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PC Gamers Stomp Console Players PDF Print E-mail
Written by Administrator   
Thursday, 22 July 2010 09:41

 

 

Microsoft Killed a Killer Project
I never thought I would be more disappointed in the industry then when Microsoft killed Ensemble Studios. ..however nothing surprises me anymore :)
Rumor has it that there was a project many many months ago at Microsoft that was under wraps. The goal was to bridge XBOX gamers with PC Gamers so they could play against one another in games like Unreal, or Gears of War. This was all part of their Live strategy, and had Microsoft just stuck to their guns and made it work PC Gaming might be in a much better position than it is today.
Not to say that PC Gaming is in a bad position, but it's not like it used to be. The PC is shifting, as I've said many times over the last couple of years. The need for multiple high performance graphics cards is all but dead. You can play any PC Game on an HP Envy at high resolution with high detail, for example. PCs are becoming more mobile, form factors are shifting, touch is being embraced as well as other technologies. The word "PC" is dead, but the concept of personal computing isn't. ..but this isn't the point.
There was a project that got killed at Microsoft. This project was designed to allow console gamers and PC gamers to interact and battle over a connected environment. Personally I wish it would have stayed the course. I've heard from reliable sources that during the development they brought together the best console gamers to play mediocre PC gamers at the same game... and guess what happened? They pitted console gamers with their "console" controller, against PC gamers with their keyboard and mouse.
The console players got destroyed every time. So much so that it would be embarrassing to the XBOX team in general had Microsoft launched this initiative. Is this why the project was killed Who knows, but I'd love to hear from anyone involved --- what happened?
Those of us who have been in the gaming business for over a decade know the real deal. You simply don't get the same level of detail or control as you do with a PC over a console. It's a real shame that Microsoft killed this -- because had they kept it alive it might have actually increased the desire of game developers and gamers alike to continue developing and playing rich experiences on the PC which would trickle down to the console as it has in the past.
Instead they wanted to keep an old business model alive, and as a result they are (all) getting attacked by the most unlikely competitor.. Apple.
..had they allowed something like this to take place then perhaps the desire to have the best platform would still be there. Perhaps the scale of the PC would have allowed Microsoft to get away from the hardware business and focus on their core, software. Perhaps we could have finally integrated the XBOX into the PC...
Perhaps not, all of this is over now, there is no looking back.
The Future of Game Development

Game developers follow the money. This isn't a labor of love.
Yes, this industry has changed. While not all the big publishers are struggling to keep up with their growth, most are. The "app machine" allows little companies develop great content from their basements and remain incredibly profitable. Remember GOD Games (Gathering of Developers)? Seems like the concept was way ahead of its time.
While gaming seems to be shifting away from large rich productions to independent app developers and less immersive titles, the audience is growing. More people are playing games. The sad thing is these people don't know what they're missing.
There is light at the end of the tunnel though. If developers can start taking advantage of *all* the hardware on our devices and build compelling titles that get the user excited - they will be featured - and you will likely become very rich very quickly.
Hardware is becoming smaller, lighter, portable, and more feature rich. The content is become less detailed, but the experience involves multiple senses. The audience for games has never been larger. ...but only the great titles will stand out in a soon to be highly competitive environment.
So I'm calling out to all game developers. It's time you followed the money and looked to the future. Opportunity is in scale. webOS will have tremendous scale and reach.
You might even think about developing titles exclusively for webOS in the future, but for now perhaps you should look at taking some of your best titles - and don't think port - think about taking full advantage of our hardware, cameras, sensors, etc. The possibilities are endless - and while it may take time for new devices to start showing up, you can rest assured that the wait will be worth it.
I guess what I'm saying is rather than trying to stand out in a store with millions of apps in front of you, it's probably a good time to get in while the getting is good on the ground floor. Feel free to contact me personally, and I will make sure to hook it up internally.
Last Updated on Thursday, 22 July 2010 10:04
 
Call of Duty: Black Ops: Gameplay Details & Dedicated Servers PDF Print E-mail
Written by Administrator   
Saturday, 26 June 2010 19:58
Welcome to MapModNews
Sunday, June 27 2010 @ 02:56 AM BST

 

As reported, Black Ops is a Cold War-era deniable-ops shooter that tackles Vietnam, the frosty Russian Mountains, the Loation undergrounds and everything in between. Developer Treyarch hopes the locations will inject some much needed variety into the CoD series.

OXM describes Black Ops as "unbelievably gorgeous", with snazzier smoke and fire effects, better draw distance, more convincing character animation and "incredible" lighting in some scenes. You play as a member of the Studies and Operations Group (SOG), a pocket of CIA-sanctioned forces whose methods are unconventional and actions deniable. SOG missions the mags saw include rappelling out of a helicopter into Hue City to verify that the Russians are setting up shady backroom deals, and a stealthy operation in the Ural Mountains called 'WMD' which has you repelling down the side of a ridge, Modern Warfare style.

Another level, which kicks off with a helicopter crash into the Huong River, has you swimming and diving through the murky waters - with only your knife for company.

New weapons include the Crossbow, which can be used for both stealthy kills and an explosive tip secondary fire shot, the M202 rocket launcher and an incendiary shotgun.

Of course as you'd have seen in the debut trailer Black Ops also features pilotable vehicles, including the SR-71 Blackbird (which has you guiding troops on the ground past guard patrols - a bit like Modern Warfare's own air missions) and the helicopter, which OXM stresses is fully controllable - you even have helicopter-on-helicopter gun fights.

As far as multiplayer goes Treyarch is staying quiet, though vehicles will return (but "not the way you remember them"), some kind of co-op mode will feature and increased character customisation is promised.

 

And will Call of Duty: Black Ops PC have Dedicated Game Servers ?

YES, CoD: Black Ops Dedicated Servers are now confirmed !

Call of Duty: Black Ops will be getting dedicated servers, according to studio head Mark Lamia.

When asked whether the
dedicated servers will be present in Black Ops, Lamia replied, "I think dedicated servers are excellent. I don't see any reason not to see them unless... well, I just don't see any reason not to."

Lamia showed his appreciation of how much dedicated servers meant to a lot of PC gamers.

"We work very hard to reconcile the desire to manipulate and modify those dedicated servers with offering them the persistent experience and benefits that the console system provides. We want to have two kinds of servers, so people can run dedicated servers but also participate in the communal experience the console players get to have, given they're all on first-party servers."

So lets wait how Treyarch's effort to make a real step forward will look like when the game gets released.

Fingers crossed.  Gogogo Treyarch !!!

Last Updated on Thursday, 22 July 2010 09:44
 
2.7 million gamers reach for `Halo' PDF Print E-mail
Written by Administrator   
Monday, 14 June 2010 14:07

LOS ANGELES — Master Chief isn't lacking for friends.

More than 2.7 million people logged onto the video game "Halo: Reach," the upcoming prequel to the first-person shooter trilogy starring supersoldier Master Chief, developer Bungie Studios announced Monday.

Players collectively logged more than 16 million hours and more than 1.1 billion virtual kills during the 18-day public beta test of the game's multiplayer mode, Bungie said in a statement, adding the game will be launched worldwide on Sept. 14 — except in Japan, where it will debut a day later.

"It's exceeded our expectations," said Bungie Studios community director Brian Jarrard. "Our only real perspective going into this was the 'Halo 3' beta test, which had about 800,000 people. We knew there were a couple million copies of 'ODST' out there, but we really didn't have any specific information that let us know what the population might be like."

Xbox 360 users who bought last year's "Halo" spin-off, "Halo 3: ODST," were provided access to the beta test, which ran from May 3 to May 20. The gamemakers will use information recorded during the online test to fix glitches, tweak settings and balance the overall fairness of the game's multiplayer mode, which pits blaster-wielding soldiers against each other.

"There really is tons of analytical data that we need to derive from the beta test with regard to the network and back-end systems," said "Halo: Reach" creative director Marcus Lehto. "We needed our fans to provide feedback. We needed a very large audience to hammer on this game, which allows us to use the data that really helps shape the final product."

Unlike previous "Halo" games, "Reach" bestows players with rechargeable powers, such as superspeed, flight and invisibility. The designers also added several new types of online gameplay, including an objective-based edition called "Invasion" that tasks teams of players with advancing through an environment besides just shooting each other in the head

"We always want to give our fanbase something new and fresh," said Lehto. "We definitely wanted to give them something new to sink their teeth into with 'Reach,' and maybe even grow our audience bigger than we're typically used to seeing. I think we did that with 'Invasion.' Sure, there's a few more rules to learn, but at its core, it's still a 'Halo' game."

When it's released this fall, the latest "Halo" title will be gunning for the top first-week sales spot once owned by "Halo 3" in 2007 with more than $300 million in sales. "Halo 3" was later shot down by "Grand Theft Auto IV" in 2008 with more than $500 million in sales than "Call of Duty: Modern Warfare 2" in 2009 with more than $550 million in sales.

"This is the most pressure we've ever been under," said Lehto. "This is the biggest 'Halo' title we've ever made, and we're worried there's 'Halo' fatigue out there. That's why we set out to add new twists, and we're happy to see people enjoy it, but it was a huge risk for us to release what's essentially a work in progress to almost 3 million people."

"Halo: Reach" is slated to be the last "Halo" game developed by Bungie Studios, which recently signed an exclusive 10-year deal with Activision Blizzard Inc. to publish and distribute a series of games for various platforms based on a new action game universe. The deal marks Bungie Studios' first such partnership since breaking off from Microsoft in 2007.

"It's absolutely bittersweet," said Lehto. "We created this. I was there on day one in 1997 back when it was just three of us working on what ultimately became 'Halo.' Now, we have the largest team we've ever had on a 'Halo' game. We're having fun, but closing this series out as the leader of this project, I will definitely be sad when it's all over."

Last Updated on Saturday, 26 June 2010 20:04
 
Non-FPS Call of Duty Announced PDF Print E-mail
Written by Administrator   
Monday, 24 May 2010 19:19
 
 

This article seemed kind of weird to me. No FPS? What's up with that?

--

admin

James Lee's picture

By James Lee

March 24, 2010

 

Activision has announced that it intends to expand the Call of Duty franchise with a new non-FPS title by developer Sledgehammer Games, expected to be released in 2011.

 The title's development will be headed up by Dead Space veterans and former Visceral Games bosses Glen Schofield and Michael Condrey. Scofield and Condrey defected from EA last year. Activision says Sledgehammer will "extend the franchise into the action-adventure genre". 

The company also announced the creation of a dedicated Call of Duty business unit, adding that Steve Pearce, CTO, and Steve Ackrich, head of production, will take over Infinity Ward following the departure of Jason West and Vince Zampella.

"2010 will be another important year for the Call of Duty franchise," stated Mike Griffith, President and CEO of Activision Publishing.

"In addition to continued catalog sales, new downloadable content from Infinity Ward and a new Call of Duty release, we are excited about the opportunity to bring the franchise to new geographies, genres and players." 

This comes shortly after reports of Activision CEO Bobby Kotick supposedly meeting senior staff at Infinity Ward.

 

Last Updated on Monday, 31 May 2010 09:28
 
Halo: Reach Beta Fails - Episode 2 PDF Print E-mail
Written by Administrator   
Tuesday, 18 May 2010 21:11

 From Bungie on 5/18/2010 at 9:51 AM PDT


A jacal writes:

You just can't get enough fails.

Fails become wins in episode deuce of Halo: Reach Beta Fails!

"Episode 2 of Halo: Reach Beta Fails has now been released. Check it out, and remember to like and subscribe if you want to continue following the series!"


Last Updated on Saturday, 26 June 2010 20:04
 
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