Looks like Square Enix are lining up for some kind of a major announcement- they are teasing a ‘dramatic RPG’ called Kamitsuri, which they will fully announce on August 1. We don’t know much about the game itself yet, beyond the fact that it’s an RPG that will be ‘dramatic’- although we did get a short teaser for it.
Right now, we don’t even know what platforms the game will be out on- for all we know, it could be a mobile game. The artstyle from the trailer...
Yesterday, 04:45 PM
The launch and failure of Street Fighter V has made one thing very clear- having the core gameplay down in a fighting game is all well and good, but if you don’t back it up with some actual substantial content that players can enjoy on their own, then you might as well not bother.
Apparently Bandai Namco, the publishers of the upcoming Tekken 7, understand this too- that’s one reason that they are pushing the story mode of the game so much.
“What we’re kinda...Yesterday, 04:31 PM
Xur: Agent of the Nine is back at the Tower, just like every week. Everyone’s favorite shadowy salesperson has some nice goodies you’ll want to get your hands on. And we are going to show you just where he is in the video below. As for what Xur has to offer this week, see if any of this strikes your fancy:
The 4th Horseman is a brilliant shotgun with a full-auto mode. We absolutely adore full-auto shotguns in games, especially this one. (Note to self, easy on the S.T.A.L.K.E.R....Yesterday, 04:18 PM
Following the release of Battleborn’s second DLC character Pendles, Gearbox Software showcased the next DLC character that would be out in “the next couple months”. Say hello to Ernest. Ernest is a “defensive mastermind” of sorts and part of the Peacekeepers faction. The developer noted that Ernest possesses “demolition prowess” and is a “brilliant technician”. His actual abilities weren’t revealed but the concept art for him showcases a grenade launcher. Surely that has some...Yesterday, 04:05 PM
Final Fantasy 15 has had a hell of a development cycle- ten years in development, with at least one platform shift, one generational transition, one change of directors, multiple delays, one name change, two demos, and millions of disenfranchised fans, as well as one desperate publisher, pinning all of their hopes for the future of the series on this one game- it’s a story more interesting than whatever story the game wants to tell us.
So a Behind the Scenes video for the game...Yesterday, 03:58 PM
Mafia 3 is due to launch soon, and 2K Games have shared a brand new trailer for it with us today which introduces us to a brand new character- Cassandra. Also known by her nickname, ‘The Voodoo Queen,” she is determined to take down the Italian mob, and she joins Lincoln Clay on his quest to dismantle the mob as one of his three lieutenants,.
The new trailer highlights all this, and other aspects of her character, and frankly, she comes off as a total badass, and as one of the...Yesterday, 09:00 AM
- 3ds (592)
- android (793)
- dlc (631)
- game (1553)
- games (785)
- kinect (1502)
- microsoft (5433)
- nintendo (1311)
- Nintendo DS/3DS (617)
- nintendo wii (594)
- pc (2211)
- playstation (5241)
- playstation 3 (5899)
- playstation 4 (2836)
- ps3 (4760)
- psn (3927)
- release date (725)
- sony (1081)
- video (590)
- wii u (1034)
- xbla (2039)
- xbox (6122)
- xbox 360 (7158)
- xbox live (5506)
- xbox one (3656)
A bold return for the True Crime franchiseProducer Jeff O'Connell conveys the grim atmosphere reigning over the developers at United Front Games, moments after losing their publisher and months before their ambitious open-world game could stand in a lineup with other free-roaming felons. Activision wanted a bold return for its True Crime franchise, but decided to pull the plug in February 2010. The protracted effort just wasn't guaranteed to conclude at the top of the genre. Enter: Square Enix London Studios, a division of Square Enix Europe (formerly Eidos). At about 20 members it's a much smaller group than the Vancouver-based United Front, which had close to 180 employees at the peak of True Crime development. "We're a pretty small, tight group," says General Manager Lee Singleton. "I think, actually, a couple of years ago I did the math and I think the average amount of industry experience is like 15 or 16 years or something. We're all pretty seasoned guys."
United Front can whip out a similar resume, built on familial qualities. "We consider ourselves very close-knit," O'Connell says. "I'm sure a lot of these studios say they consider themselves a family, and we do, and we do things to foster that kind of feeling. We have a lot of events, and even though we're a very young studio, we're a very experienced studio." The studio began with Modnation Racers, a vibrant, approachable racing game built with Sony, but incorporates veterans from Bully, Prototype and the Need for Speed franchise.
"Meeting Square, which we did very shortly after the game was canceled -- and I'm probably going to use some corny expression -- was like a bright light," O'Connell says. "Right away, we met those guys and I think we just clicked with them. It's one thing for people to come in and love the game, which they did, and it's another thing for people to come in and just get along with them incredibly well and go out for drinks and meals with them, and just have a really fantastic time, and have them in the studio and have them ask questions or make suggestions, and have that show their depth of understanding." If that run-on sentence isn't indicative of real enthusiasm about this relationship, we don't know what is.
Of course, you don't go from True Crime to Sleeping Dogs -- a new title that refers to the protagonist's veiled prodding of Hong Kong's underworld -- just by finding people who get along with each other. Square Enix London envisions a different future for this violent homage to Hong Kong action cinema, and disagrees with Activision on how satisfied consumers and critics will be with the end product. Sure, some of it's inflated talk, necessary for games with a staccato history, but Square Enix claims it has the numbers to prove it.
"You can probably count the number of AAA developers in the world on one, possibly two hands," Singleton says. "There's not many, right? And talk is quite cheap. You meet a lot of developers and they're like, 'Yeah, we're gonna do a 90-percent Metacritic game.' It's really easy to say, but until you've actually done that, you don't know how hard it is. You know, I've done it, it's bloody hard." (Games filed under "bloody hard:" Batman: Arkham Asylum and Just Cause 2.)
Square Enix London plays an academic role in development, offering access to usability labs -- "with mirrored glass and that kind of stuff" -- a database of professional testers, and a wealth of data that helps eliminate "those little points of frustration," Singleton says. "It's really tough, and if everything goes right it's still really hard. Generally, making games is about dealing with a lot of problems, it's really tough, so we just try to compliment the dev teams that we work with."
Singleton believes that intense tuning is what sets the best games apart, most of all when it's done during the climax of development. "To be honest, that bit at the end is where you take your game from an 80 to a 90, if you've got all the right ingredients." There's an adherence to numbers throughout his explanation, which almost makes game development into the product of cold science. And with science comes some measure of predictability, and more than an inkling of what Metacritic will say a few weeks after launch. "The furthest we've been out is three percent," he says.
And how much money will Square Enix be out if the error goes beyond three percent? Singleton doesn't say, but drops the diplomacy when addressing the AAA industry's money-sucking state. "Every game is a huge financial risk, if I'm honest with you. Game development is a money pit. It doesn't matter how much you throw at it, it keeps sucking it up." Quality is your only hope, Singleton says, and it must be verifiable to warrant the huge investment. "We're not making iPhone games here, right?"
Singleton is drawn to the "magic" that he feels was already in Sleeping Dogs, and perhaps just needed some more time and tuning, while Jeff O'Connell paints a picture of dedication. Even when the plug was pulled, the lights stayed on at United Front Games.
"We always kept working," he says. "I think, obviously, when you lose your publisher, there's a period of shock that sets in, and you have to make sure that you're taking care of yourself and your people at that point and you're helping people through that time." United Front kept working on the core technology and, from what I've played of the game in its latest incarnation, a set of enjoyable mechanics given emphasis over a surfeit of city run-around missions. "We always believed in the game, and always felt that it was going to somehow make it out there because we felt what we were offering was really unique and strong. So, yeah, we didn't stop."
SourcePosting comments is disabled.
Article Inside Bottom