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Gorgeous Racing Game Project Cars Getting Free DLC Every Month

Written By Kom Limpulnam on Senin, 30 Maret 2015 | 23.07

Upcoming racing game Project Cars, which was recently delayed for a third time and is now due in mid-May across console and PC, will introduce free DLC every month after its release, developer Slightly Mad Studios has announced.

The first of the free cars is the Lykan Hypersport (above), which is a blistering fast vehicle that can reach 62mph in just 2.8 seconds. It has a top speed of 245mph and is somewhat futuristic, as it comes with a holographic dashboard display.

The Lykan Hypersport is also one of the cars featured in this week's new racing-action movie Furious 7.

"We are immensely pleased to have this awesome machine in the game and to give fans the chance to get behind the wheel of a truly amazing vehicle," Project Cars creative director Andy Tudor said in a statement. "The Lykan Hypersport represents the first of a series of free cars we'll be giving away every month as a thank you to our fans for being so patient for the launch of the game."

Details regarding the full Project Cars free DLC release schedule will come later, Tudor said.

After its third delay, the hyper-realistic racing sim is now expected to ship in "mid-May" on PlayStation 4, Xbox One, and PC. A Wii U version is also in development.

Project Cars was originally scheduled to launch in November 2014, though a month before release that date was pushed to March 2015. Then, weeks ahead of its postponed launch, the game was pushed back again, that time to April. Publisher Namco Bandai said the latest postponement was necessary to ensure that the final build matches fan expectations. You can read a full statement from the developer about the delay here.

Click through the thumbnails below to see the latest Project Cars images.


23.07 | 0 komentar | Read More

If Square Enix Designed Star Wars

Final Fantasy publisher Square Enix is taking on yet another major media franchise for its line of "Play Arts" figures. Square Enix and Lucasfilm have revealed new Darth Vader, Boba Fett, and Stormtrooper Star Wars figures designed by the Japanese game publisher. They look quite epic, I must say.

As reported by ToyArk, the toys will go on sale this July priced priced at ¥12,000 (about $100 USD) each.

As you can see in the images in the gallery below, the Boba Fett toy is amazingly detailed, featuring a pistol, knives, flamethrower effect, and more. The new Stormtrooper figure, meanwhile, comes with interchangeale hands, a blaster, and a menacing look to stare you down if you decide to keep it on your desk.

You'll also find in the gallery below some new images of the previously announced, badass-looking Darth Vader figure.

Star Wars is not the first entertainment franchise Square Enix has reimagined. Earlier this year, we got a look at Iron Man, as designed by Square Enix. And in 2014, Final Fantasy and Kingdom Hearts designer Tetsuya Nomura created rather epic-looking versions of Batman and Catwoman.


23.07 | 0 komentar | Read More

Mortal Kombat X - 13 Gruesome Fatalities

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Xbox One Version of Super Meat Boy "Would be Great"

Top Xbox boss Phil Spencer has spoken out to say that an Xbox One version of 2010's uber-challenging platformer Super Meat Boy "would be great." Of course, this is not a confirmation that the game is coming to Microsoft's new console, but it's an interesting development all the same.

Super Meat Boy is "one of my favorites," Spencer said on Twitter when linking off to a news story about the Super Meat Boy easter egg in Ori and the Blind Forest. A fan replied to Spencer: "Perhaps you will get SMB on Xbox One?" He included Xbox indie boss Chris Charla (@iocat on Twitter) in the tweet.

Here's Spencer's response:

Charla never replied to Spencer's tweet about an Xbox One edition of Super Meat Boy.

Created by developers Edmund McMillen and Tommy Refenes, Super Meat Boy was originally released on Xbox 360 in October 2010. The game has since been released for PC and Mac. The development of Super Meat Boy was a central storyline in 2010's documentary, Indie Game: The Movie.

Would you be interested in an Xbox One version of Super Meat Boy? Let us know in the comments below!


23.07 | 0 komentar | Read More

Mortal Kombat X's Ed Boon on Violence, Fan Demands, and More

Ed Boon is among few creators who dedicate the bulk of their careers to a single video game series. When Mortal Kombat was released in arcades in 1992, it popularized digitized characters derived from video footage, and incorporated exceptional displays of violence, something that the series continues to thrive on today, 23 years later. It was unlike anything players had seen before, and it was a runaway success.

Once it hit the console market, a new demographic began to take notice. People (read: politicians and parents) recognized the realistic-looking graphics and took exception to the violent acts on screen. It was a milestone; video games were finally mature, so to speak. TIME magazine put it best: "...it broke an implicit taboo about what was okay to put in a game."

I recently sat down with Boon to chat about Mortal Kombat's violent roots and what it means for the game today. We also talked about how fans, of which many are loyal to the series, can influence what goes into every new Mortal Kombat if they speak up often enough.

GameSpot: If you think back, what was the first day like when you started work on the original Mortal Kombat?

Boon: "The first one? The first day was us mocking up a bit of a demo using Jean-Claude Van Damme images from Bloodsport. We hadn't had anybody come into the studio to record, so we were trying to convince Van Damme to let us do a licensed Van Damme game. We went into the movie and found an image of him getting into a stance and stripped out the background and put it into the game and mocked things up. We were kind of getting used to the new digitized technology, too, so that's what I remember, trying to setup a demo to try to convince Jean Claude Van Damme to let us do a game based on him."

Ed Boon, co-creator of Mortal Kombat

What was the biggest technical challenge at the time?

"The biggest technical challenge was trying to get a look that was really realistic. This was the first time that we had a video camera pointed at somebody in front of a grey screen, or blue screen, or green screen, and just messing with the lighting, messing with the focus, and all of the variables that we had to mess with to get a look that we really saw in our heads."

In some respects, things are a lot easier today, but I imagine there are still plenty of challenges that stand in the way of accomplishing your vision. What is the biggest technological hurdle that your team faces today?

"A lot of it is, again, is the look, the rendering, it's lighting, but in the game as opposed to a studio set where we're physically moving lights around the camera, or a character, to make him stand out. It's a much bigger team--130 people versus 4 people--that's getting a much more of a sophisticated look. Ironically, visuals are still the biggest technical hurdle."

Back when the controversy arose around Mortal Kombat, did you see that coming at the time?

"No, ironically. The game had been out already for over a year when the controversy came out. We had made an arcade game, it was in the arcade, and nobody said anything. Acclaim, to their credit, they took Mortal Kombat and raised it to a real mass-market thing. They spent ten million dollars on advertising the game. They put a TV commercial on, they put it in the theaters, big time stuff, and once they did that, that's when I think people saw the game. It might not have crossed their radar [before]."

It was a pivotal time in the industry for mature content in mainstream games, so now we are in a position where people are used to this sort of content. Are there any concerns these days, about taking things too far?

"Oh yea, yea. Every game, we have these brainstorming meetings, and...somebody will suggest something and it's more of a gut feeling that, you know, that's a little too far. I think every single game, [there are] those discussions where, you know, everyone's trying to push the envelope, but there's always a line that you never want to cross."

How do you feel, personally, about the violence in the game?

"I think it's really a sign of an industry that's maturing. At the point when the first Mortal Kombat came out, you know, there weren't other games that had digitized graphics, in terms of that stuff. All of a sudden, video games were getting sophisticated enough to present something in a much more realistic way. While other games have had blood in them, it was very pixelated, and all of a sudden, it jumped up and people were like "whoa, whoa." That's when it became an issue, and that's when a rating system was put in place, that we agreed with. We agreed that this content is not intended for all players. It was more for the older player who's now 29 or 30 years, that's the one that we're targeting now."

I assume you like making Mortal Kombat for many reasons. It's obviously a great business, the games always do well, but what keeps you motivated to keep working on the series?

"Introducing new things. I think with each Mortal Kombat game, we've introduced something that's never been done before. With this game, it's the character variations. Something that would answer the question: "what is different about this one?" It's more than putting prettier graphics on a game, we've seen that not work out well.

In addition, we've done other projects. We did an Injustice game that did really well for us, and it had an amazing mobile game. We've all had other games to work on, which lets you come back to Mortal Kombat with a fresh mind and new ideas."

Do you ever have a desire to work on something other than fighting games?

"Oh, yea, yea. Me personally, I've always wanted to try action adventure games, and driving games, sports games. All of that is a big thing, but you know, Mortal Kombat keeps my hand pretty full, and Injustice now, and all that stuff, so it's a very big business."

How important are the fans to you and what you do as a studio?

"They're the ones that keep coming back and buying our games, so they obviously have a huge voice. A lot of us are on social media and there's some amount of communication, but some people forget that they are one of hundreds of thousands of people that are expressing their opinion, and clearly when you have a big sample of people expressing opinions, there's going to be dramatically conflicting opinions. We can't literally listen and address every single person's point. One guy says "Liu Kang should never be in the game," and one guys says "it's not Mortal Kombat without Liu Kang." We can't satisfy everybody."

Is there any one demand from fans that was most prevalent, that is present in Mortal Kombat X?

"Character roster stuff has been a big one. There's a really big push for the obscure character we have, Tremor, which I got so many tweets from players wanting that character. It actually stood out to me as odd, but there was this swell of people pushing for it with petitions online and all of this crazy stuff, so we included him, and a big reason was because of fans yelling loud enough."

I've heard that the new generation of characters is very important to the vision for Mortal Kombat X. What unique qualities do they have that will make them interesting down the road, beyond just being relatives of classic characters?

"In a few ways. One is that we give them moves that remind you of their parents or elders, so to speak, so you'll see little nods. And then there's also, just the new blood that we feel is needed. They are their own character, they play unique to the other ones, but there's that little thread in between, the little nuances, that we kind of keep nodding to the originals."

Will there be a lot of battles between families?

"Yea, there's all this soap opera drama going on. If you go through the story mode, it details all of the drama that's happening in the families."

Is this the biggest story mode that your team's ever made?

"Oh yea, easily."


23.07 | 0 komentar | Read More
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