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meiam

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FakeSympathy

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Just the american team


Will probably be maintained, with a low content turnout, by an asian team for lower cost.
Netease can still fuck off for doing that.
As much as I hate Netease with my gut, I do have to say the layoff was greatly exaggerated. I feel bad for six people who got laid off, but it seriously is a paltry number compared to the likes of Microsoft.

The part that everyone seems to be ignoring is the fact that the core team led by the main director in China is still intact.
We want to reassure our fanbase that the core development team for Marvel Rivals, which continues to be led by Lead Producer Weicong Wu and Game Creative Director Guangyun Chen in Guangzhou, China, remains fully committed to delivering an exceptional experience. We are investing more, not less, into the evolution and growth of this game. We’re excited to deliver new super hero characters, maps, features, and content to ensure an engaging live service experience for our worldwide player base.
Meaning the US team was probably deemed unnecessary, for whatever reason. I mean if the team consisted of just six people, I am not sure how critical their roles were
 
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FakeSympathy

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On the flip side, with a popular game like that, did they really need to cut those six salaries?
True enough. I guess it really comes down to what exactly they were doing. Netease could’ve moved them to another team, for example. But if the main team is based in China, I guess there would be issues with relocation, obtaining the correct work visa, etc.
 
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FakeSympathy

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Phil Spencer is back at it again, spewing nonsense

Phil: It’s maybe not what I was going to say on stand at the time. But yeah, I would love to make all of the money for all of the games that we ship right, like obviously we make more on our own platform. It’s one of the reasons that investing in our own platform is important. But there are people, whether it’s their libraries on a PlayStation or Nintendo, whether it’s they like the controller better, they just like the games that are there.

And I don’t want to then look at that and say, well, there’s no way that we should be able to build a business there, find fans of our franchises there. I’m not trying to move them all over to Xbox anymore. People were all so invested in where our games are. Let’s just allow more people to play and yes, the 70% that we make on games on other platforms is helpful to us being able to build great portfolios like we showed at the Dev Direct and I hope this will continue to show through the rest of the year.
Phil: I think it’s just being honest and transparent about where the games are showing, and we actually even had this discussion last year for the June showcase, and by the time we kind of made our decision, we couldn’t get all of the assets done and it felt weird to have some of them in and some of them out.

But I just want to be transparent with people – for shipping on Nintendo Switch, we’re gonna put that. For shipping on PlayStation, on Steam…People should know the storefronts where they can get our games, but I want people to be able to experience our Xbox community in our games and everything we have to offer, on every screen we can.

And obviously not every screen is equal. Yeah, like there’s certain things we can’t do on the other closed platforms that we can do on open platforms, cloud – it’s different. But games should be the thing that we’re focused on. And the strategy that we have allows us to do big games, while also supporting our native platform from hardware to the platform and services that we have and that’s going to be our approach.

And I know it’s not what everybody else is doing, but I just believe games should be the thing that’s at the forefront. Maybe it’s because of how I’ve grown up in this industry. I came from building games. But I think the games are the things that I see growing in their strength in what we’re doing and it’s because more people can play. So yeah, I’m just trying to be open and transparent with people.
So yeah, any chance of "xbox gaming" making a comeback is probably dead as shit. Why not rebrand as "MS gaming" nowm since he seem to hate seeing their own consoles being successful?
 
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Bedinsis

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Which is weird, because we very seldom see this happen for games that are still active and popular.
How many of Valve's titles started out as mods made by fans?

I haven't kept up with Valve's policies but I know at one point they were happy that people could make their own custom content for Team Fortress 2 and actually make money from it; letting people have access to the source code is further encouraging people to be creative with the engine they've made.

It should also be mentioned that the webcomic they've made based the game ended quite definitely last year, 17 years after the game premiered. They might be working on Team Fortress 3.
 

Meximagician

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Was that one of the anime with a weird localization? Like they had amateur doing the VA or something?
The story I was told (take with an appropriate amount of salt) was that the original didn't do very well in Japan, but its distribution rights were sold as part of a package deal. Unfortunately, it did so poorly that the original production team hadn't bothered creating the usual character profiles or episode recaps that help localizers. Since the English production team wanted it ready on schedule, the writing team was told to wing it: they'd watch each episode, slap together a script that roughly fit, then fill in the gaps with rapid-fire screwball humor and 4th wall breaks.
 
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ExtraWildGames

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Hell yeah! I put in a bunch of time already, game's incredible. The netcode is really strong too, I was playing people from japan just fine and I'm in vegas.
Kinda cracked the game and played in training mode cuz no ethernet, lol.

This game is gonna have a TALL skill floor. The amount of shit u have to do execution wise is insane. This is probably gonna be my main figher for a while. It's So fun cancelling EX specials into themselves and the combos are visually nutty as hell to look at.

One thing that I also think helps this game in terms of balance is letting supers be your main source of beefy damage, compared to it just being "extra damage" tacked onto an already damaging combo that takes 50% of your life without super. This is good in 2 ways:

1. Supers are always important outside of reversals and punishes, as they're your main damage at the end of a combo.

2. It allows characters to have REALLY good buttons that are special cancellable, but don't lead obnoxious as hell combos that do 50-60% like in KOF XV with some bars (a lot of the top tiers in that game have some sort of special cancellable far reaching button with good properties).


Here's a tip: if you buffer hcb right before a just defense, you can just press Forward + P/K (depending on special) and get an easy as hell Guard Cancel Dp punish. It actually makes this pretty difficult game a HELL of a lot easier, so knowing this can definitely ease the burden for someone with knowledge.


But man, this gams is gonna be something else.
 

Dreiko

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Kinda cracked the game and played in training mode cuz no ethernet, lol.

This game is gonna have a TALL skill floor. The amount of shit u have to do execution wise is insane. This is probably gonna be my main figher for a while. It's So fun cancelling EX specials into themselves and the combos are visually nutty as hell to look at.

One thing that I also think helps this game in terms of balance is letting supers be your main source of beefy damage, compared to it just being "extra damage" tacked onto an already damaging combo that takes 50% of your life without super. This is good in 2 ways:

1. Supers are always important outside of reversals and punishes, as they're your main damage at the end of a combo.

2. It allows characters to have REALLY good buttons that are special cancellable, but don't lead obnoxious as hell combos that do 50-60% like in KOF XV with some bars (a lot of the top tiers in that game have some sort of special cancellable far reaching button with good properties).


Here's a tip: if you buffer hcb right before a just defense, you can just press Forward + P/K (depending on special) and get an easy as hell Guard Cancel Dp punish. It actually makes this pretty difficult game a HELL of a lot easier, so knowing this can definitely ease the burden for someone with knowledge.


But man, this gams is gonna be something else.
I'm using Kain, whose supers are actually combo tools in part, the blue ball super lets you combo after it and you can do some super long sequences with that thing, and then combo into the other super for the kill at the end too. Also the SPG supers have the great element of cooling down your REV entirely, so you don't always just use em to kill but often just to get your ex to ex cancels back.


My main focus is figuring out how to consistently do feint cancels, cause the special cancel window is much larger than the feint cancel one so if you do them with the same timing you'd do a special move they just don't come out at all.


As for guard cancels, you can also guard cancel into the rev blow if you're in SPG, and that's good cause you can do it in the air too. Most air rev blows are divekicks too so it's a great way of landing safely.



Oh and I dunno if you saw the leaks but we got a full char roster and it's kinda insane lol. I'll spoiler it below just in case.

(
Adult Hokutomaru, Fallen Rock, Nightmare Geese all have models, not sure if the latter is playable or just boss though, but our ninja boi is definitely in
 

ExtraWildGames

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I'm using Kain, whose supers are actually combo tools in part, the blue ball super lets you combo after it and you can do some super long sequences with that thing, and then combo into the other super for the kill at the end too. Also the SPG supers have the great element of cooling down your REV entirely, so you don't always just use em to kill but often just to get your ex to ex cancels back.


My main focus is figuring out how to consistently do feint cancels, cause the special cancel window is much larger than the feint cancel one so if you do them with the same timing you'd do a special move they just don't come out at all.


As for guard cancels, you can also guard cancel into the rev blow if you're in SPG, and that's good cause you can do it in the air too. Most air rev blows are divekicks too so it's a great way of landing safely.



Oh and I dunno if you saw the leaks but we got a full char roster and it's kinda insane lol. I'll spoiler it below just in case.

(
Adult Hokutomaru, Fallen Rock, Nightmare Geese all have models, not sure if the latter is playable or just boss though, but our ninja boi is definitely in
Yeah, the feints and breaks are something you gotta get used to. Also good to note is that you can do them on whiff.

Hyper Defense is... kinda strange. People say it acts like Red Parry, but it's more like Just Defense during blockstun. You can guard cancel out of it, but it doesn't negate all hitstun Or anything like Red Parry does.

Also Fallen Rock is one helluva a name for an alternate boss form, lol.

I saw a big list that was literally double the size of the base roster + DLC, Lol. Had Blue Mary, Krauser, Rick Strowd(?), etc.
[/spoiler]
 

Dreiko

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Yeah, the feints and breaks are something you gotta get used to. Also good to note is that you can do them on whiff.

Hyper Defense is... kinda strange. People say it acts like Red Parry, but it's more like Just Defense during blockstun. You can guard cancel out of it, but it doesn't negate all hitstun Or anything like Red Parry does.

Also Fallen Rock is one helluva a name for an alternate boss form, lol.

I saw a big list that was literally double the size of the base roster + DLC, Lol. Had Blue Mary, Krauser, Rick Strowd(?), etc.
[/spoiler]
Oh you can do em on whiff too? Nasty, I did not know that.

HD is like a true blockstring/multihit eliminator, though I imagine it's easier to buffer a super from that cause you're hitting 6 already.


And yeah the huge list is a list of all npc models in the game, most of them are likely not playable though, just in the story cinematics. But the 3 I mentioned were like actual gameplay models.