The Executioner DLC: Survival Horror from a New Perspective

tew_theexecutioner_fb_coverphoto_twitchstream_EN

Beginning today, you can download The Executioner, The Evil Within’s final DLC. With a new playable hero (or anti-hero?), the content takes The Evil Within in an-all new direction… and perspective.

This afternoon at 1 PM ET, Bethesda TwitchWorks will preview the new content with a launch-edition stream featuring Tango’s John Johanas.

For more details on The Executioner, hit the jump below…

Continue reading full article ›

Wolfenstein 194K

16767927094_3cbf23bb6e_k

If you’ve already played MachineGames’, you know there’s plenty of memorable set pieces across the game’s two acts. These moments, and even more subtle ones, are captured magnificently by Flickr user K putt in astounding 4K detail.

17454817548_33e9929a87_o

Catch this screen and more in their full 4K glory from K putt here.

Need more reasons to make a return trip to Castle Wolfenstein. At Gamespot, Daniel Hindes explores the allure of the castle — comparing visits from Wolfenstein 3D, Return to Castle Wolfenstein, and the newly-released The Old Blood.

And after the break, catch the latest review scores for The Old Blood…

Continue reading full article ›

The Old Blood Offers (a New) Return to Castle Wolfenstein

The Year is 1946. Your mission: infiltrate Castle Wolfenstein and retrieve the coordinates to General Deathshead’s compound. Watch the official gameplay launch trailer for Wolfenstein: The Old Blood

That’s right, today you can download the prequel for Wolfenstein: The New Order on your PlayStation 4, PC, or Xbox One. Don’t have The New Order? Doesn’t matter. The Old Blood is a standalone digital title that doesn’t require a purchase of last year’s award-winning shooter. But be warned: once you’ve played through The Old Blood, you’re going be ready for more.

PipeHead

If you’ve missed any of our details on the game, be sure to check out these features:

  • See the Bethesda Blog written and video previews spanning both halves of The Old Blood.
  • Learn about the new improves to Nightmare Mode in an interview with MachineGames’ Jerk Gustafsson.
  • See the concept art that led to The Old Blood on our official Wolfenstein Facebook page.

Make your return to Castle Wolfenstein (and beyond) today.

Looking for a boxed copy. The Old Blood will also have a physical release in Europe on May 15, and in Australia/New Zealand on May 14.

ThrowingKnives

Wolfenstein: The Old Blood — ‘Get Psyched’ Primer (Preloads, System Requirements, and more!)

InDaFace2_scrubbed
Wolfenstein: The Old Blood arrives digitally on Xbox One, PlayStation 4, and Steam in less than a week. As you get ready to play, here’s some important info to note before May 5th.

It’s Standalone

As we’ve stated previously, you don’t need Wolfenstein: The New Order to play The Old Blood. They’re separate games, and there is no save file carryover between the two. If you’re into great first-person shooter games, we’d certainly love you to play both. If you’ve played The New Order already, it’ll be exciting to see how the early events of the game were set into motion. If you haven’t played either, the $20 price tag gives you a great introduction into MachineGames’ new take on the Wolfenstein universe.

We’ll leave it up to you to determine how your loved ones experience the two games — deciding between playing the original or the prequel first.

Pre-Load and System Requirements after the break…

Continue reading full article ›

Skyrim Mods: Why We Gave It a Shot

skyrim-creationkit-steamworkshop-forblog_v2

Update: After discussion with Valve, and listening to our community, paid mods are being removed from Steam Workshop. Even though we had the best intentions, the feedback has been clear – this is not a feature you want. Your support means everything to us, and we hear you.

Original Post: We believe mod developers are just that: developers. We love that Valve has given new choice to the community in how they reward them, and want to pass that choice along to our players. We are listening and will make changes as necessary.

We have a long history with modding, dating back to 2002 with The Elder Scrolls Construction Set. It’s our belief that our games become something much more with the promise of making it your own. Even if you never try a mod, the idea you could do anything is at the core of our game experiences. Over the years we have met much resistance to the time and attention we put into making our games heavily moddable. The time and costs involved, plus the legal hurdles, haven’t made it easy. Modding is one of the reasons Oblivion was re-rated from T to M, costing us millions of dollars. While others in the industry went away from it, we pushed more toward it.

We are always looking for new ways to expand modding. Our friends at Valve share many of the same beliefs in mods and created the Steam Workshop with us in 2012 for Skyrim, making it easier than ever to search and download mods. Along with Skyrim Nexus and other sites, our players have many great ways to get mods.

Despite all that, it’s still too small in our eyes. Only 8% of the Skyrim audience has ever used a mod. Less than 1% has ever made one.

In our early discussions regarding Workshop with Valve, they presented data showing the effect paid user content has had on their games, their players, and their modders. All of it hugely positive. They showed, quite clearly, that allowing content creators to make money increased the quality and choice that players had. They asked if we would consider doing the same.

This was in 2012 and we had many questions, but only one demand. It had to be open, not curated like the current models. At every step along the way with mods, we have had many opportunities to step in and control things, and decided not to. We wanted to let our players decide what is good, bad, right, and wrong. We will not pass judgment on what they do. We’re even careful about highlighting a modder on this blog for that very reason.

Three years later and Valve has finally solved the technical and legal hurdles to make such a thing possible, and they should be celebrated for it. It wasn’t easy. They are not forcing us, or any other game, to do it. They are opening a powerful new choice for everyone.

We believe most mods should be free. But we also believe our community wants to reward the very best creators, and that they deserve to be rewarded. We believe the best should be paid for their work and treated like the game developers they are. But again, we don’t think it’s right for us to decide who those creators are or what they create.

We also don’t think we should tell the developer what to charge. That is their decision, and it’s up to the players to decide if that is a good value. We’ve been down similar paths with our own work, and much of this gives us déjà vu from when we made the first DLC: Horse Armor. Horse Armor gave us a start into something new, and it led to us giving better and better value to our players with DLC like Shivering Isles, Point Lookout, Dragonborn and more. We hope modders will do the same.

Opening up a market like this is full of problems. They are all the same problems every software developer faces (support, theft, etc.), and the solutions are the same. Valve has done a great job addressing those, but there will be new ones, and we’re confident those will get solved over time also. If the system shows that it needs curation, we’ll consider it, but we believe that should be a last resort.

There are certainly other ways of supporting modders, through donations and other options. We are in favor of all of them. One doesn’t replace another, and we want the choice to be the community’s. Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop than he made in all the years he asked for donations.

Revenue Sharing

Many have questioned the split of the revenue, and we agree this is where it gets debatable. We’re not suggesting it’s perfect, but we can tell you how it was arrived at.

First Valve gets 30%. This is standard across all digital distributions services and we think Valve deserves this. No debate for us there.

The remaining is split 25% to the modder and 45% to us. We ultimately decide this percentage, not Valve.

Is this the right split? There are valid arguments for it being more, less, or the same. It is the current industry standard, having been successful in both paid and free games. After much consultation and research with Valve, we decided it’s the best place to start.

This is not some money grabbing scheme by us. Even this weekend, when Skyrim was free for all, mod sales represented less than 1% of our Steam revenue.

The percentage conversation is about assigning value in a business relationship. How do we value an open IP license? The active player base and built in audience? The extra years making the game open and developing tools? The original game that gets modded? Even now, at 25% and early sales data, we’re looking at some modders making more money than the studio members whose content is being edited.

We also look outside at how open IP licenses work, with things like Amazon’s Kindle Worlds, where you can publish fan fiction and get about 15-25%, but that’s only an IP license, no content or tools.

The 25% cut has been operating on Steam successfully for years, and it’s currently our best data point. More games are coming to Paid Mods on Steam soon, and many will be at 25%, and many won’t. We’ll figure out over time what feels right for us and our community. If it needs to change, we’ll change it.

The Larger Issue of the Gaming Community and Modding

This is where we are listening, and concerned, the most. Despite seeming to sit outside the community, we are part of it. It is who we are. We don’t come to work, leave and then ‘turn off’. We completely understand the potential long-term implications allowing paid mods could mean. We think most of them are good. Some of them are not good. Some of them could hurt what we have spent so long building. We have just as much invested in it as our players.

Some are concerned that this whole thing is leading to a world where mods are tied to one system, DRM’d and not allowed to be freely accessed. That is the exact opposite of what we stand for. Not only do we want more mods, easier to access, we’re anti-DRM as far as we can be. Most people don’t know, but our very own Skyrim DLC has zero DRM. We shipped Oblivion with no DRM because we didn’t like how it affected the game.

There are things we can control, and things we can’t. Our belief still stands that our community knows best, and they will decide how modding should work. We think it’s important to offer choice where there hasn’t been before.

We will do whatever we need to do to keep our community and our games as healthy as possible. We hope you will do the same.

Bethesda Game Studios

Skyrim Weekend: You Can’t Beat Free

image001

To coincide with the newly announced updates to the Skyrim Workshop, The Elder Scrolls V: Skyrim is going to be more accessible than ever. Freely accessible!

If you don’t already own Skyrim, between now(4/23/15 @ 1pm EST) and Monday at 1pm EST, you’ll be able to download and play the base version of Skyrim as much as you want for free. You can even download free mods from the Workshop to enhance your experience.

On top of being able to play for free, this weekend we’ve got some pretty big savings on all content for Skyrim. Deals include:

  • Skyrim Legendary Edition – 66% off/$39.99 or $13.60
  • Skyrim Main Game 75% off/$19.99 or $5
  • Dawnguard 62.5% off/$19.99 or $7.50
  • Dragonborn 62.5% off/$19.99 or $7.50
  • Hearthfire 50% off/$4.99 or $2.50

Note: To be able to access paid mods, you will need to own a copy of Skyrim.

Skyrim Workshop Now Supports Paid Mods

skyrim-creationkit-steamworkshop-forblog_v2

We’ve had a long and excellent relationship with our good friends at Valve. We worked together to make the Workshop a huge part of Skyrim, and we’re excited that something we’ve been working together on for a long time is finally happening. You can now charge for the mods you create.

Unlike other curated games on Steam that allow users to sell their creations, this will be the first game with an open market. It will not be curated by us or Valve. It was essential to us that our fans decide what they want to create, what they want to download, and what they want to charge.

Many of our fans have been modding our games since Morrowind, for over 10 years. They now have the opportunity to earn money doing what they love – and all fans have a new way to support their favorite mod authors. We’ve also updated Skyrim and the Creation Kit with new features to help support paid mods including the ability to upload master files, adding more categories and removing filesize limit restrictions.

What does this mean for you?

As a modder, you now have the option of listing your creations at a price determined by you. Or, you can continue to share your projects for free. For those shopping for new mods, Valve is making sure you can try any mod risk free.

For full details on these changes to the Skyrim Workshop, check out Steam’s announcement page and FAQ.

Modding has been important to all our games for such a long time. We try to create worlds that come alive and you can make your own, but it’s in modding where it truly does. Thanks again for all your incredible support over the years. We hope steps like this breathe new life into Skyrim for everyone.

Bethesda Game Studios

Take Action with The Evil Within’s Newest DLC

But remember: every action has consequences!

Find out Juli Kidman’s fate in The Evil Within: The Consequence — available today across all the main game’s platforms for $9.99.

If you’ve played The Evil Within’s first DLC, you know Kidman is precariously stuck between completing her assignment from the Mystery Man of Mobius or staying loyal to Sebastian and Joseph. The Consequence picks up right where The Assignment left off and provides a balance of stealth-action and gunplay. That’s right – this time Juli’s packing heat.

Haven’t played The Assignment yet? Double dip on your Kidman quests by purchasing The Evil Within’s Season Pass for $19.99. The pass will give you access to both released DLCs, as well as the upcoming download, The Executioner.

Prepare yourself for these concluding chapters with our release day gameplay trailer embedded above. To keep up on the latest community news for The Evil Within, be sure to keep tabs on the game’s official Instagram, Tumblr, Facebook, and Twitter accounts.

Skyrim Workshop file limit is now… limitless (Updated)

skyrim-creation-kit1

4/8: The Creation Kit update is now live for everyone and features the following additional updates:

Creation Kit 1.9.36 Update

  • Master Files can be uploaded to Steam Workshop.
  • Description fields properly support 8000 characters.
  • New categories added.
  • Loose scripts are now deployed as a single archive. After you un-rar the loose scripts to the appropriate directory, any active scripts you edit will not get overwritten the next time the Creation Kit gets updated.
  • Allow files with seq extension to be uploaded to Workshop.
  • New categories with multiple words now update properly on Workshop.
  • Fixed issue with version control not enabling properly if the INI setting was turned on.
  • Create Archive now allows you to select location to create new archive file.
  • Fixed a crash with having several categories selected for upload.

To upload master files, go to File -> Data. Highlight a loaded master file and select Upload to Steam Workshop. The prompts should work the same as uploading a plugin.

Continue reading full article ›