I know, right? I doubted it, but I was wrong, and I'm happy about it! I hope we get the PSP version with better graphics and more side missions. I also hope for Payback controls; it would really suit this game better than analogue touch stick would. But I'm glad to see it's coming. This is one step closer to Square Enix making a good RPG (preferably KH).
WOW, this is certainly good news for iDevice owners. Personally, I doubt I'll get it... I already have it for my DS and don't really want the same game twice (even if the visuals are improved... thats just me though). What bothers me is all these people claiming Gangstar has better visuals. First of all, have you even played GTA: CW, the graphics are 'far' more detailed than Gangstar. Sure, Gangstar may have smoother textures but for the most part the are quite bland and boring (not to mention that horrid pop-up/streaming thing they do). And also, why do these people say Gangstar has better visuals because they're 3D?! GTA: CW is also 3D. I wouldn't even call it 2.5D! All the models in the game are 3D. Just because the game isn't viewed from directly behind the main character doesn't make it any less 3D, it's just viewed from a different angle. For those of you who haven't played it, you're going to freaking LOVE this game. I had an absolute blast playing this on my DS On a side note: I would freaking LOVE Rockstar to port over Body Harvest from the N64... I used love that game so much. It's widely regarded as Rockstars (then known as DMA Design) early testing into a possible 3D GTA.
Yeah Body Harvest was awesome, but it had a pretty select fanbasee... and was hard as nails. I don't think I ever got past Java.
Wow, i was considering this for the DS (maybe still for the DS if it gets less favorable reviews on the iPhone) but now it's coming out on the iphone! I'm still going to keep the others of course, but this is great news. One more for the collection, lets just hope we use the proper term for "2.5" so it doesn't end up like last time.
I've had more fun with Doodle Jump. Not a Gameloft Fan. Rockstar, on the contrast is definitely in my Top 3 Developers of all time on any console.
I think that says more about you than about Gangstar -- or Gameloft. But to each his own. And hey -- we all love Rockstar, right?
Unless i'm mistaken, Beaterator isn't a game, it's a music-making app. And i'm also looking forward to it BTW. Maybe not as much as GTA:CW, but i am looking forward to it.
Firstly that doesn't make sense. You say you think this deserves to be $20, but should be $10 as Rockstar will make a fortune. It can't be both. It's the same game as the DS/PSP versions, which sell for what $30 at retail (and probably for $20 on PSN). It'd be a bit insulting to those customers to price it at $10 on the iPhone. Makes me wonder if Apple is going to announce the premium section at its iPod event on the 9th, with Rockstar as 1 of its guests?
Without a doubt we all love rockstar and as soon as Rockstar actually releases a game for the iphone, I'm sure we'll all buy it. Right now playing an actual grand theft auto game on your iphone is about as easy as playing doodle jump on your playstation 3.
alright, so this is very interesting for several reasons. I can't find any material saying that we should expect it to look any higher-definition than the DS version, so I wouldn't automagically assume that. I think what a lot of people don't realize as they splooze over this, is that what usually makes GTA popular is not how it would function as a mobile game, but as a full=on console experience. Gangstar scaled a lot of that down, I am sure design-wise to make it more "pick up and play" (and also you got plenty of value for the price). This particular game (CW), though critically successful, bombed in sales - not sure why, but I would suspect that "people aren't as interested in playing fully-realized open-world immersion games," even with such a rock-solid brand, on the go - and for the price it was being charged - and for the aesthetic is was using. I am not sure how the PSP titles sold, I assume they did fairly well, but I believe at least one (if not both) of them were ported up to PS2 and probably did really good business there (again - people want to play this on their couch, hooked up to their TV) I am not a fan of these games to begin with, so I don't care if people prefer GTA over Gangstar. But I do think Gameloft deserve respect for trying to forge their own path in this popular genre in adapting it to the mobile platform. I think they will have a much easier go, in some ways, in developing their iPhone-specific follow-up than Rockstar will on merely porting an existing "console-type game" to the unit the first time out (though I gotta give R* credit in that they've put out THREE portable GTAs after all this time, so they are not exactly working in the dark!) It will be interesting to see what it looks like, how it is priced, how it's controls fare compared to Gangstar, how the tech runs on the machine. As for Gangstar vs Rockstar (I love saying that!), I think Saint's Row has proven that there is room for two competing brands in this genre. If Gameloft truly has made any serious cashmoney with the returns for gangstar, I am sure they will be funding a very competent team to develop the follow-up.
Also wanted to add - new post since it is a different vein of the topic - as a tiny indie developer myself trying to find my footing on the iPhone market, seeing releases like this on the horizon is like watching far-off stormclouds looming in the distance. The day is coming when no one will care about the little guys anymore, as we can't compete with these million-dollar+-budgeted productions on the iPhone which potentially could be priced in the same range as our own. It's a big game changer, for better or for worse. In the next year or so, I think you will see a lot of little devs close up shop and scatter to the four winds, as iPhone gaming becomes more the domain of the "Metallica's" of game development, while the "Fugazi's" get lost in the noise..
No, but I'm sure it played a large part in a lot of the design decisions they made in how short most of the missions are.