The Wii U is going to be a big seller this holiday season. That's about as bold a prediction as saying Black Ops II will top the November NPD charts.

But what happens when Santa returns to the North Pole and the first wave of consumer fanaticism has started to calm down?

Analysts chime in on Wii U's mid-term forecast

But what happens when Santa returns to the North Pole and the first wave of consumer fanaticism has started to calm down? That's when Nintendo's new system will really be put to the test.

"Scarcity during the holidays of 2012 will stoke pent up demand all the way though spring time of 2013," says John Taylor of Arcadia. "Where it's going to get to be a little more challenging is around the May time frame or when warm weather shows up again. I think Nintendo is going to really need to demonstrate what is truly amazing about this by that time."

"Naturally there are enough curious gamers and Nintendo fans that will want to try it out - and that will eat up the initial supply," agrees Colin Sebastian of R. W. Baird. "The real issue comes in about six months. You'll know more positively at that point how the console is viewed by consumers."

Pretty much every analyst who covers the video game industry is wary of spring 2013 for the Wii U. But none is more vocal about it than Wedbush's Michael Pachter.

"The Wii U will quickly lose positive momentum from its launch due primarily to pricing," he said to investors in a recent note. "We believe there are already a number of cheaper, comparable alternatives."

Pachter's got some executive heft behind his pricing complaints. Ubisoft CEO Yves Guillemot, one of the Wii U's most ardent supporters in the third-party publishing community, has also expressed concernswith the system's price.

Ubisoft, in fact, is about the only publisher so far that has shown a willingness to go "all in" with the system. And that lack of excitement from other third parties is only stoking analyst concerns about the system's long-term software potential.

"I think there's room for Nintendo this year, but it's very much their audience," says Eric Handler of MKM Partners. "Can they expand beyond that audience? All of the third-party publishers are being very cautious with the Wii U. We're not seeing many Wii U specific titles. They're ports. No one is really pouring a lot of money into it right now. … Third-party publishers recognize that Nintendo garners the lion's share of the software market for its own platforms. And it's very tough to change that."

Further complicating things is the lack of a real non-gaming appeal for users. While console owners – both mass market and hardcore – are using their game systems for other entertainment choices more frequently these days, the Wii U doesn't really offer much to differentiate itself from current offerings.

That could discourage sales to casual gamers – and it's a problem that could dampen sales of the next Xbox and PlayStation down the road, too.

"Half the time people are using their consoles to do things other than play games," says Taylor. "And all of the existing platforms do that just fine. … The thing that made the PS2 this amazing addition to someone's living room was that it doubled as a DVD player, which few people had at the time. So a lot of people bought that for secondary purpose. In the case of the new platforms, everybody's already got streaming access to Netflix through their existing box."

Despite the hurdles, though, no one is counting Nintendo out. The company's base audience hasn't wavered – and there are fewer things in this industry that are more certain than the success of a Mario title.

But is that enough? With investors spoiled after the unprecedented success of the Wii, any step backward will be viewed as a failure – and luring a mass market audience that has become used to $5 games back to a system that charges $60 per title will be a challenge.

"There's still a core market for Nintendo," he says. "It just remains to see how big that core audience is. … The Wii U really needs to find a market beyond the Mario crowd."

At the same time, the company has to demonstrate to those potential buyers why the Wii U is a must-have system.

"One thing that could keep demand strong well into the summer is a new game we don't know about –and anything's possible," he says. "The other is if Nintendo is successful in explaining to people why the asynchronous play and the tablet are really, really fun. Nintendo needs to demonstrate that the tablet, dropped into a 3D world, enables the user to see things and do things that are otherwise not possible on any other system right now. If they ramp that into a fun factor of 10X and communicate that, I think they can sustain the momentum."

Dirt Rally dev explains series' change of direction

Dirt Rally is a hardy driving game for purists.

DiRT Rally Peugeot 306 Maxi 2

for purists. No flashy extras, no hip 'n' happenin' commentary, no snazzy marketing campaign to drill its existence into the public consciousness—just raw, dirty rally. Now, ahead of the console release and a free PC patch adding the likes of the Peugeot 207 and video tutorials, lead designer Paul Coleman has explained the series' previous headingand its sudden change of course, exemplified by the well received absence of Dirt 3's Gymkhana mode.

"When we made Dirt 3, rally was getting smaller and smaller," Coleman told our Ben Griffin. "The sport itself was in decline: there'd been the same world champion for the last 10 years and it was almost a foregone conclusion who was going to be winning at the start of the season. Ken Block was doing his Gymkhana videos, and it made perfect sense to focus on the knew thing that he was bringing to the table. But what we knew from Dirt 2 was that players were keen for us to return to our rally roots.

"Dirt 3 was a bit split. We had a bit of backlash from our fans about how much Gymkhana there was. Ken didn't renew his contract with us and moved to Need for Speed, so we couldn't actually use Gymkhana as a licence term anymore—it would have to have been something else, which would have probably felt a bit contrived anyway. So it was just a series of circumstances that occurred over the last four years since we released Dirt 3 where we felt like Gymkhana wasn't right for us, and even if it was, we couldn't really do anything with it."

Ak Dirtrally

Coleman doesn't rule out a return to Dirt 3's stunt driving with Rally's technology, but he's confident in the series' new feel. As to its sudden appearance in Early Access, it sounds like the Codemasters team enjoyed being free of the standard PR cycle, whatever effect it had on their sales.

"With dirt rally we felt like it would be better to just go out there and surprise people and just say, 'Look we're making this game, it's available now, but it's in Early Access so we're going to continue to develop it for the rest of the year'. And i think people appreciated that. We're just fed up of doing that thing where you announce a game and you've got to try and keep the community motivated without telling them too much. Marketing budgets were a lot smaller. Like, tiny, bare minimum marketing on Dirt Rally, but word of mouth has meant that it's got out there.

"The fact of the matter is we weren't sure Dirt Rally was going to be a huge success."

Max Payne 3 to get black and white "Noir Mode" in next DLC

Rockstar Games announced today that their next DLC pack for the critically acclaimed shooter drama Max Payne 3 - dubbed the Disorganized Crime Pack - will include "Noir Mode" which allows players to play the game in black and white. The single-player game will be unchanged outside of the graphical switch. The DLC pack will also include some multiplayer content as well including the Hoboken Rooftops map and new multipliers for Score Attack mode. Max Payne 3 launched back in May to commercial and critical success , however Rockstar has said that the game still didn't meet its expectations in sales. The Disorganized Crime Pack will be released for download on August 28, 2012. Topics Rockstar Games Action Max Payne 3 Max Payne 3 We recommend By Zergnet Load Comments

MechWarrior Online's Launch Module to bring heavily improved matchmaking on April 29

Even a game about titanic, stompy robots with laser cannons and violent paint jobs isn't immune to the challenges of multiplayer matchmaking.

Even a game about titanic, stompy robots with laser cannons and violent paint jobs isn't immune to the challenges of multiplayer matchmaking. Piranha's MechWarrior Onlineis loads of funof the heavy metal variety, but balancing various weight classes and pre-formed groups against public players sometimes delivers some frustratingly lopsided rounds. Pilots should scratch the date of April 29 into the side of their cockpits, as that marks the new Launch Module's, well, launch. The module will overhaul MechWarrior's system for matching similarly skilled players together in evenly balanced teams. It's all explained with plenty of text and pretty charts in an.

As Piranha details in its post, the core of its vision is to smartly place players in a match with other players of equivalent Elo sorted by weight class. What the studio doesn't want to see (which can sometimes happen in MWO's current live version) is team setups skewed towards heavy bruisers, foregoing balanced equipment loadouts for sheer firepower. The solution: weight class restrictions.

Through the Launch Module, players using mechs of certain weight classes will match with players on an opposing team of the exact same classes. In other words, if you're using a Medium weight mech, you're guaranteed to see a Medium mech on the other team during a round.

The Module will also limit each weight class in a lance squad. Every weight type gets one slot in a lance. That'll get you lance compositions of one Light, one Medium, one Heavy, and one Assault. In a full team of 12, that's three lances with even blends of mobility and weaponry. Not even a puppy juggling eggs and spinning plates on a tightrope can achieve that level of balance.

Piranha also wants to combat multiple pre-made groups being matched against teams of solo players. The Launch Module will place one group of any size—and one group only; it's a hard limit—per side to help boost communication and strategizing. A much-needed change, I wager, to improve a mostly solo team's chances and tactics beyond balling up into a confused cluster and hoping for the best.

Lastly, the Launch Module will also include two new modes, Free Private and Premium Private Matches, with an extra set of options for custom-tailoring a battle. The Free Private Match is a straight-up invite-only affair where the creator brings in his or her buddies and jumps into a game straight away. Premium Private provides a few more customization options such as choosing round type, maps, or locking the view to 1st or 3rd person, a nice boon for competitive teams or for forming custom campaigns. Both modes importantly switch off the Module's matchmaking system, so the game won't yell at you if you want to do something crazy like a 12-on-12 Jenner beatdown. (If you do, please record it.)

Head over to MWO's official forumsfor more info on the Launch Module. If you'd like to see more giant robot pew-pew, be sure to follow our Twitch channelfor occasional MWO broadcasts from Editor-in-Chief and resident mech-master Evan Lahti.

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Our Verdict
It's not a sim, but it's the best rally game in years.

NEED TO KNOW

What is it: A stripped back and streamlined entry to the Dirt series.
Expect to pay: £30 / $50
Developer: Codemasters Racing
Publisher: Codemasters
Reviewed on: GeForce GTX 970, i5 4690K, 16GB RAM, G27 Wheel, CSR Elite Pedals, Clubsport SQ Shifter
Multiplayer: yes
Link: Official site

The Dirt series fell into freefall after shedding the Colin McRae name, padding its content with "cool" dialog, x-game events, fireworks and pomp. It was time to reset. With no buildup, no fuss, Codemasters announced and released Dirt Rally into early access in May, calling it "a pure expression of rally".

For release the content has been added to significantly. 39 cars are available including icons such as a 1960's Mini Cooper, a 70's Stratos, a 80's Group B Quattro, modern Imprezas, Fiestas, Peugeot Hillclimbers and more. As so often is the case though, including such a breadth of content comes with its own problems.

The cars look different, sound different, but they feel incredibly similar and lacking any real, unique character. They have similar weight, similar grip, similar gear ratios. Swapping from a '70s rear-wheel-drive Stratos to a 2010 Fiesta will come with faster times and a more responsive, stable car, but it's not enough, and cars in the same groups are barely distinguishable.

This lack of fidelity extends into other areas, keeping Dirt Rally at arms length from any sort of Sim status. With all assists off, an invisible hand will still gently help keep the rear end of your car in check. The in-car wheel is locked to 180°. The gearbox modelling is laughable. Stamping on the brakes is perfectly acceptable. Mud, ice and gravel feel incredibly similar. The amount of traction control is ridiculous. None of this means that it's bad per se—the cars drive predictably and well—it just means we are firmly in "game" rather than "sim" territory.

Much like Codemasters F1 games, if you have an interest in the sport without necessarily having the desire to drop hundreds of pounds into equipment—this is the most comprehensive pure-rally offering there has been for years. The car and stage selection is broad, and while physics suffer, driving concepts like racing lines, throttle control and oversteer still apply without being overly punishing. Driving the cars is exciting, it's just a bit simple. Plus, Codemasters have done the best job of giving you a feeling of a race weekend.

Three event types are available—rally, hillclimb and RallyX. Racing directly against AI in RallyX is a fun distraction—the AI is aggressive but fair, while avoiding feeling too artificial. Hillclimb and normal rallying are really the focus though, with events taking you over Swedish snow and ice, Greek dirt, Welsh mud, long stretches of German farmland, through Monaco's frozen tunnels and up over America's Pikes Peak.

Each rally is built up with stages, each stage a roughly four to ten minute long point-to-point time trial. The fastest overall time when all the stages are complete wins. Car degradation from each stage is persistent, with you having to allocate time for repairs between stages. It means a trade off between going balls-to-the wall fast and easing off to get your car through in one piece, After all, deciding on whether to repair your engine or making sure you can see through your windscreen is a tough call.

The stages look incredible. Dust plumes out from under your car as drones buzz through clear skies. Ice patches shimmer as you hammer past snow-laden trees.

The career mode stretches this concept out. As you complete events you accumulate cash to spend on cars and upgrades. That same money pot also goes towards repairs however, so each crash will put that new Lancia further and further away. All in all it's a fairly standard "career" mode with you unlocking newer and faster cars as you go. Fortunately this unlock system is completely separate from the rest of the game, so you're free to choose an era and a set of stages and go racing.

The stages look incredible. Dust plumes out from under your car as drones buzz through clear skies. Ice patches shimmer as you hammer past snow-laden trees, picking out the road through fog. Hot air balloons rest as you slide a 1970s escort around a hay bale. Mud flings into the air as you tumble a Lancia Delta down a cliff towards a pond. Watching replays are a joy and irresistible if you've had a decent run, made all the better by respectable engine noise and chattering pace notes.

DiRT Rally, then, has a bold title. It's a statement. It's explicitly a rally game. Not a Gymkhana game, not a trucks game, not a "hooning" game. A rally game where everyone takes it seriously, and in this it succeeds. Unfortunately, though, in physics and handling detail, it falls a little flat. The lack of any sort of precarious feel when flying over ice and mud is an absolute shame, and the amount of forced assistance is a disappointment. Anyone waiting for a new Richard Burns will need to carry on waiting. If you're after a successor to the old Colin McRae games or RalliSport Challenge though, DiRT Rally is a strong offering.

The Verdict

Dirt Rally

It's not a sim, but it's the best rally game in years.

We recommend By Zergnet

MechWarrior Online update finally brings UI 2.0, but with bugs

If you play MechWarrior Online you may have noticed that the servers and website were down for maintenance yesterday, but they came back to life with the much anticipated UI 2.0, which greatly improves the game's user interface and should remove bottlenecks for upcoming updates .

. Great news! Mostly. There are some issues.

In a post to the game's forums, Piranha Games explained that it discovered some problems with UI 2.0 at the last minute that almost prevented the release. Instead, Piranha decided to finally release the update and warn players about the issues in advance. They are as follows:

A log in issue that can affect a low percentage of users. Piranha says that you can get in if you keep trying, and that skipping the video intros with the ESC key also helps. Consumables used during a match not being unequipped, yet not valid for the next match. You can avoid this bug by not leaving matches early or equipping modules. Activating banked premium time doesn't work. You'll have to wait for the hot fix on this one. Camo Spec doesn't show up correctly. Leaving the mech customization screen and returning should fix this.

Okay, so that sounds a little rough, but Piranha says that the issues should be fixed shortly, some as soon as this week, and UI 2.0 should improve stability overall.

The update also adds two new mechs and a ton of weapon and map balancing. You can find more detailed notes on the official forums, and a video tour of UI 2.0 below.

DiRT Rally leaves Early Access

DiRT Rally has drifted out of Early Access onto Steam proper , and can be yours for £28/$42.

Dirt Rally

, and can be yours for £28/$42. Far from the stunt-driven, flashy entertainment of previous DiRTs, Rally is a deep and brutal sim that is out to ensure you fail your next MOT. Driving into trees, flooding the engine and going too off-road—in a range of weather conditions, naturally—will punish like no karting game you've played. And, if you can believe such a thing, it's a PC exclusive. Until April, anyway.

I don't often go in for driving games. Unless I've got beer and a gaggle of friends on-hand, I find perfecting my racing line around a fixed track or cityscape a touch bland. Careering down mountain pathswith my heart in my throat and my faith in Codemasters' all-new physics, on the other hand, that I can get behind. Everything about the handling has been overhauled, from the suspension to how your car slides on scree, so if you're clued in on technical stuff like 'CCs', 'gravel crews' and 'windscreen wipers', this might be to your liking.

Andy described DiRT Rallyas "as real as it gets", and some bloke on Twitter called it "game of the year"—cor! Andy will have an updated review for you in the next few days.

Max Payne 3 Local Justice DLC release date, details announced

Rockstar announced today that we'll be seeing the next DLC pack for Max Payne 3 very soon, and it will again be focused on the multiplayer portion of the popular noir action shooter. The new "Local Justice" DLC will be arriving on July 3rd featuring new maps and weapons for the game's extensive (and continually more extensiver) online mutliplayer component. As the pack was originally announced for

MechWarrior Online UI 2.0 previewed in new public test video

MechWarrior Online has always had a special draw for the would-be engineer and tinkerer.

has always had a special draw for the would-be engineer and tinkerer. Its mechlab—the user interface that players see before dropping into a match—is where much of the mechanical experimentation in MWO takes place. It's where the pilots first ask themselves, "How do I win?" Now we have a first glimpse of how developer Piranha Games will overhaul the mechlab in the game's upcoming update.

The lengthy videobelow, hosted by No Guts No Galaxy podcaster Phil Langenberg, shows footage capped during a recent public test of the game's new user interface. To my eye, the UI 2.0 layout looks like an entirely new way of interacting with the giant machines, organizing their deadly weapons, and communicating with the teammates who help make victory possible. It's an upgrade that MWO players have been waiting months for, and not just because of the prettier three-point lighting system that shows off their mech builds.

Set to go live on February 4, UI 2.0 should be the first step on a path towards a much larger and more in-depth MWO experience. In his most recent outline of what to expect in 2014, Piranha Games president Russ Bullock calledthe new interface the biggest feature upgrade the online shooter has seen so far, which doesn't strike me as at all hyperbolic given what should follow later this year.

"I don't say that purely based on functionality that UI 2.0 will introduce to MWO," Bullock writes. "The reason it is considered in my mind the biggest feature release to date is because of the bottlenecks it removes. Everything relied on its release and back end architecture to build off of."

The roadmap laid out by Bullock would see the release of DX11 visuals, an achievement system, and a new game launch mechanic over the next several months. But it's all meant to lead towards the release in June of the Clan Invasionexpansion and the eventual launch of the long-in-development competitive metagame known as Community Warfare. As we heard at the free-to-play game's launch event back in September, it's an ambitious new way of imagining the game that should give veteran players as well as new pilots a lot to chew on. But with UI 2.0 about to drop, the endgame for Piranha's work seems much closer now that we know where the starting line is.

Dirt Rally update adds "Modern Masters"

Codemasters has introduced some new characters to Dirt Rally.

Cars

Codemasters has introduced some new characters to Dirt Rally. The Citroën C4 Rally 2010 and the Ford Focus RS Rally 2007, both fearsome competitors in the 2000s class, are now available in-game. What are their motivations? Do they have any ulterior motives? Will they gel with the rest of the game's cast? I don't know. All I can do is post this trailer showing them – alongside a selection of their fellow castmates – teasing their appearance in a slow-mo montage.

"At their peak, these cars reigned supreme with their 2 litre turbo charged engines and highly sophisticated differentials," explains the press release. So they're a classy bunch, it seems.

The other supporting characters are from the R4 class: the Mitsubishi Lancer Evolution X and the Subaru Impreza WRX STI 2011. No doubt that'll be a delicious rivalry to look forward to.

Back in April, we charged Andywith tackling the high drama of Dirt Rally's initial Early Access release. Since then, it's grown significantly through a number of updates.

UK competition: Win! Max Payne 3 Deluxe Prize Pack

>>THIS COMPETITION IS NOW CLOSED There are prizes and then there are deluxe prizes. And what we have here courtesy of Rockstar Games fall into the latter category. Just take a look at all this extremely attractive Max Payne 3 paraphernalia: Above: This collection of exquisite deluxeness could be yours One very lucky winner will get all of that. To themselves. As if that monumental stash of tres desirable

Max Payne 3 available now on PC, new trailer released

If you happened to miss Max Payne 3 when it first released on consoles, then you'd do well to look into getting it on the PC (if you've got a nice rig.) It's a fantastic action, drama, noir thriller with few equals. Bask in the quiet warmth of Max's grizzled dialogue, and also his high-res PC textures. Also the explosions. Don't forget to bask in the explosions. Topics Rockstar Action Max Payne 3 Max Payne 3 PC We recommend By Zergnet Load Comments

Dark Souls to move from GFWL to Steam a month later than expected

Those waiting to play Dark Souls through Steam following the slow demise of Games For Windows Live will need to wait a bit longer.

Dark Souls PC review thumb

through Steam following the slow demise of Games For Windows Live will need to wait a bit longer. Publisher Bandai Namco announced on Steam today that the transition will arrive later than expected, and that more information will come in the coming weeks.

"We are working hard to finalize the process to move your Dark Souls: Prepare to Die saves and achievements to Steam," the publisher wrote. "We need to conduct additional testing and we are now targeting December to begin this process. We'll have more information in the coming weeks. Thank you very much for your patience!"

Namco announced the move last month, which will allow owners of Dark Souls to redeem their GFWL tokens on Steam in order to access the game. For a limited time players can also transfer their save data and achievements to Steam, which is good news for anyone forced to suffer the woe that is GFWL.

Poetry in motion: Catch a glimpse of Persona 5's gorgeous new UI

You might not need many reasons to get excited over the new Persona 5 trailer that just dropped, but we're going to give you some anyway.

Aside from giving us a glimpse at the latest entry in the long-running anime RPG series -- which has sold over 6 million copies worldwide -- the trailer also showcases the game's gorgeous new UI and a free-flowing battle screen that turns number crunching into a work of art.

Persona 5 will hit shelves in Japan on September 15, 2016, and, although no date was revealed today, will eventually make its way West.

Persona 5's UI is hot pic.twitter.com/ahx9zGvLKW

— Wario64 (@Wario64) May 5, 2016

The Persona 5 battle result screen is INCREDIBLE pic.twitter.com/2S1o9XVFJ5

— Michael McWhertor (@MikeMcWhertor) May 5, 2016

Can't get over how bold the Persona 5 UI is. Can, like, every single western game developer take note, please?

— Paul Veer (@pietepiet) May 5, 2016

Dark Souls to move from GFWL to Steam a month later than expected

Those waiting to play Dark Souls through Steam following the slow demise of Games For Windows Live will need to wait a bit longer.

Dark Souls PC review thumb

through Steam following the slow demise of Games For Windows Live will need to wait a bit longer. Publisher Bandai Namco announced on Steam today that the transition will arrive later than expected, and that more information will come in the coming weeks.

"We are working hard to finalize the process to move your Dark Souls: Prepare to Die saves and achievements to Steam," the publisher wrote. "We need to conduct additional testing and we are now targeting December to begin this process. We'll have more information in the coming weeks. Thank you very much for your patience!"

Namco announced the move last month, which will allow owners of Dark Souls to redeem their GFWL tokens on Steam in order to access the game. For a limited time players can also transfer their save data and achievements to Steam, which is good news for anyone forced to suffer the woe that is GFWL.

Rockstar sentences Max Payne 3 cheaters to cheater's purgatory

Rockstar announced today via a new blog post on their community site that they are introducing a new measure designed to gracefully deal with cheaters and people who take advantage of exploits in Max Payne 3 . "Anyone found to have used hacked saves, modded games, or other exploits to gain an unfair advantage in Max Payne 3 Multiplayer, or to circumvent the leaderboards will be quarantined from all

Bulletstorm disappears from Steam, Games for Windows Live a likely suspect

Games for Windows Live is dying , and few tears will be shed for its demise.

, and few tears will be shed for its demise. But concern remains for what will happen to the GFWL titles that haven't shed it like a pustulent pimple by the July 1st death-day. Epic and People Can Fly's score-'em-up Bulletstorm is seemingly the latest victim in the service's final thrashings, as it's been removed from Steam (although is still available on Origin) without word on a possible return.

Of course, we haven't heard if this removal links to GFWL's extinction at all, but the relation is rather likely. It wouldn't be the first Live-infected game to vanish from Steam. Codemaster's Fuel is also no-where to be seen.

Previous GFWL-ized games will need a separate service for properly operating multiplayer, and Bulletstorm's disappearing act could be a temporary event until its return sans the annoyingly silly Microsoft service. As the only GFWL game on EA's roster, though, it's also possible that the publisher is exploring an Origin-only online option.

Plenty of other games are awaiting hopeful remedy from the GFWL malady, including Dawn of War 2, Dark Souls and the Dragon Rising and Red River expansions for Operation Flashpoint. Joystiq has been keeping a listof all GFWL PC games and their status.

Thanks, SlashGear.

Game of the month, May 2012

Winner: Max Payne 3 Read the Max Payne 3 review. Nine years and several iterations later (seriously, remember that rumored plot involving Max going to snowy Moscow to take on the Russian mob?), Max Payne 3 has graced us with its presence. And despite the departure of original developer Remedy and enough cooks to spoil the broth (a sizable number of Rockstar studios, spanning across the coasts of North

Since Microsoft introduced the Xbox One last week, the conversation surrounding it has been about how

the company intends to handle trade and resale of used games. The company hasn't made all details public yet, and there is speculation that the final details are still being worked out, but the world's biggest video game retailer, GameStop, stands to lose significantly if there is a change to the status quo. Last year, I began saying we should expect both of the new systems to try to block some video game resales and that now seems to be happening.

Party's almost over for GameStop's used games business

Last year, I began saying we should expect both of the new systems to try to block some video game resales and that now seems to be happening. It's time to look at how a change in the resale process might affect GameStop's business.

Instead of speculating about what sales will be like in the future and trying to model the changes in a used market and the launch of two new consoles, I'm going to look back at previous results and ask this question: What would GameStop's last four years of results look like if only a modest change were made in its trade and resale business?
GameStop's Segments and MarginsI currently expect that the resale of games on the Xbox One and PlayStation 4 will be permitted with retailers like GameStop acting as middlemen to handle the deauthorization and reauthorization of disc licenses. The actual details of the systems are not relevant to me, since the net effect of any new system will be to cut into GameStop's pre-owned product margin.

By way of explanation, let me begin by describing GameStop's business, as described by the company itself in its financial documents. GameStop typically breaks its market into four segments: New Hardware, New Software, Pre-owned products, and Other.

The first two are pretty straightforward, and as you might imagine that third category is a catch-all for the products that GameStop resells, including software, hardware, and accessories. The fourth category, Other, covers primarily PC software, digital content, cards for online services, new and refurbished mobile devices, and Game Informer subscriptions.

GameStop measures these segments with two key numbers. The first is net sale, or the actual amount of money taken in for products in each segment. The second is gross profit, or the amount of money left over after the cost of the products has been taken out.

For example, if GameStop spends $250 to buy, ship, and stock a brand new PS3 Super Slim in a store and then sells it to a consumer for $270, then the net sale is $270 and the gross profit is $20.

I'm going to think of gross profit as number of cents profit for each dollar in revenue, which is essentially gross profit margin. The gross profit margin on New Hardware is generally 5 cents to 9 cents while on New Software it ranges between 19 cents and 23 cents.

GameStop has a very efficient used product business, and its gross margin in that segment ranges between 44 cents and 51 cents.

The Other segment has changed in the last few years. Prior to 2011, the company's Other segment generally had never broken 38 cents per dollar of revenue, but since that time its gross margin has moved as high as 43 cents in a given quarter as the company has seen a greater uptake in digital goods and refurbished mobile devices, both of which have nice margins.

A brief history of these margins can be seen in the figure below. The shift in the Other segment is clearly visible starting around February 2011.


What if Pre-Owned Product Margins Fell?Now, here's the basic thought experiment: What would the last four years look like if we moved GameStop's gross profit margin on pre-owned products down from about 48 cents per dollar down to 35 cents per dollar?

Roughly speaking, GameStop currently gets 50 percent of the sale price of its pre-owned products, most of which is used software, back in gross profit. So, for example, if it sells a used copy of Bioshock Infinite for $50, then it gets to keep approximately $25. Suppose Microsoft and/or Sony impose flat fees on the retailer that work out to between $5 and $10 per disc deauthorization and reauthorization.

Then, everything else remaining equal, the retailer would realize gross profit of $15 to $20 on that $50 resale, down from $25. That's a gross profit margin of 30 percent to 40 percent per dollar of revenue. (Depending on the base resale price of a game, such a flat fee would provide GameStop with a greater or lesser margin.)

In the table below, I've put together the actual data for the last four years, with the actual gross profit margins that GameStop achieved.



If the gross profit margin had actually been 35 cents per dollar during that period, and no other changes were made, the results would have looked like the table below. The figures I've changed are marked in purple.



(I also put together graphical demonstrations of this change, but it's somewhat less compact. You can see historical net sales and gross profit here, along with operating earnings here. The modified model, with the new margin assumption, are here for net sales and modified gross profitand here for modified operating earnings.)

I'd point you to the operating earnings line, which shows how much money the company has left from its net sales after the cost of goods sold and general administrative costs have been taken into account. Over the past four fiscal years GameStop's operating earnings totaled just over $1.8 billion.

If the only change to the company's business over those last four years were to reduce it's gross profit margin to 35 cents per dollar, those operating earnings would fall to $645 million, a reduction of about 65 percent.

GameStop's business leans heavily on the gross profit margin for its pre-owned sales. That means that even a change from 50 percent to 35 percent in that segment can have a much larger effect on the company's business overall.

As you can see, if GameStop's margins can be pushed down, even just a few points, publishers can begin to weaken the company's previously unassailable position in the marketplace.

One note before I finish up: GameStop had a rather technical increase to its operating expenses in its last fiscal year. That's not expected to happen again, and operating expenses for the current year are expected to return closer to the level of fiscal 2011. Without that extra expense, GameStop would have had an operating profit, not loss, in 2012.
The Beginning of the EndI admit that the thought experiment above is unrealistic. Naturally, one cannot simply drop the gross profit margin on used games in the way I've described. However, I do think that it is instructive.

Even if GameStop's Xbox 360 and PS3 software sales were replaced with Xbox One and PS4 software sales, this would probably not alone bring the margin for the entire Pre-owned product segment down to 35 percent. Pre-owned games for Nintendo's platforms as well as pre-owned console and handheld hardware from all manufacturers would still carry a stronger margin, unaffected by whatever new consoles choose to do. So moving the margin as low as I did above is probably too strong a change for GameStop's business even in the next three years.

On top of that, GameStop's New Software and Other segments would likely be affected by any change in the Pre-owned Product segment.

In terms of New Software, as GameStop has repeatedly noted, customers put $7 out of every $10 in trade value back into new game purchases. If the margin on pre-owned software is reduced, then GameStop could respond by offering less trade value to consumers -- and that would reduce the available trade credit to go toward new games. Therefore when consumers are trading less in at GameStop, publishers can expect to see retail sales of their new games go down as well.

Alternatively, if GameStop continues to offer aggressive trade-in values, it can still retain some of its pre-owned product margins by raising the price it charges the consumers who then buy those pre-owned games. However, raising its selling prices would make GameStop's pre-owned products less attractive to consumers, and decreasing the net sales in its Pre-owned Product segment.

Even GameStop's Other segment, where it puts its digital revenue, could be harmed by a change in its pre-owned business. GameStop has been at the front line of attaching DLC purchases to games sales, both new and used. If either new or used software sales decline at retail, it is quite likely that retail DLC sales will go down as well. Consequently, harming GameStop's Pre-owned segment also diminishes its digital business.

Finally, GameStop has built an impressive network of 30 million Power Up Rewards customers worldwide, each of which has a unique card identifying what they have bought and traded. Even that relationship will be under attack with the new generation of consoles. Both Sony and Microsoft will try to leverage connections to social networks to reach consumers directly, and add their own innovations like Sony's Share button on the new DualShock 4 controller.

Those consumers will likely be presented with options to buy games directly based on the activities of their friends, obviating a trip to a physical store. If Microsoft or Sony begin to build incentives into the system, it could be even more powerful. For example, a game might be offered to you with a small discount if you buy it through a friend's recommendation -- or your friend might be offered a small virtual currency gratuity for a successful recommendation.

My point in this discussion is not that GameStop will soon be dead -- but I do think the company could be gravely diminished in the next five years, especially as the next generation of consoles supplants the old one. It is clearly benefiting from the decline of Best Buy, and is positioned well for the launches of the new systems. GameStop is still growing its mobile resale business, and the margins on resold iOS and Android devices are apparently quite high. And while its digital business looked like it stalled a bit last quarter, it could still be earning over $1 billion in digital revenue by late 2014.

But its greatest strength, the pre-owned game business, is under assault and any changes to the basic assumptions of that business model need to be thought about carefully. Regardless of which side you're on, it's going to be interesting to watch.

Source: Former Steam head Jason Holtman has left Microsoft

Microsoft's often troubled relationship with PC gaming took a positive step in our eyes when the company hired Jason Holtman , previously the head of Steam at Valve, last summer.

Photo by Dan Griliopoulos.

, previously the head of Steam at Valve, last summer. Now it looks like the gain was short-lived as it emerges that Holtman has left Microsoft after only six months.

Neowinfirst spotted that Holtman's LinkedIn pagewas updated to indicate that he departed from Microsoft in January after being hired in August. He had previously spent seven years at Valve.

A source who knows Holtman tells PC Gamer that he posted a confirmation and goodbye on his Facebook page: “Last week I left Microsoft and said goodbye to my friends there. Now looking around for something interesting and fun—no end of that in video games!”

Microsoft has not made a statement about the apparent departure—we'll update when we've learned more about the future of Microsoft's relationship with PC gaming and Holtman's short-lived tenure there.

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Jump to Section: Best Price Comments Pros Outstanding fighting action Fresh take on a dead genre Winning deviant sense of humor Cons Can get repetitive at times May be too hard for some Some will fail to see its appeal Go to page: Page 1 Page 1 Page 2 You can send God Hand 's very first enemy flying 30 yards into the distance, smashing him through a support that sends a whole roof crashing down. If

OmniBus is a PS1-style physics game about a bus that won't ever stop

It's becoming painfully clear to me that I need a 'Cool looking things I found on TIGSource that I hope get released and are cool' tag.

OmniBus

It's becoming painfully clear to me that I need a 'Cool looking things I found on TIGSource that I hope get released and are cool' tag. You know, in order yo keep track of all the cool looking things I found on TIGSource that I hope get released and are cool.

Related, here's OmniBus. It's a physics-based driving game with an aesthetic inspired by the Playstation 1 era. It features the OmniBus, a bus that can never stop or slowdown. There is none more bus.

The game will be filled with weird and wonderful missions, like robbing a bank or taking tourists on a trip. Your job is to do these things without being flipped over or falling off the map. Do you have a hard time picturing how this will work? It is lucky for you that we live in the era of internet gifs.

OmniBus

OmniBus 2

OmniBus 3

For more details, head on over to the TIGForums DevLog. There are no release details as yet. I do hope it gets released and is cool.

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Jump to Section: Best Price Comments Pros Bemani-style action games Many many options to consider Heightened drama like never before Cons Script keeps your boundaries tight Some exaggerated facial expressions The bookstore sequence Go to page: Page 1 Page 1 Page 2 It wants to be different, that much is clear from the off. From the widescreen presentation of each scene to the smartass split screen cameras

Truck Stop: Burnout's Crash mode with added zombies, martian backgrounds...trucks

In the absence of a new Burnout game, something that's quite a lot like a new Burnout game will have to do, particularly when it's quite a lot like the best bit of Burnout: the messy playground of destruction that was Crash mode. Truck Stop, from one of the creators of Burnout - 'creator' is a word which here means 'he worked on a couple of games' - is such a thing, and if you approve of causing mass vehicle-based catastrophes you can now vote for it on Steam Greenlight, or buy into an unfinished version over on IndieCity.

Can someone remake/be inspired by/copy Destruction Derby now, please?

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Jump to Section: Best Price Comments Go to page: Page 1 Page 1 Page 2 Almost a full year after the release of the Spider-Man 2 film, Activision launches a PSP version on to the unsuspecting public. Now, it doesn't take a genius to work out why. It's because a) they wanted to get a foothold in the PSP market as soon as possible and b) they wanted to milk the teat of the webbed-wonder's movie popularity

Jump to Section:Best Price

Comments
Our Verdict
Tiresome racer that only takes two hours to complete, yet somehow feels longer.

Tiresome racer that only takes two hours to complete, yet somehow feels longer. Thats both impressive and depressing.

We've all got an idealised image of the great trans- American road trip. Flooring the throttle down an arrow-straight road in a thunderously powerful V8 muscle car, perhaps, with On The Road Again by Canned Heat playing on the stereo.

In that regard Need For Speed: The Run nails it – you can recreate that experience perfectly, even down to the masterfully-pitched, twanging country music. This would be brilliant if the game didn't replicate the realities of a road trip as well, which include repetitive scenery, the boredom of maintaining a largely constant speed and the realisation that at most of your stop-offs there isn't a great deal to do.

You play as the excruciatingly smug Jack, a man so fist-gnawingly in love with himself he probably announces his own arrival in a room. He's in trouble with the mob in San Francisco, but after QTEing his way out of a near-fatal conversation with a car crusher he's offered the opportunity to race his way to freedom, which lies 3,000 miles away in New York. And that's about it. For a game that's apparently about reintroducing a plot to racing games, there's embarrassingly little to the narrative. There are only two and a half characters in the entire game and the dialogue is rare and entirely functional. It makes the script of The Fast and the Furious look like A La Recherche du Temps Perdu.

But while the cutscenes are lacking in scripting, the action itself more than makes up for it. Unlike the vast majority of racing games, The Run is an enormously regimented experience. Each stage either requires you to pass a specific number of vehicles – the penalty for failure being a complete restart of that section – or simply beat timed checkpoints. The competition is choreographed as well: cars rubberband in relation to yours, meaning you can wear your finger out on the boost button and still end up watching an opponent nipping past on the run to the finish line. It always feels like you're competing against the designers of the game, rather than 200-odd other drivers.

The real crime is that the game so rarely takes advantage of its tightly controlled environment. There's a brilliant sequence that has you careening along a winding, snowy pass, dodging patches of treacherous black ice as an avalanche explodes around you. It's a glimpse of the game The Run could have been, if it had fully embraced the art of the set piece as Call of Duty has. It's also the only glimpse.

Instead, what's left is a racer that claws its way to mediocrity using features we've come to expect from the series. There's a huge and varied selection of cars, handling is predictable and grippy, and the engine (in this case Battlefield 3's Frostbite 2) whips up some impressive vistas as you hammer across the US. All of these add up to a game that's absolutely playable, but pales in comparison to Hot Pursuit's achievements with the same tools.

The organic nature of Criterion's chases in that game meant that returning to beat your friends' times on Autolog was a pleasure. Not so here. After the two hours it takes to complete The Run, there's little incentive to return to the track and watch the same things happen all over again.

There's a good idea buried under the enormous drifts of tedium, but even EA's signature polish only manages to panel-beat this into passable game. This should have been a modern-day Outrun, instead it's an obvious misfire.

The Verdict

Need for Speed: The Run

Tiresome racer that only takes two hours to complete, yet somehow feels longer. Thats both impressive and depressing.

We recommend By Zergnet

SteamVR — Everything you need to know

As we approach the release of Valve's SteamVR and the Vive headset, we'll be updating this page with every scrap of new information.

HTC Vive

As we approach the release of Valve's SteamVR and the Vive headset, we'll be updating this page with every scrap of new information. You can also follow the development of the Oculus Rift here.

After years of hype for the Oculus Rift, Valve suddenly became the frontrunner in the race to consumer VR when it announced SteamVR in March 2015. SteamVR, made in cooperation with smartphone company HTC (the headset is called the HTC Vive), is the culmination of years of research into VR at Valve. It's finally real, it works, and it works well—Valve has solved most of VR's major roadblocks, like positional tracking and motion sickness. Here's everything we know about SteamVR so far.


What’s the release date?

When Valve announced SteamVR in March, it claimed that the headset will be available to consumers by the end of the year. Valve also said that devkits would be available to developers this spring. There's been no news since GDC in March about those devkits, and whether they're already in the hands of developers, or still on track for a spring release.


What is it?

SteamVR is a virtual reality system, with a headset built by Valve and partner HTC. The headset itself is called the HTC Vive. Like the Oculus Rift, the Vive is a VR device that contains two screens (1080x1200 resolution) streaming data at high refresh rates (90Hz) to create the sense of 3D virtual reality. Lenses sit between your eyes and the displays to create a rounded field of view and help your eyes focus on the LCDs. The headset will connect via a hardwire to a PC, which will run games and other VR software.

SteamVR Lighthouse

The HTC Vive headset is just one component that makes up SteamVR. The headset's position and orientation in space are tracked with a pair of laser-emitting base stations that Valve calls Lighthouse. Two base stations are placed in the corners of a room, and the lasers they emit make contact with sensors arranged around the surface of the Vive headset. The tracking system is extremely fast and precise, and can also be used to map the boundaries of a room, which can be incorporated into the VR experience. Stand close to the wall, and a representation of it can appear in front of you, preventing you from walking headfirst into it.

The third element of SteamVR is a pair of wand-shaped controllers Valve designed for VR games. The SteamVR controllers represent Nintendo Wii remotes with sensor arrays mounted on top of them for the same degree of positional tracking as seen in the headset. The controllers use haptic thumbpads that can be split into a number of "buttons" or directional inputs. A trigger on the back serves as the primary button.

SteamVR is the latest iteration of virtual reality hardware from Valve, after years of R&D and experimenting with different tracking options. Notably, while the Oculus Rift is still presented as primarily a seated experience, SteamVR is designed to support standing and walking around a room with full positional tracking.


What’s happened recently?

Valve first announced SteamVR in February 2015, and demoed it at GDC in Marchand at Mobile World Congress that same month.

Since March, there's been very little public information about SteamVR. Valve said that it would give free Vive Developer Edition headsets to some developers. Those sign-ups opened on April 21.

On April 30, Valve released the SDK for SteamVR, and also supports Unity and Unreal Engine 4.


How much does it cost?

Valve hasn't announced a price yet for SteamVR, but it's expected to cost more than the Oculus Rift for a couple reasons. HTC has stated that its wants to deliver a high-end, premium VR experience. The laser-based tracking system is likely more expensive than the camera system Oculus has been using with its headsets. SteamVR also includes a pair of controllers that will add to the cost.

We don't know if all those pieces will be bundled together or if there will be an option to buy them separately.


Have you used it?

We have. Our hardware editor Wes Fenlon used SteamVR at GDC in March 2015and found that it had surpassed the Oculus Rift Crescent Bay prototype hardware in most ways. Despite being sensitive to VR motion sickness, he didn't feel queasy at all using the Vive headset. SteamVR's controllers help convey a strong sense of presence in the virtual space, since you can physically move your hands around to interact with the virtual environment.

Wes also found the SteamVR's integration of tracking data into its game demos impressive. Walking around and seeing a translucent grid appear in the virtual environment where a real wall is in physical space felt a bit like walking around a Star Trek holodeck, and seems like a promising solution for game developers who want to encourage walking and exploring in VR.

The version of SteamVR we've used likely isn't final, so it's possible some elements of it will change by the consumer release in November.


What are the best videos?

It’s impossible to capture the experience of virtual reality in a 2D YouTube video. But if you want a very small taste of what one of Valve's VR demos looks like (one set in Portal's Aperture Science facility), you can watch this video from our friends at Maximum PC.

To learn more about SteamVR's technology and its Lighthouse laser tracking system, watch these two interviews with Valve from Tested.


What else do we know?

Very little. The Oculus Rift, SteamVR's biggest competitor, is launching in the first quarter of 2016. According to the CEO of Oculus, the consumer Rift headset and a PC capable of running it will cost around $1500.

Since Oculus has announced the system specs needed to run its headset, we can guess that the Oculus Rift will cost around $300—conceivably as low as $200 or as high as $400. SteamVR may come in at a higher price point than that.

Many prominent game developers tried on SteamVR at the 2015 Game Developer's Conference, and came away true believers. Cliff Bleszinski called it a transcendent experiencewhen we interviewed him a few days later.


What are the system requirements?

There are no system requirements for SteamVR yet. Because VR requires high refresh rates pushed to two displays, it's going to be fairly demanding. Below are the recommended system requirements for the Oculus Rift, which are likely fairly similar to what you'll need to support SteamVR.

NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP1 or newer


Where can I find out more?

You can follow the SteamVR twitterand the SteamVR page on Steam Universe.

Need for Speed: The Run trailer reveals avalanches and resisting arrest

I have long-since given up trying to predict which Need for Speed games will be amazing, and which ones will be high-speed accidents.

I have long-since given up trying to predict which Need for Speed games will be amazing, and which ones will be high-speed accidents. This latest trailer for Need for Speed: The Run certainly looks like it has the right premise for a great action movie. As for whether that will translate into a great action / racing game? Your guess is as good as mine.

Still, I am excited about the idea of trying to make a proper racing game that also features credible combat and foot-chases. It will be a tough balance to strike, especially because one clunky game element can sour the whole experience. But the payoff could be huge for those of us who like our car chases with a bit of context. Not that I really need a reason to drive a super-car into a Rocky Mountain avalanche at full speed.

Midnight Club 3

While the world marvels at the tightly-honed realism of the latest Gran Turismo instalment, Rockstar is about to hit back with another one of those fast and crazy arcade racers that throw away the restrictions of real life physical laws and just concentrate on fun. Eye-bleeding, face-lifting fun. Featuring 65 licensed cars, 10 different motorcycles spanning standard bikes and choppers, and officially

New YouTube video game network touts focus on transparency

Newsbrief : 3BLACKDOT, an entertainment company founded by some big-name video game YouTubers, today launched JETPAK , a new multi-channel YouTuber network that the team says will have transparency at its forefront.

Angelo Pullen and Luke Stepleton, former Machinima executives, Adam "SeaNanners" Montoya and Tom Cassell of TheSyndicateProject say that the JETPAK network will offer favorable revenue share deals and long-term agreements for partnering channels, alongside a month-by-month subscription model.

Montoya and Cassell are two of the first YouTubers to be part of the network, while Scott "TheMrSark" Robison is also aligned with JETPAK. More information on how JETPAK works can be found on the official website.

E3 2011: Need for Speed: The Run to use Frostbite 2 engine, has foot chases

The new Need for Speed game, The Run got its premier showing at the EA press conference.

The new Need for Speed game, The Run got its premier showing at the EA press conference. For the first time in the series, the game will feature on foot chase sequences.

The demonstration showed a car chase with accurately modelled collisions, powered by the destructability tech in the Frostbite 2 engine. Once the car was totalled, the driver ran from the car and an on-foot chase began.

The chase sequence seemed to consist of a series of quick-time events that powered a series of insane, roof-leaping actions. At one point the driver beats up a cop, steals his car, and the chase resumes.

Need for Speed: The Run will use Autolog, the stat tracking, socialising and stat tracking system featured in Need for Speed: Hot Pursuit. This time, however, Autolog will track your actions, and use that information to change the storyline. It's unclear right now exactly how the tech will work, but we'll know more when we hit the show floor over the next couple of days.

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Jump to Section: Best Price Comments Go to page: Page 1 Page 1 Page 2 First it's a butterfly you're after. Then a pencil. Then it's a shoe and a kebab and an umbrella; then a penguin, a tricycle, a pachinko machine. A synchronised swimmer, a lawnmower, a traffic light. You think that these will be enough, that they will satisfy your sticky urge. But they don't. There are tractors and phone booths,

Need for Speed: The Run trailer hits the desert

[bcvideo id="1083509496001"]
This is the first bit of footage we've seen of Need for Speed: The Run since the slightly mad E3 demonstration earlier this year.

This is the first bit of footage we've seen of Need for Speed: The Run since the slightly mad E3 demonstration earlier this year. The E3 demoshowed a car chase, that turned into a foot race, that turned into a cop-punching mini game, and then back into a car chase. The new footage, spotted by CVG, is relatively sedate, though it's worth noting that those expansive vistas are powered by the same Frostbite 2 engine that DICE are using to build Battlefield 3. The Run is due out on November 15 in the US, and November 17 in Europe.

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Jump to Section: Best Price Comments Pros Absolutely beautiful Engrossing intertwined gameplay A story of epic melodrama Cons Can be button-mashy While beautiful it also repeats a lot Interface borders on clunky Go to page: Page 1 Page 1 Page 2 Page 3 Sometimes a game comes along that's a little bit like a slap in the face. It's not that you couldn't imagine a game like it ever might exist, but you

Ori and the Blind Forest Definitive Edition delayed to spring

Ori and the Blind Forest is gorgeous, fun, and tough, and enough of a hit that a Definitive Edition, with new areas and mechanics, was announced this summer.

Ori and the Blind Forest

is gorgeous, fun, and tough, and enough of a hit that a Definitive Edition, with new areas and mechanics, was announced this summer. The plan, as noted by Gamespot, was to have the new version out for the fall, which as you may have noticed did not happen. And yesterday, developer Moon Studios revealed on Twitter that the update won't be out until early-ish in 2016.

In official news: We want to let our fans know that you can play Ori Definitive Edition in Spring 2016 & will have more news to share soon! December 22, 2015

Specific reasons for the delay weren't given, but the trouble can most likely be traced back to the fact that this is apparently going to be a very big update. The Definitive Edition will have "new areas, new abilities, more story, more features, more everything!" the studio tweetedin a follow-up. "Built with the same care and love as the original game."

The Definitive Edition won't be free for owners of the original, but it will be available to them as DLC at a discounted price. The cost hasn't been revealed, but if this looks like your cup of tea you can score the original releasefor 12 bucks—that's 40 percent off its regular price—during the Steam Winter Sale, which runs until January 4.

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Jump to Section: Best Price Comments After feeling your heart flood with air guitar warmth during the opening sequence, going on to nail a couple of new tracks in Arcade mode and opening up the Gran Turismo Resort map, how does GT4 reward you for completing your first cup? With a 1.4 Volkswagen Lupo. Geez, not much has changed, then. Developers Polyphony Digital still want to make you drive your ass

We've made no secret that one of our biggest concerns about this upcoming console transition is how platform

makers will handle distribution for smaller game developers. Game machines are nothing without software support, and in an age where a lot of indies are making more on Steam than they are with the same games on consoles, a platform holder's strict guidelines and expensive certification processes are starting to feel a little antiquated.

Indies to Sony: Let us in!

Ahead of tonight's imminent announcementof Sony's next home console, we took to Twitterto ask you, our audience of game developers, what you want from the next round of home consoles.

And if the volume of responses requesting that Sony let indies into its walled garden are any indication, you share our concerns.

But don't just take our word for it, here are a few select tweets from the community.

@ gamasutraEasier and less terrible points of entry for smaller indie developers.

— Marigold Fleur ~✰ (@Xenobotanist) February 20, 2013

@ gamasutraFreedom.

— Yannic Geurts (@xzbobzx) February 20, 2013

@ gamasutrabetter and friendly sdk/tools for indie developers

— David Amador (@DJ_Link) February 20, 2013

@ gamasutraEase of indie. Not having to buy into the entire ecosystem. Games first, other media second. Not having ads as a subscriber.

— Morac (@DoktorLoy) February 20, 2013

@ gamasutraAccessibility for developers. Being able to build games to my 360 after 10 minutes or less of setup is really cool.

— Jimmy Albright (@JimmyAlbright1) February 20, 2013

@ gamasutrazero-cost instantaneous app updates (like on steam), some way for indies to release games that can get noticed

— ben burbank (@bburbank) February 20, 2013

@ gamasutraopen environment to develop :/ or at least cheap

— Facundo Mounes (@facundomounes) February 20, 2013

@ gamasutraFREEEEEEEEEEEEDDOOOOOOOOM! (rips out intestines)

— Lars Doucet (@larsiusprime) February 20, 2013

@ gamasutraAccessibility for independent developers to develop games for the console and sell/promote their content in an online marketplace

— Chris Germano (@chris_germano) February 20, 2013

@ larsiusprime@ gamasutraI second this: freedom from arbitrary fees, and freedom to distribute without gatekeepers.

— Craig Stern (@sinisterdesign) February 20, 2013

@ gamasutraAs an inspiring indie developer, I’d love easy access to SDK’s and digital distribution through the consoles own store.

— Jacob Herold (@JacobHerold) February 20, 2013

@ gamasutraBetter promotion and discovery of digital games is definitely a big one from my perspective.

— Tara J. Brannigan (@kindofstrange) February 20, 2013

@ gamasutra1. Open for dev. at least until publishing. 2. Not too hard to build a game engine for. 3. Excellent network support.

— Klaim - Joel Lamotte (@MJKlaim) February 20, 2013

@ gamasutraDefinitely an easy way for indies to get their games on platform. XNA-like tools on all platforms. Low developer subscription.

— Mauro Almendariz (@IVIauricius) February 20, 2013

Will Sony manage to convince us that the next PlayStation is a viable platform for your next game? Tune in tonightto find out.

Is the customer always right? Devs talk feeling the pressure

On March 12, 2012, a disgruntled fan of the Mass Effect series posted a message on the official BioWare forum outlining the reasons why he was frustrated with the Shepard trilogy’s ending. The post is addressed to Mass Effect 3’s developers and writers and outlines, under a series of bolded headings, a litany of their supposed failings. Some of the author’s frustrations sprung from the shortfall between

Microsoft Game Studios hiring for "AAA strategy game in a well-loved franchise"

We love Microsoft's and Ensemble Studios' Age of Empires series.

We love Microsoft's and Ensemble Studios' Age of Empires series. Those games are so well designed, they hold up even more than a decade after release. Just ask Sam, who reviewed spin-off Age of Mythology: Extended Edition, a spruced up version of the original game. Microsoft has been giving the series some love lately, cleaning up and releasing the Age of Empires games on Steam. Could it be gearing up for a proper sequel? A recent job listing gives us reason to hope that it is.

Our friends over at CVGfirst noticed a Microsoft job listingposted to the company's careers site. Posted on April 28, it's looking for a principal software development engineer lead to join Microsoft Game Studios at its headquarters in Redmond Washington. The crucial clue here is that this experienced senior games developer will be working on “a new AAA title within an established and well-loved strategy game franchise.”

Microsoft Game Studios owns a lot of franchises, so this could be anything, but between “AAA,” “strategy,” and “well-loved,” Age of Empires fits the bill. Another good contender is Halo Wars, a real-time strategy game that was released on Xbox 360 in 2009, and also developed by Ensemble Studios. It doesn't come up often around these parts, but an 82 on Metacriticprobably qualifies as “well-loved.”

Last night during Sony's presentation unveiling its PlayStation 4 console, Sony's Mark Cerny made a vague

promise that the system would be "the most open console" for developers to get games to players. How restrictive this next generation of consoles will be has been one of our primary concerns…in an age where developers are cleaning up on Steam, the iron gates of console distribution are starting to look a bit archaic to a lot of you.

Q&A: What does Sony's 'most open console' promise mean?

How restrictive this next generation of consoles will be has been one of our primary concerns…in an age where developers are cleaning up on Steam, the iron gates of console distribution are starting to look a bit archaic to a lot of you. In fact, when we asked you guys on Twitter what you wanted out of the next generation of consoles, the most common answer by farwas to ease up and let developers in.

So, as promised, we followed up with Sony to see what they have in mind. We spoke with Sony Computer Entertainment World Wide Studios president Shuhei Yoshida on Thursday to find out what being "open" means, whether the PlayStation 4's automated discoverability means Sony is free to allow weirder games on its service, and just how the company plans to convince consumers that they need to buy yet another dedicated video game box in an age where people seem pretty pleased with their smartphones.

There was a promise made at the presentation yesterday that the PlayStation 4 would be "the most open console" for game developers, what was meant by that?

I don't remember exactly what context he said it in. He was talking about the architecture choice we made this time. We really went for the most common, most popular basic component. And we started from there. So I think that he is talking about "open" in terms of how familiar [the architecture is] to most developers. But I'm not totally sure…

Let me ask another way, then. I understand that the PS4 is accessible from a development standpoint -- once you are a licensed PlayStation developer. What I'm wondering is if Sony is lifting any restrictions, perhaps? Or making it easier for a smaller developer to get onto the PlayStation 4 than it was for the PlayStation 3?

Yeah, that we really want to do. We believe in smaller developers. They are very creative and they go out of the norm to do something really amazing. So we really want to make it easier for them to come to our platform and publish. And we know there are many things we can do, in talking with these guys and asking what they want us to do. And one effort we've been doing in that context is the PS Mobile platform. That doesn't even require the purchase of a dev kit. It's totally software driven, and they can develop games… on PC, for example. And once you decide to publish it, you want to test it on the final hardware, but you don't have to acquire a pricey dev kit.

The approach to PS4 we're internally working on is, I hope to see somewhere in-between the current model that we have on PS3 and the PS Mobile totally software-driven model. We could continue and go and expand the PS Mobile approach, but the beauty of developing games on console is we allow the developers to go really deep into the hardware, and to unlock the potential. And so in order for us to do that, the developer has to have the dev kit to work on. So at least initially, we have to provide the dev kit to make games on PS4.

I just want to make sure I understand what you said, you said your vision for you want to go with that program is somewhere between PS Mobile's open accessibility and the PS3's closed gates, somewhere in-between?

Yeah, that's our direction.

Does the PS4's PC-like architecture mean that dev kits might be easier to manufacture, and might be less expensive this time around? Could they be going out to more developers than in the past?

We usually don't talk about the pricing of the dev kit. But yeah, I'd say it can be cheaper. But I don't know if it's cheap enough for those indie guys. Because it's not just the cost of hardware, it's also the SDKs and tool chains and dev support and all those costs.

So I guess what I'm hearing is that you recognize that you need these smaller guys to be on PlayStation, and you're trying to sort out still how to get these tools in their hands?

I'm saying we want them to be on our platform. You said we need , but it's more like we want .



One big feature being pushed at last night's presentation is a more organic means of content discoverability for users, relying more on their histories and their friends than on what Sony chooses to promote. Does this open the door to distributing more games than you have in the past, now that a lot of that virtual shelf space has been freed up?

Absolutely, yes. We love having lots of different kinds of content. It's hard to find the right content for particular users, so we want to make a service so that we know their preference and we'll be able to prioritize what we push forward to particular customers when they open the software. So we are trying to serve as much information that we think they like onto the system menu.

Sure, but because that discoverability is more natural now, does that mean that Sony might be more open to distributing some games that they wouldn't have before? Maybe titles that are more obscure or niche or weird can be on PlayStation, now that Sony doesn't have to worry about how to display and curate them?

As far as the self-publishing is concerned, I think we already have a pretty open stance to get many different kinds of content…

Through PS Mobile or in general?

I think it's just another degree. I don't understand what level of "weirdness" you're talking about. But in a general sense, the answer is yes, we'd like to make it so that lots of different kinds of content are published on the system and still be able to reach the right kind of audience for that particular content, even if that content is pretty niche.

These last two console launches have been performing below expectations, Sony has come out and said that the Vita is selling below expectations, and the Wii U's January performance [in the U.S.] was a record low for any currently available systems…

…did we say that?

Yes, actually. I don't have the exact quote, but it was insinuated along with the price cut in Japan that the Vita was underperforming.

No no no, he didn't say it- [ Yes, he did.- Ed.]

Okay, fair enough, but the general perception is that the Vita has not sold as well as one might have hoped , and the Wii U certainly did not in January. One might argue that dedicated video game consoles are falling out of favor in the public eye, and I'm wondering how Sony would respond to that and convince consumers that there still is a place in their home for a new video game-centric box when most seem to be pretty satisfied with other devices that also happen to play games?

Well said. Yes. The answer is yes. We have to provide something compelling to consumers to purchase right? So it's as simple as that. Unless we do that-

It's as simple as what? What did I say that you're saying "yes" to?

We have to provide something very compelling. We believe a generalization like what you said, that no console will sell, is wrong. It's very wrong. And we have to prove it with PS4. And PS Vita, for that matter. We've been making efforts to make it more appealing to more consumers. And we just announced the price drop in Japan, and we provided more information about games coming out this year.

So from your perspective, what is the push for consumers to buy the PS4 then? Is it just the social aspects? What makes the PS4 stand out to make people want to buy one?

In the end, we have to provide games that they want to play. That's the most important thing.

So software exclusivity?

You may say that, but it's not just the exclusive software. Exclusive software matters when people are comparing different systems. But [in terms of getting someone to buy a new console] it doesn't really matter, to me at least, if a game is exclusive to PS4 or if it's provided on all consoles. It's true that everybody plays games on cell phones or tablets, and many people are just happy in doing so. For many people playing games, it's just passing time. They don't want to spend money to buy hardware, and they don't want to spend money to buy games. Many games on smartphones are free. So for those people, it's very hard to convince…not only that you have to buy this thing, this hardware, but there are many other people who are willing to spend money to get some great game experiences. And we're going to provide something great for those kinds of consumers.

Isn't that kind of consumer shrinking in numbers?

It's a demand and supply issue. If we don't provide something great for these people, they don't buy. So which is the cause? It's kind of difficult to judge. Once we provide something great, there will be more and more people who are willing to spend money.

Courtesy of the GDC Vault is an in-depth lecture from Halo game designer Jaime Griesemer, who discusses

the intricacies of tuning the franchise's plasma rifle and its effects on other parts of the game. Here, Griesemer follows up his popular GDC 2010 talk on how changes to the sniper rifle affect Halo 3 's multiplayer balance.

Video: Why Bungie spent so long fine-tuning Halo 's plasma rifle

's multiplayer balance. In this GDC 2011 talk, he looks at Halo 's single-player combat and the primary tool for balancing the game's Legendary difficulty level.

He also explores how the changes in the plasma rifle impacts AI design, player movement speed and even aspects such as storytelling and networking.

Session Name: Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise

Speaker(s): Jaime Griesemer

Company Name(s): Bungie

Track / Format: Game Design
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Tales of Middle-Earth mod brings the War of the Ring to Age of Empires II

We never turn down the opportunity to send men to their deaths to recover a piece of jewelry.

We never turn down the opportunity to send men to their deaths to recover a piece of jewelry. Lord of the Rings continues to be great modding fodder, proven most recently by Tales of Middle-Earth. The total conversion adapts RTS classic Age of Empires II, adding 18 LOTR factions ready to clash steel on maps based on iconic battles.

Tales's team created "over a hundred buildings" to erect and tear down at will as you march upon the enemy, including "famous Middle-Earth landmarks like Orthanc, Barad-dûr, The Golden Hall, or Elrond's Homely House." Almost 30 new unit types are also included, which means you can finally set an army of Uruk-Hai against a gaggle of elves as punishment for shooting them in the nose at Helm's Deep in the films.

Multiplayer support and custom scenarios also work with the mod, so you and a friend can grapple for the One Ring together—in a gentlemanly way, of course. Mod DBhouses all the necessary files to get started. Hey, you were looking for an excuse to reinstall the excellent Age of Empires II anyway.

Dean Hall is making a SteamVR game

Dean Hall is a busy chap.

Dean Hall is a busy chap. In addition to making an "emergent narrative MMO" named Ion, he's also making another, unannounced game, along with one more announced game for Valve's SteamVR platform. He revealed as much to Eurogamer, though he stopped short before spilling any more details about the latter project.

"[Valve's] Chet Faliszek was like a huge mentor to me," Hall explained to Eurogamer's Oli Welsh at E3, after revealing that he'd "kind of told Valve" he'd make a SteamVR game.

"He contacted me very early on in DayZ's development and he's been all through everything - he's been a huge mentor. And I actually got a chance to seem him speak, and I spoke myself, at Slush Play [a gaming and VR conference] in Iceland. And, to be honest, that was the final convincing for me. So I really liked what he had to say."

We can only speculate what sort of virtual reality game Dean Hall, and his development team RocketWerkz, are making, but we do know a bit moreabout Ion. The MMO will simulate body organs (huh), and feature a Diablo-like isometric camera.

Thanks, Eurogamer.

Age of Empires 2 might be coming to Steam

This came to light when the app was updated just yesterday with a boatload of new achievements, which refer to many of the factions from AoE2 and its expansion.

The dataminers at steamdb.infohave made a potentially exciting discovery for classic RTS fans: the unreleased entity currently known only as "ValveTestApp221380" is probably Age of Empires II.

This came to light when the app was updated just yesterday with a boatload of new achievements, which refer to many of the factions from AoE2 and its expansion. You can read the full list on Reddit. There is no indication of a release date, but the influx of achievements suggests that it might not be too far off.

It's been 14 years since AoE2, but it's still considered the pinnacle of the series by many fans (I'm partial to Age of Mythology, myself, but it's a very close second). You can still see the complete edition on the bargain shelves at quite a few retailers here in the U.S., so it isn't like it's been unavailable for a significant period of time. As with all older games, however, there are inevitable compatibility issues on operating systems a decade or more removed from the original release. A Steam version could address some of these issues.

Arma 3 video teaches you how to helicopter better

A new Arma 3 community guide has landed in a hot LZ: this time, the subject is air assaults.

Shack Tacticalfounder Dslyexcireturns to narrate the first episode of season 3 of Arma's community guides. The video gives an overview of the coordination and planning required to bring infantry into a mission zone in the best military sim around.

“Helicopters fly fast, low, and can land pretty much anywhere you can fit the rotors into,” Dslyexci says. “With sufficient helicopters or multiple flights, you can transport a large number of infantry practically anywhere you need to in a short period of time… It's a welcome option, considering the massive terrain sizes of the Altis and Stratis islands.”

Ferrying infantry to missions might sound like gruntwork to you, but it's one of the most interesting and rewarding parts of the Arma universe. Anyone who volunteers to pilot in Arma is a few bad seconds away from killing all of their friends, so prospective pilots should listen up before putting on a flight suit. Learning from Dslyexci is a valuable opportunity, because he's a master of the air taxi.

Check out more Arma videos at Bohemia Interactive's official Youtube channel. We named Arma 3 our 2013 Sim of the Year.

Counter-Strike: Global Offensive devs working on a new, curiously whimsical sandbox game

Having worked on Counter-Strike: GO and Defense Grid , can you guess what Hidden Path Entertainment is doing next?

, can you guess what Hidden Path Entertainment is doing next? You probably wouldn't have guessed a game that was "two parts Minecraft and one part Fez with a dash of Proteus' dreaminess sprinkled over the top" on your first try, but that's pretty much exactly what they're doing with Windborne, a single- and multi-player game featuring friendly pet dragons wiggling to a tinkerbox soundtrack.

Talking to Destructoid, Hidden Path's Michael Austin says that there is "an evolving single-player mystery that players can choose to investigate at their own pace, and you can continue to invest time in your island or guide it towards a self-sustaining state in order to focus more on exploration, interaction, and collaboration with other players... [or you can] just completely ignore the quest lines and just build, and at any point you can take your single-player world online."

I'm fairly certain this is the most aww -worthy thing I've seen in gaming since the incineration of my weighted companion cube. You've got a floating sky-island stuffed full of treasure to explore. Your building blocks are encased in bubbles to facilitate your effortlessness in tossing 'em around, and you'll get to visit friends' islands and even breed an army of baby dragons . I'm currently squealing at a pitch only dogs can hear. Windborne's aiming for a beta release via Steam Early Access late this year.

This Arma 2 firefight video has a teeth-gritting, cinematic ending

What does it take to rattle 80-some veteran players of Earth's most hardcore military sim?

ShackTacbossman Dslyecxipointed me to this insane firefight and extraction attempt in one of his recent videos. Short on ammo, shorter on men, and their backs literally against a wall that may or may not be indestructible, Dslyecxi leads the survivors of a trapped infantry unit as they improvise an escape plan.

Dslyecxi contextualizes the chaos: "At themark, we're all critically low on ammo. As a fireteam leader, I've given everything I had left to other members of my fireteam, and I'm running around trying to see what we're going to do next. There are enemies swarming all over the exterior of the compound and we have reason to believe that they've started to breach into it in some areas as well. It's very much a fog-of-war period at that point. There are reports that the convoy has arrived, and while I saw a few of our vehicles earlier, I heard quite a few explosions and wasn't sure if they were still alive. I'm just waiting for orders and seeing where I can help out in the meantime. We get those orders a few minutes later, which starts the chain of events leading to the crazy finale."

We've highlighted a few more of Dslyecxi and other Arma players' variously heroic and hilarious moments in the past: watch them here. Dslyecxi also has a Patreon pagewhere you can support his continued creation of combat and tutorial videos.

Counter-Strike: Global Offensive's seasonal update brings new maps and deadly gifts

Like a drunken uncle, CS:GO is going to be offensive this Christmas.

Like a drunken uncle, CS:GO is going to be offensive this Christmas. It'll be making lewd jokes, swearing incoherently, and... oh, the other kind of offensive? I guess that makes sense. In that case, the Winter Offensive update will bring a new case of weapons skins, a new e-sports crowd-funding case, and - in a limited format - two new maps. All in all, it's not very wintry. But is it offensive?

Valve say they want to make the new maps "as fun and balanced as possible". To that effect, rather than release them to the general public, they're being restricted to community servers and offline play, as well as trialled for a limited through official matchmaking via Operation: Bravo. Here are the new arenas:

As for the seasonal part of this update, Valve explain the gift-giving connection: "The Winter Offensive Update is shipping with three types of gifts for the giving: the Gift Package, which will give a random item to one random player in your match; the Pallet of Presents, which will give random items to up to nine people in your match; and the Audience Participation Parcel, which will give random items to up to 25 viewers watching your match."

Head over to the Winter Offensive micro-siteto see the new weapon skins. For more on the new maps, take a look aton the CS:GO blog.

Humble Weekly Sale takes a Bohemian turn

The Humble Weekly Sale's latest pay-what-you-want package is shining a light on Bohemia Interactive's catalog of war games, sci-fi, and zombie mayhem.

catalog of war games, sci-fi, and zombie mayhem. With its inclusion of the first two entries in the Armaseries, the Humble sale puts you in the hot seat for some of the most amazingly complex military simulations of recent years.

Any contribution over $1 gets you Steam keys for the following games from Bohemia's library:

Arma II Arma: Gold Edition Arma Tactics UFO: Afterlight Alpha Prime Take On Helicopters

If you pay $6 or more you'll also get your hands on two more titles:

ARMA II: Operation Arrowhead Carrier Command: Gaea Mission

Although free on Steam already, Humble is also throwing in a game key for the Arma II: DayZ Mod, the forerunner to the white-hot, post-apocalyptic survival sim DayZ: Standalone. Creator Dean Hall's original DayZ Mod requires both Arma II and the Arma II: Operation Arrowhead expansion in order to play, so this discounted package could be a good way to get a look at the game's frightening landscape. If you've been on the fence about whether or not to investin the DayZ: Standalone alpha testing phase that began last month, some time with the original modshould tell you a lot about what to expect.

The sale runs for the next five days or so with charity contributions going to the Electronic Frontier Foundation and the American Red Cross.

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