first-person shooter

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  • Canceled Mojang project was a first-person shooter

    by 
    Jessica Conditt
    Jessica Conditt
    07.26.2012

    Mojang, the studio in front of the man behind Minecraft, was working on a first-person shooter with another company, Markus "Notch" Persson tells Joystiq. The collaboration and the project itself is now completely dead, Notch confirms, following today's news of a mysterious cancellation.The FPS was killed off in the prototype stage, not because it wasn't turning into a good game, but because Mojang "did not want more external dependencies," Notch says. "The success of Minecraft meant we could focus on projects fully owned by us."Future collaborations aren't out of the question for Mojang, as long as they're "not to make money. If there are other reasons to collaborate, maybe!"Here's a reason: Portal guns in Minecraft.

  • Darksiders studio hiring devs with FPS experience

    by 
    JC Fletcher
    JC Fletcher
    07.26.2012

    Vigil Games, the THQ-owned developer of the Darksiders games and the now single-player Warhammer 40,000 Dark Millennium, is hiring a "senior gameplay programmer," "senior or principal designer," and other positions with an eye toward FPS experience.The gameplay programmer position seeks someone who "Has previously held a senior programming position on at least one shipped AAA console or PC title (preferably an FPS)," and the principal designer listing looks for "An avid FPS gamer with strong interest in pushing the genre forward creatively." The same listing looks for "Experience designing fighting and/or action adventure games for PS3 or Xbox 360 with at least 2 shipped AAA titles."The primary takeaway from these job listings is that Vigil is likely working on an unnannounced first-person shooter – probably on consoles, and with adventure elements. But we'd also like to point out that this is an opportunity for some of our game developer readers to come live in lovely Austin, Texas.

  • Firefall's Dreadnaught gets a serious beta tune-up

    by 
    Justin Olivetti
    Justin Olivetti
    07.25.2012

    Red 5 Studios Designer Justin Hanson is hard at work on making Firefall's combat the best it can be, and he's openly discussing the changes that the team's been making to the Dreadnaught battleframe (read: class). The Dreadnaught is a close-range fighter with impeccable durability, giving him the survival edge in any given battle. The team recognized that players were stacking accuracy modules to make him a good ranged fighter, so the devs tweaked the machine gun to make it semi-inaccurate at all ranges. The class now requires skill and planning to get within range, whereupon it can start mopping the floor with the competition. Dreadnaughts now have an option to replace their machine guns with thermal machine guns. These offer more accuracy at range the hotter they get, but its rate of fire is slower and it can overheat and shut down. Hanson goes on to relay some of the other weapon and skill changes that are meant to tighten the Dreadnaught's focus and make it an interesting class for talented players.

  • Firefall ramps up for its summer milestone

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.19.2012

    The upcoming milestone update to Firefall is a big one that revamps several core areas of the game based on player feedback. That includes multiple frames seeing a large-scale revisions. Designers Justin Hanson and John Deshazer elaborate upon some of the changes wrought upon the Engineer in the newest video, explaining that the class had some serious problems before -- it wasn't mobile and generally wasn't considered desirable within group composition because of its limited utility. Meeting the new and more functional Engineer will turn that impression around. Engineers have gotten a new weapon that ramps up in damage as it scores repeated hits on a single target. They've also been granted a number of better build items, such as mini-turrets that can be tossed in odd locations and instant-build forcefields. And that's just a sample of what the milestone is improving in the game, something detailed in two recent development blogs outlining the philosophy behind the changes and what players can expect after the dust clears.

  • New Firefall dev diary discusses special effects

    by 
    MJ Guthrie
    MJ Guthrie
    07.17.2012

    When asked what you do, do you get to answer "I blow sh** up for a living"? The folks in special effects do, and that's the best part about working in the gaming industry according to Adam Kupratis, visual FX artist for Red 5 Studios. In Firefall's latest dev diary, Adam and colleague Marc McCall, technical artist, sit back and talk about developing the special effects in the game. The team emphasizes that they aim to make Firefall very visually different than other games. Amid the technical discussion, the video also offers footage demonstrating some of the different effects. You can check them out after the break.

  • Firefall video gives a sneak peek at Assault changes

    by 
    Elisabeth
    Elisabeth
    07.12.2012

    Firefall's Assault battleframe will be evolving this summer. The dev team has a stated goal of increasing the skill ceiling of all the battleframes, so Assault will be oriented more to precise attacks and positioning. With fewer hitpoints and increased speed, Assault will be one of the quickest battleframes in the game. This puts more focus on mobility and agile short- and mid-range gameplay. The battleframe's AoE will also be toned down, meaning more abilities will require aiming and include less splash damage to put more emphasis, again, on skillful play. These changes will come as part of what's being touted as "the biggest patch in Firefall history," which players are told to expect "later this summer." Skip below the cut to see the new and improved Assault battleframe in action!

  • Firefall hits 500k member milestone, reveals system requirements

    by 
    Shawn Schuster
    Shawn Schuster
    06.27.2012

    Red 5 Studios has announced today that its MMO-ish shooter Firefall has reached the milestone of 500,000 registered members just after its first exclusive beta test. Red 5 CEO Mark Kern comments on the improvements the team is making to the game following that first beta test: "We're treating Firefall as a service, which means it's critical that we're continually adding value and fun for players. Having a large and growing community lets us know that we're on the right track. But more importantly, their feedback helps us stay on the right track." The studio also released the game's official system requirements, which you'll find after the cut. [Source: Red 5 Studios press release]

  • Red 5 reveals Firefall's Mobile Gaming Unit

    by 
    Jef Reahard
    Jef Reahard
    06.21.2012

    Don't fret, shooter fans. You won't be squinting at small screens or fumbling with poor controls as you try to play Firefall on your phone. No, when we say mobile, we mean a rolling LAN party designed by West Coast Customs. Red 5's Mobile Gaming Unit is a 48-foot-long gaming center on wheels, featuring "an aesthetic design pulled straight out of Firefall's sci-fi world." The MGU is slated to tour America later in 2012, bringing with it top-level e-ports play, and of course, Firefall brand awareness. Anime Expo 2012 will be the site of the MGU's official reveal. If you'll be in the Los Angeles area between June 29th and July 1st, stop by and have a look. [Source: Red 5 press release]

  • 'Ground Branch' aims to revive the tactical military shooter

    by 
    Mike Suszek
    Mike Suszek
    06.17.2012

    BlackFoot Studios is seeking $425k on Kickstarter by July 6 to fund the game Ground Branch. The studio seeks to launch the first-person shooter for PC and Mac in 2013.BlackFoot Studios is deeply rooted in the genre, as Founder/Creative Director John Sonedecker is credited in over 20 games in his lengthy career in the industry. He worked on Ghost Recon and the original Rainbow Six game before founding the Ohio company in 2004, according to the game's website.Details on the depth of character and weapon customization as well as design choices are nearly too dizzying to list, though Sonedecker spelled out the development team's aspirations in the commentary video above.[Thanks to everyone who sent this in!]

  • The Firing Line: Defiance, Arctic Combat, and other E3 leftovers

    by 
    Jef Reahard
    Jef Reahard
    06.15.2012

    Ah, home. A full-screen monitor, a fridge stocked with Diet Sunkist, plenty of columns to be written, and my own vehicle! Public transportation doesn't agree with me, folks, as I learned last week at E3 in Los Angeles. I also learned a lot about PlanetSide 2, a little about DUST 514, and tidbits about Defiance and something called Arctic Combat. For this week's Firing Line, I figured I should pay a little lip service to those last two. And we'll also recap some of this week's crucial online shooter news. To the cut!

  • Red 5 unveils part one of Firefall manga, shuts down ARG [Updated]

    by 
    Matt Daniel
    Matt Daniel
    06.13.2012

    Firefall's beta test is moving steadily along toward the game's (hopefully) upcoming release, and fans are probably hungry for some more background on the MMOFPS title. To help satiate that appetite, Red 5 has released part one of the Firefall manga series penned by legendary sci-fi author Orson Scott Card and his daughter Emily Janice Card. The comic, entitled Trespasser, is penciled by renowned artist Joe Ng of UDON comic fame, and follows mohawk-sporting heroine Pilgrim as she kills gargantuan mutant bugs and has a bit of a run-in with the law. The manga's story begins prior to the crash of the Arclight, which heralds the beginning of the in-game timeline. Hopefully the narrative will serve to fill in some of the details regarding the events that lead up to Firefall itself. Red 5 will be unveiling two new pages every Tuesday, so head on over to the comic to get up-to-speed, then be sure to check in weekly for the rest of the story. [Update: Red 5 has also announced it is shutting down Firefall's alternate-reality game to avoid storyline overlap and conflict with the manga.]

  • The Game Archaeologist: Maze War

    by 
    Justin Olivetti
    Justin Olivetti
    06.12.2012

    It's hard to know how far back to go when chronicling the history of early MMOs and their ancestors. After all, the Game Archaeologist has looked at several titles (Air Warrior, Habitat, Neverwinter Nights) that do not fit the modern definition of an MMO yet were bound in blood to the genre nonetheless. So if today's game seems to be somewhat tenuously related to our favorite hobby, I beg your forgiveness in advance, but I do feel it's pertinent to our exploration of this wonderful genre. The game in question is Maze War, and it holds a general's uniform's worth of medals depicting firsts in the infant genre of video games. Most importantly for us, Maze War was the first graphical video game to be networked and allow players to interact and fight each other. You can see why that may tie in to our current situation. While the game itself certainly never attained the complexity of modern shooters or RPGs, its innovation and pioneering certainly make it worthy of examination. So let's dust it off and get to it!

  • Firefall dev diary discusses SIN

    by 
    Matt Daniel
    Matt Daniel
    06.07.2012

    The folks at Red 5 Studios have put out a new Firefall dev diary video today, and this one is all about how much they love SIN. Senior Designer Scott Rudi and Lead Designer Scott Youngblood dedicate this video to talking about the wonders of Firefall's Shared Intelligence Network. SIN is described as a network that connects all Battleframes within a given area, allowing them to share information with one another on-the-fly. The use of this network is extensive. In combat, it allows you to see what your allies see, causing nearby enemies and other points of interest to be marked on your HUD. Players can also designate specific objectives, such as downed teammates or damaged vehicles, to other players within the network. The pair stress that liberal use of SIN's capabilities will be essential for success, as its information is fed not only to your teammates but to deployables such as turrets as well. For the full details on Firefall's SIN, just click on through and watch the video for yourself.

  • The Firing Line: Zomg it's almost time for PlanetSide 2 edition

    by 
    Jef Reahard
    Jef Reahard
    06.01.2012

    It's taking all of my willpower to avoid reducing this week's column down to four words: PlanetSide 2 hands-on. I guess technically that might be three words, or even two, depending on how you classify numbers and hyphens. The point, though, is that this time next week, I will have gotten my grubby little paws on Sony Online Entertainment's MMOFPS, and I'm so excited that little else matters. OK, some stuff still matters, namely the interesting shooter news that happened this past week. Join me after the jump for a recap.

  • Renaissance Heroes closed beta starts May 31st, and we've got keys

    by 
    Jef Reahard
    Jef Reahard
    05.29.2012

    Renaissance Heroes isn't exactly an MMO (it's a 12-player lobby shooter if you're curious). Given the fact that it melds the Unreal Engine 3 with 16th century Renaissance Europe, we figured you'd like a beta key to take a look. The game features the usual deathmatch, team deathmatch, and capture-the-flag modes, along with over 100 unlockable achievements. Unlike your daddy's FPS, it also features crossbows, battlehammers, and other classical weaponry. Closed beta starts May 31st, but we're handing out 1000 keys now to get you ready. Again, the keys won't be able to be redeemed until May 31st. Click past the cut for your beta key redemption instructions.

  • New Firefall dev blog discusses raising the skill ceiling

    by 
    Matt Daniel
    Matt Daniel
    05.24.2012

    The other day we talked about Red 5 Studios' new development philosophy for its upcoming MMOFPS, Firefall, and its decision to take things in a direction that's more focused on player skill than levels or gear. Today, the studio has released a new dev diary that expounds on this philosophy by discussing how it plans to make the game "approachable and exciting to players of all skill levels," while ensuring that it remains rewarding to the truly hardcore. The post begins by taking a look at the game's core combat, which contains "a number of weapons and abilities that are lower-twitch and lower-skill," such as beam weapons, AoE abilities, and splash damage. The post goes on to discuss a number of potential solutions to these problems, such as changing the high-splash-damage plasma cannon into a gun that deals lower splash damage, but with devastating direct-hit damage. It's an interesting read for players who are looking for a bit more skill-based gameplay in their MMOs, and Firefall fans in general would do well to go check out the full post on the game's official site.

  • Firefall video blog says farewell to levels, hello to skill

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.22.2012

    The team at Red 5 Studios has been working hard on making Firefall the best game it can be, and as it turns out, that happens to be a game without traditional levels. A new video blog featuring lead designer Scott Youngblood and development VP James Macauley drops the news that the level system is being discarded and replaced with a much more organic system for player growth. Under the new system, players still earn EXP. That EXP will be spent on specific upgrades at a player's discretion rather than marking off specific levels, allowing you to unlock the upgrades that feel relevant in the order you want them. It also places less emphasis on levels in head-to-head matchups, something Macauley stresses is important to the team. There's more than just the removal of levels at work, however; the development team is also overhauling crafting to be more complex and rewarding as well as developing a new system of equipment tiers to keep players advancing. The full diary just past the break only gives brief glimpses of several new systems, but Firefall fans should be quite happy with what's over the horizon.

  • Aeria Games unveils new multiplayer shooter, Born to Fire

    by 
    MJ Guthrie
    MJ Guthrie
    05.21.2012

    Aeria Games, with numerous free-to-play titles already under its belt, just unveiled a new multiplayer first-person shooter called Born to Fire. This character-driven game is set following the Cold War, when rules of engagement are thrown out the window and the world is a free-fire zone. Director of Publishing Tom Nichols describes the game: "In Born to Fire, players step in the boots of five distinct classes of elite operatives engaged in a global firefight for domination. With the instant gratification of one-click matchmaking and the in-depth analysis provided by elaborate replay tools, Born to Fire represents a new class of character-driven, highly customizable MMOFPS that's easy to get into but nearly impossible to fully master." The five classes available for play are Rifleman, Duelist, Ranger, Heavy-Hitter, or Warden; each comes with unique backstory, tactics, and a fully customizable arsenal. Sign-ups for closed beta are going on now! Players can keep informed of the latest news, updates, and contests by "liking" Born To Fire's Facebook page. Also, be sure to check out the screenshots and artwork in the attached gallery.%Gallery-155806% [Source: Areia Games press release]

  • The Firing Line: 16th century fragging edition

    by 
    Jef Reahard
    Jef Reahard
    05.11.2012

    What do War Thunder, World of Warplanes, Leonardo da Vinci, and Tribes: Ascend have in common? Not a whole lot aside from their respective appearances in this week's edition of The Firing Line. Won't you join me after the cut for a rundown on some recent and notable online shooter news? If you're feeling particularly ornery, you can point and laugh at the fact that I'm still not in the War Thunder beta.

  • The Firing Line: Hands-on with Firefall's beta

    by 
    Jef Reahard
    Jef Reahard
    05.04.2012

    I'm dying on the beautiful beach outside Firefall's starter town. As I lay bleeding from a hundred holes and generally making a mess of my shiny new bumble bee-colored battleframe, my avatar collapses to the sand and says the funniest thing I've heard in a while. "Grandpa!" This is delivered in his best rural Georgia twang, and it lessens the sting of my latest newbie move. The whole scene is Firefall in a nutshell: It's fun, frustrating, and funny all at once.