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May 4th, 2010, 22:29 Posted By: wraggster
Last year, 2D Boy, the developers of the popular independent game World of Goo, had a pay-what-you-want birthday sale with curious results. For the next seven days, Wolfire Games is attempting the same kind of sale, but with some new twists. Wolfire Games' Humble Indie Bundle contains five independent games (World of Goo, Aquaria, Gish, Lugaru HD, and Penumbra) with no DRM and they are all cross-platform. In addition to directly supporting the developers of these five games, part of the money also goes to the Electronic Frontier Foundation and the Child's Play Charity. No matter how much you spend, you also get to choose who your money goes to (charity only, developers only, evenly, or custom).
http://games.slashdot.org/story/10/0...e-Indie-Bundle
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May 4th, 2010, 19:46 Posted By: wraggster
The Uniloc DRM chosen to protect the PC version of Alpha Protocol does not require a constant internet connection and potentially allows for infinite game installations.
Those magic words tumbled out of a SEGA blog post dissecting the DRM following its reveal on Eurogamer in April.
Each installation of Alpha Protocol requires a one-off online activation, and up to five installations of Alpha Protocol can be active at one time. Should you need more, then one will need de-activating - a process that can be done as many times as you like. And activation and deactivation can be done from any internet-connected PC.
Note that once activation is out of the way, the game disc can be put away for safe keeping as it is not needed to run Alpha Protocol.
SEGA added that in around 18 to 24 months after release, Alpha Protocol on PC will be patched to work without "license management".
"We can't be specific about the exact date due to business factors, but rest assured that we will provide an unprotected patch, as we did for Football Manager 2009," the blog stated.
http://www.eurogamer.net/articles/se...a-protocol-drm
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May 4th, 2010, 19:42 Posted By: wraggster
Mr. Sketch writes with news that the free release of MechWarrior 4 has finally arrived. We've discussed the game in the past when it was announced, and later when its release was held up by Microsoft. Quoting the announcement:
"One of the greatest features of MekPak3.1 and of MechWarrior 4: Mercenaries in general, is the ability to customize. MechWarrior always has been about the Mechlab, especially multiplayer. The Mechlab truly distinguishes MW4 from a long list of shooters that have come out in the past 10 years. The ability to create literally thousands of configurations allows the game to continue in popularity over its lengthy life span. Since the Free Release not only comes with the original mechs and weapons of Mercenaries, but also with the Clan and IS Mech Packs and all the Mektek mechs and weapons, here is what you are getting ... for free."
http://games.slashdot.org/story/10/0...-Now-Available
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May 4th, 2010, 17:10 Posted By: wraggster
Blizzard's highly-anticipated StarCraft II: Wings of Liberty could sell around 5 million units worldwide in its first year of release.
That's according to Cowan and Company's Doug Creutz, who noted that the original StarCraft has sold roughly 10 million units since launch ten years ago. He also added that he expects the Chinese online launch of StarCraft II – in conjunction with partner NetEase – to be in 2011.
Looking at the buzz surrounding last week's announcement of Call of Duty: Black Ops, Creutz pointed to the number 5 ranking of the game in Amazon's charts, and suggested it will sell less copies than last year's Call of Duty: Modern Warfare 2, although a higher installed base should help the title.
"Although we estimate a 26 per cent decline in unit sales versus 2009’s Modern Warfare 2, we believe there is potential for upside versus our estimates, if for no other reason than that we expect the combined 360/PlayStation 3 hardware installed base to have grown by roughly 35 per cent year-on-year when Black Ops is launched."
He added: "A strong performance by Black Ops could alleviate concerns about the impact of talent losses at the other Call of Duty development studio, Infinity Ward."
http://www.gamesindustry.biz/article...-in-first-year
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May 4th, 2010, 17:08 Posted By: wraggster
Long awaited real-time strategy game StarCraft II: Wings of Liberty will be released on July 27, 2010 according to developer Blizzard.
The simultaneous international release will also see customers able to purchase the game directly from Blizzard "shortly after the retail launch".
"We've been looking forward to revisiting the StarCraft universe for many years, and we're excited that the time for that is almost here," said Mike Morhaime, CEO and co-founder of Blizzard.
"Thanks to our beta testers, we're making great progress on the final stages of development, and we'll be ready to welcome players all over the world to StarCraft II and the new Battle.net in just a few months."
The subtitle of the sequel refers to the single player campaign, which focuses on the human faction in the game. Subsequent instalments of the game will feature single player campaigns for the other two factions.
The release of the game will also coincide with a new version of Blizzard's Battle.net service, which will be the first time the service is supported natively by a game. As a result it will become the only way to play the game in multiplayer mode, with no LAN support offered.
The original 1998 game is still widely played, particularly in South Korea where it remains the lynch pin of the country's profession gaming scene.
http://www.gamesindustry.biz/article...-for-july-2010
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May 3rd, 2010, 23:37 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15063.html
A new version of OpenTTD has been released.
OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.0.1 (2010-05-01)
------------------------------------------------------------------------
- Fix: Crash when using restart via rcon (r19722)
- Fix: Leaking a file descriptor [CVE-2010-0406] [FS#3785] (r19695)
- Fix: Crash when the music/graphics metadata files were unreadable [FS#3774] (r19674)
1.0.1-RC2 (2010-04-22)
------------------------------------------------------------------------
- Fix: Desync when joining the game because of using the wrong variable (r19687)
- Fix: Truncated archives were not detected when using zlib 1.2.3. This also fixes zlib 1.2.4 compatibility, zlib 1.2.5 is bugfree (r19686)
- Fix: Towns with 3x3 and 2x2 road layouts could not expand (r19683)
- Fix: When joining a MP game all clients with company ID > 0 would be shown as if they were a spectator [FS#3775] (r19680)
- Fix: Client status was shown incorrect in the console (r19678)
1.0.1-RC1 (2010-04-17)
------------------------------------------------------------------------
- Feature: [NewGRF] Support for extended text code 0x9A 11, print qword (r19570)
- Feature: Give more detailed error message when trying to build a too long bridge (r19561)
- Feature: Add rail speed limit to land area information window (r19556, r19434)
- Add: [NoAI] AIRail::GetMaxSpeed(RailType) to get the speed limit of railtypes (r19591)
- Change: Sync Debian packaging updates from Debian, but keep building a single package (r19572)
- Fix: Crash of a dedicated server if the null blitter is overridden and (after a while) there is no company 0 on new year anymore [FS#3749] (r19664)
- Fix: In rare cases, update of signals could be missed (r19663)
- Fix: Various improvements of command handling, missing error messages, improper validation causing crashes [CVE-2010-0402] [FS#3748] (r19658, r19657, r19656, r19655, r19654, r19637, r19633, r19621, r19616, r19605, r19604)
- Fix: Industry generation failed for large maps and lots of industry types (r19652, r19643)
- Fix: When a company is sold, move connected clients to spectators [FS#3745] (r19651)
- Fix: A client would not be properly moved when moved while joining, e.g. when entering a company´s password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command [FS#3760] (r19648)
- Fix: Trains loaded above the original IDs did not have a default railtypelabel assigned to them, causing them to be unavailable. Could cause desyncs if the multiplayer game was not started from a savegame [FS#3768] (r19647)
- Fix: Do not allow building cacti outside of the desert or rain forest trees outside of the rain forest area. This to prevent people from thinking planting rain forest trees makes the rain forest bigger and thus adds more place to build a lumber mill [FS#3728] (r19644, r19635, r19634)
- Fix: Desync when taking over companies (r19636)
- Fix: Chat message caused glitch when rejoining a network game [FS#3757] (r19629)
- Fix: Desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients) (r19620)
- Fix: Company related graphs were not updated correctly after changing the company colour [FS#3763] (r19615)
- Fix: Possible invalid read when server moves client to spectators before he finishes joining [FS#3755] (r19613)
- Fix: Crash when opening a savegame with a waypoint from around 0.4.0 [FS#3756] (r19612)
- Fix: Improve joining behaviour; kicking clients when entering passwords that was just cleared, ´connection lost´ for people failing the password, access restriction circumvention [CVE-2010-0401] [FS#3754] (r19610, r19609, r19608, r19607, r19606)
- Fix: Desync debugging; false positives in the cache validity checks and saving/loading the command stream (r19619, r19617, r19602, r19601, r19600, r19596, r19593, r19592, r19589, r19587, r19586)
- Fix: Presence of online content was not properly updated after download due to duplicate slashes in the path (r19600)
- Fix: [NewGRF] Setting industry prop 0x24 to 0 caused empty station names (r19590)
- Fix: Crash when pressing ´h´ (non-stop) in the order window of a ship or aircraft [FS#3744] (r19584)
- Fix: Graphs were not properly updated when going toggling keys (i.e. companies) (r19574)
- Fix: The timetable button was not automatically raised [FS#3739] (r19571)
- Fix: [NewGRF] Possible buffer underflow in NewGRF string code (r19569)
- Fix: [NewGRF] Do not return a random colour for unowned industries in var 45; TTDPatch does not seem to set the colour data in that case either and it could lead to desyncs (r19566)
- Fix: Window::OnResize() was not always called while resizing a window causing incorrect windows [FS#3730] (r19563, r19558)
- Fix: Bridge build error message should not show the same message twice (r19560, r19559)
- Fix: [NewGRF] During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property (r19557, r19502)
- Fix: Improperly scaled cargo payment graph when having lots of cargo (r19550, 19543)
- Fix: [NewGRF] Properties set before property 08 (house, industry, industry tiles) should be ignored, not trigger the NewGRF to be disabled [FS#3725] (r19547)
- Fix: Sorting industries by production was broken for NewGRF industries (r19538)
- Fix: Vehicle details window did not resize correctly after refitting a road vehicle to a longer variant [FS#3720] (r19533)
- Fix: Prevent drawing industries disabled at the smallmap as land tiles when they are built on water (r19523)
- Fix: Tunnels, bridges and roadstops are build with only one roadtype (r19506)
- Fix: Remove same_industry_close setting did not do what it said and caused NewGRF trouble (r19499)
- Fix: Keep number padding intact when cloning vehicle names [FS#3710] (r19498)
- Fix: [NewGRF] Bytes and words get sign-extended for temporary/persistent storage (r19497)
- Fix: Stop reducing the size of the vehicle list after selecting a vehicle with a long description (r19480)
- Fix: Implement custom sound effect for helicopter take-off [FS#3668] (r19364)
- Update: Plural type of Slovak (r19452)
http://www.openttd.org/
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May 3rd, 2010, 21:54 Posted By: wraggster
If you need further proof of the StarCraft 2 map editor's versatility, look no further than a map, recently designed by Battle.net user ArcadeRenegade, titled "Supply Depot Tetris." As you might imagine, the map bends the rules and controls of Blizzard's uber anticipated strategy game, turning it into a fairly simple (albeit a tad buggy) version of Alexey Pazhitnov's blocky brainchild, Tetris.
Check out a video of the map from YouTube user HuskyStarcraft just past the jump. We're looking forward to getting our hands on the map -- you know, so we can take breaks from SC2 -- for which we lack the strategy and reflexes required to play adequately -- and play a few rounds of Tetris ... for which we lack the strategy and reflexes required to play adequately. Oh well.
http://www.joystiq.com/2010/05/03/st...tetris-blocks/
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May 3rd, 2010, 21:45 Posted By: wraggster
Predicting that Microsoft will lose market share from month to month isn't especially difficult. Yet it is amazing to see the downfall of what was once a bastion for Microsoft. It appears that Microsoft can't defend IE against Firefox and, as it seems, Google's Chrome. Net Applications now believes that IE has a share of less than 60%, which is about the range that IE had in early 1999, when IE5 was launched. IE is now officially back in the 1990s. Chrome, by the way, is the fastest growing browser, both in absolute numbers and percentages. It is well ahead of Safari and more than tripled its share within 12 months.
http://tech.slashdot.org/story/10/05...o-Historic-Low
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May 3rd, 2010, 21:44 Posted By: wraggster
There is a new article up on Microsoft's IEBlog explaining why IE9 will only support H.264: 'First and most important, we think it is the best available video codec today for HTML5 for our customers. Relative to alternatives, H.264 maintains strong hardware support in PCs and mobile devices as well as a breadth of implementation in consumer electronics devices around the world, excellent video quality, scale of existing usage, availability of tools and content authoring systems, and overall industry momentum – each an important factor that contributes to our point of view. H.264 also provides the best certainty and clarity with respect to legal rights from the many companies that have patents in this area.'
http://tech.slashdot.org/story/10/05...decs-Than-H264
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May 2nd, 2010, 21:14 Posted By: wraggster
It's already gone up for pre-order and been unboxed, but ASUS has only just now really, officially "launched" its EeeKeyboard, completing a long, strange journey that began way back at CES 2009. Since then, we've seen the keyboard PC get a June launch date, run Moblin, get an August launch date, get gutted, hit the FCC, get an October launch date, hit the FCC again, get a capacitive touchscreen upgrade, get a price and a February launch date, get delayed, lose a space, and get a late-April launch date before now finally launching... in May. Thanks for the memories, ASUS.
http://www.engadget.com/2010/05/01/a...ally-official/
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May 2nd, 2010, 21:11 Posted By: wraggster
Astonishingly, the so-called system restore feature in Windows 7 deletes restore points without warning when the system is rebooted. This forum thread on answers.microsoft.com shows some of the users who have experienced the problem. Today I did a clean install of Windows 7 Ultimate 32-bit (no dual boot), and noticed that whenever the machine rebooted after installing an application or driver, the disk churned for several minutes on the 'starting Windows' screen. Turns out that churning was the sound of my diligently created system restore points being deleted. Unfortunately I only found this out when Windows barfed at a USB dongle and I wanted to restore the system to an earlier state. This is an extraordinarily bad bug, which I suspect most Windows 7 users won't realise is affecting them until it's too late.
http://tech.slashdot.org/story/10/05...ints-On-Reboot
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May 1st, 2010, 21:28 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15056.html
The Open Source Singstar Simulator UltraStar Deluxe was released in a new beta version.
The developers ask for testers and bugreports.
Here the Link of the mainpage, if you never heard of Ultrastar!
Quote:
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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May 1st, 2010, 19:44 Posted By: wraggster
Ever since we were burned by the seemed-cool-until-you-heard-him-coughing General Grievous, we've been leery of new Star Wars characters -- old George doesn't really make them like he used to. But Star Wars:The Old Republic is a BioWare project, and that's a company that knows its characters, so we'll give these three new website reveals a chance. General Garza is a tough-as-nails Galactic Republic officer who's been accused of overseeing secret assaults throughout the galaxy, the Mandalore is a warrior-king who supports the Empire (and leads the Mandalorians -- Boba Fett's peeps) and Darth Malgus is -- well, with a name like that, you can probably guess.
Yup, he's a Dark Lord of the Sith, and we actually saw him in the trailer released last year. Guess which character is popular enough to get a book written about them? Decieved is a novel by Paul Kemp due out in December that will tell the story of "his rise to fame and glory as the Sith Lord who destroyed the Jedi Temple." Now that sounds like a character with some depth! It's not like you could write a whole book about General Grievous, right?
http://www.joystiq.com/2010/05/01/st...acters-one-ge/
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April 30th, 2010, 23:44 Posted By: wraggster
Command & Conquer 4: Tiberian Twilight has gained three new multiplayer maps as part of a free bug-fix patch.
The maps are Capitol Coup, Disputed Depot and Bridge to Nowhere. They'll cater for 5v5 battles and aerial shots of each can be found on the Command & Conquer website.
This patch is free, incidentally, and will be applied like a title update when next starting the game.
Command & Conquer 4: Tiberian Twilight was released on PC in March.
http://www.eurogamer.net/articles/fr...-adds-new-maps
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April 30th, 2010, 23:38 Posted By: wraggster
Charlie Stross has written a very interesting essay, ostensibly about the 'real reason why Steve Jobs hates Flash,' but really about how Jobs is betting Apple's future on an all-or-nothing push into a new market as Moore's law tapers off and the personal computer industry craters and turns into a profitability wasteland. Stross says that Apple is trying desperately to force the growth of a new ecosystem — one that rivals the 26-year-old Macintosh environment — to maturity in five years flat — the time scale in which they expect the cloud computing revolution to flatten the existing PC industry and turn PC manufacturers into suppliers of commodity equipment assembled on a shoestring budget with negligible profit. 'Any threat to the growth of the app store software platform is going to be resisted, vigorously, at this stage,' writes Stross. 'And he really does not want cross-platform apps that might divert attention and energy away from his application ecosystem.' The long-term goal is to support the long-term migration of Apple from being a hardware company with a software arm into being a cloud computing company with a hardware subsidiary. 'This is why there's a stench of panic hanging over Silicon Valley. This is why Apple have turned into paranoid security Nazis, why HP have just ditched Microsoft from a forthcoming major platform and splurged a billion-plus on buying up a near-failure; it's why everyone is terrified of Google,' writes Stross. 'The PC revolution is almost coming to an end, and everyone's trying to work out a strategy for surviving the aftermath.
http://apple.slashdot.org/story/10/0...lan-To-Survive
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April 30th, 2010, 23:34 Posted By: wraggster
User-to-user transactions in virtual world Second Life hit a record high in March, with $57 million worth of transactions.
Speaking to website VentureBeat, Linden Lab's CEO Mark Kingdon revealed that the number of unique users for the month rose by 13 per cent to 826,000.
Transactions for the first quarter of 2010 were up 30 per cent on the previous year to $160 million. And despite the global recession, transactions in 2009 rose by 65 per cent as a whole - to a total of $567 million.
As many other virtual worlds have closed Kingdon attributed the continued success of Second Life to its ability to attractive a "creative class" of users.
Members now create 250,000 virtual objects a day, many of which are then sold to other users.
The virtual world also plays host to around 1400 businesses, despite the high profile departure of many High Street retailers and brands last year.
"A fair amount of the press left," said Kingdon. "The customers stayed."
http://www.gamesindustry.biz/article...it-record-high
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April 30th, 2010, 23:33 Posted By: wraggster
Realtime Worlds has confirmed both a release date and the pricing structure for its anticipated MMO APB.
According to the FAQ section of the game's website, it will launch in Europe on July 2 and the US on June 29.
A price-plan has also been set for the game, with users being given the option of either buying a package of gameplay hours, or a longer term subscription.
The retail price of the game will be £34.99 ($49.99) both in physical form and as a digital download, said the site, which will include 50 hours of gameplay "out of the box", plus unlimited time in the game's social districts where users can customise, socialise and trade on the marketplace.
Once the 50 hours is up they will then have the choice of either topping up game time for £5.59 ($6.99) for an additional 20 hours, or purchasing a 30 day unlimited package for £7.99 ($9.99)
Discounts will also be available for users buying 90 and 180 day packages and the retail package will contain a bonus 100 RTW points towards future purchases.
"An additional benefit to this evolutionary model is the ability for you to convert your own customisations and rewards to tradable products to give to friends or clan-mates or to place on the Marketplace to earn more RTW points (convertible to game time) or in-game cash," said the site.
Realtime Worlds CEO David Jones has spoken previously about online distribution and payment models, saying that games are perfect for treating as services.
"We do have to think like a service-based company, it's absolutely right for our market and for it to be delivered," he said.
"In some respects we should have been ahead of the music industry - it went digital pretty damn quickly. We should have been there, we're perfect for that, but they just got carried by the wave. I think we'll follow, but it's taking a risk - it depends how pioneering people want to be."
UPDATE: Jones has released a statement on APB's upcoming release and the pricing model the studio decided to go with.
"We wanted to provide a simple and flexible way for occasional and core players alike to pay for their play without being financially tethered to the game," he said.
"The model also provides an opportunity for customers to subsidize their costs by leveraging their talent or market savvy in the 'points' Marketplace. Highly talented players could potentially even play for free in this way.
"We’re delighted to finally be announcing the release date for APB, and we’re looking forward to welcoming players on to the mean streets of San Paro. Gamers will soon get to experience a world of unparalleled customization, conflict and celebrity – whether they choose to be a Criminal or an Enforcer."
http://www.gamesindustry.biz/article...-apb-on-july-2
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April 29th, 2010, 17:09 Posted By: wraggster
A study by internet service provider Virgin Media has found that the implementation of e-voting would double the number of potential voters for a candidate.
The Virgin Media Business E-Politics Online Study found that the proportion of respondents who back online voting has jumped from 19 per cent to 43 per cent since the last election. Text voting, however, received less support with only 26 per cent of respondents saying it would make them more likely to vote.
“All the signs are that voter engagement with MPs and the electoral process is suffering,” said Virgin Media’s director of public sector, Lee Hull.
“Technology looks like it could be critical in helping to ignite more interest from the public. The absence of an e-voting system is ironic when you think how many people will schedule a visit to the polling station in their digital calendars, and check their emails, texts and Facebook while they’re queuing to vote.”
http://www.pcr-online.biz/news/33494...er-vote-online
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