This makes absolutely no sense. The game uses PvP and bases online connectivity from LIVE and PSN. The main "server" is (and in theory should be) stationed in Japan and should be controlled by FromSoftware, not Namco Bandai (Namco Bandai can't do jack w/probably any server based maintenance). For Demons Souls the server was controlled by Sony Computer Entertainment Japan.
With your reasoning then, Namco Bandai should've screwed over the release in Europe which they Published, but I haven't heard a thing from Europe on having problems and such apart from what was existent on the Demons Souls game).
Oh, and your concept of having a lobby is something that's been argued continuously from the beginning. Demons Souls was NOT made to accomodate friend invites nor any kind of direct selective interaction. The only reason we probably was able to do something remotely similar was because of the overall lack of people playing and being able to coordinate timing over phone or whatnot. I don't see how you can choose a lobby from a patch without breaking this fundamental design choice (or flaw).
Again, that's the problem, you're probably not going to even connect to your friends by any chance unless by some sort of miracle you get connected to them through the random match making the game does.
On the other hand, if you want to talk to people you've never spoken with, then the game set-up is obviously going to be a problem, but then again, it is the devs intention to do without it so not much ado about it.
Chat is only useful if there was a way you could selectively choose who you wanted to join in your game. This game does not have Friend selection nor any kind of way to be selective on who you want to summon (if it is like Demons Souls), so no use trying to ask for chat when the fundamentals of the game opts it out.
I know this is a horrible thing to say, but oddly enough, I'm kind of morbidly happy this occured now than when we get our game so that this can be fixed before we get our hands on it. Of course it would be better for it not to occur at all, but the Japan release being earlier sort of acted as an open Beta test which cleared path for us. Win for us?
Seems like the street date breakers are complaining that the game is crashing constantly. But, after checking around a bit, it seems like starting today, the game is running smooth, so probably that was FromSoftware screwing around a bit on their servers or something so that it affected online features of the game before the official release in Japan.
Probably because it was just a tutorial level. When I played the version at the GameFly event, it had the full version, and it was mad fun! Could not keep my self away from the game.
That's odd. I was at a GameFly public event just recently and they had a playable version of the game there. Sounds like that's more a control issue than a line-up issue (if you are talking about that pig-faced demon with the huge hammer right past the white doorway to fall off of, then we're talking the same level). I had no problem stabbing that demon in the face multiple times (multiple times = I kept on dying because of that dang hammer...).
As for the jump attack, I was able to do that with a run and then pressing the circle button during the run.
I don't recall much fighting females in the series. Off the top of my head I recall, Android 17, Zangya, Pan, Launch (if you call shooting guns fighting), Videl, and that kid between Krillin and Android 17 (lord forbid, I can't even imagine how that happened). Not much of a roster versus the males in the series, and pretty much the licensors get final say so I wouldn't be surprised if it was males only.
Depends on volume and whether it's farmed outsource or done internal. If outsourced, probably around $20K or higher (RPG cost more). In-house may be cheaper, but you still have to pay overhead costs for the person translating. Then there's voice recording which can cost as much as $250K depending on how much voice work is needed and whether you're going union or non-union. Not to forget you have to pay for development cost to work on the game to localize into other regions, lord knows how much this can amount to (guess-timate about $500K to $750K).
Oh, let's also not forget about marketing/sales spend, manufacturing, debugging, submissions, yada yada yada, and there you have it, a reason for not bringing the game in.
I'd really like to see one of these (specifically, The Last Story) to come, but been there - done that, so I kind of understand why they may not want to bring it in (Wii market is in decline, Wii U is coming-up so want to put force in new platform, RPG market is not very profitable, licensing issues etc) and that's why we have fan-subs, about the most authentic you can get to play against the JP version.
Many thanks all for the feedback. I guess this is more of an issue with the downloaded types of games than the retail disc versions (unless they got that day1 bogus for some of the games). Any case, if it screws over the player in some form or fashion, to hell with it then! *grabs pitch fork and torch*
Joking aside, I hope Publishers figures out a better way to control their property.
Okay, I'm going to come in ignorant here, but how does DRM act as being a big hinderment to the consumers? Yes, DRM = Digital Rights Management, but I've never encountered any real impediment to my play experience because of this (probably because I've never played PC games or use Steam). I've read the Wiki pages, but it seems to point more to digital media which is frequently copied like music data, image data and stuff.
Anyone want to show me how DRM hurts the purchaser? Best answer gets a cookie!
I'm going to wait a bit before making judgement on this. From the way it seems, it looks like the more legit details of the game are coming from Japan (since it looks like FromSoftware themselves are publishing it there). I'm pretty sure FromSoftware has a good reason and something beyond what was shown above. Probably holding back some aces so that they can play them out as soon as they notice people are making random speculations and relieve everyone later.
Now, let me return back to my waiting pose *makes finger pyramid*
That's probably the case. Also, Atlus didn't really up the ante by making bold marketing moves or anything, so From probably wanted to go to someplace who can help advertise. Whether Namdai is a good choice or not is questionable, but considering they are somewhat in close ties (ACE series and some other games are developed by From), it doesn't surprise me they went to Namdai.
Don't know why people are finding this negative. Namco is just doing whatever Namco or any other major publisher does, try and get journal attention, and it seems like they did a good job at that. And anyway, from the sound of things, it feels like this was meant for the European press, not the US press. There are tons of European press posting stuff on this event, and only a handful in the US is picking up afterwards.
Whatever the case, it always is good news to see some part of gaming still spending. Much better than seeing news of publishers and developers going broke because of lack of money and stuff.
They call it a "spiritual successor", but it is the sequel. Problem is that Sony owns the name rights to Demons Souls, so they can't call it Demons Souls 2, so the best they did was call it Dark Souls.
Also, I doubt they could use the Demons Souls name even if they asked Sony since they are releasing it on the XB360 anyways.
Yup, but for the most part, Atlus hardly did anything for the game other than act as a Publisher in the US, so for all I'm concerned, it doesn't matter who publishes it since FromSoftware is the power behind the game.
I think that's the sad part about it. I've played all three above, all equally bad and buggy, but for some reason, I've tolerated the pre-Beta level game build up until now. If it was any other smaller game, I'd imagine people would be up in arms on how buggy it is, but for this, we've gotten used to it, which shouldn't be correct.
Got to hand it to Bethesda though, they somehow brainwashed us to accept it... and even when FO:NV wasn't that great of a game (personally, compared to FO3). Weird...
QA is good in getting basic level information on gaming industry mumbo jumbo, but in reality, if you want a job to support family and stuff, you're going to have to move to a different division whether it be development, marketing/PR or other. In QA, best is probably into a managerial role, in which case, most of the time you jump out of the QA bracket of pay. A good attribute I found hiring people from QA was that they are a lot more flexible and resistant to overall stress and pressure, and this is a huge plus in working in this industry. Personally, I would take someone who is still fresh in knowledge who has went through QA than an experienced person who needs to be pampered just to get their job done.
As for work hours, it really is dependent. Ideal is of course to have a standard 8 hour day job, which makes sense from a productivity quality ratio standpoint, but in this industry the 8 hour day standard is not common, especially at crunch, and most, especially in development, commit hours on hours to make ends meet. Anyone who says they can work 40 hours a week through the course of the year in development is either a head honcho for the company, or is simply not doing anything committed, or is such a genius that things are perfect the moment they touch it... well, that's an extreme expression, but you get the gist of this. What I am getting to is that, ideals are there in the gaming industry. It just doesn't seem to work that way most, if not all the time. You just have to be mentally prepared for these kind of things, but if you like games and things, this is probably the best job to be in that at least you can try to find enjoyment in working with something you like (granted you do get a bit sterile towards interest in games).