darkside31337
Tomodachi wa Mahou
So hyped for this. This is the first digital game I've ever preordered. Can't wait to play it on my PS4.
Tuesday can't come soon enough.
Yes, 1080p 60fps. *
* Depending on how hardcore you're going to audit this claim, there are times when it isn't 60 either on purpose or during certain situations we thought were cool enough that the trade-off was worthwhile. It's 60 the vast majority of the time.
Pre-ordered this on PS4. Wondering if I should play Bastion before or after this.
The music is a big part of the game, so for sure there's more where that came from (plus the full-length version of that track). We'll have the OST out there on Tuesday same as the game, though if you care about spoilery type stuff I suggest not listening to it before playing the game since it's all tied together.
Any idea on how long the game is? Looks amazing either way!
Man I hate talking about game length. I feel like it's a multiple-choice question where all the answers are wrong.
TL;DR.if you've played our first game then this one should be in the same ballpark for you
And now, for a treatise on game length! <standing on soap box, clearing throat>
In our playtests there was a lot of variance in play-through durations (as much as 50% difference from one player to the next). Some players take the fights in this game very deliberately while others don't, due to the nature of the planning mode and how it works.
Also there is (in my take-with-a-grain-of-salt opinion) a considerable amount of side content in this game that you can simply skip if you want to get to the end faster.
When making games at no point do we aim for some magical "hours of gameplay" number. It is more about making sure the promise set forth by the narrative and gameplay is delivered upon, without wasting the player's time. It's not difficult to make a game longer. It's more difficult to make a game with a good pace. We're more interested in seeing if we can do that.
The result we want is: If you're the type of person whose time is precious, we want you to be able to get through the game in a reasonable amount of time and hopefully have an experience that leaves a lasting and positive impression. We want you to not regret having played and finished one of our games.
If you're the type of person who wants to really dig into a game and spend a lot of quality time with it, we want to provide a lot of richness and variance in the gameplay to make it replayable and stay fresh so that you get a really good value. That's not about trying to be all things to all people, it's more about catering to two specific mindsets we happen to have on team and naturally gravitate to as game players.
Expectations about game length are all over the place so I hope this helps you calibrate yours.
Man I hate talking about game length. I feel like it's a multiple-choice question where all the answers are wrong.
TL;DR.if you've played our first game then this one should be in the same ballpark for you
And now, for a treatise on game length! <standing on soap box, clearing throat>
In our playtests there was a lot of variance in play-through durations (as much as 50% difference from one player to the next). Some players take the fights in this game very deliberately while others don't, due to the nature of the planning mode and how it works.
Also there is (in my take-with-a-grain-of-salt opinion) a considerable amount of side content in this game that you can simply skip if you want to get to the end faster.
When making games at no point do we aim for some magical "hours of gameplay" number. It is more about making sure the promise set forth by the narrative and gameplay is delivered upon, without wasting the player's time. It's not difficult to make a game longer. It's more difficult to make a game with a good pace. We're more interested in seeing if we can do that.
The result we want is: If you're the type of person whose time is precious, we want you to be able to get through the game in a reasonable amount of time and hopefully have an experience that leaves a lasting and positive impression. We want you to not regret having played and finished one of our games.
If you're the type of person who wants to really dig into a game and spend a lot of quality time with it, we want to provide a lot of richness and variance in the gameplay to make it replayable and stay fresh so that you get a really good value. That's not about trying to be all things to all people, it's more about catering to two specific mindsets we happen to have on team and naturally gravitate to as game players.
Expectations about game length are all over the place so I hope this helps you calibrate yours.
any new gameplay videos? or new trailer prior to launch?
I feel like this game is getting absolutely no love from the press or Sony's marketing team. Really a shame because it looks fantastic. :/
lol, I am enjoying your answers.
Now for the most important question, that I think everyone must know the answer to. AA algorithm, which one are you using and does it start with F or M ?
Man I hate talking about game length. I feel like it's a multiple-choice question where all the answers are wrong.
TL;DR.if you've played our first game then this one should be in the same ballpark for you
And now, for a treatise on game length! <standing on soap box, clearing throat>
In our playtests there was a lot of variance in play-through durations (as much as 50% difference from one player to the next). Some players take the fights in this game very deliberately while others don't, due to the nature of the planning mode and how it works.
Also there is (in my take-with-a-grain-of-salt opinion) a considerable amount of side content in this game that you can simply skip if you want to get to the end faster.
When making games at no point do we aim for some magical "hours of gameplay" number. It is more about making sure the promise set forth by the narrative and gameplay is delivered upon, without wasting the player's time. It's not difficult to make a game longer. It's more difficult to make a game with a good pace. We're more interested in seeing if we can do that.
The result we want is: If you're the type of person whose time is precious, we want you to be able to get through the game in a reasonable amount of time and hopefully have an experience that leaves a lasting and positive impression. We want you to not regret having played and finished one of our games.
If you're the type of person who wants to really dig into a game and spend a lot of quality time with it, we want to provide a lot of richness and variance in the gameplay to make it replayable and stay fresh so that you get a really good value. That's not about trying to be all things to all people, it's more about catering to two specific mindsets we happen to have on team and naturally gravitate to as game players.
Expectations about game length are all over the place so I hope this helps you calibrate yours.
I feel like this game is getting absolutely no love from the press or Sony's marketing team. Really a shame because it looks fantastic. :/
Now for the most important question, that I think everyone must know the answer to. AA algorithm, which one are you using and does it start with F or M ?
DualShock 4 Light Bar flashes in sync with the Transistors speech
Seriously tell me that we can turn this off. Enough with the gimmicks.
Yes, the assets and visual effects and so on are identical between platforms.
There are minor interface differences of course, in which button labels you see (unless you use the DualShock 4 with the PC version!).
and with this I won't be buying, why should PC gamers get this cheaper than PS4 owners? Nope.
Edit: Nvm.
Edit: Nvm.
and with this I won't be buying, why should PC gamers get this cheaper than PS4 owners? Nope.
PC players get everything cheaper than console players.
Ever thought about putting Bastion on Vita?
Reviews, when?
This is a frequently asked question, and the answer is we have no plans for any other versions of the game (other than native Linux and Mac versions at some point). All our focus is on the PS4 and PC launch next week. Everything else will depend on how the game is received, how we're feeling as a team once the dust settles, and so on. Things we can't predict. A nice thing about being a small team is we don't have to plan too far ahead.
I'll add that on a personal level I like the Vita a lot, and appreciate the interest, though the fact that I like a game system should not be taken as evidence of anything. I like a lot of game systems, e.g. the Neo Geo.
Wait the embargo is dropping the same day this is releasing? They're offering pre-order with no benefits at all? Okaaay then. Sounds legit. Maybe I'll wait for those reviews.
The game uses 2D art assets so AA is not relevant in our game (as Andrew one of our engineers puts it "wouldn't really do anything but slow down the game"). Hop in one of those King of Fighters / BlazBlue threads around here on GAF and ask those guys what they think of smoothing / anti-aliasing...
Is there a sampling of tracks anywhere? I may want to purchase the soundtrack bundle but I'd like to grab a glimpse of what I'm getting from the soundtrack.
Edit: I see I can purchase the soundtrack separately on Steam. Good, good.