That above is the official logo for Fox’s new series Gotham, the series that focuses on a young Jim Gordon as he tries to be a good cop in a corrupt town that will birth one of the greatest heroes ever.
Don’t think me crazy, but I wish this show was actually airing on The CW because it would get a fair shake. I think we all know that Fox is known for their penchant to cancel shows that might thrive on other networks. Let’s hope Gotham is good as it promises to be and shows it in the ratings.
Here is the synopsis for the show. It is wordy.
Everyone knows the name Commissioner Gordon. He is one of the crime world’s greatest foes, a man whose reputation is synonymous with law and order. But what is known of Gordon’s story and his rise from rookie detective to Police Commissioner? What did it take to navigate the multiple layers of corruption that secretly ruled Gotham City, the spawning ground of the world’s most iconic villains? And what circumstances created them – the larger-than-life personas who would become Catwoman, The Penguin, The Riddler, Two-Face and The Joker?
“Gotham” is an origin story of the great DC Comics super villains and vigilantes, revealing an entirely new chapter that has never been told. From executive producer/writer Bruno Heller (“The Mentalist,” “Rome”), “Gotham” follows one cop’s rise through a dangerously corrupt city teetering on the edge of evil and chronicles the birth of one of the most popular super heroes of our time. Growing up in Gotham City’s surrounding suburbs, James Gordon (Ben McKenzie, “Southland,” “The O.C.”) romanticized the city as a glamorous and exciting metropolis where his late father once served as a successful district attorney. Now, two weeks into his new job as a Gotham City detective and engaged to his beloved fiancée, Barbara Kean (Erin Richards, Open Grave, “Breaking In”), Gordon is living his dream – even as he hopes to restore the city back to the pure version he remembers it was as a kid. Brave, honest and ready to prove himself, the newly-minted detective is partnered with the brash, but shrewd police legend Harvey Bullock (Donal Logue, “Sons of Anarchy,” “Terriers,” “Vikings,” “Copper”), as the two stumble upon the city’s highest-profile case ever: the murder of local billionaires Thomas and Martha Wayne. At the scene of the crime, Gordon meets the sole survivor: the Waynes’ hauntingly intense 12-year-old son, Bruce (David Mazouz, “Touch”), toward whom the young detective feels an inexplicable kinship. Moved by the boy’s profound loss, Gordon vows to catch the killer. As he navigates the often-underhanded politics of Gotham’s criminal justice system, Gordon will confront imposing gang boss Fish Mooney (Jada Pinkett Smith, The Matrix films, “HawthoRNe,” Collateral), and many of the characters who will become some of fiction’s most renowned, enduring villains, including a teenaged Selina Kyle/the future Catwoman (acting newcomer Camren Bicondova) and Oswald Cobblepot/The Penguin (Robin Lord Taylor, “The Walking Dead,” Another Earth). Although the crime drama will follow Gordon’s turbulent and singular rise through the Gotham City police department, led by Police Captain Sarah Essen (Zabryna Guevara, “Burn Notice”), it also will focus on the unlikely friendship Gordon forms with the young heir to the Wayne fortune, who is being raised by his unflappable butler, Alfred (Sean Pertwee, “Camelot,” “Elementary”). It is a friendship that will last them all of their lives, playing a crucial role in helping the young boy eventually become the crusader he’s destined to be. “Gotham” is based upon characters published by DC Comics and is produced by Warner Bros. Television. Heller wrote the pilot, which will be directed and executive-produced by Emmy Award nominee Danny Cannon (the “CSI” series, “Nikita”).
OK millennials, Kevin Bacon is here to set you straight on how good you have it.
So stop texting, sending six second tittie pics with Snapchat and wearing your He-Man t-shirts like you used to watch it on Saturday mornings in your underwear like the rest of us and get some knowledge.
The first image of a fully-costumed Flash has just been released by The CW. Grant Gustin is playing Barry Allen who was introduced earlier this season on Arrow.
The costume was designed by Oscar winner Colleen Atwood who has worked on Memoirs of a Geisha, Chicago and Alice in Wonderland.
All I can say is that she did a damn fine job and ramps up my excitement for the series.
WWE took a hold of the Daniel Bryan train and pointed that son of a bitch right at the main event of WrestleMania.
With Mania being only four weeks away, I am sure I was not the only one thinking that Bryan would be facing HHH and they would stick to their guns and have Orton and Batista get booed out of the building.
Someone realized that by staying the course, WrestleMania would have been the biggest shit taken on New Orleans since Katrina. Whoever that someone is…thank you. If you will email me and tell me who you are I will buy you a very nice seafood dinner.
Of course, the WWE could have been trolling us the entire time and they are doing Chris Cooper’s maniacal laugh from The Muppets at what fools all of us “internet” fans are. I could not give less of a shit. We got what we wanted for WrestleMania.
Now don’t think I am saying Bryan is automatically winning the title. I could see Batista winning just as easily, setting him up as the main heel of the company. But this is also not a normal WrestleMania either. It is WrestleMania 30. It is like a big anniversary for your parents and you want it to end with them hugging and kissing while the family “awes”, not with your mother calling your dad a drunken loser and your dad saying he bang his secretary ten years ago.
We also officially got Cena vs. Wyatt set for Mania last night. Now we just play the waiting game of Wyatt bitch slapping Cena for four weeks on the mic then have Cena overcome all the odds…blah, blah, blah. Same shit, different decade.
This could be a star-making, career-defining moment if they let Wyatt go over, but I think we all know better than that. It is like going to the dog track and betting all of your money on a chihuahua when he is racing against Clifford the Big Red Dog and getting pissed when he loses.
The Undertaker graced us with his nine minute entrance and thirty second promo. It’s all cool, cause Uncle Paul was there to carry the load. I loved how he compared Taker’s streak against the other greats who have come nowhere close. Whenever I hear Heyman on the mic selling the hell out of a match between a guy that only wrestles once a year and another guy who is not even there, it makes me wonder how much better the past five years could have been if he had been with the WWE full-time.
Hell, he probably could have gotten Ryback a world title if he had been his voice the entire time. As frightening as that sounds, that’s how good Heyman is.
The rest of Raw was used for a slow burn of feuds we hope pay off at Mania. The Shield had another great match with The Rhodes Brothers, who took time away from playing with WWE Lego’s in the back to give The Shield their win back from last year. With only four weeks left, they are going to have to start making that crack they keep talking about into a full-blown explosion.
Unless…they have decided to keep The Shield together past WrestleMania, which is juuuust fine with me.
BROTHER, BROTHER! WWE UNIVERSE! WWE NETWORK! CHRIS LEMMON! BROTHER!
OK, I do like the idea of the Andre the Giant Memorial 30-Man Battle Royal. It gets a lot of guys who would be in the back eating catering on the card and pays respect to the legacy of Andre. Anyone else thinking a Big Show win?
Sheamus and Christian wrestled…again…again. I applaud these two for working hard the past few weeks even when no one in the crowd seemed to care. That wasn’t the case last night. Their Memphis Street Fight was damn fun to watch. Christian went a little 12 Years a Slave on Sheamus’ back with that kendo stick. Doesn’t help he is basically a six foot five inch bottle of Elmer’s glue either.
How about that Brogue Kick through the bass drum?
If you did not watch the match last night, that sentence made it sound like I just jumbled words together like the little magnets on the refrigerator.
Once again, Cesaro has become an afterthought on Raw after his match with Cena last month. Seems like I predicted that would happen, but I won’t get a dickish and say it…wait.
He and Swagger are headed for splitsville and will be lucky to have a match against each other on the Mania card. I swear they better not pre-show Cesaro. You did so much right last night WWE. Don’t cock it up.
Here is the updated card for WrestleMania 30 after last night:
Randy Orton vs. Batista vs. (Daniel Bryan?) for the WWE World Heavyweight Title
John Cena vs. Bray Wyatt
The Undertaker vs. Brock Lesnar
HHH vs. Daniel Bryan (if Bryan wins he is in the main event)
Andre the Giant Memorial 30-Man Battle Royal
Till next week!
If Helen Mirren twerking did not make your day, I can’t help you.
Well it is finally here; the game many bought an Xbox One for. Titanfall is launching and the reviews are starting to come in. Is it the killer app that Xbox One owners have been waiting on?
Note: Our review will be up after we have spent plenty of time on public servers playing the full game.
“Titanfall’s great strengths is the simplicity and natural feel of movement. Whether you’re jetpack-jumping and wall-running as a pilot, or dashing around with your titan’s lateral jets, you just aim at where you want to go and press A. You’ll never wrestle with a video game-y quick-time event or button-mashing sequence in order to execute a badass move. It always happens in the most straightforward way it can.”
“Each of Titanfall’s 15 maps presented a new opportunity to experiment with my environment, to see where I could get to on foot. I found “lines” to take, alternating my wall-runs over extended spaces, making jumps I never thought I would make. Respawn even encourages this behavior — you accelerate as you run along the side of a building, and jumping from one surface to another can build an incredible amount of speed.”
“Whereas Call of Duty is bloated and wobbling towards death by gluttony, leaning on cheap gimmicks (Michael Myers?), Respawn – and Zampella – know what the real appeal is. 6v6 is a smart move, allowing for (stupid) bots to keep you killing while giving the titans room to manoeuvre. It’s a game of trade-offs, discarding the vogue for Yet More Unlockable Bullshit and instead confronting players with obvious choices: strength or speed, light or fast, yet still asking them to adapt to change when the hardware is called in. Unlike killstreaks, everyone gets a titan, choosing from three available types: how you plan for that eventuality is all-important.”
“Between pilots and titans, there are a lot of different elements that come together in Titanfall matches, and they do so with remarkable fluidity. Each map is designed to let both pilot and titan thrive; some areas are only accessible to pilots, others are the domain of titans, but large swathes accommodate both in the struggle for dominance.”
Here are some quick hits in the world of movies, TV, games, Halloween costumes, French-Canadian affairs, whatever catches our fancy.
Movies
The Amazing Spider-Man 2
If you love Paul Giamatti, don’t expect too much of him in the next Spider-Man releasing next month. Director Marc Webb has said that Rhino will only appear in the sequel for four minutes. His character is in the planned third movie also so just watch Sideways a lot until it comes out in 2016.
TV
Cosmos
Want to see why we need more programs like Cosmos on the air? Take a look at this.
Game of Thrones
Here is a new trailer for the new season of Game of Thrones which returns April 6th. Plan your parties accordingly.
http://youtu.be/xIASaUUwklk
Constantine
Will Constantine be a smoker on his new show? Writer and producer, David S. Goyer, gives an “answer”:
“That’s a tricky one on network TV. We’re negotiating right now. He will have his signature trench coat and skinny tie. I would say that the show clings more closely to the source material than the film did. Even though the film was interesting.”
Tricky my ass. That is one of the character’s main crutches. That would be like the CW pitching Arrow and saying he only shoots Nerf arrows at enemies because real ones hurt.
The Talking Dead
CM Punk will be making his first public appearance since leaving WWE in January on this Sunday’s The Talking Dead. He was announced using his real name, Phil Brooks, on last night’s episode.
Games
Gone Home
The popular PC game will be making its way to consoles in 2014. This excites me almost as much as Titanfall tomorrow. That is saying something.
Titanfall
The game will run at 792p resolution when it launches tomorrow. If this concerns you, go crawl in a hole and stay there. Absolutely zero fucks should be given if the game is fun.
Don’t get all uppity. You giggled inside at the title.
Disney has revealed a new poster for Maleficent starring Angelina Jolie. I am also assuming this is how she looks to the kids she adopts every morning.
It looks like after seven years the Spartans still hold sway over the box office. The follow-up to 2007’s 300 easily opened at #1 with $45.1 million. Even better was its international gross of $87.8 million meaning the sequel, which only had a budget of $100 million, is in the black after one weekend.
Mr. Peabody and Sherman, playing to a way different crowd than 300, opened in second with $32.5 million. Non-Stop had a strong second weekend bringing in $15.3 million. The LEGO Movie held strong in fourth.
Next week sees the release of two more high profile movies: Aaron Paul’s Need For Speed and the return of Veronica Mars. Guess which one I will be seeing, marshmallows.
1. 300: Rise of the Empire- $45.1 million/ $45.1 million
When Dishonored was released in October 2012, it hit gaming like a revelation, a breath of fresh air for gamers used to wading through the sequels and spin-offs that usually accompany the final years of a console generation. August, thankfully, had seen Sleeping Dogs revitalize the sandbox/action/crime genre, and Dishonored followed suit for first-person games, eschewing convention and breaking classifications.
It was a masterful work of contradictions, with open levels that invited exploration and examination in first-person, equal opportunities for nail-biting stealth and all-out carnage, a story that blended intrigue and betrayals with just enough of the supernatural, and a moral choice system that made you work to find solutions beyond simple murder.
The game received high praise from critics, players and other developers, but there was a sect of gaming where it was seen as more of a continuation of tradition than something brand new. This sect, myself included, used a single word when trying to describe what Dishonored had tapped into: “Thief.”
Originally released in November 1998, Thief: The Dark Project was received in a similar fashion to its later spiritual successor, and it is possible the praise it garnered was even higher at the time. PC games had been growing steadily more ambitious for years: Half-Life came out a mere three weeks before Thief, System Shock 2 followed a year later, and Deus Ex arrived six months after that.
Where Thief excelled was open-ended levels that not only encouraged, but demanded that players use cunning, critical thinking, and a variety of tools and skills to navigate to the objective. If you’ve played Dishonored, you get the general idea, except Thief’s ambition and execution preceded it by fourteen years. I can still remember playing the original, and being absolutely enthralled by things like rope, water, and moss arrows.
Thief II: The Metal Age came out in February 2000, and was even more beloved than the original; to this day, most Thief fans still point to it as the high-point of the series. The core concepts remained the same, but the story was deeper, darker, and held more legitimate consequences for those involved. The third installment, Thief: Deadly Shadows, added the element of The City as a hub between missions, where players could buy and sell goods, or take on side quests and odd jobs. Deadly Shadows was the only previous Thief to appear on consoles.
After Deadly Shadows in 2004, Garrett and crew disappeared into the darkness; the studio that developed Deadly Shadows closed soon after, and the series passed into gaming memory. It wasn’t until 2009 that Eidos Montreal revealed they were working on “Thi4f;” the studio had only been around since 2007, and their only other project at the time was Deus Ex: Human Revolution. It saddens me to say that as of March 4, 2014 twenty-seven people were laid off from the studio. Keep reading, though, and that decision may seem in the company’s best interests.
Photo courtesy rubberchickengames.com
Over the development cycle, the game that was released two weeks ago simply as Thief went through numerous changes; for instance, the “4” was dropped because the game was no longer a sequel, in addition to the fact that “Thi4f” is a stupid name. The developers toyed with numerous ideas, and games like Assassin’s Creed, BioShock, Splinter Cell, and even Dishonored impacted the final product. The extended development cycle also lead to the game being developed for two different console generations, as well as PC.
The end result is a new title that takes place several hundred years after the original games. The protagonist, still named Garrett, is potentially a descendent of the previous character; other characters share similar naming connections, and clues / references can be found throughout the game to The City’s past. The game opens with Garrett and his sometimes partner Erin trying to steal a rare, supposedly supernatural item from the baron who rules this time period. Things go horribly wrong, Garrett is presumed dead, and a year passes during which a strange plague starts to take hold in the city.
I’m going to stop there. Have you played Dishonored? Then you’ve played a much more compelling version of this story, which is mostly nonsensical garbage. It jumps all over the place, characters come and go seemingly at random, and things just kind of happen without resolution. There are supernatural forces, secret orders, conspiracies, civil unrest, family secrets, and the like all just kind of shoved in there; Garrett see-saws between reluctant hero, anti-hero, hero, and asshole mid-conversation. The final cutscene literally confused me so badly I looked it up and watched it multiple times, and it still makes no damn sense. At this point, I’m going to briefly deal with the “why” of this issue, as I think it may be of some importance.
The story is told, like in most game of this ilk, through a mix of in-game events, scenes rendered with the game’s engine, and a few CGI cutscenes; interestingly, these are not the same CGI used in the trailers, which is far superior. These moderate-production bits are scattered seemingly at random throughout the game, and somehow don’t ever seem to really mesh with the rest of the events. Oddly enough, they also aren’t as sharp-looking as the scenes rendered using the in-game engine, which makes their inclusion questionable.
My half-baked theory is that these scenes were produced, probably at considerable cost, earlier in the game’s development. As time wore on, the story and concepts changed, but these few videos represented too big an investment to simply throw away. As a result, the developers found themselves obligated to try and bend the story in ways to keep these scenes viable. I know how that sounds, but trust me, if you play the game all the way through it will seem a lot more grounded.
The other massive blow to presentation, content notwithstanding, is unfortunately the game-rendered scenes as well; they have better lighting, character detail, and animation, but also have one major flaw. In these scenes, as reported across all platforms, and verified by myself and Erich on PC and Xbox One, the audio and animation are so badly out-of-sync they become almost unwatchable. Not just characters’ lips and voices, either, but the sound and video for entire scenes alternate lagging behind or jumping ahead of one another to a jarring degree.
This is a real shame in some of the game’s better scenes, when I would have genuinely enjoyed being able to just take in the dialogue and atmosphere. One character in particular, Basso, is extremely well-realized; he’s Garrett’s handler, job contact, fence, and sometimes friend, and their conversations are the high-point of the game. The low-point is undoubtedly Erin, who’s basically a Hot Topic cashier dropped into a Thief game with her diary as her script. The story’s biggest drawback is that they expect the player to give a shit about her, which I never once managed to do.
You couldn’t be blamed at this point for wondering why I took the time to keep playing this game, let alone beat it in just under a week, and so I’d better offer an explanation. Without too much run-around, I found the gameplay to be genuinely engaging, if not necessarily fresh or innovative. Running around, hiding in shadows, using tools and trick arrows to move through the levels was fun; seeing the glint of some trinket and knowing immediately that I was going to risk getting caught just to nab it only lost its luster toward the end.
The game is set up with The City as a hub, with your base in the giant clock tower near the center, and a shop to buy supplies and upgrades just a few rooftops over. Navigating is a mixture of fun and frustration, as well-designed paths sometimes end abruptly, or force you to go around seemingly benign obstacles. The game doesn’t have a “jump” button, and instead gives you a context-sensitive “action” button that either works perfectly or fails inexplicably at the worst possible moments.
The City is not seamless, but instead there are two types of “loading” screens you can encounter, one which requires you to jimmy open a window with a crowbar, and one which has you lift a fallen beam out of the way in crawlspaces. Of course, not all windows and crawlspaces are load screens – some just lead to small rooms with collectible loot – and so moving around the hub isn’t as smooth as it could be.
Starting each mission usually requires you to go chat with various characters around the city and progress the story, and then head for a certain spot on the map. As the story progresses, certain things about the map may shift and change, and what was once a clear path may suddenly be blocked or more heavily guarded. The game shines at these moments, forcing you to carefully be on the lookout for grates you can slip through, traps you can disarm, or objects you can shoot with blunt arrows and make a new path.
Each mission takes place in its own self-contained level, and while you still have multiple paths to choose from, they don’t feel as open-ended on approach. The most frustrating moments are when the game intentionally sends you into a heavily-guarded area only to have Garrett encounter a locked door or barred gate, at which point some new means of approach becomes clear. Each level comes with its own various collectibles and unique pieces of loot, as well as dozens of little trinkets to nab along the way, or documents to collect that deepen the story or offer clues to your objective.
These items are often hidden in locations you need to be actively searching for, or that you need to listen to conversations around you to become aware of. Often you’ll need to follow a guard or civilian and slip in unnoticed after they unlock a door or activate a switch. There is a serviceable lock-pick mechanic in the game, and sometimes you’ll need to have purchased the wrench or wire-cutter tool to access a certain area. I found myself seeking out the chances in earlier levels to explore for secrets, but by the last mission I was more concerned with getting to the next objective, especially since spare cash was in no short supply by that point.
Each mission grades you on your performance with one of three monikers: Ghost, Opportunist, or Predator. Predator if self-explanatory, and given if takedowns and murders were your style; Ghost is awarded for making as little an impact as possible, never even giving guards a reason to be alarmed. I got Opportunist on almost every level, meaning I was willing to use the environment, traps, and distractions to my advantage to get past guards. I still managed to make it through the entire game without getting spotted or killing someone, and the only takedowns I had were those mandated by the game at certain points.
The meta-game to this mechanic is that the optional objective for each mission changes depending on what your play style was. For example, a Ghost might have needed to pickpocket six guards, an Opportunist to disarm five traps, or a Predator to get five kills with fire arrows. Completing the corresponding objective nets you extra gold. I got about half of these just by playing the level, but was frustrated that the game only gives explanations of these mechanics in one place: Loading screen tips. Apparently, you can keep track of these objectives from a menu, but I didn’t find that until the second-to-last mission.
I will give the developers credit for at least trying to reward varied play styles. To be honest, I can’t imagine playing the game in an aggressive fashion, because the combat system, even when using arrows, simply isn’t geared toward direct confrontation. Many reviews complained that the melee “combat” is nothing more than a system of dodging and weak attacks with your blackjack, but my response there is simply “You’re playing a game called Thief; why the Hell are you in combat?” True, this leads to a lot of reloading saves if you get spotted, but since that’s the same way I played Dishonored, it didn’t bother me that much.
The game does have some flawed and ill-advised mechanics. There are occasional bits of third-person platforming, and in addition to looking really silly, it’s not always clear where you should be going. The map is useless for anything other than getting your general bearings, which is frustrating when you climb up three stories and use a precious rope arrow only to discover a room with some generic loot instead of a way forward through the mission. There are “loud” surfaces like broken glass and water in some places, as well as dogs or birds that can make noise and bring guards; I never seemed to get a handle on when and why any of these things attracted attention, even after repeated trips through the same area.
Garrett can do something called a “swoop,” where he dashes quickly across a short space in any direction; sometimes I could do this past four guards in front of a torch and never be spotted, but then try and do it past a single enemy in total darkness and immediately alert him. Combined with the occasional failure of the contextual action button, and the unpredictable nature of what does and doesn’t constitute being “in the shadows,” this probably led to more reloaded saves than anything else in the game.
The other so-so mechanic is Garrett’s supernatural ability to “focus,” highlighting people and objects of interest, which can be upgraded so that you move more quietly, deal more damage, pick locks faster, etc. while it’s active. On the difficult level I played through on, it didn’t regenerate automatically, and had to be replenished by finding and consuming poppies in the world. Thing is, even when empty, I could still hit the button and everything of interest would flash with a blue glow that slowly faded. I actually found myself preferring this method, and would intentionally drain my focus meter anytime the game refilled it.
There are a few missions that contain environmental hazards or run-for-your life scenarios, usually involving scripted events of guards spotting you or something catching on fire. The best of these is also the worst, as it involves what should be a breakneck race to get out of a burning, collapsing structure. Instead, what happened was that the scripted events to open a new path, or the ever-cursed action button, wouldn’t work properly, and I’d find myself falling to my death or burning alive before reloading a save.
Photo courtesy gamehdw.com
The missions can be played back through, but the method of doing so makes so little sense it baffles me. Upon completing the game, you’re told that you can replay missions and try to get all the collectibles. Being a gamer, I assumed this would either be done from a menu, or some sort of journal / display case in the clock tower, where there are journals and display cases for all of the collectibles. No such luck, and the map wasn’t helping, either. In the end, I went online to discover that you have to find the original mission start point in The City to replay a mission. Start points which, despite the fact that Garrett has already been there, don’t appear on the map in-game.
This knowledge of how to replay missions is apparently hidden in a loading screen tip as well, along with this bit of info: Basso can offer you side-mission that require you to steal unique loot from various places around the city. I had read reviews that talked about side-missions, but never encountered the ability to start one, and the game doesn’t give you that information freely. In fact, the game doesn’t really make it clear that you can go to various shops or talk to other characters between missions; after each mission, it drops you back in the clock tower with an objective indicator, and you’re off to have a story-driven conversation or two before the next chapter begins.
I think, in the end, that cycle may be a fitting analogy for this game as a whole: Pointed in one direction and told to go, sometimes without context, while other possibilities get bypassed unknowingly. I don’t think it’s nearly as bad as other reviewers say, and I found the game to be enjoyable and enticing during the campaign. I honestly don’t know if I’ll go back for side-missions or extra unique loot, though I might play any extra content or full expansions that may come along.
If you were wondering why I said I was “saddened” about the layoffs at the studio mentioned earlier, beyond people losing their jobs being sad, look no further than Deus Ex: Human Revolution. I think my words here – long development, uncertain mechanics, unfocused story – could have applied directly to it, as well, when it was released. The developers in that case got a second chance with the “director’s cut” version that came out last year, and was widely seen as being superior to the original product. This is also the studio that brought us the Tomb Raider reboot, which saw the updated “definitive edition” come out recently, albeit a different team within the studio.
I feel like Thief could be easily upgraded from a mediocre experience to a good, at times great experience if given a similar chance to be expanded, polished, and sent back out again. In the long run, though, that’s no excuse for releasing a title with obvious flaws, lackluster design, and broken mechanics. The cutscene sound and audio issues alone should have raised some flags, though its likely publisher Square Enix would not have brokered further delays. As it stands, Thief is the tarnished silver knock-off to its successors, as opposed to the platinum tribute of craftsmanship apparent in Dishonored.
I played Thief on PC. It is also available on [amazon_link id=”B00CYNTHA0″ target=”_blank” container=”” container_class=”” ]360, One, PS3, PS4.[/amazon_link]
Here are the quick hits from the world of movies, TV, games, drink machines, Cobra Kai, whatever catches our fancy.
Movies
The Jungle Book
Idris Elba has been cast as the voice of Shere Khan in Disney’s CGI/live-action version of The Jungle Book. In related news, I will now being seeing the shit out of The Jungle Book. It releases on October 9, 2015.
Matthew McConaughey
A video showing how to make healthy lunches on a budget for the Oscar winners’ just keep livin’ Foundation. Guy Fieri has to be holding back the need to yell “WHAMMY BOOM BAMMY” or see if he can deep fry celery.
TV
Archer
FX has renewed Archer for two more seasons. 26 more episodes of sex, cocaine, Danger Zone, other Barry, LLLAAANNNNAA and Pam. Sploosh.
The Walking Dead
Here is a homemade Michonne figure made out of a Barbie doll. This should be a real thing. I will let you check my man card at the door as I go and buy one.
Games
Infamous: Second Son
Watch the new live-action trailer for the PS4 exclusive here. It releases on March 21st.
http://youtu.be/jHzh96ehv4A
Tomb Raider
The game turns one year old this week and it should pass 6 million units sold by the end of the month. Tell Square and their insane sales expectations to go fuck themselves.
Xbox One
Twitch streaming will be coming to the Xbox One next week. Major Nelson shows you how use it.