Free survival gauntlet for Ninja Theory's Devil May Cry reboot to be released at the end of the month.
DmC: Devil May Cry's free Bloody Palace mode will be released for Xbox 360 and PlayStation 3 on February 20, Capcom has announced.
No details about a PC release were given by Capcom.
Bloody Palace, a mainstay of the series, is a survival gauntlet that throws waves of increasingly difficult enemy combinations at the player. UK developer Ninja Theory's take on the mode claims to offer over over 100 levels and five boss fights.
Despite the content being free to download, players will need to complete the game once before it can be accessed.
DmC: Devil May Cry scored a respectable 8.0 in its GameSpot review. "DmC succeeds both in its story and in its brilliant combat, and it looks the business too, despite a few minor glitches and the more colour-soaked levels looking like they've spent a little too much time in an Instagram filter," said reviewer Mark at the time.
Square Enix teases upcoming console and PC game could be set in seaside New England city famous for Witch Trials.
Murdered: Soul Suspect could be set, at least partially, in Salem, Massachusetts. A tweet from the game's official Twitter account reads "Evidence: Salem MA USA."
Inputting "salemmausa" into the game's teaser website yields an MP3 file with the sound of breaking glass and thump at the end. This matches up with last week's teaser image (below right), which showed a man lying in the street with broken pieces of glass around him.
In addition, the teaser image feature various references to seaside activities, like fishing. This also aligns with the game--or at least the scene in question--being set in Salem, Mass., as the city is set next to the Atlantic Ocean.
Salem, Mass. is most widely known as the location of the Salem Witch Trials in 1692, where those convicted of witchcraft were publicly executed.
Murdered: Soul Suspect is due out for the Xbox 360, PlayStation 3, and PC and will have players solving "possibly the hardest case of all," according to Square Enix.
No developer or release date for Murdered: Soul Suspect was provided. It is possible the game could be from Eidos Montreal or Crystal Dynamics, both of which are currently working on unannounced projects.
Industry source tells GameSpot that Sega was "very concerned" Gearbox wasn't investing enough effort into critically-panned title.
The six-year saga of Aliens: Colonial Marines is reported to have strained the relationship between headline developer Gearbox and publisher Sega over a dispute that Gearbox was focusing too heavily on its Borderlands series.
Talking to GameSpot, one industry source close to Sega said the publisher became increasingly concerned about Gearbox's commitment to the oft-delayed title.
"Sega was very concerned that the bulk of Gearbox's resources/manpower was being spent on Borderlands and that they weren't investing the effort in Colonial Marines that they should have been," said our source, "hence it being repeatedly delayed."
"Obviously, judging from the end result, that issue was never resolved," they added.
The anonymous poster, who said they couldn't speak publicly through fear of breaking NDAs but claims to have worked on the game for a year and a half, mentioned that Sega wasn't pleased about the game's delays but kept the project going and allowed Gearbox to outsource development of portions of the game.
"[Gearbox] outsourced a good portion of the game to outside companies," said the poster. "Initially, the plan was for TimeGate to take the majority of campaign, [Gearbox] would take MP, Demiurge and Nerve would handle DLC and various other focused tasks. This decision was made mostly so that most of the developers at [Gearbox] could continue working on Borderlands 2, while a small group of [level designers], coders and designers dealt with Pecan."
Pecan was allegedly Gearbox's internal codename for Aliens: Colonial Marines.
"Somehow the schedules for Pecan and Borderlands 2 managed to line up and [Gearbox] realized that there was no f**king way they could cert and ship two titles at the same time," added the poster. "Additionally, campaign (which was being developed by TimeGate) was extremely far behind, even as Pecan's Beta deadline got closer and closer. In April or May (can't remember which), Pecan was supposed to hit beta, but [Gearbox] instead came to an agreement with SEGA that they would push the release date back one more time, buying [Gearbox] around 9 mos extension."
Gearbox formally announced the delay, and that Aliens: Colonial Marines would eventually ship in 2013, on May 21 2012.
Considering that SEGA was pretty close to taking legal action against [Gearbox], asking for an extension wasn't an option "About 5 of those 9 months went to shipping BL2," added the poster, "In that time, TimeGate managed to scrap together 85% of the campaign, but once Borderlands 2 shipped and [Gearbox] turned its attention to Pecan, it became pretty apparent that what had been made was in a pretty horrid state."
"Considering that SEGA was pretty close to taking legal action against [Gearbox], asking for an extension wasn't an option, and so Pecan crash-landed through certification and shipping. Features that were planned were oversimplified, or shoved in (a good example of this are challenges, which are in an incredibly illogical order). Issues that didn't cause 100% blockers were generally ignored, with the exception of absolutely horrible problems."
"This isn't because [Gearbox] didn't care, mind you. At a certain point, they couldn't risk changing ANYTHING that might cause them to fail certification or break some other system. And so, the product you see is what you get."
How much of the game was actually made by Gearbox is still being questioned, however. Over on the TimeGate Studios forums, moderator Rossinna-Sama posted that about 50% of the campaign was made by TimeGate. "I thought TG worked on the MP component, but I was wrong. Messaged a few people in TG and found out that TG basically had a hand in everything."
"They are responsible for the weapons, the characters, some of the story, a fair amount of the aliens, and I don't mean conceptualization, they did the actual work of making said weapons and so on."
"This said, the game underwent a lot of changes so [TimeGate Studios] doesn't actually know how much of their content is left. Some had the estimate that 50% of what you see in the campaign is their work, others wanted to see for themselves and would get back to me after playing the game themselves."
Source says controller for next-gen platform is "more or less" the same shape as current DualShock, does not have rumored "Share" button.
The PlayStation 4's controller will feature a front-facing touchpad, a source has told VG247. To accommodate this new feature, the controller's Start and Select buttons have reportedly been shifted.
A previous report suggested the PS4 controller would feature a rear touchpad based on the PlayStation Vita's existing technology.
Concerning the PS4 controller's form factor, the source said it will be "more or less" the same as the current DualShock offering, though the L2 and R2 buttons have been remodelled "for the better."
As for the controller's rumored "Share" button, the source shot down this speculation, saying no such feature exists. According to an Edge report earlier this month, the "Share" button would allow users to post gameplay video and screenshots to the Internet.
A Sony representative was not immediately available to comment.
Creative director Fumito Ueda tells fans to "keep an eye out" for an official announcement from Sony on long-awaited action-adventure game.
The Last Guardian creative director Fumito Ueda has teased news may be on the way concerning the long-awaited action-adventure game. Writing on his website, the designer told fans to "keep an eye out" for new information, though he noted the timing is ultimately up to Sony.
"I should also mention that details regarding The Last Guardian's release is solely decided by Sony Computer Entertainment, not myself. Please keep an eye out for their official announcement," he said.
Ueda reiterated that he left Sony some time ago to pursue other "creative passions," noting he continues to work on The Last Guardian as its creative director in a freelance capacity.
"While it“s been a long time coming, The Last Guardian remains under my creative supervision and is still in development by an incredibly talented team," he said.
Formally announced at the 2009 Electronic Entertainment Expo, The Last Guardian tells a boy-and-his-dog tale, where the dog is a giant and feathered, yet seemingly amiable, beast. Developer Team Ico has not been forthcoming with specific plot details, but gameplay will involve the boy working with his companion to navigate a variety of environmental puzzles.
The Last Guardian has made "slow progress" for years. Sony senior vice president of product development Scott Rohde said in June the game will ship "when it is absolutely ready". He also said Sony has no deadline whatsoever for the game.
Video company partners with Red 5 Studios to bring real-time streaming to free-to-play PC MMO shooter.
Twitch today announced a partnership with Red 5 Studios that will bring real-time streaming support to free-to-play massively multiplayer online PC shooter Firefall. According to Twitch, Firefall will be the first game to feature integrated Twitch chat functionality.
Twitch vice president of marketing Matthew DiPietro said in a statement that it won't be long before video streaming services like Twitch become commonplace. “Video broadcasting will soon be a standard, expected piece of the gaming experience with innovative companies like Red 5 making it possible by pioneering the way it“s built into games.“
Firefall is a team-based, science-fiction MMO shooter set in a future Earth setting. The game was created by World of Warcraft and Tribes developers and is currently in beta. No firm release date has yet been announced.
Red 5 Studios is the latest publisher to partner with Twitch, following Sony Online Entertainment (PlanetSide 2), Electronic Arts (Origin), and Activision (Call of Duty: Black Ops II).
Microsoft extends end-date to June 2013 while it investigates "further support options."
Microsoft announced last month that Halo 2 PC multiplayer support would end February 15. That is no longer the case. 343 Industries designer David Ellis this week announced over Twitter that support for the game will be extended for at least another four months.
"Halo 2 PC support extended through June 2013 while we investigate further support options," Ellis wrote. "Now go get those achievements."
Microsoft said last month it had been monitoring the game's online population, finding that peak concurrent user levels reached only about 20 players. It is not clear if this statistic remains to be an accurate representation of the game's online userbase.
Halo 2 PC launched in May 2007, more than two and a half years after the original Xbox version was released. It was ported to the PC by internal Microsoft team Hired Gun, which has since been dissolved.
Quantic Dream boss David Cage says he has next three games in mind, though he's not sharing specifics just yet.
Quantic Dream boss David Cage is eyeing the future. The industry veteran told GamesIndustry International that he has plans for the next three games after Beyond: Two Souls, the first of which is already in development.
"I actually have probably my next three games in mind. Although I'm full speed on Beyond, I know what I'm doing after it because it's already in development," Cage said. "And I know what I'm doing after that and it probably after that. It's great because I have more ideas than I can develop."
Cage said he is constantly brainstorming new ideas for games, which "come naturally" to him. He said this constant thinking process is beneficial to the maturation and evolution of his ideas.
"It gives time to ideas really to evolve and to come to a moment where they're ready to be written," he said. "So it's not like I just finished Beyond - 'oh my God, what am I going to do with the next idea?' No, it's something that's matured for a very long time. That definitely helps a lot."
Cage did not share specifics on any of his new ideas, though it can be surmised that Quantic Dream's next body of work will not be a sequel Beyond: Two Souls. The developer has previously voiced his disdain for sequels, saying they "kill creativity."
Former Microsoft engineer blasts company for focusing to much on partnerships with "dying media companies."
Nat Brown, a Microsoft engineer who helped start the Xbox project and claims to have named the device, has severely criticised the company's direction said the last five years of Xbox 360 have been "painful to watch."
"The past five years, and the last year in particular, have been simply painful to watch," said Brown on his blog, criticising Microsoft for allowing its focus on multimedia entertainment and partnerships with "dying media companies" to overtake its gaming roots.
"Coasting on past momentum. Failing to innovate and failing to capitalize on innovations like Kinect. Touting strategic and market success when you“re just experiencing your competitor“s stumbling failure (yes, Sony, Nintendo--you are, I“m afraid, stumbling failures). A complete lack of tactical versus strategic understanding of the long game of the living room. It culminated for me in recent coverage of interviews with Yusef Mehdi and Nancy Tellem and reports of the goals of a new LA Xbox studio to create interactive content."
Brown says a "trojan horse" push for the living room was always the goal of the Xbox, but criticises Microsoft's current strategy. "My gripe, my head-smack, is not that the broader content/entertainment business isn“t where you want to go with a living-room-connected device. It absolutely is. Indeed, this was the point of Xbox, that was why it was the Trojan horse for the living room, where we could land and be welcomed by millions of console customers with more hardware and better software and network connectivity than the non-console devices (webtv, cable set-tob-boxes) we had been pursuing."
"No, more and better content was always the point and the plan," continues Brown. "My gripe is that, as usual, Microsoft has jumped its own shark and is out stomping through the weeds planning and talking about far-flung future strategies in interactive television and original programming partnerships with big dying media companies when their core product, their home town is on fire, their soldiers, their developers, are tired and deserting, and their supply-lines are broken."
Brown sums his argument up into two points: that the lack of a "functional and growing platform ecosystem for small developers" will hurt Microsoft in the long run, and that "the device OS and almost the entire user experience outside the first two levels of the dashboard are creaky, slow, and full-of-sh*t."
"Microsoft is living in a naive dream-world," concludes Brown. "I have heard people still there arguing that the transition of the brand from hardcore gamers to casual users and tv-uses was an intentional and crafted success. It was not. It was an accident of circumstance that Microsoft is neither leveraging nor in control of."
Despite his complaints, Brown says he is still thrilled to see the continued success of the Xbox. "Almost 14 years after the painful, pointless, and idiotic internal cage-match to get it started and funded, the hard selling of a compelling and lucrative living-room product to Bill (and then Steve as he began to take over), a product that consumers would want and love and demand, I am actually still thrilled to see how far it has come, how many installed units it has, how it is crushing its original console competitors, how the brand has grown and endured, and especially how great the games have become."
Nat Brown worked at Microsoft from 1990 to 2000, leaving the company before the original Xbox shipped in 2001.
Popular engineer says it's "time for new exciting projects" as she departs from Half-Life creator Valve.
Jeri Ellsworth, a notable hardware developer on Valve's R&D team who, among other things, was prototyping controllers for the oft-rumoured Steam Box, posted on Twitter yesterday to say she had been fired.
"Yup. Got fired today. Time for new exciting projects," said Ellsworth.
"You have to be really aggressive about firing people," Newell said. "We haven't done a really good job with interns or new hires, it's kind of a sink or swim thing. People have to take it seriously, right? It's an engineering problem in the sense of you have to make decisions, you have to measure outcomes, you have to make changes as a result of it. I would have trouble working any other way now, and I think most of the people at Valve would have trouble."
"There's something we, somewhat unkindly, call the beaten wife syndrome, where people come in from other industries and really struggle. the worst are people from the feature film industry where people are taught that anytime they show initiative somebody's going to leap out and smite them for doing that. It usually takes about six to nine months for people to internalise the working model of the company."
The art used is the same as the cover for last year's Mass Effect 3, suggesting the board game adaptation will revolve around Shepard's last adventure. And the 'Galaxy at War' tagline is clearly visible on the box, too--Mass Effect 3's galaxy-wide resource management and conquest system would likely make a solid base for Risk's territorial objectives.
Hasbro is no stranger to video game adaptations of Risk, and has previously themed its iconic game around Metal Gear Solid, StarCraft and Halo.
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