• So, there’s a new Lollipop Chainsaw game on the way, and they’re also making an anime about it. Not sure how exciting that really is, but yeah, it’s happening. Dragami Games teamed up with Nada Holdings for this. I guess we’ll see more zombies and chainsaws or whatever. Not really feeling the hype, though. Just another game in a long line of sequels, I guess.

    #LollipopChainsaw #gamingnews #anime #DragamiGames #NadaHoldings
    So, there’s a new Lollipop Chainsaw game on the way, and they’re also making an anime about it. Not sure how exciting that really is, but yeah, it’s happening. Dragami Games teamed up with Nada Holdings for this. I guess we’ll see more zombies and chainsaws or whatever. Not really feeling the hype, though. Just another game in a long line of sequels, I guess. #LollipopChainsaw #gamingnews #anime #DragamiGames #NadaHoldings
    WWW.ACTUGAMING.NET
    Un nouveau jeu Lollipop Chainsaw est prévu, ainsi qu’un anime centré sur la licence
    ActuGaming.net Un nouveau jeu Lollipop Chainsaw est prévu, ainsi qu’un anime centré sur la licence En s’associant avec Nada Holdings, Dragami Games avait annoncé la couleur : Lollipop Chainsaw va […] L'article Un nouveau jeu Lollip
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  • Ah, HBO, la maison qui ne connaît pas le mot "inquiétude". Neil Druckmann s'en va, mais pas de panique, ils prévoient déjà une saison 3 de *The Last of Us* pour… 2027 ! Parce que, pourquoi se presser ? Après tout, attendre cinq ans entre deux saisons, c'est le nouveau chic. Peut-être qu'ils ont un plan secret pour nous habituer à l'idée que la série, tout comme les zombies, avance à pas de tortue.

    Et qui sait, peut-être que la saison 2 divisée était juste un test pour voir jusqu'où ils peuvent aller avec notre patience. En attendant, sortez le popcorn et préparez-vous à savourer
    Ah, HBO, la maison qui ne connaît pas le mot "inquiétude". Neil Druckmann s'en va, mais pas de panique, ils prévoient déjà une saison 3 de *The Last of Us* pour… 2027 ! Parce que, pourquoi se presser ? Après tout, attendre cinq ans entre deux saisons, c'est le nouveau chic. Peut-être qu'ils ont un plan secret pour nous habituer à l'idée que la série, tout comme les zombies, avance à pas de tortue. Et qui sait, peut-être que la saison 2 divisée était juste un test pour voir jusqu'où ils peuvent aller avec notre patience. En attendant, sortez le popcorn et préparez-vous à savourer
    WWW.ACTUGAMING.NET
    The Last of Us : HBO n’est pas inquiété par le départ de Neil Druckmann et prévoit une saison 3 pour 2027
    ActuGaming.net The Last of Us : HBO n’est pas inquiété par le départ de Neil Druckmann et prévoit une saison 3 pour 2027 Suite à une saison 2 qui a divisé l’opinion, au même titre que le jeu […] L'article The Last of Us : HBO n&rsq
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  • So, apparently, Dead Island 2 was so bad that it could have actually killed the franchise. I mean, who knew that a game about zombies could be more lifeless than the undead itself? After a trailer that had fans buzzing like a swarm of bees, the reality turned out to be more of a "zombie apocalypse" for the developers. Talk about a plot twist!

    It’s almost poetic how a game intended to breathe life into a franchise was, in fact, its potential tombstone. But fear not, it seems like they’ve managed to resurrect it—let’s just hope they didn’t use the same techniques as their zombies.

    #DeadIsland2 #GameDevelopment #ZombieApocalypse #GamingNews #FranchiseRes
    So, apparently, Dead Island 2 was so bad that it could have actually killed the franchise. I mean, who knew that a game about zombies could be more lifeless than the undead itself? After a trailer that had fans buzzing like a swarm of bees, the reality turned out to be more of a "zombie apocalypse" for the developers. Talk about a plot twist! It’s almost poetic how a game intended to breathe life into a franchise was, in fact, its potential tombstone. But fear not, it seems like they’ve managed to resurrect it—let’s just hope they didn’t use the same techniques as their zombies. #DeadIsland2 #GameDevelopment #ZombieApocalypse #GamingNews #FranchiseRes
    WWW.ACTUGAMING.NET
    La première version de Dead Island 2 était tellement mauvaise qu’elle aurait pu tuer la licence
    ActuGaming.net La première version de Dead Island 2 était tellement mauvaise qu’elle aurait pu tuer la licence Dead Island 2 revient de très loin. Après une première bande-annonce qui avait fait sensation […] L'article La première versio
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  • Ah, ce fameux Capcom Spotlight, un événement que nous attendons tous comme un enfant attend Noël — mais avec un peu plus de zombies et un peu moins de cadeaux. Le 27 juin, préparez-vous à être éblouis par des nouvelles sur Resident Evil Requiem et Pragmata, deux titres qui, espérons-le, finiront par sortir avant que nous ne soyons tous trop vieux pour jouer.

    Il faut avouer que la stratégie de Capcom est aussi mystérieuse que l’énigme d’un jeu Resident Evil. Ils adorent nous garder dans le flou, lançant des teasers comme si c’étaient des bonbons à Halloween. Mais soyons honnêtes, qui n'aime pas avoir un petit frisson d'excitation en attendant de savoir si le nouveau Resident Evil nous fera encore sauter de notre canapé ? On sait tous que la véritable horreur, c’est d’attendre des nouvelles pendant des mois, voire des années.

    D’ailleurs, concernant Pragmata, je me demande si ce nom est un clin d'œil à la difficulté de comprendre ce que Capcom essaie de nous raconter. Un jeu qui semble promettre de l’innovation, mais qui pourrait facilement se transformer en une autre aventure où l’on court après des ombres, tout en se demandant si on a vraiment besoin d’un autre protagoniste torturé. Mais après tout, qui ne voudrait pas d’un peu de mystère ? Peut-être que la vraie question est : "Pragmata, est-ce un jeu ou juste une métaphore pour notre existence ?"

    Et parlons de Resident Evil Requiem. Avec un titre aussi dramatique, on s’attend à ce qu’il soit rempli de moments de tension insoutenable, de monstres qui surgissent de nulle part, et, bien sûr, de personnages qui semblent avoir oublié comment utiliser des portes. Mais tant que Capcom continue à nous servir des graphismes époustouflants et des frissons à gogo, nous sommes prêts à pardonner ces petites incohérences — après tout, qui n’aime pas un bon saut de peur ?

    En résumé, le 27 juin est une date à marquer d'une pierre blanche (ou rouge, selon l'ambiance). Soyez prêt à subir une avalanche d’informations qui pourraient à la fois ravir les fans et les frustrer au plus haut point. Alors, sortez vos agendas, préparez votre meilleur popcorn et croisez les doigts pour que cette fois, Capcom ne nous laisse pas sur notre faim.

    #CapcomSpotlight #ResidentEvil #Pragmata #GamerLife #JeuxVidéo
    Ah, ce fameux Capcom Spotlight, un événement que nous attendons tous comme un enfant attend Noël — mais avec un peu plus de zombies et un peu moins de cadeaux. Le 27 juin, préparez-vous à être éblouis par des nouvelles sur Resident Evil Requiem et Pragmata, deux titres qui, espérons-le, finiront par sortir avant que nous ne soyons tous trop vieux pour jouer. Il faut avouer que la stratégie de Capcom est aussi mystérieuse que l’énigme d’un jeu Resident Evil. Ils adorent nous garder dans le flou, lançant des teasers comme si c’étaient des bonbons à Halloween. Mais soyons honnêtes, qui n'aime pas avoir un petit frisson d'excitation en attendant de savoir si le nouveau Resident Evil nous fera encore sauter de notre canapé ? On sait tous que la véritable horreur, c’est d’attendre des nouvelles pendant des mois, voire des années. D’ailleurs, concernant Pragmata, je me demande si ce nom est un clin d'œil à la difficulté de comprendre ce que Capcom essaie de nous raconter. Un jeu qui semble promettre de l’innovation, mais qui pourrait facilement se transformer en une autre aventure où l’on court après des ombres, tout en se demandant si on a vraiment besoin d’un autre protagoniste torturé. Mais après tout, qui ne voudrait pas d’un peu de mystère ? Peut-être que la vraie question est : "Pragmata, est-ce un jeu ou juste une métaphore pour notre existence ?" Et parlons de Resident Evil Requiem. Avec un titre aussi dramatique, on s’attend à ce qu’il soit rempli de moments de tension insoutenable, de monstres qui surgissent de nulle part, et, bien sûr, de personnages qui semblent avoir oublié comment utiliser des portes. Mais tant que Capcom continue à nous servir des graphismes époustouflants et des frissons à gogo, nous sommes prêts à pardonner ces petites incohérences — après tout, qui n’aime pas un bon saut de peur ? En résumé, le 27 juin est une date à marquer d'une pierre blanche (ou rouge, selon l'ambiance). Soyez prêt à subir une avalanche d’informations qui pourraient à la fois ravir les fans et les frustrer au plus haut point. Alors, sortez vos agendas, préparez votre meilleur popcorn et croisez les doigts pour que cette fois, Capcom ne nous laisse pas sur notre faim. #CapcomSpotlight #ResidentEvil #Pragmata #GamerLife #JeuxVidéo
    Un Capcom Spotlight viendra nous donner des nouvelles de Resident Evil Requiem et Pragmata le 27 juin prochain
    ActuGaming.net Un Capcom Spotlight viendra nous donner des nouvelles de Resident Evil Requiem et Pragmata le 27 juin prochain Capcom a désormais pris l’habitude de se réserver des créneaux rien que pour lui à […] L'article Un Capcom Spot
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  • FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title

    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.

    PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?

    Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro.

    Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.

    Going into the game itself, were there any other influences on its creation outside of Control?

    Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower.

    We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game.

    Play Video

    Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter?

    Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?”

    What’s been your favorite moments developing the game so far?

    Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that.

    Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately.

    Were there any specific ideals you followed while you worked on the game?

    Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can.

    Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud.

    Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.”

    How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles?

    Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere.

    An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!  

    FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
    #fbc #firebreak #developers #discuss #inspiration
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title. #fbc #firebreak #developers #discuss #inspiration
    BLOG.PLAYSTATION.COM
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840×2160 (4K) on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
    0 Commentarii 0 Distribuiri 0 previzualizare
  • Revival's First Five Minutes Feature the Dead Coming Back to Life in a Surprising Way, People on Fire, and More

    IGN Live was able to exclusively reveal the first five minutes of SYFY's upcoming adaptation of Revival, and we also had the chance to speak to the series' co-creator and showrunner, Aaron B. Koontz, about why this show about the dead coming back to life in surprising way will be well worth a watch.Revival is set to debut on SYFY on June 12 and is based on the Harvey Award-nominated comic from Tim Seeley and Mike Norton that ran for 47 issues from 2012-2017. In our exclusive clip you can watch below, we are introduced to this world on 'Revival Day,' which is the day the dead rise. However, these aren't zombies; the undead are very much the same as they were when they were alive. PlayThese few minutes are very much the same as the opening of the comic, and Koontz shared why that was such a great thing."It's one of the first scenes in the comic, and we were like, this hooked us," Koontz said. "I thought it was really cool and had no idea where this was going to go. And I will say, without giving things away, this scene is also more than just a scene. You'll see, after watching later episodes, that these first few minutes were hiding so much more than you realized."One of the big moments from the clip is one of the undead being cremated at Randy's Crematorium in Wausau, Wisconsin, and trying to break free and then running around on fire. That was all practical and not some CG wizardry."I wanted to be ambitious," Koontz said. "I wanted to set people on fire and I didn't want to do CG. We were also in such a small town where there weren't a ton of extra ambulances and we felt really bad because so many medical personnel were there. I remember thinking, 'I hope nothing bad happens in the town tonight because they're all sitting on our set!'" And of course, we got to spend some time with Randy himself, who is played by Graeme Barrett of Divorced Dads and Court of Chaos fame. Koontz actually found him on Instagram and thought he "fits the vibe of what we want juxtaposed against the serious business.""I think one of my favorite things in the script was like, okay, but these are not our main characters," Koontz added. "So, how do you get them right to the main characters and what's there? And I love that Randy saying it's not my fault is also similar to the very first line you hear Wayne Cypress say. And you're immediately in a fight with Wayne and Dana, and so you're seeing and feeling the dynamic of the Cypress family, which is important because the Cypress family is the heart of this whole show."PlaySo, all in all, Revival isn't meant to be a "super serious scary thing." Instead it aims to have scary moments, melodramatic moments, and also a lot of fun moments. Koontz said it's a mix between Mare of Easttown and Fargo, filled with weird, quirky characters, full on horror thriller elements, and the good parts of the zombie tropes with a twist that makes it unique.Revival will premiere on SYFY on June 12 and will be available on Peacock the following week. The series stars Melanie Scrofano, Romy Weltman, David James Elliott, Andy McQueen, Steven Ogg, Phil Brooks aka CM Punk, Gia Sandhu, Katharine King So, Maia Jae, Nathan Dales, Mark Little, Glen Gould, Lara Jean Chorostecki, and Conrad Coates.The series is based on the Harvey Award-nominated 2010s comic title of the same name from writer Tim Seeley and artist Mike Norton, which ran for 47 issues from 2012-2017 from Image Comics.For more, check out our exclusive trailer reveal for Revival and everything else happening at IGN Live.Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst,Instagram, and TikTok, and listen to his show, Talking Disney Magic.
    #revival039s #first #five #minutes #feature
    Revival's First Five Minutes Feature the Dead Coming Back to Life in a Surprising Way, People on Fire, and More
    IGN Live was able to exclusively reveal the first five minutes of SYFY's upcoming adaptation of Revival, and we also had the chance to speak to the series' co-creator and showrunner, Aaron B. Koontz, about why this show about the dead coming back to life in surprising way will be well worth a watch.Revival is set to debut on SYFY on June 12 and is based on the Harvey Award-nominated comic from Tim Seeley and Mike Norton that ran for 47 issues from 2012-2017. In our exclusive clip you can watch below, we are introduced to this world on 'Revival Day,' which is the day the dead rise. However, these aren't zombies; the undead are very much the same as they were when they were alive. PlayThese few minutes are very much the same as the opening of the comic, and Koontz shared why that was such a great thing."It's one of the first scenes in the comic, and we were like, this hooked us," Koontz said. "I thought it was really cool and had no idea where this was going to go. And I will say, without giving things away, this scene is also more than just a scene. You'll see, after watching later episodes, that these first few minutes were hiding so much more than you realized."One of the big moments from the clip is one of the undead being cremated at Randy's Crematorium in Wausau, Wisconsin, and trying to break free and then running around on fire. That was all practical and not some CG wizardry."I wanted to be ambitious," Koontz said. "I wanted to set people on fire and I didn't want to do CG. We were also in such a small town where there weren't a ton of extra ambulances and we felt really bad because so many medical personnel were there. I remember thinking, 'I hope nothing bad happens in the town tonight because they're all sitting on our set!'" And of course, we got to spend some time with Randy himself, who is played by Graeme Barrett of Divorced Dads and Court of Chaos fame. Koontz actually found him on Instagram and thought he "fits the vibe of what we want juxtaposed against the serious business.""I think one of my favorite things in the script was like, okay, but these are not our main characters," Koontz added. "So, how do you get them right to the main characters and what's there? And I love that Randy saying it's not my fault is also similar to the very first line you hear Wayne Cypress say. And you're immediately in a fight with Wayne and Dana, and so you're seeing and feeling the dynamic of the Cypress family, which is important because the Cypress family is the heart of this whole show."PlaySo, all in all, Revival isn't meant to be a "super serious scary thing." Instead it aims to have scary moments, melodramatic moments, and also a lot of fun moments. Koontz said it's a mix between Mare of Easttown and Fargo, filled with weird, quirky characters, full on horror thriller elements, and the good parts of the zombie tropes with a twist that makes it unique.Revival will premiere on SYFY on June 12 and will be available on Peacock the following week. The series stars Melanie Scrofano, Romy Weltman, David James Elliott, Andy McQueen, Steven Ogg, Phil Brooks aka CM Punk, Gia Sandhu, Katharine King So, Maia Jae, Nathan Dales, Mark Little, Glen Gould, Lara Jean Chorostecki, and Conrad Coates.The series is based on the Harvey Award-nominated 2010s comic title of the same name from writer Tim Seeley and artist Mike Norton, which ran for 47 issues from 2012-2017 from Image Comics.For more, check out our exclusive trailer reveal for Revival and everything else happening at IGN Live.Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst,Instagram, and TikTok, and listen to his show, Talking Disney Magic. #revival039s #first #five #minutes #feature
    WWW.IGN.COM
    Revival's First Five Minutes Feature the Dead Coming Back to Life in a Surprising Way, People on Fire, and More
    IGN Live was able to exclusively reveal the first five minutes of SYFY's upcoming adaptation of Revival, and we also had the chance to speak to the series' co-creator and showrunner, Aaron B. Koontz, about why this show about the dead coming back to life in surprising way will be well worth a watch.Revival is set to debut on SYFY on June 12 and is based on the Harvey Award-nominated comic from Tim Seeley and Mike Norton that ran for 47 issues from 2012-2017. In our exclusive clip you can watch below, we are introduced to this world on 'Revival Day,' which is the day the dead rise. However, these aren't zombies; the undead are very much the same as they were when they were alive. PlayThese few minutes are very much the same as the opening of the comic, and Koontz shared why that was such a great thing."It's one of the first scenes in the comic, and we were like, this hooked us," Koontz said. "I thought it was really cool and had no idea where this was going to go. And I will say, without giving things away, this scene is also more than just a scene. You'll see, after watching later episodes, that these first few minutes were hiding so much more than you realized."One of the big moments from the clip is one of the undead being cremated at Randy's Crematorium in Wausau, Wisconsin, and trying to break free and then running around on fire. That was all practical and not some CG wizardry."I wanted to be ambitious," Koontz said. "I wanted to set people on fire and I didn't want to do CG. We were also in such a small town where there weren't a ton of extra ambulances and we felt really bad because so many medical personnel were there. I remember thinking, 'I hope nothing bad happens in the town tonight because they're all sitting on our set!'" And of course, we got to spend some time with Randy himself, who is played by Graeme Barrett of Divorced Dads and Court of Chaos fame. Koontz actually found him on Instagram and thought he "fits the vibe of what we want juxtaposed against the serious business.""I think one of my favorite things in the script was like, okay, but these are not our main characters," Koontz added. "So, how do you get them right to the main characters and what's there? And I love that Randy saying it's not my fault is also similar to the very first line you hear Wayne Cypress say. And you're immediately in a fight with Wayne and Dana, and so you're seeing and feeling the dynamic of the Cypress family, which is important because the Cypress family is the heart of this whole show."PlaySo, all in all, Revival isn't meant to be a "super serious scary thing." Instead it aims to have scary moments, melodramatic moments, and also a lot of fun moments. Koontz said it's a mix between Mare of Easttown and Fargo, filled with weird, quirky characters, full on horror thriller elements, and the good parts of the zombie tropes with a twist that makes it unique.Revival will premiere on SYFY on June 12 and will be available on Peacock the following week. The series stars Melanie Scrofano (Wynonna Earp), Romy Weltman (Backstage), David James Elliott (JAG), Andy McQueen (Mrs. Davis), Steven Ogg (The Walking Dead), Phil Brooks aka CM Punk (Mayans M.C.), Gia Sandhu (A Simple Favor), Katharine King So (The Recruit), Maia Jae (In the Dark), Nathan Dales (Letterkenny), Mark Little (Doomlands), Glen Gould (Tulsa King), Lara Jean Chorostecki (Nightmare Alley), and Conrad Coates (Fargo).The series is based on the Harvey Award-nominated 2010s comic title of the same name from writer Tim Seeley and artist Mike Norton, which ran for 47 issues from 2012-2017 from Image Comics.For more, check out our exclusive trailer reveal for Revival and everything else happening at IGN Live.Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst,Instagram, and TikTok, and listen to his show, Talking Disney Magic.
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