I don't think there was ever any hesitancy, but there was a realization that this is freaking terrifying. Because it's not just important to us, right? Being in the COD family it really means a lot, but dude I remember skipping school for this FPS Game Beginner guide. So it's one of those things that it means a whole lot to be playing that game and it means a whole lot be able to bring that to the fans and trying to figure out 'what's the most important thing to me as a gamer,' and 'what's going to resonate with the community,' because there's actually a really healthy community out there. Like 20,000 people still playing on Steam pretty regularly. It's crazy, but dude they love it. If you haven't played some of their mod severs they're friendly, it's fun to play, but they're really really engaged. The Steam forums will let you know that. It is a daunting task and it has been. I would probably say regularly it was like 'okay is going to make a fan pissed off?' I think we got out in front of that really early with that 'don't f*ck with the gameplay,' as our number one tenet, and that coincides with Raven's mantra of gameplay first. So our entire team already had that mentality of we're not going to mess with what the designers say is important. We were pushing for you keep the timing the same, you keep the feel, you keep the spacial design/the level design cannot not change, but we can add personality and we can add character to it.
Torbjörn has received some love in recent patches, but only enough to remove him from contention for least-useful hero in the game. His ability to passively generate his armor packs as well as his hammer-rate increase have made him more viable, but have not done enough to force him into the middle of the p
Symmetra probably sits in about the same spot she'd sit before the recent changes to her kit. The new shield generator gives her ultimate more flexibility and her shield ability makes her far more effective in one v. one situations. Still, Symmetra has always been relegated to first-point defense in most ca
According to the developers, Tracer, Reaper, and Widowmaker were the initial three heroes worked on by the team, with Tracer being the first. Her design is all about speed, which is why her iconic look is inspired by both fighter pilots and track athletes. As the character was refined, the creative teams ended up liking Lena so much that she automatically became the game's "mascot" despite not being intended as one. Creative director Chris Metzen even likened her to a certain wall-crawler, saying that Tracer became a " Spider-Man type character" for them, saying "She's so rad, and it feels good to leverage her in the front of story ide
It's hard to remember a time when so many great games were flooding the market after the holidays. Capcom is rolling out some cool hits, continuing the Resident Evil franchise with Resident Evil: Revelations on the 3DS and topping it off with the wacky and out of control Asura's Wrath . It's just insane and Japanese enough to grab my attention. Jak and Daxter will make their return to the PlayStation in glorious HD and I couldn't be more elated to play through one of my favorite trilogies again. Yes, it was a trilogy. The spin-offs don't co
Other than that, I'll have my eyes on Resident Evil: Revelations and Metal Gears Solid: Snake Eater 3D , as they grace 3DS owners with their arrival this month. The UFC Undisputed 3 demo also blew me away, so I'm contemplating grabbing that bad boy too. I'm still undecided on whether or not I'll purchase them, so initial review scores are going to have to sustain me in the meant
I looked over at Brian Raffel, our studio head, and we just kind of smiled at each other and we nodded and for me it was just so gratifying to hear the response that we felt for so long. When this project was first proposed I don't think there was a single person at Raven that wasn't like 'yes yes we want to do this. Absolutely we're all in.' That's very exciting right? It's also many moons ago that we started on this, and we knew we had something good and something fun but we didn't know know. Until you get in front of gamers you're not really gonna know. So today's reveal was king of the hold our breaths for a little bit, and the applause and the excitement; it resonated and I kept smiling most of the morning because of it. I got an opportunity to go and take pictures and the lines were long afterwards and I was like 'they screamed and in a good way, and the lines are long so they really meant it.' So I did a little bit of walking around and listening to people. So that was a fun thing for me to get on my break was a chance to hear what people thought. So I think it went pretty well, social media seems to be going pretty well for us too.
I feel like the line is drawn extremely hard and deep when it affects gameplay. I think that for a campaign we were definitely more liberal with our animations and additions as long they enhanced the true intent of the moment. So 'Crew Expendable,' I think you've all seen that trailer we put out a few months back. The explosion cinema had to be redone. It was just one of those ones we just couldn't match up, but there was a very specific intent that IW had with that moment and they wanted that to establish the characters. Not just who you are, because you kind of knew that at that point, but who is Price? What is he to you? Who do you follow? Where do you fit in the grouping of the people there, and when you get knocked unconscious and you're kind of just rolling around a bit, we added a lot of that personal connection to the world. We're really happy about how that all turned out, because you're reaching for your fellow soldier that's there and he's checking on you. Then Price comes along and slaps you around and says 'We're leaving!' So there's this really great tension in the moment that only needed emphasis. It didn't need to be reworked, it didn't need a ton of additions unnecessarily, but we wanted to tell the story just a little bit more and we had the opportunity. We had the manpower, the resources, and we certainly had the drive to do it so that's what we wanted to focus on.