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Tropico 3 Dictator Demo

Friday, September 11, 2009 5:34:33 PM (GMT Daylight Time, UTC+01:00)

 

Dictator Demo ~ Back to all News


Vote El Presidente, OR ELSE

We can now get our teeth into banana republic rulership with this Tropico 3 demo just out in time for the weekend!

Demo Details

MISSION 1: Bananas

The abdication of the old Presidente of St. Helena provided the perfect opportunity for your rise to power. Now as the head of state it is your job to lead this small island nation to a new age of prosperity.

St. Helena is a modest island with rich and fertile lands, which have attracted the attention of the American food conglomerate Fruitas LTD. You should make use of the gringos to secure the financial future of the island as well as your own Swiss Bank Account.

MISSION 2: Second Chance

The band of rebels led by your twin managed to drive you out of your own island. Taking the entire treasury, you hitched a ride on an old fishing boat, seeking refuge in your summer residence on the island of El Acantilado.

Chased away from their own homes, your most loyal supporters have followed you. Taking the burden of leadership once again you have promised them a fresh start. Your new island is a poor and dry hunk of rock. Several rich iron ore deposits are its only viable resources…

Tropico 3 goes back to the roots of the hit strategy series closely following the original Tropico story-line. Tropico 3 is being developed by Haemimont Games who previously developed the popular Imperium Romanum and Grand Ages: Rome for Kalypso Media.

Tropico 3 is currently due out 15th September

Demo link, game details and system specs can be found here

Tropico 3 News - Dictator Demo

   
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Posted by : Gunny

Command & Conquer 4 Revealed

Tuesday, August 25, 2009 2:42:06 PM (GMT Daylight Time, UTC+01:00)

 

Electronic Arts’ award-winning and best-selling Tiberium saga is coming to a powerful conclusion with Command & Conquer 4, which will introduce a multitude of innovations to the classic fast and fluid Command & Conquer gameplay, while retaining the core compulsions that fans have come to love over the series’ history.

Storyline

In the year 2062, humanity found itself on the brink of extinction. Tiberium, the mysterious, alien crystalline structure that infested Earth for decades and caused years of relentless conflict between the Global Defense Initiative (GDI) and the Brotherhood of Nod, was close to rendering the planet uninhabitable. In the midst of this crisis, Kane, Nod’s prophetic leader, emerged from seclusion to deliver GDI the message that he had developed a system that could control Tiberium and harness its power. But he could not build this “Tiberium Control Network” without GDI’s cooperation. Thus, the two opposing factions—GDI and Nod—found themselves in a desperate and unlikely alliance to stop Tiberium from extinguishing mankind.

Now, after 15 years, the network is nearly complete. Tiberium is under strict control and our revitalized planet is on the cusp of a new age of prosperity and progress. It is only now that the world’s citizens begin to seriously ponder why Kane chose to help, and what he will want in return. These questions and more lead to the dramatic final act of the Tiberium saga.

Features

  • The Epic Conclusion to the Tiberium Saga – Kane returns in the thrilling conclusion to one of gaming’s longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively!
  • Persistent Player Progression – The more enemy units you destroy, the more experience points you earn to progress your player profile! Level up to unlock new units, powers, and upgrades to make your army more powerful!
  • Always on the Move – For the first time ever in the C&C series: a massive, mobile, all-in-one base, The Crawler, lets you pack up and move your base with your army for a new layer of strategic depth. Build units as you move across the field, and deploy whenever and wherever you choose!
  • Choose Your Class – Choose from three unique classes from both GDI and Nod, each with its own specialized units and powers, for more strategic and combative options that match your play style of choice! Offense, Defense, or Support classes—which will you pick?
  • Team Up and Take the Battle Online – Join your fellow commanders online and tackle your opponents in the biggest C&C multiplayer to date, featuring 5 vs 5 objective-based battles! Choose your favorite class and take online strategy action to the next level as you conquer objectives while pummeling your enemies. The all-new party system lets you move with your party of friends from one online battle to the next.

Command & Conquer 4 Revealed | Gamers Digest

   
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News: First Empire: Total War Patch coming today

Tuesday, March 10, 2009 6:08:48 PM (GMT Standard Time, UTC+00:00)

 Sega announced today that it would be rolling out the first of a series of updates for Empire: Total War. The first patch will be released today with a variety of fixes, including:
- Fixed Alt-Tab issue which prevents players from switching away from a full screen window
- Fixed text rendering for certain resolutions
- Fixed localized font overrun issues.
- Fixed a variety of crash and memory leak issues
- Fixed a variety of multiplayer client lock
- Fixed trade nodes for those nations with resource in home region which caused unprofitable trade theatre routes eg: Sweden and Marathas.

News: First Empire: Total War Patch coming today - Strategy Informer

   
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Empire Total War Review for the PC

Friday, March 06, 2009 9:09:15 AM (GMT Standard Time, UTC+00:00)

 

Reviews

The latest Total War bombards your eyes and ears with gorgeous naval battles, rampaging cavalry charges, and the sheer scope of the 18th century. And it smells like victory.

It would be easy to be just bowled over by how glorious Empire: Total War looks. Creative Assembly's signature series has always been big on spectacle, and Empire is no different. The battles are bigger and bloodier, only now you have the smoke of muskets and crack of 12-pounders to accompany your march across the known world. Don't let the color of charging Cossacks blind you to everything else going on here though, Empire is a major step forward for the entire Total War franchise.

Empire Total War 'Launch' trailer HD

The 18th century clearly posed a challenge for the developers. The earlier games were pointy-stick affairs, emphasizing melee combat with the occasional overpowered archer and lots of sieges. In this era, there can only be a few types of "guys with guns" units, so you can't have a technology system that unlocks more expensive units. On top of that, this is the Age of Sail and the early Industrial Revolution, so you have to work all that in, too.

In fact, the resultant changes are so great, that there is a distinct possibility that Empire is just too big. The size really hits you when you run into the half-minute load times between the battle and campaign maps -- long enough to make you rethink the entire idea of playing general as well as king. Battlefields are immense and the enemy can effectively hide from your advancing lines. The strategic AI now has to juggle so many tasks, that it moves its development in peculiar directions: building three madrassas in an entirely Muslim province or trying to trade Transylvania for Cuba when the deal makes no sense for anyone. Not to mention the occasional suicidal war between Dagestan and Russia.

It's still worth sitting through these boneheaded campaign moves, because the strategic map is a much more interesting place now. Economic development happens outside of your provincial capitals. Towns and resources are scattered across the landscape, bringing wealth, knowledge or religion to your province. As the population grows, new towns and docks spring up, giving you new avenues to explore. Research limits how far you can upgrade these spots, and upgrades, in turn, open up new possibilities for research. The philosophical technology track is a double edged sword -- giving you new possibilities for revenue but also stirring up the masses.

It is these connections between game mechanics that separate Empire from the rest of the franchise. Yes, the sea battles are cool, but they matter because control of the seas means control of trade. There's nothing worse than relying on overseas income and having it all vanish in an instant because someone plops a fleet on a sea lane. If you can't crack an enemy fort or beat him on the battlefield, you may pillage exposed towns until you are strong enough to fight or he is poor enough to quit. More than any other Total War game, Empire is a system of moving parts that fit together to build a world larger than cities to pillage and hills to climb. The agents are mostly useless (why should a scholar duel at all?), but they are thankfully less trouble to manage thanks to an improved interface.

SCREENS: Click the image above to check out all Empire Total War screens.

The battles are fine, but they always are. The AI does a good job of using the terrain to its advantage, holing up behind fences or rushing into buildings for protection. It shows no hesitation in charging cavalry toward unprotected cannon, forcing you to guard your deadliest weapons on the battlefield. There is little reason to do more than point your guns in the right direction (ammo never seems to be a problem), but timing the bayonet or saber charge still gives the thrill of man-on-man combat. Even then there is a trade off, since there's always the chance of friendly fire if your horses attack an enemy under bombardment from your own guns. There are still too many sieges, and too few Waterloos.

Empire overreaches in parts, but I suppose that's the price of ambition. It will get even more ambitious once Creative Assembly adds the promised multiplayer campaign mode. But Empire's lumbering remoteness says something about the age it portrays: a century of mass armies and big ideas, the Wealth of Nations and age of steam. For all its problems, it's undoubtedly progress.

Empire Total War Review for the PC from 1UP.com

   
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Halo Wars demo now on Live

Thursday, February 05, 2009 6:31:29 PM (GMT Standard Time, UTC+00:00)

 hot-icon

Halo Wars demo now on Live

halowars

Microsoft just posted the Halo Wars demo on Live. Go go go.

Here’s the link if you want to queue it from the web.

It’s 1Gb in size.

VG247 » Blog Archive » Halo Wars demo now on Live

   
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World in Conflict: Soviet Assault - first details

Thursday, March 27, 2008 3:29:28 PM (GMT Standard Time, UTC+00:00)

The latest issue of Czech Official Xbox 360 Magazine imagesports the first details on World in Conflict: Soviet Assault, the postponed console edition of last year's Cold War RTS, which serves also as expansion pack for PC version. New features spotted by OXM: 

  • Brand new campaign with obligatory switching sides and, for the first time, playing on the Soviet side.
  • Among new units a chronoplane, some sort of a boat-ship mix based on an actual prototype model from the '80s (perhaps the Bartini VVA-14?).
  • Camera controls mapped onto both analog sticks (as in a first-person shooter) with the possibility to zoom or pause the game completely.
  • Reinforcements or new units can be called to the battlefield either by using the context menu, or - at this point still a bit tricky - voice communication using the headset, same as in Tom Clancy's EndWar.

  • The same multiplayer maps & mods as in the PC version, plus some new ones. With the maximum number of connected players lowered from 16 to 10 and lacking cross-platform play.
  • The actual conversion (such as fitting the controls onto a joypad) being handled by Swordfish Studios, with Massive Entertainment supplying only new content.
  • New rendered movies and cutscenes.

World in Conflict: Soviet Assault is set to be released on PC, Xbox 360 and PS3 this October, as listed as pre-order on shop Play.com.

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First open beta test for SAGA launches today.

Tuesday, February 26, 2008 4:56:21 PM (GMT Standard Time, UTC+00:00)

Silverlorde Interactive announced this morning that it has opened its servers to all players for SAGA, the persistent World MMORTS. The first open beta test client can now be downloaded from Strategy Informer.

Press release
The World’s First Collectible MMORTS entered Open Beta testing on Tuesday, February 26th, 2008. All players who sign up at www.playsaga.com will receive accounts, allowing them to create nations on the Beta servers. For the duration of the Beta test, all game features will be unlocked and available to testers. At release, a full unlocked copy of SAGA will cost $19.95; however, promotions will be available during the open beta period to purchase the full version of SAGA at a reduced price.


During the stress test conducted on Saturday, February 23rd, the servers performed excellently, with no crashes or other server issues. The SAGA servers are expected to support up to 20,000 players per realm with thousands of simultaneous users. Should a greater-than-expected number of players attempt to login to the world at the same time, a login queue will be implemented and additional realms will be brought online.
We recently talked with Andrew Grierson about SAGA, you can read that here.
You can download the client here.

News: First open beta test for SAGA launches today - Strategy Informer

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

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

 

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

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

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

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

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

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

DP: Yes, we’d be crazy not to!

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

DP: Yup!

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

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

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

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

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

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

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

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

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

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

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

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

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

News Source : Here

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World In Conflict Interview

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

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

Enjoy.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

News Source : Here

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World in Conflict DX10 Gallery

Saturday, September 01, 2007 5:00:16 PM (GMT Daylight Time, UTC+01:00)

On the off-chance you haven't played the World in Conflict demo yet, here are a whole gaggle of screenshots captured in DX10 mode on a 8800 GTX with everything cranked up to max. Most of them are from the single player demo, although a few are from the benchmark program that comes with it as well. I had vsync enabled, but averaged 32 fps for it, in case you were wondering. So, what does DirectX10 bring to the game? Soft particles, god rays and cloud shadows, oh my!

Check the goodness out for yourself: Click the image below for the Gallery Slideshow.


News Source : Here

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Command & Conquer 3: Kane's Wrath PC Preview

Wednesday, August 29, 2007 3:02:28 AM (GMT Daylight Time, UTC+01:00)

Since the Command & Conquer series is so popular in Germany, EA used the Leipzig Games Convention to debut Kane's Wrath, the expansion pack to Command & Conquer 3. And it did so in a big way: Not only did EA offer a live demonstration of some of the game's new features and unit additions, Kane himself (Joe Kucan) made an appearance -- much to the delight of showgoers in Germany, where he's actually somewhat of a celebrity.

media2

As the expansion pack's title suggests, the game focuses primarily on the Brotherhood of Nod, of which Kane is the megalomaniacal leader, from its rebirth after the Second Tiberium War through the Third Tiberium War and then beyond. According to EA, the game's exploring of the past actually came as a result of requests from the fans.

media3

One of the nice evolutions for the expansion pack is the Global Conquest mode, which allows you to control and strategize from a global perspective in favor of linear mission progression. You can now build armies and bases and attack enemies on a macro level before actually diving into the action. Of course, it wouldn't be an expansion without new units, and we got to check out some of the new ones for the Global Defense Initiative.

media4

Many of these also came as a direct result of fan feedback. For example, since many complained about having to constantly return to base to reload, the hammerhead is a new gunship that has unlimited ammo (though it's very vulnerable). Additionally, each new faction will now have two different subfactions, each geared toward different play styles.

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What's interesting is that an Xbox 360 version of Kane's Wrath will ship simultaneously with the PC one this spring (and will come with C&C3 included on the disc, unlike the PC version which requires the original game).

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EALA has also incorporated a new radial interface for the console version, and it looks to alleviate a lot of the difficulties console players have had with previous RTS games.

media 

Kane's Wrath will ship in spring of 2008, and you can be assured we'll be back with more info on the new units and the other voice actors who will appear in the game.

News Source : Here
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World in Conflict Demo Impressions.

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

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

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

screen0002

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

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

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

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

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

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

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

News Source : Here

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World in Conflict Demo Available

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

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

More links:

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

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


News Source : Here

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GC 2007: Spore Hands On Preview

Saturday, August 25, 2007 4:11:31 AM (GMT Daylight Time, UTC+01:00)

US, August 24, 2007 - It's hard to do a canned demo of Spore, so the team at Maxis and EA decided just to bring the latest build of the game to Germany and see what happens. In fact, the range of possible experiences is so unpredictable and specific to the decisions you make at nearly every level, Maxis decided just to let us play through for an unfettered hour. Though the team is officially only showing off the Creature and Tribe portions of the game, we decided we wanted to start at the very beginning and see the whole process through from start to finish. We had to take a few developer shortcuts to compress the experience down into an hour but it was well worth it to see how the pieces fit together.

Our play session started with the basic cell level. Our precious little protozoan was equipped with a basic tail for swimming and little flagella for eating the green plankton floating nearby. There are larger, more deadly creatures in this primordial soup as well, so we had to be careful as we looked out food to eat and new parts to affect morphology. Once we managed to eat a sufficient amount of plankton, we had the chance to evolve the protozoan into a more advanced and versatile creature.

First, we switched out our flagellate mouth for a beak that could crush shells and attack other creatures. We moved our eating tentacles to the side of our amoeboid body which made it harder to eat plankton but gave us more opportunities when seeking out food. To eat the plankton we had to basically sideswipe it and get it into our mouths.

In addition to eating more types of food, the new beak can also attack other creatures. We had quite a few that couldn't put up much of a fight, but there was one particularly spiky amoeboid that we had to attack from behind so as not to take damage from his forward facing spikes.

For each creature you attack, you have the chance to gain a new evolutionary part that you can use when upgrading a later generation. Since each new evolution leads you into more and more hostile territory, you'll need to evolve to stay ahead of the action. The evolutions are supposed to occur one by one at each new stage of development, but we wanted to see as much of the game as possible so we jumped ahead a few stages to try out the more advanced cellular options.

We included extra flagella for added movement and the spikes we had obtained from the spiky cell. Since we didn't want to move our mouths, we placed the spikes on the sides of our body to protect us from attacks. Given the increasing danger's we were facing in the environment, a few extra spikes to dissuade hungry predators were definitely a useful addition.

After less than an hour or so of playing, players should progress to the Creature stage. At this point our highly evolved swimming creature pulls itself up out of the surf, coughs out a few lungfuls of water and takes up residence on the land. A few others follow suit and an entirely new life starts.

At first all our little guy can do is sing and eat fruit. Since his only needs are health and hunger, it's easy enough to satisfy him by simply seeking out and eating some low hanging fruit on nearby bushes. Fortunately, our creature didn't get sick from the fruit or else we'd have to seek out some poor unsuspecting creatures to chow down on.

Instead, we can seek out new creatures to interact with in more peaceful ways. By approaching a fellow land dweller and singing to them, we made a few friends. After singing to a number of the same type of creature, we had a chance to become permanent friends with that entire species. Make enough friends and you can even recruit creatures to become members of your posse who can help out when danger strikes. Making friends also earns us important DNA points and crucial new body parts that we could use when evolving to the next stage. We also found extra parts lying around in piles of fossils.

But before we could get to the super friends stage, we were distracted by the attentions of a rather amorous member of our species who wanted to mate with us. Figuring friends are never as important as getting a little action, we blew off the rest of the friends game and got to making sweet love -- to an appropriately mood-setting soundtrack, no less. Once the egg is hatched, you'll have the chance to jump back into the creature editor to change the morphology of your creature.

As with the cell editor, the creature editor requires you to make incremental changes to your creature over successive generations. After using the mouse to select the overall shape of the spine and the basic thickness of the body, you'll have the chance to place a variety of legs and arms anywhere on the battle. You can click and drag each of the individual joints to create the perfect angle or length of each segment of a limb and use the mouse wheel to determine the overall thickness of each part.

For our little guy, we went with a predictable layout with the arms and legs but went a little crazy when it came to everything else. We threw on two heads on each shoulder and put an eye right in the middle of each. Tilt and twist controls for the eye allowed us to set the gaze of the creature exactly as we wanted it, while a broad range of different layers of colors and patterns gave us a chance to add a little more character and personality to our creature.

A variety of other parts gave us the chance to specialize our creature's role in the world. The changes that we made to our creature would normally reflect several successive generations of development but for the sake of our demo we piled a few on right at the start. Antlers on the outer side of each head and a pair of hooves at the end of each leg gave our creature a tremendous charge attack, while a chest mounted spitter offered up a nice ranged attack option. Figuring that combat isn't always the best answer to every situation, we picked a pair of delicate hands that would be suitable for social interaction via gestures.

Each of these qualities is listed next to the item's picture in the creature editor so you won't have to guess at what a particular part does. As with the rest of the body parts, you can rotate, stretch and otherwise modify the shape of these parts until you get something that you really like.

Our new hatchling headed out from the nest to find its way in the wide world. In search of fruit to eat and friends to meet, we encountered even more advanced creatures, not all of whom were inclined to be friendly. Heading up to talk to one particularly happy looking creature, we were jumped by a couple of sneaky creatures armed with spiky tails. This is one point when having a posse would definitely have come in handy. The spike-tailed creatures were too fast for us to get enough range to use our spitter or our hoof charge but we were able to just barely escape with our lives thanks to a handy health cheat.

After gathering up two other friends among our own species and inviting them to become part of our posse, we were able to finally make the transition to the Tribe portion of the game. A 2001 style cutscene kicks off the Tribe game. Whether or not you approached the creature stage as a violent or a more social creature will determine the overall character of the world during the next phase of the game. Since we were relatively warlike (not that we had much choice), the rest of the tribes in the game will be a bit more competitive.

The tribe portion of the game starts to play a bit more like an RTS. Our main creature has become a sort of chief or shaman and you can lead him and the two other members of the tribe in a variety of important tasks. First, as always, is the acquisition of food. Picking fruit from nearby bushes is all fine and dandy, but by now our creatures deserve something a bit more substantial. At the main hut, we spent some of the food we'd accumulated to build specialized huts that allow us to assign different roles to the tribe members. The fisherman's hut, for instance, allows them to take spears out to the shore and collect fish.

While our tribe was gathering fish, members of another tribe of our very own species waltzed in and started stealing the fruit we had stored up. At this point we ordered the fishermen to drop what they were doing and attack the invaders. We were far enough away at the start of the fight to really make the most of our hoof and antler charge combo, so we were able to kill the invaders pretty easily. The construction of a medic hut healed the worst of the damage suffered by our own units.

Fearing a second attack, we wanted to both come up with some decent weapons and increase the size of our tribe. The construction of a hunter's hut takes care of the first problem by giving us the chance to assign some members of the tribe as club-toting warriors. The warriors can be put to use purely for hunting the wild animals around camp, but they're also useful for fighting against other tribes.

The second problem can be addressed in a couple of ways. First, the chief can simply order two tribe members to mate. (There's no more changing the morphology at this point; your creatures now evolve based on the tools you give them and the social relationships they develop.) We could also send our hunters out to attack another tribe and steal their population. Or we could build a recruiting totem and assign certain members of the tribe to go invite other tribes to join us.

As we built more and more roles into our tribe, we took the opportunity to differentiate them a bit visually. There's a handy accessory and color editor that you can use for each new role so you'll be able to spot your hunters from your recruiters. In this case we equipped our hunters with two hats (one for each head), a modest fig leaf and a very non-threatening paint scheme.

Heading out into the wild, our recruiters stumbled upon the village of the tribe that initially attacked us. Since we had wiped out so many of them so early, the village was inhabited by just a single individual whose hatred of us seemed unquenchable. He wasn't willing to risk an all out attack against our sizable party, but he still wouldn't agree to join our tribe even after we brought him a sizable donation of food.

Seeing that he wasn't going to budge and fearing that he should cause problems later if left to his own devices, we decided to forcibly incorporate him into our tribe by razing his hut to the ground. Since he was unable to prevent us from destroying his home, he had no choice but to join us. With more and more numbers being added to our tribe, it wasn't long before we had the fifteen members required to advance to the Civilization stage of the game.

Now the view shifts from a simple stretch of beach to a fully developed spherical planet and things start to get even more like a real-time strategy game. After placing our city hall, we had the option to construct a number of other buildings we'd need to keep your society going. The first concern you'll have is the creation of a harvester to collect gas from vents scattered around the planet. Where food served as the overall currency in the previous phase, now you'll have to spend gas in order to produce the structures and vehicles required to keep your population happy and secure.

Unfortunately, other members of your tribe will be forming their own cities in other areas of the world and competing with you for the precious gas resources. To help protect your right to the gas (and deny them theirs), you'll need to send out military vehicles to escort your harvesters. From here, of course, things escalate until you've managed to eliminate all your rivals.

Unfortunately, just before getting our military going in this phase, it was time to move on to other appointments so we had to leave the story of our antlered, two-headed chest-spitter behind, leaving the rest of the civilization chapter and all of the space portion of the game untouched. Given the relatively complete state the game appears to be in, we're hopeful that we'll get some more hands on time with it soon.


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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.


News Source : Here

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The Settlers: Rise of an Empire Demo Released

Friday, August 24, 2007 4:11:10 AM (GMT Daylight Time, UTC+01:00)

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Build a lively, bustling medieval town in this ambitious new take on the long-lived and much-loved Settlers real-time strategy series. Found a flourishing economy while defending your empire through shrewd diplomacy and combat.

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This demo includes two maps: a tutorial and a free settle skirmish map.
See download mirrors below at the alternative sources.

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Demo

The Settlers: Rise of an Empire Demo

Added: 11 hours ago | Size: 1.36 Gb | Downloads: 273


Trailer

The Settlers: Rise of an Empire - GC 2007 Gameplay Montage

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The Settlers: Rise of an Empire - Climatic Challenges Featurette

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The Settlers: Rise of an Empire - Ubidays 07 Interview

Added: 2007-05-24 | Downloads: 37

The Settlers: Rise of an Empire - Ubidays 07 Developer Walkthrough Pt. 2

Added: 2007-05-23 | Downloads: 29

The Settlers: Rise of an Empire - Ubidays 07 Developer Walkthrough Pt. 1

Added: 2007-05-23 | Downloads: 33

The Settlers: Rise of an Empire - Trailer

Added: 2007-04-24 | Downloads: 46

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Medieval II: Total War Kingdoms Hands-On - The Four Campaigns

Sunday, August 19, 2007 10:22:55 AM (GMT Daylight Time, UTC+01:00)

Medieval II: Total War Kingdoms may very well be one of the largest expansion packs ever made. Keep in mind that last year's Medieval II: Total War was already an epic-sized game that gave you strategic and tactical command over one of a dozen medieval kingdoms. There are cities and castles to manage, armies to raise, agents to dispatch on missions, and more. We knew that Kingdoms would add quite a bit of content, but when we loaded up a work-in-progress version of the expansion, we were surprised at just how much new stuff is in it.

Basically, Kingdoms feels like the equivalent of four expansion packs. That's because it features four all-new campaigns. The Britannia campaign lets you battle for control of the British Isles as England, Scotland, Wales, Ireland, or Norway. The Crusades campaign features the Kingdom of Jerusalem, the Principality of Antioch, the Byzantine Empire, Egypt, and the Turks, all battling for possession of the Holy Lands. The Teutonic campaign is based on the conflict between Lithuania and the Teutonic Order, a crusading army of knights, but you can also play as Denmark and Novgorod in this campaign. Finally, there's the Americas campaign, which is about the Spanish conquest of the New World; you can play as Spain, the Aztec, the Mayans, or the Apachean Tribes.

The focus in Kingdoms seems to be entirely on these four new campaigns. There don't seem to be any major or even minor additions to Medieval II's original campaign, and because the new factions introduced in the expansion are specific to their settings and eras, they don't appear in the original campaign. Each Kingdoms campaign has its own shortcut and executable, so each is in essence a separate program. They make extensive modifications to the maps and units, so each is unique, from the custom music and movies to the historical quotes on loading screens.

If you're a fan of medieval history, there's a lot to dig into here. The Britannia campaign is sure to be popular thanks to its setting. The map of the British Isles consists of dozens of provinces that cover England, Wales, Ireland, Scotland, and the surrounding islands. England starts out with by far the most territory of any faction, but strategically that causes problems because its forces are spread out thinly. Many of its provinces require the most basic developments, such as dirt roads. If you play as England, you'll be attacked on numerous fronts almost immediately, and to make things worse, your holdings in Ireland are on the verge of revolt. However, the other factions have their issues, too, given that they have relatively few resources to start with, and each must be wary of the others.

The Crusades campaign is set during the era that was also seen in the 2005 movie Kingdom of Heaven. The crusaders have already carved out the Kingdom of Jerusalem and the Principality of Antioch, but they start out at war with the Turks and Egyptians. The crusaders have excellent heavy cavalry and knights, while the Egyptians have excellent cavalry, and the Turks have outstanding mounted archers and infantry. Lurking to the north, though, is the Byzantine Empire, which has heavy and missile cavalry, along with the fearsome Greek firethrower units. This campaign is set on a map that pretty much covers the Eastern Mediterranean area, from Anatolia down to Egypt.

While the crusades and English history are fairly well known, the Teutonic campaign covers a period that's less familiar. In the 14th century, Lithuania was the last pagan kingdom in Europe, and the Teutonic knights launched a crusade to convert the kingdom to Christianity. You can play as either faction; the Teutonic Order obviously has excellent knights and soldiers, but the Lithuanians excel at light cavalry. You can also play as two other major factions in the region: Denmark and Novgorod. This campaign is set around the Baltic Sea and the surrounding areas.

Finally, the most nontraditional campaign has to be that of the Americas, which pits the Spanish against several native factions. This campaign, which covers Cuba, Central America, and parts of North America, has a number of interesting features to it. The Spanish have by far the best technology and units, but they're severely limited in numbers. For instance, they can only requisition certain units once every handful of turns. This means that they must rely on mercenaries and alliances to shore up their forces. The Aztec and Mayans have large numbers of brave troops, but they lack armor and technology. The Apachean Tribes to the north have skilled archers and can use enemy technology, but otherwise they have archaic weapons and little armor. Additionally, the Native American tribes can use warpaths in place of crusades.

It's hard not to be impressed with the amount and quality of content that's in Kingdoms. The numbers are pretty staggering. There are over 100 new units, 13 new factions, nine new agent types, 50 new buildings, and more. Multiplayer will also have 15 new maps and scenarios, though we didn't get a chance to check any of those out. Finally, the expansion also offers support for hotseat multiplayer, which was something that was introduced to the original game in a patch. Kingdoms should keep Medieval II fans happy for a while, and it's scheduled to ship later this month.

Medieval II: Total War Kingdoms Hands-On - The Four Campaigns

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Medieval II: Total War Kingdoms Hands-On - The Four Campaigns Part 2

Sunday, August 19, 2007 10:12:51 AM (GMT Daylight Time, UTC+01:00)
Medieval II: Total War Kingdoms may very well be one of the largest expansion packs ever made. Keep in mind that last year's Medieval II: Total War was already an epic-sized game that gave you strategic and tactical command over one of a dozen medieval kingdoms. There are cities and castles to manage, armies to raise, agents to dispatch on missions, and more. GameSpot knew that Kingdoms would add quite a bit of content, but when they loaded up a work-in-progress version of the expansion, they were surprised at just how much new stuff is in it.



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

When will the WiC Demo be released?

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

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

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'Supreme Commander: Forged Alliance' - 5 New Screens

Saturday, August 11, 2007 6:28:43 PM (GMT Daylight Time, UTC+01:00)

 Supreme Commander: Forged Alliance is the next chapter in the Supreme Commander franchise that set the standard for scope and scale in the RTS genre. The game continues the epic story following the Infinite War, featuring an all-new single-player campaign, a new faction and a myriad of innovative multiplayer features. More than one hundred new units will give players access to cutting-edge strategic options, including fully realized navies, orbital weaponry and advanced counter intelligence technologies.

SupCom_FA_025   SupCom_FA_026  

SupCom_FA_027   SupCom_FA_028

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Developed by Chris Taylor and Gas Powered Games, Supreme Commander: Forged Alliance will be available as a standalone title offering full compatibility with the original game, enabling all-new strategic options, and is expected to be available in retail outlets worldwide in Nov. 2007.

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

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World in Conflict On Sale September 18

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

 

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

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

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

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

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

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

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Supreme Commander: The biggest RTS just got bigger

Friday, August 10, 2007 1:32:54 AM (GMT Daylight Time, UTC+01:00)

A universe... at war. In videogames, it almost goes without saying. A universe in blissful unity isn't exactly a well-explored fictional backdrop. This is a science-fiction wargame. The universe is going to be at war.
The problem facing Gas Powered Games is that it needs to feel like that. Supreme Commander had the sort of mechanized destruction that made other RTS games look like a slap-fight. To make the add-on pack mean anything, they need to raise the stakes. How do you raise the stakes when you already have a trio of huge, genocidal factions?

By introducing something even bigger. Big enough to make the Cybran, UEF and Aeon Illuminate combine against the new threat. Enter the Seraphim, the antagonists in Alliance's main campaign and a fully playable faction in multiplayer. Veterans of Supreme Commader will remember the Aeon gained their technology from an alien race who were wiped out. These are the Seraphim, except what was wiped out was actually a tiny colony, not the entire race. They're back, looking for revenge, and not the pacifists the Aeon were inspired by, but warrior-monks dedicated to victory or death. And they've got the sort of technology that makes your average UEF tank look like a pop-up toaster.

"They use powerful units that are slightly similar to the Aeon," says Producer Jeremy Ables, "but the Seraphim units are less specialized, which lets them handle a variety of combat situations with a single unit."

The decision to make them unplayable in the main campaign may seem strange, but comes from the devotion Gas Powered games has seen among supreme commanders. "We felt that players would be upset if they started Forged Alliance and then were tasked with killing off the faction that they'd grown attached to," explains Jeremy.

The established leaders get plenty of new toys to play with too, with 110 new units especially designed for entertainment rather than balancing (those they release as free downloads). Essentially, these units stress the uniqueness of each faction.

"The new units are designed to really show off the core strengths of each of the factions," Jeremy explains. "Our goal is to make the might of the UEF, sneakiness of Cybran, and the single-minded focus of Aeon come to light." Navies have been singled out for special attention - for example, Shield Boats, more agile battleships and sub-hunters.
Also, fitting terribly well with the game's apocalyptic feel, suicide units who throw themselves away in a blaze of pixel-glory.

It's not all careful expansion, though. Each side also gets a new towering Experimental unit to play with. "Because really," Jeremy laughs, "who doesn't love to show up at any enemy base with something 150 meters tall that then trashes the place?" Who indeed. Rather than compromise its unique vision of the modern RTS game, Forged Alliance looks set to just turn its volume dial another notch to the right.

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

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World in Conflict - 11 New Screens

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













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

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BlizzCon 2007: StarCraft II single-player, new Terran units revealed

Sunday, August 05, 2007 12:28:14 AM (GMT Daylight Time, UTC+01:00)
And moving over to the other side of the Con-populated week, Blizzard Entertainment has just announced the unveiling of the first-ever hands-on demonstration of StarCraft II (PC, Mac) while still on its early stages of development. And new to the real-time strategy game's development track was the introduction of the Terran race, now improved with revamped units.

BlizzCon 2007: StarCraft II demo'ed, new Terran units revealed - Image 1 


First offs, the Terran race has also adapted to the space conflict, gathering new technologies and upgrades to combat the Zerg infestation and the zealous Protoss. New units such as the Banshee aircraft, the Cobra hover tank, and a super unit called Thor now join the rank of battle hardware spec'ed for decisive victory.

Additionally, coinciding with the gameplay demonstration provided at BlizzCon 2007, Blizzard also provided the early levels of the single-player campaign. The campaign hinted at the game's storyline and plot struggles while familiarizing gamers with some of the series' characters. Mike Morhaime, president and co-founder of Blizzard Entertainment, had this to say in the official announcement via press wire:

Since announcing StarCraft II at the Blizzard Worldwide Invitational in May, we've been hard at work bringing our ideas for the game's Terran race and single-player campaign to life. We’re excited to be sharing these new features and gameplay experiences with our players and seeing their reactions.


And just to share the excitement with those unfortunate to be at the event, Blizzard has also released a collection of Terran-focused screenshots and more concept art on the game.

StarCraft II screenshots: introducing the spankin' new Terrans

StarCraft II screenshots: spankin' new Terrans! - Image 1 StarCraft II screenshots: spankin' new Terrans! - Image 3 StarCraft II screenshots: spankin' new Terrans! - Image 10 StarCraft II screenshots: spankin' new Terrans! - Image 4 
StarCraft II screenshots: spankin' new Terrans! - Image 5 StarCraft II screenshots: spankin' new Terrans! - Image 6 StarCraft II screenshots: spankin' new Terrans! - Image 7 StarCraft II screenshots: spankin' new Terrans! - Image 8 
StarCraft II screenshots: spankin' new Terrans! - Image 9 StarCraft II screenshots: spankin' new Terrans! - Image 2 StarCraft II screenshots: spankin' new Terrans! - Image 11

StarCraft II concept art

StarCraft II concept art - Image 1 StarCraft II concept art - Image 2 StarCraft II concept art - Image 3 
StarCraft II concept art - Image 4 StarCraft II concept art - Image 5

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

posted by Gunny
 
   
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Posted by : Gunny

World in Conflict closed beta over: demo to follow

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

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

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

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

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

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

posted by Gunny
 
   
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Posted by : Gunny

10tacle Studios AG to present six world premieres at GC

Wednesday, August 01, 2007 7:26:28 PM (GMT Daylight Time, UTC+01:00)
This year's Games Convention will play host to six world premieres from 10tacle Studios AG. The company will be showcasing their upcoming line-up at Booth 150, Hall 1. Here's the list of..
   
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Posted by : Gunny

It's the prestigious Golden Joysticks' jubilee year

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

Galactic Assault - Gameplay Trailer

Wednesday, August 01, 2007 4:06:05 AM (GMT Daylight Time, UTC+01:00)
Battle across various terrains in epic scale combat against a multitude of enemies and factions.


View Trailer >>

posted by Gunny

   
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Posted by : Gunny

First SimCity Societies Trailer

Tuesday, July 31, 2007 12:57:19 PM (GMT Daylight Time, UTC+01:00)
This trailer of SimCity Societies shows that you can build your city the way you want it.


Source : N4G.com

View Trailer >>

posted by Gunny

   
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C&C3 Producer Addresses Plot Inconsistencies

Monday, July 30, 2007 10:01:12 PM (GMT Daylight Time, UTC+01:00)
Command & Conquer 3 isn't exactly what most people would call great literature. Nevertheless, as one of Electronic Arts's more narrative-driven franchises, the story is something fans take note of. 1UP knows as well as anyone fans can get a bit hardcore with their nitpicking -- so can we.


Over on the official C&C3 forums, folks have been critical over various plot inconsistencies in the series. Command & Conquer 3 executive producer Mike Verdu took a timeout to address the concerns:

"We readily acknowledge that there are some inconsistencies in the fiction, and we agree that these need to be resolved over time. To some degree, these issues are a byproduct of something really good: The enduring nature of C&C. The world of the C&C Tiberium games is a wonderfully compelling place; the richness and complexity of that world is a result of many different creative contributors who have developed and extended the world for more than a decade (since the release of the original game). The community has even had a role in that process.

We tend to view these fiction problems in that context -- errors that have crept in as the universe has evolved, the result of a shared creative endeavor between multiple game teams and other creative contributors. Our vision of this amazing world continues to expand and evolve& a process that isn't going to stop any time soon. However, we do acknowledge the need to keep the canon as consistent as possible so we're all building on a sound foundation.

Bottom line: We admit there are discrepancies and we acknowledge that we need to address those issues over time. However, all that being said, our community forums are not the best place to fix these fictional differences over the long haul. Ultimately we have to understand what we need to address and then we'll tackle these topics in future installments of Tiberium game fiction, bringing the fiction into alignment over time."

Interestingly, Verdu admits that creating and maintaining the game's fiction is similar to how they handle gameplay and features -- forum complaints raise a flag that causes them to go back and consider certain areas that may need changes or tweaking in the future. That seems to be a fairly unique way of creating a story, although it might compare well to the world of comic books, where fan complaints run rampant on internet forums, often answered by writers, artists, or editors.

C&C3 community manager APOC also provides an example of the types of inconsistencies they're receiving complaints about in that same thread. One popular problematic point is the discovery of the Tacitus, a powerful object of Command & Conquer lore. According to a briefing in C&C3 it was found in 2028, but the time stamp of the game in which it was found (the Tiberian Sun expansion pack, Firestorm) sets it at 2030.

Seemingly minor? You bet. Important to the true fans? Deadly so. We'll wait and see whether or not the guys at EA actually take the time to patch up plot holes that are so unnoticeable to most players.

Source : http://www.1up.com/
 

posted by Gunny

   
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Posted by : Truegrit

World In Conflict: AU Technology Interview

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

FM 2008 focuses on super accessible design

Monday, July 30, 2007 4:19:48 AM (GMT Daylight Time, UTC+01:00)
Don't fret, Football Manager fans - the new look isn't too different. As you can see from these new screens, it's a streamlined, easier-to-navigate remix of the format we know and love. In fact, if you've had the pleasure of testing the upcoming Football Manager Live, you'll recognise the changes instantly. So you've seen the new skin, but what about the details? Well, without futher 'do, below you can find all the info on the new version, cribbed from Sports Interactive's official statement:
   
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Posted by : Gunny

'Supreme Commander: Forged Alliance' - New Screens

Sunday, July 29, 2007 11:20:38 PM (GMT Daylight Time, UTC+01:00)

Supreme Commander: Forged Alliance is the next chapter in the Supreme Commander franchise that set the standard for scope and scale in the RTS genre. The game continues the epic story following the Infinite War, featuring an all-new single-player campaign, a new faction and a myriad of innovative multiplayer features. More than one hundred new units will give players access to cutting-edge strategic options, including fully realized navies, orbital weaponry and advanced counter intelligence technologies.


 

Developed by Chris Taylor and Gas Powered Games, Supreme Commander: Forged Alliance will be available as a standalone title offering full compatibility with the original game, enabling all-new strategic options, and is expected to be available in retail outlets worldwide in Nov. 2007.

   
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Posted by : Gunny

Brothers in Arms: Hells Highway story

Sunday, July 29, 2007 2:52:48 PM (GMT Daylight Time, UTC+01:00)
June 6, 1944, D-Day in Normandy France, was a turning point in WWII. The American, British, Canadian forces cracked open Hitler's Atlantic Wall and poured ashore. In days the beachheads were secure and the Allied Armies firmly established on the European Continent.

Hard fighting ensued in France. By August, Hitler's forces were defeated and raced back to the safety of their defenses in Holland and the Siegfried Line in Germany. The Allies realized that a great opportunity existed to exploit the German defeat in France and end the war by Christmas 1944. The problem, however, was that their supply lines - still supported from the beaches at Normandy - were long and getting longer as the Allied Armies marched toward Germany. With supplies low, the forward movement slowed.

Many Allied generals believed that one strong push could bring about the collapse of Nazi Germany and the end of the war. This possibility seemed too good to pass up.

To exploit the enemy's dislocation, British General Bernard Montgomery came up with a daring plan that was code named Market Garden. In his plan, the 1st Allied Airborne Army, consisting of three Airborne Divisions - the U.S. 101st and 82d Airborne Divisions, the British 1st Airborne Division and the free Polish Parachute Brigade - would drop into Holland to secure a narrow road that would become the axis of attack for the powerful British XXXth Armored Corps.

An American paratrooper from the 101st Airborne Division in Eindhoven, Netherlands, in September 1944

The Allies had air superiority, a powerful armored corps ready to strike, and a new Airborne Army that was anxious to get into the battle and get the war over with. In short, the Allies were sure of success.

On September 17, 1944, in broad daylight, the Allies launched the largest airborne operation ever conducted. The 101st Airborne had the critical job of securing the base of the penetration. They seized the bridges in and around Eindhoven, Netherlands. The 82d Airborne was jumped to the north to seize the bridges in and around Nijmegen, Netherlands. The British 1st Airborne and the Poles jumped near Arnhem, Netherlands, to secure the bridge across the Rhine.

The Screaming Eagles of the 101st Airborne Division secured their objectives and fought desperate battles against determined German counter-attacks to block XXX Corps route. The fighting along this area became known as the fight for "Hell's Highway" and the courage of the soldiers on both sides is the stuff of legends. The story of the battle for Hell's Highway is one of the most dramatic of WWII.

The 82d Airborne, after hard fighting, also secured their objectives. XXX Corps met fierce opposition as it attacked along the 60 mile long single road to link up with the British 1st Airborne at Arnhem. It was a race against time.

At Arnhem, time and the Germans worked against the British. The British Airborne ran in to a buzz saw of German counter-attacks. Outnumbered and outgunned, the British paras captured one end of the bridge crossing the Rhine, but XXX Corps did not arrive in time and the elements of several German SS Panzer divisions captured thousands of British paratroopers and forced the rest to evacuate south of the Rhine.

Operation Market Garden nearly succeeded and is one of the great "what if's" of WWII. If the bold plan had succeeded, the war might have been ended by Christmas 1944 and millions of lives could have been saved. As it was, the war dragged on and did not end until May 8, 1945.

Colonel John Antal, US Army (Retired) of Gearbox Software near the bridge at Zon (Son) in September 2005
Colonel John Antal, US Army (Retired) of Gearbox Software
near the bridge at Zon (Son) in September 2005. This area
was secured by the 101st Airborne Division on September 17,
1944. You will be able to experience the true-to-life action,
firsthand, in Gearbox Software's new game
Brothers in Arms: Hell's Highway.

Source : http://www.hellshighwaygame.com/

   
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Posted by : Gunny

Video Spotlight - Woah DirectX 10 Goodies!

Saturday, July 28, 2007 3:16:49 PM (GMT Daylight Time, UTC+01:00)
It's been quite a while since the release of Windows Vista and DirectX 10 capable video cards, but we have yet to see any true benefit from this 'great' new technology. Certainly a couple of games 'support' DirectX 10 already, but none of them really came with any great performance enhancements or truly revolutionary visual effects. Fortunately for those gamers who've spend their hard cold cash on the latest DX10 cards: that is all about to change. Two days ago a new trailer for the widely-anticipated RTS World in Conflict was released - and it promises quite a bit for those fortunate enough to own a DirectX 10 capable PC.

It's a fairly lengthy video which introduces the special effects Massive Entertainment has in store for those gamers with systems that support DirectX 10 - and contrary to previous implementations these innovations are genuinely impressive. Aside from that a couple of non DX-10 related features, which are equally impressive, are detailed as well. And of course you get to see a lot of high quality in-game (yes, it does look like that in-game) action shots, which will have you browsing on to your favorite online shop to pre-order, right after reading this entry of course ;)

So here's World in Conflict in a nutshell: it's the cold war era - and contrary to actual history, things escalate and Russia invades not only Europe, but also the United States of America. In the singleplayer campaign you'll be attempting to push back the Russian invasion of the USA, but the real meat of the gameplay lies in multiplayer. Contrary to traditional RTS games you'll have to choose a class (Air, Infantry, Support or Tank) and will generally only utilize 3-8 units on small sections of the map as you are forced to cooperate with your teammates to defeat the enemy. Think Battlefield as an RTS and you're pretty much spot-on - and it should be available in stores worldwide in September. Sound cool yet? Well it should.

Now let's begin with an overview of the video shall we? The entire thing is narrated by Martin Walfisz (president and founder of Massive Entertainment) who basically explains what the cool new shiny features are. He begins with arguably the coolest feature of all - and one that is not limited to DirectX 10 - which is ground deformation. That's right people: aside from being capable of annihilating any building, tree or plant in the game, you can also blast craters into the ground. Aside from being a cool graphical feature, it also impacts the gameplay - in that units require line-of-sight. So an infantry unit inside a crater won't be able to see past the crater's edge, tanks inside a crater can't shoot directly at tanks further down the hill, and so on.

Next are some really cool DirectX 10 features, beginning with soft particles. Now the smoke effects in World in Conflict are amazing already, but with DirectX 10 they look and behave significantly more realistic. If you send your squadron of helicopters flying through the smoking remains of a building, that smoke will clear up realistically according to the manner in which the helicopter flies through it and then form back up again, it looks really great. Another cool visual gimmick is the addition of global cloud shadows - which basically means you can see the shadows of clouds overhead moving very realistically across the battlefield when you're playing in DirectX 10. Doesn't sound that impressive? Just wait until you see it in action in that trailer! It's really one of those things you never thought you were missing, until you see it in action and you're like "wow, that really does make it look so much better".

Another visual effect added in for DirectX 10 gamers is that of the 'God rays', courtesy of volumetric light effects. It's probably not something you're likely to notice very quickly (unless you frequently play as an Air commander - like I do), but it's a truly beautiful visual gimmick that aught to have DX10 card owners looking up at the sky quite a bit more than usual. Yes, these have been featured in games before, but they've certainly never looked this beautiful.

The best DirectX 10 feature is saved for last - one that aught to have dual monitor gamers and Supreme Commander fans alike rejoice. That's right: World in Conflict will allow you to have the game on one screen - and your mega-map on the other, although it's only available in DirectX 10 mode. This kind of setup will prove very useful for those lucky few with dual monitors and DX10 capable PCs, because in an intense World in Conflict multiplayer game you really do want to know what's going on across the battlefield at all times.

So there you have it: finally a game that truly sports some genuinely interesting features for DX10 gamers - and I'm certain it won't be the last. If you'd like to see the trailer for yourself then scroll on down to the embedded Gametrailers.com video. Now if only that game were to come out a bit sooner...




   
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Posted by : Gunny