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First Person Shooters (Games)

BioShock 2 Released 209

BioShock 2 launched today for the PS3, Xbox 360 and Windows, ending the wait for a sequel to the original 2007 blockbuster. The events in BioShock 2 take place 10 years after the story from the original game. This time around, players control a prototype Big Daddy in an attempt to overthrow the new leader of Rapture. Early reviews for the game are quite strong, though the developers were prepared for fan backlash over some of the changes they made. The Guardian's Nicky Woolf praises the new storyline, and adds that "there is a fundamentally excellent shooter here too, with some of the best combat dynamics in the business." Rock, Paper, Shotgun's Alec Meer also had good things to say about the combat: "I can't stress this enough – as a game about shooting people, it's very responsive and very rewarding." However, Meer expressed disappointment that some of the impressive new concept art didn't get used and that the story and environment couldn't match the novelty of the original game. "Part of Rapture's great wonder was that it was just believable enough, if you squinted your brain a bit (or a lot), but this lathers on so much wild sci-fi that it's much harder to connect to it. The Sisters are elevated from horrifying genetic/psychological experiment into all-powerful messiah figures capable of pulling any old deus ex machina out of the hat. Making them into so much reduces the power and the sadness of what they are. As a result, the concept feels too exhausted to ever be used again."
PC Games (Games)

Future Ubisoft Games To Require Constant Internet Access 497

Following up on our discussion yesterday of annoying game distribution platforms, Ubisoft has announced the details of their Online Services Platform, which they will use to distribute and administer future PC game releases. The platform will require internet access in order to play installed games, saved games will be stored remotely, and the game you're playing will even pause and try to reconnect if your connection is lost during play. Quoting Rock, Paper, Shotgun: "This seems like such a bizarre, bewildering backward step. Of course we haven't experienced it yet, but based on Ubi’s own description of the system so many concerns arise. Yes, certainly, most people have the internet all the time on their PCs. But not all people. So already a percentage of the audience is lost. Then comes those who own gaming laptops, who now will not be able to play games on trains, buses, in the park, or anywhere they may not be able to find a WiFi connection (something that’s rarely free in the UK, of course – fancy paying the £10/hour in the airport to play your Ubisoft game?). Then there's the day your internet is down, and the engineers can’t come out to fix it until tomorrow. No game for you. Or any of the dozens of other situations when the internet is not available to a player. But further, there are people who do not wish to let a publisher know their private gaming habits. People who do not wish to report in to a company they’ve no affiliation with, nor accountability to, whenever they play a game they’ve legally bought. People who don’t want their save data stored remotely. This new system renders all customers beholden to Ubisoft in perpetuity whenever they buy their games."
PC Games (Games)

OnLive Gaming Service Gets Lukewarm Approval 198

Vigile writes "When the OnLive cloud-based gaming service was first announced back in March of 2009, it was met with equal parts excitement and controversy. While the idea of playing games on just about any kind of hardware thanks to remote rendering and streaming video was interesting, the larger issue remained of how OnLive planned to solve the latency problem. With the closed beta currently underway, PC Perspective put the OnLive gaming service to the test by comparing the user experiences of the OnLive-based games to the experiences with the same locally installed titles. The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not."
Input Devices

Razer, Valve, and Sixense Working On Motion Control For PC Games 126

An anonymous reader sends along this excerpt from Shacknews: "Gaming hardware developer Razer has announced a new multi-year partnership with Sixense Entertainment and Valve Software to deliver a '...revolutionary true-to-life, next-generation motion sensing and gesture recognition controller for PC gaming.' Razer, Valve, and Sixense, along with a selection of PC OEM partners, are aiming to produce '...ultra-precise one-to-one motion sensing controllers that use electromagnetic fields to track precise movements along all six axes.' Each controller will reportedly track its orientation within a single degree, and detect positioning within one millimeter. Thankfully, the device will be compatible with both current and future generation PC games."
PC Games (Games)

EA Shutting Down Video Game Servers Prematurely 341

Spacezilla writes "EA is dropping the bomb on a number of their video game servers, shutting down the online fun for many of their Xbox 360, PC and PlayStation 3 games. Not only is the inclusion of PS3 and Xbox 360 titles odd, the date the games were released is even more surprising. Yes, Madden 07 and 08 are included in the shutdown... but Madden 09 on all consoles as well?"
PC Games (Games)

A Look At How Far PC Gaming Has Come 427

Bit-tech is running a feature examining the progress PC games have made over the past couple decades. The article highlights aspects of modern games we often take for granted or nitpick, and compares them to earlier games in which such features were implemented poorly or not at all. Quoting: "Doom's legacy is still being felt today in fact and it's a fair bet that you can take any shooter off a shelf, from America’s Army to Zeno Clash, examine it, and list a dozen things that those games owe to Doom. Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from — these were things that id Software invented. On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what’s going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all — something modern games would get heavily slated for doing. Yet the idea that plot was optional caught on and the same flaw was replicated in other games of the era, such as Quake and (to a lesser extent) Duke Nukem 3D. There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."
PC Games (Games)

Star Guard — an Old-School Platformer Done Right 107

An anonymous reader writes "Rock, Paper, Shotgun points out a new game called Star Guard, a Flash-based platformer for Mac and PC that's a throwback to the early days of computer gaming, yet still entertaining. They describe it thus: 'Its greatest strength, to my mind, is throwing out the old-school traditions of difficulty. It does certainly get tricky, requiring the platformer standbys of carefully timed jumps and learning enemy patterns — there's something of a Metroid vibe to it. But you don't get punished for failing to meet one of its challenges — you're just plunged a few feet back to most recent checkpoint, and carry on. Lives are not finite, but the small mound of green pixels that mark your corpses are a maudlin testament to your ineptitude. However, death is useful — I ritually found myself sending in a suicide spaceman, taking out an enemy or a mine so that the path was clear for my next go. ... However, it doesn't leave people who pride themselves on their gaming skill, and demand their games to be hard, out in the cold. At the end of each level, your score alters dramatically depending on how many times you died.'"
Cellphones

iPhone As a PC Game Controller 54

TechCrunch has an article about a startup called iMo, which aims to enable control of any PC game using an iPhone or iPod Touch. The idea is to reduce the need for gaming peripherals while you're on the move, and make motion-control available to more players. Quoting: "The system also features onscreen controls for the iPhone and iPod Touch, as not every PC game will benefit from using things like the accelerometer, obviously. This all works via both Bluetooth and WiFi connections between your device and your computer. The plan is to offer iMo in the App Store for $0.99; the first version should be available new in the App Store. And long-term, the company hopes to make it available on other mobile platforms as well, including Android. And ultimately, they'd love to include support for gaming consoles as well, like the aforementioned Wii, the PS3, and the Xbox 360."
PC Games (Games)

GaiKai Beta To Start In Europe "Later This Month" 121

Alison Beasley sends word that GaiKai, the cloud gaming service being developed by games industry vet Dave Perry, is about to begin beta testing in Europe. (Sign-up page.) GaiKai is a competitor to OnLive, which started beta tests of its own recently. IGN got a chance to try out GaiKai for themselves, and they've posted a video showing how it performed. From Perry's announcement: "Our closed beta has two goals. #1 is to bring our servers to their knees so we can choose the final configuration before we start ordering large quantities of them. (We think we have it worked out, but you can be certain our staff will be swapping cards and testing different processors as each day goes by.) Goal #2 is to test older computers. We've had lots of emails from people describing their computers and 99% of them have ample performance. Remember you don't even need a 3D card to see a 3D game run on our service. I know this is strangely counter to what people expect, but we actually want to get plenty of basic office-grade XP machines testing so we can make sure we can reach the widest audience possible. ... After we choose the hardware configuration in Europe, our next phase will be our USA Nationwide Network Test, that will be using 8 Tier-1 Data Centers, getting hammered by Closed Beta testers. During that process, [we] will be identifying the other data centers we need to include to blanket the USA in a low latency array. Phase 2 of that is Europe, in exactly the same test."
PC Games (Games)

The Future of Indie MMOGs 69

Karen Hertzberg writes "Ask any 10 gamers what constitutes an 'indie MMO' and you'll probably get 10 different answers. But one definition that most can agree on is that an indie game lacks the financial support of a well-funded publisher. But do smaller budgets mean greater freedom? Ten Ton Hammer asked Nathan Richardsson, Executive Producer for CCP (developers of EVE Online), and Todd Harris, Executive Producer of Global Agenda, to share their thoughts on the bright future of independent MMOG development. 'By definition a niche market is a segment that is currently underserved by the mainstream providers. So, to serve that audience a developer typically needs to deliver something really different and innovative vs. just more of the same thing available elsewhere,' says Harris. 'With a big budget there could be a temptation to cover up stale gameplay by shoveling out more content or simply pumping up the marketing hype. However, for an indie developer such as Hi-Rez Studios, the game must stand on its own merits and we find that liberating.'"
PC Games (Games)

SOE Also Making a New Star Wars MMOG? 49

Hand Solo writes 'Ten Ton Hammer has an inside scoop on SOE making a new browser-based MMOG based on Star Wars. Rumor is that it will be run on the Free Realms platform. This is generating a lot of buzz around the net. Quoting: 'Former and current Star Wars Galaxies players can still remember the sting of the 'New Game Experience' that changed the face of that game for everyone. SOE has repeatedly said that they have learned from their mistakes, and plan to not repeat them. If SOE isn't expressly targeting the hardcore segment this time around, they (unlike BioWare) won't have quite the same initial level of expectations to deal with. Don't let us give you the impression that SOE plans to take on BioWare, and their highly anticipated MMOG debut, The Old Republic, particularly given the engine the game is rumored to be based on. More plausible is that it will be based off the Clone Wars CGI animated film, offering a more stylized approach to the universe. "
PC Games (Games)

The Challenges of Class Balance In MMOGs 209

Karen Hertzberg writes "Balancing classes in MMOGs may be one of the most daunting challenges of the industry. Few games are immune, and no game has ever claimed complete, perfect balance. So how does a developing company deal with the ever-impending demand to keep their games fair in both PvE and PvP environments? Ten Ton Hammer spoke with four industry professionals about the issue in an effort to glean some answers. Age of Conan's Craig Morrison said, 'It is part science and part intuition and experience, I think. We do, of course, have all the ... "spreadsheet" work in the back-end and development tools that calculate as many of the parameters as possible. On top of that, though, you then have the knowledge and skill of the designers involved. Working with a system, you have the general overview of how things interact and how players tend to behave in your game. Sometimes nothing beats spending time in the game itself and actually seeing how the players have been using the skills and abilities you have provided for them. Players are nothing if not inventive, and they never cease to surprise designers with their ingenuity, so it is vital that the designers are also watching and learning themselves.' "
PC Games (Games)

StarCraft II Single-Player Details Revealed 206

As Blizzcon approaches, a number of gaming sites were invited out to California to get an early look at the single-player campaign for StarCraft II: Wings of Liberty. Kotaku has a detailed write-up (spoiler-free version), and 1Up summarizes one of the missions: "... you're on a planet with an alternating day/night cycle (every five minutes, it switches): during daylight, you're safe. You can build forces and go out and destroy structures. At night, the infected Terrans will relentlessly stream towards your base — necessitating a strong defense against the 'zombie horde.'" An interview with some of the developers is available, in which lead designer Dustin Browder says Blizzard will continue their trend of having downloadable maps and other improvements throughout the game's life. BlizzPlanet posted a mission guide for the part of the game they got to see, and new video footage has been released that shows off the single-player mode.
PlayStation (Games)

Are Game Consoles Ruining DLC? 399

A round-table discussion at Gametopius looks into the state of downloadable content for games as it has evolved over the past several years, going from an occasional, welcome supplement to being a common marketing strategy for most of the industry, frequently causing irritation over pricing and availability. "All of the map packs so far released for the Call of Duty games have been $10 each to download on consoles through closed networks, while PC gamers could download those same packs for free off of FileShack or somewhere else. Valve's own Team Fortress 2 has received a significant amount of DLC that's been completely free on the PC. Xbox owners of the same game, however, have only received perhaps half of that content, and they have had to pay for it in $5 packs. Why is this? The idea of this kind of content delivery was scarcely heard of on consoles, so console gamers see no reason not to pay for it. But on the PC, these amounts of content are usually just considered parts of patches. Furthermore, why pay for a few extra maps and costumes when modders are making and offering new ones for free all the time?"
PC Games (Games)

On Transitioning To an Asian-Style MMO, Such As Aion 256

A. Harvey writes "Ten Ton Hammer has an interesting article about the transition to Asian-style MMO games, specifically Aion. 'In many ways, the West is catching up to the East in terms of gaming. Per capita gaming ... and broadband proliferation is markedly higher in Asian markets. Gaming is much more social in the East as well; many players gather together in internet cafes to spend their game time with each other. Another surprising difference in most Asian-based games is that most functions of game control are mouse based.' I think the author hit the nail on the head that Aion will be a big success in North America and will introduce a lot of players to games with an Eastern feel."
PC Games (Games)

Building the Sports MMO Genre 52

Kheldon writes to point out an interview with David Chang of GamesCampus about the up-and-coming sports MMO genre. He also talks about their efforts to bring older demographics into gaming. Quoting: "One of the things about the baseball game in particular that's so great is that there is a leveling component, not just to the team, but also to players. So you're exactly right in terms of the persistence. We want people to not just play a baseball game, but ... to grow their team and their players over time. So, there are things where if you win a game, that's how you gain experience points. If you win against a higher level opponent, you get more experience points; if you bottom feed and you take advantage of lower-level players, you don't get as much, and so on. There are a lot of MMO-type concepts in the game. If you're talking about individual players, if you hit a lot of homeruns, or if you steal a lot of bases, your power or your stealing stat will increase over each season."
PC Games (Games)

Games That Design Themselves 162

destinyland writes "MIT's Media Lab is building 'a game that designs its own AI agents by observing the behavior of humans.' Their ultimate goal? 'Collective AI-driven agents that can interact and converse with humans without requiring programming or specialists to hand-craft behavior and dialogue.' With a similar project underway by a University of California professor, we may soon see radically different games that can 'react with human-like adaptability to whatever situation they're thrust into.'"
PC Games (Games)

Spore Patch Nearly Lets Creatures Into Other Games 60

Dalambertian writes "The release of Spore's Patch 5 lets players export their creatures (and soon vehicles and buildings) in Collada format. This includes textures, bump mapping, and rigging for animation. Maxis developer Ocean Quigley recently posted a nice tutorial for getting said creatures into Maya, and other 3D packages are soon to follow. This could have a huge impact on the games industry, and the indie games scene in particular. Unfortunately, if the patch falls under the usual EULA, then any legitimate use of the art assets outside of the Spore community becomes impossible. EA is apparently just teasing us with its taste-but-don't-swallow policy, and at present it's not clear whether the genius that came out of Spore's development will ever truly be accessible to the game dev community."
PC Games (Games)

Gaming On Windows 7 554

Jason Wilson writes "Windows 7 comes out Oct. 22, and many gamers are wondering whether it will be a boon for gaming, as Microsoft promised Vista would, or a disappointment (like Vista was at its launch). Former ExtremeTech editor Jason Cross, who's covered games and tech for 13 years, discusses the pluses and minuses of Windows 7 for gamers — how it differs from Vista, if it'll run older games, and the benefits of 64-bit computing. 'Windows 7 basically takes the Vista codebase and rewrites, refines, optimizes, and overhauls most of the internal stuff without making dramatic changes to the driver stacks that Vista did over WinXP. The changes to the fundamental driver models are small and mostly serve to improve performance. Plus, the hardware makers — especially the graphics guys — are on top of the changes this time around. Nvidia and ATI have been shipping quite good Win7 graphics drivers for months now.'"
PC Games (Games)

Cryptic's Roper Explains Microtransactions For Champions Online 82

Karen Hertzberg writes "Many MMO gamers have expressed concern over the recent announcement that micro-transactions would play a role in the upcoming release of Champions Online. Knowing that MTs can be a touchy subject for fans, Ten Ton Hammer sat down with Bill Roper for an interview. He reveals more about Cryptic's take on the business model, what type of items you can expect to find through MTs, and how the system will be integrated into Champions Online come launch day. Roper said, 'The idea is wanting to be able to have things there that players can get if they want to, but they don't negatively impact the balance of the game. It's not like we're expecting players to go and purchase things through micro-transactions that then give them some huge leg up. All those things I think people get worried about, but really the focus is on having things that are fun, cosmetic or are things that are more account-wide and maintenance based.'"

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