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Posted Nov 19, 2008 at 10:06AM by Isaac C. Listed in: Games, Opinions & Analysis Tags: Los Angeles, Michael Pachter, Under the Radar, Jesse Divnich, Shaun, EEDAR
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Analysts Predict Misses Oacf 2008 Holiday Season - Image 1With the state of the economy as it is, people keep throwing the question, is the games industry recession proof? Well not entirely, not according to some analysts at least, who believe that certain game titles will have disappointing sales.

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Posted Jan 24, 2007 at 08:17AM by Tim Y. Listed in: Interviews, Games, Cipher Complex Tags: Edge of Reality, Under the Radar
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Edge of Reality has been flying under the radar recently regarding their Cipher Complex title, even as they provided occasional snippets of info just to keep us perked.

Now, with 2007 just starting up, they're stoking our adrenaline meters again as creative director Thomas Coles steps into the light for more details regarding the game. In a word, expect the game to be gritty - with none of the stylized, clean-cut kills we've grown accustomed to in titles like MGS or Splinter Cell.

Then there's the pacing. When we talk stealth, it's often implied that we simply wait it out in the shadows, just biding our time until we can strike. Given Cipher's use of the adrenaline meter, expect a far more aggressive take on stealth, with players actively hunting down their targets  under the cover of shadow.

Fair enough - we never did like the idea of out-waiting the other guy, and real-life Special Ops teams do utilize a high degree of brutality in quiet take-downs. Think of how predators hunt - aggressively stalking before the kill - which definitely beats waiting under a cardboard box.

Up ahead is the full interview with Mr. Coles, which covers more info on James Sullivan, the "adrenaline meter," and a host of other topics we're sure most of you will be interested in.

1. Just how far back has Edge of Reality's dev team been working on this project?

We’ve been working directly on the game for almost two years now, but really, the technology within the game we’ve been working with and molding over the last 9 years.

2. In relation to question 1, was there any particular event that sparked this title's conception?

Everyone here enjoys military games, but for the most part we just weren’t getting everything we hoped for in the current games, which was what really got us started on Cipher. We’ve developed a lot of games from the ground up, but this is the first game where we were able to take an original idea of our own and flesh it out. Overall I think it was a combination of the fact thatwe’ve been looking to move towards working on our own IP and when we decided on this genre and the eventual storyline we knew it was a go. It was really a case of good timing for both the development team and Edge of Reality as a company, plus its something we all really believe in.

The full Q&A awaits after this jump!


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Posted Dec 11, 2006 at 02:38AM by Ian C. Listed in: News Tags: Sony, Texas, Near Death Studios, Emergent, Under the Radar, Brian Green
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HorseshoeProject Horseshoe, a think tank dedicated to solving the industry wide problems plaguing modern game-design met for the first time last month.

George Singer, the founder of the first annual three-day event says that it was a gathering of "30 of the industry's most vibrant, eclectic, accomplished, opinionated, and talented folks."

The event was held last Nov 2-5 and it set to identify workable solutions for what stops effective game design from happening.

Despite the event having managed to fly under the radar, probably due to the fact that it was held at the Canyon of the Eagles in Lake Buchanan, Texas, the event's attendees declared it as a resounding success and plan to continue the work they began at the invitation only conference.

Mike Steele, VP at Calabasas, Ca.-based Emergent Game Technologies had this to say about the event: "We're talking about information on everything from cryptology to real-time photo-realistic rendering to artificial intelligence to databases -- all the big, hard problems addressed in one small space."

One of the major topics of discussion was how developers might convince publishers to take risks and fund games that aren't easily categorized. David Warhol, president of El Segundo had this to say:

Everyone recognizes that games like 'Katamari Damacy,' that contain tremendously innovative gameplay mechanics, ought to interest publishers. But all that publishers seem to be looking for is the next sports game or the next first-person shooter. They're all afraid that they're not going to recoup their investment if they back something that's on the fringe.


Other topics recommended for discussion by members for future discussion include:
  • What's the best way to train future game designers? "Since almost everyone with success in the industry was self-taught or, at best, mentored unofficially, there's no track record of how any given game design program has paid off," notes Noah Falstein, a freelance game designer and producer since 1980.
  • How can we make games more emotional than movies? "What's preventing game designers from doing this," asks Nicole Lazzaro, president of XeoDesign.
  • How can we make our games have real social/political applications while still being "good" games? "The existing 'serious games' are all too often failures as games," comments Dallas Dickinson, a producer for Sony Online Entertainment. "Is it due to some deep disconnect players have between playing games and learning about real problems?"
  • When will game developers realize that business concerns are just as important as any other decisions in creating games? "How long will we allow people with business savvy but little or no real interest in games as a creative medium to dominate the economics of games?" asks Brian Green, a game developer and founder of Near Death Studios.
If you're interested with what else the game-design think tank has planned, feel free to check them out through our read link below.

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