Let's hope
more game devs will follow the suite.
Kyoufu's refund and Shahid Kamal's response is getting more news, and I'm depressingly seeing more and
more game devs who make games I enjoy agreeing with the «thief» label.
Not exact matches
We had even
more fun running around and talking with all the other
gamers and
devs.
And then the
devs decided to throw in the nuke subs from before just to keep things interesting... It's a truly bold
game design, and I hope it succeeds so
more games like this will be created!
Unsurprisingly excellent.Great level design, visuals, sound and powers.Enemies are tougher with decent A.I.There are a lot of nooks and crannies to explore, expanding the
game if you wish.If anything could have been better, it would have been a mission that only Corvo could play, and that only Emily could play inserted around mission 5 or 6 to make the
game just a bit
more of a compelling replay experience besides a low / high chaos run.Changing the voice of the Outsider was very jarring and a mistake.Overall it's a great addition to the franchise, albeit with several huge errors on the part of the
devs.
I bought the doubler too,
more to support the
dev than to help rush through the
game faster.
im glad the
devs are adding support for the pro controller in
more games..
There's also plenty
more juicy bits about the
games» mostly undocumented and secret
dev history that any fan of the
games will appreciate.
RDR2's trailer shows off
more of the PS4 and Xbox One
game, while the Cyberpunk 2077
dev gets listed for an «RPG» at E3.
It's a very deep
game that requires you to be immersed in it because of all its aspects combined into one unique
game (rpg, tower defense, hack - and - slash, strategy) But good review, much
more in depth and fairer than AppSpy, and I have to say, I think Foursaken are some of the most incredible and best
devs!
Red Dead Redemption 2's reveal was also broadcast throughout GTA Online with an in -
game loading screen ad, and we think that the
game has brought
more players in contact with Rockstar as a
dev, who will continue to follow the developer's actions.
Alas, should Coolshop be right about the release date yet again, all it means is that the
dev team will spend a few
more weeks polishing the
game — and that's not a bad thing.
Developing on WiiU is easy as hell every
dev has said so, maybe on project cars and
games that need such high end visuals means you have to access the edram section which gets a little
more complicated but not as much as certain
devs try to describe....
Ironically enough as haters and trolls say «Nintendo consoles are not for 3rd bleh party
games bleh bleh bleh» «Third party
games don't sell on Nintendo systems» «no wonder
devs don't make
games on Nintendo systems because they don't sell» «Nintendodrones only buy Nintendo
games», «R.I.P. PEEU», «NINTENDO IS DOOMED» and
more of that nonsense, yet a third party
game becomes available and it
more then doubles the system sales.
I'll pick it up regardless but i do hope
devs start putting a bit
more effort into
games for wii u
I think if the
devs really put their heads together and pay close attention to the other,
more polished racing
games out there, they can probably put together a great experience.
One thing I hate about the app store is when a
dev is original and introduces an iPhone genre with his
game, about a week later 10
more very similar
games will come out, the
devs being copy - cats.
In other words there are
more than twice as many eBooks than
games... I saw one eBook
dev split up a book into three parts just to make it three apps...
I think these
devs are
more so picking
games that acted as huge influences on them getting into
game development, or
games that influenced their own design philosophies (hell you could even argue that with Kojima and Pokemon, Peace Walker and MGSV both had you «capturing» enemy soldiers to make them a part of your «team»).
We are seeing
Devs who never or made a
game for a Nintendo platform or haven't in decades now doing so, which no matter how you slice it, IS
more support than many anticipated.
This increase in
dev costs is steering them in directions that don't necessarily jive with
gamers, causing them to take less risks on new and potentially exciting IP's or
game mechanics and sticking with tried and true properties that are
more of a guarantee.
The technology will makes it much easier to set the foundation for a new
game so
devs can spend
more time working creatively to make an original
game and less time on the basics.
-
dev spent 21 months on the project - built and coded by hand from inside the
game world - played on a realistic Gameboy - you can even customize the color of the shell - includes
more than 357,000 command blocks - has «all of the original
game's features, along with a few iconic bugs» - no outside tools were used in the project - walked the equivalent of 2,832.89 kilometers in -
game
Fact is,
gamers and
devs wanted and expected
more powerful hardware.
I like owning some bad
games and analyze what went wrong with their overall vision and what not (like Flip's Twisted World, not a bad
game overall, would been hailed as a great
game with 6 months
more dev time).
its nice to see
devs making
games run at 1080p but there is
more they can do with the ps4 over the x1 as it is not just resolution that the ps4 is better than the x1 at it can do much
more onscreen effects ect with no slow down i would like to see
devs taking advantage of this and not just giving us a higher res version of the same
game.
This new policy is extremely
gamer friendly, but it's flawed and will probably cause
more indie
devs to move away from steam.
Not surprised to see the Rocksteady
dev say he likes Metroid Prime a lot, you can certainly see the Metroid influence in the open ended nature of the Batman: Arkham
games (though some people say Asylum was
more Metroid - like compared to the rest).
But if it keeps selling like this, you can bet that
devs will find a way to squeeze Kinect functionality into
more and
more games without much prodding.
All these stories floating around N4G, Microsoft has unaccounted dgpu in the Xbox 1, Microsoft has 15 co processors unaccounted for, Microsoft
games are doing what the competitors can't, Every Xbox 1 is a
dev kit, The Xbox 1 is capable of 204 TF, The power of the cloud, can make the Xbox 1 three times
more powerful, and many other things, but they all have 1 thing in common!
Granted I could be wrong and as a PC
gamer I'm
more than willing for a
Dev to make me eat my own words and truly push current and future hardware to their limits;)
So much for all the people who kept thinking
devs would strive for parity across the board... some may but most will push their
game engines to try and deliver the best they can on the
more powerful console the same way the PS4 was hitting 1080p
more often than the XB1 and it didn't stop them then and it won't stop the
devs now.
It'd be interesting to see a KZSF
devs doing a PC / PS4 / X1
game or CryTek doing a PC only
game once
more.
God damn, if he just worked up that tiny bit of courage to walk right in I feel like he'd be in a much stronger position as a
dev... Maybe making
more memorable
games too.
«I don't think the answer is trying to make turn - based
games more mainstream because...» I don't have the answer either but the author of this article thinks that
more traditional JRPG's like Persona 5 should go mainstream and that other Japanese
devs should return to these roots.
Yeah well maybe some of us would be
more understanding if most
devs / publishers realised that we,
gamers, are people as well that we all work hard to buy their
games.
Zelda: Breath of the Wild was the biggest
game Nintendo ever created, which means there were many
more opportunities for the
dev team to get mixed up.
Snerdaperds: «Neon Brood is just another example of the huge dumpster fire that is Steam, produced by a guy who just reskinned doom, slapping a new paintjob over the top of it, selling the
game again and again on Steam... Steam can't be bothered to fix this problem because there's no economic benefit to them stepping away from that hundred dollars per
game being published, and as long as these
devs make
more money than it cost for them to put the
game on Steam, they're gonna keep doing it.»
This brings me nearly on to one such crew of
devs and
more specifically onto the
game I'm going to be discussing today, Post Human W.A.R.
nor only would it make MGS - EA the largest
game company in the world, but the biggest to publish other smaller
devs work when next gen
games get even
more expensive.and we know EA's thoughts are to beat ubisoft, activision and any other large upcoming threat.
Well here's something you don't read everyday — in an effort to make Home
more appealing to
devs and
gamers alike, Sony has been reaching out trying to expand on the gaming experience features of the service.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any
games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old
games - this is the first time Iizuka partnered with a team of
devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the
game to
more places quicker - the
game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo
game released in the west for the SEGA Genesis - this
game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final
game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
The
more platforms
devs can get their
games on the better for all
gamers and the gaming community.
- renamed Cruis»n Blast - card system removed and replaced with a keypad for a save system -
game features «100 % different code» and was put together by a different team at Raw Thrills from the Fast and Furious team -
devs aimed for
more of a «joyride feel» - locations include London, Madagascar, Rio De Janeiro, Singapore, Death Valley and
more - there are licensed vehicles - will be released to arcades worldwide in January 2017
I think that
games that are kept alive through the addition of new content have a much
more interesting life span than
games that are never supported by their
devs.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic
games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the
game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game - there is some sort of feature that's unlocked after you've cleared the
game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the
devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out
more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the
game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the
game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game's development - SEGA knew Nintendo fans would want to play Sonic's new
game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game, which is why they personally worked to bring it to Switch - SEGA plans to show the
game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
game in Japan at Tokyo
Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to J
Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
«While it's clear that many players enjoy their experience with
Game Dev Tycoon, we also saw some frustrations and have to admit that
Game Dev Tycoon could use some
more polish.
I don't know how other people feel about it, but I could care less what «party»
devs the
game, just want
more RPGs.
You sticking with your promise for
more indie
devs and getting a
game that I know you guys love.
The Jyväskylä region has held
game developers gatherings since 2012 with EXPA and in 2013 forces were joined with IGDA Finland Hubs to attract and help the local
game dev scene even
more.