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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 12:55 
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Disagree with Cras. Match speed I used all the time. Wingman controls were essential. The various power management and shield config tools were vital. And I used the separate control over pitch, roll and yaw (I had a fancy joystick) all the time too.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 12:57 
SupaMod
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I too had a fancy joystick (a Cyborg I think?) but only used it once or twice.

It looked cool on my desk though.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 12:59 
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I reckon you could cut the game down to fit on Xbox controls and still preserve most of what made it fun. Birds of Steel shows that even a fairly sophisticated and detailed combat flight sim can be accomplished on consoles, it really can't on an iPad, though.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:05 
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Doctor Glyndwr wrote:
Disagree with Cras. Match speed I used all the time. Wingman controls were essential. The various power management and shield config tools were vital. And I used the separate control over pitch, roll and yaw (I had a fancy joystick) all the time too.


Nerd. SHOOT THE FUCKER. Wingmen are for pussies.

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Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:24 
SupaMod
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Est. 1978

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Cras wrote:
Doctor Glyndwr wrote:
Disagree with Cras. Match speed I used all the time. Wingman controls were essential. The various power management and shield config tools were vital. And I used the separate control over pitch, roll and yaw (I had a fancy joystick) all the time too.


Nerd. SHOOT THE FUCKER. Wingmen are for pussies.

Did you complete it, Cras?

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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:29 
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Commander-in-Cheese

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X-Wing/TIE-Fighter yes, XvTIE no.

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GoddessJasmine wrote:
Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:39 
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markg wrote:
I guess for the same reason that racing games (amongst nearly all others) are so deeply unsatisfactory when played on a touch screen. To be honest I am yet to actually enjoy *any* kind of action-oriented game on an iPad and given that those are the sorts of games I like I tend to think they are just shitty things to play games on.

I have dozens of supposedly great games installed on mine and I have yet to play anything for more than a few minutes.

Super Hexagon is awesome.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:40 
8-Bit Champion
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Two heads are better than one

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lasermink wrote:
Super Hexagon is awesome.


It is , although I prefer the computer version so you have buttons (even just keyboard)


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 13:59 
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Bad Girl

Joined: 20th Apr, 2008
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zaphod79 wrote:
lasermink wrote:
Super Hexagon is awesome.


It is , although I prefer the computer version so you have buttons (even just keyboard)


Poof. Too hard for your delicate thumb pads, aye? Aye?


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 14:00 
SupaMod
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Cras wrote:
X-Wing/TIE-Fighter yes, XvTIE no.

Did you complete those, Doc?

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I wish Craster had left some girls for the rest of us.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 14:13 
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Bad Girl

Joined: 20th Apr, 2008
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Saturnalian wrote:
zaphod79 wrote:
lasermink wrote:
Super Hexagon is awesome.


It is , although I prefer the computer version so you have buttons (even just keyboard)


Poof. Too hard for your delicate thumb pads, aye? Aye?


FYI Zaphod, I'm not accepting your game centre request until I receive a written undertaking that your Super Hexagon score is worse than mine.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 14:25 
8-Bit Champion
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Saturnalian wrote:
FYI Zaphod, I'm not accepting your game centre request until I receive a written undertaking that your Super Hexagon score is worse than mine.


It probably is :-)

I think my best on standard is about 46 seconds


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 15:07 
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Grim... wrote:
Cras wrote:
X-Wing/TIE-Fighter yes, XvTIE no.

Did you complete those, Doc?

Yup. And Alliance too. And the two X-Wing expansions (B-wing and the other one).

Wingmen are awesome. Delegation is awesome. Cras is more of a line grunt and just not the management type, clearly.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 15:09 
SupaMod
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Commander-in-Cheese

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I just didn't need no help dealing with no pansy ass [Rebel Alliance|Empire], is all.

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GoddessJasmine wrote:
Drunk, pulled Craster's pork, waiting for brdyime story,reading nuts. Xz


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 15:21 
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Skillmeister

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Futumch. Wingpersons are essential in the tedious escort missions.

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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 15:47 
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Dimrill wrote:
Futumch.


Quote:
Whats a Futumch ?


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Thu Apr 04, 2013 17:06 
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zaphod79 wrote:
Saturnalian wrote:
FYI Zaphod, I'm not accepting your game centre request until I receive a written undertaking that your Super Hexagon score is worse than mine.


It probably is :-)

I think my best on standard is about 46 seconds

73.13! (On a Nexus 4)
48.59 on Harder.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Fri Apr 05, 2013 16:22 
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Skillmeister

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Location: Felelagedge Wedgebarge, The River Tib
Lucasarts employee David Fox on how Star Wars killed the company.

Quote:
..in 2007, for the 25th anniversary of LucasArts, 11 of us came back to LucasArts for a day and gave a presentation in front of the entire company. We wanted to let them know what the roots of the company were, why it was created, what our culture was back then.

It was pretty disconcerting realizing that most of those in the audience hadn’t been alive when the games group was born. The sense I had (and this seems to be backed up by stories I’ve heard) is that while there was still enormous talent, enthusiasm, and passion within the company, that it was often blocked by the direction of management, and forced to focus on rehashing the Star Wars licence rather than trying something risky.

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 Post subject: Re: General Games Industry News and shizz
PostPosted: Mon Apr 29, 2013 15:17 
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Game Dev Tycoon's pirated version force the in-game company to fail due to piracy issues. Just... awesome.

Quote:
The game costs just $7.99 (£5.15) to buy - money which will go straight back to the game's creators.

But after a day on sale, 3104 of the 3318 copies being played were pirated.


PC gaming scum, eh?

Quote:
"I can't progress furher... HELP!" one user wrote. "Guys I reached some point where if I make a decent game with score 9-10 it gets pirated and I can't make any profit.

"It says blah blah our game got pirated stuff like that. Is there some way to avoid that? I mean can I research a DRM or something?"


Oh! The irony!

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 Post subject: Re: General Games Industry News and shizz
PostPosted: Mon Apr 29, 2013 16:15 
Filthy Junkie Bitch

Joined: 17th Dec, 2008
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Isn't the game itself a blatant rip off of Game Dev Story? If so, that story is humancentipedeesque.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Mon Apr 29, 2013 16:17 
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Chinny chin chin

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ApplePieOfDestiny wrote:
Isn't the game itself a blatant rip off of Software Star


FTFY

Image


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Mon Apr 29, 2013 16:40 
SupaMod
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Nah, it's a rip-off of Just Imagine, which was a rip-off of Software Star.

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Grim... wrote:
I wish Craster had left some girls for the rest of us.


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 Post subject: Re: General Games Industry News and shizz
PostPosted: Fri Dec 06, 2013 12:52 
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zaphod79 wrote:
" WipEout: The rise and fall of Sony Studio Liverpool

The history. The legacy. The end. "

http://www.eurogamer.net/articles/2013- ... -liverpool


Or possibly not the end

http://www.eurogamer.net/articles/2013- ... firesprite


Quote:
From the ashes of WipEout dev Studio Liverpool rises Firesprite
Made visuals for The PlayRoom - and it would love to make a new WipEout.

Sadly there was no WipEout game at the launch of PlayStation 4 - but some of the spirit of the cult sci-fi racer made it in there.

Firesprite is a new studio made up of 20 ex-Sony Studio Liverpool staff - and it built the visuals for pre-loaded PS4 launch title The PlayRoom.

Managing director Graeme Ankers, previously the studio director of Sony Liverpool, told Eurogamer the deal to work on The PlayRoom alongside Sony Japan Studio came about because of the team's close ties with the company - and of course its previous work on PlayStation.

"We looked at all the things we'd done in the past," he said. "Some of the team have worked on games even going back before Studio Liverpool to Psygnosis: Shadow of the Beast, Lemmings and then into Rollcage, Colony Wars and all the games that represented the historic slice of the north-west development scene.

"When we looked back at all that we looked at all the platform launches we'd done - PSone, PS2, PSP, PS3 and Vita, it was in our DNA to come up with those kind of experiences and do stuff for platform launches.

"We had previous relationships with Sony, and when we set up we put a call out to people saying, 'we're here', Nicolas Doucet (director of The PlayRoom at Japan Studio) came over and saw what we'd done with our great-looking titles in the past.

"We used that as the basis to go forward. We kicked around some ideas on what we would do and the vision for it, and it just went from there. It was an organic process, but unique in terms of forming part of a wider team with Japan and working with them really closely through the development."

Firesprite developed the visual side of The PlayRoom, working on the artistic vision, menu design, the AR Bots and star of the show Asobi.

"I remember overhearing a conversation at E3 when somebody said there's almost a bit of a look of some of the WipEout menus," Ankers said. "We're really proud of the vision of it."

Now work on The PlayRoom has wrapped up, Firesprite has started on new projects, - although it won't announce them just yet.

"We've been working very hard on creating a new game engine and tool chain," Ankers said. "Really trying to put the emphasis on getting that creative power in the best hands: the artists, the designers.

"We're also looking at how we can do things on multiple platforms. Consoles are really in our DNA. It's something we've always pushed. Our past was always about making things that show off new platforms at launches. What we're looking to do in the future is just keep doing that and make the most out of the hardware and the new power that's available to us. Console will be a big part of it."

The obvious question is whether Firesprite would be willing to work on a new WipEout game - if Sony knocked on the door.

"I'm sure you can probably guess what the answer from me and team is!" Ankers said. "But it's more of a question for the Sony guys and Shuhei [Yoshida, Sony Worldwide Studios boss] rather than me! It holds a special place. It's one of those things - a game part of what happened and shaped the north-west development scene."

Firesprite isn't the only developer to form from the ashes of Sony Liverpool. Sawfly Studios formed earlier this year when Studio Liverpool's principle designers Mike Humphrey and Karl Jones joined forces with lead programmer Andrew Jones, and veteran artist Jon Eggelton.

Eurogamer's feature WipEout: The Rise and Fall of Sony Studio Liverpool, looked at the legacy of one of the UK's most-loved developers.


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