Showing posts with label development. Show all posts
Showing posts with label development. Show all posts

Monday, July 9, 2012

Rockstar Expands Max Payne 3 Studio




Rockstar has announced that it will expand its Toronto studio, moving the development team to a new larger, custom-built facility in Ontario thanks to support from the Ontario government. Over the next six months, Rockstar Toronto will be joined by members of Rockstar Vancouver, who will be offered the chance to join Rockstar Toronto or to take positions at other Rockstar studios.


Rockstar Toronto previously worked on Max Payne 3 and the PC version of Grand Theft Auto IV, in addition to Grand Theft Auto: Episodes from Liberty City and prior Rockstar titles The Warriors and Max Payne 2. Rockstar Vancouver also contributed to Max Payne 3 in addition to developing both Bully and Bully: Scholarship Edition. According to Rockstar’s vice president of publishing and operations Jennifer Kolbe, combining the two studios “will make for a powerful creative force on future projects.” Kolbe notes that Rockstar plans to add more than 50 new positions to the expanded Canadian team and credits the Ontario government’s cooperation for the ability to do so.







Financial details on the partnership with Ontario’s government weren’t disclosed, though Ontario minister of economic development and innovation Brad Duguid commented that “By providing financial support and tax incentives to help companies grow, we maximize Ontario's competitiveness in the global economy and support job creation.” It’s currently unknown what the new combined Canadian studio will work on first, though it’s worth noting that Max Payne 3 has several downloadable expansions in the works.







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

How Certain Affinity Improved Forge for Halo 4




Forge mode is coming back in Halo 4, and it's in development at Certain Affinity, the creative house responsible for Halo: Combat Evolved Anniversary and Halo: Reach map packs.


Certain Affinity based its improvements to Forge on fan feedback, allowing for more creative freedom and ease of use. Players can link duplicated objects using magnets, for instance. In the demonstration below, designers create a headquarters with a bridge, and it's built much faster than it would have been in Halo 3's or Halo Reach's Forge.





What's more, users can lock objects in place, which prevents them from accidentally deleting or ruining their designs, as was a past problem.


The most interesting addition, however, is the Trait Zone. These custom fields allow you to change the physical properties of Spartans in specific spots. In the demo above, you can see a Spartan's speed and jump height boosted, as well as other options including damage absorption, shield multiplier, and recharge rate.


Or you could just lower the gravity of the map altogether.


Source: The Verge







Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.



Source : ign[dot]com

Friday, June 29, 2012

Alan Wake Creators Bring Death Rally to PC




Remedy, the development studio behind Alan Wake and the first two Max Payne titles, has decided to bring its popular mobile game Death Rally to PC. Alongside enhanced graphics and controls tuned for mouse and keyboard, this version of Remedy's racer also includes a new track called "Savo" and sees the return of the 1996 Death Rally character, "Shadow Man." Also stated in today's press release, multiplayer and single player progress will now be integrated.



Death Rally PC releases on August 3rd for $9.99, a price point quite a bit higher than the 99 cents you'd pay on iOS at the time of this post.



Source : ign[dot]com

Endless Space Preview




With open betas all around us, and developers releasing early alpha builds for us to tinker with and to frown over, games development ain't what it used to be. Time was when it all happened behind closed doors and we were lucky to catch the barest glimpses of games-to-be, the faintest whiff of works in progress. Nowadays, more and more developers rely on feedback from their alpha and beta releases to test their titles and ensure players will be satisfied with the end result.


But this simply wasn't enough for Amplitude Studios. The team behind Endless Space went one step further and posted their development documents online for all to see. As well as having a beta build of this enormous, engrossing empire-builder that they could dive into, players also had access to the vision behind it, a chance to examine in detail the ambitions of its designers and how they planned to realise them. And then Amplitude asked them to join in.


Sharing their ideas this way wasn't so much an act of trust, they say, as a practical step forward, the best way for them to communicate with their fanbase and ensure that an ambitious game of galactic domination became all that it should. “We really wanted to go with total transparency with our community, at least as much as we could. We gave out all our game design documents on our forums,” says Max von Knorring, Amplitude's Director of Marketing. “Players and designers, we all started from the same basis.”







With this plan of action set before them, Amplitude have been busy inviting further suggestions from their players, determined to use their 20,000 strong beta community (some who have been playing the game for over 100 hours) as much more than just a team of testers. While still focused on their overall objectives, they're been able to poll players on tweaks, additions and improvements, as well as incorporating original contributions into the game.








We always put the most important things from the community list into our own schedule. I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.





“We have a priority list on the community and we always put the most important things from this community list into our own schedule, which then forces us to work on them,” explains Creative Director Romain de Waubert, who believes the positive response the game has received is due in no small part to this inclusive process. “I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.”


Endless Space is certainly looking very glossy indeed, so polished that you can almost see your face in it, and there are great depths to be explored below its shiny surface. In the tradition of the classic 4X (explore, expand, exploit, and exterminate) strategy games that its based upon, it's enormously customisable. As well as a set roster of alien races to choose from, there's also the option to customise your own, building them from hundreds of different individual characteristics. These can have a considerable effect on your ability to wage war, to conduct research or even just stay alive, as well as subtly morphing the great sprawling web that is your tech tree.


For those who don't fancy building their own aliens, the basic collection are quite distinct and will suit all kinds of playing styles. As well as the more standard races, such as warriors and technologists, the game also includes strange and hungry beings who cannot keep their planets but only consume them and move forward, and a decadent civilisation entirely based around one person's narcissism.



No matter how big or complex your galactic empire becomes, micromanagement is not the order of the day here. The development team have gone to great pains to streamline the interface and to make things as accessible as possible, with the hope that players lose themselves in the game, not its menu system. “What we've noticed in many games we've played and worked on in the past is that sometimes you can have a simple game that is hidden beneath an overly complex interface,” says Romain. “We wanted it the other way around.”








Sometimes you can have a simple game that is hidden beneath an overly complex interface. We wanted it the other way around.





This is also reflected in the game's battles, which are only a couple of minutes long and based much more around giving out general orders at key points, rather than precisely directing the manoeuvres of every single vessel. Although Total War players might be disappointed that they don't get to individually shepherd their units around, it does make for nippy and decisive combats which won't slow the game's simultaneous multiplayer. Similarly, though you can go to great pains to intricately sculpt the starships that you construct, using all the technology and resources you'll discovered, a helpful “recommended” blueprint is always at hand.


In an uncommon twist in games development, the release of Endless Space has actually been put forward and is now slated for July 4th, though Romain and Max insist that the game's support and development will continue well past this date. Much of the game has been built from the ground up to support modders, and Amplitude are interested in spending even more of their time engaging with their players, starting with a few community meets, which Max says they'll be “Doing more and more, now that we've started to get our heads above the water and we see the game being finalised.” The team have already met with fans in London and are going on to do the same in both San Francisco and Paris, even inviting dedicated members of their community to visit them in their studios as a thank you for their efforts.







While the proof is, of course, in the galactic pudding, Endless Space looks very much like it will satisfy strategy gamers, not least because it the beta has already been doing so for many weeks now thanks in part to the contributions of and co-operation between many of those 20,000 players. Could Amplitude's community-focused development perhaps be the model that other studios begin to follow?


“I'm sure, definitely, though I don't think it'll work for everyone, for every game,” says Romain. “But some people wanted to get involved as soon as they could, because they arrive when other games are finished and go 'Oh man, why did you do that? You could've made it so much better!' And the developers say 'Oh yeah, well, if you'd told us...'”


So if you do have anything you want to tell Amplitude, before or after July 4th, this is one development team that's all ears.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Ubisoft Reveals ctOS




During its press conference today, Ubisoft revealed ctOS.


After two years of development, is set to “revolutionize the way players interact with each other.”


The game focuses on a computer controlling the city. Our lives are controlled by computers, "but who controls the computers?"


The game focuses on data turning against us. Data is interconnected and "everything can be hacked."


Creative director Jonathan Morin from Montreal hosted a short playthrough of the game, played on a PlayStation 3. The game follows a character named Aiden Pierce who uses his "fists and wits."


The game appeared to be set in Chicago and featured gameplay that included jamming technology, used in a group of people to make their cell phones stop working.


More details coming…






.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-ubisoft-reveals-ctos

Monday, May 14, 2012

Tomb Raider delayed to 2013


The upcoming Tomb Raider title currently in development at Crystal Dynamics has been delayed from Q3 2012 to Q1 2013.

The announcement came today via a post on the official Eidos Games forums, in which Crystal Dynamics studio head Darrell Gallagher outlined the developer's reasons for delaying the title:

"Our priority now is to make sure we fully deliver the very highest-quality game," Gallagher said in the message. "In order to do this, we have decided to move the game’s release date by a few months, from fall 2012 [spring in Australia] to the first quarter of 2013.

"We're doing things that are completely new to Tomb Raider in this game, and the additional development time will allow us to put the finishing touches into the game and polish it to a level that you deserve. We believe this is the right choice, and I guarantee it will be worth the wait."

As a consolation prize, the studio also released a screenshot in preparation for more information about the game, which will be revealed during this year's Electronic Entertainment Expo (E3) in June.

Last year, it was revealed that Crystal Dynamics would be exploring Lara Croft's beginnings in the upcoming Tomb Raider title. Earlier this year, the studio also announced that it had no plans to release the game on the Wii U.

Set for release on the Xbox 360, PlayStation 3, and PC, Tomb Raider is the first instalment in the series since 2010's downloadable multiplayer-focused Lara Croft and the Guardian of Light, and the first standalone game since 2008's Tomb Raider: Underworld.


Source : http://gamespot.com/news/tomb-raider-delayed-to-2013-6376549

Tuesday, May 8, 2012

Spec Ops: The Line Demo Marches Onto PlayStation 3, Xbox 360 Ads By Google » Blog Tags Today's Most Popular Videos »


Spec Ops: The Line -- Five Things You Need to Know

Starting today, console gamers get to try out a taste of Yager Development's 2K Games-published third-person shooter Spec Ops: The Line, compliments of a newly released playable demo. The chunk pulled from two of the game's early chapters offers a glimpse at the dark and frequently disturbing story which carries echoes of Joseph Conrad's novella, Heart of Darkness.

The demo is available for PlayStation 3 and Xbox 360 platforms, but on the 360 side only Xbox Live Gold subscribers can start downloading it now. Silver subscribers will have to wait until May 15 for access. There's no rush though, since we've still got a bit of time before the game is released. Spec Ops: The Line arrives in stores on June 26, 2012 for PS3, Xbox 360, and Windows PC platforms.


Source : http://www.g4tv.com/thefeed/blog/post/723559/spec-ops-the-line-demo-marches-onto-playstation-3-xbox-360/

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 »


Xbox 720 Ad Spotted In Real Steel Trailer

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/

Company of Heroes 2 Officially Announced



Following last week's leak, THQ has officially announced Company of Heroes 2. In development at Relic, the real-time strategy sequel will be focus on fighting on the Eastern Front during World War II, where you'll play as the Russian army and push back German forces.

Scheduled to launch in early 2013, it sounds as though Company of Heroes 2 will include some of the first game's features including destructible environments and commander abilities, and, judging by the screenshot, will look a lot prettier thanks to Relic's proprietary Essence 3.0 Engine.

THQ also revealed plans for downloadable content following launch, though did not specify how many pieces of downloadable content would be released, when, or how much content would be included with each release.

The original Company of Heroes was released back in 2006 and was awarded a 9.4 out of 10 on IGN. A free-to-play version of Company of Heroes was later created, though was shut down in 2011.


Source : http://pc.ign.com/articles/122/1224442p1.html