[Algemeen] Nieuwtjes, geruchten en discussie

Discussie in 'Algemeen' gestart door DulleNL, 18 jun 2010.

Topicstatus:
Niet open voor verdere reacties.
  1. Daz

    Daz

    Berichten:
    16.101
    Leuk Bevonden:
    2.258
    Bleh, geef mij Need for Speed: Underground 3 maar. :cool:
     
  2. Dr0kz

    Dr0kz Niet?

    Berichten:
    4.743
    Leuk Bevonden:
    66
    Why Activision Games Have No Female Leads

    Activision doesn't believe female leads can sell games, and has even gone so far as to change characters to avoid a lady protagonist, according to former employees. Gamasutra reports that focus testing has led to a serious lack of females in games, and since 2005 only girl-focused licensed games like Dora or Barbie have featured female leads at all.

    According to the report, a 2007 game from Treyarch was tentatively titled Black Lotus. It featured an Asian female assassin lead character based on Lucy Liu, and the development team was excited about the project. But seeing testosterone-heavy hits like Halo 3 and Modern Warfare, Activision decided that players don't want a lady at the helm. One former employee claims Activision "said they don't do female characters because they don't sell." Another, more bluntly, says they were "given specific direction to lose the chick." Black Lotus lives on now as True Crime: Hong Kong, having changed developers and, apparently, lead characters.

    The former employees say this is endemic of a larger problem at Activision: the culture of development built on focus testing. Sources claim the publisher takes the feedback it gets to extremes, stifling innovation and sometimes even sacrificing quality by making time-intensive demands to change projects quickly. As a result, the focus test groups tend to want more of what they've already seen and enjoyed, rather than innovation, and the publisher is said to follow their lead.

    "Activision has no room for 'we are making an open-world game with a Hong Kong action movie feel with a female lead,' because that game doesn't exist right now," said one source. "What they do have room for is, 'we are making an open-world game with a gangster main character who can steal cars and shoot people, but it will be in Hong Kong instead of Liberty City.'" As a result, sales dictate development. "If Activision does not see a female lead in the top five games that year, they will not have a female lead," says another source. The publisher will use games like Wet and Bayonetta to prove its point. The report even includes accusations from sources of skewed focus testing to achieve a desired result.

    Activision, in response to the article, denied the claims. "Activision respects the creative vision of its development teams," said a company statement. "The company does not have a policy of telling its studios what game content they can develop, nor has the company told any of its studios that they cannot develop games with female lead characters. ... With respect to True Crime: Hong Kong, Activision did not mandate the gender of the lead character. Like all other game and media companies, Activision uses market research in order to better understand [what] gamers are looking for."

    The full report is long, but well worth reading if you're curious for more information about Activision's practices. As the publishing giant already fights perceptual problems from its public falling out with West and Zampella, this kind of attention isn't going to do it any favors.


    bron
    ----------​

    Bullshit als je het mij vraagt, ik speel veel liever met een intressante female dan zo'n halfgare zak hooi.
    Maar goed, Activision blijft Activision.
     
  3. Delphiki

    Delphiki Active Member

    Berichten:
    19.061
    Leuk Bevonden:
    467
    space marines verkopen beter


    maar aan de andere kant,... zou COD black ops minder verkopen als 1 van de hoofpersonen een vrouw is?
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

    Berichten:
    36.665
    Leuk Bevonden:
    313
    Ik zou dan iig opeens weer aandacht voor de game hebben. :+
     
  5. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

    Berichten:
    21.605
    Leuk Bevonden:
    8.723
    Wel toevallig dan dat ik vandaag dit zag:

    :+
     
  6. koennn

    koennn Science Fiction Fan

    Berichten:
    1.974
    Leuk Bevonden:
    0
    Tijdje geleden op 1UP gelezen, die Bobby Kotick is gewoon een eikel:)

    IMO.
     
  7. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
    Operation Flashpoint: Red River First Look

    Codemasters brings some brains to the battlefield

    War isn't much fun. That's something that may come as news to the millions that stalk Modern Warfare 2's maps until the early hours of each morning, their eyes bloodshot and their hearts racing at the pure thrill of it all. But it's a fact that was writ large throughout Operation Flashpoint: Dragon Rising, Codemasters' sim-heavy first-person shooter that launched a mere handful of months before Activision redefined the parameters of success for videogame blockbusters.

    Flying so close to what's now become one of the most successful games of all time was both a curse and a blessing; on the one hand Dragon Rising capitalised on the swelling thirst for contemporary battlefield experiences, but on the other it left those looking for thrill-a-minute gunplay a little perplexed at this strange and novel beast, a console-based shooter that didn't shy away from the cold brutality of real-life conflict.

    "Generally, the impression I get is that 90% of people that played the game loved it," says the energetic Sion Lenton, creative director on Codemasters' Operation Flashpoint games. "They thought it was something different but felt that it was really hard, that it was slightly obscure and difficult. 10% of people didn't think it was hard enough. Out of every million sales, the people that I want to get the game right for is that 90%."

    [​IMG]
    Target renders, obviously, but already Red River's looking much more attractive than its predecessor

    It's something that's evident as we're given a tour of sequel Operation: Red River – and whereas last time out the watchwords were authenticity and of a game that's "as close to war as you'd want to get," this time the talk is of Left 4 Dead and Nintendo's approach to game design. "We were just talking about trying to make the game more fun," admits Sion.

    Before the series' faithful that have been dodging enemy fire since its PC inception get too aggrieved, it's worth pointing out that Operation Flashpoint hasn't fundamentally changed. Red River is still more military sim than straight-up shooter, its authenticity still leagues ahead of the Bad Companies and Call of Duties of this world.

    But it's also been studying those games carefully, pinching features here and there to ensure that Operation Flashpoint: Red River is more in line with people's expectations of a modern first-person shooter. On the grandest scale there's the setting; as opposed to the oppressive and frequently dismal island backdrop of Dragon Rising, Red River relocates to Tajikstan, a Central Asian country that's uniquely diverse.

    Placed precariously between Afghanistan, Uzbekistan, Kyrgyzstan and China, Tajikstan has unsurprisingly had a history of struggle, a Soviet presence segueing into more Asian influences towards the east of the country. It's subsequently a perfect backdrop for Operation Flashpoint: Red River's own fictional conflict, which in keeping with Dragon Rising is between US forces and the People's Liberation Army of China.

    Tajikstan also supplies a dazzling variety of backdrops and the very first will be the most familiar. Operation Flashpoint: Red River's campaign will take players winding along the eponymous waterway, offering up some 200km of terrain on the journey from the east to the west, and it starts quite intentionally amidst the dust and heat that the recent blockbusters have claimed as their own.

    "We've made sure that earlier levels in the game look like earlier levels in the Call of Duties and Bad Companies so as not to alienate the player," admits Sion. It soon moves to fresher territory and over Red River's three acts it'll offer more variety than its predecessor ever did, taking in the heights of the local mountain ranges before venturing to locales that display the Russian, Afghan and Chinese influences that create Tajikstan's strange and unique flavour.

    What's also of note is the fact that there are three acts, as Red River wants to nail the human drama of conflict and bring its story to the fore. A show-reel strung together with clips from Generation Kill, Jarhead and The Hurt Locker makes explicit the influences and it's an admirable bunch for Codemasters' to draw inspiration from.

    While it quite obviously won't have their narrative and emotional complexity, it's already looking more engaging than the cold-faced Dragon Rising, with numerous details – whether that's more believably delivered marine chatter during the missions or military equipment that's now more tattered, worn and dusty – working together to create a more human environment.

    It's also to be much more welcoming. "There were definitely features and mechanics in Dragon Rising that pissed people off," admits Sion, and to that end Red River's being built with the user in mind. It's an approach evident in the tweaked radial menu, wherein doling out orders is no longer a case of trawling blind through a maze of often interminable options.

    One thing that'll be welcomed by the console shooter crowd is improved gun handling that's more fluid and thankfully more helpful in the heat of battle. For the dedicated core there's still the option to fight without a safety net, but in line with the blockbusters there's now assists available with three different flavours on offer.

    At long range there's now a sticky aim that slows the reticule as it passes over enemies, while at mid-range there's a snap-to-aim that'll be familiar to any Call of Duty veterans and finally get up close and personal and there's Red River's equivalent of the z-lock, keeping the players sights on the target as they strafe around. "A lot of this stuff isn't revolutionary," confesses Sion, "it's basic stuff." But it's these basics that will make Red River a much more accommodating game.

    [​IMG]
    The dam's an in-game feature and it's colossal

    It's all part of a philosophy whereby Operation Flashpoint is happy to admit that it's a videogame as well as a simulation, as told by an all-new experience system that's persistent throughout the game. It ties into a more clearly defined class system; there's now a rifleman, grenadier, scout and auto rifleman, and while they all carry an M4A1 they've also got their own weapons and their own attributes.

    Combat will cater for strategies that work each of the classes together thoughtfully, and thankfully partner AI won't be as dumb as it was last time out. One brief snippet of gameplay bears this out as a player convoy is ambushed, causing the other vehicles to stop and take up defensive positions while the damaged vehicle is prepared. If such smart behaviour extends elsewhere in Red River's there's the possibility for some wonderfully emergent scenarios.

    Such scenarios will come naturally in co-op – an aspect that was a clear highlight of Dragon Rising and something that's the backbone of Red River. Tellingly, Left 4 Dead is a constant reference point and a clear lunchtime favourite at the studio, and they've obviously been taking note. "The best thing about the game is something that we don't actually put in it," says Sion, "It's four friends working together, deciding on this strategy or that strategy. That's what it's all about."

    There are some elements of its more contentious contemporaries that it won't be aping, however. There's no competitive multiplayer, largely to keep the focus on the co-op but also to ensure that Red River doesn't enter the murky waters that some contemporary military games risk treading. "I find it quite unsettling with Medal of Honor. I'm not sure if I want to play as the Taliban shooting American soldiers" says Sion, before returning to a point made earlier in his presentation that the game must remain ethical. "Two British soldiers died [recently], and one of the girls that works here, her nephew was killed by an IED [improvised explosive device] a couple of months ago. I'm not going to go in there and spout about how great our game's going to be and that it's got great IED tech, it's not appropriate at all. That's a live conflict and you have to treat it with maximum respect."

    It's a line that Operation Flashpoint: Red River is treading with the utmost care, and it's a shooter that's more thoughtful – both in its approach and in its play – than many of its peers. Keep an eye out for more on the game in the run-up to its 2011 release.
     
    Laatst bewerkt: 6 aug 2010
  8. Daz

    Daz

    Berichten:
    16.101
    Leuk Bevonden:
    2.258
  9. koennn

    koennn Science Fiction Fan

    Berichten:
    1.974
    Leuk Bevonden:
    0
    Ben benieuwd naar een gameplay filmpje o.i.d.
     
  10. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
    Confirmed: Ninja Theory working on new Capcom game

    We're not going to call this a rumor, add a question mark to the headline, or even use the phrase "with a grain of salt." ConsolePress can confirm without a doubt that the talented team at Ninja Theory is working on a new game for Capcom, though what's even more intriguing than the partnership is what they'll be working on.

    The one thing our insider couldn't confirm with confidence is whether or not the title is a Devil May Cry game (or even a spinoff), but the fact that GameInformer was compelled to post it as a rumor back in April means that it's probably true. Regardless of the outcome, the fact that Capcom would invest so heavily in a development team located halfway around the globe indicates a turning point in how Japanese game publishers view the global market. And it's a great change of pace that can only benefit them in the end.

    The advantage of outsourcing to another studio (especially a non-Japanese one) is that they can bring in a brand new perspective to both the gameplay and story, and what Ninja Theory excels at more than anything is the presentation quality of their stories. Heavenly Sword won a lot of praise for its expertly designed cinematics, and Enslaved looks to further build on that reputation. With this promising development team at the helm of Capcom's new project, it should free up enough resources for Capcom to concentrate on other franchises and new intellectual properties, something that was confirmed in an earlier Q&A session.

    Capcom emphasized that working with overseas developers is a key strategy for them.

    "We cannot develop a sufficient number of titles without using the resources of these companies. This is why we plan to continue using these alliances. We are considering ways to separate the roles of activities in Japan and overseas. We plan to develop new titles primarily in Japan."
     
  11. OscarJ

    OscarJ Hip-Hop.

    Berichten:
    2.563
    Leuk Bevonden:
    0
    Inderdaad, klinkt best interessant allemaal
     
  12. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
    Several European Amazon websites now list some new Platinum Games/Greatest Hits for PS3 as well as new 360 Classics/Platinum Hits.

    Apparently the following games will be released as budget-titles in the coming months:

    Avatar: The Game
    Final Fantasy XIII
    Batman: Arkham Asylum
    Assassin's Creed 2 - Game of the Year Edition
    Dragon Age: Origins
    Call of Duty: Modern Warfare
    Call of Duty: World at War

    The dates can be seen at the source (note: even though it's a PS3 site, all the games/dates are also listed for Xbox360 + Mass Effect 2 is listed at amazon.fr).
     
  13. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
  14. Daz

    Daz

    Berichten:
    16.101
    Leuk Bevonden:
    2.258
    De vorige Operation Flashpoint was tof, dus waarom niet? Ga je gang. :)
     
  15. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
    Ik zal als ik thuis ben wel eens kijken ;)

    Ik wil Dragon Rising ook nog halen, maar die krijgt wel flink klachten, vooral AI is slecht in de singleplayer. Weet je (of iemand anders) of deze een beetje leuk is voor de singleplayer? BiA: Hell's Highway (ook wat tactischer en een team) vind ik wel een leuke singleplayer...
     
  16. fredfenster

    fredfenster Active Member

    Berichten:
    3.167
    Leuk Bevonden:
    3.319
    Radio Allergy: Noir Massive Shooting For Xbox 360 Release

    imageMilestone is joining shoot ‘em up makers like Cave and G.Rev by porting one of their games to the Xbox 360. Radio Allergy: Noir Massive is in development. Its a port of Radio Allergy: Noir, which was released on Wii earlier this year.

    [​IMG]

    The Xbox 360 version, according to an Amazon leak, contains the original arcade game, three new modes, online leaderboards, and a gallery mode for maniacs.

    [​IMG]

    Amazon says they’ll have Radio Allergy: Noir Massive in stock on October 14. Milestone, however, have not announced a release date.
     
  17. Daz

    Daz

    Berichten:
    16.101
    Leuk Bevonden:
    2.258
    [yt]-NApza43fQk[/yt]

    Deze shooter is door Ubisoft gecancelled. Jammer, want het ziet er toch vrij aardig uit!
     
  18. DulleNL

    DulleNL I'm a little teapot Magic Member

    Berichten:
    36.665
    Leuk Bevonden:
    313
    Nieuwe Tony Hawk. Yeah!! \o/

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    :'-(

    Tony Hawk: Shred

    Ondertussen blijf ik op een terugkeer naar de oude TH of op een nieuwe Aggressive Inline hopen.
     
  19. WinterBase

    WinterBase #VOTEFORRECKA XBW.nl VIP

    Berichten:
    6.594
    Leuk Bevonden:
    654
    Dat zal vast en zeker weer een fantastische game worden :lol:
     
  20. Matrix

    Matrix Semi-Définie Positive XBW.nl VIP

    Berichten:
    7.643
    Leuk Bevonden:
    1.471
    Wat bizar, want hij zo te zien zat Ubisoft al aardig ver in het productieproces. Misschien dat het gewoon niet leuk was? Dat het niet uitpakte zoals ze voor ogen hadden?
     
Topicstatus:
Niet open voor verdere reacties.

Deel Deze Pagina