• Avec Veo 3, la génération de vidéo par IA connaît son moment « Midjourney »

    Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies La nouvelle IA de Google permet de générer des vidéos d’un réalisme inédit, renforçant les menaces qui planent sur l’information et l’emploi. Article réservé aux abonnés Un homme qui saute gaiement dans la lave, un bébé fait de bouteilles de plastique, un personnage en guenilles implorant « S’il vous plaît, écrivez un promptqui nous rende heureux », etc. Ces vidéos frappantes qui circulent sur les réseaux sociaux ont un point commun : elles ont été créées avec Veo 3, l’IA génératrice que Google a lancée le 21 mai. Toutes sont, au premier coup d’œil, quasi indistinguables d’extraits de films véritables – des esprits malicieux se sont d’ailleurs amusés à coller un logo « Veo 3 » sur un passage du Ready Player One de Steven Spielberg pour faire croire à une autre vidéo générée par IA. Beaucoup s’y sont laissé prendre. Pour dissiper ce brouillard informationnel, Le Monde a tenté de reproduire une partie des vidéos circulant sur les réseaux sociaux avec ledit outil, Veo 3, indisponible en France pour le moment. Nous n’avons pas réussi à recréer la très populaire séquence montrant Will Smith manger ses spaghettis proprement – un clin d’œil à la vidéo de 2023 dans laquelle l’acteur prend un repas si chaotique qu’il en devient perturbant à regarder. Mais à notre grande surprise, la plupart de nos tentatives se sont soldées par des réussites, dès le premier essai. Il vous reste 72.49% de cet article à lire. La suite est réservée aux abonnés.
    #avec #veo #génération #vidéo #par
    Avec Veo 3, la génération de vidéo par IA connaît son moment « Midjourney »
    Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies La nouvelle IA de Google permet de générer des vidéos d’un réalisme inédit, renforçant les menaces qui planent sur l’information et l’emploi. Article réservé aux abonnés Un homme qui saute gaiement dans la lave, un bébé fait de bouteilles de plastique, un personnage en guenilles implorant « S’il vous plaît, écrivez un promptqui nous rende heureux », etc. Ces vidéos frappantes qui circulent sur les réseaux sociaux ont un point commun : elles ont été créées avec Veo 3, l’IA génératrice que Google a lancée le 21 mai. Toutes sont, au premier coup d’œil, quasi indistinguables d’extraits de films véritables – des esprits malicieux se sont d’ailleurs amusés à coller un logo « Veo 3 » sur un passage du Ready Player One de Steven Spielberg pour faire croire à une autre vidéo générée par IA. Beaucoup s’y sont laissé prendre. Pour dissiper ce brouillard informationnel, Le Monde a tenté de reproduire une partie des vidéos circulant sur les réseaux sociaux avec ledit outil, Veo 3, indisponible en France pour le moment. Nous n’avons pas réussi à recréer la très populaire séquence montrant Will Smith manger ses spaghettis proprement – un clin d’œil à la vidéo de 2023 dans laquelle l’acteur prend un repas si chaotique qu’il en devient perturbant à regarder. Mais à notre grande surprise, la plupart de nos tentatives se sont soldées par des réussites, dès le premier essai. Il vous reste 72.49% de cet article à lire. La suite est réservée aux abonnés. #avec #veo #génération #vidéo #par
    WWW.LEMONDE.FR
    Avec Veo 3, la génération de vidéo par IA connaît son moment « Midjourney »
    Avec Veo 3, les vidéos générées par IA deviennent quasiment impossibles à distinguer des vraies La nouvelle IA de Google permet de générer des vidéos d’un réalisme inédit, renforçant les menaces qui planent sur l’information et l’emploi. Article réservé aux abonnés Un homme qui saute gaiement dans la lave, un bébé fait de bouteilles de plastique, un personnage en guenilles implorant « S’il vous plaît, écrivez un prompt [consigne] qui nous rende heureux », etc. Ces vidéos frappantes qui circulent sur les réseaux sociaux ont un point commun : elles ont été créées avec Veo 3, l’IA génératrice que Google a lancée le 21 mai. Toutes sont, au premier coup d’œil, quasi indistinguables d’extraits de films véritables – des esprits malicieux se sont d’ailleurs amusés à coller un logo « Veo 3 » sur un passage du Ready Player One de Steven Spielberg pour faire croire à une autre vidéo générée par IA. Beaucoup s’y sont laissé prendre. Pour dissiper ce brouillard informationnel, Le Monde a tenté de reproduire une partie des vidéos circulant sur les réseaux sociaux avec ledit outil, Veo 3, indisponible en France pour le moment. Nous n’avons pas réussi à recréer la très populaire séquence montrant Will Smith manger ses spaghettis proprement – un clin d’œil à la vidéo de 2023 dans laquelle l’acteur prend un repas si chaotique qu’il en devient perturbant à regarder. Mais à notre grande surprise, la plupart de nos tentatives se sont soldées par des réussites, dès le premier essai. Il vous reste 72.49% de cet article à lire. La suite est réservée aux abonnés.
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  • Every Mission: Impossible Video Game, Ever

    Start SlideshowStart SlideshowImage: Paramount / Konami / Ocean / KotakuApparently there’s a new Mission: Impossible movie coming out soon. But what there isn’t is a new Mission: Impossible video game, and we’d like to hear someone explain why not. It’s outrageous. The 1960s TV show has games. The first of Cruise’s movies, 1996's Mission: Impossible, has a game.Why aren’t I playing the Just Cause-like gamedo exist, and wonder quietly to ourselves if that was actually a good idea.Previous SlideNext Slide2 / 12List slidesMission ImpossibleList slidesMission ImpossibleHighretrogamelordThe very first Mission: Impossible video game, albeit an unofficial one, came out in 1979. And no, that’s not a typo. Scott Adamsand Irene Adams made a series of text adventures after being inspired by Scott’s colleagues who created the seminal Colossal Cave Adventure in 1976. Widely considered to be a joint founders of the entire genre, the Adamses made a series of text adventure gamesfor the TRS-80 in the late ‘70s, one of which was originally called Mission Impossible.Things were a bit of a wild west back then, given that there wasn’t really a vast home gaming industry. The game featured a spy called Phelps after the main character of the original show, who begins sat in front of a tape recorder containing a message that begins much like those on the show often did. “Good morning Mr. Phelps. Your Missionis to prevent this automated nuclear reactor from being destroyed by a saboteur’s TIME BOMB!” Perhaps it’s not surprising that the owners of the TV show threatened legal action.This led to all manner of names ending up attached to the game, the most common being Secret Mission, which was added to the already-printed boxes via a cheaply produced gold sticker. It’s something of a joy that one of the first ever popular text adventures should be such a brazen rip-off.Previous SlideNext Slide3 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleSNES drunkTempting as it is to include the fantastic Impossible Mission platform/puzzle games of the 1980s in this list, they don’t really count, though they do still feature the greatest somersaults in gaming history. So instead we jump forward to 1990, when the Nintendo Entertainment System was blessed with a game based on the short-lived 1988 reboot of the TV series. This time we have an officially licensed game, developed by Konami, that was released just in time to mark the TV version’s cancellation after just 35 episodes.The IMF team is tasked with rescuing Jane Badler’s character, Shannon Reed, along with “Dr. O,” an IMF scientist, all through the magic of top-down 1990 action.You could switch between three characters, Max Harte, Grant Collier and Nicholas Black, each with their own skills as they charged through Venice, Switzerland, and all those good Eurozone adventure locations. Previous SlideNext Slide4 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleMission: Impossible gameplayIt’s a year later, and there’s a second licensed game from the franchise! But this time, it’s a graphic adventure! This time published by Konami but developed by Distinctive Software, makers of many a TV/movie tie-in game, this was very much an attempt to muscle in on Sierra’s territory, complete with a near lift of Sierra’s distinctive row of interaction options across the top of the screen.It was then made more complicated by playing in real-time, with four characters to control at once as you tracked down terrorists, bugged phones and infiltrated enemy HQs. Only Jim Phelps appears to have made it over from the TV shows, however, with new characters to chose from, including the extraordinarily spelt “Rodger.”What’s so surprising about this game is that I’d simply never heard of it, despite being 14 years old at the time of its release and playing every graphic adventure I could get my hands on. However, its midi rendition of the theme tune really should have made it an all-time classic. Previous SlideNext Slide5 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleN64 ArchiveSlipping subtly past Micro Games of America’s 1996 dedicated handheld game based on the series, we next find the spies appearing in video games in 1998, with the Tom Cruise era of Mission: Impossible now underway. And it’s on N64. Sometimes known as Mission: Impossible - Expect the Impossible, this console game was intended to be a tie-in with the first of the Cruise-led movies. Except, keen chronologers will note, 1998 was two years after 1996.This was originally supposed to be created by Ocean, a studio famous for its movie-based games. Think RoboCop, Platoon, Total Recall, and Lethal Weapon, all improbably realized as side-scrolling action games. That wasn’t the plan this time, however—ambitions were far higher. Mission: Impossible was an attempt to create something in the style of Rare’s GoldenEye 007, and, well, it wasn’t going great.After three years in development, and the slow realization that the N64 wasn’t powerful enough for their plans, Ocean was bought by Infogrames in 1997, and a whole new team was assigned to the project. Apparently at that time, the game was running at four frames per second. Things were made harder by Viacom, owners of the film rights, refusing to let the game feature too much gun-based violence, and Tom Cruise refusing to allow his face to be in games The new team wound up crunching for months.Yet, despite all this, it went on to sell over a million copies, even though its reviews weren’t exactly great. A late ‘90s IGN went as low as a 6.6, which was about as a low a score as the site back then would give. Previous SlideNext Slide6 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleCGRundertowIt was four long years between Brian de Palma’s original Tom Cruise movie and John Woo’s somewhat unlikely follow-up. So it was that as late as 1999, the Game Boy Color’s Mission: Impossible game was still based on that first film. But this time it was as all movie-based games should be: an isometric action game. Incredibly, this belated tie-in was the work of developer Rebellion, who that same year brought us the landmark Alien Versus Predator on PC, and are now best known for an infinite number of Sniper Elite games. There were all sorts of ambitious ideas, including an entirely game-irrelevant Agent Action Kit that let you use your GBC as a calculator, address book, and a notebook that could print stuff out on your Game Boy Printer. Sadly, none of these were part of the game itself, which was deeply mediocre.Previous SlideNext Slide7 / 12List slidesMission: Impossible - Operation SurmaList slidesMission: Impossible - Operation SurmaLongplayArchiveMission: Impossible - Operation Surma came out in 2003 on PS2, alongside a very different and much worse version on Game Boy Advance. It seems unfair to put them into the same slide, given they’re made by entirely different developers.By this point, Infogrames had begun wearing the ill-fitting skin of the long-dead Atari, and like so many games of the era, had two lots of developers make two versions of a game with the same name. For the GBA, it was M4 Ltd, a small UK developer that seemingly only made GBA games based on existing licenses. So alongside Antz World Sportz and Mary-Kate and Ashley: Winner’s Circle, they also created the handheld incarnation of the movie tie-in.Set between the events of Mission: Impossibles 2 and III, Operation Surma finds our espionaging heroes trying to stop the evil Surma group from releasing a virus called ICEWORM which can disable any type of security system. As you’d expect, you go all over the world in your efforts, although on the GBA version you do this in painfully static 2D, rather than in the PS2 version’s 3D action. This version got an absolute kicking by the press, with Cheat Code Central stating, “I would have had more fun gluing spray-painted macaroni to my ass than playing Mission Impossible: Operation Surma on the GBA.”Previous SlideNext Slide8 / 12List slidesMission: Impossible - Operation SurmaList slidesMission: Impossible - Operation SurmaLongplayArchiveOK, so this version was far better received, although not exactly widely loved. It was, as you can tell from the video, an entirely different game from the GBA incarnation.A third-person action game, it was packed with missions, spy tech, and a big cast of characters. And, rather importantly, it was attempting not to recreate the plot of one of the movies, but rather to bridge the time between the second and third films in the franchise.Developed by Texan team Paradigm Entertainment, who were best known for the N64's Pilotwings 64, it was a perfect example of that most damned gaming territories: fine. It was fine. As 7/10 as a game can be. It tried to do loads, it had excellent ambitions, but it all just fell a little flat without ever being bad.Yet, as Zack laments, it also marked the last console-based attempt to make a Mission: Impossible game. Why? Perhaps enough average-to-bad games had convinced Atari that the license wasn’t proving likely to get results? Or perhaps people were just fed up with Tom Cruise for being such a bloody spoilsport, and not letting his face or voice appear in any of the games.Previous SlideNext Slide9 / 12List slidesMission: Impossible IIIList slidesMission: Impossible IIIGameplays JavaThat’s right, we get near to the end of our round-up of every Mission: Impossible game ever with 2006's Mission: Impossible III, the mobile-only tie-in for the 2006 J.J. Abrams threequel. Created by Gameloft, who have also brought us Disney Dreamlight Valley and Sexy Poker: Top Models, this game was only ever released for phones, as were numerous other licensed Gameloft games of the era.Was it any good? I don’t know! It was released for mobile only in 2006! The game’s in portrait. Pocket Gamer liked it at the time, though, and while Carolyn here on staff hasn’t played it, she’s heard good things about a number of Gameloft’s mobile-only efforts of the era.Previous SlideNext Slide10 / 12List slidesMission: Impossible -The GameList slidesMission: Impossible -The GameMission: Impossible - The GameI don’t think anyone’s ever even heard of this web-only game from developers Funtactix, and having watched the video above, I think that may be for the best.Previous SlideNext Slide11 / 12List slidesMission Impossible: Rogue NationList slidesMission Impossible: Rogue NationMission Impossible Rogue Nation - Android Gameplay HDGlu Mobile’s 2015 tie-in Rogue Nation looks like a visually impressive gallery shooter, at least. In his brief review of the game for Pocket Gamer, Ric Cowley says all that probably needs to be said about it: “If you stick with it, there’s a perfectly average game in here. But it’s so repetitive that you’ll have seen everything it has to offer in ten minutes.” It’s now been over 20 years since there was a proper Mission: Impossible game for console or PC, despite the movies being such a massive deal. As Zack correctly laments, this is a series ripe for a fantastic video game. It’s somehow never received one. Perhaps making that hypothetical, great Mission: Impossible game is the most impossible mission of all.
    #every #mission #impossible #video #game
    Every Mission: Impossible Video Game, Ever
    Start SlideshowStart SlideshowImage: Paramount / Konami / Ocean / KotakuApparently there’s a new Mission: Impossible movie coming out soon. But what there isn’t is a new Mission: Impossible video game, and we’d like to hear someone explain why not. It’s outrageous. The 1960s TV show has games. The first of Cruise’s movies, 1996's Mission: Impossible, has a game.Why aren’t I playing the Just Cause-like gamedo exist, and wonder quietly to ourselves if that was actually a good idea.Previous SlideNext Slide2 / 12List slidesMission ImpossibleList slidesMission ImpossibleHighretrogamelordThe very first Mission: Impossible video game, albeit an unofficial one, came out in 1979. And no, that’s not a typo. Scott Adamsand Irene Adams made a series of text adventures after being inspired by Scott’s colleagues who created the seminal Colossal Cave Adventure in 1976. Widely considered to be a joint founders of the entire genre, the Adamses made a series of text adventure gamesfor the TRS-80 in the late ‘70s, one of which was originally called Mission Impossible.Things were a bit of a wild west back then, given that there wasn’t really a vast home gaming industry. The game featured a spy called Phelps after the main character of the original show, who begins sat in front of a tape recorder containing a message that begins much like those on the show often did. “Good morning Mr. Phelps. Your Missionis to prevent this automated nuclear reactor from being destroyed by a saboteur’s TIME BOMB!” Perhaps it’s not surprising that the owners of the TV show threatened legal action.This led to all manner of names ending up attached to the game, the most common being Secret Mission, which was added to the already-printed boxes via a cheaply produced gold sticker. It’s something of a joy that one of the first ever popular text adventures should be such a brazen rip-off.Previous SlideNext Slide3 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleSNES drunkTempting as it is to include the fantastic Impossible Mission platform/puzzle games of the 1980s in this list, they don’t really count, though they do still feature the greatest somersaults in gaming history. So instead we jump forward to 1990, when the Nintendo Entertainment System was blessed with a game based on the short-lived 1988 reboot of the TV series. This time we have an officially licensed game, developed by Konami, that was released just in time to mark the TV version’s cancellation after just 35 episodes.The IMF team is tasked with rescuing Jane Badler’s character, Shannon Reed, along with “Dr. O,” an IMF scientist, all through the magic of top-down 1990 action.You could switch between three characters, Max Harte, Grant Collier and Nicholas Black, each with their own skills as they charged through Venice, Switzerland, and all those good Eurozone adventure locations. Previous SlideNext Slide4 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleMission: Impossible gameplayIt’s a year later, and there’s a second licensed game from the franchise! But this time, it’s a graphic adventure! This time published by Konami but developed by Distinctive Software, makers of many a TV/movie tie-in game, this was very much an attempt to muscle in on Sierra’s territory, complete with a near lift of Sierra’s distinctive row of interaction options across the top of the screen.It was then made more complicated by playing in real-time, with four characters to control at once as you tracked down terrorists, bugged phones and infiltrated enemy HQs. Only Jim Phelps appears to have made it over from the TV shows, however, with new characters to chose from, including the extraordinarily spelt “Rodger.”What’s so surprising about this game is that I’d simply never heard of it, despite being 14 years old at the time of its release and playing every graphic adventure I could get my hands on. However, its midi rendition of the theme tune really should have made it an all-time classic. Previous SlideNext Slide5 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleN64 ArchiveSlipping subtly past Micro Games of America’s 1996 dedicated handheld game based on the series, we next find the spies appearing in video games in 1998, with the Tom Cruise era of Mission: Impossible now underway. And it’s on N64. Sometimes known as Mission: Impossible - Expect the Impossible, this console game was intended to be a tie-in with the first of the Cruise-led movies. Except, keen chronologers will note, 1998 was two years after 1996.This was originally supposed to be created by Ocean, a studio famous for its movie-based games. Think RoboCop, Platoon, Total Recall, and Lethal Weapon, all improbably realized as side-scrolling action games. That wasn’t the plan this time, however—ambitions were far higher. Mission: Impossible was an attempt to create something in the style of Rare’s GoldenEye 007, and, well, it wasn’t going great.After three years in development, and the slow realization that the N64 wasn’t powerful enough for their plans, Ocean was bought by Infogrames in 1997, and a whole new team was assigned to the project. Apparently at that time, the game was running at four frames per second. Things were made harder by Viacom, owners of the film rights, refusing to let the game feature too much gun-based violence, and Tom Cruise refusing to allow his face to be in games The new team wound up crunching for months.Yet, despite all this, it went on to sell over a million copies, even though its reviews weren’t exactly great. A late ‘90s IGN went as low as a 6.6, which was about as a low a score as the site back then would give. Previous SlideNext Slide6 / 12List slidesMission: ImpossibleList slidesMission: ImpossibleCGRundertowIt was four long years between Brian de Palma’s original Tom Cruise movie and John Woo’s somewhat unlikely follow-up. So it was that as late as 1999, the Game Boy Color’s Mission: Impossible game was still based on that first film. But this time it was as all movie-based games should be: an isometric action game. Incredibly, this belated tie-in was the work of developer Rebellion, who that same year brought us the landmark Alien Versus Predator on PC, and are now best known for an infinite number of Sniper Elite games. There were all sorts of ambitious ideas, including an entirely game-irrelevant Agent Action Kit that let you use your GBC as a calculator, address book, and a notebook that could print stuff out on your Game Boy Printer. Sadly, none of these were part of the game itself, which was deeply mediocre.Previous SlideNext Slide7 / 12List slidesMission: Impossible - Operation SurmaList slidesMission: Impossible - Operation SurmaLongplayArchiveMission: Impossible - Operation Surma came out in 2003 on PS2, alongside a very different and much worse version on Game Boy Advance. It seems unfair to put them into the same slide, given they’re made by entirely different developers.By this point, Infogrames had begun wearing the ill-fitting skin of the long-dead Atari, and like so many games of the era, had two lots of developers make two versions of a game with the same name. For the GBA, it was M4 Ltd, a small UK developer that seemingly only made GBA games based on existing licenses. So alongside Antz World Sportz and Mary-Kate and Ashley: Winner’s Circle, they also created the handheld incarnation of the movie tie-in.Set between the events of Mission: Impossibles 2 and III, Operation Surma finds our espionaging heroes trying to stop the evil Surma group from releasing a virus called ICEWORM which can disable any type of security system. As you’d expect, you go all over the world in your efforts, although on the GBA version you do this in painfully static 2D, rather than in the PS2 version’s 3D action. This version got an absolute kicking by the press, with Cheat Code Central stating, “I would have had more fun gluing spray-painted macaroni to my ass than playing Mission Impossible: Operation Surma on the GBA.”Previous SlideNext Slide8 / 12List slidesMission: Impossible - Operation SurmaList slidesMission: Impossible - Operation SurmaLongplayArchiveOK, so this version was far better received, although not exactly widely loved. It was, as you can tell from the video, an entirely different game from the GBA incarnation.A third-person action game, it was packed with missions, spy tech, and a big cast of characters. And, rather importantly, it was attempting not to recreate the plot of one of the movies, but rather to bridge the time between the second and third films in the franchise.Developed by Texan team Paradigm Entertainment, who were best known for the N64's Pilotwings 64, it was a perfect example of that most damned gaming territories: fine. It was fine. As 7/10 as a game can be. It tried to do loads, it had excellent ambitions, but it all just fell a little flat without ever being bad.Yet, as Zack laments, it also marked the last console-based attempt to make a Mission: Impossible game. Why? Perhaps enough average-to-bad games had convinced Atari that the license wasn’t proving likely to get results? Or perhaps people were just fed up with Tom Cruise for being such a bloody spoilsport, and not letting his face or voice appear in any of the games.Previous SlideNext Slide9 / 12List slidesMission: Impossible IIIList slidesMission: Impossible IIIGameplays JavaThat’s right, we get near to the end of our round-up of every Mission: Impossible game ever with 2006's Mission: Impossible III, the mobile-only tie-in for the 2006 J.J. Abrams threequel. Created by Gameloft, who have also brought us Disney Dreamlight Valley and Sexy Poker: Top Models, this game was only ever released for phones, as were numerous other licensed Gameloft games of the era.Was it any good? I don’t know! It was released for mobile only in 2006! The game’s in portrait. Pocket Gamer liked it at the time, though, and while Carolyn here on staff hasn’t played it, she’s heard good things about a number of Gameloft’s mobile-only efforts of the era.Previous SlideNext Slide10 / 12List slidesMission: Impossible -The GameList slidesMission: Impossible -The GameMission: Impossible - The GameI don’t think anyone’s ever even heard of this web-only game from developers Funtactix, and having watched the video above, I think that may be for the best.Previous SlideNext Slide11 / 12List slidesMission Impossible: Rogue NationList slidesMission Impossible: Rogue NationMission Impossible Rogue Nation - Android Gameplay HDGlu Mobile’s 2015 tie-in Rogue Nation looks like a visually impressive gallery shooter, at least. In his brief review of the game for Pocket Gamer, Ric Cowley says all that probably needs to be said about it: “If you stick with it, there’s a perfectly average game in here. But it’s so repetitive that you’ll have seen everything it has to offer in ten minutes.” It’s now been over 20 years since there was a proper Mission: Impossible game for console or PC, despite the movies being such a massive deal. As Zack correctly laments, this is a series ripe for a fantastic video game. It’s somehow never received one. Perhaps making that hypothetical, great Mission: Impossible game is the most impossible mission of all. #every #mission #impossible #video #game
    KOTAKU.COM
    Every Mission: Impossible Video Game, Ever
    Start SlideshowStart SlideshowImage: Paramount / Konami / Ocean / KotakuApparently there’s a new Mission: Impossible movie coming out soon. But what there isn’t is a new Mission: Impossible video game, and we’d like to hear someone explain why not. It’s outrageous. The 1960s TV show has games. The first of Cruise’s movies, 1996's Mission: Impossible, has a game. (No Tom Cruise likeness in the game, though.) Why aren’t I playing the Just Cause-like gamedo exist, and wonder quietly to ourselves if that was actually a good idea.Previous SlideNext Slide2 / 12List slidesMission Impossible (1979)List slidesMission Impossible (1979)HighretrogamelordThe very first Mission: Impossible video game, albeit an unofficial one, came out in 1979. And no, that’s not a typo. Scott Adams (no, thank god, not the Dilbert one) and Irene Adams made a series of text adventures after being inspired by Scott’s colleagues who created the seminal Colossal Cave Adventure in 1976. Widely considered to be a joint founders of the entire genre, the Adamses made a series of text adventure games (what you kids now call Interactive Fiction) for the TRS-80 in the late ‘70s, one of which was originally called Mission Impossible (without the distinctive colon that’s officially in the title of the TV shows and movies).Things were a bit of a wild west back then, given that there wasn’t really a vast home gaming industry. The game featured a spy called Phelps after the main character of the original show, who begins sat in front of a tape recorder containing a message that begins much like those on the show often did. “Good morning Mr. Phelps. Your Mission (should you decide to accept it) is to prevent this automated nuclear reactor from being destroyed by a saboteur’s TIME BOMB!” Perhaps it’s not surprising that the owners of the TV show threatened legal action.This led to all manner of names ending up attached to the game, the most common being Secret Mission, which was added to the already-printed boxes via a cheaply produced gold sticker. It’s something of a joy that one of the first ever popular text adventures should be such a brazen rip-off.Previous SlideNext Slide3 / 12List slidesMission: Impossible (1990)List slidesMission: Impossible (1990)SNES drunkTempting as it is to include the fantastic Impossible Mission platform/puzzle games of the 1980s in this list, they don’t really count, though they do still feature the greatest somersaults in gaming history. So instead we jump forward to 1990, when the Nintendo Entertainment System was blessed with a game based on the short-lived 1988 reboot of the TV series. This time we have an officially licensed game, developed by Konami, that was released just in time to mark the TV version’s cancellation after just 35 episodes. (The original 60s/70s Mission: Impossible ran for 171 episodes, with Leonard Nimoy appearing in 49 of them.) The IMF team is tasked with rescuing Jane Badler’s character, Shannon Reed, along with “Dr. O,” an IMF scientist, all through the magic of top-down 1990 action.You could switch between three characters, Max Harte, Grant Collier and Nicholas Black, each with their own skills as they charged through Venice, Switzerland, and all those good Eurozone adventure locations. Previous SlideNext Slide4 / 12List slidesMission: Impossible (1991)List slidesMission: Impossible (1991)Mission: Impossible gameplay (PC Game, 1991)It’s a year later, and there’s a second licensed game from the franchise! But this time, it’s a graphic adventure! This time published by Konami but developed by Distinctive Software, makers of many a TV/movie tie-in game, this was very much an attempt to muscle in on Sierra’s territory, complete with a near lift of Sierra’s distinctive row of interaction options across the top of the screen.It was then made more complicated by playing in real-time, with four characters to control at once as you tracked down terrorists, bugged phones and infiltrated enemy HQs. Only Jim Phelps appears to have made it over from the TV shows, however, with new characters to chose from, including the extraordinarily spelt “Rodger.”What’s so surprising about this game is that I’d simply never heard of it, despite being 14 years old at the time of its release and playing every graphic adventure I could get my hands on. However, its midi rendition of the theme tune really should have made it an all-time classic. Previous SlideNext Slide5 / 12List slidesMission: Impossible (1998)List slidesMission: Impossible (1998)N64 ArchiveSlipping subtly past Micro Games of America’s 1996 dedicated handheld game based on the series, we next find the spies appearing in video games in 1998, with the Tom Cruise era of Mission: Impossible now underway. And it’s on N64 (and a year later, PlayStation). Sometimes known as Mission: Impossible - Expect the Impossible, this console game was intended to be a tie-in with the first of the Cruise-led movies. Except, keen chronologers will note, 1998 was two years after 1996.This was originally supposed to be created by Ocean, a studio famous for its movie-based games. Think RoboCop, Platoon, Total Recall, and Lethal Weapon, all improbably realized as side-scrolling action games. That wasn’t the plan this time, however—ambitions were far higher. Mission: Impossible was an attempt to create something in the style of Rare’s GoldenEye 007, and, well, it wasn’t going great.After three years in development, and the slow realization that the N64 wasn’t powerful enough for their plans, Ocean was bought by Infogrames in 1997, and a whole new team was assigned to the project. Apparently at that time, the game was running at four frames per second. Things were made harder by Viacom, owners of the film rights, refusing to let the game feature too much gun-based violence, and Tom Cruise refusing to allow his face to be in games The new team wound up crunching for months.Yet, despite all this, it went on to sell over a million copies, even though its reviews weren’t exactly great. A late ‘90s IGN went as low as a 6.6, which was about as a low a score as the site back then would give. Previous SlideNext Slide6 / 12List slidesMission: Impossible (1999)List slidesMission: Impossible (1999)CGRundertowIt was four long years between Brian de Palma’s original Tom Cruise movie and John Woo’s somewhat unlikely follow-up. So it was that as late as 1999, the Game Boy Color’s Mission: Impossible game was still based on that first film. But this time it was as all movie-based games should be: an isometric action game. Incredibly, this belated tie-in was the work of developer Rebellion, who that same year brought us the landmark Alien Versus Predator on PC, and are now best known for an infinite number of Sniper Elite games (as well as this year’s Atomfall). There were all sorts of ambitious ideas, including an entirely game-irrelevant Agent Action Kit that let you use your GBC as a calculator, address book, and a notebook that could print stuff out on your Game Boy Printer. Sadly, none of these were part of the game itself, which was deeply mediocre.Previous SlideNext Slide7 / 12List slidesMission: Impossible - Operation Surma (2003 - Game Boy Advance)List slidesMission: Impossible - Operation Surma (2003 - Game Boy Advance)LongplayArchiveMission: Impossible - Operation Surma came out in 2003 on PS2, alongside a very different and much worse version on Game Boy Advance. It seems unfair to put them into the same slide, given they’re made by entirely different developers.By this point, Infogrames had begun wearing the ill-fitting skin of the long-dead Atari, and like so many games of the era, had two lots of developers make two versions of a game with the same name. For the GBA, it was M4 Ltd, a small UK developer that seemingly only made GBA games based on existing licenses. So alongside Antz World Sportz and Mary-Kate and Ashley: Winner’s Circle, they also created the handheld incarnation of the movie tie-in.Set between the events of Mission: Impossibles 2 and III, Operation Surma finds our espionaging heroes trying to stop the evil Surma group from releasing a virus called ICEWORM which can disable any type of security system. As you’d expect, you go all over the world in your efforts, although on the GBA version you do this in painfully static 2D, rather than in the PS2 version’s 3D action. This version got an absolute kicking by the press, with Cheat Code Central stating, “I would have had more fun gluing spray-painted macaroni to my ass than playing Mission Impossible: Operation Surma on the GBA.”Previous SlideNext Slide8 / 12List slidesMission: Impossible - Operation Surma (2003 - PS2)List slidesMission: Impossible - Operation Surma (2003 - PS2)LongplayArchiveOK, so this version was far better received, although not exactly widely loved. It was, as you can tell from the video, an entirely different game from the GBA incarnation. (As I say, this was common, but didn’t always end badly. The Tony Hawk GBA games, for instance, were masterpieces.)A third-person action game, it was packed with missions, spy tech, and a big cast of characters. And, rather importantly, it was attempting not to recreate the plot of one of the movies, but rather to bridge the time between the second and third films in the franchise.Developed by Texan team Paradigm Entertainment, who were best known for the N64's Pilotwings 64, it was a perfect example of that most damned gaming territories: fine. It was fine. As 7/10 as a game can be. It tried to do loads, it had excellent ambitions, but it all just fell a little flat without ever being bad.Yet, as Zack laments, it also marked the last console-based attempt to make a Mission: Impossible game. Why? Perhaps enough average-to-bad games had convinced Atari that the license wasn’t proving likely to get results? Or perhaps people were just fed up with Tom Cruise for being such a bloody spoilsport, and not letting his face or voice appear in any of the games. (Incidentally, Ving Rhames and John Polson showed up to voice their characters in Operation Surma!)Previous SlideNext Slide9 / 12List slidesMission: Impossible III (2006)List slidesMission: Impossible III (2006)Gameplays JavaThat’s right, we get near to the end of our round-up of every Mission: Impossible game ever with 2006's Mission: Impossible III, the mobile-only tie-in for the 2006 J.J. Abrams threequel. Created by Gameloft, who have also brought us Disney Dreamlight Valley and Sexy Poker: Top Models (alongside the Asphalt franchise and a billion other mobile IPs), this game was only ever released for phones, as were numerous other licensed Gameloft games of the era.Was it any good? I don’t know! It was released for mobile only in 2006! The game’s in portrait. Pocket Gamer liked it at the time, though, and while Carolyn here on staff hasn’t played it, she’s heard good things about a number of Gameloft’s mobile-only efforts of the era.Previous SlideNext Slide10 / 12List slidesMission: Impossible -The Game (2011)List slidesMission: Impossible -The Game (2011)Mission: Impossible - The GameI don’t think anyone’s ever even heard of this web-only game from developers Funtactix, and having watched the video above, I think that may be for the best.Previous SlideNext Slide11 / 12List slidesMission Impossible: Rogue Nation (2015)List slidesMission Impossible: Rogue Nation (2015)Mission Impossible Rogue Nation - Android Gameplay HDGlu Mobile’s 2015 tie-in Rogue Nation looks like a visually impressive gallery shooter, at least. In his brief review of the game for Pocket Gamer, Ric Cowley says all that probably needs to be said about it: “If you stick with it, there’s a perfectly average game in here. But it’s so repetitive that you’ll have seen everything it has to offer in ten minutes.” It’s now been over 20 years since there was a proper Mission: Impossible game for console or PC, despite the movies being such a massive deal. As Zack correctly laments, this is a series ripe for a fantastic video game. It’s somehow never received one. Perhaps making that hypothetical, great Mission: Impossible game is the most impossible mission of all.
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  • The Final Reckoning hits Mission: Impossible’s highest highs and lowest lows

    I never thought I’d see the day when Tom Cruise didn’t stick the landing, but here we are. Mission: Impossible — The Final Reckoning, the second half of the story launched in 2023’s Mission: Impossible — Dead Reckoning Part One, is a high-wire act gone horribly wrong.

    The stunts are stunning, as you’d be right to assume due to the mere fact that Cruise showed up to make another M:I movie at all. In what’s been coylyteased as the final curtain call for Ethan Hunt, the character Cruise has played since 1996’s Mission: Impossible, Cruise jumps from barrel-rolling biplane to barrel-rolling biplane, squeezes through a claustrophobic maze of undetonated underwater missiles in a sunken submarine, and knife-fights in booty shorts, in a most John Wickian turn.

    The Final Reckoning has it all — including two and a half hours of dead-in-the-water character drama and endless platitudes about Ethan’s destiny. The sheer number of flashbacks to previous franchise installments puts The Final Reckoning in a category with Seinfeld’s notorious clip show finale. Seeing two action-movie geniuses like Cruise and writer-director Christopher McQuarrie making a movie that is so often deadly boring, I wondered whether wrapping up the M:I series with a sense of finality was the true impossible mission all along.

    The Final Reckoningpicks up two months after the events of 2023’s Dead Reckoning, in a world that has been nearly consumed by the Entity, an all-powerful AI. Ethan has a plan to take down the robotic overlord, and it once again requires him to pull off a handful of nearly implausible tasks with his team, which includes longtime pals like Lutherand Benji, alongside newer friends from Dead Reckoning, including pickpocket Graceand French assassin Paris. Assuming their skills and a lot of ridiculous coincidences all come together with pinpoint precision, then maaaaybe he can time the execution of their digital overlord juuuuust right.

    There are obstacles: Mustache-twirling Gabrielconstantly pops out of nowhere to screw with Ethan in hopes of seizing the Entity for his own control, while returning legacy M:I character Eugene Kittridge, now director of the CIA, hopes to arrest the rogue Ethan and save the day his own way. In theory, this should all be another wild M:I ride.

    But even as a diehard M:I Guy, I was constantly lost among The Final Reckoning’s expositional word salad and aggressive attempts to tie every single story beat back to some event in the franchise’s past. The bar has been raised for Marvel movies that supposedly require too much homework ahead of viewing. Final Reckoning’s most direct references are groan-worthy: It “solves” a long-running series mystery with the grace of Solo’s “We’ll call you Solo” scene. And it turns the Langley NOC-list heist from the 1996 movie into the single most important historical event since the assassination of Archduke Franz Ferdinand.

    Tom Cruise, typically a mesmerizing charmer, looks beaten and exhausted throughout the talky opening hour of Final Reckoning — perhaps because filming the more thrilling parts of the movie left him literally beaten and exhausted. The leaden dialogue doesn’t help, and McQuarrie’s decision to rarely hold the camera on his leading man for more than a few seconds means Cruise never gets to lock his charisma on the audience. The choppiness of the editing, even during the talky parts, recalls the hyperactive editing tactics that made Taken 3 go viral. A lackluster play-the-hits score makes even Ethan’s required running scenes limp along. The vibes are off.

    Bless the Final Reckoning actors who have pep in their step anyway! Atwell remains a cunning counterpart to Cruise, all reflexes and wit, and McQuarrie overindulges in her role. Final Reckoning did not need an extended scene where an Inuit woman teaches Grace how to steer a dog sled, but it’s tender. A chunk of the movie plays less like the usual globetrotting spy story than a tense Tom Clancy political thriller. But hey, if circumstances are going to trap Ethan in a submarine, at least it’s with a captain played by Tramell Tillman, who ports over his hilariously mannered presence from Severance to the equally heightened world of Mission: Impossible.

    And with the U.S. on the brink of atomic war, McQuarrie fills war rooms with cheeky TV actors, gifting Hannah Waddingham, Nick Offerman, and Holt McCallanysome much deserved dramatic spotlights. It’s the series’ best that-guy casting since Mission: Impossible III.

    Still, between bursts of personality, the plot of Final Reckoning spins in circles. There’s little tension in the pursuit of the Entity, an invisible threat and the greatest enemy to the “show, don’t tell” screenwriting adage. McQuarrie stages Ethan’s big confrontation with the evil Siri in a VR chamber that zips through the AI’s master plan like it’s the wormhole in 2001: A Space Odyssey. If that sequence felt like anything more than an info dump, it could have been a rush based on the visual design alone. But the Entity blathering the same lines over and over about Ethan’s destiny in no way compares to human villains offering inhumane horrors. A talking blue circle isn’t exactly a standoff with Philip Seymour Hoffman holding a gun to Ethan’s wife’s head.

    To make up for the lack of chase, McQuarrie cranks up every familiar form of Impossible Mission Force-patented heist operation to maximum impossibility, to the point where it’s kind of exhausting. The difference between “thrillingly inconceivable” and “preposterously cartoonish” is the difference between “we need split-second precision” and “we need split-nanosecond precision.” Everything in The Final Reckoning, from pinpointing the needle-in-a-haystack location of a missing submarine to the mind-boggling requirements of incarcerating an AI in the realm of scientific possibility, veers over the edge: Unbelievable coincidence, not skill or precision, drives these plans. Also, there has never been a three-hour movie that needed more than one ticking-time-bomb-defusal sequence. Never!

    But, my god, the actual stunts. McQuarrie’s set pieces whisk the audience from the streets of London to the Arctic circle to the mountains of South Africa, and it’s progressively more awe-inspiring with each new sequence. A crosscut fight between Ethan and an Entity cultist — yes, we have those now — while his team members are duking it out with goons in a burning building is a spectacle of exactitude. Though Ethan winds up back on an aircraft carrier, in what seems like a shameless callback to Top Gun, Cruise really revives his Maverick do-or-die energy when he descends into the icy depths and contends with elaborate water stunts.

    The movie’s much-teased climactic plane stunt is the greatest sequence Cruise has ever committed to film. While many of the Mission: Impossible franchise’s set pieces have been anchored by one death-defying moment, Ethan’s pursuit of Gabriel through the skies goes on and on and on — and I couldn’t get enough. Cruise clings to the side of two different planes, flopping against their sides with every barrel roll, letting his cheeks flap in the wind, and delivering a few Indiana Jones-style punches as he commandeers each vehicle. There are times when he appears to be in full zero G as the second plane careens through valleys. Anything that goes right for him immediately goes wrong, and with constant escalation. It’s breathtaking. 

    And it’s the grand finale of a bad watch. Ethan Hunt deserves a proper send-off, and not just in a blaze of action-fueled glory. In 2006, J.J. Abrams gave the character a down-to-Earth quality and a group of close friends in M:I III. McQuarrie ran with that intimacy when he rewrote Ghost Protocol in 2011 then made the franchise his own with 2015’s Rogue Nation. His follow-up, 2018’s Mission: Impossible — Fallout, saw Ethan close the book on his marriage, hug it out with his best buds, and sustain a symphony of stunts from start to finish. It was the perfect finale. But it was so successful that Cruise and McQuarrie couldn’t resist going back for more, with this two-part story stretched across years.

    Dead Reckoning was satisfying, in a classic M:I way, but it needed a coda to wrap up all its open-ended plots. What was initially planned as Dead Reckoning Part Two became The Final Reckoning, which, after watching the movie, feels like an apt title for what is likely the duo’s last swing at the property. Either way, when the credits roll, Tom Cruise’s Mission: Impossible series feels like it’s over for good, whether more sequels are on the way or not.

    Mission: Impossible – The Final Reckoning opens in theaters on May 23.
    #final #reckoning #hits #mission #impossibles
    The Final Reckoning hits Mission: Impossible’s highest highs and lowest lows
    I never thought I’d see the day when Tom Cruise didn’t stick the landing, but here we are. Mission: Impossible — The Final Reckoning, the second half of the story launched in 2023’s Mission: Impossible — Dead Reckoning Part One, is a high-wire act gone horribly wrong. The stunts are stunning, as you’d be right to assume due to the mere fact that Cruise showed up to make another M:I movie at all. In what’s been coylyteased as the final curtain call for Ethan Hunt, the character Cruise has played since 1996’s Mission: Impossible, Cruise jumps from barrel-rolling biplane to barrel-rolling biplane, squeezes through a claustrophobic maze of undetonated underwater missiles in a sunken submarine, and knife-fights in booty shorts, in a most John Wickian turn. The Final Reckoning has it all — including two and a half hours of dead-in-the-water character drama and endless platitudes about Ethan’s destiny. The sheer number of flashbacks to previous franchise installments puts The Final Reckoning in a category with Seinfeld’s notorious clip show finale. Seeing two action-movie geniuses like Cruise and writer-director Christopher McQuarrie making a movie that is so often deadly boring, I wondered whether wrapping up the M:I series with a sense of finality was the true impossible mission all along. The Final Reckoningpicks up two months after the events of 2023’s Dead Reckoning, in a world that has been nearly consumed by the Entity, an all-powerful AI. Ethan has a plan to take down the robotic overlord, and it once again requires him to pull off a handful of nearly implausible tasks with his team, which includes longtime pals like Lutherand Benji, alongside newer friends from Dead Reckoning, including pickpocket Graceand French assassin Paris. Assuming their skills and a lot of ridiculous coincidences all come together with pinpoint precision, then maaaaybe he can time the execution of their digital overlord juuuuust right. There are obstacles: Mustache-twirling Gabrielconstantly pops out of nowhere to screw with Ethan in hopes of seizing the Entity for his own control, while returning legacy M:I character Eugene Kittridge, now director of the CIA, hopes to arrest the rogue Ethan and save the day his own way. In theory, this should all be another wild M:I ride. But even as a diehard M:I Guy, I was constantly lost among The Final Reckoning’s expositional word salad and aggressive attempts to tie every single story beat back to some event in the franchise’s past. The bar has been raised for Marvel movies that supposedly require too much homework ahead of viewing. Final Reckoning’s most direct references are groan-worthy: It “solves” a long-running series mystery with the grace of Solo’s “We’ll call you Solo” scene. And it turns the Langley NOC-list heist from the 1996 movie into the single most important historical event since the assassination of Archduke Franz Ferdinand. Tom Cruise, typically a mesmerizing charmer, looks beaten and exhausted throughout the talky opening hour of Final Reckoning — perhaps because filming the more thrilling parts of the movie left him literally beaten and exhausted. The leaden dialogue doesn’t help, and McQuarrie’s decision to rarely hold the camera on his leading man for more than a few seconds means Cruise never gets to lock his charisma on the audience. The choppiness of the editing, even during the talky parts, recalls the hyperactive editing tactics that made Taken 3 go viral. A lackluster play-the-hits score makes even Ethan’s required running scenes limp along. The vibes are off. Bless the Final Reckoning actors who have pep in their step anyway! Atwell remains a cunning counterpart to Cruise, all reflexes and wit, and McQuarrie overindulges in her role. Final Reckoning did not need an extended scene where an Inuit woman teaches Grace how to steer a dog sled, but it’s tender. A chunk of the movie plays less like the usual globetrotting spy story than a tense Tom Clancy political thriller. But hey, if circumstances are going to trap Ethan in a submarine, at least it’s with a captain played by Tramell Tillman, who ports over his hilariously mannered presence from Severance to the equally heightened world of Mission: Impossible. And with the U.S. on the brink of atomic war, McQuarrie fills war rooms with cheeky TV actors, gifting Hannah Waddingham, Nick Offerman, and Holt McCallanysome much deserved dramatic spotlights. It’s the series’ best that-guy casting since Mission: Impossible III. Still, between bursts of personality, the plot of Final Reckoning spins in circles. There’s little tension in the pursuit of the Entity, an invisible threat and the greatest enemy to the “show, don’t tell” screenwriting adage. McQuarrie stages Ethan’s big confrontation with the evil Siri in a VR chamber that zips through the AI’s master plan like it’s the wormhole in 2001: A Space Odyssey. If that sequence felt like anything more than an info dump, it could have been a rush based on the visual design alone. But the Entity blathering the same lines over and over about Ethan’s destiny in no way compares to human villains offering inhumane horrors. A talking blue circle isn’t exactly a standoff with Philip Seymour Hoffman holding a gun to Ethan’s wife’s head. To make up for the lack of chase, McQuarrie cranks up every familiar form of Impossible Mission Force-patented heist operation to maximum impossibility, to the point where it’s kind of exhausting. The difference between “thrillingly inconceivable” and “preposterously cartoonish” is the difference between “we need split-second precision” and “we need split-nanosecond precision.” Everything in The Final Reckoning, from pinpointing the needle-in-a-haystack location of a missing submarine to the mind-boggling requirements of incarcerating an AI in the realm of scientific possibility, veers over the edge: Unbelievable coincidence, not skill or precision, drives these plans. Also, there has never been a three-hour movie that needed more than one ticking-time-bomb-defusal sequence. Never! But, my god, the actual stunts. McQuarrie’s set pieces whisk the audience from the streets of London to the Arctic circle to the mountains of South Africa, and it’s progressively more awe-inspiring with each new sequence. A crosscut fight between Ethan and an Entity cultist — yes, we have those now — while his team members are duking it out with goons in a burning building is a spectacle of exactitude. Though Ethan winds up back on an aircraft carrier, in what seems like a shameless callback to Top Gun, Cruise really revives his Maverick do-or-die energy when he descends into the icy depths and contends with elaborate water stunts. The movie’s much-teased climactic plane stunt is the greatest sequence Cruise has ever committed to film. While many of the Mission: Impossible franchise’s set pieces have been anchored by one death-defying moment, Ethan’s pursuit of Gabriel through the skies goes on and on and on — and I couldn’t get enough. Cruise clings to the side of two different planes, flopping against their sides with every barrel roll, letting his cheeks flap in the wind, and delivering a few Indiana Jones-style punches as he commandeers each vehicle. There are times when he appears to be in full zero G as the second plane careens through valleys. Anything that goes right for him immediately goes wrong, and with constant escalation. It’s breathtaking.  And it’s the grand finale of a bad watch. Ethan Hunt deserves a proper send-off, and not just in a blaze of action-fueled glory. In 2006, J.J. Abrams gave the character a down-to-Earth quality and a group of close friends in M:I III. McQuarrie ran with that intimacy when he rewrote Ghost Protocol in 2011 then made the franchise his own with 2015’s Rogue Nation. His follow-up, 2018’s Mission: Impossible — Fallout, saw Ethan close the book on his marriage, hug it out with his best buds, and sustain a symphony of stunts from start to finish. It was the perfect finale. But it was so successful that Cruise and McQuarrie couldn’t resist going back for more, with this two-part story stretched across years. Dead Reckoning was satisfying, in a classic M:I way, but it needed a coda to wrap up all its open-ended plots. What was initially planned as Dead Reckoning Part Two became The Final Reckoning, which, after watching the movie, feels like an apt title for what is likely the duo’s last swing at the property. Either way, when the credits roll, Tom Cruise’s Mission: Impossible series feels like it’s over for good, whether more sequels are on the way or not. Mission: Impossible – The Final Reckoning opens in theaters on May 23. #final #reckoning #hits #mission #impossibles
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    The Final Reckoning hits Mission: Impossible’s highest highs and lowest lows
    I never thought I’d see the day when Tom Cruise didn’t stick the landing, but here we are. Mission: Impossible — The Final Reckoning, the second half of the story launched in 2023’s Mission: Impossible — Dead Reckoning Part One, is a high-wire act gone horribly wrong. The stunts are stunning, as you’d be right to assume due to the mere fact that Cruise showed up to make another M:I movie at all. In what’s been coyly (and in no way definitively) teased as the final curtain call for Ethan Hunt, the character Cruise has played since 1996’s Mission: Impossible, Cruise jumps from barrel-rolling biplane to barrel-rolling biplane, squeezes through a claustrophobic maze of undetonated underwater missiles in a sunken submarine, and knife-fights in booty shorts, in a most John Wickian turn. The Final Reckoning has it all — including two and a half hours of dead-in-the-water character drama and endless platitudes about Ethan’s destiny. The sheer number of flashbacks to previous franchise installments puts The Final Reckoning in a category with Seinfeld’s notorious clip show finale. Seeing two action-movie geniuses like Cruise and writer-director Christopher McQuarrie making a movie that is so often deadly boring, I wondered whether wrapping up the M:I series with a sense of finality was the true impossible mission all along. The Final Reckoning (a phrase uttered twice in the movie, with deathly reverence) picks up two months after the events of 2023’s Dead Reckoning, in a world that has been nearly consumed by the Entity, an all-powerful AI. Ethan has a plan to take down the robotic overlord, and it once again requires him to pull off a handful of nearly implausible tasks with his team, which includes longtime pals like Luther (Ving Rhames) and Benji (Simon Pegg), alongside newer friends from Dead Reckoning, including pickpocket Grace (Hayley Atwell) and French assassin Paris (Pom Klemintieff). Assuming their skills and a lot of ridiculous coincidences all come together with pinpoint precision, then maaaaybe he can time the execution of their digital overlord juuuuust right. There are obstacles: Mustache-twirling Gabriel (Esai Morales) constantly pops out of nowhere to screw with Ethan in hopes of seizing the Entity for his own control, while returning legacy M:I character Eugene Kittridge (Henry Czerny), now director of the CIA, hopes to arrest the rogue Ethan and save the day his own way. In theory, this should all be another wild M:I ride. But even as a diehard M:I Guy, I was constantly lost among The Final Reckoning’s expositional word salad and aggressive attempts to tie every single story beat back to some event in the franchise’s past. The bar has been raised for Marvel movies that supposedly require too much homework ahead of viewing. Final Reckoning’s most direct references are groan-worthy: It “solves” a long-running series mystery with the grace of Solo’s “We’ll call you Solo” scene. And it turns the Langley NOC-list heist from the 1996 movie into the single most important historical event since the assassination of Archduke Franz Ferdinand. Tom Cruise, typically a mesmerizing charmer, looks beaten and exhausted throughout the talky opening hour of Final Reckoning — perhaps because filming the more thrilling parts of the movie left him literally beaten and exhausted. The leaden dialogue doesn’t help, and McQuarrie’s decision to rarely hold the camera on his leading man for more than a few seconds means Cruise never gets to lock his charisma on the audience. The choppiness of the editing, even during the talky parts, recalls the hyperactive editing tactics that made Taken 3 go viral. A lackluster play-the-hits score makes even Ethan’s required running scenes limp along. The vibes are off. Bless the Final Reckoning actors who have pep in their step anyway! Atwell remains a cunning counterpart to Cruise, all reflexes and wit, and McQuarrie overindulges in her role. Final Reckoning did not need an extended scene where an Inuit woman teaches Grace how to steer a dog sled, but it’s tender. A chunk of the movie plays less like the usual globetrotting spy story than a tense Tom Clancy political thriller. But hey, if circumstances are going to trap Ethan in a submarine, at least it’s with a captain played by Tramell Tillman, who ports over his hilariously mannered presence from Severance to the equally heightened world of Mission: Impossible. And with the U.S. on the brink of atomic war, McQuarrie fills war rooms with cheeky TV actors, gifting Hannah Waddingham (Ted Lasso), Nick Offerman (Parks and Recreation), and Holt McCallany (Mindhunter) some much deserved dramatic spotlights. It’s the series’ best that-guy casting since Mission: Impossible III. Still, between bursts of personality, the plot of Final Reckoning spins in circles. There’s little tension in the pursuit of the Entity, an invisible threat and the greatest enemy to the “show, don’t tell” screenwriting adage. McQuarrie stages Ethan’s big confrontation with the evil Siri in a VR chamber that zips through the AI’s master plan like it’s the wormhole in 2001: A Space Odyssey. If that sequence felt like anything more than an info dump, it could have been a rush based on the visual design alone. But the Entity blathering the same lines over and over about Ethan’s destiny in no way compares to human villains offering inhumane horrors. A talking blue circle isn’t exactly a standoff with Philip Seymour Hoffman holding a gun to Ethan’s wife’s head. To make up for the lack of chase, McQuarrie cranks up every familiar form of Impossible Mission Force-patented heist operation to maximum impossibility, to the point where it’s kind of exhausting. The difference between “thrillingly inconceivable” and “preposterously cartoonish” is the difference between “we need split-second precision” and “we need split-nanosecond precision.” Everything in The Final Reckoning, from pinpointing the needle-in-a-haystack location of a missing submarine to the mind-boggling requirements of incarcerating an AI in the realm of scientific possibility, veers over the edge: Unbelievable coincidence, not skill or precision, drives these plans. Also, there has never been a three-hour movie that needed more than one ticking-time-bomb-defusal sequence. Never! But, my god, the actual stunts. McQuarrie’s set pieces whisk the audience from the streets of London to the Arctic circle to the mountains of South Africa, and it’s progressively more awe-inspiring with each new sequence. A crosscut fight between Ethan and an Entity cultist — yes, we have those now — while his team members are duking it out with goons in a burning building is a spectacle of exactitude. Though Ethan winds up back on an aircraft carrier, in what seems like a shameless callback to Top Gun, Cruise really revives his Maverick do-or-die energy when he descends into the icy depths and contends with elaborate water stunts. The movie’s much-teased climactic plane stunt is the greatest sequence Cruise has ever committed to film. While many of the Mission: Impossible franchise’s set pieces have been anchored by one death-defying moment (Ethan clinging to the side of a jet or motorcycling off a cliff), Ethan’s pursuit of Gabriel through the skies goes on and on and on — and I couldn’t get enough. Cruise clings to the side of two different planes, flopping against their sides with every barrel roll, letting his cheeks flap in the wind, and delivering a few Indiana Jones-style punches as he commandeers each vehicle. There are times when he appears to be in full zero G as the second plane careens through valleys. Anything that goes right for him immediately goes wrong, and with constant escalation. It’s breathtaking.  And it’s the grand finale of a bad watch. Ethan Hunt deserves a proper send-off, and not just in a blaze of action-fueled glory. In 2006, J.J. Abrams gave the character a down-to-Earth quality and a group of close friends in M:I III. McQuarrie ran with that intimacy when he rewrote Ghost Protocol in 2011 then made the franchise his own with 2015’s Rogue Nation. His follow-up, 2018’s Mission: Impossible — Fallout, saw Ethan close the book on his marriage, hug it out with his best buds, and sustain a symphony of stunts from start to finish. It was the perfect finale. But it was so successful that Cruise and McQuarrie couldn’t resist going back for more, with this two-part story stretched across years. Dead Reckoning was satisfying, in a classic M:I way, but it needed a coda to wrap up all its open-ended plots. What was initially planned as Dead Reckoning Part Two became The Final Reckoning, which, after watching the movie, feels like an apt title for what is likely the duo’s last swing at the property. Either way, when the credits roll, Tom Cruise’s Mission: Impossible series feels like it’s over for good, whether more sequels are on the way or not. Mission: Impossible – The Final Reckoning opens in theaters on May 23.
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  • Every ‘Mission: Impossible’ Ranked From Worst to Best

    It’s been almost 30 years since Tom Cruise first played secret agent Ethan Hunt in 1996’s Mission: Impossible. For a film based on a long-dead television show, the M:I franchise has shown remarkable staying power — and so has Cruise. To put it into perspective, consider this: In the 30 years after the first James Bond movie, Dr. No, four different men played James Bond and the fifth was about to make his debut. By the time three decades had passed, the first Bond, Sean Connery, had long since retired as the character; that was around the time he played Indiana Jones’ bumbling father in Indiana Jones and the Last Crusade. Almost 30 years later, Tom Cruise is still playing Ethan Hunt, in Mission: Impossible — The Final Reckoning.Mission: Impossible - The Final ReckoningParamountloading...The Final Reckoning subtitle strongly suggests this eighth Mission will conclude the franchise. Tom Cruise himself has said he wants to keep playing Ethan Hunt until he’s 80. Either way, The Final Reckoning makes for a perfect time to take stock of 30-year history of the series as a whole. The franchise has evolved quite a bit from a twisty spy thriller, to an operatic bullet ballet, to a dramedy about a spy trying to achieve the proper work-life balance, then totally shifting again into a showcase for incredible practical special effects and stunts.As a result, comparing Mission: Impossibles is a bit like comparing apples and oranges that happened to look like Tom Cruise and enjoy hanging off the sides of airplanes. Nonetheless, I did my best to rank the entire franchise from the worst to the best.Every Mission: Impossible Movie, Ranked From Worst to BestFrom the original Mission: Impossible in 1996 through The Final Reckoning in 2025, here are the eight Mission movies, ranked from worstto the best.Get our free mobile appThe Worst Photoshopped Movie PostersThese movie posters show that using Photoshop is a lot harder than it looks.
    #every #mission #impossible #ranked #worst
    Every ‘Mission: Impossible’ Ranked From Worst to Best
    It’s been almost 30 years since Tom Cruise first played secret agent Ethan Hunt in 1996’s Mission: Impossible. For a film based on a long-dead television show, the M:I franchise has shown remarkable staying power — and so has Cruise. To put it into perspective, consider this: In the 30 years after the first James Bond movie, Dr. No, four different men played James Bond and the fifth was about to make his debut. By the time three decades had passed, the first Bond, Sean Connery, had long since retired as the character; that was around the time he played Indiana Jones’ bumbling father in Indiana Jones and the Last Crusade. Almost 30 years later, Tom Cruise is still playing Ethan Hunt, in Mission: Impossible — The Final Reckoning.Mission: Impossible - The Final ReckoningParamountloading...The Final Reckoning subtitle strongly suggests this eighth Mission will conclude the franchise. Tom Cruise himself has said he wants to keep playing Ethan Hunt until he’s 80. Either way, The Final Reckoning makes for a perfect time to take stock of 30-year history of the series as a whole. The franchise has evolved quite a bit from a twisty spy thriller, to an operatic bullet ballet, to a dramedy about a spy trying to achieve the proper work-life balance, then totally shifting again into a showcase for incredible practical special effects and stunts.As a result, comparing Mission: Impossibles is a bit like comparing apples and oranges that happened to look like Tom Cruise and enjoy hanging off the sides of airplanes. Nonetheless, I did my best to rank the entire franchise from the worst to the best.Every Mission: Impossible Movie, Ranked From Worst to BestFrom the original Mission: Impossible in 1996 through The Final Reckoning in 2025, here are the eight Mission movies, ranked from worstto the best.Get our free mobile appThe Worst Photoshopped Movie PostersThese movie posters show that using Photoshop is a lot harder than it looks. #every #mission #impossible #ranked #worst
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    Every ‘Mission: Impossible’ Ranked From Worst to Best
    It’s been almost 30 years since Tom Cruise first played secret agent Ethan Hunt in 1996’s Mission: Impossible. For a film based on a long-dead television show, the M:I franchise has shown remarkable staying power — and so has Cruise. To put it into perspective, consider this: In the 30 years after the first James Bond movie, Dr. No, four different men played James Bond and the fifth was about to make his debut. By the time three decades had passed, the first Bond, Sean Connery, had long since retired as the character; that was around the time he played Indiana Jones’ bumbling father in Indiana Jones and the Last Crusade. Almost 30 years later, Tom Cruise is still playing Ethan Hunt, in Mission: Impossible — The Final Reckoning.Mission: Impossible - The Final ReckoningParamountloading...The Final Reckoning subtitle strongly suggests this eighth Mission will conclude the franchise. Tom Cruise himself has said he wants to keep playing Ethan Hunt until he’s 80. Either way, The Final Reckoning makes for a perfect time to take stock of 30-year history of the series as a whole. The franchise has evolved quite a bit from a twisty spy thriller, to an operatic bullet ballet, to a dramedy about a spy trying to achieve the proper work-life balance, then totally shifting again into a showcase for incredible practical special effects and stunts.As a result, comparing Mission: Impossibles is a bit like comparing apples and oranges that happened to look like Tom Cruise and enjoy hanging off the sides of airplanes. Nonetheless, I did my best to rank the entire franchise from the worst to the best.Every Mission: Impossible Movie, Ranked From Worst to BestFrom the original Mission: Impossible in 1996 through The Final Reckoning in 2025, here are the eight Mission movies, ranked from worst (which is still pretty decent) to the best (which is one of the all-time great action films).Get our free mobile appThe Worst Photoshopped Movie PostersThese movie posters show that using Photoshop is a lot harder than it looks.
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