Forum Index > Jocuri > NextGen

#0 by Votan Donor (Son of Valhalla) (0 mesaje) at 2007-02-27 16:52:57 (900 săptămâni în urmă) - [Link]Top
У нас тут есть топики про PS3 про Х360 есть Сони против коробки и даже про PS2 но мы как-то все чаше забываем что PC та тоже входит в NextGen я создал этот топик чтоб это исправить в этои теме предлагаю больше говорить о экслюзивах на PC есть и такие :) ну и про мультиплатформенные не будм забывать и про ПК




Mesaj util ?   Da   0 puncte

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
<< Precedenta      Următoarea >>

#276 by regnumekal (User) (0 mesaje) at 2007-04-12 15:41:48 (894 săptămâni în urmă) - [Link]Top
CellFactor: Revolution
Genre: Sci-Fi First-Person Shooter
By: Artificial Studios
Platforms: PC Exclusive X360 Cancelled
Release date:  May 8, 2007

There was a time when action games put you in static worlds, where the only things you could affect were enemies you could shoot; keycards you could pick up; and maybe, if you were lucky, barrels you could explode with a few well-placed gunshots. Thanks to the miracle of modern science, computer games now offer much more interactivity; you can blow up chunks of your environments and toss them all over the place thanks to advanced-physics programming--including the physics supported by hardware manufacturer AGEIA's "PhysX" chip.

One game that got some attention at this year's Electronic Entertainment Expo for its use of physics was CellFactor, a technical demonstration that will now be coming home to the PC as a new game called CellFactor: Revolution. Artificial Studios' president and lead developer Jeremy Stieglitz sat down with us to give us an update on this sci-fi shooter that will let you shoot, run, and tear up your surroundings.

GameSpot: We understand that CellFactor started out as a tech demo using AGEIA's PhysX technology. Tell us about how the demo eventually ended up becoming a full-fledged game product.

Jeremy Stieglitz: In January of this year, we got our hands on some prototype PhysX hardware. We decided to use what limited resources we had at the time--Artificial is a small, independent developer--to put together a uniquely styled first-person shooter demo. We thought development of CellFactor would end there, but to our surprise, the gaming community seemed genuinely interested in the concepts in the demo, so we managed to secure some backing to put together a full multiplayer PC game. Our goal at the time was to produce CellFactor: Revolution without affecting our other title in development, Monster Madness, and the solution has been to create a second team at Artificial to develop it.

GS: Tell us about the game's use of advanced physics--just how much of the game's environments can be moved and deformed? Will manipulating the environment be a big part of gameplay?

JS: In the tech demo [shown at E3], there are several thousand rigid-body objects within the environment that can be used as weapons, and there are some cloth and fluid elements, but beyond that, you're basically in a static environment. Not so for Revolution. Our goal for this game is now to make the environment as interactive as the objects within it, and our primary way of doing that is to construct architecture from breakable-jointed dynamic objects rather than static geometry (as was done in the tech demo). This allows explosions to shatter stairwells, psychic powers to collapse pillars (the debris from which can then be used as weapons), gunfire to chip pieces off concrete, and all manner of environmental destruction. The downside is that joints are very complex computations, so the performance difference between software and PhysX hardware is more extreme. Thus, we find that some environments simply don't run in software anymore, but that's a worthy trade-off for the havoc you can unleash on a destructible environment. It really makes some of the psychic powers rather insane to see in motion, as everything around you collapses and shatters.

GS: Is the game being developed mainly for users that will hopefully have purchased high-end computers with physics-accelerator hardware by the time the game ships? What kind of hardware specs are you targeting?

JS: The primary target user will have PhysX hardware, and a portion of the game's content will require that the hardware is present on the system. The game's content will still be accessible to users in software physics, but that will be limited to environments without the robust interactivity of the hardware levels. As far as graphics go, the sheer number of objects onscreen pretty much requires a GeForce 6800 or ATI X800 generation video card, but if you have a GeForce 7900 or ATI X1900, you can crank up the high dynamic range lighting, per-pixel motion blur, and texture resolution to enjoy some eye candy along with your physics. CPU requirements are not as great, since much of the most intensive calculations are off-loaded to the PhysX processing unit, so you can capably run the game with a single-core processor with a speed of about 2GHz.

Psychic Hotline

GS: We understand that you'll play as one of three different characters that may have powers that let them lift and hurl objects in the world. At E3, we also saw the character use a power-up item to take flight. Tell us about these characters' background stories and how they came to possess their powers. What are some of the other powers your character will possess?

JS: We wanted to open up the setting and let players choose from different balances between psychic power and weapon combat. To that end, we now have three character classes you can choose from in most of the multiplayer game types. Each of these characters represents a different approach to the game's combat mechanics.

Bishop: An experiment of the secretive Technocracy faction in the CellFactor universe. Though originally human, she's been injected from birth with mind-enhancing drugs and outfitted with cybernetic implants to further boost her abilities. The result is that though she does not wield any weapons, the bishop focuses both hands on projecting psychic power and thus is able to manipulate the world around her on a scale unmatched by the other characters. Some of her abilities include: "psi rift," which lets her gather huge numbers of objects in a gigantic ball; "psi crunch," which basically means she can detonate whatever objects she's holding (including other characters); "psi wave," which allows her to part a "sea" of objects to either side; and "psi shield," which allows her to surround herself with all sorts of nearby objects, creating a natural protective shield. Note that all these abilities rip up the environment, too. So, for example, activating "psi rift" near a structure might collapse it and gather its pieces in a big ball that you can then hurl at your enemies.

Guardian: A cybernetic creature developed by the Technocracy as a primary assault unit. The guardian is not an innately organic creature and thus does not possess any psychic abilities whatsoever. To compensate for this deficiency, the guardian can wield any two weapons at once. This includes heavy weapons, such as rocket launchers and Gatling guns. He can then use both weapons' primary and secondary firing modes simultaneously or independently, as he sees fit. Furthermore, the guardian has incredible strength, allowing him to leap hundreds of feet into the air and (optionally) pound the ground to create a gigantic shockwave. He can also unleash a variety of devastating punches (when carrying only one weapon), which can send objects flying or instantly kill any player. Effectively, the guardian is ideal for players that find all this psychic power to be a little too subtle and prefer the direct approach of massive firepower.

Black Ops: The standard unit of the human resistance, the black ops soldier is an elite unit who has undergone psychic enhancement from captured Technocracy equipment. The black ops is basically the character featured in CellFactor: Combat Training, who wields a gun in one hand and psychic power in the other. This strikes a nice balance between weaponry and physical attacks, letting the player determine which combat situation is best for each approach. As you've seen in the tech demo, the black ops soldier can increase his psychic potential by injecting himself with power-ups found in various crates within the environments. (For that matter, so can the bishop.)

GS: Give us a brief overview of the game's story. Who are the characters fighting against, and why?

JS: The world of CellFactor posits a near future in which a secretive military-industrial corporation, known as LIMBO, unleashes a secret force that has devastated the planet. The player characters can either fight as part of this force, known as the Technocracy, or against it with the human resistance. Since this will primarily be a competitive multiplayer game, the storyline is not central to the gameplay, but it hopefully does provide something of a basic context for the action.

GS: What can you tell us about plans for the game's multiplayer? How will the game manage all the complex physics calculations of objects, explosions, and particles online?

JS: The tech-demo game was pretty much LAN-only, since it assumed that the server would have very high bandwidth, reliable messaging, and low ping. With Revolution, we're working to support proper Internet play out of the box. That includes retooling the network code to predict movement properly under high-latency, low-reliability conditions. Those adjustments aren't a problem, but Internet servers with low bandwidth won't be able to send that much real-time physics synchronization data (for thousands of simultaneously moving objects) over the Internet, no matter what we do. So to make the game playable under a wide variety of network conditions, Revolution includes a "physics density" slider for servers, which scales down the number of objects and destructive potential of the environment to accommodate servers with less bandwidth. The game will ship with presets for a wide variety of server configurations, so basically Internet servers of all kinds should be able to host sessions--some with less interactivity than others but all fundamentally the same game.

GS: Finally, is there anything else you'd like to add about the game?

JS: The first-person genre is extremely crowded, so with CellFactor: Revolution, we're working hard to bring something new to the table. Moving away from straightforward my-gun-is-bigger-than-yours combat and more toward innate character abilities is something that I personally enjoy very much--it makes me feel like I'm actually playing as a seriously powerful character--and I hope others do, too!

GS: Very cool. Thanks, Jeremy.










Mesaj util ?   Da   0 puncte
#277 by Votan Donor (Son of Valhalla) (0 mesaje) at 2007-04-14 00:55:58 (893 săptămâni în urmă) - [Link]Top
Завтра офф час дня Jambo чердак
чердак бар на 4 этаже


Mesaj util ?   Da   0 puncte
#278 by regnumekal (User) (0 mesaje) at 2007-04-14 14:34:39 (893 săptămâni în urmă) - [Link]Top
Lost Planet: Extreme Condition PC Version Hands-On (lol)
Earlier this year Capcom scored a hit with the release of Lost Planet: Extreme Condition on the Xbox 360. Looking to expand on that success, Capcom is now bringing the game to the PC. The PC version of Lost Planet is a direct port of the Xbox 360 version with new multiplayer maps and optimized graphics and special effects. We played the game to see how it holds up on the PC.


The added detail and higher resolution promise to make the snowy wastelands and massive bugs of Lost Planet look better than ever.

In terms of content, you won't find anything new in the Lost Planet single-player game. The multiplayer game is mostly unchanged as well and still supports up to 16 players online with four different game modes. The PC version of the game does come with some new maps and an updated server lobby, but that's the extent of the new content. Lost Planet is branded as a Games for Windows product, but it isn't a part of the Games for Windows - Live program. That means there won't be any achievements or cross-platform multiplayer built into the game.

Instead of having new missions, enemies, or weapons, the PC version of Lost Planet has been enhanced and adapted for high-end gaming machines. The game supports both DirectX9 and DirectX10, so it's compatible with both Windows XP and Vista. Most notably, Lost Planet supports resolutions up to 2560x1600, so if you have a capable video card and monitor you can expect to see crisp, detailed effects on the PC that aren't possible on the Xbox 360. Lighting, shadows, and particle effects all show fairly significant improvement over the Xbox 360 version of the game, which already looked great to begin with. The team at Capcom has been working with graphics gurus at Nvidia to optimize Lost Planet for the PC. As a result, Lost Planet is part of Nvidia's "The Way It's Meant To Be Played" lineup of games.

Rather than simply reading a laundry list of technical specifications, we let our eyes do the work by playing through one of the early levels in the game. Bear in mind that we were playing the game on a tricked-out system at 1280x720 resolution on a 30-odd-inch LCD monitor, so results and performance will of course vary. Based on our time with the game, though, it looks great. The lighting and particle effects are especially noticeable, and we found ourselves blinded by blowing snow and fiery explosions several times. The textures are all sharp and detailed, and the game runs quite smoothly despite the copious numbers of massive bugs and explosions appearing onscreen.


The keyboard controls work well, but the game also supports the Xbox 360 gamepad if you prefer the dual analog control scheme.

We played the game using the mouse and keyboard controls, but it does also support the Xbox 360 controller. In fact, the button cues that show up onscreen correspond with buttons on the Xbox 360 gamepad rather than the keyboard keys. We found that using the mouse to aim and the WASD keys to move works perfectly well in Lost Planet, and if you're a veteran of PC shooters you'll have no trouble jumping right into this one. It did take us a few minutes to get used to using the C key for the grappling hook, but after a few attempts we were able to swing about the level with ease.

In addition to the graphical enhancements, the PC version has an edge over the Xbox 360 version in terms of price. The PC version of Lost Planet will retail for $39.99, a full $20 cheaper than the Xbox 360 release. But before you drop your money on the game, you can try out a PC demo, which will be available in May. The game will be released in June of this year, so be sure to check back here for more details and our full review. In the meantime, you can check out more than 20 brand-new screenshots from the game.


Mesaj util ?   Da   0 puncte
#279 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-15 09:10:19 (893 săptămâni în urmă) - [Link]Top
#278 regnumekal, nice..mai este mult pina apare ?


Mesaj util ?   Da   0 puncte
#280 by regnumekal (User) (0 mesaje) at 2007-04-15 09:13:32 (893 săptămâni în urmă) - [Link]Top
#279 Beyond, Pina cind e TBA. :(


Mesaj util ?   Da   0 puncte
#281 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-15 09:15:10 (893 săptămâni în urmă) - [Link]Top
#280 regnumekal, credca prin 2008..mai avem de asteptat.:D


Mesaj util ?   Da   0 puncte
#282 by regnumekal (User) (0 mesaje) at 2007-04-15 10:35:48 (893 săptămâni în urmă) - [Link]Top
#281 Beyond, Edit: "Lost Planet eclipsing PCs in June, sequel possible " Se pare ca-n iunie


Empire Earth III
Genre: Real-Time Strategy
By: Sierra Entertainment, Mad Doc Software
Platforms: PC Exclusive
Release Date: Q4 2007
Almost two months after our exclusive first look at Empire Earth III, Sierra and Mad Doc showed off the real-time strategy sequel for the first time at a major event, in this case Sierra's Gamers' Day. Like its predecessors, Empire Earth III will cover the span of human history as you guide a faction through the ages. However, Empire Earth III will also introduce major changes to the series designed to streamline the gameplay.


Sierra and Mad Doc didn't announce any new details about the game. There are still three regional factions: Western, Middle Eastern, and Far Eastern. The game still has an oversized, exaggerated art style that is best described as a blend of Age of Empires and Warcraft. A lot of the complexity found in previous Empire Earth games is still stripped out, so now you don't have to worry about managing dozens upon dozens of workers gathering eight different kinds of resources. Now there are just two basic resources in the game, and each resource building has its own workers attached to it, so you have little to manage in that regard. The designers have listened to the feedback complaints that the previous games were just too convoluted for their own good.

Work on the game has advanced a fair amount since we saw it at Mad Doc's offices outside of Boston earlier this year. The skirmish and battle gameplay is pretty much nailed down at this point, and the designers are happy with the balance thus far. A lot of work is now going into the new-world domination mode, which links all the real-time battles with a turn-based campaign set on a 3D globe. You will be able to try to conquer the world--which will be divided into 40 to 60 territories--by moving armies into neighboring territories and defeating their defenders. World domination can be played on a globe of the Earth or on a randomly generated planet, so there are effectively an unlimited number of worlds to play on.

Mad Doc is planning a beta test of the game soon to gather feedback from players and testers. There's still a lot of work to be done, but Empire Earth III is on track for release later this year.








Mesaj util ?   Da   0 puncte
#283 by BaD (kaziol nivazmojniimweqrqeqweqr) (0 mesaje) at 2007-04-15 10:48:28 (893 săptămâni în urmă) - [Link]Top
#282 regnumekal, cool


Mesaj util ?   Da   0 puncte
#284 by Antikiller (地獄) (0 mesaje) at 2007-04-15 10:51:18 (893 săptămâni în urmă) - [Link]Top
#282 regnumekal, Damn it's graphics are cool!

#283 BaD, +1


Mesaj util ?   Da   0 puncte
#285 by BlackGodDisabled (Гений) (0 mesaje) at 2007-04-16 02:11:45 (893 săptămâni în urmă) - [Link]Top
The Wall


Разработчик:    Burut Creative Team
Статус:    в разработке, запланирована на III квартал 2007 года
Жанры:  Action (Shooter) / 3D / 1st Person



The Wall  is based on "The Day After Tomorrow" premise that Earth has suffered a cataclysmic world-changing event. Set in the future, a catastrophe 300 years prior to the game has drastically altered the geography and politics of the world. Three factions have become the dominant forces in the world:
The first is simply known as the Government. A totalitarian regime, it currently controls most of the world's economy and populace.The rich live in shining, utopic skyscrapers while the poor live in shanty towns...  The second faction is the Environmentalists, who attempt to be one with nature. They feel that the catastrophic events 300 years ago were caused by mankind's pollution and abuse of the land. The Environmentalists seek to restore balance between Man and Nature...  The third faction is known as the Church. They have established a New Rome, the heart of their religion...
  You play as Adam, the genetically altered human who is destined to seed a new race of Man. As the game starts out, you are lost.World Forge has told us that the focus of The Wall is on a story driven single-player experience.
There will be 20 to 25 missions. Levels will include Slums ,a Fish Market, a Park , and also an underwater city. The game will ship with a full dynamic Day & Night cycle, and utilize the Vital 2.5 Engine.
Expect to see The Wall on both the Playstation 3 and PC...

Click to enlarge screen














Mesaj util ?   Da   0 puncte
#286 by BlackGodDisabled (Гений) (0 mesaje) at 2007-04-17 21:44:21 (893 săptămâni în urmă) - [Link]Top
Crimecraft


Разработчик:  Vogster Entertainment
Статус:  в разработке, запланирована на IV квартал 2008 года
Жанры:  RPG (MMOG) / 3D / 1st Person / 3rd Person


CrimeCraft, первый проект компании Vogster Entertainment. Никаких лозунгов «начинать будем с малого» — игра натурально шокирует своим размахом. Жанр — MMORPG, очень сложный, но прибыльный. Графический движок — Unreal Engine 3. Дата выхода — не раньше конца 2008 года. Внушает? Внушает!
Отдельно стоит отметить сеттинг игры — что приятно, перед нами не очередное избиение эльфов орками, а... современный американский мегаполис, за власть в котором борются полицейские, бандиты и бизнесмены. Кто сказал «GTA-онлайн»? Что ж, возможна и такая формулировка — тем более что внешне эти игры очень и очень похожи
Мы же пока не будем спешить даже с предварительным вердиктом — игра очень амбициозная и интересная, но сделать успешную MMORPG в этом мире получилось у очень немногих разработчиков. Будем надеяться, что в конце 2008-го Vogster войдет в их клуб.

Click to enlarge screen










Mesaj util ?   Da   0 puncte
#287 by Antikiller (地獄) (0 mesaje) at 2007-04-17 21:46:25 (893 săptămâni în urmă) - [Link]Top
#286 BlackGod, Damn!

P.S ooo pe primul scrin e Jessica Alba


Mesaj util ?   Da   0 puncte
#288 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-04-17 21:55:34 (893 săptămâni în urmă) - [Link]Top
#279 Beyond, iunie 2007.


Mesaj util ?   Da   0 puncte
#289 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-17 22:05:16 (893 săptămâni în urmă) - [Link]Top
#288 BlackCross, super.va fi pe pixel shader 3 ? tre sa-ni fac upgrade la videocarta pt asa o joaca..:D


Mesaj util ?   Da   0 puncte
#290 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-04-17 22:15:43 (893 săptămâni în urmă) - [Link]Top
#289 Beyond, nu numai pixel shading 3 ci şi directx 10 suppot.


Mesaj util ?   Da   0 puncte
#291 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-17 22:18:00 (893 săptămâni în urmă) - [Link]Top
#290 BlackCross, da..joaca va rupe.tre sa astept pina la vara sa-mi iau 8600 gt cind o sa apara..
x1600 a mea nu va face fata :D
p.s joaca va merge mai bine pe vista,da ?


Mesaj util ?   Da   0 puncte
#292 by m000rfik (User) (0 mesaje) at 2007-04-17 22:18:20 (893 săptămâni în urmă) - [Link]Top
#286 BlackGod, parca ii gta


Mesaj util ?   Da   0 puncte
#293 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-04-17 22:20:27 (893 săptămâni în urmă) - [Link]Top
#291 Beyond, vista sux (cel puţin la moment).


Mesaj util ?   Da   0 puncte
#294 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-17 22:26:37 (893 săptămâni în urmă) - [Link]Top
#293 BlackCross, la moment..sa vezi cum toti pe rind vor trece pe vista..:D
klar ca sunt si iubitori de Linux..


Mesaj util ?   Da   0 puncte
#295 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2007-04-17 22:26:44 (893 săptămâni în urmă) - [Link]Top
#291 Beyond, 8600 sux, e cam la acelashi nivel ca shi X1650XT cu parere de rau


Mesaj util ?   Da   0 puncte
#296 by BeyondDisabled (Power User) (0 mesaje) at 2007-04-17 22:27:26 (893 săptămâni în urmă) - [Link]Top
#295 Iulik, nu prea..e pe dx10 facuta..tre sa rupa:D


Mesaj util ?   Da   0 puncte
#297 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2007-04-17 23:10:51 (893 săptămâni în urmă) - [Link]Top
#296 Beyond, ei daq nu crezi uitete singur http://anandtech.com/video/showdoc.aspx?i=2970


Mesaj util ?   Da   0 puncte
#298 by Votan Donor (Son of Valhalla) (0 mesaje) at 2007-04-18 00:10:58 (893 săptămâni în urmă) - [Link]Top
#297 Iulik, че ты ссылки какие-то стремные тут тыкаешь как ты можешь сравнивать видюхи до того как они вышли Х1650ХТ на уровне 7900gs а 8600GT должен быть однозначно мошнее к тому же поддержка дх10 а вобще поживем увидим и посмотрим что нам покажет Radeon 2600


Mesaj util ?   Da   0 puncte
#299 by Protos (Power User) (0 mesaje) at 2007-04-19 15:28:43 (893 săptămâni în urmă) - [Link]Top
#298 Votan, 128-bit totul e clar, are potenţial nu rău însă memoria cu interfaţa dată (128-bit) parcă ar fi un picior mai jos de curea, arată FPS înalte la standard cu reyoluţii medii (1024x768, 1280x1024), dar cu AA şi AF productivitatea scade brusc, producătorii au făcut-o intenţionat deoarece dacă ar fi fost cu arhitectură de 256-bit ar fi păşit prea departe şi nu ar fi rost să cumperi 8800 sau la ATI 2900!!!!!
Ştiu ei ce fac, aşa a fost şi cu modelele trecute 6600GT şi X1600!
Deci doreşti mult şi frumos - trebuie să arunci bani mai mulţi !!!
Şi cu Dx 10 consider un mijloc de manipulare a celor de la Microsoft, şi + că jocuri cu adevărat ce ţin cu ştiţi abia apar în toamnă şi multe deacestea nu vor fi, doar formal ce ar aduce a DX10 dar nici pe aproape!!

Am uitat să-ţi spun dar îmi place mult avatarul tău, vîdra ceia e caraghioasă foc!


Mesaj util ?   Da   0 puncte
#300 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2007-04-19 17:17:35 (893 săptămâni în urmă) - [Link]Top
#298 Votan, sam ti stremnaia ssilka posmotri sam na overclockers.ru, a 8600GT vashe fuflo, daje pontu brat' ee nety


Mesaj util ?   Da   0 puncte

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
<< Precedenta      Următoarea >>

Forum Index > Jocuri > NextGen


Navigare rapidă:


Comunitatea digitală din Moldova. Să adunăm și să organizăm conținutul autohton de pe întreg internet pe un singur site web.