Skullgirls Review: Fluid, Competitive, and Full of Over-the-Top Fanservice

See the child. Hear her beckon forth, surrounded by the carcasses of men harboring murderous intent. Men you ended. Their last breath whispering about the sweetness of a child, or the satisfaction of killing the interloper that you are. Save the child, who you thought was yourn, but she reveals herself to be Mei lost in the world of dust, not the daughter you left behind twelve months ago. The voice in your pocket sputters forth. The man named Henry asks, take her, take the lost child Mei, take her to the mall. Give her medicine left behind by those who never set foot in Haventown, those who drop foodstuffs and medicines from above and never look back. Not since The Event. The Event that scraped the loam off the earth and turned it into the dust that hugs and holds and kills all who wander within. The dust that chips and gnaws at your very stamina. The Event that dominates I Am Alive.

So you go, ever pressing on to find wife and child. Gone a year, but now you return, to climb and cobble and carry on. You cannot ignore Mei’s bleat for aid, but other survivors of the Event not so much as settle but subsist their meager existences in the dust covered Haventown. A man yearns cigarettes to pass on. Another man in an amusement park needs medicine to heal the leg that’s been crushed by another uncivilized man. Haventown also starves for supplies. Bottles of water, cans of fruit cocktail, a single inhaler, a handful of painkillers, these all turn into precious manna from heaven through scarcity. Give the emergency kit to the woman with the ankle sprain? What these bemoaning folk have to give, besides gratitude and perhaps a precious shotgun, is the Retry. Haventown harbors death by trial, not saves. It does not yield to the checkpoint that others call for. It takes away a Retry from your knapsack for every fall, stab, or shot you suffer. Deplete your store of Retries, and your journey resumes at the beginning of your current episode. A practice that leeches away minutes of your life. A practice that mocks you by depleting Retries and then flings you back to 45 minutes ago. What is worth more, the rat meat that can heal you, or the Retry that you get for giving rat meat to the gurgling man below? Every survivor, like the woman bound by handcuff to a bench, pleads for help while you mind debates.

How Red Dead Redemption 2 Could Reinvent the Old West

In the most classical Cowboys
and Indians-kind of ways, the American frontier
has been used as the canvas for literature and film since each has had
breadth to embrace the era and its infinitely contested lands. But the
dust-mottled landscape of violence, thieves, and legends that remain
ever so familiar in other media has been implemented surprisingly
little in the gaming medium. So when Red
Dead Redemption
, Rockstar’s
spur-saddled, 2010 magnum opus hit, it immediately impressed both the
gaming press and consumers alike, garnering unanimous high praise and
quickly becoming as viable in sales as Rockstar’s flagship Grand
Theft
Auto
series. RDR took the
industry by storm with a well written,
expertly paced, and massively open world. With such a high bar set by the
first installment, how can a sequel possibly meet fans’ expectations, let alone
exceed them? Like the first game so cleverly ingested much of what has
been utilized before, much can be gleaned from investigating the
genre’s storied past in celluloid, on page, and in real life.

John
Ford and Caricatures of
the Old West

Despite the harrowing finale of
Red Dead Redemption and the violent path John Marston carved through
the game, it’s RDR‘s more caricature qualities that leave the greatest
lasting impression. True, it’s the same stylistic trappings that have
permeated Rockstar’s titles since Grand
Theft Auto III
turned its dark
mafia
underworld into a high-contrast pop-art expedition, but despite the game’s
attempt to capture the brutality of an untamed land, it’s John Ford‘s
saccharine vision of the old west that most resembles RDR‘s overall
tone. While the game’s landscape was untrodden ground for the digital
space, it nonetheless emulated some of the era’s most iconic genre
tropes, and nothing embodies this more than John Ford‘s epics of the
’40s and ’50s. In The Searchers,
John Wayne plays Ethan Edwards, a
brusque ex-Confederate with a past to hide who, for ambiguous reasons,
falls into rescuing his abducted nieces. But despite Edwards truly
being of the moral conflicts The Searchers’
narrative attempts to
provoke, the fabric of the film is overshadowed by the Technicolor
fluorescence in which Ford’s West is visually painted, transforming
gritty legend into more of a fantasy.

No matter how gritty RDR
attempts to make the world, its errant whimsy provides weight more as
mere imitation than being singularly unique. Characters like Nigel West
Dickens and Irish display an animated quality that would feel at home
in those Technicolor epics that set the groundwork for the grittier
“true” Westerns of the late ’60s and ’70s. In this
way, Red Dead Redemption is a contradictory experience. It’s obvious
that the mission “Assault on Fort Mercer” and its
inclusion of a vicious, manually
operated Gatling gun mimics the
famous last moments of Sam Peckinpah’s The Wild Bunch.
But the intended
nauseation of the gruesomely violent cross-cut finale was lost within Red Dead Redemption‘s contentment with
presenting a broader picture, which really is
that of genre and little more. The details of each moment are lost in
the shuffle to move the story along, negating the greater impact that
each could make. In this regard RDR emulates Ford’s works most because
it’s primarily concerned with scope. But the minutiae of the later
Westerns in film, those that turned classic genre into something more,
remained largely untouched, and this is where Red Dead 2 could really
shine. In emulating later works, RDR 2 could push what may remain
exclusively genre within the digital space and
become something truly innovative. In breaking new ground, Red Dead 2
should work to establish palpable tone to encapsulate its tale.

 How Red Dead Redemption 2 Could Reinvent the Old West

Of the countless films set in
the dust and grime of the Old West, none establishes a soul-dampening
tone better than the Nick Cave penned Australian epic, The Proposition.
Charlie Burns, a gunslinger and outlaw played by Guy Pearce, is
blackmailed by local provincial officers into killing his older brother
in return for saving his younger brother who has been locked up and
faces impending execution (sound familiar?). Here lies an interesting
kind of intersection — the unknown past of Edwards in The Searchers
and the blackmailing of Burns in The Proposition.
Both prove integral
pieces of Redemption’s story, and in a broader sense, how commonly
similar themes in Westerns have been borrowed and shared. But each film
utilizes these elements so differently that the overall experiences are
polar opposites — one toes predictability while the other challenges
ideas of morality and gives greater sense of emotion and impact.
Video games typically retain the safer route of integrating easily
processed genre archetypes, but films like The
Proposition
give vantage of
how integrating the familiar can still lead
to broader, more meaningful end products.

The haunting tone found in The
Proposition
is apparent and
openly explorable in RDR. Moving forward
with a sequel, Rockstar needs only to embrace the often surprising and
sometimes disturbing intricacies of the open world that it has
worked so diligently to create in order to strike new ground.

The
Open World and RDR‘s
Conflicting Game Structure

One of the most impressive of
Redemption’s various merits is just how expansive the game’s open world really is. It’s easy to get lost amidst the exposed rock and hard clay of the
rugged terrain, stumbling upon wolf attacks, wayward sheriffs, and
rogue ambushes by bandit parties. Between missions, the daunting power
of the lands one travels can be felt, but therein lies the rub. Most
often these serendipitous interactions are left in passing on the
continued push to reach destinations, waypoints, and to forward the
story through the completion of tasks delegated by the game’s limited
secondary cast. It’s in this way that Redemption’s greatest strength,
the open world and how aptly it captures the haunting tone that
permeates The
Proposition’
s bleak Outback,
also presents its worst
contradiction of constraint and limitations. In one fell swoop, the
wildness of a land that should feel dangerous and overwhelming is
nullified as the player is reined in by the worst kind of hand-holding.

 How Red Dead Redemption 2 Could Reinvent the Old West

What Rockstar worked most to
successfully establish was coincidentally that which they most feared.
Like the modern age of tepid boundaries and bureaucratic convenience
that Marston tried to escape, Rockstar fenced in a property that could
have been untamable and unwieldy. What’s worse is that the trappings
they built the game’s story and gameplay into were the same trappings
developed within every major Rockstar release since GTA III established
its Liberty City in point-to-point, connect the dots simplicity. Take
away the tumbleweed and wagons, the exterior skin
of desert, abandoned town, and setting sun, and what you’re left with
might as well be the urban sprawl of any other GTA title. In looking to
Redemption’s sequel, Rockstar needs to challenge the makeup of their
title and the structure of the unraveling plot. They should seek to
create a digital world that exists as a living schism between the old
and the new, the untamed and the sheltered. While the beauty of Red
Dead Redemption
‘s environments and the wild unpredictability of
animals, strangers, and errant storms all feel uniquely inspired, it’s
still a game that exists within the shell of another.

Red Dead Redemption 2 should
leave the player stranded, desperate and under-equipped. In undoing the
guided narrative that Rockstar has built into an empire over the past
decade, Redemption’s sequel could elevate itself past this constraint.
It may be hard to imagine playing through an experience like Red Dead
without a map, without the constant guidance of characters met and used
to open up the next area, but in developing a sequel, that is exactly
what Rockstar should do. While this means revolting against every
natural tendency within the interactive medium established over the
past three decades, there is no better landscape to do so than the
dissonance of the Old West — the infinite land of discovery,
isolation, dangers and self-made wealth. Imagine if Rockstar stripped
the player of that oh so convenient map altogether. No Icons in the
lower left hand corner to guide the player. No setting waypoints. Just
the real task of actually finding one’s way. Suddenly claiming
bounties, scavenging for wild plants, and hunting would take on a whole new
meaning. Everything that acts within RDR‘s world as fodder, second
fiddle to maintaining the course for the main story arc, would be
transformed into visceral, immersive experiences in the sequel. One
would truly be forced to learn the land, and the weight of its violent
nature would resonate far more deeply.

Fast And Furious 6 Is A No For Jason Statham

47400 statham Fast And Furious 6 Is A No For Jason Statham

We were thrilled by the thought of Jason Statham joining Vin Diesel, Paul Walker, Dwayne Johnson and the rest of “The Fast and the Furious” gang for not one, but two new films for the franchise. Stathman is no stranger to action and explosions having been in “The Expendables,” “Killer Elite,” and three “Transporter” movies. To see him show off his driving skills would be the sugar, spice and everything nice badass dreams are made of.

We were abruptly woken from our dream, however, when reality knocked on our door to the deliver the unfortunate news that the franchise will have to continue on without him. Twitch Film reported that the actor has turned down the offer.

Back in October, speculation began that “The Transporter” star was in negotiations for a role in “Fast Six” and “Fast Seven.” The plan was to shoot both films back-to-back in Europe this year to be released next summer (May 24, 2013).

The follow-ups are Universal Pictures reply to the success of “Fast Five.” The action flick made $83.6 million its opening weekend making it the best opening for any of the “Fast and Furious” franchise films.

Are you bummed Statham said no to “Fast and Furious 6″? Let us know in the comments and on Twitter!

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Nicki Minaj Toasts Roman Reloaded Debut With Young Money In Miami

By Marvin Van Buren

Nicki Minaj has a lot to celebrate this week, most importantly the release of her sophomore album. Minaj debuted at #1 last week, selling 253,000 copies of Pink Friday: Roman Reloaded. Dozens of fans and industry insiders gathered at LIV nightclub in South Beach on Sunday night to greet Minaj as she rolled up to her album release party in a convoy of Maybachs. Nicki’s Cash Money family, including Birdman and Lil Wayne played hosts for the night. 

Nicki Minaj Says ‘Hip-Hop Culture Is Still In My Heart’

The extended family in attendance included Fred Durst, Bobby V, Mack Maine and Mystikal. Video footage from Derrick G showcases Nicki being greeted by a large, lavish cake in honor of her album. The footage also shows Lil Wayne performing at the party, and concludes with Nicki Minaj laughing and joking with Wayne and Birdman at her soiree.

The party doesn’t stop in Miami though. Today fashion designer Jeremy Scott posted several pictures on his Twitter timeline showing Minaj wearing a very vivid outfit from his fall collection for Adidas. This follows news of Nicki Minaj closing a new endorsement deal with Pepsi to promote their “Pop” drink.

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Nas Reveals Photos From ‘The Don’ Video Set

c1285 nasthedon1 Nas Reveals Photos From The Don Video Set

In March Nas dropped “The Don,” the first single from his upcoming 10th album Life is Good, with production from Salaam Remi, Da Internz and the late Heavy D. “The Don” mixes a 90s reggae vibe with vintage boom bap, and the Queensbridge rapper took some time out this week to film visuals from the track. On Thursday (April 12) Nas even tweeted a few snapshots from the video set. More flicks after the jump. 

c1285 nasdon3 Nas Reveals Photos From The Don Video Set

Last month Nas broke down production on “The Don” to MTV News. “When Salaam played me the beat for it, I said, ‘That’s the single — do this and do that and we’re golden.’ So he started flipping it around,” Nas said of the first time he heard the instrumentals. “When we heard that Heavy D died, of course we were messed up, and Salaam called me and told me, ‘You know your record “The Don”? You know who gave me that, right?’

“He’s like, ‘Heavy D gave me that. He liked what we did with the other single, “Nasty,” and he sent me this record.’ And the rest is history,” Nas continued. “So rest in peace, Heavy D.”

c1285 nasthedon2 Nas Reveals Photos From The Don Video Set

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OP-ED: Where Do Gamers Draw the Line Between Creator and Creation?

38244 207 OP ED: Where Do Gamers Draw the Line Between Creator and Creation?

Nearly five years after its initial announcement, Polytron’s Fez arrives on Xbox Live Arcade this week. It’s a great game that delivers on its unique premise, proving well worth the wait. And yet, many gamers have expressed their intention to forego playing Fez despite having followed its development avidly for so long. Quality and anticipation be damned; to them, Fez is simply off the table.

Why take such a strong stand about such an innocuous game? The issue isn’t with Fez itself but rather its lead designer, Phil Fish, who has earned a reputation for brashness and outspoken opinions. While abrasive personalities are hardly uncommon in the independent game development scene to which Fish belongs, he earned himself considerable notoriety last month when he roundly condemned the sum total of Japanese game design as “terrible” in response to a question during his panel at Game Developers Conference 2012. Regardless of whether or not his was a fair assessment of a nation’s collective creative output, what many potential customers took issue with was the tone of his remark –delivered directly to a question posed by veteran Japanese game developer Makoto Goto — and Fish’s subsequent defensive (occasionally hostile) rants in social media. Though he did eventually apologize both to Goto and the gaming community at large several days later, by then the damage was done and many forumgoers had turned their back on both Fish and his game, even after it won the Independent Games Festival grand prize for 2012.

38244 209 OP ED: Where Do Gamers Draw the Line Between Creator and Creation?

Ideological boycotts are fairly new territory for video games, but anyone who follows more established media — be it print, film, or music — should be well familiar with them. Roman Polanski has directed award-winning movies, including The Pianist (which won an Oscar in 2003); yet to many the shadow of Polanski’s arrest for having sex with a 13-year-old girl in the 1970s forever undermines his creative integrity and renders his films unwatchable. And it’s not just personal breaches of ethics that instigate boycotts; politics are equally turbulent. When members of country-western band The Dixie Chicks spoke out against George W. Bush and the war in Iraq several years ago, a significant portion of their audience took a stand against the band’s music and the women themselves; some radio stations even pulled their music.

As video games establish themselves and gain acceptance as mainstream entertainment, the people who create them are gaining visibility, becoming public figures in their own right. Promoting game creators is hardly a new concept, of course; both Activision and Electronic Arts (perhaps somewhat ironically, given the way both companies are viewed today) launched three decades ago with the intent of giving developers the credit that had previously been denied them by corporations like Atari. And key creators like Nintendo’s Shigeru Miyamoto and John Romero (formerly of id) have long enjoyed “celebrity developer” status through both merit and aggressive public relations. As the medium matures, more and more creators find themselves thrust into the spotlight — and that means more and more creators have the opportunity to let their bad behavior and personal convictions come between them and their audience.

But where do we draw the line? At what point does the person behind the game overshadow the game itself? Do we apply different standards for a small game like Fez (whose four-man team means Fish really is the dominant driving force behind the game) versus a large-scale production like Valhalla’s Devil’s Third (whose executive producer Tomonobu Itagaki was accused of sexual harassment while at Tecmo but ultimately represents only the most visible of dozens of designers and programmers working on the game)? Gamers have long been quick to call for boycotts to defend their consumer rights when publishers make unpopular business decisions, but dealing with the more nebulous question of what creators do and think and how those stances affect their creations will only grow more common as developers become more visible.

38244 210 OP ED: Where Do Gamers Draw the Line Between Creator and Creation?

Where do we draw the line? Consider the Dragon Quest series: The great-granddaddy of console role-playing games, Dragon Quest has defined the baseline for the genre and exerted a tremendous impact on pop culture at large for more than a quarter of a decade. Yet the man responsible for the series’ memorable music since the very beginning, composer Koichi Sugiyama, is an avowed Japanese nationalist who denies his nation’s World War II-era crimes in China and Korea. Sugiyama published a paid advertisement in the Washington Post disavowing Japanese war actions including the Rape of Nanking and the use of “comfort women.” Does that mean gamers should abandon the Dragon Quest series? Do the extreme political stances of one person among the hundreds who have worked on the series over the years negate the value of Dragon Quest? If the issue seems too foreign to be trifled with, consider an equivalent (theoretical) scenario: If a German developer took out a full-page ad in the Washington Post denying the Holocaust and portraying Dachau and Auschwitz as falsehoods, would you still support his game?

Or consider something closer to home. Lorne Lanning played a prominent role in developing the classic Oddworld series. On an episode of EGM Live several years ago, Lanning espoused unpopular conspiracy theories about the September 11, 2001 attacks. Regardless of whether or not a video game podcast is the appropriate venue for that sort of talk, should Lanning’s coming out as a 9/11 “Truther” affect his game for people who refuse to subscribe to that viewpoint?

38244 208 OP ED: Where Do Gamers Draw the Line Between Creator and Creation?

Should developer politics matter at all? The GamePolitics blog reported the 2008 campaign donations of several notable industry figures. Is it fair to let the fact that Will Wright (the brilliant creator of classic games like SimCity) donated to John McCain’s campaign affect your view of his work? Is it fair to let Harmonix boss Alex Rigopulos‘ massive $32,000 donation to the Obama campaign color your opinion of Rock Band? As private citizens, these men are well within their rights to participate in the American political system… yet the money they’re donating to these causes ultimately comes from the pockets of consumers.

And what of sexual politics? Is it fair to write off the work of the developers at Eat Sleep Play simply because the studio’s former boss, David Jaffe, made some ill-considered statements around the launch of their latest game that many branded as misogynistic? Electronic Arts is currently under siege for depicting same-sex relationships in games like Mass Effect 3; a couple of years ago, Chair’s Shadow Complex came under fire for its connections to author Orson Scott Card, who is politically active against gay rights and gay marriage.

38244 211 OP ED: Where Do Gamers Draw the Line Between Creator and Creation?

Where do we draw the line? As with other mediums, it’s probably a matter best left to the individual. Personally speaking, I don’t let a single individual negate the value of game. People are entitled to their opinions, wrong-headed as they may seem to me, and the majority of games are a collaborative process by many people whose contributions shouldn’t be overshadowed by the public exploits of a single team member. A decade and a half of writing reviews has fostered in me a preference to separate creator from creation and judge games on their internal merits. Reviewing is a subjective enough process without involving individual social and political views — though even that’s not a cleanly drawn line. There’s a place for personal beliefs in critical writing, such as Ryan Winterhalter‘s withering, subjective excoriation of Duke Nukem Forever.

I wouldn’t expect everyone to share my perspective, though, and that’s where the need to be an informed consumer comes into play. Gaming news blogs and social forums exist to bring these matters to the public conscious. Advocacy sites like GamePolitics highlight the socio-political factors behind games, while industry-facing sites like Gamasutra open a window on the creative process and the real people responsible for creating games. Whatever your politics and morals, and however you feel these should affect your behavior as a consumer, you have the tools to act on your beliefs. And as games continue to insinuate themselves as a mainstream form of entertainment, you’ll find yourself forced to make these choices more and more frequently. Fez — a great game surrounded by a few intemperate comments — is only the beginning.

OP-ED: Things Could Be Worse for THQ

 OP ED: Things Could Be Worse for THQ

THQ is not in the greatest position it’s ever found itself, what with it facing a potential NASDAQ delisting and its lowest stock prices since the mid-90s. Earlier this year there were rumors the publisher had canceled its entire slate of 2014 games, including its MMO Warhammer 40,000: Dark Millennium Online. This was quickly denied, although the company has laid off a large number of employees since then in an attempt to restructure its business.

Part of that restructuring includes changing Dark Millennium Online from an MMO into a more standard style of game. As described in the press release late last month, it will now be developed as an “immersive single player and online multiplayer experience with robust digital content, and engaging community features.” That sounds nice and all, but the idea of converting your typical World of Warcraft-style MMO into a game that can be enjoyed by a single player is a tall order. According to the company’s executive vice president of core games, Danny Bilson, it won’t be a difficult conversion due to the innovations developer Vigil Games (which lost 79 full-time employees last month) had come up with.

“Yes, and the reason is that there was a lot of innovation in that game,” Bilson said when asked by RipTen if work done on the MMO would be usable with the game’s new direction. “In particular, the shooting mechanics are real-time, not turn based. The content is absolutely incredible, and any time anyone ever had any doubts about it, all I had to do was bring them into the room and show them progress on the game. So there’s a tremendous amount of content that was built. At its core, the mechanics are very action based. Nobody has seen this before. We’ve never shown it to anyone. The team is incredibly excited, and this is the truth, about the new direction for the game.”

He declined to get any more specific than that, though he said there is a lot he knows about it considering it’s been in development for five years. The only reason for this “shift” from the MMO model, as it was described in the press release, is because THQ was unable to find a partner to help back it. One would think if it was as innovative as Bilson would have us believe, companies would be lining up to back it. Bilson explained the lack of backers was due not to the quality or innovation found in the game, but the current shape of the subscription-based MMO market, which does feel like a fair point.

“That’s what we were building: a big, ideally subscription-based, MMO. I can tell you that, unequivocally, certain people who have shipped MMOs, who saw this…” Bilson said. “A quote was, ‘That’s better than anything we’ve ever built.’ That’s a quote from a room I was in, and that’s what kept the conversations going. There was a lot of, ‘How do we make this work economically, because it’s awesome?’”

As you’d expect him to under the circumstances, he said he prefers not having outside investors because it means there is no pressure to compromise the developers’ vision. “That game is still sitting with the people who invented it five years ago, and honestly, they are incredibly excited about the new direction,” he said. “That is the absolute truth, and when we announce it, and you speak to them, they’ll be able to tell you themselves. You’ll really like it. If you liked Space Marine [pictured above], you’re gonna love this thing. It’s much deeper. Space Marine was designed as a console experience. This one has tremendous multiplayer gameplay, and there is a lot going on in this game that’s spectacular.”

We’ll have to rely on his word for now as he said THQ doesn’t plan on talking about the game “for a while.” With the company needing to convince investors it has something big in the works, you can be forgiven for being hesitant to believe the overwhelming positivity about anything we can’t see firsthand. Likewise, the track record for companies suggesting an MMO would be innovative is not especially great; more often than not, ‘groundbreaking’ features turn out to be subtle tweaks on what MMO players have been playing for years. There is, however, reason to believe DMO will be something special; the fact that THQ is at a point where it’s trimming down its number of releases and has decided to continue working on the game (probably for upwards of another two years) would suggest it does legitimately have faith in it turning out to be a good game. Then again, it also believed gamers wanted uDraw on Xbox 360 and PlayStation 3, a decision that greatly hurt THQ.

Luckily for the company, the deadline for when it must bring its share price over the $1.00 mark for 10 consecutive days by to avoid being delisted (July 23) is still months away. It’s going to need that time, too, as the steps it has taken to date have not inspired confidence in investors. Restructuring, exiting the kids/licensed games business, and focusing on core games have only seen the price continue to dip; it sits at a little under $0.49 at the time of this writing, less than a third of what it was in December, which itself was a far cry from where it sat at the start of 2011.

I do believe the move away from developing Dark Millennium Online as an MMO is a wise one. If it really does include the sort of innovation Bilson said it does, it’s unfortunate that it won’t have the opportunity to square off with the likes of WoW in a way where it could have forced (or inspired) other developers to experiment more and adhere less to the typical MMO conventions. But with more and more games becoming free-to-play and the subscription MMO market increasingly having less room for games to experience any significant degree of success, avoiding a battle against WoW, Star Wars: The Old Republic, and potentially Titan is likely to be a wise decision. TOR may be able to survive on the strength of its license; I’m not sure Warhammer, even with its fanbase, is a brand that could yield as many subscribers as Star Wars.

 OP ED: Things Could Be Worse for THQ

The shift for DMO, which was announced on March 29, has not helped to boost the share price in the least, and the one game THQ has coming in the next few months — Darksiders II — may not be coming as soon as expected. Previously announced for a June 26 release, Bilson and his PR handler refused to commit to that release date in speaking with RipTen. When asked about that date, the PR rep said, “Honestly, I can’t confirm that right now.” Bilson shared his expected enthusiasm for the game and said, “We’re going to give that team everything they need to make it as good as it can be,” also adding, “We’re not going to ship it before it’s done.” Since the interview, THQ has declined to offer an update regarding the game’s release, making it look as if it could slip out of June.

If you believe Take-Two’s CEO, THQ may not even be around long enough for it to be delayed that long. Last week Strauss Zelnick talked up his own company and made a remark that stirred up somewhat of a controversy; he stated, “THQ won’t be around in six months.” He was critical of the company’s reliance on licenses and pointed out its quality could not measure up to Take-Two’s, though if you believe Zelnick (who relies on Metacritic averages, which I hardly see as an authoritative indication of such things), that’s true of every publisher in the industry.

As you’d expect, THQ was not pleased with the suggestion, issuing a brief statement which read, “Obviously, Mr. Zelnick’s perception of THQ is outdated and inaccurate. His comments are irresponsible and false. Perhaps he would be better off commenting on his own business.” Zelnick later said he regretted his statements, though it was refreshing to see such an honest assessment made from a prominent figure in public.

I don’t actually believe THQ will be going of business anytime soon. It may have to take some steps it would prefer not to in order to avoid the NASDAQ delisting, but beyond that it does have a fairly strong slate of games between Darksiders II, South Park: The Game, Metro: Last Light, Devil’s Third (from Tomonobu Itagaki), and Insane (from Guillermo del Toro). It’s also got Saints Row, coming off of the biggest game in the series, to tap again for a game a year or two down the line, plus the former developers of Timesplitters trying to see if Homefront can ever be anything. And it still owns the rights to Red Faction, though at this point interest in it seems to be at an all-time low, which I continue to blame on the unfortunate decision to set Armageddon underground. (And whatever happened to the first game’s style of Geo-Mod?)

That is not a terrible lineup to have to work with by any stretch of the imagination. None of it may print money in the way, say, Call of Duty of World of Warcraft do, but there is hope for THQ to claw its way out of the spot it’s currently in.

Brad Pitt And Javier Bardem In Talks For ‘Counselor’, Jolie Cirlcing

9fd47 Pitt Bardem Jolie Counselor Brad Pitt And Javier Bardem In Talks For Counselor, Jolie Cirlcing

Apparently when Ridley Scott and Cormac McCarthy make a movie together, a lot of really great actors get interested. “The Counselor” may have just picked up two more A-listers with a third considering a role.

Find out the details about the “Counselor” casting, plus some cool alternative Disney posters and news from the “Short Circuit” remake all in today’s Dailies!

» This is what the posters for classic Disney movies would have looks like if they had modern graphic designers. [First Showing]

60b14 Peter Pan Poster Brad Pitt And Javier Bardem In Talks For Counselor, Jolie Cirlcing

» Director Tim Hill opened up about the “Short Circuit” remake, which will be a family film about modern war(?). [/Film]

» Do you live in New Zealand? Do you want to be an elf? Well, you’re in luck because “The Hobbit” is looking for extras. [Trade Me]

» A new ad from the fictional Wayland Industries features the medical pod from “Prometheus” with “Comfortable Limb Restraints.” [Twitter]

60b14 Prometheus Chair Brad Pitt And Javier Bardem In Talks For Counselor, Jolie Cirlcing

» Cormac McCarthy and Ridley Scott‘s “The Counselor” has to be one of the hottest developments in Hollywood, so it’s only appropriate that it has the cast to match. [Deadline]

Kevin P. Sullivan and Josh Wigler contributed to this story.

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Liv Tyler wearing Satin Givenchy Iris Flower T-shirt

Liv Tyler wearing Satin Givenchy Iris Flower T-shirt

a8d2b Liv Tyler Iris tee Givenchy Resort 2012 Womenswear Collection 3 Liv Tyler wearing Satin Givenchy Iris Flower T shirt

Actress Liv Tyler posed for a pictures enroute to shoot a Givenchy commercial at Place Vendome in Paris, France. She was spotted wearing a satin short sleeve Iris flower graphic t-shirt ($450) from the Parisian brands Resort 2012 Womenswear Collection. We featured Rihanna casually wearing this exact t-shirt exiting her NYC hotel last month. Check out pics below

a8d2b Givenchy Resort 2012 Iris T shirt Liv Tyler wearing Satin Givenchy Iris Flower T shirta8d2b Givenchy Resort 2012 Iris T shirt 1 Liv Tyler wearing Satin Givenchy Iris Flower T shirt7e441 Liv Tyler Iris tee Givenchy Resort 2012 Womenswear Collection 2 Liv Tyler wearing Satin Givenchy Iris Flower T shirt7e441 Liv Tyler Iris tee Givenchy Resort 2012 Womenswear Collection Liv Tyler wearing Satin Givenchy Iris Flower T shirt7e441 Liv Tyler Iris tee Givenchy Resort 2012 Womenswear Collection 1 Liv Tyler wearing Satin Givenchy Iris Flower T shirt

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