Delayed Release  Tagged Articles RSS Feed | Delayed Release  RSS Feed on en Launch Media Network Kingdom Hearts 3 to Launch in January Sun, 10 Jun 2018 10:49:56 -0400 Erroll Maas

At the Kingdom Hearts Orchestra - World Tour - in Los Angeles, it was announced that Kingdom Hearts 3 will now launch on January 29, 2019 for PlayStation 4 and Xbox One, a delay from the original 2018 launch window.

Game Director Tetsuya Nomura apologized for the slight delay and said to look forward to several trailers during E3 2018.

Square Enix will have their own E3 2018 video presentation on Monday June 11 at 10 AM PST, and Kingdom Hearts 3 will be playable on the E3 show floor at the Los Angeles Convention Center from June 12 through June 14.

Kingdom Hearts 3 will launch for PlayStation 4 and Xbox One on January 29, 2019.

Kingdom Hearts 3 was first announced to be in development during the E3 2013 Sony Press Conference and has had a number of different trailers throughout the last five years. Although Kingdom Hearts 3 is meant to be the last game in the 'Xehanort Saga', we should expect to see the series continue in the future.

Keep an eye on GameSkinny for more E3 2018 news as it happens.

DONTNOD Announces Vampyr Release Date Thu, 08 Feb 2018 15:00:39 -0500 Erroll Maas

Paris-based developer DONTNOD Entertainment has announced that its upcoming action-RPG adventure game Vampyr will come to PlayStation 4, Xbox One, and PC on June 5, 2018. Previously, Vampyr was slated for a November 2017 release but was delayed to Spring 2018.

Additionally, DONTNOD has released the final video in their DONTNOD Presents Vampyr  web series, titled "Stories from the Dark," in which some of the developers describe why storytelling through video games is more compelling than through other forms of media.

"Stories from the Dark," as well as the three other videos in DONTNOD's web series, are available to watch on YouTube.

In Vampyr, players will prowl through early 20th century London as Jonathan Reid, a doctor-turned-vampire whose beliefs come into question as he learns more about what lurks in the shadows at night.

Vampyr will launch on June 5, 2018, for PlayStation 4, Xbox One, and PC.

Blood, Sweat, and Pixels -- A Look at the Fascinating & Frightening World of Game Development Wed, 10 Jan 2018 11:50:15 -0500 Erroll Maas

When we think of video games, sometimes we wonder how they were made and how all of these ideas came to fruition. What many of us don't realize, however, is just how many factors go into the  creation of a modern video game and how each of them ultimately determines the length, cost, and tools necessary for a game to come to life and eventually be released.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Kotaku News Editor Jason Schreier tells the stories behind the development of some of the most notable games of the last decade, and how money, fear of cancellation, crunch time, and development team size, among other things, all have a momentous effect on how a game is developed.

The Bigger the Game, The Higher the Cost

From Kickstarter-funded games like Pillars of Eternity to first-party games like Uncharted 4, money is always one of the most important factors in video game development. According to Schreier, the standard burn rate for a game studio can be around $10,000 per person per month, including salaries, health insurance, and office rent, among other things. When you have a hundred or more people working on one game for a large studio, the amount of money that it takes is evidently much greater than that of a smaller development studio. There's also no accurate way to estimate the cost of each feature of a game before it starts production, so some publishers have to gamble, not knowing how much money or time it will  take for a game to be made, if it will see a delay, run into other development problems, or have to be canceled somewhere down the line

The information Schreier provides about the actual cost of video games helps us understand a bit more about how much various games cost to us as consumers. If a game takes a hefty amount of money to make but after release receives negative reception and low sales, then the money spent won't be made back, which is a problem for both the publisher and developer.

Constant Fear of Cancellation

Through interviews with several game developers, Schreier reveals that a worry with any game in development is that it can be canceled at any point in time. These cancellations can arise from a number of setbacks. The publisher might decide they don't want to help fund the project anymore, a Kickstarter campaign may fail, or the development team could decide the game isn't going where they originally thought it would or wanted it to, so they decide to work on something else. How a game is canceled can also greatly depend on what type of game it is and how much money/resources are being poured into it.

In the case of the now gone-but-not-forgotten Star Wars 1313, even during the beginning of development, when it was set to be connected to a proposed television series, there was some fear that the project would ultimately be canned after a certain amount of time. After having worked on it for so long, the developers were finally ready to show some of their game at E3 in 2012, even though by the time this was all said and done, the developers knew the demo was not the best representation of what the game was planned to turn into due to input from George Lucas. Development continued even in the months after Disney acquired LucasArts, and it wasn't until after the first few months that LucasArts was shut down, with the Star Wars 1313 team having to look for new jobs and never being able to finish the game they had been working so hard on for the past several years.

Schreier's observation of the tragedy of Star Wars 1313 and the pressure developers feel helps us sympathize more with developers and understand why some games have to be delayed, because most developers don't want their game to be released in what they see as an unfinished state. Going through several delays is a preferable alternative to complete cancellation, even if some fans get unnecessarily angry about it at times.

Crunch Is a Double-edged Sword

Crunch is an often-discussed problem in the video game industry, and while it's an important issue, it's unfortunately seen as a necessary evil by some when trying to get a game to release by a certain date. Through examining the development of big triple-A games like Uncharted 4 and Halo Wars, Schreier explores how crunch can benefit games but still be a detriment to those who work on them. What makes the discussion of this topic more fair-minded is that Schreier goes into how some developers enjoyed crunch because it helped them feel like they were making stupendous progress on a project they enjoyed working on, when not feeling fatigue or missing their loved ones due to how much of their life was taken up by their work.

One Developer versus Hundreds

When a game is going through development, the size of the development team is another significant factor in determining how much money and time it may take for the game to release. While triple-A games like Uncharted 4 and The Witcher 3 had hundreds of people on their team, indie games tend to have a fraction of that. For example, The Witcher 3 benefited from an entire Quest Department, whereas Stardew Valley had only one developer -- the creator, Eric Barone -- until the game started gaining traction and caught the attention of Chucklefish Games, bringing it some outside help. 

Learning about some of the key differences between indie and triple-A game development, and how the development of these games can still face similar types of problems despite their differences, is interesting to say the least. No matter which type of game you're a fan of, it really puts into perspective how different games can succeed, even when the end result is impossible to predict.

Blood, Sweat, and Pixels is available on Amazon both physically and digitally. An audio book version, narrated by Ray Chase (Final Fantasy XV) is also available.

ARK's Ragnarok Coming to PS4 and Xbox One Very Soon Fri, 07 Jul 2017 11:40:17 -0400 Adreon Patterson

Everything for the ARK: Survival Evolved update 'Ragnarok' seemed to be on course for its July 4th rollout until Studio Wildcard announced a delay for the PlayStation 4 and Xbox One. 

Since the update's announcement at E3, fans and gamers alike had been anticipating the launch after the poor reception of v. 256. In a way, this update is a reset for the celebrated action adventure RPG.

While PS4 and Xbox One updates had a hitch in their launches, the PC version went ahead with no delays. But the update seemed to be in trouble a few days before the release when Ark's Community Manager tweeted:

By the July 4th release date, a little trouble turned into a big problem when Jen announced on Twitter:

This bad news came with a little bit of sugar coating, though, as she revealed that the update would have a possible launch date of July 10th only a week later than expected.

The full launch of ARK: Survival Evolved is coming soon on August 8, and will be available digitally and physically for PS4, Xbox One, and PC.

Middle-earth: Shadow of War Release Delayed Thu, 01 Jun 2017 18:14:01 -0400 glados131

Middle-earth: Shadow of Warthe sequel to Monolith's 2014 hit Shadow of Mordorhas had its release date pushed back from the middle of August to October 10. The game is being developed by Monolith Productions.

The announcement came from an official announcement by WB Games, which read in part:

As with Middle-earth: Shadow of Mordor, Monolith is committed to delivering the highest quality experience. In order to do this, we have made the difficult decision to move our launch date to ensure that Middle-earth: Shadow of War will deliver on that promise.

The post also noted that some territories, including Australia, New Zealand, and Japan, would have a different release date.

Shadow of Mordor received a great deal of praise for its innovative Nemesis System, which procedurally generated a full roster of Uruk antagonists for players to go up against, and dynamically had those Uruks develop relationships with the player. Its sequel aims to take that system to the next level, and no doubt the delay's purpose was to give Monolith enough time to do it justice.

To help tide you over until the game is released, be sure to check out our review of the original!

Bummed by the XCOM 2 Delays? Here's a Look at What's to Come! Thu, 15 Sep 2016 11:32:37 -0400 ChocolateCat42

The Game

We all know the premise by now: in a world where the original XCOM program failed to defeat the invaders, Earth is ruled by extraterrestrial beings. Your job is to lead a group of rebel humans in liberating all of mankind from these overlords.

PC players have had access to the game since February, with a promise to console players for a release in early September. Unfortunately, delays pushed that release date back until September 27th. What, oh what, is a Commander to do?

In order to help fill the extended void, I sat down and compiled a list of features new to XCOM 2 to whet our appetites.

New and Improved Classes

Perhaps the best promise for a tactical game is to supply new class types for Commanders to control, or update the classics. For XCOM 2, these new and modified classes are Specialist, Sharpshooter, Grenadier, Psi Operative, and Ranger. Below are the XCOM website's official Skinny for each class and a more detailed explanation.

XCOM 2's Specialist is a mix of Brains and Brawn.


The specialist is a new class in XCOM's universe. While most units can hack turrets or terminals, the Specialist gets a higher affinity score for the task. What truly makes them unique, however, is the availability of their Gremlin-- an automated drone that can fight by the Specialists side, hack from a distance, or supply buffs to allies. However Commanders choose to use this unit, each action takes away from the Specialist's available moves in a Player Turn.

The Sharpshooter Takes Aim


The Sharpshooter is a modified Sniper class. Unlike Snipers in XCOM: Enemy Unkown, however, the Sharpshooter is not relegated to long-distance damage. How to level the Sharpshooter is up to each Commander: do you want a sniper or a close-range pistol expert? Perhaps a mix of both?

XCOM 2's Grenadier Turns Demolition into an Artform


The Grenadier has two paths: Heavy Gunner and Demolitions. Equipped with Grenade Launchers, Canons, and Miniguns, the Grenadier's answer to the alien menace is to make things go boom. The Grenadier's attacks deal area of effect damage or critical damage, depending on which abilities you choose when leveling.

XCOM 2's PSI Operative Wages War with Powerful Psychic Attacks


The PSI Operative is a mix between a new and modified class. In the first XCOM, PSI abilities were additional levels added onto a pre-existing soldier from another class. In XCOM 2, the PSI Operative has its own class. In addition, PSI abilities are available earlier and are much more powerful. Commanders assign a Rookie to the PSI training in order to assign the class. Each PSI Operative starts with one of four possible abilities and can return to the training facility at any time to learn new abilities and gain ranks.

XCOM 2's Ranger Class Closes in on the Enemy


One word: Sword. While Rangers can make use of assault rifles or shotguns, they don't need to run for cover when an enemy breaches their personal bubble. All Rangers carry a sword as a secondary weapon that allows them to make use of devastating melee attacks.


Missions: Maps, Ambushes, and Loot

In XCOM 2, mission maps are generated through an algorithm. This means that the maps will be different with every mission, rather than playing on the same map time and again with different variables such as enemy placement. Commanders will need to learn the layout as they go, making for more dramatic missions.

One new feature that has many players excited is that of Concealment. When Concealed, units can move more freely through the map. Since they are stealthed, they can spot and encounter enemy units without triggering an enemy squad's aggression. According to the XCOM Wiki, there are several ways to break Concealment:

  • Every enemy unit, and non-friendly civilians, in the map have a detection radius indicated by red tiles marked with an exclamation point, and entering these tiles during movement will break concealment. The detection radius moves with the enemy units, and an allied soldier may be revealed if the detection radius moves to cover the square they are currently on.
    • Concealment can be retained however if the soldier is behind at least low cover, and is not flanked by the enemy unit from which the detection radius originates.
  • Breaking windows and kicking down doors will break concealment.
  • Initiating an attack, using abilities, or using grenades or items on an enemy soldier will break concealment.
    • However throwing a proximity mine will not break a soldier's concealment.
  • Certain mission objectives may break concealment upon completion.

With proper use of Concealment, Commanders can set up ambushes before triggering constant combat between forces.

Another change coming to missions is the ability to loot corpses. Units can find weapons and resources on the bodies of their fallen enemies, unlocking upgrades and helping supply Central Command. Speaking of...

The Avenger

In the first XCOM, we fought from underground; in XCOM 2, we take to the skies. Tactical base management plays an extremely important role in XCOM 2, more so than in its predecessor.

Central Command is located in a commandeered supply craft helicarrier called Avenger (Haha, I see what you did there, Marvel fans.) XCOM does not have the support of various nations, so other means must be employed for collecting resources and supplying troops. Engineers play a modified role as well-- instead of focusing on building equipment, they now modify rooms in the base and enhance their capabilities.

Commanders will need to factor in resource collection while leveling their units. After all, your units aren't the only new and improved ones around.

Enemies: ADVENT and the Aliens

 The Good Guys aren't the only ones getting upgrades. XCOM soldiers will be facing off against new and improved enemy classes, including the entirely new military police force known as ADVENT. ADVENT is full of sympathizers to the alien cause, and they'll do whatever is necessary to take down XCOM. While the main units of ADVENT (Troopers and Officers) are covered in this exclusive IGN article, below is a look at three advanced units: Sectopods, Shieldbearers, and Stun Lancers.

The Sectopod Towers Over All in XCOM 2


 Sectopods are unmanned drones controlled by ADVENT. They are immune to certain types of damage, including mental/psionic-- be sure to pull back your PSI Operatives! Sectopods use a mixture of AOE and focused attacks, but the most devastating ability is the Wrath Canon; luckily for Commanders, the unit must take a turn to charge. Sectopods also have the ability to extend their legs into High Stance mode, giving them improved range. Not all cover is substantial against these improved units, as they can simply bulldoze their way through obstacles such as buildings.

The ADVENT Shieldbearer Stands [their] Ground


Shieldbearers are ADVENT's main support and defense unit. Not only are they walking tanks, they can also supply defense boosts to nearby allied units. One more thing, Commander: Shieldbearers share more in common with actual tanks than thick armor. They pack a punch. If you encounter this unit on a map, it's a good idea to take them down as quickly as possible.

Stun Lancer Will Do Anything to Get Near


Stun Lancers are the kamikaze melee units of ADVENT. Throwing aside their own safety, Stun Lancers will charge toward your units and attempt to stab them with their electrified blade. Stun Lancers also have a special ability which allows them to knock your units unconscious.

Human organizations are just a side threat, however. Your main opponents will be the Alien Regime, including Gatekeepers, Sectoids, Vipers, Berserkers, Mutons, Chryssalids, Archons, the Faceless, and Andromedons.

The Multiple Horrors of the Gatekeeper


When closed within their armor, Gatekeepers have limited capabilities but are very difficult to take down. Once they open up, the true battle begins. Gatekeepers can revive multiple enemy units in a single move; they also have a drain ability that steals health from an enemy unit and heals the Gatekeeper-- with a chance that the drained unit may perish and become a psionic zombie.

XCOM 2's Sectoid Poses a Familiar Threat with New Genetics


Players of XCOM: Enemy Unknown might recognize the enemy above. While the Sectoid has undergone massive improvements due to genetic manipulation, they still make use of their wrist blasters and psionic capabilities. Oh, yeah-- and they can revive units from the dead. Unlike Gatekeepers, Sectoids can only revive one unit at a time; however, the unit can be anything from an allied unit to a civilian to one of your own soldiers. 

XCOM 2's Viper Gets Unomfortably Close


Goodbye, Thin Man; Hello, Viper. Vipers are dangerous units that can pull soldiers from cover, crush soldiers within their tails, shoot from a distance, and spit venom. Needless to say, they're bad news. They are also early game opponents. Good luck, Commanders.

The Brutal Berserker


Like Sectoids, Berserkers are improved units originally seen in XCOM: Enemy Unknown. Unfortunately for the human race, they've received some pretty hefty upgrades. Berserkers have the most brutal melee attacks among enemy forces; if they become enraged, their damage output and range increase.

The Muton Returns


Sectoids aren't the only alien units to benefit from human genes. Mutons have been upgraded, as well. Now, they have brains to go with their brawn. While they still have powerful melee attacks and special grenades, Mutons can also use an ability to affects a soldier's Aim and grant a free reaction shot if the affected soldier attempts to move. Mutons also have a change to ignore melee damage, so Rangers may want to sheathe their swords against this opponent.

The Evolution of the Chryssalid in XCOM 2


If you thought Chryssalids were bad before, just wait until you encounter their new abilities. Chryssalids can now burrow in order to ambush your soldier. They also have a chance to poison victims-- be they XCOM units or civilians. Should a poisoned unit die, they enter a cocoon phase before birthing three new Chryssalids. 

Dangerous Deity: The Archon


Remember the Floaters from XCOM: Enemy Unknown? Well, turns out humanity didn't really like the nightmares, so Earth's invaders decided it was time for an upgrade. Enter the Archon: an organic robotic mix capable of flight and devastating AOE attacks. When wounded, Archons enter a frenzied state and attack any nearby units with melee abilities.

Faceless Hide Among Us


Just when we thought it couldn't get any worse than the Chryssalids, XCOM's developers decided to introduce Faceless. These units infiltrate mission maps disguised as civilians-- and there is no way to tell which is which. Once they decide to reveal themselves, the massive Faceless becomes a one-story-tall powerhouse with an elongated reach. Make sure to cover your soldiers when they approach any civilians; they may be in for a nasty surprise.

Don't Get in the Andromedon's Way


Entering the fray for XCOM 2 is the Andromedon, a new amalgamation of organics and machinery. Situated in a Battlesuit, these alien units have the ability to tear down walls, deliver powerful melee attacks, and shoot out an acidic coolant that not only damages units but also pools on the ground to create an area hazard. These units are immune to fire, poison, and acid ammunition.

Are You Ready to Win Back the Earth?

All right, Commanders. You've seen what you're up against. You know what you have at your disposal. So, the question remains: Are you ready?

Time will tell. Watch for XCOM 2 to release for XBOX One and Playstation 4 on September 27th, 2016 (assuming we don't face anymore delays); you can also Pre-Order the game here.

Are you looking forward to the new game? Or are you one of those lucky players on the PC who have had it for months? What do you think of the modified units and new maps? Let us know in the comments!

South Park Fractured But Whole is Being Delayed Thu, 15 Sep 2016 10:47:03 -0400 ESpalding

Developer Ubisoft today announced that the upcoming game to feature everyone's beloved characters from Trey Parker and Matt Stone's South Park is being delayed until the first quarter of 2017. South Park Fractured But Whole was originally due to release at the beginning of December 2016, but this has now been pushed back to the start of next year. In an official blog post, Ubisoft commented that the development team wants to make sure that players get the best experience from the game and that it has to meet the high expectations that the fans are sure to have. A delay in release ensures that they meet this goal.

Fractured But Whole is the sequel to Stick of Truth, which released in March 2014. Players will once again be playing as the New Kid and will have to join forces with everyone's favorite residents, Eric, Stan, Kyle, and Kenny, to clean up the evil gangster underbelly of the sleepy little Colorado town, their town, South Park.

The game is expected to release on PS4, XBox One and PC.

Outlast 2 release delayed until 2017 Tue, 02 Aug 2016 06:54:54 -0400 Amy Turnbull

Independent games developer Red Barrels announced on the official Outlast 2 Facebook page yesterday that the horror sequel's release will be pushed back until early 2017.

Originally scheduled for this autumn, the developers made the decision to postpone the game’s release in order to ensure it meets their mission of bringing players “the best, most terrifying, most fulfilling experiences possible.”

The team sympathized with fans of the highly-anticipated game, adding:

“This is not the type of news we ever want to deliver, but we are so fully committed to the world we’ve built and to our awesome community that we could not, in good conscience, release a game who’s [sic] limits haven’t been tested to the extreme.”

The second installment in the spine-tingling series follows cameraman Blake Langermann as he searches for his missing wife in the Arizona desert. And much like its predecessor, the game aims to leave us all having nightmares, with the Red Barrels team promising “Outlast 2 will scare the crap out of you.”

Outlast 2 will be available on PlayStation 4, Xbox One, and PC when it finally releases in 2017.

What does Mighty No. 9's flop mean for the future of crowd funding? Mon, 27 Jun 2016 07:57:12 -0400 Ty Arthur

As crowd funding has gone from an eccentric oddity no one believed would work to a commonplace household name in the gaming industry, there has been a string of failures that led many to prophesy the death of sites like Kickstarter, IndieGogo, GoFundMe, etc.

While that's probably a premature (and incorrect) prediction, there's no doubt that some gaming fanatics are thinking twice before donating to a campaign these days, due to titles either arriving in less-than-polished states... or not arriving at all.

Moderately OK No. 9

The latest high-profile flop has been the Mega Man spiritual successor Mighty No. 9, which consistently made headlines over the last few years with a slew of delays and poor marketing decisions that had backers hopping mad.

Now that the game is actually out (well, for some – more delays await Xbox 360 players), the reviews are tanking, with backers not feeling all the money or the wait was worth the end result. As of this writing, Mighty No. 9 has “mixed” Steam reviews, with 443 positive and 429 negative. Metacritic gives it a 50/100 – as badly average as you can get.

 Insert sad trombone sound here

That's got to hurt for the developers, especially considering how long the development process dragged on and how much fan money they took. The game started with a goal of $900,00 and made a whopping $3,845,170 from Kickstarter, with over $4 million actually raised including PayPal donations. How does a $4 million dollar game end up so lack luster?

Crowd Funding – A Mixed Bag

There are plenty of other crowd funded games to look to for comparisons to see where they went wrong.

Pillars of Eternity, for instance, had a similar funding goal ($1,100,000), a similar built-in fan base wanting a return to a classic style, and made a similar amount of money ($3,986,929). It even had a delay, originally being estimated for a 2014 release and actually coming in March of 2015.

Despite all those similarities, the difference in reception and fan feedback is like night and day. Pillars easily made the top mentions in our look at the state of RPGs in 2015 and was voted best game of the year by several staff members here at GameSkinny.

Now to be fair, there was a bit of a backlash and a minor “scandal” over a fan-generated grave marking that had a less-than-classy joke on it, but overall, we can call PoE a success.

 Woo-hoo, it didn't suck!

Of course Pillars and No 9. are in completely different genres, even if they had so much else in common -- so perhaps its not fair to compare them, especially considering the long and storied history Obsidian Entertainment has in game development.

Unfortunately, the problem only gets worse when you compare apples to apples, as there are retro platform games that have incredibly solid gameplay and didn't make nearly as much in crowd funding (or in some cases, weren't even crowd funded at all).

Shovel Knight, for instance, made a paltry $300,000 – 10X less than Mighty No. 9 – and has overwhelmingly positive reviews, currently sitting at 5,700 positive and 200 negative on Steam.

Clearly the issue isn't with the funding medium itself, but rather with what is being done with those funds once they are acquired.

 You've got every reason to be proud Shovel Knight!

Retro Kickstarter Flops – And A Glimmer Of Hope

We can't lay all the criticism on No. 9's doorstep however – there have been other reboots to attempt similar retro revolutions that failed to truly stoke a fire within gamers.

Project Scissors (released as NightCry) is another crowd funded title that benefited strongly from the tug of nostalgia, convincing fans of the early Clocktower games to fork over cash for a return to what they loved about the original titles.

In the end, nearly all of them hated what was eventually released. Even the positive reviews frequently bring up the terrible bugs, clunky controls, and unsatisfying endings.

Sometimes nostalgia lies to us!

Where did all this go so wrong, and will the Kickstarter bubble burst soon?

There were a slew of buzz-worthy Kickstarter campaigns promising old school goodness for lovers of all things early gaming that hit their goals in the past few years.

Some of them arrived to rejoicing backers and generally positive reviews – like Shadowrun Returns, which used its success to release followup Dragonfall without crowd funding at all, and is notable for building up and improving each iteration of the franchise up through the Kickstarted Hong Kong entry.

 You can't really go wrong with ghoul ronin and post-human riggers

Others took their share of knocks though, and perhaps took advantage of crowd funding in questionable ways. Wasteland 2 soared to $3 million in contributions, suffered delays, and then arrived to mixed reviews with a very buggy second half.

Before developer InXile had even released that crowd funded game; however, they returned to the Kickstarter well another time to get even more money for Torment: Tides Of Numenera.

It was a strategy that worked – what fan of classic RPGs wasn't going to take part in a sequel to Planescape: Torment? - racking in more than $4 million. Of course the timetable for a relatively small developer working on multiple big projects led to just as many delays as Mighty No. 9 ever had.

When Torment made its crowd funding goal in 2013, I made a comment on Facebook about how the late 2014 release date was unrealistic and we wouldn't be playing this game until 2017 at the earliest. I've never received so many negative replies from angry fan boys in all my life -- yet here we are, and the game has officially been delayed until 2017.

 More text-heavy weirdness is coming... sometime.

Planescape and Numenera fans are taking it better than Mega Man devotees did with Mighty No. 9, but there's still a good deal of grumbling... and easily some backers who are going to think twice next time before believing an InXile release schedule.

Sadly, InXile didn't learn from that lesson and again crowd funded a next project before the previous one was done, only netting $1.5 million on the next go around for The Bard's Tale 4 – less than half what was earned on the previous two games.

The delay problems inherent to crowd funding can get even worse when coupled with the dreaded “Early Access” phenomena. At this point, I expect the post-apocalpytic After Reset to release sometime after Star Citizen in the year 2082. Developer Richard Nixon's robotic manservants will probably have to complete the game a few generations from now after they develop sentience.

Fortunately, it's not all gloom and doom on the retro gaming front.

There are currently-running or recently-completed Kickstarters that promise a return to form and an old school experience, as well as realistic expectations and a lack of feature creep from stretch goals.

Most notably, Lovecraft and Heroes Of Might Magic fans should be looking out for Stygian: Reign Of The Old Ones, while lovers of all things isometric and cyberpunk have Copper Dreams to look forward to soon.

What Can Developers (And Backers) Learn From This Mess?

Managing expectations and handling delays openly and honestly with fans are absolute musts if crowd funding is going to keep on chugging along.

The huge amount of features that were pitched to potential backers for Mighty No. 9, along with the wide range of platforms the game was developed on, unquestionably led to the frustrating delays that didn't need to happen – or at least didn't need to be handled so poorly.

Marketing, keeping fans apprised of changes, and a clear idea of what the end product is going to actually look like are other areas where No. 9 flopped hard.

The game's launch trailer is trying to edge out Infinite Warfare for most dislikes for a variety of reasons, one of which was the line “Make the bad guys cry like an anime fan on prom night.” Personally, I laughed. All the anime fans who lacked a date for prom night didn't.

That silly slogan wasn't the biggest offender though: the lack of graphical polish was the real problem.

As many have pointed out, the evaluation test engine test, which was used to pull in backers for the Kickstarter campaign, actually looks better than the finished product in some ways.

Pulling an Alien: Colonial Marines switcheroo is never a good idea if you want to keep the fans from revolting.

There's a strong lesson to be learned here in setting realistic goals and not overselling what can be delivered in a timely manner in hopes of gaining more capital from fans. That's the heart of the matter, as unlike with other business partnerships, fans who back a crowd funding campaign really have no say in what happens next.

When a crowd funded project goes bad, there's nothing for backers to do and no way to recoup losses. Kickstarter isn't Walmart, or even GameStop. It's right there in black and white when you back a project – it may not be released, and you may never get your money back, just like with a real investment where you have a financial stake.

This is something Star Citizen fans are learning the hard way, when the developers recently changed the terms of service so you can't get a refund unless the game doesn't come out by the end of 2018.

Duke Nukem Forever... In Space!

How Does All This Affect Crowd Funding?

After what went down with the highly-anticipated Mighty No. 9, I suspect gamers will be a little more selective in the future -- and that's not necessarily a bad thing. Not every crowd funding campaign deserves to hit its goal, and not every team is prepared to actually take their concept to stable release on schedule.

On the whole though, there have been enough pleasing releases and even extraordinary successes that crowd funding doesn't seem in any danger of going away. At the very worst, what we are seeing is a culling of those who can't deliver as promised, and fans will in the future primarily back developers who already have a strong track record.

While that perhaps goes against the spirit of crowd funding (since the whole point is to give money to people with strong ideas and no existing capital), it's certainly not the worst fate Kickstarter could suffer.

There's also reason to believe hope in the system may soon be restored, if the upcoming Bloodstained: Ritual of the Night, which resurrects Castlevania in the same way Mighty No. 9 was aiming to resurrect Mega Man, manages to have a smoother release.

Please actually look like this...

What do you think of the Mighty No. 9 debacle, and has it changed your opinion of crowd funding video games?

Moon Hunters Coming to PS4 in July Sat, 28 May 2016 06:17:28 -0400 JessicaKloss

Moon Hunters is finally going to be released on PlayStation 4 in North America and Europe on July 12. The indie developing team behind Moon Hunters, Kitfox Games, began kickstarting about two years ago to make this launch to PS4 happen. Their original release plan was for winter of 2015, so they're not that far off from their goal considering the challenges of making an entire video game with about five people! Tanya Short, the design lead for Moon Hunters, took to PlayStation.Blog to make the announcement and give some insight into making the game. 

"The game itself has changed a lot since the original concept, but the whole time, we’ve been driven by this fascination with 'mythology,' and what it means for a person to become a legend."

--Tanya Short


Moon Hunters is a party-based RPG and up to four players can work together to discover where the moon has disappeared to. The ultimate goal is to build your character's legacy, which will be determined by every action and choice the player makes. The character will be remembered by a constellation in the sky, which will reflect everything the player has accomplished. 

Mirror's Edge Catalyst is delayed yet again Thu, 21 Apr 2016 11:06:09 -0400 Damien Smith

DICE today announced on the Mirror's Edge Catalyst website that the game is receiving another release date delay. The delay is pushing the release date back a further two weeks, where its release is due in North America on June 7th, and in Europe on June 9th.

What is Mirror's Edge Catalyst?

Mirror's Edge Catalyst is an open world action-adventure platform game currently that is currently being developed by EA DICE and published by EA. Mirror's Edge Catalyst is a reboot of the original Mirror's Edge game that released in 2008 for the PlayStation 3, Xbox 360, PC, iOS and Windows Phone.

The player takes on the role of Faith Connors as she progresses through the futuristic city called Glass. The player will have to traverse the city using aspects of urban exploration and parkour movements to complete missions and combat enemies.

The plot to Mirror's Edge Catalyst revolves around Faith's origins and her attempt to overthrow a totalitarian conglomerate of corporations who rule the city of Glass.

The Second Delay

It is the second time Mirror's Edge Catalyst has had its release date delayed. The game originally scheduled for release February 23rd, 2016, only to receive a delay leading its release to May 24th. As of today, it has received its second delay, pushing it further back to now, June 7th, in North America and June 9th, in Europe.

In the announcement design director Erik Odeldhal said:

To support the Social Play features, we are using a brand new online technology. We also want to make sure we have the opportunity and time to address player feedback from the Closed Beta. That is why we will give ourselves a bit more time to perfect the game, with a new release date for Mirror’s Edge Catalyst of June 7th (NA) and June 9th (EU). We’re confident that these extra two weeks will make sure the game is as amazing as possible for you the players.

The Closed Beta for the game starts tomorrow and is looking to test the games new online-connected social play features. Social Play is the name DICE uses to reference several online multiplayer features related to the game. These features include Time Trails, leader boards and more.

A promising approach

Indeed, yet another delay to a highly anticipated game is very frustrating. Never the less, with Social Play being a brand new technology solely developed by DICE themselves, it is a clever move to ensure it is working perfectly for release.

The idea of the Closed Beta is to find any issues with Social Play that may be present and to fix them before the release of the game. Giving themselves an extra two weeks to fix any issues is indeed a promising approach.

Despite the frustration it brings, it shows DICE is attempting to bring the best experience possible for release. That alone is enough to justify the delays as it is far better than receiving a rushed and buggy game, something that happens too often already in the industry.

What are your thoughts on Mirror's Edge Catalyst? Do you think the two-week delay is a sign of promise? Let me know in the comments below.

Scalebound delayed until 2017 Wed, 06 Jan 2016 07:51:05 -0500 Alec Pearce

An official blog post from the Scalebound team at PlatinumGames has confirmed that the upcoming Xbox One exclusive's release date will be postponed until 2017. 

Although the team are pleased with the way the game is coming together, it is being delayed to ensure the high-quality that is expected of this product is met and to avoid any disappointment. The blog post states:

"This will give us the time needed to bring to life all the innovative features and thrilling gameplay experiences that we have planned." 

Scalebound is an action-RPG in which you form a partnership with a proud and formidable dragon named Thuban. Together you must combat the evil that threatens to engulf and destroy Draconis and Earth as well as a host of other parallel worlds. Use your weapons to defeat your enemies conventionally or order your dragon to destroy them in a fiery inferno, and team up with other players to take down the strongest foes.

The decision to postpone release will, of course, be disappointing for fans eagerly awaiting the game's launch and the developer's acknowledge this, saying: "We know you’re excited to see more and thank you for your patience."

Evidently more details will be released as the development process continues throughout the year and E3 2016 will no doubt give us a better update on the game's progress.

Need for Speed: PS4/Xbox One get closed beta Tue, 15 Sep 2015 10:37:43 -0400 Andrea Koenig

Need for Speed made some big announcements concerning the state of development, so both PC and console gamers, listen up.

Xbox One and PS4 gamers will be able to sign up and experience a limited time closed beta session, and for those who haven't heard yet; PC gamers will have to wait for their OS release until September 14, 2016.

So, here comes the closed beta. If you head to the Need for Speed website, you will be able to register today for a chance at the closed beta session that will last until September 25th.

You will need to sign in with your EA account to access the registration process. Space is limited, so not all those who register will be able to get into the beta. Those who are granted access will be notified by email.

This will all be to help the developers, Ghost Games, with some technical testing to have a better launch. There is no news for any beta tests on PC.

Need for Speed is an iconic racing series, and this full reboot for "modern" consoles is meant to reinvigorate that old game with new life. The reboot was announced in late May, and will include online and single-player modes.

Sword Coast Legends suffers slight delay Sat, 22 Aug 2015 13:58:22 -0400 Jessa Rittenhouse

Sword Coast Legends, the latest RPG set in the Dungeons & Dragons Forgotten Realms campaign world, is in need of a bit of polish. So it will release for PC, Mac and Linux on September 29, rather than the originally intended release date of September 8. The console release is currently slated for later this year.

According to Sword Coast Legends game director Dan Tudge, there were things that simply needed some work before they would be willing to release the final product to waiting Dungeons & Dragons enthusiasts, and so development was thrown slightly off schedule.

If you preorder the Limited Edition Collector's pack, you get this handsome guy, too.

However, in return for their patience, fans will get a finished product worthy of the hype, according to Tudge. In a recent interview, he said:

"...our fans deserve nothing less than whatever it takes on our part to deliver the compelling roleplaying dynamic of Dungeons & Dragons tabletop to the world of cooperative multiplayer video games. If that means the game needs a few additional weeks of balancing, tuning and general polish — so be it.”

The reward for that patience doesn't stop with a better finished product, though. All who preorder the game by September 8 will receive the Rage of Demons DLC free of charge. 

Also, while the game retails at $39.99, if you preorder, you pay only $34.99.

Looking forward to playing Sword Coast Legends? What excites you the most about it? Talk about it with us in the comments!

Rodea the Sky Soldier Delayed to November; playable on the Wii U and 3DS Thu, 13 Aug 2015 20:20:52 -0400 Courtney Gamache

Due to some ongoing unforseen technical difficulties that Prope development studio and Kadokawa Games has delt with, Rodea the Sky Soldier will be delayed from September to November. The release dates have changed to November 10th for North America, and November 13th for Europe.

Playing the Waiting Game

Many fans of Yuji Naka are a bit upset in the delay of this action-adventure game that they were promised in September. Since the game uses sky mechanics while you control the main character Rodea, it's expected to heavily rely on the touchscreen of both the Nintendo 3DS and Wii U, making small strokes leading Rodea to his destination. 

Rodea the Sky Soldier began development back in 2010, and soon fell into shadow until an interview took place with Yuji Naka, where he discussed that the game was nearly complete. While it's been two years, fans haven't forgotten about Naka's remarks, and can't wait for Rodea the Sky Soldier to come out.Are you planning on playing Rodea the Sky Soldier? What do you think of the flying theme? 

DRIVECLUB's PlayStation Plus Edition set to release tomorrow Wed, 24 Jun 2015 09:56:48 -0400 CallSignDriver

After a series of embarrassing delays and botched launches, Shuhei Yoshida has announced that the PlayStation Plus edition of DRIVECLUB is finally ready for release. 

Well... "ready" may not be the right word.

As you may recall, Sony's new flagship racer DRIVECLUB was originally intended to be a PlayStation 4 launch title, but was delayed to ensure the quality of the product. In spite of these sentiments, DRIVECLUB released on October 7th in an incomplete state, with the game's dynamic weather features arriving two months late, and the PlayStation Plus Edition completely missing. 

That was over nine months ago, and in the time we've spent waiting for the game's PlayStation Plus "demo," many have found the full product to be mediocre at best, even landing on our most disappointing games of 2014. With a "low C" on Metacritic and a user score of 5.9, I honestly expected Sony to release the full game as a PlayStation Plus title before ever seeing the actual PlayStation Plus Edition.

Apparently, I was wrong. Yesterday, DRIVECLUB reappeared on the PlayStation Store for just a moment, only to disappear shortly after. The official Twitter page had this to say:

Servers are hard, guys.

Facing these lingering server issues that have apparently plagued the game's development since October of last year, Shuhei Yoshida is pleased to announce that DRIVECLUB PlayStation Plus Edition will release tomorrow, June 25th... without any online functionality.

In the same announcement, Yoshida states that Evolution Studios will begin rolling out online functionality to users on the same day, but offers no estimate as to when all users will have access to the servers. This doesn't bode well, considering the game's history with network stability. I don't think it's unreasonable to say that DRIVECLUB's PlayStation Plus Edition might not be online and fully operational for a while.

I guess we'll all see tomorrow when DRIVECLUB Playstation Plus Edition appears on the PlayStation Store... if it doesn't disappear hours later like it's already done two times before. Everybody keep your fingers crossed.

Broken Age Act 2's Alpha Delayed Until End of 2014, Full Release "Early 2015" Sun, 30 Nov 2014 10:47:25 -0500 Michael Falero

In a post last week to Double Fine's forums, brand manager Greg Rice announced that the schedule for Act 2 of Broken Age has been pushed back again, with the game's full release likely to come in early 2015.

Rice mentioned that while both of the protagonists' main storylines were now in alpha testing, the "big finale section" was still in progress. Players have documented that playtimes for Act 2 (excluding the finale) "have ranged from 8-12 hours".

The post is upbeat and Rice makes a point to emphasize that Double Fine is focusing on getting everything right with this release, even if it means pushing back the schedule into 2015.

"The goal now is to get all the finale work done so we can hit Alpha on all of Act 2 by the end of the year. That means...the Act 2 ship that will deliver the complete adventure is now looking like it will be early next year. The game is looking really good and the team is working super fast, but we just gotta give the game the time it needs to really deliver on everything we’re hoping it will be."

This isn't the first time that Double Fine's production schedule has been pushed back. Director Tim Schafer and his team raised more than $3.3 million for the game in a Kickstarter back in February 2012 (the site's most successful crowdfunding project for a video game). The studio later moved the game's original release date back from October 2012. In July 2013, Schafer split Broken Age into two acts, in order to release some content to backers before the end of that year. Broken Age: Act 1 debuted in September 2013 to positive reviews.

Based on the studio's commitment to keeping fans in the loop through forum updates, partial alpha releases, and "documentary" episodes on its website, Act 2 won't become vaporware anytime soon.

Bloodborne Delayed Wed, 12 Nov 2014 13:50:44 -0500 Eric Nicolai

Fromsoftware has announced that their highly anticipated title Bloodborne will be delayed. The release date isn't much of a delay, but it is enough to be disappointed about. This news was taken from the official site and translated best that Google could do from Japanese. 

"Japanese domestic release date of "Bloodborne", I will inform you that I am allowed to change February 5, 2015 that it had been the guidance originally from (ThursdayMarch 26, 2015 (the tree).

In order to to work that can be enjoyed from the heart to our game fan, has decided to extend the development period for taking the time to the end of the adjustment.

There is a very humbled to everyone that I am looking forward to customers and released already received your reservation, but I hope a little longer wait for the launch of the "Bloodborne".

To make Bloodborne even better, we're announcing a slight delay to release date. We're focusing on quality so please look forward to it."


Clearly this is a poor translation and I apologize for this, but it is a quote directly from their website and word for word how Google felt it should be translated. This is sad news for me as someone who is anticipating the game.

What this means for the fans of "Souls" style gameplay for now is, that we will have to get by with replays of Demon's Souls, Dark Souls, Dark Souls 2. It also gives us a bit more time with Lords of The Fallen. The delay was a little over a month's time.

I am scared now that with one delay there could be others. It seems that developers have a tendency to delay a project more than once if it gets an inital delay. Again fans of the style gameplay and newcomers that are looking forward to Bloodborne need to think positive, it's for the greater good.

BioWare Delays Release of Dragon Age: Inquisition Tue, 22 Jul 2014 16:56:55 -0400 Mary-Kate Wagamon

Mark Darrah, Executive Producer of Dragon Age: Inquisition, announced today that BioWare decided to delay the game's release date. Initially slated for an October 7th release, with so many other games releasing then, it's no surprise BioWare would want to postpone the release.

Now, gamers in North America can look forward to November 18th for the release, and for players in Europe, it's now November 21st. Plenty of time to finish the games that come out October 7th, such as Alien: Isolation and Middle-Earth: Shadow of Mordor before starting on Inquisition

Also, postponing the date certainly gives BioWare more time to work on the game's final version. In his announcement, Darrah let fans know that the delay is part of "ensuring the experience [they] get is the best it can be in the platform [they] choose to play on." He also explained how exactly BioWare plans on improving the game:

"This last bit of time is about polishing the experience we want you to see. Ensuring that our open spaces are as engaging as possible. Strengthening the emotional impact of the Hero's choices. "

Many fans are looking on the bright side of this news, trusting that BioWare will make the most of the delay. We may have to wait a little longer to return to the world of Thedas, but hopefully, in November, all the waiting will be worth it. 

Tom Clancy's The Division Delayed Until 2015 Fri, 16 May 2014 12:16:22 -0400 onpv3rtigo1

Announced at last year's E3 Event, Tom Clancy's The Division is a third-person shooter where you will immerse yourself in a frighteningly chaotic and devastated New York City.  As a member of the Division you will fight to restore order to the chaos and join up with other players online to help you achieve this goal.

Under development at Ubisoft, The Division was originally slated to be on the release window for 2014.  However it has just been announced that the release has been pushed back to sometime in 2015.  Coming as no surprise to some people, there was no mention as to why the game has been delayed.  Ubisoft CEO Yves Guillemot said the publisher will share more details about the game during the E3 press events coming up in June.

Tom Clancy's The Division is said to have an "unprecedented level of realism" and is host to an online, open-world RPG experience where exploration and player-progression are essential.  The game will feature drop in/drop out cooperative gameplay, seamless PvP events and even player trading.  The game will utilize the customization options that we have come to expect from games in the Tom Clancy series.  There will also be a robust second screen experience for smart phones and tablets where a player will get an aerial view of the battlefield and can attack enemies or place targets over them for your allies to take advantage of in the heat of combat.

I am a casual fan of games in the Tom Clancy series but this game caught my attention when I saw the E3 gameplay from last year.  I was looking forward to this title but now it looks like I will have to hold off my excitement for the time being.  I can only hope that this delay is to give The Division the time and attention it deserves to make it a killer title which, if that is the case, I have no issues with Ubisoft for taking their time.

Tom Clancy's The Division is being developed for Playstation 4, Xbox One and PC platforms.