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  1. #361
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    The latest Xbox 360 dashboard update quietly increased the console's compatibility with USB drives to a 32GB limit.

    The update, released in late October, added the Internet Explorer web browser, Xbox Video, compatibility with Smartglass and more, but the expansion of USB drive compatibility went unmentioned.

    An MS rep has however confirmed the new feature. "The more our customers use their profile and download digital content, the larger the file size necessary to store that content and move it between consoles gets," the rep told Joystiq.

    "Therefore we increased the size of the memory to enable our customers to take more of their Xbox profile with them on the go."
    http://www.computerandvideogames.com...limit-to-32gb/
    http://www.joystiq.com/2012/11/09/xb...ubled-to-32gb/

    After Canadian developer Silicon Knights lost its legal battle against Epic Games over the use of the Unreal Engine earlier this year it was ordered to destroy all games it built with the tech, it's emerged.

    According to page 41 of the case court document, spotted by NeoGAF user Xenon, Silicon Knights has until 10th December 2012 to destroy any software it built with Unreal Engine 3, including the code for Too Human, The Box/Ritualyst, The Sandman, X-Men: Destiny and Siren in the Maelstrom.

    Additionally, the embattled developer must cease production of these games and recall and destroy all unsold copies - at its own expense.

    As gamers have noted, the order will likely boost the value of Too Human, Silicon Knights' Microsoft-published Xbox 360 exclusive action game. Currently, you can pick it up for a few quid on eBay.

    In May Silicon Knights was ordered to pay Epic $4.45 million in damages after the jury found in favour of its counter claims. The court ruled that Silicon Knights breached their Unreal license agreement, misappropriated Epic's trade secrets and infringed Epic's copyrights in the Unreal Engine 3 code.

    The argument between the two parties started back in 2007. Silicon Knights claimed that Epic was holding money back that it should have spent supporting Unreal Engine and pouring it into Gears of War development. Problems with the engine allegedly caused the Too Human studio to ditch the tech at the last minute and develop its own system, resulting in development costs shooting up.

    More recently, a report suggested Silicon Knights was hanging by a thread after X-Men: Destiny, published by Activision, tanked. It is thought only five staff remain at the developer, including its controversial chief Denis Dyack.
    http://www.eurogamer.net/articles/20...n-destiny-more
    http://docs.justia.com/cases/federal...275/89570/862/
    http://www.neogaf.com/forum/showpost...80&postcount=1

    The studio that started as Mythic Entertainment before becoming EA Mythic and then Mythic and then BioWare Mythic has returned to being called Mythic.

    "In the wake of a new focus, our studio has recently changed its name from BioWare Mythic to Mythic," wrote Kai Schuber on the Warhammer Online website.

    "Everything else stays the same - our passionate teams will continue to support and develop our existing titles as well as working on some new and exciting projects."

    Mythic made two MMOs: Dark Age of Camelot and Warhammer Online. The former was a notable early-years MMO launched in 2001 (lead by the man now making Elder Scrolls Online); the latter a victim of butting heads with World of Warcraft in 2008, despite some nice ideas. PVP was particularly good, and was later ripped out as the basis of free-to-play spin-off Wrath of Heroes.

    Mythic has looked after MMO grandfather Ultima Online for a number of years.

    Mythic also helped BioWare Austin make Star Wars: The Old Republic, although this name change suggests those ties have been severed.

    Ultima Forever will be Mythic's next game. It's a free-to-play action RPG for PC and iPad with cross-platform play, and it's due later this year.

    Mythic became BioWare Mythic in 2010, after BioWare boss Ray Muzyka was appointed head of all things RPG/MMO at EA. BioWare co-founder Greg Zeschuk later took on the role of MMO boss at EA while he was working on Star Wars: The Old Republic. Both Muzyka and Zeschuk announced their retirements in September, with no mention of who would fill their positions within EA (at BioWare, Aaryn Flynn will be in charge.)
    http://www.eurogamer.net/articles/20...f-mythic-again
    http://ageofreckoning.warhammeronlin...w-known-Mythic

    GameFly has just launched its free desktop client for PC and Mac, giving gamers yet another portal into the world of digital distribution. Through the GameFly Client, users can view gaming-related news, videos, and screenshots, while also managing their GameQ and keeping up with friends that use the service. Unlimited PC Play is built-in as well, allowing subscribers to enjoy hundreds of older titles on-demand for no extra charge. Along with the launch of the client, GameFly is also offering the original BioShock for free, which may be just the thing to entice new users to pre-order BioShock: Infinite through the service before its release in February.
    http://www.theverge.com/2012/11/8/36...aming-bioshock
    http://www.gamefly.com/download-games/GameFlyClient/

    Valve boss Gabe Newell has reportedly confirmed that the developer is working on a new version of its lauded Source engine.

    The confirmation came during a visit to Valve headquarters by members of 4Chan’s /v/ board, via a video of Newell meeting his birthday well-wishers which has appeared on YouTube.

    According to captions supplied by the uploader, included a short Q&A where Newell was asked whether Source Engine 2 is in development.

    “We’ve been working on new engine stuff for a while. We’ve just been waiting for a game to roll it out with,” the subtitles say, although the audio is not clear.

    Another visitor asked if it is an entirely new engine, and Newell confirmed; this runs counter to the developer’s previous stance on iterative engine improvements.

    A Source 2 reveal has been expected since mid 2010.
    http://www.vg247.com/2012/11/11/sour...-valve-report/
    http://www.joystiq.com/2012/11/11/ne...is-in-develop/

  2. #362
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    Quote Originally Posted by Odin'sLaw View Post
    its getting harder to respect the gaming journalist industries these days tho
    As I normally avoid wading into the gaming forum, I hadn't noticed this post until today. However, this is a topic that was discussed—and most heatedly—at multiple times during my own journalistic career. I have worked with men who have suffered the worst of it (e.g., the GameFan scandals), and have personally met with others who tried to criticize it before, such as Dan Hsu.

    I've fought back against suggested editing that would have made my reviews more palatable to PR departments. I didn't always win those fights. I dealt with editors chopping up my submissions into something less enlightening (and less well-written), and could do nothing. I endeavored to write articles that did not merely parrot what everyone and their mother had already blogged, and was told to do that less, and to parrot more.

    I believed, firmly, that an editorial is worthless if the reader walks away feeling they've learned nothing. That is what I learned during my own educational pursuits, including my college tenure; they only built upon my deep respect for AP standards, and a lifelong passion for the pen. I upheld these beliefs while watching comparatively whorish writers cranking out whatever was asked of them, seemingly without any standards of their own. The latter did not prevent them from getting more work; rather, volume trumped quality.

    As that describes, it was not easy to have such standards in an industry where they are not expected. Hell, let's throw "not expected" out the window, and replace it with "not wanted." Furthermore, it is disheartening to face the outrageously terrible (read: low) hiring standards that the most well-known entertainment media sites employ.

    Why have I shared all of this? Well, as the GameFan sample implies, this isn't anything new. Often, you'll hear someone talk about "the good ol' days," and their statements aren't always accurate, as nostalgia can cloud one's vision. And yet, in the case of gaming journalism, it's true; computer magazines in the late '80s and early '90s often had superior write-ups, even when they were briefer than the average blog post today. Despite the overwhelming male presence in the industry, there was a fair share of female journalists who did it too, and did it well. It was a golden age... that is, when no one but a handful of computer enthusiasts, caring not for popularity nor padded wages, were the only ones who wrote about it.

    It's easy to prove this. Merely pull up archives of old computer magazines, and enjoy the level-headed work produced by their writers. It was informative, and rarely sensational; it was maturely penned, meaning it was suitable and fulfilling for and to all interested audiences; it was, in short, what good writing should be.

    Today, none of that is necessary. You needn't even be a true enthusiast, nor an expert of any kind; excessive errors are considered par for the course. Be a mere blogger, and you're good enough.

    The video game journalism industry isn't just becoming trash. It's been that for a long time.

  3. #363
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    Hello Everyone,

    I am really excited to share some news with you today, but first, since most of you probably don’t know who I am, I thought I would start with a bit of an introduction.

    I was born and raised not too far from Montreal, in the province of Quebec, and while I won’t bore you with the details, I was lucky enough to grow in an environment where videogames were very present. The passion I had for them resulted in a bachelor degree in Computer Science, and in time work took me to Edmonton. I’d regularly play pen & paper role-playing games with my group of friends, until we switched to PC RPGs and played through Baldur’s Gate 1 and 2, and Neverwinter Nights. You can imagine my surprise when I realized that the company who developed them, BioWare, was just down the street!

    A few years later, in January of 2006, I was lucky enough to join my favorite game company! I was immediately assigned to the original Mass Effect, which was in very early production at the time, as its Senior Development Director. I worked closely with Casey Hudson and the Leads team through the rest of ME1 and the first half of ME2, when BioWare decided to open another studio in Montreal. I was honored to be asked to lead the team, so I wrapped up my work in Edmonton and moved back to Montreal in the summer of 2009, where our small team was being put in place.

    Because BioWare has always believed that the company culture is one of the key ingredients of the games we make, we took two important steps with the team. First, we deliberately seeded the new studio with many transfers from Edmonton. Second, we chose to grow the team relatively slowly, allowing new people to join the team and integrate into its culture in due time. Even with that approach, though, the Montreal studio has made significant contributions to the Mass Effect franchise. We started by building about half the cinematics for ME2, then most of its N7 missions, and finally we played an important role in the development of much of its post-release content. Then on ME3, we took charge of the multiplayer portion as well as making significant contributions to the single-player campaign. Most recently, we built a large piece of DLC that will be released on November 27 and that you know under the name of Omega. With each new portion of work, we took on deeper and broader responsibilities, but we always worked in conjunction with Casey, the Mass Effect leads, and the developers in Edmonton.

    That evolution now takes its next step, with the news that the next Mass Effect game is already in development, driven by the team here in Montreal. This is the goal we have been working toward for years now, and every member of our team is proud, excited, and humbled to take on the responsibility for the next game.

    To ensure a proper and effective transition, we’ll continue to be supported by the Edmonton studio through the game’s development, working with and learning from them on some critical initiatives. On top of that, Casey remains the Executive Producer, but he will have a Project Director under him, working in Montreal, leading our development team and making day-to-day decisions for the game. We all care very much about Mass Effect and make our decisions based on what’s best for the game.

    There is really not much I can tell you about the game right now, except that it will be built with the amazing technology of Frostbite as its foundation, enhanced by many of the systems that the Dragon Age III team has already spent a lot of time building.

    The other thing I can tell you is that, while it will be very respectful of the heritage built over the course of the first three games, with the original trilogy now concluded and the switch over to a new engine, we are exploring new directions, both on the gameplay and story fronts. You can still expect the pillars the franchise is known for to be fully intact though, including diverse alien races, a huge galaxy to explore, and of course rich, cinematic storytelling.

    Now that the core of our team is in place, the next step for us is to have the BioWare Montreal studio grow at an accelerated pace over the next year as we build a team large enough to support the production of what we know is going to be an amazing game in the franchise. If you or someone you know is interested in joining our team, keep an eye on our job postings. We’re always looking for talented and passionate people, but it is more the case now than ever!

    We’re all looking forward to telling you more about this next Mass Effect game, but it’s probably going to be quite a while before you hear from us again. We know you have high expectations for the franchise and we want to make sure whatever we show you lives up to those expectations.

    Thank you all for your interest and your passion,

    Yanick

    Studio Director – BioWare Montreal

    @YanickRRoy
    http://blog.bioware.com/2012/11/12/a...ware-montreal/
    http://www.bioware.com/careers/montreal

    tl:dr ME4 will be made with the Frostbite 2 engine, and, they're hiring (only in Canada).

  4. #364
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    Ugh not sure if want ME4.

  5. #365
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    If only I finished my animation degree and spoke French.

  6. #366
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    I can teach you

  7. #367
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    Microsoft has confirmed that graphics software DirectX 11.1 is a Windows 8 exclusive, and "at this point there is no plan" to make it available for Windows 7. This is a departure from Microsoft's past stance — DirectX 11 was built for Windows 7 and retrofitted for Vista, but DirectX 11.1 will only work on Windows 8. The newest and most graphically demanding games are traditionally built using the latest version of DirectX, and as a result, PC gamers may get stuck between a rock and a hard place. While Microsoft has decided not to support the latest graphics software for older operating systems, game developers like Valve have expressed resistance to Windows 8. Microsoft employee Daniel Moth says he is "still crossing [his] fingers" that the company will reverse its position, but he has less hope than he did several months ago.
    http://www.theverge.com/2012/11/12/3...11-1-windows-8
    http://social.msdn.microsoft.com/For...7-4cf2a74bfdb6
    http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx

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    Yeah that's a problem. Hoping a talented programmer out there will make it work somehow.

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  10. #370
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    Guess I'll pirate myself up to 8 like I did from XP to 7. Yarrr.

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    Given how many games are still DX9-only support these days, I doubt it's a real issue. Regular DX11 for Vista/7/8 coverage will be the upcoming holy grail for DX-general once the next-generation consoles hit and companies phase out WinXP support entirely.

  12. #372
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    Quote Originally Posted by 6souls View Post


    tl:dr ME4 will be made with the Frostbite 2 engine, and, they're hiring (only in Canada).
    Alas, poor Yanick, I knew him...a fellow of infinite jest.

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    UK media business Future has confirmed the closure of Xbox World and PSM3 magazines in the UK, as it continues its focus on digital growth.

    The final issues of the unofficial magazines will go on sale Wednesday, December 12, with an aim to redeploy affected staff across the business.

    Clair Porteous, Future's Head of Entertainment, said in a statement: "After careful consideration, Future has made the decision to close Xbox World and PSM3 magazines with the final issues going on sale on December 12.

    "This decision has been taken as Future continues to focus on its strategy on accelerating digital growth across its international digitally-focussed brand business.

    "Future's gaming portfolio saw over 14m unique users for October 2012 - up over 20% on October 2011. We intend and fully expect there to be no redundancies and will be looking to redeploy all staff within the business.

    "Future continues to publish the highly successful Official Magazines for Xbox and PlayStation."

    Xbox World was launched by Computec Media in 2003, before being purchased by Future later the same year alongside sister mag PlayStation World.

    PSM3 was launched by Future in 2000 as PSM2 and has published over 160 issues.
    http://www.computerandvideogames.com...ines-to-close/

    Tim Sweeney says escalating costs could have been worse, free-to-play “more and more inevitable”

    Games for the next-generation consoles and PCs will come with suitably next-generation price tags. In a keynote address at the Montreal International Game Summit today, attended by GamesIndustry International, Epic Games chief technology officer Tim Sweeney said he expects Epic to be able to build next-gen titles for “only about double the cost” of games from the start of the current generation.

    While the bump in budget is significant, Sweeney said it could have been worse. He talked about Epic's first next-gen tech demo, a 2011 clip called Samaritan that showed off Direct X 11 technology in a modified version of Unreal Engine 3. While Sweeney said Epic was enthusiastic about the results, the company was “greatly worried” about the cost. Although the clip was just under three minutes in length, it took four months and a team of 30 people to create.

    “If we extrapolate that into creating an entire game, we were worried that the cost would go up by a factor of three or four or even five in the next generation,” Sweeney said. “And of course, we felt that was not acceptable.”

    The demo convinced the company to double down on its content and production tools. The company was able to partially offset the increase in next-gen costs with improved production efficiency, which Sweeney said brought the projected cost of development down.

    Another trend Sweeney underscored in his talk was the idea of the game industry “defragmenting.” Games are crossing borders more easily than ever before (he noted the global popularity of League of Legends), and he added that crossing platforms is going to become more common as the console, PC, mobile, and browser-based markets converge on a common feature set marked by high-resolution displays, Direct X 11 graphics, and multicore CPUs.

    Sweeney addressed more disruptive trends in the industry, such as the arrival of free-to-play gaming.

    “Free to play gaming is becoming more and more inevitable,” Sweeney said. “If a user has world-class, AAA free-to-play games to choose from side-by-side with $60 games that are available only on a disc in a retail store, free-to-play games are very likely to win. So we need to really be mindful of this trend and start building games that have monetization and are designed to be piracy-proof.”

    Epic is preparing its own foray into the world of free-to-play games with the upcoming PC game Fortnite.
    http://www.gamesindustry.biz/article...osts-to-double

    Ubisoft's CEO acknowledges interest in THQ's assets. "For sure, it's something we can consider," he tells us

    Among third-party publishers, you aren't likely to find a bigger Wii U booster than Ubisoft chairman and CEO Yves Guillemot.

    That's hardly surprising, given his company's big bet on the system (it has 8 games in the Wii U's "launch window," including six day one titles). But even Guillemot has some things he'd like to see Nintendo doing differently.

    Specifically: He's not a big fan of the console's price.

    "I always prefer lower pricing, so I can't say I'm happy," he says. "I'm never happy when the machines are expensive. What we have to do there is remember that compared to an iPad, it's cheap. With what it brings [to the gaming table] it's cheap. But I hope they'll be able to drop their price in time."

    Pricing concerns aside, Guillemot is, in fact, pretty happy with the system. He's been an advocate of launching a new generation of consoles for a while now, so he's glad to see things finally starting to change. While some industry analysts say they believe casual gamers have abandoned consoles for mobile devices. Guillemot thinks they're just looking for something new - and with the new systems, they'll finally have it.

    "I think this audience is actually still playing a few times per week, but they need something new," he says. "And the [Wii U] GamePad is interesting; it's interesting because it's a touchscreen that people know how to deal with. This GamePad can be as revolutionary as the Wiimote, just because people are used to dealing with it."

    The return of that casual audience is important to Ubisoft, since the company relies on it to power sales of games like Just Dance (which saw a notable sales decline in its first few weeks this year). 45 percent of Ubisoft's FY2012 sales, in fact, were from the casual market - a number that's falling this year as interest in Wii games has slid precipitously.

    "We're just in a transition year where the Wii will be replaced by Wii U," says Guillemot "There's an inflection point that will happen this year where Nintendo will sell more and more machines. We know hardcore people buy all the machines, but there will be lots of casual gamers buying the machines as well. I think it will not make all of the gap [from Wii sales], but it will start to narrow it."

    As for Just Dance 4, Ubisoft officials also note that the game traditionally sees its biggest sales boost in the holiday period, rather than immediately after launch. And Guillemot says the audience for that franchise is showing signs of shifting, as the game itself evolves.

    "Last year, we brought out Just Dance exercise," he says. "And that was played by 25 percent of people who played the game - they do that during the week, rather than weekends. What we're doing is increasing the number of things you can do with Just Dance. Now, you can use it for fun or you can use it to lose weight."

    Keeping a close eye on the changing interests of players is critically important these days for publishers. Failure to do so can quickly bring a company to its knees.

    You don't need to look much further than THQ for proof of that. Guillemot, though, says those sort of corporate crises are part of the nature of this industry.

    "What happened to [THQ] is something that happens regularly when we have transition," he says. "Some can make it, some decide to go in different direction. It happened with Atari and Midway and also Acclaim last generation. … It's something that happens in this industry and that's the way the industry consolidates."

    As THQ considers strategic alternatives and speculation grows that the company might be putting certain assets up for sale, Guillemot says Ubisoft is open to considering some of them (though he declined to say which most pique his interest).

    "They have good things," he says. "We are always interested in good brands. For sure, it's something we can consider, but I can't tell you more."

    Ubisoft, of course, has plenty of strong brands in-house, more than it can keep up with sometimes. Assassin's Creed is an annual franchise, as is Just Dance, but other former stalwarts have fallen into the shadows somewhat - specifically Tom Clancy games.

    After a string of games that had less than spectacular reviews, Clancy-themed games now hit every other year. Guillemot says the company is now more focused on the quality of the titles - and realizes that there's no current way to annualize all of its big series. But the coming new generation could potentially re-prioritize Clancy games.

    "Our goal is to get back to 85-90 [Metacritic] mark [with Clancy games]," he says. "Generally new consoles are a good way to bring back some IPs. Clancy is a big brand for the company and our plan is to bring it back and make it more regular. Right now, though, it's expensive to build and we can't do everything at the same time."

    The most recent Clancy-themed game was Ghost Recon Commander - which Ubisoft canceled at the end of last month. The game was fairly well received, but flagging consumer interest in social games and the expense of running it made the decision an easy one, says Guillemot.

    "We've had more difficulty with Facebook in the past couple of years," he says. "It was a good business, but it has shrunk a bit. And it became a more complex and expensive business to run. We had opportunities with other areas, so we said we should concentrate on those that are growing faster."

    Still, he notes, Facebook was a valuable learning experience for the company. And just as Just Dance was born from the Raving Rabbids series, other titles could come from Ubisoft's toes in the water with the massive social network.

    "What's good with Facebook games is you have millions of people playing and you have to learn how to attract them and retain them and monetize them," he says. "We learned to do 24/7 customers service. All of this is going to help us a lot on the console side because more and more we give the same kind of service to our customers.”

    "What we like in the persistent world is you are close to your customer and you can give them a service and improve it and make sure they are a part of that experience. Also, they can create content and socialize."

    If this sounds like Ubisoft's interested in launching an MMO, Guillemot's not going out of his way to diffuse that speculation.

    However, he says "we are not going to do the exact MMOs that exist on the PC. We were going to take the best of [what we learned on Facebook] and morph it."
    http://www.gamesindustry.biz/article...-and-the-wii-u

    ^ tl:dr Ubi is considering purchasing THQ, thinks consoles games cost too much to develop, may launch a social MMO, & loves $$$.

  14. #374
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    Been a subscriber of XBox Live for at least 10 years in a row? Expect a free 250GB 360 coming in the mail.


    Spoiler: show





    Crytek intends to do 'radical and new' things with the Crysis series beyond Crysis 3.

    A fourth game is on the cards, Crytek boss Cevat Yerli told Eurogamer, and the developer feels the closure of the trilogy with Crysis 3 allows them great 'flexibility' for the next title.

    "We are excited about the DNA of Crysis and of the franchise. There can be literally tonnes of titles out there within the franchise. Unlike Far Cry, this time around we feel very flexible about Crysis," said Yerli, who revealed that a fourth game is planned, but is not yet even in pre-production.

    "I wouldn't name it Crysis 4 at this stage because it would be misleading," he added. "We want to finalise Prophet's story and Crysis 4 would imply the story just moves on.

    "Normally in this time right now we would already have pre-production going on, but because we want to make this something much more radical and new we are looking at it as a bit more of a long term thing. It's too early to talk about it for these reasons," Yerli went on.
    http://www.computerandvideogames.com...h-crysis-game/
    http://www.eurogamer.net/articles/20...alled-crysis-4

    Prior to founding Genius Sonority, the studio behind games such as Pokémon Colosseum, Dragon Quest Swords and The Denpa Men: They Came By Wave, company president, Manabu Yamana, ran a studio named Heart Beat.

    Back in 1995, Heart Beat developed Dragon Quest VI on the SNES and later Dragon Quest VII on the original PlayStation.

    Prior to Heart Beat’s work on Dragon Quest VI and VII, Manabu was personally involved as a programmer on the series right from the first game. Later, he was made one of the chief programmers, which was a role he filled up until Dragon Quest VII.

    Now, Yamana intends to re-launch his old company after a decade of dormancy, he revealed over Twitter. More details of the re-launch will be shared next year, Yamana says, and mentions that Heart Beat will be doing business differently from where it left off.

    Reviving Heart Beat is a little odd, as Genius Sonority is already a rather small studio, consisting of just 16 employees. It makes one wonder why Yamana isn’t choosing to ramp up staff at Genius instead of reviving an older company—unless, of course, Heart Beat is being set up to develop games for non-Nintendo platforms, which we aren’t certain if Genius can do at the moment, as both Nintendo and The Pokémon Company are shareholders.

    Earlier in the year, we had the opportunity to interview Manabu Yamana, and asked him about his goals in an increasingly competitive videogame market. At the time, Yamana informed us that his goal is to satisfy “high-level gamers” with cheaper-priced downloadable games. Two of these have already been released on the Nintendo eShop—The Denpa Men and The Denpa Men 2.

    “The goal our company wants to achieve in the consumer games market is to become an existence leading the development of deep, immersive games with high originality in the download-only market,” Yamana said.
    http://www.siliconera.com/2012/11/12...ved-next-year/
    http://www.animenewsnetwork.com/news...at-to-relaunch
    http://www.siliconera.com/2012/10/25...ovel-products/

  15. #375
    Melee Summoner
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    Thank god

  16. #376
    BG Content
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    Ghost is a new EA Games studio:

    EA Gothenburg is a new EA Studio located on the west coast of Sweden. Gothenburg is Sweden’s second largest city with a population of about 1 million people. This charming location was chosen because of the plethora of highly talented game developers that can be found in that part of Sweden.

    What we do:

    Founded on the core principles of Excellence, Fun and Respect, Ghost is working to create a world-class team of developers, an exceptional working environment and build the next big thing in AAA gaming.

    Ghost is a unique proposition in the AAA development space; all the agility and creativity of a ‘start-up’, while working with industry giants like Criterion and DICE guarantee we have the tools and support to execute our creative and technical visions.
    http://ghostgames.com/

  17. #377
    Elvaan Death Machine
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    won't believe it until I actually see it, and it better not be a PSN/Live Arcade game.

  18. #378
    Resident Moogle
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    Quote Originally Posted by Pharaun View Post
    Won't believe it until I actually see it, and it better not be a PSN/Live Arcade game.
    I could go for a port of the MMX Collection on PSN/XBLA personally.

    MegaMan Anniversary Collection would be cool too......but I don't see that happening when Capcom's already got the Japanese PSX MegaMans on PSN already.

  19. #379
    Member since 2006 and still can't think of a title.
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    So Time Magazine put out a top 100 games of all time broken down by decade. They fucking put Bioshock in but not System Shock 1 or 2. So much rage.

  20. #380
    Ridill
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    Quote Originally Posted by Melena View Post
    So Time Magazine put out a top 100 games of all time broken down by decade. They fucking put Bioshock in but not System Shock 1 or 2. So much rage.
    Chrono Trigger didn't make it in. bad list is bad.

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