NEWS HEADLINES




NEX Trailer for iPhone & iPod Touch. Starbyte Software.

Tuesday, July 28, 2009 4:40:27 AM (GMT Daylight Time, UTC+01:00)

Today we reveal NEX to the world. This is the culmination of nearly a years work by the team. There has been some very long nights and lots of hard work along the way by everyone involved. Finally release day is in sight. We have submitted the game to Apple today for Q&A testing. Providing no issues are found during testing, we are less than 2 weeks away from a global release on iTunes and the App Store. Game On !! Let's Rock !

NEX Website : Here

   
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Posted by : Gunny

Battlestations: Pacific dev diary

Tuesday, February 10, 2009 11:52:45 AM (GMT Standard Time, UTC+00:00)

It focuses on the studio's bid to be authentic in the re-creation of the game's locations and units, so it's one history buffs will enjoy

The upcoming 360 and PC tactical-action game sees you taking control of either Japanese or American WWII forces and fighting in battles from Pearl Harbour right through to Okinawa in 1945.
Its two single player campaigns span 28-plus missions featuring air, sea and underwater combat, plus the tactical landing of troops in battle.
Battlestations: Pacific is "coming soon".

News: Battlestations: Pacific dev diary - ComputerAndVideoGames.com

   
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Posted by : Gunny

Burnout: First 'Cops and Robbers' shots

Tuesday, February 10, 2009 11:46:56 AM (GMT Standard Time, UTC+00:00)

  

Source : News: Burnout: First 'Cops and Robbers' shots - ComputerAndVideoGames.com

   
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Posted by : Gunny

HAWX demo barrel rolls onto Xbox Live Feb. 11

Monday, February 09, 2009 10:07:25 PM (GMT Standard Time, UTC+00:00)

 

As the late, great, Kenny Loggins once sang, "Ride into the Danger Zone!" What? Kenny Loggins isn't dead? Awkward. Moving on... On February 11, a demo for Tom Clancy's H.A.W.X. will hit the Xbox Live Marketplace for Live Gold members.
The demo, which tracks experience and includes three unlockable fighters to test drive fly, allow up to four Mavericks to play cooperatively. It sports two missions for the upcoming air-combat game: In Operation - Off Certification, one of the game's training missions that showcases maneuvers and tactics used throughout the adventure, and In Operation - Glass Hammer, another training mission that teaches pilots how to blow stuff up in the air and on land. Tom Clancy's H.A.W.X. lands in stores this March.

Source : HAWX demo barrel rolls onto Xbox Live Feb. 11 - Joystiq

   
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Posted by : Gunny

Vitals: Tom Clancy’s HAWX

Friday, January 09, 2009 6:43:31 AM (GMT Standard Time, UTC+00:00)

hawx_helmet_and_logo

SR-71 USAF base (Kadena, Japan)-

“Though I fly through the Valley of Death, I shall fear no evil. For I am at 80,000 feet and climbing.”

The year is 2012, as the era of the nation-state draws quickly to a close, the rules of warfare evolve even more rabidly. More and more nations are becoming increasingly dependent on Private Military Companies (PMCs)- elite mercenaries with a lax view of the law. The Reykjavik Accords further legitimize their existence by authorizing their right to serve in every aspect of military operations.

Tom Clancy’s HAWX allows players to become a part of the mayhem, by becoming an elite pilot of the future.  Utilizing cutting edge technology, devastating firepower, and intense dogfights will just be the tip of the tomahawk. Players will be able to jump in the cockpit of over 50 of the world’s most famous aircraft and take flight over super realistic terrain that has been thrown together using advanced satellite mapping technology that is commercially available, providing an authentic look and amazing views.

“High-resolution satellite imaging is moving from the black world of intelligence to the white world of commerce and Tom Clancy’s H.A.W.X will bring that reality to gamers,” said Mark Brender, vice president, corporate communications and marketing at GeoEye. “With video game graphics becoming more realistic, the use of high-quality photographic ground textures in H.A.W.X adds true photo-realism to the air combat experience.”

HAWX will also utilize the Enhanced Reality System (ERS). ERS is in-game technology that helps turn novice aviators into elite pilots of the future and will be the backbone of players flight experience, allowing players to use radars and incoming missile detection, damage control systems, a tactical map, information relay, and weapons trajectory control. ERS will also allow players to issue commands to your squadron. Just think, the airborne version of the Cross-Com system that was implemented in Ghost Recon: Advanced Warfighter.

Also jumping on the Co-op bandwagon, HAWX will allow the entire solo campaign to be experienced in 4 player “Jump-in/Jump-out” co-op mode. This marks the first time ever for the air combat genre, officially placing HAWX in the running for the coolest air combat game around. There will also be an 8-player Team Deathmatch that can be played online, to see who’s truly the top gun.

This is Tom Clancy’s first stab at air combat, and from the looks of it, he’s got it down pretty good. We’ll be keeping a very close eye on this as we near take-off.

 
 
 

Vitals: Tom Clancy’s HAWX | Games Are Evil: 360, PS3, Wii, iPhone, Portable Gaming Magazine

   
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Posted by : Gunny

Massive Tomb Raider Underworld - Game Renders

Tuesday, November 25, 2008 5:27:46 PM (GMT Standard Time, UTC+00:00)

The promo renders for Tomb Raider Underworld from Eidos are massive. Check out the full resolution images. Firefox user can right click and select view image. IE users right click, Save as.... Enjoy.

HD 3841x3912 

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HD 2700x3234

HD 3300x5100

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HD 5351x6502

HD 3300x5100

HD 2700x3266

   
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Posted by : Gunny

JumpGate Site Live, and Beta Open for Signup.

Sunday, June 29, 2008 5:20:15 AM (GMT Daylight Time, UTC+01:00)

jumpgate

The new Jumpgate site is live, and there is a limited number of places open for the Beta Sign Up. BETA SIGN UP.

Features

Nothing can prepare you for the journey that is unfolding... The Galaxy is in a fragile state, balancing on the brink of War and Peace. New threats are emerging from the untouched regions of space that threaten with an iron grip to bring the known inhabitants to their knees.
Will you aid your faction when duty calls? Or will you serve your own needs?
Will you fight side by side with your comrades in an epic struggle against a hardened, blood-thirsty foe or will you go it alone, facing the imperil dangers as they approach?
Do you long for the thrill of combat or do you prefer the call of merchant - always on the look out for a quick, opportune trade.

Your decisions are your own, and the rewards are yours for the taking.
Jumpgate Evolution is a Massively Multiplayer Online Game set in the open expanse of space. With breath-taking visuals and an innovative twitch-based space combat, Jumpgate is the definitive space combat MMO, putting you at the heart of the action as you embark on your mission to explore the galaxy and progress from space rookie to elite commander.

*Engage in Dog-Fights*

*

Engage in Dog-Fights 

Jumpgate Evolution offers a unique twitch-based combat system which allows you to challenge thousands of foes with your own skill and determination, offering the most exhilarating, jaw-dropping experience in online gaming to date.

*Explore a huge and varied universe*

*

Explore a huge and varied universe 

Each jump will take you to exotic new locations with exciting new adventures. The universe is a vast and dangerous place and as old threats never die you’d be wise to remember this. Pirates, brigands, and opposing faction members are just some of the dangers present in the Jumpgate universe.

*Highly Accessible*

*

Highly Accessible 

Although graphically stunning, Jumpgate is highly scaleable, allowing the game to run flawlessly on low end PCs. Jumpgate also offers joystick and peripheral support, adding to the immersive online experience.

*Huge Space Battles*

*

Huge Space Battles 

Fight against thousands of players online in epic large-scale player vs. player real-time battles.

*Three Playable Nations*

*

Three Playable Nations 

Become a pilot for any of the three playable nations. Join the corrupt, power-hungry Solrain Commonwealth, the disciplined, combat ready Octavian Empire or the spiritually-led Quantar Paths.

*Advanced Gameplay Systems*

*

Advanced Gameplay Systems 

Jumpgate Evolution offers limitless game play and content with a unique mission generator capable of generating thousands of fresh and immersive missions for players to embark on.

*Player driven world*

*

Player driven world 

Players are given ultimate power as Jumpgate offers a fully immersive player driven economy. Protect a merchant vessel on its trade route by intercepting enemy players or answer a battle stations call for help by delivering them much needed supplies.

   
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Posted by : Gunny

Perfect Score for Grand Theft Auto IV IGN UK Review

Saturday, April 26, 2008 7:53:33 AM (GMT Daylight Time, UTC+01:00)

 

"Expectations were so high for Grand Theft Auto IV that one of the biggest surprises is that it’s managed to meet them. That it’s also gone on to confound these is truly a marvel, and the game’s Liberty City is nothing less than one of the greatest videogame worlds yet conceived. With this game, Rockstar has set out to free itself from the excesses of the series past to emphasise the character of its world, and in doing so has created a high watermark in the relationship between narrative and play. It’s no less than the definitive open world game, and by that measure the definitive interactive experience of this generation to date."

10/10 !!!!

Click here for full review.

   
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Posted by : Gunny

COD4 Goes Counterstrike

Thursday, March 27, 2008 12:02:45 AM (GMT Standard Time, UTC+00:00)

 

COD4 DE_DUST
Version: Beta
Map size: Medium
Game type: DM, TDM, SD, DOM, SAB

Download:http://www.codutility.com/index.php?...ion&dl_id=2898

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

COD 4 New Map

Tuesday, March 25, 2008 7:37:00 PM (GMT Standard Time, UTC+00:00)
Burgundy Bulls
A recreation and an exact replica of CoD2 Burgundy but with more open buildings and more open space.
Map size: Large ( Lots of spawn points )
Game type: DM, TDM, SD, HQ, DOM, SAB
Authors: [b]_ThunderBull and [b]_FlashBull


Download:Here

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

COD4:NEW MAP

Thursday, March 20, 2008 12:52:13 AM (GMT Standard Time, UTC+00:00)

 

MP_FACTORY
This is a very nice urban map.
Version: Beta
Map size: Large
Game type: DM, TDM, SD, HQ, CTF, DOM, SAB
Author: OSZ.LoSt.BoY


Installation Instructions:
Place all your files in the "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\usermaps\mp_factory" directory.
If the folder does not exist, create it
Download

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

MatchMaster: Sheffield United, Man Utd....

Sunday, March 16, 2008 7:18:40 AM (GMT Standard Time, UTC+00:00)
Match Master For all of us who like Gaming and going to watch our Favourite team. Here's a great little game. MatchMaster.MatchMaster is available for all the big clubs including Chelsea, Newcastle, Man Utd, and Arsenal.
   
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Posted by : Rich

Call of Duty 4 DLC Map Pack Hands-On

Friday, March 14, 2008 1:40:15 PM (GMT Standard Time, UTC+00:00)

 

Call of Duty 4 DLC Map Pack Hands-On

If you're tired of Middle Eastern villages and Russian forests, take heart: Infinity Ward has some shiny new battlefields on the way soon.

 

Last year was exceptionally strong for first-person shooters. Yet despite being one of the latest genre releases in the year, Call of Duty 4 towered over its competition. There are so many shooters released these days that it's hard to stick with an online community for more than a few weeks, but even months later, we're still obsessively playing COD4's addictive online mode with no end in sight. So we counted ourselves among the incredibly fortunate when we headed down to developer Infinity Ward's Southern California offices recently to check out the game's first downloadable map pack, which is coming later this spring.

Broadcast is taken from and expanded upon the Iraqi TV station mission in COD4's single-player campaign.

We got a chance to chat with IW community relations manager Robert Bowling--better known to COD4 diehards by his online handle, "fourzerotwo"--about the pending downloadable maps. The first thing he told us was the first thing we wanted to hear about this pack: The Middle Eastern and Russian environments will no longer comprise the entirety of the retail game's lineup. Now that the team has moved on from the single-player campaign (and has time to work up some new art assets), we can expect to see new Call of Duty 4 maps set in entirely new locations separate from the original game.

Well, except one of the maps in this pack. It's called Broadcast and is lifted from the Iraqi campaign "Charlie Don't Surf," in which you assault a television station where the enemy is holed up. Don't think the team just copied and pasted the campaign map into this multiplayer pack, though. It does contain the iconic, cavernous main room with its dozens of computer monitors and TV screens, as well as a big map of the world on the wall. We can tell you from experience that that's a great place for multiplayer firefights, with all those cubicles to duck down behind and all that equipment just waiting to get shot up by you or your opponents. A large-scale multiplayer match concentrated in that room is going to be serious calamity.

But Broadcast has been expanded significantly throughout its incarnation in the campaign. There are multiple routes into and out of that main room. Some routes lead up to the building's second floor, replete with smaller rooms and hallways. The map is mostly indoors, so air strikes and helicopters will be largely ineffectual--except up on the roof, which you can access from the second floor, as well as in the expanded parking lot area outside the main building. On the other side of that parking lot is another new, smaller building that you can hide out in as well.

The second map we played is entirely new, and it's named Creek. But there's a lot more to it than a simple babbling brook. This is a very large-scale outdoor map with a small cluster of houses on one side of it. In the middle, there's a huge ravine circling the perimeter with multiple levels of pathways up its side. Down below, the trail leads along the eponymous creek bed to a waterfall. Elsewhere along the base of the ravine, there's a lengthy and winding cave that cuts underneath the hill then out to the other side. As big as it is, there are a lot of places to go on this map; from prone sniping atop the cliff face to hiding out behind a rock in the tunnel, you never know where an opponent will be attacking you.

Creek is a massive original map with a high ravine, cliffside pathways, and a tunnel through the base of the hill.

Broadcast naturally looks exactly like COD4's campaign, but Infinity Ward's artists have done a nice pass on Creek to give it a distinctive look, with rocky terrain and various sorts of foliage that are more verdant than what you've seen in the previous Russian maps. It all feels a little sunnier and more pleasant than the game's other forested maps, too--at least until you catch a slug between your teeth. Because there's so much underbrush and shrubbery on top of the cliffs here, Bowling pointed out that it's a great map for you to use the sniper's ghillie suit for blending in while going for some sneaky kills.

There will actually be four maps in the final pack, though we can only really tell you about these two. The other two will be Chinatown, which is pretty self-explanatory, and Killhouse, which is a "bonus" map that we didn't get any hard details on (though we were told to think of the single-player campaign's initial training level as a reference). The map pack will be available on the Xbox 360 and PlayStation 3 in the coming months for an unspecified price. But interestingly, Infinity Ward hasn't decided how the maps will be distributed on the PC, where players are much more expectant of postrelease bonus content being released for free. Realistically, Call of Duty 4's multiplayer is so absurdly good that would have gladly handed over cash for whatever maps the designers could have phoned in--so we're especially glad to see them putting so much time and care into this first release.

Call of Duty 4 DLC Map Pack Hands-On - PC News at GameSpot

   
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Posted by : Eggy

Assassin's Creed PC Q&A

Tuesday, March 11, 2008 12:49:20 AM (GMT Standard Time, UTC+00:00)

Developer Charles Beauchemin answers questions on the PC version of Assassin's Creed.

Assassin's Creed was one of our personal favourites here at PALGN when it was released for the PlayStation 3 and Xbox 360 late last year, now the game has been confirmed for the PC and Ubisoft has been kind enough to send through a Q&A on the game with one of the developers of the game on the PC, Charles Beauchemin. So, without delay, let's get into it.

PALGN: The game is being released four months after the console versions. How did you use this extra development time?
Charles Beauchemin:
Based on the feedback we got after the release of the console versions, we decided to add even more variety by developing a total of 4 new investigation types (Archer assassination, rooftop race challenge, merchant stand destruction challenge and escort challenge). The archer assassination requires the player to assassinate the archers in a dedicated zone without being seen. In the rooftop race challenge, the player will meet an informer and will have a set amount of time to reach a second informer. In the merchant stand destruction, some merchants have ties to the assassination target and their activities must be stopped by Altaïr. Finally, in the escort challenge, the player needs to securely escort a fellow Assassin from point A to point B.


Is your PC crying yet?

PALGN: Will the game exploit DX 9 and DX10?
CB: The game comes with both DX9 and DX10 executables. If you own a DX10 card running on a Vista system, the game will use the full capabilities of the board to optimize the performances of the 3D graphics. You'll be able to play the game at high resolutions with minimal impact on your framerate.
PALGN: In your opinion, what is the average machine needed to play the game ?
CB: Any dual-core machine running at 2.2GHz and over with a decent graphic card (such as a ATi HD2600 or a NVidia 8600) will give great performances.
Our minimum requirement is a Pentium D 2.4GHz or a AMD X2 Athlon 3800+, equipped with a Shader Model 3.0 card (ATi X1300 and better, NVidia 6600 and better).


What about now?

PALGN: AC has been perceived as a new milestone on consoles but pretty repetitive at times – did you try to tune this on the PC version ?
CB: As mentioned in the first question, we included 4 new investigation missions to increase the variety so in total, we now have a total of 9 investigation missions. Also, you can now skip from one city to another without going through the kingdom once you visited every city.
PALGN: How did you manage to adapt the gameplay to the PC and to the PC controls in particular?
CB: Even though we support the Xbox 360 controller just like the console version, the user can choose to play with the keyboard and mouse for a more direct control over the camera and access to the menus. There are 4 default keyboard and mouse configurations that can all be customized to the player's needs.


Good old Altair..

PALGN: It’s been said quite a few times that the AI on guards and on the crowd was not always as “ideal” as promised, have you managed to, improve this on the PC version?
CB: We modified the reaction of guards in certain occasions. Blending when close to a dead body doesn’t work anymore; guards will spot you if you stay too close. Also, the reaction of the guards to stealth assassination is now based on the number of NPC's around you making it more realistic. If there is no one around you, guards will spot you much faster and if the crowd is bigger, you won’t be spotted that fast.
PALGN: How are the Xbox 360 achievements translated to the PC version?
CB: You can still collect flags and templars but there are no achievements in the PC version.
PALGN: When is the game due to be released?
CB: The game will ship in the early days of April.

Assassin's Creed PC Q&A - PC Gaming Interview - Australia's PAL Gaming Network

   
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Posted by : Gunny

Alien Arena 2008 v7.0 Free Full Game

Monday, March 10, 2008 12:54:38 AM (GMT Standard Time, UTC+00:00)

 

A new series is born: Alien Arena 2008

COR Entertainment LLC has announced the release of Alien Arena 2008 which features nearly all new game media, gameplay improvements, and a client that has been signifigantly upgraded for improved visual effects as well as major optimizations that greatly improve the fluidity and performance.

Alien Arena 2008 also offers a change to it's overall theme, moving towards a slightler darker, more serious tone, while still retaining a good bit of it's retro style, creating an interesting marriage between classic and modern sci-fi.

This resulted in completely new player models, many new weapon models and textures, and seventeen new levels. There are major improvements in weapon effects, per-pixel lighting, texture resolution, and resource usage, as well as the addition of a cross platform server browser, FUSE. Weapons have been tweaked for better balance, and movement has been enhanced with the addition of dodging abilities.

Download:

Alien Arena 2008 v7.0 Free Full Game for Windows (163.06MB)

Alien Arena 2008 v7.0 Free Full Game for Linux (212.99MB)

   
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Posted by : Gunny

COD 4:New Custom map The Breakout

Thursday, March 06, 2008 11:10:00 PM (GMT Standard Time, UTC+00:00)

 

Release The Breakout,looks very nice





Download links
http://www.megaupload.com/?d=AS43LO9V
http://files.totalgamingnetwork.com/...+The+Breakout/
http://www.megaupload.com/?d=AS43LO9V

COD 4 New Maps and Feedback - Page 2 - T.O.C. Clan Forums

   
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Posted by : Eggy

LEGO Batman: Human Weapon of Mass Destruction Trailer

Saturday, March 01, 2008 9:08:50 AM (GMT Standard Time, UTC+00:00)

Take back the night as The Dark Knight – one block at a time.

   
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Posted by : Gunny

GTA IV pre-orders go live at PC World

Saturday, March 01, 2008 2:21:52 AM (GMT Standard Time, UTC+00:00)

 

Gamers can order online now for delivery on the April 29th

Consumers can now pre-order Grand Theft Auto IV online for £37.99 on both PS3 and 360 from PC World.
Customers can also reserve their copy in store for £5, with midnight openings planned for the game’s release.
"The team here at PC World are hugely excited about the forthcoming release,” said René Wright, senior category manager - console and games at DSGi.

GTA IV pre-orders go live at PC World - www.mcvuk.com

   
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Posted by : Gunny

Play 'Tomb Raider Anniversary' for free

Thursday, February 28, 2008 5:29:47 AM (GMT Standard Time, UTC+00:00)

b-10 Lara in Tomb Raider Anniversary (current)

Click image for full size (large image)

To celebrate Lara Croft's 12th anniversary as the heroine hottie who raids tombs, video game publisher Eidos and TrialPlay, an alternative online payment company, have temed up to deliver the Tomb Raider Anniversary PC game for free.

Using TrialPay, players get a free subscription to the game for signing up and trying an email offer from blue-chip advertisers such as eBay, Gap, McAfee, American Express, and others.

Tomb Raider Anniversary is an updated version of the celebrated 1996 adventure featuring the well-endowed Lara Croft (later to be realized on the silver screen by Angelina Jolie). This newly made-over game returns players back to Egypt, Peru and other locations as our heroine jumps, climbs and fights her way through treacherous caves and alongside cliffs in search of rare artifacts. A few extra features were thrown in, too, including new areas and enemies. Some nagging camera issues still remain, but overall this puzzle-filled action title won’t disappoint – especially for those with a sentimental tie to the original.

Click here to get Tomb Raider Anniversary for free through TrialPay.

sync: Play 'Tomb Raider Anniversary' for free

   
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Posted by : Gunny

Assassin's Creed: DX10 confirmed, faster than DX9

Tuesday, February 26, 2008 6:20:23 AM (GMT Standard Time, UTC+00:00)

Vista users may have a performance advantage

In an interview with Ubisoft's Charles Beauchemin, Technical Lead, Assassin's Creed PC, PCGH got the confirmation that Assassin's Creed will use Direct X 10 features.

Assassin's Creed PC: DX10-Version is confirmed now

Now it's confirmed: Assassin's Creed will support Direct X 10 in the PC variant. But you won't see any visual difference between DX9 and DX10. Assassin's Creed solely uses the shader model 4 so that performance gains are realistic.

The DX10 version of Assassin's Creed für PC is supposed to be faster under Vista than the DX9 variant.

Here is a snippet from a lenghty interview with Charles Beauchemin, Technical Lead, Assassin's Creed PC.
PCGH: When porting for the PC have you thought about integrating support for DirectX 10 into the engine? Will there be a version of Assassin's Creed that will utilize the new Vista API?
Charles Beauchemin: Yes, Assassin's Creed supports DX10 as well as DX9.
PCGH: What are the technical advantages of that API?
Charles Beauchemin: DirectX 10 enables us to make fewer calls to the API to perform the same actions. Therefore, it will be possible for the drivers to make optimizations making the game faster without any change to the game engine. Since most of the DX10 drivers are still young, we can expect a lot of gain to come from the optimization of these drivers.
PCGH: Do you use advanced features of Direct X 10/Shader Model 4 like Geometry Shader, Virtual Texture Management etc.? Can you please give examples how they are utilized? In what way do these features improve or simplify the rendering process?

Charles Beauchemin: No. Most of the porting to DX10 involves optimizations of the existing calls, without any new content.
PCGH: Will the DX 10 visualization differ substantially from the graphics that are rendered with DX 9 hardware? What are the visuals that can only be rendered with shader model 4 hardware? Can you supply us with a visual proof via screenshot too?
Charles Beauchemin: No new content has been added to the DX10 version.
PCGH: How much of a performance hit will the improved optics of DX 10 incur? With all details maxed out is a typical first gen DX 10 card already running at its limits?
Charles Beauchemin: No performance hit occurs, since no improved optics are implemented. However, when running on Vista, DirectX 10 version speed will be much faster than its DirectX 9 counterpart (also running on Vista).

PCGH - News: Assassin's Creed: DX10 confirmed, faster than DX9

   
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Posted by : Gunny

ToC Gaming UltraRealMod v1.1 - Live on Server Now.

Sunday, January 27, 2008 5:00:57 PM (GMT Standard Time, UTC+00:00)


There is a new version of the URM on the server now. v1.1.


New Features & Fixes:
# Fixed the Main Logo size issue so that it should work on all machines, including ATI. (Fingers crossed)
# Completly replaced the multi layered Main Menu Image with a cool new Multi layered version of the ToC URM Screen. (Shit loads of work to do this, but I'm very happy with the results)
# New Menu Music : From Black Hawk Down.
# Support for custom maps
# Random Map rotation


Please connect to the server to automatically download the new version.

please note : the new version is much larger than the last version and takes a few moments to download. During the download, your display may revert back to the Main Menu screen (the download will continue in the background), this is normal, be patient, wait a few seconds (60 seconds max) and the game will start once the download has finished in the background.

URM IP : 85.236.103.10:28962

   
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Posted by : Gunny

Crysis Shark Attack Movie.

Sunday, January 20, 2008 6:34:01 PM (GMT Standard Time, UTC+00:00)

Here sharky sharky…What better way to stop players from going out of bounds and meeting game walls than getting them eaten by a shark. Crysis takes an engaging game world a step further with impressive animation and A.I.

shark-attack-copy.jpg 

Perhaps Crysis doesn’t even have game walls, instead being an endless labyrinth of possibilities where you can play with Sharky the friendly shark (but not too friendly).


Crysis Shark Attack | ripten

   
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Posted by : Gunny

ToC Clan Call of Duty 4 Ultra Real Mod Server Launch.

Saturday, January 19, 2008 8:20:28 AM (GMT Standard Time, UTC+00:00)

URM0

ToC Gaming are proud to present the New ToC-Clan URM (Ultra Real Mod) Server. Its based on the Awe4 mod with custom extra's and a highly tweaked server config designed to bring you something a bit different, and encourage squad play. The server will go live this evening (Saturday 19th Jan) at 19:00 hrs GMT. Everyone welcome !!

URM4

Realism Mod Details:

  • Even less HUD elements than Hardcore mode.(Almost no player aids.)
  • No Bomb Carrier Icons. (Now you really can sneak round behind the enemy.)
  • No Bomb Target Icons. (you did all learn where they were didn't you.)
  • Small HQ and other game mode Target Icons.
  • Spawn Protection added : 3 seconds.
  • UAV, Airstrikes and Chopper support are harder to acquire.
  • Noob Tube Disabled. (Not the RPG)
  • Martyr Nade Disabled.
  • No multi nade percs: You can pick up a nade from a dead player though.
  • Custom ToC URM Server Logo, Main Menu Logo, and Loading Screen.
  • Next Map and Next Game Type Messages.
  • and much more.

URM3

Server Details:

IP Address : 85.236.103.10:28962

The Server will go live accepting players at 19:00 GMT, See you there soldier.

URM : So Real It Hurts !!

   
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Posted by : Gunny

Highlander The Game Trailer (2008)

Sunday, January 13, 2008 4:02:01 PM (GMT Standard Time, UTC+00:00)

For all the Highlander fans out there is a game coming out in 2008 for PC, Xbox 360 and Playstation 3.

Looks Interesting for sure. We'll have to wait and see later this year.

   
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Posted by : Gunny

Call Of Duty 4 Modern Warfare v 1.2

Wednesday, November 21, 2007 10:02:14 AM (GMT Standard Time, UTC+00:00)

Size: 13.86MB


Description:
This patch optimizes the Lean view offset issue, addressing the glitch reported by several community members and documented and sent in directly by community member GaretJax which is commonly referred to as the �Left / Vertical Lean� Glitch, in addition to preparing files for compatibility with the future release of the Call of Duty 4: Modern Warfare™ Mod Tools. This patch will update all previous versions of Call of Duty 4: Modern Warfare™ to v1.2

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MOHA Disable EA intro and Quick Quit

Tuesday, October 09, 2007 12:33:09 PM (GMT Daylight Time, UTC+01:00)

How to skip the EA intro video.

Open My Computer and head to the directory where you installed Airborne.

Once in the directory look for UnrealEngine3\MOHAGame\CookedMovies\MOHA_Shell_EAID.vp6

Rename this file to MOH_Shell_EAID.vp6.bak


How to quick quit

Right click the MOHA.exe Shortcut

Put -enableconsole after your location in the target box of your shortcut

When ingame pull down the console using the tilde key then type quit and it will take you back to desktop.

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Crysis Multiplayer Beta Impressions

Tuesday, October 02, 2007 7:47:56 PM (GMT Daylight Time, UTC+01:00)

by Chris Remo Oct 02, 2007 11:21am CST

With Crytek nearing its release of what is arguably the most graphically intensive video game yet developed, hardware manufacturers (as well as Windows owner Microsoft) are hoping Crysis will fuel interest in PC gaming and high-end gaming hardware. Over the last couple of years, the game's visually groundbreaking single-player mode has been showcased extensively, making the game one of the most exciting upcoming PC exclusives. Less publicized, however, has been Crysis' multiplayer mode--and, as I recently found during the multiplayer beta currently being operated, there's a lot more to it than one might have guessed.

Crytek's debut effort, Far Cry, didn't generate a long-lasting, robust multiplayer community, so with Crysis the company has gone back to the drawing board, crafting an ambitious Battlefield-esque mode called "Power Struggle" that encapsulates large-scale teamplay with land-sea-and-air dynamics and plenty of control points.

Essentially, each team vies for control of a factory, which allows production of a nuke-equipped tank capable of destroying the enemy team's headquarters. To make the battle more interesting, players can also gain control of defensive bunkers as well as optional factories producing helicopter-like aircraft, boats, and other such useful equipment. On top of all that, alien crash sites litter the map; they must be controlled in order to create advanced alien technology to aid in the battle against the opposing team.

As in Counter-Strike, players are not assigned to specific classes but are rather able to buy new equipment and weapons at the beginning of every round, with more kills and captures conferring more money with which to suit up in purchase zones. All of this is combined with Crysis' nanosuit featured in its single-player game. With the suit, players can apply one enhanced effect to themselves at any given time: great speed, enhanced strength, toughened armor, or a personal cloak. Particularly useful in multiplayer is the ability to augment weaponry with various types of zoom scopes and other attachments.

Cloaking seems like the most useful nanosuit ability to employ in multiplayer, since it provides obvious advantages when attempting to infiltrate and acquire an enemy-controlled structure, while speed is useful simply for traversing the large map included in the multiplayer beta, particularly early in the game.

As teams capture more bunkers, which contain forward spawn points, they are better able to push the enemy back from the crucial central factory and spread outward to grab the peripheral factories. Crysis' Power Struggle mode is very much dependent on teamwork, and requires each player to have a fairly good understanding of what is going on and where it is useful to be at any given time in order to be most effective. If playing against an uncoordinated team (or one not up to a sufficient player count), it can be fairly easy to capture territories with little resistance, since there are so many to capture.

In general, the game demands a lot of coordination to really work. It is not enormously difficult to sidestep most of the game's large scale dynamics and simply go straight for the nuke tank, which is possible for teams earning a lot of money through kills and less ambitious captures. Of course, if your opponents have been doing their jobs, they will have plenty of their own equipment to stop you in your tracks.

The bottom line is that, from my experience, Crysis' multiplayer is certainly enormously full-featured, but it requires a lot of effort and coordination put in for it to really give all those features back. Compared to a somewhat similar game like Enemy Territories: Quake Wars, with its dynamic per-player mission system, Crysis' multiplayer may simply be too complex for its own good.

Considering the game is already targeting a niche audience with its fairly steep system requirements (on my slightly out of date GeForce 7800GTX and Athlon 64 X2 4200+ with 1.5GB of RAM, the game recommended the lowest graphical settings across the board, with a resolution of 800x600; trying to boost that resulted in chugging framerates), it may have a tough road ahead of it, with such notable multiplayer offerings as Team Fortress 2, Quake Wars, Halo 3, and more jeopardizing gamers' free time.

Gamers with machines able to do the game justice and a love for large-scale team-based gameplay may find exactly what they want in Crysis' Power Struggle, which is undoubtedly extensive, but for most gamers, the showcase will continue to be Crysis' single-player game--which, it cannot be understated, is truly incredible. Check back later this week for hands-on impressions.

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'Prototype' (PS3/X360/PC) - New Screens

Saturday, September 29, 2007 6:11:47 PM (GMT Daylight Time, UTC+01:00)

Prototype_Logo

Prototype tells the story of Alex Mercer - a man haunted by his past, fighting a secret war in New York City. As the action spirals out of control, a conspiracy tied to his origins threatens the future of mankind itself. Mercer’s amazing shapeshifting powers allow him to become an exact replica and steal the skills or powers of anyone who crosses his path.

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“Radical Entertainment has a strong pedigree of critically acclaimed, best-selling open-world games, and Sierra Entertainment is excited to see them craft an original game that has already fired-up the imaginations of press and gamers alike,” said Martin Tremblay, president, Worldwide Studios for Sierra Entertainment. “PROTOTYPE represents the strength of Sierra Entertainment’s internal studios and our commitment to creating original and exciting games.”

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“Radical Entertainment set out to create the most dynamic video game character ever imagined. From free-form movement to over-the-top combat action; PROTOTYPE can climb or wall-run across any surface, jump 30 stories high, and destroy anything that crosses his path,” said Kelly Zmak, president of Radical Entertainment. “Our team at Radical has built upon the technology that drove our previous best-selling games and now has the freedom to dream big and imagine a powerful character in a sprawling city like New York, cloaked in a conspiracy and ripped from today’s headlines.”

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PROTOTYPE debuts on the PS3, X box 360 and PC in summer 2008.

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Ubisoft reveals new Clancy franchise

Tuesday, September 25, 2007 7:10:54 PM (GMT Daylight Time, UTC+01:00)

Ubisoft has revealed a new franchise under its Tom Clancy banner, the not so snappily-named Tom Clancy's Air Combat, coming to next-gen consoles and PC.
Set in the near future, the game puts you in a world where - yep, you guessed it, the US is under attack. As a hotshot pilot you're put inside powerful and technologically advanced jet fighters, where hi-tech piloting assistance can help you shoot down the baddies, Top Gun style.
Apparently as you progress through the game you can choose to shed the assistance, taking a risk and choosing performance over security.
"We are confident that this new brand will become the new benchmark for flight combat games and will be, like other Tom Clancy based games, an instant online multiplayer hit," says Sebastien Delen, managing director of Ubisoft's Bucharest studio, which is taking up dev duties.

"The player will experience all the action and excitement of modern air combat, from intense dog fighting to tactical strikes."

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Is your PC up to Crysis - EA release minimum specs 'by accident'

Sunday, September 23, 2007 4:37:36 PM (GMT Daylight Time, UTC+01:00)

Is a mortgage-busting PC upgrade the only way to play Crysis? Will your humble rig handle Crytek's hugely ambitious shooterfest? Well, according to EA, who "accidentally" let slip the game's minimum system requirements, few people will struggle to get the game running.

We're pretty shocked, given that just the thought of installing Crysis on our house Alienware has been giving us indigestion, worried as we are that the stunning visuals, environment effects and fluid action gameplay won't survive the traslation from super-powered dev setup to home PC system.

For your info, we've included the leaked specs below. Bear in mind, though, that as EA deems these accidentally released specs as "unofficial" they are subject to change. Even so, to get an informed expert view on what the predictions could mean - and what sort of experience you might get at that level - we've enlisted the help of PC Gamer's intrepid news editor, Craig Pearson. His verdict follows the specs.

Crysis minimum requirements

CPU: Intel P4 2.8Ghz or AMD equivalent
RAM: 1GB
Video Card: 6800GT (256mb) or ATI/AMD Radeon 9800 Pro (256mb)
HDD Space: 16GB
OS: Microsoft Windows
Sound Card: DirectX 9.0c Compatible

Craig Pearson: "If this truly reflects Crysis's minimum requirements, those are perfectly reasonable specs for a modern PC to live up to, although 16GB of Hard-drive space is a huge amount.

"However, there's a definite question mark over what Crysis will look like on a PC matching them: the minimum required Radeon graphics card is over four years old, many generations of technology out of date for running a modern shooter with all the effects you'd expect. And Crysis is a very modern shooter.

"Let's put it this way: you can be sure that all the incredible screenshots and gorgeous videos we've seen so far were taken on a PC way above these specs. You're gonna need a bigger boat."

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'World in Conflict' (X360/PC) Developer Q&A

Sunday, September 16, 2007 11:10:18 AM (GMT Daylight Time, UTC+01:00)

 

Q: How long will the single player campaign be? How many missions?

DP: The single-player campaign reaches over 14 missions in three different acts, so you’ll experience some jumps in time between the different battlefronts.

Q: World in Conflict’s multiplayer is pretty intense, how does the singleplayer match up, was it just added as an afterthought?

DP: Well, we always wanted to have a single-player mode in World in Conflict, but the way this looked changed greatly during development. Initially, we wanted to keep it simple, to have something that could prepare players for the multiplayer – kind of like a very advanced tutorial.

Over time, both we and Vivendi realized that it was a huge waste of the setting, and that we should aim to really tell the story of these events. So we worked out a number of characters and a story line, with the help of Larry Bond, and we ended up with a very moving single-player story that stands very good on its own merits.

Q: Aside from the World in Conflict single player campaign, will there be the skirmish feature?

DP: Yes, we’d be crazy not to!

Q: Will all maps be able to be played in Skirmish mode (offline mode against bots)?

DP: Yup!

Q: Will World in Conflict ship with a map editor? Would I be able to make a Soviet single player campaign?

DP: At the moment, we’re looking to release the mod tools and map editor online just around release. What exactly these tools will contain is still not finalized, so we can’t really comment on that yet.

Q: The storyline is supposed to be based around Seattle, correct? Is this the first invasion point? If so, then will be playing at all in the heart of the city? Like in the World in Conflict videos?

DP: No, the Soviets first attack Europe, and later make a secondary attack overseas on the American west coast, i.e. Seattle. And yes, you will be playing in the very heart of Seattle, with all the familiar landmarks and everything.

Q: How many difficulty settings are there for the single player campaign?

DP: We kept it at three – easy, normal and hard. And hard is quite challenging!

Q: Is it wise to go after the secondary objectives? Will they give you the edge in the mission if you go out of your way to complete them?

DP: The secondary objectives will sometimes give you some very nice rewards in the mission. Sometimes they’ll grant you new units and sometimes it’ll stop some of the Soviet fronts. For the collector-minded player, it’ll also award you specific medals after the mission is cleared. If you want all the medals, you have to finish all the objectives.

Q: Are there time limits in single player? (Like in multiplayer)

DP: That depends entirely on the mission. Some missions have time limits while others don’t. We’ve tried to create a varied single-player campaign with a lot of different approaches and objectives.

Q: Will there be an 'Army Creator' feature where you can create your own faction with your own units in-game, define bonuses etc?

DP: That’s a pretty neat idea, but it’s not something we included in the game. We wanted to keep the multiplayer very balanced between the factions, kind of like letting both sides have the same weapons in an online team shooter, so the factions and their units are fixed.

While it could’ve made for an interesting idea for the single-player campaign, we didn’t want to break away too much from the original multiplayer concept. Whenever you include customization to the game, it instantly gets much more complex and harder to control. So we’ll keep those ideas in mind for future projects instead.

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Were Excited To Announce The Availability Of An All new Call Of Duty 4 Modern Warfare Media Widget

Thursday, September 13, 2007 8:54:25 AM (GMT Daylight Time, UTC+01:00)

We're excited to announce the availability of an all new Call of Duty 4: Modern Warfare Media Widget! The Media Widget is a live feed to the latest screenshots, videos and bonus content. It also includes a countdown clock to Deployment Week, as well as buttons for you to send the widget to friends, download code, join the Buzz Brigade and more! They have provided the Media Widget in two formats - HTML and Desktop.
The HTML widget is contest-based, and can live on any website in the world. There are two ways to get involved! Join the Buzz Brigade and you could win two (2) Roundtrip flights to visit developer Infinity Ward, limited edition swag and games, and much, much more! Don't have a blog but want to use the widget? Download the desktop version for your PC or Mac and access the latest CoD4:MW assets anytime you want!

They have built a special Desktop Media Widget, available for download below. The Desktop Media Widget is available for both PC and Mac, and includes all the cool functionality from the HTML widget - from live feeds of the latest trailers and artwork to a countdown clock to the day you can pick up a copy of Call of Duty 4: Modern Warfare in stores!
So if you don't want to join the Buzz Brigade, or don’t have a website to place the widget upon, click the button and install it onto your desktop!

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Call of Duty 4: Modern Warfare Limited Collector's Editions Revealed

Wednesday, September 12, 2007 7:13:24 AM (GMT Daylight Time, UTC+01:00)

Activision and Infinity Ward are excited to announce that Call of Duty 4: Modern Warfare will be deploying to United States retailers this November with two Limited Collector's Edition sets - one for Xbox 360 and another for PC.
The Xbox 360 Limited Collector's Edition includes a Bonus DVD and exclusive Hardcover Art Book.
The DVD includes a series of "Making Of" Call of Duty 4: Modern Warfare vignettes that explore how the game was created from four perspectives - Research, Technology, Story and Multiplayer. The DVD also includes a documentary on one of Call of Duty 4: Modern Warfare's main characters, the British S.A.S. The documentary explores everything from how the S.A.S. was born to its role in WWII and Desert Storm. Rounding out the Limited Collector's Edition Bonus DVD is a level walk-through by developer Infinity Ward, as well as some of the campaign's best trailers. All in all, the DVD contains nearly 4 hours of content!
In addition to the Bonus DVD, the Xbox 360 Limited Collector's Edition also includes an exclusive Hardcover Art Book. Narrated by Infinity Ward's developers and artists, the Art Book features never-before-seen concept, development and final in-game artwork, as told from the unique perspective of the team that has won two consecutive "Game of the Year" awards. We've included two excerpts and the cover below!
The PC Limited Collector's Edition includes the Hardcover Art Book described above, as well as a digital copy of the Brady Games Official Strategy Guide.
The digital guide includes comprehensive walkthroughs of the entire Single-player campaign, as well as Multiplayer Maps and strategies for victory. The Strategy Guide is a perfect supplement for gamers that want exclusive and valuable information- from weapon load-outs to top-down maps, the guide is a must-have for any hardcore fan that wants an edge!
The Xbox 360 and PC Limited Collector's Editions will be available at launch at most retailers while supplies last. With great content like the SAS Documentary, Strategy Guide and Art Book, be sure to reserve your copy early!

(click to enlarge)




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LEAKED: Possible COD4 PC Screenshots

Thursday, September 06, 2007 10:48:51 PM (GMT Daylight Time, UTC+01:00)

5 new screenshots have emerged on the Infinity Ward forums. The menu interface in these supposed PC screenshots is almost exactly like its console counterpart except there is one more notable feature that cannot be found in the console version -- there is a "Mods" button right under options in screenshot 2.


Could be one of the features that fourtwozero claimed would be exclusive to the PC?
Could this mean extensive support for third party modders on the PC?


If these screenshots are legitimate this is great news for the modding community and it will certainly spark more interest in the game

 

 

 

 

 

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Enemy Territory: QUAKE Wars PC Demo Soon

Thursday, September 06, 2007 10:23:05 PM (GMT Daylight Time, UTC+01:00)

 

So Enemy Territory: QUAKE Wars is done and off to manufacturing! Here at the Splash Damage World Headquarters we started working on the Demo right after the game went gold - we really wanted to get the Demo out there before release to give all of you the chance to see what ETQW is all about. The best part is that the Demo is wrapped up and ready to go; it's set to hit the internet this coming Monday - September 10, 2007 - just a few days from now! Read on to find out the system requirements, what the Demo will contain, and all the cool stuff we've got planned to celebrate the Demo launch.

What You'll Get

The Enemy Territory: QUAKE Wars PC Demo comes with the final version of Valley, one of the larger battlegrounds in the game. Set in Yosemite, California, Valley has the Global Defense Force on the attack, as they attempt to foil a Strogg contamination plot centering on a water treatment facility. Valley features a great blend of close quarters infantry action, vehicle battles and aircraft dogfights, and the varied terrain combining mountains, waterways, tunnels and industrial structures allows for many different playing styles. To top it all off, there's a multitude of optional side missions and plenty of opportunities to try out the various defense turrets, artillery and radar deployables - Valley is a prime example of the frantic and diverse action you'll find in Enemy Territory: QUAKE Wars.

For those who already played Valley in the Public Beta, the map has undergone further balance improvements based on your feedback. Most notably, the GDF can now capture the Contaminator Forward Spawn before the Shield Generator is hacked, which really cranks up the action around that objective. On top of that, the Demo contains the final XP and weapon balance, player movement, and vehicle handling.

The Demo also features ETQW's bots, so you can explore the map and gameplay in single player mode with computer-controlled opponents, or use the bots to fill up empty slots on multiplayer servers. We are also including the standalone server as well as the server launcher tool, so you can host your own online and LAN games.

Where You'll Get It

We're working with a large number of file hosting websites in order to make the Demo available to as many people as possible. These include Yahoo, Nvidia, FilePlanet, and Fileshack among many others - we'll be keeping an up-to-date list of mirrors right here on the Community Site, so you can pick the one that's best for you.

What You'll Need

With Enemy Territory: QUAKE Wars finished, we've got the system requirements locked down and finalized. Here's what you need in order to run the Demo:

    SOFTWARE REQUIREMENTS
  • Microsoft(R) Windows(R) XP/Vista (Windows 95/98/ME/2000 are unsupported)
  • Microsoft DirectX(R) 9.0c (included)
    HARDWARE REQUIREMENTS
  • CPU: Intel(R) Pentium(R) 4 2.8 GHz or AMD(R) Athlon(TM) XP 2800+
    processor (Pentium 4 3.0GHz or equivalent for Windows Vista)
  • RAM: 512MB RAM (768MB for Windows Vista)
  • Video Card: 128MB NVIDIA(R) Geforce(TM) 5700 or ATI(TM) Radeon(TM) 9700 (full list of supported chipsets below)
  • Sound Card: 100% DirectX 9.0c compatible sound card
  • HDD Space: 750MB of free hard drive space, plus 200MB for Windows swap file
  • Internet: Broadband connection and service required for full gameplay and downloads. Features may change without notice.
    SUPPORTED VIDEO CHIPSETS
  • NVIDIA GeforceFX Series (5700 or higher, not including 5700LE and 5700VE)
  • NVIDIA Geforce 6 Series (6200 or higher)
  • NVIDIA Geforce 7 Series (7300 or higher)
  • NVIDIA Geforce 8 Series
  • ATI Radeon 9700 or higher
  • ATI Radeon X700 or higher
  • ATI Radeon X1650 or higher

What Else You Can Look Forward To

To celebrate the launch of the ETQW Demo, we've got a number of cool activities planned. On September 10, we'll be having an IRC Demo launch party in the official Enemy Territory: QUAKE Wars IRC channel. This is your chance to chat with members of Splash Damage, id Software, and Activision and play a few rounds of the ETQW Demo with them afterwards.

We've also teamed up with a number of partners to bring you several Enemy Territory: QUAKE Wars Demo tournaments, so you can try out the game, put your skills to the test and win Cool Stuff. Our partners here include Total Gaming League, Xfire, Eurogamer, and IGUK. Look for more information on these and other Demo events in the coming days!

Phew, that was quite a lot of stuff. We hope to see you on the Demo servers next week

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TOMB RAIDER UPDATE AND FUTURE PLANS

Monday, September 03, 2007 3:44:16 AM (GMT Daylight Time, UTC+01:00)

Micro update for our readers on what to expect in the coming months. Eidos recently attended Leipzig Games Convention in Germany to showcase many upcoming titles including Tomb Raider Anniversary on Nintendo Wii. Media from Leipzig can be collected from our Eidos Press Vault courtesy of UIQO.com.

During a recent visit to Eidos HQ, we got a chance to take Lara Croft for a spin on the Nintendo Wii platform. The experience was novel in many aspects, from additional features embedded into the game through alternative routes to completing levels, all taking advantage of the unique Wii control system. We'll have a full review of Lara's Nintendo outing online soon, and a fresh look at the Microsoft Xbox 360 version in the coming weeks.

We don't anticipate Eidos making any announcement on Tomb Raider 8 this year. Our sources are speculating a January announcement is most likely at this time. However, in the coming months we will continue to furnish you with goodness from Anniversary. We'll also be taking time out to improve and update older sections of our web site and will post updates accordingly.

On the whole, we've been delighted with player response to Tomb Raider Anniversary. You can use Earth's biggest Tomb Raider Forums to document your own thoughts on the game, along with using our platform to chat with over 28,000 fans of Lara Croft. Share tips, have fun and play games. Our forum is moderated ensuring a safe environment for all age groups.


Click to View Full Size Image Gallery

No word from Paramount Pictures on a final Tomb Raider motion picture. As we earlier reported, Angelina Jolie has signed on for three movies based on the Tomb Raider video-game and box office receipts from The Cradle Of Life - while not spectacular - do warrant investment in a third picture.

Eidos Director Ian Livingstone has indicated a third movie is in the pipeline and we'll keep our eyes and ears planted in a number of industry hotspots in the hope of bringing you more on this project as it transpires.

Lara Croft TV will continue to offer fans unmarked, full size images of Lara Croft from the entire Tomb Raider series and we will be endeavouring to bring online more media in GIANT resolution in our Pictography microsite previously only available via our magazine, along with expanding our Show Reel microsite with unmarked, HQ movies and footage from Tomb Raider.

Tomb Raider music and soundtracks remain offline while we continue to negotiate with Eidos on licensing arrangements and fees where applicable. Be sure to regularly check Lara Croft TV for updates.

Thank you for your continued support of our magazine, and be sure to check back regularly for new media, updates and a few surprises.

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Medal of Honor: Airborne Precision Sniping Gameplay

Saturday, September 01, 2007 5:48:31 PM (GMT Daylight Time, UTC+01:00)

A new video at Gametrailers.com demonstrates how to get to the highpoint of the battlefield and support your troops with a little precision sniping.


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Quake Wars gets golden

Thursday, August 30, 2007 11:02:14 PM (GMT Daylight Time, UTC+01:00)

At the 2005 Electronic Entertainment Expo, Activision first revealed Enemy Territory: Quake Wars, showing a minute-and-a-half-long teaser trailer with a 2006 release date. The game missed that date, as well as two other release windows given by Activision, but now it appears the Quake Wars are finally ready to ignite.

Activision and id Software today announced that Enemy Territory: Quake Wars for the PC has gone gold, and will be released October 2 in North America, and September 28 in Europe and Australia. The Xbox 360 and PlayStation 3 versions of the game will ship at a later, as-yet unannounced date.

Set before the events of Quake II, Enemy Territory: Quake Wars drops players in the middle of the beastly Strogg's initial invasion, when they went head-to-head with the Global Defense Force. Players can join either side as one of five character classes and play online or offline with the help of computer-controlled teammates and opponents. The game also lets players grow their characters over time and offers submissions to help new players contribute to the battle without needing to understand the big picture.

Enemy Territory: Quake Wars is a rare entry in the Quake series, as it carries a rating of T for Teen. The only other installment to avoid an M for Mature rating was the Sega Saturn version of the original Quake, which was also bestowed a T rating.

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Call Of Duty 4 Challenges and Weaponry Interview

Thursday, August 30, 2007 10:45:32 PM (GMT Daylight Time, UTC+01:00)

Call Of Duty 4 Challenges and Weaponry Interview

GameTrailers.com learns a little bit about the challenges and how you'll complete them to unlock upgrades to your arsenal.

 

 

 
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Call of Duty 4 Final Packaging Revealed - Thank you Charlie Oscar Delta!

Thursday, August 30, 2007 6:37:21 PM (GMT Daylight Time, UTC+01:00)
Final Packaging Revealed - Thank you Charlie Oscar Delta!

In late July we shared with you some of our ideas for the Call of Duty 4: Modern Warfare packaging.
As you remember, we posted five ideas here on Charlie Oscar Delta. The initiative isn't all that different from what we do when designing our games. When crafting levels, modes and scripts, we often bring gamers into our office to obtain honest, unbiased feedback. It made sense that we should do it with our packaging as well. And it made even more sense to bring you guys into the fold.
We didn't expect the amount of feedback that was given. We appreciate your opinions. We spent the last month refining the package that we are calling "Charlie" around the office. And, while, yes, it looks like the "Charlie" comp, it actually combines some of the feedback that we received from you - particularly combining the lighting of "Echo" with the intensity of "Charlie".
Thanks for your feedback! This is your package. You guys helped choose it, refine it, and make it reality. No small task.

Charlie Oscar Delta

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Calling all Extreme Gamers - Get Your Gaming shorts now

Thursday, August 30, 2007 10:00:47 AM (GMT Daylight Time, UTC+01:00)

Calling all extreme gamers!
Satisfy your innate addiction to adrenaline while outfitting your body in the coolest extreme gaming shorts this season! Extreme gamers have distinctive tastes in dress and lifestyle. Don’t settle for anything than the best in game-wear. Maui Rippers and NVIDIA have teamed up to provide you with the soon to be unambiguous choice for gamers. Designed for the extreme surfer, these shorts are as tough as the game itself. Whether on the beach or at a LAN party you’ll be comfortably casual. As tough as the game itself these shorts are of the highest quality, durable and will keep you cool during the game or downtime.
Click for detail views.


Men’s Camogreen – long

  • 100% microfiber polyester (suede feel to the touch)
  • Cargo pockets on either side
  • Olive green panel on the back and sides
  • Tan piping
  • NVIDIA logo and “Bring It” slogan on the left leg, Maui Rippers on the right
  • Tripled stitched for strength
  • Double drawstring waist
  • Velcro® fly

Nvidia Online Store - Product Information

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The Countdown to Crysis Continues: Single Player Demo - 25.09.07

Wednesday, August 29, 2007 7:21:32 PM (GMT Daylight Time, UTC+01:00)

PC gamers now have a reason to mark a big circle around September 25th on their calendars as the single player demo for Crysis will be lighting up rigs worldwide in just 27 days.

Consisting of the entire first level in Crysis’ epic single player campaign, “Contact,” gamers will get to finally experience first-hand the stunning visuals, revolutionary Nanosuit gameplay and open-ended level design that make Crysis one of the most anticipated shooters and PC games of all time. The demo is also poised to include a huge surprise from Crytek, but for now you’ll just have to wait and check out the latest Crysis Nanosuit trailer by following the link below.


DOWNLOAD THE HD TRAILER HERE

Crysis is coming off award-winning showings at the German Games Convention, picking up Best PC of GC honors from the panel of experts judging the show and from E3, where it also won the Game Critics Awards Best PC Game of E3 2007. The countdown to Crysis ends on November 16, 2007.

For more Crysis news, stay tuned to www.nanosuit.com.

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PAX 2007: exploring Jerusalem in Assassin's Creed

Wednesday, August 29, 2007 5:54:19 AM (GMT Daylight Time, UTC+01:00)

Among the huge number of games that were on exhibit at the Penny Arcade Expo (PAX) 2007, Assassin's Creed (PS3, Xbox 360, PC) definitely took the crowd. The video we've got here is a portion of the lengthy demo showcased during the big event.
Those keeping tabs on Ubisoft's hottest upcoming video game will find the setting familiar, because it's the same stage Jade Raymond revealed last E3. What's new here is how Altair takes different paths this time around, showing off the game's open-ended nature and fully interactive environments.
Plenty of platforming allowed Altair to reach various places in Jerusalem, before finally climbing a mighty tower then doing a "leap of faith" to the bale of hay down below. Check it out yourself by watching the embed below.

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Kane & Lynch :The Dead Men will walk into stores this November.

Wednesday, August 29, 2007 3:45:39 AM (GMT Daylight Time, UTC+01:00)

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Atari, the local distributor of Eidos, has revealed that Io’s upcoming action game Kane & Lynch: Dead Men will go on sale in Australia on November 2.

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The game is being developed by Io Interactive, the Danish developer responsible for the Hitman series, as well as the critically acclaimed tactical shooter Freedom Fighters. Designed for single or co-op play, it will tell the story of a seedy pair of international mercenaries: one a disgraced traitor, the other a medicated psychopath.

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Intuitive squad-based tactical combat and vast, realistic crowds will feature in both the single-player game and innovative multi-player modes.

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It’s mature theme, slick visuals, and gritty music are poised to set it apart from this year’s other top Christmas releases.

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More information is available in our preview, and at the official Kane & Lynch website.

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World in Conflict Demo Impressions.

Monday, August 27, 2007 3:28:41 PM (GMT Daylight Time, UTC+01:00)

I've long been a fan of RTS games, from way back enjoying the original Command & Conquer games, right up to the present day offerings of games like Company of Hero's. Well all I can say is move over, there's a new daddy in town, a new top dog, king of hill. Click the images to below to see the full size versions.

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This game is simply stunning. Using a familar control system to other RTS games you'll soon feel at ease giving orders, and the visuals and cinematic's are spectacular.

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The level of polish that has gone into this game is obvious, from camera movement to voice talent, it all just works beautifully.

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The game worlds are so detailed I often found myself wandering off following a group of helicopters as they went about their business rather that doing what I was supposed to be. Everything in this game is on another level to what we've seen before.

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Even something as simple as the common airdrop/resupply action is a joy to watch with its movie like cinematic's as the transport galaxy/starlifter transport aircraft swoops in and delivers its payload.

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It all feels fantastically real, with aircraft seeming to have correct real world physics, and pyrotechnics to rival that of even the most expensive Hollywood blockbusters. 

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The game feels like a blend of Battlefield 2 meets Command & Conquer, and as you can tell I was absolutely blown away by World in Conflict.

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I guarantee you at several points during playing the demo you will actually be saying "oh wow" and "jeez" out loud, I know I did.

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Download the World in Conflict Demo now and check it out, you wont be disappointed. I'm off to get my pre-order sorted, you can too by clicking the game cover below.

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Crytek talks New IP, Crysis to be a trilogy and Demo coming soon, Consoles and More.

Sunday, August 26, 2007 12:28:41 PM (GMT Daylight Time, UTC+01:00)

 In an exclusive interview with Gamespot, the developers give new details on what Crytek is working on. He hints that, there is a pending announcement soon to be made which involves the unveiling of a new IP which might be possibly mutiplatform, Crysis demo..
..which will come at the end of this month or early next month.

Highlights
* Crytek are working overtime polishing the game.
* Will run well and look great on single core CPUs + 6800GT.
* Crysis is designed as a trilogy.
* New IP announcement soon; Possibly multi-platform.
* Demo may come at the end of September; Expect an announcement soon.

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Highlander (PS3/X360/PC) Announced

Sunday, August 26, 2007 12:23:23 PM (GMT Daylight Time, UTC+01:00)

 

SCi signed the Highlander license a few years ago, and finally the first results are revealed. Highlander is a third person action adventure set in the Highlander universe – control an Immortal embroiled in a battle against rival Immortals in an adventure spanning over 2000 years.
Highlander, developed by Widescreen, is a third person action adventure set in the Highlander universe – control an Immortal embroiled in a battle against rival Immortals in an adventure spanning over 2000 years.

Explore and battle your way through epic historical locations. (NY, Pompeii, Japan and the Highlands). Featuring familiar characters from the Highlander series, stunning sword combat, epic battles and high adventure in lush, historical locations.

Features :

* 4 distinct environments and 18 missions - Play in NY (near future), Pompeii before the eruption, Highlands in the medieval ages and Japan during the Samurai era - Epic Engine for high quality graphics
* 3 weapons to master - Katana, Claymore and Double Sword
* 9 navigations features - Dagger climbing, Ropes, Dynamic ladders, Swan dive, Freefall, Traverse climbing, Cannonball, Beams, Ziplines
* Quickening techniques - Resurrection, Chi balance (stamina), Weapon Mastery (Fireblade, Wind Fury, Stone Armor), Channelling the Source (charge up for powerful attacks)
* 77 characters - New main character – Owen Macleod, Familiar characters from series/movies (Methos)

Release: 2008

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Warhound PC Preview

Friday, August 24, 2007 4:25:26 AM (GMT Daylight Time, UTC+01:00)

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Warhound might not have a publisher, but that doesn't mean it isn't one of the most interesting shooters we've seen at Games Convention 2007. How many shooters properly incorporate a Gears of War-style cover system into a first-person perspective, or allow you to set up dual grappling hooks to produce a tightrope, giving players the chance to sit, wait and stealth kill from above? That's what makes Warhound a mercenary-for-hire shooter all it's own, even if it's a little rough around the edges on the tech side.

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So far, there's no real story to Warhound. As already mentioned, you play a mercenary trying to work your way from the bottom of the food chain to the top. In order to do that, you need to manage resources, earn new licenses (i.e. perform tasks of accuracy) that unlock additional weapons and gadget options and work through sandbox-style missions that encourage you to approach them with varying strategies.

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The sandbox missions aren't exactly typical, either. Before a mission starts, you get your overall objectives and choose what time of day you start the campaign (which then cycles dynamically as you play) and via what mode of transportation. Coming in on helicopter means you're closer to the action from the start, but costs you significantly more than walking (which costs nothing) or driving (cheaper). Balancing these decisions depends on what kind of gamer you are. Arriving in a helicopter might mean less disposable income for guns, so stealth is needed.

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Undeniably, one of Gears of Wars' greatest accomplishments is its cover system. The ability to weave in and out of battle at the press of a contextual button has proven especially influential to the genre, but has mostly remained limited to a third-person perspective. Warhound introduces that from a strictly first-person perspective, triggered by context-sensitive on-screen actions that demonstrate different options for cover, depending on which shoulder buttons are pressed. It seems to need some refinement, but the concept is solid and feels much more natural when aligned with a visual interface that represents which cover will occur in that situation, rather than just assuming.

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What made us completely giggle out loud, however, was the grappling hook. On its own, nothing special, but Warhound takes the concept a step further by allowing players to weave together two separate grappling hook shots into a walkable tightrope. The game detects that two have been shot with the intention of linking, so once players reel into the first hook, they automatically jump on the tight line and have the (slightly unrealistic) opportunity to silently kill from above. The developers were visibly excited about the multiplayer possibilities and even said they'd played with the idea of allowing players to produce even more hooks for swinging around à la Spider-Man.

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Right now, Techland is a little more interested in nailing down a publisher than letting us know when Warhound is going to be finished, but you can't blame them. Hopefully, their exposure at E3 -- we saw a number of publishers coming in to check out both this and Dead Island -- will ensure Warhound gets the proper financial care it needs.

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Medal of Honor: Airborne Demo

Thursday, August 23, 2007 10:02:35 AM (GMT Daylight Time, UTC+01:00)

The demo has been released. The Medal of Honor: Airborne demo is now available all across FileShack on public and Mercury servers. This is the single player demo. QuickSilver for Mercury members is also available for those of you using download accelerators. What's it like? Well go find out for yourself.  Download your  Medal of Honor: Airborne demo here

Other Download Location's HERE

Discussion and Opinions HERE
 


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Prototype bests GTA IV

Wednesday, August 22, 2007 6:12:00 AM (GMT Daylight Time, UTC+01:00)

We're not saying that Grand Theft Auto IV will suck. In fact, we think it’ll be one of next year’s must have titles. It's just that there's another awesome open-world action title set in New York (the real one) in the works that might make Rockstar take the backseat in 2008. The game's called Prototype, and even in its early stages of development, it looks ready to outshine GTA IV in almost every way. Yes, we're being serious.

1. It's new
And we’re not talking Roman numeral four new, we mean brand new. Sure, GTA IV has a new main character and all the extra bells and whistles we’d expect from the next GTA. But we’ve jacked cars, assassinated lowlifes, and climbed the crime ladder before.
Prototype offers something fresh with its protagonist Alex Mercer, who finds himself wrapped in a web of mysteries. Mercer wakes up with no memories and almost unlimited powers that allow him to shape shift, consume the memories and abilities of victims, and of course, ram a fist through someone’s throat. A dangerous virus infecting the populace of New York that turns people into monstrous mutants, and a government conspiracy to cover it all up spices things up further.

1 - Consumed--screenshot_large

2. You can feel the dark side flowing through every one of Mercer’s moves
The Rockstar Advanced Game Engine (or RAGE) will allow - among other things - GTA IV’s Niko to change the way he moves as he travels over different terrain to make movement more realistic.
But before you get all excited over the subtleties of walking over grass instead of asphalt, understand that Niko will never look anywhere near as crazy as the way mad man Mercer flings himself about the streets of New York in Prototype.
Every one of Mercer’s motions is soaked in pure aggression. Whether he’s digging his heels into the pavement as he sprints past traffic or flailing his arms as he catapults himself into the sky, Mercer’s movements indicate real rage, the kind that can’t be captured by a nice sounding acronym for a game engine.

3. Mercer is dressed to kill
Look, we like playing Barbie with our game characters as much as the next guy - and make no mistake, that’s what you’ll be doing every time you doll Niko up with a new set of threads.
But when it comes to altering our avatar’s appearance, we’d prefer something more utilitarian, like a pair of giant claws for shredding flesh, or a thick biological suit of armor that soaks up bullets. These are just a few of the shape shifting powers that Mercer will gain access to throughout Prototype.

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4. Mercer makes Marcus Fenix look like Mickey Mouse
We have fond memories of slapping dead pedestrians over the head with a rubber dildo. But while the GTA series has always been known for its violent nature, be prepared for guts and gore like you’ve never seen in Prototype.
“We want to use this next-gen opportunity to create new ways to kick some f*cking ass,” explained lead game designer, Eric Holmes. Expect Mercer to deliver brutal beat downs to his foes that make Gears of War’s curb stomps and chainsaws look tame in comparison.

5. Mercer travels in style
After tearing through the streets of San Andreas with the fuzz hot on your tail, the prospect of hailing a taxi and sitting in the backseat in GTA IV sounds a little anticlimactic.
But you won’t need to bother with catching cabs or jacking cars in Prototype to get around New York. With incredible strength and cat-like agility, Mercer can outrun traffic, scale walls, and leap from buildings without wasting any time.
If we’ve got to choose between waiting through rush hour traffic from the backseat of a cab in GTA IV and using cars as stepping stones as we charge down the street as Alex Mercer, we’ve got to go with Prototype.

6. Consuming people gets the job done
You can’t solve all your problems with guns or fists to the face. Both GTA IV and Prototype will feature problems that require a bit more finesse. But while GTA IV will have you filling out resumes at internet cafes for the game’s more subtle missions, Prototype charges you with consuming people.
When you consume someone, Mercer absorbs that person’s abilities and memories. Consume a high-level officer, and you could wreak havoc on a military controlled checkpoint by issuing phony orders. Consume an important character and their memories may fill in pieces to the puzzle behind Mercer’s mysterious past.
It’s not a pretty sight. After Mercer destroys his victim, he dissolves them into a bloody mess of muscle tissue and veins before sucking the gory goop back into his body.

7. The infected are scarier than mobsters
Mobsters are scary. In GTA IV’s crime-ridden streets, you’re always moments away from getting “whacked,” “snuffed,” or “taken care of.” But if you think you’d stand a chance against Prototype’s frenzied infected with anything less than Mercer’s superhuman powers, then “fuhgetaboutit.”
During a brief demo, we saw Mercer fleeing from a group of infected – who look like a cross between an ape, a boar, and your high school gym teacher. The infected are frightening and much more than any wise guy could hope to handle on his own.

10 - Point Blank--screenshot_large

8. New York won’t just have character, it will be a character
GTA IV’s representation of New York looks amazing. But Prototype’s developers aren’t settling for a realistic recreation of the Big Apple. They want Prototype’s New York to be a living breathing character that will evolve over the course of the game.
Expect the territories to change hands between the military and the infected as you use Mercer to play both sides against each other. These conflicts will leave their mark, so expect the character of New York to show severe scars of battle over time.

9. Board helicopters like the T-1000 on crack
You can fly helicopters in both GTA IV and Prototype. Niko will probably need to take his Ovaltine before boarding a chopper in a calm and orderly fashion. But Mercer just doesn’t have the time for that. He only likes to board helicopters that are in the air and firing missiles at him.

4 - Jacked--screenshot_large

10. It’s fantastic and realistic

We can’t wait to play both GTA IV and Prototype. But despite our love for Rockstar’s road raging franchise, we can’t help having more interest in playing Prototype. Can you blame us for wanted to suck bloody bits of marrow and meat into our bodies instead of filling out resumes or wanting to wall run and soar across the skyline instead of catching cabs?
It may seem like our greater interest in Prototype is a simple matter of preference for fantasy over reality, for a superhero over a hero. But it’s the way, Prototype’s plot, which promises to draw on current issues like natural disasters, epidemics, the over extension of government power, abuse of the media, and civil unrest that gives the game both a fantastic and realistic draw.
“It’s really important that we situate [Prototype] in a reality and add this one fantastic element of this real-time shape-shifting power. Not set it on the planet Mars in 2050, but to actually make it real to people,” explained producer, Tim Bennison.
We’ve got a lot more to say about both [GTA IV] and [Prototype], don’t forget to check out the latest screens by giving the Images tab above a click.

Source : Here

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IGN Brings Hammer Down On BioShock Queue Jumpers

Tuesday, August 21, 2007 10:47:17 PM (GMT Daylight Time, UTC+01:00)

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People are keen for the PC version of BioShock. They're gagging for it. This being the internet, some were bound to try and bend the rules to get hold of it early. That's what happened on IGN's Direct2Drive, where a bunch of people found a way to pre-purchase the game AND start playing it, without waiting for the game's official release date. Some may have pulled it off, but most had their downloads cut off when IGN detected the loophole. End of story, right? These were all paying customers, this is the internet, Direct2Drive improve their security and we move on. Right? Nope! IGN have tried to bring the hammer down, sending the following email to all users they detected jumping the queue and trying to get the game early.

Dear ******:

I am legal counsel for IGN Entertainment, Inc. ("IGN"), a subsidiary of Fox Interactive Media, Inc. and owner of the Direct2Drive.com digital store. We understand that on or about August 19, 2007, you accessed IGN's private database and servers (the "Servers") to obtain an unauthorized copy of the videogame BioShock (the "Title") without IGN's permission. As you know, the Title is a copyrighted work that is protected by the laws of the United States, including 17 U.S.C. §101, et seq., and your unauthorized copying of the Title is a clear violation of copyright law and may subject you to civil and criminal penalties, including possible monetary damages .

Notwithstanding any payment you may have made to IGN, you did not obtain any right to receive or copy the Title other than as specifically authorized by IGN, and your copying of the Title from an unauthorized location prior to the time of distribution was clearly beyond the scope of rights that you may have received. The limited license to use the Direct2Drive.com service and to receive a copy of the Title was subject to limitations, and you have violated your license. Moreover, the Servers are not intended for public access, and your accessing and copying of material from them violates the Direct2Drive Terms of Service 1. Either of these actions may subject you to legal action for breach of contract, including possible monetary damages to IGN and/or its licensors.

IGN views your conduct as a serious violation of our and our licensor's rights. In order to avoid further, and even more egregious and willful infringement, IGN hereby demands that you refrain from any reproduction, distribution, or transmission of the Title, or any components of the Title, such as screen shots, images or videos of or from the Title, to any third parties, including to any forum, discussion board, web sites or peer-to-peer networks. In addition, you must delete any copies of the Title already in your possession. You are on notice to retain any and all documents (including electronic documents, e-mails, and any correspondence) that are or may be related to this matter, and w e trust that you will advise others involved of our position on this matter and their document retention obligations.

Please confirm in writing by August 21, 2007 that you have, and will, comply with the above. This letter is not a complete statement of the relevant facts or of IGN's civil or criminal claims with respect to this matter, all of which are reserved.

Sincerely,

Todd Murtha
Vice President, Business and Legal Affairs
IGN Entertainment, Inc.


In other words, even though they paid for it, IGN are now threatening these users with legal action if they don't delete the game. Their defence? That using Direct2Drive subjects you to certain conditions, of which jumping the queue violates. Which may be legally sound, I don't know, I'm not a lawyer. But as an exercise in customer relations? Yeah, not so hot.

Source: http://kotaku.com/gaming/

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Medal of Honor: Airborne Demo Out Thursday

Tuesday, August 21, 2007 10:13:38 PM (GMT Daylight Time, UTC+01:00)

Get ready to get airborne! On August 23, parachute into combat with EA’s demo release of Medal of Honor Airborne™ for the PC and Xbox 360™ videogame and entertainment system. The Xbox 360 demo will be available on Xbox LIVE™* Marketplace and the PC version will be available on the official Medal of Honor website.

Demo Mission: Operation Husky

A joint allied operation into the island of Sicily, Operation Husky follows Boyd Travers and the 82nd Airborne on their first combat jump on July 11, 1943. After securing and sabotaging four anti-aircraft guns, Boyd is sent to rendezvous with a group of Airborne paratroopers at the edge of the village. Here, they run into the German Heer army, who is attempting to recapture the village from the Airborne. Boyd must push to the end of this small hamlet, eliminating Germans along the way, then find a sniper rifle and eliminate the German commander. He’s successful, but not before the commander has successfully called in reinforcements.

Source:  http://www.n4g.com/

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MEDAL OF HONOR: AIRBORNE - PC MULTIPLAYER PREVIEW & EXCLUSIVE UPDATE by Whiskey from Planet Medal Of Honor

Monday, August 20, 2007 2:01:03 PM (GMT Daylight Time, UTC+01:00)


MEDAL OF HONOR: AIRBORNE - PC MULTIPLAYER PREVIEW & EXCLUSIVE UPDATE

INTRO
In mid-July of 2007, members of the PC and Console communities were invited to Ft. Bragg, NC, home of the 82nd Airborne Division of the US Army, to get a hands-on preview of the multi-player (MP) modes of EA's upcoming game, Medal of Honor: Airborne (currently targeted to ship on Sept 4, 2007 in North America for PC & Xbox360; November for PS3). This preview will focus on the PC platform only. While the PC version showed a lot of promise and potential, there were a few nagging issues that hindered the full gameplay experience and enjoyment of the game. Through a bit of luck and good timing, I was fortunate enough to be able to drop into the EALA studios a few weeks later and get another look at the game after these issues had been addressed. I will write this article as a culmination of the two sessions, with some call-outs to where things have changed.

MP is often largely based upon the single-player (SP) framework, so for a refresher on some items, you can read my earlier SP preview. I'll do my best to only skim over items/features that were already talked about in that article.

MULTI-PLAYER
There's a lot to cover in discussing the MP mode of a game, so I'll try to break it down into smaller headings to keep this from getting out of control and for better organization. You can also use them to skip to the sections that interest you the most, instead of having to read the whole thing.

Graphics/Environment; Audio; Physics
The game flat-out looks great. For whatever reason, still screenshots just don't seem to do it justice. Textures everywhere (walls, weapons, character models, etc) are rich and detailed, and make everything stand out more. Lighting is quite good as well, especially the stark contrasts between the bright outdoor environments, and the dimmer, often-shadowed indoor venues. Again many of the still screenshots so far show a strange "glow" on some objects, but I didn't notice this, or at least didn't notice it as much, when in-game and playing live. Your character's body-type/gear are determined by the primary weapon class you choose to spawn with…a sniper will look different from an smg'er, for example. The game will then assign a random head/face to your character from the database of textures it has for each team; one set for Axis, one set for Allies. Unfortunately, at this time there is no built-in method to customize your character's look. As always, you will need a powerful video card if you want to run everything on max graphics settings, but things will still look good, and the game still enjoyable, on the more mid-range settings.

The sounds in this game are terrific; this is something almost everyone has commented on. From the more subtle background noises of movement/footsteps and shells going off in the distance, to the "big" sounds of the weapons and close-by explosions, it all really adds to the realism/immersion factor. I've never fired these weapons in real life personally, but those who had commented on how authentic those in the game sounded. One of the members at the MP summit also confirmed that a question he had back during the SP event regarding sound directionality was in fact working properly once the correct audio/headphone settings were applied. If audio is a big selling point to you, I think you'll enjoy this experience quite a bit.

During some of the E3 videos, many people were concerned with what appeared to be some over-the-top physics, particularly in the way bodies reacted to being shot. Thankfully, this has either been largely solved, or at least toned way down in PC multi-player. I personally saw no out-of-place cartwheels or dead bodies moving/flying around unnaturally. One community member did comment that he saw an instance of a body part being stretched out during an explosion, and another where the momentum of a high-explosive round carried a player off a rooftop to explode in mid-air (this, however, does seem somewhat reasonable to me). So, while the situation may not be perfect, and you may encounter some extreme physics moments, again for the most part things seem to behave in a more or less realistic fashion.

Weapons & Upgrades
Here are the weapons that are in the game at this time, and should most likely still be there upon release. Note: I'm not a weapons-guru, so I'm using general terms for some of these so that a majority of people will understand what's what:

Allies
- M1 Garand semi-auto rifle
- Springfield sniper rifle
- Thompson sub-machine gun
- B.A.R (Browning Automatic Rifle) (machine gun)
- M18 Recoilless rifle (rocket launcher)
- Colt .45 pistol


Axis
- Kar98 bolt-action rifle
- G43 sniper rifle
- MP40 sub-machine gun
- STG44 machine gun
- Panzerschreck (rocket launcher)
- C96 Mauser pistol

As said before, the weapons sound very good, and more importantly "feel" very good. The smg's are deadly at close-range, and with the Garand or K98 in your hands, you have the confidence that if you take the time to line up your shot properly, you will take your target down. Rocket launchers are powerful and have a lot of "splash damage" when the round explodes, but they are slow to reload, and can only be fired in ironsights (aim-down-the-sight) mode. At this point, there are no smoke grenades; only fragmentation ones. Sniper scopes are now adjustable, giving various levels of zoom and focus capability (using the mouse wheel as default), depending on the range of your target and how precise a shot you need to make. Holding your breath will steady your aim as well. New to Airborne are brief smoke trails from a sniper's bullet that remain onscreen briefly (I estimate around 1 sec or so) when a shot is fired. If you're not looking directly at it, it is almost a flash of movement onscreen out of the corner of your eye, and when you turn around, it's gone. A cold fear then washes over you as your brain recognizes that there's a sniper in the area, and his bullet just missed you. This feature was added due to the more vertical nature of Airborne gameplay, which testing revealed could give snipers a greater advantage, making them much harder to spot. While I don't recall anyone at the summit complaining about this, we could see some folks in the community, especially on sniper-only servers, not being too fond of the smoke trails, so a recommendation was made to allow it to be a server-side option.

Each weapon, including grenades, have the familiar melee/bash feature. In close-quarters, you can club your opponent with your weapon to hurt or kill him. Back in SP, a sprinting-melee would be an instant-kill, but I didn't get a chance to try it out in MP.

Each weapon will have 3 available upgrades; the same ones from SP. A description of the various weapons and their upgrades, along with their official names/model numbers has now been posted on the main Airborne website. Clicking on a weapon will bring up Image, Details, and Upgrades tabs where you can get more information. As of this article, the Axis upgrades are still "classified". You can still get an idea of some of the upgrades by viewing the before/after image of each weapon, however. You can also listen to the sounds of the weapons on the Details tab.

At release, servers will be able to run with either all upgrades on, or all upgrades disabled. For weapons such as the Kar98 rifle whose upgrade is a grenade launcher, or the STG44 that has a scope, using the key assigned to Alt-Fire will attach/detach the upgrade for use. Some upgrades will also add to the melee damage inflicted upon an opponent.

At the time of our hands-on, the M12 shotgun was not available as a selectable weapon in MP. This will please some people, and disappoint others. Feedback was given to the Dev Team, with a fairly high priority, to implement a system to limit the weapons allowed on a server (ie. no rocket launchers, or rifles-only). If such a system is eventually put in, then perhaps Dev will allow the shotgun to be used at a server admin's discretion. Suggestions were also made to allow a bolt-action rifle for the Allies, and a semi-auto rifle for the Axis for proper balance, as rifles-only servers were quite popular in previous MOH's.

NEW - I can't give out specific details at this point, however I have seen some of the plans and work-in-progress models for new content to be released post-launch, and some additional weapons are part of that plan. Hopefully we'll be using them in-game as soon as possible after the game hits the shelves.

Maps
There are 6 MP maps slated to be available out-of-the-box at launch. 3 of these are re-done versions from Allied Assault: Destroyed Village, one of the best rifle maps of all time;


Remagen, the small-town site of many epic battles in the streets and over control of the central hotel/building;


and The Hunt, a classic objective map featuring a bombed-out main street of death and a huge church and courtyard.


The other 3 are maps converted from Airborne's SP operations: Husky, a night map in a small Sicilian town;


Avalanche, another night map set in Italy amid some Greek ruins;


and Neptune, the inland portion of the Utah Beach invasion during D-Day.


While the 3 re-done maps are faithful representations of the MOHAA originals, they also have their own twists. Most noticeable upon first glance are the textures; they're gorgeous. The rubble looks very realistic. Plain walls now have cracks, exposed pipes, and tattered coverings. More trees and foliage can also be seen. The overall detail, intricacy, and quality of textures really stands out. As another member at the summit wrote, it's like watching regular TV, then switching over to HD.



The maps are relatively similar in horizontal size as the originals, but some new routes/alleys/paths have been opened up here and there, as in The Hunt, to reduce bottlenecks and promote movement. Flanking maneuvers are now possible where they weren't before. Some old hidey-holes and camping spots are no longer as safe as they used to be, as there are some planks and objects that will allow more access points to them, as in Destroyed Village. Old areas that were just for show before are now useable, like the clock tower in Remagen. Windows that were only decoration before can now be shot through. The "verticality" of Airborne also now plays a part in these maps. Rooftops are totally accessible to Allies airdropping in, and many if not all of these also available to Axis by climbing up. So while the horizontal playing field is roughly the same or slightly bigger, the vertical component adds quite a bit to each map. And it's an important component too, allowing players to quickly cross areas that may be hostile on the ground, or provide sniper cover for their team-mates below, or just to survey the battlefield and track movement of the enemy.

The 3 SP conversion maps are no slouches either, but I don’t want to give away too many details on those just yet. Again, verticality will be an important factor in all of them, as you will now have to be very aware of what is above and below you, not just to the left and right, front and back. Husky's small-town setting will have many rooftops and narrow alleyways to battle in. Avalanche has an abundance of ruins to use for cover, and an aqueduct system to quickly traverse distances and fire on unsuspecting opponents below. Neptune features a fortified bunker system with several levels, as well as a more open field with trenches and obstacles in front of it. Great graphical detail on these maps as well.

A small, but important visual aspect to these maps are the "fairways" - the area surrounding/outside of the playable map area. Instead of plain, boring textures or a really blurry, foggy space outside of the border, the Airborne Dev Team has found a way to make these areas look as if they were part of the map. They are quite detailed, and help to give everything a larger, more realistic feel.


You can only get a partial feel for them in screenshots, but you really notice them when airdropping in. It all adds to the immersion, and they're very well done. It's a really nice touch, and whoever figured this out did a great job.

NEW - Although quality is almost always better than quantity, 6 maps, no matter how well done, will only keep people entertained for so long. Everyone, including the Airborne Dev Team recognizes this. I'm happy to report that along with new weapons, some new maps are also already in development, and part of the plan to be released sometime post-launch. Again, I can't give away specifics, but they are there and are scheduled to be rolled out in waves as they are completed. One of them in particular has some very exciting implications. No timelines are available yet, but some will come sooner than others. Keep your fingers crossed.

Game-Types
Airborne will ship with 3 game-types out-of-the-box at release: Team Deathmatch (TDM), "Airborne" TDM, and "Airborne" Objective.

The first two are very similar. In Team Deathmatch, both teams spawn on the ground and compete for kills. The winning team is the one with the most kills at the end of the time limit, or the first team to reach a pre-determined kill (frag) limit. In Airborne TDM, the twist is that while the Axis still spawn on the ground, the Allies now spawn in the air, and parachute in to wherever they choose on the map. Axis forces will be able to shoot at the Allies as they drop in, however there is a form of protection logic in the game. More about that in the Gameplay section.

Airborne Objective is poorly named, as it has very little to do with the classic Objective (OBJ) mode we all know from previous MOH's on PC. It is instead more like BF2's method of flag-capturing, or COD's Domination mode. In Airborne Objective, there are 3 flags on the map, the Axis spawn on the ground, and the Allies spawn in the air. 1 flag is in the Axis spawn, 1 is on the other side of the map (referred to as the Allied spawn/flag for simplicity), and 1 is centrally located. The flags at either end of the map only need 1 player to capture them, by standing in close proximity for several seconds. The flag will change colour (red for Axis, blue for Allies) depending on who controls it, and there are 3 circular indicator icons at the top of the screen which change colour in the same way to show progress/ownership of the flags. The middle flag requires 2 players to be there at the same time to capture it. The winning team is the one to capture and hold all 3 flags simultaneously. With players working properly as a team, and the Allies' ability to airdrop into whatever area they desire, this mode can be a lot of fun. Teamwork is essential however, as you won't survive long as a lone-wolf.

NEW - Although the "Airborne"/spawning-in-the-air feature is a great addition to the game and will serve to give a new twist on tactics and teamwork, as with the limited number of maps, having only 3 game-types will get stale for many players relatively soon. Especially those whose favourite gametypes from the older MOH versions were not included in Airborne. Once again, there is some good news on the horizon. New game-types are also part of the plan to add additional new content to Airborne through future patches and updates. Details and timelines can't be given out, but again will roll out over the course of the first few patches. I can tell you that work on some of the modes has already begun. I think that a lot of people will be very pleased with the results. I got pretty enthused thinking about all the possibilities of these new game-types, and how they would interact with the new maps.

Health-System
I'll be brief on this one - it's basically the same as in SP. Your health indicator has 4 segments/bars, each representing 25%, and blue colour fills up each segment to indicate how much health is left. If you get injured and lose only part of a segment, then you can take cover to rest, and that segment will fully regenerate and fill up again. If you take enough damage to lose an entire segment's worth of health, that segment will not regenerate. To get that segment back, you need to grab a health pack from another player who was killed (when a player dies, he drops a health pack). Again, lose part of a segment, and you can regenerate it by taking cover; lose an entire segment, and you need to find a health pack to get it back. This health system seemed to work well in the limited play time we had with the game. It will be interesting to see what players think of it once the game is released.

The Airdrop
Back in my SP preview, I wrote that the Airdrop/non-linear gameplay along with the Affordance AI was a revolutionary combination that would greatly affect how Airborne's SP was played (and probably other games as well). Well the Airdrop also has some significant potential to impact how MP will be played as well. No longer are you bound to a single spawnpoint; or a set of selectable spawnpoints; or a living "team leader" spawnpoint who just as often as not turns out to be a total n00b. Now, you've got some real freedom to make choices in your attack.

When playing in the "Airborne" game modes, the Allies no longer spawn on the ground, but instead in the air. The very first spawn of the round is aboard the C-47 transport aircraft. The interior lights go from red to green, and you get the audio cue to "Go! Go! Go!" to exit the plane. Although I didn't try it myself, other members reported that you could switch places with other players while in the plane, thus jumping earlier or later depending on your position in line. After this initial jump out of the plane, all future jumps in that round take place with you spawning in the air to save time. Some have asked exactly where in the sky you will spawn…the answer is that there is a "jump window" area, and you will start somewhere within that area. It is somewhat random as to where you will appear, but there is also some game logic working behind the scenes that will affect your position.

On the way down in your parachute, you have a lot of control over your steering. I found that you had more control in MP than I remembered back at the SP preview. As before, you can drift lazily down, speed up, flare to slow down, turn Left and Right. I don't recommend drifting slowly down in a straight line, however, because the Axis team on the ground can and will shoot up at you, and yes, they can kill you while in the air. But, it's not that easy. First of all, you can take evasive action while descending, changing speed, making sharp turns, etc, etc. This makes you much harder to hit. In addition, there is a form of spawn protection for the Allies dropping in. Basically, the higher you are, and the further away from an opponent you are, the less damage you will take. This helps give the Allies a chance to survey the battlefield from above to decide where they would like to try to land before being killed too quickly, and also helps prevent cheap kills by Axis snipers who would only like to sit back and pick off people in the air. As the Allied player gets closer to the ground, and to an enemy, then they become more vulnerable to damage. One of the reasons for this is the Allied ability to perform a melee-drop-kick on an opponent (or more than one opponent at the same time!) for an instant-kill while descending. This is, and should be a somewhat risky maneuver, so the Allied player is susceptible to being shot while attempting it with no artificial protection.

While descending, the Allied player will have an expansive view of the battlefield below:


He'll be able to see both Axis and Allied players moving from place to place, see who is massing at which flag, see if any of his players are pinned down and need help, etc, and be able to take action on it. He can come screaming in behind some Axis troops and shoot them in the back before they can finish off his team-mate. He can land on a rooftop, rifle the Axis below, then slide down and capture a flag. He can land in a tower and take out an Axis player who is owning the battlefield sniping from a high position. He can quickly reverse a flag that was just captured. You get the idea. Your tactics can now change both as an individual and as a team, as you now have this increased freedom to not only land where you want, but to get there quickly (while being careful not to get shot).

Because of the power of this feature, it might need some balancing once a large number of people are playing it in the real world. Several suggestions have already been given to the Dev Team regarding this as well.

I personally really enjoy the Airdrop, both descending as Allies, and shooting back at them as Axis. And from all the hooting and hollering I heard both at the MP summit and EALA, I think a lot of people are also going to have fun with this feature as well. As I also said in the SP preview, this feature just can't be done proper justice with words; once players try it for themselves, they'll see just how many applications and how powerful it is. And as a little teaser…when I think about how the Airdrop will interact with some of the new content planned post-release, then things get very interesting indeed.

In-Game Features
First, let's get some of the basics out of the way. When walking, the familiar "head-bob" motion of past MOH's returns instead of your character just "floating" across the landscape. It's there, but it's not too extreme. At the MP summit, we noticed significant motion blur onscreen when you made a quick mouse movement across a wide field, but this had either been removed or toned down significantly by the time I saw the game again at EALA. This is a good thing, as most of us felt it was too much/too distracting. When sprinting, your weapon lowers/is held across your body, your crosshairs disappear, and the screen zooms in a bit narrowing the field of view (FOV). The screen will bounce more than the normal head-bob as your character jogs across the landscape, complete with louder breathing. Sprinting was still unlimited when I saw the game last. Although some may like this, some good arguments were also made against it as well from the MP summit, and that feedback given to the Dev Team. Again in SP, a sprinting melee hit would be an instant-kill, but I wasn't able to try this out in MP. After being killed, the screen goes black and white, the camera hovers and then rotates above your character's body, then moves toward the location of your killer in a sort of death-view. This isn't from the first-person perspective of your killer, however, so it won't necessarily directly give away his position. In-game taunts, commands, goal messages, etc, return as in previous versions of MOH, along with their corresponding audio. At this point, there is no VOIP built into the game. Those interested in recording their playing adventures can still use FRAPS to do so, however there isn't a demo/gameplay recorder built into the software. The popularity of such a feature was mentioned to the Dev Team, and they took note of it; it may or may not make it into a future patch or update. There is currently no spectator mode enabled in Airborne. This was again mentioned to, and noted by the Dev Team as something useful for in-game recording for those who enjoy that sort of thing. It stands to reason that if the classic OBJ game-type was ever implemented in Airborne, then spectator mode would be a necessary feature along with it for those who are killed early in the match, and then need a place from which to watch the rest of the battle.

Gameplay
During the MP summit at Ft. Bragg, there were unfortunately a couple of issues that cast a shadow on Airborne's gameplay. One of them was a mouse-lag delay in movement/aiming, the other was generally low frames-per-second (fps). I have seen the fixes personally, and can report that these have now both been resolved. In my hands-on test at EALA recently, mouse movement was crisp and accurate, as it should be. I had no issues at all in quickly acquiring the target I wanted. The frame-rate issue was largely improved, and I'll go into a bit more detail on that in the Performance section.

With these 2 issues out of the way, and no excuses, the question can now be asked - is the game fun? You bet it is.

The game moves along briskly, but not overly fast. Similar to Allied Assault, I'd say, and a bit faster than Spearhead. If the sprint is toned down, or made adjustable server-side, then I think that could affect the game speed quite a bit.

The Airdrop, as said before, is a BIG factor adding to the enjoyment of this game as well. This video was taken during the MP summit back at Ft. Bragg. The 2nd half of the vid shows gameplay in action, and the majority of folks you see talking on camera were from the PC crew, particularly those at the very beginning of that segment, and at the very end. Even with the hindering issues present, the players adapted and were still enjoying the game, largely due to the Airdrop features.

At EALA a few weeks later, it was even more so. Matt Pruitt from PlanetMedalofHonor was also there to check out the updated version, and we heard the yelling and trash talking before we even got into the room, and once we were in-game, it was on. I was surprised to spot Patrick Gilmore on the other side of the table with a huge smile on his face as he was concentrating on his fragging. You can try to fake having a good time, but it's easy to spot. These folks weren't faking anything.

After being a good reporter and checking out the issues that needed verification (while being mercilessly killed left and right, I might add), I grabbed a trusty Kar98 rifle and went into battle for real. There were no issues at all in acquiring and quickly dispatching my targets on the ground and in buildings. I wanted to see for myself how hard it was shooting down the Allies dropping in, so that was my next test. I quickly spotted one that appeared a medium distance away and was drifting more or less in a straight angled line to the ground. Even with a simple drift downward, the target is still in motion and not a given to hit. Also remember that there is a height/distance protection factor in play. It took me 4 hits from the Kar to kill her, the last one just before she would've disappeared behind a large tree. In another attempt later on, I was able to kill one in 3 shots, getting very lucky with a headshot to finish them off. Even so, I had to hurry to do so. This player didn't seem to be making much of an attempt to take evasive action either, thus leading to his (or her) doom. Neither of these targets was very far away, thus not having as much protection; and I had to hurry or I would've not been able to take them out. I was pretty satisfied with these results, based on the distance, time I had, their "soft" descent, and number of hits. Once people become more proficient at this, the tables may turn, however the Allies will also become better at taking a more varied path to the ground as well. Server-side options could also help smooth out any balance issues. Red "X" icons still appear to indicate a successful hit on an enemy. These don't bother me personally, although they could perhaps be a bit smaller. I believe this was another item put on the list to eventually be made a toggle, either server or client side.

We played on a server that had all upgrades enabled, so I then pressed Alt-Fire (middle mouse button) to put on my grenade launcher attachment. My crosshair now changed to a familiar gradient/tree-like icon in order to judge distance/elevation and pressing fire now lobbed a nade at my hapless opponent, blowing him to smithereens. Damn, that felt good. One of the other fellows at Bragg mentioned that he had some difficulty adjusting to the regular hand-thrown grenades, so I tried those out next. Now, I've never been a nade whor, uh…master, so I just kept it a simple test of throwing a nade through a window a short-med distance away. Seemed OK; they didn't seem to sail on me or anything. I find most games give a different "weight" to grenades, so perhaps it's just a matter of getting used to it.

There wasn't a lot of time left, so I switched to the MP40 for a bit of smg action before the night was up. At close range, that thing's a killer. It was easy to control and fired in a tight pattern. Matt was making good progress with a sniper rifle, racking up a number of kills quite quickly from a rooftop. Seems his opponents didn't look for the smoke trails.

I wasn't able to find any cover to shoot under using the peek/lean system, but I did use it over and to the side of a small object I was hiding behind, and it worked quite well. I don't know if my opponents saw me or not, but if they did, they didn't seem to show it and they were dispatched forthwith.

Those of us at the MP summit back in July saw little moments of fun here and there, as was written in several of the reviews at the time, but weren't quite sure of what the game had to really offer due to the problems with shooting. Even though the session at EALA was brief, it was enough to show that with these issues resolved, Airborne's MP gameplay could properly shine through. For those who haven't yet seen it, here's an HD video of actual PC MP gameplay in action (with scenes from Destroyed Village, Remagen, The Hunt, and Neptune to name a few).

Scoreboard
At the end of each round is now a more expansive scoreboard. Stats tracked will depend on game-type, but some of the numbers now logged are kills, deaths, headshots, total points, team points, as well as a summary/awards screen showing the most accurate player, best teamplayer, deadliest player, etc, etc. It's a relatively small thing that other games have as well, but encouraged a lot of chatter and yes, more trash talk at the end of each match.

Performance
For those curious as to the performance difference in fps between the Ft. Bragg MP summit and my second look at EALA, here's the lowdown. At Bragg, the lowest spec PC was an AMD +3800 (2.0 GHz) Dual core, with 2 GB RAM, and an Nvidia 7800GTX 512MB video card. Frame-rate was mostly in the mid 20's to low-30's range. Most of the other PC's were a bit of a step up using 7900GTX 512MB cards (similar RAM and processor), and did a little better cruising at a mid-30's range.

Two of the exact PC's from Bragg were shipped to EALA for further testing. Optimization code was checked in, as well as more investigation into proper settings. At my visit to EALA, the 7800GTX now ran at a steady 40-50 fps, with the 7900GTX running above 50 fps. The Dev Team mentioned that they were actually still working on this, and were hoping to squeeze out a few more fps on these cards if things went well.

The rest of the PC's at EALA were Intel 2.66 GHz duo's, 2 GB RAM, and on 8800GTX 768MB cards, and ran smoothly at 60 fps with maxed out settings.

Servers
At the MP summit, 12-player "listen" servers (ie. your PC is the server, and you play on it as well) were used to demonstrate the game, as the dedicated servers were not yet functional. A few weeks later at EALA, we were shooting it out on full 16-player dedicated servers (ie. the PC running the server is only dedicated to running the server itself). In speaking with the Dev Team, higher numbers had already been tested with some success, and they were still working to get as many players as possible functional for release. They wanted us to make it clear, however, that specifics would not be released until both the number of players and the necessary supporting functions (which many of us forget about, such as changing scoreboards, database sizes, information transfer issues, etc) were implemented and fully tested. The game ran smoothly with no problems in a pseudo "real-world" environment. Basically, the dedicated server and all the PC's were in the EALA building, but were all connected to each other through the Internet (ie. not a LAN setup). Latency testing has also been done with other locations across the USA, with good results even against higher ping numbers, and is continuing in true "real-world" environments on the Internet.

There is an in-game server browser that will allow you to scan for various LAN or Internet games to play, along with filters to help narrow down your choices.

In regards to dedicated server install, the plan right now looks as if the entire game (both client and server files) will need to be installed in order to run a dedicated server (approx 7 GB total during the MP summit). However, since this often causes extra work for server admins during the patching process in having to determine which files have been updated, the Dev Team's goal is to have separate client and server-only patches available for download whenever an update is ready. While the initial setup will still take awhile, this should help make things smoother down the road for updates.

As for setting up a server configuration, a GUI application has been built to which different options can be selected. It is a very simple app with tick-boxes, text entry fields, and dropdowns to quickly create and configure a server file for launch. Options/selections are still being finalized and tested, but a list of these options will be released to the public as soon as they are more-or-less locked for the initial launch. It will be possible to add more options later through patches.

A separate, stand-alone remote (rcon) server app has also been created. This is a simple, command text entry app that will function very similarly to the console rcon of previous MOH's.

For those interested in Linux, work on this is in progress and looks quite promising for the near future.

Ranked vs. Unranked
There will not be any ranked servers on PC at release, and specific EA-partnered GSP's will not be necessary. Servers will be able to freely run with either all weapon upgrades enabled for use, or all upgrades disabled, with more options possibly investigated for future. Ranked servers will continue to be investigated and researched for possible inclusion sometime down the road in a later patch/update.

Anti-Cheat
There are currently plans for 2 forms of anti-cheat. Punkbuster will ship with the game out-of-the-box, and be available at launch. EA is also working with another A/C company, DMW, in order to have them be able to integrate with Airborne and also provide support. Once complete, admins will have their choice of the two.

We have also learned that users will have to set up a unique account name for use with EA in order to play. No two account names can be the same - each must be unique, and each specific account name will be linked to the user's CD Key and cannot be changed.

Modding
Not much information on this is available at this time. An SDK/MDK/toolset is a high priority item, along with HTTP redirect and auto-download functionality. Much of this will be dependent on future releases/updates of the Unreal3 engine by Epic. With UT2007 targeted for release in late fall/early winter, it is believed that more of the information needed will be available in the coming months. For anyone not keeping up on the news about this, it is a bit of a muddy situation. However, the Unreal 2.x versions of the engine have proven to be very mod-friendly in the past, so there is reason to be optimistic, but it may take a bit longer than we all want.

New Content
To recap what's in some of the above sections, I've seen both work-in-progress, and future plans for new weapons, new game-types, and new maps. In my opinion, many of these things are really exciting, and will make a lot of players happy.

Nothing has been finalized as of yet, however, and the Dev Team is taking a very cautious approach, not wanting to promise what they can't deliver on for certain. They are well aware of the failures of Pacific Assault, and the damage that has caused their reputation. An aggressive patch plan is already in place, with items/features/content prioritized accordingly, and would roll out in waves over a period of time.

Conclusion
This dev team itself is unquestioningly committed to providing robust post-release patch support to Airborne and its community. If EA Exec gives them the support they need in terms of time and manpower, and the MOH community also supports the game, then with a little patience I think we'll see some very impressive things in the not-too-distant future, making Airborne the game we all want it to be, and setting it up nicely for continued future success.

The SP demo is now just around the corner (Aug 23). Here's a taste of what's in store.

So until then, there's only one thing left to do…

"GET READY TO GET AIRBORNE!"


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Crysis Media Blowout

Monday, August 20, 2007 7:28:09 AM (GMT Daylight Time, UTC+01:00)
Almost 15 minutes of new Crysis gameplay in 5 videos taken at the Gen Con Indy 2007. The videos containing basic training, features the turtle and crab, trees falling, stealth mode, blood in water, throwing the Koreans...
   
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Posted by : Gunny

World of Warcraft's Spectral Tiger sells for $2000

Sunday, August 19, 2007 6:09:08 PM (GMT Daylight Time, UTC+01:00)

A Spectral Tiger from the World of Warcraft: Trading Card Game recently sold on eBay for $2000. If we'd have known that the Spectral Tiger that WoW Insider gave away last month would sell for $2000, we would have said. "Contest be damned! We're going to Vegas baby!" The reason the card is so special is because it also gives you a rare mount inside of WoW once you input a code.
Another reason the card sold for so much is that the card set it comes form, Fires of Outland, won't even be out until August 22nd. Beyond that, it's still apparently a rare card. As WoW Insider points out, $2000 is 11 years of game time -- and yes, that's the way they think about these things. Of course, like all things WoW, people go nuts and spend all this money and time on something to only have to be made completely uncool and pointless by something else a month later. But, you know, you're still World of Warcraft cool for a whole month.

Source: http://www.n4g.com/

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EA Games Medal of Honor Airborne announces - PATHFINDERS

Sunday, August 19, 2007 10:49:15 AM (GMT Daylight Time, UTC+01:00)



EA has teamed with Machinima.com to create a completely original mini-series based on Medal of Honor Airborne. Recorded completely in-game, PATHFINDERS tells the story of the 82nd Airborne Pathfinders and the heroic choices they faced deep behind enemy lines.



The six episode series reveals the tense moments before each of the major Airborne invasions represented in Medal of Honor Airborne. Sent in to secure drop zones, Pathfinders were the sharpened tip of the Airborne sword, and were called upon to undertake missions that no other units would even consider. Their actions ensured that Airborne infantry troops would have a greater chance for survival after bringing the war to the enemy's front doorstep.



To create this new series, a team of Machinima artists, writers, and directors are working closely with Airborne's development team. Once creative decisions are plotted out, episodes are "filmed" just like a real movie would be, but completely in the virtual sets of Medal of Honor Airborne's gameplay maps. With actors playing their roles, and a director using his first person view as a camera, the creative team at Machinima record the story shot for shot, tracking each others motions, playing their roles as stealthy 82nd Airborne Pathfinders or as lethal Axis soldiers. Action sequences are meticulously assembled, often times recording a single shot dozens of times to get just the desired effect.

When everyone's pleased with their performances, all of the footage is pulled together and edited into a final movie. Machinima artists add credits, dialogue, and give the episode custom audio mixing, which includes music from the breathtaking Medal of Honor Airborne score, composed by Michael Giacchino.



The final result is a dramatic story-telling series that presents an immediate prologue to each of the operations in Medal of Honor Airborne, and tells the story of these heroic Pathfinder paratroopers and the choices they must make when alone behind enemy lines.

The first episode of PATHFINDERS premieres on Machinima.com on August 22nd, and tells chronicles the recon mission in Adanti, just minutes before Operations Husky. You can play Operation Husky for yourself in the Medal of Honor Airborne demo, available for download August 23rd.

See you on the ground...

- BlackHat

Discuss at the official MoH forums

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Posted by : Churchy

Call of Duty 4: Modern Warfare Exclusive Single-Player Hands-On

Saturday, August 18, 2007 9:34:45 AM (GMT Daylight Time, UTC+01:00)
Developer Infinity Ward has literally built its good name on World War II. The studio's core team first crafted the superb Medal of Honor: Allied Assault at Tulsa-based development house 2015 before going on to found Infinity Ward and create Call of Duty, arguably the most popular WWII shooter franchise running. But after the group undertook a marathon development cycle to produce Call of Duty 2 in time for the Xbox 360's late 2005 launch, Infinity Ward was ready for something newer: something present-day, to be specific. The company immediately went into production on Call of Duty 4: Modern Warfare, the most ambitious and narrative-driven shooter from Infinity Ward to date. We were lucky enough to hit the ground running with two of the game's campaign missions to find out how the team is expanding Call of Duty's scope with this latest game's new design and technology.

As producer Mark Rubin mentions, the events of World War II have been set in stone for decades now; there's only so much room for game creators to maneuver fictitiously within that established timeline. But Modern Warfare has gone modern-day, naturally, and Infinity Ward has thus been able to create a cohesive, original narrative that will see you traveling to far-flung locations around the globe, and bearing witness to military conflict and political intrigue that's just a little bit larger than life. Call of Duty 4 is sticking to its heritage in some key areas that returning players will find familiar, though. As in previous games, you'll take up multiple roles as members of multiple international special forces. In Modern Warfare, you'll play a character in the US Marine Corps' elite Force Recon unit, and on the British side, you'll be in the Special Air Service, or SAS, with whom Call of Duty fans should already be quite familiar.

Don't think of these two groups as representing two distinctive campaigns. The American and British special forces may operate in different geographical regions in the game, but they'll be embroiled in and fighting against the same high-pressure plot against world security. Understandably, Infinity Ward is playing the game's story close to the vest, but so far we know you'll be fighting against a nefarious group led by a couple of shady characters called Al-Asad and Zakhaev, who are stirring up international unrest to further their own aims. We know that Al-Asad is masterminding a political coup somewhere in the Middle East--but that coup is primarily a diversion from Zakhaev's real plan to topple the Russian government, possibly through nuclear means. The Americans will operate primarily in the Middle East, while the SAS will take up arms mostly in Russia. As we saw during our time with the game, you'll switch between the two factions from mission to mission as the story dictates.

To present all this international intrigue, Infinity Ward is employing a number of narrative devices not seen in past Call of Duty games. The game will use a number of semi-interactive cutscenes to convey some key story points, wherein you'll be able to look around and observe events but not necessarily interact with them. We saw one cutscene in which a government official was violently thrown into the backseat of a car--after receiving a rifle's butt to the face--and then whisked through the streets, where bands of insurgents were firing their weapons into the air and executing prisoners at various points along the route. Did we mention you're in the shoes of this unfortunate official and seeing these events (and taking these blows) from his perspective? Yeah, that made things a little more brutal and immediate. This scene culminated in our character being tied to a post as Zakhaev and Al-Asad deliberated over a pistol. That pistol was eventually pointed directly at our perspective, and the scene ended with the distinctive crack of a gunshot.

In addition to switching between the Marines and SAS as the plot necessitates, the campaign will sometimes divert from present-day events to tell more of Modern Warfare's backstory. One mission will actually occur in flashback, taking place in the quarantined Chernobyl zone some 15 years before the game begins. We're told that upon completing this mission, players will gain greater insight into Zakhaev's far-reaching plans, his quest to obtain nuclear materials, and why he only has one arm in the present day. For those interested, a segment of this level can be seen deep within our video from Microsoft's E3 press conference, though we didn't get to see an updated version ourselves.

Enough about the big-picture stuff; we did actually play two of Modern Warfare's missions from start to finish. The first was called "The Bog," which we got to take a look at during our E3 stage demo of the game back in July. This mission tasked us, as Force Recon, with fighting our way through a Middle Eastern town in order to secure an embattled tank trapped in a bog (where else?). That involved a lot of house-to-house fighting, popping up from below windowsills, and easing around corners. The gameplay here felt like pure Call of Duty, except we got to replace the old M1911s and M1 Garands with M4A1s equipped with under-mounted grenade launchers, as well as big, mean SAW machine guns. We were frankly stunned at the speed and smoothness of the gameplay, given the game's overwhelming visuals, but we'll elaborate on that later.

Though we'd seen this level before, our hands-on opportunity gave studio head Vince Zampella a chance to illuminate some of the more subtle gameplay features as we played. Enemy forces fired at us unseen as we fought our way through the streets, and we were nevertheless able to suppress them by simply firing at the windows they were attacking from. In fact, this will work against all enemies in the game; we had a real Rambo moment where we leapt into the open and sprayed down a bunch of enemies with a SAW, just so we could get across to find new cover. Occasionally an enemy flare would go up into the sky, bathing our surroundings in a harsh red glow. Zampella said this will actually allow nearby enemies to see us better, which in turn will make it easier for them to take aim on our position.

Lastly, we have to point out our favorite part of this level, which you can see in the video demo. You'll get the chance to use a Javelin antitank weapon to zoom in and lock onto enemy armor, and then launch a rocket directly upward a couple hundred feet into the air. The satisfaction of seeing the projectile plummet straight down and obliterate the tank that's threatening you a few yards away must be enjoyed firsthand.

We then got to jump into "Hunted," the next sequential mission in the campaign, and one in which you'll play as the SAS. Though the between-mission cinematic wasn't in the game yet, we gathered that our team had been conducting a nighttime VIP escort via helicopter in Russia--before our chopper was shot down, that is. So we carefully picked up next to the wreckage and set off quietly with our compatriots across the Russian countryside, ducking and crawling our way through fields of crops and around farmhouses to avoid the sentries patrolling the area. Upon reaching the perimeter of the small village nearby, we saw a couple of paramilitary dudes harassing a local resident, and we had a chance to attack them by surprise and save the guy's life. Zampella mentioned not-so-cryptically that achievements in the Xbox 360 version may be tied to optional heroic moments like this.

We pushed through the village in the dead of night, but we pretty much had to abandon any pretense of stealth after we'd engaged our first round of bad guys; there were plenty more where that came from, naturally. Some of our most dramatic firefights happened within a couple of greenhouses, which Zampella pointed out aren't the best place to take cover. Glass exploded all around us as we tried to fight to the center of town without getting mowed down by the helicopter circling overhead. The mission culminated when we reached a barn where the baddies had stashed some Stinger missiles. We had a jolly time launching those heat-seekers at the chopper, but of course it wasn't ready to go down without a fight. It dropped some chaff to confuse a couple of our missiles before we finally brought it down.

Clearly, Call of Duty 4 is the sort of game for which mere words do an injustice. You need to play it on a big screen with roaring surround sound to get the full impact, but we can say this is easily one of the most intense military-themed shooters we've had the pleasure of getting our hands on. Absolutely integral to that experience, from our perspective, is the game's performance level, which Infinity Ward has committed to keeping at 60 frames per second throughout both single- and multiplayer modes. So few developers have prioritized a high frame rate this generation that we'd almost forgotten how much it can impact gameplay. The incredibly smooth performance in our demo really gave the controls a precision and the action an intensity that we couldn't help getting excited about.

What arcane rites Infinity Ward has performed to get this game running so smoothly and looking so good are anybody's guess. Zampella attributes the game's high visual bar less to technical improvements and more to experienced artists and programmers simply making better use of the tools they have at their disposal. However, he did concede that developers are having to fake fewer effects than they did on previous hardware; games are using more generalized lighting models, characters are self-shadowing properly, and so on. These cumulative elements have all added up to an extremely impressive-looking game that even those jaded with modern-day military shooters will want to keep an eye out for when it ships toward the end of the year. We'll do our best to bring you more on Call of Duty 4 before that time.

Source: http://uk.gamespot.com/

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Jericho Gets Release Date, Original Score, And New Video

Friday, August 17, 2007 10:37:32 PM (GMT Daylight Time, UTC+01:00)

Codemasters announced today that multiple award-winning videogame composer Cris Velasco (God of War, God of War II) has scored an original soundtrack exclusively for Clive Barker's Jericho™, the eagerly anticipated squad-based horror FPS.


Gamers can witness the phantasmagoria that lies ahead in the introductory gameplay trailer video by following the link below.

Clive Barker's Jericho will unleash its supernatural assault in late October, just in time for Halloween, for the PLAYSTATION®3 computer entertainment system, the Xbox 360™ video game and entertainment system from Microsoft® and Games for Windows®.

Click link for video http://www.codemasters.co.uk/

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Bioshock - Now on Steam

Thursday, August 16, 2007 10:26:21 PM (GMT Daylight Time, UTC+01:00)
Valve today announced that BioShock, the highly-anticipated and award-winning first-person shooter by 2K Games is available for pre-purchase now via Steam. Starting today, gamers can pre-order BioShock on Steam (www.steamgames.com) for $49.95, and begin playing the moment the game is made available.

One of the most anticipated games of 2007, BioShock is the "genetically enhanced" first person shooter that lets players do things never before possible in the genre - turn everything into a weapon, biologically modify your body with plasmids, hack devices and systems, upgrade weapons and craft new ammo variants, and experiment with different battle techniques.

Gamers enter the game as a cast-away in Rapture, an underwater Utopia torn apart by civil war. Caught between powerful forces and hunted down by genetically modified "splicers" and deadly security systems, players have to come to grips with a deadly, mysterious world filled with powerful technology and fascinating characters. No encounter ever plays out the same and no two gamers will play BioShock the same way.

"Over the next six months, gamers will be hit with a barrage of highly-anticipated titles," said Gabe Newell, president and co-founder of Valve. "The lion's share of these great new releases will be PC games. And with the gameplay and graphic innovations featured in BioShock, it promises to be one of the most important games released in 2007."

BioShock is currently scheduled to be available via Steam and at retail on August 21 in the U.S. and August 24 in Europe. For more information or to pre-purchase BioShock, please visit www.steamgames.com

The game is also available via IGN's Direct2Drive service.

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S&D Match Sunday 19th. - T.O.C. Clan Forums

Thursday, August 16, 2007 7:39:30 PM (GMT Daylight Time, UTC+01:00)

ToC Call of Duty 2 S&D Match


Sunday 19th August
Gametype : Search and Destroy
Maps : TBA
Server Start: 19:30
Match Start : 20:00
Match Finish : 22:00
S&D Server IP : 85.236.100.9:28963

Click Here to read more details : S&D Match Sunday 19th. - T.O.C. Clan Forums

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Bioshock review 10/10

Thursday, August 16, 2007 12:31:20 PM (GMT Daylight Time, UTC+01:00)
Promise is possibly the most powerful weapon in videogames. The promise and possibilities that a title like BioShock dangles tantalisingly in front of us keeps us all hanging on in there, keeps us believing, keeps us pre-ordering. Even when the shelves are awash with me-too pap, cheap knock-off licensed fodder and hyped sequels, a title like this stands out like a beacon of hope amid a sea of mediocrity. No pressure.