• WWW.RESETERA.COM
    Nintendo put a stop to proposed GoldenEye 007 remaster from Nightdive
    mazi picross or it didn't happen Member Oct 5, 2024 621 ‘We never give up’: Remaster kings Nightdive on saving gaming’s past | VGC The Atari studio discusses the challenges ahead, and past regrets… www.videogameschronicle.com Before we kick off, as a fan, I have to ask: What happened with your proposed GoldenEye 007 remaster? Stephen Kick: Oh, yeah. Yeah. That was a real heartbreak, just because we had put in a lot of effort into pitching that. We had a dream team all set up, and we got by the MGM/Eon side of things. That took a year. And then it was: "Ok, we're ready to go." "Well, did you guys get the rights from Nintendo?" "Wait a minute, we thought you had that." And then Nintendo was like, "yeah, no third party's ever going to touch any Nintendo stuff, ever". Click to expand... Click to shrink... Have you guys tried to work with Nintendo in the past? Larry Kuperman: Well, oddly enough, we were the very first company to have an N64 game on the Nintendo Switch with Turok, so that got their attention right away. But it didn't really lead to a partnership or anything. I think that they have – and I'm going to be a little bit more fair than Steve is – a very successful business philosophy that's worked well for them. That said, it's very hard for them to deviate from that. It's very hard for them to make an exception. And I don't know whether they knew that it was going to – how should I put this politically correctly – that it was going to leave something to be desired in there. What they put out was kind of minimal. And I'm trying to be fair about it, but I don't think that they could say, "well, we're going to make an exception". Click to expand... Click to shrink...   LordHuffnPuff Doctor Videogames at Allfather Productions Verified Oct 25, 2017 3,086 webernet yeah, no third party's ever going to touch any Nintendo stuff, ever Click to expand... Click to shrink...   PlanetSmasher The Abominable Showman Member Oct 25, 2017 131,018 LordHuffnPuff said: I think they mean third parties are never going to be allowed to remake/remaster Nintendo's own games without Nintendo's own involvement. They're fine with projects where THEY hire a company to work on one of their IP.  Renna Hazel Member Oct 27, 2017 12,924 Goldeneye should be the exception to this silly rule.   OP OP mazi picross or it didn't happen Member Oct 5, 2024 621 LordHuffnPuff said: nintendo still published that outside japan, no? and either way it was a switch only game. i assume the proposed remaster was going to come to PC at least and most likely other consoles too.   cw_sasuke Member Oct 27, 2017 29,646 They probably should have tried to convince Nintendo first and then go to the other parties, since that is the more difficult nut to crack. If you can convince Nintendo everything else is probably easy mode lol.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 44,202 Ibis Island Renna Hazel said: Goldeneye should be the exception to this silly rule. Click to expand... Click to shrink... Really should be since Nintendo can never do anything with the game without the other 2 parts anyway  AuthenticM Son Altesse Sérénissime The Fallen Oct 25, 2017 34,778 That's a bummer, even if expected.   L Thammy Spacenoid Member Oct 25, 2017 54,402 Having never watched James Bond and having barely played Goldeneye, I'm mostly leaving this amused by the idea that they didn't realize that they had to contact the publisher of the game they wanted to remake.   Atom Member Jul 25, 2021 15,039 Thank you Nintendo, saving us from nice things as always. It is interesting that they're okay with things like FF4 or Baten Kaitos or even finding agreements for things like TW101 but this was an issue though. Maybe this was just much longer ago.  GPU Member Oct 10, 2024 789 Make me wonder what deal had to happen to get it on Xbox.   Jaded Alyx Editor-in-chief at SpecialCancel.com Verified Oct 25, 2017 39,637 That quote is a bit odd. I guess I don't understand how these nightdive remasters work. Are they licensing the game? What's the difference between Nintendo hiring Tantalus to remaster twilight princess (and skyward sword and Luigi's mansion 2) and allowing nightdive to remaster golden eye? Would they not be supervising nightdive? Would nightdive not be compensated in a similar fashion? Or is it that Nintendo just didn't want to do it?  Merc_ ▲ Legend ▲ Member Oct 28, 2017 7,446 Atom said: Thank you Nintendo, saving us from nice things as always. It is interesting that they're okay with things like FF4 or Baten Kaitos or even finding agreements for things like TW101 but this was an issue though. Maybe this was just much longer ago. Click to expand... Click to shrink... I think it's more that the games you mention there involve companies that have a long and strong relationship with Nintendo.   Dyle One Winged Slayer The Fallen Oct 25, 2017 32,669 That seems like a weird takeaway when Nintendo has contracted numerous third party companies with which they had no previous relation to remake or rerelease old games this generation. Famicom Detective Club, Advance Wars, and Another Code R all fit that exact description. I'm sure they could have made something work if they were not already working on getting Goldeneye for NSO, which would have naturally taken priority for them.  Santar Member Oct 27, 2017 6,999 Norway Don't have any strong feelings about this. The game was "remastered" on xbox and switch and this would've probably just been similar to that. The actual remake from the 360 would've been a lot more interesting to get released instead of just another remaster.  Huey Member Oct 27, 2017 15,532 There's actually a lot of nice stuff in that interview in general. Hopefully people read the whole thing and don't just walk away from this with the Goldeneye thing. Finding out PO'ed was profitable in the first week is just such excellent news - makes me very hopefully about the security and future of the studio, that this is super sustainable, and we'll be getting NightDive remasters many years into the future, hopefully still with lots of deep cuts thrown in the mix.  Sumio Mondo Member Oct 25, 2017 10,640 United Kingdom My formal request to them is a remaster for The Darkness, since they mentioned the 360/PS3 at the end of the interview. That game is a fantastic cult classic videogame of that era. Would love to play it again. Such an atmospheric game. Atom said: Thank you Nintendo, saving us from nice things as always. It is interesting that they're okay with things like FF4 or Baten Kaitos or even finding agreements for things like TW101 but this was an issue though. Maybe this was just much longer ago. Click to expand... Click to shrink... Fatal Frame 4 is certainly an intriguing one since that one was made between 3 parties originally, Grasshopper Manufacture, Tecmo (the original devs) and Nintendo themselves even had a hand in it (Makoto Shibata the series director once said it was 3 directors arguing about the game at one point with him, a Nintendo director and Suda51 lol), yet it was ported everywhere when it got remastered (same for Fatal Frame 5), which makes me think they (Koei Tecmo) could do the same for Fatal Frame 2 Wiimake too..  henlo_birb Member Dec 15, 2017 1,911 issuing correction on a previous post of mine regarding the terror group Nintendo. you do not, under any circumstances, "gotta hand it to them"   CO_Andy Member Oct 25, 2017 2,871 Nintendo canning the nearly finished Goldeneye XBLA remaster still stings to this day.   Typhon Member Oct 25, 2017 6,596 GPU said: Make me wonder what deal had to happen to get it on Xbox. Click to expand... Click to shrink... Probably just getting Rare games on NSO.  Amnixia ▲ Legend ▲ The Fallen Jan 25, 2018 11,662 The real headline here is them not actually checking who they need to contact. I laughed at the "did you guys get the rights from Nintendo" bit so hard my neighbors definitely heard me.  PucePikmin Member Apr 26, 2018 5,159 Well, yeah, no duh guys -- finding out if Nintendo was at all interested should have been priority 1 before doing a year of work on your pitch.   Seik Member Jan 5, 2023 3,558 Québec City If anyone could've gracefully handled it, it was Nightdive. What a fucking shame. 
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  • WWW.POLYGON.COM
    The best way to play Blue Prince is to cheat a little
    This is a judgement-free zone for those of us who suck at Blue Prince, the hit puzzle game about exploring a weird mansion. Critics and puzzle fans say it might be one of the best games this year, which is surprising because it makes you do math. And it’s not even just regular math; it’s math with made-up rules. But I’m here to tell you that there’s no shame in looking up those rules, or anything else that stumps you in this game. It won’t ruin the experience.I came into Blue Prince thinking it would be more like Outer Wilds, a game where the puzzles help you unravel what’s going on in the story. Blue Prince is sort of like that, but it’s also sort of not. Discarded notes and newspapers help fill you in on what happened, but the focus of the game is on outsmarting its clockwork mansion. There are puzzles everywhere that only tangentially have to do with the story. Some of them only exist to help you progress through the mansion each day.While there is definitely a joy in figuring out every puzzle on your own, there are times where you could have more fun by cheating a little bit and looking up the solution. Blue Prince isn’t the type of game that can be ruined by reading a guide or two. Most of the time you’re only going to spoil the logic of a puzzle — the order of operations or what to look for. The math puzzle, for example, changes every day. The answers can’t really be written down in a list — even once you learn what each color means, you still have to solve the equation itself on your own.Image: Dogubomb/Raw Fury via PolygonOther puzzles aren’t randomized, but they rely on you knowing what to look for before you’re even aware there’s a puzzle to solve. Reading just enough of a guide to understand what’s involved can be a great way to push through periods where you can’t seem to progress. It’ll also help you understand how the game is structured when you’re just starting out. On day 30 or so, I noticed a pattern with each room and hit up Google to see if I was on the right track and I saw a bunch of results about that specific thing. Instead of investigating any further, I continued playing knowing that something would come of it later on (and it did).Blue Prince can be frustrating when a run doesn’t amount to any tangible progress. Until you understand how to draft rooms strategically, you’re going to end a lot of days with dead ends and no leads. This gets easier to handle with time, but unlucky runs never fully go away. Unique rooms tied to specific puzzles don’t always show up when you need them, and you won’t always have the right items with you to do what you want.In those rare times where things line up and you’re desperate to make some kind of progress, take a peek at a guide or ask a friend to give you hints at what to do. There are people who have discovered new things over 100 hours into the game. Not every puzzle makes sense to every brain, and sometimes you just need a little nudge in the right direction.See More: Blue PrinceWindowsWindows logoExplore The GameWhy it mattersThe goal of Blue Prince is as simple as it is paradoxical: Find the 46th room in a home with 45 rooms. Bring a notepad and a pen. Create a screen capture folder, because you’ll be spamming F12. And absolutely find a friend to play alongside you, so someone understands what you’re on about.— Chris Plante, Editor-in-chief
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    Forever Skies Has Launched Out Of Early Access, 1.0 Available On PS5 And PC Now
    The action survival game Forever Skies from Polish developer Far From Home has launched in 1.0 and is out of early access today, April 14, 2025. It's currently available to download on both PS5 and PC. Forever Skies originally launched on PC in early access on June 22, 2023, and developer Far From Home has spent the last nearly two years updating and, at times, overhauling it to prepare for today's 1.0 launch. Speaking of new content, today's 1.0 launch includes a bunch of new content, including the addition of biomes, new locations, and new colossal lifeforms, advancements to airship building with new designs for players to dig into, new tools and technologies for players to use, some balance tweaks, performance optimizations, and, of course, the final chapter of the story. "We’re extremely proud to be launching Forever Skies 1.0 officially today," chief executive officer of Far From Home Andrzej Blumenfeld said in a press release about the launch. "We spent 21+ months in Early Access, working really closely with our community who helped us to shape the game every step of the way. So to them and everyone who got behind us, we want to say a massive thank you!" We reviewed Forever Skies in its early access state a few months ahead of this 1.0 launch, and at the time, even in early access, it was already a very impressive title. "Forever Skies has a great, relaxing core gameplay loop," we wrote in our review. "The atmospheres are vibrant, but still provide the feeling of desolation and complete loneliness. It's very easy to dive into, once you get past the laggy and broken cutscene at the beginning of the game. Overall, Forever Skies is a great experience, and significantly less overwhelming than other games in this genre." Products mentioned Forever Skies USD 10.14 Buy from Amazon Deal of the Day
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    مراجعة للهاتف vivo X200 Pro: جوال عظيم بكاميرات مذهلة !
    هذا الموضوع مراجعة للهاتف vivo X200 Pro: جوال عظيم بكاميرات مذهلة ! ظهر على التقنية بلا حدود. هذا الموضوع مراجعة للهاتف vivo X200 Pro: جوال عظيم بكاميرات مذهلة ! ظهر على التقنية بلا حدود.
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    أقوى نموذج ذكاء صناعي على الكوكب؟ شوف إزاي تستفيد من Gemini 2.5 في شغلك وحياتك
    أقوى نموذج ذكاء صناعي على الكوكب؟ شوف إزاي تستفيد من Gemini 2.5 في شغلك وحياتك
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    URP Cookbook: Compute shaders - Part 1: Particle fun
    URP Cookbook: Compute shaders - Part 1: Particle fun
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    Alien: Romulus 4K Steelbook Edition On Sale For Lowest Price Yet
    Alien: Romulus Limited Edition Steelbook on 4K Blu-ray $39 (was $66) See at Amazon See at Walmart Alien: Romulus on 4K Blu-ray (Standard Edition) $27 (was $50) See at Amazon See at Walmart If you haven't picked up Alien: Romulus on 4K Blu-ray yet, you can snag the Limited Edition Steelbook for its lowest price so far. Amazon and Walmart have this display-worthy version of the newest Alien film for $39. The Limited Edition Steelbook launched in December with a high $66 price point, but it still managed to sell out at major retailers over the holidays. Once current stock sells out at Amazon and Walmart, the standard edition might be your only 4K Blu-ray option going forward.If you need to catch up on the Alien franchise before watching Romulus, Amazon has the Alien 6-Film Collection on Blu-ray for 50% off, dropping the price to only $25. You can also save on 4K editions of several other Alien films, including the 40th Anniversary Edition of the first film, which is discounted to only $18.Continue Reading at GameSpot
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    All Schedule 1 Customers, Favorite Effects, and Character IDs
    While customers will accept most types of drugs in Schedule 1, each Hyland Point resident has their own unique set of favorite strains and effects. Giving a customer drugs with their favorite effects will increase their level of satisfaction and potentially result in them paying more if Schedule 1players decide to hike up their prices.
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  • WWW.POLYGON.COM
    All the fart jokes in The Lion King are Ernie Sabella’s fault
    Disney’s 1994 animated classic, The Lion King, is a gorgeous, heartrending movie with a soaring soundtrack. It has one of the most devastating deaths in kids’ movie history, a compelling story about rising up to take responsibility, and a heartfelt love story. And it also has fart jokes. Those fart jokes are mostly centered around Pumbaa, the bumbling warthog who makes up one half of the movie’s comedic duo. The other half is Timon, the wise-talking meerkat voiced by Nathan Lane. According to Lane, the reason Pumbaa is such a gassy character is because his voice actor, Ernie Sabella, kept making fart jokes. On SiriusXM’s Conan O’Brien Needs a Friend, Lane sat down with host Conan O’Brien and recounted how Sabella leaned on fart-noises in order to wake Lane up during their early morning recording sessions. “We go in to record very early and we’re tired,” he said. “And so I’d be having coffee and we’re going to start and Ernie would just start making fart noises in the middle of, you know, he’d say, Timon [fart noise]. Just to make me laugh, get me going. And then they put it in the movie, which is why Pumbaa is the first flatulent character in a Disney film.” The gassy gags weren’t the only improvised moments that made it into the final film. The two comedic actors bouncing off each other — Sabella doing a voice that was a hybrid of character actor Wallace Beery and The Godfather’s Michael Gotso and Lane “just doing a Brooklyn Jewish meerkat” — naturally lead to some hilarious lines. “That was screwing around,” said Lane. “I don’t even remember half of it, but, apparently I said, what do you want me to do, dress in drag and do the hula? for some reason. It must have been a long day. And then they made it a song.”
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  • UXDESIGN.CC
    Designing for emotional residue over functional outcomes
    Why design’s most human contribution is now its most strategic advantagePhoto by vackground.com on UnsplashThe shift that’s already happeningMore and more, our tools are designing with us, or for us.OpenAI is now building an AI software engineer, capable of doing everything a human developer does — from planning and writing code to testing it and managing pull requests. It’s not a concept. It’s already shipping. It’s happening now.We’re entering the era of agentic software engineering. Autonomous systems can scope, build, and deploy functional products with minimal human input. What used to take months can now happen in hours.When execution becomes infinite, it stops being a differentiator. Functionality becomes a commodity.The question becomes clear:When anyone can build anything, what makes it worth returning to?It won’t be just what a product does. It’ll be what it leaves behind.That’s emotional residue — the subtle signal that lingers after the feature is done and the tab is closed. The feeling that you were understood. The sense that something cared.It’s not utility. It’s memory.In a future where code becomes cheap and automation is everywhere, emotional residue may become the most valuable output of design. And it will be the most human part of every product we make.Photo by vackground.com on UnsplashEmotional Residue — the hidden layer that lingersMost products are designed to deliver outcomes.A task is completed, a button is pressed, a notification arrives. It works. It functions. It passes the test.But function isn’t the full story. Not anymore.Emotional residue is what remains after the interaction ends. It’s the quiet impression a product leaves behind — the subtle signal that this was made with care.It’s the tone of the copy when something goes wrong. The way a system lets you recover with dignity. The rhythm of a transition that breathes, instead of rushing to the next screen.We don’t always remember what we tapped or typed. But we remember how it made us feel — competent, calm, confused, seen.That feeling, that residue, is more than a nice-to-have. It’s strategic. It builds trust. It drives repeat behaviour. It turns users into advocates.And as generative tools take over execution, emotional residue becomes one of the few things AI can’t generate on its own. Because it’s not just about what gets built. It’s about what gets felt.Photo by Grigorii Shcheglov on UnsplashThe new frontier of design in agentic systemsAs agentic systems take on more of the building, the structure of product teams is already shifting.Engineers are becoming system architects, not line-by-line implementers. PMs are steering outcomes, not grooming backlogs. Designers are moving from layout to logic, collaborating with models to define not just how things look, but how they behave.Some argue this evolution will lead to clearer handoffs and tighter lanes. But the opposite is true. The lines are blurring — and that’s where the real opportunity lies.Agentic tools don’t streamline handoffs, they collapse them. When a PM can generate a prototype or a designer can prompt a working flow, who owns what becomes less important than how we think together.This doesn’t reduce the need for collaboration — it intensifies it.It demands shared intuition, shared context, and shared care for the user.And the pressure is already here. Shopify recently told team leads they must justify why a task can’t be done with AI before opening a new headcount. Across the industry, big tech companies are holding back hiring while leaning harder into agentic tooling and automation. The message is clear: the teams that remain must deliver more with less — and work more fluidly than ever.That’s where design steps up. Not as a decorator, but as connective tissue.The discipline that moves across silos, shaping cohesion where automation fragments it.Design becomes less about artefacts, and more about alignment.Less about ownership, and more about orchestration.In a world where anyone can generate anything, the hardest thing to create is coherence — and that’s something only well-aligned, cross-functional teams can deliver.Photo by Google DeepMind on UnsplashWhy emotional residue will define great productsWhen functional outcomes become commoditised, emotional resonance becomes the differentiator.This isn’t theory — it’s how people actually experience products. Users don’t return because a button worked. They return because the experience made sense. It respected their time. It gave them confidence.Research indicates that users form lasting impressions based on how a product makes them feel, not just on its functionality. A study highlighted in the Journal of Interactive Design demonstrated that incorporating emotional design elements led to a significant uplift in conversion rates and increased customer satisfaction levels.That’s emotional residue — and it drives real business outcomes.It builds trust.Shapes brand memory.Increases retention.It turns a moment of use into a lasting impression. And in a crowded market, those impressions compound.We see it in the products people love and advocate for.- Apple doesn’t just work — it feels considered.- Figma doesn’t just load fast — it makes you feel fast.- Linear doesn’t just manage issues — it gives you a sense of momentum and clarity.These aren’t just design wins. They’re emotional signals, deeply aligned with the product’s core value.And in a world where every competitor can match your features, how your product feels becomes the moat. The deeper emotional layers are the hardest to replicate.They don’t come from prompts. They come from care, from context, from teams that sweat the details most users will never see — but always feel.Photo by Google DeepMind on UnsplashWhat execs should do about itIf emotional residue is the new frontier, we need to design for it deliberately. That doesn’t mean adding polish at the end. It means rethinking how we prioritise, how we collaborate, and what we reward.1. Make emotional quality a first-class product concern. Don’t relegate it to the tail-end of design reviews. Bake it into the brief. Make it part of the definition of done. Treat tone, timing, and clarity as seriously as logic and layout.2. Shift from artefact ownership to shared emotional intent. In agentic environments, the boundaries between disciplines blur. Use that to your advantage. Align around how the product should feel, not just what it should do. Intent becomes the new spec.3. Invest in cross-functional design fluency. It’s not enough for designers to care about emotion. PMs, engineers, and AI agents all shape experience now. Build shared language and shared standards for emotional quality across roles.4. Use AI to compress execution, then spend that time on care. The win isn’t just faster delivery. It’s more space for depth. Let automation handle the repeatable work so humans can focus on the emotional craft — the things AI can’t yet feel.5. Measure what lingers, not just what completes. Traditional metrics track conversion and completion. But also look at retention, advocacy, NPS drivers, and qualitative feedback. What do users say when they describe your product to others? That’s your emotional signal.The best products of the next decade won’t just be fast or smart — they’ll be the ones that leave people feeling something worth returning to.Photo by Google DeepMind on UnsplashThe opportunity aheadIn a world where AI can build anything, it’s easy to think the work is done.But what matters most won’t be what gets built. It’ll be what gets felt. The products that endure will be the ones that care about what lingers — not just what launches.Design is how we create it that emotional residue. It’s how we signal intent, earn trust, and make technology feel human, even when humans aren’t in the loop.As agentic tools accelerate execution, the opportunity isn’t to do more.It’s to go deeper.To use the time we save not to ship faster, but to ship better. To move beyond features, and design for the feeling that remains after the feature is done.Because the future of the product won’t be defined by speed, scale, or specs.It will be defined by the quiet, human moments our products leave behind — and the teams who cared enough to create them.Designing for emotional residue over functional outcomes was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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