THE WOODY ALLEN COLLECTION COMING SOON TO AUSTRALIA
Woody Allen is regarded as one of the greatest filmmakers of our time. He has won 3 Academy Awards and has been nominated a total of 21 times. He holds the record for nominations for screenwriting with 14, all in the “Best Original Screenplay” category.
Now, for the first time in Australia, all of Woody Allen?s full-length theatrical features from 1994 – 2002 have been gathered to bring together “The Woody Allen Collection”. Featuring amongst others Bullets Over Broadway (1994) which garnered an Oscar for Dianne Wiest for „Best Actress in a Supporting Role? and Mighty Aphrodite (1996) in which Mira Sorvino took home the same award.
Also included in this collection is Barbara Kopple?s (director of Shut Up & Sing) 1997 documentary Wild Man Blues shot during his „96 European tour in which Woody and his jazz band played 18 concerts across 23 days.
HOLLYWOOD ENDING, BULLETS OVER BROADWAY,
THE CURSE OF THE JADE SCORPION, SWEET AND LOWDOWN, CELEBRITY, DECONSTRUCTING HARRY, EVERYONE SAYS I LOVE YOU,
SMALLTIME CROOKS, MIGHTY APHRODITE, WILDMAN BLUES
DVD Release – 5th April 2012 Rating – M $99.95 SRP
SWIM OR DIE – IN SUBTERRANEAN BIO TERROR FEST!
BIART ANNOUNCE MARCH 2012 LAUNCH FOR UNDERWATER SCI-FI SHOOTER DEEP BLACK: RELOADED
Biart Let Loose Demo of Highly Anticipated Underwater Third-Person Shooter
February 15th, 2012 – Delaware, North America – Biart Company, an independent development studio today announced that its science-fiction, third-person shooter Deep Black: Reloaded is locked and loaded and coming to PC on March 1st through digital download portals. Featuring 40 single player missions across land and water, Deep Black: Reloaded is set in a desolate near future of global terrorism and espionage as players become involved in a desperate fight for world supremacy and the possession of a sophisticated biological weapon.
To download the demo visit: www.deepblackreloaded.com/db_demo.zip
In Deep Black: Reloaded players take to the murky depths armed with a wrath of underwater equipment from a specialized underwater suit with jet pack and integrated harpoon to near future high-tech equipment in pursuit of terrorist enemy combatants. With the majority of the game play taking place below the water’s surface, action-adventure fans will need to master new skills to fight hostile enemies and infiltrate enemy bases.
Set in the near future, Deep Black: Reloaded is a complex science-fiction mystery mixing espionage and bio-terror as players become involved in a desperate fight for world supremacy and possession of a sophisticated dooms day biological weapon.
The PC version is compatible with NVIDIA 3D VISION for the ultimate underwater experience and can be controlled using the Razer Hydra controller.
Developed using Biart Company’s proprietary tech biEngine Deep Black will be coming Microsoft Xbox 360 (XBLA) and Sony Playstation 3 (Sony Entertainment Network) through 505 Games later in 2012.
Biart Company will also be attending the upcoming Game Connection and GDC (March 5-9, 2012), where they will also be demonstrating Deep Black: Reloaded at the Intel booth.
For more information about Deep Black: Reloaded and the latest news:
– Visit our website: www.biart7.com
– Like us on Facebook: www.facebook.com/DeepBlackGame
To pre-order Deep Black: Reloaded please visit:- http://www.biart7.com/node/11
[Top Story] Watch MAX PAYNE 3: Official Trailer #2
The explosive, brand new official trailer for Max Payne 3 is here – revealing more of the game’s story, beginning with the kidnapping of Rodrigo Branco’s beautiful young wife, Fabiana, while under Max’s protection. Max fights to uncover the truth and return her to safety amidst a treacherous web of lawless street gangs, ruthless paramilitary units – and his own personal demons. Watch the new trailer now in high-definition here at the Rockstar site Videos section and at the Max Payne 3 official website.
Max Payne 3 arrives for Xbox 360 and PlayStation3 on May 15, 2012 in North America and May 18, 2012 in Europe, with the PC version launching on May 29th, 2012 in North America and June 1st, 2012 in Europe.
For lots more including videos, screenshots, features on weaponry, gangs, and much more – check out http://www.rockstargames.com/maxpayne3.
Armada 2526 Gold Edition (PC) is out now!
An Armada lands in UK, German and Benelux retail stores today.
Haarlem, The Netherlands – 17 February 2012 – Videogame published Iceberg Interactive and game developer Ntronium Games announce that the space strategy game “Armada 2526 Gold Edition” for PC has now been released in retail in the UK, Benelux and German speaking territories, as well as via digital download. The Gold Edition contains the deep ‘4x’ turn based space strategy game “Armada 2526”, its official add-on “Supernova”, several additional alien races (making it 18) and the latest updates.
Iceberg Interactive CEO Erik Schreuder says: “Armada 2526 has been a pleasant success for us since its original release, attracting a large audience of space conquering gamers. With the addition of Supernova the game got even better and really serves up a deep ‘4x’ experience that shouldn’t be missed by strategy enthusiasts. Compiling the Gold Edition was something we felt we owed the many ‘4x’ fans out there.”
About Armada 2526 Gold Edition
Lead one of 18 different alien races to become a mighty pan-galactic empire. Manage your colonies, deploy your fleets and conduct research. Plot your strategy and turn your planets into mighty bastions. Explore new star systems, where you may encounter tachyon storms, psychic plants, primitives or find abandoned alien technology. Diplomacy is of utter importance in being successful. Make pacts and alliances, make threats or ask for favours – and when the time is right, replace diplomacy by space combat and fight it out in real-time 3D.
The trade system lets you trade valuable commodities between both your own and alien worlds. Alien relics, rare minerals, tourists, or even natural anti-matter, your freighters will carry them all. Although the game is complex, and the possible strategies endless, powerful help and advisor features, help you get up to speed quickly. Unlike many games in this genre, Armada 2526 focuses on providing a game that can be finished in a reasonable time, and emphasizes battle and strategy over economic micro-management. All with one purpose: to emerge victorious and conquer the galaxy with your armada.
About Ntronium Games
Its mission is to develop deep involving strategy/wargames for that discerning group of gamers who love them as much as we do. While everyone likes their work to be popular, Ntronium is definitely founded on the principle that it is better that some people love something, than that everyone merely likes it! We’ll be targeting the discerning minority of hardcore strategy fans, rather than the mass market
The Fall of Civilisation and the Rise of a New World Order, 13 Defining Moments of Ancient Warfare and the Truth Behind the Legends
All on DVD this March 2012 from Magna Home Entertainment – March 7 2012
Decisive Battles: The Ancient World
They are the moments when history was writ in blood; when armies determined the fate of empires and men became myths. They are the DECISIVE BATTLES: THE ANCIENTWORLD. In a ground-breaking three-disc release, THE HISTORY CHANNEL® presents the 13 defining points of ancient warfare-moments that altered the course of history and shaped the modern world.
DECISIVE BATTLES: THE ANCIENT WORLD narrates a comprehensive account of the famed leaders that commanded victory and the brilliant military tactics that swayed destiny as it travels the globe to examine every aspect of these legendary encounters. Witness recreations of the crucial battles of Rome and beyond-from Cannae to Marathon to Thermopylae-and follow some of the greatest warriors of all time, including Hannibal, Spartacus, and Attila the Hun. This is the ultimate survey of the colossal conflicts that determined the fate of the Western world.
SPECIAL FEATURES: Ancient Mysteries: The Secret Life of King Ramses II and Foot Soldier: The Greeks
$34.95
King Arthur and Medieval Britain
THE VERY NAME OF KING ARTHUR evokes a whole world of chivalry and romance, of gleaming castles, gallant knights and beautiful ladies. With all the attributes of a god and the failings of a man, Arthur is the perfect hero for all people at all times. His story contains all the ingredients of classic adventure; bravery, love, betrayal and tragedy and, through it all, a vein of magic that has fired the imagination and lifted the heart for centuries. Here, HISTORY™ takes an in-depth look at the romantic images of King Arthur and his Knights of the Round Table that have epitomised the notion of chivalry. We try to separate the truth from the legends and join Arthur and his Knights in the famous quest for the Holy Grail – Christ’s cup from the Last Supper. Take a journey back through hundreds of years and decide for yourself what truth lies behind the legends of King Arthur and the Holy Grail.
$34.95
The Dark Ages
Join THE HISTORY CHANNEL™ on an unforgettable voyage through one of the most desolate periods in human history as the rulers, conflicts, and cataclysmic societal breakdown of THE DARK AGES are brought to light. At its height in the second century A.D., the Roman Empire was the beacon of learning, trade, power and prosperity in the western world. But the once-powerful Rome-rotten to the core by the fifth century-lay open to barbarian warriors who came in wave after wave of invasion, slaughtering, stealing, and ultimately, settling. As chaos replaced culture, Europe was beset by famine, plague, persecutions, and a state of war that was so persistent it was only rarely interrupted by peace. THE DARK AGES profiles those who battled to shape the future, from the warlords whose armies threatened to case the demise of European society, like Alaric, Charles the Hammer, and Clovis; to the men and women who valiantly tended the flames of justice, knowledge, and innovation including Charlemagne, St. Benedict, Empress Theodora, and other brave souls who fought for peace and enlightenment. It was in the shadows of this turbulent millennium that the seeds of modern civilization were sown.
$19.95
Mass Effect 3 Demo impressions
Mass Effect 3 from EA and BioWare….
The game demo for Xbox 360 and Kinect is what we tested out, and it starts out with a bang literally. What we get to experience is what looks to be an all-out extermination attack on the Earth. The Alien race known as Reapers are the main enemy here and the demo is more than generous with its taste of the full games potential.
There is what looks like the first mission with incredible cut scenes and vistas that just blew me away with story and the director and editing choices they made in the cut scenes, nothing short of spectacular. The demo also includes a single player mission from later in the game involving a lot of action and challenge.
This was interesting from the beginning because the game asked what kind of player or gaming style we like the most, Action which allowed us to throw ourselves into combat and not worry about much of anything else, RPG made it like the Mass Effect style we already know and mixed things up nicely, or story driven which made the game focus more on interactions and conversations. Giving us the choice and changing the overall feel of the game depending on what we chose. Setting can be adjusted during play.
Now one thing many people have been wondering is, how about Kinect? Well I have to say that the integration is well done indeed. Calling out a team mates name and ordering them to a position that your control cursor is pointing at or ordering them to attack, or even changing weapons…all of it makes for an incredibly exciting experience. Watch for our review of the game when it releases to press.
In a press release Casey Hudson, Executive Producer of the Mass Effect series had said: “I’m incredibly proud of what the team has accomplished with Mass Effect 3, and am very excited for fans around the world to experience something really special when they play the demo today,”
Proud indeed Mr. Hudson.
Have fun play games.
Edwin Millheim
Indulge your sweet tooth at Immigration Museum
Indulge your sweet tooth at Immigration Museum
Celebrate the diverse and delightful ways Victorian communities enjoy sweet foods and drinks in Sweets: tastes and traditions from many cultures at Immigration Museum during the 2012 Melbourne Food and Wine Festival.
Comprising an exhibition, a one-day festival and a five-course degustation dinner created by chef Guy Grossi, Sweets: tastes and traditions from many cultures will take visitors on a culinary journey across five cultures – Indian, Italian, Japanese, Mauritian and Turkish.
Representatives from each of these Victorian communities worked together to share their stories, knowledge, recipes and passion of sweet foods and drinks. The resulting programs will highlight and contrast the rich traditions, rituals and contemporary practices within Victoria’s culturally diverse communities.
“Sweets form an important part of rituals and traditions all over the world, regardless of location, culture or religion”, said Immigration Museum Manager Padmini Sebastian. “While sweet cultures may vary greatly between communities, there are many common and shared elements. This project was a forum for learning and understanding each other’s cultures, and we look forward to many people sharing their own recipes, stories and traditions with us when they visit the Immigration Museum”.
The following programs are all part of the 2012 Melbourne Food and Wine Festival:
Sweets: tastes and traditions from many cultures exhibition
Explore the history and cultural significance of sweet food and find out why sweetness is important to so many. Different cultures use sweets for diverse purposes, including marking important rituals, celebrations and life events. Discover special sweet foods from Indian, Italian, Japanese, Mauritian and Turkish cultures, the ways in which many of them are made and the significance they hold. Featuring fascinating objects, lively photographs, multimedia and recipes, this exhibition will reveal unique perspectives on foods of the sweet variety.
Date: 15 March 2012 to 7 April 2013
Cost: Included with Museum entry ($10 for adults, children and concessions FREE)
Sweets festival
Succumb to your sweet cravings at this delectable one-day festival of food and culture, collaboratively developed with sweet-loving Victorian communities. Explore fascinating shared and unique traditions, rituals and contemporary practices surrounding sweet cuisines and refreshments. Enjoy a feast of toothsome food stalls, music and dance performances, cooking demonstrations and workshops.
Date: 11am to 4pm, Sunday 18 March 2012
Cost: Included with Museum entry ($10 for adults, children and concessions FREE)
Sweet dinner with Guy Grossi
Indulge in a five-course degustation feast with matching wines created by chef Guy Grossi. Each dish will incorporate sweet elements from Italian, Indian, Japanese, Mauritian and Turkish cultures to showcase the ingredients and cooking styles that are renowned within each of these different communities. Enjoy a glass of wine matched to each course and a private viewing of the Sweets exhibition.
Date: 6.30pm to 10.30pm, Thursday 15 March 2012
Cost: $180 per person
Bookings essential: 13 11 02
Immigration Museum, 400 Flinders Street, Melbourne. Open daily 10am to 5pm except Good Friday & Christmas Day. Admission: Adult $10, child/concession FREE. More info 13 11 02 or museumvictoria.com.au/immigrationmuseum
VIDEO: Ghost Recon Future Soldier Cover & Animation and Q&A
Creative Director – Jean-Marc Geffroy.
1. There are many comparisons with other military shooters, what makes Ghost recon special and how do you address the FPS Vs Third Person debate.
Being a third person shooter allows us to put the player in the heart of the action while also creating a connection with the story. This perspective is more immersive in that it gives the player a different relationship with the character and team. It allows the player to engage more naturally with the protagonist, and in GRFS it gives an insight into the world of Special Forces.
In terms of actual gameplay it allows us to do several things, besides the added visceral and physicality of seeing your character, we have an advanced cover system. This allows you to have a secure position to plan your attack and to analyze the battlefield. It means you can recon and prey on your enemies. Obviously you also have the peek feature which allows you to see around corners or pop up easily from behind cover and pick off enemy targets.
The third person view also allows us to inject supportive elements such as the UAV drone more naturally. You can secure a cover position and throw up your drone to plan your attack or use the “Tag ‘em and bag ‘em” feature to have you and your unit carry out synchronized kills.
Finally, we wanted to make sure the player felt like they were playing a precise shooter. You are an elite operative and the experience is all about shooting. We were very conscious of how an FPS has that precision and that is why we have 3 states for the player to choose from. You have the OTS “Instinct” view, “Aim” and then “Scope” all workable simply and on the fly.
2. What else has been added to the Ghost Recon since the previous series?
We wanted to provide the player a modern “Recon” experience. The game was founded on similar principles described by Charles Alvin “Charlie” Beckwith. Some people know him as one of the founding fathers of Delta Force. He was responsible for changing the perception and functionality of Special Forces in the 70s. He created special units of elite soldiers, able to adapt to all situations effectively and in a highly autonomous manner.
What’s key with these types of units is that they are made up of highly trained warriors who carry out missions very differently than traditional soldiers. This is what we want the player to experience and we constructed the game with all of these principles in mind. Intel and information dictates how they will attack and deal with an operation whether it’s taking out a key target or rescuing a VIP. Throughout, we give you various gadgets, such as a drones, sensor grenades and added intel that are fun to experiment with and use on the battlefield.
The cover system also adds to this “preparation” and intel gathering phase. The cover system allows you to quickly identify your next cover position (using the augmented reality provided Via CROSS COM device; the blue projection over your eye) and move to it fast and fluidly. When you’re in danger of getting pinned down, this allows the player to reach a safer position as fast as possible. It is especially useful since covers are dynamic and can be destroyed with sustained enemy fire, leaving the player out in the open and vulnerable. The cover swap varies depending on your approach. If you cover swap in recon: your visual signature is very low and you can get close to enemies while keeping your cover. This allows you to flank quickly without being spotted and giving you a tactical advantage to start the fight.
GRFS is the only modern military shooter that allows you to pass from recon to action whenever you decide. It means the game supports true classic recon throughout, but the fight scenes are not scripted. The AI reacts to the situation and the player, not to what a designer decides will happen. This means when you approach a situation, you use your intel and tools to prepare and you trigger the fight that gives you a tactical advantage over the enemy. Just like the principles taught by Beckwith. It allows the player to push the limits of how they want to play.
3. Could you tell us a little more about the animation and what makes it special?
First, it’s about working with the best, most elite operatives. We aim to be the most authentic and realistic military shooter on the market. Authenticity is the foundation of both the franchise and of the Tom Clancy Universe. Throughout our motion capture, we worked with former Navy Seals who gave us guidance and helped us capture that precision and realistic movement. These are big guys, but their training and skills allow them to effectively move like cats, which is crucial to their survival in the field. This led us to creating over 2500 animations on the main character alone to ensure that the player really enjoys the movement and can identify with his Ghosts. There were two phrases that they used that always stuck out in my mind: “Be a predator don’t be the prey.” And my personal favorite, “Fast is smooth, but slow is f*cking slow”
One of the most rewarding aspects of our animation system and something new to Ghost Recon, are the CQC attacks and Stealth kills. We are really proud of the character’s movements as he busts out some Krav Maga or Jujitsu moves to take down an enemy and finish them off. We also extended this into the Ghosts’ characteristics – things like little twitches, peeks, ducking their heads when under fire, all the things that real humans do naturally.
Our designers were very demanding and wanted to inject the best of everything, reactivity in the player’s movements, a wide range of moves that are compatible between all different stances and movement speeds. However, the most important was to achieve perfect accuracy in the character’s movements and aiming as we are a precision shooter above all! Much of the development in terms of our animation system was created to allow for this agility. The system uses a huge number of transition animations, mixes additive and procedural animations, inverse Kinematics and other tricks. This enables the animators and programmers to match the designers’ expectations in terms of functionality, reactivity, and realism. For the player it means they fully control an elite soldier of the future, who has a group of highly trained warriors backing him up. It means he feels part of an intelligent, elite unit that supports you and knows what they have to do.
4. How does the animation deal with the 20 million different varieties of Gun Customisation?
This was a real challenge with Gunsmith as our system has to adapt to the 20 million different variables. The fact is that real operatives in the field customize their guns, so we had to figure out how to do the same with our animations system. We are very pleased with how the system now adapts to each weapon, but it also allows the player to see the left to right shoulder swap. This may sound like a small detail, but it’s an important tactic that is primarily used by seals which allows for a better line of sight when peeking, or breaching.