bulletin witch

I might buy a game on steam for the first time in 5 years

is it getting a console port ever?

One of their previous games Touhou Luna Nights has been announced for Switch at least but was supposed to come out in 2019. Latest update I can find is from December where they said that it’s still happening sometime this year instead but no date. If it does ever come out that will be their first ever console port.

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Thread on crunch at Naughty Dog and the resulting talent drain:

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Jason Schreier’s article portrayed a studio desperately trying to preserve the indie, boutique studio ethos at scale, and running out of inertia.

When I interviewed for Last of Us 2 a few years back I couldn’t tell if the weirdly aggressive design manager I was talking to was intentionally cold or just a jerk. Now, well, I have a lot more interview experience and I’ve still never seen anything like that.

Working without production staff is nuts at that scale (asking to NDA production almost reads like it’s out of shame because they know it’sso bad) but it’s absolutely true that I make compromises all the time that lower the quality of the game because producers are working to respect everyone’s time. I think it really means that true craft can’t exist at this scale, that at best a strong vision and crazy scale can hold together a collection of mediocre parts.

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Which is why taking a cue from Media Molecule and making the tools of game development super accessible is so important. If Unity/Unreal/etc. can do with their products what MM have done with Dreams then individuals and small groups can make a Last of Us or GTA or whatever without having to manage a thousand people and compromise on the quality of the design.

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I don’t think Dreams has many lessons for professional tools, but Unity was clearly developed from a user perspective, not an engineering perspective, and it has huge workflow efficiency gain.

Another way to put it is, easy-to-learn isn’t high priority for professional tools, but workflow design is, so they absolutely need a user advocate and designer.

A very real hurdle is new important development tools stagnating after they get absorbed into Adobe or the like, and that massive scale quashing the opportunity for new small tools to sprout.

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https://twitter.com/personasama/status/1238325145837551616

only about an hour long

hell yeah

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The Polygons of Another World: Atari Jaguar

http://fabiensanglard.net/another_world_polygons_Jaguar/index.html

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this is unconfirmed and no one else is reporting on it but let me dream:

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pretty tempting

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it’s appealing bc hideo has obviously wanted to make a horror game for like ever, all the recent mgs games have horror elements and segments and death stranding dipped into that even more

and PT was so good…

plus this could be the next step toward mgs6

god I hope not, I’m so much more interested in kojima making anything but another metal gear game

(I’d still play the fuck out of mgs6 tho)

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puddin tame

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They put that Persian Prince in the For Honour game

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persia time

truly can’t imagine anything less appealing than what hideo kojima finds scary, especially since a silent hill game presumably involves some sort of “woman.” i’m conflicted, because on the other hand i think kojima would make an excellent survival horror game, with the emphasis on survival (deep and intricate bodily care/sustenance systems etc.), and the early resident evil focus on routing tightly structured spaces feels very much in line with the best of his skillset. aside from the virtually inevitable misogyny, the problem is that the best silent hill games (1 and 3, whats up) thrive on laconic, emotionally evocative blankness, and i worry that kojima would focus his systems thinking and logorrhea on the horror game equivalent of elaborate pranking instead.

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Did you play PT? I could definitely see someone arguing that it was only good because its tiny size restricted Kojima’s worst impulses, but… it’s real fuckin good

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i didn’t, actually! i’ve seen a bit of it but i try to avoid jumpscares lol >.<