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40°

Kojima Hints at "Devil Project."

TSA writes:

"Japanese übermensch director Hideo Kojima is known as someone who likes to have multiple fingers in multiple pies.

Tweeting today, Kojima-san has mentioned that he is working on something he refers to as his "Devil Project."

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thesixthaxis.com
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Community5566d ago
Iamback5566d ago

It will be just another MGS, which is fine by me, but he has to stop with this nonsense. Had same charade when PW was in development

ripper_roo5566d ago

For once Im interested to see what else Koji can come up with.

Batzi5565d ago

"Devil Project"? maybe it's the Taboo game?

Ponurasky5565d ago

I've already lost track (and any interest) of all those Kojima's "projects". Especially most of that is just like that Castlevania-wannabe games that he only give his name and do nothing.

I still want my MGS4 story fixed! And Snatcher 2 (and I want Random Hajile back!)!

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
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Community13d ago
Cockney13d 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
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Community13d ago
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
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Community14d ago
lodossrage14d 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.

Scissorman13d 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.

__y2jb13d 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.