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发表于 2015-3-6 07:27 AM |只看该作者
本帖最后由 kirassss 于 2015-3-9 07:00 PM 编辑

Rock Band 4 Announced for PS4 & Xbox One
《摇滚乐团 4》PS4 / Xbox One 最新作正式发表 兼容全系列超过 2000 首乐曲


  Harmonix 宣布,将与 Mad Catz 合作,把旗下畅销音乐游戏《摇滚乐团(Rock Band)》系列最新作《摇滚乐团 4(Rock Band 4)》带上 PS4 与 Xbox One 平台,预定 2015 年内上市。

  《摇滚乐团》是款乐团音乐游戏,提供吉他、贝斯、鼓组与演唱 4 种玩法,玩家可以组成乐团一同摇滚。自 2007 年推出以来,系列累计销售超过 1800 万套,下载超过 1 亿 3000 万首歌曲。

  首度登上 PS4 / Xbox One 新世代主机的系列最新作《摇滚乐团 4》,将支持自 2007 年问世以来所推出、总数超过 2000 首的乐曲,其中有 500 首以上是来自摇滚乐界最传奇经典的音乐家。

  玩家可以轻松将先前在 PS3、Xbox 360 等主机上购买或下载的系列作乐曲汇入新作中游玩。游戏上市时将开放数以百计的乐曲可以游玩,包含既有乐曲与新增乐曲,之后将陆续追加更多。

  官方预定与 Mad Catz 合作推出新的 PS4 / Xbox One 版乐器周边,同时提供对既有 PS3 / Xbox 360 版乐器周边的支持,详情尚待公布。凡是于 3 月 6 日至 8 日造访美国波士顿举办的 PAX East 电玩展 Harmonix 摊位的粉丝,皆可在摊位上预购会场限定的特制 PAX 主题吉他控制器。

  为了庆祝《摇滚乐团 4》的发表,Harmonix 将开放《摇滚乐团 3》免费 DLC「I Still Believe」供玩家下载,该 DLC 是英国创作歌手法兰克·特纳(Frank Turner)第 4 张专辑中的主打歌。

更多游戏详情预定于 5 月公布。



   


Mad Catz Teams With Harmonix Music System To Launch Rock Band 4 on PlayStation 4 System and Xbox One

Mad Catz Interactive announced today an agreement with Harmonix Music Systems (“Harmonix”) to launch Rock Band 4, the next generation of the award-winning social and interactive music-gaming platform, later this year for the PlayStation 4 computer entertainment system and Xbox One, the all-in-one games and entertainment system from Microsoft.

Mad Catz will develop and manufacture a new generation of wireless Rock Band 4 music game controllers. The launch products include:

• Band-in-a-Box Bundle, which includes the Rock Band 4 game, a Wireless Fender Stratocaster Guitar Controller, a Wireless Drum Kit Controller and a Microphone.

• Guitar Bundle, which includes the Rock Band 4 game and a Wireless Fender Stratocaster Guitar Controller.

For more information on the Rock Band 4 bundles, visitmadcatz.com/rock-band-is-back

To celebrate the announcement of Rock Band 4, Harmonix are offering a special edition, Wireless Stratocaster Guitar Controller, featuring custom artwork of “Gabe” from the immensely popular Penny Arcade webcomic. This limited-edition collectible is only available for on-site pre-orders at the Harmonix booth during the PAX East video game festival.



“We are very excited to bring the band back together, and re-team with Harmonix to deliver the next installment of the legendary Rock Band franchise to a new generation of consoles,” said Darren Richardson, President and Chief Executive Officer of Mad Catz. “Harmonix understands music gaming better than anyone, and we are confident that the unrivalled music selection and next generation features will prove incredibly enticing to passionate gamers and music fans alike.”

Daniel Sussman, Product Manager for Harmonix commented, “The creative energy and excitement at the studio right now is at an all-time high. We’re thrilled to have Mad Catz as an important partner as we move the franchise to a new generation of consoles, and we can’t wait to show our fans how we’re evolving the gameplay they love.”

Rock Band 4 brings the critically-acclaimed franchise to a new generation of consoles, focusing on the features and gameplay that people love, and expanding the franchise in innovative ways informed by how fans play and what they want. In addition to a killer on-disc soundtrack, Rock Band 4 will support the over 2000 tracks released since the 2007 debut of the original Rock Band, accounting for more than 500 of rock music’s most legendary artists.

In addition, players who have purchased or downloaded music on last-generation consoles will be able to download and play those tracks on their new platforms at no additional charge*. Hundreds of tracks will be available at launch, with more back catalog music – and new tracks – added regularly after launch.

For more information on Rock Band and Harmonix Music Systems, visit harmonixmusic.com/games/rock-band


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发表于 2015-3-6 06:16 PM |只看该作者
《中土世界:魔多之影(Middle-earth: Shadow of Mordor)》夺下 GDCA 年度大奖 坂口博信获颁终身成就奖

  由国际游戏开发者协会》(IGDA)主办的「第 15 届游戏开发者优选奖(15th Annual Game Developers Choice Awards)」,在 4 日晚间举办的颁奖典礼上正式揭晓本届的得奖名单。由华纳兄弟互动娱乐发行的多平台动作角色扮演游戏《中土世界:魔多之影》获得年度最佳游戏大奖。

0001150320.JPG

《中土世界:魔多之影》获得年度最佳游戏大奖


  GDC 是 IGDA 主办、与游戏开发者大会(GDC)同步举办的年度游戏评选奖项。与一般公开投票或是由非游戏专业评审选出的奖项不同,是由邀请制会员网络「国际选拔奖网络(ICAN)」的专业游戏开发者会员担任评审,针对前一年度推出的游戏进行票选,颁给奖项以资鼓励。

  最具指针性的年度最佳游戏由《中土世界:魔多之影》获得,该游戏同时入围年度最佳游戏、创新奖、最佳游戏设计、最佳剧情、最佳技术 5 项提名,不过最后只获得年度最佳游戏。获得最多奖项的是手机游戏《纪念碑谷》,囊括创新、最佳掌上 / 行动游戏与最佳视觉艺术 3 个奖项。

2.JPG

《纪念碑谷(Monument Valley)》囊括创新、最佳掌上 / 行动游戏与最佳视觉艺术 3 个奖项


  以《Final Fantasy》之父广为人知的日本知名游戏创作者坂口博信,以其对日式角色扮演游戏(JRPG)的贡献获颁终身成就奖肯定,是继中裕司、横井军平、宫本茂、小岛秀夫、久夛良木健之后,第 6 名获颁 GDCA 终身成就奖的日本人。后续他也发表了得奖感言(相关报导)。

3.JPG

坂口博信获颁终身成就奖


以下是本届 GDCA 的得奖名单:

年度最佳游戏
得奖:《中土世界:魔多之影》(Monolith Productions / Warner Bros. Interactive Entertainment)
入围:《魔兵惊天录 2 | Bayonetta 2 》(Platinum Games / Nintendo)
   《天命 | DESTINY》(Bungie / Activision)
   《炉石战记:魔兽英雄传 | Hearthstone: Heroes of Warcraft》(Blizzard)
   《异形:孤立 | Alien Isolation》(Creative Assembly / Sega)

创新奖
得奖:《纪念碑谷》(Ustwo)
入围:《Bounden》(Game Oven)
   《中土世界:魔多之影》(Monolith Productions / Warner Bros. Interactive Entertainment)
   《This War of Mine》(11 bit studios)
   《The Vanishing of Ethan Carter》(The Astronauts)

最佳出道厂商
得奖:Stoic Studio(The Banner Saga)
入围:Yacht Club Games(铲子骑士)
   Respawn Entertainment(神兵泰坦)
   The Astronauts(The Vanishing of Ethan Carter)
   Upper One Games(Never Alone)

最佳游戏设计
得奖:《炉石战记:魔兽英雄传》(Blizzard)
入围:《中土世界:魔多之影》(Monolith Productions / Warner Bros. Interactive Entertainment)
   《铲子骑士 | Shovel Knight》(Yacht Club Games)
   《闇龙纪元:异端审判 | Dragon Age: Inquisition》(BioWare / Electronic Arts)
   《奇诺比奥队长寻宝之旅 | Captain Toad: Treasure Tracker》(Nintendo EAD Tokyo and 1-Up Studio / Nintendo)

最佳掌上 / 行动游戏
得奖:《纪念碑谷》(Ustwo)
入围:《Threes!》(Sirvo)
   《任天堂明星大乱斗 N3DS》(Sora Ltd. and BANDAI NAMCO / Nintendo)
   《炉石战记:魔兽英雄传》(Blizzard)
   《80 Days》(Inkle Studios)

最佳视觉艺术
得奖:《纪念碑谷》(Ustwo)
入围:《Hohokum》(Honeyslug and Sony Santa Monica / Sony)
   《光明之子 | Child Of Light》(Ubisoft Montreal / Ubisoft)
   《魔兵惊天录 2 》(Platinum Games / Nintendo)
   《异形:孤立》(Creative Assembly / Sega)

最佳剧本
得奖:《Kentucky Route Zero: Episode 3》(Cardboard Computer)
入围:《80 Days》(Inkle Studios)
   《This War of Mine》(11 bit studios)
   《中土世界:魔多之影》(Monolith Productions / Warner Bros. Interactive Entertainment)
   《The Vanishing of Ethan Carter》(The Astronauts)

最佳音效
得奖:《异形:孤立》(Creative Assembly / Sega)
入围:《Hohokum》(Honeyslug / Sony)
   《天命》(Bungie / Activision)
   《Transistor》(Supergiant Games)
   《The Vanishing of Ethan Carter》(The Astronauts)

最佳技术
得奖:《天命》(Bungie / Activision)
入围:《中土世界:魔多之影》(Monolith Productions / Warner Bros. Interactive Entertainment)
   《德军总部:新秩序 | Wolfentein:The New Order》(MachineGames / Bethesda)
   《Elite: Dangerous》(Frontier Developments)
   《孤岛惊魂 4 | FarCry 4》(Ubisoft Montreal / Ubisoft)

终身成就奖
得奖:坂口博信(《Final Fantasy》之父,Mistwalker 创办人)

先锋奖
得奖:David Braben(Frontier Developments 执行长)

大使奖
得奖:Brenda Romero(女性游戏设计师,游戏开发者性别特殊利益团体创办人)

观众票选奖
得奖:《Elite: Dangerous》(Frontier Developments)


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发表于 2015-3-6 06:21 PM |只看该作者
GDC 谈《这是我的战争 This war of mine》游戏设计 反过来利用玩家「偏见」

  《This war of mine》是一款描写一般市民在战争当中,严酷的求生过程,因为其十分沉重的游戏设计,而被称为「令人忧郁的游戏」,在玩家之间引起许多话题。

  负责设计本作的 11 Bit Studios 工作室,包威尔‧米耶夫斯基(Pawel Miechowski)先生,在 Game Developers Conference 2015 大会上,进行一场以「《This war of mine》:以独特叙事方式唤起情绪」为题的演讲。演讲内容是在讲解,如何以游戏叙事方式,来带起玩家的情绪。

0001150301.JPG

「战争的参与者并非全都是士兵」,是《This war of mine》最令人印象深刻的标语。从主题到故事,全都非常精心策划,要令玩家意想不到


  米耶夫斯基先生在演讲开始时,先以「大家是不是有在看电影时掉泪的经验呢?我可不是说因为花钱租了一片大烂片,而是眼前的影片激起你内心里的情绪哦」,这样一句玩笑话开场。
「相信大家都有因为看电影而感到悲伤,又或者是开怀大笑这种经验。这些都是每一个人发自内心的情绪,如果是这样的话,那互动性更高的游戏,应该要比电影还能激发出人的情绪才对」,这就是开始开发《This war of mine》的契机。

  一个游戏玩家听到「以战争为主题的游戏」,通常都会想到一款拿着枪械在战场上奔走,看到敌人就反射性地开枪射击,这样的游戏才对。但是 11 Bit Studios 却参考了 1990 年代的萨拉热窝,和目前中东的情势,以「并非针对士兵,而是以一般市民的观点来描写战争」做为主题,提出游戏企画。玩家在游戏中的目的,就是「在战争状态下求生」,米耶夫斯基先生提到,在企画提出当时,游戏类型其实还不确定要做成策略游戏,或者是射击游戏。

  而在一次机缘下,他们有了一个机会,让过去从来没玩过游戏的女性,试玩还在企画阶段的《This war of mine》。于是这名女性虽然成功从民宅中偷出物资,但在之后却又将半数物资放回原地。这也就是说发自她内心深处,「每个人都拼命想要活下去,偷走所有物资会令她良心不安」,这种感情让她做出这并不存在于指示和故事当中的行动。(右图为 11 Bit Studios 的资深写手,包威尔‧米耶夫斯基先生)。

  而 11 Bit Studios 游戏团队,受到她的行动启发,于是建立出「由玩家来判断自己行动」,这样子的游戏设计方式,于是在当时还没有明确规则的《This war of mine》游戏中,加入了游戏的基本方向性。

0001150303.JPG

采用了玩家可以照自己行动来评价自己的游戏系统


  其实除了《This war of mine》以外,还有很多采纳道德要素的游戏存在。但是绝大多数都是开发者配合游戏设计,让玩家采取设定范围内的行动。而《This war of mine》的游戏系统,则是让玩家的行动,会反映到游戏内各个不同的角色行动上。

0001150304.JPG


  比如说原本是个运动选手的「Pavle」脚程很快,非常适合派出去侦察,但如果玩家从害怕的老夫妇手中抢夺物资的话,他在回到秘密基地以后,就会十分在意「那对夫妇后来到底怎么了呢」,受到自己的良心苛责,最后甚至有可能会因此而自杀。也就是说 Pavle 这个角色的情绪,也会反馈回到玩家身上。

  另外在另一个事件当中,会有一名男孩来到秘密基地,希望能讨到一些药品,但他并没有多说自己为什么需要这些药品。玩家只能透过「是不是他的母亲或妹妹正因病痛所苦,又或者只是利用自己年幼而来讨些东西而已」等等,这种对于剧情的猜想,来判断要采取的行动。而不管是不是有给他药品,这名男孩都会再次前来造访,这时也能让玩家想象「是不是上次给了他,而让他得意忘形了」,又或者是「因为没有给他药品,而令他的家人过世了吗」种种情况。

0001150305.JPG

道具栏使用「Our Things」这种标示,也是为了让玩家意识到,自己和角色是命运共同体的实验性手法


  米耶夫斯型先生继续提到,「通常一说到战争类游戏,玩家就会把出现在自己眼前的角色,都当作是敌人。我不太清楚这是在长年以来的游戏经验当中,培养出来的直觉反应,又或者是人性原本就是如此。但是只要将看待战争的视角,从士兵切换成市民,就会让玩家受到冲击。我们在《This war of mine》当中,就使用了许多这种特意偏离游戏玩家所有的偏见,下去设计游戏的方式」。

  在本作当中,玩家可能会遇到一个看起来像是乞丐的男子,但他并不会和玩家乞讨,反而是只会和玩家打招呼,说声「今天好吗?」。虽然可能有许多玩家看到他,就会反射性地想说「因为他十分贫困,所以一定会上来抢我的东西」,于是十分警戒也说不定,但就是在这种猜想没有成真时,才会像米耶夫斯基先生谈到的一样,「玩家在这个时候才会第一次开始认真思考。因为情绪就是潜意识的产物」,他正在期待能看到玩家内心,涌出非游戏化的新鲜情绪。

0001150307.JPG

《This war of mine》不对玩家说太多,也不让玩家看太多。就连角色死亡,也全都交给玩家的想象力


  于是《This war of mine》这款游戏因为出乎玩家意料,而引起许多话题,在推出仅仅两天的时间之内,销售额就已经可以打平开发费用。而其游戏设计方向当然也广受好评,在今年的 Independent Games Festival 当中,得到大奖提名。虽然这类型的游戏,的确是不会看到以 AAA 级作品为主的大型发行商推出,但绝对是一款如果感到有兴趣,就绝对值得一玩的作品。

官方网站::http://www.11bitstudios.com/games/16/this-war-of-mine


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发表于 2015-3-6 06:51 PM |只看该作者
数字下载机制而言选择那个平台是较好的?该将目标着眼于 Wii U 和次世代主机上?

  虽然游戏的数字下载市场正逐年扩大,但现今存在着众多的主机平台,该提供给那个平台数字下载的游戏,对开发商而言是个十分困扰的问题。特别是对独立开发商而言该如何来选择平台呢,隶属 tinyBuild Games 的 Mike Rose 则以「转换风潮:2015 独立游戏销售(The Turning Tide: Independent Game Sales in 2015)」为主题,讲述各市场的动向及预测 2015 年的走向。

  Rose 以在身处于没有可依赖平台的时代下,「目前仍无法实现,仅需专注于制作出好游戏的环境」作为出发点,指出了开发商必需得思考该如何来贩卖游戏的问题。更提出即使是对小型开发商而言最为熟悉的数字流通平台,由于具备丰富的多样性,仍必需得充分掌握各个平台所具备的优缺点。

任天堂主机平台的 Wii U 将是值得着眼的目标?

  首先谈及了任天堂主机平台。不论是 Wii U 及 Nintendo 3DS 皆于 eSHOP 里统一整合了数字下载的机制。特别是 Wii U 在取得独立开发作品上挹注了不少心力,在去年约有八十款游戏发售。Rose 更阐述了虽然市场较小,但「确实存在着移植作品的价值」这种来自开发者的意见。

1.JPG

针对 Wii U 销售量的预测


  另一方面 3DS 虽因为装机量而似乎大有可为,但普遍于 PC 上所开发的独立游戏软件,却因厂商担忧移植的成本过高而止步不前。去年仅发售了十五款的作品,这也迫使任天堂有相当高的可能性,更为关注 3DS 平台。此外也有着因制作日文版而大幅获利的个案。

2.JPG

针对 3DS 销售量的预测


PC(Steam)为规模最大的市场

  已确立作为 PC 数字下载平台之地位的 Steam,虽具有广大的市场规模,但从另一方面来观察每天平均有着七款新游戏上架,因而演变为一个竞争相当严苛的世界。也因此开拓了更为多样化如特惠、Early Access、搭售等,为了尽力提升销售额的手法,是个具备挑战性的市场。因搭售而使 GOG 及 Humble Bundles 网站,爬升了约 10% 左右的销售额。

3.JPG

针对 Steam 销售量的预测


智能型手机有着可能性但竞争相当的严苛

  Rose 指出移动市场是最为竞争最为激烈的市场,虽有着众多成功经验,但却是极为罕见的一部分案例。并举出了作为移动式平台的特征,持续地进行数据更新及举行活动的游戏成为该平台主流等特点,在这样的情势下如有着具备提出对策的体制则能够取得优势、对于营运较为艰辛且规模较小的团队而言说不定是个相当难以经营的市场。

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针对智能型手机销售量的预测


今后将令人瞩目的次世代主机

  虽然目前次世代主机的贩卖台数仍不算多,但仍是 2015 年值得瞩目的焦点。

  Xbox One 约 1000 万台、PS4 约 1900 万台。是今后将持续普及的硬件。不论是哪个平台都能于售价上,保有较高的水平,这点对于开发商而言可是相当乐见的。Rose 更指出 PS4 如能搭配 PS Plus 或许将会具有相当大的优势。

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针对 Xbox One 销售量的预测

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针对 PS4 销售量的预测


  虽然存在着众多的平台,但 Rose 预测今年对于次世代主机、特别是于 PS4 上,独立游戏说不定将有大有可为。Wii U 则是「有着值得移植的价值」、3DS 则为「也值得列入考虑」、移动式平台则是「相当严苛・・・但如能精准预测将会获得极大的收获」。

  Rose 更表示当然成败不仅取决于选择平台上,制作出优良的游戏也是必需的,同时该如何拉近与媒体的距离,并让 YouTube 实况用户涉入游戏之中也将成为相当重要的观点之一。


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发表于 2015-3-10 07:08 AM |只看该作者
Prey developer Human Head announces survival horror Lost Within



   


Lost Within (Published by Amazon)

Survive a haunted asylum and its monstrous Inhabitants. Confront a legendary killer who prowls the abandoned wards. Scavenge and create makeshift weapons or conserve your resources and employ stealth tactics to sneak past the lurking horrors. When all else fails, run for your life or find a place to hide. To escape, you must uncover the asylum’s dark mystery: the shattering secret that led to its condemnation. There are many doors, but there is only one way out.

Coming Soon on Fire Phone, Fire Tablet, iPhone, and iPad







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发表于 2015-3-10 06:20 PM |只看该作者
《这是我的战争 This War of Mine》新推慈善下载包 全数所得将帮助战地儿童

  由 11 Bit Studios 研发、描写一般市民在战争体验的生存冒险游戏《这是我的战争(暂译,This War of Mine)》推出了「战地儿童慈善(War Child Charity)」下载包,销售金额将全数捐给战地儿童慈善团体 War Child。

  《这是我的战争》描写一般民众身处战争当中面临人性挣扎、条件严酷的求生过程,上市后吸引众多玩家游玩与讨论,游戏推出两天、销售额就已经打平开发费用。

  11 Bit Studios 此次推出战地儿童慈善下载包集结世界上众多艺术家的独特街头艺术作品,像是 M-City、Gabriel "Specter" Reese、SeaCreative 等,玩家可以在《这是我的战争》中去逐步发现这些艺术作品,打造游戏内的独特艺廊,而这些作品呈现了人类在战争时期的生存状况与人性表现。

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  11 Bit Studios 表示,所有下载包的收益全数捐给 War Child,这个慈善团体专注于帮助全世界遭受战争所苦的儿童。

  战地儿童慈善下载包金额从 0.99 美元至 19.99 美元,所获得的内容相同,主要是让玩家可以视自己的能力来响应这项慈善活动,愿意多捐赠者可以购买金额较高的下载包。

  11 Bit Studios 表示,感谢所有参与的玩家,也请大家共同努力来让这个世界更加美好。而这个下载包推出后,也获得许多玩家赞许。

  《这是我的战争》已经上市,「战地儿童慈善」下载包需要《这是我的战争》主程序才能使用。


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发表于 2015-3-10 06:23 PM |只看该作者
《Final Fantasy》之父坂口博信:「我很讨厌续集」

  在坂口博信监制下,《Final Fantasy》游戏从未有过直接的续集,现在我们终于知道原因了。

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  「我不喜欢续集」他在最近一次接受采访告诉 IGN 记者,「我很讨厌他们」

  这是因为坂口上周在旧金山荣获终身成就奖时,他认为游戏应该要是一个完整的体验。「这就是为什么每一个《Final Fantasy》会有新的角色阵容、全新的剧情,和一个不一样的系统。」

  这是个原则问题,他还在 SQUARE 任职,以及在他的 Mistwalker 团队的时候仍然秉持着这个想法。我们承诺对每一款制作的游戏,我们会把所有心力奉献在上面,然后就这样完成,我们以这样的方式做收尾,不会继续拖下去。

  自从坂口博信 2000 年从 SQUARE 离开后,已有多个《Final Fantasy》被分拆成续集。包括《Final Fantasy X-2》、《Final Fantasy XII:归来之翼》、《Final Fantasy XIII-2》以及《雷光归来 Final Fantasy XIII》,尽管评价褒贬不一,第 3 款《Final Fantasy XIII》还是在全球销售百万。

原文 - http://www.ign.com/articles/2015 ... eator-hates-sequels


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发表于 2015-3-11 06:26 PM |只看该作者
Nepro Japan 宣布收购以《银河游侠》系列广为人知的 tri-Ace

  Nepro Japan 于 2015 年 3 月 9 日,宣布收购以《银河游侠(スターオーシャン)》系列广为人知的 tri-Ace 公司股份,将其纳为子公司。现在 Nepro Japan 拥有 tri-Ace 公司 68.9% 的股份。

  Nepro Japan 是旗下有手机游戏事业以及人力派遣事业等企业集团的控股公司。在同公司旗下,已经有开发大型电玩《红莲之王(LORD of VERMILION)》系列的 MOBILE & GAME STUDIO 公司。有关这次收购行动,Nepro Japan 已经在 2 月 20 日时发出新闻稿,这次则是表明所有手续都已经完成。

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  tri-Ace 是成立于 1995 年 3 月,是曾经手《银河游侠》以及《女神战记(Valkyrie Profile)》等系列开发的游戏开发公司。最近则是担任 SEGA 发行的《梦幻之星 NOVA(Phantasy Star Nova)》的开发。

  Nepro Japan 表示,未来在游戏事业上的战略,将会期待 tri-Ace 与 MOBILE & GAME STUDIO 两公司之间能够互相支持开发产线以及分享游戏开发技术等,产生互相提升的相乘效果,会维持目前的经营体系和事业方针。具体来说就是 tri-Ace 将会以家用主机,而 MOBILE & GAME STUDIO 则是以大型电玩事业为基本,继续努力开发各种作品。

Nepro Japan 官方發表資料 - http://files.nepro.jp/jp/ir/pdf/release231.pdf


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发表于 2015-3-21 07:20 AM |只看该作者
Atari addresses concerns about RollerCoaster Tycoon World



RollerCoaster Tycoon World Production Blog #5

Dear RollerCoaster Tycoon World Fans, We have heard you, and we concur; the trailer did not show the final game and the game everyone should expect from the RCT franchise. In this blog, we’d like to clarify our intention for showing the trailer and reassure you, our most passionate fans, that making RCTW great is our top priority. We would also like to talk more about the progress being made in the game and what we’re doing next.

TRAILER!

Let’s start with a bit of an explanation: The game is currently in what we are calling a pre-alpha stage – features and graphics are still being coded. Since the switchover of our development team this past Fall, we have focused on core functionality and “under-the-hood” engine work. This is why there has not been significant visual progress on the title. Engine work is critical to the overall stability of a game, and it requires significant labor and time to get right. We knew in the Fall we still had a lot of work to do to achieve the core engine we wanted – one that could support a game like RCTW. Now, however, we are able to finally continue working on the higher level functionality and visuals.

Our intention in releasing our pre-alpha gameplay as a trailer was to show that there is progress being made. RollerCoaster Tycoon has meant so much to so many people over the years, and it’s entirely your prerogative to feel protective of the franchise, just as it’s ours to assure you that it’s in good hands. Our hope in releasing the trailer in its current state was to offer some reassurance that gameplay and features were coming along.

UPGRADED ENGINE! BETTER GRAPHICS!

Regarding the current state of game graphics, we have been exploring prototypes for a while and are happy to announce we will be upgrading to the Unity 5 Engine. We hope to be able to share the results of the upgrade by this summer. We hope to take full advantage of the many new environmental, lighting, and shadow improvements as well as many other features in our original Unity 4.6-based engine to create a game that looks great. Our early results are extremely promising. We know that today these words must ring hollow, but trust that we are doing everything we can to make the game look excellent.

MORE REALISM!

In response to requests and comments from our fans, we can confirm that our teams will be adjusting the art in the game to make it not only higher definition (taking advantage of our engine upgrade) but more believable/realistic overall, while still keeping the charm of RCT. We want the rides to feel like they can be found in real life. Even though some of the rides may never actually exist, we want them to look like they could, and are constructed with real materials. Along with this, we are also taking a pass on our Americana theme to make sure those rides are closer to those you may find today when visiting your favorite amusement park. We will let you know as we make progress along this development path. We also know that once our robust user-generated content systems launch you will be able to make the scenery, rides, etc. that you want and we plan to fully support that.

TIMING!

We will not release the game until we know that it is truly ready. If the game needs to be “put back into the oven,” then we will do it. We have waited for more than 10 years for the next great edition of RCT, and we plan to take the franchise to new heights with RCTW. We will take the time required to achieve that goal. We will communicate on the expected release of RCTW later this year. The team needs the time to craft the experience that so many of you have been waiting so patiently for.

WHAT’S NEXT?

As always, what matters to us is your feedback and we want to continue to hear from you during the course of development. We have high expectations and standards for delivering RCTW as well as a desire to keep this open dialogue with our community going as development progresses. There will be lots more new content released with many visual upgrades, and as the game progresses we will share them. As we have said previously, there will be Alphas, Betas, hands-on previews at gaming events, developer chats, blogs, and more. We look forward to your feedback to make sure we are headed in the right direction. This game is too important to too many people for us not to do it right.

Please let us know what you think in our comments section! Also, if you haven’t already, please join the community on Steam and add RCTW to your Wishlist.

Thank you! - RCT Team

rollercoastertycoon.com


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发表于 2015-3-26 07:28 AM |只看该作者
Broken Age Coming to PS4 & PS Vita on April 28



Double Fine’s Broken Age is coming to PlayStation on 28th April!

Two mere months ago, a gone but not forgotten video game from the days of yesteryear was lovingly dusted off, given a hefty makeover and sent forth once more into the land of the living so it might be played again by fans both new and old. The resurrection of Grim Fandango Remastered took place thanks to some help from our friends at PlayStation, so it naturally made it’s way onto PS4 and PS Vita, and we very much hope that those of you who have played it had a lot of fun!

Today we’d like to announce that our brand new adventure game is headed to PlayStation Store on April 28th, and we’re super excited about it! Broken Age comes to you from the same team that made Grim Fandango back in the 90’s, along with some more youthful (and and some say more attractive) collaborators at Double Fine Productions.





Broken Age tells the story of Vella and Shay, a girl and boy from completely different worlds who seem to be leading strangely parallel lives…

…Vella has been chosen by her village to have the honor of being sacrificed to the terrible monster Mog Chothra, but having no interest in being devoured by a horrible beast, must go against ages old tradition and make her escape. Meanwhile somewhere in space, Shay is living a solitary life under the care of a very motherly computer, and whilst his every need is taken care of in every way imaginable, he wishes for nothing more than to break free from the monotonous safety of his daily life, and have some real adventures.

Funded by a record breaking crowdfunding campaign on Kickstarter, Broken Age features words, concept art and music from legendary adventure game makers Tim Schafer, Peter Chan, and Peter McConnell, along with the unique art of Nathan Stapley, and the voices of some amazingly talented people from the movies and TV and stuff. Shay is played by Elijah Wood from Lord of the Rings, and Vella by Masasa Moyo who played Sarah in Team America. We also managed to convince Jack Black, Jennifer Hale and Pendleton Ward to speak into microphones for us, so they’re in the game too!





As part of the crowd funding campaign Two Player Productions filmed the entire development of the game to make a no-holds-barred documentary, which is now available for free! If you’re interested in watching a game coming together from concept to finished product, through good times and bad alike, then check out the YouTube playlist over here.

The full Broken Age adventure is coming to PS4 and PS Vita on April 28th through a partnership with the PlayStation Third Party Production team and it features cross buy, cross save, and lots of pointy-clicky adventure gaming fun times. Stay tuned for more Broken Age updates.

James Spafford - Community Manager

blog.us.playstation.com


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