EL33TONLINE: News tag archive: developerdiary
Dragon’s Dogma is an ambitious action RPG that features a number of gameplay mechanics that are new to the genre. One of the game’s most striking inclusions is the Pawn system that allows you to fight alongside up to three AI-controlled companions who will go so far as to shout out tactical advice relating to the enemy at hand.
Few console titles are as graphically sumptuous as Journey. When a game’s screenshots look like they belong in an art gallery then you know you’re dealing with something very special indeed. I was fortunate enough to play the Journey Beta last year and can confirm that there’s a lot more to the game than beautiful visuals. Journey is a profoundly enriching experience that highlights the potential of games to carry a potent emotional charge.
It’s been a busy day for Codemasters, first they revealed new screenshots for their upcoming first-person shooter Bodycount, and now they’ve announced that the Colin McRae Vision Charity Pack is out now for DiRT 3.
Vicarious Visions has released the first Guitar Hero: On Tour Developer Diary.
Continue reading if you are interested in how the Guitar Hero: On Tour Guitar Grip for the Nintendo DS was created. Karthik Bala, CEO of Vicarious Visions, takes you behind the scenes in this first part of the Developer Diary and also reveals the never-before-seen prototype of the Guitar Hero: On Tour Guitar Grip.
Developer Diary
Hi folks,
My name is Karthik Bala, CEO of Vicarious Visions. We’re the development team behind the upcoming release of “Guitar Hero: On Tour” - the first ever Guitar Hero game for Nintendo DS. Over the next few weeks, we’re going to be talking about the rollercoaster ride we’ve been on this past year in the development of the game. It was a very unusual project to work on and we wanted to share some of our experiences with you.
The game actually started out over a year ago as an idea that some of our handheld guys were batting. The question was, “would it even be possible to bring the Guitar Hero experience to portable form?” That question quickly led to the major aesthetic challenge we needed to solve, “How do you recreate the essence of Guitar Hero for a portable without making everyone carry around a full size plastic guitar?”
We all thought it was crazy… and so did the guys at Activision and Red Octane. But we wanted to give it a try as a research project. Worst case, it wouldn’t work and we would learn a bunch of stuff and we move on.
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