Saturday, October 1, 2011

Max Payne flyin Brazil cuz... ?

Still figuring why Max goin Brazil?

Here's why according to the latest interview done by IGN

"IGN: Can you bridge the gap between the end of Max Payne 2 and Max Payne 3? Which ending of Max Payne 2 does this game continue from?

Rob Nelson
: There's a break of several years between the events of Max Payne 2 and Max Payne 3, and Max spent a great deal of that time and energy trying to drown his memories and pain in alcohol. As a man constantly haunted by his past, his addictions are a poor attempt at moving on, and players will see the consequences of that behavior first-hand as he moves through the story. This is a new chapter in Max's life, told several years later, and we want the story to move on significantly from the previous games while continuing the original storyline in a natural and logical way.

IGN: Previously Max was furious over the murder of his family, does that emotion still fit in, or has he put that event behind him? He still appears to be angry, but seems to have let himself go a little at the same time.

Rob Nelson
: It's been a few years, but Max still carries the same emotional baggage from the events of the earlier games - a mixture of anger, regret and guilt - that he's been keeping at bay with alcohol and painkillers. One of the hallmarks of Max Payne is that you get a lot more insight into the mind of the character you play, and that adds emotional weight to the story. Max has been through more psychological anguish than most people, and it shows in both his outward behavior and his psyche.

Classic Max.

IGN: Who is Max working for in Sao Paulo and what causes him to again kill a whole lot of people?

Rob Nelson
: Max accepts an offer by a colleague from his days back at the police academy, a guy called Raul Passos. Passos convinces him that there's work for him in executive security in Sao Paulo, putting his skills to good use protecting people against the criminal elements there, including gangs and para-military forces. Max and Passos work for a man named Rodrigo Branco, the patriarch of a wealthy and influential Sao Paulo family with ties to the city's political and social scene. When Rodrigo's wife, Fabiana, is kidnapped and held for ransom, Max finds himself caught up in a tangled mess, much darker and more sinister than it appears on the surface, and compounded by the fact that Max is a foreigner who does not speak the language and is very much out of his depth. Max soon realizes that while he may be a long way from home, when he's standing between the people he's trying to protect and the city's heavily armed criminals, it's not that different from New York.

IGN: Will the graphic novel style of cut-scene still be used to any degree, or will it all be in-engine cinematic cut-scenes?

Rob Nelson
: Both! All of the cut-scenes are motion captured, in-engine, but some are also "comic book" style as well. The graphic novel style cut-scenes of the previous Max games were one of the hallmarks of the series, giving a unique aesthetic to story transitions as well as putting a spotlight on what was going on in Max's head. The graphic novel cut-scenes are back for Max Payne 3, but instead of a static panel or page, we're creating an almost motion-comic feel that blends in-game footage, text and Max's iconic monologue, which are over laid on the game to produce something that is pretty amazing and really helps give the game a digital noir feel.

The new look.

IGN: From the footage released it seems as though Max Payne will undergo some changes in appearance as the game progresses. Does he start out with the shaved head? Can his appearance be customized at all?

Rob Nelson
: Max's shaved head comes at a pivotal point in the story, and we'll release more information about that later. Unlike the earlier games that took place over the course of one night, Max Payne 3 takes place over the course of a few days, with flash backs to several months before. Players will experience Max in a variety of locales, appearances and states of mind. Max shaves his head at a point where he feels like circumstances are slipping out of his control and that drastic action is required.

We're staying true to the original games here too, so Max's appearance won't be customizable, but you will see lots of different sides to Max's character. Max's appearance changes quite radically between Max Payne 1 and Max Payne 2 (they used completely different models). We feel using James McCaffrey as the look, movement and as the voice of Max helps make everything consistent, and really helps bring the character to life.

Max moves south and brings an AK-47.

IGN: It seems as though Max will still have his trademark slow-motion dive. Will the Bullet Time still function like it did in previous games or has it changed?

Rob Nelson
: Much like the originals, Max Payne 3 is about combining groundbreaking action with powerful characterization in a way that feels completely fresh and new. A massive part of this in all three games is the concept of Bullet Time: the choreography of shooting and manipulating time to create the most precise, action-packed gunplay possible. We want players to get a sensation of placing and reacting to every single bullet with precision and style and getting to savor the results.

Max's signature Bullet Time moves are back, but upgraded with the level of sophistication and detail that we can bring to an action game in 2011. A combination of our RAGE engine, blended animations and Natural Motion's Euphoria system control Max's movements, making him react to the world around him realistically, bracing for impact from a diving shoot-dodge or transferring his weight from foot-to-foot while in Bullet Time – the player has an amazing amount of control over the player when running and targeting.

Bullets are individually modeled, and hits register dynamically and individually on every enemy. Every gun is modeled as accurately as possible, with the hammer and slide cocking back after each shot. There are also some additional new features to gunplay in Bullet Time that we'll reveal soon. Our goal is to set a new benchmark for sophistication and feel in a 3rd-person shooter – we've really tried to make the experience as intense and focused as possible."

The bold are the most interesting stuff ! (for me, at least)

I can't wait for this game on PC next March !

For the full version plus new screens, please visit IGN

Saints Row: The Third PC will ship together with consoles counterpart !!


THQ Confirms PC Version of Saints Row: The Third Scheduled to Release When We Said it Would.

"September 30th
 -- Today, THQ and Volition announced that the PC version of Saints Row: The Third is scheduled to release exactly when they said it would. Developed in-house at Volition in Champaign, IL and powered by Steam, Saints Row: The Third on PC is not scheduled to be delayed by any unforeseen development problems, shipping issues, inclement weather, or zombie apocalypse. As such, it remains on track for a November 15 release, exactly when we said it would. 

Full details on the PC version will be posted to the official website, SaintsRow.com in the near future, including recommended specifications and PC-only features."



It's definitely good to see more developers giving respect to PC GAMERS !


Really looking forward to the PC-only features !!


Once again, PC GAMERS REJOICE !!


Thanks to SaintsRow

Friday, September 30, 2011

Battlefield 3 Open Beta Update NO.1

Here are the changes (apparently not complete though)

A SELECTION OF CHANGES FROM OPEN BETA TO FINAL, PART 1
(Not a complete list – for up to date news, visit the News section in Battlelog)
* Fixed occasional client crash when reviving.
* Fixed killcam showing glitched area under map if your killer is dead.
* Issue with spawning on dead squad mates fixed.
* Fixed a bug where shooting at a moving enemy could cause more than the intended amount of damage.
* Crosshairs for shotguns have been replaced with a new, thinner, art.
* A subtle low health screen effect has been added.
* Tweaked scores of Medals and Service Stars.
* Tweaked the Rank progression.
* Pushing prone on console will not play the animation twice.
* Fixed loss of Squad Leader after EOR at some times.
* Framerate stability fixes.
* The 3D spotting icons has been tweaked to better match the target’s visibility. Icons will show frequently less on mostly obscured targets.
* Fixed issue with crosshair disappearing after round transition.
* Fixed issue with crosshair disappearing after trying to deploy while the countdown timer still active.
* Squad list now shows specializations chosen, VOIP activity and dead squad mates.
* Non working options in squad menu fixed: "Private" flag and "Switch Teams".



Awesome Lists !


Thanks to Battleblog



BF3's Battlelog and Platoons Trailer (REALLLY!)


With Battlelog, we are expanding the social aspect of playing Battlefield 3, and Platoons is one of the central concepts in doing that. Check out the Battlelog video above for a closer look at the social platform Battlelog as a whole. Read on for the full details on why being in a Platoon is the most engaging and rewarding way to play Battlefield 3.

A Platoon is essentially the classic concept of gaming clans, only taken to the next level of flexibility and social interaction. Anyone can start their own Platoon easily in Battlelog. Give your Platoon a name, a description, and an abbreviation, and then you’re ready to start inviting friends through the slick Battlelog interface.

To personalize your Platoon, you can use the built-in emblem feature in Battlelog, where you pick and choose from ready-made shapes and templates and then place and format them to your liking. Up to 100 players can be part of a Platoon at any given time, and you can be a member of three different Platoons at the same time – you just need to select which of these you want to be active at any one time.

Every game you play will help your Platoon and will be tracked. Click image for full size.
Play for the glory of your Platoon
Every game you play when part of a Platoon (whether you play on your own or with other members) will count towards your Platoon’s aggregate statistics, scores, and rank. Having a large pool of skilled players who play a lot of games is a good idea if you want to rise to the top in the Platoon-specific leaderboards.

Just like on an individual player level, the Platoon page will have detailed stats on how you are doing collectively. What’s your record for winning and losing online? What’s the breakdown of classes within your Platoon? Who is the most valuable player in your Platoon? What is the mean rank of your Platoon? and so on.

You also have a Platoon specific feed in Battlelog that will show everything that concerns your Platoon – people joining, internal chats, new match records for your members, and anything else you need to keep track of what is happening in your group of players.

Battlelog users can search for Platoons in their country or area, become fans of Platoons, or apply for membership. In the regular news feed for Battlelog, fans and friends can follow your latest progress and awards.

With Platoons, we are making it easier and more fun than ever to play together. It’s not just a group of people playing together, either – it’s a large group of people where everything you do will ultimately have an impact on your Platoon’s standing and be reflected in their statistics.

You can get a first taste of the Platoon functionality in Battlefield 3 right now in the Open Beta.* While not having every feature turned on, this is a great chance for you to try it out, and see how it will give you that extra incentive to play and to contribute to the greater good of advancing your Platoon.

Thanks to Battleblog

Watch the Trailer below!


PC Piracy and DRM Analysis

An article on Eurogamer speaks with a few figures from the game industry seeking to answer the question "How Bad is PC Piracy Really?" The general consensus is that it is impossible to definitively determine what percentage of PC games are pirated, or how many legitimate sales are actually lost as a result, but that doesn't stop some of the people they spoke with from taking guesses: Reinhard Blaukovitsch from SecuROM vendor Sony DADC says "between 40 and 80 per cent of total copies of a game being played are pirated," and: "The commercial value of global software piracy is growing by 14 percent annually." Analyst Michael Pachter tells them: "Ubisoft told me that their PC game sales are down 90 per cent without a corresponding lift in console sales," and that he guesses "40 to 50 per cent of PC games played are not purchased." Capcom's and PCGA's Christian Svensson says he thinks it ranges from 50/50 at the low end and: "At the higher end you can see 90 per cent illegitimate usage to 10 per cent legitimate."

They also discuss solutions: "[There's] no public data to suggest that DRM works," says Pachter. "But the fact that more companies are imposing it strongly suggests that they believe it works." They also have a separate article about Pachter's comments. "Yes, piracy is ruining PC gameplay, and yes, it is forcing PC games online," the analyst says. "This happened in China 15 years ago, and in Korea in the last decade, and it's happening in the West now." One thing all their respondents seem to agree on is that it's a problem when DRM punishes legitimate users and encourages piracy. Here's a chunk with a few takes on that concept:

"Consumers are right to complain about DRM, since it impacts both legitimate and illegitimate users," reckons Pachter. "The problem is that the companies think it limits piracy, and an industrious and determined hacker can work around DRM, while a normal, legitimate user must deal with a hassle. I'm not sure where to come down on this, as I respect the companies' right to protect their intellectual property, while acknowledging the legitimate consumer's complaint about the problems created with DRM."

"The challenge nowadays is to reward loyal users," GOG.com's managing director Guillaume Rambourg believes. "If you make the whole gaming experience more complicated and more frustrating for people who buy the game; if it's easier to play a game that is pirated because they removed all the technical restraints, then I think there is a big issue on the plate now. It should be easier to play a game that you bought legally than play a game that you pirated."

"Through the use of DRM, a publisher can meaningfully improve profitability on a project." Christian Svensson, PCGA and Capcom "There's good DRM and what we call bad DRM," explains Svensson. "There's a huge breadth of parameters and technologies available, and no one technology is bad - it's the implementation that can be bad, the communication around the implementation that can be bad. What we try and do - and we haven't always been successful in this - is never hurt the legitimate user. If the legitimate user is ever going to have a more negative experience than a pirate, you've done something wrong."

Taken from Blues

Very interesting!

Portal 2 Free DLC Next Week (no Valve Time) !

Valve announces an October 4th release of Peer Review, the promised free Portal 2 DLC, which will offer a new co-op campaign, a single player and co-op Challenge Mode, and Challenge Mode leaderboards for the Windows, OS X, Xbox 360, and PlayStation 3 editions of the puzzle/platformer sequel. The DLC was scheduled for this past summer, making so it's right on schedule (Valve Time). Here's the announcement, which includes word that the final installment in the "Songs to Test By soundtrack on the Official Portal 2 Website:
"September 29, 2011 -- Valve, creators of best-selling game franchises (such as Half-Life and Counter-Strike) and leading technologies (such as Steam and Source), today announced the free DLC update for its bestselling game franchise Portal 2 will be rolled out across all regions on Steam, Xbox LIVE and PSN starting October 4th. The free DLC, titled "Portal 2: Peer Review", is available to all owners of Portal 2 for download on PS3 and Xbox 360, and will be automatically downloaded via Steam on PC and Mac.

In "Peer Review", you and a friend will continue the story of loyal bots P-Body and Atlas as you puzzle your way through a mysterious new co-op test track and once again match wits with GLaDOS. The DLC also features a single player and co-op Challenge Mode, and leaderboards to compare Challenge Mode scores with friends and the Portal community.

To hold you over until the release next week, visit http://thinkwithportals.com/ for the final installment of the Portal 2 soundtrack Music to Test By.

Portal 2 is a hilariously mind-bending adventure that challenges you to use wits over weaponry in a funhouse of diabolical science. For more information on Steam, please visit http://www.steampowered.com."

Finally, the No-Valve Time announcement  !

Taken from Blues 

Thursday, September 29, 2011

RAGE – Jackal Canyon Official Gameplay Trailer

With less than a week until launch, we’ve released the sixth and final RAGE gameplay video! Watch as your character infiltrates the Jackal bandit clan’s camp in order to retrieve a data decrypter that could help the Resistance defeat The Authority.

Taken from Bethesda Blog

Watch it below!