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Famitsu's 21 Creators Interview (PSP Version)

PSP Hyper writes: "Issue 1/23 of Weekly Famitsu celebrate the new year by interviewing 21 Japanese game "creators" who they think will make waves in the year 2009. I always love these interviews, especially when developers explain the thinking behind their games or reveals how difficult it is to make them. Each creator gets a page to talk about 2008, 2009 and their games, so read on if you're interested."

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psphyper.com
Chris3996332d ago

I have my fingers crossed for Zill O'll Infinte Plus. It's had three incarnations and never made it stateside.

It's a free-scenario, beautifully rendered RPG with multiple endings.

http://www.psphyper.com/psp...

I've been waiting for this game for like 10 years now. If internet-petitions actually did anything, I'd start one :)

Cheers,
- C

sinncross6332d ago

I like Kazuma Kujo's comment on making a game for the Japanese market in mind.

I think the biggest mistake in gaming this generation is that Japanese developers want to make their games like Western developers.

Yes I agree that it helps with profits but it really makes gaming variety less because we;re going to be seeing more games that are similar, instead of games that have an obvious Western feel or Japanese feel. Preferably I'd rather be able to play both because they are different.

But the best news from him that that Bumpy Trot 2 is still in development and might see a 2009 release. I was beginning to feel that it had become vaporware.

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
Cockney34d 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
lodossrage35d 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.

Scissorman34d 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.

__y2jb34d 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.