Showing posts with label success. Show all posts
Showing posts with label success. Show all posts

Monday, July 9, 2012

Is a Halo 2 HD Remake on the Way?




A new rumor suggests that 343 Industries is developing a Halo 2 Anniversary edition. According to the UK print edition of Official Xbox Magazine, "Following the success of remake Halo Anniversary, 343 Industries has now started development of Halo 2 Anniversary.”







Halo: Combat Evolved Anniversary hit stores last November and offered a full HD remake of the original game with added Kinect and online functionality in honor of its ten year anniversary. Halo 2 was originally released in November 2004, but Microsoft would presumably release the remake a year or two ahead of its ten year milestone.


We reached out to Microsoft for comment and a spokesperson told us “Our focus right now is on developing Halo 4. Beyond that, we do not comment on rumors or speculation.”


Source: CVG







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

Thursday, July 5, 2012

Gamesplanet Lab Combines Kickstarter and Steam




Following the massive number of users on Steam and the success of Kickstarter campaigns in recent months, indie game distributor Gamesplanet has teamed up with crowdfunding site Ulele to join digital distribution with user-generated funding in the form of Gamesplanet Lab.


Gamesplanet Lab will allow developers to seek funding for potential projects, but will also provide tools and support for actual development. Once a game is completed, it can be sold through Gamesplanet Lab, and backers can have their pre-orders fulfilled directly, without the need for an additional distribution platform. Backers will also be able to check in on a game’s progress while it’s in active development.





All games will be checked by Gamesplanet Lab to verify that they’re up to expected standards and that “reward fulfillment, community communication and more is conducted professionally and honestly.” Devs will also have to agree to a 10-point charter, including providing clear information, maintaining a clear timetable, guaranteeing the delivery of rewards, prioritizing customer experience for DRM and more.


Gamesplanet stresses that all developers will retain control of their creations, saying in a statement that “This is not a publishing house. No matter what support Gamesplanet Lab offers, developers retain full control and copyright over their ideas. Gamesplanet Lab is also committed to putting the gaming experience first, by demanding not only good results but a gamer friendly approach to the issue of DRM.”


The first two Gamesplanet Lab projects are Day One, an adventure game featuring dark comedy by developer Pendulo, and first-person shooter Magrunner: Dark Pulse from developer 3AM Games. More information about both projects, as well as more details about Gamesplanet Lab itself, are available on the Gamesplanet Lab official site.







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, June 25, 2012

Heroes of Ruin Review




Heroes of Ruin is a 3DS success that’s almost certainly destined to become a failure. In some ways that echoes the inconsistencies that lie at the heart of the game: it’s graphically weak, yet technically excellent, while its generic mechanics slot into a boldly designed, connected framework. The latter point is both its biggest triumph and its Achilles heel: this is an online-focused game for an audience that I’m not sure is big enough to sustain it.

Certainly the lack of enthusiasm that greeted its arrival would suggest as much, though the collective efforts of Square Enix and Nintendo to generate interest have been feeble. An eShop demo and a brief appearance during Nintendo Direct broadcasts does not equate to an effective promotional campaign. This is a game that deserves a bigger push than it has received so far.



Then again, outwardly it’s not the easiest sell. To all intents and purposes, this is a straightforward dungeon crawler that looks pretty ugly in screens and 2D video. Developer n-Space clearly hasn’t had the biggest of budgets to work with, and so we’re treated to awkward animations, a lack of detail in both characters and environments, and a frame-rate that’s alarmingly erratic in places. Turn the 3D slider down and things improve slightly, but you’ll be reluctant to do so because the image depth is the most striking of its visual qualities. It lends a sense of tangible solidity to the otherwise unremarkable environments, even if it has the unwanted side-effect of highlighting a few PSone-era textures in the foreground.


“ Offer a man trinkets of a slightly higher numerical value than the ones he possesses and he will snatch them up greedily.


The trade-off for the ugliness is that, frame-rate issues aside, the netcode holds up pretty well in a four-player game. There are occasional glitches and loading times are excessive, but on the whole the online game is surprisingly robust for a Nintendo console.  Indeed, the game would rather you tackle its dungeons with friends or strangers than alone: the default mode is multiplayer, and n-Space eagerly ushers you towards options that allow you to link your account to the Heroes of Ruin website to track and compare stats, and to set up StreetPass for trading purposes. There’s even voice chat, though the sound quality is akin to someone speaking through a sock into a microphone while sitting in a particularly echoey bathroom. Still, it’s more than we’ve seen from any other developer on 3DS so far, including Nintendo.

If the online focus is admirably brave, the game itself is a little more risk-averse. You begin your adventure with a choice of four player classes. The leonine Vindicator is a sword-wielding warrior with healing abilities, and the Gunslinger is your standard ranged fighter. The elven Alchitect is a powerful mage from afar and an average melee combatant in close quarters, and finally you have the brutish Savage, who compensates for his limitations with the ferocity of his attacks. A relatively short campaign – most players will finish somewhere between six and eight hours – and four save slots betrays the developer’s intentions: they want you to go through the story once with each character type. It’s a testament to n-Space that you might well be happy to do so.



That may come as a surprise given the disappointingly uninspired setup. Each mission begins at a hub city so generic it’s actually called Nexus. Quests are accepted here, and there are plenty of merchants to trade with. Otherwise it’s a lifeless setting populated by static characters, your interactions with them purely text based, aside from the variations on “hello” and “goodbye” that bookend every conversation. From here you’ll travel to various areas to fulfil requests, which tend to comprise rescue missions, boss fights and the occasional item hunt. The few puzzles are embarrassingly simple, requiring you to trigger switches in the correct order, or move statues until they form identical poses. Upon completing a dungeon you return to Nexus and repeat the process.

What keeps things interesting is the steady stream of loot you’ll gather from defeated enemies and treasure chests. It’s one of gaming’s oldest and most effective hooks: offer a man trinkets of a slightly higher numerical value than the ones he possesses and he will snatch them up greedily. Though the overhead perspective makes it difficult to see the visual changes that come with equipping a new pair of pauldrons or boots, you’ll find it difficult to resist the allure of newer, shinier gear. In four player mode, you’ll all be racing for the same prizes, adding to the thrilling sense of chaos wrought by the basic but satisfying combat.



It’s not quite as nourishing as it could be, however. There’s never any real need for team tactics given the regularity with which the game showers you with new items and healing potions. The desire to provide players with immediate gratification and to keep teams alive results in a difficulty curve that’s far too gentle. Even the end-of-dungeon bosses can fall quickly to a squad doing little more than collectively jabbing the standard attack button over and over.

Other minor flaws gradually begin to niggle. The ability to instantly sell unwanted items is extremely useful for the solo gamer, though in online sessions it allows avaricious dungeoneers to instantly profit from loot that may have benefitted their fellow players. Elsewhere, you’re required to shift from circle pad to d-pad or touch controls to negotiate menus, a pointless and unnecessary change. These are very minor usability issues, but they betray a general lack of polish untypical of a Square Enix production.



Source : ign[dot]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