@AshleeEmerson I'm not criticizing the fact that their games are not action based. What I'm saying is that for games that are not action-based and focus on narrative and adventure, the scope of said narrative is surprisingly limited.
You have games that do more gameplay-wise than they do (although again, that's not a requirement) and still have deeper narratives than Telltale games.
Telltale is overrated.
Their games have no gameplay, and their story branches are limited too.
They are like those static screens Japanese visual novels, except the narrative depth of those has been traded off for a few character animations and limited freedom of movement.
They are like Mass Effect 2 without shooting.
Years before their games, Quantic Dreams was doing the same narrative/simplified action thing already in Fahrenheit/Indigo Prophecy.
Since it's a PS4 exclusive, it's pretty disingenuous to demo the game based on top of the line PC specs then. It's never even going to be on PC.
I don't care much about this, but fact is the excuse used by this article (that the E3 footage was a cutscene) does not hold. At E3, they said it was in engine.
I also think that the final part of the most recent demo is prerendered and not in engine.
RE4 (methodical survival shooter)
Vanquish (slide, dodge slow-mo)
Gears (slow paced tank controls against bullet sponges)
Splinter Cell Conviction (point & click cover)
Uncharted (auto cover hugging, fluid shooting to melee transitions)
to name a few
Granted not every game can shape up the genre like these, but even lesser games like Hunted Demon's Forge (fantasy weapons) or Army or Two (aggro) have added a couple gimmicks to ma...
Feels weird to see this brand new tech mixed with the same old traversal stuff with implausibly protruding ledges that's been around since Prince of Persia Sands of Time in 2002. Almost anachronistic.
But I must say that the combat sandbox looked nice and a bit more open, like an extention of the stuff briefly seen in the shipyard scene of UC3.
Destiny got bashed because it was conceptually disappointing.
Why did Ubi lose money in fiscal year 2014?
Most likely because they delayed WatchDogs.
It shows how dépendent they are, as most publishers are, to these big franchises.
The4Freak look at their financial balance, they would lose hundreds of millions if they offered refunds, the business model of game making is a precarious one. Ubisoft is not making billions in net profits as you seem to believe.
They have a huge workforce. Refunding their biggest title of the year is just an unreasonable request.
The glitches are unpleasant and not worthy of such a prestigious title, but it is not an unplayable game by far.
Brothers launched a company in 1986 which is now the highest rated publisher worldwide on Metacritic, cuts the fewest jobs among the major Western publishers, has studios in nearly 20 countries,owns the most popular action-adventure franchise in the world, has purchased a special effects studio and is starting a movie division, has a major mobile game publisher for sister company, and a major peripheral maker as another sister company. What's your success story?
Oh no, we're gonna get another Patricia Hernandez article now!
What is nobody able to accept that these games haven't aged well, especially the level design ?
The level design in all the Bungie ones (not played 4) has some huge padded segments with useless backtracking, and cut and paste rooms.
H1 has the horrendous Library, and it's like one third of the game is backtracking. And that valley segment with the repeating bridges and hallways... Good lord!
The final quarter of H2 is replete with repeated architecture as well....
Installments of the Ratchet series already look very similar between them, and we got the HD Remaster, so I'm not sure a remake of the original is much needed.
But I might check it out of there is a bundle with the film.
It's part of CBS Interactive. It's basically a Euro equivalent of Gamespot.
Few Xbox titles are true exclusives. It'll be on PC, especially since Windows will get Kinect at some point.
Only their absolute true blockbusters in system selling genres remain pure exclusives.
Not sure why they do it. I'd give the XB One more of a shot if they kept Lionhead and Remedy games as pure exclusives.
Omega Force and Traveller's Tales employees must get tired of churning these Dynasty Warriors and Lego games.
Then they'll have to change their already cumbersome running controls, because they simple won't work with an FPS scheme.
One of their problems is the writing and characterization.
Hopefully with the hiring of the creative director of Fallout New Vegas, they have acknowledged these weaknesses.
I hope they at least have the decency to bring the control improvements from Snake Eater 3DS to this version.
It's inevitable that devs won't push to implement certain things knowing that the XBO already struggles.
Probably won't be as bad as the PS2/Xbox gen where almost every Xbox title was held back in a brutal manner by the PS2 version, but it will still exist.
What I'd like to know is what kind of an impact it has besides polish limitations, on things like the size of levels, the kind of stuff that actually matters from a gameplay standpoint...
It's obvious that when they ramp up production for their next game they are going to hire more. Their next game is not going to get made by just 80 dudes.
What this reflects however is a disturbing industry trend of hiring and discarding employees depending on the flow of dev cycles.
Nowadays, there are plenty of companies who do not fire their workers based on genuine economic hardship, it has just become standard practice to treat a large chunk of your ...