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Deep Down: New Screenshots and Details on Weapons

Deep Down's weapons have been detailed and pictured in a series of new screenshots, courtesy of Sony Computer Entertainment Japan and Asia.

Dualshockers reports that spears, one-handed swords and two-handed swords have all been detailed, along with instructions on when each one should be used.

Deep Down Weapon Details
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Spears offer great accuracy, as you'll be able to target body parts to thrust at. Hitting arms and hands may weaken a creature's attacks, while attacking the feet and the knees will impair movement. Every monster has a clearly defined weakness, so if you know what to aim for the spear can be deadly.

One-handed swords, meanwhile, can be used in conjunction with shields for greater defence. It's also a quick weapon, which makes it good for beginners. Two-handed swords are slower, naturally, but they offer great range and power. It's unclear whether you'll be able to change weapons on the fly at this stage.

Also in the concept art is some of the armour we'll be able to use. Seeing as the game takes place in a variety of different times, each dungeon you enter will equip you in period-appropriate weapons and armour. The screenshots you can see above contain armour linked to 15th century Europe.

Though we're yet to receive official confirmation of a western release for Deep Down, that hasn't stopped Capcom releasing a number of assets for the upcoming title. Last month we got a look at a brand new prologue trailer, which seemed to hint at how its New York in 2094 setting will be incorporated, while six new screenshots surfaced last September. Then there was the revelation that it'll feature giant spiders... which you need to be pretty brave to check out.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on Twitter.


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Robocop - Joel Kinnaman Interview

Joel Kinnaman is best known as one of the leads in the American version of TV show The Killing, but this month he stars in his first bona fide blockbuster, playing the title character in Jose Padhila’s remake of Robocop. We caught up with Kinnaman on the film’s Toronto suit to discuss landing the role, wearing the suit and perfecting the voice, and to talk about those inevitable comparisons with Paul Verhoeven’s original.

What made you want to do movie?

Jose Padhila, the director. When I first heard Robocop was going to be remade. I said “Yeah, that’s interesting, I’ll probably watch that at some point, but I’m not interested at all to be in it.” Then I found out that Jose wanted to do it and meet me, which I was very flattered by. I followed his work from way before he was going to do this movie, and I was very impressed with both his political analysis of Brazil and the style of filmmaking. The quality of his action that he blends with a very strong visual sense and very strong acting. For me he’s one of the big young directors. After I met him and he told me his vision for this movie, it was something that I really wanted to do. And I had to fight for it. It wasn’t an easily won audition. I had to audition three times. It was while I was filming The Killing up in Vancouver, so I was going up and down.

At this point in my career, I’d done a TV show that had given me some visibility in the States, but I was still hearing from directors that were interested in doing a movie with me that they couldn’t have me in the lead because I wasn’t a name, even though I was the best person for the part. It’s not bankable – that whole rhetoric. So at some point I wanted to take a step into a bigger movie so that I could get to a position so that I could be of help to a director that wanted to get a movie made. To a certain degree, as an actor, the only way we have to define our artistry is by our choices. What choices we make. Because we’re not authors of our own projects. So of course you want to have as many options as possible. So I wanted a bigger movie that would elevate me hopefully to some degree. But I still really, really hope that that opportunity will be something with quality, and I felt that this was that.

When did you realise this was the right project?

I was confident from the get-go. When I read the first script – the first draft – I didn’t feel that 100%. But Jose explained that that was a very rough outline. While we were getting close to shooting, after his first draft, I realised it was really going to be his vision. We actually had a very impressive preparation period where he had the whole cast for two-and-a-half/three weeks where we went through the whole script and worked through every scene and pretty much re-wrote the whole script… Jose is a very confident man, and he has a strong vision. I think he won a couple of big battles and gained the confidence of the people putting the money into this movie. He was able to really have that process. So we took away everything that we didn’t like. Everything that was cheesy, that felt adolescent, that didn’t feel mature. Because that’s what we set out to do. Not to do a superhero movie, but to do an adult, mature film, that takes itself seriously, and really wants to portray... it’s a tragedy. It’s an action tragedy.

What research did you before the shoot?

I read a couple of books about neuroscience and the relationship between the mind and the body. There are some philosophical questions that are raised in this movie – Where is the soul? Where is the personality? Is it just in the mind or is it in the body? What do you lose of your personality when you lose your body? And when you have a body that mimics a lost limb. The philosophy of this is that the phantom memory is recreated digitally and manifested in the body. So there are signatures of Alex’s body language that are expressed in his robotic body. But in terms of research, it was was more like walking through the script over and over again… I did more research for Alex before he became Robocop. And the reality of his life. That was what I was preparing for. Then after the accident happened I’m sort of finding a way to deal with that like Alex was doing.

What was it like the first time you put the suit on?

It was really uncomfortable. We did it in stages. So first we tried on some of the head piece and skull cast. It was a process that took three months. But when I finally had the whole thing on, I was really excited. I’d been at home trying to sketch out how my movement was going to be and so on. But I realised I had to throw all that out the window because the suit had its own movement. So that was what I was focussing on the most at that time – finding my way in, to see what was possible.

How much stunt-work have you been doing?

I have to do most of my stunts because we realised that the movement pattern that I had decided for the character was hard to mimic in the battle situations. So I’ve been doing most of that, which has been pretty taxing.

Was it difficult to maintain focus in that suit?

There are always elements when you’re filming that take you away from what you want to do, which is to be in the moment and be listening and be a present actor. Sometimes you have a set up where the person you’re talking to is behind the camera, so there are always those limitations. This is difficult in another way. When you’re going into an emotional scene, I need my space and time to focus, but since I’m wearing this suit, there are always loads of adjustments that have to be made, so right before the camera starts rolling I have people picking on me and chipping away on my helmet, so that makes it more difficult to really go to that place and hit the mark that you set out to hit. But as far as the inhibitions that the suit gives, it is an extra element of concentration that is required, but in one way it’s helpful. I’m a physical actor in that I start with a physical sketch of the character. I find it easier to find inspiration from the outside in. If I find the character’s tensions and the way he carries himself or looks, that’s going to affect how I talk. So that’s how I start to create that person. The suit gives you a lot of those first suggestions.

How did you go about finding Robocop’s voice?

There are some transitions in the movie that have an effect on how I talk. I change the way I speak throughout the film. Different stages of being Robocop. So I made a point to find the differences in those.

Do you say any of his signature lines?

We kept one. We’ve tried to stay away from all those references, because we’re trying to make a very different movie in a completely different universe that does not have Verhoeven’s tone. So it feels like that would be untruthful to what we’re doing. But we kept one...

Robocop is released worldwide throughout February.

Chris Tilly is the Entertainment Editor for IGN in the UK and can be found on both Twitter and MyIGN.


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Need For Speed Developer Ghost Games Hit by Layoffs

The UK branch of Ghost Games has reportedly been hit by layoffs, resulting in the unannounced Need for Speed title it was focusing on being put on ice.

Eurogamer reports that sources in Guildford revealed late last week that all artists had been let go, though coders were offered jobs on other EA titles. Polygon heard separately that all contractors were let go, while full-timers were offered places working on Visceral's rumoured Battlefield game, with EA issuing a statement to the site which explains it has "entered a consultation period for some positions in our Ghost Games U.K. studio."

As a result of the move, the future of the Need for Speed franchise is now uncertain. Need for Speed: Rivals was developed by Ghost and, following this, the studio was then given control of the franchise from Criterion in the middle of last year. Rumours now suggest any future entries may be handled by the Gothenburg branch of Ghost Games, though this is unconfirmed.

The reports of the layoffs come shortly after Criterion founders Alex Ward and Fiona Sperry announced their plans to leave the studio and EA to set up a new development outfit. We recently spoke to Criterion's new general manager about the studio's plans, when we were told that we should expect a game reveal closer to E3.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on Twitter.


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New Sonic Allegedly Hitting PS4, Xbox One and Wii U in 2015

A new Sonic title is planned for PS4, Xbox One and Wii U in 2015, according to a leaked poster from the Nuremberg Toy Fair.

Spotted by Spindash, the below image was found on display at the Jazwares booth, and clearly suggests a new title is on the way to all three platforms.

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Last year, SEGA announced it had entered an exclusive partnership with Nintendo to produce the next three Sonic titles on the Wii U and 3DS. The first entry in this deal was Sonic: Lost World, which came out last year to Mediocre reviews. Mario & Sonic at the Sochi 2014 Olympic Winter Games is the second one, which came out in November, and was widely considered to be pretty bad. No information has been released about the third title.

While it's possible the deal has changed, it's far more likely that this is a new, fourth title planned for the trio of platforms next year, and we'll see the final Nintendo-exclusive game later this year. Quite why the third game isn't mentioned on the list isn't clear, however.

Sonic was recently confirmed as one of the fighters set to return to the arena in the upcoming Super Smash Bros. title on Wii U and 3DS, though no release date has been set for the title.

Luke Karmali is IGN's UK Junior Editor. You too can revel in mediocrity by following him on Twitter.


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Hot Tub Time Machine 2 Release Date Set

The Hot Tub Time Machine franchise forges on without John Cusack, with Adam Scott starring instead along with mainstays Craig Robinson, Clark Duke and Rob Corddry. Hot Tub Time Machine 2 has been given a release date, currently slated for December 25.

According to The Hollywood Reporter, the film opens alongside the Angelina Jolie-directed drama Unbroken, from Universal, and the Disney musical Into The Woods. The holiday season is offering some diversity at the box office.

While the high-concept first installment received mixed-reviews, its $64.6 million intake made up for well over its $36 million budget. Steve Pink returned to direct the sequel from a script by the first film's writer, Josh Heald.

Anthony Couto is a writer for IGN. Follow him on Twitter at @AnthCouto and on IGN at TonyCouto.


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The Super Bowl 24: Live Another Day Promos

During the Super Bowl, FOX debuted the first promos for 24: Live Another Day, the 12-episode summer series that will bring back Jack Bauer (Kiefer Sutherland).

Kiefer Sutherland Talks 24: Live Another Day

The first few were brief teases, followed by the full "Jack Bauer kicking ass with Chloe by his side" preview. Check out the promos for the London-set (and filmed) series below!


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Here's the Full Super Bowl Spot for The Amazing Spider-Man 2

Here's the full Super Bowl spot for The Amazing Spider-Man 2, opening May 2!


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