Soy nuevo en esto de las consolas. No sé si ya lo han preguntado, pero dónde y cómo puedo comprar juegos de ps4 baratos
This account of Anthem’s development, based on interviews with 19 people who either worked on the game or adjacent to it (all of whom were granted anonymity because they were not authorized to talk about Anthem’s development), is a story of indecision and mismanagement. It’s a story of technical failings, as EA’s Frostbite engine continued to make life miserable for many of BioWare’s developers, and understaffed departments struggled to serve their team’s needs. It’s a story of two studios, one in Edmonton, Alberta, Canada and another in Austin, Texas, that grew resentful toward one another thanks to a tense, lopsided relationship. It’s a story of a video game that was in development for nearly seven years but didn’t enter production until the final 18 months, thanks to big narrative reboots, major design overhauls, and a leadership team said to be unable to provide a consistent vision and unwilling to listen to feedback.
Perhaps most alarming, it’s a story about a studio in crisis. Dozens of developers, many of them decade-long veterans, have left BioWare over the past two years. Some who have worked at BioWare’s longest-running office in Edmonton talk about depression and anxiety. Many say they or their co-workers had to take “stress leave”—a doctor-mandated period of weeks or even months worth of vacation for their mental health. One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry. “People were so angry and sad all the time,” they said. Said another: “Depression and anxiety are an epidemic within Bioware.”
Complicating these problems further was the fact that sometimes when the Anthem leadership team did make a decision, it could take weeks or even months for them to see it in action. “There were a lot of plans,” said a developer, “where by the time they were implemented it was a year later and the game had evolved.” The explanation for this lag can be summed up in one word, a word that has plagued many of EA’s studios for years now, most notably BioWare and the now-defunct Visceral Games, a word that can still evoke a mocking smile or sad grimace from anyone who’s spent any time with it.
That word, of course, is Frostbite.
Throughout those early years in development, the Anthem team realized that many of the ideas they’d originally conceived would be difficult if not impossible to create on Frostbite. The engine allowed them to build big, beautiful levels, but it just wasn’t equipped with the tools to support all of those ambitious prototypes that they’d created. Slowly and gradually, they started cutting back on the environmental and survival features that they’d devised for Anthem, in large part because they just weren’t working.
“Part of the trouble was you could do enough in the engine to hack it to show what was possible, but then to get the investment behind it to get it actually done took a lot longer, and in some cases you’d run into a brick wall,” said a BioWare developer. “Then you’d realize, ‘Oh my god, we can do this only if we reinvent the wheel, which is going to take too long.’ It was sometimes difficult to know when to cut and run.”
It often felt to the Anthem team like they were understaffed, according to that developer and others who worked on the game, many of whom told me their team was a fraction of the size of developers behind similar games, like Destiny and The Division. There were a number of reasons for this. One was that in 2016, the FIFA games had to move to Frostbite. The annual soccer franchise was EA’s most important series, bringing in a large chunk of the publisher’s revenue, and BioWare had programmers with Frostbite experience, so Electronic Arts shifted them to FIFA.
When a BioWare engineer had questions or wanted to report bugs, they’d usually have to talk to EA’s central Frostbite team, a group of support staff that worked with all of the publisher’s studios. Within EA, it was common for studios to battle for resources like the Frostbite team’s time, and BioWare would usually lose those battles. After all, role-playing games brought in a fraction of the revenue of a FIFA or a Battlefront. “The amount of support you’d get at EA on Frostbite is based on how much money your studio’s game is going to make,” said one developer. All of BioWare’s best-laid technological plans could go awry if they weren’t getting the help they expected.
Cuanto daño le ha hecho el fandoom de FIFA (por ser su juego mas exitoso y querer implementar en todos los juegos de EA el mismo motor que este usa) y EA a la industria de los juegos (si funciona con este juego, por que no usarlo en todos los juegos, menos costo, más beneficio), rip bioware.
En realidad el frostbite se comenzó a usar en Battlefield y de ahí EA lo quiso meter en todos sus juegos.Cuanto daño le ha hecho el fandoom de FIFA (por ser su juego mas exitoso y querer implementar en todos los juegos de EA el mismo motor que este usa) y EA a la industria de los juegos (si funciona con este juego, por que no usarlo en todos los juegos, menos costo, más beneficio), rip bioware.
Si, yo sé que es de battlefield el motor gráfico, pero lo implementaron en fifa y decidieron hacerlo la regla, battlefield es o era un buen shooter pero no fue el motivo primordial para hacerlo regla (solo jugué el 4 de por si).En realidad el frostbite se comenzó a usar en Battlefield y de ahí EA lo quiso meter en todos sus juegos.
Una lástima ver la caída de un gigante, bioware oficialmente ha perdido su status de estudio mítico por la avaricia de EA.
Ese análisis con Anthem y los problemas de usar el motor Frosbite en ese tipo de juegos fue mencionado a los pocos días de la salida al mercado de Anthem, incluso recordando que algo similar le sucedió a Mass Effect con el agravante que estos fueron demasiados codiciosos con las metas del juego.
De otro lado que grata sorpresa ha sido The Division 2 al parecer Ubi aprendido de sus errores y Sekiro una maravilla.
Buen día laneros, recién compre un PS4 y quería saber como compran juegos y el ps plus, me lleve una sorpresa al ver que las cuentas en Colombia tienen IVA (todo sale más caro que comprar en fisico), y leí que muchos usan cuesta de USA, pero no tengo tarjetas de allá para hacer compras; en fin, quería saber cómo compran juegos, y si usan ps plus, lo tienen en una cuenta Colombiana o de usa, el plus lo compran en la tienda de psn o hay alguna tienda para que salga un poco más económico. Gracias
¿Que tanto ha avanzado?Sekiro es el GOTY. Que señor juego, el sistema de combate mas satisfactorio que he probado desde que le meto plata a los videojuegos. Ni hablar del diseño de los mapas, es brutal.
¿Que tanto ha avanzado?
Aunque esto se sale de la discusión de gamers...
¿Alguien ha personalizado la consolacon calcomanias completas como las que uno encuentra disponibles en AliExpress?
¿Que tal les ha ido?
Yo casi no puedo con Lady Butterfly, después me encontré cosas mucho peores que me quitaron las ganas de jugar Mi opinión es que se les fue tantito la mano con la dificultad de algunas cosas, exigen muchos reflejos para contrarrestar los enemigos y yo bien malito para esoApenas llevo 13 horas, he matado a Lady butterfly, Gyobu y al toro . Acabe de llegar a la mazmorra olvidada.
Presenta varias similitudes [lugar/periodo/estilo] y ciertamente es otro "Souls" pero tiene su propio estilo, si le gusta la dinámica de ese tipo de juegos muy seguramente Sekiro es para usted.Apenas si habre visto algun video del Sekiro, les pregunto, se parece al Nioh?
Sí pero las compré acá en Bogotá dos como por $40.000 Super bien, tengo una de witcher que es la que estoy usando y otra de MGSV que se la voy a poner luego, funciona sin problemas