would seem that there are some overarching problems here.

The best way to alleviate the frustration that accompanies the single-player campaign is to jump into multiplayer for a while and enjoy teaming up with real humans in quick, one-off scenarios that are quite entertaining both initially and over the long haul. Teams of up to four can run through three different scenarios that find you protecting artifacts, trapping as many ghosts as possible within a time limit and trying to stay alive through wave after wave of baddies. The multiplayer is fundamentally cooperative, but there are some competitive aspects as players square off to see who can earn the most cash in each scenario. There isn't enough depth here to satisfy hardcore online players, but it's a nice addition and gives the title plenty more replay value than if it had been a single-player-only experience.

If this hadn't been a Ghostbusters game, then we would likely be praising it for its successes and sweeping its deficiencies under the rug. The fact of the matter, though, is that Ghostbusters: The Video Game is a hugely anticipated game and unfortunately, it ultimately let us down. The script and acting are mostly great, but some blemishes keep them from ranking up there with the first film. The gameplay is mostly inspired, but insipid AI and some brutally difficult sections drain a large portion of the fun. Multiplayer is enjoyable for the most part, but the lack of substantial depth means that it'll be a distraction for a couple of weeks and then it'll be forgotten. Every aspect of the game tries to excel, only to be pulled back down by one or two major shortcomings. In the end, this is a decent, solid game, but if falls well short of being either the Keymaster or the Gatekeeper. Still Worth a look!