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The Late Sam Neill’s Final Movie Might Be The Legend Of Zelda

The Late Sam Neill’s Final Movie Might Be The Legend Of Zelda https://ift.tt/WBwkylx The cast for the upcoming live-action The Legend of Zelda movie is becoming clearer, and a report indicates that the legendary New Zealand actor Sam Neill, who died in July at the age of 78, has a role in the game-to-film adaptation. Deadline reports that Neill, best known to audiences as Dr. Alan Grant in three Jurassic Park films, filmed his role in the Wes Ball-directed movie prior to his death. Principal production wrapped in April . Neill's role is unknown, but Deadline adds that Chuck actor Yvonne Strahovski is also in the film's cast, apparently as a "queen character." It wouldn't be unreasonable to predict that Neill could play the king of Hyrule. Sharing the screen with Neill and Strahovski will be Severance's Dichen Lachman, who was spotted in set photos shortly after production began. Fan speculation pointed towards Lachman portraying Impa, who is usually...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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