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Interview – RAGE’s Tim Willits

Wednesday, 18 August 2010 06:27 GMT By Nathan Grayson

tim-willits

RAGE is id’s first – and apparently only – new IP in quite some time, and the developer’s doing it up in style. Yeah, the post-apocalyptic shooter/driver/toy car driver’s got it all – even its own release date. No more teasing, no more “when it’s done,” no more fooling us into staring into Todd Hollenshead’s dreamy blue eyes until we forget what we were talking about. With RAGE, we’re witnessing the emergence of a new id Software, one that’s not afraid to hunker down and commit.

And we can see why. When you’re able to demo your game on three night-and-day different platforms side-by-side, you’re clearly doing something right. With more than a year to go before launch, though, there’s still plenty more to discuss. Is the release date really set in stone? How about multiplayer? Are dedicated servers in or out? What happens if John Carmack goes into space and explodes? We asked RAGE creative director Tim Willits all those questions and more, and he tolerated our shenanigans to the point that we’re pretty sure he wasn’t lying to us!

Check out the interview after the break!

VG247: Yesterday, you announced a release date for RAGE. That’s pretty out of character for id, seeing as I’m pretty sure you guys actually hold trademarks for the words “when,” “it’s,” and “done.” So what changed? Why have you decided to tie yourselves down to that September 2011 date?

Tim Willits: When we were looking at the product and the state that it’s in now – and you saw, it ran pretty fast – historically, when we said “when it’s done,” it’s made it difficult to build momentum up to launch and get the right trade and buyer support stuff. Now, games are like movies. They’re big and they can have big launches. Like the next Harry Potter movie – we already know the date and they just finished filming.

So we need to treat RAGE just like other big entertainment releases. Pick a date, give yourself some flexibility, and then hit that date, so you can build up this huge launch. And then we’re also committed to supporting the title at launch, and then post-launch. Because, you know, a lot of gamers buy games and then they’re like, “Are [the developers] gonna forget about this game?” So we currently haven’t formalized any of our DLC plans, but we architected the game in such a way that we’ll be able to provide some cool content. We also feel that date gives us an opportunity to solidify all our plans.

Again, the “when it’s done” mentality is great, but as we look to the future — and we look to really making big launches — it’s not really feasible. And, of course, now people are like, “Cool, I know what I’m doing on that day!”

So the release date is absolutely set in stone? There’s no chance of delay?

Trust me, I would be in deep trouble if this thing got delayed. [Laughs]. Something really bad would have to happen. If John [Carmack] blows himself up in a rocket, we may miss it. [Laughs].

We haven’t seen RAGE’s multiplayer mode yet, but is there a set date for its unveiling? Can we expect it soon-ish?

Looking at what we want to do next year, it’s obvious we want to build up excitement and kind of keep the buzz going. So the multiplayer’s cool, and there’s a group of guys who are busy working on it.

So hopefully soon, but I don’t know the exact date of when we’re gonna talk about multiplayer. I can tell you it’s cool! [Laughs]. Sorry I can’t give you a better answer.

How difficult has it been simultaneously developing for all three platforms? I know you were expecting trouble from the PS3 during yesterday’s demo, and then the Xbox 360 ended up taking a spectacular dive right off the deep end. In an ideal world without piracy and whatnot, would you have just developed the game on PC and left it at that?

Well, I mean, yes, piracy’s definitely a big issue for us. But for me personally, my preferred gaming system right now is the 360. Just because it goes in my media room with a big screen and stuff. I can sit on the couch and put my feet up.

There’s such a huge install base on all these platforms that it would be foolish to ignore them. You know, historically, we were always a PC-centric company, but consoles have gotten to the stage where we can make great games. John can work on this new technology and not feel that he’s in a box. And he says that there are lots of things you can do on the consoles that have never been done before – that he can push his creative genius toward. And the install base is so huge that it would be foolish [to ignore it].

One of the reasons that we’ve had luck getting all the systems up and running as well as we did is that we weren’t taking old technology and cramming it into these systems. Most other companies that have complained about this system or that system are taking PC-centric code that is not multi-threaded, and they have to mult-thread it and shove it into these console systems and it’s a struggle. But with id Tech 5, John Paul and Robert Duffee, from the very beginning, they were like, “Ok, let’s look at the landscape. We’ve got multi-cores over here. We’ve got cores over here. We can do this. So if we do it like this, it’ll work.”

So we haven’t had the types of struggles that you’ve heard of from other developers. One console has some issues, another console has some issues, but in general, it hasn’t been a nightmare. I mean, could you tell any difference between the three systems? Usually, as you know, PS3 games look a bit rough. Also, we were running 8k pages on the PC, which allocates more video memory, so the textures are a bit more crisp. But in general, [they were about the same].

We were happy to come here, put them all up on the screen, and have everybody decide for themselves. Because it’s one thing to go, “Yeah! They look the same! They’ll play the same.” But until you see it…

And what was cool was, you know, Robert played much differently than Jason did. And so you’d see that Matt was using the bomb cars, Jason was using the turrets, Rob was… I don’t know what he was doing. [Laughs]. So you can see that, yeah, there is actually a difference, and you have some choice in what you do and stuff. And that’s nice, because a lot of times, when press guys watch demos, we show them one thing. We’ve got 15 minutes, so we tell them, “Yeah, you’ve got choice. You can do these different things.” But you have to take our word for it.

And especially with this crowd, there’s a high bullshit defense meter going on with the QuakeCon crowd. So it’s good to show it to this crowd, because they’re the ones who are harder to fool. But, what’s also cool with the QuakeCon crowd is – if you have a problem with the 360, like we had to restart it – they didn’t care. Because everybody in the crowd has had something crash on them. [Laughs]. Especially in [QuakeCon’s Bring Your Own Computer area].

As for the game itself, during the demo, you showed a little car combat – which looked awesome, by the way – and a lot of on-foot shooting. What’s the ratio there? Is RAGE mostly a shooter with a little vehicular carnage on the side? Or is it about 50-50?

Well, one of the reasons we didn’t do a lot of driving yesterday is because, honestly, when we first started talking about the game, we talked a little too much about driving, and it got everyone confused. So we drastically kind of shifted our message.

You do spend most of your time running, gunning, and shooting at guys. But if you enjoy the racing circuits, you can spend a ton of time on that. Like at work, there are some guys who love racing. We have this time trial, and in each of these series, there’s always a time trial you can run. You can do them in ATVs and buggies and stuff. And really, all you need to do is get around the track and beat our time, but there are some guys at work that go on and on and on. They’re, like, fighting over milliseconds and stuff.

But really, in the game, if you hate driving and you love running around and shooting things – well, you still have to drive through the wasteland — but there are only a handful of “you have to do this” races, which is great for player choice. If you’re not a big driving fan, you can probably cut the driving experience down a lot. But if you enjoy the experience, you could probably spend more time driving, since you could do it over and over and over again. If you talk to the bartender in each town, they’ll pay you for every bandit you kill in the wasteland. So you can make a bunch of money that way. Or you can make a bunch of money playing minigames. Or you can do side missions.

So it’s really impossible to say an exact percentage, because it all depends on what you do.

Some of RAGE’s biggest detractors – based on what they’ve seen of it – say the game looks just like Fallout. You know, you’ve got your wasteland, your cataclysm that sent people burrowing into vault-like shelters, etc. What do you say to those people?

For us, the setting exists to support the story, the gameplay, and the action. We picked the setting because, when John was working on the megatexture technology, he downloaded all this terrain data from NASA. We could see the potential of these large kind of landscapes, and we thought, “Yeah, we’ll use that. We’ll drive through those. But with levels where you’ll get on foot. We’ll build those on top of it.” And we wanted to have surprises and guns and sci-fi elements, so a post-apocalyptic world worked out great.

We could have put it on an alien planet. We could have made up a fictional world. But people are like, “I understand this.” You know, this event happened, and there’s a certain context – a certain understanding. So people are like, “Oh, I can accept the world!” And then they play it.

But the setting only exists to support the story and gameplay. What you actually do in the game makes a big difference. And when you play Fallout 3 or Borderlands, you experience a different type of thing than RAGE.

How much of your development process has been devoted to getting id Tech 5 up and running?

Half. Half the time. For us, we can spend four or five years working on a game. Half the time you really spend developing the technology. The other half you spend really making the game.

So it’s definitely a long process. And that’s something we’re trying to improve on with our second team. The theory – and this is actually working out quite well – is that first half of the development time, we can erase that from the Doom 4 development by using the same tech we are. They learn from our mistakes. They’ve got our techniques down. So they can actually make content that’s gonna go in the game. You can imagine now, we work on Doom 4 and those guys are busy working on that. And the RAGE team can either work on some new tech or a different game with the same tech, and you can see that our goal is faster turnarounds with multiple teams.

Back when id Tech 5 was first shown, it was billed as a “next-gen” engine. During his keynote, though, Carmack said that Microsoft and Sony haven’t given you even the slightest glimpse of their next consoles. Was id Tech 5 originally conceived with that “next-gen” in mind? Is it being held back by current-gen consoles?

Well, actually, one of the really great things about the technology is that it’s very scalable. And when John sets out to make technology, he doesn’t look at what other companies are doing. He looks at what he can do and how we can use this going forward. What’s really neat about it is he’s taken the tech and scaled it down to an iPhone, which was really cool – except for those enemy animations. [Laughs].

But it can also be scaled upwards. Without going into too many details, in the future, you can imagine that fewer and fewer devices will have hard drives on them. There will be more cloud-based entertainment. I mean, Apple’s talking about it with iTunes, and Internet speeds are faster. Even with storing all of the data somewhere else, this technology can take advantage of that. It can also be scaled in the sense that, if you take the most badass video card out there right now, we can add tons of different features to really blow it up. So Carmack built the technology to go up and to go all the way down to an iPhone.     

We’ll be using this as our core for years. I mean, look at how long Quake 3 technology’s gone on for. So we’re not worried about the legs on id Tech 5.

John was talking about how the iPhone version of RAGE was originally a pitch for a Wii version, but that fell through. He also cited Orcs and Elves on DS as a bit of a sales letdown. So, is id more or less through with Nintendo platforms for now?

Currently, for RAGE, there are no Nintendo plans. But again, like I said, the technology can be scaled in any direction. You can make just about any game with it. So currently, we have no Nintendo plans, but I’m not saying that’s impossible.

Speaking of that word, during his talk, John said he thought dedicated servers for RAGE will be “possible.” Now, the relationship between RAGE and dedicated servers has been a long and sordid tale, and we haven’t really gotten a definitive answer. Is this it? Is John’s word gospel?

You have to take John’s word on that. What John says is what John says. We’ll leave it up to John to answer. But when we have a multiplayer announcement, I think people will kind of be able to get their minds around what we’re working on.

In the RAGE demo, the AI seemed really intense – especially the melee guys, who were dodging around, pinning the player against the wall, and whaling on him. How much of a focus was AI for you this time around? Has it been moreso than on other id titles?

Oh yeah. Here, let me show you with my VIP badges. [Gestures]. The [melee] guys are the ones who were dodging back-and-forth and they were really acrobatic. The scorchers here, you know, as you can see, this guy’s pretty heavily armored. So they don’t do as much dodging, but they take a ton of damage. And they’ll also send bomb cars after you and things like that. The Wasted clan, you know, these guys – what they lack in tech, they make up for with personality. And then, the mutants, of course, have different characteristics with different sizes.

So yes, AI’s been really important for us, because, you know, in the past we’ve had zombies and demons. When you have mostly human-based enemies, you need to make them much smarter. If a demon’s doing something silly, you can get away with it, but when humans do it, [not so much]. So we really focused on making sure that each of the bandit clans has a unique fighting style and the experience is unique – so that you’re not just fighting the same guy over and over again.

While the RAGE iPhone demo was very impressive, one thing did stand out to me: it took place in a small, constrained corridor-style room. Will the final game be more of a corridor shooter? Or will it be the complete RAGE package, with open areas, vehicular combat, and whatnot?

Some of the id Tech 5 tech, like I said, scales down to the iPhone. It won’t be the entire RAGE experience – like it won’t be the same game, but on the iPhone. But it will be very RAGE-y. RAGE-ish. [Laughs].

And that’s one of the reasons we built the RAGE universe the way that we did. Like I said in my panel, historically, we made games that start and end, and that’s really the whole story. But with RAGE, we wanted to create this world where you can have other characters that you play, you can have other parts of the timeline that you play. We can exploit something like Mutant Bash TV or the racing more.

So, by building this rich and colorful world that existed before the main character in our game arrives and you can feel will continue to exist after the game ends, we set ourselves up to make versions of games on the iPhone that take place in the universe – like Star Wars. There’s all kinds of different Star Wars games that take place in the same universe. That was our goal with RAGE and the universe we created.

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    Divinity: Original Sin developer Larian talked very candidly about the business side of development and the many unfortunate events that took place for the game to come out as it did. Larian Studios founder Swen Vincke gave a post-mortem on the troubled development of Divinity: Original Sin, and how it managed to overcome all of […]

  • Firewatch probably has the most natural dialogue of any game to date

    Firewatch developer Campo Santo has revealed the first ever gameplay footage of the upcoming exploration game. Firewatch is the first game from super indie studio Campo Santo. The game is set in the Wyoming forests where the player will be exploring the environment and act as a fire lookout. The game features extensive voice-acting as […]

  • White Night launch trailer is a noir thriller trip

    White Night is here, not long after it was revealed and with a mysterious launch trailer. White Night, the black-and-white survival horror set in 1930s Boston, has revealed its launch trailer. White Night is mix of old-school horror, exploration and puzzling solving in an eerie, noir setting. The game’s main mechanic is light. any object […]

  • Free-to-play is “a significant part” of PlayStation’s digital future

    Free-to-play games on PlayStation 4 have seen enough growth that Sony is now considering the model a major part of its future digital business. Sarah Thompson, senior account executive for PlayStation’s free-to-play business said at a GDC panel that Sony has witnessed impressive growth in the free-to-play sector. “We’re really looking at this as a […]

  • Double Fine Adventure Kickstarter documentary releasing free on YouTube

    Broken Age making of documentary Double Fine Adventure will be made available to all. When Double Fine turned to crowdfunding, changing the industry forever, it promised to give an unprecedented look behind the scenes with a professional documentary of the whole development process of Broken Age. That documentary was initially restricted to Kickstarter backers, but […]

  • Gone Home console ports cancelled following Midnight City difficulties

    Gone Home won’t be made available to the console masses after all. Indie hit Gone Home was announced for console release almost exactly one year ago, and we’ve heard absolutely nothing since then. Turns out, that’s because it’s not happening: developer the Fullbright Company confirmed to Eurogamer that the ports have been cancelled. “Our publishing […]

  • Microsoft rang Mojang the day Notch joked about selling

    Minecraft developer Mojang was sold because founder Markus “Notch” Persson made a joke on Twitter. Ever wondered how Minecraft came to be a Microsoft property? It’s actually a pretty great story. Remember when Notch tweeted this? Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for […]

  • Halo: The Master Chief Collection matchmaking update rolling out

    Halo: The Master Chief Collection has been updated to help fix its tragic matchmaking. Again. Now almost four months old, Halo: The Master Chief Collection was still pretty broken as of this morning, with rubbish matchmaking and plenty of other issues to go around. 343 Industries is still trying to fix it, and has today […]

  • Nvidia unveils Shield, an Android 4K Smart TV set top box

    Nvidia has named yet another product “Shield” in an attempt to render us all hopelessly confused. The heart of Nvidia’s GDC 2015 press conference was the Shield, a $200 Android set top box launching in May. Apparently the “world’s first 4K Android TV”, the Shield supports 4K content encoded with h.265. The box runs on […]

  • Star Wars Battlefront footage shown behind closed doors

    Star Wars Battlefront is being shown to retailers. Now we want EA to show it to us. Star Wars Battlefront is expected sometime this year, so it’s about time EA gave us a look at DICE’s latest. It turns out that while press and gamers have had to twiddle their thumbs, EA is showing it […]

  • Dragon Age lead creative moves onto mysterious new BioWare project

    Dragon Age creator David Gaider is leaving his baby behind. Dragon Age is a team effort, but Gaider was one of the key creatives behind the franchise, creating the setting of Thedas (which, I was recently amused to learn, is an acronym: “THE Dragon Age Setting”). He was lead writer on all three games and […]

  • Unity 5 available for free with “no fucking around”

    Unity 5 looks amazing, and you can download and faff about with it for free right now. “We’re not nickel-and-diming people. When we say it’s free, it’s free. We’re not charging a royalty, which I think is akin to looking for whales.” Unity Technologies announced the release of the fifth version of its popular, simple, […]

  • Five Nights at Freddy’s 3 may be the end of the series

    Five Nights at Freddy’s 3 released yesterday, and many fans theorise that it marks the end of the series. Five Nights at Freddy’s developer Scott Cawthon has released a new teaser image on his website, but rather than pointing to a new game, many fans believe the teaser signals the end of the series. The […]

  • Source 2 announced, will also be free

    Valve has formally unveiled Source Engine 2, the third major engine to go free to developers at GDC 2015. Source 2 is the successor to the engine Valve has been using since Counter-Strike: Source and Half-Life 2. Valve didn’t have much to say about the technicalities of this long-awaited release. It is apparently focused on […]

  • SteamVR: Valve’s Lighthouse tech allows you to walk around while playing

    SteamVR’s key differentiator is a piece of tech allowing headsets to connect with other devices for extra accurate, room-scale tracking. Valve has announced a new bit of technology called Lighthouse, which it is making freely available to any hardware manufacturer. Like the extra tracking LEDs on Sony’s updated Project Morpheus, Lighthouse improves the headset’s accuracy, […]

  • Steam Machines, Controller, streaming box to launch in November

    Steam Machines will finally become a reality before the end of the year. Valve’s living room PC systems will release in November, the company announced today. Well, I say Valve’s – the idea behind Steam Machines is that a number of manufacturers will offer variously priced systems. Alienware and Falcon Northwest are among the dozen […]

  • Telltale veterans form new team, announce teen thriller Oxenfree

    Oxenfree is a supernatural teen thriller from some of the team behind Telltale Games’ award-winning adventures. New indie Night School Studios unveiled Oxenfree at GDC 2015. It tells the story of a group of friends who accidentally open a “ghostly rift” at an overnight party on the coast. Night School, which is made up of […]

  • PS4 global sales now stand at over 20.2 million

    The PS4 has sold 20.2 million units worldwide. Sony announced the new PS4 sales milestone at GDC 2015 today. It’s a hell of an achievement and salt in the wounds for Microsoft, which hasn’t updated us on Xbox One sales since it shipped “almost” 10 million back in November last year, and has fallen back […]

  • PS4 VR headset Morpheus out in 2016, capable of 120 FPS – video

    Sony’s VR headset Project Morpheus has some impressive grunt. Virtual reality and Morpheus were the heart of Sony’s GDC 2015 presentation today, ahead of its newly announced first-half 2016 comemrcial launch. SCE Worldwide Studios boss Shuhei Yoshida detailed the headset’s impressive capabilities, notably the fact that it can handle 120 FPS VR games. The PS4 […]

  • Papo & Yo developer making a VR game about dinosaurs

    Some days you write a headline and it makes you so happy that that you have to do a little chair dance, you know what I mean? Papo & Yo developer Minority Media, whom I would personally go to the wall for after they cut out my heart and stomped on it via the medium […]

  • Wasteland 2, Shovel Knight and more in big ole bunch of indies coming to Xbox One

    Xbox One owners are about to receive a pile of great new indie games. At GDC 2015, Microsoft revealed a list of new indie games headed to Xbox One. Some of these titles have already released on other platforms, so it looks like Microsoft has really relaxed the parity clause of ID@Xbox – or perhaps […]

  • Here’s an indie VR game made with Unreal Engine 4

    GDC 2015 is blowing up with indie games, VR and Unreal Engine 4, so here’s a video combining all three. Loading Human is a virtual reality adventure from indie developer Untold Games. It’s in the works for Mac and PC, and Sony has given an early green light for Project Morpheus, too, so expect it […]

  • GTA Online: Daily Objectives and Adversary Mode coming next week

    Heists aren’t the only thing coming to GTA Online next week: players can also expect Adversary Modes, new Daily Objectives and other Freemode activities. GTA Online’s Adversary Modes are new PvP modes which feature a range of competitive challenges and will unlock as players progress through Heists. Here’s a rundown straight from Rockstar: Come Out […]

  • Syndicate is the latest free game download on Origin

    The latest free title to be added to EA’s Origin service is 1993′s Syndicate. For a limited time, you can download the game for free and keep it, much like previous titles such as Theme Hospital. The isometric, real-time, tactical-action game was developed by Bullfrog Productions and released in June 1993. It is a favorite […]

  • Ancient Labyrinth DLC for Lords of the Fallen now available

    The Ancient Labyrinth DLC for Lords of the Fallen is now available for PC, PlayStation 4, and Xbox One. It will run you $7.99 and builds upon the existing lore, characters, and storyline. Have a look at some new screenshots in the gallery below.

  • Shadowrun Online gets a name change and release date

    Shadowrun Online developer Cliffhanger Productions has announced the game’s name has been changed to Shadowrun Chronicles: Boston Lockdown and a release date for April has been set. The new title was formed via the developer and its Kickstarter backers, with the goal being to let those unfamiliar with the game know by the title alone […]

  • Amazon hosting Rockstar and 2K Games sale

    Amazon is hosting a Rockstar Games and 2K Games sale with discounts Max Payne titles, Bully and more. Here’s just some of the offerings listed: Manhunt 2 PC Download $3.00 Max Payne 3 PC Download $4.00 Bully: Scholarship Edition PC Download $3.00 LA Noire Xbox 360 $2.95 L.A. Noire: The Complete Edition PC Download $6.00 […]

  • Destiny weekly reset video shows off Inferno Crucible gameplay

    We have a gameplay video featuring Inferno Crucible gameplay featured in the Destiny weekly reset for you. In it, Arekkz Gaming gives you a look at Inferno Crucible and goes over the various intricacies. You can read up on the weekly reset through the links.

  • Resident Evil: Revelations 2 Episode 2 available from today

    Episode 2 for Resident Evil: Revelations 2 is now available. If you’ve purchased the Complete Season, you’ll be able to download Episode 2 on PS3, PS4 and Xbox One. Steam players should see the episode go live around 9-10pm PST, and Xbox 360 owners should be able to download very early tomorrow morning, per Capcom […]

  • Here’s a sneak peek video for Warhammer: End Times – Vermintide

    Fatshark Games has released a sneak peek video for its upcoming Games Workshop title, Warhammer: End Times – Vermintide. Vermintide is a FPS, co-op action title coming to PC, PlayStation 4 and Xbox One, and its set during the End Times of the Warhammer universe in the city of Ubersreik. Warhammer: End Times – Vermintide […]

  • Call of Duty: Advanced Warfare video shows Ascendance DLC early access weapon

    As you know, Xbox Season Pass holders now have early access to the Ascendance DLC Pack bonus weapons for Call of Duty: Advanced Warfare. Now you can watch a trailer for the weapon. The OHM directed energy hybrid weapon can switch between an LMG and Shotgun “on the fly,” and it also includes the OHM-Werewolf […]

  • March PS Plus games include OlliOlli 2, Oddworld: New ‘n’ Tasty, more

    March PlayStation Plus titles have popped up on the PS Plus page. Noticed by NeoGAF user skynidas, the titles include: OlliOlli2 (PS4/VITA) Valiant Hearts: The Great War (PS4) Oddworld: New ‘n’ Tasty (PS4) Counterspy (PS4/PS3) Papo & Yo (PS3) Sherlock Holmes: Crimes and Punishment (PS3) A notice has also been posted on the EU PS […]

  • Sci-fi horror game Caffeine will release on Xbox One, PS4 alongside PC – new trailer

    Caffeine creator Dylan Browne has announced the Unreal Engine 4 game will be released on Xbox One. The game will be published through Microsoft’s Indie Program. As previously announced, it is also coming to PC and and now PlayStation 4. Caffeine is a sci-fi horror game which stars a young boy who has been abandoned […]

  • Xbox 360 Preview program invites going out this month

    Much like the Xbox One Preview program, starting early this month, invites for the Xbox 360 Preview program will start rolling out. Select invitees will be able to join program directly from their Xbox 360. A special Xbox Live message will be sent, directing users to head over to their Settings page. Further instructions are […]

  • Tron: Legacy director in negotiations for Gran Turismo film

    Tron: Legacy director Joseph Kosinski is said to be in early negotiations to direct the Gran Turismo film. This is according to the Hollywood Reporter, which states Michael De Luca is still slated as one of the producers alongside Matt Milam, Dana Brunetti, Josh Bratman, DeVon Franklin and Elizabeth Cantillon. Plot details are still unknown […]

  • Fifth add-on pack for Alien: Isolation is available for download

    The Trigger, which is is the fifth add-on pack for Alien: Isolation, is available to download from today. In it, players will “compete against the clock” across three new maps in Survivor Mode. Set before the events of the main game, players step into the shoes of Sevastopol Station’s Ricardo who will do what he […]

  • HBO Go app now available on PlayStation 4

    Sony has announced the HBO Go app will be made available for download later today for PlayStation 4. The app works just like the PS version. Now you can watch True Detective, Game of Thrones, Veep and more through your console. Information on installation is available through the PS Blog.

  • Skyrim mods no longer restricted to 100MB in size

    Bethesda has announced a beta for Creation Kit update 1.9.33, lifts the 100MB size restriction for Skyrim mod makers. The beta is for both Skyrim’s PC launcher and the Creation Kit which will allow for unlimited file sizes. Here are the notes: Creation Kit 1.9.33 Update Creation Kit now supports unlimited file sizes for mods […]

  • Mad Max release date set for September, PS3 and Xbox 360 versions canned

    Mad Max from Just Cause developer Avalanche Studios has been given a September release date, along with the new of a last-gen cancellation. The axing of the PlayStation 3 and Xbox 360 versions were announced via Game Informer. Mad Max is the magazine’s featured game for the April issue. Avalanche, according GI, nixed development on […]

  • MGS 5: The Phantom Pain out in September, Kojima “closing the loop” on saga

    Metal Gear Solid 5: The Phantom Pain will be released in September, according to an IGN Italy video, which also features Hideo Kojima discussing “With Metal Gear Solid 5, I’m finally “closing the loop” on the Metal Gear saga. The video has since been removed, but an image cap of the date is posted above. […]

  • Forza Horizon 2 Rockstar Energy Car Pack now available

    The Rockstar Energy Car Pack for Forza Horizon 2 for Xbox One is available now, alongside the free car for March. The free car is the Acura Integra Type-R, and the Rockstar pack included the following vehicles: 2014 Volkswagen Beetle GRC 2015 Subaru WRX STI 1996 BMW 850CSi 2015 Jaguar XFR-S 1970 Volkswagen #1107 Desert […]

  • 3DS firmware update kills web browser exploit

    Nintendo has issued a 3DS firmware update which fixes a web browser exploit that was being used to run pirated Game Boy Color ROMs since January as well as inject code within downloadable games. Another piece of code, per Eurogamer, changed the setting on the handheld to make it region-free. The exploit was only available […]

  • Unreal Tournament video shows updated textures on Outpost 23

    The latest footage from Epic’s new Unreal Tournament has surfaced, and it shows off the game’s first high-textured map which is called Outpost 23. As you can see from Zaccubus’ video, its the same are which Epic showed in the flythrough video from last year, only with updated textures and some new areas outside. The […]

  • Final add-on for Sunset Overdrive arrives in April

    The final add-on for Sunset Overdrive, Dawn of the Rise of the Fallen Machines, will be released in April. On April 1 to be exact. No, that’s not an April Fool’s joke from Insomniac Games either. Below, you can watch a fist-look at the new story, area, and traversal mechanic.

  • Heroes of the Storm playable at EGX Rezzed

    Heroes of the Storm will be playable at EGX Rezzed. This will be the first UK public hands-on with the online team brawler. Blizzard will also host giveaways and friendly tournaments at its stand. Tickets for all three days of Rezzed are still available, and you can purchase a pass through the official website. EGX […]

  • PES 2015 Data Pack 4 coming next week with Winter Transfers, new faces

    Data Pack 4 for Pro Evolution Soccer 2015 has been dated, and it updates the game with Winter Transfers, new player faces, and additional stadiums. The latest free update contains real-time player transfers made within the January window, and player ratings have also been updated. Additionally, a number of improved likenesses to key players will […]

  • Here’s the changelog for Dragon Age: Inquisition Patch 5

    Notes for upcoming Patch 5 for Dragon Age: Inquisition have been posted, noting improvements to gameplay and stability, and the new features outlined back in early February. Along with the new party storage system added to the Undercroft at Skyhold, players also have the ability to adjust the size of subtitles. Below you will find […]