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40°

X-Play Facetime: MTV's Stephen Totilo

MTV's Stephen Totilo is here to discuss the state of videogame reviewing, and ,specifically, Konami's demands on reviewers for Metal Gear Solid 4.

sonarus6560d ago

This is just stupid. The guy actually said install times and cut scene length play a part in the final score of a review. If you want a game, and it has 4.6GB install time and 90 min cut scenes, that won't stop you. Konami is trying to keep the game spoiler free and they included a couple of restrictions on the reviews big deal

Superfragilistic6559d ago

He didn't actually say that they would definitely affect the review score but that would be a possibility as would it influencing a consumers choice to buy it (positively or negatively). I think that's a pretty reasonable statement.

In my opinion, he makes very valid points and it's something I commend EGM doing. More journalists should treat their audiences with the same respect.

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney32d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage33d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman32d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb31d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.