The Music Meister is The Flash and Supergirl Musical Crossover Villain

Share.

But will NPH play him?

At the TCA (Television Critics Association) press tour today, Greg Berlanti revealed the villain for the upcoming Supergirl/The Flash musical crossover will be none other than The Music Meister.

The Music Meister was created for the animated series Batman: The Brave and the Bold‘s own musical episode, where his powers caused the superheroes and villains he encountered to break into song. Since the musical Flash/Supergirl crossover was announced, fans have speculated a live-action version of the character would be a natural way to make the plotline work.

Neil Patrick Harris voiced the Music Meister on Brave and the Bold. But could he play him on the show? Said Berlanti, about Harris’ potential involvement, “We haven’t gone about casting yet. It’s the right question though!”

We asked Harris about the possibility a few weeks back when we spoke to him in the video below.

Got feedback on our player?

We want to hear it.

 

Constantine Is Back With Matt Ryan as a CW Seed Animated Series

Share.

Produced by Greg Berlanti.

The CW announced it will be bringing back Constantine as an animated series on The CW Seed. Matt Ryan, who starred as the title character on the recent NBC series, will return to voice John Constantine, and Greg Berlanti will produce it.

Here is the key art The CW released for the new show:

Constantine Is Back With Matt Ryan as a CW Seed Animated Series

Constantine ran for one season on NBC in the 2014-15 TV season. Ryan recently reprised his role as Constantine in Season 4 of Arrow, though The CW head Mark Pedowitz said there’s no intention for him to return to the live action shows any time soon.

“At this point in time, there are no plans to,” he said at the 2017 winter Television Critics’ Association. “I would love to have Matt. I think that was a great episode in Season 4. Matt adds a dimension to the show as the character.”

IGN will update this story as more information is revealed. For more on The CW’s DC shows, the network recently renewed all four of its live action DC TV series.

Terri Schwartz is Entertainment Editor at IGN. Talk to her on Twitter at @Terri_Schwartz.

CW Renews The Flash, Arrow, Supergirl, Legends of Tomorrow, Supernatural and More

Share.

Crazy Ex-Girlfriend and Jane the Virgin also returning for new seasons.

At the TCA (Television Critics Association) press tour today, the CW announced that they’ve renewed seven series, including all four of their DC Comics series — The Flash (for Season 4), Arrow (Season 6), Supergirl (Season 3) and Legends of Tomorrow (Season 3) — plus Supernatural (for an astounding Season 13), Crazy Ex-Girlfriend (Season 3) and Jane the Virgin (Season 4).

Said CW president, Mark Pedowitz, in a statement, “Over the past several seasons, The CW has built a schedule of proven performers, from our lineup of DC superheroes, to critically acclaimed comedies, to sci-fi dramas. Early pickups of these seven series now allow our producers to plan ahead for next season, and gives us a solid base to build on for next season, with original scripted series to roll out all year long.”

Got feedback on our player?

We want to hear it.

Renewing seven series this far ahead of the May Upfronts is still a rare move, though not quite at the heights of the CW renewing every single series they’d aired during the 2015-2016 season at this point a year ago (11 shows in total). While the CW renewed all their returning shows that premiered in the fall this time — except for The Vampire Diaries, whose ending was announced quite awhile ago — notably left off this year’s renewal list are new fall series Frequency and No Tomorrow, both of which struggled and weren’t given additional episode orders past their initial 13. Both are presumed to be long shots for renewal.

As for the CW’s midseason debuts this year, none have had their season premieres yet, and no decisions have been new made on new series Riverdale or returning shows The 100, The Originals and iZombie. The CW had previously announced that Reign is ending this season.

Eric Goldman is Executive Editor of IGN TV. You can follow him on Twitter at @TheEricGoldman, IGN at ericgoldman-ign and Facebook at Facebook.com/TheEricGoldman.

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Share.

A behind the scenes look at early versions of Krennic, Saw, and more.

One of the nice side effects of the rebirth of Star Wars on the big screen is all the great ancillary material that is being released surrounding each film. In particular, books like the Visual Guides or The Art of offer up a treasure trove of information into both the fictional world of Jyn Erso, Rey and the rest, as well as a look at the painstaking process in designing these characters and films.

The latest tome from Abrams Books and Lucasfilm is The Art of Rogue One: A Star Wars Story, by Josh Kushins (featuring a foreword by Doug Chiang, Neil Lamont, and Gareth Edwards), and we’ve got some art to show off directly from its pages. Included among the images in the slideshow below are early concepts of Vader’s chamber, a very different Saw Gerrera, “Planet X,” and much more. Click through for all the images right here:

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Click through for all the images. Vader’s Chamber Version 5. Concept art from Brett Northcutt. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Saw’s Throne Close-Up. Concept art from Aaron McBride. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Trooper with Kilt Version 3. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Krennic Costume Version 3. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

K-2SO Full Body/Height Reference Version 7B. Concept art from Lunt Davies. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

Advertisement

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Chirrut Version 26A. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Jyn Erso Hero Costume Version 1X. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Jyn Hero Variations. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Jyn in Rebel Jacket Version 4. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Jyn (Felicity Jones) in cap. Concept art from Glyn Dillon. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

Advertisement

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Jedha Courtyard. Concept art from Matt Allsopp. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

Planet X. Concept art from Vincent Jenkins. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art Revealed

The Art of Rogue One: A Star Wars Story by Josh Kushins, and Lucasfilm Ltd. © Abrams Books, 2016 (C) 2016 Lucasfilm Ltd. And TM. All Rights Reserved. Used Under Authorization

The Art of Rogue One: A Star Wars Story Concept Art
< Previous
Next >

Rogue One, of course, is out in theaters now. Read here to find out what the film’s editors had to say about the original version of the film, check out 13 things Rogue One did differently than the other Star Wars movies, or take a look at our rundown on how the film sets up Star Wars: A New Hope.

Got feedback on our player?

We want to hear it.

Talk to Senior Editor Scott Collura on Twitter at @ScottCollura.

Independent By Design: Art & Stories of Indie Game Creation

Share.

 

If you’ve ever spent five minutes day-dreaming about creating your perfect video game – or have recently made a new year’s resolution to start making it – you’ve likely come up with a long list of killer ideas and must-have features to include.

Perhaps you’d love to build upon the immersive narrative and stunning world-building of your favourite action-adventure, or craft a fast-paced shooter with awesome set-pieces. Being inspired by the games you love is a natural place to start, but what about setting out to improve on those things in games that don’t work so well or fix long-standing problems that have always bugged you?

In this excerpt from Independent By Design: Art & Stories of Indie Game Creation, a deluxe hardcover book, video game developers Tom Francis (Gun Point; Heat Signature), Teddy Lee of Cellar Door Games (Rogue Legacy), and Lucas Pope (Papers, Please; Return of the Obra Dinn) discuss the inspirations behind their own game ideas, explain how they work to incorporate player feedback into design and reveal how a sharp critical eye can help improve game creation on a wider scale.

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Advertisement

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Advertisement

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Advertisement

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art &amp; Stories of Indie Game Creation

Independent By Design: Art & Stories of Indie Game Creation
< Previous
Next >

Take a closer look at the book by swiping through the gallery above.

Tom Francis (Gunpoint, Heat Signature) on Inspiration

Francis reveals that he’s just as likely to be inspired by ideas that he dislikes as those he admires: “Something that I’ve always had a low tolerance for, but now have an even lower tolerance for, is losing progress [as a player],” he says. “It always irritated me, but now it outright offends me because I feel my time is precious … I’m as motivated to solve problems that I don’t think other people have solved as I am to copy things that already exist.”

Got feedback on our player?

We want to hear it.

To this end, Gunpoint’s game save system is designed to record progress with uncommonly high frequency so that if something goes wrong and a player fails while experimenting they lose only minimal time: “I wish more people were inspired by things they hate rather than things they love,” laments Francis. “There are some things like [the Gunpoint save system] out there already, but I haven’t seen one that’s quite as extreme as this … I don’t know of many that are as reliable at saving you every second of effort that you don’t want to undo.

“In general, if people solve problems through the creation of their own games then they’ve made something that’s genuinely adding to the medium and making it better.”

Leaving the medium in a better state than how you found it is an admirable goal. It’s also one that can lead to design headaches if you become fixated on something and lose sight of the effort required weighed against the prospective payoff. Francis tells of horribly complex scenarios that he got trapped in when trying to deal with how fail states would work, both in Gunpoint and Heat Signature. Primarily, these stumbles were fuelled by not wanting to present the player with a ‘Game Over’ screen to indicate failure while their character was still alive, a design ‘feature’ he has long felt animosity towards.

“I didn’t want to recreate that kind of situation, but I’d designed myself into a corner where all of my principles were at odds with what I wanted to do…”

Teddy Lee of Cellar Door Games (Rogue Legacy) on Maintaining a Critical Eye

From his earliest exposure to video games, Teddy Lee, co-founder of Cellar Door Games and creator of seminal roguelike Rogue Legacy, excelled at identifying, arriving at and explaining solutions for design problems that he came across in games. This eye for critiquing games in a very fine, precise way means that there are very few games that he has ever, genuinely, enjoyed.

Rogue Legacy Review Commentary
15:09
IGN Game Reviews

Asking Teddy which game he last enjoyed playing, he pauses. He pauses for a long time. Eventually: “Well, back when I was a kid… I dunno… hmm… The nostalgia is impacting me when I think back about games that I might have liked and maybe didn’t actually like that much. Although, I did enjoy Super Mario RPG, that game was so far ahead of its time.” Super Mario RPG was released in 1996, which gives some perspective on how difficult Teddy is to please.

“RPGs nowadays still can’t compare to [Super Mario RPG], which is a little upsetting.”

Teddy realised fairly quickly that the kind of criticism he would apply to the games he played differed enormously to that of the friends he would play them with: “I was very critical, but I was a different kind of critical. Essentially, I got very anal about things and I didn’t enjoy games very much for a really long time. Maybe I was just playing them out of habit, but there was a period that I would just think that all the games I played sucked.

“Honestly, I still think games suck. But don’t tell anyone that [laughs]. I just don’t find as much enjoyment in them as I wish I did. I think I might be a little too critical of them.”

The quite wonderful thing about hearing this kind of ‘critique’ is that it’s performed in a manner that is entirely charming, clearly originating from a desire to see things improve rather than out of a perverse love of cynicism and failure.

Lucas Pope (Papers, Please; Return of the Obra Dinn) on Listening to Feedback

“Sometimes it’s not the solution that’s being suggested that you need to listen to, but the problem. So I try to listen to what they’re saying and look at how things can or might be fixed.

“When you’re making games you’re making them for people and so I feel that you have to really try to match expectations and make games easy for people to enjoy,” Pope reflects. “I don’t mean easy in terms of difficulty, but if someone’s complaining about something you can just fix it. You fix it and they can enjoy it more, I guess. I do focus on practicality a lot, what’s someone going to think when they play this? Are they going to think it’s stupid?

“Artistically, I have no torch to bear about things like that. Some people will say that ‘it’s got to be like this because of my artistic vision’ but for me that’s a huge red flag and even if there’s no practical problem, I might change it anyway just because I’m not comfortable with that kind of single mindedness for art.”

Independent By Design: Art & Stories of Indie Game Creation is a celebration of independent video games and the people behind them, presented through a deluxe hardback book that chronicles the experiences and vivid design of over 20 of the world’s most revered and renowned indie game developers. It is written by veteran game writers and critics Stace Harman and John Robertson and available with a special launch discount for a limited time through IndieByDesign.net or via Amazon.