Release Dates announced for Brink, Hunted

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Mark your calendars!

In a press release that just went out, we’ve announced the release dates for Brink (May 17th in North America, May 20th in Europe) and Hunted: The Demon’s Forge (June 1st in North America, June 3rd in Europe). The two games complete our Class of 2011 lineup, which also includes join RAGE (September 13th in North America, September 16th in Europe) and The Elder Scrolls V: Skyrim (November 11th worldwide).

For more information, read the full press release below…

BETHESDA SOFTWORKS ANNOUNCES BLOCKBUSTER
2011 VIDEO GAME LINEUP

Brink and Hunted Release Dates Announced

January 27, 2011 (Rockville, MD) – Bethesda Softworks®, a ZeniMax® Media company, today announced the release dates of four multiplatform AAA titles shipping in 2011. Brink™, Hunted: The Demon’s Forge™, RAGE™, and The Elder Scrolls® V: Skyrim™ are all slated for release on the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Games for Windows.

Brink, an immersive first-person shooter under development at Splash Damage, will be available in North America on May 17th and in Europe on May 20th. Brink was named as the ‘Game of Show’ at Eurogamer Expo 2010, while G4TV.com declared “Brink takes shooters to a whole new level.” Blending single-player, co-op, and multiplayer action into one seamless experience, Brink features dynamic battlefields, extensive customization options, and an innovative control system.

Hunted, a fantasy action game, will be available in retail stores across North America on June 1st and on store shelves in Europe on June 3rd. Hunted is a fresh take on the classic dungeon crawl experience that delivers the intensity and action of a modern-day shooter. Hunted, under development at inXile Entertainment, has been called “A Dungeon Crawl for the Gears Age” by Kotaku.com and has been described by Eurogamer as “violent, deceptively thoughtful and witty.”

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Brink Dev Diary #5 – Chris Sweetman on Audio Design

After a couple months on hiatus, our developer diaries for Brink return. This week Splash Damage’s audio director, Chris Sweetman, discusses his methodology for Brink’s sound design — covering everything from foley work to getting the perfect gun sound. And oh does Chris love gun sounds. If you’ve ever played the game BLACK (a game he previously worked on), you know you’re in for a treat with Brink.

Chris’ dev diary is accompanied by an arrangement he calls, “A Choir of Guns.” Watch it above.

Introduction

I’m Chris Sweetman, Audio Director at Splash Damage, and this developer diary is all about Brink’s sound design. What does an Audio Director do all day?  Well, I’m responsible for the quality of everything that is heard in our games, including music, dialogue, and sound design. This can be broken down into various areas, including in-game gameplay, cut scenes, trailers and tons of other stuff.

I work with composers on music and licensing, actors on dialogue, and myself on sound design.  I also have Simon Price – our dedicated Audio Programmer – working with me, without whom none of this would be possible.

Sonic Space

Having played many single player and multiplayer shooters, there was one thing that always concerned me­ – sonic space. In other words, how do you overcome the problem of having too many sounds all playing at the same time?  When you have music, gunfire, dialogue, Foley, explosions, and ambient sounds all going off simultaneously, you’re generally left with aural mush. This was a problem we were determined to solve when beginning work on Brink.

I’d made some progress working on BLACK with the Choir of Guns concept, but it was evident early on that with Brink’s focus on blurring the lines between single and multiplayer, we had to up the ante . We wanted every sound in Brink to be heard perfectly, whether it was a Molotov cocktail exploding, a mini gun winding up, or a heavy body-type player coming round the corner to stomp on your face. These sounds were only going to be heard properly with enough space in the audio mix. If you consider that it’s entirely plausible to have 16 players in the same part of a level, all triggering the same sounds, then the true scope of this challenge becomes clear.

Continue reading the diary on Brink’s official website. Brink is slated for release this Spring.

Introduction

I’m Chris Sweetman, Audio Director at Splash Damage, and this developer diary is all about Brink’s sound design. What does an Audio Director do all day? Well, I’m responsible for the quality of everything that is heard in our games, including music, dialogue, and sound design. This can be broken down into various areas, including in-game gameplay, cut scenes, trailers and tons of other stuff.

I work with composers on music and licensing, actors on dialogue, and myself on sound design. I also have Simon Price – our dedicated Audio Programmer – working with me, without whom none of this would be possible.

Sonic Space

Having played many single player and multiplayer shooters, there was one thing that always concerned me­ – sonic space. In other words, how do you overcome the problem of having too many sounds all playing at the same time? When you have music, gunfire, dialogue, Foley, explosions, and ambient sounds all going off simultaneously, you’re generally left with aural mush. This was a problem we were determined to solve when beginning work on Brink.

New Creation Kit to bring modding tools to Skyrim

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Bethesda has a long history of supporting the modding community, and for good reason. It’s a science fact that mod tools make the world a better place: they make modders happy because they can mod, they make developers happy to see modders gaining experience, and they make fans happy to see an endless stream of content they can mess around with. So today we were pretty happy to finally confirm our plans to continue that support with Skyrim.

As Game Informer confirmed on Monday, Skyrim’s new engine has been dubbed the “Creation Engine.” Accompanying that engine will be the Creation Kit, our suite of level-building tools that we’ll be releasing to the community, much like the Elder Scrolls Construction Set for Morrowind and Oblivion.

The Kit was recently mentioned in the Game Informer article on the tech behind Skyrim. While we have nothing further to announce regarding the Kit at this time, give that article a read for more details on just how powerful these tools will be.

The Official Fallout Japanese RPG Demake

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What would Fallout look like if it had been made in 1987 by a Japanese development studio? Our scientists have answered that question, taking over the Japanese Fallout website with an 8-bit version of the Capital Wasteland.

Just like that import copy of Final Fantasy 5 you nabbed in the 90s, this game is Japanese language-only. Fortunately, it’s still amusing to gaze at the pixelated approximations of super mutants and the like. Here’s a direct link right to the game; no cartridge-cleaning required.

The Bethesda Podcast Episode 6: Enter the Dragon

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The dragon is out of the bag. The Elder Scrolls V: Skyrim will hit stores in under 11 months, and we couldn’t wait until after the holidays before tearing into it with executive game director Todd Howard.

This brief, but boisterous episode of the Bethesda Podcast includes a discussion of Todd’s trip to the VGAs, his thoughts on keeping secrets, info on where to hear more about Skyrim in the coming weeks, and a bonus John Carmack story.

Grab this episode via any of the following methods:

Subscribe on iTunes
Direct Download
Streaming
RSS

The Elder Scrolls V: Skyrim announced at the VGAs

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“You should have acted. They’re already here. The Elder Scrolls told of their return.”

And returned it has! The Elder Scrolls V: Skyrim was announced to the world by game director Todd Howard at tonight’s VGAs. Along with Todd’s appearance, viewers were able to to get the first look at the game’s announcement trailer. If you missed it, it’s now up on our teaser site. And while you’re there, if you click on the background of the page, you can pan around and explore the backdrop.

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Skyrim releases on Friday, November 11, 2011… that’s less than a year away!! In the coming weeks and months, stay tuned for more details on Bethesda Game Studios’ latest game.

New Vegas game update available on all platforms (Updated)

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Update: The PC patch is now available. Restart Steam and launch Fallout: New Vegas to begin the auto-download. The update is also available on Xbox 360. You can access it by starting up Fallout: New Vegas while connected to Xbox LIVE.

Today PlayStation 3 users in North America and European territories can download the latest game update for Fallout: New Vegas. With your PS3 connected online, you should receive a prompt to download update 1.02*. This update will be available on Xbox 360 and Steam early next week (we’ll keep you posted). Below is list of issues resolved with the game update.

Top fixes:

  • Companions now show up as waypoints on the map
  • Companions will always fast travel with you, unless told to wait or sent away
  • Fix: DLC error/save corruption
  • Fix: Entering the strip after Debt Collector causes crash and autosave corruption
  • Fix: Using Mojave Express dropbox can cause DLC warnings
  • Crafting menu now filters valid (bright) recipes to the top of the list
  • Weathered pistol no longer glitches when applying mods

After the break, see other issues/quests the patch covers…

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Win some sweet loot in the Hunted ‘Ultimate Co-Op Sweepstakes’ at GameStop

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Looking to buy a new TV?  Or even two new TVs? Beginning today, GameStop has a sweepstakes perfect for enjoying the co-op experience of Hunted. One lucky winner will take home a double dose of awesome – to keep for their own or share with a friend:

  • Two 50” HDTVs
  • Two Home Theater Surround Sound Systems
  • A choice of (2) Xbox 360 or (2) PS3 Consoles
  • Two Copies of Hunted: The Demon’s Forge.

For full details on prizes and rules, head to GameStop.com.

The Bethesda Podcast Episode 5: John Carmack

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On a very special hour-long edition of the Bethesda Podcast, id Software co-founder and technical director John Carmack joins us for a long discussion on topics ranging from the development of RAGE Mobile to space exploration and Ferraris.

Also featured on the podcast is Bethesda Game Studios level designer Joel Burgess, who shares his Minecraft expertise, as well as his advice on breaking into the video game industry.

You can now grab the podcast via any of the following methods:

Subscribe on iTunes
Direct Download
Streaming
RSS