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20°

1UP: Reisuke Ishida Interview

After 30 years, it seems like Taito is willing to allow some freer interpretations of Space Invaders, the game that put them (and Japanese videogames in general) on the map. Space Invaders Extreme was a modern, eletronica-heavy take on the familiar game, but it was this year's Space Invaders Infinity Gene that really took off. Released last July, it quickly gained word-of-mouth praise and ended up being recognized as one of the best iPhone games of 2009.

1UP talked to Infinity Gene director (and self-admitted Space Invaders superfan) Reisuke Ishida at Taito's offices in Japan, where they received some insight into the game's development, and also nearly got carried away in discussing their shared love of shoot-em-ups.

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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
Cockney61d 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
lodossrage62d 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.

Scissorman61d 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.

__y2jb60d 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.