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PlayStation Explains Delay In Sucker Punch Announcement

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It took far longer than many expected but Sucker Punch’s Ghost of Tsushima was finally announced at Paris Games Week last month.

PlayStation Worldwide Studios SVP Michael Denny recently spoke to GameSpot about the delayed announcement among other things regarding the new game.

“Yeah, that’s a strange one to me,” Denny commented when discussing fans fearing the worse about the game.

“I think the right thing to do…and I think we’re learning and a lot of publishers are learning … there is a right time to announce games.”

Denny admitted that Sony has in the past announced games too early in their development cycle and pointed to that as a contributing reason to why announcements regarding the game were delayed.

“In the past, I think it’s fair to say sometimes we announced games too early,” Denny said.

“And this is such a great project for Sucker Punch. It’s a game they’ve always really wanted to make themselves,” he added. “And I think it’s the right time to announce that, and they’ve been working on that game for a long time now. There is great [playable version of the game] already. So we’re just excited to let everybody know about it.”

While the game was announced, finally, it did not come with any details nor did it come with any release date.

“Games are a highly experimental medium,” Xbox executive Shannon Loftis said.

“And it’s a line that we have to walk between talking to gamers about the games we would like to make and knowing that we are going to be able to deliver them. For every game announcement that we do, we have to decide when is the right time to talk to people about this, how much code do we have to have in place, how much risks do we have to have mitigated. It gets very mundane around technical risks; and do we have a core mechanic that we like.”

 

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Destiny 2 Departing Battle.net

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Destiny 2

Bungie has made some major waves over the past year in regards to the future of Destiny, first with the departure from Activision, and now they are coming off of Battle.net.

So what led to the decision to take Destiny off of Blizzard’s storefront?

“It just made the most sense at this point in time,” community lead David Dague said, during an interview with VG247. “We are finding a new home for the PC community on Steam. Anybody who owns Destiny content or has characters on Battle.net will be able to transfer those pieces of game ownership, or any of their loot, or any of their characters, or any of their stats and collections, over to Steam as a one-time transfer. We’ll have more news as to how all that works later on this summer.”

Fans will have to wait for it all to take place between now and September 17th, but Bungie assures that it won’t be a headache.

“Come to Bungie dot net and click all those buttons so that your Battle.net account becomes your Steam account and all of your Destiny character progression and your arsenal and your collections will come with you and will be waiting for you on September 17 when we start playing Shadowkeep,” Dague said.

Additionally, Bungie is looking to pour out more Destiny content, quicker, something that will surely make fans happier.

“Every year of Destiny’s been different and we’ve been evolving, we talk about industry trends,” Destiny 2 project lead Scott Taylor said, according to VG247.

“So what we’re doing right now is we’re doing these premium seasons that you can opt into. The thing that we’ve learned this year with annual passes that players want that, [they] want content to be coming as often as we can deliver it, so the annual pass model as opposed to the – I’m sorry, the a la carte, the season model here that we’re doing, we think is going to be continuing to evolve in that direction, where we’re delivering content as players want it.”

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id Software Responds to Doom Eternal Criticism

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Doom Eternal

id Software is hitting back following criticism directed at Doom Eternal regarding the UI. People simply hate it.

“The thing about the UI – when you actually play the game, and you have it in your hands, the game moves at about 200 miles an hour,” creative director Hugo Martin said, according to VG247.

“We’re throwing so much stuff at you, and when you’re in that situation, if you’re in a race car going that fast around the track, all of the messaging has to be big, bold and loud, otherwise you’re going to get fucking killed.

“So the colour of wheel is that way so that in a millisecond glance, you know what ammo you have, how much you have. Pickups are loud because you need those to survive in the game. The UI itself is meant to be big and bold, so that way, again, you don’t want to die because you didn’t know what state your resources were in.”

It’s best to remember that Doom Eternal is still in development, which is easy to forget, but something Martin wants people to remember.

“I would tell the fans, just play the game, and then tell me what you think,” Martin asked. “We are listening, though, we respect our fans tremendously, but it is built that way for a reason, to help you survive. And if you died because it was too subtle, there’s really not a lot about the game that can be subtle for a game that’s as action-packed and intense as our game is, because subtlety will get you killed.”

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Catherine: Full Body Adding Persona’s Joker as DLC

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Persona’s Joker seems to be popping up everywhere these days, and he will be heading to Catherine: Full Body next, as a DLC.

Persona’s Joke will arrive in Catherine: Full Body as part of the Digital Deluxe Edition of the game, which will make him a playable character in the multiplayer mode of the game.

Joker, along with Phantom Thieves Commentary Set, will also be made available a standalone item after the game is released.

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