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  Mobile - Review: Partia 3: Knight of Partia
Posted by: xSicKxBot - 03-05-2019, 09:08 PM - Forum: New Game Releases - No Replies

Review: Partia 3: Knight of Partia

You may never read another app description as resigned as Partia 3’s. The developer, Dustin, laments the financial failures of the previous two entries, the cost of his vacations and weekends to the creation of this final chapter in the trilogy, and the likely mediocre response the new game will generate. Declaring it the ‘last app store description he will ever write,’ he signs it: “For the lovers only.”

The Parthia series is the creation of a devoted two-person team who have been making console-style strategy RPGs with no IAP for seven years with little reward to show for it. For that alone it’s worth a look – although unless you’re a strategy RPG die-hard, maybe not much more than a look.partia 3 4

The first Partia came out in 2012 and Partia 2 followed in 2014. Five years later, the labor of love is finally complete. Unfortunately, in that time, not much has advanced in the games’ design. Many of the criticisms given in PT’s review of the first game in the series still hold true even seven years later. Now, you do have touch controls rather than an on-screen controller, and the field isn’t pillarboxed into an approximation of a Game Boy Advance aspect ratio. But the UI is still frustrating, and the graphics and animations are limited. It would be nice if the gameplay made up for that.

The Parthia series has always been a devoted homage to Fire Emblem , which is known for its handheld titles on Nintendo platforms. Now there is an official Fire Emblem game on mobile, and a very popular one, albeit not the one fans were probably hoping for. Fire Emblem: Heroes reduced the size of the battlefield and dropped the series’ signature character permadeath. Parthia, on the other hand, is orthodox in its presentation of traditional strategy RPG gameplay. Your units move freely around the large battlefields. They can carry different equipment, gain levels, and have their individual advantages and weaknesses. In between battles, you can manage your army, buying and selling equipment and recruiting new soldiers. Most importantly, permadeath remains a threat, encouraging you to play carefully with your favorite characters.partia 3 1

However, battles are tedious. First, it takes a dozen taps to enter a simple command. Tap to select the unit. Tap to choose move. Tap to choose attack. Tap to choose the weapon. Tap to choose the target. Tap to confirm. Watch the animation. And that’s after turning off the default setting that requires double taps for each of those commands! Then, units too-frequently miss their targets or do little damage, making each battle a war of slow attrition. The AI does little to help the pace, preferring to wait to be attacked or otherwise being easily lured into bottlenecks and slowly whittled down one by one. Further, Parthia 3 doesn’t do a good job of teaching the player the capabilities of the units, instead leaving the education up to trial and error. I’m still not 100% sure which units are supposed to be strong against which, or if there even is a big difference between them. The AI is never a threat unless a story event demands overwhelming enemy forces.partia 3 2

Battles are often driven by story events, which push some drama onto the map by suddenly manifesting new enemy or allied units. The story remains forgettable, although commendable in its ambition. It’s trying to tell an epic tale of war and justice, but the large and thinly-drawn cast makes it hard to get a handle on why you should care. Not helping the narrative is the poor English used, which features grammatical or spelling errors in every other dialogue box. It’s not enough to make comprehension impossible, but it is enough to be frustrating to read and drop you out of the tale.

Devotees of the console strategy RPG style of Fire Emblem may find a lot to like in Parthia 3 and its prequels, especially those disappointed by Nintendo’s limited Fire Emblem: Heroes. This series was created by someone with a lot of love for a very particular kind of game. Now that the creator is freed of this obsession, I hope his next project can find the audience it deserves.

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  SpatialOS For Unity Shut Down By ToS Change
Posted by: xSicKxBot - 03-05-2019, 09:08 PM - Forum: Game Development - No Replies

SpatialOS For Unity Shut Down By ToS Change

Earlier today Improbable released the following statement regarding their cloud based networking service SpatialOS:

Today we must regretfully inform our community of the following developments.

  • Unity’s block of SpatialOS: The game engine provider Unity recently changed (Dec 5) and then clarified directly to us (9 Jan) their terms of service to specifically disallow services like Improbable’s to function with their engine. This was previously freely possible in their terms, as with other major engines.
  • What this means: Unity has clarified to us that this change effectively makes it a breach of terms to operate or create SpatialOS games using Unity, including in development and production games.
  • Ongoing negotiation: Worryingly, this change occurred during an open commercial negotiation with the company to find a way to do more together.
  • Revoked Unity license: In addition, Unity has revoked our ability to continue working with the engine for breaching the newly changed terms of service in an unspecified way.  This will affect our ability to support games.
  • Continuing service for all other engines: Users of all other engines remain completely unaffected and we are working with other engine providers to see if they can help support engine transitions for customers hit by this change.

The updated Terms of Service section 2.4 from Unity now reads:

2.4 Streaming and Cloud Gaming Restrictions.

You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices without a separate license or authorization from Unity. Without limiting the foregoing, you may not use a managed service running on cloud infrastructure (a “Managed Service”) or a specific integration of a binary add-on (for example, a plugin or SDK) or source code to be integrated in the Unity Software or Your Project Content incorporating the Unity Runtime (an “SDK Integration”) to install or execute the Unity Runtime on the cloud or a remote server, unless such use of the Managed Service or SDK Integration has been specifically authorized by Unity.  Additionally, you may not integrate the Unity Runtime with a Managed Service or  SDK Integration and offer that integration to third parties for the purpose of installing or using the Unity Runtime on the cloud or a remote server. For a list of Unity authorized streaming platforms, Managed Services and SDK Integrations, click here.This restriction does not prevent end users from remotely accessing your Project Content from an end user device that is running on another end user device.  You may not use a third party to directly or indirectly distribute or make available, stream, broadcast (through simulation or otherwise) any portion of the Unity Software unless that third party is authorized by Unity to provide such services.

In a nutshell, the new ToS seem to prevent running any portion of the Unity runtime on a cloud based install without prior licensing of the cloud hosting company and Unity directly.  The timing of this is quite interesting following on the heels of a partnership between Unity and Google to provide cloud based networking services.

In the meantime, developers that built their game around Unity and SpatialOS are going through a bit of a rollercoaster ride of emotions right now, such as Spilt Milk Studio:

image

Followed by:

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Unity have not yet released a public content although their forums are quite… lively.

UPDATE: Tim Sweeney, founder and owner of Epic Games was quick to comment upon Unity’s gaff here and to reassure Unreal Engine developers that this wont happen to them:

image



GameDev News


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  PS4 - Dick Wilde 2
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: New Game Releases - No Replies

Dick Wilde 2



The local lakes and ravines have been infected by a toxic outbreak! Pair up with your friends in co-op mode and take on the deadly ooze and its disgusting dwellers.

Publisher: Bolverk Games

Release Date: Feb 19, 2019

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  News - Nintendo Reveals How Much Its Employees Make In Japan And Other Key Statistics
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Lounge - No Replies

Nintendo Reveals How Much Its Employees Make In Japan And Other Key Statistics

Nintendo has shared some intriguing new information about its workforce in Japan. As spotted by analyst Daniel Ahmad, the Nintendo of Japan recruitment page contains some statistics about the people who work for Nintendo of Japan, including their average age, salary, length of employment, and more.

Nintendo of Japan employees more than 2,000 people, and their average age is 38.6. On average, a Nintendo of Japan employee makes $80,000 per year, and has worked at Nintendo for 13.5 years. Also notable is 7hrs, 45mins, which is the average length of a work day for a Nintendo of Japan employee.

As mentioned, this information only pertains to Nintendo of Japan. The Mario maker has subsidiaries in other places around the world, including Nintendo of America and Nintendo of Europe, among other locations. Recruitment statistics do not appear to be available for those places.

In other Nintendo corporate news, Nintendo of America boss Reggie Fils-Aime recently announced that he is retiring in April.

"Thank you for your never-ending support, and for your passionate love of Nintendo. And personally, for giving me a Mushroom Kingdom full of incredible memories that I will never forget, ever.

In another piece of news, the Nintendo Switch was released two years ago today, on March 3, 2017. The console has been a huge success; Nintendo has sold more than 32 million Switch units as of December 31, 2018, which is a massive improvement over the Wii U.

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  News - Don’t Miss: Between a rock and a ‘Harada’ place: The massive Tekken interview
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Lounge - No Replies

Don’t Miss: Between a rock and a ‘Harada’ place: The massive Tekken interview

Katsuhiro Harada has been making Tekken games for a long, long time. He had been the series producer since its inception in 1994, so if anyone has perspective on the series and its place in the pantheon of fighting games, it’s him. Frankly, he’s one of the better people to speak to about the history of fighting games as a business, period. 

Tekken has always done its own thing, as a series. It was one of the first major 3D fighting games. It’s one of the first to feature extensive story, and each version adds crazy extras, from RPG modes, to extensive character creators, to simpler crowd-pleasing elements like the super slo-mo.

As Tekken 7: Fated Retribution continues the expansion of the series, Harada wants to make sure everyone knows the series has not only never gone away, it’s also the best-selling fighting game series in the world, no matter what anyone else may think. 

In this extended interview, we discuss how Tekken is always arcade first, how the series made preparations for input lag beginning with the shift to LCD screens, and how to please both competitive and casual players simultaneously.

Many people see this kind of history through their own filter of preconceptions and are unable to correctly understand the situation.

One of Tekken’s strong points is that it mostly unaffected by the boom in fighting games (it obviously benefited to some extent, but what happened after that is more important). Many fighting games disappeared after the 90’s and early 2000, or they went into hiatus.

Even Street Fighter had a 10-year absence in between 3 and 4, but many people have forgotten this. However, during that time, we were methodically growing the franchise. In the 23-year history of the franchise, we started at a certain point to analyze the economic potential of the fighting game genre. As many titles disappeared or took a break, or even left the arcade scene, Tekken was consistently released first in arcades, and then on consoles.

As a result, Tekken has sold almost 46 million copies worldwide on console to date, making it the top seller in its genre. If you include the number of arcade boards and income from the arcade, the franchise takes an even larger lead over its competitors.

In the ‘90s, that wasn’t yet the case and we were still chasing the fighting games that came before us. Games that sell well in the US tend to give the appearance that the title is a hit worldwide. Tekken sells the most in Europe, with sales in the US coming in second (however, US sales are the largest of a single country). Tekken also does well in Oceania and Asia, so it sells quite evenly around the globe.

“We realized the audience was quite segmented. There were the hardcore players who liked the competitive elements, but also a very casual audience as well. Some people were only interested in the story.”


More than 20 years ago, when there were already strong fighting game titles like Street Fighter, King of Fighters, and Virtua Fighter, my boss (along with upper management) often asked when we would catch up, and even surpass these rivals (in terms of sales). I said to them that it wouldn’t be easy and would probably take 10 years, but that if we planned in a way that didn’t rely on the popularity of the genre itself, that we would eventually come out on top.

Their answer was for me to continue until we win, or until the franchise ceases to be economically viable. I naturally felt quite a bit of pressure when told this. During the boom in fighting games, many different companies created many different fighting games, but the majority of them disappeared. It was clear they wanted to make pure fighting games.

At the time, we also wanted to make a pure fighting game, and did our best to catch up with and surpass rivals like Street Fighter and Virtua Fighter. We strived to create a solid fighter that was extremely balanced and geared towards competitive play. But partway through, we realized something. Who exactly was supporting the genre, or more specifically, Tekken.

We realized the audience was quite segmented. There were the hardcore players who liked the competitive elements, but also a very casual audience as well. Some people were only interested in the story. Not everyone was trying to be the top player, but there was a group of fans that valued the competitiveness of the title. One common trait was that many players weren’t motivated to be the best, only to beat a friend, or a specific opponent at that time.

Trying to create a fighting game that satisfied all of these player groups doesn’t sound quite possible. However, Tekken was said to be a game you could win by button-mashing, but other players said the controls required a lot of skill. It was also said that the strategy element is not that deep by some, but others said that if you want to win a tournament that you need a lot of knowledge about the strategy, and also a lot of play experience. So, it was quite interesting how conflicting these views of the game were.

“We still fight to overcome the shadow of Street Fighter, the legendary game that started the genre. And also fight to surpass the specter of Virtua Fighter, another legendary series with many fans who love it.”


You still might hear these key words, and they still seem quite contradicting. However, this was evidence that we could appeal to the many different groups we were trying to reach. We also spent a lot of development resources on long CG opening movie sequences, Story Modes, or other bonus features – things you didn’t exactly expect from a fighting game.

More than 20 years after the fighting game boom of the ‘90s, what was the result? We weren’t really affected by the fighting game boom, or the revival after that. We didn’t really have a set image or evaluation of what the series is, and as a result of trying to appeal to a wide audience, we stand in the position we’re in today. I think that having the series disappear or fade out is the ultimate betrayal to the fans.

We didn’t make our game because the genre was popular, or there was a revival. We decided more than 20 years ago that we wanted to create a game that is relevant, and that can maintain its relevance with its fan-base, so that’s why we chased our rivals and worked so hard for so long. That is what Tekken is about.

We are always challenging ourselves. Not only in the number of copies sold or other financial records, but other objective data will attest that we have attained the top position in the genre, but data doesn’t necessarily overwrite the recollection or perception of people (even when many people see the numbers and still refuse to acknowledge this fact out of personal emotions… I have seen this often). 

We realized this soon after we gained the top share according to sales figures. Some people never change their opinion no matter how much data you show them. That’s why we still fight to overcome the shadow of Street Fighter, the legendary game that started the genre. And also fight to surpass the specter of Virtua Fighter, another legendary series with many fans who love it.

That said, we don’t really care about finding a niche to fit into, or to stay comfortably in a certain categorization. That’s why we are challengers, and will be fighting against the legacy of these titles for years to come.

At least to the core group of players who have enjoyed fighting games for a long time, eSports is merely a recent buzzword that encompasses what they have been enjoying for a long time. It is a convenient word to help explain to people who aren’t familiar with this aspect, so many of the community have adopted it. The competitive community has been holding their own tournaments for many years.

“The competitive community has been holding their own tournaments for many years. What has changed is that the age of streaming has arrived, and there is now a bigger viewing audience. So, now there are sponsors and companies who want to tap into this audience.”


What has changed is that the age of streaming has arrived, and there is now a bigger viewing audience. So, now there are sponsors and companies who want to tap into this audience. And there are now pro-gamers as a result. This is evidence that video games have gained a certain social status, and I am glad to see this. 

In addition to the game itself, merchandising, movies, manga, and other media, it is great to see games creating a new market. (The fact that someone can make a living streaming or commentating is pretty cool!) As such, I would like Tekken to contribute to this scene. Not just as fan service to our audience, but also because I believe it is a good way to make fighting games exciting.

That said, it is just another way to enjoy fighting games. No matter if the game is popular with the hardcore who participate in eSports, the scene will not sustainable if the game itself doesn’t sell, and we will see a similar situation to what I mentioned about the end of the boom in the fighting game genre above.

While eSports is an important element, it isn’t the only one we are focusing on with Tekken. We will continue to develop a title that appeals to a wide audience, across the globe. This is one of several elements of the franchise that we will focus on, and we want to definitely increase the enjoyment of spectator for our title.

It is indeed quite difficult to please fans of a different genre, especially if the main objective is to please both groups of fans of a crossover title. On that point, it differs quite a bit depending on what you are trying to achieve with the particular crossover. With Tekken, the goal is not really to get fans of another series to pick up Tekken. It may sound surprising, but it isn’t realistic to expect to directly pull in fans who are currently playing a rival fighting game, and even so, there is a limit to the number of players you could obtain, so that isn’t really the main purpose. 

“The goal of crossovers is not really to get fans of another series to pick up Tekken. It may sound surprising, but it isn’t realistic to expect to directly pull in fans who are currently playing a rival fighting game.”


The actual promotional and awareness benefits are different. With crossovers, a lot of media may be interested in covering the content, and a lot of buzz can be created on social media, which can reach quite a large audience. Collaborations like these can create a lot of discussion then it is then able to reach different age groups and different segments of gamers. This causes people to become interested in your game. 

When we announced Akuma, and Geese [for Tekken 7], these topics were really trending on social media. One reason we are able to stay relevant for over 20 years is because we adapt and arrange our methods with the times so that we can continue to provide our games to the fans who enjoy them. Crossovers are one way to achieve this.

This doesn’t necessarily apply to all companies or crossovers, though. In a lot of collaboration titles, the title will conform to one of the established titles. For example, a collaboration character implemented into a 2D fighting game becomes a standard 2D fighting character. However, the case is a little different for Akuma from Street Fighter in Tekken (and Geese from KOF when he comes out). 

In Tekken, which is a 3D fighter; a 2D fighter will control and feel a lot like they do in their native game while existing in the 3D fighting platform. A 2D character isn’t automatically turned into a 3D fighting character, nor is the game changed into something new. The 2D fighting game character exists within the 3D fighting system, but with several interpretations made for these two to co-exist. This is something you don’t see often, so it surprised many people. 

Another important thing to a crossover is that we show a lot of respect to the original creators of the guest character, and the community of that fighting game franchise. We don’t borrow any character models or assets, but create our own from scratch, trying our best to faithfully recreate that character, but also add a slight Tekken flavor to the mix, in an effort to excite the community and hopefully have them say “X character in Tekken looks so hype!”

Fighting games weren’t born in the age of online play, but offline in arcades. As such, it’s a fact that there are some things that aren’t ideal. Even without online play, there was a time when the shift to LCD monitors caused more lag. Even though recently this has been somewhat addressed, many people are still playing on these old monitors. Media storage has greatly increased along with the amount of data for a game as well, even though the speed at which the data is read hasn’t drastically improved. 

Compared to 20 years ago, input device architecture is more complex, and VS. fighting-harnesses have been replaced by Ethernet cables along with internet routers, and hubs have also been added to the chain. Game engines have enabled beautiful graphics and highly detailed environments but these advancements require more processing resources. This is the current reality, and will continue to be so. 

That’s why 10 years ago, we started to gradually change the base game. For example, in the ‘90s many fighting games had moves that were about 3 to 4 frames, which is quite fast. Early on, Tekken had some 8 frame moves, but these were later discarded, and the fastest move is now 10 frames. For a game in which the moves are 5 frames, it is more greatly affected by the lag induced from network, graphic rendering, and monitors. So, rather than judging lag by a set number, you really have to consider the game system and move properties in relation to this set number of frames of lag to really get a sense of the game itself. 

“Network infrastructure is quite different from country to country, as are the input devices and monitors that people use. I would like to tailor the game even more to absorb lag, but the tempo of the game is just as important.”


However, a lot of people don’t realize this and become obsessed with a fixed number in itself. This is why Tekken started to get rid of the 8 frame moves 10 years ago, along with making other adjustments to the game system so that the architecture is less impaired by lag, as it couldn’t be helped. 

Of course, I won’t say that this solves everything. Network infrastructure is quite different from country to country, as are the input devices and monitors that people use. I would like to tailor the game even more to absorb lag, but the tempo of the game is just as important. I wish there was a system that could achieve both objectives, but you can’t change time so there is no choice but to continue to reevaluate the game system.

Even light, which is the fastest thing we recognize around us, can only travel the globe 7 and a half times in a second. So, if a person in Tokyo is playing someone in Brazil, even light would take 1/15 of a second (4 frames) to reach its destination, and the same amount to return. Even light experiences lag, of course these are just theoretical numbers, but consider that optical cables aren’t nearly this fast. There are many access points, hubs, and modems in between, and with packet loss, the speed is even slower. This is the real world that we live in. It is greatly different than when we were a few inches apart, with CRT monitors and arcade boards directly connected, like in the arcades. 

It is amazing that a business/game model born in such a different environment is continuing to adapt and keep-up with the times. I think many games/genres will need to be fundamentally reevaluated to match the current generation eventually. Tekken 7 was actually the first fighting game in the arcade industry to have network battles between different locations. It was quite successful, but the game system had to be adjusted to make this possible. Several game producers have knocked on our door to ask how we did it, but were not surprised to learn that we had to make changes to the base game system.

Up until recently, it was enough for two players and the people watching behind them to feel the strategy executed in the game. Now, there are a lot more people watching a particular match with the introduction of streaming. This is why we focused on adding visual cues to let spectators know “this is a strategic turning point” or “something spectacular is happening now!” This is also the objective of the addition of Rage Arts, Rage Drive, and the super slow-motion effects. This was heavily influenced by how people are currently enjoying games and viewing games.

“Even if you acknowledge that a person’s perception may be quite different depending on their race or country of origin, and you try to address any and all critiques, while also trying not to infringe on others’ IP, you end up with either very run-of-the-mill items, or something that is unique and strange, but not familiar to everyone.”


We are quite happy that people are enjoying these elements as it was quite difficult to achieve this. For the customization element, there were a lot of problems to overcome to get to this point. It is not as simple as it may seem.

Even if you acknowledge that a person’s perception may be quite different depending on their race or country of origin, and you try to address any and all critiques, while also trying not to infringe on others’ IP, you end up with either very run-of-the-mill items, or something that is unique and strange, but not familiar to everyone.

Depending on the costume or items presented, it might turn out to be something that has historical meaning and is offending in some country. There are quite a few cases in which we have deleted customization items for this very reason. Face paint is another item that adds a lot of freedom for creativity, but we had to delete some of these as well before release. In Japan, face paint is used quite often in festivals and other cultural events, but we were told some of these were highly likely to be offensive in some countries, and we had to give up on these items.

In Tekken Tag Tournament 2 for WiiU, there was a feature that allowed the player to take something they drew and apply it as a texture, but we also received many complaints about this after release. Even though it was the player who created something offensive to somebody, we received complaints that it was the game that allowed them to do so. We took steps to make it so this feature wasn’t shown online, but there were still complaints, so the feature was scrapped later. In recent years, it is quite difficult to try something new with customization because of the increase of these types of complaints.

“Globalization is great. The internet has eliminated borders, and the difference in people’s values have become clear. However, if so much is eliminated because of possible concerns, I feel like the individual (or individual country, or culture) identity will become homogenized.”


Fans often say ‘the people who are complaining haven’t even bought the game, so don’t worry about it,” but it isn’t that simple. Even if the fans and I don’t listen to them, these complaints can cause wider issues, so they can’t be simply ignored. And compared to past development, today’s video game development requires highly detailed textures, and the physics components also weigh heavily on the game engine, so it is resource intensive, even though the risks like those mentioned above are high. It is an issue that always gives me a headache.

Globalization is great. The internet has eliminated borders, and the difference in people’s values have become clear. However, if so much is eliminated because of possible concerns, I feel like the individual (or individual country, or culture) identity will become homogenized. Perhaps everyone around the world should just wear T-shirts and jeans. The shirts should be white, with nothing on it, or on the jeans either. If there is a design, it could offend someone somewhere, right? I have become quite tired of trying to avoid causing potential offense issues. 

Sometimes I think, “Uh oh, the designer has now made a customization item of sushi, which you can attach to a character’s back…and other types of food on the character’s head.” Perhaps in the near future, someone will complain this is treating food wastefully. But it’s just virtual food, anyway… It’s just polygons. Not even plastic or anything. This is the feeling I get these days. I do feel motivated to find new ideas to overcome this problem. Probably the current system has reached its limits.

I had wanted to implement that from Tekken 5 in 2005. The spectators can experience the same feeling at the same time as those playing, and feel the excitement. I had seen many scenes like that at tournaments in the past, in which the audience becomes very excited. Before a move hits, the game program predicts beforehand, and if the situation is that both characters are trading blows, the game goes into slow motion. However, at that time, both spectators and players still don’t know the outcome, so everyone is tense waiting to see what happens. It is very exciting, and in hindsight was a great addition to the game. 

The fine-tuning was done by the young designers on our team. I just gave them the order that it should be in real-time, and not a slow-motion replay, and that the game should return to normal speed if it doesn’t hit, or if it doesn’t result in a K.O.

“I always go to arcades and watch people play my games. You can see how their body reacts, their facial expressions. “


Tekken has continued to release in the arcades. This means we don’t just wait to see videos of people playing our game to see what they think, we can actually go and watch them play the game when we want to. You can see how their body reacts, their facial expressions. Not just for Tekken 7, I always go and watch people play my games.

Tekken 7 is the same case, and there are even more tournaments around the world this time, so I have even more chances to see this directly. If there were a lot of issues with the game, the game’s popularity in arcades wouldn’t be so high, this applies to the game’s popularity on consoles also, so it’s safe to say it is doing well. 

However, there are a few bugs that we have never seen before until we see the game being played by the public. Sometimes, an unintended element of the game goes unnoticed, and players might even get upset if we change it after the fact. But these aspects of game development aren’t unique to only me, it’s something that probably everyone in this industry experiences. 

“We always try to keep this in mind when working on Tekken; before it is a fighting game, it is a character-based action game.”


I thought it was a necessary element of Tekken, which is why we were one of the first to include 3D pre-rendered CG movies in our game in the ending movies along with long opening cinematic sequences. We also early on used real-time rendered story sequences. eSports and serious VS. fighting are quite important.

But in reality, even though it is a VS. fighting game, the majority of our audience are casual players who aren’t trying to be the best in the world, but are satisfied to beat a certain rival, perhaps just the friend next to them. 

We always try to keep this in mind when working on Tekken; before it is a fighting game, it is a character-based action game. The story isn’t all that crazy or convoluted, if you take a look, you’ll see it is all just about 3 generations of Mishimas trying to kill each other, with everyone else just being pulled into this fight.

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  News - Framed developer opens new studio, MayDay
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Lounge - No Replies

Framed developer opens new studio, MayDay

Framed designer and director Joshua Boggs announced the formation of a new studio yesterday, dubbed MayDay.

The New Zealand-based studio is headed by Boggs, who serves as director and CEO, and Earthlight developer Emre Can Deniz, who serves as studio director and COO.

While there’s only a little information available about the studio, MayDay is currently hiring developers to work on its unannounced role-playing game.

The official Twitter account for MayDay tweeted out some of the benefits for working at the studio, including refundable sick-days, flexible working from home policies, and ensuring overtime is paid “to work sustainable for all of our projects.”

Boggs also shared some tips for applying to MayDay specifically, so interested developers should check that out too.  

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  Xbox Wire - This Week on Xbox: February 22, 2019
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: February 22, 2019

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

One Piece World Seeker Arrives on Xbox One March 15, Pre-order Today
Hello everyone, my name is Florian, I’m the Europe Product Manager for the One Piece brand and I’m truly excited to give you more information on One Piece World Seeker today! Please join me as we follow Luffy and his crew for this 20th anniversary extravaganza and discover the latest of their video game adventure… Read more

Xbox & 2K Foundations Celebrate Community in North Carolina During All-Star Weekend
This past Saturday as part of All-Star Weekend, the Xbox team partnered with 2K, the publisher of NBA 2K19, and Project Backboard to celebrate all-things basketball and the recent renovations to the McCrorey YMCA in Charlotte, North Carolina. McCrorey YMCA has been an icon in the Charlotte community for over 83 years… Read more

February Xbox Game Pass Wave 2

February Xbox Game Pass Wave 2

Xbox Game Pass Announces New Games – Alien: Isolation, The Walking Dead: Season 2, and More
It’s true, constantly bringing more games to you is kind of our schtick at Xbox Game Pass, so let’s talk about the journey these latest additions took to get from us to you! We started with the customary good luck ceremony, during which we wrote heartfelt haikus in tribute to each game, and the social media team sang their rehearsal solos… Read more

Riot: Civil Unrest is Available Now on Xbox One
Riot’s story began with Leonard Menchiari who experienced the rioting first-hand in Italy during the NoTav protests, (the NoTav protests opposed the building of a high-speed railway from Turin in Italy, to Lyon in France). Protestors were opposed to the destruction of the landscape, the potential pollution… Read more

Paradox Mods Hero Image

Paradox Mods Hero Image

Paradox Interactive and Xbox Join Forces to Launch Paradox Mods
We are absolutely thrilled that Paradox Interactive has teamed up with Microsoft to release Paradox Mods on Xbox One! Now, for the first time, PC mod creators have a direct line to showcase and publish their work for Xbox One gamers to enjoy — making this a momentous day for gamers and modders everywhere… Read more

Treasure Stack Coming Soon to Xbox One and Cross-Playable on March 1
Hey everyone! Some games are developed with the intent of being online multiplayer experiences from day one. Others reveal themselves as the perfect candidates more gradually. When we began working on Treasure Stack (our first commercial release) 3+ years ago, we intended for it to be a local multiplayer experience… Read more

Free Play Days Hero Image

Free Play Days Hero Image

Free Play Days: Halo Wars: Definitive Edition and Halo Wars 2
Take command of this weekend’s Free Play Days and put on your real-time strategy hat! Xbox Live Gold members can experience the Halo universe from a unique angle with Halo Wars: Definitive Edition and Halo Wars 2. The Free Play Days event begins Thursday, February 21 at 12:01 a.m. PT and runs through to Sunday, February 24… Read more

Old Man’s Journey: Making a Game about Life, Loss, and Hope
Our latest game Old Man’s Journey was born out of two main ideas. We wanted to make a game about wanderlust and we wanted to include the whole spectrum of human emotions into this game. Not only the positive ones like happiness and love -which are very common in games- but also the ones that are seen more negatively… Read more

SOT Hero image

SOT Hero image

Welcome (Back) Aboard – 5 Ways Sea of Thieves has Evolved Since Launch
When’s the last time you’ve teamed up with a few privateering pals and set sail in Sea of Thieves? If you’ve taken a break from the breakers, you may be surprised at how much more you’ll find floating around the game these days. Rare has continually updated Sea of Thieves (over 30 times in less than a year!), including 4 major, game-altering expansions… Read more

Next Week on Xbox: New Games for February 26 to March 1
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console. To find out what’s coming soon to Xbox One, read on below and click on each of the game profiles for pre-order details (dates are subject to… Read more

Anthem

Anthem

Inside Xbox One X Enhanced: Anthem
Many of gaming’s most compelling stories come from those who’ve helped to create our favorite Xbox One games. In our Inside Xbox One X Enhanced series, these creators will share the behind-the-scenes accounts of the work involved in enhancing these epic games for Xbox One X, how they’ve helped chart the course of the world’s most powerful console… Read more

Anthem is Available Today on Xbox One – Here’s What You Need to Know
Get ready to suit up and start an incredible adventure! Anthem has just launched on Xbox One, and we’ve got the details you need to get a successful head start in this dangerous and beautiful new world. Javelins Javelins are at the center of both combat and mobility in Anthem. They’re built to protect you from almost anything the world… Read more

Unexplored Hero Image

Unexplored Hero Image

How Unexplored: Unlocked Edition Generates a Startling Amount of Surprising Dungeons
When I came across an area in Unexplored that consisted entirely of nicely decorated floating rooms all connected by teleporters, I knew we had achieved our goal – we had created a game that could surprise even us, the developer, with the imaginative and interesting levels that our dungeon generation tech could produce… Read more

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  News - This Fan-Made Effort Has Us Dreaming Of Zelda: Breath Of The Wild LEGO
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Nintendo Discussion - No Replies

This Fan-Made Effort Has Us Dreaming Of Zelda: Breath Of The Wild LEGO

Hanwasyellowfirst

If you can think of a hugely popular franchise, chances are that there’s a LEGO set out there based on its worlds and characters. That is, apart from anything Nintendo-related; the very idea of Mario and Zelda sets are enough to get any fan excited and willing to throw money at them, but Nintendo has never allowed its IP to make the jump.

That doesn’t stop fans from trying, though. We’ve actually reported on several fan-made Zelda LEGO projects in the past, all uploaded to the LEGO Ideas site. This website allows fan-made projects to collect votes from the public, with some going on to be made into the real deal, and the latest to catch our attention is this effort from user Hanwasyellowfirst.


Based on Zelda: Breath of the Wild’s stables, this concept has already gained just under 1,000 supporters at the time of writing. The creator has shared some of the reasoning behind the idea, and also some additional info on how it should be created.

“I chose the Stable as it captures well the spirit of this great Zelda game. Stables can be found throughout the vast landscape of Hyrule and I think it looks great as a LEGO set too, plus… horses!

The roof sections are hinged to allow the stable and horse pen to open up. Inside are 4 beds, a table and chairs, a recipe and the reception desk (for the trusty Stable Master to turn trusty Inn-keep).

Contents:
Stable
Fire Pit & Benches
Crates and Ingredients (various)
Weapons (various)
Horses x3

Minifigures: Link / Kaas / Beedle / Pikango / Stable Master / Traveller / ???”

The creator notes that you’ll have to use your imagination when it comes to the Minifigures – the final design would have Link and others in LEGO form. Still, we think the stable design itself is great and it certainly reminds us of our time in Hyrule.

Here's how the stables look in-game
Here’s how the stables look in-game

If you feel like checking it out and giving the project a vote yourself, you can do so right here.

Would you like to see Zelda LEGO become a real thing? Which Nintendo franchises do you think would be a good fit? Let us know in the comments.

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  Steam - Daily Deal – Orwell, 33% to 66% Off
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: PC Discussion - No Replies

Daily Deal – Orwell, 33% to 66% Off

Today’s Deal:

Save 66% on Orwell: Keeping an Eye On You!*
Save 33% on Orwell: Ignorance is Strength!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time

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  Activision News - Overwatch League™ Opening Week Draws More Than 10 Million Viewers
Posted by: xSicKxBot - 03-05-2019, 02:41 PM - Forum: Lounge - No Replies

Overwatch League™ Opening Week Draws More Than 10 Million Viewers

Newly announced Twitch distribution deal drives an average audience per minute of 408,000 for the opening day broadcast

IRVINE, Calif.–(BUSINESS WIRE)– The Overwatch League roared to life last week at the Blizzard Arena Los Angeles, with four days of intense competition between all 12 teams of the world’s first major global city-based professional esports league.

Buoyed by a newly announced two-year deal with Twitch, the Overwatch League’s exclusive worldwide[1] third-party digital broadcast partner, opening day drew an impressive average audience per minute of 408,000, and 280,000 for the week. More than 10 million viewers tuned in over the four-day period via Twitch, MLG, and Chinese streaming partners ZhanQi TV, NetEase CC, and Panda TV—not to mention the countless additional viewers at watch parties worldwide. On Twitch and MLG alone, the peak concurrent online audience of 437,000 hit during the highly anticipated day-one matchup between Dallas Fuel and Seoul Dynasty. In addition, tickets to Blizzard Arena Los Angeles were sold out for the entirety of opening week.

“We’re thrilled by the overwhelming response to the Overwatch League’s opening week of play,” said Pete Vlastelica, president and CEO of Major League Gaming (MLG). “But this is only the beginning. With more than 35 million Overwatch® players, the Overwatch League has the potential to become one of the most-watched leagues—of any kind—in the world.”

“Since we announced Overwatch League at BlizzCon 2016, we’ve been eagerly awaiting the day when the global competitive Overwatch community could come together under one banner,” said Nate Nanzer, Overwatch League commissioner. “Opening week was that coming-out party—for the fans, both in-person at Blizzard Arena Los Angeles and tuned in by the millions all over the world, and for the players, whose love for the game came through crystal clear.”

“We had high expectations for the inaugural broadcast of the Overwatch League on Twitch, given our platform’s passionate fanbase for Overwatch,” said Kevin Lin, COO of Twitch. “They really put on an amazing show and fans showed up en masse to support and celebrate Overwatch. Based on the response from the community, Overwatch League is off to a great start and we look forward to watching how the season progresses. This league demonstrates the power and potential of esports, and we’re thrilled to continue expanding our partnership with Blizzard.”

Viewers can tune in to catch all the action on Twitch, www.mlg.com, the MLG app (on iOS and Android), www.overwatchleague.com, and the Overwatch League app, which launched last week for iOS and Android. Blizzard gamers also can get easy access to the Overwatch League via a new Overwatch League tab in the Blizzard Battle.net desktop app.

The first season of the Overwatch League runs until June, with playoffs and finals scheduled for July. For the inaugural season, all regular-season games will take place at Blizzard Arena Los Angeles, a state-of-the-art live-event venue in Burbank, California, custom-renovated for Blizzard Entertainment esports events. Fans can purchase tickets to attend matches, which will be played each Wednesday, Thursday, Friday, and Saturday. A full schedule and information about ticket sales can be found at www.overwatchleague.com.

About the Overwatch League

The Overwatch League is the first major global professional esports league with city-based teams across Asia, Europe, and North America. Overwatch® was created by globally acclaimed publisher Blizzard Entertainment (a division of Activision Blizzard—Nasdaq: ATVI), whose iconic franchises have helped lay the foundations and push the boundaries of professional esports over the last 15 years. The latest addition to Blizzard’s stable of twenty-one #1 games,[2] Overwatch was built from the ground up for online competition, with memorable characters and fast-paced action designed for the most engaging gameplay and spectator experiences. To learn more about the Overwatch League, visit www.overwatchleague.com.

© 2018 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD and BLIZZARD ENTERTAINMENT are trademarks of Blizzard Entertainment, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp.

[1] Not including China.
[2] Sales and/or downloads, based on internal company records and reports from key distribution partners

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the dates, events and features of the Overwatch League, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Overwatch League
Mark Van Lommel, 949-955-1380 x61147
MVanLommel@overwatchleague.com

Source: Overwatch League

News Provided by Acquire Media

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