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Posted by Shark (Admins) at Mar 4 2014, 01:23 PM. 0 comments
To call Dark Souls hard is to sort of miss the point. It was a challenge, to be sure, but mainly because its story and systems were obtuse and coy enigmas hidden throughout the game. Dark Souls 2's co-director Yui Tanimura has never shied away from using the word "accessibility", causing some to worry that the game's obscurities would be more clearly signposted for the sequel.
In an interview with OXM, Namco Bandai producer Takeshi Miyazoe has explained how the team have translated their philosophy of accessibility into a game that doesn't ruin the game's mystery or challenge.
"It's a lot of things that happen behind the scenes, like the motion capture," Miyazoe said. "In the previous game, the player motions were hand-animated, whereas this time they're motion-captured by stunt artists." Supposedly, this makes the combat feel more intuitive, making it easier and more natural to read the intricacies of an enemy's attack moves.
As for the story, Dark Souls 2 will remain just as obscure. "The 'true story' isn't as important to us as the story each player creates based on his or her own roleplay," Miyazoe said. "We want you to explore or get items and read the descriptions to find out more, so that you are able to fill in the gaps as you explore."
Despite this, the game will be more upfront with certain systems. "In terms of tutorials it will be a little more than in Dark Souls I, but we're not going to explain all the tools you'll have," said Miyazoe. "We want players to be creative."
Posted by Shark (Admins) at Mar 4 2014, 01:22 PM. 0 comments
Four months after launch, Battlefield 4 still suffers from a variety of technical issues. Today, DICE announced what it’s doing to address these issues, as well as listing out specific problems the developer wants to target.
“Fixing the commonly nicknamed ‘netcode issues’ – problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself – is one of the top priorities for DICE,” it said. “We have found and fixed several issues with latency compensation, and thereby decreased the impressions of ‘one hit kills’ in the game. We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more.”
DICE then goes on to list a number of issues it’s still fixing and investigating. You can find the full list on the Battlelog website, but here are some highlights:
Rubber banding: Dice says it’s made several optimizations to decrease it for some players, that it’s releasing more fixes soon, and that it continues to collect data.
Kill camera delay / player death sync: Where the death camera triggers too soon, making you think that you died too early. A fix for this is included in the next update.
No Registered damage: DICE is aware of the bug. In Feburary 13 it added code that enables it to specifically track when this happens. That data should help DICE improve firefights “in the future.”
Instant death while sprinting: At this point we move on to the slapstick comedy portion of the announcement. “At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.”
In addition, DICE is working on fixing issues with Levolution going out of sync, shots appearing to be fired in the wrong direction, and vehicles not taking damage.
Posted by Shark (Admins) at Mar 4 2014, 01:20 PM. 0 comments
While the video may not shy away from swearing, crude jokes and a scene set in an anus, it's still a long way from the final product, which - in some territories - was deemed shocking enough to be self-censored by Ubisoft.
South Park: The Stick of Truth is out today in the US, and March 7th in the UK.
Posted by Conduit (Admins) at Feb 7 2014, 03:32 PM. 0 comments
There are a set of features common to all main Elder Scrolls games. They've all been injected with a near-lethal dose of lore, they all start in a prison, and, once freed, they all offer the player an initially paralysing level of choice and freedom. The Elder Scrolls Online checks the first and second boxes perfectly. It's that third point - the freedom - where things start to get complicated.
After escaping the realm of Daedric uber-jerk Molag Bal, you emerge not into a vast and mysterious world of possibility, but instead a small island full of low-level questing. It's a moment that hammers home that, yes, this is an MMO, and one that mostly follows a much-trodden path. Mostly, but not always. TESO does, in places, evoke Skyrim; just not as you'll remember it. It's like a Hollywood remake of a favourite foreign film. For all the similarities, everything feels slightly off-kilter.
There are strong caveats for everything I'm about to say, and I think it's important to make them clear upfront. The most obvious is that TESO will be both long and broad. There are three factions, each with their own areas and quests leading to the level-cap. I've played a character from one of those factions - the Ebonheart Pact - for somewhere between 10-15 hours. For all I've seen, there's overwhelmingly more that I haven't.
It's also important to note that, for all my issues with the beta, none of them are about the game being either too much like an MMO or too much like Skyrim. I like MMOs. I like Skyrim. I was primed to enjoy TESO, whichever end of the RPG spectrum it settled on. The problem is that the combination treads an unnatural middle-ground of warring concepts. As a result, both sides suffer.
For instance, the freedom of exploration. Once I'd completed Tutorial Island, I was shipped off to a slightly larger post-tutorial area, before finally being let loose on the first of Ebonheart's five main zones. Here things opened up significantly. While I was still being hemmed in by the traditional MMO smattering of higher-level enemies, I at least had the space to explore a relatively large and unbroken area of the map. The question became what to do in it?
The answer was questing. There are some collectibles hidden around the map - crystals which, when enough have been found, give you extra skill points to assign. For the most part, though, there was no sense that exploration would be rewarded with some entertaining or mysterious secret. I quickly fell into the MMO routine: hunting out the blue quest-giver arrows on the compass, accepting their task, and checking off a laundry list of actions. Eventually, I became more focused on my own basic character progression than in finding myself immersed in the setting.
It doesn't help that the world feels stiff and rigid. Even the swaying of trees is barely perceptible, giving my faction's environments an almost sterile quality. That lifelessness was an unfortunate theme of the time I spent in TESO, seen in the disinterested voice acting of minor quest-givers; the way warring soldiers would ineffectually swipe at each other in perpetuity (or at least until a player stepped in); and the bizarre celebration after I defended Davon's Watch, in which groups of three NPCs would line up for some unconvincing fist pumps.
On the plus side, the game does interesting things with the scale of the world. Because of the choice between first-person or over-the-shoulder third-person viewpoints, your perspective is much closer to your characters. Wandering through the city of Davon's Watch, I was impressed by how large it felt. When the game's released, and the zone's are filled with players, it's easy to imagine the world feeling bustling with activity.
Posted by Shark (Admins) at Jan 18 2014, 10:08 PM. 0 comments
The new Thief game is coming out soon, and if you're rocking an oldish PC you're probably wondering whether or not you'll be able to play it. If only there was some way to judge whether your Pentium 4 with 128mb ram and integrated graphics will be able to run Garrett's latest pilfery adventure. Good news: there is. Bad news: your Pentium would be lucky to run to the end of the street. Eidos Montreal have revealed the game's system requirements, which I've stashed beneath the break.
Without further ado, here's what you'll need to be able to play Thief the way the Keepers intended: on PC.
Minimum System Requirements:
OS: Windows Vista with platform update
CPU: High-performance dual core CPU or quad core CPU
RAM: 4 GB
Graphics Card: AMD Radeon 4800 series / Nvidia GTS 250
DirectX: DirectX 10
HDD/SSD: 20 GB
OS: Windows 7 or 8
CPU: AMD FX 8000 series or better / Intel i7 Quad Core CPU
RAM: 4+ GB
Graphics Card: AMD Radeon HD / R9 series or better / Nvidia GTX 660 series or better
DirectX: DirectX 11
HDD/SSD: 20 GB
Not too bad, considering, although 20GB seems like rather a lot. Also of note in the blog post is the news that Eidos Montreal have once again teamed up with Nixxes (Deus EX:HR, Tomb Raider) to "ensure the best possible experience on the platform". Thief is due out February 25/28 and blimey, I had no idea it was arriving so soon.
Posted by Shark (Admins) at Jan 3 2014, 04:00 PM. 0 comments
As 2013 drew to a close and with only a few hours left until the end of the Steam Holiday Sale, Marvel pulled Deadpool from Steam. Deadpool, which was deeply discounted during the sale, was one of several games Marvel pulled from all digital storefronts at the end of 2013.
Marvel first announced that it was going to pull games featuring Spider-Man, the X-Men, Deadpool, and more from all digital storefronts (consoles included) on December 21, but did it through the relatively obscure The Amazing Spider-Man Game Facebook page. Ironically, at this time The Amazing Spider-Man Game is still available to download on Steam.
Activision Community Manager Dan Amrich confirmed on Twitter that Marvel has pulled Activision's titles as the licensing contract between the companies expired. While Deadpool has already disappeared from Steam, at this time The Amazing Spiderman, another Activision game, is still available to download, as are the free-to-play Marvel Heroes and LEGO Marvel Superheroes. Amrich says Marvel has also pulled Capcom's Marvel vs. Capcom games from digital storefronts, so it's not Activision games alone that are being affected.
Remember that Marvel joined the ever-growing media force which is Disney in 2009, when it was acquired for about $4 billion. With Marvel, Pixar, and Star Wars, you might be tempted to speculate about a Disney-dedicated digital storefront. While that's certainly not out of the question, it's not as if Disney pulled all of its games from digital storefronts. It pulled only specific games based on specific characters.
Additionally, Marvel and its different characters are wrapped up in convoluted licensing agreements according to which The Avengers is handled by Disney, The Amazing Spider-Man movies are distributed by Sony, and LEGO Marvel Superheroes is published by Warner Bros. Interactive Entertainment. We've seen licensing agreements take games away from Steam only to bring them back later, as with Crysis 2, for example, so there's no telling what Disney's plan is right now, or that the games will not be back on Steam at a later date under a new agreement.
|1:56 AM Mar 12|
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