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Remember Me interview: remix memories, change world

Friday, 5 October 2012 13:29 GMT By Dave Cook

Remember Me asks big questions about emotion, memories and who we are. VG247′s Dave Cook speaks to developer Dontnod to learn more about the game and the studio.

Dontnod Entertainment

Formed in Paris, France.

Dontnod consists of some of the industry’s top talent, with ex-staff from EA, Ubisoft, Criterion and many more big names.

Remember Me is the studio’s first title, launching May 2013. It was originally codenamed Adrift at gamescom 2011.

Can we really call our lives ‘private’ any more? What is privacy when eager Tweet junkies and Facebook addicts publicly advertise every element of their waking lives for all to see? When our existence boils down to what’s on a computer screen, what do we have left to call our own?

Memories. Your memory is sacred only to you, but Remember Me asks what happens when even that last bastion of privacy is breached and exposed to the world. The game started live as Adrift, a working title coined by French developer Dontnod Entertainment.

It’s a new studio, with a new IP in an industry dominated by established names and brands. Regardless, fresh ideas must always be supported, and now that the game has a new name – Remember Me – and the backing of publisher Capcom, the studio is on a path to potentially great things.

The gametakes place in Neo Paris during 2084, and stars Nilin, a memory hunter who has her own memory erased. This is a culture where even the fondest of memories can be recorded and sold on the black market via surgically implanted Sen-Sen devices.

Dontnod’s concept sparks many visions of a dystopia where no one’s mind is truly their own. We spoke with creative director Jean-Maxime Moris to learn more about the game, and its ambitious setting.

VG247: I first saw Remember Me at gamescom 2011 when it was called Adrift. How much has changed since then, and how has your partnership with Capcom steered the game’s direction?

Jean-Maxime Moris: Well we’ve actually been very lucky to have been able to stay on the same track, because Capcom was very respectful of the game and the IP when they came onboard.

The game was already there when we came to gamescom 2011, but we just didn’t want to spoil anything then. So actually, apart from the name and the fact that the game is much more advanced now, nothing has changed.

Recently, EA’s Frank Gibeau stated that launching new IP so late in a console cycle is a bad idea. As a developer of new IP, what’s your view on his statement?

Those guys think that people are basically saving up money for next-gen hardware, and that by having your game, your new IP launch at the beginning of that new cycle, that it’s going to be easier to integrate into that cycle.

That’s true, but the install base of the PS3 and the Xbox 360 has never been so big, and if you have something that’s new enough, that’s fresh enough, and interesting enough, you’ve never been able to sell it to as many people as now.

So it’s definitely the right time for us to be bringing Remember Me to the market.

Remember Me’s unique element is of course Nilin’s ability to dive into people’s memories and remix them. Where did that concept come from and how has it evolved over the years?

It’s something that I’m very proud of, you know, so maybe I’m not such a bad creative director after all [laughs]. The first two weeks of working on Adrift, I was working with the narrative director and we came out with five words that were the concept of the game.

On the sheet of paper it said, ‘Remix memories, change the world’. That has never changed, and even though we were tempted to go to many places that concept was always there, so we’re very happy that remained.

The fact remains that it is a new IP. How would you sell the game’s concept to someone who is perhaps unfamiliar with what it involves?

That’s very easy. Remember Me is a third-person action adventure game, in which you play Nilin, an elite memory hunter who has had her memory erased. She embarks on a quest to get it back. She has the power to break into peoples minds, steal their memories, or change them to change the world.

The game also has a deep combat system with a wealth of moves. How has your publishing deal with Capcom – who of course have designed great fighting engines – helped advance your combat mechanic?

Well, the system was very much underway when we signed with Capcom, it was almost finished. So they didn’t have a role in designing the combat, but in fine-tuning it, of course they are having a role. Although ‘helping’ us isn’t the right word.

It’s more that we’re talking everything through with them, we have the chance of having Ono-san as our producer in Japan, so we have many opportunities to discuss our fighting system with the guys who have done some of the best fighting systems in videogame history. So it’s just a bast.

Combat and climbing about aside, Nilin’s main hook is the Memory Remix mode. Because each memory gives you such great freedom to experiment and manipulate, can this change the player’s progression through the narrative?

So, Remember Me is very much a story-driven experience, and it’s a single player, linear experience from a narrative and level design point of view. We have room for exploration, but it’s mainly a linear experience.

This is a very conscious creative choice that we made, because we want to retain as much control as possible over the events, and the emotions that you’re going to go through.

”We have all kinds of stuff that will reward the player for exploring in terms of narrative, achievements, so yes, it is linear but through that we’re always looking at the bigger picture.”

Especially with the Memory Remix, because that was a very complex mechanic to design. You have this overarching objective within the game that you need to achieve by performing remixes.

But then within each remix you have another objective, and you’re achieving that objective to allow you to reach the one across the whole game. I won’t go into details about the main objective because that is very, very complex.

We wanted to keep a level of emotional impact that we had when we showed the game at gamescom – you know, with the guy shooting himself?

Yeah, you could make him think that he was dead, or that he split with his wife, or worst-case scenario, that he killed his wife. There was a lot of freedom there.

That has to be linear at least at this stage, and in the Memory Remix there is only one solution per remix. But finding that solution is going to be fun and there will be various stages.

First you’re going to have to look for glitches to interact with memories, and although you’re looking for that one solution, there will be many branches that you can experiment with.

You can use this to discover more interaction between the characters, or more humorous scenarios – such as the one you mentioned where the guy gets killed in his own memory – so you have to rewind and try again.

We have all kinds of stuff that will reward the player for exploring in terms of narrative, achievements, so yes, it is linear but through that we’re always looking at the bigger picture.

When I met with you last year I was fascinated by your presentation of Remember Me’s ideals. Everyone have memories and they are some of our most precious possessions. How challenging is it to convey the emotional aspect of memories in the game?

It’s very challenging. We always felt the theme would be very strong – well, you know the story – and we we were always more about telling a cyberpunk story of human intimacy.

The last nadirs of intimacy have been brought down by Memory Sharing, which is basically an extension of social networks today. We wanted to have a different angle, and I think it’s a concept that is very easy to look at and go, ‘oh, that’s interesting.’

Because they’re your memories. That is like the last thing that you own that is sacred only to yourself today. You’re tweeting everything that you do – what you eat or whatever – all your friends know you’re friend with on Facebook.

So the last private garden is your memories. The theme resonates with anyone who comes in contact with the game, but then it’s also telling a story, and telling a story in games is extremely difficult.

“your memories. That is like the last thing that you own that is sacred only to yourself today. You’re tweeting everything that you do – what you eat or whatever – all your friends know you’re friend with on Facebook.”

That’s because people are reacting to games in real-time with their nervous system, not with their brains or direct emotions, like in movies or when reading a book. It’s really about finding emotion within interaction – places where the brain is available to digest some more cinematic content.

You’re thinking long-term too, because it’s more than 10-12 hours of gameplay, rather than a one-hour TV episode. It’s extremely hard, it takes a lot of time, and we’ve also been doing a lot of play-testing to see how it all works.

There’s no winning formula from the beginning. It has to be tested and proofed and iterated. So yes, the short answer is that it’s very difficult, but we’re getting there.

Why is it that so many games – when trying to strike an emotional chord with the player – come across cheesy or embarrassing?

The interactive industry as a whole is difficult, as you’re making millions of people interact with your game, and everyone is going to have a different interaction. They’re all going to do different stuff and be disturbed by different things in their living room.

They’re going to be coming at the game from a different day at work, their own past, and they’re all going to interact with your work, so it’s a daunting challenge to make something that will resonate with as many people as possible.

I always think positively. I always think, ‘I hope someone is connecting with this’, because it really is so hard to make games. I never stop and look at a game and say, ‘that was…bleugh!’

I don’t think games have to be emotional. We should probably think of a new word to describe games, because they are as much iPhone games as they are something like Uncharted, as they are Heavy Rain, as they are Angry Birds.

So these are all games, but we’re not trying to tell the same story, or to hit the same emotional sparks as those games. I have a lot of respect to anyone who is making a game today, so I do think sometimes when I’m playing a game that I’m not connecting with it, that’s for sure.

But it’s very hard and I always think positively. I always think, ‘I hope someone is connecting with this’, because it really is so hard to make games. I never stop and look at a game and say, ‘that was…bleugh!’ I sometimes think it, but I won’t mention names [laughs].

This is a game that does prey on something personal to all of us. What would you like people to come away feeling or thinking once they’ve completed the it?

Well, most of all I wanted them to have had fun while playing the game, and to have enjoyed being Nilin for many hours. Ultimately I’d like them to think that the Memory Remix was one hell of an innovation.

If just one of them comes out of and thinks, ‘wait a minute’, and then looks at his Twitter account differently – even though it’s not a message we’re trying to hammer into people at all, as we’re just asking questions – if just one person asks themselves that question, they will have made my day.

Dontnod is a new studio and this is a new IP. Now that you are here talking about the game with the public, how does it feel to look back at your first days, when you were setting up and conceptualising Remember Me?

The short answer is that these have been the best years of my life. My first day at the office, it was a 30 square metre apartment that we were renting in Paris, and there were only five of us. I came into the office with a laptop, and we started the project on paper.

We’ve been extremely lucky to meet people who have believed in our ideas – not prototypes or demos – just ideas. On the first day I came in and wrote a Powerpoint presentation for the French Government’s funding system so we could get money ad start to hire more people.

That was the first day, and talking about it now feels extremely weird because it feels like light years away from where we are now. When you and I last saw each other at gamescom last year, we were not even sure then if we’d be able to do this.

Well, we knew we’d always do it, but the scale of which it would grow was unknown. But now, sitting here with you and being able to talk about the game like this is really awesome.

Can anyone do what you’ve done? Is now the time for budding indies to step up and make it happen?

Oh yeah, I think that if you want to make games, then there are two ways to do it. You can start from your bedroom and work in a project with a couple of friends, and nothing is stopping you from studying computer science, or art. Do it if you want to do it.

The second thing is being involved in a more traditional contract with a developer or being hired by a publisher. You can study to get into one of those companies or just get into them via QA or whatever, just do it and then work your way up.

I see many people doing that of course, and while it’s cheesy, nothing is stopping you from accomplishing your dreams. How many billionaires in the U.S. went there with just one dollar in their pocket, or how many developers today started as just five guys in their garage?

You’ve seen it first-hand, and of course Dontnod staff come from a rich variety of studios such as Ubisoft, EA and Criterion. How does this pooled experience help inform the working culture at the studio? Is it free and open like Valve’s model?

I think Valve is in a very favourable position because they have as much money as you could possibly want. I totally respect their structure and I think it’s amazing from a human perspective that hey can do it that way.

Unfortunately I don’t think that’s something you can do if you have extremely hard constraints, or goals to reach. But yes, you can try to make people feel as free and independent as possible.

It’s even behind the name of the studio, ‘Dontnod’ – you know, ‘don’t think like the others, think for yourself’ – and it’s something we really try to have in the office. Me as a creative director, I’m not the one who has every idea in the game, no I’m just a captain, and we choose from all of our ideas.

You can go the other way through with studios that follow the vision of a single man – Kojima Productions springs to mind. Few people are going to say no to Hideo Kojima.

I don’t see myself working in a structure like that, and if it’s definitely not the way I’d want to lead our company. If they get things done, and if people are happy to work there, then there are different people who like different things. But it’s not for me.

It’s great that you operate so freely, and that you and Capcom are collaborating. We’ve also seen clusters of studios form under Sony, Square-Enix, EA and others. What are the benefits of that model?

You’re absolutely right, you know, it’s something that’s not yet in lace at Capcom, but it’s something we’d love to do – like share tech with Ninja Theory or the guys at R&D in Osaka.

We do get together whenever there is an event like gamescom. We have dinner together and we exchange ideas like, we had dinner with Sasaki-san who was director on Resident Evil 6 last gamescom. But definitely to synergies, especially when costs won’t go down and they keep increasing.

They have increased maybe ten-fold since the last generation, and they’re going to increase a lot more from this generation, so you definitely need to stand together in this industry.

Remember Me is a fringe game. It is releasing close to the end of this current generation. Aside from developing the game are you still looking to what comes next?

We as designers are keeping our eyes out, we know where to take Remember Me if there is to be a sequel. We have other ideas for new IP, and we have a philosophy going into the next-gen, and we are very excited by it.

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3 Comments

  1. deathm00n

    Very good interview, liked this guy, he has good thoughts. It’s a shame he’s now in a really closed mind company like capcom, but still this game looks like it’s going the oposite direction of what we are used to see from capcom

    #1 3 years ago
  2. Dave Cook

    @1 Thank you :) Yeah the guy is a perfect gent, very insightful, I wish him and his team all the best.

    #2 3 years ago
  3. OlderGamer

    I def have this game on my radar. Good stuff, Dave, as always.

    #3 3 years ago

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    Nintendo of America will be hosting a Nintendo Direct tomorrow, April 1 of all days. The company will be discussing upcoming 3DS and Wii U games. The session will take place at 3pm PDT/6pm EDT/12am CET. Catch a #NintendoDirectNA about #WiiU & #3DS games on 4/1 at 3 p.m. PT. Don’t let the date fool […]

  • How eSports changed Call of Duty

    Betting on eSports for Call of Duty: Advanced Warfare has reinvigorated the biggest game on consoles and turned it into a spectator sport. “We were looking at the eSports scene blowing up. Every year it was getting bigger. Players were maturing and being more discriminating. We had to understand the impact that eSports is having […]

  • Destiny: how does the road ahead look?

    The future of Destiny looks very bright with House of Wolves and Comet releasing this year. But what about next year, and the one after that? Alex has a new video for you that tries to paint a picture of the future of Destiny. He goes over the timeline as we know it based on […]

  • GTA 5 patch 1.09 improves Heists matchmaking

    GTA 5 received a patch towards the end of last week. The patch, version 1.09, brought with it a few improvements to Heists and plenty of other fixes. Rockstar has released patch 1.09 (1.23 PS3 and Xbox 360) for all versions of GTA 5 to help make the Heisting experience better for all. The ‘auto-invite’ […]

  • Diablo 3, Dragon Age: Inquisition, and more make up this week’s Deals with Gold

    Deals with Gold is back for the week of March 30 with discounts on Diablo 3 Reaper of Souls: Ultimate Evil Edition, Dragon Age: Inquisition, The Lego Movie Videogame, and others. Xbox Live Gold members get a few good deals this week to spend money on. A large assortment of The Lego games is on […]

  • GTA 5: parallax occlusion mapping is gone, but framerate is better

    Patch 1.09 for GTA 5 has indeed removed the parallax occlusion mapping effect, but has in turn improved the game’s overall framerate – at least on PlayStation 4. Earlier last week a YouTube video came to light and showed what appeared to be the removal of effects from GTA 5 after applying patch 1.09. The […]

  • The Witcher 3 dev: DirectX 12 may not have impact on Xbox One games resolution

    DirectX 12 may not be the miracle that some are believing it to be, at least not when it comes to improving the resolution of Xbox One ports. Damien Monnier, a senior game designer at The Witcher 3 developer CD Projekt RED has revealed through a Twitter conversation with fans that DirectX 12 may not […]

  • Get infinite items in Bloodborne with this duplication glitch

    Bloodborne has a nasty glitch that will let you duplicate all in-game consumables. The glitch was discovered by Kotaku and makes item duplication pretty simple. Note that doing this will trivialise a major part of the game’s challenge and that it will probably get patched soon. For this glitch to work, you’ll need to create […]

  • Destiny weekly reset for March 31: Heroic and Nightfall strikes detailed

    The weekly reset to Destiny’s merchants, strikes, and reputation caps is here. The strike for this week is The Nexus on the Ishtar Sink on Venus. Void burn will be your ally/enemy for the Nightfall. The Juggler modifier is also available on both Heroic and Nightfall. Inferno Crucible mode also returns with Clash, and it […]

  • Motivational Growth is the first non-documentary film to be released on Steam

    Motivational Growth will soon be Steam’s first foray into selling movies that are not based around video games Steam will release its first, non-documentary film later today in the form of Motivational Growth. The film is a sci-fi comedy distributed by Hotline Miami publisher Devolver Digital, who has itself produced other game-centred documentaries before, and […]

  • Metal Gear Solid movie in the works at Sony Pictures

    A Metal Gear Solid film is in the making at Sony Pictures. Deadline is reporting that Sony Pictures has closed a deal to make a film adaptation of Metal Gear Solid. The film will be written by Jay Basu, with Jordan Vogt-Roberts attached to direct. Michael De Luca is said to be heading production. There […]

  • Destiny: Inferno mode returns this week with Inferno Clash

    Inferno mode returns to Destiny this week. This time it’s Inferno Clash. The Inferno playlist will be back to The Crucible rotation in Destiny this week. Unlike last month’s Control, Clash will be the mode variant this time. The main changes Inferno brings to the game is the removal of the radar (mini-map), scoring is […]

  • Bladestorm: how 28 rogue ninja conquered Brittany

    The Hundred Years War wasn’t ended by the superior forces of the French cavalry: it was ninja. Bladestorm: Nightmare Battlefield sim. Take control of dozens of unit types. You play a mercenary, fighting for both France and England, usually at your own discretion. Unit variations liven things up; Lady Lancers replace Knights. Vikings replace Swords. […]

  • First Bloodborne speedrun is in, game finished in under 45 minutes

    Bloodborne has been out for less than a week in most parts of the world and the first speedrun record has already been achieved. YouTuber Oginam_tv managed to finish Bloodborne in under 50 minutes. Of course not without utilising more than his fair share of exploits, including level-skipping glitches, as well as the item duplication […]

  • Advanced Warfare Infection gameplay shows the new map, monsters, extraction mechanic

    We’ve got some new gameplay footage from Advanced Warfare’s Exo Zombies episode 2 – Infection. Arekkz went to L.A. this past weekend and played the new map that Infection brings to Exo Zombies mode in Advanced Warfare. The map is noticeably larger than that of the first episode, with more branching paths you can unlock. […]

  • Hotline Miami collector’s edition is close, 50% already achieved

    The Hotline Miami crowdfunding effort to produce a special collector’s edition is going strong with 50% of the target achieved. Gamer Network’s collector’s edition initiative has announced that funding for the Hotline Mimi Gamer’s Edition has reached 50% of its goal, with just over nine days to go. The collector’s edition is a one-of-a-kind bundle […]

  • Woah Dave will be an extra free PS+ game on PS4 in April

    Indie platformer Woah Dave will be made free to PlayStation Plus members on PlayStation 4 in April, but it’s not part of the month’s main Plus offering. Woah Dave is a “secret” April PlayStation Plus game, according to Sony. The game is a 2D platformer that received positive feedback when it was released on PS […]

  • Mortal Kombat X: three international tourneys announced, $100,000 prize pool

    Warner Bros. has announced a new series of Mortal Kombat X tournaments with a prize pool starting at $100,000. Mortal Kombat X Worldwide Competitive Program is a series of tournaments that kick off in April and allow players from the around the world participation. The tournaments are the Fatal 8 Exhibition Tournament, Mortal Kombat X […]

  • Project CARS to receive a free car every month, starting with the Lykan Hypersport

    The Lykan Hypersport, the supercar featured in one of Furious 7′s action set-pieces, will be a free download for Project CARS owners. To thank the fans for their patience throughout Project CARS development and several delays, developer Slightly Mad will be giving all owners one in-game car for free each month. The first car will […]

  • Leaked Halo Online gameplay shows weapons, maps, and more

    Gameplay from the upcoming, Russia only, Halo Online has leaked online and it looks like a mix of Halo 3 and Halo Reach. Microsoft announced last week that a free-to-play Halo game is in development at Saber Interactive. The game will be available in Russia only, at least on launch. YouTuber Noble, with the help […]

  • Get PlayStation 4 with the PS Camera and The Last of Us for $399

    US retailer Best Buy is offering a free PlayStation Camera with the purchase of The Last of Us PS4 bundle. If you’re in the US, Best Buy is having a very good deal on PlayStation 4 systems at the moment. If you buy The Last of Us PS4 bundle, you’ll automatically get the PS Camera […]

  • Dragon Age: Inquisition Jaws of Hakkon DLC comes to PS4 in May

    Dragon Age: Inquisition Jaws of Hakkon DLC has been given a release window for PS3, PS4, and Xbox 360. Jaws of Hakkon, the first story add-on to Dragon Age: Inquisition was released last week on PC and Xbox One. The release was a complete surprise, as there was no prior announcement. What was also surprising […]

  • Watch Rainbow Six Siege developers stream new gameplay right now

    Rainbow Six Siege developers are about to livestream new gameplay footage. Come and watch with us. The livestream below starts at 7pm UK time/6pm GMT. Ubisoft will be showing new gameplay footage and will talk more about the operator system, which was revealed today. The footage will be from the PC alpha build. Expect more […]

  • Advanced Warfare Exo Zombie Infected trailer shows new weapons, massive enemy

    Call of Duty: Advanced Warfare Exo Zombies episode 2, Infected, has been shown off in a new trailer. The official trailer for Exo Zombies Infected is here with footage of the new gear and new enemies. All of which help set up the mess everyone’s making at Burger Town. John Malkovich and co are dropped […]

  • Rainbow Six Siege collector’s edition comes with a 120-page field manual

    Rainbow Six Siege will be getting a collector’s edition and it comes with a 120-page guide. The Rainbow Six Siege collector’s edition has been fully detailed. It’s called the “Art of Siege Edition” and will be available for PC, PlayStation 4, and Xbox One, priced £65. Here’s what you get: A copy of the game […]

  • Rainbow Six Siege trailer is all about the operators

    Rainbow Six Siege has a new trailer available explaining the operator system. Operators are what makes any Counter Terrorist Unit and you will get to choose each of them individually before assembling a team. Any operator you choose will not be available for others though, so planning ahead will be crucial. The new trailer shows […]

  • Spotify now available on PS3 and PS4, lets you play music in the background

    Spotify has arrived on PlayStation 3 and PlayStation 4. The Spotify app is now available in 42 countries on PSN. The app was part of last week’s firmware update and can be found under PlayStation Music. Anyone can download it, as it doesn’t require PlayStation Plus. You can use your PSN account to subscribe to […]

  • Let’s talk Battlefield Hardline weapon balance

    The weapon balance in Battlefield Hardline is causing a controversy among the players. Are some weapons too powerful, or are other not powerful enough? Westie has been playing Battlefield Hardline since it the day it came out and he has some opinions about the state of weapon balance as it stands right now. Westie also […]

  • UK Charts: Bloodborne enters at No. 2, Battlefield Hardline defends No. 1 spot

    Battlefield Hardline has defended the No. 1 spot in the UK Charts against Bloodborne’s impressive numbers. The UK Charts for the week ending March 28 show Battlefield Hardline continuing to hold the top spot despite dropping 43% in sales. Bloodborne achieved the No. 2 spot and came only 22,500 copies short of becoming number 1. […]

  • Halo 5: Guardians release date and new trailers released

    Halo 5 is coming in October. Are you ready? Halo 5: Guardians has been slapped with a release date of October 27. Microsoft and 343 Industries also released a new trailer to mark the news; check it out below. “The Master Chief. Spartan Locke. Who is the hunter and who is the hunted?” Microsoft said […]

  • Denial wins Call of Duty Championship 2015

    In a weekend where favourites crashed out and non-US teams took a beating, Denial stepped up to take the title and $400,000 prize Denial have beaten Revenge to win the Call of Duty Championship 2015, claiming a $400,000 prize. Taking place in downtown Los Angeles, 32 of the best teams in the world battled it […]

  • Call of Duty: Advanced Warfare Ascendance DLC- check out new maps and the grapple ability

    Advanced Warfare’s Ascendance DLC is looking pretty sweet in these two new videos. The Call of Duty Championships this weekend have given our very own Arekkz a chance to check out the new Ascendance DLC coming this month. Take a look at all four new maps as well as the cool new grapple ability (which […]

  • Advanced Warfare’s Exo Zombies gets a “mini boss” with Ascendance DLC

    Zombies mode gets an exo-kick up the ass with Advanced Warfare’s second DLC drop, Ascendance. When Call of Duty: Advanced Warfare’s Ascendance DLC drops this week, players will be going up against some tougher challenges in Exo Zombies mode. “It’s all zombies, all of the time,” says High Moon Studios Matt Tieger, head of the […]

  • GTA Online user videos show out of character Lester, important Police Business

    You know, Lester isn’t as soft as he lets on, at least in these two GTA Online videos he’s not. The first one below is from YouTube user 10Phoenix01 Gamer, showing Lester kick a guy’s ass. It’s apparently punishment for running over the player – at least that’s the way it appears. A second video […]

  • Guild Wars 2 devs explain how the Map Bonus system, precursor crafting work in Heart of Thorns

    ArenaNet has posted information on the Guild Wars 2 website explaining how crafting mastery, and crafting a legendary weapon, will work in the Heart of Thorns expansion. There’s also information on the new Map Bonuses system, which will make acquiring crafting materials a more “directed activity” and streamlined experience. The new system will also add […]

  • Fly around your creations in Cities: Skylines with the Flight Cimulator mod

    Cities: Skylines players can now fly over their creations thanks to the Flight Cimulator mod. Created by Ulysius and available through the Steam Workshop, the mod allows the user to simulate flight through simple controls. According to the mod notes, it is still a work in progress as Ulysius plans to add building collisions , […]

  • The Walking Dead, Better Call Saul arrive on PlayStation Vue

    Sony has announced the addition of AMC to its PlayStation Vue service, which soft launched in Chicago, New York City and Philadelphia earlier this month. Those who use the service can now get their Better Call Saul and The Walking Dead fix, and also watch the Sundance channel, WEtv and IFC. AMC and WEtv are […]

  • Play the first level of Super Mario 64 in your browser

    Thanks to Roystan Ross and the Unity engine, you can play the first level of Super Mario 64 in your browser. This little nugget came to my attention yesterday, and unfortunately it became lost on my worksheet. Better late than never, I suppose. Anyway, the level is free-to-play and if you don’t wish to play […]

  • Steam’s Discovery Update has helped increase revenue for smaller titles

    Valve has said its Discovery Queue has increased product page views across Steam by 30% since the company launched the Discovery Update. According to Valve, 75% of those views come from the Discovery Queue, and 16% of product views can be attributed to the Discovery Queue. Even Steam Tags clicks have increased. The system is […]

  • Halo: The Master Chief Collection April update includes “more ranked playlists”

    The next content update for Halo: The Master Chief Collection will “address a variety of issues across the game,” according to 343 Industries, including specific improvements to ranking. New quit and betrayal penalties are also in the works as the development team prepares to roll out ranks to additional playlists. According to 343, the latest […]

  • Get Spec Ops: The Line for free through 2K Games sale on Humble Store

    A 2K Games sale is going on this weekend on the Humble Store with up to 83% off on select titles. Games on sale include Evolve, Bioshock, Civilization and other franchises. Plus, Spec Ops: The Line can be yours for free with the purchase of any -2K title on sale. To see the full list […]

  • Dota 2 The International 2015 tickets are sold out

    Tickets to Dota 2 The International 2015 are now sold out, which shouldn’t surprise anyone. The tickets went on sale in two phases starting March 27. Phase one sold out in six minutes, and phase two sold out in four minutes. Each round of sales offered the same quantity of General Admission tickets priced at […]

  • Here’s what’s expected in Battlefield 4′s Weapon Crate DLC – video

    A new Battlefield 4 drop is on the horizon, and to give you an idea of what to expect, we have a video for you below featuring information on the Weapon Crate DLC. According to Battlefield expert Westie, players can expect five new weapons along with the return of the Gun Master game mode. The […]

  • Pillars of Eternity issues to be addressed in patch 1.03, expected next week

    Obsidian Entertainment plans to release a Pillars of Eternity patch next week to combat issues users have reported. Until the patch is released, the developers have posted workarounds for some of the most common issues. The issues reported span framerate drops, inability to launch the game unless in administrator mode, crashes on 32-bit machines, animal […]

  • Mortal Kombat X videos show Erron Black gameplay, Ermac fatalities, more

    Erron Black, the gunslinger which was outed for Mortal Kombat X in the achievements listing last week, was featured in the latest livestream from NetherRelam Studios yesterday evening. Along with gameplay, fatalities and variations for Black, the developer also provided a look at gameplay for: Ermac vs Mileena; Ermac’s brutality and fatality moves; Lui Kang […]

  • The Legend of Zelda Wii U: 2015 release not a “priority”, skipping E3

    The Legend of Zelda franchise producer Eiji Aonuma is featured in the latest video update on the status of The Legend of Zelda for Wii U, stating a 2015 release is no longer a “number one priority” for the team. While Aonuma never specifically says the game has been delayed into 2016, the announcement confirms […]

  • Destiny gameplay designer exits for Bethesda

    Destiny’s senior gameplay designer Josh Hamrick announced on Twitter overnight he would be leaving the company in a week’s time for Bethesda. Hamrick joined Bungie in 2009 after working two years at Midway Austin, where he created multiplayer maps, modified single-player levels, and other designer functions. He was in charge of fixing bug in code […]