Modern Combat 4: Dev Diary 1. nihilistic should learn from gameloft.

Vita hw could handle this no problem controls will be garbage though. Might tell my brother about it though. Sad when vita hw outclasses ipad 3 and iphone5. Somebody shut down nihilistic.
 
I wonder why Gameloft haven't ported more of their mobile games over to Vita, they put out Dungeon Hunter and Asphalt and seem to have just stopped there.
 
No matter how much nihilistic screws up, BLOPS on Vita will still be more playable than every shooter on a touch-only device. But yes it will look good if you own the latest hardware.
 
Definitely looks slick, not sure how well it will handle on the touch screens.

if it's like the previous ones... it handles fine. If you wanna breakdown portable shooters controls

Vita>3ds>ios

But barely, one can get quite good at each :P

Here is a quick video i made when nova 3 came out (note I was balancing my vita on my belly to record, so it wasn't me playing at my best lol).

https://www.youtube.com/watch?v=1benFg2mqAA&list=UUbZo4HMR__-oNJjuXUC6sRw&index=2&feature=plcp
 
No matter how much nihilistic screws up, BLOPS on Vita will still be more playable than every shooter on a touch-only device. But yes it will look good if you own the latest hardware.

This, I have MC2 and it just doesn't feel right to play shooters that way.
 
Damn, they're the same guys that did those Uncharted rip-offs, right? They've come a looong way.

Do those games have demos to gauge performance? My HTC Sensation is old in smartphone years.
 
Damn, they're the same guys that did those Uncharted rip-offs, right? They've come a looong way.

Do those games have demos to gauge performance? My HTC Sensation is old in smartphone years.

rarely, but based off history, their games tend to perform the best only on the best lol... and sometimes not even that!
 
Yeah, not a fan of playing an fps on a touchscreen. The game does look slick, though. Cray what they can do on phones now.
 
I wonder why Gameloft haven't ported more of their mobile games over to Vita, they put out Dungeon Hunter and Asphalt and seem to have just stopped there.

That has a pretty easy explanation. They didn't sell enought to justify more ports. The same thing happened with Gameloft PS3 PSN games.
 
I would love for Gameloft to port their shooters to OUYA. I mean, would there even be much actual porting required? I would buy them, definitely!
 
Funny how graphics dont matter unless it's on Ios. Any other platform game play over graphics. 7 bucks if you can stomach controls is a nice steal.
 
Looks like an Xbox game, neat.

But NOVA 3 was shit, and this probably won't be much better, that's how they can.

Also, devs seen playing with mouse & keyboard.

Dead Trigger was the first FPS I thought worked ok, but that's because it's super duper slow (and it was still useless to have iron sight functions and stuff, minimize virtual buttons people, don't add more and more) like some dual analog shooters like Final Fury.
 
hopefully they look at dead trigger on how to do controls. i can already see alot of people saying "lol fps on ios" but dead trigger actually makes it work pretty well.
 
is it possible to use a bluetooth controller for these type of games on android? one of the reasons i dislike most mobile games are the touch analogues / buttons. Thinking of picking up a nexus 7
 
This is a perfect example that points out how completely unrealistic the supposed "AAA" game budgets are, in addition to a lack of documentation or information in general on what goes on behind the scenes and so forth.

These guys make several, relatively large games a year -- their quality may be argued, but the quantity and how relatively similar they are to other "AAA" FPS games can't be.

The big budget studios have 50+ million dollars to spend on games, along with established teams with well over 100+ people, and still complain about money and sales. Meanwhile, Gameloft and several other studios churn out SEVERAL games a year, some of which easily surpass "AAA" games in terms of content.

The polish, voice acting, animation (To a certain degree.) and extremely "generalized" stories are the only things that seperate the supposed "AAA" games from these other games -- but that doesn't come anywhere remotely close to explaining for the extreme difference in budgets.

It either points to a system of corruption where all the money goes "somewhere else", or the "AAA" teams are extremely inefficient, like they hire 150 people for a project that doesn't really require more than 20 people.
 
This is a perfect example that points out how completely unrealistic the supposed "AAA" game budgets are, in addition to a lack of documentation or information in general on what goes on behind the scenes and so forth.

These guys make several, relatively large games a year -- their quality may be argued, but the quantity and how relatively similar they are to other "AAA" FPS games can't be.

The big budget studios have 50+ million dollars to spend on games, along with established teams with well over 100+ people, and still complain about money and sales. Meanwhile, Gameloft and several other studios churn out SEVERAL games a year, some of which easily surpass "AAA" games in terms of content.

The polish, voice acting, animation (To a certain degree.) and extremely "generalized" stories are the only things that seperate the supposed "AAA" games from these other games -- but that doesn't come anywhere remotely close to explaining for the extreme difference in budgets.

It either points to a system of corruption where all the money goes "somewhere else", or the "AAA" teams are extremely inefficient, like they hire 150 people for a project that doesn't really require more than 20 people.

What. the. hell.?

Dude, gameloft games are not even CLOSE when it comes to content support from AAA games. Those games are cheap imitation (and mind you, imitation always is far cheaper to make than original content, which has to build everything from ground up) and nothing else. If every developer just create cheap imitaiton aka gameloft way, then I quit gaming.
 
That has a pretty easy explanation. They didn't sell enought to justify more ports. The same thing happened with Gameloft PS3 PSN games.

Their FPSs would probably do alright on PSN for Vita. There's an insane lack of that genre on the platform, and people even bought Resistance: Burning Skies just to have that on the hardware.

Not gonna lie: this looks about a billion times better than the Vita FPS's. WTF?

Killzone raffs

imUzVb98KWyJU.gif


The problem with Vita FPSes is that 2/3rds of them are made by the same mediocre team on a rushed schedule using the same poor engine.
 
Looks good just have a hard time believing it will be fun game to play as the controls would seem to get in the way. Especially on a screen that is already only 3.5-5" big.

Wonder how hard it would be to port this to PSN for both platforms and even XBLA? As long as it stays priced at below $15 it should do fine. The problem with their last ports for the vita was they tried to pull a fast one on people by selling them for $40.
 
I'm done with these kinds of games, but watching that really does make me feel even more depressed about Declassified. This is in a whole other league.

At least there's Killzone Mercenaries on the way. That's a Vita FPS that actually does look impressive.
 
It looks very impressive, and it's insane that a phone can output graphics like that, but at the end of the day I'd rather spend my time with games like Bejeweled and Spell Tower. I'm tired of shooting and exploding stuff, mobile or not. I guess I'm a casual now.
 
What. the. hell.?

Dude, gameloft games are not even CLOSE when it comes to content support from AAA games. Those games are cheap imitation (and mind you, imitation always is far cheaper to make than original content, which has to build everything from ground up) and nothing else. If every developer just create cheap imitaiton aka gameloft way, then I quit gaming.

I didn't necessarily mean Gameloft games - I meant the type of games that come out in droves every year from relatively unknown studios.

And by content, I meant assets, level length, world size, etc.
 
I womder how gameloft can be profitable with these games, on android they sell really bad and they doesn't seem to be moajor success on ios.

If they were a 60$ game they could have been ok but they cost 6$ or even less with the promotions.

They should have foumd a way to spend a relative small amoumt of money on every game.
 
That has a pretty easy explanation. They didn't sell enought to justify more ports. The same thing happened with Gameloft PS3 PSN games.

Selling them for $40 probably didn't help.

Yeah, that's pretty much the answer. Most Vita owners (especially early adopters) tend to be rather tech savvy, and would know that they could get those games for far less money on other platforms. They aren't going to buy a much more expensive version of the game just to "support" the system.

If Gameloft wants to give it another try on Vita, then they need to bring down the price to a level that's much closer to what it sells for on other platforms. $10-$15 for these games with proper dual analog controls and PSN integration could sell truckloads...$30-$40, though, and they'll rot on the shelves.

Their FPSs would probably do alright on PSN for Vita. There's an insane lack of that genre on the platform, and people even bought Resistance: Burning Skies just to have that on the hardware.

It's surprising how few first-person shooters have been announced for Vita. I'm surprised we haven't seen older FPS games ported to the Vita (even classics like the Doom and Quake series).
 
The problem with Vita FPSes is that 2/3rds of them are made by the same mediocre team on a rushed schedule using the same poor engine.
2/3 of 3 =P It's a shame that when the FPS genre can finally truly be supported on a handheld, they can barely get any support for it.
That bad resistance vita game would probably be a smash hit on the phone. Maybe Nihilistic is just targeting the wrong device.
It's really not a bad game for a handheld. More like the best FPS ever on a handheld.
 
bought nova 3 and mc 3 but never played them for more than 15 min.i dont know how people can even play games like thee on touchscreen and enjoy.?
 
I womder how gameloft can be profitable with these games, on android they sell really bad and they doesn't seem to be moajor success on ios.

Really? On Android, NOVA 3 has 100,000-500,000 sales. Same with Modern Combat 3. Same with Dark Knight Rises. Asphalt 7 has 500,000-1,000,000. Their other games fall in line with those, some even more. And that's just on Android.
 
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