الخميس، 5 فبراير 2009









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ew PAL Releases Roundup - 06/02/09

"Never go back. That's what they say. Presumably they're referring to things like the scene of the crime, old girlfriends-turned-stalkers and my PlayTV recording of Everton playing Liverpool on Wednesday. But once again, they are wrong, as the radiant feathers in this week's new releases cap prove, plucked as many of them are from the hind quarters of the beneficent retro swan that is the games industry's past."

Halo 3 Mythic Map Pack Interview

year since it was released, Halo 3 continues to be one of the most played games on Xbox Live. This speaks to not only the quality of the game, but also the quality of support development studio Bungie has provided after shipping the product. Ever vigilant in the quest to make a cheater-free experience, Bungie has also provided game updates and a series of downloadable multiplayer map packs. The third of these, titled the Mythic Map Pack, will be given to those that purchase a Limited Edition of Halo Wars on March 3 with a wide release to follow. In this IGN exclusive interview, Lars Bakken, Multiplayer Designer, and Brian Jarrard, Community Director, discuss all things Mythic, including why the map Sandbox is so special and how the studio intends to punctuate the Halo 3 experience.

IGN: We hear Sandbox is a big map. How big are we talking here?

Lars Bakken:
Internally it's what we consider to be a medium to large sized map. In terms of a Forge-based map, it's huge though. It's not as big as Avalanche, for example, but let's just say that people who felt confined in Foundry are going to be very happy.

IGN: What will the default layout for the first floor of Sandbox look like? What kind of gameplay is it best suited for?

Lars Bakken:
The default layout is exactly what you've seen in the screenshots. There is a base-like structure on each side of the map, and then multiple cover points laid out in a symmetrical fashion. It's really well suited for Team Slayer, Multi Flag, and Territories. The main vehicles featured are Warthog, Chopper and Mongoose and the default power weapons are rocket launchers and detached missile pods to help balance out the vehicles. Vehicle balance was important in this map, we wanted people to use the vehicles and feel powerful, but not too powerful.

This would not be the defaul layout. Click through to the gallery for exclusive screenshots of the Sandbox map.
IGN: What new Forge items are being added for use with this map?

Lars Bakken:
On top of just about every kind of building block (we hope) you could ever want, there are some cool new goodies too. We have tunnels now, different sized door frames (like ones that are crouch height), and some extra things that we can't talk about yet. One of our favorites though has to be the "Kill Ball." It's essentially a big sphere that kills anything that is foolish enough to enter. Justin Hayward, our art director, was able to cook up a red and blue dynamic light object that will allow players to place them around the map to differentiate bases easier.

IGN: What will the Forge budget be for Sandbox?

Lars Bakken:
We were able to play with the numbers a bit and the starting budget is $510 with everything placed on the map you see in the screens. Here's a tip though, there are only so many objects the game allows you to place, so you can still run out of objects before the budget limit is reached. So, for all the hardcore forgers out there, it would be wise to use all the existing objects in the level where possible before you go creating more new ones. You'll get the most out of the map that way.

New Forge items? Check.
IGN: Are there any new wacky custom game types that have sprung up in the testing of Sandbox?

Lars Bakken:
Well, there is this one gametype we played a lot. It has a flag at each base, and you try to capture your enemy's flag and… get this, you try to bring it back to your own base to score! Hahahaha… Seriously though, nothing on the scope of Grifball or Rocket Race came out of the map while we were testing, but we imagine our fans will come up with some very cool things.

IGN: Which matchmaking playlists will Sandbox, Assembly, and Orbital eventually be incorporated into?

Lars Bakken:
When Halo Wars ships, there'll be a 4v4 playlist called Team Mythic that features only the Mythic map pack. After the maps hit Marketplace, we'll start off with some focused Mythic offerings in addition to requiring them in Rumble Pit, Social Team DLC, Social Big Team, Team SWAT and Team Snipers, and optional in pretty much every other hopper. They will not be present in Social Slayer, Social Skirmish, or MLG (unless MLG decides to add variants to their playlist). Double EXP weekends will be updated to feature Mythic after they hit Marketplace. As always we'll continue to monitor how things are going and update the playlists as needed. We're also hoping to see a nice influx of high quality Sandbox variants that will eventually make their way into matchmaking as well.








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mirror edge 2

looking forward to the first Mirror's Edge as much as the next guy, just ask anyone around the IGN office. I was touting it as the next great innovation for first-person gaming and had high hopes for the world and story that it aimed to present. Sadly it didn't exactly pan out the way I, and many others, had hoped.

Still, Mirror's Edge sold fairly well thanks to its sexy lead character and cool, edgy style. And what do good sales of any new intellectual property mean? The potential for a sequel. Here's what I'd like to see from a sequel to Mirror's Edge.



That It Actually Happens

With EA reporting a loss of $641 million loss in the holiday quarter of 2008, which incidentally includes the launch of Mirror's Edge in November, there's no doubt that the publisher is going to have to trim some fat. An effort that they've already discussed; laying off 11% of their workforce and closing 12 studios. That puts a second Mirror's Edge in doubt, especially when you consider that the first game is currently sitting at an 8.1 average review score at GameStats.com.


Here's hoping that the Mirror's Edge franchise isn't yet another casualty of Electronic Arts' recent cutbacks.



Open World

The fact that Mirror's Edge did not have an open world was what let me down the most from the first game. Can you imagine having the feeling of motion that Mirror's Edge presented with a totally open world? It would be like Crackdown… on crack.

Mirror's Edge ends with a beautiful pan of a huge, sprawling city yet we're confined to guided tours of rooftops and interiors (an issue that will be addressed later). Factor in the possibilities that parkour presents and an open world environment with infinites paths and opportunities for acrobatics and the world of Mirror's Edge becomes that much more enticing.



No More Esurance Ads

For the love of everything that is good and holy, can we please get rid of these terribly designed cutscenes? I understand that they might have some rudimentary artistic appeal but did no one think that they had a striking resemblance to the horrific Esurance ads that you see running on IGN and TV to no end. The look of Mirror's Edge's in-game graphics kept the feel of a stifled society, so why not just pull back from the first-person perspective during cutscenes and use the same engine.

This looks infinitely better than the between-mission Esurance ads.

I'll give the Swedes at DICE the benefit of the doubt and blame it on the cultural barrier that separates our countries, but they now know what is expected for the sequel.



A Storyline I'm Interested In

With a totalitarian government, strife within a family, a murder setup, a hot female lead character and an art style that lends itself to something along the lines of The Matrix, you'd think Mirror's Edge would've had an awesome tale to tell. Not the case. Not even close.

I couldn't have cared less about Faith and the struggle to clear her sister's (what was her name) name of a murder charge. Oh, and the fact that there's this overarching, crazy-insane government who controls the flow of information is never even addressed and is possibly the most interesting part of Edge's universe. And who the hell is that guy at the end of the game and why do I care about him?

The potential is there, now it's just time for DICE to cash in.

Red Dead Redemption

Rockstar San Diego's open-world Western shooter arrives for the Xbox 360, PS3 later this year.

For years, Take-Two Interactive and Rockstar Games have been keen on reminding analysts and investors of the money-making potential of its Red Dead Revolver franchise. Be that as it may, the Rockstar San Diego-created franchise has remained dormant since the Western first shot up the Xbox and PlayStation 2 in 2004.

However, that changed today. Rockstar Games has announced that Red Dead Redemption will arrive for the Xbox 360 and PlayStation 3 in fall 2009. Billed as a follow-up to Revolver, Redemption takes place several years after the events in the original, closer to the turn of the century. Central to the events is John Marston, a former outlaw caught up in the uncertain times created by the industrial age encroaching on the American frontier.

Red Dead Redemption will be powered by Rockstar's proprietary RAGE engine, better known as the game tool behind Grand Theft Auto IV. Like its top-rated sibling, Redemption offers an open-world environment in which players can explore the vast regions of the West, from rolling grasslands to frontier towns. The game will also feature its fair share of action, including both mano-a-mano gunfights and larger battles.

For more information on the original, check out GameSpot's review of Red Dead Revolver.

the sourse

http://www.gamespot.com/news/6204107.html?om_act=convert&om_clk=newstop&tag=newstop;title;1

Grand Theft Auto IV: The Lost and Damned

Publisher:
Rockstar Games
Developer:
Rockstar North
Genre:
Modern Action Adventure
Release Date: 9/2/2009

Grand Theft Auto IV: The Lost and Damned Hands-On

We get our motor running and head out on the highways of Liberty City in this hands-on with the upcoming Xbox 360-exclusive expansion for Grand Theft Auto IV.

الأربعاء، 4 فبراير 2009

يبدو انه ليس لدى EA اي نية لإيقاف عبثها بسلسلة Need For Speed والذي نشاهده كل عام من خلال جزء جديد , او حتى التمهل قليلا في إصدار أجزاءها جديدة كل عام والتركيز على إعطاها المزيد من الوقت و الجهد و المال لتصل للمستوى المطلوب . لنتفاجئ بهذا الاعلان الغريب من EA لاصدار ليس جزء جديدا واحدا بل ثلاثة اجزاء مختلفة من هذه السلسلة خلال هذا العام على مختلف الاجهزة حيث سيتحصل كلا من PS3 و Xbox 360 و PSP و PC على جزء جديد يحمل اسم Need for Speed: Shift ( سيكون شبيه بالاجزاء السابقة من السلسلة حيث سيحتوي على مناطق للتجول الحر وبعض السباقات ) ,في حين سيتحصل Wii و DS على جزء اخر يدعى Need for Speed: Nitro ( سيكون موجه للاعبين الكاجول و سيكون شبيه بسلوب لعبة Mario Kart ولكن برسوم واقعية ) . اما PC فسيتحصل على نسخة اخرى جديدة تحمل اسم Need for Speed: World Online .
ويوجد خبر جديد يؤكد ان هناك جزء رابعا اخر تحت التطوير من قبل EA BlackBox ولكن لم يشير المصدر لموعد صدور هذا الجزء الرابع ولكن من المتوقع ان EA بدأت بالاعداد للعام القادم بعد ان جهزت ثلاث اجزاء جديدة لهذا العام .

المصدر | مصدر الجزء الرابع

صور لي Batman: Arkham Asylum

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