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Up, up, and away: Bungie’s Yee on embracing indies

Wednesday, 26 October 2011 06:53 GMT By Nathan Grayson

From Halo developer to indie publisher. What’s that all about? Nathan Grayson talks to Bungie’s Bernie Yee about Bungie Aerospace.

Bungie Aerospace

Halo developer Bungie acting as publish mobile and social games.

First revealed at the end of June.

The first title released under the scheme was the iOS title Crimson: Steam Pirates, in September. The first two chapters are free.

No further titles have been announced yet.

When you hear “Bungie,” what do you think of? Gaming’s favorite green-armored giant? The most potent pistol ever to prompt a kicking, screaming, cat-flinging rage quit? That plastic replica plasma rifle that no one can ever know you own?

Regardless, for most people, even “an elastic cord” springs to mind before “the next great bastion for interesting indies.” And yet, with its Aerospace program, Bungie has a very real chance of becoming an incredibly large fish in that ever-expanding pond. Already, the first fruit of its labors, the Jordan-Weisman-fronted Crimson: Steam Pirates, has taken iTunes by storm with a mix of excellent writing and, well, pirates – which have been known to take things by storm.

But Bungie can’t afford to rest on its laurels. Aerospace may have gotten it in on the indie scene’s ground floor, but staying there requires both an open mind and the ability to stick to your guns. For a developer that – in the past – has gained a reputation for simply sticking to guns, that’s a bit of a tough sell. After all, household name shooter to no-name indies? That’s a pretty big leap.

That in mind, I sat down with Bungie Aerospace portfolio producer Bernie Yee to discuss Aerospace’s driving philosophies, plans for the future, creativity’s place in both indie and big-budget gaming, game-specific social networks, and tons more.

VG247: When you’re picking out a game to highlight for Aerospace, what specific qualities – beyond, well, quality – do you look for?

Bernie Yee: I think there are a couple things we think about. One, we have a very loyal fan following. We want to bring games to them we think they’re gonna like. Bungie’s mantra is that we make games we want to play, and Aerospace is gonna publish games we want to play. We don’t all sit around and play sci-fi FPSes all day. There’s a variety of experiences we like.

“Something we really want our Aerospace games to have is a unique point-of-view.”

But I think something we really want our Aerospace games to have is a unique point-of-view that tries to do something differently and/or in a polished fashion. So when people see a Bungie game, I think they expect a requisite level of polish – a thinking behind what the last ten percent of the game is gonna be.

I could look at games that I think are really great now. Like, Bastion is great. Spy Party’s going to be great. And those are games that are driven by a very clear point-of-view. They’re not just trying to do, like, a physics sandbox. And they’re also really driven to refine the main mechanics so they’re polished. Bastion did it. Chris Hecker from Spy Party’s doing it.

Yeah, he’s really doing it. I’m not even sure I remember when that game was announced – possibly because I wasn’t born yet.

And I wish he’d just ship the game already! [Laughs.] But I think those are the kinds of teams we want to work with: people who really believe in the vision and will do what it takes to get it to the point where it becomes a game that everybody at Bungie really wants to play. So that’s our goal.

So how’d the collaboration on Crimson: Steam Pirates come about? Who approached who? And were the words “Pimps at Sea” ever thrown around?

What is Crimson: Steam Pirates?

We’re big Jordan Weisman fans, and the studio’s known Jordan for a while because he was head creative director at Microsoft Game Studios. I myself am a huge Battletech fan, and a lot of people at the studio are huge steampunk fans.

Jordan’s been interested in this space for a while. He put together a small team in Seattle. We wanted to do something with Aerospace quickly, and we knew – again – that Jordan has a unique point-of-view. The narrative, the tongue-in-cheek humor, the steampunk theme. And we decided to just do it, right? We thought it was a good game to play, and we thought it’d be a great collaboration for us.

What sort of influence does Bungie end up having over the direction of the indies it decides to bring aboard for Aerospace?

Well, those three games I mentioned [as examples of excellent indies] – Braid, Bastion, and Spy Party – were all done by very small groups. But they all had a high-degree of triple-A experience. They know what it’s like to ship a game under high pressure and scrutiny. They know that the first draft is never good enough.

So one of the things I think we’re gonna bring – even to teams that have never done this before – [is triple-A experience]. I recently looked at a project I thought was very interesting, but some of the team had never done a game before. So what we’d like to bring is that experience – the audio, the visuals, the art design, game design, writing, technology, backend innovation. All the things that our team has experience in, we’d like to bring to an Aerospace external partner and help them polish and finish their game that last ten percent.

Look at Plants vs Zombies, right? It’s super polished. PopCap is so good that there are plenty of little companies that try to copy their games, and they still can’t do it. The reason is that polish. You don’t get it just from looking and copying it. You play it, you think about it, and you refine it. That’s the polish we want to bring – in addition to funding, of course, which is its own way of giving them more room to polish.

Do you ever dive in the trenches and take the wheel on the development process, though? Like, “This mechanic could be boring/frustrating/a-handful-of-live-scorpions to your target audience – here’s how you should change it”?

One of the things Bungie has that’s really unique is our user research group. Our test group isn’t just the QA teams that most people have. They’re test engineers. They go and really work on a build; they look at requirements. They’re engineers by trade, so we help with things like stability and application efficiency. Things like that.

“One of our mottos is ‘We treat developers the way we want to be treated.’”

And user research spends a lot of time putting games through usability testing. Like, “Is the UI right? Are people confused?” And that’s something we do less on a day-to-day basis, but on a milestone basis. So we’ll define a milestone and say, “We want missions two and three stable and ready to play.” And when we have that build, we put it through the test and usability research cycles.

We definitely don’t want to be [too heavy handed]. One of our mottos is “We treat developers the way we want to be treated.” So we’d like to give them room to really work without us there every day. At the right milestones, we’ll look at it and build it into the schedule. One of the things we bring is production discipline. We want to give you feedback, and then you can go fix it.

What’s next for Bungie Aerospace? Larger-scale games? Mountains of smaller games? A real spaceship?

So we’re looking at a couple projects. The next project that’s likely to see the light of day is a small passion project from a few developers. It’s a very casual, highly visually stylized game experience. And it’s really designed to show the scope of projects we can do. So we were looking at something a small team of three people did part time. It’s not designed to be some big monetization ploy. It’s just the sort of game we’d love to whip out on our iPhones and play a bit.

The project after that may be a more ambitious project. And ultimately, we’d like to do even more ambitious things. Maybe not Infinity Blade-sized, but certainly [in the range] of the sort of production values and design. And when we see production values, we don’t mean visual presentation – but of that scale. So we’ll look at everything from very small projects to big projects.

“Ultimately, we’d like to do even more ambitious things.”

We do think that one of the things we’re most interested in is not just standalone projects. We want games to be repeat-played. We want to create communities out of our games. Halo has a great community around it, and that’s one of the things we want to bring. I’d like it to be a social experience – a social game, if you will.

Are you sticking with iOS games only right now?

Not necessarily. I think we’re really happy with the hardware capabilities of the iOS platform – although I heard their iOS 5 update today was a disaster.

But we’re not gonna stick with iOS only. You’ll see us on the PC. You’ll see us on other handheld devices. We obviously like Android quite a bit. We have a lot of people in the office with Android phones. Certainly different means of digital distribution are really interesting to us. I wouldn’t even rule out XBLA or PSN.

Do you think larger developers and publishers are unfairly ignoring the indie scene? Like, Bungie Aerospace is a fairly unique entity. But is that a good thing – especially as far as the industry as a whole is concerned?

I think Bungie is an unusual company in that we were an independent studio. We had developer-publisher relationships. We got bought by Microsoft, created some great games, and then we spun back out again. That gives us perspective. We really value our freedom now. We really took on what it meant to be an independent developer again. And in that way, we really are interested in what other teams are doing. The three [indies I cited earlier] were part of some pretty big teams before going indie. So our peers are going into that space.

“We got bought by Microsoft, created some great games, and then we spun back out again. That gives us perspective. We really value our freedom now.”

And we look at the hardware platforms, and they’re becoming more powerful and relevant. So I can’t speak for other studios, but for us, the values Bungie brings to game development are applicable to iOS. So remember five years ago when it was the original iPhone. The mobile scene was very different. The palette was so limited. What would our guys do to a mobile game dev back then? We’d have nothing to contribute.

But now the things we have are really useful. I was talking to a developer, and they’re looking at Facebook games. One of his concerns was “What happens when – through Flash or some other technological adoption – 3D [graphics] become relevant in social games?” I mean, Zynga already spends billions of dollars and dozens of people. They’re worried about that transition. That’s a time when we can really help developers manage that.

So I think it’s a space no one should really ignore.

What about the big-budget space? Do you think the amount of space for this kind of Wild West experimental spirit is dwindling?

Well, that’s an old discussion, right?

But it’s one that’s become more relevant lately. It used to be a big doomsday scenario talking point. Now, though, the stakes are higher than ever, and everyone’s feeling it. Even games like Homefront – which still managed to keep afloat in a retail sea of same-y competitors – don’t exactly live happily ever after. I mean, look at Kaos.

I think, certainly, the return on investment becomes a big issue when these games cost nearly $100 million or more. I don’t know what Homefront’s budget was, but I’m guessing it was $60-$70 million, easily. So there’s a lot of pressure there.

But I also think there’s a lot of pressure to innovate. You want to do something different. What are you going to do to stand out against Modern Warfare? Battlefield 3? The next Metal Gear Solid? Those are all big titles. And I think those games themselves also have a lot of pressure to innovate. The consumer only has $60 to spend on a bunch of titles. What are they going to choose? If your game is a rehash of the old game, they’re not going to be happy.

“All we have at Bungie is our reputation.”

All we have at Bungie is our reputation. We have to be creative. We’ve got to make smart choices. We’ve got to be smart where we innovate. I think that the high cost can in some sense strain innovation. But a game that doesn’t innovate is also a hard sell. So I can understand the popular argument that we worry about innovation [and money], and Homefront is a victim of that.

More interesting, I think, was THQ’s Company of Heroes, which was a spectacular game that didn’t get enough traction. But then, as those opportunities dry up, League of Legends and DoTA pop up, right? So that whole genre has pivoted. Maybe big-budget crowded out innovation in the RTS space, but it popped up somewhere else.

I knew a bunch of the Kaos guys, and I was really sad to see that studio shut down. But I think that – as there’s pressure somewhere else – what did Princess Leia say? “The more you tighten your grip, the more systems will slip through your fingers.” You tighten the grip there, and interesting stuff happens here. And DoTA and LoL are really innovative.

How does IP ownership work with Aerospace? After you’ve helped a game get off the ground, do you keep the license?

It depends. It’s a pretty rational process. If we fund everything, we keep more. If we take on all the risk, we keep more. But if the team has come with a prototype or gotten to alpha, then we discuss it. You know, maybe we have sequel rights. Maybe we get license to the code. Maybe we keep the code and license it back to them. We want to do a rational deal.

“We’re not here to own everything. I think that goes back to our idea of treating developers the way we want to be treated.”

We’re not here to own everything. I think that goes back to our idea of treating developers the way we want to be treated. You know, the people on these games are developers, and Bungie does have a publisher in Activision. We know what it’s like. Our studio’s philosophy is also to be very transparent, and we expect that with our developers.

When you’re a developer and you show something that’s not finished, you always worry that the publisher doesn’t understand “Oh, this thing isn’t final” or “That thing’s not final.” Since we’re in that position of understanding that core development process, I’d like to think we’re gonna be able to see what the core game values are about before presentation.

You’ve got this community that would probably take a bullet for every individual blade of grass you’ve walked on, and platforms like Origin, Call of Duty Elite, Battlelog, and Battle.net are all the rage right now. Is that your grand world domination plot for Aerospace? To expand into a unique social platform that flows through each of your games?

That’s a good question. I think Bungie.net already is that. We have lots of community, lots of users, lots of data. That’s the beginnings of what you’d consider a social network for players. Obviously, we are going to use existing systems. If we’re publishing on XBLA, we’re gonna use Xbox Live. If we’re on Facebook, we’re gonna use Facebook logins. You’ll see us integrating those features and more.

“I don’t want devs to think ‘We can only pitch them a Halo-quality game!’ That would be a boring world to live in.”

But Bungie.net is already that platform for us. We’re gonna start that and expand on that. It’s not going to be just a stats and leaderboard service. We have a lot of ideas of how to make it into a social network. And I think it’s really important that Bungie fans and players are able to find each other and play with each other – bring their friends into it.

And again, I don’t want devs to think “We can only pitch them a Halo-quality game!” That would be a boring world to live in. But I think all our games should work together and communicate with each other. An achievement in Crimson should unlock an achievement in another game or content. You want to create that community and give rewards to people. I think Steam does a good job of that. Even with all the titles they publish, they seed extra content into the ones their interested in. I think that’s great.

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

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

  • Destiny of Spirits will go offline starting next month

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Mortal Kombat X video confirms Liu Kang as playable character

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

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

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

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

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

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

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

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

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

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

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

  • Bloodborne works with suspend/resume, but only offline

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Bloodborne: you can add gestures to your messages

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

  • PlayStation 4 firmware update 2.50 is now live

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

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

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

  • Bloodborne Vicar Amelia summon mystery solved

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

  • Steven Spielberg will direct film adaption of Ready Player One

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

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

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

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

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

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

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

  • Bloodborne players are already documenting their crazy antics

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

  • FIFA Ultimate Team celebrates sixth year in existence with giveaways

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

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

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

  • SteamWorld Dig Xbox One release expected in late May

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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