Saturday, September 13, 2008
'Gravity Ends' in new WipEout HD trailer
The latest (final?) trailer for WipEout HD went flying onto the net just a few hours after we published our hands-on impressions of the finished game. In-between a bunch of jump cuts, you can get a good look at the venues we referred to in our post, along with barrel rolls and, of course, that blistering frame rate.
In case you didn't catch it earlier, WipEout HD is going to cost $19.99 when it debuts shortly on the PlayStation Store. Yes, we know the trailer just says "2008" at the end – but race day is actually a lot closer than you think.
Friday, September 12, 2008
Burnout Bikes Dated!
We’re finally able to announce that our latest free downloadable Burnout pack bikes will be out 18th September!!!
It’s tough to give specific dates on downloadable content, because we don’t know for certain until the last minute. But hey, we’re really excited about bringing bikes to Burnout, so we’re going to take a chance and tell you that we’re aiming for September 18 – that’s this coming Thursday!
If you missed our earlier posts, here’s what’s coming:
* Pick from 2 motorcycles featuring male or female characters and start on a whole new progression to earn your Bike License.
* 38 new against-the-clock race events – Burning Ride and Midnight Ride.
* A brand new in-game 24 hr day / night cycle that impacts traffic density and available events. (It’s fully customisable – you can make it day/night/change the clock speed – it’s up to you.)
* Dynamic weather brings an all-new look to Paradise City.
* And if that’s not enough, we’ve got 70 more Freeburn Challenges too.
Freeburn is Burnout’s uninterrupted drop-in / drop-out online play. It’s a cool collaborative experience, so it’s all about hanging out with your friends, messing around in vehicles while racing, pulling tricks and crashing in a massive open world city.
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If 350 fun, co-operative challenges aren’t enough to keep you and your friends occupied, the Bike Pack throws a further 70 to the mix. These bike-exclusive challenges are split 50:50 between regular challenges and timed, against-the-clock challenges for those that enjoy a little more intensity.
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We’ve got all the details on bikes at www.criteriongames.com and in our latest video podcast – Crash TV. You can see it now on iTunes.
Burnout Paradise is currently available for the Greatest Hits price of $29.99 on PLAYSTATION 3.
Agency Devs Exploring Cross-Platform Play
Sony Online Entertainment's working on massively multiplayer shooter The Agency for both PlayStation 3 and PC, which raises a lot of interesting questions about developing an online game for both platforms at once.
For example, with both versions underway for both PC and PlayStation 3, could players on both platforms interact in the same game world?
SOE is indeed considering it, says executive producer Matt Wilson -- "In fact, we're actually doing that at the office. Technology-wise, it's really not that complicated."
But there are three key barriers he says that stand in the way. First is game exploitability -- Wilson uses the example of the high quantity of hacks in a PC shooter like Counter-Strike to describe how it's significantly more difficult to secure a PC online title than it is on a console's closed platform, and maintaining the safety across platforms presents a challenge. "Being able to manage that is no simple task," he says.
The second problem is gameplay balance, as the difference between PC mouse-and-keyboard versus the PS3's controls gains particular weight with a shooter.
"We can do things to equalize them, whether that's aim assist on the console or other things on the PC, but when we've actually done focus group testing and so forth, you're always going to have the console players versus the PC players," Wilson says. "There's always a dynamic of 'It's not fair!' for whatever reason. So, it is important that we take those considerations on that."
But the third consideration is the biggest challenge, Wilson says, in terms of allowing PC and PS3 players to share the game world -- the update process.
"MMOs live and die by their updates, and we need to be able to update our product frequently," says Wilson. "The console requires a certification process, while the PC does not. And so it's going to be really difficult for us to maintain that synchronization across both platforms, and make that work really easily with the value of the MMO."
"As soon as there's an item that maybe we didn't think about and that's causing issues on the server, we need to be able to take care of that immediately, without compromising the other one. It's actually a pretty difficult proposition."
But at the very least, Wilson says game accounts will be global and cross-compatible, even if not necessarily simultaneous. "We're going to start simple," he says. "If you have a PC account, and I have a PS3, you should be able to come over to my house, and play on my PS3 game with your account. So, we want the ability for you to be able to move across worlds pretty easily."
"And then the other part is leaderboards and other things. And maybe in the future, we'll start connecting them up and doing that. Again, it's never been a technology problem; it's more game balance and update calls."
There are pros and cons, Wilson says, in dealing with a closed platform versus an open one. Most obviously, a closed platform is guaranteed compatibility for all users who own it, and it's a level playing field when improving issues like framerate and latency, key for a shooter.
"The negative is that because it's a closed platform, we have to go through a certification process," Wilson says. "I don't necessarily look at that as a negative, because in the end, I'm hoping that gives us a better quality. And if we happen to miss things, they'll catch it, and vice versa... It's just something new and different; it's not something we're used to."
On the other hand, changes to PC online games can be made immediately across servers in a way that can't happen on the PS3. "We have to actually look at designing the game differently, asking what data can we update without requiring a certification run, and what data can we not update without requiring a certification run? That's something we have to balance," Wilson says.
"The nice part about the PS3 is that it's a powerhouse console, and if we're designing it with the PS3 in mind, we're still going to have a high fidelity game on the PC. And so, from a content perspective, we're really not doing anything differently, whether it's the PC or the PS3."
Heavy Rain play target is “8-12 hours,” says Cage
Speaking to VG247 at Games Convention, Quantic Dream boss David Cage said a single walk through of top drawer PS3 thriller Heavy Rain is likely to take no more than 12 hours.
“We’re still in the middle of production, so I can’t really tell you the exact time of the game, but we’re targeting a game between eight and 12 hours in gameplay for one walk through,” he said.
Seen for the first time in Germany last month, the game showed what appeared to be unparalleled plot-branching, a fact, Cage said, likely to keep the hardcore coming back for much more.
“It’s impossible in one walk through to see everything there is to see,” he added.
“And that’s going to be OK. For most gamers, they’re going to play it once, and really enjoy it and have a great journey, but some hardcore gamers will want to come back and see everything, and all possible options.”
Heavy Rain has been branded PS3’s “most important title for next year” by SCEE boss David Reeves.
BioShock PS3 demo surfacing Oct. 2
As the most stubborn person alive, you've already dismissed BioShock's numerous awards and rapturous reception, chalking it up to a juvenile and easily swayed media. "They'll stick a ten on any old thing these days," you say, rolling your eyes at all the games-as-art debates arising in the first-person shooter's wake. The word-of-mouth may be exceedingly positive, but the word coming from your mouth is, "No."
"No, I'll play the demo first," you declare, "and then I'll make my decision." You flip your official and slightly unsavory Big Daddy calendar to the October page. "Ah, October 2nd. That's when the PlayStation 3 demo is due to arrive on the PlayStation Network!" You circle the date in one swift, confident stroke ... but suddenly feel a tinge of unease trickle down your spine.
"Wait a minute ... how did I know that? It's like ... someone else is putting these thoughts directly into my mind, dictating my very character from afar. Oh crap, was that a hyperlink?"
August NPD figures released, 360 beats PS3
New Socom: Confrontation Beta Patch Coming Soon
As we all know the Socom: Confrontation beta can be quite the pain. Having to wait 10 minutes to get started is about as awesome as watching paint dry. The Socom team is aware of this problem and are working around the clock to get it fixed and bring us all a better beta experience
As of right now, The Socom Team is focusing in fixing these problems:
* Abnormally long network synchronization issues when some users in a game have a poor network connection. This issue causes 4-7 minute (or longer) load times when late joining a game.
* An issue where respawn game late joiners were sometimes stuck in spectator mode and could not respawn into the game.
* Remove the latency detection network test which is causing some users with poor network connections to receive the network latency icon (red X).
There is currently no announcement for the patch’s release date but we’re hoping next week!
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