Posts Tagged ‘Playstation 3’

LucasArts confirms layoffs

LucasArts has thinned its ranks, the company has confirmed. While not specifying the number, sources of Kotaku say an estimated 60 from development and an additional 25 from external production and QA have been let go.

“LucasArts is reorganizing its teams to better address the needs of the internal studio,” said the company in a statement. “Unfortunately, this means adjusting staffing.”

The studio’s latest game, Star Wars: The Force Unleashed II, reportedly reached ‘gold’ status on Friday. It’s due out later this month on PC, Xbox 360, PlayStation 3, Wii and iPhone.

The PSP version was recently confirmed to be cancelled.

“LucasArts continues to be committed to creating a first-class internal studio – and to fostering relationships with trusted external partners – in order to deliver quality games that amaze and inspire fans.”


That VideoGame Blog

The requirements of a Hot Pursuit

In a very short – yet to the point – entry on the NFS blog, the minimum specs required to run Need for Speed: Hot Pursuit on a PC were posted. And, in an effort to keep it just as short and just as relevant as the source, we won’t break it, so here goes:

Operating System: Windows XP SP 3 (32-64 bits) / Windows Vista (32-64 bits) / Windows 7 (32-64 bits)
Processor: Intel Core 2 Duo 1.8 GHZ or AMD Athlon X2 64 2.4GHZ
Memory: 1.5 GB Windows XP / 2 GB Windows Vista – Windows 7
Disc drive: DVD-ROM, 8 speed
Hard drive: 6.5 GB
Video card: 256 MB DirectX 9.0 compliant card with Shader Model 3.0 or higher
Sound card: DirectX 9.0 –compliant sound card
Compatible video card chip sets: ATI RADEON X1950, HD 2000/3000/4000/5000 series NVIDIA GeForce 7/8/9/100/200 series
Online: 2 – 8 players, 512 Kbps or faster

Remember, these are just the minimum specs required to run the game so anything above the aforementioned should make you feel proud of that rig of yours.

Need for Speed: Hot Pursuit will launch on Xbox 360, PlayStation 3 and PC on November 16 and the 18th, NA and EU respectively.


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DS In Year On Year Sales Decline, Wii Up 1%

The DS is getting on a bit now and many people have bought one. It’s had a great run and is home to loads of awesome games but now with the 3DS looming on the horizon, the end is near.

This is refelcted in the year-on-year sales which show a decline in sales of 26%. The Wii on the other hand had a 1% increase and while it’s good sales went up 1%, when compared to the Xbox 360 and PS3 at 119% and 76% respectively, it’s not looking too great right now for Nintendo hardware.

Xbox 360 +119%
PlayStation 3 +76%
Wii +1%
DS -26%
PSP -32%

What you need to keep in mind here though is that while there was a small increase in Wii sales, 1% on top of an already large sales number is still impressive and even the 360 and PS3 haven’t caught up with Wii sales even considering 119% and 76% increases, as you can see below:

Lifetime-to-date

DS – 42,196,558
Wii – 29,793,981
Xbox 360 – 20,999,386
PSP – 17,520,836
PlayStation 3 – 12,934,196

Year-to-date

DS – 3,469,800
Wii – 2,659,600
Xbox 360 – 2,368,400
PlayStation 3 – 1,805,500
PSP – 683,300

Tags: Hardware, Nintendo Ds, Nintendo Wii, PS3, Sales, Xbox 360
Nin-ten-do.com [expanded by feedex.net]

The Witcher 2 has 16 endings, other figures of interest

Next year’s The Witcher 2: Assassins of Kings is set to outdo its 2007 predecessor in a number of quite noteworthy ways; as explained during developer CD Project RED’s Gamescom gameplay demonstration last week, the second game has been improved and added to in pretty much every way possible, one of those being how it ends.

According to CD Project, players of the choice and consequence-focused RPG will be able to wrap up their journey in a number of different ways, as the game sports 16 different conclusions; quite jump from the first’s 3.

In addition, the game will have 3 openings and double the cut-scenes with triple the length.

Another number of interest, this time for its much smaller value, is the amount of loading screens players will be presented with. While the first game did so approximately 700 times, the sequel will interrupt gameplay with a loading screen a mere 4 times. This thanks to TSOOD — The Witcher 2‘s game engine that took 20 programmers and 3 years to create — which the developer considers to be “the best RPG engine in the world.”

“There are not too many RPG engines on the market, and we know that our one the best one so far, definitely,” a company rep said during the demo.

“We have tools for each one of the members of our team. Even the guy that puts plants on the locations has his own tool. We don’t want people to struggle with tools that are not for them, we want them to have their own. And our engine has dozens of tools, which is really RPG ready because it is an RPG engine.”

Added a second presenter: “We want to focus on making the game. We don’t want to play with the tools too much. We just want to make a good RPG.”

The Witcher 2, aka “the best-looking RPG you’ve ever seen,” is scheduled to ship early next year for PC, with Xbox 360 and PlayStation 3 versions expected to follow at a later time.


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Levine: “A lot of prototypes” worked on before settling for BioShock Infinite

By now, the probability of you having seen the impressive BioShock Infinite trailer should be sky-high unless you’ve been swimming in the watery depths. But the idea of a 1900s floating city in the heavens wasn’t always a given. In fact, not even the entire concept of a new BioShock game was, as Irrational main man Ken Levine expressed in an interview about the studio’s workflow and development process.

“[We worked on] a lot of prototypes for this game and other games,” he said. “We played around with a lot of different things we were thinking about doing.”

“So we started writing new code, we had a lot of people to hire and frankly the way Irrational works is we throw out way more of that than we use for our stuff…[it's] a time consuming process but at the end of the day I think it makes a better game for the fans.”

After the surfacing of the Infinite trailer, you’d expect Irrational to have a clear idea of what they want to do and where they want to go with the game… and they probably do. But that wasn’t the case until relatively recently – or however you want to label a timespan of eight months – when the design elements of the game started coming together.

“We had the floating city and the time period very early. We didn’t have the notion of the American exceptionalism – that July 4th 1900 feeling with flags waving. We didn’t have that until eight months ago,” said Levine.

No matter how you splice it, Irrational do things their way, and if they don’t work, they’re out the window.

BioShock Infinite will be out on PC, PlayStation 3 and Xbox 360 sometime in 2012.


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