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  News - Talking Point: What Are You Playing This Weekend? (June 29th)
Posted by: xSicKxBot - 06-30-2019, 08:49 AM - Forum: Nintendo Discussion - No Replies

Talking Point: What Are You Playing This Weekend? (June 29th)

Smm2

Ah, yet another week down and yet another huge game to get stuck into on Switch. As well as Mario’s latest outing, this week brought with it a brand new Nintendo retail store and even a Wii U firmware update of all things, but now it’s time to sit back and chat about our weekend plans. The NL team have done just that below, and we’d love for you to join in via our comment and poll sections. Enjoy!

Gonçalo Lopes, contributing writer


The insane Summer of Switch is upon us! This weekend will be one to remember due to unhealthy doses of Super Mario Maker 2, Bloodstained: Ritual of the Night, Chiki-Chiki Boxy Pro Wrestling (about time we got a decent wrestling game), War Tech Fighters plus Devil May Cry (my very first PS2 game back in 2001!). This isn’t even my final game list!

SEGA AGES: Virtua Racing is my game of the week. Wish I could time travel back to 1992, show my younger self a Switch running the game and say, “See? One day you will be able to take that arcade anywhere in the palm of your hand, plus you will write all about it at Nintendo Life!”. TIME PARADOX!

Austin Voigt, contributing writer


This weekend I’m going to hunker down and actually dig into my backlog for once. I’ve purchased many games that I have only put about an hour into so far – Xenoblade Chronicles 2 and My Time at Portia are the two most glaring offenses, and also two very large games in need of attention.

I’m a bit grudging about it, because there are all of these shiny new games on the horizon that I’d rather be playing… but I must be responsible. No way will I just be adding another game to the mix with Super Mario Maker 2 and making my problems even bigger, no way! That would be so irresponsible of me… *fingers twitch in anticipation of playing Mario Maker all weekend*.


Ollie Reynolds, reviewer


Gaming may take a bit of a backseat this weekend thanks to the glorious weather we’re currently enjoying, but knowing me, I’ll end up in the back garden with a pint and a bit of Contra Anniversary Collection. I’m absolutely hooked at the moment!

In the event that the British weather decides to take a bit of a heel turn, I’ll likely boot up Bloodstained: Ritual of the Night (on PS4… sorry!). I’m obsessed with Metroidvania games, and this new masterpiece from Koji Igarashi is right up my street. But enough talk… Have at you!

Gavin Lane, staff writer


This weekend I’m going away for a couple of days and I’ve got my fingers crossed that I’ll have some time to dive into the game of the moment, Super Mario Maker 2, for a couple of hours. Despite having spent loads of time with the original, I really want to go through the tutorial of the Switch version and get comfortable with the interface and controls before attempting anything ambitious.

I’m also eager to jump into the Story Mode to see how that mixes with the rest of the game. There seems to be plenty of new stuff to sink my teeth into, so hopefully by the end of the weekend I should be ready to roll my sleeves up and start hammering out a few works of art.


Dom Reseigh-Lincoln, reviewer


This weekend I’ll be trying out a game I only briefly touched in 2009, Red Faction: Guerrilla. I loved the original Red Faction back on PS2 with its brilliant destruction physics, but its distant sequel mostly passed me by. Now in its Re-Mars-Stered Edition (a pun that both makes me laugh and weep for humanity), I’m finally going to blow up all the Martian infrastructure I can find for our official review on Nintendo Life. I’m sure I’ll be on Paladins again as well, just to keep myself on brand. Have a good one!

Ryan Craddock, staff writer


Whilst I imagine pretty much everyone and their Undodog will be playing Super Mario Maker 2 this weekend, I’ll sadly be left out of the fun. To be fair, it’s my own fault; all of the Zelda amiibo being restocked at the Nintendo UK Store the other day resulted in a spur-of-the-moment order with a price total I’m almost ashamed to share. It also brought confirmation that I now won’t be buying another video game – or anything else, for that matter – for approximately 487 years.

Combining that with the fact that I’m currently in the process of packing to move house (meaning some consoles are safely tucked away in boxes) I’m not really sure what to play this weekend. As such, I might just chill out and see what Mario Maker levels my colleagues end up sharing on Twitter while crying into my scarily empty wallet. Help.


Which games are you playing this weekend? (68 votes)


Super Mario Maker 2


31%

Bloodstained: Ritual of the Night


9%

Chiki-Chiki Boxy Pro Wrestling


1%

War Tech Fighters


1%

Devil May Cry


  0%

SEGA AGES Virtua Racing


12%

Xenoblade Chronicles 2


1%

My Time at Portia


1%

Contra Anniversary Collection


3%

Something else (comment below)


40%

Please login to vote in this poll.

As always, thanks for reading! Make sure to leave a vote in the poll above and a comment below with your gaming choices over the next few days…

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  PC - Heavy Rain
Posted by: xSicKxBot - 06-30-2019, 04:22 AM - Forum: New Game Releases - No Replies

Heavy Rain



Experience a gripping psychological crime thriller filled with innumerable twists and turns, where even the smallest actions and choices can cause dramatic consequences. The hunt is on for the Origami Killer, named after his calling card of leaving folded paper shapes on victims. Four characters, each with their own motives, take part in a desperate attempt to stop the killer from claiming a new victim.

Publisher: Quantic Dream

Release Date: Jun 24, 2019

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  News - Jake Gyllenhaal Talks About Joining MCU In Spider-Man: Far From Home
Posted by: xSicKxBot - 06-30-2019, 02:02 AM - Forum: Lounge - No Replies

Jake Gyllenhaal Talks About Joining MCU In Spider-Man: Far From Home

Actor Jake Gyllenhaal makes his Marvel Cinematic Universe debut with Spider-Man: Far From Home, and now the Oscar nominated actor has spoken more about joining the MCU.

Gyllenhaal plays Quentin Beck/Mysterio in Far From Home. He told GQ that he feels the pressure of joining such a massive connected superhero franchise.

"Walking into the MCU ... it's huge; there's a lot that's expected of you in the process of making the movie but also the character," he said.

Gyllenhaal went on to say that Mytserio in Far From Home will be "so different" from who he is in the comics. "It feels like a pressure when you're making it. People love that character; and it's so different from the character in the comics," he said. "When you're doing something as different from the comics as we did in this; you kind of go like [makes scared/uneasy face]."

Also in the interview, Gyllenhaal said he enjoyed working with Spider-Man actor Tom Holland, who he said is a "genuinely lovely" person.

And finally, Gyllenhaal said it was exciting being involved with the MCU because he got to know about how Endgame wrapped up before everyone else. "It's fun knowing everything that happens; I knew the events of Endgame before Endgame came out. I love the speculation," he said.

The 23rd film in the Marvel Cinematic Universe and a direct sequel to 2017's Homecoming, Far From Home sees Peter Parker and friends off on a school trip to Europe while baddies from another dimension show up to do some serious harm. With Tony Stark (played by Robert Downey Jr.) gone and Mysterio handling the brunt of the elemental threats, Parker must step up to save Europe.

GameSpot's Far From Home review states, "The parts that work, work very, very well. But the parts that don't tend to feel like stubbed toes or irritating splinters--not life-threatening by any means, but distracting at best and annoying at worst; like someone pulled the curtain back on the MCU's systemic shortcomings a little too far."

For more on Far From Home, check out this roundup of review excerpts. The movie opens on July 2.

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  News - Review: Citizens of Space – Fans Of The Super Mario RPGs, Take Note
Posted by: xSicKxBot - 06-30-2019, 02:02 AM - Forum: Nintendo Discussion - No Replies

Review: Citizens of Space – Fans Of The Super Mario RPGs, Take Note


Four years ago, the 3DS and Wii U were graced with a JRPG from Eden Industries called Citizens of Earth, which emulated the offbeat style of Nintendo’s cult-classic EarthBound to wonderful effect. Still, it was a bit of an uneven experience at times, with a series of niggling little issues that a sequel would likely rectify, and now we’ve been fortunate enough to receive that sequel in the form of Citizens of Space. Rather surprisingly, this new release eschews the EarthBound trappings in favour of another popular Nintendo RPG franchise, and while it still hasn’t outgrown all the little missteps of its predecessor, Citizens of Space proves to be a massively satisfying experience.


The story kicks off with you assuming the role of the Ambassador of Earth, a naïve and frustratingly optimistic man who’s comically narcissistic. After being invited into the Galactic Federation, our hero goes to give a speech to our new alien allies only to realize that the Earth itself has somehow gone missing. Realizing that he can’t be an ambassador if he has no planet to be “ambassing”, he then sets out on a journey across the stars to uncover where the Earth has gone and return it to its rightful place.

Although the story isn’t exactly riveting, it’s made compelling in large part due to the stellar cast of larger-than-life characters that populate all the planets you visit. Voice acting is consistently excellent through the incredibly diverse and hammy performances, and it goes a long way towards making each of these characters memorable in their own way. Through it all, there’s a sort of Saturday morning cartoon kind of humour at play, with plenty of pop culture references and fourth-wall-breaking moments keeping the tone lighthearted. We especially appreciated the back-and-forth that often arises between the Ambassador and his assistant (named “Assistant” by default), who acts as the straight man and voice of reason to the often overly idealistic musings of his superior. Those of you looking for an in-depth JRPG narrative packed full of complex relationships and thought-provoking moments won’t find a whole lot to love here, but the silly and irreverent tone packs Citizens of Space with loads of charm.


Though your primary objective in Citizens of Space is to find the Earth, that goal arguably becomes sidelined a few hours in as the real focus comes into play: your party members. Nearly every NPC with more than a few lines of dialogue can be recruited to join your party, but each of them will first issue you a quest to complete in the meantime. This can be as simple as a fetch quest or as complex as a multi-step treasure hunt, and while nothing here gets overly complicated in the bigger picture, we still appreciated and were sometimes surprised by the amount of diversity in the quests being offered. There’s an almost Pokémon-like quality to collecting all the party members and completely filling out your roster, and it keeps you motivated to run to just about every corner of the universe and plumb the depths of planets that you otherwise may not have had much reason to spend much time with.

This does, however, raise one of our biggest complaints with Citizens of Space, which is the rather poor setup of the map. To its credit, Citizens of Space has fixed some of the navigational issues of its predecessor – namely by offering you a compass that will point you towards where you need to go next – but it has also created some new issues in the wake of this. The problem is that the map itself isn’t very good at making it clear which quest objectives can be reached, and from where. We found ourselves a few too many times at a point that the map told us would lead to a quest objective, only to be faced with a dead end.


Poking and prodding around is sure to eventually lead to answers, but given the maze-like design of most planets and the lack of fast travel, it can often become tedious to have to constantly be walking around in search of a way forward when the map has failed you. This issue is only further exacerbated by the prevalence of loading screens. Every time you enter or exit a building or walk from one area to a next, you’re faced with a loading screen that takes about ten seconds to pass. In isolation, ten seconds isn’t bad at all, but Citizens of Space finds a way to cram tons of these screens throughout a typical planet, enough to the point that it does negatively affect the experience. It’s not deal-breaking, but just be sure you’re coming into this one with a patient mindset, as the loading screens and hit-or-miss navigation are sure to pad out your experience and make it much longer than it could be.

When in combat, you’ll quickly see that the EarthBound trappings of the last game have been tossed out in favour of a style that apes the combat system of the Paper Mario or Mario & Luigi games; a move that we feel has worked enormously to the game’s benefit. Battles are still turn-based affairs, with the order of the next several turns being shown in the corner, and your actions are all governed by a simple energy system in which some attacks will either add or subtract from that character’s energy. Things are made a bit more interesting with the mini-games, however, in which well-timed button presses will cause your attacks to do more damage or cause enemy attacks to do less. These are simple enough affairs, often just asking you to have reasonably quick reaction times, but they keep you engaged in the moment-to-moment action of battle in a way that few other JRPGs can manage.


Combat is seldom difficult, especially given how easy it is to power-level characters and hugely buff up their stats while unlocking powerful new skills, but the mini-games provide just the right amount of player input to make even common battles against fodder enemies interesting. A nice feature, too, is the ability to ‘chain’ together enemy encounters in exchange for an experience bonus. Upon completing a battle, you can choose to take on a few more waves of enemies, and if you manage to clear them, you can then rest on your laurels or you can take on even more waves of enemies for more experience. It’s a nice risk/reward system that challenges you to push your team to its limit, and while the overall easy difficulty seldom necessitates that you make heavy usage of this feature, it’s still nice to take advantage of every now and then.

You can have up to three party members on the frontlines at once, while the Ambassador (a true politician) cowers behind them and only gets involved if an item or summon needs to be used. See, not all party members you recruit are usable as active battle participants. Some of them are usable on the overworld, in which you can use special abilities like fishing or breaking rocks, and some of them are usable in battle as rare summons that can hugely shift the balance of a tough fight. Many can also be equipped to active party members as a sort of support item, granting the active members boosted stats and extra moves.


Each party member has a passive “Talent” as well, each of which can have interesting effects, such as the ability to adjust the random encounter rate or to change up the in-game music. These Talents can then be upgraded through passive usage, such as letting you set the encounter rates to absurd levels or allowing a certain character to break heavier rocks and create new pathways. It’s not a terribly deep system, to be honest, but it seems a lot more sprawling due to the wide cast of characters you can be upgrading at any given point of time, and we appreciate the gameplay diversity that this offers.

From a presentation standpoint, Citizens of Space manages to satisfy; the art style and music make it clear that Eden Industries is a little more confident this time around. Characters are defined by their bulbous features and often wacky designs, but all of it comes together to make for a cohesive and eye-catching art style that’s easy on the eyes. Our only complaint is that the imaginative and colourful look of the worlds isn’t always matched by the animation, which often comes off as being subpar. It’s not terrible by any means, but it feels unfinished in many ways, with characters and enemies often coming off as being overly stilted and stiff in how they move. You grow used to it over time, but we would’ve liked to have seen a little more attention paid to this, especially in how it would’ve given the already enjoyable battles that extra ‘oomph’ to give them some real visual flair.

Conclusion


As of the time of writing, it’s unknown when Nintendo is going to get around to releasing a new Mario RPG in either of the franchises that it’s been developing over the last several years. In the meantime, Citizens of Space proves itself to be an excellent title to scratch that particular itch and fill the gap while we wait, offering up a humorous RPG experience with a memorable cast of colourful characters and an extremely fun battle system that rewards both tenacious dexterity and careful planning. It may be frustrating in terms of navigating the map and overworld, but the diverse and plentiful sidequests help to make any moments of irritation bearable. We’d give this a recommendation to any fans of the Mario RPG series’ – as this hits most of the same notes – or anybody looking for a good RPG to introduce them to the genre. Citizens of Space is a measured step up over its predecessor, and we hope that Eden Industries will continue this upward momentum with whatever project is coming up next.

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  News - Guide: Switch Pro And Switch Mini: Everything We Know So Far
Posted by: xSicKxBot - 06-30-2019, 02:02 AM - Forum: Nintendo Discussion - No Replies

Guide: Switch Pro And Switch Mini: Everything We Know So Far

Switch Mini Switch Pro

Nintendo is no stranger to updating and iterating its hardware. Ever since the days of the NES, the company has seen the value in refreshing its consoles to maintain consumer interest, introduce new features and bring down the cost of manufacture, and that approach hasn’t changed in over 30 years.

Therefore, reports that Nintendo is working on two new Switch models should come as absolutely no surprise, but given that the Kyoto veteran is yet to formally announce these systems, there’s obviously a lot of speculation and rumour floating around right now – and we plan to cover all of the solid leads here.

Wishful thinking aside, hints that Nintendo was working on revised Switch hardware came as early as October 2018, with The Wall Street Journal claiming that a new Switch SKU was on the way. At the time, it was said that Nintendo was still “undecided” on how it would upgrade the new model, but the plans were clearly already in place.

Then, in January, analysts predicted that we’d see not one but two new models – a Switch Pro and a Switch Lite – would be going into production. Of course, these were just predictions made by people who closely watch the industry, but given Nintendo’s track record of updating its systems, it was a fair assessment of the situation – although Nintendo President Shuntaro Furukawa was quick to dismiss any rumours.

Then, a month later, Japanese business publication Nikkei added more weight to reports that a smaller, cheaper version of the Switch was in development. The aim, according to one source, is to reduce costs by removing certain functions and focus on the portability aspect of the machine – which would hint that any new ‘Lite’ model would be seen as a potential replacement for the outgoing 3DS.

In June 2019, The Wall Street Journal reported that Nintendo was moving production out of China “to limit the impact of possible U.S. tariffs on Chinese-made electronics”, according to “people who work on Nintendo’s supply chain”. As part of this report, it was revealed that three Switch models will be produced at the new site in Southeast Asia – which would suggest that the current model, a Lite version and a Pro version are all being made.

Nintendo Switch Mini – What We Know So Far



Switch Mini© HonSon

Out of the two models, it’s the Switch Mini which has perhaps gained the most traction in terms of rumours and speculation so far.

From the evidence, we have so far, the machine will have a smaller, 5-inch screen and won’t have removable Joy-Con – although it will naturally still work with Joy-Con purchased separately. It will still apparently be compatible with the existing dock, but won’t ship with one in the box. Also, it is expected to have a ‘proper’ D-Pad, rather than a cluster of four buttons on the left of the console.

In June 2019, we got what appeared to be our first look at the Switch Mini thanks to a host of accessories from Chinese company HonSon. The company created its own render of the system based on “secret information”; the design backs up other reports that the machine has built-in controls and a D-Pad, and that it will be smaller than the existing Switch model. This was seemingly backed up by the fact that the Spanish arm of retailer GAME posted Switch Mini accessories a week later (these were quickly removed).


Switch Mini© HonSon

Shortly after this, Nintendo responded by saying that “answering to rumours and speculations would end up stealing surprises from our customers and also be unprofitable to all of our shareholders, so we have no answer to that. As a general theory, we are always performing development of new hardware.”

Nintendo Switch Mini – Release Date


If Nintendo is ramping up production of its new consoles then it would be realistic to expect a release before Christmas, but sources we’ve spoken to have admitted they are doubtful it will launch in 2019; it could be early 2020 before we see any new hardware.

However, realistically, we’d expect Nintendo to at least have the Switch Mini on store shelves before Christmas, as the 3DS will be all but dead by that point and a gap in the market will exist for a low-cost Switch entry point.

Speaking of the 3DS, remember when the 2DS was announced? Nintendo confirmed the machine was a thing in August and released it in October, two months later. Could we see a repeat of that with the Switch Mini? It’s also worth noting that Nintendo denied a redesign was even coming.


Nintendo Switch Pro – What We Know So Far


There’s less info floating around about the Nintendo Switch Pro, but we do know that Nvidia is working on a new version of the Tegra X1 which is found inside the Switch. This could end up in both the Pro and the Mini, according to reports.

Nvidia has already stated that it expects to have a bumper year, and some have joined the dots and connected this positivity with increased demand for components from Nintendo for Switch Mini and Switch Pro.

As for what improvements the Pro will offer over the existing machine, an improved Tegra X1 should mean better power efficiency and less energy consumption, which should mean better battery life. Those expecting a massive leap in performance between this model and the existing Switch may be disappointed; even a comparison with the 3DS / New 3DS might be off the mark, as Digital Foundry believe that the ‘Pro’ revision is more about making the chip more efficient and not about boosting power, as we’ve seen with the Xbox One X and PS4 Pro.

Nintendo Switch Pro – Release Date


Given that we’ve heard less about the Pro then the Mini, it’s tempting to speculate that it will be coming later on – perhaps even as late as next year. This is pure speculation, however; it’s entirely possible that Nintendo will announce both at the same time.

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  News - Battlefield 5's Next Free Map Is Out Now, And It Might Look Familiar
Posted by: xSicKxBot - 06-29-2019, 07:41 PM - Forum: Lounge - No Replies

Battlefield 5's Next Free Map Is Out Now, And It Might Look Familiar

It's a big day for Battlefield V, as the World War II shooter's next free map has arrived. The map Al Sundan came to Battlefield V today through the Chapter 4: Defying the Odds update.

Al Sundan is set in the North Africa desert, and players may note that it looks familiar. That's because it is pulled from the single-player mission, Behind Enemy Lines, from the Under No Flag chapter of the campaign.

No Caption Provided

Al Sundan is described as a "versatile map" that supports numerous different play-styles. The map features a number of different vehicles and planes, while there are six different capture points. The map contains big, open areas, so DICE advise players to never run in straight lines and use smoke screens to stay hidden.

The map supports two modes--Squad Conquest and Team Deathmatch. However, developer DICE said it encountered some "stability issues" with the map, so "not every game mode intended for Al Sundan" will be available. It's not immediately clear what other modes might be planned for it, but looking at the servers in-game right now, only Squad Contest and Team Deathmatch are available.

Go to the Battlefield website to learn more about Al Sundan.

Battlefield V's next free map is Marita, which is set in Greece; it arrives in July. After that is Operation Underground, which takes place in an underground subway system and releases in October. Following that, Battlefield V heads to the Pacific theatre with a new Iwo Jima map later in the year. All post-release DLC maps for Battlefield V are free.

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  News - Super Mario Maker 2 Currently Lets You Upload Just 32 Courses
Posted by: xSicKxBot - 06-29-2019, 07:41 PM - Forum: Nintendo Discussion - No Replies

Super Mario Maker 2 Currently Lets You Upload Just 32 Courses

Smm2

Today finally sees the launch of Super Mario Maker 2, allowing us all to play a practically infinite number of levels and design our very own courses.

It’s pretty safe to say that we’re immensely happy with how the game has turned out, but one little aspect has already started to create a bit of drama online. Folks on Reddit have been passionately discussing the fact that, at present, you can only upload 32 of your custom made levels for others to play – we’ve checked it out for ourselves, and that is indeed the case.

Now, for some, 32 might seem like plenty, but for others who spend hours and hours with the game, 32 might not sound like all that many. There are a couple of things to think about here, though.

Firstly, the original Super Mario Maker on Wii U initially only allowed for ten courses to be uploaded, so 32 gives players much more freedom. The reason players are upset at the news is thanks to the Wii U game’s star rating system, however; in the original, your ten-course limit could be increased if your uploaded levels earned enough stars from others players who enjoyed your creation. Eventually, the best designers found themselves able to share 100 courses, but this doesn’t seem to be the case with Mario Maker 2.

So that leaves the 32 number somewhere in between – better for those who can’t make masterpieces and who would have been stuck with just 10 uploads, but worse for those who can. The second thing to consider, though, is that Nintendo could well introduce a similar system here later on, or increase the limit in a future update. If you’re still yet to pick up the game and the 32-course limit bothers you then, by all means, hold off for now, but it’s probably not quite time to get out the pitchforks just yet. It’s only been out for a matter of hours!


What do you think? Does this level limit impact your decision to buy the game? Would you consider 32 to be more than enough anyway? Share your thoughts with us below.

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  News - Tetris 99 Will Soon Have A Tetris Battle Royale Rival
Posted by: xSicKxBot - 06-29-2019, 07:41 PM - Forum: Nintendo Discussion - No Replies

Tetris 99 Will Soon Have A Tetris Battle Royale Rival

Tetris Royale

Nintendo Switch Online’s killer app, Tetris 99, is about to come up against a brand new rival. We never would have expected there to ever be a battle royale version of Tetris on the market, never mind two!

The newcomer is simply called Tetris Royale, a mobile game that has been born thanks to a partnership between The Tetris Company and mobile developer N3twork. No footage or screenshots of the game have been released, but it seems to be a very similar concept to the game on Switch – albeit with 100 players instead of 99.

We’re also yet to hear about pricing or full availability, but we do wonder if this will have any impact on the success of Nintendo’s Online services. At present, Tetris 99 remains one of the best things to come from the service, and it likely persuaded plenty of fans to sign up when it first released. Would a reasonably priced smartphone game ruin Tetris 99’s pull? We can’t imagine it causing too much of a bother, but it’ll be interesting to see how the two games compare nonetheless.

Tetris Royale will launch on iPhone and Android devices, as well as iPad, with a beta set to take place later this year. It is said to be the first game which will appear as part of the new partnership, with more expected to follow as the multiyear deal progresses.

Do you still regularly play Tetris 99? Let us know with a comment.

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  News - The Game Outcomes Project isn’t returning for its 2018-19 edition
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: Lounge - No Replies

The Game Outcomes Project isn’t returning for its 2018-19 edition

The Game Outcomes project was due to be revived this year with the goal of once again examining how different factors play into a team’s success or failure, but with improvements on its 2014-15 predecessor.

Those behind this year’s iteration, however, have called off the project. The reason for doing so is detailed in a Twitter thread postmortem. In short, its creators say that as the visibility of the project has grown “so too has the need to discuss it, defend the results, and explain what interpretations of the study can be supported by the data and which ones cannot.”

This time around, issues gathering enough responses, lack of significant correlations between new questions, and a desire for more quantitative data played a part in the decision to call it off.

But, while the 2018-19 Game Outcomes Project won’t see the light of day, the team behind it has released a number of new, interactive charts on the findings of the 2014-15 study. Devs can check out those new charts here, which include findings relating to things like the impact of voluntary overtime, team participation in major changes, studio turnover, and more on a team’s success.

The Game Outcomes Project twitter account has shared some useful insight into those new data displays as well. Meanwhile, the findings from the 2014-15 study still have useful insight to offer developers on how leadership, team structure, production methodologies, and other aspects of game dev culture contribute to a project’s outcome.

“We do not rule out the idea of revisiting the survey again in the future, but we want to ensure that the next iteration takes all of the above into account, and not only builds on the 2014-15 study, but exceeds it by a wide margin.”

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  News - Don’t Miss: The Game Outcomes Project: Learning how teams succeed and fail
Posted by: xSicKxBot - 06-29-2019, 01:38 PM - Forum: Lounge - No Replies

Don’t Miss: The Game Outcomes Project: Learning how teams succeed and fail

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


This article is the first in a 5-part series.

The Game Outcomes Project team includes Paul Tozour, David Wegbreit, Lucien Parsons, Zhenghua “Z” Yang, NDark Teng, Eric Byron, Julianna Pillemer, Ben Weber, and Karen Buro.

The Game Outcomes Project, Part 1: The Best and the Rest

What makes the best teams so effective?

Veteran developers who have worked on many different teams often remark that they see vast cultural differences between them.  Some teams seem to run like clockwork, and are able to craft world-class games while apparently staying happy and well-rested.  Other teams struggle mightily and work themselves to the bone in nightmarish overtime and crunch of 80-90 hour weeks for years at a time, or in the worst case, burn themselves out in a chaotic mess.  Some teams are friendly, collaborative, focused, and supportive; others are unfocused and antagonistic.  A few even seem to be hostile working environments or political minefields with enough sniping and backstabbing to put a game of Team Fortress 2 to shame.

What causes the differences between those teams?  What factors separate the best from the rest?

As an industry, are we even trying to figure that out?

Are we even asking the right questions?

These are the kinds of questions that led to the development of the Game Outcomes Project.  In October and November of 2014, our team conducted a large-scale survey of hundreds of game developers.  The survey included roughly 120 questions on teamwork, culture, production, and project management.  We suspected that we could learn more from a side-by-side comparison of many game projects than from any single project by itself, and we were convinced that finding out what great teams do that lesser teams don’t do – and vice versa – could help everyone raise their game.

Our survey was inspired by several of the classic works on team effectiveness.  We began with the 5-factor team effectiveness model described in the book Leading Teams: Setting the Stage for Great Performances.  We also incorporated the 5-factor team effectiveness model from the famous management book The Five Dysfunctions of a Team: A Leadership Fable and the 12-factor model from 12: The Elements of Great Managing, which is derived from aggregate Gallup data from 10 million employee and manager interviews.  We felt certain that at least one of these three models would surely turn out to be relevant to game development in some way.

We also added several categories with questions specific to the game industry that we felt were likely to show interesting differences.

On the second page of the survey, we added a number of more generic background questions.  These asked about team size, project duration, job role, game genre, target platform, financial incentives offered to the team, and the team’s production methodology.

We then faced the broader problem of how to quantitatively measure a game project’s outcome.

Ask any five game developers what constitutes “success,” and you’ll likely get five different answers.  Some developers care only about the bottom line; others care far more about their game’s critical reception.  Small indie developers may regard “success” as simply shipping their first game as designed regardless of revenues or critical reception, while developers working under government contract, free from any market pressures, might define “success” simply as getting it done on time (and we did receive a few such responses in our survey).

Lacking any objective way to define “success,” we decided to quantify the outcome through the lenses of four different kinds of outcomes.  We asked the following four outcome questions, each with a 6-point or 7-point scale:

  • “To the best of your knowledge, what was the game’s financial return on investment (ROI)? In other words, what kind of profit or loss did the company developing the game take as a result of publication?”
  • “For the game’s primary target platform, was the project ever delayed from its original release date, or was it cancelled?”
  • “What level of critical success did the game achieve?”
  • “Finally, did the game meet its internal goals? In other words, to what extent did the team feel it achieved something at least as good as it was trying to create?”

We hoped that we could correlate the answers to these four outcome questions against all the other questions in the survey to see which input factors had the most actual influence over these four outcomes.  We were somewhat concerned that all of the “noise” in project outcomes (fickle consumer tastes, the moods of game reviewers, the often unpredictable challenges inherent in creating high-quality games, and various acts of God) would make it difficult to find meaningful correlations.  But with enough responses, perhaps the correlations would shine through the inevitable noise.

We then created an aggregate “outcome” value that combined the results of all four of the outcome questions as a broader representation of a game project’s level of success.  This turned out to work nicely, as it correlated very strongly with the results of each of the individual outcome questions.  Our Methodology blog page has a detailed description of how we calculated this aggregate score.

We worked carefully to refine the survey through many iterations, and we solicited responses through forum posts, Gamasutra posts, Twitter, and IGDA mailers.  We received 771 responses, of which 302 were completed, and 273 were related to completed projects that were not cancelled or abandoned in development.

The Results

So what did we find?

In short, a gold mine.  The results were staggering.

More than 85% of our 120 questions showed a statistically significant correlation with our aggregate outcome score, with a p-value under 0.05 (the p-value gives the probability of  observing such data as in our sample if the variables were be truly independent; therefore, a small p-value can be interpreted as evidence against the assumption that the data is independent).  This correlation was moderate or strong in most cases (absolute value > 0.2), and most of the p-values were in fact well below 0.001.  We were even able to develop a linear regression model that showed an astonishing 0.82 correlation with the combined outcome score (shown in Figure 1 below).

Figure 1.  Our linear regression model (horizontal axis) plotted against the composite game outcome score (vertical axis).  The black diagonal line is a best-fit trend line.  273 data points are shown.

To varying extents, all three of the team effectiveness models (Hackman’s “Leading Teams” model, Lencioni’s “Five Dysfunctions” model, and the Gallup “12” model) proved to correlate strongly with game project outcomes.

We can’t say for certain how many relevant questions we didn’t ask.  There may well be many more questions waiting to be asked that would have shined an even stronger light on the differences between the best teams and the rest.

But the correlations and statistical significance we discovered are strong enough that it’s very clear that we have, at the very least, discovered an excellent partial answer to the question of what makes the best game development teams so successful.

The Game Outcomes Project Series

Due to space constraints, we’ll be releasing our analysis as a series of several articles, with the remaining 3 articles released at 1-week intervals beginning in January 2015.  We’ll leave off detailed discussion of our three team effectiveness models until the second article in our series to allow these topics the thorough analysis they deserve.

This article will focus solely on introducing the survey and combing through the background questions asked on the second survey page.  And although we found relatively few correlations in this part of the survey, the areas where we didn’t find a correlation are just as interesting as the areas where we did.

Project Genre and Platform Target(s)

First, we asked respondents to tell us what genre of game their team had worked on.  Here, the results are all across the board.

Figure 2. Game genre (vertical axis) vs. composite game outcome score (horizontal axis).  Higher data points (green dots) represent more successful projects, as determined by our composite game outcome score.

We see remarkably little correlation between game genre and outcome.  In the few cases where a game genre appears to skew in one direction or another, the sample size is far too small to draw any conclusions, with all but a handful of genres having fewer than 30 responses.

(Note that Figure 2 uses a box-and-whisker plot, as described here).

We also asked a similar question regarding the product’s target platform(s), including responses for desktop (PC or Mac), console (Xbox/PlayStation), mobile, handheld, and/or web/Facebook.  We found no statistically significant results for any of these platforms, nor for the total number of platforms a game targeted.

Project Duration and Team Size

We asked about the total months and years in development; based on this, we were able to calculate each project’s total development time in months:

Figure 3.  Total months in development (horizontal axis) vs game outcome score (vertical).  The black diagonal line is a trend line.

As you can see, there’s a small negative correlation (-0.229, using the Spearman correlation coefficient), and the p-value is 0.003.  This negative correlation is not too surprising, as troubled projects are more likely to be delayed than projects that are going smoothly.

We also asked about the size of the team, both in terms of the average team size and the final team size.  Average team size was between 1 and 500 with an average of 48.6; final team size was between 1 and 600 with an average of 67.9.  Both showed a slight positive correlation with project outcomes, as shown below, but in both cases the p-value is well over 0.1, indicating there’s not enough statistical significance to make this correlation useful or noteworthy.

Note that in both figures below, the horizontal axis is shown on a logarithmic scale, which makes the linear trend line appear curved.

Figure 4.  Average team size correlated against game project outcome (vertical axis).

Figure 5.  Final team size correlated against game project outcome (vertical axis).

We also analyzed the ratio of average to final team size, but we found no meaningful correlations here.

Game Engines

We asked about the technology solution used: whether it was a new engine built from scratch; core technology from a previous version of a similar game or another game in the same series; an in-house / proprietary engine (such as EA Frostbite); or an externally-developed engine (such as Unity, Unreal, or CryEngine).

The results are as follows:

Figure 6. Game engine / core technology used (horizontal axis) vs game project outcome (vertical axis), using a box-and-whisker plot.

Average composite score

Standard Deviation

Number of responses

New engine/tech

53.3

18.3

41

Engine from previous version of same or similar game

64.8

15.8

58

Internal/proprietary engine / tech (such as EA Frostbite)

60.7

19.4

46

Licensed game engine (Unreal, Unity, etc.)

55.6

17.5

113

Other

55.5

19.5

15

The results here are less striking the more you look at them.  The highest score was for projects that used an engine from a previous version of the same game or a similar one – but that’s exactly what one would expect to be the case, given that teams in this category clearly already had a head start in production, much of the technical risk had already been stamped out, and there was probably already a veteran team in place that knew how to make that type of game!

We analyzed these results using a Kruskal-Wallis one-way analysis of variance, and we found that this question was only statistically significant on account of that very option (engine from a previous version of the same game or similar), with a p-value of 0.006.  Removing the data points related to this answer category caused the p-value for the remaining categories to shoot up above 0.3.

Our interpretation of the data is that the best option for the game engine depends entirely on the game being made and what options are available for it, and that any one of these options can be the “best” choice given the right set of circumstances.  In other words, the most reasonable conclusion is there is no universally “correct” answer separate from the actual game being made, the team making it, and the circumstances surrounding the game’s development.  That’s not to say the choice of engine isn’t terrifically important, but the data clearly shows that there plenty of successes and failures in all categories with only minimal differences in outcomes between them, clearly indicating that each of these four options is entirely viable in some situations.

We also did not ask which specific technology solution a respondent’s dev team was using.  Future versions of the study may include questions on the specific game engine being used (Unity, Unreal, CryEngine, etc.)

Team Experience

We also asked a question on this page regarding the team’s average experience level, along a scale from 1 to 5 (with a ‘1’ indicating less than 2 years of average development experience, and a ‘5’ indicating a team of grizzled game industry veterans with an average of 8 or more years of experience).

Figure 7. Team experience level ranking (horizontal axis, by category listed above) mapped against game outcome score (vertical axis)

Here, we see a correlation of 0.19 (and p-value under 0.001).  Note in particular the complete absence of dots in the upper-left corner (which would indicate wildly successful teams with no experience) and the lower-right corner (which would indicate very experienced teams that failed catastrophically).

So our study clearly confirms the common knowledge in the industry that experienced teams are significantly more likely to succeed.  This is not at all surprising, but it’s reassuring that the data makes the point so clearly.  And as much we may all enjoy stories of random individuals with minimal game development experience becoming wildly successful with games developed in just a few days (as with Flappy Bird), our study shows clearly that such cases are extreme outliers.

Surprise #1: Incentives

This first page of our survey also revealed two major surprises.

The first surprise was financial incentives.  The survey included a question: “Was the team offered any financial incentives tied to the performance of the game, the team, or your performance as individuals?  Select all that apply.”  We offered multiple check boxes to say “yes” or “no” to any combination of financial incentives that were offered to the team.

The correlations are as follows:

Figure 8. Incentives (horizontal axis) plotted against game outcome score (vertical axis) for the five different types of financial incentives, using a box-and-whisker plot.  From left to right: incentives based on individual performance, team performance, royalties, incentives based on game reviews/MetaCritic scores, and miscellaneous other incentives.  For each category, we split all 273 data points into those excluding the incentive (left side of each box) and those including the incentive (right side of each box).

Of these five forms of incentives, only individual incentives showed statistical significance.  Game projects offering individually-tailored compensation (64 out of the 273 responses) had an average score of 63.2 (standard deviation 18.6), while those that did not offer individual compensation had a mean game outcome score of 56.5 (standard deviation 17.7).  A Wilcoxon rank-sum test for individual incentives gave a p-value of 0.017 for this comparison.

All the other forms of incentives – those based on team performance, based on royalties, based on reviews and/or MetaCritic ratings, and any miscellaneous “other” incentives – show p-values that indicate that there was no meaningful correlation with project outcomes (p-values 0.33, 0.77, 0.98, and 0.90, respectively, again using a Wilcoxon rank-sum test).

This is a very surprising finding.  Incentives are usually offered under the assumption that they are a huge motivator for a team.  However, our results indicate that only individual incentives seem to have the desired effect, and even then, to a much smaller degree than expected.

One possible explanation is that perhaps the psychological phenomenon popularized by Dan Pink may be playing itself out in the game industry – that financial rewards are (according to a great deal of recent research) usually a completely ineffective motivational tool, and actually backfire in many cases.

We also speculate that in the case of royalties and MetaCritic reviews in particular, the sense of helplessness that game developers can feel when dealing with factors beyond their control – such as design decisions they disagree with, or other team members falling down on the job – potentially compensates for any motivating effect that incentives may have had.  With individual incentives, on the other hand, individuals may feel that their individual efforts are more likely to be noticed and rewarded appropriately.  However, without more data, this all remains pure speculation on our part.

Whatever the reason, our results seem to indicate that individually tailored incentives, such as Pay For Performance (PFP) plans, seem to achieve meaningful results where royalties, team incentives, and other forms of financial incentives do not.

Surprise #2: Production Methodologies

Our second big surprise was in the area of production methodologies, a topic of frequent discussion in the game industry.

We asked what production methodology the team used – 0 (don’t know), 1 (waterfall), 2 (agile), 3 (agile using “Scrum”), and 4 (other/ad-hoc).  We also provided a detailed description with each answer so that respondents could pick the closest match according to the description even if they didn’t know the exact name of the production methodology.  The results were shocking.

Figure 9.  Production methodology vs game outcome score.

Here’s a more detailed breakdown showing the mean and standard deviation for each category, along with the number of responses in each:

Average composite score

Standard Deviation

Number of responses

Unknown

50.6

17.4

7

Waterfall

55.4

17.9

53

Agile

59.1

19.4

94

Agile using Scrum

59.7

16.9

75

Other / Ad-hoc

57.6

17.6

44

What’s remarkable is just how tiny these differences are.  They almost don’t even exist.

Furthermore, a Kruskal-Wallis H test indicates a very high p-value of 0.46 for this category, meaning that we truly can’t infer any relationship between production methodology and game outcome.  Further testing of the production methodology against each of the four game project outcome factors individually gives identical results.

Given that production methodologies seem to be a game development holy grail for some, one would expect to see major differences, and that Scrum in particular would be far out in the lead.  But these differences are tiny, with a huge amount of variation in each category, and the correlations between the production methodology and the score have a p-value too high for us to deny the assumption that the data is independent.  Scrum, agile, and “other” in particular are essentially indistinguishable from one another.  “Unknown” is far higher than one would expect, while “Other/ad-hoc” is also remarkably high, indicating that there are effective production methodologies available that aren’t on our list (interestingly, we asked those in the “other” category for more detail, and the Cerny method was listed as the production methodology for the top-scoring game project in that category).

Also, unlike our question regarding game engines, we can’t simply write this off as some methodologies being more appropriate for certain kinds of teams.  Production methodologies are generally intended to be universally useful, and our results show no meaningful correlations between the methodology and the game genre, team size, experience level, or any other factors.

This begs the question: where’s the payoff?

We’ve seen several significant correlations in this article, and we will describe many more throughout our study.  Articles 2 and 3 in particular will illustrate many remarkable correlations between many different cultural factors and game outcomes, with more than 85% of our questions showing a statistically significant correlation.

So it’s very clear that where there were significant drivers of project outcomes, they stood out very clearly.  Our results were not shy.  And if the specific production methodology a team uses is really vitally important, we would expect that it absolutely should have shown up in the outcome correlations as well.

But it’s simply not there.

It seems that in spite of all the attention paid to the subject, the particular type of production methodology a team uses is not terribly important, and it is not a significant driver of outcomes.  Even the much-maligned “Waterfall” approach can apparently be made to work well.

Our third article will detail a number of additional questions we asked around production that give some hints as to what aspects of production actually impact project outcomes regardless of the specific methodology the team uses — although these correlations are still significantly weaker on average than any of our other categories concerning culture.

Conclusions

We are beginning to crack open the differences that separate the best teams from the rest.

We have seen that four factors – total project duration, team experience level, financial incentives based on individual performance, and re-use of an existing game engine from a similar game – have clear correlations with game project outcomes.

Our study found several surprises, including a complete lack of any correlations between factors that one would assume should have a large impact, such as team size, game genre, target platforms, the production methodology the team used, or any additional financial incentives the team was offered beyond individual performance compensation.

In the second article in the series, we discuss the three team effectiveness models that inspired our study in detail and illustrate their correlations with the aggregate outcome score and each of the individual outcome questions.  We see far stronger correlations than anything presented in this article.

Following that, the third article explores additional findings around many other factors specific to game development, including technology risk management, design risk management, crunch / overtime, team stability, project planning, communication, outsourcing, respect, collaboration / helpfulness, team focus, and organizational perceptions of failure.  We also provide a self-reflection tool that teams can use for postmortems and self-analysis.

Finally, our fourth article brings our data to bear on the controversial issue of crunch and draws unambiguous conclusions, and our fifth article summarizes our results.

The Game Outcomes Project team would like to thank the hundreds of current and former game developers who made this study possible through their participation in the survey.  We would also like to thank IGDA Production SIG members Clinton Keith and Chuck Hoover for their assistance with question design; Kate Edwards, Tristin Hightower, and the IGDA for assistance with promotion; and Christian Nutt and the Gamasutra editorial team for their assistance in promoting the survey.

For announcements regarding our project, follow us on Twitter at @GameOutcomes

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