Master of The Free World Productions | Jumpcut Entertainment Network

Deadpool Director Not Working On Sequel Due To ‘Creative Differences’ With Ryan Reynolds

Of all the superhero action movies this year, Deadpool might be the most surprising. It managed to deftly translate the source comics' style to film effortlessly, becoming a financial and critical success.

Unfortunately, one of the people behind the film's success, director Tim Miller, will not be around for the sequel. According to a report from Deadline, Miller will not direct the film after "creative differences" between him and Deadpool star Ryan Reynolds emerged. Miller will be working on the film adaptation of Influx, a film adaption of a David Suarez novel.

We don't know what the creative differences could have been over, so it's hard to know if this will benefit or hurt the film in the long run. All we can hope for is that this doesn't lead to another X-Men Origins: Wolverine situation. – The Feed

Working With Trey And Matt – The South Park: Fractured But Whole Workflow

In 2011, Comedy Central aired a documentary called 6 Days to Air: The Making of South Park. The documentary was a showcase for how South Park comes together every week and detailed the presumed impossible process of conceiving, writing, and animating a television show in six days. It proved the creators of South Park, Trey Parker and Matt Stone, are brilliant, hard-working, fast, and maybe a little bit insane.

Fractured But Whole is not being made in six days. The game has been in development for years, but that does not mean Trey and Matt are abandoning their fast pace or penchant for last-second changes. We spoke with Ubisoft San Francisco about what it’s like to work with the award-winning duo, and how it is translating their work ethic into a video game.

Trey and Matt enjoyed their time finishing up Stick of Truth with Ubisoft, preferring that process to their earlier work on Stick of Truth, which helped them make the decision to pursue a second game. “From the first brainstorming meeting we asked, ‘What story do you want to tell? What game mechanics were you unhappy with in the last game? What things do we look at from the last game that were definitely successes, but where do we want to iterate?’” senior producer Jason Schroeder says.

The answers to those questions were outlined, and Trey and Matt went off to start the design process, while Ubisoft started making decisions about the technical side of development. For Stick of Truth, Obsidian essentially translated all of South Park’s animation into its engine by re-animating it. For Fractured, Ubisoft adapted its Snowdrop engine (which was used to build The Division) so that it could take the art assets directly from South Park’s animators and artists and insert them into the game with little to no need for adaptation.

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Senior producer Jason Schroeder and director of design Paul Cross discuss working with Trey Parker and Matt Stone.

From there, the game started to take shape. In the early stages, Schroeder and select team members would visit South Park Studios for a few days twice a month and have frequent video conference calls. Schroeder describes seeing Trey pace around the table in these meetings, just as he does in 6 Days To Air, outlining what he would want to see in the game, while Schroeder would outline the feasibility of his ideas.

The script for the game arrives from Trey and Matt, and it’s written just as they write the show. “They work in Movie Magic Screenwriter. It’s old as hell. It’s like the precursor to Final Draft,” narrative designer Jolie Menzel says. “I guarantee you they started using it in college and just never stopped.” Outside of the dialogue, those scripts have stage directions in them, which are translated to gameplay.

Ubisoft makes changes in those scripts as necessary, but recognizes their technical role in the process. “We are kind of the straight man,” Menzel says, “They’re going to handle all the big jokes. They’re going to handle the big punchlines. A lot of what we do is support them. We set up the shot so they can slam it in.

Schroeder would be the one to tell Trey and Matt no when necessary. “You want them to be happy. You want to please them, and have them be proud of what they’re working on, so there is a level of that – wanting to impress them,” Schroeder says. “But at the same time, I think that if I was coming at it purely as a pleaser, they’d go, ‘You’re not going to get s*** done from me. I need someone who is going to get things done.’”

With the show, Trey and Matt know the limits of both the medium, and their self-imposed time constraints, and after completing one game, they’re well on their way to learning the constraints of this different, interactive medium. “When their creativity runs up against a constraint, that’s when they hit another, ‘Oh, we can make fun of that.’” The game’s original title was less subtle, and when they were told you can’t release a game with the word butthole in the title, Trey and Matt worked within those constraints in order to arrive at the game’s current title, as an example of recognizing boundaries.

In this later portion of development, Trey and Matt play frequent builds of the game, giving feedback and making changes where necessary. They will even write out changes on their whiteboard during these video conference play sessions, and Ubisoft points its cameras at the board to better understand what needs to change. “I know [Trey] well enough at this point where we jump onto a call and if he’s like, ‘How much is it going to bum you out…’ I’m like, ‘Dammit. Here it comes,’” Schroeder says. Sometimes those changes are large, but often they are small. Schroeder has the wider, full game experience in his head, which works in tandem with Trey and Matt’s decisions.

When South Park is on the air, the dynamic changes, but not dramatically. “I become slightly less demanding,” Schroeder says when Trey and Matt are working on the show. They don’t disappear, however. After 20 seasons of television, Trey and Matt know exactly what their availability will be and continue to work on the game. The meetings are fewer, but they are still happening. Schroeder knows he can’t ask for that extra 15 minutes he might get when the show is not airing, but the communication channels are still open. “Bill Hader is in the building and he’s like, ‘Hey. Get out of here.’” Schroeder jokes that Hader is the muscle making sure Trey and Matt stay focused on the show when the season is happening.

“They’re not horrible tyrants. They’re always happy to compromise with us,” Menzel says. “It’s not as tumultuous as you might think it is. We have a few people who work on the show who also work on the game, and they have it a lot worse than we do in the show.” Trey and Matt still work very fast, but the game is less compressed. They have more time to create the game than they do their show, and for the most part, Menzel says things are mostly all set, but changes will come, and Ubisoft is ready for them.

“Our ending is actually very gelled. There was this one weekend where Trey was like, ‘I got it!’” Menzel says.  In regard to those all-important last second jokes, Schroeder says, “If it doesn’t mess with our age rating? It shouldn’t be a problem.”

For more on South Park: The Fractured But Whole, click the banner for more from our month of coverage. – The Feed

Oculus Working On New “Affordable” Wireless Headset

During the Oculus Connect 3 keynote, Facebook CEO Mark Zuckerberg talked about a new wireless VR headset that the company is working on. Zuckerberg didn't reveal any details beyond that the headset was meant to exist as an option between low-budget headsets like Gear VR and computer-based headsets like the Oculus Rift, and that it's intended to be a mid-tier, affordable option.

A short video showcased someone wearing the headset, which looked a good bit like the Gear VR headset, but we didn't see what they were seeing. We'll have to wait to get more details about this headset, which is currently being prototyped, but few would argue against the notion that more affordable options is something that virtual reality needs to get a stronger foothold with consumers.

For all things VR, be sure to check our our virtual reality hub by clicking on the banner below. – The Feed

PewDiePie working on new games with Goat Simulator designer

YouTube powerhouse Felix Kjellberg, better known as “PewDiePie,” has struck up a multi-game deal with Goat Simulator designer, Armin Ibrisagic. …

Gamasutra News

VR tech startup Quark VR is working to make the HTC Vive wireless

Virtual reality tech startup Quark VR announced today that it is “extremely close” to debuting a “wireless HTC Vive prototype” that it has been working on for some time with help from Valve personnel. …

Gamasutra News

Survey: Over 20% of VR/AR devs are working on platform exclusives

21.9 percent of the 500 VR/AR professionals surveyed for the debut VR/AR Innovation Report say they’re working on platform-exclusive projects. You can learn more in the full (free) report! …

Gamasutra News

Hello Games Says Its “Working Hard” To Resolve No Man’s Sky PC Issues

After a troublesome launch on PC yesterday that resulted in "mostly negative" reviews on Steam, No Man's Sky developer Hello Games has swiftly acknowledged the problems, stating that they are "working hard" to resolve them. PC players have noted serious problems, from framerate drops on powerful GPUs to frequent crashes.

As of yesterday, Hello Games detailed a post on its Steam page for No Man's Sky, which notes that the team is aware of the issues. It outlines how players can reach out to the team to report bugs or receive support as quickly as possible. For example, Hello Games has added an update to its support page that cites common issues, and a new auto-response via email which suggests quick fixes.

You can head to the Steam page, or read below, to view the post:

Whilst many people are enjoying No Man's Sky, we are tracking several issues, and we’re working hard to resolve them as quickly as possible.

1. We have updated our support page with some common issues and workarounds

2. We have updated the auto response from [email protected] to help suggest common fixes, and help gather better info

3. We have filed tickets for everyone who has mailed support and are responding to them in turn.

4. We have gotten back to a lot of people already, who were trying to run the game significantly below min spec.

5. Additionally your bug reports have shown us a handful of key issues we are working to resolve

We’re pulling an all nighter to get through as many issues as soon as possible. Please try to be nice :)

We have been working to get back to people on our three most common crashes on start up:

• Running the game with an Intel card. This is not supported

• No Man's Sky is an OpenGL 4.5 game, and requires latest drivers on most cards, please update

• VC++ Redist 2010 was not included by default. We have updated in a patch, please restart

We are going to create an experimental branch with hot fixes for these most common known issues:

• Shader Cache issue – means that framerate is initially stuttering on some cards. Whilst it resolves itself over time (~1 hour of play), we will fix this issue in a patch.

• SSE 4 – for CPUs that do not support SSE 4, it is causing the game to crash on boot (some of these area technically below min spec, but we don’t want it to crash!)

• Mouse controls jitter on foot – this caused by a combination of certain resolution and GFX card. A fix is in progress.

Some players who have filed a support ticket will begin to be directed towards the experimental branch whilst we test solutions to these issues.

If your issues are not listed above please do mail [email protected]

The latest Twitter update from founder Sean Murray this morning states that the team is still hard at work as they test some fixes for older AMD Phenom CPUs and others.

Although No Man's Sky has had a shaky PC launch, this version of the game came with some added settings, such as remapping the controls and changing the field of view. The PlayStation 4 launch, in comparison, was smoother as it hit with a day zero patch.

[Source: No Man's Sky on Steam]


Our Take
I've been playing No Man's Sky on PlayStation 4, so I haven't experienced any of these issues firsthand. However, from crashes to frame rate drops, these are issues that can really largely disrupt the experience. It sounds like the Hello Games team is tackling the issues as quick as they can. – The Feed

Criterion Now Working On Star Wars Instead Of Its Extreme Sports Game

Update: Electronic Arts has passed along a statement directly to us about Criterion's current focus. You can find it below.

While Criterion has moved on from the previous project they’ve spoken about and aren't pursuing it specifically, they are continuing to build new ideas and experiment with new IP for EA. Criterion is also working on EA’s Star Wars Battlefront VR experience, and contributing to other games from EA, for example the speeder bikes in Star Wars Battlefront.

Original story:

In 2014, Criterion announced, or perhaps more appropriately teased, an extreme sports game that featured multiple vehicles, wingsuits, parachuting, and more. Since its initial announcement, we haven't heard much about the game, and according to a report from GameSpot, it may be Star Wars' fault.

An Electronic Arts representative confirmed to GameSpot that the extreme sports game was no longer in development saying, "While they've moved on from the previous project they've spoken about and aren't pursuing it, they are continuing to build new ideas and experiment with new IP for EA, in addition to continuing to collaborate with other EA studios."

Criterion has served more of a support role for Electronic Arts in recent years by assisting on the development of games like Battlefield Hardline and Star Wars Battlefront. At E3 2016, it was revealed that Criterion was developing a VR offshoot for Star Wars Battlefront. You can read more about that game here.

You can check out the game's E3 announcement trailer from 2014 below.

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[Source: GameSpot]


Our Take
Criterion is a talented studio, so it's good to see it lending a helping hand to EA's assorted projects, but I think I would prefer seeing it focus entirely on one of its own projects. It's been far too long since we played a new Burnout. – The Feed

Employee estimates ‘about a third’ of Valve now working on VR/AR

While Valve’s work on VR/AR may have started off small, it’s now grown to encompass a significant part of the company’s efforts, according to a post on Reddit today from Valve employee Alan Yates. …

Gamasutra News

Fallout: New Vegas Writer Chris Avellone Working On Arkane’s Prey

Chris Avellone, who was writer and lead designer on Fallout: New Vegas, is working on another Bethesda-published game. This time, he's helping Arkane with its Prey reboot.

Avellone tweeted the news shortly after Bethesda's press conference tonight. Arkane's Prey, which may only share a name with Human Head Studio's early Xbox 360 was announced at the event.

Avellone has assisted with a number of projects recently, including inXile's Wasteland 2 and Torment: Tides of Numenera as well as Larian Studios' Divinity: Original Sin 2. Prior to this, he was chief creative officer at Obsidian. – The Feed