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 Gameguru Mania News - Mar,19 2020 - interview 
Gabe Newell Talks Half-Life: Alyx and future - interview
(hx) 12:39 AM CET - Mar,19 2020 - Post a comment
In a rare half-hour conversation, Valve co-founder Gabe Newell talks about the studio's past with Half-Life, the surprising answer to what his favorite Half-Life game is, mistakes that Valve has made, what keeps a man worth billions of dollars coming to work every day, how he spends his days, what the next decade looks like for Valve (hint: it involves a brain-AI interface), and more!

 Gameguru Mania News - Mar,12 2020 - interview
Disintegration Interview - interview
(hx) 12:06 AM CET - Mar,12 2020 - Post a comment
Disintegration is a first-person sci-fi shooter developed by V1 Interactive and published by Private Division. The title features a single-player campaign and a player versus player multiplayer mode.

 Gameguru Mania News - Feb,17 2020 - interview
Rainbow Six Siege Targets Next Gen Launch Dates - interview
(hx) 11:29 PM CET - Feb,17 2020 - Post a comment
In a recent interview with Windows Central, game director Leroy Athanass confirmed the plan is to bring Rainbow Six Siege to next-generation consoles at launch but clarifies why it’s not possible to announce a release date just yet. “Why I can’t give you a date is because those dates are, in the end, on the people doing the next-gen consoles,” he explains. “What I can tell you is that we are going to be on [the consoles] from launch. When they will release the consoles; but it’s up to them to agree that. For Siege, our target is to be available right at launch.”

Rainbow Six Siege is currently available for PC, Xbox One, and PS4 with plans to be available for Xbox Series X and PS5 at launch.
 Gameguru Mania News - Jan,23 2020 - interview
PlanetSide 3 plans - interview
(hx) 04:28 PM CET - Jan,23 2020 - Post a comment
DualShockers interviewed Executive Producer Andy Sites and he briefly touched on the scale of a potential PlanetSide 3.
To start, we brought up Andy Sites previous comments about PlanetSide 3 from October. In a community update then, he stated that “PlanetSide Arena is intended to be the stepping stone to PlanetSide 3, which we envision expanding from the current battlefields of Auraxis, to full-fledged galactic war with empires exploring, colonizing and conquering one another within an expansive galaxy.” While PlanetSide Arena ended up shuttering this month, DualShockers still asked about that vision and how Rogue Planet Games would keep an entry that large true to the series.

To that, Sites said, “we have some pretty epic plans for the sequel, but it’s likely a conversation for another time.” When asked where he sees the PlanetSide series going over the next 10 years, Sites once again teased a sequel, this time from the development side. “When the time comes to announce and release a true sequel, the community needs to not only continue to be engaged and playing, but confident that we are the right team to deliver it. The entire Rogue Planet team is fully committed to Planetside; many of whom have been involved since the launch of PlanetSide 2 and even the original Planetside back in 2003. So further progressing the Planetside universe isn’t just our job, it’s our passion.”

These statements show that Rogue Planet Games is heavily considering PlanetSide 3 and that its vision may not be too far off from Sites’ October 2019 comments. The press release announcing Rogue Planet Games, Dimensional Ink Games and Darkpaw Games also states that Rogue Planet “is looking to develop its next genre-defining game for fans of shooters,” so they are at least working on something cool.
For now, PlanetSide players on PC and PS4 can just look forward to renewed support, as Sites also told DualShockers that Rogue Planet Games “began work on one of our most ambitious game updates since launch and we are planning to announce details in late January/early February.”

 Gameguru Mania News - Jan,18 2020 - interview
Cyberpunk 2077 Dev Team Will Work Extra Long Hours - interview
(hx) 06:49 PM CET - Jan,18 2020 - Post a comment
As part of a CD Projekt Red press conference following Cyberpunk 2077's five-month delay, the Polish developer confirmed that it will be asking its employees to work extra long hours to finish the much-anticipated role-playing game ahead of its scheduled release in September. During a Q&A session, CD Projekt Red was asked if the development team would need to "crunch" to finish Cyberpunk 2077. Adam Kicinski, who is CD Projekt Red's joint CEO, confirmed that he expects the team to need to work long hours to finish the game, though he said there is a plan in place to attempt to lessen the periods of crunch. "To some degree, yes--to be honest," Kicinski said. "We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately." "Crunch" is the video game industry term for working for an unreasonable and unhealthy amount of time on a project. Typically, but not always, periods of crunch happen near the end of development.
Participant 6: Hello, it’s Michael from PKO BP. Could you elaborate whether the delay was caused by technical glitches and bugs or whether you weren’t happy with the gameplay. And a related question –you were pretty confident that the April date was good to go and that you would be able to release the game on that date. Did anything unexpected happen or were you just generally unhappy with the state of the game?

AK: Hello, Adam Kicinski. There’s technical bugfixing and polishing, but as we’ve said - we have the game. It’s playable; the whole game. It’s been like that for a couple of months. But it’s fairly complex –there are just some glitches, but we’re not talking about some fundamental mechanisms, but with the level of complexity, polishing is just a complex task. It’s about the number of things we have to take care of rather than some fundamental problem. As Micha? said, we are pretty confident with the date. Now we are at a stage of the project where we can measure things and we have all statistics. And the second question was –if I recall –why now? Why three months before release? Well, we have been waiting and there always comes the moment to decision. We are constantly evaluating the game and we decided if we are to delay this is the right moment, and that with the decision to add five months we would be really sure that we can deliver what we had planned. Of course, it was a tough decision, but we and our team –which was informed minutes ago –think that this was a good decision and that having an extra five months will enable us to deliver a perfect game.

P6: And is the development team required to put in crunch hours?

AK: To some degree, yes –to be honest. We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately.
 Gameguru Mania News - Jan,11 2020 - interview
Yakuza 7 Developers Interview - interview
(hx) 04:04 PM CET - Jan,11 2020 - Post a comment
Issue 683 of Dengeki Playstation features an interview with some of the key developers of Ryuu ga Gotoku 7 (known as Yakuza: Like a Dragon in English): Chief producer Yokoyama Masayoshi, producer Sakamoto Hiroyuki, and director Horii Ryousuke.

 Gameguru Mania News - Nov,22 2019 - interview
Valve explains why Half-Life: Alyx is not Half Life 3 - interview
(hx) 12:16 PM CET - Nov,22 2019 - Post a comment / read (8)
In an video interview with Geoff Keighley, Valve’s David Speyrer, Robin Walker and Dario Casali shared some new interesting details about Half-Life: Alyx. The developers explained why Half-Life: Alyx is a prequel to Half-Life 2, and not the highly anticipated Half-Life 3. Moreover, they explained why there won’t be a non-VR version of the game. As Dario claimed, Half-Life: Alyx started as a VR exploration game and turned into a Half-Life game. And even though the team would love to release a non-VR version, this isn’t currently possible.
We would love to be delivering a version of this that you could play with a mouse and a keyboard. But like as we said, it began as an exploration of VR. The more we used the controllers and the headset, we realized the the amount of interactions this gives, the amount of possibilities these things give us. The more we explored this, the more we realized that there’s so much opportunity that we can’t really translate back to the keyboard.

When you can track your hands separately from your head. They are all 3D space, all simultaneously tracking and moving, you just can’t get that with a mouse and keyboard. And when you put that into game mechanics, the kinds of interactions that we can do now, we couldn’t possibly do with a mouse and keyboard.
 Gameguru Mania News - Nov,08 2019 - interview
Ninja Talks on Faze Jarvis' Lifetime Fortnite Ban - interview
(hx) 09:21 PM CET - Nov,08 2019 - Post a comment / read (4)
A popular content creator in the Fortnite scene known Faze Jarvis was recently banned for life from Epic Games’ Fortnite after he showed video footage of him using an aimbot to cheat in a solo’s match. Ninja has now become involved in the conversation surrounding the lifetime ban after making comments during his own live stream. To give context, Faze Jarvis posted a video explaining that he had been banned, and you’ve no doubt seen the images shared online of the 17-year-old crying while he apologies to his fans. From his video, he seems to have been unaware that there would be such severe consequences for his actions, “It didn’t even cross my mind to think that I could be banned for life” he explained. Richard Tyler Blevins, better known as Ninja has jumped in with his thoughts on the situation, and it appears to have sparked up mixed reactions online. During his Mixer stream, Ninja was in conversation with members of his party discussing the situation, the video on the conversation can be found below as a recording of Ninja’s stream.

 Gameguru Mania News - Nov,05 2019 - interview
John Romero Hints At New FPS Inspired By Doom & Quake - interview
(hx) 08:31 AM CET - Nov,05 2019 - Post a comment / read (5)
ohn Romero is undoubtedly one of the most influential figures in the gaming industry. One of the co-founders of id Software, and the mind behind the chart-topping Wolfenstein 3D, Doom and Quake games, John Romero has a massive fan following. In a Reddit AMA thread, John Romero answered quite a few questions asked by his fans. Coming to the bad news first, John Romero completely denied his involvement with id Software and Doom Eternal. He replies to a comment where he was asked about his favorite Doom game and his involvement with Eternal, saying that “My favorite is probably DOOM II because of the SSG, just slightly above DOOM 1. I’m not involved with id, and they don’t need my advice for Eternal.”

Coming to the good news, he replies to a fan asking what he feels about the new Doom series and whether he will be looking to make a new title inspired by Quake by saying, “I really like the new DOOM 2016 and from what I can see of Eternal, it’s going to be a winner as well. And, yes, I do have a design for an FPS in the style of DOOM/Quake.” Finally, he answers to another fan who asked whether he has “considered a Sigil sequel using the Doom 2 engine?”, to which he replies affirmatively, hinting towards the fact that it might happen as well. Furthermore, he refutes any intentions to remake Daikatana, saying it’s not something a publisher would be willing to fund for as it has a very limited audience.
Hello im a fan of the id engine:(Doom, Wolfenstein Quake) im just wondering how long did it take to get it right and to make it work. Im going into programming and hopefully make a game one day. Thanks! level 2

John Romero:

The Commander Keen engine took a few weeks to get done.

The Wolfenstein 3D engine was mostly done in 6 weeks.

The DOOM engine was mostly done in 4 months.

The Quake engine took 12 months.

But.... we're talking about John Carmack here. :) Good luck in your game dev career!

Have you ever pirated a game?

John Romero: When I was a kid, most of my games were pirated. If it wasn't for all those pirated games, I wouldn't have done what I did in my career. So, giving my shareware episodes away for free always felt like I was letting people have fun without guilt.
 Gameguru Mania News - Nov,04 2019 - interview
Hideo Kojima talks about why he likes complex games - interview
(hx) 04:33 PM CET - Nov,04 2019 - Post a comment
While on his Death Stranding tour, Hideo Kojima, the writer, director and producer of Death Stranding, gave an interview to BAFTA in London. They asked him why he likes to create complex games with multilayered storytelling.
I think simplicity is good, but it gets consumed very quickly. It’s like food: anything that’s really digestible, it just goes out. And it doesn’t remain in the body. But something that’s awkward, that is not really digestible, it remains in your body. And you don’t know what it is. And human has this intellectual feeling that kind of lingers: what is this? Like for instance a movie, if that lingers in you, you watch it again over and over, or you talk with your friends about them, what was that about? Or maybe take time to rewatch again, or rethink of it again. And you kind of start to understand the real meaning. And it begins to be a real body, your blood and meat. And it remains in your body fluid, and not just comes out. And I want to create that kind of thing.

I grew up watching movies or things like that, so I just do that in games. Everyone says it’s complicated, but I think everyone should just keep it and maybe nourish it for five or ten years, and maybe they will start to understand. And I really want to create those kind of things.

I think stimulation is needed to grow. You kind of find out things you don’t know, that’s why you grow. So anything you know, or anything [that’s] easy to eat, you won’t grow. Or your brain won’t grow. It won’t be an experience. So sometimes I want people to kind of eat something that is not really easy to digest. But I really want to make that thing delicious, mind you.
 Gameguru Mania News - Oct,03 2019 - interview
Ghostrunner will use Ray Tracing - interview
(hx) 07:19 PM CEST - Oct,03 2019 - Post a comment / read (1)
In an video interview with NVIDIA, One More Level’s lead artist revealed some new tech details about Ghostrunner. According to Damiant, Ghostrunner will have real-time ray tracing that will improve its shadows, reflections and ambient occlusion.

 Gameguru Mania News - Sep,24 2019 - interview
Quantic Dream's David Cage Interview - interview
(hx) 03:35 PM CEST - Sep,24 2019 - Post a comment
Quantic Dream’s CEO, David Cage, has stated that the PC community has embraced its first post-PS4 titles. As Cage said, the reaction from the PC community has been tremendous, something that, obviously, pleased the team.
OnlySP: Can you talk about the excitement levels when Quantic Dream announced it was going multi-platform? What’s it like knowing an entirely new audience will now have access to the team’s games?

Cage: This is very exciting! So many times we heard people say “I love your games, but I can only watch them on video because I don’t have a console.” Now anyone who owns a PC will be able to experience our games.

It is an entirely new market for us, although we started as a cross-platform developer (our first game Omikron: The Nomad Soul was released on PC and Dreamcast, and Fahrenheit: Indigo Prophecy was also cross-platform).

The reaction from the PC community has been tremendous. It is like expanding our family. We will, of course, remain a part of the PlayStation family, but we will now also make our games available to everyone, no matter their platform.

OnlySP: Moving forward to future projects and a wider release, what is Quantic Dream looking to change about its development formula, if anything?

Cage: Until now, we have focused on just one platform, optimizing our engines for one specific hardware and controller. Now we will have to do the same job on all platforms with the same ambition of quality. As you may know, Quantic Dream has developed its own proprietary tech for 22 years, which allowed us to focus on specific features (high quality rendering, sense of cinematography, virtual actors, complex branching narrative, etc.). We have a permanent team of 60 engineers working on our own tech, and we plan to reinforce this team to expand our R&D on all platforms.

 Gameguru Mania News - Sep,13 2019 - interview
Cyberpunk 2077's Lifepath System - interview
(hx) 09:58 AM CEST - Sep,13 2019 - Post a comment
CD Projekt Red discusses Cyberpunk 2077's lifepath system, capturing the feel of Night City, and more. In a new Q&A on CD Projekt Red’s forums, quest design coordinator Phillip Weber discusses Cyberpunk 2077‘s lifepath system, capturing the feel of Night City, and more.
What’s it like designing quests for a less fixed protagonist like V, who has varying backgrounds, character builds?

As quest designers we were already used to tell nonlinear stories, so having a character like V gave us more of what we already like to do. The lifepaths are actually one of my favorite features, because they just give us more roleplaying opportunities. A nomad can of course solve some problems much better than a corpo, but put him into a board room and he might not really have the best way to lead a conversation the way he wants to.

So when we come up with challenges, we also like to think how different lifepaths could solve them effectively. This will hopefully give players lots of motivation to play the game multiple times, because they can have a completely new experience.

The new gameplay options thanks to our fluid class system essentially give us more opportunities to make our quests even more nonlinear. It’s a lot of fun to work with our level and encounter designers on locations for our quests, because there are always so many different options we can come up with. And sometimes, these options can then also change the story, so just like the lifepath, these gameplay abilities just make it easier for us to make the quest more nonlinear than ever.
Cyberpunk 2077 launches on April 16, 2020 on PlayStation 4, Xbox One, and PC. A Google Stadia version will launch at a later date
 Gameguru Mania News - Sep,05 2019 - interview
John Carmack Discusses Video Game Crunch - interview
(hx) 12:44 AM CEST - Sep,05 2019 - Post a comment
In a new interview with Youtube channel PowerfulJRE, Id Software co-founder John Carmack discusses crunch in the games industry and why he thinks there should no laws against it. “There’s some serious debate about it. Some people despise that about the industry, that no one should work that hard,” Carmack says. “And there are people that think there literally should be laws that prevent people from working that hard. I always have to argue against that. There is a power to obsession and being able to obsess over something – your life’s work. Instead of work-life balance, it’s your life’s balance.”

 Gameguru Mania News - Aug,28 2019 - interview
Koji Igarashi plays Minoria in 11-minute video - interview
(hx) 12:47 AM CEST - Aug,28 2019 - Post a comment / read (1)
Dangen Entertainment has released an 11-minute video of Castlevania: Symphony of the Night and Bloodstained: Ritual of the Night creator Koji Igarashi playing Momodora series spiritual sequel Minoria, which launched today for PC via Steam, GOG, Humble, and Itch.io for $19.99. Igarashi is joined by Dangen Entertainment’s Ben Judd as they play through the early parts of the latest title from Bombservice. The two discuss game design, indie games, Bloodstained, and Minoria, and provide viewers a look at Igarashi’s game-playing abilities.

 Gameguru Mania News - Aug,24 2019 - interview
Bandai Namco is not interested in any Epic Games Store exclusivity deals - interview
(hx) 09:39 PM CEST - Aug,24 2019 - Post a comment / read (1)
In an interview with MCVUK, Bandai Namco Europe’s SVP marketing, digital and content Hervé Hoerdt, stated something that will please a lot of PC gamers. While the publisher wants to release its games to the Epic Games Store, it is not interested in any Epic Games Store exclusivity deals:
“We cannot do everything and Japanese [companies] are not risk averse but we’re going slowly. So we have a full platform strategy. The main focus for us is the consumer and the brand. And for each brand we decide what’s the best way to satisfy the consumer and to engage the widest audience possible. So for instance, I don’t see any point of putting Tekken 7 (pictured above) on Epic Store. Epic is just another store. It’s fantastic, they have a lot of strength and [lots of] users, the business model is attractive to us because it’s more profitable but still, their interest is, if I’m correct, exclusivity. And this is not our vision. We want our content to be available for as many fans as possible. I don’t think we’ll deal with Epic in the short term, while we have this strategy. But of course, if they’re open, we’ll go there.”

 Gameguru Mania News - Aug,11 2019 - interview
Cyberpunk 2077 will tell an adult movie-like story - interview
(hx) 09:16 AM CEST - Aug,11 2019 - Post a comment
In a brand new video interview with Polskie Radio, CD Projekt RED’s Pawel Sasko revealed some new details about Cyberpunk 2077. While Pawel did not comment on the gameplay aspects of the game, he did reveal some story-related details. According to Sasko, Cyberpunk 2077 will try to tell a movie-like story that will target an adult audience. Not only that, and contrary to other games, Cyberpunk 2077 won’t shy away from difficult subjects.
Four styles they have presented after the e3: entropism, kitsch, neomilitarism and neokitch will influence how Night City looks like in general, not only affecting the clothing but also the architecture of different parts of the city.
  • Their goal is to tell a movie-like story for adult audience, touching subjects that we face in our times. He specifies that their games are not toys and are not for children, he says in todays culture we try to avoid difficult subjects, but they will not shy away from these, in fact, he says, the game is loaded with them – they want people to think for themselves and it will be up to us to decide what our morality is. He then continues – the game will allow you to look at things from different perspectives so knowing them it will rarely be a black and white situation we find ourselves in, the goal is to keep the player on the edge of his seat by telling a breathtaking story.
  • V’s main goal is to break free from NC’s shackles and find himself a better life, and finding the immortality chip is closely connected to this goal, which makes Johnny the key to the main plot and your relationship with him that you will build over time will shape the game’s ending – his precise words, I translated everything so that there won’t be any additional meanings created or lost in the translation, everything is as he said.”
  •  Gameguru Mania News - Aug,08 2019 - interview
    Call of Duty: Modern Warfare Interview - interview
    (hx) 09:13 PM CEST - Aug,08 2019 - Post a comment
    Call of Duty: Modern Warfare is the upcoming first-person shooter by Infinity Ward and published by Activision. This is a soft reboot of the original game back in 2007. It will take place in a realistic and modern setting and for the first time in the series, the game will support cross-platform multiplayer. There will be no season pass and all post-launch content will be free for all players. Game Informer's Ben Hanson interviews Infinity Ward's studio art director Joel Emslie about Call of Duty: Modern Warfare's campaign, multiplayer modes, and Emslie's journey from Infinity Ward to Respawn and back again.

    Call of Duty: Modern Warfare will release on October 25th.
     Gameguru Mania News - Aug,01 2019 - interview
    Piranha Games' president on Epic Store - interview
    (hx) 10:59 AM CEST - Aug,01 2019 - Post a comment
    In a recent AMA with NoGutsNoGalaxy, Piranha Games’ president revealed some new details about MechWarrior 5’s Epic Store deal. Bullocks claimed that the consequences of the team’s decision to release Mechwarrior 5 exclusively on the Epic Games Store weren’t that huge.

    As Bullock claimed, only 700 out of 20,000 people asked for a refund on the first day after Piranha Games announced that the game would be releasing exclusively on the Epic Games Store.

     Gameguru Mania News - Jul,04 2019 - interview
    Monster Hunter World Iceborne details - interview
    (hx) 10:56 PM CEST - Jul,04 2019 - Post a comment
    According to GameInformer’s interview the developers stated that the expansion will be coming to PC a bit later. They also stated it will take less time this time around so expect it somewhere in the Winter time, probably before Christmas.

     Gameguru Mania News - Jun,28 2019 - interview
    Man of Medan Interview - interview
    (hx) 09:01 AM CEST - Jun,28 2019 - Post a comment
    We’re just two months out from the release of Man of Medan, the first entry in The Dark Pictures Anthology–an upcoming episodic horror series from Until Dawn creators Supermassive Games. That makes now a good time to familiarize ourselves with the Man of Medan cast and the characters they play. In part one of a new dev diary, Quantum Break‘s Shawn Ashmore speaks on his character, Conrad. Man of Medan releases for the PC, PS4, and Xbox One August 30.

     Gameguru Mania News - Jun,25 2019 - interview
    Hitman 2's New York Map Video - interview
    (hx) 12:02 AM CEST - Jun,25 2019 - Post a comment
    Hitman 2 is getting a brand new map full of secrets to uncover and targets to murder. The inside of a major New York bank is the setting for the latest map. It includes all the normal things fans expect from Hitman maps.



    As Agent 47, you will enter the Milton-Fitzpatrick just as a bank investigation has begun. Your mission has two objectives: eliminate Athena Savalas, the bank Director, and obtain data your client needs. Savalas is suspected of gambling with the bank’s money, so following the in-process investigation could lead you to her lair. Whichever path you take to complete your objective, you can rest assured that 47 will have a number of new tools to help him finish his mission. Like the other campaign maps, The Bank lets you gain new items by moving up the location’s Mastery level. At the higher ends, you’ll unlock some pretty cool stuff. Level 10 brings a gnarly looking shotgun, while level 15 gives you access to a sleek New Yorker suit. And, of course, at level 2 you’ll get to swing a golden brick as the fanciest of melee weapons. There are, always, new challenges and trophies for you to play through and acquire. It looks like an exciting addition to the Hitman map pool. Hitman 2 is available now on PC, PS4, and Xbox One. The Bank map will be coming on June 25 and is only available if you have the Hitman 2 Expansion Pass or Expansion Pack 1. It will, unfortunately, not be available for standalone purchase.
     Gameguru Mania News - Jun,21 2019 - interview
    Wolfenstein Youngblood to Have Around 30 Hours - interview
    (hx) 11:05 AM CEST - Jun,21 2019 - Post a comment / read (2)
    Wolfenstein Youngblood is around a month out from launch and more news about the game is coming to light. In an interview with GamesBeat, Wolfenstein Executive Producer Jerk Gustafsson gave players an idea on how big the upcoming game is.
    GamesBeat: How long a game is this going to be?

    Gustafsson: It’s a bit weird, because this is our biggest game yet, but it’s a pretty short production time. Like I said, the story is lighter in content as well as tone. But the level progression and the non-linear narrative gives us the ability to add a lot of activities and a lot of missions to do, so the total game time is actually longer than our previous titles. I think we’re looking at at least 25 to 30 hours if you play through everything.
    This is also the first game in the series where you can play a co-operative campaign. It will be cool for players to explore the different locations more in-depth than they would have in Youngblood’s predecessors. Gustafsson also mentioned in an interview VG24/7 that there will be no Mecha Hitler boss fight in Youngblood because Hitler is already dead. You can watch the trailer for the game below. Wolfenstein Youngblood releases on July 26 later this year. The game is available on PlayStation 4, Xbox One, Nintendo Switch, and PC at launch. It will later release on Google Stadia.

     Gameguru Mania News - May,13 2019 - interview
    Warhammer: Chaosbane - Bestiary Featurette - interview
    (hx) 11:52 PM CEST - May,13 2019 - Post a comment
    Warhammer: Chaosbane is an upcoming aRPG from Bigben and Eko Software. Get a deep dive into how the team makes monsters in their latest video. Warhammer: Chaosbane is coming to PC, PS4, and Xbox One on June 4, 2019.

     Gameguru Mania News - Apr,26 2019 - interview
    Pax Nova - Early Access Soon + Q&A - interview
    (hx) 11:21 PM CEST - Apr,26 2019 - Post a comment
    Publisher Iceberg Interactive and developer Greywolf Entertainment announce May 9th is when Pax Nova will enter Early Access on Steam, offering the first chance to play this 4X strategy game set in space. In addition, here's a video featuring a couple of the game's developers discussing release date and answering additional questions about what's planned.

     Gameguru Mania News - Apr,15 2019 - interview
    Telltale Co-Founder Interview - interview
    (hx) 10:16 PM CEST - Apr,15 2019 - Post a comment / read (1)
    GameInformer has conducted an interview with former Telltale CEO and co-founder Kevin Bruner as he talks about studio's troubling closure. Here's a taster:
    In your opinion, do you think Telltale was too risk-averse?

    Well, we were much more experimental early on. Like, pre-The Walking Dead, where we had things like Poker Night at the Inventory, Homestar Runner, that game had no text in it – all the choices were icon-based choices and it had a lot more puzzles in them. It was a lot more of a traditional point-and-click game. We had a lot more diversity early on.

    I think one of the other big influences at Telltale, was, Telltale had investors. Originally we had venture-capital investors, and then Lionsgate, a big public company, invested in it. Then we had this big hit with The Walking Dead. And then everybody wanted more of that because it had a lot of notoriety and it sold a lot. When we would go out to license holders to get bigger and better licenses, it made sense to be more conservative there. You weren’t going to talk to [HBO] and say, “We’re going to run a big new experiment on Game of Thrones.” [Instead, we would say,] “We’re going to do what we did with The Walking Dead for you as well." So there was a lot of pressure from the leadership of the company to pursue bigger and more interesting opportunities and to de-risk those opportunities so the company could continue to grow and become more valuable. Is de-risking the way to become more valuable? It’s certainly subjective. I have had many arguments about what the best path for Telltale forward would or wouldn’t be. But those are the dynamics that were in play. We wanted bigger and more interesting licenses so we had bigger and more interesting market opportunities. And we wanted to make sure that we didn’t – really the most important thing was that we didn’t go backwards. We didn’t want The Walking Dead to be a fluke; or to be a one-hit wonder. That’s why The Wolf Among Us was one of the most important games we ever did, because we were terrified that if it wasn’t good, that would be perceived as a one-hit wonder.

    Were you surprised about the closure?

    I learned about the closure about eight hours before it actually happened. I was completely taken by surprise at the closure. It was unthinkable to me that the studio would shut down, and I certainly knew that there [weren’t any] circumstances that get us anywhere near that. It was very dramatic, very sudden, and I can’t really speak more [about it]. I’ve since learned about the circumstances that caused the shutdown, and I can’t really speak to them. But they had nothing to do with the studio, with the products that were being built.

    You read Steam articles or articles about people saying, “Telltale’s sales were diminishing every year.” Compared against a Game of the Year like The Walking Dead, that’s true, but normalized out that’s not the case and certainly that wasn’t what impacted Telltale at all. It had nothing to do with the studio and the products that the studio was building at the time. I wish I could elaborate more.
     Gameguru Mania News - Apr,08 2019 - interview
    MotoGP 19 Features A.N.N.A. - interview
    (hx) 07:59 PM CEST - Apr,08 2019 - Post a comment / read (1)
    In a fresh press release issued today, Italian developer Milestone announced that MotoGP 19 (due June 6th on PC, PlayStation 4 and Xbox One, with the Nintendo Switch release coming a few weeks later than that) will feature a brand new artificial intelligence called A.N.N.A. (Artificial Neural Network Agent). A.N.N.A. is the result of over two years of co-development with Orobix, a company that’s specialized in AI solutions. The difference is that with neural network-based AI, game developers don’t provide preset behaviors but rather provide the AI with a goal and teach it how to reach that goal. According to Milestone, the training phase based on the reinforcement learning concept lasted several months, with more than 200K races simulated on a daily basis. The result is, supposedly, an exceedingly realistic and natural driving behavior that will be ‘aggressive but fair’. At any rate, MotoGP 19 will also feature customizable difficulty levels to cater to both casual and hardcore players.

     Gameguru Mania News - Apr,07 2019 - interview
    Todd Howard says Fallout 76 did 'very, very well' - interview
    (hx) 11:31 PM CEST - Apr,07 2019 - Post a comment / read (3)
    Todd Howard talked a bit about Fallout 76 and its development struggles at the Bethesda Game Days event where he claimed Fallout 76 did “very, very well”.

     Gameguru Mania News - Mar,24 2019 - interview
    Vampire: The Masquerade - Bloodlines 2 - Gameplay Interview - interview
    (hx) 09:47 AM CET - Mar,24 2019 - Post a comment / read (1)
    Bloodlines 2 is being developed at Hardsuit Labs and will be published by Paradox Interactive, but some talent from original developer Troika Games has returned to helm the sequel. Perhaps most notably, Brian Mitsoda, the lead writer behind the first game, is the lead narrative designer on Bloodlines 2.

     Gameguru Mania News - Jan,28 2019 - interview
    Alienware Co-founder Frank Azor interview - interview
    (hx) 11:48 PM CET - Jan,28 2019 - Post a comment / read (1)
    Alienware Co-founder Frank Azor was interviewed by Jayesh Shinde of the India Times where he discusses Intel graphics, women in gaming, growing the gaming market and how Alienware defines success. Mr. Azor is optimistic that Intel will have a good product that fits into its place in the market. He thinks it is unreasonable to expect Intel to compete with the NVIDIA RTX 2080 Ti at launch.

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