DMC isn't a political game. So why have they been injected like this, so out of place in the game's world? Easter eggs, whatever, but this seems like it's being touted as a feature. I guess they really don't want my money, do they?
DMC isn't a political game. So why have they been injected like this, so out of place in the game's world? Easter eggs, whatever, but this seems like it's being touted as a feature. I guess they really don't want my money, do they?
I remember those debates, and during them I was pro-DS. This is markedly different, and game developers seem to realize it by mirroring the main action to the second screen almost 100% of the time. Not because the 480p option is better (though it is VERY good, inherently supersampled 480p), but because in between…
It is not, regardless of sarcasm. I'm well aware how much testing goes on with this product. But it IS in their interest one day to marry their love of innovation with the realities of human anatomy.
Something else to note - Visuals are often separate from and increase the importance of the game mechanics. One of my favorite interviews is an Iwata Asks where they talk about how Ocarina of Time's combat system was modelled after a samurai stage play. There was lots of visual noise and many actors circling around…
I'm small time. I do UX and art pipelines primarily for Android games and the web while finishing my last year at college. I have several personal projects going in XNA and Wii homebrew. It is my UX work combined with multiple WiiU platform tests that lead to my dislike of the system - not from the standpoint of…
This platform has more problems than changing art assets cross-platform. Nintendo is trying to make a TV-sized DS system. One thing you don't hear the game media talking about is how much this actually doesn't work when you're not standing up in front of an E3 kiosk. In my experience so far, every game I've played…
What. Ev. Er.
The fact this game looks so good on low is testament to the art team on this game. Keep in mind the engine they're working with is practically a zombie. But boy-o-boy, all the bells and whistles on a beast rig is must-see for graphics this generation. I happily offered up my $40 to Steam a while back just to study…
I played the game for 45 minutes before I decided the 30th time being asked to pimp my friends' accounts was too much. And as a UI designer myself, I was already raging that the usual place for "OK" or "Dismiss" was replaced BY a button that asks me to pimp my friends' accounts. When I quickly ran out of energy…
Professional or not, there is a near total lack of clarity and pacing. I've tried the Kinect motion capture myself, so I can admire how much of it he had to clean up, but I feel he let the technology limit his acting. It's the reason the characters don't have wide or sudden movements, and why they sometimes float…
My problem with it is clarity and consistency. I'm usually in the camp that makes fun of the change-hating naysayers, but I can't wrap my head around Windows 8. I couldn't even find out how to turn the damn thing off until I read on the internet where they buried the option to do so.
Rush never made that connection. Go read the transcripts before posting stuff that makes me lose faith in your ability to report things accurately.
The trend is NOT to improve input delay. Every fancy new feature added to a television requires increased processing time, something manufacturers achieve by buffering input signals long enough to scale, recolor, add frames, and everything else.
Makes sense. After all, I pay $50 $60 a year to watch ads instead of play games when my console turns on.
All they did was keep the original animations, as the original game didn't have dynamic physics simulation. It appears awkward today because we've moved beyond static animations into the vastly better world of Havok death glitch twitches.
I was wondering when we'd get to see him again!
I've already taken the third option and resold my 3DS. I do not plan to get another. I consider it a complete failure of ergonomics.
I wonder what kind of testing they have, anyway. The vast majority of user experience testing for games is treated as an afterthought at the business level. Farmed, expendable, minimum wage contractees leashed to their desks and watched by uncaring, burnt-out supervisors. Xbox Live is no exception.
Most games these days have switched to having dedicated collision geometry considering the modern complexity of environment art, thus the likely difference between UT from a decade ago. Adding to collision maps does indeed take a lot of resources on the CPU side, especially when considering real time physics engines.…
This is something I can weigh in on. I'm a 3D artist in my senior year preparing to go into the game industry. Do I think this is next-gen? No, I do not. Allow me to break it down.