While this is all speculation, the short preview trailer hints at each of these and more for Sea of Thieves . It also hints at the use of megaservers to bring together dozens of players at once in the vast open worlds. Megaservers have become increasingly popular for large open-world multiplayer games that require massive power to handle the plethora of gamers playing and activities happening at any mom
Moreover, Microsoft also claims that 2016 will be even bigger for Xbox . As we look ahead to the biggest games that are in store for Xbox gamers next year, it becomes apparent that the execs at Xbox aren't just blowing smoke. These five games in particular have caught our eye as Xbox One exclusives that have the most potent
The reason this change in creative directors is such a big deal is because the company we once fell in love with as a whole no longer existed at this point in time. Everyone who had worked on the classic smash hits such as Banjo-Kazooie, Jet Force Gemini, Donkey Kong Country and many, many others throughout their seven years with Nintendo had left the company and were replaced by a whole new group. Rare, as it stands today, has no members of the original creative team behind their ingenious games left on their roster. Much like when Star Wars was bought by Disney, a whole new creative team is now behind those films; George Lucas and his new ideas have been tossed out never to be heard from again. Meaning that Rare as we knew it is truly dead.
As is the case with Quantum Break , one of the biggest Xbox One exclusives coming next year is from a third-party studio. Platinum Games is developing a new action RPG called Scalebound , which will allow gamers to take the skies on the backs of dragons, and battle enemies with the help of friends in 4-player co-op. Scalebound 's Gamescom 2015 trailer impressed many, and hopefully Platinum Games can stick the landing when the game releases next y
Rare's Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they're excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience that Sea of Thieves will provide . Perhaps in knowing Rare, players will better know their ga
Even though the gaming world-renowned name remains with the company, Rare as we knew it is dead and everything we ever knew and loved about them was laid to rest years ago. I can already hear you now: why is this a big deal? Why does Microsoft purchasing a company that was actively seeking a buyer mean that the old Rare as we knew it is gone? They're still around making games for the Xbox One, with Sea of Thieves on the way, but a huge chunk of their creative development team was lost during the transition from Nintendo to Microsoft and it shows. After founders Tim and Chris Stamper quit in 2007, they were replaced by Gregg Mayles, the current Creative Director for Rare.
Like many titles announced in the last few years, Crackdown 3 has experienced numerous delays, with the latest information saying the game will release later this year, with Project Scorpio support . That said, player excitement for Seaofthievesfans.Com the massively destructive action game has waned very little, if at all, since the game was revea
Now the current occupation of creative team members in the company rely on one thing and one thing alone to sell their games: nostalgia. The current Rare as we know it relies heavily on gamer's nostalgia of IPs of gaming’s past. It's no coincidence that Rare Replay (an amazing collection of old Rare Games) was released during the same time Microsoft was announcing that Rare was going to be making more "Traditional" games again. Don’t be confused; even though Rare Replay was released on Xbox and marketed as Rare titles, these are in no way a reflection on the current company. The majority of the games seen in Rare Replay were done by employees that no longer exist at the company.
"One of the things we’re very aware of is the need for the balancing to be right. After running some recent tests, we found that PC players were 4.5% more efficient at killing skeletons than Xbox players, and this feels close enough that it’s something we’ll continue to monitor. However, PvP between platforms, or more importantly device input, is the big focus point for us as a Design team, and already we’ve been working closely with the Game Experience team to change the way the guns work to be better balanced for cross play. We’ve put in a bunch of telemetry around this, and with the change to guns it’s made them feel tonally so much more fitting, as previously they felt more like laser weapons than ancient plundered-and-pillaged gunpowder-driven blunderbuss