All posts by Dan Woizinski

Dan is a Canadian with a penchant for writing things, watching things, playing things and occasionally leaving the house. You can follow him on Twitter: http://bit.ly/WN6xMI

The Concept Art for ‘The Crow’ Remake Looks Lame

The Crow is a movie that, like its protagonist, managed to find a second life for itself long after its release in 1994. It continues to hold a cult status today for its dark theme and pioneering of the gritty superhero story arc, but of course it bears even more recognition as the film which resulted in the tragic death of its lead, Brandon Lee.

Much like the recent passing of Heath Ledger and The Dark Knight (Nobody saw ‘Imaginarium‘ so it doesn’t count, before you jump down my throat), The Crow stands as the final showcase of Lee’s promising talent, so it carries an almost memorial-like status for fans. It’s a delicate thing to steamroll over, but that’s just what Relativity Media are trying to do.


In April, Relativity was interested in Bradley Cooper to star, but he had to drop out for ‘scheduling reasons’ and while the studio looked at replacing him with Channing Tatum or Mark Wahlberg, the project inevitably was put on hold (hopefully to beat the casting director with a chair), as quoted here by Hollywood Reporter:

Bradley Cooper was to have played the title character but sources tell The Hollywood Reporter that he has now exited due to scheduling conflicts. Cooper has David O. Russell’s Silver Linings Playbook shooting this fall and then dives straight into Legendary’s Paradise Lost, which shoots first quarter next year…the exact time Relativity plans on making the high-priority Crow […] But akin to the project’s rock musician who is killed and resurrected, two new names have surfaced as possible replacements: Channing Tatum and Mark Wahlberg.

 

With Cooper out and director Juan Carlos Fresnadillo following suit, the production seems to be dead in the water, but we are now able to check out a slew of just-released concept art by Diego Latorre, courtesy Shock Till You Drop, which gives us a look at the general tone and direction the remake would have followed:


From Latorre himself: “‘The Crow’ images published are very early production sketches and are based in my own visual interpretation of the character and not necessarily in Apaches Entertainment and director Juan Carlos Fresnadillo’s vision.

For all the concept art, click here. To reminisce on the days before they tried to give The Crow cornrows, click here.

Grizzly Game Review: Dark Souls

Japanese publisher From Software were responsible for dozens of broken controllers in 2009 with their release of Demon’s Souls, an action-adventure RPG that became notorious for its unforgiving difficulty. The game enjoyed a niche success for the few thousand sadists willing to dip into the devilish game-world, and suffer frequent trips to the Game Over screen. It became somewhat of a critical darling for its unique gameplay and the innovations it made to online play.

This year From Software released Dark Souls, an indirect sequel that promises more of the same nightmarish game design, and for some reason after playing Demon’s Souls (A game I own and have been stuck on for two years), I said “Yes, I’d love to be reduced to tears by a videogame! Direct me to your nearest store, good sir,” and bought a copy. Einstein defined insanity as doing the same thing over and over and expecting different results – I’ll check myself in after this review.

Dark Souls begins with an equally gorgeous and vague cinematic that forms the basis of the game’s lore and history; dragons and powerful beings at war for power, the birth of fire and the rise of humanity. It is revealed that you are one of many humans branded with the ‘darksign’, a symbol marking you as an immortal undead, damned for all eternity to rot in an asylum until ‘hollow’.

You begin the game by escaping your prison, at which point you are chosen to travel to Lordran, Land of Lords, to ring the bells of awakening and remove the darksign. There’s little in the way of exposition – in many ways the story is as indifferent to handholding as the combat, but that’s the point – Like the gameplay, Dark Souls’s story expands and unfolds through exploration and interaction, found in small tidbits such as NPC dialogue and item descriptions, so the more you see and play around with, the more there is to learn and do. This philosophy is what drives the experience of Dark Souls and while it can be immeasurably hard to penetrate and endure, the reward for succeeding is a sense of achievement that you will not find anywhere else in a video game.

The majority of Dark Souls’s design carries over from its predecessor. Like Demon’s Souls you create a character by specifying your desired class (Mage, warrior, thief, etc.), although this time there are a few more levels and specifications to apply which can affect your play, such as starting gifts which can boost certain stats or open elements of the game-world earlier on. While it’s a good idea to select a class that reflects your play-style, Dark Souls never completely punishes you for your choices; if you select a class with low magic stats for example, certain magic attacks or NPC interactions may initially be cut off, but if you’re willing to grind and build your stats you’ll eventually gain access to whatever you desire. In this way, I managed to build a melee-focused Wanderer class who was also quite adept at pyromancy.

Once you’ve given your character life (Or the game’s nearly-hollow equivalent) it’s time to go out and slay some demons. In keeping with Demon’s Souls’s established system, souls are your experience points and currency. Killing enemies rewards you with their souls and the more powerful the demon, the larger the purse. By successfully surviving for longer and longer you’re able to afford more powerful weapons, armor and spells, as well as boost your own statistics. It’s a true-RPG format that forces you to decide where those souls should be applied. A strong weapon is only useful in the hands of a strong enough wielder, so you have to think hard about when to purchase what item.

Making each soul even more precious is the fact that whenever you die, your souls are depleted, you’re returned to a spawn-point and all the enemies you’ve defeated (Bosses excluded) are brought back to life. Your ‘lost power’ is left where you died and you have one chance to reclaim it – you die before then, and it’s gone forever. This is the mechanic that can drive the player insane: Impatience, distraction or a misplaced attack can lose you hours of work. I have slain several bosses in one run only to be stabbed in the back by a generic weak enemy, losing me thousands of souls.

So sure, be careful. You’ve played a video game before, you know the deal. The risk-reward system doesn’t sound too evil until you experience Dark Souls’s difficulty. Mid-way through the tutorial level you’re faced with an enormous boss you have no business fighting that sets the tone for what you’ll have to face throughout the game. His attacks are devastating and a huge change of pace from the easily defeated undead warriors you’ve faced up to this point. It takes a bit of trial-and error to discover the proper way forward, and eventually how to exploit his weakness.

This is how every new enemy is taken care of. It’s a different pattern of blocking, dodging and attacking for each foe you encounter, and several hours in you’ve already mapped the combat tactics for dozens of enemies. The first time a new monster one-hits you it feels like a cheap and impossible attack to overcome but with patience and a level-head you learn its tells and the maneuvering necessary to take it down. The suffering you’re forced to undergo doesn’t seem worth it until you feel the elation of killing a demon three times your size. It’s a satisfaction earned entirely from your own skill and strategy, none of it simulated by gimmicks like quick-time events or restricted by contextual set-piece moments.

The last main aspect carried over from Demon’s Souls is the online system which introduced an entirely new way to interact with other players. For the most part, there’s no direct contact at all with other people playing the game, although every now and then you’ll see the ethereal silhouette of another player moving through the landscape. They can’t be interacted with, but there are several ways they can affect your experience. Most notably, there is a system in place to leave basic messages on the ground for other players to read, which can be helpful or detrimental depending how sincere the message is. Some will advise against tough enemies ahead or reveal their weaknesses, while others will encourage you to jump to your death. How much you follow the advice of other players is up to you.

Additionally you will sometimes find bloodstains of fallen players on the ground, which you can touch to replay their last moments before death. It can serve as a warning for players entering a new environment. There are also several ways to trigger ‘invasions’ where you can battle other players for their souls, as well as summon other players to help you fight for a time, but it’s possible to avoid this altogether if you prefer to play solo. In Dark Souls you’ll have a few more subtle elements that incorporate online play which deepen the sense of camaraderie, like the stony remains of a cursed player or the ringing of a bell signifying a nearby boss has been defeated by a fellow player. Small incidences like this help to richen what could otherwise feel like a lonely endeavor.

Dark Souls’s biggest departure from its precursor is its lack of a hub-world between levels. While Demon’s Souls was composed of 5 large ‘levels’ linked by a safe, nuclear base of operations, the sequel boasts an entirely open and interlinking world comprised of a myriad of different environments. While many of these are available right from the beginning and you are free to tackle each area in any order, there is a general route to follow in which the enemies will scale gradually in difficulty – Stray from this path and you’ll likely find yourself smashed to pieces by a demon far above your capabilities. Finding this route can be a painful lesson in experimentation, but coming back to cut apart an old nemesis when you’ve eventually built the strength to do so is a powerful feeling.

Safe zones are few and far between, but you will be able to rest and upgrade your character at bonfires you’ll find scattered throughout the land. By lighting them you can sit by the flame and fix up and alter your player in all sorts of ways, depending on purchases and upgrades you apply to the fires. The bonfire element is probably Dark Souls’s biggest refinement to the franchise in that it allows the player to progress more efficiently and with less travel back and forth. It also means load times are almost non-existent once you’re in.

From Software have done a fantastic job of expanding on the medieval and mythical influences they drew upon in the first game. Dark Souls oozes with atmosphere and history, not only in the beautiful landscapes which showcase everything from crumbling ancient castles to gloomy, dense forests but even in grotesque and inspired monster designs that could give Guillermo Del Toro a run for his money. There are some frame-rate issues which can almost bring the game to a stand-still, and ragdoll physics that can either be taken as hilarious or incredibly annoying, and these are issues that can really bring down the otherwise amazing presentation. Besides that, you’d be hard-pressed to find another game that can boast an equally deep, immersive world.

It’s hard to advocate Dark Souls as a must-play because it’s such a polarizing game. There is such a high learning curve, and the gameplay is so unforgiving that it’s just too hard to break into for many people. If you’re really into games and you can handle the challenge, there are very few RPGs out there that can match Dark Souls’ refined combat system and action-adventure gameplay.

Take it from me, as I stand stuck for weeks on the final boss, ready to fly to Japan and murder-punch everyone at From Software: Dark Souls may be one of the best games you’ve ever played, and I hate it.

4/5 Bears. 

Hero Express – Iron Man, The Avengers, Spidey and The Punisher on TV?

Welcome back to the Hero Express, your one-stop sometimes SPOILER filled shop through the news filled world of superhero’s in Film, TV, Video Games and whatever else floats your boat.

This is the Hero Express for November 6th, 2011

Punisher series coming to TV – (Gamma Squad)

Fox is set to shoot a pilot for a new television show based on The Punisher. The series will be produced by Ed Bernero, who’s worked on Criminal Minds and the actual real life Chicago police force.

“[It will] focus on NYPD detective Frank Castle, whose alter ego is that of a vigilante seeking justice for those failed by the court system.”

Sounds like if it’s given a chance and enough mature content, we could get a Frank Castle worth watching.

Shane Black Speaks on ‘Iron Man 3’ – (Slash Film)

Shane Black (Lethal Weapon, Kiss Kiss Bang Bang), Jon Favreau’s replacement director for Iron Man 3, had some important things to say regarding the upcoming Tony Stark picture, beginning with a dismissal of The Mandarin as a possible villain. Black didn’t reveal any possible villains for the movie but denied the inclusion of The Mandarin, calling the character a “racist caricature”.

You’re saying “Chinese Magician” does NOT make for a great villain?

Black went on to say that while Iron Man 3 may refer to the other Avengers in the movie, there won’t be any super-hero cameos by other members of the team.

And now for the big stuff: Black confirmed that Iron Man 3 will not tap into the ‘Demon in a Bottle’ story arc.

“No, because if we go there — it’s part of Tony’s character, but I think the “Demon In A Bottle” aspect, if you go there, you really have to go there. The film then becomes about that, because the journey that involves recovering from alcoholism is an entire movie. I mean, I want to keep it dark and interesting and edgy and spicy and all those things, but I don’t think we want to go as far as to deal with Tony’s descent into alcoholic madness. That’s maybe not where we want to be.”

Later on, he went into what makes the franchise successful:

“Iron Man is a different type of property, in a way, because Robert Downey is a different type of actor, number one. If you look at the first “Iron Man,” the events of the story feels like the crossover between what’s in a comic book and what’s in real life. There’s always been the tendency to make Iron Man the real-world superhero who deals with things a bit more rooted in geopolitical reality and then have comic book elements added. What’s interesting to me about the first movie, and to some extent the second movie, is the character. If you’re really paying attention to the story, the more people care about the character, the more people will care about the outcome, I think.”

The interview in its entirety is at Comic Book Resources.

New Trailer & interview for ‘The Amazing Spider-Man’

Rhys Ifans, playing The Lizard in the upcoming Spider-Man reboot talked a bit at Comic-Con about director Marc Webb’s vision for the movie, and gave some insight to his approach to playing the Spidey villain:

Additionally, here’s your official teaser for the film:

Run-Down of Avengers Footage Shown at NYCC – (Superhero Hype)

As is the norm with Comic-Con footage, the Avengers panel showed attendees an exclusive scene from the movie that you won’t be able to find online or anywhere else. However as is also the norm,  you can read a description of the scene as transcribed by someone viewing it first-hand. Here’s a snippet of the scene, where Black Widow (Scarlett Johansson) confronts Bruce Banner (Mark Ruffalo):

“The extended scene begins with a little girl running through the streets and crowded marketplace of what’s clearly India, arriving at the door of a building where a woman tells her to leave because “there is sickness here.” We go inside and we see that Ruffalo’s Dr. Banner has been working there, trying to help the sick people and the little girl pleads with him to help her father (both of them speaking in Hindi). He follows her out to a remote rundown shack on the outskirts of the city with goats tied up outside, and when he follows the little girl into the shack, she jumps right out the window.

It’s a trap!

Scarlett Johansson walks out of the shadows and says that for a man who is supposed to be avoiding stress, he picked a weird country to come to, and they have a bit of small talk in the way of introduction of what brought them both there. Banner makes a comment about the little girl they used to trap him, saying that “they’re starting agents very young,” and she tells him that she started that young.”

You can find the rest of the scene here, which you should definitely do right now.

And that’s all for The Hero Express this week!

8 New Character Posters for ‘The Hunger Games’

While movie posters aren’t exactly the most thrilling aspects of a film production, they can do loads for setting the tone and planting a seed in the minds of the public (See the wonderful District 9 posters, for example). Particularly for upcoming movies that haven’t disclosed much footage yet, a poster can be all we have to get an idea of the direction a project is taking, and this is certainly the case with The Hunger Games film, which released a teaser that managed to show absolutely nothing in a minute and six seconds.

However we have been treated to a simply awesome motion poster for the movie in the past, and now we’ve been handed 8 new character posters that feel just perfect, and thank God because some of the casting decisions have seemed way out of left field. Sure, a still photo of a shadowy profile isn’t much to go on, but I never thought Woody Harrelson, Elizabeth Banks or Lenny Kravitz would look right in their roles and yet here we are:


You can find all 8 of the new posters here at IMP Awards. I’m real excited for the Hunger Games trilogy, if you can’t tell.

What do you think of the secretiveness of this, or other movie productions? Like it? Hate it? Think it’s stupid to get all caught up in a picture?

‘Independence Day’ Might Become a Trilogy

Independence Day is a movie I genuinely adored as a kid, and ironically love as an adult. It’s got all the best ingredients of a ’90s blockbuster – Will Smith, explosions, aliens and a dog jumping out of a fireball. Sure, there are some Grand Canyon-sized plot holes and, well, everything mentioned here, but it certainly is fun to watch aliens blow up cities.

Movies are art!

Gamma Squad reports that Roland Emmerich has been working on scripts for two back-to-back sequels to ID4 since 2009, and in that time Fox has been trying to wrangle Smith into returning to his old role, though Big Willie hasn’t been very receptive to their offers:

“Fox started working on structuring a deal to sign him back in early 2009, but the world’s last bankable action star was seeking $50 million to shoot both ID2 and ID3 back-to-back, and Fox balked at so large a price tag in combination with Emmerich’s own hefty salary demands to direct.”

While no one’s ready to give up on The Fresh Prince yet, Fox has stated they’re willing to go through with production with our without Smith, and that the two sequels will be able to function as standalone movies.

All of this is irrelevant, of course, unless they can bring back Jeff Goldblum…

Full-length Trailer for “Mission: Impossible – Ghost Protocol”

By now you must have seen the short teaser for the new Mission: Impossible project. Well, yesterday the full trailer for Ghost Protocol was released. Granted it’s more or less just an extension of the shorter promo that has been making the rounds, but it gives us a slightly better look at the plot, and rounds out the supporting cast a little more. Check it out here:

The fourth movie in the franchise obviously stars Tom Cruise, along with Jeremy Renner, Simon Pegg, Josh Holloway and others, and hits theaters December 21, 2011. I’m looking forward to seeing what Brad Bird can do with the series canon, and I’m happy to see more of the IMF.