Thursday, August 1, 2013

News::Instances of Pantheon Legend from Gamebox unveiled!

Pantheon Legend is an upcoming card RPG from Gamebox that will be available on both web browser and IOS. Besides the collection and changing of cards, upgrading, evolution and other RPG elements, various interesting instances have also been creatively designed for players to challenge. Instances in Pantheon Legend have many levels. They are vital for the gaming progress, character upgrading and card collection.



via N4G: pc news feed http://n4g.com/news/1323686/instances-of-pantheon-legend-from-gamebox-unveiled

News::PCGamer- Total War: Rome 2 Preview

PCG:In 61 BC, Julius Caesar levied Legio X Equestris, a legion of several thousand fighting men who fought with distinction in his campaign against Gaul. They were disbanded in 45 BC, shortly before Caesars assassination. In the ensuing civil war, the 10th Legion was raised again and fought for Lepidus, Marc Antony, and finally Emperor Augustus.



via N4G: pc news feed http://n4g.com/news/1323637/pcgamer-total-war-rome-2-preview

News::Rise of the Triad review - This is what shooters these days need to be like | Madnight GamesTech

Matt takes a look at the reboot for the 1993 classic Rise of the Triad. A game which is certainly worthy of its title.



via N4G: pc news feed http://n4g.com/news/1323643/rise-of-the-triad-review-this-is-what-shooters-these-days-need-to-be-like-madnight-gamestech

News::Eden Games is back

Eden games will soon restart!



via N4G: pc news feed http://n4g.com/news/1323523/eden-games-is-back

News::Dropchord Review | STP

Dropchord is interesting, fun, and has some great beats to enjoy.



via N4G: pc news feed http://n4g.com/news/1323681/dropchord-review-stp

News::Wii U should expect 20-30 new indie games by the holidays

Early this year, Nintendo hopped aboard the train to Indiesville, coaxing all sorts of positive assessments of the company's and the Wii U's future. Those investments, of course, are long term. Now that Nintendo has dropped various barriers to indie publishing, save for in Japan, oddly enough, it has to wait for the content to drop while Wii U sales hit dramatic lows.


Fun fact: Bioshock Infinite has sold more copies than Wii U has shipped consoles. Not a barometer for anything, just fun with numbers.


Games might just start flowing in, however, according to Nintendo's Business Development Manager and general indie guy Dan Adelman. Speaking to Joystiq, Adelman said of the indie space, "We underestimated how much demand was out there, so we're trying to catch up a little bit." 'Catch up a bit' it seems the Wii U's indie eShop presence is doing. Apparently 20-30 new indie games are expected to hit the Wii U eShop by the holidays.


Good news for the console, though it perhaps could've used some of those games earlier on, as now its bigger name retail releases are dropping, like Pikmin 3 and everything else in the fall lineup, like Wonderful 101 and Rayman Legends .Will a deluge of indie games sell you on the platform? Are you even going to pick any of them up amidst another saturated fall and holiday release window?


Nintendo's indie guy on opening the gates for developers [Joystiq]


Wii U should expect 20-30 new indie games by the holidays screenshot






via destructoid http://www.destructoid.com/wii-u-should-expect-20-30-new-indie-games-by-the-holidays-259148.phtml

News::Platinum is chronicling Wonderful 101 through their blog

Platinum Games is one of my favorite developers in the industry. Not only do they have an amazing eye for striking visual designs, but they also craft some of the deepest, technical action games of this generation -- in fact, they're one of the only technical action developers left.


So if you're anything like me, you're insanely excited for the upcoming release of Wonderful 101 on the Wii U, and Platinum is helping to ease the wait with some insightful blogs on the game on their official site. You can view the first entry here, and you'll find the Wonderful 101 tag here, for all possible future entries.


Wonderful 101 Blog [Platinum Blog]


Platinum is chronicling Wonderful 101 through their blog screenshot






via destructoid http://www.destructoid.com/platinum-is-chronicling-wonderful-101-through-their-blog-259154.phtml

News::Total War: Rome II - Setting the Stage for World Domination

GS:Al Bickham of Creative Assembly joins Maxwell McGee to show off the Prologue of Total War: Rome II.



via N4G: pc news feed http://n4g.com/news/1323620/total-war-rome-ii-setting-the-stage-for-world-domination

News::Paul McCartneys videogame Destiny Bungies Martin ODonnell on working with a music legend

I never in a million years thought Id be able to just call him Paul begins Martin ODonnell, explaining his collaboration with the legendary Paul McCartney on Bungies Destiny. But ODonnell himself should be no stranger to the concept of celebrity by now, having scored each of Bungies Halo titles to universal acclaim.



via N4G: pc news feed http://n4g.com/news/1323670/paul-mccartneys-videogame-destiny-bungies-martin-odonnell-on-working-with-a-music-legend

News::Kotaku - It's Thugs vs. Thugs vs. Batman In Arkham Origins 3-Team Multiplayer

Kotaku - If you told me they were making multiplayer for a Batman game, I'd tell you that I want to play as Batman himself. I'd want to take down thugs controlled by other players, and I'd want to do it in the most Batman way possible. And what do you know, that's just what the upcoming Batman: Arkham Origins multiplayer will let me do.



via N4G: pc news feed http://n4g.com/news/1323677/kotaku-its-thugs-vs-thugs-vs-batman-in-arkham-origins-3-team-multiplayer

News::Angels Everywhere: Scarlet Blade Enchanting Screenshots

MMOsite: Everyone wants to see an angel. Better yet, why not be an Angel?! Scarlet Blade held an forum event inspiring players to dress their characters up like an angel and take a screenshot. Here we collect some of the enchanting screenshots from the Angelic Weekend. Enjoy!



via N4G: pc news feed http://n4g.com/news/1323498/angels-everywhere-scarlet-blade-enchanting-screenshots

News::Experiencing the first few hours of Total War: Rome II - TheSixthAxis

"It has been almost a decade since CA first visited the Roman Empire, and it certainly feels like now is the right time to go back. So much of the series has changed and evolved in that time, that it lets them give a fresh spin on proceedings, update game mechanics, and broaden the scope significantly. Its not just a bigger game than Rome, though, its CAs biggest game to date."



via N4G: pc news feed http://n4g.com/news/1323639/experiencing-the-first-few-hours-of-total-war-rome-ii-thesixthaxis

News::Diehard GameFAN: Shadowrun Returns Review

DHGF: Shadowrun Returns is one of the best games of the year. It manages to hold true to mood, theme, mechanics and character building of the tabletop game and is simply a joy to play. Is it a perfect conversion of the tabletop game? No, but Shadowrun is far more about the stories being told about the Sixth World than following the mechanics to a T. There are fifth editions and countless house rules for the game after all. While there are things about Shadowrun Returns that I could see people nitpick or quibble about like better graphics, some voice acting or gamers that prefer action or turn based RPGs over SRPGs, I personally love the game as it is and there are enough staffers here at Diehard GameFAN seriously considering this game for our 2013 GOTY that it will be interesting to see which version of Shadowrun earns the most awards this year the tabletop or the electronic.



via N4G: pc news feed http://n4g.com/news/1323608/diehard-gamefan-shadowrun-returns-review

News::There's Already BioShock Infinite DLC Cosplay

Kotaku - Well, that was fast. BioShock Infinite's new DLC was only announced yesterday, but already superstar cosplayer Anna Ormeli has cooked up a neat outfit based on Elizabeth's appearance in the new content.



via N4G: pc news feed http://n4g.com/news/1323671/theres-already-bioshock-infinite-dlc-cosplay

News::Guacamelee! El Diablos Domain DLC | Daily Joypad

Last month, Guacamelee! received its first add-on in the form of the Costume Pack. It was dirt cheap and had a couple of vaguely amusing outfits, but in our review we said that it wasnt exactly essential due to the fact it had no new content as far as new areas go. Well thankfully the second pack, El Diablos Domain, is much more substantial, adding seventeen challenge levels plus three new unlockable costumes to the Mexican-flavoured brawler.



via N4G: pc news feed http://n4g.com/news/1323672/guacamelee-el-diablos-domain-dlc-daily-joypad

News::Fear and loyalty play a 'massive role' in Total War: Rome 2 | Polygon

Polygon: "In the heat of battle, the fear you inflict on enemies and the loyalty you inspire in allies will play a 'massive role' in The Creative Assembly's upcoming strategy game Total War: Rome 2."



via N4G: pc news feed http://n4g.com/news/1323661/fear-and-loyalty-play-a-massive-role-in-total-war-rome-2-polygon

News::Review: If My Heart Had Wings | Japanator

Japanator: I enjoyed my time with If My Heart Had Wings. Its clean interface, engaging narrative, and precocious bunch of characters were enough to keep me playing to the end, then back through again to try out a different path. It's sweet (perhaps too sweet with this edition), poignant, and memorable, and in the end that's what I look for in visual novels of this sort. It's nowhere near the caliber of Saya no Uta, but it's worth your time.



via N4G: pc news feed http://n4g.com/news/1323651/review-if-my-heart-had-wings-japanator

News::Pikmin 3 is finally here and you can download it.

News::StarCraft World Champion Beaten By 16-Year-Old Kid

News::Edge- Total War: Rome 2 Preview

Edge:Part of the fun of Total War is the freedom of heading back to a well-realised period in history and rewriting the hell out of it: having the Gauls control the entirety of Italy, for instance, or turning Britain into the northern tip of the far-reaching Carthaginian Empire. Its a slight shame, then, that we have to stick to the historical script while playing Rome IIs prologue campaign. This involved tutorial chronicles the rise of a domestic power in Italy: Rome has to quash the rival city state of Samnium before starting its campaigns throughout the rest of the globe. While the narrative shackles slightly chafe especially when were introduced to the sprawling, but boundary-encircled campaign map the prologue campaign tries to atone for this with the injection of more character drama than you can find in the game, courtesy of a Mark Strong-voiced protagonist. It also functions as a fine (though, we expect, probably not entirely reliable) history lesson while efficiently...



via N4G: pc news feed http://n4g.com/news/1323640/edge-total-war-rome-2-preview

News::Total War: Rome II Preview | IncGamers

IncGamers' Peter Parrish finds out what happens if you mix traditional Total War gameplay with a cosplaying Mark Strong.



via N4G: pc news feed http://n4g.com/news/1323646/total-war-rome-ii-preview-incgamers

News::DARK Review | CalmDownTom

DARK is a vampire stealth game, but does it suck?



via N4G: pc news feed http://n4g.com/news/1323601/dark-review-calmdowntom

News::VG247- Preview:Rage against the machine: Total War Rome 2s brutal AI

VG247:The visual spectacle of hundreds of soldiers clashing on the battlefields of Total War: Rome 2 is certainly a sight to behold.



via N4G: pc news feed http://n4g.com/news/1323623/vg247-preview-rage-against-the-machine-total-war-rome-2-s-brutal-ai

News::Hit-Reset Review: Deadpool

Hit-Reset's Danny McKeown writes... "Ultimately, there are simply too many fundamental flaws in the core mechanics and design to look past. Deadpool is a frustratingly dull, perpetually grating mess of a game that seems so valiantly unaware of how poor it is, it actually borders on insulting the player. It is painfully ironic and equally mystifying how a character whos defining characteristic is purposeful self awareness could be imprisoned within a game so seemingly oblivious to how belligerently poor it is. In another one of its awareness devoid jokes, Deadpool gleefully boasts about how many views the announcement trailer got Sadly, all this serves to do is provide a tragic guideline for estimating just how many people will be bitterly disappointed by this tepid, excitement bereft waste of everyones time."



via N4G: pc news feed http://n4g.com/news/1323605/hit-reset-review-deadpool

News::Killzone Vita’s multiplayer is poisonous and I love it


I initially scoffed towards every bit of this explanation of Killzone: Mercenary's multiplayer systems. I don't much care for multiplayer, so why should I care that offline singleplayer progress yields weapons and stats that can go towards multiplayer? Well, while I may not care, it's sort of a neat idea and could keep people playing Killzone offline, out and about, to abet their online performance.More important, however, is valor cards.


Mercenary does away with stagnant character rank systems, relying on daily "valor cards" which can be used to make fat stacks (of money). What's more, in multiplayer you compete for valor cards. I immediately viewed this system in suspicion and disdain. Wouldn't it just breed a cutthroat climate centered on a vacuous, false economy, perpetuating a Skinner box mentality of collection and constant score upkeep?


Then I saw a valor card spring forth from the corpse of a dead enemy combatant and something innate and animalistic inside of me screamed, "I want that." I am going to skin you all alive and fashion your valor cards into ornate jewelry hung about my neck until I grow hunched under the weight of my trophies.


One of the first PSP games that spoke to me was Infected and its promise of virality, of being able to defeat someone in multiplayer fisticuffs and then have your player avatar infect and haunt their single-player experience. It was a cool concept executed poorly, but I love the maliciousness to it, the insult to injury. I don't just want to kill someone in a multiplayer game. I want to take from them. Something precious. Man, I'm awful.


Killzone: Mercenary looks really good. The multiplayer is currently in closed beta. An open beta will begin at the end of August. I won't seek help, but I will keep from slithering under your beds.


Killzone VitaÂ’s multiplayer is poisonous and I love it screenshot






via destructoid http://www.destructoid.com/killzone-vita-s-multiplayer-is-poisonous-and-i-love-it-259145.phtml

News::ZTGD | Bit.Trip Fate (PC) Review

Dave Payerle writes: Up until now, my experience with the BIT.TRIP series has been limited to running through levels, dodging enemies and obstacles. BIT.TRIP FATE retains the old school look but places Commander Video in an on-rails shooter, blasting his way through hordes of enemies. The game has its fun elements, but can become repetitive quickly.



via N4G: pc news feed http://n4g.com/news/1323635/ztgd-bit-trip-fate-pc-review

News::Creative Assembly on next-gen Total War: "Never say never"

GR-UK writes: "With the impending launch of the next-gen consoles from Sony and Microsoft just around the corner, we asked CA's Al Bickham if that was something that the studio had their eye on with view to a possible future port. "I say never say never," the communications manager told us. "We're certainly not planning for Rome II. We're not planning to do any Total War games on console. What I would say is that the hardware limitations of consoles are rapidly disappearing.""



via N4G: pc news feed http://n4g.com/news/1323624/creative-assembly-on-next-gen-total-war-never-say-never

News::Exclusive Battlefield 4 multiplayer gameplay shows how the game looks in Ultra settings

Battlefield 4 multiplayer gameplay shows us how the game looks in Ultra settings



via N4G: pc news feed http://n4g.com/news/1323570/exclusive-battlefield-4-multiplayer-gameplay-shows-how-the-game-looks-in-ultra-settings

News::Rome II: Total War’s upgrades, tweaks and familiar rhythms


Part of the fun of Total War is the freedom of heading back to a well-realised period in history and rewriting the hell out of it: having the Gauls control the entirety of Italy, for instance, or turning Britain into the northern tip of the far-reaching Carthaginian Empire. It’s a slight shame, then, that we have to stick to the historical script while playing Rome II’s prologue campaign. This involved tutorial chronicles the rise of a domestic power in Italy: Rome has to quash the rival city state of Samnium before starting its campaigns throughout the rest of the globe. While the narrative shackles slightly chafe – especially when we’re introduced to the sprawling, but boundary-encircled campaign map – the prologue campaign tries to atone for this with the injection of more character drama than you can find in the game, courtesy of a Mark Strong-voiced protagonist. It also functions as a fine (though, we expect, probably not entirely reliable) history lesson while efficiently introducing some of Rome II’s more significant upgrades.


Chief among these is a much more naturalistic treatment of sightlines. You’ve always had a godlike view of the battlefield, of course – this a realtime strategy game, after all – but now you’ll find yourself less omniscient, only able to see enemy units if one of your own clusters of soldiers has a direct view of them. Anything can break a sightline – a hill, a forest, a city street – and this means that scouting and environmental awareness have become a much more crucial part of the game. In one battle, we have to move a unit to the top of a hill before we can see the gigantic Samnite army coming. In another, we use a forested ridge to hide our soldiers in a village before descending upon an undefended piece of Samnite siege equipment. This subtle, but potentially far-reaching tweak can be felt most keenly when attacking cities – battles throughout the streets are more claustrophobic and more tactical now, as you can be ambushed by the city’s defenders while also using their own buildings and walls to sneak auxilliary forces past them.


Elsewhere, however, the game plays according to the familiar rhythms of Total War. The prologue campaign ignores the delicate political intricacies of statecraft. There’s no diplomacy nor any of the internal power battles that will define the Roman factions in the main game, focusing instead on the practicalities of waging war. We learn how to train new units, for instance, a streamlined process in comparison to previous games. The unit types available for recruitment within a region hinge on the buildings and structures you’ve established in that region’s city. Once you’ve built the requisite building (stables, say, for cavalry) you can generate the new unit within the legion itself, rather than recruiting it and then marching it over to the bulk of your forces. This is part of a focus on legions as singular powerhouses, rather than smaller groups of soldiers, that will see you adding traits to armies as they gain experience, potentially allowing specfic legions to specialise in certain forms of warfare.



It’s hard to get a firm grasp of the nuances of combat during the prologue missions, stuck as we are following the tutorial’s relatively strict instruction, but the overall impression is of, well, Total War. Since the first Rome, Creative Assembly has been iterating upon such a solid foundation in its combat mechanics that tweaks and new additions (which in Rome II’s case include improved simulation of weight and impact as well as combined naval and land battles) can’t help but feel iterative. And since we’re engaging in semi-scripted warfare – placing cavalry where we’re told, achieving specific objectives – it’s also impossible to judge the extent to which Creative Assembly has improved its traditional limiting factor: underperforming AI.


Beyond the teasing boundaries of the prologue campaign lies a world map rich in variety – the perfect contrast to Shogun 2′s relative cultural uniformity. There’s something ideal about this period of history for Total War – the cultures of the time were distinct enough in tactics and technology the period feels prebuilt (with a few balancing tweaks) for a strategy game. Rome II’s factions can be subdivided into three groups: the Greco-Roman factions, the Eastern ones, and the Barbarians. As well as very different unit types, the three types will play a very different campaign game. Barbarians can form confederacies with other tribes – joining forces to become a kind of giant meta-faction – whereas Greco-Roman and Eastern forces will be limited to the more traditional ally-or-subjugate options when dealing with other states.


Presentationally, Rome II provides precisely the kind of minute detail you want to find when zooming in on a campaign or battlefield map. Total War’s campaign map, which has evolved from its rudimentary origins to richly complex 4X game of its own, looks more dynamic this time around. Much of this is entirely cosmetic – birds flying over Vesuvius make only for pretty screenshot material – but some changes have more strategic impact. You can literally see cities expand, their walls encroaching upon the surrounding countryside, as you invest in them, a subtle tweak that should make it more immediately readable which cities are a faction’s most valuable holdings.


As the prologue campaign draws to a close it finally opens out, letting us formulate our own plan for wiping out the remaining Samnite cities before eventually destroying Samnium. It’s a small taste of the tactical freedom that the main game looks set to offer, though when the full game’s released we’ll probably skip a second playthrough and head straight to Total War.


The post Rome II: Total War’s upgrades, tweaks and familiar rhythms appeared first on Edge Online.






via Edge Online http://www.edge-online.com/features/rome-ii-total-wars-upgrades-tweaks-and-familiar-rhythms/

News::Project: Contingency Is A Fan-Made Halo Game, Powered By CryEngine 3 - Tech Demo Revealed

DSOGaming writes: "Halo fans, get ready for a treat. A team of talented students (or modders if you will) is currently working on a fan-made Halo project called Project: Contingency. Project: Contingency will be powered by CryEngine 3 and as the team noted, Project-Contingency is the codename of their project, meaning that the final name will be revealed at a later date."



via N4G: pc news feed http://n4g.com/news/1323612/project-contingency-is-a-fan-made-halo-game-powered-by-cryengine-3-tech-demo-revealed

News::Razer Ouroboros Gaming Mouse: Hardware Review (Gamer's Thumb)

The Razer Ouroboros is a high-perfomance, ambidextrous gaming mouse with the unfortunate setbacks of ugly design, poor ergonomics, and a whopping price tag...



via N4G: pc news feed http://n4g.com/news/1323614/razer-ouroboros-gaming-mouse-hardware-review-gamers-thumb

News::Dark Souls II Interview -"We want to bring across a sense of satisfaction"

CVG:We recently interviewed the Director of From Software Yui Tanimura on the upcoming game Dark Souls II. He discusses the differences between the original Dark Souls and his latest game, including the improvement of exploration, variation of deaths and player satisfaction.



via N4G: pc news feed http://n4g.com/news/1323602/dark-souls-ii-interview-we-want-to-bring-across-a-sense-of-satisfaction

News::Mercenary Kings Early Access Impressions: Monster Metal Slugger | Dealspwn

Dealspwn writes: "Mercenary Kings is their latest project, a Kickstarted run & gun platformer in the vein of Contra and Metal Slug... but packing the persistent crafting and exploration of Monster Hunter alongside an obscene number of infinitely-customisable guns. Now that we've put in some time with its Steam Early Access build, we can report that fans of shooting and looting with friends are in for an absolute treat. If said friends happen to be clustered around the same screen, high-fiving and punching each other with merry abandon while knocking back lukewarm beverages and cold pizza, so much the better. Mercenary Kings is a whole heap of high calibre fun, and it's not even finished yet."



via N4G: pc news feed http://n4g.com/news/1323596/mercenary-kings-early-access-impressions-monster-metal-slugger-dealspwn

News::Capcom Online Games' 13 new announcements revealed

Capcom has revealed the 13 titles they were teasing earlier.



via N4G: pc news feed http://n4g.com/news/1323550/capcom-online-games-13-new-announcements-revealed

News::Volition on why Saints Row 4 isn't next-gen

Saints Row 4 isn't launching on the next-generation consoles as Volition looks to learn from its previous mistakes.



via N4G: pc news feed http://n4g.com/news/1323604/volition-on-why-saints-row-4-isnt-next-gen

News::Total War: Rome II Preview | Gamereactor UK

GR-UK writes: "Through the earliest missions we take control of the fictional Gaius Fulvius Silanus, and with the armies under his jurisdiction we wage war against the neighbouring Samnites as we seek to establish Rome as the local superpower. The first battle is the Siege of Capua, where Silanus (voiced by Mark Strong) and his entourage arrive mid-fight. The Samnites are besieging the city, and its defenders are struggling in the face of overwhelming numbers."



via N4G: pc news feed http://n4g.com/news/1323616/total-war-rome-ii-preview-gamereactor-uk

News::eGamer Podcast 42: The Real Answer

Recorded 30 July, 2013, this is episode 42 of the eGamer Podcast. Topics discussed include The Wolverine movie, BioShock: Infinite DLC and Phil Fish. Shownotes are through the link.



via N4G: pc news feed http://n4g.com/news/1323585/egamer-podcast-42-the-real-answer

News::This Monster Hunter Frontier G PS3/Wii U trailer is great


Monster Hunter Frontier Online is already available in Japan for the PC and Xbox 360, but to celebrate the upcoming Wii U and PlayStation 3 releases, Capcom has given us a new trailer for the update titled Monster Hunter Frontier G. To be clear, the original game was released in 2007 (as an upgrade to Monster Hunter 2), and it's online-only with a monthly fee -- so don't get too excited.


The new versions will run on their own servers, but offer the "exact same content," said Director Tatsumi Kimoto. Kimoto also confirms that they're working on something special for the Wii U GamePad (or even 3DS functionality), but he can't "guarantee" anything yet.


While I'm sure this will excite some of the more hardcore Monster Hunter re-release fans, I'm just waiting for the brand new Monster Hunter 4 .


This Monster Hunter Frontier G PS3/Wii U trailer is great screenshot






via destructoid http://www.destructoid.com/this-monster-hunter-frontier-g-ps3-wii-u-trailer-is-great-259152.phtml

News::Softpedia- Rise of the Triad Review

SP:Rise of the Triad in 2013, as envisioned by the development team at Interceptor Entertainment and by publisher Apogee Software, is a rather classic take on the first-person shooter genre that keeps most of elements of the classic game from 1994 on which it is based.



via N4G: pc news feed http://n4g.com/news/1323587/softpedia-rise-of-the-triad-review

News::A New Breath Of Fire Is Coming. It's an Online Mobile Game.

News::Paul McCartney’s videogame Destiny – Bungie’s Martin O’Donnell on working with a music legend


Paul McCartney as he appears in The Beatles: Rock Band.



“I never in a million years thought I’d be able to just call him ‘Paul’” begins Martin O’Donnell, explaining his collaboration with the legendary Paul McCartney on Bungie’s Destiny. But O’Donnell himself should be no stranger to the concept of celebrity by now, having scored each of Bungie’s Halo titles to universal acclaim.


O’Donnell’s rise to industry prominence started at Mac World in 1999, when Bungie unveiled Halo for the first time. The three-minute scripted demo took people by surprise and the series, of course, went on to take the game industry by storm. Part of the bold impression made by Halo at that first showing, and a crucial element of its continued iconic status, was O’Donnell’s first audio composition. So when Bungie showed Destiny to the world at E3 this year I was slightly disappointed not to be obsessively humming a new O’Donnell theme for the rest of the month. What happened?


“I’m certainly working on it,” O’Donnell says. “It’s hard for me – and some of the guys get impatient about it, like ‘hey Marty, quick just write an iconic theme and show it to us’. But that’s not what I did with Halo. I like to write music. And now getting to work with Paul McCartney it’s just great to work on a whole bunch of music with a lot of themes. So we have this really great start on many, many pieces of music that all seem to work together well. Most of it hasn’t been heard yet. Exactly which element will rise to the top and become the iconic thing? I think that happens over time, organically. I feel like we have really iconic stuff that at some point will rise to the top and become the iconic theme. It probably hasn’t happened yet.”


O’Donnell was able to get McCartney’s interest thanks to this unique approach to scoring Destiny. “I came up with this idea of music of the spheres. I came up with eight pieces, a suite, it turned out to be 50 minutes long, we’re going to be releasing it before the game. And that’s the thing that I got Paul interested in working with us on.”


It’s a collaboration that stretches back nearly three years, when McCartney was working with the Rock Band franchise. A friend of O’Donnell’s offered to reach out to McCartney on his behalf and O’Donnell’s initial reaction was understandable: “I said ‘that’s insane, but sure, do what you want…’”



Fast-forward six months and McCartney had reached out to O’Donnell, offering to spend time with him and trying to understand game music. “Paul’s one of these guys who just never seems to want to stop developing and moving, so we had a great meeting and started collaborating. And for two years we traded music back-and-forth, met at several studios. We did this session at Abbey Road. I’m really looking forward to getting that out for people to hear because it has… it’s the 50-minute suite that tells its own story that’s within the story of the Destiny universe. It’s written by Mike Salvatori, me and Paul McCartney.”


It’s this very suite that comes up repeatedly in our conversation which O’Donnell clearly sees as holding the secret to Destiny’s soundscape. “I’m hoping there’s enough substance there that as Destiny develops into the future we can keep adapting that score,” he says, “arranging and growing new themes that are the germs of ideas right now in the suite. That’s the general plan right now. It allowed us to do a purely musical approach that can be adapted over the next number of years.”


That “purely musical” approach is down, in no small part, to McCartney’s involvement, which was initially a concern for O’Donnell: “That was one of the things we were quite worried about: would Paul even be interested in a sci-fi shooting game? But he seemed excited about it. He’s played Halo with his grandkids and was… I can’t speak for Paul, but I think he’s pretty excited that he’s stretching into an area he hasn’t stretched before.”


McCartney didn’t just bring a new paradigm to O’Donnell’s methodology; he brought some new (and old) technology: “He brought out his old tape-loop machine – he said the last time he used it was on Sgt. Pepper. So he sent me an entire session where he was playing around with all these tape-loops. We were just thrilled. That [was] the same machine that was on Revolver.”


O’Donnell evangelised the medium to McCartney, and the composer is set to continue his work when he revisits London in September for Game Music Connect, a event that aims to lift the lid on working in the game music industry.


McCartney’s influence and legacy in the music industry is unrivalled, and in O’Donnell he not only seems have a game industry collaborator but an equivalent; few composers working in games have the level of control O’Donnell has. Bungie has entrusted him with all of Destiny’s audio direction, from sound effects and those monastic chants to a game’s dialogue and final mix. Or, as O’Donnell puts it: “Whatever’s coming out of the speakers, I’m the one saying ‘yes, I like it that way’”.


The post Paul McCartney’s videogame Destiny – Bungie’s Martin O’Donnell on working with a music legend appeared first on Edge Online.






via Edge Online http://www.edge-online.com/features/paul-mccartneys-videogame-destiny/

News::New Tech Demos Revealed For Capcom's Panta Rhei Engine

A couple of days ago, some new tech demos for Capcom's Panta Rhei engine got unveiled.



via N4G: pc news feed http://n4g.com/news/1323555/new-tech-demos-revealed-for-capcoms-panta-rhei-engine

News::Why Nintendo Says it Doesn't Make Art

News::Surgeon Simulator, on Mac? You Better Believe It

News::Dragon Quest Monsters 2 coming to 3DS in Japan

Foolishly, one of the bigger reasons I wanted to pick up a 3DS was for the remake of a Gameboy Color favorite, Dragon Warrior Monsters (Dragon Quest Monsters: Terry's Wonderland in Japan). Unfortunately, Dragon Quest Monsters: Terry's Wonderland 3D came out in Japan almost a year ago now and a Western release doesn't seem to be in the slime.


Meanwhile, Dragon Quest Monsters 2: Iru and Luca’s Wonderful Mysterious Keys, a remake of what we will, for simplicity, refer to by the stateside name of Dragon Warrior Monsters 2, has been announced for 3DS. In Japan, obviously. There is a website and everything.


First Japan hoards one of the cooler 3DS models (one which would have seen me purchasing a 3DS two and a half years ago), now it continues to hoard Dragon Warrior Monster goodness. Fine. It's not like I need another lengthy time sink in my life anyway.


According to Gematsu, it "will have over 800 monsters, including new ones from Dragon Quest X, “Super G Size” monsters, and four-on-four monster battles. It will support local and internet correspondence, StreetPass, one save slot, and eight person multiplayer." Sounds fun. Uhm, I mean, it's not like I wanted you, or anything. Did you?


Dragon Quest Monsters 2 coming to 3DS in Japan screenshot






via destructoid http://www.destructoid.com/dragon-quest-monsters-2-coming-to-3ds-in-japan-259146.phtml

News::Assassin's Creed 4 Meets Parkour in Real Life

DSOGaming writes: "Back in November 2012, we informed you about an interesting parkour video that was inspired by Ubisoft's historical action-adventure open world stealth game, Assassin's Creed. Well, today YouTube's member 'devinsupertramp' shared a new parkour video, based this time on Assassin's Creed 4. In this video, Chris Romwell, who has been dressed as an assassino, shows off his impressive skills. Enjoy!"



via N4G: pc news feed http://n4g.com/news/1323545/assassins-creed-4-meets-parkour-in-real-life

News::Breath of Fire 6 announced for PC, tablet and smartphones

EG:Capcom has announced a new online instalment of its classic role-playing series Breath of Fire to be released exclusively for PC, tablets and smartphones.



via N4G: pc news feed http://n4g.com/news/1323548/breath-of-fire-6-announced-for-pc-tablet-and-smartphones

News::Free-To-Play Ridge Racer Driftopia Enters Closed Beta Today

Namco Bandai announced today that its free-to-play version of Ridge Racer, Ridge Racer Driftopia, is currently under closed beta phase.



via N4G: pc news feed http://n4g.com/news/1323552/free-to-play-ridge-racer-driftopia-enters-closed-beta-today

News::Psychonauts, Brutal Legend soundtracks now on Bandcamp


Double Fine has uploaded six game soundtracks to their Bandcamp page. They're all available for purchase, and you can stream them too.


Middle Manager of Justice soundtrack is $2.99 , Psychonauts: Original Cinematic Score is $7.99, Psychonauts: Original Soundtrack is $7.99, The Cave: Original Soundtrack is $7.99, Brutal Legend Original Soundtrack is $9.99, and the Dropchord soundtrack is $9.99.


Psychonauts, Brutal Legend soundtracks now on Bandcamp screenshot






via destructoid http://www.destructoid.com/psychonauts-brutal-legend-soundtracks-now-on-bandcamp-259132.phtml

News::Rain Would Probably Have Been Damn Hard as a Stealth Action Game