The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
Please vote in the Forum Structure Poll. Polling will close at 2PM EST on January 21, 2025.
You're forgetting the most important aspect of the Cboat verification. Evilore knows who it is, personally. Which means information that he/she leaks is true at the time of posting. It's perfectly reasonable, for example, for a new Prince of Persia to have been pulled at the last minute.
Or for Mirror's Edge 2 to have been moved to EAs conference at the last minute too. Which is of course missing the entire point of that prediction which is that Mirror's Edge 2 existed in the first place, which is no small gamble.
NeoGAF have no special features inherent to their forum. All they have to stay afloat is insider information. It is a clearinghouse for industry news. You know the old adage, GAF>Internet>GAF. That matters, and part of why it matters is because rumors and speculation are shut down with ferocity, and lies or misinformation get you permabanned.
The fact that the Cboat thread wasn't locked and the account wasn't banned should tell you a lot about the murky background to the whole thing. Some of their predictions were wrong, sure, but others were incredibly specific and completely accurate. So that should tell you it is someone on the inside.
And since some of them were wrong, apparently being on the inside doesn't mean you know everything.
And you're forgetting that it wasn't just Cboat saying it this time.
Hell, common sense alone implies that the Microsoft family lending thing wasn't the super happy magic fun land version. Add onto that Microsoft's practices as of late, the other article, and Cboat, well...
...if you still think the lending program was your magical idealized version, then I've got a bridge to sell you.
And since some of them were wrong, apparently being on the inside doesn't mean you know everything.
It could mean you know everything as of that specific moment. Plans change quite often. Just because something they say doesn't pan out doesn't mean it was something they didn't know.
Or more importantly, it doesn't mean they were just making shit up the whole time, just slipping in BS for fun to rile people up. That's the alternative, right? When people try to discredit an insider, that's generally what they're trying to say about them. They just want attention.
And since some of them were wrong, apparently being on the inside doesn't mean you know everything.
It could mean you know everything as of that specific moment. Plans change quite often. Just because something they say doesn't pan out doesn't mean it was something they didn't know.
Or more importantly, it doesn't mean they were just making shit up the whole time, just slipping in BS for fun to rile people up. That's the alternative, right? When people try to discredit an insider, that's generally what they're trying to say about them. They just want attention.
Exactly. They've been right enough for us to give them the benefit of the doubt.
When a company releases a new product, it's not unusual for them to drop the price on the previous generation of said product. Unfortunately for those looking for discount PS3s, that's not going to happen when the PS4 launches.
Speaking to GamesIndustry.biz, Sony UK Managing Director Fergal Gara said the PS3 isn't likely to get a price cut following the launch of the PS4. Gara says the company has no plans to drop the price on the PS3 just yet, adding that the costs associated with the PlayStation 3 have been tough to get down.
"There's no plans as yet," Gara is quoted as sayhing. "The PlayStation 3 is a system where it hasn't been particularly easy to get the costs down."
Sony famously lost money on the PS3 when it first launched back in 2006, despite the fact that the console was priced at $499. The company actually lost money on every PS3 sold for years. Things finally turned around in 2010 (and the PS3, thankfully, doesn't cost so much), but Sony has already said it doesn't plan on history repeating itself with the PS4. In May, Sony CFO Masaru Kato said the company was not planning a 'major loss' for the PS4. Kato elaborated that the development of the PS3 required a lot of investments in R&D. The fact that the PS4 incorporates existing technology means less of an in-house investment this time around.
The PS4 will launch in time for the holiday shopping season and will be priced at $399.
I wonder if Sony wants to drop Cell as badly as MS wanted to drop their Intel chip. If MS drops prices by a bit, I think the 360 will dominate the holiday sales.
(Please do not gift. My game bank is already full.)
0
syndalisGetting ClassyOn the WallRegistered User, Loves Apple Products, Transition Teamregular
edited June 2013
That's disappointing.
I was planning on getting a ps3 and an XBO this holiday season. Hopefully the price of used PS3s drops a bit with a glut of them entering the market.
syndalis on
SW-4158-3990-6116
Let's play Mario Kart or something...
Sony may not want to drop the price, but I won't be surprised to see a few retailers do what they have to in hopes of freeing up shelf space for the two new consoles.
Of course they won't drop the price now, the last thing they need and want is people getting ps3's instead of ps4's.
They need to build up that user base ASAP.
If they're going to drop the price, they're not going to even hint at it beforehand, so I wouldn't believe that for a second. Same thing goes with denials of Vita or Wii U price drops.
If they're going to drop the price, they're not going to even hint at it beforehand, so I wouldn't believe that for a second. Same thing goes with denials of Vita or Wii U price drops.
Makes me think of 3DS's Ambassador program which had plenty of advance notice and saw lots of people gaming the system by buying at the reduced price a few days early and still getting all the games.
Man, that's a lot of bet-hedging. And a lot of nervousness about the new machines...
I don't know... I think it's rather a reaction to the change of the industry - or rather, bet-hedging is to be expected (and not even negative, is it?). Developers and publishers open up as many revenue streams as possible, which is why almost every announced exclusive came with a mysterious modifier that suggested "for now". Mass Effect and Bioshock were big exclusives and I, for one, didn't think they'd come to the Playstation. Final Fantasy came to the Xbox. Maybe they even saw that HD remakes and such sold successfully and concluded that releasing most of the titles even for this generation, and hoping people'd end up buying two copies down the line, would be more valuable than the consoles sold for exclusivity's sake. I really don't believe in exclusivity anymore, either because I can wait until the exclusivity expires, or I'm perfectly willing to miss out on one blockbuster - who hasn't gotten a significant gaming backlog already anyway?
I don't think it's nervousness about the new machines. But I'm nervous about the games in general, because nothing at E3 really blew me away (the best being Transistor, or potentially Project Spark), and everything that had potential (Mirror's Edge 2, The Order 1886) is likely to be at a very early stage of development. Proper exclusives that could draw me (Quantum Break) failed to give me any concrete information.
Well it's square enix, there won't be enough combined PS4 and Xbox One systems on the planet to meet their sales predictions for another two years so naturally it has to come to the current ones as well.
It's true the industry has become vastly more risk-averse than during the PS3/360 launches, but it's hard not to connect the dots between all the ports and the nervous comments about the PS4/Xbone from various execs.
Meanwhile, Far Cry is now joining the ranks of the exploited/diddled/molested.
Ubisoft has a lot of faith in the Far Cry franchise going forward. Speaking to IGN at E3, Ubisoft senior vice president of sales and marketing Tony Key explained that the series has become a “huge brand” that Ubisoft will continue to build upon.
“We knew it would be good, but it was even better than we were expecting,” Key told IGN regarding Far Cry 3. “From a sales perspective, too, it was a really big success for us. The brand now has achieved a fan base, a following, that I think will be really excited when we finally show them another one.”
Key noted that Far Cry has come a long way since Ubisoft took over the franchise and that the publisher was thrilled with the reception.
“Far Cry 2 was a really good game, but it was very early in the process of us as a company learning about open worlds. There were some challenges around that,” Key said. “It was critically acclaimed, but it ultimately didn’t connect with as many people as we would have hoped. Far Cry 3 was able to build on that and create something really cool. It was a great experience. It was very polished. We consider that a huge brand for us at this point. You’ll see more Far Cry games, besides Blood Dragon, in the future. We’re really excited about what happened there. It exceeded our expectations. We knew it would be good, but it was even better than we were expecting.”
Back in May, Ubisoft said Far Cry 3 “confirmed our strong comeback in the major segment of shooter games.” Far Cry 3 topped sales charts in the U.S. following launch, and Ubisoft previously confirmed that more than 4.5 million copies have been shipped to stores.
Given the graphical performance of some recent AAA games, I'm guessing that stuttering frame rates and lots of pop-in are going to be the subtle clues that let consumers know they need to upgrade their consoles.
This is going to be a really interesting console generation transition. If the games don't migrate, the consumers won't. If the consumers won't migrate you keep having to port to the last gen to avoid losing money...so the consumers don't migrate.
There's a potential here for a nasty little feedback loop if the big publishers are really as risk averse as they seem.
Thief's been in development since before Square Enix even bought Eidos, so they're going to need as big an audience as they can get. People love to throw the blame on FFXIV and Versus/XV, while hyping up Square Enix Europe/Eidos but they really don't seem to be well run at all. Too many teams (3 Eidos Montreal teams, 2 Crystal Dynamics teams and 2 IO Interactive teams) that have all taken 4-6 years to get games out the door.
The sequences is brimming with scripted events; first-person cutscenes in which something collapsed in front of Garrett and then he makes a jump to safety in slow motion. At one point the camera cuts to third-person as Garrett climbs away from explosions along the side of a building. An explosion throws him free, he loses his grip and falls – when a quick-time event prompt appears to perform an “aerial save”, which sees Garrett throw is grappling hook at a grate, which finds purchase at the last second, so he can continue climbing. These are the “extreme situations; memorable scripted sequences with altered controls, camera and/or gameplay rules” that cropped up some time ago on a Thief developer’s now-edited CV.
...
Case in point (no pun intended): rope arrows. Previously, Garrett’s rope arrow stuck to any wooden surface, after which a climbable rope would unfurl from its point of impact. Here, rope arrows only attach to specifically marked anchor points that have been placed by level designers – anchor points that seemed to exist when the only way forward was through the use of a rope arrow.
“It’s a question of production choice,” Roy explains. “If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done.”
What Roy is referring to is the amount of environmental geometry that can be rendered in the player’s field of view at once. Modern console games use very complex, tricky methods to block and obscure enough of the geometry that the frames-per-second target can be maintained. If the player is suddenly able to travel beyond the extent of those implemented blocks – if they are able to elevate themselves and observe a far greater portion of the environment than Eidos Montreal anticipated – the game would suffer frame drop.
But this is something that worked fifteen years ago. Technology has advanced in the name of stunning visuals, which only translate to environmental density rather than scale – let alone the player’s freedom to explore that scale. Thief: Deadly Shadows even experienced this, bisecting its levels with load zones to fit within the previous console generation’s memory limitations. Exactly what Roy is referring to when he says the ability to shoot rope arrows anywhere would result in cuts to the narrative is unclear, but we’d hazard a guess that he’s referring to this environmental density, or the memory required for scripted sequences like the burning bridge which Eidos Montreal believes is some kind of storytelling. To reference Deadly Shadows again – Ion Storm couldn’t get rope arrows working in the engine, much to the disappointment of fans. But the climbing gloves created in place of them still allowed Garrett to scale any stone surface.
“Here, we control the cost of production,” Roy continues. “It’s not just money, it’s also all the effort. If you can check everywhere, and the artist has to block everything, at the end we have an amazing sandbox and… that’s it. By controlling a little bit where we put the ingredients, it makes sure that we have a lot of variation, it’s not too repetitive, and if it’s well done it should be transparent for you.”
I'm REALLY hoping this is just a sign the developer sucks and this isn't an overall indication of where this next gen is headed.
Why the crap did I ever make my original name "cloudeagle?"
You're forgetting the most important aspect of the Cboat verification. Evilore knows who it is, personally. Which means information that he/she leaks is true at the time of posting. It's perfectly reasonable, for example, for a new Prince of Persia to have been pulled at the last minute.
Or for Mirror's Edge 2 to have been moved to EAs conference at the last minute too. Which is of course missing the entire point of that prediction which is that Mirror's Edge 2 existed in the first place, which is no small gamble.
According to the Giant Bomb guys, Mirror's Edge 2 has been on and off EA's plate several times in the years since Mirror's Edge 1. It was apparently one of those "Worst Kept Secrets."
In a memo given to GameStop stores this morning, Sony has given the go ahead to take an unlimited amount of preorders for the PlayStation 4.
Here is the information GameStop stores received today.
1. PS4 Reservation New Information
Starting now, through this weekend and until further notice, Sony has allowed us to take unlimited preorders beyond your current allotments. In other-words, the flood gates are open for PS4 system reserves, we will let you know when to stop preordering based on limited quantities.
A source gave us this information and has been verified with a second source. We've been told that many GameStop locations weren't close to fulfilling their PS4 preorders due to a high allocation count. One store was cited to have initially 24 PS4's allocated for preorders, which then increased to 138 systems throughout the week. Currently that location has 66 preorders for the PS4. In contrast with the Xbox One, there's 12 preoders with an allocation of 18.
I wonder if anybody is willing to switch based on unavailability given the fairly close equivalency of the platforms.
It's true the industry has become vastly more risk-averse than during the PS3/360 launches, but it's hard not to connect the dots between all the ports and the nervous comments about the PS4/Xbone from various execs.
Meanwhile, Far Cry is now joining the ranks of the exploited/diddled/molested.
Ubisoft has a lot of faith in the Far Cry franchise going forward. Speaking to IGN at E3, Ubisoft senior vice president of sales and marketing Tony Key explained that the series has become a “huge brand” that Ubisoft will continue to build upon.
“We knew it would be good, but it was even better than we were expecting,” Key told IGN regarding Far Cry 3. “From a sales perspective, too, it was a really big success for us. The brand now has achieved a fan base, a following, that I think will be really excited when we finally show them another one.”
Key noted that Far Cry has come a long way since Ubisoft took over the franchise and that the publisher was thrilled with the reception.
“Far Cry 2 was a really good game, but it was very early in the process of us as a company learning about open worlds. There were some challenges around that,” Key said. “It was critically acclaimed, but it ultimately didn’t connect with as many people as we would have hoped. Far Cry 3 was able to build on that and create something really cool. It was a great experience. It was very polished. We consider that a huge brand for us at this point. You’ll see more Far Cry games, besides Blood Dragon, in the future. We’re really excited about what happened there. It exceeded our expectations. We knew it would be good, but it was even better than we were expecting.”
Back in May, Ubisoft said Far Cry 3 “confirmed our strong comeback in the major segment of shooter games.” Far Cry 3 topped sales charts in the U.S. following launch, and Ubisoft previously confirmed that more than 4.5 million copies have been shipped to stores.
This is going to be a really interesting console generation transition. If the games don't migrate, the consumers won't. If the consumers won't migrate you keep having to port to the last gen to avoid losing money...so the consumers don't migrate.
There's a potential here for a nasty little feedback loop if the big publishers are really as risk averse as they seem.
Well at some point, it stopped making sense to make tie in games for every movie. You can count on several hundred thousand copies based on the movie's hype and advertising budget and that was enough. Now that budgets have ballooned, several hundred thousand copies is known as a flop so why bother.
We might be reaching the point where budgets have ballooned to the point that it just doesn't make sense to launch consoles anymore.
(Please do not gift. My game bank is already full.)
+1
KazooGet in the van.I have candy.Registered Userregular
The sequences is brimming with scripted events; first-person cutscenes in which something collapsed in front of Garrett and then he makes a jump to safety in slow motion. At one point the camera cuts to third-person as Garrett climbs away from explosions along the side of a building. An explosion throws him free, he loses his grip and falls – when a quick-time event prompt appears to perform an “aerial save”, which sees Garrett throw is grappling hook at a grate, which finds purchase at the last second, so he can continue climbing. These are the “extreme situations; memorable scripted sequences with altered controls, camera and/or gameplay rules” that cropped up some time ago on a Thief developer’s now-edited CV.
...
Case in point (no pun intended): rope arrows. Previously, Garrett’s rope arrow stuck to any wooden surface, after which a climbable rope would unfurl from its point of impact. Here, rope arrows only attach to specifically marked anchor points that have been placed by level designers – anchor points that seemed to exist when the only way forward was through the use of a rope arrow.
“It’s a question of production choice,” Roy explains. “If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done.”
What Roy is referring to is the amount of environmental geometry that can be rendered in the player’s field of view at once. Modern console games use very complex, tricky methods to block and obscure enough of the geometry that the frames-per-second target can be maintained. If the player is suddenly able to travel beyond the extent of those implemented blocks – if they are able to elevate themselves and observe a far greater portion of the environment than Eidos Montreal anticipated – the game would suffer frame drop.
But this is something that worked fifteen years ago. Technology has advanced in the name of stunning visuals, which only translate to environmental density rather than scale – let alone the player’s freedom to explore that scale. Thief: Deadly Shadows even experienced this, bisecting its levels with load zones to fit within the previous console generation’s memory limitations. Exactly what Roy is referring to when he says the ability to shoot rope arrows anywhere would result in cuts to the narrative is unclear, but we’d hazard a guess that he’s referring to this environmental density, or the memory required for scripted sequences like the burning bridge which Eidos Montreal believes is some kind of storytelling. To reference Deadly Shadows again – Ion Storm couldn’t get rope arrows working in the engine, much to the disappointment of fans. But the climbing gloves created in place of them still allowed Garrett to scale any stone surface.
“Here, we control the cost of production,” Roy continues. “It’s not just money, it’s also all the effort. If you can check everywhere, and the artist has to block everything, at the end we have an amazing sandbox and… that’s it. By controlling a little bit where we put the ingredients, it makes sure that we have a lot of variation, it’s not too repetitive, and if it’s well done it should be transparent for you.”
I'm REALLY hoping this is just a sign the developer sucks and this isn't an overall indication of where this next gen is headed.
I would guess that's because it's coming to PS360. Which means it's not a true next gen game, you just get more shinies if you buy it for PS4/X1/PC.
I'm REALLY hoping this is just a sign the developer sucks and this isn't an overall indication of where this next gen is headed.
Those guys made Deus Ex: Human Revolution, though, right? Although they might, of course, split their assets between multiple projects.
What strikes me is that Deus Ex was a rather meditative game, and hit a lot of sensibilities that would translate well to Thief. The way Stephane Roy talks about Thief is like a robot who has been given just the right inputs. Narrative through gameplay. Player variety without sacrificing any audience. Freedom, yet sufficient restriction. Choice. Control. So from that I would infer a game that is using the Bioshock template, and the way other games have extrapolated upon it, and building their game on it. Yeah, that might be the next gen. That might be why we desperately need indies, because these types of games will get old soon. There's so much power in gameplay, that somehow, game designers today don't even seem to care about (I know that publishers have a good deal to do with it, too).
But I'm not invested in Thief, anyway. During that E3 trailer I thought what awful writing. During a trailer, where expectations are already at their lowest. It was really awkward and generic.
The sequences is brimming with scripted events; first-person cutscenes in which something collapsed in front of Garrett and then he makes a jump to safety in slow motion. At one point the camera cuts to third-person as Garrett climbs away from explosions along the side of a building. An explosion throws him free, he loses his grip and falls – when a quick-time event prompt appears to perform an “aerial save”, which sees Garrett throw is grappling hook at a grate, which finds purchase at the last second, so he can continue climbing. These are the “extreme situations; memorable scripted sequences with altered controls, camera and/or gameplay rules” that cropped up some time ago on a Thief developer’s now-edited CV.
...
Case in point (no pun intended): rope arrows. Previously, Garrett’s rope arrow stuck to any wooden surface, after which a climbable rope would unfurl from its point of impact. Here, rope arrows only attach to specifically marked anchor points that have been placed by level designers – anchor points that seemed to exist when the only way forward was through the use of a rope arrow.
“It’s a question of production choice,” Roy explains. “If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done.”
What Roy is referring to is the amount of environmental geometry that can be rendered in the player’s field of view at once. Modern console games use very complex, tricky methods to block and obscure enough of the geometry that the frames-per-second target can be maintained. If the player is suddenly able to travel beyond the extent of those implemented blocks – if they are able to elevate themselves and observe a far greater portion of the environment than Eidos Montreal anticipated – the game would suffer frame drop.
But this is something that worked fifteen years ago. Technology has advanced in the name of stunning visuals, which only translate to environmental density rather than scale – let alone the player’s freedom to explore that scale. Thief: Deadly Shadows even experienced this, bisecting its levels with load zones to fit within the previous console generation’s memory limitations. Exactly what Roy is referring to when he says the ability to shoot rope arrows anywhere would result in cuts to the narrative is unclear, but we’d hazard a guess that he’s referring to this environmental density, or the memory required for scripted sequences like the burning bridge which Eidos Montreal believes is some kind of storytelling. To reference Deadly Shadows again – Ion Storm couldn’t get rope arrows working in the engine, much to the disappointment of fans. But the climbing gloves created in place of them still allowed Garrett to scale any stone surface.
“Here, we control the cost of production,” Roy continues. “It’s not just money, it’s also all the effort. If you can check everywhere, and the artist has to block everything, at the end we have an amazing sandbox and… that’s it. By controlling a little bit where we put the ingredients, it makes sure that we have a lot of variation, it’s not too repetitive, and if it’s well done it should be transparent for you.”
I'm REALLY hoping this is just a sign the developer sucks and this isn't an overall indication of where this next gen is headed.
I would guess that's because it's coming to PS360. Which means it's not a true next gen game, you just get more shinies if you buy it for PS4/X1/PC.
Sigh.....
Welcome to the next two+ years.
I have no idea how Sony plans to make that many PS4s this quickly though, TSMC has had yield issues on all their 28nm parts for ages, and nvidia and amd are already lined up around the block to produce product there, and now apple is jumping into the queue.
When a company releases a new product, it's not unusual for them to drop the price on the previous generation of said product. Unfortunately for those looking for discount PS3s, that's not going to happen when the PS4 launches.
Speaking to GamesIndustry.biz, Sony UK Managing Director Fergal Gara said the PS3 isn't likely to get a price cut following the launch of the PS4. Gara says the company has no plans to drop the price on the PS3 just yet, adding that the costs associated with the PlayStation 3 have been tough to get down.
"There's no plans as yet," Gara is quoted as sayhing. "The PlayStation 3 is a system where it hasn't been particularly easy to get the costs down."
Sony famously lost money on the PS3 when it first launched back in 2006, despite the fact that the console was priced at $499. The company actually lost money on every PS3 sold for years. Things finally turned around in 2010 (and the PS3, thankfully, doesn't cost so much), but Sony has already said it doesn't plan on history repeating itself with the PS4. In May, Sony CFO Masaru Kato said the company was not planning a 'major loss' for the PS4. Kato elaborated that the development of the PS3 required a lot of investments in R&D. The fact that the PS4 incorporates existing technology means less of an in-house investment this time around.
The PS4 will launch in time for the holiday shopping season and will be priced at $399.
Man, that's a lot of bet-hedging. And a lot of nervousness about the new machines...
I don't know... I think it's rather a reaction to the change of the industry - or rather, bet-hedging is to be expected (and not even negative, is it?). Developers and publishers open up as many revenue streams as possible, which is why almost every announced exclusive came with a mysterious modifier that suggested "for now". Mass Effect and Bioshock were big exclusives and I, for one, didn't think they'd come to the Playstation. Final Fantasy came to the Xbox. Maybe they even saw that HD remakes and such sold successfully and concluded that releasing most of the titles even for this generation, and hoping people'd end up buying two copies down the line, would be more valuable than the consoles sold for exclusivity's sake. I really don't believe in exclusivity anymore, either because I can wait until the exclusivity expires, or I'm perfectly willing to miss out on one blockbuster - who hasn't gotten a significant gaming backlog already anyway?
I don't think it's nervousness about the new machines. But I'm nervous about the games in general, because nothing at E3 really blew me away (the best being Transistor, or potentially Project Spark), and everything that had potential (Mirror's Edge 2, The Order 1886) is likely to be at a very early stage of development. Proper exclusives that could draw me (Quantum Break) failed to give me any concrete information.
tl;dr: Releases for everyone!
It seemed like for a long time nobody knew we would get announcements on next gen. For publishers who were used to a new console every 5 years that was probably more than a little frustrating.
So many of the games being put on current and next gen, like Thief, started as current gen games. Makes sense to release on 360/PS3 instead of throwing work away.
+1
syndalisGetting ClassyOn the WallRegistered User, Loves Apple Products, Transition Teamregular
Posts
And you're forgetting that it wasn't just Cboat saying it this time.
Hell, common sense alone implies that the Microsoft family lending thing wasn't the super happy magic fun land version. Add onto that Microsoft's practices as of late, the other article, and Cboat, well...
...if you still think the lending program was your magical idealized version, then I've got a bridge to sell you.
No, but if they've been wrong sometimes in the past, you have to assume they will be wrong sometimes in the future. Or the present.
It could mean you know everything as of that specific moment. Plans change quite often. Just because something they say doesn't pan out doesn't mean it was something they didn't know.
Or more importantly, it doesn't mean they were just making shit up the whole time, just slipping in BS for fun to rile people up. That's the alternative, right? When people try to discredit an insider, that's generally what they're trying to say about them. They just want attention.
Exactly. They've been right enough for us to give them the benefit of the doubt.
(Please do not gift. My game bank is already full.)
I was planning on getting a ps3 and an XBO this holiday season. Hopefully the price of used PS3s drops a bit with a glut of them entering the market.
Let's play Mario Kart or something...
Why should a glut of used PS3 be entering market? The PS4 lacks backwards compatibility after all.
Because Backwards compatibility isn't a huge deal for a large segment of the population.
People will be selling their 360s and PS3s to get money for the next one.
Let's play Mario Kart or something...
They need to build up that user base ASAP.
Makes me think of 3DS's Ambassador program which had plenty of advance notice and saw lots of people gaming the system by buying at the reduced price a few days early and still getting all the games.
http://www.ign.com/articles/2013/06/20/thief-announced-for-xbox-360-and-ps3
I mention this because the game was the highest-profile of the very few non-console-exclusive games shown at E3 that wasn't already cross-gen.
Man, that's a lot of bet-hedging. And a lot of nervousness about the new machines...
I don't think it's nervousness about the new machines. But I'm nervous about the games in general, because nothing at E3 really blew me away (the best being Transistor, or potentially Project Spark), and everything that had potential (Mirror's Edge 2, The Order 1886) is likely to be at a very early stage of development. Proper exclusives that could draw me (Quantum Break) failed to give me any concrete information.
tl;dr: Releases for everyone!
Meanwhile, Far Cry is now joining the ranks of the exploited/diddled/molested.
http://www.ign.com/articles/2013/06/20/ubisoft-more-far-cry-games-are-coming
(Please do not gift. My game bank is already full.)
That does not sound promising...
There's a potential here for a nasty little feedback loop if the big publishers are really as risk averse as they seem.
I'm REALLY hoping this is just a sign the developer sucks and this isn't an overall indication of where this next gen is headed.
According to the Giant Bomb guys, Mirror's Edge 2 has been on and off EA's plate several times in the years since Mirror's Edge 1. It was apparently one of those "Worst Kept Secrets."
The next gen is two extremes: visually dense hallways with everything QTE, or completely open world regardless of genre.
If they can keep them as unique and varied as Blood Dragon, then they're already way ahead of Assassin's Creed.
You forgot something: everything will have light RPG elements sprinkled over it regardless of genre.
Currently playing: GW2 and TSW
Well at some point, it stopped making sense to make tie in games for every movie. You can count on several hundred thousand copies based on the movie's hype and advertising budget and that was enough. Now that budgets have ballooned, several hundred thousand copies is known as a flop so why bother.
We might be reaching the point where budgets have ballooned to the point that it just doesn't make sense to launch consoles anymore.
(Please do not gift. My game bank is already full.)
I would guess that's because it's coming to PS360. Which means it's not a true next gen game, you just get more shinies if you buy it for PS4/X1/PC.
Sigh.....
What strikes me is that Deus Ex was a rather meditative game, and hit a lot of sensibilities that would translate well to Thief. The way Stephane Roy talks about Thief is like a robot who has been given just the right inputs. Narrative through gameplay. Player variety without sacrificing any audience. Freedom, yet sufficient restriction. Choice. Control. So from that I would infer a game that is using the Bioshock template, and the way other games have extrapolated upon it, and building their game on it. Yeah, that might be the next gen. That might be why we desperately need indies, because these types of games will get old soon. There's so much power in gameplay, that somehow, game designers today don't even seem to care about (I know that publishers have a good deal to do with it, too).
But I'm not invested in Thief, anyway. During that E3 trailer I thought what awful writing. During a trailer, where expectations are already at their lowest. It was really awkward and generic.
Still not spouting the doom of all gaming.
Welcome to the next two+ years.
I have no idea how Sony plans to make that many PS4s this quickly though, TSMC has had yield issues on all their 28nm parts for ages, and nvidia and amd are already lined up around the block to produce product there, and now apple is jumping into the queue.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
People are going to be reluctant to pay for a bunch of DLC that they already bought a few years ago.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
You can buy a PS3 new for £139.99
It seemed like for a long time nobody knew we would get announcements on next gen. For publishers who were used to a new console every 5 years that was probably more than a little frustrating.
So many of the games being put on current and next gen, like Thief, started as current gen games. Makes sense to release on 360/PS3 instead of throwing work away.
Rhythm games with novel mechanics may come back, but plastic guitars and drums are probably consigned to the sands of time.
They had a pretty good run, though - two console generations for accessory-driven games is pretty damn remarkable.
Let's play Mario Kart or something...
It wasn't really two though...I mean Guitar Hero popped up on the PS2 in what...2005? That was the tail-end of the sixth generation there.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop