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August 7th, 2006, 11:07 Posted By: Kaiser
Some suprising information was leaked by an EA employee regarding Will Wright's latest brainchild in development.
Via SPONG
You might not know it, but Electronic Arts has a chink in its armour. You can call their switchboard and when someone answers, they will say, "Good afternoon/morning, Electronic Arts." You can then say, "Oh, hello, is that Electronic Arse?" Due to the limitations of Alexander Graham Bell's telephony device, the person on the other end will be none the wiser.
We hope this practice, now a tradition for almost seven years, was followed today when obtaining quotes from Electronic Arts regarding news breaking on SPOnG earlier this week, when nice guy geek overlord and one-time CIA target Will Wright stated, "We’re looking at all the platforms for Spore, because we’re thinking about Spore as a franchise, not as a PC game. We’re going to do the PC game first, but really, what we’re trying to launch is an entire franchise that will be all across platforms."
He continued, "It will probably take very different forms depending on the platforms. We might even pull out parts of the game – so you might be playing part of the game on a handheld platform, you might be playing the entire game but maybe more avatar-based on a console. The consoles are getting kind of different now – I think there’s a really interesting distinction between the Wii and the Xbox 360 and PS3. Something like the Wii offers a lot of interesting creative opportunities for the editors, with the controller."
Seems like more than basic planning to us. Not so to Electronic Arse [They'll probably notice it when it's written down - Ed] who today issued a statement, presumably from its 'arts'. "As a policy EA does not respond to rumors and speculation. We have stated from the beginning, Spore will be a PC launch and, while the compressibility of the content would make it easy to support on other platforms, we have only stated that at some point we will explore bringing the game to other platforms."
As to why EA would move so swiftly to make this claim we are unsure, though pushing as many people as possible towards the PC version, then reselling follow-up console versions, does stand out as a possible reason.
Stay tuned for the full Will Wright interview in the coming days on SPOnG. You can decide for yourself what this very nice chap makes of it all...
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August 6th, 2006, 20:47 Posted By: Kaiser
Here's another lengthy Developer's Blog from Bruce Shelley on topics ranging from the new 1.08 patch, the upcoming expansion, the Leipzig Game Show, E3 and the AOE3 board game.
Here's a sample:
Age III X Pack Nearing Completion: I downloaded version #360 today and there will be many more versions yet to come, but the X pack team is approaching the finish line. The single player campaign is being tweaked. The voice acting has been completed. The manual and Quick Reference Card both have been finalized. The main game features are in place. Focus for the next few months will be on balance and polish.
...E3 Undergoing Changes: It was shocking to hear that E3 may no longer continue as the giant trade show it has been now for 12 years. The news that publishers were balking at the high costs for taking part versus what they see as their return has just recently been going around, but the owners of the show, the Entertainment Software Association, say they are working to created a more effective show. It will be interesting to see what this will be.
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August 6th, 2006, 12:12 Posted By: shadowprophet
Worst PSP game ever! O.0
With Sony Japan's anything-goes policy, the PSP has had its fair share of garbage across the Pacific, but King's Field Additional is the new benchmark in how not to make a game for the Sony portable. In resurrecting its ancient PlayStation franchise, From Software has ignored any of the power offered by the hardware, resulting in something that would've made me laugh, had I not spent 50 bucks on it.
Just download the videos! Here and Here There are two. One shows off scenes from the game's main town, where you have access to an inn, a pub, a weapon's shop -- all the usual places you'd expect to find in an RPG town. Everything is done through still screens, with still character art overlays. And yet, From managed to make the PSP load between scenes!
The other video shows what the gameplay looks like as you head off into the dungeon near town. The PSP has its share of first person shooters, with most tending to command a respectable frame rate. King's Field doesn't even try. The dungeons are set up like an old school first person game, back from before the invention of smooth first person engines. You move through the dungeon in clear steps, something that was impressive back on the Genesis, but isn't so impressive on the PSP.
Also shown in the second video is a battle scene. As you explore the dungeon, you come into contact at random with enemies, whom you fight using a real time battle system. The battle system is basic, giving you access to a single primary attack, a guard move and magic. In town, you can build up your character with new weapons, items and spells.
I suppose From was attempting to make the game feel like the original playstation King's Field titles. But that didn't keep them from labeling King's Field Additional as "a brand new entry" in the series. If this is a brand new entry, I can't imagine how the original looked and played.
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August 5th, 2006, 07:20 Posted By: shadowprophet
Delve into a pocket-sized world of dungeons and monsters. New screens and updated impressions!
Via The Grape Vine
August 4, 2006 - The original Dungeon Siege hit the PC back in 2002. Since then it has grown through expansion packs and a proper sequel, titled Dungeon Siege II. The series will branch off from its native platform this Fall, though, with the release of Dungeon siege Throne of Agony for the PSP. The game made its public debut at last year's E3 and showed a good deal of promise, even though the build on display had more than 50% development time left to go.
The team behind Throne of Agony, SuperVillain Studious, has made significant strides since then. To show off the team's progress, publisher 2K games crashed the IGN offices recently with a build much closer to the finished product. Throne of Agony made an impression during E3, and it makes an even bigger one today given the enhancements added by the team since the game's debut. And it's not just spit and polish, either, but a slew of hefty additions in terms of actual content.
Before heading into the realm of specifics, however, pay attention to a few informative tidbits. Throne of Agony benefits from the first two PC entries, as well as the expansion packs, by absorbing all the art assets. This means the first handheld iteration of Dungeon Siege will sport the same high-quality art and look as the PC originals. There's lots of new stuff, too, specifically when it comes to enemy units and environments, but it doesn't hurt to have "familiar" assets to link the Dungeon Siege titles together. And for those worried that Throne of Agony will play like a quick port or half-assed sequel, just know it doesn't. Instead, it plays like a streamlined version of the game you know, with new mobile-friendly additions replacing the elements that developers saw fit to remove. One of these modifications changes the number of characters in your party from six or so to just two. Sounds bad, sure, but it makes sense considering the size of the PSP screen. As such, the camera is much closer to the action. Fans of the series know you once needed zoom out to see your entire party and nearby enemies, and now that's not really an issue anymore since the camera follows you everywhere and keeps the action nice and close.
So, there are two characters down from five. One of these characters is you, obviously, but the second is a constant follower who gains experience throughout the adventure. Known as "pets," these followers help you fight monsters and heal you. They act autonomously, and intelligently from what the demo shows, so there's no babysitting acquired. You only need to pick the right one for the situation. Say, for instance, you know a particular enemy up the road uses harsh attacks; it's a simple matter of selecting a healer pet from your "pet pool" to help you during that one fight. Once the enemy dies, you can then switch back to whatever pet you had before and so on. On the plus side, they all gain experience at the same rate, so even the pets you ignore will always be ready for action.
You can swap pets from within the game, dynamically, much like everything else in the game. All you need to do is define a set of controls, such as the face buttons and D-Pad directions, from a simple menu and the rest is handled in-game. The system works well, as far as the demo can show, anyway. It definitely helps the overall flow of the game since you rarely need to stop and open menus in the middle of a fight.
Apart from that, much of the experience remains the same. Dungeon crawling still lies at the heart of the game, after all, and Throne of Agony has a ton of it. How you access these dungeons has changed a bit, though. Since the PSP lacks the processing power to stream massive outdoor environments, you now go from dungeon to dungeon using a handy "Overland Map."
This map actually looks cool, too. Traveling in Throne of Agony looks a lot like walking through a 3D cartography map, complete with floating text for city names. You'll also see flocks of birds and weather effects. They're simple effects that helps drawn you into the gameworld. You appear as a super-huge character running across the map, of course, and once you get to where you want to go you just hop inside. The game also has a snazzy set of portals littered all over the world, so you can jump in and out whenever you like. These magic doorways boast cool effects and textures, by the way. For now, using portals takes a while in terms of system loading, but it's nothing a little optimization can't fix. Once you get to a town or city, you can walk around and converse with random NPCs to hear narrative highlights or to receive new quests. Every new task you receive is stored in a handy dandy quest journal. It records objectives and details, as well as quest-critical locations so you don't get lost. There's no limit to how many of these missions or quests you take at any given point, but it's probably a good idea to stay focused on a handful. Throne of Agony throws a bunch of story-specific quests your way, along with extra side jobs for you to tackle at your leisure. All of them require a good deal of travel, so by game's end you would have crisscrossed the globe several times.
Go that extra mile and the game treats you to something special. You can actually earn a boat, for example, and set sail to hidden dungeons found only on tucked-away islands. That's a pretty good incentive for completionists and die-hard dungeon crawler's alike. And like every good dungeon, these hold particularly nasty beasts to slay. You can bet they drop terrific loot, though. With so many quests, both primary and secondary, the game should take a good while to finish. Once you do, however, there's always multiplayer. The recent demo didn't have network functionality in place, sadly. But the final build will support two-player wireless cooperative play. This is true of the entire single-player campaign. And while you can't hop in and out whenever you like, it's nevertheless a splendid addition.
Stay tuned for more information. ...
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August 5th, 2006, 07:12 Posted By: shadowprophet
Imagine that your entire life (as far as you remember it) has been spent sheltered from the world. Now imagine that cocoon is invaded and shattered, leaving you to discover who your friends and enemies really are. Sounds like a tricky landscape for anyone to navigate through, but for Luke fon Fabre, the protagonist of the upcoming Tales of the abyss game from Namco Bandai, this is the back story for his adventure. We had a chance to check out the latest chapter of the Tales franchise at an event this week, and while the game stands alone from other titles in the series, it should have enough correlations to appease Tales fans.
Luke fon Fabre is the only heir of a powerful family in Kimlaska who gets kidnapped seven years ago by the Malcouth Empire. The shock of the kidnapping erases his memory completely, and when he's finally found and recovered Luke is confined in his family's manor for his own safety. Unfortunately for him, his spoiled, privileged world is shattered when a young woman known as Tear invades his palace and a disturbance known as a hyper-resonance is triggered, transporting the pair to another part of the world. Now forcibly thrown into a society and circumstances that he doesn't understand, Luke must seek out Ion, the leader of the Order of Lorelei (the global religion), to discover who he is and what his role is in an ancient prophecy.
Luke has a huge adventure ahead of him in Tales of the Abyss.
Battle is obviously a major part of the game, and Tales of the Abyss takes the series in a new direction with its inclusion of freely roaming characters. Not only does this make gameplay more dynamic and action packed, but you can also sneak up behind enemies to stagger them or score critical hits. Spellcasters aren't left out in the cold, as they'll be able to cast "magic" using tech points (TP) to target anything on the battlefield and generate what's known as Fields of Fonons. Fonons are subatomic particles that make up the technology of the world, and are built out of six elements: light, dark, air, earth, fire and water. Depending on how often you launch a particular elemental strike, you'll quickly build up greater numbers of these particles on the battlefield, which will allow you to power up these fields. Once you've collected enough Fonons of one type, any attack or skill associated with that element in a field will be boosted, transforming into more effective skills or attacks. However, monsters can also wander into these fields and be similarly augmented as well, so you'll have to plan your strategy accordingly.
Like Ex skills from Symphonia, you'll gain AD skills in Abyss, which you can unlock by various means, such as leveling up or using a particular ability multiple times. These can be augmented with one of four kinds of gems, such as upgrading how much damage it will do, decrease the use of TP, or increase your mobility. This lets you level up each skill in four different ways, allowing players to customize how abilities will be used in battle. Unlike titles in Symphonia that provided level bonuses, each one of the six party members in Abyss has what's known as a capacity core which gives new stat boosts to each character.
Combos remain the key to success in battle.
This isn't to say that titles, grades or even cooking aren't important or aren't included; on the contrary, you'll still be able to receive titles. These will unlock new costumes and grades, which can be redeemed at a grade shop for new game tweaks, such as additional experience for each monster killed. Shortcuts return as well, and you'll be able to not only set your battle preferences via shortcuts, but also cooking shortcuts to replenish your health and TP after a fight. Apart from these mainstays, we also discovered that while you can adventure alone (with an automated mode that fights your battles for you or a semi-auto mode that puts you in prime position to strike), you can also take three other friends into the game via Multi-tap, which would give each player one character to control on their own. We only caught a glimpse of the game, but from reports that we heard, the 60-95 hours of gameplay and bonuses for multiple playthroughs should keep Tales fans engaged when the game comes out this December.
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August 5th, 2006, 00:31 Posted By: wraggster
An online game based on Zhang Yimou's colorful martial arts film, House of Flying Daggers, is expected to be released in China early next year by T2CN. The game is being developed by Woncore Communications using MMO middleware from BigWorld (Dark & Light, Stargate Worlds), and there are no current plans to make it available outside the Chinese market. However, given the popularity of international star Zhang Ziyi and Japanese-Taiwanese actor Takeshi Kaneshiro (not to mention Andy Lau), it could make its way to other Asian countries. Gameplay details are non-existent at this point, but those familiar with the film might remember that the conflict between the story's two factions was never resolved. Which side would you choose?
House of Flying Daggers is one of 21 online games that were selected for the Made in China Online Game Project, which was established by China's General Administration of Press and Publication (GAPP) to promote domestic game development. GAPP is reportedly investing RMB 2 billion (app. US$250 million) in this initiative, which also involves setting up four national online gaming bases in Shanghai, Beijing, and the provinces of Guangdong and Sichuan.
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August 5th, 2006, 00:10 Posted By: wraggster
EA Mythic has blown the lid off two of the career classes appearing in its forthcoming MMORPG Warhammer Online: Age of Reckoning, introducing us to the Black Orc and Ironbreaker.
Both are 'tank' classes, the Black Orc unsurprisingly attached to the Greenskins (or Orcs, Goblins and Snotlings) and the Ironbreaker attached to the bearded fellows the Dwarfs. We've posted the information on both classes as received below and, as you'll see elsewhere on this page, EA Mythic has also issued accompanying artwork. WAR is due for release in autumn 2007.
The Black Orc - Greenskin Tank Class
The Black Orc is a huge, hulking brawler who fights dirty and operates on the philosophy that the best defense is a good offense! Heavily armed with choppa and shield, he can face any foe unshaken.
The Black Orc Specialty:
Brawler
Attacks with any and all tools available: fists, feet, elbows, weapons, and any other spiky bits at his disposal
Attacks are designed to jar, disorient, or otherwise disable the enemy; these conditions leave the enemy vulnerable to even more damage
Playing as a Black Orc:
Combat revolves upon engaging one enemy at a time
As a front line fighter, he is well-equipped to withstand enemy attacks
His greatest strength is the ability to disable his primary opponent
Jarring blows and unexpected attacks exploit openings and reduce enemies' ability to fight back
Fighting Black Orcs:
Know your enemy and his abilities; selective engagement is key
Counter his attacks to keep him from reaching the potential of his deadly power
Don't even try to get around him; maneuver to break his chain of attacks and decrease his performance
The Black Orc Look:
Fully armored in heavy armor (with lots of spikes)
Large very heavy shields (also with lots of spikes)
Choppas and great choppas (with spiky bits stuck on)
Ironbreaker - Dwarf Tank Class
The quintessential Dwarf, the Ironbreaker is gruff, quarrelsome and taciturn. He's also your best friend on the battlefield; he's as tough as they come, and considers any blow struck against his allies a Grudge that is guaranteed to be repaid in kind. The Ironbreaker is a steadfast defender and is equipped with famed Gromril armor and elite weapon skills.
The Ironbreaker Specialty:
Nobody holds a grudge like a Dwarf, and every blow struck against him or his enemies fuels his ardor
The greater the grudge born against a particular foe, the greater the effect of the Ironbreaker's attacks
The only escape from his vengeance is death
Playing as an Ironbreaker:
Get between your friends and your foes and use your defensive abilities to absorb and deflect attacks
The longer you battle a foe, the more your grudge bonuses grow, and in turn your strength as a defender grows
Ironbreakers shine in a group, but are capable solo players at short range with the axe and hammer
Fighting an Ironbreaker:
Remove the Ironbreaker through magic and ranged attacks, aiming to eliminate him before he can bring his power to bear
A concentrated melee attack may be the only hope of avoiding the creation of a grudge-fueled melee monster!
The Ironbreaker Look:
Fully armored in heavy Gromril armor (shiny and ornate)
Uses large heavy duty shields (elaborate and well crafted)
Wields an axe or a hammer (also in the fancy dwarfen style)
Screens Here
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August 5th, 2006, 00:08 Posted By: wraggster
A monster movie featuring nearly five minutes of gameplay footage from Turbine's MMOG The Lord of the Rings Online: Shadows of Angmar has appeared in a puff of magic smoke. So, if you're slapping your little hobbit silly in anticipation of the game, we'd recommend you cast an eye over the goods on offer.
And with nearly five minutes of gameplay footage, that's a whole lot of goods on offer. The movie shows the likes of stealthy halflings, warrior combat and more, also giving you a very good idea of the game's environments - which look pretty plush. Enjoy.
Trailer Here
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August 4th, 2006, 21:01 Posted By: Kaiser
Guardian Unlimited is the latest to pop up an interview with Spore developer, Will Wright. They start off describing the game's various stages, then move on to what Will refers to as "content pollination", data sharing between players. In Will's words: "Your world never runs out, you have continual expansion packs coming from other players." Here's another quote regarding Spore's vast scope.
Technology Guardian: You are working on undoubtedly your most ambitious project - the PC game Spore, which you describe as "Sim Everything".
Will Wright: Yes, Spore has five distinct stages, and mixes games genres. In the first - which is essentially a tutorial - players must design a single-cell organism which is able to survive in the wild and evolve. In the second, players design a creature which must establish itself in the game world, and evolve until it achieves sentience. The next phase is a tribal one, in which your creatures struggle to establish a city, and in which the tools you give them and the architecture you design for them define their personality. The next stage documents their increasing sophistication, and involves creating vehicles. Until, finally, they achieve the ability to travel through space and colonise or interact with other planets.
Apart from mixing action-adventure, real-time strategy and space-simulation gameplay, Spore innovates in two areas. Its central database will suck up creatures, buildings, vehicles and planets created by players and redistribute them to other players, introducing the concept of user-generated content to the gaming mainstream. And it will be the first major game to sport a "procedural" animation engine, which ensures that the creatures you design, no matter how freaky, will move realistically.
It's a good read overall, check out the latest interview with Will Wright at Guardian Unlimited.
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August 4th, 2006, 15:15 Posted By: wraggster
Turbine today revealed that its massively multplayer online role-playing game based on J.R.R. Tolkien's Lord of the Rings has entered the alpha stage of development. Turbine said that 125,000 people have signed up to participate in The Lord of the Rings Online: Shadows of Angmar's beta testing since registration opened in May. The company--which also developed February's Dungeons & Dragons Online: Stormreach--added that it will invite "tens of thousands" more to participate in the months to come. Although traversing the world of Middle-earth may be one step closer to a reality, Turbine has yet to announce a release date for the game.
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August 4th, 2006, 15:02 Posted By: wraggster
Codemasters thrilled to introduce its 'PlayPLUS' initiative alongside its upcoming MMORPG
Thrilling news in the world of MMORPGs this morning as Codemasters launches an exciting initiative for its upcoming Archlord whereby, if you want to enjoy some of the really cool stuff in the game, you'll have to pay a shitload more. Hooray!
Codemasters has dubbed the scheme 'PlayPLUS' and using it, players will be able to purchase subscriptions based on both play-time and bonus credits. It's these bonus credits that are likely to prove the controversial bit, with players able to use them to gain access to bonus in-game items and benefits - with Codies citing teleportation spells, health boosts and 'many other desirable enhancements' as examples.
Clearly on damage limitation alert, Codemasters assures potential Archlord players that, "Items obtained using the bonus credits are additional to the standard in-game currency system and are only used as a way of enhancing your character further. Regular in-game items, including weapons, armour, potions, and mounts, will still be freely available through the regular in-game currency system."
PlayPLUS payments come in three tiers, with the entry-level package, dubbed 'Squire' costing £6.99 (9.99 EUR) a month and including 1,500 bonus credits. Next up is the 'Knight' option at £13.49 (19.99 EUR) with 3,400 bonus credits included while - if you're really feeling flush - the ultimate 'Lord' package weighs in at £27.49 (39.99 EUR) and includes 8,000 bonus credits. Apparently three- and six-month packages are also available, with full details available on the official Archlord website - be warned though, that link might just make your wallet cry.
Here are some examples of the game 'enhancements' your money will buy that we found, scouting around the Archlord site:
Talisman of Awakening - Increased Rate of XP
Orb of summoning - Summon Party Members to Location
Lens Stone - Increased Attack / Skill Ability
Speaking about the 'exciting' initiative, David Solari, vice president and general manager of Codemasters Online Gaming, gushed, We are very pleased to bring this exciting concept "PlayPLUS" to the MMO market. We believe the ability to utilise items will give players more freedom to develop their characters in the game world and will enhance their overall experience. Coupled with quality gameplay at a very competitive entry price we believe ArchLord is the MMO to get into this year."
Apparently, PlayPLUS will be fully integrated into Archlord by the time the game launches in Q3, later this year. However, if you're lucky enough to be a participant in the Archlord beta, you can enjoy the whole thing right now.
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August 4th, 2006, 11:39 Posted By: Kaiser
IGN has posted a new featurette delving into the new Necron faction in the upcoming expansion pack for the Warhammer 40k: Dawn of War. Any of those fo you familiar to the table-top game will know that the Necron faction has always had the unique ability to revive its fallen foot-troops. Of course the video game adaption must include this important feature but tuning the ability to create a balanced strategy game can be a challenge.
In the game their will be timers and special units for reviving soldiers. Your typical warrior usually takes only a few minutes to collect itself and get back into the battle. However, the a unit can only revive itself so many times until another unit is required to revive them. This unit is called the Tomb Spyder. The Tomb Spyder is a melee vehicle that can do serious damage in its own right. But the Tomb Spyder also has the ability to gather the individual parts of destroyed Necrons, and reassemble them into functional units.
This expansion looks promising. Especially since the original game was so polished upon its release.
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August 3rd, 2006, 20:24 Posted By: wraggster
Blizzard job posting sparks speculation about new RTS titles - but don't get too excited just yet
Can we expect an announcement from Blizzard on either StarCraft II or Warcraft IV in the near future? Well, that's the speculation currently wafting around the internet following the appearance of a job posting on the developer's website.
In the job posting in question, Blizzard reveals that it's looking for a level designer "with experience building levels using any popular 3D Real-Time Strategy game toolset (Warcraft 3, Rise of Legends, Command and Conquer, etc)". Although there's no specific mention of a possible future game - or games - the position might involve working on, it is noted that, should the applicant not have existing level/map work in their portfolio, they "will be required to create a level using the Warcraft 3 World Editor".
We could read that to imply the level designer position is attached to Warcraft IV, but we'd be doing that while donning our own wide-brimmed speculation hats.
Adding a bit of extra fuel to the speculation fires, Blizzard has recently stated it's working on several unannounced games and has shaken its dev teams up a bit and redeployed its console development team members onto other projects. Blizzard president and co-founder Mike Morhaime told Next-Gen.biz, "By redeploying key talent onto projects that are currently in development, we will greatly improve our ability to deliver multiple high-quality games in the years ahead. We feel that this is an important step to take toward achieving our long-term development goals while also ensuring that our future games meet the expectations of our players and our employees."
But without any official announcements on these secret titles, we could go on guessing names till Doomsday.
Anyway, for now, read into all this what you will - and we have to say at this stage a new Warcraft RTS and StarCraft II just have to remain 'hoped fors'. However, surely they're part of Blizzard's future plans? We can only sit and wait for the official nod.
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August 3rd, 2006, 20:12 Posted By: wraggster
As fans of ArenaNet's Guild Wars MMO series should already know, Nightfall - the third instalment - is primed and ready for release later in the year. Now, publisher NCsoft has announced that a special pre-release bonus pack will be hitting stores this September.
First up, the pack contains a Guild Wars "Play Now" giving you up to ten hours (over a maximum of fourteen days) trial play on Guild Wars Prophecies and Guild Wars Factions. Also shoved inside, you'll find a Guild Wars Nightfall Bonus Key - alongside with an additional Nightfall character slot, you'll get two exclusive items for the new professions introduced in the third game. Paragons get the Fiery Sunspear of Shelter while Dervishes get the Icy Soulbreaker of Enchanting - whatever that is.
Finally, suggesting the Guild Wars Nightfall box has TARDIS-like properties, you'll also find a mini strategy guide, concept art, screenshots, in-game character and item renders, lore, quick reference card, music, a preview trailer, wallpapers and apparently even more.
The Guild Wars Nightfall pre-release bonus pack is set for release on September 15.
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August 1st, 2006, 20:57 Posted By: Kaiser
IGN has wrote an interesting article containing new details about the new RTS/RPG game Heroes of Annihilated Empires.
Here's a small bit of the new details this article contains:
Orcs are the most organized of all the neutral races. A full group, including a shaman, a chief, a squad of riders and regular warriors, is a formidable threat.
The orc chief is a very strong warrior who not only can throw around whole groups of enemies with a single blow of his giant axe, but also increases the strength of nearby warriors by two times. This is very dangerous considering that orcs have never been lacking in strength.
This game is looking better each especially with the developers GSC Game World claiming will not just select parts of each genre but combine and blend them into perfect harmony. Sounds to good to be true? Well time will will tell when the game hits the stores this fall.
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August 1st, 2006, 19:26 Posted By: wraggster
We have a picture of a man infected with Tiberium. It isn't very nice. New C&C 3, screens too!
Thanks, EA, for making our Tuesday morning, ah, interesting, by sending us an image of a human infected by Tiberium. Having recently sat through the remake of horror movie classic The Hills Have Eyes, we thought we'd become desensitised to human, well, ick, but we have to admit that the picture of the bloke with an arm gone, a disfigured face and nasty green stuff covering his torso - and probably his nadgers - has quite put us off our cheese and pickle sandwiches. Cheers.
The publisher has also hit us up with new in-game screenshots from Command & Conquer 3 and a scientific diagram thing that focuses on the Tiberium crystal that's infected the Earth's surface in the RTS sequel. We've plastered the media on this page, along with a lengthy 'Living with Tiberium' feature penned by Mike Verdu, C&C 3's executive producer, that plopped into our laps. The feature's probably more one for C&C die-hards, but you can read it below...
LIVING WITH TIBERIUM
Advertisement:Mike Verdu, executive producer of Command & Conquer 3: Tiberium Wars
"As we begin to delve into the fiction that underlies Command & Conquer 3 Tiberium Wars, we wanted to give you some insight into the state of the world in 2047 and take a close look at Tiberium.
The future contemplated in Command & Conquer 3 is a difficult one. The Earth has been permanently transformed by Tiberium as the strange alien mineral slowly consumes the planet. This crystalline substance turns anything it touches into more Tiberium, a process that gives off powerful energy that can be harnessed by a resource-starved human civilization. Tiberium is both a gift and a curse: It is the ultimate resource - but it is also destroying the environment, it has been the focus of two world wars, and it will eventually obliterate all life on the planet.
So what is it like to live in a world infested with Tiberium?
It's a dramatically different place than the Earth we inhabit in 2006. To begin with, about 30% of the planet has been rendered totally uninhabitable. Large swathes of the Earth's surface have been designated as "Red Zones" - areas that are desolate, swept by storms, and contaminated by vast amounts of Tiberium. Venturing into, over, or even near these wastelands can be extremely dangerous.
If you were to stand in the middle of a Red Zone, you would see a landscape straight out of hell. The ground is a blasted and barren plateau of rock laced with veins of Tiberium that shine through with a malevolent green radiance. On the horizon are massive formations of pure Tiberium that have welled up through the surrounding earth. These frozen crystalline glaciers cast a sickly emerald glow on the surrounding terrain. Tilt your head and you'll contemplate a cloudy, tortured sky alive with twisting patterns of shimmering light and flickers of lightning. If you wait long enough, you'll see an Ion Storm begin to form, the lightning overhead intensifying until the entire environment is lit with rapid strobing flashes. Eventually the vast and terrible energy overhead will begin arcing to the ground around you in a terrifying display of destructive force. These fireworks are accompanied by a howling toxic whirlwind that scours the deserted ground and drives shards of Tiberium before it at insane speeds.
He's having a bad day
Red Zones are like the surface of an alien world. Scientists have speculated that Tiberium is actually a terraforming agent for an alien civilization, slowly transforming our world into an environment suitable for beings that have evolved on a different planet. No definitive conclusions have been reached.
Beyond the Red Zones, Tiberium contamination has caused varying levels of environmental damage in another 50% of the Earth's populated areas. In the ecologically compromised and war torn Yellow Zones, Tiberium fields are common - growing in the middle of cities, on farmland, and throughout the environment. Tiberium-related climate change has caused an endless cycle of droughts, floods, and severe weather of all types including spectacular Category 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, and exceedingly violent thunderstorms. Especially destructive Ion Storms occasionally rage out of the Red Zones to wreak havoc on cities and towns in the borderlands.
Climate change, melting glacial ice, extreme weather, Tiberium infestation, and decades of war have caused social collapse in several Yellow Zones. Many cities in the most afflicted areas are run by warlords and criminal organizations or have degenerated into anarchy - or they have fallen under the thrall of the sinister Brotherhood of Nod.
A Tiberium Cycle diagram
Existence in the worst-off Yellow Zones is not pleasant at all. Your home is likely to be in a decaying building with no running water. Power comes on for a few hours a day at erratic times. Food is scarce. Doctors are rare. On a few occasions food aid or medical care will be provided by humanitarian workers visiting from the pristine and high tech Blue Zones, but there are often strings attached.
A subsistence living is just the start. Tiberium contamination is a fact of life, and thousands die every year from inhaling microscopic crystals that are carried in smog, clouds of dust, and other airborne particulates. Tiberium may even fall out of the sky suspended in rain drops if the clouds overhead have passed through a Red Zone during or after an Ion Storm. Because of the drought conditions in many Yellow Zones, rain showers are often greeted by the local populations with an odd mix of fear, dread, and joy.
What happens if you're exposed to Tiberium? Nothing good. If you come into direct contact with Tiberium, the green matter will start to fuse with your skin within about 20 seconds. You'll feel an intense burning sensation, similar to touching a hot pan or spilling acid on your skin. A full blown infection will manifest if you aren't treated immediately. Your flesh will begin to take on a glassy-greenish appearance as it begins to crystallize; eventually your internal organs will shut down as Tiberium extends rigid crystalline runners throughout your body. If you breathe in the crystal, then it will become embedded in your lungs. You'll lose the ability to process oxygen as your lung tissue crystallizes. Eventually you'll start coughing up blood and will hemorrhage to death.
In some cases - and for unknown reasons - Tiberium infection will trigger cellular mutation. It's not cancer in that the mutations seem strangely directed; they don't kill you, but your body will begin to transform. The mechanism for this mutation is not well understood.
In the harsh reality of a Yellow Zone, Tiberium is not the only threat. If Tiberium doesn't get you, then you are likely to fall victim to a violent crime, get caught in the crossfire between warlords clashing over turf, or become a collateral damage statistic in the global war between the armies of the Global Defense Initiative and the Brotherhood of Nod.
The place to be in 2047 is in a Blue Zone - and only 20% of the Earth's surface has been designated as such. GDI controls the Blue Zones, areas that suffer from minimal Tiberium infestation and have been relatively untouched by war. The populations of the Blue Zones live in relative comfort, going about their lives in high-tech futuristic cities that sit in forested valleys or nestle in pastoral farmland. They benefit from Tiberium as a resource; their energy-intensive economies are powered by the awesome energies generated by the green crystal - but they suffer none of the side effects that make life in the Yellow Zones a living hell. If you reside in a Blue Zone, Tiberium seems to have more upside than downside - you have almost limitless energy at your disposal and yet your surroundings are relatively pristine. Most of the world's wealth is concentrated in the Blue Zones.
Tiberium is a scientific curiosity, a catalyst to war, an environmental cataclysm, a social plague, and much more. Everything and everyone is defined by their relationship to this substance. Life in the first half of the twenty-first century is all about Tiberium. So... what is Tiberium?
The scientific explanation is a little complicated but describes how Tiberium is able to grow: Tiberium is a dense "dynamic proton lattice" held together by exotic heavy particles. When Tiberium comes into contact with other matter, the heavy particles randomly collide with the nuclei of the target matter, smashing it to pieces (in the case of smaller nuclei) or incrementally knocking off protons or neutrons (in the case of heavier nuclei). Tiberium captures a fraction of the protons that are ejected during this collision process and incorporates them into its own structure, thus transmuting matter into more Tiberium. Whenever one of the heavy particles - a muon or tauon - collides with an atomic nucleus, fission occurs, which results in the production of alpha, beta, and gamma radiation as well as other forms of electromagnetic radiation (like infra-red). During the transmutation process, nuclei that Tiberium has come into contact with may be changed into nuclei with different (usually fewer) numbers of protons or neutrons.
The short story: Tiberium is like nothing we've ever seen before in that it can change anything it comes into contact with into more Tiberium. It is an exotic self-replicating substance of extraterrestrial origin.
As we've seen, the benefits and burdens associated with Tiberium are not distributed equally. Living with Tiberium can be a nightmare in a Yellow Zone. To the citizen of a Blue Zone, Tiberium provides clean power for flying cars, large homes, and a vast technological infrastructure. Yet the shadow of world war and ecological devastation falls across the entire planet. And the war between GDI and Nod will soon escalate, reaching deep into the Blue Zones and involving the whole human race in a conflict that will decide the fate of the entire planet."
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August 1st, 2006, 09:36 Posted By: shadowprophet
Via evil incarnate
At Comic-Con today, we had our first opportunity since E3 to check out Marvel Ultimate Alliance, and based on this latest look, the title appears to have a good chance at becoming the best superhero game of 2006.
Given the appearance at Comic-Con, it only makes sense that we would get an announcement of a few new playable characters for the game at the show, and Activision has come through on that front, revealing that The Human Torch, Iceman and The Invisible Woman will be on the roster of controllable heroes for those who pick up the game later this year. There will be more than 20 playable characters in the game, though Activision isn't revealing the exact number at this point.
Activision has taken some heat in the past for porting current-gen games over for "next-gen" products, but for those worried of a similar fate for Ultimate Alliance, fear not. The Xbox 360 and PlayStation 3 versions of this game are unmistakably next-gen titles, and what we saw today was even nicer looking than what the company showed of the game at E3. New graphical refinements and shaders have been added, resulting in a game that looks pretty with two characters on the screen, and looks like an "awesome next-gen light show," according to associate producer Chris Palmisano, when the screen starts to fill up (and he's right).
Though the version of the game being shown at Comic-Con is running on Xbox 360, Ultimate Alliance is in development for just about every system imaginable -- from PlayStation 3 on down to Nintendo DS. The one version that has posed many questions since its announcement is the one heading to Nintendo's Wii, and we were able to round up a few details on that version as well.
Under development at Vicarious Visions (most versions of the game are being handled by Raven), the Wii game won't veer too far from the established action-RPG running-around-hitting-guys-and-leveling-up gameplay, but it will allow for a modified control scheme to match up with what players expect from Nintendo's system. "The basic game controls like the camera and the movement and stuff like that -- you can do that on the Wii with left side in most cases," says Palmisano. "Then there are standard combo moves, which you can also do with the Wii controller." But don't expect that to mean you'll have your arms flailing wildly. "I don't know how many games you're going to see where people are jumping around -- our game is an RPG so it's really hard to require that much physical energy to play a game for 30 hours," he says. That said, players can look for character-specific special moves that will hopefully do a good job of taking advantage of the Wii controller.
On the graphics side, Palmisano categorizes the Wii version as one step up from the current-gen versions and one step down from the PS3/360/PC versions. "Fundamentally, it's almost using the same [character] models as the current-gen. They're a little bit better. It's actually got real-time shadows in it, and the way the Wii processes graphics is a little bit better."
All version of Ultimate Alliance are scheduled to ship to stores in the fourth quarter of this year, with the Wii and PlayStation 3 versions confirmed as launch titles for those platforms.
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August 1st, 2006, 09:31 Posted By: shadowprophet
Compilation of games puts new spin on FF series.
In an upcoming issue of Electronic Gaming Monthly, Executive Editor Shane Bettenhausen sits down with Shinji Hashimoto, Yoshinori Kitase and Tetsuya Nomura to talk about Square Enix's extraordinarily ambitious Final Fantasy XIII project. While the complete interview doesn't appear in the pages of EGM -- it appears here, below.
EGM: Could you tell us a little about the history of the Fabula Nova Crystallis project?
Shinji Hashimoto: Right when we were about to finish Final Fantasy X-2 and Kingdom Hearts, the Fantasy XII project was already well underway, so we began to think about the next Final Fantasy project. We had learned many lessons from the Compilation of Final Fantasy VII project, and we really wanted to build upon this idea...this was the genesis of the Fabula Nova Crystalis concept.
Yoshinori Kitase: Initially, we were thinking about making FFXIII on PS2 and FFVersusXIII on a next-gen platform. But we altered that plan and decided to make both titles on PlayStation 3. For the Compilation of Final Fantasy VII, the binding concept was the original game , FFVII. Everything had to relate back to that. Fabula Nova Crystallis is slightly different because there is no central title upon which everything is based, but there is a central theme: the tale of new crystals. This mythology is an element that exists in all facets of the project. Now we have FFXIII, Versus XIII, and Agito XIII ... there may be other projects further down the line. The common element will be the tale of the new mythology. This binding element is simply a source of inspiration, it's more about freedom, and we want the directors to be freely inspired by the mythology and make the games the way they choose.
EGM: Will we see narrative crossover between the games?
Tetsuya Nomura: Even though there is a common source of inspiration, each world is completely separate and different, which means that the characters within each world won't meet each other. There might be a possibility in the future to have them meet, but we're not sure about that yet. And even though these games are all part of the FNC project, that doesn't mean that you'll have to play all the games in order to understand each game's secrets.
YK: The characters in each game have their own distinct lives, but FFXIII has a clear ending. There is this binding mythology that links the games together.
EGM: The setting seems even more futuristic than we've seen in FFVII or FFVIII ... are you worried about taking the game too far into sci-fi territory?
YK: Combining magical elements and high technology felt rather unique to us. Speaking of FFXIII, the baseline is the story of the crystals, and in the world of FF, crystals play a large role in the creation of the world. When you add high tech elements to this, it's very challenging to make it all work together, but also really exciting.
EGM: What can you tell us about the heroine of FFXIII?
Motomu Toriyama: We can't tell you all the details, unfortunately. Looking at the history of the FF series, there were already female main characters, like in FFVI, FFX, and FFX-2. This time, one of the characteristics of this heroine is that she's not that feminine. I tried to make her someone very strong, independent. When I asked Mr. Nomura to design this character, I requested someone like a female version of Cloud from FFVII.
EGM: Can you give us any info about FFXIII's battle system?
YK: At first sight, it might seem like an action game, but FFXIII inherits the long tradition of the numbered FF games, which is the active-time battle command system. We are trying to use a similar system to what you've seen, but the major difference is that the battle will be speeded up considerably. In the past, you had to wait to input commands, but our goal here is to reduce that waiting time as much as possible, so that the battles are greatly speeded up.
EGM: While 13 seems like an evolution, Versus seems like a radical reworking ... how far will you take it?
TN: FFXIII will continue the underlying traditions of the Final Fantasy series, but Versus XIII will go far beyond the traditions. I'm relieved that FFXIII will honor those traditions, so that I can feel free to experiment with everything that I want. Versus XIII isn't a simple combination of Advent Children and KH2, though. The game parts of Versus XIII will be created by the KH2 team, and I'm much more interested in what type of a game will my team create on the base ground of FF. It's not really about trying to create some kind of evolution of the KH battle system, but rather trying to create something new and different. As long as the team remains the same, there will be several different elements that will be reflected in the battle system: Traditional FF elements, and totally new ideas inspired by other games, and all the game ideas coming from the knowledge of my team.
EGM: Is the main character of Versus XIII a hero or a villain?
TN: At the beginning of the trailer, there is a quote from Shakespeare about good and evil, about how there is no absolute good or evil. This matches quite well with the concept of FFV13, and that aspect of the game is reflected in the main character ... a real ambivalence towards good and evil.
EGM: Do your actions determine if your character is good or evil?
TN: That's an interesting idea, [laughs]
EGM: Will the FFXIII PS3 games use the PS3's motion-sensing controller functionality?
TN: Yeah, we already have some ideas about how to use it.
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August 1st, 2006, 09:11 Posted By: shadowprophet
Sony Computer Entertainment teamed up with Climax last year for Tenchi no Mon, one of the PSP's earliest action RPGs. Now, the two companies are hard at work on a sequel, Tenchi no Mon 2: Busouden.
This sequel takes place on the continent of Sema, which lies far to the west of the original's Ouka continent. In Sema, there exists a great gate called Sema Gate, which rises to the heavens. People use this gate as a means of establishing direction, as it can be seen from anywhere on the continent.
One day, the gate begins to change color, turning red slowly but sure from the ground up. This causes great fear in the people of Sema, as some 300 years back a great disaster in which many lives were lost was preceded by a similar change to the gate.
You play as two characters: Rou, a male warrior, and Shunka, a female sorceress. These two head off to the gate in order to prevent a similar disaster. You're free to switch off between the two characters based on the situation, and can make use of over 200 skill types in battle.
Progression through Tenchi no Mon 2 is different from that of the first. The is now mission based, with the story advancing as you clear missions that you've taken up from a guild.
Sony Computer Entertainment teamed up with Climax last year for Tenchi no Mon, one of the PSP's earliest action RPGs. Now, the two companies are hard at work on a sequel, Tenchi no Mon 2: Busouden.
This sequel takes place on the continent of Sema, which lies far to the west of the original's Ouka continent. In Sema, there exists a great gate called Sema Gate, which rises to the heavens. People use this gate as a means of establishing direction, as it can be seen from anywhere on the continent.
One day, the gate begins to change color, turning red slowly but sure from the ground up. This causes great fear in the people of Sema, as some 300 years back a great disaster in which many lives were lost was preceded by a similar change to the gate.
You play as two characters: Rou, a male warrior, and Shunka, a female sorceress. These two head off to the gate in order to prevent a similar disaster. You're free to switch off between the two characters based on the situation, and can make use of over 200 skill types in battle.
Progression through Tenchi no Mon 2 is different from that of the first. The game is now mission based, with the story advancing as you clear missions that you've taken up from a guild.
There's still quite a bit being kept under wraps for Tenchi no Mon 2, but seeing as how the original made its way over to America under the name Kingdom of Paradise, we'll definitely keep you posted on this sequel. A Japanese release is set for 10/19.
There's still quite a bit being kept under wraps for Tenchi no Mon 2, but seeing as how the original made its way over to America under the name Kingdom of Paradise, we'll definitely keep you posted on this sequel. A Japanese release is set for 10/19.
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August 1st, 2006, 00:59 Posted By: shadowprophet
Hi everyone, This is just a reminder, nominations for best Rpg of all time are closing This friday!
So if you haven't gotten your nominations in yet, Its time!!
Remember, only one nomination per person will be counted! So hurry, The vote for the four finalists will begin This friday!
So remember place your nominations here Here!
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