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GTA 6 Boss Says High Review Scores Reflect Rockstar’s “Commitment To Quality”

GTA 6 Boss Says High Review Scores Reflect Rockstar’s “Commitment To Quality” https://ift.tt/srKhwo6 Grand Theft Auto 6 is still on-track to release in just under six months. And while it’s too soon to claim the title will receive the same critical acclaim that Grand Theft Auto 5 received in 2013, Strauss Zelnick--the CEO of Rockstar Games’ parent company, Take-Two Interactive--is confident the sequel will receive high reviews. He also believes the glowing response to Rockstar’s previous games reflects well on the company itself.  “Rockstar’s scores are typically in the mid-90s, sometimes high 90s,” Zelnick said during an interview with The Game Business . “Not many games can say that. And that’s a reflection on Rockstar’s commitment to quality.” Zelnick also acknowledged that great reviews still matter for games like GTA 6, but his fellow guest, Future content director Dan Dawkins, suggested that the gaming media landscape has greatly changed in the 13 years since GTA 5 w...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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