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Dec 5, 2007, 3:20:33 PM12/5/07
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XNA Game Studio 2.0 Beta Ending Soon

Posted: 05 Dec 2007 01:09 PM CST

Michael Klucher
Program Manager - XNA Community Game Platform

This Friday, December 7th, will be your final chance to download the beta of XNA Game Studio 2.0. We are ending the beta program in preparation for our final release.

Additionally, the Games for Windows - LIVE online functionality will become disabled. You will still be able to use XNA Game Studio 2.0 Beta to program System Link games, but you will not be able to log on by using a LIVE-enabled Gamertag.

As we have mentioned, the delta between the beta and the release was very short. During that period, we addressed many bugs and issues, but the beta you received was "feature complete," meaning that everything new for XNA Game Studio 2.0 was included with the beta.

Our final release is right around the corner, and we'd like to thank everyone who took time to download our beta as well as provide feedback through the Microsoft Connect site. It's with your help that we can ensure that our final build is as stable as possible.

"X-Play Best of 2007 Awards" Nominees [And The Nominees Are]

Posted: 05 Dec 2007 01:40 PM CST

240px-New-xplay.pngIt's that time of year again when everyone needs to name winners and losers. In my heart, we're all winners. OK, that's a lie. In my heart, about 3% of us are winners. And also in said (speculated) heart, some of these winners have won because they've gotten to play some of the incredible games from this year. X-Play has developed their nominee list for best of 2007 and will announce the winners December 17th on their show (of course). And while X-Play's Game of the Year picks are pretty standard: Mass Effect, Assassin's Creed, BioShock, Call of Duty 4: Modern Warfare, Halo 3 and Super Mario Galaxy, it's tough for me to take any GOTY list seriously that excludes Portal and/or Orange Box. Still, they didn't completely miss the mark. Here's their whole list:

Game of the Year * Mass Effect * Assassin's Creed * BioShock * Call of Duty 4: Modern Warfare * Halo 3 * Super Mario Galaxy

Most Original Game
* Assassin's Creed
* Portal
* Overlord
* Crackdown
* Zack & Wiki: Quest for Barbaros' Treasure

Best Gameplay Innovation
* Assassin's Creed (free-running/climbing)
* Mass Effect (conversation system)
* Call of Duty 4: Modern Warfare (online level-up system)
* Halo 3 (Forge/Replays/Screenshots)
* Crackdown (Advanced Co-op features)

Best Multiplayer Game
* World of Warcraft: The Burning Crusade
* Team Fortress 2
* Call of Duty 4: Modern Warfare
* Halo 3
* Rock Band

Best Action/Adventure Game
* Super Mario Galaxy
* Assassin's Creed
* Crackdown
* God of War II
* Ratchet & Clank Future: Tools of Destruction

Best Sports Game
* MLB PowerPros
* NCAA Football 2K8
* Forza Motorsport 2
* DiRT
* Winning Eleven Pro Evolution Soccer 2007

Best Shooter
* BioShock
* Call of Duty 4: Modern Warfare
* Halo 3
* Half-Life 2: Episode 2
* Team Fortress 2

Best Role Playing Game
* Mass Effect
* Final Fantasy VI Advance
* The Witcher
* Neverwinter Nights 2: Mask of the Betrayer
* Titan Quest: Immortal Throne

Best New Character
* Weighted Companion Cube (Portal)
* Saren (Mass Effect)
* Andrew Ryan (BioShock)
* GLaDOS (Portal)
* King Bohan (Heavenly Sword)

Best Art Direction
* BioShock
* Assassin's Creed
* Super Mario Galaxy
* Mass Effect
* Call of Duty 4: Modern Warfare

Best Animation
* Assassin's Creed
* Ratchet & Clank Future: Tools of Destruction
* Call of Duty 4: Modern Warfare
* Heavenly Sword
* Uncharted: Drake's Fortune

Best Writing/Story
* BioShock
* Ratchet & Clank Future: Tools of Destruction
* The Simpsons Game
* Mass Effect
* Portal

Best Original Soundtrack
* Mass Effect
* Portal
* BioShock
* Super Mario Galaxy
* Halo 3

Best Sound Design
* Call of Duty 4: Modern Warfare
* Assassin's Creed
* Halo 3
* BioShock
* Ratchet & Clank Future: Tools of Destruction

Best Downloadable Content
* The Elder Scrolls IV: Shivering Isles (XBL)
* Pac-Man Championship Edition (XBLA)
* Super Stardust HD (PSN)
* Carcassonne (XBLA)
* Crackdown Download Packs (XBL)

Best Strategy Game
* World In Conflict
* Company of Heroes: Opposing Fronts
* Supreme Commander
* Galactic Civilizations II: Dark Avatar
* Command & Conquer 3: Tiberium Wars


Master Chief Carved From Snow [Pictures]

Posted: 05 Dec 2007 01:20 PM CST

n1596.jpgNow that his battle is done, Master Chief seeks other fights. For instance, here we see him stand against global warming, spiting carbon monoxide emissions and the sun's building rays by standing defiant in frozen water. Don't mind his yellow glow. His bloom lighting is under control...it's just that a dog passed by not so long ago. (OK, fine. No yellow, "lemon flavored, we promise" snow was used in the building of this Master Chief sculpture. And his battle against polluters is in no way sanctioned by Bungie or Microsoft. As of now Master Chief is retired and void of any and all sponsorships—which is really too bad. He'd be great with a line of men's wear on QVC.)

Image [via digg]


Bethesda's AAA Playlist [Game On]

Posted: 05 Dec 2007 01:00 PM CST

center_checkers.jpgIt's always interesting when designers disclose what they are playing, and Bethesda recently listed a boatload of games their team was playing, broken down by occupation. Overall AAA trends include exactly what you would probably predict: Mass Effect, Rock Band, Orange Box, Super Mario Galaxy, Assassin's Creed, etc. You can also spot a dead Xbox 360, boardgames and plenty of popular (and even some older) RPGs sure to be influencing these good Samaritans who are making what will hopefully be my next favorite infatuation for a while (Fallout 3). Also of note: nobody's playing Fallout 2...at least not during weekend hours...though Oblivion is in at least one rotation.

What we're playing: Playing Catch Up with the Holiday Hits
[via n4g][image]


Burnout Paradise Demo Coming Dec. 13th [Demo Demo]

Posted: 05 Dec 2007 12:40 PM CST

burnoutparadiseteaser.jpgWe knew the Burnout Paradise demo would be making its way to Xbox 360 and PS3 sometime in December in anticipation of the January 22nd launch date. Now it's confirmed, per countdown clock on Criterion's site, that the Burnout Paradise demo will be coming December 13th. Despite a fantastic year of racing games, I can't wait for the arcade style speed and destruction of a true next gen current gen Burnout title. Maybe it can finally quell our instinct to run real drivers off the road.

Countdown to demo play [via shacknews]


GameTap Sets Daikatana Free [Romero's Baby]

Posted: 05 Dec 2007 12:20 PM CST

daikatanacomic.jpgGameTap really hates us. Don't believe it? Just look what they've given us for Christmas. From now until December 31st, John Romero's masterpiece Daikatana is free for everyone to play.They've even posted a retrospective covering the game's history for you to giggle at. If you missed out on what some game reviewers at the time called "BWAHAHAHAHAHA", and "Is this a joke?", then now is your chance to experience all the pulse-pounding terror of robot frogs! *insert horrific violin squealing incidental music here*. Seriously though, you can't make fun of it unless you've played it, so there it is. This article is the gaming equivalent of eating something bad and going, "Ew, this is horrible! Taste this!"

Play Daikatana Free [GameTap]


Next Week Beers, Music, Fun, All for Child's Play [Event]

Posted: 05 Dec 2007 12:00 PM CST

fr07.jpg

Next week, next Wednesday (Dec. 12 to be precise) I will be hanging out at the Walnut Room in Denver hoping to help raise a bit of cash for Child's Play through the first ever Denver Funde Razor: Hall of the Mountain Gods! OK, I made that last bit, the Gods bit, up, but it does have a nice ring to it.

If you're interesting in stopping by to play some Rock Band on stage, drink some beer and perhaps win some goodies all for the good of Child's Play check out the official Funde Razor site for details on both the Denver event and the Brooklyn one, hosted by Mountain Man Joel Johnson. If you do plan on coming to the Denver event hit up the Walnut Room from 6 p.m. to 10 p.m. If you plan on Brooklyn, get to Barcade between 8 p.m. and midnight.

Funde Razor


Gerstmann Speaks A Little, I Think It's Telling [Gamespot]

Posted: 05 Dec 2007 11:40 AM CST

ManchesterCath2.jpgMTV's Stephen Totilo exchanged some emails with ex-GameSpot review Jeff Gerstmann. And while Gerstmann didn't go on record saying anything all that juicy, he did have something telling to say about the separation of advertising and reviews:

you asked if it's realistic for readers to expect a church and state separation between editorial and sales. Realistic or not, I think readers should demand that from a publication. Some people probably think that's a little old-fashioned or hopelessly idealistic, given the changing nature of advertising these days, but there you go.
Notice the diction here because I believe it to be quite important: "realistic or not" and "some people might think it's...hopelessly idealistic" didn't need to be used here to answer Totilo's question. Instead of responding "yes" or "no," Gerstmann is responding to an unverified problem. In other words, Totilo is asking "do you think it's realistic for gamers to expect a church and state separation [that may exist now or in the future]" while Gerstmann is answering something along the lines of "how can we fix this already present craptastic overlap between editorial content and advertising?" If you buy into my reading, then Gerstmann is admitting that a problem exists by responding to it. The rest of the message:

...somewhere in that complex mess of relationships is the right amount of disclosure. Gaming publications should tell their readers what to expect. If you're running a publication and you're comfortable running infomercials and advertorials, they should be clearly marked as such.
My head is a mess when we talk about the potential of journalistic integrity, especially when the basis of that said journalism is a subjective review to begin with. Essentially we're searching for unbiased bias.

This whole thing is a mess.

Ex-GameSpot Editor Jeff Gerstmann Talks Standards, Suspicions Of Older Fishy Reviews
[mtvmultiplayer]


Square Enix Goes Modern Day, The World Ends [Game Annoucement]

Posted: 05 Dec 2007 11:20 AM CST

worldendswithyou.jpgSquare Enix isn't all about Final Fantasy and Dragon Quest. It's also about Kingdom Hearts, and from the makers of Kingdom Hearts comes The World Ends With You, coming to this Spring to the Nintendo DS. Released in Japan as Subarashiki Kono Sekai, The World Ends With You is the story of a guy named Neku who wakes up to find a message on his phone telling him that he has seven days before his existence ceases to be. Then it gets weird.

Only with the coolest fashions, friends and fighting skills can Neku restore hope to the city's population and prevent being stricken from existence altogether!
*raises an eyebrow quizzically* Okay! This is Squenix's first foray into the modern world, set in Shibuya, which is "the coolest district in Tokyo". It features 'achingly hip' characters, each with a different fashion sense, a soundtrack full of 'bleeding-edge' music, telepathic powers, and a combat system that utilizes the microphone.

Yeah, it sounds like they've gone completely insane, but perhaps it's just so crazy it might work? It certainly worked in Japan, where the game's quirky art style and Tetsuya Nomura character designs were a pretty huge success. For more information on the title, check out the game's page at Wikipedia.

Right now only a European release announcement is official, once the game is in English you can be pretty sure it's heading stateside.

SQUARE ENIX ANNOUNCES NEW NINTENDO DS TITLE FROM THE MAKERS OF KINGDOM HEARTS THE WORLD ENDS WITH YOU

London (5th December 2007) - Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that THE WORLD ENDS WITH YOU™, an exciting new title from the makers of KINGDOM HEARTS, will be released exclusively on the Nintendo DS™ handheld system across all PAL territories in spring 2008.

Previously known as Subarashiki Kono Sekai™ on its release in Japan. THE WORLD ENDS WITH YOU is an innovative new title from Square Enix that fully utilizes the capabilities of the Nintendo DS, and takes major influence from Japan's modern day culture including its people, music, clothes, food and design.

Set in Tokyo's trendiest district, the story begins with the lead character Neku waking up to find a phone message stating he has only 7 days before he will cease to exist. Only with the coolest fashions, friends and fighting skills can Neku restore hope to the city's population and prevent being stricken from existence altogether!

John Yamamoto, president and chief executive officer of Square Enix Ltd. comments, "Square Enix has traditionally been associated with RPG's set in fantasy lands, but THE WORLD ENDS WITH YOU is our first ever game to be set in modern times and real-life locations. The use of the Nintendo DS functionality is second to none. We believe gamers of all ages and abilities will be able to enjoy all that THE WORLD ENDS WITH YOU has to offer."
More...

About THE WORLD ENDS WITH YOU

Story
The story begins as our hero, Neku, wakes up amidst the hustle and bustle of Shibuya, Tokyo. Confused and disoriented, he receives a message on his phone warning him that he will cease to exist unless he completes a certain mission. With his life seemingly on the line, Neku plunges into the back streets of the urban labyrinth...

Features
- Experience the urban grit and neon of the coolest district in Tokyo with a distinctive, high quality style of in-game artwork
- Meet an achingly hip cast of characters each with an interesting personality and stylish sense in fashion, music and culture
- Highly innovative and intuitive combat system that makes full use of the Nintendo DS Touch Screen, Dual Screens and Microphone like no other game before it!
- Use fantastic psychic powers to read the thoughts of the population, put words into people's minds, and move objects to help you progress in your adventure!
- Immerse yourself in an amazing audio soundtrack featuring a diverse fusion of bleeding-edge hip-hop, rock, and techno
- A tale of friendship, hope and overcoming your challenges, creatively told with a modern edge
- Shop till you drop! Keep abreast of the latest Trends to stay one step ahead of the fashion scene and your enemies. Trade items with friends using Nintendo Wi-Fi Connection too
- Action-packed minigame fun that can be enjoyed by up to four players via DS Wireless Play!
- Engage the Chance Encounter mode via DS Wireless Play to share data with fellow game users you bump into in the real world


Dark Sector Discovery [Clips]

Posted: 05 Dec 2007 11:00 AM CST

I was not very impressed with Dark Sector when I briefly checked it out at the Tokyo Game Show earlier this year. This video almost makes me want to give it a second chance... almost.


The 2007 Wii and DS Buyer's Guide: Part 3

Posted: 05 Dec 2007 01:00 PM CST

Today's installment of our buyer's guide features a hotly anticipated Wii FPS game, and an "under the radar" Dragon Quest spinoff.

mp3.jpg


Metroid Prime 3: Corruption (Wii)

With the obvious implications for FPS controls, Wii fans have waited since the console's launch for a truly great First Person Shooter game. They got some decent efforts with Red Steel and a few of the ports, yet they had to wait for Retro Studio's masterpiece to really experience First Person Adventure on Wii.

Selling Points:

Excellent controls. The game feels like a million bucks to play.

Amazing gameplay. If you love the modern Metroid titles, you'll be in heaven with this one.

Beautiful, gorgeous art direction. This game is a feast for the eyes.

Interesting "achievement" type system that uses Nintendo Wi-Fi connection.

Potential Drawbacks:

This game may not be suited for those who must blast stuff every few seconds. You know, morons.

dqrocketslime.jpg


Dragon Quest: Rocket Slime (DS):

Beware the "this looks like a kiddie game!!!" syndrome. So many great games are avoided by American gamers because the Japanese art direction makes the game look like a kid's title. Rocket Slime is a great example of this: ignored by adults, the game is a bit obscure. Yet contained within is a wonderful platformer/RPG/Strategy hybrid.

Selling Points:

Delightful, fun game. Brims with personality.
Strategy segments are madly addictive.
Platforming action is clever and well designed.

Potential Drawbacks:

Takes a bit to get going.
Graphics and sound may annoy some that don't like things too "bright" and "bouncy."
See article.



游戏业整合才刚刚开始

Posted: 05 Dec 2007 01:20 PM CST

simExchange分析师Jesse DivnichActivision和Vivendi Games合并发表评论认为媒体巨头的收购可能对创新造成负面影响。

Divnich说“当下而言,游戏业应该感到高兴,这是两个游戏公司的合并,而不是一个游戏公司被一个媒体巨头吃掉。如果不幸如此,这只会带来亏损和制作出差劲的游戏。……举例来说,Rock Band由Harmonix制作,Harmonix被MTV收购,而MTV是Viacom(注:媒体巨头)旗下公司;Rock Band由艺电发行。到头来Harmonix优秀的游戏大作被差劲的市场营销和公关全毁了。”

“艺电(EA),曾经的创新和设计的先行者,现在沦为每年循环发售同一游戏和基于好莱坞电影的游戏。这种低风险,高受益的“投资”当然是EA股东所乐见的。极品飞车(Need For Speed)到哪里了?8?9?你能告诉我Madden NFL 07和08版的区别吗?”

Divnich认为这种现象在媒体巨头的那里非常普遍,他说“他们找到个好主意或是昙花一现的时尚,当然很多时候这些都是来自外部;买下相关的知识产权,然后尽量以最快速度从里面挤出每一分钱。”

对于有人怀疑这次Activision和暴雪的合并是受到前不久艺电对BioWare/Pandemic收购的回应,Divnich说“像这样的合并谈判要花上很长时间,肯定是在EA宣布收购BioWare/Pandemic前就开始了。”

Divnich说“不管怎么说,这两个独立事件表明游戏业还在继续整合过程中,而且不会很快停下来。对于游戏业来说,游戏公司合并总比被媒体巨头收购来的好。”

最后Divnich说“毫无疑问,游戏业的购并才刚刚开始。”

更新:

EA高管首次对Activision暴雪合并发表评论。EA负责业务发展的主管的Nick Button-Brown在正在召开的GDC Lyon上说“Vivendi需要改变,Activision做得很好,暴雪也做得很好,两好变一好,是个有趣的联合。我们现在还不知道结果如何,要到正式合并后半年才看得出来。”

Button-Brown不排除EA未来收购的可能,他说“永远是可能的,我的工作就是发现新的品牌和优秀的游戏开发商合作,无论我们收购他们与否。”

No Tags

Lyon GDC Confirms 450 Attendees, 2008 Plans

Posted: 05 Dec 2007 09:42 AM CST

Organizers of the first annual Lyon Game Developers Conference have announced that the event hosted more than 450 professional attendees mainly from the French development industry, in addition to developers from 20 other countries including the UK, the US, Canada, China, Korea, Poland, Russia, Brazil, and Nigeria. The event was presented by Connection Events, the company behind the Game Connection event, and Gamasutra parent the CMP Game Group, presenters of the annual Game Developers Conference ...

Michael Bay on Microsoft's "dirty secret"

Posted: 05 Dec 2007 01:05 PM CST

Film director Michael Bay believes that Microsoft ispromoting confusion in the HD format war in order to usher indigital downloads

New inquiry into risks of harmful material in games

Posted: 05 Dec 2007 12:01 PM CST

The UK parliament's Culture, Media and Sport Committeehas announced a new inquiry into the potential risks from harmfulmaterial on the Internet and in videogames

Allegorithmic Ships Texturing Middleware ProFX 2.6

Posted: 05 Dec 2007 09:35 AM CST

France's Allegorithmic has announced the availability of the latest version of its ProFX middleware, a tool which allows for procedural texturing. According to Allegorithmic, the tool allows studios to produce textures "up to two times faster than with regular techniques." The tool, which also produces texture data "500 to 1000 times smaller" than comparable textures produced through other means, offers flexible licensing depending on size and scope of the project involved, ranging from a small ...

Fils-Aime: Wii Shortages Are Not Marketing Strategy

Posted: 05 Dec 2007 05:50 AM CST

Nintendo of America president Reggie Fils-Aime has stated that, contrary to speculation, long queues at retail and widely-reported Wii shortages are not a marketing strategy, but a "highly unfortunate" circumstance. Fils-Aime suggested that the company may have been unprepared for "unprecedented demand" for the Wii. "...Anyone who suggests that a shortage is good for business really doesn't understand business," Fils-Aime recently told MSNBC in an interview. He also said Nintendo is putting more than twice ...

Ghostbusters Game: New Dish On DS Version

Posted: 05 Dec 2007 12:41 PM CST

BLOG—NGamer magazine gives a few first details about the DS version of the upcoming Ghostbuster game, revealing that it will be in a management based style with users creating and running their own ghostbusting franchise.

GameSpot “Mass Resignations” Imminent?

Posted: 05 Dec 2007 12:41 PM CST

BLOG – There are now whisperings that a significant amount of GameSpot staffers will up and leave in the wake of the Jeff Gerstmann termination fiasco.

Inaugural French GDC a Good Start

Posted: 05 Dec 2007 12:41 PM CST

France’s fledgling Lyon Game Developers Conference has planted a solid foothold for future iterations of the event, organizers said Wednesday.
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Dec 6, 2007, 3:03:42 PM12/6/07
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WildTangent receives $20 million debt financing

Posted: 06 Dec 2007 01:35 PM CST

WildTangent has been given USD 20 million in debtfinancing from Hercules Technology Growth Capital

Sutton officially named Majesco CEO

Posted: 06 Dec 2007 01:26 PM CST

Jesse Sutton, who was named interim CEO and chairmanof the board of Majesco back in 2006, has officially been namedCEO

Gameloft's Michel Guillemot To Keynote GDC Mobile 2008

Posted: 06 Dec 2007 09:41 AM CST

Michel Guillemot, President and CEO of Gameloft, a leading publisher and developer of games for mobile phones (New York Nights, Beowulf), will present the keynote address at the 2008 Game Developers Conference (GDC) Mobile summit taking place on Feb. 18-19th, 2008 at the Moscone Center in San Francisco, California. Held in conjunction with GDC 2008, GDC Mobile 2008 will offer in-depth technical and business oriented mobile game development sessions supported by research and market analysis ...

WildTangent Gets $20 Million From Hercules

Posted: 06 Dec 2007 09:29 AM CST

Finance company Hercules Technology Growth Capital has announced that it has given publisher and distributor WildTangent $20 million in debt financing, which the Fate producer says it will use to "create an even richer gaming experience for gamers around the world." The company's game services have been widely tapped by both web portals and PC hardware manufacturers, including Dell, Toshiba, Gateway, and most recently, Hewlett-Packard. The company says its games reach "over 15 million monthly ...

Wizards Of The Coast, Stainless Partner For Online Game

Posted: 06 Dec 2007 08:53 AM CST

Magic The Gathering creator Wizards of the Coast has announed a new partnership with Carmageddon developer Stainless Games to develop a yet unspecified "online downloadable game" to be released in early 2008. Neither company offered any details of the forthcoming game. Stainless Games most recently has been behind a number of Xbox Live conversions, including Atari remakes like Missile Command and the early XBLA port of Mac cult shooter Crystal Quest. Though primarily a tabletop ...

GameStop Takes Dow Jones Slot In S& P 500

Posted: 06 Dec 2007 08:04 AM CST

According to a Associated Press report, retailer GameStop will be joining Standard and Poor's S& P 500 index at a yet unspecified date, taking Wall Street Journal publisher Dow Jones slot. The index is a list of 500 primarily American stocks which is watched globally as, says Standard and Poor, "the best single gauge of the U.S. equities market." AP notes that Dow Jones is slated to be purchased by Rupert Murdoch's News Corp, but ...

侃两句……

Posted: 06 Dec 2007 12:34 PM CST

我不喜欢博客赶时髦,什么华南虎,什么美国军售,全中国人都知道的事,非要再说明一下自己的看法,所谓想炒自己的人的通病吧。

亦不喜欢侃些实事,今天谁说什么了,明天说这个的人已经淹死在口水了,非要自己表表态么,我看没有必要。

家里的鸡毛蒜皮,非要说,那是日记,流水帐式的日记。小学时代老师就不喜欢,想来谁都不喜欢。

工作流水帐,每天做的事,如果不记,不知道自己忙些什么……记了,好象也是鸡毛蒜皮……不管,貌似总要解决……

说种营销手段吧。

太牛了!

结婚照,在没有照之前,就有耳闻。照的大多很美,在挑时只送部分,再想要,几十一张……
今天让老婆去挑,老婆受不了了。一张30元,居然挑出来一堆说,也就2000多元……
这个也不能怪她,早有耳闻,分析一下。
1、结婚的人,一般都有一辈子就这一次的心理,看着好,认了。
2、女人往往更看重这个,而男人一般是买单的主儿,花钱逗老婆开心。
3、照时辛苦,当然相片质量也还成,从三百张中挑三十张,挺残酷的。
4、在挑时,店方当然不时优惠,比如送相册之类,令买者还是感觉占了便宜。

本想让老婆今天就搞定,结果……NIA(四声)非要拉我周日一起去。
否,我也是个冲动性消费者,上面说的理由,没有一个我可以免疫的,两个人都去那里冲动,2000元可以肯定人家装着乐。不如我不看,也不想,只守意,明知道是陷阱,何必呢。

一直在想,这样的手段,应该怎么用在游戏中。
比如,象是设计一个孵宠之类的,孵的费用不高,孵出多个非常好的,要取走要花费一定的RMB物品,高成长,高资质————想几天,也许有概念……
还在想,这样的东西,如果用在结婚系统上,玩家肯定应该也有一辈一次的想法吧……其实,咳,当时是这样的,往往结果不然……太冷静的看一切,感觉世界太凉薄了。

WildTangent Scores $20 mln

Posted: 06 Dec 2007 12:41 PM CST

Online games firm WildTangent has landed $20 million in debt financing from Hercules Technology Growth Capital.

ESA:今年假期,送礼就送游戏机

Posted: 06 Dec 2007 11:49 AM CST

娱乐软件协会(Entertainment Software Association)预测,有30%的美国成人将把电子游戏作为礼物送给亲朋好友。

更有趣的是,超过34%的成人将会在假期中玩游戏,其主要原因是他们认为玩游戏有助于减缓压力。

No Tags

Australian charts: Super Mario Galaxy enters at #1

Posted: 06 Dec 2007 12:17 PM CST

Super Mario Galaxy for the Nintendo Wii has enteredthe Australian game charts at number one, according to datareleased by GfK Australia

Analyst Talks World Of Warcraft Churn, Monthly Revenues

Posted: 06 Dec 2007 10:57 AM CST

In a new analyst note, Mike Hickey from Janco Partners has been examining Blizzard's World Of Warcraft success in light of the Activision/Blizzard merger, suggesting average monthly WoW revenue in "the low teens" and a churn rate as low as 4-5% per month. In his note, in which the financial analyst raised Activision's share price target from $20 to $35 in advance of the merger, Hickey particularly noted: "We expect the Company's WoW franchise will ...

Wizards of the Coast partners with Stainless Games

Posted: 06 Dec 2007 11:05 AM CST

Wizards of the Coast, a subsidiary of Hasbro, hasannounced an agreement with UK videogame developer Stainless Gamesto produce a new online downloadable game

Gameshastra wins Red Herring Global 100 Award

Posted: 06 Dec 2007 10:42 AM CST

Gameshastra, India's largest game services provider,announced that it has won a Red Herring "Global 100" Award2007

Lawyer's Fate Pushed Back To 2008 [Jack Thompson]

Posted: 06 Dec 2007 10:00 AM CST

lawfate.jpgDamn these game delays! It's always the one you're most interested in, isn't it? They never would have delayed Ninjabread Man, yet here we are with another big title pushed back to Spring 2008. While development on the JT Bar Trial is expected to wrap today, final verdict producer Judge Dava Tunis has indicated that testing and review of the extensive court record will most likely keep the results out of gamers' hands until Q1 2008. With games like Spore slated for the same release window, one has to wonder if the title will garner any notice at all when it finally hits. The verdict continues to garner harsh opposition from Florida lawyer Jackie T, who has filed multiple motions to have the game canceled altogether, though so far his track record of never hindering a game's release is intact. I guess we'll just have to find something else to play over the Christmas holiday. *sniffs*

Jack Thompson Bar Trial Wraps Up Today; Ruling Delayed into 2008
[Game Politics]


European Super Smash Bros. Brawl This Summer? [Release Dates]

Posted: 06 Dec 2007 09:30 AM CST

ouchssbb.jpgWell this certainly explains why the highly anticipated Super Smash Bros. Brawl didn't show up on the European release list we told you about earlier. Videogamer.com contacted Nintendo upon noticing the omission, and was told that SSBB wasn't due out in Europe until after the second quarter of 2008. That means post June, for a game coming out in January in Japan and February in the US. Ouch. I would suggest that Europeans start shopping for a North American Wii, but apparently we don't have any. I really feel for you folks across the pond right now. The comment section is here for you. Let it all out.


SSBB won't be out in Europe till after June 2008
[Videogamer.com]


World In Conflict Takes It To The Countryside [Dlc]

Posted: 06 Dec 2007 09:00 AM CST

wicountry.jpgMassive continues their inspiring post-launch support of their cold war action RTS World in Conflict next week, with an all new map - Countryside. If you've ever taken a cross-country road trip, Countryside will be extremely familiar to you, as many cows have been counted by children in the back of their parents' station wagon in spots like these since time began. I guess now you can count nuclear explosions instead, though I am guessing you wouldn't get much further than one.


Learning to Like Coffee (And Possibly Regret it) [Night Note]

Posted: 06 Dec 2007 08:40 AM CST

To: Crecente
From: Bashcraft
RE: Don't Tell Crecente

Welcome back! Not sure if you'll read this today, but I'll be out of pocket tomorrow so. I really hate flying across the Pacific. It kicks my ass for days after. Hope you're able to recover quickly!

So, I've actually started drinking coffee. No, really. Like I never used to drink it. At all. Oh sure, occassionally I'd drink a cup of coffee or a vending machine can of it. But, not on a daily basis! Recently I've taken to drinking at least two cups a day. Not sure how this happened! But I find myself making instant crap and eyeing fancy coffee makers in the department stores. What's more, now I'm getting interested in things like coffee beans and the like. Probably want a better coffee experience than instant!

Another thing I've noticed: If I don't drink coffee in the morning, I can't work. And I get crabby. Real crabby.

What you missed last night
We Love Golf cameos
SFIV screen
Whitest white console?
Wii Fit is numero 2
Army of pooh


CryEngine 2 Reloaded for MMO

Posted: 06 Dec 2007 11:38 AM CST

Newly-formed Reloaded Studios, founded by vets from NCsoft, Webzen and Phantagram, will be using CryEngine 2 for an upcoming action MMO called The Day.

Sutton Takes Reins at Cooking Mama House

Posted: 06 Dec 2007 11:38 AM CST

After over a year as an interim boss, Majesco’s Jesse Sutton is officially CEO of the company.

《贝兹女孩》(Bratz 4 Real)破解版[Bin]

Posted: 06 Dec 2007 10:32 AM CST

《贝兹女孩》(Bratz 4 Real)破解版[Bin]
转自sharevirus
游戏名称:Bratz 4:Real
中文名称:贝兹女孩
制作发行:THQ
游戏容量:1CD
游戏类型:动作
【游戏简介】
一款根据电影《“反”芭比》改编而来的游戏。
【游戏截图】



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▓█████████▓▓▒▒▓▓██████████████░ Release Info ░██████████████▓▓▒▒▓▓█████████▓
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▓███████████▓▓▒░ Bratz 4 Real ▒▓▓███████████▓
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███▓ Release Date..: 12/06/2007 Genre.......: Action ▓███
██▓ Retail Date...: 12/14/2007 ██
█▓ Protection....: None Company: THQ █
▼ ▼
File Size.....: 604mb RAR Count...: 42x15mb
▲ ▲
█ Info......: http://www.amazon.co.uk/THQ-Bratz-4-Real-PC/dp/B000UWZIQ4/
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▓████████████████████████████░ Game Info ░░████████████████████████████▓
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The Bratz are excited about their first year of high school!
However, Meredith, the conniving school class president,
formulates a plan that splits up the girls and the entire school
into different cliques. But the Bratz aren't so easy to defeat.
They decide to collaborate in order to break up the cliques and
teach them that they are more than who they hang out with. The
Bratz unite all of the students in one fabulous act to compete
in a talent show that will bring everyone together and help them
to overcome each others differences.
▲ ▲
█ █
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▓███████████████████████████░░ Ripper's Notes ░░███████████████████████████▓
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We assume this is a Kiddie game so Micronauts released it.
Lotta groups releasing kiddie stuff now. Horsez and Kittenz
and Doggiez ect.

▲ 1:Burn to CDR or mount image ▲
█ 2:Install █
██▓ 3:Play ▓██
███▓▒ ▒▓███
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▓████████████████████████████░░ Group Info ░░███████████████████████████▓
▓████████████████████████████████████████████████████████████████████████████▓
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█████▓▓▒ ▒▓▓█████
███▓▒ WE ARE THE MICRONAUTS. ▒▓███
██▓ ▓██
██░ ░██
██ ██
██ ██
██░ ░██
██▓ ▓██
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▓███████████▓▓▓▓▓▓▒▒▒▒ ☻ no email be safe ☻ ▒▒▒▒▓▓▓▓▓▓███████████▓
▓████████████████████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓████████████████████▓
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██████
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This posting includes an audio/video/photo media file: Download Now

"game" via 柠檬杀手 in Google Reader

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Dec 8, 2007, 2:01:41 PM12/8/07
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第六天:迪斯尼。第七天:回中国。

Posted: 08 Dec 2007 11:37 AM CST

        目前已经在广州了。

        昨天的迪斯尼真是激动万分。

        更多日本旅行的详细报道,在今后的几天会陆续给大家带来。

中华网游戏公布11月网游运营数据

Posted: 08 Dec 2007 11:55 AM CST

JOY阿宝:既然这边是第一次提到中华网游戏,那么就多嘴多介绍一下他们的简单情况。 目前的中华网游戏是从最初中华网投资集团对17GAME的战略投资发展而来,在中华网从始至终的全力支持下...

Weekend Thoughts: 'Why I Had Sex With The Alien'

Posted: 08 Dec 2007 08:44 AM CST

[Every weekend, Gamasutra is featuring sharp editorials and feature stories from our correspondents, and this piece from Game Set Watch columnist Chris Dahlen deals with sexuality and Mass Effect.] Count me in the camp of people who was disappointed by Mass Effect. I expected to be lured into a rich, alien world, and seduced by the exotic races and intricate politics that BioWare had crammed into the story. But what I got was less a ...

'The Warlords' Hitting Theatres and PCs Next Week [Only In China]

Posted: 08 Dec 2007 11:00 AM CST

warlords.jpg On December 13th, China (and the rest of Asia, apparently, excluding Japan) will be treated to the dual release of a big-budget movie (starring Jet Li, Andy Lau, and Takeshi Kaneshiro) and an MMO version of the film, both entitled The Warlords [投名狀]. My ears perked up at all of this for two reasons: (1) the setting is the Taiping Rebellion, during the waning years of the Qing dynasty (and one of my favorite subjects) and (2) announcements about impending MMO releases equal one thing in China: fantastically bad press releases. And indeed, NetDragon and the Central Motion Picture Corporation don't disappoint ('night-errant' culture?). The Warlords is apparently only the beginning - the NetDragon CEO makes references to even more games based on movies (and TV shows and books and ...). Full release after the jump, and lots more info at the game's website (in Chinese).

FUZHOU, China, Dec. 7 /Xinhua-PRNewswire-FirstCall/ -- The first domestic
online game (Warlords Online) based on the film of the same name, which is
jointly produced by Netdragon (Netdragon Websoft Inc. (SEHK GEM 8288) and
Central Motion Picture Corp., will be tested officially for the first time on
December 13. China's traditional recreational industry and emerging digital
recreational industry will greet the first annual show of a landmark work, and
it will become another important milestone in the development of China's
recreational industry.

Warlords, directed by Chen Kexin, is an epic war film represented by Jet
Li, Andy Lau, Takeshi Kaneshiro and Xu Jinglei. It profoundly depicts love
between brothers and lovers.

Warlords Online ( tmz.91.com/ ) is the first large and realistic
Oriental epic online game in ancient costumes in China based on the Chinese
night-errant culture. Thanks to the efforts of NetDragon, Central Motion
Picture Corp. and the team that produced the film Warlords, it vividly
reproduces a disorderly society full of love and hatred under the background
of the late Qing Dynasty by the super-realistic technique.

Warlords Online creates the unique opposition camps of the government and
bandits and has a bodyguard system that is composed of as many as one hundred
kinds of bodyguards' occupations, almost all in the Qing Dynasty. Especially,
it builds the first pure "brother (sister)" system in online game history, and
players can truly experience the meaning of the eight characters: share
happiness and share difficulties. Moreover, it contains exciting super-large
battles for attacking and defending cities to let players bring their wisdom
into full play.

In eager expectation of numerous players, the game was first tested
internally on November 30 at 3:00pm and the response was very enthusiastic. In
order to satisfy the needs of a great number of players, the game operator
decided to increase the activating code for internal testing by a wide margin
at that time. The enthusiasm of players not only shows the star effect of
Warlords, but also reflects the excellent brand image of NetDragon in the
online game field.

The time for developing Warlords Online was very short, but the
requirement for its quality was very high. "For NetDragon, it was a challenge,
but an opportunity even more!" Liu DeJian, Chairman of NetDragon, noted: "This
strategic cooperation between us and Central Motion Picture Corp. breaks
through the conventional development pattern of the traditional recreational
industry and emerging recreational industry and shows the new development
direction for the game industry in particular. The success of Warlords Online
is just a beginning and we expect there will be more and better online games
adapted from films, TV plays and novels in the future."


一种适合网游的界面系统设计方案

Posted: 08 Dec 2007 09:41 AM CST

     摘要: 说到界面系统,在windows平台上用c++编程的人多少都会知道MFC,我也曾仿照MFC的设计实现过一款单机游戏的界面系统。然而现在多数人认为MFC是一个设计不佳,复杂且难于使用的系统。使用MFC编程需要很长的学习过程,界面逻辑被分散到各个窗口类中,为了实现一个复杂界面,你不得不为界面中几乎每一个窗口创建派生类,并将界面逻辑嵌入到这些窗口类中。整个界面形成一个父窗口、子窗口、控件等对象组成的树状结构,许多消息在这个树状结构中通过广播的方式找到它的处理函数。要操纵子窗口或者控件完成一些事情不得不先找到包含它们的父窗口,再通过父窗口函数或者成员变量来访问子窗口或控件。这些特点迫使界面逻辑要了解界面的组织结构,甚至依赖于这个组织结构,难以实现逻辑和界面结构、布局的分离。

游戏界面有其自身的特点,比如游戏的界面往往比较简单,不需要太复杂的结构和布局,能够满足特定游戏的需求就行,不会象MFC那样被用来实现各种各样的应用程序,面对大量的不同需求,甚至要实现不可预期的需求,这就要求MFC这样的系统具有极大的灵活性,和可定制性。另外游戏界面系统往往用c++语言实现,而  阅读全文

cproom 2007-12-08 23:41 发表评论

祥林爷

Posted: 08 Dec 2007 08:57 AM CST

 
  在QQ群中的无责任发泄抱怨:

这事要发生在10年前,现在我说不定就是警察了

我性格的一部分已经受到影响了,今后我会变成一个非常谨慎、警惕、设防的人

并且更加的嫉恶如仇

打个比方,以前别人打我一拳,我顶多回他一颗子弹,现在我会用机关枪扫射他

而且他准备挥拳的时候我就已经用枪指着他了

以前我很仁慈的,我报复完我的敌人我会尝试原谅他,现在起码要等我鞭万尸才会假装原谅他

正面的敌人可以算是个对手,背后下手的敌人最可恶,一定要消灭

亚历山大从不搞夜袭,因为他认为这不光明正大,拿破仑拒绝用潜水艇作战,理由也是一样

(more…)

拼了老命……

Posted: 08 Dec 2007 07:47 AM CST

123.0:754:1000:300:397:2007-12-08-00.jpg:left:0:0::
疼死了〜〜〜胃。
給朋友的生日賀圖……半天完成。
休息去,痛苦ing……

国内网游研发的若干杂想(3)----提高玩家网游生活质量

Posted: 08 Dec 2007 07:48 AM CST

对于接触网络的人来说, 他们的生活, 大致可以分为两种生活: 现实的生活, 以及网上的虚拟生活. 观察和体验了诸多的网游后, 让我觉得, 现在很多网游在"类生活化"或我们通常所说的"社区"这方面作得还远远不够, 绝大多数的产品, 还仅仅是把N多的所谓游戏元素简单的拼凑在一起, 形成一个看似内容丰富多彩的世界, 而全然不顾玩家每天网游生活的质量.

我在想, 一个网游产品, 如果要形成社区的概念, 如果想让每个玩家都能有较高的生活质量, 我们在信息获取, 内容互动方面, 是不是还有非常大的拓展空间? 目前, 我对这个问题, 还只是一个概念, 还没有办法将它具体的系统化, 只有一些零乱的提高玩家网游生活质量的想法.

通过网游产品的运营实践分析, 玩家上线的主要规律是: 中午和晚上是两个上线高峰期. 中午时间一般比较短, 一般是大家趁着休息时上来一下, 照顾照顾自己的角色, 跟大家见见面, 随便聊聊天; 而晚上时间长一点, 可以专心致志的玩一些东西.

我在想, 从玩家每天登录进游戏的时候, 我们可以提供给玩家一个统一的类似于每日新闻播报的东西, 告诉玩家在他不在的近一段时间里, 这个世界里发生了哪些有意思的事: 比如谁的等级变成第一名了, 谁成功打败了BOSS, 甚至, 谁的账号被盗了以便提醒大家提高警惕, 谁想跟你交友, 你的好友中谁结婚了, 甚至我们可以作一个类似于自动访谈之类的东西让玩家参与游戏访谈进而将访谈内容全服公告, 让玩家体验被关注, 被当作名星的感觉, 诸如此类的想法, 等等等等. 也就是说, 我不想让玩家每天上线后, 再自己去找发生了哪些事, 或者, 自己去打听发生了哪些事, 我要把这些事, 玩家关注的这些事, 主动告诉玩家, 也要让玩家有被关注的感觉.

玩家为什么选择玩游戏? 是因为无聊和孤独. 那么, 游戏中如何才能让玩家不孤独? 当然是提高他们之间的交流和互动, 那么, 又如何提高互动? 首先的首先, 我想, 应该是主动告诉玩家他想关注的那些信息, 让他们更方便的获取到这些关注的信息, 这样, 才可以进一步让玩家自己主动自觉的去关心他的好友, 以及他所身处的这个世界. 当他对这个世界中发生的这些事产生兴趣的时候, 我们再以非常便利性的手段(比如前文说的"链接"功能), 让玩家主动去参与. 而这样, 他便不再感到孤独, 他会觉得这个世界很真实, 他自己也在被人关注. 而如果我们作到了这一点, 那么, 这个世界才开始真正活了起来, 而不是简单游戏内容的堆砌.

我们生活在一个已经信息化的时代, 每天, 在现实中, 我们可以通过报纸, 电视以及网络来了解最近的过去发生了什么, 以及最近的将来将要发生什么; 而我们的网游, 还处在一个完全没有信息化的时代, 在这个世界里, 每个玩家活得似乎比现实中更加盲目, 更加无助, 也更加累, 这已经失去了他本身玩游戏的初衷, 网游不该是这样的, 我认为.

How Would You Like to Make Games and Get $1,000,000 Funding?

Posted: 08 Dec 2007 06:00 AM CST

Acclaim Games (and David Perry) are running great contests at videogameteam.com. They’ve created an extra competition, open to any new or seasoned developers in the world, to see who can make the best “real” PC multiplayer game based on the community design.

To assure that this game gets published, Acclaim will cover the winner’s normal licensing costs for ANY commercially available game engine in the world (they said that Unreal and Crytek are fine), including professional middleware (physics, video players etc.)

Acclaim will pay up to $1,000,000 (US) of these license fees for the winner. They will also provide all servers and support to run the game commercially.

More information (although they sure had done good job hiding it in my opinion :) can be found at videogameteam.com.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

《超级摩托艇GT》(Aquadelic GT)硬盘版(中文版XP系统下直接可玩)

Posted: 08 Dec 2007 07:10 AM CST

《超级摩托艇GT》(Aquadelic GT)硬盘版(中文版XP系统下直接可玩)
游戏译名: 超级摩托艇GT
英文名称: Aquadelic GT
游戏制作: Arcade Moon
游戏发行: JoWooD Productions
游戏语种: 多国语言(ENG/DE/FR/ESP/IT)
游戏类型: Snow / Water Racing
官方网址: http://www.aquadelic.com/en/
做源:razorback3.1
[QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平
硬盘版游戏报错常见解决办法:
1、下载并安装最新版的DirectX9.0c
2、下载并安装Microsoft .NET Framework 2.0再试
3、游戏安装目录最好全英文
4、操作系统用户名最好全英文
5、彻底关闭瑞星及其后台程序
6、更新XP补丁、更新显卡驱动[/QUOTE]
【版本说明】
全音乐、全动画、无删减、中文版系统下直接可玩
(绿化压缩小组:RAS)
【安装说明】
1、解压缩至任一分区根目录下(需1G剩余空间)
2、运行setup.bat(过程中有中文提示请注意阅读)
3、运行launcher.exe
4、如果不能进游戏,可能是你的操作系统缺少一些软件,可能用到的几个系统软件:点我下载
【游戏简介】
《超级摩托艇GT》(Aquadelic GT)是一款精彩的赛艇竞速游戏,游戏将带给你美丽的湖泊风景和刺激的竞速快感。游戏中你可以操纵不同的赛艇进行各种模式的比赛,驾驶赛艇飞速滑过水面一定会带给你痛快淋漓的感觉。
【游戏截图】




11
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11111000000000001111 1
11110000000001111 00
111111011011111 001
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1 000010
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1 10 101
1 00001
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1 1000000001000
1 00000000011000
1 100000001010000
1 0010000000000001
1011 0000001000000000
111101 0000000000000000
11 1110000000000 10000
00000000001 000
1 00000000000 000
1 000000000000100
1 0000000000000000
1 01 1 00111 01000
000000001001111
1 1000000000001111
1 10000000000111111
100000000001111111
1 00001001001111111 111
0000111 001111110110000000000001
00000111 0011110001 1101111
111111 000000011 101111011 10111
100001110000001 0010001011 0111111000 10111
001 000000 01 010000011 1111101100001 111
00001 100001 10 0100011 1111111111000001
00001 001 101 1110001 1111 1111111000001
000111111 01 1110001 11 1000111100001
00110001 000000010010000 1 111 101 111110001
001 000001 111111111 110001 10001 11111011
0001 000001 10 1110001 11000 111111
10001 110000 11 11 1110001 111000 111
11110000 1100001111001 1110000 1111000011 10011
10001100001110110000000000011111000111110001111111000000111 1111111
10000000100000011111111111111001111111111111111111111111111110011111
Take to the water in Aquadelic GT, a funky new boat racing game
with an emphasis on fun!
As a member of the Aquadelic GT league you will fight to win cash
prizes and the support of fans around the world, from the rivers
of Russia and the ports of Greece to luxurious Caribbean islands.
You'll have to beat rival racers to the finish, and it won't be
easy as you're all armed to the teeth with shark torpedos,
dragnets, balloon bombs and exploding frogs.
As your fame grows, you can land bigger and bigger sponsors, who
will pay you even more money! You may be starting in a ramshackle
old tub of a boat, but in no time at all you'll be able to buy a
fancy speedboat, or a classy catamaran. Turn your newfound fame
into money, and spend it to buy lavish new homes. Why live in an
apartment in Russia when you could buy your own Caribbean mansion?
Between races, you can move around the world looking
for sponsors, giving taxi rides, helping out people in need, or
even going for joyrides in seaplanes.

Aquadelic GT is a boat racing game in the style of a kart racer -
easy to learn, but challenging to master. Can you rise to become
the top speedboat racer in the Aquadelic GT League? There's only
one way to find out

____________________________________________
fix for Chinese Windows XP
--------------------------------------------


*ENG/DE/FR/ESP/IT
*RIP : nothing
*Install Notes :
* 1 _ UnRAR
* 2 _ setup.bat
* 3 _ if u dont use chineseXP,download original exe,copy to game folder:
http://www.mediafire.com/?9hnzxhzitbm
* 4 _ launcher.exe, choose ENG/DE/FR/ESP/IT
*Virusscan : kaspersky Anti-virus found nothing


This posting includes an audio/video/photo media file: Download Now

《火炎之纹章~终焉の高考》(Exam Fantasy)正式版

Posted: 08 Dec 2007 02:33 AM CST

《火炎之纹章~终焉の高考》(Exam Fantasy)正式版游戏语种: 简体中文
游戏类型: SRPG
游戏配置:
系统 Windows XP VISTA 中文版
CPU Intel Pentium4 1.5 GHz 以上
内存 512 MB 以上
显卡 分辨率 1024×768 以上真彩
声卡 兼容 DirectSound 声卡
硬盘 可用空间 500 MB 以上
高考狂想曲-Exam Fantasy是一部暴笑的战略型角色扮演游戏,让大家感受到脱离现实又与现实息息相关的特殊气氛,在这里最重要的不是想着如何解救世界,而是如何游戏人生!这里是高考狂想曲的世界。这里充满了妄想,奇想,幻想,以及叫人惊奇,不可思议的事物。隐居森林的数学之村,在街上散步的宠物老虎,生物王国HIV事件,化学之都的大暴炸以及充满怨念的NPC阿尔西斯……世界分为几个版块,分别代表着几种不同的势力,数学之森,生物王国,英语帝国,化学之都以及神秘的语文天国.西历776年,ACE女王继承王位,成为英语王国的第34代女王,她发起了争服世界的战争,战争的真正原因是她饥渴的占有欲吗?!据调查好象是因为她找到了一本名为《RPG MAKER XP说明》的天书……
我们的故事也从这里开始了……

自万物起源伊始,世界即化分为六大版块。
它们分别是数学,语文,物理,英语,化学,生物……
它们虽然对立,却又相互依存。
正因为这种相互关系的存在
因而随之诞生了我们脚下的伊克拉姆大陆。
精灵为大地带来勃勃生机
从而最后创造了人类。
在光明与黑暗以及精灵神的庇佑下
人类的种子慢慢繁衍传承了下来。
但是,人类是那样的幼稚与无知。
为了自己的利益,无休止地向世界索取着一切自己想要的东西。
从而因为自己的贪欲使大地变得一片狼籍
同时也破坏了神在世界伊始创立下的秩序……

游戏菜单
游戏实际截图:
<<高考狂想曲 Exam Fantasy>>是比较传统的SRPG,战斗采用的是传统的战棋模式,虽然战棋的,但是主要是以RPG为主,但是考虑到有不喜欢战斗的玩家,所以本作采用的可见式的遇敌方式.当然,为了满足战棋爱好者与有搜集僻的同学,所以设计了辅导天书这一系统,慢足大家的练级欲望.这一次的地图也是花了大功夫的,光是地图制作的时间就花了整整3,4个月,效果一定不会让大家失望的.


塞恩斯Science(科学)
从小在孤儿院长大,是孤儿院的大哥哥,孤儿院的西妮,是他一起成长的伙伴。
对所有事物都很感兴趣,虽然数学是他的强项,并且还练得很多数学战士都无法修炼的
十字坐标斩,但是他在其它学科方面也很有天赋。性格内敛但不会在人前示弱,责任心强,面对事情十分认真,一心想拯救世界,成为万人瞩目的英雄,但领导能力不强,但在旅行后慢慢成长,成为真正的第一男主角。
西妮Sinusoidal(正弦函数)
小时侯是被数学之村的村民检到的,送去了孤儿院。与塞恩斯Science一起长大的,把他当成自己亲人。性格内象,极有同情心,喜欢帮助他人,做算术题是她的最爱,并且运算能力超强,但还是随身带上一部计算器,用来计算受伤者所需要恢复的HP,以免浪费MP值^^^^^^自己的身世也是一个秘密。
瓦尔斯Virus(病毒)
由于病毒当年侵入英语王国,瓦尔斯Virus的双亲均受感染而死去,因此小时侯流浪街头,变得冷漠,麻目。后来被一名佣兵团团长收为学生,不久就习得超强的剑术,后来被Ace Queen 艾丝封为英语王国皇家剑士,为了女王的任务东奔西跑,由于从小就被训练成佣兵,似乎渐渐的有了喜欢完成任务的僻好。值得说明的是此人是路痴一个。
艾丝Ace Queen(皇牌女王)
具有特输血统的扑克牌(POKER)家族的后代,由于生于POKER年历的ACE QUEEN,因此得名,天生具有领导才能,有支配他人的爱好。由于此家族天生就是学习英语的料,加上家族的雄厚财力,创立了全大陆最大的国家。她高傲,自大,目中无人,任为世界因为她而存在,因为她而转动,言语中充满了藐视和轻篾。人也十分的美丽,英语水平超高,因此成为了全大陆无人不晓的女王。
格拉薇缇gravity(万有引力)
物理王国公主!活泼,热情!人见人爱!丝毫没有公主的驾子,由于天生好动,不喜欢待在宫中,到处游历。在活泼开郎的同时,富有超强的正义感。从小就受到了高强度的物理学习,不过她在很短的时间内就能学得很好。物理似乎已经满足不了她的学习欲望了,于是她开始了她的A计划:1块钱环游世界(走出皇宫时穿的便装,并且为了煅炼自己,只带了一块钱)
卡帕德compound(化合物)
45年前他曾经是化学国度的化学权威人士,而且是一个极为有钱的人,但在45年前的一天,他在试验时发生大暴炸,家产全毁^^^^^^成为一个极度贫穷的化学家,穷得买一瓶浓硫酸的钱都没有了。不过这样的遭遇并没有让他停止试验,最近,他研究出一种可以返老还童的药水,并且申请了专利,价钱也抄到了天价。效果那就不用说了,你看他自己用了以后看起来有67岁吗。此人温顺的化学师一个,但是如果你说他的试研成果是垃圾的话,浓硫酸的滋味你马上就知道了。。
兰古吉language(语言)
语文天界的诗人,十分了解大陆上平民们的疾苦,喜欢把自己的心情都记录下来,同时也养成了坚强的性格。表面上看,虽然是一名天使,但是对待邪恶就完全是另一个模样,拥有三寸不烂之舌,受到她的羞辱后,让人觉得没有被生下来会比较幸福。
神秘角色???{/gg}

天书的世界中蕴藏了不可思议的力量,天书中记载了关于创造世界的秘密,主角们手中就拥有天书的部份篇章,随着旅途的进行,他们终于找到了所有天书,并且知道了关于天书的秘密,等待主角们的是一场人与神的战争……
黑暗生物魔城是一个被封印了千年的圣魔城,1000年前龙族与猪族共同生活在生物王国的世界,可是龙族使用了被创世神禁用的克隆技术创造出了大量龙族,猪族因此无法生存,“龙猪大战”暴发了,在猪头帮帮主的领导下,猪族终于将龙族封印了…………圣魔城再度复活?!
化学之都是一个崇尚自由与科学的地方,这里没有国王,没有权威,人们整天都在研究化学……所以这里的环境比较恶劣,很少能看见植物哦!就连主城区里的植物都因为受到严重污染而相当的矮小呢……提示一点,因为化学之都经常会发生爆炸……所以记得买保险。
生物王国位于伊克拉姆东面一个最大的山谷中,整个生物王国分为4层,最底层是用来关押犯人的,中间两层是平民居住的地方,而最顶层则是宏伟的生物城堡。如果喜欢旅行的朋友一定不要忘了要来这个极具特色的地方哦。忘记说明了……最近HIV袭击生物王国,游客数量剧减……
数学之村是一个和平宁静的村庄,由于这里土地肥沃,周围被数学之森包围着,所以他们可以自给自足,在这里还有很多来自外面的隐居者.由于数学之森的保护,这里的人们与事隔绝,但是为了让孩子们增长见识,每个即将成年的孩子都会去巡礼游览整个大陆……我们的头号男女主角就正在为旅行的事做准备呢……
英语王国作为伊克拉姆大陆中最大的国家,土地面积是相当的大,人们喜欢宽
畅而时尚的房屋,而且他们也比较重视绿化。特别提出的是,英语王国的人们是
非常爱戴ACE女王的,在他们心中ACE就是他们的神……如果你对女王有一点点不
敬的话,你可能不能活着走出英语王国了……
未完成的世界??介绍未完成??拼图??纸片??怨念??阿尔西斯!?
物理王国是伊克拉姆大陆上最晚诞生的国家,但是它的发展却相当的迅速,近年来被大家公认为可以与英语王国相对抗的国家。物理王国的居民当然崇尚科学,热爱物理了……因为发展得太迅速了,所以整个国家没什么特点,感觉有点不伦不类……
语文天界独自位于伊克拉姆南方的小岛上,是一座神秘的岛屿,据说这里是神的发源地,所以我们的主角们为了找出创造世界的真象而向此出发了……由于目前海上的交通工具只有船……所以航海中可能会遇见海贼,海怪……
终于!终于我们的主角找到了创世神之地……好神奇的异世界!什么!主角们还进入了高考大魔王的体内?!嘿嘿,自己看吧!最终战要到了哦!

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网游2.0,一种未来的生活方式

Posted: 08 Dec 2007 03:28 AM CST

网游2.0,一种未来的生活
 
                               By 吴锡桑 Fishman,2007.12.08


    前面我们已经讨论了网游2.0的定义和几个关键问题。那么,从玩
家的角度来看,网游2.0应该是什么样的呢?一款虚拟社会的2.0网游意
味着什么?这个世界,到底是真实的还是虚拟的?我们自己,是真人还
是NPC?

    以下是四个不安份玩家心中的梦想,他们渴望着,有朝一日这些“
好梦一日游”能够被实现。

    玩家一、小A、男、保安
    小A生活在社会的底层,是一个高档住宅小区的保安。冬天来了,
在冷风嗖嗖的夜晚,看着一辆辆宝马奔驰徐徐地开进小区,小A心中总
有一个不灭的梦想:我要当个大老板!梦想跟现实是有距离的。空闲的
时候,小A很喜欢玩网游,他一直在寻找一个可以梦想成真的游戏。在那
里,他可以创业,建立自己的公司,规划业务、招聘员工、销售商品、
洽谈合作;把公司运作成一家成功的上市企业,自己成为优秀的企业家。
不爽的时候,他可以把员工抓紧办公室臭骂一顿,甚至炒员工鱿鱼。

    玩家三、小B、女、服务员
    餐厅服务员小B,每天都在不停地端茶递水、扫地擦桌,晚上下班
了,回到宿舍已经累得动不了,有时候还要被刁钻的客人骂娘,这真不
是人过的日子。小B很喜欢超级女声,从那里她看到了自己的生存希望。
因此她是一个疯狂的粉丝,组队拉票,周末也不忘一起到卡拉OK练习一
把。她有时候也玩网游。可是,她也没有找到一款心仪的网游,可以让
她当个电影明星。作为女主角,跟梁朝伟一起演一出情迷意乱的年华戏,
跟刘德华一起演一出快意恩仇的武侠戏。然后票房大卖,一路获奖,进军
好莱坞,最终获得奥斯卡奖座,进入名人堂。

    玩家三、小C、男、司机
    当了几年司机的小C,心里总有一股气。要知道,当个的士司机蛮辛
苦的。起早摸黑,要看车看红灯看乘客,好不容易,看到路边有人招手,
狂飙过去,却发现交警在那等着了,又申请了一张“牛肉干”,这一天白
干了。小C玩游戏的时候,梦想当一个警察,穿上深蓝的警服,多威风啊。
看到街边路匪,大喝一声“给我站住”!然后拔腿狂追,把坏蛋封到一个
角落里。坏蛋掏出一把尖刀刺了过来,小C一个“鹞子翻身”,蹦到坏蛋
身后,一个漂亮的“扫堂腿”,把坏蛋钩趴下,纵身扑上,使出一招“擒
拿手”,给坏蛋带上手铐,拎回局里审问,爽就一个字!

    玩家四、小D、女、学生
    小D的母亲得绝症去世了,对她的打击很大。因此她化悲愤为力量,
报考了医学院。小D的梦想,就是毕业后当个“救死扶伤”的医生,跟死
神作对。离毕业时间还有两年,她每天都在幻想着自己穿上白大褂,劳碌
地奔波在各个病房之间,疑难杂症、药到病除。病人感谢的红色锦旗,挂
满了墙壁。小D玩网游的时候,希望她是一个手术医生,病人危在旦夕,小
D在手术室内主持大局,手起刀落、线飞针缝、化险为夷,为人再生父母。

    Fishman也有个梦想。设想不久的将来,市面上就会出现这样的一款虚
拟社会的2.0网游:
    1、达到电影精度的画质,玩起来很真实;
    2、连接虚拟现实的服装,穿上设备就可以登录;
    3、自动语言翻译,可以跟世界各地的人自由对话;
    4、超越现实,好莱坞大片的场景、器械都会出现;
    5、一份取材现实社会、超越现实限制的模拟职业经历;
    6、一个五湖四海为一家的精神家园;
    7、一个仿真现实社会、自由发展的国家体系架构;
    8、一种未来的生活式;
    9、一个跟地球平衡存在虚拟世界;
    10、一个-“黑客帝国”;
    11、......

 

Fishman的网游2.0系列文章:
03. 网游2.0,一种未来的生活

02. 第三只眼看网游2.0

01. Fishman的网游2.0狂想曲

 

Fishman的IT人物系列文章:
10. 杨京--遭遇EA之祸

Four, three, seven

Posted: 08 Dec 2007 05:02 AM CST

December has arrived - with Christmas decorations (good), shorter days (not good), and wet snow that melts into a sea of slush (bad), covering up the slippery slick ice (superbad)1 - and we are now less than two weeks away from Funcom’s biannual company product presentation, where the whole company gets to see what everyone else has been working on the past six months.

  1. Still, December is on the list of good months, mostly because, yay, Christmas! January and February, however, have much to answer for, and should really know better.

Capcom Still Believe In Third-Party Exclusives [Capcom]

Posted: 08 Dec 2007 12:30 AM CST

ccomlogo.jpgGames cost a lot of money now, there's not as many people owning current-gen consoles as owned stuff like the PS2, competition between the three platforms is closer than last gen, blah blah blah. In short, the third-party exclusive is dead. We've heard it all before. Capcom have heard it all before, too, and do you think they care? They couldn't give a rat's arse. Capcom marketing VP - and exquisitely-named gentleman - Nique Fajors:

Exclusives are driven by gameplay functionality and cost. If you get your gameplay functionality and costs right, exclusivity can work.
How right he is! Phoenix Wright, Dead Rising, Lost Planet, Devil May Cry...oh, wait...
Capcom: Third-Party Exclusives Still Viable [Next-Gen]


GA学员12月最新就业信息

Posted: 07 Dec 2007 08:39 PM CST

恭喜以下学员本月就业

 

 姓名  专业  公司  职位
 洪润  3D游戏美术  预言软件有限公司  3D美术
 王传伟  3D游戏美术  皿鎏软件有限公司  3D美术
史轶桢
 3D游戏美术  艾诺工坊  3D美术
 鲍杰忠  3D游戏美术  PDE  3D美术
 周冠英  3D游戏美术  PDE  3D美术
 石教铵  3D游戏美术  PDE  3D美术
 李颖书  3D游戏美术  上海北之辰有限公司  3D美术
 向鹏举  3D游戏美术  皿鎏软件有限公司  3D美术
 王宇  3D游戏美术  2K Games China 仟游软件  3D美术
 闵晓波  3D游戏美术  2K Games China 仟游软件  3D美术
 胡洵  3D游戏美术  上海灵禅信息技术有限公司  3D美术
 陈佳铭  3D游戏美术  Epic Games China  3D美术
 杨中锋  3D游戏美术  Epic Games China  3D美术
 张天宇  3D游戏美术  皿鎏软件有限公司  3D美术
 刘晓璐  通用游戏策划  渡口网络科技有限公司(上海)  游戏策划
注:GA游戏教育基地:www.gamea.com.cn

《恐龙战队:超级传奇》(Power Rangers Super Legends)CLONE版/破解版[ISO]

Posted: 08 Dec 2007 01:30 AM CST

《恐龙战队:超级传奇》(Power Rangers Super Legends)CLONE版/破解版[ISO]
转自TLF
游戏名称:恐龙战队:超级传奇3
游戏原名:Power Rangers Super Legends,
游戏容量:1DVD5
游戏制作:Disney Interactive Studios
代理发行:Disney Interactive Studios
游戏类型:ACT(动作游戏)
发行日期:Nov 6, 2007
官方网站:http://disney.go.com/disneyinteractivestudios/
前两个文件是破解版
后三个文件是CLONE版
【游戏介绍】:转自IT.com
恐龙战队:超级传奇(Power Rangers: Super Legends)》是由迪尼斯互动工作室(Disney Interactive Studios)负责研发的一款动作游戏。本作对应PS2,Wii,NDS以及PC平台。
喜欢单纯打斗的玩家可以毫无顾虑的尽情享受纯动作游戏的快感。同时游戏中的招式虽然比较简单,但是每招每式的细节刻画却是相当精细,游戏角色无论出拳、出脚或是出剑都可以让玩家看到其动作的全过程,因此喜欢硬派格斗的玩家可以来体验一下,本作简单的全程格斗一定会给你带来不小的乐趣!






CLONE版NFO
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█▀▓██ ░ PROCYON ▓ █ ████
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████ ▓ . Release #95 ░███
████ ▒ ▀█
████ ░ Power Rangers: Super Legends (c) Disney Interactive
███░ ░
█▀

. Game Information
Release Date...: 12/07/2007 Discs........: 1
Game Type......: Action Protection...: Securom
Image Type.....: .mdf/.mds Archive Type.: .rar

. Game Summary
Players battle enemies, solve puzzles and explore an interactive
world as some of the most beloved Power Ranger heroes from the
original Mighty Morphin squad to the current Operation Overdrive
team. The game combines fast-paced, martial arts combat with super
moves and gravity-defying aerial combos. In the spirit of the
series, players can team up with a friend for cooperative missions
and massive Zord battles.

. Installation Notes
- Unpack
- Mount With Deamon-Tools Pro
- Use latest version of YASU
- Install
- Play


▄▄▄▄▄▄▄ We are the result of your laws. ▄▄▄▄▄▄▄
▀█████▌ ░ We are the result of your democracy. ░ ▐█████▀
▓███▓▌ ▓ We are the result of your corruption. ▓ ▐▓███▓
▐███░▌ █▄ ▄█ ▐░███▌
░ ███▀▀ ▀▀▀ We are PROCYON - bringing you the finest quality! ▀▀▀ ▀▀███ ░
█▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄█
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▓ .asc/elle<VNS> PROCYON / 2007 ▓
▒ ▒
░ ░

_____.
._________.____ ___.__ / __/__ _____._________.
._______\\__. / \/ / \/ \ \/ / .__/_______.
._______\\_. / \_ _/) ( ._//_______.
\\________.:nYx:.___.(____/\___/.|______|/____/\____).__.:Scripts:.________//
nYx GreyLine FTPd Scripts


破解版NFO

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▄▄▀ ▄▌▐▓▀ Power Rangers: Super Legends ▀▀▓▌░▓▌ ▀▄
▓▀ ▄▓▀ █▌ (c) Disney Interactive Studios █ ▐▓▄ ▓
▌ ▄██▀ ▓ ▓ ▀██▄░
▐█▓▌ ▒ Protection ..: SecuROM 7.34.0014 ▒ ▐▓█▌
█▄▀▓▓▄ ░ Date ........: December 2760 Number of Discs .........: 1 ░ ▄▓▓▀▄
█▓▓▄▄▀▀ ▀▀▄▄▓▓
▓▒░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ GAME NOTES ░▓▓▓▓▓▄▄ ░▒
▒░▄▓▓▓▀▀▀▀▀▀▀ ▀▀▀▀▀▓▓▓▄░
░▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ It seems like just yesterday that the Power Rangers leapt ▒ █
█ ▓ into our lives. Now these icons of the Mighty Morphin era ▓ █
█ █ emerge to celebrate 15 years of high-action crime fighting █ █
█ █ in Power Rangers: Super Legends. Based on the long-running █ █
█ █ television show, this thrilling adventure places you in █ █
█ █ the role of one of 20 Rangers from the original Mighty █ █
█ █ Morphin squad to the current Operation Overdrive. Pummel █ █
█ █ hordes of henchmen in dynamic Zord Battle sequences and █ █
█ █ protect the world as you go. Unleash gravity-defying blows █ █
█ █ on your enemies to send them flying into the sky, and █ █
█ █ execute super-human acrobatics worthy of your title as █ █
█ █ Ranger. Each and every confrontation mirrors the intensity █ █
█ █ of the TV show. █ █
█ █ █ █
█ █ Combine timed button inputs and custom battle animations █ █
█ █ into unbelievable sequences of punishing moves. █ █
█ █ Demonstrate intricate double jumps, air dashes and wall █ █
█ █ jumps that look like they could be found on a movie █ █
█ █ screen. Make your way through each mission with a friend █ █
█ █ in co-op play and use the combo system to help each other █ █
█ █ in combat. You'll also have to use your brain to solve █ █
█ █ challenging puzzles along the way. The more devastation █ █
█ █ you dish out, the more unlockables you'll earn, such as █ █
█ █ music, illustrations, new moves and new levels. By the █ █
█ █ time you're through, those bad guys will wish they never █ █
█ ▓ messed with a Ranger as fierce as you. ▓ █
▓ ▒ ▒ ▓
▒ ░ ░ ▒
░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ REPACK NOTES ░▒▓▓▓▓▄▄ ░
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▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ Something f**ked up the packing, here is a repack.. ▒ █
█ ▓ ▓ █
█ █ █ █
█ █ █ █
█ ▓ ▓ █
▓ ▒ ▒ ▓
▒ ░ ░ ▒
░ ▄▄▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒░ INSTALL NOTES ░▒▓▓▓▓▄▄ ░
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▐▓▀ ▀▓▌
█▌ ░ ░ ▐█
█ ▒ ~ Unpack ▒ █
█ ▓ ~ Burn or mount ▓ █
█ █ ~ Install █ █
█ █ ~ Copy the crack from the ViTALiTY folder, close game dir █ █
█ █ ~ Rot in heaven █ █
█ █ █ █
█ █ ▄ █ █
█ █ ▄ ▄ ▄ ▄▄▄ ▄▓▌ ▄█░▀▓▓▄ █ █
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This posting includes an audio/video/photo media file: Download Now

New Blood, Old Blood

Posted: 08 Dec 2007 03:39 AM CST

My old commander-in-chief Peter Molyneux was in the press recently making the case for new blood and new graduates in the industry, as well as advocating passion and communication skills over experience (here, via gi.biz). A fine sentiment, but I think he's not seeing the problem.

The problem that new blood has is simply one of obscurity. In any new field there is always the early-mover advantage for new blood, and by necessity the first-movers inevitably make it harder for follow-on groups to emerge. Look at the world of search engines, for example. In the early years there was room for Yahoo, then Google, and a few others to stamp out virgin territory. Nowadays although there are many attempts at redeveloping search semantically, with specialist focus, or whatever, nobody really expects the established players to become unseated.

This applies to people as much as it does to companies. The problem that new blood has is that Molyneux, Miyamato and about 50 other people and companies have already had the early-mover advantage and they eat up virtually all of the press inches with their comments. A late-mover like myself can express a hearty opinion on any subject but whatever my opinion I am unlikely to gain any widespread traction or awareness. It takes either acts of extremity to get noticed, or the stamp of big name legitimacy.

In strict terms, therefore, for new blood to emerge the old blood either has to make way or actually die off, and even then it's not guaranteed. While many game developers look to the movie industry and try to emulate that, the industry's behaviour is often much more closely affiliated to that of the comics industry.

In comics, even 60 years after their initial post-war explosion, it is still very hard to get past Jack Kirby and his long shadow. Comics and games share the common trait of having undying intellectual properties, unlike film or books. Tom Cruise may be huge but he will die, but Mario is immortal. As such, those IPs and their early creators influence and fame can very easily blanket out new blood long after their flesh and blood forms have kicked the bucket. To large companies like Marvel or EA, the IP is the thing and it actually serves their purposes in the long term to retain the legend of the old creator.

So if the old blood are serious about engaging with the new blood, what they need to look at is the idea of patronage. The advantage of having some celebrity is that you can use it to drive others' celebrity. Quentin Tarantino does this quite a lot by fronting movies that aren't his and giving other directors that he likes responsibility. We would not have seen some martial arts movies in the west without his influence, nor would we have heard of Eli Roth (which some say maybe we shouldn't have, but I digress).

Active patronage is something that we do not see a lot of in the games industry. It lies with Peter and a number of high profile developers to actually take action on it though. One example would be to try and do more through the likes of BAFTA, or even develop schemes of sponsorship and funding, like a startup foundation that promotes the people as well as the product or publisher relationship.

测试页

Posted: 07 Dec 2007 02:37 AM CST

不知道今天BLOG怎么了  发布不了  测试一下

超赞手机游戏《装甲元帅》对比!

Posted: 07 Dec 2007 02:17 AM CST

本来刚刚发过的一篇关于这个的文章不见了,只好补发一遍。
 
两款相类似的战略类手机游戏,开发品质都很不错,开发公司均是国外游戏公司。
 
一款是GL开发的,一款是韩国公司开发的,我们就来好好的看看它们的精髓所在。
 
首先介绍韩国公司的这款《装甲元帅》设计图片和视频
 
 
 
下面这个是GL开发的《装甲元帅》设计图片和游戏视频
 
 
 

 

是不是设计开发的都很不错呀!哈哈!

超赞手游《装甲元帅》对比!

Posted: 07 Dec 2007 01:51 AM CST

很早就比较喜欢玩战争题材的游戏,这些日子看到了两个相类似的手游。于是拿出来给大家看看,都是国外公司开发的产品,品质也都很不错。
 
一个是GL即将出品的,另外一个是韩国公司出品的。相同的题材,略有不同的操作,整体看还是较为一致的。
 
先看看这个韩国公司开发的《装甲元帅》设计图片和视频
 
 
 
这个是GL开发制作的《装甲元帅》设计图片和视频
 
 
 

 

是不是觉得都很不错呀!哈哈

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冬季补一补!

Posted: 09 Dec 2007 06:53 AM CST

冬天了,今天又是休息日。于是听老婆的建议,做了一锅美味汤。本来是想吃涮羊肉的,不过老婆说想吃一些蔬菜和尝试一种新的做法,我们就做出了这个东东。哈哈!味道还不错,营养价值应该还可以。
 
 
来个特写 
 

The Hidden Risk Behind Freelancer "Auction" Sites

Posted: 09 Dec 2007 09:53 AM CST

Type in "freelancing jobs" into your favorite search engine and just watch as a slew of so-called "auction" sites pop up. A lot of fellow writers I know (including myself) have tried these places in the hopes of finding work. While many of these places have legitimate, professional opportunities, there is one major drawback to them. Other writers.

As a freelancer, sometimes you get more work than you can handle, and other times you're wondering how you could stomach another box of macaroni and cheese. Sometimes, if you're savings have dried up, you might negotiate for a smaller price--just to get the work. If you do, you're not alone. It is not uncommon for a less-experienced or desperate writer to underbid everyone else for a number of different reasons; maybe they don't know how much to charge, maybe they just simply need the money.

What happens when a writer bids too short on these sites, which may or may not charge fees for everyone, is that the buyer's (i.e. companies and employers) expectations of how much a writer's work is worth drops considerably. This is especially true if the company was happy with the completion of the project and the quality of the work.

How do you get around this issue? Well, there are a few things that you can do. Explore the site you're considering thoroughly. Don't be afraid to ask other pros what they truly think about these sites. Sometimes, another writer's opinion can be invaluable.

By now you should know how much you're worth. Review your writer's portfolio to ensure your samples are in the market you're targeting. You can check out current salary calculators or ask your references how much they would charge for a particular project, or even check with your local employment agency to help you.

Don't be afraid to interview your employer. A few questions cannot hurt you; if a company is is afraid to answer them, then your opportunity might be a risk.

After putting all the pieces together, then you're ready to assess your budget and see whether or not the money you are bidding is realistic. "Realistic" means, a standard rate that includes a certain level of services, which comes through your savvy probing of the employer. Is there editing or several drafts involved? Will the firm provide you with what you need to complete the assignment? Is there research involved? Is this a "group" project?

The key message that I'm trying to convey here is: do not undervalue what you are worth, because you will hurt both your chances, as well as other writers', to earn a reasonable amount for the services you are providing. One or two projects, sure, because references are invaluable to finding new opportunities and we've all been known to do that from time-to-time.

If you want to make it as a freelancer or any other creative in a competitive market, it's important for you to set standards so you not only use your time more effectively -- you get paid for it, too.

中华网游戏公布11月网游运营数据

Posted: 09 Dec 2007 08:54 AM CST

 

CDCGAMES

JOY阿宝:既然这边是第一次提到中华网游戏,那么就多嘴多介绍一下他们的简单情况。

目前的中华网游戏是从最初中华网投资集团对17GAME的战略投资发展而来,在中华网从始至终的全力支持下,《热血江湖》的免费模式取得了空前的的巨大收益,由此更进一步促进中华网在06年彻底全资控股17GAME,并随后收购了曾经叱咤一时的上海光通,中华网游戏(CDC GAMES)抓住了南北两大游戏重地的同时,也掀开了他们大规模扩张的进度。

目前已知的是,CDC GAMES已经宣布斥资7.78亿建造网络游戏开发园,与此同时作为门户依托的中华网本身,近期也加快了游戏频道的筹建优化工作,花重金聘请了大量资深从业者,欲打造具备强大竞争力的门户网站游戏频道,在网易游戏频道和TOM网站大裁员后,这也算是一个颇有空间的方向。

关于这些数据,套话说得太多,实用的就只有那么一点,各位自己看吧,我说白了就没意思了。

  中华网游戏今天公布了该公司在中国投入商用的特定网络游戏今年11月的重要运营数据。中华网游戏是纳斯达克上市公司中华网投资集团(Nasdaq:CHINA)的一个业务部门。

  截至11月底,中华网游戏所有投入商用的网络游戏的注册用户总数超过了1.23亿人。中华网游戏营收的来源更加多样化,其中《热血江湖》占到56%的比例,其它五款新游戏,包括《特种部队》、《神泣》、《传奇3》、《星战前夜》和《光之国度》占到44%的比例。

  2007年6月20日,中华网游戏将第一人称射击网络游戏《特种部队》在中国投入商用。《特种部队》采用了“免费游戏”模式,即免费为玩家提供游戏服务,主要通过销售虚拟物品和增值服务获得营收。根据17173.com公布的数据,《特种部队》已经进入中国最受欢迎的十大网络游戏的行列。同今年11月相比,《特种部队》的主要运营数据都有所提升,具体数据如下:

  -11月每日平均营收比10月增长51%;

  -11月注册用户人数超过940万人,比10月增长23%;

  -11月最高同时在线玩家人数比10月增长14%;

  -11月平均同时在线玩家人数比10月增长12%。

  自2007年7月12日从中信泰富收购网络游戏运营商光通通信以来,后者运营的主要网络游戏《神泣》一直表现良好。今年11月,《神泣》每日平均营收比10月增长16%。《神泣》是一款大型多人网络角色扮演游戏(MMORPG),描述了两大国家在一个幻想世界为争夺伊甸园而展开的战争。

  光通通信运营的其它网络游戏,包括《传奇3》和《星战前夜》今年11月的运营数据与10月基本持平。今年9月底,光通通信推出了一款新网络游戏《光之国度》。《光之国度》由韩国游戏公司Ons On软件开发,是一款卡通梦幻风格的3D大型多人网络角色扮演游戏。

  《光之国度》以日本漫画风格的画面为基础,对于不同年龄层次的玩家都有着较强的吸引力,特别是迅速壮大的女性玩家群体。今年11月,《光之国度》的用户活动和营收有所下滑。不过,光通通信将于今年12月推出《光之国度》的升级版。从玩家反馈来看,很多玩家都在等待这一升级版本,以重新玩《光之国度》。

  除投入商用不久的新游戏外,《热血江湖》今年11月的运营数据也稳步增长。根据17173.com公布的数据,《热血江湖》是中国最受欢迎的十大网络游戏之一。到目前为止,这款游戏已经处于投入商用后的第三年。由于受到私服的影响,以及同韩国游戏开发商、《热血江湖》版权拥有方MGame发生争端,《热血江湖》前一段时间的运营状况有所下滑。

  不过,《热血江湖》今年11月的每日平均营收比7月增长20%以上,与10月基本持平。《热血江湖》运营状况的反弹,主要得益于今年7月发布了最新升级版本v180,以及在打击私服方面卓有成效。中华网游戏将继续为打击私服而努力,同时也将积极投身到“抵制网络游戏盗版联盟”(OGAAP)中。该联盟由中华网游戏集团发起,已得到了相关行业监管部门的认可和支持,和全球游戏和娱乐公司的热情参与。

金马奖上的汤唯非常喜欢

Posted: 09 Dec 2007 07:15 AM CST

昨天在家里看金马奖颁奖,应该算是最近难得的一次盛会了吧,比去年的好,几部片子和几个获奖演员也算是名至实归,唯一可惜的是赵本山输给了梁朝伟,其实我觉得赵演得挺不错的,落叶归根也是一部很自然的片子,不过这个世界就是这样,舆论,社会和话题的力量永远要强过其他的东西。

 

汤唯我其实以前不喜欢的,色戒里面看起来有点呆呆的样子,长得也不算讨喜的那种。不过昨天晚上实在是非常的惊艳,非常有气质。人看上去很干净,大方得体,很象我喜欢的那个人,聪明干练,有些稍稍的强势,但是又懂得恰如其份的收敛,哎呀,实在是太喜欢了。

 

所以说一个人红起来肯定并不全是靠的运气,靠运气成功的人肯定有,但机会,还是更青睐有准备的人。

 

日本总结一:照片大合集

Posted: 09 Dec 2007 06:48 AM CST

  

       

这是天守阁,以前幕府将军出征的地方。

天守阁外景。

富士山,据说近10-20年内会有大喷发。

富士山,还是一个活火山。

箱根买到的黑玉子,就是黑鸡蛋,相传吃一个延寿七年,吃两个延寿十四年。

卢之湖旁边的一个当地传统风味很足的酒店,我们在那里吃了日本的海鲜、生鱼片等等,那晚睡的是榻榻米,吃饭的时候都是跪着吃的。店里的服务员的衣着和举止也是很传统的做法。

后边是二重桥,隐约看见的白色宫殿,就是日本天皇的居所了。右侧没有拍照进去,就是一堆碎石地,但是相传是说忍者走过碎石地的时候,会发出响声,这样护卫就可以做出防御,避免忍者行刺。不过现在也就是保留个传统而已,早就没有忍者行刺天皇了。

宫崎骏博物馆,巨大的龙猫啊。

高处瞭望东京全景。

东京迪斯尼乐园里面的巡游演出,一只巨大的咪咪。很可爱。演员估计是经过训练的。

流氓兔。里面的演员估计是经过训练的。很会营造气氛。

MICKEY,很受欢迎,为了和他合影,排队都排了一个多小时。里面的演员肯定是经过训练的,很会很会营造气氛。排在我们前面的小孩子和他合影都非常开心的样子,里面的演员真的很会哄小孩。还好,这只MICKEY会讲英文的。不然我们那糟糕的日语会有麻烦……

在日本的一个大收获,我是最终幻想FANS,这个是最终幻想7的纪念饮料:POTION。里面的人物模型是ARIES,女一号,我满足了。

Zombie Game Release 1 - Downloadable Demo Available Now

Posted: 09 Dec 2007 01:12 AM CST

To make a long story short: Download Release 1 Demo (16 megs). The demo release 1 gives you couple minutes of gameplay, and some clue about what there’s going to be in the game. If for some reason the game doesn’t work in your computer, please check out the system requirements and necessary software (You’ll need .NET2 and DirectX9 to run the demo).

This is the December release, and the release 2 is scheduled for January 2008.

I would be eternally grateful if you’d test the software and give me feedback about the game. Any feedback is appreciated: good and bad. If you have suggestions or ideas, feel free to mention them.

While you are downloading the first release…
Check out the main controls:

ASDW = movement
Mouse = aim
Left mouse button = shoot
ESC = open menu (and restart the game, you’ll need this if you happen to die in the demo…)

What can you expect from the release 1 - and what’s coming in the future
I would like to point out, that this is very early version and it contains only some features. Here are some things that will change or will be added in the future releases. (Notice: not necessarily in the next release).

  • Zombie Models: These are 100% placeholders. Our artist - James O’Hare - has modeled a great looking zombie 3d character which you’ll get to see in the future releases. The current zombies are less “realistic” than the zombie model you’ll see in the next releases.
  • Levels: the demo contains only a very small area with couple of buildings. In the future releases you’ll get to play in a real level. (And you cannot jump off the cliff…)
  • Sounds: There are some sounds that will be used in the future releases, but there’s also placeholder sounds (like weapon and box collisions to name just a few).
  • More breakable stuff: The crates currently just vanish in the air. They will be much nicer & more realistic in the future.
  • More weapons: This release contains only one weapon, and what would a zombie game be without more weapons. I have some “typical” ones planned (anybody who has watched any zombie film knows that there must be a shotgun somewhere), but also something quite unique in my pocket.
  • More gameplay elements: I don’t want to reveal too much about this, but currently you can move (and break) crates in the game, and in the future “you will be able to do more than that”. This part will have major role in the gameplay.
  • Easier installation & better compatibility: Vista users will get easier installation. Integrated video card owners will be better supported in the future.

There are other things planned, but I think it’s better not to talk & promise too much at this point. I’ll focus on getting feedback and let the releases do the talking. I’m going to make one release every month, so you’ll see more after one month. But for now, feel free to test the demo and give some feedback if you want.

Also, if you wish to suggest a name for the game (and win a copy of it), feel free to do so. As soon as the name is figured out, I’ll move the releases & game information to the zombie game site.

Remember to subscribe to the mailing list to get informed about the project progress & lessons from the making of the game.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

Zombie Game System Requirements

Posted: 08 Dec 2007 11:47 PM CST

To run the upcoming zombie game you need to have Windows (should run well on most versions) and a 3D video card. Windows Vista Users need to give read/write access to the game, as it produces some log files (install the game to Desktop or “C:\Program Data” should do fine).

.NET2 and DirectX9
To make the game run you need to ensure that you have installed .NET 2.0 and DirectX 9c.

I promise that in the future releases, this downloading will be made more convenient and at some point I’ll include these files all in one package so you get to play the game with just the one package.

Graphics card drivers
If for some reason, the demo doesn’t run properly, please ensure that you have the latest drivers for your graphics card.

Game gives fatal exception in Windows Vista
Try either giving permissions to the game (it requires to give permissions to files like “logs\Game.log” and “data\Data.qrc”) or try installing the game to “c:\Program Data\” (or on your Desktop).

If the game still doesn’t work
If you’ve ensured that you have DirectX9, then you may try changing render system to OpenGL (it’s located in the game folder’s Configurator.exe “Render System”).

If the game runs slow…
Then use the options (Press ESC + select “options”) and change detail level for shadows (LOW or NONE for example). You can also use the configurator (You need to exit the game and run the “Configurator.exe” from the game folder) to change the level of antialias. Feel free to try other options and configurations.

Corrupt file or some unexpected error while downloading/installing the setup file
Please try re-downloading the setup file and installing again.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

Tom Brokaw Deems Blogs, Video Games "Cancerous" [Dinosaurs]

Posted: 09 Dec 2007 12:00 AM CST

tom_brokaw_thinks.jpgA recent interview with Tom Brokaw conducted by Hugh Hewitt on Townhall.com reveals that the retired newscaster supported his former network's decision to air Virginia Tech murderer Cho Seung Hui's videotaped hate-filled monologue. He wasn't concerned about a series of imitators who might also want their hundreds of hours of airtime. No, he was concerned about, of course, video games. Brokaw pointed to games and, curiously, blogs as "cancerous." His full comment on two of the 21st century horsemen of the apocalypse is better in context.

HH: NBC ran the Virginia Tech killer tape on the day they obtained it. Steve Capus, Brian Williams made that decision. Did they make the right decision?

TB: Yeah, they did.

HH: Do you not think it's going to incite other people to try to do the same thing?

TB: No, I don't. I think...to get back to something we were talking about earlier in general thematic terms, I don't think we're doing a very good job about talking about violence in this country, either. You know, Virginia Tech went away. We didn't have any ongoing dialogue in our communities or on the air about the corrosive effect of violence. It was not what he, what people saw of him on the air that will drive them, it's what they read in blog sites, and what they see in video games. It's that kind of stuff that I think is cancerous. And I'm a free speech absolutist, but I think that at the same time, we have to have free speech in some kind of a context. And part of that context is a discussion of the possible effects of it.

One might wonder, in light of Omaha mall shooter Robert Hawkins wishes to "go out in style", boasting in his suicide note that "just think tho I'm gonna be fuckin' famous", that the promise of having one's life dissected on broadcast television might have been influential on Hawkins interest in murdering eight people before his suicide. Hey, that's just me speculating. Perhaps if I had were a bit more of a wrinkly, silver-haired dinosaur, fumbling through a world I don't understand, like many video game critics, I'd be able to better understand the "context" of the situation.

Sorry, but there's little more I can add without letting loose with a string of expletives and looking forward to the passing of a generation of confused Luddites who divert blame from some of the world's genuine problems.

Ultimately, though, if Brokaw's right, the lot of Kotaku readers are totally screwed, basking in the carcinogenic rays of video games and blog posts. Sorry for causing you to die early, dear readers, if so.

Tom Brokaw: Airing VA Tech Killer Videos Okay, But Blogs, Video Games "Cancerous" [Game Politics]


Treyarch Taking Call of Duty Back To WWII? [Rumor]

Posted: 08 Dec 2007 11:00 PM CST

call_of_duty_5_rumor.jpgThe gang at UK pub Gamer picked up on a job listing from Call of Duty 3 developer Treyarch that might point to the series returning to its World War II roots. The posting at Activision's career opportunities page is looking for a level builder to work on an "industry leading First-Person Shooter action war franchise" with serious experience. Later in the job description, Treyarch writes "if you're a fan of World War 2 shooters, then even better!"

Quite the leap, no? While we're positive that Call of Duty 5 is coming, we aren't sure whether Infinity Ward or Treyarch or another developer altogether will be holding the reins.

Level Builder - Call of Duty [Treyarch via Gamer]


传香港大亨秘密收购《古墓丽影》发行商股份

Posted: 09 Dec 2007 12:05 AM CST

JOY阿宝:作为八卦的角度来讲这则新闻似乎更合适一些。一个是数百亿遗产的继承人,一个是业绩下滑的日不落帝国游戏发行商,从收购目的上讲,更多的是烧钱,而非战略眼光。...

Weekly: Happiness Guaranteed 本周娱乐精华 Issue.16

Posted: 08 Dec 2007 10:53 PM CST

在正文开始之前允许我发布一个重大消息。

比特客栈推出泛类人机器通用减肥计划:比特客栈的塑身美体!(

  • 你觉得自己的机动战士小腹臃肿吗?

  • 你觉得自己的机动战士大腿肥胖吗?

  • 你觉得自己的机动战士面部宽大吗?

  • 你觉得自己的机动战士胸部平坦吗?

机动战士减肥专栏

不用担心,无须害怕,通过比特客栈最新吸脂去油脱装甲科技,你的老黄瓜机动战士将容光焕发,重新散发“无性魅力”……不,我们和什么Arm Slaves没有关系,不是刚洗完头的Venom,绝对不是(好吧,也许是,毕竟部分00画师来自FMP;翼的OVA都借用Code Geass卖票了,大家不要双重标准)。正经的分析剧情——第10集Tieria Erde不负众望的“道德”沦丧,“变装”成功,用行动证明G高达的噩梦离我们并不遥远……结局是CB上下热泪盈眶,附加王小姐最后的“理想主义与人为缺陷”学说,恰恰说明了为什么只有动漫世界才可能充斥着20岁出头的高层领导,而现实社会的主席总统首相总理们却是些叫叔叔都觉得肉麻的老男人。

以上文字可能影响你的动画食用情绪,请注意回避。

欢迎阅读娱乐精华,我是人革连娱民日报的专栏作家店小二,本周客栈的话题是“如果你的女舰长上司不懂孙子兵法,请投奔人革连,食宿费用减免。”

(more…)

我的名字有点怪

Posted: 08 Dec 2007 09:00 PM CST

我的名字有点怪
 

    我叫吴锡桑,名字怪怪的,但这是有渊源的。
    根据我家族谱,826页厚厚一大本。吴姓的发源地、吴国的国都是

无锡,我是泰伯之后,吴王夫差的第81世孙,血脉传自夫差的长子:

王子友。 
    先祖鹅城公在宋咸亨年间,因元乱自江西迁至广东,其长子锦江公

为广东吴族开基始祖。
    我的五行缺木,长辈给我起名的时候,种了很多树:桑。
    这是我的中文名由来。

    中国还有一条铁路叫:锡桑铁路,锡林浩特-桑根达来,这是巧合。
     
    
    关于我的英文名Fishman,那是我自己起的。源自我在外公家出生,
距海20米的小渔村,外公打渔为生,因而得名。

 

    不过,每次认识新朋友时,他们都很好奇,我不得不重新解释一番。

《阿伦·汉森的运动挑战》(Alan Hansen's Sports Challenge)破解版[Bin]

Posted: 08 Dec 2007 07:28 AM CST

《阿伦·汉森的运动挑战》(Alan Hansen's Sports Challenge)破解版[Bin]
转自TLF
游戏名称:Alan Hansen's Sports Challenge
游戏制作:TBA
游戏发行:Oxygen Interactive
游戏类型:Quiz/Trivia / Game Show
【游戏简介】
阿伦·汉森,凭借其杰出的技术与经验,理所当然成为了这个以体育为主的问答节目的主持人。这里有关于体育知识的一系列挑战与乐趣!本游戏由最有名的体育影英雄阿伦·汉森主持,并有完全的3D渲染!容纳了上千个运动专业问题,还有1~4人的多人游戏,支持USB接口的游戏控制器
【游戏截图】


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▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E <- ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▒▒░ Alan Hansens Sports Challenge / Oxygen Interactive ░▒▓▓████ ░
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▓ ▓
▓ RELEASE DATE : 12-07-2007 PROTECTION : CD checks ▓
▓ GAME TYPE : Quiz DISKS : 1 CD ▓
░ ░
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▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Alan Hansen, with his considerable expertise and experience, █ █
▒ █ is the natural choice to chair this sports-oriented quiz. █ █
█ █ Brave Hansen's dry wit as you put your sporting knowledge to █ █
█ █ the ultimate test in Alan Hansen's Sports Challenge - Serious █ █
█ █ Sport. Serious Challenge. Serious Fun! █ █
█ █ █ █
█ █ Hosted by one of the Nation's top sporting heroes, Alan Hansen █ █
█ █ - rendered in glorious 3D! █ █
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█ █ Jam-packed with thousands of sporting questions █ █
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█ █ Single and Multiplayer modes, with 8 rounds to choose █ █
█ █ from █ █
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█ █ Customisable character icons and buzzer sounds █ █
█ █ █ █
█ █ 1-4 players - USB game devices supported █ █
█ █ █ █
█ █ █ █
█ █ MERRY CHRISTMAS! █ █
█ █ █ █
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▀█▌ Install Notes: ▀█▄ ░ █
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█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack Release █ █
▒ █ 2. Mount/Burn Image █ █
█ █ 3. Install Game █ █
█ █ 4. If you want to play without the CD in the drive/mounted, █ █
█ █ then copy the cracked content from the SKIDROW directory on █ █
█ █ the CD. █ █
█ █ 5. Play the game █ █
█ █ █ █
█ █ Be sure to check our included Christmas cracktro out! █ █
█ ░ █ ░
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▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
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█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
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GSC Game World成为微软官方Xbox360游戏开发商

Posted: 26 Nov 2007 07:15 AM CST

坐落于乌克兰基辅的独立游戏开发商GSC Game World公司,创建于1995年。自成立到现在,这家开发商接受过包括即时战略、第一人称射击在内多种游戏类型的产品开发工作。在2004年,GSC Game World公司组建了自己的发行部门GSC World Publishing。 ...

GALgame巡礼之名厂篇——AKABEiSOFT社

Posted: 08 Dec 2007 04:49 PM CST

あかべぇそふとつぅ(AKABEiSOFT2)

简称AB2

 

  这是一个以有葉(念作Alpha)为首的集团。其前身为同人制作团体AKABEiSOFT。开始的时候以School Ramble的同人作品小有名气。

  2004年开始对同人作品和原创作品进行了分离。原创作品以AKABEiSOFT的名义发行,同人作品则以『有葉と愉快な仲間たち』(有葉和愉快的伙伴们)的名义。

  这时一个谜之声告诉有葉说「よく覚えておけ……管理とは、成長させることだ。現状を維持することではない」

  于是2005年AKABEiSOFT法人化,改称AKABEiSOFT2。

  如今,『有葉と愉快な仲間たち』仍在从事同人活动。

 

作品

『AKABEiSOFT』名义

2002年9月12日- 夜の破片 初回限定版

2004年6月20日- アザゼル

2004年9月12日- 夜の破片 通常版

2005年1月21日- A profile(ア プロフィール)

 

『有葉と愉快な仲間たち』名义

2004年12月30日- SCHOOL×SCHOOL

 

『AKABEiSOFT2』名义

2005年5月27日- 魂響~たまゆら~

2005年7月8日- 魂響~陵辱side~

2005年11月25日- 車輪の国、向日葵の少女

2006年3月24日-その横顔を見つめてしまう~A Profile 完全版~

2006年9月29日-こんな娘がいたら僕はもう…!!

2007年1月26日-車輪の国、悠久の少年少女

2008年1月31日—G線上の魔王

STAFF

有葉[α]

Alpha

 

性别:女

出身:九州

生息地:福岡

生日:6/4

年龄:20代

职务:原画、CG、漫画、其他

 

使用工具:PhotoshopCS Illustrator9 COPIC 丸PEN

環境:Windows XP 19英寸显示器(MITSUBISHI) WACOM桌子

内存2G CPU:INTEL奔腾4 显卡:ATI Radeon9700pro

 

 

喜欢的事务:橡胶气球(能飞起来的那种) 猫 狗 漫画 photoshop 小动物 画画

睡觉(很贪睡) 画材 文房具 汉堡 WhiteStew

 

不喜欢的东西:虫 幽灵 吓人的事 吓人的东西 恐怖系的影片 HardRock(硬摇滚乐)

Heavy Metal(重金属乐) ニッケ(乐队BUMP OF CHICKEN中的増川弘明) 皇家奶茶 蛞蝓等(软体动物)

 

音楽:PornoGraffitti 姫神 菅野ようこ 坂本真綾 KOKIA tiko-μ CMYK MINMI cristalK (敬称略)

 

絵:ミュシャ 末弥純 甘露樹 みつみ美里  娘太丸 AliceSoft的绘师 (敬称略)

 

漫画:

神聖モテモテ王国 

あずまんが大王 

すごいよ!!マサルさん 

ゲノム

ピューと吹く!ジャガー 

ハチミツとクローバー 

のだめカンタービレ

ブラックラグーン 

横山三国志 

もやしもん 

動物のお医者さん

よつばと 

今日の5-2 

アカギ 

銀と金 

カイジ 

其他

 

想要的东西:时间 金钱 不会坏的PC 将纳豆和葱、鸡蛋配起来吃的权利

 

  这样的一个普通的画师,要承认有葉的画的确不算很有特点。

  那么「有葉はいつになったら一流になるんだ?」那是在遇见——

 

るーすぼーい

职务:剧本

  关于这个AB2中,王子级的人物,在下几乎一无所知。唯一知道的就是少年与少女相遇之前(遇到有葉之前),在Circle Mebius担任过『夏の灯火』的剧本,『夏の灯火』也成了CircleMebius最高的作品。

  【后来るーす遇见了有葉。这时,谜之声对るーす说:「るーす。よく頭を使え。この状況がチャンスであることに気づけ。あの娘を幸せにできるのは、お前だけだろうな」】

 

从他的作品中我们可以推测:

1、ACG系的OTAKU

2、叙述Trick高手

3、战斗力极高(車輪国全篇他只用了4个月)

3、天才(- -|| 如果你问为什么的话,我只能说因为我是他的厨)

 

作品特点

(以下结论全部基于『その横顔』和『車輪国』,有错请指出。『夏の灯火』还没有弄到...【ドンマイ、私っ!】)

主人公很强(各种各样的意义上)。笑。泣。感动。治愈。家族。GOOD END。玩弄玩家。出人意料。解开谜题之后,有重新体味的价值。令人印象深刻的台词。真正意义的18禁。成长。纯爱。名作。

 

作品:

G線上の魔王                あかべぇそふとつぅ 2008-01-01

車輪の国、悠久の少年少女          あかべぇそふとつぅ 2007-01-26

その横顔を見つめてしまう ~A profile 完全版~ あかべぇそふとつぅ 2006-03-24

車輪の国、向日葵の少女           あかべぇそふとつぅ 2005-11-25

A Profile ア·プロフィール          AKABEi SOFT(有葉と愉快な仲間たち) 2005-01-21

夏の燈火                  Circle Mebius 2004-06-06

 

 

关于『車輪の国、向日葵の少女』

  .......

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

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

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

  我想,如今AB2和有葉的名字为大多数人所知都要归功于るーす,归功于『車輪国』。

  具体这个作品好不好,玩过的人各自有各自的评价。

 

这里说一下wiki上面那两个注释,以及……

一、車輪国刚发受的时候前有『智代』后有『TH2 XRATED』,根本卖不出去。社长在AB2的OHP上写道~『卖不出去』

  ..........

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

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

  但是真金还是被火给炼出来了。車輪和るーす名字越来越多地出现在了各种网站上。对当时的我来说最直接的感受就是每天去批评空间可以看到几个新的评论。那些理性的和感性的评论上方是9X的数字,数字上方赫然写着——

  ——車輪の国、向日葵の少女

 

二、发售之后的人气投票法月将臣以绝对优势领先第二位。于是AB2把这次投票给废了,AB2觉得这是恶作剧【谜之声:「固定概念だな、AB2」】。

 

三、两人走到这一步,谜之声说道:「お互いが苦しんだ先に、真の愛情が芽生えると言っているのだ」

 

【乱弹】「地球は、丸いのだ」

  るーす没有写过一个让我失望的情节,也没有一次让我猜中真相,我也没有一次能猜到剧情下一步的发展。以前我给人介绍るーす的时候不得不拿他和麻枝,打越(为什么和打越比?你去看看るーす的技能表里叙述Trick那一项的等级吧~)还有ロミオ这种“名人”相比。我知道这么比是很痛的。但为什么我们这里还要比较呢,因为谜之声说过:「私がなぜ暴力を振るうのか、それは、人間が身体という器に支配されているからだ。どんな崇高な人間でも、殴られた瞬間には、脳を『痛み』だけに支配されるのだ。」

  るーす走的是感动系还有泣系。这就不得不让人联想到那位教主级的麻枝。个人认为他们最明显的不同在于るーす的属性里有GoodEnd,麻枝的属性里有郁。麻枝的作品给人去追寻幸福的力量。るーす的东西告诉我们生活是幸福的。

  再有就是两人的笑。麻枝的ギャグ很传统,至少很るーす比起来是这样,但是很爆>_<(CLANNAD的时候乐喷了,智代的时候乐翻了)。笑方面,值得一提的还有ロミオ,他的笑很特别,就是……笑不出来,因为ロミオ的东西大多是玩家和主人公在暗地里偷笑,纯ギャグ不多。るーす可以说两面兼得,纯ギャグ也没问题。不过るーす最得意的还是运用叙述Trick来搞笑,可以说るーす让人觉得他已然把Gal的表现方式研究投了(当然,他可能没特意研究过,那就是天才的问题了。)当然这种搞笑ロミオ氏也很擅长,可惜他老人家执着于他自己的那OTAKU搞笑,这方面运用不多。

  要说一下,『その横顔』这作品没能赢得車輪那样的荣誉,一方面是因为短(不是说短的就不好,只能说长的更容易成为经典,短的...要有片岡和虚淵玄那水准)。另一各方面就是,るーす他没迎合大众口味,有的人不能接受『その横顔』里面不美好的部分,这也是这作品的一个特点,但最终我们还是迎来了るーす式的救赎。

    官网:http://www.akabeesoft2.com/main-menu.html

New Aibo PS3, PSP Compatible? [Rumor]

Posted: 08 Dec 2007 06:00 PM CST

sonyaibops.JPG

It looks like Ash may have been right. Stuff magazine is running a rumor item on the possibility of an upcoming Aibo, the robotic dog, working with the Playstation Portable and Playstation 3. The rumor goes that the Sony Aibo PS, as they call it, is being resuscitated by Sony's Playstation division in an attempt to "bolster the PS3's arsenal."

The Aibo PS will appear with its own avatar within Home and react in the real world as he does in the PS3's upcoming interactive environment, according to the article. The rumor article goes on to say that you will be able to download new personalities for the dog from the Playstation Network and that the dog will be fully controllable using a PSP via WiFi. The dog's head camera will send a real world vid feed to the PSP's screen as well. The Dpad will control walking movement and the four main buttons will deal with head movement, which seems odd.

The Stuff folks rate this rumor as having a 53 percent probability. Seems like a cool concept, but I wonder if there's the market for it to hit the real world. Who am I kidding? A remote control dog that can send live video from its head, sign me up for a baker's dozen.

Matt Smith's Facebook [via Gamespot UK, thanks Mattew]


Spike Video Game Awards: Winners, Losers and Boozers [Spike TV VGAs 07]

Posted: 08 Dec 2007 05:00 PM CST

spikevga.jpg

In a fitting (almost) ending to my six day cross county road trip to move myself from Atlanta to San Francisco, I landed in glamorous Las Vegas last night just in time for the Spike TV Video Game awards. I wasn't quite sure what to expect having never attended a "major" awards show before, but I sat down fueled by five days on the road and a few drinks with my pad and paper to bring you all the big announcements.

One of the things I found amazingly odd was that the awards themselves really seemed to take a back seat to the musical performances, commercials, myriad non video game related guest stars, and occasional World Premier Trailers for games like Little Big Planet, Rainbow 6 Vegas 2, Bordelands, TNA Wrestling, Prototype and Gran Turismo 5. It was almost like the awards were an afterthought, tacked on to an evening of oohing and ahhing over the next big name to take the stage.

The evening was also marked by celebrity appearances by the likes of show host and badass Samuel L. Jackson, Heroes star Kristen Bell, freaky magician Criss Angel, "TNA" wrestling stars Kurt and Karen Angle, the still smokin' Tia Carrere, legendary Marvel comics god Stan Lee, the godfather of skateboarding Tony Hawk, Simpsons creator Matt Groening, flag toting boxing promoter Don King, much too pretty reality stars Heidi Montag and Spencer Pratt, NFL quarterback Matt Leinart, complete douchebag Dave Navarro, diminutive bisexual Tila Tequila and comedians Patton Oswalt, Brian Posehn and Raphie May.

Musical guest performers included multiple performances by the Foo Fighters, southern fried rocker Kid Rock and a far too short old school game medley by Tommy Tallarico's Video Games Live Orchestra.

*Caution: Spoilers ahead. If you don't want to know any of the winners until the show airs tomorrow night, read no further!*

Game of the Year
BioShock
Halo 3
Mass Effect
The Orange Box

Best Shooter


Call of Duty 4: Modern Warfare

BioShock
Halo 3
The Orange Box

Best Action Game
Super Mario Galaxy
Assassin's Creed
God of War 2


Ratchet & Clank Future: Tools of Destruction

Best Rhythm Game
Rock Band
Guitar Hero Encore: Rock the 80s
Guitar Hero III: Legends of Rock
Jam Sessions

Best RPG
Mass Effect
Eternal Sonata
Final Fantasy Tactics: The War of the Lions
Shin Megami Tensei: Persona 3

Best Driving Game
Colin McRae: DiRT
Forza Motorsport 2
Need for Speed ProStreet
Project Gotham Racing 4

Best Military Game


Call of Duty 4: Modern Warfare

Ghost Recon Advanced Warfighter 2
Tom Clancy's Rainbow Six Vegas
World in Conflict

Studio of the Year
Harmonix
Bungie Studios
Irrational Games
Valve

Best Graphics
Crysis
BioShock


Call of Duty 4: Modern Warfare

Mass Effect

Breakthrough Technology
Portal
Crysis
Halo 3
Rock Band

Best PS3 Game


Ratchet & Clank Future: Tools of Destruction

Heavenly Sword
Uncharted: Drake's Fortune
Warhawk

Best Wii Game
Super Mario Galaxy
The Legend of Zelda: Twilight Princess
Metroid Prime 3: Corruption
Super Paper Mario

Best Xbox 360 Game
BioShock
Halo 3
Mass Effect
The Orange Box

Best PC Game
The Orange Box
BioShock
Crysis
World in Conflict

Best Individual Sports Game
Skate
Tiger Woods PGA Tour 08
Tony Hawk's Proving Ground
Virtua Tennis 3

Best Team Sports Game
Madden NFL 08
NBA 2K8
NHL 08


Winning Eleven: Pro Evolution Soccer 2007

Best Handheld Game
The Legend of Zelda: Phantom Hourglass
Final Fantasy Tactics: The War of the Lions
Syphon Filter: Logan's Shadow
Puzzle Quest: Challenge of the Warlords

Best Game Based on a Movie or TV Show
The Simpsons Game
Naruto: Rise of a Ninja
Stranglehold

Best Soundtrack
Rock Band
BioShock
Guitar Hero III: Legends of Rock
Tony Hawk's Proving Ground

Best Original Score
BioShock
God of War 2
Halo 3
Mass Effect

Best Multiplayer Game
Halo 3


Call of Duty 4: Modern Warfare

Rock Band
The Orange Box

Most Addictive Game Fueled by Dew
Halo 3
Guitar Hero III: Legends of Rock
Team Fortress 2
Wii Sports


Team Fortress 2 Stats Party! [Valve]

Posted: 08 Dec 2007 04:30 PM CST

tf2_stats.jpgSure, Half-Life 2 statistics are like a party on a web page, but Team Fortress 2 stats? The statistical equivalent of a post-Studio 54 after party, but instead of loose models, we have bar charts, instead of quaaludes, death maps. The data, collected via Steam, gives us plenty of insight into the playing habits of TF2 players—data that just might help some modify their personal strategies. It might also give some handy excuses to blurt out in the face of defeat. Perhaps you'll find "Scout is cheap!" useful.

What is interesting, though, is the advantage team Blu seems to have on maps that are mirror images of each other. Also, why so few Medics, people? It's fun!

Team Fortress 2 Stats [Steam]


Ziff Davis Picks On Tiny Brazilian Site Over Leaked SFIV Pics [Updated] [Rumor]

Posted: 07 Dec 2007 06:00 PM CST

sfiv_leaks.jpgYesterday a tiny little Brazilian gaming site called Blogeek run by Douglas Pereia stumbled upon some new information and screens of Capcom's Street Fighter IV, which were due to be revealed in the next issue of EGM, which will surely grace bathroom floors across the country when it comes out. Gaming websites around the world - including Kotaku - picked up the story and ran with it. Douglas received the information from an anonymous source, but it all looks and feels legit. Well now said information has been confirmed in the form of a threatening e-mail to Douglas from André Forastieri, the boss of Futuro Comunicação, the publisher of the Brazilian EGM.

"The content you posted in the site blogeek is property of Ziff Davis, given from Capcom only to Ziff Davis and EGM issues, with embargo for the publications. Your publication of this subject is theft of intellectual property and should have immediate legal consequences. Ziff Davis and Futuro want you to cut off the content form your site immediately."

Pereia informed me that a follow up email informed him that Ziff Davis and Capcom lawyers were working to see what they could do to him, and that sales of the Street Fighter IV issue of EGM would suffer from the leak and he was responsible. Pressure is being put on Pereia to reveal his source as well, though Douglas refuses to do so.

He has, however, removed the post from Blogeek and taken the site down, posting a message on the front page apologizing for the leaked information.

IT WAS NOT OUR INTENTION TO MESS WITH ANYONE. LIKE EVERY NEWS SITE AND BLOG, WE JUST WANTED TO PASS INFORMATION AS SOON AS POSSIBLE FOR THOSE WHO HAVE INTEREST FOR ANY SUBJECT.

JUST TO CLARIFY, WE DIDN'T HAVE ANY NDA, AND FAR LESS WE WOULD HACK ANYTHING FROM ZIFF DAVIS. A SOURCE CAME TO US AND PASSED SOME INFOS AND THE TWO PICTURES, AND WE PUBLISHED THEM.

ALTHOUGH WE STILL DON'T THINK WE SHOULD, WE REALLY WANT TO APOLOGIZE TO ANYONE WHO GOT HURT WITH THE INCIDENT.

ZIFF DAVIS WAS THREATENING US, AND WE ARE REALLY AFRAID, OF COURSE.
The poor guy is terrified. He's been threatened with police visits, lawsuits, and the very wrath of Ziff Davis, all because information that would have eventually been all over the internet wound up all over the internet. While I can understand the frustration of having a major story plastered across every gaming site in creation before the issue hits stands, they really need to focus on dealing with their own security issues instead of closing the barn door after the cows are all gone.

Why pick on Douglas Pereia and Blogeek? Because they know they can. A small site without a very large fan base is much easier to fool with threats than a large website with untold numbers of regular readers. The main gist of this is they want to know his source, and they're trying to strong-arm him into giving it. Just sad.

As of this writing, Kotaku has received no similar threats, despite the pictures and information being available for all to view, right here.

UPDATE: Please see this post for comment from Ziff-Davis via EGM editor in chief Dan Hsu.


《冬季运动2008》(RTL Winter Sports 2008)破解版[ISO]

Posted: 08 Dec 2007 09:17 AM CST

《冬季运动2008》(RTL Winter Sports 2008)破解版[ISO]
转自TLF
游戏名称:冬季运动2008
英文名称:RTL Winter Sports 2008
游戏制作:49Games
游戏发行:RTL Games
游戏语种:英文
游戏类型:Sports
游戏容量:1DVD5
官方网址:http://rtlgames.de/game.php?xml=/xml/86.php
【游戏简介】转自游侠网
《RTL Winter Sports 2008》(冬季运动2008)是本系列的最新作,比起前作游戏画面有本质提升,游戏音效也更加优秀,游戏里包含速度滑冰,冰上溜石,现代冬季两项等多种冰雪运动,几乎常见的冬季运动都可以在游戏中见到,让玩家可以足不出户,在电脑前就能感受到冬季运动的激烈和刺激。
【游戏截图】




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█ █ ▀▀ ██░▀███▄▄▐█ ▀ ▐▌ ▐▌_ ▀████▄▄▄▐██▀█▄█ ▐█ ▐█ █▓
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▐▌ ▀ ▀▀▀ ▀ ▐▌
▀ p r o u d l y p r e s e n t s . . . ■▀
RTL Winter Sports 2008 (C) Conspiracy
RELEASE.DATE........................: 08.12.2007
PROTECTiON..........................: Solidshield
DiSC................................: 1 DVD
GAME.TYPE...........................: Simulation
URL.................................: www.rtlgames.de
LANGUAGES...........................: ENG/DE/FR
PRiCE...............................: 36 Euro
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Winter Sports 2008 The Ultimate Challenge is the comprehensively improved
sequel to last year's winter hit RTL Winter Games 2007. The arcade-oriented
winter sports compilation comprises the 15 most popular disciplines spanning
9 exciting sports. 42 missions with final boss rivals recreate the
atmosphere of a magnificent international winter sports event in the brand
new single player campaign mode, not least owing to the stirring opening
ceremony and the final presentation ceremony. The hot seat (4 players) and
split screen (2 players) modes feature multiple tournament options and a
gripping multiplayer experience as players compete for record times and
gold medals.

▀▀▄▄ ▀▀▄▄ ▀▀▄▄ ▀█▄ ▀█▄ ▀█▄ ▀██▀▀ ▀▀██▀ ▀██▀▀█▄ ▀█▄ ▀█▄
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* Burn or mount
* Install
* Copy over the cracked Content from the \ENiGMA dir
* Play

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Looking for:

* Cracker & Trainer Maker
* PC/Console Game Supplier

enigmamachine[aet]mail]dot[ru

This posting includes an audio/video/photo media file: Download Now

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Dec 10, 2007, 3:10:02 PM12/10/07
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2008,你还会以MMORPG作为自己的首选么?

Posted: 10 Dec 2007 11:17 AM CST

 

中国玩家还在玩MMORPG么?

回答当然是肯定的——为什么不玩MMORPG呢?在国人的心里,只有MMORPG才是网络游戏的正道,至于《跑跑卡丁车》、《劲舞团》、《街头篮球》等5分钟休闲网络游戏,都是那种无所事事的小屁孩玩的“小玩意!”

因为在我们看来,除了MMORPG我们很难看出来,休闲网游里可以追求什么——毕竟所有的所有看起来都没有MMORPG里“等级”、“装备”、“势力”来得直接!

而网络游戏追求的就是这些“高”属性的东西!

这也就造成了中国玩家非MMORPG一律BS!

非MMORPG就不是大作的认识!

但无论怎么说——120万的西游类玩家、100万的魔兽玩家、不知道一百多少万的征途玩家。这将近400万同时在线的网络游戏用户已经当仁不让的成为了中国网络游戏最最最核心的玩家群!

MMORPG乐趣在哪里?

玩家之所以会长期驻留在某一款网络游戏中,其实都因为追求某一样东西——这也正是许多网络游戏所下的“套”。

比如:《传奇3》的沙巴克、《魔兽世界》的一种“虚拟文化”、《征途》的贪婪和欲望……

如果说国人时长觉得自己很难在现实生活中得到满足,于是虚拟世界的MMORPG可以帮助他们成为“强者”,或者仅仅是简单的受到尊敬和自己团队的认可。

把这个看透了,我们也就不难明白下面的公式

装备+等级+少量技巧=MMORPG单人实力,单人实力直接决定你在自己团队和敌人之间的认可度。如果说MMORPG乐趣在哪里,其实乐趣就在这个有虚拟世界提供的,玩家之间互相“攀比”的心理!

可是这些真的有意思么?

为什么MMORPG并没有在世界普及?

作为全球网络游戏的后起之秀,没有一个国家的MMORPG可以在一个“行政区域”内如此“泛滥”。

一如前面说的许多原因,在中国的玩家群里MMORPG始终是王道,也是在网络游戏世界里应该选择一个作为“必修”的项目!

其实全球MMORPG还依然处于一个低级阶段——如果你很难理解的话,可以想想中国魔兽玩家占到全球魔兽玩家一半以上是为什么——并不是中国玩家基数多(中国互联网用户总数低于美国用户)。

在国外,说到玩游戏其实大多是以家用机(PS3 XBOX360)作为平台,因为在他们看来游戏是用来“玩”,而不是放到网络上如同过日子、上班那样去“磨”。

中国MMORPG市场在不断缩小!?

2007有一个有趣的现象,MMORPG如潮水般涌入大陆。其中有自主研发的、有欧美日韩引进的……但是我们看到的确实 MMORPG玩家的四处流动,其总量并没有发生大的变化!

如:当第九城市没有推出资料篇时,魔兽玩家跑去了奇迹世界,而当资料篇和卓越之剑开了后,玩家再转移到新老两款游戏里;享有国产网游奇迹的完美世界,每个产品运营半年左右的时间,都会以“挂羊头卖狗肉”的模式把前者改改推出成一款新的游戏,而如今第四款《赤壁》也把以前的古装换成了假模假样的三国人物再次推出;盛大的《传奇》用户即使流逝,也不过是流逝到私服和其他MMORPG里。

虽然中国的玩家总数在不断增长,但是MMORPG玩家群却基本依然是那些老用户,老玩家!

同比算的话,MMORPG市场其实在不断缩小!

2008MMORPG会退居二线么?

答案依然是否定的!

由于玩家群的相对稳定和产品的粘着度高,MMORPG在2008全年必将还占领着中国网游行业比重的一半以上。

不过,如果举一个不恰当的例子!

MMORPG好比“京剧”、休闲等其他各种网络游戏如同“流行歌曲”或者“其他”。

在网络游戏历史的舞台MMORPG终于会因为他的慢节奏(升级慢、任务慢、什么都慢),而被新新新玩家抛弃,毕竟当社会发展到一定程度,玩家会开始发现自己需要更快节奏,更容易能直接获得乐趣的网络游戏!!!

还是那句话——出来混的,迟早要都要还!

Nintendo tries to avoid angry mob over Wii Shortage

Posted: 10 Dec 2007 01:42 PM CST

36911750.jpg


Another Christmas season, another Wii shortage. This despite increased capacity from Nintendo. At this point, the success of the Wii is at ludicrous levels, so much so that Nintendo is considering pulling their TV advertising to lower demand.

Let that sink in for a second. Since when does a company try to sabotage their own marketing? Incredible!

But hold on, let's wait. [SARCASM] We still don't know if the Wii is a fad or not! 2008 is "the crunch year!"[/SARCASM].

Read.
[Via Gonintendo]
See article.



刚看了部片子……

Posted: 10 Dec 2007 11:25 AM CST

《这个男人来自地球》(The Man From Earth)

别说是本年度,就是从史上我看过的片子而言,也是看过成本最低的一部片子(科幻片)。

老婆受不了,最讨厌恐怖片,好吧,陪她看科幻片,结果她受不了了,在“上”未完时。“下”也与我所料的一样,这个片子跟本就是一个摄影棚里——就是说,全在一个场景的科幻片。

所有情节全是以对话形式展开,以一群人(历史学家,人类学家,生物学家,宗教虔诚信徒,精神学家——这些教授都是主人公的同事,某大学的教授)不相信一个将要搬走的人的故事,而故事者只是想以真实身价向大家道别。

这个人,自己爆料是活了14000年的史前穴居人,然后问有所答的回答了这些专家们的所有涉及专业领域的盘问,最后当大家都无法证明他所说的是假的时,只好承认他所说的真的。

他与哥伦布同行,与梵高这样的大师讨论过艺术,是佛祖的弟子,无意中成为了圣子“耶酥”;他甚至悲哀自己所“创造”的宗教,被人们曲解。

中间的话题,如果喜欢沉思的人,我想会非常喜欢,人的生死,宗教对人的意义,生命与人类……远角,广角不同角度对人类的渺小与岁月做了诠释。

结局有点戏剧化,不太以为然。

不过过程,虽然只在一个场景,居然没有感觉枯燥——至少是我。

真是近年看过的,少有的不错的片子,如果非要把它当部科幻片批评,我建议当部哲理片来赞扬。

其实这样情况,我曾有过……我非常理解片中教授们的心理。
第一,内容已经超出了所能理解的范畴。
第二,验证者与被验证者,从年龄上阅历上或者从专业知识上,有明显优势。
第三,知识不允许自己去相信,却更不允许自己以自己的知识惯性去妄加否定。(80%人类喜欢如此)
第四,利用自己所知的一切知识去验证真假,但在无所收获时,会涉临混乱。

N年前,“新疆人在北京”、“白与黑”是两位我的好友,我们在90年代未离开新疆出来打拼时,就认识。
当时,出来前的有一段日子,就有类似的故事。
一个小孩子(13岁),称:在静思状态下,自己可以感觉到自己体内有一个“神”。
这个神,可以与自己交流,会启示自己一起要做的事,会教自己一些功法。
——这样听,是个标准的邪教,是个幼稚的骗局,是吧?
事实,我们(五个或者五个以上22、3岁)的成年,在种种办法下,没有验证出他的真假,甚至有人完全被折服了。
这个故事,我觉得我可以单写,会成很大一篇,只是我觉得,这个片子,让我共鸣之处,就在这里。

如片中主角所说,我有的是时间,我可以不断学习,但有什么用呢?我不是聪明人,就意味着,我会最后学习到,我在与哥伦布一起时,我当时坚信他会掉到世界边缘的。

Rockstar对抗BBFC,赢下一城

Posted: 10 Dec 2007 12:49 PM CST

Manhunt 2的发行商Take-Two/Rockstar为Manhunt 2的级别和英国的游戏审查机构BBFC闹上法庭。

今天视频上诉委员会(Video Appeal Commitee)以四票同意,三票反对的结果裁定BBFC不能拒绝对Manhunt 2的分级

BBFC现在有两个选择:给Manhunt 2定级为18岁以上成人或是上诉到高等法院。

BBFC发言人Sue Clark说“我们将看到所有的判决内容,才会做出决定。”

No Tags

任天堂懒得打广告

Posted: 10 Dec 2007 12:38 PM CST

消费电子针对的是大众市场,广告的重要性是众人皆知的,特别是圣诞购物旺季,各个商家厂家砸下重金购买电视、平面媒体和网络广告时段和空间。

有一个例外,据说任天堂正考虑撤下Wii电视广告宣传计划,理由是他们实在生产不了这么多Wii以满足不断增长的需求。

早先任天堂在英国将所有Wii的广告换成了DS。任天堂发言人说“我们的宣传是全年度的,但我们不想在圣诞节假期火上浇油了(因为我们满足不了玩家的需求)”

据Marketing Week报道,任天堂一再提高产量,每月Wii的出货量为180万台,但很多零售店还是长期缺货。

索尼的大老板Howard Stringer似乎对任天堂的供不应求感到满意,在一次采访中,他说他对任天堂缺货感到“幸运”。

No Tags

Armor Check Penalty Applies for Fetch

Posted: 10 Dec 2007 12:30 PM CST

Dog in Armor

Armor for Dogs (and other animals) is apparently available. It comes in both light and heavy armor, in case your dog is supposed to be a rogue or a fighter respectively.

(thanks, joshx0rfz)

Yay! Another passionate WoW Addict!

Posted: 10 Dec 2007 01:09 PM CST

This is hilarious - I love seeing someone else as passionate about WoW as I am. Except that I'm Alliance, Corpsegrinder, and the Horde SUUUUUUCCCCCKKKKK!!!!!!!

2008 DICE Summit Adds ESA, Nanaon-Sha, Blizzard Heads

Posted: 10 Dec 2007 08:28 AM CST

The Academy of Interactive Arts & Sciences (AIAS) has announced new speakers set to join this year's Feb. 6-8 D.I.C.E. Summit, including new ESA president Michael Gallagher, Nanaon-sha head Masaya Matsuura, and Blizzard co-founder Mike Morhaime. First stepping in in May of this year, the AIAS describe's Gallagher's role in the Entertainment Software Association as "protect[ing] the primary interest of industry executives and gamers nationwide from government oversight and restrictions, [and] allowing them to continue ...

Xbox Live Arcade To Add Gripshift, Arkadian Warriors

Posted: 10 Dec 2007 08:24 AM CST

Microsoft has announced that this week's regular Xbox Live Arcade update will see the release of both Sidhe's previously Sony-exclusive puzzle racer Gripshift, and Sierra Online's single player/co-op dungeon crawler Arkadian Warriors. Microsoft says the "uniquely expansive" Arkadian Warriors will feature "three heroic shape-shifting warriors fight[ing] to release the Land of Arkadia from the evil Gorgon's stony gaze." The game will feature both a single player campaign, and co-op dungeon crawling either locally or over ...

SceneCaster hits a milestone

Posted: 10 Dec 2007 12:29 PM CST

The Facebook version of SceneCaster has hit a milestone — it was the “most active app” a few days ago. Now, Facebook defines “most active” as what I would tend to call daily tie ratio; meaning, they are ranking apps based on what percentage of those who have it used it that day, and not total users. In SceneCaster’s case, it was a highly respectable 80%. (I just checked and today they are down around 16%).

Total usage for SceneCaster is around 21,000, based on that 16% figure, which is a far cry from being a mainstream app on Facebook (the top apps have multiple millions of active users, and some get tie ratios above 20%, such as Super Wall or Scrabulous). But it’s still an interesting stats, because it shows that a mostly non-interactive “virtual world” app can garner an audience that seems interested.

Virtual Worlds News has an interview with some interesting tidbits.

“Our philosophy going into this was very different from your traditional virtual world philosophy,” explained Zhoar. “We looked at how people are interacting, and it’s all asynchronous. People come in and leave a message on your wall, and we’ve tied into that with this application that gives them a great capability to express themselves on the Web through these highly immersive experiences and then publish them.”

ESA Boss Joins DICE Lineup

Posted: 10 Dec 2007 12:43 PM CST

Recently-appointed Entertainment Software Association president Michael Gallagher will be making his first DICE Summit presentation in February, the Academy of Interactive Arts and Sciences announced Monday.

Gamasutra: Why I Had Sex with An Alien

Posted: 10 Dec 2007 12:12 PM CST

In a continuing series of headlines too good not to read comes this article from Game Set Watch via Gamasutra about the sexuality in Mass Effect: Why I Had Sex with an Alien.

D.I.C.E. Summit confirms more speakers

Posted: 10 Dec 2007 11:59 AM CST

The Academy of Interactive Arts & Sciences hasconfirmed five additional speakers set to join its previouslyannounced line-up for the upcoming D.I.C.E. Summit

Rockstar Wins UK Manhunt 2 Appeal

Posted: 10 Dec 2007 08:08 AM CST

Following a Video Appeals Committee decision to allow Rockstar's appeal of the British Board of Film Classification's Manhunt 2 ratings rejection, BBFC director David Cooke has stated the Board will consider its position, saying it will "carefully study the judgement by the Video Appeals Committee when it becomes available." Following the BBFC's refusal to issue a rating on the game, Rockstar announced it would appeal the decision; it later suspended the appeal pending the BBFC's ...

Final Fantasy Turns 20

Posted: 10 Dec 2007 11:55 AM CST

1Up has a multi-part article series up about the Final Fantasy game series, which has now passed the two-decade mark.

An interesting note which I'd heard before, but was unsure of its veracity: The name of the game came about because the company was expected to fail, and this game was going to be its swan song. Twenty years later, plus a couple of movies and an anime cartoon series, there's not much "Final" about it.

Final Fantasy's 20th Anniversary Retrospective, Part 1

Final Fantasy's 20th Anniversary Retrospective, Part 2

Final Fantasy's 20th Anniversary Retrospective, Part 3

Final Fantasy's 20th Anniversary Retrospective, Part 4

There are several statements in the first article that really fascinate me:
"Final Fantasy was an easy sell to Japanese gamers already in love with Dragon Quest, but American gamers initially weren't enthusiastic about the meditative process of level grinding..."

"Though
Final Fantasy II had no trouble capturing the hearts of fans, the series remained relegated to just that niche audience: fans. Overall, American gamers still weren't interested in the RPG genre, so Final Fantasy belonged exclusively to the "nerd" demographic, which was pretty content with its own secret, unspoiled slice of gaming heaven..."

"Most (American fans) had no idea that any
Final Fantasy titles existed beyond the few in America. With Internet use on the rise, American fans would soon discover that they'd missed out on Final Fantasy V, which had been slated for localization as Final Fantasy Extreme. It was ultimately passed over due to the perception that it was too challenging and complex for American players."
So... Americans... what was our problem? Part of me wonders if it was the popularity of PC games here in the U.S. Back in the early 90's, the PC was the platform of choice for the more slower-paced strategic / "thinking" games, and consoles were still very much for arcade-style action. This wasn't an exclusive division, particularly after Doom happened on the PC. But we PC gamers were quietly enjoying our Ultimas and Might & Magics and Wizardries and "Gold Box" Advanced Dungeons & Dragons games and Magic Candles around this time frame, which were taking a completely different evolutionary course.

Admittedly, I was part of the problem. I am a PC gamer, and my first console was a Playstation. My introduction to the series came with Final Fantasy VII (discussed in Part 2). While very different in flavor and style from the RPGs I was used to, and following the plot was difficult at best (I was never sure if it was translation problems or just a really weird, complicated plot), I enjoyed it thoroughly. Not that it made me enjoy my hard-core western RPGs any less.

(Vaguely) related
* Why Was Final Fantasy VII So Successful?
* The 16 Essential RPGs
* The Evolution of Computer RPGs
* Ultimate Utopia XXIII
.

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


Rampant Games: Games With Personality!


Our Newest Games: Depths of Peril

and Eschalon: Book 1

Unreal Tournament 3 Strategy from Epic Games

Posted: 10 Dec 2007 11:28 AM CST

Hey there – I’m Chris Mielke and I’m the Art Production Manager at Epic Games, developer of Unreal Tournament 3, which hits the PLAYSTATION 3 this week.

I’ve been asked to talk about one of my favorite Unreal Tournament 3 Vehicle Capture the Flag (vCTF) maps – Suspense. There are so many good nooks and crannies in this map that I had to highlight a few!

Unreal Tournament 3 Strategy from Epic Games

If you haven’t played Suspense – this map is a giant suspension bridge that has a flag base at each end. You can set up killing zones by using the towers as blockers, snipe or infiltrate the base by using the suspension bridge itself or use the various power ups to do flag runs. I’ll go into each one of those below and give a couple random tips at the end.

The main weapon on the map is the Goliath Tank – most people just drive it down the bridge and it usually gets blown up by an AVRiL, but there is a way to maximize your firepower. If you take the tank from its starting position and drive it diagonally across the street to the right to the first large bridge support pillar – then you can use the pillar as a barricade against AVRiLs and tank fire. By poking your turret out around the corner of the pillar and rocking back and forth to avoid incoming fire you can control the whole street and take out snipers on the far side by the SPMA. However, crafty people usually try to flank you in the Manta or by jumping to the building behind you – so be vigilant! If you get good at this maneuver you usually can easily get a Rampage every time.

Next – the bridge suspension cables provide access to the upper reaches of the bridge. To access this area you run up the cables, use your hoverboard to skate up the cables (kind of tricky!), or have a Raptor pilot drop you off on the top platform. Before you journey up to the top – take a Sniper Rifle or the AVRiL! If you want to snipe – on each suspension bridge tower is a UDamage (for a total of two… which you can easily grab one and then the other in a loop using a narrow walkway). The only way people can reach you on the top platforms are the same ways you got up there (which isn’t easy), and you can have some fun while they scramble to reach you. By using the suspension cables to facilitate your getaway is a fast way to get the flag and escape quickly. Usually people are looking on the ground for the stolen flag/flag carrier – not in the air!

When you are doing your flag runs remember to power up using the Body Armor and the Jump Boots (to help you escape). These are located in the “middle” of each bridge support (between the ground and the AVRiL platform). The Body Armor is on the on the right side as you look down the bridge from the base and the Jump Boots are on the left. Once you grab these items you will have a good chance at grabbing that flag and making it back to your base alive.

Unreal Tournament 3 Strategy from Epic Games

Finally, some random tips:

· When the Redeemer under the bridge appears, the manhole covers in the center of the bridge open – providing easy access to this weapon.

· Use the “lock on” function with the Rocket Launcher to kill any Mantas or Raptors strafing your base – too many people use the Stinger against aircraft and the results are much more effective with the Rocket Launcher.

· Crouch while grappling to a vehicle on the hoverboard – this keeps you steady, closer to the back end of the vehicle to avoid incoming fire, and doesn’t bounce you around as much.

That’s it for me – have fun and I’ll see you on the battlefield in Unreal Tournament 3!

A Sexy Leather DS Case [Ds]

Posted: 10 Dec 2007 11:00 AM CST

etsycase.bmp

Hawty McBloggy found this cool, leather DS carrying case over on Etsy. The case is made of Nappa leather witha velvet-feel liner made of foam padding and has a velcro flap. The best part, it only costs $21.50.

Elegant DS Lite Case For The Nicole Kidman's of the World [Hawty McBloggy]


Rockstar's UK Manhunt 2 Appeal Succeeds [Violence Ban]

Posted: 10 Dec 2007 10:40 AM CST

manhuntrepeal.jpgRockstar's appeal against the British Board of Film Classification's ban of Manhunt 2 from release in the UK has passed, garnering a narrow victory of 4 to 3 from the Video Appeals Committee. The game was originally banned / refused classification in the UK back in July, with the recut, happier version of the game denied as well in October. The BBFC has stated that they will consider the judgment of the VAC and its reaction once they receive the pertinent paperwork, while issuing a lengthly statement on how right they believe they were in their decision.

Such balancing judgments are inevitably complex and multi-faceted, and are made only after very careful consideration of the contents of a work. We played Manhunt 2 for well over 30 hours prior to our decision.
Incidentally, this is 30 hours more than I played Manhunt 2. Judging from their reaction to the appeal, which you can read in full by following the link below, this is far from over.

Rockstar's Manhunt 2 appeal successful
[MCV]

PaRappa Creators Re-Team For Wii Exclusive [PaRappa Team Returns]

Posted: 10 Dec 2007 10:20 AM CST

parappabig.jpgPaRappa fans rejoice! The award-winning team of artist Rodney Alan Greenblat and legendary musician and game designer Masaya Matsuura is back, this time bringing together their awesome talents for an exclusive music-based game for the Nintendo Wii, coming in late 2008 from Majesco Entertainment. While details on the project are basically non-existent, just the fact that these two are working together on a new game is enough to get me all tingly. Majesco CEO Jesse Sutton has high hopes for the title.

"We are incredibly excited to be working with talent of this caliber and believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band."
Okay really high hopes, but that's understandable. Being a huge fan of the PaRappa series (Jet Baby is my personal hero), I've got high hopes too.

Majesco Entertainment, Masaya Matsuura and Rodney Alan Greenblat Partner to Create New Game Exclusively for the Wii(TM) System

- The Creators of 'PaRappa the Rapper' Return With Music-Based Video Game

Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced a partnership with legendary multimedia musician and game designer, Masaya Matsuura, and famed New York artist Rodney Alan Greenblat, to develop and publish an original music-based video game scheduled for release in late 2008. Creators of the highly acclaimed, best-selling PaRappa the Rapper series, Matsuura and Greenblat will bring their engaging gameplay and distinctive art style to the Wii(TM) home video game system for the first time.

"Masaya Matsuura and Rodney Alan Greenblat are industry visionaries whose legacy was built on crafting groundbreaking, genre-defining entertainment experiences that everyone can enjoy," said Jesse Sutton, Chief Executive Officer, Majesco. "We are incredibly excited to be working with talent of this caliber and believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band."

Adds Masaya Matsuura: "Majesco's publishing know-how and retail relationships allow us to stay focused on creating a game that is conceptually unique and, above all else, fun. Working with Rodney is a true creative collaboration."

"Matsuura-san and I share similar artistic perspectives so I welcomed the opportunity to re-team with him and NanaOn-Sha to produce a one-of-a-kind music game designed from the ground up for the Wii system," said Rodney Alan Greenblat.


Rockstar Head Ascends to Take-Two Throne [Industry]

Posted: 10 Dec 2007 10:00 AM CST

rockstarlogg.jpg

Gary Dale, formerly the Chief Operating Officer of Rockstar Games, has been promoted to the executive vice president of Take-Two. In his new role he will be "optimizing the company's sales and distribution activities, pursuing business development opportunities and serving as corporate liaison with all of Take-Two's publishing labels."

"Gary's depth of experience in the interactive entertainment industry and his long-time association with our Company make him an excellent choice to take on this new corporate Executive VP position," said Ben Feder, Chief Executive Officer of Take-Two. "As part of our emphasis on driving profitable growth, we are asking Gary to spearhead our efforts to explore opportunities in emerging areas such as online gaming and casual games, and in promising regions such as Asia/Pacific and Latin America, while also helping to enhance the performance of our sales organization. As corporate liaison to our Rockstar, 2K Games, 2K Sports and 2K Play labels, Gary also will use his expertise to ensure that we take a coordinated approach to building and growing our businesses."

Sounds like someone's given Dale the reins to the company, but still no word on a Gary Dale trading card.

Take-Two Interactive Software, Inc. Names Gary Dale Executive Vice President

New York, NY - December 10, 2007 - Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today announced that Gary Dale, previously Chief Operating Officer of the Company's Rockstar Games label, has been named Executive Vice President of Take-Two. In his new role, Mr. Dale is focusing primarily on optimizing the Company's sales and distribution activities, pursuing business development opportunities, and serving as corporate liaison with all of Take-Two's publishing labels.

Mr. Dale had been COO of Rockstar Games since January 2007. He previously served as the European Managing Director of Capcom beginning in 2003. Mr. Dale has a long history of association with Take-Two. From 1994 to 1998, he was President of the Interactive Software and Video Division of BMG Entertainment until Take-Two acquired BMG Interactive in March 1998.

"Gary's depth of experience in the interactive entertainment industry and his long-time association with our Company make him an excellent choice to take on this new corporate Executive VP position," said Ben Feder, Chief Executive Officer of Take-Two. "As part of our emphasis on driving profitable growth, we are asking Gary to spearhead our efforts to explore opportunities in emerging areas such as online gaming and casual games, and in promising regions such as Asia/Pacific and Latin America, while also helping to enhance the performance of our sales organization. As corporate liaison to our Rockstar, 2K Games, 2K Sports and 2K Play labels, Gary also will use his expertise to ensure that we take a coordinated approach to building and growing our businesses."


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Star Trek Online Dev Sued by PR Firm

Posted: 11 Dec 2007 02:48 PM CST

PR firm Kohnke Communications is suing Star Trek Online developer Perpetual Entertainment for breach of contract and fraud, among other allegations.

New IF Competition

Posted: 11 Dec 2007 01:00 PM CST

TIGSource is running an interactive fiction (previously known as "text adventure") competition called, "Text the Halls." It started at midnight last night, and ends on Christmas Eve. The theme is Winter / The Holidays / Christmas. Get cooking!

Text The Halls IF Competition.

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


Rampant Games: Games With Personality!


Our Newest Games: Depths of Peril

and Eschalon: Book 1

PlayStation Network will make Sony a software powerhouse,says Stringer

Posted: 11 Dec 2007 01:34 PM CST

The expansion of the PlayStation Network, which willenable users to download games, movies and music for multipledevices, will propel Sony into a software powerhouse, said CEO SirHoward Stringer

Analysts Claim That Video Board Games Are The Next Big Thing [Bored Games]

Posted: 11 Dec 2007 01:00 PM CST

HB00390.jpgAdvanced AI? It's alright. More polygons than your eyes can discern? Kinda neat. Board games on your TV? Now you're talking!

A simExchange analyst Jesse Divnich thinks the board games made video games are the next big thing, telling Gamasutra that:

For emerging genres, we will likely see an influx of "board game" type titles over the next few years. I expect Scene It? on the Xbox 360 to have moderate success.
OK, well that's one person's opinion. And analysts aren't always right. Wait, someone else actually agrees with her? From Creative Stratagies' Ben Bajarin:

Since the Wii came out, I have called it the "board game for a new generation" -- using the metaphor of a board game that many families still [play] but did more often before TV.
Oh, so he just sees the video game as a figurative board game.

Either way, the bigger message seems to be that the future successful titles will bring the whole family together, ala board game...though not necessarily being a board game proper. Luckily, this should mean that tomorrow is filled with more than a bunch of 720p Monopoly ports.

Analysts: 'Board'/Party Games The Next Guitar Hero? [gamasutra]


Schwarzenegger Wants No Part of Conan Game [No Cameos]

Posted: 11 Dec 2007 12:40 PM CST

conan1.jpgArnold Schwarzenegger is no fan of violent video games, so we wouldn't expect him to endorse any video game that included swords slicing through endless enemies...unless such a game were, I dunno, based largely on a movie character he once played.

But governor spokesperson Aaron McLear would only say that Schwarzenegger had "no association with this game" after being asked how the governor feels about his ex-character Conan appearing in THQ's Conan. C'mon Mr. Schwarzenegger, you're a politician now. You've got to come up with a better response than that when reporters explore potential hypocrisy. It's your job, man.

Schwarzenegger Distances Himself from THQ's Conan Game [gamepolitics]


Dungeon Runners Blows Chunk 2 [In Game Advertising]

Posted: 11 Dec 2007 12:20 PM CST

dungeonrunning.gifNCsoft's free to download, free to play MMO Dungeon Runners has just received its second content update, Chunk 2, which changes the face of the game for non-subscribers completely. Areas and items previously off-limits to non-paying customers are now open for all, thanks to the introduction of the in-game advertising Mark Wilson reported on back in October. The ads will be seen during loading screens as well as in a banner that sits upon the screen as the main game is running. Paying members will have their bank pages increased from one to three and won't be plagued by advertising. Both paying and non-paying players will be able to enjoy the newly implemented item trading system and combat system refinements. Personally I think NCsoft is missing out on major ad revenue by restricting advertisements to loading screens and the banner. With its tongue in cheek, self-referential humor, Dungeon Runners is the one game that could get away with a +5 Sword of Pringles Fever.

NCsoft Launches Chunk 2, Adding Advertising, New Content to Dungeon Runners Game

AUSTIN, Texas--(BUSINESS WIRE)--NCsoft® today announced the release of Chunk 2, the second content update for its successful free-to-download and play game, Dungeon Runners™. This update includes in-game advertising in non-member worlds, more bank space for members, item trading, increased access to prime loot, and overall Player versus Environment (PvE) and Player versus Player (PvP) balance refinements.

Dungeon Runners is a free to download and play online multiplayer role playing game in a satirical, fast-paced sword-and-shield setting, where defeating monsters and evil enemies results in piles of loot, treasure, and non-stop fun.

The hallmark of Chunk 2 is in-game advertising which will help fund future development of the massively multiplayer online game (MMOG) and keep it free for players. The in-game advertising will be visible to non-members in loading screens and in a banner that sits on top of the game window during play. Dungeon Runners members, who can subscribe to the game for only $4.99 per month, will not see any of the advertising.

Advertising in Dungeon Runners will open up new content and functionality for all players. Non-member players will gain access to new content previously unavailable to them, including dungeons and valuable items. Also, non-members will now have access to one page of bank slots, enabling them to store more items. Members will increase their bank storage space from one to three pages.

Also, by popular demand, a secure trade system has been added to Dungeon Runners. This new feature allows everyone to easily trade items (with the exception of gold) with other players through a simple interface.

"Chunk 2 unlocks an enormous amount of playable content for non-members that they didn't have access to before thanks to the addition of in-game advertising," said Stephen Nichols, NCsoft's producer and lead programmer for Dungeon Runners. "Our non-member players are very happy they can now use what was previously members-only loot, and our members are really excited about receiving additional bank slots to hold their items. These changes, plus our new secure trade system, make this update a win-win for everyone!"

Further enhancements include increased rare item drops and stackable potions for members and non-members alike, which lead to more success in this hack-and-slash game.

Dungeon Runners can be downloaded for free at http://www.dungeonrunners.com/join.html. Players can play for free or subscribe to the members version at any point for $4.99 a month. Members have access to such benefits as log-in queue priority, members-only servers, and the most powerful items, weapons and armor. Membership status also includes three bank pages for hundreds of loot items and the ability to stack potions in one inventory slot to save room for even more loot.

To find out more please visit the Dungeon Runners web site at: www.dungeonrunners.com.

The game is rated Teen by the Entertainment Software Rating Board.


New Halo Maps are Live [Dlc]

Posted: 11 Dec 2007 12:07 PM CST

H3_DLC_RatsNest.jpg

Just minutes after the Halo 3 map packs were supposed to hit, and hadn't quite yet, we had already received an email from a very antsy and very agitated Halo fan. So it's probably worthwhile to note that the Halo 3 Heroic Map Pack is now available.

The pack, which was recently shown off by Red Vs. Blue, features three new maps with endless customization possibilities.

Standoff's symmetrical valley, with its entrenched bases and fields of boulders is ideal for mid-sized objective and Slayer game types, while Rat's Nest's vast, labyrinthine passages bring something new to the "Halo" multiplayer experience: an indoor vehicle paradise, strongly influenced by the Campaign mode, ideal for big team battles. Finally, Foundry is the ultimate Forge map - players can edit every single object in this voluminous industrial warehouse, place stairways, walls, bridges and tunnels to create an entirely new play space and build almost any kind of map they can think of.

The pack will set you back 800 points if you get it now or nothing if you are willing to wait until this coming spring.


GameStop Opening Tournament Stores [Expansion]

Posted: 11 Dec 2007 11:40 AM CST

2006ncaa_bracket.jpgGameStop is refocusing their brand a bit with the implementation of tournament-focused stores. The first is a 4,000 sq. ft. beast in San Jose, CA that features 24 networked kiosks. GameStop hopes to hold tournaments here during most weekends that lead up to quarterly national-level events. In fact, the San Jose location will already be throwing their first event on December 15th. The Madden NFL 08 champ will receive a $1000 gift certificate.

All in all, this sounds like a fantastic idea on GameStop's part. Local tournaments for the average gamer are an excellent way to bring the community together (while selling them some product, of course). We'll be interested to see how many such stores GameStop actually opens. Chances are, the San Jose location's success or failure will have a lot to say on the matter.

GameStop Opens "Tournament Store" [nextgeneration]


Molyneux to Unveil "Big" Fable 2 Features

Posted: 11 Dec 2007 01:59 PM CST

Peter Molyneux will be on-hand at Game Developers Conference 2008 to talk Fable 2, while EA's Lou Castle will expand on the developer's relationship with Steven Spielberg.

GDC 2008 Reveals EA, Spielberg's Boom Blox, Fable 2 Features

Posted: 11 Dec 2007 09:36 AM CST

As part of his latest Director's Cut post, GDC 2008 executive director Jamil Moledina has revealed new talks from EA's Lou Castle on its Wii exclusive Steven Spielberg collaboration Boom Blox, and Peter Molyneux on Fable 2's 'Big Three Features' as part of the February conference's line-up. The 'Director's Cut' section of the weblog is slated to run regularly leading up to the GDC 2008 show itself (part of CMP, as is Gamasutra), and Moledina's ...

Microsoft, Bungie Release First Halo 3 Downloadable Content

Posted: 11 Dec 2007 09:13 AM CST

Microsoft has announced that it has released the first set in a series of of downloadable Halo 3 content with the Heroic Map Pack, consisting of three new multiplayer maps, all customizable in Bungie's in-game editor Forge. First announced in November, Microsoft says each of the three maps will present a different play style. Standoff (pictured) features a symmetrical valley with entrenched bases and fields of bounders, oriented for mid-sized objective and Slayer game types, ...

Gamecock Limp After BioShockus Interruptus

Posted: 11 Dec 2007 12:20 PM CST

BLOG – We didn’t attend the Spike TV Video Game Awards, but we did see how Gamecockers crashed BioShock man Ken Levine’s acceptance speech.

Iron Man In Action [Clips]

Posted: 11 Dec 2007 11:20 AM CST

This game is going to disappoint me somehow, I just know it. Every new piece of art, screenshot, or trailer for Sega's Iron Man game - like this one from the VGAs - just raises my hopes higher and higher. Was that the black and red stealth armor I just saw? *squeals like a girl* Both the movie and the video game have my fanboy gland kicking into high gear, but not so much that I don't recognize the warning signs of a bad comic book game. First there is the over-dependence on desert and snow scenes. Then there's that one bit where he flies through the ring. I know it's just one ring, but that's one ring closer to Superman 64.

ESA Prez, PaRappa Creator to Speak at DICE [Event]

Posted: 11 Dec 2007 11:00 AM CST

dice08.JPG

The Academy of Interactive Arts & Sciences recently added a clutch of new speakers to their 2008 Design, Innovate, Communicate, Entertain Summit in February including newly appointed Entertainment Software Association president Michael D. Gallagher and Masaya Matsuura, the man behind PaRappa the Rapper.

Other additions include Blizzard president Mike Morhaime, LucasArts president Jim Ward and Dr. Mark Ollila, director of tech and strategy for games and multimedia at Nokia.

The annual event will also include three-days of seminars and the Interactive Achievement Awards, which will once more be hosted by Jay Mohr.

Dice Summit

D.I.C.E. SUMMIT 2008 SPEAKER ROSTER PUMPED UP EVEN MORE

Academy of Interactive Arts & Sciences Enlists Icons, Key Execs and Chief Lobbyist to High-Level Interactive Entertainment Industry Event

CALABASAS, CA - December 10, 2007 - The Academy of Interactive Arts & Sciences(R) (AIAS) confirmed four additional speakers set to join its previously announced powerhouse line-up for the upcoming D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit®. New this year, The 2008 D.I.C.E. Summit will be held at the upscale Red Rock Resort in Las Vegas, February 6-8, 2008. The registration deadline is Monday, January 14, 2008, to register, visit the event web site, www.dicesummit.org.

"As games enjoy a record year with consumers, it is appropriate that some of the industry's best minds who are behind these great games take the stage at D.I.C.E.," said Joseph Olin, president, AIAS. "We believe that when you sum-up the wide experiences that our new speakers bring to the industry, this year's Summit is not to be missed."

Added to the roster of speakers are:

Michael D. Gallagher - As newly appointed ESA (Entertainment Software Association) president, Gallagher has become the video game industry's chief lobbyist in Washington. Gallagher's role is to protect the primary interest of industry executives and gamers nationwide from government oversight and restrictions, allowing them to continue to produce and consume games that shape the industry.

Masaya Matsuura - Matsuura best known for producing the popular musical games for PlayStation 1 and PlayStation 2 -- PaRappa the Rapper, Um Jammer Lammy and PaRappa the Rapper 2. is a video game developer and musician, whose contributions have ignited a gaming revolution for generating content from players' favorite music CDs. As president of NanaOn-Sha, Matsuura is pushing the languages of music and game making further.

Additional 2008 DICE Summit Speakers Announced

Mike Morhaime - Blizzard Entertainment president and co-founder Mike Morhaime is a visionary within the video game industry. Morhaime is recognized for his contributions to the massively multiplayer online game (MMOG) space through Blizzard's tremendous success of the Warcraft, Starcraft and Diablo titles, in particular, the spectacularly popular World of Warcraft.

Jim Ward - Under two executive titles, Ward is president of LucasArts and senior vice president at Lucasfilm. He leads the business growth of LucasArts, creator of such popular games as Star Wars: Battlefront and Star Wars: Knights of the Old Republic, along with an increasing amount of original content, such as the best-selling Mercenaries. In his role as senior vice president, Lucasfilm, Ward oversees the planning, development and execution of global marketing and distribution programs for all of Lucasfilm's motion picture, television and video properties, including Star Wars and Indiana Jones.

Dr. Mark Ollila - Director of Technology and Strategy for Games and Multimedia at Nokia, Ollila is helping drive the next-generation gaming strategy. He's responsible for technology strategy and business development, industry relations and marketing, partnerships and Nokia internal collaboration and technology roadmapping within Multimedia.

The 2008 D.I.C.E. Summit includes three-days of seminars by some of the most celebrated and creative minds in the video game industry. The D.I.C.E. Summit 2008 will also play host to the 11th annual Interactive Achievement Awards(R) ceremony, where industry leaders and members pay tribute and recognition to the individuals and products that contribute to the growth of the interactive entertainment software business. Favored comedian and proud game enthusiast, Jay Mohr returns for his third year to host the award festivities.

The Interactive Achievement Awards can now be viewed live via webcast on GameSpot (www.gamespot.com). For the first time, game enthusiasts from anywhere in the world can be among industry insiders as the coveted Interactive Achievement Awards are presented to the geniuses and giants behind the most popular video games of the year.


Wonderworld Amusement Park Brings Mini-Games To Wii [Game Announcement]

Posted: 11 Dec 2007 10:40 AM CST

wonderlandwii.jpgMajesco is bringing all the fun of a visit to a theme park home to the Nintendo Wii this summer with Wonderworld Amusement Park. Along with some playable 3D carnival rides, the game will feature 30 mini-games for the whole family based on real carnival games but designed with the title's five different themed areas in mind. I am guessing that one of those themes is nursery rhymes, making the girl in the screenshot above Little Miss Muffet instead of creepy forest spider rice-cake girl. Players will also be able to create their own character and dress them up in items bought with their carnival winnings, so if you really want to be creepy forest spider rice-cake girl knock yourself out. All I can say is it is about time the Wii got a compilation of mini-games.

MAJESCO ENTERTAINMENT ANNOUNCES 'WONDERWORLD AMUSEMENT PARK' FOR THE Wii™ SYSTEM

New Game Lets You Enjoy Boardwalk Games and Rides in the Family Living Room

EDISON, N.J., December 11, 2007 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Wonderworld Amusement Park for the Wii™ home video game system. Developed by Coyote Console, Wonderworld Amusement Park brings to life a fully 3D world of games, rides and prizes across multiple themed areas that players can explore with personalized avatars.

"In summertime, nothing is more synonymous with family fun than a day at an amusement park. In Wonderworld Amusement Park, we bring this sense of excitement and adventure to the Wii with four player support that enables the whole family to play together," said Jesse Sutton, Chief Executive Officer, Majesco. "Only the Wii Remote™ and Nunchuk™ controllers let us reproduce the real life thrill of these games and rides from the comfort of the living room."

Wonderworld Amusement Park includes 30 different mini-games that mirror real carnival games but are re-imagined in the park's five stylized fantasy areas. Players immerse themselves in this fantastical world of fun by creating and customizing their own unique character with outfits and accessories purchased with mini-game winnings. As an added bonus, gamers can also enjoy playable rides within the 3D park and challenge other family members in several 4-player gameplay modes.

Wonderworld Amusement Park will launch in summer 2008. For more information, please visit www.majescoentertainment.com.


Mass Effect Affects Massive Sales [A Million Served]

Posted: 11 Dec 2007 10:20 AM CST

masstrap.jpgBioWare's epic space opera of an RPG Mass Effect has had a massive effect on the gaming marketplace, as Corporate Vice President of Global Marketing for the Xbox 360 reveals to GameDaily that the title sold more than a million copies in the three weeks following release. Excellent news for Microsoft, who holds exclusive rights to the first title in the series, but better news for BioWare and their new owners EA, who suddenly find themselves in an excellent position to either negotiate a very lucrative exclusivity contract for the remaining games in the franchise or simply open it up and see how well the next Mass Effect sells when it comes out on the PS3 and Xbox 360. Should be quite interesting to see how this all works out.

Mass Effect Amasses One Million Copies Sold [GameDaily]


8-Bit Guitar Straps [Art]

Posted: 11 Dec 2007 10:00 AM CST

couchstrap.JPG

I Am 8-Bit and Couch have teamed up to sell these spiffy Space Invader-infested guitar straps, perfect for dangling faux guitars from your neck between sets on Rock Band or Guitar Hero.

The vinyl straps feature a swarm of Space Invaders at either end in either blue or black and sell for $33 a pop. Best part? It's wearable art.

"I am 8-bit by Couch" Rock Band/Guitar Hero Strap [Couch]


Auran Lets Fury Go Free, Bad News Follows [Free Games]

Posted: 11 Dec 2007 09:40 AM CST

furybox.jpgAuran's "financial disaster" of an MMO brawler Fury is about to be slightly less of a financial disaster, at least from a purely player perspective. Auran has announced that starting with December 14th's Age of the Chosen update, players will be able to download and play the game completely free using a new mode called "Chosen", which gives access to all items and powers included in the game, only they will earn money and essence at a slower rate and will not be able to trade with other players. For a fee players can upgrade to Hero or Immortal status, where they gain powers and cash at an increased rate. Good news for players, though Auran CEO Tony Hilliam delivered the news to Kotaku Australia along with ominous tidings.

We will then have some bad news to follow (unless a miracle occurs), but there will be a very positive end to the week.
All they need is a miracle. All they need is you.

Fury Goes Completely Free With Dec 14 Content Update
[Kotaku Australia]


World of Warcraft Goes Russian [Universal Language]

Posted: 11 Dec 2007 09:20 AM CST

wowrussian.jpgVy govo'rite po ang'liiski? No? Then this is probably good news for you. Blizzard has announced a fully localized Russian version of World of Warcraft for release in 2008. Russian will be the fifth European language supported by the massively multiplayer phenomenon, joining English, French, German, and Spanish.

"Considering the scale and enthusiasm of the Russian community, we recognized that offering a dedicated Russian-language version of World of Warcraft was the next important step for the game in Europe," said Mike Morhaime, president and cofounder of Blizzard Entertainment. "We're looking forward to providing an even more accessible gameplay experience to current and future players."
Blizzard is currently assembling a dedicated Russian-speaking support team in France and Ireland to ensure that complaints of бойцов грабителей are taken care of with trademark Russian efficiency. Expect a "What is your game?" from Yakov Smirnoff in the very near future.

Blizzard Entertainment® Announces Russian-Language Version of World of Warcraft®

PARIS, France - Blizzard Entertainment, Inc. today announced that World of Warcraft®, its award-winning, subscription-based massively multiplayer online role-playing game, is to be fully localised in Russian for release in 2008. The Russian version will be the fifth officially supported European language, complementing the existing English, French, German and Spanish versions.

A dedicated Russian-speaking team is currently being assembled at the Blizzard Europe offices in France and Ireland to ensure Russian World of Warcraft players will benefit from the same quality of 24/7 native-language support as other European players. Roles will include in-game support, offline technical and customer support, localisation and quality assurance, community relations, and creation and maintenance of a new official Russian World of Warcraft website.

"Considering the scale and enthusiasm of the Russian community, we recognized that offering a dedicated Russian-language version of World of Warcraft was the next important step for the game in Europe," said Mike Morhaime, president and cofounder of Blizzard Entertainment. "We're looking forward to providing an even more accessible gameplay experience to current and future players."

Further details on language pack downloads and migration plans for existing Russian players will be available closer to the release. To keep pace with the multi-lingual European growth of World of Warcraft and development of other games, Blizzard is currently hiring for numerous open positions. More information on available career opportunities at Blizzard Europe, including positions on the Russian team, can be found at http://www.blizzard.co.uk/jobopp.

# # #


Game Programmers Versus Game Designers

Posted: 11 Dec 2007 11:38 AM CST

One of the major differences I've noticed between working in the mainstream games biz now versus when I started *cough*thirteen*cough* years ago is the amount of work that goes into making the entire game very data-driven.

Maybe it's just the companies I worked for then, versus the ones I work for now. But it seems that the trick companies are using to help scale projects is put more burden on designers for creating the data, scripting solutions, and so forth. Not that this is new. We put a ton of effort into scripting in Outwars back in '97, after all, and even Twisted Metal and Warhawk had tons of parameters for the designers to play with. It just seems like a greater amount of emphasis.

What this means, from a programmer's perspective, is that you can write the most pristine, perfect, bug-free, wonderful code in the world - and its still gonna be turned into utter buggy crap by some designer's script or data when they don't know what parameter X is supposed to do. And the programmer is gonna get the blame by default. It's just our lot in life.

Of course, that assumes pristine and perfect code. You can ask the designers that work with me, and they'll let you know in no uncertain terms that my programming isn't in the same zip code as "pristine and perfect." We'll go back and forth, of course, about how I implemented the code in only twenty minutes because said designers suddenly decided they absolutely needed a feature only three hours before the milestone was due.

That's life in the games biz. Hey, on my indie project, I do 95% of the work at the design-level, through the built-in scripting language and all that, so I'm in the same boat. I can empathize. But I still turn into crotchety old programmer guy at work. It's just how things are expected to roll. Who am I to fight tradition?

Oh, right, I'm an indie. I buck tradition all the time. Okay. So I don't think I'm all that crotchety. And I'm not old! Except maybe in the eyes of some of the kids in the QA department who think Playstation 2 games are "retro." But I digress...

Things get more interesting. Not only is there a weird joint-custody relationship over stuff that makes the game run, but the designers are... well... creative. By their very nature, designers get very creative in the use of whatever tools you give them. We joke about bugs being "undocumented features," but sometimes a designer will find and take advantage of a bug. Truly use it as a feature. Sometimes they'll have no clue they are using some unwanted side-effect to make their mission work. And then they'll get mad when the bug finally gets fixed, because they'll have two levels that depended upon that broken functionality. They'll have written sixteen scripts that force this weird bug to happen because its just a cool effect, and then as a programmer you have to purposefully re-implement the bug in a more controlled, parameterized fashion to make 'em happy.

Not that game designers are ever happy. For more than a few minutes at a time, anyway, after they get a shiny new toy. It's like a genetic impossibility or something. Or something they learn in game designer school (they've got those now, these young punks... oh, wait, there's the crotchety old programmer guy thing emerging again...)

The solution, naturally, is keeping good communication going between the designers and programmers. Which can cause nightmares for some managers, because unbridled communication leads to feature creep and priorities getting knocked out of whack. Because programmers love giving designers shiny new toys to play with. If not out of the goodness of our hearts, it's out of the pains in our necks. Which means the solution to one nightmare leads to another set of nightmares.

Have I mentioned that game development is kinda hard?


(Vaguely) related old game programmer crotchetiness...
* On Game Engines and Swarm Missiles
* My Worst Bug Ever
* Jet Moto Memories
* Losing Your Limits Without Losing Your Mind
* Why Software Design Isn't Like Architecture
.

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


Rampant Games: Games With Personality!


Our Newest Games: Depths of Peril

and Eschalon: Book 1

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GameTap Expands Mac Support [Upgrades]

Posted: 12 Dec 2007 01:20 PM CST

crazydreamcast.jpgWhile GameTap extended an olive branch out to intel-based Mac users a few months ago, today they are expanding their offerings to the Mac community in a big way. With the new GameTap player, Mac users will now have access to both SEGA Saturn and Dreamcast games. And to be honest, Crazy Taxi on my Macbook Pro doesn't sound like the worst way to waste an afternoon.

PC users will benefit too with the the GameTap player's updated, streamlined interface. I mean, you're not getting any new games or anything. But you've already had your fun while the rest of us were pouting in the corner, acting interested in our iPods.


No More Heroes Censorship Explained...Kinda [Blood]

Posted: 12 Dec 2007 01:00 PM CST

nmhcensored2.jpgNo More Heroes was supposed to be a gorefest in Europe and the US. But to every Australian Kotaku writer's surprise, the game will have the blood censored for its Europe release. In the theme of pretending we care about markets outside the US, we thought that we should let you know that Grasshopper CEO 'Suda 51' and Marvelous's Yashiro Wada made a joint statement today on the matter that should clear things up a bit:

First, let me say how honoured I am that everyone in Europe is expecting No More Heroes....The sales point of this game is action. Both I and Wada san have concentrated on making the best possible action game for the Nintendo Wii. We have chosen to release in Europe the same version as has shipped in Japan considering the broadly growing Wii market.
In other words, everyone thinks this will be a more lucrative plan. I prefer the subtlety of ash fountains to spurting blood anyway.

Studio boss chose to censor Euro No More Heroes [cvg]


Europe's Xbox 360 Video Marketplace Is Still Working Kinks Out [Bugs]

Posted: 12 Dec 2007 12:40 PM CST

vhstape.jpgWhile Europe was surely happy about the launch of Xbox 360's Video Marketplace, Microsoft has admitted that, unfortunately, there are a few problems arising. Current issues include downloads not completing, slow file transfers, error messages, and this is my personal favorite, the wrong media downloading. Times like this make me sad that hardcore pornography isn't offered alongside Disney flicks.

Microsoft apologizes for any inconvenience and is investigating the matter in full. But since these problems remind me a lot of the US roll out of Video Marketplace, I'm guessing they won't be permanent.

Microsoft confirm problems with UK Video Marketplace [via n4g]



Morhaime Enters AIAS Hall Of Fame [Top Honors]

Posted: 12 Dec 2007 12:20 PM CST

mikemorhaimeagdc.jpgMorhaime FTW! The Academy of Interactive Arts & Sciences adds another name to its list of game industry luminaries today as it announces the induction of Blizzard co-founder, president, and CEO Mike Morhaime into its Hall of Fame. Morhaime is being honored for his contributions to the MMO space with World of Warcraft, as well as the success of the Diablo, Warcraft, and Starcraft franchises. Where's the Lost Vikings love, AIAS?

"This is a great honor, and I'm proud to receive it," said Morhaime. "The success that Blizzard Entertainment has had over the years would not have been possible without the enthusiasm and support of players around the world, and the passion and dedication of our employees, so I thank all of them for contributing to this achievement."
Morhaime is in excellent company, as previous inductees include Will Wright, John Carmack, Sega's Yu Suzuki, Shigeru Miyamoto, and Danielle Bunten Berry. BioWare CEO Dr. Ray Muzka will present the honor at the 11th Annual Interactive Achievement Awards on February 7th.

MMOG PIONEER MIKE MORHAIME INDUCTED INTO THE HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES

Blizzard Entertainment(R) Cofounder and CEO Honored for Expanding the Scope and Success of the Interactive Entertainment Industry

CALABASAS, Calif. - December 12, 2008 - The Academy of Interactive Arts & Sciences (AIAS) proudly announced today that Mike Morhaime, the president, CEO and cofounder of Blizzard Entertainment(R), will be the eleventh visionary member inducted into its prestigious Hall of Fame. As one of the organization's highest honors, candidates are annually voted on by the Academy's illustrious Board of Directors. Induction into the Hall of Fame is bestowed upon individuals who've contributed to a significant advancement within the industry, while demonstrating proven success and leadership.

As the eleventh inductee, Morhaime will be honored for his efforts and contributions to the massively multiplayer online game (MMOG) space through Blizzard Entertainment's spectacularly popular World of Warcraft(R), as well as the tremendous success of the company's Warcraft(R), StarCraft(R) and Diablo(R) series. In particular, World of Warcraft has cemented Morhaime's influence and impact on the multi-billion dollar interactive entertainment industry; it is the world's largest online game, with more than 9.3 million subscribers. Morhaime and Blizzard Entertainment are recognized for creating an MMOG that expanded the traditionally hardcore audience of the genre to also include the broader casual-gaming audience.

"This is a great honor, and I'm proud to receive it," said Morhaime. "The success that Blizzard Entertainment has had over the years would not have been possible without the enthusiasm and support of players around the world, and the passion and dedication of our employees, so I thank all of them for contributing to this achievement."

Morhaime will join an elite group of 10 other interactive entertainment industry luminaries in the AIAS Hall of Fame: Trip Hawkins (Electronic Arts), Peter Molyneux (Lionhead Studios), Yu Suzuki (Sega of America), Will Wright (Maxis), John Carmack (id Software), Hironobu Sakaguchi (Square Enix), Sid Meier (Firaxis Games), Shigeru Miyamoto (Nintendo), Richard Garriott (Origin Systems), and Dan Bunten - known later in life as Danielle Bunten Berry (Ozark Softscape).

AIAS Hall of Fame Announcement Page 2

At this year's 11th Annual Interactive Achievement Awards(R), taking place on February 7, 2008 at Red Rock Resort & Casino in Las Vegas, Morhaime will be presented the honor by Dr. Ray Muzyka, CEO of BioWare Corp. In addition, Morhaime is also part of the dynamic speaker line-up during the upcoming D.I.C.E Summit(R) taking place in conjunction with the Awards.


NPD: Gaming is a Stress Reliever [Survey Says]

Posted: 12 Dec 2007 12:00 PM CST

relax.JPG

About 63 percent of the U.S. population play video games, and a majority of them see game playing as a way to alleviate stress and to help them unwind, according to a new study conducted by the NPD Group.

The report is based on online survey responses from 5,039 members of NPD's online consumer panel conducted from Oct. 11 to Oct. 18.

Of those who game, 30 percent said they are spending more time gaming this year than last year while another 30 percent or so said they are spending less time and nearly 40 percent say they are spending about the same amount of time. The heaviest gamers in the survey were 18 to 34.

"The new type of game experiences brought to the market over the past several years are succeeding in reaching a broader audience. The challenge for the industry is that consumers are a fickle group, and with the great variety of options pulling at their limited free time, they're going to be easily distracted unless something really compels them to stay with gaming," said Anita Frazier, industry analyst, The NPD Group. "To reach these less involved consumers, the industry has to work even harder, but doing so can produce great rewards."


PLAYING VIDEO GAMES VIEWED AS FAMILY/GROUP ACTIVITY AND STRESS REDUCER
New Study Busts Myths on Attitudes and Behaviors of Various Gaming Groups


PORT WASHINGTON, NEW YORK, December 12, 2007 - According to Expanding the Games Market, the most recent report from The NPD Group, while heavier gamers are much more inclined than lighter gaming groups to prefer playing games alone, both groups are equally inclined to enjoy playing games as a family, group or as a party activity, and both groups value gaming as a way to bring their families closer together. Notable also is that the majority of gamers, especially teens and older gamers ages 15 to 65 and older view playing video games as a way to alleviate stress and to help them unwind.

The report, which examines how consumer demographic groups are represented in the gaming world, also provides analysis on the attitudes and behaviors of various user groups, based on hours per week spent on gaming. It presents valuable insight into gamers and non-gamers to uncover potential areas for expanding the gaming market beyond the core, highlighting the most effective methods for reaching non-traditional gamers with demographic insight and information on genre preferences, system ownership, and use.

In terms of the number of gamers in the U.S. and the amount of time spent playing them, 63 percent of the U.S. population plays video games - defined as console and portable games, PC games, games on kid-oriented systems or games on devices like cell phones or iPods - with 30 percent claiming they are spending more time gaming this year than last year, close to 30 percent claiming they are spending less time and nearly 40 percent claiming they are spending about the same amount of time.

Gamers ages 2-65 and older were classified in this study by the number of hours spent per week on gaming. In terms of demographics and gaming behavior, the heaviest gamers are typically male, ages 18-34, who devote relatively significant amounts of time and money to gaming and focus primarily on more "hardcore" genres, as opposed to casual, lighter games.

By contrast, lighter gamers fall definitively outside the parameters described above; they are more concentrated on the lower and upper ends of the age spectrum and are defined primarily by their inclination toward lighter, casual games and their relatively high female representation.

"The new type of game experiences brought to the market over the past several years are succeeding in reaching a broader audience. The challenge for the industry is that consumers are a fickle group, and with the great variety of options pulling at their limited free time, they're going to be easily distracted unless something really compels them to stay with gaming," said Anita Frazier, industry analyst, The NPD Group. "To reach these less involved consumers, the industry has to work even harder, but doing so can produce great rewards."

Methodology
The report is based on online survey responses from 5,039 members of NPD's online consumer panel. Reponses for 2 to 12 year olds were captured via surrogate reporting, whereby the female parent/guardian, age 21+, was asked to bring her child in this age range to the computer to answer the questions, either with or without her assistance. The survey was fielded from October 11-18, 2007.


Sega Testing Auto Speech-to-Face Software [Engines]

Posted: 12 Dec 2007 11:40 AM CST

Max_Headroom.jpgApparently Sega is test-marketing a software tool called the Magical V Engine that allows for advanced facial animation from voice recordings alone. By animating based upon not only the phonetic lip syncing but expression (we're guessing tone), the software can emulate the four basic human emotions—happiness, sadness, anger and surprise—in full facial expression.

The software is said to be between 70% and 80% accurate, with levels approaching 100% with a little tweaking. We're guessing such tools could save developers a lot of time, you know, if they work as well as advertised.

Sega Testing New Voice-Recognized Facial Animation Tool
[gamasutra]


X-Play Expands [Gaming Television]

Posted: 12 Dec 2007 11:20 AM CST

xplaylogo.jpgWhat began back in 1998 as GameSpot TV before morphing to Extended Play and finally X-Play is undergoing yet another metamorphosis next month as the focus shifts from reviews to all-around gaming news show beginning on January 14th. Along with their signature video game reviews, the now-daily show expands to include sneak peaks, interviews, game demos, analysis, and straight-up gaming news. Other new features will include Tips and Tricks from Cheat! (Ah, the Pringles gamer guide *snicker* ) and X-Play Gamer Challenges, which will offer viewers compete on the air for fame and prizes.

"I couldn't be more excited about the direction 'X-Play' is taking," said Adam Sessler, host, "X-Play." "Reviews will still be a big part of the show, but now we're going to make sure that viewers are also updated regularly on everything else going on in the world of video games."
We kinda had that covered Adam, but thanks for the assist! Hit the jump for more info, including the new "X-Play Gaming Update Blog", which could save a lot of time by simply linking here.

"X-Play" Jumps to the Next Level with New Enhanced Format Emphasizing Daily, Comprehensive Coverage of the Videogame Industry

New Episodes Featuring Daily Videogame News, Reviews, Interviews, Demos and More Premiere on G4 January 14, 2008 at 8 pm ET/PT

(artwork and interviews available upon request)

LOS ANGELES, December 12, 2007 - First came the next-generation consoles. Then, the next-gen games. Now, gamers have a next-gen TV series. "X-Play," the most-watched videogame series on television, will unveil an all-new and expanded format in 2008 that adds breaking news, demos, videos, interviews and more to the series' celebrated reviews. The updated "X-Play," featuring an all-new look and all-new content, premieres Monday, January 14, 2008 at 8 pm, only on G4.

New, half-hour episodes of "X-Play" will premiere every weeknight at 8 pm, giving viewers a comprehensive update on each day's videogame-related developments, along with a wide range of new features, including behind-the-scenes sneak peeks at games in development; interviews with industry luminaries; live, hands-on demonstrations of games before they hit store shelves and in-depth analysis of the latest videogame trends.

"Over the past few years, the videogame industry has evolved at a rapid pace"said Neal Tiles, president, G4. "The all-new 'X-Play'will provide greater depth of coverage, furtheringits role as television's most watched resource for videogames."

Hosts Morgan Webb and Adam Sessler, who have earned a reputation for delivering smart, entertaining and on-target reviews, will continue as "X-Play" hosts. As part of the series' relaunch, Adam Sessler has also been named G4's Managing Editor, Games Editorial, making him responsible for the show's overall editorial focus.

"I couldn't be more excited about the direction 'X-Play' is taking," said Adam Sessler, host, "X-Play." "Reviews will still be a big part of the show, but now we're going to make sure that viewers are also updated regularly on everything else going on in the world of video games."

"The games, the consoles, the companies and even the players are constantly evolving. So is 'X-Play,'" said Morgan Webb, host, "X-Play." "Every day, we'll give gamers the stories behind the games they love."

In addition to the expanded focus on news and industry trends, new "X-Play" segments and features will include:

* Tips and Tricks from "Cheat!" - "X-Play" will include integration with "Cheat!," G4's videogame tips and tricks series. Each week, host Kristin Holt will deliver the latest updates on achievements, unlockables, level guides, secrets and other cheats from the most popular new games.

* "The MMO Report" - The updated "X-Play" format also includes regular updates from the massively multiplayer online universe. Casey Schreiner, host of g4tv.com's "The MMO Report," will update viewers on the hottest MMO news and trends. Complete episodes of "The MMO Report" will continue to air on g4tv.com.

* "X-Play" Gamer Challenges - Viewers will have a chance to win prizes and compete for gamer pride in an ongoing series of game challenges.

* Hands-On Demos - Gameplay demos will give viewers an exclusive sneak peek at the hottest new games before the titles hit store shelves.

The "X-Play" Web site will undergo significant updates as well, including a new and improved "X-Play" videogame review database featuring thousands of game critiques. A new "X-Play Gaming Update Blog," with up-to-the-minute gaming news, previews and exclusives will also launch, along with a wide variety of more behind-the-scenes features, game trailers and gameplay videos than ever before. "X-Play" will also retain its cutting-edge interactive elements that allow viewers to communicate directly with hosts and other "X-Play" fans. Featured on-screen elements will include live updates highlighting the world's leading gamers as tracked by Microsoft, Sony and Nintendo on their respective consoles.


The march of commodification

Posted: 12 Dec 2007 12:50 PM CST

So I got an email announcing ChatBlade, a new MMOG chat system middleware package; a specialized enough need that it would have been kind of inconceivable a few years ago as a business. Which leads to speculation on where we are headed in terms of innovative virtual world tchnologies. And now, I have to open this post with an anecdote (even though they say to write for blogs the way you write for newspapers: put the lead first!).

Once very long ago (”long ago” here defined as circa 1995), I logged into some random LPMud. I don’t remember which one it was, but it had an idea I liked a lot and decided to steal for LegendMUD. In that mud, you see, they had simple moods & what today gets called by some “say alts” — commands that were exactly like the SAY command, only you could grunt or groan, wail or whine, and these say alternates carried emotional content that you didn’t get with plain old SAY, WHISPER, SHOUT, and TELL. I went back to Legend and designed a speech system that handled moods and say alternates.

At the time, it was common for muds to have those four commands, which do four very different things; and it was common to have language systems, which made elves not understand orcs, etc.  Drunken garbling of text was also a common feature.

At first the system supported a sort of “natural language” reading of text:

Herodotus says absentmindedly, ‘Lorem ipsum dolor sit amet.’
Herodotus whines, not really paying attention, ‘Lorem ipsum dolor sit amet.’
‘Lorem ipsum dolor sit amet,’ Herodotus proclaims absentmindedly.

You could make your whole character moody (”sticky” moods), or you could use a mood as a one-off prefix.

Because the natural language look didn’t always have the name first on the line, some folks disliked it; it made it harder to scan text to visually filter the chats you were interested in. But stats a while after it was introduced showed that the vast majority of players were using it. It turns out that prose is plain old easier to read for a lot of people, perhaps because we get so much practice. And roleplayers loved it. Over time, moods support got added to entrances and exits:

Herodotus wanders in from the north, staring vaguely about.
Herodotus wanders off to the north, scratching his head in befuddlement.

and to global chat, socials, and so on. Meanwhile, those who hated it (powergamers, mostly) wanted more efficient text streams, so from that side, support was added for a variety of highly concise text layouts that looked more like IRC. These spread eventually to combat messages, so you could get a highly mathematical view of the action.

Later on, we put pretty much the same moods system wholesale into Star Wars Galaxies (and even made room for a pretty concise combat text stream on a tab, for powergamers to use in fight analysis). I think EQ2 then also integrated moods. And in SWG, taking a cue from Microsoft Research’s Comic Chat, I got the chat parser to also detect certain keywords — but more importantly, emoticons — and automatically play socials and moods, tie into chat bubbles and their artwork, and so on. This turned out to be incredibly powerful, just like “sticky” moods were, and most everyone used it. (Footnote: I had almost forgotten about Comic Chat at the time, but was prompted to recall by this MediaMOO panel, plus seeing the wonderful implementation in There, which supported intensity by doing emoticons that looked like this: :)))))

I could walk through almost the same narrative all over again with chat bubbles, by the way. But it doesn’t matter. All of this is by way of pointing out that ChatBlade supports moods out of the box. And elvish. And drunken speech. And even stuff that back in 1995 when we were doing moods was weirdo cutting-edge roleplayer stuff that few muds implemented, like nickname support; and stuff that was added over time like verbose versus concise chat formats.

It’s part of the march of commodification: what once was basically an R&D effort (in the case of Comic Chat, quite literally an R&D effort) is now an out-of-the-box feature in middleware. This is a natural progression: something useful comes along, it raises the bar, competitors have to adopt it, then over time someone makes it a common piece of tech and everyone has it.

Well, MMOs used to be moon shoots and increasingly aren’t. In fact, even some of the really tough stuff is starting to get incredibly easy (and I am not just talking about Metaplace here, though we keep finding that stuff that used to be scary huge engineering effort turn out to be easy).

Commodification is a double-edged sword. On the one hand, it theoretically enables greater innovation because “the basics” are covered for you. On the other hand, you can end up with “stock mud syndrome” where all the games look the same. On the gripping hand, having lots of offerings that are basically the same limits the audience, creates monopoly situations, and caps the market.

At some point, of course, even selling chat middleware will make little sense because even big complex systems like this will be commodified as well: so common that they get given away. It’s instructive to think about what the crazy things are that will be commodified to the point where they are given away: software for seamless multiserver clusters? RMT-in-a-box Station Exchange style systems? Spore’s procedural modeling and animation techniques? Robust alife-based procedural world simulation systems?

At some point soon, all of those things which seem somewhere between hard and R&D are going to be off the shelf components. And perhaps the key sign of it is that the current big wave of mainstream MMOs have virtually no R&D in them. Off the shelf SmartFoxServer, Makena engine re-uses, simplified versions of AAA MMO game systems… It’s time to start thinking about what the new R&D is now, because based on this press release, it takes 10 years to get from R&D start to middleware end. :)

Blizzard CEO named to AIAS Hall of Fame

Posted: 12 Dec 2007 01:09 PM CST

The Academy of Interactive Arts & Sciences hasannounced that Blizzard co-founder and CEO Mike Morhaime will beinducted into its Hall of Fame during the D.I.C.E.Summit

国内网游研发的若干杂想(6)----常变常新

Posted: 12 Dec 2007 11:54 AM CST

喜新厌旧, 是人的本性, 也是网游玩家的本性, 每个人, 都喜欢去尝试新鲜事物, 对新事物充满了好奇, 而另一方面, 又对已经拥有的不懂得珍惜, 直到有一天, 当失去它们时, 才知道后悔. 很搞笑, 不是吗?

而生活, 就是在这样的搞笑事件中不断重复着.

生活中, 没有后悔药, 但在网游中, 却可以有.

在本文中, 我将提出一个全新的观点: 游戏功能, 甚至是游戏基础功能方面的"常变常新, 常换常新".

一个网游玩家, 在游戏中的生活, 主要分为这几类: 角色成长, 与其他玩家的互动.

现在, 绝大多数的网游, 其产品研发思路都显得过于僵硬: 待一个产品的基础架构搭好后, 便在这个架构的基础上不断推出新的活动内容, 新的任务, 以及新的资料片. 资料片相比于活动和任务而言, 其内容的更新量会显得稍微大一点.

我有一种想法: 让游戏的某些内容, 甚至是涉及游戏基础架构的内容, 呈时间性和阶段性的出现, 不总是出现. 举例来说, 在针对于玩家的成长环节, 其成长方式可以多样化, 在这两个月内通过一种方式实现角色成长, 而在稍后的另两个月内则依靠另一种全新的方式实现角色成长. 比如冬天和夏天就可以是两种截然不同的成长方式.  而且, 某种玩法或某块内容, 是属于"过了这村就没这店"的, 类似于节日活动这种"时效性", 但是其涉及的玩法内容将比节日活动这样的小更新大为扩展, 不仅仅是弄几个新的NPC.

对于玩家体验而言, 一些新的UI界面, 一些新的贴图, 新的NPC, 以及新场景的不断推出, 对玩家新鲜感的促进, 都是有非常大作用的. 如果大的玩法更新显得太过复杂的话, 我们为什么不可以经常变换变换这些不影响玩法或者对玩法影响比较小的内容呢? 比如, 我们可以根据春, 夏, 秋, 冬, 节日, 甚至是周末, 而采用不同的产品外观更新策略.

总之, 要给玩家形成的一个感觉是: 这个产品每一周甚至每一天上来, 都会给我更多的新鲜感, 而不是相反. 对于我而言, 即使再好看的界面, 给我持续看同一个界面两三周, 我也会基本没啥感觉, 这就象我们的电脑桌面, 为什么要经常换一换, 给自己找找新鲜感是一样的道理.

“有序+新鲜”, 是让我这样的自由人对一款游戏始终充满兴趣的最主要因素. 有序, 是说这个世界呈现给我的信息, 是经过组织梳理的, 而不是乱糟糟的胡乱摆放; 新鲜, 当然是指的新内容.

我们一直有种错误的观念: 一直都认为, 一定要加强玩家的互动, 让玩家彻底的互动, 紧得甚至扯得扯不开, 这样有了粘性后, 玩家自然会互相依赖, 离不开这个游戏.

但是, 事实上, 我认为, 能形成这样紧密关系的玩家毕竟是有限的.

特别是, 对于一些办公室白领玩家, 他们的时间有限, 他们玩游戏时不想花太多时间, 同样的, 他们在这个虚拟世界里维护虚拟世界的朋友关系也不希望花太多时间, 但是, 他又希望他上线时能有人陪他玩. 这样, 就要求我们在设计过程中, 要充分考虑如何给这种"松散的朋友关系"提供足够的生存空间, 帮他们一直良好的维护这份关系.

比如, 我们在好友的功能中, 就可以添加这样类似的设置: "约定"的功能. 好友之间, 可以互相约定, 下线了也可以约定, 约定去作任务, 约定去吃饭, 去喝酒, 呵呵, 甚至去作小游戏, 甚至去探险. 通过"约定", 可以将这种松散的关系有效的管理起来, 以不致于让他们因为交流的缺少而失去联系. 当然, 这个功能具体作时, 还要考虑很多的细节, 不能作得太复杂, 要让玩家易操作.

谈回常变常新. 某块内容在被我们屏蔽掉一段时间后, 还可以再重新开启, 或者不直接开启, 而采用某种类似后悔药的设计让玩家重新体验, 这从另一方面也是满足了玩家的怀旧感. 现在的很多企业, 用的都是同一款引擎, 却不断用这个引擎作出不同的产品, 我们为什么不反其道而行之? 我们就是在同一个产品里去弄成不同产品的样子, 只不过, 这个不同, 是通过不同的时间段表现出来. 因为, 我认为: 集中全部的精力作成功一款产品, 其可能性远大于将精力分散开来作不同的产品.

关于这个想法, 更具体的方案, 还有待进一步思考, 甚至, 可不可行, 也需要思考, 权当抛砖引玉吧.


Blizzard CEO Now Hall of Famer

Posted: 12 Dec 2007 12:08 PM CST

The Academy of Interactive Arts Sciences has named Blizzard president, CEO and co-founder Mike Morhaime as the organization's 11th Hall of Fame inductee.

PR Firm Dishes On Influence Over Reviews, in Suit [Journalism]

Posted: 12 Dec 2007 11:00 AM CST

Gods%20%26%20Heroes.jpg

TenTonHammer broke, and Shack News dug deeper into, recent news that public relations firm Kohnke Communications is suing Star Trek Online developer Perpetual Entertainment over a falling out two had over now moth-balled MMO Gods & Heroes: Rome Rising.

The seven count suit alleges breach of contract and fraud, among other things, and seeks up to $290,675 stemming from Perpetual's recent shift in ownership and decision to redirect their efforts from Gods to Star Trek.

More importantly, though, the suit offers a disturbing look at both the world of game development and the relationship between PR firms and game reviewers, or at least the relationship that Kohnke thinks exists.

The suit lays out the fact that $70,000 of Kohnke's compensation was held back with the understanding they would receive that money, and as much as $280,000, based on the number of active subscribers to the game 90 days after shipment.

The incentive came to the PR firm if they were successful in creating pre-release "buzz" and in "convincing reviewers to write positive reviews about the game."

Funny, and I always thought it was the game that was supposed to do that.

I'm not naive enough to think that the success of a video game has nothing to do with the PR push, but it's disheartening to see that in this industry, reviews are see as something bought, not earned.

Star Trek Online Dev. Perpetual Sued by PR Firm, Charged with Breach of Contract, Fraud (Updated) [Shack News]


Women In Gaming - Ubisoft's Elspeth Tory [Interview]

Posted: 12 Dec 2007 10:40 AM CST

elspeth.jpgMTV Multiplayer's Tracey John, who has excellent taste in cocktails, continues her series of interviews with women in the gaming industry today, speaking with Assassin's Creed animation project manager Elspeth Tory on the challenges women face in the gaming industry. Along with commenting on the whole Jade situation and the challenges faced by being a female in a male-dominated industry, Elspeth explains that proving yourself capable is no longer a factor.

I think there have been enough women in the industry now that there really isn't any pressure as a woman to prove yourself anymore. I think there has been so many great people out there doing things that right now, I think it's completely open-ended. Anyone who comes in, you just want to know that they're good. Their gender is irrelevant.
That's certainly good to hear. I would hate to think we could miss out on some amazing talent just because a company couldn't look past biological differences. Hit the jump for more with Elspeth, and be sure to check out Tracey's interviews with Morgan Webb and Jane Pinckard while you're at it.

Women Working in Games: 'Assassin's Creed''s Elspeth Tory on Jade Raymond and Entering the Boys' Club [MTV Multiplayer Blog]


The EVE Online BOOT.INI Problem Explained [Patch Issues]

Posted: 12 Dec 2007 10:20 AM CST

evetrinitylogo.jpgBack on the sixth, popular space MMO EVE Online released their Trinity update, which added an all-new (and quite dazzling) graphics engine, with the unfortunate side-effect of deleting some XP users' BOOT.INI file, effectively stopping their PC from booting. While a "We're so sorry" and a fix would have sufficed, the director of the EVE Online software group Dr. Erlendur S. Thorsteinsson has posted a dev blog explaining the bug in great detail, from origin to fix to helping customers get their PCs up and running again by calling in external tech support like the Geek Squad. While the explanation basically amounts to irresponsibility on the team's part and lack of diverse hardware - which is really inexcusable - CCP showed some real class in fixing the issue, which could explain why they have a fan base so loyal they actually fly to Reykjavík, Iceland to hang out with them.

About the boot.ini issue [EVE Insider Dev Blog - Thanks Tyson]


MotorStorm 3.1 Update Hits [PS3]

Posted: 12 Dec 2007 10:00 AM CST

2005938598408468031_rs.jpg

MotorStorm got a new update today, bringing a 2D option to the selection screen, mirrored tracks, a new mode, and two new songs to the off-road, over-the-top racer.

MotorStorm 3.1 will let you either use the traditional 3D selection screen or a 2D grid of the vehicles, which will likely greatly speed up the selection process. The game host can also now choose to use mirrored tracks, forcing everyone to run on tracks where the entire geometry has been reversed, something that should certainly breath new life into some of the tracks that have been run into the ground.

The patch also include a new proximity meter in MotorStorm Mode and finally they've added 'Devils Crossing' by Elite Force and 'Beat The Devil' by Jiffster to the soundtrack.

Sounds like enough to make it worthwhile to dive back into the game for awhile.

MotorStorm 3.1 Update - new features [Playstation League]


Konami Brings Hudson Adidas Ad To Europe [Game Announcement]

Posted: 12 Dec 2007 09:40 AM CST

decasportswii.jpgLuke Plunkett totally called it. Konami has revealed the first two games coming to Europe as part of their publishing agreement with Hudson, and boy are you Euros in for a treat. The Adidas ad disguised as a sports title previously known as Deca Sports is heading to European Wiis under a new name - Sports Island. Ten endoresed sporting events are yours to play alone or with up to three friends, including beach volleyball, snowboarding, moto cross, archery, figure skating, football, badminton, basketball, kart race, and - joy of joys - curling. Once your up to three friends have left in disgust, you can settle down for a little fishing action with Fishing Master, the cutesy Wii fishing sim. I'd make a crude comment regarding 'master' and 'baiting', but I'm sure the thought popped into most of your heads before I even started this sentence - that's how much I believe in you.

Konami unveils first Wii pair from Hudson Soft...

Fishing Master and Sports Island mark first titles to emerge from Konami Digital Entertainment/Hudson Soft deal
Konami Digital Entertainment GmbH has announced the first titles to emerge from its recent publishing agreement with Hudson Soft. Fishing Master and Sports Island have both been created specifically for the Wii™ and will be released in Q1 and Q2 2008 respectively.

Fishing Master makes full use of the motion-sensitive Wii Remote and Nunchuk controllers, and is a fun simulation allowing users to test their angling skills as they attempt to catch over 100 species of fish. Players use the Wii Remote to cast their line, aiming for the silhouettes of fish in the game's beautifully-realised lakes. With the line cast, the Nunchuk is then used to reel in any catches by rotating the analogue stick. However, with the fish putting up valiant fights to get free, careful movement of the Remote is needed to counter their thrashing movements.

Fishing Master boasts a wealth of gameplay modes, with a Tutorial easing users into the intricacies of the game, while solo anglers can opt to earn points by catching rare fish and ultimately receiving the esteemed Fishing Master accolade, or can attempt to catch every species in the game to complete a graphic Fish Encyclopedia. Certain quests and special tournaments offer fishing further variety and let you explore new areas rich in fish. Four players can also compete simultaneously in the game's multi-player mode, each attempting catch bigger and rare fish than their rivals!

Sports Island is an altogether more athletic offering, pulling together ten sporting events and pushing the player to their limits. Players are invited to play addictive Adidas-endorsed versions of Beach Volley, Football, Badminton, Basketball, Curling, Figure Skating, Archery, Moto Cross, Snowboarding and Kart Race. Each uses the Wii Remote and Nunchuk in unique yet accessible ways. As such, a subtle swing of the Wii Remote is used to hit the ball in Volleyball, while subtle twists are needed to ride the slopes in the Snowboarding section.

Up to four players can compete in each event, and, with its entertaining multi-player modes and varied gameplay, Sports Island is an ideal game for players of all ages. Each sport is brilliantly realised and intuitive to play, with sports such as Football and Basketball featuring all the passes and skill of the real thing but without sacrificing immediacy. Similarly, the likes of Figure Skating and Curling demand precision from the player and a different range of skills, guaranteeing hours of entertainment as players attempt to climb the in-game leader boards at the expense of their friends.


EU Approves France's Game Tax Credit [Games And Taxes]

Posted: 12 Dec 2007 09:20 AM CST

euflag.gifWay back in February of this year the French Parliament approved a plan to allow companies creating video games with a "cultural dimension" a 20% tax credit on development costs, a credit long enjoyed by the film industry in that country. Now the European Commission has approved the plan for a period of four years for games that meet the "criteria of quality, originality and contribute to cultural diversity." While the plan had initially excluded subcontracting costs, France has accepted the commission's request to include such costs as a way of making sure the rest of the European Union can benefit from the new policy. The EU will more than likely be closely monitoring what games benefit from the credit. EU competition commissioner Neelie Kroes is watching.

"We must be sure that the measure will promote only genuine cultural projects and that it will not have the effect of an industrial policy instrument in favour of the videogames sector."

EU approves tax breaks for games [GamesIndustry.biz]


PEGI publishes annual report

Posted: 12 Dec 2007 11:40 AM CST

The Pan-European Game Information age rating systemhas published its latest annual report

《投名状Online》众生相一览

Posted: 12 Dec 2007 10:05 AM CST

    即将于年底与电影同期“上映”的年度史诗大片《投名状Online》在正式签约网龙之后一直受到业内的广泛关注。作为国内第一款与电影同期发布的史诗网游,关于这款游戏到底将以何等面貌呈现于世的猜测近期此起彼伏。随着《投名状Online》官方陆续放出原画,这款岁末压轴大戏也渐渐清晰起来。

    对于游戏画面及人物形象的游戏化,其中最引人注目的当属四大主演刘德华、金城武、李连杰、徐静蕾四人的游戏形象到底会是什么样子。在《投名状Online》之前,这四大天王级明星除了金城武曾经在日本著名动作游戏《鬼武者》中以游戏形象出现外,其余三人均未有过直接移植的游戏形象。

    或许是为了吊玩家的胃口,本次公布的原画设定中并没有出现李连杰和刘德华的形象,而呈现在玩家面前的仍然是已经在游戏领域大红大紫的金城武。不过与《鬼武者》中金城武的形象不同的是,这位超级大帅哥一改硬朗形象,转为与《投名状》故事背景时代极为贴切的中国化辫子装,两大威武的大刀让他在游戏中颇有刀神“王五”的感觉!

     在之前放出的游戏视频上,兵戈铁马的暗影战场、神秘感十足的大战气氛营造在画风上体现得非常到位。而从《投名状Online》官方放出的海报也可以看到画面细腻,尤其是在角色盔甲的绘制上,更是细致到了每一条纹路!而清装风更是随着首批人物原画的曝光在网游界兴起。至此,《投名状Online》的画面风格也第一次较为完整地呈现在玩家们的面前。

    据透露,《投名状Online》已经进入开发后期,即将进入Beta测试阶段,相信年底将会如期而至与广大影迷及玩家见面!

    纳投名状、结兄弟情,生死与共,惊天动地!2007年末,网龙公司与中影集团双强联手,重磅推出中国首部原创电影同名网游、东方古装写实派史诗巨作--《投名状online》

Capcom at Ease in Multiplatform World

Posted: 12 Dec 2007 11:49 AM CST

Devil May Cry 4 producer Hiroyuki Kobayashi has been talking about cross-platform development and how Capcom makes it work.

"game" via 柠檬杀手 in Google Reader

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Live Chat Today: DC Comics + Syphon Filter

Posted: 13 Dec 2007 01:43 PM CST

Later today, DC Comics will be hosting a live chat with Greg Rucka to talk about his experience working on the script for Syphon Filter: Logan’s Shadow. Greg has been a highly respected author penning nearly a dozen novels including the Queen & Country series, stories for Batman, Wonder Woman and Superman, and most recently he published the sixth novel in the Atticus Kodiak series, Patriot Acts. Last summer, SCEA invited Greg to hang out in our booths at Comic Con and Penny Arcade Expo, but for those of you who weren’t able to make those conventions, now is your chance to get to talk to the man who has been named as one of the architects of the DC universe.

When: Thursday, Dec. 13, 8pm EST (5pm PST)

Where: http://www2.warnerbros.com/syphonfilter/

Click on the link above, then navigate to the Events section (after the Flash intro)

Syphon Filter: Logan’s Shadow was met with high acclaim when it shipped to consumers on October 2, earning numerous awards from sites across the web including IGN, GameZone, and Game Informer. Greg brought a new perspective and plenty of conflict to the Syphon Filter universe and is responsible for a cliff-hanger ending sure to resonate with fans. Check out this video to see more on the collaboration between the Sony’s Bend studio and Greg Rucka.

Be sure to head over to the PlayStation Store on your PC to download the free Syphon Filter: Logan’s Shadow demo, wallpapers and themes for your PSP.

GamerMetrics: Halo 'Cannibalized' Stranglehold, Xbox 360 Software Sales

Posted: 13 Dec 2007 08:43 AM CST

IGN GamerMetrics analyst Nick Williams recently took a look back at the predictions GamerMetrics made for Xbox 360 titles based on analysis of four primary factors -- awareness, engagement, purchase intent and game quality -- ahead of each title's launch with the aim of predicting the success of upcoming games. The chart below highlights GamerMetrics' performance record for these past predictions, with six of ten titles analyzed falling within +/- 25% of the actual sales ...

ProStreetPrj 7 | Wii 是不同的 …… NFS11 Prostreet @ Wii

Posted: 13 Dec 2007 08:07 AM CST

原本几天前就该OK的文章拖到现在实在抱歉。原因只有一个,即QQ签名上的“老大飞上海……加班无下限”。老大想把 MKZ 卖给上海的运营商。原本只是去吃个饭,结果对方主动要求看看游戏。于是乎,原先安排到20号的计划被打乱。很多进度都必须压缩再压缩……两天后半夜那还写毛?

好了,回到正题,开始我们这次的内容,Wii版的ProStreet。

关于Wii,如果您不了解Wii,可以点击这句话前去了解

--------------------

Wii买了差不多一年。在该平台两款 NFS 都玩过。只不过玩Carbon的时候,PC版本早已通关,甚至攻略都已写完。因此 就没有深入。这次新的 ProStreet ,到手的时候差不多刚刚是攻略截稿前後。而且加之电脑不争气,所以只有玩Wii版本。

ProStreet 的 Wii 版,首先引人注目的就是画面表现。因为这次游戏重回白天。因此整体场景都是偏于干净简洁。很容易就可以看出相比PC版,Wii版省去了很多东西。但是,这些东西本身也不会影响比赛的内容,所以少了也无所谓。以往版本的速度线之类的特效ProStreet本来就少了很多。所以原本表现特效吃力的Wii主机就完全没有了画面表达上的障碍。车身的精致程度顶多也就是PC平台Low的水准,但是在某人的垃圾电视机上也完全看不出来。

一句话,Wii平台的ProStreet,画面干净利落,很不错。音效上,电视机那种东西,音质好坏是听不出来的,不过声音的元素依然是比较丰富。很多细节的声音都可以听得到。

大家关心的更多的一定是 Wii 特殊操控方式对 ProStreet 的影响。

Wiimote操控ProStreet在不同模式下有两种驾驶操控方式。一种是把Wiimote横置过来,2键作为油门,1键作为刹车。方向的控制由左右搬动Wiimote来实现。这是一种模仿方向盘的驾驶方式。表面上看来,由于没有固定旋转轴的支持,转向可能会很晕(Wii之前的赛车游戏大抵都有这个问题)。但实践结果发现在ProStreet中,定向完全不需要适应的过程。只需要跟随着画面凭感觉在赛道上转两圈就会有感觉了。体会的出EA在此上下了功夫。

另外一种操控方式则是Drag专用模式,“甩棍”。在Drag模式下,需要把Wiimote竖起来拿。食指的B扳机控制油门,正面的A按钮控制氮气。Wiimote的左右倾斜表示转向方向——众所周知的,Drag模式下方向没啥用——特别是ProStreet还不在公路上,没有干扰。最关键的档位问题则是由Wiimote的挥舞来操纵的。向上后方拉就是升档,向下压则是将挡。

在这样的操控模式下,手腕向上一甩一甩换档的感觉,真的非常棒。

那么有了不一样的操控方式之后,真正的驾驶手感又是如何呢?FXCarl做了一些广泛的车型测试。最终的报告是:Wii平台上的 proStreet,手感和PC平台是不完全一样的(不是完全不一样,而是大部分一样)。浅显来说,Wii平台的车辆更加容易控制一些。但也就仅此而已了,当玩家的赛车性能达到 Lv3 之后,精心准备的蜜月期就会过去。Wii平台上的ProStreet就变得一点不比PC上更好驾驶了……

不过总体来说,Wii平台的ProStreet比其他平台还是要更有趣一些。这很大程度上是因为Wiimote得原因。

大家可以点击这句话下载 GameTrailers的视频来直观了解一下Wiimote的操控方式。1280*720 HD 容量 50M

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恩,下次这个系列的内容是将会发表在家游08年1月号上的ProStreet短评。骂人的口舌之快是一定要逞的……敬请期待!

博动生活 心动乌镇 BlogBus五周年庆典 敬请关注

US Army Founds Gaming Office

Posted: 13 Dec 2007 01:49 PM CST

The US Army has founded a new project office for games that will focus on training simulators.

Finnish Games Association joins ISFE

Posted: 13 Dec 2007 01:03 PM CST

Europe's Interactive Software Federation announcedthat the Finnish Games and Multimedia Association is the 26thmember to join the ISFE

Far Cry 2, EndWar, Hell's Highway Delayed [Ubisoft]

Posted: 13 Dec 2007 12:20 PM CST

fc2_burning_cover.jpg

Ubisoft's news today wasn't all good. Sure Assassin's Creed is doing amazing sales and the company as a whole is picking up, but it appears they've decided to push back three of their triple-A titles.

Or as Ubisoft puts it they've "strengthened its line-up of games for next year..." EndWar, Brothers in Arms Hell's Highway and Far Cry 2 are now all scheduled for release in fiscal 2008-09 rather than the fourth quarter of 2007-08.

This will let them push the expenses of developing those games into next year's fiscals and push up sales for that fiscal year, from what I make of the press release. Good news for investors, but boo for gamers.


Assassin's Creed Kicking Sales Ass...ass [Ubisoft]

Posted: 13 Dec 2007 12:02 PM CST

assassins-creed-limited-edition.jpg

There must be some big grins over at Ubi's Montreal Studios today.

Ubisoft just announced they they expect to sell more than five million copies of the game in 2007-2008, up from the initial forecast of three million, based on early sales. The game managed, they say, to sell more than two and a half million copies in less than four weeks worldwide and currently is one of the top selling PS3 titles. Ubi says that Assassin's is currently the fastest-selling NEW IP ever in the U.S. (That means not including sequels like Halo 3).

Better still the game's tremendous sales, coupled with a big jump in the company's casual games, is pumping up the company's sales forecast for 07-08 to $1 billion, 218 million, up from $1 billion, 196 million.

Yves Guillemot, chief executive officer of Ubisoft, is downright giddy:

"With the exceptional performance of Assassin's Creed(TM), the fastest-selling new video game intellectual property in the U.S. ever, Ubisoft's teams have once again demonstrated their expertise in creating and promoting major brands. These regular-sequel franchises are a source of very high profitability both in the short and long term. Drawing on its strong internal development capacities, Ubisoft is currently in an ideal position to continue to develop numerous new creations - an essential condition for winning market share and ensuring strong growth going forward."

Hit the jump for the full release.


UBISOFT ANNOUNCES OUTSTANDING SALES PERFORMANCE FOR ASSASSIN'S CREED(TM) AND RAISES GUIDANCE FOR FISCAL 2007-08

• Assassin's Creed(TM) Expected to Sell More than Five Million Units in 2007-08
• 2007-08 Financial Targets Revised Upwards:
o Sales to Top €840 Million ($1 B 218 M)
o Current Operating Income Before Stock Options to Exceed 12 Percent of Sales
• Title Release Schedule Updated
• Initial Forecasts for Fiscal 2008-09 Provided

Paris, December 13, 2007 - Today Ubisoft, one of the world's largest video game publishers, announced record sales performance for its Assassin's Creed(TM) video game, raised its guidance for fiscal 2007-08, updated its games release schedule, and issued its initial forecasts for 2008-09.

Record performance for Assassin's Creed(TM) Assassin's Creed(TM) has greatly outstripped Ubisoft's sales expectations and currently ranks among the top two or three best-selling games for the PLAYSTATION®3 computer entertainment system and Xbox360® video game and entertainment system in the vast majority of geographical regions. In less than four weeks Assassin's Creed(TM) recorded more than two and a half million units in sell-through sales worldwide, and is the fastest-selling new video game intellectual property ever in the U.S. Consequently, Ubisoft now forecasts that it will sell a minimum of five million units of the game in 2007-08 compared with its previous estimate of approximately three million.

2007-08 guidance raised and games release schedule updated As a result of this outstanding sales performance and solid showings from Ubisoft's other games - particularly its "casual" range - Ubisoft has significantly raised its forecasts for 2007-08. At the same time it has strengthened its line-up of games for next year, with titles such as Tom Clancy's EndWar(TM), Brothers In Arms Hell's Highway(TM) and Far Cry® 2 now scheduled for release in fiscal 2008-09 rather than the fourth quarter of 2007-08.

The sales target for 2007-08 has been raised to more than €840 million ($1 b 218 m), with around €410 ($594.5) million for the third quarter, versus previous forecasts of €825 million ($1 b 196.25 m) and €330 ($478.5) million respectively.

The target for current operating income before stock options has been significantly revised upwards to at least 12 percent of sales, compared with the previously announced forecast of at least 9 percent. This reflects the combined impact of the stellar performance turned in by Assassin's Creed(TM) and the ensuing major leverage effect on profitability, as well as lower-than-anticipated research and development costs due to the postponed release dates for Tom Clancy's End War, Brothers in Arms and Far Cry 2.

Yves Guillemot, chief executive officer of Ubisoft stated: "With the exceptional performance of Assassin's Creed(TM), the fastest-selling new video game intellectual property in the U.S. ever, Ubisoft's teams have once again demonstrated their expertise in creating and promoting major brands. These regular-sequel franchises are a source of very high profitability both in the short and long term. Drawing on its strong internal development capacities, Ubisoft is currently in an ideal position to continue to develop numerous new creations - an essential condition for winning market share and ensuring strong growth going forward."


Initial forecasts for fiscal 2008-09
Today Ubisoft announced its initial forecasts for fiscal 2008-09. The Company estimates that it will achieve sales of approximately €975 million ($1 b 413.75 m) and current operating income representing at least 11 percent of sales. These forecasts are notably based on the launch of four new brands, including Tom Clancy's EndWar, seven franchises including Brothers In Arms, Far Cry 2 and Tom Clancy's Splinter Cell®, and new games in the Imagine, Petz® and My Coach series. More details on Ubisoft's games portfolio will be provided when the sales figures for third quarter 2007-08 are released on January 23, 2008.


Terry Pratchett Diagnosed With Early Onset Alzheimer's [News]

Posted: 13 Dec 2007 11:40 AM CST

pratchett.jpgTerry Pratchett, who many of you will know from the famous Discworld series of books and rpg, has recently announced that he's been diagnosed with "a very rare form" of early onset Alzheimer's. In a post on his site labeled "An Embuggerance," Pratchett revealed his condition to the world before, in true Pratchett fashion, breaking the ranks of solemnity as only he can.

PS I would just like to draw attention to everyone reading the above that this should be interpreted as 'I am not dead'. I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell. I know it's a very human thing to say "Is there anything I can do", but in this case I would only entertain offers from very high-end experts in brain chemistry.
He plans on writing a few more books and doesn't want everyone getting all mopey.

AN EMBUGGERANCE [via cnn][photo]


Wild Earth: African Safari [Game Announcement]

Posted: 13 Dec 2007 11:20 AM CST

deadwildebeast.jpgSafari Photo Africa : Wild Earth is a PC game released last year that took home three awards from the 2003 Independent Games Festival awards, including the coveted Seumas McNally Grand Prize. Now Majesco is bringing the adventure to the Nintendo Wii this Spring with Wild Earth: African Safari. The game places you in the role of a photojournalist exploring Africa's Serengeti National Park, tasked with taking photos of 30 different animals in their natural habitat. Get close to the animals for the perfect shot, but get too close and the Wiimote will rumble, making it harder to snap the shot. The Wii version includes co-op multiplayer, allowing one player to drive while two others snap photos, and a mini-game mode that allows players to see things from the animals' point of view. While the visuals don't hold a candle to Afrika for the PS3, this game you'll actually be able to play sometime soon. Dead Wildebeast!

Now Anyone Can Go on a Safari as Majesco Entertainment Announces 'Wild Earth: African Safari'

PC Simulation Comes to the Wii™ System with Exclusive New Features

EDISON, N.J.--(BUSINESS WIRE)--The vast savannas of Africa await exploration as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Wild Earth: African Safari for the Wii™ home video game system. Developed by Super X Studios, Wild Earth: African Safari is a spectacular safari adventure set in Africa's Serengeti National Park where players can take award-winning photos of the continent's exotic wild life.

"Wild Earth: African Safari encompasses several great passions - photography, travel and the outdoors - and combines them into a fun and informative interactive experience," said Gui Karyo, Executive Vice President of Operations, Majesco. "With exclusive new features found only in the Wii version, Wild Earth: African Safari lets people experience one of nature's most complex and diverse habitats, without needing their passport or inoculations."

In Wild Earth: African Safari, players assume the role of a photo-journalist on a journey to visually chronicle 30 different wild animals inhabiting the Serengeti National Park. From aggressive packs of hyenas to massive rhinos, the beautifully re-created panorama of the African veldt unfolds as players attempt to capture the shots to create informative magazine quality pictorials. But be warned; get too close to the animals or disrupt the natural landscape and the Impact Meter will rumble your Wii Remote™, making it harder to snap a steady picture.

Two new features exclusive to the Wii version include a cooperative multiplayer mode that allows up to three friends to either drive or take pictures, and a Safari Mini-Game mode where gamers can play from the animals' perspective using intuitive gestures via the Wii Remote. In addition, an inspiring soundtrack from world music label, Talking Drum Records, lends an atmospheric backdrop to the game.

Wild Earth: African Safari will launch in spring 2008. For more information about Majesco's exciting line of products, please visit www.majescoentertainment.com.


Princess Peach Makes Forbes Fictional 15 [Women In Gaming]

Posted: 13 Dec 2007 10:40 AM CST

princesscrying.jpgSpeaking of Women in Gaming, Princess Peach has made the pages of financial magazine and must-have waiting room reading material for any company wishing to be taken seriously Forbes, who recently posted their Fictional 15, which ranks fictional characters in terms of wealth. Peach comes in at number 15, trailing Tony Stark, Bruce Wayne, and Ming the Merciless, to name a few. Her net worth is listed at $1.3 billion, mainly due to "terms of divorce from hero plumber Mario awarded her a fortune in gold coins." I didn't even know they had been married! Probably one of those Vegas things. The coins start flowing, someone breaks out the fire flower, and the next thing you know - boom! You're waking up next to a guy who smells like Italian food and sewage. Poor Peach. It must give her great comfort knowing she could buy and sell any one of us.

By The Numbers: The Forbes Fictional 15 [Forbes.com - Thanks Greg's Wife!]


Women In Gaming - Advantageous? [Women In Gaming]

Posted: 13 Dec 2007 10:20 AM CST

brathwaite.jpgTracey John's series of enlightening interviews with females in the game industry takes an interesting twist today as she talks with game designer, author, and professor Brenda Brathwaite, who provides an altogether different view on being a woman in the world of video games.

No, if anything it's been a bonus. For instance, I'm doing this interview right now because I'm a woman in games, and I've done many because I was a woman in games. It's also important to have that diversity of opinion on a team, and a lot of companies recognize that. So that's been helpful. I haven't experienced, except once, anything that I would say was discrimination because of my gender. And then I would chalk it up to the guy being an idiot more than I would chalk it up to intentional discrimination.

Of course Brenda Brathwaite does have a bit of an advantage, being a woman with one of the longest careers in the industry. She started out when she was 15 years old, working with Wizardry publisher Sir-Tech Software, and has been going strong ever since. She's written a book entitled "Sex in Video Games", and has worked on - of all things - Playboy : The Mansion, so she has quite a few stories to tell. Hit the link for one very insightful interview!

Women Working in Games: Brenda Brathwaite on Maternity Leave, Making The 'Playboy' Game And Hope For The Future [MTV Multiplayer Blog]


Ubisoft Raises Guidance On Assassin's, Delays Three Titles

Posted: 13 Dec 2007 08:18 AM CST

Publisher Ubisoft has announced that following strong sales of its Assassin's Creed it has raised guidance for this fiscal year to € 840 million ($1.22 billion), also announcing a delay of End War, Brothers In Arms Hell's Highway, and Far Cry 2. The new guidance is up from previous estimates of € 825 million ($1.20 billion). Ubisoft says it expects some € 410 million ($594.5 million) in its third quarter alone, following sales of some ...

Majesco Announces Wii Exclusive Photo Safari Title

Posted: 13 Dec 2007 07:27 AM CST

Majesco (Cooking Mama, Diner Dash) has announced Wild Earth: African Safari, a new Wii title in development by Super X Studios, related to the developer's 2005 Independent Game Conference-winning entry of the same name. Wild Earth: African Safari is a safari adventure simulation set in Africa's Serengeti National Park, where players take photos of the continent's wildlife. Playing as a photojournalist, players must visually chronicle 30 different wild animals inhabiting the Serengeti National Park, including ...

睡前留笔——蜀山OL内测了!

Posted: 13 Dec 2007 11:33 AM CST

本来已经和亲爱的说了去睡觉,不过在准备关电脑之前的瞬间产生了一个念头,就是想看看刚刚正在进入测试阶段的蜀山OL。实际上关注这个游戏已经很久了,这个游戏的制作团队从组建到最后发布产品都是以这个游戏作为开始的,而在2004年左右,这个项目就已经开始启动了,当时的我也刚好入行,对于这个团队还是比较有兴趣的。

后来在大连加入一个创业团队的时候,遇见了离开御风行开发小组的一位程序,御风行就是开发蜀山OL的公司了,听这个程序的话来说,御风行团队刚开始时的稳定性并不高,因此在前两年来看,蜀山OL这个游戏的名称对于大家来说还是相当陌生的,由于服务端的问题从从,当时据说还有挂掉的可能性。

蜀山OL这款游戏用的是LithTech Jupiter引擎,貌似用这款引擎做的游戏也挺多的,主要是这个引擎的购买价格比较便宜,而且研究的程序也十分的多,貌似还开源了,具体情况我也不多作研究。总之从蜀山OL这款游戏的画面来看,是相当不错的,至少在某些方面已经达到了世界顶级水平,由此可见蜀山OL的画面就是这个游戏的第一大卖点之一。

其实听说蜀山OL早已经完成了游戏的设定,而迟迟无法登上台面的问题也主要集中于技术方面。服务端的不稳定性应该抹杀了不少的游戏性,昨天公司里的同事已经获得了测试激活码,也进去跑了一番,都以失败告终,感觉上貌似MOP的服务器已经挂掉了。

当然了,在这里只是随便说说这款游戏罢了。这款游戏在国内游戏开发业中是独具一种风格的,至少完全脱离了玩家想象中的国产网络游戏毫无创意的怪圈,卡通渲染的画面,华丽的场景效果已经从整体上超越了《魔兽世界》以及市面上大部分的网络游戏,只是在游戏性上还未进行尝试,到底如何还要这几天试玩了才能给予评价。

Assassin's Creed Sells 2.5 mln

Posted: 13 Dec 2007 12:01 PM CST

Assassin's Creed has greatly outstripped Ubisoft's expectations, selling 2.5 million units worldwide in about a month, as the publisher raises financial guidance; three anticipated war games delayed.

Ubisoft raises guidance on Assassin's Creed success

Posted: 13 Dec 2007 11:18 AM CST

Ubisoft has raised its financial guidance for fiscal2007-08 based upon record sales performance for its Assassin'sCreed game

到了一个关口

Posted: 13 Dec 2007 11:22 AM CST

走过去,就是英雄无敌。

 

虎架·虎抱头。

混元桩·关冲势:双手环抱,十指皆松。食指微微挑起,形不指而意指正前方,双眼各随两指望向所指之处,无名指弯曲指尖筋肉轻轻顶着掌心。

 

短篇小说《侠女》

乾隆时有少林僧名大威,精铁布衫大力功,能刀枪不入,并指可洞穿牛腹,因少林焚,还俗为军士,又因剿叛有功,屡迁为把总,一日于军营外遇两少女卖艺,一着红衣,一着绿衣。威喜之,娶红衣女。

后二年,威日久负心,于城北复娶一妾,红衣女闻讯,不语而自去。绿衣女怀怒,夜半入房叱大威:“君但恃武功而富贵耳,今去汝富贵之本,尚能养妾乎?”言毕忽到威背后,以二指触威背,威委顿在地,良久复苏,则绿衣女亦不知所终。而威从此遍体无力,不能举刀枪。后又被人举其纳贿之事,军职亦去。其妾见家将破,乃托词远遁。

越三年,绿衣女又至,与威数语,乃奇道:“一别数年,君今谈吐何其高雅也?”威苦笑云:“无缚鸡之力,不得不读书。”

绿衣女问:“今有悔乎?”威答曰:“甚悔矣,但不悔读书。”绿衣女笑,云:“红衣已改嫁多时,君虽有悔,而红衣亦已不可回,若君不怀恨,则妾能替红衣为君妻。”威娶绿衣后数月,则大力又生,肌肉如铁。但不复求军功,后为吏,有官声。

 

Nintendo Refutes Greenpeace Environmental Report

Posted: 13 Dec 2007 04:59 AM CST

Following Greenpeace's announcement that Nintendo received the first zero grade in the history of the environmental watchdog group's report on the global responsibility and environmental consciousness of consumer electronics companies, the group has published comments on its weblog from Nintendo refuting the score. Said Nintendo, "We were surprised by the content of the Greenpeace report, given that we take great care to comply with all relevant regulations on avoiding the use of dangerous materials, recycling, ...

Cube Finds A Companion At Fünde Razor Auction

Posted: 13 Dec 2007 11:12 AM CST

BLOG—Go ahead and make a note here of the huge success at last night’s Fünde Razor event to benefit Penny Arcade’s Child’s Play Charity, with the grand prize of a life-sized plush weighted companion cube going for a whopping $350 at auction.

找《偏见电子游戏》的碴(3)

Posted: 13 Dec 2007 10:23 AM CST

 
  第118页,又有一误:

  而在2001年,超级Game Boy版又取代了它。

根据年份我们可以知道,所谓的“超级Game Boy版”,其实就是“Game Boy Advance(GBA)”。这里不能用“超级Game Boy”来替代“Game Boy Advance”,其原因在于,“超级Game Boy”——“Super Game Boy”确有其物。那便是任天堂于1994年3月为SFC推出的一款周边,该周边形状与SFC卡带相似,但多出一个可放置GB卡带的卡槽,通过它,GB游戏便可运行于SFC之上,也就是可以用电视屏幕来玩掌机游戏。之后任天堂还推出了“Super Game Boy 2”——增加了联机功能。GBA大红大紫后,任天堂也如法炮制,发售了对应NGC(Nintendo GameCube)的“Game Boy Player”……

  P122,描述不准确:

  电子游戏开发部负责人宫本茂解释说……

请注意,宫本茂是任天堂的“代表取缔役专务兼情报开发本部部长”。“代表取缔役专务”相当于执行董事,而任天堂的“情报开发本部(Nintendo Entertainment Analysis & Development)”则是传说中的业界最强开发部门,它是任天堂众多神作的诞生地,其掌门人更是被小岛秀夫尊为“师匠”的宫本茂大师。雅克·埃诺先生,请你查过资料再动笔,马彦华同志,请你查过资料再翻译,谢谢。

(more…)

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Happy 17th Birthday Keen!

Posted: 14 Dec 2007 01:38 PM CST

As if DOOM wasn't old enough to make me feel my age now it's Commander Keen's birthday and I'm REALLY feelin' it. Today I'll just do a combo birthday announcement for the 1st and 2nd Keen trilogies (1-3 and 4-6) since Keen 4-6 was released on December 15th, 1991 and will be 16 years old. They're like big, old babies! LOL.

If you'd like to remember Keen or if you've never heard of it, check out some of these sites:

Official Keen Site

Another Official Keen Site

Commander Keen fan site

Wikipedia entry

Back when Keen was released it was a sensation because no one had played a smooth Mario-style game on a PC before. I have a big box full of the letters from parents who wrote in ordering the game along with lots of praise - at that point we felt we were on the right track. And it all started with this little fella!

Gamasutra Lists Top 5 Trends of 2007 [Tops]

Posted: 14 Dec 2007 12:40 PM CST

topten.jpgWe love Top [fill in number] [fill in noun] of [fill in year] lists around here. And Gamasutra's was no exception. They sum up this year's trends with just five points.

5. Consolidations
4. Catering to the Wii Audience
3. The Rise of the Shooter
2. Indies Going Major
1. Mainstreaming of Handhelds

It's a solid list. Who would have thought that Blizzivision would be born? Or that all three of the biggest consoles wouldn't touch handheld sales? But I'd probably swap 3 or even 4 to something more like, a "Rift between casual and hardcore gaming." Hit the link for their pretty convincing arguments.

Gamasutra's Best of 2007: Top 5 Trends
[gamasutra]


PLAY Unveils Tomb Raider Underworld [Tomb Raider Underworld]

Posted: 14 Dec 2007 12:00 PM CST

go_underworld_3364.jpg

The January issue of PLAY magazine will feature a first look at Tomb Raider Underworld, which is said to take place in after the events of Tomb Raider Legend.

According to the article, quotes heavily over at The Tomb Raider Chronicles, the game's emphasis is on "bringing Lara's world to life, a lush, vast, interactive world that reacts and remembers. It's pure woman versus the wild."

For instance, in a level in Southern Mexico, Lara leaves footprints behind in the mud, which are eventually washed away by the rain. The bodies of those she kill, though, will stay as will debris from her destructive path.

TOMB RAIDER UNDERWORLD EXCLUSIVE [The Tomb Raider Chronicles, via Computer and Video Games]


Nintendo Wii May Get Voice Chat, But No VC Online Capability [Nintendo]

Posted: 14 Dec 2007 11:03 AM CST

image01.jpgWhile the Wii isn't known for its particularly awesome online scene (*cough* friend codes *cough*), Nintendo is interested in improving the product. NOA President Reggie Fils-Aime said this morning during a conference call that while they have no interest in adding online multiplayer to Virtual Console titles, voice chat could be coming to the Wii all the same.

We do not anticipate making online gameplay for Virtual Console games. In terms of voice chat... certainly our system has the capability for online voice chat, what it comes down to is finalizing the peripheral... I would not be surprised to see that capability come to this system.
And finalizing a peripheral shouldn't be much of a problem, because Nintendo could easily add a Bluetooth headset...since the Wiimote already utilizes the wireless standard.


Rumor: EA Considering a Colorado Dev Studio (Update) [Industry]

Posted: 13 Dec 2007 06:00 PM CST

EA.jpg

Take this for what it is, a rumor in the truest sense of the word, rumblings, something most certainly not proven true... yet. Word has it that publishing and development behemoth Electronic Arts is weighing the idea of opening a development studio right here in Colorado, perhaps close to or in Denver.

Why would they do that? Good question. While Colorado is slowing growing as a good place to develop games, with the likes of Idol Minds, NetDevil and Sony Online Entertainment - Denver setting up shop here, it's still not exactly a no brainer. The only thing I could come up with is that it's a place that lots of people visit or want to live and compared to places like San Francisco, and increasingly LA, the cost of living is much, much lower.

We contacted Electronic Arts for comment this morning and haven't heard a thing back. I'll make sure to update if and when they reply.

Update: EA tells me that "We do not currently have plans to open a facility there."


[NetShowBT][最新横版科幻射击游戏][Soldner X Himmelssturmer][X战将][EN][1CD] (大小:452.23M 人气:77 下载:49 完成:10 种子:11)

Posted: 14 Dec 2007 01:35 PM CST

发布简介:PSoldner.X.Himmelssturmer-EDGEISOX战将/P< />P【游戏封面】游戏名称:X战将英文 名称:Soldner X Himmelssturmer 游戏制作:SideQuest&&&& 游戏� ⑿校篍ast Asia&&&&&&&&&&&&&a mp;&&&&&&&&&&&&&&&am p; 游戏语种:英文游戏类型:STG&&&&&&&&&& amp;&&&&&&&& 官方网址:http://www.soldner-x. com/所属讨论区:??????BT链接:http://bbsimg.ali213.net/attachment.php? aid=890975更多游戏请访问:gamebt.ali213.net/P< />P&/P< />&lt ...
下载地址:http://gamebt.ali213.net/download-spot-1-463.html

PLAYSTATION Network Cards Update

Posted: 14 Dec 2007 01:05 PM CST

If you stopped by one of of the major gaming sites in the last day or so, there’s a good chance you’ve seen one of these stories confirming the existence of PLAYSTATION Network cards, or the debut of such cards in Japan.

We’ve heard the call - usually around the time we update the PLAYSTATION Network Store - from loyal PS3/PSP owners who’d like to give (or receive) these cards as a gift, and from those who’d like an alternative to using a credit card to purchase things on the PLAYSTATION Network Store. So here’s an update: Yes, the option many of you have been asking for - PLAYSTATION Network Cards - are coming, and should start appearing at retailers in early ‘08. The cards will be redeemable via the PLAYSTATION Store for PC, and on the PLAYSTATION 3 to supply the wallet with funds to spend on games, add-ons, and other paid content.

We’ll continue to keep you updated here on the PlayStation Blog as their arrival grows nearer.

Pair Programming

Posted: 14 Dec 2007 12:36 PM CST



I thought that I would take on the highly controversial topic of "Pair Programming". This article gives a brief overview of Extreme Programming (XP) and addresses our experience with pair programming.

Why Extreme Programming?
Scrum is the most popular agile methodology used by game developers today. Its practices are simple and can be used with cross-functional game teams. However, for all the great practices of Scrum, it has no engineering practices to speak of, by design. While this is fine to start with, many teams using agile soon find that their original engineering practices have a hard time keeping up with the changing requirements. These teams may turn to the practices of Extreme Programming (XP) for help.

XP was a methodology developed after Scrum which adopted many of the Scrum practices. Iterations, backlogs and customer reviews, though slightly different, aren't hard to integrate into Scrum teams used to these concepts.

XP introduces new practices for programmers. Among them are the practices of Test Driven Development (TDD) and pair programming. This article focuses on TDD and the practice of pair programming since it is the most controversial and misunderstood XP practice.
First I'll start with the benefits of TDD which will help explain the reasons behind pair programming.

The Benefit of Test Driven Development
The major benefit of XP is derived from the TDD practices. There are lots of great articles about TDD out there, so I'll just give an overview. TDD practices consist of writing a number of unit tests for every function you introduce. Each unit test will exercise the function being written by passing in data and testing what the function returns or changes. An example of this would be a function that sets the health of the player in a game. If your game design defines 100 as full health and 0 as dead, your unit tests would set and test valid and min/max parameters and check to make sure those values were assigned by the function. Other unit tests would try to assign invalid numbers (above 100 or below 0) and test to make sure the function handled those bad values correctly.

If you follow the strict TDD practices, the tests are written before you write the logic of the function that will allow those tests to pass, so the tests will actually fail at first. I can't say that many of us do this all the time, but it does create better results so it's something to encourage.

Once all the tests pass, the code is checked in. Code is checked in quite frequently when the team is using TDD, sometimes every hour or two per pair. The requires a server that takes all the changes as they are checked in and runs all the unit tests to insure that no changes have broken the code. This server is called a Continuous Integration Server (CIS). By running all the unit tests, it catches over 90% of the problems that commits usually cause. When a build passes all the unit tests, then the CIS lets everyone know that it is OK to synchronize. When a submission breaks a Unit Test, the CIS lets everyone know that it is broken. It then becomes the team's job to fix that problem. Since the culprit programmer who checked in the error is easy to identify, they are usually the one who gets to fix the problem.

There are a number of very big benefits that this provides to the team and project. As a project grows, the number of unit tests grows into the thousands. These thousands of tests continue to catch a great deal of errors by automated servers that would otherwise have to be caught by people. These tests also create a safety net for refactoring and other large changes that an emerging design will require.

Catching bugs as quickly as possible allows those bugs to be fixed as quickly and inexpensively as possible (see figure 1). The code which created the bug is still fresh in the mind of the programmer who wrote it so they, or another programmer assigned to fix the bug, won't have to relearn the code months after it was written. Also there is the danger that in fixing the bug, the programmer may be changing the behavior of the system that may produce other bugs. By catching these problems early, we prevent the future code from becoming dependent on a flawed foundation.

Figure 1

There are additional benefits of TDD. One of them is that unit tests create living documentation of the code. The unit tests are usually named to describe the behavior they are testing. When you look at all the unit tests for a particular function, you get a firm idea of the purpose and behavior of that function. This is far better than documentation that is written separate and difficult to maintain. In fact there are utilities which will extract the unit test names for functions and produce nice documents describing all your functions for you.

One of XP's philosophical foundations is that the programmers create the absolute minimal amount of functionality to deliver what the customers request every iteration. For example, the customer wants to see one AI character walking around the environment. Most programmers will want to architect an AI management system that will handle dozens of AI characters because they "know that the game will need it sometime in the future". With XP, you don't do this. You write the code as if one AI character is the only one that will be needed. When the customer asks for more than one AI character in a future iteration, you might then introduce an AI manager and refactor the original code. Although this might represent more work up front, you will usually produce a better AI manager this way.

A major benefit of TDD is that it supports the concept of this "constant refactoring" of the code base to support this behavior. There are a number of reasons for this:
  • Systems created from refactoring often match their requirements more closely.
  • Refactored code has a much higher quality.
Personally I don't fully agree with the purist approach that XP programmers should always do the absolute minimum. I believe that knowledge and experience factor into how much architecture should be pre-planned. It’s very easy to plan too much ahead and write code "the right way the first time" based on that plan, but I believe there is a sweet spot that you can find between the two.

TDD is very useful and in fact is not a difficult practice for programmers to adopt. In my experience, if a programmer tries TDD for awhile, the practice of writing unit tests becomes second nature. The practice of refactoring takes longer to adjust to. Programmers resist refactoring unless it is necessary. This reinforces the mindset of writing code "the right way, the first time" which leads to a more brittle codebase that cannot support iteration as easily.

Pair Programming
This brings us to the practice of pair programming. Pair programming can be thought of as a continual peer review. Two programmers sit at a workstation. One types in code while the other watches them and provides input on the problem they are both solving.
This practice creates a great deal of fear at first. These are some of the concerns:
  • "Our programmers will get half the work done"
  • "I do my best work when I am focused and not interrupted"
  • "Code ownership will be destroyed, which is bad"

You can use studies and statistics to prove these fears are unfounded, but we're dealing with people's personal workspace and work habits here so things can get rather emotional and subjective on the topic of pair programming.

There are benefits from pair programming to the team:
  • Spreading Knowledge.
  • Assures that you'll get the best out of TDD
  • Eliminates many bottlenecks caused by code ownership
  • Creates good standards and practices automatically
  • Focuses programmers on programming
Spreading knowledge
Pair programming isn't about one person typing and the other watching. It's more of an ongoing conversation about the problem the pair are trying to solve and the best way to solve it. Given one problem and two separate programmers, you'll often produce two separate results. If you were to compare these results, you might find that each solution had strengths and weaknesses. This is because the knowledge of each programmer does not entire overlap with the other. The dialog that occurs with pair programming helps to share knowledge and experience widely and quickly.

While this is good for experienced programmers, it is an outstanding benefit for bringing new programmers up to speed and mentoring entry level programmers. Pairing will bring a new programmer up to speed in half the time and will eliminate many of the bad coding practices they may be bringing to your shop.

Assures that you'll get the best out of TDD
TDD requires that comprehensive tests are written for every function. This task is made easier by pairing. First, it's in our nature to occasionally slack off on writing the tests. From time to time, the partner will remind you to write the proper test or take over the keyboard if you are not fully motivated. Secondly, it's common to have one programmer write the tests and the other write the function that will pass the tests. Although this doesn't become a competition between the two, it almost always insures better test coverage. When the same programmer writes both the test and function, then they may not consider the entire range of tests based on their assumptions. As the saying goes "two heads are better than one". This definitely applies to TDD.

Eliminates many bottlenecks caused by code ownership
How many times have you been concerned about a key programmer leaving the company in mid project or getting hit by the proverbial bus that seems to be driving around hunting down good programmers? Pairing solves some of this by having two programmers on each problem at all times. Even if you are lucky enough not to lose key programmers, they are often busy on other tasks to instantly solve every critical problem that comes along. Pairing smooths out many such constraints.

Creates good standards and practices automatically
How many times have you discovered in Alpha that one of your programmers has written thousands of lines of poor quality code that you depend on? We generally try to solve this problem by defining "coding standards" and conducting peer reviews. Coding standards are often hard to enforce and are usually ignored over time. Peer reviews of code are a great practice, but they usually suffer from not being applied consistently and are often too late. Think of pair programming as a "continuous peer review" practice. It catches many bad coding practices very early. As the pairs mix, a company coding standard will emerge that is improved daily. It doesn't need to be written down because it is documented in the code and in the heads of every programmer.

Focuses programmers on programming
When programmers start pairing, they usually discover that the first few days are exhausting. The reason is that they do nothing but focus on the problem the entire day. Mail isn't read at the pair station. The web isn't surfed. We have shared email stations setup for when a programmer wants to take a break and catch up on mail. You never realize how much of a distraction those things were until you pair. Not everyone agrees this is good, but for those that just want to be at work for eight hours it generally seen as a positive thing.

Pairing: All or Nothing?
We don’t enforce 100% pair programming, but have done it long enough that it is pretty much second nature. If we abandoned pair programming I would want to make sure that we were still seeing the benefit above.

Pair Programming Problems
There are some problems to watch out for with pair-programming
  • Pair chemistry
  • Pairing very junior people with very senior people
  • Hiring issues
Pair chemistry
Some programmers do not make good pairs. The chemistry does not work and you can not force it. For us the pairs are usually self selecting, so things work out. In more rare cases some programmers can't pair with anyone. Any team large enough that is switching over to a pair programming practice will have some programmers that cannot pair. It's OK to make exceptions for these people to program outside of pairs, but they will still need a peer review of their work before they commit. They usually will do some pairing as time goes by and may even switch over to do it all the time. You just need to give them time and not force it.

Pairing very junior people with very senior people
Pairing between the most and least experienced programmers is not best. You'll usually have the senior programmer doing all the work at a pace which the junior programmer can not keep up with. Matching junior level programmers with mid-level programmers is better.

Hiring issues
You want to make sure that every programming candidate for hire knows that they are interviewing for a job that includes XP practices and what that entails. We include a one hour pair programming exercise with each candidate in the later stages of our hiring process. This does two things. It is a great tool for evaluating how well the candidate will do in a pair situation where communication is critical. It also gives the candidate an exposure to what they are in for if they accept an offer. A small percentage of candidates will admit that pairing is not for them after this and opt out of consideration for the job. This is best for them and for you.

Measurable Improvements?
I'm often asked about how much XP has improved productivity. We haven’t measured the changes in productivity mainly because we implemented XP during a transition to a new engine and set of consoles. It was very clear that pace of new features slowed down from this start. This corresponds to measurements outside our industry have shown that a pair of programmers using TDD are about 1.5 times as fast as one separate programmer. The additional benefits clearly put XP/TDD well above the break-even level of productivity especially for games:
90+% stability in new builds at all times. This adds to the productivity of designers and artists
Post alpha debugging needs are vastly reduced. We spent a lot more time tuning than debugging
Iterative methods like Scrum tend to cause more bugs due to the higher level of change. TDD helps addresses that.

Introducing XP
The thing that worked for us in introducing XP was to have one team take it on to either prove the benefits and dispel the fears or to show there was no value. The team was composed of some of the more open minded programmers that were also very influential opinion holders in the company. After their initial success, everyone else wanted to try XP and prove that they could be successful with it as well. It’s good to note that our programmers will still write unit tests and refactor on their own personal programming projects.

Bottom Line
TDD is the most important beneficial element of XP, but I’m not convinced you get the full benefits without pair programming. It continues to be a touchy subject among programmers and there is a lot of opinions about it from people that haven't tried it (or tried it for a few days). All I can say is that it does work under some circumstances, but I can't give you solid figures about how much things like stability, code quality and innovation improved since we switched. As with any practice, you need to experiment with it, modify it for your needs and keep your eye on the principles you establish for your own products and teams.

GRIN opens new Sweden studio

Posted: 14 Dec 2007 12:23 PM CST

GRIN has announced that it is opening a new 700 squaremeter development studio in Gothenburg, Sweden, in January of2008

网络游戏中你最希望有什么样的家族和帮派呢?

Posted: 14 Dec 2007 09:39 AM CST

 其实就是网游的社会系统。
这些问题属于自问,也是求教许许多多普通的网络游戏玩家(感兴趣者可随意就其中一两个问题回复,感激ing...  ^_^ )。
 
你会加入游戏当中的社会组织(比如家族或者帮会)吗?为什么想加入这些组织呢?
 
家族相关
 
(1)假如你加入了一个家族,你喜欢做家族成员独自享有的一些个人任务呢(不加入家族做不了这些任务),还是喜欢跟家里人一起到处逛逛?
 
(2)如果有些任务是家族族长来接任务大家一起做,你恰好当天错过了时间,你觉得无所谓呢还是很不爽。如果不爽,有什么建议改进吗?如果你在的时候族长偏不在呢?
 
(3)你觉得家族之间是杀起来爽好玩,还是温馨的家族做点团队任务或者跟其他家族搞一些良性竞争,还是两者缺一不可?
 
帮派相关
帮派自然就是大一点的社会组织了。
(1)你觉得人多的社会组织感情好,还是人少的组织感情好?
(2)你觉得像魔兽世界那样预先设置阵营敌对关系好吗?
(3)你觉得帮派最好玩的地方应该在哪里?也就是帮派的什么玩法最吸引你?
(4)帮派之间的互相竞争争夺有意思吗?
(5)目前市面上哪个游戏的帮派系统最有意思,玩帮派的人最多?为什么大家都喜欢?尤其喜欢它的什么地方?
 
晚上边玩游戏边想到的。

Smoking Pot Gets Your Guitar Hero eBayed [Fyi]

Posted: 14 Dec 2007 11:40 AM CST

gh3wii.jpgSome of you may have already heard about the Canadian teen who was caught smoking pot. His dad, upset over his son doing drugs, put the copy of Guitar Hero III for Wii—that was being saved as a Christmas present for the boy—on eBay. The auction mentioned:

While I doubt this will keep him from ever smoking pot again, I think it will make him think twice before doing illegal drugs on my property.
The game went for a whopping $9,100,01...which will inevitably lead to loads of problematic-youth-spawned gaming paraphernalia flooding the eBay markets. Lesson learned!

Pot-smoking son punished with eBay auction
[thestar] Thanks MrPants!


Women In Gaming From A PR Perspective [Interview]

Posted: 14 Dec 2007 11:24 AM CST

talifischer.jpgMTV Multiplayer's week-long interview series on women in gaming comes to a close today with a noticeably positive spin. Tracey John's chats with Tali Fischer, a PR manager with Sega of America, who offers her opinion on the portrayal of women in games in a comment on Spike TV VGA's display of nude women in video game bodypaint.

When it comes down to it -- beauty sells. No matter what industry. Putting a good looking guy out front (like Abercrombie) appeals, having beautiful women starring in television shows appeals, and so does a great figure in body paint. The day we start looking at something like this and saying it is a bad thing and is sexist is the day we need to re-evaluate pop culture as a whole.

Fischer hasn't seen any of the discrimination or sexism that other women in the gaming industry have encountered, though in her particular profession the chances of any real dirt coming to fore are relatively slim anyway. I've known a great many PR people in my day, and they've all been extremely cheery, positive people, even when faced with promoting a product that's less than amazing. Not that Sega has ever had a less than amazing product, of course.

I'm guessing a lot of PR folks go home and cry at the end of the day. It's okay PR people. We understand. Let us know if you need hugs.

Women Working in Games: Sega PR's Tali Fischer On Progress, Sweatpants, And Naked Women At The VGAs [MTV Multiplayer]


Nintendo: Wiis Hit Shelves This Weekend [Original]

Posted: 14 Dec 2007 11:03 AM CST

target_logo.jpg

Nintendo of America president Reggie Fils-Aime confirmed today what we first broke earlier this week, Best Buy and six other national retailers will be stocking Wii this weekend. And by stocking I mean they will be advertising the console in their weekly circulars (except Wal-Mart) and then throwing the consoles up on the shelves come the weekend and then running away.

Best Buy, Target, Wal-Mart, Sears, Kmart, Toys R Us and Circuit City are all stocking the Wii this weekend for those still on the hunt. We had several tips after our rumor story ran about the stock issue.

According to Best Buy tipsters it sounds like all stores will have at least 21 of the consoles with some carrying as many as 100. I've also heard that Best Buy is expecting a second shipment next week which is supposed to go straight to shelves. Most stores will get them sometimes before noon. The bad news is that rumor has it that that will be the last pre-Christmas shipment for Best Buy, though they expect more in early January.

Target, another tipster tells me, has a big stockpile as well, some stores have more than 100. So this weekend sounds like your best chance to pick up a Wii, unless you don't mind buying a raincheck.


Nintendo Wii May Get Voice Chat [Nintendo]

Posted: 14 Dec 2007 11:03 AM CST

image01.jpgWhile the Wii isn't known for its particularly awesome online scene (*cough* friend codes *cough*), Nintendo is interested in improving the product. NOA President Reggie Fils-Aime said this morning during a conference call that while they have no interest in adding voice chat to Virtual Console titles, it could be coming to the Wii all the same.

In terms of voice chat... certainly our system has the capability for online voice chat, what it comes down to is finalizing the peripheral... I would not be surprised to see that capability come to this system.
And finalizing a peripheral shouldn't be much of a problem, because Nintendo could easily add a Bluetooth headset...since the Wiimote already utilizes the wireless standard.


Reggie On Third-Party Wii Game Quality [Breaking]

Posted: 14 Dec 2007 10:40 AM CST

threes%20company.jpgWhile Nintendo's own titles have been almost uniformly amazing on the Nintendo Wii, third-party publishers have achieved mixed success, with truly stellar titles (Raving Rabbids, Zak and Wiki) few and far between. In the Nintendo conference call today, NOA President Reggie Fils-Aime details plans to help third-party companies achieve Ninetndo levels of quality.

"On any system you will have a range of quality. Publishers are working extremely hard to take advantage of the Wii and it's unique abilities. Those publishers who do a great job enjoy fantastic sales. As publishers understand how to take advantage of the unique aspects of the remote you will see better and better games. We already have a certification program and publishers need to conform with a number of key aspects to get certified. What we don't do is have some sort of filter for quality, because quality is so subjective. Nintendo is working hand in glove with publishers to share with them our level of expertise with the technology."

My suggestion? Take that big ol' glove and use it to smack down anyone who tries to release another Ninjabread Man. The extent of Nintendo's guidance is anybody's guess at this point, though I am envisioning "Make Wii Games Like Nintendo" seminars popping up around the world.


Nintendo Announces GameStop Wii Raincheck Program [Breaking]

Posted: 14 Dec 2007 10:28 AM CST

wiiiou.jpgHaving trouble getting a Wii this Holiday season? Nintendo feels your pain, and in the conference call that Crecente is currently liveblogging, Nintendo of America president Reggie Fils-Aime has promised relief for the console-hungry masses. On December 20th and 21st, hopeful Wii-owners will be able to pre-purchase a Wii at their local GameStop for guaranteed deliver by the end of January. $250 gets you the promise of a Wii by the end of next month, which for gamers who've been trying to get their hands on the system since its release a year ago should be more than enough of a Christmas present. Mind you that Reggie specified the offer is only good while supplies last, and while he assures us that there are "tens of thousands" of rain checks available it still most likely won't be enough. Come the 20th expect to see people lining up outside of GameStops across the country. It's like launch day all over again!


Liveblogging the Reggie Talk [Liveblogging]

Posted: 14 Dec 2007 09:51 AM CST

giantreggieface.jpg

OK, the call with Nintendo of America president Reggie Fils-Aime is set to start any second now. I'll be trying to liveblog what he has to say and the questions and answers as it happens on the jump.

The invitation said that Fils-Aime would be discussing the "overwhelming demand for the Wii" and Wii supplies through the holidays and beyond. I suspect he will also be talking about the increase in production and distribution we mentioned earlier today.

Alrighty, I've dropped into the call. Waiting for it to start.

And it's started with Fils-Aime starting off the talk.

"The purpose of this call is to add some perspective to what continues to be an overwhelming demand for Wii."

He's outlining the effort they've put into meeting demand including a new rain check program. If a consumer goes into a Gamestop on Dec. 20 or Dec. 21 and make a full payment they will receive a Wii rain check certificate (while supplies last) which guarantees a Wii by the end of January.

Fils-Aime has also confirmed that six national retailers, including Best Buy, Target and Wal-Mart, will be releasing large supplies of Wii this weekend.

Fils-Aime says that with the rain check program GameStop has "many tens of thousands of rain checks available across their roughly 3,000 points of distribution." And calls it a great way for consumers to put something under the tree that guarantees they will have a Wii in January.

Reggie says that there is no hard date for when or if they will cut back or increase the current, and recently increased, production rate for the Wii.

MTV's Stephen Totilo asked Reggie if there is any thought about manufacturing Wii in the United States to cut down on the delay caused by the need to ship the finished product from Asia to the States. The short answer? No.

Rain check program is exclusive to GameStop because, Reggie says, the tools they've created for their pre-sale programs allow them to track specific sales trends and where consumers shop. "Only this retailer has the ability to handle this complicated a program."

On the quality of third-party games for the Wii:
"On any system you will have a range of quality. Publishers are working extremely hard to take advantage of the Wii and it's unique abilities. Those publishers who do a great job enjoy fantastic sales. As publishers understand how to take advantage of the unique aspects of the remote you will see better and better games. We already have a certification program and publishers need to conform with a number of key aspects to get certified. What we don't do is have some sort of filter for quality, because quality is so subjective.
Nintendo is working hand in glove with publishers to share with them our level of expertise with the technology."

On possible DS shortages:

"We do not have reported shortages of DS. As we get to the 24 of December inventory will be quite tight, there may be spot shortages at some retailers, but consumers should be able to find them."

On voice chat and VC online play:
"We do not anticipate making online gameplay for Virtual Console games. In terms of voice chat... certainly our system has the capability for online voice chat, what it comes down to is finalizing the peripheral... I would not be surprised to see that capability come to this system."

Finally someone asked if Nintendo is airfreighting Wii from the far east to the U.S. Reggis said they are "doing some unique things that are proprietary. We are expediting product to the Americas."

And that wraps up the call.


Slate's First Annual Gaming Club [Deep Thoughts]

Posted: 14 Dec 2007 09:40 AM CST

gamingclub.jpgWhat do you get when you take some of the most well-spoken writers in the gaming press and throw them into a round table discussion on the year in video games? You get Slate Magazine's first annual Gaming Club, which assembles Slate's Chris Suellentrop, Newsweek's N'Gai Croal, Seth Schiesel of the New York Times, and MTV's Stephen Totilo to discuss the video games that made 2007 the "best year ever for video games." They talk about the finer points of BioShock - the Citizen Kane of video games - versus Tetris, the joys of Desktop Tower Defense, the massive growth in the handheld gaming segment, and the future of gaming as we know it. Through twelve pages of back and forth and one podcast the gaming intelligentsia manage to cover the entire year and then some, and it is a fascinating read if you've got the time and vocabulary and cognitive power to keep up.

In the latest post, Seth Schiesel manages to neatly sum up my main criticism of this Gaming Club concept.

This has been great, but my, haven't we been serious! All of us have been so busy weighing industry trendlets and esoteric points of game design that I almost fear we have come to resemble the chin-stroking, self-styled sophisticates that made the arts writer such a lampoonable stereotype in the first place.
I don't actually think they hit that point until that paragraph.

What Slate's Gaming Club lacks is a layman. I think it would be much more interesting if every fifth post was from a less-erudite fellow, who instead of responding with countless paragraphs of exhaustive analysis and intellectual musings simply responded with, "Um, what?"

The Gaming Club [Slate Magazine]


Metaplace article in PC Gamer

Posted: 14 Dec 2007 12:05 AM CST

I found it on the newsstand! It’s the January 2008 issue. We’re even on the cover (as a small “Make Your Own MMO” blurb in a circle in the lower left).

Pretty good article, I thought — almost two full pages. And in case you are wondering, that one-eyed dinosaur critter is called a sqronk. Expect to hear more about him in the future.

Activision and Harmonix / MTV Coming To Blows?

Posted: 14 Dec 2007 11:22 AM CST

So... Harmonix and RedOctane - now owned by MTV and Activision Respectively. Once happy partners in one of the best franchises of the decade. Now... well, you know how "Ex-es" can be.

According the GamaSutra, they are now squabbling over a patch that would allow the Guitar Hero III controller to work properly with Rock Band on the PS3. Is this a bit of viciousness from Activision to try and stop the original Guitar Hero developer from eroding their sales during the critical Christmas sales? Activision claims that it is Harmonix that "declined Activision’s offer to reach an agreement that would allow the use of Guitar Hero guitar controllers with Rock Band." So Harmonix's statement could have been smokescreen to try and encourage customers to buy Rock Band in spite of the incompatibility, in expectation of a patch that is already working but (implied: temporarily) blocked.

What's the real story? It very well could be both. Synthesizing the two statements - Harmonix has a patch. Activision will agree to the patch only under certain conditions (concessions?) from Harmonix. Harmonix didn't agree to the terms (which could have been reasonable or entirely unreasonable, as far as we know). So Activision put pressure on Sony to block the patch.

So like squabbling divorced parents trying to win their kids' favor, they are painting each other as a bad guy. Am I getting warm here?

Did you enjoy this article? Be sure and check out past articles and the comments HERE.


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