Not exact matches
That's
why they're teaming up with Rob Ridgeway, the
creator of a new board
game called «Spontuneous,» to bring together singles for a night of competitive fun.
You might be hearing the phrase «
Game of the Year candidate» a lot this week, and this new Wild West adventure from the
creators of Grand Theft Auto is a major reason
why.
I assume the
creators wanted to capitalize on the survival horror type Slenderman
games that have been released on PC, but this is so terrible I'm left wondering
why Nintendo even felt it made a meaningful addition to the Nintendo eShop.
It's easy to believe that video
game publishers like Electronic Arts are full of cartoon villains, which is
why people were so quick to share a recent rumor about the publisher firing Plants vs. Zombies»
creator for refusing to make the sequel pay - to - win.
In a recent interview, the
game's
creators explained
why.
Speaking tonight at the 2015
Game Awards, show organizer Geoff Keighley explained
why Metal Gear Solid
creator Hideo Kojima was not in attendance.
Why would any company go against their best interests by throwing away a
game that would've combined the talents of director Guillermo del Toro, Metal Gear
creator Hideo Kojima, horror manga artist Junji Ito, and «The Walking Dead» star Norman Reedus.
That's
why I laugh at the notion of comics needing the Big Two because if folks would've been more alert to the
game being played sooner than people have finally started to, they'd have enjoyed the benefits of a healthy publisher /
creator relationship like writers do and should and Marvel / DC would've started the slide into their current malaise / drek a lot sooner than the last few years.
Which is
why it comes as a surprise that the
creators of the
game — Niantic Labs — would change one of the most fun features of the
game so early.
While I can certainly see
why a contract would demand that the content
creator attempt to pursuade people to buy the
game, in my own view no such clause should ever exist.
PS:
why does one
game going multi mean an entirely different
game, with an entirely different
creator and dev team, is going mulit aswell?
And that's only the beginning of
games ™ 153 Halo: The Saviour Of Xbox — Uncovering the past, present and future of Master Chief We speak exclusively to 343 Industries and Bungie on all things Halo The Death Of Consoles
Why the
games industry could be abandoning its greatest creation Gran Turismo Special Series
creator Kazunori Yamauchi reveals the secrets of the franchise My First
Game Gaming's greatest developers reveal their often humble beginnings in the industry — Also inside... The Future Of Racing —
games ™ examines a new breed of track Surviving The Wasteland — The inside story of how a RPG classic was reborn Behind The Scenes of RuneScape Gaming Firsts — the
games and tech that lead the industry Rogue's Gallery — Inside last - gen's Assassin's Creed Previews: Metal Gear Solid: the Phantom Pain, The Division, Total War: Atilla, Mortal Kombat X, Pokémon Omega Ruby / Alpha Sapphire, World Of Warships, Until Dawn, Life Is Strange, Albedo Reviews: Alien: Isolation, Destiny, The Sims 4, Middle - Earth: Shadow Of Mordor, FIFA 15, The Walking Dead Season 2, Final Fantasy Theatrhythm: Curtain Call, Super Smash Bros., Wasteland 2, InFamous: Second Son — First Light DLC, Danganronpa 2: Goodbye Despair, Starwhal: Just The Tip, Fantasy Life, Hatoful Boyfriend
My purpose is to try and reveal both the essential aspects of what makes Zelda what it is — and
why that is so influential — and to apply the
game design lineages method of historical analysis to Zelda in order to show how the conservation of player practices, the influence of material constraints, and the subversion of expectations through
creator vision have all affected the path of this venerable franchise.
Hello Games and Sean Murray, the
creators behind the infamous No Man's Sky, have gone silent since it's release back in early August, however that silence has finally been broken by none other than Sony Worldwide Studios» president Shuhei Yoshida who gives his reason as to
why he thinks the
game received so much backlash.
Dragon Quest
creator Yuji Horii explains
why the latest
game doesn't take an open - world approach.
During the Dead Space community day, we got a chance to sit down with the
game's
creator Glen Schofield and lob questions at him while he returned them with overhead smashes, ending the round table in a score of love... this metaphor is falling apart, I don't even know
why I started it.
This was probably the last time series
creator Hironobu Sakaguchi had a major creative hand in a Final Fantasy
game, which I think accounts for
why it feels to many like it was the last traditional Final Fantasy.
I don't know
why Sony gave these
games the attention they did, but the only reasonable assumption i can make is that the
creators had some dirt on Sony CEO Kaz Hirai that he was desperate not to let get out.
Creator of indie
game hit Super Meat Boys gives lesson on accounting, and explains
why DRM is more dangerous than piracy for
game companies
The shield jumping is actually such an amazing feature that I sent an email to the
creators about
why they weren't (in my own words) «pimping that hot shit» in their trailer and website, because it opens up the
game so much, and the reply I got back was that they were worried that it could alienate potential consumers — the shield bouncing isn't really required in any of the areas, although the
game mentions it and gives you rewards for performing it, but showing a trailer with the crazy antics you can get up to with it could have made people think you might need to be a hardcore
gamer to really appreciate the
game.
You might be hearing the phrase «
Game of the Year candidate» a lot this week, and this new Wild West adventure from the
creators of Grand Theft Auto is a major reason
why.
Last month, it's been confirmed that such a project is indeed in development, and series
creator Michel Ancel talked more about it in a recent interview, explaining
why the
game has been officially confirmed such a long time after development started.
We had the opportunity to talk with One Night Stands
creator, Lucy Blundell recently, and to ask her about where this
game came from,
why she chose to use this unique art style, and to learn a bit more about her background as an independent
game developer.
Luck may play some part, but here are some common reasons I've observed as to
why many indie
games don't find the success that their
creators desire.
When the
creators of Samurai Seige decided to build Rival Kingdoms, the team wanted to balance gameplay with narrative depth — which is
why acclaimed
games writer Rhianna Pratchett took her pen to the project
As part of the GDC 2014 Independent Games Summit, Antichamber
creator Alexander Bruce spoke very candidly about how — and, more importantly,
why — he went about developing his IGF Award - winning
game, the price he paid to make it, and what other developers should learn from his experience.
creator David Crane gave an extensive interview for the piece, noting of just
why the initial four Activision founders departed Atari: «A memo was circulated from the marketing department showing the prior year's cartridge sales, broken down by
game as a percentage of sales.
These are completely understandable reasons for choosing not to develop the
game for the 360, but then
why was the
game made for the 360 at all, especially if the
creators of the
game chose not to develop it for that system?