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Thursday, February 28, 2013
News::10 Worst Modern Video Game Universes To Live In
via N4G: pc news feed http://n4g.com/news/1183541/10-worst-modern-video-game-universes-to-live-in
News::Crytek: Warface could help players get over the prejudice against free-to-play
via N4G: pc news feed http://n4g.com/news/1183435/crytek-warface-could-help-players-get-over-the-prejudice-against-free-to-play
News::Battlefield 3 End Game DLC Trailer
via N4G: pc news feed http://n4g.com/news/1183587/battlefield-3-end-game-dlc-trailer
News::Indie Royale Mash Bundle Out Now
via N4G: pc news feed http://n4g.com/news/1183570/indie-royale-mash-bundle-out-now
News::BioShock Infinite's Religious Themes Led Dev To Consider Quitting
via N4G: pc news feed http://n4g.com/news/1183560/bioshock-infinites-religious-themes-led-dev-to-consider-quitting
News::Trials Evolution: Gold Edition Closed Beta Access and Uplay Rewards
via N4G: pc news feed http://n4g.com/news/1183581/trials-evolution-gold-edition-closed-beta-access-and-uplay-rewards
News::Dead Space 3 Review - STFUandPLAY
via N4G: pc news feed http://n4g.com/news/1183572/dead-space-3-review-stfuandplay
News::Upcoming Omerta:City Of Gangsters Patches Detailed
via N4G: pc news feed http://n4g.com/news/1183565/upcoming-omerta-city-of-gangsters-patches-detailed
News::Army of Two: The Devil's Cartel Action Blockbuster Trailer
via N4G: pc news feed http://n4g.com/news/1183548/army-of-two-the-devils-cartel-action-blockbuster-trailer
News::In the News | Take Your Wii Out One Last Time For Retro City Rampage
Retro City Rampage, the 8-bit styled parody of Grand Theft Auto, has already found success on PC, Xbox, PlayStation 3 and Vita. But given that the game was inspired by the Nintendo Entertainment System and 80's popular culture in general, ...
via Game|Life http://www.wired.com/gamelife/2013/02/retro-city-rampage-wii/
News::Monster Hunter 3 Ultimate WILL have cross-region play
I know many a MonHun fan was all grumpy-faced when Capcom confirmed that Monster Hunter 3 Ultimate on Wii U would have region-locked servers. Sure, the original Wii version was likewise segregated, but there was still hope that Capcom would work extra hard to join hands across the globe this time.
Good news, chuckle monkeys! Because of strong community feedback, Capcom has opted to make cross-region play a thing, though it won't be possible immediately out the gate. MH3U will land in North America on March 19 and in Europe on March 22, and an update in April will allow the two regions to intermingle. Japan is left out of this deal, but still, not bad!
Also included in the update is off-TV play, so you'll be able to quest with another party a continent over even as you pray to the porcelain goddess. Just try not to drown in all that hedonism.
via destructoid http://www.destructoid.com/monster-hunter-3-ultimate-will-have-cross-region-play-247291.phtml
News::The Disgaea D2 trailers get crazier and crazier
Disgaea Dimension 2 , which is coming to the US this year, has released another promo video. It's very similar to another trailer that was released not long ago, but this one features Japanese voice overs from Etna and Flonne.
Even if you can't understand Japanese, you can still get the gist of a number of gameplay elements, like the Item Sea, riding monsters, new characters, and other classic franchise staples. As always, amazing special editions that we'll never get in the states are featured at the end of the video.
I can't get "simulation ar-pee-gee!" out of my head. I also can't wait for this game -- I can feel a Carter's Quest: Disgaea coming.
via destructoid http://www.destructoid.com/the-disgaea-d2-trailers-get-crazier-and-crazier-247265.phtml
News::Summon Night 5 is looking pretty, pretty good
A new Summon Night game, dubbed Summon Night 5, is set to to drop this year in Japan. As we near its completion the first full trailer has debuted, featuring a lot of anime and some strategy RPG based gameplay.
The Summon Night series spans multiple platforms over the course of its lifetime, and this one will debut on the PSP (yep, PSP, not Vita! It's still alive in Japan!).
The one is set for a May 16th release in Japan, so get your import on if you want to play it. Since it's Namco Bandai and the franchise isn't keen on international releases, that may be the only way you'll get to play it.
via destructoid http://www.destructoid.com/summon-night-5-is-looking-pretty-pretty-good-247270.phtml
News::Another Castle is a roguelike-platformer hybrid for Wii U
How 'bout that Dusty Raging Fist , eh? Or the recently crowdfunded Cryamore , hmm? Seems like the Wii U eShop is getting some much welcome indie love even as big boxed publishers turn up their noses. Would anyone object to another cool indie project being tossed on the pile?
Another Castle may look like your typical retro platformer, but the twist is that the levels and world map are randomly generated. Your goal in each playthrough is to obtain a randomized item at the end of the game, but it's never there since "it's always in another castle." Said item will be available in subsequent runs, however. You can check a free prototype version of the game here.
One-man team David Byers, a NeoGAFfer who has previously worked on a number of iOS / Android titles, announced on Nintendo Life that he has just been approved as a Wii U developer and will be bringing Another Castle to eShop -- as well as PC, Mac, Linux, iOS, Android, and OUYA. To aid in his quest, he's opened a Kickstarter with a basic goal of $12,000. Stretch goals will allow him to add more magic and enemy types, a weather system, mounts like a laser-equipped giant owl, and more playable characters.
David is shooting for a June 2014 release, but depending on the work required for stretch-goal content, development could extend into 2015. The wait may just be worth it, considering the kind of quality other NeoGAF devs are able to pump out.
Another Castle by Uncade [Kickstarter via Nintendo Life] (Thanks, Fred!)
Read more...
via destructoid http://www.destructoid.com/another-castle-is-a-roguelike-platformer-hybrid-for-wii-u-247248.phtml
News::Watch these One Piece: Pirate Warriors 2 gameplay vids
After years of putting it off, I'm finally taking the plunge and watching all 500+ episodes of One Piece from the beginning to celebrate the upcoming One Piece: Pirate Warriors 2 .
You can celebrate by watching new gameplay trailers for Luffy, Chopper, Kuma, and Nami (we all know Sanji is the only character that matters here). Sadly, it won't be coming to Vita, and just like the first one, I'll be dropping on the PSN as a PS3 digital download only. To save money on the localization, they also don't provide an English dub. Fine by me!
For those of you who haven't seen the series, it features a lovable gang of pirates led by the charismatic Monkey D. Luffy, in search of the mystical ultimate treasure called the "One Piece." It's the most successful manga of all time and the TV show is still running. You should watch it!
Read more...
via destructoid http://www.destructoid.com/watch-these-one-piece-pirate-warriors-2-gameplay-vids-247266.phtml
News::Crytek And the Future of Single-Player
via N4G: pc news feed http://n4g.com/news/1183438/crytek-and-the-future-of-single-player
News::The Bridge Review | IncGamers
via N4G: pc news feed http://n4g.com/news/1183553/the-bridge-review-incgamers
News::Defiance: Interview With Nathan Richardsson, VP of Development and Executive Producer
via N4G: pc news feed http://n4g.com/news/1182876/defiance-interview-with-nathan-richardsson-vp-of-development-and-executive-producer
News::Diehard GameFAN: Multi-Core Gaming Mouse Gun3 V7 (Bloody2) Review
via N4G: pc news feed http://n4g.com/news/1182867/diehard-gamefan-multi-core-gaming-mouse-gun3-v7-bloody2-review
News::New Tomb Raider Trailer is Full of Adjectives
via N4G: pc news feed http://n4g.com/news/1182829/new-tomb-raider-trailer-is-full-of-adjectives
News::Black Desert Housing System Features
via N4G: pc news feed http://n4g.com/news/1182758/black-desert-housing-system-features
News::Skulls of the Shogun Review - The Digital Fix
via N4G: pc news feed http://n4g.com/news/1182669/skulls-of-the-shogun-review-the-digital-fix
News::Spend Lots of Money on NFS DLC
via N4G: pc news feed http://n4g.com/news/1182656/spend-lots-of-money-on-nfs-dlc
News::Top 5 Reasons to be Excited for Tomb Raider
via N4G: pc news feed http://n4g.com/news/1183542/top-5-reasons-to-be-excited-for-tomb-raider
News::The Geek Link's Assassins Creed 3 Perfectionist Walkthrough 3-2
via N4G: pc news feed http://n4g.com/news/1183509/the-geek-links-assassins-creed-3-perfectionist-walkthrough-3-2
News::Poker Smash getting Kickstartered for PC
via N4G: pc news feed http://n4g.com/news/1183504/poker-smash-getting-kickstartered-for-pc
News::(WGB) Assassins Creed 3: The Tyranny of King Washington Episode 1- The Infamy Review
via N4G: pc news feed http://n4g.com/news/1183485/wgb-assassins-creed-3-the-tyranny-of-king-washington-episode-1-the-infamy-review
News::Dead Space 3 Review at CalmDownTom
via N4G: pc news feed http://n4g.com/news/1183526/dead-space-3-review-at-calmdowntom
News::Star Trek: The Video Game Preview | TheGamersHub
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News::Razer Edge Gaming Tablet Worth it or Wasteful?
via N4G: pc news feed http://n4g.com/news/1182748/razer-edge-gaming-tablet-worth-it-or-wasteful
News::We Ran FFXIV: A Realm Reborn's Benchmark and Got Some Scores | 2P.com
via N4G: pc news feed http://n4g.com/news/1183221/we-ran-ffxiv-a-realm-reborns-benchmark-and-got-some-scores-2p-com
News::Anomaly 2 Announced for Q2 2013 Release
via N4G: pc news feed http://n4g.com/news/1183484/anomaly-2-announced-for-q2-2013-release
News::The origins of those gross-ass Infected in The Last of Us
If you saw our very first hands-on preview of Naughty Dog's The Last of Us , you'll know that the Infected creeped me the hell out. If this is what a fungal virus can do to you, I'm going to wash my hands every 15 minutes, every day, for the rest of my life.
A new video from Naughty Dog and Sony reveals the origins of these Infected. "Hush" starts with their inspiration and initial design work, and then moves into just now nasty they can be in the game as enemies. That clicking noise is the most fu*ked up sound ever made for a videogame.
Enjoy.
via destructoid http://www.destructoid.com/the-origins-of-those-gross-ass-infected-in-the-last-of-us-247271.phtml
News::Kotaku - Should Competitive Gaming Be On National TV? Experts Are Divided
via N4G: pc news feed http://n4g.com/news/1183481/kotaku-should-competitive-gaming-be-on-national-tv-experts-are-divided
News::Colin MacDonald on Grand Theft Auto’s genesis and Realtime Worlds’ rise and fall
Development veteran Colin MacDonald cut his teeth in the game industry at DMA Design on the Grand Theft Auto series, later moving on to become boss of Crackdown and APB studio Realtime Worlds. Now commissioning editor for games at Channel 4, we caught up with MacDonald at the recent Future Proof Summit in Liverpool to explore the highs and lows of a career creating open world games.
You joined DMA late in the studio’s day – what was the feeling around the studio at that time?
Colin McDonald: I joined in late 1997, right after the Gremlin buyout. So at that point, things weren’t that rocky, it was kind of a transition to the new, safer environment of Gremlin. In terms of stability, we weren’t going to go bust, there wasn’t any politics, the only issue was that Gremlin didn’t really see Grand Theft Auto as the sort of title they wanted to put in their stable, they had Disney-esque ambitions. GTA didn’t fit into their plans.
Was GTA, as is often rumoured, a back-burner project as DMA knuckled down on Body Harvest?
I don’t think it was a back-burner project, GTA was done as one of several projects that were kicked off around the same time, as part of a bigger deal. I think it was always intended to have equal status, as it went through development, though, Body Harvest was always the one that shone the earliest. GTA was the one we all had doubts about until it actually came out.
Why were the doubts? Was it to do with the adult content?
The 2D thing was a bit of an issue and it was also a bit late in the day until it got fun. The first year or so of its development, it just wasn’t much fun. With something like Body Harvest there was more stability as with Space Station Silicon Valley. GTA was a late developer [in terms of seeing the fun].
Why did did you persist with it if it wasn’t much fun?
It was before my time, but that’s the benefit of a visionary like Dave Jones. You need someone who’s got the vision to see through the peaks and troughs of development. You’ve always got those and without someone who’s got the vision, the inclination can be just to axe something. It’s important to get through the troughs as the peaks may be higher than the last. You need that visionary, whoever it is – the publisher, the head of the team – to say let’s stay the course, ride this out, let’s stick with it.
With Body Harvest and GTA in the same stable, I can’t help envision the two merging into a 3D GTA sooner… were you aware of any plans for the two to crossover into one project?
They were both their own games, their own entities at that point, but yeah I can absolutely see where it might have gone. But who knows.
Before moving on to Realtime Worlds you were at a studio called Rage – why leave DMA?
So that was Dave Jones, he wanted to go on and do something else, he took half a dozen of us with him. The Rage studio was the beginnings of a big ambitious project that carried on through Realtime Worlds [Project My World] and still exists as EGO, with Dundee doing it.
Rage was sort of an all-DMA half-way house before Realtime Worlds, then?
Yeah so the change from Rage to Realtime Worlds was basically the name on the door. It was February 2001 I think – same studio, same people.
You stayed around the same colleagues across the three studios, is the sort of community you found and established by sticking together crucial to a successful working atmosphere?
I think it depends on the team. Realtime Worlds grew to a big studio and it got tricky after we were past 100 people. It’s funny, I went through stages at Realtime Worlds. Initially it was a small team and you’d know everyone. There’d be company events and everyone’s partners would come and you’d know everyone – partners and kids, you’d know their names. And it was interesting, once you got past about 75 people or something, there was too many kids, so I started to realise ok, how can I remember everyone’s kids’ names? Ok, I’ll just remember the partners. After you got past 150 people you started thinking shit, there’s too many partners now.
I’ve got 150 staff, 150 partners – I won’t remember all the partners’ names now so focus on the staff. And then once you get past 200 you hit a horrible point one day where you’re walking down a corridor of your studio and you’re like “I don’t know if he works for us”. That was one of the most horrific points, that realisation that there’s someone at your studio that you don’t know if he’s supposed to be there or not. That’s horrible.
I imagine you lose the trickle-down of the company’s message and ambition when you grow to that size.
I think we managed to keep that really tight community up until about 100 people and I think that’s to do with the scale of the vision and games we were making. I’ve seen studios lose that sense of community at 50, I’ve seen others go well into the hundreds, I think it depends on the individual studio. More than anything else it’s the realisation that you have to work hard at maintaining that. Communication doesn’t just happen by itself, you have to make sure the right structures are in place but also that the right barriers are out the way. You need people to talk, to encourage them, go for a coffee or a beer or whatever, make sure there’s no politics for someone to be able to get a pay-rise if someone stabs someone else in the back – that’s just bollocks inside of one company, surely you should all be pulling in the same direction.
It takes effort to stop that happening because it does naturally happen. You’ve got 100 people potentially all with different agendas so you’ve got to focus attention on aligning all of that.
The post Colin MacDonald on Grand Theft Auto’s genesis and Realtime Worlds’ rise and fall appeared first on Edge Online.
via Edge Online http://www.edge-online.com/news/colin-macdonald-on-grand-theft-autos-genesis-and-realtime-worlds-rise-and-fall/
News::Sennheiser PC 333D Gaming Headphones Review | New Gamer Nation
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News::Tomb Raider - The Final Hours: Episode 5 - part 2
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News::In the News | Ubisoft Announces Pirate-Themed Assassin’s Creed IV: Black Flag
Publisher Ubisoft officially announced Assassin's Creed IV: Black Flag on Thursday.
via Game|Life http://www.wired.com/gamelife/2013/02/assassins-creed-iv-black-flag/
News::PCGamer- Total War: Rome II Preview
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News::Tim Schafer hoping to Buy Back Double Fine Titles
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News::Top 5 Pirates We Want To See In Assassins Creed IV
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News::Sniper Ghost Warrior 2 Headshot Trailer
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News::Impire Review - Hellish in Every Way | The Escapist
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News::Gamespot- Now Playing - Warface
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News::Farm 51 developing Deadfall Adventures for PC and Xbox 360
via N4G: pc news feed http://n4g.com/news/1183359/farm-51-developing-deadfall-adventures-for-pc-and-xbox-360
News::League of Legends Sona Cosplay By Eki
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News::Gamesradar- Star Trek: The Video Game preview
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News::Cryengine compared to Minecraft
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News::Aliens: Colonial Marines- Review | AnalogAddiction.org
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News::State of the industry research reveals the rise of indie and mobile
A boom in indie studios and mobile game development are the dominant themes in GDC 2013 organiser UBM’s State of the Industry research.
Gamasutra has the full details on the poll of over 2,500 GDC attendees. 53% identified themselves as indie developers and of those developers, 51% have been indies for less than two years. 46% of developers surveyed work in a team of ten or less, while only 24% worked with a publisher on their last game and even fewer – just 20% – are planning to do so with their current project.
38% of the respondents released their last game on tablet or mobile, with 58% intending to do so with their current project. PC/Mac was the second most popular platform with 34.6% of developers polled having released their last game on those platforms. 49% of those polled intend to release future projects on PC and Mac.
On home console, 13.2% of developers are currently developing a game for 360, with 13% for PS3 and just 4.6% for Wii U. 11% said they were developing games for PS4 and the next Xbox.
Handhelds were the least popular platforms, with just 4.2% currently making a game for Vita and 2% working on a 3DS project. There are more facts and figures in the Gamasutra report.
The post State of the industry research reveals the rise of indie and mobile appeared first on Edge Online.
via Edge Online http://www.edge-online.com/news/state-of-the-industry-research-reveals-the-rise-of-indie-and-mobile/
Wednesday, February 27, 2013
News::Crysis 3 Review The Hunt is On I TheKoalition
via N4G: pc news feed http://n4g.com/news/1182996/crysis-3-review-the-hunt-is-on-i-thekoalition
News::The Myth of the Open Platform
via N4G: pc news feed http://n4g.com/news/1182973/the-myth-of-the-open-platform
News::Why People Hate Hipster Games
via N4G: pc news feed http://n4g.com/news/1182930/why-people-hate-hipster-games
News::The Geek Link's Assassin's Creed 3 Perfectionist Walkthrough 2-5
via N4G: pc news feed http://n4g.com/news/1182471/the-geek-links-assassins-creed-3-perfectionist-walkthrough-2-5
News::Crysis 3 is like a bad date at an extremely fancy restaurant | GameZone
via N4G: pc news feed http://n4g.com/news/1182984/crysis-3-is-like-a-bad-date-at-an-extremely-fancy-restaurant-gamezone
News::Do Games Make You Stupid?
via N4G: pc news feed http://n4g.com/news/1182956/do-games-make-you-stupid
News::3D patent infringement case against Nintendo now underway
Opening arguments in a patent infringement trial against Nintendo took place in U.S. District Court on Monday, as an inventor accused the gaming giant of using his glasses-free 3D technology to develop the 3DS handheld.
The inventor, Seijiro Tomita, 58, presented a prototype of his glasses-free 3D technology to seven Nintendo officials at their Kyoto headquarters in 2003. During this time, Tomita was looking for licensee partners as he awaited his patent application to process, Tomita's attorney, Joe Diamante told jurors. Four of the seven officials would later lend their hand to the development of the 3DS, which released March 2011.
Read more...
via destructoid http://www.destructoid.com/3d-patent-infringement-case-against-nintendo-now-underway-247157.phtml
News::Assassins Creed III - 'Washington Edition' official announced
via N4G: pc news feed http://n4g.com/news/1182919/assassins-creed-iii-washington-edition-official-announced
News::Assassins Creed IV: Black Flag Map Analysis
via N4G: pc news feed http://n4g.com/news/1182916/assassins-creed-iv-black-flag-map-analysis
News::Aliens: Colonial Marines Review | GameStyle
via N4G: pc news feed http://n4g.com/news/1182862/aliens-colonial-marines-review-gamestyle
News::Ubisoft's CEO Confirms That PC Is The Lead Platform For Watch Dogs
via N4G: pc news feed http://n4g.com/news/1182905/ubisofts-ceo-confirms-that-pc-is-the-lead-platform-for-watch-dogs
News::ShootMania Storm and TrackMania 2 available on Steam
via N4G: pc news feed http://n4g.com/news/1182910/shootmania-storm-and-trackmania-2-available-on-steam
News::Guild Wars 2 Paid PvP Removed
via N4G: pc news feed http://n4g.com/news/1182529/guild-wars-2-paid-pvp-removed
News::Deep Silver reveal more Sacred Citadel
via N4G: pc news feed http://n4g.com/news/1182749/deep-silver-reveal-more-sacred-citadel
News::MLG CEO Sundance DiGiovanni Talks Offensive Combat And Rise Of Free-To-Play Games
via N4G: pc news feed http://n4g.com/news/1182894/mlg-ceo-sundance-digiovanni-talks-offensive-combat-and-rise-of-free-to-play-games
News::A Valley Without Wind 2 Review | ProvenGamer
via N4G: pc news feed http://n4g.com/news/1182792/a-valley-without-wind-2-review-provengamer
News::Dead Space's Isaac Clarke joining PlayStation All-Stars
IGN sat down with PlayStation's Seth Killian where he revealed the next downloadable content for PlayStation All-Stars Battle Royale . Dead Space's Isaac Clarke and God of War's Zeus will both be joining the fight. Plus, a new stage will be added that's a cross between MediEvil and The Unfinished Swan.
Pricing has yet to be announced, but the new add-on stuff will be out on March 19. You can watch the video here to see Seth detail what makes the new fighters unique.
Isaac, Zeus and The Unfinished Swan Join PlayStation All-Stars [IGN]
via destructoid http://www.destructoid.com/dead-space-s-isaac-clarke-joining-playstation-all-stars-247158.phtml
News::KRUNCH Review | Parable Games
via N4G: pc news feed http://n4g.com/news/1182233/krunch-review-parable-games
News::Runner 2: Future Legend of Rhythm Alien Review | Gamer Limit
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News::EA is afraid of you
via N4G: pc news feed http://n4g.com/news/1182822/ea-is-afraid-of-you
News::Crysis 3 review | Thunderbolt
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News::3djuegos- Impire Review
via N4G: pc news feed http://n4g.com/news/1182712/3djuegos-impire-review
News::Review: Party of Sin (Pixel Judge)
via N4G: pc news feed http://n4g.com/news/1182567/review-party-of-sin-pixel-judge
News::QuakeCon 2013 dated
via N4G: pc news feed http://n4g.com/news/1182163/quakecon-2013-dated
News::Tomb Raider | GQ Review
via N4G: pc news feed http://n4g.com/news/1182543/tomb-raider-gq-review
News::Review: Special Forces: Team X (darkzero)
via N4G: pc news feed http://n4g.com/news/1182830/review-special-forces-team-x-darkzero
News::Sacra Terra: Kiss of Death Review | Casual Game Guides
via N4G: pc news feed http://n4g.com/news/1182802/sacra-terra-kiss-of-death-review-casual-game-guides
News::Mass Effect meets Arkham in Mars War Logs
I completely forgot Mars War Logs was a thing, but this new combat trailer has appeared to remind us that it exists. Combat looks very reminiscent of Arkham City and Asylum (or should I say Assassin's Creed, which came first and had a similar system), which is easily a good thing.
The video also shows off some of the game's RPG elements and ability customization in addition to a general overview of the game. This one could go either way, but Spider Studios, a relatively unknown developer, has been doing decent work as of late.
Who knows? This could be their first big hit.
via destructoid http://www.destructoid.com/mass-effect-meets-arkham-in-mars-war-logs-247146.phtml
News::Aliens: Colonial Marines - Review | G4MERS
via N4G: pc news feed http://n4g.com/news/1182267/aliens-colonial-marines-review-g4mers
News::Remember Me release date set
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News::StarCraft II: Heart of the Swarm global launch party details announced
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News::Watch Dogs preview | Gamereactor UK
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News::Bridget's Top Ten Most Anticipated Games
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News::Digibytes - Mods on Monday: Arma II, Wasteland
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News::The Cave Review by The Black Panel
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News::From 1992 To 2012: Graphic evolution of First Person Shooters
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News::Neocrisis: Crysis 3 Review
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News::Crysis 3 Review | New Gamer Nation
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News::Brutal Legend Is Now Available On Steam
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News::The making of PlayStation 4
Sony revealed the PS4 controller, its spec and some of its network capabilities at PlayStation Meeting last week. We sat down with Sony Worldwide Studios senior vice president Michael Denny after the event to gain further insight into the philosophy driving the creation of Sony’s fourth PlayStation and how developers fit into its vision for the platform.
Why reveal PS4 now?
I think there’s been a lot of speculation out there about when nextgen is coming. It just felt right. We wanted to do the announcement in stages, as it were, throughout the year leading up to launch, and this event was very much about just introducing people to the concept of PlayStation 4, the philosophy behind it, why make the choices of architecture we did, why we wanted to get the world’s development talent on board, and why we wanted to place gamers very much at the heart of what we’re doing. I know there’s lots of questions that come from people in terms of other areas and business models, but, for us, that’s later in the year.
Can you explain the thinking behind the new controller?
Obviously the game interface is a crucial part of any gaming system, and so, the starting point is what can we improve on the current DualShock 3. So the sticks and the trigger buttons have been tightened for more control, there’s less latency. The control’s rumble has been improved, the Sixaxis has been improved on it, and then there are the extra features on it as well. So, there’s the Share button, the light bar, and the touchpad.
When we started this process, we got development teams in early and, as you can imagine, there’s every feature in the world that’s on the smorgasbord for us to choose from, and it really depends on developers’ feelings for what they can do with the different interfaces.
So, there are many prototypes that haven’t been announced and [we] aren’t here to announce, but, for example, you understand how a touchscreen works on a lot of mobile devices and mobile gaming. Translate those to some games in terms of some grab moves, perhaps, some pinch moves, some melee moves, but also in terms of going to more of the GUI and perhaps an inventory system just off button. So there’s lots of ways of playing with it and in [the] prototype stage, the feeling was for most developers that they could use that to good effect. Wait and see, get your hands on the demos as they come out.
Is the hardware more cost-effective than, say, the PS3 was on launch because it mainly consists of standardised PC components? We’re aware that the CPU and GPU are also on one chip.
I think that’s a fairly good assumption, but the reason for choosing the architecture we did was first and foremost informed by what the game development community wanted, to produce a system for ease of development and richness of development. For example, clearly decisions like having 8GB of on-board high-speed system memory is a fantastic win for the ease of development, but [also] the richness of the content they can produce.
That 8GB, how was that decision reached? There were rumours of it being only four, and it’s more expensive than DDR3 obviously. How was the cost-effectiveness balanced with what developers wanted?
Those are exactly the sort of choices you’re presented with, and you make those decisions. As Mark [Cerny, lead on PS4 hardware] was explaining, it was absolutely vital to us as we’re putting the gamer at the heart of this new system as our clear focus, that we wanted the best content possible on there. So that legislates, that leads to the decisions, informed by all our great development teams and third party partners as well, as to what the best choices should be. Of course there [are] implications of all those choices, but absolutely that’s the right decision for PlayStation 4 for the system we want to devise.
The post The making of PlayStation 4 appeared first on Edge Online.
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News::Aliens: Colonial Marines Review Absolutely Disgusting [Gamesta]
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News::Special Forces Team X Review Laserlemming.com
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News::Screens and Information for the Second Ravaged DLC Pack
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News::ZTGD | Crysis 3 (PC) Review
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News::Sniper: Ghost Warrior 2 penned by big movie writers
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News::Tomb Raider Review - spong
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News::Wargame: European Escalation - Out now on Linux
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News::Guns of Icarus Online OST: Epic as the Gameplay
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News::The 10 Best Video Game Remakes
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News::Top 18 Upcoming Videos Games in 2013 for PC
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Tuesday, February 26, 2013
News::Why We Cant Wait For Watch Dogs
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News::Aliens: Colonial Marines Infamous Demo Was Running In Real-Time On A High-End PC
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News::First screenshot of 'Assassin's Creed IV: Black Flag' surfaces
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News::Neocrisis: Aliens: Colonial Marines Review
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News::Walking Dead season 2 confirmed
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News::Assassin's Creed IV Is All About Pirates, According To This Poster
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News::Ten Games That Deserve Sequels
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News::Why I No Longer Play World of Warcraft
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News::Final Fantasy XIV: A Realm Reborn Interview with Producer/Director Naoki Yoshida [RPG Site]
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News::Rhianna Pratchett speaks about how Lara Croft looks like a young lady who dressed herself
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News::No license? No problem! LEGO City: Undercover preview
The LEGO videogame series has been around for some time, with its most popular incarnations definitely being the most recent licensed titles. Much like an artist that has been making music for more than five years, a series has to change, in sometimes unexpected ways, to avoid irrelevance while retaining the heart of what makes it great.
Coming off of LEGO Batman 2, the series' first foray into an open world, LEGO City: Undercover definitely runs with the idea to good effect. How good? Well that remains to be seen come launch, but so far, damn good.
LEGO City: Undercover (Wii U)
Developer: TT Fusion
Publisher: Nintendo
Release: March 18, 2013
A departure from the LEGO franchise in more ways than one, LEGO City: Undercover is a fully voiced, original story. As you can imagine this is quite the undertaking for a studio that has made its name on telling stories with only grunts and moans.
"Since this is an original story, it's really impossible to tell it with only grunts and people pointing at stuff," says executive producer Loz Doyle. "At least with something like Star Wars, most people already know the story, so it makes it easy for them to know what's going on." With this new direction, then, comes the challenge of getting a script in order. "When people pitched to get the job, it was important for us to make sure that it would be funny, which is quite difficult to tell in a simple pitch. So we didn't get anyone."
After going through an agency to try and find a writer, the team at TT Fusion instead tapped into some unknown resources. As it happens, one of their designers, Graham Goring, does stand-up comedy in his spare time. "It's actually quite unusual," says Doyle, "as you would normally have a whole team writing a game this size, but Graham jumped at the opportunity."
The important bit is that is seems to be paying off. LEGO City's writing carries a Saturday morning cartoon vibe to it, both light and accessible as well as entertaining. Anyone that knows me can tell you that my tastes in comedy tend to lean on the more fowl end, and even I found myself chuckling throughout my playthrough. There's really no denying that LEGO City's script carries real charm.
However, the biggest series change has to be the open world. As you can imagine, it is quite the undertaking for a team accustomed to building more structured experiences. Starting with the technical challenges -- "there's just so many," says Doyle -- "The geography, finding out how they all interact together, as well as building a road map on top of that to link all the different city and forest environments together."
Though the structure of the world has changed, the core of the LEGO franchise looks to have handled the adjustment. During my roughly two hours with the game, the bulk of my time was still spent solving puzzles, platforming, breaking and building tools, all while using different outfits and their abilities to assist.
The latter especially can lead to some Metroidvania-type moments. During Act 3, which takes place in part on a farm, I gained access to the farmer's outfit. allowing me to grow scalable vines wherever there was a plant pot. Once back in town, the farmer outfit becomes a great boon to exploring previously out-of-reach areas.
Of course, LEGO City would be remiss to not use its outfits in the side activities. For the fireman, there's about 25 barbeque fires to put out as well as kittens to save. For the robber, there's missions where you break into ATM machines and try to get away, as well as cars to steal that have you outrunning cops to get the car back in one piece.
These actives are further supplemented by your standard-issue collectibles such as red bricks, which act as cheat codes, and build sites where you can construct ramps and jumps. LEGO City is a pretty big place, and there's a lot to do.
Since this is a Wii U title, you can expect the GamePad to come into play, though not in any spectacular way. It's essentially the same GamePad-as-a-pause-menu interface we have seen from many games before. That said, it is quite handy to be able to set waypoints by simply taping on the mini-map display.
These gripes aside, there's good reasons to be excited for LEGO City: Undercover. Whether you're a fan or just looking for something else to play on you Wii U, you really should look to see how this one turns out.
via destructoid http://www.destructoid.com/no-license-no-problem-lego-city-undercover-preview-246117.phtml