The latest issue of Famitsu includes an interview with Daemon X Machina producer Tsukuda Kenichirou and mecha designer Kawamori Shouji.
The interview begins with an inquiry into how the project started. Tsukuda says that when thinking of how interesting the Nintendo Switch’s portable and table modes were, and of a project that would be able to make use of these, he got an idea for a mecha game. If he wanted to do a mecha game he would want Kawamori to do the mecha designs, and when he asked Kawamori accepted, which resulted in the project starting.
Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.
Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.
Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.
Greatness knows greatness. Simple as that. Expedition 33 is a masterpiece, built with a smaller team and with a smaller budget, blowing ubisoft out of the water. It doesn't matter how many devs you have and how much money you throw at it, great studios like Sandfall Interactive will always overcome you.
Auroch Digital, the developers of Warhammer 40,000: Boltgun 2 have teased a massive expansion in variety for their new FPS game.