Get Your Planet Cracker Plasma Cutter Now!

Do you still have your Dead Space 2 save file If you do, you’re in luck. People that have played Dead Space 2 will unlock and receive the Planet Cracker Plasma Cutter upon reaching the first bench in Dead Space 3.

The Planet Cracker Plasma Cutter has slightly better parameters then the starting one and has all 8 circuit slots unlocked from beginning giving you an ever so slight edge against the Necromorph terror.


Akaneiro Reaches Kickstarter Goal

Spicy Horse Games announced that Akaneiro: Demon Hunters cleared it’s Kickstarter goal of $200,000 with $204,680 pledged. The developers of Alice: Madness Returns, BigHead Bash and American McGee’s Grimm will be able to speed up development and add features like co-op, crafting, Linux support, and iOS/Android versions of the action RPG.

“We spent most of the weekend on the Akaneiro launch and helping push the Kickstarter over the finish line, so we haven’t had a chance to work out an exact roadmap yet, that’s something we’ll be looking at in the next few weeks” said American McGee, CEO of Spicy Horse Games. “However, during the Kickstarter, we asked the players what they wanted and they decided: They want co-op and crafting now and Linux and tablet (iOS/Android) support as soon as possible. While we didn’t make our stretch goal, we heard the ‘don’t forget us!’ from Ouya supporters loud and clear.”

Read more about Akaneiro in this exclusive interview on [a]list.

Dead Space 3 Crafting System Has Micro-Transactions

It’s been revealed that micro-transactions will be a part of Dead Space 3‘s weapon crafting system. The crafting items in question can be picked up by scavenger bots sent out or alternatively bought via the in-game store.

“You can buy resources with real money, but scavenger bots can also give you the currency that you can use on the marketplace,” explained Dead Space 3 associate producer Yara Khoury. “So you don’t have to spend [real world] dollars.”

When asked if players would be able to essentially buy the best weapon in the game early on, Khoury emphatically said, “No you can’t! There are a lot of weapon parts that are only available to buy later in the game. Unless you’re playing through it again [on New Game Plus].”


Resident Evil Producer Talks Market Saturation

Capcom released Resident Evil: Revelations, Resident Evil: Operation Raccoon City, and Resident Evil 6 during 2012. Resident Evil Revelations producer Masachika Kawata acknowledges they may have saturated the market last year.

“I think certainly looking at the last year or two, there probably were a few too many,” Kawata said. I think we learned last year that putting on a lot of titles would not necessarily win over gamers. At the same time, I don’t think we should just stagger them out artificially because that’s the solution to the problem we have.”

“We should always start by asking how do we make the games better. And if the solution to making the games better is to have a more staggered release than we’ve had recently then that’s something we’ll do,” he added. “But we’ll do it for that reason and not just for flipping what we’ve done already.”

This led to the question asking whether or not Capcom might revisit Onimusha or Dino Crisis to hit similar notes as Resident Evil but give the IP some rest. Kawata, however, seemed to shoot that possibility down.

“Capcom has obviously never shied away from bringing back our older IPs to new generations, but I do think it’s more important for us to focus on creating new IP as we move forward,” said Kawata.


Dead Island Washes Up 5 Million Sales

Deep Silver has announced that Dead Island has sold over 5 million copies at retail since the game first launched September 2011. Dead Island made a large splash with its CG trailer debut and a sequel, Dead Island: Riptide, is planned for release later in 2013.

“This once again proves that venturing into new waters in terms of games publishing does matter for success and that even at the end of a console cycle new IPs can be created and nurtured into lasting franchises,” said parent company Koch’s Menno van der Bil.

“The continued success of Dead Island has proven that we’re on the right track with our overall IP strategy for Deep Silver” added Koch CEO Klemens Kundratitz. “This once again proves that venturing into new waters in terms of games publishing does matter for success and that even at the end of a console cycle new IPs can be created and nurtured into lasting franchises.”

Twitch Adds Turbo Subscription Service

Twitch has announced the launch of the Twitch Turbo service, which will be available for $8.99. The video community for gamers will give users access to Twitch ad free and also grant them exclusive chat badges, emoticons, and colors.

“The Twitch community loves watching video games, chatting, and broadcasting,”said Emmett Shear, CEO of Twitch. “The average viewer watches over an hour and a half of video each day! Over two-thirds of our logged-in users chat each day. We wanted to find a way to provide the ultimate Twitch experience: Twitch Turbo. We’re very excited to launch it, and we’ll be looking to the community to help us make Twitch Turbo even… ultimatier.”


Tom Hall Launches Worlds Of Wander Kickstarter

Tom Hall has announced that he has launched a new Kickstarter project called Worlds of Wander. The platformer creation tool will be used to create Secret Spaceship Club, a spiritual successor to Commander Keen which Hall helped create.

Hall previously launched a Kickstarter project called Shaker with Brenda Brathwaite in 2012. The two ended up canceling the project with two weeks remaining, saying that the game wasn’t developed enough to be ready for a crowdsourcing pitch.


Minecraft Developers Uninterested In Buy Out

Mojang managed nearly $240 million in revenue in 2012, including 100 million in license fees. This has made the 25-person developer a target of numerous acquisition bids from larger publishers, though they indicate that they have no interest in either a buy-out or going public.

“We are living the dream, really,” said Mojang co-founder Carl Manneh. “An exit would be huge, but do we really need that money In our case, we have the cash flow. We have more money than we need…We’ve always felt that the independence we have is one of our core strengths. We can take decisions by going into a room and in 15 minutes we’re done. We try to be extremely agile, to release games quickly.”

Source: Reuters

Nintendo President Skeptical Of Cloud Gaming

During a recent conference call, Nintendo’s leadership was grilled over the future of the company, one of the major issues being their refusal to get into cloud gaming. Nintendo president Satoru Iwata, however, asserts there are issues with cloud gaming that have not been resolved and that there is a future for dedicated gaming hardware.

“The term ‘cloud gaming’ is one of the words we have lately heard so often, but I would like people to understand that there are certain things that cloud gaming cannot achieve,” said Iwata. “By the laws of physics, it always takes some time to transmit data, and given the current level of Internet technology, there is bound to be some latency during the processes of a server receiving data, producing images instantly and sending them back. There are many things that cloud gaming cannot do by design, but this fact has not been communicated well to the public, and I find it strange that many people claim that cloud gaming is the future.”

“Naturally, our stance is that dedicated gaming platforms will not die out and we are determined to create a future where they will not. In terms of our platform integration, as I explained to you a short while ago, we are not saying that we are planning to integrate our platforms into one,” he continued. “What we are saying is that we would like to integrate software development methods, operating systems, and built-in software and software assets for each platform so that we can use them across different machines. This means that if we manage to integrate our platforms successfully, we may in fact be able to make more platforms.”

“The fact of the matter is that the technologies included in smartphones have progressed so much that they can now do what mobile phones couldn’t do in that arena previously. Therefore, what Nintendo should do this time is create something that is more fun to play on our devices,” added Shigeru Miyamoto. “Moving on to our home console business, I think there are only a handful of machines on the market that really try to answer the question of how best to use the TV screen in the living room. It seems that, in developing powerful video game consoles, the TV screen in the living room is just considered as an output device which could be replaced by a computer monitor. We, on the other hand, believe that our mission with Wii U is to make the TV sets in the living rooms more convenient and diverse in people’s daily lives.”