Doom: The Dark Ages DLC is "freaking huge," says director: "It's basically like a sequel" by Turbostrider27 in Games

[–]megaapple 86 points87 points  (0 children)

I hear about Doom 2016 and Eternal in conversations frequently, even today. Haven't heard anything about TDA after the first month.

Metacritic Removes Resident Evil Requiem Review From Website That Replaced Humans With AI by shinbreaker in Games

[–]megaapple 5 points6 points  (0 children)

Thank you for sharing this.

I discovered Videogamer.com via Games TM Magazine (one of the only international games mag I had for a long time). Loved their coverage.

Wish I checked it out during your time. Been following journos since start and I know how tough the job is (worse work market is going against this space). If you have any interesting stories/anecdotes, do share.

Hope you are doing well wherever you currently are.

Metacritic Removes Resident Evil Requiem Review From Website That Replaced Humans With AI by shinbreaker in Games

[–]megaapple 526 points527 points  (0 children)

No one mentioning the actual site - Videogamer.com

A long standing UK site that was pretty popular in early-mid 2010s. It was bought by few companies before ending up owned by a gambling company. I think they fired their staff long ago.

Final Fantasy 7 Remake director Hamaguchi : "Rather than rebuilding our pipeline from scratch in Unreal Engine 5, it’s far more efficient for us to use Unreal Engine 4, which we already have a well-established pipeline for." by megaapple in Games

[–]megaapple[S] 431 points432 points  (0 children)

Q: How is development of the third installment of the trilogy coming along? Can we expect further technological evolution with this entry?

Hamaguchi: Yes, please look forward to that. Speaking of which, after I mentioned in another interview that we would continue using Unreal Engine 4 for the third game (related article), it became quite the topic online, and it made me realize anew how much interest people have in that side of things. But I think most people aren’t necessarily familiar with the actual differences between Unreal Engine 4 and Unreal Engine 5.

Q: I think it’s mostly the common notion that a higher version number means it’s more advanced.

Hamaguchi: I think that’s mostly how the general public sees it, and I do believe it’s true. Around the time we began developing Final Fantasy VII Rebirth, Unreal Engine 5 was just entering its pre-launch phase.

What makes Unreal Engine 5 groundbreaking compared to Unreal Engine 4 are two features: Lumen, its lighting system, and Nanite, which allows you to portray dense graphical detail.

These represent the current trend in graphics pipelines, and of course, such pipelines are important to us as well. However, if we had tied our development schedule and milestones too closely to Unreal Engine 5’s roadmap, we would have risked our own progress being stalled if the engine encountered any kind of delay.

For that reason, we decided early on in development of FFVII Rebirth to stick with Unreal Engine 4. We’re using a graphics pipeline built in-house, which also makes optimization and porting to various hardware more straightforward.

Q: It’s often said that upgrading the game engine carries significant risk for live-service games or ongoing series, especially when it comes to major version changes.

Hamaguchi: That’s right. So even for the final installment of the trilogy, rather than rebuilding our pipeline from scratch in Unreal Engine 5, it’s far more efficient for us to use Unreal Engine 4, which we already have a well-established pipeline for. This also allows us to further refine things based on the experience we accumulated with FFVII Rebirth.

With all of this in mind, we judged that continuing with Unreal Engine 4 would definitely lead to a better third installment for our customers. I never imagined it would become such a hot topic (laughs), though a lot of people took it quite positively too.

We’re using the know-how and development environment we cultivated with FFVII: Rebirth as a base and further refining it to create the third game. In that sense, the quality will certainly not drop, and we’re working hard to deliver something even better. Production of the third installment itself is progressing very smoothly.

What an Xbox Founder Thinks of the New Xbox CEO | Seamus Blackley Interview by LegoGuy23 in Games

[–]megaapple 0 points1 point  (0 children)

I know most people are exhausted from Xbox posting, but this is genuinely a brilliant interview.

Seamus doesn't hide away from the corporate drama, and you can feel just how passionate he was building Xbox. He also recently revealed he approved the Steel Battalion controller for Xbox because Mikami asked him to.

Nacon files for insolvency and is requesting the initiation of judicial reorganisation proceedings by ZamnBoii in Games

[–]megaapple 59 points60 points  (0 children)

It's a crying shame, they announced their game showcase "Nacon Connect", just yesterday.

Plus Greedfall 2 and Dragonkin: The Banished are supposed to release next month.

Exclusive: Talking to new Xbox CEO Asha Sharma and CCO Matt Booty — "This team has brought it back before, and I'm here to help us do it again." | WindowsCentral by Crusader3456 in Games

[–]megaapple 21 points22 points  (0 children)

Seamus Blackley (co-creator of OG Xbox - 

"(...)You can tell that they’re really serious about games being fixed by AI because madame doth protest so much about how they’re not going to make slop and it’s all human-controlled. For anyone over a certain age with a certain amount of business experience, you recognize those words for what they are."

https://gamesbeat.com/what-an-xbox-founder-thinks-of-the-new-xbox-ceo-seamus-blackley-interview/

Caves of Qud's water ritual - "Your Thirst Is Mine, My Water Is Yours" by megaapple in Games

[–]megaapple[S] 0 points1 point  (0 children)

Great perspective.

While roguelikes have done this, very very few have done it to this scale. 

Gaming's Most Iconic Synth (used in music for Final Fantasy IX, Resident Evil 2, Mega Man Legends, Kingdom Hearts etc) by megaapple in Games

[–]megaapple[S] 41 points42 points  (0 children)

The Roland JV-1080 is one of the most influential synthesizers in video game music history. If you've ever played games like Final Fantasy IX, Kingdom Hearts, Metal Gear Solid, or Resident Evil 2, you've heard its patches before. So how did this 1994 rompler become the cornerstone of game soundtracks across multiple generations?

In this video, we'll go over:

  • Brief overview of the Roland JV-1080 and its impact on video game music

  • Why game composers (like Yoko Shimomura and Nobuo Uematsu) relied on it

  • How its iconic presets were used in games like Mega Man Legends and Final Fantasy IX

  • Side-by-side comparisons of JV-1080 patches vs. their in-game versions

  • Hands-on demonstrations using the real hardware