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thomasmahler's Posts

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Thread Why are gamers so eager to trust and even forgive the snake oil salesmen?
Not at all. I just think at this point we'd be in a better spot if gamers and especially the gaming press would look at things with a bit more of a critical eye instead of just buying into the hype. Generally speaking, if a game promises that 'you can do everything', I can assure you that you won't be able to. But it's apparently so enticing to believe that line that people just go absolutely fucking wild wanting to believe that magic is real. And it's just never, ever, ever okay to outright lie about your product. I don't care if No Man's Sky is a good game now, it very well might be and good on Hello Games for fixing it up - But the act of lying is still deplorable. I think the hype culture and developers / publishers actively feeding into that is a real problem right now. Not just for gamers, but also for developers. Rewarding those that lie actively encourages those that don't do join in on the action. I don't think we should want that.
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Thread Why are gamers so eager to trust and even forgive the snake oil salesmen?
Oh, please don't take it the wrong way, gamer rage is fucking bullshit and none of these companies should get hassled. You vote with your wallets. I just think it's an interesting subject to discuss.
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Thread Why are gamers so eager to trust and even forgive the snake oil salesmen?
This is something that's been bothering me for a while and I get kinda riled up about it every time I see it unfold. And every time it keeps happening, people keep falling for it... It all started with Molyneux. He was the master of 'Instead of telling you what my product is, let me just go wild with what I think it could be and get you all excited!" - And that was fine, until you actually put your money down and then the game was nothing like what Peter was hyping it up to be. He pulled this shit for a good decade or more with journalists and gamers loving listening to Uncle Peter and the amazing things he's doing for the industry. It took him to release some pretty damn shoddy games for press and gamers to finally not listen to the lies anymore. Then came Sean Murray, who apparently had learned straight from the Peter Molyneux handbook. This guy apparently just loooooved the spotlight. Even days before No Man's Sky released, he hyped up the Multiplayer that didn't even exist and was all too happy to let people think that No Man's Sky was 'Minecraft in Space', where you could literally do everything (you being able to do everything is generally a common theme behind the gaming snake oil salesmen, cause hey, that sorta attracts everybody!). Obviously there was massive backlash when No Man's Sky finally released and the product being nothing like what Murray hyped it up to be. But what happened then? They released a bunch of updates, so let's forget about the initial lies and deception and hey, let's actually shower him with awards again, cause he finally kinda sorta delivered on what he said the game would be years earlier. Thanks, Geoff Keighley. Rewarding that kinda behavior will surely help the industry grow stronger. And then came Cyberpunk. Made by the guys that made Witcher 3, so this shit had to be good. Here's our Cyberpunk universe and - trust us - you can do fucking everything! Here the entire CDPR PR department took all the cues from what worked for Molyneux and Murray and just went completely apeshit with it. Gamers were to believe that this is "Sci-Fi GTA in First Person". What's not to love? Every video released by CDPR was carefully crafted to create a picture in players minds that was just insanely compelling. They stopped just short of outright saying that this thing would cure cancer. This strategy resulted in a sensational 8 million pre-orders. What happened then was this: . The product was a fraction of what the developer hyped it up to be and on top of that it barely even ran on consoles that it was supposed to 'run surprisingly well on!'. I'd argue that all 3 of those are clear examples of you folks all being made fools of. And even the 'journalists' in this industry happily played along, each and every single time. And let me also say, from the perspective of a developer, all of this just sucks. Back in 2014, I remember some journalist from some big publication telling us that Ori almost got the cover article of some magazine I read frequently, but ultimately they had to pick No Man's Sky cause it was the 'bigger game'. I kinda agreed back then, thinking to myself: "Ok, I get it, they have to promote the bigger game, they obviously have to go for the clicks. Sucks, but that's how the game is played." But then I really felt bamboozled once No Man's Sky came out and it became clear that all this hype was really just built on lies and the honest guy who just showed his actual product really got kicked in the balls because the lying guy was able to make up some tall tales that held absolutely no substance. I know this whole thread might come off as me sounding bitter and I'm sure there'll be some people that see this as me shitting on other devs. No, I'm not. I'm shitting on liars and people that are okay with openly deceiving others. I'd argue that we should all agree that this shit is not okay. If I go and buy a car and the car salesman sells me a car that supposedly has 300 horse power, but on the drive home after the purchase I notice that he switched out the motor when I wasn't looking, I'd be rightfully pissed off, cause I was deceived. And yet, gamers and journalists don't really seem to mind all that much. Yeah, the backlash is coming, but usually you see a ton of people then arguing that they like the game that came out of it anyway. That is so not the point. It doesn't matter if the snake oil actually tastes fine. Don't sell me on features that don't exist. Don't paint a picture that you'll not be able to deliver. Just don't fucking lie to me. You're fucking over gamers, you're fucking over journalists (that should know better, so shame on you!) and you're fucking over other developers. There, I said my piece, felt like a chip I needed to get off my shoulder and I think this is a wrong that we should set right so that this won't happen anymore.
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Thread Daniel Ahmad (ZhugeEX) on the MS Xbox Live Gold situation: Gamepass biggest focus moving forward and MS looking to acquire IPs to bolster the service.
I'm honestly a bit baffled by how well this 'We'll have an awesome catalogue because we acquire IPs!' thing seems to work. Gamers even all seem to love it, but think about this for a moment... It shouldn't be about the IPs, it should be about the TALENT behind the IPs. And that's where I hope that MS will do a good job by recognizing the talent behind the IPs and making sure that they'll stay after their studio has just been sold and their management teams cashed out. It's nice and all if you own the 'Mass Effect' IP, but it makes a huge difference if you release Mass Effect 2 or Mass Effect Andromeda. It doesn't matter one iota if you own the 'Beatles' name if you didn't also sign up Lennon and McCartney as part of the acquisition. For GamePass to ultimately work, Microsoft needs the talent, not the brand.
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Thread Bloomberg (Schreier): Vicarious Visions working on Diablo 2 Remake; Blizzard "Team 1" dismantled last fall
I absolutely do not understand why the heads of game companies nowadays think that it's a great idea to decouple the 'Management' from the 'Development' (same thing happened with Cyberpunk...) - It's diametrically opposed to how Blizzard used to work. It used to be all about shipping a quality product with the long-term thinking that if they make the best shit out there, it'll create a community and the products will continue to sell, willingly sacrificing the short-term financial opportunities for long-term health of their products. That strategy made them one of the most trusted devs out there. Now that's all gone to the dodo... And even internally, I can't fathom how the devs feel about Team 1 just being quietly assassinated. If that can happen to them, it can happen to everybody. Does anybody in their management even think about people wanting to feel like they have any kind of job security? I used to work at Blizzard and used to be proud of being a Blizzard employee. I don't think that kinda thinking exists today at that place anymore. It used to be all about passion and quality and trying to create the most epic shit out there. You can't uphold values like that if the reality looks like this.
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Thread Xemu version 0.5 Trailer: is OG Xbox emulation finally a reality?
On that note, isn't it weird how Microsoft never extended their PC catalogue to include the Xbox / X360 catalogue? The Windows Store always needed a serious boost and I thought in the past that Microsoft would extend their Xbox library to the PC, so that they could actually compete with Steam in terms of a software catalogue for their store, but this never happened. Now people will use emulators instead of taking the 'official' route. Strange.
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Thread Why has there never been a "big" Game of Thrones/ASOIAF game?
I would be surprised if there wasn't something in the works somewhere and it probably got canceled. Tons of games get canceled every year. And yeah, Telltale did their thing. It just didn't really take off.
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Thread Ok, the big one.......What was your reaction to the Playstation 2? (at launch/launch window, because clearly was the GOAT at the end)
I was pretty underwhelmed, to be honest and I LOVED my original PS1. At first the games didn't look much better than the Dreamcast games I had, a lot of them even looked worse (I remember Grandia 2 and Code Veronica getting pretty shoddy ports). I still imported the console from Japan back then with Shadow of Memories and Zone of Enders (mostly cause I wanted to play that MGS2 demo)... and I dunno, the lack of RPGs and so on in the first few years really turned me off. Then MGS2 came out and really disappointed me and I even imported Final Fantasy X and that was also a disappointment to me back then. At that point the Xbox with Halo in splitscreen was constantly on and my PS2 gathered dust until I finally ended up selling it. Never really got much out of the whole PS2 generation, still not a huge fan of the library looking back. So back then I played a lot more Xbox / PC and GameCube.
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Thread So Ori and the Will of the Wisp is most beautiful looking 2D game out there
Huh? I don't understand the people who claim that Ori isn't a '2d game' - Like, what? Asset wise, it's like 99% hand painted assets and the 1% is 3d characters. Comparing that to 2d fighting games where every asset is actually a 3d object is pretty crazy. Ori and the Will of the Wisps uses basically the same technique that games like Shovel Knight, Hollow Knight, Cuphead, etc. also use, except that we also put a decade of knowledge into it like our rendering system, the shader pipeline, etc. - but ultimately, we laid out hand-painted textures on flat planes in a 3d world, just like everyone else who's making 2d games nowadays. If you wanna be strict about it, almost no game out there is a sprite-engine game anymore, cause it wouldn't make sense given current hardware.
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Thread VGC Chronicles: Phil Spencer Is the Person of the year
Folks, Phil is at least someone who has his head in the right place. I don’t even think he’d care much for being called out as the ‘games industries person of the year’. Whenever I talked to him he seemed like someone who doesn’t have ego issues. He’s just a genuine dude who can be reasoned with. And I’d guess that games like Ori wouldn’t have made it all the way through production if he wouldn’t have thrown his hat into the ring a few times. So, think of him as an executive what you want, but I always saw him as someone who actually has passion for gaming, who really thinks that games matter and aren’t just a way to make a quick buck. And having someone like that as the head of a platform is a good thing in my book. I think it’s a little unfair to make him responsible for every Microsoft shortcoming. Microsoft, hell, even the Xbox branch itself is a giant corporation and there’s no way that one person is responsible for all decisions being made. And yeah, there are things MS did that I’m critical about, but I wouldn’t feel comfortable slandering his name so easily.
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Thread What do you think of present-day SNK compared to the prestige that they had in the 90's?
I always sorta saw SNK as the Porsche of the games industry, especially also because their stuff was unaffordable to most. Even to this day my AES (bought it MUCH later cause I could never afford one back in the 90s) feels like me owning a Porsche 911. A classic, beautiful piece of hardware. And yes, I even own a bunch of extremely expensive carts and those just feel like value. Nobody makes stuff like that anymore cause it would make no economic sense (and maybe it didn't even back then...), but you gotta tip your hat to them for going down that route and being persistent. A Super Nintendo or a PlayStation was a normal console - But a NeoGeo was a statement. The amount of insanely talented artists they had at SNK was just utterly mind-boggling. I remember many jawdrop moments throughout the NeoGeo's lifecycle - Seeing Samurai Shodown 2 for the first time back then, Metal Slug in the Arcades (Yes, 3d was around and was kinda more impressive at the time, but that spritework was still astounding), Metal Slug 3 was incredible even though the Dreamcast was already around, Mark of the Wolves was the smoothest fighting game I've ever seen and Last Blade 2, holy smokes. I didn't even like that game as much as Mark of the Wolves, but the Art Direction / Animation was just mindblowing to me back when it released. Today's SNK has little if anything to do with that old stuff anymore, sadly. I'd love to see them make a proper comeback. There's a bit of a potential 'Apple' story there - The NeoGeo brand screamed 'luxury' from top to bottom, that in itself is worth a LOT, that's not something you could easily build now even if you throw unlimited money into that endeavor. I honestly wonder sometimes what would've happened if they never even tried to go for the mass market and kept making another AES-like luxury console in the 32/64bit age. And no, I don't mean the Hyper NeoGeo, that architecture didn't even outdo the consoles already on the market at that time. I mean a system that would've basically been a Dreamcast, but launched during the PS/N64/Saturn era...
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Thread What is the single greatest console launch game of all time?
Probably Mario 64. Not even mentioning the HUGE risk Nintendo took by taking their most beloved IP and using it to show everyone what can be done in 3d, you could argue that this game influenced pretty much everything after that and probably still is. Who knows how long it would've taken for anyone but Nintendo to come up with a way of making moving characters around in a 3d world feel just right? How long would it have taken the industry to understand that inventing the analog stick is actually a pretty good idea? I'd honestly argue that Nintendo showing Mario 64 and the Analog Stick to the world at Shoshinkai 95 was probably the single biggest industry changing event in the last 30 years.
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Thread Too much negativity going on, let's all say a positive thing about a game we've been playing!
'A Short Hike' put a smile on my face this year and you folks should all be giving it a try. It's a charming little gem and almost nobody knows about it!
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Thread So, no Elden Ring?
I was always fascinated about how From was able to crank out so many Dark Souls games in such a short amount of time. I guess that's because they all used pretty much the same formula and because there wasn't all that much evolution happening? I mean, the Demon's Souls remake still holding up quite well compared to Dark Souls 3 sorta tells you how little has changed in all that time - and that's not a dig at From, I love Souls games and it's clearly been a winning formula for them. We had Demon's Souls coming out in 2009, then Dark Souls in 2011, DS2 in 2014, then Bloodborne in 2015 and DS3 in 2016, followed by Sekiro in 2019 - that's an INSANE release schedule for games of this kind. So my guess is that them changing the formula to open world cost them quite a bit of time. They've been a multi-team studio for some time, maybe they saw that they need both teams to work together to fill up that open world? Running a studio and making these kinda changes takes time, that's what gamers out there usually don't see. Game Development is hard, building a company that then cranks out quality is hard, having to change a company is hard... so give them some time, they've been on a crazy release cycle for some time and I think it's a good thing that they're trying to shake things up by finally changing the formula.
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Thread I hate this trend of UIs that use a free floating cursor on console
This has been solved many, many times in the past. You advance the highlight speed if the user holds the dpad down, you can wrap, etc. - navigating any menu is going to be faster using digital inputs than this 'move the mouse cursor with an analog stick' thing. I thought this is a lesson that everyone learned by playing some of the RTS games that were brought to consoles - it's just _never_ ideal cause you're trying to mimic an input system made for another device using an analog stick that really isn't fast or precise enough compared to a mouse. Not saying it's terrible in Destiny, but I would argue that even there it's not ideal and I'm pretty sure getting around the menus could be way faster using traditional methods. It was supposed to be sexy and I guess it accomplished that, but it's by definition form over function -> Boo. Why designers now also thought it's a great idea to only accept button inputs if you hold the button down for a second or two is beyond me. Me potentially screwing up by hitting accept, followed by back is still way faster than me having to hold a button for what feels like an eternity to just accept the input.
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Thread I hate this trend of UIs that use a free floating cursor on console
Huh? I'm a big proponent of user research, I just didn't like that the other dev was dismissing people's negative sentiments towards this UI stuff by basically saying 'Well, you're all wrong, research has proven that this is clearly better'. This thread shows pretty clearly that his data is very flawed.
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Thread I hate this trend of UIs that use a free floating cursor on console
Well, I'm a dev and I think this shit is lazy. Remember how shitty MP3 players were before the iPod came around? User Interface matters a great deal. Of course you can just try to shoehorn whatever stupid thing apparently works on some other platform, but good design means that you ensure that the hardware and the UI works hand in hand. Slapping a Cursor into games that people play with controllers is just sloppy and never resulted in great game feel.
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Thread I hate this trend of UIs that use a free floating cursor on console
Would love to see the data of that research, cause a lot of research that gameDevs get is just really dumb. I remember on Ori we got a bunch of User Research feedback from people that wrote into their little dataSheets that they never played on a console or held a controller in their hands before. Well, duh, of course things like that might feel better to them than to people that are well versed with controllers. You can't just trust data. There's a lot to gamefeel that you'll never get from user research. You have to KNOW what feels right and what doesn't. Look at the data here - the overwhelming majority voted for "I HATE them." I personally couldn't agree more with the OP, this stuff just FEELS terrible. It's a PC User Interface that's IDEAL with a Mouse, but fairly cumbersome with a controller. It's sort of the easy way out for designers... "Hey guys, we have this really complex interface that'd work well on a PC with a mouse, but it'd be a pain in the ass to streamline it all so that it's also perfect if people play with a controller, what do we do?" "No problem, just implement a CURSOR! Job's done, who's in for Pizza?" -> There's a REASON why RTS games suck on consoles and it's this. Also, this:...makes me wonder if you're one of those folks who just generally feel that PC controls are better than controllers. Usually people with that attitude just try to shoehorn PC stuff into console games, cause 'the PC is doing it better anyway.' - But that really just means that you didn't want to do your job. If you ship your game on PC and console, the goal is to make sure that the UI works perfectly towards the strengths of both platforms instead of creating this awkward imbalance. Clunky UI can easily ruin an otherwise great game - So I'd approach this subject with a little more caution.
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Thread I’m actually shocked that I don’t hate Sekiro. At least not yet lol [UPDATE: I hate it]
I'm a huge Souls fan, but just couldn't get into Sekiro at all. And I tried to give it a chance like 4-5 times already. I just really, really dislike this combat system.
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Thread What's the hardest Boss fight you've beaten
Yeah, probably the Nameless King in Dark Souls 3. I had no idea you could summon other people for help and also for some reason didn't wear any lightning resistant armor. Probably took me a good 50-100 tries to finally beat this son of a bitch.
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Thread To everyone who is enjoying Demon's Souls: would you like DLC for the sixth archstone?
Really depends on how good their designers are. Matching the level design that From is known for isn't easy and that's the kinda level design that isn't being trained in the US or Europe at all anymore. So even if they'd like to do it, they might just have trouble finding the talent to do it. There's a good chance they already tried it, failed and abandoned the idea mid production. But in general, if they could match the level of quality, sure, why not?
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Thread Switch owners, would you be ok with it if a switch revision had software that could not run on the 2017 model?
I'm surprised to see so many 'No' votes in here. I mean, at some point, this is going to happen. The Switch is already pretty dated spec-wise and why wouldn't it be okay for Nintendo to introduce a new generation that has full backwards-compatibility? At some point the original hardware just isn't going to be fast enough anymore and people will want an upgrade. Maybe not now, sure, but at some point, I'm pretty sure this is exactly what's gonna happen. You'll still be able to play original Switch games on original hardware, but new games for Switch 2 probably won't even show up in your eShop if you're on original hardware.
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Thread Are video games your favorite artistic medium? Why or why not?
Absolutely it's my favorite medium, mostly because the ice is still fresh. It's also a cumulative medium, meaning that it combines so many artforms into one that then allows creators to craft experiences that wouldn't be possible in any other medium by pulling interactivity, imagery and music together. That's also why it's WAAAAY more difficult to make a successful game than it is to make a successful film or a successful album, simply because in todays time you need to basically already need to do the latter in order to achieve the former.
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Thread So, let's talk about ARPGs!
Yup, I think that kinda stuff is endlessly fascinating. And people have been doing this sorta stuff 'unofficially' since forever, like doing a no-sword run in the original Zelda 1. And I get your concerns regarding not wanting to be overwhelmed by settings, but I think that's more of a presentation thing. Normally you'd just play the game with the recommended settings, you wouldn't wanna start the game with the game asking you to go through 30 options that you don't even understand yet. But if you know the game and want a different experience, why not support that? And yeah, there could be quite a few presets tweaked by us already, of course :)
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Thread Next Gen Update for 'Ori and the Will of the Wisps' Detailed (4k/120fps or 6k/60fps for Series X, 1080p/120fps or 4k/60fps for Series S)
It wasn't me! This is all and his Tech team. The creative departments at Moon are busy on our next project already. Also, seeing the 6k Supersample mode in screenshots is one thing, seeing it in motion is a whole different story, please try it if you can - It's quite the experience!
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Thread So, let's talk about ARPGs!
Hey folks, Sorry for letting this thread die out back then, I created this thread right before Will of the Wisps launched and we had quite the busy year... I always kept the thread open in my browser and finally got around to reading every single post made here extremely carefully and hey, thank you all so much for your insightful posts, there's a ton of good stuff in here! In general, I couldn't help but smile reading this thread - I think most of you will really love what we're currently working on, which feels good, cause it means that I'm still quite aligned with what gamers in general out there want. Now, let me add another thought that's quite wild and I'd love to hear how you folks would react to this. In general, I think the game we're making has an insane amount of potential. But one thing I've learned over the past 10 years as a designer is that no matter what you do, you'll never be able to craft the perfect game for everyone. In development, you have to make tons of choices and even a small'ish decision we make could become THE thing that makes someone out there not be able to fall in love with your game. So, I've been thinking for a while... why is everything usually so locked down in all the games out there? If you look at games like Dark Souls, it's made with a very specific design intention. For example, you die, you lose all your souls. You have one chance to get them back. It's a cool system and I love the Souls series, but I've heard from a ton of people that that is exactly what pulled them out of the game since they just couldn't get over 'playing a few hours and making virtually no progress'. So... why not instead leave it up to the players, so they'd be able to decide what'd be the most fun for them? And yes, I understand that this is a super contentious thing and most people would respond with "wtf, then people could just change all the variables in the game and end up playing the game in a way the designers never intended!" - To that I'd respond: So what, let them? As long as there's a recommended default and you can change those settings on the fly, who gets hurt by that? Think of it like a session of D&D: Yes, there's a certain ruleset you should adhere to, but the magic is in your buddies coming together and you being able to create the kinda scenario you'd all enjoy playing together. With current games, it's 'my way or the highway' and I think there's a huge amount of potential in basically almost creating a PLATFORM instead of a game with a strict ruleset where one little variable might be the kinda thing that a ton of people hate (and a ton of others love). And yeah, you could argue with 'if you try to make everyone happy, you'll end up making no one happy'... Fair point, but I wouldn't even try to make everyone happy. I'd just give people options. By default you'd play the game the way we intended it to be played, but imagine you wanna play it all again, but now you can completely twist the experience around... Let's just imagine that for a second. Let's say the game comes with its own ruleset, basically our 'recommended settings'. But on top of that, you could go in and change a lot of the core stuff. Difficulty would be adjustable. PVP Invasions could be turned on and off. Being able to kill NPCs could be a setting. Wanna keep your XP upon death or play the game Souls-style? Do you enjoy randomized item drops similar to the Randomizer Mods we see Streamers get into now? That could be directly built in and optional. Are you hardcore and want to start a game with Permadeath enabled? There's an option for you. Wanna be even more hardcore and allow PVP looting, similar to old Ultima Online, so that you'd only carry the stuff on your body that you absolutely need in fear that a PVP player might invade and steal all your belongings? Great, just flip the switch. The last option is what actually started this whole thing in my head. I loved that anxiety in old Ultima Online, but OBVIOUSLY you wouldn't design a game around that nowadays anymore, cause it's just way too brutal for the mainstream audience. But hey, if it's a setting... Of course we'd still need to ensure that these systems all end up working together, so you couldn't completely ruin your game, but I think giving the players the freedom to shape the game to how they'd like to experience it with us giving them the tools to do so could honestly really help turning a game you'd play once into a game you'd probably play way more often, simply because every time you sit down to play it, you could tweak the settings, so you'd get a fresh experience. I know this is kinda wild, but I'd love to hear some reactions around that proposal!
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Thread CDPR CEO: "Cyberpunk runs well on PC and next-gen, still working on PS4/Xbox One versions"
CDPR opened up pre-orders for this game on current console gen a year and a half or so ago, right? There's probably no way of them getting out of this, even if they wanted to.
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Thread So will Cyberpunk 2077 make it's latest release date?
I doubt anyone really knows at this point, not even the folks at CDPR. Usually how this works is that everyone works against these targets and tries their darndest to hit them, but then unforseen things happen and boom, you're confronted with either shipping something that's a bit broken (with usually the hope that you'll patch it a few days after launch) or delay the launch so that bugs can get ironed out. What should be pretty clear is that nobody takes these decisions lightly, so the game is probably not in that great of a state right now, otherwise there's 0 chance they would've delayed it again so close before release. I also doubt it's just performance, cause they probably would've been okay with the game not in the greatest shape on base consoles. My guess is that there's still quite a ton of bugs open and they just couldn't get them down to a number where they felt okay shipping the game and patching it after. So really, it's anyone's guess, it's highly dependent on the severity of the bugs and whether or not their folks still have enough braincells left to get the highest priority bugs fixed until release. With how much is at stake for them, I'm glad I'm not in their shoes. There must be tremendous pressure on everyone trying to finally get this thing out of the door.
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Thread Cyberpunk 2077 delayed to December 10th (after going gold)
Potentially a LOT. You can really only work efficiently on optimizations if the game is mostly done, otherwise it's a moving target. Been there, done that. I'm pretty sure they're still polishing up content and usually you have artists / designers do some crazy shit that'll make the perf go bananas and then Tech / QA needs to find out why there are regressions and fix that stuff. Testing this game must be a nightmare (especially considering they're shipping on 9 platforms (and yes, it's 9 platforms now, the mid-gen refresh certainly didn't make developers lives easier), so I'm not surprised they're struggling over there. I'd say be kind and try to think of what the folks at CDPR must be going through right now. It's insanely hard to finally see the light at the end of the tunnel and then hear yet again that they're not gonna hit that target. Snark and cynicism is the last thing you wanna read about your work when you're in these dire straits - every dev has been there and the best thing gamers can do is to at least find some encouraging words. Shipping is hard, really, really hard, especially if you're a talented team trying to do something amazing.
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Thread Cyberpunk 2077 delayed to December 10th (after going gold)
I wouldn't at all be surprised to hear that it has severe issues on the original platforms. PS4 and X1S had mid-tier PC specs even in 2013. Try to now make a game that looks amazing in 2020 while still supporting these old consoles, it's honestly incredibly difficult. I wouldn't at all be surprised if Cyberpunk drops into the teens on both those platforms regularly.
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Thread AC3, FC4, Journey to the Savage Planet Creative Director: "streamers should be paying the developers and publishers of the games they stream"
That's what happens when you work at Ubisoft for too long I guess. He's delusional.
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Thread During a Global Pandemic Riot Games is Piloting a Fake Pop Star - Who is Asking for Your Support?
Wait until we'll all wear stuff like Apple Glass and big corporations will stage events when these virtual characters will appear at certain points in certain locations and fans will go bananas. The next Michael Jackson-level superstar might be a virtual figure. This is the world we live in, folks. These virtual characters don't talk back, they don't age, they don't cause unwanted scandals, they never grow fat or old, it's exactly what corporations would want out of a celebrity. And yeah, it's all kinds of creepy and weird.
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Thread Your Thoughts on the PS5 rollout campaign
I think Sony's messaging has been quite muddled over the past couple of months. They haven't really made a huge mistake yet (akin to Microsoft's 'online-only' hoopla during the Xbox One Launch timeframe), but their messaging and Microsoft making huge moves I think has contributed to Sony not feeling like they're that far ahead anymore. IPs like Doom and Elder Scrolls now being firmly Microsoft IPs that you won't be able to play on your PS5 I think will go a long way to potentially give Microsoft that edge again that they had during the X360 days since nobody will be able to claim anymore that 'Xbox has no games'. I always find it funny how cyclical the games industry can be. Oblivion shipping early in the 360s life I think had a pretty big influence on how the system was perceived. Once we're in year 1, 2 of the new gen and a new Doom and Elder Scrolls VI launches exclusively on Xbox AND on GamePass day and date, I think we might just see Microsoft pulling ahead once again, especially with them offering a box that's 100$ cheaper than what Sony has to offer. Overall, I think the industry is in a pretty good spot atm though. If you want to play Nintendo exclusives, you get a Switch. If you're more into the PlayStation exclusives, you'll get a PS5. If you're into the Xbox catalogue of games and want some insane value that, let's be honest, no one else even gets close to, you'll buy an Xbox. Microsofts GamePass move where you don't have to shell out 70$ per game could easily turn out to be the winning strategy here. I think Sony and Nintendo will thrive in their own niche market, whereas the huge corps (Microsoft, Amazon, Google, etc.) might just battle on a level higher than that where it's all about subscription services and, ultimately, streaming. It's sort of a rigged game - If you have that kinda money to throw around you can move mountains, as Microsoft has just shown.
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Thread Ori and the Will of the Wisps available on Nintendo Switch now. Physical Editions in December
Yes. There will be 3 physical SKUs: Ori and the Blind Forest, Ori and the Will of the Wisps and the Ori Collectors Edition that contains both games, the soundtracks and a ton of other stuff :)
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Thread Immortals Fenyx Rising: A tour of the open world
I would love for Developers at some point to also reveal how much of their open world is actually designed and how much is just 'here's some terrain and our artists tried to make it pretty'... This looks pretty cool, but everyone seems to slap this 'open world' buzzword onto their games thinking it's the next cool thing that gamers want to hear, when it really should all be about the quality of the level design instead.
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Thread Ori and the Will of the Wisps runs at 60fps on Nintendo Switch
Nothing wrong with the AMA, Gennadiy just said that it'd be VERY difficult to get it to run at 60fps and it really was... It was damn hard to make it run this smooth on the Switch. But we've grown so much as a studio and our Tech Team is pretty nuts. And yeah, we just optimized the hell out of it and the Xbox Series X version benefits from some of the same optimizations.
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Thread Ori and the Will of the Wisps coming to Nintendo Switch TODAY. Physical Editions in December
Wasn't really me this time, the praise goes to our amazing Tech team that really went above and beyond on this one. We had many people internally that said only a 30fps port would be possible, but our guys made the impossible possible. We'll celebrate today! :)
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Thread I want a proper gaming phone. It is time.
Nobody ever said it was perfect. Far from it. But slide-out was a better approach than anything on the market atm.Then you know something I don't. I think everyone understands that Apple struggles with the market saturation and their new phones aren't selling what they used to. They're already scrambling to come up with a new category. There's an untapped category out there that makes a ton of sense, that's what this thread is all about.
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Thread I want a proper gaming phone. It is time.
That should be the exciting thing. You create the market by creating the category and get people excited about it. A couple of years ago, all the analysts touted how handheld gaming is dead, the Vita was a failure, Nintendo is doomed, blablabla. Then Nintendo came along and created one of the most successful handhelds ever. I don't know how some people in this thread can be so shortsighted. Fuck the Status Quo, just because currently X or Y is the norm doesn't mean that it has to be this way. With current Tech, you could easily fit everything the Switch can do into your phone and create a marginally thicker phone than what's out there that then would also work as your gaming device. Hell, you could even create a dock for it and use it to play on your TV if you wanted to. Do all that, support the device properly and sell it with a subscription to subsidize the costs and you got a winner.Yes, I pointed that out before and all these devices are sub-par. It's the same shit as using a 'Booster Boy' for your old GameBoy. Nobody is carrying that crap around, the moment you go for that, you already lost. None of those devices get it truly right, they're all clunky and shitty and uncomfortable. For this stuff to truly work, it'd have to be a slick part of the phone. I think Sony was onto something with the Xperia Play and that thing could've worked with another revision and better support. It's crazy that almost 10 years later, nobody has even tried to give gamers a slick alternative.
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Thread I want a proper gaming phone. It is time.
If I’d be someone at MS pitching this to Phil, here you go: ‘The Switch will sell over 100m units. Everyone needs a phone. Everyone who tried to make gaming phones before approached the subject with 0 taste or understanding of the market. Touchscreens are an extremely poor input device for most games. Our goal is to use the Surface Team to create a phone that’s also a first class gaming portable that’ll directly compete with Nintendo’s Switch, but it’ll be subsidized and way more powerful. We want gamers to naturally buy this device instead of your old, regular phone when they have to buy a new phone. We want the choice for them to be obvious cause the device is so slick and awesome and it’ll do everything your regular phone does anyway. Oh, and it’ll also be perfect for XCloud. It’s called the xPhone.’ Boom.
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Thread I want a proper gaming phone. It is time.
Are you kidding? If Apple would come out with an iPhone with a slide out thing similar to the Xperia Play, OF COURSE that’d be HUGE. That’d be like Apple waging war directly with Nintendo. I’d be soooo in, of course I’d buy that over a normal iPhone. Wouldn’t even need to think about it. But that’s never gonna happen since Apple hates gaming. For this to be realistic, it’d need to come from Microsoft, Sony or Nintendo.
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Thread I want a proper gaming phone. It is time.
The Touch Screen is a bullshit solution for games. Always has been, always will be, so your whole argument is wrong. I want a phone that I can use like any other phone and use its power to also play games when I want to, instead of having to carry multiple devices around.
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Thread I want a proper gaming phone. It is time.
It's 2020. It's been 13 years since the introduction of the iPhone and thus the start of the smartphone craze that's still going on and in all that time, we've never seen a well-thought out approach when it comes to one of the big firms making a proper gaming phone. What I basically want is something like the old Xperia Play, an Android device with a slide-out panel that has some awesome controls built in. Wouldn't it be time for companies like Microsoft or Sony to tackle something like that? There's tons of kids playing Fortnite, Minecraft and other games on their smartphone, it seems like there ought to be a huge addressable market? The Switch is selling gangbusters, why not give this kinda idea another try? I mean, I'm a gamer. If I have the choice between buying a regular phone or a phone that's also a great gaming device, I'd probably pick the latter. I'm okay with a phone that's a little thicker if it has some kickass controller built in, wouldn't you? And let's get back to the Xperia Play for a second. That thing actually wasn't half-bad: It just came out too early and Sony supported that thing even worse than they supported the Vita. Yes, those Analog discs were garbage, but the slide-out mechanic is still way, way, way better than any of the current solutions on the market. And please don't point me to the Frankenstein devices, the cheap clips, the Junglecat, the Kishi, etc. - they're all the equivalent of the shitty third party controllers we bought for cheap in the 8/16bit days in order to play games together. They're just never high quality devices that are fun to game on. The clip solutions are all top-heavy and insanely unergonomic. And yes, I've tried them all, I have an insane amount of plasticky crap devices lying around here and none of them are what I'd consider good enough. Not to mention that schlepping some controller attachments around with me all day is just never gonna happen. Streaming is coming. 5g is coming. Todays phones pack a shit ton of power - Merging a phone with a first-class portable gaming device seems like such a no brainer, I'm honestly still amazed that nobody has come up with the right solution yet. To me, this seems like such an obvious, huge market gap, I really, really don't get it. Instead we get silly foldable phones with dual-displays that nobody wants or needs. It is time, Microsoft, Sony or Nintendo. Gaming on phones could be so much better than it is now...
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Thread Herman Miller x Logitech G Embody Gaming Chair is $1,046 w/ code FACEBOOK @ Herman Miller
I’ve been using my Aeron chair for a good 10 years now, they’re just the best thing out there. I used to have back pain quite frequently in the past, especially after long days of not sitting properly and this thing has helped for sure. The chair you’re sitting in all day long isn’t something people should save money on - these things are a blessing.
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Thread A Short Hike | Review Thread
I LOVE LOVE LOVE LOVE this game and everyone should try it! It's like 5$ and it's one of the most charming experiences I had in some time. I even got my girlfriend to play through the entire thing and she usually doesn't play games and she enjoyed it just as much as I did. Everyone should give this one a try, it'll make you happy :)
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Thread Dusk Golem: SFVI was delayed out of 2021 due to several bad decisions by Ono (Ex: team mechanics), was demoted & likely replaced by Midori Yuasa
Ono also broke up the Beatles. Bastard.
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Thread What’s your overall opinion on the PlayStation 3?
I'd agree with people saying that the PS3 had a weak start, but a pretty awesome library of games towards the second half of its lifecycle. Especially after Microsoft started focusing on Kinect, Sony kept throwing quality first party titles out there. Mostly remember playing Demon's Souls, Flower/Journey, Uncharted, God of War, Last of Us, Ico/SotC, etc.
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Thread Moon Studios, League of Geeks, and roll7 partnering with Private Division
We're super excited about this announcement! :) The goal is to take everything we learned in the last decade through making Ori and craft an ARPG that'll set all new standards. Anyone who has any love for games like Zelda, Souls, Diablo, etc. should get a huge kick out of what we're doing next. And yeah, it's a huge passion project that we've been working on for some time. We've been busy crafting an entire fantasy universe, it's far and away the coolest and most ambitious project I've ever worked on. Cheers! :D
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Thread Donkey Kong '94 was an insane bait and switch on the Game Boy
Yup. I borrowed the game for a day from a friend in school back then (We traded Link's Awakening vs. DK94) and felt a bit meh about the trade cause I thought it was just same old Donkey Kong. Then I beat the first couple of stages and my mind was blown. I know I kept the cart for a good 2 weeks or so after that and played it every day til I finished it. And yeah, when I got my Link's Awakening cart back, naturally my save state was deleted and he hadn't even made it through the first dungeon.
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Thread Neil Druckmann has been getting transphobic, homophobic, anti-Semitic messages [fake spoilers in tweets]
And again, I don't understand why people who write these kinda messages don't get the banhammer. I understand that they might make new accounts, but at least they'll get a bit of a punch in the nuts. Showing some goddamn decency should be a rule. You write shit like that, you get yourself permabanned. That's how it ought to work.
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Thread LinusTechTips: The DualShock 4 is the BEST game controller. Let me explain... (Gyro & Flick Stick via JoyShockMapper)
I've been saying this for a long time now. 2 split 6DOF controller like the Oculus Quest controllers would have been the right way to move forward in terms of controller designs (not to mention that the next-gen controllers are gonna be garbage for VR again as well). The right Analog Stick isn't a good tool for aiming, never has been, never will be. And I'm pretty sure a setup like that could actually be better than keyboard and mouse for FPS games. I can quickly rotate my wrist much faster than I can push a mouse around. It is really disappointing that the next-gen controllers we'll get will basically be the same exact designs we've had for the past 20 years now just with some bells and whistles added on top.
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Thread Opinion - TLOU 2 is one of the best controlling shooters of this gen. Just mechanically sublime
Honestly couldn’t agree less with this. I stopped playing when I hit Seattle Day 3 cause the controls drove me insane (the sluggish feel of it is just nuts, I’m baffled that somebody would call this ‘responsive’) and the gameplay loop just repeated itself over and over and over again. The level design at that point clearly felt like environment artists just put stuff together instead of actual designers. I wanted to finish it because I actually liked where the story was going, but I’m gonna watch the rest in a Let’s Play simply cause I can’t handle any more of this. It’s just not fun to me.
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Thread So, Naughty Dog really is one of the best / most stable developers of the past 25 years huh?
Yes, but none of the games you mentioned feel smooth and responsive. There’s inherent input lag in TLOU2, so what are all you folks talking about? And the gunplay is the same old sloppy Naughty Dog style - it doesn’t feel ‘right’ to me at all. I still enjoy the hell out of the story, but let’s not kid ourselves - the gameplay of these games is a little above mediocre if we’re being generous. It’s just clearly NOT Naughty Dogs focus to actually want to make a smooth and responsive game.
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Thread Naughty Dog filmed, livestreamed and analyzed the facial reactions of TLOU2 playtesters (with consent) to fine-tune the narrative
I mean, that's kinda industry-standard. Even back then for testing Ori and the Blind Forest, we used Microsofts UR Department. They invited playtesters who played the game while there was a stream of the gameplay, they themselves were filmed and we also got a little controller graphic that'd show us at all times what buttons they were pressing. It's actually really important to film the people, so that you'd see how they'd react to this or that. This sounds more like Naughty Dog has been behind the times and finally invested a bit into doing proper UR. I mean, how do you folks think things get tested with a test audience? You watch them play or watch something and you study their reactions and then ask them a bunch of questions. Microsoft even has people with a psychology background in there that'd help you pick the right questions, so you'd get exactly the kinda information you'd want as a developer.
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Thread Naughty Dog filmed, livestreamed and analyzed the facial reactions of TLOU2 playtesters (with consent) to fine-tune the narrative
Looking at Nintendo's recent games, I'd be insanely surprised if they didn't. I'm sure they do heavy User Research for all their games.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
Everyone will take advantage of it, sure, why wouldn't you? It's the same as on PCs. You have a nice and fast SSD in X1SX and then you have a crazy fast SSD with some other stuff that allows you to shuffle data into RAM even faster on PS5. So that's awesome for the PS5 and I don't in any way want to downplay how awesome that is. My example before of 5s loads vs. 3s loads might've also downplayed that - but now scale that by 10. 50s loads vs. 30s loads would immediately make a game much more enjoyable on PS5. That said, with these super fast SSDs, I sure as shit hope that nobody will build stuff that takes THIS long to load anymore, but time will tell. Now, let's say that the average load time with those SSDs on next-gen will be 10 seconds. And let's be generous and say that the PS5 SSD and throughput is twice as fast as X1SX - At that point you'd have 10s load times vs. 5s load times (keep in mind that loading often is more than just shuffling data around, so this isn't in any way accurate). I don't know if I'd care that much about 5 seconds saved every time I load if what I give up for that is framerate or resolution. And I guess that's the bet that Microsoft made here - more raw power rather than faster data transfer. Now, it's clear that the Sony First Party devs will design their games around the crazy SSD and ensure that everything's smooth and juicy all the time and that you don't even see loading screens at all and that's great. But assuming that third parties will change their games completely, adjust levels and other stuff just to squeeze the most out of the PS5 architecture is just nutty. It won't happen. So again, what I think will be the usual case is that you'll see X1SX games render at 4k more regularly and / or at better framerates and on PS5 games will load faster. Players will have to decide what's more important to them. Btw, one thing that'll suck for all of us is that 1TB is just too small nowadays, so prepare for housekeeping a lot more, at least until new console iterations appear with larger SSDs. The recent Call of Duty weighed in at like 170gb... So I doubt you'll be able to have more than 10-15 games or so simultaneously on your machine. Meh.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
Okay. Show me one example of a third party game that was drastically different on the original Xbox to make use of its far superior perf compared to the PS2 version. Please don't point me to 'This xbox game had higher texture res and rendered at a higher resolution!', cause of course you can easily make global changes based on hardware. But making actual content changes to squeeze the most out of one platform over the other? That just doesn't happen and for good reason, the amount of work involved would be insane and I'd argue that it'd not be financially viable in any way, not to mention that fans of the lesser platform would lose their shit that a certain game plays way better on one hardware than the other. Now factor in things like Crossplay, etc. and it makes even less sense that actual content would change. Think of these boxes as PCs with different specs. That's the amount of differences you'll see between third party releases, nothing more, nothing less.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
Cause a company like Epic needs to fully support the PS5? That Epic announcement reg. them re-coding stuff was a bit of a non-announcement, really. There might be plenty of Sony First Party studios that will want to use UE5 and completely make use of PS5s hardware architecture. That doesn't at all mean that bigger third publishers will give a hoot about it all.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
Sure, you'll get faster load times and that's awesome. Again, does not mean that this'll mean that level designers will specifically adjust levels so that everything makes perfect use of PS5's architecture. I mean, that's madness. First Party games that are specifically made for that hardware, sure, they can go wild. Third Parties? No way in hell.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
I mean, sure, it might be a bit of a stretch to compare the two, since the super fast IO will be used by everyone automatically and will be a super nice bonus to have (50%+ faster load times would be HUGE!), but will games be specifically adjusted to make use of the IO to a degree where other platforms would have to suffer? I'd argue no, there's 0 chance that'll happen.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
The wondrous thing here is that we've seen this exact same thing in the past, but people are still building castle in the sky ideas about what'll happen this time around. The PS3 on paper was quite a bit more powerful than the X360 - IF you chose to fully indulge in their hardware choices, use all the SPUs, etc. But there was a lot of cost and development time involved with that. So what did Third Party's do? They completely ignored the extra potential power the PS3 might have had and instead opted for developing the same game across multiple platforms: PC, X360, PS3 at the time. Now, don't get me wrong, I'd love for the SSD speeds the PS5 will apparently have to be the standard for all devices, but that just won't be the case. So my guess is that we'll see the PS5 winning in terms of loading times and the X1SX usually featuring higher resolutions and / or better framerates. And then it's up to gamers to decide what's more important to them. But will third party devs significantly alter their games to fully make use of one particular hardware config? No, of course not. It's hard enough to design great levels as it is, the last thing you want as a developer is to now having to change content just because potentially on some hardware you could stream things in instead of showing a loading screen. The more realistic thing to have happen here is that most third party devs will still opt to show the loading screen, but it'll take 5 seconds for X1SX to load the next batch of content, whereas the PS5 only needs 3 seconds. That's it.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
I think most people here don't quite understand what devs are saying. Of course everyone will 'take advantage of the speed'. That does NOT mean in any way that games will get specific adjustments to make optimal use of the PS5 architecture. When has that ever happened? Right, never. You don't make 3 versions of your game that are specifically targeted to the specialties of each platform. I mean, maybe some crazy third party will for whatever reason, maybe Sony will throw some money around to make a statement, but apart from the obvious advantage of faster load times, you'd be a bit nuts to drastically alter your game to suit a particular hardware vendors specification.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
This was Epic, the Unreal-Engine Creators making that statement, not Epic the gamedev studio. They'll obviously need to make sure that the UE5 supports the PS5 to the fullest, that's what this was all about.
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Thread VG24/7: Developers making Xbox Series X games will learn to address PS5’s SSD advantage, says ex-Xbox lead
I would be shocked if most third party developers would not just develop their games for the lowest common denominator. I mean, there's literally 0 chance that levels will get changed just because the PS5 can load them faster, simply because it's way too expensive and work intensive to do that. The super fast PS5 SSD is nice for first party, but it won't make any economical sense to heavily adjust your games to suit one particular platform. On PCs and the Xbox, you'll have to work with what's there. So it's 2 platforms against 1. The scenario pointed out in the OP is highly unlikely.
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Thread Holy fuck! I started playing Banjo Kazooie for the first time and it murders Mario 64!
The first Banjo Kazooie is one hell of a game. And yes, I'd agree that it's better than Super Mario 64. Banjo Tooie though... damn it to hell. Bad, bad game.
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Thread Cliffy B: Putting Lawbreakers on PS4 instead of Xbox was a mistake
You don't get lucky that often. Saying that he wasn't a good designer is really not understanding his body of work. I remember the website he hosted in the Unreal days, where he'd give design feedback on levels people made and that was always pretty well-thought-out critique. He obviously understood game design very well, probably better than most designers out there. So taking that away from the man seems a bit shitty. If Cliffy would wanna work for Moon as a designer, I'd hire him in a heartbeat, cause he obviously has the chops. The taste thing and the "I'm a total celebrity, bro!" thing would make me want to punch him day in and day out, but saying that he 'got lucky' as a designer is a bit ridiculous.
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Thread Cliffy B: Putting Lawbreakers on PS4 instead of Xbox was a mistake
I think it's a weird thing to assume that gamers were interested in his persona more than the actual game. This almost reads like CliffyB thought his work on Gears gave him a Spielberg'ish reputation, where people would check out the game simply because it was directed by a specific person. But I highly doubt any Xbox fan would've approached Lawbreakers with a 'Dude, shit, bro, this is the new CliffyB game, totally rad!' attitude. My point is, nobody bought Gears because of CliffyB, they bought Gears because it was a game that looked next-gen at the time and was actually pretty fun to play. CliffyB has never been the celebrity he apparently wishes he'd be. I'm sure the guy is a good designer, but the diva attitude he displays is a bit embarrassing. Lawbreakers tanked cause it was a good, not a great game in a market that already had a great game doing basically everything better. On top of that, it always seemed to me that the man has absolutely no taste at all and that's all over his games. Can anyone still watch the Gears cinematics without feeling the cringe? Lawbreakers oozed the same vibe. Cliffy seems like he's the personification of this gif, someone who tries super hard to be cool to the point where it makes the hair on your neck stand up. He should just be himself and keep making good games, cause he obviously knows what he's talking about in terms of design. Just don't try to put your stamp on art, don't try to be a celebrity. Just make cool, well designed stuff that people enjoy. The industry would need more designers like him if he could get rid of the 'I know what 'cool' means' shtick.
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Thread CD Projekt Has Surpassed Ubisoft to Become Europe's Most Valuable Video Game Company
I think high is an insane understatement and I think this might just end up hurting CDPR. I'm not sure if they actually realize what state they're in - At this point, unless Cyberpunk is nothing short of a revolution, they're gonna get a lot of shit for the stuff they said Cyberpunk will deliver. To me it almost feels like they took some cues from the Peter Molyneux playbook, stating that 'this game will do EVERYTHING!', which can only result in gamers being disappointed once they find out that it's really 'just' a game after all. I think it's always important to manage expectations and let the fans do the word of mouth thing, especially considering how insanely difficult it is to ship a great game, let alone a revolutionary product.
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Thread How excited are you about 'realism' when it comes to games?
It's one thing if an engine has a certain look due to the way its shading + lighting model works. It's a whole different thing if developers all start to use the same assets from an asset library with the same textures and materials on top. That we've never really seen before. Wait and see - in a few years you'll see a lot of Youtube videos pop up where we'll see funny comparisons of how 'this asset here in Final Fantasy VII is the exact same asset that was used in Battlefield!'. Does it matter? No, probably not, developers should always look for ways to work faster and more efficiently. But I don't think people quite realize how this will affect game development as a whole.
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Thread How excited are you about 'realism' when it comes to games?
It's been an interesting couple of days to watch peoples reactions to the Unreal Engine 5 demo. It actually makes me somewhat concerned though. Let me explain: One thing that most people don't understand is that you guys might be swooning over what might just become the new 'piss filter'. This UE5 demo is impressive looking for sure and I love that it made everyone excited for next gen. I just kinda hope that the new standard for games won't just by default be 'PBR + Scans'. The industry has been in dire need of some change of pace for some time now - If you look at the credits for games like Uncharted, etc., I'm sure everyone noticed the armies of people that had to be hired to make these environments look like that. And I'd say that at this point it was probably unsustainable to improve graphics even more without actually changing how we go about creating those envs. The big change that Epic is proposing here is that artists won't have to deal with making their own assets anymore - Yeah, photogrammetry has been used before, but I think not to the extent that will be required to achieve these kinda visuals throughout an entire game. Achieving this ridiculous level of detail is probably only doable if you actually use scans. Right now the standard is that all this stuff is sculpted by hand - and I'd honestly say it'd be ridiculous trying to match that look without scans. It's doable (just as it's doable asking a painter to paint in a photorealistic manner...), but probably not economically viable, especially since Quixel and other companies are out there providing film and game studios with high quality scans that are cheaper than hiring highly talented digital artists. The nice thing that you do get from the 'current workflow' inside most studios is that at least there's still some artistic touch to it. Once the majority of developers have figured out that to achieve these next-gen AAA visuals, you have to resort to a PBR+Scans workflow, I honestly fear that a lot of games will start looking very samey. Why? Cause everyone is using the same asset library and a PBR model on top. Yeah, some AAA studios might also at that point be out and about doing their own scans, but you really have to ask yourself: how much as an artist can you still influence how things are gonna look if that's the way you go about it? I mean, what tools do you have left at this point to make your game stand out visually from the rest? Play around with tonemapping and image effects? Whoop-dee-doo. If everything Epic is touting turns out to be true, I think we'll see a lot of games that will look very, very similar to one another, cause the goal here is to get closer and closer to photorealism and the only economically viable way to get there is by adapting this kinda way of working. Looking at it in a very simplified way, at this point all you're doing as an environment artist would be slapping some scans into a scene over a blockout, maybe paint a little on top, adjust the lighting and you're good. My point is: I think a lot of developers will feel forced to adapt this way of working due to the ever-increasing demands on graphics becoming more and more photorealistic. And here's Epic giving developers awesome new ways of getting there. That in itself is a good thing, having some games out there that look photorealistic is a good thing. My fear with all of this is that it'll become a new trend. I think we'll see many, many, many games being done in this exact same way and while we'll reach new heights in terms of detail and will inch closer and closer to photorealism, we'll also see artists losing control, because realism is the name of the game. A similar thing to that actually happened before. With Animation. The games industry used to employ quite a lot of traditional keyframe animators. With the rise of motion capture though, we've seen keyframe animation become almost a thing of the past in games. And I think that's a shame, since keyframe animation can still provide such amazing results - But Motion Capture is comparatively cheap and 'looks more real, so it's the right tool for the job'. I guess this is just a little word of warning and I hope I'm wrong about this, but I don't think I will be. You'll see a lot of games that get this distinct PBR+Scans look, cause it's 'cheap' and comparatively economically viable. And while we're all swooning today, will we not get tired of most games looking like that 3-4 years from now?
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Thread How excited are you about 'realism' when it comes to games?
You're completely missing the point here. Films are films, you're already recording the real world, so the output obviously looks real. Games at this point are more like paintings, they're an abstraction of the real world, even if some games already try to look realistic. Once you use scans, PBR and GI, then yes, games might just look like 'any movie we've seen'.
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Thread I am finding games in general "less bad" the more I get working in Project Management
Truth. It's already hard to run a company that can sustain itself and pay the bills. It's really hard to even ship a game that's not great - Just shipping a finished product is really, really difficult and usually requires a monumental amount of work. Shipping something GREAT on top of that adds yet another few magnitudes of complexity on top of all that... That's why it's so frustrating for devs to read disparaging stuff like 'How did these lazy developers not think of this or that? It took me 5 minutes to come up with the right solution!' - It's like, duh, everyone has 20/20 hindsight, it really doesn't take a genius to look at a finished product and point out what's wrong. But would you also have the incredible foresight to see every problem ahead of time when the project is just millions of little pieces that at some point may or may not turn into a finished product? Probably not. I've interfaced with a lot of developers over the past 10 years of running Moon Studios and none of them have been dumb or lacked passion, so maybe give people the benefit of the doubt? This stuff ain't easy, far from it, otherwise people wouldn't risk their livelihoods on bets that might ruin their entire lives. And usually we also only hear about the success stories - We hired quite a few people at Moon who tried to run their own dev studio and failed for this or that reason. But them having made those mistakes and having learned from that makes them incredibly valuable to us now. There are so many components to running a game development studio that gamers are just completely ignorant about and to be fair, how would they know? It's a super secretive industry where every fart is getting NDA'd. But yeah, if people would know how insanely complex all this stuff is and how much work often goes into stuff that nobody will ever see, there'd probably be a different sense of appreciation for what it takes to make a good game.
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Thread Have you ever met someone who said "My kid is NOT mature enough for this M-Rated game!" ?
I'll absolutely have a good watch over what my son will be playing when he grows up - He's 2 now, but there's no chance in hell that I'd let him play something like GTA before he's old enough.
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Thread How have the sales for AAA games released during Coronavirus?
My guess would be that game sales haven't been affected much, other than more digital games being sold than physical games atm. People are at home and have more time to play, so that obviously benefits game-sales. The bigger issue with Corona is that studios had to switch to Remote Work within a very short period of time and nobody was prepared for that - that in itself will still have a huge effect on game releases that were supposed to happen this year.
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Thread Is Ghost of Tsushima Going to Get Delayed?
Tons and tons of games will get delayed. There's 0 chance that Developers were able to stick to their plans with this Corona situation happening - Most of the time games ship while they're still hot, so even just a slight hiccup in production might cause a delay and the Corona thing wasn't a slight thing at all. Most studios probably look at weeks / months of less efficiency than what used to be the norm, so you'll either get games that'll be rushed out before they're done due to pressure from above or a delay. Pick your poison.
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Thread Will the success of Animal Crossing push more AAA devs to take marketing towards women seriously?
I don't see the industry at large changing at all, at least not until the status quo doesn't work anymore. Unless all these FPS and Action-focused AAA games don't make their money back at all anymore, that is. When Minecraft became a huge hit and started raking in more money than god, I honestly thought that some publishers would maybe take that thing as an incentive to start smaller studios that make smaller games that could potentially make huge profits with less risk involved... and yes, there was some movement into that direction, but I think it's fair to say that most everyone dropped that idea pretty quickly again. The AAA games industry as is is basically just targeting the same audience it always has and is still making the same kinda games it has for the last 2 decades or so. The reason? It works. It makes a predictable amount of money year-in and year-out. 'Never change a running system' is the MO here. I guess the thought is that if someone makes a big hit and captures a new audience, it's easier to then acquire or clone than to try to play the pioneering role. And no, women in higher up positions are unlikely going to change that, because the women I know that are in higher up positions are also mostly just looking at the bottom line and stick to whatever works at the moment. So as usual, you need a company like Nintendo (and even they don't really create new IPs anymore as much as they used to, let's not forget that Animal Crossing started on the N64), AA studios or Indies that dare to play a riskier game than the big pubs out there.
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Thread Is Microsoft being shortsighted by not supporting VR on the Series X?
Waiting until someone else landed a huge hit with a revolutionary new tech without investing themselves is shortsighted, yes. The market is too small right now, but it's just a matter of time until it isn't.
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Thread Graphic Fidelity I Expect Next Gen.
I appreciate that compliment, I guess, but there's a big difference between making a game that looks great due to good art direction and having to spend 3-4 man months on every character asset in the game simply cause the expectations are this insane now. If the new bar is for games to reach Avatar-style graphics in realtime now, that's just a crazy bar to reach for any developer. Engines and Tech gets better and makes it easier to deliver nice results, but there's an utterly crazy amount of work involved to actually get your entire game to this level and once that's the bar that has to be reached in order for people to accept that 'this game has good graphics', much less time will be spent on the stuff that's not just a skin on top of it all.
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Thread Graphic Fidelity I Expect Next Gen.
It kinda makes me sad that people have these crazy expectations for visuals... I mean, I get it, you want to be blown away by the hardware you're buying and all that, but this expectation is what makes developers focus on probably the wrong things. Look at The Order 1886 and stuff like that. I'd love to see new experiences and genres that we've never seen before, really innovative stuff. Wouldn't that be more exciting than seeing the actual pores in the skin of the characters?
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Thread Epic Games announces multiplatform publishing partnerships with studios behind Control, Limbo, and The Last Guardian
I think this discussion would be way different if people here would actually be in the know of what kinda deals game developers often are forced to sign. I've seen developers with a great track-record sign deals where they had to accept them getting 4% of the net revenues vs. 96% of the net revs going to publishers and that's after the game has recouped all development costs, during which time a developer makes 0$. So imagine being in that position: You're working your butt off for years on end and work insanely hard while knowing that almost all of the profit the game is going to make is going to someone else and you might very well end up in the unemployment line after you delivered the work. A lot of devs still do it just because they love making games, but for a ton of developers out there it's hard to even make a proper business-case given the deals that are usually thrown around. You're not happy with signing a deal where you give up almost everything the game will ever make to one of the big publishers out there? Fine, screw you, the next developer out there will be happy to accept a shitty deal to keep their business running, so feel free to shut down and fire everybody. You folks have no idea how insanely scary it is to not know whether or not you have to shut down everything you just built for years and years and lay off all the people you've been working with just because, and let's be honest here, most developers have always been shit about getting good deals from publishers. This goes all the way back to publishers becoming a big thing in the late 80s and early 90s when games became way too expensive to self-fund... The fact that it's customary for games to have to recoup their entire development budget (meaning 100% of all revenues go to the publishers until the game actually fully made its development budget back before the actual developer even makes his first penny on his own creation) should tell you all you need to know about how developers in the past have let themselves being fucked over just because they were desperate to keep their studios running. It's customary in the games industry right now for developers to basically take 100% of the risk and for the development budget to basically become a pretty shitty loan that you have to pay off while praying that your game will become a huge hit. Even if you just shipped a great game, there might not be an offer on the table that's anywhere even close to reasonable cause most publishers know that developers are burning money each month after a game shipped and they probably can't sustain their burnrate for all too long before they have to shut down. I've seen developers being starved to almost bankruptcy just so publishers can sign a deal with them that's heavily in their favor. Publishers can easily sit tight and take their sweet time on contract negotiations, cause with every month that's passing, the studio they're negotiating with will lose money and at some point they'll be desperate enough to accept a shitty deal just to keep the studio from shutting down. Remember a few years back when we saw tons and tons of smaller games studios just shutting down left and right? That's why. To a ton of studios it didn't make sense to spend 3-5 years on something that they knew would not make them any money. And look at this now: Here comes Epic, who after their Fortnite success is reaching out to developers and offers them deals that are actually fair for once and gamers flip their shit cause the games might not end up on their preferred platform. I mean, I get it, I also love my Steam library and want to buy my games on one platform (...which is why we heavily negotiated for Ori and the Will of the Wisps to actually launch on Steam day and date), but try to really think about what it's like for developers out there for a while before you start throwing around blame. I don't want to portray Epic as a savior who's finally good and gracious to developers out there, but I know the deals they've signed with these studios are actually good deals that are win/win situations for both parties. So shit on Epic as much as you want, from the perspective of a developer, what they're doing is a good thing in the end and might just force other publishers to change their future deal structures, so that developers can actually make a good living while they're slaving away on your next favorite game. Things are way better nowadays than they were 5-10 years ago when we saw all these studios shutting down simply because there's now way more avenues where developers could get the financing they need to make their games, but we're still very far from developers actually getting fair and square deals, so I honestly can't blame any studio head who accepts a deal from Epic. If you're faced with getting laid off and having to lay off every single person you've worked with or you accept a deal that's actually fair with the only downside being that your game might not launch on Steam... Just ask yourself what you would do. There's a reason why a studio like ThatGameCompany, who made some excellent titles with flow, Flower and Journey, had to sign a deal with Apple Arcade - is Jenova Chen happy that his new game didn't launch on all consoles at the same time? Probably not. But I'm guessing it was the best thing to do to keep the studio alive. So it really doesn't help if gamers then throw around blame and post a lot of funny 'shaking my head' emoticons over how dumb some developer was to sign up with this or that publisher instead of going the 'traditional route', simply because the traditional route might have just led them to bankruptcy...
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Thread Was "The Road to PS5" a marketing blunder?
Of course it was, 99.99% of gamers and the press had no clue what Cerny was even talking about. But it doesn’t matter one bit. The games will do the talking and the platform with the best library of games will win. Same thing has been true for the last 3 decades, so why do we all care about the hardware porn?
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Thread Ori and the Will of the Wisps | Review Thread
Not at all, but there’s a reason why Will of the Wisps movement is similar to Blind Forest, cause we spent a lot of time perfecting the controls, really trying to create a character controller that is second to none. Ori is built around fast movement that drives players to learn the flow of the game. Older games stopped momentum on a dime, the controllers in games like SOTN or Hollow Knight are really quite simplistic in terms of design. Maybe that makes some people feel like the games are more methodical? If you do have the Ori controls down, you should easily be able to make pixel perfect jumps and that can easily be seen in videos of players that play at a high level.
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Thread Ori and the Will of the Wisps | Review Thread
Yeah, but that doesn’t really mean much. Just because you’re good at Street Fighter doesn’t mean you’re automatically good at Virtua Fighter. There is no inherent lag in Ori’s controls - we labored over the controls to be as tight and pixel perfect as possible and I think you can see that when you see people doing no-damage runs where they just land pixel perfect on every platform without any TAS thing going on. That’s why I just can’t agree when people throw out something like ‘imprecise controls’. Some people preferred Mortal Kombat 1 when Street Fighter 2 was out even though SF2 was clearly more sophisticated in every way - so even if we do things completely right, there’ll always be people who like something else better and that’s okay, but just don’t tell me it’s an objective truth. We labored over this stuff for almost a decade and the Ori controls are very, very sophisticated, believe me. And once again, all opinions are valid. Some people like this, others like that. And that’s okay.
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Thread Ori and the Will of the Wisps | Review Thread
I honestly will never understand people complaining about Ori having imprecise movement - Ori is designed around players moving with a certain flow, just look at what the speed runners and people who perfect the controls can do. Technically, Ori’s movement is a couple of magnitudes more complex than Hollow Knight, which is really quite simplistic. But I completely acknowledge that everyone has their tastes and those are always quite subjective :)
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Thread Digital Foundry: Ori And The Will Of The Wisps Analysis - XB1S dropping as low as 28FPS and X as low as 35FPS
I guess it's just a different development approach. We cut a ton of content out of Blind Forest and Will of the Wisps simply because we felt like it wasn't as much fun as the other stuff. Everything has to feel just right or it gets cut. We even cut some good content if we felt like an area is already pretty packed. To me, editing is super important and I'd rather cut harshly than to leave something not that great in and risk players feeling like the game is padded out. Tight Editing is crucial since we all only have so many hours in the day and I do want people who play our games to actually see the ending to get a full experience. Over 30% of people who started Blind Forest actually completed it, which is a very high number for games... Some of my favorite games when I grew up were A Link to the Past and Super Metroid, both of those games can be played through fairly quickly - they don't need to be any longer than they are, they're just perfect to me. And yeah, I used to loooove long games when I was younger, I couldn't get enough of super long JRPGs, but I feel like everybody today has less time than they used to... On top of that, every single screen in Will of the Wisps took an almost obscene amount of time to set dress. I think some of our artists are uploading Set Dressing Time-Lapse videos to sites like ArtStation, etc. - It's expensive as hell to dress even a single screen, so cutting helps the production as well, obviously.
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Thread Digital Foundry: Ori And The Will Of The Wisps Analysis - XB1S dropping as low as 28FPS and X as low as 35FPS
Folks, I asked Gennadiy, our Tech Lead, to respond in this chat - they’re burning the midnight oil at the moment to get any and all issues fixed, so bare with us. I’m all for just openly discussing the issues we encountered since it’s obviously frustrating to us that some people had a sub-par experience, but from what I’m hearing, everything should be smooth sailing soon enough.
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Yes. Don't play on Hard Mode unless you REALLY are an Ori-afficionado. Hard Mode is there for people who played through the game on normal numerous times and know the game inside and out. It's not like your other games where Hard Mode is really the 'Normal' difficult mode that everyone should play. It will make you sweat and rage and scream, don't say you haven't been warned. We even make you confirm again when picking hard mode in the title screen...
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Thread Is Ori & The Will O’ The Wisps Pastiche or plagiarist?
I credit all the other developers out there that I copy ideas from all the time! I have 0 issues with that. I love Nintendo and From, I bring them up in almost every interview. I love the old Igavanias, I also bring that up a ton. I just didn't like Hollow Knight, at least not enough to copy from it. Team Cherry made a great game and we definitely need more of that and it's awesome that there's more good Metroidvanias out there, since when we released Blind Forest, there was Aquaria and Shadow Complex and that was pretty much it... Trust me, if I take inspiration from something, I have no qualms talking about it, cause I don't see that as a bad thing. Everyone copies from everyone else and that's totally fine. There have been numerous games that lifted our mechanics and art style and so on and I know EA greenlit Unraveled because Ori was a huge success, they told me so in person. But do I have to admit that I copied something from Hollow Knight even though I really, really didn't, cause I didn't like the game? No, get outta here, man :D
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Thread Is Ori & The Will O’ The Wisps Pastiche or plagiarist?
This thread, man... I'm dying :D I find it hilarious that Hollow Knight came out 2 years after Ori and the Blind Forest, so they probably had enough time to study our stuff, but no way in hell would they ever do that, right? Then Will of the Wisps comes out and obviously we copied all their sutff, even though some of the things talked about here that we apparently ripped off were already part of Ori and the Blind Forest, like the healing when casting. Fe and Song of the Deep were both directly made because of Ori and the Blind Forest's success, so maaaaaaybe Team Cherry looked at our stuff as well? I don't know what's going on here, but some of these theories are just... holy shit, lol.
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Thread Is Ori & The Will O’ The Wisps Pastiche or plagiarist?
Uhm. So here's how this works: We wanted a healing spell in the game. We implemented a simple 'press button, Ori does a quick animation and the spell will cost energy to get life back' thing. The animators made a little healing animation. Then the FX guys came in and put some fx on top. You can't cast any spell underwater and we didn't want to do it in the air cause that allowed us to have fun with boss battles where the ground gets taken away mid-fight. It's honestly nutty to think that we ripped off Hollow Knight because we implemented a healing spell in the game. I mean, we had an ability in Blind Forest to heal Ori when you cast a Soul Link, so... are you sure they didn't rip off Blind Forest? :D
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Thread Is Ori & The Will O’ The Wisps Pastiche or plagiarist?
I'm not being offended, I'm mostly just laughing about the premise here :D I wasn't a huge fan of Hollow Knight when I played it and I explained which games we took inspiration from. It's all in good fun, but some theories here are just wild :D
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Thread Is Ori & The Will O’ The Wisps Pastiche or plagiarist?
I'm not even a big fan of Hollow Knight, so no, sorry to burst your bubble, but Hollow Knight wasn't really an inspiration. And I have no problem openly admitting what which games we're directly inspired by. The reason why we have a lot more NPCs in the game now is because people loved the Blind Forest characters and we wanted to expand upon that. Another reason was because we loved how Nintendo went from Zelda 1 to Zelda 3, where you suddenly had all these characters giving you clues and hints and all that stuff, so we decided to head into a similar direction. The Shard System is directly inspired by the Final Fantasy VII materia system and at some point in the game we literally had slots in all the skills that you inserted shards into - that became too cumbersome, so we turned it into a global system. The Melee stuff is inspired by Symphony of the Night and Dark Souls, mostly, those are games we looked at when it came to how to make the combat feel satisfying and crunchy - I didn't even like Hollow Knights simplistic combat, so why would I copy that? I mean, I get that fans might see similarities between the games, but I wasn't even a fan of the game when I played it, so...
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Pickups mark themselves on the map once you've seen them on your screen. Very early on we had a pin system on the map similar to what Breath of the Wild had, but again, it just felt too cumbersome to have the players constantly pin stuff on the map, so we did it for you :)
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
That's actually true for the entire game. I think people are remembering Blind Forest looking a little better than it actually did, especially in terms of detail. If you compare the 2 side-by-side, it should be pretty obvious that Will of the Wisps is a big step up visually :)
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Just to be clear: Our Tech department at Moon is reading this and other forums and we will fix any and all issues people might still have. We’re obviously super bummed if some people might not have had a perfectly smooth experience with Will of the Wisps, but we’re working as hard as we can to repro the things you all mentioned and fix them.
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
I always chuckle at the Hollow Knight comparisons. I honestly didn't look at it that much, I never even finished Hollow Knight since I didn't like the pacing of the game all that much. It took me 20 or so hours there to find the doubleJump and at that point I just kinda lost interest. But hey, that's me, I still thought it was a very good game. But the fact of the matter is that we wanted to have attacks like in WotW in Blind Forest already, but just never got it feel right back then. Our Animator at the time, James Benson, did some anims in like 2011 or so where we had Ori swing a sword and tried to time the attacks to Symphony of the NIght (Symphony of the Night, Zelda and Super Metroid were the main inspirations in terms of Game Design), but it just felt wrong and since we didn't have all the money in the world, we decided to re-pivot for Blind Forest and focus on the heavy platforming-focus, cause that felt great right from the start. For Will of the Wisps, we had a larger budget and knew that we finally had the resources to delve deep into the combat mechanics. The Spirit Shard system though was indeed inspired by another game, but also not HK: Initially I wanted to copy the FFVII Materia system since I LOOOOVE that system and I still fully intend on using a variation of that system for another game :D In the early WotW prototypes, every weapon / spell had slots and you were able to slot the shards into them, but that just became too complicated for an Ori game. We didn't want people to spend that much time in menus after all - So we just turned it into a global system and kept the leveling part of it. I think Hollow Knight and Ori honestly both have their own thing going on, I don't really see all that much overlap apart from them being both Metroidvanias. The way we design levels and our world is completely different from what those folks did. Our game is all about movement, Hollow Knight is way slower and less focused on flow. It's like comparing Mario and Sonic to me - Sure, both are platformers, but that's where the similarities end. I'm just glad we're seeing more amazing Metroidvanias finally again, since when we started Ori there was absolutely nothing like that for the past 15+ years or so. Super Metroid and SOTN came out and suddenly everyone decided that that style of game wasn't worth it anymore, which was always nuts to me, ESPECIALLY since the Igavanias always had super high ratings. But anyway, there's your inside scoop :)
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Don't say I didn't warn you!I think you're just a pretty damn good player. Hard is very challenging and the escapes are 25% tougher... I mean, even I die every now and then trying to do them on Hard. Hard Mode was specifically made for people who played through the game at least once on Normal Mode, sort of as a 'Quest B' type of situation where you now have to play much more strategically and have to know exactly what you're doing or you'll get punished.
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Are you playing on an external HD? The game is streaming all the time, so you might see worse loading issues if you play on a slower HDD. It's either that or you'd accept loading screens like in other games and I think we made the right choice there.
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Thread Ori and the Will of the Wisps | Review Thread
Well, the Day1 Patch is online, so would you mind updating your review based on that? As is, your review is critiquing a version the general public will never see. I get that press want to do this stuff on principle, but since no gamer out there will ever see any issues you've noticed, you don't think it's fair to at least update your score if you've rated it lowly due to technical issues?
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Thread Ori and the Will of the Wisps | Review Thread
I thought Kofi played an early store copy from a store that broke the street date? That code is obviously quite a bit older. The hitches should be addressed in the Day1 patch and if anyone notices anything like that upon release, you can be sure that we'll try our best to get that fixed ASAP.
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Well, I certainly hope tons of people that wouldn't try Ori get to try it thanks to GamePass - We saw that with a lot of people on Blind Forest, folks that weren't into 2d games or Platformers who then tried Ori and were thrilled. So the more people play, the better. That said, every sale obviously helps us as a studio :)
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Thanks for the support, Axecidentally! We obviously should've caught that issue earlier... I stand by the structure and pacing we laid out for Will of the Wisps. I'm the kinda designer who'd rather cut stuff that isn't great than to leave it in just so people play a little longer. Proper pacing is incredibly important and people feeling like every second mattered matters a lot to me. Games like A Link to the Past or Super Metroid wouldn't have been better if they had another 5 areas to play through - Structure and Pacing always needs to be considered so that people don't feel like the game drags on or starts feeling padded out. I personally am very happy with the length of Will of the Wisps - I had to complete the game tons of times in the previous weeks and every playthrough still feels fun to me since you can always vary things up with the skills / shards and every area has its own thing going on, it just always keeps you on your toes and I think that's a good thing :)
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Thread Ori and the Will of the Wisps |OT| Give It Your Owl
Thank you so much for putting this OT together, it's amazing! :) I still can hardly believe we're finally there... after 4 years of hard work, it seems almost surreal. As I said many times before, we had enormously high goals when we set out to develop Ori and the Will of the Wisps. We never signed up to just make a straight sequel to Ori and the Blind Forest, instead we wanted to really go all out and make a sequel akin to what Nintendo did back then when they went from Zelda 1 to Zelda 3 or the original Super Mario Bros. to Super Mario Bros. 3. That basically meant that EVERYTHING had to get re-evaluated and improved upon. I really do hope that everyone who gets to play Will of the Wisps will see the love and care we've put into it. Moon Studios went from making a game with 20 people (including contractors) to a fully blown game dev studio with about 80 people working full-time now. And these folks are talent - For Will of the Wisps we hired some of the most amazing talent from places like Blizzard, Riot, Ubisoft, Dreamworks, etc, etc. The family has grown and I hope Will of the Wisps will show everyone what we can do! I couldn't be more proud of everyone at Moon for pushing so hard just to hopefully make this game become an unforgettable experience for you all. And to all the Ori fans here who have consistently shown amazing support, thank you so much. Making games isn't easy, it often means long hours and constant iteration, but reading how much Ori means to you all has definitely helped us through those tougher times. Please feel free to post as many impressions as possible while you're playing - I'm sure everyone at Moon will refresh this thread all the time, we're insanely excited to finally see people stream Will of the Wisps and we wish you all an amazing time!
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
I asked Gennadiy to give you a detailed response, since I don't know exactly. I just know that the algorithm is off and that people see less time on their save slots than they actually spent playing the game - I also asked Axecidentally to confirm and he did, since I was surprised about his 10h playthrough time (since Maximilian Dood played 6h on his stream and they barely completed Act1, so people finishing all 3 acts and 100% the game first time through in 10 hours seems highly unlikely), he told me in PM he thinks it felt more like 14 or so hours (Quote: " It sure does feel like it. Looking back at my playtime these two past days I'd say I should have a minimum of 14h to be honest. "). But anyway, this should be fixed with the Day1 patch.
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
No, they don't. We asked reviewers to play the X1X or PC versions exactly for that reason. Optimizations always come in at the very end.
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Actually, Gennadiy is fixing the save slot timer for the day1 patch since it shows a lower number than the time you actually spent playing, which is why some people actually spent more time to finish the game than what the save slot in the game tells them.
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Both. I'm very proud of what we built, I'm highly confident that people will have a great time with Will of the Wisps, but you just never know for certain until all is said and done. I haven't slept properly in over 2 months, I'm sleep-deprived and constantly on edge and it's agony to wait the last couple of days to know for sure where we landed... The few journalists who reached out to me that have finished the game seem to be over the moon (no pun intended) regarding Will of the Wisps, but I'm a skeptical person by nature, so we'll have to wait and see. If we gave you folks an unforgettable experience with what we spent the last 4 years of our lives on, we've done our jobs right. Time will tell.
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
There is an artbook in the Collectors Edition, but we might also be doing another Artbook in the future. Right now we were just heads down shipping Will of the Wisps :)Well, the X1S optimizations we were working on didn't make it into that early copy he's playing (physical codes have to be shipped long before the game is out...) and shops shouldn't be giving out copies yet for that exact reason. I know it might be disappointing to some that not all the optimizations made it into the physical, but X1S is a beast that we've been optimizing until the very last day, so please wait with your judgement until you actually play the release on Day1. We're just a few days away, so sit tight :)
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Wow, then I'm legit impressed by your playtime. I just watched streams from GameInformer and Maximilian Dood yesterday and they spent about 6 hours and barely just finished Act1 while still missing out on the optional content. So you doing all 3 Acts and everything in 10 hours must mean that you're pretty damn good :D What difficulty mode did you play it on?
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Couple of things to consider here: You have a lot of traversal options in Will of the Wisps, you get the Dash very, very, very early this time around, so you can zip around the map much faster (which means a much bigger map doesn't necessarily mean tons more playtime) - You also can warp from anywhere you want, which makes traversing the map again much faster. Also, the Completion Percentage isn't entirely 'accurate', it's just counting the map percentage, not whether or not you've done all sidequests, got all skills, all upgrades, etc. From our playtests we usually saw people spending 12-15 or so hours for their playthrough and if they wanted to get everything, it usually clocked in at quite a lot more than that. I highly doubt that Axecidentally actually got all skills, all shards and upgraded everything - If he did all that in 10 hours, I'm impressed, cause I don't think even I can do it in that time :D We designed WotW so that re-playing the game would also be more fun than in Ori and the Blind Forest or other Metroidvanias since you have a lot of variety in terms of skills and it matters a lot which skills you go for right from the start. On top of all that, we also have modes like the Spirit Trials in there or the Quick Access feature, in which you can re-play some of the most spectacular moments in the game. We did the same thing we did in Blind Forest and tried to keep the game as tight as possible. There isn't any unnecessary padding in Will of the Wisps. We could've easily done that, but... do people really care about stuff like 'Find all the Triforce pieces!' at some point in the game? No, I'd rather play a game that's tight where every second was worthwhile and the game didn't waste my time than to proudly stick '50 hours of content' onto the box. A 3 hour long film isn't necessarily better than a 2 hour long film. Good editing matters. A lot.
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Thread Ori and the Will of the Wisps - Preload is up (10.05gb on Xbox) and Achievement list revealed
Depends on your playstyle, really. I just had a good friend of mine complete the game on Hard Mode and telling me that he wished that was default (keep in mind that he's been playing the game for years...), but I think Hard Mode is very, very brutally difficult and people should play Normal Mode for their first playthrough. You take double the damage, Spirit Light costs are 50% more expensive, Escape Sequences are 25% tougher... Ori isn't the kinda game where Hard Mode is really what most gamers should play -> Normal Mode is!
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Thread Miyamoto(via Famitsu) on personal accolades: "Games are not created by a single person [...]"
And he is very, very correct. If you make games as a single person, if you want to make something that has a chance of making a dent, you'll undoubtedly spend many, many, many years on the project and even then you'll never reach the same fidelity that a team of great talent can. That's just impossible, no matter how good you are. By now Nintendo sometimes has 300+ people working on a single game - It's a bit nutty for one person to claim all the recognition. Games are a result of a great team of talent coming together to create something, it doesn't work any other way. I know for press and the general public it's simpler and sexier to have one face associated with a piece of work, but isn't it much more wholesome to drive the general consensus that a great game is always the result of many people often from many different cultures coming together to create a thing?
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Thread So, let's talk about ARPGs!
As some of you might know, after almost 10 years of working on Ori, we're currently working on an ARPG at Moon Studios and I wanted to do my usual thread where I ask everyone what they expect from a game in the genre we're working on. I did a similar thing back then when we just started working on Ori and the Will of the Wisps and I definitely took the feedback / input to heart, so I hope it's okay for me to just openly inquire on Era. Doing this just helps me get a sense for what people are into these days and to check if my ideas align with what people want. The game we're working on is something I wanted game developers to make since 1998... Back then, Diablo 1 and Ultima Online just came out and my mind went nuts on what RPGs could become 'in a few years'. The idea of adventuring together with other players in meaningful ways was so enticing, but I think the industry took a very different turn from where my mind was going back then. Especially once MMORPGs took over, everything became a theme park ride where thousands of players were all doing the same thing and in a game where everyone is special, no one really is. With thousands of players on a server all fulfilling the same quests and doing the same content, no one could really stand out, nobody could affect the world in meaningful ways. Safe to say, MMORPGs were not really fulfilling the fantasy I had in my head. So let's look at the ARPG subgenre. I hope this doesn't come off as me being too cocky, but I haven't seen a ton of innovation here over the past 20 years. Diablo 2 is honestly still the genre-king to me and while Diablo 3 was improved upon since launch, I always felt that the Diablo 3 core was something Blizzard just couldn't really change too much after they shipped. I hope the Blizzard fans won't rip me apart for saying this, but Diablo 3 feels like an arcade game to me. The RPG elements took a backseat and the fantasy just never clicked for me (It's still a fantastic game, mind you, just not what I had in mind after Diabo 2!). I always feel like most other devs that try to make ARPGs are sticking way too close to the formula Blizzard laid out with Diablo. Torchlight, PoE, Grim Dawn, etc., they're all very obviously inspired by Diablo, to the point where I don't think it'd be offensive to put them under the 'Diablo Clones' banner, but I do think the genre could go much, much deeper than what Diablo has offered thus far. Analogy: After Doom came out back in 93, we saw a bunch of 'Doom Clones' - but then Half-Life showed what else could be done within the 'First Person Shooter' genre and things suddenly became much more interesting. Most devs that make ARPGs today don't even consider what games like the Souls-series, Monster Hunter or Breath of the Wild have brought to the table and you really have to wonder why that's the case. So, with all that said, that's kind of where my head is. Now, I'd love to know what folks are thinking. Let's just imagine for a second that you could dream up an Online Multiplayer RPG and you could do whatever the hell you wanted, even to the point where you could completely redefine the genre: Would story be important to you? What would you like to see in terms of combat? How important is the Diablo'ish Endgame to you? How about Level Design, is procedural generation vital in these kinda games to you? What do you expect in terms of loot from an ARPG? What keeps you playing these games for years on end? Are there things from games like Souls, Monster Hunter or Breath of the Wild you'd love to see within this genre? Just think of anything that might pop into your head - If you're playing todays RPGs, are there things that bother you that you'd love to tell a developer about? Do any games have any systems that you're absolutely in love with that you'd like to tell me about? Would definitely appreciate any input you guys and gals might have! Feel free to go wild, I'm all ears here :)
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Thread Ori and the Will of the Wisps - Preview/impressions thread
I think Soul Link worked nicely as it did in Blind Forest, cause of the way we integrated it, but you just had to pay attention and use it whenever you got to some more difficult bit - and some players just never got over that. But that's not why we cut it. We added a whole bunch of other elements and keeping track of Soul Link just didn't feel natural anymore. Trust me, it's for the better, you'll not even think about it being gone with everything else that's going on all the time :)
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Thread Ori and the Will of the Wisps - Preview/impressions thread
There's Easy, Normal and Hard - But you should really pick Normal for your first playthrough. Hard is REALLY hard. Like, I'm not kidding you, Hard Mode should be only played once you completed the game on Normal a few times :D
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Thread Is the secrecy surrounding the games industry warranted?
Oh, without a question, are you kidding me? Hype is worth a lot in this industry... look at the hype that built around FF7R when they first announced it at E3. If that announcement would've leaked with a couple of dingy images beforehand, the excitement level would've been much less. Instead, everything went properly and those videos of people jumping up and down is worth a ton in terms of marketing value.
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Thread Ori And The Will Of The Wisps - First 20 Minutes Of Gameplay
It was just too much stuff to focus on at a time. The Soul Link System worked for Blind Forest, but we wanted to allow players to fully customize their face buttons (apart from A) this time around and with all the new stuff, it was too much to keep track of. We did test with Soul Link early on, but the new system just overall felt better to us and it also removed some of the frustrations people had with the Soul Link system, especially when people forgot to actually save. We've been testing this stuff for hundreds, if not thousands of hours - Once you play the final game, I'm pretty sure you'll agree that it just works for Will of the Wisps. I think a lot of people are expecting Will of the Wisps to 'just' be more Blind Forest, but we've been enhancing and fine-tuning pretty much everything, all the core systems and all the layers on top - Will of the Wisps is very much its own thing, I feel, without neglecting the stuff that made Blind Forest so much fun to play. So worry not, play the game, have a good time and don't forget to post your impressions here :D
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Thread Ori And The Will Of The Wisps - First 20 Minutes Of Gameplay
Wouldn't worry too much, if you liked Blind Forest, you're going to love Will of the Wisps :) Again, our focus was 'just' on trying to make a perfect sequel - We didn't want to lose anything that made Blind Forest feel special, but added a lot of things on top that'll hopefully make you all happy. And I'm really happy seeing all these previews. We've been putting so much hard work and dedication into this title, so I'm almost teary-eyed reading all this positive feedback. Not too long anymore and the reviews will be out and you'll all get to play it, feels almost surreal to me.
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Thread We haven't gotten a new* Metal Slug in ten years as of today
Honestly, if I'd be in charge of SNK, I'd turn it into a FPS game. I'd use an art style similar to Team Fortress 2, but with very detailed models and explosions and focus on a heavily scripted campaign that's insanely over the top. Doom2016 has shown very well that people are still into arcade-feeling, fun shooters instead of just realistic stuff... every single impact would need to feel crunchy and satisfying. I think it'd be tremendously fun to bring Metal Slug to 3d.
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Thread We haven't gotten a new* Metal Slug in ten years as of today
Haha, well, I'm pretty confident in my ability there. I'm a HUGE Metal Slug fan (I actually own all the NeoGeo games apart from the first one) and I've been thinking about what I'd do with the franchise quite a few times while playing them - I don't think a company like SNK would make a 2d Run 'n Gun ever again and if they go higher res, they have like 0 chance to match the quality of the pixelart of the olden days... Look at what they did with Samurai Spirits, I'm pretty sure they'll do this kinda thing to all their games since producing 3d stuff is just far more cost-effective than making another 2d game. And that comes from me having made probably the highest end 2d games for the past 10 years. I have an idea in my head that'd get me excited, I'm pretty certain all of the charme of the series could be brought over to 3d if it's done properly with the right people. And yes, there's lots of FPS games out there, but they're all kinda samey, realistic, etc. - it's all pretty devoid of creativity. And not just in terms of visuals, but also in terms of gameplay. I don't see why the style and charme of the old Metal Slug games couldn't be ported to 3d at all and I'm pretty sure if I'd have the time to make a prototype, I'd be able change your folks minds on this. But alas, this isn't going to happen, so I just hope SNK will do something awesome with the series. Metal Slug deserves a ton of love!
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Thread Bethesda follows Activision in pulling games from Nvidia’s GeForce Now
I feel you and this is exactly the kinda rhetoric that no publisher or developer should want now that streaming was supposed to become one of the main ways of how people get to play games. All of this is just sad to me and makes no sense. It actively scares customers to adopt a new way of playing games, one where you don't necessarily need to shell out a huge amount of money upfront on hardware just to be able to play a goddamn videogame.
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Thread Bethesda follows Activision in pulling games from Nvidia’s GeForce Now
I fail to see the logic here. If we follow this line of thinking, would a publisher need to get paid if people buy a new GPU? Since the sole purpose of a great gpu nowadays is to play games. GeForce Now isn't a store, it's not like Nvidia is making money by selling games - it just allows you to stream games that you've already purchased on Steam. The publisher / developer would've never made any money on hardware anyway and this is basically substitute hardware. I guess the argument on the publishers side is that them offering their games on GFN helps advertising GFN, but that in itself has a bit of a greedy whiff to it. I mean, if I'm a student and I can't afford to shell out 1500 USD for a great gaming PC, but I could afford a game and 5$ a month for GFN to play the game at 60fps, why isn't it okay to allow this? That way more people can play your game and they have to buy the game first anyway in order to play it... I don't see the downsides here. I really don't get this. Publishers should want to have as large an addressable audience as possible - this whole strategy here seems extremely shortsighted. The more people have access to games, the better it is for publishers and developers in the long run.
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
Why would a first party Microsoft studio immediately have unlimited resources? That's really not how it works. Games are insanely expensive to make, there's a ton of risk involved and a lot of games never even make their money back... You always get the budget that makes sense in terms of business. If DoubleFine now wants to make a game that costs, let's say, 50m USD, I highly doubt Microsoft would sign up for that.
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
We do own the IP rights to the ARPG we're making. Again, because I'm getting a ton of messages about this, at the end of the day, it just doesn't even make any business sense to 'sell-out' at this point. The ARPG will be our first AAA game, so if at all ever, we'd entertain the idea after that one ships. Truth to be told though, I'm already very happy with my position at Moon. I get to make the games I really want to make, I get to work with the most talented people in this industry, I can already fulfill my development dreams with the setup we have - So why risk that by doing something that would just make us a bit of money? I just don't care enough about money, we just want to make the best games in the world and right now things are great, so there's no reason to change the way we work. If we hit it big and we make a bunch of money, great, but I want to see that as a side-product of us making something that made a ton of people happy. Not being a slave to money and actually being in a position to flat out say 'No.' has done us a lot of good. We don't accept shit deals from publishers, we don't have to play to anyone's fiddle, we have creative freedom... we're honestly really happy with where we're at. Would it be nice to have a bunch of money on my account? Sure, but chances are my day-to-day life would change more to the negative than to the positive. Hope that made sense and finally clears up why we're not interested in getting acquired :)
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
I'm the Creative Director at Moon, I'm involved with everything apart from writing code myself. We had Leads in every department now that manage the work on a per-department basis, but yes, I'm always extremely hands-on with every project we're making, especially in terms of design :)
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
What? Just because we're distributed? We don't own an office, sure, but saying that we're not a real studio sounds a bit harsh :D I'd say we embraced modern ways of developing games - So far we still don't see the downside of working in a distributed fashion, but the upsides are huge, since we hire talent away from places like Blizzard, Retro, Ubisoft, Riot, etc. - And they all get to work together. The goal is to build the most talented team of developers in the industry and doing that would just not be possible any other way.
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
Just a budget thing. We're still managing our budgets very, very efficiently - Ori and the Blind Forest was made for a tiny budget relative to the project it was. Will of the Wisps already cost quite a lot more than that since way more people have worked on it, but it's obviously not anywhere near as expensive as what publishers are currently paying for AAA games. Our ARPG is the most ambitious thing we ever made. We're trying to be super careful with how we scale so that the company culture doesn't get screwed up and so that we know that we can actually tackle the thing we set out to make. Fun fact, we could've made the ARPG instead of Will of the Wisps (a prototype already existed by the time we signed the Will of the Wisps contract), but at the time it just didn't feel like we were ready yet as a studio to tackle something this ambitious. Not that Will of the Wisps isn't ambitious, but it was again planned as a bit of a smaller thing than what it became - Now it's this massive 2d game that has production values that are pretty nuts. I doubt anyone is going to match that in the 2d space any time soon, since most studios that aren't set up like we are, it probably wouldn't make any business sense to do it. But yeah, we're taking the long, carefully planned road here. Moon Studios has existed for 10 years now and it took quite a bit of time to develop the company and make the games we made in order to now be able to make the ARPG confidently. People always only see a studios output, but it actually matters a lot how you build a studio, letting people learn on the job to then do greater things, developing the tools and pipelines necessary to match the next project you want to make, etc. - It's all a LOT of work. The long view here is that Moon hopefully becomes a studio that you can just trust as a gamer, which is why I'm also always taking the time to be approachable and explain in all honesty what we're doing (as far as NDA's let me, that is :D) - I enjoy our culture of no bullshitting, no shallow PR blabla, I want gamers to know that if we release something, it's going to be something special, because we honestly pour our hearts and souls into what we're making. We're shipping our second project soon, I sure hope we'll live up to the high standards we set for ourselves :)
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Thread Xbox Game Studios |OT7| Discover Your Next Favorite OT
Probably not, but I don't know, maybe? It's already looking and feeling excellent though :D I've been working on this thing since 2015, we're building a pretty huge universe around it and needed that time to build something that's truly unique - That doesn't mean that you'll see it any time soon though, since it's been a side project for a while, then we built a smaller team for pre-Production and only after WotW the entire team is going to jump over to enter full production.I feel really good about the team size we have right now. Again, we're always trying to hire the most talented people in the industry - We have some folks that have 3x the output a 'normal' person would have on a daily basis... cause they're insanely passionate and talented. The goal with Moon is to stay fairly small, but everyone at Moon has to be a master at what they're doing.Thank you! :) At the end of the day, it all depends on whether we delivered a high quality game or not. I'm pretty confident in what we built, I love playing it - but press and you guys will decide at the end of the day if we did our jobs well. It's all very simple, we just try to make products that make you folks happy, we try to give you folks an experience that really stands out from the masses. We're constantly improving as a studio, so with every game we're learning and can do cooler things. Right now my mind is completely focused on shipping Will of the Wisps and I hope you all will have an amazing time playing the game, that's all :)
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Thread One month left until Ori and The Will of The Wisps!
After the first bit of gameplay the game completely opens up and you can decide where to go and complete areas in whatever order you desire. So we’ll definitely see very different walkthroughs depending on which things the players chose to do first. The non-linearity also extends to abilities, weapons and spells :)
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Thread One month left until Ori and The Will of The Wisps!
Ori and the Will of the Wisps starts the very moment where Ori and the Blind Forest ended, that's why you see Swallows Nest there :) And yeah, currently there's a Press Preview Event happening in SF and the embargo for the previews is lifting on 26th of February at 12:01am. Gareth (our composer) is also there for interviews, etc. :) So, not long anymore and you folks will get a whole bunch of new footage and previews!
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Thread One month left until Ori and The Will of The Wisps!
Buckle up, folks, we went all out on this one. I can't wait to see all the streams and I hope we're gonna make all of you very happy with Ori and the Will of the Wisps. When we shipped Blind Forest, Moon Studios was still a fairly scrappy studio and the game was made by only 10-15 people. For Will of the Wisps, we had 3-4 times the amount of people working on it and some of the best talent in the industry joined in this time around too. The proof is in the pudding, we'll have to wait for press and gamers to throw in their final verdict, but I'm pretty confident in what we built, especially given our recent playtests. It took us another 4+ years to build this game, it was damn hard, but I hope you'll all agree that all the labor was well worth it. I said very early on that our goal has always been for Will of the Wisps to become to Blind Forest what Super Mario Bros. 3 was to Super Mario Bros. 1 - We kept the core of Blind Forest alive, but tried to ship a much fuller experience this time around. I hope people will agree that it's a sequel similar to the ones Nintendo shipped in the past, Zelda 1 going to Zelda 3, etc. - Same core gameplay, but massively improved all around. Now, I fully realize that this coming from the Creative Director of the game, it should all be taken with a grain of salt, but I think I've shown many times that I'm a no-bullshitter. I'm super excited while also a bit nervous... But I think we did well and I can't wait to see you all laugh and cry again :)
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Thread Nvidia Officially Launches GeForce Now (Free for up to an hour or £4.99/€5.49/$4.99 per month for six hour access during Founders period)
I used Geforce Now quite a bit in the past and it always worked super nicely for me. Even finished a playthrough of Dark Souls 3 on my Macbook this way, love it :)
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Thread Which developers do you consider to be "immaculate" studios in the sense that every single game they make has been exceptional games?
Playdead. I hope Moon also becomes that, but we've only shipped one game so far :)
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Thread Ori and the Will of the Wisps has gone GOLD!
No, not necessarily. We specifically made sure that you don't need to have any knowledge of Blind Forest in order to enjoy Will of the Wisps. There are some winks and so on to the prequel, but not having played BF shouldn't affect your experience negatively at all :)
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Thread Ori and the Will of the Wisps has gone GOLD!
When I first played Hollow Knight, I didn't like the pacing of it - It just felt a bit drawn out to me and the actual moment-to-moment level design also felt a bit basic. They obviously didn't spend anywhere near the resources we did on Platforming and Level Design and we didn't spend anywhere near the resources they did on combat (during the Blind Forest days, I mean). I've obviously completed the game since then and think it's great overall, but I'm not a fan of arguing which game is better since to me they're doing very different things within the genre. I don't know if we were all that much inspired by Hollow Knight, they just tried to do a very different thing than what we are focusing on. Ori is and always has been a precision-platformer at heart. Our Design-Credo during the development of Will of the Wisps was to ensure that Will of the Wisps has to become to Blind Forest what Super Mario Bros 3 was to Super Mario Bros 1. The core stays intact, but everything gets major improvements. So in the end, I'm sure tons of people will compare Hollow Knight and Will of the Wisps and I'd say the comparisons this time will be more apt since we did spend a ton of resources this time on combat as well... but at the end of the day, let's be honest, it's just awesome that we see multiple high-quality 2d games get released every year again. So I'd say let's focus on that :)
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Thread Ori and the Will of the Wisps has gone GOLD!
Yeah, you can say that again... We finished Ori and the Blind Forest Definitive Edition in March of 2016 and then immediately started to work on Ori and the Will of the Wisps. It took us another 4 years again because we always wanted to make sure that WotW won't feel like a cheap cashgrab sequel. It would've been fairly easy to just take the stuff we had from Blind Forest and basically make a whole bunch of new levels and call it a day, but that's just not how Moon operates. We're trying to build the kinda studio that'll get the reputation Blizzard had pre-Activision: We always want gamers to know that when we shipped something, we tried our very best to deliver something remarkable. Ideally every game should become a masterpiece... even if it often feels like we're torturing ourselves, but in the end we're always happy if we were able to squeeze that last ounce of quality into something. At the end of the day, the team always gets a huge push from seeing how fans react to the stuff that we made and we're currently in this weird state where we've lived and breathed Will of the Wisps for the past 4 years, but we've been very secretive overall, so most of you haven't seen anything yet. There's so much stuff in Will of the Wisps that will blow you folks away, things that we probably shouldn't even have done as a developer cause it was way too risky - but we did it anyway, cause everyone in the studio is constantly chasing quality. I'm super proud of the team we built - It's not always been easy, but at the end of the day, I think we created something with Will of the Wisps that everyone will remember as something they'll be proud having been a part of. So buckle up, folks, March 11th isn't far away anymore and I think Will of the Wisps is turning out to become an experience that most people didn't expect to come out of our studio. We're still small and scrappy, but I hope people will see Will of the Wisps as a true AAA-quality 2d game, something the industry usually doesn't support these days, cause it's a crazy thing to do. Our folks who worked on Ori will take a short break after the release and then everyone will start working on the ARPG we've also been working on. This journey never ends, but I hope we'll make you all happy along the way :)
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Thread Warcraft 3 Reforged "downgraded" (from Blizzcon 2018 show)
Oh, I love Blizzard. I used to work at Blizzard and they were a great employer. I'm obviously a huge Blizzard fanboy and yeah, they made some of the best games ever - That is exactly why seeing THIS is just a no-go to me.
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Thread Warcraft 3 Reforged "downgraded" (from Blizzcon 2018 show)
Respect is something you have to earn by making things that people love. This thing here ends up looking like it quickly had to be rushed out - Do you really want people to support an obvious lack of quality?
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Thread Warcraft 3 Reforged "downgraded" (from Blizzcon 2018 show)
Not saying the devs had any say in this, but I don't see how the old league at Blizzard would've been okay with cutting back and potentially harming one of their most cherised IPs. Warcraft 3 and the quality of its cinematics was a huge part of the reason why I became a game developer, so seeing it getting this kinda treatment just rubs me the wrong way.
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Thread Warcraft 3 Reforged "downgraded" (from Blizzcon 2018 show)
I'm guessing they have a bunch of juniors and interns sitting on this and saw that doing cutscenes this way is a bit too elaborate, so they just cut it all and made it super basic... This is really sad to see. The old Blizzard would've never allowed that to happen - Remember when the original Starcraft didn't show well, so they re-did everything just to show something they'd be happy with? It's always sad to see when that kinda passion is just gone from a dev studio that really cared.
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Thread Ori and the Will of the Wisps has gone GOLD!
Thanks for all the positive thoughts, folks! We're all super excited about how people will react to Will of the Wisps, can't wait to watch people on streams check out all the new abilities, spells, weapons and of course the story. In more ways than one, Will of the Wisps feels like Blind Forests bigger brother, so I'm pretty confident in saying that if you even just liked Blind Forest, Will of the Wisps will make you very happy :) My hope is that we shipped one of the best games of the year. Tough competition this year with Last of Us 2, Cyberpunk, etc, but we did what we could. Here's me hoping that everyone out there shares our vision, you never know at the end of the day as a creator how people will react, so... wish us luck! :)
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Thread Phil Spencer prefers frame rate over resolution - future titles will focus more on that
Don't think it'd be possible on X1X, we're CPU bound and there's just not enough horsepower. XSX should do the trick and there's plenty of TVs now that can also do 120hz. I doubt that a ton of games will support 120hz on XSX (at least not big AAA releases), so we've been thinking about that feature.
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Thread BOTW, RE2, Sekiro, DMCV, Nier, FF7R - Have japanese devs surpassed the western devs?
There's definitely a difference in approach to game development and some people like this more, others that. What I find interesting is that - And I'm just guessing here - due to most western studios nowadays thinking that Open World is the pinnacle of level design, it's surprisingly hard to find level designers out there that actually know what they're doing. Sculpting some terrain and then having to fill it up with content is a completely different discipline than actually properly grayboxing every inch of an experience in the way Nintendo, From, etc. do it. Y'all would be surprised how many designers in this industry with 10+ years of experience don't even know the basics of level design. They all think they do, of course, but once you put them to a test, it's very obvious that this skill has almost gone missing. I would bet that if you'd have some of the 'best' designers out there trying to make a 3d Mario level, they'd fail on oh so many levels... there's still a few great ones out there and usually we gobble those up at Moon, but it's a sad thing to realize that due to the open world bullshit, we're seeing an entire generation of designers who just really lack even understanding the basics of how level design works. And I mean, I've seen this stuff before. The games industry used to be full of people who knew how to paint, but since ZBrush and sculpting took over for character art, it's now pretty hard to find people who know how to properly paint textures. And I mean not in terms of tech, but in terms of Art. I guess the market just gets what the market wants. Japan is a bit different, usually they don't do open world stuff and usually their games don't try to be massive systemic experiences that take 50+ hours to finish. At that level, knowing how to make things tight is far more important.
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Thread All these big AAA games are coming in the coming 6 months and i am most excited for a "Indie" game
Thanks for all the love, folks :) Can't wait for you all to get to play it. It's easily been the toughest project I've ever worked just cause of its complexity... I'm pretty certain if you even just liked Blind Forest, you'll love Will of the Wisps. And to share some news, Gareth did the final recording bits for the Will of the Wisps soundtrack this weekend. It'll be pretty special:
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Thread Death Stranding makes no sense
Publishers not immediately taking away IP rights is a thing that's happening in the industry right now - We also didn't have to give up the IP to the game we're working on after Will of the Wisps and giving up the IP rights would've honestly been a deal-breaker for me at this point. So I'm guessing quite a few publishers out there also already lost out on deals where they insisted on getting the IP rights. I think things have been changing to the positive over the past 10 years or so in that regard since there's many more avenues now for game developers to get funding other than just having to resort to a publisher, so suddenly the deals became more fair. I THINK (just my own thoughts) that it might've also become more obvious to publishers that you can't easily remove the talent from an IP and still make the IP work. How would anyone make a Kojima game without crazy Kojima in the background? I wouldn't even know where to start. Kinda feel the same about Ori, I have no idea who Microsoft could hire to make another Ori if Moon isn't doing it. Also, good luck even finding developers who are willing to pick up someone elses work who are also willing to make their careers dependent on that gamble... On top of that, all the big publishers own plenty of IPs that they're not capable of doing anything with, so why hoard all that IP when you can still negotiate if the thing becomes a hit? Yeah, you might have to pay a bit more at that point, but then it's probably worth it for both parties?
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Thread Ultrawide (21:9) game recommendations please
Because in a 3d game, the content already exists - In a 2d game, it doesn't, if it was authored with 16:9 in mind, so we had to go through the entire game and change the set dressing so that you'd never see outside the actual world, the dressing had to be extended everywhere, etc.
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Thread What is your opinion on L3 as Sprint?
My opinion is that the controller designs we have right now are outdated and a lot of this stuff could've been solved a long time ago if there'd be willingness to innovate. It's a bit ridiculous that a keyboard and a mouse (devices that were never specifically designed for FPS games and the likes) are still better and more precise in many ways than what we're all currently using. The PlayStation and Xbox Controllers have barely changed over the past 20 years, yet they set the standard for developers. You probably won't see any real innovation in the next gen console controllers either, so this will bring us to a quarter century of controllers adhering to the same old standard. My hope was that the next-gen controllers would be closer to the Oculus VR Controllers, meaning split, with 6DOF support. Add Grip Buttons to that and developers would already be able to develop these games in a wildly different way and I'm pretty sure with that setup you could come up with a design that feels more comfortable to play on a controller than it would on KB&M, but alas...
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Thread Ori and the Blind Forest is a beautiful disappointment...
While some of the comments here do make me a bit sad (I think ultimately every creator wants their work to be enjoyed by everyone, even though you know that's never going to happen), it'd be incredibly interesting to have some of you over at my place to try Will of the Wisps. So many Metroidvanias were released after Ori and obviously everyone was able to improve upon the formula a bit. We did the same thing now, we took a good look at all the stuff out there and tried to up the ante in every respect, so just as a game design experiment, I'd LOVE to be able to just give access to various people who bring up constructive criticism and look at if Will of the Wisps would work for them now. I'm pretty confident that we ironed out most of the things that some people were critiquing about Blind Forest, we worked super hard to create a package that should also work for people that really want these other aspects while still making sure that the original Ori fans get a huge kick out of Will of the Wisps (which is why I often make the comparison to SMB1 -> SMB3, since it brought in some of the adventure elements, the suits, worldmaps, etc., they added a ton of stuff on top of what they had in SMB1), but the proof is in the pudding. We're getting pretty close, I can't wait for the Will of the Wisps OT and then we'll be able to shoot the shit and talk about how this or that worked out. I'm pretty sure that everyone who even just liked Blind Forest will get a huge kick out of Will of the Wisps, but I secretly hope that a ton of people who we weren't able to convince with BF yet will be blown away by Will of the Wisps :)
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Thread Ori and the Blind Forest is a beautiful disappointment...
I get the criticism and it's hard to make a game that's truly for everyone, but I think It'll be very interesting to see how people will react to Will of the Wisps :) For Blind Forest, we absolutely focused on platforming, since I was always a bit annoyed that while 'running and jumping' was always one of the core mechanics of Metroidvanias, usually the platforming mechanics in other Metroidvanias were super basic and I never quite understood why it's apparently 'okay' that that aspect usually ends up so much more basic than what 2d Mario delivered 25+ years ago in Metroidvania games. I mean, the characterController in Ori and the Blind Forest is waaaaay more intricate than anything you usually see in other Metroidvanias, cause our goal was to make sure that we nail that aspect and looking at what moves people can perform by the time they finish the game, I think we delivered on that front. To me, Blind Forest really becomes its own thing once you finished the Ginso Tree and can now doubleJump and Bash through levels without even touching the ground, etc. - People start to understand the rhythm and perform some insane moves and that was the whole idea. Enemies in BF were more about creating dynamic obstacles that you'd platform around. For Will of the Wisps, our goal was to elevate all the other aspects as well, so that you'd end up with this perfectly rounded package. Our goal for Will of the Wisps was that people would see a similar jump between BF and WotW that people saw between Zelda 1 to Zelda 3 or Super Mario Bros 1 to Super Mario Bros 3. I think WotW will deliver for the people who absolutely need super tight combat in their Metroidvanias, or people who want more story / NPCs, Sidequests, Bosses, etc. So while it's almost impossible to make everybody happy, my hope is that with Will of the Wisps we'll make a ton more people happy :)
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Thread Is the Switch success enough to "force" Nintendo develop a Switch 2?
I think at this point backwards compatibility is something that everyone just expects and it'd be a huge downer if the new console doesn't support any Switch games. So whatever happens, BC needs to be part of it, which will limit Nintendo to some degree. Nintendo is really the only one of the major console makers out there who still constantly try to innovate in terms of inputs / controllers, so I hope we'll see some movement in that regard. I'm kinda baffled that split 6DOF controllers aren't the new standard for next-gen... Anyway, my bet would be on a more powerful Switch with something cool on top, either new controllers or something like that. I don't see them radically changing their current approach.
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Thread Does a new generation mean a new interface?
Maybe, but I'm not sure that's all there is to it. It's a bit ridiculous that all the current boxes can render games with all the visual porn at 60fps, but then you pop into the OS and move around and it just starts to stutter and cache and lag. Some people aren't as sensitive to that, but I just goddamn hate it, it makes the console feel cheap if the OS isn't snappy and fast and a joy to use.
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Thread Moon Studio's (Ori) next title is an Action RPG per job listing
Correct. That was the main reason he was hired :) Alex is an unbelievably gifted writer, so I just basically approached him and told him we'll give him the best job he'll ever have and he quit Square after 20+ years of working for them for us.
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Thread Moon Studio's (Ori) next title is an Action RPG per job listing
Why not? We had quite a few acquisition offers in the past, but since we're all insanely confident that our unannounced title will become a pretty big thing, it wouldn't have made any sense to even think about that. And I just like the studio being independent. We can't allow ourselves to become complacent. Gotta stay hungry and be able to maneuver fast :)
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Thread Moon Studio's (Ori) next title is an Action RPG per job listing
Hey, WARSOUP was a pretty cool thing back then. We put that together at a time where every FPS out there was pretty much just Modern Warfare, so I was glad to see that some other FPS games 'copied' some of the stuff we showed there since. Movement in games should always be fun! Still haven't seen anyone actually tackling the RTSFPS concept we had though (I mean upgrading skills and weapons and resource management during matches, etc.), so... maybe at some point? Definitely not a focus for the studio right now though.
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Thread Moon Studio's (Ori) next title is an Action RPG per job listing
80 people now, all working together from literally all across the globe :)The post says 'redefined' the Metroidvania genre and I don't think that's too far-fetched. We innovated in quite a few areas and the platforming in Ori is definitely on a whole different level than what you see in most other Metroidvanias. And regarding Will of the Wisps, you ain't seen nothing yet :D
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Thread Compulsion on joining Xbox Game Studios - "Trying to maintain creativity within a organisation like MS, isnt as hard people think it is"
I can confirm that. Not once throughout the development of Blind Forest or Will of the Wisps has Microsoft forced us to implement one of their ideas. They leave it to us to do what we're doing best - and that's great :)
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Thread Jonathan Cooper (ex ND) says studios MS acquired aren't at the same level as Sony 1P "will only get there with long-term hiring and financial support"
I don't think any of those studios would be offended by what Jonathan said, it's reasonable and common sense. Naughty Dog has consistently gotten prime support by Sony because Sony understood how valuable they were to them selling consoles, so Naughty delivered again and again and kept improving. Win/Win for both parties. The sort of represent the ideal of what can happen when a developer and a publisher join forces, when a publisher recognizes and supports talent and when the goal is that a developer gets the resources they need to create greatness in order to support the publisher. They got the time and resources to get to that point and that's great. He even made it very clear that those other studios could get there with time, but that's what it'll take: Time.
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Thread Jonathan Cooper (ex ND) says studios MS acquired aren't at the same level as Sony 1P "will only get there with long-term hiring and financial support"
Naughty Dog also made Way of the Warrior, let's not forget about that. It takes some time for a creator to actually fully understand his craft and to then be able to deliver quality on a consistent basis.
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Thread Jonathan Cooper (ex ND) says studios MS acquired aren't at the same level as Sony 1P "will only get there with long-term hiring and financial support"
I wouldn't be so quick to call someone names. I'd agree that Playground, Obsidian, Team Ninja, etc. are probably the best bets for Microsoft to get hits out of them, but you also need to consider that Playground only made racing games before and they did that by standing on the shoulders of Turn10. So them creating a hit in another genre isn't a foregone conclusion, there's certainly a risk there. Look at Squaresoft in the 90s - They were the undisputed kings in the RPG genre, but when they tried to diversify and started making Beat em Ups, Shooters and Sports games, their output was far from great. So in the end, it all boils down to the talent within those studios and this is why that's a great thing: We'll see some people fail, we'll see others rise to the occasion and create something fantastic. Hopefully we'll see more of the latter than the former.
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Thread Jonathan Cooper (ex ND) says studios MS acquired aren't at the same level as Sony 1P "will only get there with long-term hiring and financial support"
Talent is everything, especially in creative industries. And time is more valuable than money. It remains to be seen what projects Microsoft will get out of the acquisitions, I certainly hope for the best, but it should be clear to everybody that you can't just buy studios and give them some money and hope that they'll immediately be able to match the kinda output that Naughty Dog or Sony Santa Monica produce. As an analogy, look at the Music industry. You can't seriously hope to match what the Beatles were doing by you just putting a bunch of people together and giving them some money, even if it's an asston of money. It takes a whole lot more to get to that kinda level of quality. And I think Microsoft is aware of that. Look at Turn10 as an example. Back when they started on Forza, it was clear that they wouldn't immediately be able to compete with Polyphony... but give it some time and let them focus and boom, today they are not just competing, but are on top. At Moon, we started in 2009 and it took us a good decade to build the pipelines, toolchains, grow the team and acquire the talent necessary to make the project we're working on after Will of the Wisps. If we'd have gotten a AAA budget right from the get-go, we would've still had a hard time competing with already well-established teams back then. But today, we're locked and loaded and can compete on the highest level, exactly because the team went through 10 years of experience, grind, teambuilding, etc.
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Thread Can't we all finally agree that the PC Gaming Market doesn't threaten the Console market?
I mean, get a PC with equivalent specs to a Tegra X1 and play the PC version of Blind Forest on it and then compare it to playing the Switch Port of Blind Forest. You can perform miracles if you're optimizing towards a specific system.
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Thread Can't we all finally agree that the PC Gaming Market doesn't threaten the Console market?
Yes, you do. Good luck building a PC for under 1000$ that has the same specs as the XSX and that runs games in the same way on PC. Consoles are sold at a loss, PCs aren't. When you develop for consoles, you know exactly what you're targeting, so you can optimize the hell out of that machine, which isn't what's happening for PC games. On PCs, you just deal with a ton of overhead and you're throwing insane amounts of power at it to overcome that. All PC games could run a hell of a lot better on the given hardware if the games would actually be specifically made for that hardware. So even if your PC is on paper better than a console, in practice that often won't result in you having a comparable experience. And again, most people don't wanna deal with that shit.
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Thread Can't we all finally agree that the PC Gaming Market doesn't threaten the Console market?
I just wanted to post this in that recent Xbox thread, but then thought this discussion deserves its own thread, so here goes: I'm always a bit baffled by people saying things like "Meh, I don't need an Xbox, I have a gaming PC" and in the same sentence they're making that sound like that's a diss against the Xbox. Yes, if you're a PC Gamer and Microsoft ships their first party games on PC as well, YOU might not NEED an Xbox. And that's perfectly fine. A good gaming PC that runs games at better quality than a console will most likely cost you 1.000$ and up - and probably a bit more than that if you're trying to buy a Gaming Rig closer to the consoles release. The biggest selling point for a console is convenience and price. You're buying a box for a couple hundred dollars and if you buy games for it, you KNOW what you're gonna get. You don't have to fiddle with your OS, drivers and with obscure sounding settings, you just download the game, hit play and you're good to go. THAT is what most people out there expect and want from a console. I'd assume that a ton of people out there have no desire to put a big gaming PC tower into their living rooms. They want a sexy little box that guarantees good entertainment. And while gaming on the PC has become much more streamlined over the past decade or so, it still can't compete with a console when it comes to sheer convenience and price. It's not even close. I mean, let's face it, PC Gamers who buy the latest and greatest hardware are a niche segment. You are representing the absolute high end, gamers who don't care as much about the price of their hardware, who'd be willing to spend 500+ dollars on just a GPU. I just don't see how those market segments compete. It's like saying 'These headphones Apple ships with their phones are completely useless cause there's way better, pricier high end stuff out there!' -> You're missing the point. Of course there's better stuff around and it's great that you can buy that and use it on your device, but for most people, those headphones that ship with the device are all they really want or need. I'm sure everyone here would LOOOOVE for Sony to do the same thing Microsoft does (Don't tell me you wouldn't want to play games like Bloodborne, God of War, Uncharted, Last of Us, etc. at 4k, 60fps, HDR, etc. on your PC - If the OPTION would be there, a ton of people would be thrilled to play those games that way instead of the upscaled 4k, VRR-hopefully-60fps-but-not-quite, etc. experiences that you get on a console), but I think people would be scared that - if that happens - PC Gaming could kill Console gaming and let's be real here: That's just a bunch of nonsense. In no other segment are people so afraid that the HIGH END would absolutely murder the LOW END than in gaming. I'd just love for people to accept that PC Gaming represents the HIGH END ALTERNATIVE to consoles instead of PCs representing some evil competition that might kill consoles. It never will. There'll always be a HUUUUGE segment of gamers who just don't want to deal with all the hassles that PC gaming brings with it. There's always going to be a huge amount of people who value convenience way more than performance - and that's fine. Your Prius isn't a useless piece of shit just because Porsche just made a new sports car. Games should be available everywhere and gamers should have a choice. You want convenience, a good experience and don't want to break the bank? Get a console. You love performance and are willing to spend a bit more? Get a PC.
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Thread The Verge: The Xbox Series X is basically a PC
I mean, even current consoles are basically 'just' PCs and the PlayStation 5 is also 'just' going to be a PC. Never understood why that distinction was so important to people. It's the same weirdness as people feeling hesitant about Apples Switch to Intel back then... as if the PowerPC architecture made their computers somehow special. It's all kinds of weird.
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Thread Game Awards trailer for Ori and the Will of the Wisps, releasing March 11 2020 (Xbox One, Windows Store, Steam) + Collector's Edition Revealed
Btw, with combat, it's not just about looks. This time around we hired to do all the sound effects for Ori. They worked on stuff like Mad Max, John Wick, Frozen, etc. and in games they were responsible for the SFX in God of War, Halo and the likes. It's super important that the sound effects overall are super satisfying, that contributes a lot to the whole experience of making combat and platforming feel super satisfying :)Thank you :) I hope people will notice the new lighting engine and Animation is also a big step up from what we were able to accomplish with Ori and the Blind Forest. We since hired some of the best keyframe animators in the industry (I honestly hate the trend that everything out there in games is Motion Capture, that always just results in wooden animations in my opinion... so our goal is always to really hone Keyframe Animation and let our Animators be the artists they are), we upped the animations to 60fps and added a ton more animations for every move, so everything feels a lot more fluid now. I love the storm shot in the trailer where Ori gets separated from Ku, the animation there is top notch :)Of course. Internally we're also pitching around the idea of maybe making a version of Will of the Wisps that supports 120hz on the Xbox Series X, but that'll be up to Microsoft to decide, so feel free to tweet Phil about that :D I think it'd be neat if Ori would be one of the first games to ring in the new era of console games supporting a higher refresh rate than 60hz. A lot of TVs out there already support 120hz and by the time the XSX launches, that'll be even more commonplace, so people should have content that makes use of that new tech :)
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Thread Game Awards trailer for Ori and the Will of the Wisps, releasing March 11 2020 (Xbox One, Windows Store, Steam) + Collector's Edition Revealed
Well, Windows 10 is what we're all using, but I don't see why Will of the Wisps wouldn't run even on Windows 7.Thanks so much :) Yeah, it's been a long road, but we're pretty happy with where we are right now and there's obviously more stuff being worked on in the background that's already shaping up super nicely. When Blind Forest shipped, we were still a crafty, smaller indie dev, but by now we're becoming more and more of a powerhouse and we'll soft-announce something soon that should clarify that we're not messing around and are going to compete at the highest level. It's gonna be fun :D
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Thread Game Awards trailer for Ori and the Will of the Wisps, releasing March 11 2020 (Xbox One, Windows Store, Steam) + Collector's Edition Revealed
I think we feel pretty confident internally that it'll be one of the strongest games out next year - We've been putting years of hard work into Will of the Wisps and are polishing like crazy still. We're not too afraid of any month, what matters is that when we launch, you'll be able to sit down and feel like you're playing something truly special - that's what we want to deliver :)
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Thread Game Awards trailer for Ori and the Will of the Wisps, releasing March 11 2020 (Xbox One, Windows Store, Steam) + Collector's Edition Revealed
Should become available world-wide. Also, the Collectors Edition IS limited, so it'll probably be sold out very quickly. If anyone lives in Vienna or sees me at Gamescom or E3 at some point, I'd gladly sign the Box for you :) We specifically designed a classy, beautiful black box and asked Microsoft to only use high quality materials, which is why there's a 20$ gap between the normal edition and this one, but I think collectors will deem it worthy, I certainly would :) Gareth's Piano Collection Soundtrack CD is also exclusive in that box and the hard-cover ArtBook that's in it also looks super nice. We worked together with Future Press on it for the past few months, it contains tons of artwork that was created by Moon over the past 4 years... I think the value for the box will quickly go up instead of down due to the limited availability.
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Thread Game Awards trailer for Ori and the Will of the Wisps, releasing March 11 2020 (Xbox One, Windows Store, Steam) + Collector's Edition Revealed
BestBuy already has their Pre-Order page up: And other retailers will follow soon :)
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(27231996)

Thread Honestly, I don't think anything is touching Cyberpunk 2077 next year
Maybe wait with the hyperbole until the game is actually out and it's clear that it's really good? I’m getting tired reading threads where people hype up games like crazy that they haven’t even played yet. How many ‘Death Stranding will be the game of the generation!!!1111’ posts have we seen here before the game came out? Are we gaining anything by hyping up games to a ridiculous level only to then be inevitably disappointed because the end product can’t possibly reach the crazy levels of hype that was built around it? I wouldn’t want to be in CDPRs shoes right now - unless Cyberpunk is basically the second coming of Jesus Christ, people will lose their shit thanks to the insane hype that exists around the game - good luck living up to that. At this point I’m almost sure that we’ll hear the first really critical voices once the first previews are out, people will go nuts if the gunplay isn’t as good as Destiny, people will complain if you can’t do literally EVERYTHING and you just have to wonder... well, what did you expect?
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Thread Did you use RF or Composite cable for all consoles until the HD era?
For most Europeans it was easy enough to buy RGB cables and play that way on our European TVs - so I did that. At the same time, we had to play the awful PAL versions with fat black bars and 20% slowdown...
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Thread Do you think BoTW 2 is going to be BoTW 1 what Majora´s Mask was to Ocarina Of Time?
I think that's pretty much what it has to be. The original game came out not even 3 years ago, I think it's impossible for any dev team to build another game like BotW from scratch within the time they had so far without re-using a whole bunch of the stuff they already had.
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Thread Sony's Strategy for next gen involve releasing games on more than one platform, your thoughts?
Would make a lot of sense to me. At the very least they'd make a ton of extra money on PC Versions and they'd make a ton of fans happy that way (Would love to play Bloodborne at 60fps). Any publisher who has a product that could become a worldwide phenomenon would have to consider publishing on other platforms as well at some point. Sony's blockbuster AAA games feel big, but they're a tiny fart in the wind when compared to Minecraft, Fortnite, etc. Imagine Sony would have a title that could become the next GTA V - By not releasing on multiple platforms, you basically say no to potentially making hundreds of millions of dollars. I'd imagine it becomes harder and harder for publishers to ride the console exclusivity train with games now upping in price once again with the next-gen consoles coming out. Imagine making a business case for a game that cost you 200m+ USD to make, but your potential customer base is limited by the install base of the hardware you're making. At some point the risk / reward will make no sense anymore.
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Thread Sony's Strategy for next gen involve releasing games on more than one platform, your thoughts?
This. So much this. PC isn't in conflict with consoles. People who want the convenience and the lower price of consoles aren't necessarily the same folks who shell out 1.5k+ for their gaming rigs. Imagine Disney spending 300m+ USD on a film, but now you'd only be able to watch the film on a box they're selling for 400 USD. It'd be madness.
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Thread Sony's Strategy for next gen involve releasing games on more than one platform, your thoughts?
It's not about them making games like everyone else. If they're making a game that could become a worldwide phenomenon (right now I'd say their Uncharteds and God of War's, etc. are still limited to a smaller hardcore market), they're obviously limiting their outreach by only selling that game on a (pretty expensive) console they're making. With budgets of games rising again now, it'll become harder and harder to ignore the fact that they're leaving a ton of money on the table.
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Thread [Jim Sterling] Patrice Desilets (of Assassin's Creed) Accuses Reviewers of not playing his poorly reviewed game.
Normally I'm a fan of his Jimquisition videos, but did he do any research at all on this one? Patrice isn't bullshitting, those reviews were clearly penned by journalists who did not play the game and just made up stuff - I know if that'd be happen to me, I'd be upset. In fact, there was a review when we released Ori and the Blind Forest where it was very, very clear that the reviewer must not have played more than 2-3 hours of the game, cause he made suggestions for stuff that actually does appear later in the game, but THAT I can still kinda understand. Not every game is for everyone, reviewing games takes a lot of time, etc. etc.. But a reviewer blatantly making stuff up... That should be a clear no-go. I think on this one he ought to make a quick Mea Culpa video after he's researched this situation a bit more.
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Thread Tom Warren: “hardly anyone has them” (Scarlett dev kits) “They’re no where near final”
Honestly, everybody pretty much knows what the specs will be. It doesn’t really matter if you have a devkit or not.
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Thread Don't have a VR headset? Want to play Half-Life: Alyx and get in on the general VR hype at a reasonable price ($399)? Look to the Oculus Quest
It'll still take years and years before that really happens, honestly. Right now if you're trying to pitch a VR game to one of the publishers out there, they'd probably play along if you can do it for a really low budget, but once you're asking for a medium to high budget, they'll quickly tell you that they're not interested simply because the numbers don't add up yet. I mean, try to sell a million copies of a VR game in the current market... it's hard to make a business case there. I'd say even if Half-Life becomes insanely successful (and given the current VR market that'd probably already be 1-2m copies sold), the path we'll see is probably devs introducing VR into more and more games that you can also play traditionally, but full-fledged AAA experiences that were built exclusively in VR - that's still gonna take a good, long time. It's definitely awesome that a company like Valve that can afford to gamble a bit bets on VR, simply cause that'll push the medium forward, but I doubt it'll have an immediate effect on other devs.
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Thread Diablo IV announced
Because 9 women can't make a baby in a month. It's game development, building something from the ground up just takes a lot of time and you can't simply speed the process up by putting hundreds of people on it. Those PoE devs have put 10+ years of development into this thing in order to create stuff as quickly as possible, they have all the shit in place for them. Blizzard would've been able to deliver more stuff quickly if they would've made another D3 expansion, but I'd guess they knew that D3 was fundamentally flawed and wasn't truly fixable even with another expansion cause you'd have had to re-do a lot of the core, which wasn't really possible. That's why it's pretty baffling that they're still apparently moving forward with some of those flawed D3 aspects like the bullshit itemization, especially since they're basically out there saying they want to make another D2.
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Thread Diablo IV announced
I get that and there's definitely some truth to that. When D3 came out, people expected a game on the quality level of D2 and the sad fact is that it just wasn't. Not even close. The Auction House made no sense at all for a game like D3, it was just shoehorned into the game half a year or so before release and it just completely ran counter to D3's core gameplay loop. But that wasn't the only issue, the D3 design team just fundamentally didn't understand some of the core aspects that made D2 tick. I usually never throw other designers under the bus, but Jay Wilson was just the wrong person to put in charge of D3. He was responsible for some core changes that just put the game into a state where it wasn't really 'fixable' even with expansions and so on (don't get me started on the Paragon system... a horribly grindy design patch on top of a fundamentally flawed system... terrible). There was no skill system anymore, they didn't like the fact that people were able to look up optimal build stats on a Wiki, so their response was to just completely remove the skill system, to remove player choice and weigh everything insanely towards itemization, which made the game incredibly shallow... and it also killed the fantasy. Playing a mage and running around with a heavy Barb two-hander completely broke the class fantasy, but that's what you had to do to gain an edge due to shallow systems. I get that people would basically be happy if they'd 'just get another Diablo 2', but you're not getting that by just creating a carbon copy of a thing you already made. D2, when it came out, was pretty revolutionary. It improved upon every aspect of Diablo 1 and successfully so. It still had some silly systems in it (what in the world was the stamina / run shit for? I don't understand that to this day), but it was a damn fine game and the systems made the game almost infinitely replayable - D3 due to its shallow almost arcade-like quality just didn't have that. If you want to create the next big thing in a franchise, sometimes you have to innovate and take the next step, even if that step is a bit radical and might offend your old school fans for a bit (Until they 'get' that it's the right step forward). The proper sequel to 2d Mario at some point had to be Super Mario 64. If they would've gone 3d by doing what New Super Mario Bros did, nobody would have cared. Again, Point and Click Combat is a relic of the past. There's tons of games out there that show how the combat system in those games should work, but Blizzard at this point is just trying to do the same old, same old and that'll bite them in the butt, cause somebody is gonna come in and do it right.
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Thread Diablo IV announced
That's a very, very dangerous line of thinking, especially since Blizzard has some serious competition this time around. When D3 came out, a ton of people bought the game blindly just because of D2 and because there wasn't that much else around and people wanted their ARPG kick. Back then, people didn't take PoE seriously yet compared to Diablo. We're looking at a very different landscape now... Will the game sell if it stays the way it is? Of course. But it doesn't look super exciting yet, it doesn't look like it'd blow my mind and make my jaw drop. There's a huge difference between 'Here's a darker Diablo 3 with some adjusted systems!' and 'Here's our next-gen Diablo experience!'. Blizzard has unlimited resources, so you'd definitely expect the latter.
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Thread GameDev Era - What literature on game design do you recommend for beginners (like me) ?
Honestly, learning by doing is your best bet. Just try to make a FUN game - You'll fail a good 10-15 times by making some shit that nobody cares about. The key is in knowing that everyone goes through that phase and not giving up. You'll learn more and more what's fun and what isn't just by doing it and experiencing it yourself. I do like Mark Browns YouTube channel, even though I don't always agree with him on the arguments he's making, but his graphs and all that stuff are interesting to say the least. And still, theory is theory. It's unbelievably hard atm to find really damn good designers out there, cause a lot of designers that work at big AAA studios haven't gone through the process of actually building all this stuff themselves. They assume, they don't know. You should always try to understand why this or that is done on a very deep level and the only way to gain that understanding is by having made those mistakes yourself with you then rectifying them. Going through that process is insanely valuable. One more thing: People who approach game design from a programmer-angle often times get too bugged down on needing to have everything in a pristine, clean state. So they end up re-writing their code again... and again... and again and they miss the forest for the trees. Your end goal is to make a fun game, not to write really nice code (that nobody will ever see). Once you know how the first part works, you'll probably have figured out the second part intuitively. Noobs in all fields make that mistake: Amateur artists care about their linework before they even understand any anatomy... It should be the other way around. And as always: DON'T LET SHIT SNOWBALL. You will make that mistake. Everyone does. All the time. Start with really small stuff, simple stuff and try to make that as tight as possible. You should always feel like the stuff you're trying to make is almost too easy to pull off, because I promise you that it won't be. Ever. Don't try to copy the last indie hit that had 20+ people working on it. There's a reason why so many people worked on those games, it's not because they're lazy or not as talented as you, it's cause making games is labor intensive and a ton of shit will go wrong. If you think something is gonna take you a year to finish, it'll take you 3 years to finish. So don't go there. Try to stick with prototypes that have a really small scope, but are really tight and fun. Our gameplay-programming test at Moon is literally making a simple platformer game where you control a bouncy-ball through a grayboxed level. If you can do that and make that fun, you're golden. But if you can't even do that... why should I trust you that you can do much more complex stuff? Fail as hard and as many times as you can, that's the only way you'll learn. And embrace your failures, learn with every prototype you're making. Read up on the 10.000 hours theory - There's a whole lot of truth to that.
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Thread Microsoft is moving the Xbox Console platform to the Cloud, will Sony follow suit or will they focus on console sales?
I think a big problem with all of this is that the peripherals are all across the board awful. Nobody carries a clip with a full controller around and even then, the clip / phone / controller combo feels awful. The balance is all wrong, it just doesn't feel comfortable to play. We'd need something that'd turn our phones into Switch-like devices (or clamshell / slideout controller attachments) with similar ergonomics before this makes any sense.
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Thread Diablo IV announced
I think the bigger problem is that Blizzard isn't innovating big, they're innovating small with D4. They're changing certain systems in small'ish ways and change how certain numbers work, etc., but they I think they'd need to radically re-think how Top Down ARPGs should work. Click and Point combat systems don't really make sense in todays time, a lot of the cool conceptual ideas they had for D3 were never realized and also apparently aren't on the table for D4 and I think the world state event stuff (which is one of the bigger innovations) isn't really all that exciting for Diablo fans. I think Mosqueira got it, he understood that in order for this thing to keep going, some big changes needed to happen... and he got whacked for thinking outside the box.
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Thread Which games are more fun or balanced on higher difficulties (or even default mode)?
Halo is the classic example. It feels like they always treated Hard as the 'normal' mode that the game was intended to be played at.
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Thread New R* North job listing: Animation Programmer for "massive open world games" for "next-gen consoles"
Could you imagine? Rockstar working on another Grand Theft Auto after the last title became one of the most successful games ever made? Unfathomable!
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Thread Mute Link Needs to Go
Imagine you being the person who has to find the right voice for Link... and with that, you also have to think about localization. All you folks would immediately riot if the voice isn't exactly what YOU imagined it'd be. I sorta understand why Nintendo is just keeping him mute.
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Thread Dreams PS4 is really starting to come into it's own.
Media Molecule should think about doing a 'Dreamscon', where they can show off the cool stuff people came up with, present new features they're implementing, etc. - Hope things are heading this way. It's really impressive to see some of this stuff, Sony should be proud of MM and its fans :) Actually, wouldn't it be amazing if MM would get Dreams ready for PS5 before launch and could give the best contributors a few weeks or a month or two to design little tech demos for the PS5? I'm sure people would love to see cool demos that show all the stuff that can be done now with PS5. This thing could really go places.
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Thread This may change in 2 days, but the B&B Unit is, IMO, the most... bizarre thing Kojima has ever done.
If you guys want to really discuss sexism, take a look at Policenauts. You can grope pretty much every female NPC in that game...
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Thread Capcom’s Yoshinori Ono on Deep Down: “It’s not been completely given up on”
Deep down, I always thought that cinematic they made looked pretty cool. A bit shameless that they tried to sell that as PS4 footage, but I thought it had a neat style. The gameplay in the demos looked super rough though.
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Thread Xbox Game Studios |OT6| I'M BACK (TO RISE)
Yeah, we grew quite a bit, but keep in mind that we're not 'just' working on Ori, there's a separate team that's working on a secret title in the background :)
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Thread Why the Switch will be fine after other next gen consoles hit the market.
The Switch will be fine cause Nintendo and Indie Devs will continue to support the console with some great titles. It’s not 2006 anymore. Minecraft and Fortnite are the biggest games out there and those games sure aren’t lookers. Graphics alone don’t sell games.
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Thread Sooo.... Is it fair to say that VR didn't die?
I'm not sure why people always come in with the expectation that one thing will completely replace another. Why would it have to? It's always the same silly thing... games on phones will replace consoles! Everything will be portable! 3d will kill 2d! Streaming will take over everything! Gnah. VR doesn't have to replace gaming on big screens for it to become massively successful. If you want a VR experience, you put on your VR headset. If you want to play your games in the more traditional sense, you'll do that. It's fine and all those things can co-exist. Having a choice here is a good thing, not a bad thing. One thing that bothers me is that everyone might want to get a piece of the pie and that's honestly not great for consumers. We already have this silly thing going on now where certain VR games only work on Vive, others only work on the Rift and then you even have Quest stuff that only works on that device... I'd honestly hope that Microsoft would just make a deal with Oculus and announce next E3 that you can simply connect your Quest to your Xbox Scarlett, instead of MS also jumping in and trying to sell you yet another VR headset that can then only be used with the software library that MS is providing. It's nonsense, we need a standard here where everything works with everything, otherwise most consumers will end up with some VR headset that they'll never end up using cause of the software segregation.
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Thread Sooo.... Is it fair to say that VR didn't die?
I think the Oculus Quest was a massive leap to bring VR to the mainstream - But the lack of software support is still what's holding things back. The Quest would need a handful of amazing must-play titles. Most of the stuff available for Quest are still just cool little Tech Demos. Honestly, I'd love for Nintendo to start looking into VR more seriously, since they're uniquely positioned to bring VR to the masses. I'd guess their Nintendo Labo stuff was a nice way for Nintendo to experiment with VR, to get their feet wet. If Nintendo would bank on VR for their next console and release Mario, Zelda, Metroid, etc., it's pretty clear that VR would take off at that point. I'd guess for Nintendo the hardware is also still too expensive. They'd probably need to be able to manufacture the devices for 100-150$ in order to be able to sell them at 299$. It's just a matter of time, really. The Tech needs to become cheaper for it to make economical sense for devs and platform holders to bet on VR, but things are definitely moving into the right direction I'd say.
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Thread Has Blizzard really changed?
I’ve worked at Blizzard and left once we shipped Starcraft 2 - ever since then I heard from former colleagues that things have become more and more corporate and I guess that’s why ultimately all the old guard left and went on to do other things. You can’t keep creative talent if they don’t believe in what your company is doing anymore, especially if they have opportunities to do other things - life’s too short. And yeah, it sucks when that happens, when a company you grew up with changes their culture to a degree where they’re just not what they used to be anymore... but Blizzard‘s been around for almost 30 years now and things like that just happen and it takes some big existential crisis to occur for things to get better again - Blizzard isn’t at that point... yet. Look at what happened to Disney’s animation team in the 70s and 80s - it took some real stinkers output-wise for the company to realize that things needed to change and that resulted in Disney’s renaissance in the early to mid 90s. All that being said, I think that makes it even more interesting that a company like Nintendo has managed to consistently stick to their values... but I guess Japanese culture helps with that.
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Thread Dear Developers, please let unlocked frame rates become a standard feature for PS5 and Xbox Scarlett games thanks to VRR and 120Hz.
Okay.
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Thread The "Nintendo PlayStation" prototype will soon be put up for sale
Wow, I highly doubt anyone would ever pay that much for it. I would've guessed low 6 figures - That seems about right to me. 3 million is bonkers.
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Thread The "Nintendo PlayStation" prototype will soon be put up for sale
I'm interested. Which Museum would be the best candidate to treat this item properly? I mean, this is videogame history right there.
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Thread I love the stuffed animal/figurine look of the character art in Star Fox Zero and want to see it return
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Thread What sequel is the worst offender of "blatant asset re-use"?
I always found it a bit strange how the earlier areas in Dark Souls 3 re-used a ton of assets from Bloodborne.
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Thread Ori and the Blind Forest is incredible
I'd definitely start the first Playthrough on Normal. It already packs a punch at that difficulty level, it's not like your typical AAA game where Normal means 'For Casuals'. You can just Switch to Normal in the Main Menu, no need to start a new game :)
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Thread Ori and the Blind Forest is incredible
There's actually 2 new environments (Black Root Burrows and Lost Grove) that contain 2 new abilities that you can then use throughout the rest of the game :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
Yeah, right now we don't actually have a Death Counter in Will of the Wisps. Rest Assured that dying in Ori has absolutely no negative consequences (cause the game was built around the idea of 'it's okay to die, just try again!'), you can die as many times as you want without ever missing anything :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
That's super strange... this version was tested thousands of hours and I've never heard of this bug before. If you can't solve it at all, remember that there are backup save states: Just press up on your Save Slot and you can probably just load one shortly before this happened.
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Thread Cuphead celebrates 5 Million Copies Sold (and 2nd Birthday)
It's beyond awesome to see 2d games do this well again! :))) Congrats to Studio MDHR! :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
I think I'm part of the problem why everyone calls out the combat as 'weak'... mea culpa. When we did the first interviews for Will of the Wisps, I made it clear that we made the combat system a LOT deeper this time around, since Blind Forests focus was very much on the platforming and not necessarily on the combat, which is why you're often better served to use your platforming abilities like Bash against enemies instead of just trying to evade and hit them with the Spirit Flame. That's why many enemy encounters are near spikes, etc., so that the player is actively encouraged to use the environment to his advantage, by bashing enemies into spikes instead of just dealing with them through brute force. Similarly, it's often advised to redirect projectiles back at enemies instead of using the Spirit Flame, etc. The idea with Blind Forest was to just always keep the player moving, always jumping around, like a little Spirit Ninja :) For Will of the Wisps, we just decided to give the player way more options. You can still use your platforming abilities to deal with enemies, but in the sequel you have a much wider repertoire of skills to deal with enemies. So yeah, while I'm also not super comfortable with just calling Blind Forests combat 'weak', it probably wasn't what typical Metroidvania players expected. A lot of people come into the game expecting the same gameplay they know from Castlevania, etc. - which they got with Hollow Knight. For Blind Forest, we tried something different and some players adapted to that while others didn't. Btw, this is also why we added the Light Burst and Dash/Charge Dash into the Definitive Edition, so that players get even more variety for dealing with enemy encounters.
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
So glad to see people who never got to play Ori before diving in! :)) Reading all this stuff is also really motivating for all of us at Moon who are busy finishing up Will of the Wisps! :) If you find any tech issues at all, feel free to pop us a quick mail: feedback at moongamestudios.com Wish you all a great time gaming, even if you’ll shed a tear or two ;) Remember that Will of the Wisps continues exactly where Blind Forest ended, so even if you played Ori before, now might be a good time to freshen up on where things were left off again! :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
Microsoft is looking into that right now :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
So good to finally see it out in the open - hope everyone has a great time! And thank you guys so much for your support! :)
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Thread Ori and the Blind Forest: Definitive Edition |OT2| We Shall Always Remember the Night...
Thanks for the amazing OP ! :) Ori will unlock at 9am PDT / 6pm CEST, so about 1h45m from now!
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Thread Ori and the Blind Forest Switch edition - Reviews
Yup, it will! It's a bit weird to see your Xbox Live Gamertag on Switch, but yup, it's all working Day 1 :)Wouldn't worry too much about that, it's a bittersweet story that'll not JUST make you cry. I'd like to think it's hopeful and life-confirming.
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Thread Ori and the Blind Forest Switch edition - Reviews
Keep in mind that we've been working with our engine for a good 10 years now and went through multiple releases and a sequel now. A lot of the optimizations we did for Will of the Wisps ended up in the Blind Forest version for Switch, so that was a nice side-effect. Another thing people maybe don't notice immediately is that Ori's sprites were animated at 30fps on Xbox/PC, but for Switch we were actually able to update the animations to 60fps due to all the optimizations, so technically Ori actually even animates a bit smoother on Switch than on the other platforms :)
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Thread Grezzo’s Next Zelda Remake: ALTTP or Oracle Games?
Honestly, it's a shame that not all the Zelda games they converted are available on Switch. I'd love a Zelda compilation.
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Thread Switch Lite/Switch undocked players, does it bother you that your handheld games are now $60 USD?
I mean, if my Handheld Game is something like Breath of the Wild... no problem at all! :)
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
That's sort of the response we hoped people would have after playing the demo. I hope we can convert a few people who traditionally aren't into platformers or Metroidvanias by them just giving the demo a try - If you like it, awesome, if not, well, at least it was free :)Not sure I'm comfortable with the drug reference, but as long as he has a good time with the game, I'm happy :)
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
Actually super easy, barely an inconvenience.
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
Not ignoring these posts on purpose, I just honestly don't know. It's in Microsofts hands.
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
You can pre-order it now and it'll pre-load the full game, yes! :)
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
AND IT'S HERE! :) Should be available on all your Switches now - Enjoy the demo, the full build launches in exactly one week from now! :))
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Thread Ori and the Blind Forest DE getting a demo on Switch tomorrow (Sept 20th)
Yup, it will! :)It contains the entire beginning with the prologue, etc. up until the point where you reach the Spirit Tree. We did the demo for a few reasons: First of all, we wanted the naysayers to see that it runs at a buttery smooth 60fps and it plays incredibly well on the Switch. Secondly, we saw a few people who weren't interested in platformers who then tried BlindForest and got hooked. So we always regretted not having a demo on the Xbox and on Steam, cause there's a lot of people who aren't into platformers, but who still got a huge kick out of Blind Forest once they tried it. So now everyone has an easy, free way of trying it :) The demo launches at 9am PST / 6pm CEST today (Friday)! :)
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Thread Your game collection holy grail.
I do have a modded Multi Mega (European version of the Sega CDX) that plays carts and CDs from all regions, OP :) I also just got the Super SD System 3 for the PC engine - super sweet to put CD rips on that thing without having to take them off the shelf! I always wanted to get a Net Yaroze, but never found one in good condition for a good price. Would also love to get my hands on one of the blue debug PS1s :)
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Thread Sony Has a '10 Year Vision' for Dreams, One of Shuhei Yoshida's Favourite Projects Ever
I hope the vision includes VR.
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Thread The game with most impressive animation of this gen?
Yes, I completely understand that, but cleaning up Mocap and doing Keyframe animation from scratch are still 2 completely different pair of shoes. Most of the titles listed in the OP to me fall flat when we're discussing excellence in Animation. This has nothing to do with Animation as an artform anymore and I much, much prefer proper keyframe animators over mocap cleaners all day every day. Case in point, if an Animator who worked on these games (I'm talking Uncharted, Red Dead, God of War,...) would apply at Moon, unless they have an extremely strong reel showing off their Keyframe Animation Skills, they wouldn't have any chance of landing a job with us. To me, the success of MoCap is one of those tragedies in this industry that's actively killing an artform. Quite a few of the videos posted on these pages just don't show great animation - I can smell that Mocap from a mile away and it always ends up looking wooden and completely ignores a lot of the techniques that could be used in wonderful ways to enhance gameplay. For example, at Moon we use tons of Squash 'n Stretch in order to make movement and attacks way more satisfying - You can't do this kinda stuff with Mocap. Don't wanna come off as too snobby, but I grew up loving Animation, I'm a huge proponent of Keyframe Animation in games and sadly, there's way too little of it right now - and seeing a thread like this where people go bananas over Mocap animation just makes me sad.
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Thread The game with most impressive animation of this gen?
I'm sorry, but apart from Cuphead those are all titles that make extensive use of mocap. That disqualifies it for me.
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Thread Lack of Splitscreen in AAA PC Games is a Wasted Opportunity (Gears 5 and Borderlands 3)
I never understood why Game Devs go the length to remove splitscreen as a feature specifically for PC games when they already have it working, especially since a ton of PC gamers play their games from their couch. Makes 0 sense to me.
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Thread Every year publishers and developers release new games where you shoot people in the face...
I had the same thought during Ubisofts last E3 Press Conference. Pretty much every single title was advertised with an almost nutty obsession for machine guns. Feel free to re-watch that conference and count how many games are all about shooting guns and how long it takes for Ubi to bring out the gun porn. I don't mind first person shooters, but I do mind the lack of creativity. If I'd design a first person shooter, it'd be wildly different than what's currently out there. These Ubi Tom Clancy games don't even look all that different from one another, it's all the same "I'm a hunky dude with a rifle and I'm gonna shoot shit up, for my country and my brothers at war" horseshit, but to each their own.
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Thread Batman's VA for AO is teasing something on Twitter and others chimed in with cheeky replies. Something will be revealed "soon"
Avenge us.
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Thread Why is Cloud gaming often viewed as a threat to consoles but not PC gaming?
Who said it's not? A lot of you guys don't factor in how important convenience is TO EVERYONE. I love PC Gaming, always have. I love overclocking my machine and squeezing some more perf out of it. But I'm a dad now and often times I don't get to play on my comfy couch or can stay in the office to play a game. Recently I've been looking at some games through GeforceNow, streamed to my Macbook on my balcony. Worked really nicely, I played through a good chunk of Dragon Quest XI that way and still had nice 60fps and a portable setup. Even worked very nicely for Dark Souls III :) Convenience trumps everything. Allow me to play my games at 60fps everywhere with good IQ and low latency and I'm happy.
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Thread USgamer: The Legend of Zelda: Link's Awakening Drops Frames Like Marin Drops Beats, But it's Not Too Bad
And this is why Nintendo should do a Switch Pro. Most people won't care and those that care would get a 60fps experience even on titles that only run at 30 on the base hardware.
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Thread USgamer: The Legend of Zelda: Link's Awakening Drops Frames Like Marin Drops Beats, But it's Not Too Bad
Not surprising to hear, it's UE4, isn't it? You need to optimize the fuck out of your games to get them to run at a solid 60 on Switch.
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Thread Riot Games tried to poach Mike Z (Skullgirls, Indivisible) from Lab Zero
Correct, they're bozos as well, but an eye for an eye...
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Thread You are given the power to revive one classic JRPG franchise out of Suikoden, Chrono, Breath of Fire and Ogre Battle. The others will never return.
Suikoden for sure.
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Thread Disney Plans Sale of Video-Game Unit Acquired From Fox (Marvel Strike Force)
Of course, if the games aren't up to par, there won't be any success. But back in the 16-bit days, if Disney would've been smart, they would've had a real shot of having Mickey compete with Mario. I'm guessing no developer jumped on it cause Disney probably offered really bad deals ("Hey, Mickey Mouse is our IP, the name alone will make you sell x million units, so how about we take 90% of the profits and you get almost nothing?"). And yeah, I agree that they should license the IP out, but they'd need to be smart about who they give it to and they'd need to be smart enough to understand that at this point Mickey doesn't have all that much value - I'd be surprised if most kids today even know Mickey Mouse. I might not be all up to date on what Disney has been doing with Mickey, but when I grew up, Mickey was in features and TV shows and so on, Mickey Mouse was huge... not so much today. It's a shame, really. Disney actually approached us before if we at Moon would like to do something with their IPs, but I'd be too scared having to deal with Disney, maybe even getting a good deal on the first venture and them then putting the hammer down and offering a super bad deal on a follow-up, etc. And it's honestly too much fun for us not to make our own IPs :)
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Thread Disney Plans Sale of Video-Game Unit Acquired From Fox (Marvel Strike Force)
I'd say people make the same argument with Apple and Gaming - It's not that easy to become the king of the hill in an art-form you fundamentally don't understand / care about. Apple could've wiped Nintendo away by making their own handheld based on iPhone tech many times over, but they don't want to be in gaming and that's okay.
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Thread Disney Plans Sale of Video-Game Unit Acquired From Fox (Marvel Strike Force)
Uhm, Epic Mickey and Epic Mickey 2 have a 77 and 64 Metacritic rating respectively. Those games had tons of issues and weren't even close to being in the same ballpark as Mario.
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Thread Disney Plans Sale of Video-Game Unit Acquired From Fox (Marvel Strike Force)
I honestly think it's quite commendable for them to say: "Hey, we don't understand this business and we can't really be a competitor there, so let's let people who know what they're doing work with our IPs instead of us trying to do something we just fundamentally don't understand and / or don't care enough to excel at." I think the Disney we gamers most fondly remember is the Disney that licensed their IPs to Capcom and Sega, etc. That back then created some real classics like Castle of Illusion. One thing I'll say is that I think Disney had a real chance to turn Mickey Mouse into a videogame superstar, but they really didn't follow up on their 16bit successes and Warren Spector had no clue what he was doing with Epic Mickey. I think they fucked up quite badly giving the IP to him. Some other developer might have made a Mickey Mouse 3d Platformer that could've competed with Mario.
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Thread Disney Plans Sale of Video-Game Unit Acquired From Fox (Marvel Strike Force)
You folks are portraying it wrong. There's a couple of giants at the top that make all the money and everyone else is 'sharing the scraps'. Disney was definitely in the group that shared the scraps. "Disney Interactive Studios has lost more than $200 million per year from 2008–2012 during a period in which it shut down , and and its co-president John Pleasants stepped down in November 2013 after the launch of . On March 6, 2014, 700 employees were laid off. In November 2018, Disney agreed to have take over operation of its Glendale game studio, sell them and for develop of future Pixar and Walt Disney Animation franchises games. Staff at the studio would be offered jobs with Jam City working of the Disney titles." Looking at this, it's no wonder that they shut it all down. Losing 200 million a year just isn't sustainable.
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Thread Dreams PS4 is really starting to come into it's own.
You know, if this thing will work on PS5 and gets VR Support and runs at a nice framerate, we might just have Dreams players do the thing every VR Player has been waiting for by some Dreamer making some idea work in a big, big way.
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Thread Kojima on Death Stranding: “Even now, I don’t understand the game”
It's probably something that he shouldn't say out loud, but I think this statement is true for every creator who's working on something new. Who the hell knows if this thing is going to work? When I designed Blind Forest, I was always having second-thoughts whether mixing Metroid'ish gameplay with precision-platforming mechanics would actually work. Would those two genres actually match? Would people adapt to it? I thought it was fun, so we stuck with it... but I always thought it could totally backfire. My motivation was simply to bring better platforming to this genre, cause I didn't understand that in games where platforming is one of the main components, the platforming usually felt pretty bare-bones. As I'm writing this, I'm already working on a completely new game where we're mixing various genres together and I love it - but we have people in the team and on the publishing side that are less convinced. Such is the nature of creativity - You see some boundaries that don't make sense to you, so you try to take things a step further and the only two outcomes are that you're either batshit insane for trying what you want to try or you're actually seeing something that others aren't seeing and you might just have struck gold. So let's just hope Kojima is onto something :)
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Thread Super Mario 3D World is one of the best Mario games (if not the best)... way better than Odyssey
That's a mind-boggling opinion. 3d World is the worst 3d Mario to me right after Sunshine.
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Thread Yooka-Laylee and the Impossible Lair available for pre-order on Switch eShop, releasing Oct 8th
How quickly did they develop this? That's crazy.
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Thread Square said they'll look at making more Ivalice games with the FFXII remaster feedback back in 2017. It sold 1M+ in three months. Will it happen?
Ivalice was Matsuno's thing. I have no idea why anyone would get excited about this without Matsuno back at Square. Would you be excited if some record company would promise new Beatles songs without the actual Beatles involved?
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Thread Does anyone else here have game concepts and ideas...
Trust me, it ain't ever going to happen. Nobody is gonna steal your idea cause an idea alone is worth nothing. Even your art, no matter how good it is, won't magically translate into some amazing game design. No professional is scouring through the internet in search for ideas. It's also highly unlikely, unless you shipped a few games before, that your idea would even translate into a proper experience just like that. Ideas are just the start of a thing. Once you start making an actual prototype around the idea, the idea changes many, many, many times and will have nothing to do with your original thought anymore. I'm not trying to be disparaging, but I've been doing this for like 15 years now and not a single time when someone told me of their great idea did I ever think: "Holy shit, that guy is onto something, that would totally make for a great game!". It's just not that easy. If you have something in your head that excites you, you'd need to turn that into an actual prototype and see if the idea even makes any sense once you put it to a test - And the truth is that most of your ideas won't even work out at all. The moment you have a cool prototype or something that does something totally unique, that's where I'd be cautious, cause it might very well be that you show some cool mechanic online and some designer shares that with other designers and they see a solved problem and will solve their problem the same way. Personally, I don't worry about any of this at all. I show prototypes and ideas to everyone around me, simply because if I make a thing around an idea and another person makes a thing around the same idea, the result will still be something completely different. That's just how things work. I copy a lot of elements from this or that game in my own stuff and it always ends up becoming our own twist on things that turn out to be unique, cause there's a whole process involved.
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Thread Does anyone else here have game concepts and ideas...
It always makes me sad to read stuff like this, cause I went through the same shit. When I first started learning about CG to get into the industry, my friends and family basically ridiculed me and thought I'd end up like a bum, the typical artist who goes through life never making an actual living (also because I grew up in Austria and there's basically no games industry here at all). I did succeed though, I converted their disparaging bullshit into motivation ("I'm gonna show them!"), studied hard for years and years and then got offers overseas, did that for a while and now I'm running a studio of 70+ game developers from literally all over the world and we're working super hard to make amazing stuff that makes our fans happy. Morale of the story: Don't ever let anybody tell you that you can't do a thing. None of this stuff is rocket-science. It's hard to make games, but a person with dedication can achieve anything they want.
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Thread Ori and the Blind Forest - direct feed Switch gameplay from PAX West 2019
Yup, was a bitch to get it to feel like butter, but it really is buttery now. And yeah, 60fps all the way - Hopefully the Digital Foundry guys will look at the port and confirm :)
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Thread Slimes from Dragon Quest are edible and taste like limes, would you eat one?
I don't eat anything that has feelings.
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Thread This year we're getting a new Astérix game, so let's recapitulate his gaming career!
You missed the Commodore 64 game I played as a kid! It was awful from what I can remember.
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Thread Do you agree with Link's Awakening on Switch being $60? If you don't, are you still going to buy it?
I was surprised to see that it's 60$, I was kinda under the assumption that it'd be 40. But I bought it anyway, cause I can't help myself with Zelda stuff.
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Thread Kojima talks about Death Stranding's 'Social Strand System'
I don't know why you people are confused. It's a Social Strand game, you know, like a bottle of Whiskey in a Midsummer Nights Dream mixed with a bit of Rye and avocado. Animation isn't a genre either, it's an artform, that's why I like Pepperoni Pizza. Bottom's up. And thanks for all the fish.
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Thread [Super Bunnyhop] Could Video Games Teach History?
Of course. Games are just an artform like movies, books, etc. - Why would you not be able to use it to tell someones story and teach players something? Weird question. One of the games I really want to make before I retire at some point is basically that.
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Thread Zelda: Wind Waker or BOTW ?
In terms of charme, Wind Waker is hard to beat. But design-wise? Come on, it's such a messy game with tons of pacing issues. I'm not sure about comparing the two since BotW completely changed the Zelda formula. If you're into puzzly-dungeon-type stuff, BotW won't make you happy at all. If you hate open-world stuff, BotW isn't for you. But it's a marvelous game that I enjoyed way more than Wind Waker overall.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
Will of the Wisps is a paradigm shift in pretty much every aspect. That said, you don't want me to make any further comments, or Microsoft Ninjas will come and assassinate me and then nobody gets the game.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
This is the icon people will see on their Switch's soon. And don't worry, the logo is positioned properly and isn't cutting off at the top. I, too, am very particular about the icons on my Switch, so I wouldn't let this happen :)
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
Yes, XBL Integration will be available from the start. And no, we're not owned by Microsoft. Microsoft owns the Ori IP, but we're still completely independent.Yep, we added Easy and Hard Modes into the Definitive Edition! :)
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Thread Let's look over Microsoft's Nintendo Switch support
Microsoft is making some very clever strategic moves and most people seem to not see the forest for the trees. The future isn’t about which box you own.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
I'd love to see Ori in Smash. Maybe you guys can help convince Nintendo ;)
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
Amazing, we've received sooooooo many mails ever since the Switch released to put it on there, so it was really cool when we brought this up with Microsoft that they actually were open to it instead of just saying straight up no, which is what I kinda would've expected. So Kudos to Phil and crew who allowed us to please Nintendo and Ori fans this way :) On a personal note, I grew up as a huge Nintendo fan (Like most of us), so it's just really satisfying to finally play a game Moon made on a Nintendo platform. We put in a ton of extra effort to make it run super nicely. The game looks really sweet on the handheld and we launch like a week or so after the Switch Lite releases, so I hope a lot of Switch Lite players will get to play Ori on the go.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
Not mandatory at all. If you want to use Live, you can, if you don't, you just ignore it :)
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
Yes! We indeed have Xbox Live Support and Achievements on the Switch :)
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
No compromises at all. It's exactly the same game as on Switch / Xbox, except that it's even more optimized. Butter, baby, butter.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
We've been optimizing our engine for a good, long time. Our Tech folks have also been to the Unity offices in the past a bunch. And our Tech folks are supremely talented. Trust me, it feels awesome to play Ori on Switch, no stuttering, no hitches, everything's just butter and the art looks super sharp on the handheld - and in docked mode, obviously :)
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
No, you won't.
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Thread Ori and the Blind Forest announced for Nintendo Switch. Launches Sept 27. Published by Xbox Game Studios (Up: 1080p/60fps docked, 720p/60fps portable)
And the best part is: NO COMPROMISES! By now our Moonity Engine is super optimized. in docked mode, in handheld mode. Enjoy buttery smooth Ori that looks exactly like it does on PC / Xbox on your Switch :)
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Thread How comes there is still no (legitimate) way to play Chrono Cross in PAL regions?
European gamers nowadays don't know how good they have it. I grew up playing almost all games with fat black borders and 20% less speed than the original games :(
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Thread bsnes (SNES Emulator) Introduces Overclocking (No slowdown Starfox, Contra3, etc)
Anyone made a video for Stunt Race FX?
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Thread Will there ever be anything better tha mouse + keyboard for FPS?
As others have stated, with input devices like the Oculus Touch controllers, you could already do way more than mouse/keyboard ever could - but it's hard to take down something that's been a standard for 20+ years. I once talked to Ken Lobb about the same thing and he brought up that it's a similar situation to the steering wheel in a car. Of course we could have better ways of maneuvering by now, but people are used to steering wheels, so nobody is taking the plunge to do anything else. And while we're at it, DVORAK is apparently better than QWERTY.
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Thread World of Taxcraft - How Activision Blizzard has moved billions of dollars of profit into tax havens
Meanwhile, every dollar we make gets taxed at almost 50%. Fair game?
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Thread Nintendo's switch games makes me realize how little I like a lot of big budget AAA games
Fun is all that matters :)
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Thread Sorry, but Mario Sunshine is Incredible.
It's a beautiful game with great controls and the bonus levels have some really great level designs. The actual worlds though - they don't. There's a lot of shoddy design there that ultimately pulls the game down to be the worst 3d Mario game out there. To me this definitely shows that they needed to get this game out fast and they probably didn't have the time to polish it as they normally would. Focusing on a small video to make the case for Sunshine being amazing isn't really fair - you need to look at the whole game, cause there's greatness in Sunshine for sure and it could've been an amazing game, but the lack of polish is very, very evident.
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Thread The Phawx - GPD Win Max - What We Know So Far (Ryzen V1605B, Clickable Sticks + More)
Clickable sticks would be the game-changer here.
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Thread Nintendo Switch Lite revealed for $199 - Launches September 20th (has a D-Pad, has gyro, no HD Rumble, no dock/TV output)
This thing is perfect for me. I wanted exactly that - A more portable, thinner and lighter Switch that doesn't have detachable joycons, cause I never play on my TV or in tabletop mode. I hope it has better thermals and runs in boost mode all the time with same / better battery life.
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Thread LTTP: Ori and the Blind Forest - just wow (spoilers)
We're definitely supporting 21:9 right from the get-go and yup, we announced at E3 that we'll also release Will of the Wisps day and date with all the other versions on STEAM :)
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Thread Let's guess what happens/happened with Retro Studios.
I'd guess they made a couple of prototype projects that Nintendo didn't greenlight for various reasons. Then Metroid Prime 4 didn't come together, so they just asked Retro to make that instead.
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Thread Ubisoft E3 2019 Conference |OT| The Curious Case of the Splinter in the Cell
Don't know about you guys, but they clearly didn't have enough machine guns in this show.
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
We're 70 people now from like 38 different countries... but remember that we're working on 2 projects simultaneously right now. And yeah, the whole idea behind Moon is to find the most talented folks worldwide and have them work together, which works quite well thanks to our distributed nature and our crazy strife for insane quality.We have an Ori team and a team working on an unannounced super secret game :)Preach it, brother :D
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
We wanted to focus on Bosses this year, that's why it's all bosses and explosions in this trailer :D Don't worry, all the stuff that made Blind Forest great is still in Will of the Wisps :)
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
Yes, we're launching WotW day and date on Steam as well! It's so good that I can finally say that :D It's been really hard to not just shout: "YES, DON'T WORRY, WE'LL ALSO RELEASE IT ON STEAM!" every time people complained that it'd only be on the MS Store :D I'll check back on GoG.
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
Actually, the Definitive Edition of Ori BF came out in March 2016, exactly a year after we released Blind Forest. So overall it took us a little less than 4 years to develop Will of the Wisps, which I'm kinda okay with. We did pretty much everything from scratch and developed a proper sequel, instead of just phoning it in. We could've re-used a ton of assets and just changed things up slightly, but we wanted to really take it all to the next level. Try to fire up Blind Forest again and feel free to make direct comparisons, I think we did alright :D Everything had to be way better than what we did in Blind Forest, everything had to feel fresh and new and we didn't want to repeat ourselves in terms of art, ideas, etc. That's the thing with these Metroidvania games, they're just really goddamn hard to make since everything depends on each other. Change one level here and it might have a dramatic effect on this other thing over there or even the entire flow of the game. Also, in terms of art, we put the bar pretty high up there with Blind Forest and it took us some time to develop all the tech and workflows to show that we can still squeeze much better visuals out of our Moonity engine while also optimizing the hell out of it so that even people with meh laptops can play the game and be amazed by the looks. So yeah, sorry again for the slight delay, but I'll promise it'll be worth the wait :)
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
Glad you folks enjoyed it! There was no fakery there, everything was simply recorded straight from our editor :) And yup, the bosses will be nutters ;) And yeah, sorry about the slight delay, but that gives us a bit more time to polish every nook and cranny - I want Moon to be known as a studio that puts quality above and beyond everything else and sometimes that takes a little more time than planned. We’re working super hard to make Will of the Wisps a landmark title and it’s really not that long until Feb :)
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
We can try, but it's especially difficult for us to do since we're all distributed, so we'd literally have to have someone fly across the world with a camera to shoot all those segments. I wouldn't envy that person :D Our goal with Moon Studios has always been that we just bring the best talent worldwide together and work through the net and all the timezones together on something. That's one of the things I'm especially proud of, that so many folks from so many different cultures can come together to craft something together in a way that never would've been possible if we had to relocate everybody.
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Thread Xbox E3 | Ori & the Will of the Wisps Releasing February 22, Coming To Xbox Game Pass February 11
We tried to crank all that up to 11 while also addressing the frustration concerns some had with Blind Forest... wait and see :) The main goal with this trailer was to show that we'll indeed have big boss battles this time around. I think the general consensus out there is that people wanted a deeper and more rewarding combat system from Ori, so our answer was to do just that and to make that all pay off, the bosses had to be unlike anything you've ever seen in a 2d game before. They're ginormous, they can destroy the environments they're in, there's always multiple strategies of how you deal with them and sometimes we even mixed escape sequences directly into the boss battles for good measure. Goal was to, just like with so many other things in WotW, take that whole aspect above and beyond what anyone expected from the Ori sequel :)
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Thread Game devs of Resetera, how do leaks impact your work?
I can speak to this a bit since we've been hit with leaks before. Frankly, it sucks. A LOT. At Moon, for an event like E3, the whole team usually starts to put their heads together as to how we'll surprise players around NOVEMBER already - and then the work starts to put a trailer together. We first do quick animatics, often record gameplay of unfinished sequences or zones that need to end up in a finished state in the trailer and we then labor over every single frame for the next 6 or so months. Everyone in the team is affected by this, our design team needs to finish all the scenes that will be shown, our artists need to make sure every single texture and particle is perfect, our animators need to polish up animations, the FX Department needs to finish all the effects, our Tech department needs to make sure all the tools and everything works perfectly, usually Cassie (our editor) is making tons of tons of new cuts just to make sure that the music and the footage fits perfectly together... it's a crazy shit ton of work where you quite literally labor over every single frame and watch the cut hundreds of times over a 6 month period. And we do that to give fans something that makes them happy, to surprise them, to re-connect with our fans, so that they finally get new information. To me, E3 is all about fun and surprises and just go to YouTube to see the reactions of people watching the Ori trailers for the first time. Whether you find it silly or not, we had lots of fans bursting out in tears once they saw that we're making a new Ori game simply because they got so excited over the announcement. THAT's why we put so much work into this stuff. Imagine you're planning a huge surprise party for someone for over half a year - that's basically what E3 is for us. We have to keep everything super secret during development, so E3 is one of the few times in the year where we can reach out to our fans, give them more information and just re-connect. And now imagine someone comes in and spoils the whole surprise party and on top of that, you run the risk that the whole party gets called off, even though you spent half a year working incredibly hard on it -> That's why developers hate leaks. It's hugely demotivating to have someone just shit on everything you did, to potentially lose a huge marketing asset that you've been laboring over, it potentially hurts the game and the studio financially and all that just so some journalist can boast that they've got cool insider information. I completely get that it's a journalists job to pick up cool information that they can then share with the public, but just think for a second how developers are affected by this. We had screenshots of the initial Will of the Wisps trailer go up before the announcement and I saw how everyone in the team just got depressed when they were all super excited just days before to finally be able to show off their work. And at that point we were unclear whether Microsoft would pull us off the stage completely because of the leak - so yeah, it's just a huge gut punch, to be frank.
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Thread [RUMOR] Anonymous commenter: "I worked at Valve a few years back, and I could write a book about what's wrong there"
I'm kinda surprised that so many people blame the flat structure. I don't think that's the issue, since Valve has always had a flat structure and they used to have very productive times in the past. I would bet that doing the VR stuff takes up a crazy amount of resources and developers - Valve has never been a ginormously big company, so just keeping up with Oculus and all the other VR makers probably eats up a ton of the resources they have. And Steam, of course. I'd bet the teams working on stuff like HL3, etc. are tiny compared to other devs as well.
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Thread Kotaku: Former Rockstar Designer says one of the company’s Top Executives groped him.
If this story is true, I absolutely do not understand how that could really happen - the dude groped the guy and made him super uncomfortable in a restaurant in front of other co-workers and nobody jumped to his defense? Nobody talked him up after the incident and walked with him to HR to demand the guy is getting the boot? I don't at all want to downplay the situation, but it seems unfathomable to me that folks saw his coworker getting harassed while everyone on the table was shrugging it off like it's no big deal. Especially as a higher-up, you have the responsibility of protecting those that work for you, so if the story turns out to be true, everyone there at the table except for the victim should feel ashamed and be fired. This reads more like something that could happen at a schoolyard, not at a place where adults work with one another.
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Thread It seems sony has completley given up on sixaxis technology and thats too bad.
6DOF Controllers are the future.
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Thread The Witcher 3 is four years old today
I’m a bit jealous of the folks who really got into it. After Souls, the combat in Witcher 3 just felt soooo antiquated and rough, so I only played it for the story and only for around 10 hours or so, then my interest dropped. Tried to get into it twice, but it just couldn’t hold my interest. In terms of Open World games, the world in Breath of the Wild felt much better constructed. Yeah, it wasn’t this realistic medieval world, but it was fun to traverse, which I thought Witcher 3 was severely lacking in. Anyway, I’m happy for CDPRs success, we need more strong Studios in Europe that create kickass stuff :)
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Thread How come "increase text size" isn't a standard option in all games?
Honest answer: Cause making a UI that works with multiple text sizes is really not that easy.
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Thread People Make Games show Peter Molyneux every game he's ever made [Video - 34:59]
I had an Amiga at the time. A sentence later: I didn't have an Amiga actually, lol.
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Thread Zelda OoT in 1998 is my most magical gaming moment and it wont be topped
I was 14 back then and my hype level was through the roof. But it didn’t feel as magical to me as A Link to the Past did, which was my favorite game ever made at that point.
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Thread SNK Investor Relations Reveals New Neo Geo Console, Metal Slug
Looking good is one thing, how you translate the Metal Slug gameplay to 3d is a whole different issue. Look at all the attempts Konami had with Contra... ugh.
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Thread I’ve Never Played Diddy Kong Racing Before... Holy Shit!
I always loved Diddy Kong Racing. It outclassed Mario Kart 64 in every way - except for the shit multiplayer modes. But the Single Player, Track Design.... fantastic stuff. I even did a little a while back that was inspired by Diddy Kong Racing - never had the time to finish it though :(
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Thread Tim Schafer @ GDC: "Fuck White Supremacists"
It's kinda sad that we live in a time where that even has to be said out loud. Being called a racist was literally the worst thing someone could say to you... it's depressing that that seems to have changed and that more and more people identify with bigotry and racist bullshit.
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Thread Analog Sticks: Symmetrical or Asymmetrical?
Most games nowadays don’t use the dpad as a primary input, so it makes no sense to put it into the primary spot. Asymmetrical feels the most natural nowadays.
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Thread The John Linneman aka Dark1x And DF Appreciation thread
Don't listen to trolls, John, you're a good looking chap. Keep doing what you're doing, everyone here loves your content :)
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Thread Amy Hennig: ‘AAA development has become unsustainable’
Oh, I haven't heard about that yet. Good for her, Henning was always a smart lady.
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Thread Amy Hennig: ‘AAA development has become unsustainable’
lol, way to totally misconstrue my thoughts. The point wasn't that Moon is the only place where 'true artists' work, but that at this point in this industry, you can absolutely be a lot more creative if you work in an indie or a AA Studio. The budgets of games became bigger and bigger and yeah, you need a factory now to make a AAA game that can compete. And that work environment isn't necessarily where I'd see really talented creatives excel. There's absolutely a place for AAA games and I also like playing them every once in a while, but I'm not sure why Henning is doing this to herself at this point. If I'd be in her shoes, I would've just started something smaller and focused on the fun of it again.
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Thread Amy Hennig: ‘AAA development has become unsustainable’
A lot of my old co-workers at Blizzard aren't at Blizzard anymore, that's what they think about that :)
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Thread Amy Hennig: ‘AAA development has become unsustainable’
I think that’s a crazy thing to say. It’s all about quality, if any dev out there can make a game at the quality level of Odyssey or BotW, they’ll do just fine. Who cares that Anthem has nice visuals if the game sucks? Most people out there really don’t care about the tech porn - they care much more about good art direction.
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Thread Amy Hennig: ‘AAA development has become unsustainable’
I know I'll probably get a ton of hatred for this, but... I don't understand why a really talented creative at this point would want to work on AAA titles for (most) AAA publishers. Most of the current AAA games seem to become GAAS titles, most of the time you'll have to implement Microtransactions or Lootboxes, most of the time you'll be VERY limited as to what you'll be able to do creatively since publishers (rightfully so) are scared to take too many risks on a 70-150m USD production and worst of all, most of the time YOUR creative input will be very much diluted since there are literally hundreds of people working on the product. If this wouldn't be gaming, but cooking, It kinda feels like there are almost no high class restaurants anymore and now working in the AAA space feels more like running a McDonalds - No risk, do the same thing everyone else does (aka, follow the recent trend that makes money), really just worry about making as much money as possible and don't even try to be creative cause higher ups are scared to take risks. Granted, there are exceptions on the publisher side, but these exceptions seem to become fewer and fewer. So why would a REALLY talented person sign up for that? Especially since a lot of these AAA games are 3, 4, 5+ years in production, which is a long time to commit to something in your life. We've been pretty lucky at Moon Studios that we now get to choose what titles we wanna make, we usually get full creative freedom and our partners usually trust us to know what we're doing. Granted, our budgets are a lot lower than what AAA Studios get, but it feels amazing that we can do what we really want to do and aren't stifled creatively. So I dunno, maybe it's too daunting for experienced AAA folks to start fresh with a new team? I just know I wouldn't be up for that ride, I'd rather make smaller stuff where I can make my own luck purely by how well I'm doing as a creative.
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Thread Happy second anniversary to The Legend of Zelda: Breath of the Wild
Most important Zelda game in the past 10-15 years. Still playing it every now and then :)
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Thread Insel Games' CEO sends pressuring email to staff to write positive reviews for new Wild Busters game
That guy seems to be an idiot.
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Thread EDGE Magazine Cover Story: Shenmue III (New Details On Story, Characters, Combat, Locations, Etc.)
Really hope this game becomes a big hit. Yu Suzuki is a legend, he deserves to have another huge hit on his hands.
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Thread Anthem Review Thread
Boils down to word of mouth I guess. Pretty sure a lot of players who looked forward to Anthem are playing Apex now instead. Marketing can only do so much, if gamers don't do their part to share the love, the gqme's not gonna sell. I'd bet that most people buy games based on recommendations from friends. All that being sad, I very much hope that this doesn't result in Bioware getting killed off. EA should at least give them a chance to turn things around if possible.
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Thread Nintendo of America’s Reggie Fils-Aime to Retire: Doug Bowser Named New President
I like Reggie. He even came over last E3 to check out Ori and the Will of the Wisps, which made our whole team freak out. Hope he gets more time now to spend with his family.
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Thread Ori and the Blind Forest came out 4 years ago. Are you looking forward to Ori and the Will of the Wisps and do you think it can top the first game?
I'm more worried that you folks will care too much... take that for what it's worth :) I'm happy with where we headed with the story, just make sure you'll play until the very, very end this time around.
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Thread Ori and the Blind Forest came out 4 years ago. Are you looking forward to Ori and the Will of the Wisps and do you think it can top the first game?
Nope, Milton has been working on Will of the Wisps from the day he joined :) We also have Chris in our team, who's been doing a lot of the level design in the recent Rayman games. Talent-wise, the Moon team is pretty bananas now :D
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Thread Ori and the Blind Forest came out 4 years ago. Are you looking forward to Ori and the Will of the Wisps and do you think it can top the first game?
Can't wait for you guys to play Will of the Wisps :) We're deep in the polishing stages, trying to perfect everything... this'll be our most stressful year so far, but I definitely hope it pays off and that you folks will have an incredible time with it.
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Thread SNES Classic Club: ERA Edition -- The Legend of Zelda: A Link to the Past
Did you folks know that you can pick up the fish from the water temple and bring it all the way back to Kakariko to sell it to the merchant who sold the empty bottle for 100 rupees? Just found that out last year and it blew my mind.
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Thread LTTP: Ori and the Blind Forest - just wow (spoilers)
I'm glad so many of you enjoyed Ori and the Blind Forest! I hope we can make you guys even happier with Ori and the Will of the Wisps :) It's crazy to me what a lasting effect Blind Forest had. To this day we see things like this one pop up: The Completionist also just released a video about Blind Forest: Just makes me happy :D
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Thread It seems to me that many Neo-Geo games tend to be easier when set to Japanese. Why?
Contra on the Genesis is also a good example. The japanese version features a life bar and unlimited continues, whereas the US / EUR version kills you with one hit and only gives you 5 continues.
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Thread Will SNES Online on the Switch be another subscription?
The value proposition for their online service isn't amazing at this point. The least thing Nintendo could do is to release those roms to make people happy -> Or they actually try to get their online implementation to the same level that Sony / Microsoft is offering, which is doubtful. I think if they'd charge on top of what they're already charging, people will riot.
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Thread skater82297 - previous WR holder in OOT Any% - currently doing a 24h stream to raise money to get his heat back on
Click on the Donate image under the video - also didn’t find it at first :)
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Thread skater82297 - previous WR holder in OOT Any% - currently doing a 24h stream to raise money to get his heat back on
I transfered him the 500 bucks. Shit story, hope he's getting his heater back on.
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Thread The Legend of Zelda’s Storytelling: Expand it or Leave it as is?
I don't want more story in my Zelda than Breath of the Wild had.
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Thread Headcannon (Sonic Mania) pitched a new Darkwing Duck game to Capcom
Can’t fault Capcom here, the deal they could make with Disney on something like that would probably not result in profitability.
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Thread Post the cover of the very first video game magazine that you bought
I loved the German magazine ‘Video Games’ back in the day :)
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Thread How do you like to display your retro pixel art games: filtered or unfiltered?
Definitely using CRT Shaders. I play my retro games on a Sony PVM and unfiltered looks nothing like what games in the past used to look like.
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Thread I have been playing Witcher 3 using GeForceNOW on a nVidia Shield and it has been a better experience than any modern console.
I played a bunch of Dark Souls 3 through Geforce Now and yeah, it's pretty bitchin. It's incredible that we can play games of that kinda caliber on a dinky Macbook with an intel GPU. I wish there'd be an Android / iOS version of Geforce Now.
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Thread Nintendo Wii Shop games... Are they lost to time?
Yup, it's a shame. It'd be great if Konami would port Castlevania: The Adventure Rebirth to the Switch. But knowing Konami...
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Thread Crash and Spyro successfully returned, and more 3D platformers should come back! (MS pls bring back Conker)
Conker's back, baby.
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Thread Release Mario Sunshine from the Nintendo prison
After beating it once completely, I really don't have any intention of ever playing it again in the way it was released. Very questionable design decisions were made in Sunshine. 64, both Galaxies and Odyssey are far better games.
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Thread What franchise had the best Reboot in videogames history ?
I think Zelda BOTW should be in that list. It completely changed the Zelda formula that Nintendo fiddled with ever since ALTTP and was a resounding success.
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
Are you guys all under 20 or what? When Demon's Souls initially came out (Early 2009) in Japan, nobody at all had the game on their radar. It was seen as another weird, niche From Software game that'll probably stay in Japan. Early voices from game critics were almost unanimous that the game was a disaster. Even Shu Yoshida had the same reaction: It was only when people started importing the game and trying it out themselves that the word of mouth started to spread and people suddenly started saying good things about it. I believe (don't quote me on this, just trying to use my memory), that a western release wasn't even a given at that point and only got done due to the very positive word of mouth and because tons of people started to import it (myself included) due to people spreading the love. By the time the bigger mainstream news sites reviewed the game, it was half a year later and word on the street was - for a long time already - that the game is incredibly interesting. If that wouldn't have happened, I'm almost certain a lot of the bigger news sites would've written it off with a 6/10.
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
I don't think I did that. But I do think if you come into this game with your own preconceived notions of how this kinda game should work and also don't take your time to review it cause you have to play through it quickly and it frustrates you to no end, you probably won't get the experience the developers intended.
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
Honestly, I kinda feel like if this game had 2 game modes: Survival and Explorer, where Survival would be the current game as is and Explorer would relax the Survival elements and spawn you with your lamp when you died, a LOT more people here would get convinced to keep playing. There's incredibly interesting stuff hidden behind a layer of obscurity. Also hope that Capy will add an option to zoom in a bit more so that people who play on their couch instead of on a monitor right in front of them could also see more of what's going on. Below really evokes the same feelings I had when I played Zelda 1 for the first time as a kid and I didn't think that'd be possible anymore in todays day and age where people just look stuff up on the internet once they get stuck somewhere for 5 minutes.
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
I'm not that far yet. Have a deadline come up and very little time to put into other games right now, but been itching to play more and more :)
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
Felt like this subject deserves its own thread, even though there's a Below OT, but I think someone needs to raise awareness because after playing more and more of it, I really feel like Below is a diamond in the rough. If you've already tried Below, you know that it can be insanely punishing, more than probably any other game you've played in the past decade or so. But I remember when Demon's Souls came out and game journalists didn't quite know what to make of it - It was so different than all the other stuff on the market (Remember, we were in the 'Prince of Persia 2008 days...), it was seen as being brutally difficult, way too punishing, etc. - But then folks on the old GAF started to spread the love and more and more people got converted and tried it out... and we all slowly understood that there's true genius hidden behind its initially rough facade. I would argue that a similar thought process should be applied to Below. Yes, it has some questionable design decisions that make the game quite frustrating at times, but Below, to me, very much feels like playing Zelda 1 as a child. It doesn't explain itself, it wants you to figure things out by yourself. It draws you into its world that is brilliantly atmospheric and visually often stunning to look at. And it shits on current gameplay conventions and is brave enough to just do its own thing. I'm not saying that this is a game that'll appeal to everyone, far from it, but Below currently has a below 70 Metacritic Rating and I really think some journalists just can't look beyond the difficulty. To me, so far (I'm only 10 levels in, mind you), this is one of the most interesting games that released in 2018. It's entirely possible that you'll try it out and will also just want to tear your hair out, but if you really give it a chance, it's hard not to notice that there's something incredibly compelling behind its daunting outer shell. The game is on GamePass, so if you haven't tried it yet and own GamePass, you owe it to yourself to give the game a chance. Nevermind the Metacritic rating, make up your own mind. You might just be surprised by what Capy built here.
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Thread I kinda feel like Below could be the next 'Demon's Souls' and you guys should really try it.
Duh. I didn't compare it to Souls or said it's a Soulslike or anything of the kind. I said, similar to Demon's Souls, it's a diamond in the rough that people should check out.
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Thread Whats an i.p. for a game dev that would be perfect, but they probably will never get to use
Moon Studios and Mickey Mouse.
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Thread Below |OT| Wanderers in the Dark
I don't get your problem. Just go back to Level 4 by going through the north shore that you can reach through level 2 and get your lantern, then keep going into 3 and open the doors there with the lantern :)
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Thread Steve Gaynor (Fullbright) asks devs on Twitter for their most embarrassing game dev crimes
I’m honestly surprised that some of these games shipped this way. Some of the stuff I’m reading here feels like bugs didn’t get properly resolved, optimization apparently wasn’t a concern, etc. Most of the bugs I’m reading about here would be ‘blocking’ bugs at Moon and I really hate when people resolve bugs in a lazy manner. Not that what we’re doing is completely perfect, but I don’t even understand how some of these issues made it through QA Testing.
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Thread Below |OT| Wanderers in the Dark
Goddamn. You need to DOUBLE TAP LT in order for that to happen. Just holding LT has the character holding out the torch, double-tapping LT is the swipe. Honestly, this is the kinda stuff that the game should explain somehow...
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Thread Below |OT| Wanderers in the Dark
I kinda feel the same. I love the game so far, but the survival stuff makes me feel like I'm constantly on a timer and it's not fun to die of starvation (Kinda feel like there's not a lot of food placed in the areas) and then have to play another 15 minutes or so to get my corpse back. And a few times I died during loot retrieval, at which point I'm usually stopping my playthrough. I do think adding more modes on top that'd let people explore more would actually be a good addition. Keep the current mode as 'Original Mode' or something and add another mode that let's people who wanna explore without a timer do just that.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
Well, of course, like I said in previous posts, you also need to make a game that's not only liked by an extremely niche audience. Nex Machina is a Twin Stick Shooter - There's generally not that many people that seem to be into that kinda genre, so even if you make a great game, you might not find a large enough audience, especially given the production values they put into it. And I don't think Nex Machina is something that'd really stand out of the crowd. It's fun, sure, but if you'd sit your friends down with it, they probably wouldn't all go home and buy it. There's nothing mind-blowingly cool about it. So yeah, if you're an indie and you want to make a living with what you're doing, you do need to find an audience that's large enough to support that wish and you need to make something that audience truly wants. I know all this sounds harsh when other devs read it, but that's kinda where the market is. Everyone fights for peoples time.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
You didn't expect it, but I sure as hell did - Toby Fox has been active in the Earthbound community for a good long time and created something directly targeted towards that fanbase (let's not forget that Undertale is an extremely competently put together product here) and they then spread the word of mouth. Stardew Valley is basically an updated Harvest Moon for PCs and it's doing what it's doing better than any Harvest Moon ever did. Both of these games are prime examples of "Understand your audience and cater to them.".
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
See, to me, Underhero is a good example of a game that's kinda like a 7 or 8 out of 10 and that's just not good enough anymore. It's fine if you enjoyed the hell out of it, but is it a product that's made for the mass market? I'd say no. It's decently made, there's fun to be had, but there's plenty of similar'ish games out there and it's not really a looker, so if people see a trailer of it, they'll probably just go 'meh, not another one of those!'. Everyone of us has much less time than we used to, there's tons of ways of how to waste a little bit of time and I think people value their time more nowadays than to spend it with something that's 'just kinda okay'. If you wanna make it in the indie market, your game's quality needs to be all the way up there with the games I mentioned in my previous post and yeah, that's super hard to achieve, but that's what it takes in todays market.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
I fail to understand your analogy, sorry. Let's go through the titles you mentioned for a second: Nex Machina: Fun Twin Stick Bullet Hell Shooter, but Twin-Stick shooters traditionally don't have a huge audience. Shmups in general have a very small, but very dedicated fan base, but that might not be enough for a smash hit, unless your game has some insane hook that really attracts attention. Rktcr: Very niche, not really a mass-market game at all and the trailer isn't necessarily something you'd show to your friends and have them go 'Oh my god, that looks amazing, I've been waiting for something like that!'. This kinda strengthens my case of: Good game, but made for a niche audience, hence the sales are probably not amazing. TSIOQUE: Point and Click Adventures traditionally never sold all that well and Tsioque didn't even appeal all that much to its core fanbase. It has a 69 Metacritic rating and if you read what the outlets that usually like Point and Click Adventures say about it, even they're lukewarm on it. Again, just because YOU think a game is a 9/10 doesn't mean millions of players out there will agree and will buy those games. If you want to make it as a developer, you're forced to make products that appeal to a larger audience and if you fail to see what the market or a specific fanbase wants, you're probably not gonna reach your goal.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
Well... I see quite a few indie devs who make games that aren't targeting the mass-market at all and once they release them, they're surprised that they only sell a few thousand units. I see this all the time - Well, what did you think would happen? Just cause you released a game doesn't mean that everyone's gonna flock to it. It's up to you to provide an entertaining experience that many, many people would enjoy if you want your products to pay for themselves. If you actively make a game that's extremely niche, expect sales to also not be enough to fund your next game or make you rich. After Ori became a smash hit, a lot of smaller indie devs reached out to me to ask for advice, they show me their games and it's often instantly clear that there's a million games like that already out there or that they'll just never find a big audience, even though the devs think for some reason that their title should sell millions of copies just cause they managed to make a game. That's just not good enough. It's not a one-way street, you need to be aware of your fanbase and make games that they'd actually enjoy and the quality of what you're producing needs to be all the way up there if you want attention. If you make a 7/10 game these days, you're already dead in the water.I wholeheartedly agree with that. But it's the same with all entertainment - How many millions of 'professional musicians' are out there who are kinda alright, but never hit it big? When was the last time you bought an album from some indie musician who nobody knows? If you look at the previous couple of years, if you actually make a damn good game, I think there's a lot of evidence there that you'll find your audience. Look at the Undertales, the Stardew Valleys, the Hollow Knights, the Cupheads, the Shovel Knights, the Celste's, etc. -> That's what you're competing against. Games that are objectively great that got exposure exactly because of their quality, not because of millions of dollars put into marketing. Now name me some 9/10 amazing indie game that completely failed to attract an audience. I don't really know that many that are truly amazing and yet didn't make it.No, it's not simple or easy AT ALL. I'ts horribly hard to make a great game and there's a ton of indie devs out there who haven't understood yet how to make a truly great game, not just something that's 'pretty good' and to those devs it's super frustrating that their stuff doesn't sell or that they haven't found their audience yet. I might look at this a bit naively, but I've been through this with lots and lots of developers and usually if you have something great, either your audience will find you or some publisher will pick you up and get you going. If that's not the case, then you probably haven't made a product that has a wide enough appeal.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
Could you please name those amazing 9/10 indie games that just didn't do well at all?Exposure is super important since there's a ton of games being released all the time, but that only means that you'll need to work even harder to release a quality product. I truly, deeply believe that quality is the deciding factor here. If you make a game that makes everyone go bananas, you'll do just fine.
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Thread "The indie bubble is popping": Jeff Vogel predicted indie game oversaturation in 2014
I’m not buying it. Yeah, of course there’s a ton more indie games out there now than in 2008-2014, but the behavior of customers has never really changed: They buy great games and ignore the rest. The reason why it looks the way it does now is cause everything gets published. That obviously doesn’t mean that everything sells. Back in 2008, indie games had no platform and weren’t known, unless they were TRULY special. Now you see a ton more stuff on the stores, but still, the only stuff that sells are games that really stand out and are amazing. If any indie comes out and it’s a 9/10ish game, in this day and age, it’d get the exposure it needs.
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Thread Below |OT| Wanderers in the Dark
I'm loving what I've been playing so far. If you're still undecided and you're into dungeon crawlers or even things like Diablo 1, I think this game is for you. Just got to Floor 4, can't wait to keep playing :)
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Thread Below |OT| Wanderers in the Dark
Really enjoying what I'm playing right now, but you have to go in with the right expectations. Don't expect something like a top-down Zelda, it ain't that. I love the atmosphere and how tactile it feels. Can't wait to play more :)
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Thread Which of the big three has the best first party and why?
Nintendo’s In-House Dev Teams are some of the best devs in the world. Gotta give it to Nintendo.
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Thread Which Xbox Exclusive will be the next to hit 90+ Metacritic?
Many times bigger. But it's not actually about just about the size, it's also about the depth. Make of that what you will :)
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Thread Which Xbox Exclusive will be the next to hit 90+ Metacritic?
Love this thread, thanks for the confidence, haha! :) If we don't get 90+ Metacritic with Will of the Wisps, I'll probably drink myself to death. And I'm not even an alcoholic. We've been slaving away for so long just to make sure we hit every single beat and we're in full on polishing mode. Getting a game at this size to that level of quality is insanely hard work, but it'll pay off once I read all the comments here and watch all the playthroughs on Youtube. I can't wait for that to happen, but there's still quite a bit of work left to do before we can convince every single last one of you scrutinizing folks :D
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Thread Monster Boy and the Cursed Kingdom |OT| Pepelogoo Wonder World
I’m hearing good things about this one. I’m there Day 1. Got a chance to play an early version a year ago and it was already pretty good, so I’m pretty sure this title is gonna be a home run for all the Wonderboy fans out there.
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Thread Bloomberg: Switch loses shine as killer product for new gaming era, analysts suggest price cut
35m units sold after 18 months of release without any price drops and people are predicting Nintendo's downfall? What?
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Thread Why does retro gaming appeal to you?
One of my big reasons is that those games got to the fucking point immediately, which is something modern games only now started to get back into. A good example are all the Zelda games that released after ALTTP. I think Gamasutra had a nice article at some point where they measured up 'time to dungeon' and with each subsequent Zelda release, that time became longer and longer and longer. Most game stories are still pretty bad, but still a lot of developers insist that you click yourself through boxes and boxes of often incoherent story text and cutscenes that makes little sense and often add nothing to the actual experience. Why do I have to find someones cat in Zelda games and do x amount of fetch quests before I can enter a dungeon? Look at Skyward Sword, the dungeon design in those games is actually pretty great - but it takes an awfully long time to actually get to your first dungeon. I strongly believe this is one of the reasons why everyone freaked out about Breath of the Wild: Exit the cave you start in and BOOM, GAMEPLAY! I'm in the overworld, I can do shit and it takes a few minutes before I enter the first shrine. Good old Zelda gameplay. It's no coincidence that BotW eerily feels a lot like playing Zelda 1 back in the day. I'd argue that most people here who just claim that it's all about nostalgia haven't spent a lot of time thinking about game design.
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Thread Prodeus (PC) Reveal Trailer: Doom/Quake-Style Shooter with Retro Aesthetic/Modern Effects
Looks super cool. The one thing to consider though is that these games live or die based on the quality of their level design. Doom 1 and Quake 1 had the typical Romero level design, which was honestly pretty damn good. I hope they took their time designing the maps to make them awesome.
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Thread David Jaffe- AAA games are dying (creatively speaking)
I think he's living in his own bubble a bit. Movie critics would point this stuff out? No, they wouldn't. Look at Disneys upcoming movies: Did the audience care? No, the Beauty and the Beast Remake, which is 1:1 the same film people had already seen a gazillion times when they were younger made a billion dollars at the box office. And please tell me Jaffe didn't watch it, cause I don't believe him. He's a huge Disney geek, of course he was 'part of the problem', as people like to say. TV? Same thing, a cool concept appears once in a decade and then a show goes on for 8+ years with the same core formula if it keeps being successful. At the end of the day, I think the lesson here is that people sometimes like to kick back and consume entertainment where they know what they're getting. And the thrill of making a sequel is actually to perfect the formula. I could take a video of Super Mario Bros. 1 and compare it to Super Mario Bros. 3 while making the same statement. "Look, in both games Mario grabs a mushroom and becomes Super Mario! It's the same fucking game!" -> And no, it's not. It's a different take on the formula with lots of new features where developers tried to polish the formula to sheer perfection. Apply his mindset to game development and we wouldn't have gotten some of the best games ever made. Don't shit on sequels. Sequels are okay. It's not like sequels are all we have, there's also completely inventive new indie games out there. People will always create new stuff as long as they live. I'm working on a sequel to a popular game right now where we're trying to perfect the formula and I feel great about it. Especially because we got hundreds of mails from fans begging for a sequel. And meanwhile, by the way, I'm also working on another project that's completely revolutionary and new and will hopefully push other genres forward. Why can't we have both? As long as people get good entertainment, everything's fair game. If you don't like what's out there, vote with your wallet, problem solved.
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Thread What was the first game you played that made you look at games as a form of art?
Super Mario Bros. Coming from the C64 and Atari days, that was a game changer and really elevated the medium to me.
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Thread Reggie said Nintendo has a launch window set for Prime 4, couldn't say the date yet
Of course they have an idea for a launch window, how would you otherwise come up with a budget? Doesn't really mean anything all things considered.
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Thread Microsoft's free 4K 360 enhancements put a lot of paid remasters to shame
This. It’s extremely short-sighted to downplay BC. Compare it to your movie streaming sites. Would you rather sign up to a service that has thousands of movies to stream, all the new flicks AND all your old favorites and all of that watchable in glorious HD or sign up to a service that has the newest stuff and charges you extra for movies you already BOUGHT a couple of years ago? I pretty often sit down on my couch and browse through my library just finding something I wanna play. Or recently, I watched the DFRetro about Panzer Dragoon and would’ve enjoyed playing Panzer Dragoon Orta again, but that’s not on BC yet - so the more, the merrier, as far as I’m concerned :) BC can also make for a nice marketing beat. Rockstar absolutely should make a patch for Red Dead Redemption that ups the resolution and stabilizes the framerate for RDR before the launch of RDR2. Tons of people would either buy the game or download and play it again to prepare for RDR2.
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Thread Skyward Sword vs. BOTW: for those who have played a substantial amount of both, which do you prefer?
Skyward Sword has really well designed dungeons - And I also did like some of the motion control stuff. Other than that, BotW was better in every regard. Skyward Sword was an awful, linear grind with a shit ton of padding and some of the worst Zelda tropes (Fi was terrible) amped to 11. But the dungeon design... was awesome.
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Thread Microsoft has acquired Obsidian Entertainment
This is very, very true and I'm often surprised by how powerful a brand name is to gamers and how completely willing gamers are to ignore the talent behind those games they loved. I mean, even here on ERA, people still want RARE to make a new Banjo, yet those folks that made Banjo haven't been at Rare for a long, looong time. So it'd kinda be like the company that owns the rights to the Beatles brand bringing out a new Beatles album with some new dudes that aren't John, Paul, Ringo and George. It'd be fucking bullshit and EVERYONE would see through it and frown upon it, but not so in games. In the games industry, this kinda stuff happens all the time and people fall for it. Not to say it's always a lost cause, I'm a huge fan of Doom 2016, cause those folks understood what DOOM was all about and managed to make a new version of the game that does the original justice, but I think that's the exception, not the rule.
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Thread Where do you stand on Diablo 3, once all was said and done?
It's just not really Diablo anymore. If you played D1 or D2 recently, D3 feels like an arcade brother of that kinda thing. Just played it again on Switch and just think this whole genre needs a complete overhaul.
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Thread You do not enjoy taking out the garbage in real life so why do you enjoy doing it in a game?
That's a weird question and completely negates the good stuff game designers do. I wouldn't enjoy having a farm in real life, but I love taking care of my farm in Stardew Valley, simply cause all the laborious shit is taken out of the equation, I don't have to lift heavy stuff and everything works way faster, so really, just like a film's story only shows 'the good stuff' and not the boring shit inbetween, it's because game designers spend a lot of time making this stuff fun. So if it's fun in a game and not fun in real life, why wouldn't we enjoy doing tasks like that in a game?
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Thread What's up with 90s Super GP aka 90s Arcade Racer?
I thought the guy sold everything to Nicalis? Isn’t he already working on his next project, The Take Over or something? I’m guessing Nicalis didn’t understand what to do with it.
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Thread Where are the 50 year old game developers?
How many developers do you actually know? My point is, this industry is pretty good about keeping talent obscure, probably so that the wages don't explode. I know quite a few folks that are 50+ that still dabble away on games, they're just not well known. Most developers aren't, even if they were the creative minds behind big hits.
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Thread How can Microsoft improve the next Xbox controller?
Split up the controller, put 6DOF into both of them. I have a design doc for that stuff, I'm pretty sure with this setup you could revolutionize the way FPS games (along with plenty of other genres) are played on consoles. You wouldn't even need a second analog stick anymore. And we'd finally be able to put mouse and keyboard to rest.
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Thread How can Microsoft improve the next Xbox controller?
That's like saying the SNES controller was perfect. And you could argue that it might have been for 2d games. The point of revolutionizing inputs is to allow for completely new genres to appear.
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Thread Microsoft’s Project xCloud formally announced: Out to the public in 2019
I LOVE this. I'm a dad now and almost never have the opportunity anymore to sit down on my couch to play games, so this is great news all around for me :)
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Thread Microsoft Studios |OT2| The Best Is Yet To Come
I feel like that's exactly the wrong way to look at it. You'll never reach 90+ million players if you stay exclusive to a high end gaming platform, no matter how great your game is. Minecraft is this successful cause it's a great game that's available on everything. If the industry wants to grow, the answer isn't to bank on exclusives. It's a bad saddening to see how hot people are for exclusives in general - Why is it great that some people miss out on great games cause they can't afford to buy platform X?
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Thread Chris Taylor, the terminally-ill Smash fan who got to play Ultimate thanks to Nintendo, has died
Fuck cancer. Good on Nintendo to at least have him have a bit more fun in this shit situation.
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Thread New Death Stranding footage & characters
What's wrong with that? To this day, he still edits his trailers himself, so there's probably quite a lot of passion there. This is a whole new IP and it's okay if his way of figuring it out is by putting these characters together and have them act with one another in order to figure out how they'd interact, what they'd do in the world, etc. I know lots of programmers who don't like to work on gameplay cause it's 'no challenge'. Kojima probably sees himself as a guy who's awesome at storytelling and toying with his fans, subverting expectations. He's done that again and again. He also built games since the MSX days, so it could very well be that he first wants to make sure that what he's building is interesting and then figures out the 'play' aspect. My only problem with that approach is that I've seen designers before that worked for years on a series and then were surprised by how difficult it is to find a satisfying gameplay loop in a different genre, which is why I'm hoping they'll show that soon.
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Thread New Death Stranding footage & characters
Jesus Christ there's some strong Kojima fanboyism going on here :D It's fine to be a fan of Kojima, I'm a fan of his work too. I still think the MGS Level Designs are some of the most iconic levels ever made in games. I haven't been much of a fan of MGS V, which is why I'm also a bit cautious of Death Stranding, especially because we haven't seen any videos yet that have shown an actual, strong core gameplay loop. Is there ANY information Kojima released that hints towards what kinda gameplay Death Stranding will have other than 'It'll have pretty complex puzzles!'? It's fine if a director first wants to get a feel for his new baby by doing what he enjoys - I'm just hoping he'll surprise us with some awesome gameplay soon. So settle down, freakboys :D My comment wasn't ignorant, I would totally not be surprised if they don't have the gameplay really figured out yet - Which is fine, at this point they're probably still in pre-pro. But I sure hope we see some of that stuff soon instead of just cutscene after cutscene. I'm pretty certain this game won't be out for a good, long time (my bet is on 2021) and it sounds like me suggesting that they don't have the gameplay nailed down yet has everyone up in arms cause I'd guess most people here probably think it'll be out sometime soon? When have they started actual development? It hasn't been that long and it's a completely new IP and I'd bet since Kojima has been tired of making MGS after MGS, he probably doesn't want to stick to his tried and true stealth formula. This shit takes time.
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Thread New Death Stranding footage & characters
I don't think anybody can doubt that the guy knows how to make a fun game, he's been making good stuff for over 2 decades now, so why even jump to that conclusion? I'd guess that at this point it's harder for him to make sure his new IP is really interesting and could have the same effect on people that MGS had and he's probably pretty confident in terms of putting together a fun game. I'm even copying some of his shit in our unannounced project, so I have a lot of respect for him as a designer. But based on what we've seen so far, my bet is that they spent more time on building the world and ensuring that there's a lot they can do with what they're building instead of just focusing on the 'local' stuff and because of that this game will probably still need a good, long time in the oven.
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Thread New Death Stranding footage & characters
I wouldn't at all be surprised if gameplay-wise all they have is what they've shown at E3: Characters walking across some terrain. I bet they spent a ton of time just learning the engine, creating those assets and making everything look swanky with IK, etc. My guess is that Kojima enjoys putting these cutscenes together way more than working on the actual gameplay.
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Thread Nintendo Switch Online Release Thread
I tried all 3 options. The colors are definitely way more washed out compared to the original. I just watched the My Life In Gaming Segment about NES Games on Switch and was kinda baffled that they didn't seem to notice that at all. That said, I only tried it in handheld mode so far, so maybe it's the tablet that's washing out the colors?
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Thread Nintendo Switch Online Release Thread
I haven't kept up on this thread since I've been super busy, but I just tried out the Zelda 1 and am I crazy or are the colors all wrong? The game looks completely washed out compared to playing the game on my Famicom or my Analogue NT. This isn't really at all what the game is supposed to look like...
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
I think Low Poly Looks can definitely be appealing: Or: And I'd actually strongly disagree with people that are saying Pixel Art is way easier to do than 3d. It's just not. All modern game-engines are laid out for 3D and you get a LOT of shit for free when you're making your game in 3D, whereas with Pixel Art, you get absolutely nothing. And making all the Animations using Pixel Art is incredibly time-consuming - it's quite a lot quicker to animate in 3d in comparison to drawing the animations frame-by-frame.
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Thread Game devs, how do you keep the motivation despite the circumstances?
The only sure way to keep your motivation is to work on projects that you truly enjoy yourself (I constantly playtest Ori while designing and still lose myself in the game cause it’s just fun) and work within an awesome team where everyone’s constantly inspiring everybody else. I only hire people at Moon that aren’t divas, that are extremely talented and also fun to work with. We’ve never really been hit by anything you’re stating, OP, I kinda feel like that’s mostly happening in bigger AAA studios where some people already don’t have their feet on the ground anymore. To me, your post kinda reads like you sorta know that the place you work at probably isn’t the right fit for you anymore, but you’re probably not able to admit it to yourself yet. If you have trouble finding the motivation, I’d guess it’s a pretty good sign that you might need to move on.
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Thread What can Jools Watsham do to find success again?
Yeah, this. If he doesn't see that there's a huge difference between the games he's making and something like Enter the Gungeon, that's the problem right there. People have so many choices now, nobody cares about a 7 out of 10 game anymore.
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Thread Streets of Rage 4 Announced (Lizardcube, Guard Crush Games and DotEmu)
I've been following Ben Fiquet's work ever since I saw the 'Pyrats' short he worked on during his time at Gobelins. Amazing Artist, it's awesome to see his style coming through here all the way. Guy's truly passionate about games :)
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Thread How likely is a Switch revision/iteration in the near future?
Nintendo has a pretty consistent track record in terms of hardware. I bet by next year we'll see a smaller iteration for 199$ so that they'll have a killer Holiday 2019 season.
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Thread Ori and the Will of the Wisps - Spirit Trials
Yeah, I felt the same when we first talked about implementing Trials into Ori - ‘Racing in a platformer? I don’t know about that...’, but then we tried it and everyone at Moon got hopelessly addicted to beating each other’s times - you really gotta try it to ‘get it’, it’s exhilarating :)
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Thread Ori and the Will of the Wisps - Spirit Trials
All of your races are being recorded all the time. There’s a matchmaking layer that always adjusts, so if you’re playing on the global leaderboard, you’re always racing against ghosts that are approximately on your skill level. Or you play in your friends leaderboard and you’re asynchronously racing against your friends :)
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Thread Ori and the Will of the Wisps - Spirit Trials
That’s the plan ;) In actuality, the Spirit Trials feels a lot more like ‘Trials’ though - you’ll constantly race to shave off a few milliseconds again and again in order to beat your buddies best time and you directly race against their ghosts, which is awesome. Trials is kind of a simple game and the controls we have in Ori allow for quite a bit more mastery than what you see in that game. We’re already quite addicted to it internally and constantly race each other for better times, etc. If your devs are up til 4am just playing the game again and again just cause they’re hooked, you know you’re onto something :D
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Thread Ori and the Will of the Wisps - Spirit Trials
Glad you guys enjoy the Spirit Trials! :) We tried a TON of things in Pre-Pro reg. Ideas for additions to the genre and the Spirit Trials was one of the things that got us all addicted early on - it feels like ‘Trials’ in many ways :) Since the controls for Ori are so intricate, you can really master the hell out of each track - you’ll race just to improve your current time by a few milliseconds and it’s super addicting to race again and again until you finally beat your friends best time :D Honestly, at first we also weren’t sure if something like races would fit Ori or would be that fun, but then we had some of our devs compete for better times til 4am only to beat another dev by a few milliseconds... it’s awesome :D And there’s a lot more we haven’t even talked about yet, stay tuned :)
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Thread The Witcher 3: What if everyone got together and give a game a pass for having shit gameplay?
Yup, if you compare Witcher 3 to things like the Souls series, it's very apparent how outdated and lackluster the actual gameplay is. But people kept playing cause they found the stories enticing - so no big deal. If you're into gameplay first- and foremost, Witcher 3 probably won't be your kinda thing, but if a good story can keep you trucking along, it's definitely worth a try.
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Thread Bethesda May Not Release 'The Elder Scrolls: Legends' On Systems That Don't Allow Crossplay
Good on them. Developers shouldn't have to jump through hoops and create per-platform server infrastructures just cause the boys don't wanna play together. On top of that, it's just shit for players. Let me access my data wherever I am. I paid for the game, I wanna access my profile and keep playing. I'm guessing for a card game it just didn't make sense to Bethesda to create a whole unique server layer just for PS4 players. I hope this stuff will happen more often with bigger titles so that Sony will finally allow cross-platform play. It's 2018, time to break down those walls.
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Thread Monster Boy and the cursed Kingdom coming this summer. Previews round-up thread
Had the chance to play this a while with the developers and the hour or so I played is basically exactly what I wanted from a new Wonderboy in Monster World Sequel. Pretty sure this is gonna be good :)
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Thread Kotaku: Inside The Culture Of Sexism At Riot Games
You'd think all these studios are led by adolescent teens and psychopaths, wtf. If I'd ever hear anyone at Moon Studios disrespecting their co-workers like that, I'd fire their ass immediately. Whoever leads Riot, if they see an email thread where people talk about what it'd be like to penetrate some other person in the studio and they write that off as a joke, they should step down immediately. It's hard to even believe that this stuff is true since it's so WAAAY fucking out there in 'This shit's not OK' land.