Dreams
Well done is better than well said

My new pet

By vox
My little baby blood python, or usually it called dipong in Indonesia. This one is sumatra's dipong if I not mistaken. I called it Luna, but I dont know its male or female lol. I love the shape of this snake it looks funny not so long and fat... LOL. Actually I want buy albino milksnake but I cant afford it, too expensive :(




 

[Game] Lord Of The Ring Online

By vox
LOTRO Review
by John "Loktofeit" Albano

Intro - "Before I speak, I have something important to say."

I have fond and distinct memories of my Mother's horrified look as I walked around the house singing "Where there's a whip, there's a way," and even more fond memories of the humorously bewildered look as I tried to explain her where I got the phrase from. A few years later, I had the pleasure of being able to read the books that these fantastic movies came from, and further enjoy the tales of Tolkien on yet another level. In the recent past, the new movies have brought the story even more to life with epic Hollywood flare. Turbine takes Lord of the Rings to the next step - we've read about the world and we've seen movies of it, but in April 2007 we get the chance to gather our fellowships and embark on our own adventures and tales in Middle Earth.

I've played a range of games from UO to WOW and what holds my attention more often than not are the diversions and the community - I have Centipede and Space Invaders if I want to sit around gaining points and leveling. LOTRO seems to have drawn a lot from existing popular MMOGs and added in a range of extras to create a familiar yet unique game world.

The following categories will receive a numerical rating from 1(worst) to 10(best), and a brief summary of why I rated it how I did. These ratings and impressoins will be from my perspective - that of a casual gamer.



Races (9.0) - "Who are you going to believe, me or your own eyes?"

The races are the standard fare of hobbit, elf, dwarf, and human. Elves... oh, elves. Turbine spared us the exaggerated stupidity of several recent MMOGs. Female elves have clothes, male elves don't look like goth rejects, and both the donkey-ear handlebars and the double bowling balls for breasts are pleasantly absent. Turbine refrained from making the race a legion of promiscuous attention whores, and for that I thank them very much. Humans, are your middle of the road race. As usual, they're average at everything and can be all classes. Dwarves, are the short little stocky guys that you know and love. Hobbits are neat. They are the little busy folk that really add life to the land. You'll notice The Shire seems to come alive with both player and NPC hobbits. Appearance choices for each race change based on the place of origin you choose for your character. My old dark-skinned brown-eyed Gondorian looks extremely different from my pasty white green-eyed redhead gal from Rohan.

I gave the Races a 9.0 because there isn't really any way to improve on the races other than to make up some new ones and that wouldn't fit in the lore too well. While they are the same races we are used to, they managed to make them less annoying and irritating than in most recent MMOGs.



Classes (9.0) - "If you've heard this story before, don't stop me, because I'd like to hear it again."

The character classes are the Burglar, Champion, Guardian, Hunter, Lore-Master, and Minstrel. The names have changed, but the classes remain the same. Your rogue, damage dealer, tank, ranged, mage, and healer are all ready to be played in the same manner that you've been playing them probably for the past eight years. I blame the lack of diversity more on the benefits of familiarity than anything else. Classes and the "know your role" experience aren't normally what I find fun, but Turbine's system of skills and traits really impressed me. Traits are acquired by accomplishing deeds. Those deeds could anything from the completion of a number of quests in an area to the mass slaying of a type of creature to the simple use and perfection of a particular skill that you have. Similar to the Guild Wars skill system, you can have a collection of traits but only have a set numberof them in use at any one time. Not only does it allow for specializing and customizing your character, but it allows you to adjust your character to suit a specific adventure or task you are about to embark on.

I gave the class system a 9 because they have a unique system that I found to be a source of questing and adventure in and of itself, but it lost a point to the use of the same characters we've been seeing over and over in the majority of MMOGs.




Crafting (9.0) - "Those are my principles, and if you don't like them... well, I have others."

The crafting system allows people to take Vocations. Each vocation is made up of three crafting related professons - two of which play off of each other and the third that usually requires resources from another player's profession. The professions I tried were farmer and the ore/wood gathering profesions. Each of the professions has unique animations that add to the entertainment value. The farmer bends over and gathers his crops, the tailor lays out the material and goes to work, and the jeweler works his gems with scrutiny. A lot of little touches keep the skills entertaining. By myself, I didn't find the crafting of much value as I could buy or find better bows and armor than I seemed to be able to make, but as a member of our Kinship, it proved rather rewarding. It was fun to funnel supplies up to our crafts people one day and get new toys in the mailbox the next.

I gave crafting a 9.0 because after 10 levels of it, I still found it overall to be a rewarding and entertaining experience. The items I was harvesting were still of value to the Kinship, and the items that were being sent back were useful.



Equipment (7.5) - "I've had a perfectly wonderful evening. But this wasn't it."

From what I saw, the equipment leaves a good bit to be desired. The best part about the preorder gear is that they add a bit of diversity to the sea of endless orange capes in every direction that you look. I am hoping that there is some decent diversity as the levels go up, because right now everyone looks the same except some have different silly hats. I like the fact that if there is a robe pattern that I like, it's still avaialble so that I can keep the same look as I level up, however, I only found two different robes in 15 levels of playing - the standard patchwork robe, and a green one. And then there is item decay and damage. This can affect everything you are wearing and even the items in your bag. As the items are damaged, the value goes down. This proves extremely frustrating for the players that suffered several deaths, as now not only do they have a higher repair bill, but they also receive less cash for their loot they planned to sell to pay for the repairs. I'm fine with item decay, but it seems to be done to an unnecessary level in LOTRO. Now, I'm not a powergamer, so I may have just been blind to it, but I didn't notice a difference in damage taken or given whether my gear was fully repaired or near falling apart. It makes me wonder if there is a future plan for item decay or it was some random ex-EQ flagellate on the team that felt there was a serious lack of punishment in LOTRO and wanted to remedy that.
I've seen the armor and attire at the level 50 range but I only saw one set per class. The gear that I saw looked really sharp and detailed, but if everyone is going to end up with the same set at the end, then I'm not all that impressed.

I gave equipment a 7.5 because, even though the gear looked great and the items seemed useful, it seemed to regularly repairs and there didn't seem to be much diversity to it.


Combat (9.5) - "Remember, we're fighting for this woman's honor, which is probably far more than she's ever done!"

The combat seems just plain fun. I've played the 1-15 range solo and with groups, and I played level 50 with a group. Combat comes in a range of flavors and you experience several of them through yuor first ten levels or so. You start off with the static "kill me now" kind of mobs that stand around just waiting for you to murder them. After that, you graduate to mobs that aggro. From there you move on to the three bandits staring into space and don't notice you killing their 2 friends across the court yard until you decide to pull their group next. Then you get to experience the nuthouse kind of combat where there are mobs in every direction that aggro. For my human characters that was some nasty underground spider lair place where you have winding corridors, webs everywhere, spiders in each direction, and that includes dropping from the ceiling. I noticed a gradual increase in my participation in combat as I increased in levels. With additional skills and the variety in the behavior of the mobs as I leveled, I found combat to be more and more engaging as I progressed. The level 50 Champion experience was impressive. Picking and choosing the traits that I wanted to "plug in" before battle, managing skills, and dungeon crawling was a blast. Combat maneuvers proved a really fun team feature, and group combat was really entetaining. You know those commericals for board games where everyone looks like that are having an abnormally great time playing? That's how it felt going through the isntance we went through. The game allows for avenues of retreat, mobs that don't chase forever, line of sight attacks (instead of getting hit by a spell through a tree or house), and several other logical features that made it a fun and engaging instance instead of a "do or die" "win or wipe" outcome. The mobs are about as stupid as your average MMOG mob, but the mechanics of combat keep it fun.

"But.... what about PvP?" I'm glad you asked...



PvP/MonsterPlay (9.5) - "I won't belong to any organization that would have me as a member."

MonsterPlay (MP) is something that I think everyone should try at least once, whether they are a PvPer or not. As a Creep (monster) you really have nothing to lose and plenty to gain. The MonsterPlsy 'arena' is The Ettenmoors, and there's a good amount of diverse terrain to make for some nice combat scenarios. You can fight to complete quests, fight just to run up Destiny Points to buy buffs and extras for your main character, and fight to take keeps. More than likely you will remember the first time you take a keep. The keep's banners change, the sky and weather changes, and the availablility of certain quest characters change. MP also includes ranking, ratings, and kill counts. All in all, it's an accessible and rewarding combat experience.





Exploration (9.5) - "Whoever named it necking was a poor judge of anatomy."

The world is small in size only. Each area of the game world has a variety of things to do or see within it. A lot of people judge the size and scope of the game world by how fast they can run across it. Running across the existing game world will probably take a quarter of the time to run across most newer game worlds, however the catch is that in LOTRO there is something to do or interact with almost every step of the way. Turbine doesn't create 80-acre fields of nothingness just to brag about a big world. They take each acre of land and figure out what they can do to make it fun. Midgewater Marsh is a good example of that. There are three or four different locatoons for quests and the 'camping' crowd. There's mobs throughout the swamp. There are ways to enter/exit in most directions instead of the normal theme park system of entering on one side, seeing your sights, and exiting to the next assigned region on the other side. There are resource nodes scattered about the swamp, and the mobs drop items useful for selling, using, or crafting.

The world and game design is conducive to exploring. In some other MMOGs, if you enter a zone prematurely, you get your butt handed to you and you are escorted to the door. In LOTRO, you can go meandering around with reasonable caution and also reasonable chance of survival. LOTROVault hosted a Rivendell Run where we had a group of level 6 players run to a destination that took them through mobs in a level 30 area. We lost a lot of people but several, even in their fit of reckless abandon, made it safely across. It wasn't isnta-death the minute a level 30 glanced in your level 6's direction. That's key for an explorable world - there has to be the ability for the player to say "Oh shmiz, I need to turn back, NOW," even if they come to that realization a bit late. On top of all of that, there's places to go that are worth visiting sheerly for the diversion they provide. Two things that I suggest: the pie-eating contest and the 'tag' arena.

I gave exploration a 9.5. You are not funneled from one area to another. You aren't crossing barren stretches of nothingness. The game world is full of more than just places to go and see. It is filled with plenty of things to do when you get there.

Questing (9.0) - "One morning I shot an elephant in my pajamas. How he got in my pajamas, I don't know. . . . But that's entirely irrelephant to what I was talking about."

This is the first time in a long time that I actually stop to read the quests rather than just scroll to the end to see how many foos to kill and what the reward is for said carnage. The human quests are interesting to read. The hobbit quests are amusing and sometimes involve tricky evasive tactics to get your deliver safely to its location. Dwarven quests have great story and often have a certain sense of import to them. What impressed me most about the quests is they had relevance to what was going on in the area. In Archet, after it was burnt down, you were gathering a citizen's scattered belongings, burying the dead, and dealing with issues that related to what was actually going on. Now, there's very little difference in mechanics between these quests and, say... being sent for a shopping list of ostrich beaks, zebra hooves, lizard claws, and tiger paws. The difference is in the relevance to the story. In LOTRO, you learn what happened through quests and you become part of what is going on right now. There's a certain immersion to that. Even if one doesn't feel it to be immersive, there's an undeniable relevance that makes it more palatable because it feels like there is a reason that you are doing what you are doing.

The quests keep me entertained and give me that feeling of being part of the story. I don't need to change the world, just to know that my actions have anything to do with what is going on around me. A 9.0 for LOTRO's ability to provide that for me.



Interface (7.5) - "Room service? Send up a larger room."

LOTRO's interface is functional and provides all the main features that one needs. It doesn't really go out of the way to provide the convenient extras, though. Scaling and custom chat windows seem to be missing options, and alot of the windows, altough providing useful and intuitive information, just seem to use up an extreme amount of screen real estate. I was also surprised to see a lack of an interface editor or customization system. You can reskin it, but that's about it. One thing that I really liked about Shadowbane was the ability to completely alter my interface to have the data that I wanted and needed in the size, shape, and place that I needed it. Since then, only WOW seems to have taken that torch and run with it. The interface is functional and allows for the movement of its various objects about the screen, but it doesn't go much further than that.

I give the interface a 7.5 because it works well, but I feel so much more could have been done with it to make it less intrusive and more flexible.





Community (10) - " Why should I care about posterity? What's posterity ever done for me?"

Whether the game itself fosters community or whether it is the people that it attracts, LOTRO has one of the most interactive crowds that I have seen in an MMOG in a long while. Socializing extends beyond the immediate guild/kinship in LOTRO, and you can often find peopel gathering and and around the Prancing Pony to share tales or watch a few musicians perform. In the past month or so, several events have been run, drawing nice-sized crowds of participants. In my travels around the boards, it was a commonsite to see posts from one Kinship leader to another introducing themselves as a fellow Kinship on their particular server. To me, thisis an excellent sign. Lately, a common post during the first few months of an MMOG's release is "Where's the community?" Community is built by the efforts of the players to reach out to and interact with each other. I see that among the LOTRO players. Seeing that build now is promising. When the players view the enviroment as "our community" instead of "just a game" it usually results in a much more enjoyable game environment for everyone. That's an important part of MMOGs, and an important part of ANY social structure that wants to succeed. LOTRO has it, and it's a promising sight for the game's future.

A big fat 10 goes here.




Graphics (9.5) - "Time flies like an arrow. Fruit flies like a banana."

It's great when a game offers exceptional graphics. It's amazing when they make it so that the average user can experience them and experience solid performance without having to go out and spend another $300 to $600 on upgrades. I have an Athlon 3400 with a 7600GS and an Althlon 5200 with an 8800GTS. The graphics are beautiful on both machines. The nighttime lighting and the daytime vistas are incredible. From the swaying flora to the way your Weaver digs and hides to the reflection of the landscape on the impressive running streams, LOTRO graphically delivers. Not just in screenshots, but in regular gameplay and even video. LOTRO serves up some of the best graphics that I have seen in an MMOG, with a graphics engine designed well enough to allow me to crank it up on even my midrange machines and get exceptional graphic quality. This is, by far, one of the best advances in MMOGs. It's usually been pretty accepted by the MMO community that you need the latest offering from Alienware or Falcon Northwest in order to experience an MMOG with the sliders on high. Turbine proves that it is possible for MMOG developers to provide decent graphics on their dime instead of yours.

9.5 here. A beautiful game world, and a solid engine to allow the majority of players to be able to experience and enjoy it.

Sound (9.0) - "What do you say the three of us get married: You girls have everything, you're short and tall, and slim and stout, and blonde and brunette. And that's just the kind of girl I crave!"

The game offers a nice range of sound effects and some great background music. Add to that an entire music system that allows players to play music in-game on a variety of instruments. Games like Asheron's Call spoiled me on sound, with satisfying critical hits, atmosphere noises, and crisp spell effects, but LOTRO does shine well despite the tough competition. Between the game sounds and the music system, the game earns a 9.0 from me.


Summary - "Quote me as saying I was mis-quoted."

In summary, I'd say the game just plain rocks. Not just because it gave me an excuse to go to Turbine HQ and not just because it gave me an excuse to use a bunch of Groucho Marx quotes, but because Lord of the Rings Online offers a solid game engine with engaging gameplay. No excuses. No cut corners. No throwing a half-finished product out the door. Turbine was put to task to create a game that does the franchise justice and they have done exactly that.

And if you see a spider in the Ettenmoors that can't fight to save his soul, stop and send a /cheer... I can use the encouragement. ;)

Overall Score
9.0



 

[Technology] Sony Ericsson P1

By vox
General Network UMTS / GSM 900 / GSM 1800 / GSM 1900
Announced 2007, May
Status Coming Soon
Size Dimensions 106 x 55 x 17 mm
Weight 124 g
Display Type TFT touchscreen, 256K colors
Size 240 x 320 pixels, 2.6 inches
- QWERTY keyboard
- Handwriting recognition
Ringtones Type Polyphonic (72 channels), MP3, AAC
Customization Download
Vibration Yes
Memory Phonebook In memory, 12 fields, Photo call
Call records Yes
Card slot Memory Stick Micro (M2), 512 MB card included
- 160 MB shared memory
- 128 MB RAM, 256 MB ROM
Data GPRS Class 10 (4+1/3+2 slots), 32 - 48 kbps
HSCSD Yes
EDGE No
3G Yes, 384 kbps
WLAN Wi-Fi 802.11b
Bluetooth Yes, v2.0 with A2DP
Infrared port Yes
USB Yes, v2.0
Features OS Symbian OS v9.1, UIQ 3.0
Messaging SMS, MMS, Email, Instant Messaging
Browser HTML (Opera), RSS reader
Games Pro Golf, Qudrapop + downloadable
Colors Silver Black
Camera 3.15 MP, 2048x1536 pixels, autofocus, video, flash; secondary VGA videocall camera
- Java MIDP 2.0
- Video playback
- FM radio with RDS
- Media Player (MP3, AAC)
- Sync ML
- Office applications
- Business card scanning
- Organiser
- Photo album
- Voice memo
- Built-in handsfree
Battery Standard battery, Li-Ion 1120 mAh
Stand-by Up to 440 h
Talk time Up to 10 h





The Sony Ericsson P1 is an exciting new smartphone that is to undoubtedly reign in the current Sony Ericsson portfolio. Powered by Symbian OS and featuring a QWERTY keyboard, a touchscreen TFT display with QVGA resolution and a 3.2 megapixel camera with auto focus, it represents the next level of the development of UIQ smartphones. As such, it seems that the Sony Ericsson P1 will be the flagship of Sony Ericsson smartphone line overrunning even the Sony Ericsson P990 and we were more than curious to find out how it performed in real life.

Key features:
Symbian 9.1 OS with UIQ 3 user interface
QWERTY keyboard
2.6" 262K colors TFT touchscreen display
3.2 megapixel camera with auto focus
Memory Stick Micro M2 memory card slot
UMTS, Wi-Fi, stereo Bluetooth, USB, Infrared
Secondary camera for video calls
Walkman-grade MP3 player and FM radio with RDS
Jog Dial navigation

Main disadvantages:
Awkward keyboard
No HSDPA support
No EDGE support
 

[Movies]Transformer

By vox

 
A Paramount release of a DreamWorks Pictures, Paramount Pictures presentation, in association with Hasbro, of a di Bonaventura Pictures production. Produced by Lorenzo di Bonaventura, Tom DeSanto, Don Murphy, Ian Bryce. Executive producers, Steven Spielberg, Michael Bay, Brian Goldner, Mark Vahradian. Co-producers, Allegra Clegg, Ken Bates. Directed by Michael Bay. Screenplay, Alex Kurtzman, Roberto Orci; story, Kurtzman, Orci, John Rogers.
Sam Witwicky - Shia LaBeouf
Sgt. Epps - Tyrese Gibson
Capt. Lennox - Josh Duhamel
Glen Whitmann - Anthony Anderson
Mikaela Banes - Megan Fox
Maggie Madsen - Rachael Taylor
Agent Simmons - John Turturro
John Keller - Jon Voight


If it's true that there's an 8-year-old boy inside every man, "Transformers" is just the ticket to bring the kid out. Big, loud and full of testosterone-fueled car fantasies, Michael Bay's actioner hits a new peak for CGI work, showcasing spectacular chases and animated transformation sequences seamlessly blended into live-action surroundings. There's no longer any question whether special effects can be made more realistic: The issue is whether disposable actors can be trained to play better with bluescreens. Paramount/DreamWorks' summer tentpole is certain to do gangbusters biz, while the sequel-screaming ending and the usual spinoffs should send ancillary through the roof.


Toy giant Hasbro will see its coffers full to overflowing after the July 4 release, perfectly timed for a consumer run on already popular Transformers figures, comic books, videogames and cartoons. "Transformers" is the apotheosis of product placement, using tried-and-true formulas in the story department as a showcase for the toys (already featured in the 1986 toon "The Transformers: The Movie"). Best of all for anyone who put coin into the production, pic builds off multiple generations of fans, from the kids obsessed with the robots at their launch in 1984 to those collecting the latest incarnations today.

Adult dweebs still enthralled by the figurines' facile mythology have flooded the Web with complaints that the franchise has been tampered with to form a (relatively) cohesive plot, but most viewers either won't notice or won't care. At the center of the tale is Sam Witwicky (Shia LaBeouf), an average 11th grader psyched about getting his first car -- a mysterious, beat-up yellow Camaro that lot owner Bobby Bolivia (Bernie Mac, in a brief role) has never seen before.



Sam's attempts to impress cool girl Mikaela (Megan Fox) are falling flat, and the car's habit of playing the right song ("Sexual Healing," "Baby Come Back") at the right moment only increases the initial tension. The machine really freaks Sam out when it drives away at night and transforms into a giant robot that communicates via light beam with a UFO.



Meanwhile, U.S. soldiers in Qatar have been attacked by a helicopter that transforms itself into one nasty robot, destroying everything in its path while an offshoot downloads top-secret files from the computers. Secretary of Defense John Keller (Jon Voight, doing a Southern version of Donald Rumsfeld) calls an emergency conference to analyze the data ("This is way too smart for the Iranians"), but one of the small robots has already hacked into Air Force One's computer.

The evil robots are after Sam -- or rather, a discovery made by Sam's ancestor, an Arctic explorer. Thanks to introductory narration by good Transformer Optimus Prime (voiced by Peter Cullen), auds know what's going on before Sam does: The planet Cybertron was ravaged by a civil war between the good Autobots and the evil Decepticons. In their search for an all-powerful cube called the Allspark, both sides learn that super-evil Megatron (voiced by Hugo Weaving) crashed in the Arctic a millennia ago, and with him the Allspark. Sam's great-great-grandfather's cracked glasses hold the key to its location.





It's all very easy to follow. Sam's car is one of the good guys, Bumblebee. He and his fellow Autobots bond (not literally, though that could be for the sequel) with the teenager, who pledges to help them out, fighting not only the Decepticons but also the uptight feds led by Agent Simmons (John Turturro).

Scripters Alex Kurtzman and Roberto Orci, together with John Rogers, had to keep the basic Transformers stories intact while placing them in a human environment, turning to plot elements from a number of successful pics including "King Kong," "War Games" and "The Love Bug." Pic also follows the early Steven Spielberg formula (he's on board as an exec producer): Take a likeable young Joe with an ordinary upper-middle-class family and have him champion some aliens.


More than any of Bay's earlier blockbusters, including "Pearl Harbor" and "Armageddon," "Transformers" has an oddly Reagan-era feel, at times resembling an Air Force recruitment commercial. Soldiers, led by Capt. Lennox (Josh Duhamel) and Sgt. Epps (Tyrese Gibson), are as much heroes as Sam, fighting to rid the world not only of authoritarian regimes -- there's frequent speculation that Russia or China is involved, proving the Cold War hasn't ended -- but also secret government programs. Ethnic stereotypes abound, and there's a none-too-subtle jab at the Spanish-as-an-equal-language lobby. "Freedom is the right of all sentient human beings," intones Optimus, sounding more appropriately President Bush circa 2007.



LaBeouf is pleasantly sympathetic, but this is hardly the role to test his acting chops -- or, for that matter, anyone else's. Fox is little more than eye candy, while Bay has put together a nicely multiracial cast to broaden the pic's appeal. Among the thesps, Turturro is so over-the-top that he provides a welcome acknowledgment of the pic's cartoon origins.

But everyone involved knows the actors are mere props for Industrial Light & Magic's CGI team, which has put together an impressive show of the latest tech advances -- not only transforming cars and helicopters into enormous robots within a few thoroughly believable seconds, but also setting them in real spaces and having them interact with real objects. The premise for these fights hasn't moved beyond 1925's "The Lost World," but the digital animation has never been better.

No wonder Bay needed a team of editors, who succeed in making the fight sequences exciting spectacles, though toward the end they all tend to become just a mess of flying wreckage and random explosions -- the outcome is always predictable, if the movements themselves remain unexpected. Sound is cranked up to mega-decibels; if the action doesn't generate stomach tremors, the bass lines will. Overly grand music used halfway through, during Bumblebee's subjugation scene, seems to confuse it with the pic's climax.



Camera (color, widescreen), Mitchell Amundsen; editors, Paul Rubell, Glen Scantlebury, Thomas A. Muldoon; music, Steve Jablonsky; music supervisor, Dave Jordan; production designer, Jeff Mann; art directors, Sean Haworth, Beat Frutiger, Kevin Kavanaugh; costume designer, Deborah L. Scott; sound (Dolby Digital/DTS/SDDS), Erik Aadahl; sound mixer, Peter J. Devlin; visual effects supervisor, Scott Farrar; visual effects, Industrial Light & Magic, Digital Domain; special effects supervisor, John Frazier; animation supervisor, Scott Benza; stunt coordinators, associate producers, Matthew Cohan, Michelle McGonagle; assistant director, Simon Warnock; second unit director, stunt coordinator, Ken Bates; casting, Janet Hirshenson, Jane Jenkins, Michelle Lewitt. Reviewed at Taormina Film Festival (Grande Cinema), June 21, 2007. (Also in Los Angeles Film Festival.) MPAA Rating: PG-13. Running time: 140 MIN.

With: Kevin Dunn, Michael O'Neill, Julie White, Amaury Nolasco, Bernie Mac, Johnny Sanchez.
Voices: Peter Cullen, Hugo Weaving, Mark Ryan, Jess Harnell, Robert Foxworth, Jimmie Wood, Darius McCrary, Charlie Adler, Reno Wilson.


And the Transformers Are :

Autobots:
Optimus Prime
Bumblebee
Jazz
Ratchet
Ironhide

Decepticons:
Megatron
Starscream
Brawl
Bonecrusher
Barricade
Scorponok
Frenzy
Blackout





News :

SCI FI Wire got a rare peek at the production of director Michael Bay's upcoming Transformers movie in downtown Los Angeles on Aug. 26, including the first up-close look at the disguised versions of four key Autobots: the chartreuse search-and-rescue vehicle Ratchet, the giant black GMC 4x4 Ironhide, the sleek silver Pontiac Solstice sports car that is Jazz and the muscle-y yellow-and-black Chevy Camaro that is the new Bumblebee—so new that the car in the movie is a prototype for a vehicle that hasn't even gone into production yet. Ironhide had an Autobot logo on his tailgate; Ratchet featured a fire department seal on its doors with the same logo in the design.

In interviews with cast and crew, SCI FI Wire also got a preview of the film and learned a few key spoilers:

•The film will offer background about the origin of the war between the Autobots and Decepticons. The plot will be set in motion when 18-year-old Sam Witwicky (Shia LaBeouf) discovers his grandfather's pair of century-old glasses, improbably laser-etched with a map and information about the location of a key artifact, the "Energon" cube, which he then tries to sell on eBay. The movie will follow five separate storylines, which will all converge with a final battle between the Autobots and Decepticons, starting at Hoover Dam and ending in an American city that looks a lot like Los Angeles.

•The film is seeking permission to be the first production to film the exterior of the Pentagon since the terrorist attacks of Sept. 11, 2001; the movie will also shoot in various cities, including L.A., Chicago, Detroit and Washington.

•The film will feature a top-secret military unit called Sector 7.



•Voice casting of the Transformer robots is being left until later in the production, except for Peter Cullen, who was previously named to reprise his role as Optimus Prime. In particular, producers wouldn't say whether Frank Welker, who voiced Megatron in the 1986 animated Transformers film, would voice the character in the movie.

•The movie will use a mix of computer animation and large-scale puppetry to depict the giant robots. Megatron will appear as a plane, not a giant gun, as he did in early versions of the franchise.

•The film's first full trailer will appear sometime during the holiday season this year.

Overall, director Bay told SCI FI Wire that the movie strives for realism, despite its cartoony origins. "I only wanted to do Transformers if I could do it realistic," Bay said in an interview. "And from what I've seen and what we've done with our digital studies, putting it in real-world stuff, that is lots of effects around that are real effects, that's how we make it realistic." When Bay got the first call from producer Steven Spielberg, he said, "My first thought was, 'Nah, I'm not interested.' And just because I thought, 'OK, how am I going to do a toy movie?' And then I realized, when I went to Hasbro, 'OK, start over and go for [a] realistic alien-invasion-robot movie on Earth.' And so, with that thinking in mind, that's how I went about it."

On a hot Saturday, Bay and his crew shot a scene on a blocked-off street in the heart of downtown L.A. The scene featured the four Autobots, accompanied by military crews led by co-stars Tyrese Gibson and Josh Duhamel, and young stars LaBeouf and Megan Fox, who plays Mikaela, LaBeouf's love interest. In the scene, the commandoes see what they believe to be Air Force jets flying overhead, then realize that the coming flying machines are something else—Decepticons in disguise?—and throw smoke grenades to obscure their positions as dozens of civilians run screaming around them. Ironhide, the black truck in the lead of the column of Autobots, appears to collide with a delivery truck carrying Furbys (the talking furry animal toys that are also made by Transformers maker Hasbro). The truck is on a gimbal, which allows it to swing up and stand perpendicular to the street, as if knocked on its end. The idea is that the Furbys will be knocked from the truck, in flames, then activate when the Energon cube flies overhead. "We just wanted to have burning Furbys on the ground, you know?" Bay said with a laugh. "We're going to be blowing up a lot of little Furbys." Transformers is currently in production, with an eye to a July 4, 2007, release. —Patrick Lee, News Editor



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