Insert Credit mentions that Clover talent may have been breaking off from Capcom to do their own thing (with the closing down story being an attempt to save face). Just an interesting angle to note when thinking about this topic.
I recently graduated from an art school and at one point was the lead of a similar game collaborative (although we had no programmers...so we had to just create a 3D "animatic" with the art assets). For any students in a similar situation, take this golden rule to heart. Prepare for the majority of your team to slack. Especially if it is an in-class collaborative (What I mean is...no one had to "apply" or "try out" to join the project...they just registered for the class and were plopped into the project). When a passing grade is all that people want, the bare minimum is all you'll be lucky to get out of them.
For those that slack during these projects...don't. The guys/gals that end up with a sleepless semester because they are modeling/uv'ing/texturing/rigging your art assets, while you partied every night, may end up on the employee side of the table during one of your job interviews.
Props to the Chase the Chicken folks for having something playable...some of us fail to get that far...;)
Guys...the only person who is ever going to direct the movie version of a Kojima game is Kojima himself. It is common lore that Kojima went into game development as some strange half cocked plan to land a job in film production. Even if we discount that, Kojima's passion for the film medium can be seen in the often blatant film references he pours into every game title he has ever worked on (along with the long CG sequences he pumps into said titles).
Boll isn't even touching a wet napkin with the words "Metal Gear movie" sloppily doodled on it, handed to him by a drunk film executive before Kojima is pointing a camera at a live action snake.
It was a blockbuster. America's Army, along with a game used to train recruits and a sci-fi, holodeck knockoff (a room that allows the participant to see, feel and smell a virtual environment), will be used to 'train soldiers for the emotional experience' of war, making up a part of the U.S. military's new DNA, according to Chaplin and Ruby."
A Sons of Liberty dialogue exchange comes to mind...
Pliskin : So this is your first.
Raiden : I've had extensive training -- the kind that's indistinguishable
from the real thing.
Pliskin : Like what?
Raiden : Sneaking mission 60, Weapons 80,
Pliskin : VR, huh.
Raiden : But realistic in every way.
Pliskin : A virtual grunt of the digital age. That's just great.
Raiden : That's far more effective than live exercises.
Pliskin : You don't get injured in VR, do you? Every year, a few soldiers
die in field exercises.
Raiden : There's pain sensation in VR, and even a sense of reality and
urgency. The only difference is that it isn't actually happening.
Pliskin : That's the way they want you to think, to remove you from the
fear that goes with battle situations. War as a video game --
what better way to raise the ultimate soldier?
For anyone that is interested, the CPS-2 version of Mars Matrix used one button for up to five weapon system functions, which are executed depending on how you hit/heald the button (Normal fire, Cannon, Shield, Reflect Bullets and Gravity Bomb). Be forewarned, the Dreamcast version has all the functions mapped to seperate buttons (although I'd be surprised if they did not have a 1-button set up just like the arcade version). One of the most underrated commercial shmups imo. Check it out. =)
I remember the Sega marketing engine made a small sputter towards the old school Sega commercials (with the SEGA scream) around SegaNet's launch. Couldn't tell you what happened there, but it was at least an attempt to go back to that "old school" marketing trend you've mentioned.
Sega was hip and did titles that meant something during the Dreamcast era, yet no one bought into it (Space Channel 5, Sea Man, Jet Set Radio, Shen Mue, Typing of the Dead, Rez ((ok...it got a limited Japanese release on DC)) and Phantasy Star Online...just to name a few). *That* was when Sega was making their come back publishing/backing genuinely great ideas, yet it felt like no one wanted to support it (going back to marketing...it isn't as if they helped themselves by not running more advertising...). I sometimes think we don't deserve this romanticized Sega we talk about, because we'll just piss on it anyways.
P.S.: I agree. Sonic CD is by far my favorite Sonic.
I enjoyed Extended Play the most when it was Adam Sessler and Kate Botello. I don't want to sound like one of those guys who treat their games as if they are punk rock (you know the type...the ones hanging on misc. messageboards/IRC channels posting "These guys aren't real gamers, they probably don't even know about (fill in obscure title here)")...but...well...Botello felt genuinely interested and into the medium where Morgan well...yeah...looks nice.
Personally, I love how Judgment Day approaches their recorded reviews (or did, I changed providers and lost G4 almost 8 months ago...I don't know if anything has changed). It feels like two guys hanging out while flogging the log over what they like and didn't like about a specific title. This makes the show a lot more enjoyable for me than, say...people reading the written/online review out loud to the camera.
Insert Credit mentions that Clover talent may have been breaking off from Capcom to do their own thing (with the closing down story being an attempt to save face). Just an interesting angle to note when thinking about this topic.
I recently graduated from an art school and at one point was the lead of a similar game collaborative (although we had no programmers...so we had to just create a 3D "animatic" with the art assets). For any students in a similar situation, take this golden rule to heart. Prepare for the majority of your team to slack. Especially if it is an in-class collaborative (What I mean is...no one had to "apply" or "try out" to join the project...they just registered for the class and were plopped into the project). When a passing grade is all that people want, the bare minimum is all you'll be lucky to get out of them.
For those that slack during these projects...don't. The guys/gals that end up with a sleepless semester because they are modeling/uv'ing/texturing/rigging your art assets, while you partied every night, may end up on the employee side of the table during one of your job interviews.
Props to the Chase the Chicken folks for having something playable...some of us fail to get that far... ;)
...Kojima's love for the film medium?
Guys...the only person who is ever going to direct the movie version of a Kojima game is Kojima himself. It is common lore that Kojima went into game development as some strange half cocked plan to land a job in film production. Even if we discount that, Kojima's passion for the film medium can be seen in the often blatant film references he pours into every game title he has ever worked on (along with the long CG sequences he pumps into said titles).
Boll isn't even touching a wet napkin with the words "Metal Gear movie" sloppily doodled on it, handed to him by a drunk film executive before Kojima is pointing a camera at a live action snake.
It was a blockbuster. America's Army, along with a game used to train recruits and a sci-fi, holodeck knockoff (a room that allows the participant to see, feel and smell a virtual environment), will be used to 'train soldiers for the emotional experience' of war, making up a part of the U.S. military's new DNA, according to Chaplin and Ruby."
A Sons of Liberty dialogue exchange comes to mind...
Pliskin : So this is your first.
Raiden : I've had extensive training -- the kind that's indistinguishable from the real thing.
Pliskin : Like what?
Raiden : Sneaking mission 60, Weapons 80,
Pliskin : VR, huh.
Raiden : But realistic in every way.
Pliskin : A virtual grunt of the digital age. That's just great.
Raiden : That's far more effective than live exercises.
Pliskin : You don't get injured in VR, do you? Every year, a few soldiers die in field exercises.
Raiden : There's pain sensation in VR, and even a sense of reality and urgency. The only difference is that it isn't actually happening.
Pliskin : That's the way they want you to think, to remove you from the fear that goes with battle situations. War as a video game -- what better way to raise the ultimate soldier?
two additional linksm e_id=9149
http://www.klov.com/game_detail.php?letter=P&ga
http://www.puckman.net/main.html
For anyone that is interested, the CPS-2 version of Mars Matrix used one button for up to five weapon system functions, which are executed depending on how you hit/heald the button (Normal fire, Cannon, Shield, Reflect Bullets and Gravity Bomb). Be forewarned, the Dreamcast version has all the functions mapped to seperate buttons (although I'd be surprised if they did not have a 1-button set up just like the arcade version). One of the most underrated commercial shmups imo. Check it out. =)
I remember the Sega marketing engine made a small sputter towards the old school Sega commercials (with the SEGA scream) around SegaNet's launch. Couldn't tell you what happened there, but it was at least an attempt to go back to that "old school" marketing trend you've mentioned.
Sega was hip and did titles that meant something during the Dreamcast era, yet no one bought into it (Space Channel 5, Sea Man, Jet Set Radio, Shen Mue, Typing of the Dead, Rez ((ok...it got a limited Japanese release on DC)) and Phantasy Star Online...just to name a few). *That* was when Sega was making their come back publishing/backing genuinely great ideas, yet it felt like no one wanted to support it (going back to marketing...it isn't as if they helped themselves by not running more advertising...). I sometimes think we don't deserve this romanticized Sega we talk about, because we'll just piss on it anyways.
P.S.: I agree. Sonic CD is by far my favorite Sonic.
I enjoyed Extended Play the most when it was Adam Sessler and Kate Botello. I don't want to sound like one of those guys who treat their games as if they are punk rock (you know the type...the ones hanging on misc. messageboards/IRC channels posting "These guys aren't real gamers, they probably don't even know about (fill in obscure title here)")...but...well...Botello felt genuinely interested and into the medium where Morgan well...yeah...looks nice.
Personally, I love how Judgment Day approaches their recorded reviews (or did, I changed providers and lost G4 almost 8 months ago...I don't know if anything has changed). It feels like two guys hanging out while flogging the log over what they like and didn't like about a specific title. This makes the show a lot more enjoyable for me than, say...people reading the written/online review out loud to the camera.
Sorry. First time submitting...Insert Credit brought this release to my attention...now I know to credit in the future =P