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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (943 săptămâni în urmă) - [Link]Top

Aici se discută noutățile din lumea jocurilor digitale.

Dacă aveți o știre proaspătă pe care o doriți să o împărtășiți cu cei din jur, vă rugăm să respectați niște reguli generale.

Reguli privind oformarea unei știri:
- știrea trebuie să fie proaspătă;
- conținutul trebuie să fie plasat în tag-ul spoiler (vezi pagina cu tag-uri). În același mod se procedează și în caz dacă știrea constă doar dintr-un link spre un site video


Game Awards 2012
Game of the Year

Assassins Creed III

Dishonored

Journey

Mass Effect 3

The Walking Dead: The Game (Winner)

Studio of the Year

343 Industries, Halo 4

Arkane Studios, Dishonored

Gearbox Software, Borderlands 2

Telltale Games, The Walking Dead: The Game (Winner)

Entertainment Weekly and Spike VGA Best Game of the Decade

Batman: Arkham City

BioShock

Half-Life 2 (Winner)

The Legend of Zelda: The Wind Waker

Mass Effect 2

Portal

Red Dead Redemption

Shadow of the Colossus

Wii Sports

World of Warcraft

Best Xbox 360 Game

Assassins Creed III

Borderlands 2

Dishonored

Halo 4 (Winner)

Best PS3 Game

Assassins Creed III

Borderlands 2

Dishonored

Journey (Winner)

Best Wii/Wii U Game

New Super Mario Bros. U (Winner)

The Last Story

Xenoblade Chronicles

ZombiU

Best PC Game

Diablo III

Guild Wars 2

Torchlight II

XCOM: Enemy Unknown (Winner)

Best Shooter

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Halo 4

Max Payne 3

Best Action Adventure Game

Assassins Creed III

Darksiders II

Dishonored (Winner)

Sleeping Dogs

Best RPG

Diablo III

Mass Effect 3 (Winner)

Torchlight II

Xenoblade Chronicles

Best Multi-player Game

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Guild Wars 2

Halo 4

Best Individual Sports Game

Hot Shots Golf: World Invitational

SSX (Winner)

Tiger Woods PGA Tour 13

WWE '13

Best Team Sports Game

FIFA Soccer 13

Madden NFL 13

NBA 2K13 (Winner)

NHL 13

Best Driving Game (TBA)

DiRT: Showdown

F1 2012

Forza Horizon

Need for Speed: Most Wanted (Winner)

Best Song in a Game

"Castle of Glass" by Linkin Park, Medal of Honor: Warfighter

"Cities" by Beck, Sound Shapes (Winner)

"I Was Born For This" by Austin Wintory, Journey

"Tears" by Health, Max Payne 3

Best Original Score

Call of Duty: Black Ops II

Halo 4

Journey (Winner)

Max Payne 3

Best Graphics

Assassin's Creed III

Dishonored

Halo 4 (Winner)

Journey

Best Independent Game

Dust: An Elysian Tail

Fez

Journey (Winner)

Mark of the Ninja

Best Fighting Game

Dead or Alive 5

Persona 4 Arena (Winner)

Street Fighter X Tekken

Tekken Tag Tournament 2

Best Handheld/Mobile Game

Gravity Rush

LittleBigPlanet PS Vita

New Super Mario Bros. 2

Sound Shapes (Winner)

Best Performance by a Human Female

Emma Stone as Amanda Cartwright, Sleeping Dogs

Jen Taylor as Cortana, Halo 4

Jennifer Hale as Commander Shepard (female version), Mass Effect 3

Melissa Hutchinson as Clementine, The Walking Dead: The Game (Winner)

Best Performance by a Human Male

Dameon Clarke as Handsome Jack, Borderlands 2 (Winner)

Dave Fennoy as Lee Everret, The Walking Dead: The Game

James McCaffrey as Max Payne, Max Payne 3

Nolan North as Captain Martin Walker, Spec Ops: The Line

Best Adapted Video Game

Disney Epic Mickey 2: The Power of Two

Lego Batman 2: DC Super Heroes

The Walking Dead: The Game (Winner)

Transformers: Fall of Cybertron

Best DLC

The Elder Scrolls V: Skyrim - Dawnguard (Winner)

Mass Effect 3 - Leviathan

Borderlands 2 - Mechromancer Pack

Portal 2 - Perpetual Testing Initiative

Best Downloadable Game

Fez

Journey

Sound Shapes

The Walking Dead: The Game (Winner)

Best Social Game

Draw Something

Marvel: Avengers Alliance

SimCity Social

You Don't Know Jack (Winner)

Most Anticipated Game

BioShock Infinite

Grand Theft Auto V (Winner)

South Park: The Stick of Truth

The Last of Us

Tomb Raider

Character of the Year

Connor Kenway, Assassin's Creed III

Commander Shepard, Mass Effect 3

Clap Trap, Borderlands 2 (Winner)

Master Chief, Halo 4

Raul Menendez, Call of Duty: Black Ops II
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VGX 2013
Объявлены победители Spike VGX 2013



• Игра года
Grand Theft Auto V


• Студия года
Naughty Dog

• Персонаж(и) года
Близнецы Лютес (BioShock Infinite)

• Лучший шутер
BioShock Infinite

• Лучшая инди-игра
Gone Home

• Лучший экшен
Assassin’s Creed IV: Black Flag

• Лучшая спортивная игра
NBA 2K14

• Лучшая RPG
Ni no Kuni: Wrath of the White Witch

• Лучший файтинг
Injustice: Gods Among Us

• Лучшие гонки
Forza Motorsport 5

• Лучшее DLC
Far Cry 3: Blood Dragon

• Лучшая игра для Xbox 360
Brothers: A Tale of Two Sons

• Лучшая игра для PS3

The Last of Us

• Лучшая игра для Wii U
Super Mario 3D World

• Лучшая игра для PC
Gone Home

• Лучшая игра для портативных консолей
The Legend of Zelda: A Link Between Worlds

• Лучшая игра для мобильных платформ
Plants vs. Zombies 2

• Лучшая казуальная игра
Animal Crossing: New Leaf

• Лучший актер озвучения
Трой Бейкер (Джоэл из The Last of Us)

• Лучшая актриса озвучения
Эшли Джонсон (Элли из The Last of Us)

• Лучший саундтрек
Grand Theft Auto V

• Лучшая музыкальная композиция в игре
“Will the Circle be Unbroken” — Courtnee Draper & Troy Baker (BioShock Infinite)
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Editat de către bam la 2014-01-20 14:14:26




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Top mesaje

By FIXXX (English Media Viewer) (1 mesaje) at 2025-02-16 20:37:52 (17 săptămâni în urmă) - [Link]
#14012 Porfirion, lasa ca e bine, decit sa faca un rahat ce ar distruge istoricul.




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<< Precedenta      Următoarea >>

#951 by JRocker (性交) (0 mesaje) at 2008-02-18 14:18:42 (904 săptămâni în urmă) - [Link]Top
#950 m000rfik, :yes:


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#952 by m000rfik (User) (0 mesaje) at 2008-02-18 15:01:02 (904 săptămâni în urmă) - [Link]Top



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#953 by pokemonn (Power User) (0 mesaje) at 2008-02-18 15:06:22 (904 săptămâni în urmă) - [Link]Top
#952 m000rfik, ea nu va fi p/u PC..sau tu ai Box o_O


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#954 by JRocker (性交) (0 mesaje) at 2008-02-18 15:19:00 (904 săptămâni în urmă) - [Link]Top
#953 pokemonn, :yes: shi stuka nio luat 2 diskuri shi nu le intoarce.. :sarcastic:


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#955 by m000rfik (User) (0 mesaje) at 2008-02-18 15:19:07 (904 săptămâni în urmă) - [Link]Top
#953 pokemonn, am box

#954 JRocker, spune cand si ti le dau :)


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#956 by JRocker (性交) (0 mesaje) at 2008-02-18 15:21:21 (904 săptămâni în urmă) - [Link]Top
#955 m000rfik, miine ora 16:30 tot akolo :sarcastic:


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#957 by m000rfik (User) (0 mesaje) at 2008-02-18 15:23:13 (904 săptămâni în urmă) - [Link]Top
#956 JRocker, plea da ni-i lene bai sa ma tarai pana acolo :( davai vineri dupa lectii pe la 1 jumate, doua :D


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#958 by JRocker (性交) (0 mesaje) at 2008-02-18 15:35:20 (904 săptămâni în urmă) - [Link]Top
#957 m000rfik, nu nna dak am zis am zis shi gata xD


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#959 by m000rfik (User) (0 mesaje) at 2008-02-18 15:48:03 (904 săptămâni în urmă) - [Link]Top
#958 JRocker, ladna...daca o sa pot o sa vin :)


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#960 by m000rfik (User) (0 mesaje) at 2008-02-19 14:57:34 (903 săptămâni în urmă) - [Link]Top
baieti,nu stie nimeni de ce a fost Canceled joaca Fear & Respect?... cativa ani in urma :(


stiu,grafica nu prea,totusi demult a fost canceled :( 

imi plac asa genuri de jocuri,si ma intreb de ce au facut asta,inca si Midway? traileru tot nu-i rau


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#961 by pokemonn (Power User) (0 mesaje) at 2008-02-19 14:59:57 (903 săptămâni în urmă) - [Link]Top
#960 m000rfik, hz :w00t: pe ultimu' screen ii Snoop Dogg


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#962 by m000rfik (User) (0 mesaje) at 2008-02-19 15:03:24 (903 săptămâni în urmă) - [Link]Top
#961 pokemonn, da...e joaca lui snoop dog.traileru mi-a placut,plin de actiune:) indeobste imi plav jocuri unde esti intr-un vkartal de acesta din South Central plin de negri... ceva de tipul San Andreas :)


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#963 by pokemonn (Power User) (0 mesaje) at 2008-02-19 15:11:11 (903 săptămâni în urmă) - [Link]Top
#962 m000rfik, Atunci Crackdown iti va placea :-D


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#964 by regnumekal (User) (0 mesaje) at 2008-02-19 15:26:57 (903 săptămâni în urmă) - [Link]Top
#960 m000rfik, "... totusi demult a fost canceled ..." - tu nici nu stii cit eu pling ca a fost anulata seria intreaga Call of Cthulhu dupa falimentul Headfirst :(

http://www.gamespot.com/pc/action/callofcthulhudestinysend/index.html?tag=result;title;1
http://www.gamespot.com/xbox/action/callofcthulhubeyondtmom/index.html?tag=result;title;0
http://www.gamespot.com/ps2/adventure/callofcthulhutaintedlegacy/index.html?tag=result;title;4


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#965 by m000rfik (User) (0 mesaje) at 2008-02-19 15:48:35 (903 săptămâni în urmă) - [Link]Top
#963 pokemonn, da o am,o sa joc degraba in ea:) dar eu totusi vrue sa fie real,da nu fantastic...sa fiu nigger :lol:

#964 regnumekal, da prima parte eu buna?e strasnica tare? cu ce joaca se poate de asemanat?:)

PS.blin si vreu continuare la Call od Juarez :(


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#966 by regnumekal (User) (0 mesaje) at 2008-02-19 16:02:51 (903 săptămâni în urmă) - [Link]Top
#965 m000rfik, "... e strasnica tare? cu ce joaca se poate de asemanat? ..." - nu, nu e strasnica tare. Se aseamana probabil putin cu Condemned si The Suffering, numai ca-l adaugi si pe Cthulhu deasupra.

Numai sa nu va rideti - jocul e serios...poate...

World of Goo
Genre: Puzzle
Publisher: *TBA
Developer: 2D Boy
Platforms: PC Wii Macintosh Linux
Release Date: TBA 2008
Official Site: http://www.2dboy.com/games.php
Universe: ---



If there's any justice in the world, 2D Boy's World of Goo is going to be a hit this year. It's already a finalist in three categories in the 2008 Independent Games Festival awards; up for the Grand Prize, the Design Innovation award and the Technical Excellence award, and deservedly so. Simply put, World of Goo is one of the most appealing puzzlers we've come across in some time.

The basic concept is somewhat similar to Lemmings – get a requisite number of your charges to the exit by using their particular skills. That's, however, where the similarities end. World of Goo is essentially a structural engineering puzzle game (I know, I know, your eyes aren't exactly lighting up with glee at that description, so bear with me). You must use your animate balls of goo to create towers, bridges and other structures to get to the pipe representing the exit. Sounds simple, and as you start grabbing individual balls of goo and placing them near other balls to tether them together, it certainly seems to be. This is a game that's utterly intuitive to get into, but once you're a couple of levels in you'll also discover that it's a uniquely challenging physics-based puzzler.

Gravity, it seems, is a cruel mistress. Your goo balls create structures that sway and bend and can easily topple if unbalanced. This can be used to your advantage in some levels. One of the first in the game, for instance, charges you with bridging a small gap between two cliff faces. While you can build horizontally across the chasm, provided you create support for the structure against the cliff wall you're building out from, you can also build straight up, then weight the construction to the right, causing it to fall down across the gap. Like I said, the system is intuitive and straightforward, and the dynamic nature of the building process really adds to the charm. Fail and it's a simple matter to restart and try a slightly different approach.



While 2D Boy has only given us access to the first chapter of five, there's already impressive variety in environments and challenges. One charges you with building up towards the exit while in a large, slow-turning tumble dryer. As it rotates your structure falls over, forcing you to race to quickly build up and reach the exit before it topples again. Another is the delightfully titled 'Fisty's Bog'; a great tweak on the familiar cross-the-chasm challenge, and one fraught with danger. On the one hand, you're given a number of balloons which you can anchor to goo balls to prevent your creation dipping into the bog below, but on the other, if you're too balloon happy your structure will soar towards the spiked roof, popping any balloons with which it comes into contact. It's a very delicate balancing act, and even the presence of a number of 'TimeBugs' flittering about, which can be clicked on to take you back a step in construction, won't prevent you from having to restart this mission a number of times. Oh, and did we mention that the titular Fisty is a giant toad creature sitting on one side of the bog with its mouth open? Yes, you're constructing a giant toad tongue out of black balls of goo and balloons. Beautiful in its way.

In addition to the standard issue black balls of goo, there are also albino balls, sleeping balls that must be awoken and a green variant with which you're able to both set and break bonds. It's using this technique that you're able to dismantle parts of a structure once you've reached the exit (think Jenga, but with more goo), enabling you to save even more of the strange little creatures.



There's a very good reason to save as many of the goo balls as possible too, and it's not just for bragging rights on the international leader boards (where your performance on individual levels is ranked based on number of goo balls saved, time taken and moves used). Nope, there's a metagame to take part in, courtesy of the 'World of Goo Corporation' section of the game. The task? To take every goo ball you've rescued and build the highest tower you can (just like Tower of Goo the freeware game that was the genesis of World of Goo). Other players' towers are displayed as clouds in the sky, giving you an at-a-glance perspective of other people's achievements. It's pretty compelling in and of itself, and despite the solid foundations I laid down, I was still able to topple my monster effort from reaching a little too high with my last few goo-boys.

World of Goo, then, is a pretty unique physics-based puzzler. It's also utterly charming, both in the unique visual style of the environments, the humour in the writing, the way the remaining balls of goo swarm about your structure and in the music, which ranges from 'demented fairground' to what can only be described as 'sleuths-r-us'. The only question that remains is whether 2D Boy can keep twisting and tweaking the level design to keep the game feeling fresh throughout. Based on the first chapter, we're hopeful that the guys can.

World of Goo is coming to a number of platforms, and should be available in the next few months. As you'll read if you visit 2D Boy's website, the game was due to ship on PC on February 14 but will be held back for a simultaneous release on PC and Wii (with Mac and Linux versions coming shortly afterwards). No date has been fixed but this will be one game that puzzle fans shouldn't miss.










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#967 by daymio (Power User) (0 mesaje) at 2008-02-19 16:57:31 (903 săptămâni în urmă) - [Link]Top
#966 regnumekal, Suuuuper!Ce ma rupe the tower of Goo


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#968 by 916 (Power User) (0 mesaje) at 2008-02-19 20:04:22 (903 săptămâni în urmă) - [Link]Top
#967 daymio, "... Ce ma rupe the tower of Goo ..." - aha....i loved it >D


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#969 by regnumekal (User) (0 mesaje) at 2008-02-20 13:48:17 (903 săptămâni în urmă) - [Link]Top
Pentru cine vrea sa fie printre primii care vor incerca Red Alert 3 / Click on Beta Chiar daca trebuie sa cumparati Kane's Wrath :whistle:

The Chronicles of Narnia: Prince Caspian
Other Names: Prince Caspian
Genre: Adventure
Publisher: Disney Interactive Studios
Developer: Traveller's Tales
Platforms: PC Xbox 360 Playstation 3 Playstation 2 Playstation Portable Wii Nintendo DS
Release Date: May 2008
Official Site: http://disney.go.com/disneyinteractivestudios/product.html?platform=pc&game=narnia_caspian
Universe: The Chronicles of Narnia: The Lion, The Witch and The Wardrobe (PC) (XBOX) (PS2) (NDS) (GC) (GBA), The Chronicles of Narnia (MOB)



There's nothing like going to the source when it comes to a licensed video game. In the case of the upcoming Prince Caspian for Xbox 360 and other major consoles, the "source" happens to come from a couple of different directions: film director Andrew Adamson, who is the director of The Chronicles of Narnia: Prince Caspian, the movie based on the influential C.S. Lewis novel; the visual effects masters at Peter Jackson's Weta Digital studios; as well as the C.S. Lewis estate itself.

In Adamson's case, attention to detail seemed to be one of the important lessons learned for the developers at Traveller's Tales, as it seems like Adamson's production design has put huge importance on the little details, all the way down to the different kinds of chain mail armor that will appear in the movie (and, as an offshoot, the game). According to Traveller's Tale producers, Adamson's also a huge gamer; and his input on the Prince Caspian game included the advice that players should immediately be grabbed by the coattails and taken for a ride from the outset in the game.

Okay, so it's not exactly cutting edge game design theory there, but that action-packed approach to the game's opening will certainly be there in the game. This brings up another important aspect of the game's development: the narrative structure. While the game follows the same plot as the movie, it tells the same story in a more non-linear fashion, with several missions acting as hubs from which various side missions continue. Indeed the first level of the game tells the never-before-examined happenings between the first and second Narnia books, which see just a year pass in "our" world, while 1,300 years have passed in Narnia. What happened during that vast stretch of time was a job for the developers Traveller's Tales to construct with the help of the C.S. Lewis estate, which is headed by Douglas Gresham, Lewis' step-son who had the final say on anything and everything to do with game's continuity.



During our brief demo of the game we jumped through a number of different areas that highlighted the two main genres that will comprise Prince Caspian's gameplay: straight-ahead hack and slash and puzzle solving. For the former, a huge number of units on screen at any given time are a great start--during an early battle in a castle courtyard we watched as the producer demonstrating the game, guided a hulking minotaur through a crowd of battling fighters. You can control up to two players in the game, switching between each on the fly, and the game will allow drop-in/drop-out cooperative play (offline only). The other character on hand during this particular level was a mighty centaur who could gallop through crowds of enemies with ease, knocking them back as he sped along.

One of the goals for this particular level was to take out a series of catapults strewn throughout the courtyard. The minotaur and centaur weren't strong enough to take them out; so in order to pull it off, you have to jump on the back of a giant standing in the middle of the courtyard. By guiding him around--giants are pretty stupid in Narnia, it seems--you can use his brute power to take down the catapults.

The game isn't just about brute force, however; in a later level shown to us, we saw two of the main characters Peter and Edmund as they made their way through some creepy looking caves, using a torch's flames to keep bats away from them. The goal of this level is to use light to keep the bats away, as stepping into darkness will bring the cloud of bats at your character. Conspiring against you (and your torch's flame) will be various drafts flowing through the caves, which you will have to plug up using rocks and other objects. As you progress through levels, you'll be collecting items and shards which you can use to upgrade your character's armor and weapons.



To create the game's look, the team behind Prince Caspian went straight to the visual source too--the visual effects masters at Peter Jackson's Weta Digital. The massive castle that seen in the video game version of Prince Caspian, for example, comes from the exact same renders of the game that will be seen in the film. It's so big, in fact, that developers decided to create two different levels from it, each comprised of different sections of the huge structure.

From creating the precise look of the armor and technology available to the Telmarines (the human armies fighting against Prince Caspian) to the unique score created just for the game, the details behind the Prince Caspian game have been a big undertaking for the developers at Traveller's Tales. Here's hoping the final product (and the movie, for that matter) live up to the sterling reputation of the book from which they both draw.








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#970 by regnumekal (User) (0 mesaje) at 2008-02-22 15:04:54 (903 săptămâni în urmă) - [Link]Top
Jumpgate Evolution
Other Names: Jumpgate
Genre: Sci-Fi Online Role-Playing
Publisher: Codemasters
Developer: NetDevil
Platforms: PC Exclusive
Release Date: TBA
Official Site: http://www.jumpgateevolution.com/
Universe: Jumpgate: The Reconstruction Initiative (PC)



In 2001, NetDevil released Jumpgate: The Reconstruction Initiative, an online space combat game that was generally well regarded by the critics. After stumbling a bit with the failed Auto Assault, NetDevil has gone back to its roots with Jumpgate Evolution. This promises to be a revamped version of the game, with a brand new graphics engine and all of the lessons learned over the past six years.

A good way to think about Jumpgate is to imagine something like Elite or Wing Commander: Privateer, but with a massively multiplayer scale. You fly a small spacecraft--ranging from fighters to slightly larger transports--and go out into the vast expanse, travelling from system to system by a series of jumpgates (hence the title). In this fast expanse, you battle enemies and pursue quests that you get in space stations and other ports.

Jumpgate Evolution won't be a sequel to the first game, but it will be set in the same universe. The three original playable factions are back, as well as the Conflux, the universal enemy controlled by the computer. NetDevil gave us a short look at some of the action, like flying between monstrously huge asteroids, shooting down pirate fighters, and flying by gigantic space stations. The scale of the game is impressive, and one thing that NetDevil is thinking about for player-versus-player battles is to have capital ships in the mix. Imagine two capital ships approaching one another--guns blazing--and swarms of fighters (piloted by the players) mixing it up.



The controls and handling of the fighters is being tuned to mouse and keyboard, but there will be joystick support for the hardcore space fans. More importantly, the physics engine is being tweaked a bit. The first Jumpgate had a pretty unforgiving physics engine that would result in you slamming into objects and exploding. Realistic, but not too much fun. We'll see how the revamped physics will work, but we did see at least one collision where the fighter slammed into a larger object at low speed and bounced off.

Like any good MMO these days, Jumpgate Evolution will have a dynamic, player-based economy. Details are scarce, though. This was just a first look at the game, on an offline laptop in the middle of GDC, so it was all fairly rudimentary. Still, it'll be interesting to see where NetDevil goes with this game. We'll find out more in the coming months, and Jumpgate Evolution is aimed for launch in the second half of this year.









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#971 by regnumekal (User) (0 mesaje) at 2008-02-23 14:34:36 (903 săptămâni în urmă) - [Link]Top
Pure
Genre: Racing
Publisher: Disney Interactive Studios
Developer: Black Rock Studio
Platforms: PC Xbox 360 Playstation 3
Release Date: Q4 2008
Official Site: http://www.purevideogame.com/
Universe: ---



Let's face it; a good chunk of the racing genre is just annual rehashes of things we've all played time and time again. These days, it seems that if you've played one ATV racing game, you've played them all. That trend looks to be broken in a big way with the upcoming Pure from Brighton, UK-based Black Rock Studio (formerly known as Climax Racing, the folks responsible for the MotoGP series) and Disney Interactive. We recently sat down with Black Rock's Jason Avent, game director on Pure, to get a feel for how his team is bringing a slightly skewed approach to the typical ATV game.

While the developers at Black Rock made their name with sim-style games like MotoGP, for their latest game, Pure, is an arcade game from stem to stern, full of huge jumps, over-the-top tricks, and extreme speed. That isn't to say, however, that the game is entirely removed from reality. The ATV bikes you control in Pure will certainly feel grounded and responsive in a way you'd expect from a simulation game, yet they're still capable of the kinds of outlandish air maneuvers that can only be found in video games. In fact, according to Avent, the decision to bring ATV bikes into the game was specifically because of their handling--with four wheels, they control similarly to a car yet, like a motorcycle, are still light enough to catch big air on a jump.

And when we talk about big air in Pure, we actually mean huge air. The other aspect of off-road racing that Avent wanted to capture was a sense of epic scale to the magnificent outdoor surroundings you're racing through. Forget turning laps in an MX stadium environment; in Pure, you'll be tackling the great outdoors in all its natural splendor. The graphical work that's gone into the environments places a huge emphasis on scale, with vast draw distances that will let you peer out across mountaintops as you hang out in midair. As Avent puts it, it's all part of the process of inducing a sense of vertigo, if not outright fear, in the player as you tackle the various jumps and bumps in the game.



Part and parcel with establishing that sense of respect for the course will be a constantly shifting camera as you're riding along the track, one that dramatically improves the racing experience depending on what you're doing in the moment. The default behind-the-back view demonstrates a nice sense of speed that's taken to the next step with blur lines and a slight shaking effect when you're using your boost. It's in midair, as you rider is pulling off the exotic tricks, that the camera comes to life, shifting in and out off the lip of the jump, or pulling to either side to give you both a great look at the trick you're currently executing as well as a wide-angle look at the environment surrounding you. If our initial reactions were any indication--holding our breath during more than one sky-high trick sequence--the camera work in Pure looks to add a lot of drama to the entire experience.

It's not just the visuals that are different in Pure. While the core of the game is a 16-vehicle racing experience (both offline and online), the trick system has taken a new approach. There are three levels of tricks you can pull off in Pure, each tied to a face button. A-button tricks are the basics; B-button tricks are the next step up; and Y-level tricks are the top-level tricks. Each of these trick button types is represented by three meters located in the lower right-hand corner of the screen. The twist here is that you can only perform B-button tricks by first filling up the A meter by doing tricks. Similarly, you can only perform Y-button tricks by first filling up both the A- and B-button meters. There are also signature tricks after all three meters are full; once you have a signature trick available, a rotating dial appears onscreen, scrolling through all of the signature tricks available to you. You can stop the dial and then "bank" that signature trick for use whenever you want.



Mitigating all of this meter-building trick busting is the boost meter. Using your ATV's boost will drain the trick meters, so the game quickly becomes a balance between using boost to gain air (or pass an opponent), and saving your trick meter so you can use your best tricks at the right time. Once you've banked a signature trick, however, you can use as much boost as you want without draining the meter, making signature tricks much more valuable than the normal trick. Up to five different paths throughout the same level--some of which are accessible only by using boost off of jumps--further complicate that balance, so that each lap of a race will likely have you facing difficult decisions.

There's still work yet to be done on Pure; the audio is still being cleaned up and there are a ton of particle effects to be added for things like dirt and mud being kicked up by the ATV's tires. And of course, we still have to learn about things like additional game modes, online options, and customization features. Nonetheless, the team at Black Rock still has roughly five months to go in the development of Pure--ample time to put in the finishing touches on a game that we're looking forward to seeing much more of down the road.








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#972 by AsAsIN (Boats 'n Hoes) (0 mesaje) at 2008-02-23 15:44:44 (903 săptămâni în urmă) - [Link]Top
[ i]#971 regnumekal, Awesome !!!  de-abia ashtept[/i]

Editat de către AsAsIN la 2008-02-23 18:14:32




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#973 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-02-23 16:14:15 (903 săptămâni în urmă) - [Link]Top
#971 regnumekal, Mama,mama ce de buna :w00t:.Dar am o intrebare daca shtii,se poate de facut in ea backflip?:|

In al treilea screen unu il face,da jucatorul o sa poata shi el?


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#974 by JRocker (性交) (0 mesaje) at 2008-02-23 16:15:54 (903 săptămâni în urmă) - [Link]Top
#973 Speedy, nah sa pui pe screenuri ceea ce in joc nu se poate de facut?


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#975 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-02-23 16:21:00 (903 săptămâni în urmă) - [Link]Top
#974 JRocker, Multe poate sa fie,nu tin minte in ce jocuri da tot au fost dezamagiri de astea....


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