Now you too can watch Valve’s Gabe Newell and Bad Robots’ J.J. Abrams talk about storytelling

For some reason or another, Valve head Gabe Newell and Bad Robot head J.J. Abrams' DICE 2013 keynote wasn't available via livestream or on Variety's YouTube channel last week. We're guessing it's because they're both such nice gents that they wanted to give everyone else some time in the spotlight first. Good show! That politeness period, however, is now over, as the 20-minute talk on storytelling -- which features examples from both Newell's and Abrams' work, as well as their influences -- went up today on YouTube. We've dropped it below the break for all to see. If you're anxious to get to the part where the two discuss plans to work together on movie and video game projects going forward, we'd suggest skipping to the last five minutes. Or you could read our post about it right here, should the other option be currently implausible from the cubicle you're in.

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Source: YouTube

Heavy Rain creator details the difficulties of game engines and what he hopes the future holds

Heavy Rain's David Cage details the difficulties of game engines and how to solve them

Heavy Rain development studio Quantic Dream is notorious for long development times. The studio's also notorious for critically-loved games with strong cinematic cores, and games that often look very different from the competition. Part of that is game design, but another major piece of the puzzle is the engines driving those games -- each game that Quantic Dream makes is built in a unique game engine, which is both very expensive and very time-consuming. The studio's founder and lead, David Cage, explained as much to us in an interview at DICE 2013.

"Quantic Dream is a very special company in the sense that we do a lot of things that wouldn't make any sense in any other company. We haven't done any sequels so far, we work on new IPs each time. And we pretty much develop a new engine each time we develop a new game."

But Cage doesn't harbor much love for that last part -- the game engine bit. He says that his studio opted out of the current console generation's game engine of choice (Unreal Engine 3) because, "we work with Sony, [and] we want to create the best technology for the hardware and see how far we can go." As a result, even Cage's latest work (Beyond: Two Souls) is crafted in a new engine -- the same one used to build the Kara demo we saw last March -- intended to show off the PlayStation 3's late-generation graphical and processing chops. Yes, even with the next PlayStation (codenamed "Orbis") waiting in the wings, his second-party Sony studio is still showing off the aging PS3's prowess. Beyond: Two Souls is more than just a showpiece, of course, with Quantic Dream employing actress Ellen Page to motion performance-capture the game's main character, and the same emphasis on storytelling the studio's practiced previously. Still, Cage hopes for a future where technology isn't something he and his studio need be concerned with.

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Watch talks from Gabe Newell to Ray Muzyka in the collected DICE 2013 presentations, right here

Watch talks from Gabe Newell to Ray Muzyka in the collected DICE 2013 keynotes, right here

This year's DICE was especially heavy on great speakers, and we're happy to say that a partnership between The Academy of Interactive Arts & Sciences and entertainment trade publication Variety means that most of the great speeches were captured for all to see on YouTube. That means everything from Valve head Gabe Newell's speech on his company's next steps in the hardware realm to Microsoft's discussion of the latest, greatest Halo game -- and even a surprise appearance from the recently retired BioWare doctor, Ray Muzyka -- was recorded. We've dropped the available talks just below the break; sadly, the first day's J.J. Abrams / Gabe Newell back-and-forth on storytelling was an in-person exclusive. We'll have a variety of interviews from DICE with many of the speakers seen beyond the break in the coming days -- keep an eye out (or a bookmark here, of course)!

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OUYA promises quick game approval process, reviews start by the end of February

OUYA promises quick game approval process, reviews start by the end of February

OUYA CEO Julie Uhrman's promising a quick, simple approval process for games on her company's upcoming Android-powered game console, the OUYA. She told us in an interview this week:

"It's similar to mobile: they'll submit their games, and we'll review for intellectual property infringement, and malware, and excessive pornography. But ultimately it's a quick review and you're in the storefront in one capacity or another."

That's not the only mobile model OUYA's following; Urhman already said the OUYA hardware will iterate on an annual basis, similar to the mobile market.

Despite the console's impending March launch to Kickstarter supporters, OUYA's yet to begin reviewing games for its storefront. "We literally just opened the ability for developers to upload their games into the store," Uhrman explained. The review process isn't too far off, however -- she's predicting a "middle-to-end of this month" timeframe. "We're building that right now," she said, when asked who's staffing that approvals process. "We are a start-up like any other start-up, it's just-in-time business."

The first consumer-ready OUYA consoles are planned for a March launch, with availability at retail to follow in June. The $99 console made a big splash on Kickstarter, eventually raising over $8.5 million when the original goal was a meager $950K.

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OUYA following mobile model: ‘There will be a new OUYA every year’

OUYA following mobile model 'There will be a new OUYA every year'

There will be a new OUYA next year, and the year after that, unlike the traditional game console model, where new hardware ships in five- to seven-year generational increments. "Our strategy is very much similar to the mobile strategy," OUYA CEO Julie Uhrman told us in an interview this afternoon, following her DICE 2013 speech. "There will be a new OUYA every year. There will be an OUYA 2 and an OUYA 3," she added. One potentially featuring the recently revealed Tegra 4, perhaps, rather than the Tegra 3 powering the first units? It sure sounds like it. "We'll take advantage of faster, better processors, take advantage of prices falling. So if we can get more than 8GB of Flash in our box, we will," she explained.

But don't fret, nervous game buyer. Uhrman assured us that "all the games will be backward compatible" going forward. When pushed on how this will work, she said, "The games will be tied to you, the gamer," (like Steam is now) rather than tying your game licenses to the hardware you purchased (like, say, Nintendo's Wii U).

The first OUYA, set to launch for Kickstarter backers this March and at retail in June, comes with a quad-core A9 Tegra 3 that's been maxed out to 1.6GHz. Uhrman pointed out that, because of OUYA's home console form factor (which plugs into a wall, rather than relying on a tiny battery), the console will be, "the best Tegra 3 device on the market." It also doesn't hurt that OUYA's working directly with the Tegra 3's manufacturer, NVIDIA. She said that NVIDIA has a group of folks dedicated solely to getting the chip driving the OUYA to run at its highest capacity ever. We'll find out what that means when we get our hands on the console later this year. Should you like to hear more from Julie Uhrman ahead of that launch, she'll be speaking at Engadget's Expand event this March. Grab your tickets right here!

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OUYA working with Psychonauts and Words with Friends creators, The Cave also enroute

Ouya working with Monkey Island and Words with Friends creators, The Cave heading to Ouya

OUYA CEO Julie Uhrman took to the stage at DICE 2013 today to reveal two new partnerships, one with Psychonauts creator Tim Schafer's studio Double Fine Productions, and the other with Words with Friends creator Paul Bettner. So far, that means both Double Fine's Reds and The Cave are headed to OUYA, while Bettner's Verse studio only announced it was working on two unannounced titles. "I believe we're about to see another disruption even bigger than this last," Bettner said, referring to his previous work in the mobile game space. "Gamers want the App Store in their living room. OUYA will be the first to deliver it," he said.

The OUYA arrives in March for Kickstarter backers, and in April for the rest of the world (even later for retail). It's unclear exactly when Schafer and Bettner's games will arrive on the Android-powered console, but we'd expect The Cave to be there sooner than later (it's already available on other platforms).

Update: This post originally stated that Tim Schafer created the Monkey Island series, when in fact it was created by Ron Gilbert. While Tim Schafer worked on the Monkey Island series, he is not its creator. Sorry about that, readers (and Ron Gilbert)!

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Valve working with J.J. Abrams’ Bad Robot on game and movie collaborations

Valve working with JJ Abrams' Bad Robot on game and movie collaborations

Filmmaker J.J. Abrams (Cloverfield, Star Trek) and game creator Gabe Newell (Half-Life, Portal) just announced they'll be working together on creating movies and games, via their respective companies, Bad Robot Productions and Valve Software. "We sort of reached the point where we decided that we needed to do more than talk," Newell said of the partnership. The two were speaking at the DICE 2013 conference in Las Vegas, addressing "Storytelling Across Platforms: Who Benefits Most, the Audience or the Player?" After a half hour of speaking about storytelling in their respective mediums, Newell announced that the presentation came from an ongoing conversation between the two about storytelling. Today's news is the fruition of that conversation, with the two taking action.

Newell specifically said that J.J.'s team could craft a Half-Life or Portal film -- something we've heard about in the past, albeit not with Abrams attached -- and Abrams said that Valve could help create a game with Bad Robot. Interesting indeed! Of course, the two have their jobs cut out for them -- Abrams is currently working on both the Star Trek and Star Wars movie franchises, and Valve's got a new hardware initiative set to debut this year.

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