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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (916 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:
- știrea trebuie să fie proaspătă;
- conținutul trebuie să fie plasat în tag-ul spoiler (vezi pagina cu tag-uri). În același mod se procedează și în caz dacă știrea constă doar dintr-un link spre un site video


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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#301 by beshlica (Power User) (0 mesaje) at 2007-07-19 20:10:50 (907 săptămâni în urmă) - [Link]Top
#300 regnumekal, eu de exemplu daca nu ma joc intr-un joc atunci cind apare , uit de dinsul

#296 regnumekal, i prefer a more tactical approach :)


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#302 by cristiDisabled (PFC | The Real Pirate) (0 mesaje) at 2007-07-19 20:11:36 (907 săptămâni în urmă) - [Link]Top
#300 regnumekal, Succes in F.E.A.R.... Eu cind prima data m-am jucat mai n-am :bad: si dupa aceasta nu m-am mai jucat...(cred ca inca nu-i virsta)


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#303 by regnumekal (User) (0 mesaje) at 2007-07-19 20:15:47 (907 săptămâni în urmă) - [Link]Top
#301 beshlica, "... eu de exemplu daca nu ma joc intr-un joc atunci cind apare , uit de dinsul ..." - eu in ultima vreme numai in jocuri mai vechi ma joc, de exemplu nu demult am trecut Tribes: Vengeance (2004) si Red Faction 2 (2003), jocuri foarte bune dupa parerea mea :)

#302 cristi, Primul si unicul joc unde mi-a venit a varsa a fost Quake 4 :bad: Sa vedem ce reprezinta F.E.A.R.


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#304 by m000rfik (User) (0 mesaje) at 2007-07-19 20:45:09 (907 săptămâni în urmă) - [Link]Top
#300 regnumekal, +1!eu tot maine o sa joc FEAR:)


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#305 by JRocker (性交) (0 mesaje) at 2007-07-19 20:53:50 (907 săptămâni în urmă) - [Link]Top
#300 regnumekal, da eu deam nu prea am ce juca... ashtept releasuri...

da ce va vine voua a varsa??

PS: FEAR este super...


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#306 by LiMoNaD (Original Media Group) (0 mesaje) at 2007-07-19 20:57:22 (907 săptămâni în urmă) - [Link]Top
#305. Pentru FEAR ar trebui sa lucrez vrio 2 luni in Italia :(


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#307 by JRocker (性交) (0 mesaje) at 2007-07-19 20:58:08 (907 săptămâni în urmă) - [Link]Top
#306 LiMoNaD, in ce sens??? ca nul trage compu??


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#308 by LiMoNaD (Original Media Group) (0 mesaje) at 2007-07-19 21:00:24 (907 săptămâni în urmă) - [Link]Top
#307. Ugu.. ar trebuie upgrade serios ... Ooofff... poate Mosul face vrio minune de Craciun, desi demult na mai dat pe la mine :D



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#309 by regnumekal (User) (0 mesaje) at 2007-07-19 21:00:54 (907 săptămâni în urmă) - [Link]Top
#306 LiMoNaD, :wave: De fapt cerintele nu sunt asa de mari :)

#305 JRocker, "... da ce va vine voua a varsa?? ..." - Well, in Quake 4 momentul cind te transforma in Strogg si plimbarile prin ccanalizatia Strogg-ilor sunt foarte dezgustatoare :bad:


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#310 by LiMoNaD (Original Media Group) (0 mesaje) at 2007-07-19 21:04:40 (907 săptămâni în urmă) - [Link]Top
#309. :wave:, regnumekal

La mine videocarta are Pixel Shader 2.0 . Si cand vad ca deja este Pixel Shader 3.0 si sunt si multe jocuri super cu asa grafica, si mai ales ca apare DirectX10 si Pixel Shader 4.0 , deja ametesc ... :wacko:


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#311 by JRocker (性交) (0 mesaje) at 2007-07-19 21:07:29 (907 săptămâni în urmă) - [Link]Top
#309 regnumekal, daca cinstit nu mam jucat quaqe 4... da in FEAR nu mio venit nici o data :bad:

PS: cum voua avataru meu?? :D


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#312 by regnumekal (User) (0 mesaje) at 2007-07-19 21:08:22 (907 săptămâni în urmă) - [Link]Top
#310 LiMoNaD, "... La mine videocarta are Pixel Shader 2.0 ..." - F.E.A.R. merge sub PixelShader 2.0

#311 JRocker, "... cum voua avataru meu?? ..." - :thumbsup:


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#313 by LiMoNaD (Original Media Group) (0 mesaje) at 2007-07-19 21:11:46 (907 săptămâni în urmă) - [Link]Top
Tin minte cand lam pornit mergea aiurea :( Oricum vb in general, ca nu doar F.E.A.R. pare delicios pentru mine :nyam:


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#314 by cristiDisabled (PFC | The Real Pirate) (0 mesaje) at 2007-07-19 21:34:16 (907 săptămâni în urmă) - [Link]Top
Eu joaca aceasta vreau mai repede sa apara: 
Kane & Lynch: Dead Men(trailer) :nyam:
Kane & Lynch: Dead Men(gameplay) :nyam:


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#315 by System at 2007-07-19 21:36:47 (907 săptămâni în urmă) - [Link]Top
#314 cristi, +1


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#316 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2007-07-19 22:37:16 (907 săptămâni în urmă) - [Link]Top
#300 regnumekal, "... Numaidecit trebuie sa le joci in aceeasi perioada cind sunt lansate? ..." - +1 eu tot joc jocurile destul de tarziu dupa release, cand le incep (nu special pentru asta dar se intampla) pai deja sunt cateva patchuri pt ele.


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#317 by cristiDisabled (PFC | The Real Pirate) (0 mesaje) at 2007-07-21 09:47:02 (907 săptămâni în urmă) - [Link]Top
Daca va intereseaza pe cineva iata trailerul de la E3 2007 a jocului BlackSite: Area 51


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#318 by regnumekal (User) (0 mesaje) at 2007-07-23 07:43:54 (907 săptămâni în urmă) - [Link]Top
Clive Barker's Jericho
Genre: Horror Action Adventure
Publisher: Codemasters
Developer: Mercury Steam
Platforms: PC X360 PS3
Release Date: September 2007
ESRB: MATURE
Official SIte: http://www.codemasters.com/jericho

Clive Barker may be one of horror writing's most revered names, but he's had some trouble cracking the video game market. His first game, Undying, was met with almost complete apathy by the PC community in 2001, winning the dubious honour of GameSpot's "Best Game No One Played" the same year. His second attempt, Demonik, was set to offer players a starring role as the villain of the piece, but it was scrapped midway through development. Jericho, his latest attempt at cracking the formula, may prove "third time lucky" for Barker, thanks to a new collaboration with Spanish developer Mercury Steam and British publisher Codemasters. From what we've seen already, the game looks promising enough to match the critical acclaim of Undying, and as it's hitting the PC, Xbox 360, and PlayStation 3, it also has the potential to reach a much wider audience.

Thanks to the timing of a recent visit to Codemasters' headquarters, we were lucky enough to be the first people in the world to see Jericho in action on the PC. The seeds of the game were planted by Barker, who came up with a story that fuses religion, government conspiracy, and superpowers. It was then fleshed out by Barker's frequent collaborator Brian Gomez, while developer Mercury Steam translated all these ideas into game form. The overarching plot is that before creating Adam and Eve, God's first attempt at a man was a complete disaster who was banished forever into a parallel universe referred to as "the box." Inevitably, this aggravated the young whippersnapper somewhat, and he makes frequent attempts to reclaim his place on Earth. Each time, a group of US supersoldiers called the Jericho squad are there to send him back to his immortal plane, and that's where you come into the story.

It was clear from the developers' explanation that they didn't want to give too much of the heavily scripted game away, but at the end of the day their enthusiasm for the project got the better of them. Basically, the game will see the Jericho squad travelling through time to the World War II, Crusade, Roman, and Sumerian eras, in addition to a final era that they definitely want to keep a secret. Each time, your squad will have to sacrifice itself in order to send the firstborn back to his box and restore peace on Earth.

The Jericho squad is a kick-ass team of supernatural soldiers that was formed during World War II to investigate the Nazi obsession with the occult. You play Captain Ross, the leader of this squad, who can inhabit the other members at will and take control of their bodies. There are six members in total, split into two subsections called the alpha and omega squads. Every member has two weapons and two supernatural abilities, as well as a mix of physical strengths and weaknesses. For example, Black is a blonde, lesbian sniper who can use telekinetic and pyrokinetic powers to move objects and set them on fire. She can also steer bullets with her mind, allowing her to take out multiple enemies from afar. Then you have Delgado, a thick-set Hispanic guy with a fire spirit encased in his arm, as well as Colt and rail guns in his arsenal. He can remotely set people on fire while using a fire shield to protect himself from incoming fire-based attacks. In what is potentially a headache of different characters all possessing each other, third member Jones can control of enemies, while Cole is the techie of the group who can, well, fix technical stuff. Probably the coolest member of the gang is Church, a half-naked female ninja who can either walk up to enemies and send them flying into the air with her sword, or stealthily walk past enemies without them even knowing.

As you'd expect, the puzzles and combat in Jericho all revolve around using the right characters in different situations. From what we could tell during the demo, Jones can help the team get past obstacles by using enemies to pull switches, while Black is the most useful person in a long-range firefight as she can take out multiple enemies with her bullet control. We saw one example in which Roman Centurions were moving in a series of 10 steps before popping their heads above their shields, which gives Black a perfect opportunity to take them all out at once. There are multiple ways of tackling these situations: Delgado can use his extreme physical strength to take out a bunch of enemies, while Church can move faster to avoid attack.

The squad may be split into two sections, but ordering them around seems simple enough. You can move between members simply by looking at them and pressing a button, while you can tell individual squads to hold their position or move forwards at the touch of the button. Thankfully, they're also intelligent enough to automatically provide assistance or take cover automatically, and if you happen to die as one character, the game will send you to the next available squad member in the safest position. Some levels will require you to juggle between all seven characters, while others will give you only one squad or even just Captain Ross on his own. Jericho also mixes things up with numerous quick-time events. These "survival events" will see enemies attack you while you use a series of button presses to shake them off.

Each of the three platforms is set to offer all the same features, which you'd expect given that Jericho will have no multiplayer options. It's quite a brave move for a first-person shooter not to offer some sort of online mode, but it's clear that Jericho's focus is on the single-player game. Likewise, the developers seem reticent to make any use of the Sixaxis' motion-sensitive features. Thankfully, though, there's good news in that there are plans to release one of the levels we saw as a demo in the run-up to release.

We'd not seen anything of Jericho until our recent viewing, so seeing it run in such an advanced state made quite an impact. The storyline features all the hallmarks of a Clive Barker classic, while the squad dynamic seems perfectly suited to a video game. We didn't get to have a hands-on or see many of the different levels just yet, but we hope this will change in the run-up to the game's release. Those who've already had their interest piqued will be pleased to know that the game is on schedule to arrive in Q3 2007 on the PlayStation 3, Xbox 360, and PC.









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#319 by Antikiller (地獄) (0 mesaje) at 2007-07-23 10:19:54 (907 săptămâni în urmă) - [Link]Top
#318 regnumekal, SUPERRRRRRRRRRRRR!!!


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#320 by JRocker (性交) (0 mesaje) at 2007-07-23 10:21:27 (907 săptămâni în urmă) - [Link]Top
#319 Antikiller, +1 super...


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#321 by regnumekal (User) (0 mesaje) at 2007-07-23 13:09:14 (907 săptămâni în urmă) - [Link]Top
Reprobates
Genre: Sci-Fi Adventure
Publisher: DTP Entertainment
Developer: Future Games
Platforms: PC Exclusive
Release Date: TBA 2007
Official Site: http://www.reprobates-game.de/

Death was their destiny.
They weren´t exceptional but they still got their second chance.

A new dark adventure from the creators of the legendary horror-adventure BLACK MIRROR and the adventure NIBIRU.

Adam Raichl, a 23 years old technician, gets in his car in quite a high mood. He probably has some dull work ahead of him, and therefore he looks even more forward to how the evening will continue in the companionship of his girlfriend. "Everything has its price", he thinks.

Adam starts the engine. When it starts up, he feels a sharp sting in his head, something like a quick flash of light, intense and unpleasant. He whinces in surprise, shakes his head in lack of comprehension and then pushes the gas pedal aggressively, hoping that the feeling will not repeat. Adam's GMC quickly shoves off the pavement. He puts on the safety belt and turns on the radio which is playing the first tunes of "Hell's Bells". His good mood slowly returns.

The silver GMC quickly heads towards the road leading to Karlovy Vary. "Hell's Bells" ends and the radio show continues with a debate: "Professor, we will now continue in our debate. What is your opinion concerning the reasons of stress and its negative implications in our civilization?

"Hm, you know, the pace of our, I mean of our current technical evolution, kind of… was mhhhm… let's say quicker than what a human body can bear, do you understand what I mean?

Maybe mhhhm, you don't… it's something like using a crane that was designed for, let's say two tons of weight, for three tones of weight. Mhhhhm that you can imagine what will happen, i guess. The Human body and mind are not ehmmmm… built for such a burden, so…"

A phone rings in the car. Adam turnes down the radio and laconically answers:

„Adam.“

...

"I just left."

...

"Yeah, I've got it ready here."

...

...

„Yeah.“

...

"In half an hour."

The GMC enters an intersection illuminated by green light. A tanker rushes from the left. Adam puts his hands up, dumb and astonished. Suddenly he is surrounded by white light.

/Cut/

Adam wakes up in a small bungalow. He stares at a rusty ceiling for a while and tries to sum up some basic thoughts in his head. A small Japanese woman quickly peaks in through a door into the bungalow but immediately disappears.

A bold guy enters the room right after that the Japanese woman has left and dims the light. He is more communicative and answers in perfect English. "So it was you who saved me from the sea? Let me shake your hand, young man. Surviving a five kilometer fall from a plane should get me into the Guinness Book of Records! Don’t you think? Such luck! My Luck! Haha, some other people might need it now as well… Nixon is in trouble with Watergate…"

Adam rubs his eyes that watch the entry to the bungalow thinking: "This is neither hell nor heaven. This is a madhouse".

Adam does not have the slightest idea that he is not the only one who survived his death. He's not the only one to get a second chance. He does not know why. He does not know why he is here, in a place like this, together with people who originate from the same planet but from absolutely different time periods.

And then there is the bell. Everyone falls asleep when it begins ringing. Some wake up in the morning, some disappear without a trace and others take their places. It is heaven and hell at the same time.

But is this really death? Or is it just a dream?

And if it is really death, what about these messages located all around the island, written by a man who might have lived here long time ago? Are they a trap? Or maybe hope?

Answers appear and disappear at another ringing. The night comes.

Will it be the last one? Or will there be another morning?







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#322 by regnumekal (User) (0 mesaje) at 2007-07-25 09:45:05 (907 săptămâni în urmă) - [Link]Top
Overclocked
Genre: Adventure Psychological Thriller
Publisher: ANACONDA, Dtp Entertainment
Developer: House of Tales
Platforms: PC Exclusive
Release Date: October 2007
Official Site: http://www.overclocked-game.com/

Overclocked, the hotly-awaited psycho-thriller from House of Tales, explores violence using innovative narrative structures.

Five traumatised teenagers and a psychiatrist, who is searching for truth and identity, form the centre of events in a diffuse no-man’s-land between past memory, illusion, dream and reality.


The psychiatrist David McNamara, who has been afflicted by inexplicable choleric attacks since performing duties as a US Army combat psychiatrist, and is continually racked by crises in his marriage, is called to New York as a specialist for forensic psychiatry.

At Staten Island Hospital for Forensic Psychiatric Services, he is entrusted with investigating the cases of five teenagers. Each has been found wandering scared, screaming, disoriented and alone through the city. All of them are suffering from amnesia. Dave begins to delve into the past memories of each of them and makes horrendous discoveries at the same time. His discoveries do not just concern the fate of the five, but his own as well…






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#323 by Unrated (Unknown Soldier) (0 mesaje) at 2007-07-25 13:03:27 (907 săptămâni în urmă) - [Link]Top
#322 regnumeka, tre sa rupa....


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#324 by regnumekal (User) (0 mesaje) at 2007-07-27 06:51:00 (906 săptămâni în urmă) - [Link]Top
Beowulf
Genre: Fantasy Action Adventure
Publisher: Ubisoft
Developer: Ubisoft
Platforms: PC X360 PS3 PSP
Release Date: Nov 13, 2007

When you think of properties that are ripe for adaptation to the silver screen--and the video game one, for that matter--Anglo-Saxon epic poetry from the Middle Ages probably doesn't leap directly to mind. Regardless, director Robert Zemeckis (Back to the Future, Forrest Gump) is steaming ahead on his late-2007, computer-animated feature film interpretation of Beowulf, and Ubisoft is likewise hard at work on a video game version of the movie slated for release on the Xbox 360, PlayStation3, and PC. When you think about it, cramming Beowulf into a game isn't such a stretch. You've got muscle-bound barbarians wielding massive weapons, a dragon, a couple of nasty monsters bent on destroying the king's good people...it's almost as if the poem's anonymous author wrote it with your average hack-and-slash fantasy game in mind.

So how do you get from a millennium-plus old epic poem to a modern-day video game, anyway? Ubisoft Tiwak game manager Adrian Lacey took time away from his busy development schedule to answer that very question.

GS: How did Ubisoft get involved with the Beowulf property? And how was Ubi's Tiwak team in France chosen to handle the project?

AL: Paramount came to Ubisoft headquarters and showed us some early artwork and said, "This is a film from Robert Zemeckis coming out. It's a different way of doing it. It's using motion-capture technology that's being developed by his team." This must be going back a year and a half, two years ago. We had just finished [the first] Ghost Recon Advanced Warfighter, so we were already looking at what other games we're going to do, what's going to be the next stage. But we also wanted to do something a little bit different. We heard about Beowulf, and we were like, "Oh, what's it about?" Our editorial team said, "You know, Beowulf, it's sort of Viking-esque, big burly men, the strength of 30 men and all that kind of stuff," and we were like, "All right. So it sounds interesting, Vikings, that kind of stuff could be cool."

And then we saw a couple pieces of concept art and then we started doing some of our own research, digging up things about the poem--we found out that it had been studied by Tolkien for a long time and that there had already been a few smaller films and animation and comic books, and that Lord of the Rings and things like that were inspired by the poem itself, which was an old poem that was discovered in the 11th century. It's actually quite a unique story in the sense like you've got this big Viking--it's all about death, hacking and slashing--but there's also a deeper side. It's sort of a man torn by his own selflessness and selfishness. It's this balance between the carnal side, the inside of him, and as he progresses through his life and suffers the consequences. It's also based on temptation, you know, all man's bad habits, basically. I think that's what gave us the first hook into it.

Then from there we turned around and we had an opportunity to meet the filmmakers and said, "Have a think about what kind of game you want to come up with and how to think of the concept, the basic concept. But in parallel, come and meet the filmmakers so you can get an understanding of their vision," because there's been that many interpretations of Beowulf anyway. It's inspired so many things like The 13th Warrior and things like that, that we wanted to understand the visions of [Zemeckis] and Steve Starkey, who've made everything from Back to the Future to Forest Gump. So we thought, "All right, that's cool. Let's see what he's going to do. His vision obviously is going to be pretty cool." We went to sit with him and we just let them tell us the story, tell us what they could feel. And the script was written by Neil Gaiman, and so all these little things--when we started listening a bit more, we started realizing it sounded pretty sexy.

So we went to see them, they explained to us their vision. You know, the Vikings were sort of like the Marines of yesteryear. They were like Special Forces of the fifth, sixth century. So there were some tie-ins to a certain extent. We wanted to apply that to that time period and to the "hack-and-lead" element. There's something about this guy who's an arrogant young warrior who then becomes a king. There is something about that sort of journey that we really thought made a good story for a game, and we could also apply it in terms of the gameplay mechanics. The filmmakers spent a lot of time explaining [their] story, but they also gave us a lot of liberty in terms of how we were going to tell the story. They obviously insisted on key elements of the movie being interpreted. But they realized that if they make a two-and-a-half-hour movie, they also appreciate that we've got to give 10 or 12 hours of game play.

So we have to expand the universe, and that was one of the big things that we discussed with them in the first meetings: "Can we expand outside [of the movie] and what are the limits of where we can go? We don't want to just tell the exact story of the movie. We want to extend the universe a little bit more so the player understands what the torment of Beowulf is all about." So that's how we got to that.

GS: Are you expanding the universe based on your own creative ideas, or are you going back to the original epic poem to flesh out the story in the game?

AL: For us it's Beowulf versus his inner monster, the monsters within. The poem and the movie don't really deal with that situation. It's sort of like an ellipsis. It goes from when he's young and flashes forward to when he's old, and then has little flashbacks to when he was progressing. That's all you see.

So we wanted to give the player that journey, those 30 years where he's suffering for the decision that he made when he was young, and that's how we give the player the experience of being torn, because he's facing his own monsters within. We based it very much on Viking mythology, Norse legends, that kind of stuff. We were very much inspired by the Norse gods and that kind of stuff from that time. But it's completely independent from the movie or from the poem itself.

GS: How much can you tell us about the filmmakers' creative direction and their technical execution for the film? How much of that are you guys adapting for the game?

AL: The big advantage from the relationship that we had is that they gave us access to everything from the beginning, from their concept art right through their early renders. So we're basically linked into their production cycle because the way they're producing the film is very similar to how you would produce a game. We get to see everything that they are editing down and producing, so we see a lot of the work-in-progress stuff, how they're evolving the characters, et cetera. I've done a few licensed games, but on this one we do have a very open door to see what's being produced step-by-step, which is cool. That gives us a big advantage to focus on the gameplay and not worry about what's [Beowulf] going to look like.

I think one of the important things, in terms of what they've done [with the movie], is how they've allowed the actor's expression, which normally if you look at cinematics in games, it's quite difficult to get life in the eyes, life in the mouth, life in the expressions and stuff. And there, they hit it straight on. You feel as though you're seeing something, you're seeing an actor come through his animated persona. It's mental. It's pretty cool, actually.

GS: You're using Ubi's YETI engine, which was used in GRAW. How have you evolved that technology for Beowulf?

AL: In terms of technology we had to really think about what we were trying to do with the player, in terms of the environments that he's going to be in, the visual treatment based on how we were going to make the game look as close to the movie as we possibly can. For example, the Vikings always wear fur. They wear furry underpants. So fur was a big part of what we tried to develop with the engine. Now we have complex fur shaders, which allow us to paint on fur in real time. This then allows the fur to move in accordance with the environment, whether it's windy, whether it gets wet, and in accordance to the character's movement. So when he runs, his fur outfit will move naturally towards his environment. It gets wet. It gets bloody.

In terms of other aspects to give it a bit more dynamic approach, we've also done motion blur, which adds a lot of fluidity to the animations and much more realism. That also adds a lot of dynamics to battles, especially when you're in close-quarter combat, hand-to-hand combat, or when you're swinging swords. We also use zoom blur, which gives you more sensation of speed. A lot of post-processing effects, really, depth of field. It's basically the same tricks that you would use as a cameraman making a movie.

GS: Speaking of battles, what will the combat experience be like? What's the scope of the battles? What kind of interactions that you'll have with the enemies, and with your comrades?

AL: The basic principal is that your progression is, you start off with this arrogant monster slayer and then you progress either down the path of a carnal monster slayer or you go more towards becoming a heroic leader, a king. Now those paths are completely intertwined. It's not saying you're either good or bad. We're saying that you make decisions throughout the gameplay that will have consequences in terms of your environment and how your people react to you. The thing about being a king is not so much about you, it's about your people around you. So we've tried for a much more squad-based hack-and-lead approach to beat-'em-ups. You can fight on your own in a selfish sort of way, just hacking, slashing, grabbing, ripping, pretty much going crazy, going a little bit berserk now and again, or you can also use your thanes, which are your men, your gang that hangs out with you and helps you, defends you. You've got up to about 12 of them at any time that you'll collect along the way--either you'll save them or you'll go back to your castle and pick them up.

If you're a more heroic leader, you will use the thanes appropriately. If they're getting beaten up by some crazy troll and you go and help them, then they will obviously fight harder and longer for you. That's one of the big areas of gameplay that we've really tried to focus on, that sort of squad-based side. You also use them to open doors. So if there's a giant stone pillar blocking your way, you'll send them in and then you'll cheer them on in a minigame that's based on timing, where you'll have to convince them and cheer them to open the door as quickly as possible. You can also use them to attack, defend positions, hold positions, and attack certain enemies. That's the thanes-related gameplay.

On the other side, you have the more visceral gameplay, which is that close-quarter combat. Now you obviously have all your series of combos and weapons that you'll use, whether it's a sword or an ax, a spear, hammers, and what have you. But one of the things that we really wanted to give the player is the sensation of the hands, because obviously Beowulf has the strength of 30 men. So we've done a lot of it based on the grab mechanic, which is an important feature in terms of how you will play against a lot of enemies. Your camera will zoom in and you'll be able to grab and do a series of combos based on grabbing hold of enemies, ripping their heads off, ripping their balls off, snapping their necks, grabbing and twisting their arms. That's very much in-your-face, close-quarter combat, hand-to-hand combat.

That part of it is to really show the sort of aggressiveness of Beowulf as well. So the thanes element is much more distant, more logical. You think a little bit, whereas the visceral is very much getting in there, getting stuck in, doing combos, button-bashing. The idea is that you balance the two as you're playing. The same applies in terms of the tactics. There's a very simple tactical layer. We're not trying to complicate it too much--the tactical layer is literally how you hold the thanes' positions, send them to attack or defend an area, giving you time to attack a troll, for example. You'll have a giant troll and you'll have to go into your carnal mode, which is like a berserker mode, like a blind rage.

In the old days, the Vikings used to take mushrooms and stuff before they went to battle, and then they went into this blind rage. Crazy but true. And so we wanted to give that that visceral side. So when you're in a bit of trouble or when you're feeling a bit under pressure or when you just want to lash out and rip people apart, you just press the trigger and you go into this blind fury. And this is where you grab. You have more power. You can lift heavier objects, whether they're giant pillars, giant rocks and so on. And you can completely destroy your enemies, just decimate them.

The danger with that is that you can also decimate your own men because you're in this blind rage. So if you're swinging a sword around and one of your guys is next to you, you'll take him out quickly and he'll die. So you've killed one of your own, and that's one of the consequences of that action.

At the other side with your heroism, when you call your men, you can use the heroism to call them over so they regroup around you, so they defend you, so they help you when you're on the battlefield. And it's this sort of balance between the two sides that we're trying to give in terms of gameplay.

GS: Cutting down one of your guys probably isn't going to do much for the collective loyalty of your men, then.

AL: No, pretty much they'll be pissed. [Laughs] One of the impacts that has as well is that obviously if you're killing your own guys--the idea of these consequences is not that we say, "We blame you and you're being naughty." You can play it how you want. That's one of the advantages that we want to give: We want the player to sort of judge himself. Obviously there are areas where we'll push you and pull you in certain directions to show you what happens. But it's all about the feedback we give through your own men. They'll be more depressed. They won't fight as hard for you. But then also when you return to your kingdom of Herot, you'll also see a change in the way your people react to you. They'll be like, "Yeah, you're a bastard, we hate you," or, "Hail to the king. You're great! We love you!"

GS: Do any of those decisions that you make affect the key story moments that you experience? You're going to fight Grendel's mother regardless of what you do, right?

AL: Yeah, absolutely. You'll fight key areas within in the game. The key characters in the game are there. Grendel you'll fight and Grendel's mother, et cetera. At the end, we have what we call the legacy system, where you'll accumulate either heroic or carnal points as you progress, depending on how you fight. You'll have this system of points that will give you a gauge as to how you're playing.

At the end, by playing the way you did, you'll define your own legacy--are you a monster slayer or a heroic king--and that's where some differences will appear. But it also impacts your gameplay--it means you will have more or less thanes as well. It will depend on how you fight your enemies. It will change how you fight your enemies. And it will also depend on the upgrades that you buy. You know, you can either upgrade your thanes when you're more heroic, or you'll be able to upgrade your carnal side and buy bigger weapons, different shields, your carnal power will last longer and that kind of thing.

GS: Is there any sort of multiplayer or online component to the game?

AL: No, we've very much made the conscious decision that it's about the story of Beowulf. To make it multiplayer--we did actually look at it because we thought Viking, barbarian-type characters fighting each other would be cool. But we decided to focus on the thanes and you being responsible, becoming a king, and the story lent itself to that psycho-mechanic rather than trying to make something like a massive, multiplayer online game.



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#325 by JRocker (性交) (0 mesaje) at 2007-07-27 08:51:22 (906 săptămâni în urmă) - [Link]Top
#324 regnumekal, cool...


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