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Interview: Driver: San Francisco’s Martin Edmondson

Tuesday, 15 June 2010 02:00 GMT By Johnny Cullen

ubi reflections

Driver is back. And it’s back in a big way. Reflections co-founder Martin Edmondson is keen to reflect that.

The just-announced title is coming back to San Francisco, with the location teased in a video last Monday, having been in the first title in the series.

Having not been around for the development of the last title in the series Parallel Lines – Edmondson resigned from Reflections after the backlash aimed at Driver 3 in 2004 – he’s back in the hotseat for development of the title as creative director alongside studio manager and brother, Gareth.

We spoke to Martin at Reflections’ studio in Newcastle a couple of weeks back. It’s a massive interview that covers most aspects, from the new feature Shift to the transition at new owner Ubisoft, how it’s handling the hardware of this generation, and how the series has returned to its original roots of a driving-only title.

You need to see it to believe it. Hit the jump.

[Interview by Johnny Cullen]

VG247: Obviously now, you’re bringing back Tanner, Jericho and all the characters, plus you’re having a real emphasis on driving again instead of coming out of the car and shooting. Do you feel that’s playing it safe?

Martin Edmondson: I don’t think we’re playing it safe at all, if you consider the Shift option. Shift is really quite out there, there’s nothing like that on any driving game at all.

And also, the mechanic that what it allows you to do in missions with a variety of using cars as tools and so on is when we started designing it was very high risk just because as soon as you do something that no one’s tried before and the rules change, being in a mission and being able to say “I’m going to come out of that mission and let it carry on, do something over here and then come back into the mission hall, swap to a different vehicle within the mission”, it introduces all sorts of potential design problems and questions, so I think it’s the opposite of safe.

Playing it safe would have been having the guy get out of the car and running around with guns. Problem is that there are so many games that do that now, that is not innovative at all, and some of those games are doing that very well. So it’s a steep mountain to climb as well.

VG247: Would you say San Francisco is the beginning of a comeback for the studio in some sort of way?

Martin Edmondson: In some ways. I mean we haven’t released a game for a long time, and we ran into difficulties with the previous publisher [Atari] where in terms of investment and so on in the product, Driver had started to become less of a big IP.

And now it’s under the window of Ubisoft, its got sort of financial backing to be there, and we’ve taken a huge amount of time to develop this game, so it’s nice to be able to sort of push it right back up there again.

Could you explain Shift in more detail?

Edmondson: It’s a new innovative feature for the game and where we come at it for the game is that Tanner has had a huge crash. That puts him into a coma, and the player realizes Tanner is now in a coma and this element of the game is playing out in his head.

But crucially, Tanner doesn’t realize that he’s in a coma, he thinks he’s gained kind of a super ability, and initially, this is something that scares him: being able to float above the world and instantly shift into any character in any car in the world and shift between them rapidly.

And that’s the way the gameplay works, shifting rapidly between vehicles and using vehicles as tools. So in taking down a getaway, for example, finding a big heavy vehicle, like an 18-wheeler rig, shifting into the driver of that rig and slamming the rig into the car we were chasing.

Would you feel that Shift would be a cheap and easy way to progress through the story?

Edmondson: Well first thing to remember is that all of the missions have been designed with Shift in mind. If we had designed all the missions and someone thought “oh, Shift is a good idea, try and integrate that”.

But it was designed from the ground up with Shift, so the difficulty is balanced based on the player’s ability to do that.

And there’s also an element of cleverness on the part of the player, thinking that they’ve used the vehicle in a clever way. Say for example that they’re based chased by a cop and they see an articulated car transport in front of it. They Shift into that and slam into the brakes and the cop goes flying over the car transporter and ends up on his roof.

That’s not a cheat, that’s a really cool way of having dealt with the cops and the missions are designed to deal with that.

Would Shift help avoid San Francisco help avoid comparisons to games like Grand Theft Auto, Crackdown or APB?

Edmondson: Well it certainly does. Driver: San Francisco is really nothing like Grand Theft Auto, certainly not now.  You don’t get out of the car; you don’t run around, you don’t shoot guns and so on. So it certainly helps with that, and one of the reasons we’re really pushing the innovation on the game was that there are a lot of games doing that kind of thing.

Reflections as a studio, we’ve never been happy to completely [inaudible]. If you look at our previous games: Driver was the first open-city driving game, Driver 2 was the first driving game in a 3D city where you could get out of the car and steal other cars, Stuntman was an original concept, Destruction Derby was completely an original concept.

So we’ve always pushed the innovation in games, so for us, it was not wanting to do what everyone else was doing and also push the innovation to make the experience more interesting.

How has the transition gone from PS2/Xbox gen to this gen of PlayStation 3/Xbox 360? Has it affected the outcome of the content that’s coming out of the studio?

Edmondson: Well, it certainly has in the case of this game because aside from the fact the graphics look prettier and the framerate is higher and we can have more cars because the consoles today are more powerful. The key thing with this game is that the Shift function itself – the way it works, the way you can instantaneously be across the other side of the city and that it has this whole city built and is instantly accessible – that’s something that would be physically impossible to do in previous generations of hardware.

So you can do a driving game that had a quarter of the detail, the same framerate wasn’t the same or a number of cars weren’t the same, the pedestrians on the streets and so on. But you simply couldn’t do a Shift ability on PlayStation 2 or the original Xbox. It doesn’t have the memory; it doesn’t have the capacity to stream at the rate we need it, that would be a physical impossibility.

Driver 3 obviously was a massive egg in the face moment. It was pushed out with massive bugs and all that, you’ve all heard about it by now. Quite frankly, it was probably pushed out a bit too early. What lessons have you learnt from that since?

Edmondson: Well, there are some lessons that are very difficult to do very well. If your game is pushed out on a release date and the game is forced out on a release date, there’s not very much you can learn from that because that’s a publisher decision, and it’s not something that’s within the control of the developer.

What I would say is that it’s a situation that’s usually forced upon a publisher because of the financial situation that they’re in, and there was no secret about the financial situation that Atari were in at the time.

Ubisoft, for example, are focused primarily on quality and they have in the past slipped games on release schedule to maintain the quality of them.  So those could be very hard commercial decisions, but in the long run, they are better commercial decisions because the quality of the game is maintained. You can destroy a franchise in one or two releases if you force out unfinished product, so you get short-term gain, but it costs you in the long run.

So the lesson to be learned there is a very obvious one, which is don’t release games before they are finished. But sometimes, these things are not something that you have any control over.

The other thing it taught us actually was to very much focus on what we considered to be the core experience.  So there was a lot of stuff in Driver 3, and a lot of it we were proud of, I mean the driving sections we absolutely nailed and the city environments looked beautiful.  But the bits with the out of car action and guns and so on were simply not finished.

Now when you’re looking at how you’re going to break down the team, how you’re going to focus on the product, the thing that we learnt from experiences like that is about focusing 100 percent on the core areas that you believe are what make the experience special and entertaining.

How have you found Ubisoft’s style compared to Atari since the buyout?

Edmondson: Well, we don’t to say anything about Atari, but it’s a very different company because Atari was at one time a very big company and then got into all sorts of financial difficulties.

One of the big differences at Ubisoft, apart from the fact they are financially strong, is that the key people that run the company are games players and know games and so there are a lot of people in the company that play games and know games.

And we don’t have the situation that we have had in the past with certain other publishers, not specifically Atari, but we have had in the past where guys come from the company and they are trying to say “we’ll cut this out or do this” and they know nothing about games, they don’t play games.

So it’s good to have people from the company that are proper games players, so they actually help then hinder the process.

Would you really say any games within the past five years have inspired San Francisco?

Edmondson: I would say honestly not in terms of gameplay or handling feel or anything like that because we very much go our own way with that.

Certainly we take stallion cues from things like the way that some visual effect we would have seen in a game and so on and these sort of particles in the air, they look nice. Bits of realistic effect, we should have something like that in Driver.

But certainly not in terms of the gameplay or the physics or the feel of the car. I mean Driver is still nothing quite like Driver to take cues from. There are even other driving that have car chases in them, but none of them do that Hollywood style TV car chase thing.

I was speaking to Gareth [Edmondson, Martin’s brother and studio manager of Reflections] and he was talking about how in one two hour stint he’d play one game and another game in the same genre – he used Blur and Split/Second as examples – the next day in two hours to decide what he’d like to properly dig into. What would say to players that want more reason to do that with Driver: San Francisco and another game of its type, and help make its choice on what it wants to play down the line?

Edmondson: I’m not entirely clear what your question is. Is it how I would sort of sell the game to somebody who I want to stop playing one game and play this?

Yeah. Gareth would probably explain it more in detail then I ever could. [laughs]

Edmondson: Well I think it’s a very, very different experience, Driver.  For me, the thing that grabs me when I play the game, and you know when we’re developing here, when we enjoy playing games that we’ve been developing for years, that’s obviously we’re doing something right.

And for me, it’s the tactile feel of the handling and the rush, the adrenaline rush of being in a chase or a race on this sort of open street with very busy traffic and something that is quite unique to the game.

Other street driving games, they have something missing from them in terms of traffic density or this sort of tail-out slide handling, there’s always something that’s not quite there when compared to Driver from the car chase point of view.

Obviously Destruction Derby and Driver, they have this massive amount of destruction in them. Is that something you have a lot of fun playing around with in development, and then seeing the player with it once the game releases?

Edmondson: Yeah, definitely. I’m into movie car crashes and things like that. The very first movie I seen at the cinema was a Ryan O’Neil movie film, The Driver.  One of the classic car chase films.

When I was a kid, I used to go with my Dad and watch real destruction derbies and banger racing and so on. And when the cars were finished in the race, I would jump over the barrier onto the track and run over and look at all the twisted metal and the battered cars. So it stems from a fascination with wrecking cars.

And during the development of it, for example, the sounds, we went to a wrecker’s yard and hired a big JCB, and we were picking up cars and dropping them on top of other cars to get the sound effects of the crunching metal sound.

Sounds like fun.

Edmondson: It was. We videoed it all. We’ve got video proof of this stuff.

Awesome. Driver 3 and Parallel Lines had pretty good soundtracks. Driver 3 had Phantom Planet…

Edmondson: Simtax was another one. There was Howling Wolf, The Blues Guy, Etta James and all sorts of things.

And Parallel Lines had a bit more of a mainstream feel to it compared to Driver 3. You had Yeah Yeah Yeahs, David Bowie and Blondie, to name a few. What is it in the soundtrack to San Francisco that’s going to make the player go “yeah, it’s unrecognizable, but it’s catchy at the same time?”

Edmondson: Yeah, it’s that sort of thing. We don’t have any tracks that are real radioplay. Not stuff that are in the charts, not stuff that most people would have on their iPods. Because if you want that kind of music, you may as well listen to your own choice of music.

This is to introduce people to new types of music that are fitting for the game. So it’s more along the model of Driver 3 then Driver 4.

Alright. Have you got any artists signed up yet for the soundtrack?

Edmondson: We have, but we’re not able to talk about which ones they are yet, I’m afraid. Totally separate communication…

Finally, small misc question: was there any temptation to make a silly title out of the Driver title, like an emphasis on the V for five?

Edmondson: Well thank God, no. I think there were plans to possibly do it with Driver IV with the I and V. Thank goodness we didn’t do that.

This is the end of it, once we go past V, there’s nothing else you can do with it. But no, there was no temptation from me, and I never heard it raised from within Ubisoft, thank God. So that never came up.

Driver: San Francisco releases this holiday season for PS3, 360, Mac and PC. A seperate Wii title is also coming. Read our hands-on of it here.

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    I don’t think I’m the only one who wants VR to hurry up and manifest into a Sword Art Online-esque reality. Unfortunately, the chief executive officer at the studio behind Eve Online doesn’t think that will be happening any time soon. Talking to Venture Beat, Hilmar Veigar Pétursson touched on his excitement at the prospects […]

  • The Last of Us: Left Behind goes standalone in May on PS3, PS4

    Naughty Dog has announced that The Last of US DLC Left Behind will be released as a standalone experience next month. It can be purchased for both PlayStation 3 and PS4 through the PS Store and a two-hour demo of the Factions multiplayer will also be made available. “The Left Behind standalone game will have […]

  • EA’s annual E3 press conference takes place on June 15

    Electronic Arts has announced its annual E3 2015 press conference will take place the day before the show kicks off on June 15. EA, Microsoft, Sony and Ubisoft always hold press events the day before E3 officially starts, so this isn’t any surprise, really. The presser, dubbed “Live to Play”, will last one hour and […]

  • Steam exchange rate mix-up closes down community market

    The Steam community market was buggered up big time today after a mix-up with currency conversion had items selling from practically nothing, to millions of dollars. PC Gamer picked up on the news after a thread on Reddit appeared with screenshots depicting just how silly things were getting over there. The currency exchange rate data […]

  • Britney Spears signs five-year deal with Glu for new mobile game

    Pop star Britney Spears has signed a five-year deal with Glu mobile for a new, untitled game. The mobile game will feature her “voice, likeness, and creative influence,” and is due for release sometime next year. Glu also signed a deal with Katy Perry in February, so expect a game revolving around her to hit […]

  • Large Activision publisher sale on Steam discounts Call of Duty, Prototype, more

    Activision has put the majority of its library on sale through Steam this weekend, and if other titles weren’t included, it could be referred to as a Call of Duty sale. Below are a few standouts. Call of Duty: Advanced Warfare – Gold Edition 25% off Call of Duty: Ghosts 67% off Call of Duty: […]

  • The Dota 2 International Compendium is out, second Stretch Goal almost complete

    The International Compendium has been released for Dota 2 with the prize pool sitting at a lovely $1,917,155 as of press time. Valve said over the weekend to expect the International Compendium to drop sometime this week. As with previous years, those who purchase the Compendium can earn rewards by completing challenges, making predictions and by […]

  • If permadeath RTS games are up your alley, check out indie project XO

    The Square Enix Collective showcases projects for a limited time to help drum up community support and potential backers, and RTS title XO from Jumpdrive Studios is worth taking a look at. The teaser trailer is fairly brief, but if you visit the page for XO over at the Square Enix Collective, it’s understandable – […]

  • GTA 5 PC patch disables mods. Here’s how to get them working again

    A new patch for the PC version of GTA 5 was released yesterday and, as it turns out, has wiped the ability to use mods with the game. The wasn’t great news for some players, but YouTuber taltigolt has already figured out how to play the PC version with mods after installing the patch. Matt […]

  • Xbox One ad stealth launches a mysterious Halo 5 competition

    A new Xbox One advert released today isn’t as straightforward as it appears. The trailer has a couple of pretty conspicuous ‘glitches’ throughout, and members of NeoGAF wasted no time in breaking it down. The first item of interest is the screen from the hunt the signal site, which displays an error message when accessed […]

  • Battlefield 4 Jungle map improved with latest update

    DICE LA has updated the Battlefield 4 Jungle map, adding more foliage and a new route. As demonstrated by Westie in the video above, the map now has the kind of foliage you’d expect in the jungle, helping to conceal infantry players. The update also tweaks positions of objective points and has added a concealed […]

  • Monster Hunter 4 Ultimate free DLC pack for May includes Metroid and Mega Man armour

    The May DLC pack for Monster Hunter 4 Ultimate boasts some big ticket items, including Metroid, Street Fighter, and Mega Man gear. This big fat chunk of free DLC, detailed on the capcom unity blog, includes Hunter equipment: Metroid’s Varia Suit Metroid’s Zero Suit Metroid’s Arm Cannon Taiko Drum Master Hunting Horn USJ’s Star Rook […]

  • Destiny: Xur location and inventory for May 1, 2 – Hard Light edition

    Here he comes with his weird face, dealing goods and gear for Guardians. It’s Friday. Xur: Agent of the Nine is back in the Tower. Of Course he is. Got your Strange Coins? Here’s what’s in his bag this week: Ruin Wings [Exotic Titan gauntlets] – 13SC Don’t Touch Me [Exotic Hunter gauntlets] – 13SC […]

  • Dragon Age: Inquisition Jaws of Hakkon DLC drops for PS4 on May 26

    Dragon Age: Inquisition DLC has now been announced for May 26 for PS3, PS4 and Xbox 360. The announcement was made on Twitter via the official Dragon Age account. Mark your calendars! #DAIJawsOfHakkon pic.twitter.com/mU1WfkSrQV — Dragon Age (@dragonage) May 1, 2015 The DLC was released for PC and Xbox One back in March thanks to […]

  • New Witcher 3 screenshots highlight Geralt’s questionable fashion choices

    Even though The Witcher 3 release date is drawing closer, it still feels like a million year away. So here are some more screenshots to tide you over until then. We got to look at in-game shots yesterday, but these new screens show Geralt riding through some gorgeously vibrant mountains, in the midst of combat […]

  • Sims Gurus patch out pregnant men

    Say goodbye to The Sims 4 unique take on fatherhood, as The Sims Gurus confirm that male pregnancies are no more. The Sims 4 players have been reporting high numbers of alien abductions, leaving their male characters with sore bottoms and a bellyful of alien baby. Kotaku reports that not everyone was getting their knickers […]

  • Black Mesa countdown probably points to Half-life remake release date

    Half-life remake Black Mesa may have a release date at last. Black Mesa is a Source Engine remake of the original Half-life, which like everything related to Half-life feels like it’s taking forever to come out. The first part launched in September 2012, and it looks like we might have a release date for the […]

  • Spector puts down rumours of troubled Epic Mickey development

    Epic Mickey seemed like a surprising follow-up project from the man who made Deus Ex, but Warren Spector has put down rumours of a difficult relationship with Disney. Epic Mickey displays several qualities found in Spector’s other games and which he has always espoused in interviews – heck, this is the man whose dream it […]

  • Ubisoft makes good on Child of Light promise with free eBook

    Child of Light fans can check out a gorgeous new illustrated book set in the world of Lumeria. Earlier this month, creator Patrick Plourde confirmed that there were more Child of Light projects on the way. As we expected from the cagey wording, at least the first of these projects isn’t a game: it’s an […]

  • Half-life episode from Junction Point would have featured a magnet gun

    Half-life seems to be on near permanent hold, but at least we can glean some insight into what might once have been. Junction Point’s cancelled Half-life game came up in Warren Spector’s Reddit AMA overnight. Commenting that he isn’t sure whether he’ll get into legal trouble for discussing the project, Spector gave a few comments […]

  • Destiny: exclusive shader, emblem on offer with Nepal benefit shirt

    Destiny developer Bungie has asked Guardians to offer their aid, and they’ve already responded in troves. A new Destiny shirt added to the Bungie Store is the object of a fundraising drive to provide aid in Nepal following a devastating earthquake this week. Bungie popped the pretty stylish shirt on sale earlier today, offering an […]

  • What does the creator of Deus Ex think of Human Revolution and Mankind Divided?

    Deus Ex creator Warren Spector seems pretty positive about the direction the sci-fi series has followed under Square Enix’s hand. Deus Ex was created by Spector and his team at Ion Storm, and remained with Eidos after the developer shuttered. When Square Enix purchased the British publisher, it put new studio Eidos Montreal to work […]

  • Protest Goat secures future for Elite Dangerous destruction derbies

    One of the stranger and more beautiful stories to manifest in the gaming world this week, I think. Elite: Dangerous has given birth to an unintended, emergent style of gameplay; a destruction derby like affair where players gather in no combat areas to both race and gleefully smash into each other until a victor limps […]

  • Destiny’s stunning landscapes captured in panoramas

    Destiny has some beautiful environments, which screenshots don’t necessarily do justice to. Walking around Destiny exclaiming over the lighting effects and the tiny animated details is the best way to experience Bungie’s tremendous achievements, but these panorama images stitched together from in-game screenshots are a good second. Click to see them fullsize. Redditor CenturyEagle made […]

  • Star Wars Disney Infinity re-release on the cards – rumour

    Star Wars is a no-brainer for Disney Infinity, and at long last it looks like it’s happening. A Star Wars re-release called Disney Infinity 3.0 has reportedly leaked from German retailers. We have to lable this one a rumour as we haven’t seen the original source, but the story was originally reported by DisKingdom, which […]

  • Award-winning mobile indie Monument Valley out now on Windows Phone

    Windows Phone’s game selection can be a bit restrictive, but has expanded delightfully today: Monument Valley is now available. Monument Valley is one of those gorgeous, mind-bending puzzlers the indie scene produces on the regular, winning awards and consuming everyone’s lives for weeks on end. Developed by Ustwo Games, with beautiful, understated art from Ken […]

  • Old-school EverQuest servers safe from legal troubles thanks to Daybreak agreement

    EverQuest rights holder Daybreak Game Company given its blessing to the wonderful Project 1999. EverQuest: Project 1999 is one of those lovely ideas that it are all too often crushed by the realities of the games industry. An entirely fan-managed affair, it provides an emulated version of the classic EverQuest experience, which is no longer […]

  • Free Dragon Age short stories fill us in on Corypheus’s followers

    Dragon Age: Inquisition developer BioWare invites you to learn more about the lore and characters that make up its beautiful role-playing setting. Dragon Age is set in Thedas, a world still only partially revealed by the three core games to date. BioWare puts a heck of a lot of work into its worldbuilding, employing a […]

  • Remember that gorgeous Luminous Engine tech demo? It now utilizes DirectX 12

    Remember the gorgeous Luminous Engine tech demo Square Enix showed off three years ago? The firm showed it again at Microsoft’s Build Conference, this time utilizing DirectX 12. The Witch Chapter 0 [cry] real-time tech demo was created from research Square conducted using real-time CG technology and DX12 in collaboration with Microsoft and Nvidia. The […]

  • Stealth Inc 2: A Game of Clones sneaks onto GOG and Steam services

    Stealth Inc 2: A Game of Clones can now be purchased through GOG and Steam. On both services it will run you £12.99/€14.99/$14.99. Links here and here. The game features: Fully explorable ‘Metroidvania’ style overworld, laying siege to a diabolical cloning facility with varied and detailed environments. A variety of special equipment to unlock new […]

  • Call of Duty: Advanced Warfare DLC Ascendance has arrived on PC, PlayStation consoles

    Call of Duty: Advanced Warfare players on PC and PlayStation consoles can now download the Ascendance DLC. The second content pack contains the OHM weapon, the OHM Werewolf custom variant, and the second entry in the Exo Zombies saga, Infection. Four new maps are also included: Perplex, Site 244, Climate, and Chop Shop. Ascendance was […]

  • Latest Xbox 360 system update is live, now supports 2TB hard drives

    Xbox 360 now supports 2TB hard drives via the latest system update for the console. Support for the drives was announced earlier this month and has been available for preview members. “In addition we will also no longer reserve space in advance on your hard drive,” said the firm. “If you are using 16GB of […]

  • Kickstarter for Banjo-Kazooie spiritual successor Yooka-Laylee launches tomorrow

    Playtonic Games has announced the Kickstarter campaign for its spiritual successor to the Banjo Kazooie series, Yooka-Laylee, will launch tomorrow. The title of the game was announced today along with the Kickstarter date. Formerly known as Project Ukulele, the 3D platformer is said to be “between the size of Banjo-Kazooie and Banjo-Tooie,” and stars Yooka […]

  • Console version of Mistwalker’s Terra Battle is in development

    Now that Mistwalker’s Terra Battle has surpassed 2 million downloads on mobile, the developer is now working on a console version of the tactical RPG. As part of the original Download Starter campaign, the 2 million milestone means the company will begin development on Terra Battle’s console version with details to be announced at a […]

  • Prison break game The Escapists is heading to PlayStation 4 from May 29

    The Escapists, Mouldy Toof’s prison break game originally released as a timed console exclusive Xbox One, has a release date for PlayStation 4. For those unfamiliar with the title, which is also a PC release, it tasks players’ time management skills as they do a bit of digging and crafting, and other prison-type stuff as […]

  • Dead Island 2 delayed into 2016 to ensure series is “taken to the next level”

    Dead Island 2 has been delayed into 2016 by Yager in order to ensure the sequel “takes Dead Island to the next level.” According to a tweet from the developer, it set “big goal” for the game, and in order to deliver what fans expect, the team needs more time to reach development goals. “We […]

  • Project Cars: here’s a list of all available cars at launch

    Project Cars will contain many, many cars and if we are counting correctly, there will be 74 total at launch. The standard edition contains 65 total, and when factoring the free car as well as the Modified and Limited Edition cars packs, you can add an additional nine cars to the mix. Comb through the […]

  • Competitive matchmaking support is coming to Team Fortress 2

    Team Fortress 2 will soon feature support for competitive matchmaking, which Valve says is a “high priority” project for it at the moment. According to a report from TeamFortress.tv, which visited Valve headquarters recently, Valve is looking into the possibility of 6v6 or 9v9 matches 9v9, a possible quick play option and it is also […]

  • GTA 5 PC patch fixes garage, Job crashes – full notes here

    Rockstar has pushed out a 353 MB patch for GTA 5 on PC The patch fixes a number of annoying bugs related to vehicles and garages, some deathmatch issues and purchase errors. It should also fix various freezing and crashing bugs, as well as a little issue with Steam. Time will tell if the patch […]

  • Fire Emblem If will come in White Kingdom and Black Kingdom versions with amiibo support

    We’ve finally got some juicy details on the next Fire Emblem game, but the most interesting aspect is that there will be two versions of the game. According to Siliconera, who translated an interview between Intelligent Systems and 4Gamer, there will a White Kingdom and a Black Kingdom version that offer different aspects of the […]

  • Deception 4: The Nightmare Princess heads west with “Golden Toilet” pre-order bonus

    Deception 4: The Nightmare Princess will debut on western PlayStation 4 systems this summer, Koei Tecmo has announced. It is also coming to PS3 and Vita. The game was produced by Keisuke Kikuchi of Fatal Frame fame and takes up where Deception 4: Blood Ties left off allowing players to relive Laegrinna’s pursuit to free […]

  • Nintendo US eShop update: Puzzle & Dragons Super Mario demo, Paper Mario, more

    Nintendo has updated the North American end of the eShop with a demo of Puzzle & Dragons Super Mario Bros. Edition, Paper Mario on Virtual Console, and amiibo Tap. The full update is below. eShop update amiibo Tap – free – Wii U Star Wars Pinball DLC – Wii U Paper Mario – Wii U […]

  • Deus Ex: Mankind Divided PC port handed off to Nixxes

    The PC port of the new Deus Ex has been handed over to Netherlands based studio, Nixxes software. After the initial reveal trailer at the beginning of April, we’ve only had a few morsels in the way of additional news. The most intriguing tidbit to date has got to be the fact that you’ll be […]