Monday, February 28, 2011

New Information For This Week


Vintage Beat 'Em Up Goes Mobile: Double Dragon iPhone




Everything old is new again, it seems.  Retro remakes are all the rage right now, and with so many different systems to release on, anyone can have easy access to the classics of yesteryear.  One such vintage powerhouse coming to a phone near you is Double Dragon.  If youre not familiar with Double Dragon, stop what you are doing and read the Co-Op Classics article covering it; its one of the most influential games of all time, particularly from a co-op standpoint.  A few years back, Billy and Jimmy made their way onto XBLA, and next month, theyre headed to iOS devices.



This port will be known by the super-descriptive title Double Dragon iPhone, and features a slick visual remake as well as the ubiquitous touch screen controls.  Other changes include new bosses and combos, remixed tunes, and best of all, co-op multiplayer via bluetooth.  No word yet on a price, but its probably worth at least a roll of quarters, right?









Deus Ex 3

WiiWare and Nintendo DSiWare Weekly Updates

Love is a Many Downloaded Thing

Warriors: Legends of Troy Xbox 360 Screenshots

14 Xbox 360 Screenshots posted, from Koei




The Miz Twitter

Games starring controversial figures

Did they help or hinder their games in the marketplace?Tiger Woods PGA Tour 10 - Looks like EA's keeping Tiger on their leash.Mercenaries 2: World in Flames - Hugo Chavez isn't technically in the game, but close enough.Fight Night Round 4 - Mike Tyson may be troubled, but he's gaming gold.Postal 2 - Gary Coleman or Osama Bin Laden. Take your pick.Space Channel 5 Special Edition - One of Michael Jackson's final video game roles.Sneak King - The King is a known stalker and unhealthy food-peddler.




Dead Space 2 Navod

Gadgets News For This Week

Fine, One Last Piece Of Zelda Propaganda

zelda-swords-cut.jpg

Note: Larger version HERE but you can go to Brian's DeviantART page for a massive 7500x5000px (18MB) version.

Here's one last piece (promise) of Zelda propaganda to finish off the celebratory week. It's a chart depicting the various swords from the different Zelda games as created by Geekologie Reader Brian R. (aka Spongeboy1985). Per the man himself (no not God, stupid):

This is A graphic I decided to make of the Swords of Legend of Zelda


This is my No means meant to be a complete Guide

I had a difficult Time Deciding how The Swords should be Categorized
Again thanks to Zelda Wiki For helping me decide

I decided to Not Include The Minish Cap White sword because it is a completely different sword than the others and is a Predecessor to The Four Sword

I included Swords In which I could find Images for
If you feel I'm Leaving something out or Know of images for Swords that I didn't include please let me know. I'm always looking to improve.

Almost Decided to but Minor Enemy swords Such as Darknut's sword and and Moblin spear but Decided not to.

Combined Noble Sword from Oracle Games With The White sword Because the Japanese Version Names it The White Sword Plus I could not Find any good Images of the Noble Sword

I created my own Version of the "Link's Awakening" logo Because the original looks like The "Link to the Past" Logo

Sure, so it's not 100% inclusive. But did that stop me from making it my wallpaper? It did not. But my penis? Out of the question. This is a 15" laptop, not a iPhone video wall!

Brian's DeviantART (with the massive version for download)




Latest xbox 360 games

Read This: Ashley Madison, Infidelity Dating Site, Gets Bullied by Bing and Facebook








"People think that if they eradicate Ashley Madison, they'll eradicate infidelity,"

Biderman says. "Companies like Google and Microsoft are playing Big Brother and they're not telling you what you're doing. It's almost like, if Noel touched it, they censor it."
Founder of affair-enabling website AshleyMadison.com Noel Biderman laments the difficulty he's had advertising on major sites and social networks, despite his many attempts. Google, Facebook and Microsoft appear to block the controversial site at every turn, whether by censoring keywords or allowing others to use Biderman's tagline.



Hry

AppleCare Gives Up As MacBook Air Video Problems Persist

 



I’ve had my 13-inch MacBook Air since they were first released and although I encountered video problems initially after the plethora of updates that Apple has released the video problems haven’t returned.


The updates included an EFI firmware update, a specific software update for the MacBook Air 2010 model, and the Mac OS X 10.6.5 software update. I even offered not one, but two suggested solutions to try.


These updates and suggested fixes worked for some, but unfortunately they didn’t work for everyone. People are still complaining on Apple Discussion Forums about problems they are encountering when connecting their MacBook Airs to external displays.



I’ll be up front and say that I seldom connect my MacBook Air to an external display. If I did that it would be like tethering an anchor to a feather. So why bother? I mean really it’s so tiny and the internal display is better than the new 13-inch MacBook Pro from what I’ve heard.


I simply don’t use an external display on my MacBook Air. However, in the interest of experimentation I have been using one recently, an old Dell wide screen monitor, via a Mini-Display Port to VGA adapter . So far so good. I haven’t noticed any problems on the internal or external display. I plan on obtaining a DVI adapter to see how that works out.


Although my luck continues for many others their luck has run out. The discussion thread is approaching ten pages long and several recent posts showed me that the problem does indeed persist and Apple isn’t or cannot do anything about it yet.


One user, lbaum, reported that he had “gone through 2 months working on that issue… several calls with AppleCare, software diagnostics tests, trying different monitors and cables, and lately: even a logic board replacement. ” Eventually he said, “AppleCare gave up…” sending him to to another service center for a logic board replacement. His MacBook Air was tested on various displays and the problem manifested itself again, but his 17″ MacBook Pro worked just fine on the same displays. Finally he came to this conclusion:


…it appears to be a general problem with all new Macbook Airs that the external video signal is pretty bad. Some monitors seem to be more “forgiving” and don’t show any problems (in my tests, Samsung, Apple, and NEC worked pretty okay). If you have one of those, lucky you!


Other monitors (in my tests particularly Eizo and Fujitsu) seem to be less forgiving and show intensive flickering. If you have one of those, bad luck! (Unfortunately, at my workplace we only have Eizos). A replacement Macbook Air will most likely not solve the issue for you!


Another user, schallau ends his post with:


I called AppleCare and got transferred to an L2 and they advised me to take it to a genius bar. The guy at the genius bar confirmed with with my MBA and ONE TAKEN FROM THE FLOOR!! He said that we could send it in, but that replacing the logic board wouldn’t likely fix the issue. So, my question is: WHAT NOW? No resolution isn’t acceptable.


I completely agree — no resolution isn’t acceptable and it’s not like Apple wouldn’t offer one. I’m sure they would go as far as to offer a refund or even another computer to replace a defective MacBook Air. Frankly, I’d rather see the problem resolved because I like my MacBook Air a whole lot and I’m not interested in giving it up for one of those boat anchors…I mean…MacBook Pros that Apple sells.


So what do you say Apple? Are you going to fix our MacBook Airs or what? I intend on pressing the issue with Apple this week until I get an answer. In the meantime let us know if you are still experiencing this problem by leaving a comment.







6 degrees of kevin bacon / Six degrees of kevin bacon

Blackberry Rep: PlayBook Will Support Android Apps [Video]

This image has no alt text

We’re not exactly huge Blackberry fans here at Phandroid, obviously, but we do cover any and everything Android. Having said that, a new video has come out of a RIM  representative confirming that the Blackberry Playbook tablet will – at some point – support Android applications.

We’ve heard those murmurs a while ago, and recent testimonials from the folks who develop Shop Savvy have all but confirmed this to be true. RIM has yet to make any official announcement mentioning this, but this is as good as it’s going to get. We’re not saying we’re going to go out and snatch up a Playbook because of it, but it’s still good news. It’s at the 14 second mark in the video above. [via CrackBerry]






Online Hry

Friday, February 25, 2011

Best Offers from Amazon

Hospital and bedside games,

- Buy This Item at Amazon.com


Related Items



Parry Romberg Syndrome

Xbox 360 Information For 25.02.2011

GDC 2011 Details Poster Sessions, EGS Speakers, 'Social Devs Rant Back'

GDC 2011 organizers are detailing specifics for next week's San Francisco-based show, including the return of 'Poster Sessions', the speaker line-up for Experimental Gameplay Sessions and the 'Social Devs Rant Back' talk. The complete GDC conference schedule, including over 650 speakers, is currently available on both GDC Schedule Builder and the newly launched, smartphone-centric GDC Mobile site. With the Moscone Center, San Francisco-based show just a few days away from its February 28th through March ...





Kendrick Perkins

This Week In Video Game Criticism: From God Mode To Art

[This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham, on topics including characterization in Left 4 Dead 2, god mode, and the Smithsonian's take on gaming art.]



This calendar week, blogger Ashelia wrote on her personal tumblr some stinging criticisms of the characters of Left 4 Dead 2 in “Axe me a question”.



Ashelia’s criticism begins with the character of Rochelle, but expands outwards to encompass the rest of the quartet. It includes some criticisms I share, personally, and it makes me all the more excited to hear the news of the original Fab Four’s imminent arrival to the sequel. It’s criticism from a place of love though, truly.



Mitu Khandaker announced her arrival at Game Set Watch this week with a first post in a new series called ‘Gambrian Explosion’ – more a statement of intent at this introductory stage, but well worth reading to get excited about where she’s going with it.



Max Lieberman of the Boom Culture blog tried to spark a conversation about the "gamification of learning" – employing so-called ‘gamification’ tactics such as points, rewards and badges in the classroom. It’s a piece called ‘Narrative in Games-Based Learning’.



The best thing I read all week was an exchange of letters between author Tom Bissell and academic/critic Simon Ferrari, hosted by Paste Magazine. It covers a lot of ground but the locus it moves around is game narrative, writing and response. Strong stuff.

And oh yes, it was Valentine’s Day this week, and Gay Gamer’s blogger Super Swede posted ‘A valentine from Andrew Ryan’ delivered in typical Randian fashion: "One of your writers recently asked my opinion of the celebration of February the fourteenth, a holiday that uses the Christian superstition of 'Saint' Valentine as a vehicle for the expression of our most despicable urges: doting upon those with whom we find ourselves in the pitiful waltz we call 'love.'"



Russia Today has an interview up with Navid Khonsari of Grand Theft Auto fame. And Eric Lockaby at The Last Metaphor has kept up the steady trickle of excerpts from his novel ‘Kickaround Nixon’ and is now up to the 6th part.



The SteelRiverSavior blog is another cool little blog I’ve only just heard about. ‘Ludens Is a Cough Drop’ from this week is a great read:



"In the first few pages of “Beyond Good and Evil," Nietzsche taught me the most important lesson of my life. Everything that has ever been written was written by a person with their own mind, their own thoughts and prejudices, their own opinions. This colors everything, almost always unintentionally. This is why I hate people who reject the notion that games can be art."



Pippin Barr writing for his personal blog about the opposite of permadeath in games has been playing Half-Life 2 in god-mode, which I remember doing with the first game when I was younger. He informs us that surprisingly, "there was much less of the 'this is meaningless' experience in my playing than I’d anticipated. Instead, the overriding emotional tone of the game became, for me, that of being a kind of immortal psychopathic hero."



At the Vorpal Bunny Ranch blog Denis Farr writes about a family history of gaming, and reflects in particular upon his mother’s engagement with games, in ‘Trade Wars to Facebook Games’:



For the online blog portion of KillScreen Magazine, J. Nicholas Geist wrote about ‘Violence remembered and forgotten’.



And Auntie Pixelante posted on her blog the words and slides from a talk she gave this week about her game Mighty Jill Off : "In 2008 I made a game called MIGHTY JILL OFF. It’s inspired by a 1987 Nintendo game called Mighty Bomb Jack – a difficult game – and it’s about the masochistic impulses that players of challenging games have."



M. Suliman, newly of the blog Mending the Wall, formerly of Bergsonian Critique, wrote this week about ‘The Two Voices of Isaac Clarke’. And the author of the Go Make Me A Sandwich blog takes an unapologetic look at the character of Yuna from Final Fantasy X-2.



The Critical Missive blog turns its critical eye to the Smithsonian’s “Art of Videogames” exhibition in ‘Close, but not 1-UP’. Almost as if in answer to some of Critical Missive’s concerns, the Rock Paper Shotgun team have spent the past week working on ‘The Very Important List of PC Games’, in 6 out of 5 parts. It’s limiting its scope to just PC Games, but you’d be hard pressed to find a more exhaustive list, or one that included so much detail about why these are important games.



We haven’t heard from the Fabula Ex-Machina blog for a while, what’ve they been up to? Paul Sztajer writes in to let us know they've been thinking about ‘stakes’ (aka consequences) and death in games.



I’ll leave you with an imposingly long essay by Erik Germani of the blog Weapons Grade Ennui titled ‘Play of the Land’, which purports to be about the use of topography in turn based strategy. I’ve not had a chance to read much past the opener yet, but the start leaves me extremely optimistic:



"In videogames, there is deep appeal in leveraging your surroundings. Luckily, games have long encouraged our inner Jason Bournes. You’ve encountered it before, when you shot those combustible barrels carelessly strewn about in every corridor shooter, or when you hurled a car at a henchman in Freedom Force and he flew back three blocks like he was a small marble and the car was a much larger marble made of nitroglycerine."





Pablo Picasso paintings / Current Trends

Life, Death, and Blocks

Post image for Life, Death, and Blocks

This is a story about dying in a video game.


This is a story about dying peacefully in a video game.


I built a tower, a 3×3 winding staircase with walls to keep me from falling out. I climbed it, I looked at the world beneath me, and I jumped.



I’m writing about this because it was an example of how powerful Minecraft is. This is also the outgrowth of learning that a friend is beginning a slow slide from age into death, and the in-game actions were shaped by transitory emotions. Please don’t read too much into this regarding my mental health or my opinions on death. That is not why this was written.


The tower is 48 blocks tall. 96 blocks of cobblestone are in the stairwell, with ten torches and 768 blocks of sandstone, dirt, and cobblestone in the walls. From the top, I look down at the clouds.


I’m told that the world is infinitely large, but I can see the edge of my chunk. My world is a softened blue, the color of ice; it ends abruptly in the dark, fathomless blue of the ocean between chunks. My world is white with snow, except for a few scars of green and brown. I have been digging.


My inventory is snowballs and gravel; things I won’t need. Everything else is in a chest below me, next to the furnace that I’ve emptied of coal. If my inventory disappears when I die, I won’t lose anything special; I don’t perfectly understand the game’s rules on respawning.


I scroll over to my sixteen snowballs and throw one, and it falls through the cloud layer. It’s one of the first snowballs I’ve thrown in Minecraft, and it’s a simple joy to watch it drop. Before now, the snow just added to the time it took to dig through dirt and sand, but now I throw the sixteenth snowball and switch to another hotkey slot.


One of the cows below jumps, and I throw snowballs at it; when it jumps, I imagine it wondering who called down an orbital snowball strike. I try to compensate for the arc as they fall, throwing one at a time as I zero in on the cow.


The cow flashes red, and I realize that it’s dealing damage. I immediately switch to tossing snowballs in horizontal, sprinkler-like patterns. They fall eventually, but my avatar has a cannon for an arm.


I run out of snowballs, and all that’s left in my inventory is gravel. The entertainment has been exhausted, but I might never have played with the snowballs had I not come up here. In another iteration, it could have been a delaying tactic. Not in this life.


I am calm. The last time I felt this serenity in a game was during “No Russian,” with the complete certainty that I was playing a game, not living something out.


I stand on the tower’s edge, look down at the world, and step forward.


Postscript: I didn’t notice it at the time and take it as you will, because my own religious beliefs can be a bit nebulous on the subject – but seeing this is reassuring:



Song of the moment: “This Is Why We Fight,” The Decemberists, from The King Is Dead.




Related posts:
Real Life Pokemon Movie Trailer I found this awesome trailer for the Pokemon Apokelypse via Destructoid....


Somewhat Off Topic – Halo Mega Blocks Toys Look Pretty Sweet I’ve always been more of a Lego man but these...


New Dirt 3 Trailer I’ve never actually owned a Dirt game but I’ve played...




Externe Festplatte 2,5

Wednesday, February 23, 2011

Hot Info For This Day

15+ free Windows apps to help you tackle Thanksgiving tech support

Filed under: Features, Troubleshooting, Lists


(function() { var s = document.createElement('SCRIPT'), s1 = document.getElementsByTagName('SCRIPT')[0]; s.type = 'text/javascript'; s.async = true; s.src = 'http://widgets.digg.com/buttons.js'; s1.parentNode.insertBefore(s, s1); })(); digg
The holiday season has always been a time for gathering -- but in recent years, it's also been a time when family and friends come bearing gifts of computer troubles. Their computer friends -- people like the Download Squad team and you, our readers -- get asked to do everything from installing RAM upgrades to the annual computer tune-up. We're happy to oblige, of course, because there's a decent chance someone will pay us in beer or baked goods. Cash is welcome too, but never seems to be offered quite as readily.



To make your holiday tech duties a bit easier, I've put together a list of some of my favorite troubleshooting apps for Windows.

Where download links for the files aren't on the application's main page, I've included a link to the appropriate download page. I've provided a handful of FileHippo links as well -- they're an excellent mirror site and they don't surround download links in advertisements or "recommendations."

Continue reading 15+ free Windows apps to help you tackle Thanksgiving tech support

Download Squad15+ free Windows apps to help you tackle Thanksgiving tech support originally appeared on Download Squad on Sun, 21 Nov 2010 10:55:00 EST. Please see our terms for use of feeds.

    




Good xbox 360 games

Gauss Weapons - Cannon and Rifle




Gauss Weapons are lots of fun because there is some cool science making them work. At first glance it doesn’t look like anything special would happen with the typical Gauss Gun setup. As each magnet/ball bearing chain is reached the energy and speed increases. The effect is stunning because there is no explosives or electrical energy being used, just some normal magnets and the Gauss Gun setup is all you need. The ideal material to make your Gauss Cannon from would be a material that does not induce friction which would prevent the gun from attaining maximum speed.






































sr_adspace_id = 8883907;
sr_adspace_width = 300;
sr_adspace_height = 250;
sr_ad_new_window = true;
sr_adspace_type = "graphic";









Vtipne obrazky

Rumor: Apple iPad 2 Delayed Till June, Blame Production Problems




Initially, it was expected that the next generation iPad, the Apple iPad 2 would debut in April, but its announcement may now be delayed because of “production problems” that have been reported by one of Foxconn’s subsidiaries, Hon Hai Precision.


(...)Read the rest of Rumor: Apple iPad 2 Delayed Till June, Blame Production Problems


© Coolest Gadget Reviews, 2011.

Coated brings you the coolest gadgets and best geek toys.
Rumor: Apple iPad 2 Delayed Till June, Blame Production Problems
Apple News Post tags: Apple





Dwayne Mcduffie / Buju banton news

Article: iPad Gems: Dot 2 Dot Cosmic, Pirates vs. Ninjas vs. Zombies vs. Pandas + Ridge Racer Accelerated HD

Welcome to this week’s edition of iPad Gems! Our latest roundup of games is focused primarily on titles for Apple’s tablet, though each of the titles either includes iPhone/iPod touch support or sells alongside a similar standalone app for that purpose—the former is obviously strongly preferred. Our top pick of the bunch is Pirates vs. Ninjas vs. Zombies vs. Pandas, an amusingly named rival to Rovio’s Angry Birds. We’ve…




Diablo 3

Monday, February 21, 2011

Best Information For Today

Gears of War Ultimate Edition – Both Games & DLC for $30?


According to a (removed) listing on GameStop’s website, Gears of War Ultimate will be hitting shelves come February, and it’s rumoured it will contain both of the esteemed games, alongside a complete set of DLC.Microsoft have commented on this, stating we can expect a ‘forthcoming bundle soon,’ yet no hint of Gears of War 3 [...]


No related posts.




Picassos paintings / Hry

Mortal Kombat: Liu Kang Gameplay Trailer

Liu Kang stirs up some butt-kicking moves in Mortal Kombat.

Deathsmiles Gameplay Trailer

Learn controls and pickups with this strategy guide in Deathsmiles.




Daytona 500 Results / Daytona 500 winners

WGAYPTW: Bulletzone KillStorm 7 Edition

Bullestorm Explosions, Amputations, Gore - oh my!


Some say last week was a huge week in terms of game releases. We saw Marvel Vs Capcom 3, Dragon Quest VI, and the release of the PSP remake of Tactic Ogre. Three really solid entries into peripheral gaming genres (lets face it – fighting games and RPGs just don’t hold the same clout as they once did). When it comes to hardcore – mainstream gaming, nothing beats out the shooter genre and in that genre First Person Shooters are King. And this week looks to be a no holds barred free for all between a new comer that has amassed a largish following and a returning juggernaut (who may or may not have seen better days).


In the blood stained, out of your mind gore funfest corner we have Bulletstorm, a new IP developed by People Can Fly and Epic games, with Cliff Bleszinski of Gears of War fame helping out. The game is being sold on its merits as an “in your face shooter” filled to the brim with over the top explosions, wacky weaponry and hundreds of ways to defeat your opponents. Called by some as “Tony Hawk and Halo had a baby” – the game treats each and every kill with points, the more insane the death the more points earned. Each level will tally your points and even place you on a leaderboard to challenge friends with.


And over in the razzled, seen better days, veteran of many wars and confrontations corner, we have the Sony PS3 exclusive Killzone 3 – the third entry in one of Sony’s most premiere FPS series. Killzone 3 sees the fight between humans and their Hellghast enemies continue after the invasion of Hellghast as told in the second game in the series. Even though the second game was far better received than its originator, developers Guerrilla Games are not content just slapping a new coat of paint on the game and calling it a day. This time around the game was built from the ground up to support Sony’s new Move controller and stereoscopic 3D for those who own such televisions. That isn’t to say the game can only be played with the Move controller, it also supports full Dual Shock 3 and Sixaxis controls, but I’d be remiss if I didn’t point out that NUMEROUS reviews have gone out of their way to state that not only are the Move controls fully functional – they almost immediately become THE best way to control the game. In addition to those periphery aspects of the game, Guerrilla Games has also added new Jetpacks to the game, enhanced the weaponry and almost totally re-wrote the entire multiplayer portion of the game.


I had thought to myself that I’d use reviews to help decide which shooter would win out in the end, but over the last week multiple reviews of each game have been released and the critics have spoken – BOTH games are well worth the money and BOTH games have something new and innovative to bring to the table in terms of content or control. So there goes THAT idea. Guess I’ll just have to go with my gut on this one. I’m leaning more towards Bulletstorm, as it looks like a ton of fun and the demo was a blast to play through. On the other hand I’d LOVE to try out the Move controls on Killzone 3, but seeing as I couldn’t even bring myself to complete Killzone 2 there is already a strike against it. Oh well – it’ll probably end up being a last minute decision no matter how I stack the “Pros and Cons”. How about you guys? Anyone out there thinking of picking up either of these two titles on Tuesday? And if you already have one favored over the other… why?


On a totally unrelated front, lets do a double take on some of the bigger news items that came our way during the week:

Videogame adaption for “Game of Thrones” announced.

Smithsonian planning Video Game Exhibition – YOU can help choose which games!

Xbox Live institutes “Xbox Community Xperts” program that allows experienced XBL users to help newcomers


So that is about the end of my little rambling. Not much more to say really, oh except to inquire: What Games Are You Playing This Week??



Obrazky

Friday, February 18, 2011

Hot Info For Tonight

The Dispatch: Game Developers Conference 2010 in Austin, TX

“Conference” is something of a misnomer. The GDC is a developer’s retreat. Outside of the expo no one is here to sell anything. No one is here to promote their game. The developers are here to exchange ideas and give others the benefit of their wisdom. Like the bearded guru’s of legend these men and women are humble fonts of knowledge who are here to spread the good word, and the good word is video games.



The Austin Convention center is packed with sessions, and you can’t go to them all. I chose sessions that ran the gamut of the gaming industry, but with overlapping times there is still so much I had to miss. Sessions at the GDC are lectures. Much like their collegiate counterparts, leaders in the industry use PowerPoint presentations to discuss aspects of the video game industry: Social Networking Games, the MMOFPS problem (massive first-person shooter), micro payments, international markets, data mining, net neutrality, service retrospectives, the list goes on.



While few outside the expo are trying to sell anything and much of the conference is academic, don’t be fooled, there is business going on at the GDC. Hands are shaking and cards are being traded. If there is selling at the GDC; the product is first impressions. College students, recent grads and even the gaming initiated are looking for any opportunity to advance their career.



It’s not as cutthroat as it might sound. While many would sell any organ they could do without for a chance at a job or internship, there is a polite and inclusive nature in the chatter. Industry leaders surprisingly alleviate tension. When they aren’t offering up friendly free advice at the conference, they’re out at the great local Austin bars inviting attendees to have a beer and talk video games for a chance to network even further.



One embarrassing caveat: Every attendant wears a low-hanging badge that identifies who they are and for whom they work. What became eventually clear to most attendees was the average human height (especially the average female, to my embarrassment) caused the badges to hang just around crotch level. Everyone wants to know who you are because you are always a potential contact. So you effectively have a flock of professionals making passing glances at each other’s junk… for business reasons.



Mostly I attended what interested me personally, but I tried to keep everyone in mind. Here’s a look into the GDC experience in 2010.



Game Design and Video Game Writing



Many of the sessions available at the GDC focused on game design and a significant portion of those were about game writing. What was once a tertiary consideration in gaming, writing is now included as a key element to game design. If the trend continues, writing is likely to become its own subject and not just an implied component of a game design team. As in any field, good writers are hard to vet. New writers are doubly so. Many of the lectures on writing tried to inform potential applicants on what the industry is looking for in a writer.



It’s Not in the Writer’s Manual: A Q&A for New Writers



Twenty or so aspiring writers were allowed unfettered access to the advice of industry leader: John Gonzalez (Creative Lead Designer, Obsidian Entertainment, Fallout: New Vegas), Chris Metzen (SVP of Creative Development, Blizzard Entertainment, World of Warcraft), Rhianna Pratchett (Independent, Mirror’s Edge), Andrew Walsh (Freelance, Prince of Persia), Evan Skonick (Vicarious Visions) and Toiya Finley (Schnoodle Media, LLC). The session was a remarkably inclusive environment where the successful gave generously from their experience to those with only aspirations of success. Speakers gave frank and even heartfelt advice to new writers. Chris Metzen, in a moment of reflection implored writers to tell their stories from the soul, “We’re full up on clever. Clever hooks are done; the tank is full. Write soul. Sing though your writing.”



Writing the Whirlwind: 10 Years on the Frontlines of Halo Storytelling and Beyond



Joseph Staten (Creative Director, Bungie) gave a retrospective on writing the narrative for Halo over the last 10 years. Equally impassioned, Staten described how to keep an intellectual property (IP) fresh over time, “Pour all of your blood into it, leave nothing in the tank.” While maintaining reverence for the creative process, Staten mentioned in a sobering moment that, “[Halo]’s about shooting stuff. Killing aliens is relaxing” and that story is always beholden to gameplay.



Narrative Design Between the Lines: Game Development Conversation Standards



It’s not all heart and soul, sometimes its grammar and spelling. John Gonzalez (Creative Lead Designer, Obsidian Entertainment) walked attendants through the labyrinth of conversation standards required to keep the dialogue and narrative of Fallout: New Vegas in check. From faction details to the proper spelling of “Stimpak,” Gonzalez scrolled through the actual New Vegas documents while those in the audience strained to read at lightning speed to steal what little details they could.



Game Writing Workshop



Richard Dansky (Manager of Design/Writer, Red Storm) held a writing workshop focusing on peer feedback. It was an opportunity for one new writer to have a dialogue tree reviewed and critiqued by an industry professional and for several new writers to get a better understanding of how to give and receive criticism. What could have been a wolf pack tearing the unlucky writer’s prose to bits was instead an encouraging and well meaning critique that truly helped her and everyone in the room to write better dialogue.



Narrative Mechanics: An Approach to Crafting Emotion in Games



Writing is far from the final frontier in eliciting emotional responses in players. Jeremy Bernstiein’s (Independent, Dead Space 2) lecture on crafting emotion through the use of game mechanics highlighted an often underutilized tactic for crafting emotion. Via the very tools a we use to interact with the game Bernstein laid out the blueprints for not only putting fear into the player, but vulnerability, tension, helplessness and empathy. Citing examples such as the Andrew Ryan forced resolution in Bioshock (helplessness) to the hand-holding mechanic in Ico (empathy). The possibilities for dynamic emotional triggers was limited only to the creative power of the game designer.



All Your Base Are Belong to Us: Conquest Endgames in MMOs



The developers of EVE Online presented a retrospective that focused on the use of territory conquest for MMO endgame content. EVE Online has been a tireless prize fighter in the world of MMO’s, outlasting all of the major sci-fi space massives while producing an astonishing thirteen expansions in its seven year run. With a plethora of successes and failures under their belts, the developers at CCP were frank about both. The EVE community has notoriously sunk its collective teeth into EVE’s PvP conquest content, which caused a number of challenges. Chief among them was sheer player number in a given zone. On June 6th, 2010 EVE Online reached 60,453 players on a single server. It’s not hard to imagine enormous alliances clashing in a zone and crashing the server. Through clever incentives and a bit of social engineering the developers made great strides in solving the crowding of space, but what about time?



With the competitive popularity of EVE the very time zones of our own tiny planet played a major role in the graying of hairs at CCP. Sooner or later the players in Europe would have to go to sleep, and that’s exactly when American players would be lying in wait with an armada of enormous warships. The developers suggested several options for dealing with this fundamental issue: Segregate time zones, synchronize combat with scheduled combat, or overlap time zones to reduce exploitation.



With the coming release of EVE Online: Incursion in November 2010 it doesn’t appear that CCP has any plans to rest on their laurels. Even with the coming World of Darkness MMO in the pipeline, nothing seems to be slowing them down.



How Online Gaming Adopted the Grind



The Grind. It’s the elephant in the MMO room. More precisely, it’s the elephant in the MMO room that sits squarely on the face of the player while suggesting that the player relax and come to terms with this arrangement to better facilitate reaching maximum level and endgame content. Damion Shubert (Lead Combat Designer, Bioware, Star Wars: Old Republic) feels our pain. Generally speaking, Shubert sees the use of the grind as a crutch. It’s cheap, it’s easy and it’s rarely goes wrong “killing ten rats never fucking breaks.” Grind exists as a kind of membrane between moments of “gold content” or quests that are central to the title and therefore receive the most effort and scrutiny. Often between pitch battles with featured characters and scripted events are large stretches of killing a number of things that are at least within the hazy boundaries of the narrative.



Shubert considered tactics to break up the grind that presumably are being applied to Star Wars: Old Republic, many of which probe into the deep psychological framework of operant and classical conditioning as it applies to the average MMO player who is, by and large, a rat in a box. They pull the lever for the pellet and hope against engineered odds for the occasional epic pellet drop. However, Shubert is not dogmatic in his view of the grind. There are ways to apply the grind appropriately without wearing down the will of the player: Consistent leveling curves, multiple objectives in similar areas or similar enemy types and keeping numbers reasonable (avoid confusing 1,000 killed bandits with a challenging gaming experience).



The 256+ Player Real-Time Server Architecture: Making the MMOFPS a reality



This is my personal holy grail. Too long the RPG has ruled the massive online market with their turn-based tyranny. Sony Online Entertainment attempted to pull the sword from the stone with Planetside, but its efforts were unworthy. Since that time the MMOFPS has remained something of dream for the future. A plan for when technology could meet the demands of such an ambitious endeavor. Lin Luo believes he has designed a solution that will bring the future to the present making the present the past and the past some kind of enriched super-past.



In any FPS there is simply too much going on for any server to handle more than 16-32 players per team. Should they all be in close relation to one another, the server would likely lag or crash altogether. Luo postulates that he could fix this issue by dividing the work load. A central hub server would synchronize 4-8 “battle servers” that would be responsible for populating and coordinating various object requests or physics calculations individually when relevant. Let’s say that MastaKilla69 fires a rocket in an attempt to kill Spartan420 in a crowd of over 100 players. His client would request a rocket be populated. That request would travel to the hub server and then be populated by a connected battle server then routed back through the hub server to each connected client within view of the rocket so that MastaKilla69 and the 100+ throng of players all bear witness to Spartan420’s exploding demise. Thus, no one server pulls the entire load. It appears, on the surface, as a rather elegant solution. While Luo admits to a small increase in latency due to inter-server communication, he’s confident that there are ways to reduce this during development.



Got Gold? An Inside Look at Chinese Gold Farming Markets



One of the more entertaining lectures was given by Jason Psigoda an American expatriate in China who has taken a deeper look into a problem encountered by all MMO players: The Goldfarmer. Crime is always fascinating, and video games are always interesting. If you combine complicated crimes and video games you’ve got my attention pretty well nailed to the projection screen. Gold farming in China is an enormous business, and for the most part, it’s legal. Complete with multi-tiered operating structures, clandestine delivery services and even a gold trading index that gives the worth of an amount of gold in a given game in real time. This prompted me to describe the whole process as “some pretty nefarious shit” and I request an interview with Mr. Psigoda at his earliest convenience. So keep a look out for my interview with Jason Psigoda on the Chinese goldfarming market. There really is so much more to it than chat spam.



Networking with the Pros



After a short awards ceremony where many of the awards went to Riot’s “League of Legends” (deserved) the last lecture was strangely on how to make contacts at the GDC. After all the fumbling attempts by eager students not to make an enormous ass out of themselves in front of major designers and producers, they were treated to a well produced “Here’s what you did wrong” by Jeremy Gibson from USC. While well-meaning and with good intentions, and admittedly containing a lot of good advice, the whole lecture was marred by the hanging resentment of being told something too late at literally the last moment of the conference. Better luck next year, kids.



The Takeaway



If you want to make an honest shot at the video game industry, you need to attend the GDC. The ticket isn’t cheap ($149-$1195 depending on level of access, discounts for early registration), but you get every dollar back in advice, experience and contacts. The people you talk to are real designers of top grossing games and they are willing and enthusiastic to give you advice with little exception. You can go to an expo, but there the same people are basically at work. At the GDC everyone is relaxed and filled with enthusiasm for video games. You can’t buy a better opportunity.



Pablo Picasso paintings

Harry Potter and the Deathly Hallows [Wii Review]


Box Art


Unless you’ve been living under a rock or with some part of crazy strict religious cult you’ll know of Harry Potter. Like Haribo, kids and grown ups love it so. J.K Rowling’s certainly been doing pretty well for herself spawning seven books making billions out of it. Of course you can’t have a large worldwide popular franchise without some merchandising and spin offs. Harry Potter is certainly guilty of this. As the series grew so did the tone. Abandoning the more childish themes of previous books, The Deathly Hallows is a darker adult story.


For those who need a little catch up, The Deathly Hallows is the first part of a two part adventure which involves Harry Potter flunking out of Hogwarts due to the death of Dumbledore. Voldermort is rising in strength and it’s up to Harry and his friends to destroy the Horcruxes – items which give Voldermort his immortal power.


Throughout most of the game you’ll go through a third person shooter fashion with some small stealth elements thrown in. The main problem with the style of the game is that you’ll often be blocked by objects in the environment as you try to attack the enemies. Furthermore aiming is annoying. There’s no auto aim to aid you making the imprecise and inaccurate targeting cumbersome.


The game follows a linear fashion and this is one of the problems for the game. When you’re not being frustrated by the mass amounts of enemies constantly spawning, you’ll be annoyed by the repetitive look of the environment. This can get confusing as you’ll sometimes wonder which direction you were facing originally. The quests are also amazingly bland as you’ll often find yourself A: clearing out a room, B: Going from one place to the other and C: nothing else. The inclusion of trying to find people or items does little to add variety to the already bland objectives.



Furthermore the character designs are as soul-less and drab as their surroundings. You could say the characters lack character themselves.


The camera also poses a massive problem for the game. It’ll often pop to random places on its own accord and this is particularly frustrating due to the motion sensing nature of the game. This makes it particularly horrible when it comes to the cover system. The camera fails to take this into account and your screen will be blocked by an object.


If the book series were anything like this game, it would fail miserably. The game suffers from horrible controls, horrible design and horrible cameras. When it does make an attempt to add anything interesting it fails miserably.


+ Follows the story line in some ways at least

+ Should appease hardcore fans if they ignore the negatives


- Horrible controls

- Horrible cameras

- Amazingly bland


SCORE 2 / 10







Threat Level Midnight / Justin Bieber Shot / Britney Spears Hold it against me Video

Games starring controversial figures

Did they help or hinder their games in the marketplace?Tiger Woods PGA Tour 10 - Looks like EA's keeping Tiger on their leash.Mercenaries 2: World in Flames - Hugo Chavez isn't technically in the game, but close enough.Fight Night Round 4 - Mike Tyson may be troubled, but he's gaming gold.Postal 2 - Gary Coleman or Osama Bin Laden. Take your pick.Space Channel 5 Special Edition - One of Michael Jackson's final video game roles.Sneak King - The King is a known stalker and unhealthy food-peddler.




Online Hry

Tuesday, February 15, 2011

New Info For Tonight


Analyst: Activision Unlikely to Acquire Take-Two

The latest rumors say that Activision is trying to hogtie Take-Two Interactive, but that doesn't seem likely. (The picture is a metaphor.)
Image courtesy Rockstar


Rumors that Activision will buy out rival Take-Two don’t add up, says a top industry analyst.


GameSpot reported over the weekend that there have been “some talks” between the two companies about a potential acquisition or merger. But Michael Pachter, an analyst with Wedbush Morgan Securities, doesn’t think it’s likely.


“Only a handful of Take-Two games fit the criteria Activision set out — megahits that come out every two years or so,” he said. Though titles like Red Dead Redemption and L.A. Noire have the potential to sell 5 million units or more, Pachter said, there’s no precedent for those games to come out on a recurring basis.


Late last week, Activision shut down its music business, laying off hundreds of employees and killing off Guitar Hero. The company also canceled True Crime: Hong Kong, a sandbox game that looked a lot like Grand Theft Auto.


“From the employees’ perspective, Activision might appear to be a less desirable place to work, given the company’s recent layoffs,” Pachter said.


In 2008, Take-Two rejected a buyout offer of $26 per share from Electronic Arts. It wouldn’t make much sense for Activision to match that offer and dish out $2.6 billion when Take-Two’s current market value is $1.6 billion, Pachter said.


Activision and Take-Two did not immediately respond to Wired.com’s requests for comment.


See Also:



Activision Bails Out of Guitar Hero, Cancels Games
Activision Adds EA to $400 Million Infinity Ward Lawsuit
Bungie, Activision Sign 10-Year Publishing Deal







Hry / Hry

“Blue Exorcist” Trailers Streamed


The official website for the upcoming “Blue Exorcist” anime series is now streaming several trailers (including commercial videos).


“Blue Exorcist” follows the story of a boy called Rin, who was raised by a famous Exorcist. However, Rin later discovers that he’s actually the son of Satan, but in an ironic twist of fate, Rin decides to join up with the True Cross Academy to hone his skills as an exorcist instead.


The anime series will be premiering next season in April. The artwork somehow reminds me of Persona artworks for some reasons. It doesn’t just end there too, considering the settings like school and school kids versus demons and all… it kind of alike!




Related posts:“Ao no Exorcist” Getting Anime Adaptation
Mitsudomoe Second Season Advertisement Streamed
Kaichū! Gets Web Anime, First Half Streamed!







The Rock Returns / Sports illustrated swimsuit 2011 / Pretty little liars Episode 17

More Halo Maps Due In March

Post image for More Halo Maps Due In March

Wait, what? When did this happen?


A new pack of three Halo maps has been announced, two competitive and one Firefight map, this time set somewhat later during the Covenant invasion of Reach.



These maps have been developed outside of Bungie by Certain Affinity, a team founded by one of Bungie’s ex employees a few years ago that have done work on multiple other games’ DLC including Map pack three for Call of Duty World at War and First Strike for Call of Duty Black Ops, a standalone downloadable title Age of Booty (Which was actually quite good by the way) and Co-created the Halo Waypoint… What would you call that? Tool? They also did some work on a little game called Halo 2 with the Blastacular map pack as their first project.


Now that I’ve filled you in on Certain Affinity, here’s a shiney, shiney trailer.



Is it just me or does this one seem more polished than the last? New music too.


The three maps are all set around Reach this time, whereas one of the last was on a Halo ring.


Here’s the official press release from Bungie:



Condemned: Condemned takes place aboard Orbital Station Gamma, a massive space station high in orbit above the planet Reach. Prior to the Covenant’s overwhelming invasion, Orbital Station Gamma provided long range communications for UNSC fleets and a vital lifeline between Reach and Earth. During the Battle of Reach, the station suffered terrible punishment at the hands of the Covenant but a few fortified sections remain intact, fully pressurized, and ready for combat. Condemned supports 6 – 12 players in a variety of action-packed game types, including Team Slayer, Team Objective and Free for All.
Highlands: Highlands takes place on the top-secret Military Wilderness Training Preserve on Reach. The Preserve is a large, wooded area where Spartan super-soldiers trained long before the war with the Covenant began. During the Battle of Reach, the Preserve was the site of key battles between the alien invaders and a group of Spartans who used their familiarity with these UNSC training grounds to significant tactical advantage…but not everyone who enters these woods makes it out alive. Highlands expands the fight with massive-scale engagements for 8 – 16 players in Big Team Battle, Team Slayer and Team Objective.
Unearthed: Unearthed takes the battle for Reach to a large Titanium mine and refinery located in the Viery civilian sector of the planet. This particular mine was built to take advantage of the exposed titanium inside a massive meteor crater. The titanium produced here is used in much of the UNSC hardware, from the chassis of the Warthog to the meters-thick armor plating of capital ships like the UNSC Pillar of Autumn. While this facility was quickly abandoned when the Covenant arrived on Reach, it still has significant tactical (and economic) value and it won’t be long before both humans and Covenant return to battle for control. Unearthed allows up to 4 players to launch a counterassault against the Covenant in Firefight and Firefight modes such as Generator Defense.

Condemned


Another space station with a view. This map looks similar to Orbital from Halo 3 in theme but more like Cold Storage (Or Chill Out from Halo) with a hint of Chiron (Halo 1 as well) in actual play-space. Just guessing mind you. Could be very wrong.



Highlands


As an epic Halo fan(boy), I’m very happy to see that the mentioned “top-secret Military Wilderness Training Preserve” is the one where the Spartans trained in the Halo books. This map has a more Halo look to it than the others, except for the sky and Covenant Cruiser glassing the planet in the background.



Unearthed


I’m very happy to see a new Firefight map. I hope this will encourage people to dive back into the Firefight game mode.



As usual keep checking back for more Halo news as it shows up. I’ll be here covering it. It’s ‘kinda’ my thing.


Sources:



http://www.bungie.net/News/content.aspx?type=topnews&cid=30646
http://www.flickr.com/photos/majornelson/sets/72157625918624919/
http://www.certainaffinity.com/



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