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'Sin City' Powered By Unreal Engine

Red Mile Entertainment announced today that it has entered into an agreement to license the Unreal Engine 3 from Epic for use in the Sin City video game.

"The Unreal Engine is one of the most technically advanced engines on the market and is a perfect fit for our Sin City video games," said Glenn Wong, president and COO for Red Mile. "The engine has powered several of the best-selling games of all time and I am very glad we have the opportunity to arm our developers with such a world-class product."

"We're extremely excited to be working with Red Mile," said Mark Rein, vice president of Epic Games, Inc. "We have been Frank Miller / Sin City fans for a long time and are pleased that our technology will be a key factor, and we're confident that they're going to make a great game with it."

MK_Red6748d ago

Awesome news. Hope they make a great game and something that's worthy of the it's legacy.

Relcom6748d ago

is it in Black and White, with a little color?

I hope so, the movie and magazine rock with that art style.

MK_Red6748d ago

Hopefully this is so. I heard that it will be really close to the source material so hopefully this is black and white with special colors.

tethered6748d ago

I agree. The artistic style worked so well, it would be a shame not to have it the same way in the game.

i_like_ff76748d ago

drooolll....jessica alba with unreal engine 3...

theox2g76748d ago

yea and hopefully the graphics will be good enough when someone makes a nude mod

Bolts6747d ago

Who is that guy in the Jessica pictures. I want to kill him! What a scumbag. Just seeing him touch my precious Jessica makes me want to throw up.

+ Show (1) more replyLast reply 6747d ago
LJWooly6748d ago

I hope they don't stray too far from the comic & movie's original art direction. Just think, if they kept that awesome style when only key or abstract things are in colour (for instance blood, or that bright yellow-skinned guy) then we could end up with a game that looks so unique as to stand out from all other games.

Unique art direction's where it's at, don't you know. Plus, Unreal Engine 3 should make this game phenomenal.

THX71686748d ago (Edited 6748d ago )

Just because a game uses the Unreal 3 engine doesn't mean it's going to be good.

Hour of Victory was a horrible piece of sh|t game and the use of the Unreal 3 engine didn't make it any better.

It's pretty much destined to suck. Not only is it a game of a movie but it's a game of a movie of a graphic novel.

I love Sin City (both, graphic novels and movie) as much as the next guy but I wouldn't get too excited about this. I own the movie and every single Sin City graphic novel (1st editions-I bought them years before the hype of the movie) so don't think I dislike Sin City.

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50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney54d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage55d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman54d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb54d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.