![]() ![]() ![]() ![]() for encounters with foreign entities, it sports a flamboyant gold finish to provide protection from long term space exposure. You can visit the Official Website to learn more. Contains the First Contact Suit and Negotiator. And in EA's case, they're using their own in-house engine, so there's no royalty/licensing fees from third-party engine developers.Īnyways, Dead Space 3 is set for release next year for the Xbox 360, PS3 and PC. The suits are purely cosmetic, no changes in armor inventory like in the previous titles. So what is it that AAA publishers are doing where somehow already using pre-established engines, assets and tool-sets make sequels more expensive than their predecessors? Last I checked, you don't need to do expansive R&D for a threequal when you haven't changed to a new engine and it's still running on the same hardware. Like the Archeology suit giving a 10 ROF boost to all telemetry spike weapons, or the Legionaire suit giving you a 5 better chance at finding scrap metal, or lowers the cost of making ammo, that sort of thing. Middleware tools have become cheaper and games are getting easier and cheaper to make in the indie circles and they're coming out at a higher and higher quality thanks to things like Mixamo, iPi Soft, Unity, UDK and xaitment. While the proverbial "games are getting more expensive to make" line is always tossed out there, how about they say just how expensive? I also find it interesting that EA has yet to say what the budget is of Dead Space 3. ![]()
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