Antes de nada quiero decir que este hilo yo también pienso que esta hecho pronto pero quiero hacerlo por que este juego me lo comprare de cabeza y antes de tener que ver 20000 post sobre ''nuevos detalles desvelados en prey 2…’’ prefiero recopilar toda la información.
Quiero añadir que no quiero hacer este post yo solo ya que no podria me gustaria que me ayudarais en todo lo que pudierais.
Meistation* escribió: Unos días después del lanzamiento de Prey en PC y Xbox 360, comenzaron a correr los rumores sobre una segunda entrega, encendidos por el mensaje al final de los créditos del juego. En una reciente entrevista, Scott Millar, CEO de 3D Realms, declaró que su compañía se encuentra trabajando en el diseño de Prey 2, concretamente, arreglando algunos aspectos del combate e incorporando innovaciones en la jugabilidad. De esta forma se confirma que ya están manos a la obra con la continuación del juego desarrollado por Human Head Studios, aunque se desconoce si será esta última compañía, u otra, la que programe Prey 2.
≈FICHA TECNICA≈ Genero: Shooter/acción Salida a la venta: ¿? Precio: ¿? Online: ¿? Plataformas: Xbox 360 y PC Desarrolla: Human Head ≈DATOS≈ Scott Miller escribió:Mientras que Prey fue un videojuego pionero en el terreno de los portales, Valve lo llevó a otro nivel.
Creemos tener nuevas ideas que mantendrán esta carrera en la tecnología de portales muy interesante
La secuela de prey no se desarrollara en la Tierra, sino en un futuro que no puede vivir sin el.
Todo indica que tras los acontecimientos del primer juego, Tommy es encarcelado acusado de la desaparición de bastante gente y el segundo juego comienza justo en el momento en que sale de la cárcel. A partir de ahí podéis imaginar que va a pasar de todo y no precisamente bueno.
En esta nueva entrega volverán de nuevo los portales y los desafíos con la gravedad (que han sido mejorados levemente), junto con esa ambientación de ciencia ficción mezclada con esos diseños de monstruos y humanos mutilados tan desagradables, pero con la inclusión de nuevos giros innovadores. Además, Prey 2 contará con nuevas armas y escenarios, haciendo especial hincapié en los entornos exteriores. De igual forma, los momentos de acción se verán incrementados gracias a la presencia en pantalla de un mayor número de enemigos.
Scott Miller asegura que el juego sorprendera al publico plantando cara al mismisimo Portal.
≈ENTREVISTA A SCOTT MILLER≈ P-Thanks for taking the time to talk with us. First, the obvious question: What is Radar Group?
R-Radar Group is neither a publisher nor a development studio. We're something new. We believe that the best ideas in the game industry are original ideas, and so we will incubate, nurture, co-design and co-produce ideas that are tailor-made for the game industry, versus using existing licenses from other media. Think of us as the anti-Brash. lol!
Not only are we something new, we're something our industry desperately needs. Radar will team up with many of the industry's top independent studios to help them create original IP in which they own a substantial ownership stake. Why is this important? Because in today's industry it's nearly impossible, unless you're Epic or Valve, to create original games and not give away full IP ownership to the publisher. Radar believes that creators should share ownership, and all of the long-term benefits that come from that.
Another key part of the Radar plan is that all of our projects are built around a rich storyverse. Think about properties like Star Wars, Harry Potty and Lord of the Rings. All of these fictional creations have a vast and deep storyverse that can support numerous stories, with numerous compelling characters. Quite simply, a storyverse is the possibility space for stories, and all of our projects are being developed as a storyverse that can then support not only games, but linear media, too, like film, comics, TV, novels, webisodes, and so on.
Radar has every intention of leveraging our games in these other media, through our sister company based in Los Angeles, Depth Entertainment. The Max Payne film, currently filming in Toronto, is Depth's first production, by the way. Depth will specialize in respectful, high-quality game-to-film adaptations.
P-How is the company different from a regular publisher? Movies, toys, novels and such are already being made from original game IPs, so how does your approach differ?
R-A publisher has internal development. Radar only works with external developers, picking the industry's top independent teams to partner with, and giving these teams a rare opportunity to both co-create and co-own original IP. Radar is also set-up with a Hollywood-based production studio with strong industry contacts, and thus capable of bringing our properties to film, TV and wherever else makes sense. This sort of thinking is beyond what publishers do now. Finally, Radar is a lot like Pixar in that we will only ever create (or co-create) original IP – we'll never license IP. If you study a list of the all-time best-selling IP, and remove sports titles from the list, over 85% of all the best-selling games are original to our industry, such as GTA, The Sims, World of Warcraft, Metal Gear Solid, Half-Life, Halo, Mario, Final Fantasy, Call of Dut, Zelda, on and on and on. Fact: Most licensed games fail, yet the industry continues to turn to them over and over
P-With Radar essentially being a third party in a deal that usually only involves a developer and publisher, we'd assume that the developer would naturally take home a smaller cut of the profits in the end. Is that recouped via potential profits from the licensing deals, making it something of a risk/reward situation?
R-First, developers that work with us will often get a better royalty because of multiple factors, not the least of which is our ability to self-fund a new game for 18 months, until it reaches a strong vertical slice that can excite publishers, and elicit strong offers. This is a win-win for both the publisher and the developer. The publisher doesn't take on the risk associated with earlier development and proof-of-concept. Additionally for the developer, they gain tremendous value from co-ownership of the IP, something generally not possible when dealing directly with publishers
P-Your approach seems somewhat similar to what God Games (Gathering of Developers) was originally set up to do, though that didn't last forever. What have you learned from their history and how do you plan on adapting that to your strategies?
R-While I was a co-founder of Gathering of Developers, Radar is a vastly superior model. GoD handled several licensed properties, such as Heavy Metal, K.I.S.S. and Blair Witch. I was against all of these at the time, but was overruled by others on the Board of Directors. Also, GoD was a publisher who dealt with inventory, marketing and distribution. Radar is much more concerned with the creative side of game development, leaving all of the not-so-exciting stuff to publishers. And finally, Radar is built from the ground up to push our IPs into Hollywood through our sister company, Depth Entertainment. GoD had nothing like this set up – GoD was old-school. Radar is Game Industry 2.0.
P-Do you own all of the IPs that you work with, or do you help studios with their own properties bring them to fruition?
R-Radar co-owns all of the IP we're involved with. We co-own it with the development studios we work with. We all share in the success, especially when we leverage these properties into other media. What a concept.
P-Getting to the games themselves, can you give us an overview of your initial lineup?
R-We have around ten total projects in various stages of production and pre-production, for both Radar and Depth. On the movie side, I've already mentioned Max Payne. On the game side, I can only announce three at this time, Earth No More, Incarnate and Prey
P-Prey is obviously the most well-known franchise of the bunch. Since the original's release, we've also played a little game called Portal. Has said title's use of portals influenced how the technology is being used in Prey 2? R-Absolutely! While Prey pioneered the portal concept, Valve's Portal took it to an all-new level. It really shows what you can do when you focus on a single core cool gameplay concept. So, while Portal impressed the heck out of us, it has also inspired us to return the favor to Valve and hopefully leap frog them as they did us. We believe we have new ideas for portals that will keep the portal race interesting.
P-What else can you tell us about the sequel?
R-In the original Prey, the lead character, Tommy, was too reluctant, and didn't realize his hero status until late in the game. So, in the new game we're making him a hardened, take-charge character who's learned fast from his previous experience, and ready to accept his status as a galactic savior. We're definitely beefing up the combat—expect more enemies onscreen simultaneously versus 3-4 in the original—as well as the spirit powers. And while the original was too much of a corridor shooter, Prey 2 will have much more variety and wide-open areas: think CoD4 to get a good idea of what we're shooting for in terms of open-world look and feel.
P-How about Earth No More? We've heard hints of conspiracy, and we're assuming there are aliens, but what sort of game is it?
R-No aliens. The game is secretly—not anymore, I guess!—a commentary on how humankind's misuse and abuse of our planet can come back to bite us in the ass. That's the underlying theme. The spirit of the game is really captured by a lyric from the Blue Oyster Cult song, Godzilla: "History shows again and again how nature points up the folly of man…" Well, in Earth No More, the greatest folly of all is that we can manipulate life itself to serve our purposes. It's actually quite a deep game, rich in characters and story. And exactly the kind of project I see making an easy leap to film. The developer is Recoil Games, based in Finland, a studio put together 1.5 years ago by the lead founder of Remedy. I think this is the most exciting game to come from that country, as it really tackles an important subject we just don't see in our industry.
P-Since this will likely be the first brand-new IP that we see coming from Radar, how is it being designed to take advantage of your goals and ideas?
R-Actually, we have one or two other unannounced projects that will likely appear first. ENM is a massive project, and is going to take quite a while to complete. The important thing for us is getting it right, because we're not just launching games anymore, that's Game Industry 1.0 thinking. We're launching a storyverse that can support projects in several entertainment branches.
P-What can you tell us about Incarnate?
R-This project demonstrates exactly why Radar is unique. We have teamed up with Frank Hannah, who wrote the movie, The Cooler. So, the concept came from Hollywood, so to speak, through Depth Entertainment. This is one of the ultra-rare linear concepts that had strong potential also as a game property, so that's where Radar is taking it, while Depth is working a film deal for the property. It's important to note that we do not care about simultaneous film and game releases. That just leads to disaster, as one must be compromised to make the date of the other. Not only must each release stand on its own, but each much not cover the same territory as the other. Our goal is that the film and a game taken from the same storyverse tell a different slice of story, and compliment each other, rather than repeat each other. I think the most successful Star Wars games, for example, tell entirely unique stories versus the film stories.
The tagline for Incarnate is 'Evil never dies." That's about all I can reveal on this still early project.
P-Being that it's still very early on in development, why announce it this far out?
R-Just because as a new company we need to show we're rolling forward with projects. In Incarnate's case, we're not going to say much else about it until we're much further down the production road.
P-You've announced titles for the Xbox 360, PS3 and PC. Any plans to work with titles for other systems, like the Wii, DS or PSP?
R-Not at this time, but that doesn't mean we won't develop for those platforms at some point. Currently, all of our game projects are big hitters and need to be on the most cutting-edge platforms.
P-That about does it for what we wanted to know. Is there anything that you wanted to tell our readers about Radar Group or any of its titles that we hadn't hit on yet?
R-In part, Radar is an extension of 3D Realms' long history of working with external teams to co-create hit games, going back to 1990 when we teamed with Id Software on Commander Keen and then birthed the FPS category with Wolfenstein 3-D. It's not as well known that we were also involved with the inception of Descent, funding that game and giving design guidance for its first 16-months, before selling the publishing rights to Interplay. And then of course we played a huge role in Max Payne, working with Remedy, and also Prey, working with Human Head. If you include Duke Nukem into the mix, all of these franchises have sold over $1.1 billion at retail.
Another thing in common with the hit games 3D Realms has worked on is their focus on strong characters and story. We borrowed much of what we know from the comic books industry, where characters are always front-and-center. This background, going back 15+ years, puts us in a unique position to pull off something as ambitious as Radar.
≈IMAGENES≈ PREY 2 es la secuela de:
EN CONSTANTE ACTUALIZACION.
Por favor ayudarme a completarlo que es el primer hilo que hago en este subforo y no quiero que cuando salga el juego tenga una mierda de hilo.