Peter's avatar Doom 4 in the works… now!
Posted by Peter @ 6:19pm on 7th May 2008 GMT

In an announcement from the horse’s mouth Doom 4 is now under production as of today and id Software are looking to hire new staff for the project.

“DOOM is part of the id Software DNA and demands the greatest talent and brightest minds in the industry to bring the next instalment of our flagship franchise to Earth,” said Todd Hollenshead, CEO, id Software.  “It’s critical for id Software to have the best creative minds in-house to develop games that meet the standards synonymous with our titles.”

Sooo, if you’re looking to get the job, click the jump to see some ideas I’d like you to put forward to good ol’ John Carmack!

  • Make the game, y’know, good this time. It’s a small thing to ask!
  • Doom is all about shooting up rooms that are wall-to-wall with monsters with big freakin’ guns. Walking around in what was essentially a futuristic haunted house holding a flash-light that was about as much use as a chocolate teapot was pretty crap.
  • The action figure appearance of the human characters needs to go.
  • I want a soundtrack packed with rip-offs of the best grunge and metal tracks from the past 20 years dammit. C’mon, who doesn’t have fond memories of leveling a room with a shotgun while the E1M1 music was playing… ahhh, bliss. 

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    Posted under: PC Gaming, Retro,


    Michael's avatar GTA IV steals $500 million and sells 6 million in a week!
    Posted by Michael @ 5:25pm on 7th May 2008 GMT

    No wonder why it’s sold out everywhere. The sales exceed projections of industry analysts who were estimating that some five million consumers would purchase the game in the first two weeks. 6 million in a week, that is a massive amount of copies shifted, looks like all the hype has done well for the sales. And then there are intakes Take Two have got from it, $500 million. I bet EA are hitting themselves for not buying Take Two.It is quite incredible, seeing these figures. And what is more incredible is that it sold 3.6 million on the first day!

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    Michael's avatar Facepalms ahoy, THQ announce WWE Legends of Wrestlemania
    Posted by Michael @ 5:08pm on 7th May 2008 GMT

    Well if the yearly doseage of WWE in the form of Smackdown Vs.Raw wasn’t enough, THQ have just announced WWE Legends of Wrestlemania for the Xbox 360 and PS3. From the sound of it, you can relive classic Wreslemania matches, and change history. And, seriously what is the point. It would be so much better if they did this as downloadable chalanges for Smackdown Vs. Raw 2009. The game will be released in March 09, the month of Wrestlemania 25. Read the announcement after the jump.

    Prepare to Relive, Rewrite or Redefine History with WWE® Legends of WrestleMania®
    Publishers of the Renowned WWE® SmackDown®/SmackDown® vs. Raw® Franchise To Establish New Property for Next Generation Systems

    AGOURA HILLS, Calif.—(BUSINESS WIRE)—THQ Inc. (NASDAQ:THQI) and JAKKS Pacific, Inc. (NASDAQ:JAKK) today announced that WWE® Legends of WrestleMania® is currently in development for the Xbox 360® video game and entertainment system from Microsoft and the PLAYSTATION®3 computer entertainment system. Joining the distinguished WWE® SmackDown®/SmackDown vs. Raw® franchise, which has shipped more than 37 million units worldwide since 2000, WWE Legends of WrestleMania is scheduled for release in March 2009 to coincide with the annual pinnacle of sports entertainment, WrestleMania® 25, in Houston, Texas.

    “We have generated significant year-over-year growth in key global territories with WWE-licensed videogames, including tremendous success with the WWE SmackDown vs. Raw franchise,” said Peter Matiss, vice president, global brand management, THQ. “The development capabilities afforded by next generation hardware, combined with our established history and deep understanding of fighting videogames, allow us to leverage the strength of the WWE brand to further extend our leadership in the fighting videogame genre and bring this new property to market.”

    “JAKKS Pacific is pleased to introduce a new WWE videogame property to the fighting genre,” said Nelo Lucich, senior vice president of interactive, JAKKS Pacific. “The WWE SmackDown vs. Raw franchise has captured a collective audience of WWE fans, game enthusiasts and casual players, and we are confident that WWE Legends of WrestleMania will be poised for great success.”

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    Michael's avatar Siren Blood Curse hits Europe in the summer…in episodic downloads
    Posted by Michael @ 4:42pm on 7th May 2008 GMT


    At Playstation Day, Sony Computer Entertainment Europe announce that Survival Horror game Siren Blood Curse will be available in the Summer, via the Playstation Network in episodic downloads. No infomation has been released on how much these episodes will cost, or how often a new one will be released. The story is : “in the Japanese village of Hanuda, where a TV crew from America arrive to research the legend of the ‘Vanished Village’ where human sacrifice is said to have taken place thirty years ago.” Players will be able to utilise the “unique Sight-Jack system to view events from the angle of your undead pursuers.

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    Posted under: Sony, Playstation 3,


    Peter's avatar Far Cry 2 is looking good!
    Posted by Peter @ 4:27pm on 7th May 2008 GMT

    The latest developer trailer for Far Cry 2 is looking extremely impressive! In this trailer, the African surroundings are showcased with amazing attention to detail. It’s also interesting to learn the game almost wasn’t made, I wonder if ‘eaten by lions’ is covered by Ubisoft Montreal’s employee insurance policy?

    Also, everything you see here will be exactly the same on all three target formats, video after the jump.

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    Michael's avatar Prototype pushed back to April 09
    Posted by Michael @ 4:07pm on 7th May 2008 GMT


    The title tells all, Prototype has been pushed back to April 2009. Well, April isn’t official but that seems about right. This is shame, as lots of people were really looking forward to this game. A spokesperson for Sierra said, “in the simplest explanation possible, we need more time to deliver the game the team initially set out to create.” Well, I guess if they need time to perfect the game then I’d give them time, and this also brings Online back into the picture. 

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    Michael's avatar Niko conquers Xbox Live
    Posted by Michael @ 8:13pm on 6th May 2008 GMT

    Well, it was obvious wasn’t it. Grand Theft Auto IV has taken the topspot, completely blowing the longtime no.1 Call of Duty 4 out of the water. And carrying on Grand Theft Auto’s domination of everything. It isn’t a suprise really, seeing as everyone on your friend list was playing it. And for those interested, the top 5 played games on Xbox Live are after the jump.

    Here are the top 5 played games on Xbox Live

    1 - Grand Theft Auto 4
    2 - Call of Duty 4
    3 - Halo 3
    4 - Guitar Hero III
    5 - Gears of War

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    Posted under: Microsoft, Xbox 360,


    Michael's avatar Doug Lombardi talks to CVG, Left 4 Dead for PS3 and Portal 2…
    Posted by Michael @ 4:51pm on 6th May 2008 GMT

    In an interview with CVG, Valve Marketing VP Doug Lombardi has revealed some shockers, like we wont see Portal 2 for another 6 years or so and Left 4 Dead my be coming to PS3. But anyway, read the whole interview after the jump.

    CVG : You said that Left 4 Dead does for co-op what Counter-Strike did for multiplayer. Can you expand on that?

    Doug Lombardi: At the time, Counter-Strike really brought people together to do team-play. It was one of the first times that people did more than things like Team Deathmatch. The bomb and hostage-rescue scenarios seem sort of prehistoric now, but at the time they were revolutionary.

    Counter-Strike wasn’t afraid to take chances and be completely unapologetic about it. For example, if you were killed in the first thirty seconds of play in a five minute match, you were out until the end of the round with nothing to do.

    Luckily that came out of the mod scene, because if it was officially pitched to a publisher in 1999 there’s no way it would have ever been green-lit. Yet it turned out to be the recipe for the number one online action game in the world for nine years.

    In a similar way, L4D is trying to innovate in the co-op space, which really does need something new now. L4D is multiplayer gaming that is tailored to playing alongside a friend. What we’re really doing here is trying to create something like a Half Life-style experience for you to have with your friends.

    CVG : And you have this interesting new mechanic called the ‘AI Director’…

    Lombardi: We want L4D to be something that you want to play every night and it be a little bit different every time, so that’s where the AI director comes in. It decides if a location will be really full of zombies or empty.

    You can play the same area one day and there might be a boss in there, and the next there’s nobody in there at all. So it keeps things fresh and serves up a more dramatic experience that’s more than the usual ‘team reaches here, team wins’ scenario.

    CVG : How will Valve, and L4D, evolve the online action gaming scene going forward?

    Lombardi: With L4D, we want to give you something that’s not just totally mindless to play because you and your buddies have to work together. We call it co-op for lack of a better term, but I think you’re going to see a lot of multiplayer games go in this direction.

    We’ve already seen games like World of Warcraft and the MMO scene doing this - you have parties, you stick together, you work together, and obviously it’s really popular, so why shouldn’t action games be going in that direction as well?

    CVG : PS3 is being left out of the loop, though. Any chance it’ll follow Orange Box to Sony’s platform at some point?

    Lombardi: We’re not PS3 developers - we’re doing PC and 360 like with Orange Box. EA came to us and said “Wow, Orange box was an incredible project, can we do a PS3 version?”

    Left 4 Dead doesn’t have that guaranteed appeal yet - it’s a new IP. If you mention a new Half-Life, people want to make as many versions of it as possible. If Left 4 Dead is big, then we may see a PS3 version later, or if and when we do a sequel, people may be more interested in that. We’re only 150 people, so there’s only so many things we can do.

    But it’s one of those things with partners, wanting to take on that investment and risk. I think until L4D is proven, you’ll probably just see what we make in that franchise.

    CVG : How much has the Source engine been updated for L4D since Half-Life 2?

    Lombardi: I would say that almost half the code has been developed since Half-Life 2 was released. We introduced new lighting effects, we did a lot of character animation work for HL2: Episode 2, added support for multi-core PCs, we worked on the physics for Portal and new AI added for L4D.

    We look at Source as a set of tools, not necessarily as an engine that we’ve built that we’ll use until it expires and throw away. We see it as this organic thing that we’re constantly tweaking and building. It’s more of a toolkit than a set engine.

    CVG : It’s great, particularly for older PCs, but some say its starting to show its age. Do you have an intended life span for it - a time when you think you’ll need a complete refresh?

    Lombardi: It’s really a conscious decision, on our behalf, to make sure that our games work across a wide range of systems. And I think that we’re investing more in the gameplay, AI and design than were are in textures and rendering.

    If we wanted to we could beef up Source so that it’d not run on an older PC anymore, but that really wouldn’t be a good decision.

    That may work within the industry, and it may impress some people at trade shows, but I think when you get that out to Joe-Average, who has a two-year old PC and doesn’t have £2000 to buy the latest hardware to run a game, it’s not so good. We don’t want that disconnection.

    Portal was named Game of the Year by over 30 publications. It wasn’t the prettiest game that came out last year, but a lot of people thought it was the best. And we feel far more gratified by that than winning the Prettiest Game of the Year award.

    CVG :  On the topic of Portal, what’s going on with the sequel? We’re hungry for more.

    Lombardi: You’re not the only ones, luckily. We thought we were on to something cool, but we just didn’t know for sure because it was radical. It could have been one of those things that 20,000 people thought was really cool and everybody else just scratched their heads and thought ‘What the hell is this, I don’t get it’.

    So we consciously made it really tight and didn’t spend five years developing it with 100 people - we just built a really cool test bed, just to see if people would dig it as much as we did.

    It came out on the second week of October, and the day after Halloween we got hundreds of emails from people dressed as the Companion Cube at their Halloween party.

    Now we’ve got this challenge of living up to what we did with that. People gave it a lot of kudos for being so innovative so, in Valve’s tradition, when we hit something, we’re not just going to pump out more and cash in on the success of the first one.

    We see it as a challenge to really innovate. If Portal was so innovative that it won all these GotY awards, then Portal 2 has to be even more so.

    If you look at Half-Life and Half-Life 2 - we could have quickly put out Half-Life 2 in 18 months. It would have been on the same engine and been a reverse run through Black Mesa - we’ve all played those types of sequel. But that’s not our style. Instead we went insane and spent six years and upwards of 40 million dollars to make the sequel.

    As insane as that seems, it paid off in the end. So I don’t think it’ll be six years until you see the next Portal, but it will definitely not just be seeing Portal with different coloured textures.

    CVG : We want to see it in 2009…

    Lombardi: Perhaps. Right now, we’re doing a lot of R&D to find out what’s going to live up to that promise. When you think Portal you think about really innovative gameplay, clever writing and really dark humour. So how do we take that and follow up upon that idea, rather than just cashing in on it?

    CVG : You guys are taking your time with the Half-Life episodes, too. How’s Episode Three coming along?

    Lombardi: Well, the gap between Half-Life and Half Life 2 was six years. It’s not quite four years since then and we’ve already released two follow-ups that we’re really proud of. We didn’t milk the cow, so to speak, and pump out more of the same content.

    While the word ‘Episodic’ conjures up this idea of TV where episodes are aired every week, maybe that’s not the best term to use for this. I do think that we’ve hit upon something that allows us to have a more enjoyable development experience - to spend six years on the same game is kind of a death march.

    We’ve hit with episodes around every 14-16 months. It won’t be another six years until you see Freeman, but it won’t be next week. I think we’re improving our ability to produce interesting new content in a more timely fashion.

    Maybe it won’t be as long as Half-Life 2, but hopefully it’ll be just as good and just as innovative.

    CVG : Valve is known for specialising in FPS games, but can we expect any diversification from you in the future?

    Lombardi: I think Portal was sort of a baby step outside of our comfort zone. There weren’t any weapons, so to speak. No real combat. The success of that has encouraged us to keep trying new things outside of that comfort zone.

    There’s a lot of people at Valve who are parents and would love to make a game for kids. We all play the Wii a lot and we think that the proper way for Valve to approach the Wii would be to make something cool designed specifically for Wii.

    I mean, I’m not making any announcements but there’s a lot of desire internally to do something for kids, do something on the Wii.

    Gabe’s [Valve co-founder, Gabe Newell] a huge fan of MMORPGs and he’s always wanted to make one, but that’s a big risk to venture out on. I think at some point you’ll see us move a little further out of our comfort zone than Portal was, but it’s not going to be this year or next.

    But definitely, before we’re done, years from now we’ll diversify a little more and move outside of PC FPS.

    CVG : How does Steam support Valve’s vision for the future? There’s always talk of download sales taking over in the future.

    Lombardi: That’s the fun story for people to write - “Valve’s trying to kill retail”. It’s really not the case. For us, Steam was a way to fix the updating process.

    Counter-Strike had 80,000 players back in year 2000; we release a patch and that dropped to zero. Then, over the next few days we watched the number creep back up (as people manually installed the patch). It was like scheduling a panic attack for everyone in the building.

    We needed to fix that problem - we needed an auto-updater. That was the genesis for Steam. Then, once we started building in that direction, we realised we could do more effective anti-piracy, anti-cheat systems, we could sell the games through it and that was cool.

    We had no idea that, just over four years later, we’d have over 300 games from third-party developers including Epic and id.

    Steam is not only an alternative place to sell a product, and a great back-end for new anti-piracy measures and auto-updating, but it’s also a platform for games that otherwise probably wouldn’t make it.

    It’s gone way beyond what we thought it would be when we decided that we needed a simple auto-updater.

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    Michael's avatar New Prince of Persia info
    Posted by Michael @ 4:13pm on 6th May 2008 GMT

    It has appeared that info on the upcoming Prince of Persia has been released, and Ubisoft weren’t joking about them leading the franchise in new directions. It seams that they have dumped the Prince and the sands of time for starters. The game is made my Ubisoft Montreal, so it is the same hands as the first three games. They are also using the engine used for Assassins Creeds, but the team want the style to be “fantasy, but credible” like those found in the new Street Fighter or classic animated film like Princess Mononoke.” And as for the story, You’re thrown into a conflict between two gods: Ormazd and Ahriman, light and darkness respectively. Ahriman has released a plague on mankind or something like that, so you decide to meddle in this war and stop it. This game is set to be non-liner, unlike the others. I’m not too sure what to make of this, but I’m sure they can pull it off. If you want more info, pick up Edge on Thursday, as it has more info on this. 

    It has appeared that info on the upcoming Prince of Persia has been release, and Ubisoft weren’t joking about them leading the franchise in new directions. It seams that they have dumped the Prince and the sands of time for starters. The game is made my Ubisoft Montreal, so it is the same hands as the first three games. They are also using the engine used for Assassins Creeds, but the team want the style to be “fantasy, but credible” like those found in the new Street Fighter or classic animated film like Princess Mononoke.” And as for the story, You’re thrown into a conflict between two gods: Ormazd and Ahriman, light and darkness respectively. Ahriman has released a plague on mankind or something like that, so you decide to meddle in this war and stop it. This game is set to be non-liner, unlike the others. I’m not too sure what to make of this, but I’m sure they can pull it off. If you want more info, pick up Edge on Thursday, as it has more info on this.

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    Colm's avatar Upcoming Prince of Persia won’t be ported to Wii
    Posted by Colm @ 8:53pm on 5th May 2008 GMT


    The Wii has gone through a number of ports since its release, even one developed by Nintendo themselves (Twilight Princess.) However, one port you can expect never to appear in the future on Wii is the next-gen Prince of Persia.

    “We ported Two Thrones to the Wii. It was a quick and dirty port, I can say. With that we saw a lot of potential. The controls were not fully optimized, did not take full advantage of the Wii, but a lot of people saw the POP universe could certainly have a home on Wii. Since then people have been looking into that, but there’s no formal announcement. We are investigating it very seriously. You would never see a port of the game we’re making however. That’ll never happen.”

    Although I’m pleased that Wii owners will not have to sit through another lacking port, it’s impossible to say what can happen in the future. Publishers/developers have previously promised certain games to be exclusive to Wii, yet they’ve ended up on other systems. So, it does seem plausible that the same could happen with a Price of Persia port.

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    Posted under: Nintendo, Wii,



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