Showing posts with label playstation 3. Show all posts
Showing posts with label playstation 3. Show all posts

Wednesday, February 29, 2012

New Info For The 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.




GAME won't stock Mass Effect 3, refunds pre-order deposits

UK retailer skipping EA's entire March line-up save SSX.


Have you still got your Mass Effect 3 pre-order receipt? Might want to dig it out. Troubled retailer GAME Group (which encompasses both GAME and Gamestation) will not stock any EA games released in March besides SSX.



Medal of Honor controversy and how Warfighter dodges the bullet

Is Medal of Honor 2 too safe for its own good?.


Medal of Honor was a first-person shooter set during a still-raging war, co-written by people fighting in that war. Despite this impressive grounding in fact, Danger Close's conveyer belt campaign was only a qualified exercise in historical documentary. The game didn't shy from portraying the actions of US soldiers, including the antics of mysterious "Tier 1" operatives. But showing things from the perspective of the other side? A bridge too far for publisher EA - and in this regard, the just-announced sequel Warfighter may be a step back.








Why You Shouldnt be Upset if Fatal Frame IIs Remake Doesnt Come Stateside

Adorkably's Gerald DeMattia writes:

"No one can say that it hasnt been an extremely odd year for the Nintendo Wii. Xenoblade is finally coming stateside and XSEED stepped up to the plate to deliver The Last Story onto us. Now, Nintendo of Europe announces that the previously Japan only Fatal Frame II: The Crimson Butterfly remake will indeed get a Euro release.

While exciting at first, its hard to forget the cold shoulder Nintendo of America gave us when it came to bringing the fourth entry in the series stateside. This leads me to believe we wont be joining the Amakura sisters on their second tour of All Gods Village. With that said, Im not as crushed this time around.

I had to give it some thought because something about this remake is off-putting and Im not talking about the resident ghouls."

PokePark 2: Wonders Beyond (Wii) Review By Canadian Online Gamers

Canadian Online Gamers - It seems lately that the more Pokémon games I play, the more I do not like them. It is not because the newest games do not require a lot of strategy or the fact that they are too easy. There is just no depth to them and I just do not find them all that enjoyable. Yes, I am a bit down on Pikachu and company but the franchise seems to be geared more towards younger and younger kids. Thus the franchise seems to be alienating some of their more mature fans. Take for example the newest Pokémon game, PokePark 2: Wonders Beyond (here on in known as PP2WB) for the Wii. PP2WB is essentially the opposite of what made the other games so good. When I say the other games, I mean the turn-based ones for the handheld systems. PP2WB may look, sound and feel like a Pokémon game, it is not a stellar Pokémon game by any stretch.


Friday, September 16, 2011

Several Min. of Kirby’s Surprisingly Good Nintendo DS Video

Silly me. I thought the major draw of Kirby Mass Attack would be Kirby MassAttack. Nope. The principal mode of what I presume is Kirby's final video game on the sunsetting Nintendo DS—the mode that gave this game its name—is a decent experiment in managing ten pink puffballs at once in a side-scrolling journey.

The actual draw is that this video game has a bevy of nutso mini-games.

Hooray for Kirby pinball! Cheers for Kirby the area-shoot-em-up! And thumbs up to the Kirby position-enjoying-video game. People and other, lesser mini-video games are unlockable in this month's Kirby Mass Attack. The mini-video games are modest, enjoyable and foolish, as jolly and satisfying as nearly anything I've been throwing away time with on my iPhone recently. And they star Kirby who, it appears, is up for just about any variety of video game.

I've used to seize the ideal of Kirby Mass Attack and its unlockable oddities in this video tour. Get pleasure from.

Tuesday, September 13, 2011

Street Fighter X Tekken Newer Movie

Capcom's cinematics work group must be acting on long-term mandatory overtime, as yet another character movie trailer for Street Fighter X Tekken have been revealed from Famitsu. Largely concerned with Street Fighter 4's Rufus, the most recent trailer (above) additionally corroborates recent teasers which hinted at everyone's beloved Underoos spokesman, Zangief. Marshall Law as well makes an appearance, even if in the a lot more gaseous form.

We find you'd have to be really damn sloshed to confuse Tekken's portly prodigy Bob Richards for Street Fighter's hardbodied heart-throb Ken Professionals, but they will be either blonde Us citizens, and we are going to happy to accept virtually any unnatural excuse that allows Capcom personas to fight their immediate Namco counterparts.

Tuesday, May 31, 2011

Darksiders 2 Teasing as well as Fear 3 Fresh Multiplayer Revelead

Fear 3 Unigue multiplayer modes.

“We have four various multiplayer modes, and additionally we deliberately and consciously tossed out deathmatch, team deathmatch, capture the flag,” Frederick told Gamespot. “We eliminated those gameplay modes.

“You can grab any shooter currently and you may play deathmatch. There are many people who are a little bit angry relating to this, however eventually, it’s more effective for our selected online game since we’ve made multiplayer modes now that you are able to mainly become from F.E.A.R. 3.

“So you determine to have fun with one of these multiplayer modes, you'll be able to only purchase F.E.A.R. 3. You can’t pick up any other game and obtain these.”

Three of F.E.A.R. 3′s four multiplayer modes – Contractions, Soul King, and Fucking Run – have been specific inside trailers, that has a 4 ., Soul Survivor, defying this YouTube search powers.

F.E.A.R. 3 arrives on PERSONAL COMPUTER, Ps3 and Xbox 360 in late June. See the full interview below.



Danny Bilson teasing Darksiders 2 uncover

THQ is expected to reveal Darksiders 2 during E3, but if hints coming from executive Danny Bilson are any clue, we may get a major magazine uncover too.

In a twitter update, Bilson promised Darksiders 2 news “very soon” and also “in a large way”, before including mysteriously:

“Well, a few big ways”.

One of these means is virtually surely E3, but any hint as to a second as well comes from Bilson’s twitter feed.

The vice president reposted a tweet via Game Informer’s Andy McNamara:

“Next week we get to show you the cover for our E3 issue, and I can’t hold on cause I am really freaking excited. The cover artwork is amazing,” he reported.

A glance above THQ’s approaching properties shows Darksiders 2 as the likely nominee – specifically with a reference “amazing” art, maybe from creator and comics legend Joe Madureira, of Battle Chasers and Uncanny X-men reputation.

Darksiders 2 can be expected to include a multiplayer element of the 2010 original’s formula.
Columbus Dispatch

Saturday, May 21, 2011

Games Info For Today


Mortal Kombat’s Kombat Pass temporarily dropped on PSN

Due to the long-lasting PSN outage, Mortal Kombat publisher Warner and developer NetherRealm have announced, through the game’s Facebook page, that they are dropping the Kombat Pass requirement for online play while the PSN Store is down.


Latest rumors suggest the store will return on May 24th but this has yet to be confirmed. Until that happens, you can enjoy free online play on the PS3.





Harold camping may 21

Ratings Reveal: Kinect Me, Fusion: Genesis, Crimson Alliance Coming To Xbox 360

certainaffinity.jpgThe Australian Classification Board has been a great resource for finding information about games prior to their reveal, and today's update is no different -- three games for the Xbox 360 have been revealed, possibly showing us what we're up for during E3.



The first title is Crimson Alliance, developed by Certain Affinity. This developer previously got their feet wet in the digital space with Age Of Booty back in 2008. Since then they've been the go-to guys for Halo: Reach and Call Of Duty map packs. Some have speculated that it could be a downloadable return of Crimson Skies based on the name, but it also might be intertwined with a Bungie-based property.



The second title is Fusion: Genesis, which does not have a developer specified. Thanks to Shard on the NeoGAF forums, we also know that Microsoft trademarked Fusion: Vault and Fusion: Sentient, possibly showing a new downloadable trilogy or part of a three-screen strategy by Microsoft.



The final game is a little more obvious: Kinect Me, which might be a new mini-game collection for download or retail. The Korean Rating Boards have also rated something called the Kinect Fun Lab, which could very well be the same thing.



Just three more weeks until E3!





Zumba

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.




Byty na predaj

Tuesday, May 17, 2011

Playstation on Sale

Playstation System - Video Game Console

Whether you're a die-hard PlayStation 2 fan or a new player, this PlayStation 2 console will meet the demands of your game playing. The smaller, sleeker design makes it easy to carry around and enjoy games any time, anywhere. It keeps the PS2's powerful 300MHz processor, for enhanced clarity and mesmerizing graphics. Equipped with an integrated Ethernet port for network gaming, the PlayStation 2 sets new standards in the fusion of design and functionality. Approximately 40 percent of North American PlayStation 2 online gamers use dial-up connections and to satisfy this base, the North American model is equipped with both Ethernet and modem ports. Includes PlayStation 2 console, Analog Controller (DUALSHOCK 2), AV Cable (integrated audio/video), AC Adaptor (AC power cord included). -- SPECIFICATIONs ------------------------------------ CPU - CPU : 128-bit CPU System Clock Frequency : 294.912 MHz Cache Memory : Instruction: 16KB, Data: 8KB + 16 K (ScrP) Main Memory : Direct Rambus (Direct RDRAM) Memory Size : 32MB Memory Bus Bandw

$99.99 - Buy This Item at Amazon.com


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Friday, May 6, 2011

Games Info For Today


Blizzard Donates $800,000 From Virtual Pet Sales To Make-A-Wish

Blizzard Entertainment is donating $800,000 to the Make-A-Wish Foundation America, which it raised through virtual pet sales in World of Warcraft late last year.



When Blizzard introduced its Moonkin Hatchling to the MMORPG, the publisher promised to send 50 percent of the proceeds from the $10 pet during November and December 2010 to Make-A-Wish. Presumably, it sold 160,000 of the pets during that period.



Blizzard also worked with the charity last month to grant the wishes of two boys facing life-threatening medical conditions. The kids visited the company's headquarters in Irvine and were treated to an inside look at World of Warcraft with the MMORPG's development team.



This news comes a few days after Blizzard added another in-game pet, the Cenarion Hatchling, to World of Warcraft. The company will donate 100 percent of the $10 pet's sales between now and July 31 to the American Red Cross's Japan Earthquake and Pacific Tsunami relief efforts.



The publisher began its World of Warcraft charity efforts in November 2009 when it created its first premium pet, the Pandaren Monk, for the online game. Blizzard raised $1.1 million during a two-month campaign, which it donated to Make-A-Wish.



"We've had a long relationship with the Make-A-Wish Foundation and are proud to help contribute to the great work they do for children," says Blizzard CEO and co-founder Mike Morhaime.



"We're also proud of the spirit and generosity of our players – their enthusiasm for World of Warcraft and for supporting a good cause made this donation possible."




Deus Ex 3

Call of Duty: Black Ops Escalation

REVIEW: Turning up the heat.


Call of Duty has never wanted for memorable moments. Your first taste of Nuketown - pure, face-clawing masochism in model village form. The first time you had your guts torn out by an attack dog in World at War. Watching zombies chow on "Tricky Dick" Nixon. "No Russian".







Varenie Hry

Update On Identity Protection Scheme

As you will have read in the letter from Sir Howard Stringer, that we posted a few hours ago, in the US we are offering all PSN users one year’s free access to an identity protection scheme. I can assure you that here in the SCEE region, we are working incredibly hard to offer you something very similar. As is often the case here, with so many countries in our region, this is a very complicated thing to achieve, but we are close.


Please keep an eye on the blog as we hope to be able to announce something about this very soon.





Lady Gaga Judas Music Video

Tuesday, May 3, 2011

Playstatiton News For Tonight


Giant Bombcast 05-03-2011











<img src="http://media.giantbomb.com/uploads/0/27/1774671-jet_mag_tyrese_cover_large.png">

We re-open old Fable III wounds, get serious about Mortal Kombat fiction, spend an inordinate amount of time figuring out how to bring pizza to space, try and make sense of Jets publishing/foreign language business, in this weeks Bombcast!





















Suchmaschinenoptimierung Service

Virtua Tennis 4

REVIEW: Aim for a slice of stardom.


Five minutes in, and we're watching Andy Murray leading some freshly-hatched chicks towards a large hen. Ah, Virtua Tennis: forever the giggling lunatic of the sports game circuit.







Barbie hry pre dievcata

News In Brief: Atom &amp; Cosmos - Science News

A world record for atom smashing, plus black hole threesomes, a volcanic Mars in this week's news.




Navy Seal Training

Friday, April 15, 2011

Playstatiton Information For Tonight

Competition: We’ve Got Five Copies Of Spectral Souls: Resurrection Of The Ethereal Empires For PSP Up For Grabs!

We've Got Five Copies Of Spectral Souls On PSP Up For Grabs!

We've Got Five Copies Of Spectral Souls On PSP Up For Grabs!


We’re clearing out the closets here at PushSquare. Ghostlight’s been kind enough to send over five copies of Spectral Souls: Resurrection Of The Ethereal Empires for PlayStation Portable. If you want to own a copy of this strategy RPG with the best name in PSP history, hit the jump.


We’re keeping this one super simple. All we want you to do is fill in your name and e-mail address below. We’ll drop all the entrants into a big metaphorical hat and pick out five winners. Remember to use a valid e-mail account please — if we can’t contact you then there’s no way for you to receive the prize. S’life.


Aside from having the best name ever, Spectral Souls: Resurrection Of The Ethereal Empires is a competent strategy RPG set in the alternate world of Neverland. The game’s dark plot should keep you hooked to your PSP until the NGP rolls around later in the year.


Fill in the form below by Sunday 17th April 2011 at 12:00PM BST and you might be in with a shot at winning. Please note, you’ll need an active European PlayStation Network account to redeem the prize.


Your Commenter Alias (required)


Your Email (required)




Best of luck!





Latest xbox 360 games

iOS Game of the Day: Mos Speedrun

Jump, dodge, and race Mos, the colorful insect girl, as she navigates 20 stages of retro platforming action. GamePro Score: 4.5




Online Hry Zadarmo

Battlefield 3 - "My Life" Trailer (Actual Game Footage)

A brand new trailer for Battlefield 3 showing off brand new gameplay.

Neocrisis: F.E.A.R 3 Multiplayer Modes Explained

Neocrisis: The four multiplayer modes are explained for F.E.A.R 3.



Hry

Sunday, April 10, 2011

Playstatiton News 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.



Online hry

One Piece Colosseum (Mugen)


A great mugen game with 24 full playable characters from the One Piece Universe!



Note: There is a file embedded within this post, please visit this post to download the file.







Herne Navody / Obrazky

The Best of Big Download: April 4 - 10



All's quiet on the PC gaming news front -- it seems like the entire industry decided that the past seven days were a darn good time to take a bit of a breather. There was still some news and downloads to report on, however. So, we did that. We did just that.

Continue reading The Best of Big Download: April 4 - 10



Hry

Thursday, March 24, 2011

Hot Info For The Week

Ono: Darkstalkers reboot petition needs to hit at least 500k, SF x Tekken 3DS port “next step”

Capcom fighting boss Yoshinori Ono has said the company won’t “raise its eyebrow” to rebooting long dormant fight series Darkstalkers until a petition to bring it back hits at least 500,000 signatures.



Speaking to EG ahead of tonight’s 3DS launch in London, Ono said that even now that it has hit 100,000 signatures, Capcom still isn’t interested.


“We have to keep on going,” he said. “At the moment in Capcom’s statistics, I’ve heard [the number of requests have] gone over 100,000. But it’s far from a million. We need to keep on going.


“One day, if it goes half a million, Capcom may raise its eyebrow a little bit and I could do what I did in London in 2007 when I announced the comeback of Street Fighter.”


Ono continued: “In the near future, with your help, it may become true. It’s on its way, because we’re pretty much where we were with Street Fighter a few years back. So keep it up.”


Street Fighter x Tekken 3DS port the “next step”


Ono also told EG that, just like Super Street Fighter IV, a 3DS port of Street Fighter x Tekken – a home console title to date – could be a possibility. And although nothing concrete has been considered as yet, it should be the “next step.”


“It used to be that you had to go to an arcade machine, pay money and play it. Then it came to home console and you could play it in front of your TV. Now you can play Super Street Fighter IV anywhere if you’ve got a 3DS,” Ono said.


“I think that’s an amazing thing. The next step would be to have Street Fighter x Tekken, which is the celebration of all top fighting gamers’ dreams in one, to be on 3DS, where you can play anywhere you want.”


“That’s an ultimate idea. Personally speaking, it should happen. We should probably start making more noise about this. But officially, nothing has been considered yet.”


Street Fighter x Tekken doesn’t have a date, but more information is expected on the PS3 and 360 fighter at Captivate next month despite Capcom refusing to confirm earlier this week if it would be there.


Super Street Fighter IV 3D Edition is a launch title for 3DS, which goes on sale at midnight tonight.





Obrazky na plochu / Hry

Next stop on Epic’s Eurotrip, Sweden and Coffee Stain

Bulletstorm Plantmonster Next stop on Epics Eurotrip, Sweden and Coffee Stain


Picture Epic Games as a senior at NCSU taking the semester off to backpack through Europe. Spain was fun, but not his style. No, he’s more into northern Europe, up where it’s colder, up where it snows.


Epic has been on a Euro trip for quite some time, and we finally received a postcard. “Wish you were here,” Epic scribbles on the back of the postcard from Poland, which is a picture of him and his good friend Dicktits (the loving nickname he gave his pal People Can Fly), having fun next to a monumental sized plant monster. And this is great, because vicariously through Epic and People Can Fly, we enjoy Poland.


“Next stop, Sweden,” Epic says. He has to see about a Coffee Stain, and such an epic Coffee Stain it is.


The next company to partner with Epic Games is Coffee Stain Studios, a Swedish game studios that known for a lovable iPhone app called I Love Strawberries. They’re also known for raking in several awards from the ‘$1 Million Make Something Unreal’ contest with their latest title, Sanctum, which is by far not a saccharine app.



Announced today, Coffee Stain will license the Unreal Engine 3 for Sanctum and future games in their library. Just like the video says, the aforementioned title is a FPS Tower Defense game, and it looks sweet. Tickle your fancy? Feel good knowing you can hop on the beta April 15. Even better, starting tomorrow you can pre-order with 10% knocked off the official price of $14.99. You want more? You can download the demo here.




Cherry Blossom Festival

The Future of 2D Gaming

theGamerBuzz writes, "Portable game devices are the younger brother of the home game console. Nintendo started the portable gaming craze with the legendary Game Boy and still controls the front even today with the innovative Nintendo DS."




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Wednesday, March 16, 2011

Playstatiton News For This Week

Datapop, Anamanaguchi this week in Austin

Datapop, Anamanaguchi this week in Austin:


Are you in Austin, TX right this second for SXSW concerts, looking for chiptunery? Head to the Highball for the annual Datapop showcase, featuring the following acts:


9PM: exileFaker9:45 PM - knife city10:30 PM - Fuckjazzforaminute11:15 PM - Sulumi12:00 AM - Covox12:45 AM - USK1:30 AM - IAYD


In addition, chiptune/rock superstars Anamanaguchi will be performing at no fewer than five shows this week, starting tomorrow at noon for some reason. I hope I get a chance to go to one… The band might even have some limited-edition Airbrushed vinyls available!


Buy: Anamanaguchi albums


See also: More chiptunes





Nuclear power plants

Nintendo DSiWare and WiiWare Weekly Updates

Plants vs. Zombies, Rabi Laby, 5 in 1 Mahjong, Liight and a Mix Superstar demo arrive on DSiWare/WiiWare

Yakuza: Of the End PlayStation 3 Screenshots

20 PlayStation 3 Screenshots posted, from Sega




Dead Space 2

New Batman Arkham City Trailer


There isn’t much to say here the video can’t say for itself. Rocksteady has proven that they are a heavy contender for game of the year award. This game is a step above Batman Arkham Asylum and that is hard to say since that game was such a well developed game to begin with.


Take a look at the trailer to see the Joker, Two Face, Catwoman, Dr. Strange !



Edge and Schick have DLC for inFAMOUS 2


Need to shave? Might as well get one of the unique PS3 themed kits and score some DLC. How about the Infamous 2 Sniping ability? The Chevy Camaro for GT5 perhaps? Edge and Schick have teamed up with Sony and Jt Pierce Marketing manager had this to say about the announcement:



Some of the biggest franchises ever to hit PlayStation have had caused quite a buzz over the last few months. Gran Turismo 5 and Killzone 3 are both runaway successes. And with anticipation building for inFAMOUS 2, we’ve been hard at work looking for ways to help up the ante in your AAA action.


Limited Edition PS3 Packs from Schick Quattro Titanium and Edge


That’s why we’ve joined forces with Edge and Schick to help you get more of an edge in your life and your gameplay. This week, special edition Edge Shave Gel and Schick Quatro products are hitting store shelves nationwide. These custom Killzone 3, Gran Turismo 5 and inFAMOUS 2 packages are more than just collector’s items. Enter the on-pack code at edgeshave.com/ps3 and get your hands on your choice of downloadable content including:


* A Killzone 3 Retro Map Pack featuring two popular maps from Killzone 2 OR three Unlock Points to use on the weapon or ability of your choice

* A customized Chevy Camaro SS “Edge Special” for Gran Turismo 5

* A special “Sniper Blast” in-game power for inFAMOUS 2. The long-range blast has a narrow area of effect to better equip you to take-on the enemy when inFAMOUS 2 arrives in June.



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Source:PSBlog






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