Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: Diese Funktion erfordert derzeit den Zugriff auf consolewars über den integrierten Safari-Browser. Dies ist eine Einschränkung von Apple.
*zehnzeichen*‘Hyper Light Drifter’ - Inside the Video Game Inspired by a Life-Threatening Illness - VICE spends time with developer Alx Preston, who has battled serious heart conditions all his life, but achieved his dream of producing an adventure game in the spirit of the classic Zelda titles.
[video=youtube;NUT5SBZkVys]https://www.youtube.com/watch?v=NUT5SBZkVys[/video]
Call of Duty Roman Wars never got released but we've managed to get hold of some early footage and talk to the people behind it. This is Call of Duty Roman Wars - The story of the lost game
[video=youtube;Y9fGcvDt4dA]https://www.youtube.com/watch?v=Y9fGcvDt4dA[/video]
Watch Dogs ist der inoffizielle Nachfolger der Driver-Serie? :-DThe Driv3rGate Scandal: The Full Story - A very special Fact Hunt this week, We had so many people say they enjoyed the Driv3rGate segment from the 3 Gaming Scandals that were buried episode of Fact Hunt, we decided to go back and re-add a lot of the original deleted content, as well as all the new research we discovered from people involved in the scandal since making the video.
[video=youtube;gxEQOv2g0JA]https://www.youtube.com/watch?v=gxEQOv2g0JA[/video]
*zehnzeichen*Is it OO-BE-SOFT or YOU-BE-SOFT? - We finally answer this question once and for all.
[video=youtube;IU61WkEVFWY]https://www.youtube.com/watch?v=IU61WkEVFWY[/video]
Die Community macht die Arbeit. :v:Apparently Bethesda ripped off a New Vegas mod for a Far Habor Quest in Fallout 4 - Autumn Leaves is a DLC-sized quest mod for Fallout: New Vegas developed by BaronVonChateau, who you may know on the Codex as Chateaubryan. By all accounts it's an excellent mod, taking inspiration from classics such as Planescape: Torment and proudly upholding Codexian design values such as choice & consequence and skill checks.
Hell, it even has a Cleve Blakemore reference. Unfortunately, coming out only weeks before the release of Fallout 4, Autumn Leaves was overlooked by many players. Somebody at Bethesda must have noticed it, though...because it turns out they shamelessly plagiarized it for their recent Far Harbor DLC. And I don't just mean that they took inspiration.
http://www.moddb.com/mods/autumn-leaves/news/big-publishers-and-a-small-mod
http://www.neogaf.com/forum/showthread.php?t=1246518
Amy Hennig calls AAA development "an arms race that is unwinnable" where crunch is still a big problem - When Soren Johnson, the designer of Offworld Trading Company and the host of the podcast, asked Hennig how difficult AAA development was on a personal level, Hennig replied, "Really hard. The whole time I was at Naughty Dog - ten-and-a-half years - I probably, on average, I don't know if I ever worked less than 80 hours a week. There were exceptions where it was like, 'Okay, let's take a couple of days off,' but I pretty much worked seven days a week, at least 12 hours a day."
And the seven-day working schedule wasn't limited to people on Hennig's level. Johnson posited that weekend work wasn't generally the same, and asked how much of Naughty Dog's team would be present. "A lot of it," Hennig replied. "I mean, Naughty Dog is pretty notorious for the amount of crunch, but obviously in a leadership role you try and do even more."
"When you go to pitch a game like this, it's like, 'Well it better have this many hours, and you'd better have this mode, and you'd better do this.' Or we could go, 'You know what, we're gonna make the best fucking six hour game you've ever seen. And that's all it is. And could you please make that $40?'
While Hennig admitted that she wouldn't change anything that meant she hadn't made games like the Uncharted series, she admitted to having a clearer view of the issue when looking at the experiences of other people. When asked if making AAA games was worth the lifestyle that goes along with it, she replied, "I don't think so."
"There's people who never go home and see their families. They have children who are growing up without seeing them," she said. "I didn't have my own kids. I chose my career in lots of ways, and I could be single-minded like that. When I was making sacrifices, did it affect my family? Yes, but it was primarily affecting me and I could make that choice. But when I look at other people... I mean, my health really declined, and I had to take care of myself, because it was, like, bad. And there were people who, y'know, collapsed, or had to go and check themselves in somewhere when one of these games were done. Or they got divorced. That's not okay, any of that. None of this is worth that.
@http://www.gamesindustry.biz/articles/2016-10-06-were-definitely-at-the-point-where-somethings-gotta-give
Hm, macht mich schon etwas nachdenklich.
Die neuste Terminplanung ist "Wir hauen die Alpha/Beta auf Disc, mit dem Day One Patch bringen wir es dann halbwegs lauffähig". Je nach Erfolg der Vorbestellung und Shitstorm im Netz wird das Spiel dann in den folgenden Wochen noch per weitere Patches hingebogen, sofern es sich finanziell lohnt.
Von The Order abgesehen fällt mir auch nichts ein. Die SP-Kampagnen werden mit jedem Jahr kürzer und open world games mit Sammelkram, der relativ einfach zu implementieren ist, gestreckt. Das ist quasi die Konsequenz aus dem teureren Content und lässt sich nicht ändern.Uncharted 1; a ten-hour game, no other modes... you can't make a game like that any more
*zehnzeichen*The Search for Bigfoot in Grand Theft Auto V - Though the search for Bigfoot began back in Grand Theft Auto: San Andreas, the pursuit continued on into the latest entry in the series, Grand Theft Auto V. Spurred by in-game hints to the beast, fans set out to find the truth once and for all ... with some cryptic guidance from RockStar.
[video=youtube;b3HkeGNLEU8]https://www.youtube.com/watch?v=b3HkeGNLEU8[/video]
*zehnzeichen*The Dead Space 3 the developers wanted to make - Here's A Thing - It turns out the original pitch for Dead Space 3 was quite different to the game we ended up with. Eurogamer's Chris Bratt investigates the story behind its development and what changed along the way.
[video=youtube;JiQiF9Wt2lM]https://www.youtube.com/watch?v=JiQiF9Wt2lM&[/video]