239w ago - Update: Activision has officially crossed off at least one game from the possible projects Radical is bringing to the Wii.
"I can confirm that we have no plans to bring Prototype to the Wii," an Activision representative told GameSpot.
Radical Entertainment is a developer that operates on both sides of the Entertainment Software Rating Board's spectrum. On the one hand, the Canadian studio has crafted such family-friendly titles as Crash of the Titans. On the other hand, Radical's latest game, the open-world actioner Prototype, sees players cutting a swath of destruction through New York City.
That being said, new job listings on Activision's Web site indicate that Radical Entertainment may be considering bringing its hyperviolent action game Prototype to Nintendo's family-friendly console. First, the developer is currently seeking a senior Wii programmer to handle systems and rendering for a Wii port of an Xbox 360 and PlayStation 3 game.
"Work with other rendering and systems programmers, designers, and artists to take game features from concept to execution for a port of a 360/PS3 game to the Wii," reads the job description for the senior Wii programmer position at Radical....
260w ago - Multiple sources have confirmed to VG247 that Free Radical is, indeed, closed.
Edge has posted up a lengthy account of recent events at the firm from what looks to be a good source. Apparently founder Dave Doak left earlier this month, and is now in the process of setting up a new developer with co-founder Steve Ellis called Pumpkin Beach.
Free Radical was working on Battlefront III for LucasArts until recently, but the project was pulled, supposedly relocating at Rebellion.
Haze is cited by the Edge source as being the final nail in the coffin, along with the failure to seal the deal with Lucas.
"They had already started working on TimeSplitters 4, and had been for over a year, but due to the failure of Haze and the deal falling through with Lucas, they couldn't get a publisher to back them," said the source.
"They had a last ditch attempt last week down South somewhere, but it came to nothing so I think that was the last hope."
The gossiper continued: "People have been leaving in droves due to lack of security, poor treatment of staff, better offers and guaranteed work from other local developers such as Monumental Games and one in Derby whose name escapes...
273w ago - TimeSplitters 4 could truly end up on any console. The previous TimeSplitters title ended up on the Xbox, PS2, and GameCube, so it is more than likely that Free Radical will follow up with a 360, PS3, and Wii release for TimeSplitters 4.
However, Free Radical wants to know what the fans are interested in - A poll is up and running on the company's Web site and is asking which console people wish to play the next TimeSplitters game on.
As of the time of writing, the Wii is leading the poll with 65% while the PS3 and 360 are trailing with about 15% each.
This poll could end up as being superfluous if Free Radical makes the decision to release TimeSplitters 4 on all platforms, but it would be interesting to know if the results will influence the development of the game in one way or another.
290w ago - There has been much debate over the actual resolution for Haze, especially because some hands-on experiences with the demo have been in contrast to the previously reported 720p resolution. Well, Ripten confirmed this once and for all with Free Radical's Derek Littlewood, creative lead for the upcoming PS3 FPS.
Littlewood said the final product will "indeed render at 1024x576," which is a different story than what Ubisoft recently said on the official PlayStation blog. Thing is, Haze will run at 720p because the PS3 is capable of upscaling, but this is not the same as the game's native resolution. Littlewood talks more about the situation, and why the team decided to adopt a less-than-HD resolution:
"We prioritize a nice smooth framerate over a different res. Personally, I don't really buy the whole thing. People did the same with Call of Duty, they did the same with Halo, and they say with those games 'It's not running at true HD!' And it's like, I don't care. If the game looks good and it runs smoothly, those are the important things to me."
When asked if the decision to use a lower resolution for gameplay came later on in the development phase, Littlewood talked about the process of creating an engine. He said that "as all the pieces slot into place, you end up realizing...