Like its console-based offering, EA's PC gaming Origin Access service now has a $30 a year subscription option.
Up until now Xbox gamers got preferential treatment when it comes to EA's subscription-based Access service with a tidy $30 a year rate. PC gamers that used EA Origin, however, had to pay a flat $5 a month to equate about $60 a year. EA has now done away with that favoritism t make EA Access and Origin Access have the same yearly price.
"Join now for your free 7-day trial, then it's just $4.99 a month or $29.99 a year. Cancel anytime," reads EA Origin's updated site.
Users can downscale the Nintendo Switch's native resolution down to 480p (standard definition) when its docked in TV Mode. Why would anyone need to adjust the system's resolution? Maybe it has something to do with Gamecube games, which run at 480p?
Some retailers apparently broke street date on the Nintendo Switch, and the lucky owners have uploaded some footage of the Switch to the net. When watching the footage I noticed something very, very interesting: in the Switch's settings you can adjust its TV Resolution and set it to 480p. While docked in TV Mode the Switch switches from the tablet's 720p up to full 1080p HD resolution while playing actual retail Switch games, so this 480p setting could be for Virtual Console platforms and games.
This could strongly hint that the Switch will have Gamecube VC games that run at 480p, and that gamers could set the system's internal resolution at 480p to ensure Gamecube games run in their native resolution HDTVs. I also bet the Switch has the option to change from 16:9 to 4:3 aspect ratio to match the native ratio of older games--but some Gamecube games actually support 16:9. This would effectively make older Gamecube and other Virtual Console games look better on high-definition televisions.
Capcom has just filed a "new" trademark for Deep Down, its online-based fantasy game that was shown off in 2013 but still hasn't released. This news caused a stir in the community as gamers thought it could mean Deep Down may finally be ready sometime soon, but I have some bad news for everyone: this doesn't mean anything.
Deep Down's latest trademark filing is a simple re-filing to lock in the game's TM and reduce the cost of further extensions. That's all this trademark means. It doesn't indicate Capcom is any closer or farther to releasing Deep Down. In fact, the two filings are 100% identical--except one has no extensions and a new TEAS RF classification to reduce filing costs. Old filing is here, and the new filing is here.
The United States Patent and Trademark Office has granted Capcom five trademark extensions for Deep Down. As clearly indicated here, that's the maximum extension count before a company has to re-file. The extensions are valid for six-month intervals, and Capcom last filed August 9, 2016, which is exactly six months from this new trademark's filing of February 9, 2017.
Starbreeze today announced that production and development of Payday 3 is now full swing, but the sequel is far from ready for release.
The Payday franchise is Starbreeze Studio's most important property. The studio is the sole owner for the IP and Payday remains the "cornerstone" of the company's business: Starbreeze earns 100% of all PC sales and revenue gleaned from the series, and the franchise has generated an impressive SEK 47.7 million ($5,384,414) of net revenue from October - December 2016. So it's only natural that Starbreeze would make a sequel and push the franchise forward.
"It is with great satisfaction that we also can announce that PAYDAY 3 production is officially initiated and at a full design stage," the studio announced its most recent financial earnings report. "I'd like to especially clarify, that this project will enjoy as much time as we deem needed. It will be done when it's done. This is our single most important brand today and the cornerstone of our business and we will treat it accordingly. Updates in the near future might be scares and far between. You simply don't rush PAYDAY 3."
Today Activision announced that Crash Bandicoot's N-Sane Trilogy will launch on June 30 on PS4.
The N-Sane Trilogy will cost $39.99 and is a remastered collection of the first three Crash games: Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot: Warped. The remaster will feature enhanced graphics, new streamlined animations, and upgraded support on PS4 Pro consoles.
"This is a AAA remaster. We're giving this the love and attention to detail that we pay to all of our AAA games. We're building it using the original level geometry so that it plays as close to the original as possible. We've also referred to this as a remaster plus, as we are adding new features that we think the fans are going to love!" said Dan Tanguay, game director.
Prey is closing in on its May 5 release, with Bethesda sharing some new screenshots of the game - and of course, in the glorious 4K resolution.
The new reboot of Prey comes from Arkane Studios, the developer behind Dishonored 2, with Prey being powered by CRYENGINE - so it's looking damn beautiful. Prey is giving me a serious System Shock 2/BioShock vibe with its grid-based inventory system, skill trees, crafting, and the world that surrounds you.
Prey drops on May 5 for PC, PS4, and Xbox One.
Sony today announced that its ailing PlayStation Now game streaming service will be exclusive to PS4 and Windows PCs later this year, and it will be cutting off five of its legacy platforms from its own service.
PlayStation Now is Sony's premium subscription-based service that allows gamers to stream legacy PS1, PS2, PS3 and even newer PS4 games directly to compatible devices. Starting August 2017, PlayStation Now's supported devices will shrink from six platforms to just two: PS4 and PC. That means PS3, PS Vita, PSTV, Sony Bravia TVs, Sony Blu-ray players, and Samsung TVs will be cut off, and PS Now will only be accessible via PS4 systems and PC.
It's worth noting that five of these six platforms are Sony's own proprietary hardware. In fact Sony is cutting off its newer 2016 Bravia TVs sooner than the older models. For some reason Sony is keen on cutting out key functionality on its own hardware: Sony Bravia TV owners can access PS Now without owning an actual console and play streamed games directly on their TV. PS Now is Sony's primary solution to backward compatibility on the PS4; although some legacy classics can be bought and played on the console, most of the PS3, PS2 and PS1 games are only available via PS Now's subscription service.
With its built-in accelerometer and gyroscopic tracking, the Nintendo Switch's new JoyCon controllers are essentially mini Wiimotes that can be detached from the Switch tablet. So far we've seen games like ARMS fully leverage the JoyCons in innovative new ways, tracking gamers' punches and movements and mirroring them in-game, but Ultra Street Fighter II will do the same with its first-person mode.
Quality first-person fighting games are rare (Xeno Clash comes to mind), and VR has had some success resurrecting the weird crossover, but that requires bulky headsets and expensive hardware. But as we've seen with ARMS, Nintendo's new Switch console is a perfect platform for engaging first-person fighting experiences, and now Capcom's latest Ultra Street Fighter II will be the next in line to tap the JoyCons' potential.
Capcom has just released the first footage of Ultra Street Fighter II's first-person mode and it's quite interactive. Armed with JoyCons and their built-in sensors gamers can perform moves like uppercuts and punches in the real-world and see Ryu mimic the action. You can even motion with your hands into a hadokens with the JoyCons in your mitts and Ryu will blast out his signature move.
I'm quite confident Zelda: Breath of the Wild will be Game of the Year for 2017 for one simple reason: it'll be fun. Very, very fun.
Nintendo has gone all out with their first-ever open-world Zelda game. Breath of the Wild has an incredibly dynamic physics system that pretty much makes you feel like a kid in a candy store; you can climb on everything, fly across the skies, slide down snowy mountaintops on your shield and much more. In fact, Breath of the Wild's physics makes Skyrim look like child's play with its insane level of depth and freedom: you can use a giant picked leaf to generate wind and propel your raft in the water, you can knock back thrown stones at enemies, you can block fire streams with your shield, and you can even get zapped by lightning while wearing metal armor in a thunderstorm.
Breath of the Wild looks and feels like a real-world. You can light torches with nearby fires and burn grass. You can chop down any tree in the game with your axe to create makeshift bridges. Creatures look and feel lifelike and do realistic things; frogs hop, ducks swim, and oxen graze. Enemies will even sleep at night. The world itself is alive and has dynamic weather sequences across different climes, and Link will be affected by these climes via the built-in thermometer. You can pick apples, catch bugs, and grab ingredients for delicious meals that boost your stats. And this is just the tip of the iceberg.
Ubisoft's latest game For Honor perfectly encapsulates the industry giant's total gameplan: combining triple-A buy to play fees with online-only gameplay for instant updates and changes and microtransactions for recurring profits. Despite all this, For Honor is peer-to-peer based and has no dedicated servers.
In many ways For Honor really shows how much Ubisoft has learned with The Division: solid gameplay mechanics, more balanced microtransactions to keep things feeling more fair, and a unique competitive element that combines perfectly with mechanics to create something rather distinct. Make no mistake, however: with its recurring microtransactions, online-based gaming, premium $59.99 cost, strong MAU (monthly active user) engagement driven by new updates, For Honor is a total representation of how Ubisoft makes its money, and copies strategies used with Rainbow Six: Siege and The Division. In many ways For Honor is a vehicle for these strategies.
Like the samurai and knights in For Honor, Ubisoft has honed their blades and sharpened their skills. As a result of this magical formula of recurring player spending, full game price tag, and heavy engagement thanks to its online-only feature, Ubisoft expects For Honor to be a strong contributor to its estimated $679 - $721.9 million fourth quarter FY2017 earnings, pushing total yearly earnings to $1.57 billion USD. But The Division and Rainbow Six: Siege have something For Honor doesn't have: dedicated servers.