Soyons honnête, cette semaine, il ne va rien se passer (à priori). Du coup, peu de nouvelles à prévoir. J'en profite pour rappeller que la PSP n'a pas connu que des ports vite-fait-mal-fait, dieu merci. Aujourd'hui, j'attend avec impatience Patapon ^_^
As much as I love games, I’ve never quite been able to swallow that they belong on the same shelf as the rest of it. It’s not that games have to be brilliant or serious; not all pop culture is “smart.” It’s not that games don’t already tell stories; most of the XBox 360 games I’ve played are full of stories.
I usually skip them. And it’s not that games can’t, to use the old benchmark, make you cry. Games make us cry all the time. The Library section of Halo makes me cry. Slamming my knee into a table makes me cry, too. Shouldn’t we aim a little higher?
Cartoonist Chris Ware once cracked that to most people, comic book stores are one step above porno shops. In fact, comic stores are still a step above your local GameStop, because most of them have a section for people like Chris Ware – or say, Alan Moore.
But obviously, not all games play to the lowest common denominator. Portal, for example, is my game of the year with a bullet – because it never took short cuts, never got lazy, never winked or made excuses. It was subversive, hilarious, and horrifying. Even BioShock fell apart at the end, but Portal was always a step ahead of me, and that’s why I loved it.
it’s time we raise the bar. If games are going to grow as a genre, some of them have to step up and function as pop culture. We can still have the Tetris’s and the Madden’s and Mario’s, but we need a few games that play to our wits and savvy, and know they’re in on the joke.
Because it’s not enough to treat games as a sport, a business, an academic pursuit, or a great way to pass time and kill people. Someday, they’re going to have to be cool.
La Wiimote n'en finit pas d'inspirer et d'inviter à l'innovation, comme cette exemple de casque de réalité virtuel maison ^_^
Johnny Chung Lee rules... :)
Et voilà, noël est déjà là, ça sent le roussi pour 2007 ^_^
Bon, j'avoue, je suis pas vraiment dans l'esprit de Noël. Une question d'éducation sans doute :-) Mais bon, je souhaite de joyeuses fêtes à ceux d'entre vous qui en profiterons :-)
It seems GamingToday was right on the money about Activision’s true motivations behind the problems with releasing a patch to allow Guitar Hero III guitar controllers to be used with Rock Band.
“Unfortunately for Rock Band users, Harmonix has been unwilling to discuss an agreement that will allow us to provide that option in a manner that maintains the high standards people have come to expect from Activision,” company spokesperson Maryanne Lataif told The Boston Globe.“We believe we should be compensated for the use of our technology,” she said.
Harmonix, which claims to have already created a patch to allow controller compatibility, says that it only wants what’s best for gamers.
“We are really and truly not looking at this from the financial standpoint,” said company spokeswoman Spencer Saltonstall. “We are looking at this from the consumer standpoint.”
She adds that there are 7,000 Chinese workers assembling guitar controllers for Rock Band at this moment and consumers can expect them to be on shelves next month.
Ironically the Xbox 360 version of the game which is compatible with the Guitar Hero III controller has only sold 68,000 copies. The PS3 version of Rock Band has sold over 247,000 copies.
“I think they’re all sods,” PS3 RockBand owner Tom Bramwell told GamesIndustry.biz sister site Eurogamer.net.
“The irony is that I only bought the Guitar Hero III PS3 controller so I could use it with Rock Band instead of the Fender Stratocaster bundled with the Harmonix game itself. In other words, I extended my custom with Activision in order to do a thing it is now prohibiting out of a desire to prevent itself losing my custom.”
Aaaah, ce bon vieux Duke, ce roi de la finesse et de la répartie intelligente... ^_^
The pitch process can be a harrowing, grueling ordeal or a perfunctory rubber stamp session, and there's no hard rule of thumb for determining which it will be for any given game...
"Katamari Damacy was turned down once, the first time," creator Keita Takahashi told GameSpot. "That's the only game I've ever pitched that was turned down. I think the idea was rejected because it's hard to propose something brand new; as a concept or a game or whatever, that's always going to be difficult. For Katamari especially, it looks so different from everything about a 'normal' title, so I think that was one of the key reasons."
Will Wright actually teamed up twice with Broderbund to publish his seminal metropolitan management title SimCity. However, in its original incarnation as a Commodore 64 title, Wright couldn't get the publisher interested in SimCity's innovative open-ended structure amid a market stuffed with shoot-'em-ups.
According to Wright, "They kept saying, 'Where's the ending? When do you win or lose?' And they wanted to have an election where you got kicked out of office or not. And I was like, 'No, it's even more fun if you're doing it badly.' And they just parked it. They decided they weren't going to release it."
Ron Gilbert says his reputation means he can get a meeting with just about anybody, but it stops helping--and can even hurt his chances--once the pitch starts. At least, that's the experience he's had in pitching his latest project to roughly 15 different publishers over the last three-and-a-half years.
"One of the problems I've definitely had pitching stuff is that my name is so firmly associated with adventure games," Gilbert said. "You would mention the words 'adventure game' in a meeting and the meeting was over at that point. They just had no interest in anything that was adventure gaming at all. So even though a big chunk of the game is adventure game-like, I never said those words. I had to spend the first 15 or 20 minutes explaining that I'm not making an adventure game, and that was the beginning of every single meeting it seemed like."
Adding an option that is sure to never be used by grandma, Valve's Steam service now offers gift purchasing functionality. The concept is pretty simple -- once again, not for grandma -- a customer simply purchases a game off the Steam service and then has the option to gift it to someone else. The recipient of the gift receives an e-card which holds their hand (virtually) through the Steam download process.