#gamescom 2014
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remembering the cool pair of knockoff chucks I used to have as a teen
they were by the brand Kingsway, were bright red with a cool Chinese dragon print in white around the ankle area. I used to thread jingle bells on the laces (inspired by a friend of a friend) and annoyed everyone at school with them whenever I walked the halls during recess
#also had 2 other pairs. one in a red/black/silver tartan pattern and another in black and grey tartan#and some other knockoff pairs from other brands over the years. i remember a below ankle version in brown fake leather#and a grey pair with black stars (which i wore with my last minute Otacon cosplay for gamescom 2014)#i also remember a plain black pair. i replaced the laces with red chiffon ribbons and drew kakuzu and hidan on the toe area <3#and a mid calf red pair that folded over into hi tops. wanted to add yellow accents to look like Misty's shoes from pokemon#but never got around to it orz#they're all worn out and long gone by now :') kinda wishing for the abundance of cheap knockoff chucks to make a comeback#KNOCKOFF CHUCKS IN COOL DESIGNS FOR A FIFTH OF THE PRICE OF ORIGINAL CONVERSE RENAISSANCE PLEASE!!!!!!!!!!!#i even have all my old jingle bells saved for that occasion....... pls.........#ohhhh just remembered another kingsway pair..... honey/mustard and grey/black tartan..... so pretty.....#they matched perfectly with my mustard coloured oversized hoodie <3
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Jogo PS3 n°712 - Jojo’s Bizarre Adventure ALL Star Battle
💥 JoJo’s Bizarre Adventure: All-Star Battle (PS3) 💥
🌀 Pose, estilo e pancadaria em um dos jogos de luta mais estilosos da geração!
📅 Lançamento:
🇯🇵 Japão: 29 de agosto de 2013
🌍 Ocidente: 25 de abril de 2014
🏗️ Desenvolvedora: CyberConnect2
📦 Distribuidora: Bandai Namco Games
🎮 Inspirado na icônica série de mangá de Hirohiko Araki, o jogo cobre as 8 primeiras partes de JoJo, trazendo mais de 40 personagens jogáveis, cada um com seus poderes únicos e animações que parecem ter saído direto das páginas do mangá! 🖤💫
🧠 Com um sistema de combate que valoriza estrat��gia, reflexos e, claro, MUITO ESTILO, All-Star Battle é um prato cheio para fãs de luta e de JoJo's!
💡 Curiosidades JoJoísticas:
A arte e animações foram feitas para replicar fielmente o traço do mangá original 📚
A CyberConnect2 usou a engine Celluloid Shader, que deixa o jogo com aparência de anime 2.5D 🖌️
O jogo ganhou prêmios no Japão antes mesmo do lançamento, incluindo o "Gamescom Best Fighting Game 2013"
Teve uma versão "All-Star Battle R" lançada anos depois com melhorias gráficas e novas mecânicas!
Estima-se que o custo de produção do jogo tenha ficado entre 6 a 8 milhões de dólares 💰
👊 “Ora Ora Ora!” ou “Muda Muda Muda!” — qual é seu grito de guerra favorito? 😎
Essa versão de PS3 é obrigatória na coleção de qualquer fã da série ou amante dos jogos de luta!
🔥Visite também🔥
📌memoriapixel.com
📌youtube.com/@DrasgonDigger
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📌threads.net/@DrasgonDigger
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📌youtube.com/@EncantinhosdaMay
📌instagram.com/EncantinhosdaMay
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#jojosbizarreadventureallstarbattle #jojosbizarreadventure #jojosbizarreadventureps3 #allstarbattle #bandai #bandainamco #cyberconnect2 #hirohikoaraki #oraoraora #mudamudamuda #jojogame #blus31405 #ps3 #playstation #playstation3 #ps3games #ps3collector #game #gamer #retrogame #joestar #diobrando #videogame #videogames #ps3collection #jogosps3 #game #drasgondigger #acaodrasgondigger #jojosbizarreadventuredrasgondigger

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ever since PT got released, there's dozen, or maybe hundred (?) of indie games with you're in a house, but watch out and/or looping rooms tropes, which varies in quality. Got me thinking, the plural in Hills might refer to this fact. idk. What do you think?
The plural in Silent Hills, from Kojima himself at Gamescom 2014, was intended as a “plural for scariness”.
There is also the in-universe lore that the power and effect of the town was slowly starting to spread beyond its borders — you see this happen in Silent Hill 3 and especially 4. Even in Silent Hill 2 it’s stated that the town has an ability to ‘call’ outside people to it.
Everyone and their grandmother made a “P.T.-like” afterward because P.T. was unique and innovative at the time — there wasn’t anything quite like it, and it went wildly viral with people trying to figure out how to solve it. A lot of people aren’t creative at all but wanted to capitalize on that virality for $$$$$$$. The fact that P.T. was removed from PSN store during the Konami/Kojima debacle and PS4s with P.T. installed were (and still are) going for hundreds to thousands of dollars online caused a rush devs trying to fill that void even more.
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#1
P.T. was first revealed at Gamescom 2014, directly after Hideo Kojima was onstage presenting a showcase of the cardboard box in Metal Gear Solid V: The Phantom Pain. However, as P.T was announced under the studio name 7780s Studio, no one immediately connected it to Kojima.
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Ex-CEO da PlayStation pede “hard reset” no mercado de consoles
Por Vinicius Torres Oliveira
Shawn Layden acredita que PlayStation, Xbox e Nintendo devem pensar em como inovar mais no mercado
Shawn Layden sempre foi um “homem do povo”. Hoje na Tencent, o executivo fez carreira na PlayStation desde 1987, servindo como presidente da SIE Worldwide Studios de 2014 a 2019, e neste período ganhou o carinho dos fãs. Agora, sendo mais um deles, ele acredita que a comunidade está cansada do panorama atual de consoles.
Em entrevista ao VGC na Gamescom Asia, Layden destacou que está na hora de pensar em um novo modelo de negócios.
“Fizemos essas coisas dessa forma por 30 anos, a cada geração os custos aumentaram e nos ajustamos a isso. Agora chegamos ao limite, onde o centro não aguenta mais, não podemos continuar fazendo as coisas como antes. É hora de um verdadeiro hard reset no modelo de negócios, um reinício sobre o que significa ser um videogame,” ele disse. “Não é 80 horas, não é 90 horas, mas se for, isso é uma categoria completamente diferente.”
Quando perguntado sobre o futuro do hardware de consoles, Layden disse acreditar que um aumento de potência por si só não atrairia a maioria dos jogadores.
“Isso atingiu um patamar. Estamos em um estágio de desenvolvimento de hardware que eu chamo de ‘apenas cachorros conseguem perceber a diferença’,” ele disse.
“Se você está jogando e a luz do sol está entrando pela sua janela e batendo na sua TV, você não está vendo nenhum ray tracing. Tem que ser super otimizado… você precisa ter um monitor 8K em uma sala escura para perceber essas coisas.
“Estamos brigando por teraflops e esse não é o lugar para estar. Precisamos competir com conteúdo. Aumentar as especificações do console, acho que já atingimos o teto.”
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The Order: 1886 | Official Gamescom 2014 Gameplay Trailer - Tesla Reveal...
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ZusammenfassungDie Neuauflage von 'Lords of the Fallen' verzeichnet einen deutlichen Anstieg der Spielerzahlen und zeigt ein bemerkenswertes Wachstum.Der Aufstieg des Soulslike-Genres, insbesondere durch die Titel von FromSoftware, trägt zum neu entdeckten Erfolg des Spiels bei.Trotz gesteigerter Aufmerksamkeit wurde das Spiel aufgrund von Leistungsproblemen kritisiert, was dazu führt, dass Entwickler Hexworks Patches veröffentlicht.Vergleich zwischen Original und NeufassungErstaunliches Wachstum der SpielerzahlenNach Daten von PCGamesN und SteamDB, erreichte die 2023er Neuauflage von 'Lords of the Fallen' einen Peak von 43.075 Spielern auf Steam, was einen beachtlichen Anstieg im Vergleich zur ursprünglichen Veröffentlichung von 2014 mit 8.024 Spielern markiert. Dieses fünffache Wachstum der Spielerzahlen lässt in der Branche aufhorchen.BranchenentwicklungDer Soulslike-BoomDie Spieleindustrie hat einen steigenden Trend bei Soulslike-Spielen erlebt, was größtenteils auf bahnbrechende Titel von FromSoftware wie 'Elden Ring' zurückzuführen ist. Diese Entwicklung im Markt hat eine breitere Akzeptanz und einen erhöhten Erfolg solcher Spiele ermöglicht, was 'Lords of the Fallen' deutlich zugutekommt.Ähnlichkeiten im SpieldesignDas Beste von Dark Souls übernehmenHexworks hat kein Geheimnis daraus gemacht, dass 'Lords of the Fallen' stark von der Mechanik und Designphilosophie von Dark Souls beeinflusst ist. Während einige Puristen dies als vielleicht zu imitativ ansehen könnten, deutet die Spielerzahl darauf hin, dass diese Hommage gut ankommt.Spieleperformance & BewertungenEine Gemischte TüteObwohl die Spielerzahlen steigen, hat das Spiel gemischte Bewertungen auf Steam erhalten, wobei die Spieler Probleme wie Abstürze und Stottern anmerkten. Laut Kotakus Zusammenfassung veröffentlicht Hexworks aktiv Patches, um diese Probleme zu beheben, was zeigt, dass die Entwickler bestrebt sind, das Erlebnis zu verbessern.Gameplay-UnterstützungLeitfaden für den GrindFür Spieler, die feststecken oder einfach ihr Gameplay optimieren möchten, stehen zahlreiche Guides zur Verfügung, die die besten Builds und Waffen basierend auf verschiedenen Spielstilen und Statistiken detailliert beschreiben.Zusätzliche InformationenPlattformen und VorschauenDas Spiel wurde am 13. Oktober 2023 auf PlayStation 5, Xbox Series X/S und PC veröffentlicht. Zusätzliche Trailer und Informationen, wie ein Story-Trailer, der auf der Gamescom vorgestellt wurde, und eine achtminütige Übersicht bieten tiefere Einblicke in die Funktionen und Spielmechaniken des Spiels.SchlussfolgerungDie Neuauflage von 'Lords of the Fallen' stellt eine interessante Fallstudie dar, wie Branchentrends und cleveres Spieldesign zu einem signifikanten Wachstum in der Spielerbeteiligung führen können. Obwohl es noch Leistungsprobleme gibt, die ausgebügelt werden müssen, zeigt der proaktive Ansatz von Hexworks Versprechen für die Zukunft des Spiels. Wie siehst du die Neuauflage von 'Lords of the Fallen'? Teile gerne deine Gedanken und Erfahrungen unten mit!
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Lords of the Fallen at Gamescom 2023: Dual-Realm Vibes and Epic Combat Action!
Lords of the Fallen, like, totally slayed in the Gamescom 2022 trailer, especially when you peep how Elden Ring and Nioh did, you know? It's all about those spooky vibes, man. This time around, it's way more hardcore and darker than the OG 2014 version. Amping up the horror factor is gonna make Lords of the Fallen pop big time compared to its genre buddies.

Lords of the Fallen at Gamescom 2023 is gonna be lit! And speaking of excitement, don't forget to check out the gaming deals and offers when you're at the event, maybe even have a chance to grab some awesome PS4 games! You gotta check out the Lords of the Fallen theater for a sneak peek of a fresh, never-seen-before game zone. The presentation is gonna drop some serious knowledge on the dual-realm vibes and give you the lowdown on all the epic melee, ranged, and magic combat action!

Lords of the Fallen gave off major Dark Souls vibes from the get-go, no cap. The spots I checked out were a maze of connected hallways, and you could pop open shortcuts to speed up those repeat runs, which was clutch. The baddies had that medieval undead swag going on – hella spooky, fam. Rockin' a sword in one hand, a shield in the other, and that trusty dodge-roll in my arsenal, I was feeling like a true OG Souls player. And while embracing that Souls-like experience, you might want to consider where to buy PS4 games to further immerse yourself in epic adventures.

Discovering the Umbral Realm and Unique Combat Dynamics
Lords of the Fallen introduced me to some basic enemy groups, which were like your typical cannon fodder, ya know? They had these super long attack windups that were great for practicing my combat timing. But as I kept going, I started noticing what sets Lords of the Fallen apart, and trust me, these differences are a big deal. So, I started my epic journey in Axiom, the land of the living, but guess what? There's a whole other realm called the Umbral Realm, where my character ends up when they bite the dust. I could take a peek into Umbral by waving around this special lantern thingy, or use it to open a small portal between the two worlds and hop into the spooky dark side.
Lords of the Fallen: Umbral is, like, a way edgier and trippier take on Axiom, but, like, you gotta know the key distinctions. So, there was this moment when I was in Axiom, right? There was this total roadblock, and that's when I busted out the Umbral Lantern. When I raised that lantern high, it like transported me into the Umbral Realm. In that vibe, the lantern spilled the tea, showing me a reality where the door was, like, totally MIA, and I could just breeze through. But when I lowered the lantern, it locked me in, and there was no turning back, fam.

Umbral Realm, Second Chances, and Checkpoints
Lords of the Fallen, like, it's not just all about having a blast and solving those brain-teasers, you know? The Umbral Realm is like your backup life, but it's pretty sketchy because if you bite the dust here, it's game over for real, like, no respawns, dude. To bounce back from the Umbral Realm, you gotta scout for a checkpoint, which can be, like, a Vestige or a chill Flower Bed where they planted a Vestige seed. These spots recharge your health and healing stuff, let you level up, and bring those baddies you whooped back into the action. It's all about that second chance.
Lords of the Fallen, like, it's not all rainbows and unicorns, you feel me? So, after some seriously slick moves and epic beatdowns, Otto bit the dust and just crashed hard. My victory high was, like, super short-lived, though. Out of nowhere, that same goblin-like dude from the opening cutscene rolls in on a dragon, like, what even? His health bar pops up, calling him "The Lightreaper," and he's all about being the "early-game boss whose only job is to make you eat dirt." I was left there, totally helpless and shaking, like, whoa.

Lords of the Fallen, you see, is all about embracing the fact that biting the dust is just part of the game, no biggie. So, I quickly respawned and got back to my epic quest. I ventured deeper into a blazing castle, and I started messing around with the sweet tricks of the Umbral Lantern, you know, just trying out some of its cool moves. One of them, the Soul Flay skill, was a game-changer. It allowed me to snatch the soul right out of my foes, freezing them in their tracks for a hot minute while I dished out some serious damage. This came in super handy when I faced off against this beefy warrior dude swinging around a massive two-handed sword. I metaphorically tore him apart, which not only gave me a chance to patch myself up but also stored up all that damage in his soul. Once his soul and body were back together, it only took one hit to unleash all that stored-up hurt. And if you're wondering, that badass move could be recharged by siphoning energy from certain spots in the Umbral realm, so it was worth using against the tough customers.

The intro cutscene was, like, lit, and then she came at me swinging. At first, I was holding my own pretty well, you know, giving it my all. But then out of nowhere, she grew these wings, brought down a hail of arrows from the heavens, and summoned two, like, holographic versions of herself. It was insane, and she wrecked me the first time around. But I didn't give up, you feel me? On round two, I was, like, in the zone, and that rush of adrenaline and endorphins kicked in. That's the stuff that makes these games so damn satisfying as you make progress.
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Lords of the Fallen devs are worried about the amount of soulslikes
Lords of the Fallen is up against a formidable obstacle. How can you make a dark RPG game stand out in a world after Dark Souls, where the soulslike has grown to be a well-established and constantly expanding genre unto itself? Beginning with Demon's Souls and continuing with the Dark Souls trilogy, Bloodborne, Sekiro, and most recently Elden Ring, FromSoftware has consistently produced quality games. Nioh, The Surge, Blasphemous, Wo Long, and hundreds of others make for a potentially oversaturated market, making it difficult for any new soulslike to gain traction. However, CI Games, the company behind Lords of the Fallen, recognises the importance of the original masterpiece by FromSoftware's long-lasting legacy. In an exclusive interview with PCGamesN before to Lords of the Fallen's release, creative director Cezar Virtuso and art director Alexandre Chaudret discuss the thrilling challenge of making a modern soulslike. A remake, reboot, and reimagining of the 2014 original, Lords of the Fallen takes place between two dark fantasy worlds, Axiom and Umbral. Equipped with a lantern, while you navigate the living world of the Axiom, you can peer into the dead world of the Umbral, and your actions in one will affect the nature and structure of the other. In the era of the soulslike, this is one way that CI Games intends to stand out. “We’re not going to hide that we have common ground,” Chaudret tells PCGamesN amid the chaos of Gamescom. “It’s the same genre. Call it soulslike, or animation-driving fighting, or dark fantasy RPG, we know we have common ground. I think what makes us different is our world. It’s much more allegorical. You go from a Gothic fantasy to something much more cosmic horror, almost Giger-esque with bones, giant statues, skeletons moulded together. It’s a question of resonance. You need to touch the very soul of people and go into deep thematics, not just the surface of fantasy like shiny armor and dragons. “All of the armor is rusted,” Chaudret continues, “so it shows I didn’t have time to brush them – I had to fight again and again. Why is that guy crying? Why is this guy, who represents all the golden hope I had in fantasy stories when I was a kid, sad and with no more hope? It’s more about the torment of the people that were in here.” https://www.youtube.com/watch?v=xi7o_WyN43E Combat in Lords of the Fallen is weighty and physical – as you lug your tired, armored character into yet another battle, there’s a terrific sense of ardor which matches the game’s depleted and anguished world design. On the contrary, combat options from the original Lords of the Fallen have been greatly expanded and improved, and nimble, lightly-armored builds now offer a refreshing alternative. Inspired by the work of FromSoftware, Virtuso explains the challenges of making a great soulslike. “The FromSoftware games are excellent,” Virtuso says. “You could dislike the genre, because you like soccer games or something, but these games are so masterfully crafted. They introduced so many new ideas to the table that we, the rest of the industry, can only be inspired. “We were humbled. We went in with high ego, because we’re the Redditors, the guys posting s***. We come from the trenches. And we thought we knew a lot. But we were humbled by how little we knew in terms of creating compelling combat. Designing combat is incredibly challenging. The feedback came in, and we had to create ancillary systems and rework it and make it good. “And then the level design has to be absolutely on point,” Virtuso continues. “These games live and die by their level design. The world needs to feel lived in, needs to feel real, and you need to see landmarks and not get lost. You need to go, discover, return, come back. It’s like working a Chinese puzzle box. It has to be bulletproof.” But even if you get everything right, in a world of so many soulslikes, where the tropes and tenets of the genre are so well established, is there a risk of becoming lost in the crowd? Virtuso and Chaudret say they are worried about the amount of soulslikes out there, but also believe that if a game is good, players will come to it regardless. “Yes, we are worried,” Virtuso says. “But at the same time if we’re true to ourselves and dig deep into our well, no one is going to reach the depths that we have reached.” “It’s worrying in the sense that we want to succeed from a business standpoint,” Chaudret continues, “but I think players are not at all against just having more good games. If we do a good game, people will be super happy. It’s our job to make it as good as possible and then it will stand out because they will just like what they are playing.” The goal, then, is to continue building and improving upon the FromSoftware formula. There might be a lot of soulslikes, but that doesn’t mean CI Games, Lords of the Fallen, or any other developer needs to abandon or upend the genre entirely. On the contrary, Dark Souls, Elden Ring, and the rest serve as inspiration for future, more individual interpretations of the concept. The answer, Virtuso says, is not to create the “anti Dark Souls,” but to continue searching for what makes these games powerful. “This is a storytelling trick,” Virtuso concludes. “We, as humans, are more open to negative emotions. The bitter stories stay in your head more than the happy stories, because your brain tells you to remember the bitter story, so you can avoid the same outcome happening to you. That’s the secret. The fact it ends in sorrow, it makes it much more poignant. “You can’t do the anti Dark Souls. You saw what happened to all the World of Warcraft killers. You cannot do a game that is the antithesis. You have to be true to yourself and reach as deep as you can into your well.” If you’re a big soulslike fan, check out some of the absolute best games like Dark Souls. You’ll also want to try the best fantasy games, from dark RPGs to turn-based adventures. Read the full article
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Desenvolvedores brasileiros de games vão à Alemanha buscar parcerias


Reprodução: © Rovena Rosa/Agência Brasil Comitiva com 60 integrantes está na Gamescom, na cidade de Colônia Publicado em 25/08/2023 - 16:10 Por Daniel Mello - Repórter da Agência Brasil - São Paulo ouvir: Uma comitiva com 60 desenvolvedores brasileiros está na Gamescom, importante evento de jogos eletrônicos realizado em Colônia, na Alemanha. O projeto de internacionalização do setor é uma parceria da Agência Brasileira de Promoção de Exportação e Investimentos (ApexBrasil) – e da Associação Brasileira das Desenvolvedoras de Games (Abragames), com participação do Ministério da Cultura (Minc).
O evento começou na quarta-feira (23) e vai até domingo (27). A Aoca Game Lab é uma das empresas de games que estão na Alemanha em busca de parcerias. O estúdio, criado em 2016, em Salvador, tem como principal produto o jogo Árida, que tem como personagem central Cícera, uma jovem de 13 anos que vive no sertão brasileiro, no final do século 19, e parte em busca do povoado de Canudos. “A série é desenvolvida em torno dessa relação do universo ficcional, que é o Árida, com esse evento histórico que é muito importante para a formação da identidade do país”, explica o CEO Filipe Pereira. O jogo foi lançado em 2019, inicialmente para computadores. Com a boa aceitação do público, ganhou uma versão para celulares e tradução para 12 línguas, além do português e inglês. Agora, Pereira quer aumentar as possibilidades de comercialização da aventura histórica e para possibilitar a continuação da série. “Conseguir novas lojas, novos espaços de distribuição do jogo. Mas, também, buscar parceiros para o Árida 2”, diz. Segundo o Minc, a receita do mercado de games no Brasil é de mais de US$ 2,3 bilhões por ano. Entre as empresas do setor que operam no país, 25% são internacionais. Desde 2014, o número de estúdios nacionais dedicados aos jogos eletrônicos passou de 200 para mais de mil. Edição: Juliana Andrade
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Feeeeeels! Gamescom 2014!
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Me, waiting for a DLC of the Story Mode of GTA V:

#poor fans that are waiting for rockstar to announce something about GTAVI#they even werent at gamescom#fail#rockstar is on a downhill#facts#ffs#i will wait forever#gta v#dlc#im still searching every day for news#ngl#i wonder why they are taking too much time to say something about the ps5 version too#rockstar release a friggin north yankton dlc!!#come on!#the fandom has been asking for it since 2014
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Gamescom 2014 - Day 01- 041 by mchenryarts Via Flickr: Day 01 - 14.08.2014 Gamescom Köln - celebrate the games 2014 das größte Messe- und Event-Highlight für interaktive Spiele und Unterhaltung. gamescom 2014 in Cologne. The world's largest trade fair and event highlight for interactive games and entertainment ---------------------------------------------------------------------- www.flickr.com/photos/mchenryarts/ www.facebook.com/McHenryArts
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Reviravoltas na indústria: quando Hellblade trocou o PlayStation pelo Xbox
Por Vinicius Torres Oliveira
Um jogo de baixo orçamento, mas com grandes ambições, tenho que pensar que isto passou pela cabeça de 3 tipos de pessoas, dos investidores da Ninja Theory, dos que viram a sua revelação em 2014 na Gamescom e de quem já experimentou títulos como Heavenly Sword (exclusivo do PS3).
O que ninguém esperaria é que este jogo não apenas marcasse um antes e um depois dentro do estúdio, mas também o primeiro passo na nova era moderna dos jogos AA. Hoje decidimos partir para uma história um tanto curiosa que sabemos que mais de um não levou em conta, como o destino de um est[udio pode dar uma volta de 180 graus ao tentar explorar novos caminhos.
2014, revelado exclusivamente para PS4, Hellblade
Em 2014, durante a Gamescom na Alemanha, a Ninja Theory revelou seu próximo projeto, uma aventura single-player focada em uma guerreira celta, aproveitando o renovado Unreal Engine 4, inicialmente, todas as informações sobre o lançamento indicavam disponíveis apenas para consoles PS4, algo isso não pareceu estranho a ninguém depois do que se viu com Heavenly Sword sendo exclusivo para PS3, deixando um precedente para a relação entre PlayStation e Ninja Theory.
Durante o início de 2015, após diversas entrevistas e novas informações sobre o título, os desenvolvedores da Ninja Theory confirmaram que Hellblade também seria lançado para PC através da loja Steam. Notícias que vieram impactar vários jogadores do console da Sony, já que naquela altura, perder a exclusividade dos jogos, mesmo em plataformas que não pertencem à concorrência direta, foi percebida como um motivo para considerar a perda de valor do jogo no futuro.
8 de agosto de 2017, exclusivamente para consoles PS4 e PC através do Steam , sendo um lançamento médio, definido como indie AA ao preço de 29,99 euros ou dólares dependendo da região, durante seus primeiros 3 meses de lançamento foram vendidas 500 mil cópias , sendo um sucesso pelo orçamento investido pelo estúdio e tendo em conta que foi um lançamento exclusivamente em formato digital .
2018, finalmente, Hellblade chega ao Xbox One Após um lançamento mais que aceitável, Ninja Theory decide finalmente lançar o jogo nos consoles Xbox One, com melhorias Como o jogo foi anunciado nos consoles Xbox, o descontentamento dos usuários do PS4 não poderia ser esperado devido à perda total da exclusividade do título, logo depois, isso daria uma guinada raramente vista na indústria. Na E3 2018, na conferência do Xbox , Phil Spencer anunciaria a primeira de várias ondas de aquisições, um dos cinco estúdios adquiridos seria Ninja Theory, deixando agora a licença Hellblade dentro do catálogo do Xbox. Nesse mesmo ano, Hellblade: Senua’s Sacrifice seria lançado no Xbox Game Pass e em formato físico para Xbox One e PS4.
Depois de alguns anos no mercado, Hellblade: Senua’s Sacrifice seria recebido como um título cult e como uma das referências dentro da indústria por popularizar o lançamento de jogos médios (AA), deixando todos na expectativa sobre o que o estúdio faria. Hellblade: Senua’s Sacrifice, sendo uma história aparentemente conclusiva, não tinha sinal de sequência .
Durante o The Game Awards do mesmo ano, a Microsoft pegoy todos de surpresa e chocou a todos no evento, sendo revelado Senua’s Saga: Hellblade II e o Xbox Series. O que antes era exclusivo do Playstation agora era responsável por inagurar uma nova geração de consoles Xbox. É uma reviravolta fascinante.
Ninja Theory faz atualmente parte da Xbox Game Studios, com um novo orçamento da Microsoft e uma excelente relação com a Epic Games, o que os coloca como um dos melhores estúdios de referência em termos de progresso gráfico e técnico na utilização do Unreal Engine 5. Todos os seus esforços, nos últimos anos, foram direcionados para o desenvolvimento da Saga de Senua: Hellblade II, que será lançado em breve em 21 de maio de 2024.
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#Gamefemerides Hace 6 años fue lanzado Rise of @tombraider . Juego de acción/aventura desarrollado por @crystaldynamics , y publicado por la subsidiaria europea de @squareenixusa . Es secuela del juego TR 2013, 11ma entrega de la serie Tomb Raider. La historia sigue a Lara Croft mientras se aventura a Siberia en búsqueda de la ciudad legendaria de Kitezh, mientras se enfrenta a la organización paramilitar Trinity, quienes intentan descubrir la promesa de inmortalidad de la ciudad. Lara debe atravesar el entorno y combatir enemigos con armas de fuego y sigilo, mientras explora mundos semi-abiertos. En estos niveles, puede explorar tumbas para desbloquear nuevas recompensas, completar misiones secundarias, y conseguir recursos que pueden usarse para forjar materiales útiles. El desarrollo inició tan pronto concluyó el reboot de 2013. La retroalimentación de los jugadores fue considerada durante el proceso, con el equipo reduciendo la cantidad de QTE, e introduciendo más rompecabezas y retar tumbas. El equipo viajó a varias locaciones en Turquía, incluyendo Capadocia, Estambul, y Ephesus, para diseñar Kitezh Rhianna Pratchett regresó como escritora, mientras que Bobby Tahouri reemplazó a Jason Graves en la música. Camila Luddington vuelve como voz y Mo-Cap de Lara. Usando el motor Foundation, el juego fue desarrollado por @eidosmontreal y Nixxes Software. Fue anunciado en el E3 2014 por @microsoft . Fue revelado como exclusiva temporal para @xbox 360 y Xbox One en la Gamescom 2014. El juego fue elogiado con los críticos elogiando los visuales, gameplay y caracterización; sin embargo, algunos analistas sintieron que no tomó suficientes riesgos. Para noviembre de 2017, había vendido cerca de 7MM de copias. Varios contenidos de historia y descargable, fueron lanzados. SE lanzó el juego para @windows y @playstation 4 en 2016. #LegionGamerRD #ElGamingnosune #Videojuegos #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #HistoriaGaming #GamerDominicano #GamingPodcast #Podcast #CrystalDynamics #SquareEnix #RiseoftheTombRaider #TombRaider #LaraCroft #Microsoft #Windows #Xbox #Xbox360 #XboxOne #PlayStation #PS4 #Aventura #Shooter https://www.instagram.com/p/CWGFDRwL4Lb/?utm_medium=tumblr
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