forced D ....
Spoiler!
Sent from my iPad using Tapatalk
Last edited by DJTaurus; 02-07-2018 at 17:40.
: geek bubble.
casual / , bloodborne . Mantis my ass ( ).
: gamers, / gamers/tech freaks, .
"", " " () "". . @@ . casual geeks/nerds/hardcore hobbyists.
/ "bubble" (!).
Please, , , hardware , software , MS , Apple ...
, , .
: 3 target group (geeks/nerds/hobbyists) cross-- play. !!! ( - - , cross play. )
. , , - g/n/hobbyists. , , , .
Lefteris_X (02-07-2018)
Lef top 10 video games.
(,,, ) .
Cross platform , online.
xbox360 ps4 install base exclusive last of us, console exclusives Street Fighter V,nioh
sites Fortnite Sony/Nintendo ....
Lefteris_X (02-07-2018)
Nintendo cross play ( ) 2017 .
( 2019-2020 ) 3 .
minecraft Fortnite.
Last edited by Fulgore; 02-07-2018 at 23:30.
mihalis13 (03-07-2018)
, , 8-bit . , ( /), "".
, / ( ) :
) , , 90%,
B) , ( ), . , , 4 = . TOP 10, . /!! ; ; ; ..... !
, , his master's voice, de facto, / ( ) = ( 2 ).
: : GoW PS2/PS3 USA, EU, UK . : - , --, ---! Go figure
Last edited by Lefteris_X; 04-07-2018 at 15:55.
jk_blue_tiger (05-07-2018),Lefteris_X (05-07-2018),Nek_Food (05-07-2018)
enstikto (17-07-2018)
set up ( , ) ?
Guerilla, 400 250 2-3 .
https://twitter.com/janbartvanbeek/status/1019654055835197440
Guerrilla will lease the five office floors, totaling 7300 square meters, from the beginning of next year. "I've been looking for room for growth for three or four years," says CEO Hermen Hulst, "but that is hardly possible in Amsterdam, which will be the base for Guerrilla." We are going to put everything to our will. For ten years we do not have to worry about our accommodation anymore, the idea is that we will never go out here again. "At Guerrilla there are now around 250 game developers in permanent employment, which can double during the final development of games. The company, one of the most important gaming studios in the world, wants to grow to at least 400 permanent employees.Growth should also make it possible to release A-list games more often. "We have worked at Horizon for 6.5 years, which is exceptional: we want to release games in the two or three years, both new titles and games based on existing titles."
BillyFlo81 (19-07-2018),chronohill (19-07-2018),Nek_Food (20-07-2018),Valkyre (19-07-2018)
News spam!!!!!
Magic Leap One Powered by Nvidia Tegra TX2, Available Summer
Sony Stock Hits 10-Year High
"PlayStation 4 is doing so well - we don't forget why we're here now"
Shu Yoshida reflects on 25 years at PlayStation, and the difficulty of hardware transitions.
UBISOFTS EXECUTIVE VP OF CREATIVE TALKS SHORTER STORIES, PLAYER CHOICE, AND THE FUTURE OF AI
Ubisoft: You've spoken about how Ubisoft games have recently shifted from presenting one long narrative to a lot of smaller, self-contained narratives that fit into larger story arcs. What drove that shift, and how has it changed how players engage with the games?
Ubisoft Vice President Lionel Raynaud: What drove this is the will to not give finite experiences. The idea was that you have this conflict, and the resolution, and then it's finished – you've killed the bad guy, for instance. We build a strong nemesis, and the goal of the game is to kill him or free the country, we've done that a few times in our games. But when you succeed, you have to leave the game, because there is nothing else to do. So the goal was to break this, and say that you will be the hero of a region or population many times, not just once. And if you get rid of a dictator or an oppressor, something else is going to happen in the world, and you will have a new goal.
This is why I talk about having several fantasies; not only being the hero who's going to free a region, but maybe also the fantasy of having an economic impact, of being the best at business in this freed country, or even having a say in how it should be governed, now that you've gotten rid of the dictator. And I think we can have several different experiences with different game systems in the same world, if the world is rich enough and the systems are robust enough.
Shu Yoshida discusses the state of AAA development & his studios incredible success in recent years
- Tencent deal will let Ubisoft release all their games in China.
- Asked if Beyond Good & Evil 2 will be Ubisoft's biggest project ever. Seemed to (maybe intentionally) interpret it as "Will this be Ubisoft's best game ever?", and being CEO of Ubisoft, said yes, he certainly hopes so.
- Ubisoft is very aware that you want more Splinter Cell, but obviously doesn't have a new game ready to announce yet.
- Yves said in a recent interview that he wasn't sure if there would be a generation of consoles after the next one (as in there will be a PS5, but no PS6), and clarified that he's thinking there's a good chance that everything will be streamed to any device you want to play games on instead, while backed up by computing boxes that can make games way more complex than a console can. He actually did say this in the original interview, though I don't know how many read this.
- "Was there anything different about E3 this year from your perspective?" Yves: "I like E3."
- Ubisoft will keep doing Nintendo collaborations.
- "Does Ubisoft's E3 line-up reflect what Ubisoft's vision of the future is?" "Yes."
- Ubisoft likes doing things like Far Cry map editors and the BG&E2 creator thing because they think it helps make better games.
- Ubisoft will continue putting more tools in games for things like making maps and other stuff (see Far Cry Arcade).
- Ubisoft definitely believes in live games (see Siege, For Honor), and really likes being able to iterate on player feedback.
- Ubisoft's philosophy on when to make sequels for live games is that they only do so when it becomes clear that players want things that their current technology can't support, even with updates, and thus they need to make a new product to deliver those features. The most common cause of this is the engine needing to be heavily or completely rebuilt to support new functionality.
- Yves is asked what the next big technology breakthrough for Ubisoft will be, and it's basically the same answer as his console one (he's excited for streaming to all kinds of screens and using server farms to make very complex games). He talks about some of the functionality of such a game in very vague terms.
Layoffs at OnRush dev Evo, Driveclub director Rushy let go
The developer of Driveclub has been hit by layoffs after its latest game, OnRush, failed to set tills ringing.
Driveclub and OnRush director Paul "Rushy" Rustchynsky - the face of both games and of the studio itself - is among those let go, multiple sources close to the studio have confirmed to Eurogamer, alongside other senior members of the team.
BillyFlo81 (23-07-2018)
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