Category: Gamespot

  • Alan Wake 2 Details, Prototype Video Emerge — But Nothing Has Been Decided

    Alan Wake 2 Details, Prototype Video Emerge — But Nothing Has Been Decided

    With Alan Wake franchise sales reaching 4.5 million, it seems somewhat strange that developer Remedy has not yet released Alan Wake 2. But it hasn’t been for lack of trying. In 2014, the studio said it “worked hard” to make Alan Wake 2 happen, but acknowledged that it could not find the right partners or funding to make it a reality. Creative director Sam Lake added at the time that the developer could have released a “less ambitious” Alan Wake 2, but this would not have done the series justice.

    Remedy has time and again stressed that it wants to return to Alan Wake “when the time is right,” which would probably be sometime after the developer’s current game–Quantum Break–ships in 2016. And now the developer has yet again broached the subject of Alan Wake 2, telling Polygon in a wide-ranging feature that it is already looking beyond Quantum Break to think about what’s next–and it could be Alan Wake 2.

    “Among other things, we are discussing the possibility of an Alan Wake sequel with multiple partners, but nothing has been decided,” Lake said. The original Alan Wake and its follow-up American Nightmare were both published by Microsoft.

    Another possibility, Lake said, is a new game in the Quantum Break franchise. The universes for both Alan Wake and Quantum Break were designed from the beginning to allow for multiple follow-ups, he explained

    Polygon has also obtained Remedy’s pitch video for Alan Wake 2, which Lake describes as “more like a mood piece” that offers up “high-level thematic elements” of what the game would contain. Notably, this video is from 2010 and represents what the game would have been all those years ago.

    As detailed in the video, Alan Wake 2 would again star the fictional writer Alan Wake as he battles new enemies in new settings. The game also would offer some kind of game mechanic that would let players “rewrite reality,” Lake explained. Check out the video at Polygon.

    Head of Xbox Phil Spencer is also featured in Polygon’s story, saying that the original Alan Wake was “one of the most engrossing and cinematic games of the Xbox 360 generation.” He added that it “would be interesting” to see what Remedy could do with a full-blown sequel. Spencer didn’t say if Microsoft was one of the partners that Remedy is currently speaking with about Alan Wake 2, but given the two companies’ history, it seems likely that the two have been talking.

    Though Alan Wake 2 might not be on the immediate horizon, a recent Microsoft survey suggested that the company was exploring a remastered Xbox One version of the original as a pre-order incentive for Quantum Break. Of course, this doesn’t confirm that an Xbox One edition of Alan Wake is in the works, but it does show that Microsoft may be at least considering it.

    Powered by WPeMatico

  • Peter Molyneux "Protege" Quits 22Cans

    Peter Molyneux "Protege" Quits 22Cans

    Godus co-creator Jack Attridge, referred to as Peter Molyneux’s “protege,” has left Molyneux’s independent development studio, 22Cans. His last day was Friday, April 17, 22Cans writes on Twitter.

    Attridge himself also tweeted about his departure from 22Cans, saying,” Goodbye 22Cans. Has been lovely. It’s time to create something of my own. I can’t wait to talk about my new venture!”

    His decision to leave 22Cans comes after the UK studio found itself embroiled in controversy just two months ago regarding broken promises for Godus. However, Attridge says in an interview with The Guardian that he actually made his choice to leave 22Cans back in January, before controversy around Godus blew up in February.

    “It was January that I said to Peter I was looking to leave 22Cans and go off to start my own thing,” he said. “I was really worried that it might be perceived that I was leaving the studio because of that. It really is a shame because that felt like such a terrible time for us to part ways.”

    Regarding his initial hiring at 22Cans–Attridge formerly worked for Electronic Arts and Rebellion–he said he was excited by Molyneux’s pitch for the studio. “He said he wanted to change the world,” Attridge recalled Molyneux saying.

    “After meeting him he said to me why don’t you come along as a designer, but also as his kind of protege,” he said. “For a good year it was just me and him designing crazy stuff together every day.”

    But as time went on, Attridge said he became more of an “adviser,” when he really wanted to “steer my own ship.”

    So Attridge left 22Cans, and has founded his own studio that’s currently working on an unannounced game. He showed an early tech demo of his new project to The Guardian, but says he won’t reveal the game in full until later so as to avoid over-promising and under-delivering.

    “I vowed that I’m not going to say anything about this new game until we can show it,” he said. “It’s really tempting to show it off and talk about it now because we think we’ve got something magical on our hands. We want people to be able to see it and to feel it and to understand that it is the product in front of them and not something else.”

    As for 22Cans, it will move on without Attridge as it works on continued development for Godus (still in Early Access on Steam), along with a new project called The Trail. Don’t expect to see this game anytime soon, however.

    “We’re going to make our mistakes and go down those blind alleys privately before presenting the game to the world,” Molyneux said back in February.

    For more on Attridge’s decision to leave 22Cans, his thoughts on Molyneux as a leader and designer, and lots more, check out The Guardian‘s full story.

    Powered by WPeMatico

  • Xbox E3 Will Focus More on First-Party This Year, "New Exclusive IP" Teased

    Xbox E3 Will Focus More on First-Party This Year, "New Exclusive IP" Teased

    With under two months to go before E3 2015, Microsoft has started to tease its plans for the show. Xbox boss Phil Spencer writes on Twitter that fans can expect this year’s event to feel “different” from past shows, primarily because Microsoft is going to focus more on first-party titles with its briefing than previous events.

    Spencer revealed the news on Twitter in a back-and-forth with fans who asked about what Microsoft may have up its sleeve for E3 2015. He started off by teasing that Microsoft “should have new exclusive IP at E3,” adding that he is “trying to make this E3 more about first-party than past E3s.”

    This doesn’t mean third-party games will be missing at Microsoft’s E3 showing this summer, Spencer stressed in a follow-up tweet. “And to be clear we will have third-party deals, it’s just, [in my opinion], important to focus on and support our first-party,” he said.

    Among other franchises, Activision’s Call of Duty series is one of the biggest third-party games that historically gets stage time at Microsoft’s annual E3 event. This is, of course, likely due to Microsoft’s long-standing exclusivity arrangement with Activision for Call of Duty DLC.

    Spencer went on to say that he’s aware that Microsoft’s new first-party E3 focus means this year’s show might “feel different from past E3s.” However, “I like focusing on our games,” he explained.

    Some of Microsoft’s first-party game announcements from last year’s E3 included Scalebound, and new entries in the Crackdown and Phantom Dust franchises. Looking to this year, Microsoft has already said it plans to talk more about Halo 5: Guardians, Forza Motorsport 6, and something new in the Gears of War franchise at E3. Other first-party possibilities include Rare’s new game and Quantum Break (recently delayed to 2016), while there are always surprises kept under wraps until the big show.

    Spencer and the rest of the Xbox planning team are scheduled to hold an internal meeting today, April 20, to discuss what Microsoft will show during its E3 presentation. He said Microsoft will hold a “full-day content review for E3” on Monday, in an effort to look at “everything we might show.”

    He went on to say that days like today are “some of the best work days; inspiring.”

    E3 2015 begins with Bethesda’s press conference on Sunday, June 14. Though official plans have not yet been announced, Microsoft historically holds its press conference on Monday morning of E3 week (June 15), with Electronic Arts and Ubisoft holding theirs later in the day, capped off by Sony’s in the evening. Nintendo is expected to follow on the Tuesday of E3 week with its own event.

    GameSpot will be on the ground in Los Angeles reporting live from the show all week long.

    Powered by WPeMatico

  • Shadow of the Beast is a Barbaric Brawler Born Out of Love

    Shadow of the Beast is a Barbaric Brawler Born Out of Love

    Shadow of the Beast is a tiny indie project that’s trying to suggest the opposite is true. Its developer Heavy Spectrum has a core team small enough to be counted on two hands, yet the ambition here is to lace the game with enough special effects and visual flair that it comes across as a polished extravaganza. Not triple-A exactly, but in the ballpark.

    The outcome is curious; it’s a little archaic, reverting to side-scrolling platforming and button-mash fisticuffs (think of a marriage between God of War and the original Prince of Persia), yet punctuated with lovingly crafted details and striking vistas to make it stand out.

    Rendered in 3D yet fixed to a side-on perspective, the gameplay is as straightforward as the 1989 original (run right, jump ledges, decapitate enemies) though now benefitting from cinematic effects that flaunt the sheer brutality on display. At times the camera will break free and swoop in for a close-up of enemies being impaled by the monstrous claws of the game’s bestial hero, Aarbron. Blood explodes from the necks of foes whose heads have been torn off and tossed into the air, splattering blotches of crimson across the camera lens.

    Click on the thumbnails below to view in full screen

    Yes, it’s all so very crude, but it isn’t brainless. The world of Karamoon is laced with its own myths and history, depicting an ancient civilisation buried among the sands of an alien wasteland. Stretching out into the horizon is what appears to be the upturned carcass of an unfathomably colossal beast, its eroded ribcage so vast that it creates an extraordinary skyline. Spires of bone stretch out into the sky, made into silhouettes by an unbearably bright sun that hangs low.

    There’s a resonance to this world, a sense that all its parts belong to a wider mythology. Considering Heavy Spectrum’s workforce limitations, it’s remarkable enough that Shadow of the Beast is an attractive 3D game, let alone one with a soul.

    “Sony is one of the companies that are still trying to make games better”

    Matt Birch

    Such a feat would not be possible if it weren’t for its principal designer Matt Birch, who had stayed up until three in the morning the night before our interview to polish the demo code. That’s the kind of person he is; one with so much passion for Shadow of the Beast that, when he finally revealed the project for the first time, he tried in vain to hold his emotions.

    “We’ve got hundreds of pages of text explaining why everything belongs in the world, what its history is,” he says. “The demo we’re showing has thousands of words that I’ve written explaining the back-story. I deliberately want to not expose all that to the player, I want to make sure there are mysteries and gaps that people can fill with their own imagination.”

    It wouldn’t be hard to imagine that Birch only interrupts his work to eat and sleep. The project is now more than two years old, but couldn’t have reached this pre-alpha phase were it not for his unrelenting love for Shadow of the Beast, his infectious passion, his somewhat unnerving determination to succeed.

    It also wouldn’t be possible without the help and resources provided by Sony, he says. “Before Sony announced its plans for PlayStation 4, they showed us the specs and asked what we thought we could do with them. I couldn’t believe they were revealing this to us. It was one of those pinch-yourself moments.”

    Birch, who previously held a managerial role at the now-defunct EA Bright Light, went on to found Heavy Spectrum with his wife. Though the project would likely be far further along in production had he hired more staff, Birch would be the one paying the salaries, and as such decided to keep the team small.

    “I really appreciate how Sony respected my wishes for the studio to stay creative and small,” he says. “Sony is one of the companies that are still trying to make games better.”

    For Birch, better doesn’t necessarily mean original. In terms of its core combat design, Shadow of the Beast has more in common with games from the eighties (Kung Fu Master, Double Dragon, et al) than those of the modern era. Granted, there is a God of War rhythm to the light and heavy attacks, and moments of strategy and counter-hits, but overall it’s a cathartic massacre played out by pressing the same sequence of buttons a few hundred times.

    Blood splatters on the screen frequently enough to be desensitised after ten minutes.

    Which is to say, it’s just like the original Shadow of the Beast; a game released 25 years ago and generally forgotten by the masses, but arguably the reason why Birch took a career in games and wanted to retell its story to new people.

    “Shadow of the Beast was a defining moment of my childhood. I remember going around a friend’s house; he just got an Amiga and showed me the game. I remember being just… awestruck by it, and every time I took the bus home from his house it was all I could think of.

    “Those bus journeys were probably the moment I realised games were not just about challenge. They have worlds and stories that you can take with you.”

    Shadow of the Beast will ship exclusively on PlayStation 4. Heavy Spectrum has yet to confirm its release date plans.

    Powered by WPeMatico

  • UK Games Chart: Mortal Kombat X Breaks Series Record

    Mortal Kombat X has become the fastest-selling game in the series’ 23-year history, according to UK sales monitor Chart-Track, with the ultraviolent fighting game jumping straight to first in the charts.

    The Warner Bros-published title has also been named as the UK’s second-fastest selling release of the year so far, behind EA’s Battlefield Hardline.

    PlayStation 4 versions represented 61 percent of total retail sales, with 38 percent coming from Xbox One and one percent from PC (this figure does not calculate digital downloads, which could skew the percentages significantly). The Xbox 360 and PlayStation 3 editions of the game have been delayed to the summer, and a final release date has yet to be set.

    Mortal Kombat X’s strong opening week pushes Battlefield Hardline off the top spot, down to third place after four weeks atop the charts.

    Meanwhile, the release of the PC edition of Grand Theft Auto V has helped boost retail sales by 94 percent. As with all releases in the official UK games chart, digital sales are not counted, which begs the question of whether Mortal Kombat X would have taken first had digital sales been counted.

    The full top ten follows:

    1. Mortal Kombat X
    2. Grand Theft Auto V
    3. Battlefield Hardline
    4. FIFA 15
    5. Bloodborne
    6. Far Cry 4
    7. Call of Duty: Advanced Warfare
    8. Minecraft Xbox Edition
    9. Minecraft PlayStation Edition
    10. Dying Light

    Powered by WPeMatico

  • Mass Effect 4: Details Allegedly Leaked via Online Survey

    A possible payload of Mass Effect 4 details has emerged online, offering some suggestions on the game’s key features and premise.

    The new details first appeared on Reddit, purportedly taken from an online survey that was shown to a fan of the series. Many fans have attempted to prove that the survey is accurate, and some insist that it is, but there is not yet any clear evidence outright confirming its validity.

    Should the survey details prove to be accurate, it should be noted that these are potential design ideas, and not necessarily features already designed and coded.

    It is unclear why EA would release sensitive details of its game through a survey, if it has at all, although the corporation has done so in the past, more than once, for other titles such as Dragon Age: Inquisition.

    The standout facts from the alleged Mass Effect 4 survey suggest that the game will be distinctly separate from the previous trilogy, and will take on the role of a new hero, a “pathfinder” explorer searching for a new home for humanity.

    In a game world said to be several times bigger than Mass Effect 3, players will be able to explore “hundreds” of solar systems. Some gameplay components from the original trilogy will still exist in Mass Effect 4, such as the option to choose two teammates to bring with you on individual missions.

    In terms of interstellar exploration, players may be able to build settlements on habitable planets, the type of which will provide various bonuses.

    It also appears that developer BioWare wants to introduce major technological feats, with the game apparently able to let players “transition between flying ship, to landing on planet, to driving Mako, to getting out on foot, all seamless with no loading screens.”

    Meanwhile, among the game’s side quests is the option to raid ancient ruins and activating “Remnant Monoliths”, which will reward players with valuable loot and crafting resources.

    BioWare has yet to provide a final name for Mass Effect 4, while publisher EA has yet to reveal a release date.

    A full summary of the purported survey details, as published on NeoGAF, can be found below.

    NARRATIVE:

    • Premise: Set in the Helius Cluster of the Andromeda Galaxy, removed by time and space from the Mass Effect “Commander Shepard” trilogy and its ending. Play as a “Pathfinder” explorer leading expedition with the aim of establishing new home for humanity. Encounter “savage untamed lands”, “cut-throat outlaws”, and “warring alien races” in an effort to survive and colonies. Andromeda is home to a mysterious alien race, the Remnants, who’ve left their vaults and ancient technology throughout.
    • Game Objective: Explore 100s of solar systems (over 4x size of Mass Effect 3) collecting resources, developing your ship, crew, and arsenal, while engaging in diplomacy in order to set up colonies, while discovering the mystery behind the Remnants and racing to secure their technology.
    • New Species: Remnants, an ancient race who’ve left ruins and technology throughout the galaxy. And Khet, seemingly antagonistic.
    • Squadmates: Same as previous games: make friends, take two with you on missions. Cora is able to generate biotic shields you can fire out of. Drack is a Krogan.
    • Loyalty Missions: Same as previous games: complete to unlock increased loyalty and new skill tree for that character. Example: Krogan colony ship has been stolen by outlaws. Track down the ship and return it to increase loyalty with Drack. Dialogue trees and end game impacted by loyalty status.
    • Dialogue: “Meaningful choices”. Deeper control over responses, such as interrupting conversation. Action based choices are physical choices to shape the course of conversation, such as pulling out a weapon and forcing them to open a door instead of attempting to do so purely via conversation.

    EXPLORATION/CUSTOMISATION

    • Tempest Starship: Pilotable ship to discover 100s of solar systems. Customisable with trophies/loot/photos taken through the galaxy. Transition between flying ship, to landing on planet, to driving Mako, to getting out on foot, all seamless with no loading screens.
    • Mako Vehicle: Upgradeable with turbo boost, shield generator, hostile detector, etc. Customisable paint job.
    • Planets: 100s of surfaces to explore, for discovering places to colonise, and alien vaults/outputs to conquer.
    • Colonies: Build settlements on habitable planets. Able to decide what type of settlement for bonuses. EG: Recon Settlements will clear fog of war on space map and offer more strike team missions, meanwhile Mining Settlements will periodically supply crafting materials.
    • Blueprints: Allow you to craft alien technology using materials for better equipment and weapons, such as a jetpack for jumping, cryo-beam to target enemies, etc.
    • Crew: Customisable skill trees, gear, weapons, etc.

    MISSIONS TYPES AND MULTIPLAYER:

    • Remnant Vault Raids: Ancient ruins in two variants. Standard: Accessed by finding and activating Remnant Monoliths, explored to find a “powerful artefact”. Acquiring artefact triggers defence systems: robots, traps, and restructured layout. Rewards with valuable loot, crafting resources, and Star Keys. Orbital Facilities: Unlocked with Star Keys, provide permanent stat bonuses, and optional higher difficulty vault raids that add Khet patrols and outlaws. Rewards with rare loot and narrative acclaim.
    • Khet Outposts: Optional wave-based combat challenges that reward with XP, reduced Khet power and additional narrative options in the region if destroyed.
    • Strike Team: Spend resources to recruit mercenaries and develop AI controlled strike teams to be deployed on randomly generated, time sensitive missions. Include settlement defence and remnant artefact recovery. Strike Teams return 20 – 30 minutes later with XP, currency, and equipment depending on mission outcome. Spend money/resources to train Strike Team, and buy better equipment, to increase success rate and send on dangerous missions.
    • Active Strike Team: See above, however you can choose to complete the Strike Team mission manually via play using your multiplayer roster of characters. Able to play co-op with friends, more friends increasing difficulty and rewards. Bonus rewards for joining another players strike team mission. XP, loot, and customisation rewards for Strike Team played characters are cohesive with multiplayer specific horde mode.
    • Horde Mode: Similar to Mass Effect 3: four players against waves of enemies with additional objectives such as disabling a bomb or assassinating a target. Similar XP/loot rewards to Mass Effect 3. APEX funds earned to be used in single player.

    Powered by WPeMatico

  • Star Ocean 5 Screenshots Show Combat System And Colourful Environments

    Star Ocean 5 Screenshots Show Combat System And Colourful Environments

    After announcing the game early last week, Square Enix has revealed a first look at Star Ocean 5: Integrity and Faithlessness with a new batch of screenshots. The screeshots show new characters, new environments, and a glimpse of the new battle system.

    Star Ocean 5 is being developed for PlayStation 3 and PlayStation 4, and is the first entry in the series since 2009’s Star Ocean: The Last Hope. New details on the game, originally published in Famitsu magazine and later translated by Gematsu, reveal new features such as seamless real-time battles, events which branch the narrative, as well as the backstories of the main character and other party members.

    The game’s release date is yet to be announced. For more, check out the gallery below.

    Powered by WPeMatico

  • Mortal Kombat X Patch 1.02 Out Now, Includes New Skins, Gameplay Changes

    NetherRealm has released patch 1.02 for its fighting game Mortal Kombat X, the developer has announced.

    The patch includes new costumes for a few fighters, including a classic skin for the ice-wielding ninja Sub-Zero. More importantly, the patch makes a few gameplay changes, which are listed below.

    • General – Throws (regular or command grabs) will no longer sometimes connect on a grounded reacting opponent off a counter hit
    • Shinnok (Impostor) – He can now control the location of a stolen Goro Stomp.
    • Subzero (Grandmaster) – Combos on a grounded opponent frozen by the Ice Klone will now scale properly.
    • Takeda (Ronin) – Added a new move “Quick Kall” (Down, Towards, Front Punch) which quickly returns a dropped blade without doing an attack.
    • Takeda (Shirai Ryu) – He will now always teleport to the other side when doing the Air Shirai Ryu Port

    In case you missed it, yesterday NeatherRealm released a patch on PC that fixed several issues, and granted an extra 10,000 Krypt Koins to all PC players for their patience on launch day.

    On Twitter, NetherRealm creative director Ed Boon said that the patch should also improve performance on PC.

    Mortal Kombat X launched earlier this week, and though he didn’t share specific numbers, according to Boone it was the biggest launch in the franchise’s history.

    Mortal Kombat X is currently available for Xbox One, PlayStation 4, PC, and mobile devices. The Xbox 360 and PlayStation 3 editions of the game have been delayed and will arrive this summer.

    For more on Mortal Kombat X, check out GameSpot’s review in progress and what other critics are saying.

    Powered by WPeMatico

  • Project Cars Has 110 Courses, 30 Locations at Launch

    Realistic racing game Project Cars will have 110 courses and 30 locations at launch, developer Slightly Mad Studios has announced.

    The courses and locations are based on real tracks from around the world, including famous spots like Nürburgring in Germany, Zhuhai International Circuit in China, Chesterfield in the United Kingdom, and the 24 Hours of Le Mans in France.

    Most locations will have multiple layouts for different types of races, which is how Project Cars reaches the impressive 110 courses mark. The California State Route 1, for example, has five different configurations.

    You can find the full list of courses and locations on Project Cars’ website.

    Following a succession of delays to the project on at least three occasions, the racing sim is now due to ship in the Americas on PC, PlayStation 4, and Xbox One on Friday May 6. The UK market will get the game on May 8.

    Developer Slightly Mad Studios has plans to ship a version on Wii U, but details on the release date for this remain vague.

    Powered by WPeMatico

  • Watch Co-Op Footage From Alienation, a PS4-Exclusive From Resogun Developer

    We haven’t seen Alienation since Gamescom 2014, but the top-down shooter is looking pretty good in a recently released video.

    The video, posted to developer Housemarque Games’ YouTube channel shows an early pre-alpha, three player cooperative session. It’s still a work in progress, but Alienation seems like a mix of two of Housemarque’s previous games. On its website, Housemarque describes Alienation as a spiritual successor to the top-down zombie shooter Dead Nation, and it does seem to share similar characters and level design, but it also looks like it has the fast pace action and weapon types of Super Stardust HD.

    Alienation is a four-player action game with drop-in drop-out multiplayer exclusive to the PlayStation 4. It will have cooperative, single player, and player-versus-player modes. Housemarque has yet to announce a release date, but the game’s official site says it’s “coming soon.” Sony also previously confirmed the game for a 2015 release.

    Powered by WPeMatico