Capcom's new MMO-style Monster Hunter game gets an official release date, and it's sooner than we expected!
Monster Hunter World will see a simultaneous global release on January 26, 2017 on PS4 and Xbox One, Capcom today confirmed at this year's Tokyo Game Show. A PC version will release sometime later in the year. The game, which brings players from all across the world together with online-based co-op play, sees gamers entering an engaging and dynamic world replete with seamless map roaming, drop-in and drop-out multiplayer, and tons of monsters that're bound to a realistic food chain. In a recent article I admitted Monster Hunter World looks truly alive, and I can't wait to return to a proper console-based MonHun experience.
Launching this ambitious online game in January means the title will fall within Capcom's fiscal year 2018 timeline, which ends on March 31, 2018. This will ensure the publisher ends its fiscal year with massive earnings from the landmark RPG--not only is the game a mainline entry in the massively popular Monster Hunter franchise, but it's an online game which offers tremendous potential for monetization.
The developer plans to sell a combined 10.3 million units of Monster Hunter World and Marvel vs Capcom: Infinite, and forecasts that both games will make up 44.78% of games sold throughout the fiscal year period. You can read more about Capcom's financial performance here.
Square Enix today announced a brand new IP called Left Alive, a new "dark and gritty" survival shooter set in a war-torn world with mechs.
The new shooter was revealed at the Tokyo Game Show 2017 event in Japan, but official details are sparse. The publisher notes that Left Alive is a "survival action shooter," and mech suits are shown in the official teaser. Key Japanese developers including the game director for the beloved Armored Core series have joined the Left Alive team to give it a distinct style and flair.
Square Enix has recruited talented alums like Toshifumi Nabeshima (who directed the Armored Core series), and Takayuki Yanase (mech designer, Ghost in the Shell: Arise, Mobile Suit Gundam 00, Xenoblade Chronicles X) to flesh out the world and the survival mechanics. Last but certainly not least, Yoji Shinkawa splashes life into the game with the instantly recognizable style from Metal Gear artwork.
Rocket League's Autumn Update is shaping up to be a huge update with seasonal arenas, time-limited events, new battle-cars and items, transparent goalposts and the start of competitive play for Season 6.
Set for a Septmber 28 release, the Autumn Update features some PC-exclusive updates aimed at esports with LAN support and Tournaments mode being added. Tournaments mode will be a beta build before being released to consoles next year.
Tournaments mode will allow for custom tournaments to be created by users, with the major concept driven to expand Rocket League's already growing esports scene. On the topic of esports, new this update also features Director mode, a cinematic presentation that again enhances Rocket League's appeal towards esport viewing.
Larians Studios' epic ARPG Divinity: Original Sin 2 nearly didn't launch on its scheduled release date. In a Kickstarter update Larians Studios' Founder Swen Vincke, revealed that a power outage of not just the studio, but the entire city (Ghent, Belgium) caused some stressful hours prior to launch.
This power outage wasn't the only issue encountered by the team, Swen also reveals that the PC they had planned to use for uploading the final build to Steam refused to boot. In the end, Swen and his team were able to upload the build in time for a successful launch. There is some bad news with translations for other languages not available at launch, this is due to writers making late changes and not having time to voice other languages. However, this update should be released this week.
It appears the public are happy with D:OS2, with over 85,000 concurrent users recorded on Steam today. This is a huge achievement and I would expect this to push over the 100k mark, remember that D:OS2 is also released on GoG so there may already be over 100k concurrent players across both platforms.
If you've seen Oceans Eleven or The Italian Job, you would be familiar with movies based upon pulling off the perfect heist to steal precious cargo. In Milton Keynes, UK the perfect heist has been pulled off, if you're a fan of the Total War series that is.
Total War: Warhammer 2, set for release September 28, has fallen victim to the greatest heist of the century as a van transporting copies of its collector's edition was robbed.
"We'd like to reassure fans who have pre-ordered their Serpent God Edition that this incident will not affect them receiving their copy," Total War brand director Rob Bartholemew said. "Copies of the game obtained before launch will not be playable until the game is activated at 8am BST on launch day."
Unfortunately for the thieves, their perfect heist has a certain flaw. The thieves are unable to play Total War: Warhammer 2 until it launches. Instead, the thieves will be have to make to with the Lizardmen-inspired 'Puzzle Sphere' that is included with the Serpent God Edition.
We don't have much longer to wait until EA releases Star Wars Battlefront II, with developer Criterion saying that "there is no VR" in the game.
The news came from Metro GameCentral, who talked with Criterion General Manager, Matt Webster, who said: "There is no VR. At some point we could sit down and spend a good number of hours talking about where VR needs to get to in order to work with that, because in something like this you're doing the job of a fighter pilot. And in the real-world that has a significant physiological effect on you, which would dramatically limit the audience".
Webster continued: "But making the VR demo absolutely informed the work we're doing now. So there's a lot of the VR mission's soul in Starfighter Assault".
Star Wars Battlefront II drops on November 17 for the PC, Xbox One, and PS4.
Project CARS 2 will be sliding onto the market this week, with more details now out on the PS4 Pro version of the game, as it has more hardware at its disposal.
Slightly Mad Studios has said that Project CARS 2 will render at 2560x1440, and then upscale "beautifully" to 4K, which should be made possible through checkerboard rendering. Not just that, but the PS4 Pro will be capable of better-looking graphics quality on everything from cars, track objects, grass, and more.
The PS4 Pro has the additional power to provide improved track detail, increased detail and resolution with shadow rendering, as well as more detail and resolution with reflection rendering, too.
Microsoft will have the cherry-on-top version of Project CARS 2 in November with the release of the Xbox One X and its specific enhancements, but we all know the PC will have the absolute best of everything available.
Divinity: Original Sin 2 is apparently quite popular among RPG fans, and has amassed nearly 500,000 sales in total.
In a recent interview with Eurogamer, Larian Studios owner Sven Vincke confirmed that Divinity: Original Sin 2, the developer's latest deep and sprawling cRPG sequel, has sold almost 500,000 copies.
"It is fantastic but it is also way beyond what we expected," Mr. Vincke told Eurogamer. "We're close to hitting 500K units sold which is a number I believe took us two or three months with Divinity: Original Sin 1."
While 500,000 copies is certainly a great boon for a developer like Larian, it's unclear whether or not Divinity: Original Sin 2's early access numbers are included in this metric. As per SteamSpy's figures, the game had 234,192 early access owners on Steam before its final release on September 14. If these figures do include early access figures, then Divinity: Original Sin 2 has sold about 265,808 copies on Steam since launch if we round the game's total sales to an even 500,000.
Mr. Vincke goes on to say that the huge influx of players has taken a toll on Larian's servers, but he affirmed they "should be up and running again soon."
Video games aren't cheap. Games like Grand Theft Auto V and Destiny command $100 million dollar budgets, with recurring franchises like NBA 2K, Madden, and Call of Duty all costing significant amounts to make. But how do publishers plan these numbers?
In his latest book Blood, Sweat and Pixels, Kotaku's Jason Schreier reveals an interesting rule of thumb that developers and publishers use to estimate the budget for a game project: $10,000 per person per month. Of course this is just a "ballpark figure" and the actual budgets are lost in the shadowy depths of NDA territory, but it does give gamers an idea of just how much these games cost to develop and bring to market.
"That's a good ballpark number," Obsidian Entertainment's Adam Brennecke told Mr. Schreier in the book. "Based on the average salary for a developer plus overhead, it costs about $10,000 per person at the studio. Some are more expensive. And that's how you usually do budgets with publishers too."
But calculating budgets isn't that simple: far from it. Almost every big AAA game is made by hundreds--if not thousands--of people in multiple teams across the globe. Ubisoft's games typically are made by multiple multi-national teams that often have to embrace "crunch" to get a project finished. And these projects can take upwards of five years to develop--if they even get developed and released at all. With these metrics in mind, it's no wonder that publishers are embracing the digital Games-as-a-Service (GaaS) model to make money. This monetization path, which sees publishers like Ubisoft, Take-Two Interactive, Electronic Arts, and Activision selling in-game microtransactions and loot boxes to make recurring revenues, is responsible for billions of dollars in earnings every year.
Atari, one of the most influential names in the entire world, today announced a partnership with crowdfunding platform Fig to develop and release two new games.
Atari is teaming up with Fig, a crowdsourcing program that treats funders as stakeholders and delivers a portion of a game's proceeds, to help develop and publish two new games: a reboot of a beloved Atari game, and a brand new IP from the once-mighty games-maker. Exact details of the two new games were undisclosed.
"Fig is providing a model where gamers not only help to get the titles they are most passionate about funded, but also have the opportunity to share in the financial returns with developers and publishers," Fred Chesnais, CEO of Atari, said in a press release announcement. "We're excited that Fig has opened up the vast potential of crowdfunding to IP holder and publisher alike by changing the narrative and allowing us to partner with our fans."
Atari is also developing a new console called the Ataribox, which is likely a Steam Link type set-top box that plays specific games released on an Atari storefront, or perhaps even a microconsole that comes pre-loaded with old Atari classic games and also plays the publisher's new releases.
It'll be interesting to see if these two new games will be playable and released onto the Ataribox platform.