Need for Speed ProStreet Demo
I feel the need for a PC demo!
The Hellgate Has Opened
Collector's Edition Looted
Unreal Tournament 3 Golden
In Stores Nov. 19th
Crysis Gone Gold
In Stores Nov. 16th
All in all in then the breadth and freedom of the game's worlds is staggering, and the movement and combat can at times be a joy. That said, our inability to sample missions, or spend longer with the game leaves us unsure whether Ubisoft Montreal's 'organic design' mantra has really hit the nail on the head from a control perspective (do players have the patience to embrace this new scheme?). That said, Assassin's Creed is truly 'next-generation' from an artistic and design standpoint, and it looks like we could be rewarded with a truly inventive title, even if it isn't utterly flawless when it reaches the Xbox 360 and PS3 in a few weeks time.In other hot ass. news, there was a pretty good Assassin's Creed PS3 commerical on during the Colts vs Patriots game. They should tone down the flickering effect a bit though...
While still a shooter, we always knew Gears would be a different sort of title, one built on a stop-and-pop game mechanic rather than a super-fast lone-gunman paradigm. We expect the player to acquire his foe, take cover, and return fire; he then moves within cover, targets his foe, and repeats. He's not jumping on his enemy's head or soaring through the air. We wanted to make sure this experience remained consistent when lovingly bringing it to the PC.First and foremost, Gears is a cover-based shooter, and we wanted players to feel that cover is accessible -- just a button press away. On an Xbox 360 controller, the most valuable buttons are the triggers and the A button as they're the easiest to reach. Obviously, on a keyboard, the largest and most accessible button is the spacebar. In most shooters, the spacebar functions as the "jump" button, but in Gears the closest thing to that is evade/run/acquire cover. Hence, it made sense to put this functionality on "space."
After a fair amount of testing, we liked this solution...but we wanted more. Many of us at Epic are veterans of our own Unreal Tournament series, and we love its double-tap dodge feature . Why not combine functionality and allow players to double tap the movement keys to perform the various cover actions? After our initial implementation and a host of tweaks, we found a system that we feel works exceptionally well.
A look at the US Patent Office reveals that Homeworld IP was transferred from Sierra to THQ a while ago. There was a change of attorneys as shown on the documents list found here . Click on “TEAS Revoke Appointed Attorney” to look the document.Thanks, ShackNews.
1. Half Life - 38,821 servers, 131,490 playersImpressive to see Quake Wars surpass the five figures mark. Usually, there's only a couple thousand players. That 1.2 patch must've gone over well. Maybe Splash Damage isn't doomed after all.
2. Half Life 2 - 33,196 servers, 111,503 players
3. Battlefield 2 - 4,973 servers, 27,795 players
4. Wolfenstein: Enemy Territory - 3,449 servers, 16,241 players
5. Battlefield 2142 - 1,984 servers, 11,421 players
6. Enemy Territory: Quake Wars - 1,367 servers, 10,337 players
7. Call of Duty 2 - 710 servers, 8,661 players
8. Call of Duty - 3,061 servers, 8,390 players
9. Unreal Tournament 2004 - 1,976 servers, 6,371 players
10. Americas Army: Special Forces - 1,945 servers, 4,689 players
It's called Frozen Island.
Today's question:
Why are developers having such a hard time getting DX10 to work as advertised?
It’s been less than a week since we’ve opened the Hellgate, and we’re ecstatic at how many people have already joined us online. Overall, the game is running really well. Our game servers are incredibly stable and the community has been great about working with us to identify and resolve issue through the forums. We’ve been working through some issues as every new online game does, and as is befitting the season, we’ve our share of both tricks and treats.I've been playing the single player over the weekend and found it to be a bit on the crashy side. General performance is way up, but stability has taken a dive in DX10.Hellgate: London was scheduled to ship to stores by October 30th so it could be available for sale on the 31st. The excitement of retailers having the game on hand won out over our carefully crafted plans and we started seeing anxious gamers wanting to get online a day earlier than expected. Although we had to scramble, we also didn’t want to disappoint our first players, so we opened the servers early.
After the game had been running for a while, we found that we were having issues with out subscription transactions not being correctly processed. While this wasn’t an issue of incorrect charges being applied or insecure data issues, we needed to suspend subscriptions while we worked with our payment processing partners to address the problems. We’re working on this through the weekend and will take as long as required to iron out the last issues. We will update everyone as soon as we have more concrete information.
Turning of the ability to subscribe meant that we had some cool All Hallows’ Eve content that a lot of people weren’t going to be able to see. So, we decided to “turn on” the goodies for everyone who was playing. Unfortunately, this meant we would need to shut down the game servers in order to issue a new patch. Although we announced the down-time on our forums and within the game, not everyone got the message, so some people were surprised when they couldn’t get online for a few hours.
This, in turn, led everyone that was playing to rush to the Hellgate: London forums, which promptly overloaded both our forum and website servers. The treat was that we really saw that there are a LOT of passionate people playing the game. The trick was that the rush to our sites caused our little corner of the Internet to shut down.
It’s not that we don’t already have a good amount, but we immediately put out the order for more web servers. We’ve also implemented a website overflow plan in case we get that many people flooding onto the boards in such a short amount of time again. Live and learn!
We brought the servers and our sites back online a few hours later, patched everyone with all of the special themed content, and we’ve been up and running ever since. Some of our Beta testers have progressed through the end of the storyline and are continuing on in Nightmare difficulty. We can’t wait to see them tackle Elite Mode.
All in all, we’re pleased that the game itself is running so well. We’re also as frustrated as you are about these initial bumps in the road. Trust us – we’re here working on them all day, every day.
Single Player Patch
We’ve made the general fixes, improvements and changes found in Patch 0 available to our stand alone players. The option to patch your single player version of Hellgate: London is available from the launcher when you first start up the game.
Founder’s Offer Extended
We’ve received a flood of messages from people that have pre-ordered asking that we extend the time for our Founder’s offer. We understand your concern, and want to assure you that our delay in accepting subscriptions will not adversely affect your chance to take advantage of this offer. We’ll release specific details in the next few days, but we’ll extend the timeline of the offer and make sure that we take care of everyone that wants to be a Founder.
New Special Event
We’re putting the final touches on what is making it into our next patch, and details will be coming VERY soon. One hint – there’s going to be fire. LOTS of fire…
See you online!
--Bill Roper
Another observation is that either the single player uses random dungeon generation or they nerfed them on purpose so subscribers can only play in the bigger outdoor areas. Whatever the case may be, I'm not liking it very much. I'm sick of the generic underground steam maintenance tunnel levels.
Intro
Speed Challenge
Grip Race
Smashing & Crashing
It took 10 minutes to play the demo, but 30 to make it work right - aside from tweaking my wheel to high hell and turning off a basic force feedback feature so the game wouldn't crawl to a halt, I had to switch back to 1280x1024 as 1280x720 not only looked completely fucked (hi2u stretched cars), but also crashed with alarming regularity.
When everything worked as it should, however, good times were had, but the demo's two races are far too easy, even with all aids and mollycoddling features disabled.
Chair Entertainment Group today confirmed that Undertow, one of the year's most anticipated games for Xbox Live Arcade, will launch on Wednesday, November 21 – Just in time for Thanksgiving!The fast-paced action of Undertow features a robust 15-level single player and co-op campaign with two multiplayer modes for up to 16 players - all in just 50mb!
Players navigate the stormy seas as one of four unique, upgradeable unit types ranging in ability from the fast and agile to the large and powerful. Players then earn points for adding upgrades by killing enemies, completing objectives, and taking checkpoints. The non-stop conquest-style battles of Undertow push the envelope of on-screen effects and combat action with stunning graphics and special effects. Undertow will be available for 800 Microsoft points ($10) on November 21.
Assassin's Creed
Beowulf: The Game
BlackSite: Area 51
Call of Duty 4: Modern Warfare
Crysis
Empire Earth III
F.E.A.R. Files
F.E.A.R. Perseus Mandate
Fire Emblem: Radiant Dawn
Gears of War PC
Geometry Wars: Galaxies
Ghost Squad
Guitar Hero III PC
Kane & Lynch: Dead Men
LEGO Star Wars: The Complete Saga
Mass Effect
Medal of Honor Heroes 2
Need for Speed ProStreet
Orcs & Elves
Rayman Raving Rabbids 2
Resident Evil Umbrella Chronicles
Rock Band
Silent Hill: Origins
Sim City Societies
Soldier of Fortune: Pay Back
Soul Calibur Legends
Super Mario Galaxy
Supreme Commander: Forged Alliance
Time Crisis 4
Trauma Center: New Blood
Uncharted: Drake's Fortune
Unreal Tournament 3
Viva Piñata PC
Warhammer 40,000: Squad Command
Which will you be buying?