Showing posts with label company. Show all posts
Showing posts with label company. Show all posts

Tuesday, July 10, 2012

Namco Uncertain if Tekken Belongs in Smash Bros.




That some quantity of Namco Bandai characters will end up in the next Smash Bros. entries seems almost a certainty now that the company is developing the games with Nintendo's Masahiro Sakurai. The question is which ones?


"Obviously it’s a big priority for the company, so company-wide there are a lot of people involved with that particular project. Not just from Tekken but a lot of our franchises," Tekken producer Katsuhiro Harada told NowGamer, who noted that while his team is pre-occupied with Tekken Tag Tournament 2, it would no doubt be called upon to support Smash Bros. "I do think we'll support the initiative in some kind of capacity."


However, would that support come in the form of Tekken characters? Considering their radically different play styles, would Tekken characters find their way to Nintendo's juggernaut fighting game series?


"That question was one of the most frequently asked questions we got when we announced the project. Especially from abroad," Harada said. "The fans, rather than asking about Tales or Gundam, or some of our other franchises, the fans abroad saw Tekken as one of the key words and took off on that. We’re not really sure at this moment but when thinking of the playerbase who is playing Smash Bros, maybe Tekken characters is something they wouldn’t want, so I’ve been pulling back on that a bit. But I don’t know."


Smash Bros. is still very, very early in development, but the questions keep coming. Stay tuned to IGN for more as we hear it.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Monday, July 9, 2012

It's Official: Windows 8 Available in Late October




It may not have an official date you can pin on the calendar, but Microsoft has finally revealed the month and week Windows 8 will go on sale.


At the company's Worldwide Partner Conference in Toronto on Monday morning, corporate vice president of Windows Tami Reller announced that the new Windows 8 operating system would be released to manufacturing in less than a month - the first week of August, to be more precise.



That puts Windows 8 on track to be released to the public sometime during the last week of October - although Microsoft is vague on whether they're referring to the last full week (October 22-26) or the last three days (October 29-31).


For now, it's no matter: Windows 8 fans have been speculating and now they have a more precise timeframe to witness the bold new desktop and tablet OS parade across 231 markets worldwide, where it will be available in 109 languages.



"Windows 8 is simply the biggest deal from our company in at least 17 years," Microsoft CEO Steve Ballmer boasted during this morning's keynote address. "It's a huge opportunity for our partners, and a very big deal for Microsoft."


Microsoft previously announced that most Windows XP, Vista and 7 users will be able to upgrade to Windows 8 Pro for a mere $39.99, available as a downloadable installation when the OS debuts in October.


Redmond also took the opportunity to talk up the outgoing Windows 7, which has racked up an impressive 630 million licenses sold since its debut on October 22, 2009 (and counting). Will Windows 8 hit those lofty heights? Time will tell…



Source : ign[dot]com

Friday, July 6, 2012

Frankenstein, Agent of S.H.A.D.E. #11 Preview




The adventures of Frankenstein and company continues next week under the leadership of new writer Matt Kindt. In issue #11, it seems Frank and Nina will be getting swallowed by a "whale-beast" called Leviathan that holds a city within it. This is exactly why we dig Frankenstein, Agent of S.H.A.D.E. -- its crazy, bizarre concepts.


Issue #11 hits on Wednesday.


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Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He will love Star Wars until the end of his days.



Source : ign[dot]com

Company of Heroes 2: Creating an Authentic Experience




When it comes to tackling World War II, Relic Entertainment strives to do it respectfully. The studio’s Company of Heroes franchise is a testament to this, with previous titles in the real-time strategy franchise presenting the battles, heroes and horrors of the Greatest War to players in ways that felt more lifelike -- and, consequently, more unsettling -- than many had come to expect. Of course, as a company whose goal is to create video games, Relic must make its titles fun -- something that can easily take away from the authenticity of the experience.


How do they do it, then? How does a team that’s built a name making some of the most critically acclaimed and authentic strategy games take what they’ve learned from travelling around the world -- studying the weapons, mechanized monsters and battlefields where millions laid down their lives -- and apply it to the upcoming Company of Heroes 2? We interviewed Game Director Quinn Duffy to find out.


Now we present Duffy's insight, alongside some of Relic’s photographs, sound design clips and videos they’ve used to inspire, create and shape the direction of Company of Heroes 2’s Eastern Front.





Bread, Bullets and Battlefields



When you're making a game about the Eastern Front, it's safe to say one of the best ways to get an understanding of it is to saturate yourself in it. To gain valuable insight into the Russian people of the past and the present, Relic did just that in March of 2011, when the team leaders traveled to Russia and Germany. "We went to St. Petersburg, the former Leningrad, and went to a number of battle sties in and around the city," Duffy detailed, with regular stops to museums so they could, "see and feel and get reference images of all the equipment" for the game.




The rations people live off of. Click the image to see more photos from Relic's travels.



It didn't even take all that much effort to find what they needed in Russia since, as Duffy put it, "[the Russians] just went gangbusters on celebrating the Great Patriotic War." The Relic crew found ample material in an array of museums that cataloged everything from specific types of weapons to what Duffy refers to as "dark stories." In one instance Duffy and the Relic team got to see the food ration given to the people under siege at St. Petersburg, which he described as being "smaller than your computer mouse...125 grams of s***ty bread a day for non workers. A million people...a vast number of people starved."








They went gangbusters celebrating the Great Patriotic War.





That understanding of the darker side of the Eastern Front history was something Duffy felt the team really benefited from. "To be in Russia and then to go to Berlin again...It brings it to life," he said. Essentially, visiting the places where people died and became heroes brought it all home for the team, "We say, 'oh, 70 years ago,' but when you stick your finger in a bullet hole it doesn't feel that long ago. It brings it to life in a really dramatic way. That was hugely important trip for the leads team and for reinforcing the direction of the game."





The Human Element



The Company of Heroes franchise has always had much more believable infantry than most strategy titles, with soldiers who react to being shot at, scream when they're harmed and generally act like you might imagine soldiers did those 70 years ago. Like the previous games, Duffy said the goal in Company of Heroes 2 is to get across "real soldiers, real battlefields, real war. The team therefore added a lot of animations and contextual speech to "create this sense that these guys are really aware of their environment." Watching real combat footage, the team at Relic has seen the way panic affects soldiers, the way that people can become a bit confused, and they try to integrate that into their characters. Though Duffy does acknowledge that their characters have "a bit of that Hollywood" layered in since in real combat "you rarely see the enemy, guys aren't moving around a ton," and, "you don't have the sort of second-to-second type of reactions that you want in a game."


The foundation for more realistic characters may have been in place from their previous games, but Relic really wanted to take the knowledge gained from traveling and reading memoirs from people involved in the war and instill, as Duffy says, the "fatalism" and "unbelievable bravery" of the Russian people. Duffy said this will come across in "their speech, their acknowledgements, their griping, their bitching," all of which the team wrote to set the tone for a people pushed to the brink. Duffy wants to get past the Russia we know from movies like Enemy at the Gates, so that "you start to see the reach character, that these guys were soldiers like any other soldier," who "faced the most unbelievable hardships."







This philosophy and understanding of the Russian people has also played into the new mechanics for the Red Army. Duffy really, really didn't want "automagical b**lshit kinds of things going on" with how they functioned. The last Company of Heroes games gave you abilities to break suppression, for instance, where troops pinned down by machine gun fire could overcome their fear by pressing a button. This time around Duffy wants to avoid "the magical button," instead focusing on providing context for why soldiers are less likely to be suppressed. An example given was Soviet penal battalions, who had to fight until they either died or succeeded -- regardless of the situation. Contextually it would make sense why they're more likely to go through gun fire brazenly, as opposed to standard Russian infantry.



Source : ign[dot]com

Friday, June 29, 2012

No 3D Shoot for Mad Max 4




Director George Miller and company have finally started shooting Mad Max 4: Fury Road in Namibia, Africa, but they have made a major last-minute change to their plans.


As Twitch Film notes, Miller has always been very adamant about filming the movie in 3D and even developing custom rigs from Dalsa Corporation. However, those plans have now fallen through, and although the film will still be screened in 3D, it will no longer be shot that way. Instead, the production team will be using a blend of Alexa digital cameras and Canon and Olympus DSLRs (for the trickier, more dangerous shots). The film will be converted to 3D in post-production.


Tom Hardy and Charlize Theron star.



Source : ign[dot]com

Friday, June 22, 2012

Stranger's Wrath HD Devs "Given Up on Microsoft"




The developer behind Oddworld: Stranger's Wrath HD has "given up on Microsoft" over the company's failure to digitally release the game.


Speaking to VG247, Just Add Water head Stewart Gilray clarified earlier remarks which led many to believe that the XBLA port of the title had been cancelled.  In actual fact, he suggests Microsoft's lack of co-operation is all that has kept the game off the platform.








What I said was that we’d given up on Microsoft, not that we’d given up on 360. What I meant was that we’d given up on Microsoft doing anything with it.





He explained, "What I said was that we’d given up on Microsoft, not that we’d given up on 360.  What I meant was that we’d given up on Microsoft doing anything with it."


The code for an Xbox 360 HD port of the game, which originally launched on Xbox in 2005, has been complete for a while.  Gilray is especially disappointed by the company's unresponsiveness as it was apparently Microsoft who approached JAW about bring the game to its console shortly after a PS3 version was announced.


"Two weeks [after announcing the PS3 version] Microsoft contacts us and asked if we wanted to a 360 version," he noted. "We said yes.


"Just before Christmas, they came back and said that they didn’t want it because it’d already been on a Microsoft platform. We said, ‘Hang on a minute. We didn’t come to you. You approached us.’ They said, ‘Yeah, but politics here says that we don’t want it on XBLA.’"


To try and resolve the issue, the idea was then floated that Stranger's Wrath HD could be distributed via the Games on Demand service rather than the XBLA.  This fell apart, however, when it became clear that the game would have to retail for $20; a problem, given that it was already available on the Playstation Network for $15.


A last ditch effort to get the game out on Xbox 360 happened in January 2012, but JAW was told that Microsoft's team had gone off the idea as it had already been released on the PS3 some months earlier.








We can’t wait forever. If we did, PS4 and 720 would be out.





"We said, ‘We’ve been talking to you for over 15 months now’,” explained Gilray. “‘We haven’t stalled. You’ve been stalling us. If you’d had come to us six months ago and said fine, we would have held back the PS3 version until the 360 version was ready.’


"We can’t wait forever. If we did, PS4 and 720 would be out. We have to, at some point, say, ‘We tried. End of.’ And that’s sooner rather than later now. But people can’t accuse us of not trying.”


JAW is currently in negotiations with two publishers who are said to be interested in helping them get the game out on the XBLA, but nothing concrete has materialised as yet.  If the game does ever get to see the light of day on Xbox 360 it may not be the version we're used to, with Gilray explaining, "because Microsoft dragged us along for 15 months, we’re now having to add new content to the 360 version."


Oddworld: Stranger's Wrath HD was announced in 2010 and launched on PS3 in December 2011.  A PS Vita version is still in development, with no set release date.












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, June 21, 2012

THQ Vice President Resigns




THQ vice president, corporate controller and chief accounting officer Teri Manby has resigned. According to a recent SEC filing, Manby will remain with the company until July 6th in order to transition her duties to multiple other employees.

CFO Paul Pucino will take on Manby’s role as chief accounting officer, while Rose Cunningham will be promoted to vice president and corporate controller. Cunningham has been with THQ for seven years and most recently served as senior director of financial reporting.



This is one of many recent corporate shake ups for THQ, following the appointment of a new company president shortly before E3. The company has been plagued by financial troubles recently, leading to multiple rounds of layoffs.

THQ most recently announced that Saints Row The Third expansion Enter the Dominatrix will now be a part of Saints Row 4.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Report - Wii U Price Will Be 30,000 Yen, Says Nikkei




Japanese news giant Nikkei almost always get a major scoop or two on Nintendo's plans the day before the company's E3 press conference each year, and this year appears to be no different – the paper is reporting that it knows the Wii U launch price.


30,000 yen. That converts to about $383 in U.S. dollars, £249 in British pounds or €306 Euros, by today's exchange rates.


The information comes to us via Andriasang, responsible for translating the original report. According to them, Nikkei's sources for stating this price point are unclear – the paper could have received an inside tip, or it could simply be throwing out a likely number.


It may be a while before we find out whether this price report turns out to be accurate or not, though, as Nintendo has previously stated that no information on price or other details of the Wii U launch will be discussed at this year's E3.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-wii-u-price-will-be-30000-yen-says-nikkei

E3 2012: Internet Explorer Coming to Xbox 360




Today at Microsoft’s E3 press conference, the company revealed that its very own browser – Microsoft Internet Explorer – will be coming to Xbox 360.


Xbox 360’s iteration of the browser is designed to be the first easy-to-use browser on any game console, and will be integrated with both Microsoft’s search engine, Bing, as well as Kinect. Microsoft’s recently announced SmartGlass will also be fully compatible with 360’s iteration of MSIE.


Microsoft Internet Explore for Xbox 360 will be available this fall.









Source : http://www.ign.com/articles/2012/06/04/e3-2012-internet-explorer-coming-to-xbox-360

E3 2012: New Video Applications Heading to Xbox 360




During Microsoft's E3 2012 press conference, the company announced it will be partnering with four new video services, all of which will be available soon for Xbox 360.


These partnerships include Nickelodeon, Paramount, Machinima and Univision.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-new-video-applications-heading-to-xbox-360

E3 2012: Peter Molyneux Reveals New Game




Peter Molyneux has revealed Curiosity, the first project from his new company 22 Cans. The project is an app that features a giant black cube players will tap to break into.


The cube will actually be made up of thousands of smaller cubes, each of which is being tapped into by other Curiosity players. Curiosity will be the first of 22 “experiments” he forms under the 22 Cans monkier. It will hit PC and mobile.


Molyneux formed 22 Cans earlier this year after departing Microsoft.


Source: Eurogamer






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Source : http://www.ign.com/articles/2012/06/04/e3-2012-peter-molyneux-reveals-new-game

Tuesday, May 22, 2012

Take-Two Expects to Thrive in Next Gen




Take-Two CEO Strauss Zelnick likes the company’s chances next generation. Speaking during a fourth quarter earnings call today, Zelnick said that transitions to a new hardware cycle can create challenges for some publishers and opportunities for others, and he believes Take-Two will fall into the latter category.

Zelnick said that those with strong technology, strong owned intellectual property and top talent thrive in a new console cycle, and he believes that describes Take-Two but not many of its competitors. “We expect to be at the front of the line,” he said.

This comes in the wake of disappointing losses for Take-Two, who saw net revenue of $148.1 million this quarter, roughly $34 million below 2011’s $182.3 million. For the year, Take-Two’s net loss was $108.8 million. Comparatively, the company saw a profit of $48 million in 2011.

“While our financial results were disappointing, the decisions we made position Take-Two for growth and profitability both this year and over the long-term,” Zelnick commented.



It wasn’t all bad news, though, as L.A. Noire and NBA 2K12 boosted earnings for the year. Both titles have shipped more than five million units to date, with LA Noire holding the honor of best-selling new IP in 2011. In the wake of BioShock Infinite’s recent delay to 2013, Zelnick also revealed that the BioShock franchise has shipped 9.5 million units to date. Meanwhile, Max Payne 3 has shipped three million units since its release last week.

“Fiscal 2013 kicked off with the successful launch of Max Payne 3, which received outstanding reviews and promises to be another hit for Rockstar Games,” Zelnick said. “We have a fantastic lineup of upcoming releases for the balance of the year and the strongest development pipeline in the company’s history.”

The company predicts a big year in 2013, with its current release calendar and some "titles yet to be announced” pushing expected revenue to $1.75 billion. While Zelnick wouldn’t reveal whether that prediction specifically included Grand Theft Auto V, he did add that the title is “in full development.”



Other news from Take Two’s earnings results includes a possible delay to 2014 for 2K Marin’s XCOM first-person shooter and the potential end of the MLB 2K series. The company also confirmed a few release dates for the upcoming fiscal year, as included below:
  • Max Payne 3 (PC) – June 1, 2012
  • Sid Meier's Civilization V: Gods and Kings – June 19, 2012
  • BioShock Infinite – February 26, 2013
A release window for Grand Theft Auto V has still not been announced, though many analysts continue to predict that the game will be released in 2013.



Source : http://www.ign.com

The Need for a Nintendo Universe




For months Nintendo fans, and the entire games industry, have speculated about Retro Studios’ next project. With the company laying low since 2010’s Donkey Kong Country Returns, the timing is right for Nintendo’s trusted western developer to unveil its next game. Rumors and theories were running rampant, ranging from Star Fox and Zelda to a return to the Metroid Prime universe.

Yet no one was quite expecting the suggestion that the company was in fact preparing a crossover between the worlds of Fox McCloud and Samus Aran. The notion of these two worlds colliding seemed insane. And yet... not so insane. Rumor or not, the idea that Nintendo’s different universes might interact is plausible. We’ve been seeing this sort of thing for more than a decade - and characters like Mario, Samus and Link fit together better than one might expect. In fact, it’s probably time that Nintendo adopt this practice more formally. It’s time these creations, despite their disparate gameplay experiences, to guest star more often. The only thing more powerful than Nintendo’s vast array of IPs is a scenario in which they can co-exist.



We’ve seen subtle winks and nods to Nintendo’s shared universe for a long time. Mario and Donkey Kong seem to have their own lives and supporting casts, yet frequently interact, particularly when it comes to sports - or jumping over barrels. And we’ve seen plenty of cameos over the years, from R.O.B. in F-Zero GX to Mushroom Kingdom enemies in Link's Awakening to characters that strongly resemble Mario and Luigi in The Legend of Zelda: Ocarina of Time. The references, hints and clever winks could fill a book. Which simply begs the question - why not let the characters interact formally?

This isn’t to say Kirby has to be playable in a Metroid game, or that we simply must see Link piloting a ship in the next installment of Star Fox. These games have specific aesthetics and gameplay ideas, and forcing too much interaction would no doubt corrupt what makes each one unique. Yet there’s nothing saying Nintendo can’t let them interact or acknowledge they’re able to run into each other. Let the fun cameos be bolder. Let the Easter Eggs be more entertaining. Give Nintendo fans, who tend to embrace the publisher’s vast catalog in a fairly comprehensive manner, more of what they crave. Don’t be shy. Have fun with a legacy that has been developed for more than 25 years. It’s not as if we’re dealing with startlingly realistic concepts. The Zelda and Mario universes are insane enough, packed with bizarre characters and ideas. What are a few more in the stack?

That’s why, as insane as the idea of a Star Fox/Metroid crossover might be, it’s not as untenable as you may think. The resistance to such a notion doesn’t seem to focus on the actual concept, but whether the two franchise’s different gameplay styles can accommodate one another. Star Fox is a fast, energetic, third-person aerial shooter, often on rails and often featuring over-the-top action. Metroid is the opposite of just about all of those things. In fact the only thing it has in common with Star Fox is that players need to shoot things, sometimes in space. Samus Aran’s isolated, cold, slow-paced adventures couldn’t be farther from Fox and friend’s quest to stop an evil space monkey.



Yet that reconciliation might be where a considerable amount of innovation can come from. Nintendo is often chastised for leaning on its familiar franchises and strictly operating within those franchise’s boundaries. There is no realistic or sensible way to suggest the company should abandon its iconic characters. They are responsible for billions of dollars in sales, and have single-handedly propelled the publisher’s unique hardware for close to three decades. But, in addition to more traditional installments of Mario and Zelda, what if the company looked to joining and sharing these worlds as ways to explore new ideas, both in terms of franchise and gameplay design?

Sure, it’s insane sounding. But so was the idea that all of Nintendo’s heroes and villains would join together for a fighting game. The thought of Mario’s Mushroom Kingdom banding together to race in go-karts was a little crazy too. Now we’re at the point where Samus Aran and Fox McCloud could team up to save the galaxy, and while we pause at the thought of this, Pikachu is preparing to join forces with Japanese warriors. At this point the barrier to a full, formal, shared Nintendo Universe has about a thousand cracks in it. Nintendo might as well embrace it, allowing developers both internal and external the ability to experiment a bit more, while still giving millions of fans around the world what they want.

And, you know what, if a little hand-wringing and compromise can get us our Zelda/Fire Emblem team-up, we’re not going to complain. Let’s see what one of the world’s greatest game publishers can do when it kicks down a few doors and experiments with some of the greatest game franchises in history.



Source : http://www.ign.com/articles/2012/05/23/the-need-for-a-nintendo-universe

MLB 2K12 Could be the Series' Last




The MLB 2K series may be on its last legs. Following parent company Take Two’s fourth quarter earnings call earlier today, 2K Sports has revealed that its agreement with Major League Baseball will come to an end during this fiscal year.

"Our legacy Major League Baseball agreement will sunset in fiscal 2013," a Take-Two spokesman said. "MLB 2K12 is our last offering under that agreement. At this time, we have no further comment."



While 2K could still renew that agreement or start a new one, comments by Take Two during today’s earnings call seem to indicate no future releases of the series. Specifically, Take Two CFO Lainie Goldstein commented that the company expects zero losses on the franchise within two years, which is a bold prediction if future titles are still on the way.

In the past, Take Two has commented that the future of its deal with MLB was uncertain, though the company has never outright announced that the deal won’t be renewed. Despite MLB 2K’s uncertain future, sales of the company’s other sports franchise, NBA 2K, remain strong and were responsible for boosting earnings this quarter.

2K Sports announced the winner of its MLB 2K12 million dollar challenge earlier this month. For a deeper look into that program’s success, check out our interview with 2K Sports head of marketing Jason Argent.

Source: Kotaku



Source : http://www.ign.com

Sunday, May 20, 2012

DC: The New 52 - "We're Committed To You, The Fans."




DC’s Dan DiDio took to the stage at Kapow! Comic Con to personally thank the British fans for helping to make The New 52 a success, and to pledge the company’s commitment to producing the best possible comics for the foreseeable future.

“With The New 52, we hope that we’re meeting our obligation to you as creators, because keeping you happy is our job. Without you none of this would be possible,” DC’s co-publisher explained to the packed auditorium, “We wanted to come over personally and thank you, because you represent about 10-15% of our business!”

Scott Snyder, the creative genius behind The New 52’s Batman arc The Court of Owls was also on hand to discuss the upcoming finale to the current run. “The next two issues really are our big finale, the big revelations of the whole series begin to come out, and then issue 11 is our giant climax,” Scott told the fans, “I’m really excited about it, I can’t wait. I’ve never worked this hard ever in my life!”

Snyder also revealed the return of Arcane in his Swamp Thing run, “I wanted to explore the core of Arcane. I wanted the ask the questions ‘Who is he? What makes his scary, and why?’ This story will not just reintroduce Arcane, but it will begin the events that lead to the big crossover I’m working on with Jeff Lemire on with Animal Man.”

Issues 12 of Animal Man and Swamp Thing will share a cover, revealed at the show, with the Arcane story dovetailing into the crossover story that Snyder described as “Incredibly epic.”

Dan DiDio wrapped up the panel with a heartfelt tribute to the hardcore DC fans in attendance, “I just want to talk to you about the commitment that we have to our product [The New 52]. We were at a point where people stopped buying our books. Fans were frustrated about the uncertainty around when their favourite books would be out,” DiDio explained, “When we launched the New 52, we made a huge commitment to delivering the books to you, on time. We’re very happy to say that in the last 12 months, out of 52 books a month, we’ve only shipped two issues one week late."

"You want the books on the shelves when you expect them, and we understand that. We took our fans for granted before, but that’s something we’ll never do again. We’re committed to our product, our books, and to you, the fans."



Source : http://www.ign.com/articles/2012/05/20/dc-the-new-52-were-committed-to-you-the-fans

Wednesday, May 16, 2012

Bad Company 3, Mirror's Edge 2 spotted on resumes




Battlefield: Bad Company 3 and Mirror's Edge 2 have been spotted on various profile pages at professional networking site LinkedIn (tracked down by GamerZines), indicating DICE is possibly at work on sequels to its shooter and free-running franchises.




The Bad Company 3 reference comes from a user who said he "provided video game prototype, design, and demo feedback on various AAA titles including Battlefield: Bad Company 3, Dead Space 2, Devil May Cry 5, and other unannounced titles" between 2009 and 2011.


Battlefield: Bad Company 2 shipped during March 2010, and to date, no mention has been made of a follow-up. A sequel to that title would not come as much surprise, as it won warm reviews upon launch, and sold nearly six million copies. An spin-off to the core Battlefield franchise, the Bad Company series launched in 2008 with the well-received original.


As for Mirror's Edge 2, the profile page of an ex-EA software engineer says he worked on that game between July and August 2009, creating the "wandering of crowd system within the Unreal 3 Engine." Yet another former EA employee's page says he built "new gadget and interactive features" for Mirror's Edge 2, as well as leaderboards and a mini-game inside the Mirror's Edge story.


A sequel to Mirror's Edge has not been formally announced, but in June 2009, EA Games Europe vice president Patrick Soderlund confirmed a follow-up was in the works. At the time, he said, "You will see another Mirror's Edge for sure. It's just a matter of when that time is and what we do with it. We have a small team on it, and I'm excited about what we do."


An EA representative told GameSpot, "We do not comment on rumors or speculation."





Source : http://gamespot.com/news/bad-company-3-mirrors-edge-2-spotted-on-resumes-6376972

Friday, May 11, 2012

Resident Evil 6 to sell 7 million




Capcom expects Resident Evil 6 to be the best-selling game in company history. The publisher today released presentation materials to go with its quarterly reports, in the process sharing sales expectations for a handful of upcoming games.



The publisher projects that Resident Evil 6 for the PlayStation 3, Xbox 360, and PC will sell 7 million copies worldwide. Currently, Capcom's best-selling title of all-time is the Super Nintendo edition of Street Fighter II, which sold 6.3 million copies. The last main entry in the survival horror series, 2009's Resident Evil 5, sold 5.8 million units worldwide, good enough to be the company's second best-selling game to date.


While nothing else on Capcom's slate of announced titles is expected to be in the same ballpark as Resident Evil 6, the publisher does have a number of games it projects will break the million-sold milestone. The new Devil May Cry game DMC is slated to launch sometime this year, and Capcom has it down to sell 2 million copies. Meanwhile, this months' new intellectual property Dragon's Dogma is expected to hit 1.5 million sold, while next year's Lost Planet 3 is projected to move 1.4 million copies.





Source : http://gamespot.com/news/resident-evil-6-to-sell-7-million-6376267

Mario & Sonic hurdle 3.28 million




Mario's latest trip to the Olympics was popular with gamers. As part of Sega Sammy's latest financial report, the company revealed Mario & Sonic at the London 2012 Olympic Games has sold 3.28 million copies between the Wii and 3DS versions.



Other million-sellers on Sega's resume were Sonic Generations at 1.85 million and Virtua Tennis 4, which sold 1.04 million copies. Other titles called out by Sega were Football Manager 2012, which sold 710,000 copies, and Yakuza: Dead Souls, which moved 550,000 units.

The most lucrative platform for Sega software sales during the year was the Wii, which accounted for sales of 3.05 million titles. This is compared to 2.45 million for the PlayStation 3, 1.79 million on 3DS, 1.54 million on Microsoft's Xbox 360, and 1.1 million on PSP.

As for Sega Sammy's actual earnings, for the fiscal year ended March 31, 2012, the firm's Consumer Business (which houses its game division) posted revenues of ¥85.6 billion ($1.1 billion), down 3.6 percent from the year prior. The Consumer Business division posted operating losses of ¥15.1 billion ($189 million) for the year, a marked decrease from an operating income of ¥1.9 billion ($24 million) recorded a year ago.

In total, Sega Sammy recorded revenues of ¥395.5 billion ($4.96 billion) for the year, down 3.6 year-on-year. Profits came in at ¥21.8 billion ($272.7 million), down a significant 47.4 percent from the ¥41.5 billion ($519.1 billion) tallied a year ago this time.

Looking to its current fiscal year, Sega Sammy is predicting net sales to surge 18.8 percent year-on-year to ¥470 billion ($5.88 billion), with net income ballooning some 83.3 percent to ¥40 billion ($500.37 million) for the year ending March 31, 2013.




Source : http://gamespot.com/news/mario-and-sonic-hurdle-328-million-6376264

Thursday, May 10, 2012

PlayStation Vita sells 1.8 million units



How well is the PlayStation Vita performing? Sony today announced that the new system has sold 1.8 million units in its lifetime. On top of that, the company is projecting to sell another 10 million units during the current fiscal year.

The news came during a post-earnings investor call attended by Gamasutra for Sony's 2011 fiscal year earnings report. During the presentation, newly appointed Sony president Kaz Hirai noted initial PS Vita sales were hitting the mark.

"The last year, 1.8 million units for US, Japan, Asia and Europe [were sold]," he said. And as a starting phase, I think it was a good start."

In February, Sony announced that the PS Vita had sold 1.2 million units worldwide, indicating the system has moved an additional 600,000 systems during March.

Later in the call, Hirai explained that strong, alluring software will spur the PS Vita as a platform.

"For a game platform, like Vita, the software is the key to success--how good the software is, that is the key to business success. We have to reinforce the software area in order to improve the business, that is the basic line."

Sony also today updated sales figures for its game systems. The company said during the 2011 fiscal year, it sold 13.9 million PlayStation 3 consoles, compared to 14.3 million the year prior. Additionally, the PlayStation 2 moved 4.1 million units, a dip from the 6.4 million sold a year ago prior. Lastly, the PSP sold 6.8 million units in fiscal 2011, down from 8.0 million last year.

As for software, Sony said it sold 156.6 million PS3 titles worldwide, a increase for 147.9 million during the previous year. The PS2 moved 7.9 million games, a drop from the 16.4 million from a year prior, and the PSP sold 32.2 million games during the last fiscal year, down from 46.6 million year-on-year. PS Vita software sales were not announced.

As for Sony's actual earnings, for the fiscal year ended March 31, 2012, revenues for the firm's Consumer Products and Services division (which houses its game business) dipped 18.5 percent year-over-year to ¥3.14 trillion ($39.4 billion). Net losses for the period came in at ¥229.8 billion ($2.88 billion), compared to profits of ¥10.8 billion ($135.5 million) from a year prior.

Sony's overall business was also down. Revenues hit ¥6.5 trillion ($81.6 billion) during the year, marking a decrease of 9.6 percent compared to the previous fiscal year. The company took an operating loss of ¥67.3 billion ($844.5 million) for the year.

Looking ahead, Sony said it anticipates a return to profits in the current fiscal year. The company is presently expecting revenues to surge 14 percent to ¥7.4 trillion ($93 billion), and net income of ¥30 billion ($380 million)


Source : http://gamespot.com/news/playstation-vita-sells-18-million-units-6376060

Monday, May 7, 2012

Electronic Arts To Spend $80 million On Next-Gen Games In 2013 Ads By Google » Blog Tags Today's Most Popular Videos »


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Electronic Arts is committed to the next generation of consoles. In a recent financial filing, the company said it will spend $80 million on "development of games for Gen4 console systems."

While the company isn't ready to say which titles it's developing for the PlayStation 4 (or whatever it will be called) and the next Xbox, it's nice to know that EA is thinking ahead, and when these systems do eventually launch, their will be games out for them.

Let's move from EA's future to its past. In the last year, EA reports a strong quarter and a fiscal year highlighted with $1.2 billion of digital revenue,

"In the coming year, we break away from the pack," said Chief Executive Officer John Riccitiello. "With a very different profile than the traditional game companies and capabilities that none of our new digital competitors can match."


Source : http://www.g4tv.com/thefeed/blog/post/723538/electronic-arts-to-spend-80-million-on-next-gen-games-in-2013/