With both GDC and GTC going on this week, this is a big time for GPUs of all sorts. And today, AMD wants to get in on the game as well, with the release of the PCIe version of their MI200 accelerator family, the MI210.

First unveiled alongside the MI250 and MI250X back in November, when AMD initially launched the Instinct MI200 family, the MI210 is the third and final member of AMD’s latest generation of GPU-based accelerators. Bringing the CDNA 2 architecture into a PCIe card, the MI210 is being aimed at customers who are after the MI200 family’s HPC and machine learning performance, but need it in a standardized form factor for mainstream servers. Overall, the MI200 is being launched widely today as part of AMD moving the entire MI200 product stack to general availability for OEM customers.

AMD Instinct Accelerators
 
MI250
MI210
MI100
MI50
Compute Units
2 x 104
104
120
60
Matrix Cores
2 x 416
416
480
N/A
Boost Clock
1700MHz
1700MHz
1502MHz
1725MHz
FP64 Vector
45.3 TFLOPS
22.6 TFLOPS
11.5 TFLOPS
6.6 TFLOPS
FP32 Vector
45.3 TFLOPS
22.6 TFLOPS
23.1 TFLOPS
13.3 TFLOPS
FP64 Matrix
90.5 TFLOPS
45.3 TFLOPS
11.5 TFLOPS
6.6 TFLOPS
FP32 Matrix
90.5 TFLOPS
45.3 TFLOPS
46.1 TFLOPS
13.3 TFLOPS
FP16 Matrix
362 TFLOPS
181 TFLOPS
184.6 TFLOPS
26.5 TFLOPS
INT8 Matrix
362.1 TOPS
181 TOPS
184.6 TOPS
N/A
Memory Clock
3.2 Gbps HBM2E
3.2 Gbps HBM2E
2.4 Gbps HBM2
2.0 Gbps GDDR6
Memory Bus Width
8192-bit
4096-bit
4096-bit
4096-bit
Memory Bandwidth
3.2TBps
1.6TBps
1.23TBps
1.02TBps
VRAM
128GB
64GB
32GB
16GB
ECC
Yes (Full)
Yes (Full)
Yes (Full)
Yes (Full)
Infinity Fabric Links
6
3
3
N/A
CPU Coherency
No
N/A
N/A
N/A
TDP
560W
300W
300W
300W
Manufacturing Process
TSMC N6
TSMC N6
TSMC 7nm
TSMC 7nm
Transistor Count
2 x 29.1B
29.1B
25.6B
13.2B
Architecture
CDNA 2
CDNA 2
CDNA (1)
Vega
GPU
2 x CDNA 2 GCD
“Aldebaran”
CDNA 2 GCD
“Aldebaran”
CDNA 1
Vega 20
Form Factor
OAM
PCIe (4.0)
PCIe (4.0)
PCIe (4.0)
Launch Date
11/2021
03/2022
11/2020
11/2018

Starting with a look at the top-line specifications, the MI210 is an interesting variant to the existing MI250 accelerators. Whereas those two parts were based on a pair of Aldebaran (CDNA 2) dies in an MCM configuration on a single package, for MI210 AMD is paring everything back to a single die and related hardware. With MI250(X) requiring 560W in the OAM form factor, AMD essentially needed to halve the hardware anyhow to get things down to 300W for a PCIe card. So they’ve done so by ditching the second on-package die.

The net result is that the MI210 is essentially half of an MI250, both in regards to physical hardware and expected performance. The CNDA 2 Graphics Compute Die features the same 104 enabled CUs as on MI250, with the chip running at the same peak clockspeed of 1.7GHz. So workload scalability aside, the performance of the MI210 is for all practical purposes half of a MI250.

That halving goes for memory, as well. As MI250 paired 64GB of HBM2e memory with each GCD – for a total of 128GB of memory – MI210 brings that down to 64GB for the single GCD. AMD is using the same 3.2GHz HBM2e memory here, so the overall memory bandwidth for the chip is 1.6 TB/second.

In regards to performance, the use of a single Aldebaran die does make for some odd comparisons to AMD’s previous-generation PCIe card, the Radeon Instinct MI100. While clocked higher, the slightly reduced number of CUs relative to the MI100 means that for some workloads, the old accelerator is, at least on paper, a bit faster. In practice, MI210 has more memory and more memory bandwidth, so it should still have the performance edge the real world, but it’s going to be close. In workloads that can’t take advantage of CDNA 2’s architectural improvements, MI210 is not going to be a step up from MI100.

All of this underscores the overall similarity between the CDNA (1) and CDNA 2 architectures, and how developers need to make use of CDNA 2’s new features to get the most out of the hardware. Where CDNA 2 shines in comparison to CDNA (1) is with FP64 vector workloads, FP64 matrix workloads, and packed FP32 vector workloads. All three use cases benefit from AMD doubling the width of their ALUs to a full 64-bits wide, allowing FP64 operations to be processed at full speed. Meanwhile, when FP32 operations are packed together to completely fill the wider ALU, then they too can benefit from the new ALUs.

But, as we noted in our initial MI250 discussion, like all packed instruction formats, packed FP32 isn’t free. Developers and libraries need to be coded to take advantage of it; packed operands need to be adjacent and aligned to even registers. For software being written specifically for the architecture (e.g. Frontier), this is easily enough done, but more portable software will need updated to take this into account. And it’s for that reason that AMD wisely still advertises its FP32 vector performance at full rate (22.6 TFLOPS), rather than assuming the use of packed instructions.

The launch of the MI210 also marks the introduction of AMD’s improved matrix cores into a PCIe card. For CDNA 2, they’ve been expanded to allow full-speed FP64 matrix operation, bringing them up to the same 256 FLOPS rate as FP32 matrix operations, a 4x improvement over the old 64 FLOPS/clock/CU rate.

AMD GPU Throughput Rates
(FLOPS/clock/CU)
 
CDNA 2
CDNA (1)
Vega 20
FP64 Vector
128
64
64
FP32 Vector
128
128
128
Packed FP32 Vector
256
N/A
N/A
FP64 Matrix
256
64
64
FP32 Matrix
256
256
128
FP16 Matrix
1024
1024
256
BF16 Matrix
1024
512
N/A
INT8 Matrix
1024
1024
N/A

Moving on, the PCIe format MI210 also gets a trio of Infinity Fabric 3.0 links along the top of the card, just like the MI100. This allows an MI210 card to be linked up with one or three other cards, forming a 2 or 4-way cluster of cards. Meanwhile, backhaul to the CPU or any other PCIe devices is provided via a PCIe 4.0 x16 connection, which is being powered by one of the flexible IF links from the GCD.

As previously mentioned, the TDP for the MI210 is set at 300W, the same level as the MI100 and MI50 before it – and essentially the limit for a PCIe server card. Like most server accelerators, this is fully passive dual slot card design, relying on significant airflow from the server chassis to keep things cool.  The GPU itself is powered by a combination of the PCIe slot and an 8 pin, EPS12V connector at the rear of the card.

Otherwise, despite the change in form factors, AMD is going after much the same market with MI210 as they have MI250(X). Which is to say HPC users who specifically need a fast FP64 accelerator. Thanks to its heritage as a chip designed first and foremost for supercomputers (i.e. Frontier), the MI200 family currently stands alone in its FP64 vector and FP64 matrix performance, as rival GPUs have focused instead on improving performance at the lower precisions used in most industry/non-scientific workloads. Though even at lower precisions, the MI200 family is nothing to sneeze at with tis 1024 FLOPS-per-CU rate on FP16 and BF16 matrix operations.

Wrapping things up, MI210 is slated to become available today from AMD’s usual server partners, including ASUS, Dell, Supermicro, HPE, and Lenovo. Those vendors are now also offering servers based on AMD’s MI250(X) accelerators, so AMD’s more mainstream customers will have access to systems based on AMD’s full lineup of MI200 accelerators.

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A new title in CD Projekt Red’s massively successful Witcher series was announced this week, with the untitled game currently in development and switching to a new engine. In response to a tweet referring to mandatory crunch practices on both Cyberpunk 2077 and Witcher 3, the new game’s director has said things will be different this time.

In a tweet, CD Projekt Red developer Jason Slama announced that he will be working on the next Witcher game in the role of game director. After contributing to both Witcher 3 and the studio’s standalone Gwent title as a programmer, Slama has served as the game director on Gwent since late 2018, and will now be taking on that role for the studio’s next big AAA game.

I am super thrilled to announce that I have humbly been working to ensure the success of the next big AAA The Witcher game as its Game Director! Think you could join the team? We have tons of roles open with the possibility of remote work we could discuss! https://t.co/bBbxs0JMmq

— Jason Slama (@SlamaTwoFlags) March 21, 2022

With Slama’s tweet–and likely the early announcement of the new game–mostly serving as a recruitment tool, the developer later responded to a tweet that brought up the studio’s poor track record with crunch in the past. Slama responded “never on my watch,” promising better conditions for those hired to work on the new title.

It’s unsurprising that CD Projekt Red may be seeking to mend a reputation damaged by reports of mandatory crunch on Cyberpunk 2077, especially after the company initially promised it wouldn’t require its employees to crunch on the expansive open-world title.

Since the reports of crunch on Cyberpunk 2077, CD Projekt Red has put some work into changing its workplace culture, with a 2021 strategy update saying that the studio was “working hard to minimize stress, prevent burnout, and give our employees everything all they need to focus on the work with a fully positive mindset.”

Read MoreGameSpot – Game News

Forspoken, the open-world action RPG first announced as Project Athia, is ready to reveal a few more details about the narrative that will drive players to explore the world of Athia through the eyes of protagonist Frey Holland.

Much of the early marketing for Forspoken focused on the game’s technical and visual achievements, with the PS5 and PC title being a poster child for both AMD’s new FidelityFX Super Resolution tech, and Microsoft’s DirectStorage on PC. Now, more is starting to be revealed about the game’s story and, more specifically its protagonist Frey Holland.

We already knew that Forspoken’s narrative would be leaning into the so-called isekai genre made popular by anime and Japanese games, with its protagonist Frey Holland being an orphan from New York City who finds herself thrust into the strange magical world of Athia. Previous game previews gave us more information about Frey’s main companion in Athia, a talking bangle named Cuff who will banter with Frey while she explores the game’s dangerous open world.

A new feature from Game Informer has pieced together more details on the narrative, based on a new part of the game that was shown off in a behind-the-scenes demo. The demo included plenty more story content, including an argument between Frey and Cuff in which it was shown that the protagonist is far more interested in finding a way back to her world than in helping the citizens of Athia. During this conversation, Cuff also reveals that he knows something about Frey’s mother–even though the character has grown up as an orphan.

Another scene in the demo shows a confrontation between Frey and Tanta Prav, just one of the Tantas who are known as powerful sorceresses and the former rulers of Athia. Frey seeks an audience with Tanta Prav to ask her to help in stopping the apocalyptic Break that is threatening all of Athia. In this scene, Tanta Prav also references a previous encounter Frey had with one of her fellow sorceresses, before entrapping the protagonist in a floating ball of water.

Another Game Informer article focuses more on Frey’s character and her journey, coming from a fraught life on the streets of New York where it’s implied she has gotten herself in trouble with the law. In New York, Frey’s only companion or family is her cat Homer, and as well as being an instant fan favorite from Forspoken’s trailers, the game’s writers have said that the adorable cat is also important to Frey’s character.

Writer Todd Stashwick told Game Informer that Frey’s major conflicts include: “A Hell’s Kitchen Gang. The New York legal system. The council of Athia. The evil Tantas. Her own self-doubt. Freaky beasts and a dragon.” In general, it seems that Luminous Productions is invested in making Forspoken a heavily character-focused game, exploring what hardships of both mundane and magical natures will do to its protagonist Frey Holland.

Forspoken was recently delayed to October 11, 2022, after originally being intended for a May release. The game will release simultaneously on PS5 and PC, and will be console-exclusive on PS5 for at least two years.

Read MoreGameSpot – Game News

Gran Turismo 7 players are not happy with the racing series’ latest release, and they are making their voices heard. In response to a maintenance outage lasting almost two days, as well as complaints about aggressive microtransactions, players have review bombed Gran Turismo 7 on Metacritic, pushing its user score to a dismal 1.8 at the time of writing.

When reported by Kotaku, the game’s user score was sitting at 2.8, and has only been pushed lower since then. Reviewers cite complaints such as not being able to resell cars on the marketplace, developer Polyphony Digital cutting the amount of in-game currency earned by racing, long maintenance periods, the game’s always-online playstyle, and more.

While many of the negative reviews were posted during the game’s extended downtime, which Polyphony Digital attributed to a “rare” startup issue on the PS4 and PS5, negative reviews have continued since the game’s servers were brought back online.

One of the biggest complaints involves the price of the game’s top-tier premium vehicles, which rotate through the game’s digital storefronts in a way that players say encourage spending on microtransactions. Developer Polyphony Digital has even seemingly made it more difficult to earn these vehicles through regular play, slashing the earnings players get from winning on certain tracks.

Series founder Kazunori Yamauchi defended the in-game vehicle pricing in a statement released after the game returned from its extended maintenance period. “I would like to have users enjoy lots of cars and races even without microtransactions,” Yamauchi wrote. “At the same time the pricing of cars is an important element that conveys their value and rarity, so I do think it’s important for it to be linked with the real world prices.”

While the developer has promised that future events and upcoming content will “will constructively resolve” the issue, players are still vocally unhappy with how the game functions as of the latest patch.

Read MoreGameSpot – Game News

A new software patch for the Nintendo Switch has finally made it possible to organize games into groups, providing an element the machine has been hurting for since it was released in 2017: folders. Update 14.0.0 provides you the capability of putting games together into groups, so you can more easily find games installed on the console’s internal or extended storage space. Gone are the days of paging through your entire game library to find what you’re looking for.

Nintendo’s patch notes for Update 14.0.0 detail the change, and the console maker also provided some quick instructions on how to create new software groups. In short, you can now organize the All Software tab either as a single grid-based list of games, or by groups that you create. You can also name the groups, making it easier to find exactly the kind of game you’re looking for. Nintendo’s instructions page notes that you can create as many as 100 groups on the console, with as many as 200 games in each–so it should take care of all your game-organizing needs.

The bad news, however, is that your folders only appear on the All Software tab, and won’t pop up on the Home tab. That means you’ll still be dealing with that horizontal list of recently played games, and you’ll need to do some extra clicking to get to your immaculately curated game library.

Update 14.0.0 also fixes some issues with Bluetooth audio devices, like headphones. You can now adjust the volume of Bluetooth devices either on the Switch, as was the case before, or on the device itself, if it has a volume selector. The patch also allows max volume on Bluetooth devices to be increased, although Nintendo notes volume will be reduced when connecting those devices, in order to keep you from accidentally blowing out an eardrum.

Now all the Switch needs is some killer eShop music and it’ll be good to go.

Check out the full patch notes below.

Nintendo Switch Update 14.0.0

“Groups” feature was added to the All Software menu.

You can now create groups of software to help organize your software titles.Making groups for different game genres, developers, or whatever you’d like to organize by may make it easier to find the application you want. Up to 100 groups can be created with a max of 200 titles per group.The button to proceed to the “All Software” screen is displayed only when there are 13 or more software title icons on the system.For more information, see How to Create Groups of Software.

Bluetooth Audio volume behavior was changed.

You can now adjust the volume of Bluetooth audio devices using either the Nintendo Switch console or through volume control buttons on the Bluetooth audio device. The Bluetooth audio device must support AVRCP profiles for these changes to work.The volume displayed on the console will reflect the Bluetooth audio volume when using the device’s control buttons.The maximum volume output for some Bluetooth audio devices has been increased. When first connecting a device, volume will be reduced to avoid sudden loudness.For more information, see How to Pair and Manage Bluetooth Audio Devices.Read MoreGameSpot – Game News

Mario Kart 8 Deluxe is Nintendo’s best-selling game on Nintendo Switch, so it seems like a no-brainer to offer more content for it. If anything, it’s surprising that it’s taken this long. But the success of the Fighters Pass for Smash Bros. Ultimate has seemingly resulted in the Booster Pass for MK8D, effectively doubling the number of tracks in the game over the course of several content drops. The first wave is now available and shows the enormous potential of regularly feeding kart-racing fans new content–even if it isn’t strictly new.

These are remastered tracks, borrowed from the series’ long history across a variety of console and handheld platforms. The results are inconsistent, but in a narrow band of quality from “very good” to “absolutely fantastic.” There are no real clunkers here, and even the weakest link in the chain isn’t all that weak.

That weaker track is Toad’s Circuit, a recreation of the 3DS Mario Kart 7 track. It’s well-made and straightforward, but it’s just a bit on the bland side. This is the type of track that would exist to introduce you to Mario Kart’s basic racing mechanics–wide thoroughfares, a few turns but nothing too sharp. It’s fine for what it is, but it doesn’t quite belong in a set designed for Mario Kart fans hungry for more tracks to master. It’s like buying a variety pack of gourmet ice creams and finding a container of vanilla. There’s nothing necessarily wrong with vanilla, and hey, ice cream is ice cream. But it’s a little boring compared to the rest.

Toad’s Circuit is also oddly placed as the second track in the Golden Dash Cup, so it doesn’t serve an introductory role. That position makes it more awkward, because it comes right after Paris Promenade, which is borrowed from the mobile game Mario Kart Tour, making it one of the most recent tracks. Tour is the odd duck of the Mario Kart family, having not attracted quite the same audience as much of the console series, but the track design is top-notch and this remaster approach will give Switch kart-fans a chance to see them. Paris Promenade in particular is lovely, with wide vistas, beautiful brickwork along the road, and landmarks like the Arc de Triomphe sitting alongside cute little touches like parked Vespas. It’s narrow enough and tight-cornered enough to present a real challenge even for karting experts.

The Tour tracks as a whole shine here, and it’s easy to see why they make up three of the eight new additions. They’re among the best-looking and most polished, to the point that many fans wouldn’t even know they aren’t just brand-new Mario Kart 8 tracks. They’re also the tracks that change most significantly between laps, which helps keep you on your toes. Mario Kart Tour generally shortened races to two laps instead of three, and this shifting track design maintains that spirit by keeping races from feeling repetitive.

This first wave delivers a nice dose of racing action and highlights tracks that were overlooked or have drifted into obscurity.

Sometimes the bustling track design is a little too busy for its own good, though. At one point I got stuck on some unusually enclosed geometry in Ninja Hideaway in such a way that it wasn’t easy to find my way out of, and when I did I ran into yet another boxed-in wall. Nintendo generally avoids designing track elements that could result in those types of dead ends, so this is a rare flaw.

The rest of the tracks are stellar. Shroom Ridge (from Mario Kart DS) is a traffic-laden street reminiscent of Toad’s Turnpike, but with banking mountainous curves that create a risk-reward element for using your slide to maneuver between the cars and trucks occupying the street. Sky Garden (from Mario Kart: Super Circuit) received the most significant facelift, from a simple flat sky-themed track to a beautiful mid-air location full of winding turns.

The biggest revelation for me, though, was Coconut Mall, a remaster of the track from Mario Kart Wii. This version of Mario Kart never stuck out in my mind–in part because it was following on the heels of the renowned Double Dash, and in part because Nintendo pushed its gimmicky Wii Remote steering wheel control scheme. But Coconut Mall shows that the track design, at least, was definitely not that game’s problem. With a creative concept, clever uses of the theme like the boost pads on mall escalators, and an appealing environmental switch into the mall parking lot, this is easily one of the best tracks in this first wave.

The one drawback of all this is that the Booster Pass is limited only to tracks. Nintendo has not announced any plans to introduce more racers, karts, wheel types, or gliders to the game. For the first new Mario Kart content in years, some new racers or karts would have been a nice addition. That distinction makes it not-quite analogous to the Smash Bros. Fighters Pass, which introduced new characters in addition to the new arenas.

That said, the Mario Kart 8 Deluxe roster is already massive, especially since it includes all of the DLC characters from the original MK8 release on Wii U. Many dedicated go-karters have probably picked their favorite character, so what they’re really looking for is new tracks to master. This first wave delivers a nice dose of racing action and highlights tracks that were overlooked or have drifted into obscurity. If this is the level of quality we can expect from the five remaining waves, the Booster Pass will serve as an excuse to dip back into Mario Kart 8 on a regular basis with new races to master. That’s all we ever really needed.

Read MoreGameSpot – Game News

The online shops for the Nintendo Wii and Nintendo DSi have been offline for several days now, with no word on when they’ll be back up and functioning.

First spotted by NintendoEverything, it looks like the Wii Shop is not working as it’s supposed to. When users boot it up, they’re greeted with a blank white screen. GameXplain posted a video testing the Wii Shop on the Wii U console. After waiting for a minute or so, they’re then given an error code 209601 notification. This specific error means that the user’s personal connection is being interfered with and is not allowing them to connect to the shop. However, the issue is widespread, even being experienced by users in Europe and Canada, indicating that the outage is on Nintendo’s side.

So far, Nintendo hasn’t responded to this problem yet, and there’s currently no timeline as to when the Wii Shop will be restored, if at all. We’ve reached out to Nintendo for comment and will provide an update if we hear back.

Nintendo officially shut down the Wii Shop in 2019, removing the ability to make new purchases. However, users could still download existing purchases. This error now doesn’t allow for users to do even that, since they cannot access the store at all.

Nintendo is also shutting down the 3DS and Wii U eShop stores in March 2023. Additionally, on May 23 this year, users will no longer be able to add funds via credit card to their store accounts. On August 29, prepaid eShop cards will cease function too.

Read MoreGameSpot – Game News

Upon Elden Ring’s release, more than a few players noticed a trend for the game’s various demigod characters: All of their names either started with G, R, or M. Those are also the initials of Games of Thrones author and Elden Ring collaborator George R.R. Martin, leading many fans to believe the naming scheme to be intentional on Martin’s part.

According to Martin in a new blog post, that is not the case. Martin writes that the fact that many of the game’s critical characters, like Godrick, Radagon, or Marika (just to name a few) share his initials is “news to me” and that he had no reason to “hide” his initials in Elden Ring.

“Coming up with names is hard, especially since A Song of Ice & Fire uses so many of them, and I am fond of giving family members and close kin names that have something in common… but really, why would I have to hide my name inside the game?” Martin asks. “My name is right there ON the game, as one of the creators.”

Martin has said working on Elden Ring was an offer “too exciting to refuse,” describing his contribution as helping to build the foundation and backstory for the game From Software planned to create. According to more recent interviews, From Software is said to be responsible for crafting the actual story of Elden Ring, with Martin’s involvement being limited beyond the game’s early stages. That means the fact that many of Elden Ring’s characters share Martin’s initials could be From Software’s doing. Or it could all just be a coincidence.

Elden Ring is currently enjoying huge success, having sold more than 12 million copies since launch and earning a perfect score in GameSpot’s Elden Ring review. A recent patch for Elden Ring nerfed some fan-favorite weapons and builds, in the process drastically altering the game’s speedrunning scene.

Martin is still currently working on the next book in his A Song of Ice & Fire Saga, The Winds of Winter, as well as multiple Game of Thrones spin-off projects like the upcoming HBO prequel House of the Dragon, which recently wrapped filming.

Read MoreGameSpot – Game News

During a Fighting Game Publisher Roundtable presentation, SNK announced that it would be adding Omega Rugal to The King of Fighters XV roster.

Arriving on April 14 as free downloadable content, Rugal is notorious amongst fighting game fans for his ability to end careers with a well-placed Genocide Cutter attack. In the game’s lore, Rugal formed the King of Fighters tournament and served as a final boss for several of the games in the series.

Responsible for eating up more quarters than a fully-functioning wishing well, Rugal was a brutal opponent in several King of Fighters games and also appeared in the Capcom vs. SNK series as an even more aggravating adversary. Get ready to hear him shriek “Genocide Cutter ” a lot.

In addition to Omega Rugal joining the game, a new game mode called Boss Challenge will be made available on the same day. This mode challenges you to face Rugal at the peak of his power and will reward you with new music, a new costume for Rugal, and a new stage if you can beat the overpowered aristocrat.

If you’d like to see what high-level King of Fighters gameplay looks like, then you can tune into this year’s Evo tournament to see it share the stage with Street Fighter V, Mortal Kombat 11, and Tekken 7.

Netmarble has also announced pre-registration for the King Of Fighters Allstar’s Street Fighter V collaboration, which kicks off on March 24, and will include multiple unique missions, dungeons, and rewards, as well as a special story arc exploring the in-game reasons for the two worlds colliding.

Read MoreGameSpot – Game News

CD Projekt Red has announced that a new game in The Witcher series is in development. Unlike previous games, development will move from REDengine to Unreal Engine 5 as part of a multi-year strategic partnership with Epic Games. CDPR says that it’ll closely collaborate with Epic Games’ developers to help tailor the engine for open-world experiences.

At this point, further details on The Witcher–such as a development time frame or release date–are currently unavailable.

This story is developing.

Read MoreGameSpot – Game News