DOOM 3 BFG Edition is the ultimate collection of groundbreaking games that defined the first person shooter. It includes DOOM, DOOM 2, DOOM 3, and DOOM 3: Resurrection of Evil, as well as the ‘Lost Mission.’ All DOOM 3 content has been re-mastered for Xbox 360 and PlayStation 3 in stunning 3D for an even more terrifying FPS experience.
Game Informer’s newest update for The Elder Scrolls Online takes a lengthy look at the game’s combat mechanics. From top-line features to advanced mechanics, there’s plenty to learn in the 30+ minutes of discussion featuring lead gameplay designer Nick Konkle, creature combat designer Maria Aliprando, and lead PvP designer Brian Wheeler.
In a release today, the Academy of Interactive Arts & Sciences and the Entertainment Software Association announced this year’s winning pieces for the 2012 Into the Pixel collection. Among the selected entries was the above image, titled “Regent”, that appears in Dishonored.
Created by Sergey Kolesov and Arkane Studio’s art director, Sebastien Mitton, the piece will be displayed at E3 from June 7-9, 2011 in the Concourse Foyer. Following E3, it will be toured around the globe at other gaming events.
Congrats to Sergey, Sebastien, and the rest of the team at Arkane for this prestigious honor.
Will you be in LA next week? If so, we encourage you to check out Video Games Live on June 6th at the Nokia Theatre. During the concert, music from Skyrim will be performed by a 110-piece symphony & choir.
If you’ve never seen Video Games Live before, it’s definitely worth checking out. Created by Tommy Tallarico in 2002, its an immersive audio and video concert experience celebrating videogames.
GameInformer.com’s latest on The Elder Scrolls Online features an interview with game director Matt Firor clearing up misconceptions about the game’s engine. The article also gives a first look at the Black Marsh.
Here’s an excerpt from Firor’s interview…
You licensed HeroEngine a long time ago. What role did the Hero Engine play in the development of ESO?
We started ZeniMax Online from scratch, with no employees and no technology. We had to build everything ourselves. It takes a long time to write game engines, especially MMO engines, which are inherently more complicated than typical single-player ones. So, we decided to license the HeroEngine to give us a headstart. It was a useful tool for us to use to prototype areas and game design concepts, and it provided us the ability to get art into the game that was visible, so we could work on the game’s art style. Our plan is for ESO to be a world class MMO, with the most advanced social features found in any MMO to date – so while we were prototyping the game on HeroEngine, we were simultaneously developing our own client, server, and messaging layer that were specifically designed with ESO in mind. Think of HeroEngine as a whiteboard for us – a great tool to get some ideas in the game and start looking at them while the production engine was in development.