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October 5th, 2011, 00:42 Posted By: wraggster
Cyanide, developer of A Game Of Thrones: Genesis, the PC strategy game released last month, has confirmed that its console and PC RPG based on George R R Martin's novels that will be released next year.
Kotaku reports that the game's story will pick up from whereGenesis left off, will follow the first season of HBO's TV show and star two new characters, though familiar faces will feature during the course of the game.
Studio director Yves Bordeleau said that Cyanide had secured a licensing deal with HBO that will allow it to use some assets and character designs from the TV show, with some actors to provide the game's dialogue. "We entered the agreement late in the day, unfortunately," he said, "but we managed to have a lot of characters and locations modelled [after the series]."
Bordeleau compared the game's battle system to BioWare'sKnights Of The Old Republic, using what he calls an "active pause system. You pause the game to give orders, but it doesn't really pause, it slows time down. You can see something coming and react to it."
Cyanide clearly knows and loves the source material: it was working on A Game Of Thrones: Genesis long before the HBO series, and this RPG has been in the works long enough to dispel any fears of it being a quick cash-in on the TV show's success. The developer is aiming for an early 2012 release for the game, with the second season of the HBO show due to start next spring.
http://www.next-gen.biz/news/game-thrones-rpg-out-2012
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October 5th, 2011, 00:36 Posted By: wraggster
The Unreal Development Kit has been installed more than a million times, Epic Games co-founder Mark Rein has revealed.
"This isn’t a download count nor does it count users who installed a new version of UDK over an old version, or reinstalls," Rein clarifies in a post on Unreal Insider.
"This means there are more than one million different computers onto which the UDK has been installed. With this massive installed base there are countless stories to tell about what these developers are doing with the technology."
http://www.next-gen.biz/news/unreal-...llion-installs
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October 5th, 2011, 00:30 Posted By: wraggster
Today marks the launch of RAGE, id Software's post-apocalyptic first-person shooter that's been in development for at least four years. Early response to the game is mixed, but mostly positive. Eurogamer wrote, "This certainly isn't a video game like the ones we're used to playing in 2011, smothered in celebrity voice actors and shoulder-grabbingly intense expository cut-scenes, and varnished by psychologists so we never look in the wrong direction when we're sprinting away from a set-piece. Instead it's something simpler and more old-fashioned. Judged on game design and content, then, it's slightly anachronistic, but as a toy box full of things you can only do in games, RAGE is warm-hearted and refreshing." The review at Opposable Thumbs was much more critical, saying, "None of the game's ideas are thought out or fully explored, so the game feels like a series of dead ends in a world that is hard to care about, in which you play a bland character doing boring things against stock enemies using weak guns." If you'd like to see a look at the actual gameplay, Giant Bomb has a lengthy video with commentary.
http://games.slashdot.org/story/11/1...-releases-rage
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October 3rd, 2011, 23:28 Posted By: wraggster
FIFA 12 is No.1 on this week's UK PC sales chart, mirroring its performance on the Xbox 360, PS3, PSP and 3DS charts.
The Sims are out in full force as usual, with The Sims 3 at No.2, The Sims 3: Generations at No.3, The Sims: Medieval at No.7 and The Sims 3: Late Night at No.10.
Deus Ex: Human Revolution, Warhammer 40,000: Space Marine and new entry A Game of Thrones: Genesis take No.4, No.5 and No.6 respectively, with Football Manager 2011 slipping two places to No.8 and F1 2011 down eight spots to No.9.
Here's how the top ten for the week of ending October 1 reads:
01. FIFA 12 (EA)
02. The Sims 3 (EA)
03. The Sims 3: Generations (EA)
04. Deus Ex: Human Revolution (Square Enix)
05. Warhammer 40,000: Space Marine (THQ)
06. A Game of Thrones: Genesis (Ubisoft)
07. The Sims: Medieval (EA)
08. Football Manager 2011 (Sega)
09. F1 2011 (Codemasters)
10. The Sims 3: Late Night (EA)
http://www.computerandvideogames.com...hifts-fm-2011/
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October 3rd, 2011, 23:03 Posted By: wraggster
Fan favourite developer Valve is once again above and beyond to please its huge fanbase with the release of free DLC for hit title Portal 2 tomorrow (October 4th).
Called Portal 2: Peer Review, the download will appear on Xbox Live, the PlayStation Network and Steam.
It continues the narrative explored in in the game’s co-op campaign but will also include a leader board based single player and co-op Challenge Mode.
http://www.mcvuk.com/news/read/free-...is-week/085737
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October 3rd, 2011, 22:46 Posted By: wraggster
Pundits will have you believe the next generation of games hardware won’t arrive until 2013 or later. However last week, at 12.01am on September 22nd, a fifth home gaming format was activated: cloud gaming service OnLive.
At its most basic form this one needs no hardware, no discs, no physical retail element. That alone is enough to prove the potential revolution OnLive can herald. But OnLive is more than just being a clever innovation for today. OnLive is posing questions about the future of the games business – about the way it sells content, distributes content, promotes content… even how content is created and owned.
IT’S A LIVE
The launch feature set of OnLive available today and in the near future is certainly impressive. Built around a bespoke video streaming technology, OnLive runs all games from dedicated data centres. At its simplest, you can log on from a PC or Mac and play games with a click of a button. The dedicated ‘microconsole’ (a cheap but polished box smaller than a 3DS containing a handful of memory chips, video processor, plus ethernet, USB and HDMI ports) is available for piping it straight into your TV. Soon, an app will launch letting you stream games to iPad or Android tablets. It’s even being built into TVs and Blu-ray players.
The games themselves are games in the ‘traditional’ sense to most of us – expensive-to-make stuff from big boys such as THQ, Ubisoft and 2K, down to mid-tier publishers and smaller developers. A mix of the triple-A, glossy family and indie titles.
But OnLive’s video-centric approach adds unique features including an Arena mode so you can spectate and watch people play, while gamers can save Brag Clips (the last 10 seconds of play) with a press of a button to show off to other users.
PRICE IS RIGHT
OnLive is wrapped in a fairly flexible pricing structure, too. Actually signing up and browsing the library of games is free, as are 30-minute demos of most titles, plus multiplayer for those supporting it. In the UK, an inaugural offer means first time customers get any game for £1.
The RRP for most games on the service is in-line with retail RRPs, at £34.99. Older titles are £19.99, and some games can be rented starting at £3.99 for three days.
However, a special PlayPack, available at £6.99 a month provides unlimited access to over 100 games on the service. This doesn’t include new ones – but new games are 30 per cent cheaper to PlayPack subscribers, bringing prices closer to the bargains on the High Street.
BT, which bought a stake in OnLive last year, is hoping to make the service even more attractive – its customers get the PlayPack free for three months, no contract. BT is promoting the service alongside its others such as high-speed Infinity broadband and Vision video on-demand. Over here, OnLive is very much a BT product: it’s using the brand to sponsor consumer events and more. It’s an added push that something like Xbox Live and PSN have never really had.
READY TO SERVE
But the immediate innovation of the cloud isn’t OnLive’s real talking point.
Cloud gaming is an inevitable part of games’ future, and it has been for ages. Most of us are used to having data or digital possessions stored on a remote server somewhere. Email, music, video; these mediums have had cloud counterparts for ages. Gmail, Spotify, YouTube. Amazon has been selling cloud storage to businesses for years; Social networks are based in the cloud; PSN and Steam are just two games services already offering cloud storage for save files.
For OnLive the obvious next step is widening out the service to include music and movies. That’s a given, and only a matter of time, either through partnerships with things like Netflix or LoveFilm, or simple viable alternatives.
But think about the foundation OnLive’s growing network of servers is laying. The collective might of them servers can run content much more detailed than that on a ‘normal’ home console. Technology from sister firm Mova, which helped animate CG faces in movies like The Curious Case of Benjamin Button and The Incredible Hulk, is already built into OnLive, promising ‘a level of realism that is indistinguishable from live action’.
In that sense OnLive is building up, in plain sight, what could amount to the next-generation of gaming – high-end visuals rendered in real time, but created on data centres. No console needed, except maybe a cheap box to stream the data to, or a pre-existing device. Who needs 2013’s next-generation when it arguably already exists, and won’t require the manufacture of expensive consoles?
RIGHTS & OWNERSHIP
Another issue OnLive is challenging isn’t technical – it is emotional and conceptual: the issue of ownership. When you buy a cloud game, what do you own? Nothing physical, not even the centimetre of space the gigabytes are etched onto. But you are buying the right to access them.
In the US, OnLive and Square Enix tested this with free codes for the OnLive version of Deus Ex in the boxed PC game. It famously upset GameStop, but conceptually was a turning point. Here was the biggest games retail release of August, but when you bought it you got more than the disc.
While common in movies, where ‘triple-play’ packs of Blu-ray, DVD and iTunes code are commin, this is an issue not even that readily applied to music (where it’s easy to rip a physical purchase into something digital). It’s even rarer in the games industry, which is plagued by paranoia about piracy and enforces IP protection at times to a preachy extreme.
Yet these are issues our industry – an industry built digitally, not originated in analogue like vinyl, film, or print – needs to face. By acting as advocate OnLive makes us address these thorny conundrums. Because you can bet Nintendo, Sony and Microsoft aren’t yet brave enough to do it themselves.
LIVE FOREVER
So far reactions to OnLive can be split into three very specific and opposing camps.
There’s the cynics, who since the technology’s surprise unveiling at GDC 2009 have said that this just can’t work as well as claimed. Poor internet latency, they say, will cause lag between controller inputs and the video relay. They also purport that video compression can’t render at decent HD resolution.
Then there’s the sceptics. They buy into the technology, but not the commercial element. They don’t see how the business model works with a catalogue of games that are already available elsewhere – often cheaper – and with no physical component.
Lastly, there’s believers. They’re impressed with the tech and have signed up and paid for a game. They tolerate the valid criticisms from cynics and sceptics (one specific point being that there is clear visible video artefacting at times).
The people in charge of rival cloud services – Gaikai, or the GameStop-owned Spawn – will be watching how people discuss and dissect the service. How the reaction settles down, and the debate over whether consumers will themselves settle for what OnLive has to offer, signals the next step not just for OnLive, but its competition, and anything else that might spring up from Sony, Nintendo or Microsoft or an unknown format-holder in the making.
For the rest of us, the real issues to watch are those technical and philosophical ones. Many say OnLive’s introduction signalled a revolution. But chances are the biggest changes it heralds are yet to be realised, and could run deeper than the introduction of a ‘fifth console’.
http://www.mcvuk.com/news/read/opini...kicking/085744
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October 3rd, 2011, 22:44 Posted By: wraggster
Facebook games giant Zynga believes it can win over the core gamer with its upcoming release Mafia Wars 2.
The game is the first true sequel from a company best known for its casual hits like FarmVille and CityVille, and serves as a further indication of how social network games are growing to be increasingly reliant on recognised brands.
When asked if the 'hardcore social' demographic was becoming more important, Zynga general manager Erik Bethke told MCV the firm "likes to surprise the cynical die-hard gamer, the 'seen it all played it all' gamer".
However, he emphasised that Mafia Wars 2 will not intentionally isolate one particular market, adding: "We think we should bring the Mafia Wars 2 experience to as many people as possible."
Bethke also commented on the recent success of rival Facebook game The Sims Social by EA. The publishing behemoth recently grabbed headlines when its social network instalment in the best-selling Sims series amassed 65m monthly active users.
Reaching this milestone made The Sims Social the second most popular game in Facebook history – second only to Zynga's CityVille.
"From a personal perspective, I am really excited to see EA doing so well," said Bethke. "Its success shows how much opportunity there is in social games, and it shows you we're at the beginning stages of all of this."
http://www.mcvuk.com/news/read/zynga...-wars-2/085745
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October 3rd, 2011, 22:42 Posted By: wraggster
DICE, Swedish developer of Battlefield 3, has told PC gamers they face Origin account bans should they play the game on unofficial servers - resulting in any other EA games linked to their profile being rendered unplayable.
Battlefield 3's server files were leaked last week, allowing users to create their own unofficial game servers with different properties to those in the beta. One, for example, increases the maximum player count on Operation Métro, the beta's sole multiplayer map, from 32 to over 100.
In a post on the Battlelog forums, user Bazajaytee - an associate producer at DICE according to his EA profile - warns that those that play on unofficial servers are at risk of having their Origin accounts banned.
"We are aware that a number of servers have appeared and are running game modes and player counts that have not currently been seen," he writes. "Please try to remain on official servers.
"Please avoid temptation and remain on these official servers while we work to have these servers dealt with. Playing on those servers can cause your account to become compromised, stats to be altered or other issues to arise which may lead to having your account banned by EA.
"If your account gets banned it does mean any EA game you have on your account would also be unavailable."
http://www.next-gen.biz/news/dice-th...ield-3-servers
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October 3rd, 2011, 20:53 Posted By: wraggster
suraj.sun sends word that a recent Facebook patent application details specific methods for tracking its users while they're using other websites. Michael Arrington pointed out over the weekend that this follows explicit statements from Facebook employees that the social networking giant has "no interest in tracking people." Quoting the Patent Application:"In one embodiment, a method is described for tracking information about the activities of users of a social networking system while on another domain. The method includes maintaining a profile for each of one or more users of the social networking system, each profile identifying a connection to one or more other users of the social networking system and including information about the user. The method additionally includes receiving one or more communications from a third-party website having a different domain than the social network system, each message communicating an action taken by a user of the social networking system on the third-party website. The method additionally includes logging the actions taken on the third-party website in the social networking system, each logged action including information about the action."
http://yro.slashdot.org/story/11/10/...on-other-sites
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October 2nd, 2011, 00:38 Posted By: wraggster
Piracy is "ruining" PC games and "forcing" them online, Michael Pacther has told Eurogamer.
The same thing happened to a piracy-riddled Asia which, in response, invented free-to-play gaming.
"Yes, piracy is ruining PC gameplay, and yes, it is forcing PC games online," Pachter told Eurogamer, as part of a wider investigation into PC piracy and DRM. "This happened in China 15 years ago, and in Korea in the last decade, and it's happening in the West now."
Matt Ployhar, president of the PC Gaming Alliance, explained: "Free-to-play really got momentum quickly in Asia for several reasons, chief of which was that the only way local games ISVs [independent software vendors] could make money was to 'give the game away', then hope for a micro-transaction on the back-end (e.g. pets, weapons, clothes, etc.). This proved to be so effective that it pretty much replaced older (off the shelf) business models.
"Piracy persists primarily in those markets that persist in shipping a retail boxed good; namely Western game devs heavily focused on shipping games into the console markets."
Piracy on today's biggest PC titles can be as high as 80 per cent, Eurogamer learned. That means only one in five copies of a game being played are bought. But to claim that, through DRM, those product-pinchers can be converted to buyers would be misleading.
"There's a huge chunk of people that no matter what you do, no matter what measures you put in place, even if you deny them access to the content - they will never be a paying customer."
Christian Svensson, Capcom and the PCGA
Capcom US vice president Christian Svensson explained: "There's a huge chunk of people that no matter what you do, no matter what measures you put in place, even if you deny them access to the content - they will never be a paying customer.
"That has a lot to do with culture, a lot to do with education, a lot to do with ability to pay, and it also has a lot to do with the very basic thing of could they even get access to the content - is it for sale in their country legitimately? There's a lot of content that ends up in China that is not available for sale legitimately in China, because it hasn't gone through the governmental hoops and approvals and/or there's no partnership with a Chinese publisher on the ground to make that happen."
"Piracy has always existed and it will always exist," stated Good Old Games managing director Guillaume Rambourg. "Today is quite bad because it's a lot easier for people to pirate games compared to the '90s or '80s, when the only way was to get floppies at school from some friends. Nowadays you can pirate easily online. The threat has never been so visible in the past. Today it's very easy."
Rambourg said Russia, France and Spain are "quite famous for piracy". He puts this down to those countries historically displaying a "huge" appetite for "cultural goods", whether they be paintings, once upon a time, or now games. "They need to have access to cultural goods," he said. Couple that with ever speedier broadband and the tools with which to work and you have "potentially a country that is very likely to give piracy a try". In France, the government took measures to fight piracy, handing out notifications to people downloading illicit files. "Does it discourage piracy?" he asked. "I don't think so - people who want to buy eventually buy, and people who want to pirate eventually pirate."
But to assume that people who pirate are terminal wrong-doers would also be ignorant. "There's a variety of reasons why people pirate," Christian Svensson informed us. "Some of them are, quite frankly - and I hate to say it - quite good reasons. If they can't get it any other way, that's a pretty major for them to try and do that."
"You add up secondary sales plus growing piracy in the console space, which is largely subsidised by the content, and you have a very real threat to the continued existence of consoles being able to survive."
Matt Ployhar, president, PC Gaming Alliance
"Piracy was born out of ease," countered Pachter. "The fact is that every PC has a hard drive and an internet connection, and there are a lot of people who think it is perfectly acceptable to share software. So long as there is one bad apple who posts a game file on a torrent site, there will be people who feel it is appropriate to steal the IP for their own use.
"The answer appears to be DRM, and even if it doesn't work, it makes the publishers feel better."
But the PC isn't the only platform suffering here.
"Piracy exists on almost every console to varying degrees," said Svensson. "The only one I would say is fairly inconsequential to our business, as much as we can tell, is PlayStation 3. Obviously the PlayStation 3 was opened up [jailbroken], and through a variety of systems, Sony has managed to largely put that genie back in the bottle, to the point where the scene is nowhere near as large as it is on other platforms."
Matt Ployhar told us piracy had grown on console over the past decade, and demand for modded consoles that will play illegal copies of games is, in less established gaming markets, "strong".
In May this year, Lionhead said second-hand console game sales were a bigger problem than PC piracy. Many baulked at such a claim. But Matt Ployhar agrees.
"Secondary sales have been devastating to the console markets and continue to be a key detractor," said Ployhar. " While it's great for the EBGames/GameStops of the world, very little of that money ever trickles back down to the games ISVs if at all.
"You add up secondary sales plus growing piracy in the console space, which is largely subsidised by the content, and you have a very real threat to the continued existence of consoles being able to survive."
http://www.eurogamer.net/articles/20...cing-it-online
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October 2nd, 2011, 00:34 Posted By: wraggster
Believe it or not, Bungie's latest didn't take that long to develop -- oh, you read the headline? Well, aren't you perceptive! Yes, Crimson: Steam Pirates (not to be confused with ) only took 12 weeks to create, believe it or not.
It's the subject of a Gamasutra postmortem by developer Harebrained Schemes' Aljernon Bolden, who worked in the trenches over those dozen weeks to create what is one of the top free iPad apps. His diatribe recounts the last month (it launched on September 1, remember?) and how a team of seven people was able to meet deadline. Did you know the game uses animations originally created as flipbook animations in Flash? Just one of the many interesting tidbits to be discovered!
Do yourself a favor and give it a read. It's not only a great read to learn how a first-time developer was able to come up with high-impact, low-cost solutions to achieve its goal, it's also fascinating stuff for budding developers -- and in this App store world we're living in, that should be at least 75 percent of you.
http://www.joystiq.com/2011/10/01/cr...e-in-12-weeks/
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October 2nd, 2011, 00:26 Posted By: wraggster
Sega has announced that their upcoming return to majestic sci-fi action fantasy,Phantasy Star Online 2, has been delayed into 2012, reports Siliconera. The purpose of the delay, according to producer Satoshi Sakai, is to address gameplay issues brought to light by user feedback submitted after the conclusion of this summer's alpha testing.
A second alpha test will be conducted some time during the first part of next year; returning alpha testers will be joined by new recruits in order to evaluate the changes made based on their feedback. Delays can be a double-edged sword, but when a company specifically cites addressing user feedback as a delay's justification, that'susually a good sign.
Not that any of us will ever actually get to play it, mind you. After all, it is a Japanese exclusive.
http://www.joystiq.com/2011/10/01/ph...yed-into-2012/
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October 2nd, 2011, 00:13 Posted By: wraggster
Game development studio Cyanide launched their real-time strategy interpretation of George R. R. Martin's acclaimed fantasy series A Game of Thrones yesterday. You can see a trailer and a few screenshots if you're so inclined. Cyanide also confirmed one of their other offices is working on a completely different RPG based on the series as well. It's still a ways out, but they say it will be "Mass Effect-style," and will pick up at the start of the first book. "True to the style of Martin's books, it will tell the story of two different characters, switching back and forth between them as their tales move alongside the events of the first book (and occasionally intersect with one another). None of the characters from the book will be playable, though the game's protagonists will cross paths with plenty of familiar faces over the course of the game.
http://games.slashdot.org/story/11/0...rpg-on-the-way
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September 30th, 2011, 23:38 Posted By: wraggster
Eric Ruth, creator of 8bit-style demakes of the likes of Halo, Left4Dead and DJ Hero, has released Team Fortress Arcade, which reimagines Valve's FPS as a side-scrolling brawler with guns.
The game features the nine character classes from the original, is a free download from the source link below, and features local fourplayer co-op.
Ruth told Pikigeek: "One of my favourite genres of the bygone arcade era is the side-scrolling beat-em-up. So, naturally, I tried combining two things I love together and in the end came up with the concept that you can now play on your computer for free."
Asked whether Team Fortress Arcade would adhere even closer to Valve's original by adding hats, Ruth said: "I would have to draw hats directly on to sprites, which means that there would be a lot of room and a lot of extra programming just to add a functioning hat system that, ultimately, has no place in a side-scroller anyway." Spoilsport.
http://www.next-gen.biz/news/side-sc...emake-released
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September 30th, 2011, 23:33 Posted By: wraggster
Facebook apps and games will be disabled tomorrow unless their developers convert them to support HTTPS, as the social network makes secure data transfer mandatory.
The social network announced its move to HTTPS in May, part of its bid to make the platform more secure for developers and users. It's much the same as standard HTTP, but with data passed over an encrypted system using SSL.
Concerned developers should follow Facebook's guide to upgrading at the source link below before it disables apps that fail to make the switch before the October 1 deadline.
http://www.next-gen.biz/news/games-r...ebook-standard
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September 30th, 2011, 23:22 Posted By: wraggster
Reports poured in this morning that Microsoft's security products, namely Microsoft Security Essentials and Forefront Client Security, were flagging Google Chrome as a virus (PWS:Win32/Zbot) and removing the browser if users chose to clean and reboot their machines. Users reported that the only way to mitigate the problem was to set MSE and Forefront to 'always allow' Zbot, which is generally considered to be a bad idea."A Google employee in the above support thread notes that Microsoft has now pushed another update to resolve the issue. "On September 30th, 2011, an incorrect detection for PWS:Win32/Zbot was identified. On September 30th, 2011, Microsoft released an update that addresses the issue. Signature versions 1.113.672.0 and higher include this update."
http://tech.slashdot.org/story/11/09...ome-as-a-virus
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