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No, al limite durante la conferenza che terranno proprio i NT per parlare di alcune cose varie, anche di loro giochi precedentemente cancellati //content.invisioncic.com/a283374/emoticons/sisi.gifquindi il reveal ci sarà durante la conferenza MS?
Speriamo qualcosa di interessante.domani alle 13.30 ci sarà il discorso di Tameem Antoniades con probabile reveal del gioco :mah:
There is a gaming transition happening and at NT we've been thinking about how we adapt.
https://twitter.com/NinjaTheoryThe transition now is the digital transition. Just as with movies, books and music.
We want to develop games in the space between AAA $60 games and Indie games. A space we're calling "Independent AAA"
By this we mean games with all the quality of AAA games, but delivered in a smaller, lower priced package.
After Kung Fu chaos we concepted a game called Kung Fu story.
Kung Fu Story never happened. At the time it was deemed to have limited appeal by publishers.
There is a pattern in AAA development. You have to go big or go home.
The required feature list for AAA games is massive and is just getting bigger.
Years of development experience has been lost in developers who haven't been able to go big.
In 2004 we decided to go big. With Heavenly Sword.
But at the time, not many people thought we could make a big game.
We we're independent and within days of running out of money when Heavenly Sword was signed.
After HS we we're out in our own again. This is when we began to think about Enslaved.
We signed Enslaved with Namco Bandai. We improved efficiency massively in making Enslaved.
If we could have made an Enslaved sequel, we would. But we didn't own the IP.
DmC launch trailer. This was a personal project of mine that still shoots adrenaline through my body whenever I see it. (Dom)
We had released 3 AAA games. 79, 82 and 86 meta critic. But no IP.
After DmC, digital was rising and bets on AAA were few and far between.
After DmC we wanted to test our next-gen capabilities. We did this in a video short internally called Beautiful Corner
We also wanted to test our hand at mobile development, so a small team made Fightback.
We then prototyped a next-gen title, aiming to hit the AAA required feature list. This game was called Razer.
There is a 3rd way. Between AAA and Independent: Independent AAA. A game that we make for Ninja Theory fans.
We will make a game that feels and looks AAA, but will be smaller, lower priced and delivered independently.
secondo post acido in due giorni, dai che la tripletta è ad un passo.solo dd e godo
dai che voglio vedere gente disperata![]()
Quindi un action? //content.invisioncic.com/a283374/emoticons/uhm.gif
occhio che però quello è il progetto cancellato //content.invisioncic.com/a283374/emoticons/sisi.gifIn Razer players would come together to battle a monster that has taken over the planet.
Sarà in una delle conferenze allora.Il reveal è previsto in giornata //content.invisioncic.com/a283374/emoticons/sisi.gif
Ninja Theory is defined by three things: ninja-class melee gameplay, strong character stories and a unique art vision.
On Hellblade, we will double down on what we do best to give you a deeper character in a twisted world with brutal, uncompromising, combat.
We are embracing the creative spirit that comes with independence without letting go of the stunning production values that we are known for. It’s not indie, it’s not AAA. This is a third way. It’s independent AAA.
It’s about making a more focused game experience that isn’t trying to be all things to all people but satisfies a particular gaming itch. It’s about being in command of our creativity so that we can give you what you want from us at a lower price.
It’s very early days in the project but we are opening our doors and inviting you to join us every step of the way. We want to show you how we make this game warts and all so that you can be part of this journey.