Peter Molyneux Thinks More Developers Should Go Free-To-Play

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Peter Molyneux created a number of well-known gaming franchises, such as Populous, Dungeon Keeper, and Fable, before leaving the big studios behind and starting his own indie developer, 22 Cans. Earlier this month, the studio launched Godus on iOS, which is currently working its way through early access on Steam as well. Moving from the AAA space to a small team is a risky move, but the legendary developer thinks gamers would be a lot happier if more big-name designers took the same risk.

Molyneux’s Godus recently launched at number one on the iOS store in over 19 countries, and while reception had been mixed, the studio is still working to update the game before officially releasing on PC.

Since Molyneux just released his first mobile game (is Curiosity Cube a game?), we asked him about EA’s mobile interpretation of Dungeon Keeper. Molyneux helped create the Dungeon Keeper franchise, but when the franchise owner resurrected the series last year for iOS and Android, it turned the PC strategy game into a free-to-play experience – a move that spawned a lot of negative reactions. Molyneux understood fan’s sentiments, but didn’t think the move was necessarily bad.

Exploring The Concept Art In Assassin's Creed Rogue

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Exploring The Concept Art In Assassin's Creed Rogue

A few days ago, we shared a guided tour of  the concept art for Ubisoft Montreal's Assassin's Creed Unity. Today, we're doing the same with an eye toward the other upcoming game in the franchise, Assassin's Creed Rogue.

Unlike Unity, which is set in Paris during the French Revolution, Rogue takes place in the the northeast portion of the United States, including New York City and its surrounding seas, rivers, and waterways. The game's art director, Eddie Bennum, provided us with notes on some of Rogue's concept and character art. 

"Following Raphael Lacoste’s high-level art direction, as a general art inspiration, we looked at 18th and 19th centuries American landscape painters, like Albert Bierstadt , Aldro Hibbard, and many others," Bennum says. "Their beautiful, occasionally lavish and fairytale style and execution additional magic to the world they painted." 

The Surprising Disney Influence In Saints Row: Gat Out Of Hell

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The Surprising Disney Influence In Saints Row: Gat Out Of Hell

When you think of Saints Row, many things come to mind. Gangs, aliens, and unsettling melee weapons are just a few of the series’ hallmarks. Where could wholesome source material like Disney cartoons fit into that violent mess? You might be surprised. During a visit to Volition, creative director Steve Jaros revealed several ways – both obvious and subtle –that the upcoming Saints Row IV expansion follows Disney’s example.

The clearest example is the presence of a full-blown, multi-part musical number at the end of the game’s first act. As the person responsible for the most chaos in human history, the Saints’ leader has been kidnapped by Satan to marry his daughter, Jezebel. However, out of everyone involved, Jezebel is probably the least enthusiastic about the arrangement. During a tense argument with her father, their dialogue quickly transforms into song. Even Kinzie and Johnny get their own musical scene. This kind of experimentation is not something you typically see in games – especially outside of a zany credit sequence. “This is the critical path,” Jaros says. “The first time you see Jezebel, she’s singing. It is true story conveyance in what the actual plot is and the dynamic – it’s just happening in song.”

Our Hands-On Impressions Of Dragon Age: Inquisition's Multiplayer

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Our Hands-On Impressions Of Dragon Age: Inquisition's Multiplayer

While it was hinted at during our cover story trip last year, this week Bioware confirmed that Dragon Age: Inquisition will contain a four-player co-op mode. Game Informer's Joe Juba was able to play a couple of matches while visiting Bioware Edmonton and was eager to talk about his impressions of multiplayer with fellow Dragon Age fanatic Kimberley Wallace. For even more information on Dragon Age: Inquisition's multiplayer, you can read Joe's breakdown of possible incorrect assumptions.

Watch the video below to have Joe Juba and Kimberley Wallace discuss how the new multiplayer mode works and how it compares to Mass Effect 3's.

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Everything You Need To Know About The New 3DS

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Everything You Need To Know About The New 3DS

Nintendo surprised the video game world today with the announcement of a new 3DS. A mid-generation hardware update is nothing new for Nintendo, but this is perhaps its most drastic handheld revision to date. Read on for a detailed breakdown of what to expect from the new 3DS.

More Powerful

The system boasts a better CPU, though Nintendo did not specify how much more powerful it is compared to that of the original 3DS. It will allow for faster downloads and better web browser and movie-viewing performance.

DungeonScape Delivers Digital D&D

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The new 5th edition of Dungeons & Dragons has just released, and already many are excited about the long-in-production role-playing game, which nudges the design in a few new directions while embracing many of the tenets of past editions. Even as the traditional structure of play remains central, Wizards of the Coast has partnered with Trapdoor Technologies to create a full digital toolset for the new edition, one that includes everything from a character creator tool to the option to buy searchable, digital versions of the game books and adventures. Ultimately, the Dungeonscape app should allow a gaming group to optionally run a whole game from the app without any outside paper, dice, or paper books.

We interviewed the team at Trapdoor Technologies about their new project, and got some additional detail about what players can expect. We talked with Chris Matney, managing director and founder of Trapdoor, producer Evan Newton, and Rachael Bowen, community and customer support manager. 

What is the DungeonScape app, and what top level tools will it eventually include for players and DMs?

Super Replay – Resident Evil Episode 11

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Super Replay – Resident Evil Episode 11

Update: With the original 1996 Resident Evil conquered, we take a look at the Mansion Incident as it unfolds in Resident Evil: Umbrella Chronicles for the Wii before returning to the Remake next episode.

Original Story:

Today marks the 16th anniversary of the infamous Spencer Mansion incident. On July 24, 1998, members of the Raccoon City Police Department's S.T.A.R.S. Alpha Team entered a biohazardous, trap-filled mansion nestled in a dense forest of the Arklay Mountains. Many of the RPD's finest died battling the biological abominations roaming the huge estate's dusty halls. To commemorate this important chapter in the Resident Evil series and the horror genre, we're revisiting both the original 1996 PlayStation version of Resident Evil, as well as the excellent 2002 GameCube remake.

How To Become A Better Quarterback In Madden NFL 15

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The quarterback position is the toughest job on the field and true franchise-caliber gunslingers are rare, but we can help you get there. Here are a few tips for how to become a better QB in Madden NFL 15.

This year's game features more aggressive defenders, which means you have to play smarter than ever, using a number of tools at your disposal – including the skills trainer in the game. These help you recognize defensive concepts and tell you how to attack them with appropriate wide receiver routes.

We've also put together a video highlighting a few things to look out for, from using the Total Control passing to reading defensive before the snap and even animation tells for defensive backs. 

Exploring The Concept Art Of Assassin's Creed Unity

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Establishing the themes and mood for games in concept art is essential. These ideas often give birth to even more creative implementations. Assassin's Creed Unity is no different. The French Revolution drove much of its initial art and introduced some of the important conflicts the writers wanted to explore. We sat down with art director Mohammed Gambouz for some insight into the process and what he wanted to convey with the concept art to further understand the goals and ideas behind Unity.

Note: Click on images to see full-sized versions.

The was one of the earlier concepts the team produced. They focused on only using colors on the important things, like the dead bodies and flag. This was to highlight the revolutionary conflicts and the brutality of the era. "We wanted to have an aggressive image with an aggressive atmosphere," says art director Mohammed Gambouz.