NEWS HEADLINES




Xbox Live launch titles for Windows Phone 7 finally revealed, we've got the full preview.......

Tuesday, August 17, 2010 8:53:06 AM (GMT Daylight Time, UTC+01:00)







We've known that proper Xbox Live gaming (powered by XNA) was coming to Windows Phone 7 devices, but we'd yet to see any of that thumb-spraining goodness in action besides a brief demo and a few developer videos. Well, Microsoft has finally come clean with details about its launch strategy for the platform, and from where we sit, it's definitely looking pretty promising. First off, the company has announced a full list of launch titles for WP7 handsets, including some familiar names and franchises like Castlevania, Halo: Waypoint, Star Wars, Crackdown, and Guitar Hero, alongside a handful of newer properties like the ultra-cute ilomilo, produced in-house by Microsoft Game Studios. In total, the company will launch with over 60 game titles, with new offerings appearing every week in the Xbox Live Marketplace, just like its big brother console version. We've got all the details, a full list of the launch titles, and our hands-on preview after the break -- so read on to get the scoop!






Besides just announcing some games today, Microsoft has also shown off the full feature set of Xbox Live integration in Windows Phone 7, and users of the service should be pleased to discover that there's not much missing from the version they know and love. Live on WP7 will allow for full avatar integration (we're talking fully rendered, interactive avatars) along with customization (clothes, accessories, and more). The company has even crafted an avatar-centric version of familiar phone utilities like flashlight apps and levels, adding some whimsy to what would normally be pretty staid affairs. Additionally, messaging, friend lists / status, achievements, and leaderboards (with friend comparisons) are all here as well, making for a pretty complete mobile Xbox Live experience. And also just like the console, every game will have a try-before-you buy demo to check out before spending your hard-earned cash.




We had a chance to sit down and play some of the new games (Rocket Riot, Crackdown 2: Project Sunburst, The Harvest, ilomilo, Bejeweled, Max and the Magic Marker, and Uno) as well as check out the Live feature-set, and here are our first impressions:

We'll preface this by saying that both the hardware and software we demoed was still unfinished (the latter being the Samsung Taylor dev phone and the LG QWERTY model we broke news of on the Engadget Show). Regardless, the gameplay for the arcade titles seemed excellent, with frame rates holding fast even during graphically intensive 3D sequences (such as the chaotic, scattered-pixel play of Rocket Riot). The Harvest, while a bit familiar to our eyes, still showed the graphic promise of the platform. Gameplay was definitely well suited to a touchscreen device, though Microsoft's Kevin Unangst told us that developers could target controls for both touch and QWERTY-equipped phones (provided that a touch version was always present). The screen response seemed accurate and sensitive, reacting quickly to our input. Particularly in the Crackdown title -- a tower defense game "set in the Crackdown universe" -- pinch zooming, rotation, and finger tracking was excellent.

Besides just standard gaming, it looks like Microsoft will try and leverage some other components of the platform. In the aforementioned Crackdown 2: Project Sunburst, the game utilizes Bing maps to create levels (not unlike the PSN title The Last Guy), and logic in the software is able to recognize things like roads for enemies to make their way down. A unique concept for sure, and the kind of thinking we hope we'll see more of on this platform. Though we didn't get to see a lot of titles (we particularly would have liked to see something like Castlevania), the polish and speed of the games we played was definitely competitive with iPhone or Palm Pre gaming.





We didn't get a chance to peruse the Live Marketplace because the phones were offline, but we did get to play around with cached elements, and we felt right at home. Updating and tweaking your avatar was fast and straightforward, as was finding friends and checking up on achievements or messages. Unfortunately, for the launch of Windows Phone 7 there won't be any true multiplayer options besides turn-based games, though Kevin seemed to indicate that head-to-head gaming (whether over a local or wide network) was in the roadmap. It only makes sense considering this is Xbox Live we're talking about, and it seems like something that would have been baked in from the beginning. We may be a little spoiled from the variety of multiplayer titles on the iOS platform, but that was one knock against Microsoft here. One other small issue we noticed was that game load times seemed long -- a little too long. Again, Microsoft says things are still unfinished, so we're hoping this is a side effect of debugging and non-optimized builds.




All in all, it's a promising picture for Microsoft. The company has the clout, the community, and most importantly the cash to pull this off, but as with all modern smartphone platforms, success can't be judged on one aspect alone. To make Windows Phone 7 really work, the folks in Redmond will have to hit the right note on not just gaming, but the basic user experience, hardware, applications, and carrier partnerships. Based on what we've seen of Xbox Live on these devices, we think the company can check at least one of those boxes off


Source:Engadget
   
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Posted by : Stoney

Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone.....

Thursday, August 12, 2010 2:49:02 PM (GMT Daylight Time, UTC+01:00)

Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone





There's no question that gaming on the Android platform has heretofore been relatively underwhelming, but that looks like it's all about to change. It seems that Sony Ericsson -- a company that has yet to even introduce an Android 2.0 device -- is at work on a project to redefine gaming on Google's mobile platform. We now know (via a trusted source) that the company is actively and heavily developing a brand new gaming platform, ecosystem, and device (possibly alongside Google) which are already in the late stages of planning. And we've got the goods on it. 

Here's what we can tell you about the hardware: if you're a gaming fan, this is exactly the kind of phone you've been waiting for. The device is described as cross between the Samsung Captivate and the PSP Go-- in other words, it's a landscape slider with game controls in place of the typical QWERTY keyboard. The D-pad is here, but instead of the small joystick, the device will have what was described as a "long touch pad" for analog controls, along with standard PSP buttons and shoulder buttons. The phone has a large display, described as being between 3.7 and 4.1 inches with WVGA or better resolution, a 5 megapixel camera that we're told might not be final, and it'll likely have a 1GHz Snapdragon CPU on board. The phone is mostly black with some silver highlights, and the gamepad area is white / silver in color. Apparently it's currently branded as a Xperia device, but it looks like it will carry PlayStationbranding as well. Those who've seen the phone say it looks "pretty damn sexy." The mockup above probably doesn't do the actual hardware justice, but it should give you an idea of what you'll be dealing with.






On the software side, it looks like the device will be running Gingerbread (Android 3.0) with a phone-specific skin, and there will be a new area of the Android Market specifically for the games. That content will be initially accessible only by the halo device, but from the sounds of things, these titles might be made available to other Android phones if their specs and button layouts meet requirements. Games will be graphically in the range of PSX or PSP games, meaning true 3D gaming is headed to Android. Titles currently being shown off seem to be focused around some older PSX as well as new PSP offerings, withGod of War, Call of Duty: Modern Warfare, and LittleBigPlanet possibly on tap, and future plans for titles which incorporate augmented reality features.

In terms of release, it's possible that the phone and ecosystem could be introduced as early as October of this year, but we have yet to confirm.

Right now we're working on getting even more detail about the phone and partnership, but we can tell you now that this is not a random rumor -- we have reason to believe that what we've heard and seen is real and coming to market. It makes perfect sense in a way -- Google gets a much-needed push into the gaming and entertainment space for Android, while Sony (via its partnership with Ericsson) finally delivers the PlayStation phone users have been wanting. We see it as a major win for both companies and the consumer... and we always need another distraction. Stay tuned to this space for updates as we get them, and in the meantime, start socking away the pennies.

Source: Engadget
   
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Are Microsoft quietly opening up a Kinect beta program?

Tuesday, August 10, 2010 10:34:24 AM (GMT Daylight Time, UTC+01:00)

Well what do we have here?

It appears our friends over at Joystiq have received word from diligent tipsters that Microsoft's Connect customer feedback service is sending out Kinect beta program invites. Details are predictably sparse, but naming ironies aside, the note does specify that chat will be limited only to those involved in the preview program.

While this isn't really surprising given the context,Joystiq surmises that this choice clarification could hint invitees will have the chance to sample the video chat app available through the Kinect's new dashboard, which was shown off at E3. Unfortunately, Ballmer and crew have yet to lend any official credence to these murmurs, though apparently the email address behind these notes is valid.

It's also not that outrageous to imagine Microsoft wanting to spin Kinect's wheels in the wild before releasing it to the unwashed gaming masses on its official November 4th launch date. Considering the program would have to put hardware in the hands of testers though to pull something like this off, we're counting on more than a few overly excited gamers shining additional light on the situation should things get serious.



Source: Joystiq
   
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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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Scientists Create a New Biofuel From E. Coli

Sunday, January 11, 2009 9:53:06 PM (GMT Standard Time, UTC+00:00)

 

First there was ethanol. Then there was butanol. Now there's an alcohol biofuel poised to put both to shame. Using new tricks of the trade, scientists at UCLA have synthesized an alcohol molecule that has as many carbon atoms as a molecule of gasoline. It releases as much energy per gallon and can be dropped right into the tank.

 

(Photograph by Scott Heiner/S. Lowry/Univ. Ulster/Getty Images)

As bacterium goes, E. coli is a public health scourge, but a lab favorite. It's one of the most thoroughly studied microbes out there, and so one of the most easily manipulated for genetic engineering. Scientists can tweak its metabolic pathways to produce insulin, antibiotics and anticancer drugs; they can increase its ability to make ethanol or even engineer it to manufacture hydrocarbons. But until now, they couldn't push it to create something that didn't exist naturally: long-chain alcohols.
By manipulating E. coli to produce alcohols with up to eight carbon atoms, James Liao and his colleagues at the University of California-Los Angeles recently introduced a new twist to the field of biofuels research. Long-chain alcohols overcome some of the traditional limitations of ethanol, which has only two carbon atoms. They have both high-energy density—on par with gasoline—and low water solubility, so they are compatible with existing infrastructure.
"Long-chain alcohols can be directly used in automobiles or aircraft," Liao says. "Unlike E85, which requires retrofitted vehicles, [they] can be used without vehicle modification."

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Burnout Paradise Bikes Released. 154MB! Second Major update for free. Download Now.

Thursday, September 18, 2008 5:37:53 PM (GMT Daylight Time, UTC+01:00)

Click Here for 1920x2400 Wallpaper

Content: Burnout Paradise Bikes
Price: Free
Availability: All Xbox LIVE regions
Dash Text: [ESRB: E10+ (Everyone 10+) LANGUAGE,VIOLENCE] Hold onto your handlebars; Motorbikes have hit the streets of Paradise City. In this second free update, we’re giving all Burnout Paradise owners the chance to explore the city on two wheels. There’s plenty of fun to be had along the way either offline, or while Freeburning online with your friends; so grab the free download and start pulling those wheelies!

DLC: Burnout Paradise Bikes
   
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Mario Kart Wii Trailer

Monday, March 31, 2008 6:40:35 PM (GMT Daylight Time, UTC+01:00)

1:55 of gameplay footage

Nintendo has released a new trailer from Mario Kart Wii, showcasScreenshoting this game that will be available in Europe on April 11th and across North America on April 27th. Mario Kart Wii comes bundled with a new and intuitive accessory - the Wii Wheel, which image allows complete novices to compete with ease and comfort, ensuring no one is left in the dust. The game supports five different control options: Wii Wheel, Wii Remote turned on its side, Wii Remote and Nunchuk combination, Classic Controller and even Nintendo GameCube controller.

Gamershell >> Mario Kart Wii Trailer (12.14MB)

   
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Burnout Paradise Map and Wallpaper.

Friday, February 01, 2008 5:17:13 PM (GMT Standard Time, UTC+00:00)

I've been playing lots of Burnout Paradise since its release last week, and its a fantastic game. Here are a couple of Hi-Res Wallpapers, 1 of which just happens to be a handy map.

Click for full size versions.

bp_wallpaper_02_1920x1200.jpg (JPEG Image, 1920x1200 pixels) - Scaled (72%)

   
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Burnout 3 is coming to Xbox Originals

Saturday, January 12, 2008 8:19:13 AM (GMT Standard Time, UTC+00:00)

 

I just found out that the multi-award winning Burnout 3 Takedown wil be available Worldwide (except Japan) on Xbox Originals starting this Monday, January 14th for 1200 points.

Burnout 3 is coming to Xbox Originals - Xbox Live's Major Nelson

   
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What to expect from Project Gotham Racing 4 demo..........

Tuesday, October 02, 2007 12:36:42 AM (GMT Daylight Time, UTC+01:00)

Bizarre Creations has very kindly told us what to expect from the Project Gotham Racing 4 Xbox Live demo - just as soon as it comes out of certification and lands on your Internet face.

The demo will consists of five vehicles (made up of cars and bikes), with a demo-only Arcade mode chapter set in Macau. This will consist of new challenges that have been custom-built for the demo.

Not content with that, they are throwing in a Nurburgring Snow Time Challenge - so you'll be able to see just how pretty the track (rebuilt for PGR4) looks when it's blanketed in snow. The snowy Time Attack also includes full leaderboard support.

The full game, for which our final-build hands-on will go live oh-so-shortly, splits single-player gameplay between Arcade (128 medals from Steel up to Platinum) and Career (difficulty pre-set by user, then a season of races and events).

And of course it has lots of Internet play, with a greater focus on Friends-based leaderboards and tournaments that are suitable for players of all skills, rather than the "best in the world or nowt" mentality of old.

Sounds rather good, no? We'll let you know when it's up there.

PGR4 is due out exclusively on 360 on 12th October

 

source: here


News Source : here
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BuyCall of Duty 4 (PC)
Gunny posted by Stoney

   
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Auto assault - the tank runs dry.

Sunday, September 02, 2007 3:59:36 PM (GMT Daylight Time, UTC+01:00)

As of today, any player currently in the service with an active billed account will not be billed again. If players have previously purchased time via multi-month billing or time cards that extends their service past July 31, NCsoft will reconcile these accounts appropriately. There will be more announcements coming soon regarding the shut down of Auto Assault and its impact on current accounts.

Auto Assault combines vehicular combat with RPG elements, putting players against each other in race vs. race wars for control of the regions in a post-apocalyptic devastated Earth in customizable cars, motorcycles, semis and even tanks. As we mentioned back in July, as of last night NCsoft has closed down service for Auto Assault. It was fun while it lasted.

News Source : Here
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BuyThe Mad Max Trilogy : Mad Max / Mad Max 2 / Mad Max 3 Beyond Thunderdome (3 Disc Box Set)
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New Need for Speed: ProStreet Screenshots

Wednesday, August 29, 2007 1:45:03 AM (GMT Daylight Time, UTC+01:00)

Click the Images for full size HD versions.

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News Source : Here
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BuyNeed for Speed Pro Street (PC DVD)
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SEGA Rally Revo Canyon trailer

Wednesday, August 22, 2007 8:24:16 PM (GMT Daylight Time, UTC+01:00)

SEGA has just released another of their environment movies which this time features the sandy canyons. The road surfaces will be somewhat different here compared to the alpine environment and should mean gamers will need to adapt their driving style to suit.

News Source : Here
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Sega Rally (PC)

   
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'SEGA Rally: Revo' - 16 New Screens

Monday, August 13, 2007 6:09:51 AM (GMT Daylight Time, UTC+01:00)

SEGA Rally Revo is the new benchmark in next-gen off-road racing, turning every lap into a new experience. Experience truly deformable tracks for the first time, using proprietary GeoDeformation™ technology. Bumper-to-bumper races in single-player and multiplayer modes on a constantly changing track surface, using fully customizable licensed cars. The genre-defining SEGA Rally arcade brand sets a new off-road racing benchmark with SEGA Rally Revo, made possible by the processing power of next-generation platforms.

Key Features:

Bullet 3GeoDeformation – a unique feature which dynamically changes the course during each lap with revolutionary surface & environment deformation.

Bullet 3Vehicles – over 30 in total across 4WD, 2WD, Classic and Bonus types, most with three variants each (Road, Rally & All Terrain).

Bullet 3Environments – wide range of hyper-realistic next-generation deformable environments including Safari, Artic, Canyon and Lakeside.

Bullet 3Tracks – a range of off-road and on-road tracks, with a variety of surface types and creative track designs.

Bullet 3Multiplayer – speedy online and offline multiplayer modes for up to six people.

Bullet 3Action-Oriented Arcade Heritage – in contrast to other simulation-themed rally racers, SEGA Rally Revo features action-oriented next-gen arcade racing unlike any other game.

SEGARallyRevo_040 SEGARallyRevo_041

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Release: Winter 2007

Source : http://www.worthplaying.com/

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The PlaySeat Evolution - the best racing accessory ever?

Saturday, August 11, 2007 12:32:55 AM (GMT Daylight Time, UTC+01:00)

 

It folds up like an ironing board, apparently.

If you've already bagged a sword and shield for your Nintendo Wii, snapped up a waterproof case for your Sony PlayStation Portable and are now able to entertain yourself on-the-go with a Microsoft Xbox 360, you might be close to thinking that all your gaming needs have been satisfied. Not so, says PlaySeat, not unless you've purchased its latest revolution in gaming – yep, an expensive place to plant your buns.

The PlaySeat Evolution has just been released in the United Kingdom and promises to offer a "whole new dimension and simulation to the experience of racing games." It’s even sponsored by the Dutch A1 racing team and has been given the official once over by their professional drivers, don’t you know?

Despite the fancy name and official endorsement, the PlaySeat Evolution is pretty much a chunky chair that you can plonk in front of your gaming machine of choice in an attempt to enhance your experience of the latest racing titles. It is compatible with the PS2, PS3, Xbox, Xbox 360, PC and Wii, although you'll have to buy a steering wheel separately. And priced at £229 (approximately $480 USD), GamerSquad can't imagine the average gamer will be gleefully handing over their debit card details any time soon.

"It's the best car game accessory ever made, even I can use it for training and it really gives you a feeling of actually being in the car," beamed Henning Solberg of the Ford Rally team.

He obviously hasn't seen THIS yet.

The PlaySeat Evolution - the best racing accessory ever?

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First Rage trailer from QuakeCon 2007

Sunday, August 05, 2007 2:39:04 AM (GMT Daylight Time, UTC+01:00)
All the rage is on id Software's new title, Rage, but what is it exactly? Hardcore version of Mario Kart, or traditional sci-fi FPS with a slight mix of racing action? Well, pressure from killing all those people can pile up so a change in pace is always a good idea. Whatever's in store, we can say that id's Tech 5 engine made the game look hot.

QuakeCon 2007 had lots of goodies for attendees, and one of the crowd favorites would have to be Rage's trailer that raised eyebrows, stimulated intrigue, and made action fans hunger for more. We do see some racing and first-person shooting, but we're sure there's more than meets the eye.

Word has it that Rage will go multi-platform, and we'll keep you posted when any confirmations drop the press wire. Just put on your seat belt for now, here's the trailer:



Source : http://pc.qj.net/

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Meet Sega Rally Revo's modified class cars

Sunday, August 05, 2007 12:24:25 AM (GMT Daylight Time, UTC+01:00)

Sega Rally Revo - Image 1 Sega Rally Revo - Image 2



Sega Rally Revo (PC, Xbox 360, PlayStation 3, PSP) is shaping up as one of the better racers across platforms. The IGN blogs featured this week a couple of "modified class" cars in the title. The Peugeot 207 Super 2000 and the Citroen C2 Super 1600 are in the garage, so let's go in there and meet them.



The modified class cars in Sega Rally Revo and those in the real world rally for that matter are similar to the original manufacturer designs for the World Rally Championship except for one major distinction: All Super 2000s use a common control gearbox and drive train. This makes them easier on the pockets to keep running well with the 'thoroughbreds,' but doesn't sacrifice much velocity as speed remains the same in most cases.



The same goes for the Citroen C2, which is often seen in 1600 rallies. It's very reliable and not too pricey to keep running. Sega tells us to keep a sharp eye on the unlock livery 3 as we may spot a popular Sega icon. In any case, enjoy the car models above and get ready to rev up your engines for Sega Rally Revo.


Source : http://pc.qj.net/

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Project Gotham Racing 4 takes pole position...

Thursday, August 02, 2007 7:49:24 AM (GMT Daylight Time, UTC+01:00)

Project Gotham Racing® 3 introduced gamers to the "next-gen" Xbox 360™ experience: slick high-definition graphics, an exquisitely immersive in-cockpit view, live races on Project Gotham TV, as well as the stylized Kudos system, exotic cars, interactive garages, and photo-realistic tracks.

 

Even the rain splatter is physics-driven.

Most encores to a wildly successful game franchise would play a conservative hand. Evolve a few features, slap on a new coat of paint, and call it a day. This is not the case with Project Gotham Racing® 4. PGR4 has taken advantage of its more relaxed development schedule (no console launch date to meet this time), and jam-packed the title with new, groundbreaking content.

That's right, racing bikes have made the cut in Project Gotham Racing 4 and they help revitalize the franchise with a feel and control all their own.

Read more

 

   
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Dirt Damage Physics

Wednesday, August 01, 2007 6:17:06 PM (GMT Daylight Time, UTC+01:00)
Codemasters Producer Alex Grimbley shows off some of the damage modeling in Colin McRae Dirt.


View Video >>

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

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It's the prestigious Golden Joysticks' jubilee year

Wednesday, August 01, 2007 6:08:58 PM (GMT Daylight Time, UTC+01:00)
The Golden Joysticks are, without doubt, the most important gaming awards around. It's the award every developer wants to win. Why? Because its winners are decided entirely on YOUR votes. Developers, journalists, publishers... none of them get a say in it. You do. Last year, there were 540,000 votes cast, and now, for the 25th year, it's time to vote again - and you can do so right here at the official Golden Joysticks website.
   
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Hot chicks and fast cars, oh baby!

Wednesday, August 01, 2007 4:13:08 AM (GMT Daylight Time, UTC+01:00)

After the ever so slight disappointment of the last NFS, Carbon (where was the drag racing?), EA Black Box has got some work to do to make this next iteration of its racing franchise stand up against stiff competition from the likes of PGR4, Burnout Paradise and Forza 2. After talking to the developer, however, we’ve got a feeling that it might just surprise a few people.


Worries that EA may be rushing to get ProStreet out the door so soon after Carbon can be dismissed. It has been developed by a core development team, mostly from scratch, since the end of work on Most Wanted, while the rest of the team went off to create Carbon. ProStreet has therefore been in development for some time, and it certainly shows.

Black Box is once again tapping into the shifts in tuner culture, this time from lawless street racing to an all together more organised structure. Don’t worry, NFS hasn’t become all about 40-year-old men preening themselves in the pit lanes of yet another oval track. Oh no, this is still all about balls-to-the-wall racing. With attitude (and none of that dated, Fast and the Furious nonsense).


Gone are the freeroaming cityscapes, gone are the speed-spoiling traffic cops and gone are the neon-tinted night races. In come the all-weekend race meets and wind-tunnel, performance customisation. “What we do have is a lot of real locations on the street side and a lot of licensed tracks,” John Doyle, line producer on NFS ProStreet, told us on a recent visit to the Black Box studios.


“It’s not standard motorsports,” he explains. “This is about a particular attitude, a mix of rock concert, rave and race weekend all in one. The idea is that you’re immersed there as a player; this is where the front end is, this is where you’ll spend most of your time when not racing. You’re there not to run a single event, but to be the best multi-discipline racer in the world.”

The arcade styling of previous Need For Speeds is almost forgotten; what we’re looking at now is street racing grown up. Not strictly a sim, but definitely not a throwaway arcade racer.

Although Black Box was unwilling to divulge any of ProStreet’s multiplayer elements, we reckon John Doyle might have dropped a few hints. “When people show up to these track events, they’re not interested in the traditional rulebooks that have existed around racing before,” he said. “Bring your cars to the track, run against everyone else there, set up a series of rules, make them your rules, do whatever you want on the track, but get out there and race.” Player-created Xbox Live race meets, anyone?



The Autosculpt feature from the last game is very much in evidence in ProStreet’s customisation model, but it has been heavily tweaked to take advantage of the new physics engine. The goal of customisation is to have every change, cosmetic or performance-orientated, to have an effect on the track. This deep tweaking of your car is made accessible through the wind tunnel that gives feedback on every change. This version of NFS also marks the first time we’re allowed to customise the BMWs in the game. And crash them...



The new physics engine is really the building block for the entire game. One whole team from the studio spent over a year perfecting the engine, making sure the player feels the raw power of the car, that there’s a heightened sense of speed and yet not overly punishing. The resulting engine allows the cars to react the way they should, damage to be created procedurally in real time, and the player to soil themselves. Says Doyle: “It’s more realistic and authentic than you’ve seen a Need For Speed game in a long time. Probably ever.”


The race weekends are the front end of the game, where you’ll spend your time tuning your cars to get the most out of them for each discipline. There are the typical NFS street races, drag and drift races and the new grip, or track, races. Each type will require a different setup to get the most out of your car, but to make things easier you’ll be able to download other people’s setups thanks to the blueprint system. This allows you to save and upload particular setups or swap with other players.

As if all of this wasn’t enough, Black Box has also confirmed that the drag racing – criminally absent from last year’s Carbon – will indeed make its white-knuckled return in ProStreet, only now the consequences for overtaking too recklessly will be far more deadly thanks to the new damage model that will leave your car primed for the scrap heap in the blink of an eye. The damage system factors in things like speed, individual car parts and environmental obstructions when calculating the crashes, and the damage is also persistent, meaning that you carry paint scrapes and fender dents like badges of honour throughout your racing career.

There’s plenty more to come, and we’ll keep you up-to-date as news unfolds and code is released.


Source : http://www.gameplayer.com.au/

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SEGA Rally Gameplay Footage

Wednesday, August 01, 2007 3:55:42 AM (GMT Daylight Time, UTC+01:00)
The first in a trio of captured footage excerpts from SEGA's upcoming filthy racer. Look at Eurogamer's cameraman James go.


Source : http://www.eurogamer.net/

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Need for Speed ProStreet - Exclusive Speed Challenge Trailer

Tuesday, July 31, 2007 11:58:08 AM (GMT Daylight Time, UTC+01:00)
Put the pedal to the metal and hold on tight, 'cuz it's time to break the sound barrier.

View Trailer >>

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Arcade Street Racing

Monday, July 30, 2007 4:40:41 AM (GMT Daylight Time, UTC+01:00)
European Street Racing is a very simplistic racing game. Where Need For Speed has complex career modes and decal editing, this PC racer isn't so flashy. You buy a car, upgrade it with tuner parts and then hit the streets of one of seven real-world cities, competing against other racers online, offline or over LAN.

The game is solid enough, but currently far too basic to impress by today's standards. The graphics, handling and structure are all there, just not sophisticated enough to be classed as contemporary. Of course, at least that means it'll likely run on a low-spec machine. Even with all the special effects switched on, it doesn't come anywhere near the quality of Project Gotham Racing... or even its Dreamcast ancestor Metropolis Street Racer, for that matter. So this is a game some eight years behind its peers.



Above: Draw distance and movement is fine - it's just all a bit blocky to look real, or impressive

However, despite the simplicity, it does play reasonably well. Movement is smooth and the roads are full of traffic you'll need to avoid. Cars have damage, and even if the crumpling doesn't look amazing, it at least looks passable - and more dynamic than that of several big-name racers we could mention. We also like the handbrake, which produces a convincing slide.

With the game's RRP of £19.99, there may be a young gamer out there with no console and only a moderately-specced PC who will probably enjoy the collisions and 'near miss' messages. As for us... well, we'll reserve our judgement for the review, but unless the game gets a major overhaul, it seems European Street Racing is destined for the bargain bin.

   
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Posted by : Gunny

We take the official WTCC PC sequel for a spin

Sunday, July 29, 2007 4:45:28 PM (GMT Daylight Time, UTC+01:00)
The sequel to last year's decent WTCC game Race is almost upon us, and we've been taking the work-in-progress Alpha version for a quick trip around the block. A few things have changed since last year - there are now 3D spectators at the edge of the track, which the developer admits aren't going to win any awards under scrutiny, but they help the atmosphere a little.



There's also a helmet cam, which lets you see through the eyes of your driver, and remove tear-off strips from your visor when it gets dirty. This is by far the most exciting view, but it still feels a little pedestrian to us, although we were only using the keys to control it.

The difficulty level seems to be hard to set satisfactorily at present. There are three default difficulties, plus an optional custom setup. We started on Pro (like we always do) but found it impossible to get going with the 'flat out or nothing at all' accelerator key. After a quick trip to the difficulty options and the traction control assist, we were away and soon winning races with ease.

Of course, single races are always going to be ultimately pointless, and the promised career mode should add to the atmosphere tenfold, but sadly it was greyed out in our preview build of the game. You will be able to set up your own custom series, on top of the 2007 (and 06) WTCC seasons, with several races on one track, one race on every track or any combination you like.

You can even have every discipline of motorsport featured in the game, squaring off together in an eclectic mish-mash of car styles. So that's Minis against Formula 3,000, against Formula BMW, against Caterham racers, against WTCC cars from present day and 1987. Woot! In total there are 300 cars over the nine car classes to try, and some 32 tracks, including a specially-designed street circuit around the developer's home town. And there's internet play for up to 25 players, as well as LAN network racing. So pretty comprehensive, options-wise.

   
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Posted by : Gunny

Need for Speed ProStreet - Exclusive Smoke Trailer

Saturday, July 28, 2007 2:54:34 AM (GMT Daylight Time, UTC+01:00)
Get those tires screeching and that rubber burning as smoke fills the air, it's time to race.


View Trailer >>

   
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Posted by : Gunny

Need For Speed ProStreet: Hands-on

Friday, July 27, 2007 11:08:26 PM (GMT Daylight Time, UTC+01:00)


Will Freeman of Pro-G writes: The game's new direction is immediately apparent from the moment you see the cars. Whereas before they were rather glamorous interpretations of humble road vehicles, now far more of the real-world cars are sleek and long sports machines, covered in logos and sponsorship.

This accurately mirrors the shift that has seen street racers become more organised and a little more legitimate. As teams and companies are forming, more meetings are beginning to move to rented raceways and official events. The boy racer has grown into the street racer, and Need for Speed's latest subtitle shows the game has done the same.

Read Full Preview : Here

   
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Posted by : Gunny

Sega Rally Video

Friday, July 27, 2007 5:12:48 PM (GMT Daylight Time, UTC+01:00)

New Video from Sega Rally.

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Posted by : ToC Gaming