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Wednesday, August 7, 2013

Space City Con 2013

Written by Stu Cooper

This past weekend I had the pleasure of attending the 2nd annual "Space City Con" in Houston,Texas. This convention is based around science fiction and space (obviously), also playing on the idea that Houston is the Space City, because of NASA. I was not able to attend the con last year, so I was not sure what to expect. The first day of the con was a bit hectic, the registration lines were pretty long and the volunteers were scrambling to get it together. Thankfully this passed, and Saturday/Sunday seemed to flow a bit better. I think the staff was not expecting the con to be as big as it was. The Saturday crowd was shoulder to shoulder! I got my 3-Day pass early on Friday, so thankfully I was able to come and go without much of a problem.

On Friday I had the pleasure of meeting one of my all-time favorite Star Trek characters, dare I say my absolute favorite...Robert Picardo aka The Emergency Medical Hologram. He portrayed the Holographic Doctor on Star Trek: Voyager. He was known for his pompous attitude and opera worthy singing voice. He also starred on Stargate, Gremlins 2, and several other film and television shows. He was a true class act. I even got the chance to re-enact one of my favorite Voyager scenes. WARNING...I have the voice of an angel:

Actual Scene:

Space City Version (I warned you about my beautiful voice):

On Saturday I really got into some cool stuff. The crowd was absolutely nuts, so I didn't get to take many pictures, but I did however arrive just in time for the Gowron and Martok Q and A, which was more like a stand-up comedy routine! If you aren't familiar, Gowron and Martok are two Klingons from the Star Trek Universe. Gowron has appeared in several TNG and DS9 episodes, while Martok was a central character in the latter half of DS9. The actors themselves do several conventions a year, but as an extra tribute to the fans they often do the conventions in full klingon attire and make-up! It's absolutely amazing and something that has to be seen to be believed. These guys are so high energy, it's very contagious. It's so nice to see two actors who are so humble and proud to be a part of the Star Trek mythos, and the fact that they take the time to endure the heavy make up and costuming proves that they love their fans. The Q and A was no different. The two talked about klingon rituals, let out a death cry for a fallen conrad, told some klingon jokes, and took pretty much every question imaginable from the fans. It was a nice little get together. Immediately after this, The Doctor (Robert Picardo) took a few questions and horsed around with the fans, then he was followed by The Green Ranger (Jason David Frank). JDF was full of energy and love for his fans, just like the others. You really couldn't have asked for a more loving group of celebrities.

As Sunday rolled around you could tell the attendees of the convention were running out of batteries, and everyone slowly started heading home. I participated in a Trivia competition, goofed around with some of the Power Rangers, and made some new friends, then unfortunately had to pack it up myself. There is always a sad little come down at the end of these things. This convention was all about the community. The nerd/cosplay community in Houston is evidently a strong one, and it was proven by the attendance at this con, along with the party like atmosphere that took place between the cosplayers. I didn't mean a single person who wasn't ready to party! It really gives you a nice dream state feeling to be in the middle of all this. I wouldn't trade it for anything in the world.

Amazing Space City Con video (Credit: Samaze.com) :

After the Credits: The Wolverine (Spoilers ahead)

Taking a look at the Wolverine after Credits Scene

Written By Brandon Pershing

Have you ever finished something wanting more? You paid your hard earned cash to see a film, and you get to the end, and you just think “If there was only more”. Apparently Hollywood has had this thought as well, because a recent trend pushing after credits scenes in movies has become the new status quo for superhero films and summer blockbusters. The Wolverine is a high octane comic book adventure that will surely make audiences happy they chose to spend the price of a movie ticket on it. But, once you see the after credits scene, you will likely be more happy you spent the price of a ticket to see a small three minute clip than the movie itself!

The scene takes place over two years after the movie, in which time audiences can assume that Wolverine had gone on several adventures all around the world. Wolverine gets off an aiplane, and enters the airport, where he is about to walk through a metal detector. Before our hero can however, he notices several items floating, all which are made of metal. While such occurrences surely aren’t shocking to a member of the X-men, Wolverine still seems slightly puzzled as to what is going on. This is only short lived however because soon he unleashes his claws (still made of bone) and attempts to slash them at the only person it could be, which is Magneto. Magneto instantly pauses wolverine’s offensive maneuver by controlling the metal in his body. Magneto then offers wolverine the notion that an unforeseen enemy has plotted to destroy mutant kind, and that wolverine must join as a force of resistance for the onslaught. Before wolverine can even make his mind up, he notices the people around him have all frozen in place, similar to the museum scene in X2. Then wheels in Professor Xavier, who thanks to the after credits, scene in X-men: The last stand is still alive unbeknownst to wolverine. Professor X also makes it clear to Wolverine that he and Magneto are actually working together, and that they need Wolverines help. Then sadly the credits begin to roll again, and the movie is officially over. (a photo of Chris Claremont’s Days of future past comic)

For audiences who don’t already know, the next X-men movie coming out is “Days of Future Past” which is set in a future that may or may not happen. The scene in Wolverine sets the foundation for this movie to happen, with the mutant resistance being founded by the three men. What exactly are they resisting however? The answer is actually in Chris Claremont’s 1980’s “Days of Future Past” X-men story arc where most mutants have been killed off by the classic robotic villains; the sentinels. In a nod to this enemy becoming a threat, as Wolverine walks through the airport in the movie, eagle eyed individuals can actually spot a television advertisement for robotics made by the Trask Company. People who are familiar with the X-men comic book will get this reference, as Bolivar Trask was the founder of the Trask Company, and creator of the evil Sentinels.

In all, the after credits scene was made to make comic book and movie fans alike excited for next summer’s adaptation of Chris Claremont’s popular X-men story arc of the same name. With the foundation of the new mutant resistance, the next movie will easily be able to build upon this team up, and definitely be representative of yet another classic X-men story. Let’s just hope Wolverine can get his adamantium claws back in the next movie!

BONUS! Days of Future Past from the original animated X-men:

Game Review: Guild Wars II

Guild Wars 2: Bringing the RPG back to MMORPGs

By Jenny Foxx

I’m what you would call a veteran MMO player. In fact, at one point, I had retired. After thirteen years of running dungeons and raids, grinding and questing – I thought I’d had enough. From EverQuest to World of Warcraft to Star Wars: The Old Republic (and everything in between) it started to feel like all these games were doing was patching. For the last few years it was terrible cycle of attempting to fix one broken aspect while effectively ruining three others. I couldn’t get comfortable. I spent a lot of time complaining about it and not a lot of time embracing the changes. I finally gave in and put my spell book down for good.

It was going great. Extra time with my family, no late night raids, no hours of theory crafting to be the best of the best - and then ArenaNet came along and presented a game that shut me up and had me right back in front of my monitor.

Guild Wars 2 launched on August 28th, 2012. I had heard a lot about it already from my online cohorts, but was determined that I wouldn’t get back into another MMO. I started watching some of the beta videos that had been posted and reading up on the races and professions. I found myself getting excited again. Guild Wars 2 does have a lot of the standard MMO qualities that I enjoy. And just like every other game before it, blew me away with its undeniably gorgeous graphics and better-than-before combat systems. But this game? This game is different – in all the right ways. For this gamer, the narrative story aspect and single player capabilities really drive this game in the direction of your standard RPG. From everything down to the choices you make on your character shaping your story, to the way your abilities are learned and progress makes me feel like I just picked up an epic single player game. Couple that with the dynamic world events, and thus far, it seems that a large amount of the progress can be made without ever being in a group. I will qualify that and say that I am not yet at the end game stages (I’m holding fast to my ‘I’m going to play this casually’ promise), but most of the gamers I have spoken with have had no argument. Guild Wars 2 has thus far answered so many ‘Why can’t they just-‘s and ‘Would it be great if-‘s that I’m tempted to call it the Final Fantasy VII of the new age MMOs. Bold statement, I know. Will it get old? Will the end game hold our attention? Are all these changes from the normal routine enough? I can’t answer that yet. I can say though, with certainty, that ArenaNet has successfully problem-solved some of my most major complaints in this industry. Here are the five most predominant things I noticed that had me hooked by level ten:

1. The World Map and Travel: Perhaps one of my favorite things is the fluidity of the world map. In nearly every game I have ever played, you start in one area and after five levels travel to another, another by level 15, and by the third or fourth place you have seen your map looks like a child’s game of Memory. Random spots are unlocked, none of them touch, and it takes an enormous amount of time to get back and forth from one to the other. Here, we have continuity of your story and map. At times, you don’t even realize you have changed areas. It guides you seamlessly from one recommended zone to the next, all the while collecting waypoints at various outposts and towns for you to quick travel to. That’s right, I said quick travel. For a nominal fee you can open your map from anywhere in the world, select a previously visited waypoint, and arrive there as fast as your computer will load the area. So far, that averages about three seconds. No coaches, no mounts, no ungodly runs back to a town just to spend six minutes on a flight path heading three zones over to find what you need.

2. Questing Redefined There are no quests. There, I said it. They have renamed them ‘events’ and put the kibosh on your old school quest log. Sure, you are technically doing the same thing – performing a task for a citizen in whatever township you are near, but you are doing so in a very different manner. No longer are you forced to reach each quest hub, collect a handful of quests, and venture out into surrounding areas. No more quest chains that take you back and forth to the same spot five times. Instead, as you get near an area with something that needs to be done, you receive a notification in your event list. It tells you what to do, you do it, and you are rewarded. You never even have to go back to anywhere and turn it in. These dynamic events are not specific to your character either. As other players contribute to the cause, your completion meter also increases. The more you participate, however, the higher your rewards. Some of these are marked on your map as an empty heart icon. These are called “renown hearts,” and mark the location of a one-time story driven event. Once completed, the heart will fill in with color, and you will not have access to that event again. Unlike the other triggered events which are repeatable. And for the completionists out there – don’t worry about wasting time for no reward to go and collect all the renown hearts in lower level areas. Your level will always be scaled down to the appropriate one, keeping events challenging, and the rewards great.

Now, they did not completely eliminate the idea of a quest chain. Sometimes, they do have follow up events, like little checkpoints, but they update as you go, carrying you through the map in one trip. There are some that will inform you that they are group quests and will require you to have some others help you along. So far this seems not to be an issue, as most areas of the map were populated as I went through them. That could change though. As players make their way to the end game, it is pretty standard that the starting areas become more and more desolate. Arguably, the best change here is the lack of a quest log. Instead of limiting the amount of tasks you can have active, GW2 drops the event when you are too far away to complete it, but saves your progress for the next time you return. Only kill half the minotaurs invading Wayfarer Foothills? No problem, they will still be there the next time you visit and they will only ask you to kill the ones you missed.

3. The Collectables Screen and Making Crafting Fun The lack of bag and bank space is always an issue for any adventurer. GW2 has sought to ease the pain of having to go to town and empty your bags every 20 minutes by adding a Collectables tab to your bank. Any item that is deemed a crafting material can be right clicked and added to your tab – from anywhere in the world. A separate bank for crafting materials? Yes, please! I’ve only been asking for that for, I don’t know, eight years? And here’s the real kicker for me. Every character you have can collect all of the resources – mining, harvesting, and logging – and deposit them. And every character can access them. Your entire bank, similar to the one in Diablo 3, is shared throughout your account. Going one step further than Blizzard, GW2 allows you to craft from this tab, never needing to pull materials out and clog up your precious bag space. Now about making crafting fun – hard to believe, I know – let me say, it isn’t for everyone. There are a couple of neat changes to this area, in my humble opinion. One is the discovery pane. Yes, you do still get your basic recipes when you chose your craft, but they are mostly patterns to make components. Much like in Minecraft, you take those components, open up your discovery pane, and mix and match until you learn to make something new. It does have a built in elimination system, so you will never waste materials learning the same recipe twice, and as you add items to the proverbial pot, it will tell you how many possible combinations remain. Secondly, while you can only have two active crafting skills, you are able to switch to another for a fee, and will not lose any leveling progress in the dropped skill. Essentially, one character could master them all.

4. Everyone is a Healer, No One is a Tank The battle system is another area where GW2 shines as a traditional RPG. Gone are the predetermined roles of each class. Gone are the hours of waiting for a healer or a tank to log on for your dungeon party. Everyone does everything, all the time. Each class has a dedicated action button for their personal healing spell, and there is no taunt mechanic. There are other abilities throughout the classes that heal players close to you, so not all is lost. Essentially, what ArenaNet has done is dissolved the notion that these games require what we gamers call ‘the holy trinity’ – a tank, healer, and dps combo. This is an idea and system that carried over from the original Guild Wars, which I will admit, I did not play. It is new to me, and I love it. ArenaNet did release the information (2011 MMORPGITALIA) that there are threat mechanics in place to determine who the monsters attack, quelling accusations that there is no way to control a fight without these roles. Most of it involves an AI system, where each type of monster will act accordingly and based on many factors. This means that any group of five players can complete a dungeon together. Sure, there are bound to be favorable combinations, but nothing is impossible. The reality is that all players are in control of how their fights work.

5. Here – Have Some Free XP! Last but not least, one key point that most games have introduced through the years, but that ArenaNet offers us from launch – everything gives you experience. There are a handful of little goals to achieve in every area that all earn you experience as well. Vista points to climb to, areas of interest to explore, and yes – even collecting waypoints. From gathering resources, to PvP, to crafting - you are always getting some experience out of whatever you do. In fact, you can hit the level 80 cap without ever killing a single beast. Each crafting discipline awards you exactly ten levels worth of experience. There are eight disciplines. Provided you have the materials gathered on other characters, or the funds to purchase them all, you could train and max out each discipline and get your character to level 80, without ever leaving town.

All in all, I’m one impressed gamer. All the textures and intricate scenery aside, this game is a lot of fun. I never feel like I am standing around accomplishing nothing, which was a chief complaint near the end of my Warcraft days. I have yet to feel like I can’t complete an event, and though I have had groups for a portion of my time in this game, my solo track record is equally as good. People are saying this could be the next World of Warcraft. Only time will tell. It is natural for an MMORPG to come out and steal the show for a few months. Those that make it last years and years – those that fail often last only a few months. If I were a gambler, I’d put money on seeing this game through into the over five year range. Guild Wars 2 is based on the same MMO foundation that makes all these successful games work. I find it to be different enough though; that I believe it could work better.