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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (887 săptămâni în urmă) - [Link]Top

Aici se discută noutățile din lumea jocurilor digitale.

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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 AndrewKiller (Power User) (0 mesaje) at 2023-07-23 11:32:53 (43 săptămâni în urmă) - [Link]






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#876 by m000rfik (User) (0 mesaje) at 2008-02-07 19:40:26 (850 săptămâni în urmă) - [Link]Top
eu o sa fiu in al 9lea cer daca o sa se apuce cineva si de joaca dupa serialul Prison Break :shifty:

Editat de către m000rfik la 2008-02-07 20:24:49




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#877 by JRocker (性交) (0 mesaje) at 2008-02-07 19:47:11 (850 săptămâni în urmă) - [Link]Top
#876 m000rfik, :rofl:


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#878 by pokemonn (Power User) (0 mesaje) at 2008-02-07 21:04:59 (850 săptămâni în urmă) - [Link]Top
#876 m000rfik, da dupa "Santa Barbara" nu vrei..? :sarcastic:

P.S: Prison Break +1


Super Puzzle Fighter 2 Turbo HD Remix
Platforms: PC
Genre: Arcade / Logic (Puzzle)
Developer: Capcom
Publisher: Capcom
Release Date: 2008 (I)
Official site: don't need  it
Similar Games: hz universe

*Examples*







Editat de către pokemonn la 2008-02-07 21:44:02




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#879 by AsAsIN (Boats 'n Hoes) (0 mesaje) at 2008-02-07 21:36:15 (850 săptămâni în urmă) - [Link]Top
#878 pokemonn, :rofl:


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#880 by daymio (Power User) (0 mesaje) at 2008-02-07 21:46:00 (850 săptămâni în urmă) - [Link]Top
#879 AsAsIN, shi tu ntzaleji xD


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#881 by regnumekal (User) (0 mesaje) at 2008-02-08 19:42:01 (849 săptămâni în urmă) - [Link]Top
Dragon Age
Genre: Role-Playing
Publisher: EA Games
Developer: Bioware
Platforms: PC Exclusive
Release Date: TBA 2009
Official Site: http://dragonage.bioware.com/
Universe: ----



"Who are you here to visit?" asks the dowdy 60-year-old customs offi cial at the Edmonton International Airport. "BioWare. They make videoga..."

"Oh, BioWare, eh?" the agent interrupts, inking his passport stamp. "They're the hottest gamemaker in North America, ya know." He can't wait to get his hands on Mass Something-or-Other for the Xbox 360.

Up here, it's hard to find someone who doesn't recognize the name of BioWare, a company founded by two University of Alberta med students looking for more out of life than just a cure for cancer. The blip on BioWare's life-sign monitor traces a bizarre course from medical science to hard science fiction, from Gastroenterology Patient Simulator to Baldur's Gate and some of the finest PC role-playing games ever. But when the developer detoured into console territory with Knights of the Old Republic, Jade Empire, and Mass Effect, it left the PC faithful wondering whether their beloved BioWare was leaving them behind.

So now it falls to Dragon Age, the company's first PC-only RPG since 2002's Neverwinter Nights, to set things right. Join us now for the world's first look at this spiritual successor to Baldur's Gate; then hear what BioWare cofounders Greg Zeschuk and Ray Muzyka have to say about roleplaying's past, present, and future.

It's only 10 in the morning, but Dragon Age project director Scott Greig has already bled for his game today.

"I managed to slice my hand on one of the practice swords," Greig says, pulling the culprit from its sheath, taking care not to disturb the fresh bandage between his thumb and index finger. "Who would have thought they'd be sharp? But it's nice having doctors on the premises...and it's, um, interesting that you can send out an IM to one guy in the company and the next day your office is filled with swords and giant axes."

Greig has been with BioWare for nearly 11 years--the first official employee of the company cofounded by doctors/game geeks Greg Zeschuk and Ray Muzyka. Raised as lead programmer on Baldur's Gate and Neverwinter Nights, Greig is no stranger to BioWare role-playing games--or the complex process of making them. And today isn't the first time he's taken up arms for Dragon Age's cause.

Some recurring themes in our BioWare tour: Dragon Age's Eclipse engine tools are built to iterate, iterate, iterate; good games require a lot of back-and-forth at the back end...without having to worry too much about production time; and if a level, game, or section is just not fun, it's just not done.



Most of Dragon Age's production efforts till now have focused on creating powerful tools, but Greig says the content will come together quickly enough for a winter 2007/early 2008 release. The tools will be made public in some form, but don't expect the ease of use of Neverwinter Nights' construction kit.

"It's going to take more time for the basic user to make levels," says level artist Andrew Farrell, demonstrating advanced techniques such as the ability to create overhangs in the terrain. "But there's a lot more power, and the levels will be a lot better."

"When we started concepting what Dragon Age's combat would be, we wanted to get a tight visual reference for the combat team," he says. "So myself, [lead animator] John Santos, and a couple others got a bunch of swords and shields and sticks and stuff and went to the parkade--the parking lot of one of Edmonton's malls--and set up a video camera on the second floor, looking down, so we could film it from the game point of view. We were out there hitting each other and going, 'I think the shield bash should be like this!' as a bunch of people across the street watched from their balcony with binoculars. Then a woman in a pickup truck came and said, 'What are you doing? This is private property!" and...well, let's say she escorted us off the premises."

Greig and Santos show off the fruit of their loiterous LARPing in an early prototype of Dragon Age's tactical combat system. A player character in ratty armor with a shield and sword comes across three ugly orcish things in the street. At first, the camera is behind the player's shoulder--"Explore Mode," Greig calls it--but as the enemies take notice and move in to attack, the camera swings up to a nearly top-down, parkade-inspired perspective. Greig explains that you can issue commands to your party (four characters all told, at least for now) in real time, pause the action, and queue up spells and special attacks--comforting words for anyone who's ventured through Baldur's Gate. As the quartet trades blows, swords clash against swords, and weapons don't just whoosh through the enemy's polygons--they react. When the deadlock breaks, the hero raises his shield to block the foe to the side, and then swivels to the third to knock him to the ground with a shield bash.

"We wanted to make sure that when you look at a fight, it's not just swing, swing, swing...we want to make it look like these guys are actually fi ghting and reacting. And we're making sure group combat is really cool--it's not just two guys fighting; you can actually have synchronized attacks with the people around you, too."



"Instead of people standing toe-to-toe," adds Santos, "you're actually seeing people duck and move and attack. Every time they get hit, you feel for them because they just got bashed in the head with something really heavy.

"Have you ever seen that HBO series Rome? Take a look at the gladiator fight in episode 11 and you'll get a good idea of what we're thinking of."

Large-scale combat is also on the top of Greig's mind--no surprise for a game where here, one naturally assumes, there be dragons. "Remember the cave troll fight in The Fellowship of the Ring? That's what our large creature combat is going to be like. You've got the party guys running out, one guy jumping up on the back and stabbing, the other guy ducking between the legs." Objects in the environment can be manipulated in your bid for tactical supremacy: Knock over a table to fire arrows or shoot fireballs from behind cover, but only where it makes sense--emergence be damned, in BioWare's reckoning. "There will be a lot of ways of going through combat, and lots of different ways to interact with the environment...but our philosophy is that handcrafted is always better than random stuff."

DRAGON YEAR ZERO
Step back in time to E3, 2004 AD, when BioWare teased PC RPG fandom with a brief glimpse of Dragon Age for the first (and for the past two-plus years, only) time. "That," explains Greig, "was our proof-of-concept test. We had just finished Neverwinter Nights and were thinking we needed to do something that's gonna be Baldur's Gate, only next-generation--with all the in-depth story stuff, all the characters, only much more cinematic and visceral. We had the idea to put together the exploration view of Knights of the Old Republic and capture the party-based action-packed combat of Baldur's Gate, only in 3D and advanced, so [that demo] was really a test to put that together...we knew it was early, but we wanted to make sure fans knew we were working on PC games, too. We'd just done KOTOR, Jade Empire was coming out, we knew Mass Effect was about to be announced [all for the Xbox or Xbox 360], and we just wanted to reassure our PC fans we hadn't forgotten them."

A lot has happened since then. "We've spent the last two to three years just having artists and writers put together what the world is, what the story is for Dragon Age. [Back then], we were still working on the Aurora-engine level--NWN, KOTOR, and even Jade Empire were part of that technology chain--and realized that it wasn't gonna cut it. So we went back to the drawing board and started working on the brand-new engine, the Eclipse engine that's gonna be in Dragon Age."

While BioWare is loath to spoil the specifi cs of its world or characters, they're open about their infl uences--we hear George R. R. Martin's A Song of Ice and Fire series spill from more than one pair of lips, and the art direction takes a note from Frank Frazetta's Conan paintings. Folks utter the word "dark" at least four dozen times; "mature," "realistic," and "sophisticated" aren't far behind.



"'Dark heroic fantasy' really captures what the world is all about," echoes Greig. "The grittiness, the horror elements, blood, dirt--it's going to be a lot darker than anything we've done in the past. We still wanted to capture the high fantasy elements. There are heroes, villains, obviously dragons--it's called Dragon Age, after all--but it's more than just your standard 'take fantasy elements and toss them together' game. We wanted to make a living, breathing world that actually had a realistic feel to it. If people actually had magic, how would they react to it? If someone could walk into a room and point a finger and turn you into a fireball, this isn't something anyone would take casually. If this were history, and we had these situations with magic and monsters and creatures, how would this work out?" Even the name of the game is meant to ground the fantasy in history--this is the Dragon Age, meant to stand in a line tucked amidst the Bronze Age, Steel Age, and Industrial Age.

As in any BioWare game, characters--and moral choices--tower over everything, though Greig says it isn't as simple as light-side points and dark-side points, open palm and closed fist. "Yes, you're the hero, or the antihero, depending on how you play, but it's going to be a lot more organic. You basically have to save the world, but what the world is like when you're done--that's totally up to you and the choices you make throughout the game. You're literally going to decide the fate of nations, who's becoming king, what nations are actually around after...what races are around. You're going to have to make some hard choices in the game, but we want all the choices to be clear. The player's gonna know if he does this, there's a really horrific consequence. Decisions are gonna be hard...and sort of shocking."

But before you get to the who lives and who dies, one of the first decisions you need to make is just what kind of character you want to play-- and Dragon Age wants to make sure that, whatever your preferred poison, it's got you covered. "We use a class-based system that has levels--we're staying that close to our D&D roots. You start off with three basic classes, the wizard, fighter, and rogue, just to get you started. Very quickly, you get access to advanced classes, and even within those classes you get to customize abilities, stats, and talents--you buy points, build it up, and after a short while you'll be able to pick even more advanced classes. If you want to have a fighter-type character with magic-like abilities, there'll be a route you can take for that. If you want to be a barbarian berserker, you can do that, too...there's a route for everyone so players can build their character the way they want. There's a stupid number of class abilities and special abilities...I think it's more than in any other BioWare game."

While character customization is grand, it poses a conundrum for writers striving to build a better, stronger character-driven narrative: How do you write a story appropriate for both a beer-swigging, meat-inhaling dwarven soldier and a holier-than-thou high elf--without resorting to prison cells, amnesia, or fresh-from-the-boat strangers in a strange land? "We've watched how people play our games," Greig says, "and found there are a few common archetypes people like to play. They'll always play the same character in different settings--if you're the 'elf archer guy,' you play that kind of character in every game. So we looked at the common archetypes and said, 'OK, we're going to let you play your character in the world, and it's going to make sense. So one of the big things we're doing is origin stories." Rather than just offer multiple endings, Dragon Age offers multiple beginnings, too.



"Say, for example, you want to be a dwarf--you'll have different choices for what kind of setting in the dwarf environment you start in. So if you pick dwarf noble, then you're part of the royal family in one of the dwarven cities, and that's where we start you off. And you spend the first hour or two of the game interacting with that world. You get to learn all about the dwarves and the plots that are going on, and major things happen to you personally. We also introduce at that point a nemesis for you--not the main villain in the game, but someone who's going to be dogging your footsteps throughout Dragon Age, and eventually you'll have to come face-to-face and deal with him. Your nemesis will be different depending on your origin.

"One of the other options is a dwarf commoner--pick that, and you start off working the sort of dwarf underclass. The nobles have their honor, but you start off down in the gritty and real dwarf environment, and you have to struggle through the street stuff...you have to work to forge your place in the underworld of dwarf society. And it's a completely different story-- you'll run into some of the same characters [that] you would as the dwarf noble, but they'll treat you and react to you differently."

Once you've played through your chosen origin, world events intersect, and you'll find yourself pulled into the same plot as all the rest--with different twists and side quests based on your roots. "If you go back into the dwarf city, depending on whether you were a dwarf noble or a dwarf commoner or an elf or human from one of the other stories, the NPCs will completely react to you differently with different subplots and different stories that open up for you."

"We've basically covered all the major fantasy archetypes," says Greig. "Each race has a classic, traditional origin story, and then we've got one that's a lot more edgy. We're finding in testing that the unusual ones are the ones that people like the most."

WITH FRIENDS LIKE THESE
Behind every good hero stands his chums--and BioWare RPGs are nothing without followers. "Every character will have access to the full set of NPCs," says Greig. "They'll treat you differently depending on the origin story, and when you get them is dependent on origin story too." Characters follow behind you in Explore Mode, and BioWare is strongly pushing the idea of party banter. Greig compares it to Saving Private Ryan: "There's a part [in SPR] when they're just walking though the area not doing anything, but the banter going on really brings them to life. We're trying to capture that."

As for A.I., "It's not just me and three meat Popsicles," Greig continues. "These are living, breathing characters...all the NPCs that join you have different agendas. If you say, 'I'll side with this faction,' that'll obviously please some of your party members, but others will say, 'I can't believe you just did that.'" Morally driven banter is one thing (party members in Knights of the Old Republic would often chide you for your dark-side decisions while blindly following your innocent-slaughtering orders) but morally driven behavior is another--and Greig hints that NPCs might even go so far as refuse to fight if they feel you're way out of line.

NPC management is similar to that of KOTOR 2; every major area you enter has a "base camp" with activities that change depending on location, and selecting the appropriate NPC for the location will be important. "When you go into the city, it's probably not the best idea to bring the 9- foot-tall war golem with you," says Greig, pointing to a character modeler's monitor where a large rock creature is on display--an imposing, runecovered "dwarven war golem" named Shale. "This is one of the NPCs that joins you.... The dwarves used to make these guys for their wars, but the art of creating them has been lost. But you run into one of these guys and he gets to join up with the party--and as the prime mover of the world, you have influence over how this guy turns out. You can explore his past and get into the details to make him a living, breathing person--as far as dwarven war golems go--or you can turn him into a blind follower who'll basically kill at your every whim." A Dragon Age analogue to Knights of the Old Republic's space-age HK-47, it seems. "You'll also be able to upgrade him--carve new dwarven runes into him to gain new powers. You'll be able to customize every one of the party members in some way."



Down the hall, Greig shows off a "visual fidelity" test--an impressive blue-tinged torture chamber where stained glass windows pour colored light on the wall and sunlight flickers on the floor in distorted waves.

"The art philosophy is 'fantasy painting come to life,'" says Greig, invoking Frazetta once again. "It's dark. It's gritty...it's all about dirt and texture detail." Over by the in-game wall, he points out "the best barrels you'll see in a videogame...running on a high-end PC, you'll see the level of detail...[we're definitely thinking about] DirectX 10 and beyond."

A giant disfigured blue demon plays bouncer at the door. "The artists went a little bit overboard with him," says Greig. "You can actually see a reflection of the room in his eyes. They also actually went down and did scrollwork on the [treasure] chests," he says, zooming in ultra-close to reveal detailed elvish runes on thin strips of metal. "One of the reasons for this test was to figure out how much is too much."

But when it comes to character close-ups and conversation, detail can make or break the deal. "There are two ways to go in the game industry for cinematics," says Steve Gilmour, director of animation and cinematics. "You go can go the sizzle, prerendered cinematic route, but because we're a story-driven game company, and because we allow you to build characters however you want them to be dressed and with whatever weapon that you've given them, we focus on in-game cinematics." Even now, in-game cinematics often means blocky figures with triangular mouths and cut-rate lip-synching--but BioWare is way ahead of the curve when it comes to crafting convincing digital actors.

Dragon Age uses a modified version of the Mass Effect conversation system, much lauded at last year's E3, in which characters' facial expressions speak at least a hundred words, lips synch convincingly to speech, and dialogue trees are distilled into bullet-point "ideas" and "tones" rather than complete sentences to make conversations flow at a more natural pace. "Ours is customized to do just what we need it to do," says Greig, "and we've got some ideas on how to make it Dragon Age.specific and work for the mouse and PC. The writing in a fantasy game is different from [that in] science fiction. In Mass Effect, they're going for a 24-ish, modern type of dialogue. The language is much richer in texture in a fantasy game. The voice actors are going to be busy, that's for sure.

"Back in Baldur's Gate, if a character needed to be angry, the writers had to write angry words. Then we got to voice acting, and so the words themselves didn't have to be angry; you could just have the actors read in an angry voice. Now we actually have a lot more options--you can say an angry word, you can have an angry voice, or you can have the character just sitting there glowering."

"A level of storytelling fidelity with digital actors that we've never really had before," says Gilmour. "That's what I'd say 'next generation' really is."

CRITICAL HITS
BioWare tends to roll 20s. "We've had the opportunity to work with some of the best licenses, IPs, and world settings," says Greig. "We worked with D&D, Star Wars...and those have been great. The license holders have been good about letting us create stuff in their worlds. But no matter what you do, someone else actually owns it, and you have to respect their wishes and desires. And we'd come up with killer ideas that just didn't fit into those world settings. If you're building your own, it gives you a chance to explore those themes.

"There's been a great tradition of D&D; a lot of our fans grew up playing it, [and] we've grown up using it, but we wanted to do something more in line with a modern audience...like the old Battlestar Galactica series compared to the new one--how they've taken the same themes, characters, setting, and brought it to modern sensibilities."

For Greig, that's something worth bleeding for.






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#882 by pokemonn (Power User) (0 mesaje) at 2008-02-08 22:10:43 (849 săptămâni în urmă) - [Link]Top
#881 regnumekal, asta PS 4.0 ?


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#883 by beshlica (Power User) (0 mesaje) at 2008-02-08 23:12:49 (849 săptămâni în urmă) - [Link]Top
#881 regnumekal, opa , bioware , mass effect la PC , KOTOR 3 , deam si asta , super :w00t:


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#884 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-02-08 23:24:12 (849 săptămâni în urmă) - [Link]Top
wtf, nu e la xbox O.o


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#885 by Samurai2X (User) (0 mesaje) at 2008-02-09 06:46:01 (849 săptămâni în urmă) - [Link]Top
#881 regnumekal, Меня глючит или это графический движок Oblivion!?!?!?!


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#886 by regnumekal (User) (0 mesaje) at 2008-02-09 08:28:57 (849 săptămâni în urmă) - [Link]Top
#882 pokemonn, "... asta PS 4.0 ? ..." - Nope

#885 Samurai2X, "... Меня глючит или это графический движок Oblivion!?!?!?! ..." - Nope - "So we went back to the drawing board and started working on the brand-new engine, the Eclipse engine that's gonna be in Dragon Age"

PS: Ce-i cu voi? Screen-urile acestea sunt inca slabe, facute in graba, vreo 2-3 sunt artwork. Trebuie de mentionat ca punctul de viziune a jucatorului in timpul explorarii va fi ca in penultimul screen, dar in timpul luptelor ca in Neverwinter Nights, Baldur's Gate.

PS2:Noi demo-uri au fost adaugate in primul post.

This is Vegas
Genre: Modern Action Adventure
Publisher: Midway
Developer: Surreal Software
Platforms: PC Xbox 360 Playstation 3
Release Date: Q4 2008
Official Site: http://vegas.midway.com/
Universe: ---



If you've been following our week-long announcement of This is Vegas, then you already know a bit about the upcoming open-world game from Surreal and Midway -- but there's still so much more that hasn't yet been revealed. This is the stylish parody of Vegas that could only come out of the warped mind of someone that spent a few days too long in Sin City. Or Jay Pinkerton (Cracked Magazine), the guy who happens to be the head writer for This is Vegas. With that kind of influence, it's easy to see that this will be a sandbox game with a distinctly different feel from the rest of the pack.

Here's the coolest part about This is Vegas. If you've been to the city before, the game world is instantly recognizable. There aren't any real casinos, but the parodies of the major resorts are spot on. The Luxor has been transformed into a step pyramid called the Mayan. Circus Circus is now the Big Top and filled with creepy clown imagery. Everything from the porn flappers (yes, they're all over the streets in the game, too) to the elevated walkways is Vegas.

Here's a quick recap of what we know of the story so far. Your character arrives in Vegas with $50 to his name. After a quick bender, you're off to make connections, crash some parties and build your bank. Unfortunately, this jerk named Preston Boyer is trying to turn Vegas into a family-friendly resort. To stop him, you'll have to complete missions and gigs for the various old-school Vegas factions and revitalize the city. Along the way you'll move from a roach motel up to a penthouse as you collect more money, more allies, and more fast cars.

It wouldn't be Vegas without gambling, but then it wouldn't be much of a game if you had to play against the house odds all day. This is Vegas has three featured casino games for you to try your hand at; poker, blackjack and slots. We didn't get to see poker in action, but we were told it would be hold 'em variations. Slots play exactly how you would expect. Blackjack was the focus of the demo and we got a good look at the "advantage play" system Surreal has put into the game to make things interesting.



Put the odds in your favor.The first thing you'll notice when sitting down at a blackjack table is that the gambling takes place within the greater game world. People continue to walk around, some will sit down and join you, and the pit boss moves from table to table around you. The camera sits in an over-the-shoulder third person perspective allowing you to view the cards and the casino around you. This is important.

While playing blackjack, you can use your sunglasses and a marked deck to give you an edge over the house. When cheating, you can see a dash, circle or X on each card. The dash indicates it's a deuce through six. A circle is a seven, eight, or nine. The X tells you it's either a ten or an ace card. This doesn't give you a sure win, but it certainly does help. You can use this cheat move to watch cards as they're dealt and take a peak at the hole card to learn what's coming for you next. In between hands, there's even a fast forward button which makes it so you don't have to sit through the AI playing along with you.

There is one small catch. Each time you use the shades the house gets a little more suspicious. If the pit boss is watching you while you do it, you're boned. If your suspicion level gets too high or you get caught, the game is off. Depending upon how hardcore the casino is, they might try to kill you rather than just dump you out on the curb.

And yes, you will have to do a fair amount of fighting in This is Vegas. It's not all gambling and partying, but it's also not a game that is focused on drive-bys and killing hookers. The combat will be mostly melee based with some guns thrown into the mix to keep things interesting. We didn't get to see the main character shooting a gun, but we did get a brief rundown of how it works. The projectile system is based on another Midway game, Stranglehold though you won't get any John Woo blood splatters. Hit locations for bullets are designed for comedic effect rather than graphic violence.

The same goes for fist-fighting. Landing a right-hook to an enemy's jaw sends out a flash of graphics reminiscent of the campy Batman TV show. The boxing is modeled after the system laid out in Bully, if you're looking for a reference point. The one combat mission we saw took that idea of camp to the next level.



Batman would be proud.The combat gig took place at Ugly Changs, a place run by a Chinese guy who thinks he's Mexican. Chang runs a pit fighting and gambling ring in an empty pool and tosses you in to take on his Lucha Libre fighters. We saw the full range of blocks, combos, grabs and special "Buzz Bomb" finishing moves in a series of three goofy fights. Winning unlocked your very own Lucha Libre mask and outfit to wear around town. Sweet.

The last major gameplay element is driving, which uses Havok for its physics. We only got a brief glance at a car zipping down the street, but we did learn a few choice details. Not every car is open to you at the beginning of the game. Some are given as rewards and can be stored in one of your garages. Others are found on the street which can be "borrowed" from a motorist. If you try to grab a car that isn't open to you yet, you'll find the door locked.

Now those may be the main game elements, but you could also argue that the world itself is another. Scattered around Vegas are collectibles to find, assorted buildings to discover, side missions called gigs to take part in and more. The game randomly generates the NPCs to fill out the world. Once they're in the game tracks people and cars, even if they're not rendered while off-screen, to make the world believable and real.

Beats taking a cab.We're told there's a mission where you get to be a male stripper…and another where you go to a female strip club. There won't be anything overly graphic in terms of sex, though the company is working closely with the ESRB in their decision whether to include nudity or not. Even if it doesn't end up in the game, a crazy super hero character named Vegas Man will be. That's almost as good, right?

This is Vegas is a single player game by design, but that doesn't exclude online functionality. The world is being built from the ground up with the idea of expanding the game post release through downloadable content. Buildings are being put into the city that are under construction which can later be completed and explored through a download. We're told the first will likely make it in roughly one month after the game launches. There will also be a range of leaderboards and the planning is beginning for tournaments.

This is Vegas is expecting to receive a Mature rating from the ESRB and is due out towards the end of this year on PC, PS3 and Xbox 360.





Editat de către regnumekal la 2008-02-09 09:07:17




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#887 by Mifistofeli (Power User) (0 mesaje) at 2008-02-09 09:55:07 (849 săptămâni în urmă) - [Link]Top
E buna grafica, numai ca putin <patrata> :agree: :acute:


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#888 by m000rfik (User) (0 mesaje) at 2008-02-09 11:20:32 (849 săptămâni în urmă) - [Link]Top
#886 regnumekal, opa,grafica e frumoasa! o sa fie de la persoana a 3a?
trailer este?


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#889 by pokemonn (Power User) (0 mesaje) at 2008-02-09 12:02:48 (849 săptămâni în urmă) - [Link]Top
#888 m000rfik, yep


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#890 by m000rfik (User) (0 mesaje) at 2008-02-09 12:27:19 (849 săptămâni în urmă) - [Link]Top
#889 pokemonn,klasna! are cineva traileru HD in comp?


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#891 by 916 (Power User) (0 mesaje) at 2008-02-09 13:18:38 (849 săptămâni în urmă) - [Link]Top
#881 regnumekal, OOOOHHH SHIIIIT Dragon Age!! a fost anunţat încă ohoho cînd... ş toţi credeau că-i mort....et voila! aşteptăm!


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#892 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-02-09 13:28:53 (849 săptămâni în urmă) - [Link]Top
#887 Mifistofeli, dalpaiop nna...


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#893 by BuXPb (NextGen WaRRior) (0 mesaje) at 2008-02-09 13:49:38 (849 săptămâni în urmă) - [Link]Top
GTA IV - 4 новых видео!!!

http://www.gameplay.md/?p=5738

Новые скриншоты Grand Theft Auto IV

http://www.gameplay.md/?p=5713

Microsoft о GTA IV

http://www.gameplay.md/?p=5725


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#894 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-02-09 13:53:31 (849 săptămâni în urmă) - [Link]Top
#893 BuXPb, impressive! :w00t:


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#895 by m000rfik (User) (0 mesaje) at 2008-02-09 14:57:16 (849 săptămâni în urmă) - [Link]Top
#893 BuXPb, oi plea da nu nax :w00t:


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#896 by regnumekal (User) (0 mesaje) at 2008-02-11 20:24:18 (849 săptămâni în urmă) - [Link]Top
The Chronicles of Spellborn
Other Names: Chronicles of Spellborn
Genre: Fantasy Online Role-Playing
Publisher: Frogster Interactive
Developer: Excite, Spellborn
Platforms: PC Exclusive
Release Date: TBA 2008
Official Site: http://www.thechroniclesofspellborn.com
Universe: ---



The online role-playing game market has obviously garnered a good deal of attention in the past few years with the release of a number of high-profile games that have brought the genre to the public eye. One of the next wave of games slated to entice players into its unique world is The Chronicles of Spellborn, from European developer Spellborn. This original title aims to offer a unique experience that draws on tried-and-true gameplay elements that are integral to an online role-playing game while doing away with the tedious bits that tend to drive players off. We recently had the chance to get a look at a work-in-progress version of the game to see how it's shaping up.

The game's premise finds you eking out an existence on massive free-floating shards that reside within an expanse known as the Deadspell Storm. The large rocky masses that make up the remnants of a planet known as the Ancestor World contain a population of humans and supernatural creatures, who have become strange bedfellows in the wake of the supernatural apocalypse that resulted in the world shattering. Still, in the wake of the planet's destruction, order has slowly started to creep back. Settlements, which continue to search for other shards that make up pieces of the shattered world, have begun banding together. A new civilization known as the Enclave of the Five Sacrifices has formed from the remnants. You'll play as one of three classes, warrior, mage, or rogue, and set out to explore the remnants of the Ancestor World, eventually discovering more shards.



While this may all sound like a variation on your standard online role-playing game, Chronicles of Spellborn is aiming to offer an experience that hits all the required bullet points but steers clear of the elements that drive players to distraction. The leveling system, grinding, and crafting have all been given a different spin to offer an alternative experience. Leveling will happen as you earn experience from completing quests (not killing X number of fodder), but won't work quite the same as in other online role-playing games. The three classes will level up with roughly the same attributes for the early levels but, after you've hit level 6, you'll find three different specializations for each class. For example, rogues will be able to branch out into trickster, poisoner, or phase dancer. Each specialty will have its own unique set of skills that will differentiate them from each other, even within the same class. Grinding is essentially gone, for both leveling and crafting. The quest-experience system eliminates the basic grinding of role-playing games, while crafting is kept simple by requiring you to bring materials to non-player characters that'll make items for you. Items are the other aspect of the game that's radically different from your typical online role-playing game in that they will be more cosmetic than functional during battle, as skills will determine success in combat.



Your adventuring will alternate between the past and present of the shard worlds as you take on a variety of quests, some of which will be tied in to your character's faction and will help you conquer or discover new shards. Over the course of your exploration, you'll encounter enemies that require some death dealing on your part. However, combat differs quite a bit from the traditional online role-playing game in that there is no lock-on combat. Rather, you'll need to keep your foe in your sights while you cycle through different skills during battle, which gives it a decidedly twitchier approach than the average online role-playing game. You'll gain more skills as you go and can customize your skill deck, which determines what skills will be available to you during combat. As you progress through the game you'll be able to increase the size of your deck, allowing you to access more skills in combat. The interesting twist to combat is that you'll earn buffs as you succeed in battle that will last until you're killed. Though you'll find plenty of cannon fodder on your explorations, you'll really want to worry about the large boss characters that you'll encounter. Besides being suitably menacing, the bosses are a unique, permanent part of the environment that will stay dead after you've killed them. Wiping out the bosses ties in to your faction's attempts to open up new shards which, if you're the first to do it, will yield some bonuses for the effort.



The visuals in the game will rely on the Unreal 2.5 engine, which is churning out some unique MC Escher-esque visuals that represent the twisted landscape of the shards. As far as the character models go, you'll find a fairly detailed character editor that you can log some time with to create a custom character, or you can simply choose to go with a randomly generated one if you want to dive right in. The nice bit on the creation side is that the character types aren't limited by their class as they are in other games, meaning you can have a frail-looking stick be a mighty warrior, or have a burly type serve as your caster.

Based on what we've seen, The Chronicles of the Spellborn is charting a very unique path in the online role-playing genre. While it uses the basic online role-playing framework, the game's unique systems set it apart from the pack. The shard system seems ripe for expansion and the faction mechanics have some decidedly cool elements to them. There's obviously a ways to go before the game ships; a limited beta is currently under way with something more expansive hitting in the near future, but the game is looking like it will be a unique alternative that just might stand as a viable alternative for players hankering for something different in their online role playing.









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#897 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-02-11 20:49:18 (849 săptămâni în urmă) - [Link]Top
#896 regnumekal, Parca se aseamana un pic cu fable.. :|

Editat de către Speedy la 2008-02-11 21:36:12




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#898 by JRocker (性交) (0 mesaje) at 2008-02-11 21:04:58 (849 săptămâni în urmă) - [Link]Top
#897 Speedy, ce compari tu iuh cu degetul?


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#899 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-02-11 22:11:14 (849 săptămâni în urmă) - [Link]Top
#898 JRocker, :rofl: Frumos spus.......mia parut ca seamana un pic,
P.S. doar un pic....un piculet......asha micut de tot......foarte mic....cu totu mic..... :lol: :lol:


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#900 by JRocker (性交) (0 mesaje) at 2008-02-11 22:17:53 (849 săptămâni în urmă) - [Link]Top
#899 Speedy, kr4 mai in skurt delok


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