Showing posts with label action games. Show all posts
Showing posts with label action games. Show all posts

Monday, May 16, 2011

Games Information For This Week


GDC China 2011 Calls For Lecture Submissions

The organizers of the fourth Game Developers Conference China (GDC China), to be held in Shanghai this November, are calling for lecture submissions through May 21st from Western and Asian developers.



This call for content for the November 12th to 14th event comes as organizers announce the striking new larger venue of the Shanghai Exhibition Center (formerly the Palace Of Sino-Soviet Friendship) in the West Nanjing Road area, in the center of the major Chinese city.



Organizers are looking for submissions in tracks including Global Game Development/Outsourcing, Online Game Development & Business, and the extremely popular Social, Mobile, and Independent Games tracks - with all lectures to be simultaneously translated between English and Chinese during the event.



This year's GDC China will also play host to the third annual Independent Games Festival China, honoring top independent games from all over Asia and Australasia.



The show is the only game developer conference officially endorsed by the Ministry of Culture of the People's Republic of China.





Byty na predaj

Review: Gatling Gears (XBLA)

This fast and frantic twin-stick shooter charms with its impressively detailed environments and frenzied shoot-'em-up gameplay. GamePro Score: 4.5




Zumba video

Minecraft Multiplayer

I do love beta testing games. For some reason I find myself smiling fondly every time the game throws me out or glitches. It’s probably my worryingly destructive nature purring as it is encouraged to break the hell out of something in order to improve it. Therefore I welcomed Minecraft, except for putting it off and saying to myself ‘You are doing your final major project, now is not the time!’ My inner killjoy was finally quashed when fellow editor Chis Goodchild bought the game for myself and his girlfriend.


I played my first session while safely plugged into Skype, and with Chris within earshot I managed to be guided through the basics. I hope the final version of this game has a tutorial. I say ‘tutorial’ rather than ‘user manual’ because I dread to think how many pages of the Wiki I had to read to understand the game the way I do now. You wouldn’t need a user manual so much as an entire library.


Chapter one, dirt…


Multiplayer is a funny one because it is obviously incredibly glitchy. It’s so bad at the moment that it warns you of glitchyness before you sign on. Occasionally water will eat items and every now and again you’ll be setting down a block and it will simply vanish. My boyfriend’s friend has rented a server and so a few of us set about making multiple houses, forts, bases and lairs. The best part of the multiplayer is the fact you always have one person (Chris in this case) willing to build an entire railway. It’s huge. You can travel around most of the map with all the little tracks and mine carts and I completely understand how to build them (I don’t).


Chris made instructions and everything. What’s a mine cart?


Of course, in multiplayer there is a temptation to cheat. We now can all spawn any item or material we want which I think kind of takes the fun out of it. Obsidian isn’t a special material unless you have to spend an hour dumping buckets of lava into pools of water and then mining them out again with a diamond pickaxe. It makes it a lot less impressive to have a house constructed out of pure diamond when all you did was type /give aaceofhearts 57 64 and then run around hurriedly arranging it.


When we started out there was no spawning and so we have a massive mine below the first house, now sadly neglected. There is also a Diamond vault which is now rendered rather pointless.


Another great thing about having several people messing around in the same world is the fact that, you’ll go offline for a couple of hours, come back on suddenly someone has build a huge dirt path connecting some distant landmarks just in case people get lost. And you will get lost. One day you’ll take a wrong turn past the Sanctum in order to get back to the Lighthouse and find yourself surrounded by endless hills and trees without a hope of finding your way home on your own. That’s why we have the teleports on I suppose, a mod I actually approve of.


Another awesome mod is the one that spawns little RIP signs where you die with an explanation as to how it happened. There’s also little notes that come up on the screen when it happens to add insult to injury every time a creeper thinks your spleen would look better decorating the walls of the hole in the ground it just blew in your honor. This is particularly amusing when it’s talking about Cacti and your persistent attempts to befriend them.


With hugs!


So we started to decorate our living room with the death-signs. It was around that point that I realized I either played a lot less than Chris, or Chris was just incredibly unlucky.


Ran-out-of-wall-space unlucky.





May 21st

Tuesday, March 29, 2011

Best News For 29.03.2011

Round-Up: Gamasutra Network Jobs, Week Of March 25

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Square Enix, High Moon Studios, Capcom, . Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly. It will also be cross-posted for free across its network of submarket sites, which ...





Hry

News Flash: 3DS launch: highest one day sales of any Nintendo portable console

According to a report from Gamasutra, the Nintendo 3DS launch produced the highest one day sales of any portable console Nintendo has ever made. Were you surprised it beat the DS and GBA?

Source: Gamasutra




Obrazky

Mass Effect 2 Arrival DLC out today


Mass Effect 2′s latest piece of DLC is now available. As fans of the game will already know as they’ve probably been counting down the days for the past week, the pack is called ‘Arrival’. The episode revolves around an imminent Reaper invasion and features to voice talents of Sci-fi legend Lance Henriksen as Commander Hackett, who sends your character, Commander Shepherd off on a secret mission to rescue an undercover operative.#


Bioware have unveiled a video to go out with the downloadable content’s release, so check that out below if you’re interested. You can schedule the content to your download queue, for a fee of 560 MSP, HERE


document.getElementById("post-51302-blankimage").onload();





Online hry

Sunday, March 20, 2011

Nintendo Info For 20.03.2011

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.



Hry

PopCap, OneBigGame Donate iOS Revenue Toward Earthquake Relief


App Store developers PopCap and OneBigGame have joined Sega and Capcom in donating proceeds earned from iOS application sales to victims of the recent earthquake and tsunami in Japan.


PopCap announced that all revenue earned from its iOS applications (minus Apple’s 30 percent developer fee) over the weekend will be donated to the Red Cross. The publisher will also reduce the price of every title in its App Store catalog, to further promote its charity drive; all iPhone and iPod Touch games will be reduced to 99 cents, while iPad titles will be priced at $1.99.


Featured games include Plants vs. Zombies, Peggle, Chuzzle, Escape Rosecliff Island, Bookworm, and Bejeweled 2 + Blitz. The sale will begin Saturday at 12:01 AM PDT, and ends at midnight PDT on Sunday, March 20.



PaRappa the Rapper creator Masaya Matsuura and developer OneBigGame are also donating to earthquake relief, announcing that all downloadable content purchased for the free-to-play rhythm-action game WINtA will “directly support Save the Children in setting up a network of child friendly spaces for children in the worst affected areas of Japan.”


OneBigGame’s Japan-specific donations will continue for the next four weeks, after which the company will continue to donate 80 percent of earnings to Save the Children and the Starlight Children’s Foundation.






Lybia News

Amazing New SOCOM 4 Beta footage

Gamingbolt: A Youtube group has created a montage of SOCOM 4 BETA footage and it looks to be pure fun.




Online Hry Zadarmo

Monday, March 7, 2011

Hot News For Today


Let’s Play: Pokemon Black and White (DS)

Zekrom and Reshiram Legendary Pokemon Black and White artwork (Let's Play)

Today is Pokemon day, and to celebrate Let’s Play some Pokemon Black Version!


Pokemon Black is one of two versions of the latest set of Pokemon titles available, each with varying Pokemon that are harder to find in the other version (as well as some Pokemon which won’t appear in the other version). Which is nothing new for the long-running Pokemon series; What it means is that you will need to trade with others if you are to “Catch Them All” and complete your Pokedex in the game (thankfully you can trade online and battle online in Pokemon Black and White). The clearest example of version differences are between the two Pokemon that grace each version’s cover. In Pokemon Black you will exclusively encounter the Legendary Dragon-type Pokemon Reshiram; While in Pokemon White you’ll exclusively encounter the Legendary Dragon-type Zekrom.


And don’t forget that from today until April 10th you will be able to catch a special Pokemon that won’t be available after that date. Check out our How to catch and where to find Victini in Pokemon Black and White guide to see the steps you need to take to catch this mysterious Legendary Pokemon.


Without further ado, let’s play Pokemon Black!


Part 1: Intro, Opening Scenes, Meeting Professor Juniper, Choosing A Pokemon, First Battle




Part 2: Second Battle, Chatting to Townsfolk, Angry Father!





Online hry / Online Hry

Review: Dead Space



Price: $6.99 (Download here)
Version: 1.0.1
Official Site: Electronic Arts

Dead Space is a peculiar case. It’s a grotesque futurist miniature: a to-scale replica of Visceral’s haunting vision running on a smartphone. Seeing a 3-inch by 2-inch touchscreen open up into the fluid-drenched corridors of a pre-Titanic James Cameron film is impressive. The visual style is so slick, it’s wet, and it let me slip effortlessly — and, at times, against my will — into the Sprawl, a freakish spaceship infested with alien zombies.


But, behind the dancing shadow of technology crept the sneaking suspicion that I was playing the equivalent of a slasher film– a game stuffed with gore and plenty of “Oh shit!” moments, yet devoid of true craftsmanship.


Don’t get me wrong. The programmers, artists, and sound engineers did a masterful job of crafting an environment that is compelling and frightening to inhabit. In fact, the illusion is so convincing that I didn’t realize the game doesn’t flow until I was halfway through it.




Slaughtering necromorphs — aliens that just happened to evolve into the most disgusting lifeforms imaginable — is fairly satisfying. The hero has multiple guns and powers at his disposal. It’s fun to zap a mutant with Stasis (a move, based on the concept of cryogenics, that temporarily freezes an enemy) and shoot off its limbs methodically, tilting the iPhone to angle the gun, which clicks into position.


To dismember roomfuls of monsters in a chilling, ambient-drenched space station is Dead Space’s charter statement. But while killing sprees and silent horrors work well on their on, together they tend to cancel each other out.


Most of the killing takes place in lockdown, which is the game’s way of forcing players into intense action sequences. The hero enters a room, an alarm sounds, the doors lock, and necromorphs pile in. The problem is, when the doors locked, I lost the portentous feeling that made the game special. I was thrust into a situation I had seen a hundred times over — in Resident Evil, Doom, and now Dead Space.



Furthermore, once I learned that I was only truly in danger when locked inside a trap, the nervous sensation I got from moving forward dissipated. I started noticing the game’s flaws. The ill-defined puzzles became maddening. The battle segments began to drag. Running through familiar-looking places felt repetitive. Combat got cheap.


The illusion was broken. And nothing — the graphics, the sounds, not even more necromorphs — could change it.






Hope Dworaczyk

The Nintendo Okie Podcast - Episode 57

Episode 57 of the Nintendo Okie Podcast is live. This week join Shelby and Tony as they talk about all of the games they've been playing; including Bit.Trip Flux. They also have a lengthy discussion about the Mario Kart franchise. During the news segment they talk about all of the 3DS news that came out of GDC including the updates that will hit the eShop in May and Netflix coming to the system.

Best Video Game Deals on the Internet 03/7 Its Time for a PS3

The Best Video Games on the Internet for this week are led by Sony. Many video game deals have hit the net, but only the best deals which offer the best savings are worth mentioning. It's time for a PS3 gamers, Sony deals are killing it! Also, LBP2 up for grabs.



Google hot trends

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

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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Referat

Monday, January 24, 2011

New Information For This Day


[rssfeed('http://www.3dworldmag.com/rss/3dworld','1','false','false','false')]



Picasso the old guitarist

How To Be A... Lead Games Programmer

Jon Creighton, Lead Programmer of Bodycount tells all.


Jon Creighton, lead programmer on Bodycount, was kind enough to talk to us about what it's like being a lead programmer in the games industry. From where the role can ultimately lead, to how things have changed since the days of the PS2.



How To Be A... Games Magazine Editor

OXM's Jon Hicks tells you how.


Our own fearless leader, Jon Hicks, is next up to lend some insight and advice to our ongoing How To Be A... interview series. Below you'll find out exactly what a magazine editor does and how Jon got to his lofty position in the first place. Plus some advice on how to get into games magazine writing.




Hry

Two Worlds II for the PS3 Winner


In total we had 144 entries. Here is the video of me randomly picking the winner, kane112!! Congratulations!! PM me your address and we’ll get it to you right away.

Special thanks to Aubrey Norris of SouthPeak games for making this happen.


Also, stay tuned for another givaway coming real soon! Real soon as in starting Tuesday!!


Two Worlds II will be available in stores Tuesday, January 25th. Hit the jump for details on this amazing looking game.




Game Details


“Two Worlds II” offers a perfect RP symbiosis of sheer atmosphere and dazzling technology. A complex quest system with an exciting main story that leads you through the world of Antaloor, plus lots of secondary scenarios with their associated quest stories ensure that the followers of the main story AND the adventurous souls who love the danger of exploring unknown regions will ALL get their money’s worth ! The many quests and video sequences, drenched in sheer atmosphere, drive the story mercilessly onwards. The sequences include ingame and render videos, all seamlessly integrated into the actual gameplay.


Completely redesigned AI and Balancing standards, experienced authors, the flexible combat system and the fabulously intuitive management of magic are further guarantees of game enjoyment, for RPG professionals and newcomers to the genre. The realistic behavior of the NPCs and other opponents in the game world is the key to sophisticated way-finding parameters, an ingenious communications network between NPCs and a continuous comparison of game data. The player has many ways of getting to wherever he wants to go, like walking, running, sprinting, riding, swimming, sailing and teleporting.


As far as combat is concerned, there’s a clever and artistic system of attack and defense moves available – all realistically integrated into the game by means of Motion Sensing. Active parrying, variable attack tactics with different hit results, and the reaction of the opponent to the selected strategy all ensure that every combat scenario becomes an unforgettable, individual experience. And the comprehensive magic system is also unbelievably flexible, thanks to the DEMONSTM technology. Players can use a complex card system to create almost as many spells as they want from the five mana sources of Air, Water, Earth, Fire and Dark Magic. An imposing particle system also ensures that the magic effects are implemented in spectacular fashion. And the same applies to Alchemy – thanks to the PAPAKTM method, players can brew unique potions for their experiments, using a huge spectrum of substances ranging from plants to minerals and animal ingredients.


Flexibility is also the key word in the design possibilities for weapons and armament items during gameplay. The technical foundation behind this feature is the newly created CRAFTTM tool. Thanks to this system, the player can break down almost any item into its basic materials like steel, wood and leather. These materials can then be used in turn to upgrade other items. Artistic-minded players can even buy paints and design their own individual armor and weapons. Then there are magical runes and artifacts which can be incorporated into weapons and items of armor. The combination of these three basic types of customization will give players an almost endless range of possibilities for creating their own equipment designs!


Then we have the GRACE engine, especially developed for “Two Worlds II”. In combination with the extremely flexible MoSens Cap system, it enables an almost unimaginable freedom of movement when the hero is walking, running, fighting and interacting with his environment. “Two Worlds II” is graphically superb, thanks to the powerful engine, which is packed full of technological highlights like an unlimited number of dynamic light sources, 24 bit HDR post-processing and Real Eye Adaptation. It will drastically reduce loading times, improve general game performance, and enable full gameplay with only moderate hardware requirements.


FEATURES


-A flexible combat system with variable attack moves, parrying and special tricks

-State-of-the-art technology, thanks to a powerful GRACETM engine and special tools

-Lots of mini-games for breaking up gameplay

-Intuitive user interface for the DEMONSTM Magic system and the PAPAKTM Alchemy system

-Mercenaries and magically-created beings accompany the player

-Complex object management with movable and usable items

-Special CRAFTTM tool enables the individual configuration of armor and weapons

-Many Boss opponents, including special combat strategies and unique rewards

-Flexible MoSens system guarantees realistic everyday and combat movements

-Various ways of moving, like walking, running, sprinting, riding, swimming, sailing and teleporting

-Captivating background story with numerous cutscenes

-Extensive Multiplayer part including building/setup simulation


Source and for tons more info see http://www.twoworlds2.com





Game Trailers








PSP2, What We Think We Know (Several Updates)



***Not an official image. This is 1Up’s artist rendering based on developers descriptions***


The industry is bursting at the seams with information about the PSP2. One thing I’m sure we have all heard is it’s as powerful as the PS3. While I’m sure that’s an exaggeration, we can bet our bottom dollar on a powerful handheld system.


Recently 1Up has offered us even more information that they suggest is trustworthy.


It was stated by 1UP that it is roughly half as powerful as the PS3 itself combined with a screen that a developer described as “like the iPhone 4′s retina display but better.”


1UP went on to say, “We can confirm the rumored Uncharted spin-off game is real and in development as a showpiece game along these lines.”


Through developer sources, 1Up has made some other claims:


-back touch pad so that your finger does not block the screen

-front and back cameras

-tilt controls similar to the SIXAXIS

-dual analog sticks

-brick format like the original PSP’s and NOT like the PSP Go

-No UMD’s but instead will be using flash cart ROM’s

-friends list


Update 1:

Kotaku has insiders that claim the PSP2 has 1 gig of RAM. Twice that of the PS3


Update 2:

In a Eurogamer Interview, Danny Bilson from THQ gave a partial confirmation of the PSP2 by saying “I can’t really comment on hardware that is going to be released soon.”


Update 3:

Nikkei Newspaper says 3G and a multitouch OLED screen (Note) Nikkei is very very credible…I would almost go as far as to almost say this update is confirmed.


Update 4:

Engadget says Nikkei mentioned larger screen then the PSP and powered by a new potent silicon.






Obrazky

Monday, January 17, 2011

Hot Information For This Day


Developer Reflections 2011: Twisted Pixel On Comic Jumper

twisted1.jpg

[Development teams can be tens of people strong, or sometimes they can be just one guy barely out of school. There's still so much to learn about development, so we contacted developers across the gaming landscape to ask them what they enjoyed about the last year, what was the most troubling, and what lessons they'll be bringing into 2011]



Twisted Pixel has been a big part of the Xbox Live Arcade with The Maw and 'Splosion Man doing big sales. 2010 was all about Comic Jumper, their most unique and challenging game yet. We spoke to Michael Wilford about what he's learned in 2010, and what he intends to work on in the future.



What were you most happy with during the development of your games?



We released Comic Jumper in 2010, and we tried something new that we hadn't really done before, which was to bring in writers and professional voice actors to tell a bigger story and hopefully add some spoken comedy. Going into it, we were worried about how it would all come together, but without a doubt I have to say that it's what I am most happy with. The writers Matt Entin and Ed Kuehnel were fantastic, and the actors went above and beyond to make a downloadable title sound better than a lot of big budget triple-A retail projects. I'm super proud of the game and still laugh when I play it.



What were you least happy with, in retrospect?



With all the audio and writing and the four distinct comic book art styles, we always knew Comic Jumper was going to be a big game, but it ended up being even bigger than we anticipated, so the project took longer to finish than we had hoped. Also, we set out to make the game play like Gunstar Heroes, but we could have done a better job at making it more accessible to players that don't know what Gunstar Heroes is and how it's different from a lot of shooters today.



What is the biggest lesson you're going to apply to the next game you make?



I want to find a way to make our games something that people can keep coming back to in order to find something new.



[You can pick up The Maw and 'Splosion Man for 800MSP each, and Comic Jumper for 1200MSP]





a Life of Picasso

Whats Cross-Bitting? HyperDuck Interview Sound Tips for Devs, Dust: OST Preview

Interview with HyperDuck, audio designers behind XNA Dream.Build.Play winners ARES and Dust. The interview experiments with a soundcloud for readers to hear HyperDuck's work. A preview OST sample of Dust is included.

Living Cells Used to Create 'Biotic' Video Games

ScienceDaily (Jan. 14, 2011) The digital revolution has triggered a wild proliferation of video games, but what of the revolution in biotechnology?




is Natalie Portman Pregnant

Latest UK Charts, W/E 16/01 Black Ops goes top, DC Universe enters top ten

M2G Writes:

Activisions Call of Duty: Black Ops has returned to the top of the UK all-formats charts this week amongst competition form FIFA 11.

The Last Express is Now Available on Modern PCs

Back in 1997, Prince of Persia creator Jordan Mechner released The Last Express, an ambitious adventure game that few people know of today. Ask its fans though (such as Gamasutra/Idle Thumbs contributor turned Irrational Games employee Chris Remo) and theyll most likely tell you its his best game and one of the best adventure games of all time. And while its great to learn about great, old games you may have missed, The Last Express hasnt been easily attainable or playable on modern PCs.



Hry

Wednesday, January 5, 2011

Best Information For Tonight


Rumor Mill: Monster Hunter to 3DS?





3DS is releasing, too, so (it seems like) the time to switch to a new platform is coming




This is the quote that has fans of the Monster Hunter series pondering the possibilities.  It comes from Capcoms CEO Haruhiro Tsujimoto, regarding, obviously, Monster Hunter and the upcoming Nintendo handheld, the 3DS.  Is the franchise going to jump the Sony PSP ship?  Probably not, but it looks like the series may be making the leap to 3D.  If the 3DS is as amazing as the industry buzz says it is, look for other franchises to pop up on the new platform.  (Pop up! Its funny because its 3D and...nevermind.)  



Capcom has already made Monster Hunter titles for both the Wii and Xbox 360, so it is not surprising that they would bring the game to Nintendos new handheld.  The game is incredibly popular in Japan, probably due to the little known but practice of monsut kari ya dai, in which each newborn Japanese baby is issued the latest edition of Monster Hunter, and their infantile performance dictates their permanent social status.  Also, they think its a documentary, so, yeah, its pretty popular.*



*two of the previous three sentences may be grossly inaccurate.









Computer grafikkarte

Ubisoft loosens up its PC DRM

Ubisoft Ubisoft loosens up its PC DRM


Remember when my good buddy Curtis Takaichi wrote up a news post about Ubisoft and their terrible plans for PC DRM? You know what I’m talking about, the DRM that requires your PC to maintain a constant Internet connection in order for you to play your game. Well after almost a year, the publisher has started to loosen up.


Now Ubisoft games (Assassin’s Creed 2 and Splinter Cell: Conviction in particular) will no longer pause instantly if a connection drops out. It is important to note that you still need to be connected to the Internet when launching the game so that Ubisoft can validate the install.

While this may not be a perfect solution to the whole DRM situation, it is a step in the right direction. Now I can finally stop my boycott and give Assassin’s Creed 2 a shot.


What do you guys think about this? Are you more willing to purchase an Ubisoft game on the PC now that their DRM has changed? Did Ubisoft’s old DRM system deter you from picking up their games? Let us know what you think with a comment below.


Source: PC Gamer




Hry

Kinect hack turns you into a superhero


Here's a prime example of the importance of knowing your audience. Plenty of fully-formed games for Microsoft's Kinect hardware have been market researched and lovingly crafted, but peering into our souls with his Ultra Eye, YouTube user "hogehoge335" has tapped into our most heart-felt desires. In seconds, his new hack transforms the user into an Emerium Beam-blasting, Eye Slugger-tossing super hero -- tokusatsu icon Ultraseven, specifically.



We've been trying to think of a mature way to describe the video after the break, but our inner five-year-old has immobilized that part of our brains. So, in closing: He transforms! He can shoot lasers! He tosses his head thing! We want it! We want it!

Continue reading Kinect hack turns you into a superhero



Starwarsadventures

Monday, December 13, 2010

Nintendo Information For This Day

DSi Mode flashcart announced

DSi Mode flashcart announced:


Team Cyclops, once the leading DS flashcart manufacturer, has come back with a vengeance, announcing a new device that supports “DSi mode” features — a first for these “illegal game copiers”.


What this means is that homebrew software running on a CycloDS iEvolution will have the potential to access a DSi’s camera, SD card, additional CPU/RAM, . The company even promises to “gladly supply legitimate homebrew application coders with a free iEVO unit to aid development”.


Team Cyclops says the flashcart eventually support DSi features in commercially released DSi-enhanced games, so that victory for homebrew fans also benefits pirates. It’s unclear if the 3DS and its “sophisticated” anti-piracy measures will be able to defeat whatever hack/workaround the iEVO uses, but Nintendo has only a few months to come up with a way to shut the flashcart down (assuming whatever protections it already has in place can’t neutralize the device).


Oh, and for those wondering about that round white gadget, I believe it’s for updating the iEvo’s firmware.


Buy: Special Edition Red Nintendo DSi XL bundle, DSi XL (Blue, Burgundy, & Bronze), Standard DSi (White, Pink, Black, & Blue), Standard DSi Orange & Green bundles


See also: Flashcarts: More than ‘illegal game copiers’


[Via GBAtemp]





Hry

Infinity Blade

Today marks the release of Infinity Blade -- the first full iOS game built from the ground-up on Epic's Unreal Engine 3 technology. This on-rails adventure is without a doubt the best looking 3D iPhone game to date, and an exciting single-player campaign proves that there's much more to it than just a pretty face. GamePro Score: 5.0




9 and 10 news / Wral Weather / Lebron James south beach home

A New Website Launches On PS3

ps3_portal_featuredImage


From today, when you launch the Internet Browser from your PS3 system and check out the home page, you’ll notice a few changes…


eu.playstation.com has been revamped with a new interface to make the most of your HDTV. It is now easier to navigate and you can even use PlayStation Move.


hd_portal_screen_04


In terms of content, we bring you there all the latest trailers from the world of PlayStation, news and features, as well as guides to help you get the most of your PS3.


Go check out the new site now at eu.playstation.com from the Internet Browser on your PS3.


In the New Year you can expect more to come to this new site, with the integration of the PlayStation.Blog and PSN community features.


I look forward to hearing your first impressions on the new site and, for those without immediate access to their PS3, here are a few screens.


A New Website Launches On PS3A New Website Launches On PS3


A New Website Launches On PS3A New Website Launches On PS3





Multimedia Festplatte Test