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dimanche 29 juin 2014

Sniper Elite 3 Steam Keys Bought in Good Faith Revoked as Result of Scam


Valve has revoked an unknown number of Steam keys for the recently released Sniper Elite III after developer and publisher Rebellion said they were stolen from one of its retail distributors.

We still don’t know how many buyers were affected, but at the time of writing the Steam discussion thread where Rebellion made the announcement is almost 700 comments long.

Many of the comments are from understandably angry customers, who didn’t know they were buying stolen keys. As Rebellion explained it to one of these angry buyers on its Facebook page, Rebellion asked Steam to revoke a batch of keys that was stolen from one of its distributors of the retail, hard copy version of the game. Rebellion believes these keys were sold to third-party key resellers like Instant Gaming.

However, a post to Instant Gaming’s Facebook page claims that it bought the revoked Sniper Elite III Steam keys legitimately.

“The resellers are NOT the problem,” Rebellion said on Facebook. “Those stores affected are NOT shady…The keys supplied to them were not as they seem - they were unlicensed, and unpaid for. This was reported to Valve and they revoked the keys.”

Rebellion is offering Sniper Elite III’s Target Hitler DLC for free to all those affected by this issue. To be eligible for that, you’ll have to contact Rebellion by Friday, July 4 by following the instructions here.

As for the price of the game itself, Rebellion is encouraging customers to contact the sellers in question and seek a refund immediately.

Emanuel Maiberg is a freelance writer. You can follow him on Twitter @emanuelmaiberg and Google+.

Last of Us PS4 hardware bundle confirmed for Europe

The bundle will include a black 500GB console, a controller and a copy of the game, and is priced at €429.99, as suggested by an earlier retail leak.
The hardware bundle is available for pre-order now in Europe.
Sony revealed a The Last of Us Remastered release date of July 29 at E3 2014.
The updated action game will feature a number of improvements over 2013's original, with Naughty Dog targeting 60fps.
Studio co-president Evan Wells said: "The graphical fidelity has been turned up to 11, we've got 1080p, we're pushing the draw distances further, we're creating higher resolution character models, better lighting, better shadows."
Remastered will also include a number of The Last of Us DLC packs featured in the game's season pass, including the Left Behind single-player add-on.
Asked in April if owners of The Last of Us on PS3 and the game's season pass may be able to pick up the PS4 re-release at a discounted rate, Naughty Dog community strategist Eric Monacelli said: "We're looking into the business model for all this and will post about this once we have input from all regions."

samedi 28 juin 2014

The International prize pool surpasses $10 million

Dota 2 players will compete for a share of more than $10 million at The International in July, Valve has revealed.
Valve contributed an initial $1.6 million to the prize pool. It also adds 25 percent of the purchase price of Compendiums and related in-game goods to the pool, letting players contribute to the share.

The in-game items combine tournament bracket predictions with slots for users to select their favorite teams and players.
Players can level up their compendiums by watching matches or buying points with real cash, unlocking rewards like an exclusive in-game courier model, battle point booster, and a suite of "stretch-goal style" rewards.
The tournament will be held in Seattle's KeyArena from July 18 to 21 and will host 11 of the best competitive DotA teams, as well as four regional qualifiers.
Valve previously released a feature-length documentary on professional gaming on Steam. Titled 'Free to Play', the internally-produced documentary follows three professional Dota 2 players from different continents (Asia, North America, and Europe) as they compete to win $1 million in the first Dota 2 International Tournament.
Last year's prize pool totaled just under $2.9 million.

Planetside 2's Huge World Expands With a New Continent in Today's Update

Sony Online Entertainment today released a huge update for its free-to-play MMO shooter,Planetside 2, the most significant aspect of which is a whole new continent for players to explore and fight over.
Known as Hossin, the new "swamp continent" will present new obstacles for players to deal with as they navigate the environment. SOE says Hossin is home to "unforgiving marshes, low hanging tree canopies, and slow-moving, boggy terrain," all of which sounds like it could get in the way when facing off against dozens of enemies (not an uncommon occurrence in Planetside 2).
"With its swamp-like terrain and natural barriers, players combat skills will be challenged like never before," said creative director Matt Higby. "Facilities and bases are scattered throughout, making infantry combat the most important it's ever been. Hossin adds an insane element to PlanetSide 2's ground / air combat strategy. We are eager to hear community feedback, particularly since Hossin will be continuously updated and enhanced for a long time to come."
Access to Hossin is free to all players on PC with the release of today's update. Its release only further expands what was already a massive game world.
Also added today are several new features, including continent locking. As battles most often take place on one of the game's three existing continents, players will now be able to prevent spawning on any continent by controlling all the points on the map.
Outfits--the game's versions of clans or guilds--also have something to look forward to today. A new, improved system for recruiting has been implemented; outfits can now equip decals; and, most interestingly, an ownership system is now in place for bases. When capturing facilities and outposts, the outfit that contributed the most will gain temporary "ownership" over it, making it so that the owner's decal is displayed above it.
Planetside 2 is currently available only on PC. A PlayStation 4 version is in developmentthat was originally expected to have been released last year. Today's announcement doesn't provide any new word on that front; SOE only says it's coming to PS4 "later this year."

Shovel Knight Soundtrack Now Available at Any Price -- What's It Worth to You?

Following the release of Shovel Knight yesterday, the game's excellent soundtrack has now been put up for sale online--and, in an extremely fan-friendly move, you're free to download it for any price you wish.
The 48-track album is comprised of retro-style music that is well-suited to the 2D platformer, which was released yesterday for $15 on PC, Wii U, and 3DS to positive reviews. You can stream the entirety of the soundtrack through Bandcamp's website, or you can buy it at any price you choose--including $0. The latter options allows you to download the album in a variety of formats, including MP3 and FLAC.
According to the soundtrack's Bandcamp page, composer Jake Kaufman (who previously worked on games like Contra 4 and Mighty Switch Force) used free tools designed for hobbyists to create the game's soundtrack and sound effects. The result is a total of more than two hours of chiptune music.
A separate arrangement album that features work from Manami Matsumae of Mega Man fame is also available as a name-your-price download. Additionally, Kaufman is encouraging fans to do whatever they want with the music, including writing lyrics, making arrangements, and creating music videos.
Perhaps even better than that is an NES-compiled version of the soundtrack--clocking in at less than a megabyte, compared with 141 megabytes for the MP3 version--that is available for download here. Kaufman says this "contains the machine-language code for the music, and can be played back directly on real NES / Famicom hardware, using special hobbyist flash cartridges--or listened to in dozens of free NSF players available on every imaginable computer OS or phone." If you're looking for such a program, he's tested it in VirtuaNSF and NotSoFatso, both of which are free downloads.
If you plan on downloading the soundtrack, how much do you intend to buy it for? Let us know in the comments below. And for more on Shovel Knight, check out GameSpot's review.

Destiny Trophies and Achievements Revealed; Get Ready to Kill a Lot of Enemies



Developer Bungie detailed 40 Achievements and Trophies for its upcoming shooter,Destiny, in its weekly update today. The full list involves a diverse array of different tasks, from completing missions certain ways to customizing your ship.

There are four main enemy types and three character classes in Destiny. Trophy and Achievement hunters will have to kill all of them many, many times to get all the rewards.

Some of the more memorable Achievements and Trophies include:
Triple Play -- Kill a Warlock, Hunter, and Warrior without dying in a single player vs. player match
Suited for War -- Get fully equipped with Legendary or Exotic weapons and armor.

Although most of the Trophies and Achievements are straightforward, there's some mystery with the Dragon Slayer accomplishment. To acquire this one, you must "kill a champion of the Dark." This could mean fighting a high-level enemy that comes from the Darkness, the most powerful opposing force in Destiny.

You can see the full list of achievements on Bungie's website.

Destiny launches for Xbox 360, Xbox One, PlayStation 3, and PlayStation 4 on September 9. We thought that the game looked promising when we got our hands on the alpha build earlier this month.

Do you still try to get as many trophies/achievements as possible (like the guy who got 1,000,000 Gamerscore), or do you ignore the list entirely and just play naturally?

jeudi 26 juin 2014

Battlefield Hardline beta hits all platforms 'this fall'

A second Battlefield Hardline beta will be released this autumn, Visceral Games VP and GM Steve Papoutsis has confirmed.
Unlike the first beta, which was exclusive to PC and PS4 players, the next beta will be released to "all announced platforms", which will include PS3, Xbox One and Xbox 360.
"If you didn't get a chance to play the Battlefield Hardline beta this time around don't worry, we have your back as we'll be launching another beta this fall on all announced platforms that will showcase more," said Papoutsis, as he confirmed the conclusion of the first beta after a two-week campaign.
Papoutsis promises plenty of surprises from the game to come, including new content that wasn't in the first beta.
"The Battlefield Hardline beta was just a small portion of what is in store," he said.
"We have plenty of new modes in the game that really play off the cop and criminal theme, as well as the return of fan-favorites. The variety in maps is also something that Battlefield fans have never experienced before, from subterranean grow labs to the streets of Miami, complete with all the vibe and flavor that city has to offer."
For those interested, Papoutsis also offered a small hint of what's in store for the game's single-player campaign.
"As many of you know from previous Visceral games, we have a unique way of telling our stories and engrossing players in our worlds, and Hardline will be no different. We are doing some cool new things in how we present the campaign, similar to what you see when watching episodes of your favorite TV shows. It's something different and we're fired up about it. Keep your eyes out for more on this next month," he said.
Battlefield Hardline is scheduled for release on PC, PS3, PS4, Xbox 360 and Xbox One on October 21 in North America, October 23 in Europe, and October 24 in the UK.
Publisher EA launched the first Battlefield Hardline multiplayer beta to PC and PS4 players on Monday, June 9, just as the E3 expo in Los Angeles got underway.
DICE said earlier in the month that it's considering introducing early access schemes for its future Battlefield games to help ensure more stable product launches.

New Epic Games demo shows 'PC-class' tech for mobiles

Epic Games has showcased a new tech video that demonstrates "PC-class gaming technology" running on a mobile device.
The video "shows what's possible when PC-class gaming technologies and performance are brought to mobile devices," said Epic Games.
"In less than three weeks we ported content built for high-end PC and the DirectX 11 graphics API to Android and Google's AEP (Android Extension Pack) extensions for ES 3.1."
The video features assets brought directly over from Epic Games' Samaritan demo - which was previously a showcase of cutting-edge desktop gaming tech - running at full detail on an Nvidia Tegra K1 mobile processor.
Tech demos don't necessarily represent true visual capabilities in games, which add physics, AI, player controls and other taxing variables to the equation. But the video below certainly appears to demonstrate visual capabilities on par with that of the PS4 and Xbox One consoles.
More game videos from CVG:
  [ Theatre mode ]
Nvidia CEO and co-founder Jen-Hsun Huang took the wraps off the company's next generation mobile processor, Tegra K1, during the company CES press conference in January.
Billed as the "first ever console-class mobile technology, enabling PC-class gaming technologies like DirectX 11, OpenGL 4.4 and tessellation", the capabilities of the world's first 192-core processor were shown in an Unreal Engine 4 demo, which you can watch here.
The new Tegra chip is more powerful than the PS3 and Xbox 360 while using a fraction of the wattage, Huang told CES attendees.

Video preview: PES 2015 hands-on

It may not have made a public appearance at E3 this year, but PES 2015 was there behind-the-scenes.
Konami was showing off its first new-gen entry in its long-running football series to journalists away from the prying eyes of the public, under the condition that we didn't talk about it until it released the first screenshots and footage.

The screenshots were released yesterday and the footage was published today, so with that said we can now give you our first hands-on impressions.
In our video, CVG's Dan Dawkins and Official PlayStation Magazine's Matthew Pellet discuss PES 2015 and whether - based on what we've played - this new offering will rejuvenate Konami's flagging franchise.

INTERVIEW: RESPAWN ON THE FUTURE FOR TITANFALL

It was once difficult to think of Respawn without recalling the drastic and desperate circumstances that led to the studio's formation. After all they are, somewhat perversely, the reasons why it exists.
The "insubordination", the dismissals, the lawsuit, the other lawsuit, the mass exodus, the EA and Activision thing, and of course the excruciatingly protracted legal process which aimed to straighten these matters out.
But then Titanfall landed, exclusively for Microsoft, and stands today as perhaps the best triple-A game of the new console generation so far. Certainly it's the game Microsoft is relying on to sell its Xbox One, and the one Sony doesn't have an answer to yet.
It's a remarkable feat to build a game of such significance, and borderline absurd for a studio to create it under those tumultuous conditions.
Now, having cultivated a blockbuster IP (which, crucially, it owns), Respawn no longer has time to dwell on the past. Its future seems far more interesting anyway. The next steps the company takes will be crucial.
To get a better sense of how that will play out, CVG spoke to co-founder Vince Zampella and Titanfall director Steve Fukuda at E3, and later the studio's new(ish) COO, Dusty Welch.

Interview: Vince Zampella and Steve Fukuda

Words: Andy Robinson

What can you tell us about you post-release plans for Titanfall?
Zampella: We have three DLC packs coming, one of which has been released already. The next one should come in three months, and then the last one three months after that, approximately. We have free updates that we're doing also, like the next one which adds two new game modes, voice packs and Titan emblems.
Have you left any room in your plans to react to the community and what they're asking for?
Stever Fukuda was lead designer on the Call of Duty series until 2010.
Fukuda: Absolutely. A big part of it is... we want to make the game that we want to play. Everyone at the company plays the game, so it's not like, 'oh, we're making a game for somebody else'. So in a sense it's driven a little bit by that, as well as feedback from fans.
Zampella: Some of it is the reality of what effort is required to create certain content, whether it's fun or not etc. There were a lot of things we tried that sounded great, but in practice didn't come together properly.
Fukuda: We're a small team, so we're always balancing how much manpower we have with the intensity of development. A lot of us come from a single-player background, so there was a lot of learning involved in adapting to the whole 'live-ops' arena - we are developing as we go.
Zampella: Normally you ship a game and go on vacation, but we've just shipped a game and now we're still working on it, updating it and adding new maps.
Having read Geoff Keighley's Final Hours feature and how many challenges you had to overcome during development, it must be extra satisfying to have finally released and currently have the best selling game on Xbox One?
Fukuda: Yeah. In some ways it's even hard to remember that. Even reading through it, some members of the team were getting emotional, because it feels like we're in such a good place now that it's weird to look back and remember that we were once in a really dark place where we didn't know where things were going. It feels like a different lifetime, I guess.
Zampella: We made a lot of choices during development that were very rapid and very under fire. It's like coming back after the war and looking at the decision you made to call in an airstrike - the operation gets second guessed after the fact because you can now look back with hindsight. You have to reconcile some of those decisions before you can see the consequences of the present, in terms of development, technology and that kind of thing.
"DOING STRAIGHT UP SINGLE-PLAYER FEELS A BIT TO ME LIKE GOING BACK TO WHAT YOU KNOW"
EA seems to have been very supportive during the whole process?
Zampella: Yeah. We've had some bumps along the way, obviously, but I think we've arrived at a good place now.
Fukuda: They've really trusted us. I never felt that they were imposing themselves at all - we just had total creative freedom to do whatever we wanted.
And in the recent financial call EA announced that you will be working with them on future projects. What can you tell us about that?
Zampella: Nothing. We're not ready to announce anything. Honestly, we don't even know. We've been so buried in fixing and supporting Titanfall that we haven't even moved on to, 'what will our next game be?'
So the whole studio is still working on Titanfall?
Fukuda: That'll be next week. Once we get this whole E3 thing out of the way, then we'll get our asses in gear!
Do you have any plans to expand the lore of the franchise? You've obviously taken the time and effort to build this brand new IP. Do you have any plans to flesh that out?
Zampella: Yes. But where that shows its head, I don't think we're ready to talk about yet. But yeah, definitely. We have the active piece and now we'd like to have more on the stories and characters.
Fukuda: A big part of that is the way that it serves the development team. This is a new IP and so everything about it is constantly new - we're literally on the frontier of the game, on the edge surrounded by this fog (laughs). In a way, to keep the artists and animators motivated, and to understand where things are going and have everybody on the same path, that lore becomes extra valuable in that regard, instead of just making something for the sake of it.
Vince Zampella founded Respawn alongside Jason West in 2010.
How do you reflect on the choices you made on how to incorporate story and characters into online matches?
Zampella: I really think it worked well. I think the only criticism that I've heard is that sometimes people are so in to the game - because it's competitive multiplayer -that they get the blinders on and block it out a little bit. As you're playing there are these story moments happening around you and some people take it in, but others miss it because they're focussed on the fight.
Fukuda: The density of action is really key. This game has a ridiculous amount of action going on and that action is painted in a very cinematic sort of way, where you have people riding on Titans and falling from all different directions... it feels very much like a single-player game in terms of those elements. Like Vince was saying, we ran in to issues with people taking in the story while being overwhelmed by all this cinematic action, with these intros and ships flying in... intelligent building was the issue.
Zampella: That's true. Sometimes it's a problem for single-player games too, but in those you can put up a wall, block the action and then force people to pay attention to the story. In a multiplayer game you don't want to block things off.
Respawn clearly has a lot of key staff who are talented at making single-player content. Is a solo campaign in your future?
Zampella: A single-player campaign? I don't know. I think we want to hit whatever part of the brain it is that triggers that feeling of a single-player campaign.
Fukuda: To me it would almost be a step backwards. Doing straight up single-player just feels a little bit to me like going back to what you know, going back...
Zampella: There's nothing wrong with a single-player experience. They should exist and they do exist and I would work on one. But doing one with this feels almost like taking a step backwards.
"WE'VE BEEN SO BURIED IN TITANFALL THAT WE HAVEN'T EVEN MOVED ON TO, 'WHAT WILL OUR NEXT GAME BE?'"
At one point you did experiment with creating a campaign for Titanfall though. Did the process of development change your philosophy?
Fukuda: Oh yeah. I think there was a big brain shift amongst the team. At first there was a lot of resistance to going multiplayer only, but once they saw the game they were like, 'wow'.
Respawn used the familiar but dated Source engine for Titanfall. Do you intend to invest in technology for the future?
Zampella: We have to make technology that supports the games we want to make, if that makes sense. It's not just, 'let's make technology because we want to be an engine company'. We're going to invest in technology to support the vision for whatever game we do next. But we haven't announced anything!
Source seemed to be something that was considered for convenience, where as for the next game you might have a bit more time to consider your options...
Zampella: Possibly, but I don't think we have anything set in stone right now.
It's becoming increasingly rare for independent studios to work on big, triple-A titles like Titanfall. Would you be open to fostering smaller games as well? Is that necessary to avoid the burnout associated with blockbuster games?
Fukuda: Internally there are a lot of creative people and yes, those sort of thoughts do get expressed: 'I want to try something smaller' or have a way of expressing themselves. Sometimes we can tie that back in to the main project - put them in charge of making a new mode or functionality. People are getting older as well, so you do want to avoid burnout and not just pile people through work. We have a very experienced team, which is rare.
Zampella: It would be nice to reach the point where we can have someone work on an idea they have. Not necessarily something smaller, but something that they love.
What does the Respawn team look like now that you've shipped Titanfall? Are you looking to grow?
Zampella: I would say it's too early to answer until we figure out what the next game is. It's hard to say. I don't know if the idea is massive and we'll need to grow, or if it's smaller and we can stay the same.
Fukuda: I would definitely say that fast growth isn't a good plan. Hiring people very carefully is a core value and we'll always try and hire the best possible people for each position.
Zampella: That said, if we get good people knocking at the door...

Interview: COO, Dusty Welch

Interview: Rob Crossley

Dusty Welch joined Respawn in January. After working for thirteen years at Activision is head of publishing, he went on to found his own games company, U4ia, in 2011
You have joined Respawn at a very interesting time for the company. It's a young studio that managed to build a very popular debut title. One of the main questions you must be constantly asking yourself is how big should the company be now you have a bit more security.
Yeah you're right, though we don't start with a fixed number of how many people we want.
We look at what our objectives are first, and where the growth in the industry is coming from. We look at what we want to make and what we're good at making. When you combine all those factors together, you have a strategic 5- to 10-year plan.
But being successful as a start-up company probably introduces its own challenges and questions, right? You've built a successful new IP; should you build something new again or support what you've already created? Do you have the manpower to do both?
Well you're the first person who has said it in a while. We are a start-up company, no bones about it. Respawn started in a warehouse with note pads and in the past four years has gone onto continue the team's unparalleled trend of creating hit IPs. That's Medal of Honor, then Call of Duty, then Titanfall. To have done the third under the conditions it was in is an extraordinary feat.
The success for Titanfall really has given us a platform to stand on, and gave people assurances that we've still got the goods, that we're still a major developer. That gives us more of an open field about where to progress.
"THE SUCCESS FOR TITANFALL REALLY HAS GIVEN US A PLATFORM TO STAND ON... IT GIVES US MORE OF AN OPEN FIELD ABOUT WHERE TO PROGRESS"
Some would say it's a small miracle that Respawn created a new IP, that happened to be triple-A, that turned out to be a success. Is this an exception to the rule, or a sign that the triple-A space is perhaps more fertile than some fear?
To be honest, I think it's really hard out there. I spent thirteen years at Activision in various publishing roles, and for every Call of Duty there are four or five other franchises that end up being cancelled.
So I think it's incredibly difficult to not only establish a successful new IP, but also to repeat that success. I think it very often comes down to the strength of the team, and the executive team's ability to guide the studio through troubled waters and make it through the other side. Also, a studio's relationship with its publisher is absolutely critical.
If you have all those things, then you have a pretty good opportunity for success, but it's never guaranteed.
It's also worth noting that the events which led to the creation of Respawn was, in part, led by the ex-Infinity Ward team's desire to create new IP that it had control over. The interesting thing is, now that Titanfall is a success, you probably need to stick with it and not go out and create something new.
Well, if you build a successful franchise, it's important to work on your craft and expand that franchise out. Our primary goal at Respawn is to delight the consumer, and the quality of our work is most important.
So if you create a franchise like Titanfall, it's important to expand in that universe. That being said, I think it's always important to have your eye on the market and know what you long-term vision is, and see if you're able to test the waters in other ways like with mobile or free-to-play.
Look at what model Pixar has adopted. They try new IP over a two-to-three year period, while at the same time supporting their key franchises. Their major successes allow them to take the risk with other projects.
"LOOK AT WHAT MODEL PIXAR HAS ADOPTED. THEY TRY NEW IP WHILE SUPPORTING THEIR KEY FRANCHISES. THEIR SUCCESSES ALLOW THEM TO TAKE THE RISK WITH OTHER PROJECTS."
That makes perfect sense to me, and if I was a betting man, I would guess Respawn has a team supporting Titanfall, has another team working on the sequel, and a third team trying out something new.
Well it's an interesting concept that you propose and, yeah, very interesting.
Is there a desire to diversify in this way?
Our focus right now is Titanfall 1, and there's so much more that we want to add to this game. It's the games-as-a-service model that we're currently working under, where we continue to support these games with frequent updates.
Respawn has hired more than half a dozen God of War developers, including the former creative director Stig Asmussen (pictured)
We're releasing a whole new free update that has a new game mode, new content, new features, and we're persistently dropping new content. I think that's rewarding for the customer, but also rewarding for us because it gives us a chance to try more things.
So that's our focus right now, though of course we've just hired Stig [Asmussen, God of War creative director] and I love the passion he is bringing to the company right now. Of course, he has more of an action-adventure background, and I can tell you that part of his role here is thinking about how the studio can expand and where the growth sectors are in free-to-play and mobile. Looking at those possibilities is part of what we do, but right now, we're focused on Titanfall.
There was a little speculation when Respawn hired more than half a dozen God of War developers, along with Asmussen, and it would be good to know why you have.
I can say we weren't just thinking "let's hire that team", we hire individuals based on their talents and strengths. It just so happens that a lot of them came from the same location.
How long do you intend to support Titanfall for?
At some point of course we have to turn towards the future, but I don't know when that will be. Of course, we have more DLC map packs to provide, and the strategy is to continue to support Titanfall throughout the year.
To what extent does PlayStation 4 factor into your future plans?
Well, we love the platform and we love playing on it. As we go forward, we will of course consider all of the platforms that make sense for our games. So there's nothing in the short term, but certainly PS4 is something we're looking at in the future.
As an aside, isn't it just fantastic that the core consoles are selling so well? It must be an assurance to studios like Respawn to know there is still such a healthy demand for console games.
Oh absolutely. If you go through enough console cycles, you'll see new technologies and concepts that add a level of uncertainty about the viability of consoles. But look at what's happened - there is an unprecedented install rate for next-generation consoles. That's extraordinary.
I love that Microsoft has adjusted its price value mix for the Xbox One, I think it will really help the system grow. Sony is off to an amazing start too with the PS4, and part of the reason is that the system has become so developer friendly when compared to the last generation.
So overall I love what's happening, and it will continue to encourage us to make major triple-A titles because we know the audience is there.
"I LOVE THAT MICROSOFT HAS ADJUSTED ITS PRICE VALUE MIX FOR THE XBOX ONE"
Finally, does Respawn still have a desire to remain independent, or are you keeping open-minded about this?
Welch emphasises that Respawn will continue to add more content to TitanFall going forward
Well, I think you have to always keep an open mind. Never say never. But if you think about the history of Respawn, it's about a long-fought battle to have control over the IP.
We're fortunate that we have an amazing partnership with EA, and I hope it's a long-term partnership. Everything they have brought, from the know-how to the resources, has been instrumental in ensuring Titanfall has been a success.
I find it really encouraging that EA, under its new chief executive Andrew Wilson, is talking about putting the player first. It's great to talk about it, but we're seeing that at EA now.
I remember when Activision did the same thing years back, and how that consumer-first approach transformed that business, and it's almost eerie because I swear I'm seeing the exact same thing today at EA.

 

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