advanced warning: fun
AusGamers was given a chance to not only get hands-on with a portion of the multiplayer from Call of Duty: Advanced Warfare, but to also chat with Sledgehammer's Michael Condrey!
couch slayer
Diablo 3: Reaper of Souls Ultimate Evil Edition is now upon us, but it might as well be called "definitive edition". Read our review to find out why - click here!
Resident Evil Within
The Evil Within is creeping up just around the release corner, so we decided to take a look back at Shinji Mikami's incredible Resident Evil 4. Click here for more!
fella!
Wrapping up a tour in Australia and with Summerslam dominating August, we had a chance to chat with the Great White himself, Sheamus! Check it out right here!
Post by Eorl @ 10:56am 19/06/14 | 0 Comments
Developer InXile has announced that their Kickstarter-successful title Torment: Tides of Numenera will be releasing a year later than originally planned (via Destructoid), after the studio moved the RPG's release window from early 2015 to the fourth quarter of the year. The Planescape: Torment spiritual successor was first targeted for December 2014 before Inxile pushed it into 2015 towards the end of its Kickstarter campaign.
Wasteland 2's success in Early Access allowed us to spend more time improving it," Saunders said, "which also meant we had more time in preproduction on Torment. We've had more time to prototype, improve tools, iterate on our processes, etc. before entering full production. This has been a great thing for everything... except for our release date.

"Now that we have a more certain roll-off plan for the production team from Wasteland to Torment, we're better able to predict the shape of our schedule."
While you might be worried that pushing the date back will cause the budget to inflate, the good news is InXile has only used roughly 20% of their funds so far. "For the last while, we've been in what I've called a 'limited production' mode," Saunders explained. "During this phase, the emphasis has been on proving out our design and pipelines (i.e,. how exactly we get anything from being an idea to being fully implemented in the game). This is typical for preproduction, but the distinction I'd make is that we've been creating actual game content, which is unusual in the industry."












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