Veteran Gabriel Knight creator Jane Jensen has set up a new development studio called Pinkerton Road devoted to making new adventure games.
The studio hopes to raise funds via crowdsoucing - or "community supported gaming" as it prefers to put it. Its games will be available to subscribers first, who'll also get a say in how they're developed.
So, yes, that means another Kickstarter drive. Jensen hopes to raise at least $300,000 towards its first year of game development via the fund raising site, which it will supplement with private investments. It currently has three concepts ready to go, and backers will be asked to vote on which will be made first.
The potential titles include a sequel to Jensen's last game, middling mystery adventure Gray Matter. Then there's third person adventure Moebius which follows the exploits of a globe-trotting antiques dealer, and Anglophile Adventure, which is currently undetailed.
At the time of writing, it's raised over $48,000 towards its goal, with 43 days to go. Head on over to Kickstarter for details of the various reward packages on offer in exchange for your cash.
Former The Witcher 2 senior producer Tomasz Gop has unveiled his latest project - a new multiplatform RPG due for release on PC, PlayStation 3 and Xbox 360 in 2013.
As revealed by DigitalSpy, the game, currently codenamed Project RPG, is set 1000 years after the death of a God, whose enormous corpse forms a mountain that has divided the world in two. Each half has its own distinct philosophy and you'll have to pick a side early on in the game.
The combat system is apparently influenced by the likes of Dark Souls, Kingdoms of Amalur and Batman: Arkham City, with enemies designed so that players recognise them by their behaviour rather than their appearance.
It's being developed at German studio Deck13, with Sniper: Ghost Warrior publisher City Interactive pulling the strings.
That's all we know for now, but the rather handsome piece of concept art below should whet your appetite for more.
Lionhead has announced a bucketload of 'brand extensions' for its Fable franchise, including a series of digital short stories and three tie-in novels.
The shorts are up first, launching around Fable: Heroes' arrival next month. Written by Peter David, they each focus on one key character from the Fable universe: Reaver and Jack of Blades stories will be available in May, with a Theresa tale following in June. They'll be available via all major e-reader platforms.
The first full novel, titled At the Edge of the World and authored by New York Times bestselling author Christie Golden, then arrives in August. The book will fill in the gaps between the end of Fable 3 and forthcoming Kinect spin-off Fable: The Journey.
Lionhead hasn't confirmed launch plans for the second and third books as of yet.
In addition to all that lot, a Prima strategy guide for The Journey is also incoming, while publisher Random House - which will also release the aforementioned novels - is putting together a comprehensive internal IP bible for the series.
"The bible will be a living document that will cover all previously-released Fable products and serve as a comprehensive reference for any creators working in the Fable world," read the announcement.
For more on the two upcoming video games in Lionhead's fantasy series, head over to our Fable Heroes and Fable: The Journey previews.
A multiplayer beta for forthcoming tactical shooter Ghost Recon: Future Soldier runs from 19th April until 2nd May on PlayStation 3 and Xbox 360, publisher Ubisoft has announced.
The trial will let up to 12 players choose from three classes - rifleman, engineer or scout - and access two different game modes.
Conflict sees players battling it out to complete various objectives around the game map, while Saboteur asks you to locate a bomb and then detonate it at your opponent's HQ. Both modes are playable on two maps: Pipeline and Mill.
Conflict will be available from 19th April, while Saboteur unlocks on 26th April.
Anyone who owns an Xbox 360 copy of Splinter Cell: Conviction gets access to the beta. If that's not you, you'll need to pre-order Future Soldier for a key.
Publisher Ubisoft has also announced Ghost Recon Network, a companion service that lets you tracks stats and connect with other player via smartphone, tablet or a web browser.
The app will let you customise weapon load-outs on the go, access your player performance details, challenge friends, check up on their progress, manage your squad and unlock various in-game extras. See the screens below for a closer look.
It will launch in tandem with the game on 25th May, though anyone in on the beta will get early access to a few of its features.
The PC version of the game follows a few weeks later on 15th June.
Ridge Racer Unbounded developer Bugbear Entertainment has admitted it cut an in-game tutorial that helped explain the game's polarising drift controls.
Bugbear is now considering a patch to address complaints about Unbounded's control scheme, which stem from a failure to adequately explain how the game's braking technique operates.
A tutorial to aid gamers with the game's controls did exist in working builds of Unbounded, lead producer Joonas Laakso revealed to Eurogamer. It lasted until "not too many weeks before launch", before it was removed.
"We felt it over-explained things and got in the way. So perhaps, lesson learnt there," Laakso said.
The tutorial was cut as it had become "a pain to update" as the game's mechanics changed during development. Developer Bugbear also felt its existence was "too in your face" and might make players feel like it was "underestimating" them.
"We're now thinking that we should find a way to include a more hands-on tutorial," Laakso continued. "A patch is a possibility, we haven't decided anything yet. It would be preferable to have [the drifting information] in the game."
Despite wide reports of players being unable to decipher the game's drifting controls - including Eurogamer's own Tom Bramwell, who documented his efforts in Eurogamer's 8/10 Ridge Racer Unbounded review - Bugbear originally intended the game to be "very, very straightforward".
"What we set out to do originally was make the game very, very straightforward and very acessible," Laakso explained. "But towards the end of development it started to feel like the game felt too 'light'. We did tune it harder towards the end, but the assumption was we were only making it harder for the top end, once you already know what you're doing.
"But certainly it feels like people are struggling and I'm not sure why that is. Maybe we had the wrong type of player in our play-test."
"It feels like people are struggling and I'm not sure why that is. Maybe we had the wrong type of player in our play-test."
Laakso believes the "underlying problem" behind the control trouble is the result of the studio's attempt to create a game based on realistic physics that also boasted arcade features.
"The problem with that is we couldn't just bolt arcade features on top. You need completely different driving physics to do it that way. We had to figure out a way to make it feel 'larger than life' while maintaining its physics simulation background.
"We went through a number of different models for how can we make physically simulated but over-powered vehicles. These actually did kind of work but they were super hard to control."
This led to the brake button controls present in the final game, Laakso concluded.
"What happens when you press the brake button is you magically lose the grip from your rear wheels - as long you press the button - which allows you to turn the car in a slide and steer it with the front wheel. So it feels physically simulated but we're doing interesting things in the name of gameplay."
Regardless of the reasons for the brake button's design and usage, Laakso admitted the final game "didn't communicate it well enough".
"In our focus group that wasn't an issue, when we tried the game with new players who hadn't tried the game before they got it quickly enough. Maybe we just got unlucky."
GTA comes close but, if you ask me, no game gets under the skin of America quite like Borderlands. That's why - Badass Fire Skags aside - dropping in on Pandora can feel a little like visiting Arizona, or New Mexico, or the red plains of Utah. Gearbox's endlessly replayable shooter-looter resembles a yard sale in the south west states grown vast and ungainly. It's where the pioneer spirit meets the get-rich-quick mentality, where trailer trash quest-givers greet you in front of a clapboard outhouse, and where the sequel's new villain, Handsome Jack, is a cross between a Roger Ramjet second-stringer and Abraham Lincoln's meaner, cooler younger brother.
Take away the purple skies and city-sized drilling rigs and you're in the dusty America of Steinbeck and Andrew Wyeth, but Borderlands also understands the lurid, gleefully tacky homeland of Billy Mays Jr (RIP) and John Carpenter. The end result's crass and canny and terminally run down, and the whole thing revolves around life, liberty, and the pursuit of guns.
Because in Borderlands, guns mean happiness. That's whether they're dropping from the bodies of downed bandits, or glinting inside the chilled confines of those over-engineered crates you stumble across every five minutes. Vault hunters are lured to Pandora by the promise of riches, but they're paid - and convinced to stick around - with the weapons that come their way in endless torrents: the toxic shotguns, electrical SMGs, explosive repeaters, and crit-casting rocket launchers. Late on in my adventures in the original game, I found an eight-chambered shotgun that set almost all my enemies on fire and reloaded in milliseconds. I still think of it sometimes. I'm surprised I don't have a faded Polaroid of it on my fridge, actually.
So put aside Borderlands 2's new plot (briefly stated, there's a new baddie knocking around named Handsome Jack, and as boss of the Hyperion Corporation, he's ready to give everyone a hard time), the refreshed classes, and all of the happy little tweaks we'll get to later. All you really need to know about the sequel is that, faced with the latest demo build, it took me about five minutes to find a new favourite gun. It was a Dahl SMG that chucked out electrical damage, and it fired its shallow clips in sharp little bursts that tore through Pandoran wildlife with a wonderfully nasty efficiency. Suddenly, I could love again.
I thought I'd stick with it forever, frankly, but wait! What's this? A Tediore shotgun? Click-click-click-click-BOOM. Four bullets, and then you chuck the cheap piece of crap at an enemy whereupon it explodes, while a new model warps into your hands to last for another five seconds. Disposable guns. Guns that are also grenades. Borderlands, I've missed you.
This, then, is how Gearbox is approaching weapons iteration in a series that has already given you fifteen bajillion pieces of hardware to choose from. This time, the manufacturers really count. Dahl offers military grade efficiency. Tediore is the naff Gilette razor of ballistics, and Jakobs provides a taste of the old West, as I discovered when I picked up a gilt-tooled twin-barrelled shotgun with a scope and a hefty kickback. Shotguns with scopes! Shotguns with gilt! Borderlands, I've missed you.
So in Borderlands 2, the guns you pick up will feel really different from the word go, whether you're packing a Vladof sniper or a Maliwan machine pistol. You'll come to understand the kinks and quirks of the different companies that make them, and hopefully, you'll pick a favourite and stick with it. But that's not all that's changed, of course.
The four new hero characters represent four new - or mostly new - classes, too. Salvador replaces Brick as the Gunzerker (rather than Berzerker) and Maya swaps out the siren's phasewalking for phaselocking, a new magic skill that sees you grabbing your enemies in an energy field and holding them up in the air. Elsewhere, Axton looks like the latest turret-wielding all-rounder, and Zero's an enigmatic robot assassin who can throw decoys onto the battlefield as he gets in close with a blade. Ouch.
Only Maya and Salvador are available in the current build, but they're emblematic of the main changes Gearbox is making as far as all classes are concerned. Each character still comes with a single action skill and a trio of talent trees, but they seem far more fiercely differentiated this time, and the little loops of murder that you could spend an entire game finding in the first Borderlands seem to pop up a lot more regularly.
Take Lilith, the original siren, as an example. It took me about eight hours of grind to get her where I wanted her to be - a stealth killer who regained health when she phasewalked and then popped up behind people with a brisk little explosion - and then she pretty much stayed that way for the next 80 hours.
With Maya, I find a neat new tactic within ten minutes: phaselock a distant enemy, yank it out of cover, and then throw my latest Tediore at it until it pops. In another ten minutes, I've found another, and then another. I'm lost within a tangle of skill branches and working my way towards big ticket items like the ability to turn foes against each other or heal wounded team-mates by, you know, shooting them.
Salvador's equally interesting: a squat little hardman with a complex quiff and an action skill that allows him to dual-wield for a brief period. The hilarious thing, of course, is that he can dual-wield anything - a shotgun and pistol, a pistol and a rocket launcher, two rocket launchers - while a quick shimmy through his skill trees sees you boosting melee damage through the roof and earning combo bonuses for swapping weapons in and out quickly.
Elsewhere, this is the Borderlands you already know and love, but with refinements both large and small. The tiny stuff can actually feel strangely significant, too. Ammo and money is now collected automatically as you pass by, for example, allowing you to focus on the choices that are actually interesting, like the guns and the grenade mods, while you'll now return to iron sights if you keep the left-trigger held down when reloading, and you'll come across certain shields that have their own special powers, such as the ability to deal an electrical blast if somebody melees you. Higher up the scale, you get dynamic quests with objectives that change during the course of the action, and AI that now has a little more going on than simply standing in front of you and unloading clips.
If anything, this is the element that really changes the feel of the action the most. Borderlands combat has always been a little chaotic - it's a game about getting into the middle of things and squeezing the trigger again and again until all you hear is an empty-chambered click.
Now, though, with the addition of flying drones that heal other enemies, enemies that call in reinforcements, and enemies that wriggle under the ground like nasty little Bugs Bunnies and then burst out beneath your team-mates, you'll really need to prioritise targets a lot more often. Borderlands 2 keeps that same panicky feeling as you round a corner into a courtyard filled with space slugs and clanking droids, but it layers on a little order, too, in other words, and the whole thing feels enhanced because of it.
On top of that, you can now target limbs, meaning you can shoot a killer robot's gun arms off if you don't have the time to blow it to pieces completely, and I'm sure that I briefly saw some of the new Hyperion enemies laying into some of the new organic nasties. There's a brilliant new thing called a Needle Stalker that looks like a dinky Cloverfield monster and flings poison at you from a spore in its tail, suggesting that there may be tactical advantages lurking within pitting foe against foe in certain circumstances. Or it may just be a bug, of course.
Two hours of playing left me with so much that's new. Old character classes are now major quest-givers, for example, and a fight through a craggy wildlife reserve saw me on a mission to rescue Mordecai's Bloodwing, while an indoor environment called the Caustic Caverns offered a sense of scale no previous Borderlands locations could match.
Beyond all that, though, the game brings with it a prevailing sense that the beautifully mindless core of the experience remains undamaged. Borderlands is still about second winds, sudden riches, and laughing so hard that you almost choke. It's still about dancing robots, patch-worked blacktop, and the ragged edge of the American dream.
The Uncharted 3 Fortune Hunters' Club closes its doors next week with the release of new DLC.
Four new Uncharted 3 multiplayer maps will be available to download on Wednesday, 11th April from the PlayStation Store. A trailer showcasing the maps is below.
Included is the Graveyard map, the Old Quarter map, the London Streets map and the Oasis map. "We put a lot of love and polish into each map and each map has a new dynamic event that occurs as the match progresses," Naughty Dog community strategist Eric Monacelli said.
"A patrol boat will circle the border of Graveyard launching grenades over the map as it cruises along its path. In Oasis, a plane drops a shipping crate that can flatten you or your enemy if you don't move out of its way in time. The crate contains a power weapon if you're smart enough to stay out of the crate's shadow. London Street and Old Quarter contain dynamic events as well but we want to leave you a couple big surprises now don't we?"
The new map pack costs €9.99 / £7.99, but if you're a member of the Fortune Hunters' Club it's free. If you're not a member, you have until the PS Store updates on 17th April to sign up - the Fortune Hunters' Club shuts down in 12 days.
This doesn't mean the end of Uncharted 3 DLC, however. "For starters, for those of you itching for new play types and experimental modes, The Lab will make its return to Uncharted multiplayer," Monacelli revealed. "We'll be talking with and polling you in our forums about various potential ideas we have for the future of Uncharted 3 multiplayer so be sure to join in our community and voice your opinion."
The Skyrim 1.5 update is on Xbox Live, Bethesda marketing and PR boss Pete Hines has announced.
It should be up on PlayStation 3 this afternoon, he tweeted.
The new patch, already live for PC owners, fixes a number of glitches and bugs, and introduces a new kill camera feature. See our story on the Skyrim 1.5 PC patch for the notes in full.
A video showcasing the update is below.
Mario Tennis Open will you to customise players' appearances with stat-boosting gear, Nintendo has announced. The system sounds similar to the customisable car parts collected in Mario Kart 3DS.
Nintendo has confirmed you'll be able to climb into a Bullet Bill outfit (we'd expect it gives you extra speed) or slip into Princess Peach's tennis shoes (just because they're rather comfy, actually).
This latest incarnation of the Mario Tennis series is developed by long-time Mario Golf and Mario Tennis studio Camelot. The game can be controlled via touch-screen or button-based controls. Using the 3DS' built-in gyro controls is also an option.
The Mushroom Kingdom-themed tennis title features the regular cast of Mario characters and plenty of Goombas and Koopas to stomp. You can also import your 3DS Mii character to play as.
Fancy a spot of doubles? Local and online four-player matches are available, as well as leaderboard places to compete for.
Mario Tennis Open launches on 3DS across the UK and Europe on 25th May 2012.
UPDATE: GAME and Gamestation stores are now accepting hardware trade-ins and pre-orders.
The shop this afternoon welcomed gamers to pre-order Rockstar's Max Payne 3, for example, due out in May.
Gamestation customers can also transfer their Elite card points to a GAME Reward card where their local Gamestation has closed down but a GAME remains.
Stores should have more games this weekend, too. GAME in the White Rose Centre in Leeds tweeted to say it was getting deliveries of mint stock from today.
ORIGINAL STORY: GAME Reward Cards and Gift Cards will be fully restored this weekend, GAME Group has announced.
Their use had been restricted while the high street shop was in administration, preventing customers from redeeming reward points and buying products with gift cards.
"While our loyalty scheme and gift cards were suspended by the administrator during the period of administration last week, now that the business is under new ownership they are being reinstated in full this weekend," GAME said in a statement issued to Eurogamer. "Customers will be able to use them as normal."
GAME Group's new owner Baker Acquisitions drafted in Martyn Gibbs, former managing director of Gamestation and subsequent bigwig at GAME until mid-2011, to be CEO of the new UK operation. The GAME Group that was is no more, and this week asked for its securities to be removed from the stock exchange.
Baker Acquisitions, owned by Comet parent OpCapita, snapped up the UK GAME business, comprising 333 shops, at the weekend. A priority for the company will be to get publishers on-board so it can sell new games - something it has struggled to do so far this year.
GAME said this afternoon it was "working hard" to restock stores. "There will be a much bigger range of products for customers to choose from in the next couple of weeks," it said.