By rodeoclown Go To PostI think it means that the game is going to have a more ODST-inspired design than it means Halo is following the Destiny path with numbers popping up and Chief finding new armor pieces and guns. 343's new director, Chris Lee, got his start working on ODST, so it would make sense that they'd go back to that style of openness. The Halo is free for you to explore and to tackle these set missions in the order you choose.
That could definitely be GOTY.
ODST was horrible. Turned it off after 30 minutes.
But then I've never properly gotten into Halo. Don't find the base mechanics to be nearly as refined as people make out.
But then I've never properly gotten into Halo. Don't find the base mechanics to be nearly as refined as people make out.
By Smokey Go To PostHalo Infinite MP about to beH5 is already the best around and they're getting five years to build on that. We're looking at perfection here, folks.
By Laboured Go To PostI think you've misunderstood.
git
gud
By rodeoclown Go To PostH5 is already the best around and they're getting five years to build on that. We're looking at perfection here, folks.
But DY
By Pennywise Go To PostThat's just one local shop.
Those offers happen every once in a while. If retailers pick the same price over the course of the next week, I think we've got a Fallout76 situation. Think it's gonna take 2-3 weeks though.
mashallah
Halo MP is just slow quake with shields. Stay woke. Console only gamers especially console only fps gamers are truly peasants to real gaming experiences.
By toku Go To PostHalo MP is just slow quake with shields. Stay woke. Console only gamers especially console only fps gamers are truly peasants to real gaming experiences.
🤔
By Laboured Go To PostODST was horrible. Turned it off after 30 minutes.
But then I've never properly gotten into Halo. Don't find the base mechanics to be nearly as refined as people make out.
The first 30 minutes had me hooked. ODST is like a hint of what XCOM could have been as a console FPS (as opposed to PC turn-based strategy).
One thought I had was it's all very well EA sacking off studios when they gamble and don't perform. But like what happens when all the studios are gone? Do they have MS money to go on a spree?
the money EA is putting into this Anthem marketing is really something else
you can't get away from it
you can't get away from it
you can tell the streamers who got checks to play. "Oh I'm just focused on the game you guys I'm having fun really! That's why I'm quiet and dead eyed"
By Wahabipapangus Go To Postthose anthem reviews lmao. bioware can already smell the mass graveBioware should look like this in the picture
a kid did a fortnite dance at the side of the road on my drive earlier. Couldn't jam on the throttle fast enough.
By SUPER YARAK Go To Posta kid did a fortnite dance at the side of the road on my drive earlier. Couldn't jam on the throttle fast enough.Could've done the world a favour there. Just saying.
Assume you warned him of the perils of copyright infringement under s.19 of the Copyright, Designs and Patents Act 1988.
It's really cheap to have developers in Edmonton tho. Even if the studio might get carved up, I think the people working at BioWare will be fine for at least the next 5 years.
Seeing great management all over the fucking shop.
Current:
BioWare Austin in Austin, Texas; formed in March 2006 specifically to develop Star Wars: The Old Republic (with assistance from BioWare Edmonton), BioWare Austin later began working on a new IP called Shadow Realms, but production was shelved in February 2015 in order to focus on the continuing production of Dragon Age: Inquisition and The Old Republic.
Former:
- BioWare Montreal in Montreal, Quebec; formed in March 2009 to assist the Edmonton studio where necessary. Led the development of DLC for the Mass Effect series as well as Mass Effect: Andromeda. BioWare Montreal was merged with EA's Motive Studios in August 2017.
- BioWare San Francisco in San Francisco, California; founded as EA2D and developed Mirror's Edge 2D and Dragon Age: Legends, became part of BioWare, but was closed in February 2013.
- BioWare Mythic in Fairfax, Virginia; formerly known as Mythic Entertainment, until June 2009, re-renamed to Mythic Entertainment in November 2012 and closed completely in 2014.
- Victory Games; founded in February 2011 as BioWare Victory to develop the 2013 Command & Conquer, it had since dropped the BioWare label in November 2012 but remained part of the BioWare group. The studio dissolved in October 2013.
- Waystone Games; the developer of Dawngate, which was cancelled in November 2014.
- BioWare Sacramento in Sacramento, California; founded as KlickNation 2008, acquired and renamed BioWare Sacramento in 2011, and renamed EA Capital Games in 2014.
Current:
BioWare Austin in Austin, Texas; formed in March 2006 specifically to develop Star Wars: The Old Republic (with assistance from BioWare Edmonton), BioWare Austin later began working on a new IP called Shadow Realms, but production was shelved in February 2015 in order to focus on the continuing production of Dragon Age: Inquisition and The Old Republic.
Former:
- BioWare Montreal in Montreal, Quebec; formed in March 2009 to assist the Edmonton studio where necessary. Led the development of DLC for the Mass Effect series as well as Mass Effect: Andromeda. BioWare Montreal was merged with EA's Motive Studios in August 2017.
- BioWare San Francisco in San Francisco, California; founded as EA2D and developed Mirror's Edge 2D and Dragon Age: Legends, became part of BioWare, but was closed in February 2013.
- BioWare Mythic in Fairfax, Virginia; formerly known as Mythic Entertainment, until June 2009, re-renamed to Mythic Entertainment in November 2012 and closed completely in 2014.
- Victory Games; founded in February 2011 as BioWare Victory to develop the 2013 Command & Conquer, it had since dropped the BioWare label in November 2012 but remained part of the BioWare group. The studio dissolved in October 2013.
- Waystone Games; the developer of Dawngate, which was cancelled in November 2014.
- BioWare Sacramento in Sacramento, California; founded as KlickNation 2008, acquired and renamed BioWare Sacramento in 2011, and renamed EA Capital Games in 2014.
With Frostbite, I know it's the main reason why Anthem is the way it is because of it; but it's not like it's their first game with the engine.
They probably have close to a decade of experience of working with the engine by now.
They probably have close to a decade of experience of working with the engine by now.
Keep thinking about how fucking annoying the length and monotony of the load screens was in Destiny 1, and how it impeded the flow of the game.
Bioware had 5 years to learn from that, and the issue is ten times worse.
Bioware had 5 years to learn from that, and the issue is ten times worse.
By Flutter Go To PostWith Frostbite, I know it's the main reason why Anthem is the way it is because of it; but it's not like it's their first game with the engine.The blame Frostbite gets is pretty strange considering Dragon Age: Inquisition is arguably the most technically impressive game Bioware's ever put out. And that was their first time using the engine if I remember correctly. Different game and all that jazz, but I can't imagine Frostbite gave Edmonton that much trouble. But I'm not a programmer so what do I know.
They probably have close to a decade of experience of working with the engine by now.
By MonadL Go To PostThe blame Frostbite gets is pretty strange considering Dragon Age: Inquisition is arguably the most technically impressive game Bioware's ever put out. And that was their first time using the engine if I remember correctly. Different game and all that jazz, but I can't imagine Frostbite gave Edmonton that much trouble. But I'm not a programmer so what do I know.Oh it did.
"It's been painful," an anonymous developer told Schreier. "The pain started with Dragon Age: Inquisition and continued on with Andromeda as well." "Frostbite is a sports car. Not even a sports car, a Formula 1. When it does something well, it does it extremely well. When it doesn't do something, it really doesn't do something," another dev told Kotaku. "Whenever you're trying to do something that fits the engine-vehicles, for example-Frostbite handles that extremely well," the developer said. "But when you're building something that the engine is not made for, this is where it becomes difficult."But it has been 8-9 years since the development of that game. I feel for Bioware working for the engine, but it's not like it's their first game with it.
Not to say EA doesn't take the blame. They should have relented and let them use Unreal if it was too taxing. Hell, Nomura for all the dumbass decisions he has made throughout the years left the Luminous engine for Unreal to make Kingdom Hearts 3 and that worked out well.
....for the performance, not the quality of the story.
and cutscenes.
and Gummi Ship mini game.
By Flutter Go To PostOh it did.Good find. Didn't know Frostbite gave Bioware that much trouble when working on Inquisition. EA's cheap ass probably didn't want to pay that UE4 licensing fee.
But it has been 8-9 years since the development of that game. I feel for Bioware working for the engine, but it's not like it's their first game with it.
Not to say EA doesn't take the blame. They should have relented and let them use Unreal if it was too taxing. Hell, Nomura for all the dumbass decisions he has made throughout the years left the Luminous engine for Unreal to make Kingdom Hearts 3 and that worked out well.
….for the performance, not the quality of the story.
and cutscenes.
and Gummi Ship mini game.
By MonadL Go To PostGood find. Didn't know Frostbite gave Bioware that much trouble when working on Inquisition. EA's cheap ass probably didn't want to pay that UE4 licensing fee.Yeah, and the internal company rivalry didn't help either.
Several people from the team described 2013 as one of the best years of their professional lives and 2014 as one of the worst. Whereas 2013 was full of possibilities for the developers of Andromeda, 2014 was full of politics. Conflicts emerged between BioWare staffers at the company’s two main studios, in Edmonton and Montreal. Developers in Edmonton said they thought the game was floundering in pre-production and didn’t have a strong enough vision, while developers in Montreal thought that Edmonton was trying to sabotage them, taking ideas and staff from Montreal for its own projects, Dragon Age: Inquisition and Dylan. By the end of 2014 at least a dozen people had left BioWare Montreal for other studios, and it wasn’t clear to the remaining staff whether those positions would be replaced. The animation team in particular was understaffed, sources said, and when people left, their positions sometimes weren’t refilled.
I won't be surprised if internal conflicts continued in Anthem's development.
By rerixo Go To Postblaming frostbite is the go-to when an ea studio fucks upor could be true 🤷🏾♂️
DICE never designed it from the ground up to be a jack of all trades engine. It's horrendous management by EA.
By rvy Go To Postit seems more like marketing than anythingIt's just so they save money on engine licensing fees. They had some big games last generation that ran on Unreal and they decided they didn't want to pay Epic anymore. Won't someone please think of EA's bottom line.
oh this game uses frostbite so it's gonna be awesome
By Laboured Go To PostDICE never designed it from the ground up to be a jack of all trades engine. It's horrendous management by EA.They should have kept a whole studio just to focus on making tools for it, if they really wanted to push it for EA entirely.
Otherwise it doesn't make that much sense. Takes to much time for other studios to bother developing tools, while you got stuff like UE4 ready.
Brief first impression of Anthem is that it could've been an incredible singleplayer RPG. Also runs considerably better than the beta on base PS4.
By /sy Go To PostBorderlands 3 had been in development longer than kh3 or both. Crazy
BL3 could be an exclusive for Android and I would finally buy a Samsung Galaxy again.
By Flutter Go To PostYoutubers have a lot of fucking time on their hands,
By Bold 2 in One Go To PostYoutubers have a lot of fucking time on their hands,I mean, it's their job.
By Bold 2 in One Go To PostYoutubers have a lot of fucking time on their hands,
*checks views on his comparison videos*
and money
By data Go To Postwhat if the new switch model had an OLEDI'm sure people would settle for just an IPS display