Thursday, 10 October 2024
News with tag Future  RSS
Persona 5 Bloodborne: Are the Future of Japanese Games in Danger?

Added: 05.03.2015 20:09 | 1 views | 0 comments


Recently, with a scheduled trip to Tokyo, Japan in my future, I've become obsessed over the video game output of this country. With Persona 5 receiving its PS4 and PS3 release date along with Bloodborne this year, I've become infatuated with Japan's work. Long have titles such as Final Fantasy, Ico, Shadow of the Colossus; Dark Souls and Kingdom Hearts been a part of my life, though Japan's industry has been taking a lot of grief as of late and many feel the country may lose its impact in the West.

From: n4g.com

Metamorphabet Review | Kill Screen

Added: 05.03.2015 16:10 | 3 views | 0 comments


KS: In Back to the Future Part II, a teenager from the 1980s visits the future and is chided about how he plays videogames. He uses an actual, physical controller that you hold with your hands. The kids watching him laughthats a babys toy. I always laughed, too, because of the absurditybecause, well, of course you use a controller. How else would you play games?

From: n4g.com

The Future of Xbox: GDC 2015 Presentation

Added: 05.03.2015 1:10 | 8 views | 0 comments


Phil Spencer, head of Xbox, will discuss the future of gaming and the many ways game developers can create innovative game content and experiences for the entire Microsoft ecosystem, including Xbox One and Windows 10 devices.

From: n4g.com

Steins;Gate PS3 Vita available to preorder for April release

Added: 04.03.2015 9:10 | 2 views | 0 comments


Parallax Play: "Late last year, PQube announced their plans to bring the Science Adventure Visual Novel, Steins;Gate to PS3 and Vita, following JAST USA's translation release of the game on PC in mid 2014. Now, It looks like we may finally have a release date for when you can expect to experience the Time-travel adventure with the Future Gadget Laboratory, and it could be arriving to the UK/EU pretty soon."

From: n4g.com

Geometrics - New Global Illumination Videos Show The Future Of Video-Game Graphics

Added: 04.03.2015 4:09 | 4 views | 0 comments


Geometrics has released two new videos for its high-quality dynamic global illumination of Enlighten 3.

From: n4g.com

Screamride Review

Added: 03.03.2015 5:01 | 3 views | 0 comments


As fun as it is, there's something rather...disturbing...about Screamride. A game about racing rollercoaster cars down rails at tremendous speeds and smashing them into concrete skyscrapers isn't to be taken seriously, of course, and I'm not terribly concerned about the riders, who seem beyond thrilled for the chance to sacrifice their well-being for the chance to fling themselves into solid objects. My worry lies with the pedestrians walking around out there. There are promenades to stroll on among the office buildings and laboratories. What right-minded individual would think to hang out there--or to work there?

Well. This isn't the kind of thing you're supposed to be thinking when you play Screamride, which sets itself apart from the developer's own

The game is big on destruction. It wants you to see colossal buildings collapse into voxelized heaps.

The sandbox's downfall is not in the breadth of its toolset, but in the limitations on how you use it. Screamride suffers from a pressing need to give everything you do the same structure as its career challenges. You cannot simply build a coaster, ride it, and share it for others to do the same--not directly. Well, you can build an engineering challenge and ride your creation by testing it during and after construction, and then remove a couple of pieces of track and create a lame challenge out of it for others to complete and test. Or, you can save your coaster as a blueprint, which other players can use in their own level, which requires building a level, placing your coaster, and testing it. Or, others can download your challenge and then edit and test the coaster. But these are convoluted ways of circumventing Screamride's "Roller coasters aren't fun enough on their own!" outlook. It's frustrating to have so many tools, and so few ways of putting them to use, like an overwhelming pile of Legos that you can only use for making a boat, a car, or a house. Future downloadable content allowing for straightforward sharing, riding (not screamriding), and viewing coasters in action would be as surprising as a pile of vomit at Busch Gardens Tampa's Montu exit.

I don't wish to further belabor the issue of "what Screamride doesn't do," however, because "what Screamride does do" is a teresting subject. It turns roller coaster riding into a self-destructive blood sport in which you demolish buildings and ruin little computer people's lives for the inherent joy of it. Building up and tearing down is an age-old pleasure, and seeing sky-high structures fall like dominoes with a flick of a stick is Screamride's primary delight. I sometimes think of all those digital men and women that went plummeting to their dooms, but at least they died doing what they loved.

From: www.gamespot.com

Screamride Review

Added: 03.03.2015 5:01 | 0 views | 0 comments


As fun as it is, there's something rather...disturbing...about Screamride. A game about racing rollercoaster cars down rails at tremendous speeds and smashing them into concrete skyscrapers isn't to be taken seriously, of course, and I'm not terribly concerned about the riders, who seem beyond thrilled for the chance to sacrifice their well-being for the chance to fling themselves into solid objects. My worry lies with the pedestrians walking around out there. There are promenades to stroll on among the office buildings and laboratories. What right-minded individual would think to hang out there--or to work there?

Well. This isn't the kind of thing you're supposed to be thinking when you play Screamride, which sets itself apart from the developer's own

The game is big on destruction. It wants you to see colossal buildings collapse into voxelized heaps.

The sandbox's downfall is not in the breadth of its toolset, but in the limitations on how you use it. Screamride suffers from a pressing need to give everything you do the same structure as its career challenges. You cannot simply build a coaster, ride it, and share it for others to do the same--not directly. Well, you can build an engineering challenge and ride your creation by testing it during and after construction, and then remove a couple of pieces of track and create a lame challenge out of it for others to complete and test. Or, you can save your coaster as a blueprint, which other players can use in their own level, which requires building a level, placing your coaster, and testing it. Or, others can download your challenge and then edit and test the coaster. But these are convoluted ways of circumventing Screamride's "Roller coasters aren't fun enough on their own!" outlook. It's frustrating to have so many tools, and so few ways of putting them to use, like an overwhelming pile of Legos that you can only use for making a boat, a car, or a house. Future downloadable content allowing for straightforward sharing, riding (not screamriding), and viewing coasters in action would be as surprising as a pile of vomit at Busch Gardens Tampa's Montu exit.

I don't wish to further belabor the issue of "what Screamride doesn't do," however, because "what Screamride does do" is a teresting subject. It turns roller coaster riding into a self-destructive blood sport in which you demolish buildings and ruin little computer people's lives for the inherent joy of it. Building up and tearing down is an age-old pleasure, and seeing sky-high structures fall like dominoes with a flick of a stick is Screamride's primary delight. I sometimes think of all those digital men and women that went plummeting to their dooms, but at least they died doing what they loved.

From: www.gamespot.com


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