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CarnageHeart

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#1  Edited By CarnageHeart
Member since 2002 • 18316 Posts

Sony has offered a few more details. Its being worked on by ND, includes all of the DLC, almost everything is improved (though its worth noting that there is no mention of framerate) and it will include a director's commentary. I love such commentaries and wish more games had them.

http://blog.us.playstation.com/2014/04/09/the-last-of-us-remastered-coming-to-ps4-summer-2014/

Moving our efforts to the PS4 has allowed us to remaster an already phenomenal looking The Last of Us in 1080p with a list of upgrades including higher resolution character models, improved shadows and lighting, upgraded textures, along with even more improvements. We love setting challenging technical hurdles for us when working on each game – and this is no different. We’ve been working hard on The Last of Us Remastered to release a next-gen evolution worthy of the 200+ Game of the Year awards, not to mention the acclaim and expectations of our fans. We will be revealing more detailed information about the upgrades for the PS4 version in the coming months.

In addition to all the technical updates, we’re also including an exclusive director’s commentary for all in-game cinematics featuring Creative Director and Writer, Neil Druckmann; Voice Actor, Troy Baker, who plays Joel; and BAFTA Award winning Voice Actress, Ashley Johnson, who plays Ellie.

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#2 CarnageHeart
Member since 2002 • 18316 Posts

@The_Last_Ride said:

After testing the game, Digital Foundry found out that the 360 version of Titanfall will run only at 46fps. It's also running only on 600p. This might have been the reason for the delay they had for this version or just MS trying to get some X1 sales.

Link

Did you read the DF analysis? By their account Bluepoint did a great job with the port (as they always do).

Its probable that MS hid and ever so slightly delayed the game because they wanted to push Titanfall buyers towards the Xbone.

http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-performance-analysis

We have much more to cover for the Face-Off but resolution, anti-aliasing support and performance seem to be the hot topics surrounding Titanfall on Xbox 360 and we wanted to get the information to you as quickly as possible. First impressions suggest a well-managed conversion that has made intelligent trade-offs in miniaturising the PC and Xbox One versions onto the vintage 2005 Microsoft hardware, while retaining all the key features as well as the core of the gameplay experience.

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In summary, after a day with the Xbox 360 game, the big takeaway here is that this is Titanfall, and it does appear to be feature-complete on the older console. With just one tenth of the available RAM and far less capable silicon, it's safe to say that Bluepoint Games has more than exceeded expectations.

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#3  Edited By CarnageHeart
Member since 2002 • 18316 Posts

Never going to happen.

On the Wii U, Nintendo has completely abandoned all attempts to appeal to casuals (which strikes me as odd since such people drove the phenomenal successes of the Wii and DS) and their shrinking, aging group of core console fans (and Nintendo itself) are so fixated on a tiny handful of old Japanese franchises (Mario, Zelda and Sonic) that gamers indifferent to those franchises and smart developers steer clear. The sales of quality core games outside the aforementioned franchises on the GC, Wii and Wii U are awful.

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#4 CarnageHeart
Member since 2002 • 18316 Posts

That's nice (especially for Xbox guys) but the fact it requires an online connection even when playing in SP is a deal breaker for me.

http://www.escapistmagazine.com/news/view/133597-The-Crew-Boots-Players-Back-to-Title-Screen-When-Their-Internet-Drops

"I think it's going to kick you out of the race," said Gerighty, when asked what would happen when the game loses connection to Ubisoft's servers. "It's one of those things that the game needs to work with an internet connection so I think you're going to lose the race you're in," he continued. When asked where the players would be sent, Gerighty replied: "Probably [the] title screen," admitting that "It's not the most elegant of solutions."

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#5 CarnageHeart
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I have the PS3 version so $60 is more than I'm willing to pay for an HD version, but I'll pick it up once the price drops.

I'm sure my brother (ad admirer of TLOU who didn't have a PS3 last gen) will get it one day one.

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#6 CarnageHeart
Member since 2002 • 18316 Posts

Anyway, Amy Hennig might be the best thing to happen to Star Wars since Timothy Zahn (if only the Thrawn trilogy had been turned into movies rather than the awful prequels).

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#7 CarnageHeart
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@shellcase86 said:

How's the pacing? How long is it? Couldn't wait till the weekend, put in about 45 minutes yesterday.

There is a hub based mission structure. Like with the Monster Hunter and Diablo games one can pour a lot of time into this game. Have you delved into creation yet? All I've made thus far is an automatic rifle with a large clip (30 bullets). Its functional but not exotic (I want to build something crazy, I just don't have the parts yet).

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#8 CarnageHeart
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@S0lidSnake said:

I would not blame U3s story issues on Amy. ND made a concious decision to put setpieces over story. The story was doomed from the beginning.

She turned it into a character driven story but again was dealt a bad hand when her lead actress left in the middle of the shoot.

Judging by this interview, U3's design process was no different than that of U1 or U2.

However, you're right that the most of the actors being mostly unavailable undoubtedly complicated the work of the scriptwriters and game designers.

http://www.cnn.com/2011/10/30/tech/gaming-gadgets/uncharted-3/

"Yeah, that would be pretty cool. Let's do it," Naughty Dog co-president Christophe Balestra recalled saying then. In an interview this week, he and creative director Amy Hennig offered a look at his studio's unusual storyboarding process.

Their goal at the start of each game's production is to "try to come up with these set-piece moments that aren't just for show," Hennig said. "In many ways, they become the signature pieces of the game."

Those segments also take the longest to plan and build, which is why they need to be conceived as early in the process as possible.

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#9  Edited By CarnageHeart
Member since 2002 • 18316 Posts

1. Impressive SOMA trailer which reveals the setting of the game.

http://www.dualshockers.com/2014/04/03/frictional-games-releases-new-soma-trailer-prepair-to-get-wet/

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2. The Witcher 3 has at least two areas which are each bigger than the whole of Skyrim.

http://www.dualshockers.com/2014/04/03/the-witcher-3-two-of-the-areas-are-over-52-square-miles-by-themselves-3-5-times-larger-than-skyrim/

The slides mention the size of two of the areas included in the game: the city of Novigrad measures 8.5 x 8.5 km for a total size of 72,25 square km, while Skellige is 8 x 8 km, meaning 64 square km. Summed up, the two areas cover 136,25 square km, which convert to just north of 52 square miles.

By comparison, The Elder Scrolls V: Skyrim‘s world has been calculated to measure 14.8 square miles. This means that the two areas named above are already over 3.5 times larger than the whole Skyrim map.

3. Screenshots of The Long Dark, an indie wildnerness survival game from the narrative director of Far Cry 3 have surfaced. Hasn't yet been confirmed for the PS4 but the designer has stated he wants it to happen so it will hopefully happen.

http://www.dualshockers.com/2014/04/02/new-in-game-screenshots-for-the-long-dark-show-desolation-and-beauty-in-the-post-apocalypse/

4. Daylight PS4 will hit April 29th (its been pushed back a bit) for a modest 10 bucks. Works for me.

http://www.dualshockers.com/2014/04/02/zombie-studios-delays-release-of-daylight-till-late-april-second-trailer-released/

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5. Another interesting developer diary from the makers of roguelike A Road Not Taken. One interesting touch is that your character, ages dies and then passes on the torch to their son or daughter.

http://blog.us.playstation.com/2014/04/02/road-not-taken-on-ps4-vita-living-a-full-15-year-life/

6. Child of Light continues to look amazing.

http://www.ign.com/articles/2014/04/03/child-of-light-ubisofts-secret-jrpg-weapon

If you answered "yes" to any of those three questions, then Ubisoft's Child of Light is a game that you will absolutely need to play when it's released at the end of this month. Last fall, Andrew Goldfarb and I explained at length why Child of Light's lean, adept take on its classic JRPG roots completely won us over in the short 30 minutes we spent playing through a dungeon cooperatively -- take a look at that preview for a solid summary of the game's basic mechanics. Well, seven months later, I had a chance to trek my way through the opening three hours of Ubisoft's latest trip through the stunning world of UbiArt Framework, and I'm overjoyed to say that it completely lived up to and exceeded my expectations.

7. Sucker Puncher's lead engine engineer gave a very technical talk about Infamous (which uses only 4.5 GBs of memory) at the GDC. I've never heard of most of the terms.

http://www.dualshockers.com/2014/04/02/how-infamous-second-son-used-the-ps4s-8-4-5-gb-of-ram-cpu-and-gpu-compute-to-make-our-jaws-drop/

8. The make of Mind: Path to Thamalus would like to release it on the Morpheus.

http://www.pushsquare.com/news/2014/04/could_this_be_project_morpheus_prettiest_title_to_date

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9. Sounds like Epic is really serious about their indie push.

http://gamasutra.com/view/news/214582/The_humbling_of_Epic_A_giant_turns_around.php

"Philosophically, we believe that if we're generous and we provide value to people, that value will come back," he continues. "The biggest challenge that we recognize is that we have to earn the trust and respect of the people who use the tech... to scale it in a way that it works for a whole lot of indies is a different challenge. That's now, for us to contemplate and it will keep us honest, but we get up every morning and we are all incredibly psyched to come to work."

It takes deliberate effort to adapt a company and a product that's historically focused on big teams and triple-A and make it suitable for the new climate, says Meegan. He says the company's "first effort" -- the Unreal Development Kit -- has been a learning experience. "We didn't do everything right," he says. "I'd say we were still between worlds, and we weren't able to make it available in a way that was realistic to anyone, and it wasn't easy to use. So we learned from that."

10. Don't Stare Reign of Giants (DLC for Don't Starve) is up on Steam Early access so hopefully the PS4 version isn't too far off.

http://www.polygon.com/2014/4/3/5577038/reign-of-giants-steam-early-access-release-expands-dont-starve-with

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#10 CarnageHeart
Member since 2002 • 18316 Posts

Visceral is the team that made Dead Space and less memorably Dante's Inferno. Their Dead Space franchise was first mutilated and later killed by EA for not selling well enough, but EA still clearly has a lot of respect for Visceral because they are entrusted them with Star Wars.

Amy Hennig has the same job title at Visceral (creative director) that she had at Naughty Dog.

Hennig is generally a great writer (U3 was a low point, but even in that the dialogue was strong) and in terms of gameplay/game design Visceral has done some quality work in the past. The original Dead Space is the game RE5 should have been and Dead Space Extraction is one of the better rail shooters out there (I got it free with Dead Space 2 and enjoyed it more than Dead Space 2).

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Hennig's first project at Visceral will be a big one, as she has been tapped to be the creative director on the studio's unannounced Star Wars project. The move also represents a reunion of sorts for Hennig, who previously worked with Visceral VP and general manager Steve Papoutsis at Crystal Dynamics.