devsplay

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  • Yes, 'Beyond Good and Evil 2' is still happening

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    01.30.2016

    Beyond Good and Evil 2 isn't dead yet, according to its mastermind Michel Ancel. If you aren't familiar, the sequel is something of an enigma in the gaming world. Merely mentioning its name elicits complex emotions and dreams of publisher Ubisoft showing the game at its next year's E3 media briefing. The first game was a critical hit but didn't sell well. Consumers in the Aughts weren't down with a game about a plucky photojournalist and her anthropomorphic porcine companion; who'd have thought?

  • Ubisoft Montreal

    This is why 'Prince of Persia' has the legacy it does

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    12.23.2015

    Ubisoft's Prince of Persia: The Sands of Time defined how the company looks at its properties. But before the publisher began pumping out annual sequels with a startling cadence at rapidly diminishing returns, there was just the Prince and his snazzy ability to rewind time while jumping, wall-running and shimmying from stone column to stone column. And it's the latest episode of DoubleFine Productions' "Devs Play" series that focuses on that seminal game and finds its director, Patrice Desilets, explaining what went into development.

  • 'Castlevania' designer explains what made 'Symphony' so special

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    05.09.2015

    There's plenty I could say about Castlevania: Symphony of the Night but in the interest of time I'll keep it short and sweet: it's one of the most influential games ever made. Don't believe me? Eighteen years later, its core design conceit (read: explore a gigantic environment at will, uncovering hidden-in-plain-sight secrets in previously traversed areas thanks to a cascading set of power-ups that grant new abilities) is still being used today. So with that in mind, watching co-designer Koji "IGA' Igarashi offer commentary while Double Fine Productions' senior gameplay programmer Anna Kipnis plays through over two hours of the game in the latest Devs Play episode is an incredible treat. Oh, and there's blood-red wine involved because of course there is.

  • 'Doom' designer John Romero tells you about the game while playing it

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    01.24.2015

    Most Blu-rays and DVDs these days come with filmmaker commentary tracks, but it isn't too often you get to hear a game developer give play-by-play while running through something they created. That's the thrust behind the latest episodes of Double Fine Productions' "Devs Play" YouTube series, spotted by Polygon. Here we have one of Doom's co-creators John Romero playing a handful of maps from the legendary first-person shooter that runs on basically any platform. He breaks down everything from the work that went into differentiating it from id's other FPS Wolfenstein 3D, how the team used texture irregularities to denote secret rooms and even how he's watched speed runs that not even he can replicate. Oh, and he designed the first level last, incorporating everything he'd learned throughout the other missions to make the initial one the most interesting.