Showing posts with label versions. Show all posts
Showing posts with label versions. Show all posts

Friday, June 29, 2012

Believe in Namco’s Super Smash Bros.




Masahiro Sakurai promised the world that change would come to the Wii U and 3DS versions of Super Smash Bros., but few would have interpreted that to mean Project Sora wouldn’t develop the game entirely on its own.


In the aftermath of the announcement that a core team from Namco Bandai will assist in executing Sakurai’s vision, many wondered if developers responsible for the likes of Tekken and Soulcalibur could bring the appropriate tone and feel to Smash Bros. Those games, though technically all existing in the fighting genre, are worlds apart in virtually every respect. That’s to say nothing of the folks involved with other Namco franchises like the Tales of RPG series and Mobile Suit Gundam.







Change can be feared, or it can be embraced. What Smash Bros. fans should understand is the series has been developed in an environment of constant change. Though the first installment was technically developed by HAL Laboratory, both Melee and Brawl were created by completely different ad hoc teams assembled specifically for those projects. Those teams technically don’t exist anymore. This situation with Namco Bandai is no different. In fact, the developer is doing its own version of a team scramble, pulling not only from its Tekken and Soulcalibur veterans, but Tales, Ridge Racer and Mobile Gundam developers as well.


Namco and Sakurai appear to be seeking balance in the Smash Bros. team, pulling in folks responsible for a wide range of genres, skillsets and ideas. And in the end, that could be the best thing for the Smash Bros. franchise, which has increasingly tried to do more yet incrementally achieved less innovation and, some might argue, quality.


Take the single-player Subspace Emissary mode in Brawl. It not only suffered in terms of storyline but a feeling of progression and achievement as well. Don’t give us stickers and a bizarre plot featuring subspace goblins. Give us something more meaningful that has a strong sense of purpose, with mechanics to support that. Bringing in members of the Tales team, including series producer Yoshito Higuchi, who will be directing the upcoming Smash games, is the perfect way to address some of these issues. Developers responsible for 60-plus hour RPGs understand how to sustain a lengthy campaign, and the idea that Smash Bros. will benefit from that experience is reassuring.







While most of the focus of Tekken and Soulcalibur developers working on Smash Bros. has been on tone, my immediate reaction is that the series will now have the combined experience of two groups responsible for highly technical, highly competitive fighting games. Smash Bros. has grown as a competitive fighting series, yet as most dedicated fighting game enthusiasts will tell you, Brawl isn’t exactly the most balanced game. In fact many have taken to developing their own mods to attempt and bend the game to have a more technical edge to it. While Tekken and Soulcalibur no doubt have their fair share of issues, most fighting games evolve over time through patches and adjustments. The key, however, rests in the fact that Tekken and Soulcalibur rest on core concepts that have a great deal of depth and nuance when executed properly. Though Smash never needs to get too complicated, a solid foundation is something that any fighting game ought to have.


Namco’s cherry-picked team doesn’t end there, even looking to projects such as Ridge Racer and Mobile Gundam for assistance. Developing two Smash Bros. games at once, and attempting to design them to interact with each other, is a massive undertaking the likes of which Nintendo has rarely seen. It’s the sort of ambition that Sakurai is no doubt used to, having developed Melee and Brawl under extreme, last-minute conditions.


The news of Namco Bandai assisting with development of Smash Bros. should highlight several important things. First, the game is going to be made faster. In his statement released alongside the Nintendo Direct broadcast, Sakurai mentioned his new team has already developed a prototype that “looks pretty good, and [is] working great.” Had Sakurai attempted to build a team from scratch much in the way he did for Melee and Brawl, he’d likely still be figuring out the pieces to his own development puzzle.







Additionally, the larger implication of Nintendo’s willingness to work with outside partners is something that should be embraced by fans. While there is a risk that a team won’t capture Nintendo’s magic, we’ve seen time and time again that the publisher’s mentorship and collaboration can bring considerable benefits. Look at projects with Rare, Retro, Square and Capcom. Look at how incredible Project X Zone looks. Consider some of the more subtle partnerships we’ve seen, such as the case of Monolith Soft assisting with Skyward Sword development. Best of all, Namco’s teams have years of experience working in HD, meaning their skills can immediately help Sakurai’s Sora crew cross many hurdles.


Nintendo partnering with other developers isn’t exactly new. This work with Smash Bros. is one of the most high profile examples of that kind of development deal, but with Masahiro Sakurai watching over development, implementing his razor-sharp vision as he always does, it would seem premature to be anything but optimistic. We’re likely still years from seeing Smash Bros. arrive on the 3DS and Wii U, but thanks to Namco, that’s far closer to becoming a reality than before.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Maxis Shows SimCity




Maxis' Lucy Bradshaw presented two versions of its upcoming city-building game at EA's E3 2012's press conference.


The first, SimCity Social, is coming to Facebook, and features impressive visuals for a social title. It will be playable in just a few weeks.


They also rolled footage for SimCity on PC, which is currently scheduled to release in February of 2012. The trailer showed off foggy cities, sports stadiums, airport construction, monster attacks and some other snippets of gameplay, but didn't reveal any major features beyond what's already been shown off.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-maxis-shows-simcity

Wednesday, May 30, 2012

The Witcher 2 Sells 1.7 Million




Across PC and Xbox 360 versions of The Witcher 2, CD Projekt RED has revealed that over 1.7 million copies have been sold to date.


The Xbox 360 version of The Witcher 2 was just released this past April, and the PC version was originally released in May of 2011. A Mac version is also on the way, currently scheduled for launch some time this fall. IGN awarded the first PC version a 9 out of 10 and the Xbox 360 version an 8.5 out of 10.


Due to the success of The Witcher franchise, CD Projekt RED has two teams working on different AAA role-playing games. One of those, Cyberpunk, was just revealed at their Summer Conference.




Source : http://www.ign.com/articles/2012/05/30/the-witcher-2-sells-17-million

Monday, May 28, 2012

PSN Introduces Ultimate Editions Tuesday




When the PlayStation Store updates on Tuesday, it'll bring with it a brand new kind of digital game. "Ultimate Editions" will be digital versions of PlayStation 3 games with all of that game's downloadable content for a reduced price. Nine Ultimate Editions will debut tomorrow and be available at the following prices (including discounts for PlayStation Plus members) until June 4th. So far on the PlayStation Blog, it appears that this event is only for North America.


- PlayStation Blog




Red Dead Redemption - $27.99 ($19.59 PlayStation Plus)
Infamous 2 - $33.99 ($23.79 PlayStation Plus)
BioShock 2 - $27.99 ($19.59 PlayStation Plus)
MotorStorm Apocalypse - $50.49 ($35.34 PlayStation Plus)
Call of Duty: Black Ops - $66.49 ($46.54 PlayStation Plus)



L.A. Noire - $27.99 ($19.59 PlayStation Plus)
Mafia II - $20.99 ($14.69 PlayStation Plus)
Just Cause 2 - $20.99 ($14.69 PlayStation Plus)
Mortal Kombat - $34.99 ($24.49 PlayStation Plus)



Source : http://www.ign.com

Friday, May 11, 2012

Battlefield 3's Dedicated Console Servers Are Disappearing Ads By Google » Blog Tags Today's Most Popular Videos »


Battlefield 3

It seems that dedicated servers in the console versions of Battlefield 3 have largely disappeared since Electronic Arts and DICE launched the recent rent-a-server patch, allowing players to pay $30 for 30 days of private hosting. These lobbies can still be accessed from the in-game server browser, but they are subject to whatever rules that the renting player has established.

The news comes from various players via Venturebeat, which went and peeked at the server browser in the PlayStation 3 version of the game. Sure enough, only 17 EA-operated Battlefield 3 servers could be found amidst the multi-page list of multiplayer lobbies. I took a peek this morning at the Xbox 360 version of the game; without the rent-a-server patch downloaded, I found just three lobbies to choose from. Downloading the patch brought a flood of other servers into the browser, and just about all of them were of the rented variety.

This development isn't sitting well with some players. DICE community manager Daniel Matris took questions from fans on Reddit, responding that "there is only so much physical space and digital space where yo ucan have servers. The community requested [a rental program] and we delivered."

Matros went on to indicate that the change isn't necessarily permanent, and that the complaints aren't news to him. "I've heard this for awhile now and the feedback has gotten louder," he said in a May 7, 2012 posting. "This is definitely something I will raise when I get back into the studio tomorrow."

There's been no further official word on the matter yet. We've reached out to EA for comment and will update this post according if and when we get a response.


Source : http://www.g4tv.com/thefeed/blog/post/723702/battlefield-3s-dedicated-console-servers-are-disappearing/