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The BBC Watchdog PS3 Segment For Those That Missed it !

Tuesday, September 22, 2009 1:10:48 PM (GMT Daylight Time, UTC+01:00)

 

Here is the Sony PS3 Yellow Light of Death coverage from BBC Watchdog.

“Thousands and Thousands of PS3 have gone kaput”

Even Sony admit thousands have died !!  To get it fixed, you have to pay £128 for a refurbished model, which only gets a 3 month warrantee. If it breaks down again after 3 months you have to pay £128 again !! Not to mention you loose all your data/games saves etc as they don’t return your console to you. You get some random refurbished model.

Suddenly the FREE Microsoft 3 year warrantee and detachable HD (so you keep all your important data) doesn’t seem so bad eh !!! lol.

Oh how the Xbox 360 owners laughed at the red faced Sony fanboys..

   
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OFP: DR - Demo Confirmed - Codemasters Forum

Friday, March 13, 2009 5:23:50 AM (GMT Standard Time, UTC+00:00)

 

Hi everyone,
Got some good news for you all.
Just wanted to confirm that as is the case with almost all of our major releases, OFP: DR is planned to have a demo released prior to launch for all platforms.
I don't have any further details at the moment regarding dates and content, but I will keep on updating this thread as and when new info becomes available.

OFP: DR - Demo Confirmed - Codemasters Forum

   
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Call of Duty: World at War Map Pack Trailer

Monday, March 09, 2009 5:01:12 PM (GMT Standard Time, UTC+00:00)

Here is a new video from Gametrailers TV of the Call of Duty World at War Map Pack. Maps include Knee Deep, Nightfire, and Station. Also included in the map pack is a zombie map called Verrückt (Zombie Asylum). The release date is sometime this month.

N4G.com : Call of Duty: World at War Map Pack Trailer

   
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PS3 160GB sales up pre-Killzone 2 release - PS3

Thursday, February 12, 2009 11:19:20 PM (GMT Standard Time, UTC+00:00)

Sales for Sony Corp.'s Playstation 3 160GB model increased at retailer Amazon.com on Wed. prior to the release of the anticipated game title Killzone 2.

On Wed., the 160GB PS3 SKU held a sales increase of 101 percent to rank at No. 119 in Amazon's Video Games division.

Sony in Nov. released the 160GB PS3 SKU. The bundle includes a new 160GB PS3, Uncharted: Drake's Fortune, PAIN downloadable game voucher, and a Dualshock 3 controller for $499.

Additionally, it sells an 80GB model for $399.99. Amazon this month is selling Killzone 2 below $55 in a new coupon promotion.

In the offer, customers who use the coupon code KZ2SAVE5 at checkout will receive an additional $5 off the $59.99 pre-sale price.

Sony in Jan. said that third quarter net profit fell 95 percent between Oct. and Dec.

The Playstation division held a $4 million profit, despite a nine percent decline in PS3 sales to 4.46 million sold.

Source : Punch Jump :// NEWS - PS3 160GB sales up pre-Killzone 2 release - PS3

   
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IGN: Street Fighter IV Review

Thursday, February 12, 2009 9:29:05 PM (GMT Standard Time, UTC+00:00)

UK, February 12, 2009 - You've seen every screenshot, watched every trailer, prayed it would make it to console and rejoiced when Capcom duly obliged. The more enterprising of you may have even made the pilgrimage to the Trocadero in order to worship at the latest altar of pugilism - and you'd be forgiven that you now know all there is to know about the triumphant return of that most iconic of series in Street Fighter IV.

In many ways you'd be right; essentially, the home port of Street Fighter IV is the very definition of arcade perfect. The Street Fighter phenomenon is one that's so close to a whole generation's heart that it would be foolish to try and offer a definitive judgement on the new formula, the debate over whether jettisoning the hardcore baggage of the third game and its satellites and making a spiritual return to Street Fighter II unlikely to be resolved anytime soon. We will however say this – Street Fighter IV is the most engrossing one-on-one beat-'em-up we've ever played.

Fundamentally, this is the same rock, paper, Shoryuken mix that's familiar to anyone who's ever pulled off a quarter-circle on a D-pad in anger. There's no deformable armour, no huge weapons to clang opponents around the head with and no way of tearing a downed combatant's cheeks off at a fight's conclusion – this is one of the purest expressions of virtual sparring ever created.
Indeed, it's the accessibility of Street Fighter IV that's one of the game's greatest triumphs. By taking Street Fighter II as the basic template, the game's been opened up to the legions alienated by the series various detours down hardcore roads. More forgiving inputs significantly lower the barrier of entry for the less dextrous returning to the series – and for the first time in a life spent playing Street Fighter we can finally pull off Zangief's spinning piledriver with some level of consistency.
Gone are the parrying system and the multiple Super Arts of Street Fighter IV's numerical predecessor. Players now have one access to a single Super, though like most specials it's available in two flavours. Striking all three attack buttons when performing a special or Super with the EX gauge maxed out performs an Ultra, a high tier attack that serves as the climax to the heady drama of one of the game's bouts.

The visual style never tires - this game's likely to remain as appealing 17 years from now.

The return of the archetypal eight characters that defined Street Fighter II reinforces the link between Street Fighter IV and its 17-year-old predecessor, and another of the game's successes is its careful handling of their upgrade, as well as the successful introduction of a new cast of fighters. Shotokan fighters – practitioners of that holy trinity of Dragon Punch, fireball and Hurricane Kick - such as Ken, Ryu, Sakura and Akuma feel more distinct from each other than ever before, while the likes of Guile and Dhalsim make a successful return from their exile.
Most significant of the new additions is without doubt the focus system: holding down medium punch and kick together envelops the player in a swirl of heavily inked lines, allowing one incoming attack to be absorbed and turned back into a crippling blow, leaving the opposition prone to a quick-fire combo. It's a feature that's integrated seamlessly into the game's patchwork and sits well with the slower tempo of Street Fighter IV – a change in pace that may come as a shock to those who have been schooling themselves in the comparatively twitchy Super Street Fighter II Turbo HD Remix in preparation, and putting paid to the misconception that this is a re-skinned Street Fighter II.

All of which is commendably faithful to the arcade original, but taking the finished article home it's now possible to relish all the little details that make Street Fighter IV so astounding a package. The shift to 3D visuals has been handled impeccably throughout, with hulking character models aching with muscle defined by flat textures and exaggerated features that anchor them to their 2D heritage. Their sheer size – no Street Fighter game has ever allowed its characters to accommodate as much screen space as they do here – lends them a new, more brutal physicality that's carried through with weighty animations and pixel-perfect collision detection. Get an arcing Dragon Punch to land squarely in an opponent's midriff and the feeling of contact is colossal, your opponent doubling over and their features transfixed in a caricature of pain.
It's a level of detail that's echoed in the backdrops - from the tourist excitedly fumbling with their camera as they try to catch the action in a crowded downtown alley, the cargo ship that slowly pulls into view and reveals a waving Balrog or the vast video screen that dynamically apes the action on the cruise ship's floor, each stage feels as alive as the fighters within.

Gouken's likely to be the last character you'll unlock, and it took some 50 hours of brawling for us to get him. He's worth it.

One of the few bum notes pulled by the otherwise excellent art design is in the animated cutscenes that bookend each character's journey through the vanilla arcade mode. Cheap in execution, they jar considerably with the heavy ink aesthetic that's evident elsewhere in the game, ensuring they're good for little more than a cheap giggle. It's one of the few additions for the console versions, though thankfully the other new features are more carefully integrated.
There's no attempt to pad the single-player campaign – instead of trying to shoe-horn in a lengthened campaign mode the solo fighter is instead given a wealth of tools with which to hone their prowess. Each character has a series of trials, requiring the correct input of commands from pulling off a simple special to the darker arts of executing cancels and some of the more intricate combos.
The slim single-player offerings are bolstered by the self-explanatory Time Attack and Survival modes and as such are an admission of where the game's focus lies – in the perfection of the one-on-one beat-'em-up genre. Street Fighter IV's real heart lies in competitive play, something that's well served by its solid online options. Thankfully this plays out more like the Xbox LIVE version of Super Street Fighter II Turbo HD Remix than the faltering LIVE version of Street Fighter II, with fights running with a consistent lack of lag.
Ranked and unranked play is available and for the former it's possible to acquire Battle Points through victory – although defeat will also result in losing Battle Points, meaning that it's as easy to get over confident and plummet down the leaderboards as it is to ascend them. One particularly cute touch is the ability to open yourself up to all-comers when playing through the single-player arcade mode, allowing anyone to interrupt a session for a spar. Short of importing a gaggle of intimidating teenagers into your own living room and drilling a coin-slot into your precious plasma screen, it's a great way of bringing the console version one step closer to the arcade experience.

In true Street Fighter boss tradition, Seth's a cheap and frustrating character.

Unfortunately the bulk of the online content is being reserved for a day one patch with enhanced matchmaking, a fully-featured tournament system and a replay mode all to be included. We'll follow up with a comprehensive report post release, but for now be safe in the knowledge that Street Fighter IV's online mode is satisfyingly sturdy.
One less welcome package that's being primed for post-release is the downloadable costume sets. Street Fighter IV's release is something to be celebrated so it's a shame that Capcom has almost spoilt its own party with such a move – it really wasn't that long ago when such small features were unlockables and given the scarcity of similar content in the retail package it seems particularly cynical to sell the content off at a premium.

Closing Comments
Regardless, Street Fighter IV is no less than the new standard for beat-‘em-ups. It's a triumphant return for the series after an eight year hiatus and is a seamless blend of the old and new, at once accessible to lapsed pugilists while being nuanced enough for the dedicated core to wallow in its depths. What’s more, Street Fighter IV takes an aging template and makes it fresh once more, offering a revival in every sense of the word. The waiting is over – Street Fighter IV is home, and it’s one very special game.

IGN: Street Fighter IV Review

   
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HAWX Demo Delayed | TheSixthAxis

Thursday, February 12, 2009 5:25:11 PM (GMT Standard Time, UTC+00:00)

 

Despite the Xbox 360 demo now being live, Ubisoft have just let us know that the PS3 version of the HAWX demo has been delayed, until February 26th, citing a “late discovery of an unexpected issue.”  Ubisoft apologise for the situation.

[Ubisoft's Twitter Feed]

Source : HAWX Demo Delayed | TheSixthAxis

   
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H.A.W.X Demo is Surprisingly Good

Thursday, February 12, 2009 5:23:25 PM (GMT Standard Time, UTC+00:00)

 

Andrew Weymes of The Nightly Gamer writes: The demo for Tom Clancy's H.A.W.X hit Xbox Live a couple of days ago and it's surprisingly good, especially for a game that hasn't garnered much hype. For those that haven't heard of the game, be sure to give the demo a shot. It may even entice gamers who aren't into flight simulation games. Read the full article to get a more detailed explanation of what The Nightly Gamer thought about the demo.
Flight simulations games are kind of the niche' genre in the world of video games. Many of them feature very difficult control schemes that tend to turn off the average gamer. H.A.W.X certainly has a difficult control scheme to master if the setting is on expert, but the normal setting is quite easy to get accustomed to.
The demo consists of two missions, one of which is a training mission and both can be played online. As explained in the first mission, there are two ways of controlling your jet. When assistance is on, the camera angle is either directly behind the jet or looking through the cockpit. With assistance on, the game feels like almost any other flight simulation game. However, with assistance off, the game feels entirely different. Many manoeuvres become available without the assistance on such as breaking quickly and swinging your jet around behind pursuers. The camera is much different without the assistance on and settles very far from the jet itself. Both ways of playing are enjoyable, but having the assistance on seems to make the combat feel a little more exciting despite not having as many moves available at your disposal.
The graphics are similar to every other Tom Clancy game released. They get the job done, but aren't anything to be awestruck from. The jets are nicely detailed, but the cityscape is relatively unimpressive. It's a pity that Tom Clancy games all seem to share these graphical traits, because the gameplay is almost always solid.
The sound in the demo is probably its weakest aspect. The voice acting is decent, but the jets had a very poor sound quality to them. At times they would crackle through the speakers and it was quite unpleasant. Hopefully, this problem will be fixed in the retail version of this game.
The H.A.W.X demo was a pleasant surprise. The gameplay is certainly fun and exciting, the graphics are above average, but the sound quality was pretty bad. Flight simulation fans should certainly give the demo a shot. For gamers that aren't big fans of the genre, H.A.W.X may help change their minds. Being able to play each mission online is going to add a lot of replayability to the retail game and there are other multiplayer modes that weren't available in the demo. H.A.W.X may get lost in the shuffle of the stellar games coming out in February and March, but the demo certainly wasn't bad. In fact, it was much better than expected of a game with little to no hype.
Written by Andrew Patrick Weymes

H.A.W.X Demo is Surprisingly Good

   
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KIllzone 2 review 'scandal': Edge vs The World - PSM3 Magazine

Wednesday, February 11, 2009 5:32:06 PM (GMT Standard Time, UTC+00:00)

If you haven't noticed, Killzone 2's been scooping universally huge review scores, with a Metacritic average of 92. The first ten or so reviews came in at a in-no-way reactionary 100%, before a few websites dare to break ranks and give it, er, 96. So when Edge Magazine's 7/10 review score was released, some internet fan sites reacted with customary restraint - dismissing Edge's writers as contrary, doom-peddling, attention-seekers and labelling their review as 'wrong', as all subjective opinions tend to be. Oh, good.
You can read The Edge review here.
Or read Metacritic's Killzone 2 page.
How did the internet's more committed game sites react to Edge's score? PSX Extreme (no clues there) weren't very happy, claiming "we advise all of you to ignore the desperate-for-attention, we're-going-to-prove-our-elite-status so-called "review" from Edge that has the entire Internet talking."
Click to read PSX Extreme savages Edge.
So while the pot dusts itself off...
Popular, sensible, games blog Kotaku were more measured, suggesting "In modern day review terms, in which the scale typically runs from 6 to 10, with 6 being nigh unplayable and 10 being "perfect," we have a problem on our hands. Or do we?
No. We don't."
">Kotaku defends Edge.
Kotaku continues, "One of the neat things about Edge is, it has a hard-on for innovation. Even neater, it uses the entire range of the scale, not just just comfortable 6 to 10 zone. Clearly, when reading the written critique of Killzone 2, the issues it takes with the game's characters, story (or lack thereof), and gameplay clichés, the numerical score provided to it - seemingly the most contentious aspect of the review - begins to make more sense."
Our take? Who cares. You'll know what you think when you've played it - and in the meantime can make up your own mind *thanksverymuch* whether Edge's review is, as suggested, madness. If you even care. Edge's anomalous score is sort-of irrelevant, as it exists within its own internal universe, not the '80% is a bad score' world of metacritic-moulded consensus and ardent fan sites, so the only debate is whether Edge's words, and opinions, correlate with your feelings about the game. Or are consistent within Edge's own universe, which is a thornier issue we're not willing, or qualified, to explore.
Do Edge's opinions agree with ours? Largely, yes. Did we give it 70%? No. Make of that what you will.
Pah. Let's cheer ourselves up by reading what the world's biggest Killzone 2 fans had to say about the game. While Edge's score does stick out, we're slightly more excited by some of the more expressive writing below, including suggestions that Killzone 2 makes you feel like being in an actual war, and may cause you to fill your pants, or make your eyes pop - which may, or more likely not, be true. To make things more fun, we've 'reviewed' some of the reviews below, which makes us feel clever.
Note: We're aware this is a cheap, tongue-in-cheek, pop at other people's work, and may involve the trajectory of stones in a fragile, transparent, living space but if any inexplicably offended website is considering doing the same to us, we'd just like to add: we've never made a mistake or mis-spelled a word. Ever.
I'll say it again: Killzone 2 is the best console first person shooter ever. It will be bested one day, and that is as it should be, but this game has set the proverbial bar so high we reckon it'll be the king for a good long while... Hail to the king, baby. [Feb 2009, p.66]
Score: 100
OPM Australia
PSM3 says: "Invoking the voice of God to qualify the stark staring obvious is an effective, if unusual, literary device, WHICH IS AS IT SHOULD BE. Eh? Who was that? Never mind"
It took a long time for Killzone 2 to finally come out, but after diving head first into the game, there's no doubt in my mind that it lives up to the hype and is a must-play for FPS fans. [Mar 2009, p.70]
Score: 100
Gamepro
PSM3 Says: "An interesting twist on the 'stating the obvious' genre, but mixed metaphors prove a poor substitute for the voice of God"
Probably the tastiest part of the Killzone Cocktail is the Multiplayer. Imagine if Call Of Duty 4 and Team Fortress 2 had a baby, which they then abandoned and as a result had to learn a few new tricks to survive. That's what Killzone Multiplayer is like.
Score: 100
G4 TV
PSM3 says: "The who's in the what now? We'll try the cheese. The Ch-ee-se."
With its unparalleled graphics, incredibly well-paced single-player campaign and in-depth multiplayer offerings, Killzone 2 has established its place among top-tier console shooters. Expectations on Killzone 2 had reached ridiculous proportions; here's one of those cases where the game actually lived up to them.
Score 100
1UP
PSM3 says: "This we actually understand and commend. Which limits our ability to say anything funny, or slightly less unfunny, than usual. But fetch the sieve, thine prospectors of comedy, because this next one is GOLD. Gold we tells ye"
It seeps action from every angle and makes you question whether you are actually in the middle of a war zone thanks to it's stunning effects and sound. If you want eye popping, pant wetting action then this is most certainly the game for you.
Score: 95
Wonderwall Web
PSM3 says: "The good news is, Killzone won't actually make your eyes pop, or promote involuntary bladder movements unless you were suffering an alarming, unprecedented, prior medical condition. We're just off for a quick blast on multiplaye... YAAARRRGH! Pfffffs... POP! P-O-P!"
While Killzone 2 does walk on mostly well-trodden ground, it does so with a keen attention to style and detail, pushing beyond the gray-and-red color schemes that define its competition while encouraging gamers to put a little bit of thought behind every bullet they hurl.
Score: 90
Wired
PSM3 says: "A disappointing lack of medical disasters sully an otherwise sensible review"
But without the first game's ambiguities, a sense of humour or even an ounce of intrigue, its story stinks. It's so slight you could play the levels in random order to little ill-effect, and it assumes knowledge of everything and everyone, not once recognising the real-world echoes of its premise: an allied invasion of an enemy the allies themselves created.
Score: 70
Edge
PSM3 says "THIS SCORE IS WRONG! DON'T BELIEVE THE HATERS WHO WROTE THIS SO CALLED 'REVIEW'!!! Er... and... ah... anyone who says Killzone is rubbish should... have their eyes... popped... or something which is... erm... AS IT SHOULD BE. Yes, that's better."
Oh, and if you want to hear what we think about Killzone 2 (Warning: Contains 'wrong' opinions)...
Click to download PSM3 Podcast#15 here.
Have a great evening,
PSM3

Source : PSM3 Blog: KIllzone 2 review 'scandal': Edge vs The World - PSM3 Magazine

   
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Burnout: First 'Cops and Robbers' shots

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

  

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

   
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NYCC 09: Battlefield 1943 Pacific hands-on (XBLA) - Joystiq

Sunday, February 08, 2009 2:06:39 PM (GMT Standard Time, UTC+00:00)

 

Battlefield 1943 Pacific is just like ... well, other Battlefields. That's a compliment, by the way. 1943 is no janky spinoff. It's small in scope, sure, but it offers (and even improves upon -- read: no more health packs!) the core experience of its disc-based brethren. This is visible -- even playable -- in a pre-alpha build (XBLA version) on the New York Comic Con show floor.


We got our hands on the Wake Island map, one of three in the downloadable game, which is modeled on the actual geographic location with a few gameplay-enhancing improvements. 1943's color palette is distinctly vibrant, clashing against the epic destruction that ensues once a match begins. As featured in Bad Company last year, the Frostbite game engine's destructible environments are exploding and imploding in 1943 as well, with buildings reduced to mere foundations as players carelessly toss grenades, launch rockets and even bomb from the skies (bombers can be somewhat controlled from within specially-marked, protected bombing HQs). Destruction is a gimmick -- but a good one.

1943 is limited to Battlefield's now classic Conquest Mode, where teams must capture all the flagged territories around the map. Once captured, these territories become spawn points, with one designated as the "frontline," indicating where the most action is taking place. More calculating players can choose to spawn closer to home base (say, an aircraft carrier) and ride a boat to shore or hop in a fighter plane.
Calling to mind Warhawk (on PSN), 1943 features two layers of play: first-person shooting and air combat. Admittedly, our only flight ended in a quick, spiraling dive into the sea, but, theoretically, a squad of fighter planes could do some major damage to an opposing team. We stuck to the ground, though, sniping, rat-tat-tatting, or simply tanking through the enemy. You know the drill.
And that's 1943. A familiar kind of fun, served small -- an appetizer portion of a game. At $15-20 (we're told), 1943 will fall into the pricier tier of downloadable titles (on PSN, XBLA and PC), but justified by its inherent replayability -- supported by a "stamp and postcard" rewards system -- in addition to Trophies and Achievements. But the real draw is a social one. 1943 is team-based, and developer DICE promises to improve upon the squad system featured in Bad Company. In this sense, teams are split into three, four-player squads (24 total match players), surely a perfect opportunity for several friends to get together, if just for a few rounds. DICE is also focused on developing a functional "party" system, essential for any respectable team shooter; but that technology is not complete in this stage of development.
Still, Battlefield 1943 Pacific looks to be on track for its scheduled summer release. Not a blockbuster by any stretch of the imagination, but a solid featurette to enjoy before you launch whatever you have in your disc drive. Keep your radars locked.

NYCC 09: Battlefield 1943 Pacific hands-on (XBLA) - Joystiq

   
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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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December NPD: GTA IV 360 sales almost double that of PS3 for 2008

Friday, January 16, 2009 10:13:05 AM (GMT Standard Time, UTC+00:00)

 

gtadlcb.jpg

According to the NPD annual software charts for 2008, Rockstar’s Grand Theft Auto IV 360 outsold GTA IV PS3 by nearly 2:1.

The open world action title sold 3.29 million copies on 360 and just 1.89 million on Sony’s console where GTA games have traditionally resided. In fact, last year’s release was the first simultaneous multiplatform release for the franchise.

GTA IV 360 could see a resurgence in sales as platform exclusive DLC, Lost and Damned, becomes available later on this year.

All of videogaming247’s December NPD coverage can be found here.

videogaming247 » Blog Archive » December NPD: GTA IV 360 sales almost double that of PS3 for 2008

   
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Vitals: Tom Clancy’s HAWX

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

hawx_helmet_and_logo

SR-71 USAF base (Kadena, Japan)-

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

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

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

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

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

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

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

 
 
 

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

   
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Lights Dimming For Sony's Playstation 3

Tuesday, December 30, 2008 6:07:42 PM (GMT Standard Time, UTC+00:00)

struggling to find the "sweet spot" in the video game market as its sales drop again.

Sony lags behind the Xbox 360 and Wii in this
generation's console war.

Despite Sony's Playstation 3 quarterly sales growth doubling from last year, the end result from this year's holiday sales doesn't bode well according to the Wall Street Journal.
Sony hoped the PS3 would take the number-two spot in video-game consoles, as it currently trails the Wii and Xbox 360, respectively. Instead, PlayStation 3 sales are down 19 percent from last holiday season. Contrast that to Nintendo and Microsoft, which saw the Wii double its sales and Xbox 360 sales rising by eight percent, respectively.
Sony places a lot of hope on its videogame division as its electronics business is suffering terribly due to the global economic crisis. Sony projected last spring that its games division would finally make a profit since launching the PS3 in 2006.
Earlier this month, I reported that by 2010, Sony plans to eliminate 8,000 jobs (four percent of its global work force). This is certainly the result of a tail spin of poor electronics sales.
Here's where Sony probably went wrong.
A pricey console featuring fancy components is backfiring on them as this recession continues to spiral out of control and people are less inclined to drop money on the priciest gaming console. And why should they?
An entry-level PS3 model costs at least $150 more than the Wii or the cheapest Xbox 360, right? And although the PS3 has Blu-ray functionality that isn't in the Wii or the Xbox 360, it's still a bitter pill to swallow when parents just want to buy a respectable video-game console for their kids. Besides, the cost of actual Blu-ray players are relatively inexpensive, and you still can get one with an Xbox 360 for cheaper than what it would cost you to buy a PS3. Dang!
We also know that Microsoft helped its sales of the Xbox 360 when it slashed the price this past fall and bundled games, too. Nintendo kept the Wii's price at $249 but cranked out more consoles taking care of the shortage problem.
Let's also be frank...Sony hasn't had the great exclusive titles it enjoyed with the PlayStation 2. Microsoft has its heavyweight giants Halo and Gears of War franchises. Nintendo's big money makers are mostly in-house games. While Sony used to have a stronghold of exclusives, clever Microsoft found a way to get game publishers to launch biggies simultaneous with Sony.
Lastly, the PS3 just costs way too much to make. Last week, I told you Sony found a way to take the console which once took $840 to manufacture, and make it for $448.73. Granted, it still loses money on every PS3 it sells because it retails at $399, so Sony is going to have to cut the price to help boost sales.
Let the numbers speak for themselves. Since its launch, the Wii has sold nearly 35 million units, the Xbox 360 has sold 22 million, with the PS3 trailing at 17 million. Let's get even more specific. Last month, in the US, the Wii sold 2 million, consumers bought 836,000 Xbox 360's, and only 368,000 PS3's were purchased.
While Sony's best seller last month (according to The NPD) was Call of Duty: World at War...dang again! The Xbox 360 version sold twice as much.
Source

Lights Dimming For Sony's Playstation 3

   
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Sony's PS3 A Sinking Ship: Sales Plummet

Saturday, December 13, 2008 1:39:05 AM (GMT Standard Time, UTC+00:00)

Alone among the three major videogame consoles, sales of the PS3 are down about 19% from November 2007, according to the latest stats from the NPD Group. Sony was only able to sell 378,000 PS3s this November, compared to 466,000 last year.

And the problem for Sony isn't the recession, it's the PS3. Microsoft (MSFT) put up respectable numbers with its Xbox 360, selling 836,000 units vs 777,000 in November 2007. And Nintendo's (NTDOY) Wii continues to dominate the market, more than doubling sales from 981,000 to 2.04 million.

So why is the PS3 flopping so badly?

  1. It's the most expensive console on the market, $150 - $200 more than its rivals. Even if you believe the video game industry is "recession-proof" (it isn't), a tanking economy makes consumers more price-conscious.
  2. The PS3's big bonus is its ability to double as a Blu-Ray player. Too bad no one seems to care about hi-def DVDs. The differences between Blu-Ray and DVD are hard to see on a TV less than 50".
  3. The PS3 just doesn't have any must-have titles exclusive to the console. "LittleBigPlanet" has generated decent buzz but isn't a game-changer, and neither is Sony's new virtual world "Home."

There's really only one option left for Sony to remain in the game: deep price cuts, and not just for people with good credit. Tell yourself the PS3 has superior graphics if it makes you feel better, but a $400 console with a mediocre game library simply cannot compete against an Xbox 360 priced at $200 in this economy.

Sony's PS3 A Sinking Ship: Sales Plummet

   
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Massive Tomb Raider Underworld - Game Renders

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

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

HD 3841x3912 

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HD 2700x3234

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HD 5351x6502

HD 3300x5100

HD 2700x3266

   
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Call of Duty World at War Multiplayer Map Overviews.

Thursday, November 13, 2008 11:19:27 AM (GMT Standard Time, UTC+00:00)

Call of Duty World at War Multiplayer Map Overviews.











Call of Duty World at War Multiplayer Map Overviews. - T.O.C. Clan Forums

   
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Weapons Locker - Call of Duty: World at War

Wednesday, November 12, 2008 10:59:02 AM (GMT Standard Time, UTC+00:00)

US, November 11, 2008 - Some were delighted to find that the Call of Duty series was returning to World War II in Call of Duty: World at War, others were infuriated. But regardless of which side you turned a sympathetic ear to, Call of Duty: World at War is here and could prove to be one of the most intense World War II shooters available. Ultimately it's up to you decide, but in the meantime, before you go rushing into battle, we felt it was important to give you all the info on the in-game weapons. Some weapons are new to the Call of Duty series, such as the M2 flamethrower, others are more familiar, like the M1 Garand. Whether you prefer to hang back and snipe or get right into the thick of it, Call of Duty: World at War gives gamers a broad arsenal to get their kill on. So, without any further ado, IGN Gear presents the weapons of Call of Duty: World at War.


Rifles

M1A1 Carbine

  • Caliber Ammunition: .30 Carbine
  • Action: Gas-operated, rotating bolt
  • Weight: 5.2 Lbs.
  • Magazine Capacity: 15 or 30-round detachable box magazine
  • Rate of Fire: Semi-automatic

M1 Garand

  • Caliber Ammunition: .30-06 Springfield
  • Action: Gas-operated, rotating bolt
  • Weight: 9.5 Lbs.
  • Magazine Capacity: 8-round "en bloc" clip internal magazine
  • Rate of Fire: Semi-automatic

SVT-40

  • Caliber Ammunition: 7.62x54mmR
  • Action: Gas-operated, tilting bolt
  • Weight: 8.5 Lbs.
  • Magazine Capacity: 10-round detachable box magazine
  • Rate of Fire: Semi-automatic

Gewehr 43

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Gas-operated
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 10-round detachable box magazine
  • Rate of Fire: Semi-automatic

STG-44

  • Caliber Ammunition: 7.92x33mm Kurz
  • Action: Gas-operated, tilting bolt
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 30-round detachable box magazine
  • Rate of Fire: 500-600 rounds-per-minute

Bolt-action Rifles

Springfield M1903

  • Caliber Ammunition: .30-03 Springfield; .30-06 Springfield
  • Action: Bolt-action
  • Weight: 8.7 Lbs.
  • Magazine Capacity: 5-round, 25-round(Air Service variant) stripper clip, internal box magazine

Mosin Nagant

  • Caliber Ammunition: 7.62x54mmR
  • Action: Bolt-action
  • Weight: 8.8 Lbs.
  • Magazine Capacity: 5-round magazine

Arisaka Type 99

  • Caliber Ammunition: 7.7x58mm Arisaka
  • Action: Bolt-action
  • Weight: 8.16 Lbs
  • Magazine Capacity: 5-round internal box magazine

Karabiner 98k

  • Caliber Ammunition: 7.92x57mm IS
  • Action: Bolt-action
  • Weight: 9.0 Lbs
  • Magazine Capacity: 5-round stripper clip magazine
  • Max. Range: 800 m

PTRS-41

  • Caliber Ammunition: 14.5x114mm
  • Action: Bolt-action
  • Weight: 9.0 Lbs
  • Magazine Capacity: 5-round stripper clip magazine
  • Max. Range: 800 m

Submachine Guns

Thompson M1A1

  • Caliber Ammunition: .45 ACP (11.43 × 23 mm)
  • Action: Blowback
  • Weight: 10.6 Lbs
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 600-1200 rounds-per-minute

PPSH-41

  • Caliber Ammunition: 7.62x25mm Tokarev
  • Action: Blowback, open bolt
  • Weight: N/A
  • Magazine Capacity: 35-round magazine
  • Rate of Fire: 900 rounds-per-minute

Type 100

  • Caliber Ammunition: 8x22mm Nambu
  • Action: Blowback
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 800 rounds-per-minute

MP40

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Blowback, open bolt
  • Weight: 8.8 Lbs
  • Magazine Capacity: 32-round magazine
  • Rate of Fire: 500 rounds-per-minute

Shotguns

M1897 Trench Gun

  • Caliber Ammunition: 12 gauge
  • Action: Pump-action
  • Weight: 8 Lbs
  • Magazine Capacity: 5 round tubular magazine

Double-Barraled Shotgun

  • Caliber Ammunition: 12 gauge
  • Weight: 9 Lbs
  • Magazine Capacity: 2 rounds

 

Machine Guns

M1919A6 Browning

  • Caliber Ammunition: .30-06 Springfield
  • Action: Recoil-operated/short-recoil operation
  • Weight: 31 Lbs.
  • Magazine Capacity: 250-round belt
  • Rate of Fire: 400-600 rounds-per-minute
  • Max. Range: 1,500 yards

MG42

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Recoil-operated/roller-locked bolt
  • Weight: 25.5 Lbs.
  • Magazine Capacity: 250-round belt
  • Rate of Fire: 1,200 rounds-per-minute
  • Max. Range: 1,100 yards

Degtyaryov D-28

  • Caliber Ammunition: 7.62x54mmR
  • Action: Gas-actuated
  • Weight: 9.12 Kgs
  • Magazine Capacity: 49-round drum
  • Rate of Fire: 500-600 rounds-per-minute

FG42

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Gas-operated, rotating bolt
  • Weight: 9.9 Lbs
  • Magazine Capacity: 20-round magazine
  • Rate of Fire: 900 rounds-per-minute
  • Max. Range: 550m

Type 99

  • Caliber Ammunition: 7.7x58mm Arisaka
  • Action: Gas-operated
  • Weight: 11.4 Kgs.
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 900 rounds-per-minute

Browning M1918 (B.A.R)

  • Caliber Ammunition: .30-06 Springfield (7.62x63mm)
  • Action: Gas-operated, tilting breech block
  • Weight: 15.9 Lbs.
  • Magazine Capacity: 20-round magazine
  • Rate of Fire: 500-650 rounds-per-minute
  • Max. Range: 550m

Pistols

Colt M1911

  • Caliber Ammunition: .45 ACP
  • Action: Short recoil operation
  • Weight: 2.5 Lbs.
  • Magazine Capacity: 7-round magazine
  • Max. Range: 75 yards

Tokarev TT-33

  • Caliber Ammunition: 7.62x25mm Tokarev
  • Action: Recoil-actuated
  • Weight: 840 grams
  • Magazine Capacity: 8-round magazine

Nambu 14

  • Caliber Ammunition: 8x22mm Nambu
  • Magazine Capacity: 8-round magazine

Walther P38

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Short recoil, locked breech
  • Weight: 800 grams
  • Magazine Capacity: 8-round magazine

.357 Magnum

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Revolver
  • Magazine Capacity: 6-round magazine

Perk Weapons

M9A1 Bazooka

  • Caliber Ammunition: 60 Bazooka rocket
  • Action: Rocket propelled
  • Weight: 15 Lbs.
  • Effective Range: 120 yards

M2 Flamethrower

  • Caliber Ammunition: 2 gallons of gas, 1 gallon of nitrogen propellant
  • Weight: 43 Lbs.
  • Effective Range: 132 ft.

 

IGN: Weapons Locker - Call of Duty: World at War

   
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Call of Duty World at War : Multiplayer Maps

Sunday, November 02, 2008 4:31:46 AM (GMT Standard Time, UTC+00:00)

While these aren't official there is a strong chance they will all be in the Retail Game.

Image:airfield.jpg

Asylum

Abandoned hospital/Cod4 Vacant style. Russian/German?

Image:asylum.jpg

Castle

In Beta, Japanese/Marines

Image:castle.jpg

Cliffside

Wrecks, community member author of COD4 Map "Vertical" has worked on the map. Japanese/Marines

Image:cliffside.jpg

Courtyard

Possibly an urban Japanese style map. Japanese/Marines

Image:Courtyard.jpg

Dome

Shipment-like map? Russian/Marines

Image:Courtyard.jpg

Downfall

Reichstag in Berlin?. Russian/German

Image:Downfall.jpg

Hangar

Small map, Killhouse revisited? Japanese/Marines

Image:Hangar.jpg

Makin

In Beta, Japanese/Marines

Image:makin.jpg

Outskirts

Large map in Russian or German town? Russian/German

Image:Outskirts.jpg

Roundhouse

In Beta, Russian/German

Image:roundhouse.jpg

Seelow

Large Japenese Camp, Japanese/Marines

Image:Seelow.jpg

Upheaval

Destroyed Village. Russian/German

Image:Upheaval.jpg

Call of Duty 5: Multiplayer Maps - RGN Wiki

   
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Call of Duty World at War Exclusive Pre-Order Content

Wednesday, October 22, 2008 11:44:07 AM (GMT Daylight Time, UTC+01:00)

Here is the exclusive content available when you pre order with certain retailers.

 PreOrderScreen

Naturally here too are the 4 exclusive wallpapers in 1920x1200, I also received a free Xbox 360 (or PS3) theme comprising of the same 4 exclusive wallpaper images. Really quite sweet actually. :) Click for full size images.

COD_shooter_water_1900x1200

    

Call of Duty, World at War

   
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Call of Duty: World at War: Treyarch Gets it Right

Thursday, October 16, 2008 6:40:30 AM (GMT Daylight Time, UTC+01:00)

Forget that, pal – what you should really concern yourself with is –will Treyarch's World at War get it right this time? After the massive rush-job development cycle behind Call of Duty 3, Treyarch has had a full two years of development time to right the wrongs with their last game and even improve on Infinity Ward's last effort. After spending a couple of hours with the game, we're thrilled to report that things are well and good in Treyarch's hands. Follow us as we trace the biggest steps forward in Call of Duty: World at War.

It's Fresh. And Clever.
I thought World War II games were supposed to be bland rehashes of the same beach-storming, bunker clearing scenarios and playing as Brits or Yanks. Well, to be fair, you will do some of that stuff – but for the first time in a long while, you'll feel like this is a relatively fresh experience.

One of COD4's greatest achievements was integrating great scripted moments and twists into tight action and giving AI troopers terrific chances to stand out and add integrity to the story. This definitely continues in World at War's campaign. Though players still jump between roles, nationalities and settings, more than ever you get the feeling of being emotionally involved in a mission. Since the game can be played with 4 players, many of the levels feature branching paths or clear 'side A / side B' routes too.

Smoke effects are a great example the small but notable steps forward Treyarch is taking. Smoke has a gameplay affecting presence in a shocking way. I had one of those are 'wow' moments when I turned a corner in the Berlin mission, Eviction, as a burning building began to fill with smoke. The hallway I was in had volumetric smoke pumping in from the rafters and, just like in real life, standing upright mean that my character and his squad of Red Star Ruskies couldn't see and couldn't breathe. In order to pass through the thick smoke, you have to crouch or wriggle forward prone-style just like in real life. That's damned clever stuff.


Wheel of Morality, Turn, Turn, Turn...
Still in the grim streets of Berlin, you lead your battalion of disgruntled Russian troops on a path of destruction down a central laneway. After escorting a tank through heavy oncoming fire and taking out Nazis along the way, you come across a handful of German troops waving white flags and begging for their lives. Suddenly the game breaks out of combat and an exchange between you, your Ruskie squad and the potential prisoners of war. Your men want them dead, but they want you to make the call. Will you shoot them? Or let them live and risk being slowed down?

US peacekeeping forces participating in another act of diplomacy, civility and mutual consideration.

I made the call to let them live (Hey – I'm a nice guy, what can I say?). Suddenly, one of my troops opens fire with a flamethrower and toasts the lot of them. I was genuinely taken aback; my moral stand came to no good in the end, and indeed it actually prolonged their suffering when I could've ended things very quickly. It was an interesting and decidedly dark conundrum that I really wasn't expecting.

Flamethrowers: Setting My Heart on Fire
Some people love them, some people hate them. Flamethrowers. In Call of Duty: World at War, the flamethrower makes an early appearance during the campaign, and thankfully it's not immediately yanked out of your hands as soon as you've used it to complete the objective. After collecting it from out the front of a hillside artillery, you need to go prone and wriggle up the left bank and inch your way up to the front of the cement outpost. Then it's up to you to jam the flaming nozzle in there and finish the job.
Continuing on, you get to keep the flamethrower, which has infinite fuel and a generous time to overheating. Naturally, we decided to do a little experimenting with the fire effects and we were largely impressed. Grass does catch on fire, as does just about any wood-based environmental object or dead body. However, only select trees would ignite, leaving us to approach every palm tree with a burst of flame just to double check. One particular palm tree had a well-concealed Japanese soldier in there taking pot-shots at us. One hot minute later, the tree was smouldering like an old-fashioned witch-burning on a hill in Salem.

It also earned us a bloodthirsty achievement. Paraphrased, it went something like this: "No Safe Place (10 Points): No hiding place is safe from your flamethrower." Indeed. All shall bow down at my flamethrower and despair.

War is Deadly. And Pretty.
Running on the Call of Duty 4 engine, World at War looks amazing. It really does. In the pacific jungles of south-east Asia, an American contingent pushes through the muddy swamps of a dense thicket, searching for a downed Spitfire. The sun pours through individually rendered leaves in beams as you clutch your Arisaka bayonet. As Japanese soldiers begin to pour out of the jungle around you, you'll encounter melee-savvy enemies, ready to split you in half. The attention to detail on their uniforms is staggering; excellent textures suggest the dense weave of the fabric, while branches of foliage adorn their helmets.
Later, standing on the top floor of a burnt out building in Berlin, the skyline was filled with jetfighters, smoke, tracer bullets and layer upon layer of haze, particles, volumetric clouds and chaos. Below, at street level, we took in the view; dozens of wrecked cars (presumably VWs, being wartime Berlin) arcing down the long street. Buildings, once ornately decorated and bright, were now riddled with pockmarks and impact craters from constant shelling. Between the crates, upturned waste, corpses, twisted steel lamp posts and flaming wreckage, dozens of soldiers waged battle independently, taking cover, flanking and advancing. Like COD 4 before it, the level of detail and organic design work was astounding. A bassy, thrulling rock theme fades in and intensifies as you press forwards, crate by crate, barrel by barrel, upping the tension and atmosphere.

Not pictured: enormous marshmallow.

The Definitive WWII Experience
Every World War II game claims to be the be-all and end-all of World War II games. If it doesn't think it's the best, then what's the point? Honestly, that was Treyarch's biggest flaw with Call of Duty 3; it just wasn't as good as COD 2's interpretation of WWII. It made a lot of big promises but only really delivered on the multiplayer front. This time, things are radically different. We do think that, given Treyarch's excellent multiplayer foundation, COD: WW will succeed on this front. More critically however, from what we've played so far, the single player campaign is engaging and exciting too – the missing puzzle piece from COD 3. This could very well be the definitive World War II experience this generation.

CoD World at War News - CoD Map Mod News

   
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Call of Duty: World At War Wallpaper

Tuesday, October 14, 2008 4:00:22 PM (GMT Daylight Time, UTC+01:00)

Call of Duty: World At War Wallpaper

COD World At War Wallpaper 1, Added: 6/24/2008

COD World At War Wallpaper 1

Added: 6/24/2008

  • 1600 x 1200
  • 1280 x 1024
  • 1152 x 864
  • The official Air Attack wallpaper for Call of Duty: World At War.

    COD World At War Wallpaper 2, Added: 6/24/2008

    COD World At War Wallpaper 2

    Added: 6/24/2008

  • 1600 x 1200
  • 1280 x 1024
  • 1152 x 864
  • The official Sniper wallpaper for Call of Duty: World At War.

    COD World At War Wallpaper 3, Added: 9/8/2008

    COD World At War Wallpaper 3

    Added: 9/8/2008

  • 1600 x 1200
  • 1280 x 1024
  • 1152 x 864
  • Official Call of Duty 5: World at War wallpaper 3.

    COD World At War Wallpaper 4, Added: 9/8/2008

    COD World At War Wallpaper 4

    Added: 9/8/2008

  • 1600 x 1200
  • 1280 x 1024
  • 1152 x 864
  • Official Call of Duty: World at War wallpaper 4.

    COD World At War Wallpaper 5, Added: 9/8/2008

    COD World At War Wallpaper 5

    Added: 9/8/2008

  • 1280 x 1024
  • 1152 x 864
  • Official Call of Duty 5: World at War wallpaper 5.

    COD World At War Wallpaper 6, Added: 9/8/2008

    COD World At War Wallpaper 6

    Added: 9/8/2008

  • 1600 x 1200
  • 1280 x 1024
  • 1152 x 864
  • Official Call of Duty: World at War wallpaper 6.

    Call of Duty: World At War Wallpaper - Call of Duty: World At War Wallpapers - Call of Duty: World At War Backgrounds

       
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    Call of Duty World at War Fire & Destruction Trailer.

    Friday, October 10, 2008 7:05:06 AM (GMT Daylight Time, UTC+01:00)

       
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    The Official WipeOut HD Picture Thread - NeoGAF

    Sunday, October 05, 2008 6:23:54 AM (GMT Daylight Time, UTC+01:00)





























    The Official WipeOut HD Picture Thread - NeoGAF

       
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    Call of Duty: World at War Limited Edition Revealed

    Friday, September 26, 2008 11:29:46 AM (GMT Daylight Time, UTC+01:00)

     cod5le

    Treyarch has revealed details about the Call of Duty: World at War Limited Collector’s Edition, due to ship alongside the game when it launches on November 14th.

    The Limited Collector’s Edition comes packaged in a metal storage tin big enough to store multiple games. So if you were ever looking for a solution to transporting all of your Call of Duty’s together, here it is.

    The only other physical item included with the limited edition is a branded steel canteen. The other bonuses are all digital items to use in game, including the powerful FG 42 Machine Gun being unlocked from day one, a VIP status tag for use in the online multiplayer modes, and an exclusive double experience week.

    So far we’ve only seen shots of the Xbox 360 and PC Limited Collector’s Editions, so it’s unclear as to whether it’ll be available on other platforms. Check out the first pics below.

    D+PAD » CoD: World at War Limited Edition Revealed

       
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    Yahoo!: Playstation 3 is in trouble

    Sunday, September 21, 2008 7:32:21 PM (GMT Daylight Time, UTC+01:00)

     

    Yahoo!: Playstation 3 is in trouble

       
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    Exclusive PCGamer Article | News | Farcry 2 World

    Sunday, September 21, 2008 7:21:50 PM (GMT Daylight Time, UTC+01:00)

     

    In the November 08 edition of the Subscribers magazine PCGamer, was a great article, with some interesting news mainly revealing the buddies !!
    In addtion to the Buddies, PCGamer voted Far cry 2 a "Wild" 94% quoting its pros were Beautiful, Free roaming and Utterly Absorbing, and its cons were, its not a linear shooter, its not a prescibed story and its not going to let you go !

    The basis of Far Cry 2's story telling: Characters and situations are swapped via a software author, its responding to choices made by you the player. Its something that's been on the cards for some time - mostly in research projects - but this is the first high-profile game to use it.
    Its nothing less than a revelation. What makes this procedural storytelling cool isn't that you get to play the game lots of times, and see new things happen, or do things in new ways, Its not even that it gives you stories to share, situations to compare with your friends. Its that the game just works and responds to your successes, failures and fuckups.
    If you don't like what a guy is asking you to do, then don't do it... If you really like one of your buddies, you stick with him. When the situations force choices on you... By God, its incredible


    You can now meet the main 9 buddies for the first time, exclusively to Farcry 2 World

    Meet The Buddies

    In addition you can preview the entire magazine scans courtesy of PCGamer

    PC Gamer ScansPC Gamer ScansPC Gamer ScansPC Gamer Scans


    PC Gamer ScansPC Gamer ScansPC Gamer ScansPC Gamer ScansPC Gamer Scans



    I will be updating the characters page soon !

    Exclusive PCGamer Article | News | Farcry 2 World

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

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

    Click Here for 1920x2400 Wallpaper

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

    DLC: Burnout Paradise Bikes
       
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    Call of Duty: World at War, Latest News.

    Saturday, September 13, 2008 6:20:15 PM (GMT Daylight Time, UTC+01:00)

     

    Berlin, not looking too flash

    It was this very week last year when we told the world that co-op was coming to Call of Duty. At the time we’d been on the piss with then Infinity Ward head honcho Grant Collier, who had given us the heads-up that plans were afoot to bring a co-op mode to Call of Duty 4: Modern Warfare via DLC. We told you, you said ‘yay’ and it never happened. We’ll probably never know why, although kickass sales and an avid online community no doubt took the pressure of Infinity Ward’s bank balance enough that they could do without a co-op DLC cash injection six months after launch.
    The thing is, Grant wasn’t lying. Co-op was definitely part of Infinity Ward’s vision for their Call of Duty 4 engine, but rather than refine it themselves for a DLC release, they’ve passed on the challenge to developer Treyarch. Treyarch, using the CoD4 engine, will deliver four-player co-op in this Christmas’ Call of Duty: World at War. We’ve just been bashing about in this very mode, and we’re here to tell you it’s just as good as we hoped it would be.
    But before we advance, let’s examine the lay of the land.
    For the latecomers, developer Infinity Ward – the creators of Call of Duty – demand two years of time for each game they produce, which clashes with publisher Activision’s want of a yearly CoD cash-cow. As a result Treyarch tackles the in-between year iterations, such as 2006’s CoD 3 and this year’s World at War. Despite the less than great results of CoD3, Infinity Ward and Activision obviously have plenty of faith in Treyarch. We recall Grant also throwing his support behind the developer, claiming that Infinity Ward had two years to work on CoD 4, while Treyarch was given a mere eight months for CoD 3. Certainly the disparity in quality of the two games wasn’t as great as that timeline would’ve suggested.
    This time around, Treyarch has had much longer to work on their instalment. Unlike last year’s Modern Warfare, the game takes us back to World War II, although this time at the backend of the conflict and on completely different fronts. There are two campaigns, one set in the Pacific, as American forces tackle the Japanese as they island hop from one tropical paradise to the next, and the other on the Eastern Front as Russia moved in on the final capture of Berlin. We played through levels from both.

    It’s pretty bloody spectacular. As we’ve come to expect from the Call of Duty series, you really do get immersed in the world through a non-stop barrage of sound-effects, explosions, bullet-fire and well executed action set-pieces. Yeah it plays straighter than Ron Jeremy’s cock, but it is sensory overload of the highest order and it facilitates such tension that your butt cheeks will creep ever forward, clinging onto the edge of your couch as a clam would latch onto a diver’s ankle.
    In the Pacific its kamikaze warriors rushing out of the trees, mortar raids and planes dropping from the sky while you scurry around in trenches, staying out of the line-of-sight of roaming tanks. In the urban landscape of Berlin, its heated corridor combat in abandoned houses which suddenly open up through collapsed walls to show you a dilapidated city at night, lit up by air-raids as you dodge falling rubble and constant bombs. We’d even go as far as to say it does a better job than CoD4 at brining the war to life – some call we know, but Treyarch aren’t taking a backwards step in taking Infinity Ward’s engine forward.
    That said, it is a different type of game. The weaponry is old-school, and while new additions like the flamethrower provide plenty of comedic value – that’s right kiddies, watching foes light up like kerosene covered hay bales is worth the price of admission alone – if you love your red-dot enabled M16A4, you might be more than a little put-off. The graphics too, while impressive, aren’t as good as CoD4. Both games may use the same engine, but very few assets were able to transcend from modern day to the forties and the attention to detail, as well as the sharpness of the A.I – where Infinity Ward’s talent really shines – aren’t as impressive. At least in the build we saw.
    But of course it’s the co-op which is World at War’s hadouken – its power play. Co-op is available as split-screen for two players (thank the Gods!), or as two-to-four players online. We played four player online.
    The rules are pretty harsh. If someone dies, the game ends and it’s back to the last checkpoint. If there is mortal friendly fire, the same dealio. But it makes for more engaging gameplay as it forces you to think more about moving the frontline forward as a unit and watching each other’s backs. And while there is no leeway when it comes to friendly fire, if a player is downed by an enemy they can be revived within a certain time frame.

    This is visualised by a revive marker that appears on the screen and slowly fades from green to red as the breath of your dying brother in arms comes to a close. If you can get to them first though and hold ‘X’ for a few seconds the magic needle will bring them back into the battle. It’s pretty cool and brings a whole new element to the traditional ‘creep-forward far enough until your A.I controlled buddies are willing to run up another ten meters and chew up the enemy’s bullets’ strategy of the past CoDs.
    Now your human mates are your buddies, and if one of them runs up ahead and gets monstered, it is tough yakka to go in and save them as they are obviously in the line-of-sight of hostile forces. You’ll need to try and snipe out a few enemies first, or use a smoke grenade, or get someone to draw fire before you make the run for the fallen soldier. And of course that is if there is only one of you dying. We had instances where all three of our comrades were lying on the ground moaning like bitches, and we had to hop around the level like electrified rabbids trying to dodge bullets, revive them and then order them to look after the second noob while we rescued the third.
    Throw it up to the hardest difficulty, and you and three CoD veterans will find yourselves engaging with the same enjoyable Call of Duty gameplay you always have, as a human squad - exciting to say the least. And while we think that CoD 5 will be pushing shit uphill encouraging the CoD 4 community away from Modern Warfare to the WWII setting, we do expect them to at least run through the single player in this mode at least once.
    Certainly in the last two years Treyarch has come along way to bridging the gap between themselves and the mighty Infinity Ward. Clearly they still remain in separate classes, but that is the nature of talent, isn’t it? There can only be one Gold Medal winner. Thankfully, Silver ain’t bad either.

     

    Gameplayer - Call of Duty: World at War

       
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    Posted by : Gunny

    Far Cry 2 - Exclusive Jackal Trailer

    Sunday, August 17, 2008 8:12:26 AM (GMT Daylight Time, UTC+01:00)

    PC version looking very nice. :)

    Far Cry 2

    Exclusive Jackal Trailer

    Gametrailers.com - Far Cry 2 - Exclusive Jackal Trailer

       
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    Posted by : Gunny

    Far Cry 2 Hands-On Preview

    Monday, August 11, 2008 9:33:26 PM (GMT Daylight Time, UTC+01:00)
    My first experience with Far Cry 2 was slightly disappointing. I first took the E3 demo for a spin on the Xbox 360, and here's why: the Far Cry 2 demo room at E3 had several builds of the game running for media members to play, but only one of the demos was the PC version. All of the other demo stations were Xbox 360s or PlayStation 3s. Even worse, when I first visited the Far Cry 2 demo room, the Dell XPS devoted to the game was actually turned off. Why? Because, according, to the Ubisoft team, the PC was overheating (it was pretty hot in that cramped demo room). But apparently, the temperature wasn't high enough to get the notoriously fragile Xbox 360s to overheat and enter the "read ring" death stage. Obviously, I was a little concerned that Ubisoft only had one PC running Far Cry 2 and that the system overheated. Was this game going to be incredibly taxing like Crysis? What were the hardware requirements for this game? I had a lot of questions. So I went back the next day to Ubisoft's demo room and got on the PC version, which was back up and running. And the results from my second try with Far Cry 2 were leaps and bounds better than my first. Visually, there is no comparison between the PC and console versions. That may sound like an obvious statement, of course, but it's worth emphasizing. The magnificent fire propagation effects that Ubisoft has treated us to in early trailers and gameplay videos were on full display in the E3 demo, but on the consoles, the fire animation was extremely bland and lacked the kind of detail and texture of the PC version. Similarly, the lighting and environmental weather effects were outstanding on the PC but didn't have the same kind of punch on the consoles. In terms of graphics, the PC version of Far Cry 2 looks almost as impressive as Crysis; the game is punctuated with vivid explosions, beautiful jungle environments and rich character renders much like Crysis. Ubisoft's newly constructed Dunia game engine delivered top notch visuals in this demo.
       
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    Posted by : Gunny

    Call of Duty: World at War Preview

    Sunday, July 27, 2008 6:39:46 AM (GMT Daylight Time, UTC+01:00)

    Like Star Trek films we’ve come to expect the Call of Duty games to run one good, one bad. However, now that developer Treyarch sat us down in front of the game, we’ve removed our cynicism goggles to look upon the series with fresh, blood-spattered eyes. Dropping the number system, Call of Duty: World at War is a new start for the CoD 3 developers – having been granted a lot more time to make the damn thing, and specialising on parts of the war not instantly recognisable to your average gamer – stuff like the Russian push on Berlin or, as we were recently shown, the conflict in the Pacific.

    The raid of Makin Island, one of the first levels, starts with you tied to a chair, faced with a smug Japanese general. He puffs cigar smoke in your face, before turning to one of your comrades and shouting appropriately phrased Japanese at him. All standard fare until he takes that cigar and stubs it in your mate’s eye, the blood-curdling scream making even fellow enemies squirm, before they move into full-blown shock when he slits your comrade’s throat, spattering blood across the wall and the dead man’s shadow. As the general grabs you by the hair and readies to kill you, there’s shouting, footsteps and a knife in your captor’s back. A marine pulls you to your feet, assures you you’re safe and shoves a gun into your hand, asking if you can fight. As there isn’t a “bugger this” option, you’re well on your way into the most brutal portrayal of war you’ve ever seen.

    “We didn’t want to make another World War II game. We wanted to make something new, something different,” smiles Mark Lamia, Treyarch studio head. “We knew with this Call of Duty that people didn’t want to play the same WWII game, and we didn’t want to make it – and we haven’t.” The skid-mark Medal of Honor: Rising Sun and bog-standard FPS MoH: Pacific Assault portrayed this side of WWII as a rather linear journey against some angry-looking Asians on a glorious summer holiday, but World at War continues CoD’s tradition of action-packed gameplay rooted in historic conflict – and the reality of a situation that was blood-drenched and ugly as sin.

    Both in our history lessons and in most WWII games there’s a heavy focus on classical tank and infantry combat. Here, we see a rich, pine-laden Pacific and a different war, thanks to the unconventional style of warfare use by the Japanese. While the banzai tactic of running, swords drawn, into the enemy is well-known, the Japanese fought in a brutal, mano a mano fashion. The Bushido code, which valued honour over life, drove Japanese soldiers to fight to their last breath, no matter how dire and hopeless the situation was. To put it in Lamia’s words, “They were taking no quarter, and none was given.

    “CoD has always been about authentic and cinematic battles,” he continues, “and as we learned about this enemy, we knew we had to change the game we were making. The Imperial Japanese weren’t like any modern fighting force you’ve ever seen. They were a gritty, ruthless, non-traditional opponent – stuff like guerrilla warfare and the Bushido code were completely alien to the Americans at the time.” Japanese soldiers would hide in undergrowth and slit the throats of sleeping soldiers and snipe from trees, using every trick they could to bewilder the allies. We later witness this in-game, near the end of the Makin Raid, as we trundle past a seemingly benign set of bushes. Flashlights suddenly blind us and a bunch of manic Japanese soldiers leap from the foliage. One primes a grenade and grabs a soldier in a suicidal embrace, winning a grim victory.

    World at War’s stated aim is to move away from convention, removing the stodge from a tired genre with new vistas, under-exposed theatres of war, and a new angle on storytelling. As such, London-based video maestros Spov, best-known for their excellent mission briefings from CoD4, have returned to the franchise to create WaW’s campaign FMVs. They go beyond the simple briefing format with amazing combinations of slick graphics and facts about the mission you’re sent on.The Makin Raid mission is pre-empted by giant floating ribbons, an introduction to Emperor Hirohito and a visual representation of Japan’s invasion of Asia, with historic footage mixed in for good measure. It’s a fascinating mix of Bond-style credits and stock footage, which gives meaning to the action as well as the necessary pep and excitement.
    Treyarch have had two years to create WaW, and Lamia is proud to say they’ve used it well: “We’ve created something that’s a great deal edgier, and with that edge the whole thing feels different. WaW will feel nothing like any other WWII game you’ve ever played.” And behind the optimistic waffle, he could be right – while we’re used to slow-paced crawls that eventually lead to hiding in ruined houses and bunkers, with the occasional tank thrown in, the Makin Raid appears to be pulse-pounding, erratic and wildly disorienting. Enemies seem to come from everywhere and nowhere, sneaking through undergrowth before charging at you, or hiding in seemingly cleared areas, waiting for you to pass by. “We’ve found, thanks to the AI, that testers are naturally using the tactics soldiers worked with,” interjects Noah Heller, the game’s senior producer. “Like throwing grenades into empty bunkers just in case there’s a soldier waiting to jump you at the next opportunity. It’s all pretty amazing.”

    New to the series is the four-player co-op mode, allowing you and your friends to waltz through WaW’s conflicts, dropping in and out at the beginning of levels. We are given a demonstration of just how effective this is when the action skips to covering an encounter with a huge armoured division on some exotic-looking farmland. With two players on hand, one takes on the tank battalions by ducking into foxholes and launching barrages of rockets, then by going hell-for-leather and leaping on top of them, dropping a grenade casually into the metal beasts before scarpering.

    Meanwhile the other player covers him and handles the infantry, at one point using a flamethrower to set fire to a huge field of corn, scorching several ghillie-suited Japanese soldiers and grimacing at their pained screams. The blowtorch certainly has a Return to Castle Wolfenstein feel (understandable, as many of the staff from Gray Matter – RTCW’s developer – are now working at Treyarch), but now has more practical uses in its ability to set fire to trees and any hidden snipers, as well as spreading between soldiers that are touching or are too close to each other.

    Moving on from the farmland, the pair hurries up a hill and faces a group of soldiers holed up in a building, using a handheld mortar to flush them out. Said building, being of a destructible ilk, is shattered, and the explosion throws two worried-looking Japanese soldiers arse-over-tit accompanied by a pile of physics-enabled rubble. Not a pleasant end. No time for a breather though as seconds later a low-flying plane screams through player two’s vision, snapping power cables and crashing in a wall of flames that engulfs a passing tank. You couldn’t imagine a scene that sings from the CoD hymn sheet with as much gusto.

    These days it’s become corny to even say that WWII is a road that has been heavily-trod previously – it’s something that everyone says and everyone thinks. However, the CoD4 engine, along with the new environment, has led Treyarch to believe they are creating a genuinely exhilarating experience out of source material thought long-since bled dry. “My hope is that players reading about this will realise that you’re not going back to WWII – you haven’t been here before. That’s how we’re making this game. It’s a realistic, true-to-events game that we’re taking in a direction that no-one’s ever seen,” grins Lamia. Heller steps away from the controls and nods. “When we chose the name ‘World at War,’ we wanted to make it clear that this was WWII and that we were going to re-establish the genre much like CoD4 did. Infinity Ward set a high bar, and we’re going to set the same bar for WWII gaming.”

    Another help is that they’re using the multiplayer from Call of Duty 4, right down to the matchmaking and the excellent leveling-up system that makes playing CoD4 online so engrossing. WaW also has a new attachments system, allowing guns to be realistically modified (e.g. bipods can be connected to machine guns, letting you to lean the gun on a wall to make an accurate turret). Players will also have dedicated vehicle-based games, including some in specially made vehicle-only combat zones. Treyarch are promising great things, but they’re keeping mum about them for now. Rumour is that you’ll be able to use the LVT – an amphibious transport vehicle – to sneak up on people from the water.

    Multiplayer-wise PC gamers will be treated to 32-player free-for-all battles (much larger than on World at War’s console versions). That means, with the promised dedication to mappers and modders, we can expect some epic combat scenarios. Also new to the multiplayer is the cross-map squad feature. Rather than just letting players stick together, you can now have built-in squad benefits – we predict better accuracy will be one example – that work across the team. These are still a work-in-progress, but promise to reward players for sticking together through Team Deathmatch, Capture the Flag, Vehicle Deathmatch and other returning modes. They may also lead to some interesting clan-based scenarios, with particular load-outs leading to monumental clashes.

    The maps have all been forged using readily available tools and have been tested and tweaked since development began, allowing Treyarch time to create convincing line battles, fast-paced fights (so that you’re no more than five seconds from a fight at any given point) and some individual and interesting maps for the multiplayer modes. We watched a game played by a group of testers. The play was every inch as action-packed as a CoD4 game, with one player shooting through a hut wall and leaping through the hole to escape a grenade, while others joined in a pitched battle that appeared far more fast-paced than earlier WWII notches on the Call of Duty bedpost.

    It isn’t all Pacific either, Treyarch are still to reveal the European campaign – the Road to Berlin – where you are part of the Russian advance. This part of the war, previously only covered in depth by strategy titles, saw embittered Russian forces pushing the Nazi forces back into their home country and on to Berlin. Here the Third Reich’s army fought a street-by-street battle to slow down the Red Army’s advance, in a bid to give civilians a chance to escape the brutal vengeance of the Soviets.

    We went into Treyarch’s offices cynical, and came out cautiously excited. Call of Duty: World at War looks truly different. While it’s still a World War II FPS, it has new enemies that react differently and, as Treyarch and their war researchers repeatedly say, entirely different battles. Sure, we’ve been burnt by this sort of thing before with the mediocrity of Medal of Honor: Pacific Assault, but even in EA’s botched effort there were moments in which the variety, spectacle and terrifying ‘trees have eyes’ tension as you snuck through the undergrowth, gave us something new.

    What is remarkable is that despite the preponderance of action games set in World War II, the bits we’re all-too familiar with remain the thin-end of a particularly horrifying global wedge. The day people truly run out of things to say about the conflict, or ways to portray it, will be the day that it’s revealed that historians haven’t been working hard enough. Say “It’s not Infinity Ward!” all you want, but let down some of your defences as Call of Duty: World at War could be massive.

    Call of Duty: World at War, Call Of Duty: World at War PC Previews | GamesRadar

       
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    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

    Why Xbox 360 is Still the King

    Friday, July 11, 2008 4:20:04 PM (GMT Daylight Time, UTC+01:00)

    When Sony announced the impending release of firmware v2.40 over a week ago, many gamers were excited that the PlayStation 3 would finally gain many of the popular features absent in its current entertainment package. The prospect of an in-game cross media bar (XMB) and a Trophy system tantamount to LIVE’s achievements suggested that the Xbox 360 would lose much of the edge it has had over its competitors in the early years of the console war.  After some users reported problems with v2.40 bricking their PS3s, Sony pulled the update and released v2.41 a few days later, which addressed the technical issues and included some minor tweaks to the Trophy system.  However, once gamers took the much heralded in-game XMB on a test drive,  it became clear the the PlayStation 3 still has some work to do if it hopes to supplant the gamer-friendly features most Xbox 360 owners already take for granted.  Join us as we explore some of the most compelling reasons that Microsoft’s console is still the system of choice for discerning hardcore gamers.

    Everyone On LIVE Has a Headset

    Join most online games on LIVE, and you will hear players chatting about all manner of things.  Whether discussing strategy, having quality time with close friends, or just straight trash talking everyone within earshot, Xbox LIVE is certainly a colorful, communicative place.  However, if you log on to any given game on PSN, the odds of you finding a room full of chatty players is slim to none.  This is mainly because Microsoft opted to bundle a first-party headset with their most popular SKUs, whereas Sony requires new PS3 owners to come up with their own third-party solution in order to communicate verbally.  As a result, practically everyone on LIVE has the means to chat, while almost nobody talks to one another when you jump onto the PSN.  PlayStation 3 online matches feel like you’re stuck in a ghost-town populated with bots when compared to their LIVE counterparts, and it’s largely because of the absence of a bundled, first-party headset.  It would certainly help Sony build upon their burgeoning online community if the soon-to-be released first party wireless headset becomes a standard pack-in with all of their consoles, or at the very least, as a new standard for the high-end 80gb model.

    Chat Anytime Functionality

    One of the implications of an ‘in-game XMB’ was the ability for PS3 users to chat no matter what either party is doing at the time, as they can with Xbox LIVE.  Unfortunately, the in-game XMB is currently a bit borked, only allowing PlayStation users to send text messages to one another.  While the texting feature is certainly better than no communication at all, it’s a distant second to being able to call up a friend and converse freely no matter what either of you happen to be doing.  Without the ability to do everything you can do from the XMB proper, the so called ‘in-game XMB’ is a bit of a misnomer at present.  Now, instead of begging Sony for an ‘in-game  XMB’, Sony enthusiasts will now have to specify ‘universal voice chat’ as their most sought after feature for the next firmware update.   

    Reputation and Complaints

    Ask anyone who played Xbox LIVE back in the days of Microsoft’s first console, and they’ll tell you that the service has come a long way since its initial release.  Whereas the old LIVE allowed children and trolls to flex their obnoxiousness with reckless abandon and few consequences, the new and improved LIVE allows for a persistent reputation system (which uses a 5 star scale) that allows you to punish people for being dicks, and reward people who like to play nice.  Sure, you still run across some psychos from time to time, but LIVE makes it easy for discerning gamers to report any assholes they come across with the press of a button.  Although you can block communications with unfriendly types you encounter on the PSN, the current system lacks the air of accountability that permeates LIVE, and there’s never a real way to see what kind of person you are dealing with in advance.  So if you are lucky enough to play with someone using a microphone, it’s totally up in the air whether or not they will be abusive or not.

    Custom In-Game Soundtracks For All Games

    Another feature that Sony enthusiasts were excited to receive with firmware v2.40 was the inclusion of in-game custom soundtracks.  While the feature sounded promising on paper, gamers soon realized that only games which are designed to support the feature will allow players to change the in-game music.  Right now, Burnout: Paradise and a handful of PSN downloadable games are the only titles that actually offer the support right off the bat, and it’s uncertain what percentage of future PS3 games will incorporate the feature.  Conversely, practically all Xbox 360 games allow you to listen to whatever you want, whenever you want.  This points out the difference between Sony and Microsoft’s approach toward developers: while Sony has a hands off approach that lets individual game-makers cherry pick which features they want to support, Microsoft insists that all their games adhere to certain standards.  The end result of the higher demands Microsoft places on its developers is a more robust feature set that is music to any gamer with a serious music collection’s ears. 

    Standardized Matchmaking

    As mentioned earlier, Sony and Microsoft take different approaches when it comes to standardization.  Sony lets developers decide which features they want to implement, and Microsoft requires all their games to incorporate particular standards.  One of these standards involves online matchmaking, which is essentially how the games selects the people you play with.  This standardization gives Xbox 360 gamers the ability to screen out certain elements of the LIVE community, using a variety of factors like Gamerscore, region, language, Gamerzone.  As a result, you can choose your Gamerzone (’Underground’, for example, allows profanity and is the place to be if you encourage trash talk.  I’m in ‘Casual’, where such rampant denigration is frowned upon.)  If you only want to play with, say a ‘Casual’ Canadian match populated exclusively by French-speaking players, or jump into a Japanese ‘Family’ match, you can do it easily with every single online title.  And some games, like Halo 3, have another layer of screening called TrueSkill, which uses complex algorithms designed to place you with players with similar abilities.  The bottom line is that LIVE gives the players the power to define their experience, whereas PSN gives developers that power.  Sure, some developers working with the PS3 will want to include many of the features listed here, but it’s not something you can depend on.  Hell, there are some PlayStation 3 games that don’t even offer voice chat!  Now THAT’S leniency.      

    More Content Than You Can Shake A Toy Lightsaber At

    There is so much available downloadable content on Xbox LIVE right now, it would take weeks or months to look at everything Marketplace has to offer.  Given the vast assortment of movies, to TV shows, demos, themes, and gamer-pictures, it’s no wonder that Xbox’s Marketplace is the 2nd largest provider of downloadable video content in the world.  By comparison, PSN gets mere trickles of content, and their library, while growing, seems totally dwarfed by the lumbering behemoth that is Marketplace.  Although Sony will soon announce a similar downloadable movie service that will ostensibly be comparable to Marketplace’s offerings, the head-start Microsoft has enjoyed has given them a definite edge in the DLC department.  Sony is going to have to start pumping out dramatically more material than they have thus far if they are to ever catch up to Marketplace.  Sony is actually in a great position to one-up Microsoft by offering 1080p HD movie rentals (Marketplace only offers 720p content), but who knows what cards Sony has up their sleeve regarding the PSN’s online video delivery solution.

    Low Power Mode for Downloads and Controller Re-Charging

    Modern consoles, particularly the Xbox 360 and PlayStation 3, consume a lot of power.  The problem with this is that many of the consoles functions are quite time consuming, with downloads and controller re-charges often taking upwards of several hours.  One great feature of the 360 is the ability to run in low-power mode, essentially using just enough power to complete the download, or recharge the controller before the system shuts itself off.  On the other hand, if you want to recharge your PS3 controller or download a large file while you sleep, you have to leave the system on.  Given the current energy crisis, it just makes sense for Sony to adopt a similar low-power option for players who want to perform ancillary functions without receiving a high energy bill at the end of the month.

    We’re not saying that the PlayStation 3 doesn’t offer any advantages over the Xbox 360, just that when the two competing platforms are taken as a whole, Sony must continue to play catch-up if they want to dominate the industry as they once did.  The PS3 has a lot going for it: the release of Metal Gear Solid 4 heralds the dawn of truly outstanding PlayStation exclusives, Blu-Ray has become the official high-def standard for physical media, and for all its limitations, PlayStation Network still lets gamers get online with their friends for free.

    As Adam Smith asserted with the his notion of the invisible handjob, competition truly benefits everyone in the long run.  Hopefully, Sony will eventually match the Xbox 360 feature-for-feature while continuing to offer free online play in the process.  Incremental improvements to the PlayStation 3 via firmware updates benefit people on both sides of the fence, since Microsoft will then be forced to respond with their own set of new offerings, and hopefully, free Gold memberships.   Should Sony be able to one day provide a service on par with the Xbox 360 for free, the gamers, rather than the hardware manufacturers, will be the real winners in the console war.  Sony is listening, but not to the complacent.  Let’s bitch our way to a world of better gaming for all! 

    Why Xbox is Still the King | The Exploding Barrel

       
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    Posted by : Gunny

    Call of Duty World at War : 7 New Screenshots

    Friday, July 11, 2008 4:46:08 AM (GMT Daylight Time, UTC+01:00)

    http://www.cng4u.com/games/2008/07/11/codwiw01.jpg

       
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    Preview: Call of Duty: World at War - Official Xbox 360 Magazine

    Tuesday, July 08, 2008 8:01:53 AM (GMT Daylight Time, UTC+01:00)

    This is a scarier Call of Duty than we've ever seen," announces the head of Treyarch, Mark Lamir. "The direction for the team was to make the best game they could, and as they were doing this they created a grittiness that quite frankly made some people very uncomfortable."
    The developer behind Call of Duty 3 intends to explore some of the darkest corners of WWII with the fifth game in the series. According to creative lead Rich Farrelly, taking the series to the terrifying battle for the Pacific gives the game more in common with the survival horror genre than traditional war movie influences.

    Infinity Ward's COD4 brought the series into the modern age and saw phenomenal success, shifting over eight million copies. Now, by tackling darker themes and pitting you against a new, seemingly alien fighting force, Treyarch hopes to defy suggestions that the WWII genre has had its day. "We've had some great success working on WWII, but we knew there had been a lot and people didn't want to play the same game again," says Lamir. "We've been making these games for a long time now, but the team is going to settle for nothing less than creating the best work of our lives."
    One of the biggest cards in its favour is a two-year development cycle, in contrast to COD3, which was completed in just 11 months. At that point in time, Treyarch also felt the burden of having to not only port the game for Wii, but also create an entirely separate version, COD: Big Red One for Xbox and PS2.
    Realising that was too much to repeat, the developer now has separate teams for every port, with the Xbox 360 version acting as lead. Lamir also talks of the benefits and graphical fidelity offered to them by working with the COD4 engine.
    The game certainly has a sharper look and visceral edge than any WWII game to date. As one of the few areas of the war not previously covered in a COD title, the Pacific conflict might seem an obvious choice, but there was more to the decision than just different looking environments.
    "We figured out early that the Imperial Japanese fought in a different way that was full of suspense," says Farrelly. "From that point we started to skew the game in that direction, in every detail from the music to the way we set up encounters."
    Our first demo of the game, a level titled 'Maken Raid' spells this out with a bullet. The scenario begins with the particularly brutal torture and execution of a US POW by a Japanese officer. We're not spared any of the horrors of war as the man has his throat slashed with a katana blade as the player is tied up and powerless to help his friend.

    It's shocking stuff, and immediately shatters our expectations of the relatively gore-free series. Moments before the player shares a similar fate, a squad of US Marines intervenes on a secret rescue mission. The squad known as Carlson's Raiders cuts the player free before going on a vengeful rampage through the Japanese camp.
    There are some similarities with the first mission of Modern Combat (the cargo ship) not least because both take place under cover of darkness and both explode from near silence into all-out carnage in an instant. As the Raiders launch their attack, a couple of the game's new features are brought to the forefront.
    First, the game expands on the concept of being able to shoot through cover by forming visible holes in the bamboo huts. With enough bullets, the player causes enough damage to one of the walls to create a hole big enough to walk through. This pales in comparison though, compared to another of the game's most notable new features - flamethrowers with propogating fire. As the marines torch the village, you can see scenery crumbling and an impressive lighting model, which almost makes the devastation look beautiful.
    You'd be forgiven for thinking that once the raid was over and the bodies lying cold on the ground, the tension would free up a little. It doesn't. The survivors are forced to beat a path through the dense tropical undergrowth. The player seems to become enveloped by his surroundings, thanks to some incredibly detailed graphics and close to 96 channels of audio, many of which are ambient jungle noises. The sensation is geniunely frightening because you're never sure where the enemy could appear from.
    According to the game's military advisor Frank Kearsey, a Gulf War Veteran and advisor at West Point, the Japanese were masters of guerrilla warfare. Although they started the campaign using volatile tactics like the Banzai charge, huge losses made them swing dramatically toward the element of surprise.
    "The Imperial Japanese were unlike any fighting force in modern times. You had to completely throw out the old rule book," says Lamir. "The traditional combat seen in Europe did not apply here."

    As Carlson's Raiders break out into an open area, the grass is already strewn with corpses, although that's at least the way it seems. It was a common tactic for the Japanese to play dead and lie in wait for unsuspecting marines. "This scene was actually inspired by the movie Aliens. We wanted to make you feel completely surrounded," reveals Farrelly.
    While marines were taught to deal with surprises, nothing could prepare them for the heavy psychological toll levied by their enemy. "Their bizarre bushido code, which was honour to them, stopped them from surrendering," says Kearsey with a heavy voice. "They had a tenacity, a viciousness... there's never been a sense of reconciliation with the veterans we spoke to."
    Blow 'n' screw
    One of the most fascinating revelations is that many first-time players have been seen adopting the real-life tactic of 'blowtorch and corkscrew' without realising this was common practice with real US Marines. This technique involves setting fire to undergrowth and grenading foxholes to eliminate hidden foes.
    Although the life expectancy of a flamethrower operator was shockingly brief, it's a weapon you won't want to be without in this game. It's based on the flamethrower design and handling from Return to Castle Wolfenstein, a game on which Farrelly was lead level designer. As previously mentioned, the weapon is excellent for toasting the scenery, but it works even better against enemy infantry.

    In another demo level, Treyarch demonstrates its power by torching a field full of camouflaged soldiers. The cacophony of screams that follows is truly horrible, and this scene is made more shocking as you watch the enemies' skin melt off. "The only thing you don't get is the smell of burning flesh," says Kearsey.
    Depicting this level of violence couldn't have been an easy choice to make. Lamir responds: "The team felt from a game perspective they needed to approach these themes and they didn't shy away. Activision has supported us. It's scary for everybody to do something different, but that's what we're doing. Redefining it."
    "We are very mindful of being respectful when it comes to portraying that," adds Farrelly. "It's not just gore and violence for its own sake, but reflects what veterans have told us and the actual history."
    Squad tactics
    This game is full of surprises. We already knew that multiplayer would be a big factor, but Treyarch is also adding a four player co-op mode. This can be played using four consoles over Xbox Live, or two consoles each with split-screen.
    "Co-op is something people have wanted in Call of Duty for a long time," says Farrelly. "We've been waiting for the technology to be able to handle that. It's just a natural fit to have three guys alongside you playing as a squad."
    The co-op campaign looks to be identical to the single-player game, although will include a similar scoring system to the Modern Combat metagame. This means that you'll be constantly earning points which can be used to unlock special co-op perks. Alternatively, you can transfer the points over to multiplayer and unlock perks and weaponry there instead.
    Of course, classic tactics such as distraction and flanking work brilliantly too.
    In the demo level we see one player attracting the attention of a tank while the other player climbs on top and throws a grenade down the hatch. Frag grenades and incendiaries have a different damage effect on vehicles like this. Much like COD3, vehicles do play a big part in both campaign and multiplayer, although it's much more focused. In multiplayer, there are vehicle-specific levels and game modes, meaning that you can opt out of them altogether if you prefer to keep your boots on the ground. In the campaign, certain vehicles have entire levels dedicated to them, most notably the PBY Catalina search and rescue plane and a dramatic aerial raid on some Japanese aircraft carriers.

    Enter the Russians
    The battle for the Pacific wasn't the only defining moment of the end of WWII. The invasion of Germany by the Soviet Army was of equal importance, and Farrelly tells us that this will also be a major chapter in World at War. "The themes of brutality in the Russian campaign hit on how war brings out the darker side in people, the good guys or the bad," he says. "We show what that deep sense of revenge and hatred motivates them to get to Berlin."
    While we played as the Red Army before in COD2, this time the Nazis are on the back foot and fighting with more ferocity. They're desperate to defend their final strongholds like Seelow and Berlin at all costs. This could mark the first time in the series characters are fighting for bloody vengeance rather than honour.
    With two extraordinarily hard-fought campaigns in the mix, World at War easily has the potential to be the most devastating Call of Duty yet. It's certainly the most shocking and suspenseful, which is no small achievement. For Treyarch, it's foremost about making a great game, but in doing so they're learning that WWII still has tons of potential, and some of the most brutal and intense battles of all time. In Lamir's words: "That was actually the kind of scary shit they encountered."

    http://www.oxm.co.uk/article.php?id=5084

       
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    PS3 2.41 firmware out now

    Tuesday, July 08, 2008 7:47:57 AM (GMT Daylight Time, UTC+01:00)

    http://blog.us.playstation.com/2008/07/07/ps3-system-software-update-v241/

       
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    The Evolution of Call of Duty 4 map CRASH

    Monday, July 07, 2008 8:43:25 AM (GMT Daylight Time, UTC+01:00)

    The Evolution of CRASH | Infinity Ward

       
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    Behind The Scenes: Level Rendering on Call of Duty 4

    Monday, July 07, 2008 8:40:23 AM (GMT Daylight Time, UTC+01:00)

     

     

    This video covers the multiple passes a level / scene goes through before it achieves the final look and mood intended by the designer. From it's basic wireframe structure through postfx, you can see each stage of the rendering process for the level and the role it plays in crafting the final outcome.

    Behind The Scenes: Level Rendering | Infinity Ward

       
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    The Future of Infinity Ward.

    Monday, July 07, 2008 8:30:57 AM (GMT Daylight Time, UTC+01:00)

    Inside IW


    The biggest question I'm probably asked the most on any given day is, "What are you guys working on now?!"; Especially since it's been nearly 9 months after we've shipped (the currently #1 most played game on Xbox Live) Call of Duty 4: Modern Warfare, a Variety Map Pack for it on every platform, and several patches later. While I can't quite say what it is, that we're currently working on it, I did want to give you a status report on exactly what's happening here at Infinity Ward and where we're going as a studio.

    Future Projects From Infinity Ward

    We're excited to announce that in the recent months we have decided to reup on our contract with Activision publishing. The recently renegotiated deal may not seem like much of an impact from the outside perspective, but it has laid the ground work and kick started our future project, as well as the possibility of a unique new IP by Infinity Ward, that we'll have complete control over. We're excited to be working on our next project, but it's going to be quite a while before I can share any details on exactly what that project is.

    Building The Community

    With Call of Duty 4: Modern Warfare, we were heavily focused on building a community around our titles. Launching Charlieoscardelta.com to give our fans an early look at the game via the Beta, as well as stay informed on pre-production with weekly blogs, status reports, and 1v1 feedback with myself and the rest of the development teams. We're planning on expanding on this mentality of how we do things in the future, moving out of the era of typical "PR" and moving towards an even more focused community driven future.

    About 4 months ago, Grant Collier transitioned from Infinity Ward to Activision (special projects). As some of you may know, Grant handled a good amount of the PR duties for the studio with myself handling the more community / individual focused efforts. With our Community focused efforts expanding even further in the future, that PR-type position is no longer required at IW, as we'll be spearheading more tangible, personal means of getting information out to our players. Which is why we're so excited about the new Infinityward.com site. As we did with Call of Duty 4: Modern Warfare, we are building a strong community around the studio which will allow our fans an even closer look at pre-production of our future titles, and keep them fully intune with the studio, the team, and the projects we're working on at any given time.

    Essentially, this means we plan on doing much less of the traditional PR that ends up being a one way street, and building on what worked so well in the pre-production of Call of Duty 4: Modern Warfare, where myself and the rest of the development team has an open line of 2-way conversation with our community throughout development and after launch.

    Expanding Our Team and Studio

    In case we haven't made it completely obvious via the in-game Message of the Day enough times, WE'RE HIRING! We're aggressively looking to expand our team here at the studio and are looking for the best talent in the industry to join us here at Infinity Ward. Therefore if you qualify for any of the following positions are looking to join the #1 development studio in North America according to Game Developer Magazine, then be sure to send us an email:

    Motion Capture Technician
    Senior Software Engineer
    Software Engineer
    Environment Artist
    Senior Animator
    Associate Producer
    Unix Administrator
    Marketing Manager
    Game Designer

    Note the Marketing Manager and Unix Administrator positions above, as they are perfect examples that we're looking for people in all areas of the industry. Trust me, there is absolutely no better studio to work at in the industry. You can learn more about the individual benefits of working here and a bit about the culture of the studio at the new Infinity Ward website, so be sure to check it out and let me know if you have any questions regarding a position you might be good for.

    Hopefully this gives you a good perspective on where we stand at the time being, and what you can expect to see from us in the near and distant future.

    The Future of Infinity Ward | Infinity Ward

       
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    Call of Duty : World at War Podcast

    Saturday, July 05, 2008 5:47:26 AM (GMT Daylight Time, UTC+01:00)

     

    Xbox's Major Nelson Interviews Treyarch Head Mark Lamia.

    Major Nelson interviews Mark to discuss Call of Duty: World at War and Treyarch. Check it out!

    Download the MP3 Here

    Or, go directly to Major Nelson's blog.

    Call of Duty Headquarters: Intel

       
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    Call of Duty: World at War Cover Art Leaked

    Thursday, July 03, 2008 4:02:06 AM (GMT Daylight Time, UTC+01:00)

     call-of-duty-world-at-war-concept-art Call of Duty: World at War Cover Art Leaked

       
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    Call of Duty : World at War Screenshots

    Thursday, July 03, 2008 4:00:53 AM (GMT Daylight Time, UTC+01:00)

       
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    James Bond: Quantum of Solace 1st Look, CoD4 Engine. Sweet.

    Thursday, July 03, 2008 3:14:38 AM (GMT Daylight Time, UTC+01:00)

    James Bond: Quantum of Solace is the upcoming game based on Ian Fleming's iconic British spy, who's been around since 1953. The character has appeared in 14 novels and 22 films over the past few decades. The special agent has even starred in an array of games published by everyone from Nintendo to EA since 1983. The latest publisher to try its hand at the multitalented spy is Activision, which has tapped internal studio Treyarch to craft a new action game based on the most recent Bond films starring Daniel Craig. We watched a run through bits of the upcoming game at a recent press event held at Treyarch's Santa Monica offices.

    Expect to play through scenarios from the new Bond movie, as well as 2006's Casino Royale.

    Quantum of Solace marks the first game appearance of Daniel Craig's Bond and, although it's named after the latest film, it will cover the previous film, Casino Royale, as well as Solace. Covering both movies actually works out, given that Solace is a proper sequel to Casino Royale and picks up roughly an hour after the events in that film. Treyarch is taking a pretty standard action approach to the game, in that you'll be running Bond through his paces across various set pieces from the films that will have you spying, fighting, and shooting. Unfortunately for hardcore fans, Treyarch hasn't included a "bedding the ladies" component, which keeps Quantum from being the definitive Bond experience, but there's always the next game.

    Our demo of the game broke down into looks at three different levels, all taken from the Casino Royale portion. The first demo was set during the latter part of the film, in which Bond chases his current special lady Vesper into a house on the canals of Venice. For the purposes of the game, Treyarch has taken some dramatic license and dropped into the house a whole bunch of foes who will stand between you and Vesper as she rides an elevator up to the higher levels. Your goal is obviously to follow her, dealing with the opposition in one of two ways: stealthily taking them out when possible or shooting them full of bullets. The demo of the level showed a pretty logical assortment of spots in the house where one method worked better than the other, which kept the action varied. The other element to the sequence involved making your way through the house environment, which, in typical dramatic Bond fashion, was beginning to sink into the water.

    The second level that we saw was taken from a bit earlier in the game and was set in the casino that serves as the film's centerpiece. Bond's task is to shadow and protect main baddie Le Chiffre from assorted goons who would like to kill him. Bond receives direction via an earpiece as he navigates the guard-filled halls of the casino. The level skewed a bit more toward the stealth side of things; the initial demo level found our demonstrator attempting to tear through the halls on a shooting spree that got him smacked down pretty quickly. His second attempt to go through the level was much stealthier and saw him avoiding guards and even taking to the exterior of the building via windows to make his way to different areas. The exterior route also let Bond do some eavesdropping to get some useful information.

    Once that was done, Bond was guided back into the building, where he took to the air vents for some more sneaking. Along the way he engaged in some stealth kills, which took the form of button-pressing minigames. After a bit of stealth, the level took a more action-oriented spin as Bond dropped from the vents into a firefight that was complicated by the presence of vision-obscuring steam. Once the shooting was done, the level was back to more sneaking that showed off a lock-picking minigame, which segued into another firefight. This time, though, we got a chance to see some of the level interactivity working in Bond's favor as he shot down a chandelier that took out some of his foes. As with previous games, Quantum of Solace will feature a bullet-time mechanic that will slow down time and let players target with greater accuracy.

    Quantum will be the first Bond game with Daniel Craig donning the dapper tuxedo.

    The final level that we were shown was taken from the early part of Casino Royale and followed Bond as he ran through a construction yard. The sequence is pretty faithful to the scene in the film, although obviously extended in a few places for dramatic license and gameplay. The demo showed a brief portion of the level and focused on the sequence in which Bond is running through the construction site and leaping around moving platforms and girders.

    The gameplay appeared to be solid across all three levels that we saw. What stood out to us were the shifts between first- and third-person perspectives, which happened often. The basic logic is that you'll play the game in first person but the perspective will switch to third person at certain points, such as when you take cover or engage in melee combat. It's an interesting wrinkle to the action, but we're not sure how we feel about it, considering that it may make gameplay a bit too disjointed. Nevertheless, we'll reserve judgment until we play it ourselves. The rest of the gameplay was pretty straightforward and seemed fine. The action and stealth sequences look good. The stealth-kill and melee system look satisfying and seem as if they'll be pretty easy to handle. The assorted weapons are what you'd expect and should suit the action fine. It's also worth noting that the action in the game will revolve around Bond on foot and won't include any car sequences.

    As far as visuals go, Quantum of Solace is benefitting from Treyarch's use of the Call of Duty 4 engine. The powerful engine is already offering high visual fidelity and impressive performance even in the work-in-progress levels that we saw. The environments feature a high level of detail and interactive elements such as breakable objects and fabric curtains that react. The first- and third-person shifts are handled pretty well, although the camera movement looked a bit jarring to us. The upside is that the third-person perspective shows off the detailed model of Daniel Craig, which is worth some showcasing. Treyarch might have gone a little overboard when modeling the super spy, going so far as to show pores in close-ups, but the attention to detail helps the game's cinematic leanings. The secondary enemies don't get quite the same glamour treatment but they still look pretty sharp.

    The game will feature a mix of stealth action and plenty of gunplay.

    Audio in the game is another facet of its presentation that's benefitting from the COD4 tech. Quantum of Solace's audio team is working to craft a dense layer of sound to complement the visuals. You'll obviously hear familiar tunes such as the Bond theme, mixed in with other incidental music to frame the action. At the same time, gunfire and enemy chatter will add to the chaos of gunfights and the like. To keep things authentic, Daniel Craig and Judy Dench will be voicing Bond and M.

    Based on this early look, Quantum of Solace has a nice look to it and is taking an interesting approach to serving up a Bond experience. We're curious to see how the Quantum of Solace levels look and play, but we expect that they'll be in line with the Casino Royale ones we saw. We're also curious about the game's multiplayer experience; Treyarch said that multiplayer would be included but kept mum on the specifics, which are expected to be released later this year. Bond fans will want to keep an eye out for James Bond: Quantum of Solace, which is set to ship later this year across all platforms. For those keeping track, Treyarch is handling dev chores on the PlayStation 3 and Xbox 360 versions, whereas the rest of the platforms are being handled by Beenox (Wii and PC), Eurocom (PlayStation 2), and Vicarious Visions (Nintendo DS).

    James Bond: Quantum of Solace First Look - Xbox 360 News at GameSpot

       
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    Sony pulls 2.40 firmware update. Reports of bricked PS3's !

    Thursday, July 03, 2008 2:59:40 AM (GMT Daylight Time, UTC+01:00)

    As we've already reported, SCEA has removed firmware 2.40, released early this morning, from its update servers. Users attempting to use the System Update feature from the PS3 XMB from firmware prior to 2.40 are now being told that their software is up to date.
    This action follows a large number of reports on the official PlayStation message boards of the update adversely affecting users' systems. The most widely noted problem is systems simply failing to reach the XMB upon booting, instead getting stuck on a screen with only the familiar "wave" background displayed.
    Some posters have reported that removing the PS3 hard disk, formatting it via a PC, then re-inserting it allows the PS3 to boot properly ... with the obvious drawback of losing everything – profiles, saves, DLC, etc. – that was on the drive.
    Joystiq contacted SCEA for comment on the situation as was told by PR director Patrick Seybold that they are aware of the message thread and that they are "looking into it right now and will work with those customers directly to address any issues they may be experiencing." This comment came before the update was removed from Sony's servers. We're seeking further comment and will update as we receive it.
    [Update: SCEA has issued a formal statement via the official PlayStation blog confirming that firmware 2.40 has "temporarily" been taken offline until it can "isolate the problem" and "identify a solution."]

       
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    PS3 firmware 2.40 is live

    Wednesday, July 02, 2008 4:15:53 AM (GMT Daylight Time, UTC+01:00)

    Yeah, that's right -- you can get it right now. In game XMB, trophies... the whole nine. Why are you still reading this?

    Engadget

       
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    Battlefield Bad Company Review

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

       
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    Call of Duty: World at War Teaser Trailer

    Saturday, June 21, 2008 9:07:57 AM (GMT Daylight Time, UTC+01:00)

    Call of Duty World at War trailer takes no prisoners

    Heads-up heroes! We’ve a grade-A treat for fans of console gaming’s greatest military blaster...

    Call of Duty: World at War

    You’d better hold onto your helmets because incoming to Xbox LIVE Marketplace as of June 21 is a fulsome, highly exclusive and, we might add, TOTALLY BRILLIANT video trailer for the next chapter in the Call of Duty franchise – Call of Duty: World at War. That’s so red hot it’s ice cool!

    You’ll forgive us if we get a bit carried away but we think the enthusiasm is more than a little justified, especially after the jaw-dropping magnificence of Call of Duty 4: Modern Warfare – a game that not only continues to occupy the upper reaches of video games charts having sold more than 10 million copies worldwide (and counting!), but is still responsible for more than its fair share of activity across Xbox LIVE. Take your skills online and you’ll soon understand why.

    The success of COD4 is certainly reason enough to be excited about this fifth outing in the series, but Treyarch, the makers of the game, are not about to rest on their laurels and have introduced a new theatre of war and a squadron of new gameplay surprises.

    First things first and we’re back in World War II and, brand new for this series, the harrowing Pacific theatre of war – and that means a whole, devious new enemy to fight. Then there are powerful new weapons to master, new vehicles to wrangle with and excellent new abilities such as swimming. The multiplayer game has been given a thorough makeover too, with two-player splitscreen and four-player online co-op support.

    Does the word ‘awesome’ cover it? Well, we recommend that you check out the FREE trailer with extreme urgency and find out for yourselves. Quick march!

    With COD4 still so popular, Activision and Treyarch needed to take the series in another direction if they wanted to see another installment sell well this fall. Since the announcement of Call of Duty: World at War there really hasn't been much seen of the game. Sadly while the teaser trailer does give us a short glimpse of the game, it is only that, a teaser. So for those of you who haven't gotten the trailer from the Marketplace, GameTrailers TV has a teaser trailer up too (which is embedded after the break due to GTTV's flash player being a bit finicky these days.)

       
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    Call of Duty 5 : World at War Screenshots

    Friday, June 20, 2008 4:54:16 PM (GMT Daylight Time, UTC+01:00)

       
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    First Call of Duty: World at War screens

    Friday, June 20, 2008 4:47:29 PM (GMT Daylight Time, UTC+01:00)

    Developer Treyarch (yes, yes, it's not Infinity Ward) is clearly taking advantage of the new Modern Warfare engine, with some impressive-looking fire and light effects. Better yet, they seem to be taking full advantage of the new Mature rating - just check out the nasty katana blade to the face, or the soldier toasting like a flame thrower marshmallow.

    Are you more or less excited about Call of Duty: World at War after seeing these screens? Discuss - and argue - in our forums!

    Jun 17, 2008

       
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    Call of Duty 5 Trailer - World Premier - T.O.C. Clan Forums

    Wednesday, June 18, 2008 4:42:30 PM (GMT Daylight Time, UTC+01:00)

     

    Call of Duty 5 Trailer - World Premier - T.O.C. Clan Forums

       
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    Mod Chips Found Legal In The UK

    Saturday, June 14, 2008 5:31:30 PM (GMT Daylight Time, UTC+01:00)

    For many years, we've wondered why some folks considered the process of mod chipping to be illegal. After all, if you own a device, why shouldn't you be able to modify it? It's not illegal to modify your computer, so why would it be illegal to modify a game console? Well, thanks to the DMCA in the US, the question wasn't entirely clear -- because console makers use encryption, they consider any modification to be a circumvention of that encryption, and the DMCA has that pesky anti-circumvention clause. In the US, it's become even more bizarre, with federal officials taking up the cause and fining mod chippers while claiming (seriously) that mod chipping was a national security issue.
    Luckily, it looks like the courts in Europe are a lot more reasonable about all of this. A few years back, we noted that an Italian court ruled that mod chips were perfectly legal (Update: Well, darn. As a commenter notes, the Italian decision was later overturned). And, now, a tipster alerts us to the news that a UK appeals court has found the same thing, tossing out all of the charges against a mod chip seller, noting that mod chips do not circumvent copy protection systems. Not only that, but the defendant was awarded legal fees. This is a big deal, as the lower court had found the guy, Neil Higgs, guilty for selling mod chips he had imported from Hong Kong. So, now that's Italy and the UK that recognizes modifying your gaming consoles shouldn't be illegal. Anyone else?

    Techdirt: Mod Chips Found Legal In The UK

       
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    Call of Duty 5 Coming to PC, Release Dates & Formats !!

    Sunday, May 18, 2008 4:20:46 PM (GMT Daylight Time, UTC+01:00)

    If you've been following the development cycle of the Call of Duty games, then you'll know that in order to put out a new CoD SKU (Call of Duty game) every year, the development is lead by Infinity Ward, with Treyarch  helping out with console versions.

    Odds and Evens.

    This used to work as follows, IW would develop the even numbered new titles, Say Call of Duty 2, Call of Duty 4, and Treyarch would fill in the odd numbers, Call of Duty 3 on consoles etc. It was assumed that the development cycle wouldn't change this time around.

    However I've spotted some interesting information or rather I'm not ignoring some information previously released anymore. The following press release has been doing the round for a few months now. I had been taking the inclusion of the PC release with a pinch of salt. Assuming that some copy writer at Activision was a little over enthusiastic with the formats on the release.

    Activision have confirmed that a new instalment to its Call of Duty series will be released in late 2008/early 09 - and this time, the game will be released on the Wii and PS2 (as well as the Xbox 360, PS3 and PC).

    Turns out I was wrong and they were right. Please see Pre-Order details for Call of Duty 5 below from play.com. On Xbox 360, PS3 and yes PC. It seems we are getting a new Call of Duty game on the PC sooner than we thought. Hoorar.

    Xbox 360

    360

    PS3

     

    PS3

    and PC !!!!

    PC  

    So mark that date on the calendar, 28th November.

    Click the link below to see for yourselves. :)

    http://www.play.com/Games/PC/6-/ComingSoon.html?cpage=7&ob=date#28/11/2008

       
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    Call of Duty 4 - 1.6 Patch News

    Thursday, April 24, 2008 6:58:50 PM (GMT Daylight Time, UTC+01:00)

    by fourzerotwo


    I wanted to keep you guys in the loop on how the Map Contest is rounding out for all the PC mappers waiting to submit their maps. We had hoped to start accepting submissions by now but regretfully (as typically happens) the legal required participants to be US only which was unacceptable for us. So we’ve been working on making it open to worldwide participants which requires quite a bit more legal / contest rule work due to the different laws and regulations in each country.
    We could have launched it and made it US only but I know we have a fantastic worldwide community of mappers that would have got severely screwed if it was that way and I won’t let that happen. So that’s what’s holding things up right now. The good news is submissions should be starting THIS WEEK as we’re in the final stages of chasing down our international legal department. Once we have it all confirmed, I hope to have the submission page linked here for you so you can start sending in your custom maps for the contest.



    As for the 1.6 patch which was going through test, we found a critical bug during QA which broke kill cams when playing with mods among other things which put a hold on it and put it back in development. We’re continuing to evaluate it and looking into releasing it when the map pack potentially hits PC. I’ll keep you updated as it progresses, but right now it won’t be coming out anytime soon while we track down this bug.

       
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    Call of Duty 4 - v1.6 Info and PS3 Map Pack Released.

    Thursday, April 24, 2008 6:54:35 PM (GMT Daylight Time, UTC+01:00)

    Playstation 3 Map Pack Worldwide Release on April 24 !

    PC 1.6 Patch delayed. Bug found during tests...

       
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    Call of Duty 4 : The Variety Map Pack Has Arrived!

    Friday, April 04, 2008 11:33:49 PM (GMT Daylight Time, UTC+01:00)

    2008-04-04 | Written By: Charlie Oscar Delta Staff

    The Variety Map Pack has arrived, Charlie Oscar Delta!

    The Call of Duty 4: Modern Warfare Variety Map Pack is available now. You can get four new downloadable maps today on Xbox LIVE® Marketplace for 800 MS Points. If you haven't already, check out the New Content Revealed SITREP to get a full description of each of the four new maps: Broadcast, Creek, Chinatown and Killhouse.
    To celebrate the launch of the Call of Duty 4: Modern Warfare Game of the Year Edition and the Variety Map Pack, Xbox LIVE® will host a Double XP Weekend. Starting on Friday, April 4 through Sunday, April 6, players can earn twice as many experience points as they play the new maps on the Variety Map Pack specific playlists.

    That's not all soldiers! In stores today is the Call of Duty 4: Modern Warfare Game of the Year Edition. This limited edition gives gamers the chance to experience the intense cinematic action of the original game while expanding the online experience of 2007's top-selling game by including a free token to download the Variety Map Pack.

    No Word on the PC version yet.

    Charlie Oscar Delta

       
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    UEFA EURO 2008 Demo

    Thursday, March 27, 2008 3:21:32 PM (GMT Standard Time, UTC+00:00)

    The demo features a match between England and Germany

    Electronic Arts has released a playable demo of UEFA EURO 2008, giving you the chance to try out the only officially licensed videogame of UEFA EURO 2008, 289260_thumbone of the world's largest sporting events that crowns the UEFA European Soccer Champion every four years. Thanks: Blues/Tiscali Games. The game features stunning visual representations of the world's most famous soccer players, all of the teams and official stadiums that will be part of UEFA EURO 2008, and a new game mode called Captain Your Country which will enable gamers to put themselves on the pitch, earn the captaincy of their team and truly inspire their country to glory. In addition, an online mode call Battle of the Nations will enable gamers around the world to lead their country to global supremacy. UEFA EURO 2008 will hit the store shelves across Europe on April 11 and will be available in North America on May 20, for PC, PS3, PS2, PSP, Xbox 360 and mobile.

    http://www.gamershell.com/download_24042.shtml

       
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    Posted by : Jimlad

    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

    Install Windows XP on PS3 - PS3HaX Network - PS3 Hacks

    Sunday, March 23, 2008 6:00:29 AM (GMT Standard Time, UTC+00:00)
    I made this in an attempt satisfy some requests and to babystep some people into PS3 linux. What You Need: PS3 Usb Keyboard Usb Mouse Ethernet Cable A Windows Xp Install CD Nlite Computer with Internet (semi fast because you need to download a 700mb iso file) CD or Dvd Burner CD or Dvd Patience Is a different distro already installed? If so then skip step two of preparing your ps3 part 1.
       
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    Posted by : Gunny

    Mirror’s Edge: “Gaming might never be the same again”

    Saturday, March 01, 2008 9:20:27 AM (GMT Standard Time, UTC+00:00)
    Our man at GDC was granted a viewing if DICE’s “revolutionary” first-person action game Mirror’s Edge at GDC last week. As you’ll see, his mind was well and truly blown.
       
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    Posted by : Gunny

    LEGO Batman: Human Weapon of Mass Destruction Trailer

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

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

       
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    Posted by : Gunny

    GTA IV pre-orders go live at PC World

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

     

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

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

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

       
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    Posted by : Gunny

    Europe getting 40GB PS3 bundles packing Gran Turismo & Blu-ray movies.

    Thursday, February 28, 2008 5:56:35 PM (GMT Standard Time, UTC+00:00)

     

    While we chew on that incoming Metal Gear Solid 4 80GB PS3 (with DualShock 3) in the States, Europe has a pair of SKUs of its own to look forward to. Sony's hitting with a "movie bundle" on March 19th that includes Spider-Man 3, 300 and Casino Royale on Blu-ray, along with a 40GB PS3, all for the regular €399 price. If you can wait until March 29th, for the same price you can nab a 40 gigger bundled with Gran Turismo 5 Prologue. Both bundles promise to be quite appealing, but apparently neither come packing HD cables, which could be a bit of a hangup for those ready to make the Blu-ray plunge. GT5 box art is after the break.

    [Via PS3 Fanboy]

       
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    Posted by : Gunny

    Infinity Ward talks a bit about upcoming Call of Duty 4 maps.

    Thursday, February 21, 2008 5:59:19 PM (GMT Standard Time, UTC+00:00)

     GDC 08: Infinity Ward talks a bit about upcoming Call of Duty 4 maps video game

    Earlier this month, we brought you word that Infinity Ward were actively working on new multiplayer maps for Call of Duty 4. At the time, Infinity Ward's community manager, Robert Bowling was guarded about details, only teasing fans with the idea.

    Today, I had a chance to sit down and talk with Robert about the upcoming maps, hoping to get some more detailed information. The bad news -- Infinity Ward still aren't talking specifics. I was, however, able to get a few hints and some new details on the new maps, which should be available this spring.

    Hit the jump for the first morsels of details on the upcoming Call of Duty 4 map packs for the Xbox 360 and PlayStation 3.

    While Bowling was hesitant to talk specifics, he was able to confirm that the first maps will be available in a pack of three. In terms of what gamers can expect from the maps, he insists that the theme here is variety, taking cues from what their community has asked for.

    "We're fortunate to have a very big community," says Bowling, "so they're the ones who know what's getting old, or what they want to see."

    Overwhelming, the community was interested in three key elements -- more open, larger scale maps; open maps with close quarters; more buildings with no closed doors; and completely new locales. When pushed for specifics, Bowling only relies on this criteria to drop hints.

    "People who want open maps are going to be happy with this map pack," he says. "People who want more indoor locales are going to be happy with this map pack. People who want something completely different from what they're currently playing are going to be happy with this map pack."

    He also notes that the team are working on a number of different concepts, and is clear that even more content can be expecting in the future.

    "We plan on supporting our game for a very long time," he tells me. "As I said, we have a large community. We're currently number one on Xbox LIVE, so we have a lot of people playing. So we're going to continue to support the community that keeps supporting us. We have a lot of cool ideas that we're working on, and we're going to keep making maps until we're done."

    When asked about the possibilities of future perks or weapons via downloadable content, Bowling tells me that the idea had been "thrown around," but that there are currently no plans.

    I also asked him if the inevitable release Call of Duty 5 would be a roadblock to future content, and he was clear that wouldn't be the case.

    "We don't dictate how much we update our game based on what other studios do," he says, almost certainly confirming Infinity Ward's lack of participation in the upcoming sequel. "So if another game comes out, that doesn't mean we stop supporting ours."

    GDC 08: Infinity Ward talks a bit about upcoming Call of Duty 4 maps. Destructoid offers reviews, previews, trailers, cheats, and more.

       
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    Posted by : Gunny

    Worst gaming product ever !!

    Tuesday, February 19, 2008 7:48:34 PM (GMT Standard Time, UTC+00:00)

     

    Talismoon make peripheral products for consoles and PC’s. They have announced a new product for those of us that can’t see the cross hairs on the TV screen, you know who I am talking about, those blind people that are always trying to play Gears. Now they can touch the screen to feel where the center is. It is not however going to help them know when to shoot.

    Outgunned? Well, you need every edge you can get.
    These static cling screen targets will help you to be more accurate in your shots, saving valuable milliseconds that can be the difference between heroic success and devastating failure.
    3 sizes of targets are included, in 3 different styles

    target1Now is it just me or are people trying far too hard to try an cash in on gamers these days? From the Headshot energy bars to the caffeine rich gamer drinks, there are so many people trying to sell us crap and it will only get worse as our numbers grow to take over the world. Next step in world domination, Obama for President, he loves his JRPG’s. To anyone that purchases this, be ashamed, be very ashamed. (not Gears of War, the target things)

    Worst gaming product ever - Xbox, PlayStation and Nintendo gaming blog - Geekpulp.co.nz

       
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    Posted by : Gunny

    Stop Telling Me I Don’t like WWII Games!

    Friday, February 01, 2008 5:38:25 PM (GMT Standard Time, UTC+00:00)

    Have some respect, for the fallen, and for other’s opinions

    by: Luke Reilly 01/02/2008

    On November 4, 1944, RAAF Flying Officer Kevin William Reilly of 463 Squadron took off from Waddington, England, behind the yoke of an Avro Lancaster – serial number NE133, JO-X. It was the sixteenth sortie for he and his crew, seven men in total, and they had had a hard tour thus far. They rarely flew the same aircraft for more than two ops and were damaged several times.

    In September they were hit by heavy flak over Kaiserlautern and lost an engine. The following month they suffered major flak damage over Flushing and only just managed to limp back to base by jettisoning every removable fitting on the aircraft. Early in November they were again hit by heavy flak in Hamberg. Things weren’t easy. The target tonight was Dortmund-Ems-Canal, an important artery of the Ruhr industrial area and a target they had hit in the past.

    Unfortunately for Kevin and his crew this would be the last time. JO-X, a tough old bird and veteran of 64 missions, was shot down. All seven men on board were killed in action.

    Kevin Reilly was my great uncle, one that I never knew but have immeasurable respect for. He was one of more than 4,000 Australians who died in the skies above Europe, and one of more than 60 million or so other men, women and children who had their lives cut drastically short by the Second World War. His last moments spent in the hostile skies above Europe were half a world away from his home and family on the outskirts of Sydney. He was 21.

    This is just one story from WWII, the largest conflict in human history. There are millions of others waiting to be told.

    Of course, games journalists don’t want to hear them.

    “We're all sick to death of WWII shooters…” (source) moans this one. “Another World War II shooter, eh? Before you join us in a collective sigh…” (source) quips another. Or how about my favourite – “Another year, another flood of WWII first-person shooters.” (source). These I gleaned from five minutes or so of perusing the web – I’m sure there are plenty of others, so I apologise in advance if you’re the author of any of these remarks and you feel singled out. I know you’re not the only ones.

    My gameplayer colleague, Mark Serrels, for instance, isn’t a big fan of WWII shooter either. This is something I’m quite happy to indulge because he has a rad accent and he runs funny (which is always good for a laugh) but primarily, he doesn’t temper every piece he writes with trendy put-downs and hip reflections on how we’re all over WWII shooters. It’s because he doesn’t speak for me. Coming to you as a peer, don’t speak for me. Feel free to tell me what you don’t like, I’ll either agree or ignore you – but don’t tell me what I don’t like.

    I really don’t get all the ill-sentiment anyhow – are there really too many WWII shooters? Is there really a flood, or are you all just whining bitches? What WWII shooters are coming out this year? Brothers in Arms Hell’s Highway is the heavy-hitter. Saboteur may release late 2008. Treyarch’s effort with Call of Duty 5 is likely to shoot for a temporary return to the Second World War. Hmmm. Three. Shit, that’s excessive!

    Before we all start rolling our eyes, let’s glance at how many sci-fi shooters are on the way this year: Killzone 2, Haze, The Chronicles of Riddick: Assault on Dark Athena, Turok, Rage, Borderlands, Fracture, Frontlines: Fuel of War, Red Faction III, Dead Space, Unreal Tournament 3. Did I miss any? Probably. Yep. These WWII shooters are a real blight on the FPS market, huh?

    Don’t think you’re immune from this either, Joe Public. I’ve seen the comments you leave around forums. I’ve heard the dissent. Here are a bunch I grabbed a few minutes ago:

    “Pleeeaseeeeee no more WWII games.”
    “This genre needs to die”
    “No thanks… we have enough WW2 shooters as it is.”

    Perhaps all games should be screened by cats like these before they’re approved for development. It’s clear there are some people who believe they’re the authority on what everybody likes – so why don’t we find them and just play the games they tell us we’re allowed to?

    Or why don’t we just find them and rub their joypads on our balls?

    WWII is an immensely rich backdrop. It was violent. It was epic. It works well in games. Get over it. If you want me, I’ll be playing Call of Duty 2… again. Lest we forget.

    Gameplayer - Australia's Premier Gaming Website

       
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    Posted by : Gunny

    Burnout Paradise Map and Wallpaper.

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

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

    Click for full size versions.

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

       
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    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

    GamerZines: Free videogames magazines for all formats

    Sunday, January 20, 2008 6:45:13 PM (GMT Standard Time, UTC+00:00)

    Free Xbox 360 magazine

    360Zine is a free Xbox 360 magazine. It is written by professional UK video games journalists and features free Xbox 360 previews, reviews, interviews, Xbox 360 community news and more. The content is all written exclusively for 360Zine, so you won't find our previews or reviews anywhere else. We feature the biggest Xbox 360 games, like Halo 3, Fable 2 and Gears of War, but also deal with some of the smaller Xbox 360 releases you might have missed, including a dedicated Xbox 360 Live downloads review section, all written by the same professional games journalists. 360Zine has received rave reviews on many Xbox 360 websites, including Microsoft's own Major Nelson. To download an issue of 360Zine, the free Xbox 360 magazine, simply click on a download button below. You can also subscribe for free, to ensure that you never miss an issue.

    360Zine, the free Xbox 360 magazine
    This is a completely free magazine for Xbox 360 gamers - download the latest issue now!

    Free PC Games magazine

    PCGZine is a free PC games magazine, written by professional video games journalists. We offer free PC Games previews, reviews and developer interviews on all the biggest PC games releases, like Crysis, Lord of the Rings Online, Enemy Territory: Quake Wars and World in Conflict. The PC Games magazine is enhanced with video and multimedia playing on the pages themselves. To download your copy of PCGZine, the free PC Games magazine, simply click on one of the download buttons below, and to ensure you never miss an issue, why not subscribe for free?

    PCGZine, the free PC Games magazine
    This is a completely free magazine for PC gamers - download the latest issue now!

    Free PlayStation 3 magazine

    P3Zine is a free PlayStation 3 magazine written by professional video games journalists in the UK. It features PlayStation 3 games previews, reviews and interviews, all enhanced with video and multimedia on the magazine pages themselves. As a monthly, free PlayStation 3 magazine we include all the big PlayStation 3 games like MotorStorm, Resistance: Fall of Man, Metal Gear Solid 4: Guns of the Patriots, and GTA IV, but we also bring you previews and interviews of some of the smaller games we think you might have missed. To download your free PlayStation 3 magazine now, simply click on a Download P3Zine button below.

    P3Zine, the free PlayStation 3 magazine
    This is a completely free magazine for PlayStation 3 gamers - download the latest issue now!

    Other formats available here : http://www.gamerzines.com/home.html

       
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    Posted by : Gunny

    StreamMyGame: Play PC Games On Your PC or PS3

    Monday, January 14, 2008 3:17:17 PM (GMT Standard Time, UTC+00:00)

    StreamMyGame has been available for the PC for a little while now, I played with a version a few months back and was quite impressed. In a nutshell it allows you to stream the video output of a game from 1 pc to another, why would I want to do this you might ask ? Well imagine you have a monster quad PC with all the trimmings in the office, but only an old single core PC or lappy in the lounge or bedroom. Well now you can Install and run the game on the quad PC in the office, but pipe the output to your lappy and play it via your LAN on the lappy in the bedroom. So yes that's right you can use your old lappy for gaming now as it simply becomes an input device for the more powerful PC you have elsewhere. Its surprisingly  fast and responsive and well worth some further investigation. Now they have launched a Linux and PS3 version.

     

    If you haven't heard of StreamMyGame.com, let me enlighten you: they're a community website that uses a new online technology called Game Streaming. They create "innovative, industry-changing products" for the PC and video game industry. And now, they have announced the release of its free Linux Player, which will let you play any PC game on the PlayStation 3!

    This is a free server from StreamMyGame, and it allows PC games to be played remotely by first converting the game's video and audio into a Game Stream. After that's done, they send the data over a home network to a second computer where you can view and play the game with the free StreamMyGame Player. This second computer can be a PC, laptop, PS3 or Linux device, and it doesn't need to have the game installed on it, either. The StreamMyGame Server is available to just about anybody, as it's compatible with Windows XP, Vista and all PC titles based on Microsoft's DirectX8, DirectX9 and DirectX10. Yep, this does include last year's PC big-time award-getter, Crysis. The StreamMyGame Player is compatible with Windows XP, Vista and Linux with resolutions that go all the way up to crazy high Super HDTV (3200 x 2400).

    "Playing the latest PC game on the PS3 is now a reality at HD resolution and fast frame-rates," said Richard Faria CEO. "I have a PS3 in my living room and PC in my office and my two kids both have old PCs in their bedrooms. Now we can play games anywhere around the home. StreamMyGame's technology networks the power of a main PC so it can be used to play high end games on other PCs, PS3s and Linux devices."

    Come March, StreamMyGame will broaden its horizons a bit by enabling games to be played remotely over broadband networks that have "sufficient capacity" (like Verizon's FiOS or British Telecom's FTTP). It's certainly an ambitious idea, so if you want to make your PS3 more capable than ever, check it out.

    PS3 News: StreamMyGame: Play PC Games On Your PS3

       
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    Posted by : Gunny

    Highlander The Game Trailer (2008)

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

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

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

       
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    Posted by : Gunny

    COMING SOON ON CHARLIE OSCAR DELTA!

    Friday, December 07, 2007 4:11:02 PM (GMT Standard Time, UTC+00:00)

    We've got a few more big activities in the works for Charlie Oscar Delta that you won't want to miss out on...
    In the coming days, we'll be giving you even more chances to voice your opinions to the developers at Infinity Ward about what you want to see in future Call of Duty games and expansion packs. (plural) In addition, we'll be asking your opinions about how to make the next Call of Duty community site an even better experience. Never before have you had such an opportunity to make an impact on this awesome gaming franchise.
    Also, don't forget that Charlie Oscar Delta is still the only place that you can win those awesome COD4:MW prizes. In fact, we just got hooked up with a ton of cool new limited edition t-shirts, which we'll be giving out through our upcoming missions and contests. Check it out:


    FRAG NOOBS IN STYLE WITH THESE TEE'S

    Finally, for those of you in the race for November's big prizes, we've kicked off a new Invite a Friend mission to help you earn a few extra bonus points. Stay tuned next week, when announce the monthly winners and reveal December's big prizes.
    ~Charlie Oscar Delta Staff

    News Source : Here

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    Gunny posted by Gunny

       
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    Posted by : Gunny

    '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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    Gunny posted by Gunny

       
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    Posted by : Gunny

    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

    News Source : Here
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    Gunny posted by Gunny

       
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    Posted by : Gunny

    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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    Gunny posted by Gunny

       
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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

    News Source : Here
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    Churchy posted by Churchy

       
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    Posted by : Churchy

    Medal of Honor Airborne - Review

    Tuesday, September 04, 2007 1:47:27 PM (GMT Daylight Time, UTC+01:00)

    Medal of Honor has recaptured former glory with incredibly open gameplay and amazing attention to detail. This game exudes realism and puts you in the heart of the action. Dropping in behind enemy lines to take on your foes is an exhilarating experience. The graphics are fantastic, the sounds are phenomenal, and the level design is amazing. The team at EA has revitalized the World War II shooter.


    Click to View Full Size Image Gallery (38 images)

    MOH: Airborne has you play the role of Pfc. Boyd Travers, an Airborne initiate. Your first mission with the 82nd Airborne is to take out the anti-aircraft guns in the Italian village of Adanti. You and your Airborne brethren will have to choose the best landing sites in order to strategically eliminate the Axis force. Gameplay is rich and wide open. The parachute drop is not just a gimmick. It is imperative to land in the appropriate spots in order to be successful. Should you land in the wrong area, you might find yourself surrounded immediately by the enemy. If this happens you'll be dead in seconds. Additionally, using the skills you picked up in training will allow you to land and fight immediately. If you forget to flare your chute, you'll end up botching the landing. This will cost you a few seconds while you shake out the dizziness and struggle to your feet. Flared landings allow you to fight without being hindered. If you can approach the drop zone at the perfect angle you'll achieve what's known as a "Greased Landing." Greased Landings have you hit the ground running, setting you up for battle.

    More than enough health is strategically placed throughout the levels. If you do pick up a few nicks, find cover or back up for a couple of seconds in order to recover what's left of your "bead of health." There are four beads in total to keep you alive. However, if you die you'll find yourself back at the last save point. Sometimes this means parachuting to the initial drop zone, other times you'll be starting on foot; in all cases, you'll do the same things over and over again. This can become pretty tiresome and frustrating after a while, especially in the most difficult parts of the game. At least the objectives that you achieved will still be complete; simply advance to the next mission goal. Moreover, every restart of the level feels somewhat new, thanks to the open level design. This allows for better replayability.


    Click to View Full Size Image Gallery (38 images)

    Before each drop, you'll be able to select your weaponry; this is known as "Weapon Loadout." Choose between rifles, submachine guns, shotguns, and pistols. You then need your primary, secondary, and tertiary weapons. Typically, this would be a selection such as a rifle, a submachine gun, and a sidearm, or you could mix it up a bit and select a close quarter weapon such as a shotgun. As you progress through the game you will pick up commendations for exceptional marksmanship. These commendations come with upgrades that are automatically applied to the weapon. These upgrades are permanent as long as you reach the next checkpoint; it doesn't matter if you die or advance to the next level. In addition to weapon upgrades you can also unlock new weapons to be used in upcoming missions.

    The compass tool provided is an integral element of the game, as we're used to seeing in first person shooters. You'll quickly get your bearings and identify who your allies and enemies are at a glance. Stars on the compass indicate your objectives; fellow infantry will appear as green dots, and enemy units will appear as red crosses. I can't tell you how important it is to glance at your compass before entering a room or an alleyway. Enemy A.I. is very good but not perfect. If enemy troops see a grenade that was not properly cooked they'll run away from it. They'll also seek cover whenever possible. However, their flanking abilities are not nearly as good as they are in similar games of this genre, and often times they won't react quickly enough to your presence.


    Click to View Full Size Image Gallery (38 images)

    You can consider this game a pick-up-and-play title because the controls are so intuitive. The controller feels like an extension of yourself, as you run through the battlefield feeling like a superhero. Some of the more interesting and advanced controls this time around include pressure-sensitive triggers (called True Trigger) for scoped weapons and the lobbing of grenades. This makes for very realistic gameplay and pinpoint accuracy. I really liked the Ironsights feature; this allows you to use cover effectively. By zooming in with your weapon you can actually tilt, duck, peek, and move while crouched, all the while keeping a precise alignment on your target: it's very useful in sticky situations. If you consider yourself even remotely skilled at FPSs you'll be able to master the control scheme in a matter of seconds.

    The game offers a solid online multiplayer mode. As always, you can enter a quick match, a custom match, or host your own match with your favorite settings. Multiplayer modes to choose from include Team Deathmatch, Team Deathmatch Airborne, and Objective Airborne. Team Deathmatch has you choose between Axis and Allies and simply enter the battleground. The team with the highest score at the end of the time limit wins. Team Deathmatch Airborne adds an interesting twist to the classic format. If you select the Axis you will start in fortified positions on the ground. If you choose to be part of the Allies you'll start the game from an airdrop. In Objective Airborne you'll fight to capture and hold three different flags. Those of you that are Call of Duty fans will recognize this mode as "War Mode." Medal of Honor: Airborne also allows for up to four player co-op gameplay, which makes the game fun to share with friends.


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    If you are a WWII game aficionado or if you're looking for an interesting new take on the FPS genre, Medal of Honor: Airborne is a great choice. The series has been truly moved into the next generation with a step up in visuals, sound quality, and wide-open level design. Thankfully, the gameplay will seem familiar and will be quickly mastered by anyone who's played the series before. Load up and move out to your nearest game store, pick yourself up a copy of MOH: Airborne, and get ready to Airdrop soldier.

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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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    Michael Giacchino's Musical Medal of Honor Airborne

    Monday, September 03, 2007 2:04:51 PM (GMT Daylight Time, UTC+01:00)

    michael-giacchino-20070709035210489

    It's not hard to notice that Hollywood composer Michael Giacchino, a man best know for his work on such films and television projects as The Incredibles, Mission: Impossible III, and Lost, has something of a jones for World War II era adventures. I mean how else do you explain his ongoing love affair with EA's Medal of Honor videogame franchise (Giacchino has also worked on competitor Activision's Call of Duty series, to boot)?
    "You know what, a lot of it comes out of the fact that if you look at the games I've worked on they've almost all been with people that I started out in [the movie/television] business with," explains Giacchino matter-of-factly. "That said, a big part of the jobs I look for include asking myself 'Am I going to enjoy working on it?' and 'Am I going to like the people I'm working with?' In the case of Medal of Honor, I've worked with Patrick Gilmour for years. I know him so well and we're really good friends. To me a big draw to coming back to it was that Patrick was involved in it again. I'm not the kind of person that necessarily will take a job to take a job. There has to be reasons. The other big overriding reason, especially with Medal of Honor, was that I just love how seriously they take the subject matter. I love how respectful they are with it. I love how reverent they can be with it. I love that they allow it to be not just adrenaline based, but emotionally based, as well."

    michael-giacchino-20070709035209520

    To date Giacchino has worked on no less than five Medal of Honor titles going all the way back to the franchises inaugural installment in 1999. Having been involved in a recurring franchise for so long a composer is bound to recycle, whether consciously and/or unconsciously some of their previous themes. "There were some select themes that I did go back to," Giacchino freely admits. "But I used them in a very different way. Because the area that they were originally written for was being re-visited in this game. I usually don't just write generic themes that can be used wherever. It's always an area specific thing or a character specific thing. It's kind of an operatic approach in which every character has a theme and every location has its own theme. Which was really a huge deal for Medal of Honor because there were so many locations and so many different places you could go, we really always wanted them to have their own hook to them. In this one they included an operation which happens around the time Market Garden, so I was able to go back and pull a couple of those themes and do new things with them, which I kind of always wanted to do anyway."

    michael-giacchino-20070709035207520

    It's not much different from a composer who works on a continuing film franchise in which they keep core elements of the original score, tweaking it, rearranging it, and adding to it as each subsequent installment unfolds. "The main core element that was kept here was the Medal of Honor theme, the main theme," says Giacchino. "It survives in kind of a big way for this game. That's for sure. After that it was only about picking any additional elements from the other scores that made sense story-wise. If it didn't make sense story-wise, then I didn't want to go back and just re-hash what I had done. That's not one of the reasons I took the job. I usually love taking it because I find something new that can be done."

    michael-giacchino-20070709035208489

    In terms of the score Giacchino once again employed the use of a full symphonic orchestra. "Absolutely!," he exclaims. "We had about an 80-piece orchestra that we recorded with. Maybe 83 or something like that. The thing about recording with an orchestra, if you know your orchestration you don't necessarily need a 100-piece orchestra. You can make a 65-piece orchestra sound huge. The original Medal of Honor used a 65-piece orchestra. It's really about being careful with how you write. Some people think more is better, but it's not always."
    All of that said, the greatest obstacle Giacchino had to over come was what he refers to as having to "create something that felt of the Old World, yet a little more mature." Of course some of this was tied into specifically re-visiting old, familiar locales in the game and making the music not only link back to the previous installments, but also sound fresh and vibrant and of the moment in regards to the new game. "Since the new Medal of Honor is about the airborne division, about the point-of-view of the 82nd Airborne, there's a whole new approach to take musically," says Giacchino. "If it was going to be similar to the others, I wouldn't wanted to have done it. But when I saw what it was about there was no question that I was going to be able to do something new and different with it."

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    Medal of Honor Society - Featured Recipient

    Monday, September 03, 2007 12:54:19 PM (GMT Daylight Time, UTC+01:00)

    I thought this a very poignant story with Medal of Honor Airborne being released tomorrow. Spare a thought and wonder what it must have been like for these guys who were actually there and did this for real, not a game. Lump in throat. Massive Respect. True Hero's.

    medalLarge

    George J. Peters

    FULL 
    MEDAL OF HONOR 
    CITATION

    Place: Near Fluren, Germany
    Date: Mar. 24, 1945
    Rank and organization: Private, U.S. Army, Company G, 507th Parachute Infantry, 17th Airborne Division.
    Entered service at: Cranston, R.I. 
    Birth: Cranston, R.I.


    The President of the United States of America, authorized by Act of Congress, March 3, 1863, has awarded in the name of The Congress the Medal of Honor to

    PRIVATE
    GEORGE J. PETERS

    UNITED STATES ARMY


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    Rank and organization: Private, U.S. Army, Company G, 507th Parachute Infantry, 17th Airborne Division.

    Place and date: Near Fluren, Germany, 24 March 1945.

    Entered service at: Cranston, R.I.

    Birth: Cranston, R.I.

    G.O. No.: 16, 8 February 1946.

    Citation: Pvt. Peters, a platoon radio operator with Company G, made a descent into Germany near Fluren, east of the Rhine. With 10 others, he landed in a field about 75 yards from a German machine gun supported by riflemen, and was immediately pinned down by heavy, direct fire. The position of the small unit seemed hopeless with men struggling to free themselves of their parachutes in a hail of bullets that cut them off from their nearby equipment bundles, when Pvt. Peters stood up without orders and began a 1 man charge against the hostile emplacement armed only with a rifle and grenades. His single-handed assault immediately drew the enemy fire away from his comrades. He had run halfway to his objective, pitting rifle fire against that of the machine gun, when he was struck and knocked to the ground by a burst. Heroically, he regained his feet and struggled onward. Once more he was torn by bullets, and this time he was unable to rise. With gallant devotion to his self-imposed mission, he crawled directly into the fire that had mortally wounded him until close enough to hurl grenades which knocked out the machine gun, killed 2 of its operators, and drove protecting riflemen from their positions into the safety of a woods. By his intrepidity and supreme sacrifice, Pvt. Peters saved the lives of many of his fellow soldiers and made it possible for them to reach their equipment, organize, and seize their first objective.

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    Medal of Honor Airborne - Preloading to EA Link

    Monday, September 03, 2007 11:13:52 AM (GMT Daylight Time, UTC+01:00)

    FPSAdmin is reporting that pre-loading of Medal of Honor: Airborne has begun for those that purchased the game on EA Link. The game is slated for a September 4 release, so get ready!

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    Medal of Honor Airborne - Developer Q&A

    Monday, September 03, 2007 4:30:54 AM (GMT Daylight Time, UTC+01:00)

    MOHA_logo_lghtbckgrnd

    Matthew Pruitt sits down with Medal of Honor: Airborne's multiplayer producer, Tom Hess.
    Q: Will there be more than 12 players?
    A: Medal of Honor Airborne features up to 12 players for multiplayer and with the inclusion of a dedicated server feature for the PC version, it is possible to increase the number of players.
    Q: Will there be an anti-cheat system implemented?
    A: Yes, we’ve implemented a commercial tool in the box, and we’ve also been working with a popular Medal of Honor community anti-cheat to give admins options for their anti-cheat solutions.
    Q: What is the new content being worked on (i.e. game types, maps, etc…)?
    A: We haven’t announced any specifics for downloadable content yet. First and foremost right now, we are really looking forward to the fans being able to experience all that will be available to them when the game ships.
    Q: How long can you stay on the plane during online play before jumping?
    A: In Medal of Honor Airborne multiplayer, the C-47 plane ride lasts 15 seconds. During this time the player can look around, but does not have any movement control. When the green light comes on, each player in the plane jumps out automatically. The player takes control once the chute opens. In single player, you have control over your movement after you stand up in the plane. It’s up to you to get out of the plane before the trooper behind you pushes you out.
    Q: How many maps will be available for multiplayer?
    A: Multiplayer in Medal of Honor Airborne will feature six maps. Three of the single player maps have been adapted for multiplayer action, and we rebuilt three Allied Assault maps for the Airborne experience. The Allied Assault maps were chosen through several community polls about people’s favorite maps to play.
    Q: Will you be able to choose different skins in multiplayer?
    A: You will not choose different skins in multiplayer however, the various maps have different skins assigned to them, based on their region. In Husky and Avalanche the Germans are wearing their tropical uniforms and in Destroyed Village and The Hunt they are wearing Fallschirmjager uniforms. Also for both the allied and axis sides, based on the weapon you choose, you will be wearing different gear. The sniper for example is wearing a cap instead of a helmet.
    Q: Are the multiplayer versions of the single-players maps altered in any way?
    A: Yes, but only slightly. We made adjustments that would enhance the maps and be more fitting for multiplayer, but left the levels looking very similar to the original single player maps.
    Q: How admin-friendly will the servers be (i.e. control panel)?
    A: We have over 40 variables for Server Admins to adjust their servers. We have also created a remote access tool that will allow users to control their servers from anywhere.
    Q: Will there be a standalone dedicated server for those of us with our own boxes?
    A: Yes, as mentioned above, there will be a dedicated server available with several of the options the community has asked for.
    Q: Will there be taunts available in multiplayer?
    A: Yes, there are a variety of pre-recorded taunts in PC. For the Xbox 360, you can use VOIP to create your own smack-downs.
    Q: Will Linux binaries be available on launch or soon after?
    A: Yes. This is something the server admins have asked for loud and clear.
    Q: Will weapon upgrades be available in multiplayer?
    A: Yes. In unranked games (PC and Xbox360), you can play with all of the weapon upgrades turned on, or all turned off. In ranked games (Xbox360), you’ll earn the upgrades the way you would in single player – by using the weapon skillfully. The difference in multiplayer though is that you upgrade a weapon class instead of just a weapon. That way, if you’ve fully upgraded your Thompson, but want to play on the Axis team for a while, you won’t have to upgrade your MP40. It will be at the same upgrade level as the Thompson you were using. This should give players some more freedom in choosing which team to play and make team balancing easier.

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    Medal of Honor Airborne - Server Release & Update News

    Monday, September 03, 2007 4:12:50 AM (GMT Daylight Time, UTC+01:00)

    Patrick Gilmore, executive producer on Medal of Honor: Airborne, has sent out a letter regarding the game and also dedicated servers:

    MOHA_logo_lghtbckgrnd

    Hello everyone –
    In a couple of days, Medal of Honor Airborne will be on store shelves. Judging from reactions to the demo, our air drop, weapon upgrades, and new approach to open layout are working together to produce a unique FPS experience, just as we’d hoped. I can’t tell you how exciting it is to get it into people’s hands. I also want to bring you news about the dedicated servers. During the Fort Bragg Community Summit, I said that we would be releasing dedicated servers at the launch of the game. We also received a lot of feedback regarding features you hoped for. A couple of weeks ago, I made the call to go deeper with features and customizations, to deliver as much as we could in our first drop to the community. I am happy to report that the dedicated server is complete; it’s working great, and we were able to include a huge number of options. However, it still has to finish its pass through test and CQC before we can release it, which means we will not be able to get it out in a day 1 patch. After digging into some of the issues with the patch team, I am expecting us to hit the week of September 17. Throughout production, in the dialog between the community and team members, there has been a theme of “take the time to get it right.” I thought of that as we determined which options to include, and I’m psyched about the great list of modifications available. Here are the options admins will have at their disposal for setting up games:
    - Game Name
    - Game Type
    - Welcome Message
    - Private Game setup
    - Rounds (Best of…)
    - Round Time Limit
    - Max Players
    - Punkbuster
    - Friendly Fire – On/Off
    - Sniper Tracers – On/Off
    - Weapon Upgrades – All On/All Off
    - Disable Auto Rifle Class
    - Disable Rifle Class
    - Disable SMG Class
    - Disable Sniper Rifle Class
    - Disable Rocket Class
    - Enable Ammo Drop
    - Enable Health Drop
    - Enable Weapon Drop
    - Enable Voice Commands
    - Spawning Invincibility Time
    - Pre-Spawn Delay for Axis, Allies, Non-Airborne games
    - Post Spawn Delay for Axis, Allies, Non-Airborne games
    - Show Compass
    - Show Crosshairs
    - Show Enemy Compass Dots
    - Show Enemy Names
    - Show Friendly Compass Dots
    - Show Friendly Names
    - Show Grenade Indicators
    - Show Health Bar
    - Show Hit Indicators
    - Show HUD
    - Show Score and Time
    - Show Stance Indicator
    - Show Text
    - Show Who Killed Me (camera move)
    - Time to Show Who Killed Me
    - Wait Time Between Rounds
    - Wait Time Between Matches
    - Map Rotation Setup
    Beyond day one, I am happy to report we are already in action on plans for future title updates and launch support, as well as the release of additional content, weapons, maps and game modes. As always, your feedback and requests to BlackHat are a critical part of our ongoing work on Airborne!
    Thanks, everyone, for your support of Medal of Honor Airborne, and for your patience while we work to get information out to you. While we’re getting all of these options tested and ready for release, we hope that you’ll enjoy the experience we’ve crafted in the game. We think it’s the best in the Medal of Honor series.

    Definitely a large number of server options, which is great. Lets just hope that short delay of the dedicated servers doesn't set multiplayer back.

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    TOMB RAIDER UPDATE AND FUTURE PLANS

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

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

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

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

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


    Click to View Full Size Image Gallery

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

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

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

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

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

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    ToC Gaming Launch New Medal of Honor Airborne Mini News Site

    Monday, September 03, 2007 2:56:47 AM (GMT Daylight Time, UTC+01:00)

    If you are one of these people that can't get enough Medal of Honor Airborne news, then you might be interested in our new mini news site. To save you having to wade through all that boring news about other games, we've made a Themed Medal of Honor Airborne mini news site that only brings you 100% pure MOHA News, nothing else, just MOHA News. To make your stay a pleasant one, there's even a selection of various Medal of Honor soundtracks for you to listen to, including the Brand New Medal of Honor Airborne Main Theme and End Credits. The site is best viewed in Full Screen mode. Press the F11 key in any web browser to go into Full Screen mode.

    Click the image above to visit the mini MOHA News Site. 

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    The Ship earns a big budget sequel for Xbox 360, PC

    Sunday, September 02, 2007 7:24:49 PM (GMT Daylight Time, UTC+01:00)

    Scottish developer Outerlight has confirmed that they had been signed by a "major publisher" to develop The Ship 2 for the Xbox 360 and PC.
    For people who are unfamiliar with the little known first game: The Ship is primarily an online multiplayer murder-mystery title with a unique set of game rules. (It also has a short two-to-four-hour single-player campaign.) It was originally released in 2004 as a Half-Life mod, and then upgraded to Valve's Source engine and re-released in 2006 as a commercial product.
    The Ship is set on a 1920s cruise liner, where each player is given a series of mystery targets whom he or she must correctly identify and secretly eliminate. At the same time, the player must also stay alive from other would-be killers. The game combines elements from Cluedo, The Sims, and Quake, into a unique concept but is presented with low-budget, generally underwhelming graphics.

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    Medal of Honor: Airborne Precision Sniping Gameplay

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

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


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    TimeShift - Demo Gameplay

    Friday, August 31, 2007 11:36:52 PM (GMT Daylight Time, UTC+01:00)

    See how to rewind and stop time to your advantage, even steal enemy guns from their frozen bodies.

     
     
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    Quake Wars gets golden

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

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

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

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

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

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    Call Of Duty 4 Challenges and Weaponry Interview

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

    Call Of Duty 4 Challenges and Weaponry Interview

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

     

     

     
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    New Lost details revealed

    Thursday, August 30, 2007 10:00:09 PM (GMT Daylight Time, UTC+01:00)

     

    Ubisoft revealed the first trailer to Lost: The Video Game at Comic-Con this year and it left many fans scratching their heads. Thankfully, the latest issue of Electronic Gaming Monthly (October 2007, issue number 220) has attempted to clear up some of the details with a new preview.

    First, the game will not star Jack or any of the other Lost regulars. The faceless hero of the trailer (who looks an awful lot like Jack) is actually Elliott, a photojournalist with amnesia. Throughout the course of the game (which takes place over the course of the show's first three seasons), players will attempt to restore Elliott's memory and find out why he is on the island.
    We also now know that the game's story (and Elliott's) were plotted by the show's executive producers Carlton Cuse and Damon Lindelof. This story will be broken up into seven episodes of "roughly an hour-and-a-half each" of gameplay.
    Gameplay is based around Resident Evil-style fetch quests and puzzle solving, island exploration, taking pictures, talking with the show's stars (Jack, Hurley, Sawyer, Kate, Locke and Sayid for sure) and several action setpieces including hiding from The Others, running from the Smoke Monster and raiding the Black Rock. The gameplay moments will all be interspersed with character flashbacks that reveal Elliott's past.
    Ubisoft has also promised a conclusion that "lives up to the finales of the show's first three seasons." After the season three finale, that is big talk indeed.
    Lost: The Video Game is scheduled to ship early next year (alongside the start of season four) for the PC, PS3 and Xbox 360.

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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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    Medal of Honor Soundtracks including Airborne

    Wednesday, August 29, 2007 4:08:44 PM (GMT Daylight Time, UTC+01:00)

    The Medal of Honor Soundtracks are available for purchase now, including the newly released Airborne soundtrack.

    MOHA_logo_lghtbckgrnd Click the CD covers below 

    Medal Of Honor - Airborne Vanguard European Assault Pacific Assault Rising Sun
    Allied Assault Frontline Underground Medal Of Honor

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    PAX 2007: exploring Jerusalem in Assassin's Creed

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

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

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    MOH Airborne : Medal of Honor Airborne Fan Kit Renders Part 3

    Wednesday, August 29, 2007 4:13:28 AM (GMT Daylight Time, UTC+01:00)

    The Medal of Honor Airborne Fan site Kit was released recently, and it contains some lovely artwork and renders from the game. In this last in the series we look at the renders from the fan site kit. Click the images for High Resolution versions. Some great desktop wallpaper material here.

    MOH Airborne Fan Site Kit Renders.

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    MOH Airborne : Medal of Honor Airborne Weapons.Part 2.

    Wednesday, August 29, 2007 3:54:19 AM (GMT Daylight Time, UTC+01:00)

    In the 2nd in this series we look at the weapons of Medal of Honor Airborne. Click the images for full size versions.

    The Weapons of MOH Airborne.

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    MOH Airborne : Medal of Honor Airborne Concept Art. Part 1

    Wednesday, August 29, 2007 3:34:11 AM (GMT Daylight Time, UTC+01:00)

    The Medal of Honor Airborne Fan site Kit was released recently, and it contains some lovely artwork and renders from the game. In this first in this series we look at the concept art for Medal of Honor Airborne. Click the images for High Resolution versions.

    The Concept Art of MOH Airborne.

    Arch-of-Destruction

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    Call of Duty 4: 8 minutes of Team Death Match

    Wednesday, August 29, 2007 2:10:39 AM (GMT Daylight Time, UTC+01:00)

    Almost 8 minutes of new gameplay taken from Call of Duty 4: Modern Warfare at the Xbox 360 beta test started on August 27th, 2007.

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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)

    CoDMD-360-Grp3-3

    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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    Highlander (PS3/X360/PC) Announced

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

     

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

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

    Features :

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

    Release: 2008

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    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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    Medal of Honor Airborne Multi-Player Community Summit

    Sunday, August 26, 2007 5:23:14 AM (GMT Daylight Time, UTC+01:00)

    Fort Bragg, North Carolina, named after the Confederate military general Braxton Bragg. It is one of the U.S. Army's largest military bases and the home of the 82nd Airborne. My Grandpa Anderson served in World War II at Normandy as a member of the Navy and Grandpa Bell in Korea. My father served in the Army, my uncle served as well, and my aunt in the Air Force. For a skinny college student from South Bend, Indiana with no first-hand military experience, only relying on the tales passed down from family, the thought of being on a military base for a few days was both exciting and a bit scary. Yet as I learned, the United States military is only the best in the world not because it has the best weapons and funding, but because of the people that serve in it.

    Unlike most of the trips I take on behalf of Game Freaks 365, this one was actually close to home, at least by flight. North Carolina is only about an hour away from Chicago in the air. Two delays, one in South Bend and one in Chicago caused me to miss my connecting flight in Charlotte, North Carolina to Fayetteville, the closest major city to Fort Bragg. I spent the night alone (and since thousands of people will read this, may I suggest to you not to fly United) in the airport since the airline would not put me up in a hotel.

    Despite the lack of sleep, my spirits were up and by morning my boots were on the ground and heading towards Moon Hall. Believe it or not, Fort Bragg actually has two buildings dedicated to lodging. It was more or less a hotel, and my room happened to be a suite. No complaints here! I met up with the group at around 10 a.m. or so local time at the Airborne Museum on the base. It had a lot of fascinating equipment dating back to World War I and II (be sure to check out our Myspace profile for a complete set of pictures I took), to more present conflicts such as Vietnam and Operation Desert Storm.

    From the museum we headed to the jump tower. This is where the Airborne trains without actually jumping out of an aircraft. The heat and humidity were well into the mid to upper 90s. Only adding to it was the jump suit that we had to put on: a parachute and a reserve. Now imagine a hundred pounds worth of equipment from weapons and ammunition to supplies. I can only imagine the sweltering conditions that our men are enduring over in Iraq as I type this, not to mention the total lack of security. After I got all strapped up with the help of a gentleman retired from the Army and ready to go. Walking rigidly up the stairs, I climbed the nearly 40 feet of the jump tower and fell off the ledge. Nope, not to my death. A line stopped my fall about ten feet down and slided me across a field to safety.

    After we completed our jump, we headed back to Moon Hall for some showers. I usually don't require a midday shower, but this one was badly needed. It is hard to believe how much sweat a person can release in the period of an hour or so baking in the sun. After we were all fresh and clean, the group headed to Sports USA for pizza and game time. Sports USA is basically a huge Chuck-E-Cheese for adults. A boxing ring takes center stage with pool tables around it, computers with the latest games and plenty of arcade madness.

    I have to say that the food I ate on the base was delicious. I never thought I would say that about Army food, but it could pass as a fine restaurant what we ate. I greatly appreciate the Southern hospitality that was on display in the dining hall, at the hotel and throughout the base. The tremendous work and sacrifice that our Army does to ensure our freedom was quite apparent during this trip. The men and women that I met were great, but the reality is that most of them are not stationed at Fort Bragg or at other bases like it, but overseas. For that, I thank them for their service.

    The U.S. Army and Electronic Arts pulled out all the stops to make this Medal of Honor: Airborne event happen. I really have not heard anything of its kind and I am very happy to have been a part of it. Whether it was spending time with the men and women in uniform, touring a military base or playing an unreleased game at the invitation of a major publisher, not everyone can say they have done this. For my full impressions of Medal of Honor: Airborne, please read my hands-on preview of the single-player and my preview of the multi-player. Also, be sure to check out Myspace.com/gamefreaks365 to take a virtual tour of Fort Bragg. Be sure to add us as a friend while you are there!

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    [GC07] Preview: Thrillville Off the Rails

    Saturday, August 25, 2007 3:55:17 AM (GMT Daylight Time, UTC+01:00)

    Lucas Arts were today demonstrating several of their new games in a behind-closes-doors session. The first demonstrated was Thrillville Off the Rails, a theme park game that you run as the manager, all the while building new attractions and so forth.

    There was initially a slight awkwardness when Lucas Arts asked if anyone was familiar with the original Thrillville. All five of us at the presentation kept quiet, but the developer explained this is because the game didn’t do so well in Europe, however it was very popular in the US. The new game will be released over here again for the 360, PC, PS2, PSP, DS and Wii, so chances are you won’t miss it this time.

    The game let’s you build a brand new theme park, and you can choose which rides to include as you so wish. Building a rollercoaster is very simple, with the ability to rotate each piece freely. It’s simple to do and not hampering at all, allowing you to quickly get a ride done rather than spending hours perfecting it. Also if you can’t figure out a way to join the coaster back up to the start, there is an option to let the game work out the best part for you; super-handy if you have ever played Roller Coaster Tycoon and have managed to trap yourself.

    You’ll need to keep your guests happy, which can be done with a very in-depth chat option. Going up to guests and hitting A will present a whole host of different options for topics of conversation. Ask them about a ride and they will tell you what they thought, then you have other options again, so you can give guests presents or free ride passes to keep them pleased.


    You can create rides that are so ridiculous it’s funny

    A new “feature” in this version, if you can call it that, is the ability to not finish your ride. You can still open the ride for the guests for them to ride on though, presenting almost certain death for those that don’t realise the ride doesn’t end. Thankfully though, this isn’t Roller Coaster Tycoon, and all trains on the roller coasters carry ejector seats, meaning no-one dies, and they parachute to safety. In the demo we saw, it was a very happy world and all the guests were excited and pleased with the theme park. As such, when one guest was asked what they thought about the ride that had just crashed, the little girl replied “The ride just crashed. It was awesome”. A child’s game that actually looks fun and is amusing? Yes please.

    Not every guest can be trusted though. Some guests will have mysteries about your park that you will need to figure out, and it is here where the one hundred missions come in. Little was said about this as the guy demoing hit the wrong chat option, but suffice to say it is at least enticing.

    There will also be some minigames available. Some meaning thirty four in this case. A huge amount if you haven’t played the original, but if you have you will probably recognise twenty of them, as they have been re-done but with new levels. We were shown a boxing game between robots that was wacky but also quite fun.


    The aforementioned boxing game

    The graphics weren’t the best that we saw from Lucas Arts, however they were good enough to do the job pleasantly, and the framerate appeared pretty solid. Whether this game will again be unpopular in Europe remains to be seen, but for Americans that enjoyed the first, it’s probable that you’ll enjoy this even more thanks to a deeper storyline and a richer environment.

    We were told the game will ship in Fall 2007, so no doubt some time in November or early December.


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    Unreal Tournament III Preview

    Friday, August 24, 2007 3:23:29 AM (GMT Daylight Time, UTC+01:00)

    US, August 23, 2007 - Midway gave us an extended look at the latest build of Unreal Tournament 3 at this year's Leipzig Games Conference. On display were a variety of vehicles, weapons, and a new multiplayer mode called Warfare. Both the PS3 and PC versions were on hand and we got a look at both along with a bit of hands-on time with the PS3 build.
    First up we saw the PS3 build and got a tour of Necropolis. The mode of play was capture the flag in a vehicle rich area, which makes the fast game of Unreal Tournament 3 even faster. Or at least it would have been fast paced if there was any opposition present in this opening part of the demo. The map was empty for a purpose though: We were about to get a look at several sweet looking vehicles and weapons.
    On a vehicle enabled map, those without a ride can hop on a hoverboard at any time to up the speed. You can't attack in this mode, but it evens the playing field a bit in terms of speed at least, or for more speed a friendly vehicle moving by can be latched on to for a free tug. For those playing on PS3, six-axis control can be used to direct the hoverboards. A hoverboard probably isn't a match for the first vehicle shown. The Viper is a fast moving, hover ride that can send out energy shots which bounce around the environment. For a utilitarian, the Viper might be enough. For our taste, we liked the Scavenger more. This energy orb with three long tendrils attached runs along using the tentacles a bit like a spider. The arms can be pulled in to start rolling and then whipped out to attack. It may not be the most effective ride, but it looks quite swanky.
    The last vehicle shown to us was the Nightshade. This stealth vehicle can go invisible while it moves around and has access to several seriously cool weapons. By uncloaking, the Nightshade gains the ability to drop spider mines and stasis fields. The spider mines do just what their name implies; unleash a series of mobile spiders that track enemies and detonate themselves. The stasis field unleashes a large, green tinted cube that slows anything inside of it down to a crawl. Choke points become death traps, flags can be given added protection, and things generally look cool when the stasis field is put up.

    Then there is the redeemer. It's a personal nuclear weapon that only spawns in multiplayer maps every few minutes, but you'd do well to watch closely for its presence. Six-axis controllers can steer the nuke in mid-air, or you can just use the standard flight controls. You don't have to be too accurate with it though to take out a whole swarm of enemies. It is a nuke after all.
    After this look at the weapons of war, the demo switched over to the PC version for a first look at the Warfare mode. This new team based objective mode that involves a series of nodes that concentrate the action. The goal is to take out the opposing team's power core while protecting your own. That's the main goal, but getting there requires a bit of work. Scattered through out the map are a series of nodes that can be captured. A tactical map can be brought up to see your progress as well as outlining how the nodes are connected. Capturing connected nodes extends your power link with the goal of reaching the enemies main base, thus rendering their power core vulnerable to attack. If the enemy regains control of an orb while you're attacking the power core, the core once again becomes shielded from your attack until you reconnect your series of nodes. However, any damage that you may have dealt while the shield was down is permanent, ensuring a slow but steady drain on at least one of the bases.
    Neutral nodes can be captured instantly by carrying orbs, or they can be converted using link guns. Orbs can also protect you when you're near a friendly node, or in other maps may be used for other tasks such as raising bridges. Once an enemy takes a node, they become entrenched and you'll have to take out a shield around the node before you can take it yourself. In addition to primary nodes, secondary nodes that don't lead to back to the main grid can also be captured though they'll only provide new weapons or vehicles.

    As you just noticed, it's a bit difficult to succinctly describe the Warfare mode, but seeing it in action gives it a simple sort of beauty. Attacking and capturing nodes as you work towards an enemy's base is a simple enough set of tasks to follow, but the way they create a series of frontlines concentrates the action on specific points of interest on an otherwise open map.
    With the Warfare demo done, we got a chance to play against some AI bots on the PS3 version while fishing for a few more details. Here are a few of those choice details:
    The single player game has a story full of branching paths as you choose how to behave towards each of the two sides. As you move through the story, created by the Gears of War author, you'll gain access to different weapons and vehicles depending upon your decisions. You'll also unlock new ways to customize your character. These carry over to the multiplayer game, though they are only cosmetic and offer no change in stats or size of hit box.

    The map editor will only exist on the PC, though PS3 gamers will be able to import content created on the PC to their console. At the very least, you'll be able to bring the maps onto the console by loading a memory stick full of content onto the PS3. Midway is looking at ways to share content using the Internet and/or Home (which Unreal Tournament 3 may or may not be functional with). Likewise, the company is still looking at having cross platform play between the PS3 and PC. Unlike some other games, the issue of having one dominant platform wouldn't be present here. You can plug a keyboard and mouse into the PS3 to play UT3.
    The PS3 version is nearly identical to the PC release that will come at the same time. You can even install the PS3 version to the hard drive, though you won't be able to adjust video settings to optimize performance as you can on PC. Right now, the PS3 version is running in 720p. It looks good, though a PC can support higher resolutions and look even smoother.

    News Source : Here

    ToCLogo

    BuyUnreal Tournament 3 (PC)
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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)

    CoDMD 360 Grp3 3  

    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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    News Source : Here
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    Call of Duty 4 (PC)

       
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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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    Medal of Honor Airborne: Re-hosted Full Size Images

    Monday, August 20, 2007 3:39:23 PM (GMT Daylight Time, UTC+01:00)

    We've re-hosted the Full Size versions of the Latest Medal of Honor Airborne Screenshots as Planet Medal of Honor is dog slow at downloading thumbnails, let alone full size image.

    Click the images below for the Full Size versions. 9117191

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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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    Eidos announces Conflict: Denied Ops for Xbox 360, PS3, PC

    Monday, August 20, 2007 12:30:01 PM (GMT Daylight Time, UTC+01:00)

    Eidos Interactive Ltd., one of the world's leading publishers and developers of entertainment software, today announced the next title in the acclaimed Conflict series, Conflict: Denied Ops for the Xbox 360, PlayStation 3, and Windows PC.

    Previously announced under the working title of Crossfire, Conflict: Denied Ops is a new paramilitary themed co-op FPS from award-winning developers, Pivotal Games, and is the fifth game in the best selling Conflict series.

    "We are taking the Conflict series in a new direction, making it more explosive and mature," said Robert Lindsey, Executive Vice President of Sales and Marketing, Eidos Inc. "Conflict: Denied Ops delivers large-scale Hollywood style action sequences in real-world political hot spots, sure to appease fans of the FPS genre."

    When the US government needs to act, but can not afford to be associated with the operation, deniable operatives are dispatched. Members of the unit must bear no identity; no objects, papers or clothing that could associate them with the government. Their task is to do anything necessary, no matter how ruthless, to dissolve the threat.

    Conflict: Denied Ops puts players in control of two of these merciless operatives, each of them highly specialized in both weapons and military tactics. With gameplay focused on accessible two-man tactics, utilize simple commands and switch seamlessly between team mates to lay down covering fire, explore diverging paths, create distractions and pin the enemy under fire.

    Making full use of Pivotal's new Puncture Technology, Conflict: Denied Ops features a highly destructible environment, allowing players to utilize new tactics such as shooting through walls to create sniping holes or blasting open new paths to take the enemy by surprise. Fighting for a good cause, does not mean they have to play by the rules. Brutalize the opposition, blast down buildings, and destroy everything in true Hollywood fashion - all throughout politically sensitive areas across South America, Africa and Russia.

    "Conflict: Denied Ops delivers what people want in an action game," said Matt Gorman, Director of Marketing, Eidos Inc. "It's brutal, explosive, and easy to pick up and play yet still incorporates advanced co-op and environmental tactics."

    Conflict: Denied Ops is scheduled for release in Spring 2008.

    Source : Here

    Website : www.pivotalgames.com

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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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    Jericho Gets Release Date, Original Score, And New Video

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

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


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

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

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

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    Bioshock review 10/10

    Thursday, August 16, 2007 12:31:20 PM (GMT Daylight Time, UTC+01:00)
    Promise is possibly the most powerful weapon in videogames. The promise and possibilities that a title like BioShock dangles tantalisingly in front of us keeps us all hanging on in there, keeps us believing, keeps us pre-ordering. Even when the shelves are awash with me-too pap, cheap knock-off licensed fodder and hyped sequels, a title like this stands out like a beacon of hope amid a sea of mediocrity. No pressure.
       
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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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    Bioshock is NOT being released early

    Wednesday, August 15, 2007 11:14:41 PM (GMT Daylight Time, UTC+01:00)
    No matter how great the game looks or how jealous we are of the people who got lucky due to Toys R Us messing up and selling it before the 21st, the fact of the matter is Bioshock is NOT being released early.

    I just got off the phone with one of the PR guys over at 2K. According to him, this whole situation was just a broken street date by some Toys R Us employees who didn't know Bioshock had a street date (or didn't care), and the resulting snowball effect that caused. At this point 2K isn't entirely sure why so many Toys R Us stores went and sold the game early ("It's not like street dates are a new concept"), but they are going to look into it once they put out this fire. (Check the update below for one reason why the street date may have been broken so widely.)

    He also mentioned that they've been trying to control this whole thing all morning ("It is getting a little ridiculous"), and that they really didn't know why so many people were convinced the release date would be moved up a week when they haven't announced anything.

    Look for an official press release from 2K fairly soon, as they were working on it when I finally got hold of them.

     

    *UPDATE* I've been getting a lot of emails from people who work at TRU, or who have spoken to the managers. From what they're saying, there's no real clear indication on the packaging, boxes, or in their computer system that Bioshock has a street date of August 21. Which company is at fault for that? Right now, I don't know. I'll post more as I hear back from other sources.

    Source: http://www.gamernode.com/

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    BioShock Exclusive Weapons of Genetic Destruction Feature

    Tuesday, August 14, 2007 10:48:04 PM (GMT Daylight Time, UTC+01:00)

    Even more exclusive gameplay proving that the hand is indeed mightier than the sword.

     

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    Conan featuring full Nudity in New Images

    Monday, August 13, 2007 11:24:57 PM (GMT Daylight Time, UTC+01:00)

    THQ releases four screenshots of their action game Conan. It looks quite fine, and we hope the combat system will be as good. Anyway, the Conan universe seems to be very well transcripted. Kraken and sexy women people !

     


    Source: http://www.gamersyde.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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    Hellgate: London Co-op Gameplay Trailer

    Sunday, August 12, 2007 2:24:08 PM (GMT Daylight Time, UTC+01:00)

    Source: http://www.gametrailers.com

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    Medal of Honor Airborne Wallpapers

    Saturday, August 11, 2007 5:09:41 AM (GMT Daylight Time, UTC+01:00)

    EA posted 9 Wallpapers a while ago for Medal of Honor Airborne. I thought I'd remind you how good they are. Well worth a further look and download. Links to the full size version in different resolutions are listed after each image.

    AA Gun
    1600 x 1200
    1024 x 768

    Approach
    1600 x 1200
    1024 x 768

    Going Down
    1600 x 1200
    1024 x 768

    In the Plane
    1600 x 1200
    1024 x 768

    Heavenly Body
    1600 x 1200
    1024 x 768

    Wounded
    1600 x 1200
    1024 x 768

    Dual Monitor Wallpapers.

    Enemy Ack-Ack - Dual Monitor
    2560 x 1024
    2048 x 768

    Approach - Dual Monitor
    2560 x 1024
    2048 x 768

    Not Good - Dual Monitor
    2560 x 1024
    2048 x 768

    Source : http://www.ea.com/moh/airborne/   

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    The PlaySeat Evolution - the best racing accessory ever?

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

     

    It folds up like an ironing board, apparently.

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

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

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

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

    He obviously hasn't seen THIS yet.

    The PlaySeat Evolution - the best racing accessory ever?

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    Explosive new Stranglehold footage

    Friday, August 10, 2007 9:55:56 AM (GMT Daylight Time, UTC+01:00)

    If you’ve ever wondered just how much damage two pistols and a shotgun can do to a Chinese market stall then you’d need look no further than the video...

    Source: http://www.n4g.com

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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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    Splinter Cell: Conviction The super spy has become America’s most wanted!

    Friday, August 10, 2007 7:47:24 AM (GMT Daylight Time, UTC+01:00)
    From the very first Splinter Cell, lighting technology has been integral to both the look of the game and how it played. Now that Sam’s hiding in plain sight, things are a little more subtle. The technology is, of course, cutting edge. “We have a dynamic radiance algorithm that changes when any item is moved. It took us 18 months.” Incorporating ‘Ambient Occlusion,’ it takes into account how light bounces off every surface and object in a room, casting little shadows all over the place. To demonstrate how this worked in real time, they showed a detailed indoor setting with all colour and textures removed; the realism was astounding.
       
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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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    Bioshock Goes Gold

    Thursday, August 09, 2007 3:49:13 PM (GMT Daylight Time, UTC+01:00)
    BioShock will forever change the expectations for the FPS going beyond run and gun corridors, monster-closet AIs and static worlds, BioShock creates a living, unique and unpredictable FPS experience. Irrational's Ken Levine reveals that Bioshock has gone gold.



    Source: N4G.COM

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    Medal of Honor: Airborne Video Interview

    Wednesday, August 08, 2007 10:29:28 PM (GMT Daylight Time, UTC+01:00)
    Patrick Gilmore covers everything you want to know about the environment and the customization in the game.


    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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    PS3 UT III Cross Platform Play

    Tuesday, August 07, 2007 3:04:46 PM (GMT Daylight Time, UTC+01:00)


    According to Mark Rein from Epic Games, the PC and PS3 versions of Unreal Tournament 3 will be cross platform enabled.

    In addition to this cross platform question, PSU asked Rein if the PS3 would be the only console to support cross platform play for the UTIII title, the answer was that they "seem to believe so."

    Now UT III has cross platform play, including mouse and keyboard support thanks to the beautifully crafted FragFx. Can't wait to see the mayhem of PS3 players and PC players duking it out this coming November.

    Source: www.n4g.com
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    Enemy Territory: Quake Wars release date revealed

    Monday, August 06, 2007 8:07:28 PM (GMT Daylight Time, UTC+01:00)


    Activision and id Software have announced the release date for the eagerly-anticipated multiplayer shooter, Enemy Territory: Quake Wars. The PC version of the game will hit the shelves in Europe on 28 September this year, although release dates for the PlayStation 3 and Xbox 360 versions have yet to be announced.

    Enemy Territory: Quake Wars is set in 2065, and allows players to play as humans or aliens (Strogg). The game will also include vehicles, and promises to ‘reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.’

    The release date was announced over the weekend at QuakeCon, where the game was demonstrated in action.



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    Medal of Honor Airborne PC : 32 Players Confirmed !!

    Sunday, August 05, 2007 12:49:31 PM (GMT Daylight Time, UTC+01:00)
    I was looking at the MOHA server options just now for our clan, and I thought this would help clear up any confusion and worries people may be having about the number of player slots the PC version will support. The PC version is clearly listed here as supporting 32 player slots.





    Source : http://artofwarcentral.com/

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    John Carmack talks Doom 4, DX10, Rage, Quake Zero & More

    Sunday, August 05, 2007 12:23:53 PM (GMT Daylight Time, UTC+01:00)
    QuakeCon’s big event is Friday night – John Carmack’s keynote speech. GameInformer had the opportunity to catch up with things since the CES interview and get the important details about id Tech 5. Will it work with DX10? Wii? What is Rage? What’s going on with Doom 4? What the heck is Quake Zero? Carmack spills the beans on the next Quake Arena project and a whole lot more in this extensive QuakeCon interview!
       
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    Medal of Honor Airborne : Parachute straight into a deathmatch

    Saturday, August 04, 2007 9:28:53 AM (GMT Daylight Time, UTC+01:00)
    A fresh supply drop to the GR bunker revealed a box loaded with mutiplayer screens of Medal of Honor Airborne, so we rushed them by armoured car to this post for your eyes only. Get a load of the detail in the highly polished visuals, imagine capturing the flags and lighting the icons at the top of the screen, then tell yourself it's only a month away - at least on Xbox 360 and PC. The PS3 version's date is yet to be announced, but it shouldn't be too far behind.






















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

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    Call of Duty 4 - Multiplayer Perk #6: Dead Silence

    Saturday, August 04, 2007 9:10:14 AM (GMT Daylight Time, UTC+01:00)
    With the Dead Silence perk, you'll make less noise when you move, which means you'll be able to easily sneak up on unsuspecting enemies for a swift knife melee. Dead Silence is great for stealthy style players who want to flank around or sneak in behind their enemies undetected. For the true, ghost player, Dead Silence combined with a customized weapon load out with a suppressor and UAV Jammer, allows for some serious stealth action. This perk is useful in just about every situation and game type, because getting the jump on the enemy always works out in your favor.


    Source HD Version: http://www.gametrailers.com/

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    3 Medal of Honor: Airborne - Multiplayer Gameplay Videos

    Friday, August 03, 2007 7:49:21 PM (GMT Daylight Time, UTC+01:00)
    Drop in from above and let your presence be known with a few well placed bullets.
       
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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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    The PES 2008 screenshots Konami didn't want you to see

    Thursday, August 02, 2007 7:23:35 PM (GMT Daylight Time, UTC+01:00)
    Beautiful screenshots of the upcoming next-gen version of Pro Evolution Soccer 2008 were leaked by Scandinavian site Pelaajalehti.com. Due to an agreement with Konami, the site pulled down the screenshots within minutes. But they were up long enough to find their way to WENB. WENB too took them down within minutes.

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    Originally posted at hundredproofwordpress




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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/

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    New Medal of Honor Airborne Screens - Anti-Aliasing Added

    Thursday, August 02, 2007 5:00:49 PM (GMT Daylight Time, UTC+01:00)
    EA has released brand new Medal of Honor screens. First thing you notice from these new screens is that Anti-Aliasing have been added and the game’s overall graphics has been hugely improved since we last saw it.





























    Discuss in our Forum : Here

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

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    Blacksite: Area 51 Moved To November Release

    Thursday, August 02, 2007 4:50:42 PM (GMT Daylight Time, UTC+01:00)
    In its Q2 earnings call, Midway executives announced that its first person shooter Blacksite: Area 51 has been moved to launch in North America on November 5th, with European release slated for October 26th.

    Previous press releases have called the title a Summer 2007 release, while retail release dates currently have the title as slated for the first week of September.

    Read full story
    (gamasutra.com)


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    Medal Of Honor Airborne Multiplayer Summit Review

    Thursday, August 02, 2007 2:04:55 PM (GMT Daylight Time, UTC+01:00)
    This is the first of two parts of my review of the MOH:Airborne Multiplayer Summit I attended recently at Fort Bragg, North Carolina. This first part focuses on the reason for attending - the multiplayer game. This is a rather extensive review (8 pages in Word!), so dig in when you have time.
       
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    Rockstar officially appeals the Manhunt 2 banning

    Wednesday, August 01, 2007 10:00:22 PM (GMT Daylight Time, UTC+01:00)



    Rockstar Games made an official plea with the Video Appeals Committee, hoping to overturn the BBFC's banning of Manhunt 2 in Britain. As you all know by now, Manhunt 2 went unrated in the UK, singled out for its violent overtones. Many agreed it was unfair and now Rockstar wishes to confirm it by seeing the title hit British shelves in spite of the BBFC's wishes.

    If Rockstar's appeal succeeds with the VAC, the game will finally be made legal to purchase, meaning we can decide for ourselves whether or not we're emotionally mature enough to handle the brutality of this controversial game.
    The hearing's official date is yet to be announced.

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