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und die da wäre? ich z.b. gehe nicht davon aus, dass es schlechter als der vorgänger (84 auf oc) bewertet wird.

Hm... ich bin was Hellblade 2 angeht leider auch recht skeptisch. Teil 1 gehört zu meinen All-Time-Favorites aber man muss schon sagen dass es ein Special-Interest-Titel für eine Nische war. Viele konnten weder mit den Fokus auf die Erkrankung, noch mit dem Gameplay wirklich was anfangen. Und bei letzteren muss man schon sagen dass das nicht besonders gut war.
Und jetzt ist ein zweiter Teil angekündigt an den plötzlich jeder extrem hohe Erwartungen hat. Technisch bin ich mir recht sicher dass Hellblade 2 abliefern wird... aber inhaltlich? In welche Richtung will man gehen?
Will man die Masse glücklich machen muss man eigentlich viele Dinge über Bord werfen die Teil 1 ausgemacht haben. Orientiert man sich an Teil 1 wird man die Masse vor dem Kopf stoßen.
Da einen Titel zu zaubern der sowohl Teil 1 als auch den mittlerweile viel zu hohen Erwartungen der Masse gerecht wird ist ein mächtiger Spagat.
Ich wünsche es mir sehr... für mich hat Helllbade 2 das Potential zum Systemseller... sprich nur dafür wäre ich bereit mir ne SX anzuschaffen. Aber ich bin skeptisch... vor allem habe ich bei der Entwicklung das Gefühl dass da nicht alles rund läuft... ich glaube da ist in der Zeit intern viel umgeworfen und geändert worden.

America`s Most Wanted

Stranger in a Strange Land

Gregor ausschweifend wie immer, eine ganze Stunde.

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America`s Most Wanted

Stranger in a Strange Land


Secrecy was so paramount even Next Level Games' owners were kept in the dark about some things, like what system they were developing [Luigi's Mansion 2] for. They thought it was gonna be for the Nintendo DS, but one day they were flown to Japan where Satoru Iwata literally pulled a sheet off a table revealing the 3DS. Even after the team got a lot bigger, up to a team of 20 devs, they were still locked in a secret room with no windows signing piles of confidentiality agreements forbidden to tell their co-workers what was going on.
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America`s Most Wanted

Stranger in a Strange Land

what many people don't know about it is that it wasn't always a Supermassive Games project, instead starting life at Sony's London Studio as a PS3 title that it was putting together to show off the capabilities of the PS Move controller.

According to our sources, London Studio initially began work on Until Dawn back in 2008, with the studio assembling the team from a bunch of people who had previously been involved with unreleased projects like The Getaway 3 and Eight Days, as well as a group of new hires. This earlier version of the game shared a few of the same broad strokes as the finished product featuring a similar setting and a premise about a group of people being stalked on a mountain by an ominous threat, but would feature an entirely different cast of characters, a lack of supernatural elements, and was being developed for the PS3 and PS Move controller.

"It was an early PlayStation Move title," one source tells us. "At the point I joined, the PlayStation Move hadn't been announced and the Wii had been doing really well. So Sony wanted to make some launch games for its competitor to the Wii. I joined and people had these early PlayStation Move controllers, which were wired and connected up to the dev kits."

"We were meant to be leading the charge for the Move controller," another source adds. "So the PS3 has come out. It's got this game-changing controller: this Move controller. So we were pipped to be the studio to create the real burning desire to have this controller and to be the first product to use it properly. So we spent a lot of time trying to get the design of the controller right, the feel of it right, getting the kind of dead zones. So it was a big deal for Sony London at the time, because we were meant to be delivering this game that would be a killer app for the Move controller. So there was a lot of resources thrown at it initially."

As our sources tell us, it was being made with a heavily modified version of the SingStar engine (as opposed to the Decima engine used for the finished game) and would have seen players controlling two characters (instead of 8) with the option to play either solo or with a partner. This 2-player mode wasn't exactly what you might expect from a traditional multiplayer experience, and would have instead seen players swapping the PS Move between them as the perspective shifted between the two main characters Scott Monroe and Chrissie Clarke.

Der gesamte Artikel: The Story Of Sony London's Lost Version Of 'Until Dawn' []
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