News Posts matching #live service

Return to Keyword Browsing

'Suicide Squad: Kill the Justice League' Out to Pasture After Season 4 Update With New Character, Offline Mode

It looks like the much maligned Suicide Squad: Kill the Justice League will officially join the likes of Foamstars in not-quite-abandonware purgatory after the upcoming Season 4 content update. The new update, titled "Season 4, Episode 7: Control" will be the game's penultimate episode, releasing on December 10. Episode 7 will add a long-promised offline mode to the game, as well as a new character, Deathstroke. In the same blog post announcing the arrival of the infamous DC villain, Rocksteady Studios and Warner Bros also announced that Season 4 will officially be the game's final season, with Episode 8: Balance, scheduled for 14 January 2025 being the final episode in the game's live service lifetime. As of the release of Episode 8, Rocksteady will no longer provide any more content updates to the game, although the silver lining is that online co-op will still be available. Co-op will notably not be available in the offline mode, suggesting that when the game's servers are inevitably shut down, there will be no co-op gameplay available.

Rocksteady and Warner Bros. will continue to sell Suicide Squad: Kill the Justice League, seemingly at full retail price, and all past seasons' content will become available, even in offline mode after the end of Season 4. This is a similar approach taken by Square Enix with Foamstars, when the developer announced last week that it would also stop supporting the PS5 game, despite leaving the online play servers and in-game items shop available after halting further development and support of the game.

Path of Exile 2 Becomes Victim of Its Own Success As 450,000+ Players Overwhelm Servers

Path of Exile 2 today released in Early Access on Steam and consoles, and, despite the game's $29.99 Early Access pricing, it has already managed to amass a peak player count of over 458,920 players on Steam alone. While this is undoubtedly good news for the developer and publisher, the increased server load has apparently already caused problems, resulting in excessive queue times to get into game sessions. At the time of writing, the game has only been available to play for a little over four hours, and the player count is only beginning to plateau now.

According to the Path of Exile X account, the development team has been hard at work trying to stem the bleeding, as it were. So far, the Path of Exile website has been down several times due to the high traffic, preventing players from claiming their Steam keys. Additionally, and somewhat hilariously, this outage has also affected the "Early Access Live Updates" site that was meant to be a resource for gamers to keep track of work the live service team was doing to try and deal with the high launch-day volumes.

EA Axes Star Wars FPS, Battlefield Single Player Project Reassigned to Criterion

This announcement was shared with EA Entertainment employees by Laura Miele, President of EA Entertainment and Technology: "Hi Everyone, over the past six months, you've heard me talk about aligning our portfolio and organization to deliver on our ambitious growth strategy. One of the essential parts of delivering on our plans is making sure we are listening to our players and investing in the games they want to play. As Andrew noted in his EA Action, the reality of a creative business is that market conditions and players' needs are always changing. We're seeing a rapid player shift toward large open-world games, massive communities, and live services. With that in mind, we have shared the following updates with our teams:"

Respawn:
Respawn's unique ability to connect with players and create exceptional game experiences is unrivaled in entertainment. As we've looked at Respawn's portfolio over the last few months, what's clear is the games our players are most excited about are Jedi and Respawn's rich library of owned brands. Knowing this, we have decided to pivot away from early development on a Star Wars FPS Action game to focus our efforts on new projects based on our owned brands while providing support for existing games. It's always hard to walk away from a project, and this decision is not a reflection of the team's talent, tenacity, or passion they have for the game. Giving fans the next installments of the iconic franchises they want is the definition of blockbuster storytelling and the right place to focus.

EA Celebrates "Need for Speed" 30th Anniversary with Y2 "NFS: Unbound" Roadmap

Surprise! We're still here, and not just here - we have a whole year's worth of content coming to you! NFS turns 30 this year, and with that huge legacy, we couldn't stand idle. However, this year will be a bit different from the previous one. Because here's the thing—the NFS legacy signifies different things to each and every one of you. Some of you were there at the start of it all on Road and Track. Some of you will remember taking on the Eastsiders in Olympic City or smashing your way through the Blacklist in Rockport. Or you might have started playing more recently. Hustling by day and risking it all by night in Palm City. No matter your memory, we all have a shared love of NFS, and we want to build new memories over the next 12 months.

But, we'll be honest and admit we can't build everything everyone wants right now, but we can decide together what NFS should be in the future. Our vision is that through our second year of live service, you can, for the first time, begin to play the ultimate NFS experience in one place. Your feedback and gameplay will help shape the future of this iconic franchise. As you play, we will be listening, observing and reacting to the things you want to see and those you don't. It's an approach that we're calling Kaizen.

Sony Assigns $2 Billion R&D Budget to Games Division

Sony Corporation was in a boastful mood back in March of this year—Hiroki Totoki, the firm's executive deputy president and CFO declared that a $5+ billion (JP¥700 billion) budget had to been allocated for strategic investments across several departments in 2023. At the time it was not made clear how much of that pot would be assigned to Sony Interactive Entertainment/PlayStation, but a new report published by Nikkei Asia's Business section has revealed that the Japanese multinational conglomerate is set to open up and reach deep into its "war chest."

As its battle with Microsoft/Xbox heats up, Sony has designated a 300 billion yen (converting roughly to $2.13 billion) to research and development for its game division for the fiscal year ending in March 2024. This is reportedly 40% of its total R&D spending, which will exceed its investments in two other key interests—namely electronics and semiconductors. Nikkei notes that "earnings before interest, taxes, depreciation and amortization (EBITDA) for the company's game business was about 337 billion yen ($2.4 billion) last fiscal year, up more than 60% from five years ago." Sony anticipates that the live service gaming market will hit a high of $19 billion in 2026, so it is shifting priorities from its traditional hardware-based model to an online system where customers are expected to buy add-ons for streamed content. Its $3.7 billion buyout of Bungie in 2022 formed a central pillar for this new strategy—the MMORPG-specialist studio is reportedly serving as a consultant on several live service projects in development at other SIE-owned outfits. The main goal seems to a targeted launch of 12 live service titles by the fiscal year ending March 2026.

Google Reveals Intent to Support Live-Service Games With Future Partnerships

Google is "positioning itself as a go-to tech partner for publishers of live-service video games" by offering its cloud gaming technology to outside companies. This is an interesting statement regarding the future trajectory of its cloud gaming infrastructure, given the scarcity of updates since the January 2023 shutdown of the Cloud giant's Stadia gaming platform.

Google Cloud's director of Game Industry solutions, Jack Buser, was interviewed by Axios in an article published earlier this week, he outlined the company's ambitions to move forward in a post-Stadia world. Google Cloud is seeking partnership with publishers, its technology is being offered to prospective clients as a support platform for live-service games. "Google is absolutely committed to games that are such a big part of our messaging," Buser said. "When we made the decision with Stadia, we were just like, look, we are committed to games as an industry."

Ubisoft's Assassin's Creed to Become Live Service Game, Usher in Collaborative Studio Development

Ubisoft is looking to capture itself a piece of the lucrative pie of live service games with its Assassin's Creed franchise. Following on the steps of multiple game development studios (let's not forget Bungie's Destiny 2, Fortnite, and the upcoming Halo Infinite), Ubisoft seems to have reached the conclusion that their Assassin's Creed universe is better served by being treated exactly like that - a forever evolving, frequently updated framework instead of the usual one-off interpretations of the franchise.

Assassin's Creed Infinity (working title) will supposedly usher in multiple historical settings and a collaborative, inter-studio developmental framework between Ubisoft Montreal and Ubisoft Quebec, who will jointly "(...) guide, grow, evolve, and define the overall future of Assassin's Creed". Ubisoft wants to end the constant baton-passing of Assassin's Creed through its two development studios, and hopes that this change (alongside a mixed studio leadership) allows the franchise to really breathe in their in-house talent independent of developmental location.
Return to Keyword Browsing
Dec 21st, 2024 20:57 EST change timezone

New Forum Posts

Popular Reviews

Controversial News Posts