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Suda51 Has Considered Remaking GameCube Cult Classic Killer7

Killer7 was one of the more unique games in the GameCube’s library. Developed for Capcom by Suda51 and Grasshopper, it was the last of the “Capcom Five” games for the GameCube (well technically the fourth, as Dead Phoenix got cancelled).

Killer7 was certainly quite intriguing and had a strong adult theme. The gameplay took the form of a first-person shooter which was on-rails. The character you played was limited to predetermined paths and the controls felt very clunky, even back in 2005 when it was released. Despite this, it gained a cult following.

In a recent interview with Suda51, he was asked if he’d like to remake any of his old Grasshopper games and on the topic of Killer7 he said:

The thing about Killer7 is that, right now, it’s not easy to play that game anymore right now. That’s definitely something I’d like to maybe revisit and update.

We’d love to see a remake of this unique game with improved controls. Let us know if you have fond memories of this one from the GameCube days or if you think Suda51 should leave this in the past and concentrate his efforts on the upcoming Travis Strikes Again: No More Heroes for Switch with a comment below.

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Xbox One X: How Turn 10 Helps

Sharing collective experience with other game developers is a hallmark trait for Turn 10 Studios, developers of the recently released Forza Motorsport 7. Having now worked with the Xbox platform for more than a decade, the studio’s vast experience in working on Microsoft consoles has extended to the PC gaming space in the past couple of years with the award-winning Forza Horizon 3, and Forza Motorsport 6: Apex, a free proof of concept demo on Windows 10 developed to help test drive (no pun intended) on a scalable, powerful platform like PC.

Thanks to that experience, the team was able to effectively prepare for gaming in 4K, 60 frames-a-second with a framework in place for development on Project Scorpio (later Xbox One X) once specs started to come into focus. Thanks to these years of development, Turn 10 has developed a very close working relationship with the console platform team.

“As a first party studio, a lot of our job is to make sure that the platform we’re developing games on is also a great platform for other game studios to make games on,” explains Chris Tector, Studio Software Architect at Turn 10. “We really believe that, at our core, that’s what we’re trying to do — enable other studios to make great games. Because that means we’ll have great games to play, and we’ll also be shipping great games in an incredible ecosystem. It’ll be, everybody making the best Xbox game they could possibly make, and that’s something we take pride in.”

Turn 10 Feature Key Art

The first time the studio showcased this working relationship was at GDC in 2014. At that conference they showed off ForzaTech running on PC with an alpha version of Direct 3D 12. With that demo, they proved out that it was possible to get more of a console programming model on the PC.

“We really felt like that was going to move things forward for developers on the PC, but also be able to bring a lot of console titles over to the PC,” says Tector. “It was something that we could do that would really help again with that whole platform, and really help all developers along.”

Turn 10 also worked closely with the hardware teams, helping push improvements over to the console platform, and helping them understand what requirements they needed as developers.

“We told them if you want to prove out things, or stress test, or push the limits what the hardware can do or what the new hardware ought to be able to do,” explains Tector. “We’re able to provide our titles as a way of stressing that.”

It was at this point when the studio began to scope out what that next generation of gaming could be like, and found themselves in a great position to help influence the hardware requirements they needed to develop games at a very high frame rate and at exceptionally high resolution.

Turn 10 Feature Key Art

“The goal from the beginning was to be able to deliver the Xbox One era of games, but at 4K,” explains Tector. “And that didn’t mean just us (Turn 10). We were already at 1080 (resolution), we had been since the beginning of the generation and not a lot of developers were able to get there for whatever reason. They may have had other kinds of features they were going after, but for us, native resolution, 60 frames-a-second; it’s always been really important for us.”

That performance high-water mark is a lofty one, one that Turn 10 doesn’t balk from. Proving out 4K gaming was an important goal for the studio — and they wanted to make sure other developers could get there too. So, they worked on proving out ways they could capture what was going on the console (graphically), and let them scale out the graphics processing unit (GPU), which components to use, memory bandwidth… Creating a model that simply says, “Hey, we got this game running on an Xbox One. Will it be able to get to 4K on an Xbox One X?”

The team began to build out and provide gameplay on Forza that covered a wide spectrum of settings, from 720p all the way up to 4K, looking at different levels of texture filtering, geometric complexity, and tweaking a variety of features like anti-aliasing. Anything that would let them prove out their model to those looking at Scorpio in the early days, that 4K console gaming is an achievable reality and one that can be here soon. And Turn 10 can be here to help make it happen. The real proof came to Turn 10 earlier this year when the base model of the Scorpio was delivered to them.

Turn 10 Feature Key Art

“We had one of the platform graphics guys comes over and he had a box full of parts,” Tector says. “And he dumps them out on the desk, a motherboard, and hard drives, all hooked up with random cables and loose on the desk. But it’s a Scorpio… and it’s running! And then we get the title ported to it in literally two days.”

The team had prepared a special room in-house at the studio, planning for their guest to stay with them for weeks. But it turned out it was not needed since they were done in just a few days to get the whole game up and running. Not only was it running, it was running fast.

“Not like the first time we ran it on an Xbox One which was not too pretty, and not running fast,” explains Tector. “This was running like, the full of ForzaTech and it was running at 60 (fps), and it was running at 4k. We were just like… we were stunned. We were surprised. But it was an awesome feeling as well because we could then go out to our team, ‘Look, we had done all this work, we proved out this model, it’s going to have this level of performance, we’re going to be able to deliver this as a title.’”

Turn 10 Feature Key Art

It was there, it was real, and Turn 10 could show people how to get it done.

“That reality sank in for the team, and it just created this wave of like, ‘Well that means we can do this, and we can do this…’ and that was all open because not only were we running at 4k and at 60, and you know, all of those things that we wanted…. and we had headroom left over.”

Xbox One X is slated for retail release later this year on November 7, and we can’t wait to play this next generation of games thanks to the shared, collective wealth of experience that Turn 10 has provided to both developers and hardware engineers alike.

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Squareboy Vs. Bullies Lands On Switch This Week

Bullies, they are just the worst, aren’t they? If they aren’t giving you an atomic wedgie then they are trying to flush your head down the toilet. In Squareboy Vs Bullies: Arena Edition the titular Squareboy has had enough of the bullying and sets out to put them in their place in this old school beat ’em up by Rohan Narang, which is coming to the Switch this week priced at $4.99.

Here’s what we can expect from this beat’em up published by the lovely folks at Ratalaika Games:

  • Retro pixel art graphics and OST with 14 different chiptune tracks.
  • Fight in many different locations across Squareburg.
  • New Arena mode
  • Never before seen Bullies.
  • New UI screen that takes advantage of entire screen.
  • New co-op mode only for Nintendo Switch.

We have to say it all sounds pretty good, like River City Ransom with fighters that look like they have just escaped from the Emoji Movie. Sign us up!

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Feature: Japanese Dev Legend Tak Fujii On His Switch Music Exclusive Gal Metal

Tak Fujii is one of the most established and charismatic figures in the Japanese gaming industry today. He spent twenty years at Konami in Chicago and Tokyo, filled roles such as sound designer, director and producer, as well as playing guitar on the incredible Castlevania: Symphony of the Night score and working on several Pro Evolution Soccer titles before his departure in 2014. Fujii is probably best known in the west for his unforgettable E3 presentation of Xbox 360 hack and slash RPG Ninety-Nine Nights 2. At the Tokyo Game Show this year, Fujii publicly showcased his new project for the first time, Gal Metal, which is scheduled for a February 2018 release on Switch. 

This music rhythm game uses the individual Joy-Con controllers as drumsticks, and boasts a vivid anime art style and a character-driven story. With the history of the “music video game” swaying from revered (Rock Band, Guitar Hero) to the “interesting” (who could forget that infamous E3 2008 Wii Music presentation?), Gal metal has the opportunity to take the genre and the fresh hardware to new heights. 

We caught up with Tak shortly after TGS to find out more.


Nintendo Life: First of all, thank you for taking the time to talk to us and congratulations on the announcement of Gal Metal coming exclusively to Nintendo Switch. The showing at TGS (with mascot and instruments, no less!) certainly made an impact – how was the press and public reaction to the game? 

Tak Fujii: Brilliant! We have had pre-opened announcement sight and teaser movie, which lead to three big questions from the public. One: Who is making the game? DMM, a PC browser game company works for console title, exclusively for Nintendo Switch. Two: WHY? It seems high school girl does something with drums. Three: What kind of game is that? Drumming is awesome and it was heavy. What really is that? 

Our message was simple. All answers will be unveiled at TGS. Come to our presentation. I had a great presentation of the game on the first day of TGS, showing a brand new design of music game with exclusive play ability using the Joy-Con. All elements together, I believe I did make a great impact regarding the media and public. Most of reactions from them are positive. Thanks to the Nintendo Switch and our cute red drummer, NYANGO-STAR, and lovely red guitar, of which there is only one available in the world.

What is your role on the project?

TF: Producer. However, I am taking on more roles than I used to be as ‘producer’ in my previous job. DMM is venture company and therefore I have to take more roles if I come up with something I’d like to do, which might include marketing, licensing, sales, collaboration, etc, etc. It makes me really busy but it’s really fun to meet lots of people especially in the music industry (because Gal Metal belongs to the music game genre). Of course, the concept of game is mine so I have to conduct the team to make my game to be new and fun enough, which is the same as a producer’s role in the industry. 

How big is your team?

TF: There is no team in DMM, it’s only me to drive game development. We do have marketing and sales people but not as many compared to other console publishers. The dev team is external, Now Production – based in Oaska, Japan. They are console experts and have good experience in making music games so I can rely on what they make. The director of Gal Metal is Shuhou Imai, who has great experience in both writing and creating video games. 

How long has Gal Metal been in development?

TF: That’s a secret! But not longer than planned, thanks to the development environment in 21st century. 

When did you start working on it in relation to your departure from Konami? 

TF: Gal Metal started a while after I had left Konami. Again, DMM has never thought to release a console title because DMM is a PC game platform and has had no business with other platforms, including iOS and Android at that time. So I was getting involved in other projects, such as e-Sports and VR. I had great success on a VR project at TGS 2016. However, DMM is a fun company. They give any opportunity to do anything (only if it seems valuable, of course). Thus, Gal Metal is not something that happened immediately after my resignation from Konami, and had no relation to it. 

Was it always your intention to make a music game at some point?

TF: Yes. I started my game career as a sound composer. Music and sounds are always part of my life. I have always dreamed about making a great music game through my career, but Konami already innovated by making great music franchise titles and I was getting involved with other projects (which was an awesome AAA job anyway) and had no chance to make another music game. So finally, here is my dream come true. It took a while but I made it happen. However, I just didn’t want to copy old school music titles. This format has been around over 20 years and I really wanted to try something totally new. Gal Metal has no falling note indicators and you have to focus on audio rather than notation, which gives a feeling of playing real music in real band. I hope my new challenge would be accepted in the market. 

When did you first become aware of the ‘NX’, and when did you first experience the Switch?

TF: Unfortunately, DMM is not console company and I was not involved with ‘NX’ at all. I found and got Switch as a user, not a developer. I see brilliant game experiences through Nintendo’s first unavailing presentation. ‘Take console out to field and play together’. It’s sounds similar to what we had with the PSP and Nintendo DS, but it also felt totally different. Handhelds normally belong to personal playability, but this console is for multiple people. Remember when we had endless nights with Bomberman or NBA Jam? That’s the impact of Switch to me, and it doesn’t belong to living room anymore. It’s about taking the multi-player video game experience anywhere, which sounds awesome!

When was it decided to make Gal Metal exclusive on the Switch?

TF: Gal Metal is still a single player game, at the moment. Since there are no note indicators on screen, players have no need to focus on the screen, but instead listen to the audio from the console. This means other players also have no need to focus on the screen. Watching other players play is the most fun part of this game in my opinion. Remember most fun part of playing Just Dance? It’s us, observing players. With the Joy-Con and screen-less game play experience, Gal Metal has no other home but Switch. 

The Switch’s touch screen is being used with music games such as VOEZ and Deemo, but the Switch also has the Joy-Con feature. When did you first work on using them in Gal Metal? 

TF: We’ve decided to work on Switch because of the Joy-Con. As I said before, Gal Metal is really fun to play with others. Touching the screen holds the player in front of game screen, but the Joy-Con give you freedom to play around. Gal Metal is still a music game, but the experience you have is totally different to those other titles.

There have been music games in the past, such as Rock Band, that have various difficulty settings as well as being great multiplayer games. What’s the balance like in Gal Metal?

TF: Gal Metal is about a free drumming experience. The player decides which rhythm patterns may fit to each song. That gives no ‘good’ or ‘bad’ evaluation. However there are evaluation factors in the game which are really based on music composition theories. We know most of players maybe don’t know anything about drumming so their first entrance and experience would be ‘fun to swing’ and ‘fun to listen’. Gal Metal’s learning curves will take players a little deeper. I can’t tell you details right now, but there are mechanics where the player will learn better drumming by gaining better score in the game. I put a music gamification system in the game.

There is also a very strong visual style and character driven story – how did they start and develop?

TF: There’s almost no story in most music games. However, we had great teen memories with band in high school. I want players to love being part of a band. The band is about communicating with other players with music, not through words. It’s hard to explain, but you will know if you get into a band. I wanted to share that feeling and want to players to understand that feeling, and hopefully without games, they may have an interest in playing actual musical instruments. The core of this game is about playing drums in the band, and my dream is about increasing real band players from playing the game, and increase the number of metal lovers.

Regarding the actual music, is the whole game an original soundtrack? 

TF: They are all covers from classical music. It’s great to have actual recordings in the game like other music games. However, my focus in Gal Metal is ‘Build your rhythms as you like”. Therefore we haven’t use any existing sound tracks, which allows players to think and build their favorite rhythms. Again, building and improving music is one of the big core ideas of my design and I really want players to feel this. Additionally, people don’t like to play unknown songs so I picked famous classical pieces from the past 400 years, which are no doubt recognised as ‘great pieces of music’. Because they are famous, the player should be aware of how and when they build up in the song. The player may have instant ideas about what to do immediately. 

Did you ever consider crowdfunding for this project?

TF: Not at all. Crowdfunding is about marketing, in my opinion. There’s no need to go to crowdfunding if the team has enough budget to make games and do the marketing. I need both to make my game be known to the public. This is the main reason why I belong to a publisher (and platform) rather than building my own studio. 

It must be exciting working on such a new console and utilizing its unique features – when did communication with Nintendo start? 

TF: Very recently. I have to make sure my idea works on game properly and my presentation docs to Nintendo are not just a dream but something about to happen. Being a producer for a big publisher, I personally saw a lot of great presentations with brilliant documentations from developers and games that have never come out and melted millions of dollars for nothing. I am sure they’re going through lots of presentations million of times more than me, so I am very much prepared to start. 

What were your favorite Nintendo games growing up? 

TF: All of the Game & Watch series! I had them all and died to play them all! Of course Mario Brothers (in Arcade) and Donkey Kong (in Arcade) stole my heart and coins!

Thank you so much for your time, and we look forward to seeing more of Gal Metal soon. 

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The Big NBA 2K18 Patch For Switch Is Finally Here

NBA 2K18 didn’t get off to the best of starts when it launched on the Nintendo Switch on 15th September. In short, it was all a bit of a mess and we ended running our review without a score.

While it’s taken way too long, the mega patch update #3 finally dropped for the Switch version of the game during the weekend. Here’s the laundry list of things it improves on:

– Fixed a case where game framerate would drop for the remainder of the game following a called timeout.
– Users are now able to view the individual attributes and their values when upgrading their players in MyCAREER.
– Gray indicators have been added underneath the feet of your teammates in the Playground; it is now much quicker and easier to discern your teammates from your opponents.
– Global settings/options will no longer reset to default after entering a MyTEAM game.
– Users will no longer lose their facial hair when re-scanning their face.
– Addressed a case where Draft-and-Stash players in MyLEAGUE/MyGM would be signed to a $0 contract, while simultaneously being duplicated in the upcoming rookie draft (new save required).
– Generated prospects in future seasons of MyLEAGUE/MyGM will now always have heights appropriate for their position (new save required).
– Free agents 32 years or older will no longer pass up big money offers to sign for the MLE in MyGM/MyLEAGUE.
– Users will no longer display negative badge progress following an exceptional performance in MyCAREER. For those currently experiencing this, continue playing and your tally will be incremented towards your next bonus.
– Fixed a hang that could occur when the user was scrolling down the list of available shirts in the T-Shirt Kiosk.
– Improved framerate in the court area of the Playground when games are being played on most/all of the courts.
– Addressed a hang that could occur when bringing up the squad menu in a completely full Neighborhood.
– Fixed a soft hang in Live Practice where the ball would not get picked up when using the ball machine.
– Fixed an issue where the camera would always point to the middle of the court if the user had the Auto Flip option enabled while in the broadcast camera(s).
– (Switch) Improved framerate/audio syncing during tunnel/locker room scenes in MyCAREER.
– (Switch) Fixed an issue that sometimes prevented Local Play from commencing when there were four participants.

We’ll be updating our review with a score in light of this patch over the next couple of days when we have tested it all out. In the meantime let us know what you think of this whole debacle with a comment below.

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The Nintendo Virtual Boy Could Be Getting New Software

The Nintendo Virtual Boy may have gone down in history as the company’s grandest folly, but it’s clear that there are many fans out there who feel it didn’t get a fair crack of the whip. 

Team VUEngine is a group of Virtual Boy enthusastis who want to resurrect the failed console with a series of new homebrew titles. A Patreon crowdfunding campaign has been established to facilitate this endeavour, with the ultimate objective being to raise enough funds so the team can work full-time on creating new games for Gunpei Yokoi’s misunderstood masterpiece, as well as making tools which will encourage other developers to support the system:

The ultimate goal is nothing less than to become full-time independent game developers and release regular new, high quality Virtual Boy games plus even better tools to create your own. 

We want to engage this amazing community to closer collaborate on bringing new high quality homebrew software to the Virtual Boy. Everybody can contribute in some way to make this possible. If not through code, assets, media coverage or such, you can now lend a hand through monthly monetary donations.

With your support, we want to further improve the VUEngine and create full games with it. Furthermore, we aim to make the engine even more accessible to other developers by completing the documentation, creating tutorials and building new tools.

Through this campaign, we hope to raise enough monthly donations to be able to work less on our jobs and instead spend that precious time working on cool Virtual Boy stuff. It would be absolutely incredible if we were able to turn our passion into a part-time or even full-time job. 

Will you be contributing? Or do you perhaps think the Virtual Boy is best left in the past, where it belongs? Whatever your perspective, we want to know – so be sure to post a comment.

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Review: Tumblestone (Switch eShop)

The puzzle genre can be very hit-and-miss, particularly on dedicated gaming consoles where players tend to expect a higher level of polish and quality than most mobile games are able to achieve. Tumblestone, on the surface, looks like your typical ‘match-three’ kind of puzzler and might struggle to stand out from the crowd on appearances alone; delve deeper, though, and you’ll realise that this is a much more complex offering than you might have originally expected.

There are five columns in every level of Tumblestone, each containing a variety of the titular blocks; your goal is to shoot three of the same colour to make them ‘pop’, slowly but surely clearing the entire board. You can only shoot the ones on the bottom of each column, however, and this causes more problems than you might think. The first catch with this game is that these boards have a certain order – or limited amount of orders – in which the Tumblestones must be shot, otherwise you’ll get towards the end of the board and realise you can’t see three of the same colour any more. The emphasis here isn’t on speed or clearing as many boards as you can in the quickest time – it’s about carefully working out each move in advance like a much more colourful (and angry cube-based) game of Chess.

The game’s main story mode sees you play through several worlds full of these puzzles and each world (as well as the individual levels within them) get harder and harder. This is thanks, in part, to the game’s second ‘catch’ – a constant stream of new mechanics. Each world presents a fresh idea that completely messes up your game plan and makes you think twice as hard; an early example is a block that sits in the way of your middle column, disappearing and reappearing each time you shoot a block. Suddenly, you’re now having to also count future moves in your head to work out when that block will be in the way.

The levels get incredibly tough (surprisingly early on, too) and you have to complete a level before you are allowed to move on to the next. It doesn’t take long before you have no choice but to slow down, think about every single little step you are about to take, and resist firing at the blocks as soon as you see three of the same colour. You can earn ‘skips’ which allow you to avoid particularly tricky levels, but these are rather rare so you can’t just keep relying on them.

Completing the main story’s hundreds of levels will take you a very long time so, in between sessions, you can try out some of the other modes on offer. The Arcade mode has three different takes on the main formula for you to try. In ‘Marathon’, rows of blocks appear behind a panel of glass with just one row peaking out of the bottom; you need to keep trying to clear all of the blocks below the glass as, if you shoot a block behind the glass instead, every row will move down towards the bottom of the screen making everything a whole lot harder. ‘Heartbeat’ sees the usual rows of blocks steadily move down at a constant rate, forcing you to make your moves quickly, and ‘Infinipuzzle’ sees you trying to clear the board as many times as possible.

There is also a multiplayer mode which allows you to either pass around some Joy-Cons (one per player is supported), or play alone against the computer if you prefer. Again, there are three different games to choose from (Puzzle Race, Battle, and Tug of War) and you can alter their settings to select how many rounds or points are needed to get the win. You can also choose from characters that are unlocked in the story mode (if you don’t select Sausage King then, quite frankly, you’re doing it wrong). Puzzle Race is (probably quite obviously) a race to be the first one to complete the same puzzle; Battle Mode works in the same way that Heartbeat does, making you pop Tumblestones as they plummet towards you, and Tug of War separates the board up into regular sections need to be worked on one at a time.

The multiplayer here is very reminiscent of the Switch’s early puzzle release, Puyo Puyo Tetris; each player has their own column on the screen and there is an equal amount of shouting at your friends when they steal a win from you at the last minute. As with most party style games, the amount of fun you’ll have with this completely depends on the people you are playing with. In a completely non-understandable decision, though, the online multiplayer functionality that is seen in every other version of the game has been completely omitted on Switch. The game is considerably cheaper on Nintendo’s console than on rival systems at launch, so in a way that kind of makes up for it a little, but anyone who wanted to play the game online will be left sorely disappointed.

Tumblestone is full of humour throughout its story mode – the first playable character ‘Queen of the Nile’ spends the whole time warbling on about how much she just wants to get home to eat a salad, for example – and the whole thing is presented really nicely. The visuals look very pretty indeed both in Handheld mode, and on the TV, and the mix of bright colours works nicely. It is very well polished on the whole, actually; there are in-game achievements to work towards, adding just that little bit more to a game that could have survived even without it and it’s clear that Tumblestone has been made with a lot of love and care. What we have here is easily one of the best puzzle games on the console at the moment – but why release it with no online options? Even the Wii U version managed to have online support.

Conclusion

Tumblestone is an excellent puzzle game that definitely deserves to be played by fans of the genre. Aside from maybe Puyo Puyo Tetris, you are unlikely to find a puzzle game that offers quite this much content and such an addictive nature. The lack of any online functionality is disappointing, though, and whilst the Switch’s portability could have made this the definitive version, this odd omission takes away a nice feature unnecessarily. If you haven’t played the game before, though, or aren’t fussed about playing online – this is still a very solid choice.

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Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today

In honor of the 5th anniversary of the release of the brilliant XCOM: Enemy Unkown, we present this classic postmortem, which first appeared in the January 2013 issue of Game Developer magazine.

The game was a “reimagining” by Firaxis of the classic 1994 strategy title UFO: Enemy Unkown, as well as a reboot of the XCOM series. It was a smashing success, earning numerous awards and GOTY accolades.

This in-depth look at what went right and what went wrong during development was written by Garth DeAngelis, who was the lead producer and a level designer on XCOM: Enemy Unknown.

There may have been wounds, but somehow, the XCOM: Enemy Unknown development team evaded permanent death.

In 1994, Microprose released a special PC game called UFO: Enemy Unknown. The turn-based strategy title accumulated a devoted fanbase for its unique take on high-level management against an alien invasion blended with boots-on-the-ground, intimate combat controlling individual soldiers. Fast-forward almost two decades, and Firaxis Games has released XCOM: Enemy Unknown, a reimagining of Julian Gollop’s original design.

The road to completing XCOM was an arduous one. We made many of the same mistakes that other devs have made (and documented in previous Game Developer postmortems): feature creep, communication shortfalls, not enough time, not enough people… If you’re a game developer, you know the story. But through it all, the entire team remained resolute, and in October 2012, against all odds, the development team managed to save Earth ship XCOM on PC, Xbox 360, and PlayStation 3.

Lead designer Jake Solomon planted a small seed within the creative walls of Firaxis Games in 2004. As the self-proclaimed “biggest fan of the original X-COM” and as a designer/programmer working directly with Sid Meier, it made sense to spark discussion regarding resuscitating one of the greatest strategy titles of all time. After shipping Civilization Revolution, the stars began to align, and the rebuilding of XCOM became a reality.

Before any code was written or any art completed, Jake defined core pillars that would act as the foundation for pillars that would act as the foundation for designing the rest of the game. All facets of game development had clearly evolved since 1994, from game and narrative design to user interface, but Jake remained adamant that certain high-level elements from the original remain holy. These inspirations included maintaining a turn-based combat system, which seemed risky in the modern age of frenetic first-person shooters and real-time action games.

The game would also preserve the symbiotic relationship between the micro combat layer and a macro, grand strategic mode, where the player runs and builds their own secret headquarters to counter the simulated alien invasion. Fans of the original game understood the appeal of these interdependent systems, but to those unfamiliar with the XCOM franchise, this was a foreign game structure, and that equaled potential big risk.

Other smaller pillars included: updating systems such as the fog of war and how visibility would be communicated to the player in a 3D environment; fully destructible environments, a satisfying staple from UFO: Enemy Unknown, but a potential challenge in a game of this scope; reintroducing players to permanent death, and the fact that when it comes to XCOM soldiers, there are no such things as extra lives; and recreating the tense atmosphere from the original.

It was critical to place the player in a world they recognized—in settings they may recall from their own neighborhood or city—and then introduce a menagerie of new and classic aliens into these usually safe environments. This led to an unnerving despair that XCOM fans are all too familiar with. Collectively, these pillars provided the foundation for a challenging experience that presented true consequences, just like UFO: Enemy Unknown.

Firaxis underwent a pitch process that previously had not been attempted with past projects, but then again, we were pitching what was essentially a new IP as a big-budget endeavor, so we needed to make a major splash.

Getting the green light to remake an antiquated turn-based strategy game would be a challenge, and simply verbalizing what made XCOM so special and ripe for a rebirth wouldn’t be enough. The team needed something that would make everyone understand why we were so passionate about undertaking this project—something beyond a static presentation.

Jake began working with project art director Greg Foertsch and a small band of artists to create a gameplay previsualization. Over the course of multiple months, Greg and his team ate, breathed, and slept UFO: Enemy Unknown, ultimately planning a storyboarded sequence that would illustrate how Firaxis’s take on the XCOM universe would not only look, but also how it would play.

On Fridays, Jake would sit in a room with the team while they immersed themselves in the original game, becoming familiar with its nuances and big concepts alike. This collaboration led to a compelling previsualization that not only got the development team on the same page, but also communicated to nondevelopers the potential for a classic turn-based experience to be reborn as something cutting edge, distinctive, and thrilling in the modern age of video games.

Even before beginning work on XCOM , we heard it all before: Games had become too easy. The development (or marketing) buzzword “accessible” translated to “dumbing down,” the idea that developers would take an otherwise deep, rich, and satisfying game and distill its intricacies to its barest form so the entirety of the world could understand, buy, and play said game.

It sounds hyperbolic, but I’ve seen games with easy modes that literally played themselves, making failure impossible, so this stigma against accessibility wasn’t without merit! Making a game “for the masses” could be the ultimate transgression, especially for a complex game with a hardcore past, and we anticipated that XCOM fans would be skeptical that our work would hold up to those who fell in love with the original.

While UFO: Enemy Unknown may have been magnificent, it was also a unique beast when it came to beginning a new game. We often joked that the diehards who mastered the game independently belonged in an elite club, because by today’s standards the learning curve was like climbing Mt. Everest.

As soon as you fire up the original, you’re placed in a Geoscape with the Earth silently looming, and various options to explore within your base—including reading (unexplained) financial reports, approving manufacturing requests (without any context as to what those would mean later on), and examining a blueprint (which hinted at the possibility for base expansion), for example—the player is given no direction.

Even going on your first combat mission can be a bit of a mystery (and when you do first step off the Skyranger, the game will kill off a few of your soldiers before you even see your first alien—welcome to XCOM!). While many fans on the team found this learning curve to be a part of the game’s charm and wore it as a badge of honor, we ultimately knew that, in 2012, we needed to enable gamers to experience the truly fun elements without overly testing their patience. But neither could we bear to dumb XCOM down.

We were on a mission to flip the perception on streamlining, to remove the stigma that accessibility equaled a dirty word. We wanted anyone to be able to give XCOM a whirl without expecting them to become fluent in the game’s many systems on their own accord. At the same time, we needed to preserve all of the richness, depth, and challenge ingrained in the core pillars. If someone wanted to walk away from the experience due to the game’s challenge, we were okay with that; but we didn’t want to alienate anyone simply due to a lack of information.

To accomplish this, we built an optional, integrated tutorial that peeled off the components of XCOM one layer at a time. It was important to keep this hour-and-a-half experience optional, as experienced players could save Earth again without the tutorial force-fed to them (and we also knew some players, even in 2012, would want that old-school badge of honor by skipping the tutorial altogether, which is somewhat appropriate for certain types of X-COM fans).

The introduction to the game wasn’t the only area we redesigned. Jake and the design team refined low-level mechanics from the original, such as removing Time Units and capping the squad loadout at six. Both of these changes were the result of internal playtesting over the course of many months, with the development team finding a combat “sweet spot” with respect to approximate time spent on a map and number of decisions made per turn (we found, depending on map size, battles should average 20 minutes, not to exceed 50 minutes on the absolute longest missions). Six units also made every decision vitally important, promoting group tactics with no moves feeling like unnecessary filler.

This “new era of accessible” mindset also helped the design and user interface teams build a platform-agnostic experience. This is an element that could have gone horribly wrong (and did have its inherent challenges, detailed later), but the team did an admirable job of crafting a historically PC experience for consoles as well. We knew games like XCOM weren’t traditionally available on Xbox 360 and PlayStation 3, but we’re extremely happy we could provide the same experience (without compromising features or “dumbing down” the console versions) across all platforms.

The developers at Firaxis are extremely professional, with each discipline playing the hero role at some point and overcoming monumental obstacles throughout development. From the audio group to the animation and narrative team, they were continually course-adjusting due to dependencies, yet still producing incredible content to polish the game.

On the engineering front, months of changing design had to be technically supported in many complex situations. Systems were built, iterated upon, and some were even discarded after determining a new direction was needed. For example, over the course of a few milestones in midproduction, design asked for sightlines to be drawn from every game unit, soldier, and alien alike, so it was clear what each unit could see.

Our graphics engineering team and artists diligently worked to make this system digestible, but unfortunately, it was tough for the player to determine what was going on amidst the plethora of multicolored lines. After months of trying to get sightlines to work, we eventually realized that the strongest solution was to remove them.

There were plenty of other challenging systems to decipher: the building visibility system underwent various ceiling, wall, and floor rule changes; destruction fidelity fluctuated through a shaky toughness system; and the fog of war was a full 3D cloud early in production, which proved to be a nightmare for both graphics engineering and performance.

Additionally, each gameplay layer (combat and strategy) received drastic overhauls after months of playtesting. In all of these cases, initial engineering efforts had to ultimately be thrown out. To the team’s credit, they understood the nature of iterative design and admirably continued to put in the time needed to make the game a better experience.

In addition, the engineers banded together in a Herculean effort to fix thousands of bugs in postproduction. XCOM is a large, system-driven game with many procedural elements. This meant that many bugs were not only difficult to reproduce, but challenging to even find! Together, engineering raised the bar of the final player experience by squashing these bugs feverishly. Obviously, we couldn’t find and fix every bug, but we’re proud of the effort given in the race to the finish line.

The art and content teams also worked minor miracles. A primary example was the game’s levels. We all love maps and levels, and want more of them; but they are a nexus of many different disciplines somehow crafting the same sculpture all together, and this requires tight coordination and lots of time. Firaxis had never created a level-driven game before (with a strategy system still on top of it, no less), so we had to learn how to build a pipeline that would let us efficiently design and build level assets.

This specifically required an inordinate amount of collaboration between level design and level art, weeks of gameplay testing and feedback per map, and an extreme amount of content creation (we needed to have approximately enough maps for two full playthroughs). In the end, our modestly sized level team ended up exceeding the original goal of 70 unique maps.

Beyond levels, there was still an entire headquarters to build on the strategy layer, with dozens of expandable rooms that could be hand-placed by the player. After making various isometric prototypes, we realized the base wasn’t nearly as gripping as we’d like; something was missing.

Lead technical and HQ artist Dave Black pitched the “ant farm,” a diorama-style side view that instantly connected with the entire team. This was an entirely new process as well, but Dave and the art team concurrently exceeded expectations on headquarters while finalizing all of the combat maps.

We’ve heard countless horror stories about publisher-developer relations, with publishers stifling creativity, dictating direction, or creating impossible deadlines—but our partnership with 2K Games was not one of those horror stories. While there was give-and-take from both sides (as in any relationship), we were overwhelmingly happy with 2K Games’s support—especially considering no major publishers have funded a large-scale, multiplatform, turn-based strategy game in recent memory.

2K believed in our vision and greenlit the project, something we’re not so sure would have happened elsewhere. The 2K Product Development group believed in the potential for a reimagined XCOM and also understood that taking risk was necessary. We were ecstatic to learn we would be given this opportunity.

Furthermore, 2K trusted in us as a studio to own the creative direction of the title. While they provided in-depth milestone feedback, every item was up for discussion, and they ultimately trusted in our design vision. 2K also provided us with additional resources to build an integrated tutorial, something that became critical late and ballooned beyond our initial resource estimations. This type of support proved invaluable to finish the game.

Also, 2K’s public relations team was instrumental in raising the awareness for XCOM. They took the time to understand the vision and value of the project, and allowed the team leads to directly and candidly communicate that vision to the player base. PR worked diligently to uncover many valuable opportunities for the game, including a cover reveal with Game Informer magazine and various demo presentations to targeted press.

These presentations planted the seed in our most passionate advocates—the press—to pass along what they liked (or disliked) about the game’s potential. There was also a strong working relationship between PR and the development team, leading to joint initiatives like the “Jake Solomon Undercover” video and exciting panel discussions like PAX’s “1000 Stupid Ideas on the Road to Glory.”

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XCOM required constant design iteration, with some features being implemented beyond Alpha. It may sound cliché, but Firaxis has always lived by the mantra “Find the Fun,” and the company takes that very seriously. Sometimes, fun can be a challenge to find, especially in a product that is unlike any other we’ve built before. XCOM boasts two interdependent systems that could almost be standalone games, and discovering that special synergy between the two was the key to unlocking the magic within the XCOM universe.

Trying to focus concurrently on both gameplay layers was challenging. We spent various milestones on certain features that didn’t progress as we’d hoped. By midproduction, the strategic layer was a turn-based card system for various months, and it stagnated while the team focused on improving combat. Ultimately, the strategy layer was molded into the version we’re satisfied with, but it was neglected for too long and required a late Half-Life-inspired Cabal process to get there.

We (myself, Solomon, and other members of the dev team as necessary) would meet every morning, every day, until each component of the strategy layer had a concrete game plan and a clear implementation schedule. Additionally, the tutorial and narrative, critical components of the game, couldn’t be pushed to final until the design was locked. And since the design tentpoles ran late, the narrative team (including animators, writers, and audio) came under immense pressure to finalize high-quality cinematics in an extremely short timeframe.

The extra design time helped make the game as good as it could possibly be from a gameplay perspective, but it’s worth asking whether we could have made tough calls on certain systems earlier in the schedule. This is one of game development’s largest challenges: Holding a game’s design to immovable deadlines can be stifling to the iterative and tricky-to-quantify creative process.

Shipping an unpolished combat game with a completely disconnected strategy layer would have spelled disaster for the future of XCOM, so we kept the process malleable much later into the schedule, allowing the team to find the answers through discovery and experimentation.

Practices like the design cabal helped the team focus on areas of the game that weren’t fun, but in a perfect world, we would have locked down as many high-risk systems as possible as preproduction wrapped up. We did ultimately cut content, but the bulk of our wishlist shipped in the final product, which was great for the game but taxing on the team.

By Alpha, only a few systems needed to be implemented, but a new challenge was looming around the corner: the bug database. Before Alpha, the team had a good sense of the state of the game and which systems were most playable, but it was difficult to quantify the true workload until QA began fully testing the game for a few weeks. The reported bug count rapidly multiplied like termites silently infesting the framework of an otherwise beautiful house.

Initially, we weren’t quite sure what to expect, but as the picture became clearer, we knew we were in for an inordinate effort to keep pace with the influx of bugs. There were concerns about the amount of work needed to fix the game relative to the engineers on the team. We had a ship date to hit and we wanted to get our dedicated engineers help.

But the mythical man-month is a very true concept. While our publisher was generous with additional resources to assist toward the end of production, we found that a flood of external helpers had undesired consequences. Knock-on bugs due to unfamiliarity with the codebase, content that needed to be fixed by internal artists, and communications inherent in outsourcing relationships all led to an extreme amount of overhead that ultimately fell onto the laps of internal team members who were already responsible for an aggressive workload.

Outsourcing challenges also hit the content-creation team during production. Communicating with an external cinematic team overseas led to a staggered communication channel. Since there were dozens of unanticipated clerical issues just to get their tools up to speed with ours (no fault of theirs), it was extremely challenging to troubleshoot any setbacks. Also, providing creative feedback to most external partners often led to significant delays due to the remote feedback loop and misinterpretations of feedback via email.

Once we were late into production, the leadership team wanted to maximize each developer’s working hours by being judicious regarding meeting requests, even amongst ourselves. Process-driven meetings were reduced along with costly, 20-plus-person large-scale meetings. We still maintained informal but intimate one-on-one reviews with each discipline’s lead, which was intended to be more focused and fruitful per developer. While the leadership team and some team members appreciated this, others were understandably yearning for additional official communication channels.

Also, team members wanted quicker information on the high-level changes to the design of the game, but with our lead designer doubling as a gameplay engineer, he would often be tied up with coding. Finally, cross-discipline groups (like level design and level art, and feature-specific teams) surely could have benefited from a more formalized stand-up process, which we implemented toward the end of production.

Moving forward, the leadership team knows it needs to strike an appropriate balance between optimal information flow and excessive meeting time, hedging toward more opportunities for formal communication.

Not only was the game structure of XCOM unlike anything the studio had built before, this was also the first time we’ve had to concurrently develop versions for three different platforms. It turned out managing all three was a massive amount of work.

Design-wise, the team knew there would be feature parity between PC and consoles; the only difference would be the control scheme. While the design and UI team did an admirable job on this front, there were continuous challenges throughout development to accommodate multiplatform user interface design, specifically tied to this genre. The team had to ensure all tactical commands were accessible via gamepad, and this involved quite a bit more than accommodating a point-and-shoot mechanic.

The movement system, mapping a system to support dozens of contextual abilities, and crafting a uniform Shot HUD were just a few areas that took time to master across the board. While this specific instance arguably didn’t go “wrong,” it is a small example of the multiplatform challenges faced daily.

The system-specific optimizations needed for each platform were significantly more difficult, particularly for the consoles. Understanding the console constraints for items like number of maps, audio files, texture budget, and animation sizes was a continual process between engineering and the specific disciplines. There were also severe, system-specific bugs, technical requirements, and crashes that ate up much of our senior engineers’ time.

Our systems engineering team was a very talented duo, but they didn’t have a dedicated platform engineer, which meant that they had to partner on all of these complex issues across the board. While they worked together effectively, they simply had too much work on their plates: universal systemic issues, art optimization requests, and other general and technical requirement bugs, just to name a few major workloads.

Our lead engineer assisted on the most difficult issues when he was free from putting out other fires, and another internal systems engineer joined the cause late in the project to own the Xbox 360 technical certification requirements, but these were solutions that emerged late in development.

We’re not proud about the fact that we had to crunch to finish XCOM. We have a dedicated and passionate team, and all team members put in serious extra hours at some point for the good of the project. For many, the malleable structure of the game led to frustration as we were knee-deep in the trenches. Certain dependencies were continually pushed (especially impacting audio, effects, cinematics, and user interface) and the lack of testing on late gameplay systems led to a heavy bug load for the engineers.

On the art side, the content creators had production crunches to finish all maps. As said before, this was the first time we created a game of this structure, and the first time we had to iterate so much on the process itself. While we improved certain inefficiencies throughout production, we simply couldn’t accurately predict how much time we’d need to make the game the way we wanted to make it.

In the end, we avoided permadeath. And after all of the extra hours, the thousands of bugs fixed, the hundreds of level playtests dissecting every piece of cover, the dozens (hundreds?) of gameplay prototypes and healthy debate that accompanied each new system, through every team meal, and in the wake of every hopeful or concerned hallway discussion, in the end, the XCOM development team emerged victorious.

We shipped the project within weeks of our original target release date, earned a near-90 Metacritic from video game journalists, garnered hundreds of game accolades, and won 13 Overall Game of the Year awards. Most importantly, a wildly creative and cross-discipline team banded together to contribute to the unlikely revitalization of a classic game, capturing the magic of X-COM for a new generation of gamers and hardcore fans of the original alike.

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The Inevitable SNES Classic Mini Hack Is Now Complete

Last week we reported on Russian hacker Alexey ‘Cluster’ Avdyukhin’s intention to modify his popular hacking tool hakchi2 to add support for the SNES Classic Mini. 

He’s stayed true to his word that this work would take around a week and now v2.20 of hakchi2 has been released which offers the following exciting features:

+ SNES Classic Mini support.
+ Automatic ROM conversion to special SNES Classic Mini’s format. ~75% of games are working fine. You can use RetroArch mod for problem games.
+ For expert users: you can select SNES game and press Ctrl+Alt+E to show hidden Preset ID editor.
+ Individual profiles for different consoles, so you can use the same hakchi2 for both NES, SNES, Famicom and Super Famicom. You can select console type using “Settings menu”.
+ 7-Zip compression support for all platforms and emulators. You can compress or decompress any game using only one checkbox.
+ Group operations. Now you can select multiple games in the main window, right click on them and do mass compression or mass cover downloading only for selected games. Hold control to select individual games.
+ For expert users: NAND dump, NAND-B dump and memboot features. Don’t use it if you don’t known what is it.

While we don’t advocate the use of unofficial ROMs for the system, it is nonetheless an interesting development that raises the question over whether Nintendo should have released the NES and SNES Mini with integrated storage and official ‘eShop’ add-on options.

Let us know what you think of this update with a comment below. Will you be giving it a try or are you happy with the 21 games which come as standard on the SNES Mini?

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Sega Confirms Sonic Forces Is 720p, 30fps On Nintendo Switch

Sonic Forces may not be the blue hedgehog’s first game on Switch – that honour falls to the amazing Sonic Mania – but it’s likely to be the one that Sega hopes will find the larger audience, given the hype which has surrounded its development.

Fairly early on, it was rumoured that the game wouldn’t be hitting that magical 60 fps mark, based on preview builds shown at E3. Another rumour was that the game would run at 720p in both docked and handheld forms.

At the time, it was hard to totally verify these points, but a recent interview with Sonic Team Head Takashi Iizuka, producer Shun Nakamura, director Morio Kishimoto, lead programmer Hiroki Tokunaga and art director Yoshitaka Miura has confirmed the details – the game does indeed run at 720p regardless of how you play it, and the frame rate is 30, not 60 (although the team insist that the controls “run” at 60fps, apparently).

While it’s obvious that the Switch version of the game isn’t the lead one – Sonic Forces is also coming to Xbox One and PS4, lest we forget – it’s a shame Sega couldn’t boost the docked mode up to 1080p. However, Sonic Team state that Switch development has been “smooth” thanks to the fact that a proprietary engine is being used, and that while the resolution is lower on Nintendo’s console, the game should look the same as the other versions.

Meanwhile, Iizuka also hinted in another interview which took place during the Tokyo Game Show that Sonic Forces and Sonic Mania may share a connection:

Last month, in August, was released a game called Sonic Mania that got a really warm welcome from everyone in the community from all the fans, especially abroad, a lot of people enjoyed playing it. And I really hope that if you played Sonic Mania, you get to play Sonic Forces too because you may think those titles are unrelated, but actually they may not be… definitely I want you guys to check out both titles because there’s something going on between the two. And I’m going to keep it at this right now.

What do you make of this news? Will it impact your purchasing choice, or are you not concerned as long as Sonic Team can iron things out, gameplay-wise? Let us know with a comment.