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Interview: Bizarre Creations’ Gareth Wilson on Blur

Thursday, 6 May 2010 15:52 GMT By Adam Hartley

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With the multiplayer Beta for Blur ending next week and the game itself releasing at the end of the month, we put Adam Hartley to task on forcing information out of lead designer Gareth Wilson and getting some cool gameplay details for you.

Bizarre Creations’ Blur has been in development for a little over two years now, and focuses on full damage modeling, loads of special effects, and 50 licensed cars.

The game also includes five different power ups: Barge, Mines, Nitro, Shunt, and Shock, that you collect throughout each course, allowing you to blast other cars out of the way. It includes a single-player campaign as well as competitive and team-based multiplayer races with up to 20 players online, or on a single console via 4 player split-screen.

The game mixes Mario Kart-style power-ups with the racing action of Bizarre’s Project Gotham, which leader designer Gareth Wilson said is good assessment.

So just a bit of background, before we start getting into it. How long has Blur been in development now?

Gareth Wilson: We started it when we were finishing PGR4 for Microsoft in 2007. We got bought out by Activision around that time. And we were finishing off some DLC for PGR4 for Microsoft, which we were contractually obliged to do. So just over two years ago. It all blurs into one, to be honest!

So how has being owned by Activision changed the culture of development at Bizarre?

Gareth Wilson: Not at all. I’d love to dish you some juicy gossip, but it really has not been that different at all. If anything, Activision has left us a little bit more to our own devices. Basically, they acquired Bizarre because they wanted some extra expertise in the racing field which was one area where they didn’t have any experience. They literally said to us: “We want you to make a broadly appealing racing game. We don’t have any plans. That’s why we’ve acquired you. You go for your life and come up with something that is appropriate.”

They operate this thing called the independent studio model at Activision, where they basically just leave you to it. As long as you are making decent games, then they don’t really interfere too much.

So what have they brought to the party?

Gareth Wilson: Well they are the biggest and best publisher on the planet in terms of selling videogames! So their expertise in PR and marketing has been outstanding.  The PR event that we had for Blur a couple of months ago was just awesome, publicizing the multiplayer beta really well. So they have this very focused product marketing approach. Whereas Microsoft – still a completely awesome company to work for – is a technology company, Activision is an entertainment product company. Which is a big difference.

So it’s kind of different to the situation when you were an independent studio and Microsoft was the publisher?

Gareth Wilson: It’s not that different to be honest. It certainly wasn’t as different as I was expecting, because they operate that independent studio model – and we very much feel like we are an independent studio, even though we are owned by them.

The good thing, from our perspective, is when the game is finished we don’t have to go through all of that stress and worry of trying to find another publisher to work with, or renew a contract with a company or whatever. We know Activision wants to make racing games for the foreseeable future and we are kind of secure in our funding. Whereas as an independent studio you are always looking to your next project, so you know that you have something to come on-stream when your next game finishes. We don’t have to worry about that anymore. Which is great!

I remember Peter Molyneux telling me exactly the same thing when Lionhead was bought out by Microsoft.

Gareth Wilson: Well it is true. It is pretty stressful, to run a studio and have hundreds of people relying on their jobs to pay their mortgages and that. You can’t just make a prototype of a game and then take it to a publisher and say, “isn’t this game awesome?” You need to have five or ten million in the bank to actually go and create a videogame these days.

But what about stuff like Microsoft’s XNA and that? There’s a lot of talk about that ‘bedroom coding scene’ being resurrected by that type of thing.

Gareth Wilson: Yeah, it is happening, definitely. But it is a difference in attitude. We are geared towards making AAA racing games and AAA videogames. But the XNA stuff is happening. And broader than that, if you look at stuff like Flash-based games, Facebook-based games, the explosion of games on the iPhone – all that stuff is very much on the increase, but if you want to make a forty or fifty dollar videogame for a console, then that is still going to cost you millions and millions of pounds. There is really no way around that.

So to talk a bit more about Blur. The general consensus so far seems to be that it is a Mario Kart-style power-up focused game crossed with what you guys are good at – a Project Gotham style racer.

Gareth Wilson: Yeah, it’s a pretty fair comment really. I mean, we’ve got power-ups and it’s a racing game! But beyond that, when we set out to develop this we didn’t go out to create a grown-up version of Mario Kart. That was probably furthest from our minds when we started looking at the concept itself. What we wanted to do was just to bring the fun back to racing games, really. To make a game where there is constant battling, constant chaos, constant overtaking, constant jostling for position. And when we were working out how to achieve that in a modern racing game, putting a load more cars on the track was an obvious one. So we said we wanted twenty cars on the track, which is way more than our other competitors.

And then we wanted a mechanic that allowed you to move race positions in the game very quickly. And we tried a few things out and we found that the most interesting and exciting option was to use power-ups. So we kind of stumbled across it. We wanted you to be able to move positions quickly, and power-ups just became the best way to facilitate that.

So what non-Bizarre games are played most by the guys in the studio?

Gareth Wilson: Wow. Lots and lots of action-based games. Left 4 Dead is huge in the office at the minute. Wolfenstein: Enemy Territory, remember that? That gets played heavily. We do play a lot of racing games as well, but what we’ve found on this project is that we have been playing a lot of our own game at lunchtimes. Which is when you know you are onto a winner, when you have people working 12-hour days, six days a week and at lunchtime they still want to play their own game. It’s normally the last thing you want to do!

So yeah, we did a lot of multiplayer testing, internally – and we’ve really sort of drove the way the game works from all of those internal playtests, intensively testing out how power-ups work and all of that sort of stuff.

Going back a few years to when you were working with Sega. What ever happened with The Club? What was the fallout from that? Any plans to make further versions of that?

Gareth Wilson: Sega owns the rights to The Club, so we won’t be able to make another version of it. But as a game, we were really pleased with it, from a design perspective, because fundamentally we were trying to make a race-and-retry kudos-based shooter where you had high-scores and you had to repeatedly try to better your score as you ran around each level, with each level being kind of like a track. So basically like Gotham does shooting, which was the high level goal of it.

Sales-wise, it did okay. It’s not become the biggest-selling game of all time, or anything, but it still has a cult following. There is a Facebook group that still gets together every week to play the game. It wasn’t as successful as we would have liked it to have been, but at the time there were loads of massive games coming out around the same time, so it just got a bit lost in the release schedule.

It’s a shame, it really was a cracking game.

Gareth Wilson: Yeah, I really enjoyed the online side of it. Did you play the online much?

Oh no. I was rubbish at it.

Gareth Wilson: [Laugh] There was a great online mode called hunter-hunted where one of you was being hunted and all the others were hunters. And you had some very cool extra weapons and stuff. But you know, it was a tough one to market, because at the time everyone was into World War 2-based shooters and realistic-based shooters and this one was a bit left-field.

So talking about platforms – Blur is coming out on Xbox 360, PS3 and PC. No plans for handheld versions?

Gareth Wilson: Not right now. But maybe in the future. And to be honest, handheld is not something that we would do anyway. It is something that we would get someone else to do. Just license out the rights to the game. We’re not really set up for handheld development here.

Music seems to be a really vital component to all of your racing games. How important is that in this game and who have your worked with on Blur?

Gareth Wilson: [Asks PR guy: “has that been announced?” PR guy says: “No, not yet.”] Well we have been working with a band but we are not allowed to say yet! But of course we’ll make that announcement before launch. But it is interesting that you talk about music, because on PGR2 we had that really cool radio station thing, where if you were in Russia you would hear Russian radio announcers and bands playing while you were driving around Moscow. Which was cool.

Then in PGR4 we tried to go for a broader, more diverse selection of music. So we had a mix of different stuff  – house music, acid jazz, indie stuff and rock stuff – but we found that people either loved your music or they hated it. Reviewers were even marking the game down because it featured a particular song that they didn’t like!

So for Blur we have gone for a completely composed soundtrack which has come from this band. So it is a uniquely composed soundtrack for the game, which we use to let you know when you are in first place, or at a particular event and so on. So certain events will have a specially-crafted music track.

Is it Blur?

Gareth Wilson: [Laughs] No. The reason we called the game that – and we had so many iterations of different stuff when we were trying to come up with a name – and we came down to about four or five favorites. And this one came back as the most popular. And we thought, from a UK-perspective, immediately of Blur the band, which we initially thought was a bit strange. But in the US it really sort of resonated with the overall style of the game, the neon-based power-ups, the speed, the carnage and all that sort of stuff. So the guys in marketing really thought the name conveyed all of that action in the game. And then, as luck would have it, Blur announced they were officially reforming. Which was brilliant!

Talking about the environments in the game – which are sort of loosely-based on areas of LA, London and various other cities. How did you go about creating those? Did you visit the areas that the tracks are based on?

Gareth Wilson: Yes, we went out to all of those areas and took reference shots, as we’ve done for normal racing games in the past. But what we made sure of on Blur, is that we weren’t as slavish to the real world as we were in Gotham. So if we were building a track based on Tokyo, say, and a corner was particularly tight and it wasn’t really suitable for twenty cars then we would just make it wider and move the street furniture to make the game feel better. With Blur we just want to give you a feeling about being in a place. We’re not that bothered about it being photo-realistic, so you can drive around and say “oh look, there’s my flat!” which is what you could do in PGR. Blur is more about the essence of the place itself. And also, we went for a much broader list of locations and environments in this game, so you have beach races, desert races, we have you driving around the Hollywood hills, with a massive Hollywood sign that you can smash into and stuff like that.

This was because we wanted people to have a real choice about which car they were picking – so if you go to an off-road track you should choose an off-road car because it will perform better, if you are on a street track you should pick a street car and so on. It also adds more strategy into the game, when the player decides to keep which vehicles they want.

So more generally, talking about this tendency towards ultra high-realism in the games industry, do you think this is perhaps taking away from what is really important? Which is gameplay. And fun.

Gareth Wilson: Absolutely. And that was the key driver for Blur, really. PGR3 was an absolute joy to work on – because whenever you work on new tech, the first thing you want to do is to make the most visually stunning videogame that you’ve ever done. So you go, “wow, look, we’ve put 140,000 polygons into a car and we’ve got a physics engine that we couldn’t have even dreamt of a few years ago.”

But then once you get this far into the console cycle, then everybody has got a sim. Everybody has got a Forza or a Gran Turismo or Gotham or a whatever. So trying to convince people to buy yet another sim is just difficult, really. And generally I think you are right – it is very natural for us as developers to try to recreate reality with our new toys. But at this stage of the console cycle I think it’s important to focus on fun and new experiences. And different types of gameplay. Which is really where Blur has come from.

Looking at the future of console tech. Is Bizarre working with any 3D tech or Project Natal or PlayStation Move?

Gareth Wilson: We have seen pretty much all of that stuff. And it is all awesome. But I can’t really talk much more about it, beyond saying that we have got it all and we’ve had people to come and see us and we have all sorts of interesting ideas about how all that sort of stuff could work. But nothing concrete yet.  We’ve only just finished Blur. I’m going on holiday for a couple of weeks! But it’s all good stuff and as developers we love mucking around with new stuff.

Natal looks great, from what we’ve seen of it. And the Move stuff. But it’s still difficult to see how you can apply all of that to a racing game, because with a racing game you need to have precision in the controls. So you would probably want to create a very different type of racing game to work with that kind of control tech.

Well I’m just really keen to see Geometry Wars 3D working on Natal or Move.

Gareth Wilson: [Laughs with no further comment]

Back to Blur, one aspect of the game that is interesting is that you have parodied various popular social networks – with things like ‘Racebook’ and ‘InnerTube’.

Gareth Wilson: Yeah, this is something which – when the game was delayed last year and we had a bit of a re-set – we realized, to be straight with you, that we just hadn’t had enough time to come up with enough good new ideas… what with the PGR4 stuff dragging out and other things. 18 or 20 months just wasn’t long enough to make a new IP.

So when we had that re-set this idea of putting social networking into the game… well, technology just caught up with us really. And towards the end of the game’s development we were talking with all the social networking vendors, really, who wanted us to put Twitter and all of that sort of stuff in there. So now it’s much more about you being able to send challenges and progress updates and how well you are doing in the game through social networks to your real friends – because sending challenges and racing against your real friends is just more fun that doing the same thing with ‘AI friends’.

There are a few bespoke cars in the game designed by Bizarre – can you tell us more about those?

Gareth Wilson: Well there are only a couple of those bespoke ones based on 1950’s car culture and the like. But generally, with the car selection in general, because this is a more aggressive battling game we didn’t want ‘pretty’ cars – so Ferraris, for example, probably wouldn’t be appropriate for this game. Plus we also had to convince the manufacturers that it was okay to blow their cars up into little bits. Which took a lot of work.

I mean, we did consider just not using real cars in the game, but we quickly decided that we had to have real cars in there, otherwise people just thing it is a ‘toy’ or a kid’s game. Just by having those real cars in there, the game instantly has that AAA layer of quality. But it is not a car porn game, so to speak. The gameplay is the star, not the cars.

Forza and Gran Turismo are just car encyclopaedias. They serve a great purpose. They are for petrol-heads. But I think a lot of people are just not that interested in the cars. They are more interested in what they can do with the cars, the action and all that sort of stuff. Which is why we think that Blur is a broader game that is going to appeal to everybody.

We’ve done tons of work on the physics in this game to make the car feel like it is a real car. But a car that is easy to drive. The design goal was to make you feel like you were the best racing driver on the planet. So the cars break very heavily, way more than they do in reality. Just so you can feel like some kind of Hollywood film star driving around in a movie – that’s the kind of feeling we are aiming for.

What about post-release plans? Any DLC plans?

Gareth Wilson: Yeah, definitely, we’ll definitely be releasing some DLC stuff. One of the cool techie things that we have in this game is that we have a content server that you connect to when you boot up the game. So we can change playlists and game modes and add and remove stuff without actually doing an official DLC type downloadable pack over PSN or Xbox Live.

So we can give the community what it wants – adding things to the game on the fly at any time we want. And we can rebalance the game at any time. So we almost have this World of Warcraft-style ability to tune the game once it’s been launched. There is also a whole custom race section of the game where we give the players all of the controls that we have to the player.

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1 Comments

  1. tenthousandgothsonacid

    “otherwise people just thing it is”

    think ?

    #1 5 years ago

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    Destiny is finally getting the vault space upgrade players have been begging for almost since launch week. Destiny players can currently use vault space to store 20 pieces of amour, 20 weapons and 20 general item stacks. In the latest Bungle Weekly Update, the developer revealed that as of patch 1.1.2, due before House of […]

  • Half-Life 2: Update mod applies some sparkle to the original title

    Half-Life 2: Update will be available tomorrow, and thanks to the modding community, those who own the vanilla version of the game can apply a visual update to the 2004 title. The comparison video shows you the differences between the original version, and the version with Half-Life 2: Update applied. Here’s what the mod includes: […]

  • Neverwinter MMO can now be pre-downloaded on Xbox One

    You can now pre-download the free-to-play Neverwinter MMO on Xbox One. The game launches on March 31, but you will still need an Xbox Live Gold account to play it. Based on the Dungeons & Dragons franchise, the game can be downloaded from the Xbox Store.

  • Destiny of Spirits will go offline starting next month

    Sony will be ending service for Destiny of Spirits starting next month, Sony has announced. The free-to-play Destiny of Spirits was released in late March 2014 on Vita, and tasked players with collecting supernatural forces appropriate to their geographical location, and then trading them with others online. Gravity Rush spirits were added to the game […]

  • MotoGP 15 is out this spring on PC, last and current-gen consoles

    MotoGP 15 will be released in June on PC, PlayStation 3, PS4, Xbox 360 and Xbox One, Milestone has announced. Bike, rider and team customization are part of the latest release in the franchise, along with time-trials and enhanced career options. The game features over 20 bike models divided into three classes: MotoGP, Moto 2 […]

  • Cities: Skylines players should check out Nakatomi Plaza and Wayne Enterprises

    Nakatomi Plaza and Wayne Enterprises can now be yours in Cities: Skylines. Die Hard fans will be familiar with Nakatomi Plaza. Those who have never watched the first film and live in Los Angeles know it by its real-life name, FOX Plaza. It was created by Enos Shenk and is available through Steamworks. Those who […]

  • Call of Duty franchise has sold 175M copies, players have thrown 300B grenades

    With the Call of Duty Championship kicking off tomorrow, Activision has sent over a series infographic full of interesting figures such as the number of copies sold over 10 years and how many grenades players have tossed. According to the stats below, the Call of Duty franchise has sold 175 million copies across all platforms […]

  • Save up to 75% on select SEGA games on Steam this weekend

    SEGA has put many of its games on sale through Steam this weekend and the firm has also announced Eastside Hockey Manager is now available through Early Access. The sale runs through March 30. The entire Total War, Company of Heroes and Dawn of War back catalogs are discounted 75% and all associated DLC is […]

  • Batman: Arkham Knight PC confirmed as digital download-only in UK

    Batman: Arkham Knight will indeed be a download-only title on PC in the UK, Warner Bros. has confirmed to VG247. Batman: Arkham Knight will be available as both a physical and digital release for PS4, Xbox One and PC in North America and Europe. Again, in the UK, the PC version will be “available as […]

  • Rainbow Six Siege release date set for October per GameStop Italy – report

    GameStop Italy may have let the release date for Rainbow Six Siege slip if a recent listing is accurate. According to the listing, the game will release on October 16. While this could be a placeholder date, October 16 is a Friday in the UK, the usual day new releases land at retail. The release […]

  • Watch the $1 million Call of Duty Championship right here

    The The Call of Duty Championship takes place this weekend, and you can watch all the action as it unfolds right here. The event takes place in Los Angeles tomorrow March 27 and runs through March 29, and the livestreams are below. 32 teams from five continents and 11 countries will be competing in Call […]

  • Battlefield Hardline: Battlefest kicks off this weekend with Double XP

    A new season of Battlefest kicks off this weekend, and starting today, you will earn Double XP in Battlefield Hardline. Battlefest for Hardline is similar to the event held for Battlefield 4 last year. For the entire month of April and into May, in-game events and competitions will be held by the developers and player […]

  • Don’t forget: the GTA 5 PC pre-order bonus cutoff is March 31

    Just a friendly reminder to those planning on purchasing GTA 5 for PC: you have until March 31 to pre-order if you want all the bonuses on offer. Those who pre-order will be handed $1 million in-game cash plus a bonus $300,000. It is split between GTA 5 and GTA Online: $500,000 for Grand Theft […]

  • Games with Gold offers doubled for April – six games instead of three

    Microsoft’s April Games with Gold collection is being doubled. For the month Xbox Live Gold members will receive six instead of three games free. Here’s what’s on offer: Pool Nation FX: Available all month on Xbox One Child of Light: Available all month on Xbox One Gears of War: Judgment: Available from April 1-15 on […]

  • Pokemon players can grab a code for Shiny Charizard at GAME in April

    Pokemon Omega Ruby and Alpha Sapphire players along with Pokemon X and Y owners can grab a free, rare Shiny Charizard from April 3 at one of GAME’s 320 stores in the UK. The redeemable codes for the character will be made available upon request and no purchase is necessary. Those who pop into one […]

  • F1 2015 will arrive on PC, PS4 and Xbox One in June, includes Mexico circuit

    Codemasters has announced its F1 franchise will make its series debut on PlayStation 4 and Xbox One this June with the release of F1 2015. The game was developed using a new engine and contains improved handling and physics for all vehicles and parts attached. This includes: engine, transmission, aerodynamics, fuel tank, force feedback, suspension […]

  • Mortal Kombat X video confirms Liu Kang as playable character

    Liu Kang has been confirmed as a playable character in Mortal Kombat X in the latest video. You’ll also notice Bo’ Rai Cho in there as well. In the Shaolin trailer above you also get a look at Kung Lao and Kung Jin who is new to the series. Apparently, Raiden’s past champions of the […]

  • Short teaser for Star Wars: Battlefront shows the Battle of Hoth

    A short teaser for Star Wars: Battlefront has been posted by EA on Twitter. Well, that speeder isn't going anywhere. Can someone give us a lift to @SW_Celebration http://t.co/srEVrAA0zl #SWCA https://t.co/4W4LG8myke — EAStarWars (@EAStarWars) March 25, 2015 The teaser shows vehicles which we could be using in the game, but it mainly shows the snowy landscape […]

  • Pillars of Eternity releases today – get all the review scores here

    Pillars of Eternity, which still stands as the second most-funded video game on Kickstarter, finally releases today. It’s also getting some rather positive reviews scores, which we’ve rounded up for you. The isometric, party-based RPG from Obsidian Entertainment was one of the first video game projects to take to Kickstarter, and hit its $1.1 million […]

  • Take an in-depth look at Evolve’s Behemoth monster and four new hunters

    Evolve’s fourth monster, the Behemoth, as well as the four new hunters are shown off in new gameplay video. Evolve’s latest gameplay trailer gives everyone a good look at each of the four new hunters and the massive Behemoth monster. The hunters can be bought either separately or though the hunting pass, while the monster […]

  • PS4 firmware update 2.50 causing issues with Killzone: Shadow Fall

    The suspend/resume feature in PlayStation 4′s 2.50 firmware update is causing some issues with Killzone: Shadow Fall. Killzone: Shadow Fall developer Guerrilla has said that the game is experiencing some issues in some instance where the suspend/resume feature is used. The timing of when players put the game in suspend mode does have an effect, […]

  • Bungie on Destiny matchmaking: “We believe there’s no substitute for a pre-made team”

    Crazy though this may seem, it’s possible that Destiny shipped according to plan. History points to community as a crucial component, far from the contingency that many now suspect. Paul Davies spoke to Bungie for clarity. “The community always engineers the best solutions for bringing players together. While Matchmaking is a great resource for introducing […]

  • Bloodborne works with suspend/resume, but only offline

    PlayStation 4′s newly-added suspend/resume feature works with Bloodborne as you’d expect, but only while offline. PlayStation 4 received the long-awaited suspend/resume feature today as part of firmware 2.50, and people are starting to test it out with various games. Bloodborne does work with the feature, but only if you play offline. Playing online is arguably […]

  • This is what Crossy Road looks like in first-person

    Crossy Road is fun and addictive. But in first-person, it’s mostly frightening. YouTube user Andy Front Films likes Crossy Road so much he decided to show off what it would look like in first-person. If crossing roads quickly and watching around for cars and trains, all of this as the camera chases you felt intense […]

  • Take a small behind-the-scenes peek at Mass Effect 4

    BioWare cinematic director Ken Thain has given us a very slim look behind the scenes at some motion capture work from the upcoming Mass Effect game. The upcoming Mass Effect game, whether it ends up being called Mass Effect 4 or not, will most definitely incorporate some form of motion capture work. How do we […]

  • Borderlands: The Handsome Collection – 8GB day one patch on PS4, 16GB on Xbox One

    Day one patches for Borderlands: The Handsome Collection are pretty hefty. Both the PlayStation 4 and Xbox One versions of Borderlands: The Handsome Collection require players to download lots of gigabytes to make the experience as smooth as possible. The PlayStation 4 version has an 8.31GB day one patch. The Xbox One version however has […]

  • Get a PlayStation 4 with Bloodborne and The Last of Us for $435

    If you’ve been waiting for the perfect game to get to buy a PlayStation 4, there’s no better time than the present. Amazon is offering a good PlayStation 4 bundle at the moment. For $434.99, you get a PlayStation 4 console, The Last of Us, and Bloodborne. The Last of Us is of course the […]

  • Upcoming Battlefield Hardline patch to nerf the K10, buff battle rifles

    Battlefield Hardline’s first patch will focus on weapon balance and a few changes have been proposed. Battlefield Hardline lead multiplayer designer Thaddeus Sasser posted a few of the balance changes that the team is considering for the next patch. K10: reduce bullet damage to 33 Saiga and PTR: reduce recoil to bring more in line […]

  • Call of Duty: Black Ops 3 and a new Resident Evil game coming this year, according to research firm

    According to digital games analyst SuperData, a new Resident Evil game is due this fall and that this year’s Call of Duty is Black Ops 3. In its latest report on digital console games, research and analytics firm SuperData revealed that a new Resident Evil is coming this fall. “We anticipate this month’s downturn to […]

  • Bloodborne: you can add gestures to your messages

    As players get deeper into Bloodborne, they keep uncovering so many of its little new additions, including this one. Bloodborne, like all of the Souls games before it, allows players to leave messages for other players. These messages could be used to point players towards impending doom, treasure, or just be sarcastic and witty. What […]

  • PlayStation 4 firmware update 2.50 is now live

    PlayStation 4 firmware update version 2.50 has started rolling out. Reports are coming in saying that Yukimura, PlayStation 4′s firmware 2.50 has been made available to download. The update is clocking in at just 245mb, so get downloading. 2.50 brings with it many new additions, including the suspend/resume feature, backup and restore, accessibility options and […]

  • Harley Quinn DLC for Batman: Arkham Knight is a prequel

    Batman: Arkham Knight’s Harley Quinn pre-order DLC is set before the events of the main game, according to Amazon’s description. Today we learned a few details about the pre-order DLC for Batman: Arkham Knight, namely the Harley Quinn one. According to the description on Amazon, the DLC takes place in the lead-up to the events […]

  • Bloodborne Vicar Amelia summon mystery solved

    Bloodborne players unable to summon near Vicar Amelia: here’s your solution. Bloodborne’s secrets are unfolding by the hour as clever players piece together From Software’s cunning design. Yesterday we reported problems summoning in the Cathedral Ward, before the Vicar Amelia boss fight. It turns out this isn’t a bug – or if it is, it’s […]

  • Steven Spielberg will direct film adaption of Ready Player One

    Steven Spielberg will direct the film adaption of the sci-fi, virtual world, video game themed novel Ready Player One by Ernest Cline. Warner Bros. bought the rights to the film in June 2010 and hired screenwriter Zak Penn to rewrite the previous draft written by Eric Eason, according to Deadline. The book takes place in […]

  • Bloodborne players with PS4 headsets shouldn’t forget about the custom audio

    Here’s a friendly reminder for Bloodborne players with PS4 headsets: be sure to download the Headset Companion App from the PlayStation store if you haven’t already. As previously reported, the game supports a custom Bloodborne audio mode which can be uploaded. It contains custom audio created by developers specifically tuned to enhance the audio. This […]

  • EA explains why FIFA Ultimate Team transfer prices are now platform specific

    EA has posted a blog entry explaining its FIFA Ultimate Team transfer market price ranges which now include platform-specific pricing in order to best the coin sellers. EA said it has implemented the changes to FUT over the last several weeks because it should be “fair and fun for every player,” ultimately coming to the […]

  • Game of Thrones: Episode 3 – The Sword in the Darkness now available

    In case you forgot, Game of Thrones: Episode 3 – The Sword in the Darkness was released today. It is available on Mac, PC, PlayStation 3, PS4, Xbox 360 and Xbox One. The third episode releases on iOS devices and Android tomorrow, March 26. The Sword in the Darkness finds Asher Forrester heading to Mereen […]

  • Bloodborne players are already documenting their crazy antics

    Bloodborne has been available for almost two days now in North America, and already players are posting interesting clips and character customization choices for the game. Below are interesting takes on creating a character and videos of a frustrating death and another full of blood coming from a very painful place – monster or not. […]

  • FIFA Ultimate Team celebrates sixth year in existence with giveaways

    FIFA Ultimate Team is celebrating its sixth year in existence with special events running from today until March 29. According to EA, every FUT fan will be handed one free pack every day, and those who play at least one match in the FUT Birthday Cup will have a chance to win rare “tradable In-Forms” […]

  • Halo Online is a F2P PC game in development exclusively for Russia – video

    Halo Online is a free-to-play game which will launch this spring in Russia, and is in development with Saber Interactive. According the reveal event attended by IGN Russia, the game was designed to run well on lower-end PCs and runs on a modified Halo 3 engine. The game is set on a secret UNSC space […]

  • SteamWorld Dig Xbox One release expected in late May

    SteamWorld Dig is coming to Xbox One, developer Image & Form has announced. A firm release date hasn’t been announced, but the studio expects the title to arrive on the system in late May. “We’re preparing quite an elaborate Easter egg for the Xbox One version – a gaming thing that we really wanted to […]

  • SMITE celebrating first anniversary with a sale on skins, Ultimate God Pack

    Hi-Rez Studios is celebrating the first anniversary of SMITE with a sale. From today through Friday, March 27, the Ultimate God Pack, which includes all current and future Gods, will run you $19.99. Alll individual pre-launch skins are 50% off, and all Gem Packs will award bonus gems. In addition, from March 27-29, all SMITE […]

  • Borderlands 2 has sold around 12 million copies, says Gearbox

    Speaking with Microsoft’s Major Nelson in his podcast, Gearbox Software boss Randy Pitchford stated Borderlands 2 has sold somewhere around the 12 million mark. As of August 2014, it was announced by Take-Two in its financial report the 2012 game had sold-in 10 million units. Pitchford noted in the podcast he learned of the figures […]

  • Broken Age releasing on PS4 and Vita same day as Act 2 on PC

    Double Fine Productions has announced it will release Broken Age on the PlayStation Store next month. Act 2 will also be released on PC. The full Broken Age adventure will release on PlayStation 4 and Vita on April 28 in North America and April 29 in Europe. It features cross-buy and cross-save. Broken Age Act […]

  • Star Citizen earned another $1 million within two weeks – total hits $76 million

    Star Citizen continues its funding streak with backers pumping another $1 million into the game’s development in the last two weeks. The total earned for the space sim has now reached $76 million ($76,015,532 to be exact) with 851,395 backers contributing to the staggering figure. Star Citizen’s latest update was version 1.1 which included two […]

  • Final Fantasy Type-0 HD, Resident Evil Revelations 2 and Battlefield: Hardline top Media Create charts

    Final Fantasy Type-0 HD, Resident Evil Revelations 2 and Battlefield: Hardline were the big ticket debuts during the March 16-2 period in Japan, with each game claiming the top three slots on the Media Create charts, respectively. Final Fantasy Type-0 HD moved 92,094 on PlayStation 4, while Resident Evil Revelations 2 moved 73,373 units on […]

  • You can now learn English or Spanish on Xbox One with the Rosetta App

    Want to learn English or Spanish? Rosetta Stone has an App for that on Xbox One. According to the language teaching firm, Rosetta Stone’s Discover Languages, the new application teaches English and Spanish by way of immersive simulation. Users will virtually travel to learn vocabulary and grammar “necessary for real-world interactions.” Here’s how it works: […]

  • PayDay 2 and PayDay: The Heist have sold over 9 million units combined

    The PayDay franchise is a lucrative IP for Starbreeze and Overkill, as both games combined have sold over 9 million copies as of November 2014. The company has also sold over 8 million paid DLC packages since PayDay 2 was released in 2013 (via NeoGAF). In its Q2 half year report issued in February, net […]

  • Nintendo wants to “surprise” customers with NX, not expand upon existing hardware

    Nintendo president Satoru Iwata has firm wants to “surprise” players with its new NX system. Speaking in an interview with Nikkei, translated by Kotaku, Iwata wouldn’t go into details on the new system, but stated expanding on a current gaming system would be “dull.” “In the past few years, the idea of what [encompasses] a […]

  • Kojima Station show suspended

    In another episode in the the ongoing kerfuffle between Hideo Kojima and Konami, the publisher has suspended the Kojima Station web show. Recent tweets from the newly created Japanese Metal Gear Solid account confirm that Kojima Station will not be broadcast tomorrow, but would not provide a date for the next episode. The Tweets were […]