British studio Bossa Studios reduced a third of its employees

According to Gamesindustry.Biz, British studio Bossa Studios reduced a third of its employees. Sources in the studio named the number of lifted by elated nineteen. The head of the company later confirmed this figure.

Lost jobs mainly belong to the field of quality control and production. In addition, freelance employees were supposedly fired.

Bossa Studios confirmed Gamesindustry.Biz, which reduced the number of her employees to 40 people at the end of 2023.

Enrique Olipiers, one of the founders of Bossa Studios, explained that the dismissal happened after "perfect storm". In particular, after September, many AAA games came out, which hit the AA and Indi market. In addition, they talk about the increase in expenses and a lack of funding.

In short, according to Olifers, the situation is serious, and the studio had to put up with her.

As a result, we had to make a difficult decision to restructure the studio, taking into account the position in which we found ourselves at the end of the year, concentrating all our efforts on Lost Skies. This meant that we found ourselves in a painful situation when we had to fire about a third of the studio employees.

Bossa Studios invited people to share this news to support the fired and give them the opportunity to find a job as soon as possible. Of course, all of them will be high -ranking people.

We often say that creating games is hard, but there is nothing harder than seeing how they fire people that we admire. In the end, we did everything possible so as not to be in this position, and we sincerely regret that it happened.

In short, a long loop of dismissal since 2023 continues in 2024, where the situation can become even more serious and dramatic.

Bossa Studios – a studio standing behind Surgeon Simulator, as well as for I am Fish, I Am Bread and other games well -known on the independent scene.

The authors of The Witcher 4 intend to bring a breath of fresh air to the RPG genre

CD Projekt is back in the ranks, as evidenced by the last financial report of the company. So the players are already slowly aiming at The Witcher 4, which the director of the game Sebastian Kaleba recently spoke about.

The fact that the fourth part of The Witcher has been in development since the spring of 2022. The project, known under the working name Polaris, will not be a continuation of the existing trilogy, but the beginning of a completely new saga.

Meanwhile, the project director – Sebastian Kaleba – recently gave an interview to the Italian portal Lega Nerd. In it, he stated that CD Projekt Red seeks to imagine something that has not yet been in the RPG genre.

Our priority is to always expand the boundaries. We want to go beyond their borders. Compared to the current role-playing games, we want to try something new, especially since we work without going beyond the genre and focus on its fans. As you guess, I can’t say too much, but the idea is to create something superior to The Witcher 3, telling a more saturated story and creating a more tense gameplay.

The meaning of the above statement, of course, is not to turn the existing "Witcher" upside down. CDPR wants to follow the intended path, but the departing years impose restrictions on innovation. A fourth part of the series is waiting for a long time, which means that it is also necessary in order to attract new players who were not always aware of what The Witcher 3 is.

We want to follow the path we have chosen, but this does not mean making identical games. It seems to me that it’s obvious. We have certain elements of the narrative that should be preserved. However, in spite of everything, this is all the same universe, so we cannot go beyond a certain framework.

Therefore, we must follow a strictly defined direction and introduce innovations within its framework. At the same time, of course, we must try to go to a new audience. The Witcher 4 will not be released soon, and from the moment of the release of her predecessor, a lot of time will pass, so we cannot bet only on the existing audience that is associated with the saga.

We also need to create a new community. In this regard, I can say that the game will be an excellent starting threshold for many players, not forgetting about long -standing fans who still want to get acquainted with the adventures of Geralt.

It is worth adding that Polaris is not the only game of the series that will be released in the next few years. After all, in the development of Fool’s Theory there is a remake of the first "Witcher", And the CD Projekt studio The Molasses Flood is now working on Project Sirius.

So, in the future we will find many new games created in this universe. And for today the very last of them is The Witcher 3, published in 2015.

“Another masterpiece from Nintendo” – journalists are delighted with The Legend of Zelda: Tears of the Kingdom

The Legend of Zelda: Tears of the Kingdom, the continuation of the game Nintendo Switch, continues the adventures of the Link in the open world of Hirul, this time allowing the Link to explore the steaming islands and soar high in the sky above the endless lands of Hairula.

Today the embargo for the publication of reviews was asleep. Game journalists put their grades to the game.

Representatives of 44 game media set the project an average rating of 97 points out of 100.

Right now, journalists are good, yes?

For nynttendo apparently yes))

In this case, they were not mistaken with the assessments.

Zelda is a high -quality and interesting game.

That it has a high -quality and interesting one, even the plot is not in fact.

I play from the day of plum and confirm that the game is as good as Botw, even the moments better. New abilities are used more often than used abilities in the previous one, and they are more fun in themselves. There is more content and it is more interesting. Plot, well, typical for Zelda. Everything is played fun and the world is also interesting to study

EMEE, how many years Nintendo is going to keep her fans on the gland of the PS3 level?)

And the sense of new iron? Some remakes of remakes and cinema come out. Better old iron, but good gameplay

Many put 10 out of 10, just funny, in fact there is nothing special, this is really a cartoon game without meaning. There is no full -fledged story, the world is empty, the fighting is not encouraged, what then to do in the game, to come up with entertainment yourself again? The technical part is very controversial, the picture did not become globally better, the lighting is slightly more pleasant, and that’s all, in some places it became even worse, especially the shadows, which are more soapy and draw closely, sound accompaniment is mildly so -so, nothing memorable. The suitcases saddled their business, and Nintendo fans (more precisely fanatics) have always been repulsed to the head.

You generally played the sandbox?

Naturally, where without them, because there are enough good.

and in each a rich world, an exciting narrative and plot, fighting and graphone? We are talking about sandboxes, remind.

Tesv: Skyrim, Fallout 4 (although the central plot is secondary, but the side are gorgeous), Genshin impact is surprisingly attributed to the trash was created, but then they corrected), AC: Odyssey (if you take a pure branch with the ancient world without additions and events in the present), Ghost of Tsushima, well, the brightest representatives, Horizon: WF and The Witcher 3: Wh. And only you don’t have to write that there is nothing there.

P.S. For someone probably still RDR2, although, even Tloz: Botw and TotK are better.

Update for Wo Long: Fallen Dynasty adds a new mission and training site

As promised last month, Team Ninja added a new Boss Rush mission to Wo Long: Fallen Dynasty. The mission is a new battlefield in which you are fighting with several bosses in a row.

Unlike other missions, after death and a second battle with the boss, moral glasses are not restored. It also cannot be mined in certain trophies/achievements. Among other additions are a training site in a hidden village on Mount Tianchushan, where you can fight with various enemies and check your skills. Interestingly, a function has also been added to the game that cancel any changes in the special effects of equipment, which may be aimed at combating cheating.

Changes were also made that increase the likelihood of high rare objects on various difficulties. So, if you destroy the bosses and "leaders" In the Path of the Soaring Dragon mission, you are guaranteed to receive objects of at least 4-star rarity. Full notes are available here.

By the way, in the morning I still did not understand what kind of update, I thought DLC, it is interesting when they introduce the 2nd DLC

Exit card is on off. site. The second DLC will be in September.

Wow I hope it will be hot

As it was a bunch of shit, it will remain.

Did not master any boss?)))

Yes, creating a character.

There are complex bosses?)

Yes, for example, I sat with a bunch for a long time, the jug yang from the DLC is also very strong.
But to whom I say this, we have 90% of the cyber players – sorry only on paper

I did not play at the DLS, but in the main company I only spent about 2.5 hours. I think it’s not very much, because for 2 hours I trailed it after cleaning the location (that is, already tired), and the next day it is already fell ill after half an hour, so its complexity is relative. And on the final boss I spent in abundance, although I want from the game where the dragon (the blow of the final boss, red) is parked only when he went through his head through the character, that is, before that he is invulnerable to parry)

And in general, optimization of a piece of shit, mechanics of parrying is also a piece of shit. I xs what Down from Tim Ninja came up with a parish not on the block (which, fucking, is ligative), but on a conditional somersault. As a result, sometimes poving a series of shocks instead of parrying, a useless corruption may be finished. And this I do not stutter about the fact that the character, sometimes, did not react to pressing the paring button, just taking damage to his face. With the same lui, the situation was generally awesome when he drags his halberd (red capture) behind his back, and if the character stands point -blank to his body, then he almost never gets.

In any case, Tim Ninja could never in Souls. They either have a vanshot (NIO) or a bunch of spam with a bunch of effects (NIO 2, in particular Suyuki, Fuki, Okamaru) and random muvssets, and captures are generally my respect, you will never guess when the mob/boss will make it. Wu Long distinguished himself crooked and in places not working gameplay. In the potential of nothing, such a game is on the release. Tim Ninja.

As a result, in Wu Long, there are literally no bosses who need to be mastered. Especially if there is already experience behind your backs.

The new diary of Payday 3 developers immerses in combat systems and weapons

A new video Payday 3 was released, shedding light on how weapons and combat systems will work in the game. In the video, Starbreeze employees talk about modeling complexity, movements and damage, as well as many other systems that affect how Payday 3 will look like.

After some time, spent, so to speak, in the oven, it seems that work on Payday 3 is nearing completion; The release date in September was announced at the Xbox exhibition this year, so before the next version of the cult multiplayer robbery, it was not long left. In this spirit, Starbreeze releases a series of developers’ diaries, which describe various parts of the game in detail, and the third episode is simply called "The battle".

The trailer begins with the fact that senior designer Miodrag Kovachevich talks about the four complexity modes in the game: Normal, Hard, Very Hard and Overkill. Contrary to expectations, Normal is, in fact, the training mode of the game, Hard is a standard complexity, and Very Hard is probably what veterans will begin. Overkill, meanwhile, Kovachevich describes as "cruel" And "unfair".

Senior Designer Jimmy Karlstrom and leading programmer of the gameplay Martin Waern talk about how armor and weight will work in Payday 3. Movement systems will include maneuvering and sliding, but the more armor is on you, the slower you will move. Armor can also fly to fragments, and special enemies can ignore the armor and beat you directly, so to speak, on the health scale, so you will have to be careful during the game.

Then Starbreeze describes in detail the types of enemies, including special enemies. For example, the enemy of the bulldozer returned, and he will have several new habits, including the ability "to pounce" on the player and knock him down. If you really hate a certain enemy, such as a bulldozer, Starbreeze says you can create a build that "Almost removed" it is from the game, but this will make you weaker in other places, and in this case, a cooperative game will come to the rescue.

When it comes to weapons, Starbreeze says that modding – the choice of their own components to add – will work the same way as in Payday 2, but the acquisition of these mods will be slightly different. Each weapon now has its own development path, and you will have to play with this weapon in order to unlock new details for it.

Another new weapon element in Payday 3 is Overkill Weapons, which is designed to increase power and can be used after a certain progress in the mission. Together with devices such as mini-cameras and muffles, they must guarantee that your team has everything you need to cope with the robberies in the game.

It is worth watching this diary of Payday 3 developers completely if you want to know what is new and what is returning to the fighting of the game. Payday 3 enters the PC, PlayStation 5 and Xbox Series X | S September 21.

Some Baldur’s Gate 3 fans are unhappy that it is not paid off to be evil

Hundreds of Baldur’s Gate 3 fans expressed their disappointment with the lack of awards in the game for atrocities. While many players and reviewers praise Baldur’s Gate 3 for its huge role potential, this recently appeared criticism reflects that some options for actions in the game are much more worked out than others.

As in the case of many large successful games, the last game Larian Studios experienced a kind of honeymoon. Most of the reviews about this role -playing game on the network were extremely positive as long as the players failed to at least once go through its long campaign and some less obvious shortcomings of the game were known. This gave rise to constructive criticism from the fandom, including the disappointing behavior of one of the main antagonists.

Another example of this trend is a recent topic for Redid, in which hundreds of players called the implementation in the game "Evil" the choice in the best case of unworthy encouragement, and in the worst – punishment. Despite the fact that Baldur’s Gate 3 allows you to create many unusual characters who can significantly change combat experience, many players came to the conclusion that the actual aspect of the game is much more limited, and a morally correct choice is usually much more profitable than alternative.

The imbalance between "Good" And "evil" The passage is reflected not only on quests: some fans criticize the fact that immorality closes access to a large number of content, as a result of which they passed the game in about 40 hours. For comparison, earlier Larian calculated that on average, the passage of Baldur’s Gate 3 will take at least 75 hours.

The quest was one of the most often given examples of this imbalance of content "Emerald grove" In the first act, during which adventurers may side with refugees from an emerald grove or goblins. For the atrocities, having raided the refugees camp, the player receives one companion, but at the same time loses the other three and loses a dozen unique objects, a pair of tadpoles that increase abilities, numerous merchants and many quests. This criticism dates back to the early access period.

Fans who want to get a maximum pleasure from "Evil" wagging, it is recommended to act not so much vile as it is insidious. The game provides players with many opportunities to abandon their promises, so the consent to do the right thing before making what is more profitable is often more useful than comical villainy.

In Wo Long: Fallen Dynasty finally corrected failures in the game due to graphics settings

Hardcore action movie Wo Long: Fallen Dynasty from Team Ninja was no exception to most modern releases and contained a depressing number of errors on the release. It is worth paying their due to the developers, they systematically corrected the action and continue to do it. Today for Wo Long: Fallen Dynasty another patch was released, which is aimed at eliminating irritating failures.

As it turned out, since Wo Long: Fallen Dynasty in February this year, the game suffers from unpleasant failures due to some graphics settings. New update at number 1.11 is designed to eliminate these errors on the PC, as well as improve the overall stability on the consoles. Below you can familiarize yourself with the full list of corrections in the patch.

  • Fixed an error that led to a failure when displaying the “movement” screen under certain conditions.
  • Fixed a mistake that prevented progress when victory over the boss after the conclusion of the wise guest in the battle with the Boss “White Snake” on the main battlefield “Saved dynasty”.
  • Fixed a mistake due to which objects could multiply on the screen "Weapon".Because of this error, we plan to solve the problem with objects that cannot be thrown away, in the future patch.
  • Fixed a mistake due to which the Senjutsu switch could not work correctly if the operation method was installed on “Type C”, “Type D” or “Type E” on the screen “Settings of the operation”.
  • Fixed a mistake due to which the display of the armor of the “Dan Wei” and “Xu Chu” on the screen of “reinforcements” was the opposite.
  • Fixed a bug due to which the player’s head could be displayed incorrectly when equipment “Kanhai hood” and “Red Night Gary of Night” in a certain procedure.
  • Fixed other small errors
  • Fixed a bug that could cause departure immediately after launching the main field of the battle “What Tanya” on PS4.
  • Fixed a bug due to which a failure occurs when moving to the game, when the type of scaling of the resolution “AMD FSR 2”, the resolution of the screen “3840 x 2160” and HDR support “enabled” are installed.

Wo Long: Fallen Dynasty is available for playing PC and consoles. Recall that recently the project received the first plot expansion of Battle of Zhongyuan with new locations and bosses.

How the MGS 2 killer appeared: the creators of Splinter Cell told about the idea, design and sound

Tom Clancy’s Splinter Cell is still considered one of the most classic video games. The first part of the series was released in 2002, and the last one was ten years ago. And since Ubisoft is now working on a remake of the first part of Splinter Cell, it is interesting to know how it all began.

In a recent interview with Game Informer, the developers of the original game remembered the process of its creation, talked about its original idea, design, sound and how it was supposed to become "a killer" Metal Gear Solid 2.

This game was the first serious project for Ubisoft Montreal, which at that time was known as the creator of children’s games. There were a lot of inexperienced youth in the Splinter Cell team, and it all started with the fact that Francois Kulon, who later became an assistant producer and creative director of Splinter Cell, proposed a co -founder of Ubisoft Iva Guimo the idea of ​​a shooter. The game, called The Drift, was not so easy to imagine, but in the end the idea came to my liking.

Game Informer describes The Drift as follows:

The earth was torn to pieces, the remnants of civilization were built on flying ruins, which hung high in the sky. On giant air islands, there were retro-futuristic buildings, as well as flying cars, clumsy analog gadgets and crowds of people with a dynamic reaction. In the hands of the protagonist of the game was a massive gun with a TV, a manual swan graph and a newly remote control to manage its main feature – the presentation of a video signal to use various opportunities to improve the view and use of distance cameras -condenses.

How could you guess this passage, the project turned out to be too ambitious for a small team with little experience. After some time, Ubisoft asked her to integrate the presentation into an existing franchise. After the company received a license for Tom Clancy, this became possible. Then Konami introduced Metal Gear Solid 2: Sons of Liberty – a game similar to the one developed by the Splinter Cell team. Therefore, Ubisoft wanted this project to become "a killer" Metal Gear Solid 2.

There was no one director in Splinter Cell: the team united level designers with artists surrounded and instructed each group to make its scene. What the game could offer is the game of light and shadows thanks to Unreal Engine, which has become a large part of the project reflected in sketches.

Sound is also one of the most important components of Splinter Cell. This is a stealth game, and listening to what is happening around, makes the sensations even more exciting. Fabyen Noel created "a system that imitates the movement and dispersion of sound waves throughout the game space, taking into account the architecture and layout of each room". He also led the process of voice acting Fisher performed by Michael Ironside, another integral part of the game, the design of which was developed by Martin Kaya.

Once, when I made sketches, a cool idea suddenly surfaced in my head, ”says Kaya’s leading artist Kyia’s characters. I saw the outlines of a dark silhouette hidden in the shade, and the only thing that could be seen was a reflection of some lights reflected from the lenses of night vision glasses. I immediately realized that I found the basis for the visual image of Sam. It doesn’t matter that from a realistic point of view, this did not have the slightest sense in the stealth game. I just thought it was damn cool.

The fact that an inexperienced studio, consisting for the most part of inexperienced developers, was able to make a full -fledged competitor from the canceled game of MGS, is simply amazing. Five sequels and more than 20 years later, Splinter Cell remains a worthy imitation of a video game.

One can only hope that in the upcoming remake of the first Splinter Cell, developers will be able to repeat the excitement and inspiration with which the creators of the original game did this.

Details of the history of Star Wars Outlaws, on which 9 studios are operating; gameplay will be shown on June 12

Star Wars Outlaws announced today is a Star Wars game, previously confirmed by Ubisoft, which will be prepared on their own under the leadership of the Massive Entertainment (The Division). In addition, Ubisoft also revealed the first details of history.

In a sent press release, the studio announced that we will see the footage of the Gameplay of the upcoming game Star Wars Outlaws on June 12 during the Ubisoft Forward event. In addition to this, the first details of the story of Star Wars Outlaws were disclosed.

Thanks to the development under the leadership of Massive Entertainment, Star Wars Outlaws will invite players to test the Galaxy of Star Wars, as never before, through the original story, which takes place between Star Wars: the Empire is responding to a response “and” Star Wars “: Jedi Return. While the Galactic Empire tirelessly achieves the final defeat of the alliance of the rebels, the criminal world flourishes. Fans will play for the treacherous fraudster Kay Wessa played by Umberti Gonzalez, and her faithful satellite NIX, who is played by Di Bradley Baker (Star Wars: a defective party) when they try to commit one of the greatest robberies in the external ring. In search of funds to start a new life, players will join Kay and NIKS, who fight, steal and deceive the criminal syndicates of the galaxy and join the most wanted criminals in the Galaxy.

Here’s what Julian Gerity, creative director of Massive, and Douglas Reili, vice president of Lucasfilm Games said:

“When we first came up with the first game of“ Star Wars ”with the open world, we investigated where and when it can happen, and quickly realized that we have all the necessary ingredients to travel scammers. These criminals live under the fifth Galactic Empire, but still may flourish, given the possibilities that the criminal world opens up for people who want to use the riots. The time has come for a new criminal to make a name for himself, and Kay Vessa is inscribed in the stars “. – Julian Jerity, Creative Director of Massive

“With Star Wars Outlaws, we are pleased to present the first game on“ Star Wars ”with a truly open world, with adventure action, filled with characters and planets, both new and well-known in the Galaxy of Star Wars. We worked closely with the talented Massive Entertainment team, and with their many years of experience in creating richly detailed worlds, we are glad that fans will be able to plunge into the fantasy of the stellar wars, as never before ”. -Douglas Reili, Vice President Lucasfilm Games.

Finally, Ubisoft confirmed that nine studios cooperate on this project: Ubisoft Annec, Bucharest, Chendu, Milan, Montpellier, Shanghai, Toronto and Paris..

“The game that we are very proud of”: the head of the Disney game unit spoke about the Star Wars Kotor remake

Star Wars Kotor remake to this day is shrouded in mystery: announced more than two years ago as an exclusive for PS5, a remake of one of the most beloved fans "Star Wars" Video game has not yet shown itself even an official screenshot.

The development of this project from the very beginning seemed problematic, judging by the reports in which the developers team was even supposed to be changed, since both Embracer and Disney seemed to be unhappy with the progress achieved.

In the last month, other very alarming messages appeared: from the assumptions that almost no one was working on the project, which allegedly took place of its cancellation, which was then quickly refuted. But whether the Star Wars Knights of the Old Republic will see the light finally the light or he is destined to be forever abandoned?

To try to shed light on this question, Axios interviewed the head of the game unit of Disney, Sean Choptou, who made it clear that this game is very important for the company:

I can say little for reasons that, I hope, are obvious, but [Star Wars] Kotor is an incredibly popular game that we are very proud of and which, as it seems to us, is still a great demand. Perhaps I will dwell on this.

Disney hints that they intend to ensure that Star Wars Kotor Remake is really developed, although they do not disclose any specific details on this issue. If the current project is not completed, there is a real possibility that Mickey Mouse will continue to search for other potential partners.

In the same interview, Sean Choptou also commented on rumors that Disney is interested in acquiring companies specializing in video games, emphasizing that he is satisfied with current agreements concluded with his partners. In any case, at the moment, of course.