Games Kojima : I plan to announce something in 2018 that'll surprise everyone even more |
- Kojima : I plan to announce something in 2018 that'll surprise everyone even more
- I built a website to visualize and quantify pros / cons for any Amazon electronics product from its user reviews. Readers can go through thousands of reviews in a few minutes. Based on feedback from reddit, extended it to STEAM game reviews!
- World Record Progression: Pokemon Red/Blue [32:31]
- What games do you do the best job of having a "Warrior class"
- Catherine: Full Body first details, screenshots - Gematsu
- HITMAN - GOTY Explained
- Hand of Fate 2 adds Dealer companion and outlines 2018 expansion plans
- Video Game Creators Seek Out Hollywood for Robust Narratives
- Giant Bomb Game of the Year 2017 Day Two: Music, Surprise, Multiplayer, and Hottest Mess
- Cloth Map - Made in Brazil: A Game Development Snapshot
- DUSK will be entering Early Access January 11
- Civilization VI: Rise and Fall – First Look: India
- Ni no Kuni II: REVENANT KINGDOM - Kingdom Building Fly-through| PS4, PC
- Granblue Fantasy Project Re: Link Has 4-Player Multiplayer And AI Partners For Single Player.
- Kadokawa Games teases ‘never before imagined partnership’ for 2018
- J Todd Coleman on Life and Death of Shadowbane MMO (video)
- Thematic and Artistic Direction in Games.
- Games and voices - are voices for characters really necessary?
Kojima : I plan to announce something in 2018 that'll surprise everyone even more Posted: 26 Dec 2017 06:23 PM PST |
Posted: 27 Dec 2017 04:54 AM PST |
World Record Progression: Pokemon Red/Blue [32:31] Posted: 26 Dec 2017 09:37 PM PST |
What games do you do the best job of having a "Warrior class" Posted: 27 Dec 2017 03:36 AM PST In turn based RPGs or hotkey MMOs and such. Warriors or Fighters or whatever you call them are probably the most prolific "class" in these sorts of games, there's always the standard "hits things, gets hit" guys. What game do you think does the best job of realising that class fantasy,or is just the most fun to play as. Obviously if the gameplay is hitting things, action games like Mount and Blade and Chivalry will always be the "closer to the fantasy" experience, but I'm always interested in knowing how developers translate a specific mindset or gameplay style into what the player does. [link] [comments] |
Catherine: Full Body first details, screenshots - Gematsu Posted: 27 Dec 2017 06:41 AM PST |
Posted: 26 Dec 2017 11:59 PM PST |
Hand of Fate 2 adds Dealer companion and outlines 2018 expansion plans Posted: 26 Dec 2017 10:01 PM PST |
Video Game Creators Seek Out Hollywood for Robust Narratives Posted: 26 Dec 2017 04:01 PM PST |
Giant Bomb Game of the Year 2017 Day Two: Music, Surprise, Multiplayer, and Hottest Mess Posted: 26 Dec 2017 10:20 AM PST |
Cloth Map - Made in Brazil: A Game Development Snapshot Posted: 26 Dec 2017 11:30 AM PST |
DUSK will be entering Early Access January 11 Posted: 26 Dec 2017 07:26 PM PST |
Civilization VI: Rise and Fall – First Look: India Posted: 27 Dec 2017 07:04 AM PST |
Ni no Kuni II: REVENANT KINGDOM - Kingdom Building Fly-through| PS4, PC Posted: 27 Dec 2017 06:23 AM PST |
Granblue Fantasy Project Re: Link Has 4-Player Multiplayer And AI Partners For Single Player. Posted: 26 Dec 2017 11:03 AM PST |
Kadokawa Games teases ‘never before imagined partnership’ for 2018 Posted: 26 Dec 2017 01:19 PM PST |
J Todd Coleman on Life and Death of Shadowbane MMO (video) Posted: 27 Dec 2017 06:40 AM PST |
Thematic and Artistic Direction in Games. Posted: 27 Dec 2017 06:19 AM PST TLDR below
I was watching scenes from PAX the other day and I noticed something, it's probably been mentioned before but I just wanted to see your thoughts on it. The independent developers were proudly showing off their labours of love, the programmer and the director are all their in person, showing people their creation. It was personal and there was passion. When you look however at bigger developers/publishers (such as EA, Activision, Bethesda) they seem to lack that personality and passions of smaller developers.
For example Call of Duty WWII. This game, for me personally, seems to be a wish-wash of ideas and direction. On one hand in this interview here; the developers, Sledgehammer, and the Activision marketing team seemed to want to replicate and restore the image of war in it's true horrific state. Yet the final game (at least in my personal opinion) skirts around the real, horrific nature of WWII. This is particularly irritating from a historical point of view as it instead tantalises the player with impressive yet completely unrealistic and outright false realities of WWII.
Now this may have simply been a marketing tactic to try and win back some fan support, to bring back "boots on the ground" and I understand a game is designed to entertain not to horrify, but Call of Duty WWII to me seems more of a creative jumble where it couldn't decide how to take it's approach to the War. It translates into a game where the realism and horror of warfare is blended in with the same old outrageous set pieces and missions e.g the train and any jeep section. There is no denying the look, feel and basic level design of the game is done properly (and sometimes exceptionally) but thematically it seems missing. I believe there was a theme established of realism and brutality but through the sheer number of programmers and designers to create a game like this it lost all identity and felt like "another COD game".
Although some bigger games such as Zelda: Breath of the Wild and Horizon Zero Dawn maintain their direction, I find that games from bigger studios like Ubisoft end up feeling generic. To the point where it become copy/paste games with different yearly skins.
I now bring this back around to the independent developers. A small team, with a passion for their project, these games always seem to have a stronger direction, theme and purpose then games developed by larger studios. I saw this post on r/gaming. Now I realise this isn't indicative of everyones opinions but in a year where Mass Effect lost it's soul, Assassins Creed turned into an action RPG and Star Wars morphed into a casino, for me, independent games shone through motivated by passion not profit.
So that is my little rant about games and big publishers. Am I alone in thinking this? Or am I just confusing the development side with the business/market side? I'd love to hear what you have to say!
TLDR; Big developers (for the most part) seem to lack direction in their games, becoming a muddle of ideas and themes while indie games developed by smaller teams seem to be more focused and friendlier for the gamer. What do you guys think about thematic and artistic representation? [link] [comments] |
Games and voices - are voices for characters really necessary? Posted: 26 Dec 2017 09:27 AM PST just wondering if voices are really required for devs looking to create games today. this is because hiring VAs are expensive and a long process, and the work they provide are often inconsistent (regarding western games at least). bigger devs can afford this and do mocap as well which is super expensive and something that smaller studios will not beable to afford. some great examples where voices and mocap make great games are hellblade and bastion. HZD was also okay i guess? (aloy voice kinda grows onto you but yea, majority won't really care). there are also lots of RPGs where nobody cares about the voices edit: also some people commented that divinity original sin 2 VA was so good that it made the entire game much better! are there any recent games that didn't have any voices and was fun to play and enjoyable? [link] [comments] |
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