Duke Nukem Forever Confirmed for 2008
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3D Realms' Scott Miller finally commits to a Duke Nukem Forever release date.
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Premier title from Microsoft Japan is coming to America; Majesco will localize and publish the Xbox actioner in wake of Microsoft&#39;s decision to pass.
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Gabe: I've gotten some mail about the Sony Defense Force site we mentioned in the strip today. Most people seem to want to know if it's a joke or not. I am of the opinion that it is. I'm not sure about Tycho but I think it's 100% fake. Stuff like the Lair review and their spin on the video of Halo 3 running on a PS3 demo station just can't be real. I think the guy running the site and making the articles is a genius. He's pulling in all kinds of traffic with an incredible parody and best of all, he even has people in his forums who think the whole thing is real. My guess is, in a couple weeks or maybe a month he'll drop the charade and reveal the whole thing was a gag. Maybe he can keep it going longer than that but I doubt it. I hope he can though because honestly it's fucking hilarious.   128016001920  Also Kiko made you this cool wallpaper based on one of his PAX photos. He has also posted two more sets including the final round of the Omegathon and general PAX culture.  -Gabe out
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Bethesda Softworks today announced new details on The Elder Scrolls IV: Oblivion, the sequel to 2002&#39;s The Elder Scrolls III: Morrowind.
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In addition to what Nvidia has already said itself
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Microsoft will announce Thursday morning the release of Visual Studio 2008 Beta 2. According to Scott Guthrie, the general manager of Microsoft's Developer Division, the release will be nearly feature complete  and will likely be the last major release before the product is released to manufacturing in preparation for its launch on February 27, 2008.
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Blog: As Gearbox CEO Randy Pitchford tells us, we'll be in a mostly DirectX 9 world for a while yet.
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Hard-drive based digital audio player will be available by the end of the year.
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Customizations will break Exclusive Oracle will hit its goal of delivering Fusion applications next year in name only, with applications ready for testing but the full suite not due until 2009.â¦
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Tycho:  There was so much news, we had to poke it with a schtick.  I'm allowed one or two puns like that a year.  At least, I hope.    The value of each leisure minute has increased exponentially since the holiday deluge began, that's not precisely news, but the games that are losing out over here are of such a high caliber that it's a little scary.  I downloaded the demo for PGR4 and loved it, in fact I still play it - I'm playing it right now, and you would be horrified if you knew how.  This said, I have no idea where I would fit this game into my life.  This is patently ridiculous - a game of this obvious polish and pedigree would command that tray for weeks at any other time of the year.  We're both in love with Zelda, but can so rarely consummate this love as bright baubles are constantly rolling in.  Gabriel doesn't even make time for nightly Halo - his evening is entirely routed to The Lion War.  When Call of Duty 4 hits on the fifth of November, I have plans to betray our collective in a similar fashion.    The time I did have yesterday wasn't even invested in the long-form retail games that I see as the core of my responsibility to you.  Every moment not devoted to Halo was soaked up by Every Extend Extra Extreme, an XBLA game I had already played on the Playstation Portable and the PC, only to find that its true calling was on the console.  Another game with a strong audio focus from the creators of Lumines and Meteos, the entire objective is to blow yourself up in such a way as to create the most casualties - I can't wait until Jack gets ahold of this one.  It has other modes, but that's the basic idea, and of course it's all very abstract.  Like other games from Q Entertainment, how much you derive from it is often a function of how open you are to its audiovisual synergies.  It's fun, but that fun is not a result of complex systems.      I also picked up Everyday Shooter for the PS3, in further dereliction of my duties, having a series of profound experiences with it that might be too strange to describe.  The game's author expresses a debt of gratitude toward Q's Mizuguchi and others, but he's accomplished something wholly his own here.  Superficially it's one of these dual analog, robotronian shooters every platform is weighed down with now.  Don't be fooled by that trope, and certainly don't think you can come to any conclusions based on screenshots.  Where Lumines or Every Extend Extra draws from electronica, a great match for their style of presentation, Everyday Shooter disarms the player with a suite of earnest, analog songs played on guitar.  At times, during the course of ordinary play, I felt as though I were interrupting him.     In gameplay terms, each level apparently plays around with the idea of chains and combinations, and I say "apparently" because I've only played two levels in - every time I die, I get sucked in by his menu.  It's just a bunch of text, but moving down or right produces a single note, and pressing left or up produces a two note chain.  Pressing a face button produces a string of four notes, and with these rude tools one can actually augment the title music quite well.  I didn't realize I was doing it at first.  When Gabriel came in perhaps fifteen minutes later, I felt as though I had been woken from a dream.
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Following on from PC Gamer dubbing Half Life 2 as âthe most important videogame youâll ever playâ, Vivendi-Universal today confirmed that the hugely anticipated PC title is planned for release on November 16th, 2004.
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New development kit will let anyone build a game for the Xbox 360.
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Vivendi Universal Games will release Half-Life 2, sequel to one of the most critically acclaimed PC game titles, on November 16 this year.
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The battle for dominance in online gaming looks set to take on a epic scope in 2008, say experts.
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A single-player demo for the much-anticipated DX10 game is coming to PC on September 25.
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Handheld game player "most likely" will make it to North America by late March.
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Tycho:  As suggested by Gabriel's recent communique, pokemania is not only going strong but has burst, like some foul canker, and the infection has spread.  It's true that I have built a so-called "Leaf Deck," but this is because I was fairly certain they would beat me up if I didn't.  Now he's hauling in his case of Next Quest figurines each day, as I myself once hauled a tacklebox of Necrons, only I need to stress that it was more awesome when I was doing it, because Necrons are unkillable harvesters of flesh and not some kind of weird fox or living scarf.  It's absolutely fucked that I have spent almost fourteen years trying to reveal the subtle glories of table gaming, only to be cast down time and time again.  However wise my counsel, it apparently lacked that crucial munchkin component.    After I completed Half-Life 2: Episode Two - perfectly acceptable entertainment, but nowhere near the revolutions found elsewhere on the same platter - I started to wonder how they would deliver the third episode to the same platform in the next year or so.  I doubt they'll have another four games to accompany it, but who knows:  they're a bizarre company where extraordinary things happen.  Left 4 Dead, Counter-Strike, Day of Defeat, and Episode 3 might look pretty nice on there together.  On the PC, of course, one simply clicks a couple times to get whatever they want, and then leverages Valve's fairly incredible community implementation to get things done.  You could accomplish all of this using only the tip of your nose.      On the Playstation 3, even with Valve's distaste for native development, there's already several precedents for direct delivery of individual titles.  On the 360, where Arcade is Microsoft's only concept for delivering titles in their entirety, the hundred and fifty meg limit falls hard around some titles, hemming them in.  But there's a weird (read: psychotic) eyelet where where larger-form product can escape: as content drops for retail titles.  I was surprised that there was no option for this in The Orange Box itself.  Now that Valve is in a position to write a game once and then compile it to different platforms, a retail release - called "Steam," and including two or three catalog titles - could be delivered as an anchor for their considerable franchise power almost in  perpetuity.  After years of fairly positive digital delivery experiences through Steam, I have to say that I found purchasing a Valve product in a retail context almost unpleasant - and not just because it entails hauling around my considerable bulk.  Retail has been a raw deal for a long time now in developer terms, and I avoid it whenever possible.  I should solicit another piece by an insider here for the post, and I know just the guy.  When he breaks down the way royalties work in the industry, you'll be surprised it isn't just Electronic Arts that's left, selling Electronic Arts games in EA branded stores.