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i got the PC game, loved it, and hoped for an expansion, or sequel. but there was massively poor support for the game, hoping somebody else makes it

Actually i think ill Re-install and play it again

Man, having bought the Tron Anniversary Edition (and loving it), then getting Tron 2.0 (and loving it too!) I seriously can't wait for this!

Nearly 30 years after the last movie, it'll be interesting to see how it pans out. I hope there's another PC game :p

I dont know anyone that calls it the world wide web. Besides Optimus Prime. Doesnt make Jeff an idiot because he called it that. People know what he meant.

I call it the World Wide Web, and so do all my friends.

i got the PC game, loved it, and hoped for an expansion, or sequel. but there was massively poor support for the game, hoping somebody else makes it

Actually i think ill Re-install and play it again

The new movie has nothing to do with TRON 2.0, I wish it did, because it worked well as a sequel of sorts!

I call it the World Wide Web, and so do all my friends.

But you're nobody.

Just because YOU (one guy amongst a billion possible movie-goers) get it doesn't mean anything. When relating a concept or trying to get a point across to the masses, you must consider the lowest possible denominator. Just because he made - in your eyes - an idiotic statement doesn't mean he's an idiot... it just means he had to assume he was talking to a bunch of idiots.

TRON Legacy Has An ’80s Flashback Sequence

Here’s the central irony of Comic Con: because of the absurd Hall H admittance policies and the vagaries of scheduling, I didn’t get to see the new TRON Legacy footage. But I did interview the director, Joseph Kosinski. The full transcript of that interview will be posted shortly, but I did want to share a quick tidbit that fans of Steven Lisberger’s original 1982 film might like.

The film will feature a sequence set in the ’80s — not in the 1982 time period of the original film, but sometime later in the decade — with slightly retro stylings, and there will be a second ‘new’ light cycle design seen in that sequence, upping the new ‘cylce designs in Legacy to two. We’ve seen both of these light cycles in concept art posted today, and the ’80s sequence is what justifies (or introduces) the Flynn light cycle v2.

Asked if we’ll see any direct callbacks to the design of the original film, Kosinski said:

-There is a portion of our film where we go back to the 1980s. I think it’ll be fun for the hardcore fans. We’ll get to go back to the ’80s and see some of the events that transpired in between that film and ours. Although it’s not ‘82. It’s ‘the ’80s’.

Then, after I asked about the crew shirt that shows the new light cycle:

-That’s our crew shirt, just issued last week, and that’s the fifth generation light cycle. You’ll see two [generations] in our film, the second and the fifth. The second is Kevin Flynn’s own personal light cycle; he designed it for himself.

[source]

59flynns_arcade_litsign_.jpg

While I got to see footage from James Cameron's Avatar, Matthew Vaughn's Kick-Ass, and Tim Burton's Alice in Wonderland today, my favorite part of the day had to be the awesome viral ARG (alternate reality game) for Tron Legacy, as it's now known (instead of just Tron 2), that I participated in tonight. We've been covering the early details but it all came together tonight in the ultimate reveal - Flynn's Arcade exists and you can even play Space Paranoids the game. And if that wasn't enough, hidden in a secret room in the back was an actual new lightcycle from the movie. But you have to hear about how we got there, first!

So it all began back during Disney's panel earlier in the day for Tron 2. Unfortunately they didn't have much new footage to reveal. They showed the test teaser trailer from last year (in 3D) and some new concept art and the designs of the new lightcycles and so on. But then they showed one odd scene from the movie "early on in it" that showed Sean Flynn, played by Garrett Hedlund, going back to Flynn's Arcade where it was shut down and dust covers were covering all the old arcade machines. But he finds the old Tron machine in the back, spins it out from the wall, and heads into a secret room behind it. Foreshadowing? It definitely was!

60tron_viral_flynnlives_.jpg

So jump ahead to 9:30PM and a huge crowd of roughly 500 people had gathered at the cul de sac located on J Street near 1st Street as was mentioned on the website FlynnLives.com. After signing a release waiver, we were given a small package that contained instructions, a handheld blacklight, a blue marker, and an extra Flynn's Arcade coin. The instructions explained that within a small area a few blocks in each direction from where we were, we had to find various "Flynn Lives" posters (as seen above) hidden on the walls and use our blacklight to find numbers. We needed to find 3 different posters and search for coordinates.

Eventually they let the masses go and off we went on a hunt for the posters. We quickly discovered (with the help of some others around us as well) that we would need to find six coordinates from three different posters (and they were very well hidden). Luckily we found all of those three posters within a block of each other and proceeded to draw out a map on a grid. That map would then pinpoint the final location (another few blocks away) which we would have to head towards to reach our final destination. We arrived not the at the front of the pack, but in the first group, and were treated to the grand opening of Flynn's Aracde.

58tron_viral_flynnsarcad.jpg91tron_viral_flynnsarcad.jpg

But didn't end there! After venturing inside (and being locked inside by some very buff security guys), we proceeded to take some photos of the arcade, play some games, and walk around. A few staff kept telling us to play some Space Paranoids - the game that Flynn plays (where he fights the Recognizers from his tank) in the original Tron at the beginning. We noticed that every time you beat a level (which was remarkably hard), it would give you a unique code. We wrote this down but didn't think much of it and ultimately it wasn't used tonight - but it may have more importance sometime in the future. Again, this wasn't the end!

About 10 minutes in, the lights started to flicker and go out. All of a sudden the Tron arcade machine in the back swung open (like in the scene we were shown earlier during the panel) and revealed a secret backroom. I whipped out my iPhone and shot a short video of us entering the room behind the Tron arcade machine and walking past some badass concept art of the new lightcycles up on the wall. Watch that video here.

But the best reveal was just beyond that. Hidden in the back was a real-life fully realized black lightcycle on a turntable - complete with trippy lighting and a sample of Daft Punk's score for the upcoming movie (which you can hear in the video). This was one hell of an awesome payoff. Not only was it great walking through the streets searching for clues on posters using blacklights, not only was it awesome stepping foot into a real life Flynn's Aracde, but then we got to see an actual lightcycle. I would love to say this thing was a working lightcycle, but of course, that isn't the case. But this thing is truly a work of art - see the video!

83tron2_flynnlives_viral.jpg

I've got to say - this could easily have been one of the greatest viral marketing stunts I've ever seen. You probably all heard about the joker scavenger hunt at Comic-Con a few years back - this definitely topped that one. We honestly didn't know what was happening every step of the way and it was so exciting to be a part of this. I really did get chills when I noticed that the sign above the inconspicuous building we were standing outside was a giant "Flynn's" sign. It's this kind of stuff that makes this so incredibly awesome - they know what will make fans just go crazy and they really blew our minds this time. Bravo, Disney!

We hope that there is still much more to come sometime in the near future. And we're going to see if we can find out what those codes from Space Paranoids really mean. We did end up getting a "Flynn Lives" t-shirt and poster on the way out as a bit of memorabilia. And I've heard that this might be repeated a few more times during Comic-Con if you're interested. But you'll need to check FlynnLives.com for details on that!

74tron2_flynnlives_viral.jpg

[first showing]

Is that the trailer they showed at E3 (last year?), if not, where can I find it?

I don't think it is and your probably not going to find it unless you scour youtube but the studio probably removed it by now

Is that the trailer they showed at E3 (last year?), if not, where can I find it?

http://www.flynnlives.com/media/video/0xendgame.aspx - In HD and all sorts of formats. Enjoys.

I don't think it is and your probably not going to find it unless you scour youtube but the studio probably removed it by now

It's the same trailer Rappy, just cleaned up and they added the new stuff at the end along with the coming 2010 shot.

:)

http://www.flynnlives.com/media/video/0xendgame.aspx - In HD and all sorts of formats. Enjoys.

It's the same trailer Rappy, just cleaned up and they added the new stuff at the end along with the coming 2010 shot.

:)

oh right, fair do's!

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My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. 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UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
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