gdc-2014

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  • Signal working on next-gen Toy Soldiers, acquires IP from Microsoft

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.20.2014

    Signal Studios has acquired the rights to its original intellectual property, Toy Soldiers, from Microsoft. "That was our first game, it was our baby," said Signal Community Manager Becky Taylor. "We are working on a future game in the franchise, we have a large publisher interested who we haven't announced yet," she told Joystiq today at GDC. Taylor tells us the next game is planned for next-gen systems. She continued, "Since we acquired the rights back, we've put out Toy Soldiers Complete, which includes the original game, Cold War and four DLCs... and it's 10 bucks through 'early access'." The original tower defense shooter hybrid Toy Soldiers and its sequel, Toy Soldiers: Cold War, have sold a combined total of 2.5 million units.

  • The early (early) concept of Monaco dev's RTSMOBA in Valhalla

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2014

    Andy Schatz is doing it again. Monaco seemed to linger in development limbo forever because it received attention from the IGF early in its production process. In reality, it took 3.5 years to come out. Schatz's new project, codenamed Armada, is a vague concept at this point: He has a clear vision for the design, but the theme, style and development team – not to mention the name – are all still up in the air. He announced it anyway. "I don't care this time because, fuck it," Schatz tells me at GDC. He's not going to release a game until "it's worth buying," but this time around he plans to throw Armada up on Steam Early Access and get player feedback. Monaco launched on XBLA, so Early Access was out of the question. Schatz isn't shooting completely in the dark with Armada – he knows what type of game it's going to be, and he has an idea for the theme. He wants to build an RTS with MOBA elements, something accessible yet still complex. In the way Monaco twisted the stealth genre, he wants Armada to feel familiar to RTS players, but with layers that smooth out the learning curve. He throws around the name StarCraft, and elements such as "champions" and "decks."

  • Challenges and comparisons: The monsters that hunt Alien Isolation

    by 
    Xav de Matos
    Xav de Matos
    03.20.2014

    The Creative Assembly has been forced to make a number of changes in order to realize the vision for Alien: Isolation. After successful pitches to both Sega and 20th Century Fox, the developer turned to recruitment, ensuring it added new members to its team that were capable of crafting the exact game it pitched, what Creative Lead Al Hope calls: "The Alien game that we always wanted to play." A game completely different from that other Alien game, which his team at The Creative Assembly had no involvement with making, yet keeps coming up, just the same Its pitch demo for Isolation was built in four weeks and featured two identical medical bays: one with its environment and objects in pristine condition and the other obliterated by an unknown menace. The juxtaposition led to immediate questions: "What happened? What did this?" Soon, an answer invaded the screen as a large xenomorph falls into frame, ending the demo. Sega was immediately interested, Hope says, as was Fox. Adding new talent to execute on the project was necessary. For the better part of a decade, The Creative Assembly has focused its attention on the RTS genre. Once its pitch was green lit, Creative Assembly brought in talent that contributed to a host massive franchises, including Grand Theft Auto and Assassin's Creed. Its team assembled and its concept approved, the developer began its work over three and a half years ago on Alien: Isolation – a survival horror game based on a beloved movie from the late 1970s. "This is exactly the game we want to make," Hope says.

  • GDC 2014: Final Fantasy XIV's Naoki Yoshida explains what tanked it and what saved it

    by 
    Justin Olivetti
    Justin Olivetti
    03.20.2014

    There are many theories about what contributed to the spectacular crash-and-burn of the original Final Fantasy XIV, but perhaps the most insightful is the one from current Executive Producer Naoki Yoshida, who pinpointed the critical flaws that proved Square Enix's undoing. At GDC this week, Yoshida said that the team had an "unhealthy obsession" with graphical fidelity above anything else and was stuck in the development mindset of Final Fantasy XI even as the genre had progressed. He said that A Realm Reborn's saving grace was the team's effort to establish an "optimal design flow" allowing for a rapid overhaul of the title. It's also notable that Final Fantasy XIV has a new dev diary out today covering new gear and visual customizations called glamours that are coming with Patch 2.2.

  • Don't expect Octodad to be a PS Plus free game, do expect extra silliness

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2014

    Octodad: Dadliest Catch sold more than 90,000 copies on PC, Mac and Linux, and that is enough to keep developer Young Horses afloat through the end of the year with a lineup of full-time staff, CEO Philip Tibitoski told Joystiq at GDC. Before launch, the Young Horses team split their time between day jobs and development work, but now it's all Octodad, all the time. "If it hadn't sold well, I'd be out looking for a job right now," Tibitoski said. "I don't have to worry any more." The next step is a PS4 launch, scheduled for April. Fans on social media are eager to control a suited cephalopod with the DualShock 4, Tibitoski said, noting that some have vowed to buy it twice. And chances are, they will buy it – Young Horses has no plans to make Octodad a PS Plus free game. Tibitoski said a significant number of players expect Octodad to be free on PS Plus simply because it's an indie game on a Sony console, but that's not something the team wants. A launch sale, maybe.

  • Riptide GP2 brings six-player split screen to Xbox One

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.20.2014

    Back in my day, we squinted at a small square of GoldenEye on a cathode ray tube and we liked it. Split-screen multiplayer gaming may have diminished in light of the internet connecting us with hurtful, bigoted strangers, but it does creep into modern games on occasion. The makers of Riptide GP2, a futuristic watercraft racing game picked up through Microsoft's indie games initiative, have opted to split the screen up to six ways in their port for the Xbox One. If you don't have six controllers handy at home (you don't?!), you can swap out local players for online ones. Riptide GP2 comes from portable platforms, having done a successful circuit on iOS, Android, Windows 8.1 and Kindle. The Xbox One version - more akin to the current Steam version – will ship with 24 tracks and a host of customization options for your rocket-powered hydro horse. Beyond its predilection for screen fragmentation, developer Vector Unit is known better for its work on Xbox Live Arcade's well received Hydro Thunder Hurricane. [Images: Vector Unit]

  • Seen@GDC: Unreal Engine 4 showcases power with Tappy Chicken

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.20.2014

    Epic Games has harnessed the power of its Unreal Engine 4 with videos like Infiltrator and Elemental, but today the company took it to a whole other level with Tappy Chicken. Featuring graphics that won't be experienced until the next-next gen, the game is remarkably similar to the so-cool-it's-gone sensation Flappy Bird. "I confirm that the Tappy Chicken game is included with the download of Unreal Engine 4," said a representative for Epic Games. Epic Games founder Tim Sweeney mentioned during the company's reveal of the engine's new subscription model option that the company is "not shipping an Unreal Tournament game" and is "not developing anything in the Unreal Tournament universe at all at the moment." He did reiterate that Epic is working on Fortnite and other unannounced game projects.

  • Sony's Project Morpheus VR researchers are humble and hopeful

    by 
    Richard Mitchell
    Richard Mitchell
    03.20.2014

    After getting some hands-on time with Sony's Project Morpheus virtual reality headset for PlayStation 4, we sat down to chat with Anton Mikhailov and Jeff Stafford from Sony's research and development team. We discuss the inevitable comparisons to Oculus Rift, working with NASA and the "Wild West" nature of VR development.

  • Hands on (and head in) with Sony's Morpheus VR headset

    by 
    Richard Mitchell
    Richard Mitchell
    03.20.2014

    Sony made a big splash earlier this week, announcing the upcoming "Project Morpheus" virtual reality headset for PlayStation 4. Intrepid folk that we are, we braved the wilds of Sony's GDC booth to experience Morpheus firsthand. Join us as we strap on Sony's new contraption and pick up some PlayStation Moves to try out a couple of demos. Marvel as we dismember poor, inanimate suits of armor. Thrill as we are almost virtually consumed by a shark and subsequently swallowed by a dragon. Virtual reality is packed with things that want to eat you, it seems.

  • PS Camera attach rate around 15 percent, 'severely supply constrained'

    by 
    Sinan Kubba
    Sinan Kubba
    03.20.2014

    Sony says it underestimated demand for the PlayStation Camera, and the PS4 peripheral currently has an attach rate of around 15 percent worldwide. That's according to SCEA's Chris Norden; SlashGear reports the senior staff developer revealed the figure during his GDC presentation yesterday. Sony recently announced it sold more than 6 million PS4 units, so doing the math that equates to around 900,000 PS Cameras sold at least. GameSpot adds that Norden asked consumers to "please be patient" as Sony seeks to increase stock, but he didn't put a timeline to the peripheral's future availability. The PS4 Camera retails for $60 in North America, and it isn't included as standard with the console, unlike Kinect for the Xbox One. [Image: Sony]

  • This box hides a new Device 6 mystery

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.20.2014

    Though the appearance of Device 6 at this year's Game Developers Conference is to be expected, the physical appearance of its stand in the independent games pavilion is ... well, that depends on how susceptible you are to mind control. The kiosk appears to be a spying, literal extension of the story in Device 6, which sees you – the subject of sorts – solving abstract puzzles in a surreal environment. The narrated mystery would often extend beyond the borders of your iPad, calling into question where the game really ended. A scattering of immovable "replica" iPhones on the stand asks: "Why wasn't the game on display? If there wasn't a game to play, then what was the purpose?" You may just find the (creepy) answer if you work your way through our gallery. And please close the box after you've completed the test. [Images: AOL]

  • Seen@GDC: A board game on an iPad, complete with dice

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2014

    Armello spent eight months as a paper prototype, and the team at Australian studio League of Geeks did its best to throw the appeal of a board game onto the screen – including the dice. Armello is a turn-based, strategy RPG complete with skill cards and four playable clans: rabbit, rat, bear and wolf. It's in development for PC and mobile. Armello has a rich fantasy backstory and matching 3D art: The king, a lion, has a disease called "rot" and he's going mad, locked inside of his castle and protected by minions, high walls and his own skills. The game supports solo and multiplayer modes, online and local (with multiple devices), and it has a day-night cycle that transforms the battlefield from deep greens to dark purples throughout players' turns. See an example of Armello's hex-based system in another gif below.

  • GDC 2014: Ubisoft shows off its Divison-powering Snowdrop engine

    by 
    Jef Reahard
    Jef Reahard
    03.20.2014

    Ubisoft Massive showed off a three-minute trailer focused on its Snowdrop game engine at this week's GDC event in San Francisco. The first title powered by the new tech is UM's MMO shooter The Division, which also features heavily in the clip's behind-the-scenes footage. "Working with the engine is kind of like solving a puzzle," explains environment artist Jill Jarlestam. "The elements are already there so it's just a matter of how you combine them together." You can watch the full video by clicking past the cut.

  • Hyper Light Drifter's combat mode is beautifully punishing

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2014

    Hyper Light Drifter's combat mode is a solo or co-op evil-beast explosion – it begins in a training room lined with dummy targets, and a seafoam platform that recharges your magic. A door etched in rune-like symbols waits at the end of the room. Behind it, when you're ready, lies an arena filled with creatures bent on your destruction. First, the training room allows you to play with mechanics: Plugged into a MacBook Air, playing with an Xbox 360 controller, press the right bumper to see a circle of weapons and map the ones you want to the Y or B buttons. These weapons include an enemy-seeking mine ball, a shotgun that shoots in a diamond formation, a boomerang, and a close-up attack that embeds a fucshia crystal in an enemy, which you then detonate into huge crystal splinters covering the surrounding area. These attacks drain magic. The A button is a (very useful) dash, and X is a sword slash. Left bumper displays magic and health bars, and your weapons. Unfortunately, there's no button to halt the flow of angry, violent creatures that swarm you once you open that door.

  • Pumping up the 'Volume' with Mike Bithell

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.20.2014

    Mike Bithell, creator of Thomas Was Alone, is always up for a fun chat. A lot of what we discussed while checking out his new game Volume at GDC was left on the digital cutting room floor, including a chat about his dream of doing a musical game (like, West End/Broadway), but we do touch on it briefly without breaking out into song. We may have to go back and release the b-side version of this interview, but what we've got for now is a closer look at Volume and Bithell's vision for the streamlined stealth game, which should hopefully be available by year's end. However, Bithell is clear to emphasize, it'll be done when it's done.

  • Seen@GDC 2014: Nintendo's advanced robot technology

    by 
    Richard Mitchell
    Richard Mitchell
    03.20.2014

    If you've ever thought that the design concept of the Wii U was weird, or the original Wii, or the 2DS, keep in mind that Nintendo has been living and breathing weird for decades. Thankfully, the Video Game History Museum exhibit at GDC (as ever) is here to remind us.

  • Racing shooter hybrid 'Calibre 10' goes Early Access ahead of Xbox One

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.20.2014

    Before it comes to Xbox One as part of Microsoft's independent games initiative, apocalyptic racer/shooter hybrid Calibre 10 Racing Series will launch on PC through Steam's Early Access program – likely as soon as next week. The game's developer, Bongfish, expects the alpha development period to last around six months, after which the completed game will make its way to Xbox One, roughly around Fall. Calibre 10 Racing Series hinges on two-player teams competing on and around a deadly racetrack. One person drives to the finish line, usually in a glossy sports car that hungers for power-ups littering the track, while the other takes command of gun turrets positioned alongside the route. Drivers can defend themselves with barrel rolls (as recommended by anthropomorphic space animals), temporary shield pickups, or collect turret upgrades for their gunning teammates to rain down hell on opponents. Developer Bongfish considers Calibre 10 a spiritual successor to Harm's Way, the bouncy arcade racer that emerged in 2010 as a finalist in Doritos' "Unlock Xbox" game design competition. If the game finishes its early access circuit with aplomb, it hopes to offer a hub for the community to design high-end concept cars. And then shoot them in the world's toughest safety standards test.

  • Papers, Please and The Last of Us honored at GDC awards show

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    03.20.2014

    Designer Lucas Pope came close to apologizing for his frequent appearance on stage at 2014's Indie Games Festival Awards, collecting award after award for Papers, Please. The dystopian game of bureaucracy and hard-earned immigration was recognized by a panel of industry peers for its considered narrative, game design, and ... downloadability? Pope couldn't help but poke fun at the vestigial "Best Downloadable Game" category, noting the distinct advantage of making a game that's a quick 40MB download. Papers, Please also won for innovation in the Game Developers Choice Awards, the more mainstream half of the evening's show. Naughty Dog's own take on dystopia, The Last of Us, won here for best design, best narrative, and best overall game of the year. (This despite fellow nominee Super Mario 3D World having some pretty sweet overalls.) For the rest of the winners, including some gongs for Device 6, Risk of Rain and Grand Theft Auto 5, please see below.

  • Clockwork Empires accepting alpha colonists this spring

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.19.2014

    Clockwork Empires plans to launch its buy in-alpha program this spring, developer Gaslamp Games mentioned today at GDC 2014. This next game from the team behind Dungeons of Dredmor is an ambitious simulation game. Think Tropico meets Don't Starve, but steampunk. Beyond its setting of colonists surviving in frontier lands against fish people and Lovecraftian dread, the game will support up to four players online, along with a turn-based successive multiplayer. Clockwork is planned for PC, Mac and Linux. The developer didn't have any announcement today about the buy in-alpha price.

  • 2D Monster Hunter with extra dragons from Spry Fox

    by 
    Jessica Conditt
    Jessica Conditt
    03.19.2014

    Everything in this game is dragons – the cows are dragons, the chickens are dragons, the bears are dragons, the wolves are dragons. You aren't a dragon, but in the earliest art, you do have a sweet red beard that trails into the distance, turning green at its tip. It doesn't have a name yet, but Spry Fox is set on making a dragon-filled, monster-catcher game. "You can sort of think of this as a 2D Monster Hunter," Chief Creative Officer Daniel Cook said. "You're riding these dragon creatures .... You can hunt them down. You have a home base and the animals will come and terrorize your farm and your home, and they'll steal stuff from you and you can steal it back, track them down and tame them. And then you turn them into mounts of your own." The main attack in this dragon game is a lunge – movement is more akin to jumping monkeys than soaring, mythical beasts. You can hop quickly across rocks and glide in the air, positioning your mount for the best lunge. The creatures will be procedurally generated, and they come from Glitch artist Brent Kobayashi, who's also doing the art for Spry Fox's Road Not Taken. That one is due out, tentatively, this summer for PS4, Vita and Steam. This game isn't an MMO, but Spry Fox is working on a couple of those, Edery said, including one based on Steambirds, the studio's aerial combat game. The team has one engineer that keeps busy building these prototypes. Cook says they like things clean and simple, and a single engineer helps with that. For every 10 mediocre games, there's one hit that keeps the studio running – see Triple Town – Cook said. "2D Monster Hunter" might just do that trick. See below for a larger first look at Spry Fox's dragon-catcher game.