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10 September 2012

Amnesia: The Dark Descent Sales Pass One Million

Frictional Games revealed today that nearly 1.4 million people have purchased Amnesia: The Dark Descent. According to a blog post from the developer, 710,000 copies of the game were sold directly, as well as sales from inclusions in the Humble Indie Bundle and Steam’s Potato Sack Reunion. Overall, the sales add up to 1,360,000 units in all.

“Despite that huge number of sales, what I think is more interesting is how good the monthly sales still are,” Frictional noted. “Not counting any discounts, the monthly full price sales lie at over 10,000 units. This means that less than every 5th minute someone in the world is buying a copy of Amnesia.”

Frictional also hinted at its next project, which is currently targeted for a 2014 release. “At Frictional Games our main concern is our new super secret project. We do not want to say much about this project yet, but we can disclose that it will be horror and that it will be first person,” the post reads. “One of the things I was most disappointed with in Amnesia was that it never really managed to deliver any deeper themes, but was more like a shallow fright-fest. For the new project we want to change that and really try and bring a certain theme to the front. Our hope is that this will create a very special experience, creating horror in a much more disturbing way.”

Frictional notes that “the game's current status is that we have pretty much all tech working, and have started to playtest the first parts. Still, a lot is up in the air and the current design is bound to change.”

Amnesia will continue with Amnesia: A Machine for Pigs later this year, which is in development by thechineseroom and produced by Frictional. For more on A Machine for Pigs, be sure to watch the debut trailer, and read all about Amnesia: Dark Descent in our list of the top 25 modern PC games.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

6 September 2012

How to be a freelance game journalist Kickstarter nears finish

At GamesRadar we often get letters from people who really want to get into video game journalism, but just don't know where to begin. The answer is freelance writing, and a new book is seeking funding on Kickstarter that aims to teach you how to attain the enviable profession of writing about video games in your underwear at home.

Up, Up, Down, Down, Left, Write: The Freelance Guide to Game Journalism is being written by past GamesRadar contributor Nathan Meunier, so you know it's legit. The book covers somewhat different ground from the also awesome game journalism book The Critical Path by Dan Amrich, as UUDDLW:TFGTGJ aims to guide you on your path to becoming a freelance game journalist. 

Freelancers are non-staff writers who contribute to publications like GamesRadar when there's too much for the staff to handle (or if the freelancer has an awesome idea that the publication is willing to pay for.) And they pay them to do it! Suckers. Learn how to force GamesRadar to pay you money at the official Kickstarter page. 


Source : gamesradar[dot]com

31 Agustus 2012

Karl Urban IGNUK Twitter Takeover

Karl Urban, the star of the upcoming action smash Dredd 3D, doesn't do Twitter. There are people out there claiming to be him, but the Kiwi star of Lord Of The Rings, Star Trek, Chronicles of Riddick and many more, isn't on the social networking site.

All this will change though at 18:30pm BST (or 10:30am if you're PT) today on Friday August 31st as the star of Dredd 3D takes over the @IGNUK Twitter feed for 30 minutes to answer your questions!

"Stop following me!"

Karl will be taking over the 140-character reigns to answer your questions about Dredd 3D, his past and future projects, and anything else you care to quiz him about. So, if you've ever wanted to ask whether the Judge helmet is comfy, if he gets asked medical questions when playing Bones, or just his preferred crisp flavour, this is the time to do it.

To submit a question for Karl simply tweet it to @IGNUK using the hashtag #DREDD3D and we'll try to get as many of your questions answered as we can between 6:30pm and 7pm.

Dredd 3D is out in UK cinemas on September 7th. Get all the latest Dredd 3D info from https://www.facebook.com/dreddthemovie.


Source : feeds[dot]ign[dot]com

25 Agustus 2012

Are Corporations the Worst ‘People’ to Be Making Games?

"Corporations don't have artistic integrity; people do.”

So says Brian Fargo, the man behind Kickstarter-funded turn-based top-down RPG Wasteland 2. He argues that, free from the meddling of metrics-obsessed Powerpoint jockeys and Spreadsheet Sallys, he and his team are free to create the game they envision, not some marketing-muddied version.

It’s the rebel yell of games development in 2012, the glorious year when talent rose up and took back the streets, or at least the basements, porta-offices and co-working cafes.

Fargo should know. Since he started making games in the late 1970s, he’s seen the business from every angle. He was one of the original bedroom-developers, banging out games that made money, mostly for distant, exploitative publishing companies.

Then he created his own publishing company, Interplay, making awesome hits like Fallout, Baldur’s Gate and Descent and working with other developers. But, of course, it all went Tony Montana. The company grew too big and corporate and IPOs, money, egos, blah-blah. And so he stalked off to create that thing of ubiquity, the 21st Century entertainment start-up, grafting away once again at making games for other publishers or trying his luck with the App Store.

And then, lo and behold, Kickstarter and Steam descended like beatific angels, and with a wave of their shining fingers they unshackled the talent from Evil Corporations and allowed creators to do what they want without the interference of marketing-types.

That, at least, is the story we are happy to enjoy in this rosy glow of the revolution’s first budding. Bliss it is in that dawn to be alive, and all that.

Sort of uncomfortably, there is an argument that corporations - meaning large gatherings of able people working in concert towards a common goal - can and do create marvellous things. Although they generally do it best when someone with talent, authority and creative freedom is in charge.

Fargo understands as much. Speaking at the recent Unite Conference, as reported by GI Biz, he said, "The best creative work we're seeing is from creative people who have the power, or the financing, to control their destinies. These visionaries can be within an organization: Rockstar would not achieve the level of quality it does if Sam Houser wasn't running that place with an iron fist. He's not a corporation; he's a person."

He said, “This sort of integrity impacts on production and how a property is exploited. There are employees of these organizations that have this integrity, but they don't have the power to do anything about it.”

Fargo’s company inXile is making Wasteland 2, a game that publishers repeatedly turned down. It’s a post-apocalyptic adventure in which the player controls a group as they travel through a dangerous world. Emotionally difficult decisions are promised as well as strategic complexity. It sounds like a really interesting game, especially given the pedigree of the original, generally considered to be the spiritual parent of the Fallout series.

The firm’s Kickstarter video savages the sort of BS that creative games-makers are forced to face when seeking to gain access to large markets through bloated, risk-averse companies. Middle-managers are portrayed as clueless, sluggish, disingenuous oafs. This may reflect the absolute reality of Fargo’s recent experiences, or it may be the natural frustration of a man trying to pitch a top-down turn-based RPG to companies that make most of their money from first-person shooters, gruff action-adventures and sports games. Alas, such organizations are generally reluctant to try to sell something that offers no solid evidence of success.

Too late for them, that evidence has been produced via Kickstarter. The Wasteland 2 campaign sought $900,000 and turned in almost $3 million. Partly due to a natural enthusiasm for this new way of funding games? Perhaps, but also because people believe in Fargo’s vision, his ability to deliver. Also, they really, really want to play a new Wasteland game, even though it’s been almost 25 years since the original was released.

Fargo said, “We've been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord. We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we've taken our first screenshots. The bottom line is that, without any interruption, we're kicking ass."

The original Wasteland

We can all name dozens of games, hundreds of games, that are made by ‘corporations’. But Fargo points out that the best games are really made by individuals with strong support-networks. He named Shigeru Miyamoto, Yu Suzuki, Hideo Kojima, Ken Levine. Strong personalities are needed to push-back against the overbearing quarterly-target-obsessed, zombies-in-suits. "They can keep the craziness at bay, he said.

Writing about this project back in March for IGN, Kristan Reed noted, “I doubt I'm alone in feeling that the freedom to create the game without external influences will be a huge blessing for Fargo. Were a Wasteland remake to be backed by one of the usual suspects, you can bet that any attempt to revive the classic top-down, turn-based formula would be instantly laughed out of the room. More likely, it'd end up as a generic first person Fallout clone.”

For sure, it is marvelous that we have an alternative to absolute corporate control of gaming output. For a few years there, it was looking grim, when the only real options were games that had been vetted, stamped and stripped by teams of accountants. Now we have actual developers bringing games directly to us, without any interference from people who have never made a game, and probably rarely play them.

Will this new freedom sweep in an age of unalloyed creative awesome? Will the corporations atomize and fade before our unsympathetic gaze? Likely not. Large companies, whether they be ‘nice’ like Valve or ‘nasty’ like you-know-who, are still valuable sponsors of great games, large and small. Groups of people, working together and without an obvious creative leader, do sometimes create unexpectedly innovative games.

But it’s good that we now have a world in which something like Wasteland 2 can be realized, and made the way its creator intends, without the patronage and attending meddling of outside forces.

Thanks again to GIBiz and the Unite Conference.

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. You can contact him via Twitter or IGN.


Source : feeds[dot]ign[dot]com

24 Agustus 2012

Nintendo reportedly controls 70% of the Japanese gaming market

For the past couple years many people have been chanting the mantra that Nintendo needs to give up the hardware business and transition into a software-only business releasing games on other consoles as well as the iPhone.

However, new numbers shine a bit of a light onto why Nintendo might be a little reluctant to leave their position as a hardware manufacturer. In short: the Japanse games market may be slowly flagging, but Nintendo's killing it. In the latest sales charts from Japan, games on their consoles represented 70% of the Japanese gaming industry. Though it's unclear if those numbers included mobile and PC games.

Nintendo's New Super Mario Bros. 2 on the 3DS is leading the charge with nearly 150,000 sales during the past week, aided in no small way by the success of the 3DS which Wired notes has been at the top of the Japanese charts for quite a while now.

Nintendo's success in the West may be more up for debate, however it hardly seems like it's time for Nintendo to abandon ship and layoff their entire hardware department. They've clearly got a lot more gas left in the tank. That said, the stakes get higher and higher every time Nintendo launches a console, and the whole industry will be watching when they launch the Wii U later this year. 


Source : gamesradar[dot]com

22 Agustus 2012

Ubisoft: PC has Piracy Rate of 93-95%, F2P the Future

Ubisoft's CEO Yves Guillemot has revealed that the percentage of people who pay in free-to-play games is roughly the same as those who buy boxed games.

So high are the rates of piracy (5-7%), Ubisoft is actively looking to the F2P model as an important way of making money from the PC market going forward, especially in territories badly affected by piracy.

Tom Clancy's Ghost Recon Online is one of Ubisoft's latest titles to take advantage of this model.

"We want to develop the PC market quite a lot and F2P is really the way to do it," said Guillemot in an interview with GamesIndustry International. "The advantage of F2P is that we can get revenue from countries where we couldn't previously - places where our products were played but not bought. Now with F2P we gain revenue, which helps brands last longer.

“

Now with F2P we gain revenue, which helps brands last longer.

"It's a way to get closer to your customers, to make sure you have a revenue. On PC it's only around five to seven per cent of the players who pay for F2P, but normally on PC it's only about five to seven per cent who pay anyway, the rest is pirated. It's around a 93-95 per cent piracy rate, so it ends up at about the same percentage. The revenue we get from the people who play is more long term, so we can continue to bring content."

Ubisoft recently announced a range of F2P titles at Gamescom, including Anno Online, The Settlers Online, Silent Hunter Online, and Heroes of Might Heroes Online.

Is F2P really the future of PC gaming? Share your thoughts in the comments below.

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

21 Agustus 2012

PopCap, THQ and Funcom hit with layoffs

It's been a fairly dark day for the video game industry today as three major companies have announced layoffs affecting dozens of people. 

First it was revealed that layoffs have hit EA's PopCap casual gaming imprint with 50 employees reportedly (not official numbers yet) fired at the Seattle studio with the Dublin and Shanghai studios also being sized up for potential cuts as well. Specific numbers are not currently available. PopCap Co-founder John Vechey has posted a word about the layoffs on the PopCap website which can be viewed here.

Funcom, the developer behind The Secret World and Age of Conan also revealed layoffs today though they were not willing to reveal specifics. They have merely said that measures are being taken to reduce the operating cost of The Secret World using temporary layoffs and "other measures." Finally, THQ has also laid off about twenty people from its marketing department. 

The barrage of layoffs comes just days after OnLive was folded into a new corporation, leaving behind a huge amount of its original staff.


Source : gamesradar[dot]com

20 Agustus 2012

Sports Champions 2 release date announced

Sports Champions was one of the most criminally overlooked games of 2010. Written off as a Wii Sports clone, pack-in game, many people missed the fact that it was actually a really great experience that's still today the best exhibition of the PS Move hardware available.

So we squeal with a bit of glee whenever we get a bit of news about its sequel, Sports Champions 2. Today we got word of an official release date for the title, which we now know is coming on October 30, 2012. 

The new title will feature all original games, although a few will be very reminiscent of past titles. Bowling, tennis, and golf aren't terribly different from past games like bocce ball, ping pong, and frisbee golf for instance. You can check out a trailer for the upcoming title here.


Source : gamesradar[dot]com

The Winner of the IGN People's Choice Award is...

Guild Wars 2 has won the IGN People's Choice Award 2012 with over a quarter of votes cast being awarded to the hotly-anticipated MMO.

The PC exclusive title beat out 49 competitors in a list of games assembled by IGN editors from across the globe out of titles that were on display on the show floor in Cologne.

The winner of last year's inaugural award was DOTA 2, which is similarly only in development for PC. Despite Guild Wars 2 walking away with the top prize, a number of other titles did well enough to be commended.

FIFA 13, World of Warcraft: Mists of Pandaria, World of Warplanes and Assassin’s Creed III all won the silver award for the huge amount of support they received, while Injustice: Gods Among Us, Borderlands 2, Resident Evil 6, Planetside 2 and Tomb Raider picked up bronze.

Guild Wars 2 was originally announced almost five and a half years ago and Gamescom 2012 marks the second year that the title has appeared at the show. It's due to be released worldwide next week on August 28.


Source : feeds[dot]ign[dot]com