Κυριακή 20 Απριλίου 2014

Nate Wells, Lead Artist on The Last Of Us, Has Left Naughty Dog?


Nate Wells, who was the lead artist on The Last of Us, has left Naughty Dog for Giant Sparrow where he works as an art director (according to his Twitter page). However, he hasn’t yet updated his LinkedIn profile , where it says he’s a lead artist at Naughty Dog. Considering he was recently active on Twitter, we believe we are to trust what his Twitter page says.

Before working on The Last of Us with Naughty Dog, he worked as an art director at (now former) Irrational Games. He moved from Irrational Games to Naughty Dog in 2012.

During his carrer, he worked on shipping titles such as: Thief: The Dark Project, Thief II: The Metal Age, System Shock 2 and BioShock.

http://www.worldsfactory.net/

Dragon Age: Inquisition's water is a "key" next gen feature - new details

Why would you buy Dragon Age: Inquisition for Xbox One, as opposed to your trusty old Xbox 360? Seemingly, because you'll get better water. Posting over on the BioWare blog, environment artists Andrew Farrell and Ben McGrath have said a little more about the game's technical make-up, using the Exalted Plains region as a case in point.




The area doesn't sound terribly exalted. It's a giant, swampy wilderness that was recently the site of a civil war. Stalemate now prevails thanks to an inconvenient and unexplained eruption of the living dead - doubtless, getting to the bottom of that will come high on your Inquisitorial to-do list. There are also Dalish Elves in the area, who may or may not take kindly to your presence.
"The first thing we [did] was try to portray the civil war and the impact it's having on the environment and the people of that region," Farrell told the site. "In these spaces, we try to provide opportunities for the Inquisition to come in and make its mark on the area. Then the people there rally around that."

In addition to the usual running, hacking, looting and magicking, Inquisition features a strategic meta-game whereby you establish keeps to unlock missions and opportunities in each area. This sounds a bit dry on paper, but it's actually tightly woven into the game's storyline - read my first look for more.

BioWare is particularly proud of the area's water features. "Interactive water is one of the key things we've added to next-gen," McGrath explained. "It's got realistic reflections, and also realistically ripples and splashes as you walk through it."

This is possible thanks to a process known as "displacement mapping", which (crudely summarised) makes textures look like they're 3D. "Displacement mapping adds a new level of realism to the environment," McGrath went on. "Normal maps [in previous-gen technology] brought great detail to surfaces, but displacement mapping actually pushes those details out so you can see them in the silhouette.

"The place where it's probably the most noticeable is on terrain. Pebbles, sand ripples, cobblestones, and other details all pop out from the terrain and make it far more detailed than ever before." Be sure to take a good, long look at the rocks when you visit the Exalted Plains, Xbox One owners.

Besides the warring armies and the living dead, the area is home to "halla" (horned deer), various birds and wolves (presumably the kind that carry forks and jewels in their stomachs). Head to the relatively claustrophobic Crow Fens, and you may also run into drakes, dragonlings and dragonkin.
"Get off the beaten path!" Farrell urged readers. "Just like exploring in real life, look under all the rocks, under all the bridges, and in all dark corners of the map. Take the path less-traveled and you might something interesting... or surprising."

Alternatively, burn through your main objectives and come back later - Inquisition's world is yours to explore at any point in the story. "You won't be locked out of an area. We've got a lot of space, so you definitely don't need to try and see everything on your first playthrough."




http://www.totalxbox.com/



"My dream is to make everyone love games," says Journey dev


thatgamecompany (Journey, Flower) cofounder and president Jenova Chen is upset with the idea that as people grow up they abandon video games. He dreams of a future where "everyone loves games" and they are a "respected" medium like film or music.

"Video games have always been a part of my life," Chen told Mashable in a new interview. "I always played games with my friends, but as I got older, my friends stopped playing."

"People still read novels, watched movies, listened to music. The fact most of my friends are abandoning games makes me feel sad," he added. "How can I help video games not just be for kids, and respected from people of all ages and genders? My dream is to make everyone love video games."
Chen went on to say that video games too often only cater to genres that are most appealing to a young male audience instead of tapping into categories that can appeal to wider audiences. In order for video games, as a medium, to become "healthy" and "respected," developers need to expand into new genres, Chen argued.

"Look at the genres women like: a romantic comedy game doesn't exist. Few examples of a documentary game exist," Chen said. "What is the equivalent of a real drama game? They don't exist. Emotion with that complexity for a more mature, older audience are necessary to make medium like video games healthy, so it can be highly respected like the film industry."

For Chen, video games can be so much more than a simple distraction from the struggles of your daily life. In fact, he argues that video games, when appropriately designed, can help people cope with loss or even help expand their minds.

"These games have more meaning than just pleasure, or just a moment of escape," Chen said. "There is more power in these games when you are doing it right. I think certain types of feelings can heal and change people, can make their lives better. We want to make positive change to the human psyche worldwide, even if you just think it's just entertainment."

thatgamecompany is currently working on an unannounced game that it will self-publish. A release date for this project and details about platforms are TBA.

http://www.gamespot.com/

Σάββατο 19 Απριλίου 2014

BioShock movie could be back in development

BioShock movie domain name registrations have been discovered.



After being shut down altogether several years ago, the BioShock movie may again be moving forward, as evidenced by several domain names registered last month by Sony Pictures.

The domain names, as found by Kotaku, include bioshock-movie.com, bioshock-movie.net, and bio-shock.net. All three list Sony Pictures in their registration information. Sony was never publicly involved with previous attempts to develop a BioShock film, but these registrations suggest it may now be looking to do so.

Back in 2008, Pirates of the Caribbean director Gore Verbinski was set to direct a BioShock film being financed by Universal Pictures. A year later, reports circulated that Verbinski was thinking of backing out, which he did after production was halted due to concerns regarding the budget and the R rating Verbinski wanted. 28 Weeks Later director Juan Carlos Fresnadillo was then tapped to direct, but the movie again fell apart, with BioShock creative director Ken Levine stating last year that he was responsible for ultimately axing the project.

"And so they brought another director in, and I didn't really see the match there," Levine said. "Take-Two is one of those companies that gives a lot of trust to their creative people, and so they said to me, 'If you want to kill it Ken, kill it.' And I killed it."

"Which was weird, having been a screenwriter going around begging to rewrite any script to being in a position where you're killing a movie that you worked so much on," he added. "It was saying, 'You know what? I don't need to compromise.' I had the [BioShock] world, and I didn't what to see it done in a way I didn't think was right."

Kotaku raises the possibility that Levine himself could be involved with writing a script for the movie. He is currently working on a script for the new Logan's Run movie, and he has said he would consider working on a BioShock screenplay following the completion of BioShock Infinite.

The studio Levine founded, Irrational Games--developer of the original BioShock and BioShock Infinite--was shut down in February. Levine and a select number of employees planned to start a "new venture" under the 2K Games umbrella that "focus[ed] entirely on replayable narrative." The BioShock property, meanwhile, remains in the hands of 2K.

Earlier this year, concept artist Jim Martin published concept art he had created for the BioShock movie, providing us with some sense of what had been envisioned when Universal was involved with the movie's production.

http://www.gamespot.com/

Τετάρτη 16 Απριλίου 2014

World of Warcraft's next expansion won't make you buy a new computer...probably

Blizzard says "you shouldn't be worried about any big drop in performance" as a result of the new character models and features coming to the MMO.



One of the most interesting features for the next World of Warcraft expansion, Warlords of Draenor, is that it will include dramatic character model updates for the original eight races (and the Draenei and Blood Elves), as well as various texture improvements. But ever since this was announced last year, players have wondered if the visual upgrades will make the game--known to be playable on even low-end rigs--too taxing to look good on their existing computer.

Some have asked if they'll need to buy a new computer to play Warlords of Draenor, and now Blizzard has finally responded. "That's a hard question to answer," Blizzard community manager Taepsilum said on the game's forums recently. "I'd say that you shouldn't be worried about any big drop in performance; things will most likely remain very close to what you are experiencing right now. So if you're satisfied with what you have right now, then there shouldn't be any need to change anything."

For raids specifically, Taepsilum said though more detailed character models and expanded surrounding geometry will require more processing power, the developer is also overhauling the way in which on-screen information is presented as a means to boost performance.

"We are also applying a squish to anything related to stats; this means that in certain situations, there might be some performance improvements, especially when it comes to add-ons that process combat data," Taepsilum said. "More importantly, we are reducing the amount of visual clutter that currently fills every fight where a lot of players are involved. Less sparkly stuff flying around means better video performance for everyone."

"Client performance is something we care about a lot. It doesn't matter how well-designed an encounter is: you aren't going to have fun raiding at 8 FPS," Taepsilum added. "We want everyone to be able to enjoy playing with the new models, and our dev team is working hard making sure that WoW is as resource efficient as possible in order for that to happen."

Warlords of Draenor is World of Warcraft's fifth expansion, following The Burning Crusade (2007), Wrath of the Lich King (2008), Cataclysm (2010), and Mists of Pandaria (2012). It launches later this fall and every copy includes one immediate character level boost to 90. World of Warcraft, which is now in its 10th year of continued operation as a paid game, ended 2013 with 7.8 million subscribers.

http://www.gamespot.com/

Survival horror zombie game Deadlight now free on Xbox 360

If you have an Xbox Live Gold subscription, that is.

Xbox Live Gold subscribers can now pick up a free copy of Tequila Works' 2012 survival horror zombie platformer game Deadlight on Xbox 360. It is free as part of Microsoft's Games with Gold promotion, replacing Hitman: Absolution, which was free April 1-15.

GameSpot gave Deadlight a 6.5 score upon release in 2012. Reviewer Chris Watters said, "Deadlight draws you in with its rich, pervasive atmosphere, but doesn't give you much to do once you're there."

Microsoft's Games with Gold promotion was announced last year during the company's E3 media briefing. The program offers up two free games per month to Xbox Live Gold ($60/year) subscribers. A similar service will be offered on Xbox One, but Microsoft hasn't yet said when this program will begin or what games will be offered.

http://www.gamespot.com/

Ubisoft Massive isn't just working on The Division - "we have a couple of things cooking"

"Crazy prototypes" under way in the background



If you're looking for reassurance that Ubisoft's shared-world shooter The Division won't slip back to next year, try this on for size: the developer has a few new projects on the way, too. They don't appear to be very far along, so the odds of an E3 2014 reveal are fairly low.

"We do have plans for The Division assuming it goes well, and assuming we keep what we've promised," Massive's managing director David Polfeldt told The Examiner, when the site asked about what it would work on after the game's release. "[The plans] go pretty far."


"Then beyond that we have a couple of things cooking in the studios that we haven't announced," Polfeldt continued. "One of the nice things with Ubisoft is you're allowed to do a little bit of R&D and test some crazy prototypes in the background.

"Some of those are actually going in an interesting direction. I can't tell you what it is, but there's stuff we are working on that we would like to explore further. Currently that's on the side because The Division is taking a lot of time, but there are a couple of ideas there that I would like to push over a couple of months and see what we could do with it."

Massive was acquired by Ubisoft in 2008, and currently has around 300 people on staff. The Division is its first major game for the publisher - prior projects include an expansion pack for World of Conflict, co-development of Far Cry 3 and Assassin's Creed: Revelations.

The studio has made much of its Snowdrop Engine's user-friendliness - according to technical director Anders Holmquist, one artist was able to create a simple tank war game in a day using the tools, without seeking aid from programmers. Presumably, any new project Massive works on would also run on the engine.



http://www.totalxbox.com/


Τρίτη 15 Απριλίου 2014

This Child of Light Trailer is the most soothing thing you’ll see today



If like this writer you have a big crush on Rayman Legends & Origins’ distinctive visual style, this Child of Light trailer is your nectar. The game’s build around the same UbiArt Framework engine that powered the limbless one’s last two magnificent adventures, but unlike Ray it’s a side-scrolling RPG with an eye on Studio Ghibli’s output.



This Child of Light Trailer is the most soothing thing you’ll see today

Developed by many of the same team who brought you the bombastic colonialist fantasy Far Cry 3, Child of Light shares only an upgrade system with the open world shooter. Its more immediate gameplay influences come from Final Fantasy’s battle system, Limbo and Vagrant Story. It’s available for PS3 and PS4 from April 30th, and it might just end up being one of 2014′s best PS4 RPGs.


So pour yourself a peppermint tea. Drink in the watercolour shades. Let that rainy day piano resonate with your soul. Hear what it’s saying? “Everything’s going to be alright”. Ahhhh. Look out for our review, coming soon.

http://www.officialplaystationmagazine.co.uk/

Slender: The Arrival coming to XBLA early 2014



Slender: The Arrival, the official game of horror meme Slender Man and the indie-favorite PC hit from 2013 will come to Xbox Live Arcade with upgrades early this year. Indie publisher Midnight City will be delivering Slender to XBLA with a pair of new levels as you search for the creepy monster and then experience flashbacks from the perspective of Slender Man's victims.

Images of The Arrival are below. No specific release date within the "first quarter of 2014" launch window has been revealed, nor is there a console price point (though the PC version of Slender: The Arrival sold for $10 when it released on Steam back in October.







http://www.oxmonline.com/








EVE Online developer cancels vampire MMO World of Darkness

56 employees laid off as development on World of Darkness is halted. "I am truly sorry that we could not deliver the experience that we aspired to make," says CEO.


EVE Online developer CCP Games has announced it has cancelled development of fantasy MMO World of Darkness.

The studio says it was "falling regretfully short" in its goals of creating an vampire-themed MMO. Following the cancellation, 56 employees at the Atlanta, Georgia studio have been laid off. Some of the team are said to have been offered other roles within the company, with the remaining staff at the studio now working on games set in the EVE universe.

Employees who have lost their jobs were given severance packages and assistance in securing new work, the company says.

"The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make," said CCP CEO Hilmar Veigar Pétursson in a statement. "I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible."

"I would like to give special thanks to everyone who worked so hard to make the World of Darkness MMO a reality, especially the team members affected by this decision. Their considerable contribution to CCP will not be forgotten, and we wish them well."

"To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make. We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short. One day I hope we will make it up to you."

"Although this was a tough decision that affects our friends and family, uniting the company behind the EVE Universe will put us in a stronger position moving forward, and we are more committed than ever to solidify EVE as the biggest gaming universe in the world."

Last year CCP Games said that 70 developers were working on the title, although 15 staff were made redundant just before Christmas last year.

World of Darkness was first announced way back in 2006 and was based on White Wolf's supernatural role-playing game franchise.

http://www.gamespot.com/

Δευτέρα 14 Απριλίου 2014

Magic 2015 - Duels of the Planeswalkers Teaser Trailer


Magic 2015 - Duels of the Planeswalkers Teaser Trailer


Every location in Destiny is "more or less the size of Halo: Reach"

Bungie leaves plenty of room for crowds

Big, meet bigger. Bungie software engineer Christian Diefenbach has revealed that each major location in the forthcoming Destiny is "more or less the same size" as an entire game - Halo Reach, to be specific.



Speaking to Brazilian website Jogos, Diefenbach also revealed that there are over 500 people working on Destiny, where 130 people worked on the original Halo.




As you hopefully know by now, the game casts players as Guardians, and sees you exploring the wreckage of a human solar empire for secrets, ancient weapons and things to blow up or run away from. According to Diefenbach, Destiny employs two perspectives: you'll fight in first person while out and about, but exploration of social areas (where you'll meet other players and choose missions) takes place in third person, the better to appreciate your costume and loadout.

I've attached a gallery of the game's locations - it'll take us to the Moon, Mars and Venus, among other planets. 




http://www.totalxbox.com/