Train2Game news: Grand Theft Auto V trailer

Train2Game blog readers, the first Grand Theft Auto V trailer has hit the internet and you can see it here on the Train2Game blog.

The much anticipated trailer reveals that Grand Theft Auto V goes back to San Andreas, and features improved graphics.

When the Train2Game blog reported that Grand Theft Auto V had been officially announced, Train2Game students flooded the Train2Game Facebook page and Train2Game forum with what they want to see in the game.

Last month, the Train2Game blog reported that Rockstar believe they’re only “scraping the surface” of game design when it comes to Grand Theft Auto.

So Train2Game, After watching the Grand Theft Auto V trailer, do you think you’ve got what you wanted? What are your initial impressions of Grand Theft Auto V?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: GTA developer criticises money focused mobile games

Train2Game students have seen a huge rise in studios producing mobile games in recent years, and will be aware that it’s potentially a great way to get a product into the market. (Just ook at how well micro studio Hogrocket has done in this Train2Game blog interview)

However Grand Theft Auto developer Dan Houser believes a lot of publishers and studios have turned to mobile only to make money, with less focus on developing quality titles.

“This is my personal opinion, but I think a lot of people in the general mobile industry are more focused on making money than making good products,” the Rockstar man told Japan’s Famitsu Magazine.

And Houser revealed he believes the focus on making money ‘depresses’ him, and thinks games are more than an exercise in making money.

“We’re a business, too — we have to think about how to build revenue and we value the knowledge you need for that, but we want to conduct business with superior products. Focusing on nothing but business is depressing to me; it’s boring. I want people to understand that we make games for more than just to make money.”

“Our mobile strategy is not at all different from our console strategy — in other words, we don’t have one,” he said.

“Our focus is purely on making games that we can be confident on the quality of. We’ve never made something because we felt it was a business opportunity or because we thought there was some niche in the marketplace we could fill.”

Big developers including Bioware and Activision have recently looked into the possibility of developing for mobile.

Some believe mobile, and Apple in particular, are a threat to consoles, Houser argues that while an important area, in won’t swallow up the entire games industry.

“I don’t think mobile is going to swallow up video games, but it’s an important topic. The massive phenomenon we saw when portable game systems came out has already spread over the mobile market, but we’ve experienced successes and failures in portables in the past.” Houser concluded.

Rockstar have had a high profile week, with the Train2Game blog reporting that the developer finally officially revealed Grand Theft Auto V. See what Train2Game students want from Grand Theft Auto V here on the Train2Game blog, or on the Train2Game Facebook page.

So Train2Game, what are your thoughts on Housers’ comments? Are some developers focusing on making money from mobile rather than producing quality products? What’s your opinion on Rockstars commitment to making quality games?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Industry Gamers]

Train2Game students: what you want to see in Grand Theft Auto V

Train2Game students have been sharing what they want to see in Grand Theft Auto V, which has has officially been announced by Rockstar.

The following comments were posted on the Train2Game Facebook page following the official announcement of GTA V.

“I want to see more side missions activities like Grand Theft Auto: San Andreas had and mutiplayer that is more like Red Dead Redemption crossed with GTA IV’s” wrote Train2Game student Dan Tester.

Train2Game student Shaun had similar views asking for “A big-detailed map! more hidden cars! and side quests!”

Meanwhile, it seems a number of Train2Game students want Grand Theft Auto V to be based in London.

Train2Game student Scott Mcgarrity  wrote that what he wants of GTA V is it to be “Hopefully set In London and has replica cars ! But different names if you get me ?”

Jamie Read posted on the Train2Game Facebook page that they wanted “Another great GTA game in general, but set in the UK this time around, while Bobby Williams simply said. “Please be set in London Please be set in London Please be set in London Please be set in London…”

No doubt many Train2Game students are excited by the announcement of Grand Theft Auto V. If so, why not tell us what you want to see in GTA V?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Grand Theft Auto V officially announced

Train2Game students may find this to be  very exciting: Grand Theft Auto V has officially been announced by Rockstar

A post on the Rockstar website contains the GTA V logo and confirmation that the first Grand Theft Auto V trailer will be revealed on 2nd November. It’s something many Train2Game students will no doubt be quite excited to see.

Grand Theft Auto III revolutionised open world game design, and as reported by the Train2Game blog reported last week,  Rockstar believe Grand Theft Auto is only “sratching the surface” of this particular element of game design.

So Train2Game, what do you want to see from GTA V? What do you think Rockstar have planned?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game students could see L.A. Noire tech in Grand Theft Auto V

Grand Theft Auto V could feature the extremely impressive facial art & animation techniques originally used in L.A. Noire. (Train2Game students can remind themselves about the motion capture here on the Train2Game blog)

That’s according to  Team Bondi co-founder Brendan McNamara in an interview with PSM3.

“Yeah, I think they’re looking at it for every game. As much as LA Noire is a huge game, Grand Theft Auto is incredibly huge, so you’ve got all the problems of how big the cast would be and how many lines would you have to record and all that kind of stuff.

“Obviously we’d like them to, and they’re more than welcome to use MotionScan, but if they decide it’s not right for that and want to use it for another game, then that’s fine too.

“I think it brings a level of humanity to the experience that means people will – in the first few minutes – start relating to the characters on screen. They don’t have to make that decision about ‘whether I like this guy’ or ‘do I actually believe them? – but they can make all the like or dislike decisions based on the actor’s performance.

“Rockstar will make those decisions. They generally make the right decisions in terms of what they do for their games.”

The prospect of motion capture in Grand Theft Auto V is no doubt an intriguing prospect, both to Train2Game Art & Animation students, and everyone else.

There has been no official announcement regarding Grand Theft Auto V, but increasing rumours suggest that we’ll glimpses of it in the not too distant future.

Indeed, as previously reported by the Train2Game blog, analysts believe Grand Theft Auto V will arrive next year.

So Train2Game, do you think GTA V could benefit from motion capture? Do you believe it’ll be in the game?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source:  Develop Online]

Former Rockstar Game Designer founds indie studio

In a move that’ll remind Train2Game students of the ever growing appeal of mobile games, a former Rockstar Game Designer has founded a new studio for producing them.

Anthony Gowland’s micro-studio Mainly About Games will concentrate on developing web an mobile games, with the first coming in the form of Tealy & Orangey, a web-based puzzle platformer

“With the varied distribution opportunities now available to developers, it felt like the perfect time to move away from AAA development,” explained Gowland”

And in similar comments made by games industry veteran Jon Hare during the Third Official Train2Game webinar in October last year, the former Rockstar Game Designer believes small teams can make very successful games.

“It’s totally viable for a small team, or even a single dedicated guy, to create and market a successful game independently. My passion is in creating small titles that have solid gameplay hooks and big budget polish.”

And in news that could theoretically benefit Train2Game student run game development teams, Mainly About Games will also offer consultation services.

“Each year there are a lot of games that are very good, when they could have been great. Playing through them you often get the impression that it’s the little details that are missing or have been overlooked.” said Gowland.

“I think there’s a real benefit to having an outsider with a proven track record play through your game with a fresh pair of eyes.”

Anthony Gowland previously worked as a Game Designer on titles including Grand Theft Auto: Chinatown Wars and Red Dead Redemption. For an interesting look behind the scenes of Red Dead Redemption, see the Train2Game blog.

So Train2Game, what are your thoughts on the move? What does a Game Designer with Triple A experience moving into mobile say about the industry right now?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: GamesIndustry.biz]

L.A. Noire tech can ‘compete with film’ and be used outside games industry!

L.A. Noire developers Team Bondi believe their impressive facial Art & Animation techniques (Which if you haven’t seen, you can here on the Train2Game blog) can aid Game Designers in competing with Hollywood.

“The beauty of it for games specifically is it will now allow us to compete head-on with film and TV in terms of storytelling.” Team Bondi founder Brendan McNamara told BBC Newsbeat.

“If you take all the strengths of what’s great about a video game and you take all the strengths of what’s great about cinema and film you can get this amazing new product and what that means is video games become the pre-eminent entertainment form for the 21st century,” he said.

McNamara’s comments are similar those he’s previously made – as reported by the Train2Game blog – in that it’ll soon be hard to differentiate between games, films, and TV.

The L.A. Noire Director added that the MotionScan technology has even attracted interest from the industries outside of entertainment and gaming.

“We’ve had all sorts of approaches from different people wanting to use it for medicine and for security and people like law enforcement wanting it for lying simulators to show operatives how to read faces”

Back inside the industry, Valve are also ‘keeping an eye on’ the impressive Art & Animation technology.

As reported by the Train2Game blog, L.A. Noire became the fastest ever selling original IP in the UK, taking No.1 in the charts in the process.

So Train2Game, can games compete with TV when it comes to storytelling? Do any of you Game Designers have big plans? And is it positive for the industry that in-game tech is interesting those outside it?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Souce: BBC Newsbeat via Develop Online]

UK Charts: L.A. Noire breaks records to take No.1

The Train2Game blog has dedicated many of its pages to the game’s impressive Art & Animation techniques, but sales show that L.A. Noire may be more than just a visually impressive game; it’s taken top spot in the UK Charts in a  record breaking debut week.

It’s become the fastest ever selling new video game IP in the UK; a promising sign to Train2Game students that you don’t have to be developing a sequel to a successful franchise for the game to be a hit.

58% of L.A. Noire sales were for the Xbox 360, showing that the 3 discs the Train2Game blog reported the game comes on wasn’t an issue for gamers.

LEGO Pirates of the Caribbean remains at No.2, while last week’s chart topper – as reported by the Train2Game blog – Brink, drops to No.3 in its second week on sale.  Zumba Fitness drops one spot to No.4, while PC exclusive title The Witcher 2: The Assassins of Kings takes No. 5 in its first week.

The high chart position of The Witcher 2 is arguably yet more evidence that the PC is far from dead, but rather provides an excellent opportunity for Train2Game students to develop games.

The rest of the top ten is filled by familiar titles; Crysis 2 moves up three to No. 6, Portal 2 drops three to No.7, FIFA 11 remains at No.8,  Mortal Kombat drops three to No.9, while Call of Duty: Black Ops slips five to No. 10.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 20th May 2011 is therefore as follows:

1. LA Noire (Rockstar)
2. LEGO Pirates of the Caribbean (Disney)
3. Brink (Bethesda)
4. Zumba Fitness (505 Games)
5. The Witcher 2 (Namco Bandai)
6. Crysis 2 (EA)
7. Portal 2 (Valve)
8. FIFA 11 (EA)
9. Mortal Kombat (Warner)
10. Call of Duty: Black Ops (Activision)

Releases in the upcoming week include Dirt 3 and Dead or Alive: Dimensions for the 3DS.

Have you played L.A. Noire yet? Does it deserve to be the record for the fastest selling new IP? Is its success good for the games industry? And what are your thoughts on PC exclusive The Witcher 2?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: UKIE Games Charts©, compiled by GfK Chart-Track]

L.A. Noire’s animation so advanced it almost came on six discs

L.A. Noire screen

Earlier this month, the Train2Game blog reported that L.A. Noire’s Art & Animation technology is so advanced, that the Xbox 360 version of the game comes on three discs. (If you’ve not seen the facial Art & Animation in action, see it elsewhere on the Train2Game blog)

Now, Team Bondi has revealed that L.A. Noire could have needed as many as six discs if not for “miraculous compression”

“We’ve always been called stupidly ambitious,” L.A. Noire Director Brendan McNamara told GameSpot . “Along with Rockstar we make very big games.”

“It took a lot of effort to get down to three discs – I think we were on four or five or six at one point – and to get it onto one Blu-ray [for the PlayStation 3 version]. We’re pretty pleased that we got it down to that in the end”

“It’s the biggest map that we’ve done and that Rockstar have done, so there’s a lot of detail in there, and also a lot of actor’s performances – 21 hours worth,” he added.”

As the Train2Game blog reported last week, McNamara believes that Game Designers are realising that video games can be about human drama. He also believes that the MotionScan Art & Animation technique will make it hard to differentiate between game, film and television in future.

Earlier this week, the Train2Game blog revealed that Valve are keeping a close eye on L.A. Noire’s Art & Animation tech.

Of course, L.A. Noire isn’t just about tech, and you can find out more about the Game Design in this Train2Game blog post.

L.A. Noire is released in the UK on Friday.

So Train2Game, is the fact the game could have been on six discs testament to how impressive it is? And will you be playing on Friday? If so, which console will you purchase L.A. Noire for?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: GameSpot via OXM]

Valve ‘keeping an eye on’ L.A. Noire Art & Animation tech

L.A. Noire

By now, it’s likely that most Train2Game blog readers have seen the impressive facial Art & Animation techniques used in L.A. Noire.  (If not you can see it here on the Train2Game blog)

While Valve are impressed by the motion captured used in L.A. Noire,  they’re unsure if it’d work with the particular style of “reactive” Game Design they’ve used to create the likes of Half-Life 2 and Portal 2.

As reported by the Train2Game blog, the Art & Animation techniques of L.A. Noire are so advanced, the Xbox 360 version of the title comes on three discs.

“It’s impressive technically, for sure,” said 3D graphics man Jason Mitchell told Develop in an extensive feature on Valve

“And I think it’s an important inflection point in the continuum of ever-increasing fidelity in game characters… There are pros and cons to that LA Noire approach, and we’re keeping our eyes on that piece of tech, but it’s not clear how we would integrate it.”

“I guess I’m not really familiar with the performance characteristics of that technology, on the playback side. One of my first impressions was the incredible high-fidelity of it… But the system is based on a playback of a performance, which can go against how we like to think about characters interacting with our players.”

“We like our performances to be far more reactive to what the player does, and not to something pre-acted on a sound stage. It’s not completely obvious how this tech would integrate into our work.

“But since I haven’t played that game, I’m not incredibly familiar with that technology. It’s super interesting, regardless. I’m sure it’s something people will be referring to for years to come on the history of interactive facial tech.”

Train2Game students can read a hugely in-depth feature that goes behind the scenes at Valve at Develop Online.

Last week, the Train2Game blog reported that Rockstar believe the structure of L.A. Noire as a whole will be revolutionary for the games industry.

On the other hand, Quantic Dreams David Cage believes that L.A. Noire’s Art & Animation provides an ‘interesting dead end’ as reported by the Train2Game blog last month.

L.A. Noire is released here in the UK on Friday.

Where do you stand on L.A. Noire? Could it used to produce the “reactive” games Valve do? Is it the future of the industry? Or do you agree with David Cage in that it’s a dead end?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: CVG via Develop Online]