These footage clips seem to have been used in testing of some sort and now have become released to show off some of the work that was done in the original Resident Evil Remake known on the GameCube. Soon, a next-gen remake will come as recently confirmed by Capcom. It would make sense if BIOHAZARD FRANCE (which is the branch of the game under its alternative name overseas) are releasing these footage clips now as a precursor to something larger at Tokyo Games Show 2014. Enjoy them for yourselves below.
“Ces clips vidéo semblent avoir été utilisé dans les essais de quelque sorte et maintenant sont devenus publié pour montrer une partie du travail qui a été fait dans l’original Resident Evil Remake connu sur la GameCube. Bientôt, une nouvelle génération remake viendra comme l’a récemment confirmé par Capcom. Il serait logique si BIOHAZARD FRANCE (qui est la branche du jeu sous son autre nom à l’étranger) sont libérant ces clips vidéo maintenant comme un précurseur de quelque chose de plus à Tokyo Games Show 2014 Profitez-en pour vous-mêmes ci-dessous.”
Editor’s Note: These clips are not indication of the final game product, we make no claim of ownership over these clips.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Mitch Walters on 20140825 and was last modified on 20140825 .
After being announced what feels like ages ago at E3 2008 The Last Guardian for PlayStation 3 has just now appeared on Amazon. Sony has not given a total clarification yet as to whether or not this game is meant to still release on the PS3 exclusively, whether it would hit PS4 exclusively, or both. This listing made by Amazon could be a factual error but most times when something gets listed on Amazon it is later confirmed to be for real.
The current placeholder date being listed for The Last Guardian on PS3 is December 31, 2014. This placeholder date could indicate that Sony might be ready to announce a real release date for the end of this year or early next year to see The Last Guardian finally get released.
Team ICO is the developer behind The Last Guardian, which is much of the reason for its high anticipation and demand. Sony Computer Entertainment is the exclusive publisher. Team ICO is very well known for their work on Shadow of the Colossus which received a high definition remaster on the PlayStation 3 last-generation and is very much critically acclaimed. Despite never reaching significant sales, Sony has remained loyal to promoting the game and keeping it alive throughout the years. This is because what Team ICO has created is referred to by most gamers as a piece of art that is important to the video games industry. Eventually, titles like The Last Guardian are expected to break profits in for all of the work Team ICO has been putting in over the years and allow Sony to cash in on the huge number of fans that has grown slowly but surely over the years since the PlayStation 2 days.
At the last we heard of The Last Guardian, Sony confirmed once again March 2014 that the game is still being developed – but failed to state whether the game had been moved to a PlayStation 4 platform-oriented project or when gamers could expect to hear anything more in regard to when the title would finally be done. Judging by Sony’s actions with companies like Guerrilla Games and Team ICO, showing their willingness to wait a lot longer than most major publishers for artistic games to be put together, it’s very likely that Team ICO is getting the “it’s finished when it’s finished” license of freedom from Sony Computer Entertainment. This means on one hand, we might not hear anything further any time soon, but on the other hand it also means that the chance for quality to drop due to the title being rushed is nearly impossible.
Take a look at the following screenshot I took of the Amazon Listing to preserve what is on the page at the time of this writing. Amazon members can pre-order the title now, but Amazon does not charge financials until a game is shipped and pre-ordering does not guarantee a copy of the game just as Gamestop pre-orders “reserve” a title pending certain policy stipulations. No statement is available from Sony at this time in regard to the legitimacy of this listing, but the story will be updated by RealGamerNewz as it develops.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140605 and was last modified on 20140605 .
After deviously claiming there was not another Unreal Tournament in development, Epic Games has announced Unreal Tournament for Linux, Mac OS X, and Windows PC. In the following 1080P High Definition Gameplay Video, the first ever ‘death match’ of this new game was played. Take a look and see for yourself if the long-term Unreal fan within you can get excited for the upcoming release which has been given a pending “To Be Announced 2014” release window for the time being. Epic Games will be developing the first person shooter game using their new Unreal Engine 4.
Genre(s): First-person shooter
Platform(s): Linux, Mac, PC
Publisher(s): Epic Games
Developer(s): Epic Games
Release Date (NA): TBA 2014
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140530 and was last modified on 20140530 .
To say it has been a long time coming for Mark Cerny, who joined forces with Atari’s coin op division at the age of seventeen in 1982 making arcade games, is an understatement.
Best known in the early 80’s for (Marble Madness) designed and co-programmed by the man himself and published in 1984 by Atari, Cerny didn’t find much success with his first endeavor. At that time arcade games weren’t appreciated as they are today. He decided to leave Atari and join forces with Sega in 1985 to work on titles for Sega’s Master System. His first major hit was Sonic The Hedgehog 2 in 1992 which sold millions of copies.
He also designed and programmed the notable Kid Chameleon better known as Chameleon Kid in japan in 1991 for Sega.
Later he left Sega and joined as first member of Crystal Dynamics to develop games for the 3DO due to Sega’s ambition to compete with Nintendo’s quantity of games rather than the quality. He dabbled with 3DO and soon realized that the system itself wasn’t suitable for 2d or 3d games that satisfied his vision.
Looking elsewhere acquiring the PlayStation Japanese Dev Kit, from the main man himself Shuhei Yoshida, Mr. Cerny was one of the few US based developers that dabbled with the PlayStation tech before the console’s launch in 1994. With his vision finally realized he joined Universal Interactive Studios in 1994 to serve as Vice President later to become president. In his four years at Universal Interactive Studios he signed on Insomniac Games and Naughty Dog (the creators of Spyro The Dragon and Crash Bandicoot franchises at the time respectively). Once both of their contracts were up at Universal Cerny left to form Cerny Games Consultancy to work closer with the Sony PlayStation teams.
In the Early 99’s the first Sony PS2 prototypes were being developed. Shuhei Yoshida heard the tech was too powerful for many developers due to it’s complexity. Due to Cerny’s lengthy expertise in the gaming industry Shuhei Yoshida decided Cerny was the right man for the job to develop the tools needed for developers to easily develop for the PlayStation 2. At this time he created the beautiful engine used for Jak And Daxter and also in turn helped design Ratchet And Clank. As the PS2 was maturing Shuhei Yoshida formed the ice team short for (initiative for a common engine project) led by Mr. Cerny.
Due to all Sony’s studios working separately (to unify them) and rising costs of game development. On the verge of PS3 development Shuhei got the approval to involve the ice team due to the cell processor difficult tech. The tech was too difficult to develop for even with the ice team on board. The PS3 launched with a weak line up due to the complexity of the cell within the PS3.
After so many trials and errors in his gaming career Cerny decided to take a stand and finally realize his vision of the perfect console he had envisioned so long ago. In 2008 his vision has finally realized getting appointed as the lead system architect on the powerful PlayStation 4.
The rest will now be history.
Congrats Mr. Cerny on all you have accomplished and will accomplish.
Written by Jesus Illmind Melgoza – Admin of gamer flesh on Facebook
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jesus Melgoza on 20140509 and was last modified on 20140509 .
Genre(s): Action role playing, first person shooter
Platform(s): PC, PlayStation 4, PlayStation 3, Xbox One, Xbox 360
Release Date (NA): September 9, 2014
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140506 and was last modified on 20150321 .
In the following video, Keiji Inafune (creator of Mega Man franchise) draws a Humanoid Robot Enemy for the upcoming video game Mighty No. 9 which was Kickstarted by Inafune and the video game community and will launch some time during April 2015 on the PC (Windows, Mac, Linux) via Steam, Sony PS4, Sony PS3, Xbox One, Xbox 360, Nintendo Wii U, PS Vita and Nintendo 3DS platforms.
For those who might be wondering how Inafune is able to make a game so similar to his original creation, the Mega Man series, Capcom has granted this to Inafune as a gesture of appreciation for his work at Capcom over the years and a respect for his talent creating the Mega Man franchise in the first place, which has helped make Capcom what it is today. Mighty No. 9 is essentially an indie game by Comcept and Mega Man will remain an IP owned by Capcom, but there’s just something nice about the two finding room to co-exist and grow together in the video games industry.
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The recently made studio Tangentlemen is at GDC 2014 with a new project to talk about as well as some new talented employees. These developers come from different companies as well as different types of genres:
Richard Smith: A previous senior art designer of Infinity Ward. Smith also contributed art work towards Respawn’s Titanfall.
Cory Davis: The lead designer and creative force of Spec Ops: The Line.
Toby Gard: A game director who helped launch Tomb Raider as well as create Lara Croft in 1995.
Five additional members of their team come from the development team of Yaiba: Ninja Gaiden Z with Davis and Gard.
The first game the company is working on is titled Daedalus which they have described as “an existential horror trip into a surreal, half-forgotten dream.” Davis expects the game to be revealed in the upcoming weeks. The team is currently actually working out of the producer John Shelton-Garcia’s garage. So, the question beckons: Why move from AAA to this? Davis goes on to explain this by saying “I was finding the structure of making big games to be too rigid and restrictive,” he also goes on to say “There seems to be a problem with chasing after photorealism–it makes everything else about the game very myopic. By moving into an illustrative space, the look of the game can become a voice in its overall intent, rather than a limitation to that intent. It’s indie games that understand this, and because of that, it’s indie games that are really progressing the art form of game making.” With indie games becoming more and more popular it seems to be a great idea overall.
Davis also commented on their current working conditions by saying “It’s an awesome experience to be in our own new space, even if that space has heating, electricity, and claustrophobia issues,” Davis seems to reinforce his decision by saying “It’s a reminder that we’re not only free to make great games, but that it’s our responsibility at this point. Every aspect of the game will be hand-crafted, just like a piece of furniture, in our development garage.”
Davis’ choice doesn’t seem to be influenced by money or any other type of motivation that is depicted negatively. Davis’ seems to be chasing one of the most important things in the gaming world which is his freedom of expression. Davis seems very excited about his decision and I hope his enthusiasm is shown in his games as well. When asked about funding Davis stated “We’re looking for publishers who would be interested in smaller, more daring projects, but I’m personally really interested in seeing if we can Kickstart our first game,” and that “Being able to engage directly with game players right from the start of development sounds like an incredibly liberating way to do things.”
Davis ends his interview with the following: “Starting a video game company has been a dream of mine since I was a kid, but this opportunity is more than that,” Davis stated. “Tangentlemen is a studio made up of the developers that I respect the most in the entire industry. ” and goes on with “I feel extremely lucky to have had the chance to join up with individuals that are at least as passionate, knowledgeable, and experienced as I am to create the games that we all were born to create, in an environment where we have the freedom to do something truly unique, potent, and if we so desire, even risky.” We here at RealGamerNewz look forward to their first project’s reveal as well as their funding choice.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140318 and was last modified on 20150419 .
Microsoft is licensing technology similar to the Oculus and Sony virtual reality headsets. This is an attempt to dive in to the expanding market of virtual reality and should be targeting Xbox One and possibly PC. The information comes from one of our very own here at RGN. He is also the same person who came out and talked about Sony’s Virtual Headset in RGN’s podcast:
This article will be updated as news becomes available.
Source: Attending Lectures from various game manufacturing company reps at an unnamed Game Development College on future technologies and the specs / marketing strategy behind them.
As everyone should now be aware that other major sites have picked up on this topic. We brought you the news several hours before it and have nothing significant to bring out as vague details rise. The purpose of this article was for the public to be aware of the matter.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140318 and was last modified on 20140319 .
“On Jan 15-16, 2014, Valve hosted over 1,200 game developers from around the planet at Steam Dev Devs in Seattle, WA. Now Valve has made videos of 28 Steam Dev Days sessions, covering a wide range of game development topics available.”
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140212 and was last modified on 20140212 .
The Behind the Scenes look at the Story in Killzone: Shadow Fall.
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The Visual Effects Trailer Part #2 of Unreal Engine 4.
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Development Trailer for Star Quest 2: United Galaxies on PC which is currently up for Kickstarter (CLICK HERE).
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Story-based DLC is currently being developed as we speak for Naughty Dog’s highly beloved PlayStation 3 exclusive The Last of Us and will release some time between December 2013 and January 2014. We’ll also be getting some multiplayer maps to hold us over in the form of the the Abandoned Territories Map Pack (October 15, 2013 in North America and the day after that in Europe) which features dynamic map ‘Suburbs’ which has a randomly occurring dust storm blowing through at times as well as maps ‘Bus Depot’, ‘Hometown’, and ‘Bookstore’.
There will also be a third DLC in the first half of 2014 for the multiplayer portion of The Last of Us. Players who have the Season Pass will also get over 60 free items for the game which can be purchased separately if you don’t have a Season Pass. Check out the screenshots and a couple examples of the Season Pass bonus items below.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130927 and was last modified on 20130929 .
In an interesting turn of events, Criterion Games has allowed around 65 crew members to be absorbed by Ghost Games UK and they are not upset about this as with the remaining 15 employees the famous racing developer will now focus on a New IP that they are expected to reveal some time in the near future. Criterion Games changed the racing genre permanently when they introduced Burnout Paradise and they’ve been involved in many racing games that have failed to re-ignite that spark ever since, but why?
Could it be that there were too many chiefs and not enough Indians? Time will now tell as Criterion Games has the freedom to focus on what they want with a considerably smaller amount of bureaucracy. We here at RealGamerNewz are quite excited to see such a well known developer embrace the corporate culture of less is more, and to publicly pronounce their focus on gameplay. The official quote is below.
“We would rather work a small team all focused on gameplay rather than a huge team split by discipline.” – Alex Ward (Creative Director of Criterion Games)
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130916 and was last modified on 20130916 .
Welcome to the first RealGamerNewz IndieSpotlight. This series will be an ongoing one through which we bring to the surface some of the perhaps less discovered indie games being created by serious developers in the underground of the industry. We personally spoke to the developers behind TesserΔct in order to gain a greater understanding of their project and have come forward with the following exclusive Q&A about the game for all of you gamers out there waiting for the next indie experience to sink your teeth into.
TesserΔct is a story-driven / First Person Puzzle with Action / Adventure elements and is based on advanced scientific theories in real life. The main character Sam (pictured above), was adopted and had a normal life until she wakes up in an unfamiliar facility where everything is falling apart. In this place where she has suddenly appeared, she is in the same year, same day, same time as she was before arriving here. However, she is in an alternate reality. In this reality she has actually arrived on Europa (one of Jupiter’s moons). In this facility mankind has created and cast out into the depths of space, the most dangerous of fringe science is researched and alternate reality experiments take place. The technology to pull items into other alternate universes was developed here.
The device that originally harnesses this technology has begun to break down Europa and there are Earthquakes happening all around, hence everything falling apart the minute Sam arrives into this reality. There’s also a weapon she quickly discovers that was developed to pull items from other alternate universes where physics are not based on the Higgs Boson but something completely different and therefore obey different sets of rules. Unfortunately the world that Sam has arrived in is empty at first glance. Dr. Connorry was trying to save people who were lost to an experiment gone wrong 20 years ago when he ended up bringing Sam into this universe instead of bringing them back. The same device ends up bringing the guy who was supposed to watch over this initial gun the player receives to his own end as he uses it on himself in an attempt to escape from the lonely reality he is currently trapped in.
Throughout the game players will find terminals full of e-mails that serve as back-story and scientific explanations to everything that takes place in TesserΔct. This is a game where no mechanic goes unexplained. I sat down with Propelled Bird Software who will be launching the game on Windows PC and asked them a number of questions from the RealGamerNewz crew, here’s what they had to say about their game.
RGN: What can players expect in TesserΔct that sets it apart from other games out there?
Propelled Bird Software: FPP’s are slowly starting to emerge as a genre, starting of course with P0rtal as the flagship. However, we wanted to deviate away from how these have been set up by not working in the confines of physics, but rather just break the living hell out of them. We also wanted our game to be more than just something with a cool mechanic. We felt that games are slowly killing off the story for mindless gameplay, and we didn’t want that for TesserΔct. TesserΔct has a rich backstory, some given to the player directly, some given through little things in the game like terminals and other messages. We wanted our game to be meaningful as well as innovative, tackling it from both sides.
RGN: Will there be voiceover work in the game and who are the voice actors / actresses doing it?
Propelled Bird Software: Yes. Currently we are still setting up for the main roles, but we have work done currently for ALAN, the Heywood Bowman facility’s artificial intelligence, and Michael Burns, the original Catalyst technician. ALAN is voiced by our tester Michael Ortega and Michael Burns is voiced by our voice director Jordan Autobee.
RGN: Do the levels progress to scenes with more lighting and different environments as the game goes on?
Propelled Bird Software: TesserΔct takes place in a research facility on Europa. We wanted to make it feel like somewhere that people would live and work at. Players will be exposed to the surface of Europa, the dark maintenance sections of the Heywood Bowman facility, greenhouses, living quarters, offices, and even dive into Europa’s subsurface ocean, all with their unique feel and styles.
RGN: What games, studios, or other media inspired your game?
Propelled Bird Software: Our biggest inspiration would have to be Toxic Games with their game Q.U.B.E.. They were a team not much smaller than ours and managed to make an incredibly polished game with very few assets. We also have inspiration from Bungie Studios. Not so much because of Halo or Destiny, but rather their sense of humor. We take our work seriously enough to get it done, but in the end we still have fun doing what we do.
RGN: So would you say that the technology in TesserΔct opens up other “dimensions”, “alternate universes”, both, or in the game’s context do they mean the same thing essentially?
Propelled Bird Software: We can say that they are both very related to the technology behind the Catalyst device. How they differ, however, is something the players will need to wait to find out.
RGN: How many people have already tried the game out and what has the feedback been like?
Propelled Bird Software: We’ve had about 600 people in total try out the demo, between our two available versions on our website, as well as expos and such. We’ve had an almost unanimous positive feedback thus far, and whatever feedback we get on things people don’t like about our game we take strait into action and work out the kinks.
RGN: What was it like developing TesserΔct with UDK and showing off work-in-progress builds of the games at trade events?
Propelled Bird Software: TesserΔct has been like handling a kid going through puberty. One week everything can just fall together, the next we can be scrambling as UDK suddenly became a self aware killing machine and decides that it doesn’t feel like rendering the floor anymore. For the most part though, UDK has just been perfect for us, little to no problems. Demonstrating it has been something out of this world for us. We all came from a small town in Arizona, the one “Cars” was based off, with less than 5,000 people. Our highschool was less than 400 students. So when we showcased TesserΔct to the masses, specifically in Salt Lake during Salt Fest, we were a little overwhelmed. Not so much that we had to handle that many people, but that we managed to make something that we COULD show. Having the recognition that we actually had something that wasn’t just utter dog crap was mindblowing, and we couldn’t be more thankful for the embrace. Not to mention we had an excuse to dress our tester up as a giant pigeon and coax people to our booth. That was pretty awesome too.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20130910 and was last modified on 20130910 .