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Square Enix Artist Discusses Rebirth's Modernization of Final Fantasy VII 3D Assets

It'd be fair to say Final Fantasy VII Rebirth's next-gen makeover of characters, monsters, and more from the 1997 original has been a spectacular glow-up. The modern console era has returned an iconic cast and world to us with a level of realism in gameplay that even pre-rendered cutscenes over 25 years ago couldn't match. We asked Square Enix if they could crunch some numbers and share some insight into the changes nearly three decades of technological advancement have wrought. Here, main character modeler and lead character artist Dai Suzuki walks us through a selection of characters, creatures, weapons, and more.

Dai Suzuki: When people think of Cloud, most think of his gigantic sword and his unique hairstyle. Because it is so iconic, we needed to put special effort into creating Cloud's hair for Final Fantasy VII Remake, to properly express his personality. The hair was an extremely high-priority element and in fact accounted for half of the total polygon count for the whole model. In Final Fantasy VII Rebirth, the hardware has been changed to PS5, allowing for a higher polygon count to be used than in Final Fantasy VII Remake.

Xbox Cloud Gaming Adds Beta Support for Mouse & Keyboard

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha Skip-Ahead ring today. It's important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you're aware when updates are coming to your device. Details can be found below!

New Features and Experiences
We have exciting news! Alpha Skip-Ahead users can expect something new coming to their Xbox Update Preview.

Xbox Cloud Gaming (Beta)
Xbox Insiders can preview Mouse and Keyboard support while playing via cloud gaming on supported browsers (Edge and Chrome) and the Xbox App on Windows PCs for users enrolled in the PC Gaming Preview. Note: Users on browser will need to enable Preview features on their browser to gain access to the feature. This is done by clicking on your profile picture at xbox.com/play and then select Settings and then enable "Preview features."

Ubisoft at GDC: How "Assassin's Creed Mirage" Grew from DLC to Full Game

Assassin's Creed Mirage was envisioned as an homage to its franchise—a celebration of how it began and what it accomplished between 2007's Assassin's Creed and 2023's Mirage. Beginning as an idea for a DLC expansion that would take Eivor to the Middle East, it grew into a standalone prequel starring Basim, the enigmatic Hidden One from Valhalla. Developed as a shorter experience by Ubisoft Bordeaux, the return-to-roots game presented a distinctive set of challenges, which are explored in the March 22 GDC talk "Between Legacy and Modernity: Creating an Homage Game to the 15-Year-Old Assassin's Creed Franchise."

During the talk, Creative Director Stéphane Boudon and Lead Producer Fabian Salomon discuss the game's beginnings, its growth into a "remoot"—that is, something between a remake and a reboot - and how a streamlined approach helped them make tough choices and focus the game on the Assassin experience. To find out more, we spoke with Boudon and Salomon about some of the early concepts behind the game, a few features that didn't make the cut, and how Mirage re-introduced and redefined stealth as a gameplay pillar.

Ubisoft Exploring Generative AI, Could Revolutionize NPC Narratives

Have you ever dreamed of having a real conversation with an NPC in a video game? Not just one gated within a dialogue tree of pre-determined answers, but an actual conversation, conducted through spontaneous action and reaction? Lately, a small R&D team at Ubisoft's Paris studio, in collaboration with Nvidia's Audio2Face application and Inworld's Large Language Model (LLM), have been experimenting with generative AI in an attempt to turn this dream into a reality. Their project, NEO NPC, uses GenAI to prod at the limits of how a player can interact with an NPC without breaking the authenticity of the situation they are in, or the character of the NPC itself.

Considering that word—authenticity—the project has had to be a hugely collaborative effort across artistic and scientific disciplines. Generative AI is a hot topic of conversation in the videogame industry, and Senior Vice President of Production Technology Guillemette Picard is keen to stress that the goal behind all genAI projects at Ubisoft is to bring value to the player; and that means continuing to focus on human creativity behind the scenes. "The way we worked on this project, is always with our players and our developers in mind," says Picard. "With the player in mind, we know that developers and their creativity must still drive our projects. Generative AI is only of value if it has value for them."

Bandai Namco Announces Unknown 9: Awakening's Summer Launch

It's been three-and-a-half years since Reflector Entertainment and Bandai Namco Europe unveiled Unknown 9: Awakening with a teaser trailer at Gamescom 2020. Well, we're back and ready to share the fruits of our labor with the world! We are thrilled to unveil Unknown 9: Awakening's Announcement Trailer, which reveals our tough-as-nails protagonist Haroona, a first look at the gameplay, and a Summer 2024 release. We'd love to get you up to speed on the game, share what we've been up to behind the scenes, and explain why you should join the quest to uncover humanity's best-kept secrets, so let's dive in!

Your Unknown 9: Awakening Refresher
The third-person action-adventure title centers on Haroona, a truth seeker with a troubled past whose connection to a shadowy dimension known as the Fold has blessed her with powerful abilities. The last time the world caught a glimpse of the game's heroine, she was just a child left to fend for herself on the streets of Chamiri, India, unsure of what to make of her unearthly gifts. Fast-forward to today, and Haroona is all grown up. She's embraced her unique talents and continues to learn the ways of the Fold.

Titan Quest II Devs Discuss Sparta

Ah, Sparta! Home to the finest warriors in all of ancient Greece, a marvel of a city, a true superpower on the Peloponnesian Peninsula, protected by its mighty city walls... wait a second. Wasn't Sparta famous for its walls being its army only? So why can we see Spartans riding home through a massive wall in Titan Quest II's announcement trailer? The latest dev diary for the upcoming action RPG Titan Quest II highlights Sparta and explains how Titan Quest II offers a fantastical twist on the actual ancient reality.

For a deep dive on the music and world design of Titan Quest check out the previous dev diaries. Forged in the creative crucible of Grimlore Games in Germany, Titan Quest II is currently under development. This epic odyssey is destined for PC, PlayStation 5, and Xbox Series S/X, eagerly anticipated to launch when the time comes.

Brothers: A Tale of Two Sons Remake Arrives February 28

Released in 2013, and directed by the singular Josef Fares, Brothers: A Tale of Two Sons was a truly unique game. After their father falls ill, the game follows two, well, brothers as they set out into a strange and often dangerous world—with the twist being that a single player controls both characters simultaneously. They must cross dangerous lands, face deadly foes and rely on each other more than they ever have before to find a cure, leading players through a beautiful world by way of action-packed puzzles and obstacles. Almost a decade after the original game's release, nothing has quite replicated this game's mixture of unique controls and emotive storytelling. So, with our remake, we've concentrated on not just how to bring a modern classic back to life, but to preserve and enhance this incredible, one-off experience.

Remaking a Masterpiece
Our philosophy throughout the Remake process was to enhance the original, not distort. As we began to study the game, we realized that everything in Brothers, each environment, the puzzle, and interaction, is there for a specific reason and has its own goal to help support the overall story. Our job then became to modernize the experience while keeping everything that made the original special and memorable. Gameplay in Brothers is designed primarily for a unique, single-player experience (though local co-op is also included). As you explore, one controller controls both brothers and their ability to interact with the world. Each brother has their own unique abilities that will be required to solve the various puzzles and enemies they encounter.

Enshrouded Attracts Over a Million Players Only Days After Launch

Greetings, Flameborn! In just four days, Enshrouded has attracted over a million players! We are completely blown away by its success and the overwhelmingly positive reception. From the bottom of our hearts, we want to thank all our players. We're excited to let you know that this is just the beginning for Enshrouded. We are looking forward to continuing the development of the game with your support, aiming to make Enshrouded the best game it can be.

We are back to work this week and working tirelessly on the next update. We would like to thank those of you who have sent suggestions and feedback, as well as those who have reached out to share issues they've encountered. There is a lot of you but this is the start of something we want to make truly special, and thanks to your support, we're well on our way to make it happen with Enshrouded. Once again, a heartfelt thank you to everyone! The Keen Team.

Final Fantasy VII Rebirth Devs Discuss Sephiroth & Aerith Redesigns

With his long silver hair, enormous odachi blade and epic theme song composed by legendary Nobuo Uematsu himself - Sephiroth is one of the most recognizable antagonists in RPG's history. The one-winged angel debuted in the original Final Fantasy VII in 1997 as a once-loved war hero and first-class SOLDIER who descended into madness and promised to destroy the planet upon learning of his unnatural creation. But there is much more to Sephiroth than just that. In Final Fantasy VII Remake, Sephiroth appears sporadically, mainly as a haunting memory, as the story focuses on Cloud and his friends trying to stop the evil corporation Shinra from killing the planet by using its life essence, mako, as an energy source.

In the upcoming Final Fantasy VII Rebirth, however, we will see Sephiroth in his full glory. We asked Producer Yoshinori Kitase to discuss reimagining this iconic character in the Remakes: "The story in Final Fantasy VII Rebirth starts after the team has escaped Midgar and continues all the way up to the Forgotten Capital. In the original game, Sephiroth barely appeared during this section, but in Final Fantasy VII Rebirth, he is the driving force that pulls the story along to fill that void. He is depicted in even more depth than in the original game, and I think this makes him an even more charismatic and appealing antagonist than before."

Vampire: The Masquerade - Bloodlines 2's Combat Explored in Dev Diary

In dev diary #1, Alex Skidmore, Project Creative Director at The Chinese Room (TCR) wrote about the first game pillar "Feel like a Vampire," which sets the player fantasy as a guiding light for creative decisions. We've shown a lot of combat so far to give you a taste of the power and flow. What you've seen is influenced by the second game pillar: "Visceral, Immersive Combat" which directs the action gameplay. Today, Alex is back to share his thoughts on this important part of the Vampire: The Masquerade - Bloodlines 2.

When designing Vampire: The Masquerade - Bloodlines 2 combat the goal was to create an action experience that can compete with modern titles. We think of it in three main gameplay styles we want to offer to you all - existing Bloodlines fans, and players who are new to the World of Darkness. The 1st playstyle we at TCR call the Strategic Stalker: as the name reflects, fans of more strategic combat experiences where staying hidden and using the element of surprise is key will get their vampire predator fantasy. Did you enjoy the Dishonored series, or playing stealth-focused builds in Fallout or Elder Scrolls games? Me too! It gives you time to prepare what Discipline power you'd like to use and when. Once your plan is ready, summoning the powers of the blood, sneaking up on an enemy, distracting them, feeding on them before a fight breaks out or hit and run tactics are options for people who love to play this way.

Multiplayer Elements Considered for Cyberpunk 2077 Sequel

Reuters has conducted an interview with Adam Badowski and Michał Nowakowski—Joint Chief Executive Officers at CD Projekt. The news agency wanted to find out more about the current roster of projects in development across the Polish gaming group's globally-scattered studios. The Boston branch of CD Projekt Red has started work on a Cyberpunk 2077 sequel—codenamed "Orion"—as revealed by Igor Sarzyńsk (Narrative Director) earlier this month. The sequel's scope could grow beyond a single-player campaign—Nowakowski mentioned in the Reuters interview that multiplayer elements are under consideration by "Orion's" design team, but he declined to elaborate any further. CD Projekt Red downed tools on Cyberpunk 2077's multiplayer aspect around launch time (December 2020), and instead focused on improving the game's core functionality. A "triple-A" multiplayer spin-off was teased a few years ago, but abandoned at some point in favor of a new "more systematic, agile approach."

Badowski stated that "Orion" is still in a conceptual phase of development, and its team is expected to grow over the course of 2024—he anticipates around eighty members of staff by the end of the year. The North American team appears to be on a recruitment drive, while the European "Orion" gang is not expected to expand as quickly. The priority for CD Projekt's Warsaw studio is "Polaris" AKA the next mainline Witcher title—Badowski elaborated on their hiring goals in Poland: "we'd like to have around 400 people working on the project by the middle of the year." The joint-CEOs want "Polaris" entering into a full production stage in 2024—industry analysts predict a 2026 or 2027 launch window. Reuters brought up the obligatory question about artificial intelligence's place in CDPR operations—Nowakowski responded with: "We think that AI is something that can help improve certain processes in game production, but not replace people." When grilled about lessons learned from launch day disasters, Badowski stated that his company's production pipelines have undergone a positive overhaul: "We believe that in the future we'll avoid a premiere like the one we faced with Cyberpunk 2077"

Visions of Mana Launches Summer 2024

Visions of Mana is a game of many firsts. It's the first entirely new mainline Mana game for more than 15 years. It's the first game to offer such sprawling 3D worlds and freedom to explore them. And—perhaps most excitingly for the readers of this blog—it's the first Mana game to release on Xbox! Of course, that means that some of you may not be entirely familiar with this franchise. You may be wondering: What makes this one of the most beloved Square Enix series out there? Why did this announcement and trailer for Visions of Mana shown at The Game Awards 2023—and its surprise appearance in Developer_Direct—make people so giddy and excited. Let's start by introducing you to this brand new adventure.

What is Visions of Mana?
This sprawling new single-player action RPG puts you in the shoes of Val—a curious and carefree young man and skilled fighter. One eventful night, his childhood friend is chosen as an alm—someone who must travel to the Mana Tree and rejuvenate the flow of mana power. Val joins her as the Soul Guard to protect her on her journey, and an epic adventure begins. As Val, you'll explore vast areas, battle monsters, gain allies, and uncover the many secrets of this expansive world. And what a world it is! As you can see from the screenshots and trailer, it's a beautifully vibrant game with rich colors and expressive characters. The beauty is matched by equally appealing combat. Aerial combat allows for physical and magic attacks in mid-air, and the grand and mysterious powers of the Elemental spirits can assist players in the form of specialized weapons.. It's fast-paced, strategic, and endlessly satisfying.

Obsidian Entertainment's "Avowed" Previewed During Developer_Direct

It's going to be a good year for Xbox players. At this week's Developer_Direct show, we provided deep-dives into five new games launching across Xbox Series X|S, PC, Game Pass and/or cloud—all of which will arrive later in 2024. Development teams at Xbox, Bethesda, and even one of our third-party partners invited you into their studios to showcase extended gameplay, reveal key information, and more. Members of each development team gave us a look into their creation, with new information, and offered a tantalizing glimpse of what's to come this year. All four of these games will arrive on day one with Game Pass, and will contribute to what's going to be another huge year for members, delivering incredible games throughout 2024.

Avowed—Launching Fall 2024
Avowed Game Director Carrie Patel gave us a first deep-dive into the gameplay in Obsidian's upcoming fantasy action RPG, from its dynamic combat, to its thoughtful reactivity, to its "colorful, vibrant, strange" world set in the Living Lands. Avowed continues Obsidian's signature style of creating games with deep themes and player choice at the forefront. Not only will you make narrative decisions that can impact changes in the game down the line, but Avowed is also looking to offer choice in combat. Gameplay Director Gabe Paramo discussed not only how varied your weaponry will be - with melee weapons, ranged guns and bows, and magic-based wands (even dual-wielded wands!) to name a few—but how flexible combat can be, allowing you to quickly change loadouts for enemy encounters. Swappable loadouts mean you can approach combat however feels right to you.

"Ara: History Untold" Dev Interviewed at Xbox Developer_Direct

As you may have seen during our latest Developer_Direct, there's no lack of passion for gaming to be found when walking the halls at Oxide Games. The studio is full of game industry veterans who would probably bleed strategy board game pieces if you were to so much as nick them on the arm. This team has been crafting in this space for decades and has no shortage of ideas on what makes a compelling strategy game experience. Now, with Ara, they're looking to carve out their place at the top table with their own take on one of the most beloved genres in PC gaming. Ara: History Untold bills itself as a grand strategy game that's working to evolve the genre of historical grand strategy. But trying to usher in the next chapter of such a well-established space is a daunting task. Where does one even start? That's easy - look at what bothers you, and go from there.

"One of the first things we did when we started (Ara) was to identify key aspects of the [grand strategy] genre space that have always annoyed us, like areas we could improve upon—one of those is optimal strategy," explains Oxide Games Design Director Michelle Menard. "Something that plagues the genre space is that once you've kind of figured out how to win or how the game works, you've mastered it. You stop playing because you solved the problem; it was a binary problem because one of the key drivers of something like a tech tree is a static, solvable problem."

Prince of Persia: The Lost Crown Influenced by Rayman

Prince of Persia: The Lost Crown launches tomorrow, January 18, for modern consoles and PC, and is available now with a Ubisoft+ subscription or for purchasers of the Digital Deluxe Edition. Prince of Persia: The Lost Crown is an adventure inspired by Persian mythology and the Metroidvania genre, in which players step into the boots of Sargon - the youngest member of Persia's most elite warriors, the Immortals - and brave the dangers of the mysterious Mount Qaf on a journey to save the kidnapped Prince Ghassan. Wielding acrobatic parkour abilities, mystical time powers, and fluid, combo-driven sword skills, Sargon discovers a world shattered by a time curse, where he'll battle sand zombies, screen-filling monsters, and even alternate versions of himself.

Prince of Persia: The Lost Crown was developed by Ubisoft Montpellier, the studio behind Rayman Origins and Rayman Legends - and some of those games' DNA persists in Sargon's adventure, particularly when it comes to platforming. Like Rayman and crew, Sargon has a certain rhythm and bounce to his movements that helps make exploration a blast, and a lot of his time is spent navigating deviously designed platforming sequences that dare players to thread their way through gauntlets of spikes and traps with increasingly less room for error. To find out more about this connection, and how Ubisoft Montpellier's experience on the Rayman games helped shape Prince of Persia: The Lost Crown, we spoke with Game Director Mounir Radi.

Naughty Dog Previews "The Last of Us Part II Remastered" Feature Set

The Last of Us Part II Remastered launches January 19, and we here at Naughty Dog are so thrilled to offer new and returning players the definitive way to experience Ellie and Abby's story. Coupled with new behind-the-scenes features and new modes, Part II Remastered is intended to let players dive deeper into the story and gameplay than they ever have before. Ahead of launch later this week, we're excited to showcase a new features trailer that digs a little further into all the ways The Last of Us Part II Remastered enhances the original release. Check it out below.

For returning players who have been waiting to jump into the remastered version the $10 upgrade will be available as Part II Remastered launches! If you're an existing digital or physical owner of The Last of Us Part II on the PlayStation 4 console, head on over to the PlayStation Store as soon as Part II Remastered is available to purchase the upgrade. If you own The Last of Us Part II via a disc, you must insert disc copies into your PS5 via a disc drive to download and play the digital version of The Last of Us Part II Remastered. You'll be able to import existing saves from the original PS4 game and pick up from where you left off. Existing Trophy progress will also migrate to The Last of Us Part II Remastered.

Publisher Secured for "Twinsen's Little Big Adventure" Remake

Developer 2:12 experienced a grim summertime last year—their "Twinsen's Little Big Adventure" reboot was canned due to lack of publisher interest, and members of the team were—unfortunately—let go. CEO Ben Limare outlined a Plan B that pivoted on 2:12's ongoing remaster projects: "(we will) channel our focus and energy into the remastered version of Twinsen's Little Big Adventure (TLBA Remastered). We will explore whether we can reincorporate the reboot's ideas into the remaster, but that's a conversation for another time." Securing a publishing deal for said remaster was a key goal, and this seems to have been achieved according to a pre-Christmas 2023 announcement.

Limare shared the good news, although he stopped short of naming the game's new financier: "after months of hard work behind the scenes, we are thrilled to share a great piece of news: we have a publisher! Twinsen is (really) back! Our first collaboration will be the remake of Twinsen's Little Big Adventure Classic...yes, you read that right: a remake!" 2:12 released a late December update that explained the scope of this slightly rejigged remake. Read on below.

Xbox Schedules Developer_Direct Event - Kicks Off January 18

You're about to get an exciting look at some of the incredible games ahead with Xbox, as we present a new edition of Developer_Direct. On Thursday, January 18 at 12pm PT / 3pm ET / 8pm UK, fans will get an inside look at a selection of highly anticipated games coming to Xbox Series X|S, PC, and Game Pass. Shortly after, ZeniMax Online Studios will host The Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024's biggest update.

Presented by the game creators themselves, Developer_Direct offers an in-depth look at upcoming titles, how they're being created, and who's creating them. We'll visit MachineGames in Sweden to check in on their Indiana Jones game, swing by Obsidian's Irvine offices to see more from Avowed, head to Oxide Games' Maryland home to learn about Ara: History Untold, and take a trip to Cambridge, England to see Senua's Saga: Hellblade II from Ninja Theory. Please note that while this show won't have updates on games from Activision Blizzard, you can look forward to news from those teams later this year.

Star Ocean: The Second Story R - Devs Outline Modernization Process

Hello everyone - my name is Kei Komaki, I am the producer and together with Yuichiro Kitao, Development Producer and Director we want to give fans and newcomers a deep dive into the development process of Star Ocean The Second Story R! This brand-new remake of the classic PlayStation-era RPG launches for PS5 & PS4, Nintendo Switch and PC (Windows) on November 2, and expands the original adventure with revamped mechanics, a rearranged soundtrack with new music, and a bold new 2.5D art style. The whole team has put their heart and soul into this epic adventure, so as the game launches, I thought I'd take you behind the scenes and explain how we approached the challenge of remaking such a beloved game.

The remaster takes off
The first thing you may be wondering is: why remake Star Ocean The Second Story at all? The simple answer is that the fans continually requested it. Even as we continued to develop new instalments in the series, such as 2022's Star Ocean The Divine Force, fans kept asking for the return of Star Ocean The Second Story. This year is the 25th anniversary of the game's original release, so naturally we started thinking about what we could do to mark the occasion. At the time, I was lucky enough to meet Yuichiro Kitao from Gemdrops, Inc., who would go on to work on the development. We discussed the project, and he quickly got on board with the idea of a remake.

Everspace 2: Armed and Dangerous Update Out Now

Greetings, Pilots! With EVERSPACE 2 now successfully available on PC and current-gen platforms, it's time for our first free update! Our Armed & Dangerous Update is available now on all platforms. This free update is gear-focused and brings a few community-requested features, as well as a slew of tweaks and bug fixes. At its heart, EVERSPACE 2 is a looter-shooter and what every good looter-shooter needs is MORE ITEMS. With the latest update, we bring 10 new item sets, 2 new companion perks, 4 new ship perks for each class, 4 new catalysts for crafting, 15 new Tier 4 wing modules, and more to EVERSPACE 2.

We've also added more than 40 new item attributes to the loot pool, giving you all a greater variety of potential combinations to fit together. We can't wait to see the amazing builds you'll create! Now, we've already anticipated that many players will be seeking that one perfect piece of gear to complete a build and to aid you, we've added a new gear modifier action feature that allows re-rolling of bonus attributes.

Horizon Forbidden West Complete Edition - Guerrilla Devs Discuss Character Building

The world of Horizon Forbidden West brims with life across its spectacular landscapes, fierce roaming machines, and thriving cultures that populate a renewed land once ravaged by the biomass-consuming machines of the Faro Plague. And though the wilds are breathtaking, and the machines are massive, Horizon's third essential element is its authentic tribal inhabitants. On her mission, Aloy meets a varied and colorful array of compelling characters, each with their own hopes, journeys, and motivations.

Weaving real personalities and genuine humanity into these characters was a feat accomplished together by many teams at Guerrilla. This article explores those processes, from the narrative foundations of character development to capturing the perfect performance and ultimately implementing them through cinematics and conversation design. Each stage is crucial to ensure the characters of Horizon are as realistic and full of depth as the world around them.

Ubisoft Built an Authentic City within Assassin's Creed Mirage

Launching on October 5, Assassin's Creed Mirage takes place in ninth-century Baghdad during the Abbasid Caliphate, a golden age not only for Islam, but for art, science, culture, poetry, architecture, and so much more. To help the development team at Ubisoft Bordeaux make Mirage as culturally, religiously, and historically authentic as possible, three Ubisoft employees brought their local and global expertise: Mohammed Alemam, localization and social media manager at Ubisoft MENA (Middle East and North Africa); Malek Teffaha, Diversity, Inclusion, and Accessibility Senior Manager of Project Management; and Maya Loréal, Senior Manager, Inclusive Games and Content.

The three joined forces with Ubisoft's Humanities & Inspiration taskforce, led by Thierry Noël, in-house historians Dr. Raphaël Weyland and Maxime Durand, and Strategic Alliances director Amy Jenkins. Loréal managed relationships, and Alemam and Teffaha served as cultural, religious, and linguistic consultants. The three were integral to helping build the game from the ground up.

Blasphemous 2 Developer Discusses Creative Process

Blasphemous set itself apart in 2019's crowded indie scene thanks to a firm belief in its roots. Developed in Spain, it was clear from the beginning that The Game Kitchen would have to adapt itself to an international audience—but even if the game released with an English demographic in mind, the art direction and overall tone were uniquely Spanish.

With the sequel, the team was adamant that they preserve that identity in the writing as well, regardless of which language you choose to play in. For Enrique Cabeza, Creative Director at The Game Kitchen, the development of Blasphemous 2 felt sentient. It continued to shift and morph of its own volition, almost as if providing guidance to the team about where to go next. "You have to make mistakes and realize when it's time to change course to avoid paths you shouldn't take," he said.

Framework Previews SD Expansion Card, Selling $199 Core i5-1135G7 Mainboards

Yesterday we pre-announced that we're developing an SD Expansion Card. Normally we don't announce a product until we've fully locked the feature-set, brought up the necessary suppliers and manufacturing environment, completed most of the engineering and a substantial level of testing and validation, and are on a high confidence path to a specific release date at a specific price. This is because development of brand new products requires charting a course into the unknown. We set a target for what the product will be from the start, but as we proceed and learn, we often need to adjust the schedule, scope, and cost, and sometimes even need to outright pause or cancel development. Announcing just before shipping is how most companies operate to reduce churn and public uncertainty, but it means the product development process ends up extremely opaque.

We decided we're going to treat this one product on our roadmap a little differently. A full-size SD Expansion Card is consistently the most requested Expansion Card by the community, which makes it a great one to open up. We're just at the start of the process now, and Hyelim on our Marketing team is creating a new YouTube series to share updates and insights as we go through the New Product Introduction (NPI) process. Take a look at the first video (below) and let us know what you think as we complete (or don't complete) the product.

Starfield Devs go Behind the Scenes on Launch Day

If you've ever dreamed of launching into space and exploring new worlds, a much-anticipated new video game can take you there in rich detail and immersive storytelling. With Starfield, the first new universe from Bethesda Game Studios in 25 years, your role-playing journey can lead to more than 1,000 planets. It's available day one on Xbox Game Pass on Sept. 6, and on Xbox Series X|S consoles, Windows PCs and Steam.

"We love the idea of exploring space and always wanted to turn it into a game. People love to get lost in games we build, and we do as well," says Todd Howard, game director and executive producer of Bethesda Game Studios, which Microsoft acquired through parent company ZeniMax Media in 2021. "This one is easily the most ambitious one we've built. It's something we've really poured ourselves into over a long period of time."
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