As if we haven’t been swamped with it enough since The Taken King launched, the third Iron Banner for Year Two of Destiny will be arriving in December. After the recent November update, Iron Banner stands a chance of dropping decent end-game loot and actually has a fair amount of good weapons like Nirwen’s Mercy.
According to the Bungie Weekly Update, the developer recommends Light Level 303 for players to stand a chance. Ddd mathematics aside (which you can check for yourself),...
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Host Geoff Keighley revealed yesterday that The Game Awards 2015, taking place next week, would be the site of 10 world premiers. While a good many games could remain unknown at this point – and some unannounced titles could make their debut – we do know one major title that will have a premier showing: Ubisoft’s Far Cry Primal.
As Keighley revealed on Twitter, this will be the first gameplay footage to be revealed to the world. We’ll get a look at just how things work...Yesterday, 05:45 PM
You can get double the usual XP this weekend in Call of Duty: Black Ops 3- which means now is the best chance you will ever get to level up your weapons. Treyarch has confirmed that Call of Duty: Black Ops 3 is getting a double weapon XP event this weekend.
The double XP bonus weekend, however, is applicable only to weapon XP- which means that your overall XP gains will still be regular and unchained. Still, at the very least, this is a good chance to level up your weapon, and...Yesterday, 10:36 AM
Bungie’s Destiny will be introducing Challenges to the King’s Fall raid, both Normal and Heroic, in early December. An exact date isn’t known for release – especially whether it will be included as part of the December update, which tweaks weapon balance – but it seems like the Challenge Modes will be limited to one raid boss per week.
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Ubisoft’s open beta for Rainbow Six: Siege ran into some problems before its launch yesterday, causing the company to postpone it till a later date. It’s currently under closed beta status due to issues that were encountered with matchmaking times and disconnects across all platforms.
In a post on the Ubisoft forums, the publisher revealed that, “As communicated with you today, we have performed a maintenance on XB1, PS4 and PC this afternoon. Some platforms are still under...Yesterday, 10:26 AM
The open beta for Rainbow Six: Siege will be going live later today for Xbox One, PS4 and PC players. Ubisoft revealed on Twitter that the beta will begin at 7 AM PST/10 AM EST/3 PM GMT and you can pre-load the game while you wait. If you’ve taken part in the previous closed beta, you can start playing right now.
There’s quite a lot to look forward to in the open beta – along with 14 out of the 20 total Operators being available, you’ll also have three maps and three modes...25-11-2015, 04:58 PM
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A bold return for the True Crime franchiseProducer Jeff O'Connell conveys the grim atmosphere reigning over the developers at United Front Games, moments after losing their publisher and months before their ambitious open-world game could stand in a lineup with other free-roaming felons. Activision wanted a bold return for its True Crime franchise, but decided to pull the plug in February 2010. The protracted effort just wasn't guaranteed to conclude at the top of the genre. Enter: Square Enix London Studios, a division of Square Enix Europe (formerly Eidos). At about 20 members it's a much smaller group than the Vancouver-based United Front, which had close to 180 employees at the peak of True Crime development. "We're a pretty small, tight group," says General Manager Lee Singleton. "I think, actually, a couple of years ago I did the math and I think the average amount of industry experience is like 15 or 16 years or something. We're all pretty seasoned guys."
United Front can whip out a similar resume, built on familial qualities. "We consider ourselves very close-knit," O'Connell says. "I'm sure a lot of these studios say they consider themselves a family, and we do, and we do things to foster that kind of feeling. We have a lot of events, and even though we're a very young studio, we're a very experienced studio." The studio began with Modnation Racers, a vibrant, approachable racing game built with Sony, but incorporates veterans from Bully, Prototype and the Need for Speed franchise.
"Meeting Square, which we did very shortly after the game was canceled -- and I'm probably going to use some corny expression -- was like a bright light," O'Connell says. "Right away, we met those guys and I think we just clicked with them. It's one thing for people to come in and love the game, which they did, and it's another thing for people to come in and just get along with them incredibly well and go out for drinks and meals with them, and just have a really fantastic time, and have them in the studio and have them ask questions or make suggestions, and have that show their depth of understanding." If that run-on sentence isn't indicative of real enthusiasm about this relationship, we don't know what is.
Of course, you don't go from True Crime to Sleeping Dogs -- a new title that refers to the protagonist's veiled prodding of Hong Kong's underworld -- just by finding people who get along with each other. Square Enix London envisions a different future for this violent homage to Hong Kong action cinema, and disagrees with Activision on how satisfied consumers and critics will be with the end product. Sure, some of it's inflated talk, necessary for games with a staccato history, but Square Enix claims it has the numbers to prove it.
"You can probably count the number of AAA developers in the world on one, possibly two hands," Singleton says. "There's not many, right? And talk is quite cheap. You meet a lot of developers and they're like, 'Yeah, we're gonna do a 90-percent Metacritic game.' It's really easy to say, but until you've actually done that, you don't know how hard it is. You know, I've done it, it's bloody hard." (Games filed under "bloody hard:" Batman: Arkham Asylum and Just Cause 2.)
Square Enix London plays an academic role in development, offering access to usability labs -- "with mirrored glass and that kind of stuff" -- a database of professional testers, and a wealth of data that helps eliminate "those little points of frustration," Singleton says. "It's really tough, and if everything goes right it's still really hard. Generally, making games is about dealing with a lot of problems, it's really tough, so we just try to compliment the dev teams that we work with."
Singleton believes that intense tuning is what sets the best games apart, most of all when it's done during the climax of development. "To be honest, that bit at the end is where you take your game from an 80 to a 90, if you've got all the right ingredients." There's an adherence to numbers throughout his explanation, which almost makes game development into the product of cold science. And with science comes some measure of predictability, and more than an inkling of what Metacritic will say a few weeks after launch. "The furthest we've been out is three percent," he says.
And how much money will Square Enix be out if the error goes beyond three percent? Singleton doesn't say, but drops the diplomacy when addressing the AAA industry's money-sucking state. "Every game is a huge financial risk, if I'm honest with you. Game development is a money pit. It doesn't matter how much you throw at it, it keeps sucking it up." Quality is your only hope, Singleton says, and it must be verifiable to warrant the huge investment. "We're not making iPhone games here, right?"
Singleton is drawn to the "magic" that he feels was already in Sleeping Dogs, and perhaps just needed some more time and tuning, while Jeff O'Connell paints a picture of dedication. Even when the plug was pulled, the lights stayed on at United Front Games.
"We always kept working," he says. "I think, obviously, when you lose your publisher, there's a period of shock that sets in, and you have to make sure that you're taking care of yourself and your people at that point and you're helping people through that time." United Front kept working on the core technology and, from what I've played of the game in its latest incarnation, a set of enjoyable mechanics given emphasis over a surfeit of city run-around missions. "We always believed in the game, and always felt that it was going to somehow make it out there because we felt what we were offering was really unique and strong. So, yeah, we didn't stop."
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