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by Brian Crecente

Sega of America will pay out $1.25 million to settle a class-action suit brought against it and Gearbox Software that claimed the two companies falsely advertised Aliens: Colonial Marines by using faked demos of the game at E3 and other trade shows, under a settlement plan filed with the court today.

If approved, the settlement will clear Sega of America of any further litigation, but not Gearbox Software, which recently filed a request to have claims against it dropped.

In the motion for preliminary approval of class action settlement agreement, filed with the Northern District of California court on Monday, attorneys for plaintiff John Locke said they expect to request the court to grant approval of the suit on Sept. 17.

If approved by the court, Sega will pay $1.25 million into a settlement fund. Of that fund, $312,500 will be used to cover attorney fees for the plaintiffs, $200,000 will be used to cover the cost of adminstration, $2,500 will go to the plaintiff and the rest will be used to pay to those eligible customers who purchased the game. Payments to customers who fill out a three question claim form, purchased the game before Feb. 13, 2013 and are approved, will not exceed the amount paid for the game. The amount each customer receives back will be dependent on how many people submit claims. No money will be returned to Sega.

“In exchange for the relief described above, Sega — but not Gearbox — will receive a full release of all claims related to Aliens: Colonial Marines, including claims relating to the design, marketing, operation of, or warranties provided in connection with the game,” according to the filing. “Quite importantly, the settlement only releases claims against Sega — not Gearbox — so the litigation will continue as to that defendant with the prospect of further recovery.”

Specifically, according to the filing, the plaintiffs expect another chance to “recover” in this suit against Gearbox.

The settlement is not an admission of guilt, according to court papers. Despite agreeing to the settlement, Sega has denied and continues to deny any wrongdoing whatsoever. Company officials agreed to settle, according to the filing, because of the cost of fighting the suit and uncertainty inherent in any litigation.

Aliens: Colonial Marines was released on Feb. 12, 2013 to harsh criticism and low reviews. Some players and reviewers noted that the game’s visuals didn’t match what Sega and developer Gearbox showed off of the game prior to release at fan and press events.

The suit, filed in April 2013 by Roger Damion Perrine and John Locke on behalf of a class, claimed that Gearbox and Sega falsely advertised Aliens: Colonial Marines by showing demos at trade shows like PAX and E3 that didn’t end up being accurate representations of the final product.

These demos, which Gearbox co-founder Randy Pitchford called “actual gameplay,” according to the filing, were criticized after the game’s launch for featuring graphical fidelity, AI behavior and even entire levels not featured in the game. Our review of Aliens: Colonial Marines featured a gallery highlighting some of the differences between a 2012 video walkthrough of the title, and the same level in the final version of the game.

“Each of the ‘actual gameplay’ demonstrations purported to show consumers exactly what they would be buying: a cutting edge video game with very specific features and qualities,” the claim reads. “Unfortunately for their fans, Defendants never told anyone — consumers, industry critics, reviewers, or reporters — that their ‘actual gameplay’ demonstration advertising campaign bore little resemblance to the retail product that would eventually be sold to a large community of unwitting purchasers.”

In January, attorneys for those involved in the suit spent a day in mediation but couldn’t reach an agreement. In March, the parties reached a basic compromise, but the judge overseeing the case rejected it in June saying there were some concerns about the terms.

In July, attorneys for Gearbox filed requests to be dropped from the case and refused to take part in any further negotiations, so they are not a part of this new settlement agreement. In that filing, Gearbox attorneys said the developer was a contractor and that it sunk millions of its own money into finishing the game.

“Gearbox never belonged in this lawsuit,” according to the motion. “Gearbox is a video game software developer. It was neither the publisher nor seller of the video game at issue. For more than a year, Gearbox has quietly abided the plaintiffs’ claims so that Sega, the game’s publisher and the party responsible for the game’s marketing and sale, could assume the defense of this lawsuit. Gearbox has honored its publisher’s request in spite of plaintiffs’ highly-publicized-and highly-misplaced-claims against Gearbox. At this point, however, Gearbox is obligated to pursue its rightful departure from this case.”

A day earlier, the plaintiffs filed a motion to remove Perrine from the suit, noting that Perrine is “presently incarcerated in Pennsylvania.” The attorneys discovered his incarceration after hiring a private detective to find Perrine, according to the documents. According to Westmoreland County, Pennsylvania court records, Perrine is in jail awaiting trial on three charges including simple assault and terroristic threats with intent to terrorize another.

Under the terms of today’s proposed agreement, class members may file a claim form with their name, email address, date and location where the game was purchased and amount paid on or before Feb. 12, 2013. Further details about filing a claim will be posted on a certain websites and in print in Guns & Ammo, ESPN and Rolling Stone magazines.

Separately today, attorneys for the plaintiff filed a request with the court asking for more time to respond to Gearbox’s request to have the suit against them dropped.

We have reached out to officials with Sega, Gearbox and the plaintiff and will update this story if they respond.

http://www.gamersoutpost.net/

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by Tatiana Morris

Bungie, the same developers that brought us Halo have been working on their next space-epic first-person-shooter, Destiny, for quite a while. In fact, the game is done and set to release in a week from today. Recently though, it came to light that review copies for Destiny won’t be arriving at several notable gaming outlets until Monday, September 8, a day before the game’s launch. Reviews tend to spring up a few days prior to a game’s release, but this will likely not be the case for Destiny. As an MMO-like experience, it’s probable reviewers will need considerable amounts of hands-on with the game before formulating a score.

Before you run to cancel your pre-order, consider SimCity’s launch. The game’s reception was great before it released. The online play was smooth; the game was garnered high scores. But that all changed upon release. One video game news outlet even revised their SimCity review twice, taking the score from 9.4 to 8 to 4. Why? The game’s launch didn’t go as intended — servers crashed rendering the game unplayable. It could be argued that by waiting a day to avoid all of the launch madness, the game would have received a true score.

This is where we come full circle, back to Destiny. Bungie didn’t create a game with offline play as an option; it’s all online, as in always-online (even the character creation process is done online). By the time reviewers receive their copy of the game the world will be inhabited. It will be lived in and the servers will have been tested by the absurd amount of people who pre-ordered it. The game will be reviewed at face value.

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In any case, a responsible video game site would delay their review of an always-online game or make it an on-going review. You simply can not experience an always-online game prior to its release. Imagine World of Warcraft’s Azeroth inhabited by just a few review sites. The world would be empty; queues for dungeons would take too damn long and a group quest wouldn’t be possible (unless you’re a Paladin, you can do anything if you’re a Paladin). While a game’s review doesn’t always look at the atmosphere that players create, it does give you some insight on the variety builds/talents/specs in the game (think Diablo 3’s classes; glass cannon vs damaging soaking).

It could very well be argued that Bungie and Activision are afraid of review scores (and people are arguing that), but seeing as how the game already had 4.6 million beta players experience a portion of it, that’s likely not the case. Bungie’s history should be assurance enough that any delays in reviews aren’t stemming from a lack of confidence in their product.

The only valid concern that I can see is the concern on the length of the game and the content itself. The beta gave us a good idea of how it will play, but not what the story or other planets are like.

TL;DR: The world is not going to burn down because Destiny’s review copies are going out later than you’d like.

We’ve reached out to Activision and Bungie regarding review copies and will let you know if we hear anything official.

http://www.gamersoutpost.net/

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by Dragos Dobre

Sony’s PlayStation 4 has just received another update, that once again promises to add a tad more stability to some features available on the consoles. This time the update is a bit heavy, having almost 200 MB — so we can expect for some real improvements.

If we got a penny every time a console manufacturer released an update under the tag “improves system stability”, we would currently have our pockets full of money. But that’s a common practice, and we can’t do much about it.

However, if it’s mandatory, we should know what it contains. You will have to update your console to 1.76 in order to play online from now on, enjoy!

We will update this post if Sony releases any information about this system update!

http://www.gamersoutpost.net/

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by Giuseppe Nelva

There are many elements to the life of a gamer that can prove annoying and inconvenient. But there is one that can easily be defined bloody hinderingly awkward, and it’s the following scenario:

Friend A: “Hey mate, I heard you bought Destiny. How is it?”

Friend B: “Yeah, I love it. My Guardian’s almost to the cap now.”

Friend A: “I have a Warlock. We should really get a fire team going and shred some Fallen.”

Friend B: “Sounds like a plan, what’s your Xbox Live Gamertag again?”

Friend A: “Oh crap…”

I’m quite sure a situation like that happened to almost everyone, just as much as the scenario in which, prior to purchasing a game, one has to pretty much choose between his friends on one or the other platform, knowing that he’ll be able to play with some while excluding the others.

With the fact that Xbox One and PS4 now share quite similar architecture, and that said architecture is close to a PC, it’s really time for that artificial, silly and anachronistic barrier to fall. It’s time for Xbox, PlayStation and PC gamers to be able to share the same gameplay on the same servers.

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While it’s not possible to know all the deals and policies going on in the background, at the moment it seems that the biggest obstacle to this long overdue reunion lays within Xbox Live’s policies, which explicitly forbids any kind of direct cross-platform gameplay.

But it doesn’t really matter whose policies, caveats or nonsensical legalities are keeping gamers apart. Those have to go. It’s really that simple.

It’s not even unprecedented. Not only are there multiple games that currently permit PC and PS4 gamers to play and interact together in the same virtual spaces, but the old and venerable Final Fantasy XI puts PS2 and Xbox 360 players shoulder to shoulder against the monsters of Vana’diel.

While it has never been officially confirmed (at least to my knowledge), Final Fantasy XI‘s case seems to stand apart from the rest because the deal between Square Enix and Microsoft was sealed before the new Xbox Live policies were put in place; but that’s really besides the point. It’s definitely a demonstration that not only it can be done, but the sky didn’t fall on Microsoft’s collective head for allowing it.

It isn’t even just a matter of removing a barrier that has never made sense and makes even less sense in today’s globalized internet: by preventing cross-platform gameplay, Microsoft is missing on some games like Final Fantasy XIV: A Realm Reborn and War Thunder, which automatically became console exclusives for the PS4.

In today’s extremely competitive market in which the Xbox One is currently occupying a rather uncomfortable underdog position, Microsoft can hardly afford handing over exclusives to its rivals.

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There’s also a more subtle, but still relevant matter at hand. In today’s fluid market, gamers move on quite readily to the next big title causing online communities to dwindle rapidly. This is especially true for MMORPGs that directly base their continued success and survival on retaining a numerous playerbase.

Grouping all major platforms together on the same servers would cement each game’s playerbase, removing a rather damaging fragmentation effect. This would keep even older games active longer and would reduce the need for server merging, saving both gamers and developers a rather large source of headaches.

Of course the ball isn’t just on Microsoft’s field — it takes two to tango. So, a full-scale opening of the borders for any developer that requires it (as I’m sure there would still be plenty developers opting to keep their players separate for one reason of another) would require a degree of coordination between Microsoft and Sony, something that can definitely be done.

Microsoft’s new head of the Xbox division — Phil Spencer — has proved to be quite the progressive thinker in the few months he has been in charge, and has even gone as far as timidly mentioning the possibility of letting Xbox One and PC gamers play together. While that would be highly welcomed, it would still fall short of what can and should be done.

It’s time for Spencer, Shuhei Yoshida at Sony and the teams behind them to put their heads together to hack down this obsolete divide.

This November will mark the first birthday of the PS4 and Xbox One. Even more importantly, it will bring the 25th anniversary of the fall of the Berlin Wall. It’s time for the division between PlayStation, Xbox and PC gamers to meet the same end. Carrying a souvenir home could be more difficult this time around, but it’d still be a day to remember.

http://www.gamersoutpost.net/

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by Giuseppe Nelva

During the press conference held today in Tokyo by Sony Computer Entertainment Worldwide Studios President Shuhei Yoshida announced officially that The Last of Us Remastered is now a million seller, having overtaken the one million copies mark in sales.

The game joins Knack, inFAMOUS: Second Son and Killzone: Shadow Fall just one month after its release on July 29th.

Yoshida-san also explained that not only retail sales are going strong, but digital downloads are increasing as well.

Considering The Last of Us Remastered‘s quality, it’s definitely a fully deserved achievement. On to the next, Naughty Dog!

http://www.gamersoutpost.net/

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by Usman Pirzada

I am a solid supporter of the DIY ideology in PC builds and consider pre-built systems like these slightly less then a rip-off. However, I just couldn’t stop myself from publishing this particular Alienware reveal. The Area 51 introduces very impressive aesthetics and an absolutely insane amount of GPU – CPU horsepower for a fully 4K Ready gaming experience. Ofcourse, you can make a similar build for considerably less the price, but if you have got money to burn and want the best your gold can buy than this is for you.

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Alienware Area 51 Boasts Eight Haswell-E Cores with Triple GPUs for a full 4K Experience

Usually I wouldn’t suggest anything past an over clocked Intel i5 to PC builders who strictly want to game, but I actually don’t dispute Alienware’s decision to go with Haswell-E processors even though they are not really meant for gaming. Normally a simple over clocked i5 is enough, and by normally I mean single GPU rigs. Once Multi GPU configurations enter the scene, things start to go pretty south. To those of you who don’t already know this, a GPU is entirely dependent on the CPU for ‘orders’ which is why a single i5 suffices for a single GPU configuration. However, triple the GPU literally means triple the ‘orders’ for the CPU to dish out, which is why unless you have a very powerful CPU, your multi GPU configuration can get bottlenecked. In this case, the Area 51, which is of course completely configurable to the customer’s needs can support a maximum of 3 GPUs, in which case you would most certainly need as much CPU power as you can get. This is one of the primary reasons low level APIs like DX12 and Mantle are so important to reduce costs.

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Anyway, here are the maximum specs of the Alienware Area 51 (2014). I think one of the major reasons why I am posting this is because the I am absolutely loving the style of this thing. The chasis called the “Triad Chasis” is a simplistic triangle design that features an interesting airflow schematic. The Area 51 will feature liquid cooling and you can either opt for a 6 core or an 8 core CPU. This will ofcourse be the Haswell-E series, which consists of the i7-5820K, i7-5930K and i7-5960X. This is coupled with an X99 chipset and DDR4 Ram (upto 32GB) for increased bandwidth and lower power consumption. Now I am not really sure how much all of this will cost but I am pretty sure it won’t be easy on the wallet, at all. Not even remotely. Actually your wallet will probably stop existing. Alienware is set for the full reveal in a few days.

http://www.gamersoutpost.net

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by Giuseppe Nelva

Final Fantasy XV has always been a bit of a mystery in the gaming industry. First announced eons ago as the PS3 exclusive Final Fantasy Versus XIII, then repurposed as current generation multiplatform for PS4 and Xbox One after ages of silence, followed by another year of silence.

Tomorrow Sony Japan will held it’s pre-Tokyo Game Show press conference, and something just moved that could indicate an appearance of Square Enix’s late blooming JRPG.

The publisher just shifted the official website from its original domain http://www.na.square-enix.com/FFXV to http://www.finalfantasyxv.com/. The new domain has been owned by Square Enix for a long while, but has never been used until now.

This may or may not mean an appearance of the game at the press conference, or at least at Tokyo Game Show, but of course it can’t be considered a confirmation until we’ll see it with our own eyes.

Is it really happening? We’ll probably know by tomorrow.

http://www.gamersoutpost.net

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by Zarmena Khan

Release of Grand Theft Auto V for the PlayStation 4, Xbox One, and PC has not been delayed, Rockstar confirmed in response to recent rumors that surfaced the internet. Apparently, the source of the rumor was a video posted by VG247, with the website claiming that “there was plenty of chatter of a next-gen slip of GTA V at gamescom.”

When a PC player contacted Rockstar Support to seek clarification, the developer responded by assuring him that the rumor was not true.

I’m also looking forward to the PC release, however this release date has not changed. Please see our support article, “Grand Theft Auto V Release Date on PlayStation®4, Xbox One, and PC” for the most recent information on this topic.

Although the response was to a fan who specifically asked about the PC version, do note that its being released alongside the PS4 and Xbox One versions. As suggested by the response, the answer applies to all platforms.

A few days ago, UK retailer GAME announced a release date of November 1 for GTA V on Twitter, but later apologized for the mistake. It remains to be seen whether GAME actually got it wrong or let the date slip. But at least we can relax and keep GTA V on our Christmas wishlist.

http://www.gamersoutpost.net/

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by Marty Sliva

The Order: 1886 demo I played at PAX Prime was one of the stranger slices of a game I’ve played in quite some time. It managed to reel me in from the get-go and keep my attention until the very end, despite some deep gameplay flaws. Let’s start with the positives.

I don’t need to tell you that The Order is a gorgeous video game. The characters, setting, and lighting effects are all top-notch. The world is an interesting and unique setting that straddles a nice line between Victorian horror and alternate history. The idea of a game combining werewolves and Nikola Tesla is fantastic — I love the looking at a historical setting and playing with the idea of what it would be like with a dash of technology here and a bit of magic there. The few major events I was privy to inside of the world were equally intriguing. The voice work and banter between my team was great, and it was genuinely one of the few times where a game transitioned from a cinematic into gameplay, and I just sat there not moving because I didn’t spot the hard-cut from one to the other.

But sadly, as much as I really admired these aspects of The Order, the actual act of playing the game resonated far less with me. This certainly isn’t the first time we’ve had reservations about The Order’s gameplay. Once I did actually realize that I was in control of my character, I was thrust into a cover-based gunfight against a mob of enemies scattered across the levels of a nearby building. The sticky-cover system definitely feels like Gears of War, which is not a knock in my book. Epic really nailed that aspect, so there’s no reason to fix what isn’t broke. But while Gears had a great suite of weapons with some fantastic visual feedback when you made contact with an enemy, The Order’s arsenal felt like some really gorgeous prop guns.

My main weapon in the demo was the Thermite Rifle, a machine gun that also fired off explosive-flares. I loved the small detail of how the flare would corkscrew through the air on its way to my target, but igniting the explosive never gave me the desired effect. Blasts right on top of enemies didn’t seem to faze them, and certain explosions would cause structural damage while others seemed to just be bursts of light. So I instead decided to focus on picking them off with my rifle. The problem here was that the bullets spread out in such a wide area so quickly, that I could burst-fire an entire clip at an enemy across a street and have every single bullet miss its target.

Trying to pick off the seemingly-endless droves of enemies became a Sisyphean task until I switched over to my tiny pistol sidearm, which didn’t feel all-that great to use, but at least did a better job at dispatching the enemies. As I made my way through the town to my eventual destination, I couldn’t help but compare my progression to an early-’70s Disneyland attraction. Enemies would pop in and out of cover, but exhibited the lack-of awareness and sense of self-preservation of an animatronic. The feedback I received from a direct hit didn’t feel empowering, but rather like when your laser-sight would get close enough to a node in a shooting gallery.

The demo closed with a moment where my party barricaded themselves in decrepit building. I was told to wander around and search for any clues in the environment that might help lead us to safety. The first quiet moment of the demo, I was immediately shocked by how close the third-person camera remained behind my character. The space we were in was relatively small, but the lack of distance between me and my avatar led to a claustrophobic and disorientating effect, and not in a good way like what Bloodborne accomplished. I finally had a moment to soak in The Order’s world, and all I wanted was for it to be over.

Given how gorgeous The Order: 1886 is, I want to be able to explore its world. Given how well-defined its environment is, I want to enjoy parsing through every nook and cranny. Given how much I admire its character design and writing, I want to spend time unraveling its mysteries. I’m bummed out that the actual act of playing The Order seems to urge me away from what I want. Reading about the more horror-centric slice of the game that Colin got to play at E3 leaves me with a bit of hope that the demo I saw might not be representative of everything we’ll be playing in February. Here’s to hoping.

http://www.gamersoutpost.net/

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by Jeremy Peeples

Nintendo’s announcement of the New 3DS surprised everyone, but it really shouldn’t have been too shocking. With the exception of the GameCube, Nintendo has frequently altered their hardware during its life cycle. The original DS was supplanted by the DS Lite, and both were rendered obsolete with the release of the DSi and the DSi XL that added a camera and debuted DSiWare games that couldn’t be played on either a DS or DS Lite. In the case of the original Wii, Nintendo left it alone for the most part until the tail end of its life. They released a version of the Wii bundled with New Super Mario Bros. Wii, and took out the GameCube functionality and made the system a far worse overall value. Still, this was a better value than the Wii Mini, which slimmed down the form factor, but gave you composite video-output and eliminated all web features, including the eShop and its vast library of games, and online play.

Now, Nintendo finds itself in the familiar position of doing its best to make a new version of the hardware seem like a must-buy to people who already own a version of the original system. The DSi was a hard sell because it wasn’t a huge power upgrade, but offered up a whole new storefront to use and a camera. The DSi XL came out afterwards and finally addressed an issue people had with the DS for years – the small screen size. Nintendo is helping to alleviate frustration caused by staggering the DSi and DSi XL releases (and after that, the 3DS and 3DS XL) by releasing both the New 3DS and New 3DS LL at the same time. This means that people won’t be buying one system and wind up blindsided when another variant of it hits the market — a good move in the long run.

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With Nintendo announcing new Wii U bundles, one also has to wonder if they’re going to phase out the Wii U in its current form in favor of one with a bit more horsepower. The system has come under fire since its launch nearly two years ago for being incredibly underpowered – with only a few third party games like Need For Speed: Most Wanted U and Assassin’s Creed IV: Black Flag really taking advantage of the increased power compared to the Xbox 360 and PlayStation 3. However, Nintendo has already released two versions of the system before – with the white 8GB basic model being phased out in order to simplify things. Why offer up two different variations of the same hardware when neither version is selling well? Nintendo realized this issue and focused on the 32GB model. They also including a variety of top-notch games to give people a reason to buy the system, which they’re continuing with this year’s holiday bundle SKUs. The difference between all of the hardware revisions done before and the Wii U is that those systems, whether they were consoles or portables, were exceptionally popular. The NES got the first major revision, and that came out with the SNES in full force and was a budget-minded version of the hardware that stripped things down to an RF connection, but was otherwise far more reliable a system than the original front-loading model, and it came with a more comfortable SNES-style pad to boot. The SNES got a Super Famicon-style revamp when the N64 was released, while the N64 got absolutely no revisions made to the hardware beyond new colors. The same story was told for the GameCube, while the Wii’s revisions were stealthy with the full-sized model, and made more apparent during the more limited release of the Wii Mini.

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With the Wii U just gaining traction and still having a ways to go, I doubt we’ll see any kind of upgrade in hardware for it. Nintendo didn’t do anything like that for the Wii, and it was far more out of date graphically than the Wii U is presently. The Wii U is also aided by having first-party games that regularly stun people thanks to a high level of image quality, and Nintendo is at least showing that you can indeed make impressive-looking games on it — most third parties just aren’t doing that. Their present approach of focusing on their own content and bundling top-notch, but older games is working, and including a digital copy of a game with a fairly early Mario Kart 8 purchase was brilliant. It not only showed that the company could embrace digital gaming, but giving people a fantastic deal, and an incentive to buy a game on day one (or fairly close to it). While Nintendo has taken some risks at alienating console owners before by removing some features, it’s clear that they literally can’t afford to do that with the Wii U and aren’t likely to do any major hardware changes beyond adding more on-board storage at most. They’ve already have enough issues establishing the Wii U brand name without adding to the system’s troubles with another similarly-named version of it. People already thought the Wii U was just a Wii accessory, likely due to the uDraw accessory that gained its most fame on the Wii. Nintendo didn’t help matters by making TV ads that didn’t really show off anything but the Gamepad — a mistake they’ve never repeated. Due to the Wii U’s trouble history, it’s doubtful we’ll see a 3DS-to-New 3DS style of upgrade for the company’s current console. They can afford a mistake in the portable space, but not on consoles.

http://www.gamersoutpost.net/