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Tuesday 28 May 2013

GTA 4 IRON MAN MOD IS FLYING INTO BUILDINGS

Grand Theft Auto 4 has been host to many excellent mods in the past, such as one in which R2-D2 destroys Liberty City. In this case, YouTube user taltigolt recently showed off a video that showcaes improvements made to a complete GTA 4 mod that places Iron Man in the heat of the action.


Not only does the video show Iron Man flying around the city and smashing into buildings, but he destroys police cars with ease by raising his arms. The modding crew also uploaded an album with Tony Stark in the game to their Facebook page. Unfortunately, the video features no sound at the request of another GTA 4 modder. Just imagine various crunch and explosion sound effects while you watch it.

CALL OF DUTY: GHOSTS HAS KINECT VOICE COMMANDS ON XBOX ONE

Activision Publishing CEO Eric Hirshberg has confirmed that the Xbox One version of Call of Duty: Ghosts will have some form of Kinect voice commands. Speaking to VentureBeat, Hirshberg said, "I made a passing comment that you're going to see voice integration, voice commands via Kinect, which is something that we haven't done in the past with Call of Duty." He added that the improvements made to Kinect for Xbox One "really excite" the publisher.
 

Hirshberg also reassured fans that Kinect support won't be careless. "We've always made sure that we don't just use new technology for novelty's sake, he said. "We always make sure that it makes the gameplay better. In this case, we think it will."

 
He didn't elaborate on what the voice commands might be, but we imagine they will be something along the lines of, "Come here! Who's a good boy? Are you a good boy? Yes, you are. Yes, you are!

Friday 24 May 2013

NEED FOR SPEED RIVALS: BUILDING ON CRITERION'S HERITAGE

It’s been an exciting week to be a video game revhead, with Gran Turismo 6, Forza Motorsport 5 and now Need for Speed Rivals all being announced within the last seven days or so.

Based on the west coast of Sweden, Ghost Games (formerly EA Gothenburg) has some work to do to follow Criterion’s well-received work on both 2010’s Hot Pursuit and 2012’s Most Wanted – but the studio is getting all the help it needs from the House that Burnout Built.
  
 
“We put together a new team to try to find some new energy and get some new thinking into it,” explains DICE and Battlefield veteran Marcus Nilsson, now heading up Ghost Games. “But Rivals is very much a product between Criterion and Ghost, which means that a lot of the details, a lot of the thinking, about how you create a racing game are going to be there.”


“When you start a new studio and you have Criterion as your sister studio, you’d be pretty foolish if you don’t take all the best parts and the thinking from those people.

“The first people we hired to Ghost were low level physics programmers because, as you know, how the car feels is where it starts and ends. If the car is not really awesome to drive, don’t bother doing the rest. The heritage here from Criterion is hugely helpful. In my opinion, Criterion has the best arcade handling cars, and especially the best cameras connected to those cars.”

But when it comes to what differentiates Rivals from the last pair of Criterion cops ’n racers games, Nilsson describes Rivals’ new AllDrive feature.

“We bring a feature called AllDrive, which is fundamentally a way for us to destroy the line between single-player, co-op and multiplayer,” he says.

“You can be in Australia, you boot it up, you’re playing the game alone, you’re going through the single-player progression, playing through the premise, and then I join the game. We’re friends, you and me, so I’ll automatically be put into your world. I can still be playing my single-player progression, through my premise, but at any time – obviously, we’re in same world – our worlds can meet.


“I can be a cop, you’re a racer; you’re in a race, I’m in a pursuit. If we happen to be on the same road, I can start going after you. There’s obviously point bonuses and stuff involved in that, in the details, but the idea with this is that you seamlessly, through player action, go from a single-player experience to [a multiplayer one.]”

There’s been a real migration to connectivity in racing games; it’s been a long generation and there was quite a bit of discussion about where racing games could go during these final few years and beyond. Is something like AllDrive the next logical step?

“I’m obviously from Battlefield, worked on most of the Battlefield games, the last one being Battlefield 3, and, as you know, that has a real multiplayer focus,” says Nilsson. “It has a really connected focus with the Battlelog stuff and those are obviously things that I bring with me.”

“Need for Speed, traditionally, is played by people that play through the single-player part; they play alone. This game is going to be as rewarding, or even more rewarding, as the previous Need for Speed if you’re playing through alone, but with the layer of playing with others I believe we can take it to a Need for Speed experience they’ve never experienced before.”

Nilsson feels it’s a natural step. There are no lobbies with AllDrive.

“Rather I show up in your world and the game is presenting new options for us to play the game rather than playing it alone,” he says.

Like many games arriving at the end of the year, Need for Speed Rivals is straddling two generations. AllDrive will feature across both current gen and next gen versions but, regarding the latter, what specifically does all this extra power allow Ghost Games to do that wasn’t possible before? Nilsson explains.

“Next generation to me is much more about a mindset; how you think about games,” he says. “How you think about games being connected. How you think about games being convenient.”

“Visuals is going to be the starting point; triple A games will look fantastic. You can do that with all that with this extra power, especially power focused on getting great stuff on screen. But I think we need to pick where we do it.


“I think from a visual standpoint we will be able to make worlds that are far more alive than before; the sterile look of racing games is probably something of the past. I’m not talking about having pedestrians in Need for Speed games; I’m talking about a world that feels a lot more alive, with things moving, using weather and really create a world that, quite honestly, could not be delivered on current gen.
“It also comes back to feel. With extra CPU power you can actually have a lot more surfaces that the car can react to – not something that we’re going to go ‘sim’ on for that matter, but it is something that we now can differentiate a little bit more.

“But as I said, this is about a mindset; it’s about how you play games differently and how we can get you, in a smart way, to stay connected to the game – whether you’re inside a game or outside a game. Even getting into your game once you’re back; there’s a big extension to Autolog that I’m not going to talk about today but that is definitely a big part of what is making Need for Speed next generation this time around. How it’s evolved from simply a sofa experience with the controller in your hand to something bigger.”


From a development standpoint, Nilsson describes the step from this generation to the next has been similarly tough, but the challenges haven’t been the same.

“Thinking back to the old transition, we certainly had a lot of problems,” he says. “Xbox and PlayStation were not similar at that point in time. What we’re finding now is that both architectures are more alike.”

“But it was more complicated this time around, I think. It’s more than just a box. It’s about layers, it’s about clouds. It’s about data being transferred and matchmaked, not locally in your room but somewhere else.

“The technology is easier to work with; there are better tools, absolutely. Obviously we have Frostbite 3 engine which has gone through a few iterations now and truly, truly is powerful and really next gen ready.

“It is hard. Probably as hard as last time, but it’s just that the problems are a little different.”

On the topic of this year’s schedule of heavy-hitting first-party racing juggernauts, however, Nilsson is positive.
“I know for a fact that in transition years, racing games are important,” he says. “They were used last generation to show off the graphical fidelity of what the boxes could do, similar to now.”

“I think more racing games is good. I think that we can benefit from having more racing games. I think we need great racing games. We need innovation in racing games. And it cannot only be about details of car seats and seams and similar features; they need to be about gameplay. We need to change the enjoyment of playing games alone and together with others.”

GRAND THEFT AUTO V SPECIAL EDITIONS UNVEILED


Rockstar has unveiled the Special and Collector's Editions of Grand Theft Auto V.

A post on the Rockstar Newswire explains just what each one contains, as well as details pre-order bonuses for the game.

First up, the Special Edition of the game will come with a steelbook featuring new artwork of the game's three leads, a blueprint map of Los Santos, a boost to your characters' in-game special ability bars, additional Stunt Plane challenges in the game, as well as bonus outfits and weapons. Finally, additional weapons will be available for free: the Pistol .50, Bullpup Shotgun, and melee Hammer.
 Special Edition

The Collector's Edition, meanwhile, comes with all of the Special Edition's content along with a 10.75" x 8.5" security deposit bag, a New Era 9FIFTY snapback cap with embroidered Los Santos, Rockstar and V logos on, and the ability to use classic Grand Theft Auto characters when playing Grand Theft Auto Online. Additionally, you'll also get the 1930’s style Hotknife hotrod and the CarbonRS sports bike for use in single player, and the Khamelion electric car for use online.
 Collector's Edition

Finally, anyone who pre-orders any version of the game, whether it's the Special Edition, Collector's Edition or just normal retail, will be able to pilot the Atomic Blimp vehicle in-game.
So there you have it! Be sure to let us know what items tickle your fancy in the comments below.

CALL OF DUTY: GHOSTS ANNOUNCED; NEXT-GEN POWERED BY NEW ENGINE

Confirming rumors, Activision has revealed the next game in its billion-dollar shooter franchise, titled Call of Duty: Ghosts. The military-based FPS will arrive on the PC, Xbox 360 and PlayStation 3 on November 5, and on "next-generation platforms" on an unspecified date. No Wii U version was announced.
 

A press release reveals the next-gen version of Ghosts will sport an all-new engine "from the developer that started it all, Infinity Ward." The series has been using the same engine, with numerous annual modifications, since 2005.


Saying it would have been "safe" for Infinity Ward to develop a fourth entry in the Modern Warfare series, Mark Rubin, executive producer of developer Infinity Ward, noted his team saw the next generation of consoles as the "perfect opportunity" to start a new chapter for the franchise. "So we're building a new sub-brand, a new engine, and a lot of new ideas and experiences for our players," he added.


Activision will debut the next-gen version of Call of Duty: Ghosts – and revealing its new engine to the world – during Microsoft's upcoming Xbox 'Next Generation' event on May 21.

Ghosts features an "all-new gameplay experience built on an entirely new story, setting and cast of characters," the press release further detailed.

An onslaught of additional info and explosion-filled marketing is expected closer to E3 2013.


Update: The website theghostsarereal.com – designed to look like an official Activision site – lists Wii U as a platform for the next Call of Duty title. Activision tells Joystiq the website is not owned or operated by the publisher. No Wii U version has been announced.

Tuesday 21 May 2013

BATMAN: ARKHAM ORIGINS FIRST IMPRESSIONS


We finally got on our hands on Batman: Arkham Origins. Here's what we think. [video by IGN]
 

EXPLORING COMBAT, UPGRADES, AND GOTHAM IN BATMAN: ARKHAM ORIGINS




Batman: Arkham Origins’ creative director Eric Holmes doesn’t believe “the Arkham franchise is a lot of stuff done 'okay.' It’s about certain things done to a great level of quality.” As such, Holmes’ team at Warner Bros. Montreal isn’t phoning in their Arkham Asylum prequel. “We went through a bunch of ideas,” he tells IGN, “and we picked a small number of the best ones that we felt would give the game its own identity, give it a meaning to exist.”


To that end, tweaks to Batman’s personal progression and combat systems were not made lightly – and anything that didn’t make Warner’s demanding grade was cut without prejudice.


Batman: Arkham Origins’ creative director Eric Holmes doesn’t believe “the Arkham franchise is a lot of stuff done 'okay.' It’s about certain things done to a great level of quality.” As such, Holmes’ team at Warner Bros. Montreal isn’t phoning in their Arkham Asylum prequel. “We went through a bunch of ideas,” he tells IGN, “and we picked a small number of the best ones that we felt would give the game its own identity, give it a meaning to exist.”

To that end, tweaks to Batman’s personal progression and combat systems were not made lightly – and anything that didn’t make Warner’s demanding grade was cut without prejudice.


“We had a weather system that was dynamic in the city,” says Holmes. Gotham City’s snowy Christmas Eve isn’t the aggressive visual obstacle it once was. Breezy weather could escalate into low-visibility, leaving marksmen completely vulnerable to Batman’s stealth. “That’s something we tried and we didn’t go ahead with because it didn’t seem up to Arkham quality when we executed on it,” Holmes says. “We didn’t think that we would be able to pull it off with great quality in the time we had for it. So the best thing to do, rather than ship a half-done feature, is to pull it.”

On the other hand, Warner’s adjusted combat system, influenced by previous games’ challenge rooms, is an example of a new idea that’s paying dividends. As Holmes explains it, brawls end with ratings that dictate the experience points you earn, while the moment-to-moment action constantly explains how you achieved your given grade with visual feedback. “Did you use a gadget? Did you do a takedown? Did you do a big combo? Did you not get hit?” are all factors in helping players gain “that sense of mastery” over Arkham Origins’ familiar free-flow combat.
This XP system – which rewards skilled fighters without punishing poorer ones – feeds into Batman’s personal progression, naturally. “It’s more of a Borderlands tree-type structure,” Holmes says of Origins. “If you want to be really good at one thing, you can tunnel your way through the upgrade system and get to that. If you want to ignore one area, you don’t have to go there. It’s got a bit more of a hierarchy and building towards that mastery.” 

Completionists as well as perfectionists will find themselves earning huge – taking down the “Most Wanted” DC villains unlocks improvements, too, but Holmes isn’t specifying what, precisely, Batman earns for putting Anarky on ice.
The other major change in Arkham Origins is its open-world, now larger and taller than either Asylum or City. “In Origins, one thing you’ll notice is that the south island, [New Gotham], has much taller structures” than the northern Gotham island. “It has catwalks between the buildings, and pipes and cables…The city looks a lot more vertical,” Holmes explains. What excites him most is that the grapple-glide-grapple-glide rhythm of exploration gives players “a new way to express themselves in that space…It’s a very organic experience, to try and figure out what size that should be.” Holmes makes no apologies to those who miss the smaller scale of Arkham Asylum – Origins is absolutely bigger and broader than Arkham City.

Holmes and Warner still aren't speaking much about Arkham Origins' multiplayer, but it'll be interesting to see how the cut-the-fat philosophy applies to the competitive side of Batman's new beginnings.

METRO: LAST LIGHT SHINES IN THIS WEEK'S UK CHARTS

It's another familiar week of UK cha-... oh wait, it isn't.

After Dead Island: Riptide sliced through its competition for three weeks, this time it's dethroned by another follow-up in the form of Metro: Last Light. By debuting in top spot, it does what Metro 2033 failed to do when it placed fifth in 2010.


Chart-Track says Metro 2033 sold stronger than Last Light in its launch week. Back then, Metro 2033 was fighting March megatons like Final Fantasy 13, God of War 3, and Battlefield Bad Company 2. In contrast, May 2013 has been dead quiet - emphasis on dead.


Having said that, this week sees another new release in the top ten via Pokemon Mystery Dungeon: Gates to Infinity. The spinoff charts fourth this week. We expect the next 3DS Poke-game to do slightly better.


In other movers and shakers, Last Light only nudged Riptide into second place, making this week a 1-2 for Deep Silver and Koch Media. Tomb Raider drops out of the top five for the first time in its 11th week, slipping down to sixth. Meanwhile, Injustice: Gods Among Us and The Walking Dead (packaged retail edition) shuffle into eighth and seventh.


Top 10 UK Software Sales (All Formats); week ending May 18:
  1. Metro: Last Light
  2. Dead Island Riptide
  3. FIFA 13
  4. Pokemon Mystery Dungeon: Gates to Infinity
  5. Call of Duty: Black Ops 2
  6. Tomb Raider
  7. The Walking Dead
  8. Injustice: Gods Among Us
  9. Assassin's Creed 3
  10. BioShock Infinite

ARKHAM ORIGINS GETS A CINEMATIC TRAILER


A brand new cinematic trailer has been unveiled to the world.  It's full of non-stop action as the Dark Knight and Deathstroke battle it out in a container yard before being interrupted mid fight. I strongly suggest you take five minutes out of your day to watch this trailer and see for yourself how truly amazing it is.


At the end of the video they also point out that as a pre-order bonus when Batman Arkham Origins launches this October that players will be able to play as Deathstroke. Not much is known about how Deathstroke will be featured as a playable character whether it’s as a skin for batman or as his own standalone mini campaign but I’m sure as we get closer to release more info will be unveiled.  Until then we'll just have to enjoy the video and sit tight.

FIFA 14 GOES NEXT-GEN IN TOMORROW'S XBOX REVEAL EVENT

The FIFA franchise will have a next-gen something to show off during Microsoft's Xbox reveal event tomorrow, according to the series' new Facebook cover image and event.

"RSVP if you're ready to hear about the next generation of FIFA," the event description reads. "Tune in to hear news on FIFA 14 during the worldwide livestream of Xbox: A New Generation Revealed."


FIFA 14 comes out on PS3, Xbox 360 and PC – and not Wii U – this fall. Microsoft is gearing up for a large next-gen Xbox event tomorrow, May 21, at 10 a.m. PT. We'll have live coverage from the event in Redmond, Washington, and we'll also be reporting remotely – here's hoping things don't get too Messi.