Jeremy Brayton
Member since: Jul 17th, 2006
Jeremy Brayton's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Joystiq Playstation | 3 Comments |
| Joystiq Xbox | 14 Comments |


Fanswag: Fanboys Fight for The Darkness
Jun 25th 2007 7:07PM (Joystiq Xbox)Square Enix CEO calls PS3 and Xbox 360 "over-engineered"
Jun 13th 2007 2:26PM (Joystiq Playstation)Personally, I'd rather see them devote current-gen artists and designers but use more next-gen engine/AI/physics considering the same developers don't generally have to spend twice as much work to produce a high-res texture. The problem with this is people will whine about the PS2 look and no one would buy it, which would keep the developer at their current revenue. All it would take is ANY company producing one really good game to give them the revenue necessary to make a really kick-ass next-gen title. The problem is, we're asking them to do so without expanding their infrastructure and to be honest I have no doubt that's why many games are taking so long to complete.
Lastly the PS3 even with the Edge toolkit doesn't quite have something as open as XNA, so none of us without a devkit really know how difficult it is to create games. We assume the Wii is easier because of it's hardware limitation but that's most likely not true either. Because no one expects next-gen graphics with the Wii, it allows developers to focus more on the engine and less on the assets (which some say are more in cost). The nature of the PS3 and 360 demand next-gen or no one will buy those games and when you think about the install base, it makes more sense to go with the leader at this point. There's A LOT of money to lose out of the gate but I think once SE gets a title like FFXIII under their belt, they'll START changing their tune.
They're still pretty much on the money for any start-up dev shops out there. You don't have an XNA to guage how difficult it'd be to create just a simple game, so forking out that much money to "figure it out" isn't exactly smart business sense. Now if Sony were to release an XNA alternative in addition to pumping out more games, start-ups would actually be able to choose a platform without spending too much money up front figuring it all out. They could prototype their game in the framework and if it pans out, buy a devkit and produce it officially provided it doesn't take an entire rewrite to use the devkit versus the "free alternative".
Nomura remains vague on Kingdom Hearts 3
Apr 4th 2007 1:07PM (Joystiq Playstation)Mass Effect collector's edition sighted
Mar 14th 2007 1:45PM (Joystiq Xbox)Revolutionary Fable 2 feature is a dog
Mar 9th 2007 1:53PM (Joystiq Xbox)If Fable 2 can pull that level of emotional attachment off (entirely possible to go beyond that given Peter's vision) then it'll be awesome. I'm not a dog lover myself but it's not really about the species of the animal so much as it is about the deep emotional connection to the companion. I hope you can do interesting things to protect and/or hurt your companion. Kick it, slap it around like in Black and White, or completely destroy it and have it follow you as a ghost. Inversely I'd want to be able to protect it, carry it when wounded (as others mentioned), or if deeply emotionally attached I'd pull a Fable 1 and sacrifice NPCs to bring it back from the dead dark magic style. I'd even turn a 100% moral character into the most vile being in the Fable 2 universe to bring it back, given the right conditions. There were things I simply didn't do in Fable 1 because I didn't want a hint of being evil. Kotor and Kotor 2 followed the same formula. That would introduce choices that I normally don't make in those types of games, which is most likely a portion of Peter's intent.
Live Top Ten: the rise of Crackdown
Jan 29th 2007 2:13PM (Joystiq Xbox)I've been playing the demo ever since 7am the day it came out. I've been taking breaks but I find myself playing it at least once per day. Live co-op is nice in it's current state but you can see where things will fit in. You'll be able to invite friends, your stats will be clearly visible from the Join screen, it looks like you'll be able to just drop into any game. I assume you "live" in the host's sandbox when this happens so any bosses you've beaten will also show up.
As far as the playing time goes in the demo it's 30 minutes after a stat reaches level 2 or 30 minutes after you've been playing for 30 minutes (max time: 1 hour). I generally don't touch a boss until the 30 minute mark because I can beat the minions down to quickly gain stats up to level 4. I can see where this could get old quickly but there's always some obscure hidden orb I discover every play through.
My favorite moments are at strength level 4. Kick cars across the street or onto minions. Kick a minion into a wall, hear the resulting crunch and see the blood splatter on the wall around their head. Kick a minion (or the woman boss) off a roof, jump with him and spray bullets on the way down or throw a charge grenade and detonate it before they hit the ground.
I've gotten explosives up to lvl 2, driving to lvl 2, and firing to lvl 2. Your agent car morphs each level. I'm assuming the higher levels gives you the car with guns. I'm not quite sure if having firing or explosives at lvl 4 will give you the rocket launcher. Otherwise it would be missing from the demo which would really suck. Has anyone gotten explosives or firing to level 4 to confirm it isn't available?
MS wants simultaneous Vista & 360 releases
Jan 24th 2007 5:40PM (Joystiq Xbox)Personally I welcome the mouse and keyboard. There are some games it will be better for but having the opportunity to prove you can own people just as bad on a joystick? Bring it on.
Crackdown: more fun than a bag of grenades
Jan 23rd 2007 3:08PM (Joystiq Xbox)I loathe the time limit personally. It's solely based on the fact that you are boxed in and can only play a section of an island. Time complete access to all levels, not a sandbox that may or may not even be as big as the Saint's Row one. At least in SR there was a glitch that made things interesting. I guess I'll just have to be content with playing this over and over until the game hits in a month. It was originally planned to release October of last year and I was well interested then. Now the wait is torture :/.
Frontlines brings 64 person multiplayer [update 1]
Jan 19th 2007 1:25PM (Joystiq Xbox)Rumor: XBLA size limit upped to 250MB
Jan 19th 2007 1:20PM (Joystiq Xbox)Original memory card size: 64mb
Original XBLA size limit: 50mb
Difference: 14mb
New memory card size: 256mb
New XBLA size limit: 250mb
Difference: 6mb
You're given 14mb of the original card for your profile, saves, etc. With the new limits you're only given 6? Did they determine 14 was too much or something?
Personally I don't think there should be a size limit for Live games, though there should be pressure to keep it as slim as possible. From what I hear, MS is very good about helping developers trim things down a bit but I have no first hand knowledge. I'd like to eventually make a XBLA game but 50mb would have made a crappy game because I'm such a newb. At least with 250mb I can focus more on the core mechanics and add more value to the game itself instead of worrying about compressing textures, music, and other artifacts.