TouchArcade has found evidence of two upcoming iPhone control pads that add, at the very least, an SNES amount of buttons to the iPhone. iControl pad is the first, and has four face buttons, a D pad, Start/Select and an LED to show when it's in use. It may be ugly now, but it's just a prototype.
Another game pad design (below) was received anonymously and looks like a patent application. It has an analog stick instead of a D pad, and places the Start/Select buttons over on the left. Both seem incredibly useful for games that require precise controlâ”something the tilt sensor is not good for.
Good news for John Carmack, and, you know, evil ROM pirates.
Seriously, if this thing is as powerful as some people say it is... I probably still won't buy one. I own a PSP, it comes with buttons. But for the sake of closeted gamers everywhere, even if it's not an official-supported chunk of Apple hardware, I hope someone makes this device. I mean, a sexy one, that black mock-up looks like it was carved out of packing foam and dipped in exterior latex.
Having spent considerable time with the Terran and Protoss at BlizzCon last year -- and no access to the Zerg at Blizzard's Worldwide Invitational -- I thought it might be fun to take out my old favorite class for a spin.
As you might expect, there was a wait, one that gave me ample opportunity to watch the Zerg in action. Most noticeable was the lovely look of the Creep, the purplish goo that the hivemind race builds upon. It has a constant visual pulse to it, not something that distracts when one actually gets one's hands on the keyboard and mouse.
That said, the Zerg were probably the hardest race to easily distinguish from their surroundings. Hopefully that's just due to inexperience and unfamiliarity with the new models, but the move to 3D and a higher resolution does make it a bit more difficult to pick out units.
I have higher hopes for this than Diablo III. So far I have yet to see any screenshots where the marines are shooting silly string at the Zerg, who make the anime tear-eye thing, while the Protoss just sits there listening to Skinny Puppy, whining about their destroyed society.
Also, space marines should only ever die one-by-one in dark hallways. Out in the open, one should be able to nuke a million freakin' Zerg. So it is written, so it is said.
While the demo was playing, Carmack spent some time talking about multi-threaded aspects of id Tech 5, where the entire rendering system is offloaded onto one core. he said this was a “natural progression” from the multi-core support it had included in previous generation titles. “That balances pretty nicely for most games, where you can run your game logic and simulation in one thread, and your rendering system in another thread,” he explained.
He explained that there was much more than just this going on in id Tech 5 though. He said that there’s a separate thread devoted entirely to “running analysis over what’s being rendered, managing the streaming of information from DVDs and hard drives, decompressing all of it, transcoding the formats that are useful for GPUs, and so on.”
“That sucks up a pretty good amount of processing power just to do that, but that's one of the key things that lets us do this level of detail that really is beyond anything that you've seen before,” he added.
Sometimes I wonder how pragmatic it's been to go through "natural progression" concerning multi-threading. Obviously, GPUs do miracles with it, but then, you stick two together and it's like some kind of mass hysteria, only instead of hysterics, they just go retarded. I read, what I can understand, anyway, as much reddit: programming as the next guy, and it seems to me like there isn't enough scraping and starting over as there should be.
Then again, if it ain't broke, don't fix it. Maybe Carmack will once-and-for-all turn out an Id game with a plot, amirite?
The premise of the game is that you have to battle for survival among millions of asteroids in space, following a dramatic Moon mining disaster near the Earth, which has spewed billions of tons of rocks into the arena. The battlefield will include remains of the International Space Station, as well as the asteroids. Futuremark promises that the game will feature simple controls, as well as complete freedom of movement. The company also says that gamers will be rewarded for using tactics appropriate to the zero-gravity setting, which would be otherwise impossible.
Lead game designer Antti Summala explains that ‘In zero gravity the player is set free to play in new ways. Complete freedom of movement and unique level design create an experience that is at once familiar to anyone who loves the FPS style, and yet strikingly different to any game they’ve played before.’
Yeah, that's what happens when you spend five million dollars to produce a benchmarking suite. You look for new ways to profit off those sweet, sweet polygons.
I can't be the only one, though, who's seen "New Calico" and thought, If someone made a game like that, I'd totally buy it. I'm a little disappointed to hear that it's a first-person shooter, to be honest. I miss--not kidding here, Mark Hamill and everything--Wing Commander. FreeSpace 2 was boss. BattleZone rocked my pants. Et cetera.
After seeing the same few minutes of Mirror's Edge footage ad nauseam, EA has seen fit to release three minutes of new parkour goodness from the game for Leipzig. In the newly released video found after the break, Faith works her traceur magic and attempts to escape from snipers inside some kind of warehouse/hydroelectric plant. Yup, we're still excited about this game and we can't wait to play it again.
I've started taking classes in parkour.
To move is to pain.
My feet look and feel like I took hammers to them, and there's less and less skin over my shins. My knees are swollen, my wrists are swollen, and I can't tell if I'm sore or broken. This is entirely too much fun. Honestly, if you're in Denver, and you're interested in the real Mirror's Edge, check these guys out and come get bruised with the rest of us!
the above photo credit beth jusino, and there's no possible way that's me. right now, i'm kind of still learning how to kong. just yesterday, i ran into a wall; forgot to stick my leg out
Does the success of GTA IV goes to show that you donât need to make games for âcasualâ audiences in order to reach the mass-market?
"The division doesnât make sense to us; good games will usually sell and be popular, bad games will struggle â“ of any type or genre or style. But we still believe big, high impact games will help the industry evolve and further surpass the movie industry as the next mass-market story telling medium.
...
"We always tried to make games that anyone could pick up and play. They may, over time, reveal a lot of structural and mechanical complexity, but the first mission of more or less any Rockstar game is very easy and engaging for a reason â“ because new people playing the game have to be gently led into the world of 3D action games, or open world racing games or whatever. This is the way we try to cater for a mass market Ââ“ but we are focused on making digital worlds that are fun to explore and interlaced with rich narratives, that even the most casual player can become a part of, if they want to."
An actual conversation I had with someone concerning GTA:
her: I loathe Grand Theft Auto.
me: Me too! It's like, the best possible example of games as a legitimate medium.
her, quizzically: I just don't understand how anyone could enjoy such a brutal rape simulator.
me: Wait, but then...
dude: She said "loathe", not "love".
awkward pause
me: So you ever, uhm, try the game yourself?
furious stare
me: Well, I liked it.
the above image the result of the search terms "casual gaming" and is precisely why you shouldn't bother with ctr-alt-delete
Windows is like a real-time strategy game. You can do everything with the mouse, but you'll be so much better at it if you learn the keyboard shortcuts.
We all know the basic keyboard shortcut for Windows. It's often referred to as the three-fingered-salute, and it's supposed to have some sort of positive effect when a program hangs. It's the combination of CTRL+ALT+DEL, and it rarely does anything useful.
Invoke it when all is well, however, and it gives you a bunch of options. In Vista, it lets you start the Task Manager, lock the computer, log off, change a password, and more. In fact, some people think the three-fingered-salute is the only way to call up the Task Manager, but that's not the case; just hold CTRL+SHIFT+ESC and, lo and beholdâ”the task manager appears.
In surfing forums around the Web, I'm surprised by how many people aren't hip to the sheer number of Windows keyboard shortcuts that let you accomplish common tasks and perform basic windows manipulation without grabbing the ever-present mouse. So surprised, in fact, that I now present a primer on the most useful Windows keyboard shortcuts.
And if you dig all that, get Hit-A-Hint. You'll need keyconfig and Nightly Tester Tools to get it to work, but then, you crazy Windows users, you can pretty much reduce your mouse-using time to negative percent. You might as well check out Mozless while you're at it.
Braid is an absolutely brilliant game and quite possibly a work of genius. I don't like it one bit.
First, a disclaimer: I haven't finished Braid, and I have no intention of doing so. I ambled through to the end of the fifth world, and along the way, I grabbed some of the puzzle pieces you need to finish the game. I've gone back and worked through a few more of the puzzle pieces, and I've talked to others about the solutions to even more. Perhaps most importantly, I've heard developer Jonathan Blow give a talk in which he explained the ending, which is one of the most brilliant computer game endings I've ever seen. I guess you could say I've experienced most of Braid's content, just not the way Braid intended.
I want to like Braid. I really do. I envy the people who like it. Partly because I think people who like Braid enough to finish it are pretty smart (this isn't necessarily true of people who finished Portal, a similarly brilliant and economic work of genius, but one that so leads its players by the nose that any retard can finish it and think he's pretty smart and then go online to make "the cake is a lie" references).
This means... this means that I won't like Braid! I can't help it, everything Chick says is right!
OK, OK, OK, OK. I just have to buy it, then convince someone else to play it for me. Wait, I have to move furniture around to Ethernet up my Xbox again. Guess that means I won't be playing this one for a while, anyway. Maybe if it comes out on Steam.
The sounds were coming from the basement: a rapid, staccato clicking of plastic against plastic, hundreds of times a minute, too quick and orderly to be described as a rattle and too rhythmic to be considered noise.
In the downstairs den of his familyâs home, Chris Chike was sitting in an easy chair with a toy guitar across his lap. While his eyes were trained on a big-screen television inches away, his hands were frantically working the bruised plastic instrument held together with masking tape. His left hand was tapping manically at five colored buttons on the guitarâs neck, while his right hand made graceful leaps between the neck and a large black button on the guitarâs body, where a real musician would be strumming at strings.
His movements were precisely choreographed to the action on his television set, where color-coded musical notes stampeded down the neck of a simulated guitar in time to a relentlessly bombastic heavy-metal ballad called âThrough the Fire and Flames.â Some 1,191 notes would whiz by before Chris missed a single one.
If you haven't heard of the kid, then yeah, you should be a little proud, you smug bastard. But just watching those keys fly past him, not missing a single one... It's like he's catching bullets. There are a handful of videos of his fingering, they're boggling.
Here's a clip that's a little better than the YouTube videos the Times links:
One of the topics discussed at our roundtable with Sony at E3 (besides their dislike for paying for features and their 20/20 hindsight as to what went wrong with the PS3's development) was piracy. Piracy was half the reason SCEA's Jack Tretton gave to why the PSP is not living up to its promise as a powerhouse portable console, with the other half being the straight-shooting admission that PSP owners didn't want to pay for ports of PS2 games. So what can you loyal fans do when developers aren't putting out the type of content worth playing? Homebrew, the magical world of quasi-legal third-party PSP software including web apps, radio apps, Super Nintendo/NES emulators and ripped PS1 games. I'm going to show you how to get your PSP to do all this and more.
Well it can't really be piracy if you actually own the SNES games to begin with, right?
Without jumping into that discussion, I have a stack of PS1 games that I can't wait to play through again. I can only hope that Final Fantasy Tactics, which I now own three copies of, works better as a ROM than as the stupid--but with undeniably pretty cutscenes--PSP version. It being dumbed down and all. And "not being able to find good PS1 games" is about the weakest excuse for piracy ever. I mean, at least make something up about unnatural love between you and jewel cases. That's gross, but then people will probably condone it just to not hear any details.
As the creative tandem behind popular online comic Penny Arcade, Mike Krahulik and Jerry Holkins have made a living by condensing often offbeat commentary on games and gamer culture into a handful of panels and word balloons every Monday, Wednesday, and Friday. Krahulik provides the art and the inspiration for the impulsive and manic Gabe, whereas Holkins writes the comic and allows sardonic alter-ego Tycho to serve as the somewhat warped straight man of the duo.
Along the way, Krahulik and Holkins have established a notoriously loyal fan base, a rapidly growing open-to-the-public game convention, and a multimillion-dollar charity benefiting children's hospitals. Earlier this year, Penny Arcade expanded yet again, this time into the world of game development. Teaming up with Hothead Games, the pair produced Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, Episode 1 for the Xbox 360, PC, Mac, and Linux. (The game was also recently announced for a fall release on the PlayStation 3.)
Having had some time to reflect on the creation of the game and its critical reception, the pair spoke with GameSpot about negotiating the Precipice, working with other people, what worked in the game, and what didn't.
My mind bends to comprehend the massive outcry against a cheap, serial game for being too short. That's the essence of enjoying a game--wanting more. Maybe people are just miffed that they can't get a trade-in. Which... you know you can buy games from Amazon, right? And sell them on eBay? Yeah, you'll come out ahead.
It could seriously be worse, though. You could be plagued by an army of fruit-maddened clockwork appliances. That would... that would really suck.
Although the Eee is my favorite laptop for traveling, its Xandros-based Linux distribution is getting crufty and beginning to show its age. I was unable to install Firefox 3 on it, for instance, because it lacks a current version of the GTK+ toolkit. In preparation for OSCON, I decided to infuse my Eee with new life by installing Ubuntu 8.04. I used a community-driven derivative called Ubuntu Eee that is designed specifically for Eee laptops. It has nearly full hardware compatibility right out of the box, including support for suspend/resume, sound, and the built-in webcam.
If only it were so easy to install any Linux distro on hardware intended to run a Linux distro... Ubiquitous Ubuntu is actually not a straight-forward affair, and it's always nice to have help, even if it's so few steps.
I still like the Mini Note better. When are we gonna get some dual-core nettops? I'm just not willing to jump on the bandwagon until then, it seems. I have this desire to not wait, give up, and go get more coffee while the machine resizes a picture for the news. Maybe that's wrong of me; I also like my coffee cold. Bizarre.
EA and BioWare have officially announced a new Star War: Knights of the Old Republic game at E3 2008. A third KOTOR game has long been rumoured but this is the first confirmation that EA has given on the subject.
The mega-publisher didn't just stop there though, going so far as to confirm that the next KOTOR game will also be a massively multiplayer online RPG - making it the first Star Wars MMO since the ill-fated Galaxies.
Wow, so like, take one of the last few great single-player games and pimp it out, that's, that's nice. Superb. Now you and, like, a million of your pals can save or damn the galaxy simultaneously. That sounds grand.
Oh, and take Obsidian off the roster, you know, the guys that made the game cool, different, and not a Star Wars-themed total-conversion of Baldur's Gate. This is going to be mind-blowing--I'm so excited I can taste the vomit.
Actually, there's one possible saving grace: that this gets the Neverwinter Nights treatment; that it's actually just a single-player game with a buttload of free developer tools for anyone to use. If this doesn't happen, I'm just going to keep playing KOTOR II, most certainly once the Restoration Project wraps up.
Spurred by an e-mail from someone deep in the marketing ranks, Microsoft last week traveled to San Francisco, rounding up Windows XP users who had negative impressions of Vista. The subjects were put on video, asked about their Vista impressions, and then shown a "new" operating system, code-named Mojave. More than 90 percent gave positive feedback on what they saw. Then they were told that "Mojave" was actually Windows Vista.
"Oh wow," said one user, eliciting exactly the exclamation that Microsoft had hoped to garner when it first released the operating system more than 18 months ago. Instead, the operating system got mixed reviews and criticisms for its lack of compatibility and other headaches.
I think anyone willing to take a run at Vista with eyes open, doors to perception off their hinges, and other mystical hippie crap, will actually find that it's a fantastic OS. This just bolsters my point.
I don't know how much it would cost Microsoft to roll out an actual "Mojave" (pronounced moe-JAV-eh) with, like, a slicker, prettier, transparentier UI, maybe with a little virtual desktop love... basically pitching anything that's bubbly or a throwback to XP, and then slapping it onto Vista Home Premium, (of course, making it a free update for all the existing buyers) but it certainly would cement the OS in the lead.
Because the only real flaw was that Vista didn't change enough.
Shortly after hearing a sad tale of a 7-year old cancer patient having his medication and PSP stolen whilst en route to treatment comes yet another story of the world's meanest preying on the innocent. This go 'round, a group of griefers (which appear to be members of Anonymous) managed to invade a support forum established by the nonprofit Epilepsy Foundation and use JavaScript code and messages littered with flashing animations to effectively assault dozens of visitors who suffer from the disorder.
In a rare Blu-ray-videogame tie-in, Anchor Bay has announced an October Blu-ray bow for the animated direct-to-video game prequel 'Dead Space: Downfall'.
A full-length animated movie, 'Dead Space: Downfall' will debut on Blu-ray October 28 (day-and-date with the standard DVD), a week after the PlayStation 3 game it supports, 'Dead Space,' hits stores from Electronic Arts.
...
Exclusive to the Blu-ray will be a pair of cheat codes for the EA game, and a Digital Copy (standard def) on a second disc.
Suggested list price for the Blu-ray has been set at $34.95.
This is either really smart or really dumb, and I'm leaning towards the latter. I might be all nostalgic, though, about Diablo II having that included DVD of its movies. I didn't even own a DVD player at the time, I just had the movie.
It wasn't that great. That is, conveniently enough, also my prediction for Dead Space.
Lets just say Square-Enix recognizes how much meat there is on the carcass that is Final Fantasy VII. This title has received more direct sequels, prequels, side stories and general fansterbation than any other title in the series. I won't go into the quality of these titles, but they are out there. Now there is a rumor that says the Squeenix may be bringing the title to XBL and the PSN.
This all likely started as the result of the statement hinting at a "big FFVII-related announcement" that will come at next month's DKÎŁ3713 event. 'Inside sources' (I love how important that makes someone sound) stated that not only will the original be available through the Playstation store as a PS1 original download there will "definitely" be a remake or spin-off announced. I don't know where the XBLA release fits into this but that's the rumor anyway.
I wouldn't mind playing through this again. I don't remember how it ended. Does Cloud kill Sephiroth or just woo her? What about Jenova? She get some Zach-dupe lovin'?
It would actually be screwed up if they don't re-build the game from the bottom up. I'm not talking typos, either, and I don't care if they continue to use the same 12-polygon models for everyone, but the thing had better be widescreen, 1080p, with re-mastered backgrounds. Actually, some extra polys wouldn't hurt.
Dollars to doughnuts, though, Barret will exude less T-derived 'sploit. I mean blaxploit.
Games for Windows - Live multiplayer features are free, effective today, Microsoft announced at today's GameFest 2008 conference in Seattle.
...
In other news from GameFest, DirectX 11 was unveiled [and adds the ability for] compute shader technology that lays the groundwork for the GPU to be used for more than just 3D graphics, so that developers can take advantage of the graphics card as a parallel processor.
But the Shuga Shack makes a more interesting, real point:
Microsoft today announced that its Games for Windows initiative is set to expand with the launch an online PC gaming marketplace this fall. The service will deliver free and paid downloadable game content, along with trailers, demos, and other content comparable to the company's Xbox Live offerings.
In addition to the added features, the Games for Windows Live interface will also be redesigned to be "much more PC friendly." Microsoft has not yet specified whether full games will be made available for purchase on the network.
Which, as far as I can tell, isn't going to stop people from using Steam--it's not like you can't just install both. And how else are you going to hear the magic words, "Gordon Freeman, is that really you?" And maybe it'll have the side effect of forcing Valve to make Steam less... camouflagey.
don't ask my why astroboy was the result of the search terms "god live sucks", but it was either that or someone's faith splattered all over photobucket
Nintendo is flying high. Rather than examine the nature of this flight, the birdmen are mesmerized by the feathers. The analysts and executives do not see the concepts of disruption and donât even understand the Blue Ocean principles (though they think they do). The feathers they see on Nintendoâs ascent are casual games. Therefore, they surmise, if they make casual games then they will be flying high with Nintendo.
There is nothing new here. Years ago, when Grand Theft Auto 3 hit big, all the birdmen began putting out Grand Theft Auto 3 clones. Years before that, it was first person shooters. More years before that, it was bloody fighters. One can find the birdmen back in the 8-bit generation making platformers. They would look at Super Mario Brothers and go, âOh, I get it! We just need to make a game with cute music, colorful world, and upgrades like the magic mushroom!â Slapping wings on their arms, these games flopped. Amazingly, despite how many times the birdmen fall down, each generation they are ready to put on feathers and jump off a cliff.
This is the most acute look at games development I've ever read. This guy needs an RSS feed or something, and maybe even some kind of real image hosting. Don't worry, you don't need the graphs and charts. The point gets made and well. He even comes back at the growing fear that "hardcore" games are going to take a hit--they will, but the vacuum won't go unfilled long--and doles out solid commentary next to reasonable prediction.
And he says "retarded" a whole lot, which makes him the bee's knees in my book.
As one of the few Microsoft games confirmed to play a big role at E3 next week, Halo Wars is one we still have a lot of questions about. And while we expect many of those to disappear in a few days, we were able to talk with Ensemble lead designer Dave Pottinger ahead of time to get an update on what's new with the game since it showed its head at E3 last year. We asked about everything from release dates to the difficulty of pulling together an E3 demo to specifics on exactly how the gameplay works, and -- apart from him calling the Warthog "he" a few times -- he responded with pretty impressive answers. So we decided to post the entire thing. Here's almost 7,000 words of Halo Wars info.
That's how I like my exclusive content: six pages long, between a couple of dudes, and armor-plated. Oh yeah, that jazz is hot.
This is a welcome distraction from whateverthehell's going on with the Constitution. If that's not enough, here's some bonus Chrono Trigger content. It might be short and one-sided, but that's fun, too:
Fans demanded it, and Square Enix saw the potential to rake in big fat dollars with it: Chrono Trigger is returning on DS. Not with a sequel, mind you, but with a fairly straightforward port of the classic Super NES role-playing game. Pretty lousy, right? What nerve do they have, asking us to pay full price for a game that's more than 10 years old?!