Showing posts with label ign. Show all posts
Showing posts with label ign. Show all posts

5 July 2011

Ex Team Bondi Staff Member Reveals Frosty Relationship With Rockstar



L.A. Noire may have been released to rave reviews and great sales, but it may be the end of developer Team Bondi's relationship with Rockstar Games. Following allegations of bad working conditions by ex-members of Team Bondi, another ex-staffer has come forth with a rather bleak look at the studio's future with the L.A. Noire publisher.

The ex-staffer told GamesIndustry: "It’s pretty well reported now that the working conditions were bad. What hasn’t been discussed yet (from what I’ve seen) is the relationship between Team Bondi and Rockstar. I’ve heard a lot about Rockstar’s disdain for Team Bondi, and it has been made quite clear that they will not publish Team Bondi’s next game.

"Team Bondi are trying to find another publisher for their next title, but the relationship with Rockstar has been badly damaged – Brendan treats L.A. Noire like a success due to his vision but I think Rockstar are the ones who saved the project. They continued to sink money into LA Noire, and their marketing was fantastic. Without their continued support, Team Bondi would have gone under several years ago."

The ex-staffer also pointed out a few inconsistencies with what founder Brendan McNamara has said in an IGN interview with what was actually happening at the studio

27 June 2011

L.A. Noire Seven Year Production Hell


L.A. Noire is so far my favourite game of the year, It could even be one of my favourite games of all time. A delicate balance of impressive detective work, fantastic chase scenes, movie like storylines and all round incredible game world that Team Bondi created. Yes they must be incredibly proud of what they achieved, but it seems that things were not always rosy within the studio. A great article from Owen Good at Kotaku explains the bad times of working on a game that spans seven years.

Owen Good, Kotaku


It took seven years. It spanned two console generations. It was the biggest undertaking in Australian games development. And the seven years it took to bring L.A. Noire to store shelves was consistently an unhappy time for many who worked on the game, reports IGN.
The freelance journalist Andrew McMillen, writing for IGN, gives a comprehensive look at L.A. Noire's development, with stinging criticism from former Team Bondi staff and remarkably candid replies by the studio's founder, Brendan McNamara. Throughout, Team Bondi is depicted as a contentious studio populated by exhausted developers perpetually in the throes of "crunch," an industry term and one of its nastier little secrets.
McNamara, to his credit, does not evade questions with corporate speak. Asked to account for turnover that saw at least 100 staff enter and leave the studio during Noire's making, McNamara replied that he thought the figure was actually higher than that. "Of the people we tried to build the game with, most of them would've never had any experience with this kind of thing before," he said.
He also doesn't run from anonymous-sourced complaints about his management style, which some called verbally abusive. "Am I passionate about making the game? Absolutely," he said to McMillen. "Do you think that I'm going to voice my opinion? Absolutely. But I don't think that's verbal abuse."
More troubling are the allegations IGN reports of unpaid overtime and manipulated job titles that dumped multiple job descriptions and 110-hour workweeks on some at insubstantial salaries. (The story alleges that overtime would only be paid out three months after the game was completed, requiring everyone to stay in order to be paid for that.) This is a common complaint in games development, especially here in the U.S. McNamara chalks up the workers' unhappiness to their disillusionment about what kind of field this is, and what it really means to be competitive in it.
"The expectation is slightly weird here, that you can do this stuff without killing yourself; well, you can't," McNamara told McMillen. "Whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."
Crunch is not a virtue. It's poor management coupled with abusive labor practice. Games development is shot through with the attitude that it's OK. We saw it when Danny Bilson of THQ casually remarked on the "thousand-yard stare" of Kaos Studios after two months of seven-day workweeks, making Homefront. (Kaos' ultimate reward:Studio closure and the project being shipped to Montreal.) And they get away with it because the layperson conceives of video games development as a Wonkaland of fun that anyone should feel lucky just to be a part of. That, and the lines of developers waiting at the door for the next disgruntled employee to quit, help keep things solidly in the favor of ownership.
"There's a lot of naivety amongst young game programmers out there," said one unnamed Bondi developer. "There's all this young enthusiasm to get into the games industry. People are willing to do so much to do it, but they're not educated about how they really should be standing up for themselves, and making sure that the conditions are right."
Thank you Team Bondi, Thank you.

19 June 2011

Is Duke Nukem Forever Really That Bad?



Is Duke Nukem Forever worth the wait? No. Come on, Is Duke Nukem really that bad? Yes! So bad in fact that I am contemplating whether to complete it or just bury it in the garden. 14 years in development and it shows, The game is a mess from top to bottom and it really does feel like its been through 4-5 different studios. Not only does the game look horrible (and believe me, the game looks Horrible!) It is also incredibly boring. If this game had come out when it was supposed to then we would have been raving about DNF. The fact is that games have moved on since Duke Nukem 3D. Parts of the game grabbed your attention and make you believe that it is trying something different and unique. This only leads to frustration at repeating the same bits on several occasions. The saddest part for me is that Duke Nukem himself is no longer relevant any more. This stereotype just doesn't exist in this day and age. Repeatedly spouting phrases which are totally out of context with anything he is doing, parodies of film and games which were around years ago and to be frank, Duke just isn't that funny. The rest of the world has moved on, Sadly Duke hasn't.


Reviews


GiantBomb - 2 of out 5
Edge- 3 of out 10
Eurogamer - 3 out of 10
Joystiq - 2 out of 5
Gamespot - 3.5 out of 10
IGN 5.5 out of 10


The King is well and truly dead.

Crytek Deny Having Next-Gen Xbox Hardware




A slur of rumours hit the web the last couple of weeks, that Crytek had been fiddling around with next-gen microsoft hardware. Leading to speculation that the Xbox 720 (Allegedly) wasn't too far from being announced. Apparantly this is not the case. Crytek recently sent a statement to IGN denying this very subject.



"Relating to the recent rumours, Crytek do not have any next generation hardware from Microsoft, nor do we know when Microsoft may announce future hardware or what that hardware will entail.

Crytek are working at pushing the boundaries of what current technology can bring, including our focus on DX11 which will be released shortly as an update for Crysis 2, and we believe this work, added to our estimations of what the new hardware will provide, set up CryENGINE as a next generation engine for all consoles"

It seems the wait for next-gen hardware is still some way off, With speculation that Microsoft and Sony are targeting 2014 to release there all new consoles to the world.

17 June 2011

Pro Evolution 2012 Press Impressions



Pro Evolution Soccer 2011 was a massive improvement from 2010.. but seeing as PES 2010 was beyond terrible, that praise is meaningless. Konami had dropped the ball and they knew it (Eventually) Which led them to re-thinking there strategy for the future of the PES series. 2011 was a huge step in the right direction. It improved every aspect of the game and brought back a few glimpses of magic that made PES so incredible. The press haven't been to kind to the series in the past few years, Some of it harsh but most deserved. Pro Evolution Soccer 2012 seems to have taken the base of 2011 and once again improved on almost everything. PES has always been close to my heart, Even through the dark days, Which is why reading these impressions from the press gets me all giddy with excitement! Can Konami bring back the King of Football Gaming? The race may be close than you think...



Official Playstation Magazine

”Elsewhere, PES 2012 was Borderline astounding for me – not in terms of overall quality, but in the sense that last year’s game was so far behind FIFA 11 in terms of on-field gameplay, and that most definitely isn’t the case any more. This is a much slicker, more immediate experience, which harks back to the halcyon days of PES’s last PS2 years: zipping balls around in tight spaces, admiring the almost human AI of players off the ball (diagonal runs across and around defenders, something FIFA still hasn’t quite nailed, are a particular joy), and introducing an intriguing set piece concept where you can control a specific player on a corner, free kick or throw in, rather than the actual kicker himself. It doesn’t play perfectly – keepers still need a bit of work (and we’ve been saying that about PES for many years) – but no game at the show surprised me more in terms of how far it has turned around since a previous iteration.”


IGN


"FIFA and Pro Evolution Soccer continue to provide the world with realistic soccer action, year after year. With each set of 365 days, tweaks and changes come to the game, and players continue to step onto the field. Some years the changes are greater than others, but sometimes it's the little tweaks that are surprisingly groundbreaking. We've talked about the great additions to FIFA 12 this year, but I was pleasantly surprised to see what Konami did to their franchise"

PES2012
Your teammates will use the space.

"In Pro Evolution Soccer 2012, the differences all fall on the shoulders of AI - but it truly opens up the playing field. It's based on the idea that you're not in charge of your team - they live their own lives. So they need to react to the field like a unique specimen. If you're jogging around a real field, as much as you yell, you're still not in charge of what your teammates are doing. PES2012 implements this idea beautifully into the game.

So when the whistle blows in any match of PES2012, the computer gets to work. When you're dribbling down the field, your teammates are going to break into space (even diagonally), draw defenders off of you, and help finish the play as any trained footballer should. This leaves you the ability to concentrate on your footwork and not worry about the execution around you. In action, the difference is immediately noticeable and you can always find the open man"



The AI is open for a pass.

"On the defensive side, you're going to notice the computer taking over as well. If a striker blows past his cover, the computer will automatically jump to cover him while the rest of the team catches up. This makes scoring a more difficult undertaking – but that's exactly how it needs to be.

Konami's a few months away from announcing its licenses for teams this year, and the modes and additions are still a secret. But with some simple finesse of artificial intelligence, Pro Evolution Soccer 2012 has leapt ahead of its predecessors and feels like a fun day on the pitch"

Gamespot


"FIFA 12 wasn't the only football game on show at this year's E3 expo, with Konami unveiling a bunch of new features for Pro Evolution soccer 2012. As yearly updates go, PES 12 is looking like a big one, with improved animation, visuals, and AI updates that attempt to make it a more realistic experience. With FIFA currently taking the football crown, Konami's certainly got its work cut out to return the series to its glory days and back to the top of table"
"Of all the new features, PES 12's AI improvements are the biggest, with changes being made to almost all aspects of the game. Our first look started with active AI overlap, a new feature that's designed to improve the performance of players off the ball. In PES 11, if you passed the ball forward to an open area on the pitch, more often than not supporting players wouldn't chase the ball down. Players will now run forward to receive passes, letting you make better use of open space.
This is enhanced by improvements made to dummy runs and diagonal runs, which see players drawing out defenders to give you space to play the ball and make runs across the whole length of the pitch, rather than just along one side of it. The next new feature we were shown was zonal defense. It attempts to improve defensive lines, so players now stay in formation. We were shown a clip from PES 11, which showed defensive players in a zigzag formation outside of the box. In PES 12, that line has been straightened up to more accurately mimic real-world players.
The final AI improvement we were shown was called zonal marking, which attempts to improve the defensive play of your teammates. Players will automatically pick up on runs of attacking players, chasing them down and launching tackles. As well as AI improvements, we were shown one tweak to the controls, which allows you to control players off the ball. For example, if you've got a throw in or a free kick, you can move other players around the pitch, as well as line up your throw or shot"
"improvements are substantial, and if they work as promised, they'll go some way toward making PES 12 a more realistic experience and a better alternative to FIFA. With the game currently only 60 percent complete, there's still a lot of new features Konami has yet to implement, including new personal update data, animation improvements, and more responsive button presses. Pro Evolution Soccer 2012 is due for release in the third quarter of this year. Look out for more on GameSpot soon"