Running the PC version of Batman: Arkahm City in DirectX 11 causes performance issues, Rocksteady has confirmed.
A title update to address the matter is in the works, US Community Manager Andy Cataldo wrote on the Batman forum.
He suggested as a temporary fix players run the crime caper in DirectX 9 instead. Here's how you do it:
Instructions for changing DX 11 to DX 9
Games for Windows LIVE
Steam:
"We sincerely apologize for any inconvenience with your gameplay experience and thank you all for your patience as we work to resolve this issue," Cataldo said.
The PC version of Arkham City launches in the UK on Friday.
Ridge Racer Vita only has three courses and five cars to choose from, according to a pair of Japanese previews.
Impress Watch and Famitsu impressions translated by Andriasang state that the tracks available are Harborline 765, Highland Cliffs and Southbay Docks - all three of which have appeared in past games in the series. Apparently mirror versions are playable too.
Publisher Namco Bandai reportedly intends to offer post-launch DLC to beef up the offering, though its unclear whether it will be free.
More good news: the Vita launch game reportedly runs at 30fps, rather than 60, and both the boxed and digital releases will require a memory card to play.
On the bright side, it will carry a reduced ¥3980 (around £33) price tag, knocked down further to ¥2980 (around £25) for all digital purchases before 31st March. The majority of boxed Vita titles will sell for ¥4980 (around £41) in Japan.
We've contacted Namco Bandai to confirm UK plans - look out for an update soon.
A sequel to EA's 2009 action title Dante's Inferno is - or was - in the works, judging by writer Joshua Rubin's online résumé.
As spotted by Twitter detective Superannuation, Rubin, who co-wrote Assassin's Creed 2 for Ubisoft, mentions work for "a Major Unannounced Sequel from Visceral Studios at EA Games."
As way of a hint, he then links to a trailer for the original Dante's Inferno.
Of course, that's not confirmation that the game is definitely happening but at the least it seems it was reasonably far along at one point in time.
When questioned about a potential sequel late last year, Visceral's Zach Mumbach insisted nothing was currently planned.
"I'm sure that if enough people are like, 'I got 60 dollars for Purgatory or Paradiso,' then we would make that game. But I don't know. I don't get to make those decisions," he said.
Visceral's original biblical button masher scored 6/10 from Eurogamer.
"You can't ignore the fact this is a God of War clone at its core, and many of the ideas here feel tired, familiar and dated," wrote Ellie Gibson in her Dante's Inferno review.
Acclaimed Xbox Live Indie Games RPG Cthulu Saves The World has sold over 100,000 copies on Steam in just under four months, developer Zeboyd Games has announced.
Bundled together with Zeboyd's other XBLIG effort, Breath of Death VII, for £1.99, it passed the milestone during Steam's Halloween sale in October.
In contrast, it's sold 20,000 on Xbox Live Indie Games since launching in December last year, while Breath of Death has racked up 55,000 downloads since April 2010.
Studio co-founder Robert Boyd puts the disparity down to Steam's superior developer support.
"On Steam there are a lot more open and helpful as far as indie development goes," he told Eurogamer.
"When we released on Steam we had a banner ad for the game for almost a week which would have been completely unheard of with Microsoft's indie game channel. That gave us a huge boost, in both visibility and sales."
He argued that, for an independent developer, the PC is generally a much more accommodating platform than consoles.
"Everyone has a PC, or just about everyone, and indie games usually don't have very high system requirements, so just about anyone can see a good indie game and pick it up on Steam or another PC distribution services. Whereas with Xbox, PlayStation and Nintendo's consoles you have a smaller subset of people who may be interested."
So, does Xbox Live Indie Games have a future, or do indies now view it as a lame duck?
"I am hoping that there's a similar service on the next Xbox and that Microsoft takes some of the lessons and experience it's gotten from this iteration and uses it to improve the service," said Boyd.
"But I'm not sure if Microsoft is going to keep going in this direction or just call it a failed experiment and stick strictly to their more professional Xbox Live Arcade platform.
"I think there was a lot of excitement for it when it first came out. They were doing the big contests and giving Xbox Live Arcade contracts to people like Ska Studios with the Dishwasher games but there's been less of that recently.
"And also with each Xbox dashboard update it seems like the service gets harder and harder to find so I think it's definitely becoming less of a priority for them."
The Cthulu/Breath of Death pack is included in this week's Steam Autumn sale, marked way down at just £0.68. Surely that's too low for any meaningful profit to be made? Maybe not, argued Boyd.
"We're really excited to see how that does. This is the first time we've had such a huge sale on the games so we're not sure if the increased number of people buying is going to make up for the drastically lower price.
"When we put our games in the Halloween sale for 33 per cent per cent off our total revenue absolutely skyrocketed - it was crazy how much more money we were making compared to the week before.
"I'm curious to see if there's an even higher increase because they're lower or if we put them too low and we're going to start losing money comparatively. In any case it should be a very interesting experience."
Next up from the humble two-man team is Penny Arcade Adventures: On the Rainslick Precipice of Darkness Episode 3, due out some time next year.
For more on Cthulu Saves the World, refer back to Eurogamer's glowing 8/10 review.
Some franchise fans might find Metal Gear Solid: Rising a little tough to get to grips with, according to series creator Hideo Kojima.
Speaking in an interview with Official PlayStation Magazine, Kojima suggested that the game is something of a departure from the series' stealth-orientated roots.
"If somebody thinks 'I love Snake' and just really wants traditional stealth gameplay and that experience, then it may be hard to get into Rising, but for people who are more open and willing to try new things, it shouldn't be a problem," he said.
"Raiden in Metal Gear Solid 4 was received very well, and I wanted to keep going with that direction in Rising. The people who liked him in 4 will like him in this, but it's a personal preference."
The long-in-the-offing title is expected to get a full re-reveal at the Spike VGA event on 10th December.
Releasing Wii epic Zelda: Skyward Sword last Christmas might have been more convenient for the company's bottom line, but making sure the game was perfect came first, according to Nintendo's top brass.
Speaking in the latest Iwata Asks session on Nintendo's official site, CEO Satoru Iwata explained that sometimes it's important to do what's best for a product rather than for the short term concerns of the company itself, or an individual within it.
"When [developers] end up going with what's most convenient for them, they've got their priorities mixed up. And that's dangerous," he explained.
"That's why, even when there are extenuating circumstances, and other interests in play, you need to be able to reconcile them. It's not good to think only about your conveniences."
Miyamoto added that it might have been possible to release Skyward Sword this time last year - as originally mooted - but it would been the wrong thing to do.
"If we'd only been thinking about what was most convenient for the company when we made this new game The Legend of Zelda: Skyward Sword, we probably would have put a half-finished product on sale last Christmas by saying that we have managed to make it on time just because it was the order from the company."
He explained that the development team had used the first half of the ensuing year to finish the core game and the second half to fine-tune it.
"Because the game we were making was so huge, we needed to work that hard on it. Otherwise it would have felt like a waste. We spent so much time making a really good game and it came out so well that it would have been a waste not to make sure that it was really polished.
"You came up with so many interesting elements while you were making it, and you spent a long time at the end making sure that those elements were included in the game," added Iwata. "That's what made it so dense."
Happily, it seems the game was well worth the wait - it picked up a perfect 10/10 in Eurogamer's Skyward Sword review.
Call of Duty Elite's Friday Night Fights series kicks off this week, Activision has announced.
The first episode of the weekly show, which is produced by Ridley and Tony Scott's RSA production company, pits teams from the US Army against teams from the US Navy.
It goes out at 8.00pm UK time to all Elite premium members and will then be available for replay via streaming.
"From the beginning, our goal with Call of Duty Elite has been to bring the Call of Duty community together in new ways," commented Activision exec Eric Hirshberg.
"Fans of Call of Duty spend as much time playing the game, as sports fans spend following their favorite teams - if not more. So we figured, if sports fans get all kinds of shows outside of the games to feed their passion, why not do the same thing for Call of Duty fans?
"When you're working with the likes of executive producers Ridley Scott and Tony Scott, the production values don't get any higher. And the Call of Duty community deserves nothing less.
"We want to give people new ways to connect with the game they love. That's what Call of Duty Elite is about, and Friday Night Fights is just the beginning."
Call of Duty Elite has suffered from some widely-documented teething troubles since launch earlier this month. The full service is expected to be up and running no later than 1st December.
Steam kicks off a generous Autumn sale today, with hefty savings available on the likes of Portal 2, Call of Duty: Black Ops and Duke Nukem Forever.
The sale lasts until Monday with deals changing daily, however, here's the pick of what's on offer today:
There are plenty more savings to rifle through - see Steam for further details.
Shigeru Miyamoto rejects around 70 per cent of all game suggestions brought to him by his staff.
The revelation comes from a predictably insightful new Iwata Asks session between Miyamoto, Nintendo CEO Satoru Iwata and famed Japanese copywriter Shigesato Itoi in which they discuss the creative process.
"I don't know if it comes from not having a boss, but I can't tell if I'm a good boss or not," questioned Miyamoto.
"For example, staff members who have worked with me for a long time will often come up to me and say, 'I thought of something,' but about 70 per cent of the time, I say, 'That won't work.'
"I know it isn't nice, but I know if that idea was mine I'd decline it too, I have to say it anyway. Sometimes, I think if I don't stop that, I won't be able to help anyone grow.
"Well, part of that can't be helped," replied Itoi.
"I know, but when I think about it later, I didn't need to be so harsh for about 20 per cent of that 70 per cent," replied Miyamoto.
Elsewhere in the interview, Miyamoto discussed how he frequently stops projects in their tracks if he thinks they're not going anywhere.
"I'll also stop something when there's no consensus on how to go about making it," he explained.
"People may be excited about it and think it sounds interesting, but you need to ask, 'How are you planning to make that? Where are you going to start?'
"They don't need to have a flawless insight into how it's going to work, but they do need to have some sort of idea about it. When you've got those plans without any idea of how it will turn out, that's always when people say things like, 'But doesn't it sound fun? It's so full of dreams.'
"That's when things get dangerous, when people start talking right away about dreams or how much fun it will be.
Itoi then chimed in, insisting he'd place a "moratorium of dreams" at his company.
"I have a moratorium on dreams, too," responded Miyamoto. "And when it comes to something being fun, you need to know what makes it fun. You can't just say, 'It's fun.'"
Miyamoto did add that occasionally he gets it wrong and ideas that he originally nipped in the bud do eventually make it through to fruition.
"You know how in Super Mario 64 you can grab Bowser and spin him around by his tail? I actually stopped that," he revealed.
"I didn't tell them it was impossible, but I said, 'Don't explore that direction anymore.' I just felt like it was pretty risky. Then something happened to get the program working, and I decided that since there was now a light at the end of the tunnel, we should go with it as one of the main features."
Call of Duty: Modern Warfare 3 has won over the generally shooter-shy Japanese public, debuting at the top of the country's weekly software chart.
The latest entry in Activision's FPS franchise sold 180,372 on PlayStation 3 to take the number one spot, with the Xbox 360 version selling an additional 30,467 copies in seventh place.
Last year's Black Ops also debuted at one in its first week, though sold 128,922 on PS3 and 30,279 on Xbox 360.
Elsewhere on this week's chart, Level-5/Studio Ghibli collaboration Ni No Kuni: Wrath of the White Witch entered at three, the PS3 SKU of Saints Row: The Third at five and Ultimate Marvel vs Capcom 3 at 10. Halo Combat Evolved Anniversary debuted in 15th, selling 13,106.
Last week's number one, Hatsune Miku: Project Diva Extend, fell to eighth place.
Here's the full chart, as reported by Andriasang:
Over on the hardware chart, the 3DS continued to see strong sales at one, but both the PlayStation 3 and PSP recorded significant sales bumps in second and third.