Tag Archive for control

Iron Man, Despicable Me producers behind Angry Birds movie

The Angry Birds movie will hit theaters during summer 2016, Rovio Entertainment announced today. Iron Man producer David Maisel is attached as executive producer, with Despicable Me producer John Cohen also on board in a producing role for the untitled 3D CGI film.


The Angry Birds film will be produced and financed entirely by Rovio Entertainment with no help from an outside studio. This will allow the company to “retain full creative control while creating innovative entertainment at the highest level of quality,” the company said in a statement. The Angry Birds film marks Rovio’s first foray in the movie business.

Prior to his work with Illumination Entertainment/Universal Pictures on Despicable Me and Hop, Cohen was vice president of production at Twentieth Century Fox Animation. There, he worked with Greenwich, Connecticut-based Blue Sky Studios on its major films including Ice Age, Robots, and Dr. Seuss’ Horton Hears a Who.

“I’ve personally spent countless hours playing the Angry Birds games over the last few years, which I can now happily justify as research for the movie,” Cohen said in a statement.

Maisel is a former chairmen of Marvel Studios and served as executive producer on Captain America: The First Avenger, Thor, The Incredible Hulk, and the aforementioned Iron Man and its sequel, Iron Man 2.

No information regarding the Angry Birds film plot has been announced, nor has a director or possible voice cast.

Article source: http://www.gamespot.com/news/iron-man-despicable-me-producers-behind-angry-birds-movie-6401385

Portal 2 adds PS Move support next week

PlayStation 3 gamers will be able to control Valve’s puzzler Portal 2 in an all new way next week. Sony has announced that Portal 2 for PS3 will support PlayStation Move with the arrival of a new update November 6. The game’s entire single-player and cooperative campaigns will support motion control through the free update.


Additionally, Sony announced that the Portal 2 “In Motion” downloadable content will arrive alongside the update next Tuesday. This content was developed by Sixense with an aim to be the “defining experience” for PlayStation Move, Sony said. It will be available for $10 and PlayStation Plus subscribers can enjoy a 30 percent markdown, bringing its cost to about $7.

The Portal 2 “In Motion” DLC includes 20 test chambers that scale in difficulty from tutorial levels to advanced scenarios. Gamers can play as either Atlas or P-Body in the content and leverage new motion features like 1-to-1 object control, “Portal Surfing,” and scaling cubes.

Gamers who enjoy the Portal 2 “In Motion” DLC may be happy to know there appears to be more motion-control content for the game in the pipeline. Sixense said the new content is “just the beginning,” but did not elaborate further.

Also out November 6 will be a digital version of Portal 2 through the PlayStation Network. No price for the full-game download was announced. For more on Portal 2, check out GameSpot’s review.

Article source: http://www.gamespot.com/news/portal-2-adds-ps-move-support-next-week-6399375

Portal 2 adds PS Move support next week

PlayStation 3 gamers will be able to control Valve’s puzzler Portal 2 in an all new way next week. Sony has announced that Portal 2 for PS3 will support PlayStation Move with the arrival of a new update November 6. The game’s entire single-player and cooperative campaigns will support motion control through the free update.


Additionally, Sony announced that the Portal 2 “In Motion” downloadable content will arrive alongside the update next Tuesday. This content was developed by Sixense with an aim to be the “defining experience” for PlayStation Move, Sony said. It will be available for $10 and PlayStation Plus subscribers can enjoy a 30 percent markdown, bringing its cost to about $7.

The Portal 2 “In Motion” DLC includes 20 test chambers that scale in difficulty from tutorial levels to advanced scenarios. Gamers can play as either Atlas or P-Body in the content and leverage new motion features like 1-to-1 object control, “Portal Surfing,” and scaling cubes.

Gamers who enjoy the Portal 2 “In Motion” DLC may be happy to know there appears to be more motion-control content for the game in the pipeline. Sixense said the new content is “just the beginning,” but did not elaborate further.

Also out November 6 will be a digital version of Portal 2 through the PlayStation Network. No price for the full-game download was announced. For more on Portal 2, check out GameSpot’s review.

Article source: http://www.gamespot.com/news/portal-2-adds-ps-move-support-next-week-6399375

PS Move Racing Wheel works with any game

A PlayStation 3 user has reportedly discovered a hidden benefit to Sony’s PlayStation Move Racing Wheel peripheral.

According to Albert Chen, whose discovery was reported on
iWaggle 3D, the peripheral appears to add motion control to any game, even those that do not necessarily support Move.


The PlayStation Move Racing Wheel.

The PlayStation Move Racing Wheel.

Chen said that his tests with the PS Move Racing Wheel showed that it would work with any game, provided the Move was attached to the device and set to controller port 1. Chen reportedly tried the device with games including Need For Speed: Shift 2, Gran Turismo 5, and Sonic the Hedgehog 2.

He said that while the above games did not recognise the wheel peripheral, they were able to read the controller’s inputs as those coming from a normal DualShock 3 controller. (Chen said that his console registered the wheel peripheral’s face buttons as regular controller buttons, and the tilting of the peripheral as a normal controller’s left analog stick tilt.)

According to Chen’s reports, a PS Eye camera is not needed to make the wheel peripheral work with other games. His implication was that any racing game that uses the left analog stick to steer will already be compatible with the racing wheel peripheral.

The PS Move Racing Wheel peripheral is designed to work with racing, motorcycle, and flight games, and will support the upcoming title Little Big Planet Karting, as well as older titles, such as Gran Turismo 5, Need for Speed: Hot Pursuit, Burnout Paradise, and MotorStorm Apocalypse.

The entire wheel is powered by the PS Move controller at its centre, and also features expanding handles, which can turn the peripheral into a motorbike racing handle; in this mode, the right handle of the peripheral features twist throttle.

It’s available for pre-order now in North America for $39.99.

GameSpot has contacted Sony for comment and we will continue to update this story.

Article source: http://www.gamespot.com/news/ps-move-racing-wheel-works-with-any-game-report-6399118

Assassin’s Creed movie ‘fast-tracked’

The upcoming Assassin’s Creed movie is coming sooner rather than later. Ubisoft today announced that its Ubisoft Motion Pictures outfit has “fast-tracked” the film, and partnered with production company New Regency to get the job done. Terms of the deal were not disclosed.


Ubisoft’s deal with New Regency allows the game maker to maintain control of “key elements” of the film’s creative direction. Writing of the screenplay for the untitled film is beginning immediately, Ubisoft said, but did not specify who has been tapped for the job.

“Ubisoft chose to partner with New Regency because they are a talent and filmmaker-driven company, with the same independent and creative mindset that we have at Ubisoft Motion Pictures,” said Ubisoft Motion Pictures chief executive officer Jean-Julien Baronnet .

New Regency is a division of Regency Enterprises. Past projects produced by the company include Mr. and Mrs. Smith and Marly Me. The company is producing Darren Aronofsky’s upcoming biblical epic Noah, as well as Twelve Years a Slave.

The Assassin’s Creed movie will star Michael Fassbender, who played major roles in Inglourious Basterds, Prometheus, and Shame. No additional cast members, director, or producers have been announced for the movie.

The Ubisoft Motion Pictures outfit was founded in January 2011 with the purpose of bringing the company’s games to film, television, and the Web. On top of the Assassin’s Creed movie, Ubisoft is at work on a Rabbids TV series for Nickelodeon, and full-length movies based on the Splinter Cell and Ghost Recon game franchises.

The latest game in the Assassin’s Creed franchise is Assassin’s Creed III, which is set during the Revolutionary War and is due out on October 30 for the Xbox 360 and PlayStation 3. Releases for the PC and Wii U will follow in November. For more on Assassin’s Creed III, check out GameSpot’s previous coverage.

Article source: http://www.gamespot.com/news/assassins-creed-movie-fast-tracked-6398657

Deadly Premonition: The Director…s Cut coming to PS3 Q1 2013

The winner of GameSpot’s 2010 Most Surprisingly Good Game is getting a Director’s Cut. Deadly Premonition, which arrived in the West over two years ago, is being updated with new content, visuals, and controls, and will release exclusively on PlayStation 3 in Q1 2013.


Special Agent York makes a return in Deadly Premonition: The Directors Cut.

Special Agent York makes a return in Deadly Premonition: The Director’s Cut.

According to the game’s director, Hidetaka “Swery” Suehiro, the new cut will have a reworked control system which will improve the game’s combat, a new scenario which will add to the game’s story, and improved high-definition graphics. The original game wasn’t produced in HD, whereas the Director’s Cut has been completely remastered in 1080p resolution. Swery is also planning post-launch downloadable content following the Director’s Cut release.

The original Deadly Premonition was famously one of the most critically divisive games of the last few years. It sits on a 68 Metascore on reviews aggregator Metacritic, with scores ranging from 20 right up to 100 out of 100. The Director’s Cut will mark the first time the game will have been released on the PlayStation 3 in the West, following an Xbox 360-exclusive release the first time around. It will be published in the US and Europe by Rising Star Games.

For more on Deadly Premonition: The Director’s Cut, check out GameSpot’s exclusive interview with Swery above.

Article source: http://www.gamespot.com/news/deadly-premonition-the-directoros-cut-coming-to-ps3-q1-2013-6398242

Deadly Premonition: The Director’s Cut coming to PS3 Q1 2013

The winner of GameSpot’s 2010 Most Surprisingly Good Game is getting a Director’s Cut. Deadly Premonition, which arrived in the West over two years ago, is being updated with new content, visuals, and controls, and will release exclusively on PlayStation 3 in Q1 2013.


Special Agent York makes a return in Deadly Premonition: The Directors Cut.

Special Agent York makes a return in Deadly Premonition: The Director’s Cut.

According to the game’s director, Hidetaka “Swery” Suehiro, the new cut will have a reworked control system which will improve the game’s combat, a new scenario which will add to the game’s story, and improved high-definition graphics. The original game wasn’t produced in HD, whereas the Director’s Cut has been completely remastered in 1080p resolution. Swery is also planning post-launch downloadable content following the Director’s Cut release.

The original Deadly Premonition was famously one of the most critically divisive games of the last few years. It sits on a 68 Metascore on reviews aggregator Metacritic, with scores ranging from 20 right up to 100 out of 100. The Director’s Cut will mark the first time the game will have been released on the PlayStation 3 in the West, following an Xbox 360-exclusive release the first time around.

For more on Deadly Premonition: The Director’s Cut, check out GameSpot’s exclusive interview with Swery below.

Article source: http://www.gamespot.com/news/deadly-premonition-the-directoros-cut-coming-to-ps3-q1-2013-6398242

Deadly Premonition: The Director“s Cut coming to PS3 Q1 2013

The winner of GameSpot’s 2010 Most Surprisingly Good Game is getting a Director’s Cut. Deadly Premonition, which arrived in the West over two years ago, is being updated with new content, visuals, and controls, and will release exclusively on PlayStation 3 in Q1 2013.


Special Agent York makes a return in Deadly Premonition: The Directors Cut.

Special Agent York makes a return in Deadly Premonition: The Director’s Cut.

According to the game’s director, Hidetaka “Swery” Suehiro, the new cut will have a reworked control system which will improve the game’s combat, a new scenario which will add to the game’s story, and improved high-definition graphics. The original game wasn’t produced in HD, whereas the Director’s Cut has been completely remastered in 1080p resolution. Swery is also planning post-launch downloadable content following the Director’s Cut release.

The original Deadly Premonition was famously one of the most critically divisive games of the last few years. It sits on a 68 Metascore on reviews aggregator Metacritic, with scores ranging from 20 right up to 100 out of 100. The Director’s Cut will mark the first time the game will have been released on the PlayStation 3 in the West, following an Xbox 360-exclusive release the first time around.

For more on Deadly Premonition: The Director’s Cut, check out GameSpot’s exclusive interview with Swery below.

Article source: http://www.gamespot.com/news/deadly-premonition-the-directoros-cut-coming-to-ps3-q1-2013-6398242

Command Lines: XCOM: Enemy Unknown and the Alleged "Dumbing Down" of Strategy Games

PC gamers have every reason to be suspicious of change. Change has killed beloved studios, franchises, and entire genres. When we get modern versions of old favorites, like when Jagged Alliance was supposed to be Back in Action, we often find mangled versions of better games. So I understand why fans of the original X-COM: UFO Defense are leery of how Firaxis‘ new XCOM: Enemy Unknown liberally changes and discards elements of its revered predecessor. X-COM wasn’t broke, but Firaxis has done an awful lot of fixing.


Lead Designer Jake Solomon’s XCOM is a much simpler, faster-paced game than the Gollop brothers’ 1994 original. It is accessible, and smaller-scale. Most heretically of all, it doesn’t use time units. To hear purists tell it, this means XCOM is “dumbed down,” because you don’t have nearly as much freedom and control as you did in the original. That reasoning is sound, but the conclusion is flawed because it misses the point of how both XCOM and its predecessor balance pacing, complexity, and possibility.

Granularity Isn’t Greatness

The great thing about having granular combat mechanics like time units and action points is that they allow for more options every turn. In Jagged Alliance 2, I will rack my brain about whether I should spend three extra action points aiming, or to take a 50/50 snapshot that, if it works, will leave me with just enough action points to move into a flanking position on another target. In old-school X-COM, I rejoice in using the famous Grenade Relay Toss technique to deliver high-explosives on an unsuspecting alien from all the way across the map. A lot of possibilities open up with a granular action system, and I understand why people miss it. But I don’t.


See, as much as I might enjoy a granular system, I find they hit a point of diminishing returns with regard to complexity. You get a few tricky situations that could only happen with a really granular action-management system, but most of the time what you’ve got is a lot more simple math to get to a straightforward answer. I just want to move my guy to cover and open fire on an enemy, and really, I don’t need to count the exact number of footsteps it takes because it’s not important.

Occam’s Tactical Razor

XCOM:EU may be simpler, but the problems I’m using its tools to solve are as thorny as those I’ve encountered in more hardcore wargames. You can move and take an action, or you can move far and take no action. This is pretty much the same choice I face 95% of the time in a wargame. The difference is that XCOM:EU expresses it simply as a “run, or take a smaller move and shoot.” A more “serious” game expresses the same dilemma as “use 13 points for movement and crouch for 1, or use 6 points for movement and take a shot for 8.” XCOM:EU never wants you to spend your time worrying about those numbers and counting spaces; it just wants you to move from tradeoff to tradeoff. That might give you less freedom and fine control over your troops, but it also means that XCOM:EU moves along as a great pace, as opposed to the occasional tedium that could mire Jagged Alliance and old X-COM.


I said that 95% of the time you could reduce your decisions in a complex wargame to the simple ones presented in XCOM:EU. But what about that 5% that XCOM:EU rules out? Ah, there are some great stories in that sliver of the pie chart. Sending a soldier dashing across the mouth of an alley, turning to take a single snapshot at the Sectoid crouched there and blowing the little bastard away before running up the street, dropping to one knee, and pegging a Cyberdisc with a single desperate rifle shot. Or in JA2, that time Dr. Q mugged an enemy sniper carrying a Dragunov sniper rifle and had enough action points to pick it up and toss it to Buns, who caught it and used it to pick off the enemy trooper who was about to cap Buzz.

Leveling Out

When I talked to Jake Solomon on the Three Moves Ahead podcast, he was pretty frank about the tradeoffs he made with XCOM:EU. He and Firaxis chose to lop off some of the highest peaks of which those games were capable, in order to remove deeper and wider valleys. The result is a game that’s designed to operate in a tactical sweet-spot, even if it is frustrating when you run into those edge-cases where the best course of action is obvious, if only had a proper inventory and a few action points.


On balance, however, I tend to favor accessibility and pacing, and enjoy some of the new challenges that pop up in XCOM:EU, like the correct “order of operations” for a particularly tricky turn. Since your troops only have a move and an action each turn, the order in which they do them can have a huge impact on the battle. I’ve spent as long trying to construct the “perfect turn” in XCOM:EU as I ever have in Jagged Alliance 2 counting action points.

The War on Simplicity

I’m not saying classics like X-COM or Jagged Alliance are overrated, but I think we should be honest about the strengths and weaknesses of how they modeled combat. The pure wargame analogy for me would be Gary Grigsby’s War in the East vs. Unity of Command. They deal with many of the same issues, but the former requires serious study and hours to play a single turn, and the latter takes 10 minutes to learn and maybe an hour for a scenario. Both are great games, even though they take a completely different approach to their subject matter.


War in the East is incredibly complicated, it also makes use of every single one of its mechanics and puts the spotlight on those tricky maneuvers that require a detailed understanding of the systems and their granularity. I would not say it is deeper than Unity of Command as much as it is vastly more sophisticated, with the pros and cons that implies. Both are deep games, insofar as they deny you easy, reliable paths to victory and reward repeated playthroughs with even more unexpected and challenging situations. But I know maybe a dozen people that I’d push toward War in the East, while I push Unity of Command on everyone who has ever clicked “end turn.”

How to Make a Bad Strategy Game

When I think of bad strategy games, it’s rarely the simple ones. I hardly ever find myself wishing a game were more complicated, or had another system or two to manage. Bloat is a bigger problem than shallowness, and actually, the two often go hand in hand.


I found Empire: Total War to be a disaster because Creative Assembly added poorly integrated systems in an attempt to make Empire a bigger game than Medieval 2. Those systems never pose many challenges: if you have cash to upgrade, you upgrade, if you have resources to trade, you trade them. There are all sorts of numbers and stat breakdowns you can analyze, but you can just as easily ignore them.

Wising Up

Muzzy Lane’s Making History 2, by contrast, forces players to manage every last factory and oil well in their country, putting so many variables in play that they practically crowd out the World War 2 strategy game that Making History 2 is supposed to be. It’s not a deep game so much as it is a game with an annoying number of small, unimportant choices.

It’s easy for a game to obfuscate simple problems with piles of math and tons of apparent possibilities, but few truly find a way to make those systems add up to a greater whole. Harder by far is what XCOM succeeds in doing: preserving the feel and depth of a complicated strategy classic while making it vastly more intuitive and fast-paced. Dumbed down? More like wised up.

Jagged Alliance: Back in Action had me racing to reinstall JA2 and get some kind of Eternal Sunshine-memory wipe of my lame visit to Arulco, but XCOM: Enemy Unknown just makes me want to play more XCOM: Enemy Unknown. What’s the deepest strategy game with the simplest rules you can think of?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/D13EMTJlTbQ/1226388p1.html

Del Toro ‘not giving up’ on InSane

 Jarten 

he was very interested in being in control apart of the project’s process in making it come to life…

he sat with many developers had a vision on how to make that happen what he expected in him being apart of it being the owner of the rights…

he didnt cater to anyone or back down on his needs for how he wants this game done…

which is pretty cool in my book….

some of the developers he sat down with were, Rockstar, EA, Bioware, a few others that i cant remember…

he liked THQ the most cause they gave him what he wanted liked their ideas vision for the game…

Article source: http://www.gamespot.com/news/del-toro-not-giving-up-on-insane-6398161