ShiftyGeezer Comments

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  • Shadow of the Beast remake will include the original Amiga game

  • ShiftyGeezer 04/05/2016

    Have Sony created an Amiga emulator for PS4 along with PS2 emulator? Are we going to see other Amiga titles avaulable on PSN?! :o Maybe even a floppy disc drive peripheral to load your old disks??! :eek: Reply +3
  • Uncharted 4's multiplayer content will all be unlockable for free

  • ShiftyGeezer 02/05/2016

    Depends on the balance. If designed for hours and hours of grind to unlock, I'd say it's still Pay-to-win. And chances are it is weighted that way otherwise no-one would buy the content... Reply +8
  • It looks like this year's COD is named Call of Duty: Infinite Warfare

  • ShiftyGeezer 26/04/2016

    @MikkyX : Cavaliers versus Roundheads? Reply 0
  • ShiftyGeezer 26/04/2016

    Presumably the next stop is back in time, so CoD:Napoleonic War or somesuch. Only standing in a square getting shot at, firing one round a minute, probably isn't the sort of gameplay CoD fans would like... Reply +8
  • Tales of Berseria confirmed for Europe in spring 2017

  • ShiftyGeezer 25/04/2016

    Interesting that everyone assumes the explanation is just to defend the art choice. What if there's actually a good reason, and the character is really well developed, and the situation very thought provoking?? eg. To disarm male antagonists and manipluate their shallownessto gain an advantage? Or something. Reply +2
  • Ubisoft fixes big The Division exploit

  • ShiftyGeezer 22/04/2016

    IMO tricking enemy to fight each other is emergent gameplay and one of the joys of gaming, finding solutions to problems. It adds an element of discovery. Reply +24
  • Ubisoft just implemented a smart fix for The Division's incursion exploits

  • ShiftyGeezer 21/04/2016

    @dkeppens : It's a short-term workaround while they (presumably, hopefully) fix the broken aspects. Basically, this is the boy with his finger in the dyke while the organisation of a full, time-consuming repair gets underway. Reply +5
  • ShiftyGeezer 21/04/2016

    Like I suggested then with my "if(boss != dead)" code suggestion. Do I get commission? ;) Reply -2
  • Ubisoft threatens to "punish" The Division players who use a popular exploit

  • ShiftyGeezer 18/04/2016

    @nathull : But what's an exploit? If that's not defined anywhere, it's pretty hard to adhere to it, on a legal level (which removal of access to one's purchased product/service means we need to be operating on). I think we've all exploited games at some point, from cheating limited AI to finding safe places to fight bosses. If we enjoy that from our products, no-one should be denying us the right to play how we want.

    This is only an issue because 1) It's 'competitive' online, and 2) it's part of the product's long-term value and so affects monetary worth. The same glitch in a single player game (like Borderlands) would go ignored.

    Being online doesn't give a game special entitlement to how it's played. The game needs to manage players to be played properly.
    Reply 0
  • ShiftyGeezer 18/04/2016

    @Cocheese1998 : "!=" means 'not equals'. Therefore if the boss is not dead, don't make the loot available. Then no matter what exploits of the map can be used to reach the loot area, you won't have access to the loot without killing the boss first.

    It's also not meant as an example of a perfect solution, but an illustration of how the game design can (fairly easily) incorporate defenses against the most common exploits that sneak through. In this case, have numerous conditions checked before paying out the goods performed at the moment the goods are to be paid out. We've had online games like this for a good decade now. Devs should be putting in basic security checks for high-level defense (like they do cheats), instead of relying on a Gentleman's Agreement that fundamentally challenges one's right to use one's paid for software however one wants.
    Reply +1
  • ShiftyGeezer 18/04/2016

    Or in short,
    If (Boss != dead){
    lootAvailable = false
    You know, code better to protect key objectives from easy hacks.
    Reply +25
  • ShiftyGeezer 18/04/2016

    What exactly is the 'Code of Conduct' entry that makes this unfair? Is there a clause, "if we release a game that can be played without strict adherance to our rules, you will still play according to the rules"? What if jumping around is faster than running, say. Would you expect players to avoid jumping because that's how it should be done?

    Ultimately, fix the issue and leave it at that. The only problem here is the way Ubi have responded, and failed to plug the hole quickly enough.

    Reading the CoC, it does actualyl say, "you won't use exploits," which is very subjective and I reckon could be challenged in a law court.
    Reply +6
  • Codemasters picks up Driveclub developer Evolution Studios

  • ShiftyGeezer 11/04/2016

    Also, Codies should grab the Studio Liverpool bunch to secure the Wipeout style racing too! Reply +9
  • ShiftyGeezer 11/04/2016

    Pretty specialist, a racing-game publisher. Considering that market has been shrinking, I really hope this works. Definitely need to branch out a bit to differentiate the racing games. eg. Keep rally, Motorstorm (under a different name), F1, but add decent karting game and MicroMachines and such. Learn from the past 8 years of varied racing games as to what works (commercially) and what doesn't. Otherwise they'll just collapse under their own weight in 5 years. Reply 0
  • Samsung Galaxy S7 review

  • ShiftyGeezer 03/04/2016

    A smaller megapixel count might sound disappointing but those pixels are larger, which means better low-light shooting. It's remarkable how clear images in darkened environments come out - there's none of the graininess one normally associates with this kind of photography on mobile phones.
    There's a lot of digital noise reduction going on. You'd need to take some RAW shots and convert them without noise reduction to make a fairer comparison.
    Reply +3
  • Sex, shopping and video game longevity

  • ShiftyGeezer 26/03/2016

    The objective is inconsistent in this article. Are you trying to find something fun to do for 30 years, or are you trying to find a computer game that you can play alone on a desert island for 30 years? Lots of the suggestions are multiplayer, which isn't an option in the latter situation.

    Also, what's the definition of 'enjoy for 30 years'? How frequently do you play? People can enjoy golf, say, for 30 years, but not playing every day. So are you after a game you can revisit in 20 years and still enjoy as much as you did the first time you played, or something that you'll be playing an hour or two a day for 30 years? If the latter, you'd probably want something that isn't so much a game as a pasttime - a gentle brain-relaxing activity that prevents boredom but doesn't demand too much.

    Personally I'd say any rule set will ultimately get boring, although I get bored by everything! For me, it'd have to be something like LBP/Dreams where you can create, have ideas and explore - nothing else is open enough and will be exhausted after a spell. Which is where on a desert island, it'd be more interesting to try to build a home and farm effectively and solve life's problems then repeat the solution to computer game problems you've solved many times before.

    So what's needed is an open-world sandbox survival game about a guy stuck on a desert island. You could play that for 30 years...

    One moment you're combining two ones, and the next you might be combining two twenty eights, and the feeling is very different.
    Very reminiscent of Rimmer describing his 'exciting' Risk games. ;)
    Reply +11
  • That Dragon, Cancer "has not yet seen a single dollar from sales"

  • ShiftyGeezer 25/03/2016

    @Mistress : Curious that people have negged you a lot. It's the same as pointing out what film genres are profitable. Black and white subtitled documentaries don't make money at the box office, so don't expect to make a living producing such films even if Cannes loves you... Reply +4
  • ShiftyGeezer 25/03/2016

    I guess there's conceptual difference between a Let's Play video of a game and it's gameplay, and one of a story-based game where the story is key. The latter is much closer to posting a ripped movie. I doubt Let's Play Tubers will care to self moderate. The top vid on YouTube has 2.5M views. That'll be a few thousands dollars advertising revenue for that Tuber. Even giving that to a cancer charity (if he did) doesn't really help the developers.

    Morale of this story I guess is, as a developer, release your own Let's Play, and budget only for that ad revenue. Or don't do story games because YouTube will ruin it. Or don't tackle serious subjects in a short game because people won't buy it.
    Reply +15
  • Sony announces new mobile studio ForwardWorks

  • ShiftyGeezer 25/03/2016

    @danthology24 : Why? Why shouldn't MS and Sony (try to) make money from a market based in IAPs when Blizzard can? It's no more bizarre than MS and Sony getting into the console business in the first place!

    Things change. Successful companies change with them. Even Nintendo sees the need with mobile challenging their monopolistic handheld gaming market.
    Reply +2
  • ShiftyGeezer 24/03/2016

    @danthology24 : Uncharted, Tomorrow Children, Last Guardian, secret Bend game, Sucker Punch's unannounced title, Horizon Zero Dawn, whatever North West is doing fr VR, Dreams, Kojima Productions.

    Evolutions and Studio Liverpool only made racing games, a dying genre. It makes good business sense to redirect funding to more lucrative ventures. In doing so, sony clearly aren't abandoning PS4 or console or their fanbase. Indeed, they're trying to grow it into markets where selling a PS4 just ain't gonna happen. This is a win for everyone save those who unfortunately lost their jobs in the closures.
    Reply 0
  • ShiftyGeezer 24/03/2016

    @mannyYearsAgo : This move is for "The Japanese and Asian markets". These markets don't care so much for TV consoles. That gives Sony two choices. 1) Ignore these potentially highly lucrative markets because PS fans don't want their IPs appearing on mobile games in markets they aren't a part of, or 2) release games in these markets to try and get a slice of those 1 million a day type mobile games and invest that in building up the PS brand in these territories to try and promote their console, plus invest in the PS biz and bring out more games and better hardware.

    How much money did DriveClub make? How much profit could something Evolution made bring in? Could it ever hope to compete with Clash of Clans or Hearthstone etc.?
    Reply +2
  • BBC Sport tweets about a disgruntled pro FIFA player, followers hate it

  • ShiftyGeezer 22/03/2016

    This is what the difference between professional investment and amateurs trying part-time is...
    If people want sport/esport to be modern quality, they need to fund it. The alternative is keep it cheap and have the standard far lower, spending that money on something else.
    Reply +1
  • ShiftyGeezer 22/03/2016

    @Rpt81 : Again, I think people are missing the fact that to compete on these level, you need to spend ages practising. If all that time doesn't pay any dividends, that time could be better spent elsewhere. And that's what Chesses is coming to realise. "Hang on, I'm spending all this time trying to progress in FIFA to help pay my way, but it's really not making any money. The risk is too great. Maybe I'd be better off with something more realistic?" Reply +3
  • ShiftyGeezer 22/03/2016

    @imagonnawin : That's unfair. The guy was expressing his personal viewpoint as an entrant, not asking for sympathy. And as any would-be professional sports person will tell you, if you can't make a living from it, it's not much of an option. From the point of view of eSports, if it wants to be taken seriously it needs to offer enough money that people can afford to train and compete at a professional level. If the money isn't there then the competition will remain amateurish. Think of modern football versus the 1900s where the 'athletes' were pipe-smoking butchers and bakers and only played football on Sundays. The (crazy) money in professional football means atheletes can spend day after day kicking a little ball around and developing awesome skills and stamina to make the matches more exciting, which is what the spectators pay for.

    So Chesses point is really, "this isn't a viable career option." It's no different to an Indie saying, "we can't make money, we're closing shop," and it also speaks volumes for the nature of eSports as 'real sport'.

    As for categorising sports, I once had a discussion with a sports scientist who said the definition would even encompass chess. Why is archery a real sport but an FPS not? Not that I'm advocating eSports. TBH I think funded professional sports in general is pretty ludicrous - paying people to run?!
    Reply +12
  • Overwatch will be the first game to support Dolby Atmos over headphones

  • ShiftyGeezer 19/03/2016

    @drxym : When the speakers are right on your ears, you elliminated the spatial aspect of the audio. That is, when played from speakers your brain determines that the sound source is coming from however many feet in front of you. When played in headphones, the sounds are immediately at your ears (or central inside your head when centre balanced). Binaural audio processes the audio signal in each earphone so that it reaches the inner just just as if that sound had travelled whatever distance and hits your two ears at a slightly different time with a slightly different accoustic based on the properties of your head, so the sound is interpreted as coming from a different space. Reply +1
  • ShiftyGeezer 19/03/2016

    @EnormesCojones : You can fake it, which is what any headphone/stereo spatialiser effect does (SRS). You can't reconstruct binaural audio from stereo though as there's no positional info beyond left/right. Binaural works by combining positional data with data on the listening device (head). For PSVR, the audio is being sent as individual sound effects and combined in the external box. Reply +1
  • ShiftyGeezer 18/03/2016

    This tech (binaural, holophonic, 3D audio, etc) is something I was hoping was going to feature as standard in hardware on consoles. It's been around for decades, but no-one's really implemented it in it's truest form. Speculation of audio DSPs and headphone sockets in controllers gave us hope, but audio was pretty overlooked this gen (as ever), at least until VR needed it.

    Will we be able to see how good their implementation is from videos. Holophonic audio encodes to stereo just fine, so I'm hoping to see a game video with a 3D sound field.
    Reply +8
  • Shuhei Yoshida talks PlayStation VR

  • ShiftyGeezer 17/03/2016

    Also, consoles - including PS4 - we always allow the lowest [presumably he means "deepest"] level of access to the programmers
    Have you not heard of low level access? It's a very common computing term, along with 'hitting the metal'. Unfortunately these days it's only a few devs who will go that far. Most work with cross-platform engines and vague target hardware and don't hit the metal in the same way a 1st party exclusive title will, so that's not a real advantage here.

    The important point really is that consoles have always trailed behind what PC's high end can do, but they still provide a fun, enjoyable experience. PS VR will be exactly the same - great fun and an amazing experience even if not the best possible.
    Reply +21
  • GAME shops want 100 deposit for PlayStation VR pre-order

  • ShiftyGeezer 16/03/2016

    As well as the risk of losing your money if they die (which they should), there's also the risk of being charged for seven of these things. Can your credit rating take the hammering of 2100 of PSVR 'purchases' until GAME solve their ineptitude?

    GAME are pointless. There are other companies that are way safer. Steer clear!
    Reply +16
  • Star Wars Battlefront to get free Hutt Contracts soon

  • ShiftyGeezer 09/03/2016

    @Timbercottage : It does matter in the bigger picture. Shold people protest at things they don't like, or should they accept everything at face value and just 'vote with their wallet'? I think we've seen this gen that a strong internet voice can change policy, for better or worse.

    And in this particular case, if the reason your happy because stuff is free is as a result of those internet whiners, you ought to be thanking those internet whiners. (But if it isn't and would happen anyway, then it's fair to tell them whiners to shut up ;))
    Reply +2
  • ShiftyGeezer 09/03/2016

    @Timbercottage : Maybe it's getting free content because of all the shit it got for season pass? Maybe if people hadn't grumbled, you'd be asked to pay five bucks for every item? Reply +1
  • Rock Band 4 partners with PDP as co-publisher

  • ShiftyGeezer 08/03/2016

    @Murton : There's no real reason to assume everything will stay the same. It might, but it also might not. Hirai's changes for Sony are having an effect across divisions. Part of the reason to consolidate could be (hopefully) to make things easier for devs. We just don't know at this point.

    Come June, we should see if there are any changes for the better. Hopefully sooner as it'd be good to hear on 1st (or maybe the 2nd, due to dubious timing!) April about changes with PSN and such.

    Also, regards giving EG grief, what if no-one wants to talk about it? Not a great deal they can do short of illegal wire tapping. ;)
    Reply 0
  • ShiftyGeezer 08/03/2016

    @Murton : Too late. In a few weeks SCEE won't exist. It's being replaced with Sony Interactive Entertainment, handling all things Playstation.

    There'll be a single, US based entity. This may change things, or not, but there's no point doing an expose now. That'll have to wait until SIE is shown not supporting the EU.
    Reply 0
  • Sony has filed a patent for a glove controller

  • ShiftyGeezer 26/02/2016

    @Twisted_Firestarter : Isn't Move already nigh perfect for that? Reply +14
  • Ubisoft fights hostile takeover bid from Vivendi

  • ShiftyGeezer 26/02/2016

    @tiagoalmeida1 : But Ubi aren't doing anything wrong either. It's part of the game. Vivendi makes a move, Ubi makes a counter move. No-one's crying foul. Reply +11
  • The remembrance of things parsed

  • ShiftyGeezer 21/02/2016

    @darrendawson :
    As I see it, as an amateur, basic was hard because you had little to work with. Now you have so much to work with its easy to get lost.
    I think the little to work with made it easier. The problems became purely logical, how to string those limited commands together to accomplish what you wanted. These days there are thousands of 'commands' at your disposal. You never know what they all are. You create an object and then use Intellisense to tell you what methods are available. Then you find a method that sounds about right, but it doesn't work quite how you intend. So you spend some time trying to work around it, then try another solution, then try rolling your own. Unity has a host of methods for pointing one object towards another, but then limits like assuming they work in a particular plane means you have to spend a lot of time just working out how the systems work. Never had that trouble in 8 bit. Everything could be unstood at the grassroots level. It also didn't keep changing every six months with an update, changing how some stuff works. You never got a Spectrum update one day that broke your code and wasted a few days trying to find out what has changed and how to fix it. Apple recently updated Metal and completely changed some of the APIs calls. Then they update XCode and it's buggy with Unity. You have to awit for Unity to update, and then that introduces bugs elsewhere.

    The simplicity of the Olden Days was definitely an advantage to getting things done, and turned great accomplishments into a work of art more than engineering and perseverance. Great games back then were the products of simple systems and very smart human intellect doing very clever things with them.
    Reply +7
  • ShiftyGeezer 21/02/2016

    @TwistedFister : The same difficulty, just different.

    The tools were non-existent back then, but the ambitions were far smaller due to technical limits. Nowadays the tools are amazing, but the complexities of creating a basic functional game are a couple orders magnitude harder. eg. In a Spectrum game you'd have enemies walking back and forth and per-pixel collision detection. In a Unity game you'd have AI and pathfinding and discrete collision geometry tested with a complex physics engine.

    At the professional level, devs had to peek and poke with tiny pieces of memory and use amazing tricks to squeeze performance from the computers. They had to write in machine code. That is in principle hard, but then the instruction sets were so simple that it wasn't insurmountable. You could read code like a book and understand exactly what it's doing. Nowadays we've live profiling and debug and can see exactly what's going wrong where, but there are so many pieces interacting, 3rd party libraries and network hardware and whatnot, that it's hard to follow.

    I've knocked up prototypes in Unity in a couple of hours, which you couldn't do on the 8 bit computers. However, refining them into decent projects with decent art and audio and a decent interface (why haven't we got WYSIWYG UI editors yet?!?!) takes months and has mind-numbing issue implementing features adn services. Creating a bunch of 8x8 pixel sprites on a Spectrum and having them move and react was far quicker simply because there was far less involved!
    Reply +6
  • Watch yet another mind-blowing Super Mario Maker level conquered

  • ShiftyGeezer 20/02/2016

    @FuzzyDuck : Did I say he wasn't free to to what he wants? Was I demanding a change in the law to control his actions? Did I insult the person? No. I've just shared a personal opinion on life choices. It's an open discussion about the choices we have. I would have benefitted lots in my youth if some people had talked to me about balance and how much excess game was a waste of time. I'd be far, far happier now if the many hours I spent on fun games I had spent on less fun piano practice. I may have argued with them then, but now I see my balance back then was all out of whack.

    In twenty years' time will this guy look back on the 100 hours he spent as a great achievement, or will he recognise a whole load of other things he could have done and lament the obsession? No-one can answer that, but what's the crime in discussing it?
    Reply -1
  • ShiftyGeezer 20/02/2016

    @saxxonde : That's a good post. However, I'll say that 100 hours tryig to master one level is likely misplaced time. That 100 hours could be spent creating stuff, learning to play an instrument, doing good, etc.

    When young I would persevere at some some goals in games. Some were good, like completing R-Type twice in a row. Others however were pointless, like Master of Orion, where you've clearly won, but persist in conquering all the planets save one, and demolishing them down to a tiny populace just to have the most imbalanced empire. It was a goal that hard to let go of, but not at all satisfying.

    I was talking to someone the other day about their son. He's not doing as well at school as he should, nor wants to be doing. However, instead of persevering he retreats to computer games and TV. The skills he's mastering are pointless in the grand scheme of things.

    So if just a hobby, an aside, something enjoyable, sure. However, people can get caught up in mind-games and do things to excess, and I do question if 100 hours on one Mario level is the right side of sanity, or should have said at 20 hours, "This is just silly," and go do something else?
    Reply +7
  • ShiftyGeezer 19/02/2016

    On the one hand, the skills exhibited here are incredible, showcasing the human capacity to persevere and learn and refine oneself to the pinnacle of pefection, in the truest spirit of Kung Fu. On the other hand, it seems a pretty collosal waste of time to get this good at something so trivial and nontransferable as computer games. Reply +9
  • The new Master of Orion has an impressive voice cast

  • ShiftyGeezer 18/02/2016

    Did all these voice actors really play MOO? It was a classic, but I don't recall it being insanely popular. So maybe a requirement for the voice actors was prior game experience? I expect at the auditions they were asked what the vital statistics of the Scatterpack V were, and to list the following in ascending order of tech level - Fusion Drives, Ion Drives, Impulse Drives, Nuclear Drives, Sub Light Drives. Reply -2
  • Intel moves to shut down locked Skylake CPU overclocking

  • ShiftyGeezer 10/02/2016

    Why ever upgrade mobo BIOS? If it works, if it ain't broke, don't fix it.

    That said, my built PC has issues with USB devices. I wonder is a BIOS update could fix that?!
    Reply -1
  • Klaus on PS4 is too good to overlook

  • ShiftyGeezer 09/02/2016

    I thought EG were addressing this and I've seen "this is a preview" type clarifications on other articles. Probably just an oversight. Reply +1
  • Amazon launches free game engine Lumberyard

  • ShiftyGeezer 09/02/2016

    @markandrewroberts1 : They're a business! That's their reason d'etre, and every other (big) business too. Reply +13
  • Watch: What makes a game indie?

  • ShiftyGeezer 06/02/2016

    @I_Am_CatButler :
    I seem to remember that EA was founded specifically to promote independent developers.
    EA predates consoles. They used to publish software, famously Deluxe Paint on Amiga. There was no such thing as 'Indie' back then. I don't even know that the publishers (outside of console companies) owned any studios.

    I'm unconvinced by kangarootoo's assertion and would need to see some evidence. I have no memory of anyone ever talking about 'indie devs' on older consoles, although didn't follow the market back then (just played games as a kid!). To my knowledge, 'Indie' has only arisen since the introduction of homebrew development and self publishing. Removing the need for a publisher to release a title meant devs could operate independently, without a controlling stake in their creations. But it did exist as a concept before then even if not much talked about - Insomniac stoically chose/choose to remain independent amongst speculation that Sony would buy them up.
    Reply +2
  • ShiftyGeezer 06/02/2016

    @I_Am_CatButler : I disagree with Child of Light being termed an "Indie Game". It's an obfuscation in my mind. Indie devs produce indoe games. Publisher owned srtudios don't. Child of Light is just a different format to AAA published titles, but it's still a studio operating under the unmbrella of a publisher.

    As I say above, I think we need a better term than 'Indie game' to talk about these more varied titles. Or even just forget trying to classify, because it doesn't really matter. A game is a game. It's worth categorising them as 'shooter' or 'racer' or 'RPG' as that tells the consumer what type of game and if they'd be interested. Originality (an 'indie' trait) is just a discussion point. What value is there in having a blanket term to cover Child of Light et al? CoL is a 2D adventure game - that's plenty definition enough. Shadow Complex and Not a Hero are 2D shooters. GT, Forza and Assetto Corsa are racers. SOTC and RIME are atmospheric adventure games. Doesn't matter the size of the developer or the funding model.

    Basically Indie and not are introducing pointless discrimination. Like those questionnaires that ask for your race - if we just count ourselves all as human, race doesn't enter into it!
    Reply +1
  • ShiftyGeezer 06/02/2016

    @I_Am_CatButler : External funded counts as independent - 'indie' doesn't cover the funding model and money has to come from somewhere. It's ownership that makes the difference. A company can be triple A and independent, like Insomniac. They are still faced with the same issues as a home-based dev in that they need to secure funding for their next product and can't trust that, whatever happens with their latest game, they'll still get paid and employed ot make another game (barring publishers closing studios of course).

    To illustrate, Naughty Dog were paid by Sony to make Uncharted. When that finished, they were gauranteed to continue to be paid to create a new game. That came with some creative pressure (they were pressured to make a shooter for PS3) although sometimes pubs are very hands off. It's the assumption that the publisher tries to control the product to maximise returns that leads gamers to see non-Indie devs as suffering creatively.

    Insomniac were paid by Sony to make Resistance. After that ended (or while that was ongoing), they had to source financing anew for their next project. If they come up with a product that no-one wants to finance, they are in Big Trouble. However, having the freedom to create whatever game they want and then shop it around means a little more creative freedom, in theory. In reality, the same financial pressures still apply. There's a reason Team17 have created no end of Worms games, and that's because they need to make money and Worms does that for them. They actually tried to make other games in the past (Alien Breed game on PS2 using Snowblind Studio's awesome Baldur's Gate: Dark Alliance engine) and couldn't get funding so it never happened.
    Reply +2
  • ShiftyGeezer 06/02/2016

    @I_Am_CatButler : Having a publisher means having secure funding. So Team ICO can spend an entire generation without releasing a game because they are funded by Sony. That means they aren't independent because thye aren't self sufficient (they are dependent on Sony and do very well out of it, with creative and financial freedom).

    Indies live and die by their released products. They only make money from games that sell and a failed game means no money. It's far higher risk than being owned, but that affords greater freedom by-and-large.
    Reply +2
  • ShiftyGeezer 06/02/2016

    As others say, 'Indie' means 'independently produced'. It's being turned into a cartch-all for low-budget, light titles, but it shouldn't and the gaming media and culture should be using alternative names. Homebrew, self-financed, and even 'small game' spring to mind. And given how the culture is so enamoured with the term AAA, there's obviously scope for A and B grade games as well.

    Using 'Indie' as people do only confuses understanding because it groups the home solitary developer with the likes of Insomniac and Cloud Imperium Games. The purpose of a word is to convey meaning, in this case to different game size/scope/production values/budget.
    Reply +4
  • The Fallout fan made to destroy his records for a refund

  • ShiftyGeezer 05/02/2016

    @dogmanstaruk : He clearly felt the records were only worth $125 as a full set. The remaining three weren't worth $100 without the fourth. Ergo rather than keep 3 discs at $100 loss, get back the $100 instead of keeping the discs. Nowt wrong with that. Ideally should have been able to get a replacement, the cost being covered by whoever was responsible for warping the disc. Reply +19