A first look at some gameplay footage of the multiplayer component in Black Ops II.
A first look at some gameplay footage of the multiplayer component in Black Ops II.
The developers at Gearbox talk about the process of creating, designing, and implementation of the Xenomorphs and Colonial Marines.
The developers from Gearbox talk about their enthusiasm in creating the successor to Aliens in video game form.
Coming out for the PC through Steam later this year.
A leaked screenshot adds fuel to the fire.
Despite the quick rise of the Prince of Persia series after the initial release of The Sands of Time, it has remained dormant for the past few years. 2010 was the last time anyone heard from Ubisoft on the middle-eastern series with the release of the Forgotten Sands, but it seems that there might be something in store for the “almost forgotten” franchise.
Gameplay footage of the single-player campaign.
The Virtual Insanity panel at QuakeCon goes nuts for advances in VR, but Valve still hasn't committed to supporting the newest gear.
It’s hard not to get swept up by the excitement exuding from the four people on stage for a panel about virtual reality at QuakeCon. It’s the Oculus Rift VR headset (with a kickstarter that recently broke the million dollar funding level) that has gotten panel members thinking that virtual reality gaming is feasible. John Carmack and Todd Hollenshead of id, Michael Abrash of Valve, and Palmer Luckey from Oculus talked about the problems with virtual reality headsets through history, where things are now, and where they are headed. Id has solidified their interest in the Oculus Rift headset by agreeing to provide a copy of Doom 3 BFG Edition with every headset sold in the future. For now, that’s the only software confirmed to be playable with the product intended primarily for developers. When Abrash was asked if Valve had plans to make their products playable with Rift, he could only confirm his desire to do so but not any concrete plans.
Todd Howard and crew reveal the fun and difficult times to be had in game development.
Today’s slate of panels kicked off with “The Game of Making Games,” hosted by G4’s Blair Herter. Ted Price of Insomniac, Jens Matthies of Machine Games, Todd Howard of Bethesda, and Raphael Colantonio of Arkane Studios made up the panel of noteworthy developers in what was primarily a Q & A session with the audience. Herter started off by asking about each developer’s general game-making philosophy, which soon led to questions about axing faltering game elements during development no matter how much time was spent on creating them. Herter threw out the term “killing your babies” about this design necessity and it became a recurring in-panel meme.
I don't know art, but I know what I like, and this ain't it.
A few weeks ago, I was watching Adult Swim pretty late at night when I came across a psychedelic piece of animation. What I saw felt like some sort of fever dream. I assumed that the swirling colors and morphing images were part of the station identification bumps, but it just kept going and I was transfixed, unable to change the channel. I eventually realized that this was an actual animated short and when it was over I blinked a couple times and decided that I didn’t get what I had just seen, though I could understand why it might rock the socks off of someone else. This is exactly how I feel about Dyad, a game that I can appreciate as something unique and artistic, and yet something that is simply not my cup of tea.
Advances in the study of loots are needed to make Heroes of Ruin be anything special.
The age old question of what makes a loot phat has yet to be answered. There is no magic formula for the presentation of said loots, nor is there an equation for the perfect mixture of merely acceptable loots and those that are in fact phat. Once researchers have uncovered the perfect recipe, applying this know-how to Heroes of Ruin might make it something fantastic instead of what it is now: completely and thoroughly decent.
