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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

BioShock Infinite Now Free on Xbox 360 for Gold Members

Added: 16.03.2015 14:19 | 10 views | 0 comments


It's March 16, which means .

From: www.gamespot.com

8 insanely memorable gaming drug trips

Added: 10.03.2015 18:00 | 25 views | 0 comments


Slightly more offensive than Strong Lyrics and Fantasy Violence, slightly less than Nudity and all the other kinds of Violence, the ESRB warning for Drug References tends to fall into a no man's land of rating neutrality. Not something you want attached to a Mario game, but when it's slapped on an M-rated title, it's probably not gonna be the thing that either puts you off or piques your interest. And yet, even if the Blood and Gore category has more visible examples, you can make a good case that instances of Drug References are vastly more memorable.

Whether it's to show that a character is going on a deep personal journey, chase a theme that benefits from absurdism, or toss in some insane bullshit for fun, games have been using drug trips to mess with your mind for decades. And sometimes? They get away without any warning at all. Intrigued? I've got eight examples here to show exactly what I mean, from in-your-face to sort-of-disguised, and everything in between. Go ahead and flip through, and don't worry - you probably won't get a contact high.

Like any good college vacation, Jason Brody's trip to the Rook Islands involves imbibing all sorts of strange substances and going on mind-altering head trips. Just, you know, maybe not for the reasons he thought it would. Over the course of Jason's journey to save his friends and finish off his sick magical warrior tat, brah, he's exposed to a worrying amount of hallucinogens and is repeatedly pulled into a freaky-ass dream world as a result. When he's not walking through shrinking greenhouses full of exploding mushroom puffs, he's fighting off demonic hallucinations of his girlfriend that keep trying to kill him. Err, trouble in paradise?

These crazy-ass trips are supposed to be a look into Jason's psyche, ravaged by the acts of violence he's committed while on the island. Well, that and drugs. So many drugs. If he lets that dream logic really take hold and carry over into the real world, he ends up and getting stabbed to death after, ahem, passing on his genetics. Weird liquid handed to you by total strangers: not even once.

Assassin's Creed has a long tradition of exposing its protagonists to brain-bending mindscrews, from Altair's mental battle against dead Templars to Edward swimming through an ocean full of corpses. Good times all around. But of them all, Arno's drug trip is the most blatantly surreal, and the only one required to get into the Assassin clubhouse.

After making the thoroughly intelligent decision to drink a cup of whatever that's given to him by cultists chilling in their underground lair, Arno goes on a spiritual journey to prove he has what it takes to join the Brotherhood. That apparently involves diving through a spinning cylinder of paintings depicting his life, and racing down an ever-expanding hallway as it crumbles and bursts into flames. I'm pretty sure Ezio just had to change his clothes to get his membership card, but all right. When Arno wakes up from a dream that presumably would have killed him if he screwed up, he officially becomes an Assassin, with only the occasional terrifying glitch to bring the memory back 'round.

Don't do drugs kids! Or you might end up like little Ness, who took something unsavory from the wrong back counter and ended up in a crazy 'alternate reality'. After Ness and Jeff discover actual criminal Everdred lying in an alley outside a café, he tells them there's something mysterious hidden behind the café counter. That's a giant red flag already - he might as well have tried to sell them 'sugar' in duct taped bags - but innocent Ness does as instructed, checking out what ol' Jackie has hidden in the back.

An instant later he's dropped into a bizarre-o version of Fourside called Moonside. There, black is white, yes is no (seriously, it gets really confusing), and inanimate objects make a serious effort to kill him. After navigating streets full of nonsensical citizens, weird psychedelic music and fluorescent happy trees, with presumably no clue what they're supposed to be doing, Ness and Jeff stumble on the 'center' of Moonside: an evil statue that creates illusions and has overtaken their minds. Breaking it 'destroys the illusion' and transports them back to the 'real' world, now free of its evil powers. Wow. I feel like this is what Reefer Madness warned us about.

Take a moment to scan the ESRB's breakdown of GTA 5 (take a few,even, it's a bit long) and somewhere near the bottom it mentions "Some sequences within the larger game allow players to use narcotics." While definitely 100% accurate, that clinical description doesn't begin to describe the intensity of the drug trips GTA 5 lays down. The original game's world of parachute-free skydiving and gun-toting circus performers is insane enough, but when you bring in the peyote animal adventures from the expanded edition? Then things really get wild.

While Franklin keeps pretty chill and doesn't move far from his couch or his joint, look to Michael and Trevor for much more colorful trips, and some of the best damn dialogue in the whole game. Trevor's personal revelations while gunning down clowns in a haze of flowers and glitter are a personal favorite. But if you're looking for something more transformative, gives you the chance to inhabit the body of an animal and cause all kinds of epic carnage. But, err, still don't do drugs. That's not a thing that actually happens I'm pretty sure.

HOLY S*** D*** F*** **** *** OF B******S AAAAAAH. If that wasn't your exact reaction to watching a vigor burn your fingers to the bone in BioShock Infinite, you're a stronger creature than I. Shown every time you pick up a new bottle of Magic Juice That Should Definitely Not Be Available To The Public, the cutscenes that display your liquid might in all its heinous glory are the definition of a bad trip.

Though the physical effects of BioShock's plasmids are bad enough - seeing bees crawl out of your skin is a good sign you need to head for the med tent - it isn't until BioShock Infinite that they're rendered in excruciating detail while you're forced to watch. Devil's Kiss may be the most shriek-inducing, as you witness your flesh getting barbecued away, but the rest aren't much better. Bucking Bronco rips huge chunks of meat off your hands, Undertow fills you with nasty barnacle holes, and Return to Sender straight-up turns you into Wolverine for a second. Of course it's all an illusion, and the effects are gone an instant later, but Troy Baker's bellows of horror as your digits are disintegrated into bloody stumps? Those stick around a little longer.

If you were, say, making a sandwich or looking at an interesting bug on the wall during the first minute and a half of Child of Eden, you basically missed the entire plot. But that's okay. It doesn't really matter, because look at the pretty colors! A rhythmic on-rails shooter that assaults you with more hues and sounds than your brain has room for, Child of Eden is the kind of game where you fight flying squid eels with the power of song and bosses are giant spheres made of blocks. It only makes sense if you are seriously trippin' balls.

That's not to say this game isn't fun for the sober set - anybody with even a little rhythm and an appreciation of majestic exploding phoenixes can find something to like here. But there's a reason why the word 'trippy' shows up in almost every discussion of this game, and why the whole thing looks like a rave would if people were blocks. . . . Like if they were magic, shimmering space-cubes or something. Whoa man. That just blew my mind.

Bless this game, it doesn't even put up a pretense! A bizarre and headache-inducing exploration game for the PS1, LSD Dream Emulator is all about wandering around a 'dream world' based on the sleep diary of one of its developers. A dream world where bright colors are constantly assaulting your brain, touching a lion transports you to a land of miniature wonders of the world, and whre you will at no point have any idea what's going on. Oh, and your introduction to all of that is a . Yes, this was based on a diary of dreams. Just dreams. WINK.

The point of the game, if it really has one at all, is to look around the world and walk into stuff to make it transport you somewhere else. Where you end up seems to depend on what you touch. Buildings will send you to pretty normal looking locations, like a logically constructed village, while touching an animal or an object lands you in the audience at a sumo match where the only exit is through a tunnel made of viscera. Quite the interesting dream indeed.

One of the weirdest games ever produced by mad genius Suda51 (and certainly the most insanely Suda-y), Killer7 does its best to be simultaneously badass and utterly nonsensical. It accomplishes that with a mix of random creepy laughing, erratically flashing visuals, bad guys who explode into clouds of pink particles, and a ghost decked out in bondage gear with a computerized voice and his eyes sewn shut. And that's just the first ten minutes.

Killer7 is bizarrely hard to classify, since it has a recognizable storyline and some of the time it nearly seems coherent. But don't be fooled: that's how it gets you. Start to think that things are making sense, and you're bound to find a severed-yet-still-talking head in the next clothes dryer you stumble across. Perhaps the weirdest thing of all is that, even when you do find a character who doesn't look like something out of an overly creative creepypasta, they don't seem to think anything strange is going on around them. Man, this . . . this is one seriously bad trip.

9 cool games that barely escaped development hell

Added: 06.03.2015 19:00 | 39 views | 0 comments


I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.

In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.

Number of years in development: 6

Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.

Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.

Years in development: 5

Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.

The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo' designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.

Number of years in development: 7

Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.

Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.

Years in development: 6

Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.

I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.

Years in development: 5

BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.

Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite is still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.

Years in development: 6

When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.

Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.

Years in development: 5

While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.

Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…

Years in development: 8

There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.

Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.

Years in development: 11

Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.

But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .

Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.

Looking for more? Check out these .

9 cool games that barely escaped development hell

Added: 06.03.2015 19:00 | 41 views | 0 comments


I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.

In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.

Number of years in development: 6

Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.

Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.

Years in development: 5

Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.

The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo', designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.

Number of years in development: 7

Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.

Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.

Years in development: 6

Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.

I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.

Years in development: 5

BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.

Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite was still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.

Years in development: 6

When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.

Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.

Years in development: 5

While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.

Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…

Years in development: 8

There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.

Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.

Years in development: 11

Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.

But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .

Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.

Looking for more? Check out these .

9 cool games that barely escaped development hell

Added: 06.03.2015 19:00 | 38 views | 0 comments


I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.

In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.

Number of years in development: 6

Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.

Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.

Years in development: 5

Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.

The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo', designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.

Number of years in development: 7

Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.

Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.

Years in development: 6

Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.

I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.

Years in development: 5

BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.

Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite was still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.

Years in development: 6

When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.

Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.

Years in development: 5

While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.

Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…

Years in development: 8

There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.

Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.

Years in development: 11

Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.

But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .

Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.

Looking for more? Check out these .

March's Games With Gold Reportedly Include Tomb Raider, BioShock Infinite, More

Added: 25.02.2015 19:00 | 21 views | 0 comments




It appears next month's free Games With Gold have been leaked a bit early. According to a post on NeoGAF, both Tomb Raider and BioShock Infinite will be coming to Xbox 360 owners with a Gold subscription.

From: www.gamerevolution.com

NECA#39;s 2015 video game figure lineup

Added: 20.02.2015 18:57 | 24 views | 0 comments


When asked to write up the important showpieces of Toy Fair 2015, I took it very seriously. With 20 years of collectibles reporting behind me, I develop a sort of twitch if I'm not able to dive into the topic fully and completely. That being the case, there was only one company I needed to look to for that same level of love in creating every figure it brings to retail: NECA.

Did you catch NECA's incredible BioShock Infinite Motorized Patriots? What about the army of Gears of War figures, complete with two of the bloodiest toys ever created? NECA loves its work and it shows, and we show them our love by throwing money at them. Get ready for plenty of that impulse as I explore NECA's 2015 video game related lineup.

Blizzard's team brawler brings all its favorite characters into one game, and now, one action figure line! Blizzard action figures used to be brilliant but fairly immobile, statue-like figures. That all changes now. NECA's fully articulated 7 inch action figures kick off with...

Series 1: Summer 2015

Nova
Illidan
Deluxe figure: Stitches

Note: Stitches pictured is actual figure size while the others are two-up prototypes.

Tyrael
Arthas to stores late Summer/early Fall.

This is a new licence for NECA and a new partnership with Sony, which will hopefully lead to more projects down the line. The LittleBigPlanet figures will be released in assortments of three, featuring two Sack Boys and one version with a deco from another video game.

Series 1: June 2015

Happy Sack Boy
Sad Sack Boy
Kratos from God of War

The rest shown are 'possibilities' including Killzone and Uncharted versions. NECA says it hopes to crank out at least six of the eight shown, if not all. NECA continues its popular salute to classic video games starring our favorite movie characters through 2015. This year's crop includes...

A collaborative effort between two main painters at NECA and Director of Product Development Randy Falk made these little pieces of art a reality. Poring over cut scenes, gameplay, box covers, and title screens gave them plenty of reference to use for the final figure. For instance, Rambo here comes from a couple of different looks inspired by a mash-up of the Nintendo and Sega games. The painter decides on the colors and shading and the group gives input. What's next? Randy says "a bunch more!" No spoilers, apparently.

Dante comes in a deluxe window box with over 35 points of articulation, Ebony and Ivory pistols with removable muzzle bursts, Dante's sword Alastor, a shotgun, and interchangeable hands. The figure goes on sale in May. Video games heroes, movie protagonists, and more - that's a pretty cool collection. Which icon is going on your shelf this year? Sound off in the comments below!

There's more to see this year, like the for a look at just about everything on the show floor.

NECA#39;s 2015 video game figure lineup

Added: 20.02.2015 18:57 | 30 views | 0 comments


When asked to write up the important showpieces of Toy Fair 2015, I took it very seriously. With 20 years of collectibles reporting behind me, I develop a sort of twitch if I'm not able to dive into the topic fully and completely. That being the case, there was only one company I needed to look to for that same level of love in creating every figure it brings to retail: NECA.

Did you catch NECA's incredible BioShock Infinite Motorized Patriots? What about the army of Gears of War figures, complete with two of the bloodiest toys ever created? NECA loves its work and it shows, and we show them our love by throwing money at them. Get ready for plenty of that impulse as I explore NECA's 2015 video game related lineup.

Blizzard's team brawler brings all its favorite characters into one game, and now, one action figure line! Blizzard action figures used to be brilliant but fairly immobile, statue-like figures. That all changes now. NECA's fully articulated 7 inch action figures kick off with...

Series 1: Summer 2015

Nova
Illidan
Deluxe figure: Stitches

Note: Stitches pictured is actual figure size while the others are two-up prototypes.

Tyrael
Arthas to stores late Summer/early Fall.

This is a new licence for NECA and a new partnership with Sony, which will hopefully lead to more projects down the line. The LittleBigPlanet figures will be released in assortments of three, featuring two Sack Boys and one version with a deco from another video game.

Series 1: June 2015

Happy Sack Boy
Sad Sack Boy
Kratos from God of War

The rest shown are 'possibilities' including Killzone and Uncharted versions. NECA says it hopes to crank out at least six of the eight shown, if not all. NECA continues its popular salute to classic video games starring our favorite movie characters through 2015. This year's crop includes...

A collaborative effort between two main painters at NECA and Director of Product Development Randy Falk made these little pieces of art a reality. Poring over cut scenes, gameplay, box covers, and title screens gave them plenty of reference to use for the final figure. For instance, Rambo here comes from a couple of different looks inspired by a mash-up of the Nintendo and Sega games. The painter decides on the colors and shading and the group gives input. What's next? Randy says "a bunch more!" No spoilers, apparently.

Dante comes in a deluxe window box with over 35 points of articulation, Ebony and Ivory pistols with removable muzzle bursts, Dante's sword Alastor, a shotgun, and interchangeable hands. The figure goes on sale in May. Video games heroes, movie protagonists, and more - that's a pretty cool collection. Which icon is going on your shelf this year? Sound off in the comments below!

There's more to see this year, like the for a look at just about everything on the show floor.


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