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40°

RPG Site: Holiday 2011 Import Guide

RPG Site: We know - a lot of Japanese game publishers are getting better at bringing their games over to the West in a timely fashion. These days there's often only weeks rather than years between the Western and Eastern releases of major titles - but in spite of that there's still a handful of titles RPG fans will have to wait for if they want a Western release. We also know there's a handful of you lot who positively hate waiting.

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ps3.rpgsite.net
AP5343d ago

I've imported Type-0, Xillia and of course a Vita. 'Cause I suck at waiting.

Sidology5343d ago

NI NO KUNIIIIIIIIIIIIII. I need it forever.

Karuto5343d ago

I guess for Americans, you can say we can import Xenoblade, because there's no chance that game is coming here anytime before the holidays...

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
Cockney27d 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
lodossrage28d 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.

Scissorman27d 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.

__y2jb27d 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.