Resident Evil: Revelations 2 Opening Cinematic in English

Call of Duty: Advanced Warfare Exo Zombies Teaser Trailer

Starring John Malkovich, Bill Paxton, Rose McGowan and Jon Bernthal

One Piece: Pirate Warriors 3 Screenshots

SCE Japan releases The Order 1886 viral video

Far Cry 4 'Escape from Durgesh Prison' time trial DLC launches January 13

New Far Cry 4 Downloadable Content Available January

Today, Ubisoft announced that Escape from Durgesh Prison, a new piece of downloadable content for Far Cry 4, will be released on January 13th, 2015 on Xbox Live and Windows PC and on January 14th, 2015 on PlayStation Network. In this challenging time trial players will race against the clock and other players for a top spot on the leader boards.

In Escape from Durgesh Prison, Ajay and Hurk wake up after being captured, tortured and stripped of their weapons in Yuma’s prison. Thrown in the dangerous world of Kyrat without anything to defend themselves, players will complete a series of challenges to find weapons and unlock new skills while trying to reach the extraction point to safety. Playable in single player and coop, this difficult mode will keep players running across Kyrat to complete side objectives dictated by Pagan Min to recover their lost weapons and upgrade their gear before a final stand-off with Yuma's forces. To ramp up the challenge, when players die they must start the mission over again and use the knowledge and skills they gained during their previous run through to help them reach their extraction point successfully.

Escape from Durgesh Prison is available as part of the Far Cry 4 Season Pass or can be purchased separately. The Season Pass is still available and includes Escape from Durgesh Prison as well as the content below:

The Syringe – Already available exclusively for Season Pass holders, players must keep a rare and potent recipe from falling into the hands of Pagan Min’s forces. Playable in single-player and co-op, players will need to ensure that Pagan Min does not use its devastating effects on the rebel forces.

Escape from Durgesh Prison – Available on January 13th 2015: The player and a fellow captive have been rounded up and tortured in Yuma’s prison. Players will have to escape from the prison and survive the hostile lands of Pagan Min’s Kyrat.

Hurk Deluxe Pack – Five missions, playable in single-player and co-op, including Yak Farm, Blood Ruby and Hurk’s Redemption are available. Access an arsenal of new weapons including a harpoon gun for Hurk.

Overrun – Team up as Rakshasa or Golden Path in this PvP mode and control a series of neutral locations across Kyrat’s countryside to protect them from being overrun by your opponents.

Valley of the Yetis – Ajay’s helicopter has crashed on an unforgiving Himalayan ridge. Explore the frozen landscape and find tools to upgrade your camp and protect it from a dangerous cult when night falls. With single-player and co-op options, players will not be alone, but in the darkest caves players will have more to fear than the cult as the yetis await their prey…

Etrian Mystery Dungeon Second Trailer

Final Fantasy XV teases new female character

Jump Scan

Deception IV: Another Princess First Screens

JoJo’s Bizarre Adventure: Eyes of Heaven teaser site opened

Patrice Désilets Reveals Core Details on New Game

Message by Patrice Désilets

So what is Panache Digital Games? It’s a brand new AAA game development studio, based in Montreal and founded with my good friend and long-time ally, Jean-Francois Boivin, in the summer of 2014.

Indeed AAA Games, I believe in them. I believe wholeheartedly that this medium we call “video games” can be a positive force for change in our society and that AAA quality gaming experiences have unmatched strength to achieve this. For you see, dear friends, I’ve always had an underlying ambition in my work: to move the world of games. It is with this motivation that I designed Assassin's Creed. I believe that, somehow, I succeeded in my mission. This gives me great motivation, ambition and heart to continue the adventure.

Unfortunately however, this letter will not reveal what we’re currently working on over at Panache. Not right now, it’s just a tiny bit too soon. What I will say is that we’re working on a 3rd person Historical-Action-Survival game. Something that we have done quite well in the past.

Xbox One preview members get early access to Halo 5 beta tomorrow

Milestone is Proud to Announce Sebastien Loeb Rally Evo

Welcome to the next evolution of Halo combat! As a valued Xbox One Preview participant registered in the program as of this morning, we’re excited to offer you an invitation-only early access opportunity to help us prepare for the public launch of the Halo 5: Guardians Multiplayer Beta that takes place from December 29th – January 18th. This beta is a massive undertaking for everyone at 343 Industries and we’re happy to have you join us for this exclusive event.

This early access period, which begins on December 19th and ends at 11:59 PM PST December 21st, will only feature content from Week 1 of the Halo 5: Guardians Multiplayer Beta, whereas the full beta will feature a total of 7 maps, 3 game types and a host of weapons that are released across the 3-week period. The Halo 5: Guardians Multiplayer Beta is a true “working beta” and represents a work-in-progress snapshot of a game in production. This is the earliest release for any beta in the history of the Halo franchise. Our focus is on testing the gameplay systems and services for the game so we can then use this data to improve the final release in fall of 2015. You may experience bugs while playing, but this is normal in a beta period and is useful for our development teams. Additionally, the visuals (including resolution) are not fully representative of the final product.

The Halo 5: Guardians Multiplayer Beta is only a portion of the epic plans we have for the full multiplayer suite when the game ships next year and we can’t wait to show you what we have in store.

How to participate

On the 19th, you’ll receive a message from Xbox Live on your Xbox profile containing 2 codes you need to redeem to get into the early access for the Beta.

The first code allows you to download the Beta to your console, and the second code is a small download that grants you access. You will need to redeem both tokens on your Xbox One console or on to participate in the early access period for the Halo 5: Guardians Multiplayer Beta. Be aware that redeeming one token will not allow you to participate; both are necessary.

Please note that these tokens are intended solely for your personal use as a Preview participant. Any attempt to sell, give away, or trade these tokens will have consequences, up to and including removal from the Preview program and exclusion from future participation.

Once you’ve downloaded and received access to the game, you can report bugs and issues via the Feedback app.

• After encountering an issue, hold down the Xbox button on the controller and select Give Feedback from the power menu.

• Describe the bug or issue you experienced, and submit.

Thank you for participating in the Xbox One Preview program and helping us prepare for the public launch of the Halo 5: Guardians Multiplayer Beta!

Hyperdimension Neptunia U coming west in spring 2015

Hyperdimension Neptunia U Coming to PS Vita

Today, IGN can confirm that Hyperdimension Neptunia U is officially migrating westward, and will be available on PlayStation Vita in both North America and Europe in Spring, 2015.

Released in Japan this past August, Hyperdimension Neptunia U: Action Unleashed is quite unlike previous Hyperdimension Neptunia games, in that it's heavily action-oriented. The hack-'n'-slash stylings of the game are accompanied by the ability to switch out characters on the fly during real time battles, special skills, an armor degradation system, and more.

We'll have more on Hyperdimension Neptunia U in the coming months. In the meantime, watch the trailer above, showcasing Vita's upcoming exclusive.

Everybody's Gone to the Rapture update and new screens

Happy holidays and a quick update

It’s been a long time since we've posted any updates about the progress of Everybody's Gone to the Rapture, and as it's the holiday season, we wanted to let you all know a bit more about what's been going on.

Since E3, we've been working hard to get the game up towards alpha and we're nearly there. This means the game world is now locked - after many revisions as we've worked getting things like pacing, signposting and transitions from area to area, and around the areas right. There's a lot of backwards and forwards during this process, especially on a game that's not delivering its story in a linear, corridor fashion. There are six major areas in the game, each of them needing a distinct identity whilst hanging together as a coherent whole, and getting that right needs in-depth iterations between design, audio and art.

Alongside that, the art team have been incredibly busy churning out the volume of assets a game like this requires. It's really made us realise that the way we've always talked about the game, not as an ‘indie’ title, but a short-form AAA, is definitely the most accurate way of talking about it. Making sure everything produced is historically accurate, to really sell a complete and compelling fictionalised version of rural England in the 1980s is a big challenge, but we've got an absolutely wonderful art team, including three amazing young artists all working on their first professional title, so we're very lucky. Alongside the environment art, our resident VFX genius has been creating some extraordinary visuals that are really unique and create a stunning layer of mystery in the game. Behind them, there's a lot of complex design and code, keeping a large open-world running at a steady frame-rate without compromising the visual quality, and creating an AI system that balances its mechanical role with really communicating a sense of life and agency. Often, the behind-the-scenes stuff is difficult to identify, but it's the spine of the experience and takes a long time to get right - usually something that is still getting tinkered with right up to beta.

The core thing about Rapture is atmosphere and story - a deep, engrossing, emotionally driven tale set in a living, breathing world, and that's a combination of lots of things from environmental storytelling to vocal performances. We went into the studio with a stunning cast in late September and integrated all of the scenes into the game during autumn, and we're really proud of the performances. We worked with a brilliant voice director and were lucky to attract some wonderful actors, and Sony supported us using a longer rehearsal period to be able to workshop the script and really get deeply into the nuances of the characters that you'd normally get. We think the results speak for themselves. Supporting those performances with foley, visualisations and art is the major task ahead of us now.

In audio, it's been a really exciting few months. On top of her many director duties, Jess has almost finished the score and we're heading to the studio in March to record it, and it's already clear it's going to be her strongest work yet. We've got a stunning, world-class line-up of musicians ready to go on this, and we can't wait to get it integrated. This is being blended into a procedural ambience and mood audio generation system that's been custom-built in-house and is letting us get around the normal compromises you find in game music that needs to respond to in-game events and player activity. The audio on this game is going to be really special, from voice to music to sound.

There's a lot to do still. The first part of making a game is hugely exciting, but you need to settle into a long process of driving the quality up, kicking bugs into touch and tweaking the minutiae - it's what really makes a big difference to the overall game. As we move into a process of regular QA builds, working through the bug database, pushing hard on lighting and colour grading, making sure we are balancing the process of adding depth and complexity to the art... this is the hard stuff, the real craft of making a good game. There's not loads to report, no shiny new things to show off. But - it's the part of the process where a great team makes all the difference, and we can definitely say we’ve got one of those…

So what can you expect from here on in? We're well past the half-way point, we can say that. It's always been a tough game to talk about, because it's a mystery, and that mystery is woven into the fabric of everything. There are clues in the screenshots accompanying this blog, just as there are in this new music track we hope you love as much as we do. We can't tell you anything about the story without potentially spoiling it, so you're going to have to be patient on that front, but we're really pleased with how a story as non-linear as this is all falling together in a way that is really powerful and engaging which, after all, was always the whole point.

Rapture's coming. Omnes pulvis stellarum sumus.

Street Fighter V being built on Unreal Engine 4

Capcom and Epic Join Forces for Street Fighter V

At PSX (PlayStation Experience) in Las Vegas on December 5, Capcom gave the world the first look at Street Fighter V. Announced exclusively for the PlayStation 4 computer entertainment system and PC, and providing cross-platform play that will unite fans into a centralized player base, the upcoming title is poised to take the company’s fighting game franchise in an all new direction. Announced today, Capcom and Epic Games revealed that the new Street Fighter is being built upon Unreal Engine 4, Epic Games’ very latest game engine technology. This new license agreement with Capcom arms their Street Fighter V development teams with Epic's best-in-class development technology for years to come.

“Our goal with the next generation of Street Fighter is to take our beloved fighting game franchise and bring it to our fans in the best way possible,” said Bochan Kim, Producer, Capcom. “In order to fully deliver on that promise, we know we have to incorporate the latest and greatest technology available, which is why we partnered with Epic Games to power Street Fighter V using Unreal Engine 4.”

“I have been a very loyal fan of this historic franchise since the debut of the first Street Fighter in 1987. This opportunity to help the development team using Unreal Engine 4 for the new title is a great honor for Epic, and I couldn’t be more proud,” said Taka Kawasaki, Territory Manager of Epic Games Japan. “We know that the expectation level of fans is extremely high, so the support staff of both Epic Japan and Epic HQ have been providing dedicated support to help the team realize the very best performance from Unreal Engine 4 and deliver the highest quality experience to players.”

Street Fighter V joins a long line of games that have been announced recently and shown to be powered by Unreal Engine 4. Crackdown, EVE: Valkyrie, Fable Legends and many others round out the rapidly growing list of games using the engine. Developed by Epic Games, the award-winning Unreal Engine is known for world-class graphics, tools and scalability across PC, console, mobile, Web and VR.

Visit to access Unreal Engine 4, and follow @UnrealEngine for updates.

Sebastien Loeb Rally Evo Announced for PS4 & Xbox One

Milestone is Proud to Announce Sebastien Loeb Rally Evo

Milestone, Italy's premier developer of videogames for console and PC, and world leader in development of videogames dedicated to the world of motorcycling, is proud to announce the development of Sébastien Loeb Rally Evo, its exclusive new IP (Intellectual Property), due to launch autumn 2015 on Xbox One, the all-in-one games and entertainment system from Microsoft, and PlayStation 4.

A name. A legend. One of the most exciting rally challenges in the world. Four wheels. These are the ingredients that make up Milestone's first proprietary IP dedicated to the world of autosports, a title that launches the player into the world of rally alongside one of the most iconic figures in the history of the sport: Sébastien Loeb. This uncompromising rally simulator debuts on PlayStation 4 and Xbox One.

Milestone studios are gearing up for a glorious 2015. Created in collaboration with nine-time rally world champion, Sébastien Loeb Rally Evo will powerslide into players' homes all over the world with the aim of getting their adrenalin pumping and delivering all the thrills of the world of rally.


Career mode: live the life of a rally driver and compete for a place on Sébastien Loeb's team, where he will be your mentor and guide you through all the secrets of the sport.

Offline mode: work on your skills and perfect your driving style for a truly rewarding experience.

Online modes: challenge friends and rivals from all over the world for endless entertainment.

“We're excited to be able to publically announce our first proprietary IP dedicated to the world of autosports, and our second new IP for 2015," Luisa Bixio – VP Milestone, stated.

She went on, "Building on the expertise accumulated over recent years, with the development of four titles dedicated to the world of rally, we have decided to push the envelope with a title that goes beyond the canon of licensed games. We are thrilled to be working on this title alongside one of the most iconic figures in rally history.

Sébastien Loeb Evo will join RIDE in 2015 to offer a complete driving and riding experience, informed by the requests of our dynamic community of fans, and driven by our desire to satisfy their demands.”

Currently in development at Milestone studios in Italy, Sébastien Loeb Rally Evo will be available in autumn 2015 on Xbox One and PlayStation 4.