Latest Gaming and MMORPG Updates |
- Take a Tour of the New Modern Warfare 3 Maps With Us
- TGS: Why Project Draco Doesn’t Support the Default 360 Controller
- Update
- Tracking Sounds Alone: Talking With Sound Shapes Creators Jonathan Mak and Shaw-Han Liem
- Allods Online Review
Take a Tour of the New Modern Warfare 3 Maps With Us Posted: 26 Jan 2012 06:02 AM PST Resident Evil 6 Confirmed, Coming in NovemberSee the first trailer here, featuring stars Chris Redfield and Leon Kennedy. January 19, 12:59PM PST 4734 Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
TGS: Why Project Draco Doesn’t Support the Default 360 Controller Posted: 26 Jan 2012 01:26 AM PST
One of the most exciting games at this year’s Tokyo Game Show has been Project Draco, an on-rails Kinect shooter that looks a lot like Panzer Dragoon, but with more colorful visuals and light RPG/dragon breeding aspects. That’s no coincidence, since director Yukio Futatsugi (pictured, above left) and many of the other members of the development team Grounding Inc. used to work on the Panzer Dragoon series. But I started to get a bit concerned when I heard the game would only work via Kinect controls, and not offer support for a regular 360 control pad. Another recent on-rails shooter, Child of Eden, managed to do both, so I figured I’d get Futatsugi’s take. I mentioned to him that it didn’t seem like there were things in the game that couldn’t be done with a controller, to which he replied: “You’re right — it probably could be done physically on a controller if you tried. But that would totally throw off the game balance, difficulty… all that stuff. And it’s not just difficulty and game balance in that sense, but it’s also because all of the game decisions and level designs have been made from the ground up to be able to be enjoyed on Kinect. We have no idea if would be fun if you played on a controller — we couldn’t make any guarantees there. I’m sure really dedicated Panzer fans want to play on a controller, so I understand that feeling, but if I were to make a controller game it probably wouldn’t be this game.” Taking that a step further, he explained that certain features like the camera work in the game, have been designed for Kinect in a way that would make less sense if you played on a controller. “Like for example, in the Panzer Dragoon series if you pressed the left or right trigger buttons, you could face anywhere you wanted,” he said. “We cut that feature specifically because it doesn’t work on Kinect.” “Also, because of the control scheme paradigm shift, it’s obvious that how we handle the twitch skills of a shooter, and the difficulty that comes from that, is different because the controls are completely different,” he continued. “So in order to mitigate that, we decided to add in an RPG/dragon raising layer to make the game scalable in difficulty without having to rely on controller twitch.” To be fair, comparing Project Draco to Child of Eden is complicated, because Draco will be a moderately-priced Xbox Live Arcade game whereas Child of Eden was a full-priced retail release, so Grounding — which currently consists of around 15 people — doesn’t necessarily have the same budget and resources that Q Entertainment did. To finish our conversation on the topic, I asked Futatsugi if he could, it he would want to make Draco using the Panzer Dragoon license (which Sega still owns). “Not really,” he replied, “I guess because all the things that I wanted to do with Panzer I did already. So I’m not really fixated on that game so much anymore. If for example, I was tasked with a different job of making a Panzer Dragoon sequel, then I probably wouldn’t even do it on Kinect. So that I would enjoy doing on its own, but it’s a different thing.” Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 26 Jan 2012 12:02 AM PST
Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. Incoming search terms:
|
Tracking Sounds Alone: Talking With Sound Shapes Creators Jonathan Mak and Shaw-Han Liem Posted: 25 Jan 2012 05:52 PM PST Queasy Games used to be a solo act. Jonathan Mak’s operation was put on the map by Everyday Shooter, a moving work that blended minimalist graphics with basic shooting and evocative guitar rock in an “album of games.” Now with musician Shaw-Han Liem (also known as I Am Robot and Proud) and Capybara Games on board, Queasy is a full-on band. Their first title is Sound Shapes for the Playstation Vita; Shapes is a game, sure, but it’s also an instrument for making music in its own right. In this interview, Jon and Shaw-Han discuss the delicate art of collaboration, the difficulty of making games about music, and man-feelings. 1UP: Music games are different beasts now than they were fifteen years ago. What used to be considered a music game were things like Parappa the Rapper and Rez: rhythmic challenges that let you interact with songs in strange ways. Now most music games are just venues for listening to songs you’re already familiar with while doing something physical, like Guitar Hero and Just Dance. Why aren’t there more games about creating music or even just interacting with and changing music? Shaw-Han Liem: Because it’s really hard to do! Jonathan Mak: If you want to teach someone to play guitar, you sit them down and make them play that shit, day in and day out. That’s not very fun, but that’s what needs to go down if you want to learn that. It’s a fluke accident that Shaw-Han and I ran into each other. Someone who knows a bit about music but is really into games like me and Shaw-han, who’s a programmer and is interested in making music apps, but who come from a serious music point of view. You need that collision of minds to make a game like Sound Shapes happen. Otherwise you get halfway things where it’s like, “Yeah, you can make music with this but it isn’t much of a game.” SHL: The short answer is that there’s a risk involved. There wasn’t a template to look at for what works [when we started Sound Shapes.] JM: We’ll sit there making levels, and one of us will say, “It would be awesome if you could do X.” X is usually the simplest thing, like putting in a moving platform. What does that mean to the music though? Where does the syncing happen? Can we change the speed of the moving platform? No, it will break the music. It’s frustrating, meticulous design that goes into making everything for this game, but we’re doing it for a reason. If we spend the energy to do it, we’ll have created something that isn’t compromised. 1UP: How has Sound Shapes changed since it was originally conceived? JM: When we conceived of Sound Shapes, we were nine prototypes in and it was a platformer, but we had to figure out what kind of platformer. Does it scroll? Is it about speed? Is it a Metroid-style platformer? Is there a grappling hook? We went through all of those ideas. The game is based on music so we made it as simple as possible while still having some depth so that it’s not bland. The platforming has to be simple enough that it didn’t distract from the music. We could have accidentally made Metroid and I think we would have failed. There was an idea where you could collect power ups that would give you musical abilities, but then how do you actually write music with that interface? We had to say, “I know we spent six months making this but we have to throw this stuff away and walk in this other direction.” I think it’s amazing that we’re still working on this. If I were making this on my own, I would cop out and I’d make a game that wasn’t fully musical. SHL: The idea from the beginning has always been: How can we integrate the music with the game so that it’s also a meaningful music creation tool? How do we make it in a way that’s straightforward enough so someone who doesn’t know anything about musical theory can pick it up and make music easily? So that, as they learn the ins and outs of the system they can make more sophisticated compositions? It’s been a process of finding ways to allow people to do that. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 25 Jan 2012 01:28 PM PST Allods Online, or just Allods for short, is a 3D Fantasy MMORPG with some interesting Sci-Fi elements. The game mixes high fantasy elements with the space opera genre, but with a much greater emphasis on fantasy. Unlike other MMORPGs, Allods Online has a great emphasis on its storyline. The game takes place after the destruction of the planet Sarnout which led to the formation of floating islands in space called Allods. Fight for either the Empire or the League in this extremely polished MMORPG. Publisher: Gpotato Playerbase: Medium Graphics: High Quality Type: MMORPG EXP Rate: Low PvP: Duels / Astral Battles / Open PvP / Arenas Filesize: ~2,520 MB Installer Website: http://allods.gpotato.com/ Pros: +Unique monster designs. +Unique astral battles (PvP). +In depth storyline. +Many playable classes (8) and Archetypes. +Beautifully designed world. +Solid interface. +Plenty of quests. Cons: -Looks far too similar to WoW to be a coincidence. -Manually having to attack can get annoying. -Cash shop punishes non-paying players. Allods Online is a unique 3D Fantasy MMORPG with a mix of Sci-Fi elements. The game's graphics look a lot like Blizzard's World of Warcraft while gameplay is a bit more like Warhammer Online. The game has a strong emphasis on both storyline and PvP, as the game promises a 'captivating story' and 'intense PvP action'. The game's most unique component though is its ship battles in space against either NPCs or other players. The game's graphics are absolutely gorgeous and resemble World of Warcraft, but with higher quality textures. The game has six races, eight playable classes and a whopping 28 different archetypes. The game is without a doubt one of the best free to play MMORPGs currently on the market.
Allods System RequirementsMinimum Requirements: Recommended Specifications: |
You are subscribed to email updates from Gameforumer.com: MMORPG Reviews | Gaming News | Gaming Community | Gaming Directory and more To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google Inc., 20 West Kinzie, Chicago IL USA 60610 |