
Dishonored's lead level designer Christophe Carrier has labelled the PlayStation 4's impressive memory specs - 8GB of super speedyt GDDR5 RAM - "a joy".
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Capcom's annual financial report suggests that the publisher will be looking to turn out titles much quicker than before and rely on smaller focused development teams to get the job done.
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Take-Two Interactive's CEO, Strauss Zelnick, has suggested that the company may be a little hesitant when it comes to the possibility of moving their stable of mature titles onto Nintendo's upcoming new home console.
"We haven't announced anything," said Zelnick regarding that matter. "I'm skeptical."
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Gearbox concept designer Scott Kester has talked of the studio's apprehension when it came to redesigning certain things in Borderlands in order to make it a distinctive title, going to say that the focus of this sequel is to create 'something worthy of the original.'
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A couple of days ago, LucasArts' Clint Hocking wrote a piece in EDGE that lamented the 'Viking' culture Hocking felt prevailed in games development and made a big issue of the gender imbalance in studios, outlining a vision whereby women might feel more at home in the industry.
Today, however, in correspondence with GamesIndustry.biz female game developer Quinn Dunki has criticised Hocking's column, suggesting that such rallying rhetoric is 'an aspect of the problem' and that gaming should be a meritocracy with those at the top making particular effort to be critical of internal biases.
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Ubisoft have been rather consistent in their clamouring for the next generation of consoles, it was only in April that CEO Yves Guillemot re-iterated his view that the long console cycles were hurting rather than hindering creativity. It is a topic with which PC gamers will be long-familiar, and now Ubisoft Montreal's executive director of production services Yves Jacquier has called out the console manufacturers too.
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Clint Hocking, creative director over at LucasArts, has railed against developmental working environments, likening the cultural conditions to those of the Vikings in his column over at EDGE.
Specifically, game development studios and their teams are largely staffed in the same way that Viking longships were crewed. Consequently, the culture is overflowing with beer and pent-up aggression, and a very significant portion of our overall cultural output is fart jokes. I think we can do better. - Clint Hocking
He also calls for an increase in the number of female developers, not to specifically target female gamers, but rather to 'ensure that the development culture in game studios becomes more reflective of our culture at large'.
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Good news everyone, the promising PlayStation Move title, Sorcery, is still in development despite disappearing from our radars for almost a year. Hugo Bustillos, Sony’s UK PR Executive today confirmed to us: “Yes, Sorcery is still in development.”
There are no details on a release date as of yet, we imagine there’s still some time to go. The last sign of life we had from the developer, The Workshop, was a job listing at Game Guzzler for a UI (User Interface) Artist, posted back in May this year.
Click here to read the story of Sorcery's development so far

If you’ve read any of my previous musings (and a virtual high-five to you if you have) you will know how I value computer gaming as an artform, specifically as a platform for interactive storytelling. Much like a fine wine these creative ideas require time to mature, to blossom into the experiences we revere so much. Of course, while most developers would love all the time in the world to finish a game (just ask 3D Realms) it is a reality that this is not possible as the ones who finance these projects are looking for a cash return, preferably a big one, and even more ideally they want that cashflow as soon as possible.
Yesterday’s reports of Dragon Age II’s rushed development have once again brought this issue to attention, and while the topic has been discussed many a time over the years, it did get me thinking; will the need to make money as quickly as possible eventually reduce franchises we love to uninspired yearly outings? Perhaps it is not the development time that is the issue, but the weight of expectation the media or we as consumers place upon a franchise that causes it to buckle? I decided to delve a little into the topic to see for myself.
Hawke wasn't happy with the talk about his game...