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By The GI.Biz Team
3.4
3434 ratings
The podcast currently has 444 episodes available.
Welcome to the weekly GI Microcast giving you the latest in video games news. Join James Batchelor and Chris Dring as they give you their take on the biggest stories in video games. Never miss an episode and subscribe to the GI Microcast on all podcasting platforms and YouTube.
This week, and in Chris' absence, James is joined by MobileGamer.biz editor Neil Long as they discuss the latter's reports that Resident Evil 7 on iOS has struggled to convince the majority of the 83,000 people who downloaded it to purchase the full $20 experience. The pair reflect on the challenges AAA hardcore games face on mobile devices and ponder the future of whether publishers will continue to invest in these technologically impressive but commercially disappointing ports.
James and Neil also share their thoughts on the FTC's criticism of Microsoft's recent changes to Xbox Game Pass (please note, this episode was recorded before Microsoft responded to the FTC).
As always, you can get more news, insight and analysis at www.gamesindustry.biz, and you can get all the biggest news delivered straight to your inbox by signing up to the GI Daily at www.gamesindustry.biz/newsletters.
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This week, James and Chris discuss Microsoft's changes to Xbox Game Pass, including price increases for all existing tiers and the introduction of a new Standard tier that does not include day one releases. The episode explores the platform holder's strategy when it comes to its subscription service, and its new 'You don't need an Xbox to play Xbox' ad campaign.
We also talk about the vibe of Develop Brighton 2024, and Nintendo's unusual teaser campaign for a new horror game.
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Welcome to the weekly GI Microcast giving you the latest in video games news. Join James Batchelor and Chris Dring as they give you their take on the biggest stories in video games. Never miss an episode and subscribe to the GI Microcast on all podcasting platforms and YouTube.
This week, James reports back from the first ever Gamescom Latam and gives a little insight into the growth of both the Brazillian games market and Gamescom as a global show.
We also discuss Don't Nod's decision to delay new IP Lost Records: Bloom & Rage to avoid clashing with its previous IP Life Is Strange, which returns this October. The history of the industry is filled with examples of rival titles going head-to-head to the benefit of no one (and we list quite a few), so we discuss the need for smarter release scheduling going forward.
As always, you can get more news, insight and analysis at www.gamesindustry.biz, and you can get all the biggest news delivered straight to your inbox by signing up to the GI Daily at www.gamesindustry.biz/newsletters.
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Haiyan Zhang, general manager of Gaming AI at Xbox, and Brady Woods, product leader at Xbox Game Creator Services, will discuss how the latest technology can help game developers build their games better and more efficiently
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Schell Games boss Jesse Schell on the advantages of keeping a lean team, how to know the right team size for each project and the art of scaling up and down as development progresses
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As part of our GI Sprint series of podcasts, Team Sync's Graham McAllister tells us why the concept stage is the most important one to get right for team efficiency.
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AI experts Tommy Thompson, Sean Cooper, Aleena Chia, Lauren Maslen and Lucie Migne opens our AI talks by discussing the broad opportunities and challenges of the technology
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Welcome to the weekly GI Microcast giving you the latest in video games news. Join James Batchelor and Chris Dring where they give you their take on the biggest stories in video games. Never miss an episode and subscribe to the GI Microcast on all podcasting platforms and YouTube.
This week, we discuss the line-up shown at the latest Nintendo Direct, with new Mario, Zelda and Metroid titles on display, and ponder what this says about the Switch's final year before its successor arrives. We also look at the untapped potential for the Metroid franchise.
From there, we weigh up the showcases from each of the platform holders and the implications for those businesses as well as the wider market. And, inevitably, the conversation turns to ongoing turbulence felt across the industry, and when we might start to see signs of recovery in the wake of various layoffs and studio closures.
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Continuing our GI Sprint editorial special - a series of guides on how to make games cheaper, faster and better - this panel looks at the art and importance of failing fast. Prototyping and iterating is a crucial stage of any game's development, but if something isn't quite clicking how much time and effort do you put in before moving on to your next idea? Indie dev Rami Ismail, FreeLives managing director Dominique Gawlowski and Ant Workshop managing director Tony Gowland discuss
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GI Sprint is our new editorial series all around making video games cheaper, faster and better. To kick things off, games veteran Shawn Layden speaks with GamesIndustry.biz about the spiralling costs of AAA game development, and why it needs entirely rethinking
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