Showing posts with label studio. Show all posts
Showing posts with label studio. 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

We Have Anarchy Reigns. What Should We Do?




Platinum Games is currently one of Japan’s most beloved developers, and just about everything the studio does these days is carefully tracked by industry enthusiasts. From MadWorld to Infinite Space and from Bayonetta to Vanquish, Platinum Games has created a smorgasbord of titles since its founding in 2006. And two of its future titles – Project P-100 and Metal Gear Rising: Revengeance – have yet to see the light of day.


But one of its recent games has seen the light of day, at least in Japan. It’s there that Anarchy Reigns – known in Japanese as Max Anarchy – was released on July 5th. And we imported a copy to give you guys some coverage. The fact is, publisher SEGA was slated to release the game worldwide in early July, but after revealing the game was delayed back in late May, we found out that Anarchy Reigns wouldn’t be released anywhere outside of Japan until 2013.







The good news is that we’re not going to let that stop us from giving you Anarchy Reigns coverage. But we want input from you, the readers, about what specifically you crave. With the game being so far removed from western release, our goal is to give you the coverage that fits best its status as a long-off product.


So here’s what you need to know. The game is fully localized, and actually defaults to English text and voice acting. The PlayStation 3 version of the game, like virtually all PS3 games, isn’t region-locked, meaning you can import it from Japan and play it no matter where you are. The catch? With shipping and premium costs associated with importing it, you’re looking at dropping around $100. Oh, and online fidelity is likely going to suffer if you want to play multiplayer. After all, you'll be pinging servers in Japan.


So utilize the poll below and let us know what you want us to do with Anarchy Reigns. Keep in mind that you can select more than one option if that best suits you. And then expand on your thoughts in the comments below. Do you want IGN importing more games from Japan for coverage? Do you want us to only import games that will eventually come out here, or is the exact opposite true? We want to get a better idea of how we should approach Japanese coverage moving forward, and the answers can only come from one source: You.








Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

The Wolverine Casts Supporting Roles




The casting of supporting roles has reportedly begun for Fox's upcoming sequel The Wolverine, starring Hugh Jackman. More importantly, the studio has brought aboard real Japanese actors to assume the roles.


While Fox has not revealed any details on the parts, they did confirm four new actors will be joining the film, according to SuperHeroHype:


Hiroyuki Sanada (Lost, Rush Hour 3, The Last Samurai) will play Shingen; Hal Yamanouchi (The Life Aquatic with Steve Zissou, Push, Sinbad of the Seven Seas) is set for Yashida; and newcomers Tao Okamoto and Rila Fukushima will play Mariko and Yukio, respectively. Although none of these actors have much of a following outside of Japan, it is comforting to see that the studio seems to be pushing for a level of authenticity within the cast.





Meanwhile, the film's story remains tightly under wraps. However, what we know for sure is that the film is mostly inspired by Marvel's comic book arc by Chris Claremont and Frank Miller, wherein Logan, an outsider, finds himself in Japan.


The Wolverine is slated for a July 26, 2013 release, with James Mangold directing.














Source : ign[dot]com

Friday, July 6, 2012

Will One Studio Make All Call of Duty Handheld Games?




New reports suggest that Activision’s recently-founded Leeds studio will develop all future handheld and mobile iterations of the Call of Duty franchise. According to UK games industry expert Andy Payne, Leeds will be developing "all handheld versions [and] iOS versions of Call of Duty" moving forward.


According to Leeds, the various studios developing Call of Duty are collaborative, reusing assets and exchanging them as needed. From this point forward, Leeds will be able to use the same assets for use in mobile games. “The two studios are saying, 'I need a tank, pull it off from the library'. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds,” he said.







We know that Call of Duty: Black Ops Declassified is currently in development for Vita, though it’s still unknown who’s developing that game. Unfortunately, the rumor about Leeds is likely only referring to future games, as Declassified is set to hit stores before the end of the year and Activision Leeds was only created in May, which wouldn’t line up.


Previous Call of Duty handheld and mobile developers include n-space, who developed DS versions of Call of Duty 4, Black Ops, Modern Warfare 2 and World at War. Black Ops Zombies and World at War Zombies on iOS, meanwhile, were developed by Ideaworks.


Source: Videogamer







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

Disney Developing Hocus Pocus 2




Remember Hocus Pocus, that Disney movie about three witches who were brought back to life on Halloween to terrorize trick 'r treaters? Well, it sounds like the studio is now quietly developing a sequel, Hocus Pocus 2: Rise of the Elderwitch.


The original family film, directed by High School Musical's Kenny Ortega in 1993, starred Bette Midler, Sarah Jessica Parker and Kathy Najimy as the three sister witches. However, Moviehole reports that this latest follow-up will be a completely different tale featuring a new cackling sorceress.


As of right now, it's uncertain whether Ortega or any of the first film's talent will be involved, but current plans are to have the film released sometime next year.


Personally, I just hope we get a reprise of this gem right here:












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

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

Batman's Plan for World Domination




Warner Bros. will release The Dark Knight Rises on even more screens overseas than it did The Dark Knight.


Variety reports that the studio will roll out TDKR on 15,000 international screens starting July 20, nearly 4000 more than The Dark Knight was on back in 2008. The reason for this is that, unlike blockbusters such as The Avengers and the Harry Potter films, The Dark Knight made most of its fortune domestically rather than from abroad. The Dark Knight may rank 4th on the all-time domestic box office list, but it's only in 35th place on the international all-time hit list.







The Dark Knight Rises has a couple of big factors, though, that will likely prevent it from making Avengers-sized numbers abroad. First, the film has a 2 hour, 45 minute running time, which limits the number of times a day a movie can be shown (hence upping the screen count). Also, Batman simply has more appeal domestically than he does internationally given the grosses for all the Batman movies to date, not just the Nolan ones.



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

Tuesday, June 26, 2012

Rez HD Developer Behind Okami HD




Japanese studio HexaDrive is working with Capcom on the recently-announced HD remake of Okami.

And it's a studio with pedigree when it comes to porting classic games into high definition, overseeing the successful Xbox Live remastering of Rez HD back in 2008.

Take a look at its work on Rez HD in the video below:



While the Osaka-based studio might be a small, it can boast Masakazu Matsushita - a former Capcom employee and lead programmer on the likes of Lost Planet, Devil May Cry 3 and Power Stone 2 - amongst its ranks.

Okami HD is coming exclusively toPlayStation 3 this autumn for £15.99 ($19.99) and will support the Move motion controller.



Source : ign[dot]com

Monday, June 4, 2012

Did THQ Lay Off Employees Today?




Rumors are circulating on Twitter that THQ laid off employees at its San Diego studio today. This comes on the heels of the news that THQ no longer holds the the official Ultimate Fighting Championship license, as EA officially announced a multi-year, multi-title deal with the sports franchise. THQ was asked for comment about the layoffs, but only responded with a press release about the "transition of the ultimate fighting championship videogame rights," so it's unclear if the rumors are true or have anything to do with today's licensing news.







Tomorrow, 6/5 THQ will hold an investor meeting call prior to the Nintendo Press Conference, so hopefully this will be cleared up then. Stay tuned for more details as they're made available.




Source : http://www.ign.com/articles/2012/06/05/did-thq-lay-off-employees-today

E3 2012: Dust 514 Beta Date on PS3, Vita Details




Today, Icelandic developer CCP – the studio behind the tour de force MMO EVE Online – revealed new information regarding Dust 514, the upcoming free-to-play FPS coming exclusively to PlayStation 3.


For starters, the beta we reported on earlier this year is set to begin on Friday, June 29th. Gamers interested in taking part in the beta can still sign up by going here. Players “will be chosen at random to participate,” so there’s no guarantee you’ll be chosen when you sign-up.








CCP has also finally chronicled the PlayStation Vita-centric “companion app” that will launch alongside Dust 514. The official title of the application is Dust 514: Neocom, an “app [that] integrates services that incorporate the feel and functionality from Dust 514 on PlayStation 3, with a focus on customization, communication and trade. Each character can be customized and configured using Dust 514: Neocom; players can create and edit customized fittings (load-outs) with a huge variety of dropsuits, weapons, equipment, modules and vehicles.”


In other words, Dust 514: Neocom can become an integral part of your Dust 514 experience.









Source : http://www.ign.com/articles/2012/06/04/e3-2012-dust-514-beta-date-on-ps3-vita-details

First Official Photo From Iron Man 3




Disney today announced the commencement of principal photography on Iron Man 3 in Wilmington, North Carolina. The studio also released the first official still photo from the Marvel sequel, which you can see below:



Additional filming locations will include Raleigh/Durham, North Carolina, Miami, Florida and China. No plot synopsis was given for Iron Man 3 in the press release. The only casting mentioned in the studio release were returning cast members Robert Downey Jr., Gwyneth Paltrow, Don Cheadle and Jon Favreau. Shane Black directs Iron Man 3, which opens May 3, 2013.




Source : http://www.ign.com/articles/2012/06/04/first-official-photo-from-iron-man-3

E3 2012: Zeno Clash II Revealed




Altus and developer Ace Team have revealed Zeno Clash II, a sequel to the studio’s strange take on first-person combat released in 2009 for PC and 2010 for XBLA.


Zeno Clash II will feature an open world, where you’ll again play as protagonist Ghat and punch all sorts of feathery, spiny, grotesque creatures directly in their noses. Expect more role-playing game elements this time around, which will allow you to customize Ghat and his companion Rimat’s strengths to better pummel things. It will also feature drop-in, drop-out co-operative play throughout the entire game.





"The world of Zenozoik is one of wild dreams and wilder nightmares," stated Andres Bordeu, co-founder of ACE Team.  "This is part of the reason we are working on , to give players the opportunity to explore Zenozoik with a friend via online cooperative multiplayer, turning those moments of wonder and awe into a shared adventure."



Zeno Clash II is currently scheduled to be released in early 2013 for download through Xbox Live Arcade, PlayStation Store and Steam.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-zeno-clash-ii-revealed

Tuesday, May 22, 2012

Fruit Ninja Adds Characters, Power-Ups & More




Who knew slicing fruit would have so much staying power? Tiny Australian studio Halfbrick first released Fruit Ninja to the App Store way back on April 20, 2010. Since then the game has received over a half-dozen major updates and has been ported to Android, Windows Phone and Xbox 360 Kinect. Thanks to its flagship fruit slicer (and new mega-hit Jetpack Joyride) Halfbrick is no longer such a tiny studio.

Halfbrick has a variety of tricks up its sleeve to celebrate the game’s two-year anniversary. Most notably, players can grab the title 100%-free just by visiting Halfbrick’s special anniversary website. The company has also announced that Fruit Ninja’s biggest update yet is due out this Thursday. Gamers can already get a sneak peek at the game's new merchants Gutsu and Truffles:




From Gutsu’s new cart of goodies players will be able to purchase three new power-ups: Berry Blast, Peachy Time and Bomb Deflects. All three boosts are purchased with Fruit Ninja’s new Starfruit currency, earned at the end of each gameplay session.

Keep it locked to IGN.com for more on Fruit Ninja’s updates, as well as the continuing adventures of the fat merchant and his pig.



Source : http://www.ign.com

Monday, May 21, 2012

Sorcery Review




It may be hard to believe, but Sorcery has finally arrived. Initially shown-off at E3 in 2010, Sorcery fell off the radar for nearly two years as fledgling studio The Workshop tinkered with it, refining the project over an unusually long development cycle. The result is one of the best PlayStation Move games available. However, it’s also a game that doesn’t quite live up to the hype borne out of the fact that we’ve been talking about it and anticipating it for so long.

Sorcery revolves around a teenage boy named Finn, a sorcerer’s apprentice with incredible untapped potential. When his teacher and mentor Dash leaves the mischievous Finn up to his own devices, he steals a magic wand and finds himself thrust into an unusual adventure with his feline friend Erline at his side. Clearly, Sorcery is designed to be accessible for children, but adults will still find the protagonist and his friends endearing. Finn and Erline are likeable, their banter is enjoyable and it’s hard not to care about their fate.



With a decidedly Celtic inspiration, Sorcery’s character and environmental designs can certainly be pretty, but admittedly run the gamut from high quality to utterly boring. Indeed, one of Sorcery’s greatest weaknesses is how bland many of the enemies and locations look. While I found myself impressed with Finn and Erline and while some of the game’s earlier locales look great, many of Sorcery’s enemies are outright uninspired, including the game’s antagonist herself. Vividly-colored environments can pop, but they’re also mostly devoid of personality.

But the real question revolves around how Sorcery plays. Because it requires PlayStation Move, it will no doubt turn many gamers off, even those who absolutely adore PlayStation 3. But ignoring Sorcery because of its motion controls is a mistake, because Sorcery is a lot of fun. Equipped with a Move controller in one hand and either a navigation controller or a standard DualShock controller in the other, players can move Finn around and cast all of the spells at his disposal.

Finn’s spellcasting rests at the heart of Sorcery, and the game does a great job of making you feel progressively stronger. With a simple flick of the wrist, players force Finn to cast his standard Arcane Bolt attack. Doing this in real space is surprisingly enjoyable, and for the most part, directing spells where you want them to go just plain works. Point towards the side of your screen, and the bolt will fly in that direction. Arc your wrist to the side as you hurl a spell and watch the attack curve on the screen, hitting enemies behind cover that appeared impervious to attack.

Combine all of those Arcane Bolt techniques with the elemental spells Finn will learn throughout his adventure, and you’ll find yourself fully equipped with powers that can be used both independently and in tandem with one another. Launching a tornado and then shooting fire into it will create a roving, flame-infested windstorm. Meanwhile, freezing agile enemies with simple ice attacks will stop them from moving, allowing you to briskly switch over to the Arcane Bolt, doing those frozen enemies in with a basic attack.



The permutations that can be created between spells makes combat dynamic, though some spells are admittedly far stronger and more useful than others. I didn’t use my earth-based attacks at all through the entire game, but by the time I learned Finn’s powerful lightning spell, I rarely used anything else. As fun as combat is and as fun as casting these spells can be, there’s an undeniable balance issue as well.

Something that children will likely find far more appealing than adults is the creation of potions. Throughout your adventure, you’ll encounter treasure chests filled with gold and special items. Some of these items can be sold for more gold, but eight item types in particular are used to concoct precious potions that, in turn, upgrade Finn’s many abilities. Whether you want more health, more mana or more powerful spells (and just about anything in between), there’s likely a potion to help you out as long as you have the pertinent supplies. Making these potions over and over again with motion controls becomes cumbersome, but the powerful results of drinking those potions is well worth the monotony.

The major problems with Sorcery, however, are how short it is and how there’s little reason to go back for more. I kicked the difficulty level up in Sorcery from the outset and the game only took me about six hours or so to beat. The game is mostly linear, though there are forks in the road worth exploring that often have treasure at the end of them. But even so, there aren’t alternate outcomes from doing different things, and unless you’re hunting Trophies, one playthrough of Sorcery will be enough for almost anyone.



Source : http://www.ign.com

Wednesday, May 16, 2012

Tonight On Attack Of The Show: Patton Oswalt & Apogee JAM Review Ads By Google » Blog Tags Today's Most Popular Videos »




Tonight On AOTS: Patton Oswalt & Apogee JAM Review


Attack of the Show continues tonight with Kevin Pereira, Candace Bailey and comedian Patton Oswalt live in studio to tell us all about the Webby Awards! Plus, Matt Mira rocks out for Gadget Pr0n with a review of the Apogee JAM and MiC on Gadget Pr0n. We check out Nike's What The Max line on Sneakerheads and Sara Underwood has the latest on the next-gen iPhone for The Feed. Tune in tonight 7/6c.




Source : http://www.g4tv.com/thefeed/blog/post/723839/tonight-on-attack-of-the-show-patton-oswalt-apogee-jam-review/

Monday, May 7, 2012

Rumor: Sony Crafting New Killzone Teaser



There's little doubt at this point that Sony intends on continuing the Killzone franchise in a major way. Here's what we already know: Sony-owned developer Guerilla Games, the studio that created the Killzone franchise, is spearheading three Killzone titles with the help of fellow first-party studio Sony Cambridge.

Guerilla confirmed at GDC that Killzone titles are in the works for PlayStation 3 and PlayStation Vita. Perhaps the third game is for the yet-unannounced PlayStation 4? It's all conjecture at this point.

But according to Siliconera, Sony may be ready to show the next Killzone game very soon. "Sony Computer Entertainment is recording a teaser for a future Killzone game," Siliconera reports with information from an unnamed source. "The upcoming title takes place after the events of Killzone 3."


Siliconera has text purportedly from the voiceover from the trailer. The voiceover, according to Siliconera's source, was written for a female "who has ties to the Helghan Autarch."

The site notes their source can't (or won't) pinpoint whether the trailer is specifically for the PS Vita iteration of Killzone. However, specifically referring to the game as taking place after the events of Killzone 3 points us in the direction of a possible Killzone 4 for PS3, per Guerilla Games admitting that it's working on an unannounced Killzone title on PlayStation 3.



Source : http://ps3.ign.com/articles/122/1224480p1.html

Wednesday, May 2, 2012

Activision employing 300 for Black Ops II




Call of Duty: Black Ops II is being built by 300 people, Treyarch studio head Mark Lamia told VentureBeat recently. Of the 300 working on the game, 250 are Treyarch employees, with the remainder contractors and test teams.
Black Ops II was officially announced last night after months of speculation. It is due out on November 13 for the Xbox 360, PlayStation 3, and PC, and is the follow-up to 2010's Call of Duty: Black Ops, which remains the best-selling Call of Duty game to date at more than 25 million units sold.

Black Ops II will feature a campaign split in two. One half of the adventure will pick up immediately following the events of the original Black Ops, with players following the journey of Frank Woods. The other half of the campaign begins in the year 2025, a time when advanced weapon technologies rule supreme.

For more on what's new in Black Ops II, check out GameSpot's just-published Five Biggest Surprises About Call of Duty: Black Ops II preview feature.





Source : http://gamespot.com/news/activision-employing-300-for-black-ops-ii-6374674