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  • Praise the Sun: Dark Souls Steamworks update now available

    by 
    Earnest Cavalli
    Earnest Cavalli
    12.15.2014

    Following a short delay, developer From Software has issued an update for the PC's Dark Souls Prepare to Die Edition that replaces its native Games for Windows Live functionality with a full suite of Steamworks components. Additionally, from now until February 16, 2015, players will be able to transfer and update their original Dark Souls saves and achievements from Games for Windows Live to the new Steamworks version of the game. A full walkthrough on how to transfer your existing data is available on Steam. After February 16, the Steamworks version of Dark Souls Prepare to Die Edition will become the default version of the game and save transfers will no longer be possible. [Image: Bandai Namco]

  • Dark Souls' Steam migration delayed, prepare to die next month

    by 
    Sinan Kubba
    Sinan Kubba
    11.26.2014

    Dark Souls PC owners can throw another log on the bonfire, because they have to wait until December for the game to transition over to Steam. Namco Bandai says it's finalizing the nuts and bolts of moving the action-RPG from Games for Windows Live to Steam, and more testing means the company's targeting the transition for next month rather than this one. In its original announcement, Namco said owners will be able to redeem Dark Souls on Steam by using their GFWL tokens at no extra cost. Saves and achievements can survive the journey during a short migration period, but GFWL rankings will be flattened by a figurative cannonball rolling down a metaphorical staircase.

  • Red Faction: Guerrilla opens Steamworks public beta

    by 
    Mike Suszek
    Mike Suszek
    11.05.2014

    Red Faction: Guerrilla is the latest game to completely shed its Games for Windows Live coat, and will now begin testing full Steam support features, Nordic Games announced. The publisher invited players to participate in a public beta of the game's new Steam-based functionality, which includes matchmaking and multiplayer support via Steamworks. The game's public beta will also feature leaderboards, voice chat and achievements via Valve's PC gaming service. Those interested in participating in the beta are instructed to follow this guide, selecting Red Faction: Guerrilla in step one and using the password "nordicrfgbeta" and the beta branch "publicbeta." First launching in 2009, Red Faction: Guerrilla was part of the $4.9 million set of intellectual properties purchased by Nordic Games in THQ's liquidation auction in April 2013, seeing itself as a "middle man" for potential sequels in its new series. The publisher told Joystiq at Gamescom in August that it's "not the right time" for Red Faction: Guerrilla 2. [Image: Nordic Games]

  • Age of Empires Online now extinct following server shutdown

    by 
    Mike Suszek
    Mike Suszek
    07.02.2014

    The servers for freemium real-time strategy game Age of Empires Online shut down this week. Published by Microsoft, the online RTS entered beta in May 2011 before its full launch that August for Games for Windows Live. Gas Powered Games took over the game's development from Robot Entertainment prior to that in February 2011. It arrived on Steam in March 2012, at which point its daily active users spiked by by more than three times. A since-deleted support article for the game in January tipped off a July 1 closure date of Games for Windows Live. Age of Empires Online was let down easy, as its closure was forecasted nearly one month ago. The developer reset the player-vs-player ranking ladder at the beginning of June and hosted a few events for the game, including a Capital City decoration contest and invitational tournament near the end of the month. The developer capped off its Age of Empires Online send-off with an "End of the World" event yesterday, in which it livestreamed the game's final hours of life. [Image: Gas Powered Games]

  • Games for Windows Live is dying, we check the life support of games

    by 
    Steven Wong
    Steven Wong
    01.17.2014

    Microsoft announced last year that Games for Windows would shut down its marketplace features on August 22, 2013, signaling the beginning of the end for the service. Never quite achieving its desired critical mass, GFWL handled DRM, achievements, and multiplayer for a long list of games. A since-deleted support article for Age of Empires Online stated that the GFWL service would be discontinued on July 1, 2014. Although Microsoft has not yet made an official announcement on the matter, a number of developers took this to mean that their games would effectively become unplayable in July and began work to divorce them from GFWLs, often switching over to Steamworks. However, a large number of developers remained quiet about plans, so Joystiq reached out to get the official word on what the future may hold for their games past July.

  • Fallout 3 removing Games for Windows Live support, DRM on Steam [Update: Bethesda responds]

    by 
    Danny Cowan
    Danny Cowan
    01.08.2014

    A recently-released patch for the Steam version of Bethesda's post-apocalyptic RPG Fallout 3 suggests that its Games for Windows Live support and DRM is being removed, likely in response to the service's decline and marketplace closure. NeoGAF reports that the update removes Fallout 3's SupportsCDKeyCopyToClipboard, ShowCDKeyOnLaunch, and legacy key registry functions -- all key components of Games for Windows Live integration. Blue's News finds that the game still installs the Games for Windows Live client upon launch, however. Uninstalling the client currently renders Fallout 3 inoperable. Several games have ditched Games for Windows Live support in recent months, including BioShock 2, Batman: Arkham City, and Warhammer 40,000: Dawn of War 2. Several Microsoft-published PC releases and high-profile games like Dark Souls and Grand Theft Auto 4 still require Games for Windows Live to function. [Update: A Bethesda spokesperson has contacted Joystiq with clarification regarding the recent update. "We have not removed GFWL from the game," the spokesperson stated. "The only that that has changed is that Steam has removed the need to activate the GFWL codes when purchasing the game."]

  • Batman: Arkham Origins drops GFWL, jumps on the Steam train

    by 
    Jessica Conditt
    Jessica Conditt
    08.19.2013

    Batman: Arkham Origins won't use Games for Windows Live to track achievements, as Arkham Asylum and Arkham City both did, IGN Australia reports. Arkham Origins' achievements and multiplayer content will be handled directly through Steam. Arkham Asylum and Arkham City used GFWL to track achievements, though they didn't have multiplayer. Microsoft is closing the GFWL marketplace on August 22, but it says the service will remain active for customers to access previously purchased content. Capcom's coming Ultra Street Fighter 4 is also ditching GFWL for full Steam integration. The game's predecessors, Street Fighter 4 and Super Street Fighter 4, used GFWL for multiplayer, on top of Steam.

  • PSA: Street Fighter X Tekken DLC now live on GFWL, Steam content delayed into next week

    by 
    Jordan Mallory
    Jordan Mallory
    07.21.2012

    Good news, everyone! Half of the PC versions of Street Fighter X Tekken have reached DLC parity with their console brethren. Granted, there are only two PC versions of SFxT, and the one that got the DLC first is the Games for Windows Live version, but at this point we're sure the PC fighting game community is grateful for pretty much whatever they can get.DLC for the Steam version of SFxT was originally planned to launch simultaneously with the GFWL release, but an "unforeseen error with the Valve submission process" has caused it to be delayed into "early next week," according to an update on Capcom Unity.

  • Batman: Arkham City swoops to PC on November 18

    by 
    Ben Gilbert
    Ben Gilbert
    10.18.2011

    Warner Bros. has deemed today the day to reveal Batman: Arkham City's delayed PC launch date as November 18, one month to the day after its arrival on consoles. The Games for Windows version was delayed last month via a terse WB announcement, which didn't provide an explanation at the time. We can exclusively reveal why today: Bruce Wayne is exhausted, y'all. He's got a lot going on, between film and TV and video games, and he just needed a few weeks to chill. Okay, that and PC version bug fixes.

  • SSFIV Arcade Edition PC to discourage piracy (and frustrate buyers) with 'limited' offline mode

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    05.26.2011

    Okay, so there is a catch. We figured Capcom had a "solution" in place when it confirmed that Super Street Fighter IV: Arcade Edition was coming to PC. The problem? Piracy -- the threat of which kept Capcom from releasing vanilla SSFIV on PC just a year ago. In a blog post on Capcom-Unity, company VP Christian Svensson has addressed some "Stuff You Want to Know About SSFIV:AE for PC." Scroll down and you'll get to the catch. "SFIV unfortunately was plagued by pirates and hackers that messed up leaderboards," Svensson writes of the original iteration on PC (which still sold well by Capcom's earlier account). "To hopefully remedy that, SSFIV:AE will be making use of what is called SSA technology." While not as random as certain TSA measures -- SSFIV:AE players can still wear shoes and needn't limit their beverages to 3.4-ounce bottles -- the game's Software Security Assurance protocol is no less strict. Players are required to be signed into Games for Windows Live in order to access most of the game's features and content. In offline mode, SSFIV:AE is reduced to a sort of demo, with players limited to local play only (obviously), but also restricted to 15 of the 39 fighters and unable to save settings or challenges progress. DLC is inaccessible when playing offline, as well. Should the GWFL connection be lost mid-game, the player is given a chance to sign back in at a "logical break point" -- but should that fail ... you're in demo mode. And if you don't live in a GFWL-supported region? Svensson calls that a "buyer-beware situation." Prospective purchasers should also be aware that Steam and Impulse will implement their respective "security solutions" (in addition to SSA), and that Steam users won't use GFWL Marketplace to purchase DLC. "We'll provide more details on that wrinkle at a later date," Svensson notes.

  • Games for Windows Marketplace gets competitive, relaunching Nov. 15

    by 
    David Hinkle
    David Hinkle
    10.22.2010

    In November, Microsoft will reboot its Games for Windows Marketplace. In doing so, the company aims to beef up its online portal with more games -- and not just those few that align themselves with the Games for Windows Live branding -- and provide a more competitive and comprehensive retail experience. Peter Orullian, who helped develop digital distribution strategies for Xbox Live, has been tapped to effectively manage the relaunch. %Gallery-105596%

  • Xbox Game Room bringing arcades back to Xbox 360 and Games for Windows Live users [update 3]

    by 
    Xav de Matos
    Xav de Matos
    01.06.2010

    Update 3: An online fact sheet [.doc link] from Microsoft reveals that the Game Room itself will be free, while games will range in price from 400 ($5) for a dual-license purchase of arcade classics, 240 ($3) for a single-platform license or 40 ($0.50) for "two quarters" worth of play. Users can try arcade titles for free within a friend's room. For full details, check out our follow-up post. Update 2: According to Major Nelson, Game Room users will have the ability to purchase games for their virtual arcade and play them on both their Xbox 360 and Windows PC. Additionally, new Game Room titles will be made available every week. Users will be able to invite Xbox Live friends into their respective (and customizable) rooms to show off their arcade collection. Stock up on Microsoft Points, kids. Update 1: During its CES 2010 keynote, Microsoft's Robbie Bach announced 30 arcade titles will be available in the Xbox Game Room when the service launches this spring for the Xbox 360 and Games for Windows Live. Original: Hours following a leaked interview featuring Robbie Bach, Microsoft has confirmed the existence of a virtual arcade room for Xbox Avatars via this trailer unveiled at CES 2010. The Xbox Game Room is slated to hit the Xbox 360 and Games for Windows Live this spring, allowing players to visit a virtual room filled with classic arcade titles. According to the video, users will be able to customize their arcade rooms (presumably for Microsoft funny money) and challenge friends to a plethora of original arcade versions of games such as Centipede, Outlaw, and Star Raiders. The news that Game Room will also launch for Games For Windows Live raises the question, will the service see Avatars added in the near future? As the upcoming arcade is centered around entertainment for your virtual identity, we'd hope the service would see an interface upgrade bringing it closer to the Xbox's current NXE, rather than locking our poor Avatars up inside of an executable program.

  • Metareview: Shadowrun (Xbox 360, PC)

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    06.05.2007

    As far as weird decisions go, exhuming a popular pen-and-paper RPG franchise and transforming it into a cross-platform shooter isn't nearly as disastrous as you might expect. Indeed, most Shadowrun reviewers concur that the gameplay is enjoyable and pleasingly distinct from your space donut shootouts. As for the decisions that led to a dearth of single-player content and a comically high price tag, well, those are every bit as disastrous as you'd expect. Eurogamer (6/10) considers Shadowrun to be a "well-designed, well-conceived game," but faults its anemic features and "counter-productive" price. "There's nothing wrong with a game choosing to specialise in either offline or online experience, of course," notes Kieron Gillen. "But if you decide to completely ignore one pole of the experience, you have to offer something generally astounding and/or groundbreaking to justify yourselves." Gamespot (6.9/10) feels the game, which is "about $30 too expensive," makes poor use of the Shadowrun license and doesn't offer enough variety. Despite finding the combat unique and the customization choices to be meaningful, Jeff "8.8" Gerstmann ultimately labels Shadowrun as "a pretty shallow experience." IGN (6.8/10) loathes the game's presentation, one of many criticisms it piles atop the "well-designed nucleus of gameplay." Charles Onyett finds the whole thing to be unrewarding, explaining that, "As gamers, it's rewards we crave, be it of the narrative variety, in-game items, new options or modes, or something entirely different." It's a shame to see Shadowrun providing "something different" to a crowded genre, only to clumsily stumble its way into the retail world with a heavy price on its back. We're sure the brilliant executives at Microsoft will pin the blame for inhibited sales on the license itself: "What? Shadowrun tanked? Well, that could only be due to the fact that nobody likes the Shadowrun universe anymore! Let's put that one back in the closet, eh chaps?"Read -- Metacritic on the PC versionRead -- Metacritic on the Xbox 360 version