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  1. #1161
    Old Odin
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    Capcom listed off its six "powerful" franchises. Here's the list:

    Resident Evil - 61 million units.
    Street Fighter - 35 million units.
    Monster Hunter - 28 million units.
    Devil May Cry - 13 million units
    Dead Rising - 7.5 million units.
    Lost Planet 5.6 million units.
    Its kinda hard to believe that all Megaman games sold less then 5.6 Million in their lifetime. Its like Capcom wants to eliminate MegaMan totally. the Blue bomber wasnt even worth to put on the list

  2. #1162
    The Fucking Voice of Actually
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    Add another corpse to the EA comic pile
    http://kotaku.com/ea-shuts-down-myth...lin-1583376655

  3. #1163
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  4. #1164
    Old Merits
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  5. #1165
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    http://www.twinfinite.net/2014/05/30...p-hero-leaked/
    Ubisoft’s New IP ‘Hero’ Leaked?

    Once again, thanks to the ever-vigilant folks on NeoGAF, we’ve managed to find two videos that could potentially be storyboard trailers for Ubisoft’s new IP, titled Hero. These videos are about 3 months old, but they seem to feature an intriguing story that fuses traditional elements such as the samurai from feudal Japan and medieval culture into today’s modern society.

    From what little we’ve seen of Hero thus far, it looks like this new IP might center around four different characters who find their calling as a hero (get it?) or to be something more extraordinary than they already are. There is also some speculation that this could be a new UbiArt game, or even a leak for whatever Ubisoft might have planned for us at E3.

    Whatever it is, I’m sure we’ll find out more about Hero soon enough.


  6. #1166
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  7. #1167
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  8. #1168
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    Gauntlet
    (PC)
    In anticipation of this year's E3, Warner Bros. Interactive Entertainment has unveiled an all new trailer for Gauntlet, the upcoming, modernized reboot of the celebrated arcade dungeon crawler.

    The new Gauntlet E3 trailer highlights the game's Relics system, allowing players to acquire deadly new abilities and unleash ancient powers.

    Gauntlet will be playable with four-player co-op at E3 this year within the WBIE Booth (South Hall, #2023) and available for PC digital download on September 3 leading the launch of WB Games Vault. Pre-orders are now available through select retailers, with pre-order players receiving a limited-time, exclusive free digital comic - Gauntlet: Darkness Calls - from DC Entertainment, which details the origins of the Gauntlet's most vile master Morak.
    EA Sports UFC


    Costume Quest 2 details
    (PC/Mac/Linux/PS4/XB1/PS3/360/WiiU)
    Spoiler: show

    Costume Quest 2 is being developed for PlayStation 4, Xbox One, Wii U, PlayStation 3, Xbox 360, PC, Linux, and Mac, a Polygon preview confirms.

    The Double Fine Productions sequel sees the return of twins Reynold and Wren. Its setting has moved to a new suburb in Louisiana, and takes place immediately following the ‘Grubbins on Ice’ downloadable expansion.

    Double Fine is planning a number of enhancements, including:

    • A refined battle system. Whereas the first game’s battles became repetitive, the sequel’s is being fine tuned with added attack combos and by making the player time their button presses as the character attacks, rather than beforehand. Nailing the button press allows opportunity for follow-up attacks.
    • A wider variety of costumes. Some of the favorites from the first game are returning, but new costumes—including the Clown, the Superhero, the Pterodactyl, and the Candy Corn—are also being added.
    • Your party’s health won’t automatically regenerate after each battle. Water fountains will replenish your energy.
    • Ability cards. These will enhance players’ abilities in battle. They’re a combination of Battle Stamps (which acted as modifiers in the first game) and Creepy Treat Cards. They can be purchased from vendors or earned by completing quests. Some are limited and may take a few battles before they can be used again.
    • Heelys for all. In the first game, only the Robot costume wore heelys, which allowed players to move around the game world faster. In Costume Quest 2, all kids wear heelys no matter the costume.
    • Better side-quests. The first game’s side-quests were a bit “fetch quest-y,” according to Double Fine. Costume Quest 2‘s will be “more [tied to] game mechanics.”
    • Pinatas. Players will be able to hunt for pinatas, which contain more candy, between quests.


    Double Fine describes the Candy Corn costume as a useless costume, as it forces the player wearing it to sit out each turn, but Double Fine is building a Trophy / Achievement around it for players who complete the game wearing the Candy Corn costume the entire playthrough.

    A release date for Costume Quest 2 is unannounced.
    http://gematsu.com/2014/06/costume-q...extra-costumes

  9. #1169
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    http://www.psu.com/a023505/Resident-...revealed-at-E3
    http://www.psu.com/media/articles/im...edVeronica.jpg
    With the Electronic Entertainment Expo (E3) a mere five days away gaming folk around the globe have been scouring the internet for the smallest morsel of information regarding the multiple announcements set to take centre stage at Sony’s much-anticipated conference this coming Monday.

    In line with that, one of the hawk-eyed forumites over at Capcom Unity has stumbled across a section of the official Resident Evil website, which seems to suggest the existence of a new entry entitled: ‘Enhanced Veronica.'

    The section has since been taken offline, perhaps giving further credence to the assertion that an announcement is imminent. It also indeed falls in line with reports last week of the rumored return of a female character who’s not been seen for the last decade, as Claire Redfield was the star of the first Code: Veronica title way back in 2000 and hasn’t featured in a main Resident Evil title since. Additionally, further rumors have pointed towards the newest Resident Evil iteration not being a numbered entry – just as Code: Veronica was when it made its debut on the Dreamcast, releasing after the last numbered entry, Resident Evil 3: Nemesis.

    Whether or not there’s any truth to possible sequel or remake to Resident Evil Code: Veronica, one thing’s for certain: E3 will be home to a mammoth amount of reveals, announcements and disclosures, with developer Capcom quite possibly taking center stage. So stay tuned to PSU for all the news, gossip, and rumors from gaming’s premier expo.

  10. #1170
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    Code Veronica remake would be boss as fuck, or just a new game that is more like Revelations than 6.

  11. #1171
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    http://www.siliconera.com/2014/06/05...party-pc-2014/

    Xseed Bringing Corpse Party To PC In 2014


    Xseed are bringing the enhanced PC version of Corpse Party to North America. The game will be released sometime this year and will feature “over 5,000 lines of voice-acting” from the game’s original indie actors.

    Indie? Before it was ported to the PSP, Corpse Party was an indie title that was developed using RPG Maker. In 2008, the game received an enhanced PC release with more characters, more interactions and grimmer story elements.



    Corpse Party will be available on PC sometime this year. No price has been announced.

  12. #1172
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    FIFA 15


    Transformers: Rise of the Dark Spark


    The Forest

  13. #1173
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  14. #1174
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    June 26th!!! Mark your calendars! Tell your friends! We have official word from Nintendo and Steam that Shovel Knight will be released and playable on the 26th of this month! Get ready for the greatest 8-Bit inspired adventure game to sweep you off your feet and deliver pure fun directly into your soul. We’ve worked 24 hours a day, 7 days a week for more than a year to bring this game to you; we’re extremely proud of the result, and we hope you love it just as much as we do. We hit some snags along the way and we’re sorry that we couldn’t deliver it sooner, but, hopefully, it will prove more than worth the wait!

    As an important note, this release date of June 26th for Shovel Knight 1.0 is for the American region on Nintendo’s eShop for Wii U and 3DS. This includes USA, Canada, and Mexico. We’ve been working through localization and ratings specific to the European region. Hard working developers and publishers who have come before us have helped improve this process and so we have been receiving great support. We hope that we will have good news to share soon. The Steam version will be an international release.
    http://yachtclubgames.com/2014/06/re...art-manual-e3/

    The Vanishing of Ethan Carter
    (PC)
    http://a.pomf.se/gstvjx.png
    The Vanishing of Ethan Carter is a first-person weird fiction horror in which you – Paul Prospero, an occult detective – try to solve the mystery of a missing boy named Ethan Carter. And here is the first trailer. Wait, what? Now?

    We know, an indie game trailer right before E3? But after nearly two years of development we just can’t contain ourselves. We hope you’ll like what you see.

    This is the first trailer for the game, with the focus on the mood of the story the players can experience, and the visuals one can expect from the game. The trailer is a real-time in-game capture (PC), just with the cameras set to tell a certain story.

    Also, the release date for the PC version? Third quarter of 2014. Fingers crossed!
    http://www.theastronauts.com/2014/06...-ethan-carter/

    Two and a half years ago we set out to make the deepest, most beautiful runner game of all time. I’m so happy and proud to announce today that EarthNight will launch first on PS4, and shortly after on PS Vita in 2015. We will be showing off our first PS4 demo next week at E3 in Sony’s booth, and we can’t wait for people to get their hands on it.

    EarthNight is a hand-painted roguelike runner about the dragon apocalypse. Dragons have taken over the Earth and exiled the decimated human population to outer space. Our outraged heroes Stanley and Sydney decide to skydive to the planet’s surface, taking out as many dragons as they can on their way. In terms of gameplay, Stanley is a good pick for beginners given his simpler control scheme. Sydney is for experts, with a less intuitive — but ultimately more rewarding — control scheme.

    The game alternates between running on the backs of dragons and skydiving through a sea of the vile beasts. The running sections are frantic, fast-paced and filled with danger, while the skydiving sections serve as a living level select, and a break from the action.

    From the very beginning, we wanted every moment of the game to look and feel like a living work of art. Every visual element is painted by the unbelievably talented Paul Davey (Mattahan). Paul’s unique, fantastical style and original characters inspired the entire EarthNight universe.

    EarthNight also features a beautiful, epic original soundtrack by chiptune musician Chipocrite. Today, Chipocrite is releasing an EP titled 3P with two songs from the game and “Truce,” the song featured in our trailer. Check it out here.

    Since most of the gameplay involves two buttons, EarthNight is accessible to anyone. But serious gamers shouldn’t be fooled; the controls have surprising depth, and the path to EarthNight is always different and riddled with danger. If you get flustered or start button mashing, you’ll be dead quick. A player can beat the game in 30 minutes, but it will take hundreds of runs to gain the skills to reach the final world. We expect many deaths, and few dragon kills at E3.

    Stephen Orlando at IndieCade East called our game “Unbelievably beautiful and unbelievably hard”. It’s a game of finesse. You have to react quickly and understand the game’s systems to succeed. We make no apologies for the difficulty of our game; those who beat it will earn the respect they deserve.

    My greatest hope is that people can play EarthNight for years and continue to discover new strategies and hidden layers. We’re really excited about PS4’s Twitch integration, as it will enable players to easily show off their best runs and learn from other gamers.

    We are working tirelessly to finish the game as soon as we can so all you humans can exact revenge on those bastard dragons who stole our planet. For more information on EarthNight and the Cleaversoft team visit our website, and be sure to stop by at E3 if you’d like to run on some dragons.

    A big thanks to Sony for making us feel incredibly welcome to PlayStation. If you have any questions I’d be happy to answer them. Thanks for checking out EarthNight!
    http://blog.us.playstation.com/2014/...se-approaches/

    Hey folks! We’re back with another behind-the-scenes look at Hohokum, and to share that Hohokum will be available on August 12th, 2014 for PS4, PS3, and PS Vita. This one is focused on the roots of the game’s design. A question we’ve been asked a lot is “How did you come up with this game?” The answer isn’t straightforward, but hopefully this video will help to illustrate something of the process, as well as reveal some of our inspirations and design goals.

    Dick and I started designing Hohokum back in 2008, and since that time it’s gone through a lot of changes. For the first few years it was a side-project — something we worked on between other things, or when inspiration struck. We didn’t have a clear mechanic “hook” when starting out — more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play. Over time this approach allowed the game we have today to emerge organically. I’m not sure we could have done it any other way.

    Much of what the game is today stems from the epiphany of how much fun it was to fly around as the player’s character (the Long Mover). From there ideas came from various places: Dick’s artwork, toys that I programmed, and even real world places provided inspiration for things in Hohokum.

    It’s been a long journey and loads of fun! Now we’re excited to finalize the game and send it out into the world for all of you to play.

    If you’re attending E3, stop by and check out the game which will be on display in the PlayStation Booth on PS4 and PS3. We’re showing the new Jungle Plateau area, along with a number of smaller spaces included in the game. Hope to see you there!

    We’ll be back soon with more updates. In the meantime, be sure to check out our website: hohokum.com. Hohokum will be available on PS4, PS3, and PS Vita as a digital download through PlayStation Store on August 12th, 2014. Cheers!
    http://blog.us.playstation.com/2014/...n-august-12th/
    http://hohokum.playstation.com/

    Now that we’re a year or so into development of One Way Trip, we have a pretty good idea of what we’d need from a platform to make the best possible “dream” version of our game — versatile/flexible controls, neat connectivity features, hardware powerful enough to push all the giant, detailed art assets we can dream of…

    It’s for these reasons and more that we’re excited to announce that One Way Trip will be coming to PS4 and PS Vita exclusively when it makes its debut next year. Their power frees us to go bigger whenever possible, and lets us focus on making the game itself as exciting as we can.

    In One Way Trip, you and your brother Barry discover that you’ve been poisoned in a mass attack on the water supply that has left a large portion of the nation with only six hours left to live, during which time they will be constantly hallucinating. To put it another way, it’s an atmospheric exploration of what it would be like to find out you and most everyone you love is about to die, and then have to process that while your limbs turn into cartoon dolphins.

    But beyond that, One Way Trip is about mortality and opportunity cost. You probably won’t be able to accomplish all of your goals, but you’ll have the freedom to choose what your life is about, and what you decide is important to you.

    The game accomplishes these goals in its story mode through a mixture of both constant choice-based branching and a deeper, more procedural systems-based approach. At any given point, wherever you are and whatever you do, everyone else is actively living their own lives and working towards their own goals, altering the fabric of the narrative.

    It’s a game where you can get to know everyone or cling to a best friend the whole time, and the world — and all the rest of the characters’ relationships — will just adapt to your choices. This isn’t a game with meters and sliders and friendship points; we aim instead to make each of your relationships feel as deeply human and complex as possible, both on a moment-to-moment basis and over the course of a much longer playthrough.

    While other games branch at points by letting you make certain key decisions, our goal was to make a game that adapts its entire focus even down to its genre so that, based on the choices you make, you could end up with anything from a surrealist action-movie-style romp complete with turret sequences to a quiet, meditative philosophical journey where you never fire a single shot.

    As for combat, it’s often said that battles can dominate or overpower the experience of playing a game, if they are present at all. If there’s sufficient mechanical depth for battles to remain interesting over the course of a game, then you need to have a lot of different battles to show off and explore that depth, and pretty soon you’re trying to figure yet another reason for people to draw their guns and get shooting, instead of empowering the player with other options for expressive play.

    As we came to realize this during development, we grew uncomfortable with this dynamic and how it affected the balance of the narrative, but we’d already fallen totally in love with the battle system we’d been developing on a pure gameplay level, so we decided to separate it out and make it its own complete mode, of comparable size and scope to the story mode.

    We’ll have more details on this coming in a future post, but basically, this mode combines the best elements from turn-based strategy RPGs and modern first- and third-person shooters in a wave-survival dungeon crawler format. You’ll be able to build your squad of characters, customize their loadouts, and then try your best to survive to earn newer options and upgrades, all with every battle synchronized to the beat of our original hip-hop soundtrack!

    We’ll certainly be letting you know more as development continues and wraps up, but for now, we’ll be putting everything we have into making One Way Trip as incredible an experience as possible, and we’re super excited that when you finally get to play it, it will be with a DualShock 4 or PS Vita in your hands!
    http://blog.us.playstation.com/2014/...ey-into-death/

  15. #1175
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    We’re excited to reveal today that Microsoft Studios has acquired the Rise of Nations franchise and has announced Rise of Nations: Extended Edition, the real-time strategy game that spans all of history. Starting with a single city in the Ancient Age, improve your nation by gathering resources, researching technologies, and constructing the great wonders of the world such as the Pyramids and the Eiffel Tower. Deploy and expand your military to conquer hostile nations with bombers, battleships, and tanks all while consolidating power under your rule.

    Improved visuals like water, textures, and lighting will allow players to see every detail as they take over the world. Full Steamworks integration offers Cloud saves, Steam Trading Cards, Achievements, and Multiplayer, while Twitch integration lets players share their newly captured territories online to all of their friends.

    The Extended Edition includes Rise of Nations and the Rise of Nations: Thrones and Patriots expansion, allowing fans to play through historical epochs of time in this pulse pounding real-time strategy classic.

    Rise of Nations: Extended Edition is available exclusively on Windows 7 and 8.1 in the Steam store for $19.99. For a limited time, players can pre-purchase the title at a discount for 20% off.
    http://store.steampowered.com/app/287450/

    When Aaru’s Awakening started out as a school project at the University of Reykjavík, we wanted to create an original platformer. The genre is congested, so new ideas are essential. Inspired by the teleportation gun in Unreal Tournament, we came up with the idea of a teleportation themed platformer.

    When the project moved from being a mere school project to winning the Icelandic Gaming Industry Game Creator competition — and thus giving us the funding to start a company around the game — we realized that we’d have to do something more than just rely on the teleportation mechanic. That’s when we decided to add the charging mechanic that would serve as a double jump and make certain objects breakable, as it would add fluidity to the game and allow for some intense in-air moments. We also knew that to really grab the attention of gamers we’d have to create an original art style, so the art director proposed we’d do it completely hand drawn.

    When implementing the teleportation mechanic we were focused on having it deeply intertwined with the gameplay, not just having it as a gimmick. So we designed each level with the mechanic at heart. That’s why we create each level with puzzles and zones that can only be solved and reached with the help of the teleportation function.

    The protagonist simply shoots his soul out of his body and then teleports to that destination. This is done with the trigger and shoulder buttons, though we do invite people to set up the control scheme as they please. An example would be that you shoot the soul out with R1 and when you see the soul reach a desirable destination you press R2 to teleport to that location.

    The charging ability was not part of our original prototype, but added afterwards to have a faster-paced platformer. We wanted to force the player to make a lot of split-second decisions and keep him on the edge of his seat throughout the experience. The ability — which allows the protagonist to dash a few feet through the air — can help players get a double jump, buy time in the air, and break certain things like walls. One of the shoulder or trigger buttons are used for this ability as well.

    With the traditional approach to visuals based heavily around line work, we were able to achieve a certain charm which gives the feeling that a real person was behind the art — especially since a lot of the line work allowed us to be quite rough and sketchy. 3D art work, for example, can become more mechanical (even though it looks awesome) and the connection between the viewer and the artist is often lost in translation.

    Initially we wanted the whole game to be done on paper, but after our vertical slice we realized that with two artists we would be working 24/7 for the next decade. So in conclusion we wound up doing all the line work on paper and using watercolours for texture, but major coloring and touch ups were done digitally.

    Our aim with Aaru’s Awakening was always to do something new, something original,and something intuitive. After all, that’s exactly what indie games are all about. We’re not competing against AAA games, we’re offering something different and taking chances that big budget companies with shareholders are not capable of doing.

    After two years of sleepless nights, we’re anxious to see if the risk will be rewarded and if people will enjoy our game. Aaru’s Awakening is coming this Summer and will launch simultaneously on PS4 and PS3.
    http://blog.us.playstation.com/2014/...3-this-summer/

    Bethesda Softworks, a ZeniMax Media company, today announced BattleCry, an all-new multiplayer action combat game featuring fast-paced and frenetic 32-player battles under development at BattleCry Studios.

    BattleCry is the first project for the studio since it was formed in 2012 with one goal: to create fun, high-quality online experiences for a connected world. Led by long-time industry veteran Rich Vogel, the team at BattleCry Studios is comprised of seasoned developers with decades of experience working on critically-acclaimed action and competitive multiplayer franchises. Together they have created BattleCry – a fun and accessible free-to-play game that amplifies team-based combat by combining visceral brutality, striking art direction and competitive multiplayer action to create a refreshingly new gameplay experience.

    Step into a bold, expressive world envisioned by Viktor Antonov (Half-Life 2, Dishonored) where gun powder has been banned following a cataclysmic world war at the dawn of the 20th century. Traditional warfare is now a relic of the past and all conflicts are settled head-on by elite teams of chosen warriors in sanctioned WarZones. Trained and bred for battle they face off for the glory of their nations.

    Choose your faction and progress your warrior through the ranks. Each rank unlocks new abilities and effects allowing deep strategic builds for your warrior on every level. Risk life and limb as the powerful Royal Marines or the fearless Cossacks in imaginative WarZones each designed to combine positioning, spacing and verticality to redefine your core combat experience. Fight with transformative melee and ranged weapons that harness iron and energy and eviscerate your opponents with swords that transform into shields, bows that can punch an arrow straight through an armored skull or electrocute your foes with high powered blades crackling with electro-static energy.

    "The BattleCry team is happy to unveil the game that bears our studio’s name," said Rich Vogel, president and executive producer at BattleCry Studios. "We have been hard at work to create a fresh experience for gamers that brings together multiplayer action with visually stunning combat and are excited to share details about the game and have people play BattleCry in Bethesda’s booth at E3.

    The beta for BattleCry is set to begin in 2015 for PC.

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  18. #1178
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    Deus Ex Universe logo appears in European trademark filing

    http://image.noelshack.com/fichiers/...verse-logo.jpg

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  20. #1180
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    NBA Live 15's first screen cap
    Spoiler: show

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