Thursday, February 27, 2014

Is Subnautica A Whole New Genre of Gaming


It's rare that we come across a game that's truly innovative in the way it mixes previous conventions and spits out a legitimately new experience. That's why I've been writing about the Oculus Rift so much lately - it's changed the way I see gaming.

Now though SubNautica has come along to challenge conventions once again, with a mixture of RPG, sandbox exploration and interactive storytelling, to the point where the developer, Unknown Worlds, believes it may have made a brand new genre.

It'll be a while before we can tell too, as we're way, way off an alpha at the moment, with only concept art, some pretty music and the base work for the core gameplay having been started on. That's alright though, as UW wants to share the development with you and other fans, listening to feedback throughout.


Subnautica will see you designing and building your own underground base and submarines in order to explore the murky depths. In a similar fashion to FTL or Unknown Sea, the developers want to create a real sense of lonelyness and exploration as you pilot your hand crafted ship through the deepest parts of this ocean.

Judging from some of the concept art, combat will come into play too though, as you'll find sea creatures and other submariners to battle.

All of this is provisional at the moment, but it sounds intriguing, even if it is a long way off.
What do you guys think though? Is this something that sounds like a new genre of game to you? Or just a variation on a theme?

Tuesday, February 18, 2014

Capcom's Yoshinori Ono Talks Fighting Game Profits And Darkstalkers

Capcoms Yoshinori Ono Talks Fighting Game Profits And Darkstalkers

Yoshinori Ono, known for being Capcom’s Street Fighter IV series producer (and also for his outrageous Chun-Li cosplay,) has been busy as usual, with his latest appearance at EVO 2013 and more recently at this year’s San Diego Comic-Con, where 4Gamer caught up with him and talked about his thoughts on the future of fighting games.

The first question asked by 4Gamer, is one that’s been on the mind of many fighter enthusiasts. What about fighting games for next-gen consoles?

“Personally, I don’t want to stop Street Fighter’s main numbered series at IV,” says Ono. “Realistically speaking, developing a title for next-gen consoles requires a huge amount of staff members, and a large sum of money. The issue of money also applies to everyone else, as it’ll be required to invest in a new console, game, and arcade stick.”

Lately, we’ve seen a trend of free-to-play fighters; with titles such as Tekken Revolution, Dead or Alive 5 Ultimate, and Killer Instinct hitting the market. Ono shares his thoughts on that, too.

Capcoms Yoshinori Ono Talks Fighting Game Profits And Darkstalkers

“If you look at fighting games as a competitive sport, one might say the more players, the better. Going F2P lowers the hurdle of needing money to start, which I believe is one the ideal parts about it,” Ono expresses.

“On the other hand, knowing whether a company can guarantee [recovering] the development cost is something to which I don’t currently see an answer. So, I’d like to think about it a little more after seeing how well Harada (Tekken series producer) and Hayashi (Dead or Alive series producer) handle it.”

He continues, “When thinking about games as a product, it boils down to how much the company intends to spend in order to make it, and how much the players will likely spend on it, and the balance between the two is very important. For example, back in Street Fighter II, one play was 100, 200 yen, which was enough to cover the development cost; however, those costs are now much higher than what players would imagine. At the moment, I don’t have a clear vision of how we can balance the two.”

4Gamer mentions that Tekken Revolution and Dead or Alive 5 Ultimate aren’t completely new games, but rather updated versions, which they believe it has allowed them to challenge the F2P model.

Capcoms Yoshinori Ono Talks Fighting Game Profits And Darkstalkers

“There’s a lot of things to think about when it comes to the billing model,” Ono replies. “For example, in trading card games, you can become stronger by paying money and acquiring new cards. For arcade fighter games, you don’t get anything from your money. The motivation of ‘wanting to become stronger’ is what they pay for.”

“For Fighting games, we’re always thinking about finding ‘something’ which can be acquired by paying money,” he continues. “If can find that, I believe things would go smoothly. One of our trials was the ‘Gems’ of Street Fighter X Tekken.”

Meanwhile, Siliconera recently caught up with Capcom’s fighting game manager, Matt Dahlgren, who mentioned that Darkstalkers Resurrection didn’t perform as they had hoped. While he didn’t reveal anything regarding a possible development of a new Darkstalkers game, Ono had a few thoughts to share after 4Gamer asked about a possible new game in the series as well.

“Asking you guys to just wait a little longer is where we truly stand right now,” Ono admitted. “Darkstalkers Resurrection was just updated other day, too, and we’re really feeling your passion. Our activities to finally show the world a new Darkstalkers are still going on, so It’d bring me great joy to have your continued support.”


Read more stories about Capcom & Darkstalkers Resurrection & Tekken Revolution & Ultra Street Fighter IV on Siliconera.

Friday, February 14, 2014

Capcom Pushing For Future Fighting Games To Have Better Story Modes

Capcom Pushing For Future Fighting Games To Have Better Story Modes

Over on the Capcom forums, a few of the company’s fans have voiced a desire to see more fleshed out story modes in the company’s fighting games, that would allow players to get acquainted with the various playable characters. Throughout the discussion, the last Mortal Kombat, Super Smash Bros. Brawl and BlazBlue are cited as examples of games with entertaining story modes.

Luckily, Capcom have been thinking along those same lines, says Capcom USA’s senior VP, Christian Svensson. In a reply to the discussion, Svensson wrote:

“The strategic marketing group here has for quite a while been pushing for our fighting franchises to have more and better single player content, of which full fledged story modes are one component.

How and when those requirements manifest in our future roadmap, I'm not prepared to speak about at this time.”

Capcom have not yet officially announced any new fighting game releases, although the company has alluded to its Darkstalkers series returning.


Read more stories about Super Street Fighter IV Arcade Edition & Tatsunoko vs. Capcom & Ultimate Marvel vs. Capcom 3 on Siliconera.

Wednesday, February 12, 2014

Sony's New PlayStation 4 IP Isn't An FPS, It's A Third-Person Game



At E3 this year, Sony and God of War: Ghost of Sparta developer Ready at Dawn revealed The Order: 1886, a new IP for the PlayStation 4. Now, we have a few more details on just what the game is going to be, courtesy of the PS Blog.

On what kind of game The Order: 1886 is, studio co-founder Ru Weerasuriya says, “The Order is a third person action adventure with shooting mechanics. It’s very much story-based—it’s a linear story-based game. We’re trying to tell a story. It’s what we call a filmic experience.”

Weerasuriya goes on to say that The Order: 1886 will not play like one would expect it to.

“There are gameplay features we’ll be talking about that will be very, very cool,” he shares. “Right now we’re playing with things—the moment-to-moment gameplay is really not what you might expect. We didn’t want to make it single-tone, where you rely on one single thing in expense of the rest.”
Sonys New PlayStation 4 IP Isnt An FPS, Its A Third Person Game


Read more stories about PlayStation 4 & The Order: 1886 on Siliconera.

Tuesday, February 11, 2014

These Companies Are Coming To Tokyo Game Show (Yes, Microsoft Is Back)

These Companies Are Coming To Tokyo Game Show (Yes, Microsoft Is Back) CESA released a list of exhibitors confirmed for Tokyo Game Show and Microsoft will return to the show even though they skipped TGS last year. Of course, Sony Computer Entertainment will be there along with usual third party developers like Capcom, Square Enix, and Konami.

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Where's Nintendo you say? Well, Nintendo doesn't attend Tokyo Game Show. What about Atlus? Last year they had a little corner in Sega's booth since Sega helps distribute their games. Rockstar Japan shared a booth with Capcom in the past too, although it's unknown if they will do so this year. One company missing from the list is Level-5. They had their own event in 2011, but attended Tokyo Game Show with a big Fantasy Life display in 2012.

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Tokyo Game Show will take place on September 19 through September 22.

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Console platforms

Sony Computer Entertainment
Microsoft Japan

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Social game platforms

GREE

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Third Party developers

Arc System Works
i-style Project
Wargaming Japan
Electronic Arts
Capcom
GungHo Online Entertainment
Koei Tecmo Games
Bethesda Softworks (specifically listed as The Evil Within)
Square Enix
Sega
Nihon Falcom
Namco Bandai Games
Prototype
Bushi Road
Medarotsha

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Device & Accessory makers

G Cluster Global
SteelSeries
AMD Japan
Numark
Broad Media
Vusix Corporation
Mori Games

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Media

Enterbrain (Famitsu)
Dengeki Games

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International Exhibitors

Holland Game Front
Carnegie Mellon University Entertainment Technology Center
Swiss Games
Sweden Pavilion
Taiwan Game Hall

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Goods Corner (like item sales)
Arc System Works
Alchemist
Capcom
Cospa
Surfer's Paradise
San-ei Bokei
Sanwa Denshi
Square Enix
Square Enix Music
Sega
Danganronpa Store
Dezaegg
Toypla
Bandai Namco
Pikatto Anime
5pb
Bushiroad
Mad Catz

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Family Corner

Alchemist
Capcom
Konami
G Cluster Global
Square Enix
Sega
Happy Meal
Bandai Namco Games
Bushiroad
Prototype
Location

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Game School Corner

There will be 34 schools exhibiting here

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Smartphone Games / Social Games Corner

Internet Initiative
We Are Engineering
Wave Motion
Query Eye
Crypton Future Media
Geisha Tokyo Entertainment
Game Saver
Search Field
Zzyzx
Secret Character
JSC Games
6waves
Spec Computer
SMACON
Nordau Creative
Happy Meal
Hayabusa
Macau Cultural Industry Association Board Games
Rayark

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Game Device Corner

AVerMedia Technologies
Answer
Sox
Turtle Beach
Mad Catz
Universal Business Technology
Room Works

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Cloud Gaming Corner

NTT Pururu
Ubitus

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Girls Game Corner

Arcana Famiglia
Eitarosoft
Elementree
Zzyzx
Sun Denshi (Sunsoft)
Voltage

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Cosplay Corner

SMKT
Nii
Cospa


Read more stories about Capcom & Gungho Online Entertainment & Konami & Level-5 & Microsoft & Sega & Sony & Square Enix on Siliconera.

Monday, February 10, 2014

Deep Down's Combat Is Somewhere In Between Dragon's Dogma And Monster Hunter

Deep Downs Combat Is Somewhere In Between Dragons Dogma And Monster Hunter

Deep Down started me off in a well-lit area, where I got a handle on my spear. As we've mentioned previously, R1 and R2 operate as different spear attacks. R1 is a regular stab, and R2 had my character jump back and stab. Holding L2 zoomed the camera into a third-person-shooter-like camera angle and modified each attack, making R1 a quicker attack and R2 a heavier one that didn't involve jumping back.

It certainly wasn't an HD take on the action-gamey mechanics of Dragon's Dogma, but it didn't quite feel as deliberate and committal as Monster Hunter either.

Once I had a general idea of how to use the spear, I decided to venture forth into the dungeon. Stepping onto a platform and waiting a moment created the dungeon around me. And it was very brown and gray. While I understand that caves aren't usually the most colorful places in the world, there weren't even any stalactites or stalagmites to liven things up, things just felt kind of boxy. Then, of course, the Hogs (imagine a combination of a troll and a pig) started attacking.

Deep Downs Combat Is Somewhere In Between Dragons Dogma And Monster Hunter

I managed to keep the first couple in front of me, walking backwards and stabbing them as they got too close, leaving pierce wounds with each strike. After putting a few holes in both of them, I decided to try a special attack with triangle, and my character dashed forward through his enemies with an attack reminiscent of Devil May Cry's Stinger, killing the hogs instantly.

The next encounter was a bit more aggressive. My enemies attacked me from both in front and behind. The one in front struck first and landed a clean hit. It was about that moment that I realized one very important thing about the demo I was playing: there was no blocking.

After I took the first hit, I readied my spear and prepared for vengeance. It just so happened that I attacked in the general vicinity his next attack was coming from, so we parried each other. A series of parries continued for a good three seconds (with no damage to either of us) until the second enemy showed up behind me and covered the majority of my screen. He and the front enemy smacked me around for a while as I tried to find a way to escape, or at least adjust the camera into a position that wasn't 90% enemy back. When this proved fruitless, I toggled through the special abilities at my disposal until I found a whirling slash.

Deep Downs Combat Is Somewhere In Between Dragons Dogma And Monster Hunter

Using it killed the two of them, but I was left with little enough health (or so I thought, at least—the minimalistic UI that the character wore on his belt seemed to be flashing to warn me of something) that I thought it'd be wise to use a potion.

Now, items in Deep Down aren't used immediately. Pressing square and selecting an item from the menu will put it into your hand, and you press an attack button to use it. The potion worked as expected, but I also found a bomb that had found its way into my inventory. Seeing a couple of incoming Hogs, I readied it and tossed it into their path, igniting (but not killing) them. The fire looked beautiful, but their continued survival meant that I got a bit more parry practice in before they met their demise.

I kept going through the randomly generated dungeon and found a couple of treasure boxes and ladder that led to a dead end.  Once I realized where to go, I found a platform like the one that brought me into the dungeon, stood on it, and the short demo was over. Not even a reference to the dragon fight that Capcom's been teasing (maybe they want to save that for when you have a shield to melt). I wish the demo would have let me do more than run around a boxy cave and poke Hogs, but I'm curious to see how Deep Down will play with more than just a spear.


Read more stories about Deep Down & PlayStation 4 on Siliconera.