Brothers in Arms: Furious 4 announced
Gearbox's Randy Pitchford took the stage during Ubisoft's conference to introduce Brothers in Arms: Furious 4. The game is planned for 2012, and revolves around having a good ol' time killing Nazis.
[Update] Added the announcement trailer below.
[Original Story] Ubisoft's press briefing introduced a trailer for the next Brothers in Arms game, subtitled Furious 4. Gearbox looks to be taking notes from Quentin Tarantino's Nazi-killing epic Inglorious Basterds, focusing on over-the-top kills from a small squad of soldiers. We half-expect someone to ask for a hundred Nahzi scalps. The game is due in 2012 for PlayStation 3 and Xbox 360.
Gearbox's Randy Pitchford said the game will be shown in-action to limited audiences, so we should have more details from the show floor. The Ubisoft conference is still ongoing. Shacknews will update as more details become available.
-
Steve Watts posted a new article, Brothers in Arms: Furious 4 announced.
Gearbox's Randy Pitchford took the stage during Ubisoft's conference to introduce Brothers in Arms: Furious 4. The game is planned for 2012, and revolves around having a good ol' time killing Nazis.-
-
-
-
I remember Bros. In Arms interviews from years ago where all they talked about was "authenticity this" and "authenticity that." The franchise was supposed to be all about telling their gritty, realistic stories, and that was what would set them apart.
So yeah, they've thrown all that out the window. -
-
-
-
Didn't seem like a game that'd be packing an endless stream of dragged out conversations while the player hides in the basement listening. :)
But yeah, that's what I thought as well. Actually looks pretty fun. I don't get the "looks really stupid" hate, it's obviously meant to be over the top. We'll see.
-
-
-
-
-
-
-
-
I don't think we know yet what Gearbox contributed to Duke. I think they take blame for the two weapon thing, but some of George's comments have me thinking Gearbox inherited the game that way.
I think Gearbox put enough polish and continuity-glue into Duke to make it worthy of release, and they also inherited a fair amount of ex-3DR employees. I have no inside info, I just read comments and news items and extrapolate. Enough to assume they continued the game in the direction it was already headed.
I wouldn't be quick to point at Gearbox for any Duke "changes", and we may never know -- there is no way George or Randy are gonna throw the other under a bus. You can blame Gearbox for the DNF box art and for the choices made for trailers, but I cannot count gameplay changes as one of your three strikes.
I fucking love SOMEONE at Gearbox for allowing me to map movement to mouse. It would have sucked if they hadn't and I would have been unable to play the game I've waited years for.
Also, I fucking love SOMEONE at Gearbox for buying the Duke IP and releasing DNF. It would have sucked if they hadn't and I would have been unable to play the game I've waited years for.
I will cut them some slack. Slack! It's what's for dinner.™-
-
-
Well that and GeorgeB3DR came right out and said the two weapons thing was a 3DR thing
http://www.shacknews.com/article/65442/duke-nukem-forever-hands-on?id=23904897
There's a very simple solution - release the source to make mods with. People who care enough to change it, do. People who don't, don't.
-
-
The main thing is that Gearbox made a series of smart business decisions that has helped to ensure their success and profitability. Consequently right now they're one of only a few big developers in the Dallas area.
You'll notice that every game they made prior to BiA 1 was either a port of someone else's game or an expansion pack to someone else's game. This helped them build themselves up considerably. This gave other publishers the confidence to keep handing them jobs to do and that's what really keeps a developer afloat. Then they had the clout to try a new IP, but kept it safe as a WW2 game. Then they could whip out Borderlands. Now they've become the go-to developer in the area (which is why 3DR went to them)
Compare that to Ritual, who made a Quake 1 expansion pack and then moved straight to SiN, an original IP, which shipped buggy and around the same time as Half-Life 1. The resulting sales disaster sent them into recovery mode for many years, taking whatever work they could get (expansions, sequels, ports, the occasional odd job, etc.) until they could bet the farm on SiN: Episodes, which didn't do as well as they needed it to, so they died.
Compare that to 3DR who was able to farm out IP well enough to keep them afloat but the development tailspin DNF went them into eventually did them in (3DR still exists, of course, but I have no idea who it is other than GeorgeB)
Compare that to Ion Storm who got too big too soon and became an icon of what not to do.
-
-
Sleigh Bells - Infinity Guitars
http://www.youtube.com/watch?v=fheYx_ZPU18&feature=youtube_gdata_player
-
-
-
-
-
-
-
We might be able to ignore the under achieving under seller. Gearbox unfortunately cannot. I played all three bia games and while I enjoyed parts I mainly felt a load of frustration that the game was trying its hardest to make me fail whether that be through doubly and unresponsive commands and AI coupled with overly heavy weapon mechanics.
-
-
-
-