Showing posts with label ubisoft. Show all posts
Showing posts with label ubisoft. Show all posts

Monday, July 9, 2012

Michael Fassbender Cast in Assassin's Creed Movie




Michael Fassbender will star in Ubisoft's upcoming Assassin's Creed film.


According to Variety, the acclaimed actor has been cast as "the franchise's iconic hooded hero". But of course, the series has featured several hooded heroes, from Altair to Ezio to Connor. If the film sticks closely to the chronology and storyline of the games, it's likely that Fassbender will take the role of Altair or Desmond (or maybe both).


"Michael Fassbender was our first choice," said Jean-Julien Baronnet, CEO of Paris-based Ubisoft Motion Pictures. "Michael is an extremely smart, talented, versatile and committed actor."


With roles in critically-acclaimed movies like Shame and blockbusters such as X-Men: First Class and Prometheus, Fassbender has quickly established himself as one of the most in-demand actors around, and his casting in the Assassin's Creed movie sends out a strong signal of intent by the recently-founded Ubisoft Motion Pictures. The film will also be produced by Fassbender's own company, DMC Film.


Ubisoft was originally in talks with Sony Pictures to develop the franchise, but negotiations broke down last autumn. Ubisoft has since been developing the property independently to retain greater creative control. It's an approach it's also taking with other key properties, such as Splinter Cell. But once the film has a director and writer attached, the publisher is willing to speak with studios.


"We're open to re-discuss with the key studios once the production package is finalised," Baronnet added. "Whatever the financial model, Ubisoft Motion Pictures will limit its risk investment."


Is Michael Fassbender right for the Assassin's Creed franchise? Let us know in the comments below. Meanwhile, read our feature on How to Make a Great Assassin's Creed Movie.







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



Source : ign[dot]com

Friday, June 29, 2012

Watch Dogs Promotional Game Leaks Users' Email Addresses




Emails sent out by an alternate reality game designed to promote Ubisoft's upcoming techno-thriller Watch Dogs have leaked over 1,000 email addresses.


It's not yet clear whether this is a rather unfortunate blunder or an incredibly canny move that's sure to get us all feeling nice and paranoid ahead of the title's release.








It's not yet clear whether this is a rather unfortunate blunder or an incredibly canny move that's sure to get us all feeling nice and paranoid ahead of the title's release.





The emails were sent out in relation to the alternate reality game that Ubisoft has been running since E3, centred around the dotconnexion gallery we saw in Watch Dog's first demo.  The dotconnexion team sent out an email update today, which you can see at Kotaku, only instead of putting all recipients in the BCC field, they were sent CC messages meaning the addresses were visible to all.


The update which caused the furore was announcing the death of Joseph Demarco, the fictional owner of dotconnexion.  It reads, "It is with great regret that we inform you that Joseph Demarco passed away in a tragic, yet unexplained accident. Being one of the most important philanthropists in the local digital art scene, his demise has left a deep void in the community. Out of respect for his friends and family, the dotconnexion exhibition will be cancelled."


We aren't sure whether this is a PR stunt or the result of human error, but the fact that only some people were affected suggests the latter.  The emails were sent out in batches of 500 and whilst those at the start of the alphabet were affected, by the time the sender reached addresses beginning with I and M they seemed to have rectified the purported mistake.


We're not quite sure what to make of this.  It seems far too perfect for this to happen over a game centred on hacking and the management of your digital footprint, but the fact only the first waves were hit by the BCC field not being used suggests it's a mistake.


What do you guys think, a brilliant piece of PR or an accidental oversight?












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

Monday, June 25, 2012

Far Cry 3 Delayed




Ubisoft announced today that Far Cry 3 has been delayed. While the game was originally announced for early September, it will now be headed to the UK on November 29th and the United States on December 4th.

According to producer Dan Hay, the delay is because the team is “taking more time to create the best possible gameplay experience.”



Far Cry 3 is an open-world first person shooter set on a tropical island. Players will control Jason Brody, fighting for survival against crazy enemies while taking lots of drugs.

Before Far Cry 3 hits stores, be sure to check out our impressions of the potential greatness of the game’s single player mode and the not-so-greatness of cooperative multiplayer.

Will you be buying Far Cry 3? Let us know in the comments below.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Exclusive Far Cry 3 DLC Coming to PS3




At Sony's E3 2012 Playstation press conference, Ubisoft announced in passing that the Playstation 3 version of Far Cry 3 will receive "exclusive DLC." No additional details have yet been announced. With its emphasis on cooperative and competitive multiplayer, it seems likely that multiplayer map and/or skin DLC is likely planned, although we will just have to wait and see what DLC plans Ubisoft has for its upcoming "insane" FPS.







In the meantime gamers eager for more on Far Cry 3 can read IGN's extensive single-player impressions.









Source : http://www.ign.com/articles/2012/06/05/e3-2012-far-cry-3-exclusive-dlc-coming-to-ps3

E3 2012: Assassin's Creed III - Battling on the High Seas




Ubisoft has revealed that Assassin's Creed III will feature boat-based navigation and naval warfare.


Lead character Connor will be given full control of a ship, which will not only be used for navigation, but battles as well. During the on-stage demo, Sony's E3 2012 press conference, Connor engaged another vessel, cannons roaring and bright red embers floating through the stormy air as his foes were destroyed. Grids allow players to determine cannonball trajectories during battle as well.







Sony also announced a special, ACIII-branded bundle for the Playstation 3.


For more on Assassin's Creed III from E3 2012, check out these screenshots and our impressions of a separate game demo set in the wilderness.




Source : http://www.ign.com/articles/2012/06/05/e3-2012-assassins-creed-iii-battling-on-the-high-seas

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

E3 2012: Ubisoft Announces Extensive Wii-U Line-Up




Ubisoft has shown Nintendo lots of love at its E3 2012 press conference, showing off six upcoming Wii-U titles in a short sizzle reel. The announced games:


Rabbids Land


Your Shape: Fitness Evolved 2013


Sports Connection


Just Dance 4


Avengers: Battle for Earth


Zombi-U


 


Story developing...




Source : http://www.ign.com/articles/2012/06/04/e3-2012-ubisoft-announces-extensive-wii-u-line-up

E3 2012: ZombiU for Wii U Revealed




Ubisoft has announced ZombiU, a hardcore zombie game.


More details coming…






.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-zombiu-for-wii-u-revealed

E3 2012: Splinter Cell Blacklist Announced




Ubisoft revealed Splinter Cell: Black List today at Microsoft’s E3 press conference.


Developing…




Source : http://www.ign.com/articles/2012/06/04/e3-2012-splinter-cell-blacklist-announced

Sunday, May 20, 2012

Hitman Director on Killing Diana, Giant Chickens and Why Absolution is Built to Last




The original assassin is back, declares Hitman: Absolution’s promotional videos. It’s a shrewd statement, with the very word now forever fused with Ubisoft’s blockbuster Assassin’s Creed series. Of course, Hitman and Assassin’s Creed actually have quite little in common with each other; beyond sharing leads whose occupations involve executing people the games themselves are fundamentally different in a large number of ways.

As a device to remind you of the pedigree of the Hitman series, however, the statement succeeds. 47 has been snuffing folk out since before Altair was a twitch in Ubisoft’s loins. 47 may have spent most of this generation on the sidelines, but he’s about to be brought back off the bench.


One of the most interesting things about Hitman’s hiatus is that there’s been no real attempt by anybody to fill the vacuum. We’re at the tail end of a massive gap between Hitman games and yet IO is still coming back to a relatively empty space. In a marketplace where for every GTA there’s a Saints Row and for every Battlefield there’s a Homefront, it’s actually a little surprising. We ask Hitman: Absolution director Tore Blystad for his thoughts on the matter; why hasn’t the Hitman formula ever really been emulated?

“It is a really difficult genre to work with as there are so many challenges both from a technical and design perspective,” explains Blystad. “But it would be great to have more games closer to Hitman as we then could develop the genre faster by learning from each other.”

“We don’t have many games to compare ourselves with directly, only if we divide the game into building blocks and compare them to the competition, for instance in terms of art direction or shooting mechanics.”

The time between drinks hasn’t been wasted; IO has picked up a variety of valuable lessons during the years between Blood Money and Absolution. The team has learnt a lot about player communication and player behaviour, and are far closer to the players and their experience than ever before. IO is also building levels in an entirely different way to its previous titles.

“We have learnt from experience that we need to always see the levels through the eyes of the player so for Absolution we have designed the tools to be able to play as we build the levels,” says Blystad.

The trickiest part of the process, however, has been the AI.

“The basic AI has by far been the most challenging,” says Blystad. “Every NPC is running from the same core and that just has to be rock solid to be able to support a massive game like Absolution. The AI has always been a huge challenge in the Hitman games but there are some new systems adding far greater complexity to Absolution, for instance the new AI navigation and communication, the dynamic combat AI and more logical alert propagation. It is something we will continue tweaking all up until release of the game, I’m sure.”

Part of the wrinkle is fashioning AI in such a way that it can respond equally believably to a player wading through a level guns blazing and a player taking a Silent Assassin approach to proceedings.

“One part is the actual code and logic and design behind the scenes, a whole other challenge is the timing, the locomotion and animation and the dialogue and voice acting,” says Blystad. “We have a very large and diverse cast for the game with a multitude of different character classes and they all need their own traits and features and as the game takes place in different locations the characters also needs different voice sets to fit the locations. The dynamic AI dialogue combined with the story and level specific dialogue is a staggering 2000 pages of dialogue which in itself is a challenge even to fit on a disc. In comparison a movie script is typically 90 pages long.”

hitman-absolution-20120110030504181
Hitman, baby; one more time.

On the topic of AI we ask Blystad to elaborate a little on the crowd technology the team showcased at GDC earlier this year; how it works and what he feels it adds to the levels it’s a major part of. Blood Money’s packed streets and writhing dance clubs were stunning at the time but appear dated now. Absolution is looking to reset the bar.

“The locations of Absolution are most often civilian locations where crowds are a natural part of the setting and this is a unique opportunity for gameplay seldom seen in other games,” he says. “From a gameplay point of view crowds are working pretty close to what they do in real life. They are perfect for blending in and disappearing from enemies but if you start a fight and create a panic you quickly find yourself the centre of attention.”

“Since Blood Money, crowds have become a signature feature for us and we really wanted something special for Absolution. The main focus for Blood Money was high numbers and wow factor more than gameplay, it was technically just a huge special effect. For Absolution it has been completely rethought and every single crowd member is actually a potential regular NPC and can at any given time become an interactive character with unique behaviour. But on top of that the crowd has some crowd specific behaviour that enables actors to navigate in large masses and reaction propagation happens different from regular NPCs.”

The new tech supports crowds of up to 1200 strong, at 30 frames-per-second.

One of the best things about the Hitman series has always been the way it allowed gamers to learn from the experiences of others as much as their own, which encouraged a lot of replay and experimentation. One of the criticisms levelled at IO by Hitman’s hardcore devotees has been the focus to date on leading with more action-oriented demos and videos. Of course, stealth is a tough thing to showcase, considering it relies heavily on patience and extended moments of observation, but are we still going to be trading stories with one another about the pianos we’ve ‘accidentally’ dropped on people, the performers we’ve pushed into shark tanks and the panties we’ve poured ether on? We ask Blystad how much of this quintessentially Hitman magic Absolution retains.

“When we design the game, one question we keep asking ourselves is, ‘What will players tell each other about when they play this level?’

“When we design the game, one question we keep asking ourselves is, ‘What will players tell each other about when they play this level?’” he says. “And if our answer to that doesn’t sound cool or like there was a good choice, we will keep working on it.”

“The Hitman legacy is extremely strong when it comes to cool ‘assassin stories’ to tell, it’s actually even stronger than the mechanics themselves. Like throwing someone in their pool to be eaten by their own sharks, replacing a prop gun for a play with a real loaded gun, sniping an assassin through a Mardi Gras crowd dressed as a chicken, these are all really intriguing fantasies, and there will be tons of this in Absolution. In addition to the inherent replay value of the levels we have added a comprehensive challenge system that will entice certain play styles and hint at certain unlocks that can be achieved on the level to get even more fun out of each level.”

hitman-absolution-20120110030508877
Thy kingdom come.

This kind of depth and replay value is one of the keys to making a single-player game that people will hang onto and play for longer, rather than play and shelve/trade.

“As developers, it is heart-warming to us when players spend months, even years with our games, clocking in hundreds of hours to find every secret and cover every inch of the map,” says Blystad. “But in reality, of course, not all players will have the time, patience or interest in going into that kind of detail with every game. Absolution is built to last for a long time for the players who want more and for a single-player game it is a major advantage to not feel finished once the game has been played through once.”

“Absolution is built to last for a long time for the players who want more.

So coming into E3 and the final phase of development we ask Blystad when he looks at Hitman: Absolution’s gestation, and what IO has crafted to date, what part of the game is he most satisfied with?

“If I ever come to a point where I truly feel satisfied about anything I do, it is probably time to retire,” he says. “I can only focus on all the million problems that we have and all the unfulfilled opportunities to create something better and more fun, a joke that could be paced better or a corner that could be lit better.”

“But if there is a thing that I believe we do quite well, it is to create diversity, and I think that what we will be showing the next couple of months will show just how diverse the game is.”

There is, however, one thing that’s been bugging us: Diana. Kicking things off in Absolution by asking players to kill Diana seems a little odd considering Diana saved 47’s life in the closing moments of Blood Money. Is IO at all concerned there’ll be a bit of resistance from returning Blood Money fans here?

“This is a central piece of the story of Absolution and we know this is a difficult topic for returning Hitman fans,” grins Blystad. “We do believe when they get to play the game it will come across differently from what they expect though and can only ask that people wait until they try it for themselves.”



Source : http://www.ign.com/articles/2012/05/21/hitman-director-on-killing-diana-giant-chickens-and-why-absolution-is-built-to-last

Friday, May 18, 2012

Far Cry 3 Multiplayer Beta Incoming




Far Cry 3’s multiplayer will be available to console players this summer in a closed beta. Ubisoft revealed the event on its Facebook page, which asks for potential testers to ‘Like’ if they want a chance of getting in the closed beta.

Six classes will be on offer alongside 16-player matches and a variety of modes and maps.  It’s set to run for 2 weeks but PC gamers won’t be able to get in on the action this time.

Only 500 keys are being handed out at this stage, though Ubisoft has said that more will be available before everything kicks off in summer.  US gamers can guarantee their inclusion by pre-ordering Ghost Recon: Future Soldier from Gamestop before May 22nd.

Far Cry 3 is due out September 4th in the US and September 6th in Europe. Read our Far Cry 3 multiplayer preview here.



Source : http://www.ign.com/articles/2012/05/18/far-cry-3-multiplayer-beta-incoming

Friday, May 11, 2012

Ghost Recon: Future Soldier 'Arctic Strike' DLC Deploys This Summer Ads By Google » Blog Tags Today's Most Popular Videos »


Ghost Recon Future Soldier

Ubisoft's Ghost Recon: Future Soldier hits stores on May 22, 2012, but the publisher is already looking ahead to the game's first DLC release with the reveal of the "Arctic Strike" pack. The July 3 release will set you back $9.99 (or 800 MS Points on Xbox Live), adding an assortment of multiplayer-oriented content to the game.

Like what, you ask? The press release offers no specifics, but you can definitely look forward to running your Future Soldier forces through new multiplayer maps, a new multiplayer mode, a new Guerilla mode map (think Horde), and six new weapons. It's a safe bet that much of this content will revolve around cold weather conditions, given the DLC's title. Should be a nice break from early July's hot summer weather.

For more on the game's multiplayer, check out our latest Ghost Recon: Future Soldier preview.


Source : http://www.g4tv.com/thefeed/blog/post/723697/ghost-recon-future-soldier-arctic-strike-dlc-deploys-this-summer/

Thursday, May 10, 2012

The Avengers Video Game Coming: Marvel Avengers: Battle For Earth On Wii-U And Kinect Ads By Google » Blog Tags Today's Most Popular Videos »


The Avengers Video Game Coming: Marvel Avengers: Battle For Earth

Marvel Avengers: Battle For Earth is coming out for the Kinect and Wii-U. Ubisoft and Marvel Entertainment announced that they are teaming up to create a game based on the blockbusting superhero tong. The title will feature more than 20 characters from the Marvel universe and is based on the “Secret Invasion” comics, not the film. We don't know the release date, but it will obviously not be out until after the Nintendo Wii-U launches.

“The idea that we’re making a motion-control version of The Avengers is a unique proposition if you compare that to superhero games of the past,” said Tony Key, Ubisoft’s vice president of sales and marketing said to The Associated Press. “This is the perfect type of game for that because these characters are very action oriented. They’re always fighting and throwing things.”

Further details on the game are scarce, but Ubisoft promises more details at this year's E3 in June. Speaking of which, G4 will be all over E3 2012, bringing you all the news, videos, and surprises you could possibly need or imagine.


Source : http://www.g4tv.com/thefeed/blog/post/723675/the-avengers-video-game-coming-marvel-avengers-battle-for-earth-on-wii-u-and-kinect/

Monday, May 7, 2012

Beyond Good & Evil 2 Will Most Likely Be A Next Gen Title Ads By Google » Blog Tags Today's Most Popular Videos »



Beyond Good & Evil 2 Being Released After March 2010

Beyond Good & Evil 2 is still in the works, but according to Ubisoft's Michel Ancel, it will probably be a next-generation title. Ancel, the creator of Rayman, confirmed the game was still in development in an interview. He also mentioned Beyond Good & Evil 2 would require better tech than what the current generation of consoles can offer.

Based on translations, it sounds like yes, the game is very much in the works. Ubisoft wants to make sure this game is ambitious as possible, and they need the proper tech to support the camera angles, graphics, and combat they want. Since a next-gen console hasn't been announced yet, they can't announce which platforms it will be on, or even what year it will launch.

Below you'll see a concept trailer for Beyond Good & Evil 2. Ancel commented on the video's Mirror's Edge vibe, but Ancel denied that game was an inspiration. The concept for the video was created before Mirror's Edge was released. Ancel even added Assassin's Creed and Prince of Persia were closer to the concept of BG&E2.


I can definitely see Ubisoft using Beyond Good & Evil 2 has a next gen launch title. I think that would be great for console sales. But next-gen consoles are a ways off still, so Beyond Good & Evil fans are going to have to wait a while, maybe even a few more years.

Do you think Beyond Good & Evil 2 will be worth the wait?

Source: NeoGaf


Source : http://www.g4tv.com/thefeed/blog/post/723527/beyond-good-evil-2-will-most-likely-be-a-next-gen-title/

Assassin's Creed Started Out As A Prince Of Persia Concept Ads By Google » Blog Tags Today's Most Popular Videos »







Ubisoft's Assassin's Creed series is one of the most recognizable in the games biz today, but you might be surprised to learn that it actually started out life as a Prince of Persia spin-off, called Prince of Persia: Assassins. Early concept footage for the game that might have been was discovered by Superannuation in a work reel belonging to a former Ubisoft sound designer (via Eurogamer).

You don't really get a sense here of of how Prince of Persia fits into what you're seeing, which is probably why Assassin's Creed grew into its own thing. There's a lot that's familiar for fans of Ubi's history-trotting franchise, however. Skip to 1:30 for that footage. There's some other unreleased stuff here too, including a look at a never-released 3D Indiana Jones game.


Source : http://www.g4tv.com/thefeed/blog/post/723508/assassins-creed-started-out-as-a-prince-of-persia-concept/