Abandoned because no Statement of Use or Extension Request timely filed after Notice of Allowance was issued. To view all documents in this file, click on the Trademark Document Retrieval link at the top of this page.
Status Date:
Feb. 16, 2015
Publication Date:
Nov. 20, 2012
Notice of Allowance Date:
Jan. 15, 2013
Date Abandoned:
Feb. 16, 2015
This either means it is indeed cancelled OR means it has a new name. After all VS13 became FFXV. VS13 been in development since 2006 and now XV so 9 years.
I'd have to think it's going to be renamed but geesh... considering it's been in development for so long there is a small part of me that thinks it's done for, lol.
Also if anyone is looking for more games with the same vibes and feels. Check out rain on PS3,Lost in Shadow on Wii,Brothers a Tale of Two sons various platforms.
Eh, idk why everyone was so excited for a game that looked mediocre and has zero gameplay footage.
Pedigree.
And it did have gameplay footage. The second half of the e3 trailer was all gameplay. And it looked, like it played like a team Ico game, on a grand and fantastic scale. The games predecessors, Ico and SotC are untouchable experiences to this day, monuments of a time when videogames were on a path to amount to something more than the garbage everybody wants them to be today.
And it did have gameplay footage. The second half of the e3 trailer was all gameplay. And it looked, like it played like a team Ico game, on a grand and fantastic scale. The games predecessors, Ico and SotC are untouchable experiences to this day, monuments of a time when videogames were on a path to amount to something more than the garbage everybody wants them to be today.
Oh that was gameplay? Huh. Having never played a game by these guys (possibly because they haven't made one since like 2005?) I really didn't know that their other games were good and was basing my thoughts only on the trailer, which imho looked a bit boring. Who knows, perhaps it's one of those zen games like Journey..
Eh, idk why everyone was so excited for a game that looked mediocre and has zero gameplay footage.
As someone who owns and has beaten Ico and SOTC. I agree with you. Ico is a bad platformer. Sotc has bland lifeless world where you fight the same fight 17 times. I know people praise the emotional impact but it did little for me. Majin and the forsaken Kingdom had a stronger emotional bond for me. So did Lost in Shadow and rain but that's just me.
Both games suffer many problems people bash other games for but like Final Fantasy VII and Star Wars you are hated and bashed for speaking against them and long winded GRR U WRONG from people. Thing is Ico is a bland platforming game with bad combat and push boxes. Oh but the emotional impact right? A helpless girl who can't even walk by herself..yeah maybe she should have been captured. Sotc. To hell with the "dead" lady. Oh the ending while I won't spoil it oh now I question everything I did scenerio. Meh whole world can die for all I care. Each fight is the same dance but a different tune. Hang on hang on hang on climb/run attack rinse and repeat. The huge world has nothing in it. People praise Sotc for bringing a new idea..that Nintendo had with OoT anyway just N64 was not powerful enough to do so they brought the idea back in a boss fight in Metroid Prime 2 Quadaxis. http://metroid.wikia.../wiki/Quadraxis and Megaleg in Mario Galaxy.
Oh that was gameplay? Huh. Having never played a game by these guys (possibly because they haven't made one since like 2005?) I really didn't know that their other games were good and was basing my thoughts only on the trailer, which imho looked a bit boring. Who knows, perhaps it's one of those zen games like Journey.. Oh well, carry on then.
You can thank the current state of the industry for that.
Journey is heavily inspired by team ico games, likely one of the reasons why Sony published the game, and kept granting it extension after extension to be finished the right way. It also doesnt come remotely close.
The games are equal parts action and immersion. However, they dont suffer from todays not good design tropes of 'We have to shove crap in the players fat stupid face every five seconds, like jingling keys in front of a baby, so their microscopic attention span doesnt peter out'.
The game spends its immersion period by having the player interact with the npc, and navigate wonderfully designed terrain with a PLAYER CONTROLLED movement system, that still puts assassins creed 'give the computer suggestions, and it will do everything for you while constanly screwing it up' to shame to this day. Any surface that has a large enough ledge to grip, or something to grab, can be clung to, and climbed. Epona from Zelda U is a DIRECT homage to Agro from SotC. Shiguru Miyamoto loves team Ico games, and he was blown away by SotC. I still remember the Dice 2003 summit where he sat at the presentation, watching the Nico demo, mouth agape. He said the game directly inspired him to pay tribute in Quadraxis from MP2, Twilight princess, with two bosses you use the grappling claw to grab onto, and again in mario galaxy, with Megaleg.
In SotC where these rules of climbing where no applied to gigantic collossi who could move themselves, and combined with an EXTREMELY impressive for the time physics and animation engine, which took into account the angle of the surface, inertia, and other factors, if the colossi suddenly learched forward, you would find yourself toppling on your butt if you didnt grab onto something. Players who werent indoctrinated to be stupid, found they could use this physics and inertia system to their advantadge, creating amazing shortcuts, stunts, and incredible leaps, making fast reactions to the colossi's behavior a meta game in and of itself. Colossi battles could be fought a million different ways, as each colossi was a package of physics based possibilities, and it was ALL PLANNED that way. The games producer, Kenji Kaedo worked on a game called Cameltry, which was about the strategic rotation, and collision, of large moving objects. All the stunts and speedrun shortcuts from this game, were things the developers wanted the player to expirement and try.
The colossi werent enemies, they werent bosses, they were enemies, bosses, and the levels all put together. They were a physics object, and a playground, a package full of possibilities, where so much could happen, because shadow of the colossus was the epitome, of a system that 'worked' on its own, as opposed to a scripted series of events, ie, modern AAAAAAAA garbage, like say, uncharted.
But words can only go so far when someones never even experienced whats being talked about.
Here a player accidentally discovers the fall from the wing to be caught by the tail.
This was ps2. Standing on the shoulders of this, going bigger and better from HERE, was the future we were at one time heading towards.
The last guardian would have used this as its main mechanic. Instead of killing the collossi, it would be the players npc freind. The player would platform on the colossi, to reach new areas, as it platformed itself.
But then... the rise of the age of stupid. Stupid games, made specifically for stupid players. How far we have degenerated. Now, a game like SotC would become completely heterological, instead of focusing on the best parts of games like this, they all devolved to the worst, easiest to design parts. Things like being able to use physics and the creature turning to leap off the wing and catch the tail would now quick time events, the same things happen the same way every single time, creativity and exploration are discouraged by design, and things are kept flashy to keep the stupid indoctrinated.
How incredibly, incredibly far we have fallen from the future that was right before us.
Here is a fantastic analysis of the game, in an age that has become so indoctrinated by the manufactured stupid, that people can no longer express what was so great about SotC, theyll spout garbage they've been indoctrinated to believe over the past gen, nonsensical crap thats constantly spouted by AAAAAAAAAAAAAA devs like 'emotional impact, which is just a mere byproduct of the real reason.
The article is appropriately titled 'It was the gameplay, stupid.'
PR. They always respond with still in development but when asked about it they shove you away or give the same BS waiting for the right time crap. The game is a total fraking mess and they are afraid to admit it.