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  • Behind-the-scenes 'Final Hours of Titanfall' app now available

    by 
    Mike Suszek
    Mike Suszek
    04.17.2014

    The Final Hours of Titanfall, an in-depth look at the development of Respawn Entertainment's first game, is now available to download on iPad, Windows Surface as well as PC and Mac via Origin for $1.99. Versions of the app are also planned for Android and iPhone, and both a text-only version for Kindle as well as an audiobook version are being considered. Created over a four-year span by Geoff Keighley, the app is a 25,000-word deep-dive on Titanfall's development and the legal issues that Respawn co-founders Jason West and Vince Zampella settled with Activision in May 2012 pryor to West's departure from the developer in March 2013. Keighley conducted interviews with over 80 people to chronicle Respawn's beginnings, which cover the "toxic mix of office politics and creative struggles the build the next great videogame franchise." It also features concept art and videos from the early days of the game's development. This isn't Keighley's first foray into longform app development, as the behind-the-scenes "Final Hours" series includes an episodic webseries on Square Enix's Tomb Raider reboot, an app for Portal 2 and one detailing the creation of Mass Effect 3. [Image: EA Games]

  • Respawn to increase frequency of Titanfall updates

    by 
    Mike Suszek
    Mike Suszek
    04.15.2014

    Respawn plans to improve its "update tempo" for future improvements to Titanfall, upping the frequency of announcements related to updates as well as the patches themselves. Game Director Steve Fukuda broke down the developer's update plans in a recent blog, noting that one part of the game's updates will "tend the garden and keep the weeds out," such as last week's changes to the game's Gooser Challenge. Fukuda also discussed both convenience and infrastructural features, the former making "life more pleasant" for players in the game. Future convenience feature additions to Titanfall include the ability to rename custom loadouts and set custom loadouts specific to each of the game's mode. Infrastructural additions include items like the private online match mode that arrived last week. "Whenever possible, we want to get these kinds of features out early in beta form, in order to get your feedback and arrive at the best possible result through multiple iterations," Fukuda wrote of the infrastructural features. He added that "tangible" content for Titanfall is on the way, including new maps, game modes, a new burn card set and "Nose Art" insignias for those that want to customize their titans. [Image: EA Games]

  • Crysis and Crysis 2 to lose PC multiplayer with GameSpy shutdown

    by 
    Mike Suszek
    Mike Suszek
    04.15.2014

    The PC versions of Crysis and Crysis 2 will lose multiplayer functionality when GameSpy's matchmaking services go dark on May 31. The single-player campaigns as well as the multiplayer modes for the Xbox 360 and PS3 versions of both games will remain playable. "As of May 31 this year, the multiplayer modes in Crysis and Crysis 2 for PC will no longer be playable," Crytek wrote on its forums. "The conclusion of online multiplayer support comes as a result of GameSpy Technology shutting down all their hosting services. GameSpy have been providing multiplayer functionality for Crysis and Crysis 2 since they launched." GameSpy announced plans to shut down its middleware servers earlier this month, over a year after it ceased editorial production. The service began as a Quake server search program in 1996 before hosting online multiplayer for hundreds of games. EA said it will shift multiplayer for its older Battlefield games from GameSpy to Origin last week. [Image: Crytek]

  • Titanfall update with private matches arriving 'later today' [Update: Details added]

    by 
    Mike Suszek
    Mike Suszek
    04.10.2014

    Titanfall will receive an update "later today," Respawn Entertainment tweeted this morning. While it didn't offer a full list of details for the update, nor the platforms it will land on, the update will introduce private match support. "Update coming later today with private matches, gooser update, etc. We'll post lots of info on it as it rolls out," the tweet reads. Respawn Co-Founder Vince Zampella said in March that private matches were one of the gameplay elements the developer planned to add after Titanfall's launch, one of the "things that we want in the game that we didn't get to ship in the final game." The update will also tweak the Gooser Challenge in the game, which the developer also indicated was coming as of late March. The challenge previously required players to kill 50 ejecting pilots, which will be reduced to just five, according to the prior developer blog on the matter. "We went a bit too far with this challenge, especially considering the unique conditions that have to be met in order to have the opportunity to get a kill on an ejecting Pilot," Respawn wrote at the time. Update: Respawn posted a whole mess of details to its official site for today's patch, which spans all platforms. To name a few, the update will introduce a public test of its private match mode, which supports two to 12 players, a fix for the wall hack exploit on PC, a change to the party colors in the game's mini-map as well as a shortcut to the Xbox One's party app, accessible from all menus. [Image: Respawn Entertainment]

  • Respawn: Titanfall not originally planned for Xbox One

    by 
    Mike Suszek
    Mike Suszek
    03.13.2014

    While Titanfall might be one of the Xbox One's most popular games this year, Respawn said the game wasn't originally in production for the console at all. In an interview with Eurogamer, lead engineer Richard Baker explained that Titanfall was initially in development for PC only, saying that "originally we weren't planning on an Xbox One version of the game." Baker added that Xbox One development made the PC version of the game that much better, as it "justified the effort in moving to [DirectX 11] and even 64-bit." Those changes were necessary to adapt the Source engine so the game would run properly on Xbox One. This heavily involved making the engine "multi-threaded" so it "buffered commands as soon as they were issued." Among the other development decisions made by Respawn was the use of uncompressed audio in the PC version's 48 gigabyte download. [Image: EA Games]

  • Respawn: Titanfall's server stability is in Microsoft's azure hands

    by 
    Mike Suszek
    Mike Suszek
    03.10.2014

    Titanfall will be propped up by dedicated servers. As much was made known last June, but what may not be so clear to players is that post-launch hiccups are primarily Microsoft's responsibility. Respawn engineer Jon Shiring recently explained to Engadget how Respawn used Microsoft's "Azure" cloud computing technology to handle elements of Titanfall like AI hosting and physics calculations. "One of the really nice things about it is that it isn't my problem, right?" Shiring said of potential server issues at the game's launch. "We just say [to Microsoft], here are our estimates, aim for more than that, plan for problems and make sure there are more than enough servers available -- they'll know the whole time that they need to bring more servers online." Shiring said that during the game's lengthy beta program, the game's European servers filled up, and players were quietly transitioned to East Coast US data centers, indicating the developer's contingency plans in the event its launch is wildly popular tomorrow. Titanfall, a multiplayer-only game, is so reliant on the Azure servers that Respawn opted to not launch the game in some regions, such as South Africa. Shiring also noted in late January that server-side updates for the game won't cause downtime for players. Our review of Titanfall will be supplemented with our first of many State of Service reviews, so expect to hear more about how the game's online play holds up after it launches. [Image: Electronic Arts]

  • Titanfall Arcade kicks some Asteroids

    by 
    Mike Suszek
    Mike Suszek
    03.05.2014

    What do you get when you mix the titans from Titanfall with Atari's popular retro game Asteroids? You get Titanfall's titans in Asteroids silly, what else could you possibly have expected? Respawn Entertainment recently thought it fitting to launch a small, free retro game portal dubbed "Titanfall Arcade" to promote its upcoming FPS, starting with an Asteroids clone. The browser-based flash game plays exactly like it sounds: After dropping a titan into a flat black space setting, players point with their cursors to shoot the classic outlines of space debris, racking up a high score after firing off charged beam shots. The game makes for a fun little excursion while your boss is looking away, to be sure. The other two Titanfall Arcade games that will be available to play sometime in the near future are spoofs on Missile Command and Centipede, the former sounding all too appropriate for a mech to be involved in. Titanfall launches next week on Xbox One, Xbox 360 and PC. [Image: Respawn Entertainment]

  • Titanfall gameplay launch trailer prepares you for a mech drop

    by 
    Mike Suszek
    Mike Suszek
    03.04.2014

    With Titanfall's launch just one week away, we feel the only proper course of action is to watch every video for the game that's in reach. That includes this gameplay launch trailer for the game, which combines an appropriate amount of drama, mech-like titans, explosions, bouts of slow-motion and guys getting punched in the face. Well, we could do with a little more face-punching, to be certain. If you're looking for more moving pictures related to the game, be sure to check out our video preview and our "beta massacre" special, in which six Joystiq staffers took on the game's PC beta as a team, meeting their digital demise collectively. Titanfall will launch on March 11 for Xbox One, Xbox 360 and PC. [Image: EA Games]

  • Xbox One packs in Titanfall, drops price in UK [Update: Pre-orders open]

    by 
    Mike Suszek
    Mike Suszek
    02.24.2014

    Microsoft will bundle Titanfall with Xbox One consoles starting March 11 in the United States. Additionally, the Xbox One's price will drop in the UK from £430 ($716.08) to £399.99 ($666.10). The price drop will go into effect this Friday, February 28. The Titanfall bundle will cost the same amount as the Xbox One system typically does in North America, $499.99, and can be seen on Microsoft's website. Players picking up the bundle next month will receive a download code for Titanfall packed in to the box, as opposed to a boxed, retail copy of the game. The bundle will be available for "a limited time only" at select retailers. Titanfall is the first game from Respawn Entertainment, the developer created by former Call of Duty veterans Jason West and Vince Zampella in April 2010. West left the developer in March 2013 after the duo settled with Activision in its Infinity Ward lawsuits in May 2012. Those looking for more Titanfall action should look no further than the six-person beta massacre our daring Joystiq editors took part in. Update: Players can pre-order the bundle through Amazon and the Microsoft Store. [Image: Microsoft]

  • Titanfall tips videos prepare you for beta battle

    by 
    Mike Suszek
    Mike Suszek
    02.13.2014

    Microsoft dished out two videos that offer players some tips on Titanfall ahead of the game's beta, which starts tomorrow. The first video glosses over the game's basic mech-like Titan functions and elaborate on ways players can use the Titans effectively within combat. Additionally, it provides a few pointers for the parkour-like locomotion elements in the game, such as hanging on walls by holding the left trigger. The second video, found after the break, tours the game's three modes and their rules. Titanfall is set to launch March 11 on Xbox One and PC with the Xbox 360 version following on March 25. We got an extended look at the game ourselves, and had plenty to say about it in our video preview. [Image: Electronic Arts]

  • Weekly Roundup: Xbox One and Nokia Lumia 2520 reviews, the future of EA Games and more!

    by 
    Andy Bowen
    Andy Bowen
    11.24.2013

    You might say the week is never really done in consumer technology news. Your workweek, however, hopefully draws to a close at some point. This is the Weekly Roundup on Engadget, a quick peek back at the top headlines for the past seven days -- all handpicked by the editors here at the site. Click on through the break, and enjoy.

  • Need for Speed can 'learn a lot' from EA Sports

    by 
    Mike Suszek
    Mike Suszek
    11.06.2013

    When Andrew Wilson became CEO of Electronic Arts in September, he named Patrick Soderlund as his replacement as head of EA Sports. The company immediately made structural changes in how it handles its EA Labels, shuffling its games under the EA Studios brand. Along with that change, the Need for Speed series became part of EA Sports, a decision that Soderlund thinks will have a positive impact on the racing property. "I think that we can learn a lot from the sports games and what they've done," Soderlund told Polygon. "When you play a sports game, the controller in your hand will dictate how good the game is. It's all about player control and input and how it feels. It's a feeling, right? I think that focus on pure gameplay, is something that can benefit the Need for Speed brand in a very positive way." EA Sports-branded games have shared assets and design philosophies over the years, such as the NHL team at EA Canada adapting FIFA's Player Impact physics engine to bolster collisions between players in NHL 14. Soderlund noted that the change doesn't necessarily indicate a sudden move away from the sandbox-style action seen in Need For Speed Rivals. "It's a way for us to push innovation and push a different creative brain or mindset onto Need for Speed," Soderlund said. Need for Speed Rivals is now a launch game for PS4, and will arrive on PC, Xbox 360 and PS3 on November 19, launching with the Xbox One on November 22.

  • Take down rivals in Need for Speed progression trailer and screens

    by 
    Mike Suszek
    Mike Suszek
    10.03.2013

    The latest trailer and screens for Need for Speed: Rivals show the progression of goals players face as both cops and racers in the game. Some tasks have players drifting for 500 yards while others challenge players to take down at least six racers. Need for Speed: Rivals will launch November 19.

  • EA teaming up with Red Cross for charitable SimCity DLC

    by 
    Mike Suszek
    Mike Suszek
    09.17.2013

    EA is partnering with the Red Cross for special SimCity DLC, the publisher announced. The partnership brings a Red Cross-themed set to the game for $9.99, available to purchase on Origin today for one year. SimCity owners that pick the set up will be able to build Red Cross centers and tents in the game, which offer aid to natural disaster victims in players' cities. EA said it will give at least 80 percent of proceeds from the Red Cross DLC with a minimum of $100,000 "to support humanitarian services of the participating Red Cross National Societies," of which there are ten across the globe.

  • SimCity's Red Cross charity pack aids real-world disaster victims

    by 
    Sarah Silbert
    Sarah Silbert
    09.17.2013

    SimCity fans know nothing feels better than saving their other family from pollution and sickness -- except, you know, helping out some fellow human beings. A new collaboration with the Red Cross combines players' digital altruism with humanitarian aid for real-world disaster victims. Starting today, you'll be able to purchase a $9.99 "charity pack" created specifically for the game, with a relief center, tents and two emergency response vehicles. In the event of a meteor strike, earthquake or tornado, the Red Cross tents will automatically appear to provide aid for injured Sims, and a fleet of ambulances and fire trucks will be on call as well. SimCity creator EA Games has pledged to contribute at least 80 percent of profits (a minimum of $100,000) from the charity pack to the Red Cross National Societies. The set will be available for a year, and you'll be able to keep it through the life of your current game. Currently, the pack is only available for players in 10 countries, including Denmark, France, the US and the UK.

  • Dragon Age: Inquisition delay brings back multiple playable races

    by 
    Mike Suszek
    Mike Suszek
    08.15.2013

    Dragon Age: Inquisition will see the return of playable races. "Because we moved the [release] date, we were able to bring it back," Executive Producer Mark Darrah told Game Informer, pointing to the game's delay to fall 2014 as an opportunity to bring race selection back to the series. In October 2012, Creative Director Mike Laidlaw said that humans would be the only playable race in the game in, but that has since changed. "The race decision was made well before E3, but why didn't we bring it up? Because again we wanted to make sure it was locked down," Laidlaw said. "We wanted to make sure we'd done the work and our homework was done so that we could commit to it. So that people could, with absolute enthusiasm, get ready for elf, or dwarf or whatever."

  • SimCity Mac delayed until August

    by 
    Jordan Mallory
    Jordan Mallory
    06.06.2013

    Originally scheduled to have its groundbreaking ceremony take place sometime in June, the Mac OSX version of SimCity won't be accepting new residents until August, Maxis has announced. "We have made this tough decision because we do not believe it is ready for primetime yet," senior producer Kip Katsarelis said in the announcement. "We want to ensure the Mac is a great experience for our players and that is why we are taking more time." As an expression of gratitude for their patience, Mac mayors will receive the "Launch Park" awarded to early adopters of the PC version in Update 4. Meanwhile, Update 5 for the PC version is expected to hit "in a couple weeks," patch notes for which can be uncovered by clickin' all up on the source link below.

  • SimCity GM: 'In many ways, we built an MMO'

    by 
    Elisabeth
    Elisabeth
    03.15.2013

    SimCity has not had the smoothest of launches. Players were (understandably) frustrated by connection woes, most of which seemed to be due to the always-online component of the game. In an interview with Polygon, developers framed the always-online component as an integral part of the game structure, saying that "it wouldn't be possible to make the game offline without a significant amount of engineering work by our team." This statement was later thrown into question as a Maxis insider claimed that servers were "not handling any of the computation" of city simulation. Now Lucy Bradshaw, General Manager of Maxis, is stepping up to re-frame the situation. In a "straight answers" update today, she pointed out the gameplay reasons for building SimCity to be always connected. These include features like collaboration between cities in a region, social perks like world events and leaderboards, player gifts, and the global market. Additionally, cloud-based saves make for easy access anywhere. "In many ways," she concludes, "we built an MMO." Somehow, we don't think MMO gamers would agree

  • Dead Space 3 price sliced to $32 on PC from GameFly

    by 
    Mike Schramm
    Mike Schramm
    03.04.2013

    Despite only arriving on store shelves a month ago, Dead Space 3's price has been dismembered down to just $31.99, thanks to GameFly. Currently marked down to $39.99 on the retailer's site, using the coupon code "GFDMAR20" – which earns you 20% off PC titles – will slice off an additional $8 off at checkout.Because this is a digital PC version, remember that you'll need an EA Origin account and your PC will need to be connected to the Internet as you play. Still, there's no cheaper way to get into the game our reviewer called "an exciting, shocking and mammoth adventure through the ghostly, unvarnished segments of space."

  • EA is building micro-transactions into its PC and console games

    by 
    Elisabeth
    Elisabeth
    02.27.2013

    Electronic Arts isn't backing down after a flurry of controversy about the micro-transactions in Dead Space 3. In fact, the company is planning to build micro-transactions into all of its PC and console games. CFO Blake Jorgensen says that EA is building "the ability to pay for things along the way, either to get to a higher level or to buy a new character" into all of its games and that "consumers are embracing and enjoying that way of business." While some people may balk at the idea of levels being locked away behind a paywall, Jorgensen also mentioned more innocuous micro-transactions, like trucks, guns, and other useful items that probably aren't ultimately necessary to enjoy the game.