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Rumors swirl, Microsoft has purchased Capcom

 

Word is beginning to trickle down to fitbabits HQ from several independent sources that Microsoft has all but completed the purchase of Capcom. I'm not going to spell out the ramifications if this one is true, but I will mention two words and a number - Resident Evil 5

 

More as it becomes available...

 

Note that this is firmly in the rumor category and that's where it will stay until either Microsoft or Capcom confirm or deny it.

 

http://www.evilavatar.com/forums/showthread.php?t=23730

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Δημοσ.

Castlevania to break XBLA limit

 

 

 

Konami has revealed that Castlevania: Symphony of the Night will surpass the 50MB size-limit for Xbox Live Arcade titles. Apparently Microsoft is willing to make certain exceptions to its rules.

 

"If any games do exceed 50MB, it's for a very specific reason that would ensure that the gameplay experience is the best it can be," group manager for XBLA, Greg Canessa, told GameSpot.

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"Castlevania: Symphony of the Night is one of the most popular games of all time, and you can [bet] that you'll see similar high-quality games come to Xbox Live Arcade in the future."

 

Microsoft has also pointed out that the demo for the game will not fit on the system's 64MB memory unit.

 

The download will feature enhanced graphics and sound, as well as widescreen support, achievements, and leaderboards.

 

There's no word on how much it will cost, or when it will be released, though we expect a Q1 launch and a price tag of over 1000 Microsoft Points.

 

Head over to Xbox.com to see Major Nelson preview the game at the Consumer Electonics Show in Las Vegas.

Δημοσ.
Rumors swirl, Microsoft has purchased Capcom

 

Word is beginning to trickle down to fitbabits HQ from several independent sources that Microsoft has all but completed the purchase of Capcom. I'm not going to spell out the ramifications if this one is true, but I will mention two words and a number - Resident Evil 5

 

More as it becomes available...

 

Note that this is firmly in the rumor category and that's where it will stay until either Microsoft or Capcom confirm or deny it.

 

http://www.evilavatar.com/forums/showthread.php?t=23730

 

δινω 51% να ειναι αληθεια.

 

devil may cry? μπααα...χαμογελαστο τονε βλεπω τον bill :mrgreen:

Δημοσ.

Half Life 2 Orange

 

Why call it Half-Life 2: Episode Two when it just has so much more to offer? The latest issue of Electronic Gaming Monthly confirms that the upcoming PlayStation 3 and Xbox 360 editions of Half-Life 2 has been renamed to Half-Life 2: Orange. No, really.

 

Valve has come up with an entire world of alien life forms, postmodern physics and government conspiracies and the best title they could come up with is a color? We guess it's better than Half-Life 2: Head Crab-tacular Edition.

 

HL2:O includes the original Half-Life 2, Episodes One and Two, Team Fortress, and Portal.

Δημοσ.

Rumors : Kingdom Hearts-Chrono Trigger 360 bound?

Περα απο τις φημες για την εξαγορα της capcom,τελευταια κυκλοφορουν καποια

rumors οτι υπαρχει η πιθανοτητα τα δυο αυτα υπερπαιχνιδα να βγουν για 360.ο χρονος θα δειξει αν ολα αυτα ειναι αληθεια

 

Deux sites européens ont rapporté que Square Enix serait en train de vendre deux de ses licences à d'autres éditeurs/développeurs. Toujours d'après ces deux sites, la première licence serait celle de Kingdom Hearts qui irait à Buena Vista Games, et la seconde celle de Chrono Trigger, à Mistwalker.

 

Tout ceci n'est encore qu'à l'état rumeur mais le fait que Hironobu Sakaguchi ait exprimé dernièrement l'envie de faire un nouveau Chrono Trigger vient appuyer les dires de ces deux sites...

 

Τranslation

 

Two European sites reported that Square Enix would be selling two of its licences to other éditeurs/développeurs. Always according to these two sites, the first licence would be that of Kingdom Hearts which would go in Buena Vista Games, and the second that of Trigger Stopwatch, in Mistwalker. All this is yet only with the state rumour but the fact that Hironobu Sakaguchi lately expressed the desire for making a new Trigger Stopwatch comes to support the statements of these two sites..

 

Αν λοιπον οι 2 τιτλοι καταληξουν στις Mistwalker k Buena Vista,που υποστηριζουν τρελα την ms κ το 360,τοτε ειναι πολυ πιθανο το 360 να εμπλουτισει την rpg λιστα του με δυο παιχνιδαρες.ειδικα το chrono trigger...

Δημοσ.

Turok Details

 

SPONG: Was the prospect of resurrecting a dead franchise scary?

 

JH: That wasnʼt first and foremost in our minds when we first thought about it. One of the things that drew us to the opportunity, though, was that it was such a big franchise, and one that was near and dear to our hearts. Weʼd seen it go down a dark path, and we thought hereʼs something that would be really cool to bring back and relaunch.

 

SPONG: Can you go over the main points that are different from the original Turok games?

 

JH: Well, it is a completely new storyline, new characters, a new world and environment, but what we tried to do was keep it true to the spirit of the original games. So, letʼs look at the things that are the same: you play as Turok, who is Native American, thereʼs a sense of spirituality during the game, itʼs set in a lost world inhabited by dinosaurs, thereʼs tons of action, great weaponry and a sense of wonder and exploration as youʼre moving through the environment. All those things were what we felt were the most compelling parts of the original Turok games.

 

SPONG: For you, what was the best thing that developing Turok for next-gen platforms could bring?

 

JH: I definitely think the complexity of the AI, to drive the creatures and deliver a really realistic creature performance within a dynamic AI system, and the same on the human side – rather than having one-off scripted animations, but having them dynamically interact with each other and giving you the freedom to control in some cases, and influence in all cases, their behaviour. Thatʼs definitely not something we could have done on previous generations of consoles.

 

SPONG: You said you were influenced by Dawn of the Dead when making the dinosaurs – can you explain that?

 

How it used to be... when the world was all dinosaursJH: When we started out with the dinosaurs, we went down an academic path, researching realistic behaviours and so on. And then we shifted over into pop culture and looked at how dinosaurs are portrayed; what peopleʼs expectations are as far as a dinosaurs might behave based on movies like Jurassic Park where you have “realistic” dinosaur behaviours. But once we got to that point, we were like: “OK, thatʼs bedrock, a foundation, but how will we differentiate our dinosaurs, and make them totally different and memorable?” Because one of the things we really wanted to capture in the game is that sense of fear and terror as you try to survive in this horrible environment.

 

Consider the situation: you crash-land on this prehistoric planet filled with all kinds of crazy, somewhat mutated dino-creatures which are slightly tainted and different from the norm. How scary would that be? It would be completely pant-wetting. So we homed in on that and started looking at horror movies, and that almost meth-addicted zombie-type thing where they just wonʼt stop – they just keep coming and thereʼs nothing you can do. Thatʼs the feeling we really wanted to capture, particularly for the raptors, but it became something that was a hallmark of all the creatures to some extent.

 

How it's going to be... pant-wetting.SPONG: Youʼve said that you canʼt talk about the multiplayer yet, but will you have multiplayer stuff that people havenʼt experienced before?

 

JH: One thing we have talked about with our multiplayer stuff that sets us apart from anyone else out there is the introduction of the creatures into the multiplayer experience. When you play with the ability to lure creatures onto your opponents, it adds a whole new dynamic to the experience.

 

SPONG: What age-rating are you shooting for? Because Turok is a game that marks a conscious move for BVG into more adult territory.

 

JH: Definitely. Itʼs intended for a mature audience. Iʼm not sure how it will be rated according to European standards – I think it will probably be 16-plus. In the US, it will be 17-plus. So, it is quite a departure for BVG if you look at their historical portfolio of titles. But because weʼve not doing anything gratuitous for gratuityʼs sake, I think thatʼs a line that weʼve drawn, saying: “This is necessary to do justice to the creative side,” and theyʼve been very supportive with that.

 

SPONG: Whatʼs the general feeling at BVG about moving towards more adult games, as they are used to childrenʼs games and this could be a minefield for them?

 

JH: If you think of the broader spectrum of the Walt Disney Company and all of its brands – you know, if you look at whatʼs available on ABC and ESPN, and some of the stuff that has been put out with Miramax and Touchstone – itʼs such a large, influential media company that if you look at it from that perspective, itʼs not much of a stretch. When you talk to BVG about their larger strategic vision of how they are going to grow as a gaming company, then they see how important it is to broaden their demographic.

 

SPONG: Do you think we will ever see a Turok film, now that Disney is publishing the game?

 

JH: If that happened, Iʼd be overjoyed. I think it would make a great film, or even a great theme park ride. But obviously, itʼs not for me to decide.

 

SPONG: BVG bought Propaganda just a few months after you started up. Had you been talking to them before you started the company?

 

JH: We, as a group, had gotten together in the twilight hours of 2004, and left EA Canada, saying letʼs start a studio. At that point, we just started talking to publishers throughout the industry, so it wasnʼt that BVG was the only publisher we were in discussions with. But as we started to talk about our goals and visions for the studio, and their goals and visions for the division, plus how they wanted to develop as a publisher, we just found that there was a real synergy there.

 

So we started working for them as an independent developer. As an in independent developer, you have a choice to make: you can remain independent and chase that long-term big dollar sign, selling out and making a lot of coin. But the flipside of that is that youʼve got to put food on the table, and youʼd be at risk of going under at any moment. We weighed that up against being part of BVG, where we felt there was that synergy, and you had the stability of being part of on e of the worldʼs largest media companies. We decide there was no point in remaining independent, especially given that they were so supportive of our creative process.

 

Zombie dinosaur danger somehow resurrects a franchise - the irony!SPONG: It must be very difficult getting funding when youʼre a start-up?

 

JH: Absolutely. But I do think there are so few developers out there that are truly independent, because any time there is a strong team out there, publishers are looking to tie it up.

 

SPONG: Do you think there has been a shift in the balance of power between developers and publishers – in favour of developers – in recent years?

 

JH: Perhaps. I think now that games are so expensive - thatʼs itʼs such a huge endeavour to take on triple-A titles for next-generation consoles – thereʼs a huge amount of mgney that youʼre putting at risk. As the industry is maturing, developers have come to realise that, if a publisher is willing to put up the money, then to some extent the publisher has the right to have a bit more of the balance of power tipped in their favour. But I do think that the great developers who prove themselves in the industry are going to have a great deal of power, simply because they are so few and far between.

PONG: Your lead platform is the Xbox 360, but you said that the PS3 version is catching up. Are your guys happy with all the PS3 tools, devkits and so on?

 

JH: Yeah, weʼre really satisfied with the tools and devkits that weʼve got. Obviously, itʼs always great to get your hands on stuff earlier, so I do think that there was an advantage with the Xbox 360, with the hardware being available earlier on. The other problem for us, because we were working on the Unreal Engine 3, with their focus being on Gears of War, the Xbox 360 version of that engine is much further along than the PS3 version.

 

SPONG: Do you think the PS3 will eventually prevail and be as successful as the PS2 or the original PlayStation?

 

JH: I wouldnʼt ever want to bet against the brand power of Sony and PlayStation. I do think - itʼs been widely reported, so Iʼm not making a bold statement here – that theyʼve set themselves up with some pretty big challenges with some of the decisions theyʼve made, but Sony has proven to be successful with whatever it does, so I wouldnʼt want to bet against it. The one area that Iʼm still looking for that catch-up in is definitely the online side.

 

SPONG: Sony has talked the talk with the PlayStation Network, saying that it will support, for example, episodic gaming and micro-transactions. What is your take on that?

 

JH: I think episodic gaming and micro-transactions are two future trends for the industry – youʼll see them both on the PlayStation Network and Xbox Live. For me, looking at it from a consumer perspective, you just have to find the right balance of value, particularly with the micro-transactions.

 

 

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Forza Focus with Dan Greenawalt:

Scoreboards and Car Class

dan_scoreboard.jpg

 

So Dan, tell us how you guys have evolved and retooled scoreboards for Forza Motorsport 2?

 

Dan Greenawalt: First off, we at Turn 10 would like to give a lot of details out – working on the game, itʼs hard for us not to share this stuff. And all of that is coming soon. Because weʼve got this rabid fan base that really want to know. Whatʼs great about Forzamotorsport.net is that given our audience there, we can really focus on areas that would really resonate with them. So like, with this article for instance -- talking about the topic of scoreboards to an online gaming site or a journalist, they may not have the context to understand or the interest in drilling down to this level of detail about the game, whereas thatʼs just the opposite here on our community site.

 

A lot has changed in scoreboards in Forza 2, and a lot of it was based on reactions to how the scoreboards played out in v1. Some of the new stuff in scoreboards were features we wanted to do for the last game but either didnʼt have the time or the technology to pull it off. I think the thing to start off with is to talk about how Car Classes have really changed in v2 – being that the Car Classes are what holds the scoreboards together and gives them structure.

 

 

For those who havenʼt played the original Forza Motorsport, can you first describe how Car Classes worked in v1?

 

DG: Sure. So in v1 we had 6 car classes. We had 5 production car classes ranging from D to S, and then we had one race car class. For production Car Classes, your upgrades would affect your class and it was all based on a linear math formula that made it inherently inaccurate. It was really good for the stock car – so if you went into arcade mode and used a stock car, it was a really good ranking of a carʼs performance – but as you start upgrading, certain cars could exploit the upgrade system so that you had cars that had upgrades which would make them supercars in their class.

 

We obviously never intended for this, it was just the nature of a linear formula. So for v2, we developed a neural net that actually searches out and creates a non-linear formula per car, which makes the car class system much more accurate as you upgrade.

 

So for the math layman, what is the end result of having this new neural net AI routine to calculate car classes?

 

DG: Well, it allows us to implement a performance index where your car actually gets a number from 100 to 999 representing how good the car is in its class. So while the result is linear (e.g., 102 is better than 101), the path of determining this index number is not linear. So for instance, adding 10 hp in the old system for a CRX with this much weight and this much drag, etc., was going to give the car 10 extra performance points on the gameʼs scale. And if you added that 10 hp as your first upgrade, or your 80th upgrade, it didnʼt really matter – 10 will always equal 10.

 

In a non-linear system, if you add 10 hp to a stock car, that might speed up its lap-times so much that it equals 10 performance index. But if youʼve already got 400 hp on a CRX and you add an extra 10 hp, thatʼs not going to give it 10 performance points. Thatʼs how itʼs non-linear. Or if, for instance, you put better grip on the car, or change the weight… depending on how all those factors come together, itʼll affect the performance index differently. Because it really now comes down to how much faster your mods make the car, in relation to each other.

 

So to use your example… 10 hp added to a CRX thatʼs already 400 hp wouldnʼt do a whole lot to the carʼs performance index, right?

 

DG: Yes. In fact, if your car is already maxing out its tires all the time… so letʼs say youʼve got a Supra thatʼs supercharged, making 700 hp… the car is really going about as fast as it can on the track, limited only by tires or brakes or whatever... you could add 100 hp and it wouldnʼt do anything to the performance index.

 

Because performance isnʼt just about power?

 

DG: Right, because adding 100 hp at that point wouldnʼt be helping your car. Youʼre already accelerating as fast as you can, but whatʼs slowing you down at that point is probably brakes. So upgrading your brakes would boost your performance index whereas you could have a huge upgrade in horsepower and it wouldnʼt change your performance index at all.

 

Thatʼs interesting. So could players use this performance index to try to better understand their cars and where theyʼre hitting their limits?

 

DG: Yes. Itʼs just a much more robust system and it should be more accurate. That said, I always want there to be a little bit of gamesmanship in this system. So we have a couple of areas where we reward tuners. Every time you do upgrades to your car, the neural net will run the performance index calculation and determine its class and level – it does it very quickly – but when you tune it, the game doesnʼt run the routine again.

 

So that means you can actually get your car up to the very top of class A through upgrades, then go in and futz with the gear ratios, downforce, or camber, and you actually make the car a full second faster on the track, but those tuning settings wonʼt affect the performance index rating. This allows people to go in there and tune and remain “stealth.”

 

So if youʼre online or if youʼre on a leaderboard, and you see two cars with the same performance index but one of them is much faster, then you know that it comes down to tuning. Because the performance index is much more accurate this time, all the pressure now goes on tuning, as opposed to finding that supercar in every class that breaks the system.

 

 

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τα παιδια πανε να μας τρελανουνε...

 

δυναμικο performance index απο 1 εως 999 μεσα σε καθε car class, με το extra tuning πανω στα βαθμολογημενα ανταλακτικα να μην μετριεται ξανα στο αυτοκινητο..

 

οσοι ειναι αυτοκινητακηδες θα ειναι πολυ χαρουμενοι για παρα πολυ καιρο με το forza online!

 

 

περισσοτερα εδω:

http://forzamotorsport.net/devcorner/pitpass/pitpass29.htm

Δημοσ.

HEXUS.tv :: Remedy's Development Director on Alan Wake

 

Markus Mäki, Development Director for Remedy, the company responsible for Max Payne, talks to HEXUS.tv about up-coming title Alan Wake. He explains the game concept and why it's going to rock your face off. The interview is followed by a video preview of the game.

 

http://www.hexus.tv/show.php?show=13

Δημοσ.
HEXUS.tv :: Remedy's Development Director on Alan Wake

 

paidia o typos i kathisterimenos einai i ton valan na milisei prwti fora stin zwi tou

kai pethane apo tin amixania.psiloxenerwsa me to alan wake den mou poliarese idika ekei pou dixnei topia stin poli apo to 4:40 kai meta, moiazei me xbox1.kai to animation otan prospathei na anoixei tin porta poli kouklotheatro.

elpizw i paixnidara silent hill 5 na min einai ps3 exclusive giati mono i konami xerei apo tetoiou eidous paixnidia.

 

telos pantwn tha krinoume kalitera otan vgei to paixnidi.

Δημοσ.
To videaki sto interview einai apo to 2005.

Poio prosfato video einai ayto.

 

To mono sigouro einai to Alan Wake 8a exei fobera grafika. In Remedy we trust

 

 

apistefto.auto to video kanei to proigoumeno na fenetai san na einai ps2.fovera grafika.na vgei kalitera to proigoumeno video me ton xazoxaroumeno giati einai disfimisi gia to paixnidi.

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Forza Focus with Dan Greenawalt:

Scoreboards and Car Class

 

So Dan, tell us how you guys have evolved and retooled scoreboards for Forza Motorsport 2?

 

.................................................................

 

τα παιδια πανε να μας τρελανουνε...

 

δυναμικο performance index απο 1 εως 999 μεσα σε καθε car class, με το extra tuning πανω στα βαθμολογημενα ανταλακτικα να μην μετριεται ξανα στο αυτοκινητο..

 

οσοι ειναι αυτοκινητακηδες θα ειναι πολυ χαρουμενοι για παρα πολυ καιρο με το forza online!

 

 

περισσοτερα εδω:

http://forzamotorsport.net/devcorner/pitpass/pitpass29.htm

 

Δώστε το forza στο λαό!

Δημοσ.
isws gia na exoun enan kraxti kai na diafimizoun intel core 2 kai m@lakies.

 

Αν ήθελαν κράχτη θα έβαζαν το video που έδωσε ο privateer μιας και αυτό είναι από την παρουσίαση του Alan Wake στο PC που είχε γίνει με τους Intel Quadro στο IDF το 2006 ;)

 

 

PS: Το animation πάντως του χαρακτήρα είναι πολύ μούφα όταν τρέχει (αμέσως και την πρώτη φορά που το είχα δει μου ξίνισε). Ελπίζω να το δουλέψουν λιγάκι :D

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