--has impacted the game's scope and subsequently its release date. As a result of the increased funding, Cloud Imperium has been able to develop new features that were never originally planned. Roberts admits to some level of "feature creep," and acknowledges that Star Citizen may take longer to develop than previously expected.
But he maintains this is in the best interest overall of the game.
"There are people out there who are going to tell you that this is all a BAD THING," Roberts said. "That it's 'feature creep' and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I'll answer those claims in one word: Bullsh**!
"Star Citizen matters BECAUSE it is big, because it is a bold dream," he added. "It is something everyone else is scared to try. You didn't back Star Citizen because you want what you've seen before. You're here and reading this because we are willing to go big, to do the things that terrify publishers. You've trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn't run this campaign so we could put that money in the bank, guarantee ourselves a profit, and turn out some flimsy replica of a game I've made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it's the whole damn point."
"Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it's the whole damn point." -- Roberts
Will this vision for Star Citizen take longer to deliver? "Of course," Roberts said, pointing out that when the scope of a project expands, development time does as well. But it still presents potential problems.
"How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?" he said. "Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed.
"In today’s 24/7 short attention-span world people don't have the patience to wait around for years," he added. "This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First-Person Shooting component of the game."
Roberts frankly acknowledged that "feature creep" is indeed a worry for a project like Star Citizen. But he also pointed out that Cloud Imperium games made the "hard choice" to stop stretch goals at the end of last year because it was necessary "for the better of the game."
"Today, we have a radical design that's like nothing else in the industry and we're building towards it every hour of every day," Roberts said. "We count on the community's continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
"We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen," he added. "This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream."
What's your take on what Roberts had to say? Share your thoughts in the comments below.
Eight days since it was first reported that , we are not actively targeting players using mods in Story Mode, nor are we explicitly implementing protections against them in-game," it wrote.
"Our primary focus is on protecting GTA Online against modifications that could give players an unfair advantage, disrupt gameplay, or cause griefing."
It added: "As a reminder, mods are still unauthorized and as such, Title Updates may cause Story Mode mods to behave in unexpected ways because they are not supported or tested, and players run them at their own risk."
that it was still supporting Devil's Third, while Itagaki described the report as "lies and rumours."
Early work on Devil's Third began as far back as 2008, and the project was first revealed two years later. Numerous unforeseen issues, such as problems with the game's engine, as well as the collapse of its former publisher THQ, has further delayed Valhalla's debut project.
Unseen64 now claims that "Nintendo of America has changed their minds amidst fan backlash."
It is rare for a publisher to pull support for a game so close to its release date.
The new CEO of developer 22cans, Simon Phillips, is quickly working to repair the developer's image after low morale and broken promises threatened to sink it earlier this year. Phillips spoke of his plans in an interview with winner who came away with almost nothing--Phillips works to make amends there as well.
"It would be so easy for us to go, let's just sort Bryan out," Phillips said. "That's a bit of a cop-out. I've made it my goal to talk to him and say, 'Look, we know we fu***d up with this, let's try and do something.' I'm in contact with him now. It's my remit to talk to him.
"We can either do it. Or we can't do it. Or we don't know. It falls into one of those categories."
The Witcher 3’s latest patch pulls the frame rate down on consoles, and did Kojima intentionally foreshadow his split from Konami in a Ground Zeroes mission?
If you play games on PC through Steam, chances are you have a pretty significant backlog of games you haven't finished. Now, there's a website that lets you know how long it'll take to finish your backlog. It will also tell you if you will survive to see your library completed given your current rate of play.
Called , the website uses Steam profile info to compile statistics for playtime. It shows the total amount you've played and the total amount of time the games would take to finish. For example, I have a library of 104 games. I've played 179 hours so far, but if I wanted to complete 100 percent of every game I own, it would take another 4500 hours, or 6 months of nonstop play.
My Steam library stats
The website also has a tool called the "Steam Survival Calculator" which takes the amount of hours you normally play per week and tells you if you'll live long enough to complete your backlog. At my average of about four hours on Steam per week, I'd be able to clear every game and still have 34 years left to live.
There have been some apps like this before, but How Long To Beat Steam also breaks down the time to beat by category. In addition to showing how long it would take to achieve 100 percent completion, it also presents the time needed to simply finish the main goal of each game.
It's a pretty neat tool to visualize the time spent on playing games, even if it puts it in terms of your own mortality. How many hours have you played and have left to play to complete your backlog? Let us know in the comments!
The company behind the game Cards Against Humanity is known for doing funny things. It sent coal to everyone who signed up for its 2013 promotion 12 Days of Holiday Bulls**t. It made a bigger box to hold all the cards from the base game and its expansions, and marketed the box with blatant innuendos. If you signed up for 2014's CAH holiday promotion, you received a list of your senators' campaign contributors.
But the new Cards Against Humanity phone line is one of the most ridiculous things the company has ever done.
.
Cards Against Humanity is a card game in a similar form to Apples to Apples, except its cards are full of explicit themes. If you don't want to buy the game, you can print out the cards for free from the CAH website.
When some people have a baby, they buy a handful of things for a new nursery. Others--or at least one guy--go a different route and instead construct an elaborate nursery themed around , the year-and-a-half-long project features a variety of physical items throughout the room. This includes Lakitu (inside of his cloud) holding up a finish line and a mobile comprised of McDonald's Happy Meal toys. Best of all is the kart-riding Mario on the ceiling, which is designed to look like the anti-gravity version of the karts from MK8. It even has lights built into the kart itself.
You can see more of the nursery in the video above and the image gallery below.
Compare the original release of The Vanishing of Ethan Carter on PC with High settings using Unreal engine 3 with the new version released on PS4 using Unreal engine 4.
Sam Mendes' second James Bond movie, Spectre, is likely to be his last, the director has revealed.
.
He noted in the BBC interview that his decision to return to the franchise after his declaration earned him some grief from friends: "I said no to the last one and then ended up doing it, and was pilloried by all my friends. But I do think this is probably it."
Considering that Skyfall and Spectre have taken a total of five years to make, you can't blame Mendes for wanting to do something new. "It feels almost, even though we've just finished shooting it, like one big experience and it was a fantastic life-changing thing," he said. However, he described the process as an "enormous undertaking," adding, "It really is more a lifestyle choice than a job."
Skyfall is the highest-grossing Bond movie of all-time, so it's no surprise that producers wanted Mendes back for Spectre, the 24th official entry in the film franchise. Unfortunately, he wasn't joined by Skyfall cinematographer Roger Deakins, who was responsible for making the last movie arguably the best-looking in series history.
A theme song for Spectre has not yet been unveiled, though Mendes teased that it's already been recorded and we should be hearing more about it soon.
Spectre is due out on October 26 in the UK, and will be followed by a worldwide release on November 6. It's a direct sequel to the last three Daniel Craig-starring films, and features Christoph Waltz and the apparent return of SPECTRE, the villainous group from the Bond novels and early films.