UPDATE: Bethesda have issued a statement stating that Carmack will still be offering support for the projects underway at id: “John has long been interested in the work at Oculus VR and wishes to spend time on that project. The technical leadership he provides for games in development at id Software is unaffected.”
John Carmack, the technical wizard behind id Tech, has announced that he will be taking up the "full-time" position of Chief Technical Officer at Oculus, the makers of the phenomenal Rift.Click here to read more...
I can’t speak freely about PS4, but now that some specs have been made public, I can say that Sony made wise engineering choices.
— John Carmack (@ID_AA_Carmack) February 21, 2013
id Software's tech wizard, John Carmack, has applauded Sony's work on the upcoming PS4, tweeting that he felt the hardware developers have made some "wise engineering choices".
“I can’t speak freely about PS4, but now that some specs have been made public, I can say that Sony made wise engineering choices,” he said.
No doubt that has something to do with the PS4 being economically built around an affordable supercharged PC core structure.
Warren Spector (him of Deus Ex and more recently Epic Mickey fame) has issued a challenge to the development community, suggesting that veterans like John Carmack and Tim Sweeney should apply their considerable talents to non-combat AI rather than engines and rendering. He believes that games are still poor at conveying "basic human interactions," and concentrating on that front will pull the industry forward.Click here to read more...
During his annual keynote speech at Quakecon 2013, id Software's John Carmack apologised for RAGE's poor PC performance at launch, while insisting that the studio is now totally "focused" on developing Doom 4. Don't expect to play it any time soon, though.Click here to read more...
We love John Carmack here at Dealspwn. Jon even wrote him a poem once. So when Mr. Carmack talks, we listen. In a new interview, the id Tech genius has revealed that he's really not all that excited by the prospect of the next console generation, suggesting that pretty much any creative vision a game director can come up with can be realised "pretty well" right now.Click here to read more...
The daddy of the FPS - id Software's Wolfenstein 3D - has turned 20 and, to celebrate, Bethesda have released the creaking shooter as a free browser game. You can check it out either on Bethesda's official site, or on their Facebook page.
Watch the trailer above for a walkthrough from John Carmack, giving some insight into the game's making and the development processes that kickstarted the most persistently popular genre in the industry.
Between you and me, if the likes of Epic, Bethesda and Naughty Dog continue to pump out fantastic titles like Gears of War 3, Skyrim and Uncharted 3, I'm happy to sit with my Xbox 360 and PS3 a few years longer. I'm in no rush to upgrade. Sadly, the state of the industry demands change, as publisher profits decline and consumer interest wanes. However, while we always look forward to the visual jump every new generation of consoles ushers in, id Software's technical genius John Carmack has urged fans not to expect as "epic" a leap forward as past machines.Click here to read more...
John Carmack, id Software's technical genius, has suggested that violent games can actually reduce aggression and violence. Chatting to IndustryGamers, the man behind Doom maintained that the cathartic effects of gaming made for a more peaceful crowd than you'd find in other sections of society.
I really think, if anything, there is more evidence to show that the violent games reduce aggression and violence. There have actually been some studies about that, that it’s cathartic. If you go to QuakeCon and you walk by and you see the people there [and compare that to] a random cross section of a college campus, you’re probably going to find a more peaceful crowd of people at the gaming convention. I think it’s at worst neutral and potentially positive. - John Carmack
Carmack's not alone either. Earlier this year in a preview presentation for Prototype 2, developers Radical Entertainment noted that catharsis was a big reason behind the success of the original game. Empowerment fantasy has been a mainstay of gaming for years. We'd like to see some comprehensive studies undertaken, though...if only to keep Fox News off the industry's back for a little while.
Jon has a Games Buzz a-brewing regarding the threat smartphones present to the next line of handheld consoles. It'll be a great read, so check it out this afternoon. In related news, John Carmack - the legendary id Software designer - has been weighing in on the matter himself. He's spent his entire career shaping our industry's visual technology, and according to Carmack, it is "unquestionable" mobile gaming will surpass its console counterparts in the near future.Click here to see what Carmack had to say
John Carmack, the renowned id Software programmer responsible for the then-groundbreaking visuals of Wolfenstein, Quake and Doom, expects the next line of consoles - be it the Next Xbox or Playstation 4 - to offer ten times the power of our current boxes, and he's anticipating they'll release in the "next couple of years".Click here for more
Here at Dealspwn we have a strong admiration for the gaming pioneer that is John Carmack, in fact Jon has even written him a heart-felt poem for the main man in the past. When he talks, we listen, and once again Carmack has dropped some pearls of wisdom for us to contemplate over, this time regarding his theories on the direction the industry will be taking in the future.Click here to read more...
We love John Carmack, Jon even wrote id Software's programming legend an openly romantic letter last month, and in the latest issue of GamesTM the man behind id Tech 5 has lavished praise upon the current generation of home consoles, although admitting that he personally prefers the Xbox 360.
Ignore the cynicism, it's Valentine's Weekend! Instead of 'Why We Love...', this week it's more of a 'Who We Love...' to get into the spirit of things. With that in mind, a few members of the team took the opportunity to show the world how they feel...
This Valentine's Day I only have eyes for a certain Drell mercenary. I have always been notoriously picky when it comes to matters of the heart but any human foolhardy enough to wish to woo this childish daydreamer now has an even more monumental task on his hands. For what mere mortal could compare to this handsome and exotic alien with the strength, skill, bravery and rapier mind of an assassin but the heart and soul of a tortured poet? Sure he is riddled by guilt and the angstiest of existential angst but he more than makes up for it with his fascinating, mysterious past, gentle manner and quiet capability.
We could go to a quiet little bar somewhere in the far flung reaches of the galaxy and he could call me "Siha" in that achingly melodic voice. And later, from our cosy little space ship (shhh, in this fantasy he's not dying ok?!) we could look back on that magical first Valentine's night and he could recall it exactly. How full the moons were, the way their light played upon my hair, how I squealed when he noticed a rare Kahjian bug nestled in it, how he told a slightly risqué turian joke and made me laugh until my ice brandy shot out of my nose... Every little detail. Every. single. tiny. little thing.
On second thoughts, I wonder whether Link is still available...
2010 has brought us our fair share of unforgettable gaming heroes and villains... but the real world has provided us with an even more exciting motley crew. Our industry is dominated by larger than life characters and epic battles of good vs evil; so before this year comes to an end, it's time to take a look at the top ten gaming industry figures. And subject them to judgement.
Angels with dirty faces: Honourable Mentions
It takes a big man to brag about games to the media, but it takes an absolute legend to quietly soldier on with crafting exceptional technology. id Software's omniscient savant has been hard at work creating id Tech 5 and introducing us to the glorious Megapixel... and in his spare time, managed to get it running on an iPhone 4. Just because he was bored. John Carmack is mild-mannered, polite, enthusiastic and a GOD; easily deserving his place on the list.
You don't have to be a slick executive or a multi-millionaire to be a gaming angel. Despite being a hardworking independent developer with another day job, MStar Games' Mike Bergenstjema is always willing to lend a hand and offer advice to other Xbox Live Indie developers as well as stalwartly championing the undersung service at every opportunity. I've received numerous reports of him stepping in and going the extra mile to help games pass peer review and assist with other people's coding problems- which makes him an angel in our book.
It's been a great year for XBLIG- and with developers like Mike on the scene, we've no doubt that 2011 will be an absolute blinder.
Good ol' Gabe was always going to make an appearance. Valve's co-founder may be a cynical emergent tycoon, but he continually demonstrates unique kindness and charm despite constantly missing release dates. Well, nobody's perfect. Hiring loads of aspiring coders and putting them to work demonstrates that he recognises and awards upcoming talent (just look at Turtle Rock)... and he's more than willing to lumber onstage and open up their wares to Sony fans and Macintosh users alike. Nice one Gabe.Read on to discover the archangels... AND THE BIGGEST DEMONS!
John Carmack is a God [stop it- Ed] the legendary genius behind id Software's entire games lineup- and recently wowed us by porting RAGE's megapixel technology to the iPhone 4 (which you can now download as of yesterday). However, it seems that he hasn't lost his drive to experiment with new technologies- as he's recently revealed that he has an "itch" to create a downloadable Kinect title despite deep reservations about the peripheral's potential for traditional shooters.
I can’t use Kinect for our real games; there just isn’t a place for our current FPSes on there. But it’s an interesting technology, and an Xbox Live game would be the perfect platform to do something like that on, at about the same scale of [a game for] an iOS device. - John Carmack to Joystiq
The mind boggles- and it's time to hedge your bets. What would you like to see id Software bring to Kinect? Drop us a line in the comments! [Joystiq]
I'm not even angry. I'm being so... sincere... right now. It's common knowledge that Valve exists in a parallel dimension where time operates in strange and mysterious ways, causing software delays to be the rule rather than the exception. After crushing our hopes for a 2010 release back in June, Valve have delayed their highly anticipated Portal 2 for a further two months. Here's the full (and hilarious) press release for your delectation.
Valve today announced that Portal 2 -- the sequel to the ground-breaking title that won over 30 game of the year awards, despite missing its original ship date -- will now be available the week of April 18th, 2011. This two month slip not only marks the shortest delay in Valve's proud tradition of delays, it represents the approaching convergence of Valve Time and Real Time. Though this convergence spells doom for humanity, it will not affect the new Portal 2 release date.
The "new Portal 2 release date" has been confirmed (via Shacknews) to be April 22nd here in Europe.
Bungie's partnership with Activision rocked the gaming world earlier this year... and if you want to be in on the ground floor with their mysterious upcoming IP, they've issued a call for alpha and beta testers.
Got a valid Bungie.net account? Fancy beta testing their new title? Your mission, should you choose to accept it, is to hit this link and fill out the form.
Just when you thought the Playstation 3 couldn't possibly offer any more in terms of multimedia value, we've heard reports that yet another free on-demand service is on the way. According to Media Week, Channel 5 are "in talks to bring Demand Five To PS3," meaning that yet another catch-up TV service could soon be integrated into the console.
Demand Five content can currently be viewed via the PS3's web browser- but an officially branded application should allow for easier navigation, better video quality optimisation and the ability to rent premium programmes. [Digital Spy]
id Software's legendary Technical Director John Carmack wowed us all at this year's QuakeCon with an iPhone port of RAGE, their anticipated new IP. Tim Willets filled us in on some more choice details during our Eurogamer interview, but Carmack has now unleashed the big picture in a (very technical) post on the Bethesda Blog.
Entitled Mutant Bash TV, this standalone title will be a fast and furious FPS that focuses on immediate fun rather than canonical exposition. Score and multipliers will play a key role in gameplay, taking place in a brutal reality TV show set in the RAGE universe.
Beyond basic survival, there are pickups, head shots, and hit streak multipliers to add more options to the gameplay, and there is a broad range of skill levels available from keep-hitting-fire-and-you-should-make-it to almost-impossible. - Carmack
Sounds like fun- and a perfect fit for a handheld device. Unfortunately there won't be much hope for a full RAGE iPhone port, however, as Carmack continued to state that it would be a "hopelessly bad idea" despite the fact that it's technically possible. [BethBlog]
As an rabid exponent of Xbox Live Indie games, I was utterly dismayed to discover that Microsoft have squirrelled the Indie Games channel behind yet another menu in the redesigned game marketplace. Despite the fact that this impressive stable of Indie developers are arguably the main unique selling point that the 360 has to offer (the jury's still firmly out on Kinect), their online presence has been buried alongside Game Room's bloated decaying carcass and behind the Avatar Marketplace!
Many Indie developers have railed against this new state of affairs, stating (rightfully) that the decreased visibility will negatively affect their sales. This rides on the back of months of poor Microsoft communication and broken sales lists that have dented Independent sales even further. Microsoft should be making the Indie Games service more visible and accessible- not hiding it! Remember, however, that you can also browse the catalogue and queue up demos or downloads in your web browser, here.
Oh, and don't you dare stop at the avatar marketplace on your way to the Indie Games. I'll know.
UPDATE: Vote here to bring the service to Microsoft's attention! It'll only take a minute to register and will make a huge difference.
Keiji Inafune may have given in his notice to Capcom, but that doesn't mean he hasn't finished running his mouth. In a series of parting blows to both Capcom and the Japanese gaming industry in general, the former R&D chief explained that the current system forces hardworking creatives to become salaried drones and encourages laziness.
In short, it's like a communist state. Working as hard as you can is your own loss. Not working hard becomes more advantageous. But doesn't that get in the way of making games? You can't make good games by just taking it easy. -Keiji Inafune to 4Gamer (thanks, NeoGAF)
Just reminding you that Lord Of The Rings Online is now free to play in Europe. We brought you the news back in June, but the F2P model is now up and running. It's a big download, but probably worth a look.
Thanks to Janine for the tipoff, and silkhuk at Hot UK Deals for getting the word out!
Chances are that if you like shooting things in the face, you've played a game Tim Willits has been involved in. Now the creative director of id Software, Tim's been busy along with team preparing the studio's first brand new IP in a while: RAGE. We caught up with Tim to ask him a few questions about uncomfortable apocalyptic comparisons, the iPhone and how best to decapitate someone with a spiky boomerang...
Matt Gardner: You’ve already spoken a little bit about id Tech 5 and the desire from within the studio to craft a new IP, but why an apocalyptic shooter? In essence, why RAGE?
Tim Willits: Well, when we came up with the idea for RAGE it was actually before everything else was apocalyptic...that’s what comes of working on a game for too long. When John [Carmack] was finalising the MegaTexture technology we really saw the potential to create much larger outdoor areas that had a unique, hand-crafted look and feel to them, and we wanted to make a game that incorporated them. It was really just a natural progression after that. If we wanted to have cars, we needed to have muscle cars because that was the coolest thing to do, and we had to have machine cars on the muscle cars, so our choices for settings gradually became narrower and narrower. And you know we like to have sci-fi weapons like the BFG, so if we wanted these sci-fi elements and muscle cars and machine guns there was really only one thing we could do. Yeah, we could have put it on an alien planet, but that’s more work than it’s worth.
There’s an asteroid called Apophis, it’s a real asteroid, in space and heading towards Earth. It’ll pass by in around 2036, and we just kind of said ‘Let’s do that!’ and so RAGE actually starts after Apophis has hit the Earth [important citizens having stowed away in cryogenic stasis in Arks so that humanity might rebuild]. Now I’ve heard this asteroid is not going to hit us, but we figured it might be kind of cool to take something realistic and put a fun little spin on it. So the game takes place 70+ years after Apophis hits. That was the basic background for the setting. When it came to destroying the Earth we were like ‘Oh we’ll use an asteroid...there’s one coming anyway!’
MG: Where did the name come from?
TW: (Laughs) Well coming up with a name is much more difficult than coming up with a game! It was available, which was lucky, and we found it just had all of these connotations. So there’s ‘rage against the machine’, you know, rage against the Authority in the game, ‘rage’ is found in the word ‘garage’, there’s ‘road rage’...actually, of all of the titles that we’ve had for games, it probably fits the best.
Jon Lester: We love the word ‘MegaTexture’and it’s come up a couple of times, but it’s also quite a scary word if you’ve not come across it before. Could you briefly tell us a little bit about what it involves, what opportunities and also what challenges this new technology has led to?
TW: Well, we call it ‘MegaTexture’, but it’s actually the ‘virtual texturing system’...though it’s easier to just say ‘MegaTexture’...
JL: It’s also cooler...
TW: (Laughs) Oh, it’s definitely cooler! What we do is we construct the whole world using more or less traditional techniques, we can custom make set pieces, and then once the world background has been created the real magic comes from the stamping. So we have this whole palette of interesting things – from cracks to rusty spots, water effects etc. – and the guys can go in and stamp and just give the whole thing a distinct and unique look and feel that then gets merged into the other textures before being flattened out into one big texture [which needs far less RAM]. Basically, the artists can continue stamping until the day before we ship because there’s no performance hit, and it just adds a unique characteristic and personality to the game.
Just in case you didn't know, Ken Levine and Irrational Games dropped a megaton yesterday. At the announcement presser for Irrational's Project Icarus, Levine outed the title as none other than Bioshock Infinite. Think Bioshock, but in a fantastical flying citadel with clockwork robots, new plasmids and loads of roses. I'll let the trailer fill you in.
Apparently, Irrational Games felt that they'd milked Rapture's underwater setting as far as they could without becoming complacent, and had decided to ignore Bioshock 2 in favour of an entirely new setting. Basically, they like a challenge.
“But we felt we had said what we wanted to say about Rapture, about those kind of environments and that kind of feel. We want to scare the hell out of people, we want to shock people, but we didn’t want to have any of the tools, the crutches, that we knew how to do that with." -Ken Levine to Eurogamer
I'd go into more detail, but Felix will be delivering a full preview tomorrow. Stay tuned!
Yesterday we informed you that id Software were gearing up for a "neat" annoucement- and I'm more than willing to admit that I didn't see this one coming. At all. Apparently id founder/Technical Director John Carmack has found a little downtime between overseeing Rage and Doom 4 development, and decided to try out compressing textures to fit id games onto the Wii. This project subsquently ballooned out of all proportion... resulting in the ability to fit Rage onto the iPhone 4 at 60FPS.
Carmack showed off the technology during Quakecon's keynote speech- and bar some control issues, it's an incredible achievement. After all, the graphical quality apparently "kills" anything on the PS2 or original Xbox! Why not check out the demo below (which doesn't do it justice).
God bless you, Carmack. Some developers posture, shout and don't deliver... but id clams up, works hard and makes it happen. Even if "it" happens to be a surprisingly capable accidental side project that no-one was expecting. [1UP]
We've been hearing some ominous rumblings from sources close to Scottish studio Realtime Worlds, the developers behind the original Crackdown, APB and the upcoming Project MyWorld . Games Industry reports that numerous publishers have turned down the opportunity to get behind MyWorld due to its untested concept- and have had to sack 60 team members in their latest employee restructuring effort.
VG247 has also issued a seperate report claiming that the entire MyWorld team has been laid off... which also suggests that 60 staff have been made redundant.
We've also heard rumours that Realtime Worlds plan to sell APB in order to claw back some capital.
These are all rumours at this stage- but trust me, something is rotten in the state of Realtime Worlds. Don't expect to see any more MyWorld announcements for the time being.
UPDATE: RW has confirmed the redundancies but have stated that they'll be retaining APB for the time being.
By all rights, sniper games should be awesome... but by screwing up some of the basics, Sniper: Ghost Warrior didn't manage to live up to its potential. We expected City Interactive to leave it at that- but luckily, they've tinkered about with some of the more annoying problems and released a free title update that will correct some of the rampant annoyances of the Xbox 360 version.
These improvements include a raft of tweaks to the AI routine and stealth system, resulting in a better (i.e. less broken) sniping experience. I'll be sure to amend the review if they make a substantial difference to the gameplay. [BattleStrats]