![]() It is improbable to believe that this game can live up to the astronomically hype that precedes the game itself. Let's be realistic though: people have waited about a decade for this game. At the very least, we're dealing with what is quite likely to become a cult classic. There's nothing traditional about Team Ico and their work. Traditionally, embargoes are bad news, "traditionally" being the operative term. Obviously you can't just talk about XYZ part, but it gives you an idea of where they want you to be vague or specific, which again, sounds problematic, but it exists to increase enjoyment by not having someone reveal too much. Visual novels commonly restrict reviewers from talking about things after a certain point. They put an embargo so people could play and have an informed opinion, but prevented them from revealing anything they didn't want.įinally, some exist to prevent people from ruining the game. For instance, reviewers had World of Final Fantasy before release and could've revealed countless things. I know this sounds bad, but it really isn't (in theory anyway). They also prevent information from getting out that they don't want out there. Often times editors will push for a faster review because other outlets are doing their reviews, resulting in a lower quality article, which is also true if someone can rush to be the first reviewer. Obviously you get far more if you're first or second and very few if you're 20 or 30. Now domino reviews or whatever you want to call them are reviews that are rushed out because they want to maximize views. You discourage rushing and you prevent domino reviews. I would agree if the logic behind them wasn't fine.īy restricting people from posting before XYZ, you accomplish two things. "Can't we all agree that embargo's are BS?" And a lot of people did end up enjoying it. The trailers made it look like a poorly-made d-grade horror game and lots of gamers made fun of how it looked like a pre-alpha Wii game.but a few reviewers absolutely loved it and said that people who enjoy weird Twin Peaks-esque stories (and didn't mind that it played like an old PS2 horror game) would get a kick out of it. I might check it out one day."įor example, Deadly Premonition is a game that would have disappeared into obscurity if it hadn't been for the reviews. And sometimes there are games that just look really bland and uninteresting from the trailers, but you read the reviews for it and think "oh, that actually doensn't sound too bad. You get more of a run-down of the story, gameplay, and the weird quirks a game might have, while also getting a general idea on a game's pros and cons. But reviews give you more info than previews, trailers, and marketing material do. The Last Guardian launches on PlayStation 4 on December 7.I don't let reviews make up my mind. How does it feel to actually feed Trico? I want players to experience what that feels like." We were basically breathing life into a creature that has never been created, a new character, which is very difficult. "I would have to say that what we were able to accomplish with the character of Trico," Ueda said. The work on the creature has paid off though. But it's really all based on my childhood memories, the way I interacted with the animals, the way they reacted to me." "In creating Trico, I didn't really have to do any specific research because it's a creature that obviously doesn't exist. My experiences with them are great memories that I still have," Ueda explained. "When I was younger, I grew up in a home that had a bunch of animals. Trico itself - whether it has a gender is unknown - is "a hybrid of sorts, a mixture of a cat, a dog, a bird, and the like," according to Ueda. The Last Guardian sees a similar level of teamwork, with players controlling both the boy and the griffin - named Trico, hence the codename - to escape their captors. The company is led by Jinji Horagai, who programmed the AI for Yorda, the companion character players helped guide through Ico. GenDESIGN is the Japanese studio heading development on the game, comprised of many staff members on the previous game. Having said that, I think the staff from Sony and Gendesign has put everything, every ounce of energy we had, and poured it into the project." "When I finished Ico and Shadow of the Colossus, I felt exactly the same way. As a creator, there's always a little more you feel you could have done," he said. "I'm going to be little hard on myself here, but to say I've done everything 100 per cent is not completely true.
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