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Showing posts with label studio. Show all posts
Showing posts with label studio. Show all posts

Nov 2, 2012

Wreck-It Ralph review: A story to warm your animated cockles

Wreck-It Ralph review

Walt Disney Animation Studio return with Wreck-It Ralph, a film steeped in the world of video games. But at its core, the digital overlay is simply the setting for a traditional, and heartwarming story of a guy who makes a friend.

Although the days of the arcade are on the wane to the point of extinction, there will always be a certain subset of people who have grown up with the influence of those institutions ingrained upon them. During the 80s and 90s, the arcade was a place where you could go to experience something new. It was a place to hide away for a few hours, or a place to socialize in a new way. For many it was an escape, while for others it was a babysitter, reassuring parents in the knowledge that they could leave their kids there and those kids would be content to hover around the games like moths around a light without even entertaining the thought of wandering off. 

Over the years though, the evolution of technology has not been kind to these digital meccas. Prices went up, while the convenience and sophistication of the product moved to the home. A handful of arcades remain, but they are few and far between. They will always exist, however, in the hearts and minds of those that experienced arcades in their prime. It is to those people that Wreck-It Ralph has been promoted through trailers and promotional materials. But while the film is certainly heavily influenced by those unique days, the story is a deeper and more universal tale.

Wreck-It Ralph: Ralph and Vanellope

That arcade influence is at the heart of Wreck-It Ralph, but it is not the driving force. Beyond the flashy cameos of characters like Pac-Man and Street Fighter’s Zangief, there is a story of a lonely guy, badly treated and shunned through no fault of his own, who befriends another lonely and isolated character that just wants to be accepted. Like most of Disney’s animated films it is a morality tale, and one that is created to appeal to all ages. In that, it succeeds.

After 30 years as the unappreciated antagonist of a Donkey Kong-like arcade game called “Fix-It Felix Jr.”, Ralph (voiced by John C. Reilly) has begun to question his role. After being shunned by his fellow characters at the anniversary party for their game, Ralph decides that the only way he will ever belong is to prove that he can be a hero too. Things soon go wrong, and Ralph accidentally leaves a trail of mishaps in his wake, forcing his own game’s hero, Felix (voiced by Jack McBrayer), to come looking for him. 

Through a bizarre turn, Ralph finds himself in a game called “Sugar Rush,” a candy-themed kart racer (created for this film, but bearing more than a passing similarity to Mario Kart), where he meets the annoying, but endearing Vanellope (voiced by Sarah Silverman). But Ralph’s journey has caused bigger problems than he knows. With Felix on his trail thanks to the no-nonsense Sergeant Calhoun (voiced by Jane Lynch), Ralph’s actions could spell doom for the entire arcade.  

Wreck-It Ralph

The hook of Wreck-It Ralph is, of course, the gaming-inspired world that Ralph and his cohorts inhabit, but that is actually a fairly small portion of the overall package, just as the toys were just the setup to tell a much deeper narrative in Toy Story. If anything, the promotion of this movie has been a little misleading. Although publicized as a gaming-centric film, the gaming icons are there for only a very small potion of the actual movie. Of the eight characters from real games in the poster above, their combined screen time may be five minutes, and three of those come in one scene at the beginning. That isn’t really a criticism  though, just a note that the promotion of this film has been focusing so heavily on its ties to the gaming world that you may not expect to find that it is actually a minor aspect of it in the same way that toys are a relatively small focus of Toy Story.  In both cases the world creates the rules, and in both cases the setup offers some original humor thanks to the subject matter, but the heart of the story runs deeper than that. 

Director Rich Moore (Multiple Simpsons and Futurama episodes) certainly understands the nostalgic appeal of the arcade, but that world quickly takes a backseat to the story. The arcade environment is simply the vehicle that offers the filmmakers a clever and entertaining backdrop to tell a deeper and more heartfelt story of friendship and acceptance. It comes across a touch heavy handed for the more cynically minded, but there are moments that are actually fairly touching even if they are a bit predictable. 

Wreck-It Ralph doesn’t quite hit that level of originality or emotional resonance of the brilliant Toy Story series, but it is possibly the best animated film of the year. Brave and ParaNorman both have a horse in that race as well, but the humor, originality of the universe, and story that hits all the right emotional notes, make Wreck-It Ralph the leader.  

Wreck-It RalphThe artwork is also beautiful and expressive, and the characters emote a great deal. The voice cast is involved in the story, not just reading dialogue. Even when the story does begin to stray into predictable territory – and it does so heavily, especially at the end with the twist you’ll see coming from a mile away – the art can help keep you engaged.  

Conclusion

Although the “hidden world of gaming” promised by the advertising is actually more of a background than a feature, Wreck-It Ralph has more than enough on its own merits to make a worthy entry into the Walt Disney vaults. There is a simple, but universal story at play that will appeal to all ages, and it succeeds because of the sharp writing, endearing animation, and great voice work. It is a touch formulaic, but ultimately satisfying and worth the time. Your inner child that still yearns for the days of the arcade will thank you for it.


Source : digitaltrends[dot]com

Oct 18, 2012

DT Debate: Is this trampoline bridge terrifying or wicked awesome?

AZC Paris Tramboline bridge

AZC Studio submitted this concept design for a giant trampoline bridge that allows commuters to bounce their way across the Seine River. Is this a suicidal concept, or the most fun you'll ever have? Here's Andrew Couts and me duking it out on whether the bridge should ever become the real deal.

One of the many reasons we love architectural concepts at Digital Trends is because we enjoy envisioning the possibilities of what our future might look like. Where will we live, dine, play, work? Underwater discus hotel? Awesome. Hashtag-inspired skyscraper? Neat. A colossal-sized trampoline that forces commuters to bounce their way across a river? No, no, no, no, holy cheeseballs, make it stop.

Proposed by Paris-based AZC Studios, the simply-titled “Bridge” is an inflatable pathway with giant trampolines in the middle, allowing for 30-meter diameters of bouncy horror as you make your journey across the Seine River. I see why this might be a fun idea in theory, but in reality, I can only envision the number of limbs, crotches, mouths, berets and baguettes I’ll have to strategically dodge to hop across the bridge without a pierced throat. Judging by these mock-up photos, you’ll also be able to jump at ridiculous heights, meaning you’ll also fall a long way down this “3,700 cubic meters of air.” Jerks already exist on normal bridges; you know, the ones who walk way too slow, sway from side to side, or randomly stop without notice. What makes you think there wouldn’t be one on this McDonald’s Play Pen of a bridge who will show off her abilities to hurkie the heck out of your chin? Even if you don’t run into anyone, unless you amazing body control, you might just belly smash right onto the inflated edge. Don’t even get me started on the blank space connecting two trampolines together. Miss that jump by an inch and it’s bath time.

Not only is this bridge concept suicidal, it just isn’t practical. What if you are carrying a backpack? Can you imagine losing your wallet and cellphone forever off this “bridge”? How about that spiky thing you call a bracelet that might puncture one side of the inflated edge and cause the whole thing to fall apart? Sure, that view of the Eiffel Tower might be the best angle you’ve ever had … if you manage to hold on to your eyeballs for that long before getting it jabbed with some idiot kid’s toe.

Clearly, I have way too many concerns and issues with this bridge, so you know what, maybe this death trap should be real. It would be the most perfect Halloween event of the century.

Counterpoint:

AZC Paris Tramboline bridge aerial

Andrew: Mother of God. Never before in my life have I felt such a visceral urge to cross a bridge. There are organs I would surrender for a chance to bound upon this glorious structure. First borns I would give up. Days I would go without beer.

The thing you don’t realize, Natt, is that practicality is not the point here. It’s not even a second-cousin of the point. This is about pure, unadulterated joy. The kind of happiness rarely felt by anyone, save fetching dogs and children playing with bubbles. Or jumping on trampolines, come to think of it.

This is a bridge for people who have soul, who seek better things in life than simple longevity, who want to let down their hair, toss off their high heels and shout, “Hello, world! Check out this bitchin’ backflip!”

Is there a chance of plunging into a watery grave? Sure. But that’s true with every bridge ever — it’s a moot point.

You’ve got to learn to live a little, Natt. Know a good way to do that? Trampoline bridge. Believe.


Source : digitaltrends[dot]com

DT Debate: Is this trampoline bridge terrifying or wicked awesome?

AZC Paris Tramboline bridge

AZC Studio submitted this concept design for a giant trampoline bridge that allows commuters to bounce their way across the Seine River. Is this a suicidal concept, or the most fun you'll ever have? Here's Andrew Couts and me duking it out on whether the bridge should ever become the real deal.

One of the many reasons we love architectural concepts at Digital Trends is because we enjoy envisioning the possibilities of what our future might look like. Where will we live, dine, play, work? Underwater discus hotel? Awesome. Hashtag-inspired skyscraper? Neat. A colossal-sized trampoline that forces commuters to bounce their way across a river? No, no, no, no, holy cheeseballs, make it stop.

Proposed by Paris-based AZC Studios, the simply-titled “Bridge” is an inflatable pathway with giant trampolines in the middle, allowing for 30-meter diameters of bouncy horror as you make your journey across the Seine River. I see why this might be a fun idea in theory, but in reality, I can only envision the number of limbs, crotches, mouths, berets and baguettes I’ll have to strategically dodge to hop across the bridge without a pierced throat. Judging by these mock-up photos, you’ll also be able to jump at ridiculous heights, meaning you’ll also fall a long way down this “3,700 cubic meters of air.” Jerks already exist on normal bridges; you know, the ones who walk way too slow, sway from side to side, or randomly stop without notice. What makes you think there wouldn’t be one on this McDonald’s Play Pen of a bridge who will show off her abilities to hurkie the heck out of your chin? Even if you don’t run into anyone, unless you amazing body control, you might just belly smash right onto the inflated edge. Don’t even get me started on the blank space connecting two trampolines together. Miss that jump by an inch and it’s bath time.

Not only is this bridge concept suicidal, it just isn’t practical. What if you are carrying a backpack? Can you imagine losing your wallet and cellphone forever off this “bridge”? How about that spiky thing you call a bracelet that might puncture one side of the inflated edge and cause the whole thing to fall apart? Sure, that view of the Eiffel Tower might be the best angle you’ve ever had … if you manage to hold on to your eyeballs for that long before getting it jabbed with some idiot kid’s toe.

Clearly, I have way too many concerns and issues with this bridge, so you know what, maybe this death trap should be real. It would be the most perfect Halloween event of the century.

Counterpoint:

AZC Paris Tramboline bridge aerial

Andrew: Mother of God. Never before in my life have I felt such a visceral urge to cross a bridge. There are organs I would surrender for a chance to bound upon this glorious structure. First borns I would give up. Days I would go without beer.

The thing you don’t realize, Natt, is that practicality is not the point here. It’s not even a second-cousin of the point. This is about pure, unadulterated joy. The kind of happiness rarely felt by anyone, save fetching dogs and children playing with bubbles. Or jumping on trampolines, come to think of it.

This is a bridge for people who have soul, who seek better things in life than simple longevity, who want to let down their hair, toss off their high heels and shout, “Hello, world! Check out this bitchin’ backflip!”

Is there a chance of plunging into a watery grave? Sure. But that’s true with every bridge ever — it’s a moot point.

You’ve got to learn to live a little, Natt. Know a good way to do that? Trampoline bridge. Believe.


Source : digitaltrends[dot]com

Oct 17, 2012

The CW’s digital studio gets a Homecoming with two new series

The CW's new digital studio, CWD, has signed two more shows to its schedule, including the final season of a series that debuted on MySpace in 2007.

Not content with filling your television screens five evenings a week with quality entertainment like Supernatural, Nikita and America’s Next Top Model: College Edition – Hey, at least the first two are good, okay? – the CW is moving into digital distribution with the announcement of two new web series being added to the production slate of the channel’s digital studio, CWD.

The most high-profile of the two series is Prom Queen: Homecoming, the third (and final) season of Vuguru’s Prom Queen web series. Launched in 2007 by Vuguru – the web production company owned by former Walt Disney Company CEO Michael Eisner – and Big Fantastic, the series made its debut on MySpace before running 80 episodes (each lasting 80 seconds) across twelve weeks, with over 15 million viewers “tuning in.” The second series, Prom Queen: Summer Heat, debuted later that year. Homecoming isn’t actually debuting on CWD; the real debut came two years ago, on Canada’s CityTV online network. Instead, the CW is calling the show’s addition to its CWD line-up as “the US debut,” adding that it will now be the exclusive home for the season as well as the two earlier Prom Queens and prequel seriesSam Has 7 Friends.

In addition to the Prom Queen franchise, CWD is adding a new series spinning off from an established online property, with CelebTV on The CW. Described as “a daily short-form entertainment series that gives fans the inside scoop on their favorite CW stars – both what’s happening on-screen and off – from red carpet sightings and magazine cover shoots to new projects and style secrets,” the series leverages CelebTV’s existing digital network – which already offers daily videos covering the lifestyle and entertainment beats, and has partnered with Hulu, YouTube and Xfinity – to produce new reports specifically based around the existing CW brand, so expect to see a lot of Kristin Kreuk, Stephen Amell and Maggie Q teasing future episodes of their shows amongst fast-cut breathless reports about why this season of Supernatural is the best one yet.

The two series will join the already announced Stupid Hype – A show about the return to fame of a former breakdancer that will surely delight anyone who’s ever wanted to see Vanilla Ice’s career recreated for laughs with undertones of Eminem’s 8 Mile big-screen debut (Check out the trailer for proof) – on the soon-to-launch CWD, which will make series available through multiple avenues. Not only will the CWD have a dedicated part of the CW’s official website, but its content will also be made available through the official CW Facebook page, as well as being attached to full-episode streams of broadcast shows through CWTV.com and the CW’s YouTube channel.


Source : digitaltrends[dot]com

Oct 16, 2012

Mass Effect 3 Wii U studio prepares a 2013 Square-Enix game for Wii U

nintendo wii u

Straight Right, the Australian studio hard at work converting BioWare's Mass Effect 3 for the Nintendo Wii U, is working on another port of a triple-A franchise for Nintendo's new tablet controller console. This time, for Square-Enix.

Straight Right games, Australia’s premiere (only?) Wii U developer, has offered up a hint as to what their next title for Nintendo’s tablet controller console will be.

Australian studio Straight Right is a real up and comer in the console development world. Headed by Tom Crago, formerly of Tantalus Interactive, Straight Right has yet to release an original IP hit. In fact, outside of the iOS version of Electronic Arts’ Shift 2: Unleashed, Straight Right hasn’t released a single game. The studio is working on multiple projects for Wii U, though, one of which is a launch title of Mass Effect 3.

As we reported in September, Crago said, “We made a number of bets on the Wii U, so we’re certainly hoping that the platform comes strongly out of the gate. We’ve got two other titles in development. One of them is original, our own IP, and another is based on another big franchise that will come out in 2013. It’s a big title and you will have hears of it.”

Given the company’s ties to Electronic Arts, it seemed probable that Straight Right would be working on another Wii U port for that company, likely one of its key 2013 titles like Dead Space 3. Turns out that Straight Right’s next Wii U port will be for none other than Square-Enix.

A NeoGAF forum member spotted a LinkedIn profile for Straight Right’s technical project manager Chris Slater, who joined the studio in June. The current project Slater is working is “porting a triple-A Square-Enix game to the yet-to-be-released Wii U platform.”

Square-Enix is a popular, prolific publisher with a number of triple-A releases under its belt over the past two years. This year alone it’s released, and will release, Final Fantasy XIII-2, Sleeping Dogs, and Hitman: Absolution. The company’s development history, though, does help narrow down what property Straight Right is likely porting.

Square’s Japanese development business is wholly segregated from its western studios that were previously part of the publisher Eidos. Since development of the Final Fantasy series never leaves Square’s internal studios in Japan, and that series is the only remaining console triple-A franchise remaining in the company’s portfolio, upcoming games like Lightning Returns: Final Fantasy XIII are out of the running.

Crago did say that his other Wii U port project is a 2013 game too, meaning that the most likely candidate is Tomb Raider. Developer Crystal Dynamics has often relied on outside developers to complete work on its Tomb Raider games for other platforms. Tomb Raider: Legends, Anniversary, and Underworld all had ports developed by Nixxes Software, not Crystal Dynamics. Since Straight Right already has experience with Wii U, that makes them an ideal choice to port the new Lara Croft adventure.


Source : digitaltrends[dot]com

Sep 27, 2012

Guild Wars 2, MapleStory publishers attempt Valve acquisition

Weeks after reports of EA's attempted Valve acquisition comes word that Korea's Nexon and NCSoft have made an offer for the Steam studio.

More reports of a potential Valve acquisition, this time involving some of Korea’s biggest game companies.

Valve co-founder and digital entertainment industry maverick Gabe Newell aims to keep his company independent or he’ll die trying. Newell said recently that the likelihood that Valve will be sold is slim indeed. He would rather “disintegrate” Valve than see it sell out to a larger technology company or video game publisher. That doesn’t mean that other companies aren’t trying to acquire the Steam studio. Enter Korean video game giants Nexon and NCSoft.

Korean outlet Joonang News (via MCV) claims that Valve met with both companies in Hawaii on Wednesday to discuss a potential merger. The pooled offer for Valve from Nexon and NCSoft is 1 trillion won, or around $893 million.

Nexon and NCSoft would certainly benefit from owning, or at least partnering with, Valve on a large scale. NCSoft sits right behind Blizzard as the world’s leading MMORPG company, publishing and hosting games like the recently released Guild Wars 2 amongst many successes in the genre like City of Heroes, Lineage and others. Nexon, meanwhile, is one of the biggest mobile and online game providers throughout Japan, China, and Korea. It’s currently valued around $5.9 billion. Steam, being the leading digital PC game retail platform in the US, would strengthen those companies’ interests outside Asia.

NCSoft could use the steady income. The publisher is having difficulty maintaining profits now that the MMO industry has moved away from paid subscriptions in favor of free-to-play revenue models. Its second quarter earnings saw revenue fall 12 percent year-on-year to around $130 million. (By comparison, Electronic Arts pulled in $276 million from its PC operation alone over the same period.

Nexon on the other hand is thriving, with revenue earnings in the first quarter of 2012 up 46 percent to around $480 million, and net income up 60 percent to nearly $154 million. It also already enjoys a partnership with Valve, with plans to host Asia’s Counter Strike Online community.

The long and short of it: Yes, it would make sense that these companies want Valve. The purchase price of $893 million rings false though. Electronic Arts reportedly made informal advances on Valve offering a cool $1 billion and Newell and company were unmoved. That was in the past as well. Today, Valve is valued at around $2.5 billion. With the company plotting major expansions in the next few years—branching out into non-gaming apps and hardware—Valve’s business is on the cusp of growing in value even more.

For any Korean readers out there getting pumped up, our apologies: That Team Fortress 2 MMORPG will have to remain a fantasy.


Source : digitaltrends[dot]com

Sep 24, 2012

Free Zerg Rush: Is Blizzard making StarCraft 2 free to play?

starcraft 2 free to play

Blizzard remains the king of PC game sales. Will StarCraft 2 free to play multiplayer revolutionize the studio's business?

Blizzard’s future: All you can eat Zerg rushes, no charge.

In a PC video game market that is increasingly supported by free-to-play sales models—where a base level game is given away for free and players purchase in game items, currency, or access to more of the game in small transactions—Blizzard Entertainment remains a powerful hold out in full game sales. Diablo III, World of Warcraft’s expansions released over the past four years, and StarCraft II have all sold millions of copies at $50 a pop or more. Even the best-selling PC game studio in history can’t stop progress though, and free-to-play games are going to be an inevitable part of its future. StarCraft II may be the first Blizzard game to bite the free-to-play bullet.

Speaking at a panel during the Valencia eSports Congress, StarCraft II lead designer Dustin Browder said that Blizzard is considering making at least portions of its globally popular strategy game free. “[Blizzard is] looking at free-to-play as an option for the multiplayer,” said Browder according to PCGamesN. The problem is to how to make it work.

“We don’t know how we would monetize it,” said Browder, “While it might be good fun for me to play against someone with only half the units available to them, that’s not going to be an enjoyable experience for them.”

The monumental popularity of Blizzard’s games means that the company can take its time finding the ideal way to monetize free-to-play versions of its games. Diablo III sold 3.5 million copies the first day it was on sale in May, and an additional 1.2 paying World of Warcraft players downloaded the game as well, bringing the game’s total first day population above 4 million. That’s more than Diablo II sold during its first full year on shelves. Diablo III is the fastest-selling PC game ever made. The previous record holder: 2010’s World of Warcraft: Cataclysm, which sold 3.3 million copies in 24 hours.

StarCraft II, meanwhile, sold 1.5 million copies in its first 48 hours on shelves, and an additional 1.5 million copies over the next three months in 2010. That far exceeds the sales of most full price PC games, but it’s still not up to the standard of Blizzard’s other marquee properties. With two more StarCraft games on the way, StarCraft II: Heart of the Swarm and StarCraft II: Legacy of the Void, can free-to-play bring the series’ profitability in line with Diablo and Warcraft?

The bigger question: If you make StarCraft 2 free to play, will people continue to buy the full version?


Source : digitaltrends[dot]com

Sep 22, 2012

Halo 4 preview: Hands on with all three modes of the game you’ll be playing for a long time

Halo 4 preview

We go hands on with Halo 4, and try out the campaign, competitive multiplayer, and the cooperative mode as well.

Things were still frantic at Microsoft’s 343 Industries studio in Kirkland, formerly home to Bungie. Although key members of the development team had set aside the day to give select media the first hands-on experience with campaign gameplay and new Spartan Ops and War Games missions and maps, the rest of the 200 developers were in crunch mode as the November 9 global launch loomed.

“It’s been a long haul,” said Kiki Wolfkill, executive producer of Halo 4. “It’s been three years since we started developing the project and we’re now in the final stretch. This is an amazing time for us. Crunch time is always an emotionally intense time. We’re trying to make hard trade-off decisions and letting the feet off the gas. There’s a lot of excitement and anxiety to finally get the game out there with campaign and multiplayer first hands-on.”

Wolfill and the rest of her team have nothing to worry about. Halo 4, at least from the two campaign missions, two Spartan Ops missions, and half-day of War Games combat I played, delivers the patented blockbuster sci-fi experience that gamers have been waiting for. Passing the baton from Bungie to 343 Industries has been seamless from a gameplay perspective. With their involvement in the development of Halo: Combat Evolved Anniversary along with Saber Interactive and Certain Affinity, the team is keeping what fans love about the Halo franchise and pushing into new territory with Halo 4.

Campaign

Halo 4

In Mission 1, “Dawn,” Master Chief is awakened by Cortana when a Covenant ship attacks. The action takes place in 2557, which is exactly 4 years, 7 months, and 10 days after Master Chief settled into cryo sleep at the end of Halo 3. Once awakened, the player needs to fight through the ship, which is being swarmed by Covenant soldiers. The big action set piece at the end of this level takes place outside in partial gravity with enemy ships coming in and Elites, Grunts, and Jackals engaging from every direction.

This level serves as an appetizer for Halo 4. In fact, the game’s logo doesn’t appear until after you’ve survived this exodus. It eases players back into the Halo gameplay and brings newbies up to speed on what’s going on in the Halo universe. Things are both familiar and fun.

The game’s third mission, “Forerunner,” introduces the Prometheans to the mix. It changes everything. Master Chief and Cortana are trapped on the planet Requium, and are tracking a signal that’s from the UNSC Infinity. This level introduces all-new gameplay mechanics for contending with the Premethean threats. And all three are formidable challenges. They’re as different from the Covenant enemies as you can get. And with the latter part of the mission, players will actually be taking on both Covenant and Promethean enemies at the same time. (Luckily, they also are fighting each other when not engaging with Master Chief.)

There are three major enemies that players will be fighting from this new alien race — Knights, Watchers, and Crawlers. Any combination of them requires a different strategy. Knights can phase in and out of time, Crawlers can walk on walls and ceilings and they can attack like a pack of feral dogs. Watchers are a support class. They can regenerate Knights and actually fit inside Knights to protect them. The Prometheans will coordinate their efforts, which makes battling them extremely challenging.

Halo 4 Campaign“We want the Prometheans to feel like the most advanced enemies in the world,” said Brad Welch, lead multiplayer designer, Halo 4. “The Prometheans introduce a half-dozen new weapons which are a cross between being human-designed and these crazy and futuristic designs. It was important to be able to identify that a shotgun is a shotgun. Each weapon comes together and forms in your hand when you pick it up, and there’s a glowing energy stream that runs through the barrel to give the weapons a sense of life.”

As challenging as the Prometheans are to fight, it’s imperative to find their discarded weapons in taking the battle back. Once you get a hold of these weapons you might not want to go back to UNSC or Covenant arms (unless you’re forced to). Each weapon has dual fire modes like the bolt pistol, which has a shotgun blast that when you hold and charge it up can perform a one-hit kill. I also like their grenades, which can be used strategically to take out a large number of enemies. These enemies are very smart.

Not that you’ll have much time to take in the scenery, but watching these Prometheans die is always a unique experience. That’s because an enemy will de-res from the location of your kill shot. Perform a headshot kill (which is really the only way to get these enemies efficiently), and watch their bodies slowly and colorfully evaporate. Fire off a ton of rounds at a Crawler and watch as that last leg shot serves as the origin for the final seconds of its life. It’s this type of cool little detail that shows how far 343 has gone in crafting a living, breathing world that you’ll want to lose yourself in.

Spartan Ops

“Spartan Ops is our new episodic cooperative gameplay that’s part of our Halo Infinity multiplayer experience,” said Wolfkill. “There’s War Games, which is our competitive multiplayer game experience and there’s Spartan Ops, which is our cooperative episodic experience. Every week you’ll get a story episode with five missions. We have an amazing story arc planned out. It’s like a TV show that you get to play with your friends featuring some characters from the campaign.”

Halo 4 Spartan OpsI was able to team up with three others and play through a pair of new Spartan Ops missions — Land Grab and Sniper Alley. It was my first time playing this new four-player co-op. And I highly recommend that gamers enter Halo 4 through this cool new mode. Even replaying the missions was fun because of the open sandbox gameplay and the four unique players taking out Covenants in a desert landscape always played out differently. The ability to play with big toys like the new Gauss Warthog and Covenant vehicles in Land Grab adds another dimension to gameplay. While there was more on-foot action in Sniper Alley and a different feel to the pacing.

Before jumping into a mission, players are able to gear up their soldier from head to toe. The amount of customization is amazing. You can customize up to five load outs. There are primary weapons, secondary weapon, grenades, armor capabilities, tactical packages and upgrades. Everything will be unlockable in the game, including all of those cool new Promethean weapons. How you equip your Spartan will impact your success in a mission, as will how good your teammates are. Playing together is important. This mode is something I see people jumping back into and playing again and again just for fun.

War Games

343 unveiled a brand new Dominion mode for War Games and a new “Solace” map, inspired by a Promethean environment. Dominion is a six-on-six game that’s on two teams and three bases. And things get really crazy really fast.

Halo 4 War Games“These three teams are fighting over these three bases and, as a team, you’re charged with capturing bases, fortifying them, and resupplying them,” said Welch. “That’s how your team gets points. When you capture a base — you can take it from either the beginning of the match or you can steal it from an enemy team — it becomes allegiant to you. It will drop weapons for you. The turrets will only shoot at your enemies. The shield doors come online. And that’s all through the fortification phase. Once it’s fortified, the base just gets larger and all sorts of weapons come up, shield doors, turrets. Vehicle pads start charging and then once the base starts resupplying, your team is going to earn more points and weapons will start dropping on the base. That’s how you get lots of power weapons — either by attacking the other bases or defending your own base.”

This mode changes the strategies involved in team-based play. And with teams constantly trying to arm and disarm bases – outside of the normal killing everything in an opposing colored uniform – there’s a constant ebb and flow in battles. It makes for a fast and fun experience that makes you want to keep coming back for more. There will be four maps at launch, and I was able to play two of them – “Longbow” and “Exile.”

“Longbow has three really well-defined bases that are entrenched in hills in very strategic locations,” said Welch. “There’s a base on the high ground that spawns flying vehicles and the low ground bases spawn the ground vehicles. That was our first prototype map for the mode and it’s really evolved.”

Halo 4 War GamesIn “Exile” there’s a base inside a crashed ship that’s in the center of the map and the others are in the military encampments that are from the survivors of the crashed ship around the other side of the map. The turrets are positioned in a way that they defend the base if someone is coming at them, but they’re not so overpowering that you don’t just run and die when you run at them. They force you to take a different road towards the base or they help a player defend it.

I was also able to play other maps. There’s the new “Solace” map, which features two bases laid out in symmetrical fashion and has a Promethean environment. Welch said it’s best for five-on-five Capture the Flag, or four-on-four Team Slayer. It has similarities to “Narrows” from Halo 3, but it holds its own as a very unique map. 343 also showed off “Haven,” which is a small, really hyper-competitive Forerunner map, and “Adrift,” which is set up like an abandoned UNSC mining vessel.

Multiplayer, clearly a focus for the team at 343, is shaping up to be an experience that will evolve over time and keep things fresh for those who want to continue their immersion in this massive new saga. The gameplay stands out, much like the campaign levels, as being both familiar, yet new. That’s a tough balance to keep. But with so much anticipation and the bar raised so high for Halo 4, it’s looking like 343 will deliver on all levels.


Source : digitaltrends[dot]com

Sep 12, 2012

ArmA III developers arrested in Greece for spying on military base

bohemia interactive arrested in greece

Two Bohemia Interactive employees were accused of espionage on Sunday, but the Greek government has other issues with the ArmA III studio.

Czech developer Bohemia Interactive has had a solid 2012 so far. The runaway success of DayZ, the zombie apocalypse themed mod for its military simulators, brought massive mainstream attention to a line of games that has catered to a supportive but small audience. The company is hard at work on both the full version of that game as well as ArmA III, but the company’s smooth seas have grown choppy. Two developers from Bohemia’s ArmA team were arrested for “spying” in Greece.

The two unnamed employees, aged 28- and 33-years-old, were scouting locations for use in the next game on Lemnos, a small island in the Greek archipelago with a small population, some tourist trade, and one military air base. ArmA III’s primary setting, in addition to the Ai Stratis, is Lemnos and the developers were photographing that military base when they were arrested on Sunday under suspicion of espionage.

“We can confirm that two Bohemia Interactive employees, our colleagues and friends, were arrested during their holiday trip to Lemnos,” said Bohemia CEO Marek Spanel in a message on the developer’s forum, “They visited the island with the sole purpose of experiencing the island’s beautiful surroundings.”

“Since its establishment in 1999, Bohemia Interactive has created games based only upon publicly available information. We always respect the law and we’ve never instructed anybody to violate the laws of any country. The same is true for ArmA III. Currently, all our effort goes towards supporting the guys over there, as well as their friends and families affected by this difficult situation. We sincerely hope that this is an unfortunate misunderstanding of their passion as artists and creators of virtual worlds.”

The arrests may be more than just a misunderstanding. In 2011, the Greek government protested Bohemia’s use of Lemnos in ArmA III, claiming that its appearance in a war game might interest the tourist trade that keeps the island’s miniscule economy running. The game could also pose a security threat by realistically recreating the terrain.

 ArmA III definitely has the potential to reach a wider audience than past entries in the series. The popularity of DayZ drove sales of ArmA II, necessary for playing the mod version of the zombie game, up a purported 500 percent in May.

CTK reported on Tuesday that the men have been transported to the island of Lesbos where they will be interrogated by a Greek prosecutor. The Czech government’s Greek consul Blanka Kovacsova is working to help the developers.


Source : digitaltrends[dot]com

Sep 3, 2012

YouTube now features 150 free movies from Troma

White Zombie -- Bela Lugosi

Troma, everyone's favorite low-brow, low-budget film studio, has uploaded 150 movies from its catalogue for free viewing on YouTube.

Lloyd Kaufman’s Troma Entertainment has made a name for itself by bucking Hollywood trends. The company’s films are made with shoestring budgets, storylines designed to appeal to an audience’s most basic instincts, and an utter disregard for society’s notions of “decency.” Most crucially though, Troma’s films are very fun, which is far more than we can say for most $150+ million blockbuster efforts slapped together in a Hollywood backlot.

In keeping with this trend of flouting Tinsel Town conventions, Troma has taken to YouTube over the past few months to upload 150 films spanning the company’s surprisingly immense catalogue of movies. Now fans can watch “classic” Troma flicks like Rabid Grannies, and Poultrygeist free of charge, on demand and as often as they’d like. Unfortunately, this collection of free movies doesn’t include many of Troma’s most famous films — there’s no Toxic Avenger, no Class of Nuke ‘Em High and, most depressingly, no Surf Nazis Must Die – but that’s understandable, at least from a fiscal standpoint, as these films are the ones most likely to generate huge bags of cash at some point in the future and releasing them totally gratis would be detrimental to Troma’s ability to generate profits from these properties.

However, as if to make up for this noticeable lack of the studio’s most popular films, YouTube’s Troma Entertainment channel also includes a number of older films the studio has been distributing. Films like White Zombie (a 1932 movie starring horror icon Bela Lugosi that is widely regarded as the first entry in the “zombie movie” subgenre) and the endearingly terrible Shark, a Jaws clone that inexplicably features Burt Reynolds, back when the man could still draw swoons from female fans with the slightest hint of his hypnotically bushy chest hair.

Now we’re not saying that this is the greatest collection of cinematic masterpieces in history — far from it; these movies are objectively terrible — but we are urging anyone who has never been exposed to a Troma film before to take advantage of the firm’s generosity as soon as possible. Despite their flaws, Troma’s movies all have a deliriously entertaining sense of mayhem, and if you have the desire (and intestinal fortitude) to discover something wholly unlike the mainstream pabulum Hollywood has been regurgitating en masse for the past century, then now will likely be your best opportunity. 

That said, we should probably drop a “Not Safe For Work” disclaimer here to prevent any of you from firing up one of these flicks in front of your boss. The people who work at Troma could probably get away with it, and we have to imagine that these movies wouldn’t really faze those who work in slaughterhouses, but if you’re a typical cubicle worker who spends your days grinding away on depressingly meaningless paperwork your boss probably won’t be too keen to join an impromptu screening of Zombie Werewolves Attack!


Source : digitaltrends[dot]com

Aug 13, 2012

Gears of War: Judgment studio loses three creative leads

gears of war judgement release date

5 years after People Can Fly was acquired by Epic Games, co-founder Andrian Chmielarz and two artists have left the studio.

These are rambling days in the video game industry. Around 4 years ago when the game industry began contracting, major publishers bought up independent studios in record numbers, with designers seeking the relative financial security of the larger corporate body. Today though, more and more of those same developers are striking out on their own, many leaving behind the studios that they helped found. Painkiller and Bulletstorm studio People Can Fly was acquired by Epic Games during that rush in 2007. On Sunday, three of People Can Fly’s key staff left the studio to pursue new opportunities.

Polygon reported that creative director and studio founder Andrian Chmielarz, lead artist Andrzej Poznanski, and principal artist Michal Kosieradzki have all left People Can Fly. Chmielarz said on Twitter that People Can Fly’s current project, spinoff Gears of War: Judgment won’t be hurt by their departure. “Gears fans, you’re going to love Judgment. It’s in great hands. And don’t worry, you’ll hear about my plans soon enough.

Epic president Mike Capps confirmed the staff changes and spoke fondly of all three. “Andrian Chmielarz, Andrzej Poznanski, and Michal Kosieradzki have parted ways with People Can Fly and Epic Games in order to pursue other opportunities, which they will announce of their own accord,” said Capps, “Over the past decade, they have been instrumental in building People Can Fly into the talented team that it is today. We wish them well in their future endeavors.”

Gears of War: Judgment is in development at both People Can Fly and Epic Games proper, unlike People’s last game Bulletstorm. Bulletstorm, published by EA, was well received by critics for its swift, cartoonish violence and satirical tone but the game was considered a commercial disappointment. It’s been hinted that this is why the studio is working on Epic’s most popular property rather than another new IP. Chmielarz and the others’ leaving the studio makes sense then; if they can’t pursue the creative goals the most want to at People Can Fly, it’s wise to seak out new opportunities.

These are only the latest major departures from Epic. Director of production Rod Fergusson, one of the stewards behind the entire Gears of War franchise, left the company last week to join BioShock Infinite studio Irrational Games.

Rambling days indeed. Many players from the world of Epic are hitting the road, even as the company is expanding.


Source : digitaltrends[dot]com