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  News - Marvel's Avengers Game Has Microtransactions - E3 2019
Posted by: xSicKxBot - 06-17-2019, 08:26 AM - Forum: Lounge - No Replies

Marvel's Avengers Game Has Microtransactions - E3 2019

Marvel's Avengers, the ambitious new superhero game from Square Enix, will feature microtransactions like many other AAA games do. Crystal Dynamics lead Shaun Escayg confirmed this to IGN at E3 2019. He said, "There will be custom outfits that you can purchase in microtransactions."

The game, however, has no random loot boxes or pay-to-win mechanics, Crystal Dynamics confirmed during the Square Enix E3 2019 briefing.

Lead combat designer Vincent Napoli told IGN that players will be able to purchase customization extras, though "there is nothing that affects the gameplay" that you can buy. As of yet there is no word on what these customization options will be, but you can imagine different skins or emotes or things like that.

In an effort to keep the Avengers game community together, Crystal Dynamics will offer the game's post-release characters and locations for free. It's unclear what will be added, but there's a wide range of characters in the Marvel universe to consider.

The Avengers game launches on May 15, 2020 for PS4, Xbox One, and PC. A beta will be held prior to launch, and PlayStation 4 users can get in first. After a long wait, the game was finally unveiled during publisher Square Enix's press conference at E3, leading to a negative reaction from fans. Despite that, the controversial look of the characters will not change.

GameSpot saw the new Avengers game at E3 this week, and you can check out our impressions in this story: E3 2019: Seeing The Avengers Game In Action Left Us With Big Questions

More E3 news:

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  News - Bethesda Might Have More Surprises For Nintendo Switch Owners In The Future
Posted by: xSicKxBot - 06-17-2019, 08:26 AM - Forum: Nintendo Discussion - No Replies

Bethesda Might Have More Surprises For Nintendo Switch Owners In The Future


Bethesda’s been one of the top third-party supporters for the Switch, releasing games like The Elder Scrolls V: Skyrim and DOOM on the hybrid system. It followed this up with other titles like Wolfenstein II: The New Colossus and even a port of the mobile game, Fallout Shelter.

While many fans of the company were hoping a proper Fallout game would be announced for Nintendo’s latest platform at this year’s E3, instead, we got our first look at The Elder Scrolls: Blades on the Switch – featuring motion controls. So, with this game now locked in alongside DOOM Eternal and Wolfenstein: Youngblood, what else can Switch owners expect from Bethesda?

In the latest episode of the Nintendo Power podcast, Pete Hines – the vice president of PR and marketing at Bethesda spoke about the 25th anniversary of DOOM, revealing the company had “a lot of stuff” planned for QuakeCon and perhaps even some surprises for Nintendo fans in the future.

“Who knows, maybe some more surprises for Nintendo fans on the way.”

Hines continued on by thanking Nintendo fans for being so supportive of the Bethesda’s Switch releases:

“Honestly, thank you guys so much for your support. We talk a lot with Nintendo and it’s great to see sort of how many folks play Nintendo stuff that try Bethesda games, and how many folks come in and have been getting Nintendo Switch just to play Bethesda things and then moved on to start playing other things on the Nintendo Switch. I mean it’s clear…the kind of stuff we make resonates with the Nintendo audience. It’s been awesome”

At this year’s E3, Nintendo Life’s video producer Zion Grassl had the chance to chat with Matt Carofano – the Art Director at Bethesda Game Studios – about The Elder Scrolls: Blades. If you would like to find out more about this free-to-play title due out later this year, check out our interview below:


What other games would you like to see from Bethesda in the future? Are you looking forward to playing any of the company’s upcoming releases on the Switch including The Elder Scrolls: Blades? Tell us down below.

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  AppleInsider - Apple’s Tim Cook warns about ‘chaos’ & surveillance in Stanford speech
Posted by: xSicKxBot - 06-17-2019, 08:26 AM - Forum: Apples Mac and OS X - No Replies

Apple’s Tim Cook warns about ‘chaos’ & surveillance in Stanford speech

 

Apple CEO Tim Cook took an unusually dark tone in part of a Stanford University commencement speech on Sunday, highlighting the “chaos” caused by Silicon Valley, and the threat of corporate and government surveillance.

Tim Cook at Stanford

“Lately it seems this industry is becoming better known for a less noble innovation — the belief you can claim credit without accepting responsibility,” Cook said, quoted by CNBC. “We see it every day now with every data breach, every privacy violation, every blind eye turned to hate speech, fake news poisoning out national conversation, the false miracles in exchange for a single drop of your blood.

“It feels a bit crazy that anyone should have to say this, but if you built a chaos factory, you can’t dodge responsibility for the chaos,” he argued.


The CEO’s comments reference not just privacy scandals at companies like Amazon, Facebook, and Google, but growing pressure on Facebook and Twitter to direct the same level of censorship at white supremacists and neo-Nazis that until recently was reserved for groups like ISIS. He also made reference to Russia’s interference in U.S. elections, and Theranos, an infamous startup that raised hundreds of millions of dollars towards blood testing technology that never worked.

On surveillance Cook said that it could have “stopped Silicon Valley before it got started,” and that people shouldn’t treat mass data collection as normal.

“If we accept as normal and unavoidable that everything in our lives can be aggregated, sold and even leaked in the event of a hack, then we lose so much more than data. We lose the freedom to be human,” he said.

Apple has increasingly made privacy a focus of its marketing, to the point of introducing a “Sign in with Apple” button in iOS 13 that eliminates the tracking associated with Facebook, Google, and Twitter sign-ins.

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  Gravit Designer 2019-2 Released
Posted by: xSicKxBot - 06-17-2019, 08:26 AM - Forum: Game Development - No Replies

Gravit Designer 2019-2 Released

Gravit Designer 2019-2 has just been released.  Gravit Designer is a vector based graphics application, available both on the web as well as downloadable for Windows, Mac, Linux and Chrome.  It is available in both free and pro editions.  The 2019-2 release brings several new features, including translations for a dozen popular languages, which should be autodetected in the web based version based off your browser settings.  The release also includes improved PDF support, Unsplash photo integration and more.

Full details from the release notes:

New features

  • Hallo, Bonjour, もしもし and Merhaba: As already teased (by accident) in the last release, Gravit Designer now comes with these twelve additional languages, available from Help → Language: German, Spanish, French, Italian, Polish, Russian, Chinese simplified, Chinese traditional, Czech, Dutch, Japanese, and Turkish. This makes a total of 14 languages in your favorite design tool.
    • On top of that, the correct language is automatically detected from the browser language, so you should see the correct translation by default.
  • Unsplash photo integration: To give you even more options to work on your projects without needing to leave Gravit Designer, you can now add photos directly from the Unsplash photos category in the Libraries. Either click on a photo to insert it or drag it to the canvas.
    • When having a shape selected on the canvas while clicking on a photo, it gets added as a texture fill.
    • Additionally, when holding Alt it gets masked to the selected shape.
    • Of course you can also search for photos and for some inspiration the dropdown list lets you choose from a range of categories.
Improvements

  • To simplify adding images to your designs, JPEGs and PNGs can now be opened directly from File → Open file… without needing to use File → Import → Place.
  • Generally improved PDF import.
  • Multiple improvements to duplicating pages in Multipage Mode:
    • Duplicating with Ctrl/Cmd + D places the page after the last page, not in between other pages.
    • Duplicating with Alt-dragging or moving it places the page exactly where dragging stops.
    • A subsequent number now gets added to the name of the duplicated page (MyPage → MyPage 1). If duplicating a page that already has a number in the name, “.1” is added (MyPage 1 → MyPage 1.1).
    • The bounding box of subsequent pages is now correctly respected.
    • Hovering over pages now shows a selection box to clarify what will be selected when clicking (unrelated to duplicating).
  • The interface font of Gravit Designer no includes Cyrillic characters.
Bugfixes

  • Fixed some last bugs for printing.
  • Window functions (Minimize, Restore Down and Close) work correctly again in the Windows desktop version.
  • Pages that have a Master Page assigned show the content outside of the page’s boundaries correctly.
  • Solved a problem that JPEGs were exported with wrong header information.
  • Solved some drawing issues with the Freehand and Freehand Shaping tool.
  • Fixed that some categories in the Libraries show a large gap before the actual assets start.
  • Resending the email confirmation works correctly again. DEV-2571
  • The Preserve editing capabilities for SVG files option for SVGs in the Export dialog doesn’t hang the Export dialog anymore.
  • Fixed that certain files show an incorrect warning for missing fonts.

You can learn more about this release and see Gravit Designer in action in the video below.  You can run Gravit Designer directly in your browser right here.

Art GameDev News


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  News - Brenda and John Romero’s Empire of Sin is an emergent narrative gangster flick
Posted by: xSicKxBot - 06-17-2019, 04:04 AM - Forum: Lounge - No Replies

Brenda and John Romero’s Empire of Sin is an emergent narrative gangster flick

The latest game form industry veterans Brenda and John Romero got a surprise reveal this week during Nintendo’s E3 Direct. Titled Empire of Sin, the (slightly censored) trailer showed off a turn-based mafia strategy game that was also being demoed behind closed doors at Paradox’s booth.

Curious about what’s got the Romeros (and their teammates) diving into the world of 1920s prohibition, we dropped by for a quick look at Empire of Sin and a brief chat with John Romero. As he explains it, Empire of Sin started off as Brenda’s passion project, combining her history of strategy game design with a love for the same historical era that inspired Scarface, The Godfather, and other classic gangster films.

What wasn’t apparent in the publicly released trailer was that Empire of Sin isn’t just an organized crime simulator, it’s also building emergent narrative beats based on the traits and relationships assigned to the player character and a band of recruitable NPCs.

As John explained it, “Adding all of the character traits and relationships adds a whole layer that most games don’t have. The fact that it changes over time makes it more emergent. They’re not static—you can’t just say ‘this character is always like this, and they’re like that forever, and I know how these chess pieces work together.’ The chess pieces change over time.”

This means the company is attempting to play in a space where simple gameplay decisions can feed into this trait evolution and vice-versa. Romero and his team showed off one specific example that began with ordering a character to execute a downed (but still alive) enemy. According to Romero, repeatedly ordering one character to move in for these close-up executions might give them a specific bloodthirsty trait, and even put them on the path to being a serial killer.

As that character progressed down that path, other characters would begin to fear working alongside them, influencing who the player sends on specific missions in specific contexts. This system also deals with which NPCs are in love with each other, which ones are enemies, which ones are alcoholics, and beyond.

Watching Empire of Sin at work, it was notable to see a smaller-scale version of systems also being pitched upstairs in games like Watch Dogs: Legion, Dying Light 2, and other games. Romero Games is obviously a much smaller company compared to Ubisoft or Techland, so we asked John what his thoughts were on creating these kinds of emergent systems at a smaller company.

“You have to just have a certain number of relationships, that’s why you don’t have a million of them,” he said “It’s a number [the player] can keep in their head and think about. So there’s emergence, but it’s not off the scale where you can’t understand anymore how the game works.”

If you’re curious about other games from Brenda Romero that inspired Empire of Sin, be sure to check out her 2016 GDC Europe talk.

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  News - Video: 9 takeaways of Duelyst’s journey from tabletop to digital game
Posted by: xSicKxBot - 06-17-2019, 04:04 AM - Forum: Lounge - No Replies

Video: 9 takeaways of Duelyst’s journey from tabletop to digital game

In this 2017 GDC session, Counterplay Games’ Eric Lang and Keith Lee look back at the development of Duelyst, a collectible card game and turn-based strategy hybrid.

What’s especially interesting about Duelyst​’s development is that it was initially prototyped as a board game and, over time, transformed into a competitive digital collectible tactics game.

Together the pair of speakers delved into the critical challenges the team faced during the development process, and offered up nine impactful learnings that might help you hone your next competitive game.

If you missed seeing it live back in 2017, make sure to take advantage of the fact that this talk is now available to watch for free on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contac

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  Xbox Wire - June 8th : New Preview Alpha & Beta Rings 1906 Update (1906.190607-1330)
Posted by: xSicKxBot - 06-17-2019, 04:04 AM - Forum: Xbox Discussion - No Replies

June 8th : New Preview Alpha & Beta Rings 1906 Update (1906.190607-1330)

Starting at 3:00 p.m. PST today, members of the Xbox One Preview Alpha & Beta Rings will begin receiving the latest 1906 Xbox One system update (Build: 19H1_RELEASE_XBOX_DEV_1906\18362.4050.190607-1330).

DETAILS:


  • OS version released: 19H1_RELEASE_XBOX_DEV_1906\18362.4050.190607-1330
  • Available: 3:00PM PDT 6/8/19
  • Mandatory Date/Time: 3:00 AM PDT 6/9/19

Fixes:


 

My Games and Apps


  • We have fixed the issue in which My Games and Apps is blank after launching it from Home and/or hitting refresh from the guide.

Known Issues:


Audio


  • Headsets are not being assigned to the users profiles and not working correctly.

Profile Color

  • Sometimes users may encounter the incorrect Profile color when powering on the console.

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  News - Xbox's Matt Booty On Studio Acquisitions And Making Game Pass Valuable
Posted by: xSicKxBot - 06-17-2019, 01:56 AM - Forum: Lounge - No Replies

Xbox's Matt Booty On Studio Acquisitions And Making Game Pass Valuable

One of Microsoft's major reveals at its E3 2019 press conference was the announcement that it had acquired Double Fine Productions, the development studio founded by Tim Schafer. Double Fine joins Ninja Theory, Obsidian, Playground Games, Compulsion Games, and a few others on the list of acquisitions.

It begs the question: Why is Microsoft spending so much money on bolstering its roster of developers? The obvious answer is that it wants more exclusives to make Xbox platforms more attractive to customers, but, actually, there's more to the strategy than meets the eye. Following the Xbox press conference, we caught up with Matt Booty, head of studios at Xbox, to discuss this and more.

How much are you aware of the audience you're trying to engage when you come onto the stage and you talk about Microsoft's portfolio of studios and games? Obviously you want to hype up or appeal to the core gamers but, when you've got a new platform, you also need to flex for the mainstream press, right?

So in the last 20 years, the number of people playing games has tripled. So I remember in the 90's doing talks and saying, oh some games will be as big as music. And then, someday games will be as big as movies. And we've completely eclipsed both of those. And so now it's just crazy to see just how many people are playing games. And with our goal of reaching all two billion people that are playing games on the planet today, your point about reaching to a broader range of gamers you know really thinking about a whole bunch of games that people want to play with the community and friends that they want.

We've all got different groups of people that we play games with and then anywhere they are. It's so important to us. Because games have become just a part of society now. I mean Phil had those words, Phil talks about how it can become kind of a unifying force for the world. But it's only possible because games have just become part of the fabric of life.

Really we start planning for this show pretty early in the year and there's a lot of work by the teams that go into getting us here. And I can say that almost all the decisions that we make and everything that we end up putting on stage has more to do with the players and the fans than anything else. It's great if we just wind back a year or so. Last year I was talking about how [Xbox boss Phil Spencer] became part of our CEO's leadership team and the importance of gaming inside Microsoft. But given that, it's not like somebody comes in and says, "Make sure you hit these key points." And we have an amazing amount of support and with that support comes latitude to really talk about the games that we think are important to the players and share the things that are important.

So between last E3 and this E3 you've been on kind of like studio acquisition run. What's the thinking behind that? Why are you guys out there looking to acquire studios?

Yeah, so you heard a lot about what we're doing today in the briefing if we just kind of recap it. We start with games, sixty games. We have 14 first party games, 30 of those will be available in game pass and then we've talked about streaming and so we've hit that point, being home streaming, the cloud streaming. Then we showed a new console and there's a lot of stuff that we covered.

Game Pass is the center of gravity for everything for us. The fans and the players inside Game Pass want content, they want games. So my job, really my goal, is to make sure that we're providing a steady stream of great new games into Game Pass. Right? So that if you become a Game Pass subscriber, you know that on a regular beat you're going to be getting great new games.

And with the development time for games, I think it's a lot longer to make a game than it does even a full season of some TV shows, right? We need lead time. So it turns out that if we're going to keep that cadence going we just need a lot of people creating content. And that's really what's been driving it for us.

Game Pass is still fairly new and the industry as a whole is still used to selling boxes. When you acquire a studio or when you speak to a development team how do you tell them what they're going to create this game, spend years on it, and you're basically going to give it away for free. Or we're going to give it away for a subscription fee, which feels nominal compared to the time and effort that goes in. How do you convince them that there's still value in that?

It's a great question from the developer point of view. I love you're looking at that way. Let's go to something like, so you are the director of Game of Thrones and you've been making Game of Thrones and people watch through and HBO subscription and you aren't talking about ticket sales. You're not talking about movie theater opening box office, but clearly Game of Thrones has had a huge impact on pop culture, right?

We can talk about Stranger Things going into Netflix. Same thing. For us, Game Pass in that conversation becomes much more about discovery and it becomes about how you can open up your game to a broader audience. It becomes about really delivering players to the game that those developers have made and a much broader audience.

You know that is part of the equation that we acquire the studio and hopefully by doing that we remove some of the financial pressure on the studio. Tim Schafer, right after the briefing posted a video and he talks about how when he comes up with a game idea now, he doesn't have to go and spend all his time shopping it around to all the publishers looking for somebody to fund that.

So hopefully we can take all the time that the developers used to spend having to do that and put that back into creativity. And if that's what Game Pass enables then I think that's great from a creative standpoint. We know for example that game pass can bring a lot of new people. We can tell just by looking at some of the information that we get that a lot of the people that are playing State of Decay 2 have really were never on Xbox before. So the fact that they can get in easily through Game Pass and ended up playing … I just love that.

So I think it is certainly the case over the last 20-30 years you know as long as I've been in games. Everything used to be based on units right? How many units is that? And then we kind of got into this world where things like Metacritic and review scores started to matter. And I think now, it's really just, it's more about audience, it's about audience reach and how can you connect with the most number of people that are going to play your game? I think Game Pass is a fantastic place for putting your name in front of your players.

I guess there's certain types of games where Game Pass is very obviously beneficial. Do you generally lean towards certain types of games that fit the bill for the service? You take a look at Bleeding Edge for example and something like Game Pass is perfect for it because it gets people to it and then they're engaged in a service based model with the game.

One of the more satisfying things about Game Pass that we've seen is that games like Forza Horizon 4, that are in Game Pass and could be a traditional game with a pretty traditional structure, is doing fantastic in game pass in terms of people playing it and enjoying it. All the way through to Minecraft, which is also doing well. Same with Sea of Thieves. We've got State of Decay in there. So those games are all getting a lot of usage inside Game Pass which is great.

For that reason we don't really prescribe what kind of game somebody should make. What we try to do is try to give them information, here's what we see in game pass, here's what we see doing well, here's kind of the way we think about it. And then we let the studios go after that. Again, I think for them, they're North Star more comes down to how I connect with players. How do get this in front of a bigger audience?

So when you're making a studio acquisition, what exactly is it that you're looking for? Because you've made, recently, between Obsidian, Ninja Theory, and Double Fine. These are beloved studios that make fantastic games but seem like they've had a bit of tumultuous period of late. From an outsider's perspective, it may seem these acquisitions are a bit of a rescue effort.

When we look at a studio, it's what I said on stage today, we really look at people, teams, and ideas. And in terms of people, we are attracted to and tend to have relationships with studios who share our vision of where gaming can go.

So they see gaming as something growing in global popularity, they understand that gaming can be a unifying force that bring people together, and they are very player and fan driven. So when you think about just even when Ninja Theory, Obsidian, Double Fine they are all very very connected to their fans. So in terms of the people. In teams it is important to us, and one of the things that I really value is that studio like Ninja Theory, a studio like Double Fine, it's not that they just had one hit game, they have really stuck with it through success and through adversity.

I think that says a lot about the character of the studio and also is a great indicator that they know how to run a studio. That they know how, they've got cohesiveness that they know how to stay together. It's a really different challenge and a different approach when you've got a game that maybe didn't do so well but yet you manage to keep your studio together and kind of dive in and get back at it.

So to me that just talks a lot about character. And you look at Ninja Theory it's been around for 10-15 years you look at Double Fine for 20 years I mean Obsidian goes all the way back to the Interplay days. So these are studios that kind of been through it all and that idea is if you kind of connect the dots on the studios we've got and you'll see that we really are attracted to studios that have had multiple ideas. Because did somebody come up with a good idea? Or did they just get lucky?

When I look at what Tim Schafer's done with, excuse me, Double Fine, it's clear that he knows how to create process to generate new ideas. So he's not sort of the one song wonder kind of thing. Same thing with Ninja Theory, look at the consistent games that they've put out.

So that's really how we think about these studios. People, great people, share our vision, teams that have stuck together through highs and lows and then they've made more than one game. They've had many ideas.

Now to your question about their financial situation. I think that is a reflection of some economic things that have happened in the games industry where we're seeing that there's a ton of activity and fantastic help at the level of our ID@Xbox program where you've got smaller teams making smaller games and I love that our ID program is a place where that stuff can come in and then we are very fortunate to have big franchises like Halo, Gears, Minecraft. There's this place in the middle that it turns out it's really hard to run a studio that's got 60-100 people. Now what you end up doing is having to put together a lot of different publishing deals, maybe having to take on work that isn't about games.

You end up kind of having to really think about dovetailing and overlapping the resources in the studio, all of which, really at the end of the day, takes up time. So our approach is, hey if we can come in with a Tim Schafer, Nina Kristensen Ninja Theory, and if we can say, however much time you were spending meeting with publishers at GDC, however much time you were spending on other projects to help pay the bills we can make all that go away. And you can take all that energy and put it back into the games and the creativity.

And I think we can unlock some things, right? So just like Undead Labs that we acquired last year, State of Decay 2, great games but you know that game started out for probably closer to the AA, indie, side of things and it's fantastic to think about Undead Labs being part of Xbox games studio. Because I think that we can give them the resources we can give them access to the other studios and we can help them take that next leap forward to what needs to happen to make their next game really big. That's really... we were just this morning having some conversations with some of the folks at Ninja Theory you know. How's it going? Go over and visit there this summer and we hear quite a bit about how we've managed to unlock the ability to hire key people. We've managed to bring a sense of security so some more senior people are willing to go work there. We've given them just resources to go take that next step. Now whatever that next step is, I think the production value on Hellblade was amazing.

I mean that game was basically a AAA production value in a AA scoped game. But if you think about what can Ninja Theory do with more resources that's amazing to think about.

This is a weird perspective to come at it from but how much of giving these developers unlimited resource, so to speak, changes the way they make games and the games they make? Hellblade is what is because of the restraints that were placed on Ninja Theory. It is a reflection of the limitations they had. How do you approach changing the ethos of the developer and the creators energy by bringing almost anything they want to the table? Does it change?

We are really taking the approach wherever possible to leave them the way they were. And to really get in and do as little to that studio as possible post acquisition. And part of that does come down to sort of how they were operating and how they were working right?

It is a little bit of a balance because I do want everybody in those studios to feel secure and I think that we can look at what we've done with Mojang as a proof point. We will come up this fall on the five year anniversary of the acquisition of Mojang and that studio is going as strong as ever. You saw Minecraft Dungeons that are in pre stage, we just announce Minecraft Earth a couple weeks ago. And the Minecraft team on stage at Apple WWDC. I think that that really is where some of my job and some of the studio head leadership job comes into, is how do we balance giving them the resource, now I can go get those four technical animators I wanted. Or you know now we can go do this crazy mo-cap session we wanted to do. Balance the new resources with... You know we don't want to lose that creative edge.

I think that's a good question and it gets to the heart of what the job of the studio heads is, what my job is. I don't think it would be accurate to say that they've just got a blank check but your point is really well made. I think that really what I'm banking on to make sure that that doesn't happen is that there's so much stored creative energy that it's going to be a while before that starts to slow down.

So one of the interesting things about these acquisitions is a rather gracious approach from Microsoft to allow these developers to still publish games multi-platform and fulfill existing arrangements.

I really, I mean it starts and ends with the players. I would just feel horrible if I got excited and even in the case of something like Psychonauts 2 was a Kickstarter backer for game and then I found out that I wake up one morning and suddenly it's not playable on the thing I thought it was going to be playable on. We took that principle of player first in what we did with Minecraft. Minecraft ships on 21 platforms. Now that isn't to say we haven't done a lot of things just taking advantage of Xbox and taking advantage of things that only exits at Microsoft like HoloLens in the work that we've done there.

But it really just comes down to the players and player choice. Whenever one of these happens it's like one of the first discussions that we have with somebody is yeah of course, if you've already got your PlayStation version in the way, we're going to let you keep making that. Or your kick starter fans expect this thing to show up on the Switch then we're going to go ahead and do that.

How much does that factor into future games? Once Obsidian's existing agreements, same for Double Fine, are taken care of, is it like, "Okay this is a Microsoft game studio now and you're going to be making exclusively Microsoft games." If a developer comes to you and says, "Hey, I've got this idea for a game, I want it to be multi-platform." Is that something you'd consider?

I think we would first of all look at everything on a case by case basis. It is, to be clear, the goal with these studios is to provide content for game pass and to provide support for all the new things that we talked about today. Everything from Mixer to Xbox live gold to Xbox... we've got the Game Pass Ultimate with streaming and everything. Our job as first-party is really to be there first with all of that. At the same time we have a great relationship with Nintendo, a great relationship with Sony, and if it made sense I don't want to rule that out but to be clear, our main mission is going to support game pass.

Is there a studio out there that you would love to acquire and which one would it be?

[Laughs] I can't answer that. When I talked about like people, teams, that idea is that so much of this does come down to relationships that we've built and people that we've worked with and I don't want to say that means it's somebody we've had to have worked with before in the past or something. And I'll also say that there's not some kind of, there's not like a list on my wall and I'm kind of checking them off one by one.

That's kind of disappointing. I wanted a dartboard situation.

[Laughs] I'm not just throwing darts. It really more because a lot of work and effort goes into getting to meet the studios, meeting the employees, spending time with the employees. We have a whole team of people that make sure that they've got everything they need. Somebody like [Ninja Theory founder Tameem Antoniades] building this studio ... Like that's kind of a big deal to then turn around and sell it.

To me it's really more about let's focus on what needs to happen on that person to person relationship and let's focus on you know what we need to do to get everybody in the studio comfortable and to me that's a lot more important than thinking about what the next one might be.

How much of a focus are you mandating these studios place on content for current systems versus content for Scarlett going forward? Is it, like, "Ok, start developing things for the next hardware and finish up what you're doing here?"

So we really in that case again it's just about player choice. We want to make sure that we are hitting a broad audience and we want our fans to be able to play up and down four generations of consoles. So we want to have Xbox one support. But the advantage of being first party is that we have direct access to team working on project Scarlett. You know I sit in meetings, I'm part of those meetings. You know we can... One of the first things we did when we started working with Double Fine is send team down to Double Fine to go disclose them on everything we're doing with project Scarlett.

So they've got a front row seat to what that's going to be and how it's going to work and how that's going to come together. So we absolutely want to take advantage of that so I think it's about supporting the family of Xbox devices while making sure that things play best on Scarlett.

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  News - Random: Astral Chain Is Filled With Hidden Toilets And “Lots Of Cats”
Posted by: xSicKxBot - 06-17-2019, 01:56 AM - Forum: Nintendo Discussion - No Replies

Random: Astral Chain Is Filled With Hidden Toilets And “Lots Of Cats”

Astral Chain

While the majority of PlatinumGames fans are eagerly anticipating the release of Bayonetta 3 on the Switch, the next title the Japanese company is actually releasing on Nintendo’s hybrid platform is the synergetic action game Astral Chain. It’s being directed by Takahisa Taura, who was the lead designer on NieR: Automata.

During the Nintendo Treehouse: Live at E3 2019 earlier this week, Taura provided a little extra insight about the company’s next release, where you take on the role of a rookie officer who is part of an elite police task force known as Neuron. At one point during the gameplay demo, though, a toilet was found, so he decided to add some context to a joke made by the Treehouse staff:

“So the toilet that you just saw is hidden in every stage, there’s a different a toilet, they’re a hidden element and if you find them all then something good will happen.”

So, just to make that clear – toilets are a “hidden element” in Astral Chain and you can even use them.

If searching for toilets isn’t your kind of thing, then perhaps you would prefer to seek out cats. We’re not joking about this, either. In a video posted over on Nintendo’s of America’s Twitter account, Taura briefly touched on all the cats in the game:

“Lots of cats appear. Various kinds of cats appear and you can find them in all kinds of places. And so searching for them is fun.”

If at this point you’re trying to make sense of what the hell Astral Chain is actually about, here’s the rundown from the official Nintendo PR:

In this new synergetic action game from PlatinumGames, humanity’s last chance against an interdimensional invasion is a sentient weapon called the Legion. As a rookie officer in an elite police task force, players will work together with their Legion to solve cases and save humankind. Players can change Legions on the fly to vary their style and unleash stylish combos. As they save the world from extradimensional invaders called chimeras, they’ll also interact with citizens, question suspects and team up with members of their task force to solve cases.

Taura briefly explained the premise himself during the Treehouse:

“The game is set essentially in the near future on earth and all the land of the earth is under attack from another dimension, where’s it’s being polluted by this mysterious matter.”

As the director puts it, clearing up the “red matter” in the game is actually as addictive as collecting coins in Super Mario:

“You can use your Legion to steer it around and clear up the red matter that’s scattered around, and that becomes kind of like using Mario to collect coins”


So, what do you think about Astral Chain now that you know you can search for cats and toilets? Is this a title you were already looking forward to playing? Share your thoughts below.

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  News - Nintendo Shares Colourful Graphic Outlining Upcoming Switch Releases
Posted by: xSicKxBot - 06-17-2019, 01:56 AM - Forum: Nintendo Discussion - No Replies

Nintendo Shares Colourful Graphic Outlining Upcoming Switch Releases

Sweet Christmas, my poor wallet.

There is at least a dozen games I plan on buying (and that’s not counting games that weren’t shown at E3 IE Town, and whatever else might be announced before years end). I plan on picking up the following games at some point or another…

Super Mario Maker 2, Marvel Ultimate Alliance 3, Fire Emblem: Three Houses, Spyro Reignited Trilogy, The Legend of Zelda: Link’s Awakening, Pokemon S/S, Mario & Sonic Olympic Games, Luigi’s Mansion 3, Yooka-Laylee: The Impossible Lair, New Super Luckys Tale, Animal Crossing: New Horizons, and Minecraft Dungeons

^^ Just crazy, but they all look like they could be fun games.

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