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Xbox 360 Ειδήσεις {News Topic}


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Lost Planet patch coming

 

The update is scheduled to go out "on or about" 9th March, and will make it easier for players to see who is speaking in the lobby before and after games, as well as where they're from, while you'll also be able to see a connection-speed indicator.

 

Updates

In the pre-game lobby, a country flag icon will be shown next to the Gamertag of each player. This will be especially helpful for determining location of the match host.

In the pre-game lobby, an icon will be added next to each playerʼs Gamertag, indicating connection strength, speed and rating.

In Team Elimination, Post Grab and Fugitive modes, an indicator will be added next to the Gamertag of the person who is speaking.

At the post-match Results screen, an indicator will be added next to the Gamertag of the person who is speaking.

At the post-match Results screen, Gamertags of the players who have left the session will be darkened.

 

Bug Fixes

Sometimes in Fugitive mode there would be multiple Fugitives instead of just one -- Fixed

Occasionally, if an error occurred on the lobby screen, another lobby screen would be displayed on top of it -- Fixed

Sometimes when there was a long delay/lag, the game would hang at the transition screen going from the lobby to the game and then reboot -- Fixed

Sometimes when there was a long delay/lag, depending on the console, certain players in the match would become invisible for the duration of the match -- Fixed

Sometimes post-match Results screens would show players who did not participate in the match -- Fixed

Starting a taunt animation during a reload shortened the reload time as an exploit -- Fixed

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Δημοσ.
Lost Planet patch coming

 

Updates

In the pre-game lobby, a country flag icon will be shown next to the Gamertag of each player. This will be especially helpful for determining location of the match host.

 

Epitelous! (kala giati den to balane apo tin arxi? Den 3erw... )

Δημοσ.

και ενα review αφιερωμενο στον spown:

 

IGN: Xbox 360 Coffin Review

 

 

xbox-360-coffin-review-20070131033948123.jpg

 

3.0 Presentation

Instruction sheet has no color (black-and-white pictures), but does have typos and a bit of confusion. It's functional, but unimpressive.

 

7.0 Graphics

One might criticize the overabundance of brown, but it worked for Resident Evil 4 and we think it works here, too.

 

7.0 Sound

With no Styrofoam inserts, the coffin avoids hair-raising screeches found in other boxes. Some of which house videogame consoles.

 

4.0 Gameplay

It's a box.

 

6.5 Lasting Appeal

Perhaps the tenth instruction exists only to extend the process of packaging our dead Xbox 360. Not sure if that's a good thing or a bad thing.

 

7.0

Decent OVERALL

(out of 10 / not an average)

 

 

xbox-360-coffin-review-20070131033949342-000.jpg

 

xbox-360-coffin-review-20070131033950389-000.jpg

 

xbox-360-coffin-review-20070131033949795.jpg

 

http://xbox360.ign.com/articles/760/760269p1.html

Δημοσ.

FlatOut Ultimate Carnage

 

fouc-image2.jpg

Developed by Bugbear Entertainment, FlatOut Ultimate Carnage is rebuilt from the ground up and specifically developed to take advantage of the additional feature sets and improved processing ability of the Xbox 360 to produce an entirely new, breathtaking FlatOut experience.

 

Some of the many brand new design and gameplay components featured in FlatOut Ultimate Carnage include 12 cars racing on screen up from eight in FlatOut 2, five all-new single player and two all-new multiplayer game modes over the Xbox Live online game service, over 8,000 dynamic objects per track up from 5,000 in FlatOut 2, widescreen High Definition resolution (720p), dynamic lighting and shadowing all with proper real-time environment mapping on all vehicles, downloadable content via Xbox Live, and 20,000 polygons per car up from 7,500 in the previous generation.

τον Ιουνιο

 

http://www.worthplaying.com/article.php?sid=40314&mode=thread&order=0

Δημοσ.

Huxley

 

After a long silence of many months, Huxley has resurfaced again via these three new screenshots. In case you forgot, Huxley is an explosive MMOFPS where team strategy and cooperation are the key to winning territory. Based on the Unreal Engine 3, the title boast correct graphics but much less impressive than those shown at the time of its announcement. It is hoped that it won't be long before Webzen discloses more information and a timetable for the release of its title.

 

980_33805_Huxley.jpg

980_33806_Huxley.jpg

980_33804_Huxley.jpg

Δημοσ.

First Rare XLA title to debut this year

Comments from a Rare veteran to Edge magazine hints to a new IP

 

rarelogo.jpg

 

There are rumours afoot that Rare is developing a shiny new Xbox Live Arcade game. An article in the latest edition of Edge magazine features a quote from a Rare employee that suggests Rare is preparing to apply its talents to Live Arcade. Importantly, it seems the game will be an entirely new IP.

 

Nick Burton – who was recently credited as a software engineer for Kameo: Elements of Power and is an 8 year veteran of Rare – revealed that Rare is hard at work on a Live Arcade title to be released sometime in 2007. According to Burton, a team of around 10 people are working on the game, and while he was reluctant to reveal further details, Burton commented that it had retained Rareʼs distinctive style: “It just feels like a Rare game. I don't know what that means exactly, but it just does."

 

This news comes as no surprise, considering the interest Rare has expressed in the past about tackling Live Arcade development. In the February 2006 edition of Scribes, Gregg Mayles – recently promoted to Creative Director at Rare – discussed the likelihood of Rare games appearing on Live Arcade. While he was excited at the prospect, labelling Live Arcade "a new innovative medium", Mayles was quick to quash speculation that Rare would add its lengthy back catalogue of games to Live Arcade, explaining that many of Rareʼs past titles would be unsuitable for the medium: "Battletoads is probably one, as it featured an almost inhuman difficulty level that many of today's players would not appreciate, let alone handle.”

 

Instead, Mayles believed that Live Arcade should be utilised by developers to showcase games that take advantages of the formatʼs strengths, rather than as a place for developers to dump past classics for a quick buck: “At Rare we always look back fondly, but if you look back too much you stagnate."

 

MundoRare will keep a close eye on any further news surrounding Rareʼs Live Arcade title.

Δημοσ.

MS states rules for gamerpoints

 

What with all the whoring of gamerpoints lately (Kristan "840 from Open Season" Reed), Microsoft has decided to clarify the guidelines it issues to developers - revealing that downloadable content could account for as many as 250 additional points in future.

Advertisement

 

All disc-based games must offer 1000 as the base amount, Microsoft says, although a publisher is allowed to deliver a portion of this (it doesn't specify) via free add-on content. Note the "free" bit. Meanwhile, Xbox Live Arcade games have to offer 200 points.

 

Downloadable content - whether it's premium or free add-ons - may then account for up to 250 additional points in the case of boxed games, while Live Arcade titles are allowed to offer another 50.

 

Microsoft hopes that by clarifying the borders, so to speak, we will see a bit more consistency across future releases. "A perfect example of this is the recent release of Crackdown, which has delivered 900 Gamerscore today on the retail game disc," a spokesperson said. "The remaining Gamerscore in Crackdown will be made available, for free, via a future content update."

 

Fair enough then, but surely the problem with gamerpoints isn't that the amounts are inconsistent, but rather that developers are inconsistent about the feats involved in obtaining them? Compare the lengths one has to go to get 1000 points in King Kong to the equivalent feat in Ridge Racer 6, for example.

 

What do you reckon, readers? What should Microsoft be doing with gamerpoints?

Δημοσ.

MS Europe- Chris Lewis: ʽThereʼs no need to cut 360 priceʼ (3.1m shipped to PAL)

 

Microsoftʼs European boss has dismissed suggestions that an Xbox 360 ʽspoilerʼ price cut is due ahead of PS3ʼs launch – and highlighted the premium consumers will have to pay for the Sony console.

Regional VP of the EMEA home and entertainment division Chris Lewis spoke to MCV following news that the Seattle giant had reduced its forecast for Xbox 360 sales to the end of June to 12 million (from 13-15 million).

 

“There are no plans [for a cut],” he said. “Weʼre offering outstanding value and choice – especially when you compare us to our soon-to-be competitor.”

 

Whilst boasting of “a great Christmas”, which has notched up the PAL shipment-to-date figure to 3.1m, Lewis admitted that Microsoft is slightly more “cautious” about sales in the second half of its fiscal year.

 

“We looked at three things before we made this adjustment: the historical seasonality of sales during the period, the pricing of the product and inventory levels that we have already sold to retailers,” he offered. “We are taking a more cautious view of the market and our second half revenue, and console guidance reflects this.”

 

And Lewis took a further swipe at his rival when asked for his thoughts on Sonyʼs European launch plans.

 

“Iʼve given up trying to keep up with what Sony is announcing or not announcing,” he said. “Sony will launch and sell out their limited quantities. And consumers will try to figure out if the addition of unproven technology is worth the £200 premium over Xbox 360."

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