Showing posts with label Life Is Strange. Show all posts
Showing posts with label Life Is Strange. Show all posts

SDGT Ent Challenges + Kingdom Hearts Unchained X for Mobile!


Here is Blu's... recorded gameplay challenge from Just Cause 3! Want to see him take on another specific challenge? Just ask. By the way... everyone is taking advantage of traveling opportunities, so I've just gotten back, I think Jevaud is in Mexico somewhere, Blu was in SWFL for BFCC promo.
I think Little Bear is somewhere in Nevada enjoying some good eats, but... the show must go on!

                          SDGT Ent Challenges - Just Cause 3: Eden Airship Master Tour II                   

                        

How did Masha do for her first video?


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This... is... awesome, and mobile has come a long way so i'm glad to see Square-Enix increasing the love yet again with... Kingdom Hearts action that reveals new narrative for KH3! (WOOT WOOT)


Official news dropped on us today:

LOS ANGELES ( April 7, 2016) -- The next KINGDOM HEARTS chapter in the beloved series begins today as SQUARE ENIX® and Disney launch KINGDOM HEARTS Unchained Ο‡ (read as Unchained “Key”). This free-to-play app (with in-app purchases) allows players to embark on a journey that will uncover story elements from the highly anticipated KINGDOM HEARTS HD 2.8 Final Chapter Prologueand KINGDOM HEARTS III, as well as the earliest parts of the series’ epic history.

For the first time in the series, players can create their own Keyblade wielder using the Avatar system. The detailed customization system will provide a variety of unique character costumes based on seasonal events, Disney themes and blockbuster films, including outfits based on Judy Hopps and Nick Wilde from the Walt Disney Animation Studios’ hit film, Zootopia.

“We wanted to thank all the KINGDOM HEARTS fans for patiently waiting for the launch of KINGDOM HEARTS Unchained Ο‡ in North America.  We would love for everyone to dive into the world of KINGDOM HEARTS not only through this title, but through the upcoming titles, KINGDOM HEARTS HD 2.8 Final Chapter Prologue and KINGDOM HEARTS III,” said franchise director Tetsuya Nomura. “As an origins story, there are many elements in the game that new players can enjoy. The game can also be easily picked up and played, so it would be great if fans new and old, take the opportunity to play the game.”

As players traverse the unique worlds of Disney, they will collect, fuse and evolve hundreds of medals that contain the power of Disney heroes and villains. Keyblades can also be discovered across the iconic worlds and strengthened using items found throughout their adventures.

Players can download the game through the App Store for iPhone and iPad and on Google Play for Android devices at the following links:

App Store: 
https://itunes.apple.com/us/app/kingdom-hearts-unchained-ch/id1086859120?l=ja&ls=1&mt=8

Google Play: 
https://play.google.com/store/apps/details?id=com.square_enix.android_googleplay.khuxww

                       

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From the Source: Square-Enix... GDC 2016 Action!

Enjoy the GDC 2016 action... and if you get to go, take advantage and have a great time!

              Square Enix
[PRESS RELEASE]
Square Enix Announces Panels and Talks for GDC 2016 

Sessions with Top Developers on HITMAN, Tomb Raider and More

LOS ANGELES, CA (March 9, 2016) - Square Enix® today announced its panel lineup for GDC (Games Developers Conference) 2016, taking place in San Francisco, March 14-18, 2016. This year, featured talks from the company’s world class list of developers will provide in-depth discussions on game development from critically acclaimed titles, such as HitmanLife is Strange™, Just Cause® 3, Rise of the Tomb Raider® and more.

Continuing the company’s award-winning trends, multiple Square Enix titles represented in GDC talks have also been nominated for 2016 Game Developers Choice Awards, including Lara Croft® GO for Best Handheld/Mobile Game and Just Cause 3 for Best Technology.

The full list of Square Enix GDC 2016 panels and talks, in chronological order, includes:

Advanced Graphics Techniques Tutorial Day: Rendering Hitman with DirectX 12
Jonas Meyer – Lead Render Programmer, IO Interactive
Monday, March 14th11:20-11:50 a.m.
http://schedule.gdconf.com/session/advanced-graphics-techniques-tutorial-day-rendering-hitman-with-directx-12

This talk will give a brief overview of how the Hitman Renderer works, followed by a deep dive into how we manage everything with DirectX 12, including Pipeline State Objects, Root Signatures, Resources, Command Queues and Multithreading.


A "Life is Strange" Case Study: Using Interactive Storytelling and Game Design to Tackle Real-Michel Koch - Co-Game Director / Art Director, DONTNOD Entertainment
Raoul Barbet - Co-Game Director, DONTNOD Entertainment
Monday, March 14th5:30-6:00 p.m.
http://schedule.gdconf.com/session/life-is-strange-case-study-using-interactive-storytelling-and-game-design-to-tackle-real-world-problems


Yeah... I think its a good idea to RUUUNNNN! -SdgtEnt
Join the co-directors of the episodic game "Life Is Strange" as they reveal how they approached the inclusion of emotional, often sensitive, and sometimes taboo real-world issues into the core narrative of the game. Examples from the game will illustrate how the interactive nature of video games can be used to tackle difficult subject matters, driving players to reflect upon intense questions and emotional challenges; and how the coordinated development of story, characters and design can be used to achieve these goals.

Raid on Rise: Narrative Creation on "Rise of The Tomb Raider"
Rhianna Pratchett - Writer, Independent
John Stafford - Lead Narrative Designer, Crystal Dynamics
Cameron Suey - Narrative Designer, Crystal Dynamics
Tore Blystad - Performance Director, Crystal Dynamics
Jeff Adams - Senior Story Artist, Crystal Dynamics
Noah Hughes - Creative Director, Crystal Dynamics
Tuesday, March 15th10 – 11 a.m.
Room 3016, West Hall
http://schedule.gdconf.com/session/raid-on-rise-narrative-creation-on-rise-of-the-tomb-raider

The narrative team behind Rise of the Tomb Raider share how they worked together to build the next successful stage of Lara Croft's adventures, and demonstrate how a strong story and characterization are fundamental for AAA success.

Custom Tools that Power Eidos-Montreal's Narrative-Driven Experiences (presented by Autodesk)
Jean-Normand Bucci - Director of Labs, R&D department, Eidos-MontrΓ©al
Hubert Corriveau - Environment Director, Eidos-MontrΓ©al
Wednesday, March 16th, 12:30 – 1:30 p.m.
Room2014, West Hall
http://schedule.gdconf.com/session/custom-tools-that-power-eidos-montreals-narrative-driven-experiences-presented-by-autodesk

In this session, the team from Eidos-MontrΓ©al (Jean Normand Bucci, Director of Labs, R&D Department and Hubert Corriveau, Environment Director) will share their knowledge and expertise on the way they use and customize 3ds Max to create more immersive environments for the narrative driven titles from the studio: taking the existing tools and customizing them to facilitate and optimize the production flow.

Real-time Procedural Percussion Scoring in Tomb Raider's Stealth Combat
Philip Lamperski - Audio Designer, Crystal Dynamics | Bobby Tahouri - Composer, Independent
Wednesday, March 16th12 – 12:30 p.m.
Room 3002, West Hall
http://schedule.gdconf.com/session/real-time-procedural-percussion-scoring-in-tomb-raiders-stealth-combat



In Rise of the Tomb Raider, Crystal Dynamics ® used, for the first time, procedurally generated music: the percussion music during combat scenes is composed and played by a software system in real time. It never loops, adapts dynamically to game action, and is different with every gameplay. Furthermore, the music is based on the game composer's original music: his original MIDI scores and sample data are analyzed in order to compose new music in his style during the game. In this talk, one of the game's audio designers discusses in detail the benefits of procedurally generated music, as well as the issues and limitations faced when working with it. Videos from the game will be used as illustration.

More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in Just Cause 3 (presented by Intel)
Emil Persson, Head of Research, Avalanche Studios
Antoine Cohade, Graphics Application Engineer, Intel
Wednesday, March 16th3:30-4:30 p.m.
http://schedule.gdconf.com/session/more-explosions-more-chaos-and-definitely-more-blowing-stuff-up-optimizations-and-new-directx-features-in-just-cause-3-presented-by-intel



Gasoline undies... are NOT recommended! -SdgtEnt
Just Cause 3 is Avalanche Studios' latest addition to the mind-blowing and stuff-blowing open world action-adventure series: Just Cause. Published by Square Enix, the game released on December 1, 2015 for Microsoft Windows, PlayStation 4 and Xbox One. During the development of the game, Intel and Avalanche Studios have been working closely together to optimize the game on Iris graphics, but also to make use of DX12 level features to further improve the user experience.

This session will cover the changes Avalanche Studios made to their engine to make the game run faster, better and stronger on PC, as well as how Intel's tools helped us accomplish this goal. PC exclusive features, such as Ordered Independent Transparency and G-buffer blending using Raster Ordered Views, and light assignment for clustered shading using Conservative Rasterization, will also be presented.

GPUOpen - Unlocking Game Development with Open Source (presented by AMD)
Nicolas Thibieroz - Senior Manager, Gaming Engineering, AMD
Jason Stewart - Developer Technology Engineer, AMD
Jean-Normand Bucci - Director of Labs, R&D department, Eidos-MontrΓ©al
Wednesday, March 16th, 3:30–4:30 p.m.
Room 2024, West Hall
http://schedule.gdconf.com/session/gpuopen-unlocking-game-development-with-open-source-presented-by-amd

GPUOpen is a new philosophy spearheaded by AMD that aims to bridge the gap between console and PC game development by allowing optimal access to the GPU for developers. GPUOpen is a portal to effects, SDKs, libraries and tools that provide various levels of GPU access and functionalities for real-time graphics and content creation. In addition GPUOpen components are provided with an open source license to give developers full control and usage of the code they choose to use. GPUOpen marks the beginning of a new era where developers are able to achieve their artistic and technical vision via open and unrestricted access to the GPU.

Distilling  Franchise: A Lara Croft GO Postmortem
Antoine Routon - Technical Direction, Square Enix MontrΓ©al
Thursday, March 17th10 – 11 a.m.
Room 134, North Hall
http://schedule.gdconf.com/session/distilling-a-franchise-a-lara-croft-go-postmortem

Lara Croft GO is the next instalment in the award-winning series created by Square Enix MontrΓ©al with Hitman GO. Hitman GO boiled down the world of Agent 47® to a minimalistic puzzle inspired by chess and dioramas, Lara Croft GO captures the essence of adventure, acrobatics and exploration. This multidisciplinary talk is a postmortem of Lara Croft GO, discussing how to bridge the gap between two very different franchises, how to distill the action-packed adventures of Lara in a puzzle format, and all the lessons that were learned in the middle.

Improving geometry culling for Deus Ex: Mankind Divided ® (presented by Umbra)
Nicolas Trudel – Graphics Programmer, Eidoss – MontrΓ©al
Thursday, March 17th4-5 p.m.
Room 3007, West Hall
http://schedule.gdconf.com/session/improving-geometry-culling-for-deus-ex-mankind-divided-presented-by-umbra

Adam looks like he could play the role of a werewolf. -SdgtEnt
This talk will explain how we used Umbra in Deus Ex: Mankind Divided, a game powered by the Dawn engine. In order to support the very rich environments our artists envision, we needed a very efficient geometry culling solution without the associated manual labour. We will give a general overview of the Dawn Engine™ and show how Umbra was integrated from the edition and offline building to the low level-rendering engine to achieve this goal. We will go into the details of how Umbra was used for the main camera, but also the generation of the shadow maps. Since many of our lights are static, we cached the static geometry visibility to speedup the umbra query. We will also discuss how we used umbra to speed up our offline GI computation.


Life Is Strange… reviewed!



This game just begs to be played again… due to the choices you make.

I am listing a very specific spoiler at the very bottom (because it is something I found... strange), but it won't be visible unless you drag and highlight it.


In this game you take on the role of a timid aspiring photographer who goes by the name of Max Caulfield. Almost without warning, you go from just another day on campus to crazy life or death scenarios.

While playing this game, you may think “Hey this feels like The Walking Dead video game”… and you’d be right, but it’s not by the same developer. What you will actually get here is complexity delivered from a different angle, time travel. Various scenarios arise after Max discovers these powers via one life changing encounter that easily has a several strings attached to it and those strings have strings attached to them (consider those… consequences).

One thing that stuck out in this game is something that has been getting more attention in recent years, that being… the effects of bullying (by way of situations also including drugs). Bullying has occurred for more than too long, whether it is in schools (which shouldn’t be, especially to prevent a student from taking their own lives and/or taking the lives of other students), the work place and so forth. So I think they did a really good job highlighting a very valid situation in this game, that hopefully sheds the light on clueless parents who contribute to turning a child into an entitled brat… who then grows up at times into an entitled adult doing things they feel they can get away with because their family has the type of money that unfortunately keeps too many mouths shut (to wrong doing) the way they’ve done in the past. This is also a great story for teens and other adults who should really take the results of bullying into consideration.

I won’t go too deeply into that, but on the other end… if I can increase the chance of more good being done in this world, I will say “Don’t accept… BS” and no level of excuses can greenlight harming someone when it isn’t valid self-defense. It may seem lame to even speak about this sort of stuff (especially in a game review), but the game has that sort of depth that brings up these sorts of topics (that the SDGT team disapproves of in reality anyway). The world isn’t full of only sane people… so be safe out there.

The game really came alive for me when Max started to stand up for herself and others... like her friend Chloe. There are some things I wish I could've had the option to do, like have her knock the stupidity out of someone, but it would've been out of her character.

I like the way they capitalize on the art theme with painting, drawings, scribbles and photography. Don’t expect mind blowing realistic graphics visually (that’s not what this game is about), but expect an impressive visual experience that works great with the story (that addresses some realistic... issues), and even if you aren’t the person behind the controller… it doesn’t hurt being a part of the audience. Add surround sound and your experience… should be enhanced.

Replay value is definitely present in this game, not only because of decisions (though you get to go back and change your decision for some if you don’t trust they’re for the best)… in addition to the alternate endings. So if you feel like you could’ve made better choices… umm (What are you waiting for?), go back and change them!

The price is on point… I can’t argue with it, because you are basically playing out 5 parts of an enjoyable extended movie… with 1 through 4 to be continued to a great ending that I refuse to spoil.
I didn’t notice anything that I’d list as a con for this game but there are certain glitches… that may stem from rewinding. Even if some of you may think that cons should include some of the scenarios and not knowing how to solve them, those are categorized under challenges (because it’s still a game). This includes solving problems with rewinding time in a way that may not resemble a traditional puzzle, but it feels like it and will require some thinking (in a few areas).

Something I did notice at times as far as glitches are concerned, is rewinding back and getting stuck in a weird area outside of the designated location (i.e. On the other side of a wall of a room I was just in, requiring me to reload from the last save point). It didn’t ruin the experience… but it happened, along with those times when I’d rewind back and no one would be moving their mouths in a conversation but they were still… talking. Since the characters didn’t go… Professor X all of a sudden, it’s definitely a technical hiccup. Other than that, this game avoided a con (for me) by way of not requiring players to read every journal entry, text message, etc. Optional was definitely the best move, but if the developers were to do something like this… it should be in the beginning of the episode as Max is lying in bed (not necessarily for the reader to read, but she could read segments for us to hear). Speaking of... "hearing", expect some strong language at various points.

Overall, this beautifully deep cinematic experience that takes you on a ride that hopefully helps you think also, not in the way that would necessarily make you want to be the character herself… but to be a better person if you ever have the urge to bully or take advantage of someone via abusing authority, slipping someone drugs (for any number of horrible things), etc.



Fun factor: 5
Visually: 5
Replay value: 5
Price: 5
Glitches: -0.5


"4.5 / 5 Cool Points"

By the way... if you have the Steam version, you now have access to the Director's commentary at no additional charge now that the limited edition boxed version is available. Enjoy!

If you like our review of this game, give it a +1, and feel free to share and subscribe.

Something I found strange when it came to the ending where you choose to save Chloe... is her emotional response. They drove through town and she knows her mom was killed in the storm, but it was like it was... nothing. Even with Max, when the entered the area... one would think that she would've at least looked at Chloe and apologized, but... there was nothing. Guess they were just sticking to the title of the game on that one.