Ginger Lynn
http://www.youtube.com/watc...
if you haven't seen it check out the movie Outlander
Prophecy was awesome.
so like an iPhone but Xbox branded from Microsoft running Windows 8.. with at least as many features and controller options as PS VITA? and access to all kinds of streaming content services and social networking services...
I think current hardware manufacturers ignore that portability would greatly expand their potential customer base because kids move around. as do people with laptops and tablets. Consoles should be right in that niche, that isn't a niche anymore. The k...
they make a handheld console and I'll care about learning how to make indie games for it.
exactly. Too Human was too much of a risk while Rage as far as well can tell will sell into the tens of millions.
It just isn't worth the risk. and I only mention Too Human because of the claims of all the work they put into Unreal Engine when they might as well have made their own. Even if you don't license the engine in the end risking that the game might fail, and the company might fold and go out of business, or just release another mediocre title and call it a d...
most of the fun of being in the game industry.
just need more vehicles and a point.
PS5, 2055.
it isn't as much about how many lines of code as about attention to detail and writing better quality code.
"what are you trying to do and just do a better job of it."
or UE4..
@panda, you should view the talk Carmack gave at quakecon on Youtube or at gametrailers.
so what.
The winner will be the one that gets wide adoption because it is easy to use. Your point was that CryEngine 3 and Frostbite 2 are already being used in new projects.
The question is how easy is Rage's engine, id tech 5 and any modified versions that will appear down the road, to use versus the others and just how future proof is it. Id needs very much for id tech 5 to be licensed by 3rd parties (outside of Zenimax) but they've already stated ...
foolishness. Some devs will tell you the same thing but unrealistic project scope, little control over hardware platforms and portability of games has shown that licensing is better for short term dev cycles on multiple platforms.
Or you can blow millions and months/years on developing tools for a game that will end up being outdated and poorly received.
because the end result would have been worth keeping that talent in house.
Did you notice their snapping up of Sucker Punch? perhaps they rue losing insomniac enough to clutch jealously at what's left of their exclusive AAA studios.
or Sony.
oh! hang on I know KMM. Bondi's crew would be an incredible infusion of talent, for those at least that don't take their skills where the wind carries them.
already has. should be a lesson on treating code slaves like human beings and making projects with realistic goals. until you have several and can putter half decades or more making masterpieces.
My thoughts exactly but I have been asking about EA/Criterion +-Burnout +Open world for a while.
I mean who's going to ignore that TDU's MOOR format wouldn't work for Paradise? it is just a scale increase with hopefully more for the player to do, like more objectives than just racing, against randomly spawning AI burners that more-or-less putter around. And isn't it about time Criterion put faces and names to those randomly spawning burners? maybe they are bor...
apparently they were going to. prehaps Ubisoft/BlueByte felt threatened.
If they merged those team though.. Anno with terrain deformation...
:[.............
snail-like pacing and a big old dollop of arty-farty nonsense
:(
similar thing could be said, balancing was purposely tilted on the wrong side of 'approachable and fun' about a few games in the genre. I don't think Ubisoft will punish the team that made it too harshly if it doesn't sell well. If it doesn't sell too poorly they could listen to criticisms and make something better next time with a bigger budget.
I'm confused, why do dragons need jetpacks?