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

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







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






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




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

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

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





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




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


Source:Engadget
   
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Posted by : Stoney

Are Microsoft quietly opening up a Kinect beta program?

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

Well what do we have here?

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

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

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



Source: Joystiq
   
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Posted by : Stoney

Watch great Sky TV via your Xbox 360

Friday, October 02, 2009 3:03:16 PM (GMT Daylight Time, UTC+01:00)

Sky have launched the sign up for Sky Player on Xbox 360. See links below to register.

image

image

http://www.skyplayer.com/xbox360 

Watch great Sky TV via your Xbox 360

   
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Posted by : Gunny

Modern Warfare 2 Limited Edition 360 Already on Amazon

Wednesday, September 16, 2009 1:55:55 PM (GMT Daylight Time, UTC+01:00)

Many of you will looks at these images and touch yourselves at the sexiness that you’re about to see: the Modern Warfare 2 Limited Edition Xbox 360. Everyone has been raving about the new exclusive bundle, but no one has yet to provide any images… until now.  Ladies and gentlemen, feast your eyes on the Modern Warfare 2 Limited Edition Xbox 360.

Those of you who aren’t aware of the newly announced bundle will be glad to know a bit about what’s in the box. Erhem. First, you’ll be blessed with a copy of the standard edition of Modern Warfare 2; secondly, Microsoft will be providing you with a whopping 250GB hard drive for you to store all your Xbox 360 goodies; 2 black Xbox 360 wireless controllers; and let’s not forget the Limited Edition Xbox 360 Elite console with an exclusive outer design inspired by Modern Warfare 2.  All the little nifty out-of-the-box things that any original Xbox 360 can do, this one can, obviously, also do.

The price tag for this baby is a ‘meager’ $399.99 and can be pre-ordered via Amazon.com. If you got the cash, I hate you. If you don’t, welcome to the club. If you’re biting your fingernails awaiting for the answer as to when this orgasmic limited edition console will be released, feast your eyes on this date: November 10, 2009. Whip out the KY, folks. We know you want to.

 

 

http://www.amazon.com/dp/B002I0HDLE

UK Link soon.

Modern Warfare 2 Limited Edition 360 Already on Amazon - DualShockers

   
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Posted by : Gunny

1 vs 100 UK Beta. The 1st live show. Over 75000 players !!

Friday, July 10, 2009 11:13:27 PM (GMT Daylight Time, UTC+01:00)

The UK beta of 1 vs 100 went live this evening at 19:30 GMT. I was there early to ensure my seat, and a few mins early we kicked off as expected. What a slick beta and 1st show !! This is going to be a massive hit. It was lots of fun, and you really felt a genuine sense of nerves playing live against hundreds of other real players with real prizes. Although in the beta you don’t actually win the prizes, but you will when it goes live properly. Anyway below is a large selection of pictures of my evenings entertainment. Top stuff.

   
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Posted by : Gunny

Xbox.com | Xbox at E3

Sunday, May 31, 2009 6:09:21 PM (GMT Daylight Time, UTC+01:00)

Watch it LIVE!

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Welcome to the show...

LIVE on Xbox.com
E3 is the biggest event in the Xbox calendar and we’re giving you the best seats in the house! Watch the Xbox E3 Show live right here on Xbox.com from 18:30 UK. Prepare for some huge announcements!

Your ticket to the show...
Feel like you're there by getting reports, videos, photos, Tweets, and even sounds direct from the showfloor courtesy of our E3 Latest community blog! And join the chat with our 'What's Hot at E3' Twitter cloud.

Xbox.com | Xbox at E3

   
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Xbox.com | Wonderful World of Reals

Sunday, May 31, 2009 6:04:57 PM (GMT Daylight Time, UTC+01:00)

Xbox.com | Wonderful World of Reals

   
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Posted by : Gunny

Family Game Night Released on Xbox Live Arcade Today.

Wednesday, March 18, 2009 3:58:42 PM (GMT Standard Time, UTC+00:00)

The official blurb is below, but I wanted to take this opportunity to say a huge well done to the whole team at Brightlight, but particularly to my very good friend Sim who has been working on this title for EA’s Brightlight. With so many games and SKU’s getting canned during development these days, its an achievement in itself just shipping a game in today’s market. Well Done Sim.  :)  I’m sure this will be a huge success in today’s more family orientated market.

It's time to bring home a new game and bring your family together - it's time for FAMILY GAME NIGHT! HASBRO games are a tried and true medium for lively, engaging, face-to-face fun and connection.

When you bring home a new game and make a night of staying in and playing, your family gets to laugh, trash talk, have new adventures, and get into the fun!

With so many new Hasbro games, the possibilities for Family Game Night are endless!

 

     

Family Game Night

   
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Posted by : Gunny

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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Posted by : Gunny

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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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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Posted by : Gunny

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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Posted by : Gunny

Battlestations: Pacific dev diary

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

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

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

News: Battlestations: Pacific dev diary - ComputerAndVideoGames.com

   
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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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HAWX demo barrel rolls onto Xbox Live Feb. 11

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

 

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

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

   
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Posted by : Gunny

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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Posted by : Gunny

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

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

 

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

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

   
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Posted by : Gunny

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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Resident Evil 5 Demo Breaks Xbox 360 Download Record

Tuesday, February 03, 2009 6:33:36 PM (GMT Standard Time, UTC+00:00)

The Xbox 360 demo for Resident Evil 5 was downloaded 1.8 million times in the week following its January 26 release in Europe and North America, setting a new record. In fact, Microsoft says the demo surpassed 1.3 million downloads in its first three days.

And while Microsoft merely referred to Resident Evil 5 as being "among the top demo launches on the service," the previous known record holder, Star Wars: The Force Unleashed, took eight days for its demo to reach a million Xbox Live downloads.

During those initial three days, the free zombie-shooting demo was restricted to Xbox Live Gold members. After January 29, it was made available to all Xbox Live members, with the PlayStation 3 demo available today via the PlayStation Store.

The strong North American and European performance follows that of the earlier Japanese demo, which was downloaded by 53% of Xbox Live Gold members in Japan.

Developed by Capcom, Resident Evil 5 hits PlayStation 3 and Xbox 360 on March 13.

Resident Evil 5 Demo Breaks Xbox Download Record - Shacknews - PC Games, PlayStation, Xbox 360 and Wii video game news, previews and downloads

   
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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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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 Magazine Scans and Editorial.

Thursday, October 16, 2008 7:05:16 AM (GMT Daylight Time, UTC+01:00)

 Call of Duty: World at War COD COD WW Call of Duty: World at War COD WaW

CoD World at War News - CoD Map Mod News

   
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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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    Massive Xbox 360 and Wii price cuts set to spur retail war

    Friday, October 03, 2008 11:02:20 AM (GMT Daylight Time, UTC+01:00)

    A UK price war is about to begin, spurred on by retail chain, Sainsburys, who have this afternoon confirmed to HEXUS.gaming that there will be substantial price cuts on both its Xbox 360 and Wii consoles.
    Speaking to the its customer service helpline, Sainsbury's confirmed that as from Friday 03rd October, running up until October 12th, the Xbox 360 Arcade version will be available for just £99.97 (previously £129.97), with the 60GB model offered at just £139.97 (reduced from £169.97).

    HEXUS.gaming - News :: Confirmed : Massive Xbox 360 and Wii price cuts set to spur retail war : Page - 1/1

       
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    Call of Duty World at War 360 & PC Beta's.

    Thursday, October 02, 2008 5:50:04 AM (GMT Daylight Time, UTC+01:00)

     

    We know you have a ton of questions about the upcoming CoD: WW Beta, so we put together a quick FAQ on the Xbox 360 Beta. Stay tuned, we’re in the process of developing a much more in-depth FAQ on the PC and Xbox 360 Betas.

    QUESTION: What is the CoD: WW Xbox 360 Beta?
    ANSWER: Treyarch is recruiting dedicated Call of Duty fans of to help test Call of Duty: World at War’s performance from a gameplay and backend standpoint. Feedback and performance data from this Beta will be instrumental in ensuring CoD: WW’s success from Day One! This Beta will have a limited space so make sure you get your name in the hat to get a token!

    QUESTION: Who gets to be in the CoD: WW Xbox 360 Beta?
    ANSWER: For U.S. consumers, read on to find out more. For our international comrades, many more countries will have access to the Beta program, so stay tuned! People interested in joining the beta in the U.S. can join one of two ways:

    1. Guarantee a spot by pre-ordering the game through GameStop or
    2. Getting first-crack at a token by heading to CallOfDuty.com and signing on as a new community member. Remember, space is limited so the earlier you register, the more likely you’ll get a token.

    QUESTION: If I already have an account on Callofduty.com, should I create a new one?
    ANSWER: No! See below for how the handout of tokens will work, but if you already have an account with us there is no need to sign up anywhere, you’re already in line!

    QUESTION: How does token distribution work for members of CallofDuty.com?
    ANSWER: To reward the most dedicated CoD fans, the order of distribution on CallofDuty.com is as follows:

    1. Charlie Oscar Delta members who migrated their accounts over to CallOfDuty.com
    2. CallofDuty.com members
      (CallofDuty.com members will be prioritized by they date in which they joined CallofDuty.com. The longer they’ve been a member, the better chance they have of getting a Beta Token.)

    QUESTION: How will we get the keys?
    ANSWER: Beta keys will be emailed to the address you have associated with your membership on CallofDuty.com. We will be announcing the start of the Beta on CallofDuty.com as well as emailing everyone selected to participate.

    QUESTION: When will the beta start and how long will it last?
    ANSWER: The beta is tentatively slated for October and will conclude prior to the game’s November 11th launch. As soon as we approach the launch of the Beta, we will notify everyone who is eligible to participate.

    QUESTION: Will I have the opportunity to provide feedback?
    ANSWER: Absolutely. When the beta launches, we’ll provide information about how you can communicate back to Treyarch.

    QUESTION: Will there be a PS3 beta? If not, why?
    ANSWER: No, there won’t be a PS3 beta. The Xbox 360 and PC environments will provide the feedback that we need to make any back-end technical modifications to the co-op and multiplayer features, which means an optimized experience for everyone, independent of the console they own.

    QUESTION: When will more information be released on the PC beta?
    ANSWER: More information on the PC beta will be posted soon, please stay tuned. The PC beta is also planned for October.

    Call of Duty Headquarters

       
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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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    Posted by : Gunny

    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

    Bionic Commando: Rearmed Available on Live Now.

    Wednesday, August 13, 2008 5:19:34 PM (GMT Daylight Time, UTC+01:00)

    I've been waiting for this one.... and its finally here..  I've already purchased this brilliant new version of the classic game.

    Content: Bionic Commando: Rearmed
    Price: 800 Microsoft Points
    Availability: All Xbox LIVE regions


    Dash Text: [ESRB: M (MATURE) BLOOD AND GORE, LANGUAGE, VIOLENCE] Single Player, Local Multiplayer 1-4, HD (High Definition). The classic 8-bit side-scroller reports back for duty in a stunning remake, complete with all-new HD graphics and features that puts 2D gaming back on the map!

    Arcade: Bionic Commando: Rearmed - Xbox Lives Major Nelson

       
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    Posted by : Gunny

    Xbox 360's new Dashboard game install demoed on video

    Tuesday, August 12, 2008 5:57:44 AM (GMT Daylight Time, UTC+01:00)

    We've already seen walkthroughs of the new Xbox 360 Dashboard, but this is the first look we've had at a feature we're sort of stoked on: the ability to install games to the internal hard drive from DVD. From the looks of things, it's an extremely simple process to get the data moved over (despite the long waits for multiple GB files being copied), though it looks like you'll still need the DVD on hand to actually play the game. Don't believe a word we're saying? Take a look at the video after the break and see for yourself!

    Xbox 360's new Dashboard game install demoed on video - Engadget

       
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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

    Xbox 360 System update now available (no new features)

    Wednesday, August 06, 2008 1:20:35 PM (GMT Daylight Time, UTC+01:00)

     

    A few minutes ago, the team released a system update for the Xbox 360 over Xbox LIVE. Sometime over the next few hours when you sign in to Xbox LIVE you'll recieve a prompt to accept this mandatory update. This update contains code to 'prepare for future growth of the service.' There are no other changes or enhancements in this update…in other words no new features.

    To be clear: This is not the new Xbox experience update. That will come in the Fall.

    N4G.com : Xbox 360 System update now available (no new features)

       
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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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    Posted by : Gunny

    About Live and Games for Windows Live. ITS FREE !

    Wednesday, July 23, 2008 12:32:19 PM (GMT Daylight Time, UTC+01:00)

     

    Free multiplayer is just the beginning.

    Introducing Games for Windows – LIVE, the free gaming service built for Windows that makes great Windows games even better.  With Games for Windows – LIVE, you get an online identity – called a gamertag – and a friends list that works across multiple games, the XBOX 360, and even the Zune music service.  You can easily find and communicate with your friends online with text and voice chat.  Earn achievements and Gamerscore that lets you track and compare your accomplishments. 

    Play multiplayer games with your friends, or play against new opponents online using our exclusive TrueSkill™  matchmaking system – with other Windows® players or with or against XBOX 360 players (in supported games.)

    All of this is possible today – and at no charge.

    And it gets even better.

    Every Games for Windows- LIVE game carries the Games for Windows branding, which means they meet standards for quality, consistency, safety, and ease of play.  Games for Windows games are tested to support wide-screen monitors, 64-bit operating systems, parental controls, and, in appropriate games, the Xbox 360 Controller for Windows.

    Games for Windows – LIVE lets you add achievements and gamerscore earned in Windows games to your XBOX LIVE account. You can also chat and message your friends on LIVE, regardless of the platform.

    The stability and functionality of the Xbox LIVE service provides Games for Windows – LIVE players with a constant, feature-rich platform that already supports a community of over 12 million gamers.  Come join the fun!

    And - Games for Windows – LIVE will soon be the best place to download additional content for your favorite games, from game trailers to playable demos to new maps and levels.  Extending your game experience will be easy with Games for Windows – LIVE.

    To sum it up:

    • Games for Windows – LIVE makes great Windows games even better, now offering completely free online multiplayer including TrueSkill™ matchmaking

    • 1 gamertag, 1 friends list, 1 list of achievements and gamerscore for your Windows-based PC & Xbox 360
    • Experience cross-platform gameplay with Universe at War, Lost Planet: Colonies, Shadowrun, and more.
    • Games for Windows – LIVE is available in every country and region supported today by Xbox LIVE®

    Note: Games for Windows – LIVE requires a broadband internet connection.

    New games are adding Games for Windows – LIVE every month.  Here’s two of the latest:

    About Live

       
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    Posted by : Gunny

    Gamespot Far Cry 2 E3 2008 Demo

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

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

       
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    Posted by : Gunny

    New Xbox 360 Dashboard in Action

    Tuesday, July 15, 2008 9:56:46 AM (GMT Daylight Time, UTC+01:00)

    Microsoft laid a megaton when they announced that Xbox LIVE, our beloved and cherished online community, will be going under a massive revamp over the next few months. Not only will this suit the casual gamer more (avatars = Mii ripoffs anyone?), but the new dashboard will boast better functionality and hopefully, a smoother interface. The blades were awesome, but let's be honest here: they were pretty slow. Anyway, here's a nice, long video of the dashboard in action from the press conference:

    Xbox Focus - New 360 Dashboard in Action

       
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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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    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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    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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    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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    Media Center Extender Shootout.

    Thursday, June 19, 2008 8:21:09 PM (GMT Daylight Time, UTC+01:00)

    image

    Vista Media Center really sets itself apart from any other DVR solution out there, and the single greatest advantage Vista Media Center (VMC) has over the other options -- like the TiVo HD -- is the ability to have multiple Media Center Extenders. There really isn't any other option out there that will allow you to watch premium HD cable in every room of your house while at the same time centralizing all your media in one place. When VMC first hit the streets, there was only one HD extender: the Xbox 360. But the problem, of course, is that the Xbox is noisy and will always be a gaming console first and a Media Center Extender second. Well, things have really heated up in the extender market recently when both Linksys and D-Link released Media Center Extenders and HP upgraded its MediaSmart HDTVs.

    The test
    Although two out of three of these devices do more than just extend VMC around your house, we ignored the other features. It's not that we don't think that the other features matter, it's that we figure if those features are important to you, then you have no reason to read a review -- i.e., gamers will want a 360. The one thing we wished we would've included is a HP MediaSmart TV, but again, if you are in the market for a TV with a built-in Extender then you have an easy decision to make. It is also important to realize that there are more extenders on the horizon and one that was out of our budget. The Niveus Media Extender is way too pricey for us and neither the HP MediaSmart Connect nor the Samsung Digital Media Adapter are availble yet. As for our methods, the VMC and all three Extenders were connected to a Pioneer PDP-6010FD via HDMI, except for the 360 which utilized component.
    Picture and Sound quality
    Overall, we have no complaints in regard to picture and sound quality and all three were very evenly matched. The colors are a bit different, and this is most evident on the VMC main menu. The 360 is dark like a real VMC. The D-Link and the Linksys both look a little washed out, with the Linksys being the lightest color blue of the three. We didn't notice any real world difference though, and we think it'd be easy enough to correct with the HDTV's settings. The one place we did notice a difference is when viewing photos; the quality is noticeably better on the 360 and VMC, with both the Linksys and the D-link exhibiting a little less detail.
    Wireless Performance
    We weren't able to stream over 802.11g no matter how close to the AP we were. 802.11n worked fine anywhere in our house, but occasionally we saw the Network performance error and some drop outs.

    Ethernet on the other hand was rock solid and worked flawlessly at 100Mbps. In fact, we also have a HDHomeRun connected to our VMC, and not a frame was dropped even when sending five HD streams around the house simultaneously.

    Remotes
    Not sure why both the D-Link and the Linksys come with such bad remotes. Luckily, you can use just about any VMC remote instead, which brings us to one of our gripes. While VMC has nine different IR codes to choose from, every extender works on IR code one. This makes it nearly impossible to use in the same AV rack -- for those with centralized equipment. The 360 can be configured to respond to the same IR code, or you can configure it to only respond to the 360 Media Center remote. Although the 360 remote could use more VMC centric buttons like Recorded TV, we do appreciate its overall feel, backlight and programmable buttons -- the DMA2100 has programmable buttons, but interestingly they wouldn't learn the codes from a Sharp TV we tried.

    Screen saver
    Seems silly, but having a screen saver on your HDTV can be very useful. The Linksys has a cool logo that bounces around, and the 360 dims then eventually turns off. Notably, we never saw one on the D-Link, but maybe we didn't wait long enough.
    The Linksys vs the D-Link
    Performance wise, both the DMA2100 and the DSM-750 are identical and lack the really cool animated transitions (see video below) the real VMC and 360 have -- but they're both just as snappy. We took a quick look inside to check out the difference between the two fanless units, and found no surprises inside as both units share almost the exact same internals. The big difference between the two is that the D-Link has Media Lounge, an extra antenna, built-in power supply, and both optical and coaxial S/PDIF (opposed to the Linksys with only coaxial S/PDIF). We did have a problem getting the D-Link to work with our Xantech IR repeater; in fact, despite trying three different emitters, we weren't able to get it to work at all. One other odd thing we noticed was that while the Linksys was willing to output 1080p, we couldn't get the D-Link to do it -- not a big deal if your HDTV has a good de-interlacer, but it's always good to have options.

    Wrap-up
    We are glad to see so many new ways to access all of our HD content (including recorded HD cable) on any HDTV in the house, and we're happy to say that every one of these devices is a great solution. But while gamers will be drawn to the value of the Xbox 360, the noise and sheer size of the box prevent it from being the ultimate solution for others. So as much as we miss the cool animated transitions, the old adage "Jack of all trades, master of none" was never more true, and in the case of Media Center Extenders we really prefer the Linksys DMA2100. It is less expensive, boots up faster, and is so small and quiet it will work in just about any application where the main goal is to access VMC. At the same time, it is a close race, and since an Extender is the kind of device you're likely to own more than one of, we'd probably choose one of each if we were outfitting our entire house.

       
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    Posted by : Gunny

    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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    Posted by : Gunny

    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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    Posted by : Gunny

    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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    Posted by : Gunny

    Perfect Score for Grand Theft Auto IV IGN UK Review

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

     

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

    10/10 !!!!

    Click here for full review.

       
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    Posted by : Gunny

    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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    Posted by : Gunny

    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

    Call of Duty 4 DLC Map Pack Hands-On

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

     

    Call of Duty 4 DLC Map Pack Hands-On

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

     

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

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

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

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

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

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

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

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

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

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

       
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    Posted by : Eggy

    Xbox 360 European Official Retail Price Drop Announcement

    Tuesday, March 11, 2008 1:00:07 AM (GMT Standard Time, UTC+00:00)

     

    Hey - we've just announced that the Estimated Retail Price (ERP) of the Xbox 360 will be dropping in Europe as of Friday, March 14. Here are the new ERPs in Europe from that date:

    • Arcade: 199.99 Euro/£159.99 (drop of 80 Euro/£50)
    • Premium: 269.99 Euro/£199.99 (drop of 80 Euro/£40)
    • Elite: 369.99 Euro/£259.99 (drop of 80 Euro/£40)

    Here's the press release we just sent out:

    "EVERYONE’S INVITED TO EXPERIENCE XBOX 360 AS MICROSOFT LOWERS ESTIMATED RETAIL PRICE IN EUROPE

    With Estimated Retail Price Starting At €199.99/£159.99, Even More European Consumers Can Enjoy The Definitive High-Definition Gaming and Entertainment Experience

    LONDON - Monday 10th March, 2008- Microsoft today announced it is lowering the estimated retail price (ERP) for its Xbox 360™ family of consoles in Europe.  Now with an entry-level ERP of €199.99/£159.99, Xbox 360 is a mass market entertainment proposition with something to offer for every interest and budget.

    From Friday, 14th March, Xbox 360, which includes a 20GB hard drive and one wireless controller, will have an ERP of €269.99/£199.99 – a saving of €80/£50 on the current ERP.  The Xbox 360 Elite, which comes with a massive 120GB hard drive enabling consumers to store huge quantities of content downloaded from Xbox LIVE™ Marketplace as well as their own music, will have an ERP of €369.99/£259.99 – a saving of €80/£40.  The Xbox 360 Arcade console, perfect for those wishing to make their first foray into the gaming and entertainment world of Xbox, will have an ERP of €199.99/£159.99 – a saving of €80/£40.

    Xbox 360 is the number one next-gen console in EMEA, owning 42% of the market in terms of life-to-date revenue.  Xbox 360 continues to enjoy the highest software attach rate of any game console in Europe with more than 7.0 games sold per console (PS3: 3.8; Wii 3.5) after 26 months on the market .

    The new ERPs are part of Microsoft’s ongoing strategy to open up the ultimate in high-definition gaming and entertainment to an even wider audience, with an offering for everyone.

    “Xbox 360 is now mass market in Europe,” said Chris Lewis, Vice President, Microsoft Interactive Entertainment Business Europe.  “We have reached and surpassed several key milestones that form part of our long term strategic plan to achieve critical mass in Europe; and our portfolio now offers the kind of mainstream entertainment experiences that secure wider appeal for Xbox 360. These factors allow us to execute on our strategy to widen the market for Xbox 360, as planned. 

    “We continue to offer intense, immersive gaming experiences for gamers – but now we’re priced in a way that will allow new consumers to find out for themselves why Xbox 360 is the ultimate in high-definition entertainment.” said Lewis.  “History shows that €199/£159 is the price point where a console’s audience begins to expand, and with these new ERPs in place we’re ready to bring more consumers into the Xbox 360 world.”

    AceyBongos' Xbox Life

       
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    Posted by : Gunny

    Xbox 360 European & UK price drop.

    Tuesday, March 11, 2008 12:42:05 AM (GMT Standard Time, UTC+00:00)

    It was just announced that starting this Friday, the price of the Xbox 360 in Europe will be dropping.

    Let’s cut to the chase with the old and new prices*
    Xbox 360 - was: €349.99 / £249.99 now: €269.99 / £199.99
    Xbox 360 Elite - was: €449.99 / £299.99 now: €369.99 / £259.99
    Xbox 360 Arcade – was €269.99 / £199.99 now  €199.99 / £159.99

    Again, these new prices will be effective in Europe from this Friday, March 14th. 
    *Estimated Retail Prices

       
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    Posted by : Gunny

    EXCLUSIVE: 60GB Xbox WILL Replace 20GB Model.

    Friday, March 07, 2008 5:53:01 PM (GMT Standard Time, UTC+00:00)

    It's world exclusive time again.

    I have once again have attained from a rock solid source that Microsoft WILL be replacing the 20GB hard drive on the standard Xbox 360 with a larger 60GB version. Dates are not nailed down, but my source says Microsoft wants it done and dusted before the end of its financial year which translates as our Q2.

    Interestingly the company is also toying with the idea of introducing a new 360 SKU and given that hard drive and connectivity variations are already covered it would seem that the most logical conclusion is a model with a built-in Blu-ray drive. An external drive makes sense too, but with the format war over it wouldn't explain Microsoft's hesitation and while it goes against the company line that the 360 is primarily a games console (verses the PS3's media centre ambitions) the collapse of HD DVD may well mean it at least wishes to give users the option. Tying this all up neatly is news that Microsoft is known to currently be in discussions with Sony.

    At this stage how all these moves will affect the Arcade is unknown. A price cut is widely rumoured to be coming this month but - at least for now - it is unlikely to also be the beneficiary of a hand-me-down 20GB hard drive.

    Back to certainties however, so let me tell you this: if you've been saving up for a 20GB Xbox 360 hold off. The 60GB model IS coming and you can take this exclusive to the bank...

    Link:
    Xbox Official Site

    EXCLUSIVE: 60GB Xbox WILL Replace 20GB Model - TrustedReviews

       
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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

    Worst parents in the world punk kid into thinking he got an Xbox

    Saturday, March 01, 2008 6:19:58 AM (GMT Standard Time, UTC+00:00)

     

    When you were a kid did your parents ever do anything mean to you for their own amusement? Whatever it was, something tells us it wasn't as evil as what Jonathan's (above) family did on Christmas morning, having him unwrap an empty Xbox box with some shirts inside -- while on video, mind you -- and then everyone laughing at him when he got upset and cried over being hoodwinked. For the love of all that is holy in the gadget-loving world, that is so wrong.

    GUTTED !!

    Worst parents in the world punk kid into thinking he got an Xbox 360 - Engadget

       
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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

    Tom Clancy's Rainbow Six Vegas 2 Preview

    Tuesday, February 26, 2008 6:57:16 AM (GMT Standard Time, UTC+00:00)

    US, February 25, 2008 -
    To be honest, the biggest draw of the single-player campaign in Vegas 2 is the story that we just talked about. While there are gameplay additions and tweaks in the game, those who worked through the first will find that Vegas' core has remained unchanged. Likely the largest change is the inclusion of a sprint button. Much like Call of Duty 4 before it Rainbow Six Vegas 2 now allows you to dart away from grenades or from one piece of cover to the next by holding the left bumper. There's a limit to how long you can run and Ubisoft Montreal has said that they purposely kept the sprint duration to a minimum so people don't overuse it.

    Due to the new sprint functionality being tossed into the mix the tactical radar has been bumped to the back button. Because of that it's slightly less convenient to bring up your tactical radar than it used to be. Now you'll have to decide how to map your vision modes, your tactical radar, and the sprint button onto the back, right bumper, and left bumper buttons. Any way you slice it, something is going to have to be relegated to the back button.
    Next up is the new ACES system which works in tandem with the leveling system that most will remember from the multiplayer modes in the previous game. Essentially you can unlock new weapons and equipment by performing specific actions. For instance, killing an enemy from afar will get you three points, whereas killing a baddy while blinded might get you ten. As you progress you'll earn XP bonuses to go along with your fancy new gear.

    The mission that we played through was called "Old Vegas" and took place on a level known as "Rooftops." The stage takes place in the second act of the overarching story and featured both indoor and outdoor settings. The outdoor portions featured multi-tier level design with snipers raining fire down on us as ground troops steadily encroached on our position. There were plenty of instances where we were able to use the squad commands such as breach and clear or gassing a room full of baddies. The only real difference to the squad dynamic is that you and your Rainbow brethren now share a stockpile of items rather than having an unlimited supply as you did in the first Vegas.

    As you can see, the second Rainbow Six Vegas will be very similar to the original in regard to the single-player gameplay. Not to say that it's going to be a disappointment to those who loved the first, you'll still get to wrap up the cliffhanger storyline after all, but it's just that the solo experience wasn't the focus of development. Clearly more time was spent on the multiplayer (which we've already previewed) and refining a more streamlined co-op mode which we'll be previewing next week.
    Keep checking IGN.com as our coverage of Rainbow Six Vegas 2 continues up until its launch on March 18.

    IGN: Tom Clancy's Rainbow Six Vegas 2 Preview

       
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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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    Xbox 360 Blu-ray player rumor returns right on cue

    Monday, February 18, 2008 6:58:17 PM (GMT Standard Time, UTC+00:00)

    Two years and 1 month ago today we saw the kibosh come down on the Xbox 360 Blu-ray player rumor. This morning it returns with the prospect of a Microsoft player as early as May. According to Smarthouse, their "insiders at Microsoft" claim that a standalone Blu-ray player is already working in-house. With the appropriate approvals it could be on sale within 3 months. A 360 with built-in Blu-ray is also being worked on although the possibility of moving it out to retail is less clear with HD downloads on the horizon. Not that any of this is unexpected given the circumstances. We never expected Microsoft to go down with the HD DVD ship -- they're just passengers on this ill-fated voyage, not the captains.
    Update: Microsoft carefully responds to the rumor.

    Xbox 360 Blu-ray player rumor returns right on cue - Engadget

       
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    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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    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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    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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    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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    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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    Burnout 3 is coming to Xbox Originals

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

     

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

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

       
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    Coming Soon: Xbox 360 Ultimate : Specs, reviews and prices.

    Friday, January 11, 2008 6:46:25 PM (GMT Standard Time, UTC+00:00)

     

    The next-gen console war is going to get a lot more uglier in 2008 by all indications. Nintendo's Wii has already found its niche with its innovative and cool way of playing games with the Wiimote and Sony PS3's superior hardware is slowly gaining ground, but where does the Xbox stand in 2008? The Xbox Elite and Premium were great successors but the next big step is yet to come. Sure enough, Microsoft isn't lazing around but is working on its next version of the Xbox, dubbed "360 Ultimate." If the rumors are to be believed, the new Xbox 360 Ultimate will boast features such as built-in WiFi, high-definition audio output, 1080p HDMI, 65nm hardware architecture, and a "near-silent" fan. It will also have a monstrous 320GB HDD to accommodate Xbox's upcoming IPTV service. But the icing on the cake will be the built-in HD drive, giving Microsoft the much needed edge in the ongoing next-gen format war.

    Coming Soon: Xbox 360 Ultimate : Specs, reviews and prices.

       
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    BT gives Xbox 360 a new Vision

    Friday, January 11, 2008 6:43:06 PM (GMT Standard Time, UTC+00:00)

    Microsoft and BT have announced a joint IPTV service for UK gamers via the Xbox 360, removing the need for an additional set-top box.

    The agreement will allow any BT Broadband customer with an Xbox 360 to access BT Vision and gain on-demand access to movies, TV shows and sporting events.

    "For the first time consumers in the UK will be able to experience the advantages of an advanced TV service together with the benefits of next-generation gaming," said Dan Marks, chief executive of BT Vision.

    "Our aim is to provide BT Vision on multiple platforms, giving customers greater convenience, control and flexibility over what they watch, when they watch and how they watch TV.

    "It also means that we are able to potentially expand our BT Vision customer base by tapping into the popularity of Xbox 360."

    BT Vision customers with an Xbox 360 console can access BT Vision from the Xbox 360 or via the normal set-top box.

    Furthermore, by streaming the BT Vision content through the Xbox 360 viewers can still access other Xbox Live services such as receiving messages from gamer friends.
    "This is an exciting moment in home entertainment," said Enrique Rodriguez, corporate vice president of the Connected Television Division at Microsoft.

    "Last year at CES, we announced Xbox 360 on Microsoft Mediaroom as a powerful platform capable of enabling new entertainment experiences for consumers, and we are pleased to team with BT to bring this service to market."

    This move adds to the range of entertainment services Microsoft is offering via the Xbox 360, such as music and movies.

    The BT service should be available to Xbox 360 owners by the middle of 2008.

    BT gives Xbox 360 a new Vision - vnunet.com

       
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    Xbox 360 As IPTV Set Top Box Dated... Almost

    Friday, January 11, 2008 6:40:57 PM (GMT Standard Time, UTC+00:00)

     

    Once upon a time, the consensus was that the Xbox 360 was Microsoft's way into your living room to take over your media world. With a recent CES-based announcement, SPOnG is no longer certain if that much energy is being expended within the company in relation to the 360's invasion.
    You see, Microsoft has - once again - announced that it is teaming up with BT, which already offers its BT Vision service through a set-top box, to provide an Internet Protocol Television (IPTV) service through the Xbox 360 by "the middle of 2008".
    Okay, however, during last year's CES, Gates mentioned that IPTV was coming to the UK in partnership with BT during 2007.
    In fact, a comparison between this year's announcement and last year's announcement shows that one paragraph is repeated word-for-word... almost. At least this year's announcement slots in a UK-focused carrot in the form of a Soccer-ball game.
    2008's version: “Xbox LIVE, the largest online social network in the living room, will be seamlessly integrated into the experience, providing consumers with a wide range of community-based features, such as voice chat, sending and receiving text and voice messages, and accessing Xbox LIVE Marketplace, all while watching TV. For example, while a TV viewer is enjoying his favourite football game, he can receive a message from a friend inviting him to join a voice chat, or they could play a game of their own with EA SPORTS 'FIFA Soccer.'”
    The exact same passage appeared last year, but with “Madden NFL 07” in place of “FIFA Soccer”. You can see for yourself here. Very efficient. Very multi-cultural. Although it does suggest to us that by not preparing an entirely fresh media onslaught, Microsoft might not be taking the whole 'Trojan horse of multimedia' thing as seriously as everybody had previously expected.

    The announcement was made during Bill Gates' keynote at the Consumer Electronics Show in Las Vegas - with the president of Microsoft’s Entertainment & Devices Division, Robbie Bach, joining him on stage.
    Rounding out his keynote, Gates said, "The final announcement, last year we talked about the 360 being an STB (Set Top Box) - this year we're excited to announce that BT will be the first to provide that capability. Buy a 360 and use it as an STB for your TV."
    More details were forthcoming from Microsoft, with a written announcement telling us that the service will be available to anyone with a BT Broadband connection and an Xbox 360. The partnership will give "instant access to hundreds of movies and thousands of hours of sporting events, television programming, music videos and other digital content, such as BT Vision Sport’s 242 'near-live' FA Premier League football matches”, according to Microsoft.
    BT Vision already makes use of Microsoft's Mediaroom Internet Protocol TV technology.
    We're told that the service will be “seamlessly integrated” into Xbox Live, with users being able to access the service's community features and Xbox Live Marketplace while watching TV.
    “Last year at CES, we announced Xbox 360 on Microsoft Mediaroom as a powerful platform capable of enabling new entertainment experiences for consumers, and we are pleased to team with BT to bring this service to market”, said Enrique Rodriguez, corporate vice president of the Connected Television Division at Microsoft. “Together we are enabling BT Vision customers to be the first in the world to enjoy this next-generation TV and gaming entertainment experience.”
    The other corporo-quote comes from the CEO of BT Vision, Dan Marks. “For the first time consumers in the UK will be able to experience the advantages of an advanced TV service together with the benefits of next-generation gaming”, he said. “Our aim is to provide BT Vision on multiple platforms — giving customers greater convenience, control and flexibility over what they watch, when they watch and how they watch TV. It also means that we are able to potentially expand our BT Vision customer base by tapping into the popularity of Xbox 360.”

    Xbox 360 As IPTV Set Top Box Dated... Almost - News at SPOnG.com

       
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    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

    ToCLogo

    BuyCall of Duty 4 (PC)
    Gunny posted by Gunny

       
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    News & Features - Xbox LIVE Video Marketplace Store

    Wednesday, December 05, 2007 12:35:58 AM (GMT Standard Time, UTC+00:00)

    ACTION! Xbox LIVE Marketplace Video Store Opens Its Doors!

    The glitz and the glamour of Hollywood is about to hit Xbox 360 when the Xbox LIVE Marketplace Video Store opens for business in the UK. From December 11 you’ll be able to download the biggest movies from Marketplace direct to your Xbox 360 – bringing blockbuster entertainment to your living room without even having to get up from the sofa!

    ACTION! Xbox LIVE Marketplace Video Store Opens Its Doors!

    What’s more, you won’t need to compromise on choice or quality. With over 25 movies available at launch from studios like Warner Bros., you’ll have an all-star selection of flicks at your fingertips. There’s something for everyone too – from family entertainment like Harry Potter and the Philosopher’s Stone and Looney Tunes: Back in Action through to intense blockbusters such as 300, and hard-hitting dramas like The Perfect Storm.

    And with the choice to download most movies in either standard or glorious high definition you’ll be guaranteed a first class experience that will take best advantage of your home entertainment setup. Standard definition movies are just 250 Microsoft Points, while HD movies are priced at 380 Microsoft Points.

    So, are you ready for some brilliant movie entertainment downloaded directly to your Xbox 360? Just get on Xbox LIVE from December 11, head to the Marketplace blade, and discover the wonders of Xbox LIVE Marketplace Video Store! Here are a few launch day highlights to whet your appetites…

    • 300
    • Harry Potter and the Philosopher’s Stone
    • Harry Potter and the Chamber of Secrets
    • Zodiac
    • The Matrix,
    • The Matrix Revolutions
    • The Matrix Reloaded
    • Ocean’s Eleven
    • The Perfect Storm,
    • Swordfish
    • Three Kings
    • Training Day
    • The Fugitive
    • Risky Business
    • Space Cowboys
    • Eyes Wide Shut
    • Analyze This
    • Demolition Man
    • Eraser
    • Executive Decision
    • Lethal Weapon 3
    • Lethal Weapon 4
    • Looney Tunes: Back in Action
    • Mars Attacks!
    • Clash of the titans
    • Superman III
    • Dead Calm

    Xbox.com | News & Features - Xbox LIVE Video Marketplace Store

    News Source : Here
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    ToCLogo

    XFX PV-T80F-SHE9 8800GTX NVIDIA PCI EXPRESS GRAPHICS CARD
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    Xbox.com | Full Features List for 2007 Fall Update

    Sunday, December 02, 2007 9:33:53 PM (GMT Standard Time, UTC+00:00)

    Microsoft roll out the much anticipated Dashboard update on Tuesday, here's the full official list of whats included, and yes DivX, Avi, H264 mkv playback and much much more is included.

    Full Features List for 2007 Fall Update

    Back to System Update

    • Improved Video Library.
    • Improved visuals and descriptions.
    • Users can now sort movies and TV Shows in the video library by Title or (Download) Date.
    • TV shows can now be grouped by Series .
    • Group video and game trailers .
    • Art associated with personal video files on a portable device will now be displayed.
    • Easier to use media areas and improved metadata .
    • Improved source selection for video, picture, and music libraries, making it easier to switch between console/digital camera, computer, portable device or disc.
    • New "Suggested Items" link for downloaded movies.
    Feature Details:

    Media - All

    • Added more user friendly text for various error related messages
    • Added Shortcut keys from Remote Control: Pressing Play on a Video/Song/Picture will immediately start playback of that item from the list (pressing Start from gamepad does the same thing)
    • Added support for Album/Video artwork larger than 500kb
    • Added support to enumerate metadata in the background and not just when selected by the user
    • Added support to make sort options sticky across console reboots
    • Added support to show all available Media Sharing Servers on the local network and allow automatic re-affiliation
    • Automatically delete older versions of Optional Media Update package when new ones are downloaded
    • Improved consistency in storage naming across all areas
    • Improved performance for displaying Album Art when connected to remote sources
    • Improved text messaging when connection to PC is lost when streaming Music/Photo or videos
    • Improve boot speed with media when console startup is to boot-to-dash

    Media - Music

    • Added support for CD Playback from music area in Xbox 360 Guide area
    • Added support for listing multiple computer sources in Xbox Guide music sources
    • Added support for Y button to toggle full screen on and off for music visualizer
    • Disable 'play all' button when folders only contains playlists (with no audio files)
    • Disable Y button when no list items selected in Music player
    • Improved device support for new iPods (classic and 3rd gen Nano) - iPhone and iPod touch are not supported
    • Improved error handling for mixed encoded playlists (aac,mp3,wma)
    • Improved handling for MTP Music devices with >200k entries
    • Improved handling of game background music after playing videos in Dashboard
    • Improved handling of music playback over games (if music source terminates or has errors, background music returns to game background)
    • Improved performance for "Play All" with attached MTP devices
    • Improved performance of music enumeration via Guide
    • Improved robustness when playing back HFS+ formatted iPods
    • Improved support for returning to game background audio when user's music player session terminates
    • Improved support for scrolling song lists while listening to music during game playback
    • Improved support when ejecting game disc while selecting music source through Guide

    Media - Pics

    • Added support to display PNG files when streamed from Windows Media Player 11 on Vista
    • Improved enumeration for PTP cameras including Cannon Powershot SD 630 and Apple Iphone
    • Improved playback performance of "Play All" when PC source has 1000s of photos and subdirectories
    • Support Folder view of Photos from MTP Portable Devices
    • Media - Video
    • Added 2 line support for entries in the Video Area of the Media Blade
    • Added ability to recognize Colorspace attribute for Video Marketplace Content
    • Added fade in transition for start of video playback
    • Added full screen buffering animation for streaming videos from Xbox LIVE
    • Added Suggestions scene for Video Library area in Media blade of the Dashboard
    • Added support for 16x Fast-forward/Rewind
    • Added support for AC3 embedded audio (see video faq for full information)
    • Added support for enumeration of video files from Zune 2.0 devices
    • Added support for Left Shoulder button on controller to chapter skip backward
    • Added support for Left Trigger button on controller to rewind
    • Added support for moving past the point user has viewed when doing progressive downloads of Video Marketplace videos
    • Added support for MP3 embedded audio (see video faq for full information)
    • Added support for Mpeg-4 part 2 video files in AVI containers
    • Added support for Right Shoulder button on controller to chapter skip forward
    • Added support for Right Trigger button on controller to fast forward
    • Added support for Zune Podcast video playback from Zune device
    • Added support to display metadata and thumbnails embedded in video files
    • Added support to enumerate .divx video files
    • Added support to group TV shows by Series in Video Library of Media Blade
    • Added support to group Video and Game Trailers into same area of Video Library of Media Blade
    • Added support to sort Movies or TV Shows by Title or Download date in Video Library of Media Blade
    • Added top level support to show expired or soon to expire information for purchased movies from Video Marketplace in Media Blade
    • Improve support for "Play Now" calculations with ISP that boost download for the first 20MB of a file
    • Improved accuracy of bookmark positions when video player abnormally ends
    • Improved accuracy of download progress bar after chapter skipping operations
    • Improved auto resizing experience for small (under 100x100) video files
    • Improved Bookmark / Resume experience with 60fps Interlaced WMV videos
    • Improved bookmark support while progressively downloading videos from Marketplace
    • Improved calculations for "Play Now" for Video Marketplace downloads
    • Improved deinterlacer support for video playback
    • Improved enumeration speed for user-generated video content in Media Blade
    • Improved error message support when playing back video files without valid licenses
    • Improved error message support when pulling USB drive while playing back video files
    • Improved handling for USB memory stick removal while on Video device selection list in Media blade
    • Improved handling of video playback when transitioning from 4x FF to Play with MP4 video files
    • Improved handling of WMV bookmarks when rewinding and shutting down video player
    • Improved info pane timer when playing back DRM's WMV content from Windows Media Player 11 from Windows PC
    • Improved message support for progressive video playback
    • Improved overall UI, content descriptions and navigation of Video Library of Media Blade
    • Improved performance during Fast Forward to Playback transition when playing back MP4 content
    • Improved performance for buffering and playback of streaming videos from Xbox LIVE
    • Improved performance for low bandwidth streaming of MP4 videos from Zune PC software v1.0
    • Improved performance of skip forward/backward with WMV video files
    • Improved performance of trick modes when streaming videos from Zune PC client
    • Improved performance of WMV playback for WMV7 & WMV8 encoded video files
    • Improved playback experience after extended pauses of video files from Marketplace
    • Improved playback experience when resuming from a stopped/paused state
    • Improved playback performance for h264 720p .MOV files
    • Improved playback performance with 1920x1080 MP4 files
    • Improved playback performance with 5Mb h264 encoded video files
    • Improved playback performance with 60fps 720x480 MP4 content
    • Improved playback performance with h264 files in .m4v containers
    • Improved quality for upscaled user videos when played back full screen
    • Improved quality of MP4 decoder: Global Motion Compensation and VMX optimizations
    • Improved quality of MP4 decoder: improved Interlaced Support
    • Improved quality of MP4 decoder: Out of order frame output, bidirectional motion vector handling, etc.
    • Improved quality with  non-square pixel video files
    • Improved responsiveness of trick mode controls for video playback
    • Improved robustness during chapter skipping of h264 video files
    • Improved robustness for streaming problematic video files from Zune PC Software 1.0 or Windows Media Player 11
    • Improved robustness of video player when playback catches up to downloads in progressive playback scenarios
    • Improved robustness of video streaming when network congestion / stalls occur
    • Improved robustness when closing video player after attempting to play a video file that would not open
    • Improved robustness when entering and exiting video playback on a portable device repeatedly
    • Improved robustness when exiting video files encoded in h264 and playing back from attached USB HDD
    • Improved robustness when playing back Mp4 video with consecutive bad aac samples encoded into it
    • Improved robustness when shutting down console during h264 video playback
    • Improved robustness when trying to play a video recently moved from MU to HDD or vice versa
    • Improved robustness with video player when exiting player via Xbox Guide button -> Y
    • Improved support for AAC-LC 2 channel encoded audio in MP4 video files
    • Improved support for chapter skipping during progressive downloads of Marketplace Video content
    • Improved support for MP4 video files with discontinuous time stamps encoded in
    • Improved support for MP4 video playback from burned optical dvd-r's
    • Improved support for resuming downloaded videos after reaching end of an uncompleted download
    • Improved support for resuming partially downloaded videos from Marketplace
    • Improved support for using Big Button controller during video playback
    • Improved support for Video bookmarks when playing MP4 videos from USB portable hard drives
    • Improved sync of video display and info pane display when rewinding
    • Improved text for Windows Media Center setup instructions
    • Improved Trick mode support when streaming videos with AAC embedded audio
    • Improved video performance for 60fps interlaced WMV videos
    • Improved Video performance with 15Mbs 1080i 24fps WMV video files
    • Improved video playback for Fast-forward and immediate exit usage with h264 video files
    • Improved video playback of MP4 content from Zune PC Software v1.0
    • Improved video playback when source content has incorrect sync samples encoded
    • Improved video quality for SD Composite AV pack displays of the on-screen display for video controls
    • Improved video support for chapter skipping of MP4 videos
    • Improved Videotrick mode support with 24fps 1080i WMV video files
    • Improved visual display of WMV video files while rewinding
    • Improved WMV Playback performance for 60fps and 1080i 30fps videos
    • Improved WMV7 performance with VLC encoded content
    • Removed occasional purple flickers in video playback when transitioning between FF and RW
    • Removed potential 9 second delay when rewinding WMV video files

    System

    • Added fade out transition when powering down console
    • Added fade out transition when launching games
    • Added support for browsing XNA games within the Games blade
    • Added support for video playback from UDFS formatted USB devices
    • Added support for XNA Game Studio Express V.2
    • Added support to connect to Apple Extreme routers in 802.11a/n mode
    • Added support to pause background downloads when streaming full screen videos or ads
    • Added support to retrieve game thumbnail directly from XNA game package
    • Added system wide support for Simplified Chinese language
    • Added text to explain flashing LED in the Ring of Light during background download low power mode
    • Addressed rare case where game disc would spin in the DVD drive while playing HD-DVD Movie in external HD-DVD drive
    • Disable Optical audio output when in low power background download mode
    • DVD player no longer converts to YCbCr709 when output is over HDMI
    • Improved auto sign-in to Xbox LIVE with Xbox 360 Wireless Adapter
    • Improved clock accuracy for S/PDIF optical streams
    • Improved compatibility with NEC WR8400N WiFi routers
    • Improved download speeds when in low power background download mode
    • Improved DVD Tray State notifications immediately after application of System Update
    • Improved Forced Aspect Ratio Changes via HDMI output (including DVI)
    • Improved handling when ejecting game disc during game start
    • Improved handling when removing MU after sending Arcade game recommendation to friend
    • Improved localization text for Wifi setup in German
    • Improved performance for Game Titles to reboot in backcompat scenarios
    • Improved performance of Xbox Guide during Messenger signin
    • Improved robustness when ejecting game disc when prompted for game title update
    • Improved robustness when inserting two MU's at the same time on the device selector scene
    • Improved support for 3rd Party Controllers
    • Improved support for Buffalo WiFi routers
    • Improved support for Creston AV receivers with HDMI
    • Improved support for JPN Corega CG-BARFX network router
    • Improved support for signing into Xbox LIVE with Big Button Controller
    • Improved support for starting console with Big Button Controller when console is charging attached Wireless Controllers
    • Improved Xbox guide performance ~2x
    • Removed "Windows-based PC" from Computers area in Systems blade
    • Removed option to "Turn off Controller" when using Big Button Controller
    • Resync the Ring of Light pattern to the boot audio/animation
    • Updated copyright dates for 2007

    Xbox.com | Full Features List for 2007 Fall Update

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    WebGuide is now free! Compliments of Microsoft and WebGuide.

    Thursday, November 29, 2007 4:26:36 PM (GMT Standard Time, UTC+00:00)

     

    WebGuide allows you to remotely view live and recorded TV programs and to remotely schedule and manage your recorded television programs, music, pictures and videos on your Media Center or Windows Vista PC. Install WebGuide on your Media Center PC and access it from any machine that has a web browser, including your cell phone or mobile device.

    Convenient
    Live streaming TV can be viewed on any web browser

    Recordings can be scheduled from any web browser

    "Place-shifting" for your personal media library, including TV, music, pictures, videos and DVD's

    PocketPC and Smartphone enabled, Xbox 360 Support.

    Windows Vista ready

    Easy
    Installation takes only minutes

    User-friendly MCE interface

    Languages include Danish, Dutch, French, German, Hebrew, Italian, Norwegian, Spanish and Swedish

    Fast
    Live scheduling without delays

    Search by show, date or time

    Quick access to recent and upcoming recordings

    Press Release:

    Many loyal WebGuide users have commented that Microsoft should hire me to do Media Center development.

    Apparently, someone in Redmond was listening.

    I'm excited to announce that I recently finalized a business deal with Microsoft to make WebGuide available to users for free and to become a member of the Media Center team.  I'm joining an extremely talented group and will focus on pushing Media Center into the high-end custom installation market.  The custom installation market is a terrific incubator for new ideas and technologies that will eventually benefit the larger Media Center community.

    Since I will be busy doing that, I won't be busy creating new features for WebGuide.  I will continue to monitor the Forums, make comments and provide updates for significant bugs.  One of the best parts of creating WebGuide, from my perspective, has been hearing directly from enthusiastic users about what they really want from the app.  I still want to hear this and am now in a better position to share these thoughts with the powers that be.

    For those of you who feel I've sold out, given in to "the man" or crossed over to the dark side, you don't need to send me a nasty email.  I hear yah.  Go play a round of Halo to get it out of your system.  At the end of the day, my passion is for developing cool software, and this is an opportunity to do just that.  I'd be a fool not to take advantage of it.

    Thank you for making WebGuide what it is and for keeping me excited and challenged for the past few years.  I look forward to maintaining that relationship.

    The new Media Center add-in connects to a WebGuide server and enables users to stream recorded TV, videos and DVDs within the Media Center interface - including the Xbox360 extender - at qualities up to 720p via WebGuide's integrated real-time transcoder.  If you have multiple Media Center systems, no problem: in Media Center you can designate each one as a separate add-in.  Or, better yet, use the new "WebGuide Prism" technology to link them all into an single aggregated interface.

    "WebGuide Prism" is a new component that allows users to interconnect multiple machines that are running WebGuide.  These connections aggregate the media from multiple systems into a single interface.  Each media item (recorded TV, video or photo) that is available on another machine will show alongside the local content, but will be flagged with a customizable icon that identifies the source machine.  You can play or the view media from other machines in the same way you would media from your local machine.  WebGuide does all the work for you.

    About WebGuide:
    WebGuide allows you to remotely view live and recorded TV, remotely schedule and manage your recorded television programs and access your music, pictures, videos and DVDs on your Media Center or Windows Vista PC. Install WebGuide and access it from any machine that has a web browser, including your cell phone or mobile device.  WebGuide is in use in over 35 countries and is available in 13 languages.  Also available in a Windows Vista Sidebar Gadget, and coming soon, a Windows Home Server version.  For more information, visit www.asciiexpress.com.

    Media Center / Xbox360 DVD Playback Interface

    Gunny "I've been testing this software over the last few days, and I have to say its bloody marvelous, Easy to setup and works like a dream, The Vista Sidebar Gadget is genius ! and a joy to use. I highly recommend this bit of software. "

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

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

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

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

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

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

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

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

    PGR4 is due out exclusively on 360 on 12th October

     

    source: here


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

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

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

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

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

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

    Features :

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

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

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    COD4 Beta to End September 30th

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

    Image

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

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

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

     

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

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

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

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

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

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

    DP: Yes, we’d be crazy not to!

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

    DP: Yup!

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

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

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

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

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

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

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

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

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

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

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

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

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

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    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.

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

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

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

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

    Charlie Oscar Delta

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    World In Conflict Interview

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

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

    Enjoy.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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    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.


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    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


    Click to View Full Size Image Gallery

    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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    Unreal Tournament III - Preview

    Saturday, September 01, 2007 6:19:30 PM (GMT Daylight Time, UTC+01:00)

    "Someone just tried to combo me with the Shock Rifle. Awesome."
    A small pang of pride settles in as Epic Games' Jeff Morris announces to the room his respect for the unknown assailant. If you're reading this, Jeff, it was me. Yes, I was 'epic_test3', the one pulling off the old-school FPS tricks (wall-jumps, double-tap dodges, combos) in our little soiree in your multiplayer shooter, Unreal Tournament 3. I have some history here: when the first UT came out in 1999, I spent four hours downloading the demo over dial-up, and even chose it over Quake III. When 2004 came out, I was there shouting "Use the Link Gun" to the newbs on the server, ducking as the recently added vehicles barrelled past. And the old skills are still relevant: UT3 may be shiny and new, but there's a classic deathmatch game under the sheen. Epic have always been conscious about the fun factor: no spawn queues, no reloading and no expanding target reticule. Getting the player to the fight and giving them the biggest, baddest guns is their priority. It's a model that's stuck since the dawn of UT, but they're tweaking it further for UT3. There's a new addition; a deployable hoverboard that whizzes the player across the vast maps they've crafted. It has no offensive or defensive capabilities, because having people fight on it changes the combat dynamic too much. Its main use is to help get the players to the fight as swiftly as possible.
    In addition to being a nippy way to cross the terrain, it also enables you to tether up to any friendly vehicle and hitch a ride. This includes things like the Viper, a gravity-defying hoverbike that can jump ungodly heights. String three or four people on to this and you practically have a dropship. My kind of tactics. Epic estimate that roughly half of the people who bought UT2004 never took it online, preferring instead to take on Epic's brilliant bots. For that group, they're adding a campaign mode that takes place across a large number of the multiplayer maps, where you and a team of three AIs will take on a server full of bots. It's slightly more involved than their previous singleplayer addition in UT2004, which took place in a tournament setting. The campaign is made up of a series of fights on a branching mission tree, where you choose a fight - say, picking a side mission that'll net you a bit of Necris technology. The choices you make will affect future missions as well, so there's a slight layer of tactical decision-making to it all. For those of us who do want to play with people, you can replace the teammate bots with up to three other people on the fly, and take on the missions co-operatively.


    Click Image to see Full Size Version

    Back to multiplayer: there's a new mode, Warfare, which is a mash-up of the old Onslaught and Assault modes, where two teams are fighting over linked nodes. There are only two nodes live at any point, in order to force the teams to clash over them. The ultimate goal is to get to the other team's power supply, using captured nodes to your advantage. They may give you extra vehicles or provide a spawn point for the orbs - the powerful globes that make capturing further nodes easier. Within the battle, you can pick a role: orb runners, for example, are tasked with getting the orb into the next node on the chain; special ops will be flitting between all the sundry items on the map, hitting unlinked nodes for potential upgrades (not all nodes are linked) and destroying barricades. The power supplies are protected with Epic's take on the hoary old favourite: the mounted gun. The defensive spam cannons in UT3 are mounted on rails, so you can move their position and better protect the vast area the power supplies cover, as well as chase the annoying, sneaky players who think they have a sitting duck. Warfare's strength is bringing teams into battle: even with the vast maps, multiple routes, having the nodes as flashpoints and people on the other team assuming roles you have, personal little battles still form. As an orb runner there were constant battles with other runners right at the glowing neon nodes as we each tried to get the orb into the node.
    That's not to say those who want to just get fragging won't be well served. The big picture in UT3 is that fighting is fun, be it in little one-on-one encounters or a Dark Walker vs Scorpion tank. The Walker is truly a sight to behold: tripedal, spitting out a cutting laser beam that instantly kills anyone underneath its intense gaze.

    We ended a playthrough early by getting into one in a game that was mostly deathmatch, except for when the Walker was dropped into the map and the fight became a dash to grab it. The three-legged beast is slow moving, but as every gob of laser spits out, you drag it across the world. Leaving a glowing trail of plasma wherever it touches, it incinerates everything. If your enemies do make it past the laser and get underneath, the alt-fire drops a bomb right between your legs. My favourite vehicle is the aforementioned Viper. It's that perfect distillation of fun that Epic are trying to ram down our throats. Its worth is demonstrated in a CTF map called Sandstorm: a U-shaped desert map where the two home bases are blocked off with a huge cliff between. For the most part the fight is funnelled through a choke point, where the cliff ends, and where both teams pass through a tunnel to get to the bases. The Viper can take off thanks to two wind-catching fins that stick out of the back when you hit the jump button, although it depends on speed. So, instead of zipping through the tunnel, I speed the bike straight at the cliff and launch into the air over the cliff. But it gets better. The enemy has a Dark Walker at their disposal, which is a great defensive weapon if you choose to just park in one spot and spam the end of the tunnel with the laser. But the Viper has an alternate fire, where if you hold the button down you'll get a zoomed-in viewing reticule and a countdown. The bike launches from under me, leaving me to drop a huge height, but it's now a missile that's powerful enough to take out the Walker. As I land, the map's twist hits; a sandstorm that cloaks the level and the flag bearer can make it back to his base under cover. As I'm near the opposition's flag, it'd be rude not to.

    There's a beauty to Unreal's maps, with the designers unafraid to fit a theme into their lore. If it works, it's in. You'll move from neon streets to towering bridges to fighting on high rises and space ships, and this time the levels are being designed to complement the vehicles. For example there's a demonstration of the Paladin, a sort of defensive bus that can deploy a shield in front. The shape of the shield fits into certain points of the chosen level, like in the doorways that house the nodes of a Warfare game. The shields fit precisely, the perfect meshing of form and design. Of course if that's too sensible, you can always use a slow-mo cube.It's the reason I chose UT2004 over the Quake series way back when; UT has a sense of silliness, and it's never better illustrated than by the big jelly cube of slow time that you can deploy from an engineer vehicle. Anything entering it - people, vehicles, projectiles - will slow to a crawl. You can fire rockets into it and then circle to watch them come out the other side. Plopped over a flag it makes a perfect defensive deployable: there's nothing scarier than having fought through a pile of guys to get to their flag only to have the world slow to a crawl as you're about to hit paydirt. And within the cube the beauty of UT3 is revealed; you can move about, time cloying at your body, the rockets scoring through the gel. UT3 is fighting neck and neck with Crysis for the prettiest game this year. And while Crysis has gorgeous vistas to behold, there's nothing finer than watching the slow animation of someone caught in a time bubble, dodging the rockets like a magician's assistant dodges swords. So many FPS games tack on online shooting as an afterthought. It's good to know Epic are focusing on an area that's often hardly given a second glance. A good, solid multiplayer game will last you far longer than a single-player, and UT3 looks like it has the staying power.

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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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    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.


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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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    'Huxley' (X360/PC) - New Screens

    Friday, August 31, 2007 10:54:37 PM (GMT Daylight Time, UTC+01:00)

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    Click the images for full size versions.

    Features :

    • Huxley delivers the excitement and rich gameplay experience of an MMORPG while combining the knuckle-whitening action of an FPS.

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    • Players can communicate with each other in a virtual online city, and participate in side battles with the intuitive PvP (player vs. player) system.

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    • Everything a character does in the Huxley world directly affects the success of not only the individual, but also of their race and party; from battles to behaviors, all interactions are linked to the survival of a character’s entire race.

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    • Huxley goes past traditional death match FPS gameplay by challenging players to adapt to new forms of combat to protect the interests of the camp. Servers will be solely dedicated to accommodate millions of users engaged in fast paced, large-scale combat.

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    • Players will require strategy and cooperation to achieve victory. Extensive multiplayer battle modes are available each with a variety of unique fighting techniques and special characteristics.

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    • Huxley has advanced A.I. that rivals other online games. Enemies in Huxley demonstrate remarkable intelligence, which can be used to a player’s advantage or demise.

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    • Quests in Huxley will take players on paths of intrigue to uncover conspiracies resulting in confrontations. Each quest is continually updated so players feel as though they are enjoying a new story mode every time they play.

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    • The characters in Huxley are continuously growing, which is rare in FPS games. Players are able to enhance their own combat styles by obtaining out-of-this-world weapons and new skills, which in turn continuously challenges players to adopt different gameplay styles as they progress.

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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 Final Packaging Revealed - Thank you Charlie Oscar Delta!

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

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

    Charlie Oscar Delta

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    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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    interior of church_paint

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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.

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    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.

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    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.

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    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.

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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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    Tiger Woods PGA Tour 08': Hands On Preview

    Monday, August 27, 2007 12:22:37 PM (GMT Daylight Time, UTC+01:00)
    tiger-woods-pga-tour-08-20070711040318379

    Everyone is shocked. Tiger Woods ball lands in the sand trap. What will he do? He eyes the crowd standing nervously behind him. He slowly takes his right hand and aims it straight for calculation. His left hand tightens on his club, he slowly crouches down. “The wind is blowing to the west,” he says to himself. He stands up and gets into formation. He tightens his grip as he slowly pulls back, and shoots forward.

    tiger-woods-pga-tour-08-20070711040314395

    The ball flies out of the sand trap, as the sand sprays across the air in a glistening gleam. It bounces into the green, and gracefully appears to stop. Then, suddenly, a wind approaches and sends the ball rolling in the hole. He makes it! The crowd goes wild with applause.
    Though the above isn’t an everyday sort of thing, the above scenario is only one of many challenges to overcome on Tiger Woods PGA Tour 08's GamerNet, a service which allows players to upload any shot, hole, for other golfers around the world to attempt. As we loved to see what people have done, PSU logs into GamerNet. It's all now smooth sailing from here. We log in flawlessly and see a challenge.

    tiger-woods-pga-tour-08-20070711040320270

    Each challenge contains its respective conditions, as well as the number of possible points players can earn by overcoming the challenge, and whether or not the challenge has been beaten. Free Style, Long Drive, and My Clips are three categories that a player sees when he logs in. Long Drive contains challenges centered on distance shots, while Free Style holds consists of many things such as outdoing certain putts, hitting a certain number of spectators, and hitting specific spots on the green.

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    Long Drive is what it is. I logged in and found a challenge that showcased a fellow gamer using the sand trap to his advantage and sending a shot bouncing from that, into the hole. My jaw dropped I said to myself, “how did he get such a speed by hitting the sand?” Was it the angle? Was it the club? I just couldn’t figure it out and became slightly frustrated and left.

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    Freestyle offered way more challenges than a simple distance count. 38 pedestrians to hit, long distance, and skimming the water. Those were the objectives to meet during my first challenge, and I was all eager to try. Crisscrossing cement paths preceded an arched cobblestone bridge separating me from a thick flock of excited onlookers, virtually thrilled to catch a glimpse of my virtual Tiger Woods. Hefting a wooden club comfortably in my virtual grip, I pulled my left analog stick back as far as it would go and hit forward. The ball went up, far into the air beautifully, than came down to create a not so great…well…scene.

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    After trying 72 times, I decided I was happy enough just hitting someone on the head with my wooden club, and felt like it was a job well done. Besides Free Style, Long Drive, and a number of other options, there is also a 9 Hole Showdown, a challenge that has prospective challengers take on all 9 holes of another player's round of golf. As an aside, I found this option to be an almost ideal substitute for those who don't feel like searching out opponents with the ugly tab ingame. Just select 9 Hole Showdown and play against an opponent's score, skipping their round entirely when desired.

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    That stupid chicken really knew his golf. Yes. A chicken suit. He must have unlocked must have unlocked a difficult mode. Even though I was pissed as hell I got fried by a chicken, I achieve something away from the match: a nice putt which landed right onto the chicken in the sidelines. Take that you damn winner! Let’s see you try and hit yourself!
    I soon left the 9 Hole Showdown and entered My Clips, where I was able to set the win conditions with my challenge. I required all comers to successfully skim the ball across the water, and hit themselves with their own golf ball. From there, I clicked Post to EA Sports GamerNet and waited for whatever damn rabbit or chicken to try my daring feat.

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    While waiting, I went back into Freestyle to see what else I could never come close to conquering. One such challenge required me to stand on a bridge and chip the ball over into the sand trap all to land on the green. Sounds easy right? But there was one problem. The ball was required to never touch the green, but instead strike the flag pole and drop straight into the hole. Yeah…like he could do it. Sadly, I hit his viewer and he DID do it. Bastard!

    tiger-woods-pga-tour-08-20070706041549840

    Tiger Wood’s GamerNet is definitely something brilliantly new and amazing in a golfing game aside from “Star confidence.” Sure some stuff was utterly stupid, but I had a lot of fun trying different GamerNet challenges, and as soon as I practice more, hopefully I can hit myself with my own golf ball once again and declare myself the King of Games!
    Tiger Woods PGA Tour 08 is the latest golfing video game in the Tiger Woods PGA Tour series from Electronic Arts. It is set to be released in North America on August 28, 2007 for literally every console known to man. Tiger Woods PGA Tour 08 focuses to take the sport to the next level with a new development team and a host of new game features. Taking online interaction beyond anything before in the series, EA Sports GamerNet enables players to create or play against any form of interactive content. So, what are you waiting for? Head into the experience and gather your bragging rights.

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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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    Activision confirms COD 4 beta for UK

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

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

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    Call of Duty 4: Modern Warfare PC Preview

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

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

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

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

    GFW: For example?

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

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

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

    Click the image above to see all the new screenshots.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    GFW: Any medic-like loadouts?

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

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

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

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

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

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

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

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

    GFW: You can carry only two weapons at once?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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    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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    2k Responds to Buggy BioShock

    Saturday, August 25, 2007 7:32:24 AM (GMT Daylight Time, UTC+01:00)

    bioshock_007.jpg

    Wow. . . you know despite all these issues that BioShock has been having on the PC (360 as well but they are less important) it is quite nice to see a company responding to quick. Normally, as a PC gaming community, we’d be stuck haggling and harrassing the company until finally a minor patch got issued a month later which still didn’t solve any major issues. If we are lucky it usually only takes a good 6 months for a company to work out all of the bugs in their “released” version. In any case, kudos to 2k, we really appreciate your quick responses to this matter.

    "We have been reading and listening to your frustrations over SecuROM, PC activation problems, and technical support issues since BioShock launched on Tuesday, and we’ve devised a plan to help.

    Starting immediately, we will be upping the activation count to a 5 by 5 plan. We will be raising the maximum amount of computers a user can have BioShock installed on simultaneously from 2 to 5, and allowing a user to reinstall BioShock on each of those computers from 3 times to 5 times.

    Also, we have in the works a revoke tool which you will be able to run on your machine if you want to free up that key and move it to to another computer (this works very much like Steam or iTunes system). We are also working with SecuROM and 2K customer service, so that when you do need to call in support problems, you get answers to your questions faster, without much waiting or being bounced around.

    SecuROM has been given much more autonomy to help fix your problems quickly and effectively. I am personally sorry for anyone who got bounced around in the past couple days (I even think I contributed to this problem) and we’re going to make sure that does not happen in the future.

    As for other technical issues, we are bringing on a team of tech support that will be on the 2K forums 24/7 to help people resolve their technical issues. Our QA guys are in the offices and on the forums, too, reproducing issues and looking for workarounds and compiling information that they can put towards making you a patch and updating the knowledge base.

    Also, we are aware that our activation server went down last night, stopping some of you from finishing your installs. The server is up and running now and we have corrected the problem that caused that crash.

    Finally, we have released a FAQ, which you can view in full below (and will also be posted on the 2K Forums in the Technical Support area) that will help clear up a lot of questions and misinformation that has been floating around about SecuROM and PC activation.

    And as for widescreen, we also want to say we completely understand a user’s desire to augment their FOV. BioShock is a harrowing experience, but we don’t want anyone to feel limited (or motion sick!). So we are in the process of working on an official PC patch to give widescreen PC users a choice to expand their horizontal FOV, and are investigating creating a similar update for the 360.

    And finally, I want to personally congratulate Racer_S from the Widescreen Gaming Forums, and his awesome user patch to expand the widescreen FOV in BioShock. I’m currently tracking him down via email, but hopefully, he’ll accept my gratitude, and maybe an Nvidia 8800 to boot."

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    World in Conflict Demo Available

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

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

    More links:

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

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


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    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.


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    Two Worlds Ships on PC and Xbox 360

    Saturday, August 25, 2007 12:45:39 AM (GMT Daylight Time, UTC+01:00)

     

    SouthPeak Games, from the 2007 Penny Arcade Expo, today announced that Two Worlds, the publisher’s new, open-ended role-playing game for PC and the Xbox 360 video game and entertainment system from Microsoft is now available in stores nationwide. Two Worlds features over a hundred hours of single-player quests, stackable weapons and magic, as well as epic online multiplayer PvP and RPG gameplay. PAX show attendees will be among the first to experience Two Worlds through demos and mini competitions at the SouthPeak Booth # 603 during the three-day game festival for tabletop, videogame, and PC gamers.

    The game features unprecedented player freedom, with player decisions shaping the world permanently and directly affecting how the world reacts to the mere presence of the main mercenary character. Their journeys will take them through cities, dungeons, snow-covered mountains, bamboo forests, barren deserts and cause kings to be overthrown, cities to be sacked, and organizations to be eradicated. The world lives its own life, but it's well within the player's power to change it. The entire game of Two Worlds explodes with personality and original features like stackable weapons and magic - for the first time in an RPG, every item you collect has value. The ambience is at a new level with stunning graphics and Grammy Award winning composer Harold Faltermeyer providing the soundtrack. Combine this with online options that allow players to adventure together, and it's easy to see why Two Worlds is destined to become the premier role-playing game experience.

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    2K Games violating its own EULA with Bioshock?

    Friday, August 24, 2007 5:15:36 AM (GMT Daylight Time, UTC+01:00)

    Bioshock banner - Image 1

    2K Games' Bioshock may be Game of the Year material, and it could possibly even be among the highest rated games ever, but this horror FPS title isn't without its share of trouble. In fact, complaints are piling up about issues in the PC version - from widescreen woes, to extremely prohibitive copy protection schemes. Some meticulous gamer calls out that 2K is in a worse pinch, stating that 2K Games conflicts against the game's own End User License Agreement (EULA).
    Just recently, PC owners discovered that Bioshock can only be installed twice (that's one install, and one re-install) even on the same machine. A poster over at the Official 2K Forum claimed the security measure was a violation of the EULA terms since it explicitly stated that everything should be fine and dandy as long as you don't try to install the same copy on a different machine. Fine and dandy included every re-installation of the game, no matter how many times the user wishes - as long as it's on the same machine.
    SecuROM said that they're working with the software publisher, 2K Games, on a strategy to resolve the issue, or so the poster claims. Other attempts to contact SecuROM often ended with the same message.
    Forum moderator irrationallevine posted a reply, saying "I've followed up on the circular email with SecuROM and we are working on this issue. I agree, it sucks, and we need to get that sorted. I've been told by 2k that we will."

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    BlackSite: Area 51Hands-On

    Friday, August 24, 2007 3:55:59 AM (GMT Daylight Time, UTC+01:00)

    At the Leipzig Games Convention 2007, Midway showed two new levels of its upcoming shooter, BlackSite: Area 51, which got us even more excited for its November 5 ship date. The first level was called Rachel because it took place in the suburbs of Rachel, Nevada. According to the briefing, it's also an epicenter in the conflict among man, altered soldier, and alien beast.

    In case you aren't familiar with BlackSite's premise, a team stumbles upon alien technology on a routine weapons search in Iraq. Meanwhile, the US government has been experimenting on human beings as part of a creepy supersoldier project. The experiments get loose, unleash the weird alien organisms found in Iraq, and lash out against the shady government, as well as the society that cost them their humanity.

    And they're really lashing out with a vengeance in the backyards of Rachel, Nevada. As the level opens, a scared child regards you and your cohorts from an open fence. But as you draw near, he's nabbed and spirited away by a monstrous enemy. From there, you shoot up a bunch of deformed enemies before running up a slide and into another backyard. Here, a frightened civilian pulls a gun on you before informing you that he's up to his neck in...but he never finishes the sentence because the house behind him rumbles, a giant worm/snake/alien beast emerges from his living room, and eats him whole. Then the creature begins spitting exploding globs of phlegm, which you must hit with grenades and shoot to end its particular invasion once and for all.

    While the boss was cool, and the gameplay in BlackSite is always a treat, it was interesting to see such a mundane setting in a first-person shooter. And we mean mundane in a good way. Most studios set their games in utterly unbelievable locals or foreign theaters of war far away from the cares of everyday life. But not BlackSite; here, you literally face the menace in your own backyard for a truly unique blend of the unearthly and the everyday.

    However, there was nothing everyday about the next stage we saw, where a giant, angry beetle known as a Fire Brute was taking on an entire army of soldiers. The beetle lived up to its name with its fiery death ray, which could cut through most cover and blow up walls with its brute size. This thing was bigger than a McDonalds and nearly as hazardous to your health. To defeat it, our presenter ran through a bombed-out building and grabbed a rocket launcher from the rubble because the beast blasted lasers through the windows and walls. The effect on the laser looks so good, by the way, you almost want it to hit you. With the launcher, our player hid until the bug was distracted and he could line up a shot at the vulnerable spot on its back. After three well-placed rockets, the mighty beetle finally fell, ending the level.

    While these are just two snapshots from a game worth at least a thousand pictures (and who knows how many words), BlackSite is shaping up to be one of the hottest shooters of the holiday season. With two-player cooperative play, online multiplayer, and a cool blend of reality with science fiction elements, we're looking forward to several close encounters with BlackSite when it ships on November 5.

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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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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


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


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


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


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


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



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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    "GET READY TO GET AIRBORNE!"


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    BuyMedal of Honor: Airborne (PC)
    Churchy posted by Churchy


       
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    Posted by : Churchy

    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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    BioShock PC Demo coming Monday 7 PM EST

    Monday, August 20, 2007 7:21:33 AM (GMT Daylight Time, UTC+01:00)

    The wait is nearly over. At 7 PM EST the BioShock PC demo will go live for you to enjoy. 2K Games will have exclusive pre-loading at Fileplanet. Set your watches for 7 o'clock.
    Important: Please be sure to download the latest drivers from ATI and Nvidia that will be available Monday for best performance with your video cards.

    N4G.com : BioShock PC Demo coming Monday 7 PM EST

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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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    2K Comments on BioShock Leak

    Thursday, August 16, 2007 6:49:28 PM (GMT Daylight Time, UTC+01:00)



    One would think the whole damn world was drowning, is what, considering the total pandemonium that the BioShock leak is causing. After a local TRU outlet leaked the game, and others followed suit, BioShock is now enjoying the most chaotic and incompetent launch seen in recent times. With a billion people running around like headless chickens (yours truly being one of them) 2K Games finally responded to long-time Cult of Rapture forum member Rapture Tourist with an official statement. In an email sent to RT, Ryan Jones, Senior Account Executive at Access Communications, the firm responsible for 2K’s PR, had this to say:

        "It recently came to 2K Games’ attention that one of our retail partners prematurely sold some copies of BioShock prior to the game’s official launch date. Retailers are typically shipped product in advance to ensure they can meet launch day demand on street-dated product. As a result, a few people were able to purchase the game early. Additionally, a TV advertisement for BioShock prematurely ran that incorrectly indicated that the game was available for purchase. 2K Games has reached out to our retail partners and is maintaining the street date of August 21st in North America and August 24th in Europe, when BioShock will be available at retailers. 2K Games is appreciative of the gamer excitement and critical acclaim leading up to the title’s launch."

    Looks like TRU is boned big-time now, considering they would have to pay fines of $5000 per unit sold, with the possibility that 2K Games will never send them pre-orders again for their upcoming games. The problem, however, hasn’t ended with this.

    It looks like the pirates at DAGGER have gotten their hands on the Xbox 360 version of the game and have broken, ripped and uploaded a 6.58 GB torrent at almost all major torrent download sites. And just like that, BioShock joins the league of games that have been leaked and pirated long before its official release date, with modded Xbox 360 owners openly laughing in the faces of people who have yet to wait another couple of days for the game to release.

    Source: http://theangrypixel.com/

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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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    Medal Of Honor Airborne - Demo Coming Next Week

    Tuesday, August 14, 2007 7:07:19 PM (GMT Daylight Time, UTC+01:00)

    Electronic Arts has announced that both PC and Xbox 360 demos for their upcoming WWII shooter Medal of Honor Airborne will be released on Thursday, August 23. Here is a snip:

         Demo Mission: Operation Husky

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

    Source: http://www.firingsquad.com/

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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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    BioShock - Plasmid Powers Trailer

    Monday, August 13, 2007 10:05:33 PM (GMT Daylight Time, UTC+01:00)

    Game Trailer posted a new trailer of BioShock for PC and Xbox 360

     

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    BioShock Demo: First Impressions

    Monday, August 13, 2007 9:35:23 PM (GMT Daylight Time, UTC+01:00)

     

    The Bioshock demo starts us off with a slick, yet simple opening cinematic - pretty much a first-person view of you looking at the back of someone's chair. You pull out your wallet, you glance at a photo of your own family waiting for you down at terra firma. Everything's cosy, everything's peaceful on the passenger plane you're on. Nothing unusual.

    Then, a curve ball. Your airplane crashes into the sea.

    A moment later, we're waterlogged - your character is gasping and coughing as he watches the airplane he's been comfortably sitting in burn in a fiery blaze. Control is given to us at this point, and we can move across the water pretty quickly. It's to note that the graphics, even right at the beginning, pull no punches to astound you - the water looks absolutely beautiful, and the blaze that burns from what's left of the sinking airplane is reflected magnificently off the surface. The airplane itself is sinking, so we swim towards what appears to be a small island.

    Gasp, cough, hack, wheeze. Our character's thankful we got out of the water quickly enough. We pull ourselves up onto the island, walk up its stairs, and into an entrance that seems to lead to something else deep underwater. We find a bathysphere, and, being the curious feline about to flirt with death - we activate it with a pull of a lever (done by pressing A, the context-sensitive interact button) and we wait as we're sent deep into the unknown.

    10 fathoms. 18 fathoms. Looking out the Bathysphere's porthole, we get a glimpse of Rapture - and it's a gigantic, bustling metropolis flourishing under the sea. Buildings with inviting neon lights stretch out from the ocean floor while a giant whale swims past us, seemingly unperturbed by the encroachment of human civilization upon its habitat.

    The graphics wow us more over here - it's really something to see something as massive and as detailed as the exterior of Rapture glowering at you from the Bathysphere. Really awesome.

    Just when we're starting to feel comfortable, though, things go downhill the very moment we get to the end of our Bathysphere journey. We witness in real-time a cold-blooded murder of a civilian - the murderer a bloody, mutated creature that was once a man, and with hooks instead of hands. A clever use of lightning and darkness plays here and amplifies the tension, so much that I reflexively looked around for a way to escape. No such luck, we're trapped in a freaking metal ball!

    The creature then turns its attention to us, and it tries to get at us. Fortunately, it only manages to give us a scare, and soon gets tired of us. We take a moment to collect ourselves - and change any soiled underwear if need be - and continue on our journey, taking with us a radio that might probably be our only sane companion in this twisted tour of Rapture.

    The radio crackles and speaks to us. The bloke on the other end seems to be named Atlas, and from what we could gather he's one of the few people left sane in Rapture. He's pretty much the game's way of giving us tips and mission objectives - the first of which is to get to a location in the city, where he believes his wife and son are trapped. Our character is his last hope on finding them - and as such, he'll be helping us along the way.

    That's the first few minutes of the Bioshock demo - and it'd be criminal of me to spoil the entire thing for you, as it really needs to be played. The visuals are breathtaking, and very high-end. Sound and lighting are all used to create one of the most frightening atmospheres ever, and you'll find yourself being all too sensitive from the smallest peep you hear as you trek the halls of Rapture.

    The AI here is also ridiculously smart, with your enemies using a number of different tactics every time you try and take them down. They'll flank, use cover, dive out of your range - and most disturbingly, lunge at you in a deadly melee attack, even after you've set them on fire with an Incineration attack. This little quirk of theirs always got me into a panic myself, with me emptying the machine gun I managed to recover into a splicer even though it's already been put down. No, my ammo!

    If you've been looking for a demo to play, the Bioshock demo is IT. There's so much to this game than meets the eye, and that's a whole lot. Great visuals, mind-screwing special effects, a dark anti-establishment undertone reminiscent of Fallout, it's all here. The moment you see the game's logo float up into the screen, dripping with the seawater it rose up from - it's going to be one hell of a ride from that point forward, until you're left gasping and shaking from the demo's tension-filled cliffhanger ending.

    As for this writer, while I'm certainly glad to get out of Rapture for the time being, I can't help but feel excited for the day when we're not only given a taste of Irrational Games' Bioshock, but we're given full access to the whole smorgasbord. Rapture may not be a very good place to live in right about now, but it sure as hell is fun - the scares and frights included - to visit.

    Source: http://xbox360.qj.net/

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    BioShock Exclusive Announcement: 360 Demo Available NOW!

    Monday, August 13, 2007 6:35:46 AM (GMT Daylight Time, UTC+01:00)

    BioShock Screen 1

    So during what could have been the worst show I’ve ever seen, called The Kill Point on Spike TV, gamers got a new glimpse at BioShock for the Xbox 360 and PC.

    More importantly, Geoff Keighley threw up some exclusive announcement for all of us. And guess what? Fire up your Xbox 360 (sorry PC users, no love for you) and grab a demo for the game, which looks amazing. The demo weighs in at 1.3GB and should take forever to download with the amount of people that will be hammering the Xbox Live servers.

    The demo is out now, and the game drops on August 21st.

    Loot Ninja » BioShock Exclusive Announcement: Demo Available NOW!

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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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    PCZONE Mag Gives Bioshock 96%

    Sunday, August 12, 2007 4:10:45 AM (GMT Daylight Time, UTC+01:00)

    The latest BioShock review is from PCZONE. “BioShock is an expertly crafted game in every respect, a truly worthy successor to what’s considered one of the PC’s greatest games, and a game that, we feel, will be a milestone in PC gaming.

    Never has the medium been used as a storytelling device in such a beautiful and engaging way, and never have we been drawn so deeply into a gameworld. Long live Rapture”.

    PCZONE Mag Gives Bioshock 96% - Gamers-Creed

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

    Saturday, August 11, 2007 3:50:29 AM (GMT Daylight Time, UTC+01:00)
    Last night Infinity Ward and Activision held an event in Hollywood, CA for Call of Duty 4's multiplayer. I was on hand to check out the game for myself and see if the multiplayer aspect of the game is worth the hype. What you'll find out playing Call of Duty 4 is that it's one the deepest and funnest MP games ever to grace gaming. Forget what you've seen in the videos or read on the net. Nothing compares to playing the game first hand. The quality of gameplay, visuals, and sound are so well done that Call of Duty 4's multiplayer on the field is going to define what next-gen multiplayer gameplay is all about.
       
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    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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    World in Conflict On Sale September 18

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

     

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

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

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

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

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

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

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    Call of Duty 4 - Multiplayer Beta Hands-On

    Friday, August 10, 2007 4:06:55 PM (GMT Daylight Time, UTC+01:00)
    Look out, Halo 3. Infinity Ward has its own beefy online offering coming for shooter fans this November, and gamespot got to try out a test version.
       
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    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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    Top 5 Reasons Why You Will Want To Play BioShock

    Friday, August 10, 2007 3:46:45 AM (GMT Daylight Time, UTC+01:00)

    Bioshock, the long awaited sequel to System Shock 2, is within our reach. By August 21st, we will finally be able to visit the city of Rapture, an underwater world that would have been a utopia if genetic alteration hadn’t become the in-thing for the season. Here is my list of why this won’t be just another FPS to get dusty in your game collection.

     
    1. The Story
    When you first start the game you’ll be shown the city of Rapture and you might get the hint that genetic alteration has mutated the residents, and that’s all. There is no explanation as to why these genetically-altered people are attacking you or what happened here that collapsed the city into the ruins that you’re faced with. And if you don’t care about those things then you never have to worry about them. But if you do care then you can find out. Messages have been left for you by residents, smeared along walls in their own blood. You can decipher them all or just focus on beating the game, leaving it up to you how much you want to know.


    2. The A.I.
    Yes, each type of enemy will attack you in its own way. And yes, there will be plenty of enemies for you to kill. But the important piece here is that the enemies will add realism to the game that has been seen in few other titles to date.
    Enemies who are set on fire will run for water (which is plentiful in the underwater city). It is a nice touch which allows the player to understand that your enemies are people and not just angry puppets. They have nerves and at least enough rationality to understand that water will put out fire. Something so simple is also so brilliant.
    Some enemies won’t attack you if you don’t bother them. Did you ever play a game where you entered a room and were bombarded by a man to whom you did nothing to deserve such ire? Did you ever ask yourself Why is this guy attacking me? I didn’t do anything to him. Well, you’ll still get some of those guys because in Bioshock, those guys are clearly insane. But some of them will just leave you alone, because they’re on their own private mission just like you are.

     
    3. The Setting
    It’s really creepy in Rapture. Imagine going back to the 1950s, when art deco was all the rage. Now imagine that the city you visit has been ravaged by a nuclear holocaust, leaving only a few insane survivors and a half-working neon sign advertising Moxie cola. There’s something about the juxtaposition of the remnants of a civilized society with the attacking residents of said society that sends shivers up my spine.


    4. The Gameplay
    I suppose, once you get through all those things, you might be excited by the first-person shooting elements too. The fact that you get powers by genetically altering yourself just as the people you are fighting did before you, may make you feel just a little more tied in with the game...since you are in some ways becoming what you are fighting. All in all, you are going to be totally involved with every aspect of the playing. You will get to make moral choices, decisions on how to alter yourself or even if you should alter yourself at all.


    5. The guns.
    You will get plenty of guns. Don’t worry.

    Source : http://www.cinemablend.com/

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    Call of Duty 4 - Beta Details

    Thursday, August 09, 2007 11:34:54 PM (GMT Daylight Time, UTC+01:00)
    After weeks of anticipating the COD4 beta, the official site have finally unveiled details to the multiplayer which will be exclusive to the Xbox 360 gaming console. Rumors have it that, US might get their beta this week and this will be based on first come, first served basis.

    Experience points: “In game you are going to see pretty yellow numbers pop up when you complete objectives, get kills, etc. These are your Experience Points. Experience Points add to your overall ranking during the match. Depending on the matchtype, you will get a different number of points for different actions. And no, you will not be able to carry your rank over into the final game”

    Does it have a party system? Yes. “Select ‘Xbox Live’ from the main menu and then choose ‘Find Game’. If you want to party up with your friends, select ‘Party Invite’ from the same menu. You can also jump into matches your friends are playing by selecting their gamertag through the Xbox 360 dashboard, Friend’s List and the option ‘Join Session in Progress”.

    Weapons:

    Attachments: ACOG Scope, Grenade Launcher, Grip, Red Dot Sight, Silencer
    Grenades: Flash, Smoke, Stun
    Sniper Rifles: Dragunov SVG, M21, M40A3
    Shotguns: W1200
    SMG’s: Mini-Uzi, MP5, Skorpion
    Side-Arms: M9, M1991.45, USP.45
    Assault Rifles: AK-47, G3, M4 Carbine, M16A4
    LMG’s: M60E4, M249 S.A.W., RPD

    Classes:

    Create -a-Class: “Reach the rank of Private (rank 4) and you will unlock Create a Class. Here you can customize a class lead-out that fits your specific play-style. Create a Class is all about options - pick your primary weapons, side arms, grenades, attachments, weapon camouflages, and, maybe most importantly, Perks.”

    The default classes are:

    Assault (M16A4/Grenade launcher, M9, Stopping Power, Extreme Conditioning, Frag/Stun Grenades)
    Demolitions ( W1200, M9, RPG-7 x2, Sonic Boom, Extreme Conditioning, Frag/Smoke)
    Heavy Gunner ( M249 S.A.W., USP.45, Stun x3, Juggernaut, Deep Impact, Frag)
    Sniper (M40A3, M9, Flash x3, Stopping Power, Deep Impact, Frag)
    Spec Ops(MP5, USP.45, C4 x2, Sonic Boom, Steady Aim, Frag/Flash)

    Perks: (Note: you can only select one Perk from each category in building your Create a Class)


    Perk 1: Bomb Squad( can seek out enemy explosives), C4 x2, Claymore x2, RPG-7 x2, Special Grenades x3( no smoke)
    Perk 2: Juggernaut( increased health), Sleight of Hand( faster reloading), Sonic Boom( Higher explosive weapon damage), UAV Jammer( radar scrambler)
    Perk 3: Deep Impact( deeper bullet penetration), Extreme Conditioning( sprinting), Last Stand( pull out pistol before dying), Martyrdom( drop a live grenade when killed), Steady Aim( increased hip-fire accuracy)

    Modes:

    Free-for-All ( players: 6-12, Score Limit: 300, Points for Kill:5)
    Team Deathmatch ( Players:6-12, Score Limit:750, Points for Kill: 10)
    Team Objective ( Players: 6-12, Scorw Limit: 150, Points for Kill:5)
    Team Tactical (Players: 4-6, Score Limit: 500, Points for Kill:10

    Maps:

    Overgrown ( Large overgrown, rural Russian area, Sniper ghillie suits make good cover)
    Vacant ( Deserted Russian office, intense corridor firefights)
    Crash ( Downed Sea Knight chopper in a desert town, made for team games)
    ——
    Frequently asked questions:

    How Do I get a Token Invite? “Tokens to download the Beta will be distributed on a first come first serve basis. To be eligible to receive a token, you must be 18 years of age or older, as well as answer three trivia questions correctly. The Beta will be available on Xbox 360. The Beta will begin in the United States. We’re still finalizing what territories it will be available in, so please check back in for updates.” Then of course you redeem the code through the dashboard, as usual.

    How large is the beta file Size? 1.7 GB (2GB free recommended)

    Is there Split-screen or System link? What about Co-op? No split-screen/system link in the beta, there will be in the retail version though. No co-op at all.

    How can I give feeback? Go to charlieoscardelta.com and go to the “public beta forum“.

    I lost my code before I downloaded the Public Beta. What now? “Click into the Beta Section and then “Enter Now”. Your code will appear. We’re pretty sure it’s magic. That, or some damn good interns.”

    Finally, the question EVERYONE needs to pay attention to. Is this representative of the final CoD4 retail product? “It’s a beta. Everything is subject to change. The full game will have more maps, and functionality, not to mention it will also have an extensive Single Player campaign. Also, any grayed out section that you see is either yet to be unlocked, or is locked for the Beta”.

    Source: charlieoscardelta.com

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    Call of Duty 4 - What do we know about it

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

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

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

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

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

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

    6. Online ranking system & deep multiplayer experience system.

    7.Optional unlockable camo designs for weapons.

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

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

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

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

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

    Source:Gamerscreed.com

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

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



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

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    TimeShift Hitting Stores This October on PC, X360

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

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

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    Dead Island comes to PC and Xbox 360...Concept art

    Wednesday, August 08, 2007 6:17:51 PM (GMT Daylight Time, UTC+01:00)
    Dead Island, expected to ship for the PC and 360 next year, takes place on a mysterious island. After a plane crash, you have to hunt through the zombie-infested paradise looking for your wife... I hope they make that wife or husband. Annnnyway, the game is said to have amazing damage modeling (think torn flesh, exposed muscles, broken bones), an "artificial life system" that will allow you to take advantage of the instinctive behavior of groups and individuals, an open, non-linear world and the ability to use the world around you as weapons... though I don't expect the island to be packed with the sort of goodies you'd find in a shopping mall





    Source: N4G.COM

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    How do the shooters in Medal of Honor: Airborne stack up against the real thing? We head into the desert to find out

    Wednesday, August 08, 2007 5:31:58 PM (GMT Daylight Time, UTC+01:00)

    In adding his two cents to the videogame-violence debate, scientist Christoph Klimmt once said that "not everyone who plays a 'killer' game would be able to stand the stress of a real murder." We'd take it one step further and say that violent games don't even prepare would-be murderers for the stress of a real gun. It's something we found out firsthand when we sent two of our editors - one of whom had never shot a real gun despite being American, and one whose dad kept a "shootin' car" in the yard - down to Los Angeles for a Medal of Honor: Airborne preview event.

    The highlight? Being trucked out to a desert firing range in a fleet of black Hummers to test-fire a selection of actual World War II-era firearms. After years of just playing games, we finally found out how it feels to carefully aim and fire a trusty M1 Garand rifle, squeeze off a burst of shells with a Tommy Gun and rip up a target with one of those German MG42s we've always been so fond of commandeering. We came away bruised, burned and deafened, but with a profound respect for what firearms can do.

    Of course, after trying the real thing, any gun in a videogame - no matter how carefully patterned after the genuine item - is going to seem lackluster by comparison. But how lackluster? To determine how well Airborne approximates the real thing, we've compiled video evidence of six firearms in action, as well as a few relevant facts and our own personal reactions to the guns. Oh, and before you even ask, the answer is no - pulling off headshots in Counter-Strike will not make you a better real-life marksman. Sorry. But let's begin:

    The gun: M1 Garand rifle

    The history: Fans of World War II games should be intimately familiar with the Garand by now, seeing as it's been a staple of the genre for years. The semiautomatic rifle was formally adopted by the US military in 1936, but didn't see widespread use in Europe until 1943, when it almost completely supplanted the bolt-action Springfield M1903 as the standard service rifle for American infantry.

    How it feels: Heavy and unwieldy. It's hard to imagine trying to run around on a battlefield toting this thing, let alone leaping out of a plane with it. Actually firing it, meanwhile, is like being punched in the shoulder by your asshole older brother as a supersonic hunk of sharp metal pops right the hell through whatever creature you were pointing it at.

    Reality vs game: The M1's most striking feature is the way it roughly and repeatedly slams into your shoulder with each painful shot, and there's no way a limp rumble motor is going to replicate that. On the other hand, it feels just as accurate in real life as it has throughout the Medal of Honor series, and Airborne in particular at least does a good job of animating the recoil and accurately replicating the firing speed. And while it's impossible for a game to replicate the ear-splitting thunderclap the real gun makes, the signature metallic springing noise the Garand makes when ejecting its empty clip is at least faithfully reproduced, just as it's been in every Medal of Honor since the first one.

    How well is it replicated? About as well as it can be without the sensation of hefting a big lump of wood and metal and then getting into a shoving match with someone twice your size.

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

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

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

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

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    World in Conflict - 11 New Screens

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













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

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    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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    Meet Sega Rally Revo's modified class cars

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

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



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



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



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


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

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    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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    The Precursors Site Goes Live

    Friday, August 03, 2007 4:53:33 PM (GMT Daylight Time, UTC+01:00)
    The new site for in development RPG/FPS for Xbox360 and PC from Deep Shadows is now live









    Precursors, predecessors, the legend of galaxy… Who are carrying the forebear’s genes among existing races, we can suppose only…
    Worlds of galaxy are everlasting, beautiful, unique and dangerous. Some of them are inhabited, some ruined and deserted, others - just a smugglers trans-shipment stations.
    Some world are only at the beginning of evolution, others are falling into decay. Only when you’ll pass through all these worlds, sense a heat of blazing lava-seas and chilling cold of abysses, see the stark heavens, you will realize, how capable the natural forces. Only when you’ll meet corrupt judges, mendacious politicians, unselfish protectors and cruel tyrants you’ll understand passions of society. When you’ll reach an unexplored sectors of galaxy and come across a mysterious natural phenomenon, fly through the tail of the comet or dive into the casual portal, only then you’ll perceive the infinite depth and diversity of the universe.
    But this is just a prospection and nobody knows what exactly this journey will be, we can only assure you that it will be unforgettable…


    Read and see more at www.precursors-game.com

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    Left 4 Dead HD Footage

    Friday, August 03, 2007 12:26:24 AM (GMT Daylight Time, UTC+01:00)


    Straight from QuakeCon today comes some Left4Dead HD footage at FileShack. The PC and Xbox 360-bound game is actually playable on the floor of QuakeCon right now and we hope to have some impressions for you guys to read later during the show. You can check out Remo's first preview of Left4Dead here. You can also use the Flash player below but of course it's kind of hard to see stuff in a game like this.
     


    Source : http://www.shacknews.com/

    posted by Gunny


       
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    Posted by : Gunny

    Call of Duty 4 Earns More Than 40 Awards and Honours

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

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

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

    However soon after came this announcement from 402

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

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

    More info coming soon.

    Info updated daily at www.cod4 forums.com

    posted by Eggchaser

       
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    Posted by : Eggy

    Newly released BlackSite: Area 51 screens

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

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














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

    posted by Gunny

       
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    Posted by : Gunny

    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/

    posted by Gunny

       
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    Posted by : Gunny

    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)


    posted by Eggchaser

       
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    Posted by : Eggy

    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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    Posted by : Gunny

    Project Gotham Racing 4 takes pole position...

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

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

     

    Even the rain splatter is physics-driven.

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

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

    Read more

     

       
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    Posted by : Stoney

    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.

    posted by Eggchaser

       
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    Posted by : Eggy