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February 9th, 2014, 02:22 Posted By: wraggster
New versions of Grand Theft Auto V could come to other platforms, if that's where the gamers are, says Take-Two CEO Strauss Zelnick.The publisher boss would not be drawn on whether the game will arrive on PC and next-gen consoles, or not, which isn't surprising as the firm leaves the marketing and announcement decisions down to the individual labels.But when asked about launching GTA V on other machines, he did tell MCV that the firm is in the business of releasing its games on the devices that its fans own - whether that's PC, Xbox One, PS4, tablets or wherever these gamers may end up in the future."If that is where consumers are, absolutely [we'll release our game on that]," he said."But we wouldn’t drive them there, we would just be there if they are there. That is why we have a companion app for our basketball title, NBA 2K Everywhere. It is wherever consumers want to be."We are not in the hardware business, we don’t have any dog in that hut, we just want to be where the consumer is."http://www.mcvuk.com/news/read/we-ll-launch-gta-on-other-platforms-if-that-s-where-the-consumers-are/0127813
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February 9th, 2014, 01:02 Posted By: wraggster
Earlier this week, news reports leaked that the NYPD is evaluating whether to give its officers Google Glass for investigations and patrols. Google, which is sensitive to accusations that it works hand-in-hand with governments or law-enforcement agencies to monitor civilians, suggested that the NYPD must have purchased the units on its own initiative, rather than partner with the company. Some pundits and many civil libertarians hate the idea of law enforcement wearing Google Glass or other electronics that can send a constant stream of video and audio to a government (or even third-party) server. But at the same time, wearing Google Glass could also compel cops (and other law-enforcement personnel) to be on their best behavior at all times, particularly when it comes to use of force; the prospect of instantly available video detailing every aspect of an officer's shift could prove a powerful incentive to behave in a courteous and professional manner. But that's a very broad assumption; the reality—if cops really do start wearing Google Glass and other video-equipped electronics in large numbers—will likely end up determined by lots and lots of lawsuits and court-actions, many of them stemming from real-world incidents. Do you think cops should have Google Glass and other wearable electronics? And if so, what sort of regulations could be put in place to ensure that such technology isn't abused by the powers that be?
http://yro.slashdot.org/story/14/02/...ea-or-good-one
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February 9th, 2014, 00:40 Posted By: wraggster
2014 looksset to be a massive year for gaming, from the new PS4 and Xbox One consoles to the multitude of Steam Machines announced last month at CES.
However, with all the hype surrounding big, shiny boxes, you might be missing some of the most exciting developments in the gaming market in years.
I’m talking about gaming peripherals. Headsets, controllers, keyboards – even chairs. All the add-ons, gizmos and do-bobs that enhance and improve the experience of playing a game – and retail margins.
Accessories had a golden age during the PS2 era, where every vendor and their dog seemed to be releasing some sort of add-on. With the PS3 and Xbox 360 generation, accessories instead became a ‘can-have’ rather than a ‘must-have’ for enthusiasts, with items like gaming keyboards and mice increasingly reserved for serious macro-hunters and APM (actions-per-minute) seekers.
However, a new wave of innovations is revitalising the market, and could well make accessories the reason to buy a particular platform – rather than the other way around.
The most obvious example of this is the Oculus Rift. Subject of near-uncontested praise and oft proclaimed to be the next big step in gaming, the consumer version of the virtual reality headset will arrive later this year, and has already ferried in several other innovations in its wake, such as the PrioVR full-body motion-tracking suit.
The Rift and the PrioVR are an extreme for many gamers right now, but even existing devices are seeing an evolution as gamers seek more and more immersion. One example of a traditional peripheral innovating to keep up is the Mad Catz Freq4D headset, which vibrates the wearer’s ears to provide immersive physical feedback.
Even the good old game controller, largely untouched from the dual analog stick design established in the 1990s, is seeing a rebirth. Valve’s Steam Controller uses twin touchpads which, like the firm’s Steam Machines, unite the worlds of PCs and consoles. Even mobile devices, often dismissed as lacking control fidelity, are being granted with portable controllers to create experiences that rival the consoles.
Retailers would be wise to take a look in the monolithic shadow of the next-gen consoles and considering investing in the accessories following close behind. They could soon be leading the charge for gaming themselves.
http://www.pcr-online.biz/news/read/...-vision/033160
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February 9th, 2014, 00:28 Posted By: wraggster

The Regional Court of Berlin has dismissed a lawsuit from the German consumer organization VZBV against Valve, for now granting Valve the authority to prevent Steam users from reselling their digital games. Business as usual, that is.
In September 2012, VZBV brought a desist letter against Valve, asking that the company (among other things), allow users to resell their "used" digital games, in accordance with a Court of Justice of the European Union ruling made in July 2012 preventing authors from opposing resale of their digital software. Valve had until October 10, 2012, to respond to the desist letter, or the VZBV would bring about a lawsuit – Valve didn't change its policies, and the lawsuit moved forward.
The VZBV argues digital games fall under the doctrine of exhaustion, which dictates that copyright owners have limited ability to control individual copies of their products once those items have been distributed.
"A second case dealing with the precise copyright status of video games (coming, incidentally, from Germany) is currently still before the European judges, so the case law on this issue must be considered in flux," legal teamOsborne Clarke writes. "But at least for the moment, it looks like digitally distributed video games are not subject to exhaustion in Europe."
This was the VZBV's second lawsuit against Valve and its digital resale restrictions. The first lawsuit made it to Germany's highest civil court, the Federal Court of Justice, but was dismissed in 2010.
http://www.joystiq.com/2014/02/07/va...any-court-rul/
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February 6th, 2014, 01:28 Posted By: wraggster
“You ever feel like what we're doing is too much like pornography?” asks Trip Hawkins
EA and Digital Chocolate founder Trip Hawkins took the stage at the DICE Summit in Las Vegas today to discuss how the industry can grow its annual revenues to over $100 billion. The big problem, he said, is monetization. The industry veteran said that too many developers have been trained in making products for 3D worlds but that not enough have properly learned how to monetize their products.
"We have to learn how to monetize. Everyone's stuggled with it. In next five years we'll get to be more systematic with it... I know we're all going to figure this one out," he said. "We must get a whole lot smarter at virtual goods as a science." He noted that companies like Rovio and Supercell have excelled at this, but it wasn't by chance. These companies have been "really good at process" and have gotten smarter and smarter at what they do with each iteration.
Hawkins described the opportunity for the industry not only as one related to virtual goods, but more importantly, to education. His new If You Can company is launching a series of chapters in an educational universe called If. The goal is to teach emotional intelligence and combat bullying in schools for kids ages 6-12, which Hawkins called the "sweet spot."
Currently, he said, games are still viewed as a "social ill" and are resented by many parents and teachers because they are dominating kids' attention. After all, the top function of mobile devices is gaming, and teachers and parents aren't seeing educational value in that. It's hard to get people's attention off smartphones -- including adults -- and parents and teachers are frustrated. While kids older than 12 will likely be self-motivated to learn about things on their own, kids in the 6-12 range are still very much under the media influence of their parents, and that is a significant opportunity.
Hawkins pointed to games like Minecraft, which have proved immensely fun and popular, but also demonstrate educational value. Ultimately, the industry needs to change the general perception around games, he said. But for educational purposes the titles still need fun gameplay, a curriculum that the government cares about, and testing to show results. Hawkins mentioned the old typing tutor games that appeared over 30 years ago, where you could type to shoot down aliens, etc., but there's been a dearth of truly engaging educational games in recent years.
This, he believes, is how the industry can massively grows its revenues. The industry has been dominated for too long by young guys that are simply making the games they want to play. But if games can be designed to a specification, like Hawkins' team at EA Sports did years ago in Madden (following the NFL rulebook) there's a chance to create something immensely valuable and scalable. "It's about getting everyone to see the bigger picture," he said.
Virtual goods isn't the only answer either. Hawkins' IF is launching with a subscription model, with multiple chapters or episodes, releasing in the months ahead (the first one is free). IF is designed to teach social and emotional skills (SEL) like empathy and to put children in real-life situations. GamesIndustry Internationalsat down with Hawkins at the show following his talk, and we'll have more for you soon.
http://www.gamesindustry.biz/article...cation-hawkins
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February 6th, 2014, 01:24 Posted By: wraggster
If Google's VR tech had taken your fancy, but couldn't justify shelling out the hefty price tag. Now you can.
Owners of the wearable, sic-fi glasses can now treat themselves to a series of downloadable games, including Clay Shooter, Matcher, Shape Splitter, Balance and Tennis.
That's right. You can use that extortionate piece of highly-advanced technology to play Tennis.
While Tennis is pretty self explanatory, Balance tasks Glass users with balancing virtual books on their head using the device's built-in gyroscope.
Matcher has players – yes, you've guessed it – match identical tiles, while Clay Shooter is essentially a first-person shooter you play in the first-person. And Shape Splitter is seemingly a Fruit Ninja-style game where users hack shapes.
Although, we're not sure these are the most morning commute-friendly games, with almost all of them requiring users to wave their arms around like a headless chicken.
While the likes of Tennis might not sound like the most groundbreaking of titles, they are the first games to launch on the platform after all and are primarily a indication of the possibilities of Glass.
http://www.mcvuk.com/news/read/googl...-games/0127688
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February 6th, 2014, 01:24 Posted By: wraggster
Christofer Sundberg, the creator of the Just Cause series, has said that triple-A game development has failed to evolve alongside technology.
"It’s really not healthy at the moment," the Avalanche Studios founder, who is currently working on Mad Max, toldGameSpot. "Games have evolved, technology has evolved but as businesses we’re still stuck where we were 15 years ago. As budgets grow, risks increase.
"The publishers are nervous because they have to project a game being a massive hit three years into the future and the developers are frustrated because they need to be flexible to every move the publishers make. It’s impossible to make everyone happy in the current equation.
"Very few traditional $60 games make any money, and what used to make sense doesn't any more. Publishers and developers very rarely see a return of investment from a five to eight hour long game.
"The investments in a triple-A game these days are huge and even if everyone of those two million people bought a copy each, most big games would not break even if they were next-gen exclusives."
http://www.mcvuk.com/news/read/just-...ckness/0127687
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February 5th, 2014, 23:59 Posted By: wraggster
EVE: Valkyrie, CCP Games' space dogfighting game, will be co-published by Oculus VR as an Oculus Rift headset exclusive.
EVE: Valkyrie started life as EVE VR, an Oculus Rift tech demo built by a small team at CCP. The experience snowballed from there and snatched up several awards at last year's E3 and this year's CES. EVE: Valkyrie is being developed by CCP's Newcastle, UK studio.
"The core purpose of CCP is to make virtual worlds more meaningful than real life," CCP CEO Hilmar Veigar Pétursson said during his DICE 2014 talk. Pétursson's talk mostly revolved around EVE Online, but near the end he talked about how "super excited" CCP is by Oculus Rift. "It is much easier for people to accept as reality," he added about the implementation of Oculus Rift. "It's a much shorter leap of faith to really accept that we really have the ability to create virtual worlds more meaningful than real life."
Oculus VR still hasn't announced when it plans to launch the Oculus Rift at retail, but EVE: Valkyrie will be there on day one.
http://www.joystiq.com/2014/02/05/oc...o-oculus-rift/
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February 5th, 2014, 01:03 Posted By: wraggster
Rock, Paper, Shotgun writer John Walker shook a hornet's nest by suggesting old videogames should enter the public domain during GOG's Time Machine sale. George Broussard of Duke Nukem fame took to Twitter, saying the author should be fired. In response to these comments RPS commissioned an editorial arguing why games and other media should enter the public domain much more rapidly than at present. 'I would no more steal a car than I would tolerate a company telling me that they had the exclusive rights to the idea of cars themselves.' says Walker, paraphrasing (video). 'However, there are things I'm very happy to "steal," like knowledge, inspiration, or good ideas...It was until incredibly recently that amongst such things as knowledge, inspiration and good ideas were the likes of literature and music.'"
http://games.slashdot.org/story/14/0...-public-domain
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February 5th, 2014, 00:08 Posted By: wraggster
 Between a $1 billion debut and rave reviews, it's probably not a huge shock to you that Grand Theft Auto 5 was the best-selling game of 2013. Regardless, Rockstar Games' parent company Take-Two Interactive confirmed suspicions today in its financial earnings release. "Grand Theft Auto V finished as the best-selling video game of 2013," the release states, attributing that claim to NPD. "To date, Grand Theft Auto V has sold-in more than 32.5 million units."
Even with the game's mass popularity and somewhat staid approach to world-building, we can't help but commend Rockstar Games on the achievement -- we loved our time in GTA5's single-player and (occasionally troubled) online worlds. Now all we can do is hope for an even prettier version on these new game consoles (or PC, for that matter) in 2014, though we don't expect a repeat performance in the "best-selling game" category. Let's not get too crazy.
http://www.engadget.com/2014/02/03/g...-selling-2013/
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February 5th, 2014, 00:01 Posted By: wraggster
 We know the basic reason why John Carmack left id Software: he wanted to concentrate on his work at Oculus VR. However, we now know that it was more complicated -- it was the result of a dream denied. The game developer explainsto USA Today that he had proposed a deal between ZeniMax (id's parent company) and Oculus VR that would have games like Doom 4 and Wolfenstein: The New Order support the Oculus Rift. He was heartbroken when the pact didn't come to be. "When it became clear that I wasn't going to have the opportunity to do any work on VR while at id Software, I decided to not renew my contract," Carmack says. The departure is ultimately "bittersweet," but it reflects his sincere belief that wearable displays represent the next big thing.
http://www.engadget.com/2014/02/04/j...software-exit/
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February 3rd, 2014, 22:01 Posted By: wraggster
 The Chromecast is already a pretty easy sell: It's $35 and brings most of thebiggest names in streaming media to your TV with minimal hassle. So, now that Google has opened the SDK to developers, it's pretty much a no-brainer. While there are no specific apps to announce at the moment, it's safe to assume the Play store will be flooded with updates soon enough. The SDK will allow coders to add a cast button to their app or site, be it on Android, iOS or in Chrome. The obvious use is for video apps, but there are plenty of other potential options here as well. If a developer decides to create a "custom receiver application" (rather than use the pre-built one provided by Google), they can put any standard web technologies on the big screen. So expect at least a few games and productivity apps to make the jump to Chromecast as well. Imagine firing up a presentation from Google Drive, displaying it on your 4K TV and controlling it with your phone. Or maybe Sony will build a version of Jeopardy where the board and clues are shown on the TV and your handset acts as the buzzer. Obviously, we're just speculating right now, but if we see those ideas come to fruition, we'll be expecting a nice royalty check. If you're more technically inclined, check out the video overview of the Chromecast SDK after the break.
http://www.engadget.com/2014/02/03/g...hromecast-sdk/
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February 3rd, 2014, 21:52 Posted By: wraggster

At first glance, [John's] CD-ROM RasPi case may not seem all that unique, but we like both the implementation as well as the end-result functionality it provides. His goal was to use the Pi as a torrent downloader, and to store the downloaded files on a shared network drive. The Pi drive would slide into a bay in the server’s case—hence the Inception reference: a computer in a computer—allowing downloads while putting another step between the server and the outside world keeping, as well as guaranteeing that the network share would be available, because the server and the Pi would use the same power source.
[John] gutted the CD-ROM’s internals to leave only the PCB, which he stripped of most everything save for the power connector in the back. He then used the base of his old RasPi case as a standoff, mounting it to the top of the CD-ROM’s PCB. He soldered the power lines to the ROM’s power connector and temporarily hooked up a 5V adapter until he gets the server running. The final step was to carve out the back of the case for access to the Ethernet and USB ports, which [John] accomplished with a dremel, a hacksaw and a file. The front of the case still looks like a stock CD-ROM drive, and [John] has plans for future mods: re-purposing the LED to show network activity and modifying the buttons to serve as a reset, pause, or start for torrent downloads.
http://hackaday.com/2014/02/01/raspi...-rom-case-mod/
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February 3rd, 2014, 21:00 Posted By: wraggster
The next-gen reworking of last year’s hit Lara Croft title has debuted at No.1 in the UKIE GfK Chart-Track All Formats Top 40.
Tomb Raider: Definitive Edition is a re-release of last year’s hit, which itself grabbed the fourth biggest week one sales of 2013. Claims online say that the PS4 SKU accounted for a whopping 69 per cent of all sales.
Ms Croft’s victory means FIFA 14 is prevented from grabbing its tenth No.1 – an accolade only boasted ten other games in UK charts history. With little in the way of new releases this Friday, EA will surely fancy its chances of claiming that title next week.
There’s virtually no new activity of note elsewhere in the charts with very little change in the Top Ten. Tomb Raider’s success comes at the expense of Namco Bandai’s Dragon Ball Z: Battle of Z, which slips ten places to 20th.
http://www.mcvuk.com/news/read/tomb-...ts-run/0127559
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February 3rd, 2014, 20:23 Posted By: wraggster
Latest update brings improved AI and 3D editing mode
New game engine FPS Creator Reloaded has added support for the upcoming virtual reality headset Oculus Rift.
The new beta update of the development platform allows developers to save games created with the engine as a standalone executable, which can then be used to play the title through the headset.
Other features included in the latest update include an improved AI, blood and damage indicators, flash light and 3D editing mode.
"Ever since the Oculus Rift was announced we knew it would be a great companion to FPS Creator Reloaded," said The Game Creators development director Rick Vanner.
"Gamers will have loads of fun creating levels and exploring them with the Oculus Rift."
Developed by The Game Creators, FPS Creator Reloaded was unveiled in October last year as a low-cost, entry-level game engine for developers.
Earlier this month, a beta version of the development platform was greenly on Steam. The engine is currently slated for released in mid 2014 on the store.
http://www.develop-online.net/news/f...upport/0188788
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January 31st, 2014, 22:59 Posted By: wraggster
Publisher: Square Enix Developer: Eidos Montreal Formats: 360, PC, PS3, PS4, Xbox One Release: February
Pity any developer that admits its desire to make a cherished series more accessible. FromSoftware fell foul of this loaded term, and now Eidos Montreal’s Thief reboot has snagged on the furrowed brows of series fans. Thief, like Dark Souls, is synonymous with challenge, but Eidos stresses it has no intention of dumbing down Garrett’s world. It just wants to give those in it more options.“We want players to be able to choose their strategy situation by situation,” lead game designer Alexandre Breault tells us. “Even within a single level, it will be easy to switch between aggressive and stealthy tactics [and] easy to run away, hide and wait for the situation to cool down.”Fret not: Garrett hasn’t been recast as a brawler. While you may be able to solve some problems with violence, the shadows will always be your greatest ally. “No matter what strategy you’re using, you’ll need to think about the situation,” Breault says. “It’s really a game about anticipation. Even though we support more aggressive playstyles, if you just run into a situation without thinking, without even a little hesitation, you’ll very quickly find yourself in trouble.”We experience this firsthand during our playthrough of a level that sees Garrett making his way across the city towards a clock tower, pillaging a jewellery shop along the way. A guard patrols an upstairs room containing drawers, cabinets and a locked safe stocked with valuables. We attempt to knock him unconscious with our blackjack after sneaking around a cabinet to get behind him, but miss the swing. Carefully timing our dodges and lunges proves successful and we quickly gain the upper hand, but only until his colleague runs in and knocks us to the floor.
http://www.edge-online.com/features/...re-originator/
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January 31st, 2014, 21:19 Posted By: wraggster

The Raspberry Pi has been around for two years now, and still there’s little the hardware hacker can actually do with the integrated GPU. That just changed, as the Raspberry Pi foundation just announced a library for Fourier transforms using the GPU.
For those of you who haven’t yet taken your DSP course, fourier transforms take a function (or audio signal, radio signal, or what have you) and output the fundamental frequency. It’s damn useful for everything from software defined radios to guitar pedals, and the new GPU_FFT library is about ten times faster at this task than the Raspi’s CPU.
http://hackaday.com/2014/01/31/fft-on-the-raspis-gpu/
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January 31st, 2014, 20:15 Posted By: wraggster
Numerous unannounced Unreal Engine 4 games will be revealed by the end of the year, according to an executive working at the company.
Despite initially claiming that the first Unreal Engine 4 game would be released in 2013, few studios have yet to announce projects using the technology.
The engine, which does not support last-gen or cross-gen games, has been licensed by Suda 51's team, along with Zombie Studios for its roguelike first-person horror Daylight. Epic is also building its own Fortnite game around the technology.
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[ Theatre mode ]
However, major publishers and developers have not yet announced their intentions to use the engine. EA in particular, which had paid for an Unreal Engine 3 lifetime licence, now appears to be relying instead on its in-house Frostbite 3 engine.
But the company's Unreal Engine Europe manager, Mike Gamble, claims that examples of games using the tech will be prevalent by the end of 2014.
"There haven't really been any announcements of the games still under wraps [that use UE4]," he told Edge.
"As soon as they start going live, then you'll see suddenly see that we're everywhere again. You'll be thoroughly sick of us!"
Gamble went on to claim that more than half of the games using UE4 are new IP, and reaffirmed that the company is still developing its own games.
"It'll happen this year, toward the Christmas period," he added.
"Knowing the games that are in development, there are some crackers. The first quarter of 2015 is also where a lot of them seem to be aiming.""KNOWING THE GAMES THAT ARE IN DEVELOPMENT, THERE ARE SOME CRACKERS"
Epic Games has undergone significant changes since the prosperous days of its Unreal Engine 3 business. Key developers and executives, from Rod Fergusson to Mike Capps and Cliff Bleszinski, have departed from the company.
During this transition, Epic Games sold a significant portion of its company to Chinese social games firm Tencent, which now has a seat on the board of directors. Epic initially claimed the sale to Tencent was of a "minority" stake, but that interpretation was questioned when it was revealed that the company had sold 40 per cent of the company to Tencent for $330 million.
Fergusson, meanwhile, has now become head of the Gears of War series following Epic's sale of the IP to Microsoft. Following the news, a representative for the company claimed that Epic is still working in games development, and has multiple projects underway - including Fortnite.
http://www.computerandvideogames.com...mas-says-epic/
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January 31st, 2014, 00:48 Posted By: wraggster
Capcom's Sengoku Basara 4 topped the Japanese software chart last week with more than 176,000 units sold.
According to data from Media Create, the PlayStation 3 hack 'n' slash title was a comfortable first place, selling around 120,000 units more than its next nearest rival, Kirby: Triple Deluxe on 3DS.
The most surprising new entry was Saints Row IV: Ultra Super Ultimate Deluxe Edition, the PlayStation 3 version of which entered the chart in fourth place on nearly 35,000 units sold. Combined with the Xbox 360 version, which hit the charts at number 20, Saints Row 4 would have sold just under 40,000 units - enough to put it ahead of Puzzle & Dragons Z in third place.
The software top ten is below, with lifetime sales in parentheses:
- 1. [PS3] Sengoku Basara 4 (Capcom, 01/23/14) - 176,313 (New)
- 2. [3DS] Kirby: Triple Deluxe (Nintendo, 01/09/14) - 58,015 (353,291)
- 3. [3DS] Puzzle & Dragons Z (GungHo Online Entertainment, 12/12/31) - 35,568 (1,300,778)
- 4. [PS3] Saints Row IV: Ultra Super Ultimate Deluxe Edition (Spike Chunsoft, 01/23/14) - 34,486 (New)
- 5. [PS3] Dragon Ball Z: Battle of Z (Namco Bandai, 1/23/14) - 30,192 (New)
- 6. [PSV] Dragon Ball Z: Battle of Z (Namco Bandai, 1/23/14) - 22,901 (New)
- 7. [3DS] Yokai Watch (Level-5, 07/11/13) - 17,544 (345,529)
- 8. [3DS] Attack on Titan: The Last Wings of Mankind (Spike Chunsoft, 12/05/13) - 17,282 (221,249)
- 9. [3DS] Pokemon X and Y (Nintendo, 10/12/13) - 16,933 (3,910,658)
- 10. [3DS] The Legend of Zelda: A Link Between Worlds (Nintendo, 12/26/13) - 15,095 (356,494)
It was very much business as usual in the hardware chart, with the Nintendo 3DS still the number one platform in Japan. However, despite declining sales on every platform except for PlayStation 3, its lead has narrowed to a margin of less than 5,000 units.
The full hardware chart is below, with the previous week's sales in parentheses.
- 1. 3DS LL - 26,484 (32,393)
- 2. PlayStation Vita - 21,498 (24,755)
- 3. PlayStation 3 - 13,360 (13,243)
- 4. 3DS - 11,745 (15,045)
- 5. Wii U - 8,490 (11,443)
- 6. PSP - 3,428 (4,024)
- 7. PlayStation Vita TV - 1,792 (2,208)
- 8. Xbox 360 - 260 (273)
http://www.gamesindustry.biz/article...r-one-in-japan
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