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10 September 2012

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

4 September 2012

Tekken Tag Tournament 2 Dances to a Different Tune

With Tekken Tag Tournament 2’s September console launch fast approaching, it seemed possible that game producer Katsuhiro Harada would have already emptied the contents of his closet marked ‘surprise’ and wouldn’t have much else to reveal at Gamescom 2012. Clearly, I underestimated Mr Harada, as there were many more in-depth details about its World Tekken Federation stat tracker to show off, in addition to a whole new mode called Tekken Tunes.

World Tekken Federation (which for the sake of all concerned is best not turned into an acronym) is most simply thought of as the beat ‘em-up equivalent of Call of Duty Elite and Battlefield Premium’s stat tracking services.

“World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too,” Harada explains. “The presentation style is geared towards the western market who are perhaps more used to FPS’.”

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World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too.

The online service tracks the stats of all of a player’s online battles and looks to provide not only vanity stats (such as the expected win/loss ratio for each character, favourite tag combinations and overall rank) but also more useful metrics that can be studied to help improve performance.

For example, it’s possible to find out what percentage of throw attempts made by other players are successful against you, helping to highlight whether the throw break technique should be practiced. The average time of rounds won and lost is also tracked, with a short duration for unsuccessful rounds suggesting that while you’re strong on attack your defensive strategies need work.

These areas can then either be practiced in offline mode in the Fight Lab or, as Namco Bandai is hoping, in conjunction with other players. This co-operation will happen either passively: through viewing the World Tekken Federation profiles of top players and watching replays of bouts, or more proactively: with more advanced players helping to coach new players by identifying where their game is falling down and advising which areas should be improved.

Particularly altruistic players can even buddy-up with less skilled players via the World Tekken Federation’s team structure. The creation of a team will enable the stats of each member player to be tracked and fed into an overall team rating, as well as offering a breakdown of how each member contributes to the team’s overall status. Team creation also provides access to a group forum and the opportunity to create a team name and emblem and to set goals for its members. In theory, this could lead to creation of quasi-guilds, with a couple of lead players heading up a team of lesser-skilled, up-and-coming players, each of whom has their own personal stats recorded as well as how great a contribution they are making to the progress of the team.

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It’s great for players to have the freedom to incorporate their own tracks. At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.

The ultimate goal of World Tekken Federation is to make the game more accessible by using the stats and feedback as a training aid while encouraging progression through the distribution of service-based achievements, which offer an additional carrot to those taking a lot of stick. Of course, it also provides the savants with an awful lot of stats to pore over and they may already be salivating at the notion of compiling such a comprehensive stack of numbers. However, pricing details and any potential additional perks of the service, such as early or free access to DLC, are being held back until the week of Tekken Tag Tournament 2’s launch and so it’s too early for less hardcore players to decide whether the price of admission will be worth the potential benefit that they’ll gain from it.

During the presentation, Harada also introduces the notion of Tekken Tunes. Quite simply a customisable music service, Tekken Tunes not only allows players to assign any of the in-game stage or background music tracks to whichever part of the game they wish, but also to import custom tracks from an external source to replace any of the existing music in the game. Ever wanted to bust digital heads to the soundtrack from The Sound of Music or your one, ill-advised attempt at karaoke? Well, now you can. In addition, long-term Tekken fans will be pleased to hear that music from older titles in the series will be made available via the PS Store and Marketplace to download and replace the new tracks.

“It’s great for players to have the freedom to incorporate their own tracks,” offers sound producer, Kanako Kakino, before adding with a smile, “At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.”

World Tekken Federation and Tekken Tunes bolster an already burgeoning feature list, including Fight Lab, Combot, numerous customisable options, 2 Vs 2, and 2 Vs 1, and allow Tekken Tag Tournament 2 to offer an embarrassment of riches when it launches on PS3 and 360 next month. Whether this is your first Tekken or your eighth, Harada and co are working hard to ensure that there’ll be something here to help you fight harder, better, faster and stronger.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


Source : feeds[dot]ign[dot]com

3 September 2012

PAX: Disney Epic Mickey 2 -- Be the Hero You Want to Be

Choice and consequence play major roles in Producer Warren Spector’s design for Epic Mickey 2. This was something downplayed in the original, having what Spector referred to in an interview at PAX as “choice and consequence light,” but with Epic Mickey 2 the goal is to put forward he and his studio’s design manifesto: playstyle matters.

“The key is asking players, ‘How do you succeed? What defines a hero? What makes Mickey a hero for you?,” said Spector, “and then the way this is exactly like every other game I’ve ever done is that I hope you have no idea what I think or what our QA department or design department thinks defines a hero, because the only thing that matters is what you think defines a hero.”

Indeed, during the short demo it became readily apparent the way that you will define what Mickey is to you. For instance you might come upon a point where you have two routes to get to the same place, one involving enemies and the other a rigorous platforming section. The combat route gives you a lot of options: you could wipe out the enemies with thinner, subdue them with paint, or even use your various abilities to distract them and sneak past. The platforming route could be a big challenge if you want to maintain the world, or you could maybe use your thinner to saw a tree in half and make an easier route.

It’s one thing for Epic Mickey 2 to give you multiple ways to get through the story, to play it your way, but what makes it special to Spector is that it records and responds to your previous actions -- something he should be familiar with considering he helped create the original Deus Ex games. Major choices will present themselves throughout the story, such as one moment during the demo where Mickey and Oswald had to choose to either subdue a bunch of enemies with paint or destroy them with thinner. The toons in town wanted them destroyed, but a ghost named Ian appealed to Mickey and Oswald for mercy. Destroy them and the toons in town will help you out. But Ian? Well, that'll be the last you'll hear from him (sparing the nasty enemies will net you a friend that will come back time and again). The point is to make your choices really matter, but without telling you in some sort of Karmatic system that you're doing the right thing. No matter what you'll be getting the good ending since, after all, you are Mickey Mouse, but it's the bits and pieces of the ending that'll change. Spector likens it to the ending of Star Wars: A New Hope, where Luke Skywalker appears with a number of other important characters. No matter what you'll be earning medals, but as for who will be standing on stage with you? That's for you to decide with your actions.

Choices are being monitored, even the ones that are less obvious than the obvious moral dilemmas and those involving multiple characters. Take for instance if you're the type of Mickey who constantly uses thinner to wipe out your enemies and cut out portions of the environment. In this case Epic Mickey 2 will intuitively start throwing more enemies at you because the game's trying to respond to what you are showing you like to do. Even the music starts to respond to your actions, with players who use a lot of paint and play more passively experiencing flutes and a more full soundtrack, while players who use thinner will experience a less lighthearted soundtrack with fewer instruments. The thinking is this, if you're cutting out portions of your visual landscape, why not have the soundtrack respond and present a lessened audio landscape as well? Most people won't even notice this in all likelihood, but it's an awesome bit of flavor that could make your choices stand out a bit more in Epic Mickey 2.

Another aspect of being the hero you want to be involves using your imagination in unprecedented ways. Mickey and Oswald have a number of tools at their disposal, such as an anvil you can use to smack enemies or a TV you can call down to distract them with cartoons. "It's all about you deciding how to use your tools in the context of our little simulation to accomplish things I hope the designers never even intended," said Spector, at which point his QA tester showed me how internally they use the TV and anvil combination to create an impromptu two-step platform to reach places they otherwise wouldn't. "Oh my god," Spector uttered, launching into a whole tirade about how players used explosives in Deus Ex to climb out of the game world. He isn't embarrassed by people figuring out how to break his game, he embraces it. "Stuff that's a bug for most developers is gold for Junction Point," said Spector, "People have already done things that are impossible in this game...and that's great."

"If gamers can really wrap their minds around playing a mouse for 20 hours...the kinds of choices you're making are different, and the kinds of consequences and tone are different from Deus Ex, but the gameplay? If Deus Ex fans don't see the gameplay depth in this game, then they're not paying attention," said Spector. The hope is that Epic Mickey 2 won't simply be perceived as a children's game, but a game for everyone. Something you can play as an adult and enjoy the way so many of us do with Sonic or Mario, and now on our platform of choice since, unlike the first game, it's expanding beyond the Wii market. Whether or not it succeeds in this regard we'll just have to wait and see when Epic Mickey 2 releases November 18th.

Anthony Gallegos is an Editor on IGN's PC team and doesn't believe something cute has to be only for children. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

2 September 2012

The Possession Burns Up the Box Office

Proving yet again that America loves itself some exorcism movies, producer Sam Raimi's The Possession did better than expected to win the box office crown this Labor Day weekend, dethroning The Expendables 2 after two weeks on top.

possession-01_72dpi_1335223107

Here are the weekend estimates via Rentrak:

  1. The Possession 17.7 million
  2. Lawless $9.7 million
  3. The Expendables 2 $8.8 million
  4. The Bourne Legacy $7.2 million
  5. ParaNorman $6.6 million
  6. The Odd Life of Timothy Green $6.1 million
  7. The Dark Knight Rises $5.9 million
  8. The Campaign $5.4 million
  9. 2016: Obama's America $5.1 million
  10. Hope Springs $4.7 million

The re-release of Marvel's The Avengers into 1,700 theaters earned $1.7 million, ranking it in 14th place, but it was enough to push the superhero epic across the $1.5 billion mark worldwide.

The worst news this weekend is for The Oogieloves in the Big Balloon Adventure, the kid flick featuring Toni Braxton, Christopher Lloyd, Chazz Palminteri, Cary Elwes and Jaime Pressly. The $20 million film opened in 2,160 theaters earning just $448,000 or a mere $207 per theater average, making it the new worst ever wide release opening. Yes, even worse than Creature or Delgo.

Listen to Keepin' It Reel to find out how we did with our box office predictions!


Source : feeds[dot]ign[dot]com

30 Agustus 2012

Bay Responds to Reviews of Ninja Turtles Script

It was revealed a few days ago that the screenplay for producer Michael Bay's Ninja Turtles was leaked online, resulting in an outpouring of negative reviews. Among those who read the script was TMNT co-creator Peter Laird, who had this to say:

"I think the script that I read is so fundamentally flawed, and -- more to the point -- so NOT a Teenage Mutant Ninja Turtles movie, that trying to make piecemeal changes to it in an effort to make it into something halfway decent is probably a fool's errand. In my opinion, the thing should just be tossed out, deliberately forgotten, and the process of generating a new script really a new outline, then treatment, then script -- should be started again."

On the whole, fan reactions weren't much better. However, Bay recently issued a response to this brouhaha, explaining the situation:

"The leaked script that different sites continue to comment on was written well before I, or anyone at Platinum Dunes, was involved with the project. That script saw the shredder a long time ago. This is tired, old news -- wait for the movie!"

Ill-timed "Shredder" pun aside, Latino Review also points out that the script had a 1/30/12 date, which was two years after Bay and Platinum Dune were attached the project in late May 2010. Suspicious, no?

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : feeds[dot]ign[dot]com

21 Agustus 2012

The Office Ending with Season 9

Updated with much more info from the press call:

During a conference call today, The Office's executive producer, Greg Daniels, announced that the upcoming Season 9 will be the final year for the NBC series.

Daniels said that "all questions will be answered" as The Office comes to an end, including meeting the documentary crew and finding out who's been filming the Dunder Mifflin crew all this time.

The final season of the show will bring back a lot of familiar faces, according to Daniels. We'll see Roy (David Denman) get married and David Wallace (Andy Buckley) will once again be running Dunder Mifflin. Despite having her own new show on FOX (The Mindy Project), we will see Mindy Kaling as Kelly Kapoor a couple more times.

Of course, it's hard not to wonder if one of those familiar faces might be Michael Scott. Daniels didn't have a definitive answer on whether Steve Carell might guest star, saying, "We would certainly wish for it. We're not going to put so much pressure on Steve by writing something that could only work if he returned. But it would be fantastic if he returned."

Daniels also hopes to bring back some of the show's veteran directors, including Ken Kwapis, who may get the honor of directing the final episode, a neat bookend since he also directed the pilot. Daniels also mentioned that there are some juicy roles the producers are expecting to fill with prominent guest stars and that the fact that this is the last season may lure some talents who have been hoping to work with the show for a while.

Further details on the big surprises coming this season were in short supply, though. Daniels has vowed to keep a lid on the big surprises in store this season, opting to let the audience experience it as it happens rather than reading it online. But for what it's worth, here are some of the tidbits he did share:

* We will finally find out who the Scranton Strangler is!

* Stars Rainn Wilson, Jenna Fisher and John Krasinski have all been promoted to producers this year, and have been involved in the "vision and pitch" of the story.

* Perhaps related to that, Daniels promised it will be a "big year" for Jim and Pam. "The story is not over for them," he said.

* We'll get some "crazy Dwight" stories that the writers have been wanting to do for years.

* Breaking Bad's Bryan Cranston was on the set directing an episode. Daniels said he could see him working just outside his window.

A potential spinoff, The Farm, focused on Dwight Schrute and his family, is in development. An upcoming episode of The Office will serve as a backdoor pilot for The Farm, and introduce several new characters, including Dwight's sister, played by Majandra Delfino. The new show will be produced by former Office showrunner Paul Lieberstein. Daniels is not involved in The Farm.


Source : feeds[dot]ign[dot]com

20 Agustus 2012

Final Fantasy XIV's Naoki Yoshida: "More people need to buy Vita" for a port to be worthwhile

Some slightly concerning news for PS Vita. We sat down with Final Fantasy XIV's producer and director Naoki Yoshida at Gamescom, who told us his game's engine is very scaleable so it can be dialed back to fit lower-spec hardware, which is why it works on PC and PS3. We immediately thought of the other logical low-end platform - PS Vita - and asked how feasible that would be as a platform for an MMO like FFXIV. Here's what he told us:

Naoki Yoshida (via translator): "Technically it'll probably work – you could scale it down and get it running. The problem is that in an MMO one of the most important things is the network and so, you know, if you're in a party with a lot of different people in a raid and someone's on the Vita and they have a very... you know, it's not a stable network connection then you're going to be a nuisance to your party members. So global internet networks need to be better. And then also, just more people need to buy the Vita."

GR: That's very true…

Naoki Yoshida: [Laughs]

Above: Naoki Yoshida with huge concept art at Gamescom

So that's that then. Technically possible, but it would be a weaker version thanks to internet speeds... plus it seems the existing user-base is so small, it wouldn't make it worthwhile. Clearly, that's not what Sony needs right now. The more developers who think like this, the less chance Vita has of getting a large install base. Vicious circle.


Source : gamesradar[dot]com

15 Agustus 2012

DICE: Mirror's Edge and Bad Company Are "Too Good to Kill"

While EA and DICE remain coy about Mirror's Edge 2, a sequel seems all but inevitable.

In an interview with IGN, DICE executive producer Patrick Bach continued EA's (as well as DICE's) pro-Mirror's Edge 2 messaging, staring that Mirror's Edge is a property "we love, and of course we haven't killed it, because it's too good to kill." This also applies to Battlefield: Bad Company 3.

“The Bad Company IP is still something we love," Bach continued, "and it’s very dear to me because I worked on both titles. We have no information with where we are to a sequel to Bad Company, so I can’t tell you anything about that IP." When asked about the uncertain future of the Bad Company franchise, particularly with Battlefield 3 and Battlefield 4 taking center stage for the developer's foreseeable future, Bach emphasized that DICE will "never kill something that's great."

This reinforces an earlier DICE statement: "We haven't killed Bad Company 3." We may not see it now, but it sounds like its return is also inevitable.

"And then of course," Bach continued, "we have other projects in store for you." Is DICE working on an original new game? Another sequel? "You’ll just have to wait and see."

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : feeds[dot]ign[dot]com

13 Agustus 2012

Harrison Ford in Expendables 3 Talks

With The Expendables 2 about to hit cinemas worldwide, producer Avi Lerner has been discussing a potential threequel, with some very big names apparently in talks.

Speaking to Total Film, Lerner said “We’ve approached Clint Eastwood to be one of the guys. We’ve got a character in mind for him. We’re talking to Harrison Ford. Wesley Snipes when he comes back from prison. I’ll give you one more name – we’ve got Nicolas Cage.”

And if that weren’t enough testosterone Lerner also has plans for one of the stars of the original who failed to return for part two.

“We’re going to bring Mickey Rourke back, if he won’t be too crazy. I like Mickey. And of course, all the existing stars [will return].”

Which includes the superstar likes of Sylvester Stallone, Arnold Schwarzenegger, Bruce Willis, Jason Statham and Jet Li.

So are there any other action stars you’d like to see added to the Expendables rosta?

Chris Tilly is the Entertainment Editor for IGN and is all about Rowdy Roddy Piper for Expendables 3. His idle chit-chat can be found on both Twitter and MyIGN.


Source : feeds[dot]ign[dot]com