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Dragonshard Nudies 04:15 pm
- Robert 'Apache' Howarth
- Games: Real-Time Strategy
(1 comment)
Atari sent over a couple new screen shots of Dragonshard, Liquid Studios' forthcoming Dungeons & Dragons flavored real-time-strategy game:
(Click to Enlarge)
Quake 4 Gets Dated 03:52 pm
- Robert 'Apache' Howarth
- Games: Action
(0 comments)
Amongst the mumbo jumbo in the latest Activision earnigs is word that Quake 4 will ship this year:
Kotick added, "We entered fiscal 2006 with the largest installed base of video gaming platforms in the industry's history and, we believe, our strongest product release slate ever. Our lineup includes new versions of our top-selling franchises -- Tony Hawk, Spider-Man, Shrek, Call of Duty, DOOM, X-Men, True Crime and Quake -- as well as, Fantastic Four, Madagascar, The Movies and an original property from the development team behind the Tony Hawk series. We have more depth in our portfolio of franchises, and with over 1,000 talented team members in our internal studios, we have one of the strongest product development operations in the industry. We remain enthusiastic about our long-term prospects and our operating margin expansion programs should enable us to continue delivering long-term value to our shareholders."
Also of interest is Call of Duty 2, which was just announced a few months ago.
RPG Vault Morsels 01:04 pm
- Robert 'Apache' Howarth
- Games: Role-Playing
(0 comments)
Today from Ye Ole Vault:
Guild Wars Impressions
A report on our initial adventures in developer ArenaNet's mission-oriented game in the fantasy world of Ascalon
Restricted Area Media #3
Giants and Outlanders are among the very first opponents you'll have to defeat in master creating's action RPG. - Four exclusive screenshots
TrackMania Sunrise Ships 09:57 am
- Andrew Burnes
- Games: Racing
(2 comments)
Announcing the shipment of Trackmania Sunrise to North American stores:
Enlight, a leading software developer and publisher, announced today that "TrackMania Sunrise," the racing heir to the original "Trackmania," has shipped and is now available in stores across North America. Developed for the PC by Nadeo, "TrackMania Sunrise" offers gorgeous environments, competitive multiplayer race modes, and insane customizable tracks with off-the-hook jumps, loops, and tight corners.
"We are delighted to announce that driving fans across North America can now get their hands on this free wheeling arcade classic," said Trevor Chan, chief executive officer of Enlight. "With two new racing modes and P2P network community, 'Trackmania Sunrise' is destined to become one of the sleeper hits of 2005."
Fable: The Lost Chapters Designer Diary 09:33 am
- Andrew Burnes
- Games: Action / Roleplaying
(2 comments)
Designer diaries are often dull boring affairs, so it's refreshing to read the Fable: The Lost Chapters designer diary over on IGN, which is completely off the wall:
Entry 24:
This is where things start getting contentious. This is why developers shouldn't be allowed to drink. We decided to create a brothel some months ago. Jules had left a 'mysterious overgrown path' in Darkwood in Fable (it led nowhere), and we decided it needed a brothel at the end. Of course. Being British, we had to do our own take on this and allow the hero to dress as a woman. Aha! Transvestitism really is the basis of all humour. Aha. Ahahaha.
There's a pimp-hat too, resplendent in its '70s campness, but
aha
I dressed
like a lady. Ahahahaha.
Entry 26:
This really is getting silly. A couple of weeks ago we let the player dress up as the 'worlds least convincing transvestite' (haha ha hahahaha). Someone's suggested that the player should be able to get a job as a Lady of the Night
with men
Nooo! It seemed so obvious at the time (blame someone's mental indigestion). Now
it's morning. It's light. It seems so wrong. Dear God no. Are we really doing this? I mean, you can become a pimp, create a house for 'fallen women'
but this? Hell, I suppose as a career path it pays better than working in a call centre.
Don't know about you, but I'm looking forward to playing this even though I've completed the unexpanded Xbox version.
Anarchy Online - Lost Eden Announced 09:24 am
- Andrew Burnes
- MMOG: Role-Playing
(1 comment)
Funcom today announced Lost Eden, an expansion pack for their massively multiplayer online role-playing game, which is due for release this winter:
Set for release in early winter, 'Lost Eden' is packed with exciting new features and abilities, including massive orbital battle stations, player controlled battle Mechs, vast PvP upgrades, encounters inside alien motherships, extensive alternative character advancement options and more.
'Lost Eden' sees mankind pulling out all the stops against the alien invaders as gigantic battle stations are deployed in orbit around Rubi-Ka. As fire rains from the heavens humanity finally seems to gain the upper hand. But with great power comes great temptation, and Omni-Tek and the Clans both see the ultimate means to gain total supremacy for their side; the orbital battle stations.
A letter from the game director regarding the new expansion can be read here, while screenshots can be viewed here.
Darwinia Update 09:20 am
- Andrew Burnes
- Games: Real-Time Strategy
(1 comment)
The Introversion folks updated their Darwinia website with word on how things are going for them post-launch, and what the future holds for their enjoyable and unique real-time strategy game:
Sales of Darwinia have been good but not great. That's been the answer that i've given everyone who has asked, and its close enough to the truth. We'd guess sales in the order of a few thousand units. Enough for us to stay working for Introversion and push on with our other projects, but not enough for us to start hiring and expanding and moving into offices. Or buying Ferarris. On the other hand, sales of Uplink have really shot up since Darwinia's release, which we imagine is because there are loads of people who've still never heard of it until now.
Future patches will concentrate on modding facilities, and maybe, just maybe, multiplayer. Or as we've codenamed it within Introversion, Multiwinia. We are keen to point out this isn't quite the holy grail you might think it is....Darwinia does not really lend itself to multiplayer gameplay, due to its indirect unit control and massively overpowerful squaddies. If we went ahead with this project there would indeed be a player versus player battle mode, but this would be just one of many game types, and probably the least interesting.
Close Combat Developer Acquires Close Combat Developer 09:11 am
- Andrew Burnes
- Games: General News
(0 comments)
A GameSpot news piece reveals that Destineer Studios, development house behind the recent and rubbish Close Combat: First To Fight, has acquired Atomic Games, development house behind the classic real-time strategy Close Combat series:
Destineer was founded in 2001 by former Bungie executive vice president Peter Tamte. Tamte has had a long history with the Macintosh platform, and was once senior director of worldwide consumer marketing at Apple. Destineer's CEO, Paul Rinde, was a senior vice president of Atari, and a co-founder of the WizardWorks Group, Inc. In 2003, Destineer purchased MacSoft from Infogrames.
Atomic Games is best known for its Close Combat series, first released in 1996. While the current release of the game, Close Combat: First to Fight, is a first-person tactical shooter, previous installations were World War II-based real-time strategy games. The company's previous hit series, V for Victory, was also a World War II-based war game, though it used titles (sic) instead of animated squads of soldiers.
The article also includes a brief interview with Tamte.
Valve Products To Remain In Stores 09:02 am
- Andrew Burnes
- Games: Action
(6 comments)
Valve titles will remain in stores to buy post August 31st when their publishing agreement with Vivendi Universial Games is finally terminated, Doug Lombardi revealed to GamesIndustryBiz. This will no doubt come as a great relief to retailers who feared that Valve would move all its business to Steam, thereby costing them mucho moolah. It also means that the Steamophobes among you can continue to avoid the digital distribution application.
Doug Lombardi also mentioned that Half-Life 2 for the Xbox will be on display at Microsoft's E3 stand.
Paraworld Nudies 08:16 am
- Andrew Burnes
- Games: Real-Time Strategy
(4 comments)
Today we offer you four new screenshots from Paraworld, a prehistoric real-time strategy game from Sunflowers, the German development team behind Anno 1602 & 1503, titles which have sold over four million copies:
(Click to Enlarge!)
For those that haven't heard of this great looking title before, here's a little blurb:
The 3D real-time strategy title ParaWorld explodes the boundaries of the imaginable, putting players under the spell of a completely new and exciting world. Enthroned high above the ground, upon the heads of powerful fighting dinosaurs, command warriors through a prehistoric world as breathtakingly beautiful as it is dangerous. Armed with devastating weapons and covered in fearsome war paint, let battle commence.
Paraworld will be available to buy in the shops Q4 2005.
Burnout Legends Announced; Nudie 07:46 am
- Andrew Burnes
- Consoles: PSP
(0 comments)
EA today announced a version of Burnout that'll be heading to the PSP this September, complete with an innovative feature that will allow owners of the game to wirelessly share a sample of the game with friends:
Gamers can look forward to eight gameplay modes, including crash, road rage and pursuit, with white-knuckle multiplayer via WiFi, and a GameShare option allowing players to wirelessly share a demo level of the game with friends.
In development by Criterion Games, Burnout Legends delivers updated versions of the most explosive moments from Burnout, Burnout 2: Point of Impact and Burnout 3: Takedown, with new gameplay, new cars and new surprises.
"Burnout Legends is the perfect quick gaming fix for the PSP," said Alex Ward, creative director, Criterion Games. "As anyone who's played Burnout can tell you, a quick 30 second crash junction can be just as satisfying as a two-hour multiplayer session - and that's the hallmark of a perfect PSP game."
(Click to Enlarge!)
Pics & Audio From The Xbox 360 Green Carpet 07:34 am
- Andrew Burnes
- Consoles: Xbox Next
(0 comments)
Major Nelson, a.k.a. Larry Hryb, Microsoft's Director of Xbox Live, updated his always-interesting blog with pictures from a star studded event last night that revealed the Xbox 360 to celebs, with footage from that forming part of the May 12th MTV broadcast that will reveal the console to us plebs.
Major also upped a new podblogcast that includes vague info on what happened at the event and an interview with Elijah Wood who was presenting.
Update: Snide comments and more photos can be found here.
Update #2: Pro pictures can be found here, which also show the swirly Xbox 360 logo in the background.
Top Spin Heads To Playstation 2 07:26 am
- Andrew Burnes
- Consoles: PS2
(0 comments)
Top Spin, the Microsoft developed Xbox tennis game that was published on the PC by Atari, and then sold wholesale to 2K Games, will now be ported to the Playstation 2:
Developed by PAM Development and produced by Indie Built, a 2K Sports development studio, Top Spin for PlayStation 2 will be available this summer.
"The release of Top Spin on the PlayStation 2 gives a broader audience access to a great game, with some fantastic additions," said Steve ZoBell, president of Indie Built, Inc. "We're very excited to bring this critically acclaimed and extremely popular tennis game to PlayStation 2 owners."
Top Spin takes 16 of the top professional tennis players in the world including Maria Sharapova, Roger Federer, Venus Williams and Carlos Moya and puts them in gamers' hands to create the most realistic tennis game ever. Players must work their way up from an unranked amateur with no skills, to a top ranked player in the world with huge endorsement deals. Top Spin further pushes the edge of competition as the only PlayStation 2 tennis game playable online.
EA Canada Most Successful Studio At British Retail 07:11 am
- Andrew Burnes
- Games: General News
(3 comments)
Develop Magazine today released its inaugural analysis of UK game sales figures, which ranks development studios according to their success at the tills in 2004:
1. EA Canada (�93,513,089 generated at UK retail)
2. Rockstar North (�71,067,230)
3. Maxis (�31,907,533)
4. EA Redwood Shores (�30,600,306)
5. Ubisoft Montreal (�22,930,009)
6. London Studios (SCEE) (�22,914,433)
7. KCE Tokyo (�22,127,973)
8. Sonic Team (�20,762,935)
9. Codemasters (�19,153,610)
10. EA LA (�18,934,945)
Titles developed by EA Canda in 2004 include Need for Speed Underground, NHL 2005, Def Jam: Fight for NY, FIFA Soccer 2005, and Tiger Woods: PGA Tour 2005. On a side note, Codemasters was the highest ranked independent studio.
SCEE Boss Bashes Low UK Game Prices 07:05 am
- Andrew Burnes
- Games: General News
(5 comments)
David Reeves, SCEE President, has been bitching to MCV that game retailers in the UK are charging too little for titles, despite this trend helping the Playstation 2 become the most dominant console:
"In continental Europe you don't see that competition where a supermarket might go a week early or put the price down at �29," Reeves added.
"You come to the UK and frontline titles are going out at �29 not �39. It's crazy to sell GT4 at �29 - eventually people will buy it."
I'm all for these crazy prices - I picked up Silent Hunter III for �17.99 shortly after release.
ATI Goes Dual Card 07:00 am
- Andrew Burnes
- hardware: ATI
(12 comments)
Just like Nvidia, ATI is entering the dual card graphics card market, except their version of SLI can work with any ATI card, presuming you have an as-of-yet unavailable 'master' card:
Sadly, it seems that just like NVIDIA with SLi, ATI's MVP solution will come with a few rigid pre-set conditions before you can enjoy the benefits
so not all that different from a bit of twin action after all
In order to run the ATI AMR solution you'll first off need to have a compatible mainboard and then you'll need two cards, but not just any card, oh no
read on.
Now, here's the clever bit, the system will run with a master card and slave card. The slave card can be ANY ATI card on the market, which is just about as cool as absolute zero, but (and it's a big BUT).. the master card, which will control the frame buffer, has to support MVP. The ATI solution runs on a tiled based approach - which has a minimum checkerboard size of 32 pixels square.
In a superb retro throw back to the Voodoo 2 days of yore, the 2 cards will have to be connected via an external dongle which will enable the cards to work together in accelerated harmony. This external link, essentially another bit of wire hanging out the back of your machine, has raised more than one or two eyebrows here at HEXUS towers as ATI have been heard to regard NVIDIA's connector between their 2 cards as being a 'poor solution'. One has to ponder on the external dongle issue, though it obvious that this will allow backwards compatibility with older cards, you have to wonder if ATI were having a pop at NVIDIA's neater internal connector just to give us hacks something to write about? Those guys, eh?
More on this cool subject can be found on Tech Colosseum.
SWG Combat Upgrade Q&A; 12:54 am
- Robert 'Apache' Howarth
- Games: MMOG
(3 comments)
PC.IGN wrangled up an interview with SOE and LucasArts about the backlash of fan support after releasing the "Combat Upgrade" for Star Wars Galaxies:
IGNPC: To be honest, we haven't had this much reader feedback on a single issue for as long as I can remember. For the Combat Upgrade, what do you feel are the main issues that need to be addressed?
Julio Torres: The first obvious issue that's impacting our players is that it's a fundamental change. Players, specifically our hardcore players who've been playing for 20 months, have to relearn how to play. What they're used to doing, what's familiar and what they've been having fun, is now not there. It's quite a shock to have such a huge dynamic change in what you used to be doing every singe day. Now we're asking them to change. I think that that's by far one of our biggest challenges, to get them past the painful thought of "Oh my god, why do I have to do this differently?" so they can actually see what the changes will give them in terms of benefits. That's definitely a huge hurdle. That's the top one.
Then of course, there are the other particular issues which are, once we release it to the public and actually have enough people to actually do testing on it -- as opposed to our local testers where we just have many 30-40 people -- new issues arise that can only happen in that test bed which we obviously identify as bugs. What we need to do is tackle those bugs, communicate that we're handling those bugs and let the players understand that, with their help, we will be polishing the changes that are in there that are not intended because of the bugs. I think that that communication needs to be constant and flowing so that they understand that, in the longest run or the shortest run (meaning as fast as we can) the game will settle and all these people who are participating can enjoy it.
Hardware & Tech Nuggets 12:45 am
- Robert 'Apache' Howarth
- hardware: General News
(0 comments)
Game Reviews 12:30 am
- Robert 'Apache' Howarth
- Games: General News
(0 comments)
Such a variety of review scores for Pariah; I guess I'll have to break down and buy a copy to try for myself...
In Other News... 12:15 am
- Robert 'Apache' Howarth
- In-House: In Other News...
(22 comments)
TGIF! Less than a week to go for the Xbox 360/2/Next/whatever unvieling on MTV (we can finally end the name speculation then, although the 360 thing seems to be pretty much a sure thing). Today's question: What about the next generation of Xbox are you most looking forward to? Or, if you could care less about it, What games are you currently playing?
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