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Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Wednesday, November 7, 2012

Sean Connery Skyfall Cameo Was "Discussed"

Sean Connery very nearly had a cameo in the latest Bond flick, Skyfall, according to director Sam Mendes.

Beware, minor spoilers for Skyfall follow.

In an interview with The Huffington Post, Mendes explained that he considered bringing back the original Bond as the ultimate nod to the series' 50 year history.

So, it was a very brief flirtation with that thought, but it was never going to happen, because I thought it would distract.

Apparently Connery was very nearly approached to play the role of Kincade; the Scottish gameskeeper who appears at the Bond family estate of Skyfall.

"There was a definite discussion about that - way, way early on," Mendes revealed. "But I think that's problematic. Because, to me, it becomes too... it would take you out of the movie. Connery is Bond and he's not going to come back as another character. It's like, he's been there.

"So, it was a very brief flirtation with that thought, but it was never going to happen, because I thought it would distract."

Ultimately, the role went to veteran English actor Albert Finney, which seems like a good decision. As exciting as the thought of seeing Connery back in a Bond film is, as Mendes points out having him appear as another character would be pretty jarring.

Regardless, it seems that the decision not to include Connery hasn't harmed the film's prospects; since opening in the UK two weeks ago the movie has smashed box office records. Let's see if it can do the same in the US when it opens there on November 9.

Luke Karmali is IGN's UK Editorial Assistant and reckons he would make a hilarious Bond. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Monday, November 5, 2012

How Nintendo is Encouraging Devs to Make Games on Wii U

Miyamoto has talked about how Nintendo is encouraging developers to make games for Wii U in an IGN interview.

It seems that Miyamoto has been meeting personally with developers to encourage them to work with Nintendo's new console. "I am trying to meet with the game developers individually for this matter," he says, asked how the company will be supporting other developers that want to get the best out of the hardware. "The real subject is whether I’ll be able to - we’ll be able to - convince developers inside of the licensing publishers to be excited about the new features of the Wii U, so much so that they’ll be enthused towards making brand new entertainment that I couldn't come up with myself."

It's no secret to anyone that third-party developers struggled to get the most out of the Wii - almost all of the system's truly great games came from within Nintendo's own stables. But Miyamoto does not think that third-party developers lack the know-how to make the most out of the hardware; far from it.

"When it comes to technologies and techniques and skills necessary for working on Wii U, [and] what we can provide, I can count on them that they already have that. They know how to do that," Miyamoto asserts. "They are always skilful, and actually they must have some different know-how from what we have. There might be some misunderstanding - as if Nintendo alone had some special know-how, and because Nintendo has not shared those unique, secret protocols with other, third-party publishers have not been able to create the exciting, unique gameplay on Nintendo hardware. But that was not the case."

There might be some misunderstanding - as if Nintendo alone had some special know-how...

"The fact of the matter is that most third-party licensees from a business point of view, had to create multi-platform titles – and because Nintendo has been trying to create very unique hardware, oftentimes it was not considered the first choice for them to work on multi-platform software," he explains. "So it’s the entire company decision-making process that is hindering developer’s ability from making unique titles on Wii U hardware. Once again, my job as one of the developers is meet with the individual people and convince that they’ll be able to create brand new entertainment that they really wish to realise. My job is to try to assist them in that fashion.

"I do not think that providing any special technologies, know how or skills would be able to change the situation, because I understand that most third-party developers already have those things."

Look out for our full interview with Miyamoto very soon.

Keza MacDonald is in charge of IGN's games team in the UK. You can follow her onIGN and Twitter.


Source : ign[dot]com

Nintendo Interested in Wii U/3DS Connectivity

In an interview with IGN, Nintendo's Shigeru Miyamoto discussed Wii U and 3DS connectivity, saying that the company is thinking about ways to get the best out of both systems - but it doesn't look like it's exactly a top priority at the moment.

Nintendo has a long history of connecting its portable and home console systems, from the Game Boy Player to the N64's Transfer Pak to the myriad ways in which the Gamecube and Game Boy Advance that could be used together to enhance the experience of games like Zelda: Four Swords and Animal Crossing.

Of course we are trying to think about a way to expand the experience of 3DS and Wii U when they are connected with each other, one way or the other.

"Of course we are thinking of the possibility of connecting Wii U and Nintendo 3DS once again," Miyamoto said. "[But] we have challenged connectivity on many occasions, and one of the great lessons we have learned is the simple fact that those who own both are much fewer than those who don’t own both. So what we decided early on when considering the Wii U design was that we had to make it so that every single purchaser of the Wii U is going to have the same play conditions, the same equipment."

That doesn't mean that Nintendo is discounting the possibility of connecting the 3DS and Wii U in interesting ways, though. "Even between Wii and 3DS, there are some things that can be done by connecting with each other – Mii channel is interchangeable on both systems," Miyamoto reminds us. "There are things that can easily done by transferring data between Wii and DS or 3DS systems.

"If we are going to do that with Wii U and 3DS, there would be three screens to consider. The reason why we were not so eager to do a similar thing between Wii and DS if that it would have become very complicated using two screens on the DS and one screen on the Wii. But of course we are trying to think about a way to expand the experience of 3DS and Wii U when they are connected with each other, one way or the other."

Look out for our full interview with Miyamoto very soon indeed.

Keza MacDonald is in charge of IGN's games team in the UK. You can follow her onIGN and Twitter.


Source : ign[dot]com

Friday, November 2, 2012

Dark Souls' Miyazaki Talks Artorias of the Abyss

[Note: This is an interview with Dark Souls' director Hidetaka Miyazaki about the recently-released DLC content, and contains plot spoilers. Why haven't you played it yet?]

Dark Souls is an all-time masterpiece hall-of-famer, and one that's met with enough success to warrant an extension. The 'Artorias of the Abyss' DLC, now available on all platforms, adds a series of substantial linked areas, plus some superb new bosses and equipment – and also manages that Miyazaki trick of filling in blanks while suggesting a few new ones. The DLC is set in Dark Souls' past, in a kingdom called Oolacile beset by the Abyss, all accessed through the minor detail of a pendant.

“Oolacile is a kingdom of sorcery that had been ruined when the original story unfolded,” explains Miyazaki. “The additional content is set about a hundred years before Oolacile was ruined. In this kingdom, the sorceries are peculiar light spells that are different from the common ones in the original story.” Oolacile spells from the original game tended to be non-offensive and even charming magic – producing light, hiding things, disguising yourself. Tricks.

But in this Oolacile you find ridiculously strong dark magic and pyromancies. Sorceries designed to kill in direct, high-damage ways. “As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them,” says Miyazaki. “The darkness leads to the Abyss, which is a keyword this time.”

The Abyss is your ultimate destination, but before that comes Knight Artorias the Abysswalker – a name that resonates throughout the original game's story. The DLC ties up the Artorias thread neatly, but introduces some seemingly contradictory details about his past. Or perhaps we're taking too much at face value.

As one of the main themes of Dark Souls is 'fire and dark', these light spells also include darkness that occurred from the gap between them.

“There is not a contradiction,” says Miyazaki. “The lore of Artorias that prevailed in the original story is very old, so that it is uncertain.” Things we thought we knew may be false? Argh Hidetaka, don't do this to me! “Hence by experiencing the story of the additional content there's a partial view of new facts, and the newly unveiled lore will show players another dimension. I suppose this is what lore is like and why it is attractive.”

Amen to that. After Artorias the DLC's final stretch goes to the bottom of the Abyss, where its father Manus dwells. This boss isn't just one of the best fights in the entire Souls series, but carries many answers about the nature of the Dark Soul itself – as well as being, at bottom, a human who goes crazy over a pendant. Sound familiar?

When Dark Souls first came out, an answer Miyazaki gave in a Famitsu interview said he'd choose either nothing or a pendant for his starting gift in Dark Souls. The pendant, which has no in-game function, became a focal point for the wilder elements of the community, and the centre of every conspiracy theory going.

I ask Miyazaki whether Manus is a little dig at the series' more obsessive players. “That is a very interesting consideration,” says the devilish fox. “But I suppose I did not include the meaning.” And as for the original pendant speculation, brace yourselves Dark Soulers for Miyazaki's final word: “When it comes to the pendant, I actually had a little bit of an intention to play a prank.”

On that bombshell, perhaps it's time to move onto practical matters. The DLC adds several new weapons acquired in typical Souls fashion, such as the pimpin' sweet tracer set that can be acquired by killing the grieving lover of a guy you also killed. “It is hard to pick up one weapon for players to see but the tracers you point out are good ones I would like them to check,” says Miyazaki. “Since we did all the basic weapons in Dark Souls, these additional ones may look different. Most have a specific image of the user in them, so they tend to be peculiar according to that. I suppose the tracers strongly reflect an image of a particular user – they look like a rare set of weapons, both of which are different in the way they are handled.”

It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls.

There's only one thing you can say to that: gnomic. I asked Miyazaki about some more specific ongoing aspects of Dark Souls play, such as the Gravelord covenant – is it true players can only see the black phantoms in NG+ and above? “That is almost true,” Miyazaki almost answers. “In Dark Souls' design the position of enemies is fixed, so we could have intended to make the effect of Gravelord Covenant a new element seen in the second try after the game's ending. To be honest, I suppose I could have made it better.”

This leads us to the murkier waters of Dark Souls' entire online experience, a rather partial realisation of its wonderful concepts on which Miyazaki politely declines to comment. He's much happier talking about general principles than concrete information, the big ideas rather than the tiny details – like the difference in world design between the two Souls games. “It was at the latter development stage of Demons Souls when I began to think that I would like to try creating a huge connected map, so it was not planned to be adopted for Demons Souls,” he says. “But at the first development stage of Dark Souls I drew up a plan to implement the huge seamless map.”

I wonder about how fleshed-out some of the Dark Souls world is – do these names on the wind like Salaman have a specific history, did they ever even exist in some form? “Salaman is a character that has an important role, along with the witches of Izalith, in the story of pyromancy rather than in the story of Dark Souls,” says Miyazaki. “Salaman’s story was created to introduce a concept of pyromancy but, as you say, only his name appeared in the original story. His visual image has actually been created and he is one of my favourite characters. I have many favourite characters related to pyromancy as well as him.”

One of the few cheerful faces in Dark Souls is a pyromancer, Laurentius, but it's kind of interesting that there are any at all. I ask Miyazaki why he puts jolly characters in such a grim world, and with such grim endings. “As the creator of them I am very happy with your description of 'jolly characters',” Miyazaki says. “I think of serious characters like seedlings scattered over waste lands, hiding sorrow in their minds. But if I try to draw such characters, sometimes the seeds bloom unexpectedly. Having said that, I believe that some of the endings were what the characters hoped.”

I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood.

The man's a poet. We move onto Dark Souls' iconography and specifically its veneration, in a traditionally religious sense, of femininity and the associative bounty, fertility, etc. It's the main reason Gwynevere's such a good gag, I think. Then there's that strange female-only role of the Firekeeper, one that seems to be pretty crucial but is never fully explained, in a game about fire.

“I placed giant-sized women in the world since I am attracted by motherhood and 'huge women' as an expression of generous motherhood,” says Miyazaki. “Also, one of my favourite Japanese cartoons is 'Yasuragi no Yakata' written by the famous Fujiko Fujio. A huge woman appears for a little in that scary story. When it comes to firekeepers, I assume that there is a kind of illusion for women in my mind.” You ain't seen nothing yet. “Finding a reason why I am attracted by huge women would be possible but I would not like to do it so far.”

Perhaps that is it. There's always a reason for everything, it's just whether you're prepared to look – the Souls games put enormous care and attention into details that only a handful of their players will ever see or think about. I ask Miyazaki if he likes this idea or not. “I am glad if users think so,” Miyazaki says. “I would like Dark Souls to be a broad exploration game filled with so many veiled things and details. A broad map that lacks details cannot be attractive for users who want to explore it in depth. Having said that, the reason why I put a lot of care into details might be much more simple. I enjoy the process of adding elaboration into games, and like to communicate with users through the details I create.”

The success of Dark Souls suggests a new entry in the series should be cooking away in From Software's wonder factory – we can only pray. I ask if the Artorias of the Abyss DLC finishes things for Dark Souls. “We are not planning to release more additional content so far,” says the gnomic Miyazaki, gnomically.  Come on then, is the next game called Dragon's Souls or what? “This is also a very interesting thought,” says the probably uninterested Miyazaki. “But so far I can not say anything about sequels. I am sorry but it is uncertain whether I can get involved in the next sequel yet. I would also like to avoid giving confusion by saying something wrong at this stage.”

Well, you can't say fairer than that.

One does not really interview Hidetaka Miyazaki so much as temporarily observe him. The director of both Demon's and Dark Souls is that rarest of things in videogames – a creator that, like his works, remains something of a mystery. When you play them it all makes sense. Miyazaki's games do anything but give the player answers, slowly unfolding their few concrete details into even more questions. Straight talking from Miyazaki, in other words, would in some way betray his creations. And what creations they are.


Source : ign[dot]com

Monday, October 29, 2012

First ZombiU Multiplayer Details Surface

A new multiplayer mode titled King of Zombies has been unveiled for upcoming survival horror game ZombiU.

In an interview with ONM, the game's story director Gabrielle Shrager explained that that the mode would have links to the St George's Yard mission that players will encounter in the single-player game, while also being based on a modified version of Capture the Flag.

St George's is our hell within hell. Our multiplayer arenas are a spin-off of this mission in the campaign.

"You’ve seen the Tower Of London gameplay footage by now, so you know we are going to have to breach the Traitor’s Gate and penetrate the depths of the Bloody Tower to find the Raven Of Dee’s Secret Bunker," she revealed. "But you’ve never heard of St George’s Yard.

"St George's is our hell within hell. Survivors here are unwilling participants in a twisted game in which they are thrown to the infected. Our multiplayer arenas are a spin-off of this mission in the campaign."

The King of Zombies mode is one such multiplayer arena that sees one player use the Wii U Pro Controller to try and guide their survivor towards the flag. Meanwhile, it's the job of the GamePad wielding player to spawn zombies around the flag using the touchscreen in a bid to keep the flag unclaimed.

ZombiU is planned as an exclusive launch title for the Wii U when it releases in America on November 18 and in Europe on November 30.

Luke Karmali is IGN's UK Editorial Assistant and is slowly realising he'd be as useful as a chocolate teapot in a Zombie Apocalypse. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, October 19, 2012

Skyfall Was Influenced by The Dark Knight

Director Christopher Nolan has long cited the classic James Bond films as an influence on his Batman trilogy, and now it appears Nolan's Batman has influenced James Bond.

In an interview with The Playlist, Skyfall director Sam Mendes said he was "directly inspired" by Nolan's work on The Dark Knight. "In terms of what [Nolan] achieved, specifically The Dark Knight, the second movie, what it achieved, which is something exceptional. It was a game changer for everybody," said Mendes.

The filmmaker added "it would be a tragedy if all the serious movies were very small and all the popcorn movies were very big and have nothing to say. And what Nolan proved was that you can make a huge movie that is thrilling and entertaining and has a lot to say about the world we live in, even if, in the case with The Dark Knight, it’s not even set in our world."

"It felt like a movie that was about our world post-9/11 and played on our fears and discussed our fears and why they existed and I thought that was incredibly brave and interesting. That did help give me the confidence to take this movie in directions that, without The Dark Knight, might not have been possible," said Mendes. "Because also, people go, ‘Wow, that’s pretty dark,’ but then you can point to Dark Knight and go ‘Look at that – that’s a darker movie, and it took in a gazillion dollars!’ That’s very helpful. There’s also that thing – it’s clearly possible to make a dark movie that people want to see."

Thanks to MI6 for the heads-up!


Source : ign[dot]com

Skyfall Was Influenced by The Dark Knight

Director Christopher Nolan has long cited the classic James Bond films as an influence on his Batman trilogy, and now it appears Nolan's Batman has influenced James Bond.

In an interview with The Playlist, Skyfall director Sam Mendes said he was "directly inspired" by Nolan's work on The Dark Knight. "In terms of what [Nolan] achieved, specifically The Dark Knight, the second movie, what it achieved, which is something exceptional. It was a game changer for everybody," said Mendes.

The filmmaker added "it would be a tragedy if all the serious movies were very small and all the popcorn movies were very big and have nothing to say. And what Nolan proved was that you can make a huge movie that is thrilling and entertaining and has a lot to say about the world we live in, even if, in the case with The Dark Knight, it’s not even set in our world."

"It felt like a movie that was about our world post-9/11 and played on our fears and discussed our fears and why they existed and I thought that was incredibly brave and interesting. That did help give me the confidence to take this movie in directions that, without The Dark Knight, might not have been possible," said Mendes. "Because also, people go, ‘Wow, that’s pretty dark,’ but then you can point to Dark Knight and go ‘Look at that – that’s a darker movie, and it took in a gazillion dollars!’ That’s very helpful. There’s also that thing – it’s clearly possible to make a dark movie that people want to see."

Thanks to MI6 for the heads-up!


Source : ign[dot]com

Wednesday, October 10, 2012

Treyarch Defends Black Ops' Ageing Engine

Treyarch has defended using the seven-year-old IW engine to power Call of Duty: Black Ops II.

In an interview with OXM, game design director David Vondehaar explained that modifications had been made to ensure the game ran robustly, and admitted he was baffled that anyone would criticise the title's technical performance.

To me, it's like I never really understood. It runs at 60 and it's gorgeous. What exactly is there to be upset about with the engine?

"Anybody who comes at the engine needs to remember it's the 60 frames they love in the first place," he asserted. "And we can make it beautiful - that's through years and years of working with the engine, improving upon it and improving the pipeline and improving our approach, our lighting rendering.

"People like to talk about the engine, but the truth of the matter is that this isn't like something that was invented six years ago. At this point that engine doesn't resemble anything like any engine - we've ripped out the UI system, the rendering and the lighting are all new, the core gameplay systems are all new.

"To me, it's like I never really understood," Vondehaar concluded. "It runs at 60 and it's gorgeous. What exactly is there to be upset about with the engine?"

The IW Engine has been used by both Infinity Ward and Treyarch for the companies' work on the Call of Duty games. It was first used for Call of Duty 2 back in 2005, and the exact engine being used for Black Ops II is a modified version of the IW 3.0 engine that was used for Call of Duty 4: Modern Warfare, as well as the original Black Ops. The PC version of the game is also confirmed to take advantage of DirectX 11 video cards.

The first image of the Nuketown 2025 pre-order bonus map for Call of Duty: Black Ops II was unveiled yesterday, and the game itself is due to release on Xbox 360, PS3 and PC on November 13, and on the Wii U on its respective launch dates.

Luke Karmali is IGN's UK Editorial Assistant and a meleeing ninja when it comes to COD. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, October 3, 2012

Kingdom Hearts 2 HD Teased by Nomura

It looks like Kingdom Hearts II is set to join the first game in getting an HD remake, if comments from the game's director are to be believed.

In an interview with Famitsu (via Gematsu), Tetsuya Nomura strongly suggested that an HD remake would be announced following the decision to re-release the first game with supped-up graphics as Kingdom Hearts HD 1.5 Remix.

When asked, "Is there gonna be a high-definition version of Kingdom Hearts II later?" he responded with a wry smile and the words, "It’d be unusual if there wasn’t."

The original Kingdom Hearts released back in 2002, with the sequel following four years later in 2006. There's been no confirmation as yet regarding the HD remake of the original game coming West, but rumours surfaced last week that suggested an announcement on that front could be imminent.

Luke Karmali is IGN's UK Editorial Assistant and has missed Sora, Goofy and Donald. Bad. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, September 28, 2012

Blizzard’s Titan Has 100 Developers

Blizzard has revealed that 100 developers are now working on its next MMO project, codenamed Titan. In an interview with Curse Entertainment, Blizzard chief creative officer Rob Pardo said “Titan’s still moving along. I don’t want to get anyone’s hopes up that it’s around the corner or anything. It’s a very big project. It’s got a long ways to go. We don’t know yet when we’re going to really start releasing more information. We’re definitely dead in the middle of development at this point. I think we’re over 100 people now on the team working on it.”

When asked about rumors that Titan has been in development for six years, Pardo commented that “It depends on how you look at such things. When we first start a team, we start it really, really small. We might start with just a couple people. We talk about the concepts, we draw some concept art. It definitely has not been in core development for that long. I’d say core development is maybe closer to four-ish years, but even that was with a smaller team.”

We first heard hints of Blizzard’s next MMO back in December 2007, when Blizzard said its new MMO isn’t related to World of Warcraft. Blizzard later began hiring developers and WOW lead designer Jeff Kaplan began working on the project. Blizzard said in 2010 that the project was a long way off and the codename Titan emerged later that year.

Last year, rumors suggested Titan would be shown at BlizzCon, but were later debunked by Blizzard. The last time we heard the title referenced was during an Activision Blizzard earnings call last month when it was referred to as “an all-new MMORPG in the future” in reference to Blizzard’s release calendar.

Little is known about Titan, and it sounds like we might still have a long time to wait before concrete details are revealed. In the meantime, Blizzard released World of Warcraft’s Mists of Pandaria expansion earlier this week. For our thoughts so far, read our Mists of Pandaria review in progress.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, September 13, 2012

Gearbox Wants to Make More Duke Nukem

During an interview on IGN's Up at Noon, Gearbox Software President Randy Pitchford expressed interest in developing more Duke Nukem games. Gearbox boughtthe rights to Duke Nukem in 2010 when the studio took over the Duke Nukem: Forever project, and it's looking to do even more.

“I willingly and lovingly acquired the brand. When I did that, I wasn’t thinking that the only goal is just to make sure everyone could play Duke Nukem: Forever,” Pitchford told IGN. “The real goal for me is I’d like to build a Duke Nukem game again.”

He continued to say, “I think what I would do and what Gearbox would do would be a little different" than Duke Nukem: Forever. "I think it would be amazing, and I look forward to that.”

You can catch Randy Pitchford's lengthy interview below, in which he discusses Borderlands 2 on Vita, the next Brothers in Arms sequel, and even more on Duke Nukem right at the start.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Wednesday, September 12, 2012

New Brothers in Arms in Development

A new Brothers in Arms game is in development at Gearbox Software. During his interview on IGN's Up at Noon, Gearbox President and CEO Randy Pitchford discussed the new direction for the game formerly known as Brothers in Arms: Furious 4, and what's in store for the franchise's future.

"The hallmarks of the Brothers in Arms series are about authenticity, squad combat, brotherhood between soldiers," Pitchford told IGN. "I mean we really commit to and have a tremendous amount of deference in the Brothers in Arms games," and Furious 4 simply didn't align with these goals. Instead, Furious 4 will become a new IP, freeing Gearbox to work on a more traditional Brothers in Arms title.

“For what Brothers in Arms is meant to be, we love that too," said Pitchford, "and we do have some creative effort going on there that will lead eventually to a project that we’ll announce at some point." It's still too early to announce any specifics, but Pitchford says Gearbox loves the series, "and we’ve got some action there as well.”

Randy Pitchford also teased the return of Brothers in Arms on Podcast Unlocked.

For the full conversation about Brothers in Arms, you can check out Pitchford's extended visit to Up at Noon below.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Monday, September 10, 2012

Sony ‘Working with’ Bethesda for PS3 Skyrim DLC

Sony is “working closely” with Bethesda to bring Skyrim’s downloadable content to PlayStation 3. In a recent interview, Sony vice president Adam Boyes said Sony’s development support team collaborates with all third party publishers to fix technical issues, and that includes Bethesda.

"We work with all of our partners to try and solve their problems," Boyes told Kotaku. "We have a big, broad dev support team that works closely with Bethesda, and with all of our partners, to work with them to solve that any sort of issues they have along the way. Of course, I always want everything to work always for everyone. I can't promise any kind of resolution or timeline but can say that everyone involved is trying their best to get this stuff working."

Previously, Bethesda said it was “not yet satisfied with Dawnguard’s performance on the PS3.” The publisher later suggested that the downloadable content might never hit PS3 at all, adding “this is not a problem we’re positive we can solve.”

Skyrim’s Dawnguard and Hearthfire content have technically never been announced for PlayStation 3, despite Dawnguard being available on Xbox 360 and PC and Hearthfire recently hitting Xbox Live.

Keep checking back to IGN for updates on the situation as it continues to develop.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, September 6, 2012

Tom Clancy's Ghost Recon Online “On Hold” For Wii U

Ubisoft has confirmed that the Wii U version of Tom Clancy's Ghost Recon Online has been temporarily put on hold. In an interview with VideoGamer, producer Theo Sanders discussed the team’s decision to focus “completely on the PC version.”

"As of right now, the entire Ghost Recon team is focused on the PC version only," Sanders said. "The Wii U version is on hold. If in the future we have an opportunity to address it again, we'll make future announcements.”

As for the notion that this development has something to do with Nintendo’s online plans or Wii U hardware issues, Sanders was quick to debunk such speculation. "It's not a reaction to anything specific happening to [Wii U]," he said. "It was a really fun, cool platform to develop for. But you realize once you launch an online service that it's an all-consuming effort, so we really wanted to have all hands on deck. It was the same dev team working on both SKUs, and [we] really wanted to focus on doing the PC version right.”

While this may be disappointing, don’t rule out the possibility of Ghost Recom Online hitting consoles sometime down the line. "It's hard to say how the future will go for Ghost Recon Online," Sanders said. "I think in the future as different platforms evolve towards service models and towards being really online-driven, community-driven platforms, then we'll definitely be looking at what our options are.”

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : ign[dot]com

Tuesday, September 4, 2012

Arrested Development Creator Talks Season 4

Arrested Development's highly anticipated fourth season went into production earlier last month, with Netflix set to premiere the new episodes next spring.

In a recent interview with Vulture, show creator Mitchell Hurwitz offered an update on the revival, which is set to focus on a specific character for each episode. Explained Hurwitz, "It's almost an anthology version of the show with each episode focusing on a particular character and where they've been since the family fell apart six years ago." The creator added that didn't mean you'd only see one Bluth per episode, as some other folks would be popping up in other people's stories as well.

As for the possibility of additional AD content, Hurwitz continued, "Our initial order is for ten [episodes], but the beauty of Netflix is that we theoretically have an opportunity to provide more material for them..."

For years, Hurwitz was trying to get an Arrested Development movie off the ground and he noted that was still what he hoped would happen. "The [new] episodes are an outgrowth of the design of what we hope will be the movie. They precede it. They function as an act one of a movie that we all want to do, but haven't 'sold' yet."

While Netflix originally announced that it would be releasing all ten episodes at once, Hurwitz said that may not necessarily be the case. "I actually think the strategy for release is up in the air," he noted. "I know Netflix at one point was talking about streaming them all at once, because that's how they've done it with other shows, and it's their choice."

Perhaps we'll be getting weekly installments of Arrested Development after all? Let us hear what you think in the comments below!

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love on Twitter and IGN.


Source : ign[dot]com

Dark Souls Director ‘Thinking About’ Adding Easy Mode

Dark Souls director Hidetaka Miyazaki is “thinking about” adding an easier difficulty option. In an interview with Metro, Miyazaki said he knows the game’s difficulty turns off some players, and a less challenging option could convince more people to play.

“It is true that Dark Souls is rather difficult and a number of people may hesitate to play,” Miyazaki said. “This fact is really sad to me and I am thinking about whether I should prepare another difficulty that everyone can complete or carefully send all gamers the messages behind our difficult games.”

Having said that, Miyazaki appreciates that some gamers want a challenge, and that making the game easier may actually turn some people off. “I suppose gamers do not particularly prefer easy games,” he said. “What they want is interesting and worthwhile games to play, so I think it is natural that hindrance or stress that does not attribute to such interesting and worthwhile elements will be removed in the end. If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.”

Dark Souls originally launched on Xbox 360 and PlayStation 3 in October 2011. A PC version, the Prepare to Die Edition, launched on August 24th. For more on its PC debut, check out what’s new in the Prepare to Die Edition as well as our Dark Souls: Prepare to Die Edition review. The new content is also set to come to consoles some time this winter.

Are you playing Dark Souls and having trouble? Find out how to die less in our Dark Souls wiki guide.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, August 30, 2012

Guy Pearce Just a Cameo in Iron Man 3?

Ha! Remember when Guy Pearce starred in that remake of The Time Machine? Well, that almost-forgotten film was mentioned in a new interview with the actor, where he also let drop that his role in Iron Man 3 is essentially a cameo.

"The main difference was that, when I did The Time Machine, I was pretty much in all of it, so it was a really grueling experience," he told Vulture. "Prometheus and Iron Man are really kind of cameo stuff, so the experience of shooting them ... I mean, on some level, it's tricky because you feel like a bit of an outsider. You don’t really live the experience that you do when you're there all day every day with everybody. But at the same time, it can be more fun sometimes because you're just working in concentrated spurts."

Pearce also talked about how he almost played Daredevil back in the day.

"The thing about Daredevil was that it was the role of Daredevil [that I didn't want to do]," he recalls. "Certainly in those days ... it was 10 years ago. I've probably loosened up, and I feel a little more experimental in what I'll take on these days, but I still don't know that I would want to play the superhero myself, since I'm playing a different kind of character in this film. And I think that, based on the first two movies, there's a great chemistry between Robert [Downey Jr.] and Gwyneth [Paltrow], and I just think the films have a fun, joyful sort of quality about them. I've just enjoyed them. So I just felt like I wanted to be a part of this."

Read the full interview at Vulture, where the actor also talks a bit about Prometheus.

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


Source : ign[dot]com

Friday, August 24, 2012

Chuck Norris: No Expendables 3 for Me

Action icon Chuck Norris says he has no intention on returning for The Expendables 3.

Norris made the declaration during a red carpet interview with Access Hollywood at the premiere of The Expendables 2. Scrub forward to about 1:15 in the video below for Chuck's full response (thanks to Latino-Review for the head's-up):

Now check out the video below for our Expendables 3 dream cast!


Source : ign[dot]com

Tuesday, August 21, 2012

No Single-Player for Command & Conquer: Generals 2 at Release

Command & Conquer: Generals 2 will apparently launch without a single-player campaign, according to developer Bioware Victory.

In an interview with PC Gamer, the company's general manager John Van Caneghem explained that “co-operative and competitive” skirmishes would be the main focus of the title initially, with other modes being added later based on community feedback.

We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well.

Speaking about the potential of a story campaign being one such mode, Van Caneghem said, "It is something we haven’t announced yet how we’re going to do it." He explained that one of the main benefits of the game being online was that it facilitated the easy testing of new play styles, claiming, "As a live service I think the exciting part is you can try things. You can see what the community wants, you can give it a shot, you can put it up for a weekend and see how it goes, develop towards what the fans like."

While he didn't comment on EA's decision to make the game free-to-play, he did reveal that Command & Conquer: Generals 2 will be the first in a new series of online C&C games that explore the series' history.

"We decided to choose Generals as the first set of games we build under the universe, but we’ll be expanding after that, like Tiberium and Red Alert as well as some others as well," he said. "Generals 2 was the first one, and it was one of the biggest sellers, as well as the fanbase has been asking for it for some time."

He rounded up the interview by explaining that Bioware Victory is keen for the upcoming RTS game to break onto the e-sports scene. To this end, alongside multiplayer deathmatch and co-operative modes, Van Caneghem claimed that, "We’re really going to run the gambit of what people enjoy in a multiplayer environment.

"I don’t think we’re making a list of the features yet, but I think you can basically make a list of the assumed ones that you’d need to be an e-sports game, and it’s definitely part of the plan," he added.

Command & Conquer: Generals 2 will release as a free-to-play title on PC sometime in 2013, but you can register your interest for the beta now.

Luke Karmali is IGN's UK Editorial Assistant and once almost died trying to build a home-made Tesla Coil. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, August 15, 2012

DICE: Mirror's Edge and Bad Company Are "Too Good to Kill"

While EA and DICE remain coy about Mirror's Edge 2, a sequel seems all but inevitable.

In an interview with IGN, DICE executive producer Patrick Bach continued EA's (as well as DICE'spro-Mirror's Edge 2 messaging, staring that Mirror's Edge is a property "we love, and of course we haven't killed it, because it's too good to kill." This also applies to Battlefield: Bad Company 3.

“The Bad Company IP is still something we love," Bach continued, "and it’s very dear to me because I worked on both titles. We have no information with where we are to a sequel to Bad Company, so I can’t tell you anything about that IP." When asked about the uncertain future of the Bad Company franchise, particularly with Battlefield 3 and Battlefield 4 taking center stage for the developer's foreseeable future, Bach emphasized that DICE will "never kill something that's great."

This reinforces an earlier DICE statement: "We haven't killed Bad Company 3." We may not see it now, but it sounds like its return is also inevitable.

"And then of course," Bach continued, "we have other projects in store for you." Is DICE working on an original new game? Another sequel? "You’ll just have to wait and see."

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com