Thursday, January 31, 2013

GTA V Delayed

GTA-V-11-Guide4GameS.com-

I changed my mind, sucker. Get lost before I sic Brutus on you..

 

Rockstar’s eagerly awaited Grand Theft Auto V has slipped from its expected spring release to a confirmed date of September 17, 2013.

GTA V was confirmed as a spring release in October last year, but a statement issued by Rockstar has indicated that the game needs more time in development. This also happened to its predecessor, Grand Theft Auto IV, which was launched in April 2008 after a delay of more than six months.

“Grand Theft Auto V continues to push the series forward in new ways; Rockstar North are creating our deepest, most beautiful and most immersive world yet,” said Rockstar founder Sam Houser. “We are very excited for people to learn more about the game in the coming months.”

The delay of Grand Theft Auto IV seemed to work out well for Rockstar. Strong sales of the game led to many of the company’s subsequent releases launching in the same April/May window, including Red Dead Redemption in 2010, L.A. Noire in 2011 and Max Payne 3 in 2012.

UPDATE: Investors were clearly unhappy with the game’s delay. During mid-day trading, Take-Two stocks were down more than 7 percent, off $.94 to $12.12.


GTA V Delayed

Next Gen Consoles Will Lose Ground Over The PC

chrisrobertsinterview

The next-generation consoles from Sony and Microsoft won’t enjoy the success of their predecessors, according to Wing Commander creator Chris Roberts. Speaking with NowGamer about his current project Star Citizen, Roberts dismissed concerns that the next wave of consoles would undermine enthusiasm for Kickstarter projects like his own.

“I think consoles will be there and they’ll do decent business but I don’t think that the next generation of consoles will be as big as the last generation,” Roberts said. “Essentially, I can build a high-end PC now that’s much more powerful than the new consoles that will be announced this year.”

While that PC might cost a lot more than a standard console price point, the cost of PC power is always decreasing, and Roberts said the tools to stream content to a living room TV set is similarly coming down. At the same time, console makers are less likely to rack up the huge losses on hardware out of the gate that they did in the last generation.

“So they’re going to be on an even footing with everyone else, whether it’s Steam Box or whatever, and then what’s the best platform,” Roberts asked. “Is it a closed platform, which is controlled and curated like Microsoft, Apple and Sony, or is it an open platform that isn’t controlled? There are good and bad things about both sides but that’s basically the PC platform.”

Roberts went on to say that despite the consoles’ ability to run Star Citizen, he wouldn’t bring the game to them in the next generation unless Sony and Microsoft made their platforms considerably more open. In particular, he said the lack of control over the update cycle and inability to push out new content whenever it suits the game would be two major obstacles.

source: Now Gamer


Next Gen Consoles Will Lose Ground Over The PC

Tuesday, January 29, 2013

TellTales Signs Of Success

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On any given year, my favourite gaming moment is likely to involve an act of aggression. A gun battle, a fistfight, an all-out war. With guns or lasers, in landscapes both historically derived and entirely imaginary. There was that unexpected tangle between a giant and a dragon, with me caught in the middle. The blithe destruction of a small town against a vast irradiated wasteland. A flamboyantly brutal siege set to Tchaikovsky’s Waltz of the Flowers. In 2009, it was a down-and-dirty brawl with a renaissance-era Pope.

Last year was somewhat different. Last year, the moment that lingered on as the others began to fade involved digging a hole. There was no treasure at its bottom. The last thrust of the spade didn’t reveal a hidden Nazi bunker or a race of sub-surface humanoids bent on world domination. It was just a hole in the ground, laboriously dug to house the body of a young boy, who died alone in an attic as the world went to hell just outside his window. In terms of gameplay it was inescapably mundane, but in the context of The Walking Dead it was a moment of resonant valediction – simple button presses translated to something approaching profundity.

“From the start we wanted the violence to be in its proper place. We wanted the violence to come with regret and consequence, so you couldn’t always feel good about it”

Kevin Boyle, executive producer

Thanks to moments like this, Telltale Games emerged as one of the true winners of 2012, though few could have predicted that outcome. After seven years of refining its progressive episodic model with a string of cannily licensed products, the company appeared to hit a creative wall with Jurassic Park. The winning combination of goofy humour and abstruse puzzles that buoyed Sam & Max, Tales of Monkey Island, Wallace & Gromit’s Grand Adventures and Back to the Future was gone, replaced by a more straight-faced, hands-off approach that positioned the player as more of a spectator than a participant. At present, Telltale has a career Metacritic average of 76 per cent. Jurassic Park: The Game didn’t make it out of the 50s.

“Jurassic Park was really us stepping out of that comedic content area and towards dramatic content,” says Kevin Boyle, executive producer on both Jurassic Park and The Walking Dead. “In a way that was really the stepping stone that allowed us to get to The Walking Dead.

“One of the things I really looked to was that [in Jurassic Park] we were taking the player on this thrill-ride, but they weren’t really driving. They didn’t have ownership over their choices and their relationships and what happens. They’re going along with a story as it’s being told, as opposed to crafting the outcome for themselves. We really took that criticism to heart, and it allowed us to put those choices at the core of The Walking Dead.”

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Indeed, Jurassic Park’s similarities to The Walking Dead are striking. In their moment-to-moment gameplay neither is particularly interactive, with long stretches of time passing between sequences of limited exploration and rudimentary puzzles. The gulf between the way the games were perceived by the press is substantial, but the truth is that Telltale’s approach to design is broadly similar in both. For Boyle, so used to assimilating user feedback between episodes of any given series, the way forward was clear. Interactivity could be about more than just pushing buttons and solving riddles. In terms of storytelling, just a little extra agency would go a long, long way.

The Walking Dead was an ideal test-bed for these new ideas. Robert Kirkman’s morally opaque and brutally violent comic was full of tough, high-stakes decisions that constantly played with the way the reader perceived the characters, and the way the characters perceived each other. If Jurassic Park was a step away from the light touch of Telltale’s previous work, with the right execution The Walking Dead could be a running jump.

Here’s the thing: Telltale didn’t just adapt The Walking Dead into a video game; it created the definitive version of Robert Kirkman’s nihilistic universe. On a personal level, I stopped reading the comic due to its glib, off-hand way with violence. Of course, that could be seen as essential to what Kirkman was trying to achieve, but the brutality meted out to the characters often seemed needlessly excessive, even gleeful. Telltale’s The Walking Dead doesn’t go to such gratuitous extremes, but it is no less bleak, and all the more powerful, as a result.

“You shudder with every blow of the axe. That’s something that the medium has at its disposal. How to properly use it is for creators to figure out as they go forward”

Dan Connors, CEO

“There’s definitely more in the realm of, say, sexual assault in the comic book than we ever did in the game,” Boyle says. “You’d have to handle that so delicately, and that just didn’t fit in with the story that we wanted to tell. But the violence, and people turning on each other, I feel that we did a good job of staying true to just how gruesome the comic can get.

“We did go to violence towards children in the game, but in a way that was kind of sombre and awful. From the start we wanted the violence to be in its proper place. I’ve played so many games with zombies in which you feel great about just mowing down tons of them. We wanted the violence to come with regret and consequence, so you couldn’t always feel good about it, and mostly you felt bad about it. I feel that the content goes to that place where it can be pretty gruesome, but we always keep it in that context.”

Both the comic and the TV show linger over scenes of violence and stress to create the appropriate impact, but the interactive nature of gaming gave Telltale a unique advantage. When, at the start of the second episode, Lee needs to choose between cutting off a character’s leg or leaving him for the approaching zombies, the gravity of the situation is amplified by the fact that it is at the player’s behest that Lee raises the axe. Compared to the violent rape and decapitated children of the comic a severed leg is relatively tame, but that sense of complicity changes everything.

“With the leg-chop, people couldn’t bear to hit the button any more,” says Dan Connors, co-founder and CEO of Telltale. “They didn’t want the responsibility of making the character feel that way, and that felt like a real accomplishment. You shudder with every blow of the axe. That’s something that the medium has at its disposal. How to properly use it is for creators to figure out as they go forward.”

After a year laden with discussions of violence in video games The Walking Dead feels refreshing, even vital. Here, the violence is fraught, desperate, messy, occasionally sombre, but never fun. It isn’t the first time that a game has attempted to attach more than a burst of adrenaline to its bursts of mayhem – Bioshock springs to mind, as does Spec Ops: The Line – but generally speaking they are isolated moments shrouded in hour upon hour of consequence-free slaughter. The Walking Dead, on the other hand, never once falters in its intent to keep violence “in its proper place,” and for that reason alone it is remarkable. One can only hope that it’s queued up and ready to download on Joe Biden’s Steam account.

“It’s really at the core of what we’re doing,” says Boyle. “It’s not in addition to a series of other mechanics. That was the thing that we wanted to get across. It’s centre stage in the game.

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“It’s about the emotional response to the storytelling and the interactivity as opposed to the visceral response and the surge of adrenaline. That’s not very well explored [in games], and that’s really what we were setting out to do. That’s the opportunity. That’s where The Walking Dead’s power lies.”

Where so many games rely on violence as both the means and the end, Boyle regards the violence in The Walking Dead as, “a strong tool to give consequence to decisions, or to make decisions harder.” The game’s violent sequences aren’t powerful because they are violent; they are powerful because the player is emotionally invested in the outcome. According to Connors, the same theory could be applied to any dramatic situation, zombie apocalypse or no zombie apocalypse.

“For the industry in general, this idea that you can provide depth to the world and the characters in a way that isn’t just about them being an enemy or an obstacle to overcome is an area that there’s a lot of room to succeed in, and something that there’ll be a lot of demand for,” he says. “There’s no reason why any drama shouldn’t be able to be an interactive experience. It’s just that, right now, that audience isn’t the obvious choice for the games industry. That isn’t the audience that the industry generally speaks to.”

“If developers are looking to take something away from The Walking Dead, we could do worse than to have an industry that’s moving towards spending more pre-production energy on writing”Kevin Boyle, executive producer.

Indeed, Telltale’s laser focus on creating believable, empathetic characters worked almost too well. Boyle claims that it was “hard work” to devise situations dire enough for players to see death as an attractive solution, even when it came to unpopular characters like the abrasive, belligerent Larry. Time and time again, players would tend towards the least destructive option, and if Clementine or Kenny were watching it was highly unlikely that Lee would end up pulling the trigger.

“You hear all of this talk about how players can’t wait to get rid of so and so – ‘so and so is dead as soon as I have the chance’. But you sit them down with a controller and you get a completely different reaction,” says Boyle. “The average player out there is fairly sympathetic, even to horrible people.

“If there are developers looking to take something away from The Walking Dead or our process, we could do worse than to have an industry that’s moving towards spending more pre-production energy on writing.”

But The Walking Dead is significant in terms of more than just content. Its victory at last year’s Spike VGAs was an unlikely success story, and all the more so because every previous winner of game of the year was a full-price retail release. That Telltale earned the accolade with a digitally-distributed episodic game is significant not only of the rapidly changing times, but also the distinct strengths of the form. More than any other product in Telltale’s portfolio, The Walking Dead left players hanging between episodes, desperate to find out what happened next. Like the best TV shows, it was water-cooler entertainment.

“That space between episodes really gave players the time to have Lee and Clementine in the front of their minds,” says Boyle. “And I don’t know that we could have established such a strong connection if it wasn’t for the episodic format.”

“I think the fact that had this anticipation building between episodes every month, so it was this sustained experience from April till November, that all played into its success,” adds Connors. “It was our best execution of the episodic model to date.”

After ploughing its own furrow for so long, it’s likely that Telltale will now be flattered by imitators. The episodic model has been associated with the company since its inception, but The Walking Dead has attained a level of success and recognition that very few developers enjoy. “We’ve shown that it can be really big business, it’s going to get far more people interested in trying to execute it,” says Connors. “We definitely believe that it’s a viable way to deliver content, and it’s consistent with the way people consume content in 2013.”

This is lent credence by the way that The Walking Dead bucked the trend of games selling strongly for a few weeks then rapidly dying away – particularly on consoles. The episodic format helped to keep the audience engaged with the story, but it also sustained the conversation around the game, pulling more and more people in as the season progressed. When new customers decided to take the plunge, even as late as the fourth or final episode, the conversation was far from over. The experience still had gathering momentum.

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That was particularly true on iOS, where Telltale gave the first episode away for free. Despite being a paid download, this concession to the App Store’s dominant business model kept The Walking Dead high in the free charts, significantly increasing its visibility. Even now, with the season over, interest in the game on iOS is strong, and Connors anticipates another spike in popularity when the TV show starts up later this year.

“What we’re seeing right now on iOS, where it’s more of a mainstream audience than a gaming one, is that people are becoming more and more aware of it the longer it’s out there and the more plaudits it receives,” says Connors.

“This is the first instance that we’ve really seen the popularity of the franchise grow from launch time to the finale [on all formats]. It became a must-play, you-must-get-involved-in-this type of thing, and by the time it was done it had all this momentum and a whole bunch of discussion around it. That really gave it the legs to keep going.”

But this isn’t evidence of a fool-proof strategy for guaranteed digital dollars. People talked about The Walking Dead between episodes because it gave them something to talk about. Those that downloaded the first free episode on iOS paid for the next one because the experience justified the expense. Whatever can be said about Telltale’s business strategy or knack for picking licenses, the success that followed was directly proportional to the quality of the product.

“The Walking Dead is really just the tip of the iceberg for how interactivity can enhance storytelling. That’s where we’ve been driving towards since we started” Dan Connors, CEO

The Walking Dead strikes such a fine balance between gameplay and story, between abstraction and immersion, that it was embraced by the entire spectrum of the gaming audience. First-person shooters and RPGs may top the sales charts at the end of a typical year, but as the addressable market grows the limits of their appeal become increasingly obvious. They demand a prior knowledge and understanding that the casual audience will need time to acquire, if it has the impetus to do so at all. It has taken eight years for this gap in the market to form, and Telltale intends to fill it with that most universal of entertainments: a damn good story.

“We had a lot of other things in place, like distribution, like the episodic production model, like the ability to attract huge licenses. So the idea that the gameplay formula needed to be right and people needed to respond to it was the big thing to be solved,” says Connors.

“Historically, we’ve been dismissed with, ‘I heard about Telltale, I heard about Sam & Max, that’s cool but I don’t like adventure games’. We knew we needed to have people sit down and think we’d made a good game – and by that I mean everybody. At its core, The Walking Dead has that, and that’s why it won game of the year.”

“Interactive storytelling is a bit of a holy grail for games. People have been working on it forever, but in my mind it’s the area where there’s the most room for exploration and the most opportunity to be revealed. It was so interesting in The Walking Dead to see how people respond to being able to interact with characters and be a part of the story in that way – basically having a suspension of disbelief for 2.5 hours that’s greater than anything they get from a movie or a TV show.

“That was a big deal for The Walking Dead, and it’s really just the tip of the iceberg for how interactivity can enhance storytelling. That’s where we’ve been driving towards since we started. It’s the question we live with on a daily basis.”


TellTales Signs Of Success

Mission Details, Character Switching And Open World Heists

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Dutch gaming website GameKings managed to get some face time with Rockstar Games’ Dan Houser to talk about Grand Theft Auto V. They’ve posted up their findings on a video to describe all they learned about the game during their trip to the studio.

GTA fans have since translated the video feature into English, with some new details about the game and some clarifications about what the press saw at an event recently held by the studio.

According to the feature, Houser confirmed that the scene in which press members who witnessed a gameplay demo of GTA V can see Michael sitting by the pool isn’t a cutscene, but a playable section of the game. Likewise, the mission showcased to the press was real gameplay, and not a scripted sequence. Neither of these scenes have been shown to the public as of yet, and should not be confused with the game’s second trailer.

Each character approaches a mission through different means. For example, Michael and Trevor approach the mission by helicopter, while Franklin gets there on his motorbike.

The game’s switching mechanism gives players an indicator for each and every protagonist on the zoomed out map, which you can switch between. It switches between the game’s three protagonists, Michael, Franklin and Trevor. The system is unscripted, so you’ll be able to switch to these characters throughout the game. This differs from Heavy Rain’s linear narrative, which forces players into the roles of the different protagonists throughout the story.

In line with GTA V’s free-form gameplay, players will be able to perform heists and hijackings by following armored vans (displayed as money symbols on the map) and take the money for themselves. It’s not too different from Red Dead Redemption in that sense.

Both Michael and Trevor are former bank robbers with criminal pasts, and the much younger Franklin sees them as anti-role models.

Rockstar is said to have done a lot of research on the LAPD, and San Quentin State Prison. Presumably, these real life places will have analogues within Los Santos.

You can watch the original video at GameKings if you can understand the language.

source: GTAForums


Mission Details, Character Switching And Open World Heists

CPU, GPU, APU And What Not.....

LIVERPOOL SOC

Custom implementation of AMD Fusion APU Arquitecture (Accelerated Processing Unit)
Provides good performance with low power consumtion
Integrated CPU and GPU
Considerably bigger and more powerful than AMD’s other APUs

PU:

Orbis contains eight Jaguar cores at 1.6 Ghz, arranged as two “clusters”
Each cluster contains 4 cores and a shared 2MB L2 cache
256-bit SIMD operations, 128-bit SIMD ALU
SSE up to SSE4, as well as Advanced Vector Extensions (AVX)
One hardware thread per core
Decodes, executes and retires at up to two intructions/cycle
Out of order execution
Per-core dedicated L1-I and L1-D cache (32Kb each)
Two pipes per core yield 12,8 GFlops performance
102.4 GFlops for system

rumored-ps4-orbis-final-specifications-unveiled-updated-gpu-details-33702-1

GPU:

GPU is based on AMD’s “R10XX” (Southern Islands) architecture
DirectX 11.1+ feature set
Liverpool is an enhanced version of the architecture
18 Compute Units (CUs)
Hardware balanced at 14 CUs
Shared 512 KB of read/write L2 cache
800 Mhz
1.843 Tflops, 922 GigaOps/s
Dual shader engines
18 texture units
8 Render backends

Each CU contains dedicated:

- ALU (32 64-bit operations per cycle)

- Texture Unit

- L1 data cache

- Local data share (LDS)

About 14 + 4 balance:

- 4 additional CUs (410 Gflops) “extra” ALU as resource for compute

- Minor boost if used for rendering

Dual Shader Engines:

- 1.6 billion triangles/s, 1.6 billion vertices/s

18 Texture units

- 56 billion bilinear texture reads/s

- Can utilize full memory bandwith

8 Render backends:

- 32 color ops/cycle

- 128 depth ops/cycle

- Can utilize full memory bandwith

Memory:

4 GB unified system memory, 176 GB/s
3.5 available to games (estimate)

Storage:

- High speed Blu-ray drive

single layer (25 GB) or dual layer (50 GB) discs
Partial constant angular velocity (PCAV)
Outer half of disc 6x (27 MB/s)
Inner half varies, 3.3x to 6x

- Internal mass storage

One SKU at launch: 500 GB HDD
There may also be a Flash drive SKU in the future

Networking:

1 Gb/s Ethernet, 802.11b/g/n WIFI, and Bluetooth

Peripherals:

Evolved Dualshock controller
Dual Camera
Move controller

Extra:

Audio Processor (ACP)
Video encode and decode (VCE/UVD) units
Display ScanOut Engine (DCE)
Zlib Decompression Hardware.

Okay, now where is The Last Guardian?

source: VGLeaks


CPU, GPU, APU And What Not.....

Monday, January 28, 2013

The Alliance

ElderScrollsOnline

To put it simply, this is the best cinematic trailer I have ever seen. The graphics quality so real, it would seem that real footage was used to create this trailer.

Enough talk! Enjoy the trailer.

Beta will be available as soon as the game is ready for testing. Everybody will have a chance to participate and make the game better. You will be able to be among the first who enter the world of Elder Scrolls Online. It is a great honor and a great responsibility. You must do all your best to improve the game. So get cracking and sign up.


The Alliance

Friday, January 25, 2013

Creating A City Of Joy

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SimCity creative director Ocean Quigley is not the type to obsess over building a perfect replica of New York City. He is not obsessed with building the perfect seaport or an accurate toll road. Having been the art director for the series going back to at least SimCity 4, his background is in art, which may explain why he tends to paint his worlds in broad and colorful strokes.

“I don’t have a top-level philosophy on how things should go or how things need to go. I’m more of a tinkerer and an experimenter with it,” he muses, “so it’s more important to me to get a somewhat plausible representation of the systems that make up a city than to have a particular agenda about what cities should be like or need to be like.”

For some, the lack of true fidelity is a major sticking point. For others, it’s finding out what really makes a city tick within the context of making an enjoyable game. And it also provides some insight into Maxis’ decision to make SimCity online-only, beyond the obvious desire to limit piracy.

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Among other things, Quigley wants to take the opportunity track the flow of resources out of the global marketplace and through the city. Things like purchasing oil off the global exchange once the local wells run dry, for example, or exporting jobs to the neighboring city because there isn’t enough room for commercial development.

“You can think of [resources] as the metabolism of the city. So instead of just being decoration, I wanted to have individual people be tracked as they go through the city. I wanted to track the flow of resources that make, for example, power work. Where does the coal come from? How does it get transported to the power plant?” Quigley says. “We wanted to make decisions about the efficiency versus the pollution of the power planet, and I wanted to track the flow of the electricity through the system to people’s houses. I wanted resources that we could keep track of, that we could count, that let you substitute for and manipulate. So that was one of the biggies.”

The genesis of some of that was in SimCity 4, which commenced development way back in 1998. Late in the project, Quigley says, he came up with the notion of regions and found a way to implement them into the game. Unfortunately, he didn’t have a lot of time to truly flesh them out: “We didn’t know how we were going to render them, represent them, or connect them to one another.”

SimCity-2013-Inside-SimCity-Part-One-GlassBox-Game-Engine-Trailer_10

Workers weren’t being tracked as resources as they went into the city to work, nor was the flow of electricity or other commodities. Quigley wanted to change that, which in turn helped pave the way for the franchise’s reliance on server-side integration that has caused so much consternation among the fans.

“Previous Sim Cities weren’t resource and transactionally based games, so they could be completely self-contained. In the new SimCity, a bunch of the region stuff, and of course the global market, are being simulated here on the servers at Maxis,” Quigley says.

In turn, the decision to simulate the flow of goods and services nudged SimCity toward a more cooperative experience. Friends can take control of another spot in a region and develop it, cut a deal to send some ambulances across the way for a few extra Simoleons, and provide a commercial district for Sims who are willing to commute. From there, something resembling a bona fide economy can begin to take shape, even if it’s only being painted in broad strokes.

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Among fans though, the decision to focus more on multiplayer hasn’t been an especially popular one. They fear that they will lose the kind of control that they had grown used to having in previous SimCitys. Among other things, modding won’t be available at launch, though Quigley has said in separate interviews that the team will be looking into it (“We’re very cognizant of that–we’re not idiots,” he said last year).

For those worried that the single-player experience will be thrown out with the bathwater, Quigley responds: “I think [single-player] is a legitimate and probably fairly popular play style. But one of the cool things about this SimCity is that you can experiment with playing with friends if you want, and in a way that’s not terribly threatening. You’re inviting friends into your region, or you’re inviting other people into your region. It’s not as if you’re being thrown into the shark pool of the Internet. This is a private but social play space.”

He adds: “You want to avail yourself of the technology of your time. We don’t want to be historical re-enactors of what 1998 was like; we want to make a game of our era, and a big chunk of our era is connectivity, doing things with other people, and relating to what other people are doing.”

Simcity1

What will be interesting is how online-integration affects SimCity going forward. In a way, the reboot is really just a skeleton. Quigley describes the parts they’ve put in place as “composable.” Instead of being “a giant, monolithic object that’s impossible to change, we built it out of components you can accumulate, change, and grow.” From the sound of it, Maxis wants to establish SimCity as a platform that they can build and develop for many years to come, not unlike The Sims 3.

One difference though is that SimCity won’t be awash with virtual goods, at least not at first. Asked whether some sort of additional monetization might be making an appearance, Quigley laughed, “What would we sell? More coal?”

Having spent a day with SimCity, it’s easy to leave some of the cynicism about the project at the door. The general impression is that the online-only integration stems in part from Maxis’ desire to have as many tools at their disposal as possible, whether as a content delivery system or as a means for delivering on Quigley’s vision of a global marketplace. Inevitably, it will rub some long-time fans the wrong way. But one leaves with the sense that we’re only scratching the surface with what Maxis can do with SimCity over the next several years, and that online integration is a big part of that.

source: Shack News

 


Creating A City Of Joy

Senseless Move By Visceral Games

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Visceral Games has justified the controversial microtransaction system in Dead Space 3 by claiming mobile gamers expect them now. Well, that’s a totally reasonable … wait, what?

“There’s a lot of players out there, especially players coming from mobile games, who are accustomed to micro-transactions,” Visceral’s John Calhoun told CVG. ”They’re like ‘I need this now, I want this now.’ They need instant gratification. So we included that option in order to attract those players, so that if they’re 5000 Tungsten short of this upgrade, they can have it.”

So … mobile gamers, who play games on mobile devices, expect microtransactions, which means a home console game, played on a home console, should have them. Is that really all it takes to sell a game to a mobile player these days? The promise of in-app purchases? Is Visceral not trying to run before it can walk, offering a mobile gaming structure before it even knows it has an audience?

This doesn’t even go into the fact that Visceral conveniently forgot something else mobile gamers expect — games that don’t demand $60 up-front before they start offering their little extra purchases. If Dead Space 3 is being designed for mobile gamers now, why does it costs exactly $59.99 more than Temple Run?

Of course, Visceral is still stressing that micro — sorry, in-app purchases — are totally optional.

“There’s also the hardcore Dead Space players, who are reluctant to spend money outside the purchase of the game. Honestly, most of the dev team are that way, we’re kind of old school, a little bit older. So not only are the micro-transactions completely optional, but all packs are available to purchase using in-game resources that you find.

“So, your scavenger bot will go out, and sometimes when he comes back he’ll deliver ration seals. You’ll start to accumulate ration seals at a pretty steady clip throughout the game, and everything that can be purchased with real world dollars can also be purchased with ration seals.”

On the surface, that sounds reasonable, but I refuse to think of microtransactions as an optional feature when the game constantly reminds you about them. It might be optional to take Dead Space 3 up on its offer, but it’s not optional to have the offer constantly there, trying to demolish the game’s atmosphere by reminding you you’re playing a videogame, and it’s a videogame that’d really like more money.

It’s not optional to have a game drag out the accumulation time of resources, hoping you’ll get impatient enough to drop some cash. Microtransactions work by attempting to psychologically beat the consumer. The system is adversarial, it tries to hold out longer than the player, who likewise is attempting to see if he or she can resist until the game absolutely has to give up the goods. You can’t just choose to brush past that.

Dead Space 3‘s entire currency and weapon system has been dramatically altered, now cynically designed to support its own little economy, and that wasn’t an option.

I’m currently playing the game for review and I’m bound to an embargo, so I can’t say much. All I will say is that this particular topic of discussion is not on my list of favorite things about the game

Read the Dead Space 3 producers interview at C&VG


Senseless Move By Visceral Games

Ever Got The Feeling You've Been Cheated?

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Several major gaming press sites have been hoaxed by a disgruntled gamer who pretended to be a Microsoft employee who seeded rumours about next-gen hardware.

Posing as an anonymous insider, the hoaxer distributed an email claiming to know details of the next Microsoft console as well as a dedicated Surface-based gaming tablet which was dubbed the X-Surface.

The mail was sent out to a number of gaming publications early yesterday morning. Eight hours later it was being circulated as a valid news piece, although qualified as a rumour by most who published it. Before long, it had spread to many major gaming specific and technology sites, a ripple-effect which the hoaxer aptly describes as “Chinese whispers.”

In the flurry of leaks and rumours surrounding the forthcoming next generation of home consoles, nearly every site has covered at least one set of leaked specifications or another, including GamesIndustry International. By taking advantage of the whirl of information, pulling various stats from different reports to form a nebulous but semi-convincing whole, the hoaxer exposed one of online reporting’s major flaws: the rush to be quickest to publish.

“It’s all about being first,” the hoaxer wrote on a Tumblr page exposing the fake emails. “To get such news out (whether you believe it or not) before any other publication does, will guarantee you page impressions, and that all-important advertising revenue. Gaming ‘journalism’ is completely broken.

“By tagging a post with ‘rumour’, most writers/editors believe they can get away with spreading false information for their own benefits. They are the only ones to gain from such practices, whilst the gaming fans end up with speculation and, sometimes, outright lies.”

Microsoft declined to comment on the situation.


Ever Got The Feeling You've Been Cheated?

Lead Combat Designer Expresses Frustration

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The lead combat designer for Vigil Games has taken to the Neogaf forums to express his frustration at the Darkisders studio failing to find a buyer at the auction of THQ’s assets.

While Relic, Volition, THQ Montreal and a number of IP found new homes, Vigil Games and Darksiders was left on the table. According to Cureton, who previously worked for Day 1 Studios and Namco America, Vigil had been working on a new project, codenamed “Crawler”, for several months.

“I knew, without a shadow of [a] doubt, that the project we were working on was going to blow people away,” he wrote in his post. “In fact, it did blow people away. We did, in two months, what many companies haven’t done in a year. The pride of knowing that no one was doing anything like us was so satisfying.

“So maybe you can imagine what it feels like when you read the list of who bought what only to discover your name is not on the list. Why? Did we do something wrong? Were we not good enough? Were we not worth ‘anything?’ Imagine that.”

Since the close of the THQ auction, Atsushi Inaba, the executive director of Japanese studio Platinum Games, has expressed interest in buying the rights to the Darksiders franchise, “on the cheap.” However, this will be cold comfort for Cureton and his fellow employees at Vigil, as any IP acquisition would still result in the dissolution of the studio.

“I’ve been in this industry for 20 years,” he added. “I’ve been laid off more than once. It sucks every time. But am I sad I don’t have a job? Not really. I’m sure I’ll get another one eventually. I’m sad because it won’t be this job.

“It won’t be at Vigil. That’s why I’m sad. The people I waged war with are no longer together. The people that I bled with, vented with, argued with, and kicked back with… these people will never be together again in the same combination.”

Vigil’s last game, Darksiders 2, was released in 2012. Despite selling more than a million units in its first month on sale, analysts believe it struggled to reach its “break-even point” of 2 million sales.

source: Games Industry


Lead Combat Designer Expresses Frustration

And The THQ Games Go To.......

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After a few touch-and-go years of hanging by a financial thread, it looks like game publisher THQ is finally, completely done. After entering Chapter 11 bankruptcy and launching a bid to keep the company together by selling out to a single bidder, THQ saw its game development studios and properties sold off individually at auction this week to bidders including Ubisoft, Sega and Crytek.

While the U.S. Bankruptcy Court still has to approve the proposed sales, a letter from THQ CEO Brian Farrell to the company’s employees, published on Kotaku and elsewhere, treats the auction results as all but a foregone conclusion at this point. THQ is laying off all employees whose divisions were not part of the sale, retaining only a small staff to guide what remains of the company through the remainder of the Chapter 11 proceedings.

THQ, established in 1989 to produce toys and videogames, had a well-deserved reputation in the early days for cranking out mostly licensed games and shovelware. A few of these, notably its games based on the World Wrestling Federation, turned out pretty good; the rest were utterly forgettable but many sold well on the strength of the licenses. Only recently did THQ attempt to transition into a publisher known for strong original properties, winning acclaim for its Saints Row, Darksiders and Metro series. It opened a Montreal development studio and lured Patrice Desilets, creative director of Ubisoft’s Assassin’s Creed, over to run it. It published several of Double Fine’s games and signed Tomonobu Itagaki (Ninja Gaiden) and Guillermo Del Toro for high-profile game projects.

As of today, that’s all over. But it doesn’t mean that the games in development at THQ are going to disappear. Here’s where they’re going, assuming everything goes to plan:

Ubisoft will pick up the rights to the great-looking South Park: The Stick of Truth game. Showing that it is possessed of a keen sense of irony, it will also acquire the Montreal development studio headed by Desilets. Auction and bankruptcy documents have revealed the names of two games under development at the studio: Underdog and 1666.

Sega will acquire Relic, the developer of the Warhammer 40,000 strategy games. This is quite a good fit, as Sega owns Creative Assembly, developer of the Total War games in the same genre, which recently announced a deal to develop — wait for it — Warhammer games.

Koch Media, which publishes games under the Deep Silver label, will acquire Volition (Saint’s Row) and the Metro franchise.

Crytek, the developer of Far Cry, Crysis and, most notably, the upcoming release Homefront 2, will acquire the Homefront game license from THQ.

Finally, Take 2 will move to acquire Evolve, the new game in development from Turtle Rock Studios, the original developer of Left 4 Dead.

All other assets — including Vigil Games, the developer of Darksiders — will stay with THQ as it goes into Chapter 11 proceedings, although CEO Farrell said that the company would still attempt to find buyers if possible.

source: Wired


And The THQ Games Go To.......

NFS: Most Disasterous Mobile Game

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From the moment you launch the game, you can’t help but try to distinguish this little voice coming from the game that says, ”I want your money. And I am gonna get it from you no matter what it takes!”.

I have issues with this game from the very onset. My started with a puny car that wasn’t upgraded even when I had the money. No upgrades except maybe a paint job which you probably won’t like anyway.

The mobile version of NFS Most Wanted can be seen as a sort of a cash cow that  can be milked for some reason. Each car has to be purchase for virtual cash which is awarded to you each time you take any of the top 3 places of a racing event. You can repeat the same event time and time again to shore up the bank account but heck, would you play a meandering circuit over and over just coz it is easy?

The circuits suffer from the same problem as all previous NFS. The lack of variety is ever present as you bank left and bank right to avoid traffic. Sure you can drift, but drifting cost you time. You are better following the racing line.

You see, in this version of NFS, they have thrown in a live grenade in the form of a police car chase. For some reason or other, your onscreen opponents will never be harassed by the Police except you. Yea, you…the guy who is playing the damn game for keeps. And as such, your gameplay is never a smoothie. The Police cars will hog your left, hog your right and of course take you out in a tunnel. If you happen to return a favor, you are only rewarded with a full NOX boost, which in any case is quite useless as another car up front will take over to block you.

Graphics are nice. But you are not going to buy a game just for the eye candy would you? It needs to be playable and with the restrictions, NFS Most Wanted doesn’t seem to know where it is headed.

You tire easily with its limited circuit antics. You will find it amusing and cool to show off to friends no doubt but after a while. It is no big shakes. I was hoping that the game goes a bit further than highway racing but it doesn’t.

What’s more  there is a lag in the controls if you are viewing the car from the top instead of the bumper cam. The bumper cam allows you more precise control of the car while the top view controls has a more fuzzy feel.

Conclusion

Here’s the deal. The game cost between 5.99 to 6.99, and on offer, was selling at 0.99. Take it from me, buy it only when it is 0.99. You know why? The virtual money you buy from the in-app purchases are useless as you need to have SP points to unlock cars. So you waste your money buying new cars which you CANNOT sell later. Bummer. Buy a rookier pack at $2.99 will do your ego some good but not your bank balance So if you don’t have the points, you can’t unlock any car. Double Bummer.WTF is this? Here take my money…but no, they want you to play the freaking game to ante up on those SP points.

Once the boredom sets in, you’d realize you have been had. Sure, the game looks good either way but eye candy alone isn’t going to qualify this as a good game.

I bought it at 0.99 so for me, the one buck toss was not a bad deal. However if you are going to pay any higher than this, I can’t help but pity you.

 


NFS: Most Disasterous Mobile Game

Muscling In On Gaming

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For the last decade, three companies have ruled the gaming console business with an iron fist. But that’s all about to end.

In 2013, there will be over a dozen different companies competing for mindshare and money in the videogame hardware market. Small startups like Ouya, GameStick and Wikipad will join established players with deep pockets like Nvidia, Valve and Razer in an attempt to eat Sony, Microsoft and Nintendo’s lunch.

Not to mention cloud gaming services like Agawi, Nvidia’s Grid and Sony’s Gaikai. Even the zombie corpse of OnLive is still shambling around somewhere. And who knows what Apple might try.

“There isn’t a company in the U.S. at the moment that isn’t hoping to get into videogames. You hear it the whole time: ‘We’re in the meat-packing business, but my son’s hoping to start a videogames division.” That was Tron director Steven Lisberger in October 1982, as quoted in the book Generation Xbox. Sound like today?

2013 is starting to feel like other gold-rush eras of videogame history, like the Atari age Lisberger was mocking. Or like the CD-ROM scramble of the early 1990s, when every consumer electronics company on Earth tried to jimmy their way into the console market.

So, why now?

The rise of mobile, Facebook and free-to-play games has caused an enormous disruption in the gaming space that companies like Ouya, Razer and Nvidia are attempting to exploit, says Jesse Divnich, vice president of insights and analysis at Electronic Entertainment Design and Research.

“Because these markets have fragmented so much outside of traditional console games, we’re starting to see a lot of companies … try to enter into what is considered right now to be a very disrupted market,” Divnich said.

Capitalism abhors a vacuum: There are plenty of free-to-play and inexpensive options on mobile devices and PC, but not in the living room, so it’s natural that new companies would spring up to attempt to fill that hole.

But it’s more than that. The meteoric rise in popularity of smartphones and tablets has driven down the cost of their components, making low-cost gaming consoles an attainable goal for smaller companies. Microsoft and Sony were able to sell Xbox and PlayStation far below their costs, something that a startup could never do. Thanks to economies of scale, it’s possible today to make a good-enough game machine at a profit.

Components like the 5.6-inch LCD screen in the upcoming Rift virtual reality visor from the startup Oculus are much cheaper to acquire thanks to the manufacturing infrastructure built for smartphones and tablets, the company’s CEO told Wired.
You can’t count out David just because Goliath is big, especially when there are a dozen Davids.

And it was the need for a standardized smartphone platform that led to the development of Android, which is used by almost all of these new devices. This, too, has helped to drastically lower the cost of making a new game machine. It’s a perfect storm.

“Hardware is getting soft,” says Julie Uhrman, founder of Ouya: The components needed to build a game machine are getting smaller, cheaper and more fungible.

“The consoles had been the same for 7 years,” Uhrman said. “They continue to be closed systems that are expensive for gamers. We started seeing gamers and developers moving toward mobile because it was more open, more accessible, and less expensive.”

At $99, it’s not possible for Ouya to offer a console that’s anywhere close to the power of the Xbox 360 — let alone the new game platforms that Microsoft and Sony are likely to release in the coming months. But neither can Microsoft and Sony offer a sub-$100 console.

But not everyone has faith that these newcomers can succeed.

“Entering the hardware business is really tough,” said Phil Harrison, a Sony veteran now with Microsoft’s gaming division, at a recent event in London, as reported by Edge. “It’s about having a supply chain and a distribution model and a manufacturing capacity and all the things that go with it. It’s a non-trivial problem to solve and it takes thousands of people to make reality.”

“That’s the same thing IBM would have told Microsoft 30 years ago,” said David Politis, chief marketing officer at Xi3, in response to Harrison’s comments.

Xi3 said at the Consumer Electronics Show that Valve Software, which runs the highly successful PC digital game store Steam, had invested in the upstart computer maker. At CES it showed off a PC called “Piston” with a small form factor, meant to run Steam and replace a traditional game console in your living room. Valve has announced that it, too, intends to release such a low-cost, quiet living-room machine in 2013 to provide consumers with an alternative to Xbox.

You can’t count out David just because Goliath is big, especially when there are a dozen Davids.

EEDAR analyst Divnich says that these small companies might just be angling for a buyout, not really intending to build their way into the market from scratch.

“Certainly we’re seeing a shift in the paradigm, but I don’t believe this is an immediate threat to Microsoft or Sony,” he said. If a company like Ouya does turn out to strike a nerve with consumers and see some initial success, it would be trivial for an established player with deep pockets to just duplicate that model and use their influence to crowd Ouya out of the market, Divnich said.

Other initiatives that were once seen as a threat to the Big Three’s dominance have vanished, he said.

Divnich said that one or two of the new entrants into the market will find some measure of success. “It’s going to be a very interesting 2013,” he said. “The one thing that’s certain is that they all can’t succeed. The majority of them are not going to succeed.”

True enough. In the CD-ROM gold rush of two decades ago, most of the new consoles crashed and burned. The thing is, the one that didn’t was called PlayStation.

source: Electronic Entertainment Design and Research, Edge Online, Wired


Muscling In On Gaming

Atari Files For Bankruptcy

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In the age of gaming corporate tomfoolery, the story of a venerable brand like Atari filing for bankruptcy is making a decent splash all over the media. Many of these stories are angling the story as an “end of an era” piece, the final “full stop” on a company that defined video games for a significant part of the ’70s and ’80s. While that’s partly true, the convoluted history of the Atari brand shows just how little the current “Atari” has to do with the company aging gamers remember, and how enduring the brand continues to be.

The truth is, the company that bears the name “Atari” today bears surprisingly little relationship to the Atari that made a name for itself with arcade games like Pong and the Video Computer System (i.e. the Atari 2600) back in the ’70s. That company, Atari Inc., was founded in 1974 by Nolan Bushnell and featured employees like future Apple Computer luminaries Steve Wozniak and Steve Jobs.

Atari was purchased by Warner Communications way back in 1976, and the video game giant grew to become a huge part of the massive Warner corporation over the coming years—until the video game crash of the early ’80s. This marks the first time that Atari “died,” as Warner split the company up and sold it off for parts in 1984.

The portion of the original Atari responsible for arcade games was split off into a new company, Atari Games Inc., which went on to make well-remembered “Silver Age” arcade classics like Gauntlet, Marble Madness, Paperboy, and San Francisco Rush. Atari Games was repurchased by Time Warner Interactive in 1993 and was then transferred to WMS Industries in 1996, which renamed the company Midway Games West.

The arcade industry continued to decline in the US, though, and Midway Games West was finally disbanded in 2003, the third or fourth time Atari “died” (No, I didn’t skip the second time… keep reading). The rights to Atari’s arcade output from 1984 through 2003 were transferred to Warner Bros. Entertainment in 2009; you should bug them if you want a new version of Klax or something.

Today’s bankruptcy has to do (loosely) with the other branch of the original Atari, responsible for home hardware and software (and control of the rights to the company’s pre-1984 arcade classics, like Pong, Centipede, Breakout, Asteroids, and Missile Command). This bit of the original Atari was sold to Commodore founder Jack Tramiel in 1984, meaning that, in a way, the maker of the relatively niche (for gaming purposes) Commodore 64 actually triumphed over the market-dominating Atari 2600 in the end.

Starting in 1984, Tramiel tried to revive the Atari brand with hardware like the Atari ST computer, the Atari Lynx portable game player, and the Atari Jaguar home console. When all of these efforts failed (somewhat disastrously, in the case of the Jaguar), Atari died its second “death,” with the pieces getting sold off to little-known Hasbro Interactive in 1998. This incarnation of Atari was responsible for the surprisingly decent revamp Pong: The Next Level on the original PlayStation and other platforms.

SPACEINVADERS by Genaro DeSia Coppola

Meanwhile, a company named GT Interactive, founded in 1993, was busy publishing games ranging from Doom II, Unreal, and Duke Nukem 3D expansion packs to PlayStation franchises like Driver and Oddworld. Following a brief downturn for GT Interactive, French conglomerate Infogrames Entertainment, SA, bought the company in 1999. Infogrames then bought a controlling interest in Hasbro Interactive (including the remnants of the failed Atari Inc.) in 2001, arguably marking a third “death” for Atari as it existed under the Hasbro banner.

Stay with me now. At this point, GT Interactive began publishing games under the “Atari” label, though the developer was officially known as Infogrames Interactive. It wasn’t until 2003 that the French parent company realized that no one knew or cared what “Infogrames” was. So Infogrames renamed the whole company to “Atari Inc.,” and renamed Infogrames Interactive (née GT Interactive) to Atari Interactive in 2003.
The death of today’s “Atari”

The new Atari Inc., as it existed in the 2000s, was a multiheaded beast that at points encompassed a huge variety of unrelated companies and franchises. It controlled the Civilization series until 2004, when it sold it off to Take-Two Interactive for $22.3 million. Earthworm Jim and MDK maker Shiny Entertainment became part of Atari Inc. through a buyout in 2002, before it was sold off again in 2006. Atari bought City of Heroes maker Cryptic studios in 2008, before selling it off in 2011.

Things got so convoluted that, at one point, the 2001 PS2 remake of Spy Hunter was developed by Atari Inc. subsidiary Paradigm Entertainment and published by Midway Games, which controlled the dying remnants of the original Atari’s arcade division. Never mind that the original Spy Hunter had nothing whatsoever to do with Atari.

It’s a bit hard to follow, but all of this is just a long-winded way of showing how little the current “Atari” has to do with the original company that made the name famous. The French company that currently sports the name didn’t even exist when Atari was founded and only got the name through a complicated series of acquisitions of the less successful home-console half of the original company. None of the people involved with the original Atari are part of this new company’s DNA in any way, shape, or form. Interestingly though, original Atari founder Nolan Bushnell joined the new Atari’s board of directors in 2010, through investor Blubay holdings.

Today’s bankruptcy filing reflects the weakness of this new, largely unrelated company more than the weakness of the legendary Atari brand. All those acquisitions and sales mentioned above are just the tip of the iceberg as far as the French company’s flailing lack of focus in the last decade or so—and a large part of why it hasn’t shown a profit since 1999. In fact, the US branch of Atari is filing for bankruptcy today largely to escape the debt-ridden French parent company that is holding it back, according to a press release.

Though this is the fourth or fifth death for “Atari” since 1974, depending on how you count, the name will doubtlessly live on. The Atari brand and logo still hold real nostalgic power, and they are recognized by 90 percent of Americans, according to a recent survey. In fact, 17 percent of Atari’s US revenues reportedly come from licensed products sporting the Atari logo or name, according to an LA Times report. The company has been milking the nostalgia extra hard recently, with mobile hits like Atari’s Greatest Hits, Breakout: Boost, and Asteroids: Gunner.

Sure, Atari hasn’t had a new, homegrown hit franchise since Roller Coaster Tycoon (developed and scooped into the Atari umbrella during the Hasbro Interactive days), but the company’s name recognition and stable of legendary brands pretty much ensures it will exist in some form for years to come. But let’s be clear: “Atari” as it currently exists is just a holding entity for a brand devoted almost entirely to nostalgia, with no core business legacy or history tracing it to the people behind the original company. This makes it decidedly different from classic gaming names like Nintendo or Sega, which have gone through changes but maintained their core structure and corporate memory over the decades.

In other words, don’t mourn for Atari today… it’s already dead. And yet, at the same time, it will live on, probably forever.


Atari Files For Bankruptcy

Ghost Protocol

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It’s been a year since Starcraft II: Wings of Liberty, and what a year. Starcraft II is the definitive PC strategy game; it’s multiplayer and massive community re-invigorating e-Sports in the west. Now, it’s time for the first expansion pack. We’ve played two single player missions from the game, and talked at length to the games developers, writers and designers. What follows today are the main points from the presentations and playtests, along with detailed impressions of what we played. Over the coming days we’ll have more news from our extensive interviews.

Read on for the facts.

  • Starcraft II: Heart of the Swarm features Kerrigan as a hero character in nearly all of the missions. She’s able to swap between four ability types. The first two shown include a Zerg style corruption form, and a Ghost style Spec Ops form.
  • In single-player, you’ll be able to upgrade every unit in the Zerg arsenal, eventually splitting each of them into brand new unit types.
  • Examples shown so far include Zerglings that can spawn immediately, or leap at their enemies like raptors, Banelings that split apart or turn their kills into minerals and gas, or Roaches that heal themselves with every kill, or can move when burrowed.
  • There will be new units in multiplayer for all the races, but Blizzard have yet to confirm what they’ll be.
  • Kerrigan has a new haircut.

It’s about time… we got to meet the monsters…

“Heart of the Swarm,” says Sam Didier, Blizzard’s art director “is a big old monster movie. We want it to make you feel like you’re in control of the swarm.” It takes place a little bit after the first game, where Kerrigan, the former Queen of Blades, now free from the Zerg influence, seems to be feeling a little homesick. She’s reunited with her former allies, but with little memory of what happened to her as the Zerg figurehead. She’s aided and abetted by two Zerg natives: Abathur, a kind of beetle-esque evolution/mutation master and the remnants of the swarm’s memories of Kerrigan made flesh; Izsha. She seems nice.

Kerrigan has a lot on her plate. She’s dealing with a come-down, and she’s dealing with two races who want her dead. “Kerrigan’s used to having one third of the Koprulu sector’s firepower at her fingertips,” laughs Dustin Browder. “Now she doesn’t.” Meanwhile, “both the Protoss and the Terrans see her as their number one enemy.”

What we saw is from the early game, but not right from the start. Kerrigan is re-integrating with the Swarm, instructing Abathur to upgrade Roaches, Banelings and Zerglings, while Ischa instructs her in reuniting disparate zerg armies.

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The first mission you played takes place on Charr. A Zerg queen, separated from the hive mind, has begun to construct her own Swarm. She must be quelled. On Charr, there are over 100 pre-fertilised eggs that can be instantly hatched. If Kerrigan can claim 100, she can rip apart her enemy’s base. What follows is a race; can the good Zerg out hatch the bad Zerg?

The mission is pretty easy for experienced Starcraft II players – particularly when you’ve gathered the required eggs and are handed 100+ banelings and zerglings on a plate. It’s a great, hilarious moment: select all, then attack move all the way into the enemy base.

Between missions the Zerg troops you’ve unlocked can be upgraded in a similar, but divergent path to the Terran forces from Wings of Liberty. Mutagen, earned for completing optional objectives, is spent on unit talents; for Zerglings that includes spawning broodlings when they die, or moving faster (speedlings!), from a choice of three. When enough points have been spent, you’re given a choice of two upgraded super-units, but choosing one path will lock the second from you. Each of these have a unique look and feel; I adored the sharpened dorsal fin on the raptorling.

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The list of upgrades shown include:

For the zergling:

  • Posthumous mitosis: spawn two broodlings.
  • Metabolic Boost: 33% movement speed boost.
  • Rapid genesis: instant spawning.

At bifurcation, Zergling options are:

  • the Swarmling – hatches in group of three, third swarmling at no additional mineral cost.
  • Raptor: Leaps to close with enemy units and has 10 additional health-points.

Baneling upgrades are currently:

  • Viscous discharge: banelings slow movement speed.
  • Centrifugal hooks: Baneling movement increased by 25%.
  • Rupture: Baneling splash damage increased by 25%.

At evolution, the Baneling options are:

  • The Splitterling: splits into two smaller banelings on death, split occurs twice.
  • The Gorgeling: Reduces killed units and structure to collectible resources.

Roach upgrades are currently:

  • Chitinous Plating: Roach gains one armour.
  • Bile ducts: Roach gains +2 damage.
  • Organic carapace: roach gains +2 life regeneration.

At evolution, the Roach evolves to:

  • The Prowler: can move while burrowed.
  • The Leech: Gains 10 life per kill: up to +60 life and heals more rapidly when burrowed.

The second mission in the demo sees the Zerg facing down Protoss on a slippy slidey ice world. You’re first sent down to the planet to investigate another errant queen, but discover she’s been murdered by Protoss forces. Before they get the word out that Kerrigan is back, you have to shut down and destroy their communication towers – against a fifteen minute countdown. Matters are complicated by two external factors; mighty snow storms that at first dangerous, but later, let you attack the Protoss with impunity as they hide from the cold behind their shields, and giant yetis. The giant yetis are cool.

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Kerrigan is on-screen for both of these missions as a hero character, with some neat tricks. She has four pools of abilities to call from that are chosen between missions, two of which are playable today. The first is a Spec Ops pool of abilities including an area of effect stun and snipe. The second is a Zerg like “Corruption” set, which includes the neat trick of immediately popping an enemy unit, which bursts into a pool of Broodlings. Totally overpowered, totally hilarious.

What Blizzard didn’t show of Heart of the Swarm was revealing. No new units, no new multiplayer features, no new maps. These are all coming. During our conversations, Chris Sigaty, Starcraft II’s lead producer pointed out that “around half of Starcraft II players didn’t really venture into the multiplayer” – they’re content to watch games online but just tinker with the campaign. This first reveal of what Heart of the Swarm will contain is for them. And it looks like a fine continuation of Starcraft II.


Ghost Protocol

Xbox Next Specs, Layout And Parts Detailed

Website vgleaks.com is claiming a world-wide exclusive by revealing the full spec for the upcoming next-generation Xbox, codenamed Durango. While there is obviously no official substantiation for the information posted, key elements of the spec match the overall outline of the hardware we have received from trusted sources and the leaker has come forward with proof about the origins of the information – and it appears genuine.

First up, let’s deal with the elements of the spec we definitely know to be true: Durango features an eight-core CPU from AMD running at 1.6GHz, just like its upcoming next-gen PlayStation competitor – Orbis. These are based on AMD’s new PC technology, Jaguar – built for the entry-level laptop and tablet market. The initial PC Jaguar CPUs are configured in a quad-core arrangement – this doubles for both next-gen consoles.

In the case of Durango, the CPU is married up with 8GB of DDR3 memory, working in concert with 32MB of what is dubbed “ESRAM” – fast work RAM connected directly to the GPU. The two pools of memory operate in parallel, and while we haven’t confirmed overall bandwidth, the leak’s 170GB/s throughput certainly seems plausible. Also interesting about the RAM set-up is that the ESRAM isn’t merely connected to the graphics core as is the case with the Xbox 360′s 10MB of eDRAM – in Durango, it’s hooked up to the northbridge (the interconnect between all major internal components), meaning it offers general access to other components in addition to the graphics core.

The leak also offers confirmation of last week’s story on Eurogamer that the new PlayStation Orbis graphics core appears – at face value – to be significantly more powerful than the GPU in Durango. Our sources suggest that the new PlayStation offers up 18 Radeon GCN compute units at 800MHz. The leak matches older rumours suggesting that Durango features only 12, running at the same clock speed. Bearing in mind the stated peak performance metrics in the leak, there is a clear deficit between the 1.23 teraflops offered by Durango, and the 1.84TF found in Orbis.

1The leaked outline of Durango tallies closely with our sources, and offers some new detail in terms of the graphics core and the input/output elements of the machine.

The leak also addresses the three mysterious hardware accelerator modules we mentioned last week in our Orbis piece. We find one of them covering audio (including echo cancellation tech for Kinect), while another appears to be an accelerated hardware video encoder – this is interesting in that we also find that the new information suggests an HDMI input as part of the design, not just an output. In theory then, users could record their TV shows direct from set-top boxes, or import their camcorder footage directly onto Durango. It’s a remarkable inclusion, for sure, suggesting that Microsoft is indeed investing heavily in the media credentials of the device. The final hardware module is the most mysterious, named simply “Data Move Engines” for which there is no additional data supplied.

Other elements of the spec throw up some positive surprises too. Kinect appears to have its own dedicated input, suggesting that the problems introduced by using USB on the Xbox 360 could be mitigated. The fact there is an input at all suggests that the sensor will remain a separate and distinct unit that attaches to the console. The USB ports themselves are upgraded to the 3.0 standard – good for moving media files about and for high levels of bandwidth to game data. A large hard drive is included as standard (our sources suggest a 500GB minimum) while a 6x Blu-ray drive is also being mooted, which supports 50GB dual-layer discs. Networking is achieved with a fast gigabit Ethernet port, with both WiFi and WiFi Direct support.

So the question of the hour is, just how accurate is the information? Based on our communications with the leaker, the data appears genuine – the only real question is how recent it is. The proof presented by the source suggests that the data is at most nine months old: factoring in how long it takes to create a console, the chances are that there will not be many changes implemented since then.

The leaked spec in full:

A complete, top-to-bottom list of Durango features for your reading pleasure.

Central Processing Unit:

  • x64 Architecture
  • Eight CPU cores running at 1.6GHz
  • Each CPU thread has its own 32 KB L1 instruction cache and 32 KB L1 data cache
  • Each module of four CPU cores has a 2 MB L2 cache resulting in a total of 4 MB of L2 cache
  • each core has one fully independent hardware thread with no shared execution resources
  • each hardware thread can issue two instructions per clock

Graphics Core:

  • custom D3D11.1 class 800-MHz graphics processor
  • 12 shader cores providing a total of 768 threads
  • Each thread can perform one scalar multiplication and addition operation (MADD) per clock cycle
  • At peak performance, the GPU can effectively issue 1.2 trillion floating-point operations per second
  • High-fidelity Natural User Interface (NUI) sensor is always present

Storage and Memory:

  • 8GB of DDR3 RAM (68GB/s bandwidth)
  • 32MB of fast embedded SRAM (ESRAM) (102GB/s)
  • From the GPU’s perspective the bandwidths of system memory and ESRAM are parallel providing combined peak bandwidth of 170GB/sec.
  • Hard drive is always present
  • 50GB 6x Blu-ray drive

Networking:

  • Gigabit Ethernet
  • WiFi and WiFi Direct

Hardware Accelerators:

  • Move engines
  • Image, video, and audio codecs
  • Kinect multichannel echo cancellation (MEC) hardware
  • Cryptography engines for encryption and decryption, and hashing.

source: Game Industry, Eurogamer, VGLeaks


Xbox Next Specs, Layout And Parts Detailed

SimCity Come to the Classroom

duskcity.0_cinema_640.0

Electronic Arts and digital learning non-profit GlassLab have announced SimCityEDU, an online community and resource based on EA Maxis’ SimCity. SimCityEDU will allow teachers to create SimCity-based lesson plans to help students learn about the issues facing modern cities and towns.

“For decades, SimCity has been embraced by the educational community as an engaging videogame that also provides a powerful learning experience, teaching problem solving skills through imaginative civic gameplay,” said EA Maxis senior vice president and general manager Lucy Bradshaw.

“We want to up the ante of SimCity’s educational influence. Through our partnership with GlassLab, SimCity will become the foundation of a program to re-imagine learning in a way that will inspire today’s youth to get excited about STEM education and become the problem solvers of tomorrow.”

No specific release window for the SimCityEDU tool was given, though it will probably come after SimCity’s March 5, 2012 release date.

 


SimCity Come to the Classroom

Saturday, January 19, 2013

The Open World Of Lightning Returns: Final Fantasy XIII

In spite of Claire Farron aka Lightning getting top billing, it would seem that the open world in this FFXIII sequel may be the real star.

Role-playing fans tend to gravitate toward the genre because they love exploration, discovery, and adventure. Highly linear story-telling makes a much better bedfellow with first-person shooters than with RPGs. But more than that, I think Call of Duty’s narrative style works in Call of Duty because it places players in something akin to a real-world context: A modern-day military mission. Sure, the series presents a highly fantastic take on military ops, but players get it. They know about real-world soldiers, they know about real-world politics, and they know about real-world factions.

FFXIII, on the other hand, didn’t enjoy the benefit of reality; it thrust gamers into a strange world divided by bizarre geographical features, dominated by enigmatic gods, and suffering under the burden of history, none of which is ever really explained in-game, unless you page through dozens of dry database entries. Square Enix’s developers built a very detailed and very beautiful world in FFXIII, but the breakneck pace of the adventure and the game’s lack of downtime to let players to soak up context from NPCs and environments meant we never had the chance to fully understand the characters’ home of Cocoon, its past, or the nature of the conflict that drove the story. Infinity Ward doesn’t have to explain the tension between American and Russian soldiers in Call of Duty, but who knows what a L’Cie is, or what role Etro plays in Pulse’s cosmology? This failure to provide context made FFXIII a strangely alienating tale, demanding players invest themselves in a hazy, 50-hour journey.

So it’s surely no coincidence that where Square Enix defined FFXIII as “story-driven,” its upcoming sequel — Lightning Returns: Final Fantasy XIII — is being described as “world-driven.” The third and final portion of the FFXIII saga looks to build on the less restrictive design of Final Fantasy XIII-2 by dropping players in a huge, open world and giving them 13 days of in-game time (which ticks down on a permanent clock interface element at the rate of about one game-minute per real-time second) to prevent its destruction. I could see the seeming spiritual connection between Lightning Returns and other apocalyptic tales like Majora’s Mask and (not coincidentally) Valkyrie Profile; now that the game is beginning to take shape beyond the extremely early pre-alpha version I saw months ago, though, it seems this might actually be a world players want to save.

“The concept of ‘world-driven’…started from the beginning of the franchise, when it received player feedback on XIII. It was story-driven,” says Motomu Toriyama, who has directed the entire FFXIII trilogy. “The story led the player through the game. We did receive a lot of criticism saying that the game tended to be too linear. As a goal, we wanted to expand on the freedom that the player can have within the game in XIII-2. We tried to expand it so that the player has more choices within the story.

“In this installment, what we’ve focused on is depicting the world around Lightning, and how realistically we can express the passage of time. With that, the player can experience their own gameplay experience through that changing world. That’s why we arrived to that concept of ‘world-driven.’”

But what does “world-driven” mean for the Lightning Returns team? It’s hard to say without having played the game, but based on video footage Square Enix showed at a recent hands-off demo event, Lightning Returns seems to fall more in line with Final Fantasy XII’s world design than that of FFXIII. Its events take place on a single continent divided into four separate areas, but within those territories it seems that Lightning will encounter far more freedom of movement and variety of scenery than in the past two games. While FFXIII-2 offered more open environments than its predecessor, those areas still ended up being fairly small and self-contained. If the early footage we’ve seen is anything to go by, that won’t be the case for Lightning Returns: The game’s environments allow her to move seamlessly from plains to valleys to caverns, or to travel through a forest and stumble upon a small village along the way.

If Call of Duty offered the impetus for FFXIII’s design, Lightning Returns almost seems to draw more upon Assassin’s Creed — and not just in the Ezio-like cape Lightning wears over her odd Tetsuya Nomura-designed combat swimwear. For example, we saw hints in the part where Toriyama demonstrated a brief sequence in which Lightning had to use cover and stealth to stalk a group of Templar-like religious zealots who may or may not be conspiring to end the world. But really, the Assassin’s Creed echoes have more to do with its apparent map design, which hints at the sort of organic, fully-integrated landscapes that made ACIII’s take on colonial America so engrossing.

But will the game offer enough context to keep you interested in the welfare of this vast land? That could be the make-or-break factor in Lightning Returns — one which the developers may have difficulty reconciling with its primary mechanic of racing the clock. How do you create a world that, in the developers’ words, can be explored from one end to the other with a constant, crushing deadline? Toriyama admits they’re still struggling to work out how best to balance the game’s two very different personalities.

“We’re considering a system in which you can extend the time within the world,” he says. “At the same time, we did say that it is 13 days before the world ends. But Lightning is not allocated all 13 days to begin with. It’s more like she’s given a couple of days to start, and then through her completing quests or doing well in battles, she extends whatever days are available. The system is set up so you can gain days that way.

“To be honest with you, we have done some test plays, and yeah — in the earlier versions, the time limit was even more strict. Our user focus group results did show that players would be stressed about the time running out and leading to defeat. We’ve tweaked the system a little bit more. As mentioned before, she’s allocated a couple of days, and she can extend what is allocated to her. In addition to that, we wanted to emphasize that you’re valuing the time that is available, rather than thinking of it as time running out or time depleting. We wanted to emphasize how to value and manage your time wisely in order for Lightning to get through the game.”

Toriyama says his team is aiming to encourage multiple playthroughs of the game — something that might be worrying to anyone who felt burned by Final Fantasy X-2′s occasional “gotcha” requirements for perfect completion and the best ending. Thankfully, his description of the role of Lightning Returns’ New Game + mechanic seems to have more in common with the restart system of something like Breath of Fire: Dragon Quarter, providing a different and deeper experience with each pass through the story.

“In terms of starting the game over, we do have a system set up so that Lightning can carry over different stats or items in your inventory,” he says. “You can do a New Game + kind of restart. We have set up the game so it won’t be so hard to beat the game, per se, in one playthrough. But we do want to encourage multiple playthroughs, so that the player can enjoy different outcomes and different people and situations that they can encounter by playing the game over and over again.

“As mentioned earlier, time is constantly changing. Sometimes you might miss an opportunity to speak with a certain somebody in a particular playthrough. By completing the game and then coming back and doing a New Game +, you can experience a different encounter or a conversation with somebody you haven’t met in a previous game. In addition to that, in terms of the main quest, the big quest, we have set it up so there are multiple ways of going about solving it or saving the person that you’re talking to. You can go back and experience, in another playthrough, that same quest, but try to approach it with a different method and enjoy the process that way as well.”

Just as FFXIII-2 shook up its predecessor’s limited design by opening up its approach to progression, Lightning Returns aims to overhaul the series from top to bottom. In fact, it’s such a radical departure from its immediate predecessors that it might as well not even be a Final Fantasy XIII sequel. In my book, though, that makes it a perfect sequel. This evolution embodies the essence of Final Fantasy, a series that’s been defined by a willingness to reinvent itself with each new entry unique to the role-playing genre.

Of course, change alone doesn’t make a game great (witness fan response to FFXIII’s divergence from series’ standards), but the changes Lightning Returns brings to the table look to be pushing Final Fantasy back in the direction it was evolving naturally via FFXIII’s immediate predecessors — not just FFXI and XII, but the likes of Final Fantasy Crisis Core as well.

Despite its seemingly vast world, Lightning Returns plays out through solo combat. Lightning evidently has elected to return all on her own, taking on foes by herself with an active battle system. FFXIII’s hands-on approach to fighting has been completely discarded in favor of direct control over Lightning; she can dodge, guard, launch constant volleys of attacks, and switch between different skill sets and classes on the fly. In a sense, these skill sets serve as the game’s “party members,” and each of her classes has its own active-time battle gauge that fills and depletes independently. Players can customize these sets with their choice of skills, meaning you could potentially use one class for attacking, one for defense and evasion, and one for healing and buffs. Since Lightning’s wardrobe changes with each class shift, you could almost treat this as a sort of evolution of FFX-2′s Dress Sphere system, if you wanted.

As the developers stressed throughout our demo session, much about Lightning Returns’ inner workings remains to be finalized. Still, I can see a great deal of promise in the unpolished material we’ve seen so far. And regardless of how well the game turns out, what we’ve seen already looks to restore one of Final Fantasy’s most important traditions: A willingness to try something wildly different without losing track of the series’ roots. Fundamental roots, like a huge, detailed, and — hopefully — properly explained world to explore.

Lightning Returns: Final Fantasy XIII is scheduled for release late 2013.

source: SquareEnix


The Open World Of Lightning Returns: Final Fantasy XIII