Showing posts with label anyone. Show all posts
Showing posts with label anyone. Show all posts

Tuesday, July 10, 2012

Valve’s Source Filmmaker Now Available




Open beta has begun for Valve’s Source Filmmaker, a new “storytelling tool” that allows anyone to create their own animated short films.


The tools available in the beta are the same tools Valve used to create the shorts, and downloads of the Source Filmmaker will include all assets from Team Fortress 2 along with assets from two of the Meet the Team videos. According to Valve, Source Filmmaker “condenses the production pipeline of an animation studio down onto a single gaming PC.”







The Source Filmmaker tools were announced alongside the release of Meet the Pyro, Valve’s final short in its long-running Meet the Team series. At the time, Valve designer Bay Raitt commented that "The goal of the SFM was to develop a story telling tool that allowed us to create computer animated movies more efficiently, and with greater creative freedom. Over the past five years, we've produced more than 50 animated shorts with the SFM. The Source Filmmaker will allow our community to create their own movies in Team Fortress 2 and in their own Source SDK-created mods."


The beta follows yesterday’s announcement of Steam Greenlight, which will allow the community to pick the next indie games to be released on Steam.


The Source Filmmaker can be downloaded on Valve’s official site. For a look at the highest rated videos produced so far, check out Valve’s Source Filmmaker community page.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Tuesday, June 26, 2012

Spec Ops: The Line Review






Nothing good ever happens to anyone in Spec Ops: The Line. It starts with a rescue, a rough situation destined to get worse, and unravels in a downward spiral where only bad things happen to good people. By the end, physical, mental, and moral disruption leave each character in a very different place than they started. You almost expect it to have been written by Game of Thrones author George R.R. Martin.

This isn’t a good thing for Captain Martin Walker, our intrepid hero whose will weakens with every enemy encounter. He transforms from a cheesy cliché to someone you sympathize with, and then develops into something despicable. How he gets there isn’t up to you -- what it ultimately means, though, is entirely your call.

Story is Spec Ops’ strong suit, and while the inconsistent combat isn’t ideal, the gameplay does a great job of facilitating that narrative between intense encounters. In fact, The Line accomplishes something most shooters don’t bother with: It makes violence meaningful. Every firefight ends with Walker and his Delta Force squad regretting what they've done.


Yeah, that's pretty bleak.

The Line puts them in the precarious position of fighting their brethren. Rogue American soldiers who’ve abandoned their duty in Dubai attack on sight, and not without reason. The city is a wasteland, the environment is as hostile as the refugees, and surviving requires aggressive self-defense. Dubai hosts a civil war between multiple factions trying not to die. The Deltas are just one of these groups.

As Walker, you’ll discover dark and disturbing things about Dubai and the people stuck within it. In your mission to save civilians and make contact with a former commander, you’ll make tough decisions that aren’t like other video game choices.

Morality isn’t a feature or mechanic in Spec Ops: The Line -- each ethical quandary Walker deals with are subtle story beats dealt with by in-game action rather than a separate yes/no mechanism. You project their meaning and importance onto your character without seeing substantial in-game consequence. Deciding which of the bickering, increasingly angry teammates to side with, or who lives and dies, doesn’t affect the outcome of your rescue mission. In fact, the finale has a greater effect on the six hours leading up to it.

Choice changes what it means to be this man. He makes the inevitable bad call and deals with it, nothing more. On the other side of every door and dune are are conspiracies, betrayals, and mysteries waiting for Walker. The battles on the way to each one strengthens The Line's constant tension. Walker is just a man, and bullets rip him to pieces. He’s vulnerable and his enemies are aggressive, which encourages intelligent tactical combat.


Dubai's greatest deceit is its alluring beauty.


The Line introduces new variables in each fight. Sometimes sandstorms, sunshine, or objects obscure your vision. Fast-moving melee specialists, heavy gunners, and grenadiers force you to stay mobile and risk exposure. Destroying walls to drown enemies in sand is as viable a tactic as taking a turret, popping out of cover with a SCAR, or commanding squadmates.

Marking targets keeps you safe while slipping from one unreliable cover point to the next, and issuing commands to stun soldiers with flashbangs keeps them from suppressing you. Walker’s commands are simple and few because he doesn’t rely on them. When they’re not shooting at walls, Lugo and Adams -- Walker’s left- and right-hand men -- are capable of dealing with waves of attackers.

They saved me from dying multiple times when Spec Ops’ mechanics failed me. On multiple occasions, Walker didn’t slide into or sprint out of cover properly. Half the time I tried protecting myself, my character stopped dead before dropping dead.

Vaulting over objects is an issue as well because its input is the same as the melee attack, meaning Walker would sometimes punch the air instead of hop over a barrier. With no evasive roll to dodge effectively, control problems hung me out to dry.


Sandstorms will blind soldiers and tear down buildings.

Unpredictability and variety are the saviors of Spec Ops’ standard stop-and-pop formula, and neither exists in its online multiplayer. The adversarial side of The Line is an empty experience that relies on your lust for unlockables without presenting a reason to care.

Getting new guns, protective gear, perks to boost stats, and cosmetic apparel is fun, but playing eight-player deathmatches on large yet cluttered maps is hardly a thrilling method to earn them. The reward system itself is a letdown, too. The prizes for leveling up are similar weapons with minimal improvements and too-familiar ballistics.

The beacon of hope in multiplayer is the objective-based Buried mode, which tasks two teams of four to sabotage the enemy HQ while defending their own. It’s a tense tug-of-war full of panic and planning -- it’s a shame such a smart game type is trapped in the shell of an unremarkable online afterthought.



Multiplayer lacks the aesthetic spirit of the single-player campaign as well. What begins as a drab, brown desert shooter suddenly discovers a gorgeous, colorful personality. The purples, blues, greens, reds, and golds of the campaign's incredible interiors leave lasting impressions; you'll associate red and green with different but equally unsettling events. Color certainly exists in the multiplayer maps, but it isn't spotlighted or emphasized in a meaningful way. Meanwhile, the rock music of the early game gives way to somber acoustic melodies as the Delta crew deteriorates, further establishing the unforgiving tone in and out of combat.

When all's said and done and the dust has settled, Spec Ops puts players in an interesting position. The endings -- whichever one you get -- are open to interpretation while still offering closure. The new information shines new lights on various spots in the story that warrant a second run through the campaign. The depth of these convincing characters is clearer when you know the fate you're responsible for. You see Dubai and those left behind in a new way. Most importantly, you finally understand Walker, which could well change the way you act on his motivations. What you regretted the first time could eat you alive when it's done differently.

This is why Spec Ops is a daring experiment worth celebrating. For the first time, a game with guns doesn't want you to be the hero -- it's wants you to feel terrible about trying to be one.



Source : ign[dot]com

Monday, June 11, 2012

E3 2012: BandFuse: Rock Legends Preview





Anyone who wants to work in the gaming business must be passionate -- I think that goes without saying. Still, it's a breath of fresh air when you receive a demo or interview from someone who knows how to show their enthusiasm and project that excitement onto others. Jon Heiner, game director at Realta, is an example of a developer who knows how to make you believe. At E3, I had the chance to talk to him about his first gaming project, BandFuse: Rock Legends.


BandFuse, much like Ubisoft's Rocksmith, is a rhythm game that features a full guitar experience as opposed to the 5-button experience typically associated with Rock Band and Guitar Hero. It currently supports guitar, bass, and vocals, although they were primarily showing off guitar at the show. Realta hopes to differentiate BandFuse from the competition through authenticity. They claim their technology offers a zero latency experience and the use of tablature, guitar's equivalent to sheet music, instead of exploding gems will teach BandFuse players how to read any guitar magazine or lesson book. By the sound of it, Realta has a no compromises approach to creating their guitar experience.



Despite being new to the scene, Realta pulled in a growing list of names from the rock industry to assist them in development. Slash, Zakk Wyld, and Nancy Wilson are already tied to the project, and there's no telling if there will be more to come. Bringing so many musicians on board gives Realta the ability to create perfect to near perfect tabs of the songs. "This is how the part is played." Jon Heiner told me, in reference to Slash's song Back From Cali. "I know this, because I asked Slash." It sounded like the legends would also play a role in teaching the player guitar techniques, telling rock stories, and motivating the player to keep picking up his or her instrument. The legends are integrated into the experience and aren't just names on the box to sell copies. 

Realta has also courted favor from John Nady, developer of a wide array of wireless music technology. For BandFuse, Nady has developed the guitar cable that ships with every copy of the game and an acoustic guitar attachment to allow players to use their acoustic guitars in the game. That's right. For the first time in a game, songs like Drive by Incubus can be played using the proper type of guitar. Unfortunately, since they use their game is designed around their technology, Rocksmith's guitar cable has too much latency to be usable in BandFuse. Jon also showed me an audio adapter that will ship with their game that allows the player to plug a pair of headphones directly into the Xbox. There's a surprising amount of tech being developed for BandFuse; all in the effort to allow players to play how they want.



Realta wants BandFuse to be more than just a personal journey; they want it to be a social experience. Every time you play a song in BandFuse, your performance is recorded. Afterward, you can upload that recording to their BandFuse cloud and share it with friends or even ask someone to record a backing track to combine with your leads. They were not showing any of the social aspects of BandFuse at E3, but Jon described it as one of the three major pillars supporting their game. The ability to share is woven into the fabric of BandFuse, but we'll have to wait to see how it all plays out. 

Any good guitarists knows you don't become great without practice. BandFuse's practice options were not finalized by my E3 appointment, but they understand how crucial practice can be to an experienced player. They know they want to make practicing simple, fun, and worthwhile. Realta also plans to build tutorials to help players learn and get better at guitar. Jon told me they want to "Game-ify guitar practice," and they may be on their way to accomplishing just that.



After my interview with Jon, I strapped on one of the guitars and tried out some of the tracks. I played through Reptilia by The Strokes and Harder to Breathe by Maroon 5 on two of the intermediate difficulties and had varying experiences. Multipliers in the thirties and fourties were not uncommon during Reptilia, but I couldn't even break ten in Harder to Breathe. It was hard to tell if the difference in score was because of the software, an out of tune guitar, or just my mediocre guitar playing. E3 is not the best venue to test a game with so many things that could go wrong. I will say the scoring system is more strict than Rocksmith, but not as restrictive as Rock Band 3's pro guitar. You still have the freedom to play what you want during guitar breaks, and you are never punished for not playing what's in the tablature. Your multiplier will slowly decrease if you aren't playing the notes as they are shown, but you will never fail out of a song. 

I had low expectations walking into BandFuse. Rhythm gaming has gone through a lot of turbulence the past few years, and I'm incredibly skeptical of new IPs in the genre. Rocksmith felt like a lucky strike, but BandFuse may solidify this as a trend. Rhythm gaming could be reborn with a focus on learning and playing real instruments. Based on what I saw at E3, could easily lead that charge.




Source : gamezone[dot]com

Tuesday, May 22, 2012

World of Mercenaries Beta Launches




City Interactive has announced the World of Mercenaries closed beta. Beginning today, anyone with a beta key can redeem it through Steam and start playing immediately on two maps in two different modes.

According to City, the beta includes a “classic” mode and a “heavy team-oriented one,” as well as “an ultimate playground that you can cross as you see fit.” Six different weapons and a dual health system are also available to use on two maps, which are described as “very different” from one another. Players will also gain access to the beta forums to report feedback and discuss the game with other testers.


Blow up friends or enemies!

Players can obtain keys by heading to the game’s official site and creating an account. Access is limited for now, but more beta keys will be released in waves, and players will receive an email key if they’re selected.

World of Mercenaries is a teamwork-based first person shooter built on Unreal Engine 3. The game is set in the near future and puts players in control of a mercenary “in search for fame & fortune, fighting along and against other fierce warriors.” The game will be free-to-play and will be released exclusively for PC via Steam.



Source : http://www.ign.com

Tuesday, May 15, 2012

Diablo 3 Beginner Guide - Welcome To Sanctuary Ads By Google » Blog Tags Today's Most Popular Videos »






Blizzard Planning Big Diablo 3 News For BlizzCon This Year


This Diablo 3 Beginners Guide will help anyone who's either new to the Diablo series or even someone who's just a bit rusty jump right in to all of the epic action that Sanctuary has to offer. In this guide, we'll go over things like the classes in the game, how to control your character, the health and resource system, the skill rune system, followers, crafting and artisans, and the auction house. It's a lot to get through, so let's get started.

What is Diablo 3?

Diablo 3 is an action role playing game from Blizzard Entertainment. You can expect a lot of challenging quests, monster hunting, and fast paced action that will keep you entertained for hours and hours on end. The game picks up twenty years after the events of Diablo 2 when Mephisto, Diablo, and Baal have been defeated. Unfortunately, the Worldstone that shielded the people of Sancutuary from the forces of Heaven and Hell was destroyed in the effort, so our heroes have to pick up their weapons once again in order to save Sanctuary from these new threats.




How Do I Play Diablo 3?

Right off the bat, you're going to have to choose one of five classes to play as. You can only play as one class at a time, but you can create one of each to test them out and see which your favorite is. They are the Barbarian, Monk, Wizard, Demon Hunter, and Witch Doctor.



Diablo 3 Beta Barbarian Guide:


Here's a quick description of each class:


Barbarian: They're a tough melee class who have been shaped to be "as strong and unyielding as stone." As they're the only class to carry over from the previous games, their story has evolved from where we last left them. Twenty years after the events in Diablo 2 devastated their culture, Barbarians are now a nomadic people who wander around Sanctuary looking for battles in order to forget about their broken homeland.

Monk:
These sacred warriors can channel the divine power of the Sahptev faith and use healing waves, mantras of protection, and attacks empowered with holy might. Through their training, Monks learn, "skills that allow them to master both unarmed combat and a diverse array of weapons."

Wizard:
Officially, Wizards are renegade spell casters who "use their bodies as vessels for arcane energy, forsaking the more careful path favored by other magic users." They don't care about the caution and safety that mages and sorcerers learn in the academies throughout Sanctuary. Instead, they use arcane power to disintegrate, burn, and freeze their foes while also having the ability to manipulate light and time to teleport, create illusions, and deflect oncoming attacks.

Demon Hunter: Demon Hunters are a group of fanatical warriors who have but one purpose: to avenge their friends and families who were butchered by demons and hellspawn. Every arrow that a Demon Hunter launches is, "dipped in spite" and "delivered with hatred." This fuels them to keep hunting, as every demon who falls to their deadly attacks makes the world that much safer.

Witch Doctor: Also known as spiritual warriors, Witch Doctors of the Umbaru Tribe are are new to the Diablo universe. According to the lore, only a few select men and women among the tribe can ascend to the role as they must possess the talent for communicating with spirits.


How Do I Control My Diablo 3 Character?

Now that you've picked your class, it's time to play the game! If you've never played an action RPG before, to move you left click your mouse where you want to go and your character will run to that location. You'll also use left click to open things, loot items, attack enemies, and click just about everything.

Additionally, you can use right click to assign to your first skill and other skills will automatically go on the number keys 1 - 6 as you level up. When you want to use one, just click the corresponding number and it will activate the ability. As you level up and earn more abilities you can assign them to the number keys however you want.

What Are Health And Resources?



The big glowing red orb is called the life orb and it represents your health. When it empties completely, you'll die, so make sure to carry health potions with you to replenish your health whenever it gets low.

Each class has its own resource in Diablo 3, represented by the second globe. Barbarians use Fury, Demon Hunters use Hatred and Discipline, Monks use Spirit, Witch Doctors use Mana and Wizard uses Arcane Power. Each class generates and spends their resources differently, so be sure to check out our in-depth class guides on how to use it effectively for your character.


Diablo 3 Beta Preview -- Hands On With Blizzard's Latest And Greatest Loot Fest


What Are Skill Runes?



Skill runes are a way to customize your character's abilities. They generally make your character's abilities more powerful and a few alter them completely. Each character can equip a maximum of five Skill Runes, and they're unlocked as you level up. The runes can be swapped out at any time, so you can mix and match them to see what suits your playstyle best.

What Are Followers?



Followers are characters who will fight with you throughout your journey on Sanctuary. Think of them as your personal party members. Each followers has 12 skills to buff their skills and you can pick four of them at a time for them to use. They can also equip armor and give you passive benefits.




What's The Auction House?

The auction house allows you to put all of your unwanted items on sale for real word money or in-game gold. You can also purchase items for your characters at the auction house for real world money or in-game gold.


What Are Artisans?



Artisans are the merchants who buy, sell, and craft items and weapons for your characters. As you train them throughout the game, they'll begin to craft stronger items and their wagons will improve aesthetically. There are two types of Artisans in Diablo 3:


Blacksmith: He can craft weapons, armor, and add sockets to items. He can also repair your gear.


Jeweler: He can create gems, which add bonuses to items when they're placed in sockets, as well as amulets and rings. He can also un-socket gems or combine them.



Now that you're equipped with all the knowledge you need to know to get you started on your adventure, itís time to let you loose out into the glorious Hellbeast-ridden world of Sanctuary. Good luck out there, and be sure to check back to G4TV.com for more Diablo 3 coverage.




Source : http://www.g4tv.com/thefeed/blog/post/723793/diablo-3-beginner-guide-welcome-to-sanctuary/