#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (600 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
Jack Keane Genre: Adventure By: CDV Software, Deck 13 Platforms: PC Exclusive Release Date: Q2 2007 Publisher's Site:http://www.cdv.de
CDV Software Entertainment AG and award-winning video game developer Deck 13 Interactive GmbH are delighted to announce their joint publishing agreement for Jack Keane, a classical adventure game for the PC. Slated for a Q1 2007 retail release, this game will highlight Deck 13’s newest technology as the player guides hero Jack Keane to face some of his toughest challenges yet.
Developer Deck 13 is best known for making high quality, creative classical adventure games that immerse the player with their rich story-telling and fun game play. Earlier this month the German Developer Awards 2005 recognized Deck 13’s adventure game Ankh with three prestigious awards: Best German Video Game of 2005, Best Game Sound Track and Best In-Game Sound.
"Deck 13 is Germany’s best and most renowned adventure game developer," remarked Teut Weidemann, CDV Software Entertainment AG’s Chief Technology Officer. "We can imagine no better partner for globally delivering a great game within the time-proven adventure genre."
"Not content to rest on our laurels, this is an ambitious project and we are delighted to partner with CDV, a publisher that shares our vision and makes it possible for us to take Jack Keane on a fast-paced but humorous adventure, complete with many original and challenging obstacles that players must help the hero overcome," explains Jan Klose, Deck 13’s Creative Director.
Alone in the Dark Genre: Horror Action Adventure By: Atari, Eden Studios Platforms: PC X360 PS3 Release Date: TBA Official Site:http://www.atari.com/aloneinthedark/
The Alone in the Dark series helped to establish the popular horror survival genre as we know it today. With its emphasis on creepy third-person action adventure, exploring dark environments, and battling nightmarish monsters, the original Alone in the Dark, published in 1992, defined many of the games to follow it. And now Atari and developer Eden Studios are looking to reinvent the franchise with a brand-new Alone in the Dark.
Like the original game, this new Alone in the Dark will feature protagonist and private investigator Edward Carnby. However, the original game was set in the 1920s, and the new Alone in the Dark is set in modern-day New York City. Playing as Carnby, you'll explore Central Park and its surrounding metropolitan area. It should all look fantastic, as Eden is using enhanced versions of the technology used to power its recent game, Test Drive Unlimited, which created a virtual version of the island of Oahu to race around. If Eden could create an authentic version of Hawaii, it'll be interesting to see what it can do with New York City. To learn more about the game's technological underpinnings, we caught up with game director and Eden studio manager David Nadal.
GameSpot: We understand that the Twilight engine that powers Alone in the Dark is derived from the same technology behind Test Drive Unlimited. How is Eden Studios using the technical strengths of a game like TDU and applying them to Alone in the Dark?
David Nadal: In fact, Alone in the Dark relies on our Twilight engine. This engine has been evolving since our first games and is about to finish a third big evolution. It's the backbone for all the games we do at Eden. Test Drive was based on the previous version of this engine, and Alone in the Dark is built on an evolved version of Twilight. Each game adds its proper evolution to the engine, and this is made available to the following games. So each game capitalizes [on] previous experiences through our engine.
The biggest strength of Twilight is that it includes an integrated tool that supports the whole needs for the teams, from level building, cinematic, visual effects, integration of art resources, interactive music and animations, and so on. All of this is directly linked to the final target, which can be a PC, an Xbox 360, or a PS3. When you make a change in the world you are building, you can see instantaneously the result of what you are doing in game. This helps greatly to have an efficient production process and building of the game itself.
GS: As a follow-up, we imagine that the technology that let Test Drive Unlimited render huge outdoor areas will come in handy for a game that models all of New York City's Central Park.
DL: When we created TDU we added a tool in Twilight that we called "world builder," which allows us to render the exact topology of the environment using photos, satellite data, and digital elevation models. This tool allows us to generate the exact landscape mesh, which we can refine as well as add roads automatically based on road networks' vector data. For TDU, the precision we had for the huge outdoor areas was a 10-meter (33-foot) precision. For Alone in the Dark, the tools allowed us to go to up to a 50-cm (1.5-foot) precision!
GS: What other specific additions and changes have been made to the engine since Test Drive Unlimited? How do they add to the game?
DL: The rendering engine is the biggest evolution we did. TDU is in huge, open, vast environments with sunlight as the main source of light. Alone in the Dark is in the dark and has high-detailed environments that need lots of light possibilities. We've built a completely specific rendering engine, with real-time "photographic" features such as real-time postproduction effects, depth of field, high dynamic range lighting, volumetric fog, light shafts, real-time dynamic and multiple lights, and the like, which allows us to have a unique cinematographic look for Alone.
For animation, we've built a tool that allows us to combine and blend animations together. This helps us have the possibility to, for example, have Carnby manipulate different objects, with different hands, in different contexts, without doing thousands of specific animations. Without this tool, we wouldn't have been able to have the richness of interaction possibilities now available in the game.
In terms of physics, since our game is heavily based on interaction with objects and with your environment, physics is key, so this implied a more advanced physics management than on TDU.
For artificial intelligence, we wanted an advanced, sophisticated and intelligent AI for the game, so we've teamed up with Kynogon to have specific features: advanced pathfinding, several means of detection, realistic regrouping, automatic detection of dynamic collisions, and so on.
For cinematics, we developed an advanced cinematic tool, allowing us complex camera moves, and integrating the middleware Face FX for detailed facial expressions. This is for the narrative intensity during the game as well as bringing emotions and credibility to the characters you encounter.
And for music, we've developed a specific tool that allows us to have interactive scoring music while the player plays the game, whatever he or she does in terms of action. The whole score is cut into several pieces of loops and levels (violins, bass, trumpets, and the like) and are activated when the sound designers want them to activate. For example, music can activate based on camera movement, the action of the player, the action in the scene, the entering of a zone, and more. The idea is that when the player plays the game, the music flows in the rhythm of the player's actions, also meaning that the music will adapt if the player goes back to where he came from (where in other games, the same music heard before will start playing again). This system attributes to the immersion we want for the player.
These features can be used not just for Alone in the Dark, but also for all the other games we will be doing at Eden in the future.
DL: Since light is an important element of the game, we've developed in the rendering engine the possibility to have as much real-time dynamic lights as we wish. Through a technique called "deferred," the light calculations are done only on what is displayed on the screen itself and not all the surface covered by the light in the 3D scene. The cost of the light is therefore proportional to the surface of the screen affected by the light, whereas in traditional rendering engines, the cost is exponential depending on the number of lights activated at the same time, meaning that you could only have a limited amount of real-time lights and therefore must add static lights to light the scene.
With the rendering engine for Alone, you'll be able to have a full scene in Central Park where you'll have the lamp projectors, the car lights, and your flashlight, and you'll use emergency flares to light some dark zones, all of this with real-time lights.
GS: We understand that a strong part of the gameplay will revolve around how Carnby and his enemies interact with the environments, either destroying them or picking up objects to use as tools and weapons. Tell us about how the Twilight engine's physics abilities will help make the environments interactive.
DL: Our game engine is based on Havok physics, and we've worked hand in hand with the Havok team to really push the limits of what we can do for the game's needs. From breaking objects and gathering the broken pieces, from rag-doll and physics-based mass destructions and explosions of small objects to huge buildings, from sound and visual effects of elements directly linked to physics, we've really pushed several possibilities of using physics in the game. We also use the physics to have precise targeting for the manipulation of objects. We've even developed our own physics solver for the ropes and cables in the game, as well as the for the cloth handling.
GS: We also understand that drivable vehicles will be a big part of the game. Will much of the driving gameplay resemble that of Test Drive Unlimited? What enhancements and tweaks have been made to driving in the new game?
DL: The car physics in Test Drive is a pure simulation, complete, really adapted to the racing genre. What I wanted for Alone in the Dark is pure entertainment, with burns, big powerslides--as realistic as a movie can be. So we decided to only reuse the base of the TDU driving code and develop something adapted to our need on top of it. The driving of the vehicles is not the heart of the game, but it will be present like any other object you can interact with, like in the real world.
GS: We've heard that procedural fire effects will play an important role in the game, as a possible weapon in Carnby's battle with evil. Yet we've also seen videos of Carnby trapped in burning buildings on the verge of collapse. How will fire be created and spread by the Twilight engine without being too troublesome or difficult to navigate?
DL: We've put into place a generic fire propagation engine that allows us to have logical fire propagation on all inflammable objects and surfaces, as well as fire propagation from one element to another. The fire dynamics detects zones of simulated heat and degree of inflammability and propagates following physical logic. The simulation of the fire is linked also to the physics engine; therefore, when an object or environment is being consumed by fire, it will break following the physics constraints given, show the different textures linked to the phases, and will follow the logical destruction until all is in ashes.
GS: Finally, is there anything else you'd like to add about the technology behind Alone in the Dark, or anything else about the game in general?
DL: Even if we are really happy with what we have achieved techwise, even if nothing would have been possible without this tech, the most important thing for us is that Alone in the Dark will really be a new experience, a big piece of entertainment.
GS: Thank you, David.
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#3 by cristi (PFC | The Real Pirate) (0 mesaje) at 2007-05-19 15:18:45 (600 săptămâni în urmă) - [Link]
Bioshock Genre: Action/RPG By: Irrational Games Platforms: PC Release Date: June 2007 Official site:www.2kgames.com/bioshock
Игра рассказывает историю безымянного пока что героя, который в результате авиакатастрофы попадает в гигантский подводный город Rapture. Здесь выясняется, что сразу после Второй мировой войны, в 1946 году, советский эмигрант Эндрю Райан учредил на дне океана утопическое общество, чтобы построить идеальный капитализм, создать благоприятные условия для развития личности как самостоятельной единицы. «На борт» отбирались только лучшие из людей, интеллектуальная элита: ученые, философы, первооткрыватели. Организованное поселение накрыли гигантским стеклянным куполом, под которым собралось несколько тысяч человек.
И тут произошло печальное открытие: стекло c внешней стороны облепили подводные моллюски, из которых, как выяснилось, можно добывать стволовые клетки. Последние, в свою очередь, оказывали на тело человека совершенно потрясающий эффект, улучшая все его показатели, от интеллектуальных до физических. Эту субстанцию назвали «Адам», и она фактически стала основной валютой подводного общества. Разумеется, тут же нашлись желающие полностью контролировать добычу и распространение «Адама». Внутри крохотного общества развернулась междоусобная война, результатом которой явились необратимые мутации. Люди, бесконтрольно употреблявшие «Адам», изменились самым радикальным образом: из идеальной среды для развития личности Rapture в итоге превратился в затерянный в океане ковчег, набитый одичавшей интеллигенцией. И вот как раз в этот жизнеутверждающий момент (предположительно, 60-е годы прошлого века) в город случайно попадаем мы.
Кроме оригинальной сценарной завязки BioShock ко всему прочему еще и весьма свежо выглядит. Вместо серых лабораторий, заводов и подвалов игра регулярно демонстрирует выверенные до последней детали интерьеры, важность которых Кен Левайн не устает подчеркивать. Больше всего BioShock напоминает инди-экшен The Ship, авторам которого дали очень много денег: среди статуэток и фотографий утонченных женщин в вечерних платьях похрустывают патефоны, стены покрыты шелковыми обоями, а на выдуманной рекламе несуществующих сигарет безупречные дамы позируют с мундштуком.
The Golden Compass Genre: Fantasy Action Adventure By: Sega, Shiny Platforms: PC X360 PS3 Wii PS2 PSP NDS Release date: Christmas 2007 Publisher's Site:http://www.sega.com
After New Line Cinema's unfettered success with The Lord of the Rings trilogy a few years ago, the Hollywood powerhouse must have been feeling bullish on the prospect of turning other multivolume fantasy literature into lavishly produced, big-budget movies. Next on the docket is the first entry in Philip Pullman's celebrated His Dark Materials series, titled The Golden Compass, which is due to hit theaters in December. Famed developer Shiny Entertainment is hard at work on an accompanying video game to be released by Sega. At the publisher's press event this morning, we saw some brief work-in-progress footage of both the game and the movie. We also got a few details on the production of the game, which is due to hit shelves a little before the movie itself.
The book, movie, and game all follow the journey of Lyra, a young girl in an alternate, fantastical universe who must travel to the desolate north to rescue her best friend. She'll be joined by Pan--a shape-shifting and friendly daemon that we saw become a cat, a butterfly, a mouse, and several other animals during the movie footage--and Iorek, a massive bearlike creature that appears to serve as the brawn of the outfit. You'll get to play as all three characters throughout the game's 11 action levels, and two of those levels will be set in environments that don't appear in the movie at all. (The designers plumbed the original novel for the inspiration of these exclusive levels.)
You'll encounter characters in the game based on those of the film, including the icily lovely villainess played by Nicole Kidman and a matronly witch played by Eva Green. Nascent James Bond Daniel Craig will also appear in the movie and game, though Sega and New Line are giving such sparse details about the project right now that we don't know a lot about any of these characters just yet. Nor did we get any real information about what the gameplay will be like, though we did see a few brief clips of what looked like standard platforming in some nice-looking fantasy environments.
In fact, New Line is holding back information on The Golden Compass in preparation for an unveiling of several minutes of the finished film at the Cannes Film Festival in just a couple of weeks. Afterward, there ought to be quite a bit more in terms of media and information released on both the movie and the game. We do know that the artists and designers at Shiny are working closely with the people making the movie, using facial scans of the principal actors and photographs of the costumes, props, and set designs to create a game as aesthetically cohesive as the movie on which it's based.
Because we barely glimpsed the actual game itself, it's hard to say exactly how The Golden Compass is shaping up, but New Line appears to be giving the film due attention: It said the studio will ready a massive marketing push for the latter part of the year. We should get to see the game by that time and will bring you firmer impressions of its gameplay as soon as we can.
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#5 by cristi (PFC | The Real Pirate) (0 mesaje) at 2007-05-19 16:02:13 (600 săptămâni în urmă) - [Link]
#5 regnumekal Frumusete!!!!
Interesant ce videocarta o sa ceara???
Cum crezi la Geforce 7600GS DDR2 o sa mearga??
plea nu v-ati saturat de topicuri de estia?deam cate sunt:
NEXT GEN,PS3,XBOX360,GAMING NEWS,amu deam asta...
nu-i mai bine ca info despre fiecare joaca care apare la platforma corespunzatoare sa o pui la topicul corespunzator?
#5 cristi, "... Geforce 7600GS DDR2 ..." - Da, cred ca o sa mearga din 2 considerente:
- Este un joc care insoteste filmul si nu invers
- Este un adventure.
Dar chiar si asa jocul asta se deosebeste din tot ce am inteles de celelalte jocuri menite sa insoteasca alte filme ca:
- Spider Man 3
- Pirates of The Carribean: At World's End
din cauza ca acestea de mai sus de fapt au un subiect care trebuie sa urmeze direct pe cel al filmului si in acelasi timp sa nu dezvaluie amanunte care sa-l faca pe jucator sa nu cumpere filmul. "Compass"-ul e putin mai independent si in acelasi timp ai mai multa libertate asupra caracterului.
Rog administratia sa puna aceasta tema sticky, daca e posibil, deoarece topicul este destinat existentei pentru o perioada mai lunga decit celelalte.
Ca urmare a ultimelor cerinte din partea altor useri de a nu face offtopic in topicurile destinate altor tipuri de discutii/jocuri/teme
#8 m000rfik, Da ple, eu o sa pun numai aici info despre jocuri, pe celelalte le-am lasat in voia sortii. Cum ai si spus sint topicuri si pentru X360 si pentru PS3, si NextGen, eu daca m-as apuca sa aleg info pentru fiecare topic n-o sa-mi mai ramina timp liber. Dar asa eu o sa pot pune la general info despre noile jocuri. Si in plus, nimeni deja nu mai pune cite ceva pentru topicurile PS3 sau X360.
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#10 by gamer (Power User) (0 mesaje) at 2007-05-19 19:09:45 (600 săptămâni în urmă) - [Link]
Sins of a Solar Empire Developer:Ironclad Games Publisher:Stardock Genre:Real-Time Strategy (RTS) Platform:PC Release Date:Q3 2007 Web Site:http://www.sinsofasolarempire.com/
Sins of a Solar Empire is a cross between Homeworld and its own Galactic Civilizations series. Everything in the game happens in real-time, but its scale is as massive as you'd expect from a turn-based empire builder. You can appreciate its scale in very practical terms, too -- you can focus, to levels of excruciating detail, on anything from the most miniscule feature on the wing of a fighter, to a broad view of the entire star sector.
But any good space opera needs a story, and a story Sins has. Once upon time in space, there was the Vasari Empire. Its influence stretched far and wide throughout the galaxy. Though its iron-fisted dominion seemed unquestionable for a very long time, the Empire tragically collapsed as a result of a catastrophically poor tactical decision whose precise nature remains a mystery. After its decline, humanity began taking tentative steps into the stars, eventually spreading far into space. Time passes, and colonies lose contact with each other, giving rise to a variety of wildly differing cultures. One thousand years before Sins begins, a group of human planets form a sort of confederacy, called the Trade Order.
Eventually, the inhabitants of the worlds that comprise the Trade Order began to encounter some of the more disturbing facets of humanity's interstellar fragmentation -- a "race" calling itself the Advent. Think Star Trek's Borg: they've integrated technology into their physiology, and as a result, bear little resemblance to humanity as we know it. Needless to say, the Trade Order wants nothing to do with them, despite how prominent a force they've become in the galaxy. Enter: the Vasari. Though diminished in influence, the former stewards of the galaxy have found themselves in Trade Order space. As you'd expect, the result is a three-way intergalactic war, which fits tidily into the scheme of a real-time strategy game.
#17 gamer, +1. În cazul dat eu aş lua 7900GT, din simplul motiv că pentru 8600 GT nu e GTul ca la seriile precedente dar e ca LE aka "versiune tăiată". Iată între 8600ultra (GT vechi acum se numeşte ultra) şi 7900gt aş alege 8600ultra.
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#24 by gamer (Power User) (0 mesaje) at 2007-05-20 07:23:02 (600 săptămâni în urmă) - [Link]
#23 BlackCross, Cred ce cea mai buna varianta ar fi Radeon 2600XT sau GF 8600 Ultra care la noi inca nus