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Tendo em vista aquilo que foi mostrado eles não deviam ficar regulando essa porra ai não, deviam é liberar o Beta para todo mundo e segurar a bronca das criticas que vierem...

Editado por Marcelo Roffer

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Stay out of... trouble!

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Assassin’s Creed Infinity is the code-name of the next Assassin’s Creed game

Reportedly "a massive online platform that evolves over time."  :lolmor: Vai fazer par com Halo Infinite, que também foi dito ser concebido para evoluir com o tempo e ir recebendo muitas adições... Infinitness Awaits! 




Assassin’s Creed Infinity is the code-name of the next entry in the Assassin’s Creed franchise, which is currently early-in-development, Ubisoft has confirmed.


The confirmation follows a report from Bloomberg’s Jason Schreier, who first revealed the live service nature of the game, describing it as “a massive online platform that evolves over time.”


“Whereas previous Assassin’s Creed games each unfolded in specific historical settings such as ancient Greece or Ptolemaic Egypt, Infinity will contain multiple settings with room to expand to others in the months and years following its debut,” Schreier said, citing people familiar with the project. “Individual games on the platform might look and feel different, but they will all be connected.”


According to the Bloomberg report, Assassin’s Creed Infinity is still several years away from release—which lines up with the game’s “early-in-development” status.


Here is the full message from Ubisoft Quebec managing director Nathalie Bouchard and Ubisoft Montreal managing director Christophe Derennes acknowledging Assassin’s Creed Infinity‘s existence, as well as detailing the game’s cross-studio, collaborative development structure:


" From its action-adventure origins to its RPG evolution, Assassin’s Creed has shown how the decisions we make now, no matter how big or small, can influence the events of the future. After both Assassin’s Creed Odyssey and Assassin’s Creed Valhalla shattered records, we find ourselves in that very moment where we know the decisions we’re making for the franchise now will impact its future for years to come. Along with our announcement of new content coming for Assassin’s Creed Valhalla, we wanted to share some key updates on the talented and creative minds that will now be working in a collaborative, cross-studio structure between Ubisoft Montreal and Ubisoft Quebec that will guide, grow, evolve, and define the overall future of Assassin’s Creed that includes an important upcoming, early-in-development project codenamed Assassin’s Creed Infinity.


The new cross-studio, collaborative structure will be led by Marc-Alexis Côté, who will serve as executive producer of the Assassin’s Creed franchise. One of the founding members of Ubisoft Quebec, Côté began his Assassin’s Creed career working on Assassin’s Creed Brotherhood before becoming creative director on Assassin’s Creed Syndicate, and most recently senior producer on Assassin’s Creed Odyssey. Côté will be joined by Ubisoft Montreal’s Étienne Allonier, brand director for Assassin’s Creed for the last 10 years, and their respective teams in ensuring the Assassin’s Creed franchise continues to exceed the expectations of fans who have been asking for a more cohesive approach to its development over the past several years.


Joint production efforts on Assassin’s Creed Infinity will be headed up by Ubisoft Montreal’s Julien Laferrière who has been named senior producer, overseeing production at both studios. Laferrière brings along extensive experience with the franchise, having worked on Assassin’s Creed since 2007 before most recently becoming producer on Assassin’s Creed Valhalla.


Creative leads for Assassin’s Creed Infinity will be a cross-studio collaboration, as well. Jonathan Dumont and Clint Hocking will share leadership as creative directors, overseeing their respective teams at Ubisoft Quebec and Ubisoft Montreal. Dumont was previously world director on Assassin’s Creed Syndicate at Ubisoft Quebec before becoming creative director on Assassin’s Creed Odyssey. Meanwhile, this moment marks Hocking’s return to Ubisoft Montreal, having started at the studio in 2001 as a level designer, game designer, and scriptwriter on the original Splinter Cell before becoming creative director on Splinter Cell: Chaos Theory, Far Cry 2, and most recently Watch Dogs: Legion.


This change means we’re also evolving along with the video game industry. The pandemic and working from home have fundamentally changed the way we produce games, giving us a moment to reflect on our organization. Assassin’s Creed was born within the walls of Ubisoft Montreal and the studio built an incredible foundation for the franchise with the immense skill and creativity of its teams before Ubisoft Quebec then took the lead with Assassin’s Creed Syndicate and Odyssey, demonstrating its ability to drive the franchise even further.


Rather than continuing to pass the baton from game to game, we profoundly believe this is an opportunity for one of Ubisoft’s most beloved franchises to evolve in a more integrated and collaborative manner that’s less centered on studios and more focused on talent and leadership, no matter where they are within Ubisoft. Most importantly, Assassin’s Creed has always been developed by multicultural teams with various backgrounds and perspectives that have influenced the depiction of its characters, locations, and cultures. While we know there’s always room for improvement, we believe this new structure allows us to ensure that diversity and representation within our teams continues to grow and match that of our players.


We hope you’ll join us for this incredible journey, and we’re excited to share more on what’s coming for Assassin’s Creed Valhalla and Assassin’s Creed Infinity at a later date.


Nathalie Bouchard, Managing Director, Ubisoft Quebec and Christophe Derennes, Managing Director, Ubisoft Montreal"



Tomara que tenha comerciais e muitos esquemas de monetização predatórios  :lolmor:

AC Infinito =FoolhardyTastyHamadryad-max-1mb.gif


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DICE Los Angeles becomes Ripple Effect Studios

Studio starting work on a yet-to-be-announced project.




Electronic Arts’ has announced Ripple Effect Studios, previously known as DICE Los Angeles.


The studio, managed by Respawn Entertainment co-founder Vince Zampella and general manager Christian GRass, is currently working on a “player-inspired experience for Battlefield 2042 and starting work on a yet-to-be-announced project.”


“We’re so proud of our work as DICE Los Angeles and the DICE team will forever be a part of our DNA, but over the past eight years, we’ve developed our own culture and our own way of doing things,” said Grass in a statement. “We’re excited to look towards the future, expand the team and establish our own identity.”


Zampella added, “The talent here has a great track record of producing high-quality titles, and the studio’s set to make even more incredible games in the future. With an amazing new campus coming to Los Angeles and remote positions available, now is a great time to consider joining us.”


For the full list of available positions at Ripple Effect Studios, visit Electronic Arts’ careers page.

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19 minutos atrás, Alucard disse:

po resume ai sobre Ac




O resumo está logo no titulo do artigo : " Assassin’s Creed game Reportedly "a massive online platform that evolves over time."


É a Ubi...... e eles mesmo já disseram estar muito interessados em criar jogos voltados unicamente para o online mas sem deixar os jogos "single player" de lado ( :rolleyes: ).

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Microids to publish physical editions of Forever Entertainment’s Panzer Dragoon and The House of the Dead games

Standard and collector's editions planned.




Microids has signed an agreement with Forever Entertainment to distribute retail versions and collector’s editions of its Panzer Dragoon and The House of the Dead titles worldwide, the company announced.


“Microids is incredibly grateful to work on these mythical IPs and we’re glad Forever Entertainment entrusts our teams to deliver the best possible products,” said Microids CEO Stephane Longeard in a press release.


“This new partnership consolidates our growth strategy revolving around video game distribution worldwide.”


Forever Entertainment CEO Zbigniew Debicki added, “We are delighted to collaborate with Microids and we are confident their expertise will be incredibly beneficial for the titles. Players from all around the world have been waiting for the come back of Panzer Dragoon and The House of the Dead. It’s hand in hand with Microids that we’ll make this wish come true and we are super excited about inviting players back to these universes very soon!”


Further information was not announced.


Espero que em casos de jogos como Panzer Dragoon Remake os jogos ao menos estejam completos no disco com todas as atualizações que possuírem. O negocio não anda fácil com essas sacanagens de DRM, CBomb, desligamento de serves e todo tipo de putaria que esses filhosdasputas inventam para foder com o consumidor. Vamos ver SE e a que preço aparece por aqui esses lançamentos físicos. 


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Olha só! Mais um jogo de sobrevivência matando zumbis e com perspectiva isométrica. Que surpresa, quem poderia imaginar..... 



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Quem teve um clone de Nintendinho na época e não jogou Tiger Heli merece surra de galho de aroeira.  Hassss :lolmor:

Editado por Marcelo Roffer

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2 horas atrás, Marcelo Roffer disse:

Olha só! Mais um jogo de sobrevivência matando zumbis e com perspectiva isométrica. Que surpresa, quem poderia imaginar..... 




Eu gostei do que vi. Acho que o melhor que joguei foi o Dead Nation, não conheço outros tão bons quanto. 

Multiplayer esse tipo de jogo fica muito melhor.


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District 9 Director Neill Blomkamp Is Working on a AAA Multiplayer Shooter

"Games will become what films were in the 20th century. I want to have a home base in the creation of games for a really long time."




Neill Blomkamp, the director of District 9, Elysium, and Chappie, has joined new developer Gunzilla Games as Chief Visionary Officer, helping the studio to create its unrevealed debut multiplayer shooter.


Gunzilla was set up last year and began pre-production on its first game. The studio features development talent that previously worked for Crytek, Ubisoft, EA, and more – now, it's added some Hollywood talent too. Speaking to IGN, Blomkamp explained that his unusual Chief Visionary Officer role will be to act as an "an egalitarian version of being a film director", working with different parts of the team to decide the best routes forward for design, audio, storytelling, and more. "It comes from a place of bringing directorial skills that would be along the lines of the films that I've done before to the aesthetic of the game," he explains.


While he does regularly play games, and has had brushes with the industry before (most notably working on a doomed Halo movie adaptation with Peter Jackson), Blomkamp acknowledges that he's not experienced in game development, and will be working with other senior creatives to make sure his vision is workable:


"The difference [from directing a film] is not acting like a single point that guides the creative team. It's making sure that you're integrated into the team in a real way," he tells me. "I can come in with a very definitive point of view, but it has to work on two levels. It has to be accepted by the greater team as the right creative direction to go in. And it also has to be, first and foremost, something that can integrate into the architecture of gameplay in a way that's beneficial to the game."


While Blomkamp's role at Gunzilla is a long-term one, his sole focus at the company right now is to work on its debut; an unrevealed, AAA multiplayer shooter that aims to weave in narrative elements. While there's very little Blomkamp or Gunzilla are saying definitively about the project right now, I ask Blomkamp how (or even if) he's also bringing his experience as a screenwriter to a multiplayer game:


"Well, the primary thing no matter how you cut it will be player agency and the ability for players to just interact with it in a shooter environment in a way that hopefully is a really, really cool game to them – which means, in the event of being dropped in and playing, narrative takes a back seat. But if you think of something like Elysium, the amount of forethought to build the world, you may be spending 95% of the time thinking through the worldbuilding in order to get to the 5%, which is the movie that you watch. And I think that you could apply the same sort of mentality where depending on how much backstory and world creation you're building, you're going to end up with a more convincing, awesome world to drop the player into. In terms of actual specific narrative, there are also other avenues that players can begin to learn more about things that we're talking about."


I ask if he might compare his narrative role to that of George R.R. Martin on Elden Ring, with the author providing the foundation of the game's world, and the development team finding a story to tell within it. His response is simple: "You're thinking in the right way."



Neill Blomkamp lindo! :alborga4:  Mas é mais um multiplayer......biriba até sair um gameplay dissae. :lolmor:


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EITA POURRA! Será que agora vai? Então....:lolmor: 


Diretamente da KUTAKU:


First It Was An Assassin's Creed Expansion, Now It's Ubisoft's 8 Year Nightmare












Sim, coloquei só os concepts pois são bacanas assim como as ideias para o que deveria ser o jogo também são. Mas pelo visto mesmo depois de todo esse tempo continuam sendo só ideias :lolmor: O artigo é extenso e, se vocês criaram hype pelos concepts então continuem só por aqui mesmo, pois se entrarem no link esse hype vai acabar antes de chegarem a metade :lolmor:


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Maldade, eu hypava bem mais que esse joguetinho de pirata da bethesda



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Nexon Korea announces looter shooter Project Magnum for consoles, PC

Combines RPG gameplay with third-person shooter combat.




Publisher Nexon Korea and developer NAT Games have announced Project Magnum, a new looter shooter for consoles and PC. It is planned for release worldwide.


Here is an overview of the game, via Nexon Korea:


" Project Magnum is a PC and console-based game that combines RPG play with third-person shooter combat. It presents beautiful visuals and attractive and unique characters based in a science-fiction style player-versus-environment worldview.


It also provides exciting battles using various skills, actions, and guns, as well as the fun of high-quality player-versus-environment shooter battles that target huge bosses.


Project Magnum will be available in most major markets worldwide. More information on the release schedule of Project Magnum will be announced at a later date."


Nem trailer tem essa porra! Na duvida entre aqui e lá no RPGS é melhor que fique por aqui no biribas mesmo.

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