Geekscape podcasts, news, features Mon, 31 Aug 2015 02:05:42 +0000 en-US hourly 1 podcasts, news, features Geekscape no podcasts, news, features Geekscape TV-G Wes Craven, ‘A Nightmare on Elm Street’ and ‘Scream’ Director, Passes Away at 76 Mon, 31 Aug 2015 02:03:17 +0000 Oh man. Wes Craven, the auteur who set the formula for both ’80s and ’90s horror, has passed away of brain cancer. He was 76.

Let’s not dwell on the loss of a great filmmaker. Rather, let’s celebrate the work he left behind.

To me, it’s amazing how Craven was able to create the paradigm for two entire decades of cinema horror. Teens having sex and only to get sliced in half were on its way to becoming the norm when Craven’s first feature, The Last House on the Left hit theaters. He would then go on to make The Hills Have EyesDeadly Blessing, and Swamp Thing (based on the DC Comics character) before changing the game with A Nightmare on Elm Street.

The slasher genre was well-tread before he brought it back like gangbusters. Freddy Kruger was a supernatural terror who felt real. He was based on a traumatic encounter with a stranger from Craven’s youth, which upon learning added to the mystique of Freddy Kruger for me. Especially since I had an encounter eerily similar to Craven’s when I was his age.


Beyond the genius filmmaking that drove Nightmare on Elm Street — the famous “bed blood” scene where Johnny Depp is swallowed up was filmed upside down — it set the new standard for Hollywood horror. He would do it again in the late ’90s with Scream, revitalizing the teen slasher genre with a satire that celebrated and poked fun at it.

In the end, his movies were as much about hope as they were about fear. Nancy from Nightmare embodies these truths. No matter how dark things could get, the resiliency of the human spirit can always light the darkness.

Towards the new millennium Craven kept on keeping on as an executive producer and doing the occasional cameo. He would still sit behind the camera, though those movies weren’t often up to par with his previous work. Still, he was an artist who contributed much to our understanding of what it means to feel fear, and what it means to be utterly fearless.

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Geekscape Games Reviews: ‘Until Dawn’ Sun, 30 Aug 2015 20:36:14 +0000 It’s hard to believe that Until Dawn is finally here. First announced for the Playstation 3 back at GamesCom in 2012, as a survival-horror fan I was instantly enamoured with the idea of playing through a slasher flick. The first-person perspective, Playstation Move-based title was to be the game that would have me dust off my Move controllers, and the immersion of actually controlling the character’s flashlights would likely prove too much for me to handle.

Then, Until Dawn disappeared, only to re-emerge at GamesCom 2014 as a Playstation 4 exclusive. In its transition to a new generation, Until Dawn lost its first-person perspective and Move support, and gained some gorgeous visuals and a talented, recognizable cast. Pretty fair trade, if you ask me (though that Move support actually looked awesome).

Now it’s August 2015, and Until Dawn is finally here, though unless you were waiting for its release, you probably had no idea, as Sony’s marketing machine is apparently turned off for this title. It sort of makes sense, as earlier this year the publisher released another very cinematic, short (really short) title (The Order: 1886) that had gamers polishing their pitchforks because ‘it wasn’t a real game’.

The story is rife with horror tropes, and for the most part, they actually all work pretty well. You’ll take control of eight (old looking) teens gathered at a remote (Canadian) mountain lodge over the course of one night. They’re there on the one-year anniversary of the disappearance of two of their friends (who disappeared from the same remote mountain lodge), to remember them, and to, of course, party. Things turn sour pretty quickly, as the group discovers that they’re not as alone as they thought they were. It’s then up to you to ensure that they survive UNTIL DAWN… Did I mention that the surrounding area also contains an abandoned sanatorium and a partially collapsed mine with a terrible history?

Yep, the story is cheesy (and campy) as hell, but every trope and cliché actually lends itself quite well to the tone of the game. You feel as though you’re playing through a slasher flick, but a fun slasher flick that never takes itself overly seriously. Until Dawn builds a phenomenal atmosphere, and can be truly terrifying at (many) times, but you’ll find yourself laughing just as often as you feel your palms sweating from fear. It’s really a great balance that’s designed to keep you playing the game, which is a huge paradigm shift from all-scary games like Alien: Isolation (which I love but can only play in 20-minute chunks).

Sorry Shane, the towel stays on.
Sorry Shane, the towel stays on.

Now, to really enjoy Until Dawn you’ll likely need to be a fan of either horror (duh), David Cage style games like Beyond: Two Souls or Heavy Rain, or at least open minded to an atypical gaming experience. Just like the aforementioned titles, Until Dawn plays like more of a heavily interactive movie than it does a traditional video game. Sure, you’ll get to walk around a lot of tense, dark, scary locales, but most of the ‘action’ is regulated to tough, time-limited choices and quicktime events. Things start out fairly forgiving, miss a quicktime event and you’ll likely have a chance to recover, but later in the game I found times where one missed button press led to a character’s demise. There are also some truly terrifying (and clever) ‘Don’t Move’ moments, in which you must hold the DualShock 4 controller as still as possible in order to remain hidden. These were definitely some of the most stressful moments in my play through of the game.

As I mentioned earlier, you’re taking control of eight potential survivors over the course of the game. The evening is broken up into ten chapters that seem to split playtime fairly evenly between most of the characters. Between each chapter you’ll have a therapy session with Dr. Alan Hill, a creepy as hell psychiatrist who analyzes your fears, which characters you like and dislike (you’re going to dislike Emily), and tells you just how much you’re screwing things up. According to Supermassive Games, every character can survive the night, or everyone can die, depending entirely on the choices that you make. This means that you’ll probably want to replay the game (I know that I did the instant that I finished it), and that things can turn out starkly different each time you play. As always, there are a variety of collectible ‘clues’ to be found that provide you with some interesting backstory, and (of course) gets you closer to that cherished Platinum Trophy.


Visually, the game is gorgeous. It runs on the Killzone: Shadowfall engine which seems to have aged extremely well over these past two years. There really isn’t an aspect of the game that doesn’t look good. Indoor and outdoor environments have a very real feel to them, trees and branches sway in the wind, your characters leave tracks (or even blood) in the snow. Cinematography in the game is simply brilliant, constant, tense camera angles echo the early days of Resident Evil and Silent Hill, and do a fantastic job of making you feel as though you’re seconds away from the next scare, even if you’re nowhere near it. The characters themselves look and sound phenomenal; Supermassive used recognizable talent like Heroes Hayden Paettiere, Mr. Robot’s Rami Malek, and many more, and performance capture technology akin to Rockstar’s LA Noire to skyrocket the game’s production values and make it feel even more like an interactive film.

Optimization, however, leaves a bit to be desired. The game can go from silky smooth to a stuttering mess from time to time, which can really break the fantastic immersion felt the rest of the time. There’s the occasional lip sync issue, and I had a few instances where sound effects seemed as though they didn’t hit at just the right time (which is, of course, immensely important to a horror title). Other (non-technical) issues are few and far between; a so-cheesy-its-bad line of dialogue here and there, etc. I’ve read a few opinions stating that the story took a too-crazy turn for its third act, but I found the misdirection to be incredibly clever, and the third act to be, by far, the most tense section of the game.


If you can’t tell from the 1000+ words you’ve just read, I had a freaking blast with Until Dawn. I played through its ten hour journey in just three sittings, and it was one of the hardest games in recent memory to actually stop playing. I’m itching to jump back in and just see what else I can discover, see how many characters I can actually save, and to dig deeper into the troubled history of the mountain.

Until Dawn scores a campy 4/5.

+ Visuals, sound, atmosphere are phenomenal

+ Extremely well paced, interesting plot

+ Stellar performances

– Occasional technical issues

– A few lines that are too cheesy for their own good

– Emily is the worst

Coolest feature that I wasn’t able to test: If you own a Playstation Camera, the game will actually record your reactions to certain scary moments. Super clever.

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Horror Movie Night – Episode 9: Jug Face Sun, 30 Aug 2015 04:09:32 +0000 This week, the gang delves into the backwater horrors of pit monsters, traditional inbreeding techniques, square-dancing and pottery. Listen in amazement to our guest Kanon’s insightful musings and hatred of incest babies! There’s also discussions of Old Testament angels and demons, mispronounced names and a lot of uncomfortable laughter. Ok, maybe it’s comfortable but don’t judge us. It’s another episode of Horror Movie Night!

Feel free to join in discussion at on our Facebook Group, our Reddit page or in the comments below.

Also subscribe to our podcast on Soundcloud and iTunes

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Ready For More ‘The Walking Dead’? A Stand-Alone Special Is Incoming! Sat, 29 Aug 2015 20:49:44 +0000 Briefly: It’s pretty freaking clear that the world cannot get enough of The Walking Dead. From decade-running comic, to the cable-leading main series, to the record breaking companion, to multiple award winning video games (and a new mobile game), it seems as though every single thing with The Walking Dead branding on it is bound for immense success.

We hope that you’re ready for even more The Walking Dead, as EW has just revealed that AMC is planning an awesome-sounding standalone special, one that’s set to take place on a plane in the same time-period as Fear the Walking Dead.

The 30-minute special will debut online at an unannounced time, and also be broken up for airing during The Walking Dead‘s commercial breaks.

While zombies on a plane sound interesting enough, the coolest aspect of the news has to be the revelation that one character who somehow survives the attack will join the cast of Fear the Walking Dead in season two.

I thoroughly enjoyed World War Z‘s airplane scene, and though I definitely avoided 2007’s Flight of the Living Dead, I’m really excited to see what AMC does with this standalone (and whether or not they keep us guessing as to who may survive).

The special will be produced by Fear the Walking Dead showrunner Dave Erickson (who I spoke to back at SDCC) and co-executive producer David Weiner, so at least we know that it’s in good hands.

What do you hope to see in the special? Sound out below!


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Geekscape Interviews: Mac Quayle, ‘American Horror Story,’ ‘Mr. Robot’ Composer, Loves Synths Sat, 29 Aug 2015 18:26:08 +0000 My absolute favorite thing about Mr. Robot, the new USA series about a vigilante computer hacker on a journey to take down the biggest corporation in the world, is the music.

Reminiscent of The Social Network crossed with a dystopian/horror movie, the unnerving soundtrack is an huge highlight for the series. The series’ composer, Mac Quayle, is a rising star in the soundtrack world. Having worked in collaboration in movies like Drive, Contagion, and Spring Breakers before going solo on American Horror Story: Freak Show and now Mr. Robot, Quayle’s distinct style often evokes the darker nature of music with high-tech, synth-heavy sounds.

A few weeks ago I had a chance to speak to Mac Quayle, recently nominated for a primetime Emmy, about his career, from his beginning all the way to American Horror Story and Mr. Robot.

Whether or not you win your Emmy, what was your first reaction to getting that announcement?

Mac: I was really excited. Really excited. Kind of beyond my wildest dreams to be included with such great composers.

What was your inspiration into getting into music? What did you listen to that made you go, “You know what? I can do this.”

Mac: Well, it started with my parents putting me in the church choir when I was six. And it wasn’t really my choice. They just put me in the choir. And that was my introduction to learning music. And I’ve just sort of been on that path ever since.

Was there anything that you listened to later in life that just kept that momentum going?

Mac: I don’t know about one particular piece of music. I’ve certainly listened to a lot, been inspired by a lot of different people along the way. There’s so many, from different phases of life. But some early influences, I’m going to say Devo, Ultravox, New Order, Peter Gabriel…

Really, Peter Gabriel?

Mac: Yeah.

I don’t know why that surprises me. I think that’s kind of cool.

Mac: Yeah, I was a huge fan of his years ago.

What led you into doing soundtracks and movie scoring? I’m not well versed in music, but I know enough enough that it’s a different path than, say, performing like Peter Gabriel. What led you to do movie scoring and TV scoring?

Mac: In a way, it’s like a second career for me. My earlier career in New York was working more in the music business, as a musician, producer, dance remixer, and I did that for a number of years, until the early 2000s [when] the music industry started to find itself in decline and a lot of the work I was doing was drying up. So I decided it was time to move to Los Angeles, and I had a vague idea of getting into scoring, but I wasn’t totally clear. I moved out here in 2004, and I met some people, and I ended up getting my first job working on a TV show called Cold Case, as an additional composer.

I remember that show.

Mac: It was a great opportunity and I learned a lot, and I found that… It seemed like a good fit for me. That was the new direction that my career was taking and I followed it.

Speaking very broadly, soundtrack scoring is more often than not kind of categorized in two different ways. There’s the character theme, and then there’s a piece for a particular scene or moment. Do you personally have a preference for writing one kind of piece over the other?

Mac: Not really. I’m more about whatever works. For me to do a theme for a character, then that’s great, and if it’s more just about a particular scene or a particular feeling, then I’m all for that as well. And sometimes I’ll write a theme for a character and it ends up getting used for that character and other characters. And it works. And so I’m like, “Okay! It works.” That’s all good. I’m basically about whatever works.

What piece of composition do you think has worked the best, the one that just came together almost flawlessly?

Mac: Well, there’s been many, but recently the first piece of music that I wrote for American Horror Story last year, which was actually what got me the job. That piece of music, something about it, it came together not effortlessly, but it wasn’t that difficult to write and it just really seemed to fit the scene. They loved it. They hired me, and then variations of that piece got used so much throughout the entire season, it became a very useful piece of music and components.

This was last season, right?

Mac: Yes. Freakshow.

Your work is noticeably what I’d call kind of like a techno-thriller. You did the soundtrack to ContagionDrive, I can imagine a hacker out of a William Gibson novel. Even when you use traditional, non-electronic music, they’re very intense and heavy pieces.

Mac: Yeah, I definitely gravitate towards that. On those films you mentioned, I worked with Cliff Martinez, and that’s certainly a bit of his sound and so it was kind of [us] both gravitate towards that.

Is there any reason why you gravitate towards the sound? Or do you just find it works for the material you’re composing for?

Mac: It does tend to work for the projects that I’m working on and that’s part of the reason that they asked me to do it, because they know that’s something that I do. And I also, I’ve just always loved synthesizers. I got exposed to my first synthesizer when I was maybe fifteen. And it just kind of blew my mind. And then I’ve just ever since been obsessed with the synthesizer. I love playing with them, I love how they sound. Now, what you can do with computer technology and all the virtual synth… It’s just an unlimited palette of electronic sounds at your fingertips.

I think one of your most stunning pieces, in my opinion, is your most subdued. It’s in Contagion, when we find out that the strain originated from the bat and the pig. That specifically, do you remember that one, if you remember anything about that … What went into the making of that piece? Because that, to me, … That was just awesome.

Mac: Thank you. And I do have to clarify, that is Cliff Martinez’s score, and I did work on that piece but it’s a collaboration with Cliff. I can’t take credit for it. That piece, I remember it, it was a very strange piece, pulsing, electronic pulsings…

It’s subdued. It’s a reveal. It’s like, “This is what happened.” It’s so stunning.

Mac: Here’s some of the mechanics. This is how film scoring works, sometimes. We had written a piece that was similar to that for another scene in the film. And when we got to the bat and pig scene, we took that piece that we’d written for the other scene, and we put it up against the picture, and it seemed to be a good direction. And so I modified the piece of music to fit the bat and pig scene. So it was not so much like this grand design of, “Oh, what’s the best thing for bat and pig? Let’s write this piece of music.” It was, “Here’s a piece we’d written for another scene. It seems to almost work for bat and pig. I’ll modify it so that it does work.” That’s how that … It’s a little more boring than, “Oh I decided that this pig sound would be really good if I had an electronic pulse.” But that’s just the truth. That’s really how it came up.

What is the most vivid memory you have attached to anything you’ve written? What can you listen to, and remember something that’s totally not related to the movie or TV show?

Mac: When I listen to Drive, that I also collaborated on with Cliff. When we finished that film, we were mixing it at his studio for maybe ten days straight. And during that time he had just bought this espresso machine, and we were… the mixes were basically fueled by this espresso machine. And it began this sort of obsession that I’ve had ever since, with espresso. [laughs] And so that soundtrack is always tied to my love of espresso now.

That’s actually really funny to me. The Drive soundtrack is haunting and so many other words, but to you, you just think “Oh, lots of coffee.” That’s hysterical.

Mac: Maybe not so much during the writing of it. It was the mixing, when the espresso [kept] us going for those long days.

What can you tell me about your time on American Horror Story? I know a lot of fans of that show. What was that experience like?

Mac: It was really a dream come true. And it was a dream that I didn’t even know I had. I had not watched the show before I was hired. It was on my list. I had heard great things about it but I had not seen it. And if you had asked me, “What show do you think will be a great show for you to work on?” That would not have been on the list.

It would seem out of your style, out of your general forte, at first glance.

Mac: But when I found myself working on it, I was about a month in, and all of a sudden it felt like my whole life had been leading up to that point. I was just using all these different skills, and musical styles, and all these things that I had never really been able to come together on a project before. It was great. I was kind of amazed. It caught me by surprise.

The season finale to Mr. Robot airs on USA Network on September 2 at 10pm ET.

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Calling All Artists: Submit a ‘Power Rangers’ T-Shirt Design For WeLoveFine! Sat, 29 Aug 2015 18:07:07 +0000 Yesterday was the 22nd anniversary of Power Rangers! I know, I’m Geekscape’s resident Rangers expert and I missed my chance to say something. I’m ashamed. But in my defense, it’s 22 years. If Power Rangers were a person they’re already legally allowed to drink. Fun’s over. Quarter-life crisis is settling in.

But to celebrate 22 years like Taylor Swift, Power Rangers and WeLoveFine are holding a second contest in honor of the franchise! If you’re an artist looking to get your work out there, get your creative juices flowing. From WeLoveFine:

Go Go designers! Now is the time for you to POWER UP your design idea for an awesome Power Rangers t-shirt with WeLoveFine’s second Power Rangers design contest! This contest is launching THIS FRIDAY on August 28th, which is the same day the Power Rangers originally launched 22 years ago (wow!). We are offering you the chance to not only win some amazing prizes, but to have your design made into official Power Rangers merchandise that will be available on our site! We are so excited to see your original artwork inspired by the characters, seasons and storylines from the Power Rangers’ history – from Mighty Morphin Power Rangers up through Power Rangers Dino Charge!

Submissions open from 12:01am PST August 28th, 2015 until 11:59pm PST September 25, 2015

Power Rangers is pretty rich with material to play with, there’s 22 years worth of stuff to tinker. Poke around the whole franchise, not just Mighty Morphin’, and see what could inspire the next hot shirt geeks will rock at Comic-Con.

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Holy ‘Gotham’ Season 2, Batman! Sat, 29 Aug 2015 08:23:56 +0000 Ben McKenzie, James Gordon on FOX’s Gotham, recently talked with Entertainment Weekly about what’s in store for season two of the show (premiering Monday, September 21st at 8pm). He talked about the show moving away from the procedural approach into a more serialized presentation—giving story arcs more episodes to play out. “I think we made a mistake relatively early on in trying to introduce a villain and take care of that villain in one episode: catch them, send them to Arkham, do whatever,” McKenzie said. “That was just a mistake. We should’ve never done it.”

I really don’t think that was the problem—I believe that either approach could be satisfying when done right. I think the real issue at odds is that the main character, Gordon, is rather “one note.” However, that is more or less the case for every character on the show—except for maybe Donal Logue’s Harvey Bullock. For the most part we’re just seeing shades of one mood from every character. Under different circumstances, I might hold the actors responsible—but when it’s every character and that same sentiment can be extended to every plot, I gotta start thinking it’s the writing.

GothamSeason2_Poster01_So: Dear Gotham creators, congratulations for putting together a really good show, getting it on the air and having it picked up for a second season! An accomplishment truly remarkable in today’s cutthroat television landscape!—nearly akin to birthing a unicorn. Seriously, awesome job so far. You’ve assembled quite the rogues gallery of talent to play your character’s each week too. My suggestion?—use them more. One sure way to ensure your show has longevity is to get viewers to connect with your characters—and the best way to do that is to make them human. Give them some human moments, plots and experiences. Let’s see Gordon relaxed, joking and enjoying a moment more often—it’s what humans do. It’s just those sorts of moments that will also paint a starker contrast to the o’erhanging gloom of Gotham City itself. If we can see all these characters a bit more like humans that possess the full range of emotions, we’re far more likely to invest in them and, therefore, the show. (Are any of us interested in the fate of a coworker whose every comment is a complaint?) If it’s just a bummer-fest with the bummer squad each week, eh—maybe Joker should hurry up, come of age and finish them all off already. Just a thought. [Example? Weakest part of The Walking Dead: the half season where everyone was just bummed out about the bummer that life had become.]

Now, there’s also talk of bringing in a ton of new villains, which is fun—and McKenzie did go on to say, “The audience really wants to understand who these people are and live with them, sit with them and enjoy them. Whether they’re evil or good, they are entertaining. So that’s what we’re doing in season two.” Well then, maybe everything is right on track and we’re in for a heck of great ride this season. I hope so—I love watching people, who are clearly putting in the effort, win—especially after going through the pains of birthing a unicorn this cool.

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Ridley Scott’s Next Film Is ‘Prometheus II’! Sat, 29 Aug 2015 07:45:11 +0000 While talking with Empire Magazine about his tantalizing new movie The Martian, Ridley Scott said that he’s already begun scouting locations for his next movie, Prometheus II. The offhand comment sent me into fits of geeky glee.

First here, let’s attempt to get everyone on the same page. Number one; Aliens was James Cameron’s (TerminatorTerminator 2, Avatar, etc.) movie, as much as Alien³ was—I say this very lovingly—David Fincher’s (Seven, The GameFight Club, on and on. . .) and Alien: Resurrection was—again, with love—that wonderfully crazy French bastard, Jean-Pierre Jeunet’s (Amelie, City of Lost Children, Delicatessen) and Joss Whedon’s (Buffy the Vampire Slayer, Firefly, The Avengers, etc.) “love child.” I deeply enjoyed each of these films on their own; appreciating what each filmmaking team brought to the original story told by Ridley Scott’s Alien. I considered each to be its own perspective and take on the Alien universe and appreciated them as such. I’m still working on my own romance/buddy-cop/comedy version that ends in a space port with the fiance running from a hive of xenomorphs to stop her true love from leaving over a misunderstanding about seating arrangements for their wedding while her space-cop partner tries to deny his feelings for the alien queen. Working title: Alien Schmalien.


The point being, Prometheus was meant to be Ridley Scott‘s extension of the Alien lore specifically, rather than the visions of other filmmakers or what the studio had in mind. The problem some may have had with the film is where it deviated from those other visions.

The problems I had, that some others might share, may have had to do with the contributions of Damon Lindelof—this is just a theory. It’s based on the number of projects I’ve been so excited to see that have come up short in the execution of the final vision—stories I discover Damon Lindelof had a hand in creating. For example: LostWorld War ZTomorrowland, Cowboys vs AliensThe Leftovers, etc. Has anyone done this math yet? I believe Lindelof has excellent taste and his interest in projects he wants to be a part of is fantastic. I also believe he’s got some great skills for building intrigue and investment in a story line but he can’t seem to master the fundamental skill of the satisfying wrap-up.

I truly believe Lindelof is an excellent storyteller; his characters, dialogue and scenarios are top notch—he just can’t seem to stick the landing. He’s almost an inverse of George Lucas in some ways, who has marvelous worlds and story arcs bleeding from his very essence but seems to have trouble with characters talking.

Fassbender & Rapace mugging for EW

So, for those who didn’t enjoy Prometheus at all, I think these are the two likely reasons: those who are not actually Ridley Scott fans (Blade RunnerLegendThelma & Louise, on and on. . .) but probably James Cameron fans and/or those who couldn’t see past the weaker parts of the story. Good news for those who are Scott fans? Lindelof is not (yet?) part of Prometheus II. But that doesn’t mean we fans are out of the woods just yet—the writers attached at the moment are Michael Green and Jack Paglen. Green (Green LanternHeroes) and Paglen (Transcendence) are another couple writers who, so far, are working with great material but not generating the results we’d hope for. I’m always excited to think that anyone can transcend expectations and emerge a hero!—uh, lantern. I only have their pasts to temper my hopes with for Prometheus II and I’ve got my fingers crossed that we’re all impressed—even those who aren’t Scott fans and would rather be watching Sex and the City (Green). On second thought, maybe not those ticket-buyers. (Some days I’m a Carrie—others, a Samantha.)

My recommendation to anyone looking to set the dial on their own expectations (good or bad) is to watch Alien and Prometheus—these are directly Ridley Scott’s visions of this universe. Any of the other films, entertaining as they may be, won’t properly let you know what you’re in for. If you’re just a fan of the marvelous Aliens, you’ll be better off hosting a Terminator 2/Avatar marathon—”Come with me if you want unobtainium!” If you’re a fan of the grossly underloved films Alien³ and/or Alien: Resurrection I think we should get together to form our own support group. Seriously.

Bottom line? I’m stoked! IMDB has Michael Fassbender and Noomi Rapace—two names I cut and pasted to make sure I didn’t misspell them—attached to reprise their roles as android David and archaeologist/scientist Elizabeth Shaw. The story will likely involve their voyage to the homeworld of the “engineers.” Again, full on stoke mode! And you can be sure that we will keep you up to date as any new details emerge.

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We Are Never Ever Ever Getting ‘Mortal Kombat X’ On PS3 Or Xbox 360 Fri, 28 Aug 2015 23:32:37 +0000 Briefly: Mortal Kombat fan eagerly awaiting the release of Mortal Kombat X on PS3 or Xbox 360 because you haven’t bitten the bullet on a current generation console yet?

Well, we hope that you weren’t holding your breath. Warner Bros. Interactive Entertainment revealed today that the game will not release for either console.

Here’s the announcement, straight from the official forum:

After months of development, Warner Bros. Interactive Entertainment has come to the regrettable conclusion that we cannot release Mortal Kombat X for PlayStation 3 and Xbox 360. Please know our teams worked diligently to meet the quality standards set by the current-gen versions of the game. We were not able to get the PS3 and Xbox 360 versions to the quality expected of a Mortal Kombat game and are very sorry for not being able to deliver the products as originally planned.

If you pre-ordered Mortal Kombat X for PS3 or Xbox 360, please go to the retail location where you pre-ordered the game and you will receive a full refund.

We figured that something was up when the past-gen version of the game was delayed just before launch, but we didn’t see this coming.

Disappointed? Is it enough to make you pick up a PS4 or Xbox One? Sound out below.

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10 Marvel Movie Characters You May Not Have Known Jack Kirby Drew! Fri, 28 Aug 2015 23:23:10 +0000 Today would have been Jack Kirby’s 98th birthday. If you aren’t familiar with his career, I assure you that he is referred to as the King of Comics for good reason. His mind and drawings have been responsible for some of the most iconic characters in comic book history. Properties such as The Fantastic Four, Captain America, Thor, X-Men, The Avengers, and many more have since transcended the paper medium and made their way to the big screen. With their success has brought an opportunity for lesser-known comic book properties to be developed for television and movie theatre screens and yes, as you might have guessed, Kirby is responsible for many of them too.

Let’s take a look at some characters you might not have known Jack drew:


Tales to Astonish #13 (1959)

Before he was a member of the Guardians of the Galaxy he was The Monster from Planet X! He also said more than just “I am Groot.” He didn’t become a member of the Guardians of the Galaxy until the 2008 comic book series.


Tales to Astonish #35 (1959)

While many didn’t know of Ant-Man until this summer’s movie, Kirby drew Hank Pym in his Ant-Man costume back in 1959.

Doctor Doom

Fantastic Four #5 (1962)

Ok, for some of you this may be obvious, but The Fantastic Four had another movie out this Summer so he gets a spot on the list. That and he’s one of the greatest villains in comics!

Black Panther

Fantastic Four #52 (1966)

Marvel broke the colour barrier in comics when they introduced their first black superhero, Black Panther! He is king of the great nation of Wakanda, a brilliant scientist, and a warrior of great skill. Marvel has confirmed that the Black Panther will be part of their Phase Three slate of films.

Baron Strucker

Sgt. Fury and his Howling Commandos #5 (1964)

Baron Strucker made his first appearance on the big screen played by Thomas Kretschmann in 2014 during the mid-credits scene of Captain America: The Winter Soldier. Kirby first drew him in 1964.


Captain America #1 (1941)

As we roll into Captain America: Civil War, Bucky’s (well, the Winter Solder’s) role will continue to grow. Kirby created the character back in 1941!

Peggy Carter

Tales of Suspense #77 (1966)

Peggy Carter first appeared in Captain America: The First Avenger. The character then gained much more popularity when she got her own show, Agent Carter. Kirby sketched her first adventure with Captain America in the 77th issues of Tales of Suspense.

Red Skull

Captain America #7 (1941)

Another character who appeared in Captain America: The First Avenger. This iconic villain first sketched by The King in Captain America #7.

Arnim Zola

Captain America #208 (1977)

We saw this villain adapted for film in Captain America: The Winter Soldier. Arnim Zola was one of Kirby’s last contributions to the Captain America mythos.

Baron Zemo

Avengers #6 (1964)

Alright, some of you might not have heard of this character yet but you will when Daniel Brühl portrays him in Captain America: Civil War.

So, what are your favorite Kirby comics and characters? Let us know in the comments below!

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Watch Two New Promos For ‘Heroes Reborn’! Fri, 28 Aug 2015 23:14:18 +0000 Briefly: As a huge fan of Heroes initial four season run (yes, I watched it all the way through), I was beyond excited when NBC announced Heroes Reborn in February of last year. The first series ended with an infuriating cliffhanger, and after a resolution was promised via a film, and then via comic book, and then essentially never spoken about again, I thought that surely the universe of Heroes was simply dead.

And then Heroes Reborn was announced, and people like Jack Coleman and Masi Oka were confirmed to return, and I’ve pretty much been squealing with anticipation ever since.

We’re fast approaching Heroes Reborn‘s September 24th premiere date, and NBC has just debuted two cool new promos for the upcoming event series. Both feature a classic Mohinder voiceover that really bring me back to high school.

Take a look at the promos below, and let us know what you think!

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Reminder: The Transformers ‘Splatoon’ Splatfest Starts Tonight! Fri, 28 Aug 2015 22:19:57 +0000 Just a friendly reminder to all you Splatoon fans out there.

The highly anticipated Transformers Splatfest is happening tonight at 9PM Pacific Time and will go on until 9PM on 8/29.

Have you already chosen your side? Which team do you think has the best chance? (Decepticon master race.)

Hope you’ve been practicing because this will be a splatfest for the ages.


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Check Out The Intense Opening Video For ‘Dengeki Bunko: Fighting Climax’ Fri, 28 Aug 2015 22:02:17 +0000 I LOVE mashups and crossovers! When TV or Film characters from different properties interact, or in the case of Dengeki Bunko: Fighting Climax, anime/manga I get hype! Check out the opening film from the game!

Any Weaboo worth his salt will immediately recognize the properties these character are from, but if you’re just a Junior Weaboo let me list them out for you!

A Certain Magical Index
Accel World
Black Bullet
Shakugan no Shana
Sword Art Online
The Irregular at Magic High School

I haven’t had a chance to play the game, but the models look absolutely amazing!

You can get your hands on Dengeki Bunko: Fighting Climax October 6th on PS3 and PS Vita.

If you snag yourself the Launch Edition of the game you will also get a copy of the soundtrack!


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‘Borderlands’ Movie is Heading to a Theater Near You! Fri, 28 Aug 2015 18:36:52 +0000 You read that right! Lionsgate announced today that a ‘Borderlands’ movie is in the works with Avi Arad attached as a producer. Arad is no stranger to big-budget movies as he has also served as a producer for Iron Man, Spider-Man, and X-Men. 

Lionsgate has emerged as a major creative force in the global marketplace with an incredible portfolio of brands; our partners at Gearbox have pioneered and cultivated an iconic property; and Avi and Ari Arad are two of the most successful producers of action franchises,” Take-Two Interactive Chairman and CEO Strauss Zelnick said. “This alliance is ideally positioned to create a bold, provocative, no-holds-barred motion picture phenomenon that will delight ‘Borderlands” current legions of fans and captivate moviegoers around the world.

So now comes the question: What do YOU want to see in a ‘Borderlands’ film adaptation?!

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Win a ‘The Director’s Chair’ Poster Featuring George Miller, ‘Mad Max’ Director, From El Rey Network! Fri, 28 Aug 2015 14:07:58 +0000 When I walked out of the theater after seeing Mad Max Fury Road earlier this year, I asked my buddy, both of us delirious from the two-hour adrenaline rush we had just experienced.”You know what else he directed?” I asked him, referring to Fury Road director George Miller.

“What?” he wondered. I answered, “Happy Feet.”

He burst out laughing. I chuckled, because yeah, it’s funny. But it also shows how versatile of an artist Miller is.

El Rey will be airing a new installment of my favorite docu-series, The Director’s Chair, this Sunday, Aug. 30 at 8pm ET with the legendary filmmaker George Miller himself sitting down with Robert Rodriguez.


To celebrate, our friends at El Rey are giving us FIVE (5) of these hella sweet George Miller posters from artists Tim Doyle and Joshua Budich. These limited edition posters can be yours, just head on over to the Geekscape Facebook page for details!


The Director’s Chair with George Miller airs this Sunday, Aug. 30 at 8pm ET.

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Geekscape Mobile: ‘The Walking Dead’s Official Mobile Game Is Available Now! Fri, 28 Aug 2015 01:25:28 +0000 Briefly: We showed off its first gameplay trailer earlier this month, and just a couple of weeks later The Walking Dead: Road to Survival has hit the iOS App Store, as well as Google Play.

The game “is a mature, intense, story-driven game that emulates the ongoing struggle to survive in a harsh and unforgiving world overrun by vicious Walkers and ruthless fellow survivors. Difficult decisions must be made that determine who lives or dies and how future events unfold in the game’s narrative. Gamers play alongside iconic characters such as Rick, Michonne and the Governor as they navigate the challenges of collecting resources, building and fortifying their compounds, searching for and rescuing fellow survivors, all while managing to fend off the onslaught of the undead.”

Sounds pretty cool, doesn’t it? Development of the title was overseen by The Walking Dead creator himself, Robert Kirkman, so I certainly hope its up to the standards set by the phenomenal graphic novel.

Kirkman notes that “Working with the Scopely team, we’ve had the unique opportunity to translate The Walking Dead story into a deeply interactive and engaging mobile experience. The game design, the aesthetic, the tone and the writing have all come together in an authentic way that we know Walking Dead fans will love.”

Take a look at the game’s official TV spot below, and head to the iOS App Store or Google Play to download.

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Take Your First Look At Michael Fassbender In The ‘Assassin’s Creed’ Movie! Thu, 27 Aug 2015 22:50:48 +0000 Briefly: We’re still well over a year away from its release, but Yahoo! Movies has just debuted our very first look at Michael Fassbender in the anticipated Assassin’s Creed film.

It’s hard to tell from just an image, but he looks to make a much better assassin than he does computer company CEO.

His character’s name is Callum Lynch, and Yahoo! notes that “Lynch discovers he is a descendant of the secret Assassins society through unlocked genetic memories that allow him to relive the adventures of his ancestor, Aguilar, in 15th Century Spain. After gaining incredible knowledge and skills he’s poised to take on the oppressive Knights Templar in the present day.”

So basically the plot sounds about as convoluted as it is in the game.

But we’re still excited anyways.

In any case, take a look at the image below, and let us know what you think! Assassin’s Creed hits theatres on December 21st, 2016!


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Massively Multicomplainer: ‘NationStates’ Thu, 27 Aug 2015 21:47:42 +0000 There are times when you just don’t have time for a whole match in a MOBA, you want something more nebulous than Minesweeper, and something that is just far more interesting than work. Enter a game you play maybe once or twice a day for literally minutes, NationStates. I don’t mean in the “Burn your actions come back tomorrow” way, I mean in the “you have nothing to do until the game says you do” sense. How can such a game be interesting you ask? By being loaded with pure political satire in the best way. 

NationStates has a long history; it was created in 2002 under the inspiration of a Max Barry novel called Jennifer Government in which all citizens have the last name of who they work for. This inspired the game in the sense that national politics are weird. In 2008 a NationStates 2 was created but it’s since died out with the far cheaper to operate first game still online with 136,000+ active nations. The lead regions have thousands of nations in them! Yet for its age and comedic content there are almost no memes tied to it, searches failed me. Many players, however, thought it would be funny to name their nation with the word “meme” in it. 

The player creates an country with its own name, flag, political beliefs, and essentially identity. Your nation is put in a starter region, which is essentially the community of nations you interact with. You will also be barraged by a stream of region invitations that will vary from offensively bad to intriguing. There’s no real penalty for floating from region to region either, your nation is what grows in strength over time. Your nation page is full of faux statistics that are changed and altered over time, so many variables are at play, there’s really a lot of variety. 

A new issue is brought up at minimum twice a day, legislation that you have final say over. These typically are based around a controversial issue and two to four wacky reasons to take two to four wacky approaches. These are what really changes how your nation is described and future issues. There were originally 30 issues, but accounts with enough citizens can submit their own. By now there have to be thousands of different issues, very few nations end up reading the same. Not many people agree with each other after all, and every issue is something you usually will have some kind of stand on. Over time these change how your nation is classified and how it’s people behave. 

I decided to create the Matriarchy of Korezziastan, a psycho-feminist liberal paradise. In the few days it has existed I moved to a pretty decent region, banned cars while having the 52nd best automotive industry in the region, and enjoy fantastic civil rights in what is effectively a middle eastern warzone. There’s a lot that can be done by not giving spiritual funding a dime! One of the first issues was on drugs, made em all legal. I originally thought about using a Polish flag, but I ended up using an obscure African flag and crudely photo-shopped it; it still gives me a chuckle whenever I load up my page. I committed an act of political satire in making my account for this politically satirical game. You’ll find this game really embraces the ludicrousness of politics. 

It’s a miracles what a minute in paint can do!

As your nation grows more political options become available. You can join the World Assembly in order to submit and vote on measures. Measure in the WA apply to all member nations and is a vast series of laws that is very entertaining to read. This may sound a bit like the United Nations; that would because up until 2008 it was called that. The real UN decided on April 1st to send a cease and desist to change the name. Which was in its own bizarre, but it was real. To think, the fake UN had achieved so much more like banning slavery and setting radical minimum wage doctrines! 

That’s the “game”, creating a nation that you develop as a character. Regions typically have their own private forum board for players to roleplay, hold elections, and use for political scandals. There are no deep mechanics in NationStates. War is a very broad trolling invasion on the enemy regions communications networks, scaring nations out until only theirs remain. It’s a game about politics with players constructing a web of politics over it. Any extra time beyond picking issue answer is roleplay, you can journal about your country, post in roleplay boards, etc; but the actual gameplay mechanic is issues. Strangely enough the issues are not coded in an advanced enough fashion to edit out anything the WA, it’s more of a political minigame.  Your country is politically graded on an complex “morality system” a bit like Dungeons and Dragons alignments, but between radical conservatism and liberalism.

This looks far more important than it actually is

NationStates draw is that it facilitates a roughly anonymous community, or one where you know who everybody is. You very well could have all of your friends form your own region and never interact that much with random people! It’s all about getting what you want out of the games system. What this game is not is an adventure game, there is no narrative, no points, no “RPG mechanics” besides the idea that as your account gets older more people live in it.

This is a game you check every now and then, settle business, and get back to work. Or it can be one you obsess over as a lighter alternative to other games. NationStates may not be the most advanced of games but it certainly reminds me of a political sort of Tamagotchi. It’s a game you can play any way, causally, intensively, to devoting years of your life fabricating a web of history in your fictional country.

It’s a game I think more people should play to develop a sense of humor about politics, as well as slight understanding of them.

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Haters Gonne Hate: The New ‘Tony Hawk’s Pro Skater 5′ Trailer Is Radical Thu, 27 Aug 2015 21:31:56 +0000 Briefly: Yep. The last bunch of Tony Hawk’s Pro Skater titles have been awful.

The upcoming Tony Hawk’s Pro Skater 5, however, actually looks really cool. That being said, its garnering pretty much universal hate online.

Sure, it’s hard to feel too positive for THPS5 after the franchise’s track record in recent years, but Tony and team are aware of the series’ missteps, and is certainly looking to fix them with the upcoming release. So far, 5 is looking far, far more solid than the last few games in the series.

Take a look at the new trailer below, and be sure to let us know what you think! Tony Hawk’s Pro Skater 5 hits stores on September 29th.

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Shovel Knight Amiibo Is Real And Heading To Stores November 27th! Thu, 27 Aug 2015 20:34:26 +0000 shovel amiibo

Oh boy, Nintendo fans are in for quite a treat come this holiday season.

Earlier this morning, retail chain GAME prematurely announced the existence of an official Shovel Knight amiibo. GAME has since pulled the tweet, but this being the internet, it has easily found its way back online.

The Figurine will be released on November 27th and work with both the 3DS and Wii U versions of Shovel Knight. It also says that future games by Yacht Club Games will also use the recently announced amiibo, but nothing was specified on what content it’ll add.

Are you excited for this amiibo?

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