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Here’s how much ‘whales’ spent so far this year

The top 1 percent of people spending money on in-app purchases in mobile and web games account for around 33 percent of total spending, according to a new report. …


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Nintendo’s Next Direct Presentation On First Day Of E3

As promised, Nintendo will be broadcasting directly to the fans from next month's Electronics Entertainment Expo in Los Angeles. The first Nintendo Direct will take place on the first day of E3.

Viewers can tune in at 7 AM Pacific on Tuesday, June 11, 2013. Interestingly, this is hours before the press will hear comments from Nintendo of America president Reggie Fils-Aime and famed designer Shigeru Miyamoto at the Nintendo booth inside the Los Angeles Convention Center. Chances are that this will be the first time the public gets eyes on new Smash Bros. and Mario Kart titles.

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E3 Nintendo Direct scheduled for June 11

E3 Nintendo Direct scheduled for June 11

The E3 Nintendo direct is scheduled for June 11 at 7AM Pacific (10AM Eastern, 3PM UK). The new installment will “provide updates about future Wii U games,” according to Nintendo. Nintendo Europe has also announced a direct for the same time. In keeping with tradition, it’ll likely be the same general information with region-specific details.

JoystiqE3 Nintendo Direct scheduled for June 11 originally appeared on Joystiq on Thu, 23 May 2013 11:04:00 EST. Please see our terms for use of feeds.

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Making VR games: A primer

With the Oculus Rift reawakening interest in VR games, serious games developer Sébastien Kuntz shares his decade-plus of experience in creating immersive virtual simulations. …


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Need for Speed Rivals Taking To The Streets This Year

Ghost Games, the studio formerly known as EA Gothenburg, has
been working
on a new Need for Speed title for some time, and now the
developer's inaugural game – Need for Speed Rivals – has been announced.

The game, created in conjunction with franchise overseers
Criterion Games (NFS: Most Wanted) is using the Frostbite 3 engine, and will
appear on undisclosed current-gen systems on November 19, and Xbox One and
PlayStation 4 sometime before the end of the year.

As the name insinuates and the series is known for, cops and
racers will go at it in the fictional setting of Redview County (complete with some
dangerous-sounding weather), and both sides will have their own career paths.
Racers gain Speedpoints for evading the cops and capturing it on video, but the
more notorious you become the more Speedpoints you could possibly lose if
caught.

Cops, meanwhile, will work in teams and players will try and
rise up the ranks for better cars and tech. Both sides will make use of 11
upgrades, from turbo, jammers, and EMPs for the racers, and shockwaves and helicopter
and roadblock support for the cops. Speaking of upgrades, Rivals has a license
with Ferrari, letting you get in the cockpit of cars like the F12berlinetta.

Rivals introduces an online component – called AllDrive – that sounds similar to the series' use of Autolog. AllDrive mixes single- and
multiplayer components so your friends can come and go from your experience at
any time. Naturally, AllDrive will also surface stats and challenges from your
friends as well.

Electronic Arts has already announced the pre-order
incentive for Rivals at participating retailers, the Ultimate Cop Pack. This
consists of the Nissan GT-R Black Edition cruiser, unspecified pursuit tech,
and a custom livery.

(Please visit the site to view this media)

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Need for Speed Rivals on PC will look ‘easily as good’ as next-gen versions

Need for Speed Rivals coming to PC, will look 'easily as good' as nextgen versions

Need for Speed Rivals – the franchise’s first turn into the new world of next-gen consoles – is also coming to the PC. In crafting the PC version, Ghost Games executive producer Marcus Nilsson promises “Need for Speed Rivals will look easily as good on PC as next-generation consoles.”

The original press release for Need for Speed Rivals made no mention of a PC version; however, the PR has since been amended revealing the PC version will arrive on November 19 alongside the Xbox 360 and PS3 versions of the game. Xbox One and PS4 versions will launch “later this year.”

Other than differences in graphical fidelity and online player count, Rivals features differences in its new marquee feature “AllDrive” across current- and next-gen systems. AllDrive is the ability for the game to “seamlessly” adapt to player interaction as they cross paths in the open-world space. On next-gen consoles, players will have unspecified exclusive ways to interact with the game using other devices.

Nilsson would not detail if the PC version’s feature-set would be based on the current- or next-gen platform versions.

Expanding on how AllDrive would work, Nilsson offered an example of how the game would react to friends in the same world engaged in separate chases that come across each other. With the new feature, Need for Speed Rivals would recognize player proximity and any current missions and automatically shift objectives and scoring to that of a traditional co-op encounter. Players can enter and exit each other’s worlds to race and interact “on-the-fly.” The core features of AllDrive will be available on all platforms.

For more on Need for Speed Rivals, read our reveal post with additional comments from the game’s executive producer.

[Ed. Note: This post was updated to reflect changes to the announcement press release.]

JoystiqNeed for Speed Rivals on PC will look ‘easily as good’ as next-gen versions originally appeared on Joystiq on Thu, 23 May 2013 10:15:00 EST. Please see our terms for use of feeds.

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Another Square Enix president has resigned

The executive shake-up continues at Square Enix, as the company’s U.S president and CEO Mike Fischer has quit, according to media reports. …


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Techland Discusses Differences Between Dead Island & Dying Light

The Dead Island series is polarizing. Hacking apart zombies in first-person is fun, but the games are blemished with technical bugs. It makes sense, then, that developer Techland might want to create distance between Dead Island and Dying Light – a new IP with a startlingly similar premise coming to Xbox One, PlayStation 4, and current-gen systems. Players team up with up to three friends to explore a tropical setting, hack apart zombies, and craft items. Dying Light innovates on the formula by injecting free running and a day/night cycle, but we couldn’t ignore the elephant in the room during a live presentation of the game. We asked Techland’s brand manager, Blazej Krakowiak what separates the two titles.

Krakowiak reveals Dying Light is being developed by the core team that worked on the original Dead Island. The more criticized follow-up, Dead Island Riptide, was developed by the company’s studio in Warsaw, Poland. I asked Krakowiak to explain how Dying Light relates to the developer’s past zombie games.

“I hope it shows that we are really trying to build something from a different starting point here,” says Krakowiak. “Zombies as a genre are huge, not just in terms of popularity, but also in terms of potential and where you can take them. Our game, the first Dead Island, was a good example because it was so unexpected for people. You have little beautiful games like The Walking Dead and so on, and so on. There’s a lot of room in the [zombie] space so we feel like we can do something unique and interesting. In this case, this game’s development began back in early 2012 with the original Dead Island team, the big core team that we have. After finishing the first game they really wanted to do something even bigger and better. Not by evolving something existing, but starting a new IP with a completely different focus. This is the case: Dying Light is a new, original IP with no relation to Dead Island whatsoever.”

While Krakowiak says there is no direct relation between the titles, the developer is applying lessons learned from Dead Island to this new IP. Krakowiak didn’t go into specifics, but affirms that, “…there isn’t a single game that we’ve released that we haven’t learned from.”

Dying Light’s free-running gameplay is one of the core elements that separate it from Dead Island. Krakowiak believes this contribution also helps separate it from all other zombie games.

“Free running, for us, is a survival mechanism,” says Krakowiak. “This is not something those characters are doing to show off. This is something they have to do, because that’s how humans avoid getting eaten in zombie situations. This is something that we believe Dying Light can really contribute to the zombie genre.”

On the topic of survival, we asked Krakowiak if Dying Light will go as far as open-world zombie games like DayZ by adding hunger and thirst meters.

“I don’t think we’ll go that far,” says Krakowiak. “We are looking at options of maybe including something like that as a completely hardcore offering. With the main game this is definitely not our goal so please don’t take this as a promise. We are of course looking at this trend, but Dying Light will be an action-survival game. This has to be a blast to play. We don’t want to punish people. We don’t want them to spend the day in a hideout just trying to dress their wounds, or something. “

It’s tempting to jump to conclusions regarding the games’ similarities, but this is just Dying Light’s first showing. Techland isn’t spilling all the beans just yet, so we’ll have to hang tight until we get our hands on the game at E3 before drawing more parallels. Dying Light will be arriving on Xbox One, PlayStation 4, PC, Xbox 360, and PlayStation 3 by the end of the year.

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Poker Night at the Inventory 2 splits onto iOS

Poker Night 2 deals in iOS tomorrow

As of today, you can join Sam, Ash, Brock, Claptrap, and dealer GLaDOS at the table via iPads and iPhones. Telltale Games launched Poker Night at the Inventory 2 on iOS this morning, where it’s priced $ 4.99. Just don’t bring anything less than an iPhone 4 or iPad 2, ‘cos it ain’t getting through the door.

JoystiqPoker Night at the Inventory 2 splits onto iOS originally appeared on Joystiq on Thu, 23 May 2013 09:30:00 EST. Please see our terms for use of feeds.

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The power of imaginative world-building

Even on the Super Nintendo, it was possible to build worlds that captured the imagination and provoked strong emotion — or so writes indie Zack Wood, in his analysis of obscure RPG Lennus. …


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