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الجمعة، 27 أبريل 2012

NCsoft confirms Guild Wars 2 on console

A console version of MMO Guild Wars 2 is "in the preparation stage", NCsoft has said.

Speaking in a financial conference call today, reported by Guild Wars Insider, NCsoft executives confirmed - for the first time - a console version of the exciting fantasy online game.

In response to an analyst question about console versions of its games, NCsoft replied: "When it comes to Guild Wars 2 as we have announced already, we are in the preparation stage."

We've had a listen to the call ourselves and the quote is accurate.

Just to be sure, we checked in with our friendly neighbourhood NCsoft representative, who issued us the following statement:

"Currently ArenaNet is focused on making GW2 the best PC MMO ever released."

"Currently..."

While a console version of Guild Wars 2 now seems certain, a launch alongside the PC version - due out some time this year - seems unlikely.

"Realistically speaking I don't think it would be likely that we will be launching the console version [and the PC version] together," an NCsoft executive said on the call.

The PC version's release date will depend on the results of the large scale beta test, currently scheduled for some time in March or April, NCsoft said.


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الخميس، 26 أبريل 2012

Asura's Wrath the latest victim of duff Capcom spell checker

UPDATE: We've checked our office copy and the error is indeed present. See the picture below.


ORIGINAL STORY: Following last month's Resident Evil: Revelaitons cock-up, forthcoming action title Asura's Wrath is the latest game to slip past Capcom's spell-checking department with a clunker of a typo on its sleeve.


As noted by GamesRadar, a tagline on the back of the game box reads, "Relentless action and near impossible chanllenges."


The version in question was a promotional copy so the error may not make it across to the final retail release.


That said, the game is out next week in the US so Capcom may not have enough time to make any changes.


We're checking in with the publisher now to see what's up.


The publisher offered to send any customers disgruntled by the tainted Resident Evil: Revelations box art a brand new sleeve in the mail.


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الأربعاء، 25 أبريل 2012

Why a team of ex-Sony developers left PlayStation to go indie

A studio made up of five ex-Sony developers has explained why it left the comfort of PlayStation development to go indie.

Hutch Games includes technical director Sean Turner, managing director Sean Rutland and art director Will Whitaker, all of which worked at Sony's London studio on a raft of projects, including the cancelled Eight Days, The Getaway and EyeToy.

But in June 2011 they joined forces to strike out on their own, opened a small office in Old Street, London, and started work on what would eventually become a new iOS game.

"It was a bunch of factors coming into place at the same time," Whitaker, who worked at Sony Computer Entertainment Europe as art director for over five years, replies after we ask him why.

"We had had a project cancellation as well at the same time at Sony. It was an inciting incident. It was just very exciting for us to realise we could do something on [game engine] Unity. The App Store allowing you to self-publish is a very democratizing situation. We were all motivated to take accountability for our own destiny. It was a very exciting thing to try out."

In the case of Hutch Games, there was no drama, no dramatic falling out with Sony, no acrimonious exit. Indeed Turner, who was a lead programmer at SCEE and Burnout and Need for Speed: Hot Pursuit developer Criterion, insists Sony was, as far as big game companies go, a very creative place to be.

"Sony was a really creative place," he says. "Some big studios are quite repetitive with their ideas and they can be a bit stale. Sony wasn't like that. There were some really great creative ideas coming up in there."

So what was the problem?

"Possibly it didn't happen at a fast enough pace for us," Turner says. "We would get behind an idea and you didn't have the control to continue or thrust ideas forwards as much as we'd like. So possibly that lack of control was the impeding thing, not lack of creativity."

"Console games, which cost upwards of 10 million bucks to make, these companies, like Sony and Microsoft, they can't take quite so many risks with them because there's so much money involved," Whitaker explains. "One of the things that attracted me was, let's just do something that's innovative and quick to make and we can just get on and do it and there's a lot less bureaucracy and money men behind it. It's liberating."

Rutland adds: "There's no negative experience from being at Sony, or there was no big huffy fight we went through and we decided to leave. It was just so many factors came into place. Unity, all of us being in the same headspace at the same time, ideas we had all came together at the same time."

"I've wanted to go indie for 15 years," Whitaker says with a chuckle. "It's not a rushed thing at all. It's about the planets coming into alignment. Having the project cancelled was the instigating incident. We felt we were in a position to support ourselves for enough time. We knew we were a bunch of people who worked well together. A democratic situation of being able to self-publish and tools which allow you to do it, it seemed like an excellent opportunity."

Hutch Games' first title is the Unity engine-powered iOS arcade racer Smash Cops, which launched last month.

The team settled on the idea of creating a cops and robbers arcade racer after a number of brainstorming sessions - and a burning desire to improve touch controls on mobile devices. Smash Cops' "push controls" let you use a single finger to control and steer your car. Hutch reckons this control scheme will set a new standard for all third-person games on touch devices - well, at least its press release does.

With Smash Cops out the door (more updates are promised), the team is well aware of the difference between triple-A console and iOS development.

"There's a very visceral interaction with your customers in a way none of us have experienced before," Whitaker says of launching a mobile game.

"Normally, when you work for a big publisher or a big developer, you sit away in a cave for years on end and then your game is taken away from you. You're like a surrogate mother.

"With this we developed it and then it goes out and straight away you're fielding interactions with punters. It's really visceral and it's exciting and frightening and a very energetic experience none of us have had before."

"It's very personal," Rutland says. "We get messages from customers and you really feel for them. This is another massive difference. The launch weekend, Sean went and saw his son who I don't think he had seen for weeks. I was at home. Will had to go on a family errand. On launch weekend next time we'll all be manning the computer and making sure we can respond to our players.

"On console it's different. You just don't have immediacy. It goes up at 12 o'clock at night and suddenly you've got thousands of people contacting you from Australasia, and then you've got all these Europeans saying, I can't wait till it comes out in 12 hours. That's amazing to watch."

For Turner, the surprise came from the dramatic increase in his workload. "The project I was working on when I left Sony, I was managing ten programmers," he says. "Then, suddenly, I've got to do the job all those ten people would normally do, myself. I knew what they were doing and I knew how to make games, but to actually have to do it all myself and be responsible for every line of code and actually write every line of code… it was a lot more work basically. It was quite insane, actually."

Despite the stark differences, Turner, Rutland and Whitaker all agree: their experience making console games helped when it came to the creation of Smash Cops.

"We're in a crappy office in Old Street by ourselves, using all those experiences we learnt at Sony, all the console development, all the brainstorming techniques, we used our own management techniques we used at Sony," Rutland says. "Everything came into play and it was just as hard as working in triple-A."

"We've been round the block a few times, most of us," Whitaker adds. "We've worked on Dreamcast, PlayStation 2 and older platforms, for 15 years. You see the gamut of powered machines. It does inform you how to change tack and go and work on a different platform. That was helpful.

"And how do you get the most out of low-powered devices? We looked at iOS and iPhone 4 and one of the first questions we asked was, is this like a Dreamcast? Is it more powerful? Where's our yard stick for this?"

With Smash Cops enjoying enough success to allow Hutch to continue making games as an independent developer, thoughts turn to the future, and what comes next.

While Hutch remains tight-lipped on its next game, it insists it won't ditch its triple-A roots. In fact, the team believes it will be possible to make the kind of games it used to at Sony on mobile platforms sooner rather than later, as the power of the likes of iPad and iPhone improves.

"We all love making the best quality stuff," Whitaker says. "Working on PS3 or Xbox 360 or whatever the next consoles are, we want to make triple-A whatever it is. It's not about making light experiences. It's about whatever platform allows us to do that. Hopefully the mobile platforms will increase in power. We're not going to close ourselves off from any angle because we've been there doing the most high-end stuff before. We think we're in the top end. The sands shift all the time."


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الثلاثاء، 24 أبريل 2012

Dead Island dev's Haste becomes Mad Riders

Dead Island developer Techland's download-only off-road racer Haste has been renamed Mad Riders.

It launches on PC, PlayStation Network and Xbox Live Arcade in the spring.

To coincide with the announcement, Ubisoft put out a new trailer, below.

You'll perform stunts across 45 tracks. There's a boost skill and hidden shortcuts.

Online, there are leaderboards, drop-in and out gameplay and three multiplayer modes for up to 12 players.


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الاثنين، 23 أبريل 2012

Binary Domain cinematic trailer visits the slums

Wait....this is from sega?

Colour me shocked

As for mass effect 3. I found it a bit of a let down. As I recall the normandy has cannons that can kill a reaper yet earth fleet never retro fitted their vessels...really! Then the stupid "Watch them die scene" where a reaper makes no attempt to shoot at the normandy like it's suddenly invisible?!?

I'm sorry but that alone makes me think the story has gone to hell without the original writer. I doubt if earth was even supposed to be the first place to fall either in the original story arc. It would have made more sense to have it as the last hold out.

A re-run of the Prothean story where humanitys choice is to either win or become the reapers new bitches.


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Uncharted 3 map pack trailer fires up

@PeacockDreams

Kindly fuck-off with your moralizing nonsense. They even had people pay 25? or something IN ADVANCE, so those who trusted them with their money completely and totally got stabbed in the ass with Uncharted 2's golden dagger.
And don't get smart answering that you didn't have to invest in this plan either. Fact is, ND made a commitment to bring new content and now they're giving people the shaft with useless skins and old maps in which you already invested a fortune for U2.

How many man hours do OLD maps take up again?

Granted, new maps *might* come along, but I wouldn't hold my breath. This is a 4 months old game already, publishing rubbish content first in the hope people buy it isn't really putting ND in a good light either.


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الأحد، 22 أبريل 2012

Twisted Metal film gets Crank writer/director Brian Taylor

The Twisted Metal film apparently has a writer and director: Brian Taylor.


Taylor co-wrote and co-directed both delightfully bonkers Crank films and Gamer, a futuristic movie about a convict (Gerard Butler) being virtually controlled by a teenager in a Doom-inspired game show.


Taylor also co-directed the upcoming Ghost Rider: Spirit of Vengeance film, which opens in the UK this weekend.


Sony Pictures made a seven figure pre-emptive deal for Talor, Deadline reported.


This will be Taylor's first solo project as a writer and director - he usually partners with Mark Neveldine.

Can any game-film top this?


Ghost Rider: Spirit of Vengeance producers Avi and Ari Arad will work with Taylor on Twisted Metal. Avi Arad is a big shot - he's president and CEO of Marvel Studios. And both he and Ari are down to produce the Mass Effect and Uncharted films.


Like the Twisted Metal game, the film delves into the underground vehicular death-match arena run by Calypso, an enigmatic figure promising to grant the sole survivor any wish they want.


The iconic clown-faced maniac Sweet Tooth will feature, apparently, as will Doll Face, a sprightly young lady who wears a porcelain mask and drives a huge truck.


The long awaited Twisted Metal PS3 game hit US shops yesterday, but arrives here early March. So far it's pulling in decent scores.


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