Building a new game, a new studio and a new life from the ground up
Another E3 is finished and already merging in my mind with all the previous iterations like some kind of interactive monster. This one felt particularly long since video interviews have now been replaced almost entirely by streaming shows. The positive side of this is long chats where I felt we could get more into the meat of what we’re trying to achieve, instead of answering superficial questions. The bad part is finishing at 10 pm every night after a day on the show floor. Not that I’m complaining! Quite the opposite. It has been incredibly satisfying to get the game to the point where we can pass a controller to rooms filled with journalists and watch them play it.
So what did six days of relentless presentations get us? While writing down our critique of the week, you’ll be excited to learn potential failure comes in many flavors. Did we communicate the strengths of our game clearly? Did the press see the value in the big features we’re trying to build? Did we get enough coverage online? Did players engage with the coverage? Does the humor in Savage Planet translate into other languages? On that topic, does anyone else find it hilarious that the in-game Kindred computer looks like it runs on a version of Windows 95, complete with awful icons?
Esta historia es de la edición September 2019 de Edge.
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Esta historia es de la edición September 2019 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
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