There are some competitors coming into the battle royale scene with Automation Games showing off its next-gen shooter Mavericks: Proving Grounds.
Mavericks: Proving Grounds is poised to become one of the biggest battle royale games in terms of players, where the 2018 version of the game supports up to 400 players, but the team will shift into a 1000-player world in 2019. The world of Mavericks will be filled with reactive wildlife, dynamic water, MUDDY TRACKS and even spreading wildfire, all in a huge 12x12km.
Eventually, the game would support battle royale and online MMO modes where it will battle on a different field than the usual Battlegrounds and Fortnite. Automation's CEO has teased that the game is powered by SpatialOS technology.
Microsoft's new build test for Xbox One consoles will allow gamers to preview 1440p resolution support.
We've known for a while now that Microsoft's new high-end $499 Xbox One X will support native 1440p resolution on appropriate monitors, along with FreeSync adaptive sync, FreeSync 2, and HDMI 2.1 support, but there's always been a question of when. Now the games-maker teases that 1440p support will launch in a new preview build coming soon.
According to Xbox's Kevin Gammill, both the Xbox One X and Xbox One S will receive 1440p support in the new Xbox insider update...however the lesser Xbox One S will most likely support light applications such as streaming and UI in 1440p, whereas gaming will likely be supersampled.
Ubisoft is eager to extend Rainbow Six: Siege's lifespan as far as possible--even for another 10 years.
Service games are all the rage these days, and every major publisher is embracing them in some form. Ubisoft, who has pushed a more digital-focused transformation, is a key player in the live service market with its slew of popular online games such as Rainbow Six: Siege. We've already highlighted why Ubisoft is on this path and why it won't change anytime soon, but just how long can the publisher expect its games to stay relevant? If it handles engagement properly, perhaps 10 years or more.
"We are saying extremely loudly here - there is no sequel planned. We will be here for the next 10 years. So expect more Rainbow 6 in your life for quite some time," R6 brand director Alexandre Remy said during the game's big 2018 Invitational esports event.
Original Diablo designer David Brevik weighs in on Blizzard's Diablo III, and how the game might've been if Blizzard North hadn't been dissolved.
At one point Blizzard North, who had made the original first two classic Diablo games, was making Diablo III...but ultimately its vision was scrapped and restarted. Blizzard eventually delivered a rampantly broken, weird, and jading mess in 2012 with the release of Diablo III on PC that ultimately betrayed the soul of its forebears. But despite its failures, Blizzard turned things around with Reaper of Souls and saved the game while introducing a long-term playtime that both Diablo and Diablo II significantly lacked. So what does David Brevik, who helped shape the franchise as we know it, have to say about Diablo III?
"I thought that they added a lot of really great stuff to it that fleshed it out and made it a much better game than I thought that it was at launch," Brevik said in a recent interview with IGN.
Remedy is making serious strides with its new Northlight engine, which will power its upcoming game projects including the new P7 IP.
It's no secret that Remedy is making a brand new third-person shooter IP called P7, and that they've signed a big multi-year deal with 505 Games to get it funded. But what's a bit more ambiguous is the lingo that's thrown around about the game, and how the developer wants to ensure P7 will deliver "longer-lasting game experiences." This is usually prime nomenclature for service games, and I even went so far as to predict the game would have monetized service elements thanks to a recent job listing.
Now in its latest fiscal earnings report, the game dev assures shareholders that its proprietary Northlight games engine is being fine-tuned and optimized for specific experiences outside of its usual focus, including multiplayer.
"We have developed further the Northlight technology that serves our games, and also strengthened further the team developing it. In particular, multiplayer, artificial intelligence and animation technologies as well as our game development tools have taken significant steps forward," reads the report.
Remedy Entertainment has begun early pre-production planning phases on a third game project, adhering to its new multi-project business model.
In its recent financial earnings report, Remedy confirmed that it's already starting to plot out a new video game beyond its upcoming cinematic action-based third-person shooter IP codenamed P7, which is scheduled for release in 2019. Right now Remedy has two game projects in production phases--CrossFire 2 and P7--whereas the third game is just in a fledgling state. It remains unclear whether or not this new game will be part of Remedy's ambitious multi-year deal with 505 Games or not, or if the company has secured a proper publisher (perhaps Microsoft?) for the project.
While scouting the documents a particular quote caught my eye: "In addition to our two game projects underway, we launched the preliminary preparations for a new game project at the end of 2017." P7 was confirmed in May 2017, not the end of the year.
A new title called 'The Missing' has been announced as a collaboration project between Hidetaka Suehiro (better known as SWERY) and Arc System Works.
The new game was announced by an unlisted video uploaded to the Arc System Works YouTube channel. The video featured Suehiro explaining what players should be expecting in 'The Missing.'
Suehiro says that this new title is under his ultimate creative control, as the game is being developed in-house under Suehiro's own personal studio White Owls. Suehiro says that 'The Missing' is going to be a game for anyone who has ever felt lost in their life, if that be a loved one or even just an object, it will still be relative to the experience Suehiro is trying to create.
We are finally now in the coming days before the Age of Empires: Definitive Edition launch, so I thought I would do a re-cap of what is in store for returning players or new ones that have missed the news.
Those that aren't aware, the classic real-time strategy game Age of Empires will be making its way back to gamers in the beautiful 4K. Not only are gamers going to receive a remastered AoE but they will also be gifted with "Rise of Rome" expansion pack, enhanced gameplay, better narration, 10 campaigns and 16 civilizations to play and conquer.
Veteran players that enjoyed the game when it was originally released 20 years ago will be glad to know that some of the cheats that they had fun with are fully functional, examples are: Gaia, BIGDADDY, BIG MOMMA, STORMBILLY and PHOTON MAN and more.
Rare has revealed that once Sea of Thieves is fully released we will be seeing an increase of map size as well as the limit of ships per world increased.
According to Rare Executive Producer Joe Neate, after the launch of Sea of Thieves the game will be updated with an increase of ships per world, as well as a larger scale map. This increase of map size would include "island designs" that Rare already have prepared.
Neate said in an interview with Windows Central that "There are currently three subtly different biomes in the game right now, Shores of Plenty, Ancient Isles, and The Wilds - we don't mark them on the map - but one's more ancient civilization, one's more Maldivian white sands, one's more dark and oppressive. I'm sure beyond launch we're going to expand the size of the map, as we grow. We'll look at increasing ship numbers per world."
It has been revealed that the Sea of Thieves map will be mainly focusing on the encounter rate of players running into other ships across the map, rather than the initial size of the map.
In a recent interview with Windows Central, Joe Neate, Rare's Executive Producer explained some very interesting aspects to the Sea of Thieves map. Neate explained that Rare is concentrating on the frequency of encounters for players rather than the size of the map.
Neate said that it is "less about how physically big the world is, and more about the frequency of encounters" and continued on by saying that the developers know the "exact ratio or metric on how many islands there needs to be, how many outposts there needs to be, to guarantee that average 15 minute to 30-minute ship encounter time. That's something we're iterating upon in the technical alpha."