Tag Archive: news


It’s rare to get a collection of some of the best and brightest names in gaming under one roof, but that’s exactly what happened at the 2014 D.I.C.E. Summit in Las Vegas. One of this year’s themes was how many game developers feel we’re in a Golden Age of Gaming. So, taking advantage of this rare opportunity, we decided to ask these great minds just what we might expect over the next 5 to 10 years from this perceived Golden Age.

Freddie Wong
Co-Founder, RocketJump
More indie games. They’re the only games I have the patience for now. I don’t finish a lot of triple-A titles anymore. I’d rather just sit down and do two hours of something, and I’m more willing to pay that price.

Felicia Day
Co-Founder, Geek & Sundry
Really good hair. There’s nothing grosser than when you create an RPG character, and it just looks like they’ve never washed their hair. It’s all spiky and disgusting. It looks like dyed straw, and I hate it.

Victor Kislyi
CEO, Wargaming.net
I think no matter what happens with technology, that we, as game developers and publishers, will keep concentrating on the game experience, and that will be the key to our success in the future. We have to provide to the users the best possible experiences in regards to gameplay and service, and that will keep the future bright.

Richard Hilleman
Chief Creative Director, Electronic Arts
I think it’s going to be an interesting next 10 years as the rest of the world decides they get to have some influence on what the gaming business is, too. And it’ll introduce us to a whole new collection of gaming styles, to different business models, to new characters—and, most importantly, to new developers who will make really exciting stuff.

Ted Price
President, Insomniac Games
I think you’re going to see a large number of new IPs that are really pushing the boundaries in terms of what players expect. I think, after seeing—and we’re certainly guilty of this as well— a lot of shooters on the last-gen platforms, a lot of stuff felt like we’d seen it before. There’s a big push from both large and small companies to change the rules for players. What does that mean? Well, just look at 2014. It means a lot of brand-new and surprising IPs.

Matias Myllyrinne
CEO, Remedy Entertainment
I think we’re at an interesting junction point. There have been a lot of trends and courses laid creating a perfect storm in many ways. We have massive ecosystems with digital distribution coming in, and then we’re having increasingly powerful machines and new business models and games as a service. I think we’re going to have this massive connected living room, and I wouldn’t be surprised if, even in just two or three years, we start interacting with fiction in a different form.

Eugene Jarvis
President, Raw Thrills
It’s a rough world out there. One percent of the apps take 90 percent of the revenue, and 99 percent of the guys are getting run over by the Google bus. So, there’s this huge emphasis on monetization, how to make your game make money, and I think the industry is almost going off a cliff where the monetization is driving the creativity so much that we all end up making the same game. Just trying to trap the player, hold him upside down, and shake the money out of his pockets. I think, in the future, this is going to just collapse, and we’re going to start thinking about making games to be fun again and not be so obsessed with this monetization thing.

Neil Druckmann
Creative Director, Naughty Dog
We’re all going to be in the Matrix, but we won’t know that we’re in the Matrix, and then [Naughty Dog Game Director] Bruce [Straley] is going to be the one who fights for us all to get out.

Randy Pitchford
President and CEO, Gearbox Software
It’s really exciting right now, because we’re crossing the threshold where everyone is a gamer. If you rewind to the beginning of the last generation, more than half the population didn’t play games. Our grandparents had no idea what was going on. But the Wii got grandma bowling. Smartphones have brought all kinds of new games to all kinds of people. Everyone now is a gamer. That’s really exciting. Now, it’s going to be about that we can try anything, and we’ll find an audience. When you combine the spectrum of platforms with the width of the audience, we can try anything. As long as we’re smart about how many people might be interested in what we’re doing, I think you’re going to see a lot of risky and exciting games. A lot of things we’ve never seen before.

Palmer Luckey
Founder, Oculus VR
I don’t know what the future will look like. I think virtual reality will play an important part in it. I think indie games are going to be more and more polished. I think the creation tools that allow people to make games are going to be easier to use and allow for better and better games with less and less effort. It was really hard to make good-looking games a couple of years ago, but I think tools like Unity have made that whole process so much easier, so I think you’ll start having more amazing games from smaller teams.

Patrick Hudson
President, Robot Entertainment
What I think is fascinating is a developer anywhere in the world can now reach consumers anywhere in the world. Everyone has a smartphone in their pocket. The access to high-speed bandwidth is pervasive globally. So, I think you’ll see gaming grow more globally, reaching markets that were never reachable before so you might see gaming become just as important in Zimbabwe as it is in North America in the next decade.

Jean Guesdon
Creative Director, Assassin’s Creed IV: Black Flag
I’d be rich if I knew what was coming. [Laughs] But I think it’ll be interesting to see what emerges from the mix of these highly capable consoles and all these social and mobile mechanics, and whatever comes from that will be something to keep an eye on.

Lucas Pope
Developer, Papers, Please
VR. I think VR is the future. Once it becomes accessible with the Oculus Rift, I think everything’s going to change in how games are made and sold.

Tameem Antoniades
Co-Founder and Chief Creative Director, Ninja Theory
What I think is you’ll see is a shift away from games being designed by publishers for gamers and instead see gamers designing games for themselves. I think there’ll be much more of a homebrew scene, where technology will be awesome and game engines will be so powerful that small bands of people will be able to come together and make incredible games. I think the future will be less corporate-driven and more gamer-driven.

Troy Baker
Voice Actor, The Last of Us
I think that what we’re doing right now is that we’re not only redefining what games look like, but we’re also redefining how players play them. I think, to some extent, gamers have gotten a little spoiled. Now we’re shaking things up, and gamers are able to participate in the infrastructure of how their games are presented to them. I think that’s an exciting opportunity for publishers to listen to their audience and collaborate with them in not only creating the content but also in how the content gets to them, so I’m excited to see how that relationship grows over the course of the next generation.

Rex Crowle
Creative Lead, Media Molecule
I think we’ll just see more and more games seeping out of our screens and interacting with our reality, from new display methods to all kinds of crazy science-fiction stuff.

Steve Gaynor
Co-Founder, The Fullbright Company
I think we’re going to see another big, must-have item that people will move to, like mobile was for the last generation. I can’t pretend to tell you what it may be, though.

Be sure to check out EGM Issue #263, available now on newsstands everywhere, to hear these and other gaming personalities share their thoughts on the flip side of this topic: what they thought was the most important aspect of the last generation of hardware.

In today’s Super Smash Bros. oriented Nintendo Direct, game director Masahiro Sakurai announced two separate release windows for the 3DS and Wii U versions of Nintendo’s flagship fighter.

The 3DS version of Smash Bros. will see a summer 2014 release, but in a shocking turn, the Wii U version won’t hit store shelves until Winter 2014.

While this could potentially promote consumers to buy both versions of the game and help keep Nintendo from directly competing with itself, it also looks bad for the Wii U, which desperately needs a potential system selling game like this to hit sooner rather later.

Aside from the release dates, specific game modes and new characters were also detailed during the 39-minute video presentation.

Industry veteran and current Microsoft Studios creative director Ken Lobb explained that Black Tusk’s take on Gears of War would be “innovative” and run on Unreal 4 in a recent interview with Edge.

“I think the reality is what we have is innovative Gears Of War. That’s what I believe they’re going to make,” said Lobb. “They’re an internal studio, but the reality is it’s cool to have [an IP] that can be a grand slam right out of the gate. The concepts they’ve been toying with are awesome. You take what they were thinking about and their expertise on Unreal Engine 4, because that’s what they’ve been playing with since their founding, and really go with the IP.”

Ken Lobb has worked in the games industry for over 20 years, helping craft such memorable classics as G.I. Joe for the NES and Goldeneye 007 for the N64 (he’s who the infamous Klobb was named after). He even took part in the discussions that led to Metroid Prime before joining Microsoft in 2001.

Black Tusk is a relatively new first-party studio, founded in 2012 under the Microsoft banner, and was supposedly working on an original IP before being charged with Gears of War. To help get the feel of the franchise, long-time Gears of War producer Rod Fergusson was also brought on as studio manager when Black Tusk took on the project.

No other details about this new Gears of War project have come out yet, as Black Tusk only began work on the project a few months ago.

The Pokémon Company has announced that Pokémon X/Y have together sold 12 million units worldwide, making them the best-selling 3DS game currently available.

It was revealed at the beginning of 2014 that the game had cracked the 11.6 million mark, so it seems to still be selling decently well considering it’s been on store shelves for six months now.

Pokémon X/Y also set the bar for the fastest selling 3DS game back when it was released in October. It sold four million copies in its first two days available, although this might be attributed partially to it being the first simultaneous global release for the franchise.

It should be noted that while these are impressive numbers, X/Y still only cracks the top five of all-time best-selling Pokémon games as Diamond/Pearl’s 17.63 million units, Ruby/Sapphire’s 16.22 million units, Black/White’s 15.42 million units, and HeartGold/SoulSilver’s 12.67 million units still sit ahead of it.

With these updated numbers, the Pokémon series has sold more than 245 million units worldwide.

To see what I thought of Pokémon X/Y when it came out, check out my review.

Ubisoft Toronto is working on five unannounced projects, two of which are being co-developed with other studios, managing director Jade Raymond revealed to Toronto’s The Star at SXSW yesterday.

While her talk was devoid of details for these projects, Raymond did provide a peek at Ubisoft’s mindset, talking about more blockbuster, AAA-franchises with comic book and movie tie-ins coming down the line. Even though the idea of potential “transmedia” IP is at the forefront of many minds at Ubisoft, Raymond reiterated that the company’s focus remains on games first.

“Our business is making games, so we have to make sure we’re making good games, first and foremost,” Raymond said. “I don’t think we can think out the gate, ‘How is this going to be a good movie?’ I don’t know anything about movies. I’ve never made a movie in my life.”

Raymond also mentioned that diversifying Ubisoft’s library beyond console/PC titles and having exclusive mobile franchises is a priority for her as well. According to her, games with a strong social element will only continue to grow in popularity over the coming years.

Jade Raymond is probably best known in game development for her role as producer on the original Assassin’s Creed before helping found Ubisoft Toronto in 2009. So far, the studio has only worked with their older sister Ubisoft Montreal on last year’s Splinter Cell: Blacklist. They are currently, supposedly, helping out with the constantly-in-limbo Rainbow Six: Patriots.

Wolfenstein: The New Order, The Evil Within, and Dishonored art books are on their way through a partnership with Dark Horse Comics, Bethesda announced today.

The first of these books, The Art of Wolfenstein: The New Order, takes a look at MachineGames’ upcoming first-person shooter set in an alternate timeline to the original Wolfenstein games. It will be released first at comic book retailers May 14, then bookstores later on May 27. The art book spans more than 200 pages and features concept art, designer commentary, in-depth looks at settings and technology, and more.

The Art of The Evil Within will be released sometime in August. Bethesda did not mention a specific date, but it is currently  listed on Amazon as the same date as the game: August 26.

The third and final art book Dark Horse and Bethesda are producing is Dishonored: Dunwall Archives, expected to hit shelves sometime in November.

All three books will retail for $39.99.

Rocksteady has confirmed that no multiplayer mode will be present in Batman: Arkham Knight. 

Even though last year’s disappointing Batman: Arkham Origins had a versus multiplayer component handled by Brink developer Splash Damage to go along with Warner Bros. Montreal’s sad attempt at a prequel, Arkham Knight game director Sefton Hill has already gone on record saying that won’t be the case with this game.

“[Arkham Knight] is a single player game. There is no multiplayer. Right at the start this was our vision.  It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer,” Hill told Game Informer (via VideoGamer).

“We want to focus on making the best single player experience we can. We don’t feel that it needs a multiplayer element. Warner Bros. backed that up right at the start.”

I don’t know about the rest of you Bat-fans out there, but I, for one, am thrilled by this announcement, as the multiplayer in Origins felt tacked on and completely unnecessary. Thank goodness the franchise is back in Rocksteady’s trusted hands.

Batman: Arkham Knight is due out sometime later this year for the PS4, Xbox One, and PC.

Sources close to Microsoft, as well as a recently pulled job listing, point to Microsoft wanting to go cross-platform with Xbox Live according to a report from The Verge.

People who own a Xbox One or Xbox 360—and the three of you out there who have a Windows Phone—understand how Xbox Live allows for multiplayer matchmaking, a cross-platform friends list, and, of course, all those precious Achievements. As it stands now, though, it’s a pain in the neck for developers to make games for the platform due to the lengthy and rigorous certification process Microsoft puts titles through.

As part of a movement to try to win back developers and make it easier to get more games on Xbox Live, Microsoft now apparently plans to build a platform to allow for Xbox Live functionality to extend to iOS and Android.

“We will create a modern framework that is open-source, lightweight, extensible and scalable across various platforms including Windows Store, Windows Phone, iOS, and Android,” a job listing for the project read before it was yanked from the interwebs.

Microsoft has already experimented with Achievements on these platforms before with Wordament, a word puzzler that came to iOS at the end of 2012 and hit Android just a few months later.

Expanding other Xbox Live services onto iOS and Android and dropping some of the shackles from the certification process could lure back some of the folks turned away by Microsoft’s old way of doing things. This holds especially true if the thought of importing already established friend lists and Achievements from consoles could draw in more gamers.

A line of action figures and Minimates based off EA and PopCap’s upcoming Plants vs. Zombies: Garden Warfare are in the works,Diamond Select Toys announced.

Their official unveiling is expected to come at the annual Toy Fair in New York City this coming Sunday.

The first series of Minimates features two zombies versus two plants: All-Star Zombie and Engineer Zombie facing off against Cactus and Pea Shooter. As a bonus, an extra plant, Marigold, is included as well. Each Minimate stands two-inches tall, features 14 points of articulation, and sports various interchangeable parts and accessories. The box set is suggested to retail for $19.99.

The first assortment of action figures comes in four sets of pairs. Each pair contains a zombie and a corresponding plant to do battle with. The figures stand five-inches tall and features multiple points of articulation. Sets include Scientist Zombie (equipped with Healing Station) coupled with Gatling Pea Shooter (equipped with Chili Bean), Soldier Zombie (equipped with Commando Head) bundled with Ghillie Cactus (equipped with Potato Mine), Engineer Zombie (equipped with Turret) paired with Chomper (equipped with Spike Weed), and All-Star Zombie (equipped with Imp Bomb) combined with Dark Sunflower (equipped with Marigold). Each pair is set to sell for $24.99 each.

Plants vs. Zombies: Garden Warfare is set to hit Xbox 360 and Xbox One on February 25, 2014. These action figures are not likely to be available, however, until sometime this summer.

Little Mac is the latest addition to Super Smash Bros. for Wii U and for 3DS’ ever growing roster, Nintendo president Satoru Iwata revealed during today’s Nintendo Direct presentation.

Little Mac, of course, is best known as the main protagonist in all three Punch-Out!! games, first debuting in Mike Tyson’s Punch-Out!!  for NES in October 1987 (originally just called Punch-Out!! in Japan).

The diminutive fighter is portrayed as the stereotypical underdog, overcoming all the odds caused by his smaller stature to become champion of the world. His reveal trailer for Super Smash Bros., which is embedded below, pokes fun at this, also showing that a lot of fight can come in even the tiniest of packages.

Not surprisingly, his powers revolve mostly around him being able to perform a flurry of fast punches. He also has a charge meter that, after absorbing enough damage, allows him to unleash a devastating uppercut to his opponents. The trailer also shows off his Final Smash ability, which sees Little Mac become anything but little, as well as a new stage based around a boxing ring, (obviously tailored to Mac).

The only disappointing thing probably about this latest Smash Bros. announcement is that Nintendo still hasn’t provided a solid release date for the series’ fourth full entry.

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