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<br>Given the current Hollywood craze for comic book movies, now is the perfect time for a movie version of inFAMOUS . This open world game casts players as Cole McGrath, a bike courier who gains electricity-based superpowers when he's caught at the center of a devastating explosion. After the smoke clears, Cole is faced with the choice to either become a superhero and save the citizens of Empire City, or use his powers to become a supervillain and make people fear and despise him. No matter which path you pick, this is one comic book style video game that we definitely want to see on f<br><br>If there ever was a [http://smf.prod.legacy.Busites.com/index.php?topic=633216.0 Adventure Game news] designer that should not talk about his games prior to their release date, it's Peter Molyneux. When discussing his projects, Molyneux has a childlike sense of excitement where he will enthusiastically share details on his grand ambitions for the title. This is actually quite refreshing in itself, because who doesn't enjoy hearing someone passionately discuss their creative projects? The problem with this occurs when the game in question is actually released. The game itself could be good, even great if it were simply judged for what it is, but disappointment is going to happen when a title fails to deliver on lofty promises no matter how good it may otherwise. The most memorable example of Molyneux creating hype that the game couldn't live up to was 2004's Xbox exclusive action RPG Fable.<br><br>While Molyneux has certainly made this attitude a recurring (and expected) one, many of the creative ideas from him are the ones that never saw the light of day. Personally, I’m of the small camp who believe the Kinect/Natal demo Milo was an interesting idea that deserved to be investigated upon further ; maybe not with Kinect, but with the idea of simply talking to a person and developing a social relationship with them over time, similar to how you build the foundation of a city into a giant metropolis. Molyneux’s Milo project became one of the most iconic figures of the early years of Kinect, but the project was never realized, Kinect functionality or not. And quite frankly, Milo remained one of the more interesting Kinect projects. Considering the widespread disapproval of Kinect, one of the few good things to come out of it was the potential of a game like Milo . Molyneux was trying to make something cool out of something massively disliked: Milo out of Kinect.<br><br> <br>As we mentioned in our previous video, " Movies You Didn't Know Were Shaped By Video Games ", Crank is modelled after the insanity of games like Grand Theft Auto . In turn, Grand Theft Auto was heavily influenced by classic crime movies like Heat , Scarface and Goodfellas . So why not keep the cycle going by making a Grand Theft Auto movie, complete with all of the violence, satire and gleeful immorality that made the video game series such a hit. With a dream director like Michael Mann, Martin Scorsese or Robert Rodriguez behind the wheel, Grand Theft Auto could take over movie theaters as successfully as it took over games conso<br> <br>Based on the Fables comic books by Bill Willingham, The Wolf Among Us is a cool, noir detective story with a fantasy twist. When characters from fairy tales are exiled to live in the human world, the Big Bad Wolf changes his ways and becomes Sheriff Bigby Wolf, the lawkeeper of Fabletown. After discovering the horrible murder of a young woman, Bigby embarks on a desperate hunt for a serial killer and along the way finds himself digging deeper into the corruption and organized crime at the heart of the Fable community. It's a tense story with plenty of interesting characters, and it has the potential to be a great crime thriller movie - with a talking pig as a bo<br><br> <br>There have already been two movies based on the Silent Hill games - one of them pretty good, the other pretty terrible. These games were based on the first Silent Hill game and Silent Hill 3 , which deal with the town's strange cult and the little girl who becomes a vessel for their god. Silent Hill 2 , however, is about a man called James Sunderland who comes to Silent Hill after his wife sends a letter inviting him to the town. He finds this pretty disturbing, since his wife has been dead for three years. It's a great set-up for a game full of mystery, psychological horror and creepy monsters - all of which could transfer very well to the big scr<br><br>Fable was one of those titles that caught my attention well before its release in some article in a game magazine back when paper gaming magazines were still in abundant supply. How far exactly before the release is uncertain, but I want to say it was well over a year before Fable's launch, possibly even as far back as 2002 or 2003 when it was still called its working title Project Ego. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s.<br><br> <br>Anyone who's seen a Mad Max movie will easily be able to spot the direct influence of those films in Borderlands , Gearbox Software's colorful, cel shaded open world role-playing shooter. The alien planet of Pandora is a dangerous wasteland and pretty much everyone who lives there is insane, but that's all part of its charm. The plot of the games follows groups of fortune seekers who are trying to track down mysterious Vaults full of immensely powerful alien technology, and we'd love to see a filmmaker tackle both the offbeat humor and the treasure-hunting quest at the heart of the Borderlands ser<br>
Gameplay itself is a nice blend of action elements with those traditional to an RPG. On the offense, a melee weapon, long range weapon and magical will powers are always available, each assigned to a different face button. For defense, [http://Blog.Wswl.org/member.asp?action=view&memName=GertrudeSoileau006 Http://Blog.Wswl.Org/Member.Asp?Action=View&Memname=Gertrudesoileau006] numerous gear combinations are available to ensure you’ll always be protected in the heat of battle. Plus you can block and roll. Enemies tend to rush you and offer quite a challenge for those unfamiliar with the proper strategies. Grinding isn’t a common occurrence, but going into battle well stocked with items is always necessary. While it’s not the deepest system, it’s still arguably the best one in the Fable series and remains enjoyable today.<br><br>Peter Molyneux has created a number of legendary titles since he began making games in the '80s, earning numerous accolades and pioneering one of the most important genres in gaming history. But his ambition has become somewhat infamous over time; he’s always reaching for creative new ways to play and experience games, but almost always misses the target in some way, shape or form. And Molyneux’s eagerness to innovate is no secret (he’s admitted it himself): he’s formed a recurring theme for anything he’s made. Peter Molyneux refuses to settle in the current environment of gaming; whether it’s good, bad or in between, the Lionhead visionary has never stayed in one place in the industry. He loves the future, but can never reach it. He hates the past, but can never embrace its strengths. Welcome to the Molyneux Paradigm.<br><br>The final new feature in Fable Anniversary (besides achievements) is that of SmartGlass, something that is weighing heavier and heavier in overall experience these days. As admitted by Lead Designer Ted Timmins, it was basically implemented here as way to test the technology’s capabilities for future implementations. Thanks to that, there are actually a few interesting features that the app offers. Unsurprisingly, it’s basically an interactive map, but they’ve worked with Prima to also provide the locations of key items and characters (without going into too much detail). While this may seem a bit like cheating at first, it’s helpful enough only to ensure that you won’t get lost and makes it so you won’t result to using a full-blown strategy guide.<br><br>While Molyneux has certainly made this attitude a recurring (and expected) one, many of the creative ideas from him are the ones that never saw the light of day. Personally, I’m of the small camp who believe the Kinect/Natal demo Milo was an interesting idea that deserved to be investigated upon further ; maybe not with Kinect, but with the idea of simply talking to a person and developing a social relationship with them over time, similar to how you build the foundation of a city into a giant metropolis. Molyneux’s Milo project became one of the most iconic figures of the early years of Kinect, but the project was never realized, Kinect functionality or not. And quite frankly, Milo remained one of the more interesting Kinect projects. Considering the widespread disapproval of Kinect, one of the few good things to come out of it was the potential of a game like Milo . Molyneux was trying to make something cool out of something massively disliked: Milo out of Kinect.<br><br>And really, Peter Molyneux, for all his broken promises and enormous aspirations, is an innovator. He’s proven his enchantment with taking well-tread ideas and making them into something unexpected. Populous remains one of the most important games of all time, and that couldn’t have happened without some desire to step beyond the established setting. Fable to a lesser extent and certainly with the Milo demo, Peter Molyneux hasn’t made anything flat-out terrible in decades. But his tendency to get excited about his new ideas so much has led to a negative perception of who he is: many in the gaming community consider him a dreamer, not a doer. Quite frankly, I think that’s unfair to say. Some companies are perfectly content with what they’re doing in gaming, but Molyneux has proven time and again that he’s never satisfied with his creations. He’s always reaching further, even if his eagerness to progress has made him despise the past and ignore the present in awkwardly narrow-sighted ways.<br><br>Another big improvement is that of the interfaces. The previous ones were rough even in 2004, seeming basic enough to be more at home with PS1-era games. Thankfully, they've been completely overhauled for this release, matching up better with the subsequent Fable games. Navigation-wise, they’re a bit too clumsy. The triggers, shoulders buttons and analog sticks all come into play when scrolling around, resulting in a learning curve that shouldn’t exist for menus. Still, there’s only so much that can be done and at least the old interface wasn't simply re-skinned.<br><br>Fable Anniversary is a port of ten year old game released on eight year old hardware after we’ve witnessed the power of next-gen. Yet even with so much stacked against it, it manages to impress. There’s not much of a "wow-factor" because of its ill-timed release, but with the exception of completely rebuilding the game for Xbox One, there simply isn’t much else that could be done that isn’t accomplished here. Sound, functionality and graphics are all substantially improved and breath new life into a game that has aged remarkably well. Even after two sequels and console generations, Fable has the uncanny ability to suck you into its adventure through the world of Albion. Anniversary is more of a preservation if anything, ensuring that the entire franchise can now be played in the same manner on the same console. As a museum piece, it’s a wonderful effort that ensures the game will remain relevant for a new generation of players. As a game, it’s the definitive edition of a superb title that has a lot to offer even in 2014.