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  1. #1081
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    Super Robot Wars Z
    (PS3/Vita)

  2. #1082
    okay guy I guess
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    RUMOR
    may be fake but Dishonored 2 at E3?
    http://www.justpushstart.com/wp-cont...ak-400x300.jpg

  3. #1083
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    rumored info about new CoD

  4. #1084
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    http://www.joystiq.com/2014/03/05/un...t-naughty-dog/

    Uncharted writer and creative director Amy Hennig parted ways with Naughty Dog this week, and the circumstances surrounding her departure aren't clear. Following an IGN report claiming Hennig left her post on March 3, Sony confirmed with the site that she's no longer employed at the studio.

    "We can confirm that Amy Hennig has left Naughty Dog," A Sony representative told IGN. "Amy has made significant contributions to the game industry and we appreciate all she has done for Naughty Dog. The development timeline of Uncharted will not be impacted."

    Hennig served as the creative director for Uncharted: Drake's Fortune, Uncharted 2: Among Thieves, and Uncharted 3: Drake's Deception, and she also penned the script for the three games. She was understood to be reprising her role for the Uncharted PS4 game.

    Neither Hennig nor Naughty Dog have commented, but IGN sources claim the writer, a Naughty Dog veteran of more than ten years, was "forced out" by The Last of Us directors Neil Druckman and Bruce Straley, and the pair may take over the Uncharted series. Hennig worked with Druckman and Straley on the first two Uncharted games, before the two men switched to developing The Last of Us.

  5. #1085
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  6. #1086
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  7. #1087
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    not going to make a new thread for it yet since it's just a leak, might not be the final name, etc but: http://kotaku.com/leaked-images-reve...ins-1547111652
    One of this fall's big Assassin's Creed games, called or code-named Unity, is set at least partly in 18th-century Paris, according to early leaked screenshots obtained by Kotaku.

    These screenshots, sent to me by a source who requested anonymity, show Unity's new assassin roaming around what appears to be Paris. You can see Notre Dame, the Seine River, and other Parisian landmarks, and the shots are very clearly from an early version of the game.

    What's more, this is just one of two major Assassin's Creed games that will be out later this year, according to a number of sources. Unity will be for the current-gen consoles—Xbox One and PS4—while a second game, possibly called or code-named Comet, will be released on Xbox 360 and PS3. Presumably one or both versions will also be on PC. Sorry, Nintendo fans: I haven't yet heard anything about Wii U.1

    This information comes both from web chatter and our own conversations with developer sources. For months now we've heard rumors and rumblings about what could be the next installment in Ubisoft's popular assassin-parkour series, which has been released on an annual schedule for five years now. There's been a new major Assassin's Creed every fall since 2009.

    Interesting as all this is, the prospect of two major AC games this fall is particularly noteworthy. Some might be excited that Ubisoft is liberating their teams from the shackles of cross-gen development for Unity, which won't have to make any compromises to fit into last-gen hardware. But some critics have already accused Ubisoft of milking the Assassin's Creed franchise—in the past five months alone we've seen Black Flag, the mobile game Pirates, the HD remakes of Liberation, and an Assassin's Creed board game called Arena. Two new games this fall could add to Assassin's Creed's reputation as an overused series.

    Leaked Images Reveal One Of This Fall's Two Assassin's Creed GamesExpand

    A few weeks ago, rumors about Unity popped up on the gaming forum NeoGAF, and were later corroborated by Examiner's Nicholas Gigante, who has been correct about Ubisoft-related rumors in the past. The gist: Unity is one of two Assassin's Creed games this fall; Unity is set during the French Revolution; Unity stars an assassin named Arno. This all matches up with rumblings we've heard in conversations with our own developer sources. It also meshes with the screenshots we've obtained (all posted below).

    Last month, Assassin's Creed producer Jade Raymond told AdWeek that the next game in the franchise would be set during her "favorite historical era." A fake internal e-mail in last year's Assassin's Creed IV hinted at a number of potential historical settings for future games in the series, one of which was the French Revolution. Last year at E3, Ubisoft boss Yves Guillemot told Kotaku boss Stephen Totilo that they had three Assassin's Creeds in development.

    When reached by Kotaku this morning, Ubisoft declined to comment on this story.

    You can see all of the leaked screenshots below. It's worth noting: these are early screenshots of an unfinished game. The final product will likely look different, and we hear the textures will look much better when Unity is out later this year. (Also, some of these city plazas will probably look less empty.)

    One notable new feature: there are now buttons to "parkour" up and down. I hear this is part of a new Assassin's Creed navigation mechanic that will debut when Unity releases this fall.
    http://i.kinja-img.com/gawker-media/...tspmtpiiag.png
    http://i.kinja-img.com/gawker-media/...akgvwkledr.png
    http://i.kinja-img.com/gawker-media/...asv5krr0sz.png
    http://i.kinja-img.com/gawker-media/...ukw3r7v3if.png
    http://i.kinja-img.com/gawker-media/...oa7dy5e2fq.png
    http://i.kinja-img.com/gawker-media/...cpzetoeqvh.png

  8. #1088
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    Was this posted anywhere? That's some pretty good thing that happened here:
    http://arstechnica.com/gaming/2014/0...ith-5-royalty/

    Epic's Unreal Engine has been one of the top choices for developing high-end AAA titles for years now. Today, though, the company is making a massive break from its past business model and opening the engine up to a much wider audience of developers. As of right now, anybody can gain access to the full version of Unreal Engine 4 by subscribing to it for $19 a month, plus paying a five percent royalty on gross revenues from any games released.

  9. #1089
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    Spoiler: show
    Q: What kind of game is ZMR?

    A: ZMR is a third person shooter filled with intense co-op and competitive modes, an expansive variety of maps and enemies, gear customization, and multiple PVP modes.

    Q: When will ZMR release?

    A: ZMR will have an early access phase in the spring and will fully launch closer to summer.

    Q: How can I participate in the alpha?

    A: Sign up by entering your email address for a chance to get into the alpha test.

    Q: What’s in the First Blood Pack?

    A: The First Blood pack comes with exclusive bonus items and provides entry into our early access period before launch. Detailed information on the First Blood pack will be released at a later date. Be sure to sign up for further information.

    Q: If I already have an En Masse account, how do I enter the contest for the First Blood pack/alpha access?

    A: Sign up by entering the email address associated to your En Masse account for a chance to win the First Blood pack and alpha access.

    Q: Is ZMR a free-to-play game?

    A: Yes, ZMR is a free-to-play game.

    Q: How do I contact support for ZMR?

    A: Live support for ZMR will be available closer to the early access period before launch. For now, we have an active community team on reddit where we can answer questions. We also recommend that you sign up to receive updates on ZMR as we may not have answers to all questions this early in the process.

    Q: How do I create and update my En Masse Account?

    A: A: Detailed information on account creation and editing your En Masse account can be found here.

    Q: What do I do if I didn’t receive my account verification information email?

    A: Please follow the steps here if you did not receive your account verification email.

    Q: What is Account Armor?

    A: Account armor is a built in security layer that prevents unauthorized access to your En Masse account. Additional details can be found here for managing account armor and what to do if you did not receive your account armor email.

    Q: Will En Masse IP or Region block for ZMR?

    A: This information is still being determined. Currently En Masse blocks Asia, the Middle East, and Africa from playing En Masse games. These region blocks will remain in place until further notice.


    https://account.enmasse.com/zmr/users/new

    Deception IV: Blood Ties
    (PS3/Vita)
    Tecmo Koei America today unleashed videos for Deception IV: Blood Ties entailing the many forms evil can take when laying traps for unsuspecting victims. The videos highlight strategies utilized by Amelie, Marina and Olivier to place traps, including Leonard’s intense battle in “Super Trap”. The official site also revealed details on Abilities, Costumes, Enemies, Modes, and quiz for players to determine their style of evil. These details and the videos can be found at tecmokoeiamerica.com/deception4. Deception IV: Blood Ties will launch in North America on March 25, 2014 for the PlayStation 3 computer entertainment system and the PlayStation Vita handheld entertainment system.

    In this imaginative follow up to the classic Tecmo title ¡Tecmo's Deception', first released in 1996 on the PlayStation, players get a taste of what it’s like to play on the side of evil. Much like its predecessors, Deception IV: Blood Ties is a strategy-focused action game revolving around a deceitful main character known as the Devil’s daughter who, assisted by three Demons, defeats her foes through trickery.

    Deception IV: Blood Ties follows the story of Laegrinna, an animated fragment of an imprisoned Devil’s soul, as she battles her enemies by mischievously luring them into strategically placed traps. From rolling boulders and spiked walls to spring boards, iron maidens, human cannons, falling bathtubs and banana peels, the player can choose from a multitude of dramatic, sadistic, and comical traps in order to finish off an enemy.

    However, simply setting traps is not enough, as they need to be activated in turn. Timing also plays an important role, as an untimely activation could result in Laegrinna falling into her own trap or allowing her rivals to catch her. Depending on the manner in which an enemy is killed or captured, the Devil’s three servants - Veruza, Caelea and Lilia (each representing a different aspect of cruelty: Sadistic Torment, Elaborate Death and Humiliating Demise) - reward points and upgraded traps.

    Those playing the PlayStation 3 version of Deception IV: Blood Ties will be able to upload their combos online or challenge other players to beat their highest-scoring, funniest, or most sadistic combos. Other network elements include leaderboards for total Ark (points accumulated in a level), clear time etc., in addition to uploading and downloading user-created missions (Cross-Quests).

    The PlayStation Vita version boasts additional features, like Cross Play and Cross Saves between PS3/PS Vita and touch-screen functions to select and activate traps.

    Deception IV: Blood Ties is produced by the creator of Fatal Frame, Keisuke Kikuchi and developed by Tecmo Koei. The franchise as a whole has sold more than 800,000 copies globally.
    http://www.tecmokoeiamerica.com/deception4

    Hello, we are Grimm Bros, nice meeting you all! We are Ash Monif and Randis Albion, long time friends and industry veterans. Over the last twelve months, we’ve been working with a small band of indie developers and today we’re proud to share with you our debut title – Dragon Fin Soup!

    Dragon Fin Soup is part roguelike and part classic console RPG, with a persistent world and story. It plays like a mix of Chocobo’s Dungeon and Secret of Mana, and it comes with two main gameplay modes. Story Mode focuses on storytelling, character progression, and plays more like a classic RPG, while Survival Mode plays more like a Roguelike and features permanent death.

    Dragon Fin Soup is a turn-based game — not quite like Final Fantasy Tactics or XCOM, but more like Shiren or Chocobo Dungeon where foes take their turn simultaneously with the player, allowing for more dynamic and fast-paced gameplay.

    The world of Dragon Fin Soup is inspired by fantasy and fairy tales and is set on Asura, a giant space turtle. We are not trying to retell the stories, but we plan to twist and re-imagine these iconic tales. One of the main characters is Red Robin. Though she’s inspired by Red Riding Hood, she is quite different than the character you might remember from your childhood. She’s cheerful, but she’s also a raging alcoholic who makes her living as a bounty hunter and sword for hire.

    A year ago, Robin lost her memory in a tragic accident. As she rediscovers herself and the world, she slowly learns more about her bloody past, the mysteries of Asura, and a twisted tale of betrayal and murder.

    In Dragon Fin Soup we have day and night cycles, crafting, gathering, fishing, story missions, randomly generated quests and missions, wide-ranging locations and more. We also include 20 equipment slots for your weapons and gear, all kinds of abilities, magic and many other fun things.

    Grimm Bros is a micro studio of five veteran developers. Our small team has been working on Dragon Fin Soup for a year now with the help and support of our amazing friends and family. We have three great programmers, a freelance composer, and one guy who is doing all the graphics, sfx, and design!

    Bearing many awesome goodies Dragon Dragon Fin Soup is now on Kickstarter to help us raise more funds for polish and adding a lot of fun features. Please check it out and give us your feedback so we can make the best game possible! Also, keep an eye on our official site and Facebook page for more updates!
    http://blog.us.playstation.com/2014/...4-ps3-ps-vita/
    http://dragonfinsoup.com/
    https://www.kickstarter.com/projects...ragon-fin-soup
    https://www.facebook.com/TheGrimmBros

    Set in an advanced civilization long before the Conquistadors arrived in the Amazon, Cali is an adventure game developed for iOS, Android and the Cloud. It tells the story of Massi, a teenager caught up with his peers for the Sacred Rite, a centuries-old tradition that sends the strongest adolescent boys to the Second Sun. In a tragic mix of circumstances, Massi is separated from the group. As Massi, players will navigate to the Second Sun with the help of Cali, a beautiful and mysterious creature called a pixan, with features of both a majestic butterfly and shy human girl. And while Cali is the secret to Massi’s future success, there is a deadly reason why she cannot, or will not, help.
    http://image.noelshack.com/fichiers/...rity-media.jpg

    EA Sports UFC

    Get ready to experience the world of MMA like never before! EA SPORTS UFC ushers in a new era of the virtual athlete, brought to life from the ground up exclusively for the Xbox One and PlayStation 4.

    Feel the Fight

    The second video in our EA Sports UFC Gameplay Series spotlights the different ways a fighter’s body reacts when being pushed to its limits and beyond inside the Octagon. Watch our athletes act, react and compete in with an unprecedented level of realism. Not every win in our game is going to be pretty and you’ll need to pay the price if you’re going to come out on top.

    The Next-Gen Fighter

    Watch as EA Sports UFC brings the next-generation of videogame athletes to life by recreating the real-world athleticism, physiology and emotion of world class fighters in ways that were never possible before. By leveraging the latest technology to capture and deliver the most true-to-life likeness and motion for each fighter, a new bar has been set. See these athletes come to life first-hand in the first installment of our EA Sports UFC Gameplay Series.

    EA Sports UFC releases this spring.
    http://www.easports.com/ufc/news-upd...r-video-series

  10. #1090
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    Tangentlemen is a curious new start-up studio dedicated to uncanny interactive experiences.

    Founded by Toby Gard (Creator of Lara Croft and the original Tomb Raider, and Game Director of Yaiba: Ninja Gaiden Z), Rich Smith (Art Director of Yaiba: Ninja Gaiden Z, and artist from Call of Duty MW Series), John Garcia-Shelton (Producer of Yaiba: Ninja Gaiden Z, Medal of Honor / Call of Duty games), Cory Davis (Creative Director Spec Ops: The Line, Lead Designer Yaiba: Ninja Gaiden Z), and a secret crew of genius tinkerers, the Tangentlemen are prepared to dive down the rabbit hole of experiential game design.

    This team of industry innovators met while working on Yaiba: Ninja Gaiden Z, and quickly developed an eerie attraction to one another, and a creative groove. When Yaiba was unleashed on the public, they chose to strike out together, for fear of wild animals, spreadsheets, and desk jobs. They cleaned out a garage, moved in their computers, and took control of their destiny.

    “The rocketing costs of AAA development led to a creative stagnation in games until the recent explosion of the indie scene. We have formed Tangentlemen to take some creative risks and trust our belief that there is an audience who want fun experiences that don’t fall comfortably inside predefined marketing boxes.” Says Co-Creative Director Toby Gard.

    “At Tangentlemen, we see each creative dilemma - no matter how challenging as a dance with the devil, so to say. We live for those challenges. By relying on our collective experience, mutual respect, and off-kilter personalities, we’re able to twerk it out into new exciting thematic territory.” said game industry veteran Cory Davis, the Tangentlemen Co -Creative Director. “Our solutions are not what you’d expect. They’re often weird, or even absurd, with strong gestures that challenge the status quo. Our games are extreme in their thematic, narrative, and mechanical design. I seriously can’t wait to tell you exactly what we’re up to right now!”

    Tangentlemen is in the Concept Phase for their first projec t, an existential, surreal horror trip with a working title of Daedalus in a top-secret development chamber (garage). Details will be available shortly. In the mean time, you can keep up with the progress on tangentlemen.com, follow @tangentlemen on twitter, or like them on facebook.
    http://www.tangentlemen.com/
    https://twitter.com/tangentlemen
    https://www.facebook.com/tangentlemen

    Xbox chief product officer Marc Whitten leaves Microsoft
    http://image.noelshack.com/fichiers/...rc-whitten.jpg
    Following the launch of Xbox One, the most successful launch in Xbox history, and the recent launch of “Titanfall,” the most anticipated game of this generation, the Xbox team is sad to share today that Marc Whitten, Chief Product Officer of Xbox, will be leaving the team to become Chief Product Officer of Sonos.

    Marc joined the Xbox team in 2000 and delivered three console generations, Xbox One, Xbox 360, and Xbox, along with helping to build Xbox Live and making it one of the world's top online communities with 48 million members in 41 countries. Xbox One is off to the hottest start in Xbox history, Xbox 360 has sold 80 million consoles and the original Xbox sold 25 million units. Many of you have enjoyed his letters to the community over the years and playing with him on Xbox Live.

    “I have had the extreme pleasure over the last 14 years to work on the greatest product with the greatest team and for the greatest community,” said Whitten. “Xbox is so special because of the amazing team I’ve had the opportunity to work with and because our fans are the most incredible fans on the planet. It has been the highlight of my career to work on a product so loved. It’s incredibly tough to leave but I am confident the best days are ahead for Xbox fans, in the capable hands of a very talented team.”

    Phil Spencer, Corporate Vice President of Microsoft Studios, said “I’ve had the pleasure of working with Marc for more than a decade and he has always led Xbox forward with a focus on our fans and delivering a platform that developers and creators can embrace to deliver incredible entertainment. We wish Marc well, while looking forward to the next chapter of Xbox.”

    The remainder of the Xbox leadership team will remain intact and Marc’s team will report to Terry Myerson, executive vice president that oversees the teams building the software platform and experiences for Windows, Windows Phone and Xbox. “I’m thankful for Marc’s leadership on Xbox and the incredible team he’s helped build,” said Terry Myerson, executive vice president of the operating systems group. “I look forward to working with Yusuf, Phil and the rest of the team to find a great replacement.”

    “Marc played a pivotal role in building the Xbox business over the last 14 years and has been a great partner for me personally,” said Yusuf Mehdi, Corporate Vice President of Strategy and Marketing, “Marc has built a very strong and passionate team that has delivered innovative technology for game and entertainment fans. Our fans will continue to inspire us to do great work on their behalf.”

    You can continue to play with Marc on Xbox Live under the gamertag notwen.

    A Note from Marc Whitten

    I started at Xbox on April 1, 2000, when the console was just a vision of what gaming could be. Over the last fourteen years, I’ve worked with an amazing team of highly passionate people who are driven to make gaming and entertainment the best experience for our Xbox fans. Since then, we’ve shipped over a hundred million consoles with tens of millions of people on Xbox Live. And, we are just getting started. There are amazing things on the horizon and I am so excited to see where this talented group of men and women will take Xbox.

    One of the best parts of Xbox has been its fans. I want to thank you for making Xbox what it is today and what it will be in the future.

    Since the beginning, it’s always been about gamers. In my heart, I am a gamer and Xbox has been my family. While today I am announcing my departure from Microsoft, I have the utmost confidence in this amazing team and our products.

    See you on Xbox.

    Marc Whitten (Gamertag – Notwen)
    Aztez
    (PC/Mac/Linux/Oculus/PS4/XB1/WiiU/Vita)
    Hi! I’m Ben Ruiz, the artist and combat designer at Team Colorblind in Arizona. I’m super excited to announced that Aztez, the brutal, bloody, expressive, difficult, and replayable action game I’ve been working on for two years now is coming to Sony’s magnificent, next-gen beast machines. For your own information, Team Colorblind is myself and also Matthew Wegner.

    “Brutal, bloody, expressive, difficult, and replayable?!” is probably what you’re thinking as your eyes widen in the dim glow of my audacity. But I sincerely believe that we are cooking up something you will like! At its core, Aztez is two games. One of those games is a full on real-time beat ‘em up combat experience. We’ve piped in the feel and creativity of Bayonetta, the sensationalism and mobility of Capcom’s Alien Vs Predator, and the precision difficulty of classic Devil May Cry. As the combat designer, I’ve been studying these types of games for years, and I refuse to produce and hand you something that won’t dangerously raise your heart rate and dopamine levels. I grew up in the arcade, and I want to do for you what the amazing developers of yore did for me with their coin-ops.

    The other game that comprises Aztez is an empire management strategy game, and that’s where the aforementioned replayability comes from. We decided early on that we didn’t want to make another beat ‘em up that forces you through a linear narrative and rote platforming segments, so we’ve created what we feel is an infinitely more interesting vehicle for thrilling combat; a randomized, historical Risk-like. Haha! It might be an overly unusual combination, but the way we see it, it can’t be any worse than grabbing more ledges or pushing around more blocks. And besides, if you do well in our strategy game, you might get to do some pretty profound history rewriting.

    But, ultimately, Aztez is about the combat, and we want to make our mark on this generation of Sony consoles with our own signature brand of digital power fantasy, and we want you to be able to do it in your home or on the move. Nothing makes the bus/taxi ride to work better than cutting down a hundred legendary warriors and offering their blood to the gods in real time.
    http://blog.us.playstation.com/2014/...-ps4-and-vita/
    http://aztez.com/press-information/

    Veteran Castlevania Producer Koji Igarashi Leaves Konami
    I've decided to break out on my own to have the freedom to make the kind of games I really want to make — the same kind I think fans of my past games want as well.

    Leaving Konami was a big decision, and not one I took lightly - I've spent my entire career there, made many friends, and had a lot of great opportunities - but I hope all the gamers and fans who have supported me in the past will join me in being excited about what comes next. Wish me luck!
    Gauntlet (Reboot)
    (PC)
    Warner Bros. Interactive Entertainment today announced Gauntlet, a completely modernized action RPG version of the celebrated dungeon crawler, will be available this summer via Steam for PC, offering full support for SteamOS and the upcoming Steam Machines shipping the second half of this year. The game will lead the launch of WB Games Vault, a direct-to-digital portfolio that will deliver paid games based on popular Warner Bros. and Midway brands, plus original IP, across multiple digital networks.

    "With Gauntlet we combined the arcade style of the original game with an entirely new look and feature set that includes emergent, local and online four-player gameplay," said David Haddad, Senior Vice President, Digital Games, Warner Bros. Interactive Entertainment. "Gauntlet will be the first title in the WB Games Vault portfolio, which will provide us with an opportunity to access emerging talent within the game development community and match unique skills and experience with our extensive library of properties."

    Gauntlet, developed by Arrowhead Game Studios, innovates on past titles while staying true to the brand's legendary format. Players select from four classic fantasy-based characters: Warrior, Wizard, Valkyrie, or Elf. Each character has its own unique strengths and weaknesses. For example, the Warrior does the most damage in melee combat, the Wizard has the most powerful magic, the Valkyrie has the most armor and the Elf moves the fastest. Distinctive play styles, procedural dungeons and an impressive art style keep the gameplay fresh.

    "To us at Arrowhead, Gauntlet is one of the most defining games from our childhoods, and it's amazing to be able to work with Warner Bros. Interactive Entertainment on a brand new version," said Johan Pilestedt, CEO of Arrowhead Game Studios. "Gauntlet is one of the original and best known video game properties and we are looking forward to creating a fresh, yet true to the original, take on a multiplayer masterpiece."

    Upon selecting a playable character, the gameplay is set within dungeons where the object is to fight through the chambers slaying evil creatures and completing challenges. An assortment of special items can be located in each dungeon that can restore the player's health, unlock doors, and shift the odds in the player's favor with magical relics which can aid the player in surviving longer in the Gauntlet. The enemies are a vast assortment of fantasy-based monsters, including ghosts, grunts, demons, spiders, sorcerers and skeleton warriors.
    http://www.gauntlet.com/
    https://twitter.com/playgauntlet

    Firewatch is a mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.

    In Firewatch you play as a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Perched high atop a mountain, it’s your job to look for smoke and keep the wilderness safe. An especially hot and dry summer has everyone on edge. Your supervisor, a woman named Delilah, is available to you at all times over a small, handheld radio and is your only contact with the world you’ve left behind.

    But when something strange draws you out of your lookout tower and into the world, you’ll explore a wild and unknown environment, facing questions and making interpersonal choices that can build or destroy the only meaningful relationship you have.
    http://www.firewatchgame.com/


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  12. #1092
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    http://www.gamechup.com/deus-ex-mank...y-square-enix/
    We may very well know the name of our first next-gen Deus Ex game. Square Enix has registered a trademark for a new game in the Deux Ex series and it’s called Deus Ex: Mankind Divided.

    The trademark was registered in Europe and entered the OHIM’s database on March 27th. A next-gen game was announced to be in development last year by Eidos Montreal studio head David Anfossi. He posted a concept art along with a description of their vision which can be found here.

    The details can be found below.

    Trade mark information

    Name: DEUS EX: MANKIND DIVIDED
    Filing number: 012735353
    Basis: CTM
    Date of receipt: 27/03/2014
    Type:Word
    Nature: INDIVIDUAL
    Nice classes: 9, 16, 41 ( Nice classification )
    Vienna classification
    Filing date: 27/03/2014
    Registration date:
    Expiry date:
    Designation date:
    Filing language: English
    Second language: French
    Application reference: JR/AM/N31025
    Trade mark status: Application under examination
    Acquired distinctiveness: No

  13. #1093
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    Their next gen console means iphone 6

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    http://www.siliconera.com/2014/03/31...rethink-jrpgs/

    Bravely Default’s Success In The West Is Making Square Enix Rethink Their JRPGs


    Square Enix are still known for classic JRPGs such as Chrono Trigger and various Final Fantasy titles that defined their “golden age,” but lately, they’ve been focusing on trying to establish a more global appeal with their games. Square Enix president Yosuke Matsuda recently talked to Nikkei Trendy on the matter of shifting the company’s focus back to JRPGs and their core audiences.



    During the interview, Nikkei asked if Square Enix have any global titles for smartphones in the mix of all their upcoming new games.


    “Not just limited to games for smartphone or console, but we do have some global titles lined up,” Matsuda replied. “However, regardless of whether they’re for smartphone or console, there’s a difficult element to developing global titles, so we’ll be making them without focusing too much on the ‘global’ aspect.”



    “For example, in the past, when we developed console games with a worldwide premise, we lost our focus, and not only did they end up being games that weren’t for the Japanese, but they ended up being incomplete titles that weren’t even fit for a global audience.”



    Matsuda continues, “On the other hand, there are games like the JRPG we made for the Japanese audience with the proper elements, Bravely Default, which ended up selling well all around the world.”



    Bravely Default, as you may recall, was published by Nintendo in North America and Europe. In North America, the game sold over 200,000 copies in its first three weeks. Following its release in Europe, producer Tomoya Asano expressed surprise at how well the game was being received.



    “Due to having split [the development mindset] according to regions around the world, we weren’t able to see this clearly up until now, but fans of JRPGs are really spread around the world,” emphasizes Matsuda. “Through the means of various networks, the latest information that is announced in Japan is instantaneously being spread across fans throughout the world. Whether it’s North America, Europe, or South America. There really isn’t much of a gap [in the relay of information].”



    “With that in mind, and all of the collective fans, there’s a sense of mass, which loses the image of a niche market,” continues Matsuda. “For the new games we’ll be developing from this point on, while this may sound a bit extreme, we’ve been talking about making them as heavy JRPGs. I believe that way, we can better focus on our target, which will also bring better results.”




    “If you focus too much on the global aspect, you might lose sight of who you’re actually making the game for,” explains Matsuda. “For example, if you look back at 2013, we’ve had some home console games made for a global audience that struggled.”



    “The development team for Hitman: Absolution really struggled in this regard. They implemented a vast amount of ‘elements for the mass’ instead of for the core fans, as a way to try getting as many new players possible. It was a strategy to gain mass appeal. However, what makes the Hitman series good is its appeal to core gamers, and many fans felt the lack of focus in that regard, which ended up making it struggle in sales.”



    “So, as for the AAA titles we’re currently developing for series, we basically want to go back to their roots and focus on the core audience, while working hard on content that can have fans say things like ‘this is the Hitman, we know’. I believe that is the best way for our development studios to display their strengths.”




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    Wait, did I read that right? They just now realize that fans of jrpg's are spread all over the world... wtf

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    yes. japanese culture is pretty xenophobic/isolationist so i can easily see them thinking no one else can appreciate their games.

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    "So we made watered down versions of our games with overbloated budgets and they didn't sell as well as we wanted. Then we made our games the way we used to without treating our customers like they were just vague demographics and they sold better!"

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    Quote Originally Posted by BaneTheBrawler View Post
    yes. japanese culture is pretty xenophobic/isolationist so i can easily see them thinking no one else can appreciate their games.
    that's all fine and dandy but were the PS1 era RPGs all flops? Or even PS2 era RPGs? Or I suppose Halo happened and people saw how popular video games can be and thought that they need to appeal to the everyone market instead of their niche, dependable and loyal group. Not realizing that when the game was garbage it wasn't their fault it was just "derp, guess nobody likes RPGs anymore hurrr hurr hurrr" fucking asstards.

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    they just don't think like that. those games weren't made for us, so it's strange when we like them. they think of those successes as outliers, if/when they think of them at all.

    Look at how SE allocated their servers for FFXIV. Half for Japan, half for everyone else. Everyone else is an afterthought; they're making this stuff for Japan. It took the utter and complete failure of that game to make them realize the western market is actually important, and they're just now catching on that we like games other than MMOs, too. It just doesn't occur to them that we would understand the games they make for Japanese people.

    So it's not "nobody likes RPGs anymore" it's "only Japanese people like RPGs"

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    Quote Originally Posted by BaneTheBrawler View Post
    they just don't think like that. those games weren't made for us, so it's strange when we like them. they think of those successes as outliers, if/when they think of them at all.

    Look at how SE allocated their servers for FFXIV. Half for Japan, half for everyone else. Everyone else is an afterthought; they're making this stuff for Japan. It took the utter and complete failure of that game to make them realize the western market is actually important, and they're just now catching on that we like games other than MMOs, too. It just doesn't occur to them that we would understand the games they make for Japanese people.

    So it's not "nobody likes RPGs anymore" it's "only Japanese people like RPGs"
    Did they not look at their own sales figures pre-ps3 era? Did they think it was a fluke each time their jp onry rpg's sold millions outside of japan?

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