The PlayStation 4 exclusive racing game Driveclub looks impressive in screenshots and videos, but developer Evolution Studios claims that it also features some of the best audio in the industry.
“We did initially look and see if we could buy samples in, and approached manufacturers,” Audio Manager Alan McDermott said in an interview with the PlayStation Blog. “But it just wasn't good enough for us to do what we wanted to do.”
Instead of buying samples, McDermott and his team spent two and a half years traveling the world to make their own audio recordings of all the cars in the game. “We’ve been chasing these cars around the world,” he says. “There aren’t that many Pagani Huayras available. They don’t just send them out on a whim. It’s in Japan on a Wednesday, it’ll be in Italy on Saturday… we chased them. We’ve gone all out.”
Each recording used at least 16 mics in each car and in some cases up to 27. “A lot of the time with simulation car games, the developer will record a set of samples and then that’s it,” he said. “They use those samples for both internal and external sounds. We didn’t do that. We recorded bespoke samples for everything – exhaust, engine, cockpit.”
McDermott said that he’s “fairly confident” Evolution Studios now possesses the most high fidelity recordings of these cars in existence, and that BMW and Mercedes even asked for these recordings to replace their own.
Driveclub launches October 7. A free "feature-complete" PlayStation Plus version will also be available at launch for PlayStation Plus subscribers ($50/year). For more on Driveclub, be sure to read GameSpot Editor Shaun McInnis’ explanation of What Exactly is Driveclub?
You can buy Bulletstorm for $20, but as the Online Disclaimer on its Steam page explains, you’ll need a Games For Windows Live client and account in order to install it and access its online features.
Back in August, an update posted to the Age of Empires Online support site indicated that Microsoft intended to axe the Games for Windows Live Service completely on July 1, 2014. Microsoft has since removed the text from its Age of Empires Online support page, but it also closed its PC Marketplace in August 25, 2013, and severaldevelopers have since transitioned their games from GFWL to Steamworks.
Developed by Epic Games and People Can Fly (now called Epic Games Poland), Bulletstorm launched in March 2011. Described as a "pulp sci-fi adventure," the game features arcade-style mechanics that challenges players to "kill with skill."
Former Sony Computer Entertainment of America President and CEO Jack Tretton will return to E3 this year, but he won’t be speaking for Sony. Instead, Tretton will join Spike TV’s All Access coverage as a special correspondent.
Tretton, who has hosted Sony’s E3 press conference a number of times including last year, will provide commentary and analysis for the big E3 press conferences this year along with Spike TV’s All Access host Geoff Keighley, who first revealed Tretton’s involvement via Twitter.
"Since I dropped the mic last year on Spike I thought it was only appropriate to pick it back up for E3 this year!” Tretton told Kotaku in a statement. “I've been to every E3 but this year I'm excited to see the show through a different lens with the team at Spike. I'll be watching the news and announcements unfold alongside the fans and the rest of the industry, and I can't wait to see the new games that everyone is bringing to the table."
Tretton, who worked at Activision before coming to Sony, left SCEA at the end of March in what was described as a "mutual agreement" between the two parties. He had been at SCEA since 1995, working on the North American launch of every PlayStation platform since the original. Earlier this week we reported that he joined the advisory board of Genotaur, an artificial intelligence development company.
Attorneys representing student athletes who claim Electronic Arts illegally used their likenesses in the company’s popular NCAA Football, Basketball, and March Madness video games will receive nearly $1,000 per appearance in a game from EA. The settlement will amount to a total of around $40 million.
EA and the attorneys representing the student-athletes reached the settlement back in September 2013, but didn’t disclose the details until yesterday, when it filed a motion to approve the settlement. With as much as $951 for each year they were featured in a game, and as many as 100,000 current and former players student athletes appearing in EA sports games since 2003, the settlement could cost EA as much as $40 million.
“We’re incredibly pleased with the results of this settlement and the opportunity to right a huge wrong enacted by the NCAA and EA against these players and their rights of publicity,” said Steve W. Berman, managing partner of Hagens Berman and co-lead attorney. “We’ve fought against intense legal hurdles since filing this case in 2009 and to see this case come to fruition is a certain victory.”
If the settlement is approved by the court, it will mark the first time an NCAA commercial partner will pay student athletes.
EA and the NCAA ended their licensing deal last year, and while for a time EA continued making licensing deals with individual schools through the Collegiate Licensing Company, in September 2013 it announced it would not make another college football game for 2014.
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