Author - Jerry Paxton

Dragon’s Dogma Release Date, RE6 Demo Access

SAN MATEO, Calif. — Jan. 31, 2012 — Capcom®, a leading worldwide developer and publisher of video games today confirmed that Dragon’s Dogma™, its highly anticipated open world action title, will be released for the Xbox 360 ® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system in North America on May 22, 2012 and across Europe on May 25, 2012. Capcom is also pleased to announce that purchasers of Dragon’s Dogma will have the opportunity to be the first to experience a playable demo of Resident Evil® 6, ahead of its release on Nov. 20, 2012.

Retail versions of Dragon’s Dogma will contain a redeemable token that will allow owners to download the Resident Evil 6 demo. Purchasers of the Xbox 360 version of Dragon’s Dogma will be able to redeem this token and download the Resident Evil 6 demo globally on the Xbox LIVE® Marketplace for Xbox 360 60 days earlier than any other platform starting on July 3. The demo for owners of the PlayStation®3 system version of Dragon’s Dogma will go live on the PlayStation®Store on Sept. 4 in North America and Japan and Sept. 5 in Europe.

An exciting new franchise which redefines the action genre, Dragon’s Dogma is from the team that produced some of Capcom’s greatest action games. Set in a huge open world, Dragon’s Dogma offers an exhilarating and fulfilling action combat game with the freedom to explore and interact in a rich, living and breathing world.

Dragon’s Dogma introduces an innovative team system to the genre. Known as Pawns, these three AI partners fight independently, demonstrating prowess and ability they have developed based on traits learned over time from the player and their actions. By utilizing the Xbox LIVE online entertainment network or PlayStation®Network, players will journey to the Rift where they can share their own Pawns with friends and be rewarded with treasure, knowledge of the world and strategies for taking down enemies. Conversely, players can borrow friends’ Pawns with the specific skills or experience required to tackle a particular quest.  In addition, Dragon’s Dogma will ship with thousands of ready-made Pawns for players to pick their allies offline.

For those wishing to reserve their day one copy of Dragon’s Dogma, the following pre-order initiatives will be available:
GameStop is offering the ‘Pawn Upgrade Pack’ which will give players additional Rift Crystals allowing them to rent higher level experience Pawns from the outset.
The ‘Armor Upgrade Pack’ offered through Best Buy and the ‘Weapon Upgrade Pack’ from Amazon.com will deliver higher level armour and weapons respectively giving players a real advantage when tackling the toughest of enemies.  Please check local retailers for details.

Furthermore, Capcom will be supporting Dragon’s Dogma post launch with a comprehensive suite of downloadable content including additional quests as well as weapon and armour upgrades.

To be the first to view the brand new story trailer visit www.facebook.com/dragonsdogma. The page also includes more secrets about the world of Dragon’s Dogma and access to exclusive artwork.

Capcom is pleased to confirm that B’z, Japan’s foremost rock band, will be writing and recording a brand new original track to feature in Dragon’s Dogma.

Q&A with KRATER Producer Robert Bäckström


Q&A with KRATER Producer Robert Bäckström
What is Krater?
Krater is a top-down roleplaying game in a colourful post-apocalyptic setting from Swedish developer Fatshark set to be released Q2 2012. It combines the combat mechanics of action-rpgs with the top-down tactics of the classic old-school RTS such as Syndicate. The rich world opens up for the players via exploration of the immense world map.

It is based on a new IP – Krater takes place in a gigantic impact crater, where a city has been built on the aftermath of a bomb. Teams of adventurers, called free-diggers, compete with each other to excavate valuable pre-armageddon technology from an endless system of tunnels, caves and bunkers.

Krater is set in the oddly unique world of lush post-apocalyptic Sweden, where genre-typical deserts are replaced by Nordic pine forests and red wooden cottages.

Could you tell us a little about the release schedule of the game? You mentioned that the main story comes is released as a trilogy?
Krater is a title that we plan to keep alive for a long time. All tools, the game world and its content is designed with this in mind. The paid content of the first year of the game is divided into three major campaigns (the main release and two DLC´s) along with a number of smaller content packs with characters and items.

In addition of the paid content the game will see a number of updates to extend multiplayer (coop and PvP) support as well a updates and additions to all ingame content. We will not force people to pay for the extra content in order to play – it should be an option if you like the main story and want to experience more of that or if you like to be the one with the coolest looking gear in multiplayer.

Where did you get the idea having three characters simultaneously and a big roster to choose from? And is it fun to allow the player characters to die?
We have several inspirational sources for this. We initially wanted the players to design their team in the same way as you try to find the best and most optimized combinations of forces when you setup your army in table top games such as Warhammer Fantasy Battles.

We also wanted the characters to evolve in all directions (not only upwards in the skill trees) and come to life through the course of the game.

One thing led to another – if you have consequences such as death you will need to adapt the game mechanics for this. Loosing it all without tools to cope with the loss is not good game design while no risk at all removes the meaning of rewards in a sense.

To lessen the impact of injuries or death of individual characters we want the player to focus on their team. We think that a typical team will consist of 10-20 characters – enough to lessen the impact of losses but not too many to loose personality of the individual characters. The characters itself will act as a log of the team – where injuries and battle scars play an equally important role as awards and achievements.

How will character progression work?
All characters and abilities range from common to, in the initial release, rare which decides how many slots they have available for upgrades and abilities.

Upgrades increase you stats which affect your ability usage, hit points and damage output. Abilities are special skills that you perform with you character in addition to your normal attacks.

New characters are found in the world, received as rewards from quests or purchased as DLC´s.

How does the fact that Krater takes place in a dark future in Sweden affect the art direction and feel of the game?
We initially talked about putting the story somewhere in Europe and never really considered Sweden as a setting. But somewhere early in our design process we got to hear, through the musician Christian Gabel, about a Swedish post-apocalyptic movie set in the small town of Karlstad. He had come across a number of concepts and a manuscript for the film from the early 80’s which was canned before any filming had been done.

One of the concepts depicted a gigantic crater big enough for a society to be built inside it – an iconic setting that immediately got our attention. Shortly thereafter it was decided that we should put the story in Sweden and build the myth about Krater city.

The colorful setting of the world steams from two things. On thing is that vibrant colors in post-apo settings felt like a somewhat different take on the genre art style, which normally settle for a desert with lots of subtle earth colors.. The other thing is the fact that Sweden or at least Stockholm during the winter vey much looks like the classic post-apo world where everything comes in shades of white and grey. We felt the need to create a world that stood out from the dull winter landscape outside our office windows, an odd and amusing place that tickles your imagination.

What can you say about the music, will it be original tracks?
It turned out that Christian Gabel had started to work on how the soundtrack for the canned movie that inspired the game might have sounded like. But since there was no movie to use the soundtrack in we suggested that we should use the music in the game instead which turned out to be a brilliant idea.  All tracks are originally created and adapted for the game.

In conjunction with the release of Krater we will work together with a number of contributors and release a pretty lavish soundtrack as homage to the film. That release includes a booklet with the original cancept art and all Gabels tracks.

How long do you think it will take players to finish Krater if they only pursue the main quest? And what can you tell us about the scope of the game?
The main release will contain 200+ quests. Out of these I would say the 25% is main story quests.

It is very difficult to estimate the playthrough time because if can be defined in so many ways. Is it to unveil all corners of the map? Or to play all the quests? Conquer all the duungeons? How many times, some of the dungeons will look totally different every time you visit them. Maximize your characters? Another daunting task since there is a large number of combinations to try out.

Tell us more about the multiplayer support in Krater.
The initial release will contain customized 2 player coop missions. We aim to expand this to 4 player coop at a later stage. During 2012 we will also see a PvP update with both arena fighting and faction warfare.

Character progression from coop blends seamlessly with the single player game and vice versa.
You will be able to bring your single player team to play a coop mission with your buddies and anything you can put your hands on, you are allowed to keep,

How does crafting work?
You can create items for base materials but also upgrade existing items. You can get new items by, buying them, looting them, breakdown equipment, completing quests or by crafting them from other components.

New abilities are created by components you find from loot. These components are crafted into ability containers (where a rare container have more slots available than a common container). Any component can be combined in the container. You can for instance use two stuns and one damage component in a three slot container to create an ability with a minor damage output and a high degree of stun. Or you can use a cool down reducer instead of the damage component to further specialize the ability.

The character class decides how these abilities are delivered (the Bruiser can for instance use his cleave attack to affect several opponents with the effects his cleave attack is made of – in the above case stun and damage). The class also receive bonuses to components that are connected to you class – a medikus utilizes a heal ability better than when the damage dealer uses the same ability.
Homepage www.kratergame.com, contact gunnar@fatshark.se, follow www.twitter.com/fatsharkgames and like www.facebook.com/fatsharkgames

Madden NFL Predics NYG to Win Super Bowl XLVI

EA SPORTS Madden NFL 12 Simulation Crowns the New York Giants Super Bowl XLVI Champions

January 30, 2012 – The New York Giants captured their fourth Vince Lombardi Trophy, defeating the New England Patriots 27-24 in Super Bowl XLVI, according to the annual EA SPORTS Madden NFL Super Bowl simulation powered by Xbox 360, the official console sponsor of the NFL and NFL PLAY 60.

Kicker Lawrence Tynes kicked a game-winning 40-yard field goal as time expired to lift the Giants past the AFC Champion Patriots, bringing home the Giants’ second Super Bowl championship in four years.

The exciting ending was reminiscent of what took place in the title game four seasons ago when the Giants stunned the Patriots 17-14 after a heroic game-winning touchdown late in the fourth quarter of Super Bowl XLII.

Giants Quarterback Eli Manning was named the game’s MVP, completing 25 of 39 passes with two touchdowns and an interception. New England’s Tom Brady also had a big day, throwing for 327 yards and three touchdowns with one interception.

Most of Brady’s best moments came late in the game.

Trailing 24-10 with less than 10 minutes remaining in the fourth quarter, Brady led New England on a furious rally, scoring two touchdowns to tie the game 24-24, the second coming on a 14-yard pass to wide receiver Wes Welker with 1:50 left on the clock.

Unfortunately for New England, there was still plenty of time left for Manning and the Giants’ offense.

Mixing in short passes to wide receivers Victor Cruz and Hakeem Nicks, and with key runs by running back Ahmad Bradshaw, Manning drove New York down the field and into New England Territory, setting up Tynes’ second game-winning conversion in two games.

To watch the official EA SPORTS Madden NFL Super Bowl XLVI simulation video, please visit:
http://www.youtube.com/watch?v=tqq96Dh3H8s

 

1

2

3

4

OT

TOTAL

Patriots

3

7

0

14

0

24

Giants

7

10

7

3

0

27

 

Dating back to Super Bowl XXXVIII, EA SPORTS has conducted the annual Super Bowl simulation using the latest iteration of the Madden NFL franchise. The Super Bowl XLVI simulation was conducted utilizing artificial intelligence powered by real-life data from each team to determine player ratings, and includes variances, such as injuries, to predict the outcome. Six out of the last eight Super Bowl champions have been accurately predicted by Madden NFL. Previous results include:

  • Super Bowl XXXVIII – Patriots 23, Panthers 20
    • Actual Score: Patriots 32, Panthers 29
  • Super Bowl XXXIX – Patriots 47, Eagles 31
    • Actual score: Patriots 24, Eagles 21
  • Super Bowl XL – Steelers 24, Seahawks 19
    • Actual score: Steelers 21, Seahawks 10
  • Super Bowl XLI – Colts 38, Bears 27
    • Actual score: Colts 29, Bears 17
  • Super Bowl XLIII  – Steelers 28, Cardinals 24
    • Actual score: Steelers 27, Cardinals 23
  • Super Bowl XLIV – Saints 35, Colts 31
    • Actual score: Saints 31, Colts 17

Madden NFL 12 is available on the Xbox 360® video game system from Microsoft, PlayStation®2 and PlayStation 3 computer entertainment systems, Wii™, and PSP®  (PlayStation®Portable) handheld entertainment system.  Madden NFL 12 is also available for download globally on mobile platforms including iPod® touch and iPad® and feature phones.

Madden NFL 12 is developed in Orlando, Florida by the EA Tiburon studio, which also produces NFL Blitz, NCAA® Football, Tiger Woods PGA TOUR®, and EA SPORTS™ MMA.

Cee Lo Green Coming to Dance Central 2

Cambridge, Mass. – January 30th, 2012 – Harmonix is excited to announce that tomorrow, January 31st, Cee Lo Green’s “Forget You” will hit the Dance Central 2 Music Store! The track will cost 240 MS Points, and will be available for download from Dance Central 2’s in-game Music Store, or from the Xbox LIVE® Marketplace.

Additionally, Harmonix has revealed its full line-up of Dance Central 2 add-on content for this February, starting on February 14th with Michael Franti & Spearhead’s “Say Hey (I Love You).” It’ll be followed by Kelis’ “Milkshake” on February 21st and LMFAO ft. Lauren Bennett & GoonRock’s “Party Rock Anthem” on February 28th. All tracks will cost 240 MS Points each.

“Party Rock Anthem” – one of the Dance Central community’s most requested songs – will be available early through an exciting promotion at Best Buy starting on January 29th. Folks who purchase Dance Central 2 at Best Buy will receive a code to download the track from the Xbox LIVE Marketplace ahead of its official release in late February!

January 31
Cee Lo Green – “Forget You”

  • Difficulty– Simple
  • DC Choreographer– Devin Woolridge

February 14
Michael Franti & Spearhead – “Say Hey (I Love You)”

  • Difficulty– Simple
  • DC Choreographer– Ricardo Foster

February 21
Kelis – “Milkshake”

  • Difficulty– Tough
  • DC Choreographer– Marcos Aguirre

February 28
LMFAO ft. Lauren Bennett & GoonRock – “Party Rock Anthem”

  • Difficulty– Hardcore
  • DC Choreographer– Torey Nelson

Dance Central 2 supports over 100 danceable songs, available via on-disc tracks, song importing from the original Dance Central*, and downloadable content from the Xbox LIVE Marketplace. The party never has to stop with downloadable content added weekly to keep your body moving on the dance floor!

Auto Club Revolution Adds Eliminator Gameplay Mode

January 30, 2012, London, United Kingdom Auto Club Revolution, the free-to-play online racing game and car community, today announced the release of a brand new game mode as part of its latest upgrade to its ongoing closed beta test.  Alongside major updates to existing features, Eliminator joins as a new multiplayer racing mode, offering the closed beta community a brand new way to race fully licensed cars across a range of licensed and custom race tracks.

“We have the most amazing beta test community,” said executive producer Doug Wolff.  “The feedback we’re getting is absolutely fantastic and we’re working extremely closely with all our testers on the priority of new game play modes which make the most of our technology.” He continues, “The decision to move the Eliminator mode up in our development schedule is in response to requests from our testers and underlines our commitment to trial a wide variety of game play modes which are open up the Auto Club Revolution experience to different types of player.”

In Eliminator mode, players are eliminated from the race every 60 seconds until the last remaining driver becomes the winner.  Eliminator mode is playable across Auto Club Revolution’s current raft of race tracks, which include Circuit de Spa-Francorchamps, Silverstone, Infineon Raceway and the game’s range of custom race tracks.

Among the other updates to the Auto Club Revolution closed beta is a major update to the Workshop, including the roll out of new paints and paint technology, making cars and their designs even more realistic.

The game’s Closed Beta phase launched in July 2011, more information can be read at www.AutoClubRevolution.com where registrations to take part in Closed Beta are still being accepted.

EverQuest Goes Free to Play in March

Here is an open post from Tom Terrazas, Producer of the long-running EverQuest MMO from Sony Online Entertainment. Apparently, the game will be going into their free to play matrix this March! Checkout his full letter for more details:

/Tell Norrathians INCOMING BUFFS!

Hello everyone – I hope you all are doing well early on in the New Year! With an exciting Veil of Alaris expansion just released in November, we’re thrilled to announce the next big adventure for EverQuest®. After listening to your feedback and suggestions over the past few years, I’m happy to announce that in early March 2012, EverQuest will be going free-to-play.

We’re excited to be expanding the EverQuest experience by making the game more accessible to every type of player so that you can choose to play the game in a way that suits you best. Anyone who wishes to start, return or continue to play one of the “Best Games of All-Time” can simply download and play EverQuest on their terms – think of it as Free to Play, Your Way. Recurring subscriptions, non-recurring subscriptions, Silver or Free memberships, item unlockers, and more. The game will now be setup to be flexible so that *you* can decide how much to pay, based on how much fun you’re having.

EverQuest players are some of the most loyal, long-standing players of any MMO in existence. With the gaming landscape changing every day, we want to ensure we continue to evolve the game to keep players engaged and bring in even more new players to further expand the community. With no up-front costs or required membership, we might see a new player or two along the way, and more people is always a good thing!

Once we go free-to-play, here are some of the upcoming features and events you can expect:

  • On Friday, March 16th, EverQuest becomes a teenager: 13 years old!!! We will be having some extra added events in the game starting that week leading up to that Friday and we’re introducing some new items within POK to let you know what’s in store.
  • With the free-to-play launch, a renovated everquest.com website will be unveiled and after that, we will bring you upgraded EQPlayers pages.
  • We have improved the functionality of our Map system! Some improvements include being able to view appropriate level content for your character on the map, allowing you to find zone lines much easier; and also showing you your wisps on the map to help navigate to where you want to go!

Also at the free-to-play launch, all players will receive a Welcome Pack containing items to add to your gameplay experience. You’ll be able to summon a unique Mercenary to fight by your side and we’re including some Bayle Marks to help pay for the services of your newly summoned Mercenary. A couple of Experience Potions are also included to help you increase your experience gained while adventuring. For all the collectors that like to show off all the great wares to your friends, we’re giving you an item to display in your home and add to your collection. And finally, you’ll be able to customize the appearance of one of your weapons with a Weapon Ornamentation – also included in the Welcome Pack. So be sure to check the claim window for your free gifts.

We, the EverQuest dev team, are very excited about this new flexible system. Free-To-Play is the best fit for EverQuest and we are looking forward to supporting the game and our dedicated fans for years to come. This is a great year for everyone associated with EverQuest and SOE. We think you’ll be pleasantly surprised at what’s coming in 2012.

One last note, we will be doing a Community Webcast on Thursday February 2, 2012 covering all of the exciting free-to-play details. Please be sure to send in any questions you might have via the Facebook page or Twitter so we can respond with answers during the Webcast.

See you in game very soon!

Thom Terrazas
EverQuest Producer
AKA “Phathom”