Pre-rendering is back! I've always loved this technique when done well (since like Westwood's Blade Runner, abeit a very different balance there.) Very much interested in seeing what Logan is capable of.
Well, takes all kinds, you're certainly missing out on some good titles but it's not like anybody's console of choice is hurting for quality offerings these days.
I do wonder, though, if there'll be a day where we'll see anti-console snobbery? Like, will kids of the future laugh at us couchers who keep buying $60 games that we can't even take to the Space Wal-Mart?
Man, this sounds really interesting AND one of the more compelling things to be on iOS versus stuff that might be just as home (if not more) on other platforms. Too bad I'd probably need the new iPad (or the iPad 4?) to play it most likely, doubt this will be an iPod Touch 4g friendly game. Hell, I doubt I'd want to play this on whatever iPhone is current when this releases.
What is the point in posts like these? I don't want to see games released on the 3DS, given that I don't like the hardware. I sure as fuck wouldn't make this fact known in 3DS threads constantly though.
The only iOS kickstarter I know of is Zombies, Run! You could pledge $10 for the game and get it early before app store release date. The app sold at $8 and they had their first sale this past weekend at $4
If it's priced like that, a couple extra bucks to get the project running is a no brainer IMO. I don't see this game dropping to $1 anytime soon unless somehow the game is gonna be set at a very low price.
Which makes sense. I mean, the proposition is that you're essentially interacting with a person trapped in such an environment. Games don't have a terrific history with doing intelligent, persuasive AI very well. So yeah. Awesome idea, just hope it translates.
Eh, I appreciate what Ryan Payton did for MGS4's controls for the most part... there's just one thing I dislike about it and it's that leaning was mapped to the d-pad, and I don't think tippy-toes was even in the game. Those functions were huge parts of why I loved MGS2 and MGS3, so it made me pretty sad in MGS4 and it basically ruined MGO for me.
That said, Ryan Payton if you are reading this, I'd like you to know I am a big fan of yours. I always listened to the KP podcast back when you were doing it; it was always a joy to listen to!
I'm really interested in this game you're making, even though I don't have an iOS device myself. I'm not sure if I'll ever get an iOS device, but I think there's a pretty good chance I'll kickstart this, I would hate to see it fail
I'm sure this will get funded and the concept trailer looks really cool but I currently don't own an iOS device I play games on so I'll most likely not pledge myself.
It looks really good but cell phone gaming (to me) is short, simple games that I can start and stop playing withing a couple of minutes. A project like this seems to fit on a handheld but I'd rather see it on the PS Vita or something. It seems to me like it's not on the iOS systems because it's the best choice for the game but that it's on there because that's the only way they can release the game.
After listening to Ryan talk about this on Weekend Confirmed I'm really interested to see how well the kickstarter does. I don't know if I'll be contributing or not (very interested in the game, not so much the platform) but I think it's cool that he's willing to take a risk like this. It seems like a lot of thought and effort went into setting up the tiers and rewards for the kickstarter so hopefully things will work out for them.
The graphics look pretty nice for iOS, that might be enough to get attention. Don't know why are you making it only for iOS, though.
On the subject of MGS4's controls, I've never heard or read confirmation anywhere that Payton was responsible for the changes in the layout. I don't know if he would even want to own up to that, as that game still feels janky and the shooting is pretty horrible.