wait,march as in march with the 2 gows??
simply lol
(are you sure?)
hahahahahaha
I'm sure they'll move it.
wait,march as in march with the 2 gows??
simply lol
(are you sure?)
wait,march as in march with the 2 gows??
simply lol
(are you sure?)
It'll be delayed; I guarantee it.
Brute Force 2013.
i think that in the partner program EA gives you some "guidelines":
Free Radical's other project at this time was the last TimeSplitters game, Future Perfect. After TimeSplitters 2 EA had come sniffing around, and Free Radical was ready to listen. "EA Partners was this part of EA that was involved with third-party things," says Doak. "It was a bit like being groomed, you know. Here's all these friendly avuncular people that will give you all the love and attention you need to get your game out, and then after a while they go away and all the bad guys come around and it's like you're in borstal. Getting held down, beaten around the head with a cue ball in a sock."
"In retrospect, what happened after TimeSplitters 2 was that EA saw the Metacritic and came to us," says Ellis. "I don't actually think they'd looked at the game very much." The publisher demanded Future Perfect have a strong lead character in order that it appeal to the US market. "EA turned up with this stuff that was supposed to help us," says Doak. "And it was just big boards with pictures of Vin Diesel on them. Wesley Snipes was on one in his Blade outfit." Future Perfect ended up with Cortez, a cowardly and dumb marine whose catchphrase falls flat every time: "It's time to split.
http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters
its a metric driven game dictated by EAs market research.
you must be literally blind not seeing this....
This game looks so generic that I'd expect it to be in the background of one of those Crime Procedural shows like Law & Order, Bones or CSI whenever they do the generic videogame moral panic episode.
You are much, much better than this dirge Insomniac.
Looks interesting, but will depend on the characters/story. I'm not looking for a serious game. I am amazed at the amount of dislikes that video has. Jebus.
The cutscenes they showed on GT.TV didn't feel like the characters had any personality.Insomniac could really use a story trailer right about now, with a sample of their cutscenes where insomniac said still have some humor and not all gritty serious. also good to re-introduce their character and add some personality to them, something that make these character more than a generic army dude
GameSpot: You said that moving in a more grounded direction from Overstrike to Fuse allowed you to make the weaponry more imaginative. Was that a situation where you wanted to draw a starker contrast between the characters and the weapons?
Ted Price: I think that's part of it. Making the weapons more exotic really helps set the game apart. Even though we're set in a grounded world, we're trying to make it very clear that this world, because of this alien substance fuse, and because of these crazy weapons, this story with organizations that you won't see in our own world, it stands apart from a lot of the games that are based on real events from today. We at Insomniac love doing the more fantastic, out-there sci-fi stories and scenarios. So by moving in this direction, it was sort of a nice mix of that grounded but out-there sci-fi approach that we love to take on all of our games.
In terms of the game's personality, you mentioned that Fuse has a more mature sense of humor--not quite as slapstick as Ratchet. More subtle and dry. That's a lot trickier to do. It's hard to do that sense of humor and not have it go completely over the audience's head. Describe the challenge of that.
The challenge is doing just what you said, having a sense of humor that isn't campy but isn't so subtle that players miss it. And then integrating it into real-time gameplay so players hear emergent dialogue throughout the game that's relevant to what they're doing but also entertaining.
I think that [writer] TJ Fixman and [creative director] Brian Allgeier have worked really closely with all of our designers and gameplay programmers to figure out good places to expose more of our heroes' personalities through humor and through humorous interactions that are much more of a departure from the standard military jargon that we hear in other third-person shooters. We hope that it keeps it more entertaining while informing the players about backstory for each of these characters.
http://www.joystiq.com/2012/09/12/ted-price-on-how-insomniacs-overstrike-became-fuse/You mentioned in your PAX keynote address the importance of knowing your audience and focusing on a specific part of the market. Is this a new market for you guys, or are these the people who've played Ratchet over the past 10 years and now their tastes have matured?
Both, I suppose. It works well for the people who grew up with Ratchet and love the crazy weapons but who are looking for a more grounded experience--but with a hint of that humor you don't find in many games. For the Resistance players, this is the kind of weapons-focused shooter that they love, but it introduces a multiplayer aspect--the four-player co-op with unique characters--that enhances that kind of gameplay and takes it further. It's a very Insomniac experience that our previous players will appreciate; it has a lot of hallmarks of who we are and how we design things.
"We made a very conscious choice recently to focus on the weapons short term" regarding the game's marketing, says Price. But "I will say that a lot of us are happier with where the characters have gone in terms of their backstories and the humor, because the humor is less campy than we had originally. Now we have humor that's more sophisticated, it's drier."
Impressions: http://www.ign.com/articles/2012/09/12/fuse-adapt-or-die-cooperate-and-conquerSix months ago, Insomniac realized Overstrike wasn’t quite working. The core idea was sound – a four-player shooter where each co-op player has a unique role in combat and has a useful role in the story – but something was missing. Little did the developer realize the solution had been sitting in front of them the entire time: the Fuse substance was a story element, but it didn’t play an active role in the form and function of playing Overstrike. When it became both the motivation for the characters as well as the source of their distinct powers, Overstrike became Fuse, and Fuse scrapped its cartoonish aesthetic for something a little more grounded.
With Fuse’s more photo-realistic visuals and altered story came new weapon forms and amplified violence. Enemies melt, explode into chunks, spray blood when they’re cut, and wobble their backward heads after unsettling neck-break animations. “Me, personally? I love this s—t,” says Ted Price, founder and CEO of Insomniac Games. With Overstrike, “we couldn’t unleash.” And this isn’t uniquely tied to gore.
The heroes of Fuse are barely heroes at all. They’re all deeply flawed, and their group, Overstrike 9, is hardly a team at all. They’re mercenaries who happen to organize together, and some have personal histories with each other. They’re the grown-up version of a ragtag motley crew, each with disturbing (not just dark) pasts. Jacob Kimble, for instance, is a former LAPD cop – “former” because his black-and-white brand of justice once involved locking a child-killer in the trunk of a car and burning him alive. Dalton Brooks, on the other hand, used to work for the terrorists he’s hunting down.
At the same time, Price says “We are not trying to be an ultra-realistic game, period. That is not our space. We love having games that are grounded, but we make big nods to sci-fi and more pulp influences.” It’s a balance of “a game that has humor but isn’t taking itself completely seriously.”
Internally, “It took a lot of us learning about who the audience is halfway through,” Price says. Violence “has such a freeing effect, in terms of doing cool stuff with the weapons, compared to the more restricted, light-hearted T-rated game.”
Fundamentally and philosophically, though, Fuse is Overstrike. There was no major change to the mechanics, and the Xbox 360 didn’t pose problems for the traditionally PlayStation-exclusive team. Price is proud of his team’s game and excited about the new direction. Justifiably so: Fuse is, on first impression, utterly fantastic.
Last part is positive, but I haven't seen any of it.Imagine all of these powers together, combined with a fair and rewarding experience system. Crystalizing someone through the Magshield before a lava bolt melts him gives all three players the appropriate experience points to spend on skill-tree upgrades like higher critical chances or lengthier cloaking time. These experience points also carry over into another, unannounced mode. Progression is persistent across both, so the unified system lets you earn in the campaign as well as… wherever else you’re playing Fuse.
I played the same 10-minute demo four times when I saw Fuse, once with each character. Each attempt played out radically different than the last. The characters function the same -- everyone is fast and nimble, so they hop up walls or over cover with admirable grace -- but their differences encourage separate play styles. As Naya, I would climb and traverse the environment (something anyone can do) to hack cameras I would later crystalize as Izzy. As Kimble, I’d hang back and pick off turret gunners and blow up walls, while storming into the fray as Dalton before sneaking through sewers changed the pace and feel of the same scenario. The common thread in each play through that impressed me most, though, was that everyone needed to adapt to the situation to keep each other safe. If you're not looking out for your friends, using their skills to your advantage, and capitalizing on your alien tech's powers, you're dead.
Fuse is as much about options and variety as it is personality and creativity. The clever ways characters work together will define the gameplay, and the charm of its funny and flawed heroes will give the narrative a fun identity. Excited though I am to play as friends, the notion of employing new strategies by jumping between all four in a single-player campaign is enticing as well.
After a full year of wondering what went wrong with Overstrike to cause such silence from EA and Insomniac, the new direction with Fuse proves there was never anything to worry about.
The plot alone seems fairly standard in a sci-fi genre, but Insomniac is pretty good at taking a concept and making it wholly unique, even if it doesn’t reflect the shift in design and tone. “We’d started off with a cartoony art style, but it just never felt like the stakes were that high. You really couldn’t take anyone seriously. We actually evolved the style quite a bit just to get to the Overstrike trailer from E3 2011. We were still developing the characters, but there was a certain point where we were ready to go to press and get these characters in the trailer. And they were kind of pulling it out of our artists’ hands.”
Fuse also started life as another game entirely, a four-player stealth based game, which according to president Ted Price, never worked at all. Eventually, the style changed again after the focus became on the element of fuse itself, over the campy, self referential humor of the Overstrike trailer. Even after the change though, not everyone in Insomniac is fully happy with the new direction of Fuse.
Comments regarding Fuse by Ted Price, president of Insomniac:
“When we went in a darker direction, a less comic direction, we were able to do a lot more over-the-top experimentation with the weapons,” he says. “We were able to make them look more brutal and do things to enemies that we simply couldn’t do with our previous incarnation of the game. It wasn’t until we started trying these things that we realized that’s where the core fun, in terms of the minute-to-minute combat, lay.”
Price says reaction to the change, even within Insomniac, was somewhat mixed.
“A large percentage [of the team] was relieved that we were embracing a more mature existence because it was more relevant to the gamers we were targeting,” he says. “But there are some folks who loved the original campy direction. You can never please everybody. You have to do what you think is best for the game.”
Price says the decision to move from Overstrike to Fuse only happened after “a lot of soul-searching,” and plenty of “debate and analysis of what’s going to make this game great.” Allgeier says the decision to center the game around Fuse was made in early 2012.
It's like you guys walked into your own trap. Lazy critics smack Insomniac with the generic moniker all the time (particularly with Resistance) and now you do this. If I have to read one more review of an Insomniac game complaining about "soul" or "identity" I'm going to scream.
http://www.gametrailers.com/full-episodes/6kgfqw/gt-tv-fuseOK I need to see some uncut gameplay ASAP. That trailer sucked. Like someone else said, if this wasn't an Insomniac game I would have immediately written it off. Maybe if I watch it again with the sound off?
http://www.gametrailers.com/full-episodes/6kgfqw/gt-tv-fuse
At the start of each segment. Need to skip around.
Not that much there tbh, but there is some and it shows off the weapons.
This. Did EA influence the art style? Hint EA look at Borderlands.Well that was a major step backwards. The old art had some charm to it. This has none.
“We’d started off with a cartoony art style, but it just never felt like the stakes were that high. You really couldn’t take anyone seriously"
"Dry humor and wit" doesn't sit well with me.I take James's word that there will be humour and more colourful environments. But I understand peoples trepidation, seeing is believing and a proper trailer in the next couple of months should back up what is being said by Insomniac.
Same.If its R2 Co Op style im there day one.
"Dry humor and wit" doesn't sit well with me.
I do like the idea that they want to tell the story and develop character in the game and less with cutscenes and stuff.
I was thinking something more similar to the Spec Ops: The Line where the characters get more and more serious as time in the games passes on.
This looks so generic... just make Ratchet & Clank games Insomniac! Come on!
It's like you guys walked into your own trap. Lazy critics smack Insomniac with the generic moniker all the time (particularly with Resistance) and now you do this. If I have to read one more review of an Insomniac game complaining about "soul" or "identity" I'm going to scream.