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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (914 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)
ÎnchideЗакрыть

Editat de către bam la 2014-01-20 14:14:26




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#1376 by pokemonn (Power User) (0 mesaje) at 2008-08-02 10:35:41 (850 săptămâni în urmă) - [Link]Top
GTA IV si Bully la PC  :crazy:  :goodpost:  :punk:


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#1377 by Dinu666 (User) (0 mesaje) at 2008-08-06 22:50:46 (850 săptămâni în urmă) - [Link]Top
Как мы и ожидали, Grand Theft Auto 4, самая громкая и успешная из игр, вышедших на Xbox 360 и PlayStation 3, недолго оставалась консольным эксклюзивом. Порт GTA 4 появится на PC спустя всего полгода после дебюта на приставках (на месяц быстрее, чем предыдущая игра серии, Grand Theft Auto: San Andreas) — 18 ноября в Америке и 21 ноября в Европе. Дату выхода в России мы сообщим позже. В качестве бонуса за терпение владельцы «персоналок» получат улучшенный многопользовательский режим.

ag.ru


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#1378 by regnumekal (User) (0 mesaje) at 2008-08-07 17:17:36 (850 săptămâni în urmă) - [Link]Top
BattleForge
Genre: Real-Time Strategy
Publisher: Electronic Arts
Developer: EA Phenomic
Platforms: PC Exclusive
Release Date: Q4 2008
Official Site: www.battleforge.com
Universe: ---



BattleForge is a new game from developer EA Phenomic that takes a real-time approach to the complex deck-building and unit-balancing strategy of card battle games. Having previously developed the notable SpellForce series, EA Phenomic knows its way around the RTS battlefield and is aiming to mix things up a bit with BattleForge. You will derive your armies from cards you've collected through trades, purchases, or victories and deploy them at will, rather than spending time constructing buildings and harvesting resources. BattleForge will also support social interaction on a large scale, letting you trade, buy, and sell cards in an online marketplace, or take to the battlefield with up to 12 other players. We recently spent some time with EA Phenomic and sampled the unique flavor of this hybrid game.



The action in BattleForge plays out from a traditional RTS point of view, and the core gameplay stays true to these roots in many ways. Selecting and moving units, engaging in battle, and spellcasting will all be familiar to those who have played an RTS before. The real differences were first apparent when we fielded our first army. Our card deck was displayed along the bottom edge of the screen, and mousing over a card popped it out to reveal the unit name, description, attributes, and cost. In addition to unit cards, there were spell cards that could heal our units or damage our enemies. To deploy a unit, we clicked the card to select it, then clicked on the battlefield, and voila, our new units appeared in a colorful flourish of energy. It's a simple, smooth interface designed to keep the action flowing freely.



Despite this focus on fluid action, there are still restrictions on when and where you can deploy your armies. Units can be deployed in close proximity to your other units, or at any point in a territory you control. Claiming territories is a matter of wiping out any foes in the area and capturing a monument that will stake your claim. This structure can be aligned with one of the many elements, and controlling more elements will expand the range of cards you can play. There are only a few other structures in the game. Some are cards that you can play, like a defensive tower, and others, like the aforementioned monument, exist on the map to be captured and help increase your power.



Units come in one of four sizes, ranging from human size to massive house-wrecking monster size. Larger units are more robust and have special abilities. We watched one giant-horned juggernaut use its stampede power to plow right through a massive defensive wall, allowing the rest of the units to pour through and decimate the enemy. Defeating the most massive of units will earn you its card, and you'll be able to use them in future battles. The units, as well as the landscapes, are detailed and well designed, giving BattleForge a very crisp, appealing look.



One of the more intriguing elements of BattleForge is the stage it sets for social interaction. On the battlefield, players can launch co-op campaigns that actually require both teams to work together. In the live demo we saw, two teams moved across a map through parallel territories. At one juncture, one team had the high ground while the other was level with the enemy. As the latter lured the enemy into the pass and engaged them in melee combat, the other rained down arrows and healing spells from its elevated position. At another point, the teams took on a pair of two enemy shamans that needed to be taken out simultaneously lest they heal or revive each other. Though we saw only two teams, BattleForge will support up to twelve players in massive cooperative/competitive battles.



Another facet of the social side of BattleForge is the online marketplace and forums. Here players will be able to buy booster packs, sell their unwanted cards, and trade with other players, as well as participate in auctions. EA Phenomic is hoping this will attract a vibrant community of folks looking to tweak their decks and strategies before and after battle. The combination of in-game social interplay and strategic, cooperative battle has been wildly successful in the MMO market, and BattleForge looks to capture some of that magic when it is released later this year.






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#1379 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-08-07 17:33:23 (850 săptămâni în urmă) - [Link]Top
parq e war 3 cu modificari :)


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#1380 by regnumekal (User) (0 mesaje) at 2008-08-07 17:37:29 (850 săptămâni în urmă) - [Link]Top
#1379 Iulik, "... parq e war 3 cu modificari ..." - in Warcraft nu joci cu carti... :-|


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#1381 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-08-07 17:39:57 (850 săptămâni în urmă) - [Link]Top
#1380 regnumekal, am avut in vedere la graphix


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#1382 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-08-07 17:40:06 (850 săptămâni în urmă) - [Link]Top
arata bine :) .


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#1383 by DjSerginio (User) (0 mesaje) at 2008-08-07 21:48:05 (850 săptămâni în urmă) - [Link]Top
Pricol, intru pe discoveri numai ce si Imi apare tipa Your are 999 999 visitor You won. Pui idei de jocuri si cistigi bani da?:lol:


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#1384 by regnumekal (User) (0 mesaje) at 2008-08-08 08:41:10 (850 săptămâni în urmă) - [Link]Top
#1383 DjSerginio, Pe GameDiscovery la moment nu poti pune idei, si probabil nu va mai fi aceasta optiune niciodata. Dar in privinta la 9999... - nu lua in seama, nu-i nimic adevarat in ad-ul asta.


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#1385 by regnumekal (User) (0 mesaje) at 2008-08-10 10:07:35 (849 săptămâni în urmă) - [Link]Top
Cite super RPG-uri europene ne asteapta: Sacred 2, Arcania, expansiuea Gothic 3, Divinity 2, Drakensang...! De abia astept :) Eu cred ca in Moldova majoritatea inteleg franceza... :-|

Divinity 2: Ego Draconis
Genre: Action Role-Playing
Publisher: DTP Entertainment
Developer: Larian Studios
Platforms: PC Xbox 360
Release Date: TBA 2009
Official Site: www.divinity2.com
Universe: Divine Divinity (2002 | PC), Beyond Divinity (2004 | PC)



Rappelons-le, lors de sa sortie en 2002, Divine Divinity avait ravi les rolistes de tous bords. Sa suite Beyond Divinity avait bravement repris le flambeau. Une nouvelle fois, l’audacieux développeur Larian Studios travaille d’arrache-pied pour nous offrir une épopée grandiose, dans un genre qu’ils commencent а maîtriser sérieusement : Divinity 2 : Ego Draconis.

Divinity II nous raméne une nouvelle fois dans le monde de Rivellon et son histoire se passe dans la continuité de Beyond Divinity, toujours dans le conflit sanglant entre l’Elu Divin et son alter ego maléfique, le Damné. Pour le détruire lui et ses hordes de démons, l’Elu et ses Paladins se sont alliés avec les puissants Dragon Lords, les derniers et rares maîtres de ces créatures et de leurs pouvoirs magiques. Lors d’une bataille cataclysmique, l’impensable se produit. L’un des Dragon Lord trahit l’Elu et l’assassine. Dans la confusion qui s’ensuit, les Paladins commencent а tuer dragons et démons sans distinction. Satisfait de la mort de l’Elu mais ayant perdu la majeure partie de ses armées, le Damné se retire, remettant sa domination de Rivellon а plus tard. Les habitants commencent а reconstruire leur vie mais ne se sont jamais remis de la traîtrise envers l’Elu : la race des Dragons est impitoyablement pourchassée. Aujourd’hui, un demi siècle a passé, le Damné a toujours une effrayante réputation mais on ne le perçoit plus que comme une menace distante. Les Dragons ont été apparemment annihilés. Deux croyances qui ne pouvaient pas se révéler plus fausses…



Le joueur débute la partie en tant que jeune aspirant de l’ordre des Dragons Slayers. Lors de sa formation dans le village de Farglow, des rumeurs lui parviennent qu’un dragon aurait été aperçu dans les environs. Evidemment, une telle nouvelle se doit d’etre vérifiée. Sa formation s’en trouve précipitée et il doit alors choisir sa spécialité pour devenir un chevalier а part entière. Divinity II se déroulera donc le long d’une campagne solo où le personnage, en rencontrant le dernier dragon, deviendra un légendaire Dragon Lord.


 
Ce qui a le plus attiré notre attention, et qui avait le plus séduit les joueurs des opus précédents, réside dans l’humour, la structure et la liberté de choix des questes. Celles-ci pourraient générer d'énormes possibilités de re-jouabilité. Larian a en effet beaucoup insisté sur ce point : le libre-arbitre. Chaque PNJ que l’on rencontre propose des propres questes et sous-questes que le joueur peut accepter ou refuser librement, sans l’implication « bien »/ « mal » -de plus en plus а la mode- mais qui ouvrent sur bien des embranchements scénaristiques différents. Les développeurs veulent que les joueurs n’éprouvent aucun regret une fois un choix effectué, du genre de ceux qui obligent bien souvent recharger la partie, а toujours accepter les questes ou encore toujours agir comme un héros irréprochable. Ils veulent que les joueurs agissent comme ils le feraient s’ils étaient réellement confrontés а telle ou telle situation et surtout comme ils en ont envie. Choisir la solution la plus honnete ne sera d’ailleurs pas forcément la plus avantageuse ni la plus amusante. Les dialogues et les possibilités sont d’ailleurs très droles et la démonstration qui nous a été offerte très probante sur ces différents aspects.



Parlons maintenant des possibilités du héros. Les classes que le joueur pourra choisir pour son personnage s’annoncent classiques et l’on n’échappera pas а l’éternel trio guerrier/mage/archer, bien qu’il existe en fait une division du mage -entre magie de guerre et de défense-. De meme, il sera apparemment possible de mixer les différentes capacités а maitriser pour obtenir une plus grande variété d’options disponibles. Un grand nombre de compétences disposeront de plusieurs possibilités de customisation et de construction de combos.

Tout le long de l’histoire, le joueur aura la possibilité de trouver toutes sortes d’objets qui ont des fonctionnalités de gameplay bien spécifiques. Les objets sont enchantés et dotés de pouvoirs qui permettent au personnage d’utiliser certaines compétences, parfois inédites. Par la suite, il sera possible de transférer les meilleurs de ces enchantements vers des objets plus puissants.



Sur le plan technique, Divinity II ne sera pas en reste. Il se veut а la pointe de ce qui se fait en 2008. Meme si notre version de démonstration n’était bien évidemment pas finalisée, elle était dèjа animée par toute la panoplie des effets а la mode. De belles textures nombreuses et variés et un haut niveau de détail des personnages et des décors. Les plantes ondulent selon le vent, les ombres et les lumières varient et se déplacent selon l’heure et la nuit tombe bien entendu, accompagnée de ses créatures nocturnes. L’eau est criante de vérité avec ses remous et reflets brillants –le développeur a meme avoué non sans ironie en avoir rajouté а certains endroits puisque nombre de joueurs considèrent que la beauté de l’eau reflète également la qualité du jeu-. Note intéressante pour les détenteurs de PC, la version Xbox 360 que nous avons pu admirer -et dèjа très réussie- ne sera pas la plus aboutie visuellement des deux.



Divinity II garde apparemment l’originalité de ses grands frères tout en disposant d’un lifting de haut vol. Un système de quete multi-facettes intéressant et rafraichissant qui pourra offrir une durée de vie considérable. Meme si l’on n’échappe pas а l’univers classique de l’heroic-fantasy avec son village pittoresque, ses chaumières chaleureuses et ses pécores, l’ordre chevaleresque, le donjon sinueux, les créatures humanoпdes et fantastiques (dragons, gobelins, fantomes, squelettes, démons…etc.).

Un charme véritable se dégage du titre et la présentation nous a laissé une impression plutot satisfaisante quant au travail déjа accompli. Version définitive prévue pour le deuxiиme trimestre 2009.







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#1386 by daymio (Power User) (0 mesaje) at 2008-08-10 11:02:30 (849 săptămâni în urmă) - [Link]Top
#1385 regnumekal, "... Eu cred ca in Moldova majoritatea inteleg franceza... :-|
..." - de unde asha ghinduri?


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#1387 by regnumekal (User) (0 mesaje) at 2008-08-10 11:16:40 (849 săptămâni în urmă) - [Link]Top
#1386 daymio, "... de unde asha ghinduri? ..." - da ce nu intelegi? Franceza e una dintre cele mai simple limbi :-| Plus la asta suntem intr-o tara francofona... Oricum, acesta-i singurul preview normal de pe net. :quiet2:


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#1388 by daymio (Power User) (0 mesaje) at 2008-08-10 11:24:48 (849 săptămâni în urmă) - [Link]Top
#1387 regnumekal, "... Franceza e una dintre cele mai simple limbi :-| ..." - nash spune ca e simpla .pur shi simplu sunt foarte multe cuvinte asemanatoare.da daca te apuci de gramatica ....


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#1389 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-08-10 11:52:35 (849 săptămâni în urmă) - [Link]Top
#1387 regnumekal, eu engleza stiu mai bine :lol: inteleg si franceza, insa nu intratit, adiq in engleza parq citesc in romyna, da in franceza parq citesc intro limba straina, daq intelegi ci vreu s zic :D


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#1390 by m000rfik (User) (0 mesaje) at 2008-08-10 15:01:07 (849 săptămâni în urmă) - [Link]Top
#1387 regnumekal, eu franceza o invat de 6 ani si nu inteleg nimic intr-ansa...da am nota 8 :lol:
Je ne parles pa le francais nnah :D


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#1391 by regnumekal (User) (0 mesaje) at 2008-08-10 16:11:52 (849 săptămâni în urmă) - [Link]Top
:slap: La mine franceza e cam la acelasi nivel cu engleza. Rusa o stiu mai rau :lol:


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#1392 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-08-10 17:31:44 (849 săptămâni în urmă) - [Link]Top
eu franceza o invat de 7-8 ni shi nuprea tare o cunosc :D iar engleza nu am invatat-o niciodata shi o cunbosc destul de bine p/u unu care nu a invatat-o niciodata :D

P.S. divinity arata superb!! :w00t:


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#1393 by daymio (Power User) (0 mesaje) at 2008-08-10 22:01:35 (849 săptămâni în urmă) - [Link]Top
#1391 regnumekal, ai avut profesori buni crec.ca eu 4 ani la franceya am povestit texte shi odata in semestru scriem in caiet o lectie de gramatica pe care no foloseam.Tat ce shtiu e sa citesc numai ca sint cuvinte necunoscute shi sa vorbesc propozitii simple :/


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#1394 by System at 2008-08-11 00:29:36 (849 săptămâni în urmă) - [Link]Top
#1385 regnumekal, "... Eu cred ca in Moldova majoritatea inteleg franceza... :-| ..." - eu de 5 ani invat franceza si stiu numai 2 cuvinte :-|


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#1395 by beshlica (Power User) (0 mesaje) at 2008-08-11 01:47:02 (849 săptămâni în urmă) - [Link]Top
Hmm , interesant , e cumva vreo continuare la Divine Divinity ?


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#1396 by regnumekal (User) (0 mesaje) at 2008-08-11 12:05:43 (849 săptămâni în urmă) - [Link]Top
#1395 beshlica, In descrierea scurta, la sectiunea "Universe" parca am scris cu cine se afla in acelasi univers (Divine Divinity si Beyond Divinity), unde Divine Divinity este considerat ca primul joc si deci Divinity 2 e al 2-lea. Dar asta nu inseamna ca au vreo legatura in Storyline.

PS: Daca inca n-ati observat am facut update la #0 si am adaugat inapoi indexurile... :)


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#1397 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-08-11 12:36:37 (849 săptămâni în urmă) - [Link]Top
#1396 regnumekal, :mml: you rock :D


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#1398 by beshlica (Power User) (0 mesaje) at 2008-08-11 13:19:34 (849 săptămâni în urmă) - [Link]Top
#1396 regnumekal, oops , my bad :)


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#1399 by regnumekal (User) (0 mesaje) at 2008-08-11 14:39:16 (849 săptămâni în urmă) - [Link]Top
Fable II
Genre: Action Role-Playing
Publisher: Microsoft Game Studios
Developer: Lionhead Studios
Platforms: Xbox 360 Exclusive
Release Date: October 21, 2008
Official Site: www.lionhead.com/fable2
Universe: Fable (XBOX | 2004), Fable: The Lost Chapters (PC, XBOX | 2005), Fable: The Lost Chapters (MAC | 2008), Fable II Pub Games (X360 | 2008)

Characters and Environments




At a recent Microsoft press event, we caught another glimpse of Fable 2, the upcoming sequel to the 2004 Xbox action role-playing game. As it happens, our time with the game was spent--and guided--by none other than Lionhead designer Peter Molyneux. Unlike his last few presentations, this demo didn't have a particular theme to it, such as dogs or co-op gameplay. Instead, Molyneux went on about all sorts of features that players can expect to see when the game is released this autumn, including facial expressions, changing environments, and even a bit of bird poop.

The designer began by letting us know that Lionhead Studios has finally reached the point where the development team has stopped adding features to the game. Now, the team is focusing on fixing bugs and adding polish. This was evident in the game's visuals: Because we were seeing an early version of the game, the graphics seemed a bit choppy in certain spots, but those rough patches were overshadowed by hitch-free moments that led us to believe the game will wind up looking really good. The art style is very similar to that of the previous game, but now, cities and outdoor environments look far more detailed and vibrant.



Once Molyneux went over the basic details, the designer began the demo with the game's introductory sequence. In a tongue-in-cheek style, indicative of the game's somewhat humorous tone, this cinematic begins with a bird soaring over your home city of Bowerstone and ends with it perching on a ledge as it defecates right on your character. From here, we were introduced to the first of many companions who will guide you through the story: your sister. Through the game, you'll be accompanied by a series of companions who will travel with you through several chapters of the story. However, Molyneux was eager to suggest that you may not be required to pay even the slightest bit of attention to them as you play--it'll be completely up to you.

Soon after, Molyneux pointed out a key feature about Fable 2's interface: There's no longer any minimap to guide you around. This has been replaced by what's being referred to as a "breadcrumb trail," a glowing line on the ground that guides you to the next important scene. This trail brought us to a police officer who offered to give us a little work to help make his job easier. Because you and your sister begin the game as impoverished street urchins, you'll probably find this offer to be an intriguing one. The officer handed us five warrants for criminals being sought for arrest. From here, we had the option to find the fugitives and bring them back to the police for a little extra scratch or earn even more money by simply selling the warrants to the criminal fraternity, which essentially grants those thugs their freedom.



This was done to demonstrate what Molyneux is calling "dynamic regions." This little neighborhood in Bowerstone will be shaped by your choice in the situation. If you do the right thing by bringing the criminals in to justice, 10 or so game years down the line, this area will become a bustling haven for trade and shopping. If you side with the crooks, it will become a run-down ghetto filled with crime and vice. When players drop by your version of Bowerstone for a little co-op, Molyneux told us, they could wind up seeing an entirely different city from what they've shaped in their own stories.

After this, we got to see how Fable 2's character expressions have grown since the first game. In the original Fable, you could run around town displaying all sorts of friendly or vulgar gestures. These displays would then affect the opinion of each of the townspeople toward you. If you give them enough rude gestures, they'd start to say rude things any time you happened to visit their neighborhood later on in the story. This can still be done in Fable 2, but now you have the option of performing these little gestures during the story's cinematic cutscenes. If you happen to, say, fart during one of these interactive sequences, this will affect the outcome of the conversation. Exactly how much of an effect these moments will have isn't clear, but this is another example of the added level of "choice" that Molyneux is aiming for in the sequel.



Later on in our journey, we stumbled upon a roaming camp of gypsies gathered in the woods. Molyneux used this area to talk about some of the details that have been added to the game, which he freely admits 90 percent of all players will never see. In this little camp, you'll see people chatting, dancing, and building campfires. Interestingly, you'll also see little children using the power of their imaginations to act out the entirety of the original Fable's story. Molyneux described this as a form of "treasure hunting": Rather than go out looking for loot, players are also encouraged to go out looking for "little bits of life."

Finally, Molyneux finished things up by telling us about the game's simplified "one button combat" system. For starters, combat is actually controlled with one of three buttons. Swordsmen will use the X button, sharpshooters will use the Y button, and spellcasters will stick to the B button. Each combat upgrade is mapped to the same button, depending on the combat discipline that's being enhanced. So if you're a swordsman, you'll find yourself using a variety of techniques, such as environmental attacks, parries, charges, and counters using the X button. Once you've gotten really good at combat, you gain double experience points by linking your attacks together. Finally, the combat discipline you end up specializing in will affect your appearance just like your inclination toward good or evil.



Meet the Bard


Yesterday, you might recall, we played through the E3 show-floor demo of Fable II. That was a lot of fun, but today we went one better and met with Peter Molyneux, who talked us through a handful of gameplay features that we hadn't seen previously.



The most memorable of these features was undoubtedly our first encounter with the bard character who, after you meet him in the game, will come and find you anytime you enter a major city. He'll follow you around, he'll talk at you incessantly, and he'll sing songs about your recent exploits--regardless of whether or not they're things that you're proud of. In short, he's annoying enough after a short time to test the patience of a saint. That's probably why Molyneux, who's known to favor playing as evil characters in his games, seized the first available opportunity to lure this guy under a bridge and kill him. Problem solved. If you choose to do something similar you'll never encounter the bard again.

On this occasion, though, Molyneux hadn't been quite as sneaky with his assassination as he thought, and a few minutes later the city of Bowerstone's alarm bell's started ringing and he was apprehended. At this point he was presented with three options: Pay a fine of 500 gold, resist arrest and get into a fight, or agree to community service. The latter won't involve repainting a school or repairing a broken-down playground, but it'll open up otherwise unavailable side quests that involve, for example, clearing a campsite of troublesome goblins.



With bard no longer a subject up for discussion, Molyneux moved on to talk about money in Fable II. Specifically, he talked about some of the ways that you will (and won't) be able to earn it, and at least one way that you can choose to spend it. As you may have already heard, you won't earn gold for completing quests in Fable II; you're a hero, so presumably you have motivations other than wealth. So, if you decide to rush through the story as quickly as possible you'll not only be ignoring much of the game's content, but you'll wind up penniless to boot.

Money can be earned in plenty of different ways, including playing the upcoming Xbox Live Arcade game Keystone, which should be available to download around six weeks before Fable II arrives in stores. Helping friends to complete quests in their world as a henchman is sure to prove a popular source of income, while jobs such as blacksmithing, bartending, and assassination will offer an enjoyable alternative for those of you with no Xbox Live, no friends, or no inclination to let either of them into your Fable II experience.



There will no doubt be plenty of opportunities to spend your hard-earned gold in Fable II, and we can confirm that one of those is a bookstore that specializes in training manuals. All of the books available here either grant you new abilities or enhance existing skills, and while we didn't get a good look at the list of titles for sale, we did notice that there was one about marriage and at least two that will let you teach your dog new tricks.

When asked about the nature of Fable II's achievements, Molyneux also alluded to another possible source of income; buying a property and renting it out. One of the achievements in the game will purportedly reward you for being an "evil landlord" and dramatically increasing the rent on property that you own while tenants are residing there. Another, completely unrelated achievement will increase your gamerscore if you have a penchant for kicking chickens.



Bothering poultry is unlikely to test your combat prowess, of course, but after taking the controls of a character that hadn't been leveled up at all during today's meeting we can report that the skills at your disposal when you start playing are limited to say the least. To paraphrase what we were told by Molyneux, you basically just have to "mash buttons" early on. By leveling up and spending points on improving certain aspects of your combat, though, you can really customize your character's fighting style and, as a result, you'll have to work some control subtleties into your repertoire. Even if you choose to specialize in just one fighting style you'll have plenty of freedom to customize your moves. For example, for a melee-oriented character you can spend points on upgrading several different areas, including flourishes, environmental kills, and combos.

Before our meeting came to a close we were invited to partake in a quick QA session along with other attendees. Very little of the information to come out of it was new, partly because the group got carried away talking about the concept of in-game protected sex and reusable condoms (apparently they're a rare item). We did learn that you can activate a "breadcrumb trail" at any time that will lead you back to your next story mission, though, and that in addition to quest givers there are lots of non-player characters who have icons indicating specific requirements over their heads. For example, a woman in Bowerstone with a heart over her head needs to be romanced before she'll hand over whatever reward she has to offer.

Fable II is currently scheduled for release in October and, in case you haven't guessed, we're just a little excited for it. We look forward to bringing you more information on the game in future.



Editat de către regnumekal la 2008-08-11 14:46:50




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#1400 by Nefekto (Original Media Group) (0 mesaje) at 2008-08-11 14:44:35 (849 săptămâni în urmă) - [Link]Top
#1399 regnumekal, "... Fable II ..." - rupe :w00t:


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