August 2, 2010–Xfire has been purchased by another company. Most of the team that has brought you Xfire for the last 6 years is leaving, including me. We’ve enjoyed our time and I personally am sad that I was only able to do 127 releases. Good bye and game on!
Titan will be taking on the Xfire name, with a focus towards ongoing innovation in the gaming space. The Xfire services will continue uninterrupted for its users. Xfire redefined how gamers communicate, Titan intends to build upon this tradition and utilize the Xfire platform to help gaming companies better engage their users. We look forward to continuing and expanding upon the Xfire service.
Having had a quick scoot around the net I found Titan Gaming’s website, here’s a brief synopsis taken from their site:
Titan offers gaming companies the most effective and complete gaming platform enabling skill based matchmaking, tournaments, and points or cash competitions. Titan utilizes gamers’ natural competitive inclinations to help its partners and their game developers generate the highest LTV’s in the video game industry.
Titan was incorporated in 2006 and has invested over 100,000 hours with a team of 24 engineers to develop the Titan Platform.
It will be interesting to see what Titan Gaming bring to the party but it’s a sad day for the leaving Xfire developers; best of luck to them in the future and thanks for all the hard work.
Sorry but ha in your face PS3 fanboys. You know the ones who mocked the Xbox 360 version of FFXIII for being too big and gloating over their Blu-ray drives!
Who’s laughing now? [ducks for cover]
The Japanese giant explains why the PS3 version is “taking a lot longer than we first thought”
Speaking recently to Final Fantasy producer Hiromichi Tanaka, he extolled to NowGamer the problems in cramming such a massive undertaking onto a machine with the limitations of the PS3.
“The PlayStation 3 has a limited amount of memory compared to the PCs we’re aiming at,” he told us “We have to optimise the data so that it will fit on the console and that’s taking a lot longer than we first thought…”
Whether this means the game will see a superior version on PC is as yet unclear, but that seems to be the way his comments point. Which wouldn’t be entirely surprising.
An interesting read if you’re wondering how your setup is going to perform with Starcraft II.
It’s been more than a decade since the original StarCraft was released, but unlike a wide majority of the titles released in this time frame, the game never really faded away and throughout the years remained the benchmark of what a well-conceived real-time strategy game should be.
For that reason StarCraft II needs no introduction. This sequel has been in the making for what seems like forever, although it was only officially announced in 2007. One way or another, the delays do not seem to have discouraged anyone from wanting to play the game, and if anything, it has made us more desperate to get a taste of it.
On usual TechSpot fashion, now with the game out in stores we are taking an in-depth look at how your gaming system will handle StarCraft II: Wings of Liberty. We have tested a huge range of graphics cards using three different resolutions and an equal number of visual quality presets. In addition, we have evaluated CPU scaling testing AMD and Intel CPUs of current and previous generations.
Last week we reported on a Wall Street Journal article that tagged the development cost of StarCraft II at more than $100 million. According to Blizzard, it was a case of right price, wrong game.
How much did StarCraft cost to make? Blizzard hasn’t said, nor is it planning to any time soon. What Blizzard will tell us however, is that the $100 million figure that appeared in the Wall Street Journal is not correct.
Apparently the WSJ got its games mixed up. The $100 million-plus figure in the article referred to the development and upkeep of World of Warcraft, its massively-multiplayer online game. The numbers are based off figures we reported on two years ago.
Dead Rising 2: Case Zero, the game that fills in the gaps between the original zombie action game and the sequel, hits the Xbox 360 exclusively on Aug. 31, Capcom confirmed today.
The downloadable game will cost 400 Microsoft Points and introduces players to Dead Rising 2′s hero Chuck Greene. And that’s a price that’s not making Capcom any money, according to Keiji Inafune, Capcom’s Head of R&D Management Group and Executive Producer for Dead Rising 2.