Super Mario 64 had 15 people working on it
Camera went through thousands of changes
pixelatron.com
gamingeek
Fable Legends delivers the "dark fairytale"
Albion fans have asked for, says Lionhead
oxm.co.uk
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*crickets*
I only played and reviewed Most Wanted U, some gamers tell me the other versions have bullshit gate protected content and it asks you to connect to EA servers every five minutes to unlock a track/car/dlc.
I love 3D and motion controls and virtual reality, but they have to be accessible in price terms and supported too. If the rift isn't near £140 or less I won't touch it. I'm also worried about how they handle camera turning, anyone who's tried a game that relies on gyroscopes knows that unless there is some kind of bounding box implementation you come to a stop when turning 180. Unless the rift expects you to be standing or something.
This is probably the most irksome part of that Wii U developer insight:
"So, these larger studios had a choice. Would they develop a port of an existing game to a console with limited capabilities and limited market penetration? Or put their teams to work on developing new features and concepts for the "real" next-gen consoles that were going to be launched that year? When you look at it this way, the choice isn't that hard."
So for Wii U their only consideration was to "port existing games" while for (the "real" next-gen consoles) they would "develop new features and concepts". That speaks volumes to me about how the approach has differed between consoles. And where their priorities lay from the start. And seriously, giving up after one game? There was no plan in place for year one of Wii U, outside Ubisoft and Warner Bros. It was just abandoned or never even in consideration. Personally I find it very sad that publishers would rather double down on 360/PS3 versions of new games rather than making a single U version, especially when Ubisoft costed Wii U ports at about $1 million. A publisher could bone down $5 million for the year and release 5 U games and the rest of the marketing and development costs are shared across all platforms.
PC game sales represent a tiny fraction of multiplatform game sales but it's still supported.
So they're comparing working on a new incomplete, pre-launch console with 7 years of experience on older consoles. Nice.
The Criterion interview put the early ports into perspective:
"The difference with Wii U was that when we first started out, getting the graphics and GPU to run at an acceptable frame-rate was a real struggle. The hardware was always there, it was always capable. Nintendo gave us a lot of support - support which helps people who are doing cross-platform development actually get the GPU running to the kind of rate we've got it at now. We benefited by not quite being there for launch - we got a lot of that support that wasn't there at day one... the tools, everything."
"So, I think you've got one group of people who walked away, you've got some other people who just dived in and tried and thought, 'Ah... it's not kind of there,' but not many people have done what we've done, which is to sit down and look at where it's weaker and why, but also see where it's stronger and leverage that. It's a different kind of chip and it's not fair to look at its clock-speed and other consoles' clock-speed and compare them as numbers that are relevant. It's not a relevant comparison to make when you have processors that are so divergent. It's apples and oranges."
It's possible. It's work. You have to think about it and put time and craft and effort and whatever else into it but you have to do that for everything that's worth doing in this business... I think people should either go all-in or not bother."
Well, Revengeance certainly makes a first impression.
I have become a sad and pathetic Minecraft junkie. What the hell happened to me? I used to be kind of cool!
Well, you haven't become completely un-cool until you buy this shirt:
I'm close though. I traded in some GameStop Power-Up points to get this for my kid:
If the rift works as it seems too it may be an evolution on concepts but it can start a revolution of virtual content. Soon there will be virtual vacations, conferences as you mentioned. The ability to virtually visit famous places. Eventually it gets to the point where you can virtually experience almost anything. What happens when the virtual world and the real world becomes indistiguishable.
Now back to the rift itself, for gaming it seems to be the biggest wow leap since games went to 3D gameplay. There is a huge difference playing say a horror game from the confort of your home, on your chair, in a your room watching it a TV screen a few feet away. What happens when your entire world is inserted into the game, no room, no TV, according to your eyes you are inside the game. Its a different experience all together.
Yikes that developer Wii U story. For 3rd party the Wii U is basically done. The next few years are going to be ugly.
Its been ugly since day 1....but I still greatly enjoy the console.
Pretty safe to say after this summer, the Wii U will be doing an impression of the Gamecube's last two years with one big game coming out every quarter. Fortunately the PS3 is still nicely supported so I'm good.
Oh yeah, I will enjoy all the Nintendo games and the few 3rd party stuff. Still it will be a failure for nintendo and it didnt have to be. Expect a new console by 2016.
And Iwata will step down.
I wonder who will replace Iwata when he does step down? Don Mattrick?
Yep but that story should be renamed: Developing a Wii U Launch game - it specifically talks about a 2012 pre-launch period when the tools were bad and devkits were changing. Things have changed since then, probably fairly soon after launch as Criterion said:
"The difference with Wii U was that when we first started out, getting the graphics and GPU to run at an acceptable frame-rate was a real struggle. The hardware was always there, it was always capable. Nintendo gave us a lot of support - support which helps people who are doing cross-platform development actually get the GPU running to the kind of rate we've got it at now. We benefited by not quite being there for launch - we got a lot of that support that wasn't there at day one... the tools, everything."
But everyone bailed on the system either after one game or not even producing a single game. How is that right?
Because they wont make any money on it.
Based on the amount of time I've spent in different internet forums devoted to video games, I believe I am infinitely qualified for the job.
I second this.
Nester
Well it made me laugh.