Me levanto con la noticia de que ha fallecido el creador de nuestra infancia. Sabía que algún día por desgracia llegaría, el consuelo que nos queda es que su legado siempre permanecerá.
#AkiraToriyama Thank You, DEP
Sharpemu PS5 emulator adding DualSense support and more 😱😱😋🤩
[par274/sharpemu] Add configurable input mapping UI (PR #98) ([par274/sharpemu] Agregar interfaz de usuario de mapeo de entrada configurable (PR #98))
🚨 JUST IN: A new PS5 emulator for PC is reportedly making rapid progress — game covers are now being displayed. 👀🔥
As Sony pushes further toward a digital future, more PlayStation gamers are looking at external preservation options for games they've paid for.
Digital-only is changing everything… 🎮💀
#PlayStation #PS5 #Gaming #PCGaming
AC Black Flag Resynced, though beautiful, appears to have censored or changed certain elements from the original. How important is this in terms of an overall game design and art discussion, and why does it keep happening? Video below ⤵️
Claro, por eso te ponemos de dlc los mismos personajes del juego pasado para que no tengas que aprendertelos. Venga yo hombre que escusa de mierda es esa @Harada_TEKKEN ?
Before leaving Bandia Namco, Harada said Tekken Tag Tournament 2 almost killed the franchise. Here's Michael Murray explanation as to why it failed
"Any character fans were asking for, Harada put in the game. He was like "I don't want to hear any complaints of, 'So-and-so character is missing! So it was, whether it was Jun Kazama or Angel or some of these other characters we hadn't seen for a while, they were in. Even character skins. It was the biggest roster we'd ever had."
"The fan base increased quite a bit with Tekken 6. It was quite popular because of the basic gameplay and a lot of the modes that came out on the console version were popular as well. So a lot of the people at the end of Tekken 6 hadn't actually played Tekken Tag Tournament 1. We didn't know this at the time. So they were used to using only one character usually: Their favorite and granted I'm not talking about the people who go to tournaments and all that, we're talking about just your average gamer. This meant that no matter how many characters were offered, most players were proficient with only one of them and for whatever reason, Tag 2 players felt that Solo mode wasn't viable. It was a tag game after all, but this attitude meant double the characters, which meant double the learning curve and it only got steeper from there. The fans, it turned out, did not relish in learning the many intricate nuances of the game as much as the team enjoyed creating them."
"There's just so much to learn about the game, even if you have one character there's still so much to learn about the game - getting up off the ground, wall combos, move properties, sidestepping, there's just so much to learn about the base game, there was just too much when we added the tag mechanic. There were just so many gameplay mechanics geared toward the hardcore fans, that I think it was off-putting to some newcomers and because we spent so many resources on that main portion of the game there weren't as many side modes as we'd had throughout the series"
"Inside Bandai Namco, the team knew they had made a terrific game. The veterans of the team loved it. Their most dedicated fans loved it. The people who love the game really love it, but it just wasn't a widely selling game and with the scope of development of a game like Tekken, you really have to sell to a wide audience. The lower-than-expected sales of the game weren't a devastating blow, but they were a learning experience. The weight of the brand and the company's bottom line mattered more than all else - even the quality of the game itself. Mass appeal was a quality, and it was missing from Tag 2. That was disappointing, but when the team looked toward the future of the franchise, they were forced to take a step back. What made the game popular for Tekken 3? Tekken 5? Or Tekken 6 even. All of the elements and things we learned from Tag 2 kind of formed the basis for our decisions for Tekken 7, even, or perhaps especially, the things that didn't stick."
- The Art of Tekken
Before leaving Bandia Namco, Harada said Tekken Tag Tournament 2 almost killed the franchise. Here's Michael Murray explanation as to why it failed
"Any character fans were asking for, Harada put in the game. He was like "I don't want to hear any complaints of, 'So-and-so character is missing! So it was, whether it was Jun Kazama or Angel or some of these other characters we hadn't seen for a while, they were in. Even character skins. It was the biggest roster we'd ever had."
"The fan base increased quite a bit with Tekken 6. It was quite popular because of the basic gameplay and a lot of the modes that came out on the console version were popular as well. So a lot of the people at the end of Tekken 6 hadn't actually played Tekken Tag Tournament 1. We didn't know this at the time. So they were used to using only one character usually: Their favorite and granted I'm not talking about the people who go to tournaments and all that, we're talking about just your average gamer. This meant that no matter how many characters were offered, most players were proficient with only one of them and for whatever reason, Tag 2 players felt that Solo mode wasn't viable. It was a tag game after all, but this attitude meant double the characters, which meant double the learning curve and it only got steeper from there. The fans, it turned out, did not relish in learning the many intricate nuances of the game as much as the team enjoyed creating them."
"There's just so much to learn about the game, even if you have one character there's still so much to learn about the game - getting up off the ground, wall combos, move properties, sidestepping, there's just so much to learn about the base game, there was just too much when we added the tag mechanic. There were just so many gameplay mechanics geared toward the hardcore fans, that I think it was off-putting to some newcomers and because we spent so many resources on that main portion of the game there weren't as many side modes as we'd had throughout the series"
"Inside Bandai Namco, the team knew they had made a terrific game. The veterans of the team loved it. Their most dedicated fans loved it. The people who love the game really love it, but it just wasn't a widely selling game and with the scope of development of a game like Tekken, you really have to sell to a wide audience. The lower-than-expected sales of the game weren't a devastating blow, but they were a learning experience. The weight of the brand and the company's bottom line mattered more than all else - even the quality of the game itself. Mass appeal was a quality, and it was missing from Tag 2. That was disappointing, but when the team looked toward the future of the franchise, they were forced to take a step back. What made the game popular for Tekken 3? Tekken 5? Or Tekken 6 even. All of the elements and things we learned from Tag 2 kind of formed the basis for our decisions for Tekken 7, even, or perhaps especially, the things that didn't stick."
- The Art of Tekken
On vit probablement les derniers mois de calme en matière de Dragon Ball, car dès octobre, avec le début de DBS Beerus, une nouvelle ère s’ouvrira pour la licence !🔥
Entre les séries, les jeux vidéo, le manga et probablement un nouveau film, je pense qu’on sera gâtés jusqu’en 2034, année du 50ᵉ anniversaire de l’œuvre.
Et qui sait… c’est peut-être à ce moment-là que nous aurons enfin droit à un remake de Dragon Ball ! 🤫