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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (949 săptămâni în urmă) - [Link]Top

Aici se discută noutățile din lumea jocurilor digitale.

Dacă aveți o știre proaspătă pe care o doriți să o împărtășiți cu cei din jur, vă rugăm să respectați niște reguli generale.

Reguli privind oformarea unei știri:
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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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By FIXXX (English Media Viewer) (1 mesaje) at 2025-02-16 20:37:52 (22 săptămâni în urmă) - [Link]
#14012 Porfirion, lasa ca e bine, decit sa faca un rahat ce ar distruge istoricul.




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#1351 by regnumekal (User) (0 mesaje) at 2008-07-17 07:48:13 (888 săptămâni în urmă) - [Link]Top
Salvation
Genre: Sci-Fi Shooter
Publisher: *TBA
Developer: Black Wing Foundation (Ukraine)
Platforms: PC Xbox 360
Release Date: TBA 2009
Official Site: www.bfw-game.com
Universe: --



The Beginning

Neither Rome nor New Constantinople predicted what happened that day in April 2027. All of us knew it was coming, but it's hard to believe such thing could happen in your life.  When the terrifying sounds of horns suddenly filled the air, the water turned into blood and swarms of locust filled the sky, there was an unshakable fear -- the fear of the inevitable end of life as we had know it.  Judgment Day had come, and with it, the Battle.  Bloodier than any other struggle in history, it raged on for two months.  It was as though civilized man had never existed and that our morals and ethics were just a dream we had before waking up to find ourselves as violent and uncontrolled as the most brutal beast.  It was as though all of human history had been leading up to that moment, when we'd give ourselves over to the madness of slaughtering everyone who opposed the things for which we stood.

In the end, they fought.  The Truth and the Antitruth.  The Christ and the Antichrist.  No one could've predicted the outcome: that they'd kill each other.  What could be worse than a stalemate between two competing global truths?



Desperate and abandoned, we started looking for something that could give us a new sense of life, but to no avail.  Mass suicides were just the beginning.  Soon, flying cities filled the skies and strange creatures appeared that called themselves Angels, though they looked more like war machines than the heavenly beings we'd seen in religious books.  All over the world, on July 22, 2027, they ushered in a new Word they said had been cleansed of heresy and began a new age in which God supposedly lived among us in a form of a huge machine.

We call the new government a Regime.  Far from ushering in paradise, they created Hell on Earth.  We can't say we "live," but that we "exist."  We don't have the right to be curious or to have our own opinions, and no creative or artistic expression is allowed that doesn't praise the Regime.  Like they say: "One God, one reason, one truth."  If you think differently, you die -- or worse. Some people are taken to a place where they're turned into pacified and loyal slaves.  Earth has become a place where humans aren't human anymore.  It's a place where we're just small screws in a mechanism working with a purpose unknown to us.



Resistance

Who are we?  Half-human, half-machine, we sacrificed our bodies in service to mankind.  It seemed the only chance we had of defeating the enemy was to turn ourselves into superior battle machines.

After the end of the former age, the government forbade the use and development of all high technology.  Everything more advanced than the internal combustion engine was destroyed or seized, and most of our scientists now work in the Sky Cities for the benefit of the Regime.  Moreover, weapons are restricted.  We were losing knowledge and hope.

The only way to survive was to combine the forces of the many opposition groups scattered across the world.  The only problem was, we lacked a leader. And then he arrived -- a man who told us about Arcadia, a new land where people will be free again.  His name was Nicolay Semenov.  Under his guidance, the Resistance became a full-blown worldwide underground movement.



Hidden in the shadows of the lower cities, we gathered bits and pieces of lost technologies and built underground bases where our technicians could develop new machines.  We stole blueprints and looked for new ways to apply old tools.  That's how we found the solution: implants that put us on the same level as the forces of the Regime.

Through the use of implants, we grew stronger, though we also became less human.  We didn't care if we lost our souls, though.  Even if we don't have the support of the civilian population (they fear us as much as they fear the Regime), and even if the hounds of the government hunt us, there are only two solutions: our victory or our extinction. And we will fight until the last drop of our blood and machine oil has been spilled.  Otherwise, the deaths of our comrades, the long years of existing underground, our memories of a better world and our dreams will all have been for nothing.  Our victory is near, so we're preparing ourselves for the final battle, our revenge and the dawn of a new day.



Angels of new world

They're not angels. They call themselves angels, but they aren't.  These creatures are fully subordinated to the Word of the Machine; they have a complicated hierarchy and are almost impossible to kill, and although we don't fully understand their nature, we have theories...

They're natives of Earth and, in spite of the terrible arsenal at their disposal, they can be destroyed. They have no emotions and nothing can stop your execution if the Machine has delivered a verdict.  We believe there are no more than 5,000 angels altogether, but that's more than enough to maintain control over all the territories.  Often, they use their mental powers to summon squads of people and machines that travel through the lower cities looking for offenders.  These so called "punishment squads" are very dangerous.

We don't fully understand their nature, but we're seeking after that knowledge.  Our motivation is simple: either we find it fast or there'll be no one left to go looking for it.



Mystery

Someone stands behind all of this.  Somebody orchestrated the present condition of the world. But who?  Who pulled the surgical strings and, in the process, tore apart the flesh of civilization?

When the world began uniting under a single umbrella long before the Regime materialized, a group of 13 council members was chosen to guide mankind through the process.  Ten council members remain.  Nobody knows the reasons for the split or what happened to the renegades. The ten who remain are under the rule of the Regime.

Although isolated, they have access to most modern genetic research and technology, and they control the flow of all money and information.  Because they rule from shadows, their names and faces are unknown to us. They're not after glory; it's all about control.

There are reasons for us to believe the council is behind the events of 2027, but we don't have any facts to back up our assumption.



Hell and Heaven

Hell was once a place where sinners went when they died.  Now there's a hell on Earth that's as close as our thoughts.

The new world doesn't contain any jails in the traditional sense.  In its place, the Regime uses a system that controls a virtual network of so-called citadels, which transmit information directly into the brains of so-called "criminals."  When you're "sent to Hell," a series of impulses is projected into your brain that places you in a world of horrible tortures.  You can't run away or remove the chip.  Even worse, you can't commit suicide. You can only wait for death.

The opposite of Hell is a virtual system called Paradise.  People who have tasted the pleasures of it will do anything to get there again.  By digesting the illusion of a false Paradise, people become forever addicted to that drug. They can't be hated for what they are -- ready for another dose of electric impulses.  We can only mourn for their lost souls.



Sky cities

The sky has been gone since the first day they appeared.  Huge, enormous cities filled the heavens and Seeds fell to Earth delivering the Word.  Wherever they appeared, gray ash fell and covered the Earth.  They were alien to us.  We knew something was seriously wrong.

Angels, scientists, agents of the Regime and armed forces inhabit the Sky Cities.  Most of the research on new ways of controlling mankind take place there.

The biggest Sky City has many names -- The Hand of God, Ice City and The Palace of Souls are a few.  Twenty kilometers in size and housing more than 200,000 people, it's the greatest of all Sky Cities.  We can only guess that the best defensive systems and elite forces guard this massive metropolis.

Those who live in the Sky Cities are like a different race.  They program the machines responsible for maintaining the Regime under which we live.  It's impossible for outsiders to breach its walls.  We've tried, and lost many brave agents as a result.

But we desperately need to get hold of someone from a Sky City, as the information he or she has could allow us to turn the tide of the war.





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#1352 by beshlica (Power User) (0 mesaje) at 2008-07-17 10:58:12 (888 săptămâni în urmă) - [Link]Top
hmm , parka-mi pare ca s-au inspirat oleak din half-life


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#1353 by m000rfik (User) (0 mesaje) at 2008-07-17 11:05:19 (888 săptămâni în urmă) - [Link]Top
#1352 beshlica, aha,mai ales in prima si a 3a fotka unde e lada ceea


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#1354 by Lymos (User) (0 mesaje) at 2008-07-17 11:10:01 (888 săptămâni în urmă) - [Link]Top
#1352 beshlica, +1 :|


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#1355 by pokemonn (Power User) (0 mesaje) at 2008-07-17 11:36:16 (888 săptămâni în urmă) - [Link]Top
#1351 regnumekal, opa nna, cineva s-a trezit la viata :ae:


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#1356 by Lymos (User) (0 mesaje) at 2008-07-17 11:37:27 (888 săptămâni în urmă) - [Link]Top
#1355 pokemonn, :mml:


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#1357 by NovaSky (User) (0 mesaje) at 2008-07-17 12:25:39 (888 săptămâni în urmă) - [Link]Top
Stormrise

Genre: RTS
Publisher: SEGA
Developer: Creative Assembly
Platform: PC Xbox 360 Playstation 3
Release Date:TBA 2009

Trailer



Stormrise is a postapocalyptic real-time strategy game from the makers of Total War, with the ability to control units in the air, on the surface, and underground.









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#1358 by regnumekal (User) (0 mesaje) at 2008-07-18 14:25:30 (888 săptămâni în urmă) - [Link]Top
Alpha Protocol
Genre: Role-Playing
Publisher: SEGA
Developer: Obsidian
Platforms: PC Xbox 360 Playstation 3
Release Date: February 2009
Official Site: www.alphaprotocol.com
Universe: --



From Bond's first glowering stare across a baccarat table all the way to Tom Cruise whining like a petulant child and sticking explosive chewing gum on a fish tank - the international spy thriller has been a cornerstone of popular culture for decades. So why has it never really translated to games?

Only one Bond game was ever any good (which wasn't even on PC) and the rest were a sequence of gaudy car crashes and poorly clipped death animations. Other stabs at the genre were late-'90s shooters with internationally themed levels ("Wow! A Chinese sewer!" "An underground base in Mexico? Awesome!").

In fact, the closest we've come to matching a Bourne or a Bond is Deus Ex, with only internationally hubbed adventures like Indiana Jones and the Fate of Atlantis treading on its coat-tails.



Well, no more. Not if Obsidian have anything to do with it anyway. You see, Obsidian are developers of outstanding pedigree (formed from the ashes of Black Isle, the creators of RPG touchstones Fallout and Planescape: Torment) yet of late they've been somewhat saddled with being known as the developer who delivered the borked ending to KOTOR 2 and, with Neverwinter Nights 2, created a worthy game that went largely unnoticed.

Now though, with their own world to play with and a remarkably fresh take on the genre, they're on the offensive.

Betrayed by his superiors. Hunted by his own country. The only man alive who has hint of a conspiracy that is soon to result in massive loss of life. A spy who's a bit rubbish at first, but does have some as-yet unfilled skill slots that could lean on the violent side.

Michael Thorton (that's 'Thorton', not 'Thornton' like the high street chocolatiers or our production editor's home village) starts off in full-blown Mission: Impossible territory - gone rogue with only a list of names and potential safe houses, and several thousand air miles to help him.

From there, Obsidian are taking him and us on a journey they hope will meld the aura of the three JBs - Jason Bourne, Jack Bauer and James Bond.



CRUISE CONTROL

"Yeah, Alpha Protocol has much of the edginess of the new James Bond movie," smiles Ryan Rucinski, one of Obsidian's senior producers, as we mull over his new roleplayer.

"Although the development of AP actually started before the release of Casino Royale. So when the movie came out and we saw the results, we knew we had made the right decision. There have been a lot of movies that have influenced
us during the conceptual creation - Mission: Impossible, the Bourne films, Ronin... However, one of the main contributors in look and tone was Syriana. If James Bond is where the action comes from, Syriana has a big influence on the theme."

Yet what Obsidian want to stress more than anything is that Alpha Protocol is a role-playing game.



You'll have multiple missions open in different hubs around the world (locations currently being bandied about include Taipei, Rome, Moscow and Saudi Arabia) and you'll be able to flit between them at will - each one containing one overarching operation and a cavalcade of minor missions leading up to it - be they stealing sensitive data on a hard drive, tailing suspects or extracting information from grumpy NPCs through bribery, diplomacy or murder most foul.

"The mission structure is designed to present Thorton with an Operation, and then there are several avenues he can explore to tackle it using the skill set or preference of the player," explains Rucinski. "We don't want to force you through a linear series of levels, we want to treat every operation in the game like a mini-hub, where you get a number of missions you can tackle in any order, just to give the player more freedom."

THORT THAT COUNTS



As for developing the skills of young Mr Thorton, the system being developed is a classless one - with 10 skills in which to level up, each containing 10 slots to spend your valuable Advancement Points (or experience points) in.

You won't be able to max out your character, instead you'll be moulding the game into your chosen form of super spydom - whether its gruff no-nonsense headshots, sneakily hiding in the dark, bloody and silent close combat or gadget-heavy explodifying.

A higher rank opens up different options and perceptions, while almost superhuman secret-agent abilities are on the menu too - working on a 'use and cool-down' basis during the action. The example of this that Obsidian conjure up when prompted is, amazingly enough, heightened reaction times that let you assess situations in slo-mo before letting rip with a six-hit chainshot to decimate a room full of gun-toting terrorists.

It's a mundane example, true, but Alpha Protocol's over-the-shoulder chase-cam action does seem to be a step up from your average RPG. Combat will have you running and gunning, taking cover or sneaking about the place - but that's not to say you won't be able to build your character towards the hand-to-hand fisticuffs recently in vogue.



"If Thorton can get close enough to enemies or if enemies get the jump on him, we have a variety of martial arts moves you can employ. There's nothing as satisfying as getting close enough to a guy to have him turn around just in time to plant a jumping knee to his face," explains Rucinski, displaying a hitherto unexplored knowledge of Sunday League football. "For the very stealthy player, the martial arts can provide the most silent way to dispose of enemies."

Mixing your own skill with increasing RPG capabilities (weapons, hacking, electronics, traps, stealth or whatever) will gradually move further and further into comic-book heroism - but that isn't to say the game ignores realism.

"Realism is important to Alpha Protocol. We've tried to create situations and themes from actual news items and hypothetical scenarios," says Rucinski. "Our technologies and equipment are also realistic. We made it very clear early in development that we wouldn't have a near-indestructible bipedal robot running around shooting things. If we used a robot, it would look like what the military or SWAT would use, with wheels and treads instead of legs."

Near-future is the byword, so as to allow for more gadgets and gizmos than ever before. But this is entirely a Casino Royale rather than a Die Another Day "OMG invisible car and surfing on melting CG iceberg" exercise in depressing Fleming-grave-turning.



GOOD CHATS

In a lot of role-playing games (mentioning no names, cough, Oblivion), the people you meet retread the same conversations again and again - mostly accompanied by a frown or a smile depending on what armour you chose to put on that day. Not so with AP - where first impressions count.

Meet someone and act all gruff with them and they won't be all that impressed for a fair while - unless they're a sexy woman who's been designed to want to play chasey-sexy and might like that sort of thing.

"Essentially, the player chooses a 'stance' for Thorton (suave, professional,
or aggressive - although the actual breakdowns branch a great deal from this) and then Thorton responds appropriately - and amusingly," explains Rucinski, having selected his own internal suave stance.

"The dialogue system is also set up so that you can't repeatedly have the same conversation with an NPC to try to find the 'best' answer or all the information available. This means that if you are a jerk to a person you will get a reaction the next time you talk to them. It reinforces how important that first impression is."



Conversations will whip along at a realistic pace, with you selecting changes in how Thorton responds to maintain the flow of real-life chatter.

Gaming's former forays into the lives of secret agents, Deus Ex aside, have only ever focused on the guns-blazing elements, and perhaps a pretty lady or two in cutscenes.

Alpha Protocol wants you putting in the legwork, doing the reconnaissance, chatting up the receptionists and looking moody in fancy hotels - it knows the excitement isn't all in the violence, but in the setup, the situation and the supporting cast. In premise and pedigree, it's a sure-fire licence to kill. Let's hope the execution is as flawless as it needs to be.





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#1359 by pokemonn (Power User) (0 mesaje) at 2008-07-18 14:52:51 (888 săptămâni în urmă) - [Link]Top


Cindva imaginea aceasta ma impresiona asa de mult..mi se parea ca-i cine stie ce grafica, dar acum nu-i nimic deosebit...
Pot sa spun ca 'facial-urile' din 'Mass Effect' arata chiar un pic mai bine..


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#1360 by regnumekal (User) (0 mesaje) at 2008-07-23 09:00:50 (887 săptămâni în urmă) - [Link]Top
Games For Windows Live is now free
DirectX 11 Details


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#1361 by regnumekal (User) (0 mesaje) at 2008-07-26 18:32:53 (887 săptămâni în urmă) - [Link]Top
Aliens: Colonial Marines
Genre: Sci-Fi First-Person Shooter
Publisher: SEGA
Developer: Gearbox Software
Platforms: PC Xbox 360 Playstation 3
Release Date: TBA 2008
Official Site:  www.sega.com/aliens
Universe: Aliens (1983 | AQU), Aliens (1986 | C64, CPC, ZX), Aliens (1987 | C64), Aliens 2 (1987 | MSX), Aliens Online (1998 | PC), Aliens: Thanatos Encounter (2001 | GBC), Aliens: Unleashed (2003 | MOB), Aliens: Extermination (2006 | ARC)



H. R. Giger's creatures are damn scary - they move blindingly fast, melt into shadows unseen, strike violently, and have no mercy. There's no dropping to the knees and pleading for your life if you encounter a xenomorph. And thanks to Gearbox, the bitch and her spawn are back...

HUG MY FACE
Aliens: Colonial Marines is based on James Cameron's Aliens, presenting a frenetic, frightening universe where you and your squad are facing off against hordes of the creatures, in a game set just after the events of Alien3.

Alien: CM's placement in the canonical Alien timeline should spare us the terrible human/aliens hybrids and the Predalien that the film franchise has inflicted on us more recently. Just to underline: we're in pure Cameron war movie territory.



The storyline, written by Battlestar Galactica (the new cool one, not the ultra-camp '70s one) scribes Bradley Thompson and Dave Webber, is a closely guarded secret, but apparently you begin the game as a brand-new character in charge of a squad of marines who are sent aboard the derelict USS Sulaco, which was left abandoned at the start of Alien3, to find out what happened to its crew.

However, Aliens: CM doesn't just include the atmospheric settings of spaceships such as the alien derelict (where John Hurt was facehugged for the first time), but expands into bigger locations including cargo ships (so that means power-loaders) and even futuristic cities - so maybe we'll get to see xenomorphs on Earth after all...

Gearbox are huge fans of the sci-fi series and are carefully recreating many of the classic beasts, sets and weapons from the first two films, using a large collection of replicas and original props from the movies. They've even got their hands on original sound effect recordings from Aliens to meddle with.



All the Colonial Marines' armoury seen in Aliens will appear in the game, including the pulse rifle, those cool automated gun turrets that appear in the extended Aliens: Special Edition, and Hicks' favourite boom stick, the Remington shotgun - although to keep you immersed in the action, there's no in-game HUD, with ammo counters appearing on the side of each weapon.

"I LOVE THE CORPS!"
Despite the probable release date of next year, Aliens: CM is already looking like the kind of game we've been waiting a long time for.

In one demonstration level that takes place on a colony planet similar to LV-426 (the planetary setting for Alien and Aliens) the four marines have to "make a stand" (as Gearbox says) by setting up a defensive perimeter before the xenomorphs begin scuttling towards your positions in droves. As leader, you can command your troops to set up the sentry guns, set explosive traps and weld doors shut, all done with context-sensitive actions.



Soon, the proximity meter is blipping, and the place is torn apart by dozens of murderous creatures, attacking through vents in the ceiling, and punching through floor tiles, as the realistic-looking environments are filled with the glistening, deadly bastards.

Although the animation is still unfinished and glitchy in places, it's clear that Gearbox already have a handle on the unearthly xenomorph physicality, apparently hand-animating all the creatures to avoid 'guy in the suit' B-movie monster syndrome.

While you can order your three AI squadmates around, and also leave them to fight any enemies without telling them to (as with Brothers in Arms), there's also a nifty bonus: Aliens: CM is set to feature seamless jump-in/jump-out co-op for up to four players.



Just imagine what it'll be like with today's tech and four mates swearing and laughing at each other as you bumble around the levels hopelessly causing lethal chaos. This could be an experience that might even match Left 4 Dead, and that's saying something.

Aliens: Colonial Marines is ages away, but we're already expecting great things from this express elevator to hell. Don't let us down Gearbox.

- There'll be a range of both claustrophobic indoor combat and less-restrictive outdoor conflict. Art on show in Gearbox HQ shows city areas, too. Though we'll probably be happy about being cooped up in a dingy colony base, with plenty of room to hide, when it's time for the Make A Stand scenarios.



These pre-determined moments see you first holing up and preparing a location to defend, with bomb-traps or auto-turrets, or by sealing doors with hand-torches. Then, the aliens begin to swarm your position. We're wetting ourselves already.

- It will feature four-player drop in co-op. With either system link, split screen or online multiplayer support, you'll be able to face the horde of xenomorphs alongside your buddies. Or run away and leave them to deal with the mess. Whichever.

- It has quick-time events. But, fortunately, instead of huge button-icons appearing on screen and destroying the brooding atmosphere, subtle colour-coded tinges to the edges of your view will alert you to a required button press. Though OPM rekon it takes some getting used to.



- Gearbox haven't put the acid blood in yet. Eventually, the acid blood splurged from wounded aliens will scar and damage the environment - though not quite so much that the floor will fall out from under you.

But when OPM saw Colonial Marines, the blood wasn't wreaking this sort of havoc, though Gearbox assure us all that "there will be acid blood in the game".





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#1362 by AsAsIN (Boats 'n Hoes) (0 mesaje) at 2008-07-26 19:26:12 (887 săptămâni în urmă) - [Link]Top
#1361 regnumekal, :bravo:


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#1363 by ayzer (Криминальный мозг) (0 mesaje) at 2008-07-26 19:34:15 (887 săptămâni în urmă) - [Link]Top
#1352 beshlica, не пареэ, а точно!!! =) 1ый срины с тесктурами халфы, атмосфера та же ! =)


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#1364 by regnumekal (User) (0 mesaje) at 2008-07-31 14:19:16 (886 săptămâni în urmă) - [Link]Top
Operation Flashpoint 2: Dragon Rising
Genre: Modern Tactical Shooter
Publisher: Codemasters
Developer: Codemasters
Platforms: PC Xbox 360 Playstation 3
Release Date: TBA 2009
Official Site: www.codemasters.com/flashpoint2
Universe: Operation Flashpoint: Cold War Crisis (2001 | PC), Operation Flashpoint: Between The Lines (2002 | PC), Operation Flashpoint: Resistance (2002 | PC), Operation Flashpoint: Red Hammer (2002 | PC), Operation Flashpoint: Elite (2005 | XBOX), Operation Flashpoint: Game of the Year Edition (2006 | PC)



Twelve hundred years ago, Codemasters published Bohemia Interactive's Operation Flashpoint: Cold War Crisis. As the days stretched to weeks, weeks to months, months to years, and years to millennia, Codemasters scientists remained hidden away in their secret military laboratory cooking up a sequel. Since Bohemia Interactive went off on their own to create ArmA: Combat Operations, Codemasters was forced to carry their own beakers. From what they told us today and the short amount of in-game footage (which we're going to have to take their word for right now) we're pretty sure they're fairly good at carrying beakers.

Lead AI designer Clive Lindop and Brand Manager Andrew Wafer say that Codemasters set pretty high goals for themselves with Operation Flashpoint 2. Not only did they have to follow up on the first full first-person military simulation game but also had to make the controls and options deep enough for a PC user to appreciate while also smoothing them out for console controllers in order to tap into the gigantic console market. They're doing this through extensive controls, lots of military data, tons of weapons and vehicles, and high level unscripted artificial intelligence that reacts to player movements according to strict military doctrine.



Operation Flashpoint 2 takes place in modern times. The hot Cold War is done and China has risen to power in a big way. But in this alternate universe, the power was enough to challenge Russia for a very valuable island in the China Sea named Sakhalin. After a dual colonization of Japan and Russia for a couple hundred years, the Russians took the island from Japan at the end of World War II when the Japanese were busy dealing with the US offensive. In the mid-90s, after the fall of the Soviet Union and the economic expansion, oil and resource deposits of large size were found on Sakhalin, drawing Chinese interest. After China attacked the island in an attempt to seize control of the resources and Russia's inability to protect Russians still inhabiting the island, the unthinkable happens. Russia asks for help. And then the thinkable happens. The US runs laughing gleefully into the fight.



Unlike the fictional island of the original game, Sakhalin is actually a real place. The development team decided to base it on a real place in order to ground the game in realism. The island was chosen specifically for the large diversity of terrain. Buildings, towns, roads, hills, forests, and just about everything sitting on the island in the game was taken from reference trips so it's about as accurate as it can get compared to the actual island.

The realism isn't just about the terrain. One of the biggest pushes was to collect lots of data concerning military tactics, doctrine, weapons stats, and vehicle operation to govern the enemy AI. Lindop and his crew wanted to make the AI as realistic and flexible as possible. Players won't find any scripted AI events in the game. Instead they'll find an AI that adjusts itself on the fly according to the massive amount of military data gathered by the team. This includes everything from the weapons being used, movements being made, weather happening, strength of troops, terrain advantages and so on. What this should do is create battles that begin and end at least a little bit differently every time they're played. It should also keep players on their toes and heads on a swivel. The enemy that attacked from the front the first time through the level may flank you through the forest in the second.



This is going to be especially important in the scale presented in OpFlash 2. If you've seen the cinematic trailer released a few days ago, you'll have the idea of the types of battles that they're going for. Huge numbers of troops on foot, in armored ground vehicles, and both ground and air support firing constantly to keep things interesting. How successful players are in the early bits of a battle could completely change the following events and outcome.

The fact that the AI is going to be so flexible in its tactics means that an efficient level of control is going to be needed. Those that played the original Operation Flashpoint will probably remember that the command system was… clunky. Getting units under your command to follow orders could sometimes be a lesson in frustration. While the number of commands available to use will be just as deep in this second game, there will also be a radial menu of more commonly used commands. On top of that, players can set up command strings so that commands for several different troops can be set up to move, face, and attack and then told to execute at the same time. This should make things easier for the console and PC players alike. Of course, we really need to get our hands on the game to see how good the system really ends up being.



Either way, players will have plenty of options and the freedom of choice to play the game however they wish. It's even possible to charge through a level like a lunatic though the consequences could be mutiny from units low and a firm opinion that their leader is crazy thanks to a extensive suppression and morale system. The soldiers won't be shy in voicing their opinion either.

Players don't need to be worried about being in command of huge numbers of troops all the time. As with the original OpFlash, players can count on taking many different roles in the war for control of the island. Infantry, tank command, helicopter gunner or pilot. You name it. Because the story is told through the battles and conflict, the transition from one role to another should be fairly smooth and should make sense. One mission to destroy anti-aircraft batteries with an infiltration squad should lead into a helicopter attack now possible because of that mission's success with players taking control of different characters in each strike.



It's also very nice to note that Codemasters doesn't seem to be skimping on the visual technology. In fact, they're using a tweaked version of the engine used in the recently released GRID to power some impressive visuals. While we didn't see the game played at the show, the in-game footage shown was mightily impressive. View distance was incredible and weapons effects provide a punch not often seen in gaming. In one scene, a group of soldiers led by the player climbed to a vantage point to mark armored targets for an artillery barrage. The barrage was awesome from afar as the explosions sent enormous plumes of smoke into the air that spread and dissipated slowly. In another short clip, they showed off a tank firing its main gun to amazing effect. If these effects are in the final product, there shouldn't be any disappointed players.



It's not just the delivery that matters, it's the follow through and while terrain won't be deformable, Operation Flashpoint 2 will include persistent scarring. This includes everything from burn scars to objects that have multiple damage states. The effects of battle not only will be there after the immediate battle but any time the location is revisited in later missions.

While the game is likely going to be played largely by single players, friends will also be able to get online for two-player cooperative play through the entire single player campaign. This doesn't preclude larger number of players for cooperative one-off missions. If they're anywhere near as fun as the ones in the original game, we're definitely on board. All told there will be seven different multiplayer modes in the final game, though Codemasters wasn't ready to go into detail about that portion of the experience.



One thing they did share is that all versions of the game will ship with the scenario editor. Because the terrain mapped on a real place, the editor is focused completely on troop placement, weather, time of day, and objective.

It certainly doesn't look like they dumbed down the game just because they're moving the franchise to consoles. They'll definitely be walking the fine line between difficulty and realism however. The game has got to be fun and playable to appeal to a larger base of gamers.

Keep your eyes peeled for more info about Operation Flashpoint 2: Dragon Rising, it's definitely worth keeping an eye on at this point. Right now it's set for a 2009 release date but as we know, that could easily change.





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#1365 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-07-31 23:51:24 (886 săptămâni în urmă) - [Link]Top
It's alive!!!!! :ae:


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#1366 by regnumekal (User) (0 mesaje) at 2008-08-01 11:41:13 (886 săptămâni în urmă) - [Link]Top
#1365 Speedy, "... It's alive!!!!! ..." - Nope. It's a zombie !


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#1367 by daymio (Power User) (0 mesaje) at 2008-08-01 13:06:03 (886 săptămâni în urmă) - [Link]Top
#1366 regnumekal, "... #1365 Speedy, "... It's alive!!!!! ..." - Nope. It's a zombie ! ..." - No!It's Superman!! tadadam


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#1368 by pokemonn (Power User) (0 mesaje) at 2008-08-01 14:16:55 (886 săptămâni în urmă) - [Link]Top
#1366 regnumekal, "... #1365 Speedy, "... It's alive!!!!! ..." - Nope. It's a zombie ! ..." - "...No!It's Superman!! tadadam..." - Nope IT's Batman !!! :crazy:


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#1369 by m000rfik (User) (0 mesaje) at 2008-08-01 14:52:47 (886 săptămâni în urmă) - [Link]Top
#1368 pokemonn, "... Nope IT's Batman !!! ..." - asta deam nu-i de ras :hmm:
:lol: :pardon:
nu te prikali tu de barman


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#1370 by regnumekal (User) (0 mesaje) at 2008-08-01 15:01:08 (886 săptămâni în urmă) - [Link]Top



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#1371 by AsAsIN (Boats 'n Hoes) (0 mesaje) at 2008-08-01 16:03:08 (886 săptămâni în urmă) - [Link]Top
#1370 regnumekal, :sarcastichand:


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#1372 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-08-01 16:48:53 (886 săptămâni în urmă) - [Link]Top
#1370 regnumekal, aaaa :rofl: :rofl: morr nna :rofl:


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#1373 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-08-01 23:53:57 (886 săptămâni în urmă) - [Link]Top
#1370 regnumekal, :submasa: :subscaun: :rofl: :rofl:


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#1374 by pokemonn (Power User) (0 mesaje) at 2008-08-02 09:16:39 (886 săptămâni în urmă) - [Link]Top
#1370 regnumekal, :rofl: x2


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#1375 by regnumekal (User) (0 mesaje) at 2008-08-02 10:06:44 (886 săptămâni în urmă) - [Link]Top
IGN PC Team's Most Anticipated Games of 2008 Revisited
Check This Out


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