WOW! FACTOR is a blog about Video Games, Video Games Development, our thoughts about the industry and a lot more.


Here Wii Go! DS beats Next-Gen (Industry)

Nintendo DS and the new Nintendo Wii are the most affordable consoles on the market; they graphics aren't "Next-Gen" or they games being specially developed by a team of 900 developers by six years, and yet, they are the number one console in america's home.


May 2

Nibris’ Sadness: really? by Javier

I just read from Cubed3 that at the Nibris forums the people behind The Sadness is answering some questions from time to time about this “when-it’s-coming” game. We all know the dangers of announcing a game when it’s not even completed at %1; this can result into a lost of interest by most of the gamers or high expectations.

If you don’t believe me, just read this comments people left at Cubed3 site:

“This is sounding brilliant. I can tell it’ll probably mess up my mind when I play it but heck, I don’t care. It sounds great.”

“Orchestrated music?!?! HUZZA!! Do we know who’s composing??”

“Very nice news! I can’t wait for that trailer now!”

And the list goes on and on… people is taking this game too seriously and, the seem to expect being blowed up of their chairs. Cubed3d said “Graphics wise - the game will incorporate plenty of fog effects during gameplay, and when asked how close the concept screenshots would look to in-game, the company’s response, pleasingly, was, near. Very near.”. It sounds like someone may be doing promises they won’t be able to keep! but let’s wait and see what will happen. We already saw a lots of “prey” and “duke nukem 3D’s” during our past gamer’s years to be excited about some weird announcement someone did on the air.

Best case? well, if you ask me, I would say they are running like crazy to have at least a functional bug-free demo where they can meet 10% of the player’s expectations, then they will throw it to some cool editor who is going to make the trailer look like if it were going to be the last game for Wii. After that, we will wait another year and hopefully, we will have the game and then, it won’t be as super as everyone expected, it will be just another game but with a minor features that by then, everyone else will be having too.

But, that’s old gammer talking. Let’s the new generation learn from their own history! In the meanwhile, here is some new artowrk for the Wii Game, The Sadness.

Update: it appears that Nibris said to Cubed3 web site they will be releasing a trailer much more sooner they expected and they will be handling it to them (the Cubed3 people). The trailer will be sent this year and the game will be set to launch no later than 2008; that means November-December people, if not first months of 2008.


April 25

The Ward: DS Survival Horror? by Javier

Renegade Kid is an indie developer company that has made it’s debut with what appears to be the first Survival Horror game for the Nintendo DS. The screens are totally hot and the trailer online will make you drop your socks; it’s lovely to see how coders play with 3D so well on the DS. We expect more 3D games for the DS to come up soon!


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You can appreciate the extremely worked textures and polygons on the screenshot, it is almost good as any PC game!, also, the light is something that they must be working on; I’m sure of that. It looks fascinating what you can create on the Nintendo DS! Here’s the official trailer:


We hope the people from Renegade Kid (for what I know, they are old school professionals, so good for them!) finish The Ward quickly so we can buy it from Wallmart!


Linux on the Wii? WiiLi! by Javier

Won $499 USD executing the Linux operating system on a Wii

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This must be the craziest contest I ever seen! The group of developers behind WiiLi (Wii Linux) challenges any developer to create a LiveCD of linux to be executed on a Nintendo Wii console without breaking the original system security on the Wii; they even made a first draft of the rules to be followed on their website; which includes:

  • Boot Linux on the Nintendo Wii without voiding the warranty.
  • Using attached hardware on USB, etc, is fine, as long it is documented what it does and where to obtain/build it.
  • Wiimote, keyboard, mouse, dvd drive, sd-card and network support.
  • Youtube video and how-to.

The WiiLi could be used to browse the web, send emails, write docs and maybe play games that aren’t made for the Wii; but if you ask me I think they are just making it for fun :_)

Let’s hope someone come with that soon!


F.E.A.R Artificial Intelligence by Javier

F.E.A.R was a different game in many categories; they didn’t just made a new resident evil, they went further that. Yesterday I posted at the GameDev community (highly recommended community for any developer!) about what was the “WOW!” factor on some game they played; maybe can be the first time you jumped out a chair when a level at Doom turned off all lights and a door behind you opened with a big, fat Cacodemon spiting fire balls or when you suddenly realized at the first level of Condemned Criminals Origins that you just were thrown out of the window and landed on the roof of a car.

That’s the WOW! Factor to me; when you see something different happen; when you realize this will be a totally new experience from now on and you just don’t need to go killing everything that moves: it creates expectative, it makes you wonder what’s next.

Monolith fully integrated this system with the enemy’s dialogue and game environments in an effort to create the illusion that the AI was smarter than it actually is. F.E.A.R. was […]

Some people at the GameDev community posted on the thread I opened about that little moment during a game, some of them talked about Resident Evil, Zelda, Ned for Speed; but one of them (KulSeran) talked about F.E.A.R, a very recent game and how the AI (Artificial Intelligence) made his WOW! moment. Now the best part; someone (skittleo) posted a link to a GameSpy article written by William Harms; Monolith gave away some of their secrets on how they coded the AI on the F.E.A.R game; and it’s truly something clever that any level designer or game designer should read. He wrote:
(Keep Reading the rest!)



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