Pages

Friday, May 31, 2013

App Store Update: May 31

Every day hundreds of new apps make their debut on the App Store, and hundreds more are updated or reduced in price. We have sifted through the noise and highlighted those select few that might be worth your attention. For more mobile game trailers, reviews and news be sure to Subscribe to IGNMobileGames on YouTube.

App Store Update Video

Game Debuts

Star Wars: Knights of the Old Republic – ($9.99)

Bioware's classic RPG is making an encore appearance in the App Store – but then, you probably already knew that. We've covered this release in gameplay videos and given it a full written review already, but, for completion's sake, we're highlighting it here in the ASU as well. It's a great port, so don't miss it!

Freebies!

Anthill – (Free)

It's tactical trail defense as you guide a squadron of army ants in protecting the pathways between their anthill homes. Justin reviewed this one back in December 2011, so take a look at his thoughts here.

Ninja Wrath – (Free)

This slick-looking cel-shaded brawler headlined an ASU with its debut two weeks ago, but it's had some technical problems since. The developers are giving it away for free while they work on an update to squash the bugs – so grab it now, then just until the update goes live to start playing it.

Blosics HD – (Free)

Blocks + Physics = Blosics. Cool chain reactions happen in this one, which is packed with over 120 levels of puzzling fun.

That’s it for today! Email subscriptions to the App Store Update are still just one sign-up away, right here:


Source : ign[dot]com

Dragon Age 3 Listed for Xbox One by Retailer

A listing for Dragon Age III: Inquisition has appeared on Amazon Italy and suggests that the title is headed to Xbox One. The listing contains no pricing info and lists a placeholder date of January 1, 2020.

Dragon Age III was announced in September and specifically mentioned the Frostbite 2 engine, leading many to assume it was a current-gen game. Later, an employee resume suggested it had shifted to next-gen, but that’s never been officially confirmed by EA.

Earlier this week, Amazon Italy also listed Mirror’s Edge 2, suggesting it could have insight into some of EA’s upcoming announcements.

We’ve reached out to EA for comment on the listing. Expect more information on Dragon Age III at EA’s E3 2013 press conference on Monday, June 10th at 1:00 p.m. Pacific.

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


Source : ign[dot]com

Muppets Director James Bobin to Direct Alice in Wonderland 2

The Muppets director James Bobin is reportedly in early talks to helm Disney's sequel to their blockbuster Alice in Wonderland. Tim Burton directed the 2010 original.

According to Variety, the sequel is titled Into the Looking Glass. Linda Woolverton, the screenwriter of the original film, penned the sequel's script.

Bobin's next release is the sequel The Muppets ... Again!. His past credits include Flight of the Conchords.

The Hollywood Reporter claims it's "unclear at this stage if Alice’s Johnny Depp and Mia Wasikowska will return."


Source : ign[dot]com

Naughty Dog Explains Its Next-Gen Game Engine

The game engine behind Naughty Dog's The Last of Us and Uncharted series will power the studio's next-generation games. Game director Bruce Straley told Digital Spy that the existing development framework will help Naughty Dog avoid the struggles of creating an entirely new engine. "We could have started with something there and then built off of it and only changed the pieces and parts as we needed, when we needed," Straley said. "And that really caused a lot of turmoil."

In the transition from PlayStation 2 to PlayStation 3, "We learned our lesson in saying, as we move into development into next-gen, we want to take our current engine, port it immediately over as is and say, 'Okay, we have a great AI system, we have a good rendering system'. We have all these things that already work. Only when we hit a wall will we say, 'When do we need to change something? When do we need to scale it?"

In the coming years, Naughty Dog will iterate and improve on its current proprietary engine to make the most out of the PlayStation 4.

Recently, Electronic Arts announced it would use the new Frostbite Engine 3 for its upcoming action games, and the Ignite Engine for sports titles. Square-Enix, meanwhile, will use its new Luminous Engine to create next-gen software.

Mitch Dyer is an Associate Editor at IGN. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Hex: Bringing Trading Card Games Into The Digital Age

If you’re above about the age of 23, I’m betting there’s a good chance you have, at some point in your life, been obsessed with Pokemon trading cards and/or Magic: The Gathering. Recently, with no prior warning, the games industry seems to have renewed its love with the idea of trading cards – especially on tablets. From the Injustice mobile game to Tekken Card Tournament as well as the likes of Hearthstone, the several digital editions of Magic: The Gathering and even Steam Trading Cards, developers seem to be prepared to acknowledge that there’s a gap in the market for card games, at least to some extent.

Sadly, though, most of what’s on offer are card battle games gated with microtransactions rather than trading card games that capture the robust nuances of their physical predecessors.

It’s against this backdrop that Cory Jones, CEO of trading card specialist Cryptozoic started his Kickstarter campaign for Hex: Shards of Fate. Though the search for funding only officially began three weeks ago, in truth the project’s been in development for over two years. It shows; even the alpha walkthrough we were treated to last week looked impressive. It’s hardly a surprise, then, that the campaign has already smashed its $300,000 target; with just over a week to go, the total raised currently sits at $1.47 million.

“I see all these different casual, casual, casual abstractions of trading card games,” Cory explains. “All the things that make TCGs robust and complex scare these companies so they say, ‘Hey let’s make the version for everyone!’ You end up with card battle games, which really aren’t trading card games at all. What’s still missing is the real TCG, the one that features all the bells and whistles of a trading card game. That’s what we’re going to do.”

“

You end up with card battle games, which really aren’t trading card games at all. What’s still missing is the real TCG, the one that features all the bells and whistles of a trading card game. That’s what we’re going to do.

If all of this sounds a bit too inaccessible for you, never fear; one of the benefits of blending genres to create the first MMOTCG is that it’ll enable Cryptozoic to build a strong story-driven single-player PvE tutorial, in addition to creating a robust, competitive PvP environment for those who struggle to find time to make it to real-world tournaments.

Instantly, it’s this strong single-player “PvE” content that looks set to set the game apart from the (currently non-existent) competition. When the game launches, it’ll do so with around 40 dungeons that you’ll be able to progress through. Alongside the seven or eight main storyline dungeons you’ll encounter naturally whilst levelling, there’s a host of others that will provide varying challenges to mix things up and hone your skills.

“We’ve created a bunch of things that are standard TCG play with different sorts of parameters on top of it,” he reveals. “Then we created a bunch of dungeons that are puzzley, so we’ve set up puzzles for you, and you need to work your way around these and set up decks to take advantage of the conditions in play.”

One such special dungeon not heavily discussed before is an annual arena, where every year two conceptual creatures will be pitched against each other with players choosing one to champion. The first of these will feature giant fire-breathing Squirrel Titans and Dinosaurs. Once you’ve selected which one you want to represent, you’ll be given a deck themed to that faction, and be tasked with playing through the whole season. Wins will accrue you points that can be used to customise the deck to some extent and once the season’s over, victors will get an exclusive PvE card representative of their side…but the other faction’s card will be lost to them forever.

“

We’re not trying to monetise this with ‘power’, or your ability to play whatever else. The only things that we’re going to be selling are packs of cards, starter decks and this VIP programme.

The notion is that Cory and his team can create a game that will, as he puts it, “train people who’ve never played a TCG to become people who love and are good at them”. But intimidating complexity isn’t the only dissuading factor that stops people from jumping headfirst into the hobby; the prohibitive cost of getting the latest cards and making sure your deck is up to date is just as problematic.

While you’ll have to spend some money if you’re seriously interested in the PvP side of the game, which could be worth it considering real-cash prize tournaments are planned, the good news is that PvE at least will be completely free-to-play. Cory explains, “You can play the game on the PvE side without spending any money. I mean, I hope you spend money; we need the game to be successful so we can keep investing in it! But you can play the PvE side without spending any money and even collect some new packs, though there’s a limited number and it’s not a repeatable process.

“We’re not trying to monetise this with ‘power’, or your ability to play whatever else. The only things that we’re going to be selling are packs of cards, starter decks and this VIP programme that for $4 a month will give you a pack a week that’s of $8 value, and also give you access to a special VIP tournament, and some other little fun cosmetic functionality things.”

Considering Cryptozoic is adamant that players will never have to wait any longer than four months for complete new card sets along with additional dungeons or tournaments, four bucks a month for a regular shot at the latest additions to the game is hardly likely to break the bank.

“

If I have 200,000 people who are playing, that would be incredible, amazing. More importantly though it means every time you want to be in a tournament, it’ll be a big tournament and every time you want a five man draft, it’s firing right away.

Additionally, the team is adamant that they want to capture the magic sense of anticipation that comes with opening a pack of cards and seeing what it contains. To this end, booster packs will also drop chests colour-coded by rarity, which will contain cards, equipment, recipes and crafting materials. There’ll even be the chance of another pack of cards, so you could buy a pack and the receive another pack for free from the chest inside that pack, and then potentially even get a third pack from the chest inside the second.

As he explains, “That physical experience of opening a pack and seeing what’s in it is just so enjoyable and so much a part of why I love TCGs that in lieu of the kinetic component of it in a digital TCG, I wanted to make sure that digitally, sound effects, particles and all the bells and whistles are over the top.”

With funding assured, it’s clear this is only the beginning for Hex. Already, the topline story for the game and races have been outlined, and Cory admits it’s looking like it’ll take at least seven years to fully populate the 3D globe that we were shown in the Kickstarter video. There’s a long way to go between now and then; what does he want in the meantime?

“If I have 200,000 people who are playing, that would be incredible, amazing. More importantly though it means every time you want to be in a tournament, it’ll be a big tournament and every time you want a five man draft, it’s firing right away. Making sure that people have people to play with is so important. One of the sort of unintended outcomes of the Kickstarter was that it really started to build us this great community, and this kernel of community is going to be the backbone of everything we do.”

There’s still time to back the project if you’re interested, and keep your eyes on IGN for more on Hex in the weeks and months to come.

Luke Karmali is IGN's UK Junior Editor and has played more MMOs that you can cripple a social life with. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

IGN UK Podcast #188: By The Rivers of Babble On

Hello, you lovely, beautiful people, and welcome to the IGNUK podcast.

This week our numbers have been depleted but don't worry the quality hasn't suffered one iota – that remains impeccably shoddy.

So join Stu, Keza, and Krupa as they discuss everything from next-gen launch prices to Bid TV, Arrested Development to the philosophy of internet memes. There's even time to talk about Peter Molyneux's lifechanging box.

That's all on this week's podcast, so do yourself a favour and download it now. Go on, it's Friday and you deserve a treat:

IGN UK Podcast #188: By the Rivers of Babble On – 45.4 MB

(right click to save)

Subscribe to IGN's Podcast Series 

Also, our email address for podcast feedback (ignukfeedback@ign.com) is temporarily down. We're getting it sorted – promise. Until then, please leave feedback in the comments below or contact us on Facebook or Twitter. Thanks!


Source : ign[dot]com

Infinity Ward Explains Giving up Modern Warfare

Call of Duty creator Infinity Ward seriously considered working on something completely new after Modern Warfare 3 before eventually deciding to stick with the series.

In an interview with MCV, executive producer Mark Rubin explained that deciding to move on to a new game with a new engine, characters and even a new world wasn't settled upon quickly.

"Not a hard decision, but a long decision," he explained. "We don’t get a chance when making a game to think about the next one until we are done actually making that first game.

“

We could have done something else, but we wanted to make Call of Duty and we wanted to create a new universe, or a new story at least.

"So when we finished Modern Warfare 3, we had this big brainstorming session that lasted for weeks. Everybody gets to come up with ideas of what we want to do, not just what game we want to do, but moments in games.

"We all really knew we wanted to continue making Call of Duty. We could have done something else, but we wanted to make Call of Duty and we wanted to create a new universe, or a new story at least. We wanted new characters and new experiences.

"The easy thing would have been – as we had finished the arc of Modern Warfare 1, 2 and 3 – to start a new arc within that same universe. That was the first step. But due to a lot of the changes we wanted to make with this new world, it really dictated out that we needed to make something that wasn’t Modern Warfare."

As it stands at the moment, Infinity Ward alternates making entries in the Call of Duty series with Treyarch, the studio responsible for last year's Black Ops II. It's unclear what would have happened if they'd decided to pass up making a new Call of Duty game; would Activision have brought in a new developer or would the series have had to miss an annualised entry?

What do you think? Are you glad Infinity Ward decided to return and mix things up a bit by leaving Modern Warfare behind, or would you have preferred to see something completely new from the studio? Let us know your thoughts in the comments.

Call of Duty: Ghosts is coming to Xbox 360, PS3 and PC on November 5, and next-gen consoles sometime after launch.


Source : ign[dot]com