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Splash Damage boss on Brink, PS3 and “cocks”

Wednesday, 9 September 2009 08:56 GMT By Patrick Garratt

brink3

Interview by Nathan Grayson.

Splash Damage’s Paul Wedgwood is living the dream. The UK developer’s working on a massive shooter project for Bethesda in a new, wholly-created IP in Brink, and has been given the opportunity to cherry-pick some of the biggest names in game-making to do so (“Our lead character artist is the guy who created Shepard in Mass Effect”). He’s a lucky guy.

But you make your own luck. Paul’s becoming more visible now the game’s approaching its early 2010 launch. VG247′s Nathan Grayson caught up with the Brit in Texas recently and manage to make him say “cocks”. No lie. Get the full chat after the break.

VG247: Why name the game Brink, of all things? It always reminds me of that Disney movie. And it always reminds Google of that Disney movie as well.

Paul Wedgwood: [Laughs]. You know, the reason I love the name “Brink” is because – well, the literal definition of the term is “the edge of a precipice.” So it has good connotations in that sense. But actually, the definition that comes to mind for most people is “the brink of disaster.” Because what Brink really means is that critical moment just prior to catastrophe or success. And so that works really well. I think that the Ark itself, as an artificial city floating at sea – because it exists apart from the rest of the world – it is on the brink of a civil war, so it’s kind of the perfect description of what it is.

You’re launching in the spring of 2010. Now, thanks to numerous delays, so is everyone else. What does Brink have to offer in the face of such stiff competition? How do you think Brink will fare against games like BioShock 2 and Activision’s Singularity?

Paul Wedgwood: We try to concern ourselves with what it is that we’re making – that we’re making something that we would really want to play. Because we believe our tastes as gamers are generally in alignment with what everybody else enjoys. We generally agree with review scores and things like that.

As far as Brink is concerned, when we came back from E3, we were just buzzing. We got 30 nominations for awards – multiple Best Game of Show (as a hands-off presentation!). Multiple Best New IP – you know, tons of favorable previews. And we feel that we’ve made the right choice. But our hard work isn’t over. The final nine months of a videogame – done properly – are entirely consuming, and that’s exactly what they are for our team.

But also, we’ve got a bunch of great guys at the helm. I mean, Richard Ham, our creative director co-created Syphon Filter. He was lead game designer on Fable II. Olivier Leonardi , our art director, is the art director behind Rainbow Six: Vegas and Prince of Persia. Our lead level designer is the lead level designer from Killzone 2. Our lead character artist is the guy who created Shepard in Mass Effect. Even our lead programmer was the lead programmer behind Heavenly Sword. So across the entire company, we just have really good guys who are really focused on making multiplatform triple-A games as best as they can.

Sort of an all-star team?

Paul Wedgwood: Yeah, but luckily for us – in the studio – there’s absolutely no sense of arrogance or anything like that. Everybody’s really just cool – kind of gets on with it. I think right now, morale’s at an all-time high in terms of where we are and how much we’ve matured as a studio. And Richard and I used to have such massive arguments, going back, like, seven or eight years. I’d be like, “Get your coat! You’re fired!” and all this stuff. We were just so immature. You know, we’ve just grown up as a studio.

I think that our taste for really compelling online shooters hasn’t changed. They’ve just become more sophisticated.

Brink is your first game that’s really being developed with consoles in mind. So, status report: have you had any trouble developing for either console?

Paul Wedgwood: Well, we identified pretty early on that the PS3 was going to be the biggest challenge for us, because we were a PC studio. And more than that, we were known as being a hardcore multiplayer shooter PC studio. I mean, Richard and I literally met each other because I was in clan Fleetwood and he was in clan Earthquake back in 1997. We fought each other in clan matches. That’s how we know each other.

So, looking at the console, we knew how to make a good, solid shooter. We understood netcode and physics. We knew what the mistakes were that we made with Quake Wars. We knew fine timing, because we were obsessed with mouse latency. And when you know what the hertz rate of your mouse is, you’re probably at a very high point as a shooter fan. I still play on a Razer, an Everglide, and I balance it with weights and stuff – tape things to the bottom to get it perfect.

But as a console player, I went out and played with some of the pro clans, in games like Halo 2 and stuff. And they just kicked my ass. Absolutely annihilated me. And I could see that that skill they had achieved on an analog controller was similar to the skill we’d achieved as mouse-and-keyboard players. But that wasn’t going to be enough of a solution. It wasn’t a task that I could simply go out and research. I had to hire people with experience. And so that’s the reason for sort of doubling the size of our studio over the course of 2008. But only by hiring people with multiplatform, triple-A resumes, people that knew exactly how to solve these problems.

In the case of the analog controller, my feeling was that, if I come into a room as a somewhat chubby, 200 hundred lb. guy, I reckon that I could still vault that table. I could run and slide across the top of it. But in the game, if it were two pixels too high, I couldn’t even jump onto it, right? If a level designer hadn’t placed the right entity there that said I could climb up and over something, I couldn’t do that either. And that was frustrating for me – not just for PCs, but for consoles as well, because then you come to consoles and you can’t lean, because there aren’t enough buttons. So we wanted a solution that just rounded out all three platforms to create one compelling interface, and that’s really what the SMART system is about.

It’s the idea that it’s not on autopilot. It’s not 1,000 entities placed telling the game what you can and can’t do. It’s just simply a fluid, platformer-style interface that involves real-time traces out across the environment that figure out what you could do if you’re near something. And then an animation blend system that lets you get in and out of animation states super fast. So if I start climbing and stop, I just drop back down. If I start climbing and hit jump, I just jump back off the wall. If I start climbing and continue it through, I’ll do that, and the minute my right hand’s free, I’ll shoot. The minute both my hands are free, I can start reloading. If I’m stepping up, I can reload because it’s a real system; it’s not something that’s being faked. What’s nice about that is, you know in a shooter, I can’t see my feet. I can get good at jumping, though; I used to strafe-jump like a demon back in the Quake I and Quake III days. But that’s a super hardcore skill that really fundamentally relies on exploiting the game.

And I think that with Brink, we have a system that, instead of punishing you for not being good at our interface, rewards you for your tactical and combat skills – which is a much better thing to be doing with players, I think.

Traditionally, you’ve developed games around existing IPs. Is it sort of scary working with a new IP, especially considering how competitive the shooter market has become?

Paul Wedgwood: It’s certainly a huge challenge. I think that we were comfortable at first because we knew we had a setting that was unique, that was different from what other people were doing.

But what sets bring apart as well is the art style. It has a very distinct look. To achieve that, we hired Olivier. And he’s just obsessed with every inch of the look of the game, and how he wanted that to be represented. And he works in tandem with our senior game designer and writer, Ed Stern. Ed believes in a system called “Instant Deep Context,” which mean that he writes hundreds of pages of backstory on how that container got there and what it looks like and where they got that canopy from and all this kind of stuff. Olivier directs our concept artists to then create content that isn’t just “What does it look like today,” but how did it get to look like that over the past 40 years? They did the same thing with Lord of the Rings, you know? You’ll have a monster on-screen for two seconds, but if you’re really looking, you’ll see that he has his family emblem on the button of his shirt – and we’re just taking that same approach to videogames.

In the pre-planning, pre-production stage, being so obsessed with environments that they tell their own story – then, when you get to the point when the game is released, you don’t have to have that massive exposition by somebody who takes up three minutes of your time telling you why the environments there. You can just see for yourself what it was. That’s the goal.

So I assume that in… well, you can’t really call it single-player or multiplayer. The Mode, perhaps.

Paul Wedgwood: Mingleplayer.

[Laughs] But no, I assume that the ratio of cutscenes to gameplay will be very lopsided in gameplay’s favor?

Paul Wedgwood: Yes, definitely. We don’t believe in telling you stuff just to flex our narrative muscles. That’s not the idea of the game. It is a game that has a strong narrative structure. And it has branching narratives through the game. You can play through the entire games as resistance or security, and witness their different sides of the story as you play through.

But we know that after you’ve been through the story once – that first playthrough – and you want to play co-op, you’re less interested [in the story], so we allow you to skip cinematics while you’re friend is watching them for the first time if it’s his first time through the game. Meanwhile, you go straight to configuring your character and doing all those things you would normally do in a multiplayer or cooperative match. So it ends up working very fluidly. We have full drop-in and drop-out support for up to seven people to join you while playing.

Your whole story setup kind of reminds me of how Left 4 Dead did things. Levels ran in straight, fairly linear paths – things like that. And a lot of people have complained that the game’s sort of on the short side, that you play for about a week and then move on to a different game. How does Brink plan to avoid this pitfall?

Paul Wedgwood: Well, I can’t speak for Left 4 Dead. But, what I would say for Brink is that, because you take on a combat role that supports your preferred playing style. So say you’re playing an operative, sneaking around behind enemy lines, disguising yourself as the enemy, interrogating enemy players to generate additional missions for your team. Well, that’s just nothing like playing an engineer, deploying defense turrets, planting landmines, defending a command post against evil enemy operatives.

The way our game works is that we have a mission director that we call the Squad Commander. And what happens is that, at any point in the game, when you bring up your objective wheel, you don’t have to go somewhere and use it. You can just bring it straight up at any point you like. The Squad Commander floods out that mission wheel with different objectives that you can use, and each one of those objectives can take you on a completely different path. And they will be different types of paths: interrogation, hacking, opening a security gate, capturing a command post, assassination, disabling enemy defense turrets. You take [a mission] and it’ll give you an arrow that tells you exactly where to go, what to do there, and what your reward will be for success. As you play through the maps, if you play through as, say, an engineer, it is a completely different gameplay experience and you’ll probably find yourself taking different routes through the map and shoring up your defenses in different locations than an operative.

And second, you can choose your body type. So if you’re a big guy, you’re a meat shield – you can take a lot of damage. You saw in the demo; you can cover and shield other players, and there’s a level of interaction. Going down a big street and taking all the damage while your skinny guys cower behind you is nothing like playing as a solider who’s trying to get an explosive charge planted on a gate.

So I think it’s the objectives. That’s what makes the real difference. And then there are the big, linear cinematic objectives that draw your whole squad through the map, like getting a robot up over a crane, and to the other side of a wall. You have a big chokepoint battle that happens there while you’re trying to get that done. And then you have these side missions that are designed to suit the way you like to play. So if you look at a game like Wolfenstein: Enemy Territory, for example, even without any of that functionality – just character classes and objectives – it’s still in the top three most-played multiplayer games six years after release. It’s had 13.5 million downloads. Half-a-billion matches played online.

So I feel pretty confident that Brink, through its mixing of offline compelling gameplay and cinematic structure – but then as you get toward the end of that, you’ve got this badass you’re trying to build up that’s got tons of weapon unlocks and tons of new abilities – you can go online and start playing. It just keeps getting better and better and better.

[PR motions for us to wrap it up]

OK, so you’re saying spring 2010. Can you narrow down the release date to a particular month?

Paul Wedgwood: I can’t. Somebody online said May 18. I don’t know where [laughs]. We quite often find that retailers tell us when we’re finishing [laughs].

We’re pre-alpha, and the exact release date is something that Bethesda Softworks will decide.

One last thing. Websites like Gamasutra and Eurogamer always manage to have their interviews end with someone saying something really thought-provoking or profound. So quick! Say something smart!

Paul Wedgwood: Cocks.

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2 Comments

  1. deanimate

    Horse.

    #1 5 years ago
  2. Herlock

    I love this guys and Quake Wars on PC, cant wait!!!

    #2 5 years ago

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    The beta date for Battlefield Hardline has popped up on the Xbox Store, confirming the rumoured date. The listing for the Battlefield Hardline beta is available for anyone to see right now on the Xbox Store. Granted, it’s for Xbox 360, but unless EA is starting this beta early on Xbox 360, this will pretty […]

  • GTA player flies jets backwards in impressive stunts

    Doing stunts with jets in GTA 5 can be impressive, but it’s nothing like flying them backwards. Making videos of your jet stunts has become too mainstream. Which is why the latest video from YouTube channel GTA5Videos is all about defying that. The video below features some insane stunts mostly done by flying jets backwards, […]

  • CoD: Advanced Warfare balance patch out, System Hack nerfed, HBRa3 buffed

    The latest patch to Call of Duty: Advanced Warfare is here with some major changes to game balance. Making good on the promise to nerf System Hack, developer Sledgehammer Games has released the latest patch to Advanced Warfare to do just that, and much more. The patch is out now on Xbox platforms, with PlayStation […]

  • Grinding three purples in Borderlands: The Pre-Sequel may crash your game [UPDATE]

    Update: Gearbox Software has announced there’s currently a hot-fix in place for Borderlands: The Pre-Sequel as a temporary solution to crashes caused with the DLC update. Until a permanent fix can be made, the hotfix should correct crashing issues. All will be fixed in the next major game update. Original Story A bug that snuck […]

  • Havoc maps up the tempo for Call of Duty: Advanced Warfare

    Dave Cook dons his Exo suit to find the new Havok DLC maps a great change of pace for Call of Duty: Advanced Warfare. Given that Call of Duty: Advanced Warfare places great emphasis on verticality, it’s little wonder that Sledgehammer Games has designed the first of its four DLC map packs with elevation and […]

  • G2A responds to deactivated Far Cry 4 keys debacle

    G2A, one of the third-party sellers that were named in the ongoing episode of deactivated Far Cry 4 keys has decided to release a statement. G2A is a well known third-party key sellers online. Most users know it through its sponsorship deals with many YouTube and Twitch channels. The service sells keys both through its […]

  • Petroglyph’s Victory resurfaces with Korean co-developer

    End of Nations, Mytheon and Grey Goo developer Petroglyph Games seems to have salvaged a stalled project. Victory popped up back in early 2013 after Trion Worlds took End of Nations in-house. Petroglyph’s attempt to crowdfund the unusual strategy title ended in iniquity, but it vowed to do whatever it could to bring the game […]

  • Far Cry 4 Hurk Deluxe DLC now available

    Far Cry 4′s latest DLC pack adds new story missions and a pile of new weapons. Far Cry 4: Hurk Deluxe is now available on PC and Xbox platforms, and is rolling out to the PSN in line with local network updates. The pack bundles five story missions, including Yak Farm, Blood Ruby and Hurk’s […]

  • Yes, Resident Evil: Revelations 2 has microtransactions

    Resident Evil: Revelations 2 has microtransactions, but thankfully they’re not as outrageous as initial reports suggested. The subject of Resident Evil: Revelations 2′s microtransactions arose earlier today with reports filtering out of a European press event that you’ll be able to pay to keep playing after your character dies. The ramifications of this are pretty […]

  • Play mini-games to unlock Magicka 2 content

    Magicka 2 publisher Paradox Interactive has invited fans to earn in-game rewards by playing other games. The Magicka website will host various mini-games in the build up to Magicka 2′s launch later this year on PC and PS4. Playing these games controbutes to a community score total which will eventually unlock in-game content as well […]

  • Deactivated Far Cry 4 keys were purchased through Origin

    Far Cry 4 owners who found their games deactivated without warning may be surprised to learn where they came from. Many copies of Far Cry 4 purchased through third-party re-sellers have been deactivated without notice. Although resellers affected by the deactivations argued that they had made authorised purchases, Ubisoft has denied this. The publisher told […]

  • Will Assassin’s Creed visit Japan in 2016?

    The next Assassin’s Creed game after Victory may finally bring ninja and assassins together. An Assassin’s Creed fan has spotted what certainly looks like a heavy hint that the next game after Victory will be set in Japan. Ubisoft forums member Cornik22 was looking through the Assassin’s Creed 4: Black Flag official art book when […]

  • Resident Evil HD modder aims to restore original, terrible voice acting

    Resident Evil and its early sequels are justifiably famous for their simply dire voice acting. Some Resident Evil fans feel they just can’t enjoy the experience of exploring Umbrella facilities if someone isn’t talking at them with absolutely no regard for pacing, content or tone. As a result, modder Bunny has stepped up to the […]

  • Record iPhone sales drive Apple to revenue spike

    The iPhone is still going strong – in fact, it’s selling better than ever. Apple has announced its financial results for the quarter ending December 27 2014, exceeding expectations with a 29.5% increase in revenues to $74.6 billion. This was a new record for the company. One of the key factors in this spike is […]

  • HoloLens has “mind-blowing” potential for games, says Microsoft CEO

    Microsoft’s VR wearable HoloLens is going to be great for games, according to CEO Satya Nadella. Speaking to investors, Nadella made Microsoft’s entertainment plans for the device explicit. “It’s also getting clearer how the games people love today will evolve to mind-blowing experiences in the future when designed for the mixed reality that Windows 10 […]

  • EA Q3: Battlefield 5 still on for holiday 2016, PGA Tour 15 spring release confirmed

    EA announced its financial results for its Q3 fiscal year 2015 quarter, ended December 31, 2014, noting total net revenue $1.13 billion in total net revenue compared to $808 million year-over-year. For the nine months ending December 31, total net revenue came in at $3.3 billion. Net revenues were up 39% and net income came […]

  • Players logged 113M single-player hours in Dragon Age: Inquisition, other EA games stats

    Ahead of its Q3 2015 earnings release, Electronic Arts has released a game infographic showing some interesting stats compiled through gameplay from October – December 2014. For FIFA 15, over 3.3 billion goals were made; 73 million knockouts occurred in EA SPORTS UFC; over 10 million families were created in The Sims 4; 113 million […]

  • Hyrule Warriors has shipped 1 million units worldwide

    Koei Tecmo has announced shipments of its Wii U hack and slash action title, Hyrule Warriors, has shipped one million units worldwide. The Omega Force-developed title was released in Japan on August 14 and in the west on September 26. Two packs of DLC for the game are slated for February alongside the version 1.5.0 […]

  • Xbox Games Store discounts Never Alone, Dragon Age: Inquisition, more

    This week’s deals available through the Xbox Games Store will be valid until February 2 with titles such as Battlefield 4, Dragon Age Inquisition, Never Alone, and Titanfall discounted. Discounted titles with an asterisk are for Xbox Live Gold members only. Xbox One Just Dance 2015* – 40% Another World* – 50% Never Alone* – […]

  • Say hello to Mortal Kombat X’s latest character: Reptile

    As promised, one of two character reveals this week for Mortal Kombat X has occurred: it’s the acid-spitting Reptile. Nice! Watch the video above. Mortal Kombat X is slated for release on April 14 and will be available on PC, PS3, PS4,Bxo 360 and Xbox One. Thanks, MrTGJelly (Trent).

  • Twisted fairy tale Woolfe: The Red Hood Diaries hits Steam Early Access

    Woolfe: The Red Hood Diaries, the successful Kickstarter from GRIN Studios, has launched on Steam Early Access. The PC title is described as a “cinematic fable featuring a vengeful Red Riding Hood,” who armed with an axe sets out on a quest to avenge the murder of her parents. Gameplay features action-platforming, combo-based hack ‘n […]

  • Dead or Alive 5: Last Round delayed to late March on Steam

    Koei Tecmo has announced it is delaying the PC release of Dead or Alive 5: Last Round to March. According to an updated listing on Steam (thanks, AGB), the fighter was delayed “in order to provide you with the best experience possible.” To apologize for the delay, Team Ninja will offer the Halloween 2013 Set, […]

  • Dragon’s Dogma Online will be F2P “no plans” for western release

    Dragon’s Dogma Online will be a free-to-play title for PC, PlayStation 4 and PlayStation 3. Set for release this year, Dragon’s Dogma Online has a lobby which will support up to 100 players, is open-world, and the executive producer is Hiroyuki Kobayashi. Players can form groups with up to four players or pawns while raids […]

  • Watch this release video for Borderlands: The Pre-Sequel DLC Lady Hammerlock

    The Lady Hammerlock DLC for Borderlands: The Pre-Sequel releases today on PC, PlayStation 3 and Xbox 360, and coinciding with the release is the launch trailer. In the Lady Hammerlock DLC, players are introduced and will be able to step into the shoes of Sir Hammerlock’s sister, Lady Aurelia the Baroness. The DLC will run […]

  • Free DLC for Tales of Zestiria takes place after main storyline

    Free DLC will be released in Japan for Tales of Zestiria, and while Bandai Namco has yet to state whether it will be released westward with the core game this summer, it’s an interesting slice of content. According to information from Jump posted by Siliconera, the DLC Alisha After Episode: What Is Reflected In The […]

  • This video of a Paris flat looks the real deal, but it’s all Unreal Engine 4

    I’m not entirely sure when, or how, this fella managed to sneak into my secret flat in Paris and film it, but since it’s out there I may as well share it with you. All joking aside, this video is rather amazing. It provides a virtual tour of a flat located in Paris; however, it’s […]

  • The Witness passes key development milestone, still no release date

    The Witness has seemingly come back from the dead. Creator Jonathan Blow has posted an update on the game’s development. Surely you still remember The Witness? Jonathan Blow’s follow-up to Braid, which was shown during the PlayStation 4 reveal event all the way back in February 2013? Well, today we got our first development update […]

  • You can now take selfies in World of Warcraft

    The latest patch to World of Warcraft has added a S.E.L.F.I.E. Camera to the game. And it does exactly what it sounds like it does. Patch 6.1 is currently being deployed to World of Warcraft’s Public Test Realms (PTR). There’s a massive list of patch notes, but the most pressing one, other than Twitter integration, […]

  • Hellblade: early gameplay and prototype footage revealed

    The latest developer diary for Hellblade is here with a look at some early gameplay prototypes and a peek at some polished areas. Hellblade developer Ninja Theory has revealed even more details of how game development works behind the scenes. The eighth part of this ongoing diary shows early gameplay footage along with some intriguing […]

  • Resident Evil Revelations 2: Raid mode offline-only on launch, more details

    Capcom has revealed a tonne of new details about Raid mode in Resident Evil: Revelations 2. Capcom has confirmed that Raid mode will launch with the first episode of Revelations 2 in February. You will be playing it offline only though, either solo or in split-screen co-op. As for the online portion, Capcom promised it […]

  • Watch the first 20 minutes of Life is Strange

    The first 20 minutes of Life is Strange have been posted online for anyone to watch. The opening 20 minutes of Life is Strange set the stage for what kind of game it is. The kind that you’ll probably like if you’re a fan of Telltale games. The video is courtesy of consolewarsofficial and you […]

  • Don’t blame Ubisoft for cancelling keys – blame the culture of overpriced games

    Publishers need to drop PC games prices in order to stem the flourishing grey market, says Matt Martin. “How are you going to sell me Far Cry 4 for £45 when I can pick up Far Cry, Far Cry 2, Far Cry 3, Far Cry: Blood Dragon and extra DLC for just £30?” Some players […]

  • Dragon’s Dogma Online is real, full reveal in this week’s Famitsu

    What’s been heavily-rumoured to be the next instalment in the Dragon’s Dogma franchise, Dragon’s Dogma Online, will be fully revealed this week. According to a recent post by Famitsu, the magazine’s upcoming weekly issue, which releases January 29, will contain a massive feature on Dragon’s Dogma Online. The magazine will dedicate 18 pages to all […]

  • Valve responds to recent Counter-Strike match-fixing scandal, bans offenders

    Valve has investigated the recent case of match-fixing involving two teams in the Counter-Strike: Global Offensive professional scene and decided to ban those involved from future tournaments. Recent allegations involving match-fixing between iBUYPOWER and NetcodeGuides.com – two of the professional teams that played in Cevo Season 5 – came to light. Valve has took notice […]

  • Having issues playing Grim Fandango Remastered on PS4? Sony is offering help

    Sony has offered a few steps to help those who are having issues with their pre-loaded PS4 installs of Grim Fandango Remastered. A few reports have started to appear online from users who’ve pre-ordered and pre-loaded Grim Fandango Remastered on their PS4 consoles. Sony has since posted a support thread on the official forums, to […]

  • Get Dragon Age: Inquisition for $36 and more in EA’s Xbox One sale

    Many EA digital games are being offered at considerable discounts on Xbox One right now. The latest EA sale is pretty good, offering sales on many AAA titles. It’s only available on Xbox One, with extra savings for Xbox Live Gold subscribers. The list below covers prices for Gold Subscribers. Plants vs. Zombies: Garden Warfare […]

  • Grim Fandango Remastered reviews round-up, all the scores

    Grim Fandango Remastered is a classic game brought into the new generation, so it’s time for everyone to know how great it is. The reviews for Grim Fandango Remastered have started popping up and as per usual, we’ve collected a few of them below. Grim Fandango Remastered is, as the name suggests, a remastered version […]

  • The Witcher 3: latest build is 1080p on PS4, 900p on Xbox One

    The recent preview build of The Witcher 3: Wild Hunt was running at full-HD resolution on PlayStation 4 and 900p on Xbox One. German website Gamestar attended the recent preview event for The Witcher 3 and examined the three versions that were on offer, PC, PS4 and Xbox One. Here’s the quote, courtesy of Google […]

  • Joystiq is likely to close – rumour

    AOL is rumoured to be closing its video game site, Joystiq. Re/code is reporting that AOL is likely to close its video game site Joystiq soon, according to “various sources.” The move is part of a company-wide restructuring that will affect Joystiq and other “under-performing content properties.” Joystiq is one of the most renowned sites […]

  • The Last of Us movie will be “pretty faithful” to the game

    The Last of Us will bring many of the same elements to the big screen as the small one, according to writer Neil Druckmann. Although The Last of Us will have to be adapted in various ways to make the transition from lengthy interactive adventure to cinema-friendly story arc, Druckmann is hoping to keep the […]

  • Microsoft is fixing Xbox One’s slow controllers

    Xbox One control pads have many charms, but quick start up is not one of them. The Xbox One controller currently takes up to five seconds to connect to your console after switching on, which is an eternity for someone with an attention span as short as mine. Luckily, Microsoft is working to fix this […]

  • Lucius 2 releases on Friday the 13th (of course)

    Lucius 2 has a really fitting release date. Lucius developer Shiver Games has produced a follow-up to the dark tale of an evil child, and it’s coming your way on February 13 – which just so happens to be a Friday. Lucius 2: The Prophecy will set you back $20, and release through Steam. As […]

  • Saints Row 4: Re-Elected PS4 recalled in Australia, incorrect content to blame

    Saints Row 4: Re-Elected has been recalled in Australia due to a mysterious manufacturing issue. An Australian PR representative said that the retail PS4 version of Saints Row 4: Re-Elected has “a serious manufacturing issue” and has been recalled nation-wide. Here’s what we were told (emphasis mine): “A manufacturing issue has caused an incorrectly classified […]

  • The Whispered World follow up now coming to PS4, too

    Deadalic’s gorgeous-looking adventure Silence has been confirmed for a fourth platform. Originally announced for Mac and PC with an Xbox One port one revealed at a later date, Silence is now on its way to PS4 as well. All versions are due later this year. Silence is Deadalic’s first multi-platform release and in my mind […]

  • Mythbusters to tackle DOOM this weekend

    DOOM is the subject of the next episode of Mythbusters. Having been airing for over ten years now, Mythbusters has pretty much run out of myths to bust, which is why we find ourselves in 2015 with an episode dedicating to answering the question “could DOOM be real?” Bethesda has rveealed that the January 31 […]

  • Destiny hosting a Bungie Bounty – go go go

    Destiny players have a chance to take down Bungie employees in return for one of the most exclusive vanity items in the game. Destiny’s Bungie Bounties usually feature guests from the community, and today’s event is no exception. Joining Bungie community manager David “Deej” Dague are several members of Bungie.org, the developer’s most staunch fan […]