Τετάρτη 7 Οκτωβρίου 2015

Capcom says "stay tuned" for Resi 7, but don't expect a new DMC anytime soon



Hurrah! Resident Evil news that doesn't relate to another HD remake/collection! While we already know the Japanese publisher-cum-developer is giving Resident Evil 2 a spruce-up, it turns out a new original entry in the series could also be in the works.

In a recent interview with Japanese gaming mag Dengeki PlayStation (as translated by Siliconera), series producer Masachika Kawata was quizzed on the possibility of a much anticipated sequel to the decidedly divisive Resident Evil 6. He response was a little coy, to the say the least. "We’re currently not at a state to talk about it… but please stay tuned." Could this mean Resident Evil 7 is finally in production?

Horror games may be seeing something of a revival at the moment, but with more recent Resi entries trading action for all out terror, will the series ever return its nightmarish glory? Kawata certainly recognises the need to hark back to the horror. "Since there’s been more spin-off titles, I can see how it can be perceived in such a way," he comments. "And of course I believe that we should produce titles that bring out the horror. I’m thinking about it and also preparing for it."

Sadly, with showing a renewed interest in the undead shuffler, it seems certain other franchises are getting a bit of a timeout. Hoping for a new entry in the DMC series following the re-release of DMC 4? Maybe even a proper sequel to Dragon's Dogma? "They’re also things I’d like to personally do, but there are no plans [for now], adds Kawata." Sad faces all round.

http://www.gamesradar.com/

Πέμπτη 1 Οκτωβρίου 2015

The Legend of Zelda designer wants a female live-action Link



The Legend of Zelda is yet to have a movie green-lit, but that hasn’t stopped two of the series’ pioneers sharing their thoughts on potential casting.

Shigeru Miyamoto, creator of Zelda and Mario, and Takashi Tezuka, designer and director of numerous games, said in an interview with MTV that they’d like someone "completely new" to play a live-action Link and indicated a Japanese person may not be the best fit for the character.

"With Japanese TV drama and film they always use the same actors so I actually think we should have someone completely new," said Miyamoto, before bringing Tezuka into the conversation.

"I can't think of any," Tezuka replied. "This is just personally, it would very fun and awesome if Link was played by a female actress, a boyish female actress."

Miyamoto added: "This is something I never imagined because Link is very different to how a Japanese person looks. At the Japanese Expo I attended, there were so many people in cosplay who looked very good. They would be good!"

Elsewhere in the interview, Miyamoto addressed the possibility of movies based on Nintendo properties but refused to give anything away.

"A feature length film? It's definitely a secret! I can't make any comments right now but we will see."

It was rumoured a Zelda TV series was in production at Netflix, but Nintendo refuted it saying the report was "not based on correct information," but didn't outright deny it was happening. With mumblings of a Zelda movie going around, something tells us we’ll hear more on this soon.


Πηγή: http://www.t3.com/

Τετάρτη 30 Σεπτεμβρίου 2015

Warhammer 40K's Upcoming Action RPG Is Two Games in One



Neocore Games, the studio behind The Incredible Adventures of Van Helsing, is moving away from the pulpy gothic-noir mythology of its previous games. Rather, it's setting its sights on the grim sci-fi universe of Warhammer 40K, developing the first action-RPG based on the tabletop gaming property. The result is Warhammer 40,000: Inquisitor - Martyr.

As its name implies, the game is about the Inquisitor, a brutal and powerful character class from the Warhammer 40K universe that's a part of a clandestine police force bent on the fanatical purging of demonic threats. Set in a space sector created specifically for the game, Warhammer 40,000: Inquisitor - Martyr features two separate modes for you to sink your teeth into: a story mode and an open sandbox mode called the Inquisitorial Campaign.



While unorthodox for an action-RPG to be split in such a way, the decision was an intentional one to help differentiate the various aspects of Martyr's gameplay, to better capture the spirit of the Inquisitor class while giving you a choice over what type of content you wish to tackle. Fortunately, you're free to switch between them, but according to the game's lead writer Viktor Juhász, it's recommended to play story mode first.

"The story mode in Martyr is a traditional single player experience that serves as an overall introduction to the 40K universe, the Inquisitor as a class, and the new mechanics we are going to implement differently from the Van Helsing series," Juhász told me during a recent interview. "But if you'd like, you can start with the Inquisitorial Campaign."

Compared to the story mode's more contained structure--which puts you in an Alien-like horror scenario where you investigate an ancient spaceship--the Inquisitorial Campaign is a sandbox mode built for a more dynamic gameplay experience, focusing more on the various activities that the Inquisitor also participates in within the 40K universe.



Playable with up to four players, the Inquisitorial Campaign allows you to freely explore the game's massive sector, complete randomly-generated missions, and experience a narrative specifically triggered by the actions you take. Additionally, the game features a base building element where you can create your own personal fortress and invade ones built by other players online. But since the Inquisitorial Campaign offers you the freedom to explore the sector as you please, it lacks a difficulty curve, making it tougher than the story mode.

While Martyr is a traditional isometric action-RPG built from elements seen in Neocore's Van Helsing games, it will also sport alterations to the formula that focus on a more tactical approach.

"Unlike with Van Helsing, we downsized the number of enemies on-screen and introduced a cover system, which is a very new concept in action-RPGs," Juhász said. "It'll require you to consider tactics. Are you going to attack the cover because they're destructible? Are you going to move behind them to flank your enemies? Your enemies might even switch sides and hide behind other cover as well, so we have a new AI that will regulate the behavior of monsters, for instance, like an AI that acts as a leader for smaller groups."

But new mechanics aside, the game would fall flat if it wasn't faithful to its universe's lore and the audience of hardcore Warhammer fans who follow it. Thankfully, many of the devs at Neocore are 40K fans themselves and are collaborating with Warhammer IP owner Games Workshop to create an experience that will appeal to its different audiences.


We are really trying to create a game that appeals to the fan base while also creating a game that invites people unfamiliar with the universe," said Juhász. "This is one of the reasons why the story mode and Inquisitorial Campaign are different. The story mode can serve as an introduction to the world, while the Inquisitorial Campaign--with its randomly generated open world missions--can be considered a large playground for those who already know what to expect. We're trying to reach all kinds of fans, action-RPG fans and the 40K fans, and we do hope that they might meet at some point."

As an action-RPG, Martyr shows promise in the unique aspects of its split-up design. With the personality of the 40K universe, the game stands out among its contemporaries, and is bound to attract the attention of its fans based on its subject matter alone. But all of this could mean nothing if the game's mechanics aren't sound enough to attract the attention of the most ardent action-RPG fans. While it's too early to know for sure, I look forward to seeing what Warhammer 40,000: Inquisitor – Martyr has to offer when it launches in 2016 for PC, and PS4 and Xbox One sometime later.

Source: http://www.gamespot.com/


Σάββατο 26 Σεπτεμβρίου 2015

Why does Yoshi's Island remain a classic, 20 years on?

First, there’s the origin story everyone knows. Following the success of Donkey Kong Country in 1994 a Super Mario World 2 prototype was rejected by Nintendo’s internal evaluation team and Shigeru Miyamoto was told to move the graphics in DKC’s pre-rendered direction. One year later, Yoshi’s Island was the result and its crayon-shaded action made it look like nothing before or since. But there’s more to the story, even if Nintendo would never discuss it out of doors: Yoshi's Island was built to carry an entire console.



In 1995 Nintendo was facing Sega and, for the first time, Sony, and Super Donkey Kong (Donkey Kong Country in the west), which was released in the same December fortnight that the PlayStation and Saturn hit the shelves, was its response to its rivals’ new consoles. Nine months later Yoshi’s Island shipped, just one week after PlayStation arrived in the UK. With its own next-gen console still another nine months from release in Japan and 18 months from release in Europe, October 1995 was Nintendo’s final push to convince players they didn’t need new hardware to get a next-generation experience.

The rejection of the first Super Mario World 2 prototype marked the point at which simply being good was no longer good enough. Movies were suddenly riddled with CGI and arcades were full of polygons and Nintendo’s biggest games had to redefine the console to fight off two 32-bit machines promising perfect arcade ports and Hollywood cutscenes.


Instead of merely mimicking Donkey Kong Country Miyamoto moved the game towards a hand-crafted style, and, by disregarding the CGI fad, he crafted something that could withstand the test of time. Even in 1995 Yoshi’s Island felt new in a way Donkey Kong Country hadn’t one year earlier. While Rare used the most powerful technology of the day to build a perfectly solid Donkey Kong platformer in a graphical style now as eye-stabbingly ugly as an episode of Reboot, Shigeru Miyamoto’s team used their new graphical style and the Super FX chip to build a living cartoon and a different kind of platformer. 

Scaling enabled them to make beautiful animations and morphing sprites that would grow to fill the screen, 3D polygons created rolling platforms built to throw off slow Yoshis and the best level designers in the business put their new toys to work in the most imaginative ways. Anyone could have used a new sprite scaler to make giant bosses, but Miyamoto’s team used it to dream up a screen-filling Bashful Burt you’d have to de-pant to beat, a frog you’d fight from the inside out, a struggle for space against two Shy Guys and a potted ghost, an armoured monster who could only be beaten by having the ground removed from beneath his clanking feet and a raven who was ejected from his patchwork moon home with a prod up the bum from a wooden stake.


Back in 1995 those too-rude-for-vicar jokes were a trademark of naughty-minded Japanese developers and games like Legend Of The Mystical Ninja, Parodius and Yoshi’s Island had a keen sense of humour that’s been all but lost in today’s world. The sheer weirdness of Japanese games from the early 1990s is impossible in a globalised gaming universe in which titles cost $50 million to make. Needless to say, no creative director is ticking the box beside the kanji for “poke raven in bottom on moon to win” on a pitch document in the 21st century.

When Nintendo fans talk of the early nineties as a golden era it’s exactly because of moments like these. This was technology put to the most creative uses, not only to render screen-filling monsters, but also to give you something unique to do once they’d swollen to mammoth size. Behind it all is a sophisticated physics model that powers everything from that flutter-jump to the eggs Yoshi fires like cannonballs. Those algorithms provide the magic behind some of the best boss fights of all time, as ping-ponging eggs punch holes in wibbly-wobbly ghosts and Yoshi’s frantic flutter saves you from deadly falls at the very last second.

As a result, Yoshi’s Island is perfectly unique. The box says “Super Mario World 2”, but it is no more a direct Mario World sequel than Super Mario 3D World was a sequel to Super Mario Galaxy. The first four Mario games showed a natural evolution of sorts, but for Super Mario World 2 Shigeru Miyamoto started from scratch and kicked off a kind of lunatic design that persists to this day. 



Nintendo always starts from scratch with Mario, not just from game to game, but from level to level. In 1995 you’d Touch Fuzzy and Get Dizzy on one level and morph into a car, or ride a giant Koopa on another. In 2013 you’d be a giant Mario one minute and a cat the next, or racing down rapids, or carrying a friend to the flagpole. There’s always something new to try.

Even today players are finding new things to discover in Yoshi’s Island. Some of it’s useful for speedrunning, like Yoshi’s perfect flutter, which can be chained to flutter entire levels without losing altitude or the ‘gatehack’ that opens pinball bumpers from the wrong side. Others are just pure, show-off silliness, such as Yoshi’s tricky backwards run, or the glitch that launches the lizard into space during one boss fight, or the many ways to juggle eggs. 

Yoshi’s Island is an inexhaustible bounty of ideas and innovation and is one of several games that Nintendo banked upon to carry it through its darkest days. From August to December in 1995 this game, Donkey Kong Country 2, Doom, Mortal Kombat 3, Final Fight 3 and Killer Instinct made Nintendo’s case, while Wipeout, Ridge Racer and Battle Arena Toshinden represented Sony, but after 20 years Yoshi’s Island stands alone: still good, still funny and still a technical masterwork.


http://www.gamesradar.com/

Πέμπτη 24 Σεπτεμβρίου 2015

Sounds like Wolfenstein: The New Order is getting a sequel



It looks like it might be sequel time for Wolfenstein: The New Order. Polish voice actress Alicja Bachleda-Curus - better known as Anya Oliwa in The New Order - hasn't mentioned it by name but has said she is working on a new game.

Reported by Gamepressure, when asked what she is currently working on in a TV interview with station TVN she said "Yes, I’m still working on a computer game; I already did the first part, now we’re working on the second one, and it will take roughly two years." Given the lack of any other games on her IMDb page it looks like a sequel to the New Order is indeed on the way.



Taken from: http://www.gamesradar.com/

Τρίτη 22 Σεπτεμβρίου 2015

Want a new PT? You'd better back the Allison Road Kickstarter



You may remember that we're very excited about Allison Road, the unintentional spiritual successor to PT (i.e. the most gut-tighteningly terrifying horror game of all time). Made by a first-director and his new-found team, Lilith Ltd., the game aims to capture the uncanny realism of the Kojima-del Toro project while transplanting it into a more recognisable game template. And it needs your help.

Allison Road today begins a Kickstarter, aiming to raise a cool £250,000 to complete the project. It's definitely coming to PC, Mac, Linux, Xbox One and PS4, but stretch goals will help ensure that the console versions come alongside the Winter 2016 release of the PC edition, instead of waiting months for porting to be completed.

It's certainly a lofty target, but the promise of a game that can recapture the chills of the now-ghostlike PT, and give us a full game in the process, might just be enough sway the public.

Taken from: http://www.gamesradar.com/

Ocarina Of Time's Kakariko Village Is Breathtaking In Unreal Engine 4



This is pretty much what The Legend of Zelda: Ocarina of Time’s Kakariko Village looked like in my head the first time I played

Unreal Engine 4 being freely available has done wonderful things for older video game scenery. We’ve seen gorgeous builds from World of Warcraft, Sonic the Hedgehog, Resident Evil and Super Mario Bros., not to mention a couple of Ocarina of Time’s other iconic locales—the Temple of Time and Zora Cave.

YouTube’s Ioannis Papazis is known for his traditional and digital artwork. After a lengthy absence he returns having mastered a different sort of digital art (via Nintendo Insider — thanks Josh!)




Taken from: http://www.kotaku.co.uk/