Posts Tagged ‘Epic’

Less Unreal: Unreal Engine 4.5 Released

By Alice O'Connor on October 15th, 2014.

Heh. Organ.

Thank you, Epic. Finally, someone has listened to me. I’ve said for years that games should use automatic C++ hot reload, but everyone’s just copied Gears of War’s reload. Animation retargeting too, very important that for twitch aiming. And streaming video textures mean livestreams should run at 60fps even in 1080p! Unreal Engine 4.5 is the game engine we’ve all been waiting for.

That’s all a load of old tosh, of course, except for the fact that Unreal Engine has now reached version 4.5. It brings a few handy things to speed up development, but you’re probably more interested in prettiness. Don’t worry, it has that too.

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Zone Of The Defenders: Fortnite

By Adam Smith on August 19th, 2014.

As I was watching the latest Fortnite video to emerge from the artist formerly known as Epic MegaGames, a voice at the back of my brainbox suggested that the developer talkthrough reminded me of something I read yesterday. Could it have been the fifth chapter of ill-advised The Shining sequel, Doctor Sleep? Nope. We could argue that psychic vampiric traveller clan the True Knot are a metaphor for gamers, with their need for ‘the good Steam’, but that’s a stretch. Maybe it was an article about Lego Architecture Studio? Nah. That’s a different kind of construction entirely.

Aha! It was John’s draconian and violently enforced rules for games. The video, you see, is like watching a tutorial for a game I’ve already played.

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How Epic Hopes To Avoid Pay-To-Win With Fortnite

By Nathan Grayson on July 9th, 2014.

Fortnite is, technically speaking, Epic’s first free-to-play game. The crayola colored smash-and-shoot-and-loot-and-build-er is being designed primarily as a co-op thing, but with persistent MMO-style progression underlying it all. There’s also still-nascent PVP in the works, further necessitating balance in the name of fair fun. Fortnite is, however, a giant mixed bag of moving parts, multiple genres (action, building, crafting, a Gears-of-War-style horde mode, etc) mashed together. How do you make all of that free-to-play without mucking it up?

I asked producer Roger Collum about Epic’s plans, influences from games like League of Legends and Team Fortress 2, the potential emergence of a tedious grind with things like XP boosters in the mix, whether or not you can really equate time and money as free-to-play devs so often do, and more. It’s all below.

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Fortnite To Be Online-Only, Will Have Mods… Somehow

By Nathan Grayson on July 8th, 2014.

Quick recap: once upon a time Epic’s Fortnite was set to be kinda grimdark and more than likely a premium game (i.e. money upfront, party in the back). Over the course of a couple radio silent years and some fairly large revisions, however, it’s emerged more lighthearted and – rather crucially – free to play. It is, then (as is usually the case with these things), an online-only affair, an action/building game built for co-op and PVP, but not really single-player. Also it’ll have MMO-style persistent progression. So Epic will run the servers and sell (largely) cosmetic items. Problem: where do mods enter that picture? The answer, per producer Roger Collum: somewhere, somehow, someday. But “definitely.”

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Video Preview: Epic’s Fortnite Is… Interesting, Early

By Nathan Grayson on July 8th, 2014.

For the past many years, Epic was known as the One True King of console grimdark. Gears of War was about colossal mountain men with veins running rivulets through their stone hewn necks and stubble-dappled chins, their rage matched only by their apocalyptic sorrow and love of running in slow motion to popular songs that described their situation eerily well. But now we have, well, pretty much the opposite. Fortnite is bright, silly, and PC-only. It’s also basically Gears of War’s ever-popular horde mode plus Minecraft, Left 4 Dead, and a bunch of its own ingredients. It’s certainly unique, but I don’t think it’s great. Yet. Watch below to hear my impressions after a full day of playing a pre-alpha build.

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Unreal Tournament’s Livestreams Are Exciting For Fans/Me

By Ben Barrett on July 5th, 2014.

It would be fair to say I was pleased to hear that Epic were working on a new Unreal Tournament. “Fair to say” in that nothing has ever been more true and “pleased” in that I danced around my room. The 2004 edition is a little over ten years old and still easily one of the finest first-person shooters ever made. From weapon balance to movement models, it’s damn near perfect and my love affair with it continues to this day. The new version promises frown-causing community development and an eyebrow-raising commitment to being totally free outside of a user marketplace. Now that the project is a few months old, they’ve ramped up the interaction with weekly livestreams.

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The First Unreal Tournament 2014 Play Session Ever

By Nathan Grayson on May 30th, 2014.

'Eeeeeeeek, don't look at me! I'm naked!' - Unreal Tournament 2014

Ever. Ever! Everrrrrrrrrrrrrrrrrrr.

If you were at all doubting Epic’s plan to resurrect Unreal Tournament as an openly developed, entirely free (user-driven mod/map marketplace aside) enterprise, doubt no more. There’s a game now, and it has guns and big, gray texture-less cubes and everything else all videogames have. You can see it in sorta-action below.

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Interview: How Will Unreal Tournament 2014 Work? Can It?

By Nathan Grayson on May 16th, 2014.

A new Unreal Tournament is happening. Fiiiiiiinally! It feels like it’s been eons since the decent-ish Unreal Tournament III brought hoverboards to a shock rifle fight, but Unreal Tournament 2014 is coming to the rescue. This one, though, stands to be a massive departure from previous entries in the arena shooter pioneer series. Epic is keeping its team lean and developing the entire game – from day one – alongside fans. Meanwhile, the whole thing will be free, with Epic making precious pennies off cuts from a user-driven mod/map store.

Sounds pretty neat, right? But it’s also a logistical can of worms that could fit 100 of the things from Tremors. How will Epic stop its audience from fragmenting, especially if maps aren’t free? Do creators *have* to charge for maps? With source code out in the open, won’t it be especially easy for cheaters to meander their mucky fingers into this game’s DNA? Will the basic game even have much meat on its bones? I asked Unreal Tournament 2014 project lead Steve Polge all of that and more. 

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Mod Is Real: Unreal Tournament 2014 Announced, Free

By Nathan Grayson on May 8th, 2014.

Update: It’s Unreal Tournament 2014, an entirely free sequel. Not free-to-play. No microtransactions whatsoever, apparently. Epic will make money by taking cuts from a user-driven mod marketplace. The game is extremely early, and Epic plans to develop it alongside fans.

Original: Epic is about to announce something involving Unreal Tournament. Normally that would mean I’d be typing at you live from some extravagant Epic-rented volcano yacht in the Baltic sea, but not this time. Instead, the mega-developer is broadcasting the announcement to all humans by way of technomagical streaming technology. You can watch below.

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Epic’s Fortnite Goes Free-To-Play, Alpha Sign-Ups Open

By Nathan Grayson on April 9th, 2014.

THIS IS OUTRAGEOUS. THERE IS NOT ENOUGH GRAY IN THIS GAME.

As Epic told me during GDC, sugar-cereal-colored buildy blaster Fortnite isn’t fourscore feet under, as a) that’d be total overkill and b) it’s doing just fine. After a lengthy period of radio silence, the Unreal Engine mega-maven has finally seen fit to re-reveal the game and begin taking sign-ups for an upcoming alpha. The biggest (noticeable) change so far? Fortnite is now officially free-to-play.

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Epic: Fortnite Has ‘Evolved,’ UE4 Inspired By Minecraft

By Nathan Grayson on March 25th, 2014.

Before GDC, Epic’s ubiquitous Unreal Engine was a walled garden. But that all changed when company president Johnny Epic waded into the conference crowd while bellowing, “You get an Unreal Engine and YOU get an Unreal Engine” to everyone in attendance. And then he chainsawed a life-size replica of traditional gaming industry business models in half. Or at least, that’s how I like to imagine it happened. I was asleep while John took the bullet of waking up at Ungodly O’ Clock to attend Epic’s presser. The takeaway, however, was obvious: Epic is trying to make its engine more accessible to everyone – full-time developers, part-time indies, and no-time hobbyists alike. I asked Epic engine GM Ray Davis how the studio plans to achieve that (hint: Minecraft) and also about where Fortnite‘s gone because I pretty much had to.

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Engine Wars! CryEngine Shifting To Cheap Subscription

By Craig Pearson on March 20th, 2014.

Other CryEngine games include Sniper Ghost Warrior 2, Aion: The Tower of Eternity, and WARFACE!

Who’d have thought game engines could be so competitive? We need Jesse ‘The Body’ Ventura commenting on all this news from GDC. Following on from yesterday’s announcement that Epic will be releasing Unreal 4 on subscription for $19 per month plus a 5% share of the gross profits, Crytek has responded by announcing that their CryEngine will also be available on subscription, for the cryminally low price of $9.90 per month and no cuts from the profits. Is this the engine equivalent of Hulking up?

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Bouncy Sprites And Surface Tackiness: Unreal 4 Engine

By Craig Pearson on December 6th, 2013.


The Unreal 4 Engine is something you’ll be seeing a lot of in the next few years. All platforms, all devices, and probably even some high-end running shoes, will have its distinct shouldery shininess running away in the background. It will be the puppet master, pulling the strings of RPGs and FPSes and FPSeseseses. Frankly, it deserves some recognition, which is why Epic have been showing off its hidden secrets in a series of videos. Funnily enough, I was the last person on RPS to post one of these, and it’s a trend I’m happy to continue: the new video shows how some of the background of The Infiltrator demo was created, and I’ve embedded both below.
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