Tag Archive: ray carsillo


Beauty and the Geek

Originally Published: February 25, 2010, on 1050ESPN.com (now ESPNNewYork.com)

It’s not very often that pretty ladies willingly talk to us geeks. A nice perk of my job though is that when those pretty ladies have a show or movie to promote, they can’t really avoid it.

On that note, I had a chance to speak with the very lovely Estella Warren. A very accomplished model, gracing the cover of numerous magazines, and a well known actress from her roles in Tim Burton’s remake of Planet of the Apes and the movie Driven, Estella is now starring in a remake of Beauty and the Beast premiering on the SyFy channel this Saturday, February 27th, at 9 PM. I can tell you that SyFy did not look at the Disney version for inspiration for this remake.

Estella is also a world class athlete, and showed Olympic promise in the 90s for synchronized swimming, so we also chatted about how she thought her native Canadians were doing in the current Winter Olympics.

To listen to my interview with actress/model Estella Warren
CLICK HERE
!

-Ray Carsillo

Originally Published: February 25, 2010, on Examiner.com and 1050ESPN.com (now ESPNNewYork.com)

I had stated in several articles that my anticipation for Bioshock 2 would bring me to tears and hysterics in the halls of 1050 when it finally hit store shelves. Unfortunately, when a game is surrounded by so much hype, there is always the possibility that the high you think you will have ends up falling short. That disappointment is part of the reason why I’m only getting to this article now. It’s not to say that Bioshock 2 is a bad game. It just wasn’t what I was expecting on my return to Rapture.

Bioshock 2 sees a brand new protagonist familiar to the confines of the intended utopia beneath the sea. Simply known as “Subject: Delta”, you play as an early prototype of the famed Big Daddies from the first Bioshock who is “killed” in the final days leading up to Rapture’s fall. Your carcass is left to rot in the middle of the streets of Rapture where you remain undisturbed for 10 years. Somehow, someway, you are brought back to life and are now forced to wander around Rapture searching not only for your lost memories, but also for the original Little Sister you were sworn to protect.

The first thing you will notice is that the graphics are still just as sharp as they were in the first Bioshock. There are moments where you will jump at your own shadow, literally, as the lighting effects cast eerie outlines of your own form against walls and floors. It sometimes takes you a second to remember, that Big Daddy shadow, a figure ingrained into your memory as an enemy, is actually your own, which only adds to the creepy atmosphere of the dilapidated Rapture.

In terms of sound, something the first Bioshock was lauded for, Bioshock 2 is just as strong. Heart pounding atmospheric instrumentals mixed in with classic 40s and 50s tunes provides a dichotomy that shocks your system more than any plasmid you may find in the game. Rounding out the great peripherals is the tremendous voice acting throughout. Whether a meaningless thug splicer’s grunts of rage and desperation to the pleas of your original Little Sister all grown up, the voice acting is some of the best in gaming.

The plot is brilliant, but there is one question that plagued me through the entire game. If in the original Bioshock, Rapture was falling apart as was and this game takes place about eight years after those original events, how has most of the structure remained standing and that there are still humans around, whose fate you decide, who haven’t succumbed completely to the temptations of Adam (the substance that grants you the ability to splice your DNA and give you powers)? I felt this little hole wasn’t explained as fully as it could have been and will just have to be chalked up to some of the mysteries and wonder of Rapture will just have to remain unsolved.

As you move away from the creative aspects of the game, you start to see the cracks in the proverbial Big Daddy’s armor. The gameplay is very good, but even on the hardest difficulty, which wasn’t that hard because of no real penalties if you die, I blew through the entire game in what felt like no time at all. Then consider that the game removed the ability to backtrack into previous areas you’ve explored as you move through Rapture. This sense of exploration and being able to go back to collect audio files or collect Little Sisters you may have missed was a critical part of the original Bioshock‘s gameplay. Rapture felt a lot smaller and more restrictive this time around, even with being able to go into the ocean for short intervals, than in the first game, and I refuse to believe it was a creative decision to draw a parallel to you being trapped in the Big Daddy suit. You also have to remember to quick save a lot more often because the game froze at several key moments and needed to be rebooted. That is a huge glitch.

There were some new positives to the gameplay though. Using Little Sisters to harvest Adam from all the corpses around Rapture was this game’s masterstroke and using new weapons like the Trap Rivet and the Mini-Turret to help protect them forced you to come up with new and inventive strategies continuously if you wanted to get the game’s best ending (there are six in total depending on the decisions you make over the course of your adventure).

And you needed to think up new strategies constantly because the enemy A.I. is impressive. You light an enemy on fire and they will seek out water. You hack a camera or turret and they will avoid it as best they can once they find it. And add in new varieties of enemies like the hybrid Big Sisters and the plasmid overloaded Brute Splicers and at least you can say there was an effort to amp up the difficulty.

One of the reasons why the gameplay was lacking could have been that the inclusion of the new multiplayer mode simply took up too much space on the disc. The only real knock on the original Bioshock was a lack of multiplayer, so 2K made it a point to include one with Bioshock 2. Unfortunately, I would just rather have had more of the single-player mode if this was the best multiplayer 2K could have come up with. Being able to have up to 10 player death matches, team death matches, capture-the-flag with Little Sisters, and territorial control matches, you have a very basic multiplayer system. The problem is that players cannot take a lot of damage before they die so many matches, although competitive, really don’t require a lot of strategy as it is simply more a race to see who can light who on fire first and hack the handful of turrets scattered about each level.

Bioshock 2, although it didn’t move me to tears like I had anticipated, is a very solid game. It does a wonderful job for the most part of adding to the history of Rapture and its collapse as it develops new characters while adding shades of depth to characters long gone from Rapture. The multiplayer seemed thrown together and more of a move to pacify critics of the first game than anything else, and I would rather have seen the space used for the multiplayer used to be able to backtrack in a larger single player mode. Even with a couple of knocks on the gameplay and multiplayer, Bioshock 2 would be a solid choice for a purchase, especially if you are as big of a fan of the first game as I was.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 10.0: The graphics push the Xbox 360 to its limits with shadow and lighting effects that you just do not see in enough games. The details of the deformed remaining inhabitants of Rapture are shockingly clear and the overall theme of this sunken paradise is as sharp as can be and is enough to earn a perfect score for looks.

Audio: 10.0: Voice acting is such an underrated part of games sometimes, but great voice acting helps to keep you within the immersive experience that many games strive for and Bioshock 2 succeeds on every level. Add in great SFX like the pitter-patter of a leak on your iron helmet and critical atmosphere-setting instrumentals mixed with classic songs from the post-war period and I predict Bioshock 2 as my front-runner for best sounding game of the year, no matter what else will come out in the next 10 months.

Plot/Plot Development: 9.0: Bioshock 2‘s plot is a worthy addition to the mythos that was established in the first game. Aside from a couple of plot holes that I’m still not quite sure about, Bioshock 2 helps to develop some of your favorite characters from the first game as well as introduce some great new characters.

Gameplay: 6.5: The enemy A.I. is spectacular in its complexity and how it reacts to your moves. Unfortunately, not being able to backtrack into previous explored areas, not being penalized for dying, not being nearly as long as the first game, and the freezing that takes place about once per level, really knocks this score down to a barely passing level.

Replay Value: 5.0: One playthrough of the story mode is really all you need, especially if you get the best ending the first time through (like yours truly). The inclusion of a multiplayer bumps it up a couple of points, but not many because the multiplayer seemed thrown together and clearly takes up too much space on the disk. I was very disappointed with this attempt at fixing the first Bioshock’s most obvious flaw.

Overall (not an average): 8.5: Even with the gameplay flaws and real lack of replay value, this is still a very solid game. The story is compelling and this is one of the most visually stunning games to come out in some time. I hope that the folks at 2K take a look at this game very closely and fix these new problems they’ve created in time for Bioshock 3.

Bioshock 2 is out now for Xbox 360, PS3, and PC.

-Ray Carsillo

Originally Published: February 23, 2010, on Lundberg.me and SportsRev.TV

This week I reviewed Bioshock 2 and Spider-Man 1602 #5 (of 5). I also featured actress/model Estella Warren as my hot chick pick of the week.

Originally Published: February 19, 2010, on Lundberg.me, Examiner.com, Original-Gamer.com, and 1050ESPN.com (now ESPNNewYork.com)

It was one of the most talked about titles from E3 2009 and after several delays, psychological thriller fans will finally see their dreams turn into living nightmares on May 18, 2010, with the long anticipated release of Alan Wake for the Xbox 360.

For those of you caught unawares, Alan Wake sees the title character, a horror writer, and his wife taking a vacation in a tranquil Pacific Northwestern city trying to help Alan overcome his writer’s block. Once in the town though, Alan starts having nightmares and wakes up one night to find his wife is missing and a story he can’t remember writing has come to life. As Alan scrounges about the wilderness collecting pages from his otherworldly novel, trying to find his wife and unravel the mystery of where the book came from, he must combat members of the community who have been consumed by a poltergeist-like darkness.

Done in a cinematic like style that sees each level of Alan’s exploration broken down into something like episodes out of the X-Files (even with a nice little narrator’s “On the last episode of…” montage between levels), Alan Wake is a story that can’t help but pull you in.

On that note, I had a chance to catch up with the man behind the story of Alan Wake, Remedy Entertainment Lead Writer Sam Lake.

Alan Wake Preview – Ray Carsillo w/ Lead Writer Sam Lake
Video by Jared Bodden

Originally Published: February 17, 2010, on 1050ESPN.com (now ESPNNewYork.com)

Dante Alighieri’s The Divine Comedy is one of the most influential works of literature the world has known. It depicted the concept of hell, purgatory, and heaven in such detail that it became a widely believed standard that is still referenced to this day. It also was the first major work of literature that used the Tuscan dialect in early 14th century Italy instead of Latin and paved the way for the modern Italian language. With that kind of historical gravitas and background, no wonder EA wanted to make a video game series out of it. I had a chance to talk to Phil Marineau, EA’s Senior Product Manger for Dante’s Inferno, about the game’s adaptation process and more.

To listen to my interview with Phil Marineau,
CLICK HERE
!

Dante’s Inferno, the first part of The Divine Comedy, sees the main character, Dante, having to face all his sins from his life as a Crusader as he makes his way through all nine layers of hell on his way to redemption. In the EA version, Dante is not only looking to redeem himself, but to save his true love and ideal woman, Beatrice (it always has to do with a chick).

Along the way, Dante comes across some of history’s most influential beings, from Pontius Pilate to Attila the Hun, in an effort to help depict the nine layers of hell and sin. Limbo, lust, gluttony, greed, anger, heresy, violence, fraud, and treachery all have their famous faces and in the game, absolving or punishing history’s most infamous sinners can also help you level up your abilities.

Unfortunately, like many of these third-person, action-adventure God of War clones, no matter how much you level up, you really only need two or three attacks while the rest are pretty useless. You can standard light attack and heavy attack your way through all nine levels of hell (just like I did) without having to level anything up except, maybe your health bar.

Another sour note about this game is that, at least right now, there isn’t much to bring you back into the game once you beat it. Although there is DLC on the way in March with a prequel level, and then a level-building multiplayer in April, as of right now, there isn’t much to make you want to go back to Hell once you’ve been through it.

I will say though, EA’s interpretation of Dante’s classic work is one of the most visually stunning games I’ve seen in a while. The level and character details are exquisite and the creative way in which they imagined classic characters like Cerberus, the mythical giant three-headed dog and guard of gluttony, is a sight to behold. When you add in an original orchestral theme from the Philharmonic Orchestra in London and the peripherals for Dante’s Inferno are top notch.

The plot is very compelling (the story is still popular after 700 years) and the characters are well developed, helped by top-notch voice acting and an amazing mixture of 2D anime and full 3D cut scenes. Add in EA having Dante sew a tapestry across his chest in the shape of a cross that tells his story up to the point where he enters hell as a creative masterstroke and you have probably the best interpretation of Dante’s Inferno yet.

This is one of literature’s most classic stories and EA did a spectacular job bringing it to life. Unfortunately, in terms of gameplay and difficulty, this game is lacking and shouldn’t take most gamers more than 10 hours to blow through. Dante’s Inferno is worth a look, but I would hold off on buying it outright if I didn’t have the cash to burn.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 10.0: Graphics don’t get much better than this. From details like the eternally damned trying to reach up from the rivers of blood they are forever fated to drown in to the design of Dante himself, this game is visually stunning. Add in beautifully rendered 2D and 3D cut scenes and I can’t find any fault in the graphics.

Audio: 10.0: An original score composed and played by the Philharmonic Orchestra in the world-famous Abbey Road Studios in London, tremendous voice acting, and spot-on SFX make the audio something EA should be proud of.

Plot/Plot Development: 10.0: The story is a classic for a reason and EA did a brilliant job staying as true to the original story as possible. The handful of changes and additions they made were insightful and only added to this timeless tale of redemption.

Gameplay: 6.0: The game is simple. An average gamer will blow through the entire story mode in 10 hours and will do it without a more complex combo than hitting light or heavy attack three times in a row. Although relatively glitchless, the game doesn’t put up a challenge.

Replay Value: 5.0: This category is saved a little by the fact that a DLC multiplayer will be coming out in April, but the fact that the original game or even the “Divine” edition doesn’t come with a code for this multiplayer means you’re going to have to shell out more cash just to play more of this game. It seems like a blatant attempt for EA just to milk you for more cash when the original game itself is barely worth the cover price.

Overall (not an average): 7.0: A compelling story with complex characters makes this at least worth a look, but simple gameplay and little to no replay value really knocks this clear God of War clone. An even mix of quality and quantity needs to be found before a game is worth having $60 shelled out for it. Rent it before you decide on buying it.

Dante’s Inferno is available now for Xbox 360 and PS3.


-Ray Carsillo

Originally Published: February 16, 2010, on Lundberg.me and SportsRev.TV

I talked about Disney beginning to destroy Marvel with their reaction to Captain America 602, reviewed Horns by Joe Hill and Dante’s inferno from EA for Xbox 360 and PS3, and revealed my latest hot chick pick of the week: Courtney Elyse Black.

Originally Published: February 15, 2010, on 1050ESPN.com (now ESPNNewYork.com)

In today’s fickle and over-stimulated world, it is hard sometimes to remember that literature was the preferred emotion evoking pastime for hundreds of years and that the Blu-ray movies we watch and video games we play all have to begin with a story, whether an original one like the one I am about to discuss or something inspired by a classical work. It is for these reasons I rarely review just a novel, so you know that this must be a book of the highest entertainment value. At least that’s how it was pitched to me.

Joe Hill, a relative newcomer to the suspense scene (you may know his dad, a guy by the name of Stephen King), is about to release his second novel called Horns on February 16, 2010, and was kind enough to send me an advanced copy to see if it could hold my video-game-addicted attention span.

Horns revolves around a young man from New Hampshire named Ignatius Perrish. Our sad and sorry protagonist has had a horrible streak of luck over the past year or so as he’s seen himself all but exiled from his community as he was accused of the murder of his lovely girlfriend, Merrin. Although cleared on all counts of the heinous act, Ignatius (Ig for short) has seen his life spiral out of control as the depression that consumes him over the loss of his one true love has left him a shell of his former self. That is until he wakes up one morning after drinking all night to find that he has two, small, black protuberances coming from his temples. After some haunting trial and error, Ig finds that he now has the ability to make people tell him their deepest, darkest secrets, have their entire lives of sin revealed to him with the slightest touch, and can bend their wills to his sinful suggestions.

Once Ig embraces his newfound abilities, he pledges to find out what really happened to Merrin on the night she was murdered and so begins a conquest for revenge that will put Ig through an emotional roller coaster the likes of which would break most men. Then again, you can’t really call Ig just a man now can you? When it comes to revenge, the devil is in the details…

I have to admit, like Ig is possessed by some awesome power in Horns, I was possessed to not put this book down. The book is about 360 pages, broken down into 50 short chapters, and by the time I was through the first five or six chapters, I couldn’t stop reading. I needed to find out more about what Ig would do with his powers and how they would evolve. The way Joe Hill describes the experiences Ig has when he reads people’s histories through touch is incredible, as if he was painting a vivid picture that cuts right to the core of human nature.

Also, the description of his main characters made me feel as if these were people from my own community, people who I could’ve grown up with. I felt like a silent witness within the tight-knit circle of characters with which all the action takes place in. I felt my heart strings tugged on with Ig’s unwavering devotion towards Merrin, even in her death, and felt an unquenchable rage boiling within my own gut at the betrayal and conspiracy against Ig that he must overcome.

There were a couple of drawbacks to this experience though. Joe Hill took 40% of the book just giving the back story on the characters to develop that connection between me, the reader, and his characters, mixing up action in present time with drawn out flashbacks over every 10 chapters. I felt that Hill could have condensed many of these flashback chapters and still gotten his point across and it would have given me a more pleasurable read.

These fodder chapters reminded me a little bit of his dad’s writing in how Hill became a little too detail oriented. Instead of letting the natural narratives of the story continue, the obsession on the details would shock you back out of the world Hill was trying to create and hurt the overall experience by creating lulls in the otherwise frantic action.

Of course, this could just be a suspense building tactic since Hill’s first 10 chapters are so brilliant that he more than likely will have you hooked for the rest of the ride (like myself) when you hit the first flashback in Chapter 11. Along with this, the ending seemed a little too anti-climatic. I won’t go into it any further because I refuse to give away any of the devilish details, but considering how much back story I was given, when I was finished with Horns, I felt like I needed something more.

However, I was happy to have read Horns and look forward to Hill’s next work. There were some very memorable passages in this original story that drew emotion from me and they easily overshadowed the lulls that popped up during the flashbacks. I would recommend Horns to anyone looking to read a very detail driven suspense story or maybe to kill some time on a cross-country trip. Horns hits bookstores February 16, 2010.

Horns by Joe Hill gets a 3.5 out of 5.

-Ray Carsillo

A Greener Planet

Originally Published: February 12, 2010, on 1050ESPN.com (now ESPNNewYork.com)

While growing up, I was never really fascinated with the Hulk because the character never had the depth to draw me to him. I loved the fact that the madder he got the stronger he got, and the cheesy catch phrases were great to imitate (“RAY SMASH!”; “RAY STRONGEST THERE IS!”), but beyond these, the Hulk was always a B-level character in the grand scheme of things.

My frustration only grew with Hulk as he was depicted the same way over and over again in horrible movies that were later remade with bigger names into better movies with the same basic story, and we can’t forget the horribly overpriced straight-to-DVD animated features.

But in 2006, there was hope. Over the course of a little more than a year in the Incredible Hulk’s third volume, came the Planet Hulk storyline, an arc that has been the Hulk’s shining moment in his nearly 50 years of comics (with a close second being the storyline that came out of the Planet Hulk story arc, World War Hulk). This was the first time, the Hulk, and not Bruce Banner (or a merging of the Hulk’s body and Banner’s personality), was the personality with layer upon layer of depth and development. The Hulk was thinking, strategizing, speaking in complete sentences. And after years of being limited, the Hulk had become not only the center of his own planet, but would soon become the center of the Marvel Universe.

These glorious storylines drew me to the superhero who liked purple stretchy pants like never before. Of course, Marvel would screw it all up and have a horribly anti-climatic end to World War Hulk and make him stupid again, but for a time, Hulk was the top dog.

Realizing that many casual comic readers had also been drawn to the Hulk across these story arcs, Marvel animation (who always seem to want to feature the Hulk in something, some way or another) decided that the Planet Hulk story arc would make a fantastic DVD movie. And so, I present to you Planet Hulk.

With the cover art done by Alex Ross to grab prospective buyers’ attention, and voice acting veterans like Liam O’Brien as Hiroim and Kevin Michael Richardson as Korg signing on board, this is easily the best animated feature starring the Hulk that Marvel has done. A full hour and 21 minutes also makes it one of the longer comic book based animated films to come out in a long time. Of course, I thought that with everything Marvel would have had to cram into the DVD to make it as true to the original series as possible, I thought they would have been pushing 100 minutes, but Marvel found a way to streamline the story and still keep in all the best parts of the Planet Hulk comics.

The basic premise is that the Illuminati back on Earth (comprised of Black Bolt, Namor, Iron Man, Professor X, Mr. Fantastic, and Doctor Strange) have come to the conclusion that the Hulk is simply too dangerous to remain on Earth and so they gas him and send him on a spaceship towards a desolate planet. Of course, Tony Stark sticking true to form, has to gloat in a recording explaining the situation to the Hulk when he wakes up, and in the Hulk’s fury, he knocks the navigation system out of whack and crash lands on a planet ruled through fear by a man simply known as “The Red King”. To keep his subjects in line and entertained, the Red King holds gladiatorial matches in a coliseum in his capital city between natives of the planet and those unfortunate enough to crash land on his barren world. Not taking too kind to being a slave, Hulk fights back. We then watch as our hero evolves and strategizes against the Red King as he fights for not only his freedom, but for an entire planet’s.

Although not perfectly true to the original comics (Silver Surfer was cut due to legal issues and was replaced by Beta Ray Bill), it did add little snippets that brought together some aspects of the Marvel universe very nicely (such as Thor’s origin story, although slightly perverted by Beta Ray Bill’s presence, leading to how Korg ended up as a gladiator). It also trimmed down Hulk’s “Warbound” party due to the fact that 81 minutes was simply not enough time to give everyone’s back story, have Hulk develop a relationship with all of them, and then have him kick lots of alien butt.

The animation was beautiful and flowed very smoothly, especially in some of the epic fight scenes that were re-created straight from the comics. The voice acting was top notch and the musical score set the mood perfectly from the action sequences to the more emotional moments.

At the end of the day, this was the best Hulk story ever done and that alone made this the best Hulk DVD ever made. Considering some great extra features like a full episode of Wolverine and the X-Men (the same old story of “Hulk vs. Wolverine vs. Wendigo” though, more of the same tired garbage I was mentioning before, but a full extra 22 minutes of animation isn’t something to scoff at either) and several behind the scenes mini-documentaries and motion comics and my only real problem with this was the fact that Marvel couldn’t get over the legal issues that constantly seem to be plaguing them nowadays and get the Silver Surfer into this.

Planet Hulk gets 4 out of 5.

-Ray Carsillo

Originally Published: February 11, 2010, on Examiner.com

Two of the year’s most anticipated titles have new release dates, and neither is as soon as were previously hoped.

At today’s X10, the Xbox 360 centered video game expo, being held in San Francisco, the folks from Remedy Entertainment announced that the industry wide speculated release date of April 13th for Alan Wake was false and that their anxiously awaited, episodic psychological thriller for the Xbox 360 and PC, would not see store shelves until May 18th.

Not really a surprise considering how many delays this game has seen since its original announcement, what is another month to those willing to shell out the $59.99 for it?

For those of you caught unawares, Alan Wake sees the title character, a horror writer, and his wife taking a vacation in a tranquil Pacific Northwestern city trying to help Alan overcome his writer’s block. Once in the town though, Alan starts having nightmares and wakes up one night to find his wife is missing and a story he can’t remember writing has come to life. As Alan scrounges about the wilderness collecting pages from his otherworldly novel, trying to find his wife and unravel the mystery of where the book came from, he must combat members of the community who have been consumed by a poltergeist-like darkness.

Done in a cinematic like style that sees each level of Alan’s exploration broken down into something like episodes out of the X-Files (even with a nice little narrator’s “On the last episode of…” montage between levels), Alan Wake is a story that can’t help but pull you in.

I had a chance to play a short demo of the first couple of levels where Alan must use any light source he can find to wane the darkness off of the townspeople he encounters before giving them a proper beating. From what I saw, the game could use an extra month of tweaking. It seemed as if the audio in some of the cinematic scenes was out of sync with the gameplay and the game glitches at the worst possible moments for the survival horror like action sequences. Maybe I had the displeasure of picking up an older demo, but with any luck this game will finally see the light of day come May 18th and with all the rough edges smoothed out.

In other release date news, Capcom removed the Q1 label from their next highly anticipated foray into survival horror, Dead Rising 2. Unfortunately, but not unexpectedly, Q1 was an optimistically unrealistic time period and so Capcom announced that Dead Rising 2 will hit North America on August 31st, 2010, with Japan getting it September 2nd and Europe September 3rd.

Not much else was revealed from Capcom besides screenshots and trailers that had already been released, but the fact that the game has a solid date now that actually lands in this calendar year is just another reason to this New Yorker that the summer months can’t get here soon enough.

Originally Published: February 9, 2010, on 1050ESPN.com (Now ESPNNewYork.com) and Lundberg.me

It was a meeting of the minds. Two comic book geeks would enter and only one would leave…

My sitdown with Sara “Babs” Lima continues now with this, the third part of our three part interview. In this part of the interview, we talked about how important it was becoming for comics, movies, and video games to all inter-promote each other and how this triple brand attack was working for different franchises.

We also discussed her thoughts the most recent movie trailers on comic-based movie .

We finished up with her input on an age old debate that we like to have here at ESPN behind the scenes and that is Luke Skywalker vs. Wolverine: Who would win?

Ray Carsillo w/ Sara Lima of Comicvine.com – Pt. 3
Video by Jared Bodden