Welcome to The Exiled Gamers Forum
![]() |
|
| Guest Message © 2010 DevFuse | |
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| M | T | W | T | F | S | S | |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 22 | 23 | 24 | 25 | 26 | 27 | 28 |
| 29 | 30 | 31 |
Latest Blog Entries
- Phpbb Is Gone... Well, Not Really.
Aug 03 2009 06:14 AM We've done it! And th... - My First Blog Post
Aug 05 2009 09:39 AM My first entry on my first bl... - Giz Blog Of Randomness
Aug 05 2009 11:19 PM Blogging! Once again I ... - My Most Recent Fiasco!
Aug 12 2009 06:06 AM Ok people, what did I mean w... - Meh
Aug 12 2009 05:35 PM Ok so my brother phones me up... - Unlimited Power!
Aug 15 2009 06:18 PM That's pretty much how ... - Akismet Spam Protection Now Activated
Aug 16 2009 06:07 PM I would like to share with yo... - Spam Monitoring Now Activated
Aug 17 2009 10:01 AM Wow, don't we have enough... - Alright Now.
Aug 19 2009 05:24 AM Time to start making blogs th... - Live Feed
Aug 23 2009 02:43 PM This is the live feed for gam...
Hands-on: Splinter Cell: Conviction
5 hours ago |
Views: 0 - No Comments |
|---|---|
![]() The last time we were in control of Sam Fisher -- aka the X10 demo -- he was sneaking, shooting and (neck) snapping his way through a mansion in Malta, tracking down the man he believed had information about his daughter Sarah's killer. Recently, I played through a new section of Splinter Cell: Conviction, which picked up right where the previous demo abruptly ended -- with a a team of Third Echelon forces breaking up Sam's one-man operation. Forced to surrender, Sam's put on a plane and "brought home" for questioning about a plot to bring down Washington, DC with an EMP attack. Handling the transport is Black Arrow, a private military contractor, and it's this outfit's private airbase that serves as the setting for the game's second level. It presented me with new challenges, specifically staying out of site in some really wide-open spaces. I was reminded of Metal Gear Solid more than once, what with patrolling guards, stacked crates and roaming flood lights to negotiate. y ultimate goal in the level was to escape in a car, which was parked just outside the base's main gate -- exactly the kind of place a black ops agent goes sneaking around if he wants to get himself killed. That being the case, the objectives were still clear: remain hidden, kill as many mercenaries as possible and destroy any assets they could use to pursue me or to alert their employer that I'd escaped. It was tense from the get-go. My first challenge was completely counter-intuitive to the way I'd been "trained" to play stealth games -- I had to step out into the open in front of two guards. Of course, before making my move, I waited until a third enemy had just passed my hidden location with his back to me. Meanwhile, crouched behind a crate, I "tagged" (a gameplay mechanic to set up strategic, swift takedowns) the two enemies facing my direction. Then I stepped out, grabbed the third enemy and took him down using a swift hand-to-hand move -- this gave me three "execute" markers, turning the marks above the other mercs' heads red. With a quick tap of the Y button, I deftly squeezed off two rounds and my problems were gone. The entire sequence took only seconds, but was so satisfying. ![]() The next scenario played out inside one of the air field's hangers. Using my newly acquired fiber-optic snake cam, I peered under a door and tagged the enemy I could see. Standing back up, I could still see his marker on the other side of the door,. Rather than bust through and surprise him, but risk altering many more enemies I hadn't seen, I decided to patiently wait for the "bad guy" to move along. Slipping inside, I executed a few marked targets as silently as possible, but was spotted by an enemy that came rushing up some nearby stairs to investigate the commotion I'd made. As I headed into cover, a "shadow" of my last known position was created -- the spot where enemies would start looking for me -- and I slyly crept away and climbed a pipe, eventually moving along the ceiling, from where I took down the remaining guards. After planting some C4 on a helicopter in the hanger (now they couldn't possibly use it to chase after me, that's for sure) I was on to sabotage the base's electrical room. The only problem was that it happened to be some 500 yards away, across a large, open and well-lit area. That and oodles of mercs. How to get there? Taking out any lights was a good first step. I found the game's use of unconventional light sources as obstacles -- like an idling truck's headlights -- to be a clever touch. Shooting out each light was an obvious red flag to the mercs, however, and they stepped up their patrolling, rifles drawn. Tagging them to maintain a rough idea of where they were in relation to my position proved indispensable in this situation, as I slowly moved between crates, stalking lone enemies and taking them down hand-to-hand in order to earn execute markers. It took me three or four attempts to pull off this section in a fashion befitting of a super-spy (y'know, without dying). But once properly executed, my strategy definitely made me feel like a completely badass silent predator. I eventually made it out of the base alive and headed for DC, but that's a tale for another time. What I do want to talk about now are the weapon stashes located at checkpoints throughout each level. You see, kills (and their levels of stealthiness) rewarded me with points that I could spend not only on new weapons (a primary and secondary can be carried, along with two grenade types) at these stashes, but upgrades to them. These included better stocks (for improved accuracy) and scopes (for additional execute "slots"). Once a weapon is purchased and upgraded, it's always available from a stash -- even in co-op. It seems like it's been forever in the making, but Splinter Cell: Conviction will finally release next month, and I have to say I'm glad Ubisoft took its time. So far, the game hits on all points and appears to keep this now classic franchise relevant among other modern stealth-action games. Gallery: Splinter Cell: Conviction (03-11-10) Source: Joystiq Plus, here's a, can I just say, fantastic trailer for Conviction's multiplayer: - THGhost. |
|
|
|
|
Epic giving Unreal Engine 3 devs free Steam SDK update
5 hours ago |
Views: 1 - No Comments |
|---|---|
![]() Carrying on in the longstanding Epic Games tradition of offering up free upgrades to existing products, the developer, publisher and game engine creator announced this morning that it will be adding Steamworks support to Unreal Engine 3. "With Valve offering these services free of charge, the idea of providing the Steamworks SDK [software development kit] to all Unreal Engine licensees was a no-brainer," Epic VP Mark Rein notes in the announcement. As it turns out, Valve offered up the development tools to UE3 developers (via Epic) without charging a single penny. That said, this isn't just a philanthropic gesture on Epic's part, but rather a strategy aimed at targeting the large stable of games powered by Unreal Engine. "Epic's technology is one of the most widely used engines in the industry and has powered many of the best games created in the past 10 years, on multiple platforms," Valve prez Gabe Newell proclaims. That's really the crux of it -- bring in the Unreal Engine 3 users and they might stick around to purchase some other games on Steam. It's a bit of a sneaky trap (and a smart business move to boot), but it's one we wouldn't exactly be upset about falling for.Epic giving Unreal Engine 3 devs free Steam SDK update originally appeared on Joystiq on Thu, 11 Mar 2010 12:58:00 EST. Please see our terms for use of feeds. Source: Joystiq - THGhost. |
|
|
|
|
Interview: Sony's Scott Rohde on PlayStation Move
5 hours ago |
Views: 1 - No Comments |
|---|---|
![]() Sony Worldwide Studios VP Scott Rohde had the onerous task of introducing the first PlayStation Move games at Sony's GDC press conference last night. We caught up with the executive after the show to talk about Sony's plans for exploiting motion control and if hardcore gamers should be concerned about the future of the PS3 games library. Our complete interview with Rohde follows: It's obviously going to take internal resources to develop games for PlayStation Move. How can you guarantee that this won't take away from the resources devoted to traditional hardcore games? Scott Rohde: The bottom line is, you know Worldwide Studios is a huge organization. I'm not sure exactly where it sits among other global publishers, but it's right up there. There's a lot of resources put into product development. I'm pretty proud of the roll that we've been on -- with Uncharted 2 kind of sweeping the awards recently. There's plenty of resources to go around. It's our heritage: we're never going to compromise our core; great exclusive games. This is a new initiative to us. Some teams are looking into how they might incorporate motion control into some existing plans; others are totally focused on making the best sequels to the games we all love. It's not something I'm worried about. Would you say there's a corporate mandate for teams to explore motion control implementation? It's something that's interesting about Sony that's perhaps different from other publishers is that we really allow creativity to run its course. Everything from the way a studio is run, to the types of games that are developed. I don't think you'd see a game like Heavy Rain come out of too many places. Even a game like LittleBigPlanet when it was originally conceived -- it took some guts to really get it out there. Same thing with the motion controller. There are certain groups within Worldwide Studios that are head over heels in love with the idea of creating new motion-controlled games and bringing new audiences in. Others are focused on: "Hey, we're focused on bringing you the next great sequel for the next great game." Corporate mandate? No. But a lot of people are jumping on board because they're excited about it. Sports Champions reminds us a lot of another collection of sports games on a competing platform. Who's behind that title? That's a new studio we work with, within San Diego Studios, and that's a perfect example of us acquiring a new resource to build this specifically for us. A new team that hasn't worked with Sony until the Move controller? That's correct. Has Sony partnered up with many new teams to work on motion games? The short answer is "yes." We're always looking at new development resources. We have a lot of products that we're building. It's something that I'm quite proud of; the sheer number of titles that Worldwide Studios puts out every year. We're always looking at different development resources. ![]() [Sports Champions] Sony mentioned that we can expect about 20 titles by the end of the fiscal year. How many can we expect at launch? I'm not sure if first-and third-party titles -- if that's the number we're quoting. [Editor's note: That's the number stated during the press conference.] From my perspective, there's a lot that we have in the works, more than what we showed today and the third parties are all engaged. But I don't know what the specific number is for launch. Could you estimate what percentage of upcoming Sony games will support Move? I don't have a specific number, so I'm going to give you a vague answer here: Like I said earlier, a lot of different teams are looking into it. What's key about the way we're addressing is this: if you look at SOCOM 4, when we started that game, [Move] wasn't in the plans. When we handed the motion controller to that team, we said, "Hey, we want you to experiment with this." The prototype was running in just a couple of days, and the very tiny overhead didn't affect that code at all. So we're really excited about having that type of interaction, plus new teams bringing totally new ideas to the table. Percentage? I don't know off hand, but a lot of teams are looking into this. What kind of overhead does the Move take? That's been one of the concerns of Microsoft's Project Natal. I'm not going to give you a number, but I will say it's insignificant. And this is coming from firsthand experience with SOCOM 4. If it had a significant impact, we wouldn't be looking at it today. It's that simple. ![]() SOCOM 4 One of our biggest concerns about Move is the potential for it to lead to an excess of minigame collections. Look what's happened on the Wii -- gamers have grown tired of the surplus of shovelware. Yet today, we're seeing exactly those kinds of games for Move. Isn't there some concern that consumers have grown apathetic to this strategy? It's obviously a concern of ours as well. But, we've taken advantage of the fact that it is a PS3. Sports Champions, for example, has been in development for a while. We're not announcing it yet, but I think you'll be pleasantly surprised by the scope that's offered in that title. These are not just one-off, "hey, play table tennis for fun." There's an overall objective that crosses over all the different events in that title, and there's a lot of long-term play value in there. How are most of the Move games going to be distributed? It seems like many of these games would be better suited for PSN, instead of retail disc release. I think the PlayStation Network is an integrated part of what we do. It's a great distribution channel for us. It's a great way for if we happen to have a smaller idea that doesn't make sense to put on a Blu-ray. Why not? Why not distribute it through the PSN? Absolutely. What happens to "SixAxis" (in the DulaShock controller) now that the Move is coming out? Will we see even fewer titles supporting that feature? I don't think so. To me, it's a simple thing to integrate as well. If someone feels they've got a control mechanic that would be fun with the SixAxis, then why not? If they want to take that to another level, the Move can do a lot more than that. One thing we haven't mentioned yet, that colored ball on top is actually my favorite feature of the new device. There's a little bit of magic there, when you're playing a game and something happens in the game, and suddenly it changes from green to red in your hand. That's a kind of different experience, something you haven't seen before. I'm pretty confident you'll see people utilizing the SixAxis and taking a bigger shot at the motion control. Why did it take so long to unveil the "Move" name? If you can imagine, it's like any other big corporation. There are a lot of different ideas. We're global as a publisher, so different regions have different preferences for how something should be named. A lot of people were involved in that process, but we're very confident that the name we chose really conveys what the motion controller is all about. It's all about movement, right? So the "PlayStation Move" is what we settled on as a global name, and we love it. ![]() [PlayStation Move logo] Is there a reason why the Move logo doesn't look like the letter "M"? It's representing movement! That's an interesting question, I don't think anyone's ever asked me that question. It's supposed to represent the swipe of the controller. To me, when I saw it the first time: "It's someone moving the controller. It's a swipe." [Editor's note: It's been suggested that the Move logo is also representative of the letter "A" -- for "Arc," a reported working title for Sony's motion controller.] Sony noted that 36 companies are going to support Move, but there's no evidence here. Why were there no third-party games shown at the unveiling event? So, you have seen EA's announcement recently about Tiger Woods. We researched this technology for a long time internally. It's something that I think we have a big advantage over some of our competition because Worldwide Studios is so broad. While we were finalizing our technology, we put a lot of games into development. When we finalized it, that's when we were able to give the SDKs and the controllers to the third parties, and what we're happy about is how engaged they were. They were very, very engaged and literally excited about what they could do with this controller. They're all on board, and they're all very excited. Source: Joystiq - THGhost. |
|
|
|
|
"PlayStation Move" is official name of motion controller - "Move" supported by 36 companies, 20 games this fiscal year
23 hours ago |
Views: 5 - No Comments |
|---|---|
"PlayStation Move" is official name of motion controller![]() Though you guys had some bold, provocative ideas for what the heretofore unnamed "PlayStation Motion Controller" should be called, Sony has just squelched your creativity during its GDC event by giving the peripheral its official name: The PlayStation Move. We know, we know -- we were also really hoping for "The Seybold," too. So, now that we can stop posting conjecture about what the device is going to be called, what other reason will we have to write about it? Sony hopes to provide that information later in the event, when it reveals a few of the killer apps that will accompany the peripheral's release. Stay tuned! Source: Joystiq "Move" supported by 36 companies, 20 games this fiscal year ![]() At Sony's special GDC event, Activision, Capcom, WB Games, Namco Bandai, Square Enix, Ubisoft, EA, Disney, Konami, Sega, Crave and Tecmo Koei all confirmed that they'll be supporting the Move in future versions of their games. Although that confirmation came in the form of a slide full of company logos and word from Sony vice-president of marketing and PSN that, "Virtually every third-party publisher" will support the new motion-control device. Sony's Jack Tretton went on to say that 36 publishers and third-party developers will support it, and according to a press release, "In fiscal year 2010, SCE Worldwide Studios will also release more than 20 games that are either dedicated to or supported with the PlayStation Move platform. While this same group of publishers will probably support Microsoft's Project Natal as well, it's good to know that everyone is onboard. But onboard how? Are they developing Move departments that will get every possible ounce of gameplay out of these things? Or do they mean support like backrubs and cookies? We aren't sure what titles will be supported just yet, but our team of Joystiqers are waving the Move about as you read this, and we'll have more news very soon. Source: Joystiq - THGhost. |
|
|
|
|
Report: Rebellion cuts 20 staff, Derby studio shuts down
A day ago |
Views: 4 - No Comments |
|---|---|
![]() Rebellion has allegedly let go approximately 20 staff from its main studio in Oxford, UK, while its Derby location has been shut down, reports Develop. Rebellion, which most-recently released Aliens vs Predator, has yet to confirm the details As is typical with these types of stories, it's hard to tell if the layoffs were part of the natural game development cycle after a major release, or if there's an actual "issue" going on. As for the Derby studio, which once upon a time was Core Design (Tomb Raider), it has been on the chopping block for months. If you are a member or representative of the studio, please don't hesitate to contact us (whether on or off the record) with clarification. Source: Joystiq via Edge They no doubt felt the need to cut staff after the poor reviews for AvP. - THGhost. |
|
|
|
|
Powered By: News System v1.1.0 © 2007-2010 DevFuse
Sign In
Register
Help
Blog's
Downloads
Gallery
Share Links
Steam Group
Tutorials
XBox Live













