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June 16th, 2010, 19:09 Posted By: wraggster
Brits receive over 420,000 scam emails every hour, researchers have found.
According to a study by life assistance company CPP, 3.7 billion phishing emails were sent in the UK over the last 12 months. A quarter of people have falling victim to online scams, with the average victim losing over £285.
The research found that one person every seven seconds falls victim to fraudsters, with fake bank emails being the most common method (55 per cent).
Over half of victims received false lottery or prize draw notifications, while half were targeted by foreign cons.
Cyber criminals are also increasingly targetting social networking sites. Nearly a fifth of Brits have received fake Facebook messages claiming to be from friends or family.
Nicole Sanders, identity fraud expert at CPP, said: "It seems that not a day goes by without a new case of online fraud hitting the headlines. But what's concerning is that consumers are still falling victim.”
Reformed computer hacker Robert Schifreen added: "Staying safe online is easy if you follow some basic precautions. Never type your credit card number, password, or any other confidential information into a web site unless its address begins with https and your browser displays the 'closed padlock' symbol. These indicate that the site is safe and that your data is encrypted.
"Also, make sure your antivirus software subscription is up to date and that your computer is configured to automatically download protective software."
http://www.pcr-online.biz/news/33742...ery-hour-in-UK
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June 15th, 2010, 22:00 Posted By: wraggster
THQ has said that its upcoming Warhammer 40,000 massively-multiplayer game is subtitled Dark Millennium Online.
The publisher has also released screenshots and a trailer for it, which you can see below.
Developed by Vigil Games, Dark Millennium Online is set in the 41st Millennium and players will get to choose from multiple races, although specific details aren't available yet.
We've previously heard that the game will be released in 2012, although there's no update on that in the E3 fact sheet and assets bundle.
The game is being shown at E3 though, and Eurogamer's MMO hero Oli Welsh will be taking a look at it behind closed doors very soon.
http://www.eurogamer.net/articles/wa...-000-mmo-named
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June 15th, 2010, 21:55 Posted By: wraggster
The Microsoft Applied Sciences Group has developed a new lens that lets you watch three-dimensional content without 3D glasses. The new lens is thinner at the bottom (about 6mm) than at the top (11mm) and steers light to a viewer's eyes via LEDs along its bottom edge. The 3D display uses a camera to track viewers so that it knows where to steer the light; the idea isn't new, but the required CPU power is now affordable and small enough to pull it off on a large scale.
http://entertainment.slashdot.org/st...ree-3D-Display
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June 15th, 2010, 21:52 Posted By: wraggster
Hot on the heels of Sony's 3D gaming launch for PlayStation 3, NVIDIA is attempting to introduce what it calls the '3D PC.'
While its specifications for 3D PCs do not include any hardware that was not previously available, its focus is on selling bundles of a base unit with a compatible graphics card, 120Hz monitor and active-shutter glasses. Sony's 3D Bravia TVs will also be suitable.
A number of hardware manufacturers, including Dell, Asus, Toshiba and Alienware, will provide suitable systems. Online UK retailers Mesh, Scan, Overclockers and Novatech will feature a new 3D PC category on their consumer sites, selling complete systems as well as 3D-branded components.
Prices for desktop bundles start at around £1500, reaching as high as £3400. 3D-capable laptops are planned for the initiative, but are not available as yet.
While several 3D solutions are available, NVIDIA is keen to posit its GeForce GPUs and 3D Vision glasses as a leading option. Though arguably less elegant to set up than on console, 3D gaming is currently rather more ensconced on PC, thanks to a variety of official and unofficial modifications to many recent games.
http://www.gamesindustry.biz/article...-pc-initiative
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June 15th, 2010, 18:42 Posted By: wraggster
Ubisoft has unveiled a brand new shooter which is played using a special laser gun peripheral - Battle Tag.
It was demoed at Ubisoft's E3 conference by a bunch of developers and models, who ran round the auditorium shooting each other. They were wearing harnesses to which the guns were attached via cables. Laser Quest for your house, basically.
Data from shooting matches is transferred to a PC, and the computer will keep track of what's going on wherever you play.
Battle Tag will be released at the end of the year. In North America, said producer Gael Sedoux, you'll get two guns and two harnesses in the box. You'll also be able to get accessories, such as a small box which replenishes your armour when you touch the gun to it.
Matches will be playable by up to four versus four players.
http://www.eurogamer.net/articles/ub...-style-shooter
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June 15th, 2010, 18:33 Posted By: wraggster
After an extended period of open beta testing and an official launch last month, Microsoft Office 2010 officially goes on sale in stores across the globe from today.
The release of the software has been a somewhat staggered affair – a business version was released on May 1st, while Microsoft broadcasted a series of webcasts a part of a 'launch' event on May 13th.
The utility package, which includes ubiquitous programs such as Word, PowerPoint, Outlook, Excell and Access, registered over nine million beta downloads – more than six times the size of the Office 2007 beta. Microsoft is expecting strong sales at retail on the back of this interest.
The firm is making much out of new delivery methods for the software, including blanket pre-installing it on PCs, then selling users the activation key if they want to access it.
“Working with major retail partners and PC makers, we’ve made dramatic changes in the way we deliver Office 2010 to give consumers more buying choice, making it easier than ever to unlock the power of Office on new and existing PCs,” said Stephen Elop, president of Microsoft Business Division. “For the first time, people can purchase a Product Key Card at retail to activate Office 2010 preloaded on new PCs. For those who want to download Office 2010 direct from Office.com for an existing PC, the new Click-to-Run technology will have them up and running in a matter of minutes.”
http://www.pcr-online.biz/news/33734...sale-worldwide
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June 15th, 2010, 01:41 Posted By: wraggster
News via http://www.aep-emu.de/
Vavoom is a source port based on sources of Doom, Heretic, Hexen and a little bit from Quake. Supported platforms are DOS, Windows and Linux.
Version 1.32
* Added advanced renderer which is able to do Doom 3 style shadows. OpenGL
version only.
* If available, use GLSL shaders for all OpenGL rendering.
* Multiple bug fixes.
http://www.vavoom-engine.com/
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June 15th, 2010, 01:40 Posted By: wraggster
News via http://www.aep-emu.de/
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.7.test @ 2010-Jun-11 12:38 - win32 build, sources
[+]Added support for DeePBSP v4 Extended nodes.
[+]Added support for ZDoom normal uncompressed nodes.
[+]Blend animations.
[+]Support for Quake2/Unreal style skyboxes. Definition (using GLDEFS lump) is compatible with GZDoom.
[+]Support for MUSINFO lump (dynamic music changing).
[+]Support for custom per-texture detail textures. [*]Recalculate seg offsets that are sometimes incorrect with certain nodebuilders. Fixes among others, line 20365 of DV.wad, map 5. Makes sense only for software renderer. [*]Scan forward for a MUS header signature at the beginning of a MUS lump, which apparently DMX was capable of doing vis-a-vis DIESCUM.WAD. [*]Verification on validity of a blockmap and report it in stdout.txt. [*]Disable sky texture scaling if status bar is used.
[-]Fixed HOM at sectors 226 and 300 on E1M1 @ OTTAWAU.WAD. Fix affects only vanilla complevels, because Boom´s behavior is different. newtechn.wad is also fixed.
[-]Fixed -trace_thingshealth issue.
[-]Fixed crash when demo footer and re-record are used.
[-]Full path stored in demo footer for Dehacked patches.
[-]Music goes wrong from 1:15 with timidity on doom2.wad map05.
[-]SDL_mixer´s native MIDI music playing does not pause properly. As a workaround, set the volume to 0 when paused and "mus_pause_opt 1".
[-]Boom colormaps should not be applied twice for hires textures.
[-]Fixed the latest known incompatibility with MBF.
[-]Fixed incompatibility with Win95.
[-]During demo playback when using the camera the sound is heard from the players position, instead of the camera position.
[-]After joining a game using recordfromto it is not possible to save the game.
[-]Inheriting of friendlyness during spawn for mbf compatibility.
[-]PrBoom doesn´t use the misc1 and misc2 frame parameters in A_Mushroom. Normally those two should control the angle and speed factor of the fireballs, but it doesn´t happen here.
[-]"map_use_multisamling 0" did not work with "map_always_updates 0"
[-]Fixed crash in software mode with 5x4 aspect.
http://prboom-plus.sourceforge.net/
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June 15th, 2010, 01:39 Posted By: wraggster
News via http://www.aep-emu.de/
Oolite is a free (GNU-GPL) remake of the game Elite.
Quote:
Changes since test release 1.73.4
Gameplay
With the Advanced Navigation Array you can now see the fastest (as opposed to shortest) route by pressing control-shift-6 (Mac: control-^).
Mouse control (full screen mode only) can be enabled with a yaw-and-pitch flight model by pressing control-shift-M. (As before, shift-M will use a roll-pitch model.)
The ECM alarm no longer goes of while you’re docked.
The “Missile/Mine armed” message now specifies what type of missile/mine it is.
Greatly improved traffic control dialogues.
Speech synthesis is now available on all platforms.
Improved behaviour on various menu screens.
When dying, the last saved game is now reloaded. (In strict mode, the game restarts.)
Auto-saves are now named “Commander Name (autosave)” instead of just “autosave”. There is no auto-save immediately after restarting.
Graphics
The default shader mode is now Full except on first-generation shader-capable systems. Full shader mode will be disabled on some or all of those systems in future, but is currently enabled for testing purposes.
[Mac] Enabled “Detailed Planets” option.
Flashers and particle effects look better. Very large flashers no longer pop into view at unexpectedly close range.
Reduced aliasing artefacts (“twinkling”) in star field and distant flashers/particles.
Many of the built-in ships have been edited to fix minor lighting issues.
Light maps are now supported in shaderless mode (on systems that support “texture combiners”).
Improved specular highlights in shaderless mode on most systems.
Hyperspace and dock tunnels look different.
[Linux] Fixed tearing issues (v-sync).
Shader mode changes now take effect immediately.
“Pink oceans” are no longer a lie.
Bug fixes
Lasers now hit the right shield, even if they happen to be fired by subentities.
No more messages about broken equipment, lost targets and so forth after you die.
Fixed lighting issues for objects with shaders, notably demo screen and shipyard lighting, and shadows.
Fixed blocked docking queue when ships in the queue die.
The game now distinguishes between overlapping systems properly.
Hot ships now dump hot cargo (and escape pods).
Ships can no longer be sold with both types of energy unit (the regular one is removed).
Cargo bay extensions now work again as expected.
[Mac] Full screen mode is once again restored when relaunching as appropriate.
[Mac] No longer freezes indefinitely while waiting for iTunes to respond if, say, you have a dialog box open in iTunes.
Collisions are now reported to both ships involved.
It is now possible to use the same mesh with and without smoothing.
Callbacks passed to Oolite JavaScript methods can now access variables in the enclosing context.
JavaScript scripts can no longer survive the transition to strict mode (except by attaching themselves to the debug console).
Lots of boring little crashes, log messages and things. Many lots.
Known bugs
Planets’ axes of rotation can now be messed up in several new ways. There is still no un-messed-up option. (Bug #17243)
Scooping is too hard. (Bug #17245)
Exhaust plumes jump around stupidly after a jump. (Bug #17246)
New substitution dictionary parameter to expandDescription()/expandMissionText() has lower priority than description.plist entries, should be higher. (Bug #17193)
Overlays and underlays have a fixed resolution and interact badly with texture rescaling. (Bug #17201, technically old)
Shot cycle times depend on the last weapon fired, not the currently selected weapon. (Bug #17240, old)
Scanner markers appear in the wrong place for one frame when summoning an NPC ship. (Bug #17215, old)
When overriding a market system-wide (“market” entry in planetinfo.plist), the specified market is applied to all stations in the system, not just the main station as was most likely intended. (Bug #17247, old)
[Mac] Occasional bursts of very loud noise, causing the system to compensate by lowering effective volume. (Bug #17214, old)
Remember, if it isn’t in the bug tracker, we officially don’t know about it.
Miscellaneous
Decreased memory usage, primarily for flashers and textures.
The log file is a bit more readable.
[Mac and Windows] Add-ons, log and screen shots can now be found through menus.
Added support for working around specific 3D hardware issues. In particular, the default shader setting is now hardware-dependent, and point and line smoothing are disabled on some hardware.
[Mac] Oolite now requires Mac OS X 10.4 or later.
[Mac] Oolite is now 64-bit clean in Mac OS X 10.6.
[Windows and Linux]: Screenshots are now saved in PNG format.
http://www.oolite.org/
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June 15th, 2010, 01:38 Posted By: wraggster
News via http://www.aep-emu.de/
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r1895
May, 27, 2010
+ Update translation files
+ Fixed: genie ability, added custom genie ability, rename battle.xml to animations.xml
+ Fixed: blind spell, dwarf magic resist, resurect dead troop
+ Fixed: necromancer morale info
+ Fixed: necromancer skeletons up
+ Fixed: battle catapult targets
+ Updated: diplomacy for surrender and join monster
+ Updated: gameover conditions (WINS_SIDE), added unions (alliance)
+ Added: pocketpc virtual keyboard
+ Fixed: dwelling count with begin week
+ Fixed: World::NewMonth actions
+ Fixed: multiplayer map filter
Apr, 24, 2010
+ Added: extended scouting capability
+ Fixed: manual set hero portrait and class type
+ Fixed: spell duration for magic monsters
+ Fixed: air element + lightning 200% damage
+ Fixed: elemental immunable mind spells
+ Added: groupped/spread battle format
+ Added: hero patrol mode
+ Update: wins/loss game conditions, update game info dialog
+ Added: battle hard skip with +2 defense
+ Fixed: autosave remember settings
+ Fixed: set guardian with last troop
+ Added: pickup artifact scenario messages
+ Added: artifacts affinities HideousMask, StatesmanQuill, CrystalBall, extra settings CrystalBall added spells Visions and IdentifyHero
+ Fixed: broken bridge animation
http://sourceforge.net/projects/fheroes2/
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June 15th, 2010, 01:15 Posted By: wraggster
News via http://www.aep-emu.de/
The Open Source Singstar Simulator UltraStar Deluxe was released as a release candidate.
The developers ask for testers and bugreports.
Here the Link of the mainpage, if you never heard of Ultrastar!
Quote:
UltraStar Deluxe Release candidate is ready to leave the dock, ending the public beta state of your favorite karaoke game.
Many improvements were made since our previous versions:
Platform independent (Mac, Linux, Windows)
Visualisations with projectM
Mouse and unicode support
Video preview
Background videos and music in the GUI
Microphone configuration assistance
And many more other enhancements…
This is the last step before introducing the final 1.1 version, continuing the development and revealing our plans for future versions of ultrastar deluxe. Help us on our last step.
Due to massive changes in our game we need to update …:
- … Translations: Some translations are incomplete, so please help us to complete them!
If there is a “ToDo” marker in a language file, we would love you for translating those sections and pass us your result. You could even do new translations if your language is not yet available. If you got any question, do not hesitate: Just see “Get Help!” for different ways to contact us.
More content, even prettier
Go ahead and see what the new skin system is able to do, play around with the new party mode and the lua plugins. You will soon be able to create your own game content which we would like you to share with everyone from our community and maybe even include your own theme or plugin in our next release. Still there are also many unknown artists out there, help them to find their way into our game and create some free songs for UltraStar Deluxe!
Social Networks
Discuss about UltraStar Deluxe at your favorite social network. If you want to get latest news about this project, just follow our activities there, so that you will not miss any release, related stuff, games, action etc. any longer!
Ultrastar Deluxe 1.1
-----------------------------
--------------
platform
--------------
upd: platform independent code base
upd: endianness independent code base
add: Linux and FreeBSD support (x86 and x86_64)
add: Max OS X support (Intel 10.5/10.6)
--------------
audio
--------------
upd: reimplemented audio playback and input
upd: pluggable audio/video modules
- Bass input/playback/decoder (windows only)
- SDL audio playback (all platforms)
- Portaudio playback/input (all platforms)
- FFmpeg decoder (all platforms)
upd: video files enabled for the #MP3 tag (using the first audio stream of a video)
add: Microphone Passthrough (experimental)
fix: a start without a microphone plugged-in does not result in a crash
add: background music
--------------
video
--------------
upd: revised video decoder implementation
upd: windows: updated FFmpeg binary
upd: performance improvements
--------------
interface
--------------
upd: video backgrounds for themes
upd: Song Screen: performance improvements with many songs
upd: theme change w/o restarting Ultrastar Deluxe
upd: new score display in Sing Screen (animated)
upd: Score Screen redesigned (animations)
upd: Deluxe theme enhanced (ty mog)
upd: ability to select party modes before the game
upd: default skin and color are read from themes and skins
add: visualisations (due to projectM) as background while singing
upd: Truetype fonts (due to freetype6) instead of the old bitmap fonts
-> support for international character sets
-> smoother type face
upd: new lyrics effect: Shift
upd: more than one additional song path can be set in config.ini (SongDirX)
upd: microphone settings simplified
- vu-meter for incoming signals on the selected input
- display of input volume
- adjust input volume by using ´+´ and ´-´ keys
- threshold display (gray bar)
- adjust threshold with ´T´ key
upd: international keyboard layout (uniform shortcuts on QWERTZ, QWERTY, AZERTY, ...)
rem: removed confusing solmization option
add: text reflections in themes
add: note lines can be switched off in options
add: mouse support (hardware and software)
add: texture type "Colorized": Texture is colorized by adjusting the hue value (see HSB color model)
add: overlay when pause modus is activated in Sing Screen
fix: some "Screens=2" bugs
add: Unicode support: All "printable" characters should work with the input fields (e.g. players´ names)
add: resizable window
add: toggle between fullscreen and windowed mode with ALT+Return (Linux and FreeBSD only)
fix: mapped same function to Return and Enter (numpad)
--------------
internal
--------------
upd: synchronization of lyrics, video and audio
(timers were not synchronized until now)
you can be choose via config.ini ("SyncTo" option) between:
- synchronize lyrics and video to audio (default)
- synchronize audio and video to lyrics
- no synchronization
upd: DLL interface replaced by Lua plugin interface
upd: Select Object replaced by Select Slide
upd: improved stability and major code base cleanup
fix: solved some bugs/crashes in Midi/Kar converter
upd: Vista/Win7 conform: configuration files is saved in the user directory. Running USDX from CD/DVD should also be possible from now on.
upd: cover thumbnails are saved in an SQLite database
-> more reliable than the old solution; small performance loss on start
--------------
song files
--------------
upd: UTF8 support
upd: #Encoding tag
- CP1250: Central/Eastern european encoding
- CP1252: Western european encoding; was used as default before 1.1
- Locale: uses system encoding (should not be used for new files!)
- UTF8: text file is encoded in UTF8 (recommended)
upd: support for UTF8 BOM (new standard in Ultrastar Deluxe)
upd: #Year tag is read and saved
fix: does not crash any longer if there is no linebreak in lyrics file
fix: blank lyrics lines are ignored
fix: editor does not delete unknown tags any longer from song txt files
https://sourceforge.net/projects/ultrastardx/
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June 15th, 2010, 01:10 Posted By: wraggster
The Medal of Honor multiplayer beta will launch June 21 on Xbox 360, PS3 and PC. Beta codes will be distributed by retailers to pre-purchasers of the game. Battlefield: Bad Company 2 "VIP" members (anyone who bought the game new or bought VIP access) who have also pre-ordered Medal of Honor will receive early access to the beta, beginning this Thursday, June 17.
The beta will include two maps, Helmand Valley and Kabul City Ruins, and support for up to 24 players across two gameplay modes, Team Assault and Combat Mission. During its E3 press conference today, EA showcased a live demonstration of the DICE-developed multiplayer. It looked sharp, and it looked a lot like Modern Warfare too.
Additional details about beta enrollment are available on medalofhonor.com. Medal of Honor is scheduled for release on October 12.
http://www.joystiq.com/2010/06/14/me...60-ps3-and-pc/
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June 14th, 2010, 22:19 Posted By: wraggster
According to a message posted to a public mailing list dedicated to Chrome OS, a new feature is in the works that will grant users access to 'legacy PC applications' through some kind of remote desktop connection process. Google software engineer Gary Kamark, who first spilled the beans on the feature, calls the process 'Chromoting.' The current speculation amongst Chrome enthusiasts is that the Chromoting process is more akin to a VPN/sharing functionality than anything else. In that case, one would have to leave one's Windows-based desktop or laptop system on in order to access apps via a connected Chrome OS computer — which is hardly a technological leap given that numerous applications today offer users an analogous screen-sharing / remote access functionality.
http://linux.slashdot.org/story/10/0...-Remote-Access
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June 14th, 2010, 22:14 Posted By: wraggster
New research published by DFC Intelligence and microtransactions firm Live Gamer suggests that the free-to-play and "MMO Lite" market could increase in value to over $7 billion by 2015.
The information comes from a new survey entitled "Consumer Trends in Virtual Goods and Downloadable Gaming in North America and Europe", which projects a doubling of revenues for the market from its 2009 value.
Rather than full subscription-based massively multiplayer online titles, MMO Lite products such as Free Realms, RuneScape and MapleStory gain their revenues from virtual items and optional subscriptions.
The model remains most popular in Asian markets, but DFC projects that in North America and Europe alone the market will grow from $800 million in 2009 to over $3 billion by 2015.
The survey has also found that top free-to-play Korean titles, with a large client download and more traditional gameplay are able to covert over 10 per cent of users into paying customers. With more casual Facebook titles though, less than 1 per cent of users were found to have purchased goods or currencies within the game.
"Another interesting result of this study is that the idea that F2P games have a 'microtransaction' business model is actually quite misleading," said DFC analyst David Cole. "Historically, the average purchase is over $10 and some games offer an optional subscription. Going forward, it is obvious that understanding consumer purchase patterns and preferences will be a necessity for continued success."
"The free-to-play model is increasing in popularity at an astounding rate, both in the US and worldwide," said Andrew Schneider, co-founder and president of Live Gamer. "We're seeing average revenue per paying user top $28 per month across the 145 titles that Live Gamer powers around the world."
http://www.gamesindustry.biz/article...USD7bn-by-2015
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June 13th, 2010, 21:03 Posted By: wraggster
Take-Two has settled its lawsuit with 3D Realms over Duke Nukem Forever, according to spokespeople for both parties.
"We can confirm that the matter has been resolved, and the company is not providing additional details of the agreement," a corporate comms man for Take-Two told IGN, while 3D Realms said it wasn't saying anything.
3D Realms was forced to lay off the Duke Nukem Forever development team last year and "rebuild" as a smaller company.
Take-Two filed a lawsuit against 3D Realms shortly afterward, which 3DR's Scott Miller said was "based on knee-deep BS and with more spin that a top".
"3DR has been in nearly a dozen lawsuits (including against Warner and Fox). We're always innocent, and we always win. This one is no exception. Give it a year, then the truth will come out," he said almost exactly a year ago.
http://www.eurogamer.net/articles/ta...e-forever-suit
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June 13th, 2010, 12:09 Posted By: wraggster
Blizzard has shown third World of Warcraft expansion Cataclysm to the press, revealing that it will ship with three times as many new quests as last effort Wrath of the Lich King. But much has been cut from the game too, including the planned new customisation system Paths of the Titans.
"Wrath of the Lich King shipped with about 1000 quests, a little over," lead world designer Alex Afrasiabi told Eurogamer. "Cataclysm will ship with - we're tracking to ship with over 3000 new quests."
Around 1000 of these quests will be in the zones taking players from level 80 up to the new level cap of 85, while the remaining 2000 will be in the redesigned "old world" from levels 1 to 60.
The Paths of the Titans - a high-level character customisation system - revealed when Cataclysm was announced at last year's BlizzCon has been scrapped, Blizzard believing that it would overcomplicate the game.
The new profession Archaeology, once planned to feed into Paths of the Titans, is now a more casual game of collection and completion rewarding players with lore, collectables and rare toys.
Archaeologists will be able to assemble a skeletal raptor mount, and grant raid buffs by deciphering runes in dungeons, lead system designer Greg Street told Eurogamer.
So players don't feel like they have to run both 10- and 25-player raids, in Cataclysm both will be rewarded with items of the same level, and they will share a lockout, forcing you to choose which to run that week.
However, a 25-player raid can be broken up into up to three 10-man raids if you lose players and can't proceed, and lockouts are now more flexible, allowing you to move between raids as long as you haven't made more progress.
The new guild advancement system has also changed since BlizzCon, with the talent trees scrapped in favour of guild-wide Perks awarded every guild level, like regular abilities. Players will earn reputation with their own guild by completing certain tasks, with reputation ranks unlocking new rewards for purchase at a vendor.
Character progression has been drastically changed and streamlined, with spells and abilities no longer possessing ranks and unlocking in a new order for every class. The UI has been overhauled too.
Blizzard showed two new Battlegrounds - Twin Peaks, a variation on Warsong Gulch's capture the flag, and Battle for Gilneas, a domination map on city streets - and the Skywall, a spectacular dungeon of fragmented architecture hanging in the sky which you'll need to use your own flying mounts to get around.
Amid the myriad changes to the old world, the faction capitals of Orgrimmar and Stormwind both have complete facelifts and get a new trade area with a second bank, auction house and inn.
http://www.eurogamer.net/articles/ov...-wow-cataclysm
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June 13th, 2010, 11:44 Posted By: wraggster
Sorry, this isn't an MMO adaptation of Naughty Dog's Uncharted franchise. Instead, Uncharted Waters Online is Tecmo Koei's long-running online RPG, and it's making its way to America and Europe via CJ Internet. Like Pirates of the Burning Sea, the experience centers around traveling the oceans, trading, exploring and battling on both sea and land.
While Uncharted Waters may be an unfamiliar name Stateside, it's been big enough in Asia to warrant three expansion packs and an online-enabled PS3 port. While CJ Internet is only bringing the PC version to English-speaking audiences, the free-to-play model being adopted should make it an easier sell to the MMO masses.
http://www.joystiq.com/2010/06/12/un...journeys-west/
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June 13th, 2010, 11:28 Posted By: wraggster
Yeah, we had a few issues with the Linux build installed on Fusion Garage's JooJoo tablet, but were things really so bad that we needed to shoehorn Windows 7 onto the thing? Nah, but who wouldn't enjoy that challenge? One darkdavy has somehow been able to install a fresh copy of Win7 onto his JooJoo, and while he notes that it's currently running a wee bit warm, the touch panel is working and the battery is lasting around four hours on a full charge. Utilizing the stock hardware (a 4GB SSD and 1GB of RAM), he's experiencing "flawless" 720p movie playback, and various other members are mentioning successful installs of both Windows Embedded Compact 7 (via MSDN) and Windows 7 Home. The only major hang-ups are the lack of accelerometer support and the inability to use 3G, but we're pretty confident that both of those issues will be sorted in short order. Don't believe us? Head on past the break and mash play, and then hit the source link to get in on the fun yourself.
http://www.engadget.com/2010/06/12/m...touch-working/
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June 13th, 2010, 11:28 Posted By: wraggster
Rockstar Games has ruled out the possibility of Red Dead Redemption coming to PC - for the time being, at least.
"As of now, there are no current plans to bring Red Dead Redemption to the PC platform," reads a statement on RockstarGames.com. "If that should change, we will let you know."
And it could change, of course - Rockstar's previously brought the likes of GTA over to consoles some time after the original release. Breath-holding probably not advisable, though.
http://www.eurogamer.net/articles/no...ead-redemption
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