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1 September 2012

PAX: Tim Schafer and The Making of Double Fine Adventure

Double Fine Productions has a problem. Well, more like 3.3 million of them.

Since launching arguably the most well-known and successful video game campaign in Kickstarter history, the quirky developers of beloved games like Grim Fandango, Psychonauts, and Brutal Legend, are on the hook to make Double Fine Adventure (DFA), quite possibly the most talked about adventure game in the last decade. The real trick will be making it the most played, and Double Fine briantrust Tim Schafer knows it.

Discussing the making of DFA at the Double Fine Adventure Adventure panel at PAX 2012, the President and CEO, alongside Double Fine producer Greg Rice, laid his process bare, making a hall-full of friends in the process.

That's a 834% fund rate right there, folks.

If you've ever put something off, changed your idea in the middle of a thought (because you lost it), or considered tossing out plans wholesale for fear that no one will like them, you probably have a lot in common with the self-deprecating developer. Turns out the studio didn't have everything ready to go when the seconds counted down to zero and corks popped. $3.3 million dollars funded, now it was time to make a game. That's actually when that process began - by design - explained Schafer, onstage and throughout the 25-minute showing of the Double Fine Adventure Documentary that filmakers 2 Player Productions have begun shooting for their throng of Kickstaer backers.

His process is as fascinating as it is overwhelming. Thumbing a stack of notebooks evoking John Doe's journals from Se7en, Schafer shows how his games spend their infancy slow-cooking in the deep pages of his scrawled manuscripts, alongside non-sequitur ramblings and complaints about his poor memory and girls he'd loved and lost from the sixth grade. This is not a senselessly scatter-brained man, just proof that extremely-functional attention deficit disorder pairs well with game design. Once his ideas take form, Schafer talks himself into doing what sounds like the part of the process he likes least: telling someone about the idea for the first time.

Pitching his good friend and partner in Double Fine crime, Ron Gilbert (best known for Maniac Mansion and the first two Monkey Island games), the industry vet speaks in adorable fits and starts, flush like a boy talking himself into asking a girl for a first dance. Schafer's not wanting for confidence, he wants to hear that his ideas are good, naturally. And if they're not, he wants to find better ideas. Because he cares so much, nothing matters to him more than getting it right.

And getting it right means uncertainty, and not having all the answers all at once. But he's okay with that. Walls pasted with sticky notes, "art jams" - long sessions that bring all the artists together to concept the art direction - and asking hard questions about story continuity alongside Rice; each is an inexchangeable part of a vulnerable but self-assured process. That and the pizza orgies.

Once a Double Fine game is playable, Schafer traditionally gathers a group of people to a marathon game testing and super-noshing by the slice. If the art jam is how the team finds out how the game should look, the pizza orgies are how they find out how the game should play.

By the end of their PAX panel, Rice simplifies all of this with a rosy-scheeked Cheshire aside, affirming the core "how-to" of good game making. "Look for good ideas, ignore bad ideas." Ricean megascience.

If Double Fine Adventure Adventure doesn't work out, perhaps they'll create  Pizza Orgy: The Game, one attendee offered, during a lively question and answer session as the panel wrapped.

When asked if Pizza Orgy: The Game would be a "party game" in genre by another guest, Schafer simply said, "That depends on who you invite. Sometimes its really sad."

Casey Lynch is Editor-in-Chief of IGN.com. Hear about his love for PAX , metal, and Dark Souls on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Magic the Gathering 2013 Expansion Details

If you clicked on that headline I assume you already know how awesome the Magic the Gathering: Duels of the Planeswalkers games are. You've finished the campaign and unlocked all the decks in the 2013 edition, and now you're ready for more. Well, let's get right to the details of the upcoming expansion, then.

What's new in the Magic: the Gathering -- Duels of the Planeswalker 2013 expansion?

  • Five new two-color decks
  • Ten new campaign challenges
  • Five new puzzle challenges

Okay, how much will it cost, Daemon?
$5, dear reader.

When can we play it?
This fall. Look for a simultaneous release on all platforms (360, PS3, PC, and iPad).

These are some screens of the new content:

e13-campaign-ladder-copyjpg

Ten new campaign challenges.

deck-manager-copyjpg

Five new two-color decks.

Daemon is IGN's Senior Editor and his love of Magic is probably the nerdiest thing about him. You should follow him on Twitter.


Source : feeds[dot]ign[dot]com

30 Agustus 2012

Borderlands 2 DLC discounted 25% for those who commit to four-pack

After Gearbox Software's Borderlands 2 releases on September 18 this year, four story campaign add-ons, featuring more missions, enemies, weapons, and locations, will begin trickling onto online distribution platforms at $9.99 a pop. But, those who are planning to pick up these four add-on packs are in luck. 2K Games announced today that it will be offering a Borderlands 2 Season Pass, which will get players all four upcoming campaign DLC packs at a discounted price of $29.99.

2K Games did not delve into the specifics of these add-ons. However, the publisher did say that those who purchase the Season Pass will be able to download the add-ons through the PSN, Xbox Live, or PC as soon as they become available. The Season Pass can be purchased alongside the game when it launches next month.

For more on Borderlands 2, check out our Borderlands 2 video preview or our impressions on the Borderlands 2 co-op.


Source : gamesradar[dot]com

Borderlands 2 Will Have Four Add-on Campaigns

Gearbox has announced that upcoming shooter Borderlands 2 will get four brand new add-on content campaigns following the game's launch.

Though specific details are scarce, each campaign is slated to contain several hours of gameplay with new adventures, allies, enemies and environments in each.

While each pack can be purchased individually for $9.99 (on PC/PS3) or for 800 MS points (Xbox 360), Gearbox has also revealed that it will be offering a Borderlands 2 Season Pass which will allow gamers to download each expansion as soon as it's released for no extra charge. The pass will cost 2400 MS points and $29.99 on both PS3 and PC (in the UK it will cost £19.69 on PS3 and £19.99 on PC).

All four DLC add-ons will apparently be released by June 2013. While we don't know what each one will involve, as the upcoming Mechromancer class apparently won't be covered by the Season Pass, it's a fairly safe bet that it isn't being counted as one of the four pieces of DLC.

Borderlands 2 will release on Xbox 360, PS3 and PC on September 18 in the US and September 21 in the UK.

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


Source : feeds[dot]ign[dot]com

21 Agustus 2012

No Single-Player for Command & Conquer: Generals 2 at Release

Command & Conquer: Generals 2 will apparently launch without a single-player campaign, according to developer Bioware Victory.

In an interview with PC Gamer, the company's general manager John Van Caneghem explained that “co-operative and competitive” skirmishes would be the main focus of the title initially, with other modes being added later based on community feedback.

“

We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well.

Speaking about the potential of a story campaign being one such mode, Van Caneghem said, "It is something we haven’t announced yet how we’re going to do it." He explained that one of the main benefits of the game being online was that it facilitated the easy testing of new play styles, claiming, "As a live service I think the exciting part is you can try things. You can see what the community wants, you can give it a shot, you can put it up for a weekend and see how it goes, develop towards what the fans like."

While he didn't comment on EA's decision to make the game free-to-play, he did reveal that Command & Conquer: Generals 2 will be the first in a new series of online C&C games that explore the series' history.

"We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well," he said. "Generals 2 was the first one, and it was one of the biggest sellers, as well as the fanbase has been asking for it for some time."

He rounded up the interview by explaining that Bioware Victory is keen for the upcoming RTS game to break onto the e-sports scene. To this end, alongside multiplayer deathmatch and co-operative modes, Van Caneghem claimed that, "We’re really going to run the gambit of what people enjoy in a multiplayer environment.

"I don’t think we’re making a list of the features yet, but I think you can basically make a list of the assumed ones that you’d need to be an e-sports game, and it’s definitely part of the plan," he added.

Command & Conquer: Generals 2 will release as a free-to-play title on PC sometime in 2013, but you can register your interest for the beta now.

Luke Karmali is IGN's UK Editorial Assistant and once almost died trying to build a home-made Tesla Coil. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

13 Agustus 2012

Coco Game Controller Hits Kickstarter

Apple's iOS devices have sparked a mobile gaming revolution, but let's face it: Real games need real, tactile buttons, and a new Kickstarter campaign aims to add them to four sizes of devices.

The brainchild of Milkshake Labs, the Coco Controller is a planned smartphone case to convert your mobile device into a real handheld game controller, complete with the hardware buttons gamers crave.

Unlike other gaming cases already on the market, the Coco isn't limited strictly to Apple's iOS devices - in fact, there are four sizes planned for the Coco, with support for the Samsung Galaxy S III, the iPhone 4/4S, the fourth-generation iPod touch and the forthcoming sixth-generation iPhone.

Yes, you read that right - Milkshake is allowing Kickstarter pledges to choose which case they want in November, by which time Apple will have certainly released their latest iPhone and the Coco will be ready for it!

Coco includes one multi-axis directional pad, one analog stick, four action buttons and two triggers, and best of all it requires no battery and no Bluetooth connection. An audio out jack at the bottom of the case allows users to plug in headphones or speakers, which is also the same method the case uses to draw power and device communication from. Kickstarter backers can also vote on which colors the Coco will be available before launch.

The creators of the Coco are aiming to raise $175,000 by September 12, and currently have the support of 31 mobile games, but are in "serious talks with several of the largest game studios" and plan to expand support for other titles by the time the case ships.

J.R. is a recovering independent feature film producer/director who turned a love of shiny gadgets into a steady stream of gigs writing about them for fun and profit. He can be frequently be found talking nonsense on Twitter and IGN.


Source : feeds[dot]ign[dot]com