NEWS HEADLINES




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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Posted by : Stoney

Next Medal of Honor could be Next Big Thing.

Sunday, June 21, 2009 8:17:33 AM (GMT Daylight Time, UTC+01:00)

Wondering what's been happening to Medal of Honor since Airborne? Well, at the beginning of the year EA (MOH Publishers) admitted that they were working on "the best FPS ever". What is that First-Person Shooter you ask? It's almost certain to be the highly speculated Medal of Honor: Operation Anaconda. We knew that EA were working on a new FPS when EALA put a job online for an Art Director for what would be "to create the coolest piece of entertainment software the world has ever known". EALA also said it was the best FPS they had ever made..”

What is Operation Anaconda?

Anaconda was an operation where the US Military attempted to destroy al-Qaeda and Taliban forces in the South East of Zormat, Afghanistan. The allies were victorious, but the Taliban managed to evacuate with up to 800 casualties.

How could this be a good game?

If the "best FPS ever" is Anaconda, then it has the potential to be huge. Possibly a competitor to Modern Warfare. EALA need to take the right amount of time to make the game perfect. The physics system in the game needs to be as realistic as possible to even compete with the brilliance of Modern Warfare. The storyline is another thing that needs to be perfect as Call of Duty 4's storyline was one that will go down in history for brilliance and Infinity Ward are planning for Modern Warfare 2's campaign mode to exceed that.

Online?

Of course there will be an online mode if the game is going to compete with other FPS'. It's whether EA take more time on the single player campaign or the online campaign. The online mode needs a good setup menu, as Call of Duty's is so simple, it works for almost everyone. New online games need to be created (new type of Search and Destroy or something a little like that).

So Medal of Honor: Operation Anaconda hasn't been confirmed yet, but if it is on it's way it has huge potential in the gaming world. Expect an announcement of the new EALA FPS in the coming months.

Next Medal of Honor could be Next Big Thing :: LivePlayStation - Latest PlayStation 3 News

   
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Posted by : Gunny

Far Cry 2 patch to add 'Hardcore' multiplayer mode, rebalances weapons [Update]

Sunday, February 08, 2009 1:09:18 PM (GMT Standard Time, UTC+00:00)

 

We didn't know anyone wandered into Far Cry 2's expansive, hojillion-hour-long single-player campaign and somehow managed to make time to check out the game's multiplayer offerings, but apparently there's a sizable community of online FC2 players out there. This group has been calling for more realistic match settings for quite some time -- players can apparently catch more lead than Sonny Corleone and walk away with little more than a scratch and an interesting story.
Their pleas have been answered -- in a recent post on the FC2 community blog, the game's developers announced a patch which will, in addition to rebalancing the weapons in all multiplayer modes, add a more realistic "hardcore setting" to all match types. This mode will boost the damage for all weapons (ensuring speedier demises) and will let players tweak the "spawn times" (but not the "spawn rates", whatever that means). They didn't specify which platforms the patch will be landing on -- hopefully, they'll be affording a hasty death to all three.
Update: The update is coming to "all platforms". Huzzah!

Far Cry 2 patch to add 'Hardcore' multiplayer mode, rebalances weapons [Update] - Joystiq

   
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Posted by : Gunny

Gamespot Far Cry 2 E3 2008 Demo

Sunday, July 20, 2008 2:16:35 PM (GMT Daylight Time, UTC+01:00)

N4G.com : Far Cry 2 E3 2008 Stage Show Demo

   
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Posted by : Gunny

Ubisoft found Pirating the Pirates.

Friday, July 18, 2008 6:43:59 PM (GMT Daylight Time, UTC+01:00)

Have you ever bought a game, and then not managed to get it working on your machine? Have you ever had to resort to downloading a 'no-cd' crack to get it to run? I know I have, and I know that the games industry considers me a massive pirate due to buying their software, then running it in a way they don't like.
Which makes this thread over on the Ubisoft forums all the more entertaining. When faced with a version of Rainbow Six: Vegas 2 that wasn't working on lots of machines, ubisoft did exactly what you would have done. They went and got a no-cd crack off the internet and released it as an official patch.
Here's the crackers code in the patch (apparently the name tag gives it away):

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Free Image Hosting at www.ImageShack.us

I'm not condoning piracy, even when you're pirating the pirates, but what I do like here, is that I'm sure everyone here has "pirated" in the black and white eyes of Ubisoft. But you know what you did wasn't wrong. You know you're not a pirate just because you didn't want to put your disk in your machine to get your game to work.
And today, by stealing that code, Ubisoft have acknowledged that piracy, at least when it concerns them, does indeed have shades of grey.
All respect goes to neilthecellist for revealing the story and Oby for bringing it to my attention.
If you feel like it, DIGG THIS HERE

UPDATE 4:34 AM: I've some more info on what the crack actually was for. According to MD_Sennet:

The Reloaded crack was required so the Direct-2-Drive customers could apply the new 1.03 patch, since the vanilla version of the patch UBI has on their website will not work on the D2D installations of Vegas2.

Skeptobot: Ubisoft found Pirating the Pirates.

   
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Posted by : Gunny

Operation Flashpoint 2 - Sheer Scale Cinematic HD

Saturday, July 12, 2008 6:40:26 PM (GMT Daylight Time, UTC+01:00)

Gametrailers.com - Operation Flashpoint 2 - Sheer Scale Cinematic HD

   
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Posted by : Gunny

Far Cry 2 leaked demo Screenshots.

Thursday, July 10, 2008 12:22:57 PM (GMT Daylight Time, UTC+01:00)

Screenshot Far Cry 2 (picture: Tiscali Games)

 

PCGH - Illegal demo of Far Cry 2 leaked - 2008/05/Far_Cry_2_screenshots_neu_00.jpg

   
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Posted by : Gunny

Operation Flashpoint 2: Dragon Rising New Screenshots

Friday, July 04, 2008 5:47:44 AM (GMT Daylight Time, UTC+01:00)
Looking very schweet, can't wait.. :)
   
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Posted by : Gunny

Battlefield Bad Company Review

Tuesday, July 01, 2008 10:02:02 PM (GMT Daylight Time, UTC+01:00)

   
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Posted by : Gunny

Operation Flashpoint 2 GC Debut Trailer HD

Tuesday, July 01, 2008 9:47:56 PM (GMT Daylight Time, UTC+01:00)

Its been around a little while now this movie, but I thought it was worth posting again. Still really looking forward to this.

   
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Posted by : Gunny

Operation Flashpoint 2 Screenshots

Sunday, March 23, 2008 6:14:24 AM (GMT Standard Time, UTC+00:00)

 

 

Tiscali Games - Plná velikost obrázku ze hry Operation Flashpoint 2

   
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Posted by : Gunny

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

ToC Main Call of Duty 4 Server is now running URM+Custom Maps.

Wednesday, February 27, 2008 4:56:43 AM (GMT Standard Time, UTC+00:00)

 

85.236.103.10:28960 : ToC URM Custom Maps Server.

85.236.103.10:28962 : Original Un-Modded Ranked Server.

The ToC Clan's Main Call of Duty 4 server is now running as an Ultra Real Mod server and also has custom maps in the rotation. Our original main ranker server can now be found on port 28962.

A note about connecting to the server:

This is what should happen when you connect. You should see the files start to download, when you get to a big file like one of the maps, CoD4 is designed to revert back to the main menu screen and play you the menu music while the map downloads in the background. This also allows you a chance to create or edit any of your solider classes before joining the game which is actually quite a nice touch.

This is what should not happen. Sometimes, usually first time you connect CoD4 gets a bit confused and hangs. You'll know if this has happened, because the mouse pointer will get stuck in the middle of the screen and it will appear to have gone wrong. You wont see the main menu or hear any music. Type /quit in the console to exit and retry. This should will hopefully be fixed in the next CoD4 patch.

What does URM Mean ?

  • Ultra Real means exactly that, as real as we could get. So real it hurts.
  • There are no player aids.
  • Fully customised Multi Layered ToC URL Main Menu screen.
  • Custom Main Menu music. (from BHD, Hans Zimmerman)
  • No target markers.
  • No grenade icons.
  • No kill and defend markers.
  • The Ranking System now works across maps.
  • Air Support is harder to acquire.
  • Custom Maps Added. (Village and FruVille)
  • Extra frags disabled to avoid nade spamming. You can pick up dead nades though.
  • Custom server messages.
  • No newb tubes.
  • Martyr nade disabled.

If you have any more questions or problems then please leave feedback in THIS forum thread. We look forward to seeing you on the server. Shoot you soon.

ToC Gaming News Blog : All The Latest PC Gaming News - ToC

   
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Posted by : Gunny

Call of Duty 4 sells a staggering seven million copies worldwide

Monday, January 28, 2008 12:32:55 AM (GMT Standard Time, UTC+00:00)

Activision is happy today - it's done the sums from America, Europe, Japan and anywhere else that gets video games, and discovered that a staggering seven million copies of Call of Duty 4 have been sold since it launched. Which was only last November.

To put that into a bit of perspective, Microsoft was dead happy that Halo 3 - Halo 'LOOK AT ME! I'M THE BIGGEST GAME EVER' 3, sold 4.82 million by the end of 2007.

With CoD4 also overtaking Halo 3 in the Xbox Live most-played charts, it looks certain that Call of Duties 5, 6 and 7 are clearly already pencilled in for release in the Novembers of 2008, 2009 and 2010 (and remember CoD 5 was already confirmed late last year when Activision and Blizzard merged).

And look out for the mobile phone version. And the Sky game. And the teletext game. And the prequel novel series. And the action figures.

(Via Business Wire)

   
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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

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

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

News Source : Here
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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.

News Source : Here
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Call of Duty 4 PC To Support 64 Players Online : IW Forums

Tuesday, September 25, 2007 1:23:03 PM (GMT Daylight Time, UTC+01:00)

Lots of stuff happening on the PC side of things.

I talk about it in depth here, however in summary:

US Marines stop by to Kleenex test the PC version on Min specs:
Most of you are familiar with what Kleenex testing is, if not read the blog for a full break down, but the big thing is we've been bringing in people for a while now (almost daily) to play through the PC version of the game on min spec. Which is great news as it's signs that we're narrowing down on the official min specs for the final game.
Been Playing MP on PC:
We've been playing a lot of the PC MP around the office, with some massive games going. Yesterday we're playing some 64 player matches stock, and then backed out to load up and test some mods and mod functionality, all the meanwhile testing out the PunkBuster support and functionality. Which was officially confirmed earlier this week that it will be out of box (as most of us already knew) and that we've been working with the EvenBalance guys in-house here at the studio for a while to ensure we're all set come launch.

News Source : Here
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Gunny posted by Gunny

   
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Call of Duty 4 PC Update: Demo, Testing, and Mods

Tuesday, September 25, 2007 1:08:05 PM (GMT Daylight Time, UTC+01:00)

Hey Everyone --
Wanted to give you guys some more PC specific updates. Today, as I discussed last week, we have a member of the Shock'N'Awe clan in to test on the PC. We had him run through the Min specs for a few missions earlier in the morning and then upgraded him to a machine that fit his specs at home to see what he thought. He's currently playing through the entire single-player campaign on machine specs similar to what he plays with at home.
This is helping us hone in on a final decision on our min specs for PC as well as gather feedback overall on the game.
A lot of you have been asking for more info on the PC demo, at this time I still can't give any details on dates or what will be included in the demo but there is still one coming for the PC. It will arrive before we launch, but I can't give you an exact date, as soon as I can tell you when to expect it I will. You know it's soon, considering we launch Nov. 5th and it has to come out before we launch. It'll be plenty of time for you guys to play through it and have a great impression of what to expect in Nov.
We're testing more Mod support for the PC today, playing a few different mods created in-house by some of the team. Mod support is going really well for Call of Duty 4: Modern Warfare which is going to make customizing the game to your team / server 's liking that much easier. We were playing a mod earlier this week that allowed easy and quick customization of games by limiting weapons / classes / perks. For example, we played a game of Assault / LMG Classes only; then another game of Assault and Snipers only.
This is great for those of you who want very specific games running on your servers or for competitive gamers. All made possible through a quick and easy mod we've been calling Call of Duty 4: MODwarfare.
That's pretty much been our main focus recently, is heavily focused on these PC specific features and functions to really fine tune before launch since we don't have to submit to certification for anyone for PC so we have that extra time line to give it this special attention.

New PC Menu Screenshot:
Image

News Source : Here
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'Call of Duty 4: Modern Warfare' (ALL) Goes Gold

Sunday, September 23, 2007 1:37:57 PM (GMT Daylight Time, UTC+01:00)

The new action-thriller will arm gamers with the most advanced and powerful arsenal of modern day firepower to fight a new war in the world’s most treacherous hotspots.

The new action-thriller from the award-winning team at Infinity Ward, the creators of the Call of Duty series, delivers the most intense and cinematic action experience ever. Call of Duty 4: Modern Warfare arms gamers with an arsenal of advanced and powerful modern day firepower and transports them to the most treacherous hotspots around the globe to take on a rogue enemy group threatening the world. As both a U.S Marine and British S.A.S. soldier fighting through an unfolding story full of twists and turns, players use sophisticated technology, superior firepower and coordinated land and air strikes on a battlefield where speed, accuracy and communication are essential to victory. The epic title also delivers an added depth of multiplayer action providing online fans an all-new community of persistence, addictive and customizable gameplay.

Mixed with explosive action, Call of Duty 4: Modern Warfare also delivers amazing special effects, including use of depth of field, rim-lighting, character self-shadowing, real time post-processing, texture streaming as well as physics-enabled effects to enlist players into the most photo-realistic gaming experience. Combined with Call of Duty’s award-winning audio design, players will face war as never before.

In addition to single player, Infinity Ward has deployed a dedicated team from the start to deliver a new level of depth to multiplayer. Building on the Call of Duty 2 online experience, Call of Duty 4: Modern Warfare’s new multiplayer is set to provide the community an addictive and accessible experience to gamers of all levels.

Features :

  • Featuring an available arsenal of more than 70 new and authentic weapons and gear from assault rifles with laser sites, claymore mines, .50 caliber sniper rifles, and M-249 SAW machine guns. With accessories like night-vision goggles and ghillie suits, for maximum concealment, Call of Duty 4: Modern Warfare has players locked and loaded to accomplish the mission.
  • Delivering the most visceral action thriller ever, the title covers modern battle from the soldier to the satellite, where the need for air support is critical to success. The adrenaline rush deployment enlists gamers to fast-rope from tactical helicopters, ride in an armada of attack choppers, utilize jets to remove enemy strongholds and even engage hostiles from thousands of feet above the ground inside a state of the art aerial gunship.
  • Featuring stunning next-generation graphics, players will be drawn into the cinematic intensity of Call of Duty 4: Modern Warfare. Amazing special effects, including realistic depth of field, rim-lighting, character self-shadowing, texture streaming as well as physics-enabled effects will enlist players into the most photo-realistic
    gaming experience. Combine the lifelike graphics and the realistic battle chatter with the Call of Duty award-winning sound design and players will face battle as they have never before.
  • Multiplayer builds from the success of Call of Duty 2 delivering a persistent online experience for greater community interaction. Featuring create-a-class options allowing players to customize gear that is best suited for play, to experience points enabling unlockables and perks, all the way to matchmaking and leaderboards for the latest in tracking, Call of Duty 4: Modern Warfare’s multiplayer is set to deliver easily accessible and addictive online play for all.

Call of Duty 4: Modern Warfare, not yet been rated by the ESRB, will launch November 5, 2007, on Xbox 360, PS3, and PC.

News Source : Here
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COD4 Beta to End September 30th

Sunday, September 16, 2007 2:31:26 PM (GMT Daylight Time, UTC+01:00)

Image

It seems the Call of Duty 4 Beta for the xbox 360 will end on September 30th, just about 2 weeks from this date. Will Infinity Ward finally release some information about the PC and PS3 version in October? Hopefully, but we'll see

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Odds by Treyarch, Evens by Infinity Ward : Call of Duty 5

Saturday, September 15, 2007 2:50:38 PM (GMT Daylight Time, UTC+01:00)

call-of-duty-4

Make no mistake, Call of Duty 4: Modern Warfare is just as awesome as everyone is telling you it is. Not only is the multiplayer Beta wowing gamers across the world, but at this week’s Activate Asia 2007 conference we got to chance to play even more of the single player and it is simply astounding. This is true next-gen! While we were deep in combat, we had a chance to chat to the company’s studio head (and all-round top bloke) Grant Collier and asked whether CoD5 would continue in the modern environment. His response was all nonchalance as he didn’t think he was going to be making it.

The reason behind this is found in CoD3. Infinity Ward is owned by Activision, who want their killer Call of Duty franchise to appear on Christmas shelves every year. Grant and his team were not willing to rush their next project to meet such a deadline so they came to a simple truce: Infinity Ward got two years to make CoD4, and stand-in developer Treyarch took care of CoD3 in the interim. While certainly not confirmed, it appears that such an approach will be taken again in 2008, leaving CoD6 as the next likely Infinity Ward project. Well, alongside the development of more maps (confirmed), weapons (confirmed), perks (confirmed), attachments (confirmed) and a co-op mode (rumoured) as DLC for CoD4.

While considered a decent game, it is generally agreed upon by most critics that the Treyarch developed CoD3 still paled in comparison to the awesome CoD2. This has us a little worried about a potential CoD5 going outside of Infinity Ward, but when the disparity in quality was put to Grant he actually had a lot of respect for the beleaguered Treyarch. In his eyes, at least, the game they turned around in a relatively small eight months was quite good. With that in mind, if Activision are already aware that someone else will need to do CoD5 if they want it out next year, then they should be able to give Treyarch more warning. Which should mean a better game, regardless of setting.

News Source : Here
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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!

Charlie Oscar Delta

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World In Conflict Interview

Wednesday, September 12, 2007 2:30:55 AM (GMT Daylight Time, UTC+01:00)

Thanks to our lovely friends at Vivendi we have an interview for you with World in Conflict composer and sound designer Ola Strand.

Enjoy.

What process does a song go through, from initial idea to the finished song we hear in the game?

I try to write concept music as early as possible in the production process. We often have at least a couple of songs long before the actual design is finished. These serve as a guideline - a reference to what we want, or what we do not want.

Much later, when the design and story of the game is finished, I sit down and write the full score. Because of my early involvement, it usually doesn’t take more than a couple of weeks to write the full score. In the case of World in Conflict, the single-player story was a great inspiration! Our story writer, Christofer Emgård, helped me out with all the twists and turns in the game.

When all the music is done, it’s time to record. I usually need help with arranging and putting together an orchestra. The recording sessions last two to three days, and then it’s back in the studio at Massive to mix everything together. This is where I cut the music into smaller pieces, edit loops and create all the event driven parts for the game.

Are there a lot of limiting factors when composing music for videogames?

I would say that the biggest “limitation” of composing music for games is the virtually endless array of possibilities. To me, it’s important not to get carried away with technological mumbo jumbo, but to concentrate on what is important for the game. Of course there is a huge difference to composing for film - where you always know what’s going to happen in the next frame. Music is linear – gaming is not (with the exception of some FPS games). You cannot be certain of what the player is going to do next. But then again, do you really want the music to reflect every movement of the player or give away that enemy around the corner? To try and make the game experience that cinematic is simply wrong to me. A game is a game, so let it be just that.

How much was made purely in the in-house studio, and how much was recorded at Gula Studion?

Probably around 95% of the music in World in Conflict has something recorded in Gula (strings and brass). They have this amazing sounding room for strings, and some really great microphones. I hope to record there again.

Percussion and woodwinds were recorded at my parents’ farm house. The rest – guitar, bass or pure electronic music – was composed and recorded in Massive’s studio in Malmö.

We already know that there are some licensed songs in World in Conflict, but how many of the tracks are in fact your creations?

That’s a hard question to answer. There are around 30 original songs in the game. But these are then edited and remixed to make up a lot more music. Our sound assistant, Simon Koudriavtsev, helped out making some of the remixes for the action sequences in the game. I think there is around 120 different edits of the score for in-game use. On top of that there is another hour or so of music for menus, cutscenes, cinematics, etc.

What are some of the central themes we can hear on the World in Conflict soundtrack?

There is, of course, a World in Conflict theme. But you will not hear it very often (not even in the main menu). Then there is a piece I wrote simply to back the feeling of a Soviet invasion (Incursio) and another one for the situation in Europe (European march). But most of the music is created around more specific characters and situations.

Has composing and sound designing changed over the years? Have new hardware and software made your job easier, or at least more satisfying?

For every gain in technology you raise the bar. To me it is not more complex, it is simply more.

Tell us a bit about the main theme, “World in Conflict”. Was it always meant to be the main theme and what do you think makes it qualify for such a role?

I never set out to write a main theme for World in Conflict. My experience told me that it’s better to just concentrate on the whole game and see what comes out. Then, if there is a suitable piece of music – fine, let’s call it a main theme. I wanted to have a different approach to what we did in the Ground Control series - where you just grew tired of the pompous music after a couple of plays.

What makes it qualify as a main theme: You’ve just cleared the last level, and this is the music you really want to hear.

“Incursio” seems to be very evolving, with different sections sounding differently. Is this because it was written for a specific scene?

The second half of Incursio started out as something I wrote for an early trailer for World in Conflict. It had different instrumentation and was more electronic sounding, although some people will probably recognize it. When I later needed a theme to back up the Soviet invasion, I tried putting these two in sequence – I just figured they fit well together – and so they were recorded as one single piece. The music is put together in a way that allows me to make different edits for in-game events, so you will probably never hear this exact version of it in the game. Then again, you might.

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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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Call of Duty 4 - Third Person Glitch

Monday, September 03, 2007 5:31:58 PM (GMT Daylight Time, UTC+01:00)

The COD series is renowned for its FPS genre and style so when a glitch popped up in the recent COD4 Beta that enabled you to play in 3rd person it was quite surprising. Although not being able to recreate it again this surely opens the doors to PC modders enabling to play the game fully in 3rd Person.

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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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Call of Duty 4 Wallpapers

Wednesday, August 29, 2007 5:07:46 PM (GMT Daylight Time, UTC+01:00)

Click Images for Full Size versions.

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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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Australia to get Call of Duty 4 Beta

Monday, August 27, 2007 12:03:03 PM (GMT Daylight Time, UTC+01:00)

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In a busy summer schedule, Call of Duty 4: Modern Warfare is one of the must-by releases and a game we’d all climb over our grandmothers to get our hands on. When word leaked out of developer Infinity Ward that a Halo 3 styled multiplayer Beta would be available to Xbox 360 owners we all went ‘hooray!’ When they went on to confirm said Beta would only be available to Americans we all went ‘boo!’ and proceeded to whinge about how us Aussie gamers always seem to cop the raw prawn.

As of this morning, Infinity Ward have back-flipped, presumably in the pike position, and confirmed that the greater globe will also get a chance to give the CoD4 multiplayer experience a test run. No specific date was announced for when the Australian Beta will go live, only that it will be available before the game goes to retail on November 7… well, der! Given that the yanks are expected to receive the Beta this week, our hope is for a very early September look-in.

In anticipation for this momentous event, we spent a good four hours playing the Beta last week and detailed our thoughts in this huge feature. Needless to say, the experience was exhilarating and CoD4 has a big enough arsenal to topple the mighty Halo 3 when these multiplayer ninjas go head-to-head.

Damn, it’s going to be one wicked Christmas of gaming!

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Activision confirms COD 4 beta for UK

Sunday, August 26, 2007 7:38:05 AM (GMT Daylight Time, UTC+01:00)

Activision has revealed all the details and information concerning the upcoming Call of Duty 4 Xbox 360 beta test. The biggest news being, for once it’s not merely US only but UK will be able to take part in the beta as well.
Starting on the 27th August, all you need to do is register at www.charlieoscardelta.com and you’re in with a shot of being selected to test out some of the single and multiplayer modes before the games released towards the end of the year. After the success of the Halo 3 beta, no doubt Activision will be dreaming about the possibility of masses of gamers getting extra excited about COD4 just before Christmas. It’ll be interesting to see how the series works with its first attempt at telling a modern story, rather than relying on World War

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Call of Duty 4: Modern Warfare PC Preview

Sunday, August 26, 2007 5:43:24 AM (GMT Daylight Time, UTC+01:00)

An interview with Vince Zampella (Chief Creative Officer, Co-Studio Head), Jason West (Project Lead, Co-Studio Head), and Todd Alderman (Multiplayer Lead Designer).

GFW: You've wanted to move Call of Duty into a modern context for a while, yeah?

VINCE ZAMPELLA: Ideas we floated around wouldn't fit in World War II. I wouldn't say we were dying to do it off the bat -- like, "Oh my god, no more World War II!" -- but it was a natural move for us. We're able to write our own story this time, which is something we've always wanted to do. You know, with WWII you have to worry about historical accuracy. With this, we're able to work in whatever locations we want, whichever characters we want to use. Modern weapons let us introduce a lot of gun modifications, different gadgets -- things like that. Communication options improve with radio and satellite intel -- it allows us to broaden what our levels show you and in a believable way.

GFW: For example?

VZ: In one level, an AC-130 [ground attack airplane] flies in and saves your ass. Later, you get to jump into the gunner's seat and see the battlefield in another light. It adds to the variety of gameplay that we're going for.

GFW: Sounds similar to Call of Duty: United Offensive's B-17 bomber mission, though, doesn't it? Are Modern Warfare's locations rooted in real life?

VZ: Yeah. Russia is very accurate, and you'll recognize a lot of locations. For the sake of sensitivity, the Middle East is more nondescript.

Click the image above to see all the new screenshots.

GFW: How is the contemporary setting shaping your multiplayer content?

VZ: Well, we're able to do a lot more with the weapons, for one thing. As I said, we're introducing different attachments to customize your weapons with. You can recamouflage guns, tweak the way they look. And we have high-tech perks, like radar jamming and eavesdropping, which lets you hear the enemy team's voice chat.

GFW: Are you creating new modes to capitalize on these changes?

VZ: We're not ready to divulge all of the multiplayer modes right now, since some of them are still in testing. We are bringing back some stuff from Call 2, though: Team Deathmatch, Free-for-All, Search and Destroy, Capture the Flag. In addition, we're adding different rules over these, so while you've got CTF, you can also play Hardcore CTF, which is our realism mode.

GFW: This makes sense on PC, since realism mods are so prolific, right?

TODD ALDERMAN: Really, that's where it comes from. The community always adds that to the game, so we're giving it to them straight out of the box.

GFW: Let's talk about unlockable perks. What's the plan?

VZ: Well, we're doing good balancing the game...you start with your base classes -- all of which begin with perks -- and, as you level up, you get new perks. These change the game, but not to the point that a high-level player is clearly more powerful than you. So you look at the list of possible perks, decide to take this or that, and the downside is that you only get one. When you pick that perk, you're eliminating the other 10 that you could've taken, so it balances itself out that way. Same thing with weapons -- all the guns and attachments have strengths and weaknesses. If you equip a silencer you're not dealing as much damage, but then you're not showing up on the radar either.

TA: Yeah, perks are divided into three different categories. So, say, the radar jammer is in the same category...

VZ: ...as Stopping Power, which doubles bullet damage, or Juggernaut, which boosts health. But you can only take one for each build, and that's where the balance is.

GFW: Are we swapping these in and out every time we spawn, or only once when we join the server?

VZ: When you join. You're allotted slots with the class you create, and you can change what goes in them from outside the game. Once you join a server, though, you're committed to that class. You can create five different classes and can change whatever you want while in the menus or lobby.

TA: Make an offensive guy, a flag runner....

VZ: Absolutely. It all depends on the modes you prefer playing.

GFW: Any medic-like loadouts?

VZ: Not healing or reviving. We do have the Last Stand perk, though -- instead of dying instantly, you drop down and pull out your pistol before you bleed out. There's Martyrdom, where you drop a grenade as you die.

GFW: You want to reward people who play over and over again. How confident are you in your ability to avoid scenarios where first-time players are facing pros who have the added advantage of perks?

VZ: Juggernaut and Stopping Power are some of the starting perks. You get the ones that offer an advantage right at the beginning. We've been balancing this thing for over a year now.

GFW: Can you choose to play on "pure" servers with no perks whatsoever?

VZ: Yeah. We'll have ranked and unranked servers. Unranked games are completely customizable.

GFW: Are you paying much attention to other multiplayer shooters with similar systems? Specifically, Battlefield 2142.

TA: Yeah, I've played pretty much every multiplayer game. You see what works and what doesn't work. Diehards who play all day and all night will get rewards, just not ones that unbalance the game. It's like you can pimp yourself out with a gold AK-47....

VZ: ...scopes for your assault rifle, sights, silencers, foregrips to stabilize your weapon.

GFW: You can carry only two weapons at once?

VZ: Yeah, you get one primary weapon -- an assault rifle, submachine gun, sniper rifle, whatever -- and a sidearm. Attachments work with pistols, too. Then there's the Dual Wield perk, which lets you swap out the pistol for a second primary weapon. You sacrifice Stopping Power or Juggernaut, but you're packing two weapons. GFW: What about lifting weapons off of dead opponents?

VZ: Yes, so if someone has a supercool customized weapon, you can use it until you die and kind of preview potential unlocks.

GFW: Why no vehicles? They worked well in Call of Duty: United Offensive.

TA: Maps with vehicles tend to be larger, where the fighting is less centralized and...it's just not as intense, not the experience we're going for.

VZ: What we're doing with air support, the airstrikes and helicopters, gives us the same feeling that something big is going on but without the problems that vehicles introduce: too much traveling, too many guys fighting to fly the helicopter....

GFW: Can you shoot down the helos that opponents call in?

VZ: Yeah, but rocket launchers aren't perfectly accurate. The longer the shot, the more your rocket wavers on the way in, so it's not exactly easy. You'll see lots of cool scenes where a chopper's coming in and everyone's shooting rockets, with smoke trails everywhere.

GFW: And those smoke trails tell the enemy where you're firing from. What other cool moments are emerging?

VZ: OK, we're fighting in this hallway, and one of my buddies drops down, pistols firing, in Last Stand. He hits one guy and knocks him into Last Stand, and they're fighting from the floor.

TA: A three-kill streak gives you radar, and, if you're fast enough, a five-kill streak gets you an airstrike. So you use the radar information to designate the airstrike, jets fly in, drop their cluster bombs -- and with that, a seven-kill streak gets you the helicopter. GFW: Are your multiplayer maps largely reworked from existing campaign assets and locations?

VZ: We've made original maps just for multiplayer, and we've pulled some stuff from single-player. This time around, we've even had times where we've taken single-player stuff from the multiplayer.

GFW: Were destructible environments and/or a cover system ever in the design document? TA: Cars blow up, and the wreckage serves as cover....

VZ: Cover is important. We don't want to leave a bare landscape for firefights. But we also have bullet-penetration properties -- you can shoot through walls and wood fences.

GFW: Are all interior props still glued into position the way they were in Call of Duty, or will grenades blow them around?

VZ: Yeah, you throw a grenade into a room, and lamps and whatnot go flying.

JASON WEST: During prototyping, we tried a destructible system. Walls broke away from buildings, everything blew up, top to bottom, and it was fun for like the first minute of a firefight. But after shredding these buildings, you'd just walk through two-by-fours and the gameplay just broke down. We wound up throwing that out.

GFW: No man's land: That might work with few players and a no-respawn rule. Hacking was pervasive in the PC version of Call of Duty 2. Eventually you added PunkBuster cheat prevention, and players circumvented that almost immediately.

VZ: We will have anticheat out of the box. I can't say what right now, but we're committed. We also support ranked servers, which track things....

GFW: And the Killcam almost always gives cheaters away. Maybe it's not so much that Call of Duty 2 attracted more cheaters than most games, but that we could confirm our suspicions.

TA: You just made Jason's day today. [Laughs]

JW: You get the prize for appreciating that. TA: And Killcam shows you perks. So say you're shooting someone and it's like, damn it, this guy just won't go down. Then in the Killcam you see that he's using Juggernaut and Iron Lung perks.

JW: Iron Lung lets him hold his breath longer while sniping, so he's a sort of supercamper. I'm a sucker for asymmetric balance, so I love the create-a-class stuff.

GFW: Back to the single-player: You've said that everything, including exposition, works from first-person perspective? How thoroughly are you integrating narrative with rat-a-tat gameplay?

JW: Only the movies in between levels are noninteractive. Otherwise, exposition and story are integrated with gameplay.

VZ: For example, you're in a Blackhawk helicopter, belted in -- that's how we impose some control on the situation. You're free to look around, only you're in a fixed place.

JW: Or in the coup sequence...guys have got your arms and are dragging you out of the palace. This isn't a cut-scene. They throw you in the back of a car and train a gun on you. You're trapped there, looking around as they drive you off to assassinate you. You're helpless, but you're playing. GFW: Are you designing with downloadable content or expansion packs in mind?

VZ: We will support this game. We don't have any plans in place, though, not like "three downloadable maps in February" or something.

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World in Conflict Demo Available

Saturday, August 25, 2007 4:54:50 AM (GMT Daylight Time, UTC+01:00)

The World in Conflict Demo has been released. Grab it on our fileserver: wic_demo_uk.exe.
Note: UK users should first try ukftp.multiplay.co.uk as this allows more clients connected at once than ftp.multiplay.co.uk, which is primarily for European visitors.

More links:

http://browse.files.filefront.com/World+in+Conflict+Official+Demos/;2020319;/browsefiles.html

http://www.gamershell.com/news/41160.html


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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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Call of Duty 4: Modern Warfare Screens

Thursday, August 23, 2007 5:18:54 AM (GMT Daylight Time, UTC+01:00)

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Activision releases a barrage of all-new screenshots from the PlayStation 3, Xbox 360, and PC versions of Call of Duty 4: Modern Warfare, which was just recently dated for a November 5 release in the US. Click the images for full size versions.

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Call of Duty 4 Engages in Modern Warfare Nov. 5

Wednesday, August 22, 2007 5:33:55 PM (GMT Daylight Time, UTC+01:00)

Infinity Ward's Call of Duty 4: Modern Warfare (PC, PS3, X360) assaults retailers worldwide on November 5, publisher Activision has announced. The first in the Call of Duty series to shed the World War II trappings of it predecessors, Modern Warfare brings the franchise into the current day with updated weapons and combat scenarios torn from the headlines.

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Call of Duty 4 Multiplayer Beta Gameplay HD

Wednesday, August 22, 2007 8:32:43 AM (GMT Daylight Time, UTC+01:00)
It's time to kill or be killed as the Call of Duty 4 beta opens up.
 
 
Source : Here
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Microsoft Xbox 360 autumn Dashboard update leaked

Wednesday, August 22, 2007 7:56:25 AM (GMT Daylight Time, UTC+01:00)

 

Microsoft Xbox 360 autumn Dashboard update leaked
Full list of firmware upgrades:
* Compatibility with third-party wireless controllers
* Compatibility with messenger pad
* Xbox Live Vision firmware upgrade, sharper image filtering
* Many more Vision Cam settings
* New screensaver settings - when away from Xbox 360, screensaver will play for optional time, before screen goes dark
* New Xbox Live Arcade blade - where you can download, play and learn about Xbox Live Arcade
* Brand new "web based adver-games" flash games which aren't downloaded, but are playable bite **** games, accessed via new Xbox Live Arcade Blade
* New Screensaver option in Themes and Gamer Pics option in Marketplace Blade
* New functionality with Messenger, works with chatpad
* New XNA Game Launcher for those that have the program, new options
* New language, time and date settings
* New "advertising opportunities" in gameplay
* Xvid support
* New "favourites" option via Xbox Live Arcade, can rate according to preference
* IPTV Functionality - support for TiVo like PVR options. Will be able to record TV direct. Options include source by channel, director, actor and distributor
* Filter friends list, will be able to filter friends via games
* New clan support - will be able to launch clan games direct from dashboard, can "fold" friends into new clan category in friends list
* Better translations in settings and other options for Japanese,
* German and Spanish languages
* New quick option to delete via X Button in memory viewer.
* Option for having downloadable In-game content not inform when completed download
* Option for having video content not inform when completed download
* Faster settings for viewing unfinished video content downloads
* New option in Games tab - beta and others, will be launcher for MMO and multiplayer betas
* New option in Marketplace Games tab, search by letter, can be inputted via text pad or console
* Smarter game settings - you can be messaged via publishers about new in-game content for your games
* Picture in picture functionality for DVD Drive and some other updated settings
* Improved USB Keyboard settings
* Improved voice chat settings in game and from dashboard
* Faster response times to Redeem Code settings
* Option to play a Redeemed Code game straight after redeeming code
* Console will now recognise low Hard Drive space, will inform you immediately if can't download current item, will automatically download next available that is able.
* Increased space ****for gamerpics and dashboard themes
* Themes can now be animated
* Themes may now have sound effects
* Better slideshow capabilities, new options added. New sound effects and integration with Hard Drive/ PC music capable
* New estimated timer for downloads, informing how long download will expect to takes

Source : Here

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Tornado in Crysis

Wednesday, August 22, 2007 4:55:31 AM (GMT Daylight Time, UTC+01:00)
The first time the Tornado in Crysis has been shown.


Source : Here

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Preview - Crysis - PC

Monday, August 20, 2007 1:46:51 PM (GMT Daylight Time, UTC+01:00)

Much has already been written about the visuals in Crysis. But just how good does it look? This good.

Johnny: I know it's been hyped up and everything, but it does look bloody superb.

Ellie: Yeah. And that's not even running with DirectX 10. The demo bloke just told us this is DirectX 9.

Johnny: What? Really?

Ellie: Yeah.

Johnny: Oh. [pause] Well now.

We're standing in Crytek's Frankfurt studio, looking at a monitor displaying nothing more exciting than a stream running through a jungle. We can't help it, despite our time here being to find out whether Crysis plays as good as it looks, not just to marvel at visuals.

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As it turns out, there's an awful lot of marvelling going on, even though we never see the game - probably the most hyped PC shooter in development - running on DirectX 10 during our entire visit. Which is odd. After all, it's been more than a year since Crytek boss Cevat Yerli proudly demonstrated the difference DirectX 10 makes to Crysis using a side-by-side comparison with DirectX 9. Now we're just three months before release and you'd think he'd want to show the game off at its very best. Why not?

"For different reasons," says Yerli, an instantly likeable chap who'd probably get as much attention as Jade Raymond if more women played games. "We're still receiving drivers which are crashing. That's the main reason. We don't have a stable driver yet.

"Until we get it running on multi-threaded drivers on Vista we don't want to show any more. We're getting performance impact on Vista. We don't want to make Vista look bad either, because it's not Vista's fault. It's the driver right now."

Yerli says he's working closely with Nvidia to resolve the issues and is "absolutely" confident they'll be fixed in time for launch - "We will resolve them in the next two weeks, actually."

But for now, we'll just have to settle - if that can even be considered the right word - for Crysis working on DirectX 9, beginning with the single-player game.

It's a Far Cry

Crysis puts you in the shoes of a US special operative sent on a routine mission gone horribly wrong. In what many will recognize as Crytek's comfort zone, most of the action takes place around jungles and beaches on a lush tropical island.

Comparisons with Far Cry are inevitable, not least, as lead level designer Sten Huebeler explains, because the game's first mission has been designed with fans of Crytek's previous effort in mind.

ss_preview_Crysis2_000.bmp.jpg

"While we wanted to show people a little bit of familiarity - players should feel back home in a way - we obviously want to show more of our new tech and how we've advanced. It was not meant to be too close to it: I think when you actually play the game you'll see it takes a different route to Far Cry."

Freedom is a main differentiator for Crysis, says Huebeler. "In general we're a lot more open than Far Cry. For most of the game, you can pretty freely choose your own path."

While open-environment first-person shooting may have become an increasingly crowded evolution of the genre recently - thanks largely to the excellent S.T.A.L.K.E.R. and the impending release of Enemy Territory: Quake Wars - Crysis looks to be rising to the challenge brilliantly. That's partly because each environment is so expansive - in many cases there isn't an obvious path to follow - but in addition to a real sense of explorative freedom you get a huge range of choices when it comes to using objects in the world around you.

Naturally you can take cover in buildings and explode barrels with bullets, but there are more imaginative options in the form of a vast amount of objects which can be used as weapons. As the developer demoing the game informs us gravely, "Even a small banana can be very dangerous." Presumably if you leave the skin at the top of a flight of stairs.

Nano nano

What really gives you freedom of choice is the now-infamous nano suit. A futuristic Spandex all-in-one designed for all-terrain combat, it has four main features, each of which can be turned on and off at will. The default mode is Armour, which makes you twice as hard to kill. Strength allows you to jump higher, kill with one punch and throw heavy objects, including enemies you've picked up by the throat. Speed boosts the rate at which you walk, sprint and reload weapons.

The most interesting mode is Cloak. With this turned on you become invisible, up to a point; get too close to enemies they'll see through your disguise. Or rather, they won't. Obviously useful for sneaking around undetected, Cloak's also handy for getting yourself out of sticky combat situations: turn it on and enemies will be left shooting at your last visible position while you move into cover.

Realists might argue that if someone has the technology to develop a suit that makes you jump higher, punch harder, move faster, live longer and blend invisibly into your environment, they really ought to be clever enough to make it do all those things at the same time. But where would be the gameplay in that?

The nano suit introduces strategy on several levels. Firstly, you can only use one mode at a time. Secondly, you can only use its functions (apart from Armour, which never runs out) for a limited period before recharging. So, for example, you can't just "do a Predator" and spend ages running round the jungle without being seen.

You need to constantly assess the right function for any given situation. Invisibility might get you past a group of guards, but will you make it to the next cover point before the energy runs out and leaves you wide open to the enemy? You could try using Speed to race your way to shelter, but would it be better to choose Armour and take them on? The nano suit is a clever way of giving you choices and making you think, without making you feel like you're playing a strategy game rather than an FPS.

Mass power struggle

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The nano suit adds a new dimension to multiplayer too. "Unleashing the nano suit into the Deathmatch experience reimagines the experience. It becomes completely different," says Yerli.

Having tried it out first hand, "completely different" seems a bit strong. You're still running round (landscapes include the obligatory industrial complex complete with iron staircases and a vast amount of oil barrels), picking up mysteriously unattended weapons and blasting anything that moves.

Undeniably, though, there is extra fun to be had jumping way up high and landing right next to an unsuspecting enemy, or turning on Cloak and moving into the perfect position for a close range shotgun hit.

Power Struggle mode is much more original and complex than Deathmatch. Fighting for either the US or North Korea, your mission is to destroy the enemy's HQ, or, if you've set a time limit, conquer the most territory before the clock runs out.

Territory takes the form of bunkers and alien crash sites, which you capture simply by positioning yourself and pressing a button. The complexity comes with deciding which areas will give you the biggest advantage, using a map you can bring up at any time to get an overview of who's captured what and where team-mates and enemies are located.

Strategy, obviously, is key to Power Struggle. Stick together and you've got combined firepower on your side, but you risk leaving positions undefended or letting the enemy spread out and capture multiple points while you're focusing on one.

ss_preview_Crysis4_000_000.bmp.jpg

Weapons are accumulated by earning "prestige points", which are awarded for capturing positions and murdering enemies. Having spawned in a choice of any of your team's occupied bunkers, you can use them to buy guns, ammo and extras such as parachutes and night vision goggles.

It might sound simple, but in practice the learning curve seems steep. The map, so integral to success, can be confusing - icons are small and can be difficult to distinguish. If you don't communicate well enough with your team-mates, it can start to feel like plain old Deathmatch. You seem to spend more time running around trying to find people, hiding from enemies and working out what's going on than following a strategy.

Neither Deathmatch or Power Struggle mode look as good as the single-player game, as you might expect. There were also worrying issues with lag in the version we played - something Crytek has time to sort out, if not much.

FNG or two-tour sarge?

If we're talking about issues, there may be one of length. There are 11 levels in single-player Crysis, and each can be completed in around 45 minutes.

"It really depends on how much time you want to spend with the game," says Huebeler. "We don't hold the player up too much. You have to fight your way through and if you'd like to run through it you can do it in 45 minutes. But you can also spend a lot of time exploring and trying out different tactics."

Apparently in focus tests, many players spent up to two hours on individual missions. This isn't hard to believe considering just how wide-ranging each environment is, how many options you have for side missions and how much room there is to experiment with different routes and strategies.

Length and lag aside, though, the big question is whether or not Crysis will bring anything genuinely new to the FPS genre. The unsurprising answer, according to art director Michael Khaimzon, is yes.

"First of all, there are the production values - I don't think Crysis is comparable to any game out there right now. I don't think people realise how much insane, crazy work it is to make a game at this level.

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"People might think we just throw objects in. Every object on this island has a purpose. It takes time for designers to place and think where it has to be, how the eye has to work with it. It's a huge amount of work."

But he's keen to point out that it's not just about stunning effects and detailed environments. "The gameplay is pretty cool. People loved Far Cry for what it was. Now we've taken Far Cry and added more to it, like the possibility for players to play how they want to play - stealthy, fast - and more tools to do that."

Despite the advances, though, Crysis isn't without its clichés. Characters include a shouting Afro American chief and a British thug type who responds to orders with, "Bollocks". The first mission sees you rescuing a woman wearing a vest smaller than something Lara wears when she wants to look slutty. And everyone says things like, "The whole mountain is encased in some kind of energy sphere" with noteworthy regularity.

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The review may find Crysis failing to push boundaries too hard when it comes to plot, characterisation or basic gameplay mechanics, but that there are truthfully innovative features, namely the nano suit and the Power Struggle mode. Whatever the final verdict, there's no denying that Crysis's biggest differentiating element is the fact that it looks brilliant - even, as we found out in Frankfurt, if you don't have the very latest technology to play it on.

Cervat Yerli agrees. "I would even say some DirectX 10 games out there won't look as good as ours running DirectX 9. Or as a competitor friend said, "Crysis will be the zenith of graphics for probably the next two or three years.' It's not me saying it: it's another guy saying it."

He won't provide a name. But whoever it was could just be right.

Preview - Crysis // PC /// Eurogamer

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Call of Duty 4 Interview

Monday, August 20, 2007 12:38:45 PM (GMT Daylight Time, UTC+01:00)

 

Well right now it's the weekend, so most of us aren't at the studio. We're at home doing some stress testing on the Call of Duty 4: Modern Warfare Multiplayer BETA.
This is allowing us to do some minor internal testing with everyone here at the studio, and a select group of Friends and Family in order to prepare for the full on Public Beta.
Essentially, we're making sure everything is all set for you guys, so come the day we open it up to the public, you will have no problems downloading it and jumping straight into a game to start helping us Beta test Multiplayer.
Things are going amazing, and we're really making some great progress!
What to do?
If you're going to wait up any nights, I'd wait up the night when the Countdown reaches ZERO.
There's little reason to wait up for the Countdown, as that will simply countdown to the start of the beta and no one will be playing before that.
Don't worry too much guys, we're going to take care of the CharlieOscarDelta Community members. Everyone's going to have an equal and fair chance to get into the BETA.
The Countdown timer will go up when we know the exact date it's opening to the public, and we know there's not a chance in hell we'll miss that date. So probably once we've done enough internal / F&F testing to know it's good to go public, then we'll put up the timer.
I'll try to get you guys more official word / updates when we all get back to the studio this week.
Thanks guys for all the support, I know you're all excited to get your hands on the Multiplayer BETA, and we'll take care of you guys.
Now get some sleep!

Ldog12395 wrote:
any word on how long the beta timer will be?

402: Nope. We're trying to get it up as soon as possible, and make it as short as possible.
Basically, we want you guys in the beta just as much as you want in it!
We're dying to get you guys in there playing the multiplayer, giving feedback, and helping us polish up the MP experience before launch.
Not to mention, it's going to be great to have some unsuspecting fresh meat on the battlefield ripe for the killin'.

bluemonkey112493 wrote:
so fourtwo zero....are you saying we can get a good nights rest and not miss any token handout or countdowns?!?!?!?

402: That's what I'm saying. Go to sleep. Get a good nights rest. I will keep you guys informed and let you know when to expect what. Trust me, I'm the Key Master. I would know. I can't wait to see the forums once the Beta is out, and you guys are playing it, this is already an amazing community, and it's going to be even better when you guys are playing, and then posting strategies, tactics, weapon load outs, your custom classes, etc.
ericmodify wrote:
Hey 402, if your still hanging around. I was wondering if the trivia questions are gonna be like the trivias that have been teasing us for a while. Cause seriously, how many people got that airplane question right.

If you've been following the game and this website, you'll have no problems with the Trivia questions guys. The questions are just a legal requirement we have to do. I have yet to come up with the questions, I'll be doing that soon though, I've been browsing the forums trying to come up with good ones.
Concerning Child Accounts
402: Child Accounts should be no problems. The beta is 18+, however the Xbox Live Child Account Glitch will not affect sign-ups, so don't worry. We'll have more details on how the counter / token distribution / and sign-ups will go in the coming week. So be patient guys, we are going to great lengths to ensure sign-up, downloading, and playing the beta is a completely smooth and hassle free process. We're currently working all that out and fine tuning the process to get you guys on the battlefield as quickly and easily as possible. More hard details coming in the near future.
402: You will notice a lot of us here at IW playing the Call of Duty 4: Modern Warfare Multiplayer Beta on Xbox Live. What does this mean?Not a lot. Basically, it means that our team at Microsoft has done an amazing job of getting the Beta through Certification, and it is now on the LIVE servers. Which is why it was posted on the Xbox.com Marketplace Ticker.This DOES NOT mean that it's ready for the public yet, which is where the first image comes into play, my gamercard. We're still doing internal stress testing on the Beta here at IW and with a very SMALL group of trusted friends and family.Aka... we're currently in Friends and Family mode of the beta, where essentially the only people who have access are us here at the studio, and those we know personally so we can stress test it over Xbox Live. Keep in mind, this is the first time it's been on Xbox Live servers, so we want to make sure it works properly and is up to par before all of the community / world downloads it when it goes Live to the public.Keep in mind, there is currently still no 'OFFICIAL' date on when the beta will go live on that, but it's getting closer. I've always said, once you see it on my Gamercard, you know it's close. So keep your eyes peeled on www.charlieoscardelta.com (when you guys aren't crashing it), and as soon as we're finished and know the date the beta will be available for Public (i.e. your tokens will be given out) then the Countdown timer will appear and I will be there to welcome all of you with open arms to the Call of Duty 4: Modern Warfare BETA.Meanwhile, stay tuned to Charlieoscardelta.com for details on dates and times that it will be opened to everyone.

COD.com

402 Interview - COD4Forums.com

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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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Call of Duty Graphics Comparison (2003 - 2007)

Monday, August 20, 2007 7:24:06 AM (GMT Daylight Time, UTC+01:00)
A video showing the graphics comparison of Call of Duty series since 2003 (Call of Duty) till 2007 (Call of Duty 4).

Source : Here

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The latest addition to the Call of Duty 4 Official Movie catalogue

Sunday, August 19, 2007 4:59:48 AM (GMT Daylight Time, UTC+01:00)

 

This video actually gave me "butterflies". It is an excellent showcase of the multi-player perks in action. Enjoy!

N4G.com : The latest addition to the Call of Duty 4 Official Movie catalogue

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N4G.com : Call Of Duty 4: Beta Download Page Leaked

Sunday, August 19, 2007 4:54:06 AM (GMT Daylight Time, UTC+01:00)

Some one has managed to grab a shot the the dashboard which displays the Multiplayer Beta download. Weighing in at 995.09mb and described as:
Congratulations on your entry into the Call Of Duty 4: Modern warfare multiplayer public beta! This beta is just a taste of the full Call Of Duty 4: Modern warfare multiplayer experience...

N4G.com : Call Of Duty 4: Beta Download Page Leaked

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New Call of Duty 4 Single Player Footage.

Sunday, August 19, 2007 4:44:00 AM (GMT Daylight Time, UTC+01:00)
All New seven minute single player footage.
   
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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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Call of Duty 4 Level Names LEAKED

Wednesday, August 15, 2007 11:44:03 PM (GMT Daylight Time, UTC+01:00)

Image
shot by "boostin" from the charlieoscardelta forums

CoD4Boards.com • LEAKED: Single Player Level Names

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Call Of Duty 4 Multiplayer Hands-On Impressions

Wednesday, August 15, 2007 11:20:55 PM (GMT Daylight Time, UTC+01:00)

Infinity Ward's Call of Duty 4: Modern Warfare was one of E3 2007's darlings, generating some of the loudest buzz among the gathered press and scoring the "Best Action Game" Game Critics Award post show. The Activision published shooter made waves not only for its gorgeous graphics but for its fresh, modern setting, finally sounding the duty call in the present day.

If you watched Microsoft's E3 press conference, you were treated to a few minutes of the game's co-op experience, courtesy of Infinity Ward lead developer Jason West. While that demo focused on more covert, tactical gameplay and the E3 demo was strictly single player, Call of Duty 4 also features a robust online multiplayer experience, now in beta form.

Recently, I had a chance to finally go hands-on with Call of Duty 4's multiplayer portion, shooting and shanking dozens of gamers via Xbox Live in team deathmatch. At this point, most online multiplayer efforts feel like a been there, done that obligatory inclusion, but Infinity Ward has added plenty to the feature set to make the game stand out among a sea of realistic shooters.

Unfortunately, the hands-on event, held at Hollywood hotspot Cinespace, was marred by technical difficulties. After waiting hours for multiplayer matches to be set up, then consistently being dropped from games and kicked off Xbox 360s for the next 45 minutes, we were collectively grumbly. There was pissing, there was moaning, there was last minute rescheduling. A handful of expletives may have been uttered.

Most of that bitching can be chalked up to simply wanting to get our damn hands on the thing and alternately kill infidels, terrorists, rebels... whatever. I just wanted to put a virtual bullet in something.

Thankfully, the game did not disappoint.

Yes, CoD4 is a gorgeous title. You've most likely seen the screenshots and witnessed the game in motion, so the game's visual merits don't require much fawning over here. The only hands-on impression I can add to that discussion is that the game runs at a near-perfect clip, meaning no stuttering or inconsistencies in presentation soured my experience. (Nor did they give me a scapegoat for getting stabbed in the back multiple times.)

Where the game shines, play-wise, is in its additions to run of the mill head-to-head action. The game's class system starts you off simply, giving you access to player types like Heavy Gunner or Sniper, each with its own load out and weapon types. If you grow tired of your current rifle or sidearm, you can always switch to a dropped weapon from a fallen foe or teammate.

Unlockable class types are available, but only after you've earned enough experience. Experience is earned from actions that you'd expect, from regular kills, knife-only takedowns and even assists, but you'll also earn points for other, less obvious actions, like various self inflicted deaths.

Gaining experience will also unlock aspects outside of classes, including new weapons, grenades, challenges, and promotions. The most intriguing aspects of these unlocked items is combining them in Call of Duty 4's "create a class" system. These custom classes, which you can tweak with your weapons of choice are made deeper by the game's "perks."

These perks, three of which you can apply at one time—one of which is strictly dedicated to adding items to your arsenal—include effects like increased splash damage, better stamina, the ability to shoot through walls, extra health, and even a skill that will allow you eavesdrop on your opponent's voice chat, if they're nearby.

Far more interesting than those rather mundane perks are more unique attributes like the ability to squeeze off one last shot when your health has expired or the option to pull the pin on your last grenade at time of death.

With some twenty perks planned for the final release of the game, I expect that custom classes will be wildly varied—and hopefully well balanced.

While Call of Duty 4: Modern Warfare may be one of the breakout shooters of 2007, it's still sure to get somewhat lost in the noise. Anyone who doesn't currently have the game on their personal radar would be well served to give it a second look. Based solely on the multiplayer aspect alone, it's shaping up to be a return to FPS glory for Infinity Ward and Activision.

 Source: http://kotaku.com/gaming/

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New BlackSite: Area 51 screens

Tuesday, August 14, 2007 4:56:31 AM (GMT Daylight Time, UTC+01:00)

Some new BlackSite: Area 51 screens. BlackSite: Area 51 takes next-gen gaming to an all-new level integrating cutting edge technology, game design and story writing to create the ultimate entertainment experience.

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New BlackSite: Area 51 screens | GC - Daily Gaming News Updates

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Preview: White Gold PC

Monday, August 13, 2007 8:06:59 PM (GMT Daylight Time, UTC+01:00)

screenshot_183465

So it turns out that Deep Shadows were in on the joke all along. Their first game, the FPS RPG Boiling Point, was released in a shockingly unfinished state with bugs that made panthers fly, crossbow bolts destroy police stations and gave grannies grenades. It turns out it was actually supposed to put a smile on your face anyway. Underneath all the hilarious bugs, it was a silly, tropical action thriller.

The sequel, White Gold, follows Boiling Point's structure of enabling the player to go anywhere they choose and follow whatever missions they want. This time you're a mercenary, still played by actor Arnold Vosloo, in a South American paradise. Three large and six smallish islands hide a secret drug production factory - you're there to hunt it down and destroy it. Brilliantly, the reasoning behind this is because its potency is killing celebrities.  And you can drive sharks by grabbing their fins.

It's a close cousin to games such as Just Cause and Far Cry, but with a far more detailed RPG system tacked on. From the beginning there are factions to either appease or antagonise, including the military, mafia, police and civilians, and skills to level up.
It's quite similar to Boiling Point and dipping into the inventory shows that Deep Shadows are simply broadening the scope, including things such as addiction to the FPS staple of painkillers, as well as alcohol (which has the expected effect: overdose on the 70% proof and the character sways and stumbles around). They're also adding a reward system - perks - so on top of levelling up your gun aim and running speed, you'll get, for example, 25% at animal skinning.

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For the time being, I haven't been told how it all affects the game or story: Boiling Point's freeform nature meant it was a game of sundry delights, and while White Gold has 60 main missions, there are an additional 250 to just grab on the go.
There are a number of 'usuals' for this type of game that White Gold happily revels in: all vehicles can be used, from bikes to choppers; NPCs have goals for their day, whether it's a job or an activity such as fishing, so they'll all busy themselves; and with 140 square miles to explore, there are a myriad of hidden places to go, including underwater caves and shipwrecks to dip into.

But Deep Shadows say they're somewhat bored of the 'usuals', and as such are implementing a mystery that, if you choose to follow it (and you can completely ignore it) adds a touch of spice to the proceedings. I'm introduced to the mystery by a man who's just run off the road because he splatted into a giant spider.

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Sure enough, sandwiched in between the crumpled car and the roadside barrier is a hideous, huge spider (I'm hoping it's some sort of metajoke aimed at the number and size of bugs that were in Boiling Point). That, and the shark driving is part of a wider mystery involving the local fauna. What's the mystery? I honestly don't know. That's why it's a called a mystery, people.
White Gold is looking surprisingly slick so far. The engine is pretty, there's clearly a 40-hour chunk of game in there and Deep Shadows promise that all the bugs will be squashed before release. Although I'm hoping they leave one or two in, just for old time's sake.

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Preview: White Gold - ComputerAndVideoGames.com

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Call of Duty 4: Modern Warfare Hands On Preview

Monday, August 13, 2007 6:19:41 AM (GMT Daylight Time, UTC+01:00)

PlayStation Universe has recently had the distinct pleasure to attend the "First to Play" event in Los Angeles. This event, hosted by Activision and Infinity Ward, was held to promote Call of Duty 4: Modern Combat, and to allow the press, along with a select few contest winners, to get hands on time with the Xbox 360 multiplayer beta. A single player demonstration was shown behind curtains as well, playable on the PlayStation 3. We got our hands on both with the 360's multiplayer as well as the PlayStation 3's single player, and have lots to tell you, so let's get to it!

The Call of Duty series has long since been famous for being the most well known WWII shooter. In a slew of war games, Call of Duty has always stood out as being not only an immersive and well told single player campaign, but also as offering one of the best multiplayer experiences across the entire shooter genre. In COD4: Modern Combat, Infinity Ward is stepping into new grounds, leaving WWII behind and focusing on, as the title suggests, slightly newer times. Also of note, is the fact that this game is not based on true events, as its predecessors. COD4 will take place in a fictional conflict against an overseas threat that feels very much real all the same.

The game has been in development for almost two years, having been started shortly after Call of Duty 2 was released in late 2005. Call of Duty 3 was handled by Treyarch, leaving Infinity Ward wide open to work on Modern Combat. Their hard work definitely shows, as we were presented with stunning graphics, smooth animations, and well balanced game play.
The team built the game from the ground up with multiplayer in mind, and with strict goals and expectations. The game is running great at a steady 60 frames per second. When asked about the frame rate, they we very clear on the importance of the subject, quoting "If it doesn't run 60 fps, it doesn't happen." This is the mind set that has driven the team to creating what is sure to be one of the best shooters of 2007. When asked about resolution, no official statement was given, but at the event, it was running at 720p and looked fantastic.

While still in beta build, the game was visually impressive, and the animations were fantastic. The team has hired several stunt actors to be motion captured in the studio to create realistic and varying death sequences and movements. This, coupled with the work of animators who filled in any gaps has added a new degree of realism that has never before been seen in the series.

All of the games multiplayer maps are taken directly from the single player campaign, and have been designed from the ground up. A team of photographers and level designers did a tour of Europe to take photographs and create a realistic looking European setting. Every level, both online and off, will have interactive qualities. Cars can be blown up, walls can be shot through, and other goodies have been seen.

The single player demonstration was brief, but gave us an insight on how hectic this game can be. Enemies show improved ai, and will take cover, distract, and flank you if you allow them to. The level that was shown involved blowing up enemy tanks, or defending your own as dozens of enemy

combatants pour in from all angles.
As for multiplayer, there is so much to cover. There were three maps present in the beta, all seemingly balanced and each having its highlights. A wide variety of weapons start to unlock as you level up in much the same way as in Rainbow Six: Vegas, giving the game a slight rpg element. In the beta, there were 20 levels attainable, but in the retail product, that number will be closer to 60. Each time you level up, your rank changes and new items are unlocked. These unlockables range from new weapons, clan tags unlocked at level 5, and new perks.

The perk system is the innovative highlight in Call of Duty 4. There are five base classes in the game: Assault, Demolitions, Heavy Gunner, Sniper, and Special Ops. Each class offers a different starting weapon, handgun, and fully customizable thanks to perks. Perks are, in one way of describing them, class mods. Earned by leveling up, perks come in three categories. You are able to have up to three perks at a time, one from each category. The categories were grouped by the developers to provide balance to the game, by limiting which combinations you could choose. The three categories are: Perks 1, Perks 2, and Perks 3.

Bullet 3PERKS 1
The first group of perks is largely demolition based, including:
Bomb Squad - Ability to seek out enemy explosives.
C4 x 2 - Remote detonation explosives.
Claymore x 2 - Trip activated explosive mines.
Special Grenades x 3 - Three special grenades, but cannot be smoke grenades.
RPG x 2 - Rocket launcher with 2 rockets.

Bullet 3PERKS 2
Group 2 perks are character oriented, including:
Juggernaut - Increased health.
Sonic Boom - Higher explosive weapon damage.
UAV Jammer - Undetectable on enemy radar.
Sleight of Hand - Faster reloading.
Stopping Power - Increased bullet damage.

Bullet 3PERKS 3
The third and final group of perks are for the most part grouped together mostly to provide balance:
Deep Impact - Deeper bullet penetration.
Last Stand - Pull out your pistol before dying.
Steady Aim - Increased hip-fire accuracy.
Extreme Conditioning - Spring for longer distances.
Maryrdom - Drop a live grenade when killed.
These perks come in handy and provide a fresh game play mechanic. They tie in very well with the classes, and the ability to create a custom class and use the perks gives the player a wide array of approaching the game.

The games weapons are all based on real technology, and have been modeled after the real things, as have the kick back animations and the particle effects of the muzzle flash and explosions. Also, reloading animations have been tweaked, taking a bit longer to reload, but making the game that much more real. The sleight of hand perk does well with slower reloading weapons.

The team was tight lipped on final map counts, or total weapons, and, at the time of the event, were doing research to finalize how many people will be able to play eachother online at one time. During the event, the game was running with 12 players with no lag. The online multiplayer will have leaderboards and stat tracking, as well as clan tags (unlocked at lvl 5). The team is working with Microsoft to get the multiplayer on Live as soon as possible, and has no plans on doing a PlayStation beta.

That being said, the team reassures us that the difference on platforms will be minimal. The only real differences will be the lack of rumble and six-axis control for the PlayStation 3 controller. The guys at Infinity Ward preferred the 360 controller for shooters, but said that the PlayStation 3 controller was easier to target enemies with, which gave it a slight edge for multiplayer.

For being in Beta build, the game is looking fantastic, and very complete. This title is almost certainly going to be a must have for all consoles, and is set to release this November. Be sure to check back for more updates as well as a full review later on, along with more beta impressions.

Call of Duty 4: Modern Warfare Hands On Preview : PlayStation Universe (PSU)

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Pre Order Call of Duty 4 Now

Sunday, August 12, 2007 7:00:28 AM (GMT Daylight Time, UTC+01:00)

Make sure you get your copy of Call of Duty 4 pre-ordered today at the ToC Gaming Shop. Click the Image below to pre-order Call of Duty 4 now. PC version only £29.98.

Click to Pre-Order Call of Duty 4 (PC)

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

Sunday, August 12, 2007 1:05:20 AM (GMT Daylight Time, UTC+01:00)

Q: WiC 360: When is it coming out? Can you give us some details regarding the control scheme? Will there be a demo?

DP: We’re working with Swordfish Studios, who’re making the 360 version, and helping them in every way we can. There’s no official release date revealed yet. They’re not as far in development as the PC version and there are still some things to do. Getting the controls mapped out is one of the more interesting challenges for the 360, but the way Swordfish have designed the layout is really, really smart.

Q: Will a demo and server files be available prior to the release date of the game (for large clan support)?

DP: We are already working with several server partners when it comes to hosting, and we will gradually add more. The Demo will be hosted by ourselves and select partners, but we won’t release any serverside code.

Q: However between now and the date of release if and when there is another beta, will you get special interest groups for the game involved again?

DP: The Demo is coming soon, so keep an eye open for that! We will continue our tradition of involving different groups; clans, tournament organizers and so on. It’s very fun and the feedback we get this way is very useful.

Q: Will Massive show public support via website news updates for any organizations that will run a World in Conflict League?

DP: We’re very keen to take care of our community, so we will certainly help promote all sorts of initiatives, not just tournaments. I encourage everyone who is planning to do some interesting WIC activities to contact our Community Manager who will take a look and see if it’s something we can support.

Q: Are there additional units or abilities which will make their way into the game? The scenery is wonderful, but all the maps in the world won't make the game a large success if the units don't get a little more advanced in the way they counter each other. It'd be nice to see more transport variants such as a HMMWV w/TOW or a Blackhawk UH-60 w/mini-guns.

DP: The units that were available in the beta are the final units. We limited the number of units to make the game more focused, and we tried to make these units both fun and diverse. When two units engage in combat, there are a lot of things that affect the outcome of the battle. Aside of the basic damage, we also have an advanced armor-facing system, calculations for the bullets and the field of vision. The special abilities do their part as well, and once you’ve really mastered one of the roles and play it in unison with your teammates, you can see that the game has a lot of tactical depth, regardless of the number of units.

You will also discover further depth in the different game modes, and you’ll learn that the landscape types require different strategies too.

Q: Will WiC be available online, such as Steam or EA Downloader?

DP: We’re looking into the option of doing something like this, but nothing has been decided yet.

Q: Is there going to be a multiplayer demo? If so, when would it come out? And would I be able to create servers to play on a LAN for it?

DP: The demo will feature a sneak peek of both single player and multiplayer. We’re going to do it like in the Alpha and Beta tests and have the multiplayer demo online. The demo is slated to go live late in August. The current plan is to not include LAN but to offer skirmish mode. That may change, though, but that’s the plan at the moment.

Q: Are there plans for a map maker and ways to toggle the HUD if people want to film using the game?

DP: We’re adding a lot of neat little tools for the happy mod makers out there, including some great tools for filming in-game. We’ve had a lot of fun ourselves filming in the game engine, and it would only be fair to spread it to the community as well. But if you don’t want it to be that fancy, you can still turn off the HUD at any time using F10 ;-)

Q: Will you continue to put your game out there for events (like CPL etc...) after the game is released?

DP: That’s definitely something that we want, and we’ve worked together with ESL and CPL to make sure that World in Conflict is a great contender for the e-sport scene. It’s looking very promising. World in Conflict is designed for competitive play, and as long as people are willing to play it competitively, there is no reason for it not to attend the e-sports events.

One important aspect of e-sports games that will benefit all gamers, is that a game that gets used in tournaments typically gets patched and balanced more often than other games. The pro-gamers push the limits so hard that the demand for perfection is a lot higher than in many more casual games. This is something we look forward to, and we will stick with the game for a long time.

Q: Now I have been in the pre-alpha, alpha, closed & open beta I have witnessed first-hand how WIC has evolved. (TBH - it was good enough as it is in Closed beta to sell). My question is: does this game (if it sells well) will be looking for an expansion or even a sequel? I have read on these forums that China sounds like a good faction to introduce and also to actually duke it out in the pacific.

DP: We’re working out some possible ways to develop World in Conflict from here, and we do have some pretty cool ideas about what we could do. But as we’re rounding things up with the first game, it’s still a bit early to say what players can expect from World in Conflict in the future – we’re not even sure ourselves!

Q: Are there going to be sub-factions in the game? Basically what I mean is that obviously you have your three big factions - USA, Soviets, and NATO. Are there going to be any sub-factions like the US (Army, Marines); Soviet (Army, Navy); NATO (Germany, Britain, France) -- It strikes me as a great way to diversify the game without having to add much more content.

DP: We have diversified the factions a bit, where it made sense to do so. While the multiplayer mode still focuses on the three factions, the single-player campaign features some diversity, especially when it comes to NATO. We’ve tried to capture the feeling of NATO as a multinational force, and have made it quite apparent in some parts of the campaign.

Q: I have a server collocated strictly for hosting servers for games my group takes place in. When it comes to hosting - how will this work? Will it be a rank/unrank server system or will they all be uniform and all servers will assign points to the ranking system. The closest thing I can relate my question to would be Battlefield 2 by EA. They had ranked servers but only "certified" hosting companies could host the servers. All other privately hosted servers were un-ranked and essentially useless to operate due to the lack of player population on non-ranked servers.

DP: For security reasons and for making sure that we minimize any potential exploits, we’re only allowing our trusted partners to host ranked servers. We still encourage people to host servers of their own, as it’s a great way to play the game just like you want it, be it for mods or clan practice.

We’re also investigating a system which would allow us to add user-made maps to the officially ranked map cycles. This is not something we expect to do from day one, but we are very excited about the idea, and we would personally enjoy playing user-created maps, approving them, and to make them a part of the ranked universe!

When will the WiC Demo be released?

DP: It’s currently scheduled for an August 20 release. Keep an eye on worldinconflict.com for updates!

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

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Call of Duty 4: Beta Blowout: Huge Preview and 20 Images

Saturday, August 11, 2007 3:50:29 AM (GMT Daylight Time, UTC+01:00)
Last night Infinity Ward and Activision held an event in Hollywood, CA for Call of Duty 4's multiplayer. I was on hand to check out the game for myself and see if the multiplayer aspect of the game is worth the hype. What you'll find out playing Call of Duty 4 is that it's one the deepest and funnest MP games ever to grace gaming. Forget what you've seen in the videos or read on the net. Nothing compares to playing the game first hand. The quality of gameplay, visuals, and sound are so well done that Call of Duty 4's multiplayer on the field is going to define what next-gen multiplayer gameplay is all about.
   
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Call of Duty 4 Beta passed Micorsoft certifaction

Saturday, August 11, 2007 12:28:17 AM (GMT Daylight Time, UTC+01:00)

Every downloadable content that features on Xbox Live be it a gamer picture or a demo has to be certified and approved by Microsoft to make sure there are no bugs or problems. Well gamespot were happy to announce that the BETA has been approved.

This means that IW could put it up rite now if they wanted to. So its now down to how much longer they want to keep us waiting!
Original post by gamespot:

Sure, it's August now, but Infinity Ward says we should realistically expect the release toward the end of the month, and notes optimistically that the beta just passed certification with Microsoft. Keep your eyes on Xbox Live for the chance to play all this madness for yourself. -Gamespot

Gamespot Preview

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COD4 Beta passed Micorsoft certifaction - COD4Forums.com

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World in Conflict On Sale September 18

Saturday, August 11, 2007 12:12:15 AM (GMT Daylight Time, UTC+01:00)

 

Sierra Entertainment has announced that its next-generation strategy and combat game World in Conflict has gone gold and will arrive at retailers September 18. World in Conflict is based on the premise that the Cold War didn't end; instead, western bloc and eastern bloc powers are duking it out on completely destructible battlefields around the world with modern weaponry—including nuclear weapons.

Developed with Sweden's Massive Entertainment, World in Conflict features both a dramatic single-player campaign developed with author and game designer Larry Bond and a multiplayer mode which can support up to 16 players in head-to-head and team-based battles.

The game features high-end visuals and eschews the lugubrious base-building and resource-gathering of traditional strategy game for explosions, action, and constant combat reminiscent of first-person shooters. The game also features completely destructible environments, and scalability which lets the game operate on systems which, these days, may not live up to power-gamer expectations.

"World in Conflict delivers on the promise of modern PC gaming, providing amazing graphics featuring DX10 effects, groundbreaking multiplayer for individuals and clans, and fresh single player gameplay that will keep strategy fans engaged while also bringing a much broader group of gamers to the genre," said Martin Tremblay, Sierra's president of worldwide studios.

Sierra plans to offer both Standard and Collector's Editions of the game for $49.99 and $59.99, respectively. Sierra is being a little coy about the game's ratings: some materials say the ESRB has rated it T for "Teen," while others claim the game has yet to be rated. World in Conflict requires Windows XP or Vista, Direct X 9, and at least 1 GB of RAM; Sierra is also planning a version of the game for the Xbox 360.

World in Conflict On Sale September 18 - Video Game News - Digital Trends

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Call of Duty 4 - Multiplayer Beta Hands-On

Friday, August 10, 2007 4:06:55 PM (GMT Daylight Time, UTC+01:00)
Look out, Halo 3. Infinity Ward has its own beefy online offering coming for shooter fans this November, and gamespot got to try out a test version.
   
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Call of Duty 4 - European release date

Friday, August 10, 2007 9:39:47 AM (GMT Daylight Time, UTC+01:00)

Activision is planning to release Call of Duty 4: Modern Warfare on 9th November in Europe for PS3, Xbox 360 and PC.

Senior brand manager David Tyler let the news slip during a press event this week, and although Activision UK representatives could only confirm "winter" the view from retail is that this is the date for which they are gunning

Source: http://www.eurogamer.net

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Mercenaries 2: World in Flames - 99 Ways to Die: Heavy Weapons Video

Friday, August 10, 2007 7:18:02 AM (GMT Daylight Time, UTC+01:00)

A new video of Mercenaries 2: World in Flames proves that size matters.

Source : http://uk.media.ps3.ign.com/

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Call of Duty 4 - What do we know about it

Thursday, August 09, 2007 5:56:10 PM (GMT Daylight Time, UTC+01:00)
Here the few things that we know about COD4. Call of Duty 4: Modern Warfare arms gamers with an arsenal of advanced and powerful modern day firepower and transports them to the most treacherous hotspots around the globe to take on a rogue enemy group threatening the world.

1. Game will be available on PS3, Xbox 360 and PC.

2. Modern day setting allows for cool post-modern Russian and Middle Eastern storyline combinations.

3. Game physics system allows for bullet penetration on certain types of objects (wooden doors, etc.).

4. Create-a-class character builder that grows as you gain experience.

5. Weapon challenges (e.g. Get 25 kills with an M16, etc.) that award experience and gun-specific awards when completed.

6. Online ranking system & deep multiplayer experience system.

7.Optional unlockable camo designs for weapons.

8.Attachments for weapons (grenade launchers, scopes, silencers, etc.)

9. One-hit-one-kill knife attack.

10. Multiplayer respawns keep you out of harm’s way and spawn you close to an ally, eliminating spawn camping.

11. UAV support (spot enemies on radar), air strikes (call in air support on enemy positions), and helicopter support (a chopper patrols the map for a short duration and fires at enemies within its Line of Sight.)

12. Perk System - Select multiplayer abilities that give you added bonuses.

Source:Gamerscreed.com

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Call of Duty 4: Modern Warfare - Ghillie in the Mist Video

Wednesday, August 08, 2007 10:21:29 PM (GMT Daylight Time, UTC+01:00)
A new video of Call of Duty 4: Modern Warfare demonstrates stealthing in multiplayer.



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

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TimeShift Hitting Stores This October on PC, X360

Wednesday, August 08, 2007 7:56:56 PM (GMT Daylight Time, UTC+01:00)
Sierra today announced that Saber Interactive's oft-delayed FPS TimeShift will make its way to the PC and Xbox 360 on October 30th. The game will follow with a release on the PS3 sometime in December.

TimeShift derives its name from a time-traveling plot, as well as an ability that allows players to rewind, slow, or pause the flow of time during combat.

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Call of Duty 4: Collector's Edition? IGN Think So

Tuesday, August 07, 2007 6:43:15 PM (GMT Daylight Time, UTC+01:00)

IGN have recently added a Call of Duty 4: Modern Warfare (Collector's Edition) page to their site

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World in Conflict - 11 New Screens

Tuesday, August 07, 2007 1:48:03 PM (GMT Daylight Time, UTC+01:00)
Sierra has released eleven new screens from its upcoming title World in Conflict, scheduled for September on PC, and later this autumn on Xbox 360.













Head over to Worthplaying.com for more screens and info.

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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/

posted by Gunny
   
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World in Conflict closed beta over: demo to follow

Saturday, August 04, 2007 11:28:01 PM (GMT Daylight Time, UTC+01:00)

World in Conflict closed beta over: demo to follow - Image 1

If you've been lucky to join in on the beta test of Sierra and Massive Entertainment's World in Conflict (PC, Xbox 360), then you probably wouldn't be here in QJ to read this bit of news: the closed beta period has ended on July 31, and you'd all have probably picked up this news after the developers dropped a development update on the final day.

But those who haven't been fortunate enough to partake in the fun won't need to fret. Massive Entertainment, creators of the exceptional Ground Control, have announced that a demo of World in Conflict will follow shortly after the closing of the Beta phase. Although no date and no target platforms have been stated as of press time, downloads for the PC are more than a certainty at this point.

Xbox 360 gamers will have to follow up with Swordfish Studios to inquire about the Xbox 360 version of the demo, where the developers are busy creating a more intuitive real-time strategy interface for Xbox 360 controls. Expect the demo within the weeks to follow, before the game's PC debut on September 18 for North America, September 21 for Europe, and Fall 2007 for the Xbox 360 versions.

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

posted by Gunny
 
   
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The countdown begins: Crysis gets November 16 release date

Saturday, August 04, 2007 11:20:55 PM (GMT Daylight Time, UTC+01:00)
Got your PC pimped out yet? If you've been wanting to finally get your hands on Crysis, three months are all that's left to gear up; Electronic Arts just announced that the much anticipated title, Crysis, will be reaching shelves come November 16.

As we all know, Crytek made full use of CryENGINE 2 to deliver graphics that will make your eyes (and machine) bleed. Featuring open-ended gameplay, a huge variety of weapons, and fresh multiplayer mechanics, hardcore FPS and action fans alike would do themselves good by checking this game out - granted, of course, that your system is powerful enough.

Speaking of multiplayer, Crysis will host the PowerStruggle game mode - up to 32 players will battle it out in a team-based strategic mode to seize control of weapons or vehicles to gain an edge over the competition. Instant Action mode will also be available for those who want to do some fragging right off the bat.

Well, let the countdown begin! Here's the trailer EA coupled with the announcement:



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

posted by Gunny
   
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We bring you the conclusion of our revealing two-part preview of this sizzling sequel

Friday, August 03, 2007 1:19:34 AM (GMT Daylight Time, UTC+01:00)


Below is the second and concluding half of our look at Far Cry 2. Click here if you missed the first part.

Far Cry wouldn't be Far Cry without a heavy dose of jungle. While you will be crawling on your belly through the forest, it's not all-consuming like before. The canopy opens up and there are large expanses of open ground where there's hardly a piece of bark in sight.

"It was an absolute requirement that Far Cry 2 maintain the exoticism [of the original game]," explains Pharand. "The African savannah was a natural choice because there are several different kinds of plain in Africa. The grasslands are only one, and [allow] long draw distances, off-road vehicle pursuits and long-range shooting and sniping.

"Savannah woodlands, on the other hand, actually come to approximate the levels of density you saw in the jungles of the original Far Cry, but in some ways it can feel like urban fighting with small but dense clusters of trees behaving like small buildings. Of course, you can't typically shoot through buildings, while if you think the enemy is on the other side of a stand of trees you can hose it down with a light machinegun to find out."

Ubisoft is hoping that the game will satisfy those looking for the original's jungle combat, while still allowing the series to cover new styles of play.

Yet large outdoor expanses feel empty unless you have the people and wildlife to inhabit them, which is where the game becomes yet more ambitious.

"Our AI is needs-driven, and the main needs are Rest, Duty and Social," explains Pharand. "Scattered all around the world are what we call SmartTerrain Points - locations where NPCs can perform actions that fulfil those needs. For example, a Sleep point will fulfil the Rest need as long as the NPC is sleeping."

As an example, we're told how gazelles will trek to watering holes each morning, drinking water before heading out to eat and sleep in the plains in the afternoon. Enemy patrols, meanwhile, will converge upon their base-camps at night, which means that the experience of raiding a camp at night or during the day will be drastically different. Planning your assault is now about more than just spotting your enemies. It's about choosing your moment, too.

Of course, there's still a 300-pound gazelle in the room that we haven't mentioned. If you're wondering how the game compares to Crysis, the semi-sequel to Far Cry by the original developers, know that Pharand isn't worried. "From what we know the games are virtually incomparable, which is great. We expect PC gamers will be more than happy to have two incredible titles to play instead of only one."


And we certainly will. Just so long as they can pull this off.


Source : http://www.gamesradar.com/

posted by Gunny
   
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Call of Duty 4 Earns More Than 40 Awards and Honours

Friday, August 03, 2007 12:15:09 AM (GMT Daylight Time, UTC+01:00)
Activision announced today that Call of Duty 4: Modern Warfare has earned more than 40 honors and awards including “Best Game of E3 2007” by G4 Television and TeamXbox; and “Best First Person Shooter” by IGN, Gamespot, TeamXbox, and Gametrailers.
   
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Posted by : Eggy

Call Of Duty 4: Confirmed Beta for US only + PC Demo coming soon

Thursday, August 02, 2007 10:16:58 PM (GMT Daylight Time, UTC+01:00)
Its been confirmed by 402 Infinity Wards communications manager that the rumours are true and that the COD4 beta is for the US only. Along with this announcement 402 has also said they are working on a PC demo.

However soon after came this announcement from 402

QUOTE
Hey Everyone;
I know there has been an uproar regarding the fact that the Public Beta may be restricted only to US residents. I wanted to give you guys an update and let you know that this is currently an unconfirmed statement, as details on Beta limitations are still in the works.

I will update you PERSONALLY when we have an official confirmation on Beta Limitations so bare with me while I get this all sorted out for you guys.

More info coming soon.

Info updated daily at www.cod4 forums.com

posted by Eggchaser

   
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Newly released BlackSite: Area 51 screens

Thursday, August 02, 2007 6:50:26 PM (GMT Daylight Time, UTC+01:00)
Some new released BlackSite: Area 51 screens courtesy of Blakguy. BlackSite: Area 51 developed by Midway Studios Austin, is a next-generation game that will redefine the first person shooter (FPS) genre.

While other FPS titles claim to feature “action-packed, highly realistic gameplay,” BlackSite: Area 51 takes next-gen gaming to an all-new level integrating cutting edge technology, game design and story writing to create the ultimate entertainment experience.














Source : http://gamers-creed.com/

posted by Gunny

   
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Far Cry 2 - First Official Screens from Ubisoft

Thursday, August 02, 2007 5:27:12 PM (GMT Daylight Time, UTC+01:00)
Here are the first official in game images of Far Cry 2 released directly from Ubisoft via Gamesradar. The game is still far from development but these screens show promise.























posted by Gunny
   
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Official: Crysis due on November 16

Thursday, August 02, 2007 4:39:33 PM (GMT Daylight Time, UTC+01:00)
EA has now confirmed that Crysis will release on November 16.



Halo 3, Gears of War (PC), Call of Duty 4: Modern Warfare and Unreal Tournament III... the end of 2007 was already going to end with a major bang. Now EA has gone and said Crysis is due this side of Christmas.



During a recent conference call EA's CFO Warren Jenson spilled the news during a financial conference call. "We are now planning to launch Crysis in early November," he said.

We're a little concerned about the use of the word "planning", because that has 'Oh, it might actually not make that date' written all over it, but fingers crossed, eh?

The second PC first-person shooter from German developer Crytek is surrounded by a mass of anticipation and we've all drooled over what we've seen of the game to date.

Don't let us down Crytek, or you'll have a riot on your hands.

Source : http://computerandvideogames.com/

posted by Gunny

   
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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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Posted by : Gunny

Tequila's arsenal revealed in new trailer

Tuesday, July 31, 2007 4:24:17 PM (GMT Daylight Time, UTC+01:00)
Bam! Drrrrtttt! Ka-pow! Ah, how we love these sounds of destruction. Stranglehold knows this, and - as you can see in this new weaponry-based trailer - the game is an almost non-stop aural orgy of explosive noise, combined with the loosing of an alarming amount of ammunition. Brilliantly, though, Stranglehold's fatalities aren't limited to bullet-points. The crumbling scenery that surrounds you can be blasted into shrapnel, used to crush enemies or simply exploderised with a well placed shot. Just point your pupils at the footage below and enjoy the effects.


Source : http://www.gamesradar.com/

posted by Gunny

   
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Far Cry 2 reveal - first details here!

Tuesday, July 31, 2007 12:47:36 PM (GMT Daylight Time, UTC+01:00)
Gone is Jack Carver. Gone are the Trigens. And gone is the tropical paradise. In short, Ubisoft has ripped up Far Cry, chewed on it, and spat out a game that to be sure retains certain hallmarks of its predecessor but at the same time one that bears little resemblance to the surprise hit from Crytek.



Revealed in the latest edition of PC Gamer UK, Far Cry 2 tears us out of our cosy desk chairs and throws us onto the sprawling plains of the African savannah.

Ubisoft is maintaining the exoticism of the original Far Cry game, but has decided to play it straight - enemies, for example, are humans and wildlife, and no genetic mutations. Nothing fantastical.

Far Cry 2's action takes place in two large fully open worlds, and features a non-linear, dynamic storyline that uses "a simple drama management engine to populate the story with key characters and facilitate the convergence of the story toward major climatic events", the sequel's producer Louis-Pierre Pharand has explained.

In the nutshell, the game's story finds you out to kill a bloke who's allegedly responsible for selling arms to both sides of a conflict in a failed state.

Ubisoft's drama management engine has raised one eyebrow. Our second eyebrow has been raised by an AI system that sounds similar to GSC's A-Life in S.T.A.L.K.E.R.

Pharand's explained that the AI in Far Cry 2 is "needs-driven", and that the main needs governing the behaviour of the artificial intelligence are rest, duty and social.

"Scattered all around the world are what we call SmartTerrain Points - locations where NPCs can perform actions that fulfil those needs". The AI system naturally covers wildlife as well.

PC Gamer describes Far Cry 2 as "hugely, impossibly ambitious" and... Well, we're not going to give away everything in the preview here. You can already read the first instalment online, and we'll be brining you the second and concluding part of the reveal tomorrow.


posted by Gunny

   
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Call Of Duty 4: Multiplayer Factions.

Monday, July 30, 2007 10:04:49 PM (GMT Daylight Time, UTC+01:00)
Factions USMC: Middle East Extremist Group: Both found in the new C4 Perk video. British SAS:
   
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Posted by : Gunny

Call of Duty 4 - packaging artwork

Monday, July 30, 2007 8:52:16 PM (GMT Daylight Time, UTC+01:00)

Official artwork released from Infinity Ward on their community website www.charlieoscardelta.com Community members are being asked to rate it with a possible view to actually being used on the boxes.




                


posted by Eggchaser

   
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Posted by : Eggy

COD4 Info Blowout!

Monday, July 30, 2007 6:15:04 PM (GMT Daylight Time, UTC+01:00)
Single Player: Confirmed and unconfirmed details in singleplayer for Call of Duty 4: Modern Warfare. Anything with a [C] before it means it has been made official by Infinity Ward that it will be in the game and anything with a [UC] before it means it unconfirmed as of now.
   
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Posted by : Gunny

Enemy Territory: Quake Wars Interview

Monday, July 30, 2007 2:20:35 PM (GMT Daylight Time, UTC+01:00)
Enemy Territory: Quake Wars wasn't originally planned for any platform other than PC but at some point developer Splash Damage got the Xbox 360 controller talking to the PC, noted how accessible the game had been designed, and thought, Why not?
   
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Posted by : Gunny

Call of Duty 4: Multiplayer footage shows off reward system.

Monday, July 30, 2007 2:04:35 PM (GMT Daylight Time, UTC+01:00)
First up, this new dose of footage treats us to some wondefully explosive gameplay from Call of Duty 4: Modern Warfare, specifically its exciting looking multiplayer mode. But what most grabbed our interest most was the reward granted when you hit seven successive kills. It seems that, once you've blatted enough enemies, you'll gain access to battlefield support. Smash three opponents, and you can request reconnaisance help to update your team's radar with enemy locations. Hit five and you'll be able to lay down an airstrike. Annihilate seven foes and you can, brilliantly, call in a helicopter gunship to blaze its firepower at the opposition - earning you even more kills.
   
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Posted by : Gunny

World In Conflict: AU Technology Interview

Monday, July 30, 2007 9:46:07 AM (GMT Daylight Time, UTC+01:00)
Australia, July 29, 2007 - Watching entire towns get razed by a tactical nuke should be a disturbing scene, but in World in Conflict it's one of the prettiest sights we've seen in a game. Built on one of the most impressive graphics engines around, this RTS has a level of detail that would make a first person shooter weep. The game's lead designer, Magnus Jansen - aka Sound Boy, thanks to his history as the sound guy at Massive - took the time out of his busy schedule to delve into the technology that drives the game.
   
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Posted by : Gunny

Splinter Cell Conviction Delayed

Monday, July 30, 2007 4:32:07 AM (GMT Daylight Time, UTC+01:00)


The latest edition to Ubisoft's stellar Splinter Cell series will be delayed according to gamespot.com.  Splinter Cell: Conviction, originally slated for a release sometime in either October or November is now reported to be pushed back to March of 2008.  This shouldn't be all bad news for gamers though, with all the AAA titles due out in the next few months, it's good to see one of them pushed back to the slow time of the year for gaming.

Splinter Cell: Conviction is in development for the Xbox 360 and PC.

   
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Posted by : Gunny

New Frontlines: Fuel of War Screenshots (Xbox 360, PS3, and PC)

Sunday, July 29, 2007 10:31:51 PM (GMT Daylight Time, UTC+01:00)

   
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Posted by : Gunny