In its third quarter investing report, Electronic Arts revealed that Dragon Age: Inquisition was the most successful launch in BioWare history.
“Dragon Age: Inquisition captivated fans and critics worldwide as it launched in November, and it quickly became the most successful launch in BioWare history,” said Electronic Arts.
“More than 113 million hours have already been spent exploring the depth and detail of the single-player experience in Dragon Age: Inquisition, and more players are joining each day. Named “Game of the Year” by 32 media outlets around the world, including IGN, Game Informer and the Associated Press, Dragon Age: Inquisition is a true masterpiece from the team at BioWare and a game that is sure to be played for a long time to come.”
CD Projekt Red founder Marcin Iwiński recently talked about developing The Witcher 3: The Wild Hunt on consoles; calling consoles a “compromise” in comparison to PC.
“Yeah, so it’s always a compromise and I can go back to the time of [The Witcher 2: Assassins of Kings – Enhanced Edition] on 360 and it looked like the PC version running on medium,” said Iwiński.
“So, the PC, that’s the nature of the format – it’s scalable up, but let’s ask ourselves: how many people have the rig that is like six times the price of a console? Not that many. And I think you will have lots of fun with our game. Having said that, all the console gamers will just enjoy it on the consoles and I think the game still looks amazing on the consoles.”
Iwiński continued: “On the PC, one thing to add, it will be scalable all the time, so if you cannot afford the rig today maybe in a year or two years you will be playing Witcher: Wild Hunt on the uber settings, yes? Which is probably the most expensive rig ever made, as of today. Continue reading
At PAX South, Gearbox Software president Randy Pitchford talked about a number of titles in development at the studio.
However, in regards to a new Borderlands game, Pitchford said that the studio does “really want” to make another Borderlands game. But, they have “literally nothing” under development.
Right now, Pitchford said that they want to add people to work on the next Borderlands, and make it big. “We need people to help us make the next Borderlands game,” said Pitchford with excitement, “the next big one.” Continue reading
Gearbox Software president Randy Pitchford and series director Matt Armstrong discussed the recently announced Borderlands: The Handsome Collection at PAX South.
During the Insider Gearbox Software panel, Pitchford talked about the hardship of including four player split-screen in The Handsome Collection.
“Its kind of sad that game developers who have done it in the past have dropped it,” said Pitchford when talking about four player split-screen in general. “Man, it’s hard. I taught two player was hard with Borderlands 2, I see why so many people have dropped it.” Continue reading
Exactly what’s happened to IllumiRoom? Microsoft operations manager Eric Neustadter, when speaking with Larry Hryb Major Nelson, revealed that IllumiRoom was just a tech demo.
“We said when IllumiRoom came out, it was a tech demo. It was never announced as a product, or something you’d be able to buy,” said Neustadter when talking about IllumiRoom. “People got really excited about it, because it was really cool, but it was just a ‘hey, let’s see if we can do this and figure out what to do with it.’” Continue reading
Final Fantasy Type-0 HD director Hajime Tabata, in a r/IAmA, revealed why they’re not making a Vita version of Type-0 HD, and about there being a sequel.
“I wanted everyone to be able to play the game on a large high-definition screen,” said Hajime. “Honestly, my eyesight’s getting worse, so it’s getting difficult to see things on a smaller screen. I’ve seen some questions about why Type-0 isn’t being released on the Vita while [Final Fantasy] X/X-2 HD saw a Vita release.”
“The reason is that the X/X-2 HD Remaster was developed on a PS3/Xbox 360 environment, while Type-0 HD was developed on a PS4/Xbox One environment. So there is a great difference in the technical specs and it would not be easy to export the data to the Vita. As for a sequel, I would love to work on one if Type-0 HD does well,” he continued.
Then, Tabata talked about a PC version of Type-0 HD. “There are currently no plans for a PC version, but I am very interested in Steam,” Tabata added. “The thing is, I want to know when Valve’s going to release Half-Life 2 Episode 3.” Continue reading
Phil Spencer head of Xbox has revealed that Microsoft knew about DirectX 12 when designing the Xbox One.
This is interesting news because it could possibly vindicate Microsoft for alot of its technical moves on the console. However, it doesn’t mean everything will dramatically improve graphically on the console.
“On the DX12 question, I was asked early on by people if DX12 is gonna dramatically change the graphics capabilities of Xbox One and I said it wouldn’t,” said Spencer back in November. Continue reading
In Rainbow Six Siege, bullets originate from the middle of the screen.
During the Community Corner, a new community Q&A from the developers at Ubisoft Montreal, gameplay designer Adam Crawley revealed that, instead of from the tip of the barrel, bullets in Rainbow Six Siege originate from the middle of the screen.
“We want to make sure when the player is aiming at something,” said Crawley,”the bullets will actually go to exactly where they look like they should go.”
Crawley also discussed the recoil of guns in the game, revealing a random cone of fire when hip firing. However, when aiming down the slight, things have been changed since the E3 demo. Continue reading
At the live Windows 10 event, Microsoft detailed DirectX 12 API.
DirectX 12 is said to give more control to developers, with more complexity and better frame rate performance in comparison to its predecessor DirectX 11, said Microsoft’s Phil Spencer.
Spencer also stated that DirectX 12 is said to cut the power consumption in half, allowing developers to create “amazing scenes on screens.” He also added that DirectX 12 enables more mobile devices to run “high-end” mobile games.
Spencer also mentioned that Unreal Engine 4 and Unity already support DirectX 12, and that developers are already developing with it.
Watch_Dog released with a high amount of expectations, and achieved alot of success–some mostly off of merit.
However, with the development of a sequel, Ubisoft creative director Johnathan Morin said that it will have to “push the brand forward” and the team “now has to appeal to fans in a new way.”
“The challenge when we made the first game was to create something that would make people dream about something else,” said Morin to GamesTM.
“You have to carry on taking risks,” he continues. “I will not do this job if there is no risk in it, that would just be boring. You shouldn’t prevent yourself from trying something just because it’s hard and the solution is not apparent.”
Watch_Dog ended up selling upward of 8 million units, however Morin admitted that there’s still alot of room for improvement with the series.
“I don’t think Watch_Dogs is perfect in any way and there’s a lot of room for improvement. But you don’t always see this when you ship a game. We deliver what we believe the brand should be at the time. But afterward, when you cool down after five and a half years [of development] and take your vacations and people play the game, certain elements become clear. They let you continue to bring what you envision to the next level with the fans included this time, which is where I think it really gets interesting.”