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Forums - Gaming - Insomniac's NEW IP to be revealed during E3!

 

Which genre will the game belong to?

FPS 12 17.14%
 
Platformer 14 20.00%
 
3rd Person Shooter/action game 27 38.57%
 
Racer 0 0%
 
Puzzler 1 1.43%
 
RPG 5 7.14%
 
Other 2 2.86%
 
Not sure 8 11.43%
 
Total:69
Dgc1808 said:
yo_john117 said:

It will probably be a FPS.


Get out! -->

OT: I'd be pretty interested if it's a survival horror game.

??



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yo_john117 said:
Dgc1808 said:
yo_john117 said:

It will probably be a FPS.


Get out! -->

OT: I'd be pretty interested if it's a survival horror game.

??


We have no shortage of FPS franchises and one of them's already under Insomniac's belt.



4 ≈ One

Dgc1808 said:
yo_john117 said:
Dgc1808 said:
yo_john117 said:

It will probably be a FPS.


Get out! -->

OT: I'd be pretty interested if it's a survival horror game.

??


We have no shortage of FPS franchises and one of them's already under Insomniac's belt.

That doesn't mean it won't be a FPS.



yo_john117 said:
Dgc1808 said:
yo_john117 said:
Dgc1808 said:
yo_john117 said:

It will probably be a FPS.


Get out! -->

OT: I'd be pretty interested if it's a survival horror game.

??


We have no shortage of FPS franchises and one of them's already under Insomniac's belt.

That doesn't mean it won't be a FPS.


Lets just hope that it isn't!!



Rainbird said:
Munkeh111 said:
Rainbird said:
Munkeh111 said:

They can keep it for Resistance, but there is no need for it in Ratchet, apart from if they take the All 4 One root

True, but the issues with Resistance were not lack of time, but poor ideas

I wouldn't mind having a good coop experience in normal R&C games, though I wonder how it would be done.

And I would say Insomniac had good ideas for Resistance 2, even if they weren't all good. The coop was a blast and I'm really sad to see it go.  

But the game still lacked polish, and that's what more time would have got them.

I was thinking more of things like the lack of a weapon wheel, moving away from their history of interesting weapons

Weapon wheel and generic weapons aren't thhe things that decide the development time of your game though. Adding a seperate coop campaign can however give a hell of a lot of extra work.

But I fundamentally feel that the issue was really with the ideas behind the game, not the execution so much



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Munkeh111 said:
Rainbird said:
Munkeh111 said:

I was thinking more of things like the lack of a weapon wheel, moving away from their history of interesting weapons

Weapon wheel and generic weapons aren't thhe things that decide the development time of your game though. Adding a seperate coop campaign can however give a hell of a lot of extra work.

But I fundamentally feel that the issue was really with the ideas behind the game, not the execution so much

The game was still a bit buggy and rough around the edges though, so an extra six months in development could have made a big difference.

And even if their ideas had all been good, one year is not very long time to push out a good game in, and it does say something about the pressure they were working under. Games like God of War III still took three years to complete, and that doesn't have multiplayer either.



Rainbird said:
Munkeh111 said:
Rainbird said:
Munkeh111 said:

I was thinking more of things like the lack of a weapon wheel, moving away from their history of interesting weapons

Weapon wheel and generic weapons aren't thhe things that decide the development time of your game though. Adding a seperate coop campaign can however give a hell of a lot of extra work.

But I fundamentally feel that the issue was really with the ideas behind the game, not the execution so much

The game was still a bit buggy and rough around the edges though, so an extra six months in development could have made a big difference.

And even if their ideas had all been good, one year is not very long time to push out a good game in, and it does say something about the pressure they were working under. Games like God of War III still took three years to complete, and that doesn't have multiplayer either.

Well it is not all about the time, it is about the resources of the studio, and I don't know the relative sizes of SCE Santa Monica and Insomniac. I know Insomniac has about double the employees of Naughty Dog (well according to wiki)



Munkeh111 said:
Rainbird said:
Munkeh111 said:

But I fundamentally feel that the issue was really with the ideas behind the game, not the execution so much

The game was still a bit buggy and rough around the edges though, so an extra six months in development could have made a big difference.

And even if their ideas had all been good, one year is not very long time to push out a good game in, and it does say something about the pressure they were working under. Games like God of War III still took three years to complete, and that doesn't have multiplayer either.

Well it is not all about the time, it is about the resources of the studio, and I don't know the relative sizes of SCE Santa Monica and Insomniac. I know Insomniac has about double the employees of Naughty Dog (well according to wiki)

Well, Insomniac has several divisions now, which would explain why they're so much bigger. Compared to Naughty Dog, those guys push out an extremely polished, extremely good game with loads of content (multiplayer, coop, etc.) in about 1.5-2 years of development time. So Insomniac working on three full games with "only" double the workforce, seems like have a longer development time is the right move. And even if it was only two games, extending the development time to alleviate pressure seems like a good idea, when people would like more reasonable working hours.



It's a Kinect on-rails horror game.

You have a torch in your hand, and you can navigate around rooms/streets/whatever looking for items/clues/whatever, you use the torch to fend off baddies, Alan Wake style. You can pick up new "weapons" as you go along, including a crowbar and an axe, items you can pick up to interact with the environment include a lighter and a whistle (Which actually requires YOU to whistle!).

You heard it here first.



                            

Rainbird said:
Munkeh111 said:
Rainbird said:
Munkeh111 said:

But I fundamentally feel that the issue was really with the ideas behind the game, not the execution so much

The game was still a bit buggy and rough around the edges though, so an extra six months in development could have made a big difference.

And even if their ideas had all been good, one year is not very long time to push out a good game in, and it does say something about the pressure they were working under. Games like God of War III still took three years to complete, and that doesn't have multiplayer either.

Well it is not all about the time, it is about the resources of the studio, and I don't know the relative sizes of SCE Santa Monica and Insomniac. I know Insomniac has about double the employees of Naughty Dog (well according to wiki)

Well, Insomniac has several divisions now, which would explain why they're so much bigger. Compared to Naughty Dog, those guys push out an extremely polished, extremely good game with loads of content (multiplayer, coop, etc.) in about 1.5-2 years of development time. So Insomniac working on three full games with "only" double the workforce, seems like have a longer development time is the right move. And even if it was only two games, extending the development time to alleviate pressure seems like a good idea, when people would like more reasonable working hours.

Well the gap is even greater with Insomniac's new North Carolina studio, though ND has also expanded now they have to look after multiplayer as well, and because they are the best developer in the world...

@ carl, I doubt it. They seem to be stressing the word universe, so I expect a sci-fi game