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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
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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
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News::Spend Lots of Money on NFS DLC
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News::Top 5 Reasons to be Excited for Tomb Raider
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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
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News::(WGB) Assassins Creed 3: The Tyranny of King Washington Episode 1- The Infamy Review
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News::Dead Space 3 Review at CalmDownTom
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News::Star Trek: The Video Game Preview | TheGamersHub
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News::Razer Edge Gaming Tablet Worth it or Wasteful?
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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
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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.
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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
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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/