GamesAjare (@gamesajare) profile picture

El twitter de los señores de colores

España
Joined May 2009
Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)Photo by GamesAjare (@gamesajare)
Lo bien que se JUEGA este juego no es ni medio normal. Mejor juego de REMEDY, ever.
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Control Resnant es, como poco, igual de bueno que el primero. Y el primero era cojonudo.
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¿Qué tal el GTA MEH?
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¿Es Blow un capullo? Yep. ¿Va aser “Order of the sinking star” a juzgar por su demo otra puñetera obra maestra? Yup.
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There are a few things that I look back on as my mistakes in the early days. Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters. I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points. On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better. One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on. We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t. Sorry, Sandy.
How Quake ruined id Software. There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with a free-wheeling, frenetic action game with enough of a visible world to grip the imagination. All the team did a brilliant job, fulfilling tasks just right. But at a grim cost. We worked long and hard, and I think it broke us spiritually. 1/3
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kickstarter.com/projects/tex… Tex Murphy: Under a killing Moon Remake Kickstarter! @IGN @GameSpot @indiegamemag @AGHotspot
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kickstarter.com/projects/tex… Tex's big yard sale for the kickstarter campaign!
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GamesAjare retweeted
Amy Adams once revealed that Denis Villeneuve, the director of Arrival (2016), accidentally told her: “I will take you from behind.” Director’s first language is French. It happened on set. He was just trying to give camera directions.
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GamesAjare retweeted
It’s heartbreaking to see what’s happening at Xbox right now. A lot of great people are being affected, and I don’t want to minimize that. But if we’re being honest, this has felt like a long time coming and I’m not sure this is the end of it. It may just be the beginning of a much larger reset across the industry. In the long run, I actually think that reset could be good for games and good for gamers. Xbox has struggled for a long time to identify, empower, and protect the key creative people and teams who could have kept the brand at the top. Even when we were making Ori with Xbox, it was clear that the main focus was still Halo, Gears, and Forza - even though gamer excitement around Halo and Gears had already cooled heavily after Bungie and Epic moved on from those franchises. The newer installments simply didn’t reproduce the same cultural impact those series once had. Meanwhile, Ori and the Blind Forest and Ori and the Will of the Wisps became two of the most critically acclaimed Xbox-published games after the 360 era. I always secretly hoped that Microsoft would see the value in what we delivered, that they'd selfishly turn Ori into their Mickey Mouse or a Mario'esque mascot. I emailed Phil plenty of times making my argument that Xbox should have their eyes on delivering magical experiences for kids and families as well, like Disney and Nintendo always have. Ori and Moon could've been the start of something new, but the powers to be were probably too focused on the past for that to happen. We’re still incredibly proud of what we delivered during our Ori era. Our partnership with Xbox produced two games that many players still see as shining stars in the Xbox catalogue. Microsoft still owns an absolutely insane catalogue of franchises. The potential is still enormous. The problem is and has always been that great games are not made by IP. They’re made by people. People who have passion and love for this medium, that understand what gamers truly want. If I were in charge of Xbox right now, I’d also radically slim down, refocus and try to bring back the passion for gaming that clearly existed in the Xbox halls during the 360 era. Xbox should be one of the strongest publishers in the world. With the brands Microsoft owns, that should honestly be fairly straightforward. But nostalgia alone is not enough. Nostalgia can get people to look into your direction, but after that, you still have to deliver the goods. You still have to make products that get players genuinely excited. Products that make gamers literally salivate. And to do that, Xbox has to bet on the right people. They need to find the Miyamotos, Tezukas, Sakurais, etc. within their own ecosystem - the people who actually speak the same language gamers do - and then support them, protect them, and trust them. Bet on those people - Not just IP. We've clearly seen now what happens when you own all the best IP in the world, but don't have the right people in charge to actually service those titles. The formula is really not that complicated: Ship better games than your competition. That’s it. If you consistently do that, you win. And given the scale that Xbox is operating at, they could win HUGE. Of course, pulling off a full reset inside a giant corporation is brutally difficult. But we’ve seen it done before. Apple in 97 was nearly dead and Steve Jobs turned it around by simplifying the company, focusing on beloved brands and shipping products people couldn’t wait to get their hands on. The playbook is already written out for you. From the outside, to people like me, it still looks like Xbox is sitting on an absolute goldmine. They just need to put the right people in charge of mining that gold.
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Lo que el mundo de los videojuegos necesita es otro juego de terror en primera persona con sustitos del tren de la bruja y narrativa basada en audios que te vas encontrando. Code it like its 2005! #paradya #porelamordelol
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Osea, nosotros. Y vosotros.
Reviewers are irrelevant in the modern world where you are moments away from actual paying customer reviews the moment you release. Like it or not a large enough crowd reviewing your game gets to the truth and you cannot resist the truth.
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youtube.com/watch?v=doV0yq4k… De esta mierda dadme tres toneladas mínimo.
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RIP to the development teams about to be axed, sold, etc. Also to all the individuals in the org about to be made redundant. There were early signs a couple weeks ago when insider rumors circulated in small groups that a lot of budgets weren't yet completed (so close to the quarter this is a bad sign). Lot of rumors then from insiders about incoming layoffs or getting rid of studios. Microsoft and Xbox has never been a lean machine (maybe very very early on) so I have doubts as to actual change, vs change for change sake. I understand the math involved and the need to make hard cuts to get to profitability but good luck all. Going to be *brutal*.
We just shared with our team the realities we need to navigate as we work to reset the XBOX business. We won't succeed by hiding hard truths, nor will we succeed by doing the same thing and expecting different results. See the note here: news.xbox.com/en-us/2026/06/…
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We are almost at 200k !!!! The community is incredible! @eurogamer @Asmongold @lazygamereviews @AGHotspot kickstarter.com/projects/tex…
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