| Blog | Comments |
|---|---|
| Joystiq | 75 Comments |
| Joystiq Playstation | 5 Comments |
Recent Comments:
Nintendo officially announces Wii price drop to $199 in US {Joystiq}
Sep 23rd 2009 10:31PM Um.. second volley? Was the first supposed to be that Natal announcement??
Platinum Games not developing PS3 version of Bayonetta {Joystiq}
Sep 21st 2009 11:27AM AUS_JD, maybe you should pay more attention before replying... any idiot knows there is a much larger 360 install base than PS3 and what I was saying isn't contradicting that.. but certain games appeal to certain people more and when choosing which platform to cater to you should look to see if your audience is there.
Look at DMC4, which is obviously the closest comparison to Bayonetta, it's lifetime sales are higher on PS3 than 360 despite a much larger gap in install base at launch than we have now. Now look at series that forgot where their fanbase was.. how about Tenchu? Last two consol entries into that series were a flop... of course neiether of those game appeared on PlayStation.. the platform that fostered the series in the first place. Look at the first HD Katamari.. 360 only... and a flop.
If they want Bayonetta to be a success they need to cater more to the PlayStation crowd.. if that isn't a fact to you.. well then you haven't been paying attention to this industry long enough.
Platinum Games not developing PS3 version of Bayonetta {Joystiq}
Sep 21st 2009 11:22AM AUS_JD, maybe you should pay more attention before replying... any idiot knows there is a much larger 360 install base than PS3 and what I was saying isn't contradicting that.. but certain games appeal to certain people more and when choosing which platform to cater to you should look to see if your audience is there.
Look at DMC4, which is obviously the closest comparison to Bayonetta, it's lifetime sales are higher on PS3 than 360 despite a much larger gap in install base at launch than we have now. Now look at series that forgot where their fanbase was.. how about Tenchu? Last two consol entries into that series were a flop... of course neiether of those game appeared on PlayStation.. the platform that fostered the series in the first place. Look at the first HD Katamari.. 360 only... and a flop.
If they want Bayonetta to be a success they need to cater more to the PlayStation crowd.. if that isn't a fact to you.. well then you haven't been paying attention to this industry long enough.
Platinum Games not developing PS3 version of Bayonetta {Joystiq}
Sep 20th 2009 4:13PM Their loss if it sucks.. the potential for that game to sell well lies largely in it's PS3 fanbase.. if word gets out that the PS3 version sucks they'll have to rely on the suckers and much smaller 360 fanbase to make up the sales.
Future reference Platinum.. helps to cater to your largest fanbase when trying to make a buck in today's industry.
Users report Firmware 3.0 causing Uncharted freezes {Joystiq}
Sep 2nd 2009 3:05PM Hate to break it to you buddy but those are the classic symptoms of your blue ray laser diode having one foot in the grave. Hope you have warranty.. otherwise your looking at a costly repair. :(
Marvel not doing 'crappy' movie games anymore, says exec {Joystiq}
Aug 19th 2009 12:10PM Oh don't try and paint me as so shallow. Maybe you don't have the perspective I have but my overall gripe is with the lack of professional quality and outright deceptive marketing handled by the developers themselves. I already know RAVEN has the ability to produce much better which makes it all the more dissapointing that they would treat this game the they had. Clearly some love was lavished on the game at some level.. the hands on guys in the team really did the best they could with what they had but any professional who looks at Wolverine as an example of work in this industry can tell you exactly what it is... and we see hundreds of them every year. Same breed of animal as "imagine ballet star."
Marvel not doing 'crappy' movie games anymore, says exec {Joystiq}
Aug 19th 2009 11:35AM There were about 5 bad guys the entire game..and most of them had nothing to do with the movie or the comics. They were reskinned, they were different models with the same animations.. really no variety which is a typical sign of rushed development.
The AI was piss poor. Enemies always followed the pattern of "attack #1....pause...attack #2...pause...repeat." Pathfinding was broken and enemies got stuck all over.
Boss fights were very repetitive and tiring. Defeating a Rock Golem or Windigo on the hardest difficulty meant dodging and jumping on his back to button mash like 50 or more times. Deadpool fight was super broken.
The fighting/combo system was workable but that is about it.. no depth, huge open window for counters, no variety in counters or kill animations.. combo tree offered little in the way of choice.
Environmental interaction was terrible.. much of the world was clipped with invisible walls. Wolverine couldn't even jump over a hand rail or desk.
Listen, it goes on. Don't get me wrong.. I liked everything there was to like about the game.. and I loved it's potential.. but it was marred with basically every hallmark of a rushed, "cookie-cutter" licensed game despite all their claims otherwise. You people and your egos.. you get won over by some simple kill animations and a leaping mechanic and you think the game MUST be of good quality to justify yourself getting any enjoyment out of it. Face it.. it was crap... you liked crap. And that is okay.. but just admit it.
Marvel not doing 'crappy' movie games anymore, says exec {Joystiq}
Aug 19th 2009 11:03AM why are people still pretending Wolverine wasn't a total piece of crap??
That game was as bad as it gets.. seriously a little gore and everyone ignore the massive flaws?
QuakeCon 2009: You'll be angry if you miss this Rage trailer {Joystiq}
Aug 14th 2009 2:05AM BioBorderFalloutShockLand
Not in the box(ers): Fight Night 4 DLC, updates announced {Joystiq}
Aug 12th 2009 10:03PM well just off the top of my head I can think of a few ideas. Shorten the window for button presses in relation to the animation frames.. this causes the player to be more focused on timing. Add a slight delay to the recoil of a missed punch.. this penalty encourages picking your shots.. also work on a replenishable stamina system separate and more sever than the overall stamina system that is already in effect, this one just for throwing combos.. the more you throw in a short period of time the slower and weaker they get.. and eve more so for misses.
I'm sure if I had some time I could refine those ideas into workable math that could be put into the game system.. as I'm sure I could think of a few more ideas as well.









