Sony is reportedly looking at more Insomniac layoffs, and worse.
Sony is reportedly looking at more Insomniac layoffs, and worse.
EA‘s upcoming Black Panther will be an open-world game, according to a new job listing.
One of the main new systems that Bethesda Game Studios had to implement in Starfield was ship combat. Speaking with Insomniac Games CEO Ted Price in the latest episode of The AIAS Game Maker's Notebook Podcast, Game Director Todd Howard discussed the influences (FTL and early MechWarrior games) and revealed that the studio had to make the AI 'really stupid' to get ship combat to be fun for everyone.
Bethesda Game Studios’ Starfield launched last month and received praise from critics (check out our review) and players. However, with more than 1000 planets, extensive ship-building and several activities, the space-faring RPG’s journey is only beginning.
Starfield director Todd Howard has said that Starfield was intentionally made to be played for a long time.
Starfield director and Bethesda’s Todd Howard has talked about how so many triple-A games these days incorporate light RPG elements into their design, and what this meant for how the team approached its newest game.
Bethesda Game Studio’s creative director, Todd Howard, wasn’t expecting our Starfield ships to be so damn cool.
Bethesda boss Todd Howard reckons many games are some sort of RPG nowadays, which is partly why Starfield doubles down on the studio's classical role-playing style to stand out in the crowd.
Starfield director Todd Howard says that Bethesda's sci-fi RPG was «intentionally» designed to be played for a long time and that he expects to still be working to update the game for the next five years.
Todd Howard has revealed in a new interview that Bethesda has plans for as much as five years’ worth of content for Starfield.
If there's one thing I love in this world, it's trinkets. Tchotchkes. Doodads and thingamajigs. Nothing enables this desire for collecting crud more than a good old-fashioned Bethesda game. Forks, mugs, spoons, bowls—you name it, it's probably in my inventory.
Bethesda boss Todd Howard says Starfield was designed and built for longevity, even more so than RPGs like Skyrim or any of the modern Fallouts, with the studio already considering how the game will evolve for years and years to come.
If you're tired of Starfield encumbrance, guess what: it's your own fault. Even director Todd Howard will tell you that you should stop picking everything up.
Even before release, Xbox Game Studios head Matt Booty was confident Starfield would be the least buggy Bethesda game at launch. That proved to be the case, with most reviewers (including our own Francesco) praising it as the most polished Bethesda game released in recent years.
Starfield was extensively playtested by Bethesda devs often working from home, and Todd Howard says this approach worked so well that the studio's going to apply the method to its future games, with the studio's next confirmed, albeit far-off project obviously being The Elder Scrolls 6.
Bethesda boss Todd Howard says Starfield was "basically done" by holiday 2022, and to help test the mammoth RPG, virtually everyone on the development team got a build to play on their own Xbox consoles and PCs at home.
If you are bummed that planet exploration in Starfield is not as challenging as expected, Bethesda originally planned to make the system much more punitive, according to the game's director.
Plans change continuously in game development, and some content a team has spent months, even years, of resources on may not make it into the final release. Starfield is no exception, even with an eight-year development cycle. While speaking to Ted Price on the AIAS Game Maker’s Notebook Podcast, director Todd Howard highlighted how the game’s planets previously had much more punishing environmental effects.
Starfield is the biggest Bethesda RPG to date, so of course features, mechanics, and ideas either got cut, reduced, or changed during development. This natural part of the development has been highlighted by Starfield director Todd Howard, who’s explained why a more in-depth planetary affliction system was cut down in favor of other mechanics.
On September 9 1998, Spyro the Dragon made his mischievous debut on the original PlayStation, capturing the hearts of gamers of all ages. To celebrate 25 years of Spyro, we sat down with both the original developers from Insomniac Games, as well as the team behind the remaster, Spyro Reignited Trilogyat Toys for Bob, to learn how the beloved dragon came to be.
Few video game press conferences are remembered more for all the wrong reasons than Sony's 2006 E3 briefing. It set the tone for a PS3 generation that didn't really get going until the PS3 slim steadied the ship, and now you can watch the two-hour disaster in crystal clear 1080p quality. Uploaded by Danny O'Dwyer's NoClip archival YouTube channel, it's just one of many videos the documentary maker is restoring.
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