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Thursday, February 7, 2013

GR Pick: ‘L.A. Noire’ Gag Reel



Gag reels in game credits have been a dream of mine for quite some time, but the work required to make them happen isn’t likely to be a great incentive for game developers. Obviously to animate a gag reel would end up being a complete waste of man-hours, that is if the facial animation wasn’t rendered in real time. In a game like L.A. Noire, for example, the MotionScan technology allowed developer Team Bondi the ability not just to animate the final in-game cut scenes, but those that actors flubbed a line or made a mistake.
The game itself might not have been the type of detective action game many hoped for (read our review), but if there’s one area that L.A. Noire excelled it was the facial animations used in the game’s many interactive cut scenes. As a result, the gag reel featured above is structured much like a Hollywood film’s outtakes with actors breaking character, apologizing, and blabbering on.
What’s more impressive than Team Bondi and MotionScan owner Depth Analysis’ willingness to let these L.A. Noire outtakes be seen by the public is how realistic the flubbed lines look. For a game where even the most subtle of facial reactions were important, to see that even eye rolls of embarrassment are possible makes the Motion Scan tech all the more impressive.
Unfortunately, an L.A. Noire sequel seems highly unlikely given that Team Bondi went bankrupt in 2011, although the studio and assets were acquired by KMM. A company called Depth Analysis, however, owns the Motion Scan technology, but unfortunately they too ran into some financial troubles after L.A. Noire didn’t meet sales expectations.
LA Noire Gag Reel
Rockstar Games, who published L.A. Noire, does own the rights to the IP, but with so many products – both present and future – on their slate, it’s likely to be a long time before we hear even a peep about pursuing a sequel. It’s a shame that such an intriguing, and potentially revolutionary, technology is falling by the wayside, but there are plenty of developers that will be following in Depth Analysis and Team Bondi’s lead.
And while we’re on the topic of gag reels how about Ubisoft release a Far Cry 3 gag reel featuring Vaas actor Michael Mando? There have to be more than a few outtakes of that “insanity” monologue.
Would you like to see more developers release gag reels like this one? Does it break the narrative if you see these voice actors break character?

Cable Headlines New ‘Deadpool’ Screenshots and Concept Art

When Deadpool arrives, he makes an impression. The first announcement trailer for High Moon Studios‘ new game built around the Merc with a Mouth proved that he could entertain all by himself. Luckily, it seems he’s bringing some friends along with him.
After magazine scans confirmed the inclusion of Cable and Death, official screenshots have hit the internet providing a closer look at each, along with more of Deadpool‘s concept art. Cable may be what fans will expect (and doesn’t disappoint), but the scenery paints an interesting picture for what kind of adventure Deadpool will be setting out on.
Those unfamiliar with the characters have plenty of catching up to do, and these images should entice even the most casual fan. As the son of Scott Summers (a.k.a. Cyclops) and a clone of Jean Grey, Nathan Summers a.k.a. Cable is one mutant you do not want to mess with. A techno-organic virus kept at bay by his telekinetic powers has transformed part of his body into a durable metal, capable of interfacing with machinery and computers.
Deadpool Game Cable Screenshot

Cable and Deadpool teamed up for their own fifty-issue-run in the comic book of the same name, and given what genuine fans the developers at High Moon are, it was expected that Cable would make an appearance, especially after X-Force member and acquaintance Domino was confirmed. Cable’s abilities to travel through time in the past are of particular importance given the new screenshots and concept art. But we’ll get to that in a minute.
For now, take in the latest images of Cable in all his glowing-eye-glory, and Deadpool doing what he does best. Namely, dispatching enemies with blades and bullets. This is an M-Rated game, so squeamish gamers may want to pass. Have a look:

‘The Witcher 3: Wild Hunt’ Revealed; CD Projekt Red’s Open-World End to the Trilogy

The Witcher 3 Revealed


After Sony revealed their ‘See the Future’ trailer there was the belief that the opening of the next-gen flood gates was soon about to become a reality. Rather than dance around discussions of whether or not a title was next-gen, developers would finally be able to acknowledge the future of console gaming is almost upon us.
It’s still not February 20th, but it looks like we have our first real glimpse of the next-gen, and it comes in the form of The Witcher 3: Wild Hunt, the next entry in CD Projekt Red‘s RPG series. What’s different about Wild Hunt as compared to past Witcher entries, though, is its classification in the open-world RPG genre.
Like most of this generation’s most popular titles, this Witcher 3 scoop comes courtesy of Game Informer, who has selected Wild Hunt as their March issue’s cover story. On the cover can be seen a very bearded Geralt of Rivia, the eponymous witcher, as well as a hooded companion, both overlooking a burning village. The only text on the cover mentions The Witcher 3: Wild Hunt, and labels the game as a “must see next generation RPG” — a very intriguing tagline.
The Witcher 3: Wild Hunt will reportedly use CD Projekt’s new REDengine 3, a graphics engine the developer says was built for the next wave of systems. CD Projekt has, up until this point, been considered a developer that focuses on the PC more so than the home consoles, but based on statements from RedEngine 3 it appears The Witcher 3 will be the first multiplatform release from the developer (not counting The Witcher 2‘s Xbox 360 port obviously).
Since the Game Informer cover reveal, the publication has also released a video that briefly touches upon The Witcher 3‘s development team and why they finally decided to take the series into the open world genre. The team at CD Projekt Red also briefly mentions a mysterious, but very intriguing, monster hunter mode, and teases the game’s story.
As the conclusion to The Witcher trilogy, Wild Hunt will not be just a sweeping tale that emphasizes player freedom, but also a very personal story for Geralt. The developers wouldn’t say much, but they hint that the game’s main antagonist will have close ties to Geralt in some way.
Though talk of a third Witcher game and a next generation RPG are likely to excite gamers it’s still fairly early to begin making assumptions about CD Projekt Red’s forthcoming title. Not to mention the fact the developer just recently unveiled a new sci-fi themed RPG, Cyberpunk 2077. Ironically it was a clue hidden within the Cyberpunk trailer that teased a new Witcher.
Witcher 3 Cover
More important than that, though, the teaser message mentioned that, whatever this mystery game was, it is “much closer to completion” than Cyberpunk. Could we be looking at a 2013 or early 2014 release for The Witcher 3?
Are you ready for the return of Geralt in The Witcher 3? How would you like to see CD Projekt Red adapt their franchise to the next-gen?
The Witcher 3: Wild Hunt currently has no release date and has not been announced for any platforms.

MechWarrior Online: The ‘Pretty Baby’ Update

MechWarrior Online Pretty Baby Awesome Stats


Two weeks ago Piranha Games launched the first double XP event weekend for MechWarrior Online while also adding a few new light mechs for players to take onto the battlefield. It was the first major content patch since before the holidays and today, Creative Director Bryan Ekman detailed the plan for the game’s development and future updates, promises much, much more coming to the game, beginning tomorrow.
With tomorrow’s big update, MechWarrior Online will see a much-needed facelift to many of the in-game screens and the addition of another hero mech. Additional changes will improve the mech customization system, improve game performance and offer some balancing tweaks.

The first and most notable update may be the addition of another purchasable hero mech to the game, just two weeks after the “Death’s Knell” Commando was made available for light mech pilots looking for a cool and unique blue color scheme. The new “Pretty Baby” mech is on the opposite end of the spectrum, offering another variant of the large Assault mech known as the Awesome. We don’t have details on what unique hardpoints it comes equipped with but its paint job sure is intimidating.
Pretty Baby Awesome MechWarrior Online

The Pretty Baby, like all Hero mechs, are only available for purchase with MC (acquired with real money). However, for those looking to not spend real cash and instead have been saving up in-game C-bill, the next big patch will add the Trebuchet, a 50-ton medium class mech.
Arguably the most important features coming tomorrow are the overhauled screens in-game. Finally, players will be able to see weapon stats when customizing their mech builds, meaning the weapon damages, ranges, etc. will all be visible. The mech upgrades tab in-game has been merged into the main loadout screen as well, streamlining customization so pilots can see how different upgrades directly effect their custom build. There are noticeable visual changes as well to make the interface look cleaner and more detailed.
The Pre-Round Screen, Scoreboard, Death Screen, and The End of Round Summary have all been redesigned as well. Examples detailing the new MechLab screens for purchasing a mech, upgrading, weapon stats and weapon/item descriptions:

‘Assassin’s Creed’ Almost Featured a “Huge” Drop-in Co-op Mode

Assassins Creed Co-Op Mode Ubisoft


Over the course of five installments, Assassin’s Creed has been defined by the single-player experience. Competitive multiplayer has grown more popular every year since germinating in Assassins Creed: Brotherhood, true, but the series’s main gameplay motif (and marketing angle) has always been the singular, independent endeavors of its campaign protagonists — Altair, Ezio, Connor, and throughout it all, Desmond.
So imagine where Assassin’s Creed would be today if it revolved around campaign co-op. Specifically, drop-in/drop-out co-op, the kind that would allow players to join each other’s open worlds as accessory assassins, coming and going as they please. As it turns out, that was — ever so briefly — part of Ubisoft plan.
Philippe Bergeron is the mission director for Assassins Creed 3 who has been working with the franchise since its inception. In a recent interview with OXM, Bergeron revealed that his team had designed a “huge” co-op mode for the original Assassin’s Creed; however, on top of the game’s massive size, the story of Desmond Miles and the premise of the Animus, it quickly became too much to handle:
“Before we knew about the Desmond story and Animus link, we had a huge co-op component in there.
“But it just became too hard to do: the engine couldn’t support it, and then the metaphor we had above it didn’t support it. Co-op was one of those big things at the beginning that just didn’t make sense in the end.”
According to Bergeron, co-op never factored into the equation because it was tied inexorably to the main storyline. It wasn’t a side mode, it wasn’t an alternate campaign like Halo 4′s Spartan Ops — it involved two assassins, using the Animus, directly having an impact on the Assassin’s Creed narrative.
“For us it was really part of the single player experience, to have in-and-out co-op, and in the end we never thought it made sense in the storyline that we had for the Animus.
“There was no way to reconcile having multiplayer or co-op in an ancestor’s memories. Your ancestor lived his life in a certain way, so assuming you had branching storylines, it creates a paradox. It didn’t fit.”
Considering the complexity of Assassin’s Creed’s mythos as it is — with one assassin digging through his ancestors’ memories, racing against time to stop a modern-day apocalypse, mending broken family wounds and uncovering the secrets behind an ancient, omnipotent creator civilization — we’d say eschewing co-op on the grounds of clarity was a smart choice.
Assassins Creed Co-op Mode
But that said, it’s never too late. Assassin’s Creed is a franchise which, for all we know, may still be in its infancy. And whether Ubisoft advances it next to Assassins Creed 4, whether they spin off the current numerical focal point of Assassin’s Creed 3, whether they stay in the American Revolution or travel, say, to France and the French Revolution, the void created by the conclusion of Desmond’s storyline in AC3 has granted the developer an enormous amount of flexibility regarding narrative and gameplay.
Save perhaps Altair, our assassins have never been completely alone — consider the Brotherhood and missions with AI allies (and in AC 3′s case, AI-allied armies). It’s not inconceivable that co-op, one day, might take teamwork a step further.
Ranters, do you think Assassin’s Creed – any of its installments — would have benefited from a co-op mode? Would you like to see Ubisoft incorporate one at some point in the future?

Wednesday, February 6, 2013

Nintendo Lowers Wii U and 3DS Sales Projections for Fiscal Year 2012

Nintendo Lowers Wii U 3DS Sales Projections


Nintendo will always be a hard company to read. While they make predictions and projections about sales numbers for all of their various consoles (Wii U, 3DS, and DS) and their first party titles, they usually attempt to color them in some sort of positive light. However, when the cold hard sales numbers are revealed they oftentimes have to “eat crow” and adjust those projections accordingly.
And unfortunately that’s what Nintendo has had to do for their year-end projections, which will be finalized on March 31st of this year. Though both the Wii U and 3DS have been selling well, Nintendo now surmises that 4 million Wii U units, rather than the initial 5.5 million, is a feasible number. As well they have slashed their 3DS projects to 15 million units, down from their original 17.5 million.
On the bright side, Nintendo has raised their fiscal year 2012 income projections from ¥6 billion to ¥43.2 billion. GI. Biz suggests that the strong sales of New Super Mario Bros. U and Nintendo Land are major contributing factors to this increased projection. The site notes that software sales projections have also been slashed by about 17.3%.
Late last year we had heard rumblings that the Wii U was selling out across North America, but then actual sales numbers surfaced that suggested the Wii U was slightly behind the original Wii in terms of first month sales. Luckily there were some added factors, like two higher priced SKUs, for Nintendo to fall back on as far as comparisons go, but nonetheless things weren’t looking all that impressive.
So while Nintendo might not be hitting the benchmarks they set out for themselves prior to the launch of the Wii U, there is still plenty for the publisher to be happy about. And it only gets better from here, as the company has announced several high profile titles – among them a new 3D Mario and a new Mario Kart – will be making an appearance at this year’s E3.
Like with any Nintendo console it may take some time for the Wii U to find its footing but if this initial flow of income can sustain the company, there’s no reason to think they won’t hit their stride by the holiday season.
Do you think that Nintendo’s lowering sales projections are any cause for concern? Have you been impressed with the Wii U and 3DS sales numbers?

PS4 Report: More Power than Xbox 720, Media-Sharing Controller, Late 2013 Release

PlayStation 4 Power Share Button Controller Release


A well known fact about anticipation: it tends to loosen lips. Sony might not be hosting its momentous PlayStation 4 reveal until February 20th — the hardware manufacturer isn’t even attempting to downplay the inferences everyone seemed to draw from yesterday’s tease — but with excitement and speculation kicked into overdrive, those unsanctioned “sources close to the matter” are bound to be more… unceremonious.
Some didn’t waste a minute.

Citing “development sources with working knowledge” of both Sony and Microsoft’s next-generation consoles, a report from Edge today posits that the PlayStation 4 will be more powerful than the Xbox 720, that it will ship with a redesigned controller (which was alluded to in a report last week), and that it will be on shelves before Christmas in North America. Europe will have to wait until early 2014.
PlayStation 4 Power Share Button Controller 2013
According to report, the PS4′s hardware specifications are consonant with kind of the stats we’ve been seeing in Sony’s Orbis dev kits.
The console’s current model reportedly contains 4GB of DDR RAM — trailing Durango’s current amount of 8GB — but will increase performance exponentially with an additional GDDR5 solution capable of transferring data at 176 gigabytes per second. Even if this does bridge the gap, however, Sony also appears to be telling developers that it is striving for 8GB in the final build.
Both consoles will be propelled by eight-core AMD CPUs graded at 1.6GHz speeds. Their choices on GPU, however, are rather distinct: Sony is allegedly sticking with AMD — choosing its “R10XX” architecture and AMD’s “Liverpool” system-on chip — while Microsoft has outfitted Durango with a D3D11X GPU from an “unknown source.”
And while Sony certainly does seem to have the upper hand on interiority (for now), the power upgrade is also a power grab: Sony reportedly acknowledges that the PS3′s labyrinthine architecture was overly burdensome on many developers, damaging a lot of goodwill that was, in turn, claimed by Microsoft. But the PS4 is on a mission for hearts and minds; it’s hardware complexion, according to Edge, is more resembling of a PC’s, and it should afford developer’s far more flexibility than the PS3.
And then there’s the capricious controller. A month ago it was a Vita-esque handheld with a wide front touchscreen; a week ago it featured a Vita-esque rear-sided touchpad. Today’s report, however, places a small touchpad in the middle of the PS4′s controller — replacing the Start, Select and PS buttons — but asserts that its shape will remain consistent with the conventional Dualshock. (We do still anticipate that Sony has plans for PlayStation Move, as well.)
Furthermore, new functionality will be added to the PlayStation 4 controller by way of a “Share” button (which was also mentioned last week). Press, and an application launches that can distribute videos and screenshots online — utilizing a feature of the PS4′s hardware that continously stores 15 minutes of the latest onscreen action for editing and review.
It’s certainly not at the forefront of many next-generation wishlists, one tiny button, but it represents a trend we’ll likely see ingrained into several aspects of PS4/Xbox 720 design: social networking. The Wii U already has its own social universe. And whether its Microsoft devising more voice chat uses with Skype or Sony aggressively expanding its digital distribution reach through the SEN, both manufacturers have been adamant about growing the console’s connective capabilities with the next versions of Xbox Live and PlayStation Network, respectively.
And really, it’s an Internet-Age inevitability that’s been a long time coming: This generation merged gaming with entertainment, the next looks merge entertainment with sharing. How it transforms the gameplay experience, how it transforms our tastes and activities and, thus, the products developers create — that remains to be seen. Hopefully it’s just one of many insights we’ll glean from the PlayStation 4 when it’s (allegedly) unveiled later this month.
Ranters, how do you see factors like console power and social connectivity impacting the next generation?

‘Madden NFL 25′ Announced for 2013; Cover Athlete Vote Features NFL Legends

Madden NFL 25 Announced


While many thought that the biggest change to come to the Madden franchise might be in the defensive and offensive departments, something pretty big is happening for Madden NFL 14. The change, however, isn’t from a gameplay perspective, but rather in the titling of this new game.
EA Sports has today announced that rather than follow the common titling form they are instead going with Madden NFL 25 in celebration of the franchise’s 25th anniversary. The choice is odd, sure, but with the next generation of consoles looming in the future it’s likely this is the last Madden before big changes hit.
However, if EA Sports wanted to, they could simply revert back to their usual naming structure with Madden NFL 15. The only confusion would come when we reach the 2025 season. But if the Madden franchise can keep going that long, it’s highly unlikely many will remember or care about the naming confusion.
In addition to the announcement of the new name, EA Sports also unveiled their plan for picking a Madden NFL 25 cover athlete. In recent years the cover athlete has been chosen through a fan vote tournament, and that will continue for this year. The only difference, however, is that the pool of players will be comprised of NFL legends and current NFL stars in a 64-player bracket.
32 NFL “greats” and 32 NFL stars will be chosen, most likely from all of the NFL’s 32 teams, and the rest will be up to the fans. The entire bracket will be announced March 11th on the ESPN show SportsNation, and the first round of voting will begin.
This is also a clever move on EA Sports’ part to get around the Madden curse, which continues to strike in one form or another. It could be argued that Madden NFL 13 cover athlete Calvin Johnson got away relatively unscathed, and in fact broke a few records this season, but his Detroit Lions team was plenty disappointing. To go from the playoffs to last place in the NFC North has got to be a big blow.
We’ll make sure to keep you posted when EA Sports announces more about Madden NFL 25 in the coming months.
What do you think about EA Sports celebrating the 25th anniversary of Madden with a name change? What NFL great would you like to see on the cover?

Rockstar Labels ‘Conspiracy Theories’ for ‘GTA 5′ Delay ‘Nonsense’

Rockstar On GTA 5 Delay Theories
Just last week, Rockstar Games pinpointed a September 17th release date for its long in the making, open-world opus, Grand Theft Auto 5. By the developer’s own admission, that date is “about four months later than originally planned,” but according to Rockstar, the delay is simply a result of the game needing “a little more polish.” Sounds reasonable enough, right?
Apparently, not everyone agrees. In the wake of Rockstar’s announcement, a rash of opinions about the “real reason” for the game’s delay began to surface, with one theory – that next-gen versions of Grand Theft Auto 5 will launch alongside the new systems this Fall – gaining much more traction than the rest.

It can’t have helped that Sony released the “See the Future” trailer the very same day Rockstar confirmed Grand Theft Auto 5′s release date. Suddenly, a simple confluence of events gained the appearance of a coordinated effort – this despite the fact that Take-Two Interactive‘s stock price dropped nearly 12% on the news of GTA 5′s delay.
Soon enough, Cowen & Company analyst Doug Creutz weighed in, lending some authority to the notion that next-gen versions of GTA 5 might be forthcoming.
“In and of itself, the delay of the game from FQ1 to FQ2 would not normally mean any significant change to expected FY14 financial results.”
“However there is an issue in that we expect the next generation of Xbox and/or PlayStation consoles to launch in the December quarter. We think the closer proximity of GTA V to the next cycle could, at the margin, impact lifetime sales of the title, though we believe that a title of GTA’s stature will still be a major seller regardless.”
“We think there also could be some impact on the legs of likely GTA V downloadable content as the next-gen installed base increases through 2014. However, we suspect Take-Two may have plans to eventually publish GTA V on the next set of consoles in some form to offset this.”
GTA 5 Going Next-Gen?
Granted, Grand Theft Auto 5 is an awfully important title to release so close to the purported end of the Xbox 360/PlayStation 3 life cycle – by some projections, it’ll be the biggest selling game of the year – and Take-Two CEO Strauss Zelnick has already commented on the DLC that Creutz references. Nevertheless, Rockstar’s Dan Houser has been resolute in insisting that GTA 5 is a current-gen game, and his company is sticking to that assertion. In the comments section of the GTA 5 release date announcement on the Rockstar Newswire, the company is quick to dismiss any and all “conspiracy theories.”
“To those of you saying or seeing various conspiracy theories about there being some other ulterior motive for this delay, rest assured that they’re all nonsense – literally the only reason we’ve delayed the release is because we want the game to be as good as it needs to be.”
That would seem to be that. Then again, Houser has stated on the record that “everything is up for consideration,” suggesting that Grand Theft Auto 5 might yet find a home on Wii U, PC, or the next-gen consoles. And let’s not forget that Rockstar has been hiring for next-gen development.
As always, timing is everything. To state the obvious, we know when GTA 5 is coming out; the same can not be said of PlayStation 4 or Xbox 720. Still, whenever the new consoles do hit retail, Take-Two Interactive will be prepared. It’ll have to be, if not with Grand Theft Auto 5 then with something – and the company has likely already been briefed on Sony and Microsoft’s tentative next-gen launch plans. Of course, there remains the possibility that neither console will go on sale this year, making the whole argument a moot point, but whatever the case may be, I doubt we’ve heard the last about GTA 5 for next-gen.
What do you think, Ranters? Is Rockstar preparing next-gen versions of Grand Theft Auto 5? Will the new consoles even be released this year? Let us know in the comments below.
Grand Theft Auto 5 releases September 17, 2012, for Xbox 360 and PS3.

Full ‘God of War: Ascension’ Super Bowl Trailer Released

Resident Evil Game Reboot
It’s no secret that Capcom’s latest Resident Evil game, Resident Evil 6, didn’t live up to expectations from either a gameplay or sales perspective. With the less than stellar reception received by the latest installment in the franchise, gamers have been wondering whether or not the series may be in need of a reboot. Oddly enough, it’s now evident that Capcom may have the same idea in mind – at the very least Resident Evil producer Masachika Kawata is talking about the possibility of a reboot.

Kawata is currently working on bringing Resident Evil: Revelations to home consoles, but Eurogamer had a chance to catch up with the esteemed RE producer to talk about the future of the series. The possibility of an open-world Resident Evil game was brought up, and Masachika said that some changes would need to be implemented in order to make that kind of game enjoyable while still remaining familiar to longtime followers.
“If we did [make RE open-world], we would want to preserve what Resident Evil is and what makes it appealing to fans, while also making it accessible to new players. It would almost entail having a slight reboot to get the series into a place where it would work with open-world gameplay. That’s just a personal opinion.”
“A lot of decisions would have to be taken before something like that is done to the series, but it is something that… There is a possibility.”
These comments make it seem less likely that an open-world Resi title will be happening anytime soon, but they also gave fans a look into how those involved with the series are thinking of ways to evolve the franchise. According to Kawata, the biggest means of gauging which direction to take Resident Evil will coming from the audience’s reaction to Revelations, but he can see the next game focusing on the horror aspect of the series.
“Once we see Revelations released on consoles, we’ll be looking very carefully at how the title is received and what feedback we get. I think we’ll get a lot of input from the fanbase and the media on what it means for Resident Evil, and what it could mean for the future of the series. We’ll definitely be looking at that as a signpost for where we need to be going next.”
“Moving forward I can see us focusing even more on the horror aspect and fear in the series, and see us making something scarier than we have already.”
There’s a number of things that fans would love to see improved upon in the next Resident Evil game, and the fact that the development team will be listening to the reactions of Revelations players is a promising sign. It’s a little too soon to be talking about the possibilities for Resident Evil 7, but with the next generation of gaming consoles on the horizon, it’s hard not to think of ways that the series may evolve in the coming years.
For now, Chris Redfield enthusiasts can look forward to Resident Evil: Revelations launching on the Xbox 360, PS3, Wii U, and PC this May 21st.
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Tuesday, February 5, 2013

Wall Street Journal Claims Sony Will Release the PS4 This Fall

Sony Launching PS4 This Fall
With only a few hours to let the realization that the next-gen, at least for Sony, might be upon us sooner than we think, many are already speculating about just how soon that transition might be. With only an announcement trailer to go on, and a media and investor event scheduled for February 20th, there isn’t much, but signs seem to suggest Sony is gearing up for something big.
The widely held belief, at least at this point, is that Sony is gearing up to unveil their next-gen console: the PS4…the Orbis…whatever you want to call it. The choice of “See the Future” as the key phrase in the trailer further substantiates those beliefs, and at the same time should make gamers eager with anticipation.
To help push that excitement even further, the Wall Street Journal have published a report that claims not only will Sony unveil their next-gen console on the 20th, but they will have the device ready to ship by the end of this year. Their sources say that, contrary to comments from Kaz Hirai, they will not let Microsoft make the first move, but will actually beat them to the punch.
It’s been a really complicated past year as Sony has flip-flopped from next-gen position to next-gen position. At first we thought they were going to wait until, at the earliest, 2014 to unveil their console, but then came news that an announcement would be made at E3 2013.
Then the aforementioned quote from Hirai further complicated matters as it seemed like Sony was going to let Microsoft get yet another head start in the console war, and would respond accordingly. Now it appears that all has changed, and Sony will be the first out the door, at least with the unveiling of a new console.
It’s important to note, though, for as much as we’d like to believe the Wall Street Journal’s source, nothing has been confirmed. It’s very likely Sony will have something to show that is next-gen, but there’s no guarantee a new console will launch this year.
Still, it’s a pretty exciting time, but we’re holding our full celebration (or conversely, disappointment) for the 20th.
Do you think Sony will announce the PS4 this month, and launch the console by the year’s end? What would you like to see as part of the Feb. 20th event?

‘Grand Theft Auto 5′ Release Date Revealed

Grand Theft Auto 5 September Release Date
Fans have been given plenty of news in regards to Grand Theft Auto 5 in the last few months, including information about the game’s protagonists and an explosion-filled trailer. As of today, gamers can finally jot down an important date on their calendars: the finalized release date for Grand Theft Auto 5, which until now had been under much speculation.

The streets of Los Santos will be bustling on September 17th, 2013, when GTA 5 finally releases for both Xbox 360 and PS3. Though gamers playing on PC or Wii U still have to wait to see if the game will be released on their platforms, the date comes as good news for the rest of the console-based crowd.
Rockstar Games had originally pointed to a Spring 2013 release date, but the studio stated today that it wants to allocate more development time to the project. Projected release windows are often pushed back for Triple-A titles like Grand Theft Auto (see: BioShock Infinite), so the move into the third quarter of 2013 isn’t a large surprise. With games like these, it’s typically best that the studios have extra time to add polish and truly make a memorable title, rather than produce a rushed effort under the pressure of a fast approaching release date.
That said, it does appear that Rockstar was preparing for, and seemingly ready to, launch the title during its projected Spring release window, as the company had already prepared posters and displays intended for retail usage. While these posters weren’t yet intended to be seen by public eye, a candid photograph from a retail employee leaked onto the net early this week, showing two posters in full. On these pre-order offer posters, a Spring 2013 release date is prominently displayed.
Grand Theft Auto 5 Leaked Posters
While fans are no doubt clamoring to get their hands on Grand Theft Auto sooner rather than later, Rockstar’s own Sam Houser hinted that the next few months will be laden with tasty, tasty tidbits of information about the game.
“Grand Theft Auto V continues to push the series forward in new ways; Rockstar North are creating our deepest, most beautiful and most immersive world yet. We are very excited for people to learn more about the game in the coming months.”
We’ll keep you posted as Rockstar releases more information about the game.
Grand Theft Auto 5 will be released on September 17, 2013, for PS3 and Xbox 360.

‘Battlefield 3 – End Game’: Air Superiority and Capture the Flag Trailers

For Battlefield 3‘s final DLC package, appropriately titled End Game, developer DICE is pulling out the stops. Yes, they aren’t giving us the dinosaur-filled expansion we’ve been clamoring for since launch, but they are introducing some new and exciting modes, vehicles, and maps.
Among the creamiest of the crop is the Air Superiority Mode, which is returning from a brief hiatus, and promises to do away with the riff raff and focus purely on the aerial experience. However, Air Superiority isn’t a mode that’s best explained using words, but must be seen to be believed – and thankfully we have the trailer above to assist in that department.
As you can see, Air Superiority can best be likened to a large-scale dogfight, as players compete for dominance of the skies. I like to think of it as the best Top Gun simulator video games can offer.
There’s something about hopping into the cockpit of a jet in Battlefield 3 that is so exhilarating, but those types of experiences are sometimes few and far between, depending on map, mode, and willingness of teammates to share. That said, the core multiplayer FPS experience of Battlefield 3 still holds the greatest appeal with fans, and thankfully that’s getting some much needed additions as well.
Perhaps the biggest fan-favorite addition for End Game is the return of the Capture the Flag mode, a standard of multiplayer shooters. It’s hard to think that Battlefield 3 got this far without a CTF mode, but sometimes it’s about capturing the essence of that mode but flipping the fundamentals on their head a little bit.
Throw in the new dirt bike vehicles – capable of accommodating two players – and there’s the potential for some fast and furious flag chases, like the ones featured in the second trailer. For a DLC pack titled End Game, DICE is certainly providing a ton of content, but hopefully they’re saving some content for Battlefield 4. And by better content, we mean dinosaurs.
Are you ready for Battlefield 3‘s final DLC pack, End Game? Which mode are you most excited about trying out?
Battlefield 3 – End Game is scheduled for a March 2013 release, and will be available to PS3 Premium members first.

Does Sony’s ‘See the Future’ Trailer Tease a PlayStation 4 Reveal?


“See the future.”
With those three innocuous little words and an enigmatic trailer (above), Sony has set the stage for a potentially momentous announcement, which it promises to deliver at 6:00 PM EST on Wednesday, February 20th, 2013. There is no way to know for sure exactly what Sony has planned, but at this early stage, one point seems exceedingly clear: after this tease, if the 20th rolls around and Sony reveals anything other than the PlayStation 4, gamers are apt to be furious.

By all appearances, this is it. The countdown has started. Twenty days from today, Sony apparently intends to publicly unveil the PlayStation 4 (or Orbis, or Omni, or whatever it’s actually called) for the very first time. Curiously, this will happen not at an industry trade show (the D.I.C.E. Summit ends on February 8th, Destination PlayStation starts on February 25th, and GDC 2013, at which Valve is expected to debut Steam Box, doesn’t kick off until May 25th) and not at a press conference in a cavernous sporting arena, but online, direct to a legion of PlayStation fans who, if Sony has its way, should be whipped up into a frothing state of frenzied anticipation by the time that (potentially) fateful Wednesday finally arrives.
“Be the first to know,” Sony advises on the PlayStation Blog, and gamers who’d like to ought to head right over to the event’s registration page.
See The Future Trailer
In the interest of fairness, it has to be pointed out that revelations other than the PlayStation 4 remain a faint possibility, though given the instant enthusiasm for a February PS4 unveiling (check out the Sony-suggested “#PlayStation2013″ hashtag on Twitter), they would likely prove to be an absolute PR disaster for Sony.
In any case, Sony recently filed for a trademark on a service named “BigFest,” which is rumored to be an evolution of/replacement for the company’s PlayStation Home initiative. Could “BigFest” be worth making this much fuss over? It’s hard to imagine, but then again, without knowing anything concrete about it, how can we say?
At the same time, the aesthetics on display in the “See the future” trailer match up nicely with the current design of the Gaikai website (which, you’ll remember, was updated last October with images of PlayStation 3 franchises that have, surprisingly enough, since been removed). Could the reveal on the 20th be Gaikai related? Rolling out the service to PS3 and/or Vita right now, with a playable library of streaming PlayStation classics, or perhaps access to current retail titles, would be a newsworthy maneuver. But…
Gaikai Background
The Gaikai website’s background image.
Come on. It’s got to be PlayStation 4, right? It’s the news every gamer is waiting for, and if Sony steps up and unveils its new hardware months before Microsoft does the same at E3 2013 (the countdown clock currently sits at 130 days, 5 hours, 42 minutes), that could prove to be a significant tactical advantage.
In just twenty days, questions about the PlayStation 4′s hardware power, controllers and release date may have actual, real-world, confirmed answers. Will that force Microsoft to move up the reveal of Xbox 720? Will it convince on-the-fence gamers to pass on Wii U (which isn’t getting a price-cut anytime soon) and hold out for Sony’s system? What do you think?
Stay tuned, Ranters, for more on this story as it develops.

Nintendo Reaffirms Wii U Price Cut Not Happening; Console $50 Off at Costco

Wii U Price Cut Not Happening
When a console debuts to less than favorable sales numbers, and the folks involved begin to lower their projections for the fiscal year – like Nintendo did with both the Wii U and the 3DS – talk of price cuts and discounts begin to surface. Coming more so from past experience with the 3DS than anything else, many Nintendo fans have been expecting the company to cut the Wii U price for several weeks now.
However, as revealed in a recent Nintendo financial call, no such price cut will take place. Instead the company plans to bolster gamer interest with exciting new software and platform updates. In the simplest of terms: Nintendo will not be cutting the price of the Wii U any time soon, but there will be new games.
One of the main driving factors behind Nintendo’s decision not to cut the price of the Wii U is their belief that they have failed to fully “communicate the value of [their] product.” Past lessons learned from the less-than-stellar launch of the 3DS has shown Nintendo that if they can’t unveil an appealing product out of the gate there’s likely to be a decrease in consumer appeal.
“With Wii U, we have taken a rather resolute stance in pricing it below its manufacturing cost, so we are not planning to perform a markdown. I would like to make this point absolutely clear. We are putting our lessons from Nintendo 3DS to good use, as I have already publicly stated. However, given that it has now become clear that we have not yet fully communicated the value of our product, we will try to do so before the software lineup is enhanced and at the same time work to enrich the software lineup which could make consumers understand the appeal of Wii U. “
Talk of a Wii U price cut is only generating steam, and Nintendo is feeling the need to address those concerns, because sales obviously aren’t what the company had hoped they would be. Just yesterday we reported that Nintendo was lowering their sales projections for both the Wii U and 3DS, which suggested a price cut could be on the horizon. However, we know now that Nintendo isn’t ready to “throw in the towel,” so to speak, just yet.
That doesn’t, however, mean that specific retailers, like Costco, can’t lower the price of the Wii U in their own stores. The popular purveyor of samples and bulk goods is currently offering the Wii U at $50 off the retail price (for both the Deluxe and the Basic versions).
Gamers who were thinking about picking up a Wii U – whether to play ZombiU, Nintendo Land, or New Super Mario Bros. U – now have a greater incentive to buy, even if it won’t be until the holiday season when a new 3D Mario or a new Mario Kart (whichever comes first) are released.
Do you think that it is time for a Wii U price cut? Do you think one will happen in 2013?

‘God of War: Ascension’ Trailer: Meet The Manticore

Even if God of War: Ascension may be lacking a ’4,’ this return to Kratos is one to be anticipated by fans. With a new trailer set to be unveiled on February 1st, the developers at Sony Santa Monica have provided yet another look behind the scenes at the development that goes into designing each element of a God of War adventure.
This particular developer video – titled “The Manticore Takes Flight” – follows the titular mythological beast from concept to fully-functioning digital character. The amount of time and attention that goes into creating the man-eating scorpion-lion-bat-man may surprise you, but either way, promises big things for Ascension where character design is concerned.
Previously seen in the Ascension story trailer, there’s no question that the Manticore makes an impression. With the body of a lion, the tail of a scorpion, the arms of a man, jaws of a shark and wings of a bat, the developers have designed an incarnation of the ancient mythological creature that is perfectly at home in the God of War universe. In case that was in doubt, the Manticore also shoots fireballs.
At this point in the series, the average gamer might assume that the development team has the science of enemy design down to a relatively simple formula (a batch of eight-limbed Furies? No problem!), but that’s clearly not the case. Efficiency is crucial, but with each new enemy comes new challenges and fight mechanics – if you’re doing it right. According to Lead Character Artist Patrick Murphy, it’s only now that the team has gotten confident enough to start experimenting, meaning the creatures players will encounter in Ascension may be the most impressive and memorable to date.
God of War Ascension Manticore Trailer
From the painstaking detail put into every single scale of scorpion shell (which most players will overlook) to the hinging of each tail section, the Manticore is obviously being built to draw attention when it appears in Delphi. The concept artwork shown so far promises environments and battle arenas that are just as lovingly crafted, so those worrying that the core experience would suffer due to a shift in creative leadership need not fret once the Manticore fight begins.
Doing away with on-screen button prompts to increase immersion when fighting the winged beast, the developers are clearly not going to be jogging to the finish line now that the brand is so well-established. With Senior Animator Michael Carr calling the Manticore the most complex animation rig aside from God of War 3‘s Poseidon fight, the bar is being set fairly high. And if that’s the amount of complexity being utilized for a mini-boss, then our hopes are high for the larger boss stages.
What do you think of the changes coming to the standard boss-fight formula hinted at in the developer video? Is the development team right to keep changing things up, or is enemy design secondary to gameplay mechanics for you? Share your thoughts in the comments.
God of War: Ascension releases March 12, 2013 for the PS3.

EA CEO Believes the Next Generation ‘Is Yet To Come’

EA Next Gen
After yesterday’s “See the Future” teaser, and the Wall Street Journal’s subsequent prediction that Sony’s next home console will, in fact, launch sometime this year, gamers are understandably excited that the full bloom of the next console generation is, relatively speaking, close at hand. Nintendo, famously, took pole position in the next-gen race when it launched the Wii U late last year. Now, its just a matter of playing the waiting game to see who jumps next, Sony or Microsoft.

That is, unless you happen to be Electronic Arts CEO John Riccitiello. As head of one of the most powerful (and, occasionally, the most hated) third-party game publishers in the world, Riccitiello has access to information that, frankly, most of us do not. Whatever Sony plans to reveal on February 20th (there are, of course, new rumors) and Microsoft intends to unveil at E3 2013, Riccitiello has already seen it, knows how it works, and has an idea of how gamers are going to respond to it. And in Riccitiello’s opinion, the next generation – despite the widespread availability of Wii U – hasn’t started yet.
“Ours is an industry where a lot of devices come in and represent themselves as the next generation, or the next generation after that. In many ways we would argue that the what we’re describing as ‘gen 4′ is yet to come. It’s that that we’re excited about, and that’s what we’re investing in.”
“As you might well expect, we know more about the roadmap, and more about what’s coming in consumer electronics, in terms of the specifics of devices that will play games, than you might otherwise be exposed to. [With] the information that we have, we remain bullish. It’s why we have outlined our plan to invest… in the current fiscal year $80 million in that opportunity.”
EA’s plan to spend $80 million dollars on PS4 and Xbox 720 development stands in stark contrast to the company’s investment in Wii U. Only three Electronic Arts properties were available for purchase at the system’s launch: Mass Effect 3, Madden NFL 13, and FIFA 13 - not one of them a Wii U exclusive.
Worse yet, Madden’s Wii U iteration was visibly inferior to the versions produced for Xbox 360 and PS3, while a stand-alone copy of Mass Effect 3 was practically an insult compared to the Trilogy editions released for competing consoles at roughly the same time. Since the Wii U’s launch, EA has only committed to one other game for the system, a port of last October’s Need for Speed Most Wanted enhanced with questionable bonus features.
Need for Speed Most Wanted Wii U
Does all this mean that Riccitiello and, by extension, Electronic Arts is dismissing Wii U outright? Not at all.
“Never count Nintendo out. They’ve got some of the best IP in the game industry. When their marquee titles show up, that’s when you usually see the bounce. I deeply respect the achievements they’ve had over the last several years. And as I said, you never really count them out.”
“Having said that, I wouldn’t say that we see a correlation between the results that Nintendo has shown with their console debut of the Wii U and what we see coming. We see a pretty sharp distinction, and unfortunately I’m unable to go any further than that.”
Riccitiello may well be right, at least so far as the marketplace is concerned. After a weaker than expected holiday sales season, Nintendo has had to lower its Wii U and 3DS sales projections for fiscal 2012, and is working to dismiss the notion that Wii U is in need of a price cut. Last week’s powerhouse Nintendo Direct presentation has been widely received as an attempt by the company to reassure the faithful and re-energize Wii U’s retail fortunes. Will Nintendo’s efforts succeed? Never bet against Mario Kart, friends. Never bet against Mario Kart.
Still, it’s that “sharp distinction” that we’re most interested in. Wii U is an innovative system; no doubt about it. But Riccitiello’s excitement for “what’s coming in consumer electronics,” and his willingness to back up that enthusiasm with serious development dollars, suggests that we might be in for more than merely more powerful versions of the current systems. Put more simply, if Riccitiello’s genuinely excited about the new consoles, gamers probably ought to be, too.
Ranters, do you agree with Riccitiello’s assertion that Wii U isn’t really a next-gen console? Does EA’s willingness to invest heavily in PS4/Xbox 720 development have any impact on your excitement for the forthcoming consoles? Leave your thoughts in the comments below.

‘Splinter Cell Blacklist’ Hands-On Preview

We traveled to Ubisoft Toronto earlier this week to preview the young studio’s first title, Splinter Cell Blacklist. The presentation and hands-on demo were strictly focused on the single-player experience, aimed to highlight the new offerings Ubisoft aims to deliver with the franchise’s sixth installment.
Ubisoft Toronto is now the home of the Splinter Cell franchise going forward and even though the studio is brand new, it was staffed with senior team members from around the company and industry. The presentation began with Creative Director Maxime Beland and Game Director Patrick Redding introducing the game to journalists in a room surrounded with PCs setup with a playable demo of the game, all featuring a Sam Fisher desktop background, Xbox 360 controllers and SteelSeries headsets.

The introductory hands-off demo first began however, with a sizzle reel comprised of real-life footage of terrorist attacks, foreign occupation, riots, etc., emphasizing the state of the world, with an intimidating voiceover. The end of the video reached a climax with the mysterious and powerful phrase “We are The Engineers.” The video represents the “opening salvo” of the Engineers’ agenda and serves an introduction to the narrative of Splinter Cell Blacklist.
Splinter Cell Blacklist Chemical Weapon Terrorist Attack
The Engineers are a new international shadow terror network that formed in response to the fact that the United States has a presence in two-thirds of the world’s nations. It’s backed by unknown parties who for their own interests, need the U.S. to pull their troops out, and is led by one “super terrorist” figure modeled after the infamous political terrorist Carlos the Jackal. They have an ultimatum with set deadlines, backed with an organized series of escalating terror attacks (“The Blacklist”).
In response to the crisis, President Patricia Caldwell – who dismantled corrupt Third Echelon after the events of Splinter Cell: Conviction – covertly puts together a new organization that’s, as Redding describes, “blacker than black, very small, extremely mobile, self-financing, utterly deniable and will be able to go after the organizers of the Blacklist behind-the scenes while she deals with the more public reaction.” And the one man qualified to lead such a team? Sam Fisher.
The core team we saw from the demo includes familiar faces Anna “Grim” Grímsdóttir, a staple of the franchise and Fisher’s old handler; Isaac Briggs, an ex-CIA operative who joins Fisher on the field; Charlie Cole, the tech nerd who helps with weapon and gadget mods. At least one other character joins team in an unexpected capacity, and we expect there could be a few other guest members along the way.
Splinter Cell Blacklist Ops Suit
The creative drive behind Splinter Cell Blacklist was to get Fisher back in his iconic special ops suit and back in the field, but in a way fans haven’t seen before. Many of the game design choices, new features, Fisher’s new role as a team leader instead of lone wolf – and even the redesigned Sam Fisher character – are all evidence of this.
The first and most exciting feature of the game is how it rewards player choice in terms of play style. Splinter Cell Blacklist caters to true stealth players and fans of the original Splinter Cell, but it also allows (and actively rewards) gameplay styles from players who may have entered the franchise with the last installment, Conviction, and shooter fans who may jump in as newbies for Blacklist. It does this by rewarding three styles of play. Where stealth games like Hitman: Absolution often punish players for taking a non-stealth approach, Splinter Cell embraces it with a dynamic scoring system that ranks players on three different playstyles:
  • Ghost
  • Panther
  • Assault
Ghosts are the players who traverse an area and complete objectives without anyone knowing they’re even there. Assault is for the run and gun players who suit up with bigger weapons and heavier armor for direct confrontation. We’re told that players likely start playing one of these two styles but as they master each, they become more of a panther, someone who can lethally and quietly take out opponents in the most efficient way possible. The game is able to reward points based on metrics involving lethal vs. nonlethal play, detected vs. undetected, etc. Splinter Cell Blacklist Thermal Optics
Digging down another level on the player choice front, Splinter Cell Blacklist offers the most customization options the franchise has seen yet. Players can choose their own weapon and gadget loadouts, but they can also customize parts of their ops suit, including the color and shape of the iconic tri-lit goggles. Different weapon mods and armor components affect stats differently so players can suit up Fisher for combat or stealth based on preference. More and more items are unlocked throughout the game based on side-missions and purchased upgrades.
Players acquire new customization options using money earned from missions. Fourth Echelon is self-financed and money can be earned not only through the story campaign, but through the co-op and competitive multiplayer modes which are integrated into the main story as well. The money is shared between all the modes and can also be spent on upgrading the Paladin, the mobile base of operations for Fisher and his team. Some of these upgrades, like the Cockpit and Infirmary for instance, directly affect gameplay adding a radar to the HUD or improved health regeneration, respectively.
This is where we need to point out that Splinter Cell Blacklist appears to mesh together many of the core design principles of the Tom Clancy brand and the Mass Effect games. And by that we mean, Sam Fisher is startlingly similar to Commander Shepard in his goals and function. The Paladin is just like the Normandy, and like BioWare’s sci-fi series, Blacklist lets the player walk around the craft, chat with teammates for additional story details and side-quests, and even upgrade the transport.
Splinter Cell Blacklist SMI
Even the galaxy map from Mass Effect is replicated with the Splinter Cell Blacklist’s SMI (Strategic Mission Interface), a large and pretty touchscreen and the centerpiece of the Paladin. On the SMI, players can see available missions. Choosing one activates in-game cutscenes featuring the characters interacting where the player can then choose a loadout before hitting the ground.
It’s a smart design choice and something radically different from any Tom Clancy game before it. Fans of the series and/or the Ghost Recon and Rainbow Six games know the feeling of a lost sense of purpose in between the separated and seemingly disconnected missions, and Blacklist’s Paladin (essentially a hub system) keeps players actively involved with the story.
The hands-on demo included the last two-thirds of the first mission of the game, which takes place after the first Blacklist attack, and the first two-thirds of a mission from the middle of the game. The first mission (‘CIA Safehouse’) takes place during the daytime in an urban area of Benghazi, one of the largest cities in Libya.
Splinter Cell Blacklist Benghazi
Fisher’s objective here is to extract an informant, a (very familiar) weapons dealer who’s turned himself in, fearing that he sold weapons to the Blacklist organization and that they’re coming for him. The level takes place mostly outdoors on rooftops where enemies are scattered, seemingly intentionally to let players get accustomed to the controls. There are waypoints to direct Sam, but the correct path isn’t always clear so that players aren’t being dragged along by the hand.
Unlike Ubisoft’s latest major release, Far Cry 3, and the original Splinter Cell, players cannot toss objects or rocks to lure enemies to a certain location. Instead, Fisher can “whistle” to call them to him (“Better with Kinect”) or use a secondary function on sticky cameras to lure them towards those. Using tech is encouraged for players willing to be patient and embrace the Ghost/Panther playstyles, as there were a bountiful amount of ammo piles to restock weapons and gear.
Learning to track the systemic AI patterns of movement is also key, no matter the playstyle, and the ‘Mark and Execute’ feature comes in most handy for that purpose. This feature returns from Conviction and lets players acquire marks through melee takedowns or precision kills. Enemies that are tagged can then be instantly taken down when needed at the push of a button, so long as they’re in line of sight and the player has accumulated the marks. The animations and slow-mo effects on these look awesome. Splinter Cell Blacklist Human Shield
Another similarity to Mass Effect is the weapon wheel. Holding down ‘Up’ on the directional pad pauses the game and lets the player choose from Sam’s equipped arsenal – and there are a lot of weapons and gadgets that can be carried. It also lets the player choose between lethal and nonlethal takedowns. Each weapon supports a different amount of marks, with the silenced pistols granting the most. For this reason, there was never a good reason in our demo to use any of the two-handed weapons since it makes tracking enemies more difficult. Again, it’s odd that Far Cry 3′s untrained protagonist can track unlimited enemies on screen using just his camera to mark them whereas super agent Sam Fisher cannot. It’s obviously a different game, a different genre, and it’s an understandable issue of balance, but the comparison is inevitable. Splinter Cell players should be making use of the different vision modes through his iconic goggles (i.e. thermal optics) and the game is built for that.
What does throw a wrench in Fisher’s tech are the new enemy types. In the two missions we could play, there were techs who are able to jam Fisher’s optics, forcing players to locate enemies the old fashion way. Some of these characters can deploy drones, while other enemies include snipers and dogs. The dog in the first mission for example, was very noisy and in the way. Do I shoot it? Jump down and strike from above with a melee attack? I like dogs so I tossed sleeping gas grenade at it. Kill terrorists, not canines. That’s my Sam Fisher.
The end of the first mission included a short segment where the player must protect the weapons dealer (quasi-spoiler: It’s Andriy Kobin returning from Conviction, played by Elias Toufexis) and there didn’t seem to be a way to complete it without straight-up gunning the attackers down. That gunfight added to my Assault score when my playthrough would otherwise have been scored nearly all Ghost.
Splinter Cell Blacklist Concept Art Abandoned Mill
The second level (‘Abandoned Mill’), was more complicated. It begins outdoors at night, during a rainstorm, then moves into a dark, grungy interior setting where combat is far more intimate. This level was more open in the beginning and provided a better example of how players can approach a given situation or area in multiple ways. Like the first mission, the overall level designs are linear, but getting from point A to C doesn’t always involve the same B, so to speak. As for the indoor second half of the mission, playing with the tri-rotor drone and sticky cameras proved incredibly useful as I positioned Sam Fisher outside of windows and when inside, destroyed light sources to hide in the shadows. The lights on Fisher’s suit glow to signify he’s well-hidden.
While the demo only offered an out-of-context and incomplete look at the story, and we still don’t know the details behind the co-op and Spies vs. Mercs multiplayer, it did successfully showcase what Ubisoft Toronto is trying to do with gameplay, player choice and mission structure.
What genre(s) the Splinter Cell franchise sits in may have been blurred in recent years but Blacklist addresses this by letting players decide for themselves. Splinter Cell Blacklist is shaping up to offer an incredibly dynamic and diverse stealth game (and action for those who want it) and for players looking for that experience, Blacklist will reward them well. The jury’s still out on whether longtime fans will rally behind the new Sam Fisher since Michael Ironside is no longer involved, but new actor Eric Johnson nails the physicality and presence of the character.
Part of our time at Ubisoft Toronto was spent touring the studio and exploring the motion capture facility, used to improve the animations and story moments of Blacklist. Players will notice the difference with the cutscenes (rendered in-game) and action movements as Fisher traverses obstacles and takes down enemies up close. We can’t determine from the demo how human Ubisoft can make Fisher and much of that will depend on the story, the writing and the performance of Johnson. It’s too difficult to gauge based on two segments of two missions, especially with the game promising so much more, but we’re very optimistic.
What we can confirm is that Blacklist is on track to be the biggest game in the series, offering the most changes, the most added detail and the most gameplay features. Stay tuned for more as we learn about how the co-op missions factor into the campaign and whether or not that means there are restrictions on if players can play them with friends at anytime from the outset.
Splinter Cell Blacklist launches on August 20, 2013 for PC, PS3 3 and Xbox 360. Fans can pre-order the Paladin Collector’s Edition for $169.99 today.

‘Mass Effect 3: Reckoning’ DLC Details Leak; Adds Co-op Story Missions

Mass Effect 3 Reckoning DLC
Development on new Mass Effect 3 content is still underway and while the game is being used to cross-promote next month’s Dead Space 3, new and mysterious DLC should be coming to BioWare’s latest sci-fi epic in the near future. While we await the mid-February unveiling of the next batch of Mass Effect 3 content and huddle over the two teaser screenshots, one featuring an armored Krogran wielding a warhammer, one user may have discovered a few hints of what may be coming, and it could be big.

Most of Mass Effect 3′s post-launch content, if not, all of it, has leaked before release. From additional maps, modes, weapons and playable characters for the game’s four-player co-op mode, and the premises and locations for the story-based DLC. For the next DLC, likely titled the “Reckoning Multiplayer Expansion,” (Kingdoms of Amalur reference?) it’s going to be adding more than just new maps and toys to play with, but it could be adding story-based co-op.
Mass Effect 3 Silversun Strip
We knew something big was coming ever since Designer Josh Hendricks took to the BioWare forums to explain that BioWare was going all out on developing the next DLC:
“It’s all hands on deck for this one. Pretty much every ME3 DLC writer here in Edmonton is involved. (which would include both Patrick Weekes AND John Dombrow).”
The latest information comes from user TSA 383 on the Clever Noob forums who took a look at the code (and shared it) that came with the latest (and very minor) title update that only addressed the following:
  • Fixed a multiplayer issue where users could have all of their weapons use rocket ammunition.
  • Fixed an issue with high memory usage when initializing DLCs.
Mass Effect 3 Last DLC Details
And what was discovered is that the name of the DLC will be “Reckoning” and what it will add is co-op story missions, something fans of co-op desired since the announcement of the franchise’s inclusion of multiplayer. Co-op story missions explain the need to bring “all hands on deck” when it came to BioWare’s writing staff and it’s very telling of what we can expect from the in-development Mass Effect 4, a game that Executive Producer of the Mass Effect series Casey Hudson is looking for fan input on.
“The day of reckoning is nigh! The Reckoning Multiplayer Expansion brings six new never before seen co-op story missions to the game and new co-op gameplay modes. It provides four new maps to conquer and hazard variations of the Earth maps. It also enables reinforcement packs that offer new kits for the salarians, krogans, humans and volus. In-game reinforcement packs now include three new weapons (Chakram Launcher, Blood Pack Punisher and Adas Anti-Synthetic Rifle).”
There’s no word on pricing but since it is multiplayer-focused, even though this one’s story-based, we expect it to release for free to get more users back into the game. It’s monetized by the additional reinforcement packs which are available via microtransactions and in-game credits. If this proves to be the last DLC pack, it’s definitely the way to go out, and it would offer a nice end to added content that very much formed based on reactions and desires of the fanbase, so good on BioWare.
Mass Effect 3 N7 Bounty Weekend
For players still playing Mass Effect 3 or looking to get back in before the DLC drops, this weekend’s Mass Effect 3 multiplayer event just began moments ago and runs until late Super Bowl Sunday night/early Monday morning.
Operation: FIRESTORM (Feb 1st-3rd)
Event Description: The Reapers have changed their tactics in an effort to prevent us from whittling them down. As they conquer rural areas, their fighting groups are fewer but larger, making them more difficult to assail. Accordingly, we are hitting them in the cities to deliver as much damage as possible before evacuation.
Squad Goal: Earn the “Killstreak 3″ squad medal. (As a squad, kill 5 enemies together 3 separate times.)
Reward: Commendation Pack
Are you happy to see BioWare continuing support for Mass Effect 3 nearly a year after release and does it make up for its shortcomings? Are you hoping to see these features come standard in Mass Effect 4 which could release as early as next fall?

CD Projekt RED Announces the Development of REDEngine 3

When CD Projekt RED released The Witcher in 2007, the company utilized a modified version of BioWare’s Aurora engine, which was initially developed for Neverwinter Nights back in 2002. While The Witcher‘s visuals were solid, they certainly didn’t show off the graphical power of the PC as a gaming machine.
For The Witcher 2, CD Projekt RED abandoned the Aurora engine and replaced it with its internally developed REDengine, resulting in one of the best looking games of this generation on both the PC and Xbox 360 platforms. Despite achieving high marks with this toolset, CD Projekt RED looks to continue to push the graphical envelope with the development of REDengine 3.
For the port of The Witcher 2 on the Xbox 360, CD Projekt RED optimized the original REDengine toolset and internally called this improved version REDengine 2. REDengine 3 appears as if it will offer much more than additional optimization as the studio aims at advanced development for the next generation of video game platforms. Able to handle non-linear, but story-driven RPG games, REDengine 3 looks to provide an open world experience while narrowing the visual divide between pre-rendered CGI and real time rendered graphics. The new tools are also intended to lessen the uncanny valley effect by implementing new face and body-animation systems that will more realistically show emotions, allowing for “movie-quality scenes.”
REDengine 3 Witcher Cyberpunk 2077
Adam Badowski, head of CD Projekt RED, explains what the company hopes to ultimately achieve with REDengine 3:
“If we look at RPGs nowadays we find two approaches, one which emphasizes the story but limits the game world, and one that builds a vast, open world but hampers and simplifies the story. With the REDengine 3 we combine the positive aspects of both approaches for the first time, creating an open environment with a complex, multi-thread story. Together with believable characters, a captivating tale and a world where players can roam freely without loading times, we will be able to move gaming to a new level with a realistic feel and full player immersion. When working on our previous titles, I didn’t dream that we would achieve something like this. Thanks to the support of all our fans, now we have the possibility to use REDengine 3 and create something many RPG fans dream of.”
Expect to see REDengine 3 in action in both of CD Projekt RED’s upcoming titles, The Witcher 3 and Cyberpunk 2077. While CD Projekt RED is unlikely to generate real time rendered graphics near the quality of their recent CGI teaser for Cyberpunk 2077, the studio achieved a new level of visual presentation in The Witcher 2, proving CD Projekt RED has the ability to deliver. Despite the high level of detail offered in that game, it performed amazingly well on modestly powered PCs. Based upon the lofty goals of REDengine 3, however, gamers may need to invest some dollars in a quality PC graphics card to take full advantage of CD Projekt RED’s newest toolset.
Excited to see CD Projekt RED’s newest offerings? Let us know in the comments below.

‘Resident Evil’ Series Could Possibly Be Rebooted

Resident Evil Game Reboot


It’s no secret that Capcom’s latest Resident Evil game, Resident Evil 6, didn’t live up to expectations from either a gameplay or sales perspective. With the less than stellar reception received by the latest installment in the franchise, gamers have been wondering whether or not the series may be in need of a reboot. Oddly enough, it’s now evident that Capcom may have the same idea in mind – at the very least Resident Evil producer Masachika Kawata is talking about the possibility of a reboot.

Kawata is currently working on bringing Resident Evil: Revelations to home consoles, but Eurogamer had a chance to catch up with the esteemed RE producer to talk about the future of the series. The possibility of an open-world Resident Evil game was brought up, and Masachika said that some changes would need to be implemented in order to make that kind of game enjoyable while still remaining familiar to longtime followers.
“If we did [make RE open-world], we would want to preserve what Resident Evil is and what makes it appealing to fans, while also making it accessible to new players. It would almost entail having a slight reboot to get the series into a place where it would work with open-world gameplay. That’s just a personal opinion.”
“A lot of decisions would have to be taken before something like that is done to the series, but it is something that… There is a possibility.”
These comments make it seem less likely that an open-world Resi title will be happening anytime soon, but they also gave fans a look into how those involved with the series are thinking of ways to evolve the franchise. According to Kawata, the biggest means of gauging which direction to take Resident Evil will coming from the audience’s reaction to Revelations, but he can see the next game focusing on the horror aspect of the series.
“Once we see Revelations released on consoles, we’ll be looking very carefully at how the title is received and what feedback we get. I think we’ll get a lot of input from the fanbase and the media on what it means for Resident Evil, and what it could mean for the future of the series. We’ll definitely be looking at that as a signpost for where we need to be going next.”
“Moving forward I can see us focusing even more on the horror aspect and fear in the series, and see us making something scarier than we have already.”
There’s a number of things that fans would love to see improved upon in the next Resident Evil game, and the fact that the development team will be listening to the reactions of Revelations players is a promising sign. It’s a little too soon to be talking about the possibilities for Resident Evil 7, but with the next generation of gaming consoles on the horizon, it’s hard not to think of ways that the series may evolve in the coming years.
For now, Chris Redfield enthusiasts can look forward to Resident Evil: Revelations launching on the Xbox 360, PS3, Wii U, and PC this May 21st.