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http://ads.ign.com/advertisers/sonycomputer/InFamous/infamous_480x110.jpg I'll be doing more reviews and posting my own. Go to the bottom for a quick review(pros and cons) Open-world sandbox games have a depressing tendency to stick to the mundane. For all the over-the-top violence and mayhem of games like Grand Theft Auto and Saints Row, you’re still just a guy or girl with a gun. Outside of the occasional licensed game, few sandboxers dare to tackle the idea of superpowers, and those that have tend to be disappointments, with the notable exception of Crackdown. It’s time to expand that exceptions list by one, thanks to Sucker Punch’s exceptional inFamous. After a package he has been tasked to deliver explodes and takes thousands of lives and a large chunk of Empire City with it, Cole MacGrath finds himself in possession of electrical superpowers. In addition, a plague has swept the city and the entire area has been sealed off by the government in an effort to contain the chaos. Trapped in a semi-apocalyptic no-man’s-land, Cole ends up as part of numerous parties’ efforts to control Empire City and track down the Ray Sphere that gave him his powers. As with most sandbox games, the story is incidental. Cole is a perfectly adequate hero, and his allies and enemies fit the comic book archetype roles they fill so well that you can predict their fates from the first scenes in which they appear. It’s all just an excuse to get you out there and zapping nasties, so the bland tale is inoffensive at worst, and at least the cutscenes have an appealing visual style. Thunder Road http://cache.g4tv.com/ImageDb3/143366_M/Infamous.jpgCole’s powers all stem from electricity, and it’s clear that Sucker Punch spent a long time considering the implications of an electric man. He begins with simple lightning bolts and electromagnetic force blasts, but as the game progresses he develops more and more abilities. He learns how to fire long-range sniper bolts, toss explosive grenades of electrical energy, ride electrical currents along power lines, and can eventually call down lightning from the sky to do his bidding. The powers can be upgraded using experience points gained from doing missions and defeating enemies, and how they upgrade depends on choices made by the player regarding Cole’s moral compass. As with so many such features in videogames, the moral decisions generally come down to being a selfless martyr versus stomping on kittens stolen from orphans, but inFamous isn’t trying to be a BioWare game. Choosing good or evil is essentially choosing a character class. A good Cole’s powers will evolve to be precise and focused, directing huge amounts of power into a single place in an effort to take out enemies without damaging the surroundings too much. An evil Cole’s powers are explosive and half-random, taking out enemies by blanketing the immediate vicinity with electrical death. The differences are not subtle, and lead to very different styles of play. inFamous definitely warrants both a good and an evil playthrough. Cole can’t fully turn his powers off (one imagines shaking hands with him would be somewhat like warmly greeting a Tesla coil), so using guns or even sitting in cars are out of the question, as he causes them to explode. Thus, you’re limited to your own abilities for combat and own feet for transportation. Luckily, Cole’s an agile guy, able to scale almost any building with ease. He also can fall from any height without injury, which doesn’t make a whole lot of narrative sense but adds a lot of freedom to the gameplay. I Love This Town http://cache.g4tv.com/ImageDb3/148441_M/Infamous.jpgThe climbing is reminiscent of Crackdown, as it’s mostly just a matter of tapping jump until you find the right handhold. It’s simplistic much of the time, but it’s meant to be, as it’s basic transportation. A surprisingly intelligent autopilot system attempts to “read” your intentions while leaping and climbing, and is mostly successful. In the game’s numerous platforming sections, this makes death-defying jumps to tiny outcroppings and narrow pipes easy and intuitive. It can be a bit tough to fine-tune Cole’s maneuvers at times, as he tends to be a bit “sticky,” constantly grabbing for handholds. A tap of the circle button makes him drop down to the next lowest grip point, but it would have been nice if holding circle made him completely ignore grabs and just drop to the ground. Climbing around Empire City is extremely enjoyable, and each of the three islands has a distinctly different feel to its urban geography. The city feels handcrafted down to the alleyways, and nothing feels put anywhere by accident. Sucker Punch has managed to make Empire City feel like a real place and yet serve the needs of gameplay without sacrificing one to the other. Some of the story missions play out in areas that feel as expertly designed as any self-contained non-sandbox game level. Should You Choose To Accept It http://cache.g4tv.com/ImageDb3/148731_M/Infamous.jpgTake the numerous missions in which you must chase a fleeing enemy or race the clock to re-activate satellite uplinks. Moving as fast as these missions require seems impossible at first glance, but it’s a matter of recognizing how the area is built and finding the shortcuts and power lines that will allow Cole to keep pace. Just wandering into the area while exploring, you’d never notice the level of design there, but as soon as you’re put to the task, it’s clear that everything is where it is for a reason. inFamous is full of places that feel like an organic part of the environment and yet serve very specific functions during missions. The only real flaw in the world around you is occasional geometry and detail pop-in at high speeds, usually while riding the train rails around town. It’s very minor, but still noticeable. The missions are, surprisingly, another high point of the game. Far from the typical routine that many sandboxers settle into, inFamous makes a point of changing things up and forcing you to use Cole’s powers to their full extent. This is not an easy game, and the enemies are relentless about plinking you with gunfire from distant rooftops or unleashing shoulder-mounted rocket fire from nearby alleys. Thanks to very generous checkpoints and autosaves, death isn’t a disaster, so the game remains challenging without becoming frustrating. Over the course of the game you’ll perform search and destroy tasks, escort prisoners and vehicles to safety, break up supergang street fights, disable insidious surveillance devices on building walls, use subterfuge to follow enemy couriers, and battle large enemy forces in huge setpiece sequences. Batteries Not Included http://cache.g4tv.com/ImageDb3/149312_M/infamous.jpgIn fact, huge battles can break out just about anywhere. As you complete side missions, Cole liberates chunks of the city from the crime and superpowered gangs that are oppressing the citizenry, but until you’ve liberated an area, it’s infested with enemies. It’s not rare to get caught up in an exhilarating fight against over a dozen enemies simply in an attempt to survive stumbling into an unliberated or, even worse, unpowered area. Cole’s powers are finite, meaning he must draw electricity from various sources in the environment to recharge. This is also the best way to restore his life, as his altered physiology allows electricity to heal him. Some of the toughest parts of inFamous involve sending Cole into unpowered areas of the city (generally to turn the power back on), where he has no easy way to recharge or heal, and smart play and navigation of the terrain become key to success. Then there are all the little touches that make inFamous a treat on a micro level. You have the choice to heal, ignore, or even drain of life the injured bystanders of your battles. If your fame level is maxed out evil, pedestrians will throw objects at Cole in protest. If you’re a hero to the public, they’ll throw things at your enemies, distracting them long enough for you to get a good shot in. Government propaganda and pirate television broadcasts duel for ownership of the public trust on TVs throughout the city. Cole’s “always on” powers will electrocute someone should you step in the same puddle of water they’re standing in. Where most sandbox settings feel sterile, Empire City feels lived in and believable, at least to the degree you’re allowed to interact with it. inFamous will draw a lot of comparisons to other games of the sandbox type, and Crackdown in particular. Thanks to a more structured presentation and vastly more variety in gameplay, Crackdown may have to hand over the superbeing sandbox crown to Sucker Punch. Combining the freedom of Crackdown with the tight design and platforming of Sly Cooper, inFamous isn’t just a great game, it’s the best reason yet to own a PlayStation 3. Article Written By: Matt Keil -G4.com http://cache.g4tv.com/ImageDb3/135493_THMB/Infamous.jpg http://i410.photobucket.com/albums/pp190/GMOF_Tucker/5stars.png Well-crafted world with character and personality Exceptionally satisfying power progression Challenging without being frustrating, good mission variety Mediocre story Occasional pop-in at high speeds May 12, 2009 - Spider-Man 2 the videogame will always hold a special place in my heart. After decades of games taking superheroes, assigning their abilities halfhearted meters, and sticking them in beat'em ups, Spider-Man 2 put you behind the web-head's mask and let you loose on an open-world. The game had citizens packing side missions, enemies roaming the city, and more. Of course, it also had a bunch of problems, but it at least gave the world a glimpse of what a superhero game could be. Surely, someone would pick up the idea, polish it, and run with it… right? Five years later, Sucker Punch has dusted of that blueprint and improved the hell out of it. Infamous is one of the best offerings on the PlayStation 3 to date. http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083433422.jpg Come watch the shocking video review. When you pick up the controller, you'll be dropped into the shoes of Cole. He used to be your everyday bike messenger, but that all ended when he was delivering a package and the thing went off in his hands. The ensuing blast leveled a gigantic portion of the city and left Cole in a coma. When he wakes up, everything is screwed -- there's a plague that's making people sick, the government's quarantined Empire City, gangs have seized control of the three islands that make up the metropolis, and -- most importantly to our tale -- Cole finds that he's been blessed/cursed with electricity-based superpowers. Now that you're in control of a guy who can shoot lightning bolts from his hands, fall from the highest buildings without taking any damage, and throw cars into the air with his trusty shockwave, what are you going to do? See, Infamous is an open-world game. Once you've gone through the basic tutorial -- typical third-person controls with L1 bringing up your reticle for aiming your R1 lightning bolt and face button specials -- Empire City is yours to do what you want with. You can go out on story missions, take on the random bad guys camped out on rooftops, tackle some side missions, or just run and jump from rooftop to rooftop. Now, as you get going, you'll need to get Empire City up and running again. At the most basic level, this means Cole needs to head into the city's sewers and manually reestablish the connections between transformers (see: he grabs the working electrical box, grabs the one that isn't working, and lets the juice flow through him to get the city back online). When you do this, you'll gain a new superpower so that by the end of the game you'll have access to 16 abilities such as calling down a massive lightning storm that obliterates enemies as well as an electrical shield you can use to block incoming attacks. Now, the powers are going to get a lot of press leading up to the launch of Infamous, but one of the most endearing things about this game is Empire City itself. You'll only get to see the pre-blast skyline for a second when you start the title, but the post-blast world is one of wonder and heartache. Now, before things went to hell, Cole was a bit of an urban explorer. This means he's got mad skills in terms of his climbing ability. Everything in this city is designed to be scalable. You'll run at a wall, jump and cling to a windowsill, pull yourself up and leap to a pipe, climb to the roof, and run across a power line connecting the rooftop to another structure. Now, this could've easily turned into a frustration-fest if Sucker Punch demanded precision jumps the likes of Lara Croft, but instead it gave Cole the gift of agility and made it so the man knows to grab on to whatever he can. Within seconds of playing, I was pulling off impressive leaps and truly enjoying myself. http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083430938.jpgExplosions look good but often hurt innocents.As you turn on the power to various sections of the city, the power lines go live and allow you to skate on them while kicking up a wave of juice. Combine that with Cole's later-level ability to glide via Static Chargers, and you've got the ingredients for one of the most original city-traversal mechanics I've ever seen. Seriously, in the beginning of the game I was a bit worried about how long it would take to navigate the islands without the ability to fly or run at super-speed, but once Cole got to the point of sliding around on the train tracks and chaining together power line moves, I was in love. Beyond the way you actually play in Empire City, the burg blew me away because of how alive it is. Sure, there are bystanders waving their arms to signify side missions, but how many times was I searching for a blast shard only to have someone run up to me and beg me to come heal a friend? Perhaps I'm just a softy, but the man crying in the street lamenting the loss of his wife and the girl repeating over and over again that she was only supposed to be here one day got to me. If you get caught up in how fun it is to zap bad guys and glide around town, it's these moments coupled with the out of control fires and destroyed vehicles that remind you that you're living in a city that has just gone through its darkest hour and doesn't know how to get back on its feet. With that backdrop, you'll come to understand that Cole is the most important thing in this time of "What the hell do we do now?" See, all these people are on their own. The government isn't going to help them, the gangs will kill them as soon as look at them, and the police are all but gone. When you press Start, you have to decide if you're going to save these people or destroy them. As you play, your actions are tracked on a six-part morality gauge. You can go as high as the saint-like rank of Hero or as low as the scum of the earth rank of Infamous. Now, this choice has an affect on your looks -- good Cole has blue lightning and a clean look to him whereas bad Cole packs red lightning, a filthy coat, and ghostly white face -- but it has a bigger effect on Empire City. If you're good, people post posters of you, cheer you in the streets, and clean up the dump the best that they can. If you're evil, people deface posters of you, hurl rocks at you when they see you, and let the city fall deeper and deeper into filth and anarchy. Will you inspire or dominate the masses? For me, this is one of the keys to Infamous' greatness. When I played as a hero, I went out of my way to help everyone. I healed the sick, saved guys from being lynched, and was thrilled to see people run over and cheer me. When I played the bad guy route, even I was disturbed by the things Cole did. If you didn't know, there's a set of spark-looking things on your HUD. These are power kegs and represent how much juice you have to do special moves. Your regular lightning bolt doesn't deplete this reservoir, but just about everything else does and you'll need to drain juice from light poles and cars to refill the meter (this will also heal you if you don't want to wait for the regeneration to kick in). Thing is, you can also drain humans of their bio-electrical energy. The boost completely refills your meter, but it kills the person you just drained. When you choose to do this on a downed person -- innocent or foe -- you have to tap Square because the victim is fighting to keep your hand off of his or her face. The camera even changes so that you can watch this battle unfold. Have you ever seen a woman's face as she grimaces and desperately tries to save her own life? It's screwed up, man. http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083424547.jpg Cole's powers + montage = OMG When the game gets going, you'll have a trio of "bosses" that are standing in Cole's way and threatening the city, but for the most part, you'll be battling the gangs that have each taken over one of the town's islands. The Reapers are a set of former druggies who now rock hoodies and pack machine guns; the Dustmen used to be homeless but now have armored suits made of junk and a knack for creating robotic drones; and the First Sons are the hardest to take out and obsessed with the Ray Sphere, the device that went boom and created the madness in Empire City. While most of these guys will be chumps with weapons, there will be a handful of dudes in each group that are Conduits -- dudes who have gained powers from the blast. The Reaper Conduit can tear apart the ground and send a blast Cole's way, the Dustman Conduit climbs into a mech made of trash that can basically kill you in a couple of hits, and the First Sons Conduit can morph into an energy being and bring the fight to you. There are also a bunch of rocket launcher-packing dudes, invisible foes, and more. This mix keeps it interesting -- especially when the gangs come and battle each other head-to-head -- but I could've gone for a bit more diversity seeing as how you'll only see one squad on any given island. Choosing your path is linked to both big decisions, called Karma Moments, and small choices you make during missions. In a Karma Moment, a situation is presented, the game pauses, and Cole audibly weighs the pros and cons of each pick -- when a passerby asks for help and offers a reward, Cole can do the right thing and lend a hand or just fry the guy and take the reward without doing the work; when a bunch of food gets dropped in Archer Square, Cole can let the masses get their fair share or zap the people so he and his friends are taken care of; etc. What I dig about the Karma Moments is that most of the time Cole justifies why he'd pick the bad option, which makes it not seem that bad; I mean, why wouldn't you want to zap the police from a crowd of protesters so that you have more people fighting alongside you rather than having it be one-on-12? Sure, that's the cowardly choice, but at least it makes sense in the story. Outside of these events, which are littered throughout the story and side missions, your actual actions feed into the morality meter as well. When you see a person writhing around on the sidewalk, you can be good and heal the person with a quick defibrillator burst or you can suck the bio-electricity from the person's body and kill them. That's an extreme example, but the smaller stuff matters, too. When you're out on a mission, the game keeps track of everything you do. When you complete a task, the game freezes and some stats pop up letting you know the task is done, how many experience points you've earned, as well as how your actions have influenced your Karma. See, if you're trying to be a good guy, you can't run and gun it through the game. You need to make sure you're only taking out the bad guys and not beating the hell out of the citizens of Empire City -- the citizens who love to get in your way. That might sound like an easy enough task, but you have to understand how powerful Cole's powers can get. As you're completing missions and taking out bad guys on the streets, you're earning XP. This can then be exchanged for upgrades to most of your superpowers, some of which have three upgrades of awesomeness. When I maxed out my Shock Grenades as a good guy, the little balls of explosive energy automatically began restraining enemies after hurting them. This was great at banking me XP for the non-lethal takedowns, but when I faced off against a bunch of foes, I peppered the area with Shock Grenades, the first wave tied guys down, and then the second wave killed the bound baddies. This counted as an Execution; it banked me XP, but it also registered as an evil act. Even though I was fighting the good fight and protecting some medical supplies, I ended that mission with negative Karma. http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083420610.jpgMissions net lots of XP, but just about everything gives you a few points.These Karma Moments are for more than just show. There will be 15 side missions that are only open to good guys and 15 that are only open to bad guys in addition to the game's 70 neutral tasks, there will be moves you can only unlock if you've achieved a certain Karma rank, and these choices are leading you towards one of the game's two endings and giving you a different experience on each playthough. See, Cole has two main people in his life; there's his best friend Zeke and his girlfriend Trish. When the blast happens, everything changes. Trish's sister is killed in the explosion and then she suddenly has to deal with her boyfriend being the cause of it all, and Zeke has to deal with his best friend now having a higher calling. These threads might not standout in most games, but with the way the story and characters are presented in Infamous, you'll find yourself connecting with the themes. Listening to Zeke lament a failed attempt at a relationship and Trish tell Cole that she loves him drives home the bond these people share -- and that only makes the events ahead and Karma choices you have to make that much more meaningful and emotional. Even though I was playing as a good guy my first time through and I knew what choices I had to make, there came a point of no return for one of the characters and even I faltered -- someone who knew he'd be coming back through -- and thought about making the "bad" choice because I couldn't let go. These characters and events are beautifully driven home via cutscenes that play out as moving graphic novels. The images are still but effects happen in and around them. This artwork looks great (although I wish more visual changes were present when you're evil Cole), but they also set up one of the game's few stumbles -- in-game cutscenes. When the in-game model of Cole or Zeke is used for some dialogue, it pales in comparison to the graphic novel stuff. Seeing Zeke robotically wave his arms or Cole stand at attention with his mouth flapping away kind of hurt the experience. Also, even when you're going the goody two shoes route, Cole's voice is always in the gravely range of Solid Snake. It seems like that should've been a bit lighter for a guy who's willing to pose for the occasional passerby's photo. In similar (albeit rare) ho-hum spots are some visual issues. The only time the game loads is when you start it, which is awesome, but this does lead to some pop-in here and there. It's never anything major, but don't be shocked to see cars sprout up and building textures drop in as you rocket into areas of the city. Also, be aware that the framerate is going to dip now and again (for me, it was while I was riding the rails) and that you might fall through the world every now and again (in 30 hours, it's happened to me once). http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083436250.jpg Cole for president. Another one of my few criticisms is that I was aware I was playing a game most of the time. Sounds silly, right? What I mean is that when I played Uncharted and Metal Gear Solid 4, I found myself completely immersed in those worlds. From start to finish, I was that character and I was fighting for my life. For the majority of the time in Infamous, I totally felt like I was Cole; When I made choices, when women cried out that they wanted to have my baby, and so on, I felt like that stuff was happening to me. However, at the end of every mission the game pauses and brings up a stat box to show you the XP you've earned and what moves you pulled off. I like the information, but it kind of slapped me out of the experience. I would've preferred if the "Mission Complete" screen was more integrated like Fallout 3. It was just something that didn't mesh with the rest of the title for me. Still, those super-small issues shouldn't make you doubt buying this game. Beyond the engaging story chockfull of interesting characters, there are a bunch of side projects for you to tackle. An undercover agent has hidden 32 audio recordings throughout the city, 84 districts need to be liberated from gang rule, and there are 350 Blast Shards scattered around Empire City. What I find nifty about all of these collectables is the fact that none of them are hidden from you -- they all show up in some way on your radar. The audio recordings have been left by a man named John. He's on the inside of the First Sons and has left these story-expanding tidbits on satellite dishes all over the place. When you click L3, a circular sonar-like overlay forms around your radar screen and hones in on the location of one of these Dead Drops if you are near it. As you head in that direction, the sonar-pointer gets more and more specific -- it's sort of like a game of "Warmer… warmer… HOT!" Similarly, when you click in L3, you'll see your radar spring to life with little lightning bolts and blue dots. A blue bolt signifies an object that Cole can use to recharge -- again, this restores life and the energy kegs that are consumed by using his special abilities -- and the dots are Blast Shards. These shards are pieces of metal from the original blast site that are super-charged with Ray Sphere juice. As you collect them, you'll begin earning more power kegs so that you can store more juice. The final carrot on the end of the Infamous stick? Stunts. When you pause the game, you'll see one of 21 stunts at the bottom of the screen. If you feel like it -- or at least feel like the Trophy -- it'll be your job to pull off each one of these moves that range from crushing an enemy with an object to simultaneously blowing three guys off a roof with the Shockwave to taking out an airborne enemy with a melee attack. Even though the game is telling you how to do the feats, some are pretty challenging; my advice is to try and get them out of the way while you play rather than be foolish and tackle them after you've finished the story. Yup, like you'd expect, you can keep on playing when Cole's tale is over. You'll keep all the powers and XP you've unlocked and be able to take on the remaining side missions and enemies. If you feel like starting over and playing as the other side of your Karma chameleon, you're welcome to, but you start with a blank slate in terms of unlocked abilities and XP. If you want to have multiple games going, you're welcome to as Infamous supports 10 save slots counting Autosave. http://ps3media.ign.com/ps3/image/article/981/981734/infamous-20090512083427625.jpgMassive battles are par for the course. Closing Comments In December, I played Infamous for the first time and told you that it was awesome. Five months later, I'm standing by that statement and backing it up with about 30 hours of playtime. Cole's powers are cool, the graphic novel cutscenes are stunning, the story is intriguing, and the city is alive. I could go on and on about this game -- about my hunt for the final few Blast Shards, about the sick joy in blasting a pedestrian and then sucking his bio-energy, about the subtle Sly Cooper references -- but to truly appreciate what Sucker Punch has created, you'll have to sit down and play this game. Infamous is amazing. - IGN.com Another Take I completely agree with Greg. Sucker Punch has delivered an outstanding superhero game, one that works really well on pretty much every level. The powers are incredibly fun to use, the upgrade and Karma systems allow you to customize your play experience, the city feels alive and like you're a part of it, and, perhaps most impressively, the story really pays off in the end. The powers that you get access to are obviously the most important part, and Sucker Punch did a fantastic job of making you feel powerful, not only in terms of combat, but with your ability to navigate the city quickly and really feel like you own it. Being able to grind rails to quickly cover ground or hover to cross between skyscrapers reminds me of the good parts of recent Spider-Man games, but it's only one piece in a much bigger puzzle. While some of the in-engine presentation aspects could be better, the comic book-inspired cutscenes are fantastic and do an amazing job of really bringing you into the story. The characters evolve and make interesting decisions, and they serve not only to give you reasons for taking on the various missions, but they play a key role in the story, what happens to Cole and, most importantly, why Cole goes through what he does. There are no throwaway and unimportant characters here, which is extremely refreshing. For me, Infamous serves as a stellar reason for owning a PlayStation 3. It also proves that Sucker Punch is capable of creating dark, deep and interesting tales, and I'm really hoping that a sequel isn't too far off. 9.5 Presentation This city is alive and you'll feel like you're a critical part of it from start to finish. The easy to upgrade powers, story-expanding Dead Drops, and more wrap you up in the experience. 8.5 Graphics The city looks great with its destroyed buildings and people dying in the streets. Cole's powers dazzle at times, but there is some pop-in, repetitive environments, and framerate dips. 8.5 Sound The soundtrack is great, the ambient noise of the city makes you feel like you're there, and the sound effects are solid. Still, why is Cole's voice soooo gravely? 9.0 Gameplay Cole's powers are stunning and fun, but the real joy is zipping around the city and unraveling the story. I could've gone for a few more enemy types and better Stunt explanations. 9.5 Lasting Appeal It took me about 25 hours to go through both storylines, but I've put in a total of 30 hours searching for Blast Shards and my Platinum Trophy. All that, and this still isn't old. 9.2 Outstanding OVERALL (out of 10 / not an average)
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Update,film system added,and more Miltieplayer info.
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http://i536.photobucket.com/albums/ff324/chim7_bucket/LongCat.png An epic win
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Cool I'm dling it right now.
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Update new release date,and a pic.
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Yeah me to I'm going to see it when my friend from SC gets here.
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Terminator Salvation" is arguably the closest thing to non-stop action since "The Mummy Returns." It opens in the thick of a military operation and barely slows down for its 115 minutes. Character development is almost non-existent and the picture relies on our prior knowledge of the previous "Terminator" pictures. The characters are paper thin and the film has obvious signs of tinkering. Ironically, for a film that constantly opines about the strength of the human heart, the film lacks the very heart and soul that brought humanity to the first three pictures. It is occasionally a first-rate action spectacle, but it is only the spectacle that merits recommendation. Judgment Day has come and gone, and in the year 2018 the human resistance continues to press on against the machines that turned against them and killed most of the planet. While the leader of the fighting force (Michael Ironside) clashes with the beloved John Conner (Christian Bale), a new weapon is discovered that may turn the tide for the humans. Meanwhile, Marcus Wright (Sam Worthington) awakens in this apocalyptic future with no idea why he is still alive, as his last memory was of being put to death in 2003. As he teams with a young Kyle Reese, the paths of these would-be heroes will soon cross in a way that will determine the fate of all humanity. Oddly enough, the legendary John Conner is more or less a supporting role this time around. Despite the casting of Christian Bale and said actor's top billing, he spends much of the film as a second banana to the mysterious Marcus Wright. Alas, Worthington's performance does not merit the spotlight, as he spends much of the film in stock-action hero mode, with an Australian accent that comes and goes at random intervals. As for Bale, he inexplicably chooses to use his infamous McGruff: The Crime Bat voice for several major sequences. Aside from action set pieces in the opening and the climax, Bale has little to do but bark orders, give inspirational radio addresses, and feud with Michael Ironside. Ironside is tragically relegated to the role of Wrong-headed Authority Figure, as his primary job to be wrong at every interval, for the sake of dramatic conflict. None of the other characters are fleshed out in the least, although Anton Yelchin does the best with what he is given as a young Kyle Reese. Between this, his lead role in "Charlie Bartlett," and his broad comic turn as Chekov in "Star Trek," it's obvious this chameleon-like young actor is going to be around for awhile. The women come off exceptionally poorly here. Bryce Dallas Howard is given nothing to do as Dr. Kate Conner (Claire Danes in "Terminator 3: Rise of the Machines"). It's painfully obvious that her entire role ended up on the cutting room floor as she has almost no dialogue and plays no real role in the story. Worse yet is Moon Bloodgood (Blair Williams), who's primary jobs are to look hot, get rescued by a strong handsome man, then risk all of humanity in order to save said stud whom she barely knows. Aside from lack of character development, we never get a true sense of what it feels like to live in this post-Judgment Day world. There is no sense of the day-to-day life for the resistance, or for the other survivors. All jokes about the film being "Reign of Fire" with robots aside, that picture gave you a true feeling of what it was like to live in a post-apocalyptic world where humans are primarily dragon food (in the end, the two pictures end up being surprisingly similar in plot). It is no secret that the eventual DVD/Blu Ray will contain 40 minutes of deleted scenes, and I'm guessing much of that will contain the missing character beats. It again brings up a troubling question... if we know full well that the film we are about to see is a studio or producer-mandated theatrical cut, what exactly is the point of going to the theaters to see what appears to be an arbitrary version of a given film? Additionally, the screenplayhttp://kona.kontera.com/javascript/lib/imgs/grey_loader.gif feels like it was intended to be a children's picture. While the movie is loud, dark, and violent, the character beats and dialogue sometimes resemble the simplicity and over-exposition found in afternoon cartoons. There are countless instances of obvious ADR dialogue which state obvious points ("It worked!" or "We need to get out of here!"), and climactic voice over makes a point to explicitly spell out the moral of the story. Say what you will about John and Sarah Conner's moralizing in "Terminator 2," or the somewhat campy robot antics in "Terminator 3," but those still felt like mature pictures made with mature sensibilities. Even though the film isn't any less violent or grim as a result of its PG-13 rating, it still feels like a more kid-friendly "Terminator" film. Having said all that, the film primarily exists as an action picture, and on that note it barely merits recommendation. While the opening act has only perfunctory action beats, there is an extended chase scene about 40-minutes in that is truly eye-popping. The "Terminator" pictures have always been known for their first-act-climax vehicle pursuits and this one does not disappoint. Although the big second act action beat is unexciting because it's relatively pointless (it's a character who can't die or hurt others, being chased by another character who can't die or hurt others), the climax of the film is genuinely exciting and suspenseful. Since we don't know how slavishly this sequel follows the time-traveling continuity of the previous films, there is genuine tension as most of the characters involved could very well be killed. So, does the film merit viewing? The characters aren't the least bit interesting and the dialogue borders on childish (I'm particularly partial to Bale's climactic radio address where he speaks in broad platitudes rather than explaining why the resistance should take the contrary action he is suggesting). But the technical aspects are often breathtaking and the action beats satisfy more often than not. The film is rich in atmosphere and genuinely feels a part of the "Terminator" mythos. "Terminator Salvation" is not required viewing. It is a deeply flawed picture, and easily the least of the "Terminator" pictures. But wow, that first-act chase is a knockout. -Filmthreat.com http://filmthreat.com/images/SStar5.gif http://filmthreat.com/images/Star5.gif
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Hey,you already went.
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Yeah that to there's no real point to modding achievements,except getting banned,or getting your gamerscore reset. Yes you haven't gotten banned YET,that obviously means I'm wrong
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You can mod it,but you will be banned for modding achievements that haven't come out yet.
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*******..... I don't mind pedo bear but the shwastica.... Plus,you can post a pic on forums.
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