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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Psychonauts 2 Had Cut All Its Boss Fights for Cost Reasons Before Microsoft Bought Double Fine
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Various Xbox Game Studios leaders like Tim Schaefer and Brian Fargo revealed more about what it means to join up and become an Xbox first-party studio. In the case of Double Fine, joining the Xbox stable meant being able to put back boss fights into Psychonauts 2, which were previously cut due to budget shortages. In a new interview with GamesIndustry.biz, several studio heads now working under the Xbox Game Studios umbrella shared the experience of being acquired by Xbox. Xbox Game Studios boss Matt Booty prefers a method of acquisition called “Limited integration” or “unplugged studios” where developers can remain as they are while Xbox provides “financial firepower and support of the larger business.” Double Fine boss Tim Schafer shared what this meant for Psychonauts 2 and how “With Psychonauts 2, we could see the end of our budget coming up, and so we had cut a lot of stuff… We had cut our boss fights.” [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] After the acquisition, Schafer says the studio was able to put the boss fights back in. “I’m looking forward to doing things for the right reasons. When you only have a certain amount of time and money, you might jump into a part of the game that you’re not ready to jump into or start working on art before you’re ready with design. But now I look forward to this era where we are doing everything for what is right for the game.” Xbox’s approach differs for each studio. InXile boss Brian Fargo, for example, shared a story about pitching the studio’s next game to Booty and how despite it being a new idea, it was a relatively simple process. “I prepared the whole [presentation], I sat with Matt [Booty] and said here is what we want to do, and he said ‘if that’s what you want to do, then great’. It was over in like 60 seconds.” Booty and Xbox head Phil Spencer attribute the acquisitions philosophy to the lessons Microsoft learned from acquiring Minecraft developers Mojang. “The first priority was making sure the studios had the things that they needed to build the best versions of the games,” says Spencer. “That means extending some of the timelines and giving them more budgets. We have really strong support from Satya Nadella, the CEO of Microsoft, and Amy Hood, the CFO. And there’s been no signal at all that we should be slowing down[.]” Xbox Game Studios now comprises 15 branches, and Spencer hasn’t ruled out more studios joining. It’s been reported that Xbox is interested in a bid for WB Interactive if the division ends up for sale. Spencer has also previously expressed interest in acquiring a Japanese game developer. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.
source https://www.ign.com/articles/psychonauts-2-double-fine-xbox-game-studios-acqusition
source https://www.ign.com/articles/psychonauts-2-double-fine-xbox-game-studios-acqusition
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