Monday, September 30, 2019

Marvel Reportedly Still Wants John Krasinski For Fantastic Four

Marvel Reportedly Still Wants John Krasinski For Fantastic Four

Now that Marvel Studios finally have the rights to the Fantastic Four in the wake of the Fox takeover, the superhero team will be one of Kevin Feige’s top priorities. We likely won’t see them on-screen as part of the Marvel Cinematic Universe for a few years yet though, which is definitely a good thing, as this is one project that Marvel need to get absolutely right. After all, the Fantastic Four haven’t exactly had the best of luck so far, with all four previous movies featuring the characters not enjoying the greatest reputations.

When the MCU’s Fantastic Four movie officially enters production, one of the major discussion points will be the casting of the four major roles. As is the case with any big comic book blockbuster, speculation and fan-casting suggestions are already doing the rounds online, with one of the most prominent rumors concerning the potential casting of John Krasinski as Reed Richards.

The actor has been linked to the role several times in the past, along with his wife Emily Blunt, and it seems as if Marvel are still keen on talking to him about the role, according to Cosmic Book News. The outlet goes on to say that Reed Richards could act as Peter Parker’s new science mentor as well following the demise of Tony Stark, with Avengers Tower repurposed into the Baxter Building, which also creates a simple way to introduce the Fantastic Four into the MCU.

John Krasinski would be a solid choice for Mr. Fantastic if offered the role, and would likely be keen to sign up to the franchise having come close to being cast as Captain America almost a decade ago. However, one potential drawback could be his other commitments, with A Quiet Place launching his directorial career to a new level, as well as his role as the star and executive producer of Amazon’s Jack Ryan. Not to mention that our own sources have told us that while Marvel is indeed interested in The Office star, they’re also considering casting a POC as Reed Richards, which would rule Krasinski out.

In any case, casting announcements for the Fantastic Four will no doubt be a long way off, but this will definitely be one to keep a close eye on.



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Sony And Disney Likely To Make Another New Spider-Man Deal In 2022

Sony And Disney Likely To Make Another New Spider-Man Deal In 2022

Marvel fans were celebrating last week as Spider-Man was announced to be sticking around the MCU for the next few years thanks to a new deal being worked out between Sony and Disney. The result is that Spider-Man 3 is coming in 2021 and Tom Holland’s wall-crawler will swing by for an unknown additional MCU movie to boot. Plus, this time around he’ll be able to crossover to Sony’s Universe of Marvel Characters, too.

As things stand, once those two more MCU movies happen, then Spidey will return to Sony’s care full-time. However, We Got This Covered is hearing from our sources – the same ones who said Jonah Hill would have a role in The Batman and that Viola Davis would return in The Suicide Squad – that there’s a good chance a third deal could occur down the line.

Apparently, discussions will open up again in 2022 and if things go well with this co-parenting arrangement and the wall-crawler’s split adventures in both the MCU and the SUMC proves sustainable, then a new deal could be made in three years’ time with similar terms. This would then allow Holland to continue on in Marvel Studios films.

Despite the happiness that initially came from last week’s news, there’s been a lot of speculation that Peter Parker’s time in the MCU is still limited. And the hullabaloo around this second deal does prove that it’s not easy to keep the partnership between the two studios going. That said, it only stands to reason that Sony and Marvel would try again in a few years once SM3 and whatever the other MCU flick is have been released.

It all depends on how sharing the character pans out, though. And it’s not yet clear how this will work. Will Holland simply show up in Venom 2 without any explanation, revealing that the Sony films are part of the MCU? Or will he find a way to hop over to another dimension in Spider-Man 3? The method they use to go about it may prove key to whether it can work in the long-term, but again, assuming all goes well, it’s expected that another new deal will be reached which will keep Peter Parker in the MCU for many years to come.



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Contra: Rogue Corps Review

Contra: Rogue Corps Review

As a long-time gamer, it has been painful to see the trajectory of Konami in recent years. The Japanese stalwart has struggled to find its footing this generation, particularly following their acrimonious divorce from Metal Gear Solid creator Hideo Kojima. Their output has either been defined by re-releases and baffling spin-offs in the years since. Contra: Rogue Corps belongs in the latter category. It’s been close to a decade since we’ve last seen the franchise, but there’s definitely still an audience out there.

In the wide-ranging and convoluted timeline of the series, Rogue Corps takes place a few years following the events of Contra III: The Alien Wars. Despite humanity beating back the alien menace, things have only gotten worse. A location known as the Damned City has risen from the ashes, and there’s little that can be done by traditional forces. Enter the titular squad, which is made up of some unlikely teammates: modified soldier Kaiser, parasite-infected assassin Ms. Harakiri, turncoat alien The Gentleman, and Hungry Beast, a super-smart panda bear. They may not be the heroes anyone wanted, but they’re the only ones who can save the day.

If you couldn’t tell by the make-up of the team, Contra doesn’t take itself too seriously. Even in the more serious cutscenes, there’s usually a joke ready to undercut the mood. Konami seems to be going for a schlocky, 80’s action movie vibe — a solid goal, but one the team doesn’t pull off. The humor is sophomoric at best, and cringe-worthy most of the time; everything about it just seems so try-hard. I wish it wasn’t — after all, what other game lets you kill aliens with a panda — but that’s unfortunately how it is.

Rather than utilizing a side-scrolling perspective the series’ is arguably known for, Contra: Rogue Corps is an isometric shooter. After you select a member of the team, you’ll be dropped off into a zone in the Damned City, abundant with aliens to slaughter and loot to be plundered. There are other reasons for making these treks, such as finding key subjects, but you’re mostly tasked with clearing out enemy forces. There are a handful of boss battles to tackle too, but due to camera issues or sheer length, they aren’t that fun.

This is not the first time Contra has gone the isometric route, but it’s definitely the least enjoyable — 2004’s Neo Contra was able to make the jump successfully. Rogue Corps, however, suffers from sluggish movement and awkward aiming mechanics. No matter which hero you use, the movement speed feels completely off. Aiming your weapon is incredibly finicky as well. When it comes to crowd control, it’s not bad, but when you need to focus on a single target, it’s a real pain. A useful dash mechanic helps to pick up the pace, but it’s not nearly enough to make up for the rest of the shortcomings.

The biggest sin Rogue Corps commits, however, is the fact that all weapons have a cool-down meter. You can only fire each one for so long before it overheats and needs to recharge. Frankly, this is unacceptable in a Contra game. Did the studio forget what exactly the series was known for? Intense firefights with bullets flying from both sides? I kind of get the idea behind it, which is to make you think strategically, but it feels completely out of place here. I’m getting mad just thinking about it.

Honestly, Rogue Corps is filled with similarly baffling design decisions. There are a ton of missions for you to tackle, but most of them reuse similar goals and level layouts — it makes the campaign feel padded with unnecessary fat. You can’t pause mid-mission, either, I guess due to the fact that the game is supposed to be played online. Even playing solo, though, you still can’t take a break. The clock will keep running, and if time runs out, you have to repeat the entire thing again. And then there’s the fact that not only does couch co-op not cover the main missions, but it also needs to be unlocked. Why can’t I do the campaign with a friend next to me? Why do I have to do these tedious side-missions instead? Why, why, why?

There is online play in Contra: Rogue Corps, and I would have loved to have been able to talk about it. However, I’ve yet to find someone online to play with, which is definitely concerning. Unlike couch co-op, playing online at least lets you tackle the campaign with other players. There’s also a PvP mode that would have been fun to test out. It sounds almost like soccer? With Contra aesthetics glued on top of it? It would have provided a nice distraction from the rest of the title at least. Hopefully, I’ll find another soul to test this stuff out with in the future.

One of Rogue Corps‘ few saving graces is the weapon/body upgrade system. Whether it’s through killing enemies or smashing crates, you’ll come across collectible items or gold to purchase new ones. You can then use what you have on hand to improve base weapons, develop new ones, or implant cybernetic body parts. It’s an interesting system that is decently enjoyable to mess around. It’s far from perfect, though, as you will need to grind a ton in order to get the best stuff on the market.

Even if it had been released during the last console generation, Contra would still be considered unpleasant to look at. The character designs are a mixed bag, with some interesting looks (Harakiri, Hungry Beast) mixed with some really ugly ones. The enemies are even uglier and more gruesome. There are only a few types too, and most of them are just recycled with minor changes to color palettes and weapon types. The most unsightly parts, though, come from the level design. Muddy textures, boring layouts and limited variety make each level a drag to play through. The series has never really struggled in the art department, so this effort is particularly disheartening.

I know I’m being hard on Contra: Rogue Corps, and yes, it doesn’t make a very good time. However, I don’t necessarily think it’s a complete waste. The upgrade system is an interesting tweak on the series’ formula, and the gameplay, while clumsy and bland, isn’t broken. That being said, this is a very bad Contra game. There’s almost no personality. It’s quite hideous, and it suffers from a smattering of terrible design decisions. It does little to assuage my concerns that Konami doesn’t really know (or care about) what it’s doing at this point. After being stuck on the sidelines for so long, this iconic franchise really deserved better.

This review is based on the PlayStation 4 version of the game. A copy was provided by Konami.



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Star Wars: The Rise Of Skywalker Will Introduce A Badass New TIE Fighter

Star Wars: The Rise Of Skywalker Will Introduce A Badass New TIE Fighter

Lucasfilm’s Sequel Trilogy has so far introduced us to Poe’s X-Wing Fighter and the super-sleek Silencer, which was Kylo Ren’s ride of choice during The Last Jedi.

But with Star Wars: The Rise of Skywalker fast approaching, it appears the First Order has expanded its arsenal to include the Sith TIE Fighter, a more aggressive, warship that still retains all of the design hallmarks from the Original Trilogy. If anything, this newly-unveiled ship exists somewhere between Kylo’s two-pronged harbinger of death and the classic TIE Fighters of old, though it’s unclear as yet who (if anyone) will be piloting it.

The image itself comes to us by way of Reddit, and presents a detailed overview of The Rise of Skywalker, its cast, and the vehicles on hand. You’ll also notice the Knights of Ren, many of whom are wielding barbaric weapons that will no doubt come in handy during close-quarters combat. Forget Stormtroopers and their woefully inaccurate blasters; Kylo’s mercenaries all come packing a gnarly weapon with which to fight against the Resistance.

Also of note? The heavily-armed C-3PO, who is seen packing an assortment of weapons. We’ll likely see much more of the Star Wars favorite this time around, not least because Episode IX’s most recent trailer included an eerie shot of C-3PO with glowing red eyes. Is the classic droid destined for the dark side? Or is there something else at play?

We’ll find out very soon, as Star Wars: The Rise of Skywalker takes flight on December 20th. Save for The Mandalorian, this is the final Star Wars adventure we’ll likely see for some time, as Lucasfilm and Game of Thrones duo David Benioff and D.B. Weiss begin work on their own trilogy. We will, of course, be treated to brand new TV shows for both Cassian Andor and Obi-Wan Kenobi, so if anything, Episode IX signals the end of the beginning, rather than the beginning of the end.



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