sequelitis

Latest

  • Egoraptor's Sequelitis analyses Super Castlevania IV

    by 
    Jordan Mallory
    Jordan Mallory
    01.29.2012

    The art of game design is a subtle, delicate craft that requires expertise, dedication and ingenuity to truly master. It's a skill that also goes largely uncelebrated, considering that the best game design is often unnoticeable when properly implemented.Sequelitis, a new YouTube series from Awesome Series creator/animator Egoraptor, takes a hilarious look at the philosophy behind game design by comparing an original title to one of its sequels. The latest episode (above) takes a look at the differences between Castlevania and Super Castlevania IV, and how changing the whip and jumping mechanics fundamentally altered the game's structural underpinnings. It's a fascinating and remarkably entertaining way to learn about game design, so be sure and check out the first two episodes when you're done here.

  • Ubisoft's Guillemot not trippin' about franchise fatigue

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.09.2010

    Ubisoft's current focus to iterate its "major franchises" seems to expose its key brands to franchise fatigue and, with it, dwindling sales -- just look what happened to sales of Guitar Hero and Tony Hawk when Activision implemented a similar strategy. However, Ubisoft CEO Yves Guillemot remains unconcerned about so-called franchise fatigue, as he emphasized today that the publisher's goal is to "increase and come out more often" with games. Speaking during a financial earnings call for investors, Guillemot expressed his belief that Ubisoft has taken plenty of time to develop the next installments in the Driver, Ghost Recon, Prince of Persia and Splinter Cell franchises -- development time that will ultimately result in more iterations in less time, in turn improving brand visibility and training consumers to expect these franchises more often, and plan their gaming budgets accordingly. He also pointed out that sales of these upcoming titles should boost sales of their franchises' legacy games. Of course, with that said, Guillemot re-emphasized that quality is still important and that the company has invested (and continues to invest) in building game engines and tools that can be used for the next 10 years. The CEO noted that Ubisoft development teams our given enough time to ensure very high quality work, adding that Ubisoft "takes those elements into consideration."

  • DS Daily: When is it enough?

    by 
    David Hinkle
    David Hinkle
    01.14.2009

    Since we've got awesome new details on Mario & Luigi 3 to digest on, we've been thinking sequels. They're nothing new and the idea of the sequel isn't going anywhere. But, when does a franchise just overstay its welcome? Any franchises you think need a reboot or should just plain go away? When do you find a series has lost what it so great in the first place? We're looking examples here, people. Oh, and with this being such a broad topic, it's okay if you talk about non-DS games. We'll allow it just this once.

  • Rumor: Lost Odyssey sequels on the way

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    02.29.2008

    Will the epic Japanese RPG Lost Odyssey be a one-off piece of gaming history, or is the title destined for franchising and perennial iterations? As much as we wish it were the former, a brief quote from a Microsoft exec suggests that the "odyssey" may only be getting started.Speaking with the executive officer for Microsoft Japan's Home & Entertainment division, Nikkei Trendy reports that the company is pleased with the sales of Lost Odyssey, and expects the popularity of the "series" to grow over time. While this could very well be a miscommunication, it's certainly logical to assume that Microsoft would want to extend the life of one the 360's few JRPGs.[Via ALLRPG]