Musings from the Public Domain

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he spring release season is now fully upon us, and with it comes the usual trickle of new IPs and a torrent of sequels to comparatively recent franchises. The biggest deal of the season, however, has to be the absolute flood of Lord of the Rings: Return of the King games and films. AE’s blockbuster LotR miniseries is finally moving on to its conclusion, and It’s pretty much impossible to visit a flash game portal without tripping over a Minas Tirith tower defense game. Meanwhile, Rockstar’s open world take on Rebel Without a Cause has emerged as the definitive reimagining of the flick even against all the major studio remakes, to say nothing of the glut of halfassed student films. Finally, Edmund McMillan’s deeply unsettling take on Lolita as a dungeon crawler played from the point of view of the title character is still looking for a bold enough publisher despite sweeping this year’s IGF awards.

That’s just a small sample of a motley assemblage of games that all have one thing in common: They’re all based on properties that entered the public domain this year. The yearly rollout of old properties, both celebrated and obscure, has long since become something we’ve taken for granted. We even make a point of taking a annual look at what will be emerging from the copyright cage once we’re done breaking all our new year’s resolutions, and we barely bat an eye when we’re treated to a glut of weird furry Lady and the Tramp dating sims. Geeks around the world are already anticipating next year’s Superman revival, or dreading his inevitable crossover appearance in every other comic in existence. It’s so much a part of the culture at this point that it’s easy to overlook the fact that it can all be traced back to a single momentous decision.

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We certainly wouldn’t be seeing so many films and TV shows based on Sherlock Holmes if the character were still the IP of a single publisher, and we sure as hell wouldn’t be seeing him fight Dracula quite so often.

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Way back in the misty days of 1976, when Pong was still the new hotness and the 2600 was as yet a gleam in Atari’s eye, the US passed what was to be the last of the copyright extension acts. It bumped the range of copyright protection another twenty years, up to seventy-five years plus the life of the author, a far cry from the fourteen years granted by the very earliest protections laid down back in 1790.

Then, inevitably, those twenty years passed.

When 1998 rolled around, a panic set in and an effort was made to tack yet another twenty years onto that limit. The Copyright Term Extension Act of 1998 — popularly refered to as the Mickey Mouse Protection Act on account of the fact that Steamboat Willie was about to enter the public domain — not only would have added decades to existing copyrights, but would have retroactively extended those protections to works produced before 1978. If it had gone through, the face of our culture would be inconceivably different than it is today. In fact, we wouldn’t be seeing much of anything coming out from behind the copyright wall until 2019, and that’s assuming publishers and studios wouldn’t have just used their influence to push through yet another extension when that time came. Ultimately, the nakedly-apparent treadmill nature of the legislation doomed it, though it probably didn’t help that the dedication of the bill to the recently deceased Sonny Bono was perceived as cynically manipulative, pressure to conform to European standards came off as foreign meddling, and the whole thing would have had to ignore the limitations on congressional power outlined by the tenth amendment. In short, it crashed and burned. Disney and others had more than ample time to make multiple fortunes off the ideas of long dead creators, and such broad legislation to protect so few at the expense of everyone else would have been unconscionable. 

To put it in perspective, that Invasion of the Body Snatchers Facebook game wouldn’t be making you wonder if your best friend or mother is one of them. That guy who did those charming Winnie-The-Pooh watercolor animations back in 2001 would have been served with a cease-and-desist long before they became a phenomenon. And Lord of the Rings? I can’t imagine that a film based on those books ever could have been made if a studio still had to deal with the Tolkien estate. The last officially licensed thing to come out of those books was a complete abortion of a Super Nintendo game. Even all the low budget direct-to-video LotR flicks are gold in comparison. Going back even further, we probably never would have been exposed to The Secret Garden if it hadn’t hit public domain back in the ’80s. Or, if you’re bored by that (I know I was,) we certainly wouldn’t be seeing so many films and TV shows based on Sherlock Holmes if the character were still the IP of a single publisher, and we sure as hell wouldn’t be seeing him fight Dracula quite so often. The successful and popular properties we all know about are just the tiniest fragment of what lies beyond the wall of copyright, hoarded but unused, and often they gain a new popularity when they become accessible again.

Ever since 2003 we’ve been seeing Mickey Mouse on every street corner, cheerfully directing us to a car wash or assuring us that he’s not going to spend our change on booze, but somehow Disneyland soldiers on. If anything, being home to the real Mickey has lent an aura of authenticity to the place that it never had before. And who’s to say that they wouldn’t have just continued their course into stagnation and irrelevancy if not for what in retrospect seems like what was an obviously needed kick in its bright red shorts. Then again, it’s impossible to say what Disney would have done with the character if they still held exclusivity, especially in video games. I like to imagine some kind of bizarre Disney/Squaresoft crossover with Final Fantasy characters chasing after an angsty, trench coat wearing Mickey Mouse, but that’s probably just the scotch talking. 

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Scott Sharkey

If freelance smartass Scott Sharkey died tomorrow this piece wouldn’t enter the public domain until 2082. We’re sure the transhuman monsters of that distant future will be very excited about reprinting this rant when they’re not fighting mental duels with sandworms or whatever.

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This is all the opposite of what actually happened, just in case someone was getting their hopes up about that Lolita game. Also, bear in mind that while I’m personally very critical of what amounts to indefinite copyright, that doesn’t mean I have anything against copyright in and of itself. I’m a writer, after all. Meanwhile, look forward to an insufferable amount of I-told-you-so-ing when they try to pull this crap all over again in 2018.

Converse Jack Purcell Boat "White"

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The Nintendo Play Station: A Retrospective

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s we gear up for E3 2012, the biggest announcement expected to come out of the L.A. Convention Center this year is the latest generation of gaming’s console goliath, the Play Station 4. Based on early reports from trusted third-party developers and info leaks from Chinese parts suppliers, the PS4 seems a given — and with its arrival, the continued dominance of the games industry by joint Sony/Nintendo venture Taido should be a lock as well.

With the PS4 right around the corner, now is as good a time as any to look back at the history of the Play Station family and how two Japanese giants teamed up to put an entire medium in a 20-year hammerlock.

The Rocky Beginning

The most fascinating thing about the Play Station family might be the fact that it almost never happened.

Let’s set the Wayback Machine to the early ’90s. Nintendo’s 16-bit Super NES console had just launched in the U.S.; the system didn’t lack for power, yet its cartridge-based media felt instantly antiquated as rivals NEC and Sega aggressively pushed CD-ROM add-ons for their respective 16-bit competitors, the TurboGrafx-16 and Genesis. Despite the Super NES’s impressive built-in special effect capabilities and Nintendo’s evident determination to explore the hardware’s extensibility through specialized cartridges containing their own sub-processor chips (beginning with whimsical racer Super Mario Kart), no one could ignore the writing on the wall: Nintendo risked obsolescence by ignoring optical media.

Enter Sony. The Japanese electronics manufacturer certainly didn’t command the most positive reputation among gamers — the few games it had published through its young Imagesoft label consisted almost entirely of shoddy platformers based on the company’s film properties — yet it was hardly a stranger to the industry. On the contrary, Sony had provided Nintendo with the Super NES’s dazzling audio chip; the two corporations already shared a strong relationship. Between that mutual history and Sony’s extensive reach into the CD space through its music label and its booming Discman business, the team-up couldn’t have been more compelling.

And yet, the whole thing was nearly scuttled before it even happened. On the eve of the companies’ announcement of the worst-kept secret in gaming, a much better-hidden secret came to light: Nintendo had been courting European electronics maker Philips as a potential alternative to their nascent Sony partnership. Sony’s president is said to have been furious by their would-be partner’s infidelity, and were any other corporate entities involved the whole thing might have imploded. Ultimately, though, the standards of Japanese corporate culture compelled Sony and Nintendo to resolve their differences, which reportedly revolved around manufacturing rights.

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Nintendo’s top hardware designer, Game Boy inventor Gunpei Yokoi, was tapped to head up the new venture, with a young but talented engineer named Ken Kutaragi representing Sony’s interests.

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In the end, the two companies formed a 50-50 joint venture, Taido, to handle the manufacture of Super NES Play Station hardware and software. Nintendo and Sony themselves effectively became exclusive second-party publishers for the new manufacturer; Nintendo’s top hardware designer, Game Boy inventor Gunpei Yokoi, was tapped to head up the new venture, with a young but talented engineer named Ken Kutaragi representing Sony’s interests as Taido’s vice president.

The venture represented a significant shake-up for Nintendo. The company’s entire model — the one that helped build the NES into an unstoppable force — revolved around its tight control of the platform’s manufacturing pipeline. Third parties couldn’t produce their own games but rather paid Nintendo up-front to manufacture software for distribution, which allowed the company to stockpile massive stacks of cash regardless of how well the games they manufactured actually performed at market; third parties assumed all the risk. By relinquishing control of the process and splitting the profits with Sony, Nintendo was gambling its near-term profitability on the long-term gamble that the PlayStation would at least double the Super NES’s projected sales.

In retrospect, this proved to be a winning wager. The surprise success of Sega’s Genesis in the U.S. and Europe had carved a massive chunk into Nintendo’s 8-bit rule, and the prospects of the Super NES catching up to the Genesis’ lead (let alone surpassing it) seemed difficult at best. With Sony’s technology and mass-market reach, the collaborative venture stood on much stronger legs.

Taido’s first console didn’t launch quite as planned, though. Complications resulting the friction of Nintendo’s initial betrayal delayed the company’s debut hardware well beyond its 1993 target date, and the fallout of this altered timing changed the nature of the system. Originally slated to take the form of an add-on peripheral for the Super NES, the console — dubbed Play Station — was held back for an extra 18 months and significantly revamped by Yokoi and Kutaragi’s team. Rather than simply provide multimedia capabilities for an existing machine — a practice that had proven with both the Sega CD and NEC Turbo Duo to weaken and divide the system’s user base — the Play Station eventually evolved into a standalone device offering vastly improved power over the Super NES.

This decision shortened the Super NES’s life span considerably; where its predecessor enjoyed support for more than a decade (seeing its official final release only a few months before the Play Station‘s launch, in fact), the Super NES became fast-tracked for discontinuation. Third-party support trickled along until early 1996, but Nintendo ceased development for the platform as soon as the Play Station hit the market. The masterful Super Metroid — a work of genius despite series co-creator Yokoi having joined Taido — would serve as Nintendo’s swan song: The company’s final release as a first-party developer before devoting its resources to Play Station.

Play Station Triumphant

When the Play Station arrived in Japan in late 1994, its launch was nothing less than explosive. A remarkable software lineup showed off the platform’s impressive 3D rendering capabilities: European studio Rare teamed up with Nintendo to bring the other company’s original mascot, Donkey Kong, back to relevance with a glorious return to form with the innovative platformer Donkey Kong Country, which looked like a silky-smooth 2D game despite being crafted entirely of real-time polygons. Sony second party Exact paved the way for Mario’s move into 3D with the stunning Jumping Flash! Square’s long-delayed action-RPG Secret of Mana allowed the system to debut with the sort of deep content most systems don’t see until later in life — a hit despite its dated, Super NES-quality visuals. And fans of arcade-style titles had plenty to be happy about thanks to a gorgeous conversion of Namco’s Ridge Racer and two different takes on the fighting genre courtesy of Rare’s pre-rendered combo-fest Killer Instinct and Tamsoft’s fast (albeit boxy) 3D brawler Toshinden.

The Play Station‘s impact on the market came hard and fast. Launching almost simultaneously with Sega’s troubled Saturn, the new console steamrolled the competition. Any advantage Sega had enjoyed with the Genesis quickly vanished, and while the Saturn earned a devout following among aficionados of classic 2D games (particularly shoot-em-ups and fighters), the public’s tastes had shifted. The Play Station offered the game experiences fans wanted. Long-running third-party franchises long associated with Nintendo systems — Mega Man, Castlevania, Final Fantasy, Metal Gear, and others — enjoyed a creative renaissance on Play Station. Meanwhile, fresh new titles like Resident Evil, Soul Edge, and Chrono Trigger (a brilliant 3D RPG produced in collaboration by the creators of Dragon Quest and Final Fantasy) ensured a steady stream of original ideas and unprecedented game experiences for Play Station fans. By 1999, the console boasted the largest software library of any console ever — and dozens of multi-million sellers to boot.

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Early artists’ renditions of the original Play Station, which took the form of an expansion to the Nintendo Super NES.

The system wasn’t without its critics, of course. Long-time Nintendo fans felt that something precious had been sacrificed when the company lost the connection between software and hardware development. 1996′s Super Mario 3D reinvented the fundamentals of playing in 3D spaces, but the console’s lack of analog controls gave it a stilted feel. A revised version of the game arrived a year later to take advantage of the Dual Analog controller, but many gamers wrote this off as a cynical money grab. And while The Legend of Zelda: Ballad of Time largely did for action RPGs what Mario 3D had done for platformers, many gamers complained that its innovative lock-on targeting system was awkward in execution due to the Play Station controller’s layout.

Even if Nintendo’s internal development teams appeared to struggle at times working on someone else’s hardware, their contributions were simply one component of a united front of pure quality by an array of studios. Sega, backed into a corner by outmoded technology and a lack of third-party support, followed Nintendo’s 16-bit lead and end-of-lifed the Saturn in short order in order to collaborate with another company for a next-generation console. In this case, however, the partner wasn’t a hardware giant but rather the largest software company in the world: Microsoft. Sega’s high-end hardware, called Blackbelt, leaned heavily on the world of the American PC market: Sega consciously designed its 3Dfx-based innards and WindowsCE software layer to appeal to western developers by giving them a familiar development environment. With most of Japan locked into Taido’s Play Station, the Blackbelt (perhaps ironically, given its name) effectively divided the industry along familiar lines: East vs. West.

That standoff didn’t change two years later when Taido rolled out its own next-gen competitor two years later. The Play Station 2 handily bested the Blackbelt in terms of hardware power, but by then most Western developers were happily committed to its port-friendly hardware. The PS2 remained the go-to for familiar Japanese franchises and genres, while the Blackbelt existed in parallel with PC games; its keyboard-and-mouse add-on became one of the most successful peripheral in gaming history. The Dreamcast quickly developed a reputation as the go-to system for genuine innovation, from streamlined MMOs like Phantasy Star World to unique motion-driven peripherals like Samba de Amigo’s maracas, whose sensor was quickly adapted for use in advanced light-gun games and first-person shooter hybrids.

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The Play Station 2 proved to be a stunning success, selling more than 100 million units in six years — nearly twice what the Sega Blackbelt managed.

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Not surprisingly, Microsoft merged with Sega as a dominant partner in 2003, mere days before announcing the companies’ next venture: The X-Box. The new system retained Sega’s brand, which essentially became Microsoft’s gaming division. Like Blackbelt, the X-Box came equipped with Internet capabilities straight out of the box, but it also incorporated an internal hard drive in order to allow gamers to purchase software directly from the company’s Internet store. The X-Box also boasted “seamless” integration with Windows games, though in practice Microsoft’s support on the Windows side frequently seemed lacking.

Taido didn’t sit still for this, though. The Play Station 2 proved to be a stunning success, selling more than 100 million units in six years — nearly twice what the Blackbelt managed. While its software library often lacked the breathtaking originality seen on Blackbelt and even on the first Play Station, its polish and personality usually won the day. Both Nintendo and Sony’s internal development studios remained shining stars, and their collaborative games like Marico (in which a young hero led a strange but beautiful girl through an eerie yet candy-colored fantasy land of hidden threats) spoke to gamers’ hearts in a way that gave fans powerful ammunition in the games-as-art debate.

Still, there was no denying the raw visual power of the Sega X-Box, so Taido rolled out its own high-definition console in 2006: The Play Station 3. Boasting stunning power despite a modest price tag, the PS3 demonstrated the collaborative strengths of Taido’s top design leads. Kutaragi’s love of high-end gadgets was mitigated by Yokoi’s determination to employ mature, low-cost technology. Together, the two managed to piece together a system that perfectly balanced the bleeding edge with the familiar. The PS3 took the form of a lean, slim, efficient device that made Sega’s bloated X-Box look like a clumsy mess; yet its sleek lines managed to pump eye-meltingly gorgeous graphics into the world’s HDTVs.

Surprisingly, the real threat to PS3 didn’t come from Microsoft and Sega, whose X-Box follow-up Xenon continues to struggle in the marketplace three years after its debut. Rather, the greatest challenger to Taido’s domination comes from long-time Microsoft rival Apple, which parlayed its success with the iPod into two radical new gaming initiatives: iOS and iGame. Apple’s growing games empire has been predicated on the concept of simplification; First, with the iPhone, a device offering no buttons, only a touch-screen. Secondly, with an always-online set-top whose interface consists entirely of the iPhone, which functions as both a compact touch-screen and a motion-tracker that shames Sega’s early experiments with Samba de Amigo. This gaming ecosystem, which late Apple CEO Steve Jobs and current vice-president of Apple Games Reggie Fils-Aime described as the “Blue Ocean” approach, was designed with the intent to disrupt the traditional game industry model by lowering barriers to accessibility and open the medium to a universal audience.

Can Taido overcome the new threat posed by Apple? We’ll find out soon enough when they unveil the Play Station 4 at E3 this year. But no matter how the coming battle turns out, Sony and Nintendo’s venture has given us nearly two decades of great games on solid tech. It’s hard to imagine a better outcome than that.

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Jeremy Parish

1UP editor-in-chief Jeremy Parish was always a Nintendo fan growing up, but once Microsoft bought Bungie studios to helm a first-person shooter reboot of Sega Genesis classic Gunstar Heroes, he suddenly found his loyalties conflicted.

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The Nintendo Play Station was a real thing — almost. Nintendo and Sony collaborated on a CD-ROM add-on for the Super NES, but in our reality Nintendo went through the the Philips deal and spurned Sony. The end result of this decision amounted to some really terrible Mario and Zelda games for Philips’ CDi and Sony’s steely resolve to go it alone and create their own PlayStation. In other words, it’s hard not to think Nintendo really screwed itself with that one.

Diablo III Sales Bode Well for PC Games, Poorly for Always-Online Haters

 Diablo III Sales Bode Well for PC Games, Poorly for Always Online Haters

Diablo III was expected to do well, but with so many factors to take into account — competition from Torchlight II, an always-online requirement, and complaints about a supposedly dumbed-down skill system and colorful art style — it was hard to say for sure exactly how well it would do. It turns out it did tremendously well; Blizzard has announced the long-awaited sequel has already broken sales records, something the folks over at Activision are pretty accustomed to thanks to Call of Duty. However, Diablo’s success may have more far-reaching effects than simply ensuring Blizzard and company are flush with cash.

More than 3.5 million copies of the game were sold in its first 24 hours of availability, according to Blizzard. This figure does not include the freebie digital versions handed out to those who signed up for the World of Warcraft Annual Pass. Over 1.2 million people took advantage of that offer, bringing the total number of gamers with a copy of the game on launch day up to 4.7 million, good enough to make it the “biggest PC game launch in history.” After the first week, that figure now sits at 6.3 million.

The biggest PC launch claim is one the company made about a year and a half ago with the release of World of Warcraft: Cataclysm. 3.3 million copies of it were sold in the first 24 hours, improving on the mark set by the previous two expansions, Wrath of the Lich King (2.8 million) and The Burning Crusade (2.4 million). Diablo was more of an unproven commodity as compared with a WoW expansion, it having been over a decade since Diablo II‘s release in 2000. Combine this with the factors above and it was possible gamers had moved on from Diablo except for the hardcore audience. Sterne Agee analyst Arvind Bhatia expected the game to sell 3.5 million units this year; Cowen Company’s Doug Creutz expected 5 million units to be sold during that period.

Topping both of those figures in one week says a lot, and clearly the market is bigger than ever for Diablo. The lack of reviews at launch, which in other cases might make prospective buyers suspicious something is being hidden, did not prove to have much of an impact. The same could be said for the many issues fans raised over the past few years. In 2008, the game’s art style came under fire from fans who felt it looked too cartoonish and WoW-like. Following that, talk of a console version sparked complaints the game would be watered down to make such a thing possible. That in turn led to gripes over the lack of a skill tree and the ability to swap between skills at any time, removing any degree of permanence from those decisions (for better or worse). The real-money auction house, which has yet to launch, also was a source of controversy as some fans complained about Blizzard taking a cut of sales while others took issue with the ability to potentially buy your way into high-end gear (which was also the case in Diablo II, thanks to eBay).

The biggest issue of all for many was a system requirement announced last year: an active Internet connection. Players are free to play single-player if they so choose, they simply need to be connected to Battle.net servers at all times to do so. That can be a problem for player-specific reasons (a lack of a stable connection, a wish to play while traveling, etc.) or because Blizzard can’t always keep Battle.net online, a situation we saw last week which Blizzard CEO Mike Morhaime apologized for in today’s announcement.

 Diablo III Sales Bode Well for PC Games, Poorly for Always Online Haters

“We’re definitely thrilled that so many people around the world were excited to pick up their copy of Diablo III and jump in the moment it went live,” Morhaime said. “We also regret that our preparations were not enough to ensure everyone had a seamless experience when they did so. I want to reaffirm our commitment to make sure the millions of Diablo III players out there have a great experience with the game moving forward, and I also want to thank them for their ongoing support.”

Those struggles are now more understandable given how many players we know own the game and have been trying to play it — and that 6.3 million number does not even account for Korean Internet game rooms, which Blizzard happily noted are being dominated by Diablo III — although it still is no excuse for making it impossible to play the game offline. The one aspect of the always-online requirement Blizzard can be commended for is it made it clear well in advance of launch. The news circulated last August, providing plenty of time for gamers to find out and decide if it was a dealbreaker.

Diablo III’s sales thus far suggests for many it was not. For all of the gamers proclaiming the requirement would mean they skip the game, there were even more people who felt it was not a big enough deal to warrant missing out on the game (or they were merely unaware, which a certain audience certainly was). Whether we like it or not, that sends a clear message to publishers: Gamers will deal with always-online requirements, even in a game like this where its presence makes little sense to them. Much like with downloadable content and online passes, it’s unlikely these sorts of requirements are going away, and given enough Diablos and SimCitys this requirement will end up being another thing many gamers shrug off without thinking much about. It’s an unfortunate reality, as there is no reason why someone willing to pay $60 for these games should not be allowed to play them without an Internet connection, but that’s where we find ourselves. It makes certain features possible which can then be listed on the box, and it acts as a form of DRM, a tantalizing combo from the perspective of publishers.

On the bright side, Diablo III’s success bodes well for the PC games market. The game’s sales may not be at the level of a Call of Duty game, but they are outstanding for a game like this that is only available on computers and is not a first-person shooter. Its success is yet another indication that there is success to be had with PC games, and not just with free-to-play games. Runic Games has to be feeling good about the market that exists for Torchlight II.

Many of the biggest Kickstarter game projects we’ve seen funded — Wasteland 2, Double Fine‘s adventure game — have been for computers, showing the money that is out there is for more than just action RPGs. Republique may not have reached its target were PC not added as a platform after the Kickstarter began. Indie bundles and platforms like Steam have made it easier than ever for small titles to be noticed and are two other places PC gamers are throwing their money around.

Add in the emergence of something like Steam Workshop, which has made it incredibly easy for gamers to make use of mods (and will hopefully start a trend to counter the games becoming more closed to not allow mods, like Diablo and SimCity), and there is a lot to be happy about when it comes to PC gaming right now. Diablo III’s strong sales numbers should help to ensure that continues to be the case.

ASICS GEL Lyte III "Orange Blaze"

ASICS previews a new release of the GEL Lyte III, dubbed the “Orange Blaze.” The brand-favorite features a white and black base, complemented with hits of bright orange throughout. The matching orange laces are also a nice touch, as you can expect the suede, leather, and mesh pair to release in the coming weeks through select ASICS accounts. [via Sneaker Freaker]

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Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes

Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes

008ea kim kanye yacht balmain balenciaga 4 Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes

Kanye West was spotted with Kim Kardashian on a yacht during the 65th Annual Cannes Film Festival in France. The Grammy award winning rapper was rocking a black Balmain Embroidered Badge Hoodie Jacket ($638) and a pair of Balenciaga Arena suede sneakers (seen below in indigo, $531). See pics below. 

008ea balmain hooded Jacket c Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes008ea balenciaga black suede sneakers Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes008ea balenciaga black suede sneakers 2 Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes073e6 kim kanye yacht balmain balenciaga Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes073e6 kim kanye yacht balmain balenciaga 3 Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes073e6 kim kanye yacht balmain balenciaga 2 Kanye West wears Balmain Hoodie and Balenciaga Arena Sneakers On a Yacht During Cannes

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Watch It: ‘Lost’ Anniversary Marks Polarizing Finale

750b2 lostawards bestepisode Watch It: Lost Anniversary Marks Polarizing Finale

Two years ago, an impossible beam of bright light zapped out of an island and left “Lost” fans everywhere dumbfounded, for better or for worse. The series finale was polarizing, no doubt about it: was it brilliant? Was it moronic? Fandom remains divided on the issue to this very day, and we’re marking the occasion with our own look back on “Lost” history.

Go back to the island, and find out what else we’re watching, in this week’s Watch It!

“Fifty Shades of Grey”
I hate to say it, but I’ve been consumed by “Fifty Shades of Grey.” It’s not a movie, but it certainly will be, which is why I decided to give it a read. As “Twilight” fan fiction, I definitely notice traces of Edward Cullen and Bella Swan in the main characters of Christian Grey and Ana Steele. Christian is brooding, self-deprecating and impossibly good-looking, while Ana is clumsy, shy and doesn’t realize her own beauty. The couple’s SM relationship is both sexy and ridiculous, but what really interests me is their connection sans the physical affair. I find myself in anticipation of their email correspondence more than their trysts in Christian’s Red Room of Pain. I have about 20 pages to go and I’m embarrassingly considering buying the sequels. Does that mean I can no longer say reading the series is “research for work”? -Fallon Prinzivalli, MTV Movies editorial assistant

“Serenity”
Over the weekend, I was lucky enough to attend the Los Angeles Times Hero Complex Film Festival, and the closing film of the fest remains to be my favorite: “Serenity.” There’s something about the way Nathan Fillion’s Captain Malcolm Reynolds says, “I aim to misbehave” that lets me know a “Firefly” marathon will be happening in the Schwartz household very soon. -Terri Schwartz, MTV Movies contributor

“Sherlock” “House”
This week I watched two TV finales — the second season finale of “Sherlock” and the series finale of “House.” Both were sad, sweet and somewhat shocking. They also shared a major plot point (which I won’t spoil here). You may be aware that the characters of Dr. House and his best friend, Dr. Wilson, were loosely based on Sherlock Holmes and Dr. Watson. But here’s another interesting fact that links the two series: Long ago, before most folks in the US knew of either of them, Benedict Cumberbatch (Sherlock) played Hugh Laurie’s (House) son on a really funny UK show called “Fortysomething.” Check it out; it’s available on Netflix. -Tami Katzoff, MTV News producer

“Lost”
I am an unapologetic “Lost” fan who unapologetically thinks that the show’s final twist was pretty poor. Honestly, the final season missed the mark for me. But does the existence of an abstract world where all of our favorites heroes (and some of our favorite villains) get to hang out with each other for all of eternity take away from six years of awesome Sawyer one-liners? Does it kill the pure joy we felt when Sawyer, Charlie, Jin and Hurley successfully kick-started the DHARMA van in the jungle and drove around for hours to celebrate? Does it make Michael Emerson’s Benjamin Linus any less creepy? I don’t think so. (And if you think so, please refamiliarize yourself with the video below; that dude is way creepy). If any story has ever taught me the lesson of journeys versus destinations, it’s “Lost.” No silly endings will ever change my love for the six-year roller coaster ride Damon Lindelof and Carlton Cuse took me on. And if you’ll excuse me, I’m going to leave work tonight and celebrate the anniversary by watching Jack Shephard land a flying death punch on Fake-Locke’s face on repeat for two hours. -Josh Wigler, MTV Movies Blog editor

What are you guys watching this week? Let us know in the comments section or hit us up on Twitter!

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Jordan Melo M9

Sure Melo’s season may have just ended recently, but of course JB has already been putting in work on the All-Star foward’s next signature. Here we get an early look at the Melo M9 in a blue and black colorway. The side-panel highlights a rather unique construction, featuring Flywire aspects throughout. From what we have so far, what do you guys think? [via Truthao]

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‘Snow White’ Director Believes He Can Make ‘Halo’ Movie Work

Studios have been trying to bring “Halo” to the big screen for several years now, and all have tried and failed. But in a new interview with MTV News, “Snow White and the Huntsman” director Rupert Sanders said he thinks he has what it takes to make “Halo” a successful film.

“I believe that given the freedom, I could make it work,” he said. “I think the problem is that there are so many laws existing and so many people you have to be beholden to. [I would make it] if they said to me, here’s the ‘Halo’ world, go do it, which would never happen.”

Sanders is no stranger to the “Halo” universe. In 2007, he was hired by Bungie to make a commercial for “Halo 3.” He later was brought back to shoot a 90-second, live action commercial for a spin-off game, “Halo: ODST,” that earned him critical acclaim.

“I was given a great kind of idea of that commercial and we went to Hungary and shot it in a working coal-fired power station and we just did the best we could with quite a limited budget, to be honest, and had a lot of success,” Sanders said of the making of the “ODST” commercial. “I think that ‘Halo’ is a hard property because they don’t need to make a film. They make far more money out of the games so why risk? There’s a lot of bad versions of movie video games. Very few that work.”

It was that ad that had many clamoring for him to take the reins on a big screen “Halo” adaptation. It ended up going to Jackson and Blomkamp, though that was scrapped because of a bloated budget (here’s a detailed look at the history of the game’s planned adaptation).

Though Sanders is passionate about bringing “Halo” to the big screen, he doesn’t care as much about trying to break into the comic book movie genre. Instead, it seems like his interests are more rooted in sci-fi, and he said he is working on a new project that he will hopefully start on now that “Snow White and the Huntsman” is almost in theaters.

“I’d like to make a science fiction film, I’m working on one loosely based on the Battle for Algiers. Again, thematic, slightly political. I think you can get away with being a bit more political in science fiction,” he said. “We just got a first draft, so I think in the next kind of month or two we’ll have a better version of it and hopefully start to put together the world.”

Would you like to see Sanders make a “Halo” movie, or do you think it’s best left alone? Tell us in the comments section below or on Twitter!

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Ewing Athletics Footwear Timeline

With the relaunch of the Ewing Athletics brand, the company has recently introduced its new website. Accordingly, we now see a rather intriguing footwear timeline, which features a historical look at some of the vintage models. You can check out the early ’90s silhouettes by heading on over to Ewing Athletics — and even vote on which models you’d like to see return. Stay tuned for their coinciding footwear releases.

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