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#there is a wii game set in camelot
hungchungus · 2 years
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The Sonic Franchise in a nutshell
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I think most Wario fans would agree that the Wii U era was a dark age for Wario.
Game & Wario didn’t do well, no new Land or Ware game on the horizon, Smash screwed him over more than ever, Wario regularly got left out of stuff and it sucked.
That said, 2017 really marked a turn for the better for Wario and honestly, it’s remarkable how much him and his supporting cast have gotten since:
Wario:
- Wario has gotten to be a costume in both Jump Rope Challenge and even Animal Crossing New Horizons as part of the Super Mario anniversary event, despite barely being a factor in the Super Mario series.
- While Smash is still in need of overhauls for him, we got a better Wario then ever with a return of the Shoulder Charge, a proper Ground Pound animation for his down throw and the hillarious slap.
- The Wario series itself is finally back.
- Baby Wario has returned and got quite a bit of material to promote his inclusion in Dr. Mario World.
Wario & Waluigi:
- Nintendo has become noticably fond of flaunting these two on social media.
- The two got Rabbid counterparts and figure cameos in Mario + Rabbids.
- Wario has two alts in Mario Kart Tour already and Waluigi has one.
- The two are in Clubhouse Games and have their outfits in Odyssey.
- Camelot still adores them and gives them loads of special attention in marketing and in-game, for Tennis Aces and Super Rush.
Waluigi:
- He’s getting his own Pro Controller.
- Nintendo just casually threw around a new Waluigi render on Youtube for the fun of it.
- His outfit was made the basis for a Luigi’s Mansion 3 multiplayer color scheme.
Ware’s Cast:
- WarioWare has returned and we can even play as them in Get It Together.
- Mona, alongside Wario, was in a My Nintendo discount ad.
- They are, as always, represented in Smash.
- The whole cast got character trailers after Gold came out.
- Wario, Ashley, Mona, 9-Volt. 5-Volt, Penny and Young Cricket were part of the official Nintendo Dream sticker set, giving WarioWare among the more extensive amounts of characters in there.
- The same magazine had in-character interviews with the cast, written by WarioWare staff.
- Mona and Ashley got special christmas art on Gold’s website.
Land’s Cast:
- We finally got Land characters represented in Smash via Spirits and Shokora even got highlighted on Ultimate’s website.
- Captain Syrup may or may not be that one caller in that one phone souvenir in WarioWare Gold.
- Captain Syrup was mentioned by name in Animal Crossing New Horizons.
M&W/Woods’ cast:
- Wanda got to be a spirit in Ultimate.
- Wanda got even more official acknowledgement via being part of the Nintendo Dream sticker set.
Everyone:
- Wario’s cast shows up very frequently on Spirit Board Event pics. Land, Ware, Wanda and Waluigi.
It’s still by no means perfect. Land is still MIA, we still have no Wario characters in Mario games and no Wario & Waluigi in Super Nintendo World or DLC for them in Mario + Rabbids.
On the whole though? We haven’t been this well off in a long, loooooong time.
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incorrect-miiverse · 4 years
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Okie dokie.....
Look, I've been thinking about it, and I just gotta say it now:
This blog, when it first started, was a place for me to share memes and quips and incorrect quotes about one of my longest special interests of mine, the Camelot characters in Mario Sports games of old. As you can see, this is a blog about one of my other longest special interests, Miis.
I just watched a video clip from a Mario Golf 64 stream, and the streamer pondered about two of my favorite characters in the game (Camelot wise), Maple and Harry. He pondered if they've got a relationship of some kind. He wanted to see a Camelot cinematic universe (probably as a joke)
...and that made me nearly pound my hands on my desk at work in frustration. God damn it! I need to make another side blog for Camelot characters!! It will no longer be on this blog, and all of the older posts will probably be copied and pasted from here to the new blog. I'm thinking of calling the account camelotcinematicuniverse unironically since that's something I'm also interested in.
As for this blog, it's not gonna change too much, I'm not rebranding it at all, and I'm still in the works with new incorrect Mii quotes and writing about them.
I'll let you all know when that goes live, and when you all should follow. I'd say today is the earliest time to expect it, but at the latest it should be ready fully by Wednesday, the 24th of February. Thanks for your continued support, and I'll give you a bonus mii thing here!
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Characters: Alex (Wii Sports)
Source: That's So Raven
(Alex is sitting at his dining room table, speaking to someone, but it is used as a meme as seen in the original photo set)
Alex: Is this coffee bitter?
(Alex takes a sip of his coffee, slurping sounds emitted.)
Alex: No... *Turns to face the person off screen* Must be you.
Based on this photoset, and I remember the episode it was from too, but I just wanted to do something short and sweet.
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gamersonthego · 5 years
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GOTG SP 8: The N64 Transfer Pak
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A version of this posted is featured in episode 151 of The Casual Hour podcast.
Sparsely supported, finicky and a bit convoluted, the Nintendo 64 Transfer Pak is one of Nintendo’s many long forgotten peripherals, but it’s one I have a deep fondness for as a handheld gamer. In telling you its history, maybe you’ll learn why.
The Nintendo 64’s controller had a built-in expansion port in the back, originally designed to hold the console’s Controller Pak memory card unit. The Controller Pak would eventually fall out of favor: partly due to the more widespread practice of utilizing the N64 cartridge’s integrated storage, and partly because of the growing appeal of the N64 Rumble Pak that launched with Star Fox 64/Lylat Wars a year after in 1997.
But those two devices would not be the only uses of the controller expansion port. Nintendo would create the Transfer Pak, allowing the Nintendo 64 and Game Boy line of consoles to be able to connect and talk to one another, and they’d debut it with their biggest handheld franchise: Pokemon.
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The Transfer Pak would launch in North America on February 29, 2000, bundled with copies of Pokemon Stadium. Japan would actually get in much earlier, August 1, 1998, with Pocket Monsters Stadium, a much more basic game that only featured 42 of the original 151 Pokemon (just the fully evolved forms…except for Raichu, who was replaced with franchise mascot, Pikachu). Both versions would use the Transfer Pak in the same ways: You could send over your Pokemon from Red, Blue and Yellow (and Green in Japan), and have them battle in Stadium’s various tournament cups. You could also examine your Pokemon and items, arrange them in your PC in a much more efficient way than on the Game Boy, trade Pokemon between cartridges and (perhaps most notably for GOTG fans) play your Game Boy Pokemon games on your TV through a built-in emulator. Even better, optional Doduo and Dodrio modes (unlocked by completing the games Poke and Prime Cups) would allow you to play these emulated versions 2x and 3x faster respectively.
Pokemon Stadium would go on to be the 6th best-selling N64 game, totaling almost 5.5 million copies. With that many Transfer Paks in the wild (even more as Nintendo also sold the accessory by itself), you might think other developers would take advantage of that hardware. They…would not. Outside of Japan, the N64 Transfer Pak only supports six games. You already know about Pokemon Stadium, so let’s break down the other five.  
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In Camelot’s Mario Golf, players could bring over their Game Boy Color campaign character to the N64 version to compete in tournaments and mini-games. Playing with your character in the N64 Mario Golf gains them experience that can then be transferred back to the GBC version (and your N64 scores could also be brought back over to display in your GBC game).
Camelot also made Mario Tennis, and it has a little more going on with the Transfer Pak. Similar to Mario Golf, you could bring over your GBC campaign character (and doubles partner) and play with them in the N64 game, but instead of being a temporary thing like in Golf, in Tennis, they’d be unlocked permanently. In addition, linking the games unlocked Yoshi, Wario, Waluigi and Bowser in the GBC game, as well as four mini-games featuring those characters. And if you completed those mini-games on the GBC, you could then link your games again to unlock four more tennis courts on the N64 version. I did all of this as a kid. Because Mario Tennis rules.
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Connecting the Mickey’s Speedway USA games would get you Huey as a playable racer on the N64 version and...well, that’s it. Do you even remember which of Donald Duck’s nephews is Huey? It’s the red one. 
So if you love this knockoff Mario Kart game (made by Rare) so much you’d buy both a $50 N64 game and a $30 GBC game, I mean, this is a thing you can do with them.
But Mickey’s Speedway USA wouldn’t be Rare’s only foray into the Transfer Pak. They’d also use it with Perfect Dark. Connecting the GBC Perfect Dark to the N64 version would net you four of the N64 game’s cheats: Hurricane Fists, Cloaking Device, R-Tracker (which makes it easier to find special weapon caches) and All Guns in Solo, which you’d otherwise only be able to unlock by beating the final mission on the hardest difficulty in under five minutes and thirty seconds…which you can only even attempt if you’ve already beaten every other stage on the hardest difficulty.
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That’s not all that was originally planned for Perfect Dark though. The N64 Perfect Dark was also supposed to connect to the Game Boy Camera, letting you take a picture of your face and map it onto multiplayer characters. Rare officially stated that technical problems were the reason the feature was ultimately cut, but it should also be noted that we were a little less than a year out from the Columbine High School shooting at the time, and video games were still a favored target for politicians looking to be tough on gun violence without…y’know…doing anything about the actual guns themselves. A similar type of feature would be used in the Japan-only Mario Artist: Talent Studio, allowing you to use transfer faces over to avatar characters and use them in animations. Those characters could then be further transferred into a Japan-only SimCity 64 where they could live in your virtual town. Sounds complicated, but awesome.
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The final game should be fairly obvious: Pokemon Stadium 2. While this version wasn’t bundled with the Transfer Pak like its predecessor, it did use the Transfer Pak to its fullest extent. Like the previous Stadium, it let you play with, arrange and trade your Pokemon from the Game Boy games, this time including Pokemon Gold, Silver and Crystal. But you could also trade items between cartridges, use Pokemon Stadium to unlock Mystery Gifts and redecorate your portable game’s room in 3D. Of course, like in Stadium, Stadium 2 also let you play your GB and GBC Pokemon games on TV with the built-in emulator. Hackers have gone on to open this feature up to work with a limited set of non-Pokemon games as well. It’s not as functional as Nintendo’s Wide-Boy 64, but since that thing was never officially released this hack is the closest thing to having a Super Game Boy on your N64.
And that’s pretty much it. Japan had 12 additional games that worked with the Transfer Pak, notably PD Ultraman Battle Collection 64 which was compatible with any Game Boy or Game Boy Color game as each game would unlock a random character (like in Monster Rancher or Skannerz or some games with Amiibo support). And notable for me since I’m such a fan of the series, Super Robot Wars 64 used the Transfer Pak in conjunction with the Game Boy Color’s Super Robot Taisen Link Battler to unlock additional mechs and pilots.
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So despite most people only using the N64 Transfer Pak with one or two Pokemon Stadium games, it was technically a commercial success, if not a long lasting one. However, it lives on as an example of Nintendo’s experimental nature, a relic both ahead of its time and also kind of a mess. From the failures of the Virtual Boy and the E-Reader, to the flash in the pans like the Transfer Pak, to the incredible successes of the Wii, DS and Switch, Nintendo tries things other companies don’t. And it’s why I love Nintendo to this day.
But seriously, someone come over and play Mario Tennis with me.
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entergamingxp · 4 years
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5 Dormant Franchises They Could Revive for Holiday 2020
July 30, 2020 10:00 AM EST
Nintendo have a very light Christmas line-up this year. We look at five dormant franchises they could revive to make holiday 2020 a success.
2020 has been a strange year for Nintendo. They’ve had some major success with Animal Crossing: New Horizons and we got the surprise announcement of a new Paper Mario game. Other than those two games though, there’s not been a huge range of first-party titles to get excited about.
They also seem to have forgone the usual format for Nintendo Directs. We have had a couple of “Nintendo Direct Mini’” presentations and a handful of franchise-specific directs, including Pokemon and Animal Crossing, but other than a few shadow dropped videos like Paper Mario, nothing. That’s left the second half of the year looking strangely bare for the company.
  Now we do have a New Pokemon Snap that was announced last month and the rumoured Super Mario 35th anniversary collection, but neither of those are confirmed yet to be dropping in 2020. That leaves the holiday season completely empty.
What Nintendo does have however is a plethora of franchises in their back catalogue that lay completely dormant. With that being said, I’ll take a look at five of these franchises that–should Nintendo choose to revive before the end of the year–would change their holiday landscape.
1) Pikmin
Now, don’t get me wrong: a new Pikmin is very likely coming, it’s just a case of “when.” Back in 2015, in an interview with Eurogamer, Shigeru Miyamoto confirmed that not only was a new Pikmin game coming, but that it was also close to completion. While in that specific instance the game likely turned out to be Hey! Pikmin on the 3DS, Miyamoto has since confirmed that a new Pikmin game is “progressing.”
Aside from the 3DS spinoff, the last mainline Pikmin game we got was Pikmin 3 for the Wii U back in 2013. While the franchise has never been one of Nintendo’s best-selling, it offers something wholly unique from the company. Real-time strategy, or strategy as a whole, is something Nintendo rarely tackle, and the Pikmin series is known for doing it incredibly well, in a very unique style, all while loaded with that typical Nintendo charm.
The problem with Pikmin 3, like a lot of other of Nintendo’s best games, is that it launched on the massively unsuccessful Wii U. This undoubtedly hurt its numbers, as estimates put worldwide sales of the game well below one million units and potentially raised questions in Camp Nintendo about the viability of the franchise.
The simple answer though is for Nintendo to do what they’ve done with many other games over the last few years; release a Pikmin 3 port to the Switch. It was rumoured only a couple of months ago and could easily solve a multitude of problems. It gets the game into the hands of those who didn’t have a Wii U, scratches that Pikmin itch for the big fans of the franchise, fills a hole in Nintendo’s holiday line up, and would allow Nintendo the opportunity to see just what the demand for a new Pikmin game is, which I’m willing to bet is pretty high.
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2) Advance Wars
Speaking of Nintendo’s limited foray into the strategy genre, a new Advance Wars title is near the top of many people’s list, including mine. The handheld franchise has been absent for 12 years now since Days of Ruin on the Nintendo DS, and it’s high time it makes a comeback.
Last year we were treated to Wargroove, Chucklefish’s spiritual successor to Advance Wars. The game played incredibly similarly and looked just like what you’d expect from an Advance Wars game, however it just wasn’t quite Advance Wars. The setting was slightly more fantastical when compared to the military theme of Advance Wars and it was thematically less dark. Now, this isn’t trying to detract from Wargroove–in fact, it did some things better–but Nintendo struck gold with their strategy franchise and it would be incredibly hard for anybody to replicate just how good it really was.
Advance Wars was designed for handheld and the Switch’s functionality makes it more suitable for a release now than on perhaps any of their other home consoles. There would no doubt be palpable hype around the announcement/release of a new Advance Wars title, and it’s a franchise that would be right at home on the console.
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3) F-Zero
Nintendo have a rich history of great racing games on their consoles. Mario Kart is the gold standard when it comes to kart racers, Diddy Kong Racing was fantastic, and Wave Race was another N64 classic. But a franchise that’s been absent since the GameCube and simply needs to come back is F-Zero.
Starting out on the SNES, F-Zero is known for being a high-octane, futuristic racing series that offers something different from a typical racing game. The races contain up to 30 different competitors (including yourself) and are played at a blistering pace. The neon-futuristic aesthetic is full of well-designed courses that are accompanied by some of the coolest music in Nintendo’s catalogue.
We’ve not had a brand new Nintendo racer since Mario Kart 8 on the Wii U, and while Mario Kart 8 Deluxe has performed incredibly well on the Switch, ultimately it’s a port of a now six-year-old game. Given the advancements in technology since the GameCube, the potential for online races (no matter how sketchy it might be given Nintendo’s infrastructure) and the offer of something completely different, it’s hard to imagine an F-Zero game that would be anything less than amazing.
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4) Star Fox
While the Star Fox series may not have been away as long as the rest of the games on this list, it’s certainly a series that would benefit from an overhaul and Switch release. The last Star Fox game, Star Fox Zero, was released back in 2016 towards the end of the Wii U’s life cycle, and it’s safe to say it was unsuccessful. The result of being released so close to the end of the Wii U’s catastrophic life was some extremely subpar sales numbers (with estimates putting it at less than 500k units sold) despite the game reviewing pretty well.
Star Fox arguably peaked back in 1997 with Star Fox 64, with its on-rails sci-fi shooter gameplay exciting fans. However, since then Nintendo has pivoted backwards and forwards on what they want the franchise to be. The N64 game was followed by Star Fox Adventures on the GameCube, which was a complete departure from what the series had tried so far by turning to Zelda-style gameplay. Star Fox: Assault followed Adventures, trying a combination of spacecraft and on-foot elements. After that we got Star Fox Command on DS which mixed in some turn-based strategy elements, and then 10 years later saw Star Fox Zero. Every iteration of the Star Fox franchise has adapted the gameplay in some way by trying to carve out a niche, without ever really setting the world on fire.
Alongside Pikmin, Star Fox is a franchise that Nintendo legend Shigeru Miyamoto has always been fond of, saying back in 2016 that he “always wanted Fox McCloud to be a bit more popular than he was.” So despite the failures of the series’ recent entries, there’s definitely hope for a reboot, and what better time to do it than when there’s little else coming out on the Switch to compete with.
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5) Nintendogs
While not a game for the “hardcore” audience out there – Nintendogs certainly shifted units. The game was released a few months after the original DS launched and was nothing short of a phenomenon. Across the lifecycle of the DS, the original Nintendogs fell only a few thousand units shy of selling 24 million. Despite only having two games (Nintendogs and Nintendogs + Cats) the series has outsold a string of other huge franchises including Metroid, Luigi’s Mansion, and Fire Emblem.
Like many of the games on this list, Nintendogs did something different; Nintendo spotted a gap in the “pet simulation” market and they took it. The simple gameplay loop of caring for a dog, feeding it, walking it, and generally just looking after it resonated with the masses, and the release of multiple different versions with different breeds helped further the game’s success.
Last year, developers Imagineer released Little Friends: Dogs & Cats as a spiritual successor to Nintendogs, however the game paled in comparison when contrasting the two. Several critics, including our own Cameron Hawkins, were quick to point out that “it is very limited on what you can do, especially for the game’s asking price.”
Like most of these dormant franchises, Nintendogs would benefit greatly from the advances in technology since we last saw it. A reboot of the franchise would be a great way for Nintendo to capitalize on the more casual market this holiday season, especially after the success of Animal Crossing: New Horizons earlier this year. While Animal Crossing certainly has more depth, the two games would likely have some overlapping appeal. Releasing a “New Nintendogs” would hit the nostalgic sweet spot for many, and would no doubt help sell both Switch hardware and software units.
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Honorable Mentions –
Kid Icarus – Kid Icarus Uprising is the only non-Smash Bros. title from Masahiro Sakurai since 2005, and it was a very solid game; it offered a compelling gameplay loop and came out to some very strong reviews. While not having the pulling power of the other names on this list, a new Kid Icarus would be very much welcome, especially with Pit being a much more familiar character to Nintendo fans now.
Golden Sun – The Camelot-developed/Nintendo-published Golden Sun series was a stellar range of handheld JRPGs that ended most recently with Golden Sun: Dark Dawn on the DS. Octopath Traveler has shown that there’s a demand for high-quality RPGs on the Nintendo Switch, and what better way to fill that demand than with a new entry in the beloved franchise.
Mario Sports titles – Mario Tennis Aces released on the Switch in 2018, but that’s the only Mario Sports game on the system so far. Mario has dipped his toes into golf, football and basketball in the past, and any of these games (especially a new Mario Golf) would make an impact on the Switch.
WarioWare – WarioWare Gold was another relative commercial failure in 2018 with many asking the question–with the Switch being so well established by that point–why release a WarioWare game on the 3DS? This Christmas would be a perfect time for Nintendo to right those wrongs and release a new entry in the party-game series on the Switch. Another Wario Land game wouldn’t go amiss, either.
Wave Race – Revered for its realistic water, Wave Race is a fantastic racing series set on, you guessed it, the waves. Like F-Zero, Wave Race offered something different in the racing genre and would be another popular pick to resurface this holiday season.
So while it’s looking quiet for Nintendo towards the back end of this year, there’s an undoubted amount of potential for something special. If they can drop a trailer for Paper Mario: The Origami King and have it release a month later, there’s hope for all of the franchises on this list that (hopefully) some of them are already in the works. Which one of these games would top your Christmas List this year? Let us know in the comments below.
July 30, 2020 10:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/07/5-dormant-franchises-they-could-revive-for-holiday-2020/?utm_source=rss&utm_medium=rss&utm_campaign=5-dormant-franchises-they-could-revive-for-holiday-2020
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sarahkhalilsa · 6 years
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Accident the barriers and also fly over bottomless chasms with Monster Trucks, 4 × 4 off-roaders, and 6 wheeled Behemoths! Slit around dunes, fee with canyons, drift across the mud as well as fly past your challengers to get to the goal. An awesome auto racing and also devastation video game where you upgrade your automobiles as well as tools, enabling you to take on even more tough core challengers. Not a lot. I'm not also mosting likely to even bother detailing these in sequential order since that is simple insanity! Really feel the rush by tackling an option of our mini video games, race through roadworks, evade rockets and also draw trailers. Mini Electric motor Racing plays like a preferred remote-controlled automobile showdown, integrated with modern technology to nitro-boost your engines. 2 Worlds uses wonderful customisation of your personality with body, face and skin (like the majority of contemporary RPGs). Exterior video games - Outdoor games are an excellent method to motivate team effort as well as get exercise at the very same time. How to Choose Video Games for Kids Internet internet browser computer game: These are generally uncomplicated, small games, as well as likewise a phenomenal means to rapidly eliminate some time; video games which can be taken pleasure in via your internet web browser. It additionally has fundamental video clip modifying devices and can transform videos you download and install right into different layouts. Despite the kind of house pc gaming platform you take place to have, you will find a lot of them that can keep you delighted. Smart and experienced challengers will not allow you obtain burnt out as well as will certainly keep your adrenaline degree high! Customers need to keep their thumb on the throttle pedal and also drift via 12 realistic tracks with high-performance racing cars. Full steam on and also enjoy. Take on different game settings consisting of fast races, complete rallies and also Champions and personalize your experience with different controls systems and views. Rally Racer Dirt introduces ideal reasonable and also spectacular controls for a rally video game. Rally Racer Dust is an among the most effective drift based rally game and not a traffic racer. So, its another best car racing games for android. If you live outside the nations mentioned, generally, you can only make money to test games at the real workplace of the developers. Players will certainly locate that Travis Strikes Once Again: No More Heroes will certainly occur 7 years after the occasions of No More Heroes 2 where Badman seeks to remove Travis for murdering his child, Poor Woman. No More Heroes was a cult standard on the Nintendo Wii. Played by greater than 19 million players worldwide! 2.2 million from over 14,000 backers-- in addition to support from Mark Jacobs, the designer of Dark Age of Camelot. Rally through 8 Nations, over 72 distinct stages each with various surface area kinds including snow, crushed rock, tarmac and also dirt. You will race on over 100 tracks in 30 supercharged cars and trucks and take your driving abilities to a new elevation. You will have to get behind the wheel of a sports car and also participate in prohibited racing right in the city roads. Any kind of category veteran will certainly inform you that good track design is a crucial part of any kind of high quality racing title. Compete the most authentic rally simulation on your mobile at an astounding 60fps. Console high quality racing on your mobile! Remarkable Quality audio results. 2015's Ori and the Blind Forest was a beacon of beauty as well as creative thinking, showing that Microsoft was a firm that might nurture smaller games with a more introspective emphasis. Get behind the wheel of legendary rally cars, the Subaru Impreza, Mitsubishi Lancer Advancement VI, Lancia Stratos and Colin McRae's Ford Emphasis. Strike the dust as the supreme off-road auto racing video game experience, Colin McRae Rally, pertains to Android for the very first time. Its a classic 8-but game on PC which is currently offered for Android gadgets. Drive quickly, look cool, personalize your cars and truck and delight in the most effective HD 3D graphics as you examine your engine's torque, bet Supercars or classic vehicles and also race in real-time PvP to top your driving competitors.
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nextnnet · 6 years
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De las canchas de baloncesto, pasando por los campos de golf e incluso por estadios de fútbol. El fontanero ha conseguido dominar durante más de treinta años de existencia cualquier deporte que se ponga por delante, aunque hay uno en especial en el que ha mostrado su mejor versión, sí, sin duda hablamos del tenis. Al fin y al cabo, es la disciplina donde Super Mario ha protagonizado más títulos, desde su debut en la estrepitosa Virtual Boy, hasta Nintendo Switch, que recibe a Mario Tennis Aces, una nueva entrega que promete renovar por completo las bases establecidas en la serie. Es por eso, que nosotros ya hemos saltado a la pista para intercambiar pelotazos con los personajes del universo de Super Mario ¿Aguantarán el peloteo?
    Un repertorio de movimientos sacado de un número uno
Si en algo se caracterizan las franquicias deportivas del fontanero, es en ofrecer una experiencia totalmente contraria a cualquier simulador deportivo, siendo títulos puramente arcades. En el caso de Mario Tennis Aces, esto no deja de ser así, aunque esta vez, se dan varios pasos al frente en lo jugable para ofrecer partidos mucho más profundos y variados. Para empezar, se eliminan los objetos vistos en sus predecesores, siendo una decisión más que acertada, ya que esto hace que cada jugada sea más frenética que la anterior y no se consigue cortar el ritmo del juego. Uno de los principales fallos de la entrega de Wii U fue precisamente el uso desproporcionado de los Mega Champiñones, rompiendo el equilibrio. En Aces es todo lo contrario, además de que cada personaje destaca por un tipo u otro. Los hay de tipo General, otros que destacan por su Velocidad, Potencia, Técnica, Defensa e incluso por su Picardía a la hora de golpear. Una variedad que permite al jugador tener un estilo diferenciado de juego, todos ellos sin caer en un desbalanceo evidente. Aunque bueno, solo Chomp Cadenas puede estar un poco por encima de los demás, pero sólo un poco…
En segundo lugar, nos encontramos con una gran cantidad de técnicas introducidas. Desde el uso de los golpes más clásicos y simples como son el caso del tiro liftados, planos y cortos, pasando hasta las habituales dejadas y los globos. Cada lanzamiento se puede utilizar con mayor o menor potencia, dependiendo de como se pulse el botón de tiro. Utilizar cada golpe al máximo se convierte en una prioridad para nuestro partido, ya que el golpeo de tiros más cargados incrementa el uso del elemento más diferenciador del partido: la energía.
    Dicha barra de energía es clave para alzarse con la victoria, y sobretodo, para realizar las nuevas técnicas introducidas en el título, que funcionan en el partido de forma tanto ofensiva como defensiva. Comenzamos con los tiros teledirigidos, que se tratan de golpes donde se puede apuntar libremente con el uso de los Joy-Con o giroscopio, enviando la pelota a cualquier punto de la pista. La ejecución de dicho movimiento se realiza cuando aparezca la clásica marca con forma de estrella en nuestro campo, si el rival no consigue devolver el movimiento de forma adecuada, conseguiremos desgastar la raqueta. Junto a al golpe teledirigido se encuentra el tiro especial, un devastador movimiento que es capaz de golpear la bola sin importar la posición en la que se encuentre. Este lanzamiento especial se puede frenar si tenemos buenos reflejos y medidas para contrarrestarlo, pero en caso contrarío, si no se detiene acaba destrozando por completo nuestra raqueta. A medida que se dispute el partido, si todas nuestras raquetas acaban hechas añicos, estamos descalificados, sin importar el tramo de partido en el que estemos.
Junto a estas técnicas ofensivas, se suman otras que destacan en la parte defensiva, como es el caso de la velocidad etérea, movimiento capaz de ralentizar el tiempo, permitiendo llegar a aquellas bolas que se encuentran fuera de nuestro alcance, o en cambio, contrarrestar los potentes tiros teledirigidos u especiales. Por otro lado, en nuestro repertorio se encuentra el tiro maestro, un movimiento con el que se puede llegar a bolas lejanas y despedirlas contra nuestro rival con un curioso efecto
Todos estos trucos consumen energía, siendo un acierto total del título. Hay diferentes maneras de afrontar un partido, dependiendo del planteamiento del rival, de tu nivel de energía disponible… Hay un componente táctico, estratégico, que conlleva a pensar cada jugada. Puedes inclinarte en defender un tercio del encuentro, o en cambio, pasar a un modo más ofensivo. Hay un equilibrio entre todos los movimientos, cada uno se puede frenar sin díficultad, incluso los movimientos especiales. En todo esto reside el gran trabajo de Camelot, en darle un soplo de aire fresco a la franquicia, sin caer en unas mécanicas jugables que conviertan al juego en un party game. Mario Tennis Aces premia a la habilidad del jugador, y aquel tenista que mejor se desenvuelve en la pista, gana.
    Wario, Walugi y la raqueta del infinito
Posiblemente uno de los puntos más fuertes de Mario Tennis Aces sea la inclusión de un Modo Aventura. Tras su desaparición en los últimos años, concretamente en tiempos de Game Boy Advance, esta nueva entrega apuesta por dicho contenido para un jugador, y lo hace con una historia que por lo menos se presenta curioso en sus primeros compases. El dúo por excelencia del Reino Champiñón; Wario y Waluigi, se ve influenciado por una nueva amenaza, un ente maligno sellado en una raqueta, capaz de doblegar a cualquier persona con su inmeso poder. Para detener dicho peligro, Mario emprende una misión: recuperar los cinco cristales repartidos por la isla y encontrar a su desaparecido hermano Luigi.
De forma tan simple y directa, pasamos a la acción en un modo aventura en el que se apuesta por diferentes retos, que se deben de superar para avanzar en el mapa. Dichos desafíos están presentes en cinco localizaciones distintas, con su propia ambientación y rivales. Aquí es cuando nos encontramos con pequeños altibajos del modo, ambas pruebas siempre presentan las misma fórmula, repitiendo el planteamiento a medida que avancemos. Cada prueba solo se diferencia de la anterior por el incremento de dificultad, la ambientación y el rival a batir.
Por el contrario, los enfrentamientos contra los jefes finales de cada zona, sí nos han parecido dignos de mención, ya que son fases bastante interesantes y divertidas.
Participar en cada fase supone ganar experiencia, útil para que Mario suba de nivel conforme se supere cada zona. Además si se supera un reto específico en cada localización, obtenemos una raqueta basada en el lugar en cuestión. Cada nueva raqueta se puede asignar al fontanero, mejorando a la anterior. Este sistema de progresión, realmente no es un hándicap de peso para superar los desafíos establecidos. No hay pruebas complicadas que necesiten tener un nivel o raqueta en cuestión, es por eso que pensamos que este modo está algo desaprovechado, pudiendo haber explotado estás ideas algo más.
Realmente la aventura se presenta como un tutorial de unas cinco horas para presentar todos los conceptos del juego. Funcionando como un partido de calentamiento para el Grand Slam de los torneos, el Modo Libre, que nos permite jugar contra la CPU o con nuestros amigos de forma local y online. De esta forma, se convierte en uno de los grandes atractivos de Mario Tennis Aces.
Junto al modo aventura, Mario Tennis Aces ofrece un Modo Torneo con tres copas a conquistar: Champiñón, Flor y Estrella. La primera ofrece un nivel de dificultad sencillo, la segunda alcanza un nivel intermedio, llegando a la última competición, que alcanza más nivel. Cabe destacar, que cada torneo cuenta con diferentes reglas en torno a los puntos y sets necesarios para la victoria. Por el contrario, el número de torneos se hace escaso, en una sola tarde se pueden superar los tres torneos sin mucha dificultad, la Copa Flor no nos ha puesto en muchos aprietos, es por eso que echamos de menos una competición que realmente ofrezca un nivel de dificultad para expertos y nos haga sufrir por cada set disputado.
Además de los torneos, se incluye un modo Realista, que permite disfrutar de partidos  utilizando el control por movimiento del Joy-Con, al más puro estilo Wii. Los partidos de Modo Realista obviamente cuentan con otro tipo de reglas, dejando atrás la profundidad jugabilidad y dando variedad de contenido, ideal para todos los públicos.
El salto a las pistas de tenis en la consola híbrida supone que cada partido se encuentre más vivo y detallado, con diferentes pistas, cada una de ellas con su propia ambientación y llena de detalles.
Mario Tennis Aces – El mayor ace de la franquicia
Camelot lo ha conseguido. La nueva entrega de la serie Mario Tennis llega a la consola híbrida renovando por completo la franquicia, y de la mejor manera posible. Nos encontramos con un título que jugablemente, aguanta de forma sobrada el peloteo inicial. Las nuevas técnicas funcionan, hay un equilibrio y se premia al jugador. A pesar de que el modo Aventura nos ha parecido algo desaprovechado, siendo un calentamiento interesante, el contenido de un jugador supera con creces a su predecesor. Todo esto sin contar con un modo multijugador tanto local como online, que puede ser uno de los máximos exponentes de la consola.
Super Mario gana el set, juego e incluso el partido con Mario Tennis Aces, que se convierte en la mejor entrega deportiva en mucho, mucho tiempo.
                                                             Hemos podido realizar este análisis gracias a una copia digital de Mario Tennis Aces proporcionada por Nintendo España.
Análisis – Mario Tennis Aces (Nintendo Switch) – Revolución tenística en el Reino Champiñón De las canchas de baloncesto, pasando por los campos de golf e incluso por estadios de fútbol.
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symbianosgames · 8 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
entergamingxp · 5 years
Text
9 Games Developers Should Launch Porting Projects For On Kickstarter
February 14, 2020 1:00 PM EST
With Wonderful 101 Remastered succeeding on Kickstarter, could we see other studios following it? Here are 9 games that could benefit.
While it launched just over a week ago, it took less than 24 hours for Platinum Games’ Wonderful 101 Remastered Kickstarter campaign to hit the 1.5 million mark. Needless to say, it’s been a success on the crowdfunding platform and for fans that have been waiting for this cult classic action game to return.
If I was a betting man, I would put my money on more developers following in Platinum’s shoes by going to Kickstarter to fund prospective port projects of smaller games with a devoted fanbase. Here is a list of some games that I’d like to see get a similar treatment.
Shining Force 
Camelot has a number of strong contenders that I would love to see get the port/remaster treatment. While the Golden Sun series is near and dear to my heart, I think the series that has a better fit in the Kickstarter space would be Shining Force. At the time, this series was SEGA’s answer to Fire Emblem–which is their take on the tactical grid-based fantasy RPG–and the series has had a lot of representation on various SEGA collections over the years.
Much like Trials of Mana though, we’ve been missing a game. North America and Europe only ever got the first scenario out of three of Shining Force 3. We’ve never had an official ending to the original Shining Force series, and it’s a shame. A nice remastered port collection of Shining Force 1-3, with the inclusion of the missing chapters, would be a dream come true. If Camelot were to launch a Kickstarter to fund this endeavor, I have zero doubt that it would be funded that day.
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Xenosaga 
It wasn’t that long ago that Katsuhiro Harada revealed that an HD remaster of the Xenosaga Trilogy was under consideration. Deemed that it wouldn’t be profitable, Bandai Namco decided not to pursue work on the project, much to the sadness of fans. If the marketing analysis says that it wouldn’t be profitable, taking a remastered version of the series to Kickstarter would be the perfect solution. Let fans of the series upfront some of the cost, and speak with their wallets that we need Shion, KOS-MOS, and crew in HD.
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Eternal Sonata
Developed by Tri-Crescendo, this game places you in the fevered dreams of Frederic Chopin as he lays on his deathbed. Filled with riffs and musical puns-a-plenty, this action RPG on the Xbox 360 and PlayStation 3 is bright and vibrant; a stark contrast to the dark and macabre predicament you find Chopin in. Tri-Crescendo isn’t the largest studio and with the shaking reception of their previous Star Ocean title, taking to Kickstarter to fund a remastered port of Sonata would be perfect. It’s a fantastic title and would look beautiful on Switch or PS4/Xbox One.
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Shadow Hearts
This gothic turn-based RPG was an intriguing addition to the PlayStation 2 library. As sequels to the Koudelka series on PS1, the first two games were published in North America by the now-shuttered Midway with the final game, Shadow Hearts: Into the New World, by XSEED. Combat incorporated a spinning wheel that, depending on where you stopped on the wheel, would decide if you hit, missed, or landed a critical. A criminally underrated series with yet another passionate following, releasing a remastered port or collection would be a lovely breath of fresh air in the growing RPG space. XSEED, get on that Kickstarter and start this project, please!
youtube
Viewtiful Joe
If Platinum can get the rights back from Capcom for Hideki Kamiya’s first Sentai-esque title, Viewtiful Joe, the results would prove equally as successful. The fast-paced beat-em-up gameplay of the first two Viewtiful games are two of my favorite titles on my GameCube. The cel-shaded art made the various cinema genre-themed levels really pop and stand out. As a long time Power Rangers/Super Sentai fan, Viewtiful Joe‘s spandex-clad hero theme spoke to me. Sharing a lot of similarities with the world of Wonderful 101 makes this an easy pick.
youtube
Alpha Protocol
As Obsidian Entertainment’s buggy-yet-brilliant spy RPG, this darling would be perfect for the Kickstarter port treatment. Obsidian has mentioned previously that they would like to get back into the spy game before, but it hasn’t worked out. While the bugs and some gameplay quirks held Alpha Protocol back in the eyes of mainstream players, this game has a passionate following; myself included.
I know that with being owned by Microsoft now, they may have additional resources that could make a remastered port more feasible. But to take the risk, perhaps MS would need more assurance to green-light the project, which would make Kickstarter a perfect option: capital and clear display of the desire for the project, straight from the fans.
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Demon’s Souls
Putting aside the constant speculation that Demon’s Souls may be getting remade/remastered anyway, let’s assume for the sake of argument that it isn’t. This little game, which at the time the industry thought couldn’t succeed with its extreme difficulty, would go on to start a brand new genre of games, with Dark Souls, Bloodborne, Sekiro, and more following in its footsteps. It’s a tragedy that this first title hasn’t gotten a similar remaster treatment that its predecessors have. If FromSoftware wanted to hedge its bets on publishing costs, the Kickstarter route could be a good way to go.
youtube
3D Dot Game Heroes
3D Dot Game Heroes is a fantastic game that has long since faded into obscurity. This not-Zelda title from FromSoftware and Silicon Studio put you in the shoes of the legendary hero’s ancestor, on a quest to reclaim magic items to banish the big bad. The world map, dungeons, and its structure were basically a re-imagining of the original Zelda on NES. What made it really unique was the fact that you could create your own blocky avatar to explore the world, using the game’s character creator.
The unique visuals along with a tried-and-true gameplay formula make 3D Dot Game Heroes a game that would do fantastic on modern platforms, especially the Switch. As a smaller, more obscure title published overseas by Atlus, the only way I could see this getting a remastered port is with the Kickstarter approach, and allowing players to show the developers that the interest is there to revive it.
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White Knight Chronicles
To put it simply, White Knight Chronicles is Xenoblade Chronicles X in a high fantasy setting, which came out five years before X did. Giant sprawling world: check. MMO-like combat where positioning matters a lot with your special moves: check. Custom character creation and tons of weapons and skills: check too. Giant magical robot knights, you can pilot: yep! There is already a demand for a Switch port of XCX, and I imagine that Level 5 could find success with an enhanced port and remaster of this series, leading hopefully to a full-on revival.
youtube
Are we witnessing a brand new age of crowd-funded ports of old gems? I wouldn’t be against it. Nowadays, vocal fans constantly tweet at and ask the developers to port and remaster old games. There are worse ideas than tying such a project to a Kickstarter: let the fans speak with their wallets and help it get funded. Doing so would not only secure additional funding, but also make for a stronger pitch to executives. If it doesn’t meet the Kickstarter goal, it’s no loss (or at least not a significant one) on the company’s bottom line. Regardless if others follow suit, I’m excited that one of my favorite Wii U games is finally coming back. I just hope it means that we might get even more of them if it succeeds.
February 14, 2020 1:00 PM EST
from EnterGamingXP https://entergamingxp.com/2020/02/9-games-developers-should-launch-porting-projects-for-on-kickstarter/?utm_source=rss&utm_medium=rss&utm_campaign=9-games-developers-should-launch-porting-projects-for-on-kickstarter
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symbianosgames · 8 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
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