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15 horas atrás, Ryo disse:

FI NAL MEN TE

Semana que vem lança, no final das contas lança antes de FF7 Remake e do Metroid Prime 4, que deve lançar em 2021.

Vemnimim Shenmuezão 3, foram 18 anos esperando continuação :28::28::28::28:

 

 

 

Versão japonesa

 

Mudaram a dublagem da Shenfa...

 

 

paladina disse que metroid prime 4 lancava antes

 

:huahua:

to rejogando Shenmue 1 e 2 e serio, Yu Suzuki nao sabe escrever roteiro, gosto muito , mas os dialogos sao simplorios demais, e personagens rasos demais, nao emitem opiniao, astucia, inteligencia

 

sao so situacoes

 

espero que Yu Suzuki tenha crescido mentalmente, pq Yakuza ou Judgment esta anos luz de escrita

 

 

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Joguei um pouco e deu uma enorme nostalgia.

O jogo está lindo, arte bem estilizado, ficou superior ao que eu imaginava.

Lutei um pouco e realmente tenho que reaprender a jogar, me parece que dá para mapear um botão shortcut para um golpe, precisarei ver melhor. Mas a impressão é que mudaram o sistema de luta, ainda não joguei o suficiente para emitir uma opinião se está melhor.

 

Mas um sistema que adicionaram já posso falar que piorou a experiência de jogo. Adicionaram a necessidade de se alimentar, com o tempo sua HP vai diminuindo e para recuperar ela vc precisa se alimentar. E com a HP baixa vc não consegue fazer algumas atividades. Achei uma burocracia desnecessária.

 

Enfim, muito pouco ainda mas já estou encantado de novo com a ambientação e os personagens. Estou me deliciando com a continuação da história que ficou quase 2 décadas parada.

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Sega realiza hoje um evento de desenvolvedores para aumentar a cooperação e compartilhamento de conhecimento entre seus estúdios.

Já era hora.

 

 


CA INTRODUCES THE FIRST SEGA DEVELOPER CONFERENCE
SEGA EUROPE LAUNCH SEGA DEV DAY; A ONE-DAY CONFERENCE FOR THEIR DEVELOPERS, SPEARHEADED BY CREATIVE ASSEMBLY


SEGA Europe and Creative Assembly launch SEGA Dev Day, a new conference for SEGA Studio developers featuring world-class speakers with a focus on knowledge sharing.

The event brings together developers from across Amplitude, Creative Assembly, CA Sofia, Hardlight, Relic, Sports Interactive and the newly acquired Two Point Studios.

For its first year, the conference is focused on three tracks: programming, design and production, all featuring world-class speakers including Brenda Romero, John Romero, Linda Fane, Kate Gregory and Bjorn Toft Madsen. It’s set to be the first of many as part of SEGA Europe’s commitment to team development, sharing of best practice and collaboration.

 

Tim Heaton, Studio Director at Creative Assembly and EVP of SEGA Studios said: “Across our global development studios we have an unbelievable 4.5 thousand years* of experience to draw from. That’s incredible and providing a platform to bring everyone together feels like a very natural progression for our career development work. We are fortunate to be a part of the SEGA family and have such a vast pool of knowledge to draw from.

“SEGA Dev Day offers an unprecedented opportunity not only for our devs’ career development and stimulating creativity, but to further build on our networks across so many of SEGA’s leading studios.”

 

Several fantastic developers make up SEGA Studios including the UK’s largest; Creative Assembly, the world’s leading sports management simulation developer; Sports Interactive, and now, developers of the award-winning Two Point Hospital; Two Point Studios.

Alongside several SEGA speakers presenting learning from their own projects and teams, the day welcomes high-profile keynotes and culminates in a networking evening.

 

* The total length of service of all developers at SEGA Studios as of November 2019.

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Interessante que não tem muitas empresas japonesas pequenas e médias interessantes, com estúdios e IPs que valham a pena comprar para apostar no crescimento delas.

Pensando por alto só lembro da Vanillaware, da Good Feel (últimos Yoshis e Kirbys) e da Falcom. Antes tinha a From Software que ao meu ver era a melhor oportunidade mas foi comprada pela Kadokawa. Platinum e talvez Arc System mas com algumas ressalvas, uma já é relativamente grande e a outra só funcionaria com jogos de luta utilizando franquias famosas (imaginem jogo de luta de Fate Grand Order).

Se lembrarem de algum outro postem aqui.

 

Por outro lado tem um monte na Europa ou nas Américas (tem até um na Argentina que pode valer a pena). Então nunca imaginaria algum evento assim no Japão, onde uma empresa-mãe faça um evento de compartilhamento de conhecimento para seus estúdios.

A Sega comprou a Atlus mas ficou nisso.

 

 

Creative Assembly and SEGA’s Tim Heaton: “What we have is an opportunity to share knowledge.

https://www.mcvuk.com/creative-assembly-and-segas-tim-heaton-well-never-want-to-provide-generic-identities-and-we-dont-even-want-to-soften-any-of-the-edges-what-we-do-have-is-an-opportunity-to-share/

 

sega-dev-day-1-660x330.jpg

 

Last Friday, SEGA Europe and Creative Assembly hosted the first ever SEGA Dev Day – a new conference that brought together developers from across Amplitude, Creative Assembly, CA Sofia, Hardlight, Relic, Sports Interactive and the newly acquired Two Point Studios.

The first conference was focused on three tracks: programming, design and production, all featuring speakers including Brenda Romero, John Romero, Linda Fane, Kate Gregory and Bjorn Toft Madsen.

To explain the motivations for and future of the SEGA Dev Day, we spoke to Tim Heaton, Studio Director at Creative Assembly and EVP of SEGA Studios about this brand new conference.

 

 

Why are you having the first Sega Developer Conference now?

 

We have a breadth of incredible talent across the six Sega West studios, with around 1100 developers in total. We recently estimated that across Creative Assembly, Amplitude, Hardlight, Relic, Sports Interactive and Two Point Studios that amounts to around 4.5 thousand years of game dev experience. That’s a huge resource that we want to draw on and share with one another.

 

 

Are you getting everyone to attend? That’s quite a logistical challenge!

 

For the first year we’ve kept it very focused; Programmers, Designers and Development Managers. We want to ensure we hit that quality mark; get the content right, get the format right and create an atmosphere that encourages this shared learning. Too often I’ve been to conferences where, while the talks may be good, the atmosphere just feels uninspiring. We were clear from the beginning that Dev Day would drive excitement and creativity. 

 

So now our plan is very much to expand on this model, iterating, improving and always focusing on the best outcome for our people. This year across the tracks we had approximately 300 attendees, when we expand to include our artists, that figure could be over 1000. That’s a big logistical challenge and we are fortunate that Creative Assembly has set up a solid foundation to build on, in establishing the first one.

 

The planning for SEGA Dev Day started around the same time as I started the role of EVP of Sega Studios. My focus is very much looking at that shared learning across SEGA’s development studios. A lot of the time we are seeing similar challenges, and of course solutions; it just makes sense to have a platform to talk about these and from that more solutions and more innovation emerge.

 

 

How are you choosing what talks/sessions are going to be of most benefit to the group as a whole? And what will the balance be between external and internal speakers?

 

We wanted the main focus of the event to be inter-studio discussions. We definitely wanted to bring in external speakers to inspire and share their experiences. That brings a slightly different dynamic, and makes it very interesting for people but the main goal was also to build connections and share learning across the studios. There was such a willingness for honest and transparent sharing (the benefit of having an internal conference), and that really came across in what we got out of it.

 

With that in mind, we set out to secure an external speaker for each track; Brenda Romero on Design, Kate Gregory on Programming, and Linda Fane on Development Management, and looked to our internal experts for other content. Of course, there was some flexibility with this, and we jumped at the opportunity of welcoming John Romero too. Having the external speakers around during the whole event was really special too, providing opportunities for people to meet well known names that they look up to, and discuss things in depth – an opportunity something like GDC rarely provides.

 

Internally, our speakers submitted their talks, these were anonymously ‘graded’ by our discipline directors from across all SEGA Studios. That way we followed a fair process and were able to ensure that the final content hit the mark for our audiences. Of course, game development is so specialised it’s difficult to have, for example, all design talks directly relevant to all Designers. However, through this process, even those that weren’t directly relevant were still very interesting.

 

Crucially, of course, we recognise it’s the first year and we’ll listen to all the feedback from our developers and see where we can improve for SEGA Dev Day 2020. 

The studios obviously have their own cultures, how do you respect those, while at the same time making them all feel part of something larger?

Sega has a very strong view on studio culture. We think it’s vital that each studio retains and develops its own culture, it’s at the root of the success we’ve had and for me is one of the most interesting elements of making games. We’ll never want to provide generic identities and we don’t even want to soften any of the edges. What we do have is an opportunity to share knowledge. We sometimes forget how isolating working in a single studio can be and we all have a lot to learn. 

 

We plan to further build networks of people to share knowledge and more formal processes to capture that. Currently we are looking into how we can offer secondments of individuals between studios. Sega Studios are based in Vancouver, Paris, Sofia and the UK. It’s a great opportunity for people who want to see some of the best places in the world.

 

 

There’s a lot of developer conferences already, will this limit your staff’s participation elsewhere?

 

Absolutely not, in fact, Creative Assembly has a great track record of supporting conference attendance; this year alone we sent over 20 developers to GDC, and approximately 180 have been to other conferences this year. Sometimes they’ll be speaking but a lot of the time it’s about their personal career development. 

Holding our own conference amplifies these benefits, it’s the next step in our learning and development plans; a focused day of learning unrestricted by external media considerations that benefits everyone at our studios. 

Editado por Ryo

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Vários estúdios menores já foram comprados, como a Acquire, Grasshopper e tri Ace. A AlphaDream, da série Mario & Luigi, faliu recentemente.

 

A Media Vision talvez fosse uma aquisição interessante. O estúdio desenvolveu vários jogos para a Sega, incluindo os últimos Valkyria Chronicles.

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A Media Vision fez o Valkyria Revolution, Shining Ark, Shining Blade, Shining Resonance... Um jogo medíocre atrás do outro, achei que tinham perdido completamente a mão.

O VC4 parece que ficou bom. Não sei, é muito inconstante. Na época do PS1 e PS2 no entanto realmente era muito boa.

 

Grasshopper eu torço o nariz, não vale meio Two Point Studios criado em 2017. Acquire mostra algum potencial e seria mesmo interessante.

E a triAce desandou de vez.

 

Uma que lembrei agora é a Silicon Studio mas vi que tem mais de 220 funcionários (WTF???).

Tudo bem que eles desenvolvem uma engine e fazem jogos mobile mas é uma empresa grandinha...

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Artigo interessante, falando sobre a estratégia das grandes publishers lançarem menos jogos mas com mais qualidade e maior produção.

Verificam se deram certo e utilizam algumas métricas. Ela foca na EA mas na lista colocam a Sega que, curiosamente, vai na direção contrária e tem o maior aumento de qualidade.

 

Mas outro ponto curioso é que este tópico começou com notícias de que a Sega iria utilizar esta estratégia de lançar menos jogos, porém com a compra de alguns estúdios isso se reverteu.

 

 

Did "Fewer, Bigger, Better" actually work?

https://www.gamesindustry.biz/articles/2019-12-01-did-fewer-bigger-better-actually-work

 

 

Company 2010 slate 2018 slate 2010 Metacritic 2018 Metacritic Metacritic +/-
Electronic Arts 48 12 72.6 77.5 + 4.9
Sony 46 20 70.9 71.8 + .9
Activision Blizzard 26 10 69.3 77.4 + 8.1
Microsoft 21 6 73.4 76.6 + 3.2
Take-Two 19 9 77 77.1 + .1
Nintendo 39 30 76.1 76.4 + .3
Capcom 19 14 74.5 79.3 + 4.8
Ubisoft 30 25 64.6 73.7 + 9.1
Namco Bandai 25 25 66.3 71.8 + 5.5
Sega 28 30 67.4 78.5 + 11.1
Square Enix 17 25 70.8 71 + .2

 

 

Company 2010 Worst Reviewed Game 2018 Worst Reviewed Game Change
Electronic Arts Dead Space Ignition (X360) - 35 Fe (XB1) - 70 +35
Sega Iron Man 2 (360) - 41 Shining Resonance Refrain (PS4) - 67 +26
Ubisoft Fighters Uncaged (X360) - 31 Far Cry 5: Hours of Darkness (PS4) - 55 +24
Activision Blizzard Blood Drive (X360) - 40 Destiny 2 Warmind (XB1) - 61 +21
Microsoft Fable III: Understone DLC (X360) - 50 State of Decay 2 (XB1) - 66 +16
Nintendo Aquaspace (Wii) - 48 Kirby Battle Royale (3DS) - 57 +9
Sony Kung Fu Rider (PS3) -36 Bravo Team (PS4) - 45 +9
Capcom Dark Void (PC) - 57 Mega Man X Legacy Collection 2 (Switch) - 60 +3
Take-Two MLB 2K10 (Wii) - 52 Carnival Games (Switch) - 49 -3
Namco Bandai Clash of the Titans (PS3) - 41 Tennis (Switch) - 28 -13
Square Enix Raystorm HD (X360) - 46 The Quiet Man (PS4) - 29 -17
Editado por Ryo

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Lançamento do Persona 5 Royal no ocidente será 31/03/2020

 

 

 

E Persona 5 chegou a 3,2 milhões mundialmente, isso sem contar os 400 mil do P5R no Japão.

 

P5-Shipments_12-03-19.jpg

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A Sega vai ficar milkando esses jogos até onde puder mas será que nunca vai ir adiante com essas IPs?

Não depender da Nintendo no caso de Bayonetta ou algum projeto novo com a Platinum. Vamos ver se nos próximos 10 anos acontece algo rs

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Em sua reestruturação sem fim, Sega anuncia que vai fundir a parte de arcades (Sega Interactive) com a parte de jogos  para consoles e mobile (Sega Games).

 

Sega’s Toshihiro Nagoshi Explains Merge Between Sega Interactive and Sega Games Coming in April 2020

https://www.dualshockers.com/toshihiro-nagoshi-sega-interactive-games-merge-april-2020-explained/

 

 

Sega's Toshihiro Nagoshi also mentioned series like Persona made Sega realize they can still compete worldwide.


Sega Sammy Holdings announced on December 24 that Sega Interactive and Sega Games will be merging into one, under the name Sega, in April 2020, the start of the next fiscal year in Japan. Toshihiro Nagoshi knows this doesn’t really mean anything for us, so he explained what this is all about on December 24’s SegaNama stream.

 

So, the parent company is Sega Sammy Holdings, and the brand name Sega itself still exists, but there’s currently no company actually just named “Sega”. Below Sega Sammy Holdings, there is Sega Holdings, which is made up of two other companies. Sega Interactive and Sega Games.

 

Sega Interactive handles “Amusement Games”. This includes arcade video games but also things like UFO catchers, etc, something Sega always did. Meanwhile, Sega Games is the company developing video games for consoles, PC and smartphones. Now, these two will merge and form “Sega”.

Toshihiro Nagoshi explained how Sega never only stuck with video games, creating toys, and a ton of other content. When the times changed, they decided to separate the brand into Sega Interactive and Sega Games. That way, each one could have its own set of rules, adapted to them. However, with how the markets are changing in Japan and around the world, the company decided to merge the two back together. Nagoshi pointed out this is a big change for Sega and will allow them to make new, great content.

 

Toshihiro Nagoshi also spoke about how series like Persona made Sega realize that while non-Japanese studios are making awesome games, Sega still have ways to compete with them, as long as they give in their all to make great games.

Sega Holdings will also change its name to Sega Group in April 2020.

 

SegaNama are monthly streams with Toshihiro Nagoshi and MCed by Ayana Tsubaki. We cover SegaNama each month on DualShockers as it has some pretty interesting tidbits at times. The full SegaNama stream is included below if you’d like to check it out. Just like last month, this month’s SegaNama also included new information regarding PS4 exclusive Yakuza: Like a Dragon, so stay tuned as we’ll cover that in a separate article soon.

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