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10 September 2012

Sony ‘Working with’ Bethesda for PS3 Skyrim DLC

Sony is “working closely” with Bethesda to bring Skyrim’s downloadable content to PlayStation 3. In a recent interview, Sony vice president Adam Boyes said Sony’s development support team collaborates with all third party publishers to fix technical issues, and that includes Bethesda.

"We work with all of our partners to try and solve their problems," Boyes told Kotaku. "We have a big, broad dev support team that works closely with Bethesda, and with all of our partners, to work with them to solve that any sort of issues they have along the way. Of course, I always want everything to work always for everyone. I can't promise any kind of resolution or timeline but can say that everyone involved is trying their best to get this stuff working."

Previously, Bethesda said it was “not yet satisfied with Dawnguard’s performance on the PS3.” The publisher later suggested that the downloadable content might never hit PS3 at all, adding “this is not a problem we’re positive we can solve.”

Skyrim’s Dawnguard and Hearthfire content have technically never been announced for PlayStation 3, despite Dawnguard being available on Xbox 360 and PC and Hearthfire recently hitting Xbox Live.

Keep checking back to IGN for updates on the situation as it continues to develop.

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

Dishonored Dev: People are Tired of “the Same Thing Over and Over”

Dishonored’s executive producer Julien Roby disagrees with the sentiment recently expressed by EA Labels president Frank Gibeau that late in the console cycle is a poor time to launch new IPs.

We asked Roby for his thoughts on the matter during a hands-on with the game in Sydney late last week.

“Well, you probably have some insight on that but I think as long as the game is good, whether it’s a new IP or not, if the game is good, it gets a good review and it’s marketed properly people will want to look at it,” said Roby. “Specifically now, because it’s been a few years where we’ve only got sequels of sequels of sequels of sequels. I think people are getting tired of just playing the same thing over and over.”

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I think people are getting tired of just playing the same thing over and over.

“So I hope that they’re going to try Dishonored for the fact that it’s trying to do something a little different that those other games.”

Roby agreed that it’s perhaps telling that two of the most-talked about games of E3 and Gamescom this year were, like Dishonored, both brand new titles: Watch Dogs and Remember Me.

We asked Roby whether he felt gamers are craving something new.

“I think so,” he said. “You look at the line-up for Christmas this year and it’s like something number six, something number five, something number seven. I really think people are starving for something new. Something new in terms of universe. Something new in terms of gameplay. Something new in terms of visuals.”

The level available to playthrough, already detailed in part here, was packed with a glut of ways to complete it. The target building can be entered via several means; teleporting from a higher neighbouring building, possessing a fish and swimming underneath the cellar, or simply finding the right credentials to walk straight through the front door. The target herself, one of three similarly dressed women at a masquerade party, can be identified in a number of different ways and can be taken care of, either lethally or non-lethally, in even more. With the combinations of powers at players’ disposal, and the freedom to complete hits however one sees fit, Roby and the team hope gamers will exchange stories on how they’ve tackled the game’s missions and encourage one another to experiment and re-experiment.

“We really hope players are going to talk together and say, ‘Oh, you did it this way?’ and ‘Oh, you did it this way?’ and realise that they actually created their own little stories in terms of how they did their objectives,” said Roby. “And then they’re going to get back to it and try different things.”

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It’s a lot about experimenting... [G]o through different routes, use different powers, try different things that you didn’t try the first time.

“It’s a lot about experimenting... [G]o through different routes, use different powers, try different things that you didn’t try the first time. It’s not about running through a linear corridor.”

On the topic of multiplayer and forcing it into games that don’t require it, Roby and the Dishonored team are pleased the game is remaining a dedicated, single-player title.

“Bethesda has been very supportive of that since the beginning,” said Roby. “I mean, it doesn’t make any sense to make multiplayer if it’s just to add it on the box. As a checkbox, you know?”

“The idea was to make a great single-player experience, as we did with a lot of player choice, and if we had to lose some time making multiplayer it means we would lose focus on the single-player and spend more time on multiplayer and in the end you just get lower [quality] single-player and crappy multiplayer.”

One of the key pillars of Dishonored is emergent gameplay and the ability to combine powers with unexpected results, results that sometimes surprise even the designers. The tricky thing is balancing the ability to let players circumvent things in ways the designers may not have realised was possible and keeping the game functional.

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If the player thinks about something we want to make sure they can actually do it.

“Well, there is of course the possibility that people will be able to break the game if they really try to insist on wrecking it, but what we wanted to ensure was that the player always feels in power and that we always say yes to the player,” said Roby. “For instance, if the player thinks about something we want to make sure they can actually do it, that there are no stupid rules that prevent them from doing it. So we prefer to overpower the player a little but still let them have fun rather than trying to direct the game so much, and let the player do what they want to do.”

Luke is Games Editor at IGN AU. You can chat to him about Die Hard with a Vengeance, cars and single-player games here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

5 September 2012

Sony's Kevin Butler appears to have fallen on hard times, jumps ship to moonlight in a Nintendo Wii advert

File this one under "desperately unfortunate breaking of the fourth wall". In possibly the most fanboy-hurting way possible, Ken Butler actor Jerry Lambert - who plays Sony's fictional Vice President of anything he damn well wants in the long-running string of PlayStation ads - has smashed his own character's internal fiction by cropping up in a Mario Kart Wii themed promo campaign.

The ad in question is for a Nintendo/Bridgestone cross-promotion, which sees customers able to claim either a $70 American Express reward card or a Nintendo Wii when buying a set of offer-applicable tyres. It features Lambert as a Bridgestone scientist playing Mario Kart Wii in the name of research, and appearing to have far too good a time doing so for a staunch Sony warrior.

In a further twist of irony, Butler is soon set to appear in Sackboy form as DLC for the PS3's upcoming LittleBigPlanet Karting. Awkward.


Source : gamesradar[dot]com

Capcom President: New Strategy Ahead

Capcom's annual financial report has been released, and it contains some interesting information concerning how the company will make games going forward.

In the report, Capcom president and COO Haruhiro Tsujimoto said:

"We launch sales of popular series titles held by the Company approximately every 2.5 years. This is because the development of a single major title usually requires 3-4 years; in the event that there are few hits, it will be difficult to create a series title every year and earnings will be adversely impacted.

"For this reason, it is important either to maintain a large number of popular titles or shorten the sales cycle to ensure stable earnings. Among the multitude of major titles held by Capcom - such as Monster Hunter, Street Fighter, Resident Evil, Devil May Cry, Lost Planet, Dead Rising and many others - we will promote shortening of the sales cycle in pursuit of further earnings stabilisation and growth."

Tsujimoto went onto to describe how this increased productivity will be achieved. Firstly, Capcom will limit development teams to 100 members, with "multiple sequel titles [being] developed at the same time". The Japanese publisher will additionally strengthen its in-house development, increasing its staff by 100 graduates each year. It will also attempt to increase the number of titles released in a single year, "using a hybrid development model whereby the core portions of the project aredeveloped in-house by Capcom and the process-work is outsourced to outside development companies".

While he didn't have much to say about the next generation of home consoles, Tsujimoto did say that Capcom will be allocating around "20 per cent of development investment " into creating new products, including a "new popular next generation franchise".

So we'll get more Capcom games each year, and there will be less time between sequels for its more popular titles.

Are these announcements something to be happy about or do they inspire a creeping fear that quality standards could slip? Capcom seems to be making the right noises, reassuring fans that's its strengthening in the areas it needs to in order to execute this new strategy. But let us know your thoughts in the comments below.

Daniel is IGN's UK Staff Writer. His development cycle was roughly nine months. Follow him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

31 Agustus 2012

Torchlight 2 Gets a Release Date

Runic Games has announced that Torchlight II will release on Thursday September 20, 2012.

Company president Travis Baldree made the announcement on the official Torchlight II blog, meaning there's less than a month to go until the dungeon-crawling rival to Diablo III is available.

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The official Release Date for Torchlight II is Thursday, September 20, 2012. Three weeks away!

"I don't think there's much else I could say that would interest you right now, so - the official Release Date for Torchlight II is Thursday, September 20, 2012. Three weeks away!" he said.

"We'll announce it 'more' officially and bigger tomorrow. You know first! Thank all of you for being an awesome and patient community, we look forward to getting this into your hands!"

Developed by the same creative masterminds behind Diablo I and II, the original Torchlight released in 2009 to positive reviews, though many criticised its lack of multiplayer support. As a result, the team have pursued peer-to-peer multiplayer for Torchlight II, and they plan to carry the knowledge derived from this experience with them as they begin work on the Torchlight MMO.

Torchlight II will be available both through Steam and in retail form in September.

Luke Karmali is IGN's UK Editorial Assistant and was obsessed with Diablo III for about a week. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

23 Agustus 2012

Infinity Blade engine used to create Obama vs Romney brawler

Chair Entertainment has announced they have released a new iOS title called Vote! which pits US President Barack Obama against Republican presidential hopeful, Mitt Romney.

The most interesting part of the game is that it has been built on the Infinity Blade engine which means combat and gameplay closely resembles the fantasy sword fighting game. 

Just like Infinity Blade, the game will also have equippable items and clothing which leads to some awesome combinations. The utterly amazing screenshot below shows Obama battling with a lightsaber while Romney fights back with a grill poker and sausage. We'll treasure it always.

You can also view the introduction trailer below. 


Source : gamesradar[dot]com

15 Agustus 2012

Need for Speed: Most Wanted: Vita's Hidden Gem

“This is going to be the best racing game on Vita this year.” It’s a bold statement, but one that Alex Ward, Vice President of Criterion, doesn’t make lightly. He’s talking about the Vita version of Need for Speed: Most Wanted, which is being shown for the first time at Gamescom, and it’s no surprise he’s happy about what the development team has achieved with the game.

Incredibly, the Vita version of Need for Speed: Most Wanted is essentially the same as the PS3 and Xbox 360 games. “Everything from what we the ‘TV game’ is here on the small screen,” he announces. And when he says everything, he means it – every highway, back street, bridge and tunnel. All of the cars, the meet-ups, the challenges and the drive-through garages – they’re all in the game, and importantly they haven’t been cut down or changed to fit the Vita.

“This is pretty much the PS3 version of the game shoehorned onto Vita very tightly,” he continues. “This is a very technically ambitious thing to do - there aren’t any open-world games on Vita so far. To keep the world the same, to not make any compromises – that’s what we’ve done.”

So when you get behind the wheel of a BMW M5 in Need for Speed Vita it’ll feel exactly the same as it does on PS3. The handling is just as sharp and responsive, the drifting as perfectly pitched, which is impressive considering the differences between two machines. “On handheld the physics are very hard to get right because you’re very limited on memory but the handling is pretty much the same,” explains Ward. “We can do the same demo on Vita that we can on PS3.”

Better still, all of the detail from the home console game is carried over too, so as a race progresses your car gets scuffed and scraped, and damaged with every knock it takes. There will be races at different times of the day too, and while Criterion is still hard at work populating the city and implementing many of the features, we did see the switch from daytime to dusk, with your car’s headlights flickering into action to illuminate the tarmac ahead.

Impressively, Ward promises that all of the cars will feature in the game, and they look fantastic on Vita’s small but punchy screen. “These cars are the best cars ever to appear in a Need for Speed game,” he enthuses, “and they’re the same here as they are on PS3 and 360. To get them onto Vita like this is ******* insane.” And like its bigger brother, Vita’s recreation of the city of Fairhaven will be littered with supercars waiting to be found. Stumbled upon a Porsche 911 Carrera 4S? Simply jack it and it’s yours to keep.

Multiplayer will be fully supported, with all of the modes and challenges making the jump onto Sony’s handheld. Unfortunately cross-play isn’t going to feature – the idea of PS3 and Vita owners going head-to-head was a little too ambitious – but it will fully support Autolog. So when you race on the Vita version – or indeed any version of the game, including iPad – you’re constantly earning Speed Points that accumulate on your Autolog profile, all of which help bump you up the Most Wanted leaderboards.

Need for Speed will make use of Vita’s unique functionality too, and the touchscreen can be used to quickly access HUD information in the middle of a race. But Ward was quick to iterate that it won’t impact how the game plays, and that thankfully “you won’t be driving using the touchscreen.” Or the gyro, we hope.

Most Wanted on Vita is an ambitious project, then, but one whose ambition is more than matched by the talent of the developer behind the game. Criterion’s racing pedigree is unquestionable, and with Hot Pursuit and now Most Wanted it’s brought the Need for Speed name back to the top of its game. While some developers outsource handheld versions of big franchises to enable them to focus on the home console versions, it’s a testament to Criterion’s commitment that it kept the project to itself. “It would’ve been really easy to do Vita out of house,” says Ward. “We did that on some of our previous games. But when I saw the specs for the Vita, I knew we had to do it.”

I’m thankful they chose to do it, too.

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Alex Simmons is IGN’s UK Editor-in-Chief and cannot wait to eat up the tarmac in Fairhaven. Follow his petrol-fueled ramblings on IGN and Twitter.


Source : feeds[dot]ign[dot]com