Just as game developer Valve found success with Steam, developer and publisher Electronic Arts tried to do the same with Origin, an online store that sells digital copies of its own games.
Not exact matches
Are we headed towards all
games having EULAs, or could each platform — like Xbox, or iTunes —
just aggregate them
as one on behalf of
developers?
And
just as traditional media have been forced to adapt to the digital world, traditional
game developers will have to fully embrace mobile or risk the financial consequences.
Viewing this
as a launch year
game, it is harsh to dwell on the
games shortcomings (the audio for gunfire is
just awful, character models lack the shine
as do certain parts of the
game, slow down occurs when things get too hectic and it can be difficult to get into a
game online) when it is the first
game of the series, the first
game by the
developer, and the first FPS
game for the Vita.
It's cool to see the
developer put a little more time into the sequel's development, but the
game still uses the old technology: it looks and sounds
just as poor and «budget»
as the original title.
The
developers started this off
as just a little workshop and we demanded it, and the
developer has made a shed load of money for what is a
game that has little substance.
Black becomes more and more enjoyable
as you continue to play, and the
developers really
just make every moment of the
game unique.
I really do hope that the
developers work on another Test Drive
game as Test Drive Unlimited is
just a great online racing experience.
Just two days after we took a hands - on look at ARDefender from
developer Int13, the
game has now become available in the App Store
as of this morning.
We have enough cartoony and colorful Zelda
games as it is and now is the time for a Zelda
game for a more mature audience (I dream of having Dark Souls»
developer making a Zelda
game for Wii U) but at the same time, it's a bit unfair to not give a
game a chance
just because it aimed at a younger audience.
If you are, we've got some good news for you: Indie
developer The
Game Kitchen's recent Kickstarter project, Blasphemous,
just became a reality for home consoles, including the Switch,
as announced on Twitter.
For Team Meat's part, the
developer tweeted that if its next
game, Super Meat Boy Forever, a sequel with six new story chapters and twice
as many bosses
as the original, continues this trend it might even think of manufacturing its own Amiibo
just like Yacht Club did.
But that's
just one piece of the puzzle,
as developers must streamline the gameplay mechanics, animations, combos and everything else that make a good fighting
game stand out.
«If it [Hotline Miami 2] ends up not being release in Australia,
just pirate it after release,»
developer Jonatan Söderström wrote via email to a fan expressing concern about the
game's availability,
as reported by Polygon.
Nice to see this
game will likely have dual audio for those of us who like to hear the
games native language, I don't buy
games like this if it's only available in English, not after the likes pandoras tower, arc rise fantasia, the last story etc, the voices in those
games was make or break for me, I really appreciated Platinum giving us the option in the Wonderful 101, and they'll most likely do it with Bayonetta 2
as well, I don't know why Japanese
game developers or publishers (whoever makes the decision) can't
just leave them in there
as an option, it's not like they lose anything by doing so, fyi, this
game looks AMAZING.
That's not say those
games won't be good, I'd
just rather see them to aim
as high
as developer VRWERX is with this VR
game.
To say
developers Deck13 Interactive and CI Games have
just ripped off Dark Souls would be a grave disservice to Lords of the Fallen,
as it is very much its own
game.
The reason why quality
games such
as Record of Agarest War, Monster Hunter Freedom Unite, XCOM, Final Fantasy Tactics and others appear on the store alongside cheaper but
just as fulfilling
games such
as Block Fortress, Giana Sisters, Junk Jack X, Minecraft: Pocket Edition, SurvivalCraft and other on the App Store is for convenience on the part of consumers and market penetration on the part of the
developers.
Well now the year is 2016 and one of the better selling
games on Nintendo's home console has made it over to the 3DS
as an extended port, due to very popular demand and this
game, the joint efforts of
developers Omega Force and Team Ninja, is
just as great
as the last one, if not better!
Australian
developer Samurai Punk may have
just made a
game that is
as much a polarized political lightning rod
as it is...
Obviously, the reception was less than positive; Square Enix hastily announced that
developers had switched back to turn - based battles and that the
game would have
just a robust a single - player experience
as any other Dragon Quest
game.
It also didn't help that other
game developers were watching Rovio's early success and learning from their formula at a much higher level, instead of
just copying it (though there were a few that tried that
as well).
Through the use of cinematic trailers,
developer walkthroughs, or
just simply saying «we are making
game X»,
developers have for many years used E3
as a time to unveil the big
games they're working on, and this E3 is no different.
However
as its human nature it has also been a way for the
developer to launch a
game in a poor state
just to fix it in the coming months.
Tim Schafer — well - known
developer at Double Fine who was the brains behind Psychonauts and has worked on other such
games as Grim Fandango, Full Throttle, Iron Brigade, Brutal Legend, etc. — said to Digital Spy that «I'd love to do that
game, but I'd have to convince someone to
just give me a few million dollars, that's all.»
You
just don't hear about it anymore and you think that
game developers would avoid having the FPS dive below anything that doesn't flow
as fast
as reality.
Even though i was planning to get a used copy to spite EA (
as usual), i'm tempted to get a new one
just to support the
developers Bioware since they're taking a no - bullshit approach with the
game's development.
If you think none of these
developers, execs or otherwise, don't play
games on another platform
just because it's another platform, you're belittling them
as real people.
We honor great movie directors and writers, but seem to more often forget to honor the
developers who make the
games we love even though the creative process is
just as, if not more complicated and specific than film.
This might be
just sort of one of our particular traits
as developers, but we start by creating this well - built exterior to our
games.
You don't get to move through the level
as you kill enemies, you
just stay in that one little zone It's like the
developers had zero concept of how a good run and gun
game should work, namely that movement needs to be fast and responsive so that the player can weave through the vast hordes of enemies, and the levels need to be designed to facilitate this.
In truth the
developers just don't seem to comprehend what makes an online open - world
game tick correctly, and what we're left with
as a result is a shadow of what it could have been.
It's easy to write off Spec Ops: The Line
as just another brainless third - person shooter, but that's not the case
as Yager Entertainment, the
games developers, are determined to creat...
There are a ton of theories that can be used to point the finger
as to why this is, from a strong homebrew scene, pirated
games, to people
just shying away from UMD's it, all points to tepid
games sales for Sony's portable, causing many
developers to speak out or abandon all hope in the way of support for the system out right.
It should be studied by aspiring
developers, serving
as an example of
just how powerful great
game design can be.
If you think of
game developers as families, this quote could
just as easily apply to all the major players in Jason Schreier's Blood, Sweat, and Pixels.
Getting a better hard drive for your gaming console will allow your system to access all of the power that the
developers put into, not
just the
game, but the console
as well.
To that I say, to achieve that visual quality (that's not even better than pc) pretty much all the new
games except for non gpu / cpu intensive
game types like racing
games (forza 5) you're dropping to locked frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can dip
as low
as 16 fps for more than
just a few seconds... This idea that it takes
developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either,
as long
as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core
gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console...
developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though,
as it is not always that simple...
just saying that if it does what its supposed to... it could end up being the answer to shooters on a console...
as much
as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (
as well
as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
Considering the setting of Risen 2 is so vastly different from the first, it's a mystery
as to why the
developers didn't
just cast you
as a brand new character, thus giving them a valid reason for you being an incapable pratt at the start of the
game.
because pc
games don't requiere optimization and you have to continue buying graphics cards to keep up since west
developers are
just lazy to optimize their bug
games just as Square Enix is coming more like west
developers, why to ignore Switch when Switch is the new king after 3ds, Dragon Quest XI 3ds sold more than ps4 version reason being Switch is the successor.
yeah the whole day / night cycle I don't think it's like they couldn't fit it in there probably a design choice that they
as game developers decided that's a more immersive experience I trust sucker punch infamous 2 was well above my expectations I could care less about any of this anyway I
just want to see all the powers in action on my 50»: O
It's been pretty much agreed that, whilst the odd Xbox
game could look
just as good or better (Assassins Creed Unity) that is probably down to a
developer deliberately aiming to do so and, overall, the PS4 can probably do everything that the Xbox One can do, graphically because of the PS4s larger and more up to date memory.
So here we are at the end of this review, but before I finish I want to share something with you first:
as I began to write the final lines to this review and generally
just ensure that I was happy that it was a fair review of the
game, Amy's
developers posted on the
games official Facebook page non-hardcore players to switch the
game to Easy mode to make the experience more enjoyable for themselves because, in their words, Amy is a hard
game.
and Geek Reply even wants the
developers to reach the stars: «If Trüberbrook «s gameplay and story is half
as engrossing
as its art style, the
game just might be a contender for
game of the year when it releases in 2018.»
I'm personally predicting
just 2 GB of ram
as the minimum, with 4 GB
as the recommended amount, although the
game could surprise with a required 4 GB to run, meaning anyone without a x64 bit operating system will be left cursing the
developers.
It is not even hard it
just take effort
just as Nintendo is the king of compression, you see their
games are not 50 gbs of space, and third
developers are
just lazy.
No official sales figures have been released
just yet, but
developer Red Lynx did note that the
game's servers were effectively overloaded on launch day,
as over 100,000 players rushed to post their scores to the title's leaderboards.
In the
developers defense it's clear that this style of checkpoint system
as intended to complement the survival - horror nature of the
game by making it tougher on the player, which would have been great, except that the checkpoint doesn't make the
game tougher, it
just makes it more bloody infuriating when you've got to replay an entire section because your lead pipe passed through a zombie, or because of some other daft thing.
In fact, a
game having success on the PSP seems more then likely, however it seems
as though many
developers just haven't had that great deal of success when working with the platform.