A forthcoming patch for Fable III will fix corrupted game saves, spawning issues and frame-rate dips, according to an update from developer Lionhead Studios.
The studio said that it "has been hard at work addressing gameplay issues" on its critically-acclaimed but bug-heavy Xbox 360 epic.
The issues it's looking to tackle include:
No date has been set for the patch yet, but Lionhead promised that it's "coming soon".
The developer also revealed it's planning a new voiceover pack for some regions.
In other Fable III news, the Understone Quest Pack DLC goes live today, adding new missions set in a mysterious town hidden beneath the streets of Bowerstone. It will set you back 400 Points.
Stewart Butterfield (no not Battlefield) - the man who invented photo-sharing website Flickr - is making a game called Glitch.
It could be as big as FarmVille.
But for now Glitch is in alpha stage. Butterfield hopes to launch in spring 2011.
What is Glitch? A deliberately weird and colourful side-scrolling platform game with a huge emphasis on social networking.
Glitch takes place inside the heads of 11 giants - in their thoughts. How you behave in there determines how big they will be. You can have your own house, customise an avatar, spend points, learn skills, earn achievements - there's a bamboozling amount to it.
You can even create entire new areas with other people, although every so often you'll need to defend them from birds - rooks - which are apparently higher up the pecking order than you.
Glitch will make money by selling items to players. You can buy decorative things or items to make you learn abilities faster, and there's even the option to subscribe for "premium features".
"Our goal is to create a next-generation social game," Butterfield explained to VentureBeat. "The first generation blew the world wide open and radically increased the number of players out there. There is also a high burnout rate because the games are very simplistic, partly because there is such an emphasis on driving purchases.
"That is dangerous. It's a scorched earth policy. We wanted to avoid that. We want to develop a longer-term relationship with the player.
"There was a lot of ad fatigue in the late 1990s through now. People created bigger banner ads and pop-ups that drove users nuts."
Work started on Glitch 18 months ago at Butterfield's Tiny Speck studio (where 16 people currently work). "A lot" of testing has gone into ensuring "a real community" springs up around the game.
"This is an uncharted world. Everyone plays in the same world. The strength of the community will matter. We are investing heavily in that," said Butterfield. "We'll have new cool features that other people haven't done before.
"There are tens of millions of people who just got their taste of gaming. People who identify themselves as gamers have been a minority. With FarmVille, that has changed. People have had a taste of gaming now.
"We are shooting for higher production values for people who want something more sophisticated," he added. "Some want quick diversions. But there will be people who want something richer and deeper."
The third UK midnight opening of November happens tonight for Gran Turismo 5.
GAME will open 55 shops and Gamestation 38 to welcome Sony's flagship racing series to PS3 - not quite the combined total of over 400 shops the pair managed for Kinect.
To see whether a store near you will be open, check either the GAME or the Gamestation website.
Shops open at 11.45pm and aim to sell their first copy of Gran Turismo 5 a minute after midnight - the first minute of the day of release.
Will you queue in the cold for Gran Turismo 5? It's been a long time coming. It's also bloody cold.
Earlier today, Eurogamer pointed out where is cheapest to buy Gran Turismo 5.
Sony UK boss Ray Maguire also told Eurogamer this morning that Gran Turismo 5 took - like Tom Cruise - his breath away.
The other midnight launches this month were for Call of Duty: Black Ops and Kinect.
Nintendo has an online shop too don't you know - so what's on it this week?
A demo! Remember, these are still relatively new here. It's for RoxBox, a game about crash landing on a planet and not knowing what's going on. Sounds authentic.
On WiiWare you'll find ugly iPhone port Blood Bleach, a World War II game where you'll gun down Japanese forces in a duck-hunt style manner.
Also on WiiWare: Flowerworks: Follie's Adventure, a smiley co-operative action adventure that combines top-down walk-about section and single-screen seed collection.
Both Blood Bleach and Flowerworks: Follie's Adventure cost 500 Wii Points.
On DSiWare there's Need for Speed: Nitro-X, the most expensive of today's games - 800 DSi Points. But, hello, it's got be-a-cop mode, which means you're cleared to shout, "I'm a cop you idiot!" It has four-player multiplayer, too.
The other DSiWare game is DodoGo! Challenge, a Lemmings-alike with eggs. This costs 500 DSi Points.
Also on DSiWare, Frenzic - a quick-thrill puzzle game - and Music on: Electric Guitar, an app that turns your DSi into a pocket electronic guitar.
Last but not least, Virtual Console hosts Faxanadu - an action RPG from the archaic shelf of 1986, labelled NES. This costs 500 Wii Points.
The Nintendo shop updates on Friday - Black Friday.
Both Microsoft and Sony reckon motion sensing add-ons Kinect and Move will significantly boost sales of the Xbox 360 and PlayStation 3 respectively, but a new survey from a respected analyst reckons that's "unlikely".
Firm Cowen's Fall 2010 Video Game Survey chatted to 1300 individuals and 1001 videogame players from the US, and, according to analyst Doug Creutz, the results suggest price cuts "would have been better".
"Although our survey results show strong demand for the two new motion sensing peripherals among current Xbox 360 and PS3 owners, demand among non-owners and prospective buyers appears tepid," Creutz said in a note.
"Our survey results also show that the price prospective buyers are willing to pay for a new console has declined meaningfully versus last year; however, hardware price points remain unchanged."
Cowen's findings are sure to disappoint Microsoft and Sony, both of which hope to expand the traditional hardcore gaming audience of their consoles.
Microsoft's said publicly it reckons Kinect will extend the life of the Xbox 360 by five years. It sold a million units worldwide in the 10 days following launch, and Microsoft predicts five million sales by the end of the year.
Sony's been less aggressive in its predictions for Move, but has said it expects it to appeal to casual and hardcore gamers alike.
But what of Nintendo's Wii? Well, Cowen reckons the original motion sensing console is "unlikely" to see as large a sales boost this holiday as it did last year despite Nintendo of America boss Reggie Fils-Aime insisting otherwise.
Cowen concludes its report with a recommendation to game makers: publishers successfully targeting the core gamer can continue to thrive despite changes to the structure of the industry.
Let's face it, "trailer" is just a fancy word for "advert". They exist to whet our appetites for forthcoming games, to get us excited about them and to make us want to know more. This is why trailers rarely feature footage of loading screens, pause menus or the main character wandering round and round the same set of corridors looking for a rusty key.
But what if things were different? What if trailers revealed what we can really expect from games, or what the people making them are thinking?
Here, John Teti answers those questions with trailers for three of next year's biggest titles. Just to be clear, these videos are in no way official - they're Eurogamer's take on what would happen... If Trailers Told the Truth.
Everybody loves LittleBigPlanet. Except people who call it "That game about the teddy bear made by those hippies", but they have no soul and probably work on games industry trade publications.
The rest of us can't wait to see what Media Molecule's come up with for the sequel, which is out in January. In the meantime...
Video: Two million levels later...
Part 2 of Eurogamer's take on what would happen If Trailers Told the Truth.
Prepare to swap your sword for a lightsaber, your wizard's hat for a Jedi's hood and your yellow exclamation marks for a probably quite similar but not to the point of patent infringement selection of quest-giver identification symbols - Star Wars: The Old Republic is on the way!
Will this MMO have the might to bring down Blizzard's empire? Who knows? Perhaps this developer diary will reveal more.
Video: SW:TOR dev diary #9
Part 3 of Eurogamer's take on what would happen If Trailers Told the Truth.
Do you ever long for a happier, simpler time? A time when no one worried about terrorism or Sarah Palin or global economic recession? Especially the last one, seeing as there wasn't even an economy, or a globe?
Then it sounds like you'd like to live in Ye Olde Medieval Days. And soon you'll be able to, sort of, with The Sims Medieval. Here's a look at how it's shaping up.
Residents of the US have Coca-Cola to thank for a batch of free downloadable DJ Hero 2 and Guitar Hero: Warriors of Rock songs.
They're available from today through to 29th November by signing up to a website and claiming a promotional code.
But you can't do this if you live outside of the US - obviously because Coke isn't sold outside America. Never has been. Nope. Definitely not.
The free DJ Hero 2 songs are mixed by DJ Tiesto, who's as hot as a toasted crumpet. He's combined "Traffic" with "Louder Than Boom"; "Knock You Out" with "Young Lions"; and single-track "Feel It In My Bones".
The Guitar Hero: Warriors of Rock songs are by My Chemical Romance. They are "Bulletproof Heart", "Helena", "Teenagers" and "Welcome To The Black Parade".
The DJ Tiesto pack will be available on PS3, Wii and Xbox 360. The My Chemical Romance pack will only be on Xbox 360.
Check out the Coke Guitar Hero site or the Coke DJ Hero site to get a code.
For everybody else, the My Chemical Romance pack costs 600 Microsoft Points, $7.49 or 750 Wii Points, which seems like an awful lot of money.
On 30th November, the Tiesto pack will be offered to everybody. This will cost even more: 640 Microsoft Points or $7.99 on PlayStation 3. The songs will be sold separately on Wii for 300 Wii Points each.
Sony's PlayStation Move lacks games - at least it does compared to Kinect. Thank goodness for Beat Sketcher, then.
Available on the US PlayStation Store today, according to the US PS blog, Beat Sketcher is a musical drawing game.
There are various modes, but at it's simplest Beat Sketcher lets you doodle freely to music - calling on a palette of colours and painting tools to make a picture.
The PlayStation Eye films you while you do this, and paints the picture in front of you. The idea is that you draw and then share the video of you drawing with your friends. Better put those trousers back on.
Sony Japan's behind Beat Sketcher, which will be available exclusively on PSN. We won't know until tomorrow whether this will be in the European PlayStation Store update.
Over 50 stereoscopic 3D-enabled PlayStation 3 games are in the works, Sony's revealed.
3D is being applied to 20 of them in-house at Sony.
"It's a very positive thing to see the great level of interest in 3D from our development studios," SCEE studio director Mick Hocking told Develop.
"Overall we have more than 50 titles currently being converted into 3D, and this number if growing fast.
"Some of them are massive names. That's a really, really good sign that the industry is behind our unique message that 3D is a key element in the future of home consoles."
Among those 50 3D games is stunning-looking shooter Killzone 3, arcade racer MotorStorm: Apocalypse and, of course, Gran Turismo 5.
In July Hocking told Eurogamer that playing games in 3D gives gamers a "competitive edge".
"With something like a racing simulation, this gives us greater accuracy," Hocking said.
"You can judge or brake a distance to a corner that much better than you could before. You can position your car on a track with greater certainty. You can judge relative speed to the other cars or relative speed to the track better than you could before."
Sony is of course putting plenty of eggs in the 3D basket, and hopes it'll convince millions to fork out their hard-earned cash on the 3D tellys and 3D glasses that make the magic happen.
The Japanese company predicts that by 2014 more than 40 per cent of tellies will be sold as 3D ready.
iPhone games have traditionally been concept-driven as opposed to relying on state-of-the-art visuals to really make an impression. id software's John Carmack has been a long-time advocate of the Apple platform, and has sought to push the limits of the tech, first with the visually impressive DOOM Resurrection, and now with a smaller slice of on-rails shooting action excised from forthcoming multi-platform FPS title, RAGE.
There are two SKUs for RAGE on offer on the App Store. RAGE HD is optimised for high-definition iOS platforms, so provides a significantly superior level of image quality on iPhone 4 and iPad, while the standard RAGE with noticeably cut-down textures and associated effects is designed for the older iOS devices without high-definition screens. Interestingly though, you can still run the cut-down game on the iPad and iPhone 4 if you really want to, and it's fairly obvious where the compromises have been made.
The comparison exercise between the two platforms also illustrates that many effects, such as environmental shadows, are pre-baked into the texture artwork, so they are present on the lower-end devices but just running at a lower resolution. Characters themselves have their own dynamic shadows: they're low-res but they do correspond to the shape of the character as opposed to being simple black blobs.
Interestingly, id's John Carmack recommends running the base-level RAGE on the iPhone 3GS, saying that the HD version will work but runs with some level of impact on performance.
"We wanted to make the HD version only for iPad and 4G, but there was no way to prevent a 3GS from buying it. We wanted a selector base either on ram > 128 or resolution > 480, but no such option exists," Carmack posted on TouchArcade.
"The 3GS will hitch a bit more playing the HD version, and the extra resolution doesn't matter much on it, so I recommend 3GS owners get the SD version unless they think they are going to upgrade soon. Cut down the monster download... If you play the SD version on an iPad, you will complain about the blurry graphics blown up so large, but it works fine."
Here are a couple of comparison shots illustrating the difference with the two versions running on iPad.
Speaking of performance, RAGE also has a rather interesting party trick. You can attach a component or VGA adaptor to the iOS device and run the game on an HD display. This does present some issues: movies don't appear to work on the display output, and while gameplay works fine, you need to operate the buttons blindly as the iPad display itself is turned off for the duration. Carmack has talked about an upgrade to render the buttons only on the iPad screen, which seems like a sensible compromise. Also notable for iPad owners is that the 1024x768 native rendering resolution is resized to 1280x720 for monitor display, with the aspect ratio adjusted accordingly.
Proper, full-on cloning allowing for both displays to be active isn't really possible. The iOS devices treat the external display as an entirely separate output, so running both iPad screen and external display essentially requires rendering the scene twice, putting a massive burden on the SGX graphics chip. This is why the Jailbreak display-out solutions tend to affect game frame-rates significantly.
However, the display output does allow us to produce our very first iOS performance analysis. We don't have the purity of a clean, digital HDMI signal to work with, but all iOS apps are v-synced, so frame-rate tests are relatively simple - you compare one frame to the next and factor out the tiny bit of analogue "noise" that differentiates what are otherwise unique frames.
So what we have here with the iPad version is a pretty solid 30 frames per second, sometimes with some additional frames creeping in, but with a good, consistent performance level overall.
There has been talk of a 60FPS refresh. It's worth pointing out that we don't have the iPhone 4 here to test, but it's entirely conceivable that frame-rates would increase. The phone operates with a native resolution of 960x540, while the iPad gets a 51 per cent resolution boost up to 1024x768. What is unknown right now is the respective clock speeds of the A4 chip (and the IMG GPU in particular), and whether the iPad runs any faster than its cellular sibling.
Also, it's fairly apparent that no platform or version of the game runs with any form of anti-aliasing.
"The game does not have anti-aliasing enabled. I had it working for the QuakeCon demo, but I disabled it because it had a huge performance penalty, which I still don't fully understand," John Carmack posted on the TouchArcade forums. "A tiled graphics chip should have much less AA overhead than a frame buffer based one. I still need to follow up on this."
Visually, RAGE HD is definitely a treat. The fact that it stands up so well running on an HD display is testament to the quality of the base tech, but it is perhaps something of an exaggeration to suggest it compares with the Xbox 360 or PS3 - the impression is very much of an Xbox 1 style of game operating at a higher resolution. Elements of the idTech 5 megatexture-streaming system used in the forthcoming versions of the game are repurposed for the iOS platforms,
"The approach used for mobile RAGE is to do the texture streaming based on variable sized contiguous 'texture islands' in the world. This is much faster, but it forces geometric subdivision of large surfaces, and must be completely predictive instead of feedback reactive. Characters, items and UI are traditionally textured," Carmack noted on the Bethesda Blog.
"We build the levels and preview them in RAGE on the PC, then run a profiling/extraction tool to generate the map data for the iOS game. This tool takes the path through the game and determines which texture islands are going to be visible, and at what resolution and orientation. The pixels for the texture island are extracted from the big RAGE page file, then anisotropically filtered into as many different versions as needed, and packed into 1024×1024 textures that are PVRTC compressed for the device."
As RAGE is an on-rails shooter it appears that the game's art assets are built around the exact trajectory the player takes through each level, ensuring a high-quality graphical experience at any given point (and also precluding the chance that the game could support free, off-rails exploration). There are some issues with texture quality levels shifting right before your eyes, but this may well be down to how the assets are streamed in from the device's flash memory - an issue Carmack muses upon in his Bethesda blog posting.
Bearing in mind that RAGE is such a close match to DOOM Resurrection in terms of gameplay, Carmack also imported elements of the existing code into his existing toolbox of iOS modules.
"What we did have was DOOM Resurrection, which was developed for us by Escalation Studios, with only a few pointers here and there from me," he says. "The play style was a pretty close match (there is much more freedom to look around in RAGE), so it seemed like a sensible thing. This fits with the school of thought that says never throw away the code."
There's not much you can disagree with about yesterday's 6/10 Eurogamer RAGE review. It is a limited game, but it is so by design. It lacks the true long-term lastability of a classic mobile concept-driven title, but there is still plenty of replay value in there - "learning" the levels and improving performance and score are rewards in themselves. Combine this with the absurdly low price point and it's something of a must-buy.
Carmack and his mobile team aren't finished with it either. Game Center support is going to be added, and you can't help but think that friends comparisons and more detailed game stats could realy play up the score-attack strengths of the title.
Other features are being explored too - for example, a 180-degree flip for catching items you might have missed, along with a "tourist mode" that'll allow you to pause the game and look around the scenery from your current point to better appreciate the environments. Discussing game improvements directly with users on the TouchArcade forum, Carmack seemed particularly taken with the notion of adding in a mirror mode to further spice up the game. Two additional iOS RAGE games along similar lines are also being mooted for a potential release before the full title ships on PC/360/PS3.
Related to that, there is still the sense that the id tech mastermind would love to get his hands really dirty and produce a state-of-the-art experience for the iOS platforms that is written from the ground up to his own exacting standards.
"I have a good idea what the codebase would look like if I wrote it from scratch. It would have under 100k of mutable CPU data, there wouldn't be a resource-related character string in sight, and it would run at 60FPS on new platforms/30FPS on old ones," Carmack says in his Bethesda blog posting.
"I'm sure I could do it in four months or so (but I am probably wrong). Unfortunately, I can't put four months into an iPhone project. I'm pushing it with two months - I have the final big RAGE crunch and forward-looking R&D to get back to..."