IGN's Next-Gen Console Design Contest Winner

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Last week, we asked the IGN community to vote for their pick of the best reader-submitted next-gen console designs. Now, after nearly 100,000 votes were cast, we have a winner. IGN reader Jon's outstanding Xbox Infinity concept garnered nearly 28% of all votes, followed closely by Neil's futuristic Xbox 720 design, which accounted for 23%. For his efforts, Jon will receive an Astro Gaming A50 wireless gaming headset.

Here's Jon's original description of his vision for the design:

After looking at a lot of design concepts already out there, I decided many were just too complex and busy. I wanted to design something that could and would make sense in the real world. There are certain existing elements (such as the LED ring) in the Xbox design language that I feel are iconic and immediately recognizable and I really wanted to pay homage to those. This is a new system, but it's still Xbox. Lastly, some time ago I heard a rumor that the new system could possibly be called Xbox INFINITY. I liked the idea and I wanted to design a geometric shape that captures that concept, though after I'd rendered everything I wish I would've called it INFINITI though. The result is a clean and striking design that is new but still the Xbox we all know and love. This was incredibly fun and I'd like to thank IGN for the motivation!

Thank you to everyone who voted and all of the designers for their great work!


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WWE Rebranded as WWE 2K14 Under 2K Sports Label

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2K has officially inked a five-year deal to publish WWE games. Under the 2K Sports label, the next WWE title will be re-branded as WWE 2K14 and Visual Concepts will be brought in to assist longtime WWE developer Yukes with the game. WWE 2K14 is still scheduled to arrive this fall.

“We looked at a lot of different leaders in the industry and talked to all of the big guys, and for us, we had been with THQ for so many years, it was nice to finally go out and date a few other companies and see what kind of thought process they had about the video game industry going forward,” WWE executive VP of consumer products Casey Collins told ESPN. “As we look at the next-gen systems coming out, whether that’s this holiday or next holiday, we want to make sure we align our property with who we thought would be a leader going forward on these next-gen systems.”

“With Yukes, we have a lot of history, and we’ve been very happy with what Yukes has done in the past,” Collins added. “What we’re going to do moving forward is meld Yukes with the team at Visual Concepts, so we can have the best of both worlds. Having Yukes’ experience and then getting the Visual Concepts guys on board with them, we think this is going to be a dynamic duo.”

2K will bring “some of the key designers behind the WWE gaming franchise” over from THQ. Collins also said that “the THQ Fight Team is also being brought over, and they’ll report directly to Visual Concepts. Their experience in the marketing, their experience in the development, their experience with our franchise for years. We thought that it was very valuable to keep that continuity.”

Take-Two confirmed its acquisition of the WWE license last week following a report from IGN in January. Keep checking back to IGN for more details on WWE 2K14 as they’re announced.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


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Don't Fear The Reaper: Introducing Death Inc.

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Who says death has to be depressing?

That’s the perspective of Death Inc., a macabrely charming Kickstarter project brought to you by some folks who used to work at Media Molecule, Lionhead, and Criterion, amongst others.

The endeavour is being described as a “pungent reimagining” of the Black Death – yes, the devastating pandemic that laid waste to Europe in the seventeenth century. As you can probably tell already, the game doesn’t treat death as some great mystery or taboo – the country from which no traveller returns – but as a rather banal, bureaucratic process. Or at least initially. This is how we find the game's main character, Grim T. Livingstone; as an employee of the Ministry of Mortality he has become disillusioned by it all – the repetition of dealing out death with grinding efficiency. Where’s the flair? The sense of individuality? So he strikes out on his own, forming Death Inc. – a startup run out of the basement of his elderly relative's cottage.

Death's work is never done.

There’s a pleasing analogy at work between the situation that Grim finds himself in the game and the predicament of its creators. Death Inc. is, after all, a Kickstarter, made by a newly-formed studio working out an office above a bathroom showroom, and the parallel isn’t entirely lost on those working at Ambient Studios. But Kickstarter isn't as novel as it was a year ago – there are lots of projects out there, demanding your attention, and appealing to your wallets. Is there a danger of it being overused?

“

I truly believe Kickstarter and things like it are a very strong force for the future. I think a lot of publishers would like you to believe otherwise because traditionally they’ve held all the cards."

“I think overused is very hard to judge,” says Daniel Leaver, the studio's creative director and co-founder. “It’s subjective. For someone who looks at a project on there, and loves it, it’s not overused.”

In fact, he believes it’s more than just a passing fad, a way to circumvent publishers – it might even represent the future of the game’s industry. “I truly believe Kickstarter and things like it are a very strong force for the future. I think a lot of publishers would have you believe otherwise, and would like you to believe otherwise, because traditionally they’ve held all the cards. I think the idea, basically, of games on demand – that is, where you demand a game, and it’s made, is really new at the moment, and it seems strange, but I think in the future that’ll be one of the ways we’ll get things made. I can totally see Steam having a section which is an evolution of Steam Greenlight, where they say here are the pitches – one of which will get made.

“I can’t see why you wouldn’t want that.”

It's clear that they're happier working as a team in this environment. “It feels like coming home. This is how you should make things. You present it to your audience, and you know, hopefully, they’ll learn in time that not everything they see will be great or as polished as we’d like it. I think the Kickstarter crowd really get that.”

From the description above you probably have a good sense of the game’s tone but not necessarily how it plays. Loosely, it can be described as an RTS, but that identity has been spliced with other genres, with such classics as Lemmings and Pikmin being name-checked by the studio.

“

Kickstarter felt like less of a risk. That might sound mental to you but it does feel like less of a risk, speaking to the people who will actually play it, as opposed to the suits who think that strategy is dead.”

It’s a strategy game in the sense that you’re tasked with acquiring and marshalling resources, using them to explore and influence an expanding landscape. But it’s the type of game that’s becoming increasingly endangered, and hence the decision to use Kickstarter.

“The strategy genre sadly is becoming more and more niche, and we knew that. Yet I can totally see this game on Steam as a Steam download. We knew with our experience with publishers that they are very precise about what they like these days and fund. And actually Kickstarter felt like less of a risk. That might sound mental to you but it does feel like less of a risk, speaking to the people who will actually play it, as opposed to the suits who think that strategy is dead.”

Leaver even admits, “RTS is maybe a scary word. There are often really good games when you get it, but the barrier to entry is massive. I would like there to be a resurgence in strategy. And hopefully we’ll lead that."

The game has a gorgeous art style.

Death Inc. attempts to undo this perception. The screen is refreshingly uncluttered – the idea is to have no HUD at all – allowing you to revel in the game’s gorgeous art style. It’s bright, bold, and full of colourful caricatures. Think Wind Waker – it has those same beautiful slivers of wind cutting across the screen and those gorgeous opaque blue oceans – but mixed with the sly humour of the gallows.

And that other unwelcoming blight of the RTS – the number of clicks per interaction – has been intentionally reduced, too. Instead, you interact with the world through a variety of fluid gestures, painting a bright pink miasma down the alleys and across the meadows of Medieval Europe. Consequently, gameplay is a smooth and continuous experience, not an RSI-inducing barrage of clicks.

Frothing in the streets!

Once infected, the peasants will obediently follow the path of the noxious cloud spread, and do Death’s bidding – that includes infecting the healthy, ransacking towns, and storming castles. You see, in Death Inc., catching the fatal malady isn’t as devastating as it sounds. The focus isn’t on vomiting blood or letting pus from distended buboes; it’s actually quite a merry affair. When touched by the disease, both the rural and town-dwelling peasants are released from the unbearable tedium of their feudal lives. No more tilling fields, harvesting crops or begging in the mud. In what is a lovely aesthetic detail, they’re visually transformed by the pathogen, their complexions touched by Grim’s favourite shade of pink.

There’s talk of playful variation and variety. Not every level will simply be a case of making the grinding journey from bustling port to a fortified castle, infecting the populace along the way. It’s hoped that each level will somehow play upon this central mechanic in unexpected ways. For instance, imagine a level in which you control not an entire horde of infected plebs but a single plague victim, who you must guide along the corridors of a heavily-guarded castle in order to take down a high-profile target. There will also be environmental problems that can be approached in multiple ways. For instance, do you use the infected to raise the castle gate, invading en masse, or do you load them on to a nearby trebuchet to lead a more targeted attack? They're not puzzles as such, just alternate ways of playing out scenarios.

Knocking at the gates.

But it's important to note that a lot of these features currently exist in the form of ideas and working models, underscoring the inherent dilemma of Kickstarter. You want to promise things, you want to impress, and you want to attract as much investment as possible by appealing to a wide audience, yet you don’t want to commit yourself to something which might not work when built. Fortunately, Ambient Studios is well aware of this risk. “That’s something we all really want to avoid is over-promising. Because it’s very easy to get excited. You come to visit us, and say you said something like, ‘wouldn’t it be really good if this unit could jump over the wall?’ Human nature says that I should agree, say ‘yeah, brilliant’. But you’ll go away thinking that’s a thing. And you’ve already over-promised, so unfortunately you have to learn to say no to people.” Promises aside, Ambient is certainly crafting a game that delivers on both charm and accessibility. It's time to welcome the Reaper.

So what next for Death Inc.? The Kickstarter has 2 weeks left to go – and there's a myriad of incentives for investment – but if your interest has been piqued, there's a playable demo of the game now available for PC, Mac, and LINUX.

Daniel is IGN's UK Staff Writer. In death, he hopes to be the afterlife's leading bio-exorcist. Follow him on IGN and Twitter.


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Nintendo Returning to Gamescom 2013

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Nintendo has confirmed that it will exhibit at this year's Gamescom.

The event, which this year will take place in Cologne, Germany, between August 21 and 25, was missing both Microsoft and Nintendo last year as the companies chose to pursue other marketing routes.

Gamescom project manager at Koelnmesse Tim Endres said, "Nintendo's return is an absolute highlight for our community, exhibitors and trade visitors from around the world."

While there's nothing concrete on whether or not Microsoft will also return, Endres did add that other major firms are currently in talks about attendance, so it's a real possibility. Considering the company's big rival, Sony, is almost guaranteed to be there and with a new console in tow, it's not really an opportunity Microsoft can pass up.

Other publishers confirmed to be in attendance include Bethesda Softworks, Bigpoint, Deep Silver/Koch Media, Electronic Arts, Konami, NCsoft, Riot Games, Ubisoft, Wargaming and Warner Bros.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


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HMV Closing Another 37 Stores

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HMV and its administrators Deloitte have announced 37 more stores will be closed with 464 staff losing their jobs.

The shops are expected to close within the next four to six weeks. Earlier this month it was announced 66 stores would be closing; this now brings the total number of outlets closing their doors to 103.

When it entered administration HMV had 219 stores, but by the time it's fully restructured it looks like this number will have decreased to 116.

The newly announced stores facing closure are listed below:

Ashford, Basildon, Bolton, Cheltenham, East Kilbride, Enfield, Folkestone, Glasgow Argyle, Gloucester, Grimsby, Hatfield Galleria, Heathrow Terminal 5 - Departure Level, Heathrow Terminal 1, Heathrow Terminal 3, Heathrow Terminal 4, Hemel Hempstead, High Wycombe, Isle of Wight, Lancaster, Leadenhall, Mansfield, Middlesbrough, Newbury, Newcastle Silverlink, Newport, Nuneaton, Redditch, Salisbury, Scarborough, Southport, Stafford, Staines, Stockport, Swindon, Taunton, Torquay and Woking.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


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Skyfall Writers on Past, Present and Future of Bond

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While travelling on London’s newly-christened Skyfall train, we caught up with Bond screenwriters Neal Purvis and Robert Wade to discuss their past, present and future with the franchise.

IGN: So what do you make of the Skyfall train?

Robert Wade: We didn’t expect this to be the final chapter of Skyfall – actually being on a train named after the movie. It was 2 o’clock in the morning and we were trying to come up with a name for a grim house – an evocative name where you couldn’t tell what it meant. And that was the one that sort of fell out of the sky. And ends up being the name of the movie and a train. I wonder what it will be next!

IGN: Did the film’s finale always take place at the Skyfall estate?

Wade: The idea for the house came very late in the day. The original third act – which was in place for a year or more – was in a European city. And it didn’t have any resonance. And when we had the idea of Bond taking M to the home where he spent his unhappy childhood, it suddenly made sense. Everything clicked into place.

Purvis: That was in the last two weeks after writing it for a year-and-a-half.

Wade: It only made sense at the end of the day – it wasn’t a plan going forward.

IGN: What are the challenges involved in writing a Bond movie?

Wade: What we found when we suddenly ended up writing James Bond movies was that you work much harder than if you’re doing something similar. The reason why some of those Bond-a-like things didn’t last is because people think ‘Oh, that works for Bond, so we’ll do that.’ And that’s a lazy approach. If you’re actually doing Bond yourself, you can’t repeat yourself or be lazy. You’ve got to strive to do something different.

IGN: Did the 50th anniversary of Bond influence your writing process?

Purvis: When we started it we didn’t know it would be the 50th anniversary because you didn’t know when it was coming out.

Wade: If we’d actually gotten on with it, it could have been the 48th anniversary.

Purvis: We had the Aston Martin in place before there were elements of the 50th anniversary that came in.

Wade: But we had gone back to the books You Only Live Twice and The Man with the Golden Gun, because those movies didn’t really reflect those books. There’s a lot of interesting stuff – it’s about Britain in crisis. Particularly You Only Live Twice.

IGN: So why was now the time to bring Q and Moneypenny back?

Wade: We wanted to bring Moneypenny back. And we felt it was time because the last movie was a bit grim and unrelenting. And the nice thing about Q and Moneypenny… we deliberately didn’t have them in Casino Royale because we wanted to get rid of all the familiar elements and concentrate on Bond. But now that that story has been played out, it was time to give the audience some fun. And Daniel [Craig] wanted more fun and more playfulness. Less grimness.

CLICK HERE FOR OUR EXCLUSIVE MISS MONEYPENNY INTERVIEW

IGN: What did Sam Mendes bring to the table as director?

Wade: He was extremely demanding.

Purvis: Usually we write a script and then the director comes onboard, and this time he was there right from the very beginning when we were working the story out. So we were all heading in the same direction, which helps.

Wade: And because he saw all the stages that it went through, he understood why it was built and oversaw it coming together.

Purvis: We talked about Javier Bardem in the very first meeting with Daniel Craig and Sam. As a worthy adversary to Bond – as a dark side to him. Having someone like Sam, it means you can get the person that everybody wants.

IGN: Do you have a favourite scene in the movie?

Purvis: I think when Silva comes into the room and Bond’s tied up. That long shot, what he’s saying, that attitude and everything. The film, which had been good until that point, goes up a notch.

Wade: And that story about the rats – Sam was apparently told by the cinematographer Conrad Hall.

IGN: Would you like to see Mendes direct another Bond?

Purvis: Yeah, I think everyone would. But he’s a busy man.

Wade: It took a lot of work. A hell of a lot of work. I don’t know whether he’d want to. But I think you know, [producers]Barbara [Broccoli] and Michael [Wilson] are nice people to spend time with so it’s a really happy ship. So he had a good time. [co-screenwriter] John Logan had a good time. It’s not that, it’s whether or not he’s got the energy.

IGN: Having written five Bond movies, is Skyfall your last?

Wade: We don’t know. It’s our most recent one.

Neal Purvis: We’re not currently writing the next one, and it’s good for us to take a break, because we’ve been doing it for longer than Ian Fleming was writing Bond.

Wade: We’ve done five of them, and they really do take up a lot of your energy. And in a way, that film is Bond finished, played out. Can he pull it out of the fire again? That was for us, a movie about us. In the end the film was good, so we felt we did well. And now we’re doing stuff that we couldn’t do because we were always doing Bond.

IGN: So do you think you have more Bond movies in you?

Purvis: Well it’s nice not thinking about it, because we’ve thought about it nearly every day for 15 years. But it would be nice to look at it all again after a break. But it’s not our decision – you can’t just say ‘Oh, I think I’ll write another Bond movie.’ It is a question of if you have something fresh to say about it. And I think we did say quite a lot with the ones that we’ve done.

Wade: There’s still some Fleming – all that works is quite interesting, and a lot of it hasn’t been tapped. But it’s very difficult to do it because it’s period and you can’t do a period Bond.

Skyfall is out now on Blu-ray and DVD.

Chris Tilly is the Entertainment Editor for IGN in the UK and his poor excuse for banter can be found on both Twitter and MyIGN.


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IPTL: New Star HoSeo v. Liquid

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Tale of the Tape:

NSHS (Contender Division) 3-0, 15-9

Liquid (Premier Division) 0-3, 6-15

An awful fight from TLO cost him the game.

Ohana -- Game one

TLO v. Brave

TLO began with map control -- scouting, towers, and three-bases. Brave began off two-bases and played a cheeky warp prism for aggression. TLO defended well and both moved into the mid-game. With little harassment in the game, TLO moved up with speedlings/roaches, but Brave's great force fields and the late infestors made the fight a slaughter for the Protoss side. Finally, Brave moved out with colossus, sentries, and immortals but not before TLO jumped the gun and made another terrible play that exposed his corruptors first. The fight was another massacre and it was over for TLO.

HerO's great defense and better army composition beat Brave without a last fight.

Cloud Kingdom -- Game two

HerO v. Brave

The first mirror match, PvP, pinned HerO and Brave together on Cloud Kingdom. Both started off of one base with small iterations in their build order. HerO grabbed the advantage after Brave misplayed an aggression charge that reaped no kills. HerO's better army composition held Brave's blink stalker all-in. Without a finishing engagement, Brave GG'd out.

A clever fake colossus play allowed for a victory in the biggest engagement of the match.

Entombed Valley -- Game three

HerO v. Jjakji

The big guns for NSH came out with Jjakji. Jjakji began the game with a very aggressive bunker rush to deny HerO's expansion, but the pull back cost him his entire force. Jjakji transitioned to a bio ball and viking composition, while HerO went with psionic storm, stalkers, and sentries. HerO's initial build of colossus prompted Jjakji to make more vikings than medivacs. One bad engagemnt, and some cheeky fake colossus from HerO, led to a counter attack on Jjakji's base and the game.

The better supplied and upgraded army made short work of Madbull's defenses.

Daybreak -- Game four

HerO v. Madbull

With no cheese in play, Madbull tried to play HerO in an honest fight. HerO began the harass with a fast phoenix group with a double attack of stalkers in the front. The caging in of Madbull paid huge dividends in economy and map control for HerO. HerO's warp prism ploy opened up Madbull's front and the better upgraded/supplied army dominated the only engagement.

Guardian shields were the difference in the big game-changing engagement.

Whirlwind -- Game five

HerO v. Tassadar

Tassadar was finally sent out to take out HerO in a PvP match. HerO started conservative with an expansion and defense, while Tassadar began with a fast star gate. Tassadar's harassment with phoenixes created all of the map control and time for his army to be created. HerO finally pushed out despite the constant phoenix pressure with blink stalkers against Tassadar's sentries/immortals/colossus with phoenix support. Tassadar's charge into HerO's natural with guardian shields crushed out most of the blink stalkers in the base. After that, Tassadar just snowballed with reinforcements to finish the game.

Snute's great flank on Tassadar's main armies swung the game in his favor.

Antiga Shipyard -- Game six

Snute v. Tassadar

Snute took the conservative route and macro'd up, while Tassadar also took the cue and went for two-bases. Both players traded mid-game engagements in each other bases, but the stale mate continued until the 20 minute mark. Snute's army composition of roaches, infestors, and speedlings overwhelmed Tassadar's colossus, sentries, and immortals to take the map control advantage. Snute's better macro and economy made reinforcements and supply easier. Eventually, Snute moved in and just crushed the lower supplied army for the win.

Snute's constant pressure ended Salvation's economy and chances.

Antiga Shipyard -- Game seven

Snute v. Salvation

Snute and Salvation started with a very slow and macro-heavy game as both went for expansions rather than pressure. Snute scouted out Salvation's greedy infrastructure build with a timing push of roaches. The attack of roaches caged in Salvation's second expansions while denying the third. With infestors reinforcing the roach army, the second expansion was exposed and denied as well. The lack of forces from Salvation to defend against the infestor/roach army ended NSHS' set.

The up-and-down match to determine who stays in Premier Division or Contender Division finished in a victory for team Liquid. The win allowed the squad to remain in Premier Division for the next season and NSHS has one more shot to move on up.

Timothy Lee is known more for his writing than his playing. He specializes in analysis, profiles, and news reporting. You can find his work on IGN.com, RotoAnalysis.com, 1UP.com, and the Daily Breeze. He is currently a free-lance video game and sports writer.


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Super NVC Podcast: 3DS Summer Fun

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So last week was a pretty good week for Nintendo 3DS owners. Hot on the heels of the excellent Fire Emblem: Awakening, Nintendo unleashed yet another Nintendo Direct, this time revealing three new 3DS games coming this Summer - Mario & Luigi: Dream Team, Mario Golf: World Tour and Donkey Kong Country Returns 3D.

We were pretty excited by all that news, plus plenty of other (good and bad) things have been happening in the world of Nintendo. We figured it would be time to chat about everything that's been happening over the past week, so Rich, Sam and Brian gathered to argue and banter about Mario Luigi happenings.

This podcast has two distinct halves - a Nintendo Direct discussion in the first half, reader Q&A in the second half. Regardless, you can listen or watch it in its entirety below.

You can listen to our latest Nintendo Voice Chat episode - 3DS Summer Fun by clicking here (or right-clicking and saving).

And here's the video:

Enjoy!

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow Rich on Twitter, if you dare!


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Seth Rogen and Kristen Wiig to Guest Star on Arrested Development: Season 4

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Arrested Development is a beloved series within the Hollywood industry, so it’s no surprise they’ll be some notable guest stars when the show returns on Netflix with new episodes this May. US have revealed that among those guest stars will be Seth Rogen and Kristen Wiig.

US didn’t have details on who Rogen and Wiig will be playing, but Vulture has discovered who Wiig will be portraying – and it sounds like quite fun casting. If you don’t want to know what some may see as a spoiler, look away!

Okay, still with me?

Wiig will be playing none other than a young Lucille Bluth! Jessica Walter is returning to Arrested Development along with the entire original cast, so who knows how this glimpse at a young Lucille will take place. Home movies? A flashback? There’s many possibilities. Either way, we just keep getting more excited for new Arrested Development episodes!


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Wrestling Wrap Up: New WWE Title Belt!

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Listen, be honest.

Would the ladies love me more if I did this?

Probably, right?

Ambrose, and his meticulous facial ticks have touched a nerve. Down in the girl parts region. The guy's tongue is on a rampage. He licks his lips more than LL Cool J in a Fun Dip factory. He sticks his tongue out more than Bill the Cat in an Ack Factory.

So, for those of you who hadn't seen The Shield's two PPV matches, what did you think of them on their first RAW match last night? That match they had against Sheamus, Ryback and Jericho was sort of a reworking of their PPV match, since most matches seen by fewer people than who watch RAW get reworked for RAW (the excellent Del Rio vs. Ziggler match was a re-do of their Main Event match). The Shield really impressed me at TLC, but their matches at Elimination Chamber and RAW were just okay. A decent showing with the most important part being that, for f***'s sake, they won. Not only did they win against the seemingly unbeatable team of Cena, Ryback and Sheamus, but they won the next night too - defying my hot shot theory that Jericho, who'd awkwardly inserted himself into Cena's place, was going to reveal himself as the leader of The Shield and turn on Ryback.  Turns out, the awkwardness was just awkward.

All that and they got to have JBL put them over both the Freedbirds and the Horsemen. Dayyum.

Ack!

But the Jericho swerve never happened and The Shield won again. Jericho being behind the Shield would have served a pretty nifty purpose, and given some real weight to his return. Without that reveal, that I freely admit, like a nutbag, I wished really hard would happen within the timespan of about twenty minutes, it just seems even more like Jericho's been all over the map since he's been back.

In a month's time he's been in the Rumble, feuded with Ziggler, had a match with Punk, Big Show, an Elimination Chamber match and now a war with The Shield. A few weeks ago the rumored plan was to have him face Ryback at 'Mania, so a Shield swerve would have made sense. Keep in mind that if Jericho's short-term contract is also up at 'Mania, then he'll have to lose at 'Mania. Another loss. I mean, look, Jericho's looked amazing since his return and the bouts have been stellar, but he doesn't seem to be serving a purpose other than outshining 90% of the roster. And winning polls that were supposed to be won by Orton. And getting bigger pops than Orton, Cena, Sheamus and Ryback.

Okay, I get it! Thank you, AJ. Enough now.

I really do like the Shield, and I'm even more happy that they're beating big guys clean. It means they'll stick around a bit longer. Some of you out there wonder why so many of us are looking for a "secret leader," and to be honest there doesn't have to be one. I think when they started attacking so many different people and their "injustice" explanations started to get more murky, it seemed like they might have had a different agenda than the one they originally stated. But they could just be themselves. Still, if done right, a big star revealing themselves as the true leader, in a heel turn move even, could be awesome. Plus, The Shield could always turn on that leader and Nation of Domination him. Which is now a verb because JOURNALISM!

Anyhow, I think that some of us douchebag dreamers are also just looking for that extra big story/swerve to get us into the 'Mania mood. Things seem a little grim right now. We're still over a month out, but Cena, who's now apparently done giving a s*** about The Shield after losing that one mid-card match to them, seems so irrelevant now. I don't know. Last year Rock vs. Cena was huge. And I thought they actually had a freakin' great match. With an ending that was a welcome surprise. This year, with the ending pretty much cinched up, things aren't buzzing like they were before. Not that I don't think they could have another excellent match, but it's Cena's stock that's fallen over the past year. Ever since that dumb, jokey pre-Rumble promo, Cena seems diminished. Not that most of us have a deep love for the man anyhow, but last year it really felt like Titan vs. Titan. There's a part of me that kind of just wants him to keep feuding with The Shield. He fits in that scenario better. Especially after Ambrose went off on Cena. Cena, basically, had no comeback for that. And then he lost.

Plus, there's the Punk factor. Man, there's nothing like teasing us with a big match and then telling us it's next week. Apparently, friggin' Undertaker is still wishy-washy about this year's 'Mania and so the WWE is giving him one more week to think it over and then they have to decide the finish to Punk vs. Cena. If Taker's back, Punk will lose. If Taker's out, then it'll end controversially or in a draw so that the 'Mania title match can become a Triple Threat. Which, in the end, might be for the best. I really wanted Punk vs. Undertaker. But if it means Punk has to lose to Cena and then enter into a rushed program then maybe it's better to let last year's "End of an Era" match be the end of an era.  Then we can move on to the next era...

Rock vs. Punk at Elimination Chamber, plus the new WWE Championship Belt, on page 2...


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