Category Archives: Top Stories Headlines

Dragon Age: Inquisition was the most successful launch in BioWare history

In its third quarter investing report, Electronic Arts revealed that Dragon Age: Inquisition was the most successful launch in BioWare history.

2555652 e3 2014 screens wm 12 300x168 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: The Witcher 3: The Wild Hunt “to welcome the more general players”

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.

8 1xE9iCv 300x168 CD Projekt Red: The Witcher 3: The Wild Hunt to welcome the more general players“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

Gearbox wants to start developing next Borderlands game; recruiting developers for sequel

At PAX South, Gearbox Software president Randy Pitchford talked about a number of titles in development at the studio.

B8PHbikCMAIyyxg 300x168 Gearbox wants to start developing next Borderlands game; recruiting developers for sequelHowever, 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 talks The Handsome Collection, playable Claptrap Borderlands: The Prequel content coming

Gearbox Software president Randy Pitchford and series director Matt Armstrong discussed the recently announced Borderlands: The Handsome Collection at PAX South

maxresdefault Gearbox talks The Handsome Collection, playable Claptrap Borderlands: The Prequel content coming

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

Microsoft reveals what happened to IllumiRoom

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.

gaming microsoft illumi room concept video still 300x168 Microsoft reveals what happened to IllumiRoom

“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

Hajime Tabata talks Final Fantasy Type-0 HD sequel and a PC version

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.

20141224204203FF Type 0 HD 300x170 Hajime Tabata talks Final Fantasy Type 0 HD sequel and a PC version “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

Microsoft knew about DirectX 12 when designing the Xbox One

Phil Spencer head of Xbox has revealed that Microsoft knew about DirectX 12 when designing the Xbox One.

DirectX12 670x437 300x195 Microsoft knew about DirectX 12 when designing the Xbox OneThis 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

Rainbox Six Siege gets updated recoil; bullets originate from middle of screen

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.

2556193 r6s screen thesiege e3 140609 4pm 1402348850 300x168 Rainbox Six Siege gets updated recoil; bullets originate from middle of 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

DirectX 12: allowing developers to create “amazing scenes on screens.”

At the live Windows 10 event, Microsoft detailed DirectX 12 API.

DirectX12 670x437 300x195 DirectX 12: allowing developers to create “amazing scenes on screens.”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_Dogs sequel will “carry on taking risks”

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.”

 Watch Dogs sequel will “carry on taking risks”

“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.”