วันอาทิตย์ที่ 31 กรกฎาคม พ.ศ. 2554
to the just-announced




Joystiq

PS3, Xbox 360, Namco Bandai, cert 12, now

As games grow more sophisticated, tethering complex character development and thorny moral dilemmas to \ its central action, the simpler pleasures of the medium's early years are increasingly rare. So it is to play 'sa thrill of something as simple as Insect Armageddon , That is really all about an apocalyptic invasion led by giant arthropods.

Although the series is relatively unknown to western gamers earlier titles Earth Defense Force 2017

The two big disappointments are the excessive length of the levels and feeble sound effects: weapons wreak impressive visual devastation yet barely sound capable of cracking the carapace of a real insect. But faced with the tricky balancing act of retaining the ramshackle charm of the game's antecedents while making it more appealing to western audiences, developer Vicious Cycle has handled a tough assignment with aplomb.


GameSpot:

With a release window of September 2011, there's not a lot of time between now and when your game comes out. How long has the game been in development? Why only reveal the game now?

MS: We started developing Hard Reset in April 2009, so now it's been more than two years. Why reveal so late? We believe that players don't like those two or three years of hyping, with lots of web site counters and teasing all the same assets. And after three years of waiting you finally get information saying the game will show up half a year later than promised! Then, after those six months, two more months of waiting! Personally, I really hate it. So we decided to show our game when it's ready. When it's literally done. No postponements. We want the players to trust us, and we will do our best to get them good games in the future.

You don 't have the luxury of regenerating health in this game.

GS: We understand that flying boar leg is actually made up of members from many other studios. Why are these new studio?

MS:

Blade Runner.

Yes,

GS:

Exploding barrels still have a place in this shooter.

GS: On the topic of gameplay, what more can you reveal about the interface featured in a few of the screenshots you've released? What do the different bars and icons refer to?

As you know, we don't have regenerating health, so one of the bars is used to display health. We also have a shield meter, stamina for sprint, energy/ammunition for weapons, and, of course, the N.A.N.O. bar. N.A.N.O. is the currency that you will gather to buy new weapons and upgrades.

We will announce official hardware requirements soon, but I'm sure you will be surprised. We've got some really good engine programmers, and I can promise you that even a five-year-old PC will be sufficient to play Hard Reset. But if you own a pimped-up gaming rig, the experience will be much more intense.

What were some of your sources of inspiration for Hard Reset, either for the story or gameplay?

Are there any other points you 'd like to highlight about hard reset?

If you're looking for multiplayer you won't find it here.

MS: If you 're all the boring shooter on rails, where all matches are heavily scripted and you can \ tired' t even move too much, hard reset for you. Hard reset gives you the opportunity to eliminate hordes of enemies each time a different way, so maybe 'll want to play again and again just to see how our focus on mines in different ways, or why an electric grenade and stasis use the area are such a great combo. And you want the game to hit at least twice since finishing hard reset is not even enough that you have all the cool weapons and upgrades.

GS: Thank you for your time.

Read and Post Comments | Get the full article at GameSpot


Comments read and write | Get the full article at GameSpot


"Pro Evolution Soccer 2012 takes the pitch September 27" was written by Brendan Sinclair on Thursday, 28th July 2011 14:04:45 -0700
วันเสาร์ที่ 30 กรกฎาคม พ.ศ. 2554

วันพุธที่ 27 กรกฎาคม พ.ศ. 2554

July 26






From Dust (XBLA, PC)


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วันอังคารที่ 26 กรกฎาคม พ.ศ. 2554

GS : Do you have a specific attraction or aversion to micro-transactions or subscription-based games?

MC Hmm. The only dislike we have is that I think that the market 's still very confused at the moment. You see a lot of people, both on the customer side and service side, to do things that make don 't make sense. I don 't think people should spend about $ 500 in gold, in which social game they played. I don 't think it can really take. I doubt that they 're going to do so. I think after millions of people, you pay $ 500 a month to get your game online doesn 't really make sense to hunt. So there 'sa bit unrealistic in this market that I' m hoping for sweet.

But in the way that people pay for what they want and not pay people for things they don 't want it makes sense. And we don 't have this kind of market in the console space. You get to choose to play or not for $ 60, and there may be some additional things you after a little more money to be buying. But there 's really not a market scale - one vertical market, I think - where you can choose how much you want to get into the game. It makes sense that there are some people who are at the $ 60 price point is lost. And darn ol 'used game sales, do it yourself at a lower price, but one that only benefits retailers, not the developers of the games themselves How Micro transactions and free-to-play games are a great way to ensure that the proceeds go to the developer and the publisher instead of retailers.

GS

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วันจันทร์ที่ 25 กรกฎาคม พ.ศ. 2554
LittleBigPlanet 2 'S coming, Move-integrated extension can' t really be classified as something other than relentless. When Media Molecule, the game started in January this year, the opportunities for aspiring creator-curators were limitless - as the community 's daily discoveries of new ways to the core game \ use' s proven toolset. If moving DLC ??starts in September this year, it 's going on, push the limits of not-yet-reached even further back.

During a demo of Media Molecule \ led 's James Spafford and Christophe Villedieu, I learned that the studio' s ambitions for expansion as easy as they are high. Create by adding a suite of Move-based control tools to catalog, Media Molecule hopes to give players the opportunity and the inspiration, the ball-tip in a peripheral way, that so-called "Professional" Developers haven 't even included in the price.

Gallery: LittleBigPlanet 2 (E3 2010)

Continue reading LittleBigPlanet DLC Preview 2 Move: Infinity times two

JoystiqLittleBigPlanet DLC Preview 2 Move: infinity times two appeared originally on Joystiq on Thu, June 16, 2011 08:45:00 EST. Please read our terms for use of feeds.

วันเสาร์ที่ 23 กรกฎาคม พ.ศ. 2554
Video games with his superpowered protagonist must be a pretty sticky wicket for developers. Make your heroes - or villains quite lazy - too weak, and they won 't crack through the masses of un-powered with satisfying gusto. Make them strong, however, and they 'll rip through them with ease unsatisfactory. If the many, many superhero titles which are accidental in these two paradigms unfortunate tumble signs the sweet spot between these two limits is extremely thin.

Infamous 2 integrates a number of minor improvements to its predecessor, already polished, but it 's biggest change could also be its most noticeable. More so than in Infamous First Cole McGrath has the right balance between strength and vulnerability found. He finds his electrical balance of his first step into the vibrant playground of New Marais - and perhaps even more impressive - keeps the balance for the millions of steps that follow.

Gallery: Infamous 2 (GDC 2011)

Read more Infamous 2 review: A study in power

JoystiqInfamous 2 test: A study in power originally appeared on Joystiq on Mon, 6 June 2011 10:30:00 EST. Please read our terms for use of feeds.

วันศุกร์ที่ 22 กรกฎาคม พ.ศ. 2554
Before Dead Iceland It was - well, there were drops of other zombie games. It 's not the subject is lacking in video game interpretation, especially nowadays. But already in 2008, when an unannounced game Gunhero has been in development for the Xbox 360 and PS3. It is built on Unreal and after his art director Zach Schlaeppi, drew heavy inspiration from George Romero 's






Joystiq

วันพฤหัสบดีที่ 21 กรกฎาคม พ.ศ. 2554
Ocarina of Time 3D is about as simple as a remake remakes coming.

Aside from a few nice gimmicks attached to the 3DS 'hardware capabilities, Grezzo' s renovation of Nintendo EAD 's masterpiece completely superficial. In this complete aesthetic overhaul, but has issued Grezzo something extremely rare for developers - and more rare, even when the creativity and inspiration that the original Ocarina of Time, like a revelation: Grezzo designed every beautiful inch of Hyrule with steadfast, limitless

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วันพุธที่ 20 กรกฎาคม พ.ศ. 2554
Choplifter HD


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