"game" via 柠檬杀手 in Google Reader |
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Su Doku Live Sales Stats - $27,000 Income Posted: 16 Oct 2007 12:16 PM CDT Su Doku Live by DeadPixelGames has an interesting story. It’s their first game, and it sold around 50 copies directly on the Internet - yet made much more through publishing deal. Title: Su Doku Live Price: $20 Other income: $25,000 (exclusive publishing deal) Production & contract costs: $14,000 Profits: Around $13,000 ($27,000 - $14,000)
Developer comments:
Very unique story - thanks Deadpixelgames for sharing this experience. If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Mochi Media launches online ad network Posted: 16 Oct 2007 01:25 PM CDT Mochi Media has announced the public launch of
MochiAds, an online games ad network connecting advertisers
with independent game developers
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NPD: PCs Kids' Choice for Gaming Posted: 16 Oct 2007 12:30 PM CDT PCs are the most-used gaming platform for kids of all age groups, according to a new report from NPD Group.
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CEA projects $22 billion electronics holiday sales Posted: 16 Oct 2007 12:56 PM CDT According to the 14th annual Holiday Purchase
Patterns study, consumer electronics products will generate
USD 48.1 billion in Q4 sales, with USD 22.1 billion spent on
holiday gifts
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Posted: 16 Oct 2007 11:34 AM CDT I'm so scared.
Nothing has changed. I'm still so childish, hurting the others.
Try to depress the impulsion to understand everything. Life is not rocket-science.
A happy fool lives a merrier life than a sad Solomon.
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Analyst Dreaming of Hardcore Christmas Posted: 16 Oct 2007 12:04 PM CDT The hardcore market could see a considerable surge this holiday thanks to hardcore Xbox 360 games like Halo 3 and a shortage of Wiis, according to one analyst.
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Thom Robertson prototypes Drywall: The Game Posted: 16 Oct 2007 10:18 AM CDT Peter S., you should feel very very happy right now. Thom Robertson is one of the most badass devs I know, and he took up the challenge and prototyped your drywalling game design. You can play in a browser, or grab the downloadable version. So, now everyone needs to post what the refinements are, since you’re getting to see a prototype. Peter, given your audience’s feedback, what are you going to change? |
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Impressions: Penny Arcade Pwn Me in Eye of Judgment Posted: 16 Oct 2007 11:00 AM CDT Gabe and Tycho are Eye of Judgment savants. The two have been obsessing over the game since they played it in San Diego at Comic Con earlier this year. So when they read that I had the game set-up in my gaming room, Tycho pinged me to see if I'd like to play a match. Which was great, because I'm working on a review of the game and really wanted to get more of a taste for the online play, besides what I'd seen playing it against the Sony rep. Match one ended quickly, the cards barely used as Tycho handed me my ass in the game. The next week, yesterday in fact, Tycho asked if I was up for another game. Sure, I said. Great, we'll set up a game... We? Oh, Tycho forgot to mention that Gabe, master of the Pokedeck, was joining him in the pwnage. They play coop you see, sitting around their table wearing velvet robes, I suspect, plotting my demise and cackling over my misfortunes. I tried a little idle smack talk before we launched into our second match, this one powered by a deck I had recently built just for the occasion. The game was even shorter, and results even juicier in pwnage. Dammit. While I can't decide if this is a game that will maintain my interest, it's certainly one that has captured it momentarily and it's not because of the visual gimmicks. Eye of Judgment is a solid strategy game, one built around a pretty distinct yet easy to grasp set of rules. You could, with a little effort, probably play this identical game without the help of a high-def camera, game disc and Playstation 3, but there's something almost mystical about sitting down in front of a table and laying out cards that are almost immediately recognized by the console and then brought to life on the television. Once I found the right settings for my camera, I had no problems at all with card recognition, though I do have a very well lit room. The game is played in rounds, with each player taking turns first drawing a card and then using mana to use a card on the field or place one there. When a creature card is placed on the field it attacks in the direction indicated on the card. The field itself is broken into nine two-sided rectangular tiles. Each of these tiles are randomly assigned different elements for each side. The cards also have elements. Depending on how you place the card, your creatures can get health bonuses, deductions or be left alone. The object of the game is to capture and hold five tiles. There are some odd rules, for instance there is a casting lock that won't allow you to summon up the typically powerful Biolith creatures until there are a total of four creatures on the field. Other creatures are destroyed when placed on the wrong tile and some can be forced to attack your own creatures. Learning these nuances is what gives the game such legs, I think. Of course winning in the game is really all about building a deck and knowing how to use it. In Eye you use the camera, or can, to build your deck, placing four cards at a time down on the mat. The camera auto recognizes them and adds them to your deck. One little hitch is that if you place an illegal combination of cards in your deck, like two many of a limited type, it just doesn't allow it but doesn't explain why or which card was disallowed. That's not a huge deal, but it can be a little annoying. Sony went to great lengths to prevent cheating it seems. No, you can't color copy cards and then use them in the game, I've been told. And all of your online decks need to be verified with the camera. The console also auto draws your cards for you while playing online to prevent cheating. The games graphics are interesting, the battle animations aren't so much, but I think the fun of the thing is the fact that you're using so much technology in such a different way. I found that after the first few matches I actually turned off the battle animations, I didn't want to have to sit through them. But I still like playing the game. I get frustrated with the occasional connection errors, something only I seem to be experiencing, but I still play the game. I hate that the camera cord isn't long enough to reach the table where I have the game set up, that I have to put a weight on the camera stand to keep it from flipping off the table. But I still play the game. The whole thing, the camera, the stand, the cards, the playing mat, is a big mess of equipment I have to store somewhere. But I still play the game. I don't see Eye of Judgment becoming a smash hit, it's not meant to be, but for those of us who like strategy games, who like card games, Eye of Judgment is a whole lot of fun. |
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In Control: Play WoW With Your 360 Controller Posted: 16 Oct 2007 10:40 AM CDT
CONSOLE GAME EXPERIEINCE NOW AVAILABLE FOR WORLD OF WARCRAFT(r) SwitchBlade(TM) Software Available for Download from Xfire(TM) Provides Easy World of Warcraft Play Via Xbox 360™ Controller |
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Playable: MGS4 Playable At E For All Posted: 16 Oct 2007 10:20 AM CDT
The KP Report Session 061 [Kojima Productions - Thanks David!] |
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Guitar Hero 3: GH3 CD Comes With Three Game Songs Posted: 16 Oct 2007 10:00 AM CDT
The upcoming release of the Guitar Hero 3 soundtrack on CD will come packed with a code that will give you three new songs for the game, Activision said today. The soundtrack will include "key songs" and not the entire set list. The three extra game songs are "Carcinogen Crush" from AFI (from an EP due in December), "Tina" from Flyleaf and a remix of Marilyn Manson's "Putting Holes In Happiness" by Nick Zinner from the Yeah Yeah Yeahs. Hit the jump for the nitty-gritty. MORE THAN A VIDEOGAME SOUNDTRACK - GUITAR HERO® III: LEGENDS OF ROCK COMPANION PACK BREAKS THROUGH WITH PREVIOUSLY UNRELEASED SONGS EXCLUSIVE TO XBOX 360 SANTA MONICA, CA - October 16, 2007 - Music and videogames take the next step in the digital revolution with expansion songs included with a game's soundtrack CD for the first time. Guitar Hero® III: Legends of Rock Companion Pack (Interscope Records), to be released on October 23, 2007, features not only the key songs on Activision's Guitar Hero III: Legends Of Rock, available October 28, 2007, but also exclusive access to more gameplay with three previously unreleased expansion songs to play with Guitar Hero III: Legends Of Rock for Xbox 360. Included in each Guitar Hero III: Legends of Rock Companion Pack is a unique code users may input at www.interscope.com/guitarherocode to receive a unique Xbox Live code. Users may then input the Xbox Live code into their Xbox 360 console when logged into Xbox Live, to download the expansion songs. Xbox Live codes are expected to be available when Guitar Hero III: Legends of Rock launches on October 28. The three expansion tracks are "Carcinogen Crush" from AFI (from an EP due in December), "Tina" from Flyleaf and a remix of Marilyn Manson's "Putting Holes In Happiness" by Nick Zinner from the Yeah Yeah Yeahs. The latter two recordings also are heard on the soundtrack CD, along with AFI's "Miss Murder," Sonic Youth's "Kool Thing," Queens Of The Stone Age's "3's And 7's," Smashing Pumpkins' "Cherub Rock," Velvet Revolver's "Slither," Living Colour's "Cult Of Personality," Rise Against's "Prayer Of The Refugee," the Guitar Hero rendition of "Devil Went Down To Georgia" by Steve Ouimette and the game's intro by Slash, who is also a character in the game. Guitar Hero III: Legends of Rock will include explosive new content and features including a multiplayer action-inspired battle mode, grueling boss battles, a host of exclusive unlockable content and visually stunning rock venues. Expanded online multiplayer game modes will also allow axe-shredders worldwide to compete head-to-head for true legendary rock status. While continuing to retain all the key features from their prior legendary performances, fresh downloadable content will be offered on multiple platforms, and players can now shred to a killer set list from many of the most popular rock songs ever recorded. For the first time ever, Guitar Hero fans will also be able to thrash and burn with new wireless guitar controllers available for each platform, including exclusive Gibson Guitar's Les Paul model for the Xbox 360® video game and entertainment system from Microsoft, Wii TM home video game system from Nintendo, and PLAYSTATION®3 computer entertainment system. PlayStation®2 gamers will also get to shred on a new exclusive shape, Gibson's Kramer guitar, popularized by hard rockers and known for its body design, pickups, electronics and construction for furious finger fretting. Guitar Hero III: Legends of Rock, published by RedOctane® and developed by Neversoft, is rated 'T' for Teen by the ESRB. For more information about the Guitar Hero franchise, please visit the dedicated community site: www.guitarhero.com. |
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Releases: PS3 Finally Gets Shivering Isles Posted: 16 Oct 2007 09:40 AM CDT
Bethesda Softworks Announces The Elder Scrolls IV: Oblivion® Game of the Year Edition for PLAYSTATION®3 System and The Elder Scrolls® IV: Shivering Isles™ Xbox 360 Retail Disc Now Shipping |
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Violent Games: The Morning Show's Other Gaming Expert Posted: 16 Oct 2007 09:20 AM CDT
Then she wraps the whole thing up by suggesting that last week's Cleveland school shooting was prompted by violent games. "They're going to react in that same highly aroused, angry way and we saw what just happened yesterday..." Of course there was no link to video games involved in said shooting, but that's neither here nor there, is it? The best part of the Game Politics article posted this morning is when they reveal Dr. Susan's area of expertise. What qualifies her to comment on video game violence and its effect on children? You dare to question the author of Dr. Susan's Girls-only Weight Loss Guide: The Easy, Fun Way to Look and Feel Good? They've got the video of Dr. Susan's performance up over at Game Politics, complete with a brief cameo by our favorite lawyer. If these two ever team up it could lead to an extinction-level bullshit explosion. |
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Posted: 16 Oct 2007 10:01 AM CDT
时下对青少年网瘾问题的讨论往往局限在玩或不玩游戏的两种选择之间,其实喜欢玩游戏是未成年人的本性,也是其权利,克制网游沉迷的最佳途径应该是以子之矛,攻子之盾,通过开发有针对性的教育网络游戏达到最佳效果。对于那些沉迷于网络游戏的青少年来说,如果运用得当,教育游戏无疑是一个能将其引入“正途”的工具。而对于众多埋头于死读书苦考试的孩子们,教育网游将使他们枯燥的学习生活变得生动有趣而且丰富多彩。
目前,我国网络游戏用户已达2000多万,其中约半数以上为青少年,网络游戏对网民特别是青少年的影响已逐步加大。换而言之,网络游戏俨然已成为许多学生实际意义的“第二课堂”。《教育游戏产业研究报告》表明:在对141位家长的随机调查中,高达52%的家长在回答是否会给孩子支付玩游戏的费用这一问题时,选择了如果对孩子的学习和成长有益,会适当支付。这表明家长对孩子的教育非常重视,只要对孩子的学习和成长有益,即使是游戏也是可以接受的。而高达94%的家长表示如果教育类电脑游戏对孩子的学习和成长确实有帮助,愿意为此花一些钱。同时,该报告对家长能接受每月200元以下的教育游戏消费数额进行了统计并取其平均值,得到的数据是61.1元,这也就意味着全国大部分家庭每年愿意为此投入的资金至少为733.2元。由此可见,教育游戏如果能得以很好开发的话,应该能成为游戏产业中一个蕴含数十亿元商机的“金矿”。 但到具体实施时,采用什么方式将网络游戏和教育教学相结合,却是一个比较复杂的问题。由于用户对象主要是中小学生,其消费模式是家长掏钱和个人消费兼具,因此,这就要求商家开发出来的教育游戏产品既需要获得家长和教育工作者的青睐,同时还得让学生喜欢。因此,如何处理好教育和游戏之间的平衡,并找到教育和游戏相结合的模式是教育游戏产业能否顺利发展的关键。 毕竟,教育有很实际的目标,那就是要让学生迅速获得知识与能力。无论采取什么手段,都需要以提高、增强知识的获得为第一要素。为此,教育游戏不能以简单知识作为网游内容的载荷。从之前市面上已经出现的几款教育游戏来看,知识载荷过于简单是最大的问题之一。由于既要考虑娱乐性又要考虑知识性,加之游戏脚本创作缺乏一线教师参与,极易导致游戏的知识目标弱化,形成简单的知识载荷,对师生的真正需求大打折扣。因此,将教育教学的内容自然而然地融入网络游戏(特别是MMORPG型的网络游戏),是游戏策划的最高境界。相对来说,某些方面的知识,如地理、历史、文化、生活常识、动植物、旅游以及趣味数理化等,比较容易通过场景、地图、任务、技能、杀怪(害虫)等游戏要素融入游戏。 同时,为了更好地体现游戏性和趣味性,教育游戏应避免过多的打斗场面(可以适度保留一点),不宜采用即时战略、战斗型游戏,采取Q版卡通风格、策略型、益智型或养成型游戏将更适合中学生的特点。而对于那些不太易于直接融合在游戏中的知识,则可以通过“联机对战”式教育网络游戏,提供分门别类的大容量精选题库,进行打通关、抢答、竞答、冠军升级等各种模式的在线联机对战游戏,以游戏的方式解决学生的练习和测试问题。这种联机对战式教育网络游戏可以和学生升学考试题库练习挂钩,使之成为专用于在线测试练习的游戏化学习平台。也可以在不同地区设置服务器,提供适合当地教材版本的题库,以解决教材版本不同的问题,甚至还可以把这种联机对战教育游戏平台直接卖给教育城域网甚至校园网,其题库可以按照当地的教材版本由当地教师添加编辑。 无论以上哪种结合模式,如果策划和技术处理手段得当,都可以使中小学生在游戏过程中学到学科知识、百科知识、生活常识。此外,还可以在游戏中融入一些协作式、探索式学习模式,乃至使学生得到网络道德行为规范的熏陶。 教育游戏作为未来游戏和教育的发展趋势之一,它的实践刚刚起步,还需要游戏设计者、游戏制作者、教师等诸多方面的人士共同努力。而有着巨大市场潜力和良好社会公益性的教育游戏,也将成为让网络游戏摆脱一直以来大众心目中认为其对青少年存在负面影响的形象的一个良好契机。(原载于中国文化报10月11日网络文化版作者 张书乐) 精彩博文推荐 绝色美女 产业时评 黑幕揭批
旅行见闻
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《一百零一只宠物狗》(101 Puppy Pets)破解版[Bin] Posted: 16 Oct 2007 10:06 AM CDT 转自ftireloaded 游戏发行:Viva Media 游戏类型:Sumulation 游戏语言:英语 官方网址:http://www.viva-media.com/ 【游戏简介】 从101只可爱的小狗中选择, ... 或者全部收养了!和你最好的朋友一起, 要花很多时间照料这些宠物。 教他们一些技能, 看它们坐下、叫嚷、打滚。。。! 到宠物狗展览上获得荣誉和奖金。 别忘了,去商店给他们买玩具和奇趣服装! 全家一起玩,老少皆宜! 【配置需求】 Windows ©/XP/2000/98/Me/Vista, 700 MHz processor (1400 MHz recommended), 256 MB RAM, 100 MB free hard disk space, 32 MB video card (64 MB recommended), Direct X Compatible Soundcard, Direct X © 9.0c, 600x480 monitor, CD-ROM Drive 【游戏截图】 °²²²° °Û²±.±²²² ±²²Û. ²ÛÛÛÛÛÛÛ². ,ÛÛÛÛ,²ÛÛÛ~°°°°²Û²² °ÛÛÛÛÛÛ± ²ÛÛÛÛÛÛÛÛÛ±.±ÛÛÛÛ²°ÛÛÛ.°°²ÛÛÛÛÛÛ:. . ²±±. ~ÛÛÛÛÛÛÛ² ~ÛÛÛ°..²ÛÛÛ°.²ÛÛÛÛÛ²ÛÛÛ°°²ÛÛÛÛÛÛÛ²..²ÛÛÛ~., °ÛÛÛÛ°.°ÛÛÛ.°ÛÛ° °ÛÛÛ+. .°ÛÛÛ °ÛÛÛÛÛÛÛÛÛ°°²ÛÛ°.²ÛÛ²..²ÛÛ² ²ÛÛ²± .²Û° °ÛÛÛÛ²±.°ÛÛÛ²ÛÛ²°.°ÛÛÛ° .²ÛÛ².°ÛÛÛÛÛÛÛÛ².~ÛÛÛÛ²ÛÛÛ°.°ÛÛÛ².²ÛÛ².±Û° .²ÛÛ². ²ÛÛ°.. +ÛÛÛ²ÛÛÛÛ°.ÛÛÛÛ²²ÛÛÛÛ° ²ÛÛÛ²ÛÛÛÛ².°ÛÛÛÛÛÛÛÛ².²ÛÛ² °ÛÛÛ°.ÛÛÛÛ²± .°². .°ÛÛÛÛ.ÛÛÛ². .ÛÛÛ²ÛÛÛÛ².°ÛÛÛÛÛÛÛÛ². ²ÛÛ².²ÛÛÛ°.²ÛÛ²=²ÛÛÛI~ÛÛÛ².°ÛÛÛ.ÛÛÛÛÛÛÛÛ² ²ÛÛ²². .ÛÛÛ°.²ÛÛÛ, :.²ÛÛ².²ÛÛÛ..±²ÛÛÛÛÛ²...²ÛÛ².±ÛÛÛ°.ÛÛÛ².²ÛÛ².°ÛÛÛ,:ÛÛÛ² .²ÛÛÛÛÛÛ . ²ÛÛÛÛ° .²ÛÛÛ±²ÛÛÛÛÛÛÛ+²ÛÛÛ.°ÛÛ²: ..°±.. . ..... .±: =°²²².ÛÛÛ².²ÛÛÛ²²ÛÛÛ: ±ÛÛÛ²²Û± °²°. .°ÛÛÛ,°ÛÛÛÛÛ².:ÛÛÛ².²ÛÛÛÛÛÛ²²Û°²±... .... .Û²° ²ÛÛÛÛÛÛ°. ²ÛÛÛ. ±.²ÛÛÛÛ².. 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《美国女孩:拯救老鹰的朱丽》(American Girl: Julie Saves The Eagles)破解版[Bin] Posted: 16 Oct 2007 09:53 AM CDT 转自ftireloaded 游戏发行:THQ 游戏语种:英文 游戏类型:Adventure 游戏平台:PC 游戏容量:1CD 官方网址:http://store.americangirl.com 【游戏简介】 Shasta, Sierra, 和它们的小鹰宝宝——Freckles,都被囚禁在鸟笼中。朱丽知道它们必须回复自由。当她旅经San Francisco的湾岸地域时,达到了目的——把这些鹰拯救回大自然。包含一些特殊技能和隐藏关卡,朱丽的世界也会随游戏的发展而扩张。游戏中还有有趣的日记系统。 【游戏截图】 (稍后更新。。。) NFO .²ÛÛ². ²ÛÛ°.. +ÛÛÛ²ÛÛÛÛ°.ÛÛÛÛ²²ÛÛÛÛ° ²ÛÛÛ²ÛÛÛÛ².°ÛÛÛÛÛÛÛÛ².²ÛÛ² °ÛÛÛ°.ÛÛÛÛ²± .°². .°ÛÛÛÛ.ÛÛÛ². .ÛÛÛ²ÛÛÛÛ².°ÛÛÛÛÛÛÛÛ². ²ÛÛ².²ÛÛÛ°.²ÛÛ²=²ÛÛÛI~ÛÛÛ².°ÛÛÛ.ÛÛÛÛÛÛÛÛ² ²ÛÛ²². .ÛÛÛ°.²ÛÛÛ, :.²ÛÛ².²ÛÛÛ..±²ÛÛÛÛÛ²...²ÛÛ².±ÛÛÛ°.ÛÛÛ².²ÛÛ².°ÛÛÛ,:ÛÛÛ² .²ÛÛÛÛÛÛ . ²ÛÛÛÛ° .²ÛÛÛ±²ÛÛÛÛÛÛÛ+²ÛÛÛ.°ÛÛ²: ..°±.. . ..... .±: =°²²².ÛÛÛ².²ÛÛÛ²²ÛÛÛ: ±ÛÛÛ²²Û± °²°. .°ÛÛÛ,°ÛÛÛÛÛ².:ÛÛÛ².²ÛÛÛÛÛÛ²²Û°²±... .... .Û²° ²ÛÛÛÛÛÛ°. ²ÛÛÛ. ±.²ÛÛÛÛ².. 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Girls get to play the part of Julie as she travels throughout the San Francisco Bay Area to reach her goal of saving the eagles from a life of captivity. Special features include the chance to unlock new challenges and characters as Julie's world expands, plus a "Notes to Myself!" diary tool to enhance game play. Available in Windows® XP/Vista. Û Û ÛÛ² ²ÛÛ ÛÛÛ²± ±²ÛÛÛ ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°°°°°°°°°°°°°°°°°°ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°° Ripper's Notes °°ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ÛÛÛ²± ±²ÛÛÛ ÛÛ² ²ÛÛ Û Û 1:Burn to CD or mount image Û 2:Install Û ÛÛ² 3:Play ²ÛÛ ÛÛÛ²± ±²ÛÛÛ ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°°°°°°°°°°°°°°°°°ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ°° Group Info °°ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛ² ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ ÛÛÛ²± WE ARE THE MICRONAUTS. ±²ÛÛÛ ÛÛ² ²ÛÛ ÛÛ° °ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ° °ÛÛ ÛÛ² ²ÛÛ ÛÛÛ²± ±²ÛÛÛ ²ÛÛÛÛ²± ±²ÛÛÛÛ² ²ÛÛÛÛÛ²²± ±²²ÛÛÛÛÛ² ²ÛÛÛÛÛÛÛ²²²±± ±±²²²ÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛ²²²²²²±±±± micro...@hushmail.com ±±±±²²²²²²ÛÛÛÛÛÛÛÛÛÛÛ² ²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²²²²²²²²²²²²²²²²²²²²²²²²²²²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ² ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ²²²²²²²²²²²²²²²²²²²²²²²²²²²² ±±±±±±±±±±±±±±±±±±±±±±±±±± °°°°°°°°°°°°°°°°°°°°°°°° ßßßßßßßßßßßßßßßßßßßßßß ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ²²²²²²²²²²²²²²²² ±±±±±±±±±±±±±± °°°°°°°°°°°° ßßßßßßßßßß ÜÜÜÜÜÜÜÜ ÛÛÛÛÛÛ ²²±² ÛÛ This posting includes an audio/video/photo media file: Download Now |
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Posted: 16 Oct 2007 09:23 AM CDT 是说老史的, 虽然觉得说的是团队, 但我从后台记录的搜索引擎的搜索关键词来看, 把他们俩个放在一起谈, 总觉得有点太八卦了, 所以, 还是决定删掉了. 以后, 想通过那两个关键词找我博客的朋友, 请另外选择关键词吧. 特此说明. |
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Posted: 16 Oct 2007 09:27 AM CDT ![]() 下面就是陰影啦〜,今天光顧著做任務了,基本沒畫TAT。 把烏龜賣了,因為實在不好練,HP、MP太平均了〜。 敏也低…… 買了個垃圾仙人掌,為了好玩,中庸和邪〜! 滿身證了……最近任務真沒少打啊。 |
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ESRB's Vance Explains, Defends Game Rating Process Posted: 16 Oct 2007 05:38 AM CDT
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Atari Restructuring Criticized By Investors Posted: 16 Oct 2007 05:46 AM CDT
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Posted: 17 Oct 2007 12:50 PM CDT Rock, Paper, Shotgun has an awesome article by Kieron Gillen on the role of written text in games - both in the early days, and more specifically the continued use of text today. An excerpt:
"Words remain one of the more enigmatic yet efficient tools available to a professional game designer, and certainly one of the most overlooked. And its efficiency cannot really be overestimated – both in terms of player and development time. 'Language (and prose in particular) remains an important tool for game designers because it’s malleable,' notes Sheldon Pacotti, writer on Deus Ex and now at Spector’s Junction Point, 'One sentence can go from the Bronze Age to 21st-century Shanghai to the bridge of the Starship Enterprise. Imagine the development budget to represent that last sentence visually. Especially in adventure games, language is critical for conveying history, prophecy, and the multiplicity of a gameworld/society.'"One thing Gillen doesn't point out is that the decrease in the use of text for communication of ideas within games has also coincided with the drop in the number of mainstream PC-exclusive titles. The television isn't so great at being a medium for the printed word, even when plugged into a console that has computing power unimaginable when color TVs were new. And, curiously, where is printed text thriving? Hmmm... I have played a couple of MMO's lately that have been very dependent upon text for storytelling and communication. These huge worlds have to have content requirements to satisfy players for hundreds or even thousands of hours, and text is powerful enough to broaden that content very efficiently. Interactive Fiction (IF), the modern-day name for the Text Adventure, naturally gets a significant mention in the article. In fact, the entire article lingers extensively around RPGs and Adventure games, two genres that can derive some of the greatest benefit from text. Check out the article here: Word Play at Rock, Paper, Shotgun (Vaguely) related text gibberish: * Are Graphics Really Killing Gameplay? * Warhawk Movie and Endings * Does Textfyre Have a Chance of Reviving the Commercial Text Adventure? * Adventure Gaming Alive and Well? . Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe |
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It Is Amazing What You Can Accomplish If You Do Not Care Who Gets the Credit Posted: 17 Oct 2007 11:31 AM CDT “You can accomplish anything, if you don’t care who gets the credits”. I don’t know who originally said this, but I’m sure he doesn’t mind not staying anonymous. Do you need to get credits for what you’ve done? It’s quite strange, but if you don’t - then you actually can accomplish much more than if you do. Anyway, consider this. If you work for some boss, and let him use your ideas compared to somebody who always makes sure he must be acknowledged. The next time things get rough, your boss will prefer you (who give him ideas - and don’t care about the credits) over to the other guy (since he doesn’t give boss ideas). Putting others before yourself can be helpful for yourself. That was a quite simple example - but that’s the way it can go. If you don’t care who gets the credits, you can accomplish much: and be remembered as a helpful guy. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Ubisoft Paris Chooses Hansoft Management Software Posted: 17 Oct 2007 09:38 AM CDT
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Avatar Reality To Use Streambase CEP For Blue Mars Posted: 17 Oct 2007 09:20 AM CDT
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CDC Sues Mgame for Security, Tech Support Failures Posted: 17 Oct 2007 09:11 AM CDT
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Posted: 17 Oct 2007 01:41 PM CDT Curse, a Web 2.0 portal dedicated to online
games and gamers, has announced a new US headquarters in San
Francisco as well as additions to its executive
team
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Posted: 17 Oct 2007 12:17 PM CDT 今天同事在设计引擎的脚本接口时遇到一个问题:需要把 C 对象指针放到 Lua 中,允许 Lua 保存这个指针,并传递给其它模块。 这是给 Lua 写 C 扩展时常见的问题,撇开如何如何将对象的方法导入 Lua 这个更复杂的问题不谈,我主要想说说 C 对象的生命期管理的问题。 一开始的设计是把对象的销毁方法也导入 Lua ,由脚本程序员手工管理。这是很明显的 C 程序员的思路:谁构造谁释放。但在这里是不合适的,不符合带 gc 机制语言的习惯。 我们当然希望脚本更为健壮,不需要考虑对象释放的问题。所以晚上我想了一下,修改了一下这部分的实现。 从效率方面着手,这个问题分两种情况: 第一种情况很简单,C 对象可以被传入 Lua 状态机后,逻辑上可以确保它的指针一定一直有效,程序直到 Lua 状态机本身关闭后,才会删除对象。这种情况我们只需要把 C 对象指针以 lightuserdata 的形式压入堆栈即可。 第二种情况就是,C 对象由脚本创建或获得。在没有地方对其引用之后,对象则应该被删除以释放其占用的资源。这种情况,我们应该使用 fulluserdata ,为其注册 gc 元方法。 不过问题复杂在,引用 C 对象的可以是脚本也可以在 C 代码中。脚本中对 userdata 的引用 lua 状态机会自行解决,但 lua 的 gc 过程并不能直接知道 C 中是否对对象还有引用,这就是我们需要做的工作了。 python 的 C 接口提供了相关的函数,可以在 C 界面上对 PyObject 加减引用。但是 lua 的 gc 是基于根扫描的,状态机中并没有引用计数。很自然的,lua 就没有类似的 C 接口了。 我的解决方法是,在 lua 注册表中创建一个弱表(value 是弱的,而 key 是强的),把 C 对象指针和对应的 fulluserdata 以及它在 C 中的引用数量记入这个表里。然后提供一对 API 对引用计数增减。当引用计数为 0 时,清除关于计数的表项。最终可利用 gc 回收掉已无引用的 C 对象。 详细的程序可以参考我的 wiki 上贴的代码。 这里补充几点说明: 所有对象的 gc 元方法是共享的,而不是每次创建 fulluserdata 创建一个新的元表。这是一个简单的优化,可以节省不少的内存。方便起见,这个元表也放在那个弱表内。注意:在 Lua 中,每次压入一个 CFucntion 都会重新分配内存创建一个新对象。所以应该尽可能的共用。 每次从 C 对象指针生成 fulluserdata 时,都会去检查以前是否生成过。这样才能使引用计数统一计算。 代码随手写的,并没有经过严格的测试,如果谁想拿去用可自便,但发现 bug 请通知我修改过来。 :D |
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Website makeover for Game.co.uk Posted: 17 Oct 2007 01:09 PM CDT Specialist online games retailer, GAME.co.uk,
has unveiled a complete site makeover replicating the
in-store brand identity
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Achievements improve game reviews and sales, says study Posted: 17 Oct 2007 12:38 PM CDT Electronic Entertainment Design and Research has
released a study finding a correlation between 360 game
achievements and both review scores and gross
sales
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Live Action Lust for Power Pills Posted: 17 Oct 2007 11:49 AM CDT BLOG—Yellow balls, ghosts, power pills, and giant mazes. Pac-Man Plus dishes up a live action life-size Pac-Man competition where fans have the opportunity to be the ball and experience Pac-Man’s power pill chomping lifestyle or don some ghost garb and haunt the maze as Inky or Blinky.
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Free Games: RF Online Goes Free Posted: 17 Oct 2007 10:40 AM CDT
"RF Online is a great game with a strong community and by making the game free-to-play we're inviting absolutely everyone to come and enjoy this unique Sci-Fantasy online RPG," commented Kyle Rowley, Community Manager, Codemasters Online."Personally I enjoyed the look and atmosphere of RF Online when I played it during late beta, but felt that the gameplay itself fell flat. Maybe it'll play better free? |
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Finally: Street Fighter 4 Confirmed Posted: 17 Oct 2007 10:20 AM CDT
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Science: Astrophysicist Replaces Supercomputer with Eight PlayStation 3s Posted: 17 Oct 2007 10:00 AM CDT
Astrophysicist Dr. Gaurav Khanna is using eight linked Playstation 3s to measure what sort of gravity waves would be produced if a super-massive black hole were to swallow a star. The eight PS3s, donated to the doctor's research by Sony, replace Khanna having to tap into supercomputing sites at $5,000 a pop, Wired reports. He said the "gravity grid" of PS3s, which has been up for about a month now, are equal to about 200 of the supercomputing nodes. "The interest in the PS3 really was for two main reasons," explains Khanna, an assistant professor at the University of Massachusetts, Dartmouth who specializes in computational astrophysics. "One of those is that Sony did this remarkable thing of making the PS3 an open platform, so you can in fact run Linux on it and it doesn't control what you do." The other of course is the upcoming release of Eye of Judgment.... better pick up a some velvet robes Dr. Guarav "Gravity Grid" Khanna. Astrophysicist Replaces Supercomputer with Eight PlayStation 3s |
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Pac-Man: Be The Dot-Eating Ball Posted: 17 Oct 2007 09:40 AM CDT
PAC TO REALITY |
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Clips: Fake Boxing, Real Boxers Posted: 17 Oct 2007 09:20 AM CDT |
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Bionic Commando: Faith No More's Patton to Voice Bionic Commando Posted: 17 Oct 2007 09:00 AM CDT Bionic Commando Nathan Spencer will be voiced by former lead singer of Faith no More, Mike Patton, Capcom says in their official press release for the game. The release goes on to detail the storyline for the once classic title. On an interesting side note, I've been hearing about this remake for nearly two years. Apparently Capcom's been bouncing it around between developers for quite awhile now, though it looks like they've finally settled on a group. Now they just need to lose the hot dog arm and I'll be happy. SAN MATEO, Calif. - October 16, 2007 - Capcom® Entertainment, a leading worldwide developer and publisher of video games, today confirmed the return of one of its classic franchises with the announcement that Bionic Commando® is in development for the Xbox 360™ video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system and PC platforms. Taking its inspiration from its 8-bit namesake released on the Nintendo Entertainment System back in 1988, Bionic Commando features Nathan Spencer (voiced by former lead singer of Faith No More, Mike Patton), a shining example of the technological advances made by the Federal Bionic Armaments Development Division. After distinguishing himself in a fierce conflict against the Imperials, Spencer is betrayed and falsely imprisoned by the very people he unquestioningly served. Three years later, on the very day he is due to be executed for his supposed crimes, an experimental weapon detonates in Ascension City, unleashing an immensely powerful earthquake coupled with a radiation shockwave that leaves the city in ruins, wiping out its populace. Military intelligence suggests that a large terrorist search force has moved in and occupied Ascension City, but as yet their motives remain unclear. With the terrain in ruins and the terrorists in control of Ascension City's air defenses the FSA has only one option open to them the reactivation of Nathan Spencer. Bionic Commando harnesses the power of the latest generation of hardware to fully exploit the swing mechanic that made the original title so unique. The ruins of Ascension City and its surroundings provide an engaging environment of towering buildings, suspended roadways and monorails, deep canyons and sheer rock faces that allow gamers to traverse each area via multiple routes using swinging, rappelling, climbing and wall walking techniques. An expertly trained operative, Spencer is able to target and take out enemies while hanging upside down, climbing a building or even in mid-swing. At close quarters, the bionic arm packs a mean punch, while from a distance, objects such as boulders and cars can be grabbed and launched at enemies. The development team behind Bionic Commando represents a unique and compelling collaboration of cultures and skills, consisting of an American Producer living in Japan, a Japanese Creative Advisor and highly-rated Swedish developer GRIN providing a European influence. This partnership provides a further example of Capcom's strategy to work with the best developer talent, while maintaining the unique elements of creativity and approach to game design for which Capcom is renowned. The official Bionic Commando website is now live at www.bioniccommando.com |
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Night Note: What's with the Narnia Hate? Posted: 17 Oct 2007 08:40 AM CDT To: Crecente Oh yeah, I can totally see you into the circus. Not sure why... Though, yeah, that makes sense. Embarrassing to say, but I haven't ever really read any of the Narnia books. I remember seeing an animated version of one of them as a kid, I think. Not sure! I picked up a copy of The Lion, the Witch and the Wardrobe at my local bookstore. And since my local bookstore is pretty darn local, it doesn't have any English books. So I got the Japanese translation, which is actually called Raion to Majo ("The Lion and the Witch"). Apparently, adding the Japanese word for wardrobe was too much of a mouthful. Bummer! That word is kinda important, I hear. Did a quick Wiki of the book. Seems there's been a ton of criticism of it recently. For example, J.K. Rowling said, ""There comes a point where Susan, who was the older girl, is lost to Narnia because she becomes interested in lipstick. She's become irreligious basically because she found sex. I have a big problem with that." Writer Philip Pullman even said, "I hate the Narnia books... with a passion..." Awesome! Now, I really read it. Wonder how much will be lost in translation... The rest of my day was spent blogging and buying Willie Nelson albums. :) What you missed last night |
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Singstar: This Friday, Europe Gets SingStar...Bollywood Posted: 17 Oct 2007 08:20 AM CDT
* Aashiqui - Nazar Ke Samne SingStar Bollywood on Friday [Eurogamer] |
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Contest: And The TP Wrapping Begins! Posted: 17 Oct 2007 08:00 AM CDT
BRAVO. So what's going on here? We're doing a bandage cosplay contest. Meaning? If you have toilet paper, you can enter. If you have band-aids, you can enter. Just cover yourself in bandage, and you are good to go. YES, IT'S THAT SIMPLE. The deadline for the contest is October 23rd. Send your entries to kotakucontestATgmailDOTcom. And remember, you aren't just playing for a DS game. Oh, no. You are playing for INTERNET FAME. Storm the castle! Dementium: The Ward [Official Site] |
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Wii: NiGHTS Toy Melts Our Cold, Bitter Hearts Posted: 17 Oct 2007 07:40 AM CDT
Kind of wish the actual game looked like this darling, little goody goodie. |
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The Asian Dynasties Trial Version Posted: 18 Oct 2007 03:59 PM CDT The Asian Dynasties Trial Version: We had over 26,000 downloads of the trial version from our community site in its first four days. There are maybe a dozen different sites where you can get it. Check out our site forums for opinions of the trial version as people try it out. The game itself has gone gold and is working through the duplication and packaging process. The WarChiefs at World Cyber Games: Our expansion pack to Age of Empires III was one of the competitive events at this year’s WCG and our own Greg Street was there. He had not been at one of these major competitions in a while and was very impressed with the changes he saw: • Korean, Italian, and Mexican teams in matching team jackets and warm-up suits. Congrats to iamgrunt from Korea (South), who defeated the US representative, parfait, in the best of three final of The Warchiefs competition. Iamgrunt is a past WCG champion in other Age game competitions. Greg says our game was played off the main floor and accessible only to competitors. But he noted that Microsoft had a significant presence as a sponsor, including a half dozen Forza cars on display and The Asian Dynasties available for playing by visitors. Overall, Greg thought the entire event was very polished and professional. http://www.worldcybergames.com/6th/main.asp The Warchiefs Championship Replay: Our friends at Heavengames.com have posted a replay of the first game from the WCG final. One of our moderators, Milo, a highly ranked player in his own right, was on hand to watch the game being played and stepped in to give better commentary than originally being offered. http://aoe3.heavengames.com/cgibin/forums/display.cgi?action=ct&f=1,34545,0,10 Greg Street on Age of Empires III: Greg was the Lead Designer on Age of Empires III and he was invited to speak at a conference in Seattle tied to the WCG. He gave some background on Ensemble Studios, the history of the Age of Empires franchise, and our development philosophy, but the bulk of his remarks centered on the design of Age of Empires III, and the many changes it went through during development. Pre-Design: Greg noted several of the challenges he and the team faced up front. • The press had recently said that real-time strategy (RTS) was dead as a genre with no significant innovation in sight. Proposed Design Solutions: Greg and his design team came up with several ideas for these and other challenges in the design proposal. Big Design Features: As the design plan came together the team settled on six main features, only three of which made it to the finish. • Out: victory points (studio split about 50-50 in favor or against) Greg mentioned examples of other innovations that did not stand up once they got into our design by playing process. These included changing the first 15 minutes of play, which had been comparable in all previous Age games. Changing this moved the game too far from being an Age game. Having players start on a ship and then land/explore/start was too risky and made losing early too easy. Allowing fighting early also meant losing early was too large a possibility. Building cities on a grid may have resulted in prettier cities, but was confusing, hard to implement, and less personal/fun for players. Innovations that did stick included allowing the training of soldiers in batches (appealed to hard core but casual gamers could ignore it), no drop sites for resources (less micromanagement), passable forests, story based campaign (more interesting), and personalities for the computer players (artificial intelligences). Critical Reaction: After Age of Empires III got into the hands of reviewers and millions of gamers we got feedback on the decisions that we had made. Things we learned included these. • The user interface was too big and blocked too much of the playable screen (optional minimal screen was quickly implemented). Bruce Shelley |
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Stats Feed: Today's most popular headlines are Okami ... Posted: 18 Oct 2007 04:00 PM CDT Today's most popular headlines are Okami Wii Confirmed (12,348 views today), 40GB PS3 Bound for America, BC Is "Secondary" (8,886) and Break HL2 With The Portal Gun (7,118).
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Posted: 18 Oct 2007 04:00 PM CDT While I have control over what our writers do and can control, to some extend what our readers do. I unfortunately have no control over what other Gawker editors do. Today one took it upon themselves to post a very inappropriate photo on the top of Kotaku using someone else's name. We immediately worked to have it removed, but thanks to the Intertubes the photo was on the top of the site for 20 minutes. There are jokes, I don't mind being the butt of them, but I do mind someone ruining the credibility I have worked so hard to build and maintain. I apologize deeply for having that photo pop up on the top of our site and into your office, your home, and probably indelibly into your mind. |
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Clips: Mass Effect Voice Over Artists Explain Craft Posted: 18 Oct 2007 03:40 PM CDT "I'm so excited and I just can't hide it. I'm about to lose control and I think I like it." Mass Effect 'Celeb Interview' [gamevideos] |
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Oohh: Seth Green Calls Mass Effect "Choose Your Own Adventure" Posted: 18 Oct 2007 02:40 PM CDT
It's kind of like a "Choose Your Own Adventure," where all the dialogue is interactive. I would just record a couple of different options. You know, if the player went in a particular direction I'd react to it with this line or if they chose this direction I'd react to it with that line. They'd show me a cool picture and say, "This is what's happening," and I'd react with "OH MY GOSH, YOU BETTER GET OUTTA THERE NOW!"I miss Choose Your Own Adventure books. Have any games really captured their experience yet? Indigo Prophecy gave us a taste, but it always felt more like an amuses-bouche than a substantial meal. Actor Seth Green on Being the Joker Of "Mass Effect" [mtvmultiplayer] |
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TV: Mario Makes It To South Park Posted: 18 Oct 2007 02:20 PM CDT
Mario on South Park [gonintendo] |
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Charity: Mad Catz Backs Breasts Posted: 18 Oct 2007 01:40 PM CDT
Mad Catz(R) Pledges Support [via maxconsole] |
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Vacation: Carmack Codes On Honeymoon, And Every Vacation Posted: 18 Oct 2007 01:20 PM CDT
The really funny thing is, for our honeymoon we had to ship two computers to the hotel so that he could work! It's one of the endearing parts about it. He can't be without his computer, because he just loves to code, so he must code every single day!But this wasn't just an isolated incident. We were on vacation in Hawaii, and that's where he wrote it. I think it was over the weekend, because we usually don't leave too long. It was like, a four-day extended weekend -- we left Friday and came back on Tuesday, or something, and in that weekend, he had done the engine for Doom RPG. He was like, 'here's the engine, go for it!'I love my Doom manifestations as much as the next guy. But dude, you were in Hawaii, with your wife. There's got to be something to do more fun than programming cellphone engines. Q&A: Fountainhead's Kang Talks Orcs & Elves DS, Wii Possibilities [via sexyvideogameland] [image] |
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Roundup: Frankenreview, Beautiful Katamari (Xbox 360) Posted: 18 Oct 2007 01:00 PM CDT
And when we finally laid our eyes on the 93 ton, 700+ year-old statue Flynn said, "Never in my life did I think I'd see this. I remember rolling it up in Katamari..." It was a special moment. Hit the jump for our Frankenreview on Beautiful Katamari for the Xbox 360: every review you ever need on a game from a franchise famous for rolling up the Great Buddha.
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Ouch: Chinese Piracy To Take "Generations" To Fix Posted: 18 Oct 2007 12:40 PM CDT
One generation is not enough here. If you ask me, I estimate it will take three to five generations.Oh, and just to put the billions of lost dollars in perspective, we found this interesting little tidbit: According to [one] study, estimated revenue losses from software piracy in China increased 39.8 percent from US$3.9 billion in 2005 to US$5.4 billion last year...That stat is software alone. How much of it is games, we don't know. But if this software (and entertainment) piracy growth continues for a few more generations, things could get very messy for consumers right as companies like Sony are finally considering more open platforms. China anti-piracy battle "will take generations" [reuters] Revenue loss from piracy in Asia up [zdnetasia] |
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Lord Of The Rings: LOTRO Book 11: More Cowbell Posted: 18 Oct 2007 12:20 PM CDT
Codemasters Online and Turbine to unveil Book 11: Defenders of Eriador for The Lord of the Rings Online Thursday, 18th October (2pm GMT) - Codemasters Online and Turbine, Inc. announced the details of the third free content update for subscribers to The Lord of the Rings Online™: Shadows of Angmar™. Book 11: Defenders of Eriador continues the epic story of The Lord of the Rings Online adding over 100 new quests, a new 12-player raid, two new areas in Middle-earth and introduces the player housing system. Book 11: Defenders of Eriador will be available to European subscribers of The Lord of the Rings Online on October 25, 2007. "The Lord of the Rings Online has quickly become the hottest online game of the year," said Jeffrey Steefel, the Executive Producer. "Book 11 is our most ambitious update yet. We continue to define the standard in interactive storytelling with the next chapter of our epic story and introduce a wealth of new content including the housing system, which will give players the opportunity to live in their own home in Middle-earth!" NEW FEATURES: The Epic Continues! -- Amarthiel has lost the Palantir, but not before using it to discover a clue to the location of Narchuil, the ancient Ring she lost at the Battle of Fornost. She turns her gaze eastward seeking to recover the Ring while the Dunedain find themselves with only one way to halt her advance. Calenglad believes that Mordrambor, the Black Numenorean held prisoner by the Dunedain, may be the key to ending Amarthiel's ambitions. Player Housing -- Players can now live in their own home in Middle-earth! Housing choices from four different neighborhoods - be it a majestic home overlooking a waterfall in Ered Luin, or a cozy hobbit-hole in the Shire. Kinship Halls provide plenty of space for groups to gather after a long day of adventuring. All homes provide the option of additional storage and can be customized inside and out with hundreds of unique items. Two New Areas -- Players can now explore even more of Middle-earth. Tâl Bruinen is an extension of the Trollshaws where players can see Gollum for the first time in The Lord of the Rings Online. Players can also trek to the High Pass in the Misty Mountains to combat fierce snowstorms and visit Goblin-town, the famous site where Bilbo Baggins was captured in The Hobbit by J.R.R. Tolkien. Raid-"The Rift" -- The Lord of the Rings Online's second raid will be introduced in Book 11. This 12-player epic takes you through many new dangers in the Rift of Nûrz Ghâshu to face a fearsome Balrog. New Musical Instruments -- Book 11 brings more enhancements to our popular music system. Players can now entertain others with one of three new instruments including the Bagpipe and Cowbell. Over 100 New Quests -- The story continues for players as they aid the Fellowship and encounter new adventures. The Lord of the Rings Online delivers an interactive experience brimming with life and filled with the familiar people, places and monsters from the most beloved fantasy adventure of all time. From the quaint surroundings of the Shire to Angmar, the vile kingdom of the Witch-king, players will experience the world of Middle-earth as never before. The Lord of the Rings Online is available for purchase at major retailers across North America and Europe. For more information, or to download a free trial, visit www.trylotro.com |
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Announcement: How to Get Banned: A Primer Posted: 18 Oct 2007 12:00 PM CDT It's been awhile since I've posted about our commenting policies here on Kotaku. They are, I believe, different than with most other sites. We are not content to allow our posts to just fill up with white noise, people posting FIRST! or GAY! or Not NEWS! Despite our proficiency in posts about what I like to call gaming culture (cakes, costumes, pumpkins) we do take our jobs and the topic we cover quite seriously. (And we like to work in a douche-free zone.) I like nothing more than to hear someone make a smart argument about what an idiot I am. I love to hear thoughtful discourse about what makes one of our opinions totally and completely wrong. Disagreement, when presented thoughtfully, is the best thing that can come from a story written on Kotaku. But those singing comments--that mostly intellectual, funny, zippy tone in our group discussions--doesn't come without some effort on our part. That, my friends, is what the banhammer is all about. Really I should call it a trowel, because we use it not to crush commenters but to weed out trolls and the people who'd like nothing more than to fill the halls of Kotaku Tower with echoes of fanboyism, flamewars and tripe. So disagree with us, please. Just don't be banal, god forbid, uninteresting. |
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Classified: British Spies, Found in Videogames Posted: 18 Oct 2007 11:40 AM CDT
computer-savvy, technologically able, quick thinking...We find increasingly we have to use less conventional means of attracting people . . . to go beyond glossy brochures and milk-round stalls.In short, they're looking to teabagging specialists. But before you get your hopes up, know that most of what they need are less with the knifey and more with the typey. Why video gamers make the best spies [timesonline] Thanks Ad! |
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Digital Delivery: GameTap Nears 1000th Game Posted: 18 Oct 2007 11:20 AM CDT
GAMETAP APPROACHES 1000 GAMES IN SERVICE |
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PGR4: Formula Racer Gets Skid Luck Message Posted: 18 Oct 2007 11:00 AM CDT Russ Swift, UK's top stunt driver, was hired by Microsoft to burn a good luck message with skid marks onto the parking lot of Battersea Power Station for Formula One racer Lewis Hamilton. Swift created the Project Gotham Racing 4 stunt with a sports car, a motorcycle and three sets of tires. The end result: a 50-foot Go Lewis, meant to cheer Hamilton on for this weekend's Brazilian Grand Prix. Hit the jump for the full press release and unfortunate Freudian Slip.
LONDON WISHES 'GOOD LUCK' TO LEWIS HAMILTON WITH GIANT MESSAGE MADE OF CAR SKID MARKS |
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Virtual Worlds: CSI: Second Life Posted: 18 Oct 2007 10:40 AM CDT
First Life Meets Second [Tuneup Talk via Game Politics] |
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Clips: A Glimpse Of The Edge Of Twilight Posted: 18 Oct 2007 09:08 AM CDT The folks at Fuzzyeyes Studio have got this teaser thing down pat. First they distribute it via YouTube, of all places, which isn't really conducive to discernible details. Then they trim it to 20 seconds long, which is actually closer to 12 once you figure in titles and blank spots. While I still see some traces of the Planescape flavor I saw in the screenshots previously, the combat looks a great deal more visceral than I expected. I suppose this is the action portion of this action adventure game. |
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Posted: 18 Oct 2007 04:04 PM CDT E for All is about to open to the public, as pre-registrants explore a rather tame show floor. Next-Gen's early impressions of the show within...
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Wanted: Gamers for Career in Espionage Posted: 18 Oct 2007 04:04 PM CDT BLOG—British intelligence agencies are looking for some new recruits, and they're looking to gamers by embedding advertisements in videogames.
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Dille: Price more a primary concern to consumers Posted: 18 Oct 2007 04:50 PM CDT The ability to play PS2 games is not the primary
driver for the PS3's business, says Peter Dille
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Posted: 19 Oct 2007 01:09 PM CDT 这几天,一直在玩太阁5,光荣这一系列游戏真的很有趣,每次推出一款下代产品,不会加很多新元素,但每次都更让人融入环境——这个是把握游戏的能力,国人比较缺。 |
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Posted: 19 Oct 2007 12:44 PM CDT A very good question was posed at the forums: how to deal with a slacker:
Short Answer: That’s pretty much it. It doesn’t make sense to keep people who cannot finish anything in the team. I remember working with one guy who was constantly saying how many hours he has done for the project. When I tried to find out what exactly he had done - he couldn’t give me a proper answer. At some point he left the project, and that’s the last I’ve seen of him. Often there’s emotional reasons why you might keep somebody in the project: you think it “feels bad to let somebody go”. There’s one thing to consider. Others will feel bad if you let the guy continue. You cannot put one slacker higher than others: you must also think the rest of the team. I would also like to point out that one shouldn’t judge (or say that somebody is a slacker without clear “evidence”). A slacker constantly keeps saying that he will do something, but he never gets anything done. If you think you have a slacker in the team, then (before firing him) you might consider making it really clear for him what he needs to do. Perhaps you haven’t been clear enough for him to perform optimally - so don’t make the mistake to fire somebody based on what you feel. Make it clear that you have a project that must progress, and that he needs to help with the project (and give specific tasks) - or your paths must go to different direction. Whatever you are going to do, make sure you don’t let one guy to ruin your project. Make sure people get the stuff done what you expect from them - and make darn sure they know what you expect from them. |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Analysts: Expect 'Ratty' Q2 From THQ Posted: 19 Oct 2007 09:20 AM CDT
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Survey: $580 Million In Console Download Revenues In 2007 Posted: 19 Oct 2007 09:18 AM CDT
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Posted: 19 Oct 2007 11:07 AM CDT
And on a little side note, I'd be willing to give up the last 10 years of advancement in high-end computer graphics if it meant there would not be an Alvin and the Chipmunks movie. Please tell me who I need to go back in time and kill. |
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Mmorpg: Stargate Worlds Next Year Posted: 19 Oct 2007 11:20 AM CDT
"We've got a playable version of the game inside of our building. I'm not prepared to release our beta schedule yet, but I can say that we're going to be releasing the game in the fourth quarter of next year. You can do the math and figure out when our beta program will be."But math is hard! Tell you what, you guys send us a press release when the beta program info is available, and we'll go back to geeking out over the possibilities of an MMO with the potential to span an entire universe. Stargate Worlds Set to Release Fourth Quarter 2008 [TenTonHammer via Blue's News] |
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Xbox 360: MSoft Gets 360 Arcade Into the "Proper" Hands Posted: 19 Oct 2007 11:00 AM CDT It sounds like, if you read between the lines of the attached press release, that Microsoft might finally be officially rolling out the Xbox 360 Arcade edition next Tuesday... or maybe not. The press release, found on the Hispanic PR Wire, is really more about the importance of giving Xbox 360s to your family, regardless of your background. That's right, even poor people can play games. Thanks for clarifying Microsoft. To be fair Microsoft is donating two of the 360 Arcade consoles to each Para Los Ninos center on Skid Row in LA and throughout Southern California. I hear the Elites are all going to those Beverly Hills' children centers. WHAT: The selection of family-oriented programming for Xbox 360 is also being expanded with the release of a library of more than 200 games and 700 television episodes in English and Spanish from Nickelodeon and Warner Bros., ranging from "Dora the Explorer" to classic "Looney Tunes" and "SpongeBob SquarePants". In addition, to encourage parent-child relations in households of all kinds, Xbox is making a major donation to low-income families. WHY: Each of Para Los Niños' centers on Skid Row in Los Angeles and throughout Southern California will be equipped with two Xbox 360 Arcade consoles, given access to a full library of educational programs and entertainment games in English and Spanish, and provided with technical support by Microsoft. WHERE: WHEN: WHO: PHOTO OPS: -- Unveiling of the new family-friendly Xbox 360 Arcade |
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Guitar Hero Iii: Target's GHIII PS2 Bundle Posted: 19 Oct 2007 10:40 AM CDT
Target Corp. Giving Fans More Reasons To Rock With Guitar Hero® III: Legends Of Rock Bundle |
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Demo: PES 2008 Hits North American Xbox Live Posted: 19 Oct 2007 10:20 AM CDT
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Industry: EA Forecasts the Death of Dedicated Consoles Posted: 19 Oct 2007 10:00 AM CDT
Gerhard Florin, Executive Vice President and General Manager International Publishing for Electronic Arts, recently told the BBC that incompatible consoles make life harder for developers and consumers and that he can see a day when set-top boxes replace the PS3, Wii and Xbox 360. "I am not sure how long we will have dedicated consoles - but we could be talking up to 15 years," Mr Florin added. Game consultant Nick Parker agrees that consoles are destined to die out, replaced intstead with one piece of hardware that has different operating systems or channels from companies like Nintendo, Microsoft and Sony. Personally, I don't see this happening anytime soon. Steam has certainly opened the door to the concept of digital distribution, but people still aren't quite ready to cut the leash to their hardware. EA wants 'open gaming platform' [BBC] |
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Hysteria: Brownback Blog Late To Handheld Dangers Party Posted: 19 Oct 2007 09:40 AM CDT
Introduced in 2004, the Nintendo DS (for Dual Screen or Devil Screen), this game machine has sold some 700 million or so units. That's an epidemic. It's undeniable that it has been a "success" for its Japanese manufacturer, Nintendo (makers of Donkey Kong aka Monkey Donkey, a game in which a monkey kidnaps a young girl to satisfy his bestial desires). It's also been a tremendous success for pedophiles everywhere. In retrospect, I would have bought my DS even sooner had it actually stood for Devil Screen, and I was in line the day before the first model came out. The writer seems to have a lot of repressed sexual feelings stirring in their loins, as evidenced by the 'satisfy his bestial desires' bit. The article then goes on to present a completely made up story as a matter of fact. I have been notified by one parent whose child was solicited to "come to the mall and we can go shopping and do other fun stuff. Don't tell your mom because she might spoil our fun. Parents are such a drag. LOL." Fortunately her parent was watching Susie (a pseudonym) that day, as all parents should, and reacted the way any good, loving, responsible parent would. She deftly ripped the offending device out of her hands, sent the reply "stay away from my baby, you psycho" and triumphantly snapped the unit in half. Nintendo TP (two pieces). It's garbage now.I mean, I suppose it is possible that some fictional guy was driving by this fictional person's house with Pictochat open on the car seat next to him, hunting for fictional children, and just happened to find one of these fictional children idly sitting with the Pictochat program open, hoping to have some new special friends wander by, but seeing as everyone involved so far has been fictional this more than likely didn't happen. Perhaps the writer is trying to create a fictional role model for parents to look up to. After all, Betty Crocker wasn't real but she is the champion of baked goods that come in boxes and tubs of frosting, so I suppose Susie could be the champion of symbolically tearing child molesters in half to keep them away from her baby, you psycho. To round out the article, the writer dredges up the old PlayStation Pornable video from ages past, in which the mainstream media warns us that there are dirty pictures on the internet, no matter how small the screen is. As icing on the cake, they throw in a video of JT talking about Grand Theft Auto. With supporters like these it is no wonder than Sam Brownback is pulling out of the running for Republican presidential candidate. Either there are too many sensible people who would never support him in a million years just to avoid association with these idiots, or the man realized that being a presidential candidate representing people like this would only encourage them. Early Christmas Alert: Nintendo DS [Blogs 4 Brownback via Game Politics] |
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Gallery: The Characters of Talisman Posted: 19 Oct 2007 09:20 AM CDT
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Clips: Ace Attorney: Apollo Justice Posted: 19 Oct 2007 09:00 AM CDT |
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Night Note: Heavy Heart, Old Friend and One Cruddy Pumpkin Posted: 19 Oct 2007 08:40 AM CDT
Geez, rough. I, as you, do not want to dwell on it, but yah, I really felt kinda depressed all day today, in a funk so to speak. Have a feeling you were too. And no, I'm not talking about losing at Halo 3. That was small potatoes. Water under the bridge, so hopefully everyone will move up and on. Good thing was chatting with Luke Smith! Probably there are some newer readers that don't remember when he wrote for us. Luke Smith has the distinction of being the third person hired when we started expanding so many moons ago. I really enjoyed writing with him and always enjoy his conversation. He's good people and a class act. Oh! So that picture up there? That's our family pumpkin. It's about the size of an apple and has stickers on it. Talk about depressing. |
What you missed last night |
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Skies Of Arcadia: New Skies Of Arcadia In Development? Posted: 19 Oct 2007 08:20 AM CDT
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Posted: 19 Oct 2007 08:00 AM CDT
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Journalism: Miyamoto Gets Award From the Economist Posted: 19 Oct 2007 07:40 AM CDT
Nope! That would been the Yamauchi family who founded Nintendo. Miyamoto has done other things for Nintendo. Really, really important things. Economist Award [Games Industry] |
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Posted: 19 Oct 2007 10:14 AM CDT |
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Posted: 19 Oct 2007 11:53 AM CDT A new study forecasts online console revenue will hit $583 million this year, as gamers become increasingly accustomed to downloadable software and paid subscriptions.
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Analysts: September Xbox 360 Victory To Be Short-Lived Posted: 19 Oct 2007 08:07 AM CDT
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Posted: 21 Oct 2007 11:52 AM CDT 又老了一岁的日子,平静的就这样过去了,平静得和一般的周日没有什么差别,人年纪一大呀,就没啥特别的需求了。
嗯,本来想要一个礼物,但是可以给我这个礼物的人现在不想给我,所以不知道下个生日能不能得到。 也有个生日愿望,其实去年生日就许下了,但去年没有实现,今年呢,还是没有实现,希望明年可以实现吧。
就这样了。 |
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Posted: 21 Oct 2007 10:10 AM CDT 日前在日本电视台播放的nds《胜利十一人DS:GOAL×GOAL》广告:
由于前作的拙劣表现,对本作也不看好,不过广告拍得还是挺有趣的。
相关链接:
http://blog.sina.com.cn/u/4938f71b010006m6 http://blog.sina.com.cn/u/4938f71b010007ek http://blog.sina.com.cn/u/4938f71b010007m1 http://blog.sina.com.cn/s/blog_4938f71b01000dip.html nds“胜利十一人DS”新作官方网站 |
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Silent Hill: Japan To Get Butcher Figure With Silent Hill Origins Posted: 21 Oct 2007 10:00 AM CDT
[via PSP Fanboy] |
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Posted: 21 Oct 2007 10:09 AM CDT Today, Beijing was more like the Beijing I’m used to: smoggy and polluted. After spending most of the day outside, my throat feels phlegmy, my skin dry, my eyes itchy, and my nose clogged. It was also quite warm for late October, which probably contributed to the carpet of dust and dirt that hung over the city. You can literally see the pollution descend upon the skyscrapers in the distance, colouring them a murky, greyish brown. Other than that, it was a fantastic day. Beijing is a city of contradictions. |
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Posted: 21 Oct 2007 09:56 AM CDT ![]() \(≧д≦)/ 好累……明天要上学…… 今天終于沖到LV30,but殺到12村發現兜里的錢不足買書NND…… 開始慢慢練bb,渣仙人掌+渣星?…… 和朋友在一起等人組隊,百合中? |
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Posted: 21 Oct 2007 06:05 AM CDT
今天出门一时兴起,试了试扎小辫子。两条小辫子,满逗的,我扎了半天才弄好,实在是不舒服,果然是脑门太大了……
![]() ![]() ![]() ![]() 哪面都有了,我在COS犯人照片,谢谢。 |
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Posted: 21 Oct 2007 09:29 AM CDT
原本以为下午4点多就能到家的,没想到7点多钟才到家。哈哈,两天的旅程消耗了不少的体力和财力。简要汇报一下,过些日子再好好总结一下。
这次公司组织去的地方是八达岭野生动物园和龙庆峡。个人感觉还是龙庆峡比较好,野生动物园和我想象的差远了。好啦,简要的说说。
在去景点的车上,体验了一下刚刚安上的PSP版《战神DEMO》。哈哈,操作和视觉效果都不错,要是这个体验版再多些就好了。
抓拍了高速入口的安检,十七大好象开了有一阵子了。不过个人喜欢军警装备,所以趁这个时候就拍了下来。
两条路比较了一下,感觉差不多。哈哈!一条是高速公路,一条是野生动物园内的观光路。
刚近园区就看见门口的牧羊犬和没有被关起来的小老虎、狮子。动物还是小的时候比较可爱,本来打算抱一下的,导游让赶紧上车就没抱成。要是能带走就OK了,不过可能是犯法,嘿嘿!
野生动物园的铁门在我看来是关我们这些观光客的,进去就别想出来。
看到了森林里的两只熊,不过少了一只。要是有三只就是浪漫满屋了。哈哈!
进门之前留张本BLOG主相,要是有个牛X相机就好了,能照个全景带广角的效果。
知道我这哥们在拍什么吗?狮子!下面一头正在吃东西了,不过没看见捕食的情景。
哈哈,我哥们造型很有,不过没抓拍到。只拍到了这张特写,正在酝酿中。 |
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《街头美少女:超级宝贝》(Bratz: Super Babyz)硬盘版 Posted: 21 Oct 2007 08:17 AM CDT 转自sharevirus 游戏发行:THQ 游戏类型:Action 游戏语言:英语 官方网址:www.thq.com 【游戏简介】 Bratz娃娃们梦想成为理想中的英雄,以获得飞翔的技能, 从而做她们所想的并做到最优秀…永远不必打盹! 但是,当梦想接近时,Bratz娃娃开始仔细的考虑她们真正想要的。 由于外星人的帮助,这些Bratz娃娃获得了超能力! Jade能够爬过高墙, Cloe能意移物体, Yasmin能高速移动, Sasha非常聪明,而且她们都能飞! 【游戏截图】 ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛÛÜ Û ÛÛÛ ÛÛÛ ÛÛÛßßÛÛÛ ÛÛÛ ÛÛÛßßßß ßßßßßÛÛÛ ÛÛÛßßßßßßßß ÛÛÛ ÛÛÛßßßßßßßßßßß ßÛ Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ßßßßÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛßßÛÛÜ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛßßß ÛÛÛßßÛÛÛ ßßßßÛÛÛ ÛÛÛßßÛÛÛ ÛÛÛßßß ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛ Û Û ßßßßßßßß ÛÛÛ ÛÛÛ ßßßßßß ÛÛÛ ÛÛÛ ßßßßßßß ÛÛÛ ÛÛÛ ÛÛÛ ßßßßßßß ÛÛÛ ÛÛÛ Û ÛÜ ßßßßßßßßßßß ßßßßßßßßßß ßßßßßßß ßßß ßßßßßßßßßßß ßßß ßßßßßßßßßßß ßßßßßßß ÜÛ ßÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß P R E P A R E T O B E U N L E A S H E D ! ! BRATZ Super Babyz Rip Ä ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ä Release Date : 16/10/2007 Protection : CD-Check Release Type : RIP 20x5.00MB Company : THQ Ä ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ä Release Notes: please little sister dont punch me again, i will download the game for you.... Ripped: some Movies Ä ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ä Install Notes: 1. Unpack the release with WinRAR or equivalent into your main game install directory 2. Run the setup.bat 3. Play by running SuperBabyz.exe Ä ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ä Unleashed salutes all friends of the family, contacts and competition! Ä ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ä " make love not warcraft! " |
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Posted: 21 Oct 2007 07:14 AM CDT 喜欢的漫画家屈指可数,藤岛康介却是一个。上小学的时候喜欢漫画,一塌糊涂的爱,此间看遍当时的书摊,遂翻到《我的女神》,惊为天人。喜欢一个漫画家,皆因其画风,藤岛康介的画风算不上另类,却正是我爱的那种。加之漫画情节很有趣味,自然入的我眼。这一看就是多年。 那时候还有一套漫画,叫做《逮捕令》,眼拙的我没有看到,只是沉溺于女神的世界。善良,温柔,体贴,宽容……贝璐女神啊~如果有这样一个女孩子肯做女朋友,大概所有男生都会投降吧。 后来,有一个游戏,叫做《樱花大战》。第一次看到这个游戏的时候,我就想,好熟悉的画风啊,只因为这个画风,就买了。这样的画风,该是个好游戏吧。玩了以后才知道,人设场景等果然是藤岛康介大叔做的,而且,这游戏在日本和中国都有大批的fans。精美的动画,曲折的情节,花样的少女,略有搞笑的对话……樱迷们更是津津乐道。樱没有成为我心目中的女神,我更喜欢瑾。 那时候我才知道《逮捕令》这个漫画是该补一补了。果然是出色的作品。这一年,一种叫做盗版CD的东西在这里铺天盖地。于是,我看到了《逮捕令》动画版。总是觉得漫画的东西到了TV上便变了样子,本来津津有味的感觉变得转瞬即逝,好像缺点什么。 2007年《逮捕令:全速前进》出现了,这个动画我压根没下,因为我看到了那个宣传图,很是失望。就是再藤岛康介的画风再普通,也不是如此。虽然这张图我同样很喜欢,但是我不知道,这个跟原著的关系有多大。藤岛康介大叔到底为它做了多少贡献,我想可能其中没有一笔是他自己画的,大抵都是制作公司的人员按照原设来的,所以失去了那一点藤岛康介的独特韵味。不过,这张图也可能是因为藤岛康介的画风成熟了,最好是如此。 ![]() 漫画TV化的问题在哪里?也许商业运作是最大的原因。毕竟,再好的作品,不能赚钱,就不入流。君不见风格粗糙如《One Piece》《灌篮高手》《火影忍者》这样的作品到了TV都大放异彩,灌篮高手我看到的第一眼甚至以为不是我原来看到的那个,还好人物特征尚能把握。一个朋友北条司死了,因为TV版本《天使之泪》看不到他的影子,我想,大概还是因为不是本人画的吧。北条司的作品我看得最多,从算得上出道作品的《我是男子汉》到后来不计其数。可惜现在鲜见其身影,我也不禁怀疑是不是死了-_-如果是,大概也是商业化大潮的影响吧。我喜欢《假小子勇希》也是只出了2,3本就夭折了,听说是销路不好;我也喜欢《非常家庭》,但是没有几卷也草草结束了,原因也是受众太少。这两个作品我认为无论情节还是创意都是可圈可点的,更难得《非常家庭》关心的是一个当时还算另类的群体,这样的作品早早夭折实在另我感到难过。 漫画商业化,也许还有很长的路要走吧。 Tags - 逮捕令 , 樱花大战 , 我的女神 , 非常家庭 , 藤岛康介 , 北条司 |
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New Poll: Favourite Games Platform Posted: 21 Oct 2007 08:28 AM CDT Time for a new poll; I had several interesting questions I was considering, but I couldn't get a set of answers I was happy with, so instead I went with something simple:
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Results of Poll 2: Influence of the Wii Remote Posted: 21 Oct 2007 08:25 AM CDT |
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Posted: 21 Oct 2007 08:03 AM CDT 首先,三款360大作下来,共同的感觉就是游戏过程流畅。 大概是3,4年前玩FPS游戏时,还是需要手动保存游戏进度,点出菜单,选择save。有一天玩到马克思佩恩时,发现只要按F5和F9就可以快速存取档了,觉得方便无比。后来接着就是大家都熟悉的二战FPS大作,在那里感受到了自动存取档的方便。省略了无数的操作,甚至取消了HP回复道具的设定。玩家只要没挂,躲个地方就可以把生命补满。 存档操作,搜寻HP药水,分神关注HP值。把这三个对这三款大作的游戏体验几乎无用的东西省略之后,玩家可以全身心的投入战斗之中,游戏的置入感由此而来。 (可惜,失落星球里加入了温度这个类似HP的设定,玩家要四处寻找补充体温的地点,但看在和世界观相关的份上,小扣半分。)
我将第一点引申出来就是:明确自己的设计目的,然后找出与自己设计目的相违背的要素,或者修改优化,或者剔除。
所以说,对于一些网游的辅助插件,大家不要一味的打击。比如辅助加血加魔的插件,需要具体针对某个游戏,才能说他的好或者不好。比如盛大的霸王,游戏就自带了加血加魔的插件。这对于出门练级要带上百药水的游戏来说,无疑是一个福音,减少了无谓的操作,也让玩家更容易投入游戏之中。 当发现玩家使用辅助工具时,我们应该从自己身上找原因。而不是一昧认为玩家想作弊偷懒,应该想想,是否我们的某些东西妨碍到玩家了。
明确设计目的再进行修改的思想,在三款大作上的另一个系统上也有的体现,就是瞄准操作。 用手柄玩射击游戏,没体验过的人,可能会感觉不如鼠标方便。因为一说到射击游戏,相信大多数人的第一反应就是,考验操作,要用一个不到米粒大的点,去瞄准目标。的确荣誉勋章的X360版本就是这样的,我的准头根本实在无法达到玩PC的水准。 而在这三款作品中,根据手柄的特性,都对瞄准的精度做出了调整。要么是准心像winsows的图标那么大,要么就是在一定误差范围内自动进行准度的纠错。在游戏中无论是点射,还是扫射,精准度都大大提升,即使是FPS菜鸟,也可以充分享受到游戏的爽快。
因此,在做设计时,一定要明确自己的设计目的。明确了自己的设计目的之后进行的修改,不敢说是完全正确的,但也是有的放矢,别人问起,可以说出个所以然来。比起墨守成规的设计思路,这是进化的开始。
其次,宫本大叔箱庭理论的体现。 ------------------------------------------ 宫本茂认为:“每个人、每个群体都有其独立而封闭的世界,两个人的蓦然相遇就好比是两个完全不同箱庭世界的相互碰撞和融合,那种奇妙的感觉决非轻易可以言传…”基于这种思想, 宫本茂的游戏非常强调单一场景的独立性和场景切换时产生的巨大视觉落差,比如在其游戏经常会用黑暗的地下甬道来连接两所截然差异的场景,从另一端突然现身所造成的思维跳跃感更衬托了游戏的趣味性。箱庭思想就是宫本茂十多年游戏制作生涯的独特感悟,这种理论涵盖了所有的游戏类型。 ----------------------------------------------
简单来说就是:关卡的结构由基础的房间-通路-房间结构构成。
还是以前的个人感觉:鬼武者,生化危机频繁切换地图的箱庭关卡,一定程度上破坏了游戏的连贯性。 所谓的箱庭理论,诉诸于关卡,个人认为应该体现在一个连贯的关卡之中。这三款大作的设计正好佐证了我的观点,连贯的游戏场景和玩法转换,让玩家更好的投入于战场的气氛之中。其中的感受,应该只有玩过的人才可以体会了。 关于箱庭,在另一篇中会有着重描述相关观点并进行引申。这里仅点到为止。
第三,欧美和日本的制作观念差异。
东洋鬼子还是重情节,重关卡,重设计。失落的星球争取每一个关卡都设计得不同,每个BOSS的打法都各有不同。这是优点,也说明一个缺点,就是制作思路比较传统。从失落的星球中其他地方还可以看出来,两个关卡之间,除了介绍情节发展,必不可少得还有任务说明。上一关的武器无法被携带到下一关中也是传承了传统的游戏设定。
西洋鬼子则比较强调氛围,重体验,而剧情相对较弱。在两款欧美作品里,关卡和任务之间自然的动画过渡,战斗中临时插入的通信对话,和队友之间的交流等,都使得代入感更强。而失落星球里几乎都是单人战斗,相对之下在游戏过程中略少了些变化。 战争机器着重了动作成分,敌我双方各种战术动作穿插,在掩体后腾挪闪躲,使得游戏感觉更加真实,也增加的趣味性。 光环3则体现在武器和载具的玩法上,任务开始时的弹药量根本不足以应付整场战斗,更多的时候则是通过缴获敌人的武器和载具进行补充。而小关卡之间的武器也是继承下去的,没有友军的支援,一般不会更换为标配武器。 在关卡上,欧美偏重体验,而不是关卡设计。比如战争机器的一个关卡,就是让你在一个2层的小房屋里坚守,然后敌人从外围涌入。这种类型关卡在欧美战争题材的游戏中屡见不鲜,每次玩到这类防守型的战斗,我总是心跳加速,肾上腺分泌增加,忍不住多玩几次。 当然传统的偏设计型的关卡,也有自己的特点。多玩几次之后,随着对关卡的熟悉,操作熟练度的提高,一气呵成的闯关,玩家在其中获得成就感也会很足。比如大家都很熟悉的最快通关玛丽兄弟的录像。就是对关卡熟悉到一定程度后才能做到的。 两种不同的体验,你喜欢那种呢?
体验型关卡的比较快餐化,设计型关卡的偏核心玩家一些,这是个人看法。我属于快餐型的,我只需要体验到过程的乐趣,结果是否完美并不是太重要。而核心玩家,则会找到设计的漏洞,或者不断锻炼自己的技巧,以最终的完美达成为目标。
本文完。
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Posted: 21 Oct 2007 06:41 AM CDT 该死的论文…… 写论文这个东西,真的那是相当辛苦的事情。本来想写一些关于最近关注的 BlueDrop的东西的,现在也是困的不行…… 虽说今天要交论文了,但是忙整了周六周日才把关于FPS历史和网游历史两块个整通畅了。然后现在文章就暂停在这里。上来说两句废话,一回接着开始写。 话说来这里不能白来,怎么也要意思一下多一些字什么。干脆从论文里摘抄一段好了,点击详细阅读查看。
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Posted: 21 Oct 2007 06:41 AM CDT 该死的论文…… 写论文这个东西,真的那是相当辛苦的事情。本来想写一些关于最近关注的 BlueDrop的东西的,现在也是困的不行…… 虽说今天要交论文了,但是忙整了周六周日才把关于FPS历史和网游历史两块个整通畅了。然后现在文章就暂停在这里。上来说两句废话,一回接着开始写。 话说来这里不能白来,怎么也要意思一下多一些字什么。干脆从论文里摘抄一段好了,点击详细阅读查看。
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Posted: 21 Oct 2007 05:19 AM CDT
这是收到到的一个方案,从中可以看到娱乐行业对网络游戏行业陌生的状况,这需要网络游戏行业从自身角度出发,向外界推广自己
韩真真网游产品代言策划方案 ■合作概述:游戏产业是当今娱乐市场增长的最大动力之一,各家网络游戏的竞争也随着行业的发展逐步升温。借助明星作为网游产品形象代言人的营销手段也成为时下比较流行和普遍的推广方式。游戏公司利用明星代言人的知名度、影响力和号召力吸引大量网络用户的眼球和众多媒体的注意力,能够使自己的网游产品得到更好的推广宣传;而明星则利用网游产品在网络的大量传播进一步扩大和提升自己的知名度。因此,明星与网游产品的成功合作会达到一个“双赢”的效果。 ■现有的成功案例:“剑侠情缘”--------《这一生只为你》--------羽泉 “封神榜”-----------《多情人间》--------------沙宝亮 “热血江湖”--------《泉水》--------------------香香 “完美世界”--------《完美世界》--------------水木年华 “传奇世界”--------《传奇世界》--------------蓝沁 “仙境传说”--------《梦想天空》--------------孙燕姿 “剑侠情缘II”-----《剑侠情缘》--------------韩红 “诛仙”--------------《诛仙我回来》-----------任贤齐 ■艺人简介:韩真真,一个具有国际化嗓音和过人创作才华的实力型歌手。05年参加“超女”比赛让她倍受关注,而在争议之中过早的止步比赛也曾让她一度成为话题人物。06年顶着各方面压力再次重返“超女”舞台,充分展现音乐才华,感动无数观众,并在最终获得全国总决赛第七名的好成绩。比赛结束后陆续参加各种大型商业演出,使她的人气有了更进一步的提升。07年,韩真真与国内一流音乐制作公司EQ唱片签约,成为著名音乐人胡海泉旗下的歌手,音乐以及其它演艺事业正在稳步发展。 ■合作方向:①韩真真为某款即将上市的网络游戏创作并演唱主题曲。 ②韩真真为该款游戏中某个人物形象代言。 ■双方利益:我们选择与网络游戏公司合作,看重的是网络游戏在玩家中广泛的传播途径,而网络游戏公司通过与艺人的合作,也能够使网游产品得到多渠道的宣传。 ■合作优势:①韩真真是一位音乐创作才女,创作风格多变,可根据某款指定游戏产品的特点为其量身创作主题歌曲。 ②韩真真是一位实力歌手,嗓音独特,具有国际化特质,辨识度高,演唱过的歌曲都会被打上“韩式风格”的印记,为某款游戏产品演唱主题曲,会为该产品增加深刻的记忆点。 ③韩真真所在的EQ唱片公司是国内一流的音乐制作公司,拥有顶尖的专业制作设备和强大的制作团队,数年来曾为国内及亚洲当红歌星、团体制作歌曲数千首。 ④韩真真即将发行第一张个人专辑,无论是媒体还是歌迷都对她的首张专辑抱有很高的期望值和关注度,如果能将为某款游戏产品演唱的主题曲收入到专辑中,游戏产品将通过唱片得到有力的宣传。 ⑤韩真真个人专辑发行后将进入一个密集的宣传期,宣传期间通过各种形式对专辑中的歌曲大量的推广,她本人的人气也会在这个时期有一个大幅度的提升,而她所代言的产品的知名度也会随之提升。 ■宣传形式:各种形式的落地宣传、网络、电台、电视、平媒、无线SP等…… |
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Posted: 21 Oct 2007 01:08 AM CDT 日子一天天地过去,从来都不曾知道它是什么,谈论的只是想象。 书籍,音乐,电影,游戏,……,生活在幻象中逃离,是真,还是假? 我想人是“一分为二”的物种,一半在观念的体系中“生活”,一半在物质的体系中“生存”。 ——活而不存,存而不活,还真是个问题! |
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Posted: 21 Oct 2007 01:05 AM CDT 王 琛译
作为一位重要的思想家,伯林对于音乐以及其他艺术也颇具造诣,曾任伦敦皇家歌剧院监事,伦敦国立美术馆董事,并写过相当多的乐评文字。伊朗学人雷敏·亚罕拜格鲁(Ramin
Jahanbegloo)曾与伯林作过长篇访谈——《和以赛亚·伯林对谈》(Conversations
with Isiah Berlin, New
York,1991),现译出其中谈论音乐的一节。 |
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《霍伊尔赌场游戏2008》(Hoyle Casino 2008)硬盘版 Posted: 21 Oct 2007 12:02 AM CDT 转自sharevirus 游戏名称:霍伊尔赌场游戏2008 英文名称:Hoyle Casino 2008 游戏制作:Encore Software, Inc. 游戏发行:Encore Software, Inc. 游戏语种:英文 游戏类型:Gambling(博彩类游戏) 游戏平台:PC 官方网址:http://www.hoylegaming.com 【游戏简介】 霍伊尔赌场——长期以来卖的最好的博彩类游戏。 在16种最流行的博彩类游戏中,本作提供了600多种各不相同的项目,都是激动人心又富有挑战性的。 【游戏截图】 _ _:__ _ ___________________________________:_ _ | | S! | /\_____/__________ /\____ __________/\ _ ________. / ________ \_/ _/_______\______ \_ _ \\ |/ / _ / |/ __ / // /\ / / / / / / _______/\ /____________ /___________ /___________ /________________\ _ _ _ _ _ _._ \/ \/ \/ _._ _ _ _ _ _ \\(\| |/)// \ _ 2003 - V A C E - 2007 _ / _ _|\_ /________________________________\ _/|_ _ : \/ \/ : P r e s e n t s Hoyle Casino 2008 (c) Encore Software - - -+- - - ------------------------------------------------------ -- - - Game Type : Action/Puzzle # of Disks : 55 * 4.77MB Released : Oct 16th 2007 Protection : SecuROM - - -- -----------------------------------------------:-- - - -+- - - - GAME NOTES -+- | ------------------> - - -- -----------------------------------------------:-- - - -+- - - HOYLE Casino, the best-selling casino game of all time, offers excitement and challenge with over 600 variations of 16 of the most popular casino games. - - -+- - - --:----------------------------------------------- -- - - <------------------ | -+- iNSTALL NOTES - - - -+- - - --:----------------------------------------------- -- - - 1# Unzip, Unace manually or use our installer. 2# Hit Hoyle Casino.exe to play. 3# Have phun! Ripped: Music - - -- -----------------------------------------------:-- - - -+- - - - GREETiNGS -+- | ------------------> - - -- -----------------------------------------------:-- - - -+- - - BACKLASH # CRUDE # DiViNE # FAiRLiGHT # PWZ # RiTUEL # TNT _:__________________________________ _ _____________ _ _ ______________:_ | | | IF YOU ENJOY THIS GAME, BUY IT! | _|_________ _ _ _ _ _ _ ________________|_ : "fools!" : |
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Posted: 21 Oct 2007 09:07 AM CDT
Cory's argument in a nutshell (and it really is more an argument than a presentation of a case): He provocatively argues that SL effectively eliminates geographic constraints from creative action, and then points to ways that this heralds vast transformations, through virtual worlds, in the nature of sovereignty and citizenship writ large. All three of the critical commentaries, in my opinion, push back to a certain degree on these ideas, with Evans interrogating what we mean by geography's costs and what its advantageous may nonetheless be, and Verkuil (who has written extensively on sovereignty) asking some penetrating questions about what Linden Lab's degree of control over SL means for its (and other virtual world makers') potential regulation. My comment probably attempts to throw the most cold water on the prospects Cory outlines. Enjoy! (NB: MIT Press is making the entire issue available for free via pdf downloads at the link above, and they've told the authors that we're free to post and distribute without worry. Nice.) |
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Posted: 21 Oct 2007 12:29 AM CDT 深两市周四大幅下挫,但香港股市收盘上涨,因为投资者相信中国政府将采取措施缩小中国上市公司A股和H股之间的价格差距。 彭博资讯(Bloomberg News)的一篇报导是导致大陆股市周四下跌的导火线之一。彭博引述中国证券监督管理委员会(China Securities ...
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Posted: 22 Oct 2007 04:54 PM CDT THQ has announced updated guidance for its
second quarter and fiscal year reflecting lower than
anticipated sales of two releases and the decision to move
three titles to 2009
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Nintendo Seizes 10,000 Hong Kong Pirate Devices Posted: 22 Oct 2007 09:46 AM CDT
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Videogames in Schools: GTA the new ABC? Posted: 22 Oct 2007 04:02 PM CDT BLOG—Do videogames belong in the classroom? In a recent interview, David Hutchinson, author of Playing to Learn: Video Games in the Classroom discusses his belief that videogames can have value in the educational system, even finding a place for controversial Grand Theft Auto.
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Posted: 22 Oct 2007 02:53 PM CDT 英国游戏零售商Gamestation预计今年的圣诞节假期将成为史上销售最火爆的游戏销售季节。 这主要归功于多个硬件厂商的降价措施及满足不同消费者的产品型号,软件方面也有很强的阵容。 Wii快满周岁了,但玩家的热情丝毫不减,所有的Wii都是一上架,当天就会被买走。 虽然Gamestation正在接受不正当竞争的调查,但公司高管表示Gamestation专注于今年圣诞节并希望创下好的销售业绩。 No Tags |
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Posted: 22 Oct 2007 03:20 PM CDT Nintendo along with Hong Kong authorities have cracked down on a piracy operation with a raid that yielded 10,000 game copying devices.
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Clips: Uncharted: Drake's Fortune, Jetski Battle Posted: 22 Oct 2007 02:40 PM CDT I've had mixed experiences with Uncharted: Drake's Fortune at Leipzig and Tokyo. While the game is gorgeous and the premise is classic, I'm not entirely sold on it quite yet. I had difficulty with the control scheme at times, and when all the enemies look exactly the same in a game that, as I said, is gorgeous, that collision with the reality of console limitations can pull you out of the experience far more than a jaggie here or there. But it's impossible to see a clip of Uncharted without getting a little excited, even if blowing up barrels slows the action more than we'd like. |
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Gangbusters: Nintendo And Hong Kong Team Up, Raid Pirates Posted: 22 Oct 2007 02:20 PM CDT
Supreme Factory Limited has been banned by the government from distributing mod products and their assets have been frozen pending trial. While China may think that piracy will take generations to stop within their borders, Nintendo is aiming for that day to be sooner as opposed to later. Full press release after the jump. Hong Kong Raid Nets 10,000 Products Used to Play Pirated Nintendo Software High Court Intervenes to Stop Distribution, Freeze Assets |
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Oddities: The Usable Halo Helmet Posted: 22 Oct 2007 02:00 PM CDT
On Friday I posted the results of one of my flights of fancy, gutting out the Master Chief helmet that came with the Legendary edition of Halo 3 so I could wear it on my head. At the time I said that I thought that replacing the fake visor with a real one would ruin the effect. As much as I appreciate the hardwork this PBNation poster put into doing just that, I think I was right. You're not meant to see the Master Chief's eyes, you need that gold, reflective glass (or plastic) to really deliver the look. Halo Master Chief Goggle [PB Nation] |
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Hole Plugged: EVE Online, Breached But Back Posted: 22 Oct 2007 01:40 PM CDT
...we discovered an anomaly in the EVE Online Database indicating a potential exploit. Our policy in such cases is to mobilize a taskforce of internal and external experts to evaluate the situation...that group concluded that our best course of action was to go completely dark while an exhaustive scan of our entire infrastructure was executed.Apparently no accounts were compromised, but hopefully steps are being taken to prevent such a hack in the future. Because no one wants their virtual self or their real self paying for someone else's space ship. EVE Online service restored after unexpected downtime [eveonline] |
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Mass Effect Readies for the Masses Posted: 22 Oct 2007 02:48 PM CDT Microsoft and BioWare’s Mass Effect is now ready for mass manufacturing.
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Washington Gov Supports ESRB Campaign Posted: 22 Oct 2007 02:48 PM CDT The ESRB is continuing its public outreach with a new campaign aimed at Washington State parents.
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Testing Out Alienware's New Trade-In Program Posted: 22 Oct 2007 02:48 PM CDT Alienware hopes to sell more of its high-end PC gaming hardware with a new trade-in program. Next-Gen checks to see how much trade-in credit we could get for a PS3, Xbox 360 and Wii.
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Posted: 22 Oct 2007 07:14 AM CDT 发表者:水晶石数字教育学院 CG博客 老雪
一个月前我们曾经转载了老雪的几篇文章。今天我们想继续推荐一篇老雪最近的文章,希望我们以后会给大家推荐更多人的文章。 [center][img]http://blog.tyou.com.c... |
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Posted: 22 Oct 2007 07:05 AM CDT 发表者:水晶石数字教育学院 黑板报小组 James
9月份水晶石影视动画科技有限公司成立了,众多媒体给予了关注。其中著名的杂志媒体《CGWorld 数码设计》对这次发布会进行了报道。下面是杂志报道的图片,大家... |
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Fyi: Mass Effect Goes Gold, Hurry Up And Wait Posted: 22 Oct 2007 01:20 PM CDT
Mass Effect still doesn't come out for a month. DAMN! Mass Effect Goes Gold [Bioware] |
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Feature: The Library of Congress Loves Video Games Posted: 22 Oct 2007 01:00 PM CDT
But today we have a different story for you with a very different ending. The fact of the matter is, according to The Library of Congress, video games are just as important to our historical past as literature, movies and music. And at the moment, the LoC is teaming up with major universities across the country to begin a 2-year initiative with the sole intent of figuring out just how institutions can preserve video games for years to come, while making the content accessible for use and study. So our story today doesn't present some artificial controversy ending in a sad, bleak future of debate and wasted efforts. Our story today is about the very real victory for game developers, enthusiasts and scholars, in which the top library in the nation has said they're part of this video game fad for the count.
"We're taking baby steps here," confessed Beth Dulabahn. She's the Director for Integration Management at the LoC. "No sense on making it harder on yourself that you have to." In truth, the Library of Congress has been collecting games since the 1980s. Due to their advantageous position—the Copyright Office is part of their organization— they've come across various collections just by receiving copies of published materials as mandated by copyright law.
While their collection is currently small, only encompassing around 2,000 titles that are 100% the result of copyright deposits (as opposed to formal acquisitions or donations), they aren't yet ready to collect more. What? But we just said that the Library was crazy about video games! This brings us to the initiative and what's going on now. The Initiative Within the Library itself, you have the Motion Picture, Broadcasting, and Recorded Sound Division. One can decipher their responsibility from their apt title. Now relocated to a new facility in Culpeper, VA, the division has pulled those 2,000 games out of temporary warehouse storage, and specialists are using their new lab space to examine hardware preservation while doing R&D for future solutions of game archiving. These specialists aren't just film and audio buffs who were roped into video game preservation for grant and funding purposes. On the contrary, the two members of the division I spoke with were extremely enthusiastic about the prospects of a video game archive, likening the challenges to those already faced in film and broadcast, and the cultural importance to that of any other artistic medium they archive. "It is one way, a bit like the fabled discovery of the library's paper print collection back in the 1940s. When they found, in a closet, films that had been deposited for copyright of otherwise lost films in the very early days of filmmaking that proved to be a real treasure," said Taves. "And for us, that's what this has turned out to be and we're really excited to see this collection growing.... The Library's been collecting films for almost 70 years now on an active basis, so we see videogames now as part of that whole body of acquisitions." So that's one aspect of Library game preservation, but at the moment, it's the smaller part of what the Library is working on. The larger initiative is called the "Preserving Virtual Worlds" project. The National Digital Information Infrastruction Preservation Program is a huge initiative interested in digital preservation. This encompasses basically everything imaginable on Earth. Under that, there is the Preserving Creative America initiative. Here is where you see the Library's interest in preserving all sorts of creative works, like film or books, into digital formats. Then, one of the eight grants under this Creative America umbrella is the Preserving Virtual Worlds Project. Preserving Virtual Worlds Spearheaded by the University of Illinois, the Preserving Virtual Worlds project is a 2-year program starting in 2008 that will hopefully build a model of game and interactive fiction archiving. In a partnership with Stanford University, University of Maryland, Rochester Institute of Technology, and one commercial institution—Second Life makers Linden Lab— University of Illinois hopes to create metadata standards to make content manageable before moving forward to create case studies (ie test examples) of actual video game archiving. I sat with the University of Illinois faculty/Project Coordinator Janet Eke and Principal Investigator Jerry McDonough recently and talked more about Preserving Virtual Worlds over lattes. "This project is really about how do we begin to preserve this type of content, answering some fundamental questions of how will we even begin to do this," explained Eke. "And what we will begin to preserve is a huge question that will certainly come along...but we're really starting with how." It may all seem like a load of bureaucracy - all these committees, initiatives, grants, 2-year chunks of time, etc. And then on top of it all, those running the study claim that they are nowhere near being ready to archive video games. But there really are a multitude of problems that need to be sorted out before archives can move forward on a mass scale.
"... if I own a physical copy of a piece of IP, I can dispose of it as I wish," McDonough explains. Aptly, he'd been (legally) streaming the BBC in HD just moments before on his Mac. "I can sell it, I can give it to somebody, but I can't copy it. Copyright is just that, you're not allowed to make a copy without the permission of an IP owner unless it's gone out of copyright." And to archive, McDonough thinks that copying is an absolute necessity. Because while consoles should and will be preserved (somewhere in the chain of archiving), they probably won't provide the most practical way for users to experience and research content. "Things on five and a half inch quarter...hardware is getting scarce and the medium has almost no longevity. The only way we can make sure the stuff stays alive is getting it on an active computer system with demons monitoring it that make sure were not suffering bit corruption," says McDonough. It's a frustrating situation to be in, but the irony is not lost on us: Copyright is meant to protect an IP, but ultimately, that copyright may prevent researchers from saving a work from extinction. Microsoft once explained to me the difficulty of tracking down IP owners to reproduce their games as XBLA titles. Protip: If Microsoft can't find the source of an IP, nobody can. The only way to solve copyright issues moving into the future is to bring commercial partners on board. Whether or not you like Linden Lab and their game (?) Second Life, there's no doubt that it makes for an excellent archival model for the project. On one hand, we get a case study of a library teaming up with a commercial venture. On the other, we get a model for MMO archiving, if such a thing is even possible. "This is a significant point in that [LoC] is saying libraries and archives can't do this alone; the funding simply is not there...the level of ongoing support for this videogame archive will have a direct impact on the what level of access [we] can provide." That's why at UT Austin they've teamed up with partners like NCSoft's Richard Garriot, FPS legend Warren Spector, or even "The Fat Man" himself, video game music legend George Sanger. According to Gunn, before such partners approached Austin, a game archive "wasn't on our radar at all." Research libraries will absolutely need the support of commercial video game publishers to archive their work. Whether it's to help create metadata (companies provide information on everything from the engine they used to their plotline) or just supplying access to those precious IPs, the commercial aid is not an option, it's a necessity. "If you're going to do any game preservation on a large scale, it has to happen with [commercial] help. If for no other reason, they control the IP. They don't give us the content, we can't preserve it," explains McDonough. "So the question is, do they have strong enough interest in preserving the content to contribute any of their own resources towards it. How much do they care about their own game alive?" Shimmering Hope But trust us. If nobody cared, they wouldn't have all these headaches. The freaking Library of Congress is onboard. And this is a major, major win. "Perfection, we don't know what that is," says Project Coordinator Eke. "You're striving to succeed, and that striving will define what it means to succeed..." Hmm...it sounds like they get MMOs, at the very least. |
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Jaggies: Lost Planet PS3 Burns My Eyes, Their Blood Soothes Posted: 22 Oct 2007 12:40 PM CDT
UPDATE: Despite some disbelief, Capcom has confirmed this is a legit PS3 image. Here's the gallery from whence it came. Some images look better, some don't.
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Xbox Live Arcade: Battlestar Galactica and Exit This Wednesday Posted: 22 Oct 2007 12:20 PM CDT
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Schwag: I Get My Own Straitjacket (Finally) Posted: 22 Oct 2007 12:00 PM CDT It's about time. Someone finally sent me that straitjacket that my frequent outbursts and bizarre behavior have been crying out for, for years. Granted, it's meant to be just a bit of Manhunt 2 schwag from Rockstar, but I think I can put it to good use... now to go convert our spare bedroom into a quiet room. |
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Posted: 23 Oct 2007 01:26 PM CDT This year’s game of the year, without a doubt, is Portal (remember this awesome trailer?). It’s three hours long and has one of the best endings I’ve ever seen. If you profess you love games, you owe it to yourself to give it a shot. To quote the normally hateful Zero Punctuation, if you don’t like it, you’re stupid. (Also, for those who beat it, here is a link to the sublime ending) As a side note, much of the writing was done by Chet and Erik of Old Man Murray fame. They are possibly most famous for their ranking of games based on time to crate. This is funny, because one of the key ‘characters’ in the game is the Weighted Companion Cube. (Incidentally, while working on UO2, I went up to Chet and Erik and told them that, because UO2 players could craft their own crates, they could tailor their own game experience to be as crate-centric as they liked. The pair looked at me like I was from Mars, and told me that perhaps I’d missed the point of their article). Next year’s game of the year? Early money is on Brutal Legend, a rock and roll adventure game from Tim Schafer and Jack Black. Movie is here. Dude… you had me at ‘hello’. |
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Posted: 23 Oct 2007 01:51 PM CDT For the week ending October 21, European sales
of the Xbox 360 were lower than all platforms other than the
GameBoy Advance
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Posted: 23 Oct 2007 11:27 AM CDT 不久前因业务需要,我在自己的笔记本中安装了搜霸。当时一个做平面的朋友过来和我做一些设计交流, 几乎所有的产品中,都会使用到文字。小到错误、警告、提示信息,大到介绍、专题策划、广告文案。 我将文字的可用性理解为辨识度与可读性两个方面。 辨识度就是文字在界面上出现时,用户能不能正常阅读。 但是也有例外。有时我们会用到18号的黑体或宋体,例如新闻内页的标题。 同时,设计师还要考虑文本的颜色、加粗、对齐方式、对比度、链接样式等辨识度方面的问题。 一些保守的设计师强烈要求带链接的文本要有下划线,而一些设计师却很反感大面积出现下划线的链接。 在可读性方面,会出现的问题也不少,设计师遇到时要学会将它们剔出来。 例如,要避免使用”ISP”,而要说成”网络服务供应商”。别对用户说”PV”,而告知“流量”等等。 另一个常见的问题就是含义模糊不清,词不达意。 转载请注明出自UCDChina.com,谢谢。 相关文章
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Posted: 23 Oct 2007 01:09 PM CDT Paris-based Ubisoft has beat its targets for its fiscal first-half, with help from its Tom Clancy and Blazing Angels franchises.
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Ubisoft Sales Up 25% On Broad Offering, Back Catalog Posted: 23 Oct 2007 08:34 AM CDT
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Uncharted: Drake’s Fortune Update - AI & Animation Posted: 23 Oct 2007 12:06 PM CDT As one of the programmers on Uncharted: Drake’s Fortune I’d like to give you some insight into the development process in creating the game’s characters. We are a very small team creating the enemies here at Naughty Dog. Therefore we needed to be smart about how we approach creating the characters and deciding where to spend our time. We have some very talented animators here and that was something we wanted to leverage when trying to make the characters come to life. The final AI in Uncharted is simple, yet also very powerful. We are heavily utilizing the Cell architecture to allow the enemies to be more aware of their surroundings. On top of this, the AI is highly configurable to allow the designers to create custom behaviors. Examples of this are combat distance used for close-combat/ranged enemies, likelihood of moving and reaction times, grenade throwing and shooting styles. The goal was to make the AI ’seem’ smart. If we could do so without making the code complex, that would be great. The approach we took to this was to use animations to add variations to our characters instead of trying to programmatically add complex behaviors. Halfway through development of Uncharted I sat down with the animator for the enemies (yes, only one animator) and played the game. We wanted to see what the player sees the enemies do the most because those would be the areas in which we wanted to focus our energy. We found that enemies getting hit and dying made up a large portion, and a fun one. Other areas were enemies entering combat, attacking from cover positions and, what we call, open combat - enemies standing in the open shooting at you. Knowing this, we went to work. We wanted to give the player a rich experience by being selective in which areas to add variety. I’m pleased to say that the main enemies, pirates and mercenaries, have hundreds of animation variations in these areas. All of this makes the game experience richer and avoids repetition. This, together with endless hours of fine tuning, resulted in the smooth and believable characters in Uncharted. Right now we are in the process of making the final disc. Pretty much everyone is playing the game - not because we have to, but because we want to. People are trying to find all the treasures in the game or beat it on every difficulty level, which is not an easy task. I find it amazing that after working on the game for this long we all still really enjoy getting immersed in the story of Uncharted. I hope you all will enjoy Uncharted: Drake’s Fortune as much as we do. |
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Ubisoft Q2 sales up 15.4 per cent Posted: 23 Oct 2007 01:02 PM CDT In an investor call, Ubisoft said that it
expects a return to profit at the current operating level for
the first half of the fiscal year
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Posted: 23 Oct 2007 11:35 AM CDT I’ve been thinking what “perfect AI” could mean in games. I started thinking AI in terms of “how naturally it behaves compared to what humans would do”. I started thinking that there would be one crucial element that AI would need to have: the ability to make mistakes. Making mistakes is natural to humans, but I believe making accidental mistakes isn’t typical to computer AI. When computers make mistakes in games, they are more often because of “lack of better move” rather than “humanly mistake”. Computer opponents in games are programmed to do wise moves, not to make mistakes. So how would perfect AI play? I believe it would be a really tough opponent, but sometimes it could make small (even stupid) mistakes. Perhaps in FPS game the computer could make a stupid jump and end up in a lake (instead of the other side of the broken bridge). Or perhaps the computer could accidentally build wrong type structures in his base, and would need to re-build some of them. Or perhaps the computer could forget to heal some unit. The problem with this type of behavior is that it would probably make AI look poor. I believe that players would think that the computer is crappy since it makes stupid mistakes. No matter how I turn this issue up-side down, it seems that it’s not possible to have a “perfect” AI. Perfection would require imperfection. We humans make mistakes, so for a perfectly human AI, the computer would need to make mistakes. This imperfection - ability to make mistakes - might not look like “perfect AI”. So, how could AI even be perfect after all? |
If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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Deconstructionism: Portal is for Lesbians? Posted: 23 Oct 2007 11:00 AM CDT
Heroine Sheik, recently adopted by The Village Voice, has an interesting story up about Portal and it's all female cast. I remember thinking, when I started playing Portal, that it was interesting that the main character was a woman. And that, much more importantly, the game developers didn't really make a big deal about that, in fact they made no deal about it. The only way you know you're playing a woman is by catching a glimpse of the avatar through portals or in a mirror. In fact they are so seemingly ambivalent about her gender that I forgot about it about ten minutes into the game, spending more of my time thinking about the puzzles and how to solve them. What's weird is that I was nearly constantly reminded of her gender, because those portals were always showing me what she looked like. But as the story begins to unfold I seemingly forgot that both the lead character and the computer are female. Heroine Sheik, though, did not. Now Bonnie Ruberg quickly qualifies her deconstruction of the game as just that, the product of reality-free deconstructionism. But that doesn't make it any less interesting to read or important to consider. You owe yourself a read, if for no other reason that to see how Ruberg deftly deals with the last minute realization that the companion cube is in fact male, thus potentially scuttling her whole "it's an all female game." 'Portal' Is for Lesbians [Heroine Sheik] |
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Cheap Gaming: Clive Barker's Jericho On GameTap Posted: 23 Oct 2007 10:40 AM CDT
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Noodle Battle: Play Naruto, Gorge On Noodles Posted: 23 Oct 2007 10:20 AM CDT
World's Best Competitive Easters Gather For NARUTO Wii Ramen Noodle Eating Championship |
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Music: Guitar Hero Music Invades iTunes, Crazy Expensive Posted: 23 Oct 2007 10:00 AM CDT You can now hit up iTunes to download the full setlists for Guitar Hero, Guitar Hero II, Guitar Hero Encore: Rocks the 80s and Guitar Hero III: Legends of Rock. But wait, before you get all excited and start high-fiving strangers check the price. The Guitar Hero III soundtrack alone will run you $60. Guitar Hero II? $54. Guitar Hero? $43. That's because these are honest to goodness soundtracks, but rather a collection of all of the songs in one download list. In other words you're paying a buck a pop for every song on the list. Kinda cruddy. Oh, they did create an iTunes Essentials for Guitar Hero... but it's not discounted either. The 25 songs run you $24.75. |
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Assassin's Creed: Jade Smells Pretty At London Games Fest Posted: 23 Oct 2007 09:40 AM CDT
Personal Appearance by Jade Raymond and Demonstration of Assassin's Creed at HMV Oxford St, London this Saturday 27th October LONDON, UK -23rd October: As part of London Games Festival, Jade Raymond, Producer for Assassins Creed by Ubisoft, is set to make a special appearance at HMV's flagship store on Oxford Street, London this Saturday 27th October. New levels from the latest version of the game will be presented at this one off event in anticipation for the release of the game next month. |
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Xbox Live: NFS ProStreet And GHIII Demos Live Posted: 23 Oct 2007 09:20 AM CDT
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Xbox 360 Arcade System: 360 Bundles Announced For Aussie Christmas Posted: 23 Oct 2007 09:00 AM CDT
SYDNEY 24 October 2007 - Microsoft today gave reason for some early festive cheer with two outstanding value gaming offers this Christmas with the announcement of the Xbox 360™ Pro Bundle and the Xbox 360 Arcade Console. |
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Night Note: And the Kotakuites Open Up... Posted: 23 Oct 2007 08:40 AM CDT To: Crecente The internet can be a cold, impersonal place. It's easy, very easy, to forget that there is another person on the other side of that email, IM, comment or post. And that that person has a life outside the internet, friends, family and interests. During the night, I put up this demographics survey post and asked readers to provide info about themselves in the comments. It's fascinating. Really, really interesting as a lot of our readers opened up and offered a peek into their lives. Makes the site feel personal, which is something I know we've always felt was important. Big thanks to the readers for this. |
What you missed last night |
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Supreme Commander: Supreme Commander Heading To Single-Screened Consoles Posted: 23 Oct 2007 08:20 AM CDT
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iTunes essentials: Guitar Hero Posted: 23 Oct 2007 12:05 PM CDT Activision has announced that a series of
compilations featuring music from the Guitar Hero franchise
will be available for purchase and download on the iTunes
Store
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Jagex Gets Former PayPal CEO To Grow RuneScape Posted: 23 Oct 2007 07:30 AM CDT
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Posted: 23 Oct 2007 10:05 AM CDT The Escapist has tracked down Fansy, who was famous for breaking EverQuest’s original no-rules PvP server with a level 5 kiter, and interviewed him. The overly grandiouse headline: “How One Player Ruined Everquest”.
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Posted: 24 Oct 2007 02:53 PM CDT It wasn't my first computer, but it was the one I fell in love with: The History of the Commodore 64 on Gamasutra Ah, the memories... |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe |
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Ratchet & Clank Future Developer Diary #1 Posted: 24 Oct 2007 02:11 PM CDT With the official release of Ratchet & Clank Future: Tools of Destruction imminent (and the unofficial release date already passed), we’ve got a series of developer video diaries we’d like to share with you. For our first entry, we focus on one Brian Hastings, who is the Chief Creative Officer at Insomniac Games. Brian contributed to the overall story concept (along with TJ Fixman, who we’ll feature later in the series) in Ratchet & Clank Future: ToD and the fine tuning of several other critical elements such as gameplay and voice acting to help ensure RCF went from good to great. He’s also an accomplished programmer, serving as the lead gameplay programmer on the first two Ratchet & Clank games. In this dev diary, Brian discusses what Insomniac wanted to accomplish with RCF, how the team found decided what to keep in the game and what to cut, and shares his favorite joke in the game.
We’ll be posting a new RCF developer video diary every day between now and the game’s official launch date. And if that doesn’t get you excited to play Ratchet & Clank Future: ToD, the reviews are in – and they’re very, very, very good. One last thing, we’ve started a new poll: Which new Ratchet & Clank Future Weapon/Combat Device are you most excited to try out? Vote on the right side of the page (you may have to scroll down a bit). |
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Xbox Live coming to India next month Posted: 24 Oct 2007 03:09 PM CDT Microsoft India has announced that its Xbox Live
service will be available in the country on November 5, with
exclusive local content
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Clips: Zero Punctuation, All Nintendo Love Posted: 24 Oct 2007 02:02 PM CDT
Zero Punctuation: Super Paper Mario [The Escapist] |
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Great: Midway Struggling With BlackSite PS3? Posted: 24 Oct 2007 01:40 PM CDT
"The PS3 version is experiencing issues and missed deadlines...Midway isn't happy at all about the progress, and it's a story I've heard over and over this year across the industry when it comes to the PS3 and cross-platform titles.Opposable Thumbs astutely points out that it could be the PS3 Unreal 3 engine serving as a common thread between these delays, so this is potentially just more bad news for Midway, Sony and Epic. But hey, who wants ice cream? PS3 Blacksite plagued with development trouble, says insider [opposablethumbs] |
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Sob: Chris Taylor Talks Weepy Gamers Posted: 24 Oct 2007 01:20 PM CDT
Hollywood has a cry button...That's damn refined art...It's like science. They were in a lab researching it and refining it. It's the science of refining the art and the tools and it'll take us years and years.But that doesn't mean he's going to stop trying with his upcoming RPG Space Siege...potential spoiler alert: The first time you play through you're probably going to say 'yes, yes, yes - give me the cybernetics' and you're going to be a hulking cybernetic master...But you're ending's going to reflect that - you'll walk into a room and people will scream and be like 'who the hell is that?! That's the hero?!Freaking brilliant. It sounds like Too Human, but they get to the point in one game. Can games make you cry? [cvg] |
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News: ATHF Game Better With Fellatio, Free Trips Posted: 24 Oct 2007 01:00 PM CDT
We wanted the end of the game to basically have Shake hold up a cup from winning the 18 holes and then say, 'Fuck this. I was always meant to play quarterback.' Then the game goes Madden-style and Shake's playing quarterback, but he's so slow that he gets sacked constantly and there's really no way to avoid the rush of the oncoming defensive line.Then uberfans would get a special reward: But if you have enough patience to play and get sacked 429 times then on the 430th opportunity he would have a window to make a naked bootleg to the end zone and then you'd get an all-expenses-paid trip to Bermuda for two. But they told us we couldn't do that. So that sucks.That does suck. Or it doesn't. You know, depending where we're going with this. Aqua Teen Hunger Force Zombie Ninja Pro-Am doesn't have zombies or ninjas. What kind of game is it? [via destructoid] |
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Ibm: Cell Architect Addresses Developer Response Posted: 24 Oct 2007 12:40 PM CDT
Anything besides a single-threaded processor is going to be more difficult...it's the structures that are requiring people to do a lot more up-front planning...Whereas before, I wouldn't say [developers] were lazy, they didn't need to worry about that kind of structures...so there's some adjustment to that, and tools needed, to make that more efficient.Kahle also stresses that IBM has a very open development system to foster synergy, and that Sony is also doing some work on their own. And then inside his head he mentioned that he really hoped that people would ultimately love the Cell and that his name might go down in history (in the good way). Q&A: IBM' Kahle Talks Cell, PlayStation 3 Dev Complexity [gamasutra] |
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Crime: GameStop Murder Suspect Captured Posted: 24 Oct 2007 12:20 PM CDT
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Soldier Of Fortune Payback: Soldier of Fortune, The Game, The Magazine, The Man Posted: 24 Oct 2007 12:00 PM CDT
He's an ex-Green Beret, combat correspondent, founder of Soldier of Fortune magazine, and hard-ass, but Robert Brown is no gamer. His grandson is, he tells me moments later, as we walk down a hall lined with Soldier of Fortune back issues in his Boulder office, but that doesn't seem to sit well with him. "He plays too fucking much." "How old is he?" "Too old. He's addicted. I'm afraid if I try a game, I'll get addicted too." Dressed in cowboy boots, jeans and a plain, black, long-sleeved shirt, a gold-dipped tiger claw hanging from his neck, Brown walks the crowded rooms of his office with an Army swagger stick in his hand. He uses it to tap pictures of himself with Colombian rebels, Castro's army, Charlton Heston. He points out his many jump wings, the letters from mercenaries and soldiers, the animals skins. Half-way through the tour he stops and peers at me. "There was a guy... who wrote on his blog... about coming here... to shoot with me.. Cervantes?" "That was me." He smiles slightly, pokes me gently in the belly with his stick. "I didn't have time to arrange the gun range, but come back sometime and we'll go shooting. Let's go outside and talk." We settle down on a wobbly picnic table on the browning grass in front of the glass door of Soldier of Fortune magazine. Nearby, someone is painting a car blue. The strong sun makes the 60-degree weather feel like it's in the 80s. Brown lays his swagger stick across the table and leans in to talk. Turns out that he hasn't had much to do with the upcoming game that borrows the name of his magazine. In fact, he hasn't had much to do with the Soldier of Fortune games since the first one hit in 2000. Back then some folks from Raven Software came by to meet with him. They discussed his outlook on mercenaries, talked weapons, and were sent off to a gun range for some training. He put together a pamphlet about the magazine to include with copies of the first game. It didn't really do much for their subscriptions. Gamers, it seemed, were more interested in the fantasy of mercenary life than the reality. Brown tells me how he started as a writer, stringing for the Associated Press for "$5 here, $10 here, a free buffet there. That was very important." Brown has no interest in playing the latest game: Soldier of Fortune: Payback, but when I tell him I've just come from playing it, he asks what I thought. "It's fun, I didn't have a lot of time with it, but I enjoyed the game." He seems satisfied. Payback is a Bitch The game is, in many ways, what I remember it was like with Soldier of Fortune II. Certainly no ground is broken here. Instead, it's a solid shooter with a robust and obsessively detailed weapons line-up and over-the-top gore. The game, I'm told, was worked on by just about every development team at Activision, including Raven Software. What started as a "value game" grew into a mainstream title, the PR folks tell me. Playing it, it doesn't feel like a value title, but it's unclear how and why that changed. What is clear is that the game will be sold for full price when it hits on Nov. 13. The single player game includes 15 levels and 40 weapons, all of which are customizable. Before every mission you go through and personalize your build-out, selecting what weapons to bring and customizing each of them to your preferences. While none of the in-game weapons feature their real world names, they are all designed around their real world counterparts. I played through chunks of three levels during my 30 minutes or so with the game. The first level took place in a rundown town, in what looked to be the Middle East. There were plenty of places to hide and be ambushed. Lots of rooftop snipers, and vehicles driving up to attack. The second level I checked out took place in the jungle, and I found myself getting jumped by camouflaged bad guys. The lack of radar in the game is initially disconcerting, but it does teach you to be more careful about poking out your head before checking things out. I also quickly learned to find my assailants by looking for the muzzle flash. While bits of the scenery could be blown apart, it certainly wasn't a fully destructible environment. In the jungle, for instance, I could shoot holes into the trees, but wasn't able to actually shoot any of them down, no matter how small. The final map I checked out took place in a desert and had me slowly climbing up a rugged mountain side that was packed with holes and tunnels. Eventually I made my way into a large tunnel system, fighting through caves, before coming out on the other side to surprise an enemy encampment. The map design seems to offer a nice variety of size and aesthetic, and all seem fairly well contrived for future multiplayer use. The gore was both surprising and a bit over the top. Instead of the GHOUL system made famous with the earlier games, Payback seems to use a system that is more concerned with blowing limbs off than damaging tissue. A well placed shot in the arm will often result it in being blown completely off. One PR person noted that an enemy, or someone in multiplayer, can survive 10 seconds in the game after their limb has been torn from their body. Legs and heads can also be blown off. While I found this seemed to happen an awful lot, it didn't happen all the time. There were shots I made that resulted in a gruesome animation that didn't involve any limb detachment. For instance, I sniped a guy in the neck. He grabbed his throat, blood spraying from the wound, stumbled around for a second or two and then toppled to the ground. The gore is noticeable, but it isn't the entire game, of course. Unfortunately, I didn't have enough time with the game to get a good sense of the AI. I was getting killed, and it seemed to be because they were a bunch of clever bastards. But it might have been that they just overwhelmed me. It's hard, in such a short time, to tell if you're being beaten by the odds or the intellect. I also didn't get anytime with multiplayer and, for me, Soldier of Fortune is multiplayer. I never played through the entire single player missions in past games, instead I spent vast amounts of my sleeping time playing online with friends and strangers. What will make or break this game will be the online multiplayer. And from what I've seen of offline play, I think it stands a chance. New York, New York "An assault rifle... oh my gosh!" Brown says in feigned indignation when he notices me eyeballing it. I look up from the table, my eyes land on a wall filled with trophy heads. Including one that's shrunken... and human. "It's not real." Brown walks out of the office, through an empty room and into a hallway. There are two posters hanging on the wall, both for the ill-fated Soldier of Fortune television series. One of the posters has a picture of Dennis Rodman suited up to look like a covert operator. Brown glares at the poster. "They didn't really consult me about the television show, but it wasn't that bad. It was doing OK. But then some fucking genius decided to put Dennis Rodman into the show. " He stops, as if the idea of Rodman as a mercenary is almost too much to bear. "Dennis Rodman as a covert, are you kidding me? I'd almost... almost give my right cajone to find out who made that decision." Brown isn't nearly as concerned with the plot of the game. Though he's astounded to learn how much the video game industry now earns a year. One of the PR people who came to the offices with me tells Brown that Activision will be hosting a tournament for the game down the line. "What's the prize?" he asks, genuinely interested. "A trip to New York and $5,000." "I'd take the $5,000, but fuck New York." |
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Speculation: Wii Fit Board Might Work For Tony Hawk, Might Not Posted: 24 Oct 2007 11:40 AM CDT
I think it's possible to incorporate the Wii Fit board into one of our games, but it would change the control scheme dramatically and we'd have to figure out how to make that work. So I don't know yet.My guess is that the game would need to be simplified a bit to make this happen, but why not? Do it, Tony (and all the developers who actually do 99.999% of the work). Tony Hawk on Proving Ground [via maxconsole] |
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Posted: 24 Oct 2007 11:20 AM CDT
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Retail: GameStop Opens 5,000th Store Posted: 24 Oct 2007 11:00 AM CDT
"With more customers being attracted to the video game category, they will increasingly find a GameStop convenient to them," said Dan DeMatteo, Vice Chairman and Chief Operating Officer of GameStop. "This landmark store opening underscores the strength of our business model and represents a spectacular effort on behalf of our 44,000 employees worldwide."To put things in perspective, there are nearly 3 times the number of GameStops as there are Waffle Houses, which can often be found in pairs across the street from one another in my home state of Georgia. GameStop Announces Landmark Store Opening |
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Posted: 24 Oct 2007 10:40 AM CDT
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Control Freak: Arcade In-A-Box 360 Posted: 24 Oct 2007 10:20 AM CDT
Arcade-In-A-Box announces Xbox 360 Arcade Controllers |
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Rock Band: Harmonix Rock Band Office Tour Posted: 24 Oct 2007 10:00 AM CDT
MTV took a short tour of Harmonix's new office, home now to their 140-member team. The place sounds like many of the studios I've seen, packed with snacks, drinks and gaming paraphernalia. One big difference? Instead of a workout room they have a Star Changer, a sound-proofed jam room for playing real and Rock Band instruments. The developer requires their employees to play the game at least an hour a day and everyone needs to be in their own Rock Band rock band. Backstage At Harmonix, Where They Make "Rock Band" [MTV Multiplayer] |
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Bugs: Ratchet And Clank Future Don't Let's Start Posted: 24 Oct 2007 09:40 AM CDT
"We recently discovered a bug on the US version of Ratchet & Clank Future: Tools of Destruction that some of you may encounter the first time you boot the game," Insomniac community manager James Stevenson told Shacknews. "With specific amounts of free space on your drive, you may see a screen that tells you have insufficient space to create game data even though there is plenty of free space on your drive."As the universe's most popular tool tells us, "Don't Panic." To fix the issue, all you have to do is wrap your towel about your head and either add or delete around 500MB of data to your hard drive. Why 500? No clue, though I suspect magic is at work. I love the current generation video game consoles, don't you? Minor Glitch Halts Ratchet & Clank PS3, Simple Workaround Solves Issue [Shacknews] |
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Clips: Empire Earth III Graphics Posted: 24 Oct 2007 09:02 AM CDT |
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Release Dates: Six Months To Spore Posted: 24 Oct 2007 08:59 AM CDT
No, I will not say it again. It's already been said by creator and all-around gaming legend Will Wright during an interview with the BBC's Radio 5 Live yesterday. According to Wright, the game is fully playable from start to finish at this point, and has entered final testing. The six months would put it right on target with EA's tentative Spring 2008 release date for the title, first unveiled at GDC 2005 and in development since 2000. Why the long wait? "We've had to do a lot of testing to make sure that the game is accessible by a wide group of people", Wright went on to explain."I want the people who have played The Sims to be able to play Spore - I don't want it to be some thing just hardcore gamers play."I'd suggest renaming it to "The Sims: Spore" for maximum market penetration. Will Wright: Spore "roughly" six months away [CVG] |
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Night Note: Got Advice on Being More Organized? Posted: 24 Oct 2007 08:40 AM CDT To: Crecente That Solider of Fortune founder sounds like a bad ass. Cannot wait to read your feature. I'm trying to be more organized — like be more things down in a timely manner. I think I'm already well organized. (I have to be!) But, I really want to stretch every second out of the day to get the most done possible. I've been using a free software programs to help me schedule stuff and list things by priority, set deadlines, blah, blah, blah. And, yes, your favorite Google Calendar is also immensely helpful. Was wondering if you knew of anything else that helped with organization? Tips, tricks, programs, books, etc. If so, lemme know. |
What you missed last night |
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Ratchet & Clank Future Developer Diary #2 Posted: 25 Oct 2007 02:00 PM CDT Previously on Ratchet & Clank Future: Tools of Destruction: The Developer Diaries, Brian Hastings discussed what Insomniac hoped to accomplish with the game’s story. Today’s dev video diary features TJ Fixman, who is the head writer at Insomniac. TJ does what any good writer does; he takes a rough concept or idea and breathes life into it via words. Which, in the case of the Ratchet & Clank games, occasionally means channeling his inner Qwark to add a little humor to the mix. TJ discusses the challenges of writing for a video game, where he’d like the series to go in the future, and songs about pirate booty.
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ZeniMax obtains $300 million investment Posted: 25 Oct 2007 02:13 PM CDT ZeniMax Media has announced the closing of a USD
300 million investment by Providence Equity Partners Inc. for
convertible preferred stock of the Company
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London Game Career Fair Nearly Doubles Attendance Posted: 25 Oct 2007 10:12 AM CDT
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Posted: 25 Oct 2007 03:39 AM CDT
月之彼方所在东惘孤月博客不会更新了,彼方圈一切活动和管理工作将由敝邑管理。
帝丘后服|敝邑吾神 http://blog.sina.com.cn/yuezhipifang
╔ 月之彼方⊕YZPF ╠游戏文化产业圈(电脑生物圈?) 这里是我们的地球,在月之彼方。月星尊贵的客人,请在此歇步休息。╝ |
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Bethesda Lands Big Funds for MMOs Posted: 25 Oct 2007 01:01 PM CDT A $300 million investment in Bethesda Softworks parent ZeniMax Media will be used in part for the financing of MMOs.
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Activision And Audiokinetic Partner With Wwise Tool Posted: 25 Oct 2007 09:47 AM CDT
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Live Arcade: THQ Brings Four To XBLA Posted: 25 Oct 2007 12:20 PM CDT
"We're excited to add one of our hottest properties to the Xbox LIVE Arcade line up of games," said Steve Youngwood, executive vice president of digital media, Nickelodeon/MTVN Kids and Family Group. "SpongeBob has been a top kids' video game franchise worldwide, making it the perfect property for Nickelodeon and THQ to bring to this downloadable platform."A downloadable SpongeBob title will be a boon to parents everywhere, saving them the time and humiliation involved with having to go pick one up at the store. THQ Announces SpongeBob SquarePants: Underpants Slam!TM, Along With Additional New Titles |
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Clips: Making The Witcher - The Story Posted: 25 Oct 2007 12:00 PM CDT |
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Ads: NCSoft Signs In-Game Advertising Posted: 25 Oct 2007 11:40 AM CDT
NCsoft Vouches for In-Game Ads [Next Gen] |
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Posted: 25 Oct 2007 11:20 AM CDT
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Game Announcement: Samba de Amigo Wii: The Press Release Posted: 25 Oct 2007 11:00 AM CDT
SEGA Gets Shakin' With Samba De Amigo |
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Not Dead Yet: Atari Gets $10 Million, Couple Months Of Life Posted: 25 Oct 2007 10:40 AM CDT
Atari Secures $10 Million For Continued Operations [Gamasutra] |
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Community: Rockband.com Furthers The Fantasy Posted: 25 Oct 2007 10:20 AM CDT
"We are designing ROCKBAND.com as an online home for your band, and as a creative platform for living out your rock and roll fantasy", said Pete Caban, partner at SF-based digital studio Mekanism. "The bands and rockers that you can create in Rock Band are insanely unique, and it's going to be fascinating to watch this community come to life." For me, the website is almost more interesting than the game itself. Players will be able to join together and essentially role play their lives as rock stars, with all of the personality clashing, band hopping, and other intrigue involved with being music superstars. Right now Rockband.com brings you to the basic game page, but come November 20th it will be transforming into something with fascinating possibilities. Harmonix, MTV Games And Electronic Arts Blend Rock Fantasy And Reality With ROCKBAND.com |
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Posted: 25 Oct 2007 10:00 AM CDT |
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Live Appearace: Spider-Man Visits London HMV Posted: 25 Oct 2007 09:40 AM CDT
MARVEL'S SPIDER-MAN TO HOST VIDEO GAME SIGNING AT LOCAL HMV World Famous Super Hero To Appear and Sign Copies of Spider-ManTM: Friend or Foe on Friday, 26 October, 2007 London, U.K. - October 25, 2007 - In support of his newest video game adventure, Marvel's legendary web-slinger will appear to meet fans and sign copies of Activision Inc.'s Spider-Man™: Friend or Foe on Friday, 26 October, 2007 at the HMV London store, located at Oxford Street. |
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Game Announcement: I Was A Teenage Zombie Posted: 25 Oct 2007 09:20 AM CDT
"The characters in Teenage Zombies have instant appeal," said Ajay Chadha, President, Ignition USA. "InLight's team has come up with a uniquely humorous and satirical take on comics and retro sci-fi. You throw in a solid platformer and some truly entertaining mini-games, and you have a game that is accessible to all and downright fun to play."Despite not seeing one bit of the actual game in action, Teenage Zombies has secured a place in my buy list for spring 2008. World Domination, Hordes of Aliens, Ray Guns, Mind Control & Three Teenage Zombies!! |
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Bethesda Parent Gets $300 Million Investment Posted: 25 Oct 2007 09:03 AM CDT
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Sony Profits Surge, But PlayStation 3 Losses Deepen Posted: 25 Oct 2007 07:14 AM CDT
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2007 Lyon GDC Announces Valve, Sony, Ninja Theory Lectures Posted: 25 Oct 2007 06:16 AM CDT
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GCG Feature: 'Phantom Fingers, Half-Life, & Half-Life 2' Posted: 25 Oct 2007 08:00 AM CDT
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