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Xbox 360 Ειδήσεις {News Topic}


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ninja blade

 

εχει βγει στο θειο αλλα μονο για γιαπωνεζικες κονσολες

 

 

-----Προστέθηκε 30/1/2009 στις 04 : 22 : 43-----

 

 

καλυτερα μιας ωρας ελευθερη ζωη παρα σαραντα χρονια σκλαβια και φυλακη .κασδφκλησδλξδσηκξφδσηφσ.....ελπιζω να φτανουν

 

Need for Speed: Shift will be made by Slightly Mad Studios of GT Legends and GTR 2 fame, with help from EA Black Box producer Michael Mann and EA Games Europe bigwig Patrick Soderlund.

Shift focuses on simulation racing - not just the realistic movement of cars, but also driver behaviour. This, EA marketing boss Keith Munro told Eurogamer, is what will set the game apart. Also, less baggy jeans and hip-hop.

"The urban underground was a manifestation of style in some past Need for Speed games for sure, but Shift focuses less on these style cues and more on mirroring the driver experience, that athleticism of being in a wickedly-intense race, and what it really feels like to be behind the wheel," Munro told us.

A flashy 3D HUD that mimics driver head movement, inertia and G-force will help achieve this. There's a cockpit view that lets players freely look around using the right thumbstick, too.

Munro reckons serious car enthusiasts will "love" Shift, and that mainstream racers will also get on board. He's quite excited.

"Need for Speed Shift is amazing and I think it will blow people away," said Munro. "The tech behind that game, the details that only a team with such racing pedigree could accomplish, and the ability to make you feel the intensity of a race is unprecedented. I can't wait for our fans to begin experiencing it!"

And, he added: "Regarding any new Need for Speed girls I can't comment, but I'll definitely mark down one enthusiastic vote for Josie Maran." Steady on.

 

 

Shift_BrandRelease_Jan23.jpg.jpg

Δημοσ.

Need for Speed: Shift will be made by Slightly Mad Studios of GT Legends and GTR 2 fame, with help from EA Black Box producer Michael Mann and EA Games Europe bigwig Patrick Soderlund.

Shift focuses on simulation racing - not just the realistic movement of cars, but also driver behaviour. This, EA marketing boss Keith Munro told Eurogamer, is what will set the game apart. Also, less baggy jeans and hip-hop.

"The urban underground was a manifestation of style in some past Need for Speed games for sure, but Shift focuses less on these style cues and more on mirroring the driver experience, that athleticism of being in a wickedly-intense race, and what it really feels like to be behind the wheel," Munro told us.

A flashy 3D HUD that mimics driver head movement, inertia and G-force will help achieve this. There's a cockpit view that lets players freely look around using the right thumbstick, too.

Munro reckons serious car enthusiasts will "love" Shift, and that mainstream racers will also get on board. He's quite excited.

"Need for Speed Shift is amazing and I think it will blow people away," said Munro. "The tech behind that game, the details that only a team with such racing pedigree could accomplish, and the ability to make you feel the intensity of a race is unprecedented. I can't wait for our fans to begin experiencing it!"

And, he added: "Regarding any new Need for Speed girls I can't comment, but I'll definitely mark down one enthusiastic vote for Josie Maran." Steady on.

 

Όχι ρε παιδιά, αυτό δε γίνεται. Δηλαδή το NFS που είναι η επιτομή των arcade ραλακίων (παντελώς αδιάφορων για μένα) να αναπτυχθεί από το studio των GTL και GTR2? Αυτό μας έλειπε να βάλουν και τη physics engine της ISI στο παιχνίδι. Αν είναι δυνατόν. Να φτιάξουν κανα sim και να πάμε στην αντίπερα όχθη δεν το πολυπιστεύω (αφήστε που υπάρχουν και ακόμα πιο ρεαλιστικά ραλάκια από τα GTR, όπως το Live for Speed και το rFactor) αλλά πολύ φοβάμαι ότι θα δούμε κάτι εντελώς μπασταρδεμένο που πάλι θα αφορά μόνο τους φίλους των NFS.

Δημοσ.

LUDLUM ENTERTAINMENT GRANTS EA THE EXCLUSIVE VIDEO GAME LICENSE FOR THE WORKS OF ROBERT LUDLUM

 

 

 

EA and Starbreeze Studios Working on All-New Jason Bourne Title

 

 

 

Redwood City, Calif. – February 2, 2009 – Ludlum Entertainment has granted Electronic Arts, Inc (NASDAQ: ERTS) the exclusive worldwide license to create video games based on the works of Robert Ludlum, including the blockbuster Jason Bourne series. The first game to be released as part of the multi-year agreement is based on Jason Bourne and is currently in development with Starbreeze Studios in Uppsala, Sweden.

 

 

 

“Robert Ludlum’s Jason Bourne is the most exciting action hero to emerge in decades, thrilling audiences around the world,” said Mike Quigley, group vice president of marketing, EA Games Label. “EA is excited to enter into a long-term relationship with Ludlum Entertainment, bringing the action, intrigue and intensity of Robert Ludlum’s fiction to life for casual and core gamers around the globe.”

 

 

 

“The continued global popularity of Robert Ludlum’s works is a testament to the care he lavished on his characters and storylines,” said Jeffrey Weiner, chairman and CEO of Ludlum Entertainment and executor of the Ludlum estate. “Robert Ludlum made thrilling stories accessible and real. EA has brought that same level of realism to the gaming world. We are confident EA‘s unparalleled production ability and marketing reach will establish the Jason Bourne Series in games as powerfully and successfully as it exists in books and film.”

 

 

 

Ludlum Entertainment recently entered into a production deal with Universal Studios to produce films based on the dozens of books in the Robert Ludlum library, as well as films outside the library. The company currently has films in development at Universal, MGM, Paramount and with Summit Entertainment.

 

 

 

Video game veteran Matt Wolf will work with EA to oversee the creative development, production and positioning of the Ludlum Entertainment games portfolio. Ludlum entertainment was represented in the transaction by Keith Boesky of Boesky & Company.

 

 

 

For more information, please visit EA’s press Web site at http://info.ea.com

Δημοσ.

R-Type Dimensions, the HD revival of the classic 2D shooter series, has been confirmed for a global release and is expected to land on Xbox Live Arcade later this month.

 

Developed by Tozai, the game is an HD remix of R-Type I & II, adding online co-op to the mix as well as the enhanced visuals. Shoot The Core carried word of the release date, and Microsoft has since told IGN that the game is on schedule for a European release, and that precise timings will be unveiled later today.

Δημοσ.

Xbox 360 dash update to bring HDMI audio fix

 

Those not experiencing audio from your Xbox 360 HDMI connection can stop complaining. Not only because your whining was becoming irritating, but because Microsoft has a solution that's coming soon.

 

Major Nelson just informed us that a mandatory 360 dashboard update will be released this Tuesday morning at 2:00AM pacific and will fix the HDMI audio problems some have been experiencing. As always, dashboard updates will only begin rolling out at 2:00AM pacific, so it may take a while before actually being prompted to download.

 

http://www.joystiq.com/2009/02/02/xbox-360-dash-update-to-bring-hdmi-audio-fix/

Δημοσ.

R-Type Dimensions will release this Wednesday, February 4 on the Xbox Live Arcade at a price of 1200 Microsoft points. We first took a look at the game back in October at the Tokyo Game Show where the first concrete details were handed out, but since then have not heard much on the classic remake. With the impending release, IGN recently spoke with a few key members of Tozai, including Sheila Boughten, President, Scott Tsumura, Chief Advisor, and Brett Ballow, Executive Producer, about the studio's history with R-Type and what we can expect out of the download.

 

R-Type is an arcade shooter that was first released to arcades way back in 1987. It came to be known as a classic, thanks in no part to its legendary difficulty. Its follow-up, R-Type II, saw a more limited release in the US a couple of years later. Both games have been ported to numerous systems over the years, most recently to the Nintendo Wii's Virtual Arcade. R-Type Dimensions is not a simple port, however.

 

Shiny new graphics.

Tozai was founded in 1996 but originally only focused on IP licensing between Japan, the US, and Europe. "A couple of years ago we decided that we wanted to move into developing games, particularly for online and Microsoft services," said Boughten. Those years have not been put to waste. While most Xbox Live Arcade games have a development cycle that is much shorter and cost effective than full retail releases, Tozai has been working on R-Type Dimensions for over two years.

 

Such an investment makes releasing R-Type on a smaller service such as the XNA Community games impossible, but it also means R-Type Dimensions won't be a quick and dirty port -- something the Live Arcade has been plagued with. The team's history with the franchise drove them to make something that the old fans would enjoy while still having the flash to draw in new gamers

 

"I always loved the franchise just because it was so well designed and looked so beautiful," said Ballow after recounting his near failure to finish college because of the game. Purchasing his own arcade cabinet was the only way Ballow could avoid flunking out, he claims. Tsumura has an even more involved history with the franchise. Tsumara, who has been working in the videogame industry since 1978, followed Ballow's story by telling IGN, "Coincidentally, when I was in Japan I worked for Irem Corporation, the IP holder of R-Type, and I was involved in R-Type development and also mainly sales."

 

And so, after years of work, R-Type Dimensions is nearing release. The package contains both R-Type and R-Type II, both with completely reworked visuals. There is now an option for on-the-fly swapping between the original, classic 2D graphics and the all-new 3D look. Just hit a button and you can move back and forth from one look to the other without pausing the game -- a first for the Live Arcade.

 

Tozai has also added a co-operative mode for two players that can be played locally or online. "It doesn't really make it any easier," says Ballow. The co-op mode is good for casual or first-time gamers because it makes the experience less overwhelming. R-Type is a classically hard game and the team hasn't changed that formula -- all of the enemy patterns remain intact -- though an infinite continue mode has been added for those who simply can't beat the game on limited credits.

 

Tozai is also hard at work on another classic remake, Lode Runner. Development on that game is going well, we're told, with the work nearing completion. Be on the lookout for more news on that release in the near future.

Δημοσ.

BioWare's Mass Effect 2 and a sequel to DICE's Battlefield: Bad Company will arrive in the first three months of 2010, Electronic Arts CEO John Riccitiello has revealed.

 

Riccitiello appeared to confirm a multi-platform release for Mass Effect 2 in today's conference call, suggesting that it will hit both PlayStation 3 and Xbox 360 at launch.

 

The first Mass Effect was a console exclusive for Xbox 360, trailed by a PC release a few months later. BioWare has suggested the sequel may follow that model.

 

The Battlefield: Bad Company sequel will presumably follow in the footsteps of the console-only original, which hit PS3 and Xbox 360 in the summer of 2008.

 

Both games will be released during the fourth quarter of the publisher's 2010 fiscal year, which runs from January 1 to March 31.

 

http://www.shacknews.com/onearticle.x/57076

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