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EVE Retribution and beyond: CCP talks vengeance

Monday, 10 December 2012 08:36 GMT By Dave Cook

EVE Online: Retribution gives players the tools to exact sweet revenge. VG247′s Dave Cook speaks with CCP Games to discuss the expansion, and what the team has planned for 2013.

CCP Games

Founded in 1997, based in Reykjavík, Iceland.

EVE Online launched in May 2003, and is not approaching its tenth year.

EVE Online: Retribution is the game’s 18th free expansion pack, and it focuses on the theme of revenge.

Check out the studio’s website for more information.

Game critics often talk about evolution whenever genres advance or new technology gives studios greater ability to explore new mechanics or themes. We use it like it’s going out of style, but can simple paradigm shifts really be considered evolutionary? I’m not so sure any more.

After all, evolution is a natural process, not a carefully considered, pre-planned design spurted out by focus-test groups or engineered through costly R&D trials. No, it’s something that just happens and it never stops for a second. You can’t pause nature or tell the tide to stop rolling in and out. That’d be akin to playing god.

These things are inevitable, and as residents on this planet, we simply have to adapt to whatever the natural order throws at us. EVE Online is evolutionary. I say this because even as the MMO reaches its tenth year, the team at CCP Games are still taking a hands-off approach, letting the world of Tranquility evolve at a distance.

They’re not overlords who rigidly dictate the natural order of its play-space, instead, they merely give players the tools to advance the world’s evolution themselves. Empires rise, they burn to the ground, and thousands of personal – often incredible – tales seep through the server, all without any as much as a single push from the developer.

That is true evolution, and in EVE Online: Retribution – the game’s 18th free expansion pack – CCP Games isn’t just giving players tools to work with, it’s giving them sharp, blood-thirsty swords with which to wage war and shank each other in the back with. Revenge its the theme, and you can bet that the world is going to get particularly heated as a result.

I asked lead game designer Kristoffer Touborg why his team decided to prod the EVE universe so profoundly, and to get an idea of how the games populace might push back – be it through war on a mass scale, or the settling of small, personal vendettas. Either way it generates bespoke missions and potential for new stories to tell.

“I think there’s two things for me,” he explained, “One is that – at the moment – I’m really interested in finding ways to create content for other players. We have all these old systems that have been around for quite a long time, but I don’t think we’ve done anything lately that’s too sandbox, or lets people poke at each other with a stick. We’ve been looking at this for a while.

“Bounty hunting is one of these things, and we’re looking at more features for next summer and winter. In general I’m just trying to see if we can do some kind of test
case for a system where we basically have profitable content created by players.

“Should we hide small bounties? Should we up the limit on how much you have to put on? Should we just leave it? Right now, I just want to leave it. I kind of want to see what happens.”

“So I could go in and say, ‘Every time you kill someone, we’re going to generate a bounty of 1 million ISK on someone, but I really dislike that kind of stale system, Instead this is a test to ask, ‘Would players pay to create content for each other?’

“We’re looking at a ton of features that allows us to do this – bounties, structures and other things – but in general, it just follows our design principals of making tools for players to create content and stories, rather than us just writing the stories for them.”

When Touborg spoke about players paying for content, he isn’t talking about microtransactions, but the ISK bounties they can place on each other’s heads. If someone wrongs you, you can pay to open up the game’s PvP rule-set for 15 minutes, giving aspiring bounty hunters a window to make some fast cash and gain notoriety among the stars.

That is also evolution. These aren’t pre-planned bounty hunter quests you get in other sandbox games, but the result of real grievances, petty squabbles or carefully planned plots to overthrow an entire corporation. It’s content made by the player, not by the developer.

It’s a system that Touborg felt was in need of improvement, and so it’s the biggest change running throughout the Retribution expansion. He’s been monitoring it since it launched last week and it’s already throwing back some interesting results.

“There are also unexpected consequences. I’ve been monitoring the bounty system really heavily, just because I’m interesting in it, I want to see where it’s going and what people are doing with it. It’s kind of like a really awesome social experiment.

“We don’t just get happy people as a result of this. We had a guy who was just basically sitting in a help channel, just posting bounties on everyone asking questions. It was kind of a douche move, and so then we had an issue where people had small bounties on them, and they wanted to get rid of the ‘wanted’ sign.

“If you live in Empire Space that ‘wanted’ sign doesn’t really do anything, but the aesthetic existence of the ‘wanted’ sign on their portrait really offended players. There’s a group, and we’ve allowed them to not get touched by others.

“I try to kind of envision what players will do with our tools. I’ll sit down and think, ‘How are they going to use this?’ and I typically think of 10% of their usage and the other 90% is stuff players come up with that I learn of afterwards.”

“There are people who live these lonely, isolated existences where they’re interacting with parts of EVE that don’t contain other players, and suddenly some guy has rolled along and put a sticker on them. It’s not something that will impact their gameplay, but there are some people who are up in arms about this.

“We’ve been talking about it. Should we hide small bounties? Should we up the limit on how much you have to put on? Should we just leave it? Right now, I just want to leave it. I kind of want to see what happens.

“If anything, I’d put in a system where you could buy your bounty out for twice the amount. So if someone puts an 100k bounty on you, you could pay 200k to Concord or the system to make it go away.

“That’s how my mind works at least. I want to see how offended people will be by this ‘wanted’ tag. Are people so offended that they’d pay twice the amount to essentially have their character portrait cleaned up?”

There’s also a new ‘safety’ feature that forewarns players of actions that may get them hounded by concord forces, or penalised to the point that they can no longer dock until alarms cool off. It’s similar to the alarm countdown in Metal Gear Solid, showing you how long you have until the heat dies down.

It’s a simple icon system on the HUD that denotes certain actions and reactions, yet it distils down EVE’s sprawling aggression system – which was once collated as a 38-page document by one of CCP’s third-party QA teams – into three handy icons and some simple text feedback. It’s quite a feat.

So if your safety warning is set to green then the game prohibits you from doing silly things that will result in penalties, medium level lets you dabble in mayhem a little and red means it’s open season on you if you break one of the game’s many rules.

“We used to have a warning system so if you tried to do something bad it’d tell you, ‘You’re about to do something bad, do you want to go ahead?’ That never really worked out because people were never sure when they should be clicking ‘yes’, or when they should be clicking ‘no’, and they were mis-clicking.

“Now the system refuses to do the action but it tells you why. So it says, ‘You can’t do this action because your safety is at level one’, then you could go to the safety and correct it.

“That is better content than anything I could sit down and script. The fact that these people keep posting money into this, which will continually give them targets, is better than any dungeon or event that I could ever make.”

“But instead of a dialogue pop-up – which is an easy way to circumvent thinking – this basically says, ‘Your module is red because your safety level is on. If you want to change it, you must make the conscious choice of adjustin your safety level.’

“It’s very much like a gun safety. It’s either either on or off, and there’s also a medium setting. If you get pursued by Concord we have a UI that tells you all the timers. So the safety is to restrict your own actions, and the timers explain the stuff that you’ve done.”

“All your current states are shown. Your safety level will determine what stations you can get into. If your safety level is green, you won’t be able to get one of the flags that can’t make you jump. If safety is at medium you can get some of them, but if your safety is at red then of course you can get all of them.”

It’s a system that was engineered to spark conflict, rather than control players, as freedom is still at the forefront of CCP’s thinking. Touborg admits that creating tools in order to provoke a reaction within the community is a tricky process, and that he can only ever predict a small percentage of ways people will react once they’re introduced into the wild.

“I try to kind of envision what players will do with our tools. I’ll sit down and think, ‘How are they going to use this?’ and I typically think of 10% of their usage and the other 90% is stuff players come up with that I learn of afterwards.

“One of my hopes for this one was that personal bounties would kind of go into the background in favour of corporation or alliance bounties, because I’m not the biggest fan of ‘needle in a haystack’ play – finding one guy in the whole universe.

“If I had the choice between people putting bounties on individual players and desperately trying to hunt them down in space, or somebody putting gigantic piles of money on a corporation or alliance, and then someone saying to their own corporation ‘these guys have 10 million on them, let’s spend a month hunting them down in their space’, then that would be my ideal scenario.

“We’ve seen some superstar, individual bounties – one guy has 5 billion ISK on his head already – and we’ve seen a ton of corp and alliance bounties and that makes me super-happy. If you want to PvP for money you can look at the alliance board and go, ‘Alright, there’s 10 billion ISK at stake here, I can go here, hunt these guys and make money.’

“That is better content than anything I could sit down and script. The fact that these people keep posting money into this, which will continually give them targets, is better than any dungeon or event that I could ever make.”

”I think there are other products that have suffered greatly from not taking our approach. I think for example – my first love, and perhaps the game I looked to as my single most important source as a game designer – was Ultima Online.”

I ask if this new system of bounties and mass vendettas could spark wars once day, and the expectation is that yes, it will. The approach here is to really shake up the hornet’s nest in a significant way.

“I really hope it does,” he admitted, “and if it doesn’t then something has gone horribly, horribly wrong. This is a mechanic that should spark conflict. The intent of this is for people to get upset with each other.”

The reason Touborg and his team chose to focus on one area in Retribution – the concept of vengeance – is that the game’s thousands of mechanics are threaded together so tightly that altering one aspect will unquestionably have an effect on another.

“Yeah, but that’s good,” he explained “because that’s basically like patch notes. If I change something in this patch, I have to revisit something in the next patch, and well, that’s kind of good because the entire reason we’re doing this expansion was that our bounty system didn’t work well any more.

“Now we have a really exciting bounty system, so maybe next expansion we’ll touch on something else that didn’t work. We’ll fix something and introduce something at the same time, and that kind of excites me.”

Along the years the concept of EVE’s approach to freedom has been debated in the CCP boardroom as it’s the main reason that such knock-on effects occur, but while it’s challenging, Touborg stressed that he wouldn’t have it any other way, and that it’s not a system that other games can employ.

I asked Touborg about the complaints of griefers and scammers putting potential EVE Online players off the title, and we both agreed that keeping the freedom to be a nuisance or a saint must always remain at the forefront.

However, other titles like League of Legends have seen its developers Riot Games deploy a new task force to crack down on trolls and other toxic elements, so I asked him for his opinion.

“I’m happy we’re in the niche where we have this approach. I don’t think our approach would work in League of Legends and I don’t think their approach would work in EVE Online.

“I don’t think League of Legends should do it, because with EVE, letting people do what they want is the product, while in League of Legends the arena play is their product. Their approach to getting rid of toxicity is a great one, and I think they’re doing the exact right thing.

“But I think there are other products that have suffered greatly from not taking our approach. I think for example – my first love, and perhaps the game I looked to as my single most important source as a game designer – was Ultima Online.

“EVE is basically a universe that is connected by a thousand features. There’s not one core gameplay mechanic that we’re constantly working on, and the fact that you have to gather threads together, and prioritise in order to figure out where to go next is just crazy.”

“I think Ultima Online had the cross-rods that we’ve had a few times where the developers have gone, ‘OK, this is getting out of hand, should we stay the course in the hope that our approach is right, or should we fundamentally change the way the game works to make it safer.

“I think they went in the wrong way. I remember – through the years – many situations where we sat in the meeting room and said, ‘OK this is getting out of hand, and we should change how EVE Online works’, but luckily there have been enough people with cold water in their blood who said, ‘No, this is our product, this is how it is.’

“I’m happy about that because it’s certainly gone wrong for other games that haven’t stayed the course.”

I ask Touborg how CCP looks to change EVE Online beyond Retribution, in the run up to its tenth anniversary, and beyond. He revealed that the planning process – even after a decade – still isn’t set in stone, and that there is still work to be done in perfecting the universe as it exists now before significant expansion can be achieved.

“I don’t know exactly how to distil it,” he said, “but I guess it’s a mix of a Rubik’s cube, a bottle of vodka and something else. I don’t know, but we’re constantly trying to plan several years ahead, but it’s so difficult with such a big game.

“I think this is a blessing and a curse, but EVE is basically a universe that is connected by a thousand features. There’s not one core gameplay mechanic that we’re constantly working on, and the fact that you have to gather threads together, and prioritise in order to figure out where to go next is just crazy.

“We talk about adding more space to EVE every year, and I usually tell people no because that is such a big new can of worms when I think about getting our current universe under control – which is what we’ve been trying to do over the past year or two.

“I’ll be happy with where EVE is in another year or two, but right now there’s just so much that we’ve build up over the years that we’re working on now.”

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3 Comments

  1. roadkill

    :thumbs up:

    #1 2 years ago
  2. DarkElfa

    They need to refresh the old designs somewhat. The new designs are much more fresh and in tune with modern design thinking then say, the Nyx.

    #2 2 years ago
  3. CCPcantMakeGames

    CCP delete the new AI or at least get off your sheep humping asses fix the fucking AI! You guys are horrible at developing your own game! Fix this shit assholes!

    #3 2 years ago

Comments are now closed on this article.

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    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 […]

  • Microsoft offers up more details on Spencer’s GDC 2015 talk

    Microsoft has provided more details on Cross-Buy functionality between Windows 10 and Xbox One as well as the Xbox Live SKU and other announcements made during Phil Spencer’s talk today. During the session, the head of Xbox shared “the next step” in the company’s plans for a unified platform across all Windows 10 devices which […]

  • Wasteland 2 is coming to PlayStation 4 this summer

    Wasteland 2 is coming to PlayStation 4 as a Game of the Year Edition. inXile Entertainment announced the news on the PS Blog, noting the edition contains enhancements and improvements. The game has been ported to Unity 5, which was announced over the weekend, providing upgraded visual effects, “improved character models, upgraded environments, and Unity […]

  • Cross-Buy detailed for Windows 10 and Xbox One; Elite: Dangerous coming to Xbox One

    During Xbox boss Phil Spencer’s session at GDC 2015 today, it was announced Elite: Dangerous would release on Xbox One. Spencer also outlined cross-buy functionality across Windows 10 and Xbox One. Spencer’s talk started off with Frontier Developments announcing Elite: Dangerous for release this summer as a console debut on Xbox One, suggesting the Elite: […]

  • Longbeards Culture Pack available now for Total War: Attila

    The Longbeards Culture Pack is now available for Total War: Attila and it comes with three new playable factions. The Langobards, the Burgundians and the Alamans can be played in both single and multiplayer campaign modes as well as custom and multiplayer battles. A new feature called The Lay of Ybor is also included. It […]

  • Nvidia unveils Titan X as world’s “most advanced GPU” – video

    Nvidia revealed Titan X as “the world’s most advanced GPU” during Epic founder Tim Sweeney’s State of Unreal session a t GDC 2015 today. Nvidia CEO Jen-Hsun Huang took the stage during the panel stating it contains “8 billion transistors,” and has 12GB of RAM. Pricing wasn’t announced, but it was rumored back in January […]

  • Steam sale discounts titles announced for SteamOS

    With many of the year’s most popular games heading to SteamOS, Valve has decided to host sale in celebration. Here’s a short list of titles on sale. The full list of PC, Linux, Mac and SteamOS discounts can be found through the link. The Banner Saga Borderlands: The Pre-Sequel Middle-earth: Shadow of Mordor Batman: Arkham […]

  • PayDay 2 announced for SteamOS, celebrating with franchise sale

    PayDay 2 is coming to SteamOS, Overkill has announced. Still under development, a release date will be announced at a later date. “Making sure PAYDAY 2 is available on SteamOS felt like a no-brainer,” said Bo Andersson Klint, CEO of Starbreeze in the press release. “With PAYDAY 2: Crimewave Edition coming to the next generation […]

  • Magicka 2 has a release date and a crazy new trailer

    Magicka 2 has a release date for PC and the PlayStation 4, and Paradox Interactive has released a trailer featuring “Vlad’s latest lyrical triumph,” which is his rendition of the Game of Thrones theme. Magicka arrived on PC and PS4 May 26 and the game can be pre-ordered on PC beginning today, with PS4 pre-orders […]

  • Nintendo eShop schedule: Don’t Starve: Giant Edition, Never Alone, others

    Nintendo has sent over a list of titles heading to the eShop in 2015. The schedule contains titles such as Affordable Space Adventures, Runbow, Swords & Soldiers 2, Don’t Starve: Giant Edition, Never Alone and Mario vs. Donkey Kong: Tipping Stars. Below a preliminary list of games scheduled to launch in the Nintendo eShop on […]

  • Week 8: Can you win the weekly VG247 GTA Online playlist? Play tonight at 8pm UK time!

    We’re hotdogging tonight. I don’t even know what that means. Eight weeks of ridiculous death. Such a brave, true milestone. We’re going to celebrate two entire months of playing weekly GTA Online playlists with VG247 readers with Hotdogging, a set of six jobs I named completely at random. This one ends with a straight-up border […]

  • Puzzle platformer Four Sided Fantasy coming to PC, consoles in early 2016

    Curve Digital and developer Logan Fieth’s studio Ludo Land are bringing puzzle platformer, Four Sided Fantasy, to PC all major consoles in early 2016. Ludo Land are developing the PC version, with Curve Digital handling the console and Vita versions. Four Sided Fantasy tasks players with venturing across “dreamlike levels” by controlling and manipulating the […]

  • Tropico 5 arrives on PS4 in April – video

    A release date for Tropico 5 on PlayStation 4 has been announced. This is the franchise’s first foray onto PlayStation consoles. It arrived in Europe on April 24 and in North America on April 28. A Limited Edition has also been announced, and it includes The Big Cheese DLC and the Bayo Del Olfato sandbox […]

  • Metal Gear Solid 5: The Phantom Pain Limited Edition PS4 releasing in Asia

    A limited edition Metal Gear Solid 5: The Phantom Pain PlayStation 4 system will be released in Asia. The system and its DualShock controller were designed in collaboration with Konami Digital Entertainment and targeted for the Asia region, per Gematsu. It will be released as part of PS4 Metal Gear Solid 5: The Phantom Pain […]

  • This video shows Sid Meier’s Starships being played on iPad

    Sid Meier’s Starships will be released on iPad alongside Mac and PC, and to give you an idea on how it plays on the tablet, a new video has been released. Watch below as Pete Murray and lead producer Stuart Zissu show off the iPad version. The 4X space-strategy releases on March 12.

  • Wolfenstein: The Old Blood announced as standalone prequel to Wolfenstein: The New Order

    Wolfenstein: The Old Blood, a standalone prequel to The New Order, will release May 5 on PC, PS4 and Xbox One. The game takes pace in 1946, and and players take on the role of B.J. Blazkowicz as he embarks on a two-part mission in Bavaria. Part one, Rudi Jäger and the Den of Wolves, […]

  • Observer Mode coming soon to Evolve as a free update

    Observer Mode will be released for Evolve as a free update for all platforms, 2K and Turtle Rock have announced. The community feature was designed to give Evolve players the ability to observe and add commentary as well as livestream, allowing a sixth user to “passively enter a custom game” with the ability to switch […]

  • Dragon Quest Heroes and PS4 top Media Create charts in Japan

    The PlayStation 3 and PS4 skus for Dragon Quest Heroes were the top sellers on the Media Create charts in Japan, moving a combined 594,749 units. Elsewhere on the chart, The Legend of Zelda: Majora’s Mask 3D was in third place with 39,751 units moved, and last week’s top seller, God Eater 2: Rage Burst, […]

  • Watch Hideo Kojima answer lots of your burning Phantom Pain questions

    What’s better than learning the official release date of MGS5: The Phantom pain? Hideo Kojima talking more about it, of course! Hideo Kojima has decided to answer a few fan questions about Metal Gear Solid 5: The Phantom Pain, to help boost everyone’s hype to insane levels. He talks about the game’s story, his relief […]

  • MGS5: The Phantom Pain Day 1 and Collector’s Edition revealed

    Konami has officially revealed the release date of Metal Gear Solid 5: The Phantom Pain alongside the game’s Day 1 and Collector’s Edition. Metal Gear Solid 5: The Phantom Pain will release September 1, worldwide, as previously leaked. It will be available on PlayStation 3, PlayStation 4, Xbox 360, and Xbox One. The PC Steam […]