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prometheus lead

Earlier this week, a fan site published an early draft of a script for Prometheus, revealing plot points and alien creatures that never appeared in Ridley Scott's final version. Titled Alien: Engineers, the script was penned by Jon Spaihts before Lost creator Damon Lindelof eventually took over, and includes new plot twists involving alien parasites and even Facehuggers.

On Sunday, Spaihts confirmed via Twitter that the script is indeed "authentic," and later told Wired that he wasn't upset about the leak, describing it as a testament to Ridley Scott fandom. "The interest in the script speaks, more than anything, to their love of the film and the Alien universe," Spaihts explained. "It’s really just an aspect of their fandom for the...

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The teaser trailer for Ridley Scott‘s Prometheus — his return to the narrative landscape of his 1979 film Alien — was one of the best teasers we’ve seen in a long time. We have no idea if the script, heavily revised by Damon Lindelof from John Spaihts‘ original draft, is any good, or if the picture will hold a candle to Alien. But damn, it looks beautiful.

Here’s something that will give you a slightly better idea of what’s going on in Prometheus, however. It isn’t a trailer, and it isn’t footage from the film. Rather, it is something that plays right into the rumor that surfaced yesterday about the character played by Guy Pearce. What we’ve got is a TED Talk… from 2023. Check it out below.

As mentioned above, note that this is a promo clip only — as you’ll see in the credits below, it wasn’t directed by Ridley Scott, though he did oversee it. It does not appear in Prometheus.

So that’s Peter Weyland of Weyland Corp, aka one of the two companies that joined together to eventually become Weyland-Yutani, the corporate entity that plays a huge part in the Alien series. What does he have to do with the story in Prometheus? That talk should have given you a pretty good idea; it certainly doesn’t leave much to the imagination with respect to the legend of Prometheus and this film’s story.

Here’s what the TED page for this talk offers:

Peter Weyland has been a magnet for controversy since he announced his intent to build the first convincingly humanoid robotic system by the end of the decade.

Whether challenging the ethical boundaries of medicine with nanotechnology or going toe to toe with the Vatican itself on the issue of gene-therapy sterilization, Sir Peter prides himself on his motto, “If we can, we must.” After a three year media blackout, Weyland has finally emerged to reveal where he’s heading next. Wherever that may be, we will most certainly want to follow.

Conceived and designed by Ridley Scott and Damon Lindelof and directed by Luke Scott.

There is more info about Peter Weyland at that page, too. And if you want more background on this clip, writer Damon Lindelof has a Q&A at TED where he talks about creating the video. He explains, in part,

I said, “l’ll write this thing, and we’ll put it in front of you guys, and if you think it’s cool, we would love to platform it at TED, and make it only viewable through TED.” Because I liked the idea of exposing a more general audience to, “Wait a minute, I’ve never heard of this thing. There’s more talks here.” I thought it could be mutually beneficial — as opposed to overtly cram-it-down-your-face viral marketing, which I don’t think anyone wanted to do.

Ridley Scott directed Prometheus; it stars Noomi Rapace, Michael Fassbender, Charlize Theron, Idris Elba, Sean Harris, Kate Dickie, Rafe Spall, Logan Marshall-Green, Guy Pearce, and Patrick Wilson. The film will hit theaters June 8, 2012.

Ridley Scott, director of “Alien” and “Blade Runner,” returns to the genre he helped define. With PROMETHEUS, he creates a groundbreaking mythology, in which a team of explorers discover a clue to the origins of mankind on Earth, leading them on a thrilling journey to the darkest corners of the universe. There, they must fight a terrifying battle to save the future of the human race.

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In space, no one can hear dual screen.

Death has always been a significant part of video games, but in recent years, he's had to settle for a relatively minor role. His mortal enemies, the checkpoint and the regenerating health bar, have relegated him to bit-part status. No longer feared, he's a minor inconvenience, a small bump on an otherwise smooth road to the finish line.

But some developers aren't prepared to let Death shuffle around in the wings, promoting him to a crucial role as both fearmonger and educator. Demon's Souls and its imminent follow-up hark back to a time when games weren't afraid to kill the player. You die, you learn. You take better care. You improve.

There's arguably no finer proponent of this old-fashioned mentality than WayForward, whose most recent game, Bloodrayne: Betrayal, set blood boiling with its brutal difficulty level. WayForward's Aliens: Infestation is slightly easier, but still punishing: reach a save room and you'll exhale deeply. When your life meter is but a single swipe of a xenomorph's tail away from empty and you're a long room full of motion signatures away from safety, the elation and relief as those metal doors slide shut is euphoric.


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When I sat down with the team from Coffee Stain Studios and their demo of Sanctum so many weeks ago, the first thing that came out of Lead Developer Oscar Jilsen's mouth was, 'I think we misplaced the mouse'. It was definitely one of the most awkward statements ever vocalized during a hands-on session of a game. Unfortunately, due to pressing appointments on both sides, there was nothing that could be done. I would have to experience Sanctum via a touchpad.

Now, it wouldn't have been so bad if Sanctum was, for example, a Facebook-based agriculture simulation but it wasn't. A frenetic mix of tower defense and first-person shooting, Sanctum is the story of an elite soldier named Skye. Tasked with the defense of her hometown, players will spend most of their time divided between the construction of new towers and gunning down hordes of aliens. In many ways, it's a pretty standard formula but what surprised me was the fact that it worked so well.

Of course, it sort of helped that the controls were wonderfully intuitive. Though handicapped by the rather conspicuous lack of a certain peripheral, I found Sanctum absurdly easy to navigate. There was a little voice at the back of my head telling me that it should have been harder. In fact, it should have been much, much harder - I didn't have a mouse, for crying out loud. However, it wasn't. A lot of it probably has something to do with how Coffee Stain Studios revamped the control system. Though somewhat tedious in the alpha build, tower-building now consists of a rather literal case of point, click, insert implement of destruction.

There are no complicated combinations, nothing that builds overtly on the few basic buttons. Sanctum is one of those few games out there that falls decidedly into the 'pick up and play' category. Both the tower-defense and first-person shooter elements work seamlessly together, something I discovered to my delight when I decided I was sick of waiting around like a wilting princess. Instead of building even more towers, I had chosen to position myself in the foreground to take the aliens head-on. Sadly, it wasn't as satisfying as I hoped it'd be. Sanctum's resident extraterrestrials seem rather oblivious to your presence; it would have been blast to have them barreling after you as well.

Either way, it looks like there's a fair amount to look forward to. I didn't really get the chance to investigate more than the first two enemies the game holds which was rather disappointing given that Coffee Stain Studios have promised at least thirteen of them. There's also a co-opt mode that I'm deeply interested in, a survival mode that the developers have said would occasionally result in rather hopeless situations.

As usual, we're not really sure about a release date but it seems that launch will be announced alongside the start of beta. Rumor has it that beta is due sometime next week but there's always the chance that a computer might spontaneously combust somewhere. Those interested in learning more about Sanctum can track the game via its IndieDB page.

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