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

Tuesday, May 10, 2011

Gadget Info For 10.05.2011 And More

Farewell, Internet


switched logo
Well, here we are. More than four years after launching, Switched and DownloadSquad are unfortunately being closed. I've been thrilled to work at these two sites that have expanded tech coverage beyond the usual gadgets and social networks to cooking, culture, design, art . It's been humbling to work with these incredibly dedicated and talented teams of writers, and it would have been impossible to do it without them.



Going forward, you'll still be able to get the best tech news coverage from Engadget, HuffingtonPost Tech, Joystiq and TUAW. While we're still working out some of the details, Switched and DownloadSquad will continue to live on the Web and be fully accessible via search. Understandably, our Facebook, Twitter and Tumblr presences will quiet down, but you can still follow the Switched and DownloadSquad writers on their personal accounts. Thanks for reading.

Farewell, Internet originally appeared on Switched on Tue, 12 Apr 2011 12:00:00 EST. Please see our terms for use of feeds.

    



Hry

China’s Largest Unmanned Helicopter Test Flight (Video)

unmanned helicopter

This is the first, also the largest unmanned helicopter that China ever developed, which had successfully completed the first test flight in Shandong Province last Saturday. It departed from the flight-test center and hovered for 10 mins, performing a few maneuvers before finishing with a stable landing.

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Bojove hry

Billing of unauthorized tethering: AT&T would be simply using the APN

Recently, we talked about how AT&T started billing people using tethering for free on their jailbroken iPhone, while tethering normally requires an extra fee on the Apple device.
It was discovered that AT&T didn't have to develop any advanced or expensive new technology to detect unauthorized tethering.
The carrier uses the APN (Access Point Name). Tethered data is marked with a different name so it can be sorted apart from the regular data for billing purposes. Most tethering applications available on Cydia use the regular tethering system of the iPhone so the tethered data is marked as such. Then it's not hard for AT&T to tell if the customer is paying the extra $45 a month for tethering.
In Europe, carrier Orange also blocked tethering for some jailbroken iPhone users and it was probably the same detection system that was used. We found out that the APN for the regular data in France is simply orange, while it becomes orangenew.fr for tethered data.






Osama Bin Laden Dead

YouTube officially launches the new movie rental services to fight with iTunes Store


In the past, if you are looking for the quickest way to rental movies, you may probably search them on iTunes Store. Now, Google officially steps in to take the market shares. They have just launched the YouTube movie rentals. You can access them at here. YouTube have already partnered with major Hollywood studios. That means those movie titles could be as large as those on the iTunes Store like Inception or Little Fockers.


The movie page is specially designed. Besides the movie descriptions, you could also look at the reviews by Rotten Tomatoes. At the bottom, it also shows related clips so you can explore more.


It looks like Google is trying to kill iTunes. But for users, that is a good news. Competitions help to improve the products. We just hope YouTube could launch the service worldwide as soon as possible.


[via YouTube Blog]





Casey Anthony Trial

Thursday, May 5, 2011

Hot Information For 05.05.2011 And More


Facebook app for BlackBerry PlayBook video review

We loaded up the new Facebook app for the BlackBerry PlayBook that was just announced and released at BlackBerry World this week and gave it a quick rundown and video review.
Read the full story here.





Pablo Picasso paintings

Keyboard Layout Switch

keyboard-layout-switch




Check out this keyboard mod that Charlie Webb from NortHACKton came up with. You can never have too much automation, I love the big red button which allows a predetermined string of text to be sent to the computer when pressed. There are some additional pictures and schematics here.


“NortHACKton member, Charlie Webb, recently completed this project based around an arduino and a keyboard. Fed up with the way Windows forced him to switch between his different keyboard layouts (qwerty to Dvorak) he decided to take the process entirely out of windows hands.”




keyboard-layout-switch_2









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









Daily Viz from Visual Loop – 04/05/2011

No tech business battle has been so fun to follow than the one involving Microsoft and Apple. The Mac vs PC ads have been around for quite some time, and iTok takes on this issue to show who’s really winning this battle. With a humorous, but nevertheless valid, approach, Hunch goes deeper on the differences between users, and, to close our Daily Viz, three pieces a bit more serious. First, Win Rumours shows some numbers behind Microsoft, Apple’s “Ad Machine” is analyzed by the folks at Buy Sell Ads, and a very interesting overview to Silicon Valey’s Money Network, presented by Deal Book.

(...)Read the rest of Daily Viz from Visual Loop – 04/05/2011 (46 words)

Reach out to the community of Visualization and Graphics Experts by Advertising on VizWorld.com

Related posts:Daily Viz from Visual Loop – 24/01/2011Daily Viz from Visual Loop – 18/01/2011Daily Viz from Visual Loop – 17/03/2011







PSN Back Up

Users may be able to download the upcoming Mac OS X Leopard through App Store


Currently, Apple delivers the Mac OS X beta testing version to developers through the portal. It’s very convenient and this method may apply to all users. Source claimed Apple may release the upcoming Mac OS X Lion through Mac App Store. MacBook Air users, which don’t have a CD-ROM, will be glad since it’s so much easier to upgrade their current Mac OS.


[via AppleInsider]





PSN Back Up

Thursday, April 28, 2011

Playstatiton Info For 28.04.2011

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


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


No related posts.




Google indexing service

Oreimo Getting Spin-Off Manga Focusing On Kuroneko


Kuroneko fans, rejoice! For Oreimo is now getting a spin-off manga, focusing entirely on your favourite gothic heroine who will call upon the denizen of darkness to consume entertain all of you!


The spin-off manga titled as “Ore no Kouhai ga Konnani Kawaii Wake ga Nai” will be serialized in Dengeki G, and illustrated by the same artist (Sakura Ikeda) who had illustrated for the original series as a manga. Which actually makes sense if anyone’s into a romantic story… Kyosuke and Kirino could never happen.


Although, none of the characters in the series really clicked with me…




Related posts:Metal Gear Solid Rising Is A Series, Not Spin-Off
Occult Academy 2nd DVD/BD Includes Spin-off Episodes
Lotte no Omocha! Getting Anime Adaptation







Backlinks Kaufen / Suchmaschinenoptimierung Service

Meet Kingpin Mickey Cohen…


Meyer Harris Cohen, also known by his alias “Mickey” is the notorious kingpin of all gangsters in L.A., with a record that includes larceny, extortion, alleged murder and a laundry list of other crimes that span all the way from his hometown in New York, Chicago and Los Angeles where he currently presides. In L.A. Noire, Detective Phelps looks to have a few run-ins with Cohen during his investigations and getting by this hardened criminal may prove to be quite a feat.



Cohen also is said to always be with his bodyguard, Johnny Stompanato, which makes encountering this madman all the more intimidating.


Rockstar have released a full Character Dossier for Mickey Cohen which you can check out on the official website. L.A. Noire is just a few weeks away now from release and soon we can all get to work on exploring this world filled in-depth personalities and real-life crimes that Rockstar have created in what is sure to be a big contender for game of the year.



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Portal 2

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


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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, 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

Monday, February 21, 2011

Best Information For Today

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


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


No related posts.




Picassos paintings / Hry

Mortal Kombat: Liu Kang Gameplay Trailer

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

Deathsmiles Gameplay Trailer

Learn controls and pickups with this strategy guide in Deathsmiles.




Daytona 500 Results / Daytona 500 winners

WGAYPTW: Bulletzone KillStorm 7 Edition

Bullestorm Explosions, Amputations, Gore - oh my!


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


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


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


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


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

Videogame adaption for “Game of Thrones” announced.

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

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


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



Obrazky

Friday, February 18, 2011

Hot Info For Tonight

The Dispatch: Game Developers Conference 2010 in Austin, TX

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



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



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



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



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



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



Game Design and Video Game Writing



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



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



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



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



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



Narrative Design Between the Lines: Game Development Conversation Standards



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



Game Writing Workshop



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



Narrative Mechanics: An Approach to Crafting Emotion in Games



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



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



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



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



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



How Online Gaming Adopted the Grind



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



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



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



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



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



Got Gold? An Inside Look at Chinese Gold Farming Markets



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



Networking with the Pros



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



The Takeaway



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



Pablo Picasso paintings

Harry Potter and the Deathly Hallows [Wii Review]


Box Art


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


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


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


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



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


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


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


+ Follows the story line in some ways at least

+ Should appease hardcore fans if they ignore the negatives


- Horrible controls

- Horrible cameras

- Amazingly bland


SCORE 2 / 10







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

Games starring controversial figures

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




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Wednesday, February 2, 2011

Gadgets Tech Info For 02.02.2011


T-Mobile announces LG G-Slate Android Honeycomb tablet with 3D display

Today T-Mobile announced that it will soon offer the LG G-Slate, an Android 3.0 Honeycomb tablet with an 8.9-inch display. The G-Slate will support T-Mobile's HSPA+ 4G network and offers a dual-core NVIDIA Tegra 2 processor as well as a 3D display and 3D video recording.
Read the full story here.




Herne Videa

iPad 2 LCD Display Leaked From China

iPad 2 display

According to 9to5mac, the site gained an iPad 2′s display from a Chinese iPhone 4 repair store called iFixYouri, they found the LCD has over a mm thinner than current iPad's display, saying it is lighter and has smaller surrounding frame. The site believed this is fresh out from China but at this point, they can't really tell whether resolution is higher than the current iPad's display or not. More shots after the break.

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Picasso violin and guitar

Angry Birds for Windows Free Download

Angry Birds is probably one of the most popular, if not the most popular games in the world itself. In the puzzle video game, developed by Finland-based Rovio Mobile, players use a slingshot to launch birds at pigs stationed on or within various structures in order to destroy all the pigs on the playfield. Angry [...]

Related Articles:
Download Angry Birds (HD) Free For iPhone, iPod Touch And iPadTrick to Crack Mac App Store to Download Paid App (Angry Birds) for FreeBlockbuster Online Denies ProblemsDownload Googlepedia Firefox and Google Chrome Browsers Add-on To Search Google and Wikipedia SimultaneouslyAn Open Letter to iPhone Owners from Steve Jobs




Latest xbox 360 games

Apple Awards $10K to Lucky Winner, Lucky Winner Hangs Up on the Call

gail davisOn Saturday, iTunes VP Eddy Cue called a woman named Gail Davis of Orpington, Kent, U.K., to congratulate her on winning Apple's 10 billionth app download sweepstakes, and to award her with a $10,000 prize. Davis, however, politely declined the offer, and hung up.



"I thought it was a prank call," Davis told Cult of Mac. "I said, 'Thank you very much, I'm not interested' and I hung up." But one of her daughters knew that the call definitely wasn't a hoax because she was the one who downloaded the free Paper Glider app -- the lucky 10 billionth app download.

Continue reading Apple Awards $10K to Lucky Winner, Lucky Winner Hangs Up on the Call



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