Tämä on mainospaikka (näillä pidetään sivusto pystyssä)
Eilen tuli luettua Fishin itkupotkutyylistä twitter-vääntöä. Luulin, että heitti ihan läpällä "Fez 2 peruttu". Harmi, jos päätös on todellakin lopullinen.
Niinpä. Jotkut osaavat kyllä antaa isolla kädellä kritiikkiä muille, mutta sitten sen ottaminen onkin vähän toinen juttu. Tähän sopisi sanonta, "If you cant stand the heat, get out of the kitchen!". No näinhän se Phil näyttäisi uutisten perusteella tekevän eli sayonara peliala.Älä ny, sadat/tuhannet ihmiset vain vääristelee näitä juttuja
ps.
Half-Life 3 peruttu, joku haukkui Gabea läskiksi.
Development on Doom 4 was restarted after the earlier version failed to hit the mark. The Doom 4 initially in production at id was simply "not Doom 4", publisher Bethesda's marketing exec Pete Hines said in 2013. Based on the video, we can see what he means.
- Eurogames: Video for cancelled Doom 4 revealed
Gamasutra: After 18 years, Ubisoft Casablanca is closing up shop
Of all the Ubisoft studios, in all the towns, in all the world, Ubisoft Casablanca will be shut down on June 13th -- a few months after its 18th birthday.
The studio opened in Morocco in April of '98 and has contributed to a variety of Ubisoft projects throughout its lifetime, most recently games like Rayman Legends, Child of Light and Valiant Hearts.
In closing it, Ubisoft acknowledged the Casablanca studio's long history of portable game development but admitted it had been unable to figure out a viable place for the studio in Ubisoft's current business plan.
“Unfortunately, as the video game market evolved in the past few years, we didn’t find a sustainable formula for the studio within our broader network," stated Ubisoft Mobile exec Jean-Michel Detoc in a press release announcing the closure. "We thank the Casablanca team for their hard work throughout the years.”
Gamasutra has reached out to Ubisoft about the number of jobs being lost and learned that Ubisoft Casablance currently has 48 employees, though the company is "working with the team to find positions within Ubisoft or assistance for those who will no longer work for the company."
Sleeping Dogs 2 would have picked up after the original game, once again following the previously exploits of (formerly undercover) officer Wei Shen. This time, Shen would be joined by a "conflicted, corrupt partner" named Henry Fang, as they explored China's Pearl River Megacity, a noted economic hub—and, yes, a real place. The player would have the ability to arrest any NPC in the world, and influence a branching storyline that swapped between both Shen and Fang.
It was more than that, though. United Front Games envisioned a sprawling metagame it dubbed "massively single player," where actions you took in your game—busting a crime, taking a bribe—would adjust city dynamics in other players' games. The specifics hadn't been worked out yet—this was all theoretical—but players could focus their efforts on cleaning up specific parts of town as a community and turn crime-ridden places into livable neighborhoods.
This would be achieved by "using the cloud saves of all players to determine the global neighborhood crime levels across all games, and then mapping that crime to the difficulty level in policing those neighborhoods in the individual's games." Here's how they theorized it'd work
The plan was for Sleeping Dogs 2 support full-on co-op, as well, with players being able to run around the world solo or team up for co-op-specific missions and challenges. Some of these would have been as simple as vehicle races, fight club challenges, and fending off waves of enemies, but Sleeping Dogs 2 hoped to differentiate itself through the presence of procedurally generated missions that could be played in co-op or in single-player. In theory, the game would have analyzed where the host of the co-op session was in the single-player story and assemble a unique "campaign" from various existing pieces—characters, objectives, etc.
The documents outline a host of other new additions to the Sleeping Dogs formula, though it's hard to know how United Front Games would have prioritized these ideas. One feature, the "face" system, would track Wei's standing with the numerous factions of the megacity, which would give the player bonuses and dynamically adjust mission opportunities—a little like the systems in Grand Theft Auto 2 or Mercenaries 2. The Sleeping Dogs 2 pitch also outlines a number of tweaks to the game's combat system and open world.
"There was a lot of work, such as schedule planning and proof of concept tech, that went into the Sleeping Dogs 2 pitch," said one source, who worked at the company during this time.
One problem for Sleeping Dogs 2 was that Hitman and Tomb Raider had taken priority at Square Enix, which meant there was less money to budget towards any Sleeping Dogs 2.
"I've felt for a while now that if Square Enix was ready to produce Sleeping Dogs 2," they said, "they'd rather give Crystal Dynamics a shot since it's a more proven studio than UFG was. Maybe now that UFG has closed, it will be easier for Square Enix to make that transition. This is just my personal tin-foil hat theory, though. I'm as clueless as any other guy on NeoGAF."
Sony is closing the Cambridge branch of Guerrilla Games, GamesIndustry.biz has learned. All employees will be laid off.
Sony has confirmed the impending shutdown to us, saying that the compulsory redundancies are "regrettable". The decision to close the studio comes from a review of all current PlayStation projects and resources, with the platform holder concluding that "in order to deliver on our strategic objectives, it is necessary to make some changes to the European studios structure".