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Showing posts with label project. Show all posts
Showing posts with label project. Show all posts

Monday, November 19, 2012

Double Fine Opens Prototyping Process to the Public

Today, the folks at Double Fine Productions (Psychonauts, Brutal Legend) announced that their annual Amnesia Fortnight Project would be open to the public this year. This prototyping process has given rise to complete consumer games like Costume Quest and Once Upon a Monster.

In the past, Amnesia Fortnight was held in private at Double Fine's San Francisco headquarters. During a two week period, the developers would split into smaller teams and each make a game during that time. "I wanted to have the company have other voices besides mine, making games," notes Double Fine President and CEO Tim Schafer in an interview with IGN.

Previously, the team leaders of these prototypes were selected by Schafer himself. This year, however, you can vote on your favorite pitch from the various teams and contribute to the project on the Humble Bundle website. You can pay whatever you want, and you can even divert some of your payment to charity.

If you're interested in time traveling bro brawlers, space station simulators, or physics-based blob puzzlers, this is a project you may want to look into.

Once the winning projects are selected, 2 Player Productions will document the development process for two weeks. Once Amnesia Fortnight ends, contributors (That's You!) will receive all the prototypes, as well as two historical prototypes for Costume Quest and Happy Song (which inspired Once Upon a Monster). And perhaps one of the prototypes will even evolve into a complete consumer product! But Double Fine can make no promises of that. "It could all crash and burn," Schafer warned us with a laugh.

When asked if the team would be interested in keeping this process open to the public in future years, Schafer simply mused "once we open the doors to the chocolate factory, it's really hard to close them again."

To contribute and vote on your favorite pitch, head over to the Humble Bundle website now.

Ryan Clements writes for IGN and finished Halo 4 yesterday. He was impressed. Follow him on Twitter at @PwamCider.


Source : ign[dot]com

Wednesday, November 7, 2012

Gemma Arterton Will Do Absolutely Anything

Clash of the Titans actress Gemma Arterton is now confirmed for the long-awaited Monty Python comedy project Absolutely Anything. Sherlock's Benedict Cumberbatch is also currently in negotiations to join the film, TheWrap reports.

Terry Jones is attached to direct the picture, with Monty Python vets Jones, Terry Gilliam, Michael Palin and John Cleese set for voiceover roles -- as is Robin Williams.

The story revolves around a teacher who is endowed by aliens with magical powers to do "absolutely anything." Of course, the Earthling quickly makes a mess of things, and he must learn to take control of what he does in order to set things right again.

Production is slated for the first quarter of 2013. Jones will direct from a script he co-wrote with Gavin Scott.

Arterton will next be seen in the action-adventure fantasy film Hansel and Gretel: Witch Hunters, starring opposite Jeremy Renner.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : ign[dot]com

Friday, September 28, 2012

Blizzard’s Titan Has 100 Developers

Blizzard has revealed that 100 developers are now working on its next MMO project, codenamed Titan. In an interview with Curse Entertainment, Blizzard chief creative officer Rob Pardo said “Titan’s still moving along. I don’t want to get anyone’s hopes up that it’s around the corner or anything. It’s a very big project. It’s got a long ways to go. We don’t know yet when we’re going to really start releasing more information. We’re definitely dead in the middle of development at this point. I think we’re over 100 people now on the team working on it.”

When asked about rumors that Titan has been in development for six years, Pardo commented that “It depends on how you look at such things. When we first start a team, we start it really, really small. We might start with just a couple people. We talk about the concepts, we draw some concept art. It definitely has not been in core development for that long. I’d say core development is maybe closer to four-ish years, but even that was with a smaller team.”

We first heard hints of Blizzard’s next MMO back in December 2007, when Blizzard said its new MMO isn’t related to World of Warcraft. Blizzard later began hiring developers and WOW lead designer Jeff Kaplan began working on the project. Blizzard said in 2010 that the project was a long way off and the codename Titan emerged later that year.

Last year, rumors suggested Titan would be shown at BlizzCon, but were later debunked by Blizzard. The last time we heard the title referenced was during an Activision Blizzard earnings call last month when it was referred to as “an all-new MMORPG in the future” in reference to Blizzard’s release calendar.

Little is known about Titan, and it sounds like we might still have a long time to wait before concrete details are revealed. In the meantime, Blizzard released World of Warcraft’s Mists of Pandaria expansion earlier this week. For our thoughts so far, read our Mists of Pandaria review in progress.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Monday, September 17, 2012

Obsidian's Project Eternity Gets Kickstarter Funding

Project Eternity, the new Kickstarter-funded project from Obsidian Entertainment that was revealed last week after a teaser countdown, has hit its fundraising goal in under three days.

Since launching on Friday with a target of $1.1 million, funding for the isometric, party-based RPG is currently sitting at around $1.5 million.

As a result of this, the company has introduced a number of 'stretch goals'; funding thresholds that, if reached, will mean the developers will expand upon their original vision for the game thanks to the extra funding.

While the base game was due to launch with three races, five classes, and five companions, once funding passed $1.4 million this morning, the company promised to increase this to four races, six classes and six companions.

Should funding hit $1.6 million the game will be made available on Mac and a new major storyline will be added. At $1.8 million, there’ll be a further new playable race, class, and companion, while crossing the $2 million mark guarantees the addition of player housing.

The final announced stretch goal is at $2.2 million, when Obsidian will introduce a new region, faction and another companion as well as Linux, apparently. More surprises have been promised should funding hit $2.4 million, but the company clearly doesn't want to jinx anything with 29 days still to go.

Also on the horizon is the prospect of the game becoming DRM free, and the addition of a new $5,000 tier as it apparently sold out too quickly. With all the backer rewards currently being slated for an April 2014 delivery, we can assume that that's when the game is aimed for. We just hope that adding all these extra goodies doesn't lead to any delays!

Luke Karmali is IGN's UK Editorial Assistant and chronic RPG-oholic You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, September 12, 2012

Obsidian's Countdown Continues With New Details

Update: The teaser site for Obsidian's new RPG project we told you about yesterday has been updated, revealing more details about the mysterious "Project X".

The most important change to take note of is the fact that the number four has now become a three, revealing it to be a countdown rather than an indication of what the title may be. This means we should get more answers when the number reaches zero, which will happen on Friday.

New text has also appeared though, which reads, "The book unread is unwritten. The reason we don't explain it is the reason we use it. Its power is in its mystery. That is the Leaden Key, in part, in whole. Is it clear?"

"Digging for truth buries the seeker."

Though that's the only text visible on the page, a quick look its source code reveals a bit more: "Two centuries ago, your divine champion told the people of Dyrwood to grovel at his feet. If you've come on pilgrimage to the blasted crater that was our reply, Godhammer Citadel is *that* way."

So, does this give us any crucial hints about what the game is? The fact the number has changed makes Dungeon Siege 4 a less likely candidate than it was yesterday, but it's still possible. While Obsidian has spent a fair amount of time in the past working on other company's IPs, there's nothing to suggest this couldn't be a brand new endeavour of its own.

We'll find out more over the coming days.

Original Story: A teaser for what appears to be a countdown to the reveal of a brand new game has appeared on popular RPG developer Obsidian's website.

The landing page currently features the number four enveloped by an Ouroboros, an ancient symbol depicting a snake or a dragon eating its own tail. The text below reads: "What do the words mean? Nothing. The Dirge of Eír Glanfath is sound without form, a lone voice crying out in mourning because it must."

Clicking on the image takes you to forum landing page for Project X Speculation & Discussion where Obsidian fans have begun to speculate on what the words mean.

Described as a forum for "Obsidian's next RPG endeavor" it teases said game is so secret "not even its project codename is yet being revealed."

Stick around for updates and speculation.


Source : ign[dot]com

Monday, September 3, 2012

Project Ogre is not Metal Gear Solid: Ground Zeroes

Metal Gear mastermind Hideo Kojima has confirmed that the freshly announced Metal Gear Solid: Ground Zeroes is unrelated to his mysterious Project Ogre title.

Kojima tweeted earlier today that he was "sick & tired" of the constant speculation over whether the newly unveiled title was Project Ogre.

While I am happy to know people liked "MGS Ground Zeroes", I'm sick & tired of people keep asking me like "is that project Ogre?" here in Seattle everyday.

"While I am happy to know people liked "MGS Ground Zeroes", I'm sick & tired of people keep asking me like "is that project Ogre?" here in Seattle everyday," he wrote.

"Project Ogre is what the project that Ogre appears. Ogre does not appear in "MGS Ground Zeroes" trailer."

So it would seem that Kojima Production is working on whatever Project Ogre is alongside Metal Gear Solid: Ground Zeroes. Does this mean it's the much-rumoured Metal Gear Solid 5? Back in July some images surfaced that appeared to show the game's title screen with the words "Open Ground Reconnaissance Endeavour" above it, so that's still very much a possibility.

Speculation about the link between the two titles hasn't been helped by the fact that Metal Gear Solid: Ground Zeroes runs using Kojima's new Fox Engine, which many people assumed would have its first outing with Project Ogre. So for now at least it looks like we'll have to make do with consuming all the info out there on Ground Zeroes, unless Kojima has a change of heart and decides to spill the beans on Project Ogre in the near future.

Metal Gear Solid: Project Zeroes is a new title in the Metal Gear Solid series focusing on Solid Snake's mentor, Big Boss. While no release date has been set, it's in development for PS3, Xbox 360 and PC.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Thursday, August 23, 2012

Revisiting Resident Evil 3: Nemesis

Resident Evil 6's October release date is now only a month and a half away, so we're ramping up our project to replay all of the company's older efforts in storyline order. We first looked back at Resident Evil Zero in April, and in May we replayed the original 1996 adventure via its 2002 GameCube remake. Last month, we returned to Raccoon City by revisiting Resident Evil 2. Now it's time for Resident Evil 3: Nemesis.

Meeting your Worst Nightmare

As the first and only numbered Resident Evil sequel to have a subtitle attached to its name, everyone knew going into this third PlayStation adventure that something about "Nemesis" was going to be critically important to the game. Capcom made it even more obvious by placing the hulking, nightmare-inducing beast front and center on the game's packaging – the Nemesis was your enemy. Your singular foe. The villain so overwhelming that the entire duration of this latest RE title would be spent trying to take him down – or, more likely, just running away in abject terror.

It was a defining design decision that Capcom made, and it worked beautifully. Whereas the terror in the first two Resident Evil games was mostly centered on the hundreds of zombies lurking around every corner of the Mansion and the Raccoon City streets, Resident Evil 3 totally refocused its fright factor by building up this one, relentless, nearly omnipresent creature. The Nemesis was the most powerful zombie ever – he just couldn't be killed. And even worse than that immortality was the fact that he broke so many rules.

Survival horror games are meant to be scary, of course, and players know to prepare for shocks and surprises going in – but there's still a kind of comfort to be had in the knowledge of how most of these enemies are going to behave. The Nemesis, though, took even those small comforts away. He could run just as fast as your character, which broke the rule of zombies being slow and giving you time to react. He could assault you from afar with a rocket launcher, which broke the rule of zombies only being able to hurt you in close quarters. Worst of all, he could follow you through doors. That broken rule was the hardest of all to handle. We never knew how much we relied on the simple technical boundaries of loading screens protecting us from attacks until that first time we leapt through a nearby door, tried to catch our breath, and then saw the Nemesis come charging straight through to continue his hunt for "STAAAAAAARRRRRSSSSS!"

Frying Pan, or Fire?

Run-ins with the iconically scary Nemesis happened continuously throughout Resident Evil 3, as just when you thought you left him behind he'd pop up again at the most inconvenient time, in the most inconvenient place, to once again try to eat your brain. Capcom took the opportunity of these unique encounters to do something new with gameplay. You wouldn't just walk into a room and find the Nemesis sitting around waiting to battle you again – instead, you almost always got a choice of how to react to his appearances.

Called the "Live Selection" system, the game would briefly freeze and flash in black and white at these critical moments, then give you a quick on-screen choice between two alternative actions. Would you rather stand and fight, or turn and run? Would you like to go left, or go right? Memories of old Choose Your Own Adventure books and even the classic Dragon's Lair arcade game might have occurred to some players, except none of us really had the time to sit and think – because if you didn't pick an option within just a few seconds, the game would decide that your indecisiveness must be punished. Usually by Jill getting seriously hurt, or even instantly killed.

The RE series has never again used this specific type of reaction mechanic, but from a certain perspective, it could be seen as a precursor to the fast-button-input Quick Time Events that began to appear later on in Resident Evil 4.

The Mercenaries

Another way Resident Evil 3 paved the way for its subsequent sequels was with its introduction of a new minigame called "The Mercenaries - Operation: Mad Jackal." Fans of the franchise will recognize the name, as a shortened version – just "The Mercenaries" – was used for minigames in both Resident Evil 4 and 5. It even got spun-off into its own standalone retail release with last year's Resident Evil: The Mercenaries 3D for Nintendo's 3DS.

Those later versions and their focus on taking down tons of zombies to rack up high scores have little in common with RE3's original version, though, as Operation: Mad Jackal was more of a time attack game. You'd pick to play as one of three commando characters from the game's main storyline – Carlos, Mikhail or Nicholai – and try to make it from one starting point to an end goal in another part of Raccoon City in just two minutes. Running straight there was impossible, though – you'd always run out of time. So along the way you'd have to take down zombies and assist uninfected survivors to score time bonuses, extending the countdown and giving you enough extra seconds to make it to the finish line.

Gameplay Refinements

As the third and final Resident Evil title for the original PlayStation, RE3 represented the pinnacle of the series' design on its originating platform. Its foundations were firmly the same as RE1 and 2 – the same tank-like control scheme, pre-rendered backgrounds and all the rest of the series' hallmarks were found here once again. But lots of little tweaks and upgrades made the cut for this final PSone outing.

You could activate a new dodge maneuver to avoid zombie attacks, using proper timing to sidestep their hungry lunges and save yourself the trouble of having to use up quite so many Green Herbs. You could walk up and down staircases without needing to press an action button to do so – an improvement that greatly benefited the game's overall flow. And, crucially, you could now execute fast, 180-degree turns on the spot. Capcom had actually first introduced that little move in the RE-esque Dino Crisis, but it proved to be truly invaluable with the Nemesis hot on your heels through Raccoon City.

Oh, and then there was the gunpowder. For some reason, Resident Evil 3 went nuts for gunpowder. You didn't really upgrade your weapons much in this one – instead you'd find all sorts of gunpowder containers all over the city and you'd mix them together to create better and better ammunition. It was another unique addition to the series, but also another one that hasn't ever been used again.

The Impact of Nemesis

That's the thing about Resident Evil 3: Nemesis – it's arguably the most unique and individual of all the numbered RE games. We've tried to pin down the potential impact of each installment on the new RE6 with each of these articles, but with Nemesis it's a question mark. So many of its elements seem destined to stay locked into just this one game – the focus on a singular foe, the "Live Selection" choices, the gunpowder mixing. If anything, the thing that will probably carry forward into 6 will be the ridiculously impractical costumes for our playable heroes – have you seen the tube top and mini-skirt they stuck Jill in for this game?

If you want to go back and experience Nemesis for yourself before RE6 arrives, you've got just about the same array of options as you did for RE2. There's the original PlayStation release from 1999. Then there's a series of ports to PC, to the Dreamcast and to the GameCube – though the Cube version didn't exactly find many fans thanks to its inflated pricetag back in 2003. PlayStation Network's also got it up for download, for all you PS3 and PSP owners out there. But we'll end by reitirating the same sentiment from last time – Capcom, we'd love a modern remake of this adventure at some point. Surely you're not too scared to bring back the Nemesis, right?

Lucas M. Thomas still plays Resident Evil games with the lights on. You're not going to change his mind about that. Join him on his IGN blog and Twitter.


Source : ign[dot]com

Peter Molyneux's Plans Thwarted by NASA

The first game created by Peter Molyneux since his departure from Lionhead is apparently undergoing a name-change thanks to NASA.

The project, called Curiosity, is being developed by Molyneux's new studio 22 Cans and was recently delayed until next month.

Due to NASA and the Martians we are wondering what we should officially name our first experiment Curiosity...

But it appears Curiosity will never be released, at least not titled as it is, due to the Washington-based NASA being uncomfortable with the game sharing a name with its Mars Rover.

Taking to his Twitter account, Molyneux asked fans for help, writing "Humm there is a problem the the name curiosity, we can't use it because of NASA. I wonder what one word would sum up curiosity:the cube."

The news appeared to be verified when the 22 Cans account posted a similar question, sharing "Due to NASA and the Martians we are wondering what we should officially name our first experiment Curiosity..."

There's already a wealth of suggestions out there, including Cuberosity, but there's still time to share your ideas.

Due out next month, Curiosity will launch on PC, iOS and Android platforms. The game is planned as a social experiment which revolves around breaking apart a giant black cube with the help of thousands of gamers worldwide.

Luke Karmali is IGN's UK Editorial Assistant and would quite like Molyneux to knuckle down on Black & White 3. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, August 20, 2012

New Michael J. Fox Sitcom Coming to NBC

NBC has just signed a deal to produce a new single-camera comedy that will bring Michael J. Fox back to weekly TV. While the project was sought after by FOX, ABC and CBS (who came the closest among the other contenders), it was Peacock chief Robert Greenblatt who eventually won over Fox, who will produce and star.

As Vulture reports, the big selling point from Greenblatt was that he gave the project a full 22-episode order -- Not many shows get an order to go to series before they shoot a pilot, and 22-episodes is an especially rare upfront commitment. Current plans are to film the Sony Pictures Television series in New York, which also happens to be where Fox worked on Spin City. The half-hour show will be a family comedy loosely inspired by Fox's own life, presumably incorporating his real-life battle with Parkinson's disease.

While Fox's project is now targeted for fall 2013, it's likely that the pilot will be shot well in advance of that, taking advantage of the longer lead time.

The still untitled comedy is created by Cougar Town writer Sam Laybourne and the pilot will be directed by Will Gluck (Easy A).

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : ign[dot]com

Thursday, August 9, 2012

Ouya Kickstarter Closes With $8,596,475 Pledged

Ouya's Kickstarter funding campaign closed earlier this morning, with the project successfully having received $8,596,475 worth of funding from 63,416 backers.

The open source console's quest for funding launched back on July 10 with a funding goal of $950,000. Within seven hours it smashed through this target to have the most successful Kickstarter launch day ever.

It took us seven months to raise a little bit of investment from generous friends and family, and we raised the rest on Kickstarter in seven hours. We are just floored.

Speaking to IGN at the time, Ouya founder and CEO Julie Urhman said, "It took us seven months to raise a little bit of investment from generous friends and family, and we raised the rest on Kickstarter in seven hours. We are just floored.

"The next 29 days are about raising the bar: how much can we change things?  We're going to hang on tight for the ride!"

While the Kickstarter may be over, a number of developments in the last two weeks suggests that Ouya's wild ride isn't over yet. We told you last week that Square Enix became the first major published to support the console by releasing Final Fantasy III as a launch title, while also promising to provide more content in the future.

Then we found out that cloud gaming service OnLive would be available on Ouya from launch, alongside Vevo content, the XBMC media player and digital radio service TuneIn. Yesterday, Namco Bandai revealed it is in "active discussions" to become the second major publisher to support the console, which would bring Pac-Man, Galaga, Ridge Racer, and Tekken to the new platform.

Ouya is expected to release in March 2013, so expect even more news and partnerships to materialise before then; just yesterday we discovered the console will support four controllers.

The first Ouya exclusive title, a prequel to Robert Bowling’s Human Element, is currently in development.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, August 3, 2012

M. Night Shyamalan Turns to TV with New Syfy Pilot, Proof

Syfy has given movie filmmaker M. Night Syhamalan a put-pilot commitment to a new project called Proof, says The Hollywood Reporter.

The story centers on the son of a billionaire tech genius who offers up a substantial reward to anyone who can find proof of life after death following the untimely death of his parents. Shyamalan will direct the project for Universal Cable Productions, with former Buffy the Vampire Slayer executive producer Marti Noxon signed on to produce and co-write the pilot alongside Shyamalan.

Meanwhile, Bryan Fuller (Pushing Daisies, Wonderfalls) and Robert Halmi Sr. are working with the network on a pilot of their own called High Noon, based on John Christopher’s cult 1969 young-adult sci-fi novel The Lotus Caves.

According to Deadline, Reunion Pictures will produce the 90-minute pilot, with production set to begin this fall in Vancouver. The site describes the story, which "creates a future where the countries of Earth have established colonies to mine the Moon's resources. When a new life form is discovered, chaos erupts as various factions race to uncover and exploit its powerful secrets."

It's a busy year for Fuller, who has Hannibal coming in the spring to NBC and also wrote and executive produced the pilot for The Munsters reboot at NBC, Mockingbird Lane.


Source : ign[dot]com

Robert Bowling Talks Human Element and Ouya

Ex-Infinity Ward creative strategist Robert Bowling has spoken to Eurogamer about his next project, Human Element.

It will be the first project developed by his new studio Robotoki, and is slated for release on next-gen consoles sometime in 2015. But over the next few years, Bowling plans to release a series of episodic prequels exclusively on Ouya.

Human Element is a first-person game set in a zombie apocalypse. The Ouya prequels, however, will be set 35 years before the next-gen title and will tell the story of how the world came to an brain-eating end.

Bowling said the console's open platform "allows us the flexibility and the freedom creatively to use it as a testbed for all these rapidly prototyped mechanic and gameplay experiences that maybe are too costly and risky to dedicate a full priority list to on another platform."

The prequels will offer a range of different experiences and a variety of gameplay mechanics. "With each episode I really want to focus the scope around either a specific mechanic or an experience that we're trying to deliver," said Bowling.

"Say episode one could be focused on the fortification aspect of survival; finding your location, finding supplies, building fortifications to secure it, building alarm systems within it so you know when it's breached... nailing what makes that fun and exciting and thrilling in a survival scenario. And then once we do that in episode one, episode two could be completely different.

"Episode two could be focused on going out in this world, dealing with that human element much more. Dealing with other survivors, dealing with the moral choices you need to make when you come across scenarios, knowing that you could always fall back to that safe haven you built in the first episode."

Have you had enough of zombies? And what do you think of the decision to use Ouya as a platform to test new ideas? Let us know in the comments below.

Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Thursday, August 2, 2012

Starz's Incursion is "Band of Brothers Meets Halo"

With Spartacus wrapping up on Starz next year, executive producer and showrunner Steven S. DeKnight is in development on his follow-up project, Incursion. Again teaming with Starz, DeKnight is crafting a story about an intergalactic war, in Starz's first sci-fi series.

Today, at the TCA (Television Critics Association) press tour, Starz’ president, Chris Albrech, gave an update on the project, saying DeKnight had just returned from Hawaii, where he shot a short proof-of-concept reel for Incursion, to give the network an idea on how the series would look and feel.

Albrech said the series was very big and ambitious, describing it as “Band of Brothers meets Halo.”

I spoke to DeKnight about Incursion at Comic-Con, and you can check out what he had to say about the series, and its season-to-season format, below.


Source : ign[dot]com

Thursday, July 26, 2012

Microsoft Flight and Project Columbia Cancelled




Microsoft has ceased development of its free-to-play flight simulator Microsoft Flight. It has also scrapped Project Columbia, an unannounced Kinect game.


Both games were being developed at Microsoft's Vancouver studio. Last night, as noticed by Kotaku, employees took to social media to report on the cancellation of both games and highlight the redundancies facing its staff.


Despite initial reports that Microsoft had closed the entire studio, Microsoft has confirmed that the studio will remain open but will operate at a reduced capacity.


Speaking to Gamespot, a Microsoft spokesperson said, Microsoft Studios has decided to end development on Microsoft Flight and Project Columbia. As a result of this action, some positions within the development teams have been eliminated. Microsoft human resources is working with the affected individuals to find new roles within the company."


"Microsoft Studios is invested in British Columbia and still has several teams, both in Vancouver and Victoria, which will continue to produce the best entertainment and gaming experiences possible."







This is the latest setback for the games industry in Vancouver, with Capcom making redundancies at its studio in recent weeks and Rockstar relocating to Toronto.







Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.



Source : ign[dot]com

Wednesday, July 25, 2012

THQ Registers Saints Row, 1666 Domains




THQ has registered multiple new websites related to upcoming titles, including the next Saints Row and its mysterious 1666 project. The Saints Row domains include EnterTheDominatrix.com and IAmSaintsRow.com, while 1666 domains include 1666Amsterdam.com and 1666TheGame.com.


Enter the Dominatrix refers to the Saints Row: The Third expansion that THQ announced earlier this year. Since its announcement, the expansion later transitioned into part of Saints Row 4. In the past, former THQ president Danny Bilson commented that Saints Row 4 would be wilder than Saints Row: The Third.







1666, meanwhile, was referenced in a THQ trademark back in March. While no details are available, many have speculated that 1666 refers to the Great Fire of London, which occurred that year. The Amsterdam domain adds additional support to the theory that the game takes place in Europe, and 1666TheGame appears to confirm that 1666 will indeed be the game’s title.


This is all speculation for now, but we’ve reached out to THQ for comment on the domains. THQ’s confirmed release slate for 2012 currently includes Darksiders II in August and WWE 13 in October. The company has several titles planned for 2013 including Company of Heroes 2, Metro Last Light and South Park: The Stick of Truth. THQ will also publish Homefront 2, which is currently in development by Crytek.


Thanks to Kotaku for the heads up.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Monday, July 23, 2012

University of Southern California is Making a Real-Life Holodeck




Project Holodeck is exactly what it sounds like: the University of Southern California’s schools of engineering and cinematic arts have joined forces to develop a virtual reality gaming platform, built almost entirely from widely available technology. 


Players’ body - and head-movements are tracked respectively by a Razer Hydra and Playstation Move. Variable fans (the prototype’s are Arduino-controlled) simulate wind for touch feedback. The team is building its software from the Unity3D engine.



Project Holodeck’s main development snag for the moment is its head-mounted display. The Oculus RIFT, designed by Project Holodeck’s Lead Hardware Engineer Palmer Luckey, will have a definition of 640x800 per eye, with a field of vision sufficient for simulated peripheral vision. “This isn’t like watching a floating television,” the project’s hardware page explains. But pending a Kickstarter campaign, which will price the HMD at $500, the RIFT only exists in prototype.



The $500 price-point will certainly make the RIFT a competitor to Sony’s HMZ-T1, but it’s hard to imagine something with such a limited range of use appealing to anyone except serious gaming hobbyists. “We want to make the dream of a VR play space a reality, and at a affordable cost,” the team has stated. But even if you already owned all the required components (at least one version of the platform featured four networked Kinects), setting up a living room VR system looks like it would be prohibitively expensive for average consumers.


The USC team is reportedly developing its own game to showcase the platform. Wild Skies has yet to post game footage or even a screenshot, so it’s likely the game doesn’t yet exist in any playable form, though a recent Project Holodeck video, which combines gameplay clips from “Skies of Arcadia” with (we’re assuming) staged footage of player actions, makes the concept of a sense-immersive flight-sim/adventure game look surprisingly feasible.





Project Holodeck’s hints at a partnership with Disney Imagineering make full commercial availability of the system seem even less likely - at least for the next few years. But maybe that’s a good thing. VR gaming is hardly a sure thing for developers. (Remember Nintendo’s Virtual Boy? Most people don't.) But current technology would certainly make developing VR games easier and more affordable than it’s been in the past.


If there was a consumer VR platform would you buy it? More importantly, how little would it have to cost? Let us know in the comments.



Source : ign[dot]com

Friday, July 20, 2012

Final Fantasy XIII Announcement Incoming on September 1

Square Enix will share more details about its next Final Fantasy XIII project on September 1.

We told you previously that the company was set to make an announcement at the Final Fantasy 25th anniversary event in Shibuya, but now we know slightly more.

According to Andriasang the Final Fantasy XIII stage will take place at 11.30 on September 1 and will be titled "Final Fantasy XIII Lightning Saga: New Developments Presentation". The game's producer, director, art director and other members of staff will attend.

We've talked before about the possibility of Final Fantasy XIII-3 being revealed, and the fact the news is about the "Lightning Saga" still makes this the likeliest option. Despite this, we doubt we're alone in hoping something is said about Final Fantasy Versus XIII and whether it's been cancelled or not.

The Final Fantasy 25th anniversary event will take place from August 31 to September 2, with other panels set to include a Final Fantasy XI music presentation and new details about Final Fantasy XIV version 2.0.

Luke Karmali is IGN's UK Editorial Assistant, and has been in the foetal position softly weeping since this morning's Final Fantasy Versus XIII news. Cheer him up on IGN and on Twitter.


Source : ign[dot]com