As we get ever closer to the release of Final Fantasy 15, we’re getting a ton of new information. Just recently we heard about what is in store for the PS4 Pro when it comes to Final Fantasy 15 and while that wasn’t great news, a new video should bring a bit of smile to your face. Specifically, the Moogle dolls are supposed to be used as decoys, according to this new video.
It’s apparently an effective decoy as normal enemies in the game will go after the Moogle doll until...
Yesterday, 12:00 PM
Whether or not the single player DLC for Grand Theft Auto V will ever materialize is something that remains to be seen- but meanwhile, Rockstar at least continue to support GTA Online well enough. Increasingly suspected that they do so at the cost of their single player game, at that.
Their support for GTA Online may be about to get even more extensive. According to a rumor originating from the GTA forums, dug up by PCGamer, it seems as though Rockstar are preparing to make GTA...26-10-2016, 01:31 PM
You may remember that putting out a live action trailer for Call of Duty games has become quite the tradition. This tradition has been kept in place with the impending release of Infinite Warfare. As is usually the case, this live action video hypes the fact that there is a “soldier in all of us.”
In order to make this point, the video follows a tried and true approach of being completely over the top, with actors being dressed in things you normally wouldn’t find in the heat...26-10-2016, 01:22 PM
The Skill Ratings in Overwatch will be changing again, with the end result that competitive play should feel a whole lot more pleasant to most players. Basically, the way things will work now, Skill Ratings will tend lower at first, but your gains from individual victories will be higher at lower levels.
“When Season 2 started, we had WAY more players in Gold and Platinum than we initially intended, and way fewer in Bronze and Silver,” explains principal designer Scott Merce...26-10-2016, 01:07 PM
Unlike the original Watch Dogs, Watch Dogs 2 will not be releasing on Xbox 360, PlayStation 3, or the Wii U. And this is ultimately to the game’s benefit according to Ubisoft, who stated in a recent interview with Hardcore Gamer that not having to consider the older, weaker consoles helped Ubisoft make the game they wanted without having to worry about hardware limitations.
“It’s obvious when you have many SKUs that the pipeline and process is much heavier,” Danny Belanger...26-10-2016, 12:46 PM
Don’t expect early reviews for The Elder Scrolls Skyrim: Special Edition, Dishonored 2, or any other Bethesda game going forward. The publisher has announced that it will no longer be sending review copies to press outlets early- instead, they will be sent out just a day before the games’ release, meaning that day one (or earlier) reviews for Bethesda’s games are no longer going to be a thing (especially given how deep and extensive Bethesda games often are).
If this were any...26-10-2016, 12:33 PM
- 3ds (603)
- android (793)
- dlc (647)
- game (1553)
- games (788)
- kinect (1502)
- microsoft (5463)
- nintendo (1355)
- Nintendo DS/3DS (617)
- nintendo wii (594)
- pc (2216)
- playstation (5269)
- playstation 3 (5899)
- playstation 4 (3200)
- ps3 (4764)
- psn (3974)
- release date (957)
- sony (1117)
- video (590)
- wii u (1045)
- xbla (2041)
- xbox (6124)
- xbox 360 (7165)
- xbox live (5542)
- xbox one (3901)
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