Category: Gamespot

  • UK Government Gives Games Industry £4m Boost to Help Indies

    UK Government Gives Games Industry £4m Boost to Help Indies

    The UK government has pledged £4 million to the games industry to encourage developers to take unique ideas and develop them into worldwide successes.

    Pictured: Gunpoint

    The Video Games Prototype Fund, which continues the work started by Abertay University’s Prototype Fund, is designed to support independent game developers based in the UK. It will offer grants of up to £25,000 to help developers prototype their ideas and £50,000 for select projects to continue development beyond this phase.

    Currently, developers in the UK are responsible for some of the biggest blockbusters in the industry. Most notable among these are the Batman: Arkham series, created by London-based Rocksteady Studio, LittleBigPlanet from Guilford’s Media Molecule, and Grand Theft Auto V from Edinburgh’s Rockstar North.

    Games from UK indie developers such as Mike Bithell’s Volume, Gunpoint from Tom Francis, and Roll7’s OlliOlli–among others–have also attracted worldwide attention. This effort, according to minister for culture Ed Vaizey, is something the government should more directly support.

    “Britain’s video games punch well above their weight internationally, and we need to build on this and invest in the strength of our creativity,” said Vaizey.

    “This fund will give small businesses, startups, and individuals the support they need to better attract private investment and go on to create the blockbusters of tomorrow.”

    In 2014, GameSpot spoke to Nicola and Anthony Caulfield, who created From Bedrooms to Billions, a film which looks at the pioneering history of UK games development, and discussed the place the UK has within the global industry of today.

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  • Uncharted Fans Don't Want a Movie, Says Nathan Drake Voice Actor

    The voice of Uncharted protagonist Nolan North has said he believes fans aren’t interested in seeing Hollywood’s adaptation of the blockbuster video game series.

    Speaking in a video interview with GameNewsOfficial, North discussed the movie project, which was announced in 2009 with actors including Mark Wahlberg, Robert De Niro, Joe Pesci, Amy Adams, and Scarlett Johansson attached to the project.

    “My opinion on this–from what I’ve heard from fans–is they don’t want a movie, no matter who’s the star of it,” North said. “Maybe it’s because [the Uncharted series] is such a cinematic experiences in and of itself.”

    Since its announcement, very little has been seen of the movie. None of the aforementioned actors have been confirmed as committed to the film, and directors including David O. Russell and Neil Burger have dropped out.

    North reflected on the critical reception to the recent Hitman movie, which has developed the reputation for being one of the worst reviewed films based on games ever, and said these types of adaptations are becoming riskier endeavours.

    “I don’t know if it’s financially feasible for the studios to make this film anymore. Personally, that’s just my feeling. Hitman wasn’t received very well and others have not done very well. Some have, I know Resident Evil did ok, but that’s a different genre.

    “My other opinion about this game is I think the emotional investment people have with Nathan Drake is so high that it would be very difficult for them to accept somebody else, even me with my face as Nathan Drake. They’d recognise the voice, but I don’t know if they’d accept me.”

    In early 2015, a Sony hack revealed a number of new details for what had been planned for the movie, and offered a look at the 124-page script.

    The Uncharted 4 release date has been confirmed as March 18 for PS4. Uncharted: The Nathan Drake Collection, which is available now, includes access to the Uncharted 4 multiplayer beta set to start in December.

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  • AU New Releases: Witcher 3: Hearts of Stone Expansion Launches for PS4, Xbox One, and PC

    The release of new video games steadily amps up as we draw nearer to the holiday season, and this week sees all manner of content emerge from the role-playing video game genre at Aussie retailers.

    The Witcher 3: Wild Hunt will be getting an expansion this week in the form of Hearts of Stone. The expansion contains over ten hours of new content, including new characters, monsters, unique romance, and a new storyline that features player choice. Hearts of Stone was very well-received in GameSpot’s review (although not as well as the original base game, which earned the elusive ten out of ten), with editor Mike Mahardy praising the game’s clever dialogue and storytelling, engrossing quests, and the depth of the game’s themes. The expansion scored a nine out of ten.

    On the other end of the RPG spectrum, PS4-exclusive Disgaea 5: Alliance of Vengeance launches on October 16. As with previous Disgaea games, the Recruitment feature makes a return, which offers over forty races and jobs as options. The game scored an eight out of ten in GameSpot’s review, with its long campaign and breadth of its post-game content cited as strong positives. Disgaea 5 isn’t the only JRPG to launch this week, with strong contenders Tales of Zestiria and Dragon Quest Heroes: The World Tree’s Woe and the Blight Below vying for attention.

    Fancy yourself more of a musical virtuoso? Nearly five years after the release of its predecessor, Rock Band 4 jives onto the stage for PS4 and Xbox One. The game will offer backwards compatibility with most instruments, but not all. Songs purchased as DLC can be transferred within consoles of the same family (Xbox 360 to Xbox One, PlayStation 3 to PlayStation 4), although some classic songs are not transferrable due to licensing restrictions. Check out our comprehensive FAQ for more information on compatibility with the game.

    For more details on games out at Australian retailers this week, check out the list below.

    October 13, 2015

    The Witcher 3: Wild Hunt Expansion – Hearts of Stone (PS4, Xbox One, PC)

    October 15, 2015

    Rock Band 4 (PS4, Xbox One)

    October 16, 2015

    Disgaea 5: Alliance of Vengeance (PS4)

    Dragon Ball Z: Extreme Butoden! (3DS)

    Dragon Quest Heroes: The World Tree’s Woe and the Blight Below (PS4)

    Tales of Zestiria (PS4, PS3)

    WRC 5 (PS4, 360, PS3)

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  • Halo 5 Microtransaction Pricing Revealed

    Everything in Halo 5: Guardians‘ new REQ system can be earned through traditional gameplay. But if you’d like to get going faster, you will be able to pay real-world money for that convenience. In a blog post, 343 Industries revealed pricing details for the game’s various REQ Packs and talked more about how they work.

    Halo 5 REQ Pack/Microtransaction Pricing Details

    Bronze:

    • In-game currency cost: 1250 RP
    • Real-world money cost: not offered

    Silver:

    • In-game currency cost: 5000 RP
    • Real-world money cost: $2

    Gold:

    • In-game currency cost: 10,000 RP
    • Real-world money cost: $3

    343 explained that in-game pricing has been set so that players can afford at least one REQ Pack for every other game played. You should expect to earn around 2000 RP for every Warzone game played, meaning it won’t take very long to reach Silver or Gold status. In addition, everyone gets 7500 RP to start.

    On top of these three REQ Packs, Microsoft will offer a Warzone REQ Bundle, which comes with two “Premium” packs every week for seven weeks (for a total of 14). This bundle is included with the Halo 5 premium bundles, or it can be purchased separately for $25.

    In addition, 343 isn’t taking all of Halo 5’s microtransaction revenue for itself. A “portion” of the proceeds of all REQ Packs will be added to the Halo World Championship prize pool. For lots more, check out the full blog post about Halo 5’s REQ system.

    GameSpot recently spoke with 343 design director Kevin Franklin about Halo 5’s microtransactions. An excerpt from our interview is below; read the full thing here.

    “Everything you can get in the REQ system, you can earn whether you spend money or not,” he said. “There’s no crazy special items that are only going to be reserved for people who spend a lot more money. Also, you get a lot of rewards whether you’re playing Arena or Warzone, so you’re always going to have a ton of stuff that you’ll be able to use. The biggest thing for us the moment we started even talking about this system was that the game has to be balanced. At the end of the day, it’s a multiplayer game. It’s not a spend-more-to-win game. We wanted to make sure that if you spend a whole ton of money, and you thought you could get five scorpions just because you spent more money, it’s not going to work. You’re still going to have to earn the right to call these scorpions into the battlefield.

    “So we have a mid-session progression loop, which any MOBA player will be familiar with. You have to level your character up in-game, every game, by killing enemies, going after A.I., and contributing to your team. Then you’ll unlock the ability to use these cards. So if you have ten scorpions, you can’t just call in ten scorpions. You actually have an energy system, and that levelling system that will gate you and keep the end-game balanced. And that was really huge–we’re multiplayer designers, we can’t just make a really unbalanced game. It just wouldn’t feel Halo.”

    Halo 5 launches on October 27 exclusively for Xbox One. The game recently achieved “gold” status, meaning development on the base game is finished, though 343 continues to work on post-release content, including December’s Forge mode and lots of free DLC maps. In addition, Microsoft will promote the game through specially painted Master Chief and Spartan Locke cars at a NASCAR event.

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  • After Admitting PS4 Has "Huge Lead," Xbox Boss Says Company Is Focused on Gamers

    After Admitting PS4 Has "Huge Lead," Xbox Boss Says Company Is Focused on Gamers

    Following his recent comments about how the Xbox One may never outsell the rival PlayStation 4, Xbox boss Phil Spencer has again broached the subject of Microsoft’s vision for the Xbox platform and how this is affected by the competition. In short, he says it’s not. Read on for Spencer’s new take on the subject.

    According to Spencer, he’s more interested in making the Xbox One the best console it can possibly be. “Our long-term Xbox vision isn’t about competitors, it’s about gamers,” Spencer said to a fan on Twitter. “We’ll stay focused there.”

    He added: “Team is 100% committed to making XB1 a great gaming console. Games, OS, XBL, that’s the focus.”

    In terms of games, Microsoft says the Xbox One will welcome the best lineup of games since possibly 2007, while the company will launch the New Xbox One Experience dashboard update in November. Among other things, this introduces backwards compatibility support for Xbox 360 titles.

    Speaking frankly earlier this month, Spencer said something similar. After admitting that the PS4 has a “huge lead” over the Xbox One in the sales race, Spencer said, “We’re not motivated by beating Sony, we’re motivated by gaining as many customers as we can.” Get the full story here.

    Before that, Spencer said he’s not interested in engaging much with the Xbox One vs. PS4 debate.

    “I’ve said before, the one thing that I probably find a little distasteful in the discourse around games is the divisiveness that people try to build between platforms,” he said in September.

    What do you make of Spencer’s latest quotes? Let us know in the comments below.

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  • Star Citizen Features Gary Oldman, Mark Hamill, Gillian Anderson in Its Campaign

    Star Citizen Features Gary Oldman, Mark Hamill, Gillian Anderson in Its Campaign

    Today at CitizenCon, the annual fan event dedicated to PC space game Star Citizen, developer Cloud Imperium Games announced a celebrity cast for the game’s single-player campaign. Actors appearing in the campaign, Squadron 42, include Gary Oldman, Mark Hamill, John Rhys-Davies, and Gillian Anderson.

    Oldman plays a character named Admiral Bishop; take a look at his in-game character model above. Click through the images in the gallery to get a behind-the-scenes look at the motion-capture process.

    He is no stranger to video games. Most recently, Oldman lent his voice to the bad guy, Lord Vortech, in Lego Dimensions. The veteran actor also portrayed Viktor Reznov in Call of Duty: Black Ops.

    In addition to the actors mentioned above, Squadron 42’s impressive casts includes people like Andy Serkis, Ben Mendelsohn, and Mark Strong. Check out all of the actors confirmed so far in the image below.

    The crowdfunding campaign for Star Citizen started three years ago today. To date, Cloud Imperium has raised close to $91 million. A release date for the final version of the game has not been announced.

    What do you make of the Squadron 42 cast? Let us know in the comments below.

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  • Watch PS4-Exclusive The Talos Principle: Deluxe Edition's Video Design Series

    With the PS4 version of The Talos Principle launching next week, developer Croteam has released four introductory behind-the-scenes videos for players new to the upcoming Deluxe Edition.

    Priced at $49.99, The Talos: Principle: Deluxe Edition is the PS4 version of last year’s first person puzzler of the same name. It contains both the original game and its recently released expansion Road to Gehenna.

    The video series details several aspects of the game and its expansion, including narrative, philosophy, puzzles, and tools. Check them out below.

    Narrative and Philosophy of The Talos Principle

    Puzzles and Tools in The Talos Principle

    Narrative and Philosophy of the Road to Gehenna

    Puzzles and Tools in Road to Gehenna

    The Talos Principle was initially released on the PC last year. Its expansion Road to Gehenna was released this past July. You can read our in-depth reviews of each here.

    The Deluxe Edition is set to release for PS4 on October 13.

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  • Halo 5 Dev Talks Free DLC, Attracting New Players, and Fair Microtransactions

    Halo 5 Dev Talks Free DLC, Attracting New Players, and Fair Microtransactions

    Developer 343 Industries has taken a different approach in making Halo 5: Guardians. The Xbox One-exclusive shooter was first announced in 2013, and since then the studio has taken ample steps to ensure the game will have a trouble-free launch, having already gone through several beta testing phases and even a competitive tournament. I spoke to design director Kevin Franklin about how the studio is gearing for launch after the controversial release of Halo: The Master Chief Collection, making the game viable for esports, and why it decided to make post-launch downloadable content free to all players.

    GameSpot: After the issues with Halo: The Master Chief Collection, what are you doing to ensure Halo 5 has a smooth roll-out?

    Franklin: Our biggest thing is that Halo 5 is built from the ground up for Xbox One. All the technology is really lined up. There’s only one network layer, we’re not trying to build three to four different games in one. That’s given us a huge advantage. We did our beta almost a year ago now, that gave us a whole bunch of time to stress test our servers and make sure everything was running, and work through some problems. Lastly, we have a lot of base skill testing we’re doing with thousands of players almost every weekend before launch.

    What did you learn from the Halo 5 beta last year with the subsequent feedback and how has that changed the Arena’s multiplayer as a result?

    It was kind of crazy to have a beta that early. Normally you have them, and you don’t have time to change anything. This time we had tons to change. We changed ground pound, the whole way that entire feature worked. We changed a lot of the little tuners around escapability. Things like thrust, thrust recharge, the way sprint worked. We also changed the map. Several of the maps have completely different sight lines and paths changed directly in result to the beta feedback.

    On top of that, we’ve also taken feedback from a lot of the pros. Like hey, do you have confidence in shoulder charging, do you have confidence in ground pound, do you think we should be keeping these things even if we fix them, are you cool with thrust always on? A lot of the pros are giving us great feedback that we’ve carried through.

    Is that something you’re doing so that Halo becomes more of an esport again?

    It’s definitely a goal for us. We want it to be like Halo 2, Halo 3, really show off the legacy of Halo within Arena. We really had to start that from the ground up. We want to say hey, we want to be an esport. We have built our own esport league–we’re really inspired by the way Riot Games, Valve, and Blizzard built their own leagues in-house, so we have our Halo Championship Series we built in-house that is awesome. That really gives us a great platform to show off our new competitive experience.

    We also have a pro team, a group of four competitive gamers that work on the game all day long and give us insane amounts of feedback. No matter what we change, what we do, they’re on us. Keeps us really engaged with that pro side of the community.

    We built a spectator mode into Halo 5 for the first time, which we’re very excited about. The Halo Championship Series also has a great relationship with the pros and we’re showing off tons of tournaments. We did a tournament already at Gamescom, before launch, which was crazy.

    You’re taking a unique approach to DLC by offering all maps free for the first year–why are you doing this and do you think it will become the norm in the industry?

    I certainly hope it becomes the norm!

    There’s two reasons we’re doing this. One, we decided from the get-go that we wanted to make a very big investment in our players. We didn’t just want to release a game and hope it worked. We wanted to say okay, this is an investment in our players. So we’re revealing two completely different multiplayer experiences. We’re going at it big, we’re giving them dedicated servers, so it really felt natural, when it came to the DLC question, to put all of our players in one place. With Halo 4, you could have the season pass, DLC 1, DLC 2, DLC 3, and all of a sudden you have six different buckets and players have to make decisions about whether they play new content or with their friends.

    We just couldn’t solve that in game design. The solution was to put everyone in the same playlist. The benefit of this is it’s going to give us better match-making, because there’s less buckets people have to filter through, everybody has access to the same content, it’s going to give us a lot more focus on when we want to start adding things. So that was the biggest deal for us when we were making that decision.

    I’ve been following the ‘Hunt the Truth’ campaign that is creating a lot of mystery surrounding the game. We still don’t know a lot about the story, but what are the core themes of Halo 5?

    The biggest theme is epic. That was written all over our whiteboards before we even started the game. You’re going to see some very, very big things in the campaign that you’ve never seen before. The second one is the rivalry between Chief and Locke. I think there’s a lot of mystery to explore. I can’t go into too much detail, but I love that there’s the two teams you can go back and forth between. Spinning out of those two teams we have co-op, which has been a huge focus for us. There’s a lot of co-op mechanics like revive, tracking, and just the way the missions have been built, they’ve all been built with co-op in mind. So that’s a big step forward. The team is very passionate about that on the campaign side. All the multiplayer developers, because we love playing with our friends, made it very natural for us to jump into co-op experiences on Halo 5.

    Has the epic theme trickled down to design in terms of creating a level, where the team designs a level and the higher-ups say, “No, this is not enough. We need to make this more epic!”

    I wouldn’t say that the higher-ups will go back and say, hey this needs to be epic, or not. But what we have done, the developers will get together in a room and we’ll start saying, “We want to see a Hunter kill like five Spartans at once in multiplayer,” or “we want to see a map that’s so big that there’s a base in it that you could have an arena fight in.”

    We’ve come up with ideas like, we want to see five-on-five scorpion battles, or we want to have banshee dog-fighting. We’ve built a new vehicle, the flying Phaeton, and it’s completely designed to wreak havoc on a huge battlefield. Epic was kind of synonymous with all of our thoughts for multiplayer, especially Warzone. We’ve got maps four times larger than we’ve ever built before, which is a tremendous challenge in itself.

    Speaking of which, how do you think the fans will react to Warzone? What are you hoping to see?

    We want to attract new players to Halo, who have never played multiplayer before, like on the campaign, because they can interact and go after the AI. We want to get Arena players into Warzone as well. We really feel like it’s a great place for players to live a Halo fantasy of having a massive, massive, Halo battle.

    Halo Wars.

    If you’ve ever played Halo Wars (a real-time strategy game), there are these great moments where you can see like seven scorpions, five banshees, you’ve got wraiths on the battlefield, you’ve got three guys running around in circles in warthogs, and it created this controlled chaos. That was one of our visions for Warzone and when the team started, everyone was like, “That sounds awesome but you’re insane, how are you going to do that?” The way we got there was a lot of controlled focus on what we wanted to build, simplifying the game rules down so that everyone could pick it up and understand it, and then just building it.

    The team in Seattle is fantastic, they spent a long long time on Warzone. Lots of iterations; everything from tech, to scoring, working with the campaign team to bring AI and bosses into the mode. I think we’ve developed an incredible and new experience that people are going to love.

    That sounds like it could get really chaotic. Any funny stories to share of when Warzone was still in its early testing days?

    Yeah actually, that’s a great question. We had one week where all the vehicles, instead of getting into them, you’d stand on top of them surfing! So it was even more of a motivator for everyone to buy vehicles. There was another week where some of the tuning broke on an A.I. boss who comes in halfway through the map Escape from ARC, and he just decided to kill everyone instantly. So the theme of that day, it wasn’t like, hey everyone be careful, watch out for this player, it was “Stay the f*** indoors!” Another day, all the water you could just fall through, so we had to spend our entire day avoiding water, just jumping around.

    These sound like they could be made into great GIFs!

    Yeah, it’s funny, our test team, they have a whole bunch of them!

    When you announced details about the REQ system, some fans worried about how microtransactions would factor into the game. Can you explain how microtransactions will work in Halo 5?

    Everything you can get in the REQ system, you can earn whether you spend money or not. There’s no crazy special items that are only going to be reserved for people who spend a lot more money. Also, you get a lot of rewards whether you’re playing Arena or Warzone, so you’re always going to have a ton of stuff that you’ll be able to use. The biggest thing for us the moment we started even talking about this system was that the game has to be balanced. At the end of the day, it’s a multiplayer game. It’s not a spend-more-to-win game. We wanted to make sure that if you spend a whole ton of money, and you thought you could get five scorpions just because you spent more money, it’s not going to work. You’re still going to have to earn the right to call these scorpions into the battlefield.

    So we have a mid-session progression loop, which any MOBA player will be familiar with. You have to level your character up in-game, every game, by killing enemies, going after A.I., and contributing to your team. Then you’ll unlock the ability to use these cards. So if you have ten scorpions, you can’t just call in ten scorpions. You actually have an energy system, and that levelling system that will gate you and keep the end-game balanced. And that was really huge–we’re multiplayer designers, we can’t just make a really unbalanced game. It just wouldn’t feel Halo.

    How much pressure to do you feel working on Microsoft’s crown jewel IP?

    You know, from the day I started at 343 Industries we had pressure. That day, I was a Halo fan, and then all of a sudden I was a Halo developer and a Halo fan. So I knew if I was going to screw up Halo I’d be pissing off myself too. I think the entire team felt that pressure. It’s not just pressure because it’s Microsoft’s crown IP, it’s pressure because it’s Halo and it’s a worldwide brand. We’re expected to lead. That’s one of the reasons we took on a challenge like Warzone and decided to take on such an investment like splitting the multiplayer into two. It’s awesome, and I think that drives a lot of the team.

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  • Star Wars Battlefront Aiming for T Rating

    Although a final determination has yet to be made, Electronic Arts is hoping its upcoming sci-fi shooter Star Wars Battlefront will receive a T-for-Teen rating from the Entertainment Software Rating Board.

    “Star Wars Battlefront is still rated ‘RP’ (Rating Pending) but we’re targeting a rating of ‘T’ for Teen,” the developer said through the game’s Twitter account.

    This isn’t all that surprising. Overall, Star Wars isn’t really considered a “mature” brand, nor is it necessarily a “kids” franchise either, which is why it probably won’t receive an E or M rating. In addition, history is on the side of a T rating, as the first two Battlefront games each received T ratings from the ESRB.

    Battlefront doesn’t launch until November, but you can play it right now through an open beta on Xbox One, PlayStation 4, and PC. This pre-release trial period runs through October 12. It’s already producing some excellent videos, including this one where Luke Skywalker gets squished by an AT-AT.

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  • Check Out Minecraft Streamer's New $4.5 Million Los Angeles Home

    Check Out Minecraft Streamer's New $4.5 Million Los Angeles Home

    Streaming star Jordan Maron, known to the millions of people who watch him play Minecraft as “CaptainSparklez,” has purchased a new Los Angeles home for $4.5 million. Variety reports that the 23-year-old’s new, 4,100 square-foot house sits on a hillside above Sunset Strip–and it looks amazing.

    As you can see in the image above, the defining characteristic of the three-bedroom, five-bathroom abode is its glass terraces. Views (on a clear day, at least) extend to the Pacific Ocean. There is also an outdoor fireplace, infinity pool (and “party-sized spa), sunken wet bar, and a stainless steel barbecue.

    Variety also reports that Maron’s home is only a few thousand feet away from the $70 million, 23,000-square-foot mansion that Minecraft creator Markus “Notch” Persson bought last year.

    For a closer look at Maron’s new house, check out a full image gallery here. The YouTube star has more than 8.8 million YouTube subscribers.

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