seancdaug
Sean Daugherty
seancdaug

I've been using a mod that adds the entirety of Asia (and a good chunk of the rest of Africa) to the game. It's no substitute for official support, of course (the biggest issue is that most of the central and east Asian countries have minimal scripted events, so playing as any of them tends to be a bit bland), but it

I figured the smart money was going to be on either a) Paradox abandoning Crusader Kings II entirely in favor of the more recently released Europa Universalis IV (which wouldn't have been unreasonable, considering the number of sizable DLCs they've already released for it), or b) a DLC that allows for playable

This is actually the first time I've seen that happen to someone in Skyrim. Happened to me all the time in both Fallout 3 and Fallout: New Vegas, though. Kind of hypnotic, really.

A graphically modded copy of the original PC release looks better than this, definitely. That said, the biggest problem with that earlier version (that's only been incompletely addressed by the modding community) is the horrid control scheme, and lack of proper built-in controller support. I really hope Capcom's

I agree, but it's the same logic studios used to make with home video releases of widescreen films for 4:3 televisions. Letterboxing (horizontal black bars) used to be profoundly unpopular, and, in my experience, pillarboxing (vertical black bars) are even less popular. Short of actually recreating the cutscenes, this

Their handheld market is in decent shape, but let's not get carried away. The 3DS is a good system, and it's in no danger of failing any time soon, but it had its yearly sales predictions adjusted downwards too, just like the Wii U. Nintendo's inability to get the Wii U to catch on is their biggest problem, but it's

The gaming industry has a "captive audience" mentality. What's bad for the developer/publisher is bad for the player, don'tchaknow? In truth, that's not always true, but it wouldn't even be so bad if people also believed the inverse: that what's bad for the player is bad for the developer. But that's far less common a

Yes, this, exactly. Both this and the piracy argument make the same basic mistake: they see the gaming industry as driven by supply rather than by demand. The underlying assumption is that of course a game will sell as well as the creators anticipated. In essence, a creator gets to decide how successful his or her

It'll be an interesting experiment, if nothing else. The basic premise of his argument is that people are just waiting for the sale, not that people just aren't willing to spend as much money as he's asking for the game full-price. Personally, I think that argument's bunk, since it assumes that supply drives demand

It did the same thing (dumped me on a foreign language log in page) to me. I got it to switch to English by opening the little pull-down menu in the upper right corner of the page and selecting the English option there. Still, this is probably not the way it's supposed to work.

The shooting part of (survival) horror is pretty much optional. The Clock Tower games (well, the first one, at least, which is the only one I'm that familiar with) doesn't give you any way to fight back. Likewise for a game like Slender: The Eight Pages. The defining characteristic of the (survival) horror genre is

No, Trilby's Notes is very much a part of the series proper. It the game that actually introduces the Chzo Mythos aspect of the series and its major players (neither 5 Days a Stranger or 7 Days a Skeptic deal with anything other than the DeFoe family), and the events of 6 Days a Sacrifice don't make much sense without

I don't see where he's coming from, frankly. Like so many thing gaming industry participants tend to whine about (used games being another major example), this is not some unique and horrible burden faced by game developers and publishers. Whenever I read arguments like this, I have to try very hard to not imagine the

Developers/publishers have a weird sense of entitlement in the gaming industry. The way they talk about it, you'd think they were owed a decent number of sales, regardless of the reach or quality of their releases. The reason this linked argument falls apart utterly is because he's looking at the equation as if "X

Looking at it, I'd suspect it's also cheaper to have the buttons than it is to have a touchscreen. If so, that probably plays a big part in this decision: why spend all that extra money for something that won't even work well with most older titles?

All right. So what's the upshot? What's the proper balance, and how do we restore it? I'm not disseminating in talking about things like the "right" to be vocally pissed off: it's a real practical consideration. Telling people to, y'know, not get mad about things, a) won't work, and b) is as much an overstep of

They're not making it for $600k, though. The game has been funded through traditional channels... for iOS and Android. The Kickstarter is to expand that original brief and to port it to other systems.

I like the GBA/DS games (albeit not as much as the original), but they are very different in tone and style to the original. I expect much of the criticism comes from people who were looking for something more like the first game and got something that just didn't appeal to them as much.

To be fair, it sounds like they've already got traditional funding for the mobile versions. The Kickstarter is for money to release it for other systems. And I'd imagine the stretch goals are based on their estimation of how difficult/expensive porting to a given system would be.

Really glad to see Alexander O. Smith in there as a stretch goal. His localization work (which, in addition to the works mentioned on the KS page include the first few Phoenix Wright games) is among the best in the industry.