Sunday, 4 March 2018

Video Game Deep Cuts: It's Perfect, It's Water, It's Wine

This week's article & video highlights include Bennett Foddy on the pitfalls of perfectionism, a piquant analysis of Where The Water Tastes Like Wine, and lots more besides. ...

from Gamasutra News

Daily Deal - Disgaea PC / 魔界戦記ディスガイア PC, 55% Off

Today's Deal: Save 55% on Disgaea PC / 魔界戦記ディスガイア PC!*

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*Offer ends Tuesday at 10AM Pacific Time

from Steam RSS News Feed

Dota 2 Update - March 4th, 2018

* Fixed Penitence being able to pierce Spell Immunity if the target becomes immune after the projectile is fired

from Steam RSS News Feed

DF Retro: What was actually real in PS3's E3 2005 reveal?

The stakes were high. 2005 would kick-start a console generation that would offer a stratospheric leap in processing power and gaming capabilities compared to the ruling PlayStation 2 and its Xbox and GameCube competitors. Just prior to E3 2005, Microsoft had already announced Xbox 360 - bizarrely via an MTV special - but gamers weren't exactly amazed by the preproduction wares revealed therein. All eyes were on Sony for its E3 2005 reveal for PlayStation 3 and when it did eventually kick off, gamers were presented with an unbelievable array of cutting-edge tech showcases. Unbelievable, as in literally unbelievable.

One phrase became synonymous with that conference - "target render" - and to this day, it's the blatantly unrealistic CG work Sony used to illustrate Killzone 2 and Motorstorm that this conference was remembered for (though its F1 rendering is also remarkable in other ways). Quite possibly, there was little else to show - PlayStation 3 was clearly behind schedule.

The truth is that behind the scenes, Sony's plans for its next-generation console were perhaps simply too ambitious. Development of the Cell processor was dogged by issues, not helped by system architect Ken Kutaragi's often strange requests (The Race for a New Game Machine is essential reading) . Meanwhile, plans for Toshiba to provide a unique, cutting-edge GPU came to naught. At the eleventh hour, Sony turned to Nvidia to provide the RSX - the Reality Synthesizer - and the best that could be delivered was a repurposed PC part, similar to Nvidia's 7900GT (and unfortunately for Sony, just a little too soon to leverage Nvidia's stunning G80 architecture).

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Review: Super Toy Cars (Switch eShop)

Review: Review: Super Toy Cars (Switch eShop)

Tabletop chaos

from Nintendo Life | Latest Updates

Talking Point: Nintendo Life's Favourite Games From Switch's First Year

Talking Point: Talking Point: Nintendo Life's Favourite Games From Switch's First Year

Here are the games we loved the most on Switch

from Nintendo Life | Latest Updates

Red Faction: Guerrilla was an open-world game with purpose

Open world games are hard to make, but it's even harder to make them about something. When a game's scope spreads across tens, maybe hundreds of virtual square miles, it's not surprising that developers can struggle to fill that space. Who can forget collecting feathers in the first Assassin's Creed, or Unity's unique approach of pouring every kind of content imaginable into Revolutionary Paris, as if Ubisoft was making virtual foie gras?

When you've got such a broad canvas, the temptation is to go wild with all the paints on your palette. The problem with this is when you mix every colour, you inevitably end up with brown. This is why so many open-world games end up stuffed with racing mini-games or mediocre crafting systems. You've got to chuck a lot of stuff in there before they feel full, and it takes enormous talent and teamwork to make the resulting experience feel like anything other than a random assortment of activities and filler.

This is why I have such a fondness for Red Faction: Guerrilla. It's an open-world game driven by a singular purpose. Granted, that purpose can be summarised as "smashing stuff to bits", but I never said the goal of an open world had to be noble or high-minded. It just has to somehow unify its components, and Guerrilla does this extremely well. It's a prime example of a developer figuring out what their open world is about first, then building the rest of the game around that idea.

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