Rather than start 2 or 3 threads only to find nobody cares (since none of these games have an ongoing thread yet), I'll just stick a couple tidbits I picked up on today... I know not everybody shares my gaming taste, but I can't help it if you're wrong.
9 December, 2010: Imminent PlanetSide 2 reveal hinted
Sony is preparing to take the wrapper off a PlanetSide sequel, comments from Sony Online Entertainment boss John Smedley suggest.
Smedley told The Escapist, "We have a very big launch coming in the month of March. It's a big first person shooter franchise that we're really happy with."
Might it be a sequel to widely-enjoyed 2003 MMOFPS PlanetSide, the interviewer asked? "Could be. We haven't technically announced it."
Smedley then told the interviewer that he could say that he had "hinted" that the new PlanetSide was imminent.
"This is the farthest I've gone [discussing it with the press] and the PR people are going to shoot me," he added.
We already know that a PlanetSide sequel is in the works. Last year Smedley revealed the follow-up features, "Massive battles on a scale no other FPS will touch. None of this 64 player stuff. REALLY MASSIVE. With much better organisation, and a tight focus on making sure the action is always going on, with awesome graphics."
Smedley also revealed in The Escapist interview why the game won't simply be called PlanetSide 2.
"We don't have the official name for it. PlanetSide Next is kind of the working title," he explained.
"We've learned some lessons with Everquest II - not one of the better moves that we've ever made. We should have called it EverQuest Something. Having Everquest I and II sit on the shelves at the same time, in hindsight, was probably not the the brightest of moves."
Three words: Yay! **** yes.
Additional words: I am really looking forward to more news on this front. I've gushed about Planetside before, but I'll revisit the highlights of what I feel made it such a fantastic game in its time.
* The vehicles were not only fun, but they promoted teamwork (well, except for Magriders and Reavers, heh), requiring a competent gunner as well as a driver who could provide a stable platform for the gunner while also being responsible for cooperating with the gunner on target priority and tactical decisions regarding when to pursue and fall back.
* The vehicles drove like vehicles, instead of the utter crap for controls games like Halo cram onto a gamepad.
* Meaningful air support and air drops.
* A fantastic hitscan balancing system. I love the cone of fire in Planetside, and how well they leveraged it to create unique, balanced weapons that would encourage and reward certain styles of fire. Some weapons were best in small bursts, others were truly meant to be spray and pray support fire, etc. The damage falloff was well manipulated, too, creating excellent variety and strategy in engagement ranges and the like. But most importantly, the cone of fire in Planetside was a great compromise between being weighted heavily enough towards the middle to encourage skill, while not being so precise as to allow network variations and extreme skill disparities from utterly dominating against stupid odds. No other game I've played has had me as satisfied with this balance as Planetside, and I hope the sequel will revisit this excellence.
* Lots of interesting variety in weapons and equipment, and set up in ways that force good choices.
* I can't say enough about how well planned the "breadth, not depth" philosophy for character progression was. For those not familiar with the game, the original design was such that any piece of equipment could be used by a brand new character who'd spent around 20 minutes (if they were rushing) in the tutorial areas. Further advancement of your character was made by allowing you to be certified to use more variety, to give you more versatility, rather than dangling outright more powerful weapons and equipment out of reach of a newcomer. They fell away from this design principle as they added to the game, though, so I hope they have the good sense to realize how instrumental it was to the game's early success, and how it turned people off as they implemented achievement (kill-count, etc.) prerequisites for new equipment.
* Important support positions -- having people dedicate certifications and playtime to transport vehicles like the Galaxy or Sunderer; medical, engineering, and hacking certs; AMS and ANT driving roles; and anti-vehicular and anti-aircraft weapons/MAXes was truly important to the team's effectiveness, even if they didn't produce spectacular kill-stats.
* Integrated voice, back in 2003! Okay, it was a little finicky to setup as the host (it didn't play particularly well with routers, IIRC), it was a serious benefit to teamwork and cooperation.
The thing I most want them to improve this time around is to recognize the need for an incentive to defend. They incentivized offense and capturing bases, but offered no personal, immediate benefit to defending a base under attack.
Deus Ex: Human Revolution Delayed
Square Enix moves title from early 2011 to April or later.
By Kris Pigna, 12/16/2010
Deus Ex: Human Revolution
While it was originally planned for release in early 2011 (with some retailers listing it as early as February), today Square Enix announced that Deus Ex: Human Revolution will be delayed to instead release in their next fiscal year, which begins next April.
The delay was revealed along with Square Enix's announcement that it's reducing their earnings forecast for the remainder of its fiscal year by a whopping 91 percent. Part of the reason is in fact because they've moved Deus Ex out of the current fiscal year, although Square Enix also cited the "harsh market feedback regarding a key title" -- almost certainly referring to Final Fantasy XIV.
As for the specific reason behind Deus Ex's delay, it's unclear how much of it had to do with simple market strategizing, and how much had to do with the game needing more time. Square Enix cited "weak sales performance of console game titles that have been newly released during the current fiscal year," and that "we therefore have decided to spend additional time to further polish our upcoming game, Deus Ex: Human Revolution, resulting in a shift in release timing from our prior plan of the current fiscal year to next fiscal year." This at least seems to suggest it's partly an effort to close their books on the current fiscal year and bolster their next fiscal year instead.
Certainly, the last time we had a look at Deus Ex: Human Revolution (back during GamesCom in August), we already came away quite impressed. Whatever the reason may be for the delay, hopefully it'll just result in extra development time well spent.
Okay, I think this officially marks the first time I've ever heard of bean counters *postponing* a game's release. My patience will have to be exercised, I suppose, but, despite some disagreements with design decisions (on paper, at least; we'll see if they're borne out when I play) that have gone into this sequel (e.g., dropping out to a 3rd person camera for stealth and takedowns, takedowns in general, active camo for stealth), the stuff I've seen and heard in interviews has been pressing the majority of the right buttons for me, promising variety in obstacle resolution/circumvention paths; complex and gameplay refining skill and augmentation choices; large, non-linear, and parallelized level design; and targetting interesting cyberpunk themes with the story, narrative, and character development. Needless to say, I'm hoping for a better sequel than Invisible War, and think they may be set to deliver it. As such, I'm hopeful that the opportunity to add some more polish is well taken advantage of, and does more to enhance and refine the qualities I'm looking forward to rather than beef up the things that I don't really look to the Deus Ex franchise to deliver.
Oh, one more promising Deus Ex bit:
Deus Ex: Human Revolution is '25 hours long'
Monday 17-Jan-2011 12:46 PM Testers played for six days... still didn't finish
Deus Ex: Human Revolution will take you roughly 25 hours to complete, developer Eidos Montreal has said.
According to the latest issue of PC Gamer UK - which is with subscribers now - the 2011 sequel is now finally playable from start to finish, and it's meant to take more than an entire day to do so.
"So far with them playing about six hours every day, most of them don't complete the game," producer David Anfossi told PCG of the testing team's six day week.
The producer says he's also pleased with initial reaction to the depth of strategy found in the shooter, telling the mag:
"The ones that are more casual gamers, who are used to more 'corridor, cut-scene, corridor, cut-scene' type of gameplay - they play it that way for a while. Then suddenly, there's this new world that opens to them, and they start getting a bit more creative."
For the full six-page exclusive preview, plus PCG's list of the 100 best PC games of all-time, pick up PC Gamer UK issue 223, on sale from Thursday, January 19.
Sadly, I haven't seen anything new about EQ Next (another one I've got my eye on) since August, and I'm too scared/disgusted to look for/at anything related to the travesty they're going to call XCOM...