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    Xbox TV executive not threatened by PlayStation's own TV plans

    By GameSpot,




    Both Microsoft and Sony are working on original TV programming for their game consoles, but in a new interview Xbox Entertainment Studios chief Nancy Tellem questions how committed Sony is. A Bloomberg journalist asks Tellem if Sony's original TV initiative is a threat to what Microsoft is doing and she responded thusly: "It isn't."


    "We've been at it for a year and a half where Microsoft has dedicated a whole studio to support this kind of content development," Tellem said. "Sony has been in the TV business for some time; the idea that PlayStation always has focused themselves on gameplay. Original content is something that everyone's toying with right now. It's very unclear how committed they are to that on the PlayStation."


    Microsoft's original programming efforts are serious. The company has greenlighted more than a half-dozen shows, including new programming from Hollywood comedy stars like Seth Green, Sarah Silverman, and Michael Cera. Microsoft is also working with iconic film director Steven Spielberg on a Halo TV show and the outfit will also host live broadcasts and exclusive documentaries.


    For its part, Sony has announced only one show--a new superhero program called Powers. During E3 2013 last summer, Sony announced that it was developing original TV programming for PlayStation, but we have not heard much about that since.


    Also during Bloomberg's interview with Tellem--a former CBS TV executive--she teases that Microsoft has an enviable stable of franchises like Fable, Gears of War, Forza, and Age of Empires that could become TV shows one day. "These are things that frankly if [they] weren't attached to Microsoft, everyone would yearn to have. That is an amazing platform to work from," she said.


    You can watch the full interview with Tellem below. It touches on other subjects like budgets, the Halo TV show, how to measure a show's success, and new Microsoft CEO Satya Nadella's commitment to Xbox Entertainment Studios.




    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

    Got a news tip or want to contact us directly? Email [email protected]


    Source: GameSpot

    Nintendo working on an alien-themed game?

    By GameSpot,




    Nintendo is up to something. On April 2 the Mario maker filed a new trademark application for a game called "Code name: S.T.E.A.M. Strike Team Eliminating The Alien Menace."


    The filing (via Gematsu) is listed as a video game, but that's all we know about it. Presumably, it will involve laying waste to some enemy alien faction in some manner.


    The trademark application, filed with the United States Patent & Trademark Office (USPTO), lists Nintendo of America as its owner. We have reached out to the company for comment.


    PAX East will be held this week in Boston, Mass., but Nintendo is not attending. Tomorrow, Nintendo will hold a special Super Smash Bros.-themed Nintendo Direct at 6 p.m. EDT.


    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

    Got a news tip or want to contact us directly? Email [email protected]


    Source: GameSpot

    Broforce comes to Steam with first female bro

    By GameSpot,



    Macho 80s-inspired shooter Broforce is now doing chin-ups and bench presses on Steam, as developer Free Lives had made the game available as part of the Steam Early Access program.


    The full version of the game is due to be released in summer for PC and console, with the latest update--going live with the Steam Early Access release--including Ripbro, the first female bro in the game. There's also a sweet new backflip move, incendiary poultry, and 'hot brotato' grenade throwing.


    Broforce is a co-op shooter where you play as various supermacho Bros, each modelled after an action hero star. My favourite is Brobocop.


    The game is available for $15/£11.99.


    As part of the update, publisher Devolver Digital released a new trailer for Broforce:


    Martin Gaston is a news editor at GameSpot, and you can follow him on Twitter @squidmania

    Got a news tip or want to contact us directly? Email [email protected]


    Source: GameSpot

    Making lots of money made this indie developer feel guilty

    By GameSpot,

    In a new feature at The New Yorker, Ridiculous Fishing and Super Meat Boy designers open up on what can happen after your game strikes gold and you become rich overnight.


    Ridiculous Fishing developer Rami Ismail and his business partner Jan Willem released their game in March 2013, and by the time Ismail woke up the next morning, he had made tens of thousands of dollars from the game. His first feeling was not happiness, but rather guilt.



    Ridiculous Fishing


    "Ever since I was a kid I've watched my mom wake up at six in the morning, work all day, come home, make my brother and me dinner--maybe shout at me for too much 'computering,'" he said. "My first thought that day was that while I was asleep I'd made more money than she had all year. And I'd done it with a mobile-phone game about shooting fish with a machine gun."


    Ridiculous Fishing netted more than a hundred thousand dollars during its first month on iTunes and passed 1 million in sales within six months of its initial release. Ismail and Willem began making games together working in a makeshift office space and living on a diet of Ramen noodles. The hard work to release Ridiculous Fishing is not lost on Ismail, but he struggled shaking the feelings of guilt related to the game's success.


    "Somewhere in the back of your head you know that you worked hard, that you sacrificed your stability, and you took on the risk of financial ruin for a long while," Ismail told me. "You did things that other people were not willing or capable of. And that paid off. But, even so, it feels awful. I couldn't get rid of the image of my mother in her car, driving to work."


    Super Meat Boy co-creator Edmund McMillen is also featured in the New Yorker piece. He warned that his rise to financial prosperity is something people might see and latch onto without understanding the full picture.


    "I don't like the feeling that I've perpetuated a myth that people can get rich making games," McMillen said. “The money has made relationships complicated,” he added, noting that distant family members and old acquaintances have reached out to him for financial assistance.


    "I'm just a guy who makes games. I'm an artist who likes to be alone. This success has artificially elevated me; it’s caused jealousy, even hatred. If my games hadn't sold, I would be in my crappy one-bedroom apartment making more games."


    "Maybe I'd be even happier than I am today."


    Eddie Makuch is a news editor at GameSpot, and you can follow him on Twitter @EddieMakuch

    Got a news tip or want to contact us directly? Email [email protected]


    Source: GameSpot

    Kinect Sports Rivals - Rock Climbing, Jet Skiing, and Bowling

    By GameSpot,

    Get off your couch and climb, jet ski, and bowl your way to victory in these gameplay clips from Kinect Sports Rivals.


    Source: GameSpot

    Metal Gear Solid 5: The Phantom Pain to reduce cutscenes in favour of "pure game storytelling"

    By GameSpot,



    In an interview with Eurogamer, Kojima Productions designer Jordan Amaro described how the developer will be "reducing the amount of cutscenes" in Metal Gear Solid 5: The Phantom Pain.


    Amaro said that this is being done to accommodate the variety of gameplay options within The Phantom Pain's open world.


    "When you are in our environments, you need to observe, use your binoculars, mark the guys and say, okay, what do I do now?" Amaro said. "There's no obvious road."


    The Kojima Productions designer went on to describe his difficulties transitioning to this design philosophy from his prior experience at 2K, Crytek and Ubisoft.


    "I would start working on missions using my westerner's knowledge," Amaro said. "I was designing with the player as my main preoccupation. All I did was for the player, the player was at the centre of the game. And I was getting it all wrong, this goes against the vision for MGS5."


    We hope to reveal Snake's character through the players' actions in those spaces that are smart to traverse. That's pure game storytelling...


    By making The Phantom Pain's gameplay "not just about the player," Amaro said Kojima Productions is able to focus on creating an environment in which players can craft their own stories through the game's systemic mechanics.


    "We get rid of all the narrative burdens, like, Sam Fisher or whoever has to go through this emotional state or has to reach that guy," Amaro elaborated. "We just go for non-dependent objectives, and we just get rid of all that narrative burden and just focus on what makes the mission good at the core level.


    "We hope to reveal Snake's character through the players' actions in those spaces that are smart to traverse. That's pure game storytelling, although it's still primal because the odds are what they are."


    In addition to a reduced number of cutscenes and a focus on telling a story through players' actions, Amaro mentioned that Snake would not be talking as much in The Phantom Pain as the character did in previous Metal Gear Solid games: "[Kojima] said, if he talks too much then we have to pay Kiefer Sutherland a lot more!" he joked.


    The Phantom Pain is hundreds of times bigger than its prologue, Metal Gear Solid V: Ground Zeroes, and might not be out until December 2015.


    Daniel Hindes is the AU editor at GameSpot, and you can follow him on Twitter @dhindes

    Got a news tip or want to contact us directly? Email [email protected]


    Source: GameSpot

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