Friday, September 30, 2011

Point Blank film


Point Blank (French: À bout portant) is a 2010 French thriller film directed by Fred Cavayé and starring Gilles Lellouche, Roschdy Zem, Elena Anaya, and Gérard Lanvin.

Plot

Samuel (Lellouche) is a happily married nurse working in a Paris hospital. When his very pregnant wife (Anaya) is kidnapped before his helpless eyes, everything falls apart. After being knocked unconscious, he comes to and his cell phone rings: he has three hours to get Sartet (Zem), a man under police surveillance, out of the hospital. Shot on location in wide lens, POINT BLANK is an exhilarating non-stop ride through Paris' streets, subways, hospitals, warehouses, and police stations, as Samuel quickly finds himself pitted against rival gangsters and trigger-happy police in a deadly race to save the lives of his wife and unborn child.

The Importance of Hair

My New Hairdo 9/28/11

Hair is important... just ask any guy spending $19.95 a month on rogain, or the average woman who spends well over $100 every 5 weeks for a cut and color (don't even get me started about the additional cost of a blowout).

Millions of dollars are spent every year in salons and on styling products, and networks are starting to create reality TV shows (e.g. Tabathas Salon Takeover; Shear Genius) that showcase the "real" trials and tribulations of bobs and bangs. Even Sarah Palin's hair salon is getting its own series: Big Hair Alaska, "where the personalities of the owner and her staff are as big as the hairstyles they create."

Why all the fuss?

Hair has long been considered a source of mythological and cultural strength. Some Native American tribes believed that scalping was a way to capture their enemy's strength. In the Bible, Samson is granted unimaginable physical strength by God on the condition that he never cuts his hair. (Samson of course loses his power when Delilah finds out his secret, and has his head shaved.) Even today, certain faiths still forbid their followers to cut their hair, such as Amish women and Sikh men.

Hair is important... just ask any cancer survivor who has gone through the trauma of losing it.

I've been a frequent flyer at different cancer centers these last 15 months, always with a full head of hair. While I am grateful that carcinoid cancer really doesn't have a treatment path that leads down the way to baldness ... my locks always make me feel like a bit of an impostor - like a weak warrior on a battle field of combat veterans who wear their shiny bald heads (delicately lined with thin blue veins, wrapped in colorful silk scarves) like fierce battledress.

In the new Seth Rogen comedy, 50/50 (opening this weekend) two 20-something bosom-buddies find out that one has cancer - with a 50% chance of survival. The trailer plays a familiar scene in which they use a "questionably clean" set of body trimmers to shave off the one friend's hair, before the chemo and radiation can melt it away.

This film scene isn't fiction for one of my seniors - Tim - who did the same exact thing, two years ago. (Except he used very clean trimmers of course!)

In tenth grade, Tim was diagnosed with advanced stages of Hodgkins Lymphoma, and had to complete the year through home-tutoring and painful cancer treatments. He returned his junior year and organized the first ever PC Relay for Life, which raised over $43,000 dollars for the American Cancer Society. He and I were the speakers at Relay's opening ceremonies, and formed an instant bond. We were both thrilled that he was in my English class this year, and for the past two weeks, we have been working on his college essay.

Tim started his college essay with a memory from the day his pediatric oncologist told him, "you have cancer" for the first time. At this point, his immediate thought did not turn to the fear of dying, but to the fear of going bald. Apparently, Tim was absolutely obsessed with his hair and couldn't imagine living without it. Eventually, he decided that he needed to be the one to take his hair - not the cancer... so first he gave himself a Mohawk, and then he shaved his head.

Having the privilege of getting to know this young man, I can unequivocally state that Tim's spirit and strength could outmatch a follically endowed Samson in any battle - any day of the week.

So I think the mythology got it backwards. Hair in and of itself does not pass along secret powers to its owner... rather it is the act of losing one's hair in a deadly, knockdown-dragout fight against an invisible enemy that makes one truly heroic.

NBA 2K12 XBOX 360 Review


Review by Jack DeVries on http://xbox360.ign.com/articles/119/1197538p1.html

Up until last week I was still playing NBA 2K11. No other sports game has lasted me as long, and I was contemplating skipping this year's version because, hey, 2K11 is still fun and I like to take breaks between my sports games. That would have been a colossally stupid move. NBA 2K12 takes everything I love about last year and makes it better. Then it takes nearly all the parts I didn't like and turns them awesome. Hey, other sports games, you just got schooled. Again.

NBA 2K12 has three different covers highlighting the athletes that define basketball (though most gamers will see the Michael Jordan cover, marking the second year in a row his Airness takes the spot). But it's about a lot more than MJ this year. Last year's Jordan Challenges were the highlight of the game, but 2K12's NBA's Greatest mode trumps it. Michael Jordan is back, and along with him come Magic Johnson, Larry Bird, Hakeem Olajuwon, Scottie Pippen, and 10 other basketball greats. They're matched up in games against other basketball legends such as the '93 Hornets, Dikembe Mutombo and Shaq with the Orlando Magic. Every team you play as and against is unlockable, letting you pit the greatest players of the last 40-plus years against the stars of today. Want to see Dwight Howard go head to head against Shaq in his prime? Of course you do because that's awesome.

Each game gets the full presentational treatment. (You're going to hear a lot about presentation in this review, because NBA 2K12's is astounding.) The games are treated like television broadcasts from the era, so Bill Russel's mid-'60s Celtics game is in black and white. The announcers treat the games like playbacks, talking about your performance as if it already happened and sharing trivia about the players.

Last year, two of the biggest complaints were the cheap defensive AI and the alien looking players. NBA 2K12 improves on both counts, but it's not perfect. The defense never lets up and will take advantage on every play if you let them. They still occasionally become psychic (my favorite was Dallas Mavericks center Brendan Haywood executing a perfect backhanded block without ever turning around to see me coming in for the layup), but it's rarer. The fact is that you're given so much more control of your footwork and shots, that it's up to you to get around the defense, because the game won't do it for you anymore. Choosing which hand to shoot the layup from or which way to fake before a jump shot makes or breaks every point in the game, and NBA 2K12 give you full control. It takes a little while to get fully accustomed to, but the amount of control you have is incredible.

As for the players, many of them look better. Kobe Bryant got a noticeable improvement. There are still alien looking players on every team, and each time the game cuts to them it is a bit jarring. Everything else about the game looks so amazing, that it really stands out. People would watch me play and comment on how fantastic the game looks, and then boom, Jarret Jack comes on screen looking like he got stung by bees in his face or Steve Nash shows his hideous mug. (Granted, Nash is kind of ugly anyway, but still.)

For me, the improvements to My Player sold me on the game. Last year, My Player was the most popular mode in the game, which is surprising considering how slowly it started. For NBA 2K12, the developers streamlined the draft process. Instead of pickup games and a possible trip to the D-League, you hop into a single game, with full presentation, commentary, crowds, and flair. From there you go into interviews with three potential teams (so you can fine tune who exactly you end up with), and then it's straight to the draft.

After that, the mode feels very similar: you control your guy, meeting game objectives and trying to be a team player. But the developers made it easier to get into the game by making your player start out with higher stats and making the Teammate Grade system more forgiving. It's easier at first, but that's because this year you're trying to get into the Hall of Fame, which is no easy feat. You'll have to play your ass off to meet the requirements, and it takes a long time. My Player is one of the most robust single-player modes in a sports game, rivaling MLB The Show's "Road to the Show" mode. The gameplay is tighter, the presentation is broader, and it finally feels like your character is an actual NBA athlete.

Association, NBA 2K12's franchise mode, returns and is largely similar to last year's, but that's not a bad thing. Association does a wonderful job of putting you in control of the team. It's here that the presentation and commentary outshine other sports games. 2K12 treats every game like a televised matchup, with intros, animated roster lineups, and commercials for upcoming games. The crowds and stadiums are realistic and react to how well your team does. Seeing nobody show up to a Charlotte Bobcats game (a serious real life issue for the franchise) and then watching the seats fill as you take the Bobcats to their first ever playoff appearance highlights the level of detail. Playing the same team for dozens of games will cause the commentary to repeat a bit, but that's coupled with a multitude of commentary for every other team you play. There was an amazing bit where the commentators started joking about which famous politicians they roomed with in college, poking fun at Grant Hill's parents. I "WTFed" in the best way possible.

In Association, the trade AI is still smart, and won't be fooled easily, but they still offer up some odd deals that are objectively sound but realistically stupid. Sure, Chris Paul is having the best season of his career when I played him, but there is no way the Heat would offer Lebron James for him after their whole "this is a Dynasty" talk.

What I'm most excited about with Association is the new online mode. Players can set up a franchise and play with friends for an entire season. The demo I got and the few games I've played have been great, but it's hard to say how it will hold up when the servers get flooded. In a week or so, we'll come back with a full report on it.

Closing Comments

No sports game has ever made me this excited to play. Seriously it's all I've been able to think about for the last week. The realistic, challenging, gorgeously animated gameplay carries across a cornucopia of modes. Playing legends of the past, the stars of today, and my own personal NBA rookie are all different flavors of f#$%ing rad. Any one of these modes would be reason enough to purchase the game, but all of them together make for a game that any basketball fan has to pick up.

Dark Souls PS3 Review


Review by Keza MacDonald on http://ps3.ign.com/articles/119/1197278p1.html

There are some things that only videogames can do. For me, Dark Souls' predecessor Demon's Souls was emblematic of all of them. Where most games do their best to be something else – to tell a story like a novel, to impress with cinematic techniques like a film – Demon's Souls is pure game, a complete and darkly fascinating vision that makes no concessions to the modern conception of how games should be. Instead, it was an exploration of how games could be; how bleak, how twisted, how focused and – most famously – how challenging. Most developers take pains to protect you from failure. FROM Software turns it into an artform.

Dark Souls is the next step along that path. Like Demon's Souls, it is a brutal and demanding third-person action-RPG set in a world full of monstrous, disturbing things that are trying their hardest to end your life as quickly as possible. Using whatever weapons and armor you can scavenge, buy or forge, the challenge is to inch your way through this damned and deadly place, now and then coming across gigantic bosses that take especial valor and tenacity to kill. The eventual aim is to make it out alive, but there are about 50-60 hours of creative cruelty between you and that goal.

You will die, a lot. You will die on the end of a sword, on the edge of an axe, crushed by a boulder, impaled on fangs; you will be poisoned, eaten, stabbed, assassinated and pushed off cliffs. Death is everything in Dark Souls. It's education, it's progress, it's the recurring stylistic and thematic motif that runs through all of its spectacularly varied, decaying and depraved environments. The first thing that you have to understand about this game is that survival is in itself a tremendous accomplishment. It can be punishing, cruel, sadistic and uncompromising. It can also be the purest, most thrilling adrenaline rush in gaming – it can take over your life and reward you like nothing else can. Exactly because your chances of success are so slim, each victory feels monumental.

The open-world structure is the biggest change since Demon's Souls. Beginning in a rotting asylum for the undead, you move through a vast, connected world comprised of fetid swamps, grandly dilapidated towns and castles, magma-carved caves and tunnels deep within the earth, trap-filled dungeons and much else. Some are reminiscent of Demon's Souls' environments, like the rickety, swampy, disease-ridden Blighttown, whilst others are entirely new; austere marble palaces, murky forests, ashen lakes.

The further you get in Dark Souls, the more hideous and creative the monsters and environments become. Thirty hours in, stuck in an underground poisonous swamp, you'll feel like you'd give anything to see the sun again. Dark Souls' design is so consistently twisted that it actually starts to encroach on your mental well-being after extended play – it never wavers for a second from its singular stylistic vision.

There's no central hub, no safe haven for you to run back to and recuperate. Instead, there are bonfires strategically placed around the world. Bonfires are your checkpoints, the place where you can hunker down to replenish your health flasks, spend the souls of vanquished enemies on leveling up, repair your equipment, and meditate on your doomed existence. Resting at a bonfire ensures that you'll spawn there the next time you're dispatched, but resting also respawns all the enemies in an area (except bosses). Deciding when and where to rest, then, becomes a major part of your strategy. You can go through the same areas again and again, collecting souls and learning enemy attack patterns to make yourself stronger, or you can push onwards towards the next bonfire, risking the unknown.

Online, you'll frequently see the ghosts of other players huddled around the bonfires, giving you a sense of togetherness and camaraderie in situations that would otherwise feel depressingly hopeless. Dark Souls' world is (for the most part) exquisitely designed around these checkpoints – shortcuts and secret passages open up that let you access more and more of the map from a single resting point, so making your way around a world that at first seems intimidatingly huge quickly becomes second nature.

When you die in Dark Souls, you become Hollowed, and lose any souls that you've collected. Make it back to your bloodstain before dying again, and you can get them back – but you usually run straight into the clawed arms of whatever horrendous thing dispatched you the first time. Souls can be spent on leveling yourself up, buying an extra sliver of health or stamina or magical capability. Humanity, on the other hand, is much more precious resource; you can only get it from items or by beating bosses, whether in your own game or as a helpful Phantom in someone else's. It can be used to kindle bonfires, giving yourself extra health flasks, and to revive yourself to Human, which lets you summon other players to help you in your game.

The combat system is the beating black heart at the center of Dark Souls. Given the sheer variety of demons after your blood – serpent-warriors, evil butchers, skinless undead, cat-alligators, skeletal swordsmen and much, much else – your survival depends greatly on how you adapt to changing situations. You can switch between armored tank and nimble thief just by switching around your weapons and armor. To be a mage or a healer, all you need to do is find a sorcerer's catalyst or a talisman. The game never forces you into a certain playstyle. There's no limit to what you can carry, for instance, so you can hold on to any dagger or bow or interesting spell in case it comes in handy hours later.

The way that magic works has changed since Demon's Souls, making it much more difficult to rely on it as an easy way out and forcing you to engage with the heart-in-mouth, up-close melee combat. Instead of a magic bar, you get a certain number of casts for each spell each time you rest at a bonfire – powerful Pyromancy or life-saving Miracles will usually be limited to just a few uses. Magic is as relevant to the game as ever, but it's no longer a cheap-and-easy, rechargeable long-range option. Sooner or later, especially in the boss battles, you're going to have to wade on in there with an axe and risk your hide up close.

This is one of many reasons that Dark Souls is considerably harder than Demon's Souls. (For context, I played through Demon's Souls about four times, and nothing in that game gave me the same trouble – and the same rush – as some of Dark Souls' crueler moments.) It appears to be FROM's mission to send you into harrowing spirals of despondency and self-pity at every opportunity. Levels and enemies alike are designed to be especially lethal. Like its predecessor, the game starts off borderline impossible and becomes more manageable the longer you play as you get together some half-decent equipment and build up your stats, but Dark Souls discourages grinding.

There's a slightly uneven, discouraging distribution of souls throughout most of the game, where extremely strong enemies reward you with only a few hundred souls. It evens out later; as the going gets tougher, the game design seems to acknowledge that you'll need to build up your level through repeating sections that you already know, and litters them with soul-rich enemies to farm. But overall, it's time-consuming and impractical to progress through grinding alone. Instead, Dark Souls' difficulty pushes you towards its forward-thinking online features.

Dark Souls is tightly designed around its community and co-operative aspects, far more so than Demon's. Because the game doesn't bother to explain itself to you at all, you will rely on other players to build up your knowledge, sharing strategies, directions to secret areas and tips on where to find rare weapons and items, piecing together a collective understanding of arcane arts like weapons forging. This community aspect is the most extraordinary thing about Dark Souls – you're all in it together, and the knowledge that there are others sharing your experience is what turns Dark Souls from a depressing solo journey into a breathtaking collective achievement.

As you wander the parapets of the Undead Burg, you'll occasionally hear the tolling of the bell at the top of the gargoyle tower, signifying someone else's triumph over a boss. You'll feel spurred on to success yourself, reassured that it's not impossible, or you'll smile at the memory of your own victory if you're already further on. The shadows of other players move through the world, showing you snatches of someone else's game. Bloodstains splatter across the flagstones where people have died, replaying the final seconds of their life when you touch them. By offering yourself up as a phantom to assist in someone else's game, you can not only earn souls and Humanity, but you can learn new things, gaining experience from others. The absence of voice chat and matchmaking is integral to this sense of collective suffering and achievement. Your rescuer will always be a stranger.

It is impossible to overstate how crucial online play is to the Dark Souls experience. Without it, it's half a game (and about four times as difficult, too, which is really not what you want from a game that's already difficult enough to sap your will to live). Multiplayer is your get-out clause, the thing that stops Dark Souls from ever being straightforwardly impossible, no matter what your skill level. There are points in the game where you actually need help; FROM's tacit admission of this comes in the form of NPC summon signs that appear outside certain boss battles, letting you summon help even if you're playing the game offline. Run out of Humanity, though, and this option is closed to you, leaving you with the choice between hours of grinding or hours of fruitless attempts at battles that are incredibly difficult on your own.

Like everything in the game, though, the multiplayer has its dark side. Players can invade your world if you're in Human form and assassinate you. But this is a much less frequent occurrence than it was in Demon's Souls. In order to invade other players at will, you actually have to join an in-game covenant – otherwise you have to rely on limited-use items. There's also an indictment system where you can report someone who assassinates you, which enters their name into a giant, publicly-accessible Book of the Guilty. The emphasis this time around is very firmly upon helping other players, rather than hurting them.

The difficulty is central to Dark Souls' ethos, and shouldn't be considered a fault. Without it, it wouldn't be the game that it is, it wouldn't require the same ingenuity and persistence from you, and its rewards would not be so sweet. There are times, though, when Dark Souls crosses the line from thrillingly challenging to straightforwardly sadistic. There are frog-like sewer-dwelling creatures that can Curse you with their attacks, instantly reducing your health bar to half its former size; the only way to get cured is to visit a healer hidden deep within a dangerous ghost-populated area that's a long, long journey away (or to buy an item from a vendor, if you've got enough souls).

Making your way through Dark Souls' death-trap world with half a health bar is hard enough, but the Curse effect stacks – so if you get caught again, you'll be down to a quarter of a health bar. A third time, you'll be down to an eighth. I know one Dark Souls player who lost something like 10 hours trying to make it to a healer when everything in the world could kill him with one hit. There's punishing, and then there's unfair.

One of the mid-game bosses, meanwhile, emits corrosive bile that swiftly degrades your equipment if you get stuck in its flow, potentially leaving you standing naked in front of a hideous dragon with a broken sword. There's no way to repair weapons and armor once they've been completely destroyed, so it's possible to lose all your best gear in this battle. Similarly, there are areas in the mid-section of the game where the main challenge isn't overcoming the skinless poisonous demons that live there, but struggling not to get knocked off narrow, precarious ledges by their attacks.

Without wanting to spoil the plot, Dark Souls sends you deeper into the earth with every victory, becoming extraordinarily imaginative in its sadism. Dark Souls' story is subtly and sparsely told, leaving you to write your own mythology, giving you only cryptic, unsettling verses of vague exposition to go on. The world speaks for itself.

But there are, despite its bleakness, real moments of beauty in Dark Souls – like the moment where you round a corner after one of the game's early bosses and see the sun for the first time, shining down through a break in the clouds, or the moment when you're standing at the top of a belltower looking out at the sprawling land below, trying to decide where to go next whilst you bask in the afterglow of a boss defeat. It's these moments, not the hours spent butting your head up against the same boss without success, that you'll remember about Dark Souls: the improbable, hard-fought victories, the game-changing discoveries, and the moments where a kind stranger lifted you out of a ditch you couldn't escape on your own.

Closing Comments

The reviewer's job is difficult when it comes to a game like Dark Souls. I simply can't unreservedly recommend that you buy it. It's not a game that you play to relax. It doesn't care in the slightest about whether you're enjoying yourself, and it doesn't give a fig for your notions of entertainment or your mental well-being. If you just play games for fun, this isn't for you, and no amount of insistence on my part is going to change that. But if you're interested in the limits of the videogame form – to see just how focused, how pure and how uncompromising in its vision a game can be – Dark Souls is unmissable. If you take the time get into Dark Souls' mindset, to begin to understand the twisted way in which it operates and taste the rewards behind its cruelest challenges, this is one of the most thrilling, most fascinating and most completely absorbing experiences in gaming.

An Old Villain Cameos In "Dark Knight Rises"?


Chris Nolan's good luck charm, actor Cillian Murphy, could be making a cameo in the upcoming "The Dark Knight Rises".

Murphy played the role of secondary villain Dr. Jonathan Crane/The Scarecrow in "Batman Begins" and reprised the role for a cameo in the early scenes of "The Dark Knight".

Now it looks like he'll apparently be doing a cameo again in character for a scene that was shot at L.A.'s Union Station this week. Several forum posters at Comic Book Movie claim to have spotted him at work on the production.

Others have posted what they claim to be descriptions of the scene he's shooting, but those sound rather dubious. Like all Batman rumours, take all this with a grain of salt for now.

More Images from The Avengers




Thursday, September 29, 2011

Mortal Kombat gets a Reboot


It was inevitable. After the success of the recent digital series for Warner Premiere, New Line has hired "Fame" director Kevin Tancharoen to direct a reboot of the "Mortal Kombat" film franchise reports Heat Vision.

Tancharoen directed "Mortal Kombat: Rebirth", a short film that served as a proof of concept for a movie he was pitching based on the classic 1990's video game. The short was an online sensation, generating over 10 million hits on YouTube. Due to its success he came on to helm a ten-episode web series, "Mortal Kombat: Legacy", which debuted in April and attracted over 15 million unique visitors.

Based on the success of that, New Line and Warners thought its time to revisit the franchise on the big screen. Oren Uziel, who penned 'Rebirth', is writing the script.

No actors are yet attached, though the new story will not share continuity with the digital series. Whether the film will keep the darker tone of the digital shorts rather than the larger fantasy epic of the original mid-90's movies is also unknown at this point.

Paranormal Activity 3 Film Review


Review by Drew Tinnin on
http://www.dreadcentral.com/reviews/paranormal-activity-3-2011

In a classic case of dramatic irony, the audience witnessing the first ever unveiling of Paramount’s Paranormal Activity 3 at a midnight screening tonight at Fantastic Fest knew exactly what was in store for the cursed family of the last two installments. After the phenomenon of the first film and the continued success of its sequel, we know the formula much better than the unsuspecting mother and father of Katie and Kristi Rey, the two daughters that have been plagued by a demonic spirit since childhood.

Going back in time, the third entry lands confidently in the era of VHS and camcorders, adding a sense of nostalgia to a growing mythology centered around a terrorized family. Katie Featherston and Sprague Grayden briefly reprise their roles as the sisters from the first two entries, but it’s their younger counterparts that have the spotlight this time around.

Directors Henry Joost and Ariel Schulman (Catfish) quickly establish the suspension of disbelief needed when you’re the third film of a franchise that depends on someone constantly filming even when they should probably be running for the exit. Katie and Kristi Rey’s father is a video editor who begins to set up cameras after hearing strange bumps in the night - and he’s justified in doing so, especially when Kristi Rey wakes up at night talking cryptically to a being she calls Tobey. One camera is set up in the kids’ bedroom, the other in Mommy and Daddy’s, and in a stroke of genius, another camera is positioned on top of a rigged oscillating fan moving from the kitchen into the living room and back ...

The suspense built up as the camera slowly pans back and forth pays off beautifully in a scene involving a bow head babysitter who probably won’t be coming over to watch the kids anytime soon.

The fun family moments get taken away little by little – as we’ve seen before – until the proceedings ramp up to the point where Katie is constantly abused, a toy closet becomes a lair where demons lurk, and an innocent game of Bloody Mary turns into a frightening wake-up call.

Needless to say, the family is convinced, but they remain unaware of the deeper evil at work here. Just as the second film expanded on the haunted world of Paranormal Activity, this third entry twists and turns down a road few are likely to see coming. Without delving any further, the fabric of this story is woven much much deeper than you might imagine, staying focused on the devil we know while opening up the series to further possibilities.

Once the familiar road is trafficked and things start picking up, Paranormal Activity 3 reminds you why you’ll be certain to pick up a ticket and revisit this world come Halloween: Even though you think you’ve seen it before, it re-energizes the haunted house formula and continues to invent new ways to scare you. Slow, deliberate POV shots once again put you in the place of the reluctant investigator, but the payoffs are much more potent and shocking this time around, proving that this franchise has a lot more story to tell.

If this trend continues, the Paranormal Activity series will serve as the document of a twisted family tree that still has many branches worth researching. But can we please have more Katie Featherston in the next one?

With Paranormal Activity 3 lightning strikes three times, delivering twice the scares of its predecessors! Pure potent fear.

Score
4 out of 5

Penumbra Film Review


Review by Drew Tinnin on http://www.dreadcentral.com/reviews/penumbra-2011

Penumbra, the follow-up to Adrián and Ramiro García Bogliano’s geriatric thriller Cold Sweat, is a very different film than its predecessor. Where Cold Sweat is a tense thriller with comedic undertones, Penumbra allows the brothers to experiment with atmosphere and paranoia – and the result is another solid effort from the Argentinian duo.

Christina Brondo injects the character of Marga with a strong sense of purpose and a business class hue. She’s fiercely to the point and her time is valuable – and she wants to make sure everyone knows it. As her situation becomes more troublesome, that fiery veneer gives way to a nasty temper and finally devolves into sheer panic.

As a man named Jorge, claiming he’s a realtor representing a wealthy client, convinces Marga to cancel her previous engagements to wait for a cash payout for her family’s apartment, Marga begins to grow suspicious when Jorge’s colleagues begin to show up with roles to play of their own. The building itself proves very important to the group as they continue to placate and manipulate Marga, and the pending eclipse taking form outside is somehow connected to the proceedings.

Once that connection is revealed and Marga’s peers discard their facades to show their true purpose, all she can do is bear witness to the ceremony. Because of her distaste for the disheveled locals of Buenos Aires and an incident with a homeless man outside the building, Marga has unwillingly provided her captives with a perfect alibi, allowing them to accomplish their mission without attracting any unwanted attention.

Fantastic Fest 2011Penumbra, meaning partial shadow (an obvious reference to the eclipse), comes right out and tells us that there is nothing satanic about this group and that they in no way represent the cult cliché we have come to know in various genre films throughout the years. By doing this, the Bogliano brothers promise something different and original, but instead the ending plays out in fairly typical fashion without being fully explained.

That would be fine if the film didn’t pause to tell the audience to raise their expectations by hinting that the film is not going in the direction they think it is. Without an original payoff, this scene, although fascinating, is unnecessary and opens the film up to unwanted criticism.

Still, Penumbra sits nicely beside films cut from the same cloth like Rosemary’s Baby and House of the Devil and represents another confident – if not fully realized – entry from the Boglianos, who are quickly becoming a genre powerhouse unto themselves.

Following its world premiere at Fantastic Fest earlier this week, Penumbra was picked up by IFC Midnight, and it was just announced that Synapse Films has just acquired the rights for three of Adrián García Bogliano’s fims: Room for Tourists, Watch ‘em Die, and the riveting I Will Not Die Alone.

Shadow Photo ~ I Love This.....

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Photo Credit

On my walk with the dogs this morning, I saw this at my neighbor's house and I just had to take a photograph of it because I love the way it made a shadow on the sidewalk.....





How cool is that? I don't know if you can see the dragonfly on top of the house and in the shadow, but it just adds the perfect touch.

I LOVE Halloween and can't wait to add more photos from around

Thursday Recipe Swap Meet ~ Crescent Hot Dogs

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OK... we know you have all these recipes that you love to make. You got them from your mother, your grandmother, a magazine, or maybe you made it up, perhaps you don't even remember where the recipe came from. Well, how about sharing them with all of us? We are going to share ours with you every Thursday!


My good friend and (according to her husband) excellent cook, Dolly over at XmasDolly

Callan McAuliffe now headed to Paradise Lost


Story by Jake Dee on
http://www.joblo.com/horror-movies/news/i-am-number-four-star-callan-mcauliffe-now-headed-to-paradise-lost

Last week we learned Casey Affleck, Camilla Belle and Diego Bonita were the latest to join Alex Proyas curious 3D adaptation of PARADISE LOST, and now it seems another name is crashing the bash!

Word from Variety is Callan McAuliffe (I AM NUMBER FOUR) is indeed headed to PARADISE LOST. McAuliffe will play Uriel, one of the first seven archangels created by God. When Lucifer (Cooper) rebels against God and Michael (Walker) is named commander of Heaven's army, the dedicated soldier Uriel becomes his second in command.

As you may recall, Bradley Cooper, Djimon Hounsou and Ben Walker also star in the picture - which tells the story of the epic war in heaven between archangels Michael (Walker) and Lucifer (Cooper), including the latter's role in Adam and Eve's fall from grace.

Rooney Mara Being Pursued For Spike Lee’s ‘Oldboy’


Posted by Nick Newman on
http://thefilmstage.com/news/rooney-mara-being-pursued-for-spike-lees-oldboy/

Josh Brolin has already been confirmed as the lead of Oldboy, while Christian Bale is reportedly in some negotiation stage for the villain. Those of you who have seen Park Chan-wook‘s South Korean revenge thriller know that Spike Lee only has one more major role to cast: the female. Twitch may know who that is, as they tell us that Rooney Mara is the top pick to play the crucial character.

Although nobody is in talks at the moment, they do note that their report of Brolin‘s involvement happened at this same stage. Take into account them also being the first to hear about Lee directing, and it’s safe to assume that this rumor has some truth behind it. The selection probably comes courtesy of The Girl with the Dragon Tattoo; not only will that be one of the winter’s biggest releases, but her lead performance shows that she can take on gritty, dark material, which Oldboy most certainly is.

I won’t get into spoilers here, but some very unsettling incidents surround the woman in the original film. The remake needs either the exact event or something similar to deliver that same impact, although Mark Protosevich‘s screenplay will implement “characters and scenarios from the source material as a launching point while also jettisoning several key elements and events from the original film and working significant amounts of entirely new material into the mix,” among other things. Altering occurrences for a new telling is fine by me, but, please — don’t change that element.

Ignoring any story beats that may or may not be retained for the stateside interpretation, Mara is a piece of casting that I can support. The mix of softness that’s been exhibited in earlier work, combined with a toughness that’s sure to be on display in the aforementioned Dragon Tattoo, gives her the requirements for this part. Brolin, Bale, and her in a violent revenge movie directed by Spike Lee? Impossible to resist.

Extremely Loud & Incredibly Close Poster


Plot

It is set after the tragic events of September 11th, in which a young boy, Oskar Schell, loses his father. In the aftermath of his death, Oskar finds a strange key that belonged to his father, and begins a search to find the lock that it fits.

Dr Seuss’ The Lorax Poster


Story by Simon Brew on
http://www.denofgeek.com/movies/1072908/first_poster_for_dr_seuss_the_lorax.html

The brains behind Despicable Me bring a lesser-known Dr Seuss story to the big screen. And we're got the first poster for The Lorax, here.

One of the best, but underappreciated, computer animated movies of recent times has been Fox’s Horton Hears A Who!, a delightful take on the Dr Seuss story. It surprises us, in the aftermath of that, that more Dr Seuss stories weren’t tapped into for feature films. But Illumination Entertainment, the team behind Despicable Me and Hop, might just have picked the right one to tackle.

They’re hard at work on The Lorax, the Dr Seuss story about the grumpy Lorax of the title, who is fighting to protect his world. We saw some early concept work on this a year or two back, and back then, it was looking glorious, although that was very early into the project.

The film is being directed by Chris Renaud, who helmed Despicable Me, and is scheduled for release next March. Renaud also worked as a story artist on Horton Hears A Who!.

Anyway, the first poster for The Lorax has popped up over at Yahoo!, and, if for nothing else than to bring the existence of the film to your attention, we figured we should run it.

Wednesday, September 28, 2011

Game Of Thrones: Genesis


Preview by Phil Kollar on
http://www.gameinformer.com/games/a_game_of_thrones__genesis/b/pc/archive/2011/09/28/first-game-of-thrones-video-game-releases-tomorrow-celebrate-with-screenshots.aspx

George R.R. Martin's Song of Ice and Fire series of novels has been pulling readers into an epic fantasy storyline full of political intrigue since 1996. As of this week, it will finally have an official video game based in the same universe.

Focus Home Entertainment will be releasing the strategy title A Game of Thrones: Genesis tomorrow, September 29. As a final push of hype before the game's release, the publisher sent out three new screenshots showing off the tactical viewpoint you'll be fighting battles from.

Dead Space 3 To Be Set On Ice Planet


Story by Tim Turi on
http://www.gameinformer.com/b/news/archive/2011/09/26/report-dead-space-3-to-be-set-on-ice-planet.aspx

Isaac Clarke on Hoth? Maybe. The recent scuttlebutt on Dead Space 3 may reveal the new location and some major plot points for the sequel.

If this ends up being true, keep in mind that the following information will contain spoilers.

Siliconera claims to have word from a trusted source that Isaac crash lands on a snowy wasteland, and eventually makes his way to an unmanned waystation. He eventually runs into Ellie, the one of the few survivors from Dead Space 2’s Sprawl. Ellie, Isaac, and a third survivor are rumored to climb a mountain mid-blizzard, complete with mysterious monster noises. The enemy of Dead Space 3 is supposedly the “hive mind.”

We can’t be certain whether any of this is true or not, but the scenario does sound pretty awesome. Would you play a Dead Space set on a frozen planet?

Life is Too Short for Self Hatred and Celery Sticks - M. Wann

Bent Spoon in Princeton
September 24, 2011

Saturday, Christine (the lovely girl with the flower) completed her first 80 mile bike race; a particularly awe-inspiring accomplishment in my eyes since I can't even ride a bicycle. I can, however, eat ice cream while basking in the joy of my friends... which is just what I did.

"Seize the moment. Remember all those women on the Titanic who waved off the dessert cart." - Erma Bombeck

Wordless Wednesday: Sept. 28, 2011 ~ End of Summer Self-Portrait

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Welcome to Wordless Wednesday..... I'm looking forward to to seeing all of your photos, so if you leave a comment, please leave your email address so I can come on over and take a look.




For more Wordless Wednesday posts, head over to the WW Hub, leave your link, check out the other participants, and don't forget to leave a nice comment - you know you like comments, they do too!!


And

New Year’s Eve


Synopsis

New Year’s Eve celebrates love, hope, forgiveness, second chances and fresh starts, in intertwining stories told amidst the pulse and promise of New York City on the most dazzling night of the year.

Summit To Adapt "Area 52" Comic


Summit Entertainment has acquired the film rights to Brian Haberlin's comic "Area 52" reports Deadline.

The story follows a top-secret Antarcitca warehouse the U.S. government uses to store hideous creatures and mystical weapons.

When an aggressive new alien is accidentally hatched, the group of misfits hired to watch over the warehouse must band together to keep these creatures from escaping.

Lorenzo di Bonaventura is attached to produce. Steven C. Miller was previously attached to direct a few years ago, the studio is now seeking a new director and writers.

Wanted 2 Update


Derek Haas, the co-writer of Universal's 2008 comic adaptation action hit "Wanted", says that he and his writing partner Michael Brandt have just been hired to pen the sequel.

Haas confirmed the news in a tweet, then shortly after told The Wrap that the action will "take off after the events of what just happened. Pick up Wesley a few years later and go back in for another round."

No word if James McAvoy will return as Wesley Gibson, but it is confirmed that no director is yet attached. Previously there'd been talk of bringing back Angelina Jolie's character despite her on screen fate, but Jolie has more recently expressed dislike in the idea.

Tuesday, September 27, 2011

More Photos from Dark Shadows


Dark Shadows is currently shooting in London, working towards a May 11, 2012 release. Two new photos have arrived from the set, featuring a bloody Johnny Depp along with Michelle Pfeiffer, Jonny Lee Miller, and director Tim Burton.

The movie is set in the year 1972 and, according to screenwriter Seth Grahame-Smith, there is a specific explanation for the period setting.

"Tim and Johnny took a long time explaining exactly why it had to be 1972. 1969 was too early and 1973 was too late. 1972 is right at the time when the hippie movement and all its peace and love is dying out and being replaced by this me-me-me generation in the '70s who are all about showing their wealth and having everything."

Photos of Catwoman on the set of The Dark Knight Rises




LIONSGATE BRINGS DEAD ISLAND TO LIFE ON THE BIG SCREEN


Story by Jordan Raup on
http://thefilmstage.com/news/lionsgate-lands-on-dead-island-with-the-mummy-producer/

Lionsgate has now officially announced that they have optioned the rights and have entered the “early development stage” with producers attached. The Mummy producer Sean Daniel plans to oversee the production and the below press release states the film will “focus on human emotion, family ties and non-linear storytelling.”

Santa Monica, CA, September 27, 2011– LIONSGATE® (NYSE: LGF), a leading global entertainment company, today announced that it has optioned film rights from Deep Silver to develop a feature inspired by Dead Island, which became a viral media sensation when its haunting, artful trailer launched in February 2011. The announcement was made by Lionsgate’s co-COO and Motion Picture Group President Joe Drake.

Dead Island is a global brand first introduced through a teaser trailer that told the story of a family on vacation at a tropical resort who is besieged by zombies. Told in a stark, non-linear fashion, the wrenching trailer captured worldwide fan attention and unanimous critical praise upon its debut, receiving over one million hits in its first 24 hours online, and nearly 10 million views by two days after its debut. Wired Magazine, College Humor and G4TV all called it the best video game trailer of all time, with G4TV adding “The Dead Island trailer is the best trailer I have ever seen in my life. The best video game trailer. The best movie trailer. The best anything trailer.” The trailer went on to win the Golden Lion in Cannes at the International Festival of Creativity, the advertising industry’s highest honor, and it was featured by Adweek on their annual list of the World’s Best Commercials.

The videogame Dead Island was published by Deep Silver for Xbox 360, Playstation 3 and PC. It was released in the United States on September 6th, 2011 and was the number one selling game both in the U.S. and the U.K. upon its local releases. The game has sold over two million units to date.

The game centers on vacationers whose island paradise becomes a living hell when a zombie outbreak quickly spreads. Cut off from the rest of the world, the survivors have only the available materials and the island’s natural “weapons” to protect themselves from the viscous and growing legions of the undead. In addition to the award-winning trailer and video game, the Dead Island intellectual property will be simultaneously developed by Deep Silver into forthcoming graphic novels, novels and other extensions.

Like the trailer that will serve as its primary creative inspiration, the film DEAD ISLAND will be an innovation of the zombie genre because of its focus on human emotion, family ties and non-linear storytelling. Said Drake of the property’s acquisition, “Like the hundreds of journalists and millions of fans who were so passionate and vocal about the Dead Island trailer, we too were awestruck.” He continued, “This is exactly the type of property we’re looking to adapt at Lionsgate – it’s sophisticated, edgy, and a true elevation of a genre that we know and love. It also has built in brand recognition around the world, and franchise potential.”

The film DEAD ISLAND is currently in the early development stage with producers attached. Sean Daniel (THE MUMMY, TOMBSTONE, DAZED AND CONFUSED) will spearhead production through his Sean Daniel Company. A veteran producer with global franchises under his belt, Daniel is to be joined in producing by Stefan Sonnenfeld, who has been a pioneer in the post production field, using the process as a platform to create a unique visual brand with directors including J.J. Abrams, Michael Bay and Gore Verbinski. Jason Brown of The Sean Daniel Company and Missy Papageorge for Sonnenfeld’s Sunny Field Productions are executive producing, with Sarah Perlman of Sunny Field Productions serving as co-producer.

Alli Shearmur, Lionsgate’s President of Motion Picture Production and Development is overseeing the project at the studio, with Jim Miller, SVP of Production and Development. Rob McEntegart, Senior EVP of Lionsgate’s Motion Picture Group, negotiated the deal with Deep Silver’s U.S. attorney Ed Labowitz.

Are you looking forward to a Dead Island film?

Red Dawn remake finally set for release


Story by Simon Brew on
http://www.denofgeek.com/movies/1070010/red_dawn_remake_finally_set_for_release.html

Lots of films got held up, one way or another, when MGM went through its well-reported financial challenges over the past few years. One of them, Don’t Be Afraid Of The Dark, is only now set to arrive in the UK. However, the one that might just have sat on the shelf the longest has been the remake of Red Dawn.

This is a film that was shot back in 2009, and subsequently underwent digital modifications to change the villains of the new film to North Koreans (they were original Chinese). And it’s a film that’s struggled to find distribution in the aftermath of MGM’s troubles, given that, as the Los Angeles Times reports, no major studio wanted to potentially offend the Chinese government. China is, after all, one of the most lucrative growing markets for films.

Which has meant that it’s been left to an independent studio, FilmDistrict, to pick up the film, and finally push it towards a cinema release. It’s set to roll the film out in 2012, which may work in its favour given that its star, Chris Hemsworth, has now got a much higher profile, courtesy of Thor (and, next year, The Avengers).

Once a firm release date has been announced, we'll let you know. In the meantime, more details on the story can be found here.

Tinker, Tailor, Soldier, Sequel?


The film adaptation of John Le Carre's classic Cold War spy novel "Tinker, Tailor, Soldier, Spy" is already a success story.

The reviews out of the festivals have been raves, more regular critics have been giving it 4 & 5 star reviews, and the box-office is promising after a strong No. 1 opening in the UK the other week. I myself saw a sneak preview of it tonight and am certain it'll be on my 'best of the year' list, it's a superbly executed and quite loyal adaptation.

Now, The Guardian reports that the film's producer and financier Studio Canal is keen on making this their first franchise and are expected to make an announcement next week in Paris about development of a sequel.

Le Carre wrote eight books with the George Smiley character, played by Gary Oldman in the new film, including the likes of "Call for the Dead," "A Murder of Quality", "The Spy Who Came in from the Cold" and "The Looking Glass War".

'Tinker' however made Smiley a household name in the UK, and is also the first of what's dubbed 'The Karla Trilogy'. Smiley plays only a small role in the next book, the mostly South East-Asian set "The Honourable Schoolboy", which focuses on the Jerry Westerby minor character from 'Tinker' (played by Stephen Graham).

A likely scenario is that the filmmakers will do what the BBC did thirty years ago after the success of the 'Tinker' mini-series with Alec Guinness - they'll jump directly to adapting the third novel "Smiley's People", but may incorporate a couple of the key scenes from 'Schoolboy' which deals with the fallout of events in 'Tinker'.

In 'People', Smiley is called out from retirement for the last time to investigate the death of one of his old agents, a former Soviet General and the titular head of an Estonian émigré organizations based in London.

Smiley learns the General had discovered information which leads to a final confrontation with Smiley's nemesis, the Soviet spy-master Karla. Patrick Stewart played Karla in cameos in both mini-series. In the new 'Tinker' film he's referenced numerous times and is briefly seen but only from a distance with his face obscured.

Oldman says "I loved playing George, and there are of course films to be made of Le Carré's other books featuring George, with Smiley's People and The Honourable Schoolboy being the obvious ones. But I would insist on quite a few factors, such as I would really want Tomas Alfredson to direct it again."

Oldman also admitted last week to Empire that a film sequel would likely be an amalgamation of 'Schoolboy' and 'People' using the latter title.

Justin Timberlake is Neil Bogart in "Gold"


Justin Timberlake has signed on to both star in and produce the feature "Spinning Gold" at Boardwalk Films.

The story chronicles the life of music legend Neil Bogart who founded Casablanca Records in 1974 and is credited with discovering, launching and nurturing the careers of a generation of music superstars.

KISS, Parliament, Donna Summer, and The Village People were just a few of the acts on the roster of Casablanca Records, whose sound and image would come to define 70s pop culture.

Gary A. Randall along with Bogart's sons Evan 'Kidd' Bogart and Timothy Scott Bogart will produce. Tim will also pen the script. Boardwalk Records will also produce a tie-in album with classic hits "reimagined by today's biggest artists" according to the press release.

Monday, September 26, 2011

Picture my Hubby ~ Something to Make you Laugh

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A Police STOP at 2 AM
An elderly man is stopped by the police around 2 a.m. and is asked asked where he is going at this time of night.
The man replies, "I am on my way to a lecture about alcohol abuse and the effects it has on the human body, as well as smoking and staying out late."
The officer then asks, "Really? Who is giving that lecture at this time of night?"
The man

Blades of Blood



Blades of Blood (Goo-reu-meul beo-seo-nan dal-cheo-reom 구르믈 버서난 달처럼) is a 2010 South Korean action drama film directed by Lee Joon-ik. The film is based on the graphic novel Like the Moon Escaping from the Clouds.

Production

Actor Hwang Jung-min expressed his difficulty playing a blind character in the film. Hwang went to schools for blind people to observe their movements but stated that "it still wasn’t an easy role to play".

The Corridor Film Review


Review by Evan Kelly on http://www.dreadcentral.com/reviews/corridor-2011

If you’ve done your homework as a horror fan, accepting an invitation to a cabin in the middle of nowhere to catch up with some old friends is probably something you might think about turning down. Unfortunately, the four middle-aged men in Evan Kelly’s The Corridor hardly think twice before making the trek up to a remote location for some much needed male bonding - and they really should know better.

Granted, friends Bobcat (Matthew Amyote), Lee (Nigel Bennett), and Everett (James Gilbert) are a tad reluctant to join their troubled childhood friend Tyler (Stephen Chambers) for the weekend after being attacked by him as his dead mother lays on the ground in a crazed sequence that opens the film.

As they meet for the first time since that violent confrontation, Tyler assures his friends - who are now scarred physically from the attack - that he has recovered his mental capacity and is taking medication he calls “blockers” to ensure another incident never takes place again. Watching old VHS tapes of Bobcat’s High School football glory days, the old dynamic begins to return, and it looks like these guys might actually benefit from the reunion. That’s until the still unstable Tyler ventures out into the woods to discover a strange, other-worldly force field - the mysterious energy forms a box around its subject and causes an immediate nosebleed as its signal amplifies.

To Tyler’s amazement and relief, his counterparts experience the phenomenon as well. As all four step into its path, the box becomes a long hallway, and they all suddenly become psychically connected to each other. Their thoughts become linked, and as a sharp descent into madness begins, Tyler - who remains sane because of his medication which blocks the signal - fears that his diseased mind has been unlocked and shared with his mates.

Instead of an evening pow-wow that may have culminated in relationship building and trust, the group’s reconciliation becomes a graphic display of torture-turned-therapy where scalping and rock, paper, scissors with guns become the new psychology.

As things become even darker, Tyler begins to find a connection between his mother’s insanity and his own, revealing this mysterious energy in the woods might be the root cause. The mystery remains shrouded in The Corridor, but one interpretation allows the movie and its themes to center around coming to terms with the death of a loved one. Tyler, through no fault of his own, has a very troubled and twisted mind, and the unique experience of encountering The Corridor allows him to process his guilt and his grief in spectacular fashion.

The Corridor may keep you guessing, but there are enough clues to piece together what the purpose of The Corridor is, even if the events that unfold never unveil exactly what it is. The dynamic between the actors, the graphic but controlled violence, and the psychedelic, sci-fi wonderment of The Corridor make it well worth your time.

3 out of 5

Caves of Steel Film Update


20th Century Fox has scored the film rights to Isaac Asimov's 1954 novel "The Caves of Steel" reports Deadline.

Set three millennia in the future, the story is set in a time when humans on an overcrowded Earth have grown increasingly paranoid of 'spacers', humans on the rich and more spacious outer planets whose society has grown apart from those on Earth.

When a reformist "spacer" ambassador is murdered, a detective pairs up with a robot disguised as a human to solve the crime.

Henry Hobson directs from a script adaptation by John Scott the Third. the duo are currently in pre-production on the teen zombie girl tale "Maggie".