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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (913 săptămâni în urmă) - [Link]Top

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Game Awards 2012
Game of the Year

Assassins Creed III

Dishonored

Journey

Mass Effect 3

The Walking Dead: The Game (Winner)

Studio of the Year

343 Industries, Halo 4

Arkane Studios, Dishonored

Gearbox Software, Borderlands 2

Telltale Games, The Walking Dead: The Game (Winner)

Entertainment Weekly and Spike VGA Best Game of the Decade

Batman: Arkham City

BioShock

Half-Life 2 (Winner)

The Legend of Zelda: The Wind Waker

Mass Effect 2

Portal

Red Dead Redemption

Shadow of the Colossus

Wii Sports

World of Warcraft

Best Xbox 360 Game

Assassins Creed III

Borderlands 2

Dishonored

Halo 4 (Winner)

Best PS3 Game

Assassins Creed III

Borderlands 2

Dishonored

Journey (Winner)

Best Wii/Wii U Game

New Super Mario Bros. U (Winner)

The Last Story

Xenoblade Chronicles

ZombiU

Best PC Game

Diablo III

Guild Wars 2

Torchlight II

XCOM: Enemy Unknown (Winner)

Best Shooter

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Halo 4

Max Payne 3

Best Action Adventure Game

Assassins Creed III

Darksiders II

Dishonored (Winner)

Sleeping Dogs

Best RPG

Diablo III

Mass Effect 3 (Winner)

Torchlight II

Xenoblade Chronicles

Best Multi-player Game

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Guild Wars 2

Halo 4

Best Individual Sports Game

Hot Shots Golf: World Invitational

SSX (Winner)

Tiger Woods PGA Tour 13

WWE '13

Best Team Sports Game

FIFA Soccer 13

Madden NFL 13

NBA 2K13 (Winner)

NHL 13

Best Driving Game (TBA)

DiRT: Showdown

F1 2012

Forza Horizon

Need for Speed: Most Wanted (Winner)

Best Song in a Game

"Castle of Glass" by Linkin Park, Medal of Honor: Warfighter

"Cities" by Beck, Sound Shapes (Winner)

"I Was Born For This" by Austin Wintory, Journey

"Tears" by Health, Max Payne 3

Best Original Score

Call of Duty: Black Ops II

Halo 4

Journey (Winner)

Max Payne 3

Best Graphics

Assassin's Creed III

Dishonored

Halo 4 (Winner)

Journey

Best Independent Game

Dust: An Elysian Tail

Fez

Journey (Winner)

Mark of the Ninja

Best Fighting Game

Dead or Alive 5

Persona 4 Arena (Winner)

Street Fighter X Tekken

Tekken Tag Tournament 2

Best Handheld/Mobile Game

Gravity Rush

LittleBigPlanet PS Vita

New Super Mario Bros. 2

Sound Shapes (Winner)

Best Performance by a Human Female

Emma Stone as Amanda Cartwright, Sleeping Dogs

Jen Taylor as Cortana, Halo 4

Jennifer Hale as Commander Shepard (female version), Mass Effect 3

Melissa Hutchinson as Clementine, The Walking Dead: The Game (Winner)

Best Performance by a Human Male

Dameon Clarke as Handsome Jack, Borderlands 2 (Winner)

Dave Fennoy as Lee Everret, The Walking Dead: The Game

James McCaffrey as Max Payne, Max Payne 3

Nolan North as Captain Martin Walker, Spec Ops: The Line

Best Adapted Video Game

Disney Epic Mickey 2: The Power of Two

Lego Batman 2: DC Super Heroes

The Walking Dead: The Game (Winner)

Transformers: Fall of Cybertron

Best DLC

The Elder Scrolls V: Skyrim - Dawnguard (Winner)

Mass Effect 3 - Leviathan

Borderlands 2 - Mechromancer Pack

Portal 2 - Perpetual Testing Initiative

Best Downloadable Game

Fez

Journey

Sound Shapes

The Walking Dead: The Game (Winner)

Best Social Game

Draw Something

Marvel: Avengers Alliance

SimCity Social

You Don't Know Jack (Winner)

Most Anticipated Game

BioShock Infinite

Grand Theft Auto V (Winner)

South Park: The Stick of Truth

The Last of Us

Tomb Raider

Character of the Year

Connor Kenway, Assassin's Creed III

Commander Shepard, Mass Effect 3

Clap Trap, Borderlands 2 (Winner)

Master Chief, Halo 4

Raul Menendez, Call of Duty: Black Ops II
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VGX 2013
Объявлены победители Spike VGX 2013



• Игра года
Grand Theft Auto V


• Студия года
Naughty Dog

• Персонаж(и) года
Близнецы Лютес (BioShock Infinite)

• Лучший шутер
BioShock Infinite

• Лучшая инди-игра
Gone Home

• Лучший экшен
Assassin’s Creed IV: Black Flag

• Лучшая спортивная игра
NBA 2K14

• Лучшая RPG
Ni no Kuni: Wrath of the White Witch

• Лучший файтинг
Injustice: Gods Among Us

• Лучшие гонки
Forza Motorsport 5

• Лучшее DLC
Far Cry 3: Blood Dragon

• Лучшая игра для Xbox 360
Brothers: A Tale of Two Sons

• Лучшая игра для PS3

The Last of Us

• Лучшая игра для Wii U
Super Mario 3D World

• Лучшая игра для PC
Gone Home

• Лучшая игра для портативных консолей
The Legend of Zelda: A Link Between Worlds

• Лучшая игра для мобильных платформ
Plants vs. Zombies 2

• Лучшая казуальная игра
Animal Crossing: New Leaf

• Лучший актер озвучения
Трой Бейкер (Джоэл из The Last of Us)

• Лучшая актриса озвучения
Эшли Джонсон (Элли из The Last of Us)

• Лучший саундтрек
Grand Theft Auto V

• Лучшая музыкальная композиция в игре
“Will the Circle be Unbroken” — Courtnee Draper & Troy Baker (BioShock Infinite)
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Editat de către bam la 2014-01-20 14:14:26




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#276 by m000rfik (User) (0 mesaje) at 2007-07-10 22:37:43 (906 săptămâni în urmă) - [Link]Top
#275 BlackCross, +1.masina din primu screen vabshe nikakaia:closedeyes:


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#277 by arel (User) (0 mesaje) at 2007-07-11 00:28:42 (906 săptămâni în urmă) - [Link]Top
Да лан вам люди это же Simcity здесь вы не будете разглядавать каждую машину в близи!!!


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#278 by regnumekal (User) (0 mesaje) at 2007-07-11 08:15:56 (906 săptămâni în urmă) - [Link]Top
Legendary: The Box
Genre: Fantasy First-Person Shooter
Publisher: Gamecock Media Group
Developer: Spark Unlimited
Platforms: PC X360 PS3
Release Date: Q2 2008
Official Site: http://www.legendarythebox.com/

Charles Deckard is a thief and a good one at that. He doesn't ask questions of his clients; what they want, he steals. But Deckard is a curious fellow and when he's tasked with stealing an ornate box from a New York museum, he can't resist taking a peek inside. They say curiosity killed the cat; this time it may just kill all of humanity. Turns out, Deckard opened Pandora's Box, creating a portal that brings a flood of mythological creatures into New York. By the time Deckard escapes the cracked and crumbling museum, the streets of Manhattan are in total chaos. This is how Gamecock's newest title, Legendary: The Box, begins.

The mythological creatures want to take back the world that was once theirs. The awe-inspiring introduction to The Box makes it seem that won't be too tough a task. A red beam emanating from The Box has ripped through the museum and blasts into the sky. As creatures begin flooding Manhattan, the street splits open. Skyscrapers fall. A flock of gryphons soars overhead, backlit against the midday sun. Deckard spots a cop, a sight for sore eyes, even for a criminal. Then a gryphon descends, picks up the cop car in its talons and carries it off as if it were nothing. A man stumbles past a stunned Deckard begging for help. A gryphon swoops down from the New York skyline and bites him in half. Fireballs rain down, obliterating cars and killing hundreds of fleeing pedestrians. It's the end of the world. And then things get worse.

A Titan Class Golem emerges in the middle of the street. This ancient creature is constructed from the building blocks of the time. In modern day, this formidable beast is made up of asphalt and girders and rebar. It's a fearsome sight to behold. And that's just the intro level.

Developed by Spark Unlimited, Legendary: The Box may have an awful name, but it has an awesome premise. Deckard was duped into stealing and opening Pandora's Box by a mysterious man named LeFey. This evil figure runs the Black Order, a cult of insane mercenaries bent on ruling the world. LeFey hopes to use Pandora's Box to control the creatures it has released and use them to rule the world. Until LeFey gains hold of The Box, the creatures will run wild. And once LeFey does get hold of The Box, those same creatures will run wild, but with a purpose. The only one who can save the world is Charles Deckard.

When Deckard opened The Box, he was branded with a signet on his hand. The signet allows Deckard to draw in animus from the mythological creatures he kills. This is more or less a siphon of health. So once Deckard is armed with a gun and starts killing these mythological beasts, he can hold out his hand and suck in the animus from the dead. It's similar to Onimusha, though the animus appears more crucial to your survival. The dark creatures invading New York can quickly make mincemeat of any human, so healing regularly is going to be key if Deckard has any hopes of saving mankind.

The creatures aren't the only thing Deckard must worry about. In order to save the world, Deckard and a group of resistance fighters must take on LeFey and his Black Order. This turns many firefights into three-way battles. The creatures are, well, creatures, and want to kill all humans. LeFey doesn't have control of them yet, which means they are freelancers. In a full-on battle, they will attack any human they see. They could care less if they are from the resistance or the Black Order.

The Black Order is a different matter. They want Deckard and the resistance out of the way, but their AI is programmed so that they can intelligently assess a situation and act appropriately. If you have numbers and there are just a couple of werewolves around, the Black Order will focus on the human enemies. But if an Alpha wolf shows, that means trouble for everyone. Gamers will quickly learn that Alphas are tough sons o' bitches. Your choice is either to fight alongside the Black Order for a brief time or draw the Alpha's attention towards your enemies.

Missions are fairly linear. Generally you are led through some enclosed paths featuring minor skirmishes before ending up in an arena battle. This may be the perfect set-up for a game like Legendary: The Box. The corridor moments are a good way to mix in some survival horror elements, while the arena elements feature long, intense firefights. In Episode 5 (of 8), Deckard and crew are storming LeFey's base. You end up in a large, cathedral-like room. The Black Order are coming at you from above and below, making for a tough shootout. Then, just when you think you might have everything under control, a wolf is spotted crawling in through a window. All hell is about to break loose. Good thing you brought extra ammo.

The werewolves in Legendary are long and slender and capable of crawling along walls and ceilings. Seeing a few scurrying along walls while you're engaged with another enemy is both creepy and nerve-racking. Because the wolves are so quick and powerful, you have to keep track of them at all times during a fight. This means that you can't spend long looking through a scope, because you lose your peripheral view. So it's difficult to camp and snipe your way through an arena battle. And these wolves are pretty smart, avoiding the line of fire and attempting to flank their prey.

Werewolves can take a decent amount of punishment, but unless you blow off their heads, they will heal. You can break its arms or legs with enough concentrated gunfire (you'll even see the exposed muscles as you shred them with bullets), but wait long enough and they will heal. If blowing off heads isn't your thing (and you have impeccable aim) you can set werewolves on fire with the well-placed throw of a Molotov cocktail. As the wolf burns, it will thrash about frantically hoping to somehow put itself out. That's when you lower the boom with your shotgun. But the standard Beta wolves are pushovers compared to the Alpha. These strong, white nemeses are relentless killers. Even the other creatures take note when they arrive on scene.

You will get to see the brutality of the Alphas up close. Your AI allies are just a bunch of Red Shirts meant to be slaughtered. After all, they can't suck up animus and heal themselves. Their only destiny is a gruesome death. And you will get to enjoy their cries as they are ripped limb from limb in the midst of a chaotic battle. It's a new food chain and man's no longer at the top.

As if the appearance of two alphas during this insane battle isn't enough, there's a powerful cinematic moment that occurs halfway through the firefight. As you cross a bridge, a gryphon smashes through the stained glass window, is shot to hell, and then crashes into the bridge. The burning bird attempts to crawl its way along the bridge as it crumbles. Pretty thrilling stuff.

The AI is surprisingly sophisticated for a horror shooter. Each creature has several levels of rage, which determines its actions. A werewolf that you stumble across outside of a fight will be at its lowest rage level. It won't directly engage an enemy in this stage - it's just not pissed off enough to want to bother with you. It still wants you dead, though, but prefers to strike from afar, often tossing bricks and other heavy objects in an attempt to weaken or even crush its foe. Start shooting at it, get in a few hits, and its rage will increase. It will still stay back, but will leap out for quick melee strikes as well, almost as if to try and scare you off. Give the wolf enough problems and it will finally get enraged and come at you directly. That is not a pleasant experience.

In close combat, werewolves will take quick swipes at you. But if one leaps at you, you will become engaged in a dangerous mini-game. A quick series of button presses are required if you hope to survive. Match the buttons and you will be rewarded with a brutal close-range headshot that explodes the wolf's head, sending pieces flying every which way. Fail and, well, you'll have a lot more in common with Little Red Riding Hood's grandmother than you might like.

Though a game like The Box seems primed for several boss battles, that isn't really in Spark's design plan. Rather than engineering a bunch of boss fights, Spark is instead creating special "showcase moments" to highlight the different creatures. One such moment is a battle against some gryphons. As the scene begins, a gryphon is in a courtyard, with Deckard in an adjacent covered walkway, protected by a number of large pillars. The gryphon begins smashing into the pillars, thanks to an AI understanding of how to interact with objects. The AI is smart enough to know that it can destroy certain pieces of the environment (or use them as weapons). So rather than being pre-scripted, the gryphon is merely acting according to its own intelligence. The scene itself is somewhat like a bird trying to break out of its cage to eat its owner.

The gryphon is later distracted by an assault helicopter. You are given a moment of relief as the gryphon launches into the air and attacks the helicopter, bringing it down in a fiery explosion. Later on in that same area, you'll need to figure out a way to kill a gryphon without much firepower. That's when you start using the environment to kill or even trap your enemies. Shoot a spire jutting out of a nearby building and you can send it toppling down on an unsuspecting gryphon.

To help you become a better killer, you'll have access to roughly a dozen weapons throughout your adventure. As with most first-person shooters these days, you can carry two weapons at any time along with an explosive. We only witnessed the shotgun, assault rifle, the axe, and the unbelievably cool SAW (aka the big machinegun). The weapons you choose will make a difference. You may want the SAW in a wolf fight, since you can spread fire easily and it's powerful enough to knock a werewolf back. But you should have a shotty as backup, because up close werewolves move far too fast for the slow-aiming SAW. Without your boom stick, you will likely be puppy chow.

Spark Unlimited has about a dozen different enemy types, but was only ready to focus on the gryphon and werewolf for E3. What we saw was pretty exciting. Of the numerous titles freshman publisher Gamecock has shown, Legendary: The Box looks the most promising. And yes, the will be multiplayer. But Spark isn't ready to discuss it anytime soon. For now, we'll just have to settle for our tantalizing peek into The Box. With its interesting three-way battles and epic feel, Legendary: The Box is one to watch out for. Expect it on PC and next-gen consoles in spring 2008.




E3 07: Gears of War, Viva Pinata headed for PCs

Viva Pinata and Gears of War might not seem to have a lot in common on the surface, but the kid-friendly gardening game and the grimly violent shooter were released on the same system during the same week at the height of last year's holiday season. Now the two Xbox 360 exclusives are breaking new ground together, as Microsoft today used its E3 press conference to confirm plans to bring the pair to the PC.

Microsoft's Shane Kim announced both games at the same time, and while he merely acknowledged the PC edition of Viva Pinata, he introduced Epic Games' Cliff Blezinsky to take the crowd through Gears of War and its new exclusive features. In addition to new multiplayer modes and maps, Gears on the PC will feature five new single-player levels, including one where players must take on the hulking brumak. On top of that, the game will come with a level editor for players to create their own killing fields.

For more from Microsoft's press conference and the rest of E3, check out GameSpot's complete coverage from the E3 Media and Business Summit.


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#279 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-07-11 09:39:58 (906 săptămâni în urmă) - [Link]Top
#278 regnumekal, "... Gears of War ... PC ..." - :drool:


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#280 by regnumekal (User) (0 mesaje) at 2007-07-13 09:55:15 (905 săptămâni în urmă) - [Link]Top
Space Siege
Genre: Action Role-Playing
Publisher: SEGA
Developer: Gas Powered Games
Platforms: PC Exclusive
Release Date: Q3 2008
Official Site: http://www.sega.com/spacesiege
Gas Powered Games managed to tease everyone at the last Sega Gamer's Day just before E3 with the announcement of a new RPG, although they didn't actually give any hard information about the game. They've remedied that on the first day of E3, though, where we managed to get our first look at Space Siege, the upcoming continuation of the Dungeon Siege franchise.

Fans of Dungeon Siege will recall it as a romp through somewhat standard fantasy settings: the overgrown forest, the dank dungeon, and so on. In it, you guided a small party of adventurers on their quest, each of whom usually played a specific role in the party. Space Siege, on the other hand, takes place...well, in space. And you won't be attempting to control a large party of characters this time around: instead, you control one Seth Walker, the hero of the story and the man who's attempting to save all of humanity.

The story begins late in the 22nd century, as humankind has spread outward from Earth and begun exploring the galaxy by sending out ships to hunt for new habitable planets. The first world they land on, though, contains an alien race, the Kerak, who don't take kindly to humanity's presence. In fact, they manage to follow the colony ship's path back to Earth and proceed to wipe the planet clean of all life by cracking the planet's crust with powerful lasers. Bummer.

Luckily, Seth Walker commands another colony ship that was about to take off for solar systems unknown just as the aliens attacked. Although he manages to escape the destruction of the Earth, he doesn't manage to leave the solar system before the aliens locate his ship and manage to land a boarding team on it. As the game progresses, Seth's mission will entail tracking down the aliens before they manage to spread throughout the ship and eradicate humanity entirely.

Gas Powered Games is pretty straightforward about their goals with the game: while it will have a brand-new rendering engine, they're not intending to reinvent the graphical wheel. (Even though the game is early in development, it may not support DirectX 10, to give you an idea.) Instead, their focus will be on allowing you to inhabit the character of Seth and telling a deep and engaging story. One of the ways in which they intend to focus the player's attention is to eliminate the traditional large party of characters that you travel with in RPGs. Instead, Seth will be the only character that you're capable of controlling in the game, although he will be able to have a robotic friend named Harvey that will proceed with him and who can help out during combat.

Seth's story revolves around his experiences with cybernetic experimentation. As the game progresses, Seth will be capable of replacing body parts, such as his arms, eyes, or even his lungs, with mechanical parts that will make him better...stronger...faster. These parts will also grant him special abilities that will make the game much easier than it would be otherwise. However, as you increase the amount of Seth's cybernetic upgrades, his "humanity meter" will drain. This acts as a kind of default difficulty setting for the game; you won't switch from easy to hard mode as you get better, but will instead be able to set the level of challenge by either withholding upgrades or going for broke and attempting to make Seth into a walking robot. The other characters in the game will react differently to Seth depending on how freakish he becomes, as well, and we're betting that the ending of the game will depend on how far you experiment with these upgrades.

Chris Taylor and GPG also use the humanity meter as a way to bridge the divide between casual and hardcore gamers. Hardcore gamers will be able to compete with each other by attempting to complete the game with the fewest cybernetic add-ons, while players who simply want to relax and have fun will be able to upgrade themselves fully and enjoy blasting their enemies.

Beyond the basics, the developers aren't saying much about the enemy Kerak race in the game, and we weren't shown many of them besides some very basic spider-esque creatures, although we assume that there are many more varieties of enemies to face as you travel through the world. We're told that the colony ship will have a wide variety of environments to travel through, including a hydroponics garden, engineering, and various others.

We were also told a bit about the planned multiplayer features in the game. As in the first Dungeon Siege game (but not Dungeon Siege II), the multiplayer in Space Siege will consist of brand-new adventures; you won't simply be plopped down in a co-op version of the single-player world. Instead, short scenarios that range from 15 minutes to an hour in length will let you and your friends take on aliens in a much more visceral experience than in the single-player game. There's a basic story that ties the multiplayer missions together, but the focus is on blasting the Kerans with a few friends helping you out. Four players will be able to get together at the same time, each with a robotic helper, and the difficulty of these missions is scalable over different areas of gameplay.

Although Space Siege is still at the beginning of its development cycle, Gas Powered Games seems optimistic in the direction it's taking with the new game. The title won't be hitting PCs until late in 2008, but you can stay tuned to GameSpot for plenty of coverage in the future.









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#281 by regnumekal (User) (0 mesaje) at 2007-07-13 11:01:43 (905 săptămâni în urmă) - [Link]Top
Naruto: Rise of a Ninja
Genre: Action
Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: X360 Exclusive
Release Date: October 2007

We got our first look at Naruto: Rise of a Ninja in a fully guided tour that Ubisoft gave us at its Ubidays event back in May, and today we got a chance to see more of the single-player experience, as well as get our first hands-on time with the one-on-one versus mode in Ubisoft Montreal's anime-inspired ninja action game.

Our demo consisted of three distinct parts, starting off with a ramen delivery side-mission from the single-player game. In this, we watched as Naruto made his way to Teuchi's ramen shop in Konoha, a location that should be well known to fans of the anime and manga series that Rise of a Ninja is based on. Here, Naruto had the option of either buying some ramen for himself, or taking on a delivery mission for Teuchi. Our tour guide opted for the latter, which saw Naruto strapping on a steaming backpack full of ramen and trying to reach specific customers in Konoha. An arrow at the top of the screen made it easier for Naruto to locate his customers, as did the glowing green aura that surrounded the customers when they were in sight. While the first two customers were found on the street level, Naruto had to use some of his ninja agility to leap up to a second level to find the last stop.

As we saw in our previous look at Rise of a Ninja, the people of Konoha had different emoticons over their heads to indicate their current opinion of Naruto, and his ramen customers were no different. However, when he successfully delivered ramen to a customer who had a low opinion of Naruto, the emoticon switched from angry to happy, and we're told that a friendly villager will be able to provide Naruto with assistance further on in the game. While we only got to see a small section of Konoha in our first look at the game, the version we were shown today was a full eight times larger, and we definitely got the sense that this was a fully realized ninja village. Though there won't be any artificial barriers to keep Naruto from exploring the village right from the start, there will be plenty of areas that he'll need to learn new ninja abilities in order to reach, which will help make the exploration of Konoha feel more organic.

A few of these ninja abilities were showcased in the second part of our demo, which featured a waterfall race mission given to Naruto by his ninja sensei, Kakashi. In the wooded wilderness outside of Konoha, Kakashi challenged Naruto to make his way as fast as he could up a path that intersected a raging river several times, as well as a waterfall. Here we saw Naruto use his sprint ability, which gave him significantly increased speed, but made turns a little touchy, and on a few occasions our tour guide ended up plunging into the nice-looking water as he attempted to negotiate a series of rafts that floated on top of it. Additionally, Naruto had to be mindful of traps that were strung across his path, and at one point he encountered a bandit, causing the game cut away to a small arena for a quick one-on-one fight. Another one of Naruto's abilities (or "jutsu" as they're called in the game) allowed him to walk on water, which he had to activate at another point further on in the race. After negotiating a few rocky ledges that jutted out from a misty waterfall, Naruto reached the end of his race, where he was greeted by his sensei Kakashi, as well as his teammates Sakura and Sasuke. Keeping with their personalities, Kakashi congratulated Naruto for a job well done, while Sasuke chided him for taking too long, and Sakura swooned over Sasuke.

After watching someone else at the controls of all this slick-looking ninja action, we were itching to pick up a controller ourselves, which we got to do in the third and final part of our demo. Here we got our first look at the game's two-player mode. While the single-player adventure in Rise of a Ninja will have you playing exclusively as Naruto, the two-player mode will let you square off with a number of familiar Naruto characters. While our challenger picked Kakashi, we couldn't help but stick with Naruto himself, as we were curious to see how some of his recognizable abilities would come into play in a fight. Most of the action was pretty easy to pick up, as the core of the fighting mechanics here were pretty standard for a basic 3D fighter. There were two basic attacks, which we could modify by holding the left analog stick in different directions, and they could be easily chained together into multi-hit combos. Characters could also leap into the air, perform throw attacks, and block incoming attacks, and we found that if we blocked an incoming attack at just the right time, we would appear on the other side of our enemy, with a log taking up our previous location.

The basic hand-to-hand combat looked good, with dramatic pauses whenever a hit landed to give the action greater impact, but the two most interesting facets of the fighting system in Rise of a Ninja that we saw were the characer-specific jutsu and the rage attacks. The rage attack acted as a sort of odds-evener for a player that had taken a beating. Every time a character took a hit, a small spiral meter would fill up a little. When it reached its max, that player could activate the rage meter, providing them with a limited amount of invulnerability.

By holding down the left trigger, a character would go into a jutsu stance, where they could then activate a special attack by gesturing with both analog sticks. By performing the right gesture, a circular meter with three concentric, radial bars would appear. As the circle grew, it would intersect with these bars, and by letting go of the analog sticks at that moment, the special attack would initiate. Though the different bars don't effect the nature of the attack, they do effect their power, so the strategy is all about how long you can hold your position before being interrupted by an incoming attack.

We were able to see two of Naruto's jutsus, both of which should be well known to fans. There's the sexy jutsu, which will disorient your opponent and actually mix up their controls for a few moments, and then there's the replication jutsu, which required additional input for us to pull off correctly. As the attack began, we were prompted to input four button presses. As it progressed, the buttons we had previously inputted flashed on screen, and our challenge was to press that button again before our opponent did. If we beat them to the punch, the attack would continue; if they got a button press in before us, it would cancel out the attack. We also got to see a lightning-based attack from Kakashi, where both players had to mash wildly on the A button as they attempted to overpower each other. These jutsu attacks proved potent, and during one of our fights we were able to completely wipe out our opponent with little more than Naruto's replication jutsu.

While our three-part demo of Naruto: Rise of a Ninja gave us a good look at the sheer variety of action that the game will feature, it also left us eager to see more. If you're anything like us, be sure to check out GameSpot's live stage show during E3 2007, where we're scheduled to take another look at this exciting new game from Ubisoft Montreal.








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#282 by Brea (Human After All) (0 mesaje) at 2007-07-13 11:40:42 (905 săptămâni în urmă) - [Link]Top
#281 regnumekal, Rau ca o sa fie doar la XBOX 360 :(


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#283 by regnumekal (User) (0 mesaje) at 2007-07-13 12:27:14 (905 săptămâni în urmă) - [Link]Top
#282 Brea, Ce sa-i faci - asa-i viata ! Poate cu ieftinirea X360-ului mai multi oameni o sa-si permita sa-l cumpere


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#284 by Brea (Human After All) (0 mesaje) at 2007-07-13 13:49:18 (905 săptămâni în urmă) - [Link]Top
#283 regnumekal, Eh :D


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#285 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-07-13 17:07:20 (905 săptămâni în urmă) - [Link]Top
#283 regnumekal, including me. :D


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#286 by AsAsIN (Boats 'n Hoes) (0 mesaje) at 2007-07-16 08:53:04 (905 săptămâni în urmă) - [Link]Top
#283 regnumekal, speram ca a sa se ieftineasca :greedy:


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#287 by regnumekal (User) (0 mesaje) at 2007-07-17 13:49:56 (905 săptămâni în urmă) - [Link]Top
Cryostasis
Genre: Sci-Fi First-Person Shooter
Publisher: 1C
Developer: Action Forms 
Platforms: PC Exclusive
Release Date: Q4 2007

At E3 2007, one of Russian publisher 1C's titles on display is Cryostasis, a first-person action game that leans more heavily toward the survival horror genre than a standard first-person shooter. It's the year 1968, and you play as a meteorologist named Alexander Nesterov. You've just awoken on a derelict icebreaker ship that's run aground in the middle of nowhere. Going outside is impossible because of the cold. Inside the ship, the bodies of a very dead crew surround you, and a group of what can only be described as ice zombies are out to kill you. 1C gave us a quick look at some of the game's mechanics, and we came away intrigued.

The most immediately striking thing about Cryostasis is its use of cold as both window dressing and a gameplay mechanic. The ship is an absolute icicle, with every inch of furniture, wall, floor and ceiling caked in frost. Over time, you'll even see Alexander's hands slowly frost over. To prevent yourself from becoming a human popsicle, you'll need to find heat sources to warm up. This is essentially the game's answer to a health system. Enemies that pop up don't hurt you so much as rob you of body heat. If you find a good heat source, you'll see the frost melt off your hands, and if you crank it up enough, even the surrounding area will get defrosted. The game uses a dual-texturing system that separates the main textures from the frost textures, and it looks quite nice.

Wandering around the ship, it's hard not to be struck by the morguelike environment. It's a dark, harsh-looking place that's easy to get lost in, with its labyrinthine internal structure. The fact that freaky ice creatures exist around every turn doesn't help matters. The good news is that you'll be appropriately armed. Alexander's default weapon is simply his two fists (with a lock and chain wrapped around one of them), but you'll be able to pick up several types of guns, from rifles to a Tommy gun. Enemies seemed to go down reasonably quickly, but if they manage to get a good swipe at you, they'll do considerable damage.

Perhaps the most bizarre element of Cryostasis is what's called a mental echo. These are essentially the game's equivalent of an environmental puzzle, and they're freaky as hell. Basically, whenever you happen upon the corpse of one of the unfortunate crew members, you can enter that person's mind, seeing the last few seconds of that poor soul's life. From there, you can actually travel back in time as that person and change the outcome of what originally killed that crew member. The way this becomes a puzzle is as follows: Say you come upon a corpse frozen in a block of ice within the floor. You discover by watching his last moments that originally there was no floor there and that there was a passageway you could walk through before it flooded in a horrific accident. Once you travel back in time, you can control the former crew member and get him the heck out of that compartment before it floods. Once you get back to your time and reality, the ice block is now gone, with a new path opened up in front of you.

Cryostasis is about as intriguing an under-the-radar PC game as we've seen at this year's E3. The demo we experienced was filled with creepy atmosphere that was backed up by a more than competent graphics engine--one that's been developed with both DirectX 9 and DirectX 10 support in mind. We're fascinated by the mental echo concept and are very much interested in seeing more of how this sort of mechanic will play out throughout the game. Gamers who like their horror games strange and psychologically oriented should keep an eye on Cryostasis between now and when it ships late this year.











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#288 by JRocker (性交) (0 mesaje) at 2007-07-17 13:52:29 (905 săptămâni în urmă) - [Link]Top
#287 regnumekal, facute de rushi?? nu shtiu de ce mie mi se pare ca rushii fac toate jocurile pe acelashi engine...


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#289 by Antikiller (地獄) (0 mesaje) at 2007-07-17 13:54:41 (905 săptămâni în urmă) - [Link]Top
#288 JRocker, asta din cauza că te-ai jucat numai în Metro 2 şi You are Empty!! Dar mai au şi Corsairs care e pe alt engine!


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#290 by JRocker (性交) (0 mesaje) at 2007-07-17 13:56:20 (905 săptămâni în urmă) - [Link]Top
#289 Antikiller, nu ma jucat nici in metro 2 shi nici in you are empty... shi daca cinstit nu am shtiut ca Corsairs e facut de rushi.. :D


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#291 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2007-07-17 13:58:12 (905 săptămâni în urmă) - [Link]Top
#289 Antikiller, Ei psc, Corsairs e alt gen :D, nu uita q mai au sh Lada Racing Club :rofl: :rofl:


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#292 by regnumekal (User) (0 mesaje) at 2007-07-17 13:58:23 (905 săptămâni în urmă) - [Link]Top
#288 JRocker, publicatorul este rus, developer-ul - ucrainean.


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#293 by regnumekal (User) (0 mesaje) at 2007-07-19 07:30:46 (905 săptămâni în urmă) - [Link]Top
Painkiller: Overdose
Genre: Fantasy First-Person Shooter
Publisher: DreamCatcher Interactive
Developer: Mindware Studios
Platforms: PC Exclusive
Release Date: October 2007
Official Site: http://www.projectoverdose.com/

DreamCatcher Interactive / JoWooD Productions Software AG today announced their plans to publish Painkiller: Overdose for Windows®. With a worldwide release date set for October 2007, Painkiller: Overdose marks the return of the popular high-energy, frantic-styled gameplay that made the original Painkiller such a huge hit.

Originally born as a grassroots development project by Mindware Studios, DreamCatcher and JoWooD are fully endorsing the project. By providing full financial and publisher support, Mindware will now receive additional technology and assets in order to move Overdose from a simple community mod to a full-fledged retail-ready gaming experience.

“We are thrilled to be endorsing this project and look forward to working closely with Mindware Studios,” said Albert Seidl, President and CEO for the JoWooD Group. “The excitement from Painkiller fans around the world is mounting and we will be happy to deliver what they’ve been waiting for!”

Packed with tons of fast-paced, adrenaline-fueled single player and multiplayer levels of mayhem, Painkiller: Overdose brings with it 6 innovative new demonic weapons, mind-bending physics, lightning-player maps, over 40 demented and sickly-twisted monsters from Hell and gigantic end bosses that will blow your mind!.

Game Features:

    * A Prequel to the eventual Sequel bridges the storyline and ties up wandering ends.
    * Overdose introduces a new character and storyline that examines the repercussions of Daniel defeating Lucifer in the original Painkiller!
    * 16 NEW levels of fast-paced pain-killing action!
    * 6 New demonic weapons grant the powers of a demi-god to souls awaiting damnation everywhere!
    * Crafted and designed completely by Mindware Studios; long-time advocates and fans of the game.
    * A reshuffled Tarot deck infuses Belial with new powers and devastating combinations.
    * An innovative direction in the Painkiller universe!
    * Over 40 demented and sickly-twisted monsters from Hell
    * New End Bosses of colossal statures standing guard over Hell's crumbling domain and the entrances to the other realms!
    * A revitalized commitment to multiplayer introduces a series of stats tracking features and game server options intended to revamp the multiplayer experience.
    * Multiplayer compatibility with original Painkiller multiplayer maps and game modes!







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#294 by beshlica (Power User) (0 mesaje) at 2007-07-19 07:52:19 (905 săptămâni în urmă) - [Link]Top
#293 regnumekal, ma jucam cindva la fratele meu , hmm , didn't really like it ! :-/


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#295 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-07-19 08:40:47 (905 săptămâni în urmă) - [Link]Top
zOMFG, Painkiller! Super! @_@


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#296 by regnumekal (User) (0 mesaje) at 2007-07-19 08:40:58 (905 săptămâni în urmă) - [Link]Top
#294 beshlica, Painkiller is about blasting monsters :D



Wakfu
Genre: Fantasy Online Role-Playing
Publisher: Ankama Studios
Developer: Ankama Studios
Platforms: PC Exclusive
Release Date: Q4 2007
Official Site: http://www.wakfu.com/

The World of Wakfu
In Wakfu, players will start a fantastic and epic adventure. Together with their magic powers, they either fight against the fauna and flora of the World, or tame them to become breeders or farmers. Thanks to an icon-driven and intuitive language, players can interact to create alliances or confront each other in heroic fights. Each of these actions will directly and considerably influence the economy and the rules that govern the World.

When does the game take place?
Wakfu takes place 1,000 years after DOFUS. The World is largely submerged by water. Wide islands and many archipelagos float in a unique Ocean.

What happened? How did the DOFUS era become the Wakfu era?
No one knows. Though the wise men's specters of that time have been summoned many times thanks to specific incantations and spiritualist rituals, they all remained silent. As for the old books recalling past stories, their pages faded away. But, oral legends mention a cosmic battle between the gods and a unique enemy, an endless deluge and the advent of a titan.

But the story of Wakfu still has to be written! The World is awaiting for its heroes!

The Legend
An ogre named Ogrest found all 6 Dofus. Why did Ogrest suddenly become interested in the Dofus? For the love of a beautiful lady, of course! Unfortunately for the ogre, she was a lot more interested in the Dragon eggs than in his heart... And when he understood he had been betrayed, Ogrest went mad with rage! He had become extremely powerful thanks to the 6 Dofus, but at the same time he had become prey to his own powers. Beside himself with anger, he killed his beloved and his wrath fell upon the World.

Ogrest became a real threat to the gods themselves and they launched a titanic fight against him. When this apocalyptic fight finally ended, the twelve gods had lost everything... Ogrest, wild with fight and sorrow, retired on the highest summit of the World. He started crying, and cried so much that the water level increased, threatening to submerge the inhabitants of the World.

What's the link between the Worlds of DOFUS and Wakfu?
DOFUS and Wakfu correspond to the same universe, but at two different times. For those who are used to the World of DOFUS, the islands of Wakfu will look familiar as far as the fauna, flora and geography are concerned. But what a pleasure to discover or even rediscover the Gobball and Tofu shooting expeditions, the little trips in the dungeons and the friendship between Guilds, Merchants and Craftsmen!!!







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#297 by JRocker (性交) (0 mesaje) at 2007-07-19 09:24:02 (905 săptămâni în urmă) - [Link]Top
painkiller super!


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#298 by Brea (Human After All) (0 mesaje) at 2007-07-19 19:23:48 (904 săptămâni în urmă) - [Link]Top
#293 regnumekal, OOOO super deabea astept :D


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#299 by JRocker (性交) (0 mesaje) at 2007-07-19 19:28:55 (904 săptămâni în urmă) - [Link]Top
ple de ce toate jocurile cool ies toamna??? taman cind eu la shkoala ma duk....


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#300 by regnumekal (User) (0 mesaje) at 2007-07-19 20:06:51 (904 săptămâni în urmă) - [Link]Top
#299 JRocker, Numaidecit trebuie sa le joci in aceeasi perioada cind sunt lansate? Eu de exemplu de abia miine o sa incep sa ma joc prima data in F.E.A.R :D


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