Studio Head Jade Raymond Sheds Light On Motive's New IP

about X hours ago from
Studio Head Jade Raymond Sheds Light On Motive's New IP

Three years have passed since former Assassin's Creed producer Jade Raymond originally re-joined Electronic Arts to form a new studio focused on creating Star Wars titles as well as a new action-adventure open-world IP. Though Motive has kept busy creating the single-player campaign for Star Wars Battlefront II, we have yet to see or hear much about the maligned Star Wars action game that recently changed directions or the new concept.

During our extended sit-down with Raymond at E3, we extracted some clues that give us a rough outline of what to expect from the original franchise.

It's A Dynamic Action-Adventure Game We've known for a while that this new IP is going to be an action game, but after talking to Raymond, we now understand the scope goes beyond just being a static action game.  "We're trying to reinvent action-adventure games for the future, an action-adventure game that lives on and the world is dynamic, living, and breathing," Raymond said. "I think that's a great problem to solve because we make these amazing worlds and then you play through them and they are gone. What does a dynamic one look like?"

Studio Head Jade Raymond Sheds Light On Motive's New IP

about X hours ago from
Studio Head Jade Raymond Sheds Light On Motive's New IP

Three years have passed since former Assassin's Creed producer Jade Raymond originally re-joined Electronic Arts to form a new studio focused on creating Star Wars titles as well as a new action-adventure open-world IP. Though Motive has kept busy creating the single-player campaign for Star Wars Battlefront II, we have yet to see or hear much about the maligned Star Wars action game that recently changed directions or the new concept.

During our extended sit-down with Raymond at E3, we extracted some clues that give us a rough outline of what to expect from the original franchise.

It's A Dynamic Action-Adventure Game We've known for a while that this new IP is going to be an action game, but after talking to Raymond, we now understand the scope goes beyond just being a static action game.  "We're trying to reinvent action-adventure games for the future, an action-adventure game that lives on and the world is dynamic, living, and breathing," Raymond said. "I think that's a great problem to solve because we make these amazing worlds and then you play through them and they are gone. What does a dynamic one look like?"

We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

about X hours ago from
We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

The current version of We Happy Few is a much different game than the one that released in early access back in 2016. Developer Compulsion Games listened closely to every bit of feedback it received and expanded its studio significantly in order to bring the game closer to the narrative-focused game many thought it was going to be, based on its early trailers. We spoke with producer Sam Abbott about how and why the game has changed so much during its development and why procedurally-generated levels are still an asset to the We Happy Few Experience.

Game Informer: What is the story of We Happy Few now that is has undergone such big changes. You’re playing as Arthur who seems to be seeking his older brother, and he is not supposed to be in Wellington Wells, from what I gathered from the demo.

We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

about X hours ago from
We Happy Few's Creators Discuss How And Why The Game Has Changed So Much

The current version of We Happy Few is a much different game than the one that released in early access back in 2016. Developer Compulsion Games listened closely to every bit of feedback it received and expanded its studio significantly in order to bring the game closer to the narrative-focused game many thought it was going to be, based on its early trailers. We spoke with producer Sam Abbott about how and why the game has changed so much during its development and why procedurally-generated levels are still an asset to the We Happy Few Experience.

Game Informer: What is the story of We Happy Few now that is has undergone such big changes. You’re playing as Arthur who seems to be seeking his older brother, and he is not supposed to be in Wellington Wells, from what I gathered from the demo.

The Journey To Make Dragon Quest Thrive In The West

about X hours ago from
The Journey To Make Dragon Quest Thrive In The West

The Dragon Quest series has a long, rich history, starting with its impact on the early console RPG genre, providing a turn-based template and style that would define Japanese RPGs for years to come. The franchise has reached its share of milestones, including its 30 year anniversary, making it the longest-running JRPG franchise. Despite these achievements, the series still hasn’t conquered the Western market, never reaching the height of popularity as Square Enix’s other major properties, such as Final Fantasy and Kingdom Hearts. Dragon Quest is such a cultural phenomenon in Japan that it launches on weekends so kids don’t skip school for it, was the first video games series to receive live-action ballet adaptations, and even has a whole restaurant devoted to it called Luida’s Bar in Roppongi. While it will probably never reach this level of fanfare in North America, the team hasn’t given up on Dragon Quest making an impact here and the upcoming XI is Square Enix’s next chance to turn the tides.

The Journey To Make Dragon Quest Thrive In The West

about X hours ago from
The Journey To Make Dragon Quest Thrive In The West

The Dragon Quest series has a long, rich history, starting with its impact on the early console RPG genre, providing a turn-based template and style that would define Japanese RPGs for years to come. The franchise has reached its share of milestones, including its 30 year anniversary, making it the longest-running JRPG franchise. Despite these achievements, the series still hasn’t conquered the Western market, never reaching the height of popularity as Square Enix’s other major properties, such as Final Fantasy and Kingdom Hearts. Dragon Quest is such a cultural phenomenon in Japan that it launches on weekends so kids don’t skip school for it, was the first video games series to receive live-action ballet adaptations, and even has a whole restaurant devoted to it called Luida’s Bar in Roppongi. While it will probably never reach this level of fanfare in North America, the team hasn’t given up on Dragon Quest making an impact here and the upcoming XI is Square Enix’s next chance to turn the tides.

113 "Rapid-Fire" Questions About Destiny 2: Forsaken

about X hours ago from
113

As Destiny 2's first big expansion, there are lot of questions about what Forsaken will do to appease fans. We asked several of the more pressing ones, as well as several that were... less pressing. But Forsaken leads Steve Cotton and Scott Taylor were such good sports they actually managed to break the patented Rapid-Fire format, and you can see it fall apart before your very eyes as we ask them about whether Light or Power is stronger, how milestones might be changing, the length of Forsaken's campaign, and more. We also suggested several gun names for their evaluation. Will any of them make it into the final game? Probably not.

For more on Destiny 2: Forsaken click on the banner below and make sure to come back throughout the month for more coverage.

113 "Rapid-Fire" Questions About Destiny 2: Forsaken

about X hours ago from
113

As Destiny 2's first big expansion, there are lot of questions about what Forsaken will do to appease fans. We asked several of the more pressing ones, as well as several that were... less pressing. But Forsaken leads Steve Cotton and Scott Taylor were such good sports they actually managed to break the patented Rapid-Fire format, and you can see it fall apart before your very eyes as we ask them about whether Light or Power is stronger, how milestones might be changing, the length of Forsaken's campaign, and more. We also suggested several gun names for their evaluation. Will any of them make it into the final game? Probably not.

For more on Destiny 2: Forsaken click on the banner below and make sure to come back throughout the month for more coverage.

The Annual Return To Dota 2

about X hours ago from
The Annual Return To Dota 2

From years of play on the original Warcraft III DotA mods to Dota 2 today, the fierce battle between Dire and Radiant has been part of my gaming life for what seems like an eternity. With the rest of the games on my plate during any given year, however, the fervor and fire of Dota 2 often dwindles down for me during the “off-season”, but inevitably returns in force during the months surrounding the annual International tournament. One could play Dota 2 forever and not even come close to mastering the game’s incredible roster of characters and playstyles, something that I’m sure factors in to the consistent return.

Friends I haven’t played Dota with for half a year crawl out of the woodwork, everyone gets a compendium, and we’re right back in the mix, getting destroyed by huge Phantom Lancers and talented-up Snipers that work our entire team over from the comfort of their base. Despite having over 2700 hours in the game according to Steam (and countless hours of unrecorded play back in the era of clan TDA Battle.net games), I’m still continually amazed at how different each match is from beginning to end, win or lose. And for the season, there’s always something special to sink your teeth into.

The Annual Return To Dota 2

about X hours ago from
The Annual Return To Dota 2

From years of play on the original Warcraft III DotA mods to Dota 2 today, the fierce battle between Dire and Radiant has been part of my gaming life for what seems like an eternity. With the rest of the games on my plate during any given year, however, the fervor and fire of Dota 2 often dwindles down for me during the “off-season”, but inevitably returns in force during the months surrounding the annual International tournament. One could play Dota 2 forever and not even come close to mastering the game’s incredible roster of characters and playstyles, something that I’m sure factors in to the consistent return.

Friends I haven’t played Dota with for half a year crawl out of the woodwork, everyone gets a compendium, and we’re right back in the mix, getting destroyed by huge Phantom Lancers and talented-up Snipers that work our entire team over from the comfort of their base. Despite having over 2700 hours in the game according to Steam (and countless hours of unrecorded play back in the era of clan TDA Battle.net games), I’m still continually amazed at how different each match is from beginning to end, win or lose. And for the season, there’s always something special to sink your teeth into.