Showing posts with label developers. Show all posts
Showing posts with label developers. Show all posts

Monday, July 9, 2012

We Have Anarchy Reigns. What Should We Do?




Platinum Games is currently one of Japan’s most beloved developers, and just about everything the studio does these days is carefully tracked by industry enthusiasts. From MadWorld to Infinite Space and from Bayonetta to Vanquish, Platinum Games has created a smorgasbord of titles since its founding in 2006. And two of its future titles – Project P-100 and Metal Gear Rising: Revengeance – have yet to see the light of day.


But one of its recent games has seen the light of day, at least in Japan. It’s there that Anarchy Reigns – known in Japanese as Max Anarchy – was released on July 5th. And we imported a copy to give you guys some coverage. The fact is, publisher SEGA was slated to release the game worldwide in early July, but after revealing the game was delayed back in late May, we found out that Anarchy Reigns wouldn’t be released anywhere outside of Japan until 2013.







The good news is that we’re not going to let that stop us from giving you Anarchy Reigns coverage. But we want input from you, the readers, about what specifically you crave. With the game being so far removed from western release, our goal is to give you the coverage that fits best its status as a long-off product.


So here’s what you need to know. The game is fully localized, and actually defaults to English text and voice acting. The PlayStation 3 version of the game, like virtually all PS3 games, isn’t region-locked, meaning you can import it from Japan and play it no matter where you are. The catch? With shipping and premium costs associated with importing it, you’re looking at dropping around $100. Oh, and online fidelity is likely going to suffer if you want to play multiplayer. After all, you'll be pinging servers in Japan.


So utilize the poll below and let us know what you want us to do with Anarchy Reigns. Keep in mind that you can select more than one option if that best suits you. And then expand on your thoughts in the comments below. Do you want IGN importing more games from Japan for coverage? Do you want us to only import games that will eventually come out here, or is the exact opposite true? We want to get a better idea of how we should approach Japanese coverage moving forward, and the answers can only come from one source: You.








Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Friday, June 29, 2012

Endless Space Preview




With open betas all around us, and developers releasing early alpha builds for us to tinker with and to frown over, games development ain't what it used to be. Time was when it all happened behind closed doors and we were lucky to catch the barest glimpses of games-to-be, the faintest whiff of works in progress. Nowadays, more and more developers rely on feedback from their alpha and beta releases to test their titles and ensure players will be satisfied with the end result.


But this simply wasn't enough for Amplitude Studios. The team behind Endless Space went one step further and posted their development documents online for all to see. As well as having a beta build of this enormous, engrossing empire-builder that they could dive into, players also had access to the vision behind it, a chance to examine in detail the ambitions of its designers and how they planned to realise them. And then Amplitude asked them to join in.


Sharing their ideas this way wasn't so much an act of trust, they say, as a practical step forward, the best way for them to communicate with their fanbase and ensure that an ambitious game of galactic domination became all that it should. “We really wanted to go with total transparency with our community, at least as much as we could. We gave out all our game design documents on our forums,” says Max von Knorring, Amplitude's Director of Marketing. “Players and designers, we all started from the same basis.”







With this plan of action set before them, Amplitude have been busy inviting further suggestions from their players, determined to use their 20,000 strong beta community (some who have been playing the game for over 100 hours) as much more than just a team of testers. While still focused on their overall objectives, they're been able to poll players on tweaks, additions and improvements, as well as incorporating original contributions into the game.








We always put the most important things from the community list into our own schedule. I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.





“We have a priority list on the community and we always put the most important things from this community list into our own schedule, which then forces us to work on them,” explains Creative Director Romain de Waubert, who believes the positive response the game has received is due in no small part to this inclusive process. “I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.”


Endless Space is certainly looking very glossy indeed, so polished that you can almost see your face in it, and there are great depths to be explored below its shiny surface. In the tradition of the classic 4X (explore, expand, exploit, and exterminate) strategy games that its based upon, it's enormously customisable. As well as a set roster of alien races to choose from, there's also the option to customise your own, building them from hundreds of different individual characteristics. These can have a considerable effect on your ability to wage war, to conduct research or even just stay alive, as well as subtly morphing the great sprawling web that is your tech tree.


For those who don't fancy building their own aliens, the basic collection are quite distinct and will suit all kinds of playing styles. As well as the more standard races, such as warriors and technologists, the game also includes strange and hungry beings who cannot keep their planets but only consume them and move forward, and a decadent civilisation entirely based around one person's narcissism.



No matter how big or complex your galactic empire becomes, micromanagement is not the order of the day here. The development team have gone to great pains to streamline the interface and to make things as accessible as possible, with the hope that players lose themselves in the game, not its menu system. “What we've noticed in many games we've played and worked on in the past is that sometimes you can have a simple game that is hidden beneath an overly complex interface,” says Romain. “We wanted it the other way around.”








Sometimes you can have a simple game that is hidden beneath an overly complex interface. We wanted it the other way around.





This is also reflected in the game's battles, which are only a couple of minutes long and based much more around giving out general orders at key points, rather than precisely directing the manoeuvres of every single vessel. Although Total War players might be disappointed that they don't get to individually shepherd their units around, it does make for nippy and decisive combats which won't slow the game's simultaneous multiplayer. Similarly, though you can go to great pains to intricately sculpt the starships that you construct, using all the technology and resources you'll discovered, a helpful “recommended” blueprint is always at hand.


In an uncommon twist in games development, the release of Endless Space has actually been put forward and is now slated for July 4th, though Romain and Max insist that the game's support and development will continue well past this date. Much of the game has been built from the ground up to support modders, and Amplitude are interested in spending even more of their time engaging with their players, starting with a few community meets, which Max says they'll be “Doing more and more, now that we've started to get our heads above the water and we see the game being finalised.” The team have already met with fans in London and are going on to do the same in both San Francisco and Paris, even inviting dedicated members of their community to visit them in their studios as a thank you for their efforts.







While the proof is, of course, in the galactic pudding, Endless Space looks very much like it will satisfy strategy gamers, not least because it the beta has already been doing so for many weeks now thanks in part to the contributions of and co-operation between many of those 20,000 players. Could Amplitude's community-focused development perhaps be the model that other studios begin to follow?


“I'm sure, definitely, though I don't think it'll work for everyone, for every game,” says Romain. “But some people wanted to get involved as soon as they could, because they arrive when other games are finished and go 'Oh man, why did you do that? You could've made it so much better!' And the developers say 'Oh yeah, well, if you'd told us...'”


So if you do have anything you want to tell Amplitude, before or after July 4th, this is one development team that's all ears.



Source : ign[dot]com

Tuesday, May 15, 2012

Activision Pays Ex-Infinity Ward Developers $42 million, But It's Not A Settlement Ads By Google » Blog Tags Today's Most Popular Videos »




Activision: Modern Warfare 2 Could Be Biggest


According to Polygon, Activision has paid ex-Infinity Ward developers in the Infinity Ward Employee Group $42 million, but this is not a settlement of the ongoing employment lawsuit between Infinity Ward founders (and Modern Warfare creators) Jason West and Vince Zampella, EA and Activison.


The $42 million payment was offered during the discovery phase of the larger trial. Activision reportedly decided that the gathered evidence didn't implicate the Infinity Ward Employee Group, so a decision was made to pay them what Activision believes they are owed. The $42 million figure includes ten percent interest and is in addition to $22 million already paid for the promised first quarter launch bonus.


The case goes to trial next week, and according to  Bruce Isaacs, attorney for the Infinity Ward Employee Group, the payment is a "cynical attempt to look good before the jury trial."


"I can also tell you that although it is a meaningful payment it is only a small portion of what we are seeking in litigation," Isaacs said. "It is outrageous that they made us wait, they obviously knew they owed the money and this just shows that they breached the contract."


Isaacs says the case will go forward. "We are seeking all kinds of bonuses per the contract. This payment relates to one particular game and one particular time period and one particular bonus."


If you want to read up on the lawsuit, you can catch up with all of our Fall of Duty stories, but here's the short version:










A trial on all remaining claims is scheduled to begin on Tuesday. Get your popcorn ready. We'll be bringing you coverage here on G4tv.com.


All of the best people are following Stephen Johnson's twitter feed. Also, email me if you wanna.




Source : http://www.g4tv.com/thefeed/blog/post/723791/activision-pays-ex-infinity-ward-developers-42-million-but-its-not-a-settlement/

Saturday, May 5, 2012

Next Xbox hardware already in manufacturing - Report




Microsoft has said gamers shouldn't expect to see its next gaming console anytime soon, but developers might already be getting their hands on the system. IGN is citing an unspecified source with the news that the next Xbox hardware has entered manufacturing.
The report says hardware for the next Xbox has been produced at the Austin, Texas, branch of electronics firm Flextronics, which was the first manufacturer of the original Xbox and one of three Microsoft initially employed to work on the Xbox 360. The firm also reportedly created a testing group focused specifically on "comprehensive marketing, software, and hardware tests of the next Xbox."

As for what exactly is being produced, IGN speculates Flextronics is producing dev kits so the next Xbox developers have hardware on which to create their games. Microsoft had not responded to GameSpot's request for comment as of press time.


Source : http://gamespot.com/news/next-xbox-hardware-already-in-manufacturing-report-6375148