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Communication is a valuable commodity within the video game industry, something that's highly appreciated by the community itself. Being able to hear about the general status of the development of a game is certainly excited news and can help to alleviate pre-release fears if the various avenues are used correctly. We like to hear directly from the big, and little, publishers and developers as they explain the various challenges and fun things they're doing to make their game. Sometimes hearing why something was included, not included a feature or why a particular direction was chosen can help humanize an otherwise inaccessible industry.
How developers communicate with their fan base is as much a part of game development as anything. If you want to be successful, you'll need as wide an audience as possible, so communicating misinformation frequently or even outright lying can hurt a company's credibility to the point of affecting their bottom line.
Larger companies and franchises can weather such issues, though there is the potential for long-term effects not intended. Some companies do it better than others and have strict policies about either saying too much too early and certainly about releasing deceptive information. Peter Molyneux is almost famous for getting ahead of himself and the projects he's a part of. Features he's talked about sometimes never make it into the development pipeline, even.
Remedy Entertainment, the developer of the critically acclaimed Alan Wake franchise as well as Quantum Break, isn't looking to take a break after they successfully released Quantum Break. It seems that according to an online resume for two employees there, an as-of-yet unannounced project has been underway for at least nine months already since August of 2015.
The claim comes from these LinkedIn profiles from the picture above, spotted by VideoGamer.com. We've heard this year that Remedy is not against revisiting and possibly adding onto the Alan Wake franchise. Their creative director, Sam Lake, himself has even teased that a return could also include a bit of multiplayer as well. But nothing is quite certain, and there have only been quiet ruminations regarding that. And in general, after the gigantic story that encompassed Quantum Break, they seem to have quite a few great ideas running around through the office, of which one or two are bound to become their own game.
What could it be? It's more likely that it's a new IP completely, something that possibly visits one of the many different ideas that were thrown out in favor of the time-bending narrative we received. We'll keep you apprised of any rumors or other information that might inadvertently show up before any official announcements.
Emulation is a touchy subject, both legally and socially. We love older games and when we can't play them natively, we emulate them with the plethora of different emulators that exist. SEGA is releasing an official emulator for the classic Mega Drive so as to take matters into their own hands, giving you official access to their library of games.
They already have reinvigorated a few games, via Steam and through various consoles, but here they're introducing their own hub that includes keyboard and mouse support and a number of different graphical enhancement filters that can be applied if they happen to suit you. Like other emulators, you'll be able to save at any point with a savestate system with probably the best emulation engine available, considering the official nature of it all. All games will also come with Steam Workshop support, so you can import mods and make your own.
The hub itself will be free, though games will naturally cost and you'll have to purchase a game to get access to the hub. Thus far it doesn't seem as if you can bring in your own ROMs, likely for very obvious legal reasons. The best part about the new hub? The interface is that of a super SEGA fan from the nineties, with a CRT and a wall full of merchandise from the era. The full list of games that grant access to it is below just after the break.
Most people won't even know who John Romero, but he was a co-founder of id Software, the developers behind games like Doom and Quake.
Well, Romero is working on a new first-person shooter, something we teased a couple of days ago, but now we know Romero will be unveiling his new FPS on April 25. Adrian Carmack, the co-creator of Doom and Quake and John Carmack (who is now the CTO of Oculus), is involved with the project.
That teaser trailer though, is incredibly cheesy - but I love it!
Another No Man's Sky gameplay preview has been spotted, this time showing off 15 minutes of footage on Sony's PlayStation 4.
Sean Murray recently sat down with Anthony Carboni to showcase half an hour of No Man's Sky, revealing even more tidbits about the game. We've already tracked a massive list of things you can do in No Man's Sky, but Murray always seems to surprise us time and time again--no matter how much you think you know about the game you're always shown something new.
The playthrough shows us what a typical session will look like, with exploration, material mining, weapon crafting, and conversations with aliens. We do get to see a nice glimpse at weapon customization and how attachments will work, pretty much confirming how important raw materials are. Based on the small glimpse we get of the inventory screen, I can see that Man's Sky is going to be a huge grind fest. Players will be planet-hopping for materials to build up their weapons, recharge shields, boost ships, and build all kinds of new tech. But you won't just be crash-landing on planets for mats--you can mine them from asteroids as well.
The Solus Project is a different sort of survival game than you might be used to. Inside is actually a very fascinating and complete storyline with objectives to complete, all set in an open world, which is almost the antithesis of most games of the genre. They give you a massive alien island to explore, and try to stay alive on, but that wasn't quite enough for them.They're planning on releasing an expansion that includes even more land to explore called The Highpoint Expansion.
This is actually the third expansion available, and it's completely free. They're adding in a more vertical element to the game, with caverns that have all manner of strange things to explore. You'll get to go deep into, and down, the cavern system as well as up. The gentlebeings at Grip Digital have included some new acid lakes, flying orbs and other strange flying and monstrous things that you'll have to avoid, lest you die investigating them.
Aside from the new visuals and creatures, the new expansions adds around three hours of story-based content with many new things to do, or try to complete anyway. They've even added a giant windmill apparently, too. They've put a lot of effort into this new expansion and have been able to fix nearly all of the previously known bugs and issues to ensure playability.
The expansion is free, and you can preview the game for free as well. But if you enjoy it, it's only $14.99 for a survival game that belies expectations. The Sous Project also looks pretty fantastic to boot.
Sony has set a strict requirement that all PlayStation Neo games run at a minimum resolution of native 1080p.
Sony's new PlayStation Neo (PS4.5/PS4K) will ensure native rendering resolution of 1920 x 1080 is the new standard for its games library--no more 900p upscaled to 1080p tricks. This new native standard is to allow smooth 1080p to 4K resolution upscaling, which is made possible by the console's new hardware. The PS4 Neo is powered by an APU built with what appears to be a Polaris 10 Ellesmere GPU derivative clocked at 911MHz, combined with a 2.1GHz 8-core Jaguar CPU, and rounded off by 8GB GDDR5 RAM at 218 GB/s.
Giant Bomb dropped the new details, citing leaked internal documents as their source. "It seems like [Sony] won't allow a display buffer lower than 1080 in Neo Mode, so these cases of games under 1080 getting scaled up, seems like that will only be a Base Mode thing," the publication said in its latest podcast.
Fallout 4's first-ever Creation Kit mod is now available for download, featuring two new quests, enemies, weapons, and a bunch of other custom content.
The mod is called Ransacked Relays and Shuddersome Subways, and is made by the infamous modder trainwiz, and shows off the versatility of the Fallout 4 Creation Kit with a few quick quests and fully-customized interiors.
All in all the mod is pretty quick, but it's a nice taste of what to expect when Creation Kit mods hit later this month. If you download the mod check our quick walkthrough below to help you get up and running.
It's official--the Xbox 360 is done. Microsoft will no longer manufacture new Xbox 360 consoles, so existing inventory is all we have left.
Microsoft today announced that it will be discontinuing the Xbox 360 console, choosing the tenth anniversary to reveal the upsetting news. Microsoft really does have a weird way of celebrating a whole decade of gaming, don't they?
"Xbox 360 means a lot to everyone in Microsoft. And while we've had an amazing run, the realities of manufacturing a product over a decade old are starting to creep up on us. Which is why we have made the decision to stop manufacturing new Xbox 360 consoles. We will continue to sell existing inventory of Xbox 360 consoles, with availability varying by country."
The console generation cycle is changing. The days of a new console every 5-7 years are long gone. Now we have iterative mid-cycle upgrades built on existing hardware, with consoles evolving more rapidly and dramatically than they ever have before. According to Oddworld developer Lorne Lanning, this new cycle is a necessity if Microsoft, Sony, and Nintendo want to stay competitive.
Sony's new upgraded PlayStation 4.5 console is proof that the console market is changing. To stay relevant and keep up the constantly shifting world of tech, Sony and Microsoft have to adapt. Sony's doing this with the PS4.5, and Microsoft is also experimenting with new Xbox hardware. As such, Oddworld developer Lorne Lanning says that Sony's plan makes sense and that consoles will need to change to stay competitive against other gaming platforms like mobile phones.
"I asked Shu[hei Yoshida] a question...I asked him 'so what's the PS5 look like?' And he said 'you mean IF.' And I was like whoa...He said 'Yeah, it's an if.' He didn't give me a clear answer, but he's hinting at '[Sony] needs to be more agile, and none of us knows what the future holds. So how do we adapt to that fast?' I think that's the right way to think about it. And the idea that you're going to release a piece of technology that lasts for seven years into the future...I think that's less and less viable. Even though generations of platforms seem to last longer, the problem is that, eventually, is that mobiles are going to get more powerful than consoles..."