User comment history
< Newer [ 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 ] Older >
| News Comments > Tomb Raider Anniversary Demo |
 |
| 34. |
Re: No subject |
May 27, 2007, 21:16 |
Scottish Martial Arts |
|
|
I thought this demo was pretty cool, but after my first playthrough here, it felt like there were a few things (puzzles) present that weren't quite "finished" even when the demo ended. If the level matches up with the level in the original TR, then the demo ends before the end of the level. If I remember correctly, the third gear is located just past the T-Rex and with that you backtrack back to the beginning and the completed machine opens up the path to the level exit.
|
|
|
|
|
|
|
|
| |
| News Comments > Tomb Raider Anniversary Demo |
 |
| 27. |
Re: No subject |
May 27, 2007, 13:05 |
Scottish Martial Arts |
|
|
Um CJ again your a moron. Tomb Raider did NOT start off as a Console game. Uh, yeah it actually did. Tomb Raider 1 was technically a multiplatform title but the Playstation version was the lead SKU and the game was designed around that. Ever notice how the interface to Tomb Raider feels like it was designed for a console? That's because it was. I'm not intimately familiar with the development history of Tomb Raider but my impression was it started off as a console game and was ported to PC for a multiplatform release.
In fact it was bundled with most first generation 3D cards. So was Turok: Dinosaur Hunter. Hardly proves anything does it?
This comment was edited on May 27, 13:09. |
|
|
|
|
|
|
|
| |
| News Comments > Morning Q&As |
 |
| 9. |
Re: I love it |
May 23, 2007, 10:20 |
Scottish Martial Arts |
|
|
Btw, Scottish, yes, the original shipped with 6 maps. That was also a mod made by a few guys for free. I was referring to TFC, the Half-Life mod, not the Quake mod. TFC was developed by Valve, not a mod team.
|
|
|
|
|
|
|
|
| |
| News Comments > Morning Q&As |
 |
| 7. |
Re: No subject |
May 22, 2007, 17:33 |
Scottish Martial Arts |
|
|
Incase anyone hasn't noticed, this means valve is basically going to only make 5-6 maps for TF2. Which happens to be the same number TFC was released with.
|
|
|
|
|
|
|
|
| |
| News Comments > Deus Ex Sequel? |
 |
| 57. |
Re: Hoping |
May 19, 2007, 16:54 |
Scottish Martial Arts |
|
|
Guessing doesn't mean anything. I could GUESS that Deus Ex actually sold poorly in 2000, and wasn't picked up by a ton of people until a year later, after it had been hailed as a great, great game by most people who played it. And your guess would fly in the face of how the games market typically perform. Is it possible that Deus Ex only sold a few ten-thousands of copies in 2000 and that the majority of it's sales didn't come until later? Yes, it is certainly possible but that doesn't mean it's likely.
For whatever reason Gamespot no longer archives NPD data, so I cannot retrieve the sales figures for Summer 2000 and I am unwilling to purchase that data from NPD simply to win an argument. That said, I recall that Deus Ex was on top of the PC charts for the 3 weeks or so between it's release and Diablo II, and then continued to remain on the charts throughout the summer. I also distinctly remember a Daily Radar piece where they were talking about awesome vaguely gaming related jobs and how they could go wrong. One job was working in the Daikatana warehouse, where the lack of sales would mean you could sleep all day. The downside would be the potential for getting transfered to the Deus Ex warehouse. Here's a TTLG thread where the posters are also recalling that Deus Ex seemed to perform pretty well at the time of it's initial release: http://www.ttlg.com/forums/showthread.php?t=112657&highlight=Deus+Ex+Sales+Figures That hardly proves anything but it does indicate that the buzz on the internet was indicating that Deus Ex was doing pretty well.
So it may not have been a Blizzard release level hit, but at the very least it was selling fairly well and selling steadily throughout the summer. Combine that with the fact that most games tend to sell well for the first few months of release and then gradually peter out, it is far more likely that the 91,000 figure quoted above represents Deus Ex on the downward curve of it's product cycle, not it's apex.
Also consider that NPD only tracks North American retail sales in large stores; sales outside of North America, online, and in non-major stores are not tracked. Therefore the 91,000 represents only a portion of the total Deus Ex sales in 2001; the actual number is probably much higher. And remember if Deus Ex sales performance was anything even remotely like other PC titles, by 2001 the game was in the downward curve of it's product cycle. We are making guesses here, but these guess are based upon what is likely. The likely conclusion we can draw is that Deus Ex sold quite well, and while not a hit on the level of World of Warcraft, was profitable for all involved and was overall a commercially successful title.
|
|
|
|
|
|
|
|
| |
| News Comments > Deus Ex Sequel? |
 |
| 56. |
Re: a few things... |
May 19, 2007, 16:35 |
Scottish Martial Arts |
|
|
If that wasn't Harvey Smith's fault, great. Then explain whose it was. Couldn't blame be assigned team-wide? After all the IW development team, with a few minor changes, was basically the same team that made Deus Ex. You seem to have latched on to the change in project lead (From Spector to Smith) but if you're familiar with the role Spector tends to play in game development, you'll see that that wasn't the driving cause. Spector does not handle the nuts and bolts of development. He often gets credited for the success of Ultima Underworld and System Shock 1 but those games's design can largely be credited to Doug Church; Spector's role was, and continued to be with DX, largely managerial. Granted a good manager can make a world of difference, but in terms of hands on design decision making, that has never been what Spector has been involved in.
I don't know of any Ion employee that has, post-Ion, said that they were really pleased with the development of IW. Harvey Smith, among others, has made it pretty clear that they were not happy with the final product. What left such a sour taste in the collective mouths of the IW development team was all the problems that they had with the developing their own engine tech. Early on, they had made the decision to create their own next-gen engine, and to build that engine around the kind of gameplay they wanted to achieve. Fairly late in the development cycle, however, it became clear that the technology base they had built was not going to be able to support what they wanted to do. In fact, the engine was so broken, they asked Eidos for the time and money to scrap the existing engine and start over on the technology front. Eidos obviously hasn't been doing well since the late nineties, and simply did not have the money or the desire to fund such a significant development delay. As a result Ion had a broken engine, a bunch of features that weren't working right, Eidos' demand that the game be multi-platform, and a release date less than a year away. The focus became less on creating a polished product that was worthy of the Deus Ex name, and more on finishing a game that was at the very least in a playable state. To do that meant cutting a lot of features, content and corners in a mad rush to get something, no matter how disappointing, out the door.
So who then do we blame? Is it Eidos, for not funding a delay and demanding that the game be multiplatform? Is it Spector, for not lobbying hard enough to keep the game PC only and to secure additional funding? Is it the programming and engineering stuff, for developing broken technology? Is it the designers for making the wrong decisions on what to cut, and how to implement what wasn't cut, in the rush to get the game out the door? Or was it Harvey Smith for presiding over the whole mess?
I think it's fine to assign the blame to Smith as he was, after all, the project leader and therefore ultimately responsible for the finished product. That said I think it is unfair to characterize him as incompetent or actively trying to develop a game that wouldn't please the originals fan base. The development cycle simply went very badly wrong, for all of the above reasons, and given the circumstances I think the Invisible War that was released was about as good a product that could've been salvaged from such a cluster fuck of a development cycle; I doubt that, if someone other than Harvey Smith had been at the helm, we would've gotten that much better of a game.
|
|
|
|
|
|
|
|
| |
| News Comments > Deus Ex Sequel? |
 |
| 53. |
Re: Hoping |
May 19, 2007, 12:58 |
Scottish Martial Arts |
|
|
I don't think so Scottish. I vividly remember an interview with Warren Spector in which he stated it sold barely a hundred thousand. Then you vividly remember wrong.
Here are North American Sales figures for the year of 2001 only: 91,013.
http://www.agdinteractive.com/pub-03.php
Given that most games sell most of their copies during the first six months of release, we can guess that several hundred thousand copies were sold in the US in 2000. Factor in world wide sales, online sales, and sales of repackaged versions of Deus Ex, 500,000 units sold is very conservative; 500,000 units sold is pretty damn good for a PC game. With 1999-2000 level development costs, Deus Ex would've made a sizable profit for Ion and Eidos.
|
|
|
|
|
|
|
|
| |
| News Comments > Deus Ex Sequel? |
 |
| 24. |
Re: MusiquePlus |
May 18, 2007, 01:26 |
Scottish Martial Arts |
|
|
and im pretty sure its sold for about $5-$10 now? It's no longer in print but is on Steam for $10 and is available on Ebay and Amazon in the price range you've mentioned.
|
|
|
|
|
|
|
|
| |
| News Comments > Deus Ex Sequel? |
 |
| 18. |
Re: Hoping |
May 17, 2007, 22:51 |
Scottish Martial Arts |
|
|
Sadly, no. The PC version sold barely a hundred thousand copies That sounds way off. I recall numbers more on the order of 500,000. It was after all the number 1 selling PC title for the few weeks between it's and Diablo II's release.
|
|
|
|
|
|
|
|
| |
| News Comments > S.T.A.L.K.E.R.: Shadow of Chernobyl Patch |
 |
| 35. |
Re: Well.. |
May 12, 2007, 15:29 |
Scottish Martial Arts |
|
|
I read that Bethesda makes a new engine from the ground up for every Elder Scrolls game. What a waste. Oblivion is great, why not just add and tweak things into it? Incorrect. Arena used it's own engine. Daggerfall, Battlespire and Redguard all used the XnGine. Morrowind and Oblivion both use the Gamebryo engine.
|
|
|
|
|
|
|
|
| |
| News Comments > Out of the Blue |
 |
| 17. |
Re: Bluetool |
May 11, 2007, 20:11 |
Scottish Martial Arts |
|
|
For some wholesome family fun, gather the clan around the computer and read aloud all of the terms that start with the word "Cleveland" Or for something similarly foul, look up terms starting with Gorilla.
|
|
|
|
|
|
|
|
| |
| News Comments > More on Hellgate Multiplayer |
 |
| 17. |
Re: Earth to Bill |
May 10, 2007, 15:46 |
Scottish Martial Arts |
|
|
I might be wrong since I have not played it in so long, but if I remember right the original Ghost Recon had 3rd and 1st person views. Ghost Recon didn't, but both Rainbow Six and Rogue Spear had 3rd person views in addition to the regular first person.
|
|
|
|
|
|
|
|
| |
| News Comments > Van Buren (Ex-Fallout 3) Tribute |
 |
| 19. |
Re: Fallout=A TRUE Classic! |
May 1, 2007, 11:34 |
Scottish Martial Arts |
|
|
Really? I never heard anything about System Shock 3 or Deus Ex 3 being in production. They were in the pre-production phase of a Deus Ex prequel at the time Ion was shut down. Apparently it was going to take place in the present day and tell the story of how things got so bad by mid 21st century.
This comment was edited on May 1, 11:34. |
|
|
|
|
|
|
|
| |
2503 Comments. 126 pages. Viewing page 28.
< Newer [ 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 ] Older > |
|