It may not have been the most shocking element of Microsoft’s Xbox One reveal to hear that Forza Motorsport 5 would be showcasing the graphic potency of the new console, Turn 10 Studios didn’t let that stop them from delivering one heck of a trailer.
Jaw-dropping visuals in a cinematic trailer are nothing new to the franchise, but simulation racing fans will be glad to know that when the Xbox One hits store shelves later this year, Forza 5 will be right next to it. Check out the trailer now.
It was rumored that Forza 5 would be among the console exclusives being developed to accompany the console’s launch, and from all standpoints, the move makes sense. Even Sony recognized that a next-gen system requires a next-gen racing sim to help it shine – surprisingly not Gran Turismo 6 – and Turn 10 has distinguished itself in recent years as one of Microsoft’s most critically acclaimed exclusive studios.
With the jump to a brand new console, with brand new technical specs, it seems fitting that the announcement trailer should feature the McLaren P1 so prominently. As a hybrid supercar, the P1 – like Forza 5 – is somewhat of a bridge: between what was the pinnacle of development, and what the future may hold for the industry.
If there is one racing franchise of the last generation that truly scraped its way to the top of the heap – surprising more than a few players and developers in the process – it has been Forza. However, that also means lowered expectations are a thing of the past. While we wait to see exactly how Turn 10 manages to improve on the nearly-flawless Forza 4 (read our review), it’s comforting to see that the success of the spin-off Forza Horizon hasn’t affected the core vision for Forza Motorsport proper.
Although Horizon managed to exceed the usual quality of spin-off games (readthat review), the announcement trailer shows that racing the most exquisite cars in the world today is still Forza Motorsport 5‘s top priority. Again, we’d warn that putting too much emphasis on a well-rendered trailer isn’t a wise move for anyone. Hopefully the mechanics and online components of the upcoming game will be highlighted soon enough.
Until then, fans can look forward to yet another racing simulation that isn’t too bad to look at it. And it seems supercar manufacturers aren’t making ugly cars either.
What do you think of the trailer? Do you wish Turn 10 had revealed a bit more in the event? Is the lack of a more in-depth look cause for concern, or has the studio earned the benefit of the doubt in your eyes? Share your thoughts on Forza 5, and the possibility of other launch titles tipping the scales, in the comments below.
Forza Motorsport 5 is expected to release later this year, exclusively for the Xbox One.
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Microsoft has lifted the veil and introduced the world to the Xbox One, the oddly name successor of the Xbox 360. We now have seen what the “big three” have to offer this generation and until the Steam Box, Ouya, and other new consoles grab a big market share, it’s the Wii U vs. the PlayStation 4 vs. the Xbox One.
Much of today’s presentation focused on the multimedia entertainment features Microsofts wants consumers to take advantage of in their living rooms, from a revamped Kinect system, more integrated and connected technologies and more general digital entertainment from the comfort of your home. Gaming may not have taken a backseat, but it certainly wasn’t the driving force as it was for Sony during the PS4 reveal.
Some of the biggest and most controversial topics for the media and gamers going into both Sony and Microsoft’s unveiling events surrounding a few key issues: always-online connections, backwards compatibility, and pricing. While we still don’t have prices or dates for either next-gen home console, we do have some details on the Xbox One that were only briefly touched on during the presentation, and in some cases, intentionally not mentioned at all for the obvious reason of avoiding negative buzz. Let’s highlight a few details Wired learned over the last few days:
The Xbox One is NOT backwards compatible, meaning Xbox 360 games – including downloadables – will not work on the next-gen platform. Wired was told by Microsoft that licenses for music and movies will be transferred though.
Installing games is mandatory, but you can play while it installs. Buy a retail disc and put it in to install and once you have, you no longer require a disc.
What if you trade/borrow/rent? Users will be prompted to pay a “fee” to install and once they do, they also no longer need a disc. That means no more lending or trading games, at least not in the way we’ve known for decades.
Always-online? Not quite. The Xbox works offline, however, developers can build games that use (read: require) the computational power of the Azure cloud – meaning those titles would inherently be always-online. Think of it as a compromise, bridging the gap. Microsoft wants developers to use this and you can count on more and more of them doing so. For example, Forza 5 is “built from the ground up to take advantage of Xbox One and the infinite power of the cloud.” Uh oh.
The Xbox One will not function without its bundled Kinect sensor, which is always on and listening.
Xbox 360 controllers and accessories will not work on the Xbox One so purchasers will need to buy new everything.
The 500GB Xbox One hard drive cannot be replaced/upgraded, but the console does support external storage.
Xbox One lets players save and restart games at any point.
Did you know these things from watching the presentation?
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If there’s one studio that this generation of consoles managed to take from a beloved studio to an acclaimed juggernaut – and deal with the problems that a rise to fame often brings – it is BioWare. After making their name in the mainstream, the company is at work on their next-gen Dragon Age: Inquisition.
Although fans are eager to see how the developers will be improving on their existing formula, and just what next-gen tech can make possible in theDragon Age universe, BioWare isn’t placing any bets on what new forms of input or secondary game experiences – Kinect, SmartGlass, PlayStation Move – preferring instead to see what changes are met with approval from gamers.
Speaking with OXM, Dragon Age: Inquisition producer Cameron Lee pointed out that as the fantasy series (and BioWare as a whole) enters into the next generation, not being one of the first major titles lets them pick and choose how new gameplay and functionality will be integrated into their titles:
“We’ve looked at it, the SmartGlass stuff, Kinect, PS4′s Move and all that… One of the advantages of shipping a year after everyone else is that we get to see how everybody responds to these things, during the new generation.
“We want to take the time to look at how they work, and how players react. Because it may not be what players want, it may not be a good experience. We have the luxury of time, to see how people respond and craft something where if we want to do that, it’s the right thing to do.”
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Patience usually pays off when it comes to experimenting with new technology, and since the line between motion controls and gimmicks, or social integration and clumsy connectivity seems thinner than ever, we don’t blame BioWare for playing it safe. The good news is that the company has some history with Kinect, specifically with Mass Effect. The decision to use the Kinect’s voice control for things like quick saving, commanding squadmates or even selecting dialogue options were all far more promising than less-inspired attempts at shoehorning motion controls into controller-based games.
As yet another sign of just how much the Dragon Age and Mass Effect teams will be sharing the leap into next-gen, Lee explains that Mass Effect‘s successes (and shortcomings) with the device may inform their design as well:
“It was an interesting experience with Kinect on Mass Effect, and we’ve got a lot of the telemetry from Mass Effect 3 about how players used it… So we’ve certainly investigated quite deeply the difference between options.”
With the growing emphasis in the RPG genre on bigger, more highly-detailed game worlds, the ability to use physical gestures, voice commands, or mobile devices is mostly an afterthought. And if a majority of gamers continue to feel that way, hopefully BioWare will take note, and not focus too highly on those technologies during the final stages of production on Inquisition.
Besides, if BioWare can deliver a game as open-ended and impacted by player choice as they claim (not to mention visually stunning) then inventing a new form of Kinect or SmartGlass functionality won’t be something they’ll need to worry about.
Do you think there’s potential for developers to do something truly groundbreaking with these types of next-gen integration and technology? Or are you hoping the fad will have run its course by the time Inquisition is released? Sound off in the comments.
Those worried that Dragon Age: Inquisition wouldn’t be raising the bar for the series from a technical perspective can apparently rest easy. The first Inquisition gameplay video showing the game in motion is testament to just how impressive Frostbite Engine 3 could be on next-gen hardware, with particle effects, simulated fire and frame rates sure to make any RPG fan happy.
If that weren’t enough, BioWare has also released a brand new gallery of gameplay screenshots and concept artwork showing the Inquisitor himself/herself, as well as a new party member, new enemy types, and a wide variety of concept artwork hinting at the new locales and monuments being added to the wide world of Thedas.
Although the first Inquisition screenshots released seemed to fall in line with the visuals of Dragon Age 2, fans will be happy to see just how much of a difference between the two games there could be. Aside from the graphics visible in the gameplay video (a far cry from the pre-alpha clips already revealed), the in-game special effects and animations seem to be as smooth as possible.
With the gameplay video from PAX comes a sizable gallery of concept artwork and in-game images giving fans a sense of the development team’s aims for expanding on the world of the franchise, and what to expect from the results. Take a look:
Besides showing a closer look at the creatures, the environments, and the new party member Vivienne, the images prove that the overall aesthetic and style of Inquisition may be taking a slight step closer to realism than prior games. Not to say that fantasy and magic won’t be playing a role, but the higher quality attacks and attention to detail is a strong sign of what the next generation will bring for the series (and Mass Effect).
Of course, those still unwilling to get on board with the third Dragon Age game aren’t likely to cite graphics as their main concern. A highly-polished and visually impressive Dragon Age adventure won’t win back fans who felt that player choice and customization were sacrificed in the name of streamlining. It’s because of that that BioWare is bringing back multiple playable races, approaching romance from a whole new perspective, and creating what sounds like the biggest game in the series to date.
The developers have offered glimpses in the past of how their game’s environment would be brought to life around the player, but after seeing the quality of the graphics in action, we’re far more inclined to believe that BioWare may follow through on their previous claims.
What do you think of the footage and images? Do they have you convinced thatInquisition is a must-play for BioWare fans, or does the concept art simply leave you longing for a next-gen Dragon’s Lair?
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BioWare has a longstanding reputation of forcing players to make tough decisions. From which love interests to pursue to whose life to save, the developer of Mass Effect, Star Wars: Knights of the Old Republic, and Dragon Age has an undeniable knack for making gamers feel invested in the lives of their characters. BioWare plans to keep that tradition alive and well from the first moments of Dragon Age: Inquisition with the help of a new online tool.
The “Dragon Age Keep” is an online tool that players will use to determine the starting world state before jumping into their Inquisition games. The Keep will give users the opportunity to experience the stories from Dragon Age: Origins and Dragon Age 2 through the application. Consumers preparing to play Inquisitionwill use the tool to determine their party members, romantic interests (whichInquisition will be taking a new approach to), and other major plot decisions from the first two games.
Mark Darrah, executive producer of Inquisition, announced Dragon Age Keep on the BioWare blog. Darrah explained that the online solution to transferring choices made on current-generation systems to PS4 and Xbox One will “allow players to take their unique world state into any platform (present or future) and even other media.”
The Inquisition team has been hunting down the best approach for transferring save files to the project formerly known as Dragon Age 3 since the company announced plans to release the game on next-gen consoles. According to Darrah, the move to the cloud-based system will help to eliminate the potential logical inconsistencies that could occur.
“An additional benefit offered by moving to the cloud is being able to fix issues in plot logic, which historically we have not been able to do because of client side complexity or platform holder limits. Under the hood, the Keep has a logic validator which ensures you’ll always have a valid world state free from errors and conflicts.”
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No answers were offered as to how players will be able to import previous games directly to “Dragon Age Keep.” The team is definitely aware that this is a feature fans want to see. Darrah’s statement explained that the team is still investigating ways in which save files from previous games could be used to populate the initial world state. If the trailer is any sign, once player’s find themselves in the world state they helped created, they should have much more freedom than the previous games permitted.
BioWare is attempting to find a balance between the combat systems of the first two Dragon Age games by mixing action with tactical strategy. The Tactical View, which debuted in the PC version of Origins, will be returning in Inquisition. The tool gives players a top-down view to plan their attacks. Players will also have the ability to switch between characters while paused. This feature is intended to allow for smooth transitions between different types of attacks.
Interested parties can register for the “Dragon Age Keep” beta program now. The full service is expected to launch next year, a few months before the game’s release.
Dragon Age: Inquisition releases in autumn 2014 for the PC, PS3, PS4, Xbox 360, and Xbox One.
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Whether justified or not, the idea of romantic entanglements in video games and BioWare have become nearly synonymous. With romance and courting gaining special attention in both Mass Effect and Dragon Age, the studio’s writers know that the shift to next-gen means every aspect of game design will have to raise the bar: romance included.
With Dragon Age: Inquisition getting even more time in the oven than first expected, the development team is placing more emphasis than ever on player freedom. Love interests are certainly included, but as the lead writer and director make clear, Inquisition will be a new chance for the team to get relationships right, and make something truly groundbreaking out of what some feel is a disguised (and occasionally offensive) game mechanic.
Diehard fans of fantasy role-playing may have accepted Dragon Age: Origins‘ system of wooing lovers by saying what they wanted to hear and giving them gifts – adorable, hairless pig-rabbits as they may be – but those looking for true immersion had to suspend disbelief. That’s something that the team hopes to change with their first next-gen release.
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So, first things first: how do the developers decide which characters will be potential love interests for the player? Lead writer David Gaider explains the challenge to Game Informer:
“We’ll talk about what the romantic arc is and what that character’s story can tell as a romance… Because there’s more than insert coin, get sex, right? There are different types of romantic tales and romantic archetypes. I know people can water it down and say they’re all the same, [but] no they’re not, there’s a different story that can be told.”
Gaider was quick to clarify that the team of writers doesn’t lay out large romantic arcs, scenes, and love interests ahead of time. The top priority is building each character to stand on their own; when they’re interesting enough to do that, pairing them up can lead to some surprises, as one particular character in Dragon Age: Origins proved:
“Trying to figure out what the romance is…sometimes it requires you to sit back and think about the character a slightly different way because you’ve always thought about them [one way]… Morrigan initially was not supposed to be a romance. I had to change the way I thought about her… [I saw her] as her having built up this sort of armor around herself — that there was a different person underneath. One that she purposely had to squelch because she thought that [it] was weak, because that was what she had been taught. Suddenly when I thought about that, it was, ‘Oh, that’s an interesting place to go.’
“You could almost sleep with Morrigan immediately — before you even got to know her at all — and that was part of her thing… She expected that and right afterwards it’d be over, but you could then scratch beneath the surface and break through her armor.”
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Gaider is right to point out BioWare’s attempts at making sexuality a healthy part of certain character’s lifestyles – not uniformly positioning a romantic encounter as an end ‘objective.’ In truth, the decision to introduce characters who view romance, friendship, and apparently revealing clothing in vastly different ways was an interesting one. Fans of Dragon Age: Origins would likely say that same mentality is what led the developers to give player’s the choice of their own race and class (a choice that’s returning in Dragon Age: Inquisition).
Modern game designers may be approaching photo-realistic graphics, but simulating real human behavior remains a challenge. Instead of trying to portray a love story in the midst of an epic action-oriented game, Gaider claims that the hardest part of his job is making romantic relationships seem natural; not only for those who choose to engage in them, but making sure players who don’t pursue romance aren’t cheated of content:
“Our romances tend to grow out of a friendship, out of necessity, almost more than anything else… We want a player who isn’t romancing a character to still get a sense of who that character is and feel like they have a relationship. You’re going to walk the same path, but then at some point, you’re going to grow into the romance, and that’s going to be separate content.
“We still want the heart of that character to be available to anyone… So for us, it’s, ‘How do we make that seamless?’ And if it’s seamless, the player isn’t going to be able to distinguish between those two paths necessarily.”
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It’s that goal which seems to be bringing the most changes to Inquisition‘s follower relationships: in both Origins and Dragon Age 2, characters whom the player had made little effort to grow fond of had their respective content locked off. Since the sliding scale of approval often lumped romance and friendship together into the same blurred system, the results were… less than natural.
The team’s solution is a clever one, but an incredibly large challenge. By building content to be “event-driven” instead of approval-driven, the writers allow approval to merely inform the tone of the conversation that would take place regardless. Creative director Mike Laidlaw explains:
“They’re like, ‘Yes, you’ve chosen a thing that I disagree with, but we’re good friends… So that’s going to change the color and tone of [those interactions], so [they're] more nuanced. I think that’s going to take them beyond what’s been done in the past.
“In my ideal scenario, your interaction with the character isn’t just about having interacted with them; it’s about your interaction with them in relation to the whole game that you’ve chosen to play. So if you make really sweeping decisions in other parts of the game, that may actually change the nature of those interactions.”
As if Inquisition didn’t have enough riding on its success already – as BioWare’s first next-gen entry, setting the framework for other studio franchises, and looking to earn back fans who were disappointed in Dragon Age 2 – the developers seem eager to add serious character development to the list as well.
Do you think they’ve got a handle on the most nagging issues? Or do you think the romance system is working fine the way it is? Share your own thoughts in the comments.
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There’s plenty to look forward to with the impending release of Dragon Age: Inquisition – seeing what the developers have learned from the mixed reactions to Dragon Age 2, the chance to once again build an epic story around a Dwarven hero, and a brand new chapter in the story of Thedas.
But even if BioWare has made its name on compelling story of late, there’s more to Inquisition than scripted cut-scenes. Plot-driven campaign aside, the developers seem most excited about the opportunity to emphasize player choices and consequences. Whether they can deliver on handling both open-world gameplay and scripted story remains to be seen, but the living, breathing world continues to be emphasized in released assets.
After BioWare decided to feature a massive dragon in their first full unveiling, players have been left to wonder if the boss creatures would actually be featured more prominently in the game. New screenshots have surfaced on NeoGAF, hinting that the creatures may be found in more than just dungeons.
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BioWare’s cinematic director confirmed that the dragon seen in the above image is only a baby, with the previous gameplay trailer showing not just its full-grown relative, but the mixture of both predator and prey in one of the game’s larger desert environments. It’s still hard to tell whether that footage was only meant to show the potential of next-gen hardware, or is an accurate reflection of what players can expect.
Luckily, one other screenshot showed that it won’t just be dragons moving aboutInquisition‘s world. The nugs are back, Dragon Age fans, and they’re better looking than ever.
For those unfamiliar with the odd combination of a pig and rabbit, nugs – or ‘mudsplashers’ – are most often found in the underground caverns populated by Dwarves. Due to their near-blindness, they can often be found either acting as pets or dinner in the world of Dragon Age. It’s hard to say how long it could survive in the sun-drenched deserts seen in the images – or next to such a deadly creature – but if the developers are rendering an in-joke with this much care, it may spell good things for the rest of the game.
What are your impressions from the images? Do you think that BioWare has truly crafted an open, living world, populated with these types of creatures, or is that hoping for too much? The developers have certainly promised as much being made possible by a new generation of hardware, so hopefully more examples will be given soon.
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Dragon Age: Inquisition is expected to release in 2014 for the Xbox 360, PS3, Xbox One, PS4 and PC.