Thursday, September 23, 2010

Halo REACH

Halo: Reach is the sixth game in the Halo franchise which, like most video game franchises, stops numbering sequel titles at some arbitrary point and starts inserting random words after a colon instead. So for instance the first sequel was called Halo 2, then there was Halo 3, then they decided to mix things up with Halo 3: ODST. Also there was an RTS called Halo Wars, even though all Halo games are about wars. But we digress.

We don't want to spoil the plot of the single-player mode, though Halo: Reach is a prequel to the original Halo, so if you have played any of the previous games you sort of know the ending (SPOILER: THE GOOD GUYS EVENTUALLY WIN). Let's just say that it involves level after level of shooting increasingly strong aliens using more and more powerful weapons. The plot of the multiplayer is similar, only with the added layer of teenagers vigorously reading from a thesaurus of racial slurs.

The Halo series exists in rare air in the video game industry along with the likes of the Mario, Zelda and Grand Theft Auto franchises, in that the release of a new game grosses the kind of money rarely matched by any product launch--Reach grossed a mind-boggling $200 million its first day. In the middle of a worldwide economic collapse.

The game has received favorable reviews, which is not a surprise as all Halo games are competently made and generally pleasant to play. Reviews also are useless for a franchise like this. If you are a fan of the Halo games, you already own it and in fact are playing it right now instead of reading this. If you dislike Halo games, this one will not change your mind. If you have been resisting trying Halo games through the first five games over the last decade, there is probably no reason to get into them now. You apparently already are satisfied with your life and your other hobbies. You and Halo can continue to coexist in the world without impacting each other's existence in any way.

Bungie

If you follow the industry, Halo: Reach is significant because it will be the last Halo game developed by Bungie (the studio who created the whole thing). Bungie had made the games exclusively for Microsoft consoles and recently announced it was parting ways with them. However, Microsoft owns Halo, not Bungie, so the split required Bungie to leave their most beloved child behind.
Halo will continue, as Microsoft actually created a studio (343 Industries) to do nothing but focus on future Halo games.
Bungie, meanwhile, jumped from one industry monolith to another: they signed a deal with Activision Blizzard, aka The Largest Video Game Maker That Has Ever Existed, to create a brand new video game series from scratch, which presumably will not involve space marines or armed dune buggies unless they like getting the shit sued out of them.


Read more: http://www.cracked.com/funny-6525-halo-reach/#ixzz10OmQFuPH

Photo Mate

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iPlayer Mobile

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Driver: San Francisco

The classic chase game returns to its roots, with its original creative lead taking the reins. This time, however, the tale carries a twist.
Martin Edmondson is a name you should probably know. Despite his absence from the forefront of game development in recent years, Edmondson's creative influence still permeates the industry decades after he first started crafting games. Developers such as Rockstar, Black Box, and Criterion note Edmondson's taste for and execution of 1970s-style car chases as an influence for their seminal works. After a lengthy hiatus, he's back in the driving seat at Reflections, the studio he formed in 1984 (now part of Ubisoft), and his first work is a return to the franchise that really put him on the map: Driver. The new title, set in San Francisco, blends familiar themes from the 11-year-old franchise with some fresh ideas that may prove to influence the genre as much now as his early works did at the dawn of the PlayStation generation.
Driver: San Francisco
My real passion has always been games. On a day-to-day basis, this is what I really want to be doing." -Martin Edmondson, creative director, Ubisoft Reflections
Back in the early days of the original PlayStation, Edmondson's team experimented with a different approach to driving games. Up until this point, the majority of 3D racers drew their inspiration from the classics of the time, notably Test Drive, Ridge Racer, and Need for Speed. In Destruction Derby, Reflections' 1995 release for Sony's fledgling console, he introduced the idea of realistically destructible vehicles and physics-based handling: ideas that had been rarely mastered for, and never properly integrated into, arcade-style driving games. The game was so successful that it spawned three sequels before Edmondson and his team decided to spin the lessons they'd learned into something more ambitious.
In 1999 the studio released the original Driver, an open-world car-chase game influenced by '70s cop shows like Starsky and Hutch and movies like Bullitt. Like Destruction Derby before it, the game proved to be incredibly successful and began a franchise that went on to sell more than 14 million copies.
Controversy rocked Reflections and then-publisher Atari in 2004 when the third game in the series, clumsily dubbed Driv3r, was rushed to market due to financial concerns and consequently flopped, both critically and commercially. Edmondson left the company as a result and later sued the publisher due to "constructive unfair dismissal as a result of Reflections alleged repudiatory breach of a contract of employment that necessitated [his] resignation."
After the messy breakup, Edmondson's brother, Gareth, took over the reins at the studio, which went on to produce the woefully underfunded and poorly received retro-themed 2006 release Driver: Parallel Lines. By the end of that same year, Atari was experiencing deep financial troubles and sold Reflections, along with all associated intellectual property, to Ubisoft for $24 million. The studio, renamed Ubisoft Reflections, quickly released a PSP variant of Parallel Lines dubbed Driver 76 before disappearing from public view.
Meanwhile, Edmondson was taking a break from game development. "After the company was sold, I just wanted to go and do a bunch of completely different things," he says during an interview at an Ubisoft press event a month before the game's official unveiling at E3. "I went to spend some time working with a company working on LCD screen technology, and I did some mobile-phone licensing stuff. But my real passion has always been games. On a day-to-day basis, this is what I really want to be doing."
Driver: San Francisco
[Tanner] cheated death, and as time progresses, he's increasingly aware that this has affected him psychologically." -Martin Edmondson
During his hiatus, he never stopped thinking about the potential for the franchise he created, and when the opportunity arose to rejoin the studio as part of Ubisoft, he jumped at it. "The franchise had drifted away from what it was originally designed to be, and by Driv3r, it was really quite different," Edmondson says. "To be honest, we never got to properly finish that game, so it seemed like we'd left the universe that we created in a bad way. With the new game, we have a chance to bring the whole thing back to its roots, focus on realistic, Hollywood-style car chases, and return to the characters that we set up all those years ago."
As in the previous games, players step into the shoes of Tanner-a gritty cop with a penchant for power slides-in his efforts to take down his nemesis, Jericho. When we last saw the characters, Jericho had shot Tanner and left him for dead, leading many players to believe that the character had come to an untimely and unexpected demise at Driv3r's end. Driver: San Francisco picks up three months after these events; initially, Tanner seeks revenge for what happened to him while investigating Jericho's criminal network in San Francisco.
At first glance, the new game is a fitting update to a previous formula. Its large and expansive play area is accurately modeled after the city of San Francisco, as well as outlying areas in Oakland and Marin County, and it includes "hundreds" of licensed cars that span the mundane to the exotic. Cars slide around the way we remember in previous Drivers, and the whole thing looks suitably high definition and runs at a silky-smooth 60 frames per second.
Where things get really different is in the underlying gameplay structure and the conceit that Edmondson and his team have constructed to facilitate it. "At the beginning of the game, you're reminded that Tanner has had a near-death experience," he explains. "He cheated death, and as time progresses, he's increasingly aware that this has affected him psychologically." As he explains this, Edmondson hits a button on the PlayStation 3 controller, which zooms the action up and away from the car that he'd been driving to show a broader view of the city. "As you can see, we have lots of traffic moving around, and everything you see here is controlled by A.I. All of these cars have drivers in them that are going about their business." Then, as he moves a targeting reticule over a car that's passing by, the action zooms into that car and hands over complete control of it to the player. "This is a feature we call 'Shift,'" Edmondson beams triumphantly. "You can target any car in the game and zap into it like that. When you get in it, you have complete control, and when you leave it, the A.I. takes over again and goes about its business."
It's an impressive effect, one that's reminiscent of the whoosh of the player-swapping function in Battlefield 2: Modern Combat, but its justification in Driver: San Francisco is both fascinating and provocative. "So, in the fiction of the game, Tanner thinks that he's able to initiate an out-of-body experience," Edmondson explains. "It's a resource-managed effect, but the character believes that the more daring he is out on the roads, the more he's able to channel this ability. What the character doesn't know, but the player does, is that the entire game and its story is happening in Tanner's head. He's not really there. He's still in a coma, recovering from being shot by Jericho, and he's simply playing out this revenge fantasy that you are now controlling."
Driver: San Francisco
It's an incredibly complicated undertaking, but we think it's a unique approach to this kind of game." -Martin Edmondson
What this elaborate ruse allows for is a complete break from traditional gameplay structures and a complete new way of constructing a narrative. "Every car in the game has someone driving it, and many of the people that you encounter by zapping yourself into them have some kind of objective that can or needs to be accomplished. This is how we communicate all of our missions in the game," Edmondson enthuses, as he zaps Tanner into the consciousness of a cop by way of illustration.
"What you can see here is that we're now controlling a cop who's in the middle of a chase. It's an important objective for us to complete, and we need to find some way of stopping that car." With this, he swerves the cop-painted Dodge Charger into a wall and smashes it up. As it crumples, he zooms out, shifts into a different cop car, and immediately resumes chasing the bad guy, while the previous cop's A.I. maneuvers itself to re-enter the fray.
"We can hop from car to car, but we can also look ahead and see if we can block the road rather than simply chase him." With this, he shifts to a conveniently placed 18-wheeler driving in the opposite direction and uses the big rig to block the road before shifting back into one of the police cruisers. "We have all kinds of dynamic elements like that," he beams. "The final game will include big rigs, tow trucks, and even car transporters that you can shift into to set up unique gameplay possibilities." While the demo on show in May was very early in the game's development, the potential for both single-player and multiplayer gameplay is clearly evident.
It's a remarkably ambitious approach to the structure of an open-world game, especially to the mission management within it. While justified by a metastory with more than a hint of Life on Mars-style sci-fi, the core takeaway at this early point is that the new gameplay ideas are the primary concern, with the story line crafted to explain the gameplay without feeling the need to remain overly realistic. "It's an incredibly complicated undertaking," Edmondson explains, "but we think it's a unique approach to this kind of game." He's certainly right about that.

Rally 3D Evolution

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funracer rally   02 Aug, 9:29PM
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#54 Most Popular Softwares April 2010
#27 Most Popular Softwares May 2010
#25 Most Popular Softwares June 2010
#24 Most Popular Softwares July 2010
#28 Most Popular Softwares August 2010
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a 240x320 version is available also :
(with even more games of according resolution listed)
more popular funracers in 176x220 resolution:

Race to Kill --- Car Racer 3
Opposite Lock --- Bimmer 3D
Blind Fury --- Speed Run
Range Rover Sport --- Le Mans 24h
Extreme Rally 3D --- Snow Rally
Alonso Racing --- Dixon Racing
Drag Race --- Air Burster
Bigfoot Racing --- Crazy 18 Wheels

and some popular 176x220 motor bike funracers:

GP-Bikes 3D --- Real Superbike
MX1 MotoCross --- Evil Knievel 3D
Moto-GP 2 --- Moto-GP 3
Superbikes 2 --- Bookoo Cross


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RUSSIAN MAFIA

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THAT FALL FLAT

When I heard six days ago that a highly-inventive, groundbreaking MMO was getting shuttered despite all efforts otherwise it was only a matter of time before I started thinking of other games that had enough good points (or even the closest possible thing to total perfection) that ultimately failed to make it in the marketplace. Sure, APB wasn’t perfect but despite limited content at launch the game had a lot of potential that is now going to waste (and has left its developer in a state of existent limbo). So just this morning (or during the overnight) I’ve given thought to a bunch of other games for which there creators shot high only to fell flat in the end (and in some cases effect their corporate survival). So without further ado, here is my list of the more notable epic failures known to gamers:
Tabula Rasa

Take [Ultima creator] Richard Garriot, throw him into MMO development, reap big rewards. Sounds easy, right? Not so fast: rewritten code, a change in genre and possible breach of contract (Garriot actually claims he was fired despite prior reports to the other direction) all entered the picture over the course of the Tabula Rasa project (and later), and a shift from a possible free-to-play modification to outright cancellation a few months later ultimately came about in the end. Buying ammo for your weapons also ended up being a pain in the backside once the final product came out, thanks to the need to literally buy it in order to keep shooting the opposition. Despite everything going for it, a good idea sometimes goes bad, even if the reason dates back to the development cycle. Put it this way: mid-development changes are rarely good for a game’s development, if even at all.
Lair

Sure, Nintendo got motion gaming started but it was Sony that countered… and this was before the Move was even on the market. Needless to say, the SixAxis didn’t work — in fact, it was an epic failure, and it even effected what the Rouge Squadron guys had in store to show it off. Lair was so heinously bad that it practically doomed this perfectly-hyped game — and with the analog sticks looking up at you, thinking “Don’t even think of touching us, or you’re going to fail the game.” Well, guess what: you were going to fail anyway.
Haze

Just as APB has nearly killed Realtime Worlds, so to did Haze ruin Free Radical. And the worst part is that such a ridiculously bad game was actually the first bomb that came out of the studio — and in this case, one was all they needed to do themselves in. Horrendous presentation, generic product and a complete and utter waste of time all served to combine into a perfect storm that led to a company-killing stinker and unfulfilled hype. If there was ever a definition of epic failure, this would be it. This one really deserves the fail horns above the others mentioned to this point.
Earth and Beyond

Yet another MMO that sucked in the you-know-where. Great space battles, but practically nothing else to do. That’s it. Ironically, Westwood had it coming anyway, since at the time Electronic Arts had a nasty habit of dissolving studios that it bought out upon completing the transactions. And that’s despite the excellent Command & Conquer games. But it would’ve probably happened regardless due to the mess that was in this sucker. If EVE Online had PvP, capital ships and player corporations stripped out, this would be the resulting product. Think about it: nothing to do, nowhere to go. Nothing gets worse than this. Again, cue the fail horns. This same lack of content doomed Asheron’s Call 2, and the same is true here.
Every single Virtual Boy game

Forget the Gamecube: the Virtual Boy is where Nintendo really blew it. Painful red-on-black graphics put the fix on your eyes. Prohibitively expensive cost. Heaf-hearted dual-control before there was dual-control. This list isn’t huge due to its pullback within less than a year (and a canselled European debut) bit it was definitely big enough to stink up the room (and even lead to the departure of its main proponent, who ultimately got a fair dose of poetic justice in the form of a fatal car crash soon afterwards). Basically the huge, cumbersone thang sucked completely — and you might even say it was ahead of its time. Let’s hope the Big N has a more successful time with the 3DS than it did with the original attempt at this kind of expirience.