Creative Director Bryan Intihar and Game Director Ryan Smith talk about the design of the game, the size of the map, what the next-gen exclusivity brings to the game, and other gameplay improvements.
Sony has finally removed sales restrictions from four major games on Steam, and all of them are compatible with the Steam Deck.
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.
Love the details about the new map size. Great interview. Also in the past I had a feeling they were going the 'gta 5 campaign' style of switching between characters in normal gameplay. I like that. It wil be fun to see, when you switch, what the character is doing at that moment. I'm sure Insomniac will have some funny and cool things to see.
In GTAV I always remember switching to Trevor and seeing the crazy stuff he was up to.