100°

Horizon Forbidden West director attributes game delay to avoiding crunch at the studio

The director of Horizon Forbidden West has said that part of the reason for the game’s original delay was due to wanting to avoid crunch at the studio.

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gamesradar.com
SullysCigar1216d ago

This is good to hear, given how many studios get that wrong.

Also...Keeps everyone fresh and ready to build me the next masterpiece!

Eidolon1215d ago

Good to read. I like that they have that sort of flexibility since a lot of the time they don't have a choice but to crunch and for the big wigs making the decisions it's just another day and will have no idea what it puts their employees through.

Orchard1216d ago

I’ll believe it when I hear it from lower level / non-director employees.

“Some people like to keep working, and we're not going to stop that”

Most people don’t like to work over Christmas and Naughty Dog said similar things about their crunch being optional too.

That being said, this could also be a regional thing. Most Europeans I know in the industry (minus Great Britain) must be paid overtime, and at higher rates than standard pay so it would cost a lot to crunch.

Here in the US we basically have no protection against that - industry workers are salaried and salaried workers do not get paid overtime, so it’s easy to abuse staff/have them crunch with zero side effects other than attrition after shipping.

1216d ago Replies(1)
Imalwaysright1215d ago (Edited 1215d ago )

https://medium.com/game-wor...

Since the Netherlands is an European Union member it would be illegal for GG to implement crunch time unless the people that work in the studio would be ok with it.

Orchard1215d ago

We need that here in the US - they aren’t even required to pay you here, nevermind seek permission.

SyntheticForm1215d ago

Which is fine.

I think the phrase "It's only a game" is fitting here. Lives are more important. Also, I'd say it worked out quite well. This game is awesome.

thecodingart1215d ago (Edited 1215d ago )

I mean, the game is full of bugs and lacks a ton of polish in areas like climbing, mesh collisions, and controls for things like the pull caster. It honestly needed more baking time.

110°

Nintendo Switch 2 Pro Controller Review

A handful of small redesigns and a pair of back buttons make Nintendo’s Pro Controller for Switch 2 a worthy upgrade.

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cgmagonline.com
Neonridr14h ago

I love this controller. Feels so nice in the hand. Plus the battery lasts for days, it's crazy.

peppeaccardo8h ago

$100 ?????????????????????????????? ??????????????????????????????? ???????????????

1nsomniac7h ago

Yea the pricing for Nintendo peripherals is a bigger joke than the game prices. What the hell were they thinking!

Vits7h ago

The thing is, over the past decade, third-party controllers have really stepped up. You can often get better quality, more durability, and stronger performance for half the price of first-party options. Meanwhile, controllers from Nintendo, Sony, and Microsoft have become increasingly mediocre, expensive, fragile, and not particularly impressive across the board. What makes this especially noticeable with Nintendo is that they’re surprisingly open to third-party hardware. That openness ends up highlighting just how much better the alternatives are.

Vits2h ago

Pretty much most things by half a dozen of chinese manufactures. Like, 8bitdo, Gamesir, Machenike, Gulikit, Flydigi, Manba, EasySMX, etc.

The exception would be really low tier stuff by those companies... those wouldn't be better, they would be about the same quality. But more durable.

Themba765h ago

Best controller I’ve ever used I even like more than my dual sense edge

PRIMORDUS3h ago

I have the original pro controller and TBH, I don't use it as much. I'm mostly using the Switch in handheld mode with the Hori Split Pad Compact Controller. I also never use the back buttons to program anything so I will not be buying this one here, so that will be $85.00 in my pocket 😂

80°

Techland Wants to Switch to a 3-4 Year Cycle Starting with Dying Light: The Beast

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.

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wccftech.com
Goodguy011d 15h ago

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.

Skate-AK19h ago

Lol. Had no idea who that was, but I will admit they do look quite similar.

160°

Hideo Kojima calls Clair Obscur: Expedition 33 “ideal” for one key reason

Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.

gigoran81d 3h ago

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.

mastershredder10h ago(Edited 10h ago)

Ideal are you opinions being vacant from any discussion that is not about your own cringy universe Hideo.

The master of Vanity Tech Demos is here to tell us what a good game is. ooooh kay. It's pretty dang obvious without your 2 cents desperately needing relevance. This is just like his GTA grovel a while back. Yuck.

gold_drake10h ago

quite honestly, i havent been able to stop thinking about it ha.

i keep playing it

__y2jb8h ago

He’s massively overrated and writes terrible dialogue.

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