Archive for the ‘Game Articles’ Category

The gaming veteran who worked on GoldenEye 007 shares his thoughts.

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by Eddie Makuch via GameSpot

Gaming veteran Ken Lobb, who is a creative director at Microsoft, is the latest to weigh in on the company’s upcoming super-powerful Project Scorpio console.

He was interviewed in the latest issue of Game Informer, which is out now. Asked for his take on the new platform, Lobb praised the device, specifically its backwards compatibility component.

“What’s new is we’ve figured out how to write software in such a way that it can be better, but still be forward and backward compatible,” Lobb explained. “The Xbox One S is a good version of this. It’s better than the One. It’s, you know, less than 10 percent better, but it’s better, and that kind of thing was sort of impossible when you go back to the Super NES. We couldn’t have shipped a 10 percent faster Super NES. Most of the games would have broken. They would have run at a different clock rate, and things would have melted down.”

He added: “The way we do software development today makes it possible. How can a PC game run on a laptop and on a Titan X? How is that possible? Well, because developers over the last 15 years-plus have figured out how to make their games scale with hardware. So it’s not rocket science to think, ‘Well, gee, if I have an Xbox, can’t I have a more powerful Xbox? And isn’t that better than just one that’s a different color or a little smaller?’ I think that this idea is fantastic.”

Before joining Microsoft, Lobb worked at Nintendo of America. One of his credits includes the landmark shooter GoldenEye 007. One of its guns, the “Klobb,” is named after Lobb.

The full interview Lobb gave to Game Informer is a great read that covers his life and career. You can find out how to get your hands on the newest issue of the magazine here.

Project Scorpio is set to come out this year. Last week, Xbox boss Phil Spencer said Microsoft may announce more details about it before E3 and then during the show itself.

One of the biggest unanswered questions is about price. Spencer says the system will carry a “premium” price tag, more than the $300 Xbox One S, but that’s all we know for now.

“I’m not trying to scare anybody on the price,” he said. “We’re going to come out on a price that we think is fair for the product that we build and the customers will tell us as they always do. I call it premium because I don’t want people to get confused that somehow Scorpio is the thing that is going to take over the Xbox line.”

Spencer added that he fully expects that Xbox One S, with its lower relative price point, will sell far better than Project Scorpio.

“The majority of the consoles that we’re going to sell are the Xbox One S and I’m very proud of that,” he said.

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by Zach Epstein via BGR News

It’s not entirely a shock, but it’s still a bit surprising how universally positive the early response has been to the Nintendo Switch. After the travesty that was the Wii U, expectations for the Nintendo Switch were sky-high ahead of its release earlier this month. Despite very positive reports from earlier reviews like BGR’s own Nintendo Switch review that was published ahead of launch, the lack of available games at launch seemed like it might be a big problem for Nintendo, especially since the pain from the lack of top-tier Wii U games is still so fresh on everyone’s minds. But the novelty of the Switch’s hardware design and the incredible response to the new console’s first flagship game, The Legend of Zelda: Breath of the Wild, have been praised far and wide.

As positive as the response to Nintendo’s Switch console has been so far, there are still obviously a handful of complaints that people have about the system. Some are more serious than others, of course, but one in particular has some gamers absolutely furious.

Allow us to paint you a picture. You’re powering your way through Breath of the Wild. You’ve breezed through all of the shrines, you’ve gathered all sorts of powerful weapons, and you’ve spent countless hours exploring Hyrule and completing tasks as you go. Then, something happens to your Nintendo Switch console. Maybe something happened and it won’t turn on anymore. Maybe there was a manufacturing defect and you need to swap your system out for a new one.

No big deal, right? You’ll just grab your new console and pick up right where you left off, right? Wrong.

Nintendo has confirmed in the Nintendo Switch FAQ on its website that game save data cannot be transferred between systems. Period. Full stop. “On Nintendo Switch, game save data is stored on the console’s System Memory,” the website says. “This will not change whether downloadable software or software from a game card is being played.”

The FAQ continues, “Game save data cannot be saved or copied to a microSD card.” And as a nice little added jab, the site notes that if your internal store fills up and you no longer have any space to save game data, your only option will be to free up space using this procedure — you won’t be able to store any save data on a microSD card.

There is a tiny glimmer of hope that this terrible policy might change at some point in the future, however. Nintendo used the language “at this time” when explaining the policy to Kotaku, which implies that some day, this clear and obvious shortcoming may be addressed in some sort of system update. Maybe.

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by Matt Weinberger via Business Insider

If you’ve ever played PC games, you know the feeling.

Maybe you leave Google Chrome or Skype open in the background while you play, and you get a ton of notifications, or a video loads in an open tab. The sudden demands on your system make your game freeze up, stutter, and otherwise perform poorly.

“Gamers may not be aware of stuff that’s running in the background,” says Microsoft Xbox Group Product Manager Peter Orullian.

Microsoft believes it has a fix for this problem. It’s a new setting called “Game Mode,” and it’s coming with the free Windows 10 Creators Update, arriving later in Spring 2017.

This new mode takes certain technology gleaned from Microsoft’s experience with the Xbox One game console, and applies it back to Windows 10, Orullian says. The Xbox One lets players run apps like Twitch or Pandora in the background, and Microsoft did a lot of work making sure that this stuff didn’t interfere with the gaming experience. Now the idea is to make Windows 10 an even better place to play games. But if you really love your PC the way it is, fear not: Game Mode works entirely behind the scenes.

“We’re not trying to make the PC into an Xbox,” says Orullian.

What is Game Mode?

The idea, Orullian says, is that when Game Mode is enabled, it’ll optimize your computer’s processor and graphics card to prioritize a game you have open. So whatever software is in the background will still be running, but your computer will divert fewer resources to them.

The end result is a much smoother gaming experience. Depending on your hardware setup, Game Mode may actually boost the overall performance of the game, but Orullian warns that that’s not what Microsoft is aiming for. The goal is consistency, so no matter what’s running in the background, it’ll be a smooth experience.

Here’s a video showing how it all works:

In the future, and as Microsoft gathers more data, its “ambition is to handle both” performance upgrades and the consistency. But because so many different computers have so many different arrays of hardware and software, it’s hard for Microsoft to guarantee a big boost to the majority of Windows 10 users.

Game Mode is currently something of a mixed bag: It’s available to members of Microsoft’s Windows Insider beta testing program, and early reports from our friends at Ars Technica and PC Gamer show that its benefits are real but still relatively subtle. Orullian says that Microsoft is gathering data from testers and will improve it over time, and sees Game Mode as a “long game” that they’re investing in.

At the start, you’ll have to opt-in on a game-by-game basis to use it, though Microsoft-made games like “Minecraft” and “Halo Wars 2” that get purchased from the Windows Store will have it on by default. And if you don’t like it at all, you can turn it off entirely from the Windows 10 settings.

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by William Usher via CinemaBlend

This new Xbox Game Pass has a lot of people chattering about the possibilities of Microsoft’s new digital-only subscription service. It sent GameStop shareholders into a tizzy, and now Microsoft is hoping to do the same for gamers, now that they’ve revealed a few more details about the project.

Kotaku managed to get some details on the Xbox Game Pass and how the library will work on a month-to-month basis. They explain that the contents of the Game Pass library is not constant and will change frequently. They mention that some games will be added to the Game Pass library while some games may be removed. It seems to be a similar to the EA Access vault, where they put some titles in and give gamers an opportunity to play them for a while and then cycle in other games to flesh out the offerings as well. The plan is to keep over 100 Xbox One and Xbox 360 games available in the library for gamers to peruse.

Of course, one of the more important details is whether or not games will stay in your library even after your subscription period runs out. The answer is a big, fat, emphatic… no!

So long as you continue to pay $10 a month you will have access to the entire catalog of games available through the Xbox Game Pass. You can play the games as long as you want, as much as you want, whenever you want. So long as your subscription is active, you can play anything available in the Xbox Game Pass library.

However, if your subscription lapses, if you fail to pay to keep the service active, or if you cancel your Xbox Game Pass subscription, you will instantly lose access to every game in the Xbox Game Pass library. Some people were curious about the games already downloaded and installed on the Xbox One hard drive… well, those games will be automatically deleted. It’s not entirely cruel, though. The saved data and achievements you unlock will still persist on your account, even if you have unsubscribed from the Game Pass service.

Essentially it’s like Netflix for Xbox games.

One of the other big questions is how this will affect the Games With Gold program. Well, Microsoft revealed to Kotaku that Games With Gold and the Xbox Game Pass are “two different service offerings”.

So just to reiterate: the Xbox Games With Gold program will not be affected in any way by the new Xbox Game Pass. Both services will operate independently from one another, and gamers will continue to receive free Games with Gold titles each month along with their paid Xbox Live Gold subscription.

Additionally, Microsoft explained that if you want to play the multiplayer portions of games made available through Xbox Game Pass, you will need an active Xbox Live Gold subscription. So basically you’ll have to pay $10 a month for the Game Pass on top of what you would pay for Xbox Live Gold if you want access to the library and to be able to play multiplayer games in an online environment.

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by Matt Peckham via Fortune

“Whoa,” says my 4-year-old son as I scoot onto his bunk bed grasping Nintendo’s eminently totable new game system, called Switch. My son’s like a mini-me version of Keanu Reeves’ Ted, except the incredulity is 100 percent sincere.

We’d been playing The Legend of Zelda: Breath of the Wild for Nintendo’s console on the living room TV, until I told him it was time to say goodnight…then followed him to his room, Switch in tow. “Are we going to play your new Zelda in my bed?” He makes a hysterical giggling sound, same as when we tell him we’re going swimming, or building a room-scale blanket fort, or that tonight’s a “stay up late” night. Not that he’s never held a screen in bed before. His iPad mini harbors just one game, Minecraft, and as far as he’s concerned, Minecraft is god. But tonight, for the first time in months, with the flip of a you-know-what, we have inexplicably killed god.

Except it’s entirely explicable, once you’ve hefted Nintendo’s new $299 hybrid TV/mobile entertainment platform in your hands. The novelty of a mainstream gaming system that goes wherever you do feels gravitationally irresistible. You can get why it exists by observing what it does, a feat that’s true of little else in the games industry. There’s certainly none of that confusing “Which screen do I eyeball now?” business per Nintendo’s Wii U. Drop Switch in its cradle, count to three, and it’s on your TV. Pull it out and it’s in your hands. Decouple the Joy-Con controllers from its sides, pop the rear kickstand and it’s on a table (or seat-back tray), your hands free to roam anywhere like creatures loosed from their cages.

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These are just my first impressions of the system, but for the past 48 hours neural scans of my brain would probably resemble explosions in the sky. This, in theory, is the system I’ve wanted Nintendo to make for a very long time. As I’m typing this, the Switch (in handheld mode) is nestled in an elongated case inside a backpack sitting beside me at a coffeehouse. Yes, that’s something mobile phones, tablets and Nintendo’s own 3DS can do. But it’s all the things they can’t do that seem to validate Switch’s existence.

Chief among them is Switch’s ability to facilitate continuous play. Drop it in its cradle (the cradle attaches to your TV with an included HDMI cable), slide the Joy-Con controls up and off the 6.2-inch OLED touchscreen’s sides, and you can either play holding them separately in your hands, or slip them onto an included “grip” that approximates the geometric feel of a traditional gamepad. The game never ceases to function. There’s no shuffling of save files, waiting for video streams to buffer, or rebooting of operating systems. You merely shift video outputs, a process simpler (and faster) than tapping the “input” button on a TV remote.

And then you’re playing the same game, with precisely the same controls. If you disagree with the mindset that smartphones and tablets are ubiquitous to mobile gaming’s future, and if you believe that buttons, triggers and thumb-sticks are superior at enabling vital forms of play when contrasted with touch screens (which, granted, are perfectly apt in their own ways), Switch is a kind of rebel yell in your direction.

It’s important to note how durable and substantial Switch feels, an unostentatious but strangely beautiful carbon-black slate that’s like a blue collar version of an Apple product–all the same “magical” design elegance, none of the pretension. I haven’t hurled it to the floor, as someone at Nintendo allegedly once did with the company’s original Game Boy. Nor have I brutalized the screen with my car keys as I want to do whenever someone asks whether screen protectors are worth the money. But at roughly the same weight as an iPad mini, it feels suitably compact and lightweight, though dense in the way human brains seem wired to associate with high craftsmanship.

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Those disappointed by the Wii U’s sluggish controls (myself included) can rest easy: Switch’s operating environment is a full 180. It’s also spartan, a parade of square boxes signifying available games that’s like an austere rendition of the PlayStation 4’s left-right selection tool. Below that, six circular options let you explore News, the eShop, a photo Album (of screen captures), check on connected controllers (including battery levels, which is very helpful), System Settings and a Sleep button. Hold the Home button on the right Joy-Con and you’ll conjure a quick menu that lets you put Switch to sleep or enable Airplane Mode. Whatever you do, Switch’s responsiveness clocks in microseconds.

My worries at this point are premised on all the stuff Nintendo has yet to clarify about Switch. In no particular order: Will it have a virtual console that’s at least on par with Wii U’s? Will eShop purchases carry over? How robust will the online service be? How does the upcoming mobile app work, and is it (along with a smartphone or tablet) complementary or mandatory? Will finding, friending and interacting with other players be as intuitive as rivals’ approaches? And will Switch support some form of in-game accomplishments tied to player profiles? Nintendo is famously resistant to imitating others’ ideas, but crafting some sort of meta-motivational framework feels like a piece that’s missing from the Nintendo-verse.

There’s an update promised just prior to launch that’s supposed to add the online functionality, but at this point what it harbors and how well it’ll work is as hypothetical for those of us with early review units as it is for just about anyone reading this.

Yes, 32 gigabytes of internal storage (of which 25.9 gigabytes is accessible) is tiny, so let’s talk about that. The digital version of Breath of the Wild is said to consume 13.4 gigabytes. If that’s at all representative, you’re not getting much else in the door here without picking up an expansion micro SDXC card. You can find 64 gigabyte options for around $15, so it’s not some crazy hidden expense. But just as with Nintendo’s 3DS handheld, it’s also a compelling argument for buying the physical versions of games, which come on tiny cartridges, since they take up no storage internally.

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The only game I’ve been able to try so far is Breath of the Wild, and while I’m not allowed to write about it yet, I can say the battery while playing in handheld mode drains quickly, definitely near the 2.5 hour side of Switch’s official 2.5 to 6 hour range. The system also seems to charge slowly while docked if you’re simultaneously using it, a probable pain point if your play schedule doesn’t involve breathers for the system to gulp down electricity.

I also have a minor use-case worry about the dock’s ability to stay in place on a shelf. I’ve been playing a lot with the Pro controller (sold separately for $69), which connects to the dock via USB-C. While I admire its ergonomics even more than Sony’s DualShock 4 (my prior high watermark), the cable comes up short at about 4 feet. The good news is that the Pro controller runs for something like 40 hours off one charge. The bad news is that if you’re playing with the cable attached and accidentally tug on it even slightly (or trip over it, as I’ve done with other systems), the Switch and dock are going to fly right off the shelf, kaboom, because they weigh so little. It’s enough of a worry for a klutz like me that I’m considering plugging the Pro controller’s cable into something that’s not the Switch dock. Affixing the dock to whatever you’ve set it on (with Velcro, say, or a two-sided adhesive) might not be a silly idea.

Summing up, Switch is so far everything I’d hoped it might be, save for the the part where I’m still generally clueless about its online abilities. Yes, so much depends on a red wheelbarrow-full of unreleased software. Whether third parties will ultimately flock or demur is a question only answerable if you’re clairvoyant. But the theory–of a device that both follows players and maybe, just maybe, revitalizes face-to-face engagement in this era of “alone together”–seems laid on solid footing so far.

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by Ben Gaurino via The Washington Post

Twenty-two hours into a 24-hour-long marathon video game session, Twitch streamer Brian Vigneault, 35, got up to take a smoke break. He never returned to his computer.

His fans, mainly fellow gamers who watched Vigneault play the online skirmisher “World of Tanks,” wondered if Vigneault had fallen asleep. Although it was around 4:30 p.m. on Sunday, falling asleep in the afternoon would not have been completely unexpected. Vigneault, under the online nickname Poshybrid, would play “World of Tanks” for extreme lengths of time to raise donations for charity.

When a moderator messaged Vigneault a few hours after his abrupt disappearance, a Virginia Beach detective responded via Vigneault’s computer on the chat app Discord, according to a Reddit post. Vigneault was found unresponsive at his Virginia Beach home early Sunday evening. He had died while raising money for the Make-A-Wish charity.

Twitch.tv, for the unfamiliar, is a website where people play video games for a live Internet audience. Outside of the professional video game tournaments, the vibe is low-key and friendly. A Twitch stream has been described as a microcommunity, but it is perhaps better likened to a friend’s couch. (On this particular couch, there’s always a good seat, and your friends are all very good at video games.) Spectators chime in, offering comments, questions or monetary donations. Amazon, whose chief executive Jeffrey P. Bezos owns the Washington Post, purchased Twitch in 2014 for close to $1 billion.

 Vigneault, a “World of Tanks” player for the past five years, had raised nearly $11,000 for various charities during his streaming career, according to his Twitch profile. Like several Twitch streamers, Vigneault would play between five and seven nights a week, often from night until early morning.

Video game website Kotaku recently explained the motivation behind superlong Twitch streams: “Marathon streaming has been a sort of long-standing fad among the Twitch community. Twitch titans like Sodapoppin and ManVsGame regularly game for a day straight, pausing only to eat, use the bathroom, stretch and respond to their chat. Hitting every time zone is an effective strategy for building your audience, which can lead to more donations.”

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In 2013, the average American gamer played just over 6 hours a week, a Nielsen report found. It is not unheard of for some Twitch streamers to play for double or triple that time in a single day. Others aimed for even longer. In 2014, for instance, Neal “Koibu” Erickson attempted to stream on Twitch for 120 hours straight. He fell asleep in his computer chair a few minutes short of the 90-hour mark.

A few, though not all streaming on Twitch, have tested the limits of endurance while playing video games. A multiplayer session of six Dutch players lasted for 50 hours of the Wild West shooter “Red Dead Redemption” in 2010. The world record stands at a continuous 138 hours of “Just Dance 2015.”

Vigneault’s passing marked one of the very few, if not the first, deaths during a marathon Twitch game-playing event. But there have been several publicized, though rare, incidents of gamers dying in the middle of extremely long sessions. In 2015, a 24-year-old man collapsed and died after playing “World of Warcraft” for 19 hours in a Shanghai Internet cafe. Three years prior, a Taiwanese teenager also died at an Internet cafe, playing “Diablo 3” for 40 hours. And in 2005, a South Korean man’s heart failed 50 hours into a “Starcraft” marathon.

The Virginia Beach Police Department confirmed to the Washington Post on Wednesday that it had investigated his death. The officers reported no criminal motivation or activity.

“There is no reason at this time to suspect foul play,” a representative for the police department told Polygon.

Vigneault’s gaming clan, Fame, posted a note in memoriam on Facebook. “We just cannot find words to describe how sad is this moment for all of us,” said the Fame post. “This game will not be the same without the legend.”

 

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by Josh Condon via The Drive

A number of Ford engineers have been proving out a theory that many of us at The Drive believe is self-evident: Level 3, or “conditional”, autonomy, where a human driver is supposed to take over in a matter of seconds for an overwhelmed autonomous vehicle, is a recipe for disaster.

As we’ve seen many times before, most people seem to implicitly trust machines to the point where partial autonomy creates a false sense of security. This is apparently true even of trained Ford engineers whose job it is to remain alert and monitor the company’s test fleet of self-driving cars; according to Bloomberg, these professional monitors are dozing off in self-driving cars—and even buzzers, alerts, or the presence of another human being isn’t enough to stop mid-evaluation nap time from happening.

Raj Nair, Ford’s product development chief, put it this way in an interview: “These are trained engineers who are there to observe what’s happening. But it’s human nature that you start trusting the vehicle more and more and that you feel you don’t need to be paying attention.”

Ford Joins Waymo in Skipping Level 3

As such, Ford has decided to forego plans for Level 3 vehicles altogether, instead aiming to roll out fully autonomous cars by 2021—a decision that Waymo, the company heading up Google parent company Alphabet’s self-driving-car project, already reached.

Germany’s Big Three of BMW, Mercedes-Benz, and Audi, however, still plan to roll out Level 3 cars as early as next year.

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“The President has set forth a reckless and misinformed path regarding our foreign creators and storytellers.”

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by Eddie Makuch via GameSpot

Immediately after President Trump announced his controversial travel policy last month, the high-profile video game group, the Entertainment Software Association, released a statement that spoke about how it could adversely affect the US gaming industry. Now, the ESA’s CEO, Michael Gallagher, has released a new, more thorough statement that doesn’t hold back in its criticism.

“The President has set forth a reckless and misinformed path regarding our foreign creators and storytellers, and ESA joined with industry leaders to demand a better approach to security concerns,” he said. “We will be vigilant in the months ahead to guide policies that grow our medium and collaborate with you to repel misguided efforts that dim our frontiers.”

In the ESA’s original statement, the group, which organizes E3 every year and represents the video game industry’s interests in Washington, said the US video game market relies on immigrant talent.

“While recognizing that enhancing national security and protecting our country’s citizens are critical goals, our companies rely on the skilled talent of U.S. citizens, foreign nationals, and immigrants alike,” the statement said. “Our nation’s actions and words should support their participation in the American economy.”

In the new statement today, Gallagher said the ESA will focus on a number of objectives in the future, including educating “key figures” in Washington, DC and around the country about issues such as immigration, trade, cybersecurity, and more. “ESA will champion the innovators, creators, and consumers who make up the video game ecosystem,” Gallagher said. “We are here on behalf of each of you to defend against misguided and harmful attacks as well as supporting and advocating for elements that contribute to the continued positive growth of this great community.”

The ESA also said it will connect with lawmakers to help them understand video games better; one part of this will be the expansion of the GovGames Twitch channel. This is a video streaming site that in the past year featured members of Congress playing video games. Additionally, the ESA said it will lend a hand in the creation of a new Congressional caucus “focused exclusively on virtual, augmented, and mixed reality.”

Also in Gallagher’s statement, he said the ESA hopes to involve more gamers in the political process. Already, 1.7 million people have joined the Video Game Voters Network and the ESA is hopeful that it can work with these people on “important issues.”

“Ours is a great industry filled with finest creative talent in the world, and ESA is proud to advance our collective interests at every turn and in every forum,” Gallagher said. “All of us at ESA consider it a privilege to be the voice and advocate for the most creative, innovative, and engaging of all industries and communities.”

You can read Gallagher’s full statement here.

ESA members include some of the biggest companies in gaming, including Activision Blizzard, Electronic Arts, Microsoft, Sony, Nintendo, Take-Two, Warner Bros., Ubisoft, and Bethesda.

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by Danny Cowan via Digital Trends

After sinking to a record-low number of boxed releases in 2015, the gaming industry recovered in 2016 with a renewed focus on physical video game sales, a recent analysis on The NPD Group Blog reveals.

Industry analyst Mat Piscatella notes that gaming retail sales saw a steady decline over the last several years, with 2015 producing a total of 230 boxed releases across all platforms. Retail performance rebounded with 271 physical releases in 2016 and this year promises additional gains for an ailing industry.

Gaming’s increasing focus on digitally distributed titles began to take its toll on retail sales as early as 2010, when 742 unique releases hit retail across all gaming platforms, according to NPD’s research. The next year brought this figure down to 584 titles and 2012 saw a further decline, producing only 424 boxed releases in total.

Piscatella attributes 2016’s sudden recovery to GameStop’s newly introduced publishing initiative and the rise of independent boutique publishers.

“There are fewer publishers, and on average those remaining publishers are bringing fewer games to retail than they were at the start of the decade,” Piscatella explains. “This has resulted in a dramatic reduction in release count; one that just so happens to correlate quite well to packaged retail sales.”

Piscatella continues: “The good news is that the decline in packaged release count stopped in 2016. GameStop has proactively taken the steps to enter physical publishing of smaller scale digital games with GameTrust. Its first title, Insomniac’s Song of the Deep, launched in July, was supported with significant presence and promotion at retail and in consumer marketing. GameTrust also has partnerships in place with developers of digital games such as Tequila Works, Ready at Dawn and Frozenbyte.”

505 Games and Soedesco Publishing also led the charge with physical versions of formerly digital-exclusive titles like Rocket League, Terraria, Ziggurat, and Giana Sisters: Twisted Dreams. 505’s next digital-to-physical release, a retail PlayStation 4 version of the indie farm life sim Stardew Valley, is due to launch in April.

According to Piscatella, niche publishers and retailers alike now stand to benefit from the increased presence and variety of physical gaming releases.

“What these smaller titles can do is generate additional sales of the games themselves while at the same time driving traffic to the video game aisle,” Piscatella projects, “leading to incremental sales of other games while re-engaging consumers that have gaming interests beyond the latest AAA big-budget shooter.”

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Sledgehammer Games is behind this year’s game.

call-of-duty

by Chris Pereira via GameSpot

As part of its latest earnings report, Activision confirmed the inevitable Call of Duty sequel that’s due out this year. But what came as a surprise is news that this year’s game will return to the franchise’s “roots,” and now we have some idea of why.

Speaking as part of a conference call with investors, chief operating officer Thomas Tippl first discussed 2016’s Call of Duty: Infinite Warfare. While he described it as “a high-quality, innovative game,” he revealed it “underperformed [Activision’s] expectations.” We already knew sales were down significantly compared with the previous year’s Black Ops III. That was due in part to Infinite Warfare being a new sub-series, making for a difficult comparison with the established Black Ops.

However, the futuristic setting has also been a source of complaints from some longtime Call of Duty fans, a fact that Tippl acknowledged. That doesn’t mean the company necessarily regrets exploring that space.

“[I]t’s clear that, for a portion of our audience, the space setting just didn’t resonate,” he explained. “We have a passionate, experienced studio deeply committed to this direction, and despite the risks we saw, we believe it is important to consider the passions of our game teams in deciding what content to create.

“While it wasn’t the success we planned, it allows us to protect the core tenets of our culture that Bobby discussed: empowering our talented teams to have the chance to pursue opportunities that they are passionate about. Providing an environment that recognizes passion is a critical component of our success, and a process to learn from our mistakes is what makes our company special, and it’s why the most talented people in our industry are attracted to our company.”

All of that said, even with Call of Duty still doing well, Activision is clearly aware of the demand for a Call of Duty game that hews closer to the series’ older titles.

“In 2017, Activision will take Call of Duty back to its roots and traditional combat will once again take center stage,” Tippl said. “This is what our dedicated community of Call of Duty players and Sledgehammer Games, which has been developing this year’s title, are the most excited about.”

Beyond that, no further details were shared. It stands to reason that this year’s game–which was greenlit more than two years ago–will feature a classic or modern-day setting, but that remains to be seen. For its part, Sledgehammer said of the game on Twitter, “It’s our biggest achievement as game makers.”

Sledgehammer previously assisted with the development of Modern Warfare 3 and served as the lead developer of Advanced Warfare. Activision rotates between three main studios–Infinity Ward, Treyarch, and Sledgehammer–for its annual Call of Duty releases. Sledgehammer was, at one point, at work on a third-person Call of Duty game set during Vietnam.

We’ll have more on the new Call of Duty as it’s announced. For the full rundown on Activision’s announcement, check out GameSpot’s recap of its earnings.

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