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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 2 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 2 years ago
  3. OlderGamer

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

    #3 2 years ago

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  • Finally, we get a look at Necropolis in action – video

    No longer content with releasing only gifs of Necropolis, Harebrained Schemes has decided to provide a short video. The upcoming third-person action rogue-like with procedurally generated levels is headed to Linux, Mac and PC sometime next year, with a possible console release as well. If you made to PAX East despite the weather, don’t forget […]

  • Super Dungeon Bros will be one of the first cross-play titles for Xbox One, Windows 10

    Another cross-device multiplayer game for Windows 10 and Xbox One has been announced, and it’s Super Dungeon Bros – a “rock-themed, co-op dungeon brawler” from React Games. Super Dungeon Bros tasks four “bros” with raiding underground crypts built by the gods through an ever-changing layout. There, they will be up against “dangerous foes, deadly obstacles, […]

  • Pre-ordering State of Decay: Year-One Survival Edition in US nets an in-game knife

    Those who pre-order the State of Decay: Year-One Survival Edition will net a bonus, according to Undead Labs. Select retailers in the US will offer the following knives as in-game pre-order bonus content: GameStop -  The Avalonian :  A true work of art, taken off the body of a fantasy enthusiast whose excitement at having […]

  • Rollercoaster Tycoon World gameplay teaser video released

    Today, Atari has provided a look at gameplay for Rollercoaster Tycoon World. Set for release during the first part of this year, the game allows players to build their own rides and which can be shared with other players. It will also feature four-player co-op.

  • One Heist challenge in GTA Online pays out $10 million in cash

    GTA Online’s new Heists content was previewed by various outlets at GDC 2015 this week, and according to hands-on with the free upcoming content, there’s over 20 hours worth of things to do and quite a bit of money to gain. Oh, and a VTOL Hydra jet too. According to a really informative piece from […]

  • Activision Blizzard makes Fortune’s 100 Best Companies to Work For list

    For the first time, Activision Blizzard has been named to Fortune’s 100 Best Companies to Work For list for 2015. The survey conducted by Fortune found the company “ranked highly with its employees” which felt the atmosphere was friendly and place in which they could “be themselves.” “We have always considered Activision Blizzard to be […]

  • Evolve Hunt for Gold Weekend nets players special monster skin

    A Evolve community event is taking place this weekend, and participants will receive a special skin for Goliath, Kraken, and Wraith. Dubbed the Evolve Hunt for Gold Weekend, it’s the first in a series of upcoming online community challenges and events taking place over the coming months. Those who log-in starting today at 9pm PST […]

  • This video teases contents of Resident Evil: Revelations 2 – Episode 3

    A teaser video and images for Resident Evil: Revelations 2 – Episode 3 have been posted by Capcom. The assets can be considered potential spoilers, so just be aware of that before having a look. The game’s Season Pass costs $20, and the disc version releases March 17 in North America and on March 20 […]

  • GTA Online Heists teaser video is extremely short

    With Heists coming to GTA Online next week, Rockstar has released one of the shortest teaser videos we’ve seen in ages. Hopefully you didn’t blink. Heists, along with Daily Objectives and Adversary Mode, arrive next week on March 10. The PC version of Heists will arrive on April 14 when the PC version of the […]

  • The Division rumors claim Dark Zones support up to 100 players – video

    With the recent leak of older, pre-alpha footage of the The Division, rumors over the game’s contents have been swirling, and today we have a video for you discussing said rumors. Once of the rumors pertain to the game is that it contains 50-100 Player Dark Zones, which are PvP areas. Supposedly, these areas also […]

  • Here’s a look at MGS5: The Phantom Pain emblem creation, limited edition bionic arm

    A look at how to create your own emblems in Metal Gear Solid 5: The Phantom Pain was demonstrated in the latest Kojima Station broadcast, along with a look at the bionic arm replica included in the limited edition. A Venom Snake emblem will come with the limited edition version of the game, parts of […]

  • Elite: Dangerous coming to PS4 once Xbox One exclusivity period ends

    Elite: Dangerous was announced for Xbox One at GDC 2015 yesterday, and those disappointed over the lack of a PlayStation 4 announcement will be pleased to know it’s in the cards. According to Frontier boss David Braben the space-sim will head to PS4 at some point, once the console exclusivity deal with Microsoft has expired. […]

  • Here’s two new The Witcher 3: Wild Hunt screenshots to salivate over

    Two new screenshots from The Witcher 3: Wild Hunt have been released, and they are gorgeous as always. The screenshots follow the two released over the weekend. You can look at the new images in full HD glory over on Only Single Player. CD Projekt Red is at PAX East this weekend showing off the latest […]

  • Microsoft looking into streaming PC games to Xbox One

    With Windows 10, Xbox One users will soon be able to stream their games to PC. Microsoft is also looking into streaming PC games to Xbox One, according to news out of GDC. Speaking with Polygon at GDC 2015, Xbox program director Mike Ybarra said the company is also looking into the ability to stream […]

  • Free! Vindictus Lann Revamp codes worth €25

    We have 400 Lann Revamp codes worth €25 to giveaway for free to VG247 readers. All you need to do is enter your details in the box below and you’ll be given a code to redeem in game. The codes are for warrior character Lann and offer a 7 day unlimited Inner Armour pass, battle […]

  • US eShop update: Mario vs. Donkey Kong: Tipping Stars, OlliOlli, more

    Nintendo has updated the North American end of the eShop with Mario vs. Donkey Kong: Tipping Stars, OlliOlli and a demo version of Azure Striker GUNVOL. Your full update is below. eShop Mario vs. Donkey Kong: Tipping Stars – Wii U, 3DS – Cross Buy OlliOlli – Wii U, 3DS – Cross-Buy Proun+ – Proun+ […]

  • Rock Band 4 confirmed for Xbox One and PS4: supports old instruments and 2,168 songs

    Harmonix has lifted the lid on the long-rumoured Rock Band 4, stating it will support 2,168 previously released tracks and last-gen instruments on PS4 and Xbox One. The game will be out this year. Harmonix has yet to reveal specific features for the game, but it has been built with a completely new engine. As […]

  • First run of Rodea the Sky Soldier copies on Wii U come with Wii version

    The first print run of Rodea the Sky Soldier on Wii U will come with the Wii version packed in, NIS America has confirmed. The publisher confirmed today in a press release that anyone who buys the first run of the retail version of Rodea the Sky Soldier on Wii U will find the Wii […]

  • Unreal Tournament 4 lets modders sell cosmetic items to players

    Unreal Tournament 4 is a game built with the help of the modding community. So it’s only natural that it will feature a marketplace where all cosmetic items can be sold. Epic Games has confirmed that it will allow modders from the community to sell the cosmetics items they’ve created on the game’s marketplace. The […]

  • D4: Dark Dreams Don’t Die is coming to PC – rumour

    SWERY 65 has shown off D4: Dark Dreams Don’t Die running on PC at GDC this week, teasing that a possible port may be on the way. D4: Dark Dreams Don’t Die is SWERY 65′s latest project. An episodic detective affair, D4 came out on Xbox One last September and utilised Kinect as its main […]

  • Valve’s Lighthouse, VR controllers and more explained

    Valve’s less-talked about prototype VR controllers and its Lighthouse technology have been shown in more detail. When HTC announced Vive, the VR headset it’s working on with Valve, it mentioned “base stations” and ergonomic controllers. Now we know what they meant by that. The controllers are still in prototype phase, and will look better when […]

  • Listen to two professional Counter-Strike players explain why Dust2 is so popular

    Hear what makes iconic Counter-Strike map Dust2 one of the most popular maps in shooter history from two former eSports players. Sal “Volcano” Garozzo and Shawn “FMPONE” Snelling are both retired professional Counter-Strike players who are currently working as designers. At GDC this year, the pair hosted a panel titled “Community Level Design for Competitive […]

  • Core Morpheus hardware locked in, no plans for wireless version

    Sony has finalised the core hardware for its VR headset Project Morpheus, and does not currently plan on releasing a wireless version. SCE Worldwide Studios president Shuhei Yoshida spoke to Gamespot at GDC and confirmed that the core hardware of Morpheus is “pretty much done” but that “lots of tweaks and improvements” are still being […]

  • Watch the full Phil Spencer keynote from GDC 2015

    The full GDC 2015 keynote of Xbox boss Phil Spencer is now available to watch. In case you missed last nights’s Phil Spencer keynote at GDC 2015, the whole thing has been made available to watch on YouTube. The address is titled “The Future of Gaming Across the Microsoft Ecosytem,” and it’s where Spencer announced […]

  • Elite: Dangerous won’t be “dumbed down” for Xbox One

    The Xbox One version of Elite: Dangerous will in fact be the same as the PC one. Elite: Dangerous developer Frontier came out on stage last night at GDC to announce the game making its console debut on Xbox One. Some have feared that the port would not provide the same experience as the PC […]

  • Virtual reality: by gum, it’s really happening

    Virtual reality has exited the realm of peripheral gimmick and turned into something that just might go mainstream. VR has an uphill battle ahead of it. The tech is going to be expensive, and there are a number of problems that need to be solved before it could be considered an inclusive technology (motion sickness, […]

  • Middle-earth: Shadow of Mordor takes Game of the Year at GDC Awards 2015

    And the winner is: Middle-earth: Shadow of Mordor. Middle-earth: Shadow of Mordor beat out Alien: Isolation, Bayonetta 2, Destiny, and Hearthstone: Heroes of Warcraft to win Game of the Year at the Game Developer’s Choice Awards 2015. Elsewhere in the awards, Ustwo’s mobile hit Monument Valley was a stand-out favourite, with wins in the Innovation, […]

  • Alien: Isolation was prototyped in third-person – video

    Alien: Isolation is one of the most effectively scary triple-A games in years, but it didn’t start off a perfect creation of pure terror. Creative Assembly prototyped Alien: Isolation in third-person perspective before they nailed down the final approach. The developer revealed this during a GDC 2015 presentation, and it’s a good reminder that games […]

  • Madden 15 added to EA Vault

    Madden 15 is now included in EA’s all-you-can-eat subscriber service. Madden 15 is the ninth game to be added to the EA Vault, a stash of games available on demand for EA Access subscribers. It's still Madden Season for EA Access members – Madden NFL 15 is now in The Vault for all members. Go […]

  • Source Engine 2 doesn’t have hidden costs or royalties – but is Steam exclusive

    Three major engines went free at GDC 2015, and each of them is monetising in a different way. There’s been a heck of a lot of discussion about development tools and the costs associated with them during GDC 2015. First Epic announced that Unreal Engine 4 would be free, bar royalities on successful releases. Then […]

  • Final Fantasy creator hates sequels

    Final Fantasy, a byword in prolific franchises, was created by a man who hates sequel. Final Fantasy games are famous for being reinvented with each core release, and it was not until series creator Hironobu Sakaguchi began to withdraw from the franchise after Final Fantasy 9 that we started seeing regular sequels and spin-offs. Speaking […]

  • Guardian complaints led to the closure of Destiny’s Loot Cave

    Destiny players are to blame for the shuttering of the much loved Loot Cave. Early in Destiny‘s history, many players got hugely excited about the “Loot Cave”. Accessible shortly after starting the game for the first time, this high-volume spawn point allowed players to stand in one place, taking out waves and waves of low-level […]

  • Xbox and PC games boss Phil Harrison to leave Microsoft – rumour

    Microsoft Interactive Entertainment Business VP and EMEA head of games Phil Harrison is rumoured to have thrown in the towel. Microsoft has not issued a statement on Harrison’s alleged departure, despite repeated questioning by press at GDC 2015. Instead, word comes via multiple sources speaking to GamesIndustry at the show. According to the rumours, Harrison […]

  • Metal Gear Online commentated trailer explains stuffed dog – but not invisibility

    Metal Gear Online developer Kojima Productions has provided significantly more insight into how the multiplayer side of The Phantom Pain works. Metal Gear Online is the online multiplayer component of Metal Gear Solid 5: The Phantom Pain. Konami hasn’t shared a great deal about it yet, but we did see a very cool Metal Gear […]

  • Elite: Dangerous Xbox One trailer shows off space MMO

    If Elite: Dangerous looks this good on Xbox One we have nothing to complain about. Microsoft revealed Elite: Dangerous is coming to Xbox One this year during its GDC presentations today. We don’t know very much about the port, but I suppose we ought to have expected it; Frontier Developments has a very close relationship […]

  • Battletoads to appear in Shovel Knight Xbox One

    A Battletoads remake must be on the horizon. Right? Right?? The Battletoads will appear in the upcoming Xbox One version of Shovel Knight, Yacht Club Games revealed today. The Battletoads drop in for a fight! Shovel Knight is headed to Xbox One and meets up with @RareLtd brawling trio! pic.twitter.com/OCQIuWbH3W — Yacht Club Games (@YachtClubGames) […]

  • The Division pre-alpha footage leaks, Ubisoft says it’s well out of date

    The Division fans finally got a look at Ubisoft’s MMO this week, but the publisher has said the footage is not in any way representative. Pre-alpha footage of the The Division was leaked this week, but has since been thoroughly smacked down by takedown notices. All that remains are a few screenshots and a GIF: […]

  • Microsoft HoloLens designer killed in hit and run accident

    Very sad news out of Redmond this week, as Mike Ey was killed in a tragic accident. Ey, 30, was one of the key project designers on Microsoft’s HoloLens AR headset. He was killed on Saturday morning in a rear-end collision. The driver of the second vehicle fled the scene but was tracked down by […]

  • AMD throws support behind VR with new low-latency anti-nausea tech

    GPU manufacturer AMD has released a new SDK compatible with “a broad set of VR devices”. Called LiquidVR, the tech is designed to “bring better content, comfort, and compatibility to VR applications” including games, simulation, entertainment, education, social media, travel, medicine, real estate and ecommerce, apparently. AMD said maintaining comfort and realism in VR environments […]

  • Danganronpa 3 in the works, but a long way off yet

    A new Danganronpa is happening. Danganronpa 3 is in the very, very early production stages, writer Kodaka Kazutaka has confirmed. Nothing about the project is “set in stone”, Kazutaka told Polygon, so there are no details to share yet; the characters and story may change several times before being finalised. The writer said he’s weighing […]

  • Call of Duty: Advanced Warfare MLG Pro League 2015 schedule announced

    Major League Gaming has announced the full schedule for the 2015 Call of Duty: Advanced Warfare MLG Pro League. The eSpots firm revealed two more seasons of Pro League, a live Relegation tournament for Season Three, and a season ending World Championship with $250,000 up for grabs You can watch all the action on MLG.tv […]

  • Happy Birthday PlayStation 2, you are almost old enough to drive

    Amidst all the GDC 2015 hoopla today, we forgot to wish PlayStation 2 a Happy Birthday. The system turned 15 years old today, going by its March 4, 2000 launch date in Japan. It was released in the west that autumn, and had shipped 100 million units in less than six years post launch. PS2 […]

  • Here’s what the final version of Valve’s Steam Controller looks like

    A look at the updated Steam Controller has surfaced via a hands-on post from Polygon. Valve said what you see in the images below is the final version of the controller. The controller has gone through numerous revisions since it was first revealed, but it seems Valve has decided on two touch pads which work […]

  • The Sims, SimCity developer closed down

    The Sims 4 developer Maxis has been shuttered, EA has confirmed. The Sims, SimCity and the rest of the Sim franchise has traditionally been helmed by Maxis, which had its flagship studio in Emeryville, California. Now EA has confirmed with Kotaku that this studio is being closed. “Today we are consolidating Maxis IP development to […]

  • Gigantic MOBA coming to Windows 10 and Xbox One with cross-play

    Today during GDC 2015, Microsoft announced that the new IP from Motiga called Gigantic will be cross-play enabled. Slated for Windows 10 and Xbox One, the five-on-five third-person battle arena game allows the player to select from an array of heroes with distinctive powers and play styles. Players will then make their way through areas […]

  • Here’s a look at Unreal Tournament DirectX 12 gameplay

    Epic Games is creating Unreal Tournament using Unreal Engine 4 running on DirectX 12, which Microsoft says “sets a new bar for visual fidelity.” DirectX 12 is a single API developers can access across Windows devices, which can result in a 20% improvement in performance over DX11 running on the same machine. The Unreal Tournament […]

  • Wireless adapter for Xbox One controllers out later this year

    Microsoft announced at GDC 2015 today it will that all wireless Xbox gaming accessories will be designed for and supported on both Xbox One consoles and Windows 10 PCs moving forward. Later this year, a wireless adapter will be released, allowing current Xbox controllers and future devices to be used wirelessly on PCs. This will […]