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Interview – id Software’s Todd Hollenshead

Monday, 16 August 2010 14:29 GMT By Nathan Grayson

hollinshead

Anyone who follows VG247 will know Quakecon took place last weekend, so we took the opportunity to catch up with id Software CEO, Todd Hollenshead, to talk Doom 4, Wolfenstein, new technology and more.

Catch the full interview after the break.

VG247: Last year, you said that Doom 4 would be here – at QuakeCon – this year. But it’s not. In the words of black-and-white television, “you’ve got some ‘splainin’ to do.”

I thought it would [be here]. I thought it would.

Well, during his keynote, John Carmack said we were supposed to bug you about Doom 4 not being here, so I’m only following orders.

[Laughs]. Well, he said I went up and took the arrows for him, which I figure is fair enough since I did say at [last year's] keynote that there’d be no Doom that year, but Doom the next year at QuakeCon. And I think we all thought we’d be showing it this year at QuakeCon at that time. But, you know, things sort of change. And really, we do really want to wait until we have something awesome to show that’s gonna blow people away.

And the other thing is that, as amazing as the RAGE presentation was, we’re focused on talking about that as opposed to something that’s even further down the road. It’s hard to complain though, because – I don’t know of it being done, I haven’t heard of it being done – the demo on three platforms. Our guys did an amazing job, I can honestly say. I’ve actually seen the presentation, like, 30 times before, but towards the end of it, I even got, like, some goosebumps. I think part of it was the audience being really into it and stuff like that too. Plus, it really did look good and we showed stuff that we have not shown before.

So, can you say that Doom 4 will be at QuakeCon next year for sure?

Ok, I’ve learned my lesson. [Laughs].

I’m gonna let the Doom team speak about when they’re gonna show stuff. I’ll take my arrows for last year, but I’m not gonna set myself up for next year. When they’re ready, they’ll be ready. And I don’t want to speak for them.

id’s been with Bethesda/Zenimax for quite some time now. How is it? Do you ever miss the days when you were independent?

Honestly, I can say that – really – probably 95-99 percent of the way things work is exactly the same. Probably the biggest change we had is from the changes that are necessitated by growth of a company. So, prior to the merger we were at about 80 or 85 people, and now we’re at over 170. So that’s a big change. That’s had far more of an impact on how the company operates and stuff like that than anything related to the merger.

The way we develop games is virtually unchanged. There may be some more paperwork to fill out to get a person’s machine as opposed to just saying, “I need two more machines” or “Look, we need this hardware.” But I think that it’s good to have a responsible system, especially when you get to be the size [we are now]. We needed a process like that.

And so, it’s basically the same, only better.

We’ve see quite a few new technologies take the spotlight over the past year. Let’s run down the list: first up, 3D. What’s id’s stance on that? Do you think it’s a potential way forward for the industry? Do you think it’s just a gimmick? Do you think it could hurt the industry in the long run, seeing as it’s kind of a resource hog?

That’s a good question. Yeah, you know, I don’t know that there’s an “id position” on 3D. I mean, there’s some cool stuff about it. There’s no question about that. But, in my opinion, to game on your TV in your living room with a 3D TV set is expensive. They’re really costly. So I think there is a cost factor that’s going to impact whether it’s going to be widely adopted or not.

You know, there are also some technical issues as well. Like, if you’re playing a game, a lot of people move around and stuff. And I haven’t personally demoed any of the hardware, but what I understand is that you can get glasses out of sync and stuff like that, so you have to be careful. It’s one thing when you’re watching a movie like that; it’s another thing when you’re playing a game. As a game developer, you don’t want to be worried about engaging the player so much that they’re moving. That’s not the thing that you want to worry about. You don’t want to have to stop yourself at some point there. So I think there’s a bit of a trade-off that goes on there.

We’re not developing anything for it currently. I think the strategy for us from, you know, the geeky standpoint is that it’s cool to see that stuff. At the movie theater I saw Avatar at – with the [3D] glasses on –  they had the NASA demo out in space with IMAX stuff. And I was just like, “That is so badass.” There’s no question that there’s an appeal there. But I don’t know if it’s gonna get to a price point where it makes sense, or if there are going to be technical factors – like how still you have to sit and where you play – that actually take away from the immersion aspect of videogames.

So I think there are definitely some concerns. Not that those take away from the coolest aspect of it. That’s just sort of my  scattershot thoughts on it. Carmack may disagree with me. I don’t know what his opinion is on it because I haven’t talked to him.

The other big tech toy is, of course, motion control – which isn’t just impacting the current console cycle; it’s extending it. Where does id fit into that picture?

We aren’t using any of that stuff in our current development. With RAGE, I don’t expect for us to have Kinect controls or anything like that. So, on stuff in the future, it’s an interesting question. I know that John [Carmack] finds it appealing. He’s worked with some facial recognition software, and what he said in his keynote is that he plays more games on the Wii.

The question is, will it give something to our games that will differentiate them from other games? Is it gonna make them better experiences? Because that’s the key thing. It’s not, “Oh, are we gonna adopt this new thing that Microsoft and Sony are touting?” That’s not as important to us. We’re more focused on making our games as good as they can be – making the maximum enjoyable experience for the players to get out of them. And if that means bringing other aspects into them as we go down the road, then that’s certainly something we’re gonna take a look at. But if we feel like that’s not gonna add to the experience – or, on the other side, even take away from the experience – then obviously that would be a concern for us.

With Wolf 3D and Doom, the whole WASD keyboard configuration became the default for how you played shooters. And a lot of people for a long time thought you couldn’t effectively execute shooters on consoles because of UI limitations, and it wasn’t the same as a keyboard and a mouse. Most of the people at id are still PC players who play first-person games. And you can include me in that group. But, you know, with Goldeneye, Halo, Gears and all those games, the UI issue with shooters and consoles has been solved. Part of that is the reason why we’re multi-platform with RAGE. It’s not just that we like consoles. It’s that shooters now have a very strong market on consoles. A fanbase. So that’s where we want to be too.

But the issue with shooter games and [motion control] interfaces is still – in my opinion – that the implementation’s a little janky. It’s not like, “Oh wow, this is the way these games are meant to be played!” Not that we couldn’t put resources into potentially solving that, but if we did, we’d want to make sure that it was awesome and not “Yeah, this is sort of lame.”

Bullet point: our motion control is all right!

[Laughs]. Yeah. We were talking about it at the panels, and I absolutely agree with something that was said on stage, which is that you don’t want to sacrifice greatness to have more mediocrity. It’s better to have your control system be absolutely spot on – have that tactile feedback. And I think, as a company, we’re known for that. You know, John talks at the very weedy level of details about, like, milliseconds of delay with controls and stuff like that. And I think those things are really important in terms of the experience the player has and how much you can immerse them into the game – and how much they separate themselves from the experience you show them on the screen.

We would want to have that same type of interaction experience of the player with the game with the motion controller if we were to put that in a game. We wouldn’t lose something in the translation.

id Tech 5 is now Bethesda-exclusive. Why? What are the benefits of having your own exclusive engine? What were the thought processes that went into that decision?

It’s a couple things. It’s part strategic with respect to the way that we’re building up the company inside of id in terms of multiple teams. And partly, it’s a strategic decision on part of the overall corporate strategies of Zenimax, Bethesda, and now Arkane.

One of the reasons in the past that we licensed technology is that we only had one team working on games, so we couldn’t really leverage the tech to its fullest extent until we licensed it out to other teams to use it. Especially in a tech industry, engines have a fairly rapidly closing window of best use. To some extent, that’s not an issue as much anymore since we have multiple teams.

The other thing is that we really do think id Tech 5 offers us a competitive advantage with respect to what we can do within game development. And so we want to keep that within the id/Bethesda/Zenimax family.

I believe it was Carmack who said id probably won’t design a new IP for another decade. Does this mean sequels to all of id’s major franchises? For instance an id-developed sequel to, you know, the game this convention is named after?

[Laughs]. John is a little more bold in his predictions on things than I am. I mean, I’ve already sort of been burned by my “Doom 4 at QuakeCon 2010” prediction. I’m a little gun shy on it.

I think that the idea is – you know, whether or not it happens, a decade is a really long time. It’s just hard to see. I don’t think I would go that far. I think there are too many things we don’t know. You know, John kind of looks at the empirical and says, “as it has been, so shall it be ever forward” until something happens to change it. Anyway, the thought process is that we have Doom, Wolfenstein, Quake, and RAGE. As much as I have confidence that RAGE is going to be a huge hit, it doesn’t have… we hope it’s going to be popular. I expect it will.

But we don’t know. But we do know that Doom is a popular franchise, obviously that Quake resonates with people, and Wolfenstein is a game that has sentimental value to me purely for the fact that it got me involved in PC gaming. It was the first PC game I played. You know, I played Atari 2600 games. I played some games on my TI-99 480 POS machine, but I don’t know if you can honestly call that a computer. [Laughs].

I expect that we’re gonna be looking at going back to those franchises again. To say that’s the only thing we’re gonna do? I think it’s probably too early to tell.

By the same token, the Raven-developed Wolfenstein game launched last year to sort of middling reviews…

Yeah, I think it’s fair to say we would have liked for it to have had a better reception.

So is id still interested in licensing out its major franchises to other developers? Or are you once bitten, twice shy? Will we see a more internally focused id from now on?

Now with Wolfenstein, Quake, Doom, and now RAGE, we do have four IPs. Ultimately, we have three triple-A internal teams to take care of those properties.

I wouldn’t say that I would rule out that we will never work with another developer just because it’s difficult to predict. But the one thing about working with Zenimax is that it’s a little bit of a different equation in terms of working with someone within the family. Like I said, my crystal ball is very cloudy about things like that, so it’s hard for me to predict. But right now, there’s no active development on any id property outside of the company.

id’s been expanding its business quite a lot recently. You’ve moved into iPhone development, consoles, and free-to-play. Are you looking to expand further? Are you at all interested in – especially – the new horizons of PC gaming, like cloud gaming and Facebook?

It would be a hard stretch for me to see us going into social gaming. I mean, we are really more of a [hardcore studio]. The people who work at the company are gamers. You know, I know people who play Farmville and stuff like that, but I can’t say I like it that much. I’ve never even seen it.

I would totally play Quakeville.

[Laughs]. Now, see, that might be fun. But I don’t know how social of a game that would be. On the social gaming stuff, I would say that I highly doubt it.

On the cloud computing stuff, I know John has a certain affinity for technical, “Gee whiz-y” things. And that is sort of where cloud computing is right now. The issue to me with that sort of stuff currently is that you can build a fairly good example of how awesome it’s gonna be if you assume away problems like that not everyone has broadband. That’s a serious issue. You can process all this stuff on the backend, but there are people in rural US – which is where a lot of the market for that would be – that just are gonna be excluded from it.

Now I don’t know; maybe somebody has done the economic research. But I know that you can think about one  thing, but when you start trying to do it, there are unknown problems you run into. That’s been one of our experiences, like you brought up with Quake Live. You know, we know how to make games. And I think we did a great job with the game part of Quake Live. But what we had to learn a lot on were these things we weren’t thinking about when we were building Quake Live like “We want to build a subscription service,” and “All right, well, we’re gonna make it worldwide.”

We have huge numbers of fans in places you might not expect — like Poland. Seriously, it’s in the top-ten numerically as a playerbase for Quake Live. And we were like, “Wow, well that means we need to have a worldwide payment solution.” That’s something we knew nothing about, and we started into it, and we were like, “Woah, this is a pretty tricky problem!” It really doesn’t have anything to do with making a great game, but it has everything to do with delivering a great experience to as wide a customer base as possible.

As I mentioned earlier, the PC gaming market has been branching a lot recently. Free-to-play, social media, cloud gaming, MMOs, etc. Coming from a PC-centric background, how would you define PC game development at this point? And is a triple-A business focused mainly on the PC still feasible?

Well, I think it is. You know, where the huge opportunity there – just from a financial standpoint – is probably in the MMO market. Because, you know, you have a lot of cases – and one huge case, one WoW case – of where that can be a huge financial success, as well as a critical success and even getting out into the friends of the guys that maybe play one game a year or something like that.

I still think the PC is a good platform. I think the piracy problem is a significant concern, but we still see the PC as a viable platform. RAGE is gonna ship on the PC at the same time as it ships on Xbox 360 and PS3. It was kind of funny watching the RAGE presentation. When you put that sort of presentation together with stuff running side-by-side, and the PC boots up faster…

…and everyone in the audience goes completely nuts?

That’s right. These are PC fans here and they’re cheering for that, even though it’s probably at the level of barely discernible for most consumers. But, you know, you make it a competition and the PC wins, and the PC fans cheer.

One last question about the convention in general. QuakeCon had quite a bit of diversity in terms of panels this year. Will this be a continuing trend? Will we see more talent from beyond Bethesda/id’s hallowed halls?

We’re gonna do our best. I mean, that’s one of the advantages of the merger: we’re able to tap into the resources that Bethesda has for development talent. And not only development talent that’s internal to Bethesda, but development talent at studios they work with that they’re publishing.

As much as it’s still QuakeCon, I think broadening it to make it more of a Zenimax/Bethesda/id/Arkane family event is good for the event. Space pioneer and industry luminary Richard Garriott is here this year. That was one of those things where it was like, “Man, this would be cool.” And John was like, “I’ll talk to Richard!” And he was enthusiastic about coming up here. You know, he’s just down in Austin. And I knew Vince [Zampella] and Jason [West] all the way back from years and years ago in the mid-nineties, and just happened to randomly run into them during E3. It was just like, “Hey man, I know you guys have got your own thing going on, but I’d love for you to come back to QuakeCon,” and they were like, “That sounds really cool!”

Having that stuff is cool for the audience. I learn stuff from it as well. I think [the developers] have a good time. QuakeCon is a cool thing, and it’s a unique experience where people who might be making competitive games can come and be friends too.  

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5 Comments

  1. DrDamn

    #1 5 years ago
  2. mington

    Raven-developed Wolfenstein game launched last year to sort of middling reviews…

    Yeah, I think it’s fair to say we would have liked for it to have had a better reception.”

    We would have liked it to have been a better game

    #2 5 years ago
  3. mington

    Were they responsible for Quake 4 and Quake wars?

    (they were balls)

    #3 5 years ago
  4. LePlatypus

    @3 Quake 4 = Raven software and id
    Quake Wars = Splash damage and some other ones for consoles

    #4 5 years ago
  5. soulburner

    I just wanted to say I’m kind of offended with what Todd said about Poland. I mean, he’s genuinely shocked that we play QuakeLive, just as if Poland was a third world country somewhere on the north pole…

    #5 5 years ago

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  • Destiny: this is how one player predicted House of Wolves details and Xur’s inventory

    The method one Redditor possibly used to leak some details from Destiny’s House of Wolves was the same one he used to predict the inventory of Xur: Agent of the Nine. Last week, Reddit user Megamanexe4 leaked a few pieces of House of Wolves expansion content. The leaks included strikes, new Crucible mode, and a […]

  • Mortal Kombat X is coming to iOS… as a card-battler

    Mortal Kombat X will be releasing on mobile devices in some form, just not the one you except. Mortal Kombat X is coming to Android and iOS devices as an extension of the main game. It will launch in April alongside the console versions. The mobile game will be part card collecting and part fighting […]

  • Metal Gear Solid 5: The Phantom Pain announcement coming this Wednesday

    Kojima Productions will unveil something about Metal Gear Solid 5: The Phantom Pain this Wednesday. Metal Gear Solid fans should standby for a Phantom Pain-related announcement on Wednesday, March 4. According to developer Kojima Productions’ Twitter, there’s going to be an announcement at 2pm GMT on Wednesday. The developer posted the following image. The image […]

  • Reader survey: time to let us get to know you better!

    We’d really appreciate it if you could fill in this survey about the websites you read and the games you buy. It massively helps! You can fill out the survey right here and obviously all the information you supply is confidential. It helps us build a better picture of the people who read our site […]

  • Battlefield Hardline Premium: here’s everything you get for $50

    Battlefield Hardline’s Premium membership will give players access to 4 new features, early access to expansion packs and more. EA detailed the offer today – it costs $50 in total (£40 in the UK) and gives players a whole bundle of new gear and content. Check it all out in handy list form below: Masks […]

  • Hayter’s gonna hate: the voice of Solid Snake wouldn’t answer my Metal Gear question

    Voice actor and Hollywood writer David Hayter discusses the differences between movies and games. And politely declines my leading question. “It might be fun to do a crazy, over-the-top film version of Saint’s Row.” Yeah, that headline is a bit cheap but you’re reading the work of a man who once asked the maker of […]

  • Xbox One bundle gets £100 price cut in UK

    Microsoft has knocked up to £100 off Xbox One bundles in the UK. The Xbox One with Kinect Assassin’s Creed bundle is now £100 cheaper and comes with a free £20 voucher to be spent on the official Microsoft online store. Over on the Xbox online store there’s a £70 price cut on the white […]

  • Pokemon Shuffle downloaded 1m times, free stuff given out to celebrate

    Free-to-play 3DS title Pokemon Shuffle has been downloaded over 1 million times. As a reward for playing the match-3 puzzle game Nintendo has gifted players a Complexity -1 item for free. The item reduces the difficulty of a level, according to Eurogamer. By all accounts Pokemon Shuffle is a cynical game with poorly implemented microtransactions. […]

  • Trine 3: The Artifacts of Power sure is pretty

    FrozenByte Games has revealed Trine 3, due for release in 2015 And what better way to reveal a new side-scrolling adventure than with a very pretty trailer full of gameplay? The latest in a series that has already sold 7 million copies is earmarked for PC and “other” formats. Trine 2 released on PS3, PS3, […]

  • Dying Light takes UK number one

    A month since it was released on digital platforms, Dying Light’s physical release has topped the UK charts. Techland and Warner’s zombie survival game has proven to be one of the big hits of the year so far. It was released on digital formats a month ago but has only just been released on good-old […]

  • GTA 5: that’s some seriously accurate grenade throwing

    Think you can take down a jet plane with a grenade throw? This guy can. In fact, he can do it twice. This is in a variation on the player-created deathmatch “Stunters Versus Snipers” which seem to be all the rage in GTA Online at the moment. One team has a sniper rifle (and grenades) […]

  • Metal Gear Solid 5: Mother Base turns pink in the morning sun

    The Phantom Pain looks nice even when Kojima just takes a quick pic with his phone. Look at that beauty. We get nice reflection in pink at the first gray of dawn. pic.twitter.com/aERTBoZT9z — HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) March 2, 2015 The game doesn’t have a release date yet, which makes us a bit nervous for it […]

  • Dying Light: Underpant Gnomes and 9 other secrets you missed

    Dying Light still has legs – maybe because it’s crammed full of secret things to discover. Ten of those have been highlighted by TerraMantis’ latest YouTube video, including reference to the Underpant Gnomes, guitar lessons, farting zombies and well, we don’t want to spoil it for you. Even if you think you’ve seen everything in […]

  • Resident Evil: Revelations 2 Raid Mode dance gestures are deadly

    Why blind ‘em with science when you could kill ‘em with dance moves? revelations raid When I say Resident Evil: Revelations 2‘s Raid Mode dance gestures are deadly, I’m not being figurative. If you finish the first chapter of Revelations 2 you can unlock Gina for use in Raid Mode. All characters can use gestures […]

  • Dragon Age: Inquisition mod enables male Blackwall romance, terrific joke

    “Male Inquisitors can now scale the wall,” says a clever Redditor. A new Dragon Age: Inquisition mod removes Blackwall’s romantic restrictions, allowing male Inquisitors to chat up the fuzzy-faced warrior. Blackwall doesn’t have any race preferences, so you’re good to go there. Dragon Age: Inquisition romance mods are pretty common by now, and to be […]

  • Destiny: it is possible to solo the Weekly Heroic

    Destiny players willing to faff about with their system clock can solo the Weekly Nightfall if they prefer. The Weekly Heroic is one of Destiny‘s toughest challenges. Responding to player feedback Bungie implemented matchmaking for the Weekly Heroic, but there are players who genuinely prefer to go it alone. There’s now no legitimate way to […]

  • Clayfighter remaster on the way, says Interplay

    A Clayfighter remake is inbound, apparently. Interplay has announced a Clayfighter remaster, combining the content of all past games into one package. Features include: Characters such as Bad Mr. Frosty, Blue Suede Goo, Earthworm Jim, Hoppy, Boogerman, Tiny – and more with over 20 characters total Over 20 familiar environments from the series to duke […]

  • The quickest way to climb in Dying Light

    Dying Light players! Are you sick of picking your way carefully up the sides of tall towers? Have I got a trick for you. The parkour system in Dying Light is okay, but climbing anywhere especially high can be a bit tedious. Enter Jesse Lester, who took a look at the tools available and worked […]

  • Bungie “always” looking at Exotic changes for Destiny updates

    Destiny developer Bungie won’t stop tinkering with Exotic weapons. In Destiny, Exotic weapons are supposed to be the best of the best – and to feel unique. Guns like Ice Breaker and Gjallahorn definitely hit the mark there (although less so when everyone has one), but unfortunately, there are a few that just don’t strike […]

  • Is Uncharted 4′s first trailer a tribute to Crash Bandicoot?

    Uncharted 4′s first proper trailer bears some remarkable similarities to the opening moments of a much earlier Naughty Dog game. Uncharted 4: A Thief’s End has more in common with Crash Bandicoot than you might think. It’s Naughty Dog’s first game on a new console, yes – but if you compare Uncharted 4′s E3 2014 […]

  • Sonic console games will continue, says Iizuka

    Sonic Team leader Takashi Iizuka has said there are no plans to stop making Sonic games. Sonic hasn’t retired from the ranks just yet. “Please rest assured, I personally have no plans to stop making Sonic games for home consoles,” Iizuka told 4Gamer [Japanese]. The comment arose after the site asked if Sonic would become […]

  • Stealth Inc. 2 coming to PSN, apparently

    Stealth Inc. 2: A Game of Clones will soon be available on PlayStation platforms, if a trophy list is to be believed. Stealth Inc. 2 initially launched as a Wii U exclusive, disappointing fans of Curve Studios’ tough action game. We’ve heard nothing to contradict this, but Exophase, a generally reliable source, has dug up […]

  • Runescape developer has an “undisclosed MMO” in the works

    Runescape developer Jagex is working on something new. According to Jagex’s careers page, the developer has a new, unannounced game in the works. Its advertisement for a lead programmer makes explicit mention of an “undisclosed MMO”. The ad mentions the new title is in “the preliminary stages of redefining the cross platform MMORPG genre” and […]

  • Destiny PvP rewards system to be addressed

    Destiny developer Bungie has said it will change the way Crucible rewards work. Destiny players are always complaining about the perfidy of RNGesus, but there’s one area where it particularly hurts: the Crucible. PvP players often receive nothing at all for excellent performances, and sometimes Guardians receive the best drops merely for logging in as […]

  • Azure Striker Gunvolt 2 in the works for 3DS

    Azure Striker Gunvolt is getting a sequel. Azure Striker Gunvolt developer Inti Creates has confirmed that the sidescroller has been popular enough to warrant a second instalment. The sequel will also be released on 3DS, the team said on Facebook. Very little information is available at present, unfortunately. “As time goes on we will have […]

  • Life is Strange Episode 2 not delayed, says developer

    Life is Strange developer Dontnod Entertainment has said the second episode is on track for release this month. I guess it would know. Life is Strange Episode 2 has been expected on March 13, but late last week Square Enix told Destructoid it had been delayed. Dontnod has since denied this report, describing it as […]

  • First SteamVR game reveal is Job Simulator

    Job Simulator is the first game to be announced specifically for SteamVR, Valve’s virtual reality tech. Shoot Many Robots and Aaaaa! For the Awesome! developer Owlchemy Labs is the first team to put its hand up and say it’s worked with SteamVR. In a blog post, the studio unveiled Job Simulator, which will be playable […]

  • HTC, Valve partner for Vive VR headset

    The first SteamVR announce is a headset a manufactured by HTC, the Taiwanese mobile company revealed over the weekend. Valve told us last week it planned to unveil virtual reality hardware at GDC, calling it “SteamVR” at the time. Now HTC has pre-empted Valve by revealing Vive, a headset developed thanks to a collaboration between […]

  • Watch the Evolve Chappie Challenge tomorrow on Twitch

    Sony Pictures Entertainment, 2K and Turtle Rock Studios have announced a tournament being hosted by ESL, which will see Evolve players take on newest movie robot, Chappie. The ESL has teamed up with Twitch for the live 4 on 1 competitive event, and you can watch as it all unfolds tomorrow, March 1 at 3pm […]

  • If you’re attending PAX East, stop and have a look at Necropolis

    We haven’t heard much on Harebrained Schemes’ latest since it was announced in November, but today, the team has seen fit to release some interesting gifs of its a new project, Necropolis. Necropolis is a third-person action rogue-like with procedurally generated which can be “re-rolled mid-playthrough” and is headed to Linux, Mac and PC sometime […]

  • Dragon’s Dogma Online really is lovely, as these screenshots prove

    More Dragon’s Dogma Online screenshots have been released, and this batch is just as lovely as the last gallery we posted. Since this game will likely never leave Japan, the images are a bit of a salt rub for fans of the IP, but hopefully another entry in the series will be released at some […]

  • Action-RPG Death’s Gambit has a classic-Castlevania feel to it

    How would you like to become an agent of Death and rid the world of immortals? Then Death’s Gambit may just be the game for you. Announced by LA-based studio White Rabbit, the action-RPG with platforming elements tasks players with fighting gigantic enemies on an alien, medieval planet. Players will also encounter formidable beasts, knights, […]

  • Modder adds offline co-op into Resident Evil: Revelations 2

    PC users lamenting the lack of local, offline co-op in Resident Evil: Revelations 2 will be pleased to know a modder has remedied the omission. The mod, created by FluffyQuack, adds offline co-op mode to Episode 1 but the only caveat is players will need to use gamepads instead of mouse and keyboard (via Gamespot). […]

  • Number of Steam accounts with Dota 2 installed hits over 42 million

    Dota 2 has seen its installation rate jump 85% year-over-year, resulting in the MOBA now having close to 43 million installations worldwide. The figures were published via a report from video game research and consulting firm EEDAR, which studied Steam accounts daily to better understand the service’s player behavior and title performance. According to statistics […]

  • Nintendo issuing Eon Ticket codes for Pokemon Omega Ruby and Alpha Sapphire

    Nintendo is handing out an Eon Ticket to Pokemon Omega Ruby and Alpha Sapphire owners which will allow them to visit the Southern Island. Once a player arrives, depending on which version of the game they own, Pokemon Latios and Latias are able to be caught. The Eon Ticket was originally issued via StreetPass, but […]

  • Here’s a couple The Witcher 3: Wild Hunt screenshots to brighten your day

    Two images for The Witcher 3: Wild Hunt have surfaced on the game’s Facebook page. Grabbed by Gamekyo, the images show Gerlat and Vesemir chatting with a fellow, and the other shows Geralt riding up to some ruins where some people have been hanged. CD Projekt Red will make an appearance at PAX East next […]

  • Hyrule Warriors Boss Pack DLC contains unlockable character – potential spoilers

    While you already know the next DLC for Hyrule Warriors will allow you to play as the gigantic beast Ganon, there’s a rather humorous unlockable character contained in it as well. Potential spoilers follow below. When the DLC arrived in Japan February 26, YouTuber moccos-tan IsedelicaAs posted a video of the unlockable character, which is […]

  • Star Trek Online players gather on Vulcan to pay respects to Leonard Nimoy

    Star Trek Online players paid tribute to Leonard Nimoy yesterday by gathering around a fountain on Vulcan, the home planet of Spock in the Star Trek series. According to a post by barnacle999 on reddit, when he logged into the MMO “there were around 20 full instances and several partial,” culminating in around 1000 players […]

  • Dark Souls 2: Scholar of the First Sin gameplay video shows invasion of The Forlorn

    A new Dark Souls 2: Scholar of the First Sin gameplay video has been released, and provides the viewer with a look at the NPC invader system. Watch below as The Forlorn hunts down the player through the game with “with deadly skill and tenacity.” He even teams up with other enemies, making your fight […]

  • Visual upgrade for Wasteland 2, improved modding tools in the works

    A visual upgrade and improved mod tools are in the works for Wasteland 2, according to a blog post from inXile Entertainment. The upgrades will come about as the game’s codebase is migrated from Unity 4.5 to Unity 5. “A major benefit of moving to Unity 5 is that 5 will include many of the […]

  • Battlefield Hardline brings “Hollywood crime drama” to single-player campaign

    In the fifth developer diary for Battlefield Hardline, the team discusses how it’s bringing “Hollywood crime drama” to the shooter’s single-player campaign. The video was released a couple of days ago, so apologies are in order if this has been posted already, but I promise I searched the site and never found it. Visceral Games […]

  • Masquerada: Songs and Shadows is a pause for tactics isometric RPG coming in 2016

    Masquerada: Songs and Shadows is a 2.5D isometric RPG, built in the vein of Baldur’s Gate and Dragon Age in the works at Withing Hour Studios. The game allows the player to pause combat to plan party tactics. “Set in the Venetian-inspired fantasy city of Ombre where rare masks are the key to casting magic, […]

  • Underworld Ascendant surpasses Kickstarter goal

    Underworld Ascendant which was launched on Kickstarter earlier this month, has met its  $600,000 funding goal. With six days left 10,786 backers pledged $610,541 In light of being funded, the team has also switched up the stretch goals as bit, as you can see in the image below. The studio, OtherSide Entertainment, is fronted by Paul Neurath, […]

  • Latest Evolve patch fixes progress and save game data loss on Xbox One

    A patch for Evolve has been released on Xbox One which fixes lost progress and save game data users had reported. The patch also fixes an issue with shadows and flashlight, makes incremental improvements to matchmaking, invites, and rejoining, and there were progressions balance changes. “The issue with lost progress and saved games was mostly […]

  • Online servers for Ridge Racer Unbounded shut down in Europe

    Online functionality for Ridge Racer Unbounded is no longer available, Namco Bandai Europe has announced. Solo mode and the track editor are still playable, minus the sharing options. Ridge Racer Unbounded was released on PC, PlayStation 3 and Xbox 360 in March 2013. Thanks, MCV.

  • OlliOlli will be a cross-buy title on 3DS and Wii U

    Curve Digital has announced OlliOlli will be a cross-buy title when it releases on 3DS and Wii U. The Roll7 title will be the first third-party title to offer the functionality on the systems. OllliOlli will be released on the eShop March 5 The game launches on Nintendo’s eShop on March 5th, followed by Xbox […]

  • Darkbeast electrifies latest Bloodborne video

    The latest Bloodborne video shows off another monster in the game. This one is Darkbeast and he’s full of electricity. The video is the last of IGN’s month-long coverage of the title.

  • Future Assassin’s Creed games will have greater focus on modern timeline

    Ubisoft plans to focus more on modern timelines in future Assassin’s Creed games, the company suggested during its latest community livestream. During the Twitch stream, one of the lead writers for the Assassin’s Creed series, Darby McDevitt, said the modern timeline for Brotherhood’s town of Monteriggioni could inspire future development. “That only came about because […]

  • Fruit Ninja Kinect 2 is coming to Xbox One next month

    Halfbrick has announced Fruit Ninja Kinect 2 for Xbox One will release next month. The mobile title made its way onto Xbox 360 garnering 1 million downloads as of March 2012. It has a new multiplayer mode for up to four players with Battle and Party modes along with a new progression system. An announcement […]

  • New GTA 5 PC screens – shit the bed!

    Rockstar has pumped out 15 new screens for the PC version of Grand Theft Auto 5. Don’t touch them, because they’re electric. And if you touch them, you’ll get shocked. The PC version of GTA 5 has been delayed until April 14, which both sucks and blows. BUT! There’s a new trailer coming between now […]

  • Sony Japan accidentally erases 20th Anniversary PS4 contest entries

    Sony Japan has accidentally erased all information obtained from PlayStation owners who entered to win a 20th Anniversary PlayStation 4. Those who purchased PlayStation 3, PS4, Vita or Vita TV between December 4 – January 15 were handed a calendar with a code which entered them into the contest. Somehow, all data collected from the […]

  • Hearthstone datamine suggests Blackrock Mountain expansion on the way

    Hearthstone’s next update may be based on World of Warcraft’s Molten Core raid, if datamined information posted on Hearthpwn is spot-on. According to files mined from the latest patch, three new cosmetic card backs are on the way, one of which is called Molten Core. The data suggests that pre-ordering the Blackrock Mountain expansion will […]

  • Using Battlefield Hardline single-player gadgets increases your metagame rewards

    Gadgets contained in Battlefield Hardline’s campaign mode have been detailed, and each provides the player with various ways in which to solve crimes. According to design director Scott Warner, one way to “diffuse” a conflict when confronted with criminal activity is to flash your badge and ordering the criminal to freeze. Putting your gun on […]