Crytek has announced today that they have created a new studio in Austin, Texas, which will include a number of developers from the Darksiders franchise. Vigil Games, the development studio behind Darksiders, was closed last week when THQ failed to find a buyer for the developers and the series. Crytek has picked up a number of employees, and the CEO had this to say about the acquisition.
“Crytek has always enjoyed a special relationship with gamers and business partners in North America, so establishing a permanent presence in the US was a natural step,” Yerl saidi. “We are extremely excited about the work that we will be undertaking from our strategic new location in Austin, with David Adams and his team of 35 experienced developers. We believe our CryEngine technology will enable the team we assemble to create unparalleled new gaming experiences.”
- Crytek’s CEO, Cevat Yerli
Thanks, Simply G
Joe Madureira, the creative director of Darksiders has told online gaming publication CVG that he would be stoked to be given the chance to create a Legend of Zelda comic book. For those not in the know Madureira is a prolific comic book writer and artist who has previously worked on Uncanny X-Men, Deadpool and The Ultimates for Marvel, as well as creating Battlechasers.
Darksiders developer Vigil Games has told Game Informer that Nintendo has been extremely supportive with Wii U development and that the system is very easy to develop for. The development studio claim that the system is much easier to develop for than Sony’s notoriously difficult PlayStation 3, and is roughly on par with Microsoft’s Xbox 360. Fantastic news for developers then.
“…You can tell the way the software is organized, the way the APRs are writen, that very shortly, it will become a pretty easy platform to develop for. Personally, I don’t really get into the what’s easier and that, but definitely from a pure programmer point of view, it’s definitely a lot easier than say the PS3 was. It’s probably on par with like the 360 as far as just ease of APIs, simplicity of how you interact with the hardware, and that sort of thing.”