Tagged With features
Earlier this week, Techland announced that its new zombie-killing adventure Dying Light will have "50+ hours of gameplay". Some might considering this good news. I don't — at least at face value.
Carbide Studios' massively multiplayer online science fiction role-playing game launches a week from today, with early start kicking off on Saturday at 12.01am Pacific (5.01pm AEST). That makes this final features trailer the big pre-launch push for WildStar — if you don't see something you like here, just keep on playing whatever you were playing.
“You have to make games for someone you love,” says William, “because that way you can imagine who you're making it for.
“You can imagine the smiles the game will bring to their face; you can imagine the good times that people you care about can have with your game.”
William Ho, Design Director at United Front Games, is making LittleBigPlanet Karting for someone he loves.
“My name is Paul, I’m mostly into really, really hard movements. Movements that have never been done before, and may have been deemed impossible in the past.
“My goal... in my mind, is to make every movement perfect. I want every movement to feel really, really easy. And when I can do that? That’s the best satisfaction for me.”
When Nike slapped their logo all over their trademark “Just Do It”, they probably meant for it to be an encouraging statement. It wasn’t so much a command as much as it was a “You Can Do It Too!” Yes, that’s right, you — the chubby one with asthma — you can run that marathon and break a record! Just wobble your way down that hill in these ergonomic orthopaedic Nike-approved running shoes and you can win! Just do it!
Game journalists like to think they know a lot about video games. For the most part, they do! Some writers have encyclopedic knowledge of the most obscure games: games are their love, the stirrer of their loins, the honey to their bunny. But how much do they know about making games? If this game journalist is anything to go by, the answer rhymes with “schmuck schmall”.
It arrived on my desk almost three years ago. Sealed in shrink-wrap, protected by packing peanuts, boxed in brown cardboard, it was never meant to be played. No writer in the building wanted to go near it, no reviewer wanted to play it. As I was about to put it in the communal freebie box, the figurative fly swat of the universe came down on my brain to stop me. I put the game in my bag and took it home.
I felt dumb. I stood in a room full of game developers — a mix of students, amateurs, indies, and professionals — as they worked their way through this year’s Global Game Jam. Ideas were flying everywhere, chunks of code ran their way across screens, gorgeous pieces of art and animation came to life — my goodness, these people were talented. And in the middle of it all I stood with my notepad and pen, feeling dumb. Well, I’m about to put an end to that.