#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (586 săptămâni în urmă) - [Link]
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
Dacă vreți versiunea în ENGLEZĂ, atunci instalați un VPN (eu folosesc TunnelBear) și activați United Kingdom (fără a avea browserul pornit)
După ce este legătura cu UK validă, porniți browserul și navigați la adresa pusă mai sus.
Acolo vă logați cu contul vostru de Uplay și veți avea jocul adăugat în colecție. Puteți face Preload.
Dacă ați intrat pe link fără să aveți activat VPN, veți avea doar versiunea locală conform IP-ului vostru, adică doar în limba rusă.
Chiar dacă aveți jocul în rusă activat (mai ales dacă l-ați cumpărat în rusă cândva, cu tot cu Season Pass), puteți să faceți pașii cu VPN de mai sus și să activați jocul în engleză. Ar trebui să meargă. Cel puțin pe conturile mele de Uplay s-a activat versiunea engleză, chiar dacă din greșeală mai devreme am activat rusa.
#205 Iulik, ok calm down , iaca , i'll make up for it with a new game release
platforms : Arcade game, Atari 2600, Atari 5200, Commodore 64, Game Boy, GBA, Intellivision, Mobile phone, MSX, NEC PC-8801, NGPC, NES, Sega Game Gear, SNES, ZX Spectrum, iPod, Xbox Live Arcade, Wii Virtual Console
minimum PC requirements : 3.072 MHz
Pac-Man is an arcade game developed by Namco and licensed for distribution in the USA by Midway, first released in Japan in 1979. Immensely popular from its original release to the present day, Pac-Man is universally considered as one of the classics of the medium, virtually synonymous with video games, and an icon of 1980s popular culture. Upon its release, the game became a social phenomenon that sold a bevy of merchandise and also inspired an animated television series and a Top 40 pop single.
When Pac-Man was released, most arcade video games in North America were primarily space shooters such as Space Invaders and Defender or Asteroids; the most visible minority were sports games (mostly derivative of PONG). Pac-Man succeeded by creating a new genre and appealing to both males and females. Pac-Man is often credited with being a landmark in video game history, and is among the most famous arcade games of all time. The character also appears in over 30 officially licensed games and sequels, as well as in numerous unauthorized clones and bootlegs.
The player controls Pac-Man as he moves through a maze, eating pac-dots. When all dots are eaten, Pac-Man is taken to the next stage. 4 ghosts roam the maze, trying to catch Pac-Man. If a ghost touches Pac-Man, a life is lost. When all lives have been lost, the game ends. During Pac-Man gameplay, lives are usually lost by "digging your own grave"; it is easy to situate Pac-Man within the maze so that escape from the ghosts is impossible.
Near the corners of the maze are four large round power-up objects known as "energizers" or "power pellets", which provide Pac-Man with the temporary ability to eat the ghosts. The ghosts turn a deep blue and reverse direction immediately when Pac-Man eats an energizer, and they move more slowly while they are vulnerable. The ghosts are worth 200, 400, 800, and 1600 points, in sequence. The values reset back to 200 each time another Power Pellet is eaten, so it is advantageous for the player to eat all four ghosts on each pellet. If a ghost is eaten, its eyes return to the "ghost pen" where it is regenerated in its normal colour. (This may happen while the other ghosts are still blue, if the ghost is near the pen when eaten.) The ghosts flash white up to five times before they become dangerous again. The amount of time the ghosts remain vulnerable varies from one board to the next, but the time period generally becomes shorter as the game progresses. Starting with the 17th board (the 5th key), then continuing from board 19 to the end, the ghosts no longer turn blue at all, though eating an energizer still causes them to reverse direction. The 240 regular dots on each level are worth ten points each, and energizers are worth fifty points each. Additionally, prizes commonly referred to as “fruit” (even though several of them are not fruits) appear twice during each board just below the ghost pen — eating a fruit scores extra bonus points. The prizes change throughout the game, and their point values increase (see the table at right).
Pac-Man is awarded a bonus life one time only, at 10 000 points (the default setting; DIP switches inside the machine can change the required points to 15 000 or 20 000 or disable the bonus life altogether).
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#207 by Iulik (Жицыкэ) (0 mesaje) at 2007-06-14 21:50:22 (582 săptămâni în urmă) - [Link]
#211 by gamer (Power User) (0 mesaje) at 2007-06-15 17:35:56 (582 săptămâni în urmă) - [Link]
Spore Developer:Maxis Publisher: Electronic Arts (EA) Genre:LifeSim Platform(s):PC,Nintendo DS Release Date:2008 Web Site:http://spore.ea.com/
The next evolution in gaming is upon us. From the mind of Will Wright, the creator of The Sims™, comes SPORE™, an epic journey that takes you from the origin and evolution of life through the development of civilization and technology and eventually all the way into the deepest reaches of outer space.
Begin your odyssey at the dawn of life as a simple microbe just trying to survive, then use the fun, intuitive Editors to evolve the creature from its microscopic origins into an intelligent, tool-using race. Guide your species as it builds (and the player designs) villages, buildings, cities, and vehicles. Along the way to becoming a global civilization you can choose whether to hunt or forage, attack or trade, be nice or play rough!
All the action takes place in a huge, lush world populated with creatures evolved by other players and shared over SPORE's central servers. When it's ready, your one-time pond scum launches into space in its UFO on a grand voyage of discovery, planet forming, or destruct-ion! As you explore and play in this limitless universe of unique worlds, your personal Sporepedia tracks all the creatures you've met and places you've visited.
* Take complete control of your creature's fate as you guide it through the following six evolutionary phases:
* Tidepool phase: Fight with other creatures and consume them to adjust the form and abilities of your creature. It's survival of the fittest at the most microscopic level.
* Creature phase: Venture onto dry land and help your creature learn and evolve with forays away from your safe haven. Carnivore or Herbivore? Social or Independent? The choice is yours.
* Tribal phase: Instead of controlling an individual creature, you are now caring for an entire tribe of your genetic craftwork. Give them tools and guide their interactions as you slowly upgrade their state of existence.
* City phase: Bring your creatures' race into a new golden era by building up the technology, architecture, and infrastructure of their city.
* Civilization phase: Once your city is established, your creatures begin seeking out and interacting with other cultures. You can have them do so with an olive branch or a war cry-either way, the goal for your creatures is to unify the planet.
* Space phase: The time has come to move on to other worlds in your solar system. Make first-contact, colonize, or terraform, then venture further to find other solar systems scattered throughout a magnificently rendered galaxy. A 'mission' structure provides new goals and paths to follow as you begin to spread through the universe.
* A suite of flexible, intuitive creation tools leverages the creative imagination of the player. Creating an entire universe of creatures, plants, buildings, vehicles and planets has never been so easy or so fun. An infinite variety of design choices is just the beginning.
* The world you explore is populated with creatures, plants, buildings and vehicles developed by other gamers and downloaded from a central database. The server chooses creatures and civilizations that best match your chosen environment, your experience level, and your creature's ability. In turn, your creatures are uploaded to the server to be shared with other gamers.
* With procedural animation, your creatures and vehicles move based on how you construct them. They behave and interact based on your input and by their in-game encounters. That means there's no pre-determined path you must follow-the game evolves based on your decisions.
* Wonder what another gamer was thinking when they created and evolved a creature? Uncover information about each creature's origin in the Sporepedia, yet another way to explore the truly endless universe of creative expression that is SPORE.
CSI: Hard Evidence Genre: Adventure By: Ubisoft, Telltale Games Platforms: PC X360 Wii NDS Release Date: Sep 18, 2007
Today Ubisoft, one of the world's largest video game publishers, and CBS Consumer Products announced the development of CSI: Crime Scene Investigation(TM): Hard Evidence, an all-new video game in the Crime Scene Investigation franchise. CSI: Hard Evidence will be based on the characters and storylines from the original hit CSI television series and will launch for the PC in spring 2007.
Developed by Telltale Games, CSI: Hard Evidence will continue the crime-solving experience of Ubisoft's CSI video game series. Players will join Gil Grissom, Catherine Willows and the rest of the Las Vegas cast to help solve crimes using realistic techniques and lab equipment. CSI: Hard Evidence features forensic reconstructions and atmospheric crime scenes taken directly from the television show, including an all-new garage lab for analyzing large evidence such as cars and boats, improved evidence gathering, review and lab mini-games, and more areas to explore, resulting in longer play experiences.
"CSI: Hard Evidence is a whole new game that's all about the evidence and even more like the show, giving fans the experience of being part of the CSI Vegas team," said Jay Cohen, vice president of publishing at Ubisoft. "We are continuing the CSI: Vegas experience by providing multiple methods of evidence recovery, crime reconstructions, and all-new high-tech forensic gadgets so fans can feel like real crime scene investigators."
CSI: Crime Scene Investigation is consistently one of the top-rated shows on network television and won the People's Choice Award for Favorite Dramatic Series in 2003, 2004 and 2005 and is a People's Choice Award nominee in 2006 as well. The CSI video game franchise, published by Ubisoft has sold approximately 2.4 million units worldwide since the first CSI title was relased in March 2003.
#218 m000rfik, "... nie ini pare ca asta ii joaca de ceia in care ii de la persoana 1...si mergi numai cu strelka...si trebuie numaidecat cu walkthrough...altfel ii greu tare ..." - sper ca nu. Am jucat destule. Dar daca va fi point-and-click nu voi ezita s-o trec si pe asta.
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#220 by Unrated (Unknown Soldier) (0 mesaje) at 2007-06-15 21:08:29 (582 săptămâni în urmă) - [Link]
#216 m000rfik, sheva super!! m-am jucat in toate.rup!ce-i nice la jocurile csi e ca is interesante.
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#221 by arel (User) (0 mesaje) at 2007-06-15 22:46:08 (582 săptămâni în urmă) - [Link]
Sony Online Entertainment's Seattle division is sick of the high fantasy, men in tights type of MMO. The team said so at a recent SOE event, which was a surprising statement considering that the EverQuest 2 and Vanguard: Saga of Heroes development staff was only feet away. Titled The Agency, the studio's upcoming game will be a first-person shooter MMO with spy and espionage themes. No release date is yet available (except that it won't be in 2007), but the Agency is in development for PS3 and PC, with the possibility of cross-platform interconnectivity.
In an interview with IGN, Matt Wilson, Studio Manager for SOE Seattle, said, "We are definitely considering it. It's not something that we're committed to at the moment, I mean there's a lot of gameplay ramifications to that kind of experience, but it is very interesting to us to explore both the PC and PS3 and maybe how they might interact together."
When starting the game players will pick between Unite, a traditional James Bond type of spy outfit, and Paragon, a brasher, up-front type of organization. Through them you'll get early missions for rewards and rise in rank, but eventually the goal is to break out and start your own organization. The majority of the game's missions will take place in instanced spaces. For those unfamiliar, an instanced space differs from public space in an MMO in that only yourself and those in your group exist there -- it's a unique version of the game world specifically for you. Enemies will drop items, but SOE Seattle is keeping mission focus on completion, not individual takedowns and drops. Beating missions gives you points to rank up, and after successive rank ups you open up access to more missions and better items, and other things the studio wouldn't reveal. We were told several forms of experience would be in the game, but their precise mechanics have yet to be determined.
Within missions of the main quest and sidequest variety you'll blast foes with a wide range of guns such as sniper rifles and SMGs, call in vehicles for support, and attempt to trigger specialized Agency moments. These moments will be of the more spectacular variety, such as hopping on a merry-go-round and firing while spinning, or driving a jeep off a cliff into a helicopter. At the end of a successful mission, players will earn money rewards, items, and eventually NPC operatives who function as the game's crafting system. These NPCs can be given schematics obtained from beating missions and commissioned to make new items for you like modded guns, vehicles equipped with special gadgets and weaponry, and other things. Once an order is placed, players will have to wait a certain amount of time before the item is ready, a process that progresses even while offline. Since every player will be compiling different sets of operatives, it'll encourage social interaction since some operatives will require items only produced by others. If you don't have all the necessary operatives in your pool, you'll need to ask around.
Eventually the goal is to become powerful or experienced enough to create your own spy organization with other players, something SOE Seattle is calling "World Domination mode." It's The Agency's endgame, but unfortunately they wouldn't mention exactly how it'll play out aside from it somehow involving player-versus-player combat on a large scale with some sort of mission elements. Aside from in world domination, it seems at any point players can engage in PvP, though to what degree isn't clear. "One of the things we want to do in the game is really provide what we call PvP anytime," says Wilson. "It's the ability for someone to jump in, shoot it up with their friends, and shoot it up against their friends."
In addition to the instanced mission areas, there'll be public spaces set around the globe where players can chat, party up, and play mini-games around towns such as Prague, Czech Republic. The game has a dynamic class system, where your role is determined by your uniform, of which there are three types. The Combat outfit type is geared more toward offensive maneuvers, Support outfits give you options for healing and hacking, and Stealth offers a more specialized skill set. How class skills balance each other we're not sure, but you're free to switch classes at will, at least before heading into an instance.
Completing missions allows your character to rise in rank and open up new skills for use. The skill element is still being worked on, but players can expect things like grenade tossing, melee bashing, and more dramatic actions. Though this could still all change, we were told the current group limit is set at four, though some spaces will accommodate more than one group. Each class outfit will come in multiple types, all of which have different numbers of slots for how many items and weapons you can bring into battle. Doing quests with groups will generally net better rewards than completing them solo; should you run out of ammunition during an instanced quest, we were told it's possible to pick up those from your enemies. SOE Seattle is also planning on including an auction house, but no specifics were available.
We didn't really get to see much of the game at the event, just a few brief gameplay snippets and some cinematics. From what was shown, it certainly looks like it plays as a first-person shooter. The game seems to possess an excellent sense of humor, something missing from many MMOs out there. SOE Seattle says there will actually be a storyline in the game that plays out along a series of main quests, though they wouldn't provide any specifics. After the somewhat limited showing, we're still looking forward to the game, mostly because of SOE Seattle's insistence in trying to make a different kind of MMO. We'd agree that there are far too many high fantasy MMOs out there - we need something different. Whether the gameplay will hold up remains to be seen. When last we talked with SOE Seattle, no pricing structure had been determined. http://ps3media.ign.com/ps3/image/article/795/795480/the-agency-20070610114941575.jpg http://ps3media.ign.com/ps3/image/article/795/795480/the-agency-20070610113309422.jpg
Serious Sam Forever Жанр: FPS
Разработчик: Croteam; Prophets of Sam
Дата выхода - пока не анонсирована.
В то время как студия Croteam работает над третьей частью Serious Sam, фанаты продолжают совершенствовать предыдущие серии игры. Небольшая команда Prophets of Sam сообщила, что в разработке находится проект Serious Sam Forever, который представляет собой глобальную конверсию игры на основе графического движка Serious Engine 2.
Подробностей пока не слишком много и все их можно найти на официальном сайте Prophets of Sam
#224 by arel (User) (0 mesaje) at 2007-06-20 01:06:21 (582 săptămâni în urmă) - [Link]
Gods & Heroes: Rome Rising
One of our main objectives as we embarked on the Gods & Heroes: Rome Rising project was to deliver a higher level of quality entertainment to players, which we felt was especially lacking in the action and interactive aspect of MMO combat. Instead of following what other games in the genre were doing, we took games like Soul Calibur and Virtua Fighter as our models and made a suite of animations for each of our character classes, weapon types, and mythical creatures in order to make the look and feel of our combat intense and action-packed. The result is a realistic, fast-paced, and visceral gameplay experience that makes you feel as if you're right in the middle of the battle.
In order to achieve the feel of real combat, we first created unique animations for all combat moves that player characters and enemy NPCs can perform, as well as for every piece of weaponry that can be equipped. We then paired each of these with a corresponding animation, so that, for instance, you actually get to see your opponent's head snap back when your Gladiator unleashes a vicious forearm strike. We put so much detail into these paired combat moves that literally every major enemy or creature has their own set of moves that they can perform on players, and every player character has a unique set of reaction animations. It is truly awesome when a towering Centaur spears you and your character is actually raised up into the air before being slammed back down to the ground.
After fully realizing this intricate combat animation system, we then balanced the payoff of the animations versus the freedom of movement and speed of action/reaction that we wanted players to have. A core challenge of a highly interactive animation system is delivering that payoff without undermining the speed and reactiveness of the overall combat experience. We want the combat animations to look awesome, but we don't want them to interfere with a player who wants to "stick and move." We adjusted the system to provide both awesome animation moments and payoff while giving players all of the freedom they want. The end result is a combat experience that we think sets the bar for the genre in both gameplay and visual entertainment.
It's like starring in your own epic war, where you are the heroic leader. We are proud of the action-focused combat experience we have created in G&H, and hope that many gamers will join our open beta test program to try it out for themselves.
Sega Rally Revo Genre: Rally / Offroad Racing By: Sega, SEGA Racing Std. Platforms: PC X360 PS3 PSP Release Date: Q3 2007
Sega has been making the rounds lately, showing off Sega Rally Revo, the latest game in its long-running Sega Rally series. Although the series first hit arcades in 1995, fans have had a long wait for the next title; the last game, Sega Rally Championship, hit the Sega Dreamcast way back in 1999.
The future is now, however, and Sega Rally Revo is shaping up to be something that any fans of rally racing will want to check out. While many of the rally racing games out nowadays favor a more simulation-oriented experience, Revo is unabashedly an arcade-style racer, which features a group of cars going through the paces on a single closed track in a competition to see who can cross the finish line first after three laps.
Our colleagues at GameSpot UK recently took a look at a build of the game and offered up some detailed impressions, but we were treated to a slightly expanded selection of information. The game definitely looks impressive at this point in time, with highly detailed car models and an incredible terrain deformation system that will cause the track to change after each car passes through the muddy sections of turns.
In addition to the tropical environment that was previously on display, we were shown a bit of the Nordic environment. The track here was placed on a mountainside, and the competition saw you and your fellow racers climbing the mountain. As you proceeded up the track, you shifted from dry tarmac to a wet road, and from there passed through a road half-covered by slush until you finally reached the snowy goodness near the peak. This entire sequence of changes took no more than 60 seconds, at which point the process was reversed as the racers went back down the mountain to start the next lap.
We're told the game is going to include six environments (down from the eight environments that Sega mentioned just a couple of months ago), with six track types for each environement. The environments that were specifically mentioned were the tropical/jungle environment, the Nordic environment, as well as safari and arctic environments. Given the series' history, we're betting on the appearance of a desert or sandy environment in there somewhere.
Lastly, Sega promised that there would be at least 30 cars in the game when it shipped, with 34 being the specific number that they're playing around with. In addition to modern cars, we can hopefully expect some series classics (what would Sega Rally be without a Celica?), and we're also told that we can expect to see some "wacky" bonus cars. The possibility that classic tracks from previous games might appear is also something that Sega is apparently in the process of deciding, along with their plans for downloadable content, which sounds as though it's fairly likely to happen.
As old fans of the Sega Rally franchise, we came away from the demo of Sega Rally Revo quite impressed. The game is currently set to come out this winter, so stay tuned to GameSpot for more details on Sega Rally Revo as they come along.