Category: Gameinformer

  • Monolith Soft Says A Xenoblade Chronicles X Switch Port Would Be Too Expensive

    Monolith Soft Says A Xenoblade Chronicles X Switch Port Would Be Too Expensive

    In an interview with USGamer, chief Tetsuya Takahashi of the Nintendo-owned studio Monolith Soft spoke about all things Xenoblade, the RPG series which makes up the bulk of the developer’s output these days. When questioned about Xenoblade Chronicles X, though, the Wii U semi-sequel released in 2015, Takahashi suggested it’s not in the cards.

    “Personally speaking, I’d love to play the game on the Switch, but it would be really difficult to make it,” Takahashi told USGamer. When asked why it would be such a problem, he simply laughed and replied “Money. It’s a massive game. Re-creating it would be really difficult.”

    The second Xenoblade Chronicles title was the centerpiece of Nintendo’s infamous and panicked January 2013 Direct, which announced a number of software titles for the console that had only just begun development and would not be seen again for years. Xenoblade Chronicles X came as Wii U software was winding down and Nintendo themselves had fully moved on to the Switch, having already announced its successor NX that year. This means a lot of players missed the game, though fans of the more narrative-driven Xenoblade Chronicles expressed concerns and criticisms about the new title’s more MMO-style focus.

    With so many Wii U games getting second chances on the Switch, like Bayonetta, New Super Mario Bros. U, Donkey Kong Country Tropical Freeze, Captain Toad, etc., it’s surprising when a game is said not to be on the docket. Hopefully Nintendo sees fit to bring games like Xenoblade Chronicles X, Fatal Frame: Maiden of the Black Water, #FE: Tokyo Mirage Sessions, and other late-life games that even Wii U owners likely missed.

    [Source: USGamer]

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  • Rockstar Confirms Red Dead Redemption II Install Sizes, PS4 Digital Will Require 150GB Free Space To Unpack

    Rockstar Confirms Red Dead Redemption II Install Sizes, PS4 Digital Will Require 150GB Free Space To Unpack

    After weeks of store listings and speculation, Rockstar has finally decided to give exact numbers on how much space you need to clear out to play Red Dead Redemption II. The numbers differ a little on PlayStation 4 and Xbox One and, at least in the PS4 case, will differ depending on whether you go physical or digital.

    From Rockstar’s support page:

    Disc Installation:

    • PS4 – 99 GB installation space
    • Xbox One – 107 GB installation space

    Digital Installation:

    • PS4 – 99 GB installation space with an additional 50GB for the installation process
    • Xbox One – 107 GB installation space

    The reason the digital installation requires more space on the PlayStation 4 is the way the file and installation systems work on that console. When the PS4 downloads a game, it needs extra space to unpack it and install it. Microsoft’s file system does not require that, so the Xbox One version will only ever need 107 GB of free space before any updates or DLC.

    If you’re planning to go digital on PS4, then you should go ahead and make sure you have 150 GB of free space on the harddrive to unpack and install, but the actual game will only take up 99 GB before any updates or DLC.

    Basically, it’s time to either invest in a new HDD or start clearing out space if you own a 500 GB PlayStation 4 or just never delete installs. If you are going digital and have prepurchased the game, you can start preloading as of 12:00 a.m. EST tonight ahead of the game’s release next week. It is unknown how exactly the physical version will be handling the large file size, whether it is including multiple discs or if it will have a hefty update on day one.

    Don’t forget to check out the game’s launch trailer, either, which released today.

    Red Dead Redemption II releases on PlayStation 4 and Xbox One next Friday, October 26.

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  • Layoffs At Dreadnought Developer Six Foot (Update: Studio Confirms)

    Layoffs At Dreadnought Developer Six Foot (Update: Studio Confirms)

    Update: Six Foot has sent us a statement from COO Christian Svensson confirming the layoffs, which we are posting in its entirety.

    “In August, Six Foot informed its staff of the upcoming potential for major changes to our company structure, including continued development of Dreadnought as a live product. Everyone on the games team was given the option to stay on and continue working or begin searching for other opportunities with the full support of the company and the aid of our staffing team, while still receiving pay in the interim. New updates on the company’s status were delivered to the full team every two weeks from there.

    Today we regrettably confirm a reduction of about a third of our game dev workforce. We’re continuing to make available the full resources of our company to try to help those affected and their families land on their feet as quickly as possible.  

    We remain committed to Dreadnought’s ongoing development, growth, and the pursuit of new projects. We are also dedicated to remaining active in helping our affected family to transition as smoothly as possible.”

    The original story from 8:30 a.m. CT is as follows:

    Sources close to Six Foot, developers of the spaceship war game Dreadnought, have told Game Informer that the studio is attempting to stay afloat by letting a number of employees go. Dreadnought, which was made in collaboration with Spec Ops: The Line developer Yager, only released four days ago.

    The situation has been a long-time coming for the company, which reportedly began telling its nearly 200 employees about money issues earlier this summer. A team meeting was held with the Six Foot CEO Matt Ballesteros, who explained to the staff that the company only had enough money to continue development for a few months, later pinpointed as mid-October. He warned his employees that anyone not comfortable with rolling the dice should feel free to leave and insisted there would be no judgment for doing so.

    At the time, the Steam release of Dreadnought, which had enjoyed moderate success on the PlayStation 4, was pegged internally for a mid-Summer release. As development timelines continued to get pushed back, though, the idea of the game releasing and suddenly infusing much-needed capital into the development studio began to look more and more like a fantasy. Ballesteros tried to convey the extent to which the studio was teetering on the edge to his employees and seemed to want everyone to be keenly aware how precarious the whole situation at the studio was.

    Internally, it seemed fairly well-known that October 12 would be the last day the studio could confidently pay their employees. After that date, without more money, pay could only be determined on a day-to-day basis. Six Foot shifted their entire focus to making sure Dreadnought launched as quickly as they could possibly get it out to keep everyone employed.

    On October 14, the game officially launched to a fairly muted response. As Steam reviews and feedback started coming in, Six Foot started trying to stamp out the major issues, but one developer described the work as “simultaneously both hurried and spiritless.” The writing was on the wall, even though the CEO had not yet confirmed it, and it was hard to keep working knowing anyone could get ejected soon within a matter of hours.

    A bi-weekly meeting two days after launch, standard through the development of the game, was pushed from 11:30 a.m. to 5:00 p.m. to give the team more time to gather data on the game’s sales and to let everyone concentrate on working on the title. From launch, reviews on Steam were mixed, and they had not rallied within the intervening days. Even fixing the game’s major issues would likely not be able to reverse the momentum, so the extra day to monitor response felt to some like it was only prolonging the inevitable hammer. By 4:00, an all-hands meeting confirmed what everyone already knew, but were still struggling to accept.

    Dreadnought launched too late, the team was told. The money wasn’t there, the game wasn’t successful, and the company couldn’t keep everyone employed in the hopes that it would suddenly become successful. There were only grim solutions left for Six Foot.

    “It cost about $400,000 for the last blitz/crunch/push to get Dreadnought launched on Steam,” a source familiar with the numbers told us. “Paying everyone in general costs about $80,000 a day. The game has not made anywhere near that; I do not recall the exact number, but it was less than $20,000 a day.”

    The studio chose 45 employees and offered them the option to voluntarily take an unpaid leave of absence with the opportunity to resume their jobs when – if – Dreadnought ever becomes successful enough to generate a profit. Alternatively, any of the 45 could simply choose to be laid off for unemployment and remain in good standing with the company for potential rehire options should, again, Dreadnought ever come to life.

    It’s the sort of choice no one there thought they would ever have to make. One developer told us that they genuinely believe, if not for a few small decisions leading to a few small delays, they would still be employed right now. The choice weighed heavily among the those affected – the game could end up simply never making enough money to get Six Foot running again and waiting for the phone call to get off the bench sounded potentially ruinous for those already struggling. 

    “I’m scared out of my mind right now,” one developer said after being told about the option. “I’m scared s–tless.”

    The 45 employees were told to report their choices to Human Resources by 10:00 a.m. on October 17, with those who say nothing being presumed to choose the latter option and are automatically laid off. To make matters worse, not all of the 45 were present for the meeting explaining this, with several out of town after the game shipped or simply not clocked in for their shift at the time.

    A source told us that they were still in shock for much of the night and simply missed the deadline, having mentally opted to take a leave of absence but, having not emailed HR until after 10:00 a.m., has since been laid off instead.

    While there is some disagreement among those we talked to over how this was handled, the developers we talked to all agreed that Six Foot’s higher-ups were transparent through the game’s development that this situation was likely. The team wanted to believe that Dreadnought could release and find a place in the market, but the spreadsheets simply worked against their favor when push came to shove. For months, management told the developers that they were gambling their futures there and asked them to do what is best for them, even if it meant leaving the company. Six Foot staffing is working to help the 45 workers in any way they can, according to some of the people let go.

    At the moment, a reported skeleton crew remains working on Dreadnought among the studio’s other employees, though it is unclear for how long. “It reminds me very much of the Telltale situation,” one of the sources told us.

    Our best wishes go to everyone affected by the layoffs.

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  • Half-Life 2, Portal, Left 4 Dead 1 & 2 Enhanced On Xbox One X

    Half-Life 2, Portal, Left 4 Dead 1 & 2 Enhanced On Xbox One X

    This morning @majornelson tweeted out four new backward compatible Xbox 360 games now available with enhanced graphics for the Xbox One X. Joining the enhanced library, players can now experience classic titles Half-Life 2: The Orange Box, Portal: Still Alive, Left 4 Dead and Left 4 Dead 2 now with upgraded visuals and higher resolutions on the Xbox One X. 

    https://twitter.com/majornelson/status/1052937577601200129

    The four games announced today join 17 other enhanced titles including Crackdown, Assassin’s Creed, Red Dead Redemption, Halo 3, The Witcher 2: Assassins of Kings, The Elder Scrolls IV: Oblivion, and more, making for a grand total of 21 enhanced Xbox 360 games available on the Xbox One X.

    Enhanced graphics for these games are turned on by default lending higher resolution to the games, nine times the pixel count and greater detail, allowing for crisper visuals and better clarity without touching the existing game code. Players can optionally turn off the enhanced graphics setting, returning the games to their original graphical status, comparable to anything played on the standard Xbox One.

    So far the Xbox Backward Compatible library includes over 500 Xbox 360 games, 21 enhanced titles and 23 original Xbox exclusives. With a promise of more to come, it’ll be interesting to see what Xbox continues to add to the enhanced roster. 

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  • Layoffs At Dreadnought Developer Six Foot

    Layoffs At Dreadnought Developer Six Foot

    Sources close to Six Foot, developers of the spaceship war game Dreadnought, have told Game Informer that the studio is attempting to stay afloat by letting a number of employees go. Dreadnought, which was made in collaboration with Spec Ops: The Line developer Yager, only released four days ago.

    The situation has been a long-time coming for the company, which reportedly began telling its nearly 200 employees about money issues earlier this summer. A team meeting was held with the Six Foot CEO Matt Ballesteros, who explained to the staff that the company only had enough money to continue development for a few months, later pinpointed as mid-October. He warned his employees that anyone not comfortable with rolling the dice should feel free to leave and insisted there would be no judgment for doing so.

    At the time, the Steam release of Dreadnought, which had enjoyed moderate success on the PlayStation 4, was pegged internally for a mid-Summer release. As development timelines continued to get pushed back, though, the idea of the game releasing and suddenly infusing much-needed capital into the development studio began to look more and more like a fantasy. Ballesteros tried to convey the extent to which the studio was teetering on the edge to his employees and seemed to want everyone to be keenly aware how precarious the whole situation at the studio was.

    Internally, it seemed fairly well-known that October 12 would be the last day the studio could confidently pay their employees. After that date, without more money, pay could only be determined on a day-to-day basis. Six Foot shifted their entire focus to making sure Dreadnought launched as quickly as they could possibly get it out to keep everyone employed.

    On October 14, the game officially launched to a fairly muted response. As Steam reviews and feedback started coming in, Six Foot started trying to stamp out the major issues, but one developer described the work as “simultaneously both hurried and spiritless.” The writing was on the wall, even though the CEO had not yet confirmed it, and it was hard to keep working knowing anyone could get ejected soon within a matter of hours.

    A bi-weekly meeting two days after launch, standard through the development of the game, was pushed from 11:30 a.m. to 5:00 p.m. to give the team more time to gather data on the game’s sales and to let everyone concentrate on working on the title. From launch, reviews on Steam were mixed, and they had not rallied within the intervening days. Even fixing the game’s major issues would likely not be able to reverse the momentum, so the extra day to monitor response felt to some like it was only prolonging the inevitable hammer. By 4:00, an all-hands meeting confirmed what everyone already knew, but were still struggling to accept.

    Dreadnought launched too late, the team was told. The money wasn’t there, the game wasn’t successful, and the company couldn’t keep everyone employed in the hopes that it would suddenly become successful. There were only grim solutions left for Six Foot.

    “It cost about $400,000 for the last blitz/crunch/push to get Dreadnought launched on Steam,” a source familiar with the numbers told us. “Paying everyone in general costs about $80,000 a day. The game has not made anywhere near that; I do not recall the exact number, but it was less than $20,000 a day.”

    The studio chose 45 employees and offered them the option to voluntarily take an unpaid leave of absence with the opportunity to resume their jobs when – if – Dreadnought ever becomes successful enough to generate a profit. Alternatively, any of the 45 could simply choose to be laid off for unemployment and remain in good standing with the company for potential rehire options should, again, Dreadnought ever come to life.

    It’s the sort of choice no one there thought they would ever have to make. One developer told us that they genuinely believe, if not for a few small decisions leading to a few small delays, they would still be employed right now. The choice weighed heavily among the those affected – the game could end up simply never making enough money to get Six Foot running again and waiting for the phone call to get off the bench sounded potentially ruinous for those already struggling. 

    “I’m scared out of my mind right now,” one developer said after being told about the option. “I’m scared s–tless.”

    The 45 employees were told to report their choices to Human Resources by 10:00 a.m. on October 17, with those who say nothing being presumed to choose the latter option and are automatically laid off. To make matters worse, not all of the 45 were present for the meeting explaining this, with several out of town after the game shipped or simply not clocked in for their shift at the time.

    A source told us that they were still in shock for much of the night and simply missed the deadline, having mentally opted to take a leave of absence but, having not emailed HR until after 10:00 a.m., has since been laid off instead.

    While there is some disagreement among those we talked to over how this was handled, the developers we talked to all agreed that Six Foot’s higher-ups were transparent through the game’s development that this situation was likely. The team wanted to believe that Dreadnought could release and find a place in the market, but the spreadsheets simply worked against their favor when push came to shove. For months, management told the developers that they were gambling their futures there and asked them to do what is best for them, even if it meant leaving the company. Six Foot staffing is working to help the 45 workers in any way they can, according to some of the people let go.

    At the moment, a remaining skeleton crew remains working on Dreadnought, though it is unclear for how long. “It reminds me very much of the Telltale situation,” one of the sources told us.

    Our best wishes go to everyone affected by the layoffs.

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  • Nier Automata's Composer Arranges Mega Man Music For Super Smash Bros. Ultimate

    Nier Automata's Composer Arranges Mega Man Music For Super Smash Bros. Ultimate

    A while back, we pointed out that the official Super Smash Bros. Ultimate site has been posting music samples for the game’s new arrangements. It’s not surprising, with the game boasting over 900 tracks, they’re clearly proud of the soundtrack they’re compiling. However, one new track posted this week definitely stands tall among what they’ve shown so far.

    Flash Man’s theme rearranged by composer Keiichi Okabe is an utterly fantastic rendition of the old theme with an added bit of guitar preceding it. You might know Okabe from some of his other works, like Tekken, Nier, and Nier Automata, as well. Take a listen below.

    Flash Man is one of Mega Man 2’s eight robot masters, so obviously his music is going to play on Mega Man’s stage within the game. Conveniently, you can change how frequently you hear any song, so if you really dig this arrangement, you could make it the only song that plays on the stage.

    Super Smash Bros. Ultimate releases for the Nintendo Switch on December 7.

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  • Zombie Mario Costume And New Filters Come To Super Mario Odyssey

    Zombie Mario Costume And New Filters Come To Super Mario Odyssey

    Nintendo is really into killing the Mario Bros. lately and it’s now the red one’s turn with a new costume added to Super Mario Odyssey. The zombie outfit has now been included in a new update, which puts the hero of the Mushroom Kingdom in an undead outfit right out of House of the Dead.

    A new special outfit has been added to #SuperMarioOdyssey! After you’ve finished the main story, check out the shop to find the Zombie Headwear & Zombie Outfit. pic.twitter.com/U4zdMgXRxn

    — Nintendo of America (@NintendoAmerica) October 18, 2018

    The outfit consists of a body piece, which includes a more blood-colored red shirt and torn up overalls, as zombies will tend to have, and a head piece which is just an axe. It’s an axe in Mario’s head. Just…stuck in there.

    There are also new camera filters being added for Manga, Tile, and Kaleidoscope filters. The manga one looks especially cool.

    New Manga, Tile, and Kaleidoscope filters have also been added to Snapshot Mode in #SuperMarioOdyssey! pic.twitter.com/BHKgoYIrKp

    — Nintendo of America (@NintendoAmerica) October 18, 2018

    You can update the game now to check these out, though the zombie outfit requires you finish the main story first. Super Mario Odyssey was released one year ago on the Nintendo Switch. 

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  • Former President Barack Obama Does Not Care About Pokémon

    Former President Barack Obama Does Not Care About Pokémon

    I think we can generally agree, regardless of the political divide, that it is important for politicians to be honest. Do they care about what they say they care about? Are they going to do what they say they’re going to do? Do they care about Pokémon? Finally, we can at least check off one President from that mental list we’ve all been keeping for that last answer: president Barack Obama does not care about Pokémon.

    In a video with ATTN, the former leader of the free world sat down to counter the biggest excuses for not voting. The very first comment Obama reads is from someone saying they do not care about politics.

    “Look, I don’t care about Pokémon,” he says, “but that doesn’t mean it won’t keep coming back.”

    President @BarackObama doesn’t have time for these 7 excuses not to vote. pic.twitter.com/2Etpm6taTq

    — ATTN: (@attn) October 17, 2018

    He mispronounces Pokémon, but I feel like that’s fair in a sentence where you’re telling people you don’t care about it. If anything it reinforces that point.

    There’s a lot of our readers who also do not care about Pokémon, or they care about Pokémon a lot, but they should still research voting all the same. Whether you agree with the people giving the message or not, encouraging voting itself is not a political stance. Earlier today, we posted the article “Gamers Should Be Voting, So Why Aren’t We?” which is recommended reading.

    What I do not recommend is getting mad at people that encourage voting. That is weird for a number of reasons.

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  • Blizzard Tempers Expectations For Diablo News

    Blizzard Tempers Expectations For Diablo News

    There’s probably a tough side to managing some of the biggest and most well-loved IPs in gaming, something Blizzard is learning as speculation grows rampant ahead of their annual Blizzcon. There’s a lot of speculation for what Blizzard might announce this year, especially rumors centering around the possibility of a Diablo IV, and Blizzard is eager to tamp down on those expectations.

    In a blog post today, Blizzard danced around mentioning Diablo IV, but made certain that people expecting it to be announced at Blizzcon in early November should not be so certain of it.

    “We know what many of you are hoping for and we can only say that ‘good things come to those who wait,’ but evil things often take longer,” the studio wrote on its website. “We appreciate your patience as our teams work tirelessly to create nightmarish experiences worthy of the Lord of Terror.”

    Fan speculation has been swirling since Blizzard announced earlier this year that they were preparing for multiple projects in the future of the Diablo series, which at least in part seemed to be the Switch port of Diablo III also coming November 2, the first day of Blizzcon. Combined with Diablo-centered merchandise at the show and some odd scheduling of Diablo-relevant panels after the show keynote, some fans believed that Diablo IV was an inevitability at the show. Blizzard, realizing that, has come out to keep people’s expectations in check.

    For now, your Diablo fix will have to be satiated by the two decade’s worth of games already out.

     

    I actually really like that they got out ahead of it to say it won’t be there. A lot of companies would try to ride the hype without saying or doing anything and then fans would be disappointed. It might not be their fault, but it’s good of them to just say “Hey, this isn’t happening now, so let’s enjoy the show for what it is and we’ll get there eventually.”

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  • Watch 37 Minutes Of Gameplay From Thronebreaker: The Witcher Tales

    Thronebreaker: The Witcher Tales started out as the single-player campaign for Gwent: The Card Game, but has since morphed into its own stand-alone title. Gwent, the surprisingly popular competitive card game designed for The Witcher 3: Wild Hunt, pits two players representing rival political factions against each other. The game began as a side activity for players taking a break from monster hunting, but, due to overwhelming fan interest, Gwent soon took on a life of its own.

    Thronebreaker: The Witcher Tales will include a detailed story supported by the competitive card game’s mechanics. Not sure what a narrative-driven game built around Gwent looks like? You can check out a whole bunch of gameplay below.

     Thronebreaker: The Witcher Tales releases October 24 for PC and the console launch will come later on December 4. You can read up on our coverage of the game’s initial release announcement here.

    [Source: Youtube]

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