Bouncing Zabaglione Bros.
Legend
And where are the tough gaming journalists who wont accept bs.
Too afraid to get all their EA advertising pulled from their websites if they give an unfavourable review.
And where are the tough gaming journalists who wont accept bs.
A lot of resources were wasted developing a copycat MP mode to attract the console audience which is going to be deserted in a couple of months. I've read that they've said there were around 80 people just working on the MP and around last year's E3, there were close to 300 people total working on the project.
Too afraid to get all their EA advertising pulled from their websites if they give an unfavourable review.
It's not like the game deserves unfavorable reviews.
They had a seperate studio to work on MP, Crytek UK, formally Free Radical.
No, I don't think it does, but it does take several steps backwards compared to their previous PC games. In terms of tech, design and gameplay philosophy, etc, it isn't the advanced tour-de-force their previous games were on their release. There have been compromises made for it's multiplatform target audience.
No, I don't think it does, but it does take several steps backwards compared to their previous PC games. In terms of tech, design and gameplay philosophy, etc, it isn't the advanced tour-de-force their previous games were on their release. There have been compromises made for it's multiplatform target audience.
I can see there will be a lot of "issues" that would need to be "addressed" to make an entry on consoles in the crowded console genre where it could get lost in the sea of mediocre "AAAAA" titles with ridiculously higher marketing budgets and hype.
[strike]Inventory system[/strike]
[strike]Vast, non-linear, open level design[/strike]
[strike]Assumption of an audience that can figure out things on its own[/strike]
People (both the general public and devs) need to stop thinking that console and pc gamers are any different.
When it comes to difficulty, DS is an expection rather than the rule on consoles. How much did it sell? Less than a million, IIRC?
Crysis 2 couldn't even give PC players with powerful machines a sensible FOV by default. That's just one example where the PC game is dumbed down to suit the console market, rather than the console market being raised to higher expectations. And there's a lot more examples that anyone who's played the game can quote.
I suppose we see elements of dumbing down to the lowest common denominator in all kinds of fields, such as music, movies, books, etc in an effort to grab more market share and thus more money, but let's not pretend it doesn't happen to video games just because a previous game wasn't that way, or because you have a console and feel aggrieved that this is being laid at the door of consoles in general.
And Stalker is the exception rather than the rule on PC.
Look at what happened with Rainbow Six and Ghost Recon when they went multiplatform.
Actually, RS is pretty much the only example that we have where for the first couple of entries in the series PC and console version co-existed for which can be said that increased dev costs coming from "next-gen" wasn't a factor for the changes made. The first game in the series came out for PS1 and N64 year and a half after the PC and is significantly different and more arcadey than the PC version. Same for Roque Spear.
A lot of that would have been due to technical difficulties. Consoles aren't anywhere near as limiting today as they were back then.
I have issues with the idea that console design is irrefutably worse than PC design, as there are many, many console games that are just as good or better than PC games (and vice versa).
Assuming they'd actually make extra money, by proportionally selling more copies to offset the increased dev costs, yes, making a game for consoles would lead to streamlining/dumbing the game down in order to "expand the market". Removing features that can't fit into the world of analogue sticks, auto-aim/assists and not so many buttons because they don't want to/can't afford to develop two versions of the same game.
I have issues with the idea that console design is irrefutably worse than PC design, as there are many, many console games that are just as good or better than PC games (and vice versa).
The point being that there isn't anything about being multiplatform on consoles that means a game has to be dumbed down. Only a perception (misguided, IMO) on the publishers part that they have to make console games more simplified compared to a game made for PC.
because it makes the game cheaper to make and thus profits higher.
They are just foolishly short sighted with customer satisfaction and thinking that giving consoles gamers great graphics and easy gameplay and that throwing loads of money at the wall and see what sticks along with marketing/advertising will fix everything. It's often the case that the management of videogeam™ companies is incompetent.