8 Jumps
Warcraft 3 patch 1.22a goes live
Posted May 07, 2008 at 11:26AM by Enrico S.
Listed in:
News,
FPS
Tags:
id Software,
Todd Hollenshead,
DNA,
Tech 5
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If you're a fan of the Doom franchise then here's some good news! id Software has announced that they're working on Doom 4 already. Interestingly enough, the game might be headed multiplatform on the company's new proprietary engine. To find out more, head on over to the full article. |
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Posted May 05, 2008 at 03:07AM by Jay P.
Listed in:
News,
Events
Tags:
Activision,
NCsoft,
Vivendi,
id Software,
Todd Hollenshead
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Posted Aug 19, 2007 at 01:15PM by Karl B.
Listed in:
Interviews,
Adventure,
Racing,
FPS,
Rage
Tags:
id Software,
Todd Hollenshead,
Bethesda
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Video gaming site Shacknews recently scored a huge interview with id software's Todd Hollenshead and Tim Willits. In it, both men talk about Rage, id's upcoming title for the Mac, PC, PlayStation 3, and Xbox 360 platforms.First off, the setting. Rage takes place after a comet hit Earth and wiped out civilization. While civilization tries to rebuild itself, players will take on the role of the hero as they try to help the remnants of humanity fight back against the new regime that's risen. Surprisingly enough for an id title, there's a lot of racing involved in Rage. Players can soup up their cars with modifications and upgrades then head on to different towns where they can take part in races. Players will also need their car to travel around Rage's world getting missions, playing through instances and even stopping in the middle of nowhere to admire the scenery. Of course, Rage also includes a lot of shooting. As Hollenshead said, there's a certain level of anarchy in the game as represented by the "A" in the game's logo. Side content is also a big thing in Rage, and the game looks pretty big judging from the interview. Willits references Bethesda's Oblivion by saying, "You can go and just do all the missions in the story, like in Oblivion, or you can go do other missions." On the multiplayer side of things, Hollenshead said that he expects the game to be online on consoles. There will be co-op but versus multiplayer has yet to be decided on. According to Willits, the plan is to let players "find someone who can go on and do some co-op missions. If you finish a few, you can go do something different yourself, then go find someone to do the rest." To find out more about Rage, click on the Read link below. The full interview's a pretty interesting read so check it out. |
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Posted Jul 20, 2007 at 10:01PM by Ceasar S.
Listed in:
Interviews,
Opinions & Analysis
Tags:
Wolfenstein,
Quake,
id Software,
Todd Hollenshead,
Quentin Tarantino
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Though it's probably a stunner to hear from the makers of Wolfenstein, Doom, Quake
and all other iterations of the first-person shooter forerunners, id
Software decided that it was high time they laid down their side of the
gaming violence controversy, oft opposed by one crusading Florida lawyer.
If Take Two wasn't high in the possibly politically-driven campaign against games, it was Doom that critics often placed the blame on for violence sparking from video games. The Columbine massacre was one such tragedy linked to id Software. Caught in the middle of all the heated discussion, id appeared to have let out a heavy sigh in an interview with Games Industry and speak out on gaming from the gamer's perspective. "I think the media is always looking for stuff to make headlines, and they sensationalize things. They take something that they know will make news and they run with it and then figure out whether it's true or not later," said CEO Todd Hollenshead. More on id Software's opinions of hostility against gaming right at the Full Article! |
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Posted Jun 01, 2007 at 04:47AM by Sally B.
Listed in:
News
Tags:
Wolfenstein,
Quake,
id Software,
Todd Hollenshead,
John Carmack
Ó
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Id Software, creators of the epic Quake and Doom franchise, has revealed that a new gaming franchise is in the works. "We are working on an all-new franchise: it's not Doom, it's not Quake, it's not Wolfenstein, it's not Enemy Territory, it's not even Commander Keen," says Todd Hollenshead, CEO for id Software. "It is a new id brand with an all-new John Carmack engine and I think that when we show it to people, once again they'll see, just like they saw when we first showed Doom 3, that John Carmack still has a lot of magic left."John Carmack, the programming genius who created the phenomenal Doom (and can anyone remember Wolfenstein 3D?), is now working on something that Hollenshead emphasizes is different from Doom, Quake, and other id Software titles. "It is a new id brand with an all-new John Carmack engine and I think that when we show it to people, once again they'll see, just like they saw when we first showed Doom 3, that John Carmack still has a lot of magic left." When asked about some details regarding this new project, Hollenshead prefers to keep mum about it. "The new stuff that we're working on does have a brand new engine that John has been working on, actually is still working on today. We can’t really talk any details about it; we'll see about when the timing is right for an announcement. We like to be able to talk about stuff that we can show at the same time and it's not really ready to show yet." Whatever it is, we bet that it's well worth the wait. In the meantime, there's Enemy Territory: Quake Wars to look forward to. |
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Posted Apr 17, 2007 at 01:39AM by Karl B.
Listed in:
News,
FPS,
S.T.A.L.K.E.R. Shadow of Chernobyl
Tags:
id Software,
Todd Hollenshead,
GSC Game World
Ó
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Rumors of GSC Game World using graphical assets from Valve's Half-Life 2 and id Software's Doom 3 for us in S.T.A.L.K.E.R.: Shadow of Chernobyl have apparently been debunked.The water textures that were mentioned in our post on the issue were apparently gotten by BOTH Valve and GSC Game World from Marlin Studios. Marlin provides all kinds of textures for a variety of uses, including stuff like sci-fi textures and even Elvis. As for the light texture that was allegedly taken from Doom 3, reports say that it's "just a standard Impact Light texture, rather than referring to the Doom 3 monster." id Software Todd Hollenshead has already expressed concerns about the whole issue, but also noted that "it would be improper to make any decision about a course of action until we find out whether the claim is true." We guess waiting for more details to come to light paid off. |
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Posted Mar 09, 2007 at 09:23PM by Chris L.
Listed in:
Opinions & Analysis,
FPS,
Enemy Territory: Quake Wars
Tags:
GDC,
piracy,
id Software,
Todd Hollenshead
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GDC 2007 had a panel on piracy. And even if you believe that they're just whining about the supposed "cost" of piracy to the business, if GDC has a panel on that, then THEY, the devs, believe it's a problem for THEM, the devs. Take id Software CEO Todd Hollenshead, who, according to Joystiq's coverage, points to internet piracy as the reason why Enemy Territory: Quake Wars has gone multiplatform.Why? He says that console piracy is minimally relative to PC piracy. "By a large factor." Here we go again. The nitty gritty of the economics of piracy to developers is more complicated than you think, which all depends on the popularity of the game in various territories, enforcement if intellectual property laws in those territories, the financial health and development portfolio of the developer... you get the drift, right? And our take is that ethics... is ultimately the responsibility of the guy practicing it, not to the guys preaching it. Short version to chew on, though: professional devs need to eat, too. Easier job if you've got Gears of War in the bag and Unreal Tournament 3 in the side pocket, perhaps - pirates might as well be tilting at Catalan windmills. And while Quake Wars comes from a long-running franchise, if its developer is looking to consoles as part of a loss-mitigation strategy... |
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Posted Jan 18, 2007 at 11:57AM by Karl B.
Listed in:
News
Tags:
Konami,
GDC,
Igarashi,
id Software,
Todd Hollenshead
Ó
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GDC 2007 Organizers have added three more notable lectures to the March conference, with three big names giving talks on piracy, 2D gaming, and a postmortem analysis of the PSP hit LocoRoco. This is the third batch of major additions to the GDC 2007 lineup. Let's start things off with the LocoRoco postmortem. Presented by Tsutomu Kouno, "A LocoRoco Postmortem: Making Happiness into Gameplay" explains how Kounu tried to make a game out of... well, happiness. It will take audiences "through the path of the game's development, from brainstorming the creative concept, selling it to Sony, and building it level by level". Next up is Konami's Koji "Iga" Igarashi with "Light and Darkness of 2D Gaming". As can be gathered from the title, this lecture - which incidentally is Iga's first-ever public lecture - tackles the advantages and disadvantages of creating 2D games in a market dominated by 3D games. Iga will "use his experience developing the recent and highly-acclaimed Castlevania: Portrait of Ruin video game for Nintendo DS as a case study". Lastly, id Software CEO Todd Hollenshead has a lecture posted named "The Videogame Piracy Problem: Fifteen Men on a Dead Man's Chest". Hollenshead will use the lecture to "discuss the state of the piracy problem the game industry faces, paying particular attention to the impact Internet piracy has on the PC game industry". Hollenshead will also discuss "what to do, as well as what not to do in best protecting you company and game assets from those that fly the Jolly Roger". |
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Posted Jan 11, 2007 at 02:10AM by Ian C.
Listed in:
Interviews
Tags:
Microsoft,
Sony,
Game Informer,
id Software,
Todd Hollenshead,
John Carmack
Page 1
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Game Informer interviewed id Software's John Carmack and Todd Hollenshead about the QuakeCon, the state of PC Gaming, and the pros and cons of developing for the PS3 and the Xbox 360. The interview gets a bit lengthy so we'll just relay to you folks the juicy bits, and if you're interested about further details, you can make use of our source-link below. Here's John Carmack on developing for the Xbox 360: Microsoft has made some pretty nice tools that show you what you can make on the Xbox 360. I get a nice multi-frame graph, and I can label everything across six threads and three cores. They are nice tools for doing all of that, but the fundamental problem is that it’s still hard to do. If you want to utilize all of that unused performance, it’s going to become more of a risk to you and bring pain and suffering to the programming side. It already tends to be a long pole in the tent for getting a game out of the door. It’s no help to developers to be adding all of this extra stuff where we can spend more effort on this. His thoughts on developing for the PS3 await after the jump! |
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Video gaming site Shacknews recently scored a huge interview with 

Rumors of 








