Showing posts with label game releases. Show all posts
Showing posts with label game releases. Show all posts

Thursday, May 12, 2011

Games News For Today

This Week In Console Digital Download: From Gatling Gears To MDK2

[Starting today, Ryan Langley rounds up the week's new releases in the console digital download world, this week highlighted by Gatling Gears, MDK2, and Plants Vs. Zombies.] The PlayStation Network is, unfortunately, still not up with no sight of its return. May 31st is the deadline, whether it reaches it or not is still in question. Everyone else on the other hand seems to be having a grand old time. Xbox Live Arcade received Gatling ...





Obrazky

Dragons Dogma Xbox 360 Screenshots

8 Xbox 360 Screenshots posted, from Capcom

Tales of Xillia PlayStation 3 Screenshots

24 PlayStation 3 Screenshots posted, from Bandai




May 21st

The Overseas Connection Podcast #115

The Overseas Connection, the official G4TE.com Community podcast pulls in a guest host to discuss this weeks gaming news, new releases, what we have been playing and the community feedback. Join Murphys Law, Chin Chinny and guest host The Rabid Scotsman.

Topics Covered this week:

What would you suggest Sony do to compensate you?
Quick Hits: We sound off on all the weeks headlines.
The good and bad of Brink.
Portal 2 greatness with out any spoilers.
The PSN outtage continues and its effect on developers now.
Microsoft pays out big for Skype.

Vegeta VS Shadow - Death Battle.

Episode 12 - Dragon Ball Z VS Sonic's rival! Which super-powered anti-hero will dominate the battlefield? Featuring the voices of Nick "Lanipator" Landis and Curtis "Takahata101" Arnott from Team Four Star, the group behind the acclaimed "Dragon Ball Z Abridged" series!



Hry

Nintendo Info For This Week

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.



Obrazky

News Flash: Studio Ghibli classics re-created in Mincraft

Outside of Ni No Kuni, there's probably not much chance you'll get to play through a game based on Miyazaki's beautiful, cinematic worlds. But Korean modding group Oz Workshop wants to help a little. The team put together an amazing Minecraft map (which you can check out above) that combines elements of My Neighbor Totoro, Howl's Moving Castle, and Spirited Away.

You can download the map yourself by heading to their site right here.




May 21st

The Overseas Connection Podcast #115

The Overseas Connection, the official G4TE.com Community podcast pulls in a guest host to discuss this weeks gaming news, new releases, what we have been playing and the community feedback. Join Murphys Law, Chin Chinny and guest host The Rabid Scotsman.

Topics Covered this week:

What would you suggest Sony do to compensate you?
Quick Hits: We sound off on all the weeks headlines.
The good and bad of Brink.
Portal 2 greatness with out any spoilers.
The PSN outtage continues and its effect on developers now.
Microsoft pays out big for Skype.

Vegeta VS Shadow - Death Battle.

Episode 12 - Dragon Ball Z VS Sonic's rival! Which super-powered anti-hero will dominate the battlefield? Featuring the voices of Nick "Lanipator" Landis and Curtis "Takahata101" Arnott from Team Four Star, the group behind the acclaimed "Dragon Ball Z Abridged" series!



Hry

Tuesday, April 19, 2011

Playstatiton Info For This Week


Blue Mars Developer Appoints Henk Rogers As CEO

Avatar Reality, developer of virtual world platform Blue Mars 3D, announced the appointment of its co-founder and game industry luminary co-founder Henk Rogers as its new chief executive.



Established in Hawaii in 2006 by Rogers and president Kazuyuki Hashimoto, Avatar Reality launched its CryEngine 2-powered, client-based Blue Mars platform with an open beta two years ago, though it's yet to attract a substantial userbase. It also released a free, avatar-based iOS app in February.



The privately held company says that as Rogers expands his role and becomes more active at the firm he helped create, he will oversee the vision and direction for the virtual world platform, the iOS application, and Avatar Reality's "new, breakthrough technology in the pipeline".



Rogers is best know for the instrumental role he played in popularizing Alexey Pajitnov's landmark puzzle game Tetris. He is also CEO of Blue Planet Software, which co-owns The Tetris Company (a firm he co-founded with Pajitnov) and guided the Tetris franchise into selling some 125 million copies.



"I believe that the full potential of the Blue Mars platform and technology has yet to be realized," said Rogers. "With this, I am excited about the innovation to come, and am fully committed to the success of the company and Blue Mars."




Google indexing service

Undoomed: Doom 4 Not “Reskinned Rage”

src="http://www.rockpapershotgun.com/images/11/apr/doom4.jpg"/>/> That’s what id’s design director Matt Hooper told has told Eurogamer.

“They’re [the Doom 4 team] going in their own direction,” Hooper added. “They’re doing something Doom fans will be happy with. I try to support them as much as possible. It’s a good thing. We’re separated enough to be able to go our own ways, but still connected where we can help facilitate both those directions. It is distinct enough. It would be dangerous… We don’t want to make a re-skinned Doom [with Rage] and then Doom 4 be a re-skinned Rage. That would be bad.”

My speculatometer points to Doom 4 (or 400M, as we’re calling it) being an attempt to return to the demonic themes and pacey blasting of the original games. Odds on for an unveiling at QuakeCon this summer, and a late-2012 release. But I guess we’ll see…




Kinect Spider-Man game 'would be hard,' says Activision

How cool would it be to fling web like Spider-Man in a Kinect or PlayStation Move-controlled video game? The idea sounds plausible, but it's not something we'll be seeing in this year's Spider-Man: Edge of Time from Beenox and publisher Activision.

"Unfortunately our game was long in development before Kinect or Move were ever announced so that kind of motion control stuff was never planned for and wasn't possible for our game, but I think in the future as that becomes more popular we'll definitely try to see if there's any opportunity there," Activision associate producer Dennis Bernardo told VideoGamer.com earlier this week.




Online hry zadarmo

Monday, March 14, 2011

Games Info For Today


Video: Create and Destroy With Friends in Slam Bolt Scrappers

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Compellingly weird indie title Slam Bolt Scrappers now has an official trailer.


The Fire Hose-developed downloadable game, to be released March 15 on PlayStation 3, is a bizarre hybrid of tower construction and all-out warfare. Players construct towers out of a variety of colored blocks, each of which has its own effect and can be combined with other blocks to create weapons like missiles, lasers and ping pong paddles.


Slam Bolt Scrappers supports up to four players with both cooperative and competitive modes.



See Also:





Minecraft Documentary Explores Indie GameĆ¢€™s Impact
Eyes On: Simultaneous Turn-Based Strategy Fuels Indie Fray …
When Game Developers Go Indie, Everybody Wins GameLife Wired.com










Online Hry Zadarmo

Pro Evolution Soccer 2011 3D Trailer

Rip the opposing team's defense apart in Pro Evolution Soccer 2011.

Pilotwings Resort Teaser Trailer

Fly high over vibrant tropical islands as you navigate your way around obstacles and landing on targets.





The Worst DLC of this Generation

"Downloadable Content is supposed to enhance a game after it's conclusion, expand the multiplayer or add new features to promote extended play. The problem is for every masterpiece of DLC like The Lost and Damned, a Grand Theft Auto IV expansion, there are just as many duds or cash ins. You may have your own list but here at GamePlayToday is our list for the worst DLC this."

Plants vs Zombies highlights new Wii/DSiWare downloads from Nintendo

Spring is just about a week away. It's a time of renewal. For some, that means the budding of new flowers. For others, it's a chance to reanimate their dead tissue and go on the attack.



Japan reactor meltdown

Friday, March 11, 2011

New Information For This Week


Signal Studios Announce Toy Soldiers: Cold War



Toy Soliders was a huge hit on Xbox Live Arcade last year, and just after one year from the intiial games' release, they've revealed a sequel -- Toy Soldiers: Cold War.



As the name states, the game is now not set in World War 1, but a more modern era of the 1980's. Now you'll be piloting a variety of aircrafts, helicopters while taking on the USSR. You'll also be able to play through the entire game in the new cooperative mode!



The game will be shown at the Xbox LIVE Booth, number 850 at PAX east this year, so check it out.





Online Hry Zadarmo

UFO Online: X-Com In Your Browser?

src="http://www.rockpapershotgun.com/images/11/march/ufo.jpg" alt="I would travel 200 miles to visit a laser tag venue that put a X-Com style grid on the floor."/>

Morning, netlings. Take a look at this- it’s a recently announced game from German publisher Gamigo called UFO Online: Fight For Earth, it’s obviously X-Com inspired and it’ll play straight out of your browser using Unity. Full press release and a brief trailer after the jump, but this looks to me like it might be neat, offering hot PvE and PvP turn-based action, slathered in a sauce of persistent base management that you can check during your lunch break? Yes please! Also, I should probably eat breakfast./> (more…)




Japan Tsunami / Japan tsunami video

Gameplay revealed in Transformers 3: Dark of the Moon trailer


Everyone now has a chance to see Transformers 3: Dark of the Moon in action, thanks to this gampeplay reveal trailer just released for the game.


It’s in development at High Moon Studios, makers of the last Transformers game and it will feature an original prologue storyline leading up to the upcoming Michael Bay film. For those who didn’t play the original, it was surprisingly successful, securing decent sales and some critical acclaim, despite being a movie tie-in which usually aren’t up to scratch.


Transformers: Dark of the Moon is scheduled to launch on PS3 and Xbox 360, with Behaviour Interactive developing alternative versions on Nintendo Wii, DS and 3DS.


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Hry

Wednesday, March 9, 2011

Hot Info For Today

GDC 2011 Confirms Record Attendance, Highlights, GDC 2012 Dates

Organizers of the Game Developers Conference, the world's largest and longest running event serving professionals dedicated to the art and science of making games, hosted a record 19,000 game industry professionals attending San Francisco's Moscone Convention Center for the 25th edition of the conference. The weeklong anniversary event offered more than 450 lectures, panels, summits, tutorials and roundtable discussions across a full five days of content, with GDC references 'trending' on Twitter in San Francisco. ...





Online Hry Zadarmo

Dragon Age 2

Choose your own adventure - and everything else.


There's certainly no rest for the indecisive in Dragon Age II - the weighty, high-fantasy hijinks will give you enough virtual crises of conscience to keep you pondering multiple dialogue paths for several hours after you've finished playing.






Picasso linocuts / Tahak

Kinect Hacks: Ambient music within arms' reach



We've already seen the Kinect's proficiency for aiding in the creation of pulsating dubstep tracks -- today, we learned it's also capable of forming slightly more soothing soundscapes. Check out the video below to see Adriano Clemente go on a noisequest using a clever Kinect and Wiimote hack.

Continue reading Kinect Hacks: Ambient music within arms' reach



Google hot trends

Wednesday, February 9, 2011

Games Info For 09.02.2011

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.



Tahaky / Hry

Kingdom Hearts Re:Coded

Taking the Mickey.


While its enduring success is something of a mystery to us, we have to give the Kingdom Hearts series plenty of credit for sticking to its hardcore RPG guns rather than dumbing down to entice a wider audience.






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PlayStation Store Update

Hi Everyone -


Here is the weekly PlayStation Store update:


PlayStation Plus

Automatic Download

Killzone 3 Single Player Demo (Free and exclusive to PlayStation Plus subscribers)


Featured Game

Stacking (Free to PlayStation Plus subscribers, regular price $14.99)


Featured Demo

Killzone 3 Single Player 3D Demo (Free and exclusive to PlayStation Plus subscribers)


Featured Qore Episode

Qore February Episode 33 (Free to PlayStation Plus subscribers, regular price $2.99)


Featured Avatars

Pocket Fighter – Sprite Avatars (x6) (Free to PlayStation Plus subscribers, regular price $0.49 each)


Updates

Super Puzzle Fighter II Turbo – Sale (PS3) (now $4.99, original price $9.99)

DC Universe Online 3 Month Subscription – Sale (PS3) (now $29.99, original price $41.99) **Subscriptions available only to purchasers of the game

Ultimate Board Game Collection – Price Change (PSP) (now $7.99, original price $9.99)

Blimp: The Flying Adventures – minis – Price Change (PS3/PSP) (now $1.99, original price $4.99)

Flying Hamster – minis – Price Change (PS3/PSP) (now $2.99, original price $5.99)

Fortix – minis – Price Change (PS3/PSP) (now $0.99, original price $4.99)


Qore

Qore Episode 33: February 2011 ($2.99, free for PlayStation Plus subscribers)

Presented by the PlayStation Network leads off with an in depth look at Killzone 3, touches ‘em all with the MLB 11 The Show, explores the greatest all time villians on the PS3 and laces up the gloves with Fight Night Champion.

File size: 1.38 GB


Qore Annual Subscription – February 2011 ($24.99)

Qore: Presented by the PlayStation Network is a high-definition monthly interactive video production covering the world of PlayStation. Qore provides its audience with exclusive behind-the-scenes access to upcoming titles from both the SCE Worldwide Studios and the third-party developers across the globe.

File size: 1.38 GB


Downloadable Games

Explodemon ($9.99)

The universe’s most destructive ‘hero’ is about to become its only hope. Explodemon is adrenaline-pumping retro platforming brought kicking and screaming into the modern age! Download now and see for yourself!

ESRB Rated E

File size: 1.24 GB


Tales From Space: About a Blob ($14.99)

Tales from Space: About a Blob is a side-scrolling puzzle-platformer about a race of insatiable alien Blobs. Looking for their next meal, the blobs end up on a distant Earth-like planet that didn’t invite them for dinner. Absorb delicious humans, farm animals and eventually THE WORLD!!! Download the Game today!

ESRB Rated E

File size: 283 MB


Stacking ($14.99)

From Tim Schafer’s Double Fine Productions, explore a vintage world inhabited by living Russian stacking dolls as you jump into more than 100 unique dolls and use their special abilities to solve a wide variety of puzzles & challenges. Play as Charlie Blackmore, the world’s tiniest Russian stacking doll, and embark on an adventure to rescue Charlie’s family from the nefarious industrialist known only as the “Baron.”

ESRB Rated E10+

File size: 1000 MB


Plants vs. Zombies ($14.99)

Get ready to soil your plants with multiplayer action! A mob of fun-loving zombies is about to invade your home. Defend it with an arsenal of home-guardin’ plants to mulchify zombies before they reach your front door. Get twice the zombie-zapping action with 2-player Versus and Co-op modes. We’re loaded with seven game modes, new rabble-rousing features, and unlimited replayable action… so the fun never dies!

ESRB Rated E10+

File size: 92 MB


Game Demos (free)

Undergarden Demo

Challenge your mind in the wondrous depths of The UnderGarden by downloading this trial. Plunge into a unique new world exploring large underground caverns, encountering mysterious creatures to befriend or avoid. Solve mind-bending brainteasers and puzzles as soothing tunes accompany you on your journey through 20 distinct levels of state of the art 3D graphics. The UnderGarden offers a mental challenge and aesthetic experience like nothing else.

ESRB Rated E

File size: 321 MB


Hoard Demo

YOU ARE THE DRAGON in HOARD, a fast-paced arcade action-strategy title from Big Sandwich Games. Burn villages, roast knights, and capture princesses for ransom in your quest to gather a huge pile of glittering treasure! Conquer dozens of unique miniature fantasy kingdoms across multiple game modes. 1080p HD display! Full game supports 1-4 players, including Co-Op! Demo supports 1-2 players through local multiplayer.

ESRB Rated E

File size: 158 MB


Tales From Space: About a Blob Demo

Tales from Space: About a Blob is a side-scrolling puzzle-platformer about a race of insatiable alien Blobs. Looking for their next meal, the blobs end up on a distant Earth-like planet that didn’t invite them for dinner. Absorb delicious humans, farm animals and eventually THE WORLD!!! Download the Demo today!

ESRB Rated E

File size: 283 MB


Tetris Demo

THE AWARD WINNING BLOCKBUSTER – ALL NEW FOR the PlayStation 3 system! Experience the boldest, most vibrant TETRIS ever with enhanced 1080P HD graphics, 5.1 Surround Sound, 6 multiplayer modes, and 3 brand new game modes that are exclusive to the PS3!

ESRB Rated E

File size: 74 MB


Stacking Demo

Demo for Stacking. From Tim Schafer’s Double Fine Productions, explore a vintage world inhabited by living Russian stacking dolls as you jump into more than 100 unique dolls and use their special abilities to solve a wide variety of puzzles & challenges. Play as Charlie Blackmore, the world’s tiniest Russian stacking doll, and embark on an adventure to rescue Charlie’s family from the nefarious industrialist known only as the “Baron.”

ESRB Rated E10+

File size: 1000 MB


PSone Classics

Pocket Fighter ($5.99)

Play as your favorite Capcom characters in this super cute fighting game! Download this PSone Classic today!

ESRB Rated T

File size: 159 MB


Reel Fishing II ($5.99)

Welcome to the Most Incredible Fishing Experience Ever! Reel Fishing II offers a magnificent 3-Dimensional fishing experience with amazing lifelike fish and a variety of environmental sounds. Catch, keep and care for your fish in three fully equipped aquariums. Relax and enjoy the realistic world of Reel Fishing II. Download this PSone Classic today!

ESRB Rated E

File size: 227 MB


Harvest Moon: Back to Nature ($5.99)

It is up to you to successfully rejuvenate a farm and build a life for yourself with family and friends. Plant and harvest crops, raise farm animals, marry the woman of your dreams and start a family…create your own pastoral adventure! Download this PSone Classic today!

ESRB Rated E

File size: 68 MB


Add-on Game Content

Test Drive Unlimited 2: Audi Q7 V12 TDI Quattro – TDU2 Inuit Edition ($0.99)

This model features an exclusive and unique paint job. An exclusive shirt for your avatar is also provided with this model.

File size: 100 KB


Test Drive Unlimited 2: Bugatti Veyron 16.4 Centenaire ($0.99)

This model features black carbon fiber with polished aluminum with unique rims which were inspired by the historical Bugatti models. Exclusive avatar shirt provided.

File size: 100KB


Test Drive Unlimited 2: Bugatti Veyron 16.4 Grand Sport Sang Bleu ($0.99)

Features blue carbon fiber with polished aluminum. Rims inspired by the Grand Sport Roadster, highlighted in a midnight blue with a diamond cut two-tone finish. Exclusive avatar jacket provided.

File size: 100KB


Test Drive Unlimited 2: Casino ($9.99)

Test your luck on Roulette and several different types of Slot machines. Confront other players at Poker Texas Hold’em and participate in tournaments. Be the best driver on the Casino Island races! Compete to unlock TWO EXCLUSIVE CARS: an Audi R8 Spyder 5.2 FSI quattro and a Spyker C8 Aileron Spyder. Win other exclusive prizes: furniture for your house, stickers for your car and clothes for your avatar.

File size: 257 MB


Test Drive Unlimited 2: Ferrari 599 GTB Fiorano China Edition ($0.99)

Specifically created for the Chinese market this model features an exclusive porcelain paint color, an exclusive leather interior and a redesigned dashboard. An exclusive leather jacket for your avatar is also provided with this model.

File size: 100KB


Test Drive Unlimited 2: Nissan 370Z Optional Parts ($0.99)

A bright yellow 370Z with big, black graphics, with a set of 19″Rays Alloys. The inside is all black leather and Alcantara. Exclusive avatar shirt provided.

File size: 100KB


Castle Crashers – Pink Knight Pack ($1.99)

Born out of popular demand, rumor, and Tom Fulp’s Beard, the Pink Knight is ready to bring the love in. Add the playable Pink Knight plus 5 additional weapons. Warning: Adorable

File size: 100 KB


Mass Effect 2 – Appearance Pack 2 ($1.99)

Grunt draws attention (and incoming fire) in his high-tech armor with a dual visor array. Tali’s envirosuit features a reinforced chest-plate, and an interior heads-up-display. And for battle-heavy missions, Miranda steps out in Cerberus armor.

File size: 60 MB


WWE Smackdown Vs Raw 2011: WWE Discount Pack 2 ($2.99)

This Downloadable Content Pack includes CM Punk with mask, new attire for Sheamus, John Cena’s new attire, Undertaker’s American Badass attire, and the WCW Nitro arena. Purchasing this pack gives you a discount over purchasing each item individually.

File size: 5.81 MB


EyePet Valentine’s Pack ($2.99)

The Valentine’s Pack for EyePet brings all the love of Valentine’s Day to your living room! You’ve never seen a virtual pet quite like this – EyePet! Download the new pack today!

File size: 100 KB


Def Jam Rapstar

(Music Downloads Not Rated by the ESRB) Expand your DEF JAM RAPSTAR library with these songs. DEF JAM RAPSTAR game disc is required to play this downloadable content:



“The Humpty Dance” – Digital Underground ($1.99)
“Swag Surfin” – F.L.Y. ($1.99)
“Like A G6″ – Far East Movement ($1.99)
“Whatever You Like” – T.I. ($1.99)
Party Pack ($6.99) – Expand your DEF JAM RAPSTAR library with this pack, which includes the songs: “The Humpy Dance” by Digital Underground, “Swag Surfin” by F.L.Y., “Like A G6″ by Far East Movement and “Whatever You Like” by T.I.

File size: 43 – 50 MB (singles), 190MB (party pack)


Guitar Hero: Warriors of Rock

For all song credits please visit http://www.guitarhero.com/.



“Black Sunday” – Black Label Society ($1.99)
“Blooddrunk” – Children of Bloom ($1.99)
“Coma White” – Marilyn Manson ($1.99)
“Crazy Horse” – Black Label Society ($1.99)
“Get Your Gunn” – Marilyn Manson ($1.99)
“Living Dead Beat” – Children of Bodom ($1.99)
“Parade Of The Dead” – Black Label Society ($1.99)
“Tourniquet” – Marilyn Manson ($1.99)
“Was It Worth It” – Children of Bodom ($1.99)
“World On Fire” – Firewind ($1.99)
February Mega Pack ($17.99) – Downloadable Track Pack featuring: “Black Sunday”, “Crazy Horse”, and “Parade of the Dead” by Black Label Society, “Blooddrunk”, “Living Dead Beat”, and “was It Worth It” by Children of Bodom, “Coma White”, “Get Your Gunn”, and “Tourniquet” by Marilyn Manson, and “World On Fire” by Firewind

File size: 33 – 52 MB (singles), 400 MB (track pack)


Rock Band 3

Build your Rock Band library by purchasing these song game tracks. For song credits, visit www.RockBand.com.



“Bend Down Low” – Bob Marley ($1.99)
“Burnin’ and Lootin” – Bob Marley ($1.99)
“Coming in from the Cold” – Bob Marley ($1.99)
“Kaya” – Bob Marley ($1.99)
“Lively Up Yourself” – Bob Marley ($1.99)
“No More Trouble” – Bob Marley ($1.99)
“Small Axe” – Bob Marley ($1.99)
“Them Belly Full (But We Hungry)” – Bob Marley ($1.99)
Bob Marley ($13.49) – Build your Rock Band library by purchasing this song game album: Bob Marley Pack 01. This pack includes “Bend Down Low”, “Burnin’ and Lootin”, “Coming in from the Cold”, “Kaya”, “Lively Up Yourself”, “No More Trouble”, “Small Axe” and “Them Belly Full (But We Hungry)”. By Bob Marley

Rock Band Network



“Going Under” – Evanescence ($1.99)
“Kokko – Eagle of Fire” – Amberian Dawn ($1.99)
“Modern Mathematics” – Terrorhorse ($0.99)
“No Direction” – Longwave ($0.99)
“Whatever Is Wrong With You” – Marillion ($0.99)

File size: 19 – 50 MB (singles), 236 MB (track pack)


Apps

Filmy ($4.99)

Filmy is a movie viewer that plays AVCHD full high definition video files for the PlayStation 3. Its intuitive controls allow you to conveniently enjoy AVCHD.

File size: 596.5 MB


Avatars

Bionic Commando: Rearmed 2 Avatars (x5) ($0.49)

File size: 100 KB


Pocket Fighter – Sprite Avatars (x6) ($0.49)

File size: 100 KB


Game Videos (free)

Pulse 2/8 Edition

File size: 339 MB (HD), 582 MB (1080)


MLB 11 – The Show Announce Trailer

File size: 79 MB


Major League Baseball 2K11 – First Look Trailer

File size: 29 MB (HD)


Blokus Trailer

File size: 44MB (HD)


Modern Combat: Domination Launch Trailer

File size: 46 MB (HD)


Greg Hastings Paintball 2 – Launch Trailer

File size: 109 MB (1080)


Zumba Fitness Launch Trailer

File size: 64 MB (1080)


Winter Dew Tour 2011 – Breckenridge Video 1

File size: 163 MB


Winter Dew Tour 2011 – Breckenridge Video 2

File size: 219 MB


Winter Dew Tour 2011 – Breckenridge Video 3

File size: 162 MB


Winter Dew Tour 2011 – Breckenridge Video 4

File size: 132 MB


Winter Dew Tour 2011 – Breckenridge Video 5

File size: 148 MB


PS3 Themes

Mended Hearts Premium Theme ($1.49)

File size: 2.72 MB


DP Suspended Beauty Dynamic Theme ($3.49)

File size: 5.27 MB


PlayStation Store for PSP
Game Videos (free)

Pulse 2/8 Edition

File size: 58 MB


PSP Themes (also available from PS3 Storefront

Futbol Spain PSP Theme ($1.99)

File size: 527 KB


England Soccer PSP Theme ($1.99)

File size: 537 KB


PSP Wallpapers (free)

Legends Of War: Patton’s Campaign Wallpaper 6

File size: 210 KB





Valentine s Day Gift Ideas For Boyfriend