News
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Relic wants to challenge “the big boys”.
Space Marine developer Relic Entertainment has begun early talks on a potential sequel.
Discussions are “literally, just starting” Relic marketing manager James McDermott told Eurogamer last week.
“We have an internal gating process and we’ll already be talking about whether we put [Space Marine 2] into that.”
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Space Marine vs. Chaos, 8 vs. 8.
THQ and developer Relic have revealed the multiplayer portion of upcoming third-person action game Warhammer 40k: Space Marine.
Two factions are available: Space Marines and Chaos Marines. Eight versus eight player matches are possible on five maps using two game modes.
These are Annihilation, which is a standard team-based deathmatch, and Seize the Ground, a team-based mode that revolves around holding areas.
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Ever!
Sony’s PS Vita, the new handheld that follows in the wake of the long-serving PSP, is the company’s most developer-friendly console to date according to engineers from its research and development teams.
“We’ve never had tools at such an advanced state before the launch of a new platform,” said Neil Brown, senior engineer at Sony Computer Entertainment Europe’s R&D division said at today’s Develop conference in Brighton.
“It’s our most developer friendly console, and by quite some margin.”
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Los Angeles – The trees have been tallied and the results are in: Ecotopia players proved social games can have a real-world impact, having planted 25,000 trees in-game in 25 days, in response to the Plant a Real Forest Challenge issued by independent games studio Talkie last month. As a result, Tal…
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Activision adding 60 frames-per-second HD visuals to latest remake of Nintendo 64 first-person shooter; PS3 version to support Move peripheral.
While GoldenEye has become just another James Bond film featuring the super suave super spy, the 1997 Nintendo 64 first-person shooters based on it has become the stuff of gaming legend. Activision has already capitalized on the game’s reputation once with last year’s Wii reimagining, and now the publisher is taking another shot at the project, this time in HD.
Activision today announced GoldenEye 007: Reloaded for the PlayStation 3 and Xbox 360, set for release this fall. The publisher is touting the game as built on a brand-new engine, with 60 frames-per-second high-definition graphics and PlayStation Move compatibility for PS3 owners as selling points.
The game’s single-player campaign will let players employ gameplay modifiers (infinite ammo, Golden Gun mode), with additional Mi-6 Ops challenge levels and an expanded time trial mode. For multiplayer fans, the game will let up to 16 players compete online with new modes, maps, weapons, and characters from the Bond universe.
For more on GoldenEye 007: Reloaded, check out GameSpot’s first look at the title..
Read and Post Comments | Get the full article at GameSpot
“GoldenEye 007 reloaded for PS3, 360” was posted by Brendan Sinclair on Wed, 20 Jul 2011 08:44:27 -0700 -
Activision adding 60-frames-per-second HD visuals to latest remake of Nintendo 64 first-person shooter; PS3 version to support Move peripheral.
While GoldenEye has become just another James Bond film featuring the super-suave superspy, the 1997 Nintendo 64 first-person shooter based on it has become the stuff of gaming legend. Activision has already capitalized on the game’s reputation once with last year’s Wii reimagining, and now the publisher is taking another shot at the project, this time in HD.
Activision today announced GoldenEye 007: Reloaded for the PlayStation 3 and Xbox 360, set for release this fall. The publisher is touting the game as built on a brand-new engine, with 60-frames-per-second high-definition graphics and PlayStation Move compatibility for PS3 owners as selling points.
The game’s single-player campaign will let players employ gameplay modifiers (infinite ammo, Golden Gun mode), with additional MI6 Ops challenge levels and an expanded Time Trial mode. For multiplayer fans, the game will let up to 16 players compete online with new modes, maps, weapons, and characters from the Bond universe.
For more on GoldenEye 007: Reloaded, check out GameSpot’s first look at the title..
Read and Post Comments | Get the full article at GameSpot
“GoldenEye 007 reloaded for PS3, 360” was posted by Brendan Sinclair on Wed, 20 Jul 2011 08:44:27 -0700 -
“Eurocom is our Bond developer,” says Acti.
Singularity developer Raven Software is not making a new James Bond game, Activision has confirmed to Eurogamer.
James Steer, Activision’s producer of this autumn’s PlayStation 3 and Xbox 360 game GoldenEye 007 Reloaded, told Eurogamer at a preview event in London last week that UK developer Eurocom is “our Bond developer”.
“This [Reloaded] is for this year,” Steer said. “Next year is 50 years of Bond. And obviously they’re making a new movie. This is unrelated. This is about GoldenEye.”
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PS3 and Xbox 360 game out this year.
GoldenEye 007 Reloaded launches for the PlayStation 3 and Xbox 360 this autumn, Activision has announced.
It is a high definition remake of last year’s Wii game, GoldenEye 007.
Developer Eurocom has created a brand new game engine to craft the game. The UK studio began this work last year as it was making the Wii title.
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Develop 2011: Media Molecule co-founders open up on the creation of LittleBigPlanet, their sources of inspiration, and the challenges they faced.
Who Was There: Three of Media Molecule’s co-founders–Art Director Kareem Ettouney, Technical Director Alex Evans, and Creative Director Mark Healey–were in conversation with Phil Harrison, once of Sony Worldwide Stuidos, now with London Venture Partners.
What They Talked About: The Develop session was a wide-ranging one, dealing with the birth of both LittleBigPlanet and Media Molecule, and how they nearly found themselves working for Valve.
Alex Evans explained how his career had started at Peter Molyneux’s Bullfrog studios making tea, and how he moved on to being an “ignorant excitable young programmer” on his way to Seattle to meet Microsoft, once the studio had become Lionhead. He described Molyneux as “an amazing mentor”–a feeling echoed by Mark Healey, who also worked there at the time. They are “very indebted to Lionhead and Bullfrog’s history,” Evans later said.
At the same time they were working at Lionhead, Evans and Healey were working on Rag Doll Kung Fu, which first drew the interest of Nintendo, who were contemplating it as a potential DS product. It also drew the attention of Valve, and fortuitous timing combined with Valve’s desire for a “low risk, low cost” third-party game to test on Steam. It was a game that Healey admitted had been “developed at my kitchen table in my pants”, but it became the first ever non-Valve game to sit on Steam. They also revealed that they had had discussions with the team that went on to create Portal around similarities between some of their projects, and how they came quite close to joining Valve themselves, in much the same way the team that created Portal did shortly afterwards.
They then moved on to discussing the birth of LittleBigPlanet, showing off a video of the very earliest tech demo for the project that became LBP. They then moved swiftly on to discussing the relationship between Media Molecule and Sony, specifically how Sony initially saw the game and later championed it. Evans revealed that Phil Harrison initially wanted LBP to evolve into free to play downloadable title and “all manner of other buzzwords we haven’t hit yet.”
After discussing the rapid evolution of LittleBigPlanet from its birth right through to LBP2–mentioning that nearly 1 billion LBP levels have now been played through by the community–they moved onto discussing the future. Healey likened the process of moving on from LittleBigPlanet to a child leaving home, but made it clear that moving on from being a “single-threaded company” was necessary to stop things from “getting stale.”
While none of the speakers gave any hints to suggest exactly what was coming next from Media Molecule, Evans and Healey did make it clear they had no interest in playing it safe. Risk taking is very important, they said–and the bigger the risk, the bigger the payoff.
Quote: By joining Valve, Evans said, they could have unwittingly “screwed the world out of Portal.”
Takeaway: Media Molecule was born from a small collection of dedicated people who felt they had the expertise to make a game themselves. The studio has grown very slowly, and has tried to keep the focus on getting rapid results and keeping things fresh.
Read and Post Comments | Get the full article at GameSpot
“Living Inside A Molecule ” was posted by Alex Sassoon Coby on Wed, 20 Jul 2011 05:59:04 -0700 -
Develop 2011: Media Molecule co-founders open up on the creation of LittleBigPlanet, their sources of inspiration, and the challenges they faced.
Who Was There: Three of Media Molecule’s co-founders–Art Director Kareem Ettouney, Technical Director Alex Evans, and Creative Director Mark Healey–were in conversation with Phil Harrison, once of Sony Worldwide Stuidos, now with London Venture Partners.
What They Talked About: The Develop session was a wide-ranging one, dealing with the birth of both LittleBigPlanet and Media Molecule, and how they nearly found themselves working for Valve.
Alex Evans explained how his career had started at Peter Molyneux’s Bullfrog studios making tea, and how he moved on to being an “ignorant excitable young programmer” on his way to Seattle to meet Microsoft, once the studio had become Lionhead. He described Molyneux as “an amazing mentor”–a feeling echoed by Mark Healey, who also worked there at the time. They are “very indebted to Lionhead and Bullfrog’s history,” Evans later said.
At the same time they were working at Lionhead, Evans and Healey were working on Rag Doll Kung Fu, which first drew the interest of Nintendo, who were contemplating it as a potential DS product. It also drew the attention of Valve, and fortuitous timing combined with Valve’s desire for a “low risk, low cost” third-party game to test on Steam. It was a game that Healey admitted had been “developed at my kitchen table in my pants”, but it became the first ever non-Valve game to sit on Steam. They also revealed that they had had discussions with the team that went on to create Portal around similarities between some of their projects, and how they came quite close to joining Valve themselves, in much the same way the team that created Portal did shortly afterwards.
They then moved on to discussing the birth of LittleBigPlanet, showing off a video of the very earliest tech demo for the project that became LBP. They then moved swiftly on to discussing the relationship between Media Molecule and Sony, specifically how Sony initially saw the game and later championed it. Evans revealed that Phil Harrison initially wanted LBP to evolve into free to play downloadable title and “all manner of other buzzwords we haven’t hit yet.”
After discussing the rapid evolution of LittleBigPlanet from its birth right through to LBP2–mentioning that nearly 1 billion LBP levels have now been played through by the community–they moved onto discussing the future. Healey likened the process of moving on from LittleBigPlanet to a child leaving home, but made it clear that moving on from being a “single-threaded company” was necessary to stop things from “getting stale.”
While none of the speakers gave any hints to suggest exactly what was coming next from Media Molecule, Evans and Healey did make it clear they had no interest in playing it safe. Risk taking is very important, they said–and the bigger the risk, the bigger the payoff.
Quote: By joining Valve, Evans said, they could have unwittingly “screwed the world out of Portal.”
Takeaway: Media Molecule was born from a small collection of dedicated people who felt they had the expertise to make a game themselves. The studio has grown very slowly, and has tried to keep the focus on getting rapid results and keeping things fresh.
Read and Post Comments | Get the full article at GameSpot
“Living Inside A Molecule ” was posted by Alex Sassoon Coby on Wed, 20 Jul 2011 05:59:04 -0700