TIME Video Games

Good News: Pillars of Eternity Makers Just Delayed the Game

Obsidian

The crowdfunded roleplaying game that generated over $4 million gets a minor bump from late 2014 to early 2015.

Pillars of Eternity, one of the handful of crowdfunded games notable for blowing the ceiling off its asking price, has been delayed (briefly) until early next year. It was due at the end of this one, but apparently feedback from the beta test period prompted the studio to hold back a few more months.

“Since the very beginning of this project we promised our fans and ourselves that we would release this game only when we knew it would be absolutely ready for the best experience possible. We’re very close to that point, but not quite there yet,” wrote Obsidian CEO Feargus Urquhart on publisher Paradox Interactive’s forums. “The feedback we have received through our playtest process has been invaluable to us. We are coming into the home stretch but are pushing the release out just a bit to make sure we honor that promise we made originally.”

The game–a roleplaying adventure in the vein of Baldur’s Gate, targeting Linux, OS X and Windows PCs–was originally projected to arrive in spring 2014 (the Kickstarter page lists “April 2014″ for funder rewards), but was delayed last February to “winter 2014.” It’s starter budget was a million bucks, but Obsidian managed to quadruple that by the time the funding campaign wrapped in October 2012.

I usually feel a little relieved when I see a studio announce that some game’s been delayed. Not always. Sometimes you have debacles where a studio’s quietly dragging its feet, running out of money, still fumbling around with an inchoate project and dragging heels down spiraling tubes.

But when it comes to self-starter projects like this one (Obsidian didn’t sign on with Paradox to publish until March 2014), you want the studio’s full faith and credit behind whatever it winds up stamping “finished.” I couldn’t have been happier to see stuff like Dying Light, Batman: Arkham Knight and The Witcher 3 bumped to next year. Take your time, I want to tell every publisher and studio lead. These things are too important to screw up. We’ll wait.

TIME Video Games

An Hour’s Worth of Bloodborne Gameplay That’s Kind of Amazing

An alpha tester just uploaded an hour's worth of high-definition video of grueling hack-and-slash Bloodborne gameplay.

I care too much about coming to From Software’s Bloodborne fresh to play it in alpha. Or beta. Or anything short of gold.

But if you want to watch some dude in a cape and tricorn run around clobbering things in the employ of a game engine that looks really, really slick, the series of just released Bloodborne alpha-play videos above–four in all–are a treat.

Yes, there’s a Bloodborne alpha. It’s transpiring as I type this, and no, you can’t play it, since the signing-up period’s past. But this is arguably better, since it’s not really spoiling anything. What makes a game a game is playing it, after all, and this is just peering over someone’s shoulder.

If you’ve played Demon’s Souls or Dark Souls or Dark Souls II but paid little attention to Bloodborne, you’ll notice the DNA in these videos immediately. The interfaces are all but identical, as is the ebb and flow of combat. Even the way enemies die feels the same, though the animations and detail level are an order of magnitude greater.

Check out that creepy obese monstrosity just after 15:20. Notice how eerily lifelike it is when it moves. The Souls games are notorious for being some of the most difficult in recent memory, but at this level of fidelity, Bloodborne‘s adding “downright terrifying” to the mix.

Each video runs about 15 minutes: The initial one is of this fellow playing as Bloodborne‘s “standard” class. That’s followed by a video playing as the Kirkhammer class (Dark Souls meets Thor), a third involves crows and a freaky mini-boss, and the fourth is a full-on boss battle (with the dreaded “cleric beast”) that’s rather impressive.

Bloodborne arrives for PlayStation 4 (it’s exclusive) on February 6 next year.

TIME Video Games

PlayStation Plus Price Increase Isn’t in the Offing for North America

Sony's price for a 12-month U.S. PlayStation Plus subscription is currently $50 and looks to remain so for the near future, despite price hikes in other regions around the world.

Sony’s privileges and rewards PlayStation Plus online club for its PlayStation 3 and 4 game consoles won’t see a price hike in North America anytime soon, but its price tag is going up by a significant amount in other regions of the world.

“We slightly increased prices for PlayStation Plus in South Africa, Ukraine, Russia, Turkey and India regions due to various market conditions,” said a Sony representative in an email to Joystiq. “Currently, price adjustments are not being planned for PS Plus in the SCEA [Sony Computer Entertainment America] region.”

South African news portal iAfrica wrote yesterday that South African PS Plus members would see a “rather large price increase,” citing emails from Sony that indicated the price of a three-month subscription would rise from R145 (about $13) to R219 (about $20), whereas a 12-month subscription would rise from R489 (about $44) to R749 (about $67). According to iAfrica, Sony calls the increase “slight,” says it was “due to various market conditions,” and gave less than 24 hours notice of the change.

In the U.S., a three-month PS Plus subscription currently runs $18, while a 12-month subscription runs $50. The subscription, which unlocks a variety of discounts and access to free games, is also necessary on PlayStation 4 to play online games, though online play remains free on the PlayStation 3 and PS Vita.

Price increases can feel a bit like tax hikes: nebulously justified and almost impossible to vett, since no one’s allowed behind the scenes or liable to get more than vagaries (like the one above) out of spokespersons. The best you can do is look at comparable services, say Microsoft’s Xbox Live, which started at $50 a year in the U.S. and rose slightly to $60 in November 2010.

But in South Africa, a 12-month Xbox Live subscription currently runs in the vicinity of R600, or about $54. So from that vantage, assuming South Africans are getting nothing new in the bargain and considering the prior prices, Sony’s new fees look as stiff as iAfrica says.

TIME Video Games

Watch Nearly 10 Minutes of Civilization: Beyond Earth Game-splained

Studio Firaxis' upcoming turn-based 4X strategy game (eXplore, eXpand, eXploit, and eXterminate) explained in a nearly 10-minute gameplay trailer

The crack about some of the “all-new features” is corny, but the rest of this official Sid Meier’s Civilization: Beyond Earth gameplay video is enthralling if you’re a turn-based strategy buff.

Crank things up to 1080p, turn on annotations and dive in. You can hop between chapters by clicking the tabs at screen bottom.

The game, which charts your colonization of another world using an enhanced version of the Civilization V engine (and which made our “biggest games of fall list“), is available for OS X and Windows on October 24.

TIME legal

Xbox One Counterfeiters Accused of Stealing ‘$100 to $200 Million’ in Data

Two of the four indicted U.S. men have pleaded guilty to computer fraud and copyright infringement, and will be sentenced next January.

Four men in the U.S. have been indicted by the Department of Justice for allegedly stealing unreleased software and other data from a series of gaming companies and the U.S. military.

Austin Alcala (18), Nathan Leroux (20), Sanadodeh Nesheiwat (28) and David Pokora (22) were charged with 18 counts of criminal activity, according to the federal indictment filed earlier in April and unsealed September 30. Charges included wire and mail fraud, theft of trade secrets, unauthorized computer access, copyright infringement and identity theft.

The indictment claims the four used SQL attacks and malware to hack into computer systems operated by Microsoft, Epic Games, Valve, Activision Blizzard, Zombie Studios and the U.S. Army itself. The DOJ alleges the hackers stole data ranging from authentication credentials to information about prerelease products in hopes of selling it for profit. The DOJ’s estimated value for all that data: between $100 million and $200 million.

The DOJ said the hacking ring stole information related to Microsoft’s Xbox One game console and Xbox Live online gaming network, Epic’s Gears of War 3 (a third-person tactical shooter), Activision Blizzard’s Call of Duty: Modern Warfare 3 (a first-person shooter), and specialized software the U.S. Army uses to train Apache helicopter pilots. To date, the U.S. has seized $620,000 “in cash and other proceeds related to the charged conduct,” said the DOJ.

Two of the men–Nesheiwat and Pokora–have pleaded guilty to one count of conspiracy to commit computer fraud and copyright infringement. They’ll be sentenced on January 15 next year, and could serve up to five years prison time. On a side note, the DOJ said it believes Pokora may be the first foreigner convicted for hacking into U.S. companies to steal trade secret info. He was arrested last March while trying to enter the U.S. at Lewiston, New York.

“Today’s guilty pleas show that we will protect America’s intellectual property from hackers, whether they hack from here or from abroad,” said Assistant Attorney General Leslie R. Caldwell in a statement.

But a fifth person allegedly involved in the ring–an Australian citizen not named in the indictment who reportedly tried to sell a prototype of Microsoft’s Xbox One games console on eBay in August 2012 (the system wasn’t released until November)–told the Guardian that the DOJ’s valuations are “meaningless,” that the group was simply curious and that, save for an act of theft by a single hacker that relates to the DOJ cash grab, it made nothing.

TIME Video Games

Pokémon TCG, Nintendo’s First Affiliate iOS Game, Is Finally Here

Gamepad-fiddly platformers like Super Mario Bros. will never make sense on flat touchscreens, but card games like Nintendo's Pokémon TCG or Blizzard's Hearthstone seem like no-brainers.

Drop the word “Pokémon” into Apple’s or Google’s app stores (no need for the diacritical “e”) and you’ll unearth all sorts of odd-sounding concoctions, most of them creature-making tools or field guide paeans to Nintendo’s cutesy media franchise about a world full of exotic monster-pets you can catch and train to do your tactical bidding.

For years, Pokémon on smartphones and tablets has been a strictly fan affair, a cosmology of unofficial encyclopedias and builders, trivia games and wallpaper libraries. But all of those were unvarnished adjuncts compared to the wealth of games, cards, books and movies that swim in officially licensed waters.

Today everything changes: a Pokémon game is finally available on Apple devices. And not a port of one of the color-and-gem-obsessed Pokémon roleplaying games for Nintendo’s handhelds, but a translation 0f something that’s been around for as long as Pokémon itself.

When Pokémon Trading Card Game, or Pokémon TCG launched in 1996 as a physical card game (the same year Satoshi Tajiri launched the series with Game Boy games Pokémon Red and Blue), Patrick Stewart was squaring off with Alice Krige’s Borg, the original Beverly Hills 90210 was just past its halfway point, Sega’s barely one-year-old Saturn was staring down the headlamps from Nintendo’s oncoming N64 train, and Apple’s Bandai Pippin game system no one remembers arrived (and promptly disappeared).

After a run that’s approaching two decades and some publisher deck-chair rearranging, the partly Nintendo-owned property (via its The Pokémon Company International–a Nintendo affiliate) has gone where pundits have been claiming Nintendo needed to for years: Apple’s iPad and iPad Mini.

The Pokémon Company International says the new Pokémon TCG app is free-to-play, so gratis to download and get started. New players begin with a few freebie digital decks and can earn additional ones by winning battles–a little like Blizzard’s Hearthstone, in other words: play casually for nothing, but if you want to play competitively against other Pokémon sharks, you’ll probably have to spend money at some point. There’s also a cross-media incentive: If you buy physical Pokémon TCG products, you’ll get a code that unlocks their digital counterparts.

Pokémon TCG for the iPad and iPad Mini should feel familiar to OS X and Windows players, who’ve had access to it as a downloadable game since April 2011, says The Pokémon Company International. Who you are and how well you’re doing transfers cross-platform, too, so there’s no need to manage separate accounts. All the key PC game features–tutorials, online battles against the computer or other players, deck-building, trading cards, customizing avatars and so forth–are present in the iPad versions, adds The Pokémon Company International.

I’m not sure when the company plans to bring the game to Android devices, but given how vast the Android-verse is, it stands to reason such a version’s inevitable.

So is this Nintendo (directly or indirectly) reneging on past statements about not putting Nintendo games on non-Nintendo devices?

Not really. Nintendo can plausibly claim The Pokémon Company–“founded and affiliated with Nintendo”–is something rather different from the video game empire its design luminaries (like Shigeru Miyamoto, Takashi Tezuka and Eiji Aonuma) built.

In fact, you could argue Pokémon TCG is just Nintendo president Satoru Iwata (again, directly or indirectly) putting paid to a statement made earlier this year, when he said he wasn’t ruling out the possibility of creating games–even ones that use Nintendo characters–on smart devices, then added, “It is our intention to release some application on smart devices this year that is capable of attracting consumer attention and communicating the value of our entertainment offerings, so I would encourage you to see how our approach yields results.”

TIME Video Games

12 Fascinating Indie and Lower-Profile Games to Watch This Fall

A collection of some of the fall's most intriguing games you might or might not know about.

Welcome to our followup to the “biggest games of fall 2014” list, but don’t read the title designations “indie” or “lower-profile” as secondary in any way. In fact, several of the games in this spread sound vastly more intriguing than anything else out this season.

As before, keeping to my requirement that games on these lists have actual release dates, I’ve had to leave off a few I might otherwise have included, notably This War of Mine (still listed as Q4 2014).

  • The Long Dark

    A first-person survival simulation set somewhere in the “Northern wilderness” after a global disaster that knocks out the power, The Long Dark taps into that almost primordial fear of being stuck in the middle of cold, dead, godforsaken nowhere, the day fading to dusk and then blackness, the raw elements (and your hierarchy of human needs) scraping at the door. Food and water are in short supply, and you’re not completely alone: there’s the wildlife to consider, and then you’ll wind up bumping into other survivors, resorting, one assumes, to the kinds of disquieting things survivors do.

    The version I’m talking about here won’t be final, fair warning: it’s part of Steam’s Early Access program, whereby you swap money with the developer in exchange for a chance to peek at the game in the throes of development, absent some of its release features.

    September 22 / OS X, Windows

  • Sherlock Holmes: Crimes & Punishments

    Arthur Conan Doyle meets Dostoyevsky, figuratively speaking, in this latest Sherlock Holmes-ian meta-fictive mashup from Focus Home Interactive. It’s a contemporary adventure game with an adventure game’s more sedate pace, yes, but don’t let that dissuade you: developer Frogwares’ past work on this off-kilter series–a Cthulhu mystery (The Awakened) and chance to square off against Jack the Ripper (Sherlock Holmes Versus Jack the Ripper)–were very well received.

    September 30 / PlayStation 3 & 4, Windows, Xbox 360 and One

  • Costume Quest 2

    Studio Double Fine and founder Tim Schafer’s sequel to 2010’s generally well-liked trick-or-treat sim (a.k.a. “spooky roleplaying game”) adds “new costumes, features and gameplay,” but since Double Fine doesn’t specify what any of that means, it’s probably a safe bet that it’s mostly Costume Quest redux, not a radical makeover.

    October 7 / Linux, OS X, PlayStation 3 & 4, Windows Wii U, Xbox 360 & One

  • Gabriel Knight: Sins of the Fathers

    Before Nic Pizzolatto’s Rust Cohle and Marty Hart scrutinized ritualistic murders, we had insouciant horror novelist-turned-snoop Gabriel Knight.

    Creator Jane Jensen’s groundbreaking adventure game returns under her guidance for a 20th anniversary edition, with remastered backdrops and characters, re-orchestrated music, new puzzles and a fresh stable of voice actors. Barring technical issues or quibbles with the new voice actors (I’m going to miss Tim Curry as Gabe and Mark Hamill as Mosely), this should be a treat while we’re waiting for Jensen’s planned continuation of the series.

    Sins of the Fathers was a mammoth storytelling leap forward in 1993. Never mind King’s Quest or Quest for Glory or Leisure Suit Larry, Gabriel Knight is the series Sierra deserves to be remembered for, and if you’re too young to remember it yourself, here’s your chance to see why.

    October 15 / OS X, Windows

  • Fantasy Life

    We celebrate Japanese studio Level-5 for games like Dark Cloud 2, Dragon Quest VIII and the Professor Layton series, but they’ve had a few fantasy misses, namely the White Knight Chronicles games. It’s thus hard to know what to make of Fantasy Life, an older 2012 3DS game just now seeing light of day in the West.

    On paper, it’s an Animal Crossing-like roleplaying mashup that has you partaking in the mundane (crafting, fishing, mining) as well as the fantastic (casting, battling, exploring). Japanese and Western audience reactions don’t always align, but the game fared reasonably well with Japanese tastemaker Famitsu (35 out of 40), and sold over a quarter of a million copies.

    October 24 / 3DS

  • Freedom Wars

    One of the season’s rare PS Vita-only games, Freedom Wars is a third-person action/strategy shooter set in our pollution-choked, resource-starved future, where prisoners from penal colonies square off over what’s left in hopes of reducing their sentences.

    Fight alongside androids you can deploy as tactical aids and play with up to eight players cooperatively as you work to conquer Japan’s prefectures (called “panopticons” in the game) to secure resources and climb the leaderboards.

    October 28 / PS Vita

  • Farming Simulator 15

    Wait, you’re saying. Farming Simulator 15? They’ve made 14 versions of a game about growing crops, raising livestock and trundling around in a tractor?

    Just five, actually, counting this one, and those are corresponding release years, not serial enumerations. But yes, it’s a farming simulator, which sounds as riveting as simulation ideas like “Watching Paint Dry” or “Cleaning Your Cuticles.” Then again, sometimes humdrum-sounding games are more than the sum of our assumptions.

    Plus, Farming Simulator 15 looks kind of incredible in the trailers (the Crysis series has nothing on this thing). You’re getting wood-cutting (forestry), several new brands, a new Nordic environment and “wash stations” to play with.

    October 30 / Windows

  • The Binding of Isaac: Rebirth

    This hard-to-categorize (kinda-sorta roguelike) game that touches on controversial topics including, in the developer’s own words, “child abuse, gender identity, infanticide, neglect, suicide, abortion, and how religion might negatively affect a child,” gets a remake and hops to consoles (the original version was for PCs only).

    New to the game: it’s rendered as a 16-bit visual tribute, includes two-player cooperative play, new music (with remixes of the original’s tunes), new playable characters, fleshed out content (more items, room and enemies), plus the Wrath of the Lamb expansion as well as a new finale and epilogue.

    November 4 / Linux, OS X, PlayStation 4, PS Vita, Windows

  • Tales of Hearts R

    Another rare PS Vita exclusive, Tales of Hearts R is a remake of original 3DS game Tales of Hearts, the eleventh entry in Bandai Namco’s Tales series. Like all Tales installments, it’s premised on story-heavy roleplaying, and tweaks the series’ action-oriented battle system slightly: in this case, adding the option to “chase” and combo-attack an enemy after knocking them skyward, thus the designation “Aerial Chase Linear Motion Battle System.”

    November 11 / PS Vita

  • Never Alone

    A puzzle-platformer in which you alternate between Nuna, an Iñupiaq girl (Alaskan Inuit), and her arctic fox, grappling with the ramifications of a perpetual blizzard. The game’s developers say Never Alone is in part about reflecting on the passage of wisdom from generation to generation by way of Alaskan stories, several of which appear over the course of the game.

    Never Alone was also designed with the assistance of the Cook Inlet Tribal Council, a non-profit Alaskan advocacy group that works with eight federally recognized tribes in the Cook Inlet region (Alaska’s most densely populated area), and a portion of the game’s sales will apparently go toward funding the CITC’s education-related activities.

    November 18 / PlayStation 4, Windows, Xbox One

  • Persona Q: Shadow of the Labyrinth

    Subtract all the really, really, really long-winded storytelling and passive explorations in the Persona games, and you wind up with something like Persona Q: Shadow of the Labyrinth, a.k.a. mostly the dungeon-crawling stuff.

    In Persona Q, you can still poke around a Japanese high school (and listen to pretty bad, if endearing, J-pop). But the lion’s share of your time’s going to be spent navigating the game’s eponymous labyrinth, fighting with up to five characters against shadow enemies, manipulating a combat system reminiscent of the Etrian Odyssey roleplaying series, but with Persona-related quirks.

    November 25 / 3DS

  • Lara Croft and the Temple of Osiris

    With all the attention of Crystal Dynamics’ acclaimed Tomb Raider reboot, it’s easy to overlook the fact that the Tomb Raider series’ comeback actually started several years earlier with the studio’s cooperative-angled platformer, Lara Croft and the Guardian of Light.

    Lara Croft and the Temple of Osiris revisits Crystal Dynamics’ isometric approach to Lara’s archaeological adventures, whisking the intrepid globetrotter off to Egypt, where she’ll do the usual things–explore, fight, solve puzzles, avoid traps–on the way to a showdown with the Egyptian god of storms and violence, Set.

    December 9 / PlayStation 4, Windows, Xbox One

TIME Video Games

The Xbox One Just Launched in China and It’s Super Expensive

CHINA-US-GAMING-MICROSOFT-XBOX
A customer holds Microsoft's Xbox One game console limited edition in an electronic shop in Shanghai on September 29, 2014. Johannes Eisele / AFP / Getty Images

The first foreign game console has officially landed in China, after a nearly decade-and-a-half ban.

The Xbox One launched in China today, September 29. It’s a vaguely historic moment, as it’s the first foreign games console to be officially allowed in the country in 14 years. This, after a six-day delay for unknown reasons.

People actually lined up for the box, says Kotaku. That’s despite the price tag of 3,699 yuan, or about $600 — and that’s without Kinect, mind you. The Kinect-less version of the system in the U.S. goes for $399, same as Sony’s PlayStation 4. The Chinese are paying 50% more, in other words.

When the Wall Street Journal wrote about that jacked-up price this summer, it noted the obvious: things like tariffs and exchange rates play a role, so that’s part of it. China’s version of the Xbox One comes with a two-year warranty (we get just one here), six months of Xbox Live Gold (as opposed to 30 days here, and membership is $60 a year), plus a few free games (Powerstar Golf, Neverwinter Online) and discounts on others.

But that still doesn’t explain the 50% hike, even when you take into account disparities between the U.S. and China in household incomes, the level of debt to average income, the number of homeowners with mortgages and so forth. The in-betweeners must be taking a generous slice.

The Xbox One was supposed to go live in China six days ago, September 23. Why Microsoft delayed is anyone’s guess (not to rethink launch pricing, apparently). The challenge Microsoft faces from here is competing with the black market, where foreign-wrought game consoles have been on sale throughout the ban for considerably less moola.

Side musing: I’ve never understood why there’s so much English on the packaging of products sold in countries where English is spoken by a fraction of the populace (less than 1% in China). English is the third most populous language in the world, not the first. But still: “Limited Edition,” in great big West Germanic letters (instead of the Chinese equivalent, which Google Translate tells me should be something like “限量版“) on the side of that Limited Edition Xbox One in the shot above.

TIME Video Games

It’s Simple Math: You’re Probably Not Good Enough to Beat Bloodborne

Or at least not good enough to take down the creature that games studio From Software demoed at PAX Prime and the Tokyo Game Show.

The wonderful thing about Tokyo studio From Software’s games — the reason they’re beloved by such a widening swathe of gamers — is that they fly in the face of a decade’s worth of design assumptions: that successful games, especially financially successful ones, must be these inviting, cosseting, mechanically anodyne things.

Speaking as a deep admirer of Demon’s Souls and Dark Souls and Dark Souls 2, it’s with great pleasure that I’m reading a statistically irrelevant number of people managed to beat the PAX Prime show-floor demo of From Software’s upcoming ego-collapser, Bloodborne, at the conference earlier this month.

According to DualShockers, who attended the show as well as a stage event during which Bloodborne producers Masaaki Yamagiwa and Marketer Yasuhiro Kitao broke down the demo’s play stats, just 20 people managed to beat the final antagonist, of some 3,500 people who tried (slightly more than half of one percent).

That percentage crept up slightly at the Tokyo Game Show last week, says DualShockers: 40 people succeeded, out of 1,250 attempts, or 3.2%.

Writes DualShockers’ Giuseppe Nelva:

As I mentioned when I posted my video, journalists and industry professionals that had exclusive access during the first two days did abysmally, with only one managing to kill the Cleric Beast.

Unfortunately that one wasn’t me, as I did get to the final boss, but didn’t stop to grab enough potions for healing along the way. The result is that I got killed before I could drop under 80% of its life bar. It was exhilarating.

Here’s video of the demo at PAX. Nelva advises you can cut in line to the 33 minute mark if you want to see a few of those elite, supernaturally gifted 20 players taking the thing out.

Bloodborne arrives for PlayStation 4 on February 6 next year.

TIME Video Games

10 Powerful Women in Video Games

While more women are playing video games, their ranks aren’t growing as quickly in positions of power in the video game business

fortunelogo-blue
This post is in partnership with Fortune, which offers the latest business and finance news. Read the article below originally published at Fortune.com.

By John Gaudiosi

There are more women playing video games in the U.S. than at any time, according to recent research from the Entertainment Software Association (ESA). The average American gamer is 31 years old and 48% are female, which is up from 40 percent in 2010. Women age 18 or older represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%).

The popularity of free-to-play online and mobile games from Kim Kardashian: Hollywood to Candy Crush Sagato Plants vs. Zombies has helped the number of female gamers age 50 and older increase by 32% from 2012 to 2013, according to the ESA. Generations of women who grew up playing games like Super Mario Bros. and The Sims have made things even with men (50%) when it comes to the most frequent game purchasers, whose average age is 35.

According to a recent survey conducted by the International Game Developers Association (IGDA), the number of women working in the game industry has doubled since 2009 to 22% of the workforce. But it’s still a man’s world— 76% of game developers are men. Wanda Meloni of M2 Research, who worked on the IGDA survey, said much of the female growth is in the education and student sector of respondents.

“Even with these positive points, there has never been more blatant reproach and harassment towards the women making games and female consumers who are growing the market with their wallets,” said Meloni. “The backlash has reached a head, and is something that is greatly impacting the market both from within and with consumers. The message continues to be one where women are unwelcome, but the women on this Fortune list continue to forge their own paths, and we applaud them for that.”

Below are 10 powerful women in the $76 billion global video game business today (in alphabetical order).

For the rest of the story, please go to Fortune.com.

 

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