funkystudent
Member
Ubisoft has the Tetris licence now right?
I cant wait to see the 300 person, cross studio dev team that works on that.
I cant wait to see the 300 person, cross studio dev team that works on that.
I don't understand why them announcing the game will receive post-launch support bothers you so much. I mean, is there a difference between them saying it now or saying it later when the outcome is the same? Pretty much all bigger name games get DLC nowadays. Shouldn't be a shock to hear at this point. Anyways, miss out if you want.No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.
Its still surprising that they need 110 people for a game like this. And even then, they still need to enlist the help of 100 more. Its Trials. Not flippin Elder Scrolls.RedLynx is 110 people.
100 other people from various parts of Ubisoft have lent their support at certain points in development for specific tasks.
Not sure how that = 210 dev team
Well it looks great, it's out for a bunch of systems and it has a bunch of new stuff (like a random track generator).
Its still surprising that they need 110 people for a game like this. And even then, they still need to enlist the help of 100 more. Its Trials. Not flippin Elder Scrolls.
Didn't realize they had more than one project. That does make it better.Unlikely that 110 people ever worked full time on it - remember that RedLynx has been developing another game (Frontier) too.
I don't get the moaning about "needing help". There are qualified people available in the larger Ubisoft family who might know more than you about next-gen consoles, or server architecture? And you don't ask them to chip in? Ludicrous.
As for the added help, its mainly just a sign that they're spending a lot of resources(time, effort, money) on this game, meaning that the expectations for success will be extremely high and puts the IP's future on the line. Basically, everything that people are complaining about with AAA gaming at the moment.
No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.
they actually did all these super detailed zbrush sculpts for trials HD and imo the detail is lost on screen.
No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.
Seems fair to me. People shouldn't forget that Trials was pretty damn profitable this past generation. In fact Trials HD was one of the best sellers in XBLA's life. Don't underestimate the title just because it's not retail. I don't understand the attitude behind throwing a tantrum when the team making a game is little bigger. At worst it's just more people with jobs, you know?
Yeah but the character is so small on the screen. It seems like a waste to me sculpting the individual bolts on a helmet.I think the Sculpts are only done to get detailed Normal Maps for the LowPoly Model?
Ubisoft has the Tetris licence now right?
I cant wait to see the 300 person, cross studio dev team that works on that.
Hey I didn't bring it up!It might be a little silly to compare those two games.
Yeah that's a bummer. But they said almost no one played it; assuming that's true I can understand why they'd cut it.And they scrapped online play...WTF Redlynx?
It also sucks that there won't be retail version for the 360. I'd pay 40e for a physical copy dammit!![]()
The game will begin as a historical third-person action-adventure game in which it is your goal to obtain all seven Tetriminos from the malicious grasp of the Templars.
Ubi-bloated.
WHAT...THE...FUCK?
This is exactly what is wrong with the gaming industry.
Yeah that's a bummer. But they said almost no one played it; assuming that's true I can understand why they'd cut it.
Really, no online play?
After the mess that Trials Gold was on PC, I hope that 210 people can make a stable game.
Welcome to everything that's wrong with big-publisher projects.Just going to repeat what I said elsewhere about this: even with the rank incompetence of Ubisoft's garbage software production pipeline, I don't understand how a game that's pretty much materially identical to one that took like 15 people to make now takes 210 people.
Not at launch, but -- "Rather than jettison online multiplayer entirely, the team is re-evaluating the mode and would like to rebuild it with input and feedback from players.
"We want to continue with it so we already have extensions in the pipeline. We've been working on them, but it's also a question of can we involve the community to give feedback on what makes sense?
"The whole online multiplayer - there will be something like this but we're still thinking about how to do it right."
To put that in perspective, Sucker Punch has 80 people and RAD has 110.
I am not sure what to think here.
On the Giant Bomb quick look Brad said they had it running at 1080p/60fps on average PC's.
I worked in QA and we had a team of about 20 QA Testers for each platform that the game was going to be released on. Sure it was a much bigger game than Trials but if they are releasing on 5 platforms you can bet they have at LEAST 5-10 QA Testers working on each platform. That alone will fill in a large part of the 210 number folk are throwing about without any idea of what kind of work it takes to bring out a game on 5 platforms.
Didn't realise this was a full price game, £50 at amazon, they better have 5 times as many tracks and mini games this time
It's $40 here [for the retail version], full price games are $60.Didn't realise this was a full price game, £50 at amazon, they better have 5 times as many tracks and mini games this time