"I seriously doubt that Disney would give anyone the permission of using their characters like THIS in a videogame"
Well, they have. It's being made by Warren Spector, a legendary games designer whose studio was bought by Disney several years ago. He's been dropping hints about this for a while and the first artwork appeared months ago.
I couldn't give a crap about Disney, but I am annoyed that Spector is spending his time on a game about Mickey Mouse when he could be making another Deus Ex.
I seriously doubt that Disney would give anyone the permission of using their characters like THIS in a videogame... or maybe the new rrlation with marvel has gotten hold or their world view sooner than I thought. ;)
Hello.
Long time lurker here. Looking at these pictures, particularly the one of Robo-Goofy with the wood leg reminds me of a short story by Howard Waldrop called 'Heirs of the Perisphere.' It was written in 1985 and originally published in Playboy. It was later collected in ThePlayboy Book of Science Fiction.
The story dealt with a world after a nuclear war, and a freak storm activated a robotics factory which in a final blaze produced three robots: A Goofy, a Donald and a Mickey that were designed to be the characters in a Disneyland theme park. The story follows them as they try to find out what is going on with the world they were released in, all the while acting like the characters they were created as. It is a story that has stuck with me ever since I first read it.
The first one isn't actually concept art, it's just a photo of Disneyland's sewer system. It takes 9500 labor hours to maintain the removal system for just one day's evacuations.
The weirdest thing, to me, about all the "Epic Mickey" stuff was everyone calling it Steampunk. I can't see the least thing Steampunk about it, by any credible definition of the term.
Anyways, for me as a Disney fan, this is pretty blah. I'm not a big fan of making things "dark" and "gritty" just for the iconoclastic sake of it. There are ways of making things sublime and stylish that remains true to the charm and spirit of the original source material, considering films like the last "Peter Pan" and the whole Disney Villains franchise. Turning Winnie the Pooh into a brain-eating zombie robot doesn't do it for me.
It could be all of the above. Or maybe this coupled with those Dino pics at pixar....we might be looking at a new Future/Dino pixar film......why not....it might just work. Remember Dino Riders!!!!
I think your jumping the gun there on Natal. I'm not trying to be a hater, but nobody has any idea if Natal will work well when it's released and even if it does, what it will mean for VR. All Natal is is another way to experience a 2D or 3D game on a flat surface. My Wii doesn't give me an incredible sense of depth, and if I wasn't holding the controller it would do even less. The whole point of VR is to immerse yourself in something that isn't real but is tangible. Playing a game without a controller is just that, nothing more. Additionally I think a lot of people won't be drawn to the idea of NOT using a controller because your playing a game. A controller is something that helps connect you to that that world, and taking it away will just create another form of dissonance between gamers, much like the Wii has. I think the Wii is great, but I don't play it as much as my PS3 or 360. As a core gamer I think the idea of motion controls are ludicrous, and no controller at all is even worse. It's one thing to play a fighting sim without a controller in your hands and your body is that method, but driving games, FPS', TPS', sports games would be fine. But your still playing a game inside your living room, and that's where the actual problem lies. If Microsoft(or any console manufacturer) can take away the living room, then there truly is no need for a controller and Natal will be much more effective. Otherwise it's just going to water down the experience of gaming for 99.99% of core gamers and that's pretty much everyone who owns a 360 or PS3. And that's assuming that Natal works incredibly well on ALL it's games. Until it's relased and there are more than simulated, pre-recorded(sometimes) tech showings, that's all it is. I hope for the sake of future gaming its the most extraordinary thing ever to help get that push but it probably won't be, and it will way too expensive.
I didn't get a chance to try out the more advanced E3 builds but I've had access to a devkit for the past few months. Like Wii remotes, the Balance Board, light guns, analog sticks, triggers, and having more than two face buttons, the success of Natal is inextricably linked to whether game developers embrace it as a gimmick or a legitimate control scheme.
Since almost nothing has been written ground-up for Natal, it's important to remember that most of the demonstrated usages have been shoe-horning Natal's control scheme into games that were designed to be played with controllers.
This is analogous to the early days of the Wii, where many games simply replaced a button push with a waggle. And, like with the Wii, I predict that the first batch of games to come out will exploit the novelty of non-traditional control without focusing on designing programs that fit. Established companies are terrified of being upstaged by anything perceived as "disruptive." Professionally speaking, some of the people designing Wii games simply don't have the creativity or ability to adapt to full leverage the platform. They just can't ignore such a huge installed base.
"As a core gamer I think the idea of motion controls are ludicrous, and no controller at all is even worse."
As a core gamer, I think this attitude hinders progress. Some games, though admittedly not many yet, are better controlled by motion, the difficulty is both capturing the input precisely as well as managing expectations of "core" gamers. Analog stick skills do not translate perfectly to motion control, just like mouse & keyboard FPS skills didn't translate 1:1 to consoles back when Halo first came out.
09/01/09
Well, they have. It's being made by Warren Spector, a legendary games designer whose studio was bought by Disney several years ago. He's been dropping hints about this for a while and the first artwork appeared months ago.
I couldn't give a crap about Disney, but I am annoyed that Spector is spending his time on a game about Mickey Mouse when he could be making another Deus Ex.
08/31/09
Thenk you, thenk you verrymuch.
08/31/09
08/30/09
"And in this here future, I don’t know if we can win this roughrousing."
"This is Mickey Mouse."
08/30/09
Long time lurker here. Looking at these pictures, particularly the one of Robo-Goofy with the wood leg reminds me of a short story by Howard Waldrop called 'Heirs of the Perisphere.' It was written in 1985 and originally published in Playboy. It was later collected in ThePlayboy Book of Science Fiction.
The story dealt with a world after a nuclear war, and a freak storm activated a robotics factory which in a final blaze produced three robots: A Goofy, a Donald and a Mickey that were designed to be the characters in a Disneyland theme park. The story follows them as they try to find out what is going on with the world they were released in, all the while acting like the characters they were created as. It is a story that has stuck with me ever since I first read it.
08/31/09
08/30/09
08/30/09
Cool art and concept.
08/30/09
08/30/09
Anyways, for me as a Disney fan, this is pretty blah. I'm not a big fan of making things "dark" and "gritty" just for the iconoclastic sake of it. There are ways of making things sublime and stylish that remains true to the charm and spirit of the original source material, considering films like the last "Peter Pan" and the whole Disney Villains franchise. Turning Winnie the Pooh into a brain-eating zombie robot doesn't do it for me.
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
08/30/09
It's so frustrating that that movie wasn't a huge hit, or even a huge cult hit.
08/30/09
06/13/09
In SL, perhaps it's more apt to say that you choose your own goals - there are roleplaying game experiences within the virtual world, tho.
I gotta let Pathfinder know one of his pics made it to io9! :D
06/12/09
06/12/09
06/12/09
06/15/09
I didn't get a chance to try out the more advanced E3 builds but I've had access to a devkit for the past few months. Like Wii remotes, the Balance Board, light guns, analog sticks, triggers, and having more than two face buttons, the success of Natal is inextricably linked to whether game developers embrace it as a gimmick or a legitimate control scheme.
Since almost nothing has been written ground-up for Natal, it's important to remember that most of the demonstrated usages have been shoe-horning Natal's control scheme into games that were designed to be played with controllers.
This is analogous to the early days of the Wii, where many games simply replaced a button push with a waggle. And, like with the Wii, I predict that the first batch of games to come out will exploit the novelty of non-traditional control without focusing on designing programs that fit. Established companies are terrified of being upstaged by anything perceived as "disruptive." Professionally speaking, some of the people designing Wii games simply don't have the creativity or ability to adapt to full leverage the platform. They just can't ignore such a huge installed base.
"As a core gamer I think the idea of motion controls are ludicrous, and no controller at all is even worse."
As a core gamer, I think this attitude hinders progress. Some games, though admittedly not many yet, are better controlled by motion, the difficulty is both capturing the input precisely as well as managing expectations of "core" gamers. Analog stick skills do not translate perfectly to motion control, just like mouse & keyboard FPS skills didn't translate 1:1 to consoles back when Halo first came out.