We'll bring you more details from this interesting title as they surface, but for now you can check out the new trailer below (thanks IGN).
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Posted by Mark at 2:43 PM
“Playtesting is probably the most important thing we did on Portal,” Swift continued. “Sit down and watch people play your game. Don’t just have them send you reports: It’s not going to be as valuable. You can find out what you’re players actually want by watching them. Adjust gameplay to what players look like they need, and adjust story to enhance what players are already feeling.”
Swift revealed they began testing the first room from the moment they started at Valve. For example, the first room initially featured a “shimmery force field” and players didn’t understand what it was -- so they changed it to glass. Throughout the game they proceeded to make the world cleaner and simpler to help teach the players what they need to know.
Posted by Mark at 6:02 PM
We’ve got some leeway we might not have had, in that the Lego company appreciates that we’re going to do things in a videogame with their properties, their toys, that they couldn’t have imagined happening in any other context,” says Smith. “Particularly distorting the figures, for example, to make them come to life. That could have been really frowned upon but we were lucky in that, right from the start, they knew we were doing something different. And they were carried off by Jeremy [Pardon, the game’s animator] and James with such style that, bang, it was right there from the start.Check it out below, at Next-Gen:
Posted by Mark at 2:59 PM
Posted by Mark at 1:39 AM
Blizzard Entertainment, Inc. today announced plans to launch a new type of tournament competition using the Arena System in World of Warcraft®, its popular subscription-based massively multiplayer online role-playing game. The tournaments will take place on special realms that allow competitors to instantly create level-70 characters with epic equipment, placing the focus on tactics and execution rather than normal adventuring.
“eSports is one of the most exciting facets of online gaming today,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’re pleased to expand World of Warcraft’s tournament options for players who want to focus mainly on the competitive aspect of the game.”
The tournaments are scheduled to start in April with two rounds of online qualifiers in Europe, South Korea, North America, and the regions of Taiwan, Hong Kong, and Macau. Each qualifier round will have a per-competitor entry fee -- €15/£12 in Europe; 20,000 won in South Korea; $20 in North America; and NT$450 in the regions of Taiwan, Hong Kong, and Macau -- and will run for six weeks. During this time, teams will play 3-vs.-3 matches on the tournament realm in their region, with the top four teams from each round advancing to the regional finals to compete for more than $27,000 in cash prizes. Winners from each region will then be invited to a global championship event to compete for $120,000 in cash prizes, including a $75,000 grand prize.
Steam Client - February 14th Update
Fixed downloads becoming paused Improved download speeds Decreased application launch time Fixed URL links in chats to not include trailing punctuation as part of the link Changed group event notifications to open at most 8 dialogs
Posted by Mark at 2:05 PM
Posted by Mark at 4:27 AM
Tomorrow at 11 am PST all PC versions of Team Fortress 2, the class-based multiplayer action game named PC Game of the Year by Gamespy.com, will receive its largest update since the product was first made available on October 10, 2007, as part of Valve's best-selling Orange Box compilation.
The free update includes global optimizations for networking, graphics, and player statistics, plus improvements to Source TV for tournament viewing.
In addition, three of the currently available maps (Dustbowl, Granary, CTF_Well) have been iterated for enhanced performance and gameplay.
The release is headlined by the introduction of "Badlands," a new map that pushes control-point gameplay onto vertical landscapes.
Available free to all Team Fortress 2 PC gamers around the world automatically via Steam, there are too many features and improvements included in this update to list here. To view the full release notes and/or find out more about Team Fortress 2, please visit www.steamgames.com.
Posted by Mark at 3:03 PM
Posted by Mark at 3:09 PM
Posted by Mark at 9:57 PM
Posted by Mark at 2:16 PM
Alright, let’s begin with the first topic. Patch 1.2 has been in development for quite some time now and we are very satisfied with its current progress. The patch as itself is nearly finished from a content point of view.Fixes and new features included with the patch are detailed below:
This means no new features and major changes are getting implemented unless a critical issue appears and requires immediate fixing. At the moment the tasks that are left to be done are testing the whole patch content-wise and installer-wise to ensure all bug fixes/features are working as intended and nothing else is broken.
The test phase will last until EA’s and Crytek’s Quality Assurance departments are satisfied with the overall quality and stability of the whole patch. Since this is a very important part of the patch development we have to wait for additional feedback from both QA departments in order to set and announce a release date.
1. Optimizations and Stability
2. General Fixes/tweaks
- Fixed potential server exploit that could cause servers to crash.
- Added mouse wheel scrolling support for server browser.
- Fixed an issue where in unarmed mode, the character's arms will suddenly reappear and disappear when picking up and dropping an object.
- Added new effects for vehicle shattering after being frozen.
- C4 will now stick to doors correctly.
- Added new grenade indicator icon. (explained in detail further above)
- Adjusted explosion radius of grenade launcher to be more efficient vs. players.
- Added check for players riding on vehicles while not seated to prevent them being killed.
- Tweaked damage for players hit by vehicles at lower speeds.
- Adjusted wall collision damage for civilian car.
- Improved AI machinegun handling (both stationary and mounted machineguns on vehicles).
- Fixed an issue with "Escort Prophet out of sphere" objective failure causing reloading issues.
7. New Features
- Added team colors to kill/death messages (explained in detail further above).
- Fixed some game states not properly resetting after game restart.
- Fixed issue where VOIP doesn't work properly on non-dedicated servers.
- Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced. (Can be disabled/enabled via cvar)
Posted by Mark at 6:58 PM