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BERJAYA Blog: Meet the Hired Guns
Here are the good folks in charge of bringing Halo 2 to Windows Vista.

Blog: Teams Within Teams
Read on to find out about the different responsibilities of the different teams.

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- In Other News...
- C&C; 3 Demo Preview
- Bungie Weekly Update
- Red Orchestra Custom Map Contest Level Pack Released
- Age of Conan Screens & Update
- GRAW 2 Blow-out
- Half-Life 2: Dystopia v1 Released
- S.T.A.L.K.E.R. Multiplayer Impressions
- Mass Effect Interview
- Empire Earth III Screenshots
 
Hottopics_top
- Poll: C&C 3 vs Supreme Commander (75)
- HL2: Episode 2 Pushed Back To Winter (73)
- Quake Wars Gets Console'd (62)
- Poll: Most Wanted 360 Game for '07? (53)
- European PS3 To Feature Gimped... (52)
- Supreme Commander Demo Released (43)
- HL2: Ep 2, Portal & Team Fortress... (37)
- China Buys Huxley for $35 Million (36)
- The Elder Scrolls IV: Oblivion (PS3)... (36)
- Lord of the Rings Online Screenshots (34)
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BERJAYA Saturday , February 24, 2007 BERJAYA
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BERJAYA In Other News... 02:25 pm - Robert 'Apache' Howarth - In-House: In Other News... BERJAYA (0 comments)
I'm about 20-hours into Supreme Commander, too bad it's all been multiplayer and skirmish. I do plan on starting the actual single player campaign today though, honest!

Today's question:

What are your impressions of Supreme Commander thus far?

Assuming you've bought and played it a bit, of course.

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BERJAYA Friday , February 23, 2007 BERJAYA
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BERJAYA C&C; 3 Demo Preview 09:44 pm - Robert 'Apache' Howarth - Games: Real-Time Strategy BERJAYA (7 comments)
PC.IGN cranked out a nice little preview of the Command & Conquer 3: Tiberium Wars demo:
The skirmish map included in the demo is called Small Town USA. You'll be able to use the GDI in this mission and fight against NOD. It's a two player skirmish map with four difficulty levels ranging from easy to brutal. Only one of the five AI personalities (Balanced AI) is included with the demo as well. You can expect to see rush, turtle, guerilla, and steamroller AI routines in the skirmish in the final product. The map takes place in one of the cleaner blue zones where tiberium hasn't taken control so there are plenty of buildings to knock down in the process of stomping Nod. Each base begins at opposite corners of the map set straight from each other across a dense city area providing plenty of places for infantry to hide and ambush enemy troops. The other two corners of the map are taken by large plots of tiberium for expansion areas. Grabbing one of these early is necessary to claim victory. Four tiberium spikes that generate cash constantly can be captured by engineers or destroyed to keep the enemy from using them. The map is relatively small so combat begins quickly and will ramp up steadily until one side can finally get the upper hand in technology or tactics.
They don't give an exact release date for the demo, but it will be next week.

Bungie Weekly Update 09:39 pm - Robert 'Apache' Howarth - Consoles: Xbox 360 BERJAYA (1 comment)
This week's Bungie weekly update is all about elite graphics technologists:

Last night in our internal Alpha test, we played a couple of the new game types - and we had a blast. As ever, I was focused on backgrounds. The one returning "homage" favorite looks almost unrecognizable to me now. Well that's not true. Sure, whatever that map is, it has new features, places to fight and run and drive and fly, but graphically it's unrecognizable. One section had sunlight filtering through glass and picking up motes of dust or haze and I was checking it out when Colm ran up behind me and smashed in my brains with a vicious and ungentlemanly melee attack.

And they just implemented the new "glass shader" which is especially visible on shiny Forerunner glass. The floors of the base in Valhalla use it to great effect - and it reflects in real time whatever's facing it, while simultaneously refracting stuff very slightly (since it's supposed to be "perfect"). It looks fantastic, and is another hypnotic feature that ensures I get killed while staring at it. It's not much of an excuse either; "Hey ah was starin' at some glass."

A new wireframe Halo 3 image is included.

Red Orchestra Custom Map Contest Level Pack Released 04:00 pm - Andrew Burnes - Games: Action BERJAYA (6 comments)
The Red Orchestra community has been busy making maps of late for a chance to win a top-end gaming PC in Tripwire's Custom Map Contest, and while the winners are yet to be announced, all 32 entries have been released in this highly-compressed map pack for use on servers. Here are a few screens:

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Age of Conan Screens & Update 02:28 pm - Robert 'Apache' Howarth - Games: MMOG BERJAYA (11 comments)
FunCom released a new Clan of Conan newsletter for its highly anticipated MMORPG, Age of Conan. Included, are some saucy new screenshots:

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GRAW 2 Blow-out 01:47 pm - Robert 'Apache' Howarth - Consoles: Xbox 360 BERJAYA (1 comment)
TeamXbox went Supar Battle Person crazy with a hands-on preview, video interview, clan system Q&A; and a co-op campaign overview for Ubisoft's Ghost Recon Advanced Warfighter 2.

Half-Life 2: Dystopia v1 Released 01:40 pm - Robert 'Apache' Howarth - Games: Action BERJAYA (0 comments)
Planet Half-Life previewed the cyber-punk inspired mod, Dystopia, which now just happens to be available for download from one of the below links:

Dystopia (Version 1) builds upon everything that made the demos a Source sensation. The team's design of a unique, easy-to-use character customization screen allows players to truly customize the game to their unique play style. No matter what or how you want play, you can do it. From a fast, light-armored hacker to a Rocket Launcher wielding brute, you Dystopia has it all. The game also features a system for upgrading and further customizing your character via implants. These implants give your character different abilities, such as cyberspace capabilities, thermal vision, invisibility, jump boosting, and sound suppression to quiet the noises your character makes. Both of these game features give the game a polished feel, and you know the team put a lot of effort into crafting it. Just as an example of what the extra time and effort adds to the mod—an MP3 player and stats menu, both available from the main screen, add a bit of flavor to the mod not seen in many others.

Download from:

S.T.A.L.K.E.R. Multiplayer Impressions 01:36 pm - Robert 'Apache' Howarth - Games: Action BERJAYA (11 comments)
GameSpy shot up some hands-on impressions of the S.T.A.L.K.E.R. multiplayer beta which hits FilePlanet next week.

To start, we were glad to see that the performance of the multiplayer beta was substantially improved over previous hands-on playtests. Granted, it helps that we just finished building a brand new test PC to play it on (with an Intel Core Duo E6600 CPU, 2GB RAM and a GeForce 8800 GTX), but even at 1920x1200, we had a smooth framerate going throughout, which we're guessing gave us a bit of an advantage over the average player on the test servers (who, even at point-blank range, often seemed to respond slowly and miss horribly). The only drawback on our end was that we crashed to the desktop every 2 or 3 games, something we're obviously hoping won't be the case with the game's March release.
PC.IGN has some also.

Mass Effect Interview 01:33 pm - Robert 'Apache' Howarth - Consoles: Xbox 360 BERJAYA (0 comments)
BioWare's Casey Hudson updated his IGN Blog with a reader Q&A; answering a few questions about Mass Effect. Plus, gives a general development update for the game as well.

Does "Mass Effect" fit on one disc?
Yep, but just barely. This is a monstrous game. In fact, there was a time - not too long ago - when we pretty much scoffed at the idea of fitting onto one disc. But, there's an art to optimizing the data that goes on a disc - plus we have a few programmers that seem to pull off magic tricks right when we need them.
There's also talk of a Mass Effect novel.

Empire Earth III Screenshots 12:45 pm - Andrew Burnes - Games: Real-Time Strategy BERJAYA (7 comments)
They've gone kinda whacky with the design for this one huh?

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Shadowrun Shots & Info 12:04 pm - Andrew Burnes - Games: Action BERJAYA (8 comments)
Most pre-canned developer interviews are crappy PR pieces, but the following one featuring Mitch Gitelman is really rather good, plus I dug the comment about the shitty E3 showing:

Q: What is "Shadowrun"?
A: "'Shadowrun;' is the best game FASA Studio has ever made. It's an intense, team-based first-person shooter that combines ancient magic, modern weapons and advanced technology in a way that's never been done before. Rather than turn magic and tech into just another weapon, we've made them into tools the player uses to outwit and outfight the enemy. Notice that I used 'outfight' instead of 'outshoot.' That's because 'Shadowrun' isn't just about putting your cross-hairs on a troll and pulling the trigger. It's about using the right abilities and the right weapons at the right time to get the advantage in combat. It's really a thinking person's shooter—but someone who thinks on fast on their feet."

Q: Tell me about how the Live system works on Windows. Is it just like Xbox Live?
A: "It's not just like Live, it is Live, but on Windows Vista;. You can voicechat, you can create a Friends list, and you can earn achievements. If you're already a member of Xbox LIVE, you'll see your friends, messages, gamerscore - all the great stuff that makes Live a great online games service. You use the same gamertag, and can show off same gamerscore and achievements on each platform. The rest of the Xbox LIVE features, like Marketplace are coming later."

Q: Okay, everyone talks about mouse/keyboard vs. controller. You've said it's fair in the past but most people think that's impossible.
A: "Most people aren't professional game developers who specialize in making games with great controls like 'MechWarrior,' 'MechAssault,' 'Crimson Skies' and 'Halo.' We also have developers from 'Counter-Strike' on the Xbox on the team as well. No offense, but a lot of people balked at the idea of dual stick move/look controls when Bungie was making 'Halo' and now it's the default control method for console shooters. Any time someone attempts to innovate, there will be naysayers. I know there are a lot of people who don't believe we could make the controls fair but we did it. Remember that 'Shadowrun' isn't just about putting your crosshairs on the enemy. You can be a great shot but get crushed by someone who uses tech, magic, and character abilities better than you. We have great testers who helped us balance the game. These guys are league FPS players, so they know what they're doing. About half are 'Counter-Strike' players and the other half are 'Halo' players. They say it's fair. Since they can kick my butt on either platform, I have to believe them."

Q: Why no single player campaign?
A: "FASA always starts by designing our multiplayer first. We believe that the core of our gameplay is the multiplayer mechanics. Once those mechanics are clear, we develop single player scenarios to explore how to use them in fun ways in a campaign. As we were creating the single player scenario prototypes for 'Shadowrun,' we realized that the core multiplayer game completely stood on its own. It was that good. That's when we came up with the idea of making Shadowrun the first cross-platform shooter so everyone could play it together. All we had to do was convince Shane Kim and Peter Moore we could to it and the Live Anywhere Vision was born."

Q: But "Shadowrun" is an RPG franchise - why adapt it into an FPS?
A: "It's true that 'Shadowrun' started as an RPG but it's also been a tactical combat board game, a collectable card game and an action figure combat game. The world of 'Shadowrun' is large and there's a lot to do in it. Pen-and-paper and electronic RPGs explore the story element of that world, but other mediums have focused on the combat like we did. Bu the question remains—why a team-based first-person shooter? If you look at FASA's history, you'll see why. We've been making multiplayer shooters since 1990 with the BattleTech pods. The pods were location-based multiplayer units that linked eight players together in virtual reality cockpits along with voicechat. Seven years ago, we released 'MechWarrior 4' and people are still playing it in multiplayer leagues. We produced 'MechAssault,' the launch title for Xbox Live at the birth of online console action gaming. After that, we developed 'Crimson Skies,' a game that lots of people call their favorite online game for the Xbox. And then I hired John Howard, the lead designer of 'Halo,' melded the design teams of those great games together and set out to make Shadowrun.

So why adapt it to an FPS? Because we know it would kick ass. If you ran a studio with a history of making groundbreaking and fun multiplayer action games and the lead designer of the best FPS on console, what would you do?"

Q: Okay, that makes sense but why not use that team to make a great shooter and call it something other than Shadowrun?
A: "Because this is 'Shadowrun.' It's based on the core ideas and the themes of the pen and paper game. It's just takes place about 25 years before the stories in the other games, when magic is first returning to the world. No one inhabits a dystopia yet but people can see it coming. Our intention has always been to move the timeline forward with each successive release. Not only will the world change, but the game mechanics will evolve as well when we introduce things like jacking your brain into a computer and traveling in the astral plane. There is plenty for a first-person shooter player to learn and enjoy in this game. The rest will come in time.

Q: How many players per game will "Shadowrun" support?
A: "'Shadowrun' will support a maximum of 16 players per game but you'll see a lot more that 16 players flying around the battlefield. You can summon creatures to fight for you, strangle crystals to block entrances and capture enemies, and trees of life to magically heal you. A lot of people ask me why we only support 16 players when other PC shooters can go as high as 40. My first answer is, "What would happen if you let 40 people play football? Would it be any more fun?" Shadowrun is fun for 16 players. More than that would just mean chaos, not fun. Also, take a look at what we're doing in the game. 16 players can teleport through walls, floors and ceilings. They can glide all over the map and see everything from a high vantage point. There are spells going off, creatures being summoned and bullets flying everywhere. And all of that at a smooth framerate and with next-generation graphics. When you realize what you're actually looking at, the number of players and graphic fidelity is impressive."

Q: Okay, I have to ask you about the art. The game got torn apart for its art at E3 but it looks very next-gen and competitive now. What happened there?
A: "We created 'Shadowrun' backwards from the way most games are made. Most developers create an exciting pitch and put together a pretty prototype to sell their game. They do all their art while desperately trying to make the game fun before they ship. Sometimes it comes together at the last minute and sometimes it doesn't and you're left with a game that's pretty but not a lot of fun or that runs like a dog. Working on those games is a drag because everyone is working their butt of but secretly knows the game sucks. With 'Shadowrun,' we nailed the gameplay first to ensure that the art we were creating would work well with our design and run at framerate. So any time the project got into a rough spot, morale was always buoyed by the knowledge that our gameplay kicked ass. When you know that what you're making is fun and different, it can get you over a lot of humps—like getting pummeled at E3.

What you saw at E3 was one of several art iterations we were passing through on our way to where we are today. The problem was that the art we had just wasn't good enough to announce the game. So we got our nailed for terrible art and everyone said we should fire our artists. After E3, we refocused our art direction and busted out some great stuff that really reduced the heat on us. From there, we walked through our normal process to polish it to the competitive level it is today."

Q: I heard you'll only ship about 8-10 maps in the game. Other FPS games release a lot more than that. What's up?"
A: "In 'Shadowrun,' you can teleport through walls, floors and ceilings, glide across the battlefield, and spy on enemies through solid objects. The gameplay in 'Shadowrun' is more vertical and three dimensional than other FPS games. That means the maps are way more complex to design and execute. FASA has really high standards and we would rather ship a few maps that are great than a bunch of mediocre ones so we have a marketing bullet point that says "over 15 maps' or something. We have a bunch of maps that'll never see the light of day. And let's be honest, how many 'Counter-Strike' maps actually get used? Less than a handful. Two I can think of. Remember that the maps in 'Shadowrun' are the same 8-10 maps we've been playing for years and still love to play.

Because the abilities in 'Shadowrun' were designed to allow you to outmaneuver your enemy, it's never the same experience twice. When you have a finite set of solid mechanics that allow for experimentation and improvisation, you get a highly replayable situation-based gameplay model. It's like a classic board game. How many maps do you need in chess?

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If you liked the sound of that check out TeamXbox's hands-on preview.

Update: There's even more Shadowrun in a new IGN blog update thingy.

Firefox 2.0.0.2 Released 12:00 pm - Andrew Burnes - Games: General News BERJAYA (0 comments)
FYI, a new build of FireFox has been released - release notes here, download page here.

Burning Crusade Becomes Million Seller 11:11 am - Andrew Burnes - MMOG: Role-Playing BERJAYA (10 comments)
1,225,170 copies of Burning Crusade were sold in the U.S. in January and a further 123,789 copies of standard Warcraft were sold too, allowing Blizzard to take the top three slots in the monthly game chart.

1) World Of Warcraft: Burning Crusade Expansion Pack - Vivendi
2) World Of Warcraft: Burning Crusade Expansion Pack Collector's Edition - Vivendi
3) World Of Warcraft - Vivendi
4) The Sims 2 - Electronic Arts
5) Vanguard: Saga Of Heroes - Sony Online Entertainment
6) Battlefield 2142 - Electronic Arts
7) Microsoft Flight Simulator X Deluxe - Microsoft
8) Age Of Empires III - Microsoft
9) Medieval II: Total War - Sega of America
10) The Sims 2: Pets Expansion Pack - Electronic Arts
11) Vanguard: Saga Of Heroes Collector's Edition - Sony Online Entertainment
12) The Sims 2: Nightlife Expansion Pack - Electronic Arts
13) Warcraft III Battle Chest - Vivendi
14) Microsoft Flight Simulator X - Microsoft
15) The Sims Complete Collection - Electronic Arts
16) Civilization IV - 2K Games
17) Guild Wars Nightfall - NCsoft
18) The Sims 2: University Expansion Pack - Electronic Arts
19) Company Of Heroes - THQ
20) The Sims 2: Open For Business Expansion Pack - Electronic Arts

As for Vanguard, SOE only shifted 37,501 copies.

Battlestations Midway Downloadable Content Previewed 11:06 am - Andrew Burnes - Consoles: Xbox 360 BERJAYA (3 comments)
IGN's 360 peeps popped up a preview of the first downloadable content for Eidos' Battlestations Midway that'll apparently cost $7.50. Word is that you'll get a new single player mission, a new multiplayer map and also five new vehicles for that pricey sum, though there's no word on whether this content will be released for the PC version or whether PC players will be charged if it indeed is.

Console Power Consumption Comparison 10:44 am - Joe 'Steejee' West - Consoles: General News BERJAYA (5 comments)
Saw this article by way of IGN News, which looks at the console wars in a different light: how much power the next gen systems eat up. In a way I'm suprised no one has thought to do this comparison before. Article checks idle, during games, off, and movie consumption (with one caveat):

Unfortunately, I do not have the HD-DVD addon for XBOX 360, so we couldn't include HD-DVD vs. Blu-Ray playback comparison. However, I tested power consumption of the PS3 under Blu-Ray playback, and the XBOX 360 playing a 720p WMV-HD video downloaded from the XBOX Live Marketplace. Not exactly the best indicator of performance, since HD-DVD will be using a different codec. But this is the best I can do for now.

Not the most scientific of examinations, but an interesting read nonetheless.

Empire Earth III Officially Announced 09:26 am - Andrew Burnes - Games: Real-Time Strategy BERJAYA (2 comments)
Previously released screenshots can be viewed here.

Sierra Entertainment, a division of Vivendi Games, announced today that the third iteration of the multi-million unit selling real-time strategy (RTS) series, Empire Earth� is in development on PC.

Developed by Mad Doc Software, Empire Earth III builds upon the success of the popular PC Gamer and IGN Editor's Choice Award recipient Empire Earth II and redefines RTS games with a truly global approach to world domination.

"The Empire Earth series has been the recipient of much deserved praise from the media and fans alike, making it a multi-million unit selling franchise for Sierra Entertainment," said Cindy Cook, chief strategy and marketing officer for Vivendi Games. "Empire Earth III will take the series to the next level with its ability to capture the entire scope of the globe and give it to the hands of the player."

Empire Earth is the only RTS series that allows players to build and rule an empire from the ancient world to the distant future, battling it out across the globe through the eons in a bid for worldwide control. Unlike other RTS games that take away the spoils of victory, Empire Earth III will offer continuous free-form gameplay that will allow players to keep units from one battle to the next.

Empire Earth III will be available on PC in fall 2007.

Oblivion PS3 Shots 06:39 am - Andrew Burnes - Consoles: PS3 BERJAYA (19 comments)
A smattering of new Oblivion PS3 screenshots:

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European PS3 To Feature Gimped Backwards Compatibility 06:13 am - Andrew Burnes - Consoles: PS3 BERJAYA (52 comments)
Let's evaluate the European Playstation 3 launch - it's the last major launch, the console is more expensive by far in Europe, there still aren't any great killer-apps worth buying, you get a free copy of Casino Royale for signing up to PSN, and now, the bloody thing won't play as many Playstation and Playstation 2 games as the American and Japanese Playstation 3s because Sony has revised the hardware to remove that legacy Playstation 2 tech that does most of the BC legwork. Le sigh.

"Rather than concentrate on PS2 backwards compatibility, in the future, company resources will be increasingly focused on developing new games and entertainment features exclusively for PS3," said David Reeves, president of SCEE.

Sony has said that 'a new combination of hardware and software emulation will enable the PS3 to be compatible with a broad range of original PlayStation titles, and a limited range of PS2 titles'.

Sony will publish a backwards compatibility list on the PS3's launch day, March 23, with additional titles becoming compatible through downloads via the PlayStation Network.

"The backwards compatibility is not going to be as good as in the US and Japanese models," a Sony spokesperson told Reuters.

Although Sony has yet to detail the new specification fully, analyst Datamonitor suggests that a new PS3 model will feature a "new chassis" designed to bring manufacturing costs of the console down.

I don't go out of my way to post "negative" PS3 pieces, they just land in my lap.

Tomb Raider: Anniversary Website Launched 06:10 am - Andrew Burnes - Games: Action / Adventure BERJAYA (0 comments)
Tomb Raider: Anniversary's a graphical update and reworking of the original Tomb Raider and bar one previous screenshot we've seen nowt about it since its announcement, until today that is because the official website has been launched with a trailer, screenshots, concept art, and all kinds of other usual gubbins to view that those swanky flash websites usually have.

Command & Conquer 3 Tiberium Wars Screenshots 02:25 am - Andrew Burnes - Games: Real-Time Strategy BERJAYA (4 comments)

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Boom Boom Rocket Fact Sheet & Screenshots 02:02 am - Andrew Burnes - Consoles: Xbox 360 BERJAYA (0 comments)
Expect plenty of BBR and WCA previews to appear later today:

Boom Boom Rocket, an original EA Pogo branded music rhythm game developed by Bizarre Creations Studios, is the first Xbox Live Arcade games to be published by EA. In this unique game, players must trigger rockets to the beat of the music while travelling through a 3D cityscape.

This exciting rhythm-based challenge is fun for all Xbox Live Arcade gamers - easy to learn, but hard to master.

There are four different colors of rockets, mapped to Xbox 360 controller buttons. Players that successfully time their rocket explosions receive score multipliers that enable special modes and bigger and better firework effects.

Players can play in single player mode or go head to head against a friend on the same console.

Boom Boom Rocket was conceived at EA's Pogo Studio and is being developed by Bizarre Creations, the company that developed the Project Gotham Racing series and brought Geometry Wars: Retro Evolved to Xbox Live Arcade.

Key Features

  • Race through a 3D city while triggering a barrage of rockets to the beat of the music.

  • Each song is choreographed into three skill levels that appeal to casual and expert players.

  • 3 modes of gameplay (Normal Mode, Speed Mode, Head-to-Head).

  • In visualizer mode, fireworks will explode in response to the rhythm of your own audio files.

  • Unlock new firework types by mastering each music track.

  • Fill the bonus meter to activate a psychedelic bonus mode for extra points.

  • Compare your scores for each track on the world wide leader boards.

  • The fireworks are choreographed to 10 original tracks created by Ian Livingstone, who recently scored Batman Returns for EA and Project Gotham Racing 2 for Bizarre Creations.

    Publisher: Electronic Arts Inc.
    Developer: Bizarre Creations
    Ship Date: Spring 2007

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    An update on the Bizarre website talks about their other upcoming game, The Club.

    Wing Commander Arena Fact Sheet & Screenshot 02:00 am - Andrew Burnes - Consoles: Xbox 360 BERJAYA (7 comments)
    Picked up some more info on this new Xbox Live Arcade title and a new screenshot too:

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    Wing Commander Arena blends classic arcade gameplay with modern multi-player mayhem.

    The beloved Wing Commander franchise is back with an all-new game for Xbox Live Arcade. Form a squad, propel your ship through space, fire torpedoes, unleash deadly gravity bombs, and destroy enemy armadas as you try to climb the leaderboard. Online players compete for Frag count, high score and duelling stats. Offline the game offers four modes with online leaderboards where it's pure arcade style competition.

    EA launches onto Xbox Live Arcade with Wing Commander Arena delivering 10 minutes or 10 hours of space combat entertainment. With four styles of gameplay players can play in single player mode or play with up to 16 players for an all out online space combat melee.

    Wing Commander Arena offers everything a space combat rookie or a veteran Wing Commander pilot would expect from the game: Team Duels, Free for all play, single player modes, 18 different ships within nine environments.

    Key Features

  • With up to 16 players, Wing Commander Arena offers the largest multi-player melee experience to date on Xbox Live Arcade.

  • The classic brand has now been rebuilt to maximize the Xbox Live Arcade feature set while providing the largest modern multi-player arcade experience available.

  • 4 types of gameplay: single player, multi-team, multi-player free for all and both one on one and multi-player duel

  • 8 maps, including team maps, free for all maps and dueling maps

  • 18 ships in nine environments

  • 2 Races with 18 ships for light fighters, medium fighter, bombers. Cloaking devices, energy sucking torpedoes, mines, homing missiles, energy weapons and a myriad of other guns, weapons and devices.

    Publisher: Electronic Arts Inc.
    Developer: Gaia Industries
    Ship Date: Late Spring 2007

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    Hardware & Tech Nuggets 01:45 am - Robert 'Apache' Howarth - hardware: General News BERJAYA (0 comments)

    RPG Vault Goodness 01:25 am - Robert 'Apache' Howarth - Games: Role-Playing BERJAYA (0 comments)

      Two Worlds First View
      Our thoughts based on what we currently know about the intriguing open-ended RPG from the team at Reality Pump

      Heavy Duty Media #9
      Primal shows us how flying and land craft are loaded out and crewed in its title fusing strategy and action elements - Five exclusive screenshots

    Game Reviews 01:20 am - Robert 'Apache' Howarth - Games: General News BERJAYA (0 comments)

    In Other News... 01:17 am - Robert 'Apache' Howarth - In-House: In Other News... BERJAYA (17 comments)
    Finished my Supreme Commander download last night, hopped on GPGnet, patched the game (so yes, the D2D version is cool with normal patches and stuff) and tried it out. I tried a five player skirmish match and the lag wasn't as bad as I was expecting. Near the end when there were about a dozen experimental super units, a thousand or so normal ones with massive bases; it got a bit framey, but it was comfortably playable the entire time on my 2.5 year old PC at 1680x1050 rez with medium/high details.

    Today's TGIF question is from raistmaj42, who asks:

    If you could pick one feature or gimmick to be in all games of a specific genre from now on, what would it be?

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    Archives: Current | 02/23/07 | 02/22/07 | 02/21/07 | 02/20/07


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