Thursday, May 26, 2022

New Thor: Love And Thunder Trailer Features Christian Bale’s Gorr The God Butcher And He Looks Metal

Marvel Studios has released a new Thor: Love and Thunder trailer that runs more than two minutes long and features a ton of new footage, especially compared to the teaser trailer released last month.  The new trailer features extended looks at scenes from the teaser, like when Thor realizes Jane Foster is back and now wielding Mjolnir. It also contains new footage of Korg, the Guardians of the Galaxy, and the villain of Taika Waititi’s latest Thor film, Gorr the God Butcher. For comic fans, one look at Christian Bale’s Gorr, and it’s immediately apparent that this is a very different take. Gorr is typically more alien-looking but still humanoid. Bale’s Gorr looks very much like a human, and it’s not surprising because if you’re going to hire someone like Bale to play a villain, why not squeeze out as much as you can by reminding folks that this is Bale.  However, regardless of where you fall on “he’s too human” or “I like it,” it’s hard to disagree that Bale’s Gorr is appropriately metal. Right off the bat, Gorr the God Butcher is an incredible title to hold if you’re a villain. Couple that with his first announcement – that all gods need to die, including Thor – and his design, which features black-tipped fingers, a planet-shattering weapon, and a black liquid that runs out of his mouth, and Gorr might be the most metal MCU villain yet.    For more, watch the first Thor: Love and Thunder teaser trailer and then listen to this episode of From Panel To Podcast, which is Game Informer’s comic book podcast, to hear us talk about Thor: Love and Thunder.  What did you think of this trailer? Let us know in the comments below!
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    Why CastleStorm II adds kingdom-crashing strategy to Its unique genre-mashing formula

    Seven years ago, we at Zen Studios introduced CastleStorm — our most popular non-pinball video game, well… ever. And today, we’re proud to finally bring CastleStorm II to your PS4. The new game includes all the crazy cartoon carnage you loved from the original (even more!… ‘cause that’s what sequels do!), adding to the mix a full-fledged 4X kingdom-building metagame that turns our unique super-genre-mashup into a super-DUPER-genre-mashup. But how did we come upon that decision? And what does it really mean for gameplay?  It’s been a long time, so let’s take a step back to remember what made the first CastleStorm so popular to begin with — there’s really nothing else quite like it out there. Picture this: Two castles on a battlefield. Defended by ballistae, they hurl javelins, chunks of rock… even sheep at each other. Troops — not always necessarily human — enter the fray to bloody things up even more. Meanwhile, you command every bit of it. The strategy of who to send out… the precision of ballista shots… the hack-n-slash combat going on in the middle of everything. It’s all on you, bud. Backed entirely by a charming — well… charmingly violent — medieval setting that takes itself about as seriously as Monty Python and the Holy Grail does. Probably less. We got a lot of great feedback about this formula — ultimately, our biggest critic was ourselves. We love what we accomplished and we remain very proud of it, but we felt we could improve things by adding more depth. Being huge fans of franchises like Civilization and Heroes of Might and Magic, we knew 4X strategy was a good way to accomplish that. But would it be too much? Kingdom-building strategies are huge enough as it is without a whole ‘nother game’s worth of combat included. But here at Zen, we like to say we make what we want to play. And yeah — we really wanted to play that! We know literally no one else out there would think to make this game but us. Challenge accepted.  Now that CastleStorm II’s eXploring, eXpanding, eXploiting, and eXterminating (the four X’s of 4X strategy, if you didn’t know) have been fully, uh, eXecuted, I think it’s fair to say that CastleStorm II is a kingdom-building — well… kingdom-crashing! — strategy game above all else. Of course, your main goal — be it a full-blown campaign or a simple skirmish — is to conquer an entire map in your kingdom’s name. You’ll start with just a small plot of land, then open up more of the map as you accomplish three of those X’s: exploring your lands, expanding your territory, and exploiting the resources you mine, farm and acquire. But that extra-fun fourth X — our version of exterminating — is what ranks CastleStorm II among the most unique 4X games ever.   You see, you’re not just exploring the land — you’ve also gotta get your hands really dirty to earn it. That’s where the original CastleStorm’s core formula sets in — much as you remember it, only better. In addition to new troop types, we’ve added features like new spells to cast (Grasp is a personal favorite), controlling any soldier on the battlefield (not just generals like the first game), and watching 3D castles crumble hard with the aid of beautiful physics powered by Unreal 4 (a huge step up from the 2D castles of yore). We’ve even added the Undead as a new character type: Everything from simple skeletons and zombies to succubi and headless horsemen now has it out for you.  Our story campaigns also set us apart from typical 4X fare. And as the person who wrote both tales — one from the perhaps overly heroic perspective of the Kingdom’s Sir Gavin, the other with a dash of “burn it all down” from the vampire princess Luna — I hope you find the offbeat characters and scenarios as amusing to experience as I did to write. ‘Cause they were a freakin’ blast. (Oh, and a huge shout-out to CastleStorm II’s Lead Designer Tamas Balog, who largely laid out each scenario, trusting the dialogue to me.) So, check it out — and let us know what you think of the whole thing.

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