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Monday 31 December 2012

Rumor: Black Ops 2 'Revolution' coming January 29, bringing zombies along


An image promoting map pack DLC for Call of Duty: Black Ops 2 recently popped up on Reddit, called "Revolution." The images show what seem to be five locations for the add-on content: Mirage, Downhill, Hydro, Grind, and Die Rise. Die Rise also sports a picture of a zombie-like soldier. Other pictures of the promotional materials for the DLC note that it will be a timed Xbox 360 exclusive set to launch January 29.

We've contacted an Activision rep for comment on the leaked images, and will update once we learn more. 


EA Sports Server Shutdown Next Week Means NBA Live is Finished


NBA Live 10 is one of six EA Sports titles that will lose online support on Jan. 11., according to a notice from Electronic Arts. While retiring online features for sports titles more than a year old is not uncommon for any sports publisher, killing multiplayer support for NBA Live 10, which released in 2009, is noteworthy as it symbolically means the end of any professional basketball simulation offered by EA Sports.

A scan of NBA Live's multiplayer community on PlayStation 3 just before publication showed 377 online and 36 playing a game in progress.

NBA Live 10 released in October 2009, and when EA Sports' NBA Elite reboot failed to launch in 2010, the label still kept the game active and offered roster updates for that season. EA Sports moved its NBA development to Florida following the NBA Elite 11 debacle, and then sat out 2011, a year that opened with the league's owners locking out the players and canceling two months' worth of games.

EA Sports intended to deliver a reconstituted NBA Live 13 as a downloadable title this year but failed to meet that goal. In September, it canceled the game and put NBA Live off until next year, if it even releases then.

No EA Sports NBA product has appeared on retail shelves since 2010's NBA Jam, which released for the Wii in October and was later hustled into service for the Xbox 360 and PS3 to cover for Live/Elite's absence. NBA Jam's 2010 retail release also is affected by the server shutdown, and will lose online support on the same day, Jan 11, 2013.

Other EA Sports games affected include FIFA 11, NHL 11, Madden NFL 11 and NCAA Football 11, all released in 2010.

Grand Theft Auto IV Now Looks Even More “Next Gen”


Thanks to a dedicated community, the PC version of Grand Theft Auto IV has been continually polished and upgraded since its release all those years ago. To the point where, now, it looks like something from the future.

The iCEnhancer series of mods, which we've featured before, are being updated to 2.5 (this is an alpha preview), and the results are amazing.

This looks as good as a quality first-person shooter. The fact that this kind of fidelity can be applied to an open world game the size of Liberty City is just mind-boggling.

Sunday 30 December 2012

Want To Make Far Cry 3 More Realistic? Check Out This Mod.

Sometimes what you need is a little realism in your power fantasy. If you feel that Far Cry 3 is missing some crucial realistic bits, maybe this mod is for you.

Here is the "extremely in-depth Realism Mod" by Ubisoft forum user Panzerjager1943. According to the creator, this mod includes:

-Damage is based on actual weapon terminal ballistics tests
-Sway in sights and aiming are factors of the weapon's weight
-Recoil is a factor related to actual weapon recoil, incorporating bullet weight, powder, velocity, and weight of weapon
-Accuracy is based on actual Minute of Arc extreme spreads for the most realism
-Reload time is 25% slower on Assault Rifles, LMG's, and SMG's
-All weapons have realistic magazine capacities, including with Extended Magazines
-All weapons have vastly more maximum range
-Weapons have proper rates of fire (most especially that PKM.)
-Weapons have a new attachment setup that is a modified version of Leechmonger's attachments mod.

You can find it here.

Not sure how to mod Far Cry 3, need a little guidance? The initial post in this thread has some tips and resources you can check out.

And remember: this realism mod will probably pair well with HUD-less Far Cry 3.

 

Grand Theft Auto V’s Trailer Gets Remade With Some More Familiar


You've seen Grand Theft Auto V's real trailer, starring Grand Theft Auto V's real characters.

Now see Grand Theft Auto V's trailer starring Grand Theft Auto IV's characters. And yes, there's a point. The point being, comedy.

Tomb Raider gets multiplayer


Crystal Dynamics confirms upcoming Lara Croft reboot will feature a head-to-head mode.

Next year's Tomb Raider reboot will not be a single-player-only affair. Crystal Dynamics global brand director Karl Stewart recently revealed via Twitter that the game will in fact ship with a multiplayer mode. 

This was first speculated when United Kingdom retailer GAME listed multiplayer as a major feature for Tomb Raider. The details have since been removed, but it was suggested that players would be able to control Lara's shipmates or Yamatai scavengers in a variety of modes. 

First details on Tomb Raider's multiplayer mode will be revealed in Official Xbox Magazine's January issue, due to subscribers this week. 

Tomb Raider is due out March 5, 2013 for Xbox 360 and PlayStation 3. For more, check out GameSpot's previous coverage.

 

Saturday 29 December 2012

A Very Cinematic, Very Deadly Race In Battlefield 3


This video might feel familiar. And it might be because you saw one like it here on Kotaku a while back.
 
Well YouTube creator Kutkop345 is back with another episode of Death Race and it makes the game look just as stunning as the first video did. Take a look.

SimCity and the art of amassing wealth

Cities don't just start out as metropolises, full to the brim with wealthy shoppers who live in penthouse suites. No, a city must work hard to become a bustling shopping mecha and beacon of wealth – and in SimCity, it's all about having a city full of Wealthy Sims.

Attracting Wealthy Sims to your town is the easy part; however, keeping them around is tough because Wealthy Sims are more sensitive to their needs and vocal when ignored. "Education, pollution reduction, better crime suppression, and consistency in all your services will become a priority as your Sims go up in wealth," EA says. A dearth of disasters probably helps, too.

Another crucial aspect is increasing land value, a byproduct of putting services and public transportation systems in place. As you build infrastructures, you'll start to shape your city and attract the corresponding kind of Wealthy Sim. It's key to build parks around your residential areas, giving the Wealthy Sims a much-needed place to go and offer condescending looks at the other, poorer Sims. 


Friday 28 December 2012

Diablo 3 'Team Deathmatch' goes back to the drawing board, 'dueling' coming in the new year

Diablo 3's Team Deathmatch mode has been a long-promised addition for players of the loot-hunting dungeon crawler since it first launched seven months ago. Though the mode is up and running at Blizzard, a blog post from Blizzard's Jay Wilson says the Player vs. Player-focused mode "isn't yet where we want it to be," and thus won't be released in its current form.

One reason the mode has eluded release is its lack of depth. "Simply fighting each other with no other objectives or choices to make gets old relatively quickly. We've brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didn't feel like it was something they'd want to do beyond a few hours," Wilson wrote. The mode requires more varied objectives and lucrative rewards to compel players to keep playing over time, Diablo 3's lead designer added.

Another issue is class balance in a game designed with Player vs. Environment scenarios in mind. "In a casual PvP mode, something equivalent to a WoW Battleground, this would be fine, but Team Deathmatch felt very hardcore, and it put a laser focus on class balance in a way that we didn't think would be good for the game as a whole." Because of these issues, Blizzard has decided to go "back to the drawing board on a new replacement for Team Deathmatch." Whatever the mode ends up evolving into will indeed be free, Wilson noted.

Wilson adds Blizzard will add "Dueling" soon, due to fan demand. "First and foremost, if our original goal was to support dueling, then we're not achieving that goal very well if we don't actually give players a way to duel in-game," he wrote. Dueling will be added to Diablo 3 in patch 1.0.7., set to arrive after the new year. 


Vergil and Dante cut down evil in new DmC trailers




A pair of new Japanese trailers for DmC: Devil May Cry show off a bit of both its half-demon brothers, Dante and Vergil. We're not picking favorites, but Dante's video may just be a tad more stylish (death metal notwithstanding).


 

Thursday 27 December 2012

Five new screenshots of GTA V

Rockstar Games' latest tease of their fifth outing in the Grand Theft Auto franchise is a big one, with five new screenshots unveiled just in time for Christmas.


The screenshots cover a multitude of different scenes in the game, from a guy in his car with his dog, to a stylish shot of a shark swimming beneath a man in the ocean. Another one of a submarine in the water, a guy talking on his cellphone and finally, some fighter jets flying high above the city.

All of the screenshots just make me want to play it more, and once you see them, you'll want to, too.

Everyone In Far Cry 3 Looks Absolutely Crazy Everyone !

The images you're about to see are the work of Bruno Gauthier Leblanc, an Ubisoft artist who we've previously featured for his contributions on Splinter Cell: Conviction.

Today, though, we're looking at things a little more tropical in nature. Namely, his work on Far Cry 3.








As you can see, many of these designs made it through to the final game with nary an alteration. And in case you missed it during the game, you can also get a good look at Jason Brody's face. Just in case you didn't think he was smarmy enough already.
You can see more of Bruno's work at his personal site (thanks CAW!)

Wednesday 26 December 2012

Villagers Accidentally Beat Up Mobile Gamer

Lots of people play mobile games in China. The mobile game market has exploded in the last two years into a multimillion dollar industry. According to iResearch, in 2012, mobile games raked in a profit of $197 million in China, so it's almost baffling to hear something like a young man playing on a mobile device getting beaten up by villagers because they thought he was secretly photographing them.

Back in April, 26 year-old Huang Zhansheng was suddenly attacked by the locals of  Pingxiang, Jiangsu province. Playing the highly popular Chinese card game, Fight the Landlord , the villagers mistook Huang for a "social worker", thinking he was secretly documenting what they were doing with his smartphone, and pounced on the young man.

After a small altercation, the villagers called for help, and then proceeded to pummel Huang until he gave up his phone. After seeing that Huang was playing an online game, the villagers released him.

Returning home, Huang complained to his mother that his head hurt and he was feeling dizzy. The next morning his mother found Huang convulsing uncontrollably. Turns out Huang's beating had given him head trauma and a concussion.

Reporters following the case called the village chiefs to inquire why Huang was attacked. The village chief replied that they thought Huang was a social worker, and that he refused to cooperate and give up his phone for the villager's inspection. The chief also said that Huang had struck first, and then a villager hit him on the top of the head twice.
According to the police and the village, the villagers gathered the night of the incident to mediate the issue. They scrounged up 600 yuan (about $100) as compensation for Huang for having been unjustly beaten.

Of course the money didn't help at all—8 months and loads of checkups and treatment later Huang is still having health problems from his head trauma: he still convulses uncontrollably at times.

When Huang's story broke earlier this month, more reporters called to inquire why the village felt it necessary to beat up a young man playing a harmless video game (Fight the Landlord is a very harmless game!). It turns out that the village was so wary of government social workers visiting because they didn't want them to see if the villagers were congregating illegally or conducting events while circumventing the state.

Luckily for Huang, the village government owned up to the assault and are currently paying all of his medical expenses. The village government committee has currently paid out a total of $93000 towards Huang's medical care.


Hitman Absolution – review


The Hitman series has always been aimed at the resolutely hardcore. And it's not just that the game's starring Agent 47, the most stylishly dressed killer in gaming, boasted finicky controls and punishing difficulty levels.

 These titles demanded players give themselves over to its open-ended gaming structure where a combination of stoical patience and creative puzzle-solving were rewarded. Sure, you could blast your way through levels with twin-ballers if you played the games on the easiest difficulty settings. But unless you surrendered to the series' signature stealth gameplay, the Hitman games would prove an ultimately hollow experience.
This rule of thumb has been almost completely done away with in Absolution, IO's first Hitman game since 2006. Hints of it remain in the design of a couple of levels and the eye-watering challenge that's presented by the highest difficulty setting. But IO have made a number of design choices aimed at broadening Absolution's appeal beyond the core Hitman fanbase, and while there's still plenty to admire here, unfortunately not all of the changes work in the game's favour.

No one can complain about the stunning visuals in Hitman Absolution, but the ludicrous plot and linear gameplay are huge minuses against this title.

The Hitman series has always been aimed at the resolutely hardcore. And it's not just that the game's starring Agent 47, the most stylishly dressed killer in gaming, boasted finicky controls and punishing difficulty levels.

These titles demanded players give themselves over to its open-ended gaming structure where a combination of stoical patience and creative puzzle-solving were rewarded. Sure, you could blast your way through levels with twin-ballers if you played the games on the easiest difficulty settings. But unless you surrendered to the series' signature stealth gameplay, the Hitman games would prove an ultimately hollow experience.

This rule of thumb has been almost completely done away with in Absolution, IO's first Hitman game since 2006. Hints of it remain in the design of a couple of levels and the eye-watering challenge that's presented by the highest difficulty setting. But IO have made a number of design choices aimed at broadening Absolution's appeal beyond the core Hitman fanbase, and while there's still plenty to admire here, unfortunately not all of the changes work in the game's favour.

Absolution starts off with Agent 47 being sent to kill his former handler Diane Burnwood, who has betrayed the pair's shadowy employers, The Agency. After a mission that serves as the game's tutorial, Diane lies in a pool of blood and shower-door glass, begging 47 to protect a child named Victoria she has in her charge. He agrees, stashes Victoria in an orphanage in Chicago, and then sets out to find out why The Agency has put such a premium on acquiring her. Naturally, this investigation presents 47 with a ton of targets upon which to apply his death-dealing talents.
This rather decent plot setup unfortunately descends into a farcical mess rather quickly. Granted, the stories running through all the Hitman games are uniformly rubbish, but Absolution is silly by even their low standards. The main problem is that the game's outlandish plot developments jar horribly with the way it's presented as a darkly atmospheric thriller. It can't decide whether it wants to be Grindhouse or Noir and its attempts at straddling both camps fail miserably.

This is a story about a contract killer caring for a defenceless girl at the behest of the only person he ever formed a human connection with. It's also a story in which the protagonist fights a man the size of a brick outhouse while wearing spandex and a Lucha Libre mask in a barn that just happens to be a short walk from a top-secret subterranean science lab. As Agent 47 marches towards his final quarry, the player encounters a stream of increasingly outlandish characters, each one more depraved than the next.

In the past, the main belief players needed to suspend was that no one could see the barcode tattoo on 47's head when he wandered into their midst in disguise. Now, one of their lesser hurdles is to accept that 47 would rely on information given to him by an ornithological fetishist covered in feathers and bird poo.

Still, as awful as the plot is, it would be acceptable if it could be ignored completely, but unfortunately, the game's campaign contains several levels that are designed around pushing the narrative forward. This is probably Absolution's greatest misstep because these levels also strip out the series' traditional open-ended gameplay.

In these missions, players do have the freedom to subdue victims, swap clothes and engineer entertaining ways to dispatch NPCs. But the levels themselves are wide, linear corridors and to secure the highest rating here, the player's goal is to make their way to an exit point without being detected. At first, these levels are rather uninteresting, but as Absolution's checkpoint saves become more erratic, some of them become downright frustrating. At the highest difficulty, where no mid-mission checkpoints exist at all, they can transform into tedious wars of attrition.

This isn't the rule throughout, however, as Absolution contains a few missions in the traditional vein of the series. You know, where you're plonked down into a map filled with lethal items, accidents waiting to happen and a target (or some targets) that require Agent 47's lethal expertise.

A mission early on in the game set in a bustling market in Chinatown is probably the campaign's high point. Here, players are presented with an odious crime lord and a ton of ways to take him out; the range of options extends from poisoning the target's food at his favourite noodle bar, to something as simple as pushing him down a manhole.

It's in missions such as this, where tailing a target, learning their routes and then pulling off an intricately plotted execution is as satisfying as a kill initiated by spur-of-the-moment creativity.

In the instances in the campaign where players are encouraged to observe, plan and execute, Absolution shines brightest. They're also the most heartbreaking aspects of the game, because they provide hints of what Absolution could have been if IO had just stuck to what made their series great in the first place.

The chocolate box of lethal delights that the open-ended missions present is enticing enough on its own, but coupled to the game's swoon-worthy score and gorgeous visuals, it provides glimpses of a game that would have been utterly mind-blowing.

Now, before I stand accused of denigrating Absolution for not being Blood Money 2.0, allow me to point out that I think several of its new features improve on 2006's game significantly. I do not, for example, find Instinct – the much-touted mechanic that allows 47 to see enemies through walls and NPC route paths – to be the bone of contention a lot of purists do.

Indeed, it's a fantastic new feature offering newcomers the best gateway into the series to date – the mark and kill mechanic even offers newbies an ace in the hole if their best efforts aren't realised mid-mission. Similarly, the scoring system and unlockables are strokes of sheer genius; with leaderboard bragging rights, new abilities and new weapons up for grabs, each mission positively cries out to be replayed every which way is possible.

Furthermore, Contracts Mode is a great addition to the Hitman package. In it, players are able to create hits based on the campaign levels and then challenge the online community with their creations. It's true that this is something the Hitman community was doing via internet forums already and it's slightly tarred with the less-than-brilliant design of some of the levels, but it provide players with opportunities to both create and enjoy levels where puzzle solving and a sense of fun work arm-in-arm with 47's business of killing. In short, it feels like Hitman in its purest sense.

And that's ultimately what's missing from most of Absolution. The game may look better and play better than any Hitman game before it, but one can only marvel at how IO managed to lose sight of their IP's most appealing aspects so often.

The best thing one can say about Absolution is that it's impossible to feel ambivalent about it; players will love and loathe aspects of this game in equal measure. In Absolution, terrible ideas rub up against great ones almost on a moment-to-moment basis, and the end result is a title which is impossible to consider with the same clinical detachment that it's protagonist is known for.

  • GAMEPLAY VIDEO :

~gameplay video courtesy of IGN~

Sunday 23 December 2012

Mark of the Ninja Review

Meet the coolest Man in Black since Johnny Cash.

Stealth, befitting of its very definition, sneaks into our games in many forms. Sometimes it slips in under the guise of a role-playing game, such as a no-kill play-through of Deus Ex: Human Revolution. In other instances, it blends with an action title, like the Sam “Panther” Fisher version of Splinter Cell Conviction. And not often enough, it comes in its purest shape, in which you face near-certain death – or at least, extremely long odds – if you’re spotted. The Thief series, quintessentially. Or, in 2012, Mark of the Ninja.


Laudably, there isn’t just one trick in Ninja’s bag. Instead, it takes the best ingredients from both new and old examples of the stealth genre and mixes them into a potent knockout brew. The look is gorgeous thanks to the same talented artists and animators responsible for developer Klei Entertainment’s other downloadable game series, Shank. Anytime you make an undetected kill, the camera zooms in and darkens the background, highlighting you and your victim as you plunge your blade into him and then toss his body aside or through a grate. You’ll be forgiven if you mistake what you’re watching for an M-rated animated series on Adult Swim.



But gameplay is most important. In a move that’s simultaneously refreshing and familiar, Mark of the Ninja is a 2D stealth adventure that, at first glance, looks abit Metroidvania-esque. You’ll jump and grapple-hook your way around mostly linear levels (though occasional path choices and backtracking occur), clinging to walls and ceilings, hiding in floor grates, and pressing B to duck behind potted plants or in doorways – all in the name of avoiding detection. 

You begin with only these most basic of moves, but as you finish levels and secondary objectives within each mission (such as completing an area without raising an alarm), you’ll earn medals redeemable for new moves that significantly liven up the game and open up your options. For instance, there’s a taunt that lets you string-up your kills in order to terrorize the other guards, a la Batman. Or the not-so-subtle nod to Metal Gear Solid: the cardboard box. Seeing your black-clad hero reach out from underneath the simple disguise, grab a victim, and drag him back under the box while his buddies ignorantly walk by is as sadistically rewarding as it is hilarious.

 If you get found out, especially by a dog, you're in trouble.

More seriously laudable is Ninja’s scoring system. While many stealth games claim you can play them how you want (read: lethally or non-lethally), this one actually rewards you with medal-earning XP either way. If you knife every fool, you’ll earn some points. Hide their bodies when you’re done and you’ll net more. Terrorize them and you’ll bag yet more. Or score plenty of points just for sneaking by the bad guys undetected. This is complemented by additional play styles that become available as you go, like “Way of the Ninja.” This removes your sword – thereby making it nearly impossible to kill anyone – but gives you extra distraction tools, such as the aforementioned cardboard box, firecrackers, terror darts, etc. It wholly changes the way the game is played, akin to watching a different director’s cut of your favorite movie.

All of these added perks culminate in the highly recommended New Game Plus mode, in which the enemies get tougher but you’ve got access to your full arsenal of unlocked goodies right from the first stage.

You’ll want to replay the 6-8 hour campaign, though probably not for the story (but oh, those drool-inducing animated cutscenes!). The plot starts simple and never really evolves, though it’s just engaging enough to make you stop and think when you reach its forked ending. Unfortunately, neither choice at the campaign’s climax pays off with a revelation or additional backstory. Or anything, really.

 Theatricality and deception are powerful tools...

Ninja’s only other crimes are, first, that its gorgeous animations aren’t showcased enough; there simply isn’t enough variety in the kills. Nearly every fatal scene shows you slicing a bad guy at the neck or through the belly. Even the gameplay side of this could be fresher – you’re always pressing X and a cardinal direction for every fatal blow. We would’ve loved to have seen (literally, with this gorgeous art style) more choice in ways to off your enemies.

And second, Ninja loses its way a bit around two-thirds of way through the game with a mildly frustrating stage packed with platforming puzzles. It doesn’t last too long, but it is the clear weak point of the campaign. Also, a quick note for PC players: though Mark of the Ninja is playable using traditional WASD+mouse first-person shooter-style controls, it's quite awkward here. I highly, highly recommend using an Xbox gamepad for the smoothest-steering Ninja experience possible.

 Begone, pesky light bulb!

Still, forget about being among the cream of the downloadable game crop – that much is a given. Mark of the Ninja is among the finest stealth games you can currently play, period. And if you need an extra anecdotal – but almost always dead-on accurate – verification of Ninja’s greatness? Playing it at the IGN office was like shining the Bat signal into the sky. Fellow editors kept walking by my desk, independently inquiring, “What is this?” in a curious tone tinged with pure excitement. The most common quips? “This looks amazing.” “This is from the Shank guys, isn’t it?” “The animation is beautiful.” And, finally: “Wow.”

This is the kind of game I enjoy shouting from the rooftops about, particularly since it's not a $60 blockbuster release with a multi-million-dollar marketing budget backing it up. So let me do you a favor and shine a guiding light on this shadow-dwelling hero. Play it. You’ll thank me later, I promise.

  • The Verdict

     

    Mark of the Ninja illustrates how digitally downloaded games continue to be a breeding ground for some of today's most creative content. This is stealth done right, with the presentation prowess to match. It's easily a contender for Downloadable Game of the Year and it absolutely deserves a place in your digital game collection.

     



Even this Dark Souls 2 concept art is difficult


Fans of From Software's Demon's Souls and Dark Souls games sure like a challenge. While Dark Souls 2 will be "more understandable," we're expecting that it will retain the difficulty curve set by the previous games.


Since we really don't know what to make of the recent pieces of concept art for Dark Souls 2 seen in the gallery below, we figure it's just another way the series is beating our brains up. 






Dark souls 2 concept art. 


Just Think of What We Would Have Missed Out On if the World Had Ended Yesterday

Waking up this morning is going to be extra awkward for some people.
 
It seems the apocalypse is late; that, or it's just not showing up. It was supposed to arrive yesterday, you see, and more than a few people were eagerly anticipating it, for whatever reason. So when they stretch, yawn and open their eyes to find themselves snug in their beds instead of in a fiery pit or on a cloud in Heaven, I'm guessing they're going to be a little bit disappointed.

I, on the other hand, am relieved. And you should be too. After all, just think of all the incredible things we would have missed out on if the world had ended yesterday. Things like:
  • Half-Life 3
  • The next Xbox
  • Dark Souls 2
  • The PS4
  • Flying cars
  • Flying skateboards
  • The end of A Song of Ice and Fire
  • World peace
  • Watch Dogs
  • The Legend of Zelda in HD on Wii U
  • Season 3 of the BBC's Sherlock
  • Games that look like this

Of course, you could still miss out on these things. You could get hit by a bus before George R.R. Martin finishes his lengthy epic, or Armageddon could arrive after all. You never know.

So what are you looking forward to now that we can be reasonably sure the world will keep on spinning for at least a little while longer? 
 
 
 
 

Assassin's Creed 3 Gold Edition and Liberation flash sale on PSN this weekend

PlayStation Network is hosting a flash sale for Assassin's Creed 3 and Assassin's Creed 3: Liberation this weekend. The sale discounts the games by 35%, and also includes a bundle for both games at 50% off.

This weekend, Assassin's Creed 3 can be bought for $38.99, with the Gold Edition on sale for $58.49. Liberation costs $23.39, while a bundle including both Liberation and Assassin's Creed 3 Gold Edition is $59.99. The Gold Edition of the game includes a season pass for the game's DLC offerings. 


Friday 21 December 2012

Gorgeous Games of 2012: Need for Speed: Most Wanted

It's not easy to idle like this in Need for Speed: Most Wanted the excellent open-world racing game from EA's Criterion Games.
 
Even at high speeds—well, especially at high speeds—this game was great to look at. That earns Most Wanted a Cinemagraph (a subtly-animating-animated-GIF, if you don't know) for our Year in Beauty series.


What The Hell Is Going On With Warhammer: 40,000: Dark Millenium?


It's a strange thing, the video game industry. The people who publish big games will sometimes cancel, move, or overhaul them entirely. Nothing wrong with any of that, but one big problem is that along the way, some of those publishers will clam up. They'll refuse to give straight answers or talk about their plans.
 
When THQ filed for bankruptcy yesterday, they were very candid about their plans and even released a document with a chart on all of their upcoming games. That chart did not mention Warhammer: 40,000: Dark Millenium, a game that was supposed to be developed by a studio called Vigil (the company behind Darksiders). Earlier this year, THQ had announced that they were canceling the multiplayer elements of Dark Millenium and turning it into a single-player game.

I reached out to THQ's PR folks for clarification. The resulting exchange was rather... baffling. I'll post the whole thing so you can see for yourselves.
KOTAKU: Is Warhammer: 40,000: Dark Millenium still in production at Vigil?
PR: Development of that title ceased a while ago and that was announced in March 2012. No details of future titles from Vigil have been released at this time.
KOTAKU: In March, THQ announced that Warhammer: 40,000: Dark Millenium would be turned into a single-player game, not that development had ceased.
As [THQ CEO] Brian Farrell wrote in a press release at the time: "As previously announced, we have been actively looking for a business partner for the game as an MMO. However, based on changing market dynamics and the additional investment required to complete the game as an MMO, we believe the right direction for us is to shift the title from an MMO to a premium experience with single and multiplayer gameplay, robust digital content and community features."
Are you telling me that wasn't true? Development ceased entirely?
PR: Development of the DMO ceased, and beyond that we haven't provided any updates on the status of the game or made any announcements of Vigil's next project(s). We don't have anything more to share at this point.
KOTAKU: Wait, didn't you just tell me that development of the title ceased?
PR: I apologize, to clarify, development of the DMO ceased.
At this point, the PR representative CCed a second, internal THQ PR representative.
KOTAKU: What does DMO stand for?
THQ PR: Dark Millennium Online, our cancelled MMO.
KOTAKU: OK, so you're saying the game was cancelled, not turned into a single-player game?
I just want to get this as clear as possible so our readers understand what's going on and know whether or not to expect a single-player Dark Millenium game coming from Vigil at any point in the future.
THQ PR: I'm saying we have made any announcements about what the resulting game would be, if any. There's nothing to share until Vigil is ready to announce its next project.

So what does this mean for the future of Warhammer: 40,000: Dark Millenium? My guess: nothing good. THQ's bankruptcy filing documents say that Vigil is currently working on a game codenamed "Crawler." We have no idea whether that's referring to any sort of Warhammer game. And THQ isn't talking.

A Black & White Look At Diablo III


Jean-Baptiste Monge is an accomplished fantasy illustrator, whose sketchbook style makes his drawings look as much like field journal entries as works of art.



Monge was one of the artists who worked on Blizzard's Diablo III: Book of Cain, an art book and guide for the action RPG released late last year.

In the gallery above you'll find a selection of his works for the book. To see more, visit his personal site.